3 #include "anticheat.qh"
7 #include "miscfunctions.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
14 #include "command/common.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
21 #include "scores_rules.qh"
25 #include "../common/ent_cs.qh"
26 #include "../common/wepent.qh"
27 #include <common/state.qh>
29 #include <common/effects/qc/globalsound.qh>
31 #include "../common/triggers/func/conveyor.qh"
32 #include "../common/triggers/teleporters.qh"
34 #include "../common/vehicles/all.qh"
36 #include "weapons/hitplot.qh"
37 #include "weapons/weaponsystem.qh"
39 #include "../common/net_notice.qh"
40 #include "../common/net_linked.qh"
41 #include "../common/physics/player.qh"
43 #include "../common/items/_mod.qh"
45 #include "../common/mutators/mutator/waypoints/all.qh"
47 #include "../common/triggers/subs.qh"
48 #include "../common/triggers/triggers.qh"
49 #include "../common/triggers/trigger/secret.qh"
51 #include "../common/minigames/sv_minigames.qh"
53 #include "../common/items/inventory.qh"
55 #include "../common/monsters/sv_monsters.qh"
57 #include "../lib/warpzone/server.qh"
59 #include <common/mutators/mutator/overkill/okvortex.qh>
61 STATIC_METHOD(Client, Add, void(Client this, int _team))
64 TRANSMUTE(Player, this);
67 PutClientInServer(this);
70 void PutObserverInServer(entity this);
72 STATIC_METHOD(Client, Remove, void(Client this))
74 TRANSMUTE(Observer, this);
75 PutClientInServer(this);
76 ClientDisconnect(this);
79 void send_CSQC_teamnagger() {
80 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
83 int CountSpectators(entity player, entity to)
85 if(!player) { return 0; } // not sure how, but best to be safe
89 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
97 void WriteSpectators(entity player, entity to)
99 if(!player) { return; } // not sure how, but best to be safe
101 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
103 WriteByte(MSG_ENTITY, num_for_edict(it));
107 bool ClientData_Send(entity this, entity to, int sf)
109 assert(to == this.owner, return false);
112 if (IS_SPEC(e)) e = e.enemy;
115 if (e.race_completed) sf |= 1; // forced scoreboard
116 if (to.spectatee_status) sf |= 2; // spectator ent number follows
117 if (e.zoomstate) sf |= 4; // zoomed
118 if (autocvar_sv_showspectators) sf |= 16; // show spectators
120 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
121 WriteByte(MSG_ENTITY, sf);
125 WriteByte(MSG_ENTITY, to.spectatee_status);
130 float specs = CountSpectators(e, to);
131 WriteByte(MSG_ENTITY, specs);
132 WriteSpectators(e, to);
138 void ClientData_Attach(entity this)
140 Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
141 this.clientdata.drawonlytoclient = this;
142 this.clientdata.owner = this;
145 void ClientData_Detach(entity this)
147 delete(this.clientdata);
148 this.clientdata = NULL;
151 void ClientData_Touch(entity e)
153 e.clientdata.SendFlags = 1;
155 // make it spectatable
156 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
159 .string netname_previous;
161 void SetSpectatee(entity this, entity spectatee);
162 void SetSpectatee_status(entity this, int spectatee_num);
169 Checks if the argument string can be a valid playermodel.
170 Returns a valid one in doubt.
173 string FallbackPlayerModel;
174 string CheckPlayerModel(string plyermodel) {
175 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
177 // note: we cannot summon Don Strunzone here, some player may
178 // still have the model string set. In case anyone manages how
179 // to change a cvar default, we'll have a small leak here.
180 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
182 // only in right path
183 if( substring(plyermodel,0,14) != "models/player/")
184 return FallbackPlayerModel;
185 // only good file extensions
186 if(substring(plyermodel,-4,4) != ".zym")
187 if(substring(plyermodel,-4,4) != ".dpm")
188 if(substring(plyermodel,-4,4) != ".iqm")
189 if(substring(plyermodel,-4,4) != ".md3")
190 if(substring(plyermodel,-4,4) != ".psk")
191 return FallbackPlayerModel;
192 // forbid the LOD models
193 if(substring(plyermodel, -9,5) == "_lod1")
194 return FallbackPlayerModel;
195 if(substring(plyermodel, -9,5) == "_lod2")
196 return FallbackPlayerModel;
197 if(plyermodel != strtolower(plyermodel))
198 return FallbackPlayerModel;
199 // also, restrict to server models
200 if(autocvar_sv_servermodelsonly)
202 if(!fexists(plyermodel))
203 return FallbackPlayerModel;
208 void setplayermodel(entity e, string modelname)
210 precache_model(modelname);
211 _setmodel(e, modelname);
212 player_setupanimsformodel(e);
213 if(!autocvar_g_debug_globalsounds)
214 UpdatePlayerSounds(e);
217 void FixPlayermodel(entity player);
218 /** putting a client as observer in the server */
219 void PutObserverInServer(entity this)
221 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
222 PlayerState_detach(this);
224 if (IS_PLAYER(this) && this.health >= 1) {
226 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
230 entity spot = SelectSpawnPoint(this, true);
231 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
232 this.angles = spot.angles;
234 this.fixangle = true;
235 // offset it so that the spectator spawns higher off the ground, looks better this way
236 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
237 this.prevorigin = this.origin;
238 if (IS_REAL_CLIENT(this))
241 WriteByte(MSG_ONE, SVC_SETVIEW);
242 WriteEntity(MSG_ONE, this);
244 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
245 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
246 if(!autocvar_g_debug_globalsounds)
248 // needed for player sounds
250 FixPlayermodel(this);
252 setmodel(this, MDL_Null);
253 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
254 this.view_ofs = '0 0 0';
257 RemoveGrapplingHooks(this);
258 Portal_ClearAll(this);
260 SetSpectatee(this, NULL);
265 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
269 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
271 WaypointSprite_PlayerDead(this);
273 if (mutator_returnvalue) {
274 // mutator prevents resetting teams+score
276 this.team = -1; // move this as it is needed to log the player spectating in eventlog
277 this.frags = FRAGS_SPECTATOR;
278 PlayerScore_Clear(this); // clear scores when needed
281 if (this.killcount != FRAGS_SPECTATOR)
283 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
285 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
286 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
288 if(this.just_joined == false) {
289 LogTeamchange(this.playerid, -1, 4);
291 this.just_joined = false;
294 accuracy_resend(this);
296 this.spectatortime = time;
298 IL_REMOVE(g_bot_targets, this);
299 this.bot_attack = false;
300 this.hud = HUD_NORMAL;
301 TRANSMUTE(Observer, this);
302 this.iscreature = false;
303 this.teleportable = TELEPORT_SIMPLE;
304 if(this.damagedbycontents)
305 IL_REMOVE(g_damagedbycontents, this);
306 this.damagedbycontents = false;
307 this.health = FRAGS_SPECTATOR;
308 SetSpectatee_status(this, etof(this));
309 this.takedamage = DAMAGE_NO;
310 this.solid = SOLID_NOT;
311 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
312 this.flags = FL_CLIENT | FL_NOTARGET;
313 this.armorvalue = 666;
315 this.armorvalue = autocvar_g_balance_armor_start;
316 this.pauserotarmor_finished = 0;
317 this.pauserothealth_finished = 0;
318 this.pauseregen_finished = 0;
319 this.damageforcescale = 0;
321 this.respawn_flags = 0;
322 this.respawn_time = 0;
323 this.stat_respawn_time = 0;
328 this.pain_finished = 0;
329 this.strength_finished = 0;
330 this.invincible_finished = 0;
331 this.superweapons_finished = 0;
334 setthink(this, func_null);
336 this.deadflag = DEAD_NO;
338 this.revive_progress = 0;
339 this.revival_time = 0;
342 this.weapons = '0 0 0';
343 this.dual_weapons = '0 0 0';
344 this.drawonlytoclient = this;
346 this.weaponmodel = "";
347 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
349 this.weaponentities[slot] = NULL;
351 this.exteriorweaponentity = NULL;
352 this.killcount = FRAGS_SPECTATOR;
353 this.velocity = '0 0 0';
354 this.avelocity = '0 0 0';
355 this.punchangle = '0 0 0';
356 this.punchvector = '0 0 0';
357 this.oldvelocity = this.velocity;
358 this.fire_endtime = -1;
359 this.event_damage = func_null;
361 for(int slot = 0; slot < MAX_AXH; ++slot)
363 entity axh = this.(AuxiliaryXhair[slot]);
364 this.(AuxiliaryXhair[slot]) = NULL;
366 if(axh.owner == this && axh != NULL && !wasfreed(axh))
371 int player_getspecies(entity this)
373 get_model_parameters(this.model, this.skin);
374 int s = get_model_parameters_species;
375 get_model_parameters(string_null, 0);
376 if (s < 0) return SPECIES_HUMAN;
380 .float model_randomizer;
381 void FixPlayermodel(entity player)
383 string defaultmodel = "";
385 if(autocvar_sv_defaultcharacter)
391 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
392 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
393 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
394 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
398 if(defaultmodel == "")
400 defaultmodel = autocvar_sv_defaultplayermodel;
401 defaultskin = autocvar_sv_defaultplayerskin;
404 int n = tokenize_console(defaultmodel);
407 defaultmodel = argv(floor(n * player.model_randomizer));
408 // However, do NOT randomize if the player-selected model is in the list.
409 for (int i = 0; i < n; ++i)
410 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
411 defaultmodel = argv(i);
414 int i = strstrofs(defaultmodel, ":", 0);
417 defaultskin = stof(substring(defaultmodel, i+1, -1));
418 defaultmodel = substring(defaultmodel, 0, i);
421 if(autocvar_sv_defaultcharacterskin && !defaultskin)
427 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
428 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
429 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
430 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
435 defaultskin = autocvar_sv_defaultplayerskin;
438 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
439 defaultmodel = M_ARGV(0, string);
440 defaultskin = M_ARGV(1, int);
444 if(defaultmodel != "")
446 if (defaultmodel != player.model)
448 vector m1 = player.mins;
449 vector m2 = player.maxs;
450 setplayermodel (player, defaultmodel);
451 setsize (player, m1, m2);
455 oldskin = player.skin;
456 player.skin = defaultskin;
458 if (player.playermodel != player.model || player.playermodel == "")
460 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
461 vector m1 = player.mins;
462 vector m2 = player.maxs;
463 setplayermodel (player, player.playermodel);
464 setsize (player, m1, m2);
468 if(!autocvar_sv_defaultcharacterskin)
470 oldskin = player.skin;
471 player.skin = stof(player.playerskin);
475 oldskin = player.skin;
476 player.skin = defaultskin;
480 if(chmdl || oldskin != player.skin) // model or skin has changed
482 player.species = player_getspecies(player); // update species
483 if(!autocvar_g_debug_globalsounds)
484 UpdatePlayerSounds(player); // update skin sounds
488 if(strlen(autocvar_sv_defaultplayercolors))
489 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
490 setcolor(player, stof(autocvar_sv_defaultplayercolors));
494 /** Called when a client spawns in the server */
495 void PutClientInServer(entity this)
497 if (IS_BOT_CLIENT(this)) {
498 TRANSMUTE(Player, this);
499 } else if (IS_REAL_CLIENT(this)) {
501 WriteByte(MSG_ONE, SVC_SETVIEW);
502 WriteEntity(MSG_ONE, this);
505 TRANSMUTE(Observer, this);
507 SetSpectatee(this, NULL);
512 MUTATOR_CALLHOOK(PutClientInServer, this);
514 if (IS_OBSERVER(this)) {
515 PutObserverInServer(this);
516 } else if (IS_PLAYER(this)) {
517 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
519 PlayerState_attach(this);
520 accuracy_resend(this);
523 JoinBestTeam(this, false, true);
525 entity spot = SelectSpawnPoint(this, false);
527 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
528 return; // spawn failed
531 TRANSMUTE(Player, this);
533 this.wasplayer = true;
534 this.iscreature = true;
535 this.teleportable = TELEPORT_NORMAL;
536 if(!this.damagedbycontents)
537 IL_PUSH(g_damagedbycontents, this);
538 this.damagedbycontents = true;
539 set_movetype(this, MOVETYPE_WALK);
540 this.solid = SOLID_SLIDEBOX;
541 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
542 if (autocvar_g_playerclip_collisions)
543 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
544 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
545 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
546 this.frags = FRAGS_PLAYER;
547 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
548 this.flags = FL_CLIENT | FL_PICKUPITEMS;
549 if (autocvar__notarget)
550 this.flags |= FL_NOTARGET;
551 this.takedamage = DAMAGE_AIM;
552 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
556 this.ammo_shells = warmup_start_ammo_shells;
557 this.ammo_nails = warmup_start_ammo_nails;
558 this.ammo_rockets = warmup_start_ammo_rockets;
559 this.ammo_cells = warmup_start_ammo_cells;
560 this.ammo_plasma = warmup_start_ammo_plasma;
561 this.ammo_fuel = warmup_start_ammo_fuel;
562 this.health = warmup_start_health;
563 this.armorvalue = warmup_start_armorvalue;
564 this.weapons = WARMUP_START_WEAPONS;
566 this.ammo_shells = start_ammo_shells;
567 this.ammo_nails = start_ammo_nails;
568 this.ammo_rockets = start_ammo_rockets;
569 this.ammo_cells = start_ammo_cells;
570 this.ammo_plasma = start_ammo_plasma;
571 this.ammo_fuel = start_ammo_fuel;
572 this.health = start_health;
573 this.armorvalue = start_armorvalue;
574 this.weapons = start_weapons;
576 SetSpectatee_status(this, 0);
578 this.dual_weapons = '0 0 0';
580 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
582 this.items = start_items;
584 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
585 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
586 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
587 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
588 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
589 // extend the pause of rotting if client was reset at the beginning of the countdown
590 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
591 float f = game_starttime - time;
592 this.spawnshieldtime += f;
593 this.pauserotarmor_finished += f;
594 this.pauserothealth_finished += f;
595 this.pauseregen_finished += f;
597 this.damageforcescale = 2;
599 this.respawn_flags = 0;
600 this.respawn_time = 0;
601 this.stat_respawn_time = 0;
602 this.scale = autocvar_sv_player_scale;
605 this.pain_finished = 0;
607 setthink(this, func_null); // players have no think function
610 this.ballistics_density = autocvar_g_ballistics_density_player;
612 this.deadflag = DEAD_NO;
614 this.angles = spot.angles;
615 this.angles_z = 0; // never spawn tilted even if the spot says to
616 if (IS_BOT_CLIENT(this))
617 this.v_angle = this.angles;
618 this.fixangle = true; // turn this way immediately
619 this.oldvelocity = this.velocity = '0 0 0';
620 this.avelocity = '0 0 0';
621 this.punchangle = '0 0 0';
622 this.punchvector = '0 0 0';
624 this.strength_finished = 0;
625 this.invincible_finished = 0;
626 this.fire_endtime = -1;
627 this.revive_progress = 0;
628 this.revival_time = 0;
629 this.air_finished = time + 12;
631 entity spawnevent = new_pure(spawnevent);
632 spawnevent.owner = this;
633 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
635 // Cut off any still running player sounds.
636 stopsound(this, CH_PLAYER_SINGLE);
639 FixPlayermodel(this);
640 this.drawonlytoclient = NULL;
645 this.view_ofs = STAT(PL_VIEW_OFS, this);
646 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
647 this.spawnorigin = spot.origin;
648 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
649 // don't reset back to last position, even if new position is stuck in solid
650 this.oldorigin = this.origin;
651 this.prevorigin = this.origin;
652 this.lastteleporttime = time; // prevent insane speeds due to changing origin
654 IL_REMOVE(g_conveyed, this);
655 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
656 this.hud = HUD_NORMAL;
658 this.event_damage = PlayerDamage;
661 IL_PUSH(g_bot_targets, this);
662 this.bot_attack = true;
663 this.monster_attack = true;
664 navigation_dynamicgoal_init(this, false);
666 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
668 if (this.killcount == FRAGS_SPECTATOR) {
669 PlayerScore_Clear(this);
673 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
675 .entity weaponentity = weaponentities[slot];
676 entity oldwep = this.(weaponentity);
677 CL_SpawnWeaponentity(this, weaponentity);
678 if(oldwep && oldwep.owner == this)
679 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
681 this.alpha = default_player_alpha;
682 this.colormod = '1 1 1' * autocvar_g_player_brightness;
683 this.exteriorweaponentity.alpha = default_weapon_alpha;
685 this.speedrunning = false;
687 target_voicescript_clear(this);
689 // reset fields the weapons may use
690 FOREACH(Weapons, true, LAMBDA(
691 it.wr_resetplayer(it, this);
692 // reload all reloadable weapons
693 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
694 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
696 .entity weaponentity = weaponentities[slot];
697 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
703 string s = spot.target;
704 spot.target = string_null;
705 SUB_UseTargets(spot, this, NULL);
711 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
713 if (autocvar_spawn_debug)
715 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
716 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
719 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
721 .entity weaponentity = weaponentities[slot];
722 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
723 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
725 this.(weaponentity).m_switchweapon = WEP_Null;
726 this.(weaponentity).m_weapon = WEP_Null;
727 this.(weaponentity).weaponname = "";
728 this.(weaponentity).m_switchingweapon = WEP_Null;
729 this.(weaponentity).cnt = -1;
732 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
734 if (!warmup_stage && !this.alivetime)
735 this.alivetime = time;
737 antilag_clear(this, CS(this));
741 void ClientInit_misc(entity this);
743 // TODO do we need all these fields, or should we stop autodetecting runtime
744 // changes and just have a console command to update this?
745 bool ClientInit_SendEntity(entity this, entity to, int sf)
747 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
750 // MSG_INIT replacement
751 // TODO: make easier to use
753 W_PROP_reload(MSG_ONE, to);
754 ClientInit_misc(this);
755 MUTATOR_CALLHOOK(Ent_Init);
757 void ClientInit_misc(entity this)
759 int channel = MSG_ONE;
760 WriteHeader(channel, ENT_CLIENT_INIT);
761 WriteByte(channel, g_nexball_meter_period * 32);
762 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
763 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
764 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
765 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
766 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
767 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
768 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
769 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
771 if(sv_foginterval && world.fog != "")
772 WriteString(channel, world.fog);
774 WriteString(channel, "");
775 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
776 WriteByte(channel, serverflags);
777 WriteCoord(channel, autocvar_g_trueaim_minrange);
780 void ClientInit_CheckUpdate(entity this)
782 this.nextthink = time;
783 if(this.count != autocvar_g_balance_armor_blockpercent)
785 this.count = autocvar_g_balance_armor_blockpercent;
790 void ClientInit_Spawn()
792 entity e = new_pure(clientinit);
793 setthink(e, ClientInit_CheckUpdate);
794 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
796 ClientInit_CheckUpdate(e);
806 // initialize parms for a new player
807 parm1 = -(86400 * 366);
809 MUTATOR_CALLHOOK(SetNewParms);
817 void SetChangeParms (entity this)
819 // save parms for level change
820 parm1 = this.parm_idlesince - time;
822 MUTATOR_CALLHOOK(SetChangeParms);
830 void DecodeLevelParms(entity this)
833 this.parm_idlesince = parm1;
834 if (this.parm_idlesince == -(86400 * 366))
835 this.parm_idlesince = time;
837 // whatever happens, allow 60 seconds of idling directly after connect for map loading
838 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
840 MUTATOR_CALLHOOK(DecodeLevelParms);
847 Called when a client types 'kill' in the console
851 .float clientkill_nexttime;
852 void ClientKill_Now_TeamChange(entity this)
854 if(this.killindicator_teamchange == -1)
856 JoinBestTeam( this, false, true );
858 else if(this.killindicator_teamchange == -2)
861 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
862 PutObserverInServer(this);
865 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
866 this.killindicator_teamchange = 0;
869 void ClientKill_Now(entity this)
873 vehicles_exit(this.vehicle, VHEF_RELEASE);
874 if(!this.killindicator_teamchange)
876 this.vehicle_health = -1;
877 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
881 if(this.killindicator && !wasfreed(this.killindicator))
882 delete(this.killindicator);
884 this.killindicator = NULL;
886 if(this.killindicator_teamchange)
887 ClientKill_Now_TeamChange(this);
889 if(!IS_SPEC(this) && !IS_OBSERVER(this))
890 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
892 // now I am sure the player IS dead
894 void KillIndicator_Think(entity this)
898 this.owner.killindicator = NULL;
903 if (this.owner.alpha < 0 && !this.owner.vehicle)
905 this.owner.killindicator = NULL;
912 ClientKill_Now(this.owner);
915 else if(g_cts && this.health == 1) // health == 1 means that it's silent
917 this.nextthink = time + 1;
923 setmodel(this, MDL_NUM(this.cnt));
924 if(IS_REAL_CLIENT(this.owner))
927 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
929 this.nextthink = time + 1;
934 float clientkilltime;
935 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
943 killtime = autocvar_g_balance_kill_delay;
945 if(g_race_qualifying || g_cts)
948 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
951 this.killindicator_teamchange = targetteam;
953 if(!this.killindicator)
957 killtime = max(killtime, this.clientkill_nexttime - time);
958 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
961 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
963 ClientKill_Now(this);
967 starttime = max(time, clientkilltime);
969 this.killindicator = spawn();
970 this.killindicator.owner = this;
971 this.killindicator.scale = 0.5;
972 setattachment(this.killindicator, this, "");
973 setorigin(this.killindicator, '0 0 52');
974 setthink(this.killindicator, KillIndicator_Think);
975 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
976 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
977 this.killindicator.cnt = ceil(killtime);
978 this.killindicator.count = bound(0, ceil(killtime), 10);
979 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
981 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
983 it.killindicator = spawn();
984 it.killindicator.owner = it;
985 it.killindicator.scale = 0.5;
986 setattachment(it.killindicator, it, "");
987 setorigin(it.killindicator, '0 0 52');
988 setthink(it.killindicator, KillIndicator_Think);
989 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
990 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
991 it.killindicator.cnt = ceil(killtime);
996 if(this.killindicator)
998 if(targetteam == 0) // just die
1000 this.killindicator.colormod = '0 0 0';
1001 if(IS_REAL_CLIENT(this))
1002 if(this.killindicator.cnt > 0)
1003 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1005 else if(targetteam == -1) // auto
1007 this.killindicator.colormod = '0 1 0';
1008 if(IS_REAL_CLIENT(this))
1009 if(this.killindicator.cnt > 0)
1010 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1012 else if(targetteam == -2) // spectate
1014 this.killindicator.colormod = '0.5 0.5 0.5';
1015 if(IS_REAL_CLIENT(this))
1016 if(this.killindicator.cnt > 0)
1017 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1021 this.killindicator.colormod = Team_ColorRGB(targetteam);
1022 if(IS_REAL_CLIENT(this))
1023 if(this.killindicator.cnt > 0)
1024 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1030 void ClientKill (entity this)
1032 if(game_stopped) return;
1033 if(this.player_blocked) return;
1034 if(STAT(FROZEN, this)) return;
1036 ClientKill_TeamChange(this, 0);
1039 void FixClientCvars(entity e)
1041 // send prediction settings to the client
1042 stuffcmd(e, "\nin_bindmap 0 0\n");
1043 if(autocvar_g_antilag == 3) // client side hitscan
1044 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1045 if(autocvar_sv_gentle)
1046 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1048 MUTATOR_CALLHOOK(FixClientCvars, e);
1051 float PlayerInIDList(entity p, string idlist)
1056 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1060 // this function allows abbreviated player IDs too!
1061 n = tokenize_console(idlist);
1062 for(i = 0; i < n; ++i)
1065 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1072 #ifdef DP_EXT_PRECONNECT
1077 Called once (not at each match start) when a client begins a connection to the server
1080 void ClientPreConnect(entity this)
1082 if(autocvar_sv_eventlog)
1084 GameLogEcho(sprintf(":connect:%d:%d:%s",
1087 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1097 Called when a client connects to the server
1100 void ClientConnect(entity this)
1102 if (Ban_MaybeEnforceBanOnce(this)) return;
1103 assert(!IS_CLIENT(this), return);
1104 this.flags |= FL_CLIENT;
1105 assert(player_count >= 0, player_count = 0);
1108 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1110 this.version_nagtime = time + 10 + random() * 10;
1111 TRANSMUTE(Client, this);
1113 // identify the right forced team
1114 if (autocvar_g_campaign)
1116 if (IS_REAL_CLIENT(this)) // only players, not bots
1118 switch (autocvar_g_campaign_forceteam)
1120 case 1: this.team_forced = NUM_TEAM_1; break;
1121 case 2: this.team_forced = NUM_TEAM_2; break;
1122 case 3: this.team_forced = NUM_TEAM_3; break;
1123 case 4: this.team_forced = NUM_TEAM_4; break;
1124 default: this.team_forced = 0;
1128 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1129 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1130 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1131 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1132 else switch (autocvar_g_forced_team_otherwise)
1134 default: this.team_forced = 0; break;
1135 case "red": this.team_forced = NUM_TEAM_1; break;
1136 case "blue": this.team_forced = NUM_TEAM_2; break;
1137 case "yellow": this.team_forced = NUM_TEAM_3; break;
1138 case "pink": this.team_forced = NUM_TEAM_4; break;
1141 this.team_forced = -1;
1144 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1147 int id = this.playerid;
1148 this.playerid = 0; // silent
1149 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1153 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1154 TRANSMUTE(Observer, this);
1156 if (!teamplay || autocvar_g_balance_teams) {
1157 TRANSMUTE(Player, this);
1158 campaign_bots_may_start = true;
1160 TRANSMUTE(Observer, this); // do it anyway
1164 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1166 // always track bots, don't ask for cl_allow_uidtracking
1167 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1169 if (autocvar_sv_eventlog)
1170 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1172 LogTeamchange(this.playerid, this.team, 1);
1174 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1176 this.netname_previous = strzone(this.netname);
1178 if(teamplay && IS_PLAYER(this))
1179 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1181 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1183 stuffcmd(this, clientstuff, "\n");
1184 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1186 FixClientCvars(this);
1188 // get version info from player
1189 stuffcmd(this, "cmd clientversion $gameversion\n");
1191 // notify about available teams
1194 CheckAllowedTeams(this);
1196 if (c1 >= 0) t |= BIT(0);
1197 if (c2 >= 0) t |= BIT(1);
1198 if (c3 >= 0) t |= BIT(2);
1199 if (c4 >= 0) t |= BIT(3);
1200 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1204 stuffcmd(this, "set _teams_available 0\n");
1207 bot_relinkplayerlist();
1209 this.spectatortime = time;
1210 if (blockSpectators)
1212 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1215 this.jointime = time;
1216 this.allowed_timeouts = autocvar_sv_timeout_number;
1218 if (IS_REAL_CLIENT(this))
1220 if (g_weaponarena_weapons == WEPSET(TUBA))
1221 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1224 if (!sv_foginterval && world.fog != "")
1225 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1227 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1228 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1229 send_CSQC_teamnagger();
1231 CSQCMODEL_AUTOINIT(this);
1233 this.model_randomizer = random();
1235 if (IS_REAL_CLIENT(this))
1236 sv_notice_join(this);
1238 // update physics stats (players can spawn before physics runs)
1239 STAT(MOVEVARS_HIGHSPEED, this) = autocvar_g_movement_highspeed;
1240 MUTATOR_CALLHOOK(PlayerPhysics_UpdateStats, this); // do it BEFORE the function so we can modify highspeed!
1241 Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
1243 IL_EACH(g_initforplayer, it.init_for_player, {
1244 it.init_for_player(it, this);
1247 MUTATOR_CALLHOOK(ClientConnect, this);
1249 if (IS_REAL_CLIENT(this))
1251 if (!autocvar_g_campaign && !IS_PLAYER(this))
1253 this.motd_actived_time = -1;
1254 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1262 Called when a client disconnects from the server
1265 .entity chatbubbleentity;
1267 void ClientDisconnect(entity this)
1269 assert(IS_CLIENT(this), return);
1271 PlayerStats_GameReport_FinalizePlayer(this);
1272 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1273 if (this.active_minigame) part_minigame(this);
1274 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1276 if (autocvar_sv_eventlog)
1277 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1279 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1282 SetSpectatee(this, NULL);
1284 MUTATOR_CALLHOOK(ClientDisconnect, this);
1286 ClientState_detach(this);
1288 Portal_ClearAll(this);
1292 RemoveGrapplingHooks(this);
1294 // Here, everything has been done that requires this player to be a client.
1296 this.flags &= ~FL_CLIENT;
1298 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1299 if (this.killindicator) delete(this.killindicator);
1301 WaypointSprite_PlayerGone(this);
1303 bot_relinkplayerlist();
1305 if (this.netname_previous) strunzone(this.netname_previous);
1306 if (this.clientstatus) strunzone(this.clientstatus);
1307 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1308 if (this.personal) delete(this.personal);
1312 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1317 void ChatBubbleThink(entity this)
1319 this.nextthink = time;
1320 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1322 if(this.owner) // but why can that ever be NULL?
1323 this.owner.chatbubbleentity = NULL;
1330 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1332 if ( this.owner.active_minigame )
1333 this.mdl = "models/sprites/minigame_busy.iqm";
1334 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1335 this.mdl = "models/misc/chatbubble.spr";
1338 if ( this.model != this.mdl )
1339 _setmodel(this, this.mdl);
1343 void UpdateChatBubble(entity this)
1347 // spawn a chatbubble entity if needed
1348 if (!this.chatbubbleentity)
1350 this.chatbubbleentity = new(chatbubbleentity);
1351 this.chatbubbleentity.owner = this;
1352 this.chatbubbleentity.exteriormodeltoclient = this;
1353 setthink(this.chatbubbleentity, ChatBubbleThink);
1354 this.chatbubbleentity.nextthink = time;
1355 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1356 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1357 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1358 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1359 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1360 //this.chatbubbleentity.model = "";
1361 this.chatbubbleentity.effects = EF_LOWPRECISION;
1366 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1367 // added to the model skins
1368 /*void UpdateColorModHack()
1371 c = this.clientcolors & 15;
1372 // LordHavoc: only bothering to support white, green, red, yellow, blue
1373 if (!teamplay) this.colormod = '0 0 0';
1374 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1375 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1376 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1377 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1378 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1379 else this.colormod = '1 1 1';
1382 void respawn(entity this)
1384 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1386 this.solid = SOLID_NOT;
1387 this.takedamage = DAMAGE_NO;
1388 set_movetype(this, MOVETYPE_FLY);
1389 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1390 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1391 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1392 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1393 if(autocvar_g_respawn_ghosts_maxtime)
1394 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1399 this.effects |= EF_NODRAW; // prevent another CopyBody
1400 PutClientInServer(this);
1403 void play_countdown(entity this, float finished, Sound samp)
1406 if(IS_REAL_CLIENT(this))
1407 if(floor(finished - time - frametime) != floor(finished - time))
1408 if(finished - time < 6)
1409 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1412 void player_powerups(entity this)
1414 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1415 int items_prev = this.items;
1417 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1418 this.modelflags |= MF_ROCKET;
1420 this.modelflags &= ~MF_ROCKET;
1422 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1424 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1427 Fire_ApplyDamage(this);
1428 Fire_ApplyEffect(this);
1432 if (this.items & ITEM_Strength.m_itemid)
1434 play_countdown(this, this.strength_finished, SND_POWEROFF);
1435 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1436 if (time > this.strength_finished)
1438 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1439 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1440 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1445 if (time < this.strength_finished)
1447 this.items = this.items | ITEM_Strength.m_itemid;
1449 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1450 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1453 if (this.items & ITEM_Shield.m_itemid)
1455 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1456 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1457 if (time > this.invincible_finished)
1459 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1460 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1461 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1466 if (time < this.invincible_finished)
1468 this.items = this.items | ITEM_Shield.m_itemid;
1470 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1471 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1474 if (this.items & IT_SUPERWEAPON)
1476 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1478 this.superweapons_finished = 0;
1479 this.items = this.items - (this.items & IT_SUPERWEAPON);
1480 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1481 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1483 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1485 // don't let them run out
1489 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1490 if (time > this.superweapons_finished)
1492 this.items = this.items - (this.items & IT_SUPERWEAPON);
1493 this.weapons &= ~WEPSET_SUPERWEAPONS;
1494 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1495 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1499 else if(this.weapons & WEPSET_SUPERWEAPONS)
1501 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1503 this.items = this.items | IT_SUPERWEAPON;
1505 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1506 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1510 this.superweapons_finished = 0;
1511 this.weapons &= ~WEPSET_SUPERWEAPONS;
1516 this.superweapons_finished = 0;
1520 if(autocvar_g_nodepthtestplayers)
1521 this.effects = this.effects | EF_NODEPTHTEST;
1523 if(autocvar_g_fullbrightplayers)
1524 this.effects = this.effects | EF_FULLBRIGHT;
1526 if (time >= game_starttime)
1527 if (time < this.spawnshieldtime)
1528 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1530 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1533 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1535 if(current > stable)
1537 else if(current > stable - 0.25) // when close enough, "snap"
1540 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1543 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1545 if(current < stable)
1547 else if(current < stable + 0.25) // when close enough, "snap"
1550 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1553 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1555 if(current > rotstable)
1557 if(rotframetime > 0)
1559 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1560 current = max(rotstable, current - rotlinear * rotframetime);
1563 else if(current < regenstable)
1565 if(regenframetime > 0)
1567 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1568 current = min(regenstable, current + regenlinear * regenframetime);
1578 void player_regen(entity this)
1580 float max_mod, regen_mod, rot_mod, limit_mod;
1581 max_mod = regen_mod = rot_mod = limit_mod = 1;
1583 float regen_health = autocvar_g_balance_health_regen;
1584 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1585 float regen_health_rot = autocvar_g_balance_health_rot;
1586 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1587 float regen_health_stable = autocvar_g_balance_health_regenstable;
1588 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1589 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1590 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1591 max_mod = M_ARGV(1, float);
1592 regen_mod = M_ARGV(2, float);
1593 rot_mod = M_ARGV(3, float);
1594 limit_mod = M_ARGV(4, float);
1595 regen_health = M_ARGV(5, float);
1596 regen_health_linear = M_ARGV(6, float);
1597 regen_health_rot = M_ARGV(7, float);
1598 regen_health_rotlinear = M_ARGV(8, float);
1599 regen_health_stable = M_ARGV(9, float);
1600 regen_health_rotstable = M_ARGV(10, float);
1603 if(!mutator_returnvalue)
1604 if(!STAT(FROZEN, this))
1606 float mina, maxa, limith, limita;
1607 maxa = autocvar_g_balance_armor_rotstable;
1608 mina = autocvar_g_balance_armor_regenstable;
1609 limith = autocvar_g_balance_health_limit;
1610 limita = autocvar_g_balance_armor_limit;
1612 regen_health_rotstable = regen_health_rotstable * max_mod;
1613 regen_health_stable = regen_health_stable * max_mod;
1614 limith = limith * limit_mod;
1615 limita = limita * limit_mod;
1617 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);
1618 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);
1621 // if player rotted to death... die!
1622 // check this outside above checks, as player may still be able to rot to death
1626 vehicles_exit(this.vehicle, VHEF_RELEASE);
1627 if(this.event_damage)
1628 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1631 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1633 float minf, maxf, limitf;
1635 maxf = autocvar_g_balance_fuel_rotstable;
1636 minf = autocvar_g_balance_fuel_regenstable;
1637 limitf = autocvar_g_balance_fuel_limit;
1639 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);
1644 void SetZoomState(entity this, float newzoom)
1646 if(newzoom != this.zoomstate)
1648 this.zoomstate = newzoom;
1649 ClientData_Touch(this);
1651 zoomstate_set = true;
1654 void GetPressedKeys(entity this)
1656 MUTATOR_CALLHOOK(GetPressedKeys, this);
1657 int keys = STAT(PRESSED_KEYS, this);
1658 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1659 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1660 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1661 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1663 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1664 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1665 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1666 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1667 this.pressedkeys = keys; // store for other users
1669 STAT(PRESSED_KEYS, this) = keys;
1673 ======================
1674 spectate mode routines
1675 ======================
1678 void SpectateCopy(entity this, entity spectatee)
1680 TC(Client, this); TC(Client, spectatee);
1682 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1683 PS(this) = PS(spectatee);
1684 this.armortype = spectatee.armortype;
1685 this.armorvalue = spectatee.armorvalue;
1686 this.ammo_cells = spectatee.ammo_cells;
1687 this.ammo_plasma = spectatee.ammo_plasma;
1688 this.ammo_shells = spectatee.ammo_shells;
1689 this.ammo_nails = spectatee.ammo_nails;
1690 this.ammo_rockets = spectatee.ammo_rockets;
1691 this.ammo_fuel = spectatee.ammo_fuel;
1692 this.clip_load = spectatee.clip_load;
1693 this.clip_size = spectatee.clip_size;
1694 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1695 this.health = spectatee.health;
1697 this.items = spectatee.items;
1698 this.last_pickup = spectatee.last_pickup;
1699 this.hit_time = spectatee.hit_time;
1700 this.strength_finished = spectatee.strength_finished;
1701 this.invincible_finished = spectatee.invincible_finished;
1702 this.superweapons_finished = spectatee.superweapons_finished;
1703 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1704 this.weapons = spectatee.weapons;
1705 this.dual_weapons = spectatee.dual_weapons;
1706 this.vortex_charge = spectatee.vortex_charge;
1707 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1708 this.okvortex_charge = spectatee.okvortex_charge;
1709 this.okvortex_chargepool_ammo = spectatee.okvortex_chargepool_ammo;
1710 this.hagar_load = spectatee.hagar_load;
1711 this.arc_heat_percent = spectatee.arc_heat_percent;
1712 this.minelayer_mines = spectatee.minelayer_mines;
1713 this.punchangle = spectatee.punchangle;
1714 this.view_ofs = spectatee.view_ofs;
1715 this.velocity = spectatee.velocity;
1716 this.dmg_take = spectatee.dmg_take;
1717 this.dmg_save = spectatee.dmg_save;
1718 this.dmg_inflictor = spectatee.dmg_inflictor;
1719 this.v_angle = spectatee.v_angle;
1720 this.angles = spectatee.v_angle;
1721 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1722 this.revive_progress = spectatee.revive_progress;
1723 this.viewloc = spectatee.viewloc;
1724 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1725 this.fixangle = true;
1726 setorigin(this, spectatee.origin);
1727 setsize(this, spectatee.mins, spectatee.maxs);
1728 SetZoomState(this, spectatee.zoomstate);
1730 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1732 .entity weaponentity = weaponentities[slot];
1733 this.(weaponentity) = spectatee.(weaponentity);
1736 for(int slot = 0; slot < MAX_AXH; ++slot)
1738 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1741 anticheat_spectatecopy(this, spectatee);
1742 this.hud = spectatee.hud;
1743 if(spectatee.vehicle)
1745 this.angles = spectatee.v_angle;
1747 //this.fixangle = false;
1748 //this.velocity = spectatee.vehicle.velocity;
1749 this.vehicle_health = spectatee.vehicle_health;
1750 this.vehicle_shield = spectatee.vehicle_shield;
1751 this.vehicle_energy = spectatee.vehicle_energy;
1752 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1753 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1754 this.vehicle_reload1 = spectatee.vehicle_reload1;
1755 this.vehicle_reload2 = spectatee.vehicle_reload2;
1757 //msg_entity = this;
1759 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1760 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1761 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1762 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1764 //WriteByte (MSG_ONE, SVC_SETVIEW);
1765 // WriteEntity(MSG_ONE, this);
1766 //makevectors(spectatee.v_angle);
1767 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1771 bool SpectateUpdate(entity this)
1776 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1778 SetSpectatee(this, NULL);
1782 SpectateCopy(this, this.enemy);
1787 bool SpectateSet(entity this)
1789 if(!IS_PLAYER(this.enemy))
1792 ClientData_Touch(this.enemy);
1795 WriteByte(MSG_ONE, SVC_SETVIEW);
1796 WriteEntity(MSG_ONE, this.enemy);
1797 set_movetype(this, MOVETYPE_NONE);
1798 accuracy_resend(this);
1800 if(!SpectateUpdate(this))
1801 PutObserverInServer(this);
1806 void SetSpectatee_status(entity this, int spectatee_num)
1808 int oldspectatee_status = this.spectatee_status;
1809 this.spectatee_status = spectatee_num;
1811 if (this.spectatee_status != oldspectatee_status)
1813 ClientData_Touch(this);
1814 if (g_race || g_cts) race_InitSpectator();
1818 void SetSpectatee(entity this, entity spectatee)
1820 if(IS_BOT_CLIENT(this))
1821 return; // bots abuse .enemy, this code is useless to them
1823 entity old_spectatee = this.enemy;
1825 this.enemy = spectatee;
1828 // these are required to fix the spectator bug with arc
1831 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1833 .entity weaponentity = weaponentities[slot];
1834 if(old_spectatee.(weaponentity).arc_beam)
1835 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1840 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1842 .entity weaponentity = weaponentities[slot];
1843 if(this.enemy.(weaponentity).arc_beam)
1844 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1849 SetSpectatee_status(this, etof(this.enemy));
1851 // needed to update spectator list
1852 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1855 bool Spectate(entity this, entity pl)
1857 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1859 pl = M_ARGV(1, entity);
1861 SetSpectatee(this, pl);
1862 return SpectateSet(this);
1865 bool SpectateNext(entity this)
1867 entity ent = find(this.enemy, classname, STR_PLAYER);
1869 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1870 ent = M_ARGV(1, entity);
1872 ent = find(ent, classname, STR_PLAYER);
1874 if(ent) { SetSpectatee(this, ent); }
1876 return SpectateSet(this);
1879 bool SpectatePrev(entity this)
1881 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1882 entity ent = findchain(classname, STR_PLAYER);
1883 if (!ent) // no player
1887 // skip players until current spectated player
1889 while(ent && ent != this.enemy)
1892 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1894 case MUT_SPECPREV_FOUND:
1895 ent = M_ARGV(1, entity);
1897 case MUT_SPECPREV_RETURN:
1899 case MUT_SPECPREV_CONTINUE:
1910 SetSpectatee(this, ent);
1911 return SpectateSet(this);
1916 ShowRespawnCountdown()
1918 Update a respawn countdown display.
1921 void ShowRespawnCountdown(entity this)
1924 if(!IS_DEAD(this)) // just respawned?
1928 number = ceil(this.respawn_time - time);
1931 if(number <= this.respawn_countdown)
1933 this.respawn_countdown = number - 1;
1934 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
1935 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1940 .bool team_selected;
1941 bool ShowTeamSelection(entity this)
1943 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1945 stuffcmd(this, "menu_showteamselect\n");
1948 void Join(entity this)
1950 TRANSMUTE(Player, this);
1952 if(!this.team_selected)
1953 if(autocvar_g_campaign || autocvar_g_balance_teams)
1954 JoinBestTeam(this, false, true);
1956 if(autocvar_g_campaign)
1957 campaign_bots_may_start = true;
1959 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1961 PutClientInServer(this);
1964 if(teamplay && this.team != -1)
1965 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1967 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1968 this.team_selected = false;
1972 * Determines whether the player is allowed to join. This depends on cvar
1973 * g_maxplayers, if it isn't used this function always return true, otherwise
1974 * it checks whether the number of currently playing players exceeds g_maxplayers.
1975 * @return int number of free slots for players, 0 if none
1977 int nJoinAllowed(entity this, entity ignore)
1980 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1981 // so report 0 free slots if restricted
1983 if(autocvar_g_forced_team_otherwise == "spectate")
1985 if(autocvar_g_forced_team_otherwise == "spectator")
1989 if(this && this.team_forced < 0)
1990 return 0; // forced spectators can never join
1992 // TODO simplify this
1993 int totalClients = 0;
1994 int currentlyPlaying = 0;
1995 FOREACH_CLIENT(true, LAMBDA(
1998 if(IS_REAL_CLIENT(it))
1999 if(IS_PLAYER(it) || it.caplayer)
2003 float free_slots = 0;
2004 if (!autocvar_g_maxplayers)
2005 free_slots = maxclients - totalClients;
2006 else if(currentlyPlaying < autocvar_g_maxplayers)
2007 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2009 static float join_prevent_msg_time = 0;
2010 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2012 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2013 join_prevent_msg_time = time + 3;
2020 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2021 * g_maxplayers_spectator_blocktime seconds
2023 void checkSpectatorBlock(entity this)
2025 if(IS_SPEC(this) || IS_OBSERVER(this))
2027 if(IS_REAL_CLIENT(this))
2029 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2030 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2036 void PrintWelcomeMessage(entity this)
2038 if(this.motd_actived_time == 0)
2040 if (autocvar_g_campaign) {
2041 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2042 this.motd_actived_time = time;
2043 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2046 if (PHYS_INPUT_BUTTON_INFO(this)) {
2047 this.motd_actived_time = time;
2048 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2052 else if(this.motd_actived_time > 0) // showing MOTD or campaign message
2054 if (autocvar_g_campaign) {
2055 if (PHYS_INPUT_BUTTON_INFO(this))
2056 this.motd_actived_time = time;
2057 else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2058 this.motd_actived_time = 0;
2059 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2062 if (PHYS_INPUT_BUTTON_INFO(this))
2063 this.motd_actived_time = time;
2064 else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2065 this.motd_actived_time = 0;
2066 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2070 else //if(this.motd_actived_time < 0) // just connected, motd is active
2072 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2073 this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2074 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2076 // instanctly hide MOTD
2077 this.motd_actived_time = 0;
2078 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2083 bool joinAllowed(entity this)
2085 if (this.version_mismatch) return false;
2086 if (!nJoinAllowed(this, this)) return false;
2087 if (teamplay && lockteams) return false;
2088 if (ShowTeamSelection(this)) return false;
2089 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2093 void ObserverThink(entity this)
2097 MinigameImpulse(this, this.impulse);
2101 if (this.flags & FL_JUMPRELEASED) {
2102 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2103 this.flags &= ~FL_JUMPRELEASED;
2104 this.flags |= FL_SPAWNING;
2105 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
2106 this.flags &= ~FL_JUMPRELEASED;
2107 if(SpectateNext(this)) {
2108 TRANSMUTE(Spectator, this);
2111 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2112 set_movetype(this, preferred_movetype);
2115 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2116 this.flags |= FL_JUMPRELEASED;
2117 if(this.flags & FL_SPAWNING)
2119 this.flags &= ~FL_SPAWNING;
2127 void SpectatorThink(entity this)
2131 if(MinigameImpulse(this, this.impulse))
2134 if (this.impulse == IMP_weapon_drop.impulse)
2136 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2142 if (this.flags & FL_JUMPRELEASED) {
2143 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2144 this.flags &= ~FL_JUMPRELEASED;
2145 this.flags |= FL_SPAWNING;
2146 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
2147 this.flags &= ~FL_JUMPRELEASED;
2148 if(SpectateNext(this)) {
2149 TRANSMUTE(Spectator, this);
2151 TRANSMUTE(Observer, this);
2152 PutClientInServer(this);
2155 } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
2156 this.flags &= ~FL_JUMPRELEASED;
2157 if(SpectatePrev(this)) {
2158 TRANSMUTE(Spectator, this);
2160 TRANSMUTE(Observer, this);
2161 PutClientInServer(this);
2164 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2165 this.flags &= ~FL_JUMPRELEASED;
2166 TRANSMUTE(Observer, this);
2167 PutClientInServer(this);
2169 if(!SpectateUpdate(this))
2170 PutObserverInServer(this);
2173 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2174 this.flags |= FL_JUMPRELEASED;
2175 if(this.flags & FL_SPAWNING)
2177 this.flags &= ~FL_SPAWNING;
2182 if(!SpectateUpdate(this))
2183 PutObserverInServer(this);
2186 this.flags |= FL_CLIENT | FL_NOTARGET;
2189 void vehicles_enter (entity pl, entity veh);
2190 void PlayerUseKey(entity this)
2192 if (!IS_PLAYER(this))
2199 vehicles_exit(this.vehicle, VHEF_NORMAL);
2203 else if(autocvar_g_vehicles_enter)
2205 if(!STAT(FROZEN, this))
2209 entity head, closest_target = NULL;
2210 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2212 while(head) // find the closest acceptable target to enter
2214 if(IS_VEHICLE(head))
2216 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2217 if(head.takedamage != DAMAGE_NO)
2221 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2222 { closest_target = head; }
2224 else { closest_target = head; }
2230 if(closest_target) { vehicles_enter(this, closest_target); return; }
2234 // a use key was pressed; call handlers
2235 MUTATOR_CALLHOOK(PlayerUseKey, this);
2243 Called every frame for each client before the physics are run
2246 .float usekeypressed;
2247 .float last_vehiclecheck;
2249 void PlayerPreThink (entity this)
2251 WarpZone_PlayerPhysics_FixVAngle(this);
2253 STAT(GAMESTARTTIME, this) = game_starttime;
2254 STAT(ROUNDSTARTTIME, this) = round_starttime;
2255 STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2256 STAT(LEADLIMIT, this) = autocvar_leadlimit;
2258 STAT(WEAPONSINMAP, this) = weaponsInMap;
2261 // physics frames: update anticheat stuff
2262 anticheat_prethink(this);
2265 if (blockSpectators && frametime) {
2266 // WORKAROUND: only use dropclient in server frames (frametime set).
2267 // Never use it in cl_movement frames (frametime zero).
2268 checkSpectatorBlock(this);
2271 zoomstate_set = false;
2273 // Check for nameless players
2274 if (isInvisibleString(this.netname)) {
2275 this.netname = strzone(sprintf("Player#%d", this.playerid));
2276 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2278 if (this.netname != this.netname_previous) {
2279 if (autocvar_sv_eventlog) {
2280 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2282 if (this.netname_previous) strunzone(this.netname_previous);
2283 this.netname_previous = strzone(this.netname);
2287 if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2288 this.version_nagtime = 0;
2289 if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2291 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2293 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2295 int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2296 if (r < 0) { // old client
2297 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2298 } else if (r > 0) { // old server
2299 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2305 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2307 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2308 this.max_armorvalue = 0;
2311 if (STAT(FROZEN, this) == 2)
2313 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2314 this.health = max(1, this.revive_progress * start_health);
2315 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2317 if (this.revive_progress >= 1)
2320 else if (STAT(FROZEN, this) == 3)
2322 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2323 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2325 if (this.health < 1)
2328 vehicles_exit(this.vehicle, VHEF_RELEASE);
2329 if(this.event_damage)
2330 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2332 else if (this.revive_progress <= 0)
2336 MUTATOR_CALLHOOK(PlayerPreThink, this);
2338 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2339 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2341 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2343 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2344 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2346 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2350 if(!it.team || SAME_TEAM(this, it))
2351 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2352 else if(autocvar_g_vehicles_steal)
2353 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2357 this.last_vehiclecheck = time + 1;
2360 if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2362 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2364 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2367 if (IS_REAL_CLIENT(this))
2368 PrintWelcomeMessage(this);
2370 if (IS_PLAYER(this)) {
2371 CheckRules_Player(this);
2373 if (game_stopped || intermission_running) {
2374 this.modelflags &= ~MF_ROCKET;
2375 if(intermission_running)
2376 IntermissionThink(this);
2380 if (timeout_status == TIMEOUT_ACTIVE) {
2381 // don't allow the player to turn around while game is paused
2382 // FIXME turn this into CSQC stuff
2383 this.v_angle = this.lastV_angle;
2384 this.angles = this.lastV_angle;
2385 this.fixangle = true;
2388 if (frametime) player_powerups(this);
2390 if (IS_DEAD(this)) {
2391 if (this.personal && g_race_qualifying) {
2392 if (time > this.respawn_time) {
2393 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2395 this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2398 if (frametime) player_anim(this);
2400 if (this.respawn_flags & RESPAWN_DENY)
2402 STAT(RESPAWN_TIME, this) = 0;
2406 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));
2408 switch(this.deadflag)
2412 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2413 this.deadflag = DEAD_RESPAWNING;
2414 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2415 this.deadflag = DEAD_DEAD;
2421 this.deadflag = DEAD_RESPAWNABLE;
2422 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2423 this.deadflag = DEAD_RESPAWNING;
2426 case DEAD_RESPAWNABLE:
2428 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2429 this.deadflag = DEAD_RESPAWNING;
2432 case DEAD_RESPAWNING:
2434 if (time > this.respawn_time)
2436 this.respawn_time = time + 1; // only retry once a second
2437 this.respawn_time_max = this.respawn_time;
2444 ShowRespawnCountdown(this);
2446 if (this.respawn_flags & RESPAWN_SILENT)
2447 STAT(RESPAWN_TIME, this) = 0;
2448 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2450 if (time < this.respawn_time)
2451 STAT(RESPAWN_TIME, this) = this.respawn_time;
2452 else if (this.deadflag != DEAD_RESPAWNING)
2453 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2456 STAT(RESPAWN_TIME, this) = this.respawn_time;
2459 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2460 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2461 STAT(RESPAWN_TIME, this) *= -1;
2466 this.prevorigin = this.origin;
2468 bool have_hook = false;
2469 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2471 .entity weaponentity = weaponentities[slot];
2472 if(this.(weaponentity).hook.state)
2478 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2481 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2483 } else if (this.vehicle) {
2485 } else if (STAT(FROZEN, this)) {
2492 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2493 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2494 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2496 } else if (this.crouch) {
2497 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2498 if (!trace_startsolid) {
2499 this.crouch = false;
2500 this.view_ofs = STAT(PL_VIEW_OFS, this);
2501 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2505 FixPlayermodel(this);
2507 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2510 this.items &= ~this.items_added;
2512 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2514 .entity weaponentity = weaponentities[slot];
2515 W_WeaponFrame(this, weaponentity);
2519 this.clip_load = this.(weaponentity).clip_load;
2520 this.clip_size = this.(weaponentity).clip_size;
2524 this.items_added = 0;
2525 if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2526 this.items_added |= IT_FUEL;
2528 this.items |= this.items_added;
2533 // WEAPONTODO: Add a weapon request for this
2534 // rot vortex charge to the charge limit
2535 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2537 .entity weaponentity = weaponentities[slot];
2538 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2540 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2542 if (WEP_CVAR(okvortex, charge_rot_rate) && this.(weaponentity).okvortex_charge > WEP_CVAR(okvortex, charge_limit) && this.(weaponentity).okvortex_charge_rottime < time)
2544 this.(weaponentity).okvortex_charge = bound(WEP_CVAR(okvortex, charge_limit), this.(weaponentity).okvortex_charge - WEP_CVAR(okvortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2548 if (frametime) player_anim(this);
2551 secrets_setstatus(this);
2554 monsters_setstatus(this);
2556 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2558 else if (game_stopped || intermission_running) {
2559 if(intermission_running)
2560 IntermissionThink(this);
2563 else if (IS_OBSERVER(this)) {
2564 ObserverThink(this);
2566 else if (IS_SPEC(this)) {
2567 SpectatorThink(this);
2570 // WEAPONTODO: Add weapon request for this
2571 if (!zoomstate_set) {
2572 bool wep_zoomed = false;
2573 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2575 .entity weaponentity = weaponentities[slot];
2576 Weapon thiswep = this.(weaponentity).m_weapon;
2577 if(thiswep != WEP_Null && thiswep.wr_zoom)
2578 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2580 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2583 if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2585 this.teamkill_soundtime = 0;
2587 entity e = this.teamkill_soundsource;
2588 entity oldpusher = e.pusher;
2590 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2591 e.pusher = oldpusher;
2594 if (this.taunt_soundtime && time > this.taunt_soundtime) {
2595 this.taunt_soundtime = 0;
2596 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2599 target_voicescript_next(this);
2601 // WEAPONTODO: Move into weaponsystem somehow
2602 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2603 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2605 .entity weaponentity = weaponentities[slot];
2606 if(this.(weaponentity).m_weapon == WEP_Null)
2607 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2611 void DrownPlayer(entity this)
2616 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2618 if(this.air_finished < time)
2619 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2620 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2623 else if (this.air_finished < time)
2625 if (this.pain_finished < time)
2627 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2628 this.pain_finished = time + 0.5;
2633 .bool move_qcphysics;
2635 void Player_Physics(entity this)
2637 set_movetype(this, this.move_movetype);
2639 if(!this.move_qcphysics)
2642 if(!frametime && !this.pm_frametime)
2645 Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
2647 this.pm_frametime = 0;
2654 Called every frame for each client after the physics are run
2657 .float idlekick_lasttimeleft;
2658 void PlayerPostThink (entity this)
2660 Player_Physics(this);
2663 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2664 if (IS_REAL_CLIENT(this))
2665 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2667 int totalClients = 0;
2668 if(sv_maxidle_slots > 0)
2670 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2676 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2677 { /* do nothing */ }
2678 else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2680 if (this.idlekick_lasttimeleft)
2682 this.idlekick_lasttimeleft = 0;
2683 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2688 float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2689 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2690 if (!this.idlekick_lasttimeleft)
2691 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2693 if (timeleft <= 0) {
2694 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2698 else if (timeleft <= 10) {
2699 if (timeleft != this.idlekick_lasttimeleft) {
2700 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2702 this.idlekick_lasttimeleft = timeleft;
2709 //CheckPlayerJump();
2712 this.solid = SOLID_NOT;
2713 this.takedamage = DAMAGE_NO;
2714 set_movetype(this, MOVETYPE_NONE);
2717 if (IS_PLAYER(this)) {
2719 CheckRules_Player(this);
2720 UpdateChatBubble(this);
2721 if (this.impulse) ImpulseCommands(this);
2724 CSQCMODEL_AUTOUPDATE(this);
2727 GetPressedKeys(this);
2730 if (this.waypointsprite_attachedforcarrier) {
2731 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2732 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2735 playerdemo_write(this);
2737 CSQCMODEL_AUTOUPDATE(this);