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 <common/effects/qc/globalsound.qh>
37 #include "../common/mapobjects/func/conveyor.qh"
38 #include "../common/mapobjects/teleporters.qh"
39 #include "../common/mapobjects/target/spawnpoint.qh"
41 #include "../common/vehicles/all.qh"
43 #include "weapons/hitplot.qh"
44 #include "weapons/weaponsystem.qh"
46 #include "../common/net_notice.qh"
47 #include "../common/net_linked.qh"
48 #include "../common/physics/player.qh"
50 #include <common/vehicles/sv_vehicles.qh>
52 #include "../common/items/_mod.qh"
54 #include "../common/mutators/mutator/waypoints/all.qh"
55 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
56 #include <common/gamemodes/_mod.qh>
58 #include "../common/mapobjects/subs.qh"
59 #include "../common/mapobjects/triggers.qh"
60 #include "../common/mapobjects/trigger/secret.qh"
62 #include "../common/minigames/sv_minigames.qh"
64 #include "../common/items/inventory.qh"
66 #include "../common/monsters/sv_monsters.qh"
68 #include "../lib/warpzone/server.qh"
70 #include <common/mutators/mutator/overkill/oknex.qh>
72 STATIC_METHOD(Client, Add, void(Client this, int _team))
75 TRANSMUTE(Player, this);
78 PutClientInServer(this);
81 STATIC_METHOD(Client, Remove, void(Client this))
83 TRANSMUTE(Observer, this);
84 PutClientInServer(this);
85 ClientDisconnect(this);
88 void send_CSQC_teamnagger() {
89 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
92 int CountSpectators(entity player, entity to)
94 if(!player) { return 0; } // not sure how, but best to be safe
98 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
106 void WriteSpectators(entity player, entity to)
108 if(!player) { return; } // not sure how, but best to be safe
110 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
112 WriteByte(MSG_ENTITY, num_for_edict(it));
116 bool ClientData_Send(entity this, entity to, int sf)
118 assert(to == this.owner, return false);
121 if (IS_SPEC(e)) e = e.enemy;
124 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
125 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
126 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
127 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
129 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
130 WriteByte(MSG_ENTITY, sf);
133 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
137 float specs = CountSpectators(e, to);
138 WriteByte(MSG_ENTITY, specs);
139 WriteSpectators(e, to);
145 void ClientData_Attach(entity this)
147 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
148 CS(this).clientdata.drawonlytoclient = this;
149 CS(this).clientdata.owner = this;
152 void ClientData_Detach(entity this)
154 delete(CS(this).clientdata);
155 CS(this).clientdata = NULL;
158 void ClientData_Touch(entity e)
160 entity cd = CS(e).clientdata;
161 if (cd) { cd.SendFlags = 1; }
163 // make it spectatable
164 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
166 entity cd = CS(it).clientdata;
167 if (cd) { cd.SendFlags = 1; }
176 Checks if the argument string can be a valid playermodel.
177 Returns a valid one in doubt.
180 string FallbackPlayerModel;
181 string CheckPlayerModel(string plyermodel) {
182 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
184 // note: we cannot summon Don Strunzone here, some player may
185 // still have the model string set. In case anyone manages how
186 // to change a cvar default, we'll have a small leak here.
187 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
189 // only in right path
190 if( substring(plyermodel,0,14) != "models/player/")
191 return FallbackPlayerModel;
192 // only good file extensions
193 if(substring(plyermodel,-4,4) != ".zym")
194 if(substring(plyermodel,-4,4) != ".dpm")
195 if(substring(plyermodel,-4,4) != ".iqm")
196 if(substring(plyermodel,-4,4) != ".md3")
197 if(substring(plyermodel,-4,4) != ".psk")
198 return FallbackPlayerModel;
199 // forbid the LOD models
200 if(substring(plyermodel, -9,5) == "_lod1")
201 return FallbackPlayerModel;
202 if(substring(plyermodel, -9,5) == "_lod2")
203 return FallbackPlayerModel;
204 if(plyermodel != strtolower(plyermodel))
205 return FallbackPlayerModel;
206 // also, restrict to server models
207 if(autocvar_sv_servermodelsonly)
209 if(!fexists(plyermodel))
210 return FallbackPlayerModel;
215 void setplayermodel(entity e, string modelname)
217 precache_model(modelname);
218 _setmodel(e, modelname);
219 player_setupanimsformodel(e);
220 if(!autocvar_g_debug_globalsounds)
221 UpdatePlayerSounds(e);
224 /** putting a client as observer in the server */
225 void PutObserverInServer(entity this)
227 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
228 PlayerState_detach(this);
232 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
235 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
238 // was a player, recount votes and ready status
239 if(IS_REAL_CLIENT(this))
241 if (vote_called) { VoteCount(false); }
247 entity spot = SelectSpawnPoint(this, true);
248 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
249 this.angles = vec2(spot.angles);
250 this.fixangle = true;
251 // offset it so that the spectator spawns higher off the ground, looks better this way
252 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
253 if (IS_REAL_CLIENT(this))
256 WriteByte(MSG_ONE, SVC_SETVIEW);
257 WriteEntity(MSG_ONE, this);
259 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
260 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
261 if(!autocvar_g_debug_globalsounds)
263 // needed for player sounds
265 FixPlayermodel(this);
267 setmodel(this, MDL_Null);
268 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
269 this.view_ofs = '0 0 0';
272 RemoveGrapplingHooks(this);
273 Portal_ClearAll(this);
275 SetSpectatee(this, NULL);
280 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
284 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
286 WaypointSprite_PlayerDead(this);
288 if (CS(this).killcount != FRAGS_SPECTATOR)
291 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
292 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
295 accuracy_resend(this);
297 CS(this).spectatortime = time;
299 IL_REMOVE(g_bot_targets, this);
300 this.bot_attack = false;
301 if(this.monster_attack)
302 IL_REMOVE(g_monster_targets, this);
303 this.monster_attack = false;
304 STAT(HUD, this) = HUD_NORMAL;
305 TRANSMUTE(Observer, this);
306 this.iscreature = false;
307 this.teleportable = TELEPORT_SIMPLE;
308 if(this.damagedbycontents)
309 IL_REMOVE(g_damagedbycontents, this);
310 this.damagedbycontents = false;
311 SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
312 SetSpectatee_status(this, etof(this));
313 this.takedamage = DAMAGE_NO;
314 this.solid = SOLID_NOT;
315 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
316 this.flags = FL_CLIENT | FL_NOTARGET;
318 SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
319 this.pauserotarmor_finished = 0;
320 this.pauserothealth_finished = 0;
321 this.pauseregen_finished = 0;
322 this.damageforcescale = 0;
324 this.respawn_flags = 0;
325 this.respawn_time = 0;
326 STAT(RESPAWN_TIME, this) = 0;
331 this.pain_finished = 0;
332 this.strength_finished = 0;
333 this.invincible_finished = 0;
334 this.superweapons_finished = 0;
335 //this.dphitcontentsmask = 0;
336 this.dphitcontentsmask = DPCONTENTS_SOLID;
337 if (autocvar_g_playerclip_collisions)
338 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
341 setthink(this, func_null);
343 this.deadflag = DEAD_NO;
345 STAT(REVIVE_PROGRESS, this) = 0;
346 this.revival_time = 0;
349 STAT(WEAPONS, this) = '0 0 0';
350 this.drawonlytoclient = this;
354 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
356 this.weaponmodel = "";
357 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
359 this.weaponentities[slot] = NULL;
361 this.exteriorweaponentity = NULL;
362 CS(this).killcount = FRAGS_SPECTATOR;
363 this.velocity = '0 0 0';
364 this.avelocity = '0 0 0';
365 this.punchangle = '0 0 0';
366 this.punchvector = '0 0 0';
367 this.oldvelocity = this.velocity;
368 this.fire_endtime = -1;
369 this.event_damage = func_null;
370 this.event_heal = func_null;
372 for(int slot = 0; slot < MAX_AXH; ++slot)
374 entity axh = this.(AuxiliaryXhair[slot]);
375 this.(AuxiliaryXhair[slot]) = NULL;
377 if(axh.owner == this && axh != NULL && !wasfreed(axh))
381 if (mutator_returnvalue)
383 // mutator prevents resetting teams+score
387 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
388 this.frags = FRAGS_SPECTATOR;
392 int player_getspecies(entity this)
394 get_model_parameters(this.model, this.skin);
395 int s = get_model_parameters_species;
396 get_model_parameters(string_null, 0);
397 if (s < 0) return SPECIES_HUMAN;
401 .float model_randomizer;
402 void FixPlayermodel(entity player)
404 string defaultmodel = "";
406 if(autocvar_sv_defaultcharacter)
412 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
413 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
414 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
415 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
419 if(defaultmodel == "")
421 defaultmodel = autocvar_sv_defaultplayermodel;
422 defaultskin = autocvar_sv_defaultplayerskin;
425 int n = tokenize_console(defaultmodel);
428 defaultmodel = argv(floor(n * CS(player).model_randomizer));
429 // However, do NOT randomize if the player-selected model is in the list.
430 for (int i = 0; i < n; ++i)
431 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
432 defaultmodel = argv(i);
435 int i = strstrofs(defaultmodel, ":", 0);
438 defaultskin = stof(substring(defaultmodel, i+1, -1));
439 defaultmodel = substring(defaultmodel, 0, i);
442 if(autocvar_sv_defaultcharacterskin && !defaultskin)
448 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
449 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
450 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
451 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
456 defaultskin = autocvar_sv_defaultplayerskin;
459 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
460 defaultmodel = M_ARGV(0, string);
461 defaultskin = M_ARGV(1, int);
465 if(defaultmodel != "")
467 if (defaultmodel != player.model)
469 vector m1 = player.mins;
470 vector m2 = player.maxs;
471 setplayermodel (player, defaultmodel);
472 setsize (player, m1, m2);
476 oldskin = player.skin;
477 player.skin = defaultskin;
479 if (player.playermodel != player.model || player.playermodel == "")
481 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
482 vector m1 = player.mins;
483 vector m2 = player.maxs;
484 setplayermodel (player, player.playermodel);
485 setsize (player, m1, m2);
489 if(!autocvar_sv_defaultcharacterskin)
491 oldskin = player.skin;
492 player.skin = stof(player.playerskin);
496 oldskin = player.skin;
497 player.skin = defaultskin;
501 if(chmdl || oldskin != player.skin) // model or skin has changed
503 player.species = player_getspecies(player); // update species
504 if(!autocvar_g_debug_globalsounds)
505 UpdatePlayerSounds(player); // update skin sounds
509 if(strlen(autocvar_sv_defaultplayercolors))
510 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
511 setcolor(player, stof(autocvar_sv_defaultplayercolors));
514 void PutPlayerInServer(entity this)
516 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
518 PlayerState_attach(this);
519 accuracy_resend(this);
522 TeamBalance_JoinBestTeam(this);
524 entity spot = SelectSpawnPoint(this, false);
526 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
527 return; // spawn failed
530 TRANSMUTE(Player, this);
532 CS(this).wasplayer = true;
533 this.iscreature = true;
534 this.teleportable = TELEPORT_NORMAL;
535 if(!this.damagedbycontents)
536 IL_PUSH(g_damagedbycontents, this);
537 this.damagedbycontents = true;
538 set_movetype(this, MOVETYPE_WALK);
539 this.solid = SOLID_SLIDEBOX;
540 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
541 if (autocvar_g_playerclip_collisions)
542 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
543 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
544 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
545 this.frags = FRAGS_PLAYER;
546 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
547 this.flags = FL_CLIENT | FL_PICKUPITEMS;
548 if (autocvar__notarget)
549 this.flags |= FL_NOTARGET;
550 this.takedamage = DAMAGE_AIM;
551 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
554 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
555 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
556 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
557 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
558 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
559 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
560 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
561 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
562 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
564 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
565 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
566 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
567 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
568 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
569 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
570 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
571 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
572 STAT(WEAPONS, this) = start_weapons;
573 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
575 GiveRandomWeapons(this, random_start_weapons_count,
576 autocvar_g_random_start_weapons, random_start_ammo);
579 SetSpectatee_status(this, 0);
581 PS(this).dual_weapons = '0 0 0';
583 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
585 this.items = start_items;
587 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
588 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
589 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
590 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
591 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
592 if (!sv_ready_restart_after_countdown && time < game_starttime)
594 float f = game_starttime - time;
595 this.spawnshieldtime += f;
596 this.pauserotarmor_finished += f;
597 this.pauserothealth_finished += f;
598 this.pauseregen_finished += f;
601 this.damageforcescale = 2;
603 this.respawn_flags = 0;
604 this.respawn_time = 0;
605 STAT(RESPAWN_TIME, this) = 0;
606 this.scale = autocvar_sv_player_scale;
609 this.pain_finished = 0;
611 setthink(this, func_null); // players have no think function
614 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
616 this.deadflag = DEAD_NO;
618 this.angles = spot.angles;
619 this.angles_z = 0; // never spawn tilted even if the spot says to
620 if (IS_BOT_CLIENT(this))
621 this.v_angle = this.angles;
622 this.fixangle = true; // turn this way immediately
623 this.oldvelocity = this.velocity = '0 0 0';
624 this.avelocity = '0 0 0';
625 this.punchangle = '0 0 0';
626 this.punchvector = '0 0 0';
628 this.strength_finished = 0;
629 this.invincible_finished = 0;
630 this.fire_endtime = -1;
631 STAT(REVIVE_PROGRESS, this) = 0;
632 this.revival_time = 0;
634 this.air_finished = time + 12;
635 this.waterlevel = WATERLEVEL_NONE;
636 this.watertype = CONTENT_EMPTY;
638 entity spawnevent = new_pure(spawnevent);
639 spawnevent.owner = this;
640 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
642 // Cut off any still running player sounds.
643 stopsound(this, CH_PLAYER_SINGLE);
646 FixPlayermodel(this);
647 this.drawonlytoclient = NULL;
651 for(int slot = 0; slot < MAX_AXH; ++slot)
653 entity axh = this.(AuxiliaryXhair[slot]);
654 this.(AuxiliaryXhair[slot]) = NULL;
656 if(axh.owner == this && axh != NULL && !wasfreed(axh))
660 this.spawnpoint_targ = NULL;
663 this.view_ofs = STAT(PL_VIEW_OFS, this);
664 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
665 this.spawnorigin = spot.origin;
666 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
667 // don't reset back to last position, even if new position is stuck in solid
668 this.oldorigin = this.origin;
670 IL_REMOVE(g_conveyed, this);
671 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
672 STAT(HUD, this) = HUD_NORMAL;
674 this.event_damage = PlayerDamage;
675 this.event_heal = PlayerHeal;
678 IL_PUSH(g_bot_targets, this);
679 this.bot_attack = true;
680 if(!this.monster_attack)
681 IL_PUSH(g_monster_targets, this);
682 this.monster_attack = true;
683 navigation_dynamicgoal_init(this, false);
685 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
687 // player was spectator
688 if (CS(this).killcount == FRAGS_SPECTATOR) {
689 PlayerScore_Clear(this);
690 CS(this).killcount = 0;
691 CS(this).startplaytime = time;
694 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
696 .entity weaponentity = weaponentities[slot];
697 entity oldwep = this.(weaponentity);
698 CL_SpawnWeaponentity(this, weaponentity);
699 if(oldwep && oldwep.owner == this)
700 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
702 this.alpha = default_player_alpha;
703 this.colormod = '1 1 1' * autocvar_g_player_brightness;
704 this.exteriorweaponentity.alpha = default_weapon_alpha;
706 this.speedrunning = false;
708 target_voicescript_clear(this);
710 // reset fields the weapons may use
711 FOREACH(Weapons, true, {
712 it.wr_resetplayer(it, this);
713 // reload all reloadable weapons
714 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
715 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
717 .entity weaponentity = weaponentities[slot];
718 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
724 string s = spot.target;
725 spot.target = string_null;
726 SUB_UseTargets(spot, this, NULL);
732 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
734 if (autocvar_spawn_debug)
736 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
737 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
740 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
742 .entity weaponentity = weaponentities[slot];
743 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
744 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
746 this.(weaponentity).m_switchweapon = WEP_Null;
747 this.(weaponentity).m_weapon = WEP_Null;
748 this.(weaponentity).weaponname = "";
749 this.(weaponentity).m_switchingweapon = WEP_Null;
750 this.(weaponentity).cnt = -1;
753 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
755 if (CS(this).impulse) ImpulseCommands(this);
757 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
759 .entity weaponentity = weaponentities[slot];
760 W_WeaponFrame(this, weaponentity);
763 if (!warmup_stage && !this.alivetime)
764 this.alivetime = time;
766 antilag_clear(this, CS(this));
769 /** Called when a client spawns in the server */
770 void PutClientInServer(entity this)
772 if (IS_BOT_CLIENT(this)) {
773 TRANSMUTE(Player, this);
774 } else if (IS_REAL_CLIENT(this)) {
776 WriteByte(MSG_ONE, SVC_SETVIEW);
777 WriteEntity(MSG_ONE, this);
780 TRANSMUTE(Observer, this);
782 SetSpectatee(this, NULL);
786 PS(this).itemkeys = 0;
788 MUTATOR_CALLHOOK(PutClientInServer, this);
790 if (IS_OBSERVER(this)) {
791 PutObserverInServer(this);
792 } else if (IS_PLAYER(this)) {
793 PutPlayerInServer(this);
797 // TODO do we need all these fields, or should we stop autodetecting runtime
798 // changes and just have a console command to update this?
799 bool ClientInit_SendEntity(entity this, entity to, int sf)
801 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
804 // MSG_INIT replacement
805 // TODO: make easier to use
807 W_PROP_reload(MSG_ONE, to);
808 ClientInit_misc(this);
809 MUTATOR_CALLHOOK(Ent_Init);
811 void ClientInit_misc(entity this)
813 int channel = MSG_ONE;
814 WriteHeader(channel, ENT_CLIENT_INIT);
815 WriteByte(channel, g_nexball_meter_period * 32);
816 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
817 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
818 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
819 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
820 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
821 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
822 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
823 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
825 if(sv_foginterval && world.fog != "")
826 WriteString(channel, world.fog);
828 WriteString(channel, "");
829 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
830 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
831 WriteByte(channel, serverflags);
832 WriteCoord(channel, autocvar_g_trueaim_minrange);
835 void ClientInit_CheckUpdate(entity this)
837 this.nextthink = time;
838 if(this.count != autocvar_g_balance_armor_blockpercent)
840 this.count = autocvar_g_balance_armor_blockpercent;
843 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
845 this.cnt = autocvar_g_balance_damagepush_speedfactor;
850 void ClientInit_Spawn()
852 entity e = new_pure(clientinit);
853 setthink(e, ClientInit_CheckUpdate);
854 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
856 ClientInit_CheckUpdate(e);
866 // initialize parms for a new player
867 parm1 = -(86400 * 366);
869 MUTATOR_CALLHOOK(SetNewParms);
877 void SetChangeParms (entity this)
879 // save parms for level change
880 parm1 = CS(this).parm_idlesince - time;
882 MUTATOR_CALLHOOK(SetChangeParms);
890 void DecodeLevelParms(entity this)
893 CS(this).parm_idlesince = parm1;
894 if (CS(this).parm_idlesince == -(86400 * 366))
895 CS(this).parm_idlesince = time;
897 // whatever happens, allow 60 seconds of idling directly after connect for map loading
898 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
900 MUTATOR_CALLHOOK(DecodeLevelParms);
903 void FixClientCvars(entity e)
905 // send prediction settings to the client
906 stuffcmd(e, "\nin_bindmap 0 0\n");
907 if(autocvar_g_antilag == 3) // client side hitscan
908 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
909 if(autocvar_sv_gentle)
910 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
912 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
913 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
915 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
917 MUTATOR_CALLHOOK(FixClientCvars, e);
920 bool findinlist_abbrev(string tofind, string list)
922 if(list == "" || tofind == "")
923 return false; // empty list or search, just return
925 // this function allows abbreviated strings!
926 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
934 bool PlayerInIPList(entity p, string iplist)
936 // some safety checks (never allow local?)
937 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
940 return findinlist_abbrev(p.netaddress, iplist);
943 bool PlayerInIDList(entity p, string idlist)
945 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
949 return findinlist_abbrev(p.crypto_idfp, idlist);
952 bool PlayerInList(entity player, string list)
954 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
957 #ifdef DP_EXT_PRECONNECT
962 Called once (not at each match start) when a client begins a connection to the server
965 void ClientPreConnect(entity this)
967 if(autocvar_sv_eventlog)
969 GameLogEcho(sprintf(":connect:%d:%d:%s",
972 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
978 string GetClientVersionMessage(entity this)
980 if (CS(this).version_mismatch) {
981 if(CS(this).version < autocvar_gameversion) {
982 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
983 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
985 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
986 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
989 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
993 string getwelcomemessage(entity this)
995 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
996 string modifications = M_ARGV(0, string);
1000 if(g_weaponarena_random)
1001 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1003 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1005 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1006 modifications = strcat(modifications, ", No start weapons");
1007 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1008 modifications = strcat(modifications, ", Low gravity");
1009 if(g_weapon_stay && !g_cts)
1010 modifications = strcat(modifications, ", Weapons stay");
1012 modifications = strcat(modifications, ", Jet pack");
1013 if(autocvar_g_powerups == 0)
1014 modifications = strcat(modifications, ", No powerups");
1015 if(autocvar_g_powerups > 0)
1016 modifications = strcat(modifications, ", Powerups");
1017 modifications = substring(modifications, 2, strlen(modifications) - 2);
1019 string versionmessage = GetClientVersionMessage(this);
1020 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1022 if(modifications != "")
1023 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1025 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1027 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1028 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1031 if (cache_mutatormsg != "") {
1032 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1035 string mutator_msg = "";
1036 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1037 mutator_msg = M_ARGV(0, string);
1039 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1041 string motd = autocvar_sv_motd;
1043 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1052 Called when a client connects to the server
1055 void ClientConnect(entity this)
1057 if (Ban_MaybeEnforceBanOnce(this)) return;
1058 assert(!IS_CLIENT(this), return);
1059 this.flags |= FL_CLIENT;
1060 assert(player_count >= 0, player_count = 0);
1063 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1065 TRANSMUTE(Client, this);
1066 CS(this).version_nagtime = time + 10 + random() * 10;
1068 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1070 bot_clientconnect(this);
1072 Player_DetermineForcedTeam(this);
1074 TRANSMUTE(Observer, this);
1076 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1078 // always track bots, don't ask for cl_allow_uidtracking
1079 if (IS_BOT_CLIENT(this))
1080 PlayerStats_GameReport_AddPlayer(this);
1082 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1084 if (autocvar_sv_eventlog)
1085 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1087 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1089 stuffcmd(this, clientstuff, "\n");
1090 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1092 FixClientCvars(this);
1094 // get version info from player
1095 stuffcmd(this, "cmd clientversion $gameversion\n");
1097 // notify about available teams
1100 entity balance = TeamBalance_CheckAllowedTeams(this);
1101 int t = TeamBalance_GetAllowedTeams(balance);
1102 TeamBalance_Destroy(balance);
1103 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1107 stuffcmd(this, "set _teams_available 0\n");
1110 bot_relinkplayerlist();
1112 CS(this).spectatortime = time;
1113 if (blockSpectators)
1115 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1118 CS(this).jointime = time;
1120 if (IS_REAL_CLIENT(this))
1122 if (g_weaponarena_weapons == WEPSET(TUBA))
1123 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1126 if (!sv_foginterval && world.fog != "")
1127 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1129 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1130 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1131 send_CSQC_teamnagger();
1133 CSQCMODEL_AUTOINIT(this);
1135 CS(this).model_randomizer = random();
1137 if (IS_REAL_CLIENT(this))
1138 sv_notice_join(this);
1140 // update physics stats (players can spawn before physics runs)
1141 Physics_UpdateStats(this);
1143 IL_EACH(g_initforplayer, it.init_for_player, {
1144 it.init_for_player(it, this);
1147 Handicap_Initialize(this);
1149 MUTATOR_CALLHOOK(ClientConnect, this);
1151 if (IS_REAL_CLIENT(this))
1153 if (!autocvar_g_campaign && !IS_PLAYER(this))
1155 CS(this).motd_actived_time = -1;
1156 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1164 Called when a client disconnects from the server
1167 .entity chatbubbleentity;
1168 void ClientDisconnect(entity this)
1170 assert(IS_CLIENT(this), return);
1172 PlayerStats_GameReport_FinalizePlayer(this);
1173 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1174 if (CS(this).active_minigame) part_minigame(this);
1175 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1177 if (autocvar_sv_eventlog)
1178 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1180 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1183 SetSpectatee(this, NULL);
1185 MUTATOR_CALLHOOK(ClientDisconnect, this);
1187 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1188 strfree(CS(this).weaponorder_byimpulse);
1189 ClientState_detach(this);
1191 Portal_ClearAll(this);
1195 RemoveGrapplingHooks(this);
1197 // Here, everything has been done that requires this player to be a client.
1199 this.flags &= ~FL_CLIENT;
1201 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1202 if (this.killindicator) delete(this.killindicator);
1204 WaypointSprite_PlayerGone(this);
1206 bot_relinkplayerlist();
1208 strfree(this.clientstatus);
1209 if (this.personal) delete(this.personal);
1213 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1218 void ChatBubbleThink(entity this)
1220 this.nextthink = time;
1221 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1223 if(this.owner) // but why can that ever be NULL?
1224 this.owner.chatbubbleentity = NULL;
1231 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1233 if ( CS(this.owner).active_minigame )
1234 this.mdl = "models/sprites/minigame_busy.iqm";
1235 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1236 this.mdl = "models/misc/chatbubble.spr";
1239 if ( this.model != this.mdl )
1240 _setmodel(this, this.mdl);
1244 void UpdateChatBubble(entity this)
1248 // spawn a chatbubble entity if needed
1249 if (!this.chatbubbleentity)
1251 this.chatbubbleentity = new(chatbubbleentity);
1252 this.chatbubbleentity.owner = this;
1253 this.chatbubbleentity.exteriormodeltoclient = this;
1254 setthink(this.chatbubbleentity, ChatBubbleThink);
1255 this.chatbubbleentity.nextthink = time;
1256 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1257 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1258 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1259 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1260 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1261 //this.chatbubbleentity.model = "";
1262 this.chatbubbleentity.effects = EF_LOWPRECISION;
1267 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1268 // added to the model skins
1269 /*void UpdateColorModHack()
1272 c = this.clientcolors & 15;
1273 // LordHavoc: only bothering to support white, green, red, yellow, blue
1274 if (!teamplay) this.colormod = '0 0 0';
1275 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1276 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1277 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1278 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1279 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1280 else this.colormod = '1 1 1';
1283 void respawn(entity this)
1285 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1287 this.solid = SOLID_NOT;
1288 this.takedamage = DAMAGE_NO;
1289 set_movetype(this, MOVETYPE_FLY);
1290 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1291 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1292 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1293 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1294 if(autocvar_g_respawn_ghosts_maxtime)
1295 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1300 this.effects |= EF_NODRAW; // prevent another CopyBody
1301 PutClientInServer(this);
1304 void PrintToChat(entity client, string text)
1306 text = strcat("\{1}^7", text, "\n");
1307 sprint(client, text);
1310 void DebugPrintToChat(entity client, string text)
1312 if (autocvar_developer)
1314 PrintToChat(client, text);
1318 void PrintToChatAll(string text)
1320 text = strcat("\{1}^7", text, "\n");
1324 void DebugPrintToChatAll(string text)
1326 if (autocvar_developer)
1328 PrintToChatAll(text);
1332 void PrintToChatTeam(int team_num, string text)
1334 text = strcat("\{1}^7", text, "\n");
1335 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1337 if (it.team == team_num)
1344 void DebugPrintToChatTeam(int team_num, string text)
1346 if (autocvar_developer)
1348 PrintToChatTeam(team_num, text);
1352 void play_countdown(entity this, float finished, Sound samp)
1355 if(IS_REAL_CLIENT(this))
1356 if(floor(finished - time - frametime) != floor(finished - time))
1357 if(finished - time < 6)
1358 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1361 void player_powerups(entity this)
1363 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1364 int items_prev = this.items;
1366 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1367 this.modelflags |= MF_ROCKET;
1369 this.modelflags &= ~MF_ROCKET;
1371 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1373 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1376 Fire_ApplyDamage(this);
1377 Fire_ApplyEffect(this);
1379 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1381 if (this.items & ITEM_Strength.m_itemid)
1383 play_countdown(this, this.strength_finished, SND_POWEROFF);
1384 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1385 if (time > this.strength_finished)
1387 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1388 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1389 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1394 if (time < this.strength_finished)
1396 this.items = this.items | ITEM_Strength.m_itemid;
1398 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1399 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1402 if (this.items & ITEM_Shield.m_itemid)
1404 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1405 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1406 if (time > this.invincible_finished)
1408 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1409 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1410 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1415 if (time < this.invincible_finished)
1417 this.items = this.items | ITEM_Shield.m_itemid;
1419 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1420 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1423 if (this.items & IT_SUPERWEAPON)
1425 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1427 this.superweapons_finished = 0;
1428 this.items = this.items - (this.items & IT_SUPERWEAPON);
1429 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1430 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1432 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1434 // don't let them run out
1438 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1439 if (time > this.superweapons_finished)
1441 this.items = this.items - (this.items & IT_SUPERWEAPON);
1442 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1443 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1444 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1448 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1450 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1452 this.items = this.items | IT_SUPERWEAPON;
1453 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1456 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1457 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1462 this.superweapons_finished = 0;
1463 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1468 this.superweapons_finished = 0;
1472 if(autocvar_g_nodepthtestplayers)
1473 this.effects = this.effects | EF_NODEPTHTEST;
1475 if(autocvar_g_fullbrightplayers)
1476 this.effects = this.effects | EF_FULLBRIGHT;
1478 if (time >= game_starttime)
1479 if (time < this.spawnshieldtime)
1480 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1482 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1485 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1487 if(current > stable)
1489 else if(current > stable - 0.25) // when close enough, "snap"
1492 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1495 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1497 if(current < stable)
1499 else if(current < stable + 0.25) // when close enough, "snap"
1502 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1505 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1507 if(current > rotstable)
1509 if(rotframetime > 0)
1511 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1512 current = max(rotstable, current - rotlinear * rotframetime);
1515 else if(current < regenstable)
1517 if(regenframetime > 0)
1519 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1520 current = min(regenstable, current + regenlinear * regenframetime);
1530 void player_regen(entity this)
1532 float max_mod, regen_mod, rot_mod, limit_mod;
1533 max_mod = regen_mod = rot_mod = limit_mod = 1;
1535 float regen_health = autocvar_g_balance_health_regen;
1536 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1537 float regen_health_rot = autocvar_g_balance_health_rot;
1538 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1539 float regen_health_stable = autocvar_g_balance_health_regenstable;
1540 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1541 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1542 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1543 max_mod = M_ARGV(1, float);
1544 regen_mod = M_ARGV(2, float);
1545 rot_mod = M_ARGV(3, float);
1546 limit_mod = M_ARGV(4, float);
1547 regen_health = M_ARGV(5, float);
1548 regen_health_linear = M_ARGV(6, float);
1549 regen_health_rot = M_ARGV(7, float);
1550 regen_health_rotlinear = M_ARGV(8, float);
1551 regen_health_stable = M_ARGV(9, float);
1552 regen_health_rotstable = M_ARGV(10, float);
1554 if(!mutator_returnvalue)
1555 if(!STAT(FROZEN, this))
1557 float mina, maxa, limith, limita;
1558 maxa = autocvar_g_balance_armor_rotstable;
1559 mina = autocvar_g_balance_armor_regenstable;
1560 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1561 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1563 regen_health_rotstable = regen_health_rotstable * max_mod;
1564 regen_health_stable = regen_health_stable * max_mod;
1565 limith = limith * limit_mod;
1566 limita = limita * limit_mod;
1568 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1569 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1570 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1571 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1572 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1573 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1576 // if player rotted to death... die!
1577 // check this outside above checks, as player may still be able to rot to death
1578 if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1581 vehicles_exit(this.vehicle, VHEF_RELEASE);
1582 if(this.event_damage)
1583 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1586 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1588 float minf, maxf, limitf;
1590 maxf = autocvar_g_balance_fuel_rotstable;
1591 minf = autocvar_g_balance_fuel_regenstable;
1592 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1594 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1595 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1596 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1601 void SetZoomState(entity this, float newzoom)
1603 if(newzoom != CS(this).zoomstate)
1605 CS(this).zoomstate = newzoom;
1606 ClientData_Touch(this);
1608 zoomstate_set = true;
1611 void GetPressedKeys(entity this)
1613 MUTATOR_CALLHOOK(GetPressedKeys, this);
1614 int keys = STAT(PRESSED_KEYS, this);
1615 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1616 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1617 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1618 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1620 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1621 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
1622 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1623 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1624 CS(this).pressedkeys = keys; // store for other users
1626 STAT(PRESSED_KEYS, this) = keys;
1630 ======================
1631 spectate mode routines
1632 ======================
1635 void SpectateCopy(entity this, entity spectatee)
1637 TC(Client, this); TC(Client, spectatee);
1639 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1640 PS(this) = PS(spectatee);
1641 this.armortype = spectatee.armortype;
1642 SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1643 SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1644 SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1645 SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1646 SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1647 SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1648 SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1649 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1650 SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1651 CS(this).impulse = 0;
1652 this.items = spectatee.items;
1653 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1654 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1655 this.strength_finished = spectatee.strength_finished;
1656 this.invincible_finished = spectatee.invincible_finished;
1657 this.superweapons_finished = spectatee.superweapons_finished;
1658 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1659 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1660 this.punchangle = spectatee.punchangle;
1661 this.view_ofs = spectatee.view_ofs;
1662 this.velocity = spectatee.velocity;
1663 this.dmg_take = spectatee.dmg_take;
1664 this.dmg_save = spectatee.dmg_save;
1665 this.dmg_inflictor = spectatee.dmg_inflictor;
1666 this.v_angle = spectatee.v_angle;
1667 this.angles = spectatee.v_angle;
1668 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1669 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1670 this.viewloc = spectatee.viewloc;
1671 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1672 this.fixangle = true;
1673 setorigin(this, spectatee.origin);
1674 setsize(this, spectatee.mins, spectatee.maxs);
1675 SetZoomState(this, CS(spectatee).zoomstate);
1677 anticheat_spectatecopy(this, spectatee);
1678 STAT(HUD, this) = STAT(HUD, spectatee);
1679 if(spectatee.vehicle)
1681 this.angles = spectatee.v_angle;
1683 //this.fixangle = false;
1684 //this.velocity = spectatee.vehicle.velocity;
1685 this.vehicle_health = spectatee.vehicle_health;
1686 this.vehicle_shield = spectatee.vehicle_shield;
1687 this.vehicle_energy = spectatee.vehicle_energy;
1688 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1689 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1690 this.vehicle_reload1 = spectatee.vehicle_reload1;
1691 this.vehicle_reload2 = spectatee.vehicle_reload2;
1693 //msg_entity = this;
1695 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1696 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1697 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1698 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1700 //WriteByte (MSG_ONE, SVC_SETVIEW);
1701 // WriteEntity(MSG_ONE, this);
1702 //makevectors(spectatee.v_angle);
1703 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1707 bool SpectateUpdate(entity this)
1712 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1714 SetSpectatee(this, NULL);
1718 SpectateCopy(this, this.enemy);
1723 bool SpectateSet(entity this)
1725 if(!IS_PLAYER(this.enemy))
1728 ClientData_Touch(this.enemy);
1731 WriteByte(MSG_ONE, SVC_SETVIEW);
1732 WriteEntity(MSG_ONE, this.enemy);
1733 set_movetype(this, MOVETYPE_NONE);
1734 accuracy_resend(this);
1736 if(!SpectateUpdate(this))
1737 PutObserverInServer(this);
1742 void SetSpectatee_status(entity this, int spectatee_num)
1744 int oldspectatee_status = CS(this).spectatee_status;
1745 CS(this).spectatee_status = spectatee_num;
1747 if (CS(this).spectatee_status != oldspectatee_status)
1749 ClientData_Touch(this);
1750 if (g_race || g_cts) race_InitSpectator();
1754 void SetSpectatee(entity this, entity spectatee)
1756 if(IS_BOT_CLIENT(this))
1757 return; // bots abuse .enemy, this code is useless to them
1759 entity old_spectatee = this.enemy;
1761 this.enemy = spectatee;
1764 // these are required to fix the spectator bug with arc
1767 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1769 .entity weaponentity = weaponentities[slot];
1770 if(old_spectatee.(weaponentity).arc_beam)
1771 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1776 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1778 .entity weaponentity = weaponentities[slot];
1779 if(this.enemy.(weaponentity).arc_beam)
1780 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1785 SetSpectatee_status(this, etof(this.enemy));
1787 // needed to update spectator list
1788 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1791 bool Spectate(entity this, entity pl)
1793 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1795 pl = M_ARGV(1, entity);
1797 SetSpectatee(this, pl);
1798 return SpectateSet(this);
1801 bool SpectateNext(entity this)
1803 entity ent = find(this.enemy, classname, STR_PLAYER);
1805 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1806 ent = M_ARGV(1, entity);
1808 ent = find(ent, classname, STR_PLAYER);
1810 if(ent) { SetSpectatee(this, ent); }
1812 return SpectateSet(this);
1815 bool SpectatePrev(entity this)
1817 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1818 entity ent = findchain(classname, STR_PLAYER);
1819 if (!ent) // no player
1823 // skip players until current spectated player
1825 while(ent && ent != this.enemy)
1828 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1830 case MUT_SPECPREV_FOUND:
1831 ent = M_ARGV(1, entity);
1833 case MUT_SPECPREV_RETURN:
1835 case MUT_SPECPREV_CONTINUE:
1846 SetSpectatee(this, ent);
1847 return SpectateSet(this);
1852 ShowRespawnCountdown()
1854 Update a respawn countdown display.
1857 void ShowRespawnCountdown(entity this)
1860 if(!IS_DEAD(this)) // just respawned?
1864 number = ceil(this.respawn_time - time);
1867 if(number <= this.respawn_countdown)
1869 this.respawn_countdown = number - 1;
1870 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
1871 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1876 .bool team_selected;
1877 bool ShowTeamSelection(entity this)
1879 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1881 stuffcmd(this, "menu_showteamselect\n");
1884 void Join(entity this)
1886 TRANSMUTE(Player, this);
1888 if(!this.team_selected)
1889 if(autocvar_g_campaign || autocvar_g_balance_teams)
1890 TeamBalance_JoinBestTeam(this);
1892 if(autocvar_g_campaign)
1893 campaign_bots_may_start = true;
1895 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1897 PutClientInServer(this);
1900 if(teamplay && this.team != -1)
1904 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1905 this.team_selected = false;
1908 int GetPlayerLimit()
1910 int player_limit = autocvar_g_maxplayers;
1911 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1912 player_limit = M_ARGV(0, int);
1913 return player_limit;
1917 * Determines whether the player is allowed to join. This depends on cvar
1918 * g_maxplayers, if it isn't used this function always return true, otherwise
1919 * it checks whether the number of currently playing players exceeds g_maxplayers.
1920 * @return int number of free slots for players, 0 if none
1922 int nJoinAllowed(entity this, entity ignore)
1925 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1926 // so report 0 free slots if restricted
1928 if(autocvar_g_forced_team_otherwise == "spectate")
1930 if(autocvar_g_forced_team_otherwise == "spectator")
1934 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1935 return 0; // forced spectators can never join
1937 // TODO simplify this
1938 int totalClients = 0;
1939 int currentlyPlaying = 0;
1940 FOREACH_CLIENT(true, {
1943 if(IS_REAL_CLIENT(it))
1944 if(IS_PLAYER(it) || it.caplayer)
1948 int player_limit = GetPlayerLimit();
1950 float free_slots = 0;
1952 free_slots = maxclients - totalClients;
1953 else if(currentlyPlaying < player_limit)
1954 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
1956 static float join_prevent_msg_time = 0;
1957 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1959 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1960 join_prevent_msg_time = time + 3;
1967 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1968 * g_maxplayers_spectator_blocktime seconds
1970 void checkSpectatorBlock(entity this)
1972 if(IS_SPEC(this) || IS_OBSERVER(this))
1974 if(IS_REAL_CLIENT(this))
1976 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1977 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1983 void PrintWelcomeMessage(entity this)
1985 if(CS(this).motd_actived_time == 0)
1987 if (autocvar_g_campaign) {
1988 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1989 CS(this).motd_actived_time = time;
1990 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1993 if (PHYS_INPUT_BUTTON_INFO(this)) {
1994 CS(this).motd_actived_time = time;
1995 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1999 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2001 if (autocvar_g_campaign) {
2002 if (PHYS_INPUT_BUTTON_INFO(this))
2003 CS(this).motd_actived_time = time;
2004 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2005 CS(this).motd_actived_time = 0;
2006 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2009 if (PHYS_INPUT_BUTTON_INFO(this))
2010 CS(this).motd_actived_time = time;
2011 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2012 CS(this).motd_actived_time = 0;
2013 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2017 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2019 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2020 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2021 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2023 // instanctly hide MOTD
2024 CS(this).motd_actived_time = 0;
2025 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2030 const int MIN_SPEC_TIME = 1;
2031 bool joinAllowed(entity this)
2033 if (CS(this).version_mismatch) return false;
2034 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2035 if (!nJoinAllowed(this, this)) return false;
2036 if (teamplay && lockteams) return false;
2037 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2038 if (ShowTeamSelection(this)) return false;
2043 .string shootfromfixedorigin;
2044 bool PlayerThink(entity this)
2046 if (game_stopped || intermission_running) {
2047 this.modelflags &= ~MF_ROCKET;
2048 if(intermission_running)
2049 IntermissionThink(this);
2053 if (timeout_status == TIMEOUT_ACTIVE) {
2054 // don't allow the player to turn around while game is paused
2055 // FIXME turn this into CSQC stuff
2056 this.v_angle = this.lastV_angle;
2057 this.angles = this.lastV_angle;
2058 this.fixangle = true;
2061 if (frametime) player_powerups(this);
2063 if (IS_DEAD(this)) {
2064 if (this.personal && g_race_qualifying) {
2065 if (time > this.respawn_time) {
2066 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2068 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2071 if (frametime) player_anim(this);
2073 if (this.respawn_flags & RESPAWN_DENY)
2075 STAT(RESPAWN_TIME, this) = 0;
2079 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));
2081 switch(this.deadflag)
2085 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2086 this.deadflag = DEAD_RESPAWNING;
2087 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2088 this.deadflag = DEAD_DEAD;
2094 this.deadflag = DEAD_RESPAWNABLE;
2095 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2096 this.deadflag = DEAD_RESPAWNING;
2099 case DEAD_RESPAWNABLE:
2101 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2102 this.deadflag = DEAD_RESPAWNING;
2105 case DEAD_RESPAWNING:
2107 if (time > this.respawn_time)
2109 this.respawn_time = time + 1; // only retry once a second
2110 this.respawn_time_max = this.respawn_time;
2117 ShowRespawnCountdown(this);
2119 if (this.respawn_flags & RESPAWN_SILENT)
2120 STAT(RESPAWN_TIME, this) = 0;
2121 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2123 if (time < this.respawn_time)
2124 STAT(RESPAWN_TIME, this) = this.respawn_time;
2125 else if (this.deadflag != DEAD_RESPAWNING)
2126 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2129 STAT(RESPAWN_TIME, this) = this.respawn_time;
2132 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2133 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2134 STAT(RESPAWN_TIME, this) *= -1;
2139 FixPlayermodel(this);
2141 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2142 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2143 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2146 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2149 this.items &= ~this.items_added;
2151 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2153 .entity weaponentity = weaponentities[slot];
2154 W_WeaponFrame(this, weaponentity);
2157 this.items_added = 0;
2158 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2159 this.items_added |= IT_FUEL;
2161 this.items |= this.items_added;
2166 // WEAPONTODO: Add a weapon request for this
2167 // rot vortex charge to the charge limit
2168 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2170 .entity weaponentity = weaponentities[slot];
2171 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2172 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2175 if (frametime) player_anim(this);
2178 secrets_setstatus(this);
2181 monsters_setstatus(this);
2183 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2188 .bool would_spectate;
2189 void ObserverThink(entity this)
2191 if ( CS(this).impulse )
2193 MinigameImpulse(this, CS(this).impulse);
2194 CS(this).impulse = 0;
2197 if (this.flags & FL_JUMPRELEASED) {
2198 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2199 this.flags &= ~FL_JUMPRELEASED;
2200 this.flags |= FL_SPAWNING;
2201 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2202 this.flags &= ~FL_JUMPRELEASED;
2203 if(SpectateNext(this)) {
2204 TRANSMUTE(Spectator, this);
2207 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2208 set_movetype(this, preferred_movetype);
2211 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2212 this.flags |= FL_JUMPRELEASED;
2213 if(this.flags & FL_SPAWNING)
2215 this.flags &= ~FL_SPAWNING;
2223 void SpectatorThink(entity this)
2225 if ( CS(this).impulse )
2227 if(MinigameImpulse(this, CS(this).impulse))
2228 CS(this).impulse = 0;
2230 if (CS(this).impulse == IMP_weapon_drop.impulse)
2232 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2233 CS(this).impulse = 0;
2238 if (this.flags & FL_JUMPRELEASED) {
2239 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2240 this.flags &= ~FL_JUMPRELEASED;
2241 this.flags |= FL_SPAWNING;
2242 } 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)) {
2243 this.flags &= ~FL_JUMPRELEASED;
2244 if(SpectateNext(this)) {
2245 TRANSMUTE(Spectator, this);
2247 TRANSMUTE(Observer, this);
2248 PutClientInServer(this);
2250 CS(this).impulse = 0;
2251 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2252 this.flags &= ~FL_JUMPRELEASED;
2253 if(SpectatePrev(this)) {
2254 TRANSMUTE(Spectator, this);
2256 TRANSMUTE(Observer, this);
2257 PutClientInServer(this);
2259 CS(this).impulse = 0;
2260 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2261 this.would_spectate = false;
2262 this.flags &= ~FL_JUMPRELEASED;
2263 TRANSMUTE(Observer, this);
2264 PutClientInServer(this);
2266 if(!SpectateUpdate(this))
2268 if(!SpectateNext(this))
2270 PutObserverInServer(this);
2271 this.would_spectate = true;
2276 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2277 this.flags |= FL_JUMPRELEASED;
2278 if(this.flags & FL_SPAWNING)
2280 this.flags &= ~FL_SPAWNING;
2285 if(!SpectateUpdate(this))
2286 PutObserverInServer(this);
2289 this.flags |= FL_CLIENT | FL_NOTARGET;
2292 void PlayerUseKey(entity this)
2294 if (!IS_PLAYER(this))
2301 vehicles_exit(this.vehicle, VHEF_NORMAL);
2305 else if(autocvar_g_vehicles_enter)
2307 if(!STAT(FROZEN, this))
2311 entity head, closest_target = NULL;
2312 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2314 while(head) // find the closest acceptable target to enter
2316 if(IS_VEHICLE(head))
2318 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2319 if(head.takedamage != DAMAGE_NO)
2323 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2324 { closest_target = head; }
2326 else { closest_target = head; }
2332 if(closest_target) { vehicles_enter(this, closest_target); return; }
2336 // a use key was pressed; call handlers
2337 MUTATOR_CALLHOOK(PlayerUseKey, this);
2345 Called every frame for each client before the physics are run
2348 .float last_vehiclecheck;
2349 void PlayerPreThink (entity this)
2351 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2352 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2354 WarpZone_PlayerPhysics_FixVAngle(this);
2357 // physics frames: update anticheat stuff
2358 anticheat_prethink(this);
2361 if (blockSpectators && frametime) {
2362 // WORKAROUND: only use dropclient in server frames (frametime set).
2363 // Never use it in cl_movement frames (frametime zero).
2364 checkSpectatorBlock(this);
2367 zoomstate_set = false;
2369 // Check for nameless players
2370 if (this.netname == "" || this.netname != CS(this).netname_previous)
2372 bool assume_unchanged = (CS(this).netname_previous == "");
2373 if (isInvisibleString(this.netname))
2375 this.netname = strzone(sprintf("Player#%d", this.playerid));
2376 assume_unchanged = false;
2377 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2379 if (!assume_unchanged && autocvar_sv_eventlog)
2380 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2381 strcpy(CS(this).netname_previous, this.netname);
2385 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2386 CS(this).version_nagtime = 0;
2387 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2389 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2391 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2393 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2394 if (r < 0) { // old client
2395 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2396 } else if (r > 0) { // old server
2397 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2403 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2405 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2406 this.max_armorvalue = 0;
2411 if (STAT(FROZEN, this) == 2)
2413 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2414 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2415 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2417 if (STAT(REVIVE_PROGRESS, this) >= 1)
2420 else if (STAT(FROZEN, this) == 3)
2422 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2423 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2425 if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2428 vehicles_exit(this.vehicle, VHEF_RELEASE);
2429 if(this.event_damage)
2430 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2432 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2437 MUTATOR_CALLHOOK(PlayerPreThink, this);
2439 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2440 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2442 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2444 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2445 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2447 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2451 if(!it.team || SAME_TEAM(this, it))
2452 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2453 else if(autocvar_g_vehicles_steal)
2454 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2458 this.last_vehiclecheck = time + 1;
2461 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2463 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2465 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2468 if (IS_REAL_CLIENT(this))
2469 PrintWelcomeMessage(this);
2471 if (IS_PLAYER(this)) {
2472 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2473 error("Client can't be spawned as player on connection!");
2474 if(!PlayerThink(this))
2477 else if (game_stopped || intermission_running) {
2478 if(intermission_running)
2479 IntermissionThink(this);
2482 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2484 CS(this).autojoin_checked = true;
2485 // don't do this in ClientConnect
2486 // many things can go wrong if a client is spawned as player on connection
2487 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2488 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2489 && (!teamplay || autocvar_g_balance_teams)))
2491 campaign_bots_may_start = true;
2496 else if (IS_OBSERVER(this)) {
2497 ObserverThink(this);
2499 else if (IS_SPEC(this)) {
2500 SpectatorThink(this);
2503 // WEAPONTODO: Add weapon request for this
2504 if (!zoomstate_set) {
2505 bool wep_zoomed = false;
2506 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2508 .entity weaponentity = weaponentities[slot];
2509 Weapon thiswep = this.(weaponentity).m_weapon;
2510 if(thiswep != WEP_Null && thiswep.wr_zoom)
2511 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2513 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2516 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2518 CS(this).teamkill_soundtime = 0;
2520 entity e = CS(this).teamkill_soundsource;
2521 entity oldpusher = e.pusher;
2523 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2524 e.pusher = oldpusher;
2527 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2528 CS(this).taunt_soundtime = 0;
2529 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2532 target_voicescript_next(this);
2534 // WEAPONTODO: Move into weaponsystem somehow
2535 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2536 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2538 .entity weaponentity = weaponentities[slot];
2539 if(this.(weaponentity).m_weapon == WEP_Null)
2540 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2544 void DrownPlayer(entity this)
2546 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2549 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2551 if(this.air_finished < time)
2552 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2553 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2555 else if (this.air_finished < time)
2557 if (this.pain_finished < time)
2559 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');
2560 this.pain_finished = time + 0.5;
2565 .bool move_qcphysics;
2567 void Player_Physics(entity this)
2569 set_movetype(this, this.move_movetype);
2571 if(!this.move_qcphysics)
2574 if(!frametime && !CS(this).pm_frametime)
2577 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2579 CS(this).pm_frametime = 0;
2586 Called every frame for each client after the physics are run
2589 void PlayerPostThink (entity this)
2591 Player_Physics(this);
2594 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2595 if (IS_REAL_CLIENT(this))
2596 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2598 int totalClients = 0;
2599 if(sv_maxidle_slots > 0)
2601 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2607 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2608 { /* do nothing */ }
2609 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2611 if (CS(this).idlekick_lasttimeleft)
2613 CS(this).idlekick_lasttimeleft = 0;
2614 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2619 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2620 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2621 if (!CS(this).idlekick_lasttimeleft)
2622 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2624 if (timeleft <= 0) {
2625 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2629 else if (timeleft <= 10) {
2630 if (timeleft != CS(this).idlekick_lasttimeleft) {
2631 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2633 CS(this).idlekick_lasttimeleft = timeleft;
2642 this.solid = SOLID_NOT;
2643 this.takedamage = DAMAGE_NO;
2644 set_movetype(this, MOVETYPE_NONE);
2647 if (IS_PLAYER(this)) {
2648 if(this.death_time == time && IS_DEAD(this))
2650 // player's bbox gets resized now, instead of in the damage event that killed the player,
2651 // once all the damage events of this frame have been processed with normal size
2653 setsize(this, this.mins, this.maxs);
2656 UpdateChatBubble(this);
2657 if (CS(this).impulse) ImpulseCommands(this);
2660 CSQCMODEL_AUTOUPDATE(this);
2663 GetPressedKeys(this);
2666 if (this.waypointsprite_attachedforcarrier) {
2667 vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2668 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2671 CSQCMODEL_AUTOUPDATE(this);
2674 // hack to copy the button fields from the client entity to the Client State
2675 void PM_UpdateButtons(entity this, entity store)
2678 store.impulse = this.impulse;
2681 bool typing = this.buttonchat;
2683 store.button0 = (typing) ? 0 : this.button0;
2685 store.button2 = (typing) ? 0 : this.button2;
2686 store.button3 = (typing) ? 0 : this.button3;
2687 store.button4 = this.button4;
2688 store.button5 = (typing) ? 0 : this.button5;
2689 store.button6 = this.button6;
2690 store.button7 = this.button7;
2691 store.button8 = this.button8;
2692 store.button9 = this.button9;
2693 store.button10 = this.button10;
2694 store.button11 = this.button11;
2695 store.button12 = this.button12;
2696 store.button13 = this.button13;
2697 store.button14 = this.button14;
2698 store.button15 = this.button15;
2699 store.button16 = this.button16;
2700 store.buttonuse = this.buttonuse;
2701 store.buttonchat = this.buttonchat;
2703 store.cursor_active = this.cursor_active;
2704 store.cursor_screen = this.cursor_screen;
2705 store.cursor_trace_start = this.cursor_trace_start;
2706 store.cursor_trace_endpos = this.cursor_trace_endpos;
2707 store.cursor_trace_ent = this.cursor_trace_ent;
2709 store.ping = this.ping;
2710 store.ping_packetloss = this.ping_packetloss;
2711 store.ping_movementloss = this.ping_movementloss;
2713 store.v_angle = this.v_angle;
2714 store.movement = (typing) ? '0 0 0' : this.movement;
2717 NET_HANDLE(fpsreport, bool)
2719 int fps = ReadShort();
2720 PlayerScore_Set(sender, SP_FPS, fps);