3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "clientkill.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
27 #include "scores_rules.qh"
31 #include "../common/ent_cs.qh"
32 #include "../common/wepent.qh"
33 #include <common/state.qh>
35 #include "compat/quake3.qh"
37 #include <common/effects/qc/globalsound.qh>
39 #include "../common/mapobjects/func/conveyor.qh"
40 #include "../common/mapobjects/teleporters.qh"
41 #include "../common/mapobjects/target/spawnpoint.qh"
42 #include <common/mapobjects/trigger/counter.qh>
44 #include "../common/vehicles/all.qh"
46 #include "weapons/hitplot.qh"
47 #include "weapons/weaponsystem.qh"
49 #include "../common/net_notice.qh"
50 #include "../common/net_linked.qh"
51 #include "../common/physics/player.qh"
53 #include <common/vehicles/sv_vehicles.qh>
55 #include "../common/items/_mod.qh"
57 #include "../common/mutators/mutator/waypoints/all.qh"
58 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
59 #include <common/gamemodes/_mod.qh>
61 #include "../common/mapobjects/subs.qh"
62 #include "../common/mapobjects/triggers.qh"
63 #include "../common/mapobjects/trigger/secret.qh"
65 #include "../common/minigames/sv_minigames.qh"
67 #include "../common/items/inventory.qh"
69 #include "../common/monsters/sv_monsters.qh"
71 #include "../lib/warpzone/server.qh"
73 #include <common/mutators/mutator/overkill/oknex.qh>
75 STATIC_METHOD(Client, Add, void(Client this, int _team))
78 TRANSMUTE(Player, this);
81 PutClientInServer(this);
84 STATIC_METHOD(Client, Remove, void(Client this))
86 TRANSMUTE(Observer, this);
87 PutClientInServer(this);
88 ClientDisconnect(this);
91 void send_CSQC_teamnagger() {
92 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
95 int CountSpectators(entity player, entity to)
97 if(!player) { return 0; } // not sure how, but best to be safe
101 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
109 void WriteSpectators(entity player, entity to)
111 if(!player) { return; } // not sure how, but best to be safe
113 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
115 WriteByte(MSG_ENTITY, num_for_edict(it));
119 bool ClientData_Send(entity this, entity to, int sf)
121 assert(to == this.owner, return false);
124 if (IS_SPEC(e)) e = e.enemy;
127 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
128 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
129 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
130 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
132 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
133 WriteByte(MSG_ENTITY, sf);
136 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
140 float specs = CountSpectators(e, to);
141 WriteByte(MSG_ENTITY, specs);
142 WriteSpectators(e, to);
148 void ClientData_Attach(entity this)
150 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
151 CS(this).clientdata.drawonlytoclient = this;
152 CS(this).clientdata.owner = this;
155 void ClientData_Detach(entity this)
157 delete(CS(this).clientdata);
158 CS(this).clientdata = NULL;
161 void ClientData_Touch(entity e)
163 entity cd = CS(e).clientdata;
164 if (cd) { cd.SendFlags = 1; }
166 // make it spectatable
167 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
169 entity cd = CS(it).clientdata;
170 if (cd) { cd.SendFlags = 1; }
179 Checks if the argument string can be a valid playermodel.
180 Returns a valid one in doubt.
183 string FallbackPlayerModel;
184 string CheckPlayerModel(string plyermodel) {
185 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
187 // note: we cannot summon Don Strunzone here, some player may
188 // still have the model string set. In case anyone manages how
189 // to change a cvar default, we'll have a small leak here.
190 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
192 // only in right path
193 if( substring(plyermodel,0,14) != "models/player/")
194 return FallbackPlayerModel;
195 // only good file extensions
196 if(substring(plyermodel,-4,4) != ".zym")
197 if(substring(plyermodel,-4,4) != ".dpm")
198 if(substring(plyermodel,-4,4) != ".iqm")
199 if(substring(plyermodel,-4,4) != ".md3")
200 if(substring(plyermodel,-4,4) != ".psk")
201 return FallbackPlayerModel;
202 // forbid the LOD models
203 if(substring(plyermodel, -9,5) == "_lod1")
204 return FallbackPlayerModel;
205 if(substring(plyermodel, -9,5) == "_lod2")
206 return FallbackPlayerModel;
207 if(plyermodel != strtolower(plyermodel))
208 return FallbackPlayerModel;
209 // also, restrict to server models
210 if(autocvar_sv_servermodelsonly)
212 if(!fexists(plyermodel))
213 return FallbackPlayerModel;
218 void setplayermodel(entity e, string modelname)
220 precache_model(modelname);
221 _setmodel(e, modelname);
222 player_setupanimsformodel(e);
223 if(!autocvar_g_debug_globalsounds)
224 UpdatePlayerSounds(e);
227 /** putting a client as observer in the server */
228 void PutObserverInServer(entity this)
230 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
231 PlayerState_detach(this);
235 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
238 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
241 // was a player, recount votes and ready status
242 if(IS_REAL_CLIENT(this))
244 if (vote_called) { VoteCount(false); }
250 entity spot = SelectSpawnPoint(this, true);
251 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
252 this.angles = vec2(spot.angles);
253 this.fixangle = true;
254 // offset it so that the spectator spawns higher off the ground, looks better this way
255 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
256 if (IS_REAL_CLIENT(this))
259 WriteByte(MSG_ONE, SVC_SETVIEW);
260 WriteEntity(MSG_ONE, this);
262 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
263 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
264 if(!autocvar_g_debug_globalsounds)
266 // needed for player sounds
268 FixPlayermodel(this);
270 setmodel(this, MDL_Null);
271 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
272 this.view_ofs = '0 0 0';
275 RemoveGrapplingHooks(this);
276 Portal_ClearAll(this);
277 Unfreeze(this, false);
278 SetSpectatee(this, NULL);
283 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
287 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
289 WaypointSprite_PlayerDead(this);
291 if (CS(this).killcount != FRAGS_SPECTATOR)
294 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
295 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
298 accuracy_resend(this);
300 CS(this).spectatortime = time;
302 IL_REMOVE(g_bot_targets, this);
303 this.bot_attack = false;
304 if(this.monster_attack)
305 IL_REMOVE(g_monster_targets, this);
306 this.monster_attack = false;
307 STAT(HUD, this) = HUD_NORMAL;
308 TRANSMUTE(Observer, this);
309 this.iscreature = false;
310 this.teleportable = TELEPORT_SIMPLE;
311 if(this.damagedbycontents)
312 IL_REMOVE(g_damagedbycontents, this);
313 this.damagedbycontents = false;
314 SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
315 SetSpectatee_status(this, etof(this));
316 this.takedamage = DAMAGE_NO;
317 this.solid = SOLID_NOT;
318 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
319 this.flags = FL_CLIENT | FL_NOTARGET;
321 SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
322 this.pauserotarmor_finished = 0;
323 this.pauserothealth_finished = 0;
324 this.pauseregen_finished = 0;
325 this.damageforcescale = 0;
327 this.respawn_flags = 0;
328 this.respawn_time = 0;
329 STAT(RESPAWN_TIME, this) = 0;
334 this.pain_finished = 0;
335 this.strength_finished = 0;
336 this.invincible_finished = 0;
337 this.superweapons_finished = 0;
338 //this.dphitcontentsmask = 0;
339 this.dphitcontentsmask = DPCONTENTS_SOLID;
340 if (autocvar_g_playerclip_collisions)
341 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
344 setthink(this, func_null);
346 this.deadflag = DEAD_NO;
348 STAT(REVIVE_PROGRESS, this) = 0;
349 this.revival_time = 0;
350 this.draggable = drag_undraggable;
353 STAT(WEAPONS, this) = '0 0 0';
354 this.drawonlytoclient = this;
358 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
360 this.weaponmodel = "";
361 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
363 this.weaponentities[slot] = NULL;
365 this.exteriorweaponentity = NULL;
366 CS(this).killcount = FRAGS_SPECTATOR;
367 this.velocity = '0 0 0';
368 this.avelocity = '0 0 0';
369 this.punchangle = '0 0 0';
370 this.punchvector = '0 0 0';
371 this.oldvelocity = this.velocity;
372 this.fire_endtime = -1;
373 this.event_damage = func_null;
374 this.event_heal = func_null;
376 for(int slot = 0; slot < MAX_AXH; ++slot)
378 entity axh = this.(AuxiliaryXhair[slot]);
379 this.(AuxiliaryXhair[slot]) = NULL;
381 if(axh.owner == this && axh != NULL && !wasfreed(axh))
385 if (mutator_returnvalue)
387 // mutator prevents resetting teams+score
391 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
392 this.frags = FRAGS_SPECTATOR;
396 int player_getspecies(entity this)
398 get_model_parameters(this.model, this.skin);
399 int s = get_model_parameters_species;
400 get_model_parameters(string_null, 0);
401 if (s < 0) return SPECIES_HUMAN;
405 .float model_randomizer;
406 void FixPlayermodel(entity player)
408 string defaultmodel = "";
410 if(autocvar_sv_defaultcharacter)
416 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
417 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
418 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
419 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
423 if(defaultmodel == "")
425 defaultmodel = autocvar_sv_defaultplayermodel;
426 defaultskin = autocvar_sv_defaultplayerskin;
429 int n = tokenize_console(defaultmodel);
432 defaultmodel = argv(floor(n * CS(player).model_randomizer));
433 // However, do NOT randomize if the player-selected model is in the list.
434 for (int i = 0; i < n; ++i)
435 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
436 defaultmodel = argv(i);
439 int i = strstrofs(defaultmodel, ":", 0);
442 defaultskin = stof(substring(defaultmodel, i+1, -1));
443 defaultmodel = substring(defaultmodel, 0, i);
446 if(autocvar_sv_defaultcharacterskin && !defaultskin)
452 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
453 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
454 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
455 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
460 defaultskin = autocvar_sv_defaultplayerskin;
463 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
464 defaultmodel = M_ARGV(0, string);
465 defaultskin = M_ARGV(1, int);
469 if(defaultmodel != "")
471 if (defaultmodel != player.model)
473 vector m1 = player.mins;
474 vector m2 = player.maxs;
475 setplayermodel (player, defaultmodel);
476 setsize (player, m1, m2);
480 oldskin = player.skin;
481 player.skin = defaultskin;
483 if (player.playermodel != player.model || player.playermodel == "")
485 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
486 vector m1 = player.mins;
487 vector m2 = player.maxs;
488 setplayermodel (player, player.playermodel);
489 setsize (player, m1, m2);
493 if(!autocvar_sv_defaultcharacterskin)
495 oldskin = player.skin;
496 player.skin = stof(player.playerskin);
500 oldskin = player.skin;
501 player.skin = defaultskin;
505 if(chmdl || oldskin != player.skin) // model or skin has changed
507 player.species = player_getspecies(player); // update species
508 if(!autocvar_g_debug_globalsounds)
509 UpdatePlayerSounds(player); // update skin sounds
513 if(strlen(autocvar_sv_defaultplayercolors))
514 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
515 setcolor(player, stof(autocvar_sv_defaultplayercolors));
518 void PutPlayerInServer(entity this)
520 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
522 PlayerState_attach(this);
523 accuracy_resend(this);
526 TeamBalance_JoinBestTeam(this);
528 entity spot = SelectSpawnPoint(this, false);
530 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
531 return; // spawn failed
534 TRANSMUTE(Player, this);
536 CS(this).wasplayer = true;
537 this.iscreature = true;
538 this.teleportable = TELEPORT_NORMAL;
539 if(!this.damagedbycontents)
540 IL_PUSH(g_damagedbycontents, this);
541 this.damagedbycontents = true;
542 set_movetype(this, MOVETYPE_WALK);
543 this.solid = SOLID_SLIDEBOX;
544 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
545 if (autocvar_g_playerclip_collisions)
546 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
547 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
548 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
549 this.frags = FRAGS_PLAYER;
550 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
551 this.flags = FL_CLIENT | FL_PICKUPITEMS;
552 if (autocvar__notarget)
553 this.flags |= FL_NOTARGET;
554 this.takedamage = DAMAGE_AIM;
555 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
558 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
559 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
560 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
561 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
562 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
563 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
564 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
565 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
566 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
568 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
569 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
570 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
571 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
572 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
573 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
574 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
575 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
576 STAT(WEAPONS, this) = start_weapons;
577 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
579 GiveRandomWeapons(this, random_start_weapons_count,
580 autocvar_g_random_start_weapons, random_start_ammo);
583 SetSpectatee_status(this, 0);
585 PS(this).dual_weapons = '0 0 0';
587 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
589 this.items = start_items;
591 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
592 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
593 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
594 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
595 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
596 if (!sv_ready_restart_after_countdown && time < game_starttime)
598 float f = game_starttime - time;
599 this.spawnshieldtime += f;
600 this.pauserotarmor_finished += f;
601 this.pauserothealth_finished += f;
602 this.pauseregen_finished += f;
605 this.damageforcescale = 2;
607 this.respawn_flags = 0;
608 this.respawn_time = 0;
609 STAT(RESPAWN_TIME, this) = 0;
610 this.scale = autocvar_sv_player_scale;
613 this.pain_finished = 0;
615 setthink(this, func_null); // players have no think function
618 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
620 this.deadflag = DEAD_NO;
622 this.angles = spot.angles;
623 this.angles_z = 0; // never spawn tilted even if the spot says to
624 if (IS_BOT_CLIENT(this))
625 this.v_angle = this.angles;
626 this.fixangle = true; // turn this way immediately
627 this.oldvelocity = this.velocity = '0 0 0';
628 this.avelocity = '0 0 0';
629 this.punchangle = '0 0 0';
630 this.punchvector = '0 0 0';
632 this.strength_finished = 0;
633 this.invincible_finished = 0;
634 this.fire_endtime = -1;
635 STAT(REVIVE_PROGRESS, this) = 0;
636 this.revival_time = 0;
638 this.air_finished = time + 12;
639 this.waterlevel = WATERLEVEL_NONE;
640 this.watertype = CONTENT_EMPTY;
642 entity spawnevent = new_pure(spawnevent);
643 spawnevent.owner = this;
644 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
646 // Cut off any still running player sounds.
647 stopsound(this, CH_PLAYER_SINGLE);
650 FixPlayermodel(this);
651 this.drawonlytoclient = NULL;
655 for(int slot = 0; slot < MAX_AXH; ++slot)
657 entity axh = this.(AuxiliaryXhair[slot]);
658 this.(AuxiliaryXhair[slot]) = NULL;
660 if(axh.owner == this && axh != NULL && !wasfreed(axh))
664 this.spawnpoint_targ = NULL;
667 this.view_ofs = STAT(PL_VIEW_OFS, this);
668 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
669 this.spawnorigin = spot.origin;
670 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
671 // don't reset back to last position, even if new position is stuck in solid
672 this.oldorigin = this.origin;
674 IL_REMOVE(g_conveyed, this);
675 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
676 STAT(HUD, this) = HUD_NORMAL;
678 this.event_damage = PlayerDamage;
679 this.event_heal = PlayerHeal;
681 this.draggable = func_null;
684 IL_PUSH(g_bot_targets, this);
685 this.bot_attack = true;
686 if(!this.monster_attack)
687 IL_PUSH(g_monster_targets, this);
688 this.monster_attack = true;
689 navigation_dynamicgoal_init(this, false);
691 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
693 // player was spectator
694 if (CS(this).killcount == FRAGS_SPECTATOR) {
695 PlayerScore_Clear(this);
696 CS(this).killcount = 0;
697 CS(this).startplaytime = time;
700 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
702 .entity weaponentity = weaponentities[slot];
703 entity oldwep = this.(weaponentity);
704 CL_SpawnWeaponentity(this, weaponentity);
705 if(oldwep && oldwep.owner == this)
706 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
708 this.alpha = default_player_alpha;
709 this.colormod = '1 1 1' * autocvar_g_player_brightness;
710 this.exteriorweaponentity.alpha = default_weapon_alpha;
712 this.speedrunning = false;
714 this.counter_cnt = 0;
715 this.fragsfilter_cnt = 0;
717 target_voicescript_clear(this);
719 // reset fields the weapons may use
720 FOREACH(Weapons, true, {
721 it.wr_resetplayer(it, this);
722 // reload all reloadable weapons
723 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
724 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
726 .entity weaponentity = weaponentities[slot];
727 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
733 //string s = spot.target;
734 //spot.target = string_null;
735 SUB_UseTargets(spot, this, NULL);
739 Unfreeze(this, false);
741 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
743 if (autocvar_spawn_debug)
745 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
746 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
749 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
751 .entity weaponentity = weaponentities[slot];
752 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
753 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
755 this.(weaponentity).m_switchweapon = WEP_Null;
756 this.(weaponentity).m_weapon = WEP_Null;
757 this.(weaponentity).weaponname = "";
758 this.(weaponentity).m_switchingweapon = WEP_Null;
759 this.(weaponentity).cnt = -1;
762 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
764 if (CS(this).impulse) ImpulseCommands(this);
766 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
768 .entity weaponentity = weaponentities[slot];
769 W_WeaponFrame(this, weaponentity);
772 if (!warmup_stage && !this.alivetime)
773 this.alivetime = time;
775 antilag_clear(this, CS(this));
778 /** Called when a client spawns in the server */
779 void PutClientInServer(entity this)
781 if (IS_BOT_CLIENT(this)) {
782 TRANSMUTE(Player, this);
783 } else if (IS_REAL_CLIENT(this)) {
785 WriteByte(MSG_ONE, SVC_SETVIEW);
786 WriteEntity(MSG_ONE, this);
789 TRANSMUTE(Observer, this);
791 SetSpectatee(this, NULL);
795 PS(this).itemkeys = 0;
797 MUTATOR_CALLHOOK(PutClientInServer, this);
799 if (IS_OBSERVER(this)) {
800 PutObserverInServer(this);
801 } else if (IS_PLAYER(this)) {
802 PutPlayerInServer(this);
806 // TODO do we need all these fields, or should we stop autodetecting runtime
807 // changes and just have a console command to update this?
808 bool ClientInit_SendEntity(entity this, entity to, int sf)
810 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
813 // MSG_INIT replacement
814 // TODO: make easier to use
816 W_PROP_reload(MSG_ONE, to);
817 ClientInit_misc(this);
818 MUTATOR_CALLHOOK(Ent_Init);
820 void ClientInit_misc(entity this)
822 int channel = MSG_ONE;
823 WriteHeader(channel, ENT_CLIENT_INIT);
824 WriteByte(channel, g_nexball_meter_period * 32);
825 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
826 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
827 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
828 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
829 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
830 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
831 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
832 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
834 if(sv_foginterval && world.fog != "")
835 WriteString(channel, world.fog);
837 WriteString(channel, "");
838 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
839 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
840 WriteByte(channel, serverflags);
841 WriteCoord(channel, autocvar_g_trueaim_minrange);
844 void ClientInit_CheckUpdate(entity this)
846 this.nextthink = time;
847 if(this.count != autocvar_g_balance_armor_blockpercent)
849 this.count = autocvar_g_balance_armor_blockpercent;
852 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
854 this.cnt = autocvar_g_balance_damagepush_speedfactor;
859 void ClientInit_Spawn()
861 entity e = new_pure(clientinit);
862 setthink(e, ClientInit_CheckUpdate);
863 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
865 ClientInit_CheckUpdate(e);
875 // initialize parms for a new player
876 parm1 = -(86400 * 366);
878 MUTATOR_CALLHOOK(SetNewParms);
886 void SetChangeParms (entity this)
888 // save parms for level change
889 parm1 = CS(this).parm_idlesince - time;
891 MUTATOR_CALLHOOK(SetChangeParms);
899 void DecodeLevelParms(entity this)
902 CS(this).parm_idlesince = parm1;
903 if (CS(this).parm_idlesince == -(86400 * 366))
904 CS(this).parm_idlesince = time;
906 // whatever happens, allow 60 seconds of idling directly after connect for map loading
907 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
909 MUTATOR_CALLHOOK(DecodeLevelParms);
912 void FixClientCvars(entity e)
914 // send prediction settings to the client
915 stuffcmd(e, "\nin_bindmap 0 0\n");
916 if(autocvar_g_antilag == 3) // client side hitscan
917 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
918 if(autocvar_sv_gentle)
919 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
921 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
922 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
924 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
926 MUTATOR_CALLHOOK(FixClientCvars, e);
929 bool findinlist_abbrev(string tofind, string list)
931 if(list == "" || tofind == "")
932 return false; // empty list or search, just return
934 // this function allows abbreviated strings!
935 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
943 bool PlayerInIPList(entity p, string iplist)
945 // some safety checks (never allow local?)
946 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
949 return findinlist_abbrev(p.netaddress, iplist);
952 bool PlayerInIDList(entity p, string idlist)
954 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
958 return findinlist_abbrev(p.crypto_idfp, idlist);
961 bool PlayerInList(entity player, string list)
963 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
966 #ifdef DP_EXT_PRECONNECT
971 Called once (not at each match start) when a client begins a connection to the server
974 void ClientPreConnect(entity this)
976 if(autocvar_sv_eventlog)
978 GameLogEcho(sprintf(":connect:%d:%d:%s",
981 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
987 string GetClientVersionMessage(entity this)
989 if (CS(this).version_mismatch) {
990 if(CS(this).version < autocvar_gameversion) {
991 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
992 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
994 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
995 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
998 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1002 string getwelcomemessage(entity this)
1004 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1005 string modifications = M_ARGV(0, string);
1009 if(g_weaponarena_random)
1010 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1012 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1014 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1015 modifications = strcat(modifications, ", No start weapons");
1016 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1017 modifications = strcat(modifications, ", Low gravity");
1018 if(g_weapon_stay && !g_cts)
1019 modifications = strcat(modifications, ", Weapons stay");
1021 modifications = strcat(modifications, ", Jet pack");
1022 if(autocvar_g_powerups == 0)
1023 modifications = strcat(modifications, ", No powerups");
1024 if(autocvar_g_powerups > 0)
1025 modifications = strcat(modifications, ", Powerups");
1026 modifications = substring(modifications, 2, strlen(modifications) - 2);
1028 string versionmessage = GetClientVersionMessage(this);
1029 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1031 if(modifications != "")
1032 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1034 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1036 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1037 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1040 if (cache_mutatormsg != "") {
1041 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1044 string mutator_msg = "";
1045 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1046 mutator_msg = M_ARGV(0, string);
1048 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1050 string motd = autocvar_sv_motd;
1052 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1061 Called when a client connects to the server
1064 void ClientConnect(entity this)
1066 if (Ban_MaybeEnforceBanOnce(this)) return;
1067 assert(!IS_CLIENT(this), return);
1068 this.flags |= FL_CLIENT;
1069 assert(player_count >= 0, player_count = 0);
1072 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1074 TRANSMUTE(Client, this);
1075 CS(this).version_nagtime = time + 10 + random() * 10;
1077 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1079 bot_clientconnect(this);
1081 Player_DetermineForcedTeam(this);
1083 TRANSMUTE(Observer, this);
1085 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1087 // always track bots, don't ask for cl_allow_uidtracking
1088 if (IS_BOT_CLIENT(this))
1089 PlayerStats_GameReport_AddPlayer(this);
1091 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1093 if (autocvar_sv_eventlog)
1094 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1096 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1098 stuffcmd(this, clientstuff, "\n");
1099 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1101 FixClientCvars(this);
1103 // get version info from player
1104 stuffcmd(this, "cmd clientversion $gameversion\n");
1106 // notify about available teams
1109 entity balance = TeamBalance_CheckAllowedTeams(this);
1110 int t = TeamBalance_GetAllowedTeams(balance);
1111 TeamBalance_Destroy(balance);
1112 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1116 stuffcmd(this, "set _teams_available 0\n");
1119 bot_relinkplayerlist();
1121 CS(this).spectatortime = time;
1122 if (blockSpectators)
1124 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1127 CS(this).jointime = time;
1129 if (IS_REAL_CLIENT(this))
1131 if (g_weaponarena_weapons == WEPSET(TUBA))
1132 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1135 if (!sv_foginterval && world.fog != "")
1136 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1138 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1139 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1140 send_CSQC_teamnagger();
1142 CSQCMODEL_AUTOINIT(this);
1144 CS(this).model_randomizer = random();
1146 if (IS_REAL_CLIENT(this))
1147 sv_notice_join(this);
1149 this.move_qcphysics = false;
1151 // update physics stats (players can spawn before physics runs)
1152 Physics_UpdateStats(this);
1154 IL_EACH(g_initforplayer, it.init_for_player, {
1155 it.init_for_player(it, this);
1158 Handicap_Initialize(this);
1160 MUTATOR_CALLHOOK(ClientConnect, this);
1162 if (IS_REAL_CLIENT(this))
1164 if (!autocvar_g_campaign && !IS_PLAYER(this))
1166 CS(this).motd_actived_time = -1;
1167 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1175 Called when a client disconnects from the server
1178 .entity chatbubbleentity;
1179 void ClientDisconnect(entity this)
1181 assert(IS_CLIENT(this), return);
1183 PlayerStats_GameReport_FinalizePlayer(this);
1184 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1185 if (CS(this).active_minigame) part_minigame(this);
1186 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1188 if (autocvar_sv_eventlog)
1189 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1191 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1194 SetSpectatee(this, NULL);
1196 MUTATOR_CALLHOOK(ClientDisconnect, this);
1198 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1199 strfree(CS(this).weaponorder_byimpulse);
1200 ClientState_detach(this);
1202 Portal_ClearAll(this);
1204 Unfreeze(this, false);
1206 RemoveGrapplingHooks(this);
1208 // Here, everything has been done that requires this player to be a client.
1210 this.flags &= ~FL_CLIENT;
1212 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1213 if (this.killindicator) delete(this.killindicator);
1215 WaypointSprite_PlayerGone(this);
1217 bot_relinkplayerlist();
1219 strfree(this.clientstatus);
1220 if (this.personal) delete(this.personal);
1224 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1229 void ChatBubbleThink(entity this)
1231 this.nextthink = time;
1232 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1234 if(this.owner) // but why can that ever be NULL?
1235 this.owner.chatbubbleentity = NULL;
1242 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1244 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1245 this.mdl = "models/sprites/minigame_busy.iqm";
1246 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1247 this.mdl = "models/misc/chatbubble.spr";
1250 if ( this.model != this.mdl )
1251 _setmodel(this, this.mdl);
1255 void UpdateChatBubble(entity this)
1259 // spawn a chatbubble entity if needed
1260 if (!this.chatbubbleentity)
1262 this.chatbubbleentity = new(chatbubbleentity);
1263 this.chatbubbleentity.owner = this;
1264 this.chatbubbleentity.exteriormodeltoclient = this;
1265 setthink(this.chatbubbleentity, ChatBubbleThink);
1266 this.chatbubbleentity.nextthink = time;
1267 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1268 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1269 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1270 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1271 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1272 //this.chatbubbleentity.model = "";
1273 this.chatbubbleentity.effects = EF_LOWPRECISION;
1278 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1279 // added to the model skins
1280 /*void UpdateColorModHack()
1283 c = this.clientcolors & 15;
1284 // LordHavoc: only bothering to support white, green, red, yellow, blue
1285 if (!teamplay) this.colormod = '0 0 0';
1286 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1287 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1288 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1289 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1290 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1291 else this.colormod = '1 1 1';
1294 void respawn(entity this)
1296 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1298 this.solid = SOLID_NOT;
1299 this.takedamage = DAMAGE_NO;
1300 set_movetype(this, MOVETYPE_FLY);
1301 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1302 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1303 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1304 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1305 if(autocvar_g_respawn_ghosts_maxtime)
1306 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1311 this.effects |= EF_NODRAW; // prevent another CopyBody
1312 PutClientInServer(this);
1315 void PrintToChat(entity client, string text)
1317 text = strcat("\{1}^7", text, "\n");
1318 sprint(client, text);
1321 void DebugPrintToChat(entity client, string text)
1323 if (autocvar_developer)
1325 PrintToChat(client, text);
1329 void PrintToChatAll(string text)
1331 text = strcat("\{1}^7", text, "\n");
1335 void DebugPrintToChatAll(string text)
1337 if (autocvar_developer)
1339 PrintToChatAll(text);
1343 void PrintToChatTeam(int team_num, string text)
1345 text = strcat("\{1}^7", text, "\n");
1346 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1348 if (it.team == team_num)
1355 void DebugPrintToChatTeam(int team_num, string text)
1357 if (autocvar_developer)
1359 PrintToChatTeam(team_num, text);
1363 void play_countdown(entity this, float finished, Sound samp)
1366 if(IS_REAL_CLIENT(this))
1367 if(floor(finished - time - frametime) != floor(finished - time))
1368 if(finished - time < 6)
1369 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1372 void player_powerups(entity this)
1374 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1375 int items_prev = this.items;
1377 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1378 this.modelflags |= MF_ROCKET;
1380 this.modelflags &= ~MF_ROCKET;
1382 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1384 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1387 Fire_ApplyDamage(this);
1388 Fire_ApplyEffect(this);
1390 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1392 if (this.items & ITEM_Strength.m_itemid)
1394 play_countdown(this, this.strength_finished, SND_POWEROFF);
1395 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1396 if (time > this.strength_finished)
1398 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1399 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1400 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1405 if (time < this.strength_finished)
1407 this.items = this.items | ITEM_Strength.m_itemid;
1409 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1410 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1413 if (this.items & ITEM_Shield.m_itemid)
1415 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1416 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1417 if (time > this.invincible_finished)
1419 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1420 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1421 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1426 if (time < this.invincible_finished)
1428 this.items = this.items | ITEM_Shield.m_itemid;
1430 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1431 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1434 if (this.items & IT_SUPERWEAPON)
1436 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1438 this.superweapons_finished = 0;
1439 this.items = this.items - (this.items & IT_SUPERWEAPON);
1440 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1441 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1443 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1445 // don't let them run out
1449 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1450 if (time > this.superweapons_finished)
1452 this.items = this.items - (this.items & IT_SUPERWEAPON);
1453 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1454 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1455 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1459 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1461 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1463 this.items = this.items | IT_SUPERWEAPON;
1464 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1467 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1468 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1473 this.superweapons_finished = 0;
1474 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1479 this.superweapons_finished = 0;
1483 if(autocvar_g_nodepthtestplayers)
1484 this.effects = this.effects | EF_NODEPTHTEST;
1486 if(autocvar_g_fullbrightplayers)
1487 this.effects = this.effects | EF_FULLBRIGHT;
1489 if (time >= game_starttime)
1490 if (time < this.spawnshieldtime)
1491 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1493 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1496 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1498 if(current > stable)
1500 else if(current > stable - 0.25) // when close enough, "snap"
1503 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1506 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1508 if(current < stable)
1510 else if(current < stable + 0.25) // when close enough, "snap"
1513 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1516 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1518 if(current > rotstable)
1520 if(rotframetime > 0)
1522 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1523 current = max(rotstable, current - rotlinear * rotframetime);
1526 else if(current < regenstable)
1528 if(regenframetime > 0)
1530 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1531 current = min(regenstable, current + regenlinear * regenframetime);
1541 void player_regen(entity this)
1543 float max_mod, regen_mod, rot_mod, limit_mod;
1544 max_mod = regen_mod = rot_mod = limit_mod = 1;
1546 float regen_health = autocvar_g_balance_health_regen;
1547 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1548 float regen_health_rot = autocvar_g_balance_health_rot;
1549 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1550 float regen_health_stable = autocvar_g_balance_health_regenstable;
1551 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1552 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1553 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1554 max_mod = M_ARGV(1, float);
1555 regen_mod = M_ARGV(2, float);
1556 rot_mod = M_ARGV(3, float);
1557 limit_mod = M_ARGV(4, float);
1558 regen_health = M_ARGV(5, float);
1559 regen_health_linear = M_ARGV(6, float);
1560 regen_health_rot = M_ARGV(7, float);
1561 regen_health_rotlinear = M_ARGV(8, float);
1562 regen_health_stable = M_ARGV(9, float);
1563 regen_health_rotstable = M_ARGV(10, float);
1565 if(!mutator_returnvalue)
1566 if(!STAT(FROZEN, this))
1568 float mina, maxa, limith, limita;
1569 maxa = autocvar_g_balance_armor_rotstable;
1570 mina = autocvar_g_balance_armor_regenstable;
1571 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1572 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1574 regen_health_rotstable = regen_health_rotstable * max_mod;
1575 regen_health_stable = regen_health_stable * max_mod;
1576 limith = limith * limit_mod;
1577 limita = limita * limit_mod;
1579 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1580 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1581 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1582 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1583 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1584 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1587 // if player rotted to death... die!
1588 // check this outside above checks, as player may still be able to rot to death
1589 if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1592 vehicles_exit(this.vehicle, VHEF_RELEASE);
1593 if(this.event_damage)
1594 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1597 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1599 float minf, maxf, limitf;
1601 maxf = autocvar_g_balance_fuel_rotstable;
1602 minf = autocvar_g_balance_fuel_regenstable;
1603 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1605 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1606 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1607 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1612 void SetZoomState(entity this, float newzoom)
1614 if(newzoom != CS(this).zoomstate)
1616 CS(this).zoomstate = newzoom;
1617 ClientData_Touch(this);
1619 zoomstate_set = true;
1622 void GetPressedKeys(entity this)
1624 MUTATOR_CALLHOOK(GetPressedKeys, this);
1625 int keys = STAT(PRESSED_KEYS, this);
1626 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1627 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1628 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1629 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1631 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1632 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
1633 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1634 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1635 CS(this).pressedkeys = keys; // store for other users
1637 STAT(PRESSED_KEYS, this) = keys;
1641 ======================
1642 spectate mode routines
1643 ======================
1646 void SpectateCopy(entity this, entity spectatee)
1648 TC(Client, this); TC(Client, spectatee);
1650 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1651 PS(this) = PS(spectatee);
1652 this.armortype = spectatee.armortype;
1653 SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1654 SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1655 SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1656 SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1657 SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1658 SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1659 SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1660 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1661 SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1662 CS(this).impulse = 0;
1663 this.items = spectatee.items;
1664 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1665 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1666 this.strength_finished = spectatee.strength_finished;
1667 this.invincible_finished = spectatee.invincible_finished;
1668 this.superweapons_finished = spectatee.superweapons_finished;
1669 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1670 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1671 this.punchangle = spectatee.punchangle;
1672 this.view_ofs = spectatee.view_ofs;
1673 this.velocity = spectatee.velocity;
1674 this.dmg_take = spectatee.dmg_take;
1675 this.dmg_save = spectatee.dmg_save;
1676 this.dmg_inflictor = spectatee.dmg_inflictor;
1677 this.v_angle = spectatee.v_angle;
1678 this.angles = spectatee.v_angle;
1679 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1680 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1681 this.viewloc = spectatee.viewloc;
1682 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1683 this.fixangle = true;
1684 setorigin(this, spectatee.origin);
1685 setsize(this, spectatee.mins, spectatee.maxs);
1686 SetZoomState(this, CS(spectatee).zoomstate);
1688 anticheat_spectatecopy(this, spectatee);
1689 STAT(HUD, this) = STAT(HUD, spectatee);
1690 if(spectatee.vehicle)
1692 this.angles = spectatee.v_angle;
1694 //this.fixangle = false;
1695 //this.velocity = spectatee.vehicle.velocity;
1696 this.vehicle_health = spectatee.vehicle_health;
1697 this.vehicle_shield = spectatee.vehicle_shield;
1698 this.vehicle_energy = spectatee.vehicle_energy;
1699 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1700 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1701 this.vehicle_reload1 = spectatee.vehicle_reload1;
1702 this.vehicle_reload2 = spectatee.vehicle_reload2;
1704 //msg_entity = this;
1706 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1707 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1708 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1709 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1711 //WriteByte (MSG_ONE, SVC_SETVIEW);
1712 // WriteEntity(MSG_ONE, this);
1713 //makevectors(spectatee.v_angle);
1714 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1718 bool SpectateUpdate(entity this)
1723 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1725 SetSpectatee(this, NULL);
1729 SpectateCopy(this, this.enemy);
1734 bool SpectateSet(entity this)
1736 if(!IS_PLAYER(this.enemy))
1739 ClientData_Touch(this.enemy);
1742 WriteByte(MSG_ONE, SVC_SETVIEW);
1743 WriteEntity(MSG_ONE, this.enemy);
1744 set_movetype(this, MOVETYPE_NONE);
1745 accuracy_resend(this);
1747 if(!SpectateUpdate(this))
1748 PutObserverInServer(this);
1753 void SetSpectatee_status(entity this, int spectatee_num)
1755 int oldspectatee_status = CS(this).spectatee_status;
1756 CS(this).spectatee_status = spectatee_num;
1758 if (CS(this).spectatee_status != oldspectatee_status)
1760 ClientData_Touch(this);
1761 if (g_race || g_cts) race_InitSpectator();
1765 void SetSpectatee(entity this, entity spectatee)
1767 if(IS_BOT_CLIENT(this))
1768 return; // bots abuse .enemy, this code is useless to them
1770 entity old_spectatee = this.enemy;
1772 this.enemy = spectatee;
1775 // these are required to fix the spectator bug with arc
1778 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1780 .entity weaponentity = weaponentities[slot];
1781 if(old_spectatee.(weaponentity).arc_beam)
1782 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1787 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1789 .entity weaponentity = weaponentities[slot];
1790 if(this.enemy.(weaponentity).arc_beam)
1791 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1796 SetSpectatee_status(this, etof(this.enemy));
1798 // needed to update spectator list
1799 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1802 bool Spectate(entity this, entity pl)
1804 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1806 pl = M_ARGV(1, entity);
1808 SetSpectatee(this, pl);
1809 return SpectateSet(this);
1812 bool SpectateNext(entity this)
1814 entity ent = find(this.enemy, classname, STR_PLAYER);
1816 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1817 ent = M_ARGV(1, entity);
1819 ent = find(ent, classname, STR_PLAYER);
1821 if(ent) { SetSpectatee(this, ent); }
1823 return SpectateSet(this);
1826 bool SpectatePrev(entity this)
1828 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1829 entity ent = findchain(classname, STR_PLAYER);
1830 if (!ent) // no player
1834 // skip players until current spectated player
1836 while(ent && ent != this.enemy)
1839 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1841 case MUT_SPECPREV_FOUND:
1842 ent = M_ARGV(1, entity);
1844 case MUT_SPECPREV_RETURN:
1846 case MUT_SPECPREV_CONTINUE:
1857 SetSpectatee(this, ent);
1858 return SpectateSet(this);
1863 ShowRespawnCountdown()
1865 Update a respawn countdown display.
1868 void ShowRespawnCountdown(entity this)
1871 if(!IS_DEAD(this)) // just respawned?
1875 number = ceil(this.respawn_time - time);
1878 if(number <= this.respawn_countdown)
1880 this.respawn_countdown = number - 1;
1881 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
1882 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1887 .bool team_selected;
1888 bool ShowTeamSelection(entity this)
1890 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1892 stuffcmd(this, "menu_showteamselect\n");
1895 void Join(entity this)
1897 TRANSMUTE(Player, this);
1899 if(!this.team_selected)
1900 if(autocvar_g_campaign || autocvar_g_balance_teams)
1901 TeamBalance_JoinBestTeam(this);
1903 if(autocvar_g_campaign)
1904 campaign_bots_may_start = true;
1906 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1908 PutClientInServer(this);
1911 if(teamplay && this.team != -1)
1915 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1916 this.team_selected = false;
1920 * Determines whether the player is allowed to join. This depends on cvar
1921 * g_maxplayers, if it isn't used this function always return true, otherwise
1922 * it checks whether the number of currently playing players exceeds g_maxplayers.
1923 * @return int number of free slots for players, 0 if none
1925 int nJoinAllowed(entity this, entity ignore)
1928 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1929 // so report 0 free slots if restricted
1931 if(autocvar_g_forced_team_otherwise == "spectate")
1933 if(autocvar_g_forced_team_otherwise == "spectator")
1937 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1938 return 0; // forced spectators can never join
1940 // TODO simplify this
1941 int totalClients = 0;
1942 int currentlyPlaying = 0;
1943 FOREACH_CLIENT(true, {
1946 if(IS_REAL_CLIENT(it))
1947 if(IS_PLAYER(it) || it.caplayer)
1951 float free_slots = 0;
1952 if (!autocvar_g_maxplayers)
1953 free_slots = maxclients - totalClients;
1954 else if(currentlyPlaying < autocvar_g_maxplayers)
1955 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1957 static float join_prevent_msg_time = 0;
1958 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1960 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1961 join_prevent_msg_time = time + 3;
1968 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1969 * g_maxplayers_spectator_blocktime seconds
1971 void checkSpectatorBlock(entity this)
1973 if(IS_SPEC(this) || IS_OBSERVER(this))
1975 if(IS_REAL_CLIENT(this))
1977 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1978 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1984 void PrintWelcomeMessage(entity this)
1986 if(CS(this).motd_actived_time == 0)
1988 if (autocvar_g_campaign) {
1989 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1990 CS(this).motd_actived_time = time;
1991 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1994 if (PHYS_INPUT_BUTTON_INFO(this)) {
1995 CS(this).motd_actived_time = time;
1996 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2000 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2002 if (autocvar_g_campaign) {
2003 if (PHYS_INPUT_BUTTON_INFO(this))
2004 CS(this).motd_actived_time = time;
2005 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2006 CS(this).motd_actived_time = 0;
2007 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2010 if (PHYS_INPUT_BUTTON_INFO(this))
2011 CS(this).motd_actived_time = time;
2012 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2013 CS(this).motd_actived_time = 0;
2014 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2018 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2020 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2021 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2022 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2024 // instanctly hide MOTD
2025 CS(this).motd_actived_time = 0;
2026 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2031 const int MIN_SPEC_TIME = 1;
2032 bool joinAllowed(entity this)
2034 if (CS(this).version_mismatch) return false;
2035 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2036 if (!nJoinAllowed(this, this)) return false;
2037 if (teamplay && lockteams) return false;
2038 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2039 if (ShowTeamSelection(this)) return false;
2044 .string shootfromfixedorigin;
2045 bool PlayerThink(entity this)
2047 if (game_stopped || intermission_running) {
2048 this.modelflags &= ~MF_ROCKET;
2049 if(intermission_running)
2050 IntermissionThink(this);
2054 if (timeout_status == TIMEOUT_ACTIVE) {
2055 // don't allow the player to turn around while game is paused
2056 // FIXME turn this into CSQC stuff
2057 this.v_angle = this.lastV_angle;
2058 this.angles = this.lastV_angle;
2059 this.fixangle = true;
2062 if (frametime) player_powerups(this);
2064 if (IS_DEAD(this)) {
2065 if (this.personal && g_race_qualifying) {
2066 if (time > this.respawn_time) {
2067 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2069 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2072 if (frametime) player_anim(this);
2074 if (this.respawn_flags & RESPAWN_DENY)
2076 STAT(RESPAWN_TIME, this) = 0;
2080 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));
2082 switch(this.deadflag)
2086 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2087 this.deadflag = DEAD_RESPAWNING;
2088 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2089 this.deadflag = DEAD_DEAD;
2095 this.deadflag = DEAD_RESPAWNABLE;
2096 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2097 this.deadflag = DEAD_RESPAWNING;
2100 case DEAD_RESPAWNABLE:
2102 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2103 this.deadflag = DEAD_RESPAWNING;
2106 case DEAD_RESPAWNING:
2108 if (time > this.respawn_time)
2110 this.respawn_time = time + 1; // only retry once a second
2111 this.respawn_time_max = this.respawn_time;
2118 ShowRespawnCountdown(this);
2120 if (this.respawn_flags & RESPAWN_SILENT)
2121 STAT(RESPAWN_TIME, this) = 0;
2122 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2124 if (time < this.respawn_time)
2125 STAT(RESPAWN_TIME, this) = this.respawn_time;
2126 else if (this.deadflag != DEAD_RESPAWNING)
2127 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2130 STAT(RESPAWN_TIME, this) = this.respawn_time;
2133 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2134 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2135 STAT(RESPAWN_TIME, this) *= -1;
2140 FixPlayermodel(this);
2142 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2143 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2144 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2147 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2150 this.items &= ~this.items_added;
2152 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2154 .entity weaponentity = weaponentities[slot];
2155 W_WeaponFrame(this, weaponentity);
2158 this.items_added = 0;
2159 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2160 this.items_added |= IT_FUEL;
2162 this.items |= this.items_added;
2167 // WEAPONTODO: Add a weapon request for this
2168 // rot vortex charge to the charge limit
2169 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2171 .entity weaponentity = weaponentities[slot];
2172 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2173 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2176 if (frametime) player_anim(this);
2179 secrets_setstatus(this);
2182 monsters_setstatus(this);
2184 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2189 .bool would_spectate;
2190 void ObserverThink(entity this)
2192 if ( CS(this).impulse )
2194 MinigameImpulse(this, CS(this).impulse);
2195 CS(this).impulse = 0;
2198 if (this.flags & FL_JUMPRELEASED) {
2199 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2200 this.flags &= ~FL_JUMPRELEASED;
2201 this.flags |= FL_SPAWNING;
2202 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2203 this.flags &= ~FL_JUMPRELEASED;
2204 if(SpectateNext(this)) {
2205 TRANSMUTE(Spectator, this);
2208 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2209 set_movetype(this, preferred_movetype);
2212 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2213 this.flags |= FL_JUMPRELEASED;
2214 if(this.flags & FL_SPAWNING)
2216 this.flags &= ~FL_SPAWNING;
2224 void SpectatorThink(entity this)
2226 if ( CS(this).impulse )
2228 if(MinigameImpulse(this, CS(this).impulse))
2229 CS(this).impulse = 0;
2231 if (CS(this).impulse == IMP_weapon_drop.impulse)
2233 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2234 CS(this).impulse = 0;
2239 if (this.flags & FL_JUMPRELEASED) {
2240 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2241 this.flags &= ~FL_JUMPRELEASED;
2242 this.flags |= FL_SPAWNING;
2243 } 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)) {
2244 this.flags &= ~FL_JUMPRELEASED;
2245 if(SpectateNext(this)) {
2246 TRANSMUTE(Spectator, this);
2248 TRANSMUTE(Observer, this);
2249 PutClientInServer(this);
2251 CS(this).impulse = 0;
2252 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2253 this.flags &= ~FL_JUMPRELEASED;
2254 if(SpectatePrev(this)) {
2255 TRANSMUTE(Spectator, this);
2257 TRANSMUTE(Observer, this);
2258 PutClientInServer(this);
2260 CS(this).impulse = 0;
2261 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2262 this.would_spectate = false;
2263 this.flags &= ~FL_JUMPRELEASED;
2264 TRANSMUTE(Observer, this);
2265 PutClientInServer(this);
2267 if(!SpectateUpdate(this))
2269 if(!SpectateNext(this))
2271 PutObserverInServer(this);
2272 this.would_spectate = true;
2277 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2278 this.flags |= FL_JUMPRELEASED;
2279 if(this.flags & FL_SPAWNING)
2281 this.flags &= ~FL_SPAWNING;
2286 if(!SpectateUpdate(this))
2287 PutObserverInServer(this);
2290 this.flags |= FL_CLIENT | FL_NOTARGET;
2293 void PlayerUseKey(entity this)
2295 if (!IS_PLAYER(this))
2302 vehicles_exit(this.vehicle, VHEF_NORMAL);
2306 else if(autocvar_g_vehicles_enter)
2308 if(!STAT(FROZEN, this))
2312 entity head, closest_target = NULL;
2313 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2315 while(head) // find the closest acceptable target to enter
2317 if(IS_VEHICLE(head))
2319 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2320 if(head.takedamage != DAMAGE_NO)
2324 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2325 { closest_target = head; }
2327 else { closest_target = head; }
2333 if(closest_target) { vehicles_enter(this, closest_target); return; }
2337 // a use key was pressed; call handlers
2338 MUTATOR_CALLHOOK(PlayerUseKey, this);
2346 Called every frame for each client before the physics are run
2349 .float last_vehiclecheck;
2350 void PlayerPreThink (entity this)
2352 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2353 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2355 WarpZone_PlayerPhysics_FixVAngle(this);
2358 // physics frames: update anticheat stuff
2359 anticheat_prethink(this);
2362 if (blockSpectators && frametime) {
2363 // WORKAROUND: only use dropclient in server frames (frametime set).
2364 // Never use it in cl_movement frames (frametime zero).
2365 checkSpectatorBlock(this);
2368 zoomstate_set = false;
2370 // Check for nameless players
2371 if (this.netname == "" || this.netname != CS(this).netname_previous)
2373 bool assume_unchanged = (CS(this).netname_previous == "");
2374 if (isInvisibleString(this.netname))
2376 this.netname = strzone(sprintf("Player#%d", this.playerid));
2377 assume_unchanged = false;
2378 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2380 if (!assume_unchanged && autocvar_sv_eventlog)
2381 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2382 strcpy(CS(this).netname_previous, this.netname);
2386 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2387 CS(this).version_nagtime = 0;
2388 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2390 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2392 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2394 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2395 if (r < 0) { // old client
2396 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2397 } else if (r > 0) { // old server
2398 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2404 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2406 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2407 this.max_armorvalue = 0;
2412 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2414 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2415 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2416 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2418 if (STAT(REVIVE_PROGRESS, this) >= 1)
2419 Unfreeze(this, false);
2421 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2423 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2424 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2426 if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2429 vehicles_exit(this.vehicle, VHEF_RELEASE);
2430 if(this.event_damage)
2431 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2433 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2434 Unfreeze(this, false);
2438 MUTATOR_CALLHOOK(PlayerPreThink, this);
2440 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2441 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2443 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2445 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2446 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2448 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2452 if(!it.team || SAME_TEAM(this, it))
2453 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2454 else if(autocvar_g_vehicles_steal)
2455 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2459 this.last_vehiclecheck = time + 1;
2462 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2464 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2466 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2469 if (IS_REAL_CLIENT(this))
2470 PrintWelcomeMessage(this);
2472 if (IS_PLAYER(this)) {
2473 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2474 error("Client can't be spawned as player on connection!");
2475 if(!PlayerThink(this))
2478 else if (game_stopped || intermission_running) {
2479 if(intermission_running)
2480 IntermissionThink(this);
2483 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2485 CS(this).autojoin_checked = true;
2486 // don't do this in ClientConnect
2487 // many things can go wrong if a client is spawned as player on connection
2488 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2489 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2490 && (!teamplay || autocvar_g_balance_teams)))
2492 campaign_bots_may_start = true;
2497 else if (IS_OBSERVER(this)) {
2498 ObserverThink(this);
2500 else if (IS_SPEC(this)) {
2501 SpectatorThink(this);
2504 // WEAPONTODO: Add weapon request for this
2505 if (!zoomstate_set) {
2506 bool wep_zoomed = false;
2507 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2509 .entity weaponentity = weaponentities[slot];
2510 Weapon thiswep = this.(weaponentity).m_weapon;
2511 if(thiswep != WEP_Null && thiswep.wr_zoom)
2512 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2514 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2517 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2519 CS(this).teamkill_soundtime = 0;
2521 entity e = CS(this).teamkill_soundsource;
2522 entity oldpusher = e.pusher;
2524 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2525 e.pusher = oldpusher;
2528 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2529 CS(this).taunt_soundtime = 0;
2530 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2533 target_voicescript_next(this);
2535 // WEAPONTODO: Move into weaponsystem somehow
2536 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2537 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2539 .entity weaponentity = weaponentities[slot];
2540 if(this.(weaponentity).m_weapon == WEP_Null)
2541 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2545 void DrownPlayer(entity this)
2547 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2550 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2552 if(this.air_finished < time)
2553 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2554 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2556 else if (this.air_finished < time)
2558 if (this.pain_finished < time)
2560 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');
2561 this.pain_finished = time + 0.5;
2566 .bool move_qcphysics;
2568 void Player_Physics(entity this)
2570 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2572 if(!this.move_qcphysics)
2575 if(!frametime && !CS(this).pm_frametime)
2578 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2580 CS(this).pm_frametime = 0;
2587 Called every frame for each client after the physics are run
2590 void PlayerPostThink (entity this)
2592 Player_Physics(this);
2595 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2596 if (IS_REAL_CLIENT(this))
2597 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2599 int totalClients = 0;
2600 if(sv_maxidle_slots > 0)
2602 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2608 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2609 { /* do nothing */ }
2610 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2612 if (CS(this).idlekick_lasttimeleft)
2614 CS(this).idlekick_lasttimeleft = 0;
2615 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2620 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2621 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2622 if (!CS(this).idlekick_lasttimeleft)
2623 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2625 if (timeleft <= 0) {
2626 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2630 else if (timeleft <= 10) {
2631 if (timeleft != CS(this).idlekick_lasttimeleft) {
2632 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2634 CS(this).idlekick_lasttimeleft = timeleft;
2643 this.solid = SOLID_NOT;
2644 this.takedamage = DAMAGE_NO;
2645 set_movetype(this, MOVETYPE_NONE);
2648 if (IS_PLAYER(this)) {
2649 if(this.death_time == time && IS_DEAD(this))
2651 // player's bbox gets resized now, instead of in the damage event that killed the player,
2652 // once all the damage events of this frame have been processed with normal size
2654 setsize(this, this.mins, this.maxs);
2657 UpdateChatBubble(this);
2658 if (CS(this).impulse) ImpulseCommands(this);
2661 CSQCMODEL_AUTOUPDATE(this);
2664 GetPressedKeys(this);
2667 if (this.waypointsprite_attachedforcarrier) {
2668 vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2669 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2672 CSQCMODEL_AUTOUPDATE(this);
2675 // hack to copy the button fields from the client entity to the Client State
2676 void PM_UpdateButtons(entity this, entity store)
2679 store.impulse = this.impulse;
2682 bool typing = this.buttonchat || this.button14;
2684 store.button0 = (typing) ? 0 : this.button0;
2686 store.button2 = (typing) ? 0 : this.button2;
2687 store.button3 = (typing) ? 0 : this.button3;
2688 store.button4 = this.button4;
2689 store.button5 = (typing) ? 0 : this.button5;
2690 store.button6 = this.button6;
2691 store.button7 = this.button7;
2692 store.button8 = this.button8;
2693 store.button9 = this.button9;
2694 store.button10 = this.button10;
2695 store.button11 = this.button11;
2696 store.button12 = this.button12;
2697 store.button13 = this.button13;
2698 store.button14 = this.button14;
2699 store.button15 = this.button15;
2700 store.button16 = this.button16;
2701 store.buttonuse = this.buttonuse;
2702 store.buttonchat = this.buttonchat;
2704 store.cursor_active = this.cursor_active;
2705 store.cursor_screen = this.cursor_screen;
2706 store.cursor_trace_start = this.cursor_trace_start;
2707 store.cursor_trace_endpos = this.cursor_trace_endpos;
2708 store.cursor_trace_ent = this.cursor_trace_ent;
2710 store.ping = this.ping;
2711 store.ping_packetloss = this.ping_packetloss;
2712 store.ping_movementloss = this.ping_movementloss;
2714 store.v_angle = this.v_angle;
2715 store.movement = (typing) ? '0 0 0' : this.movement;
2718 NET_HANDLE(fpsreport, bool)
2720 int fps = ReadShort();
2721 PlayerScore_Set(sender, SP_FPS, fps);