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"
28 #include "weapons/common.qh"
32 #include "../common/ent_cs.qh"
33 #include "../common/wepent.qh"
34 #include <common/state.qh>
36 #include "compat/quake3.qh"
38 #include <common/effects/qc/globalsound.qh>
40 #include "../common/mapobjects/func/conveyor.qh"
41 #include "../common/mapobjects/teleporters.qh"
42 #include "../common/mapobjects/target/spawnpoint.qh"
43 #include <common/mapobjects/trigger/counter.qh>
44 #include <common/mapobjects/trigger/swamp.qh>
46 #include "../common/vehicles/all.qh"
48 #include "weapons/hitplot.qh"
49 #include "weapons/weaponsystem.qh"
51 #include "../common/net_notice.qh"
52 #include "../common/net_linked.qh"
53 #include "../common/physics/player.qh"
55 #include <common/vehicles/sv_vehicles.qh>
57 #include "../common/items/_mod.qh"
59 #include "../common/mutators/mutator/waypoints/all.qh"
60 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
61 #include <common/gamemodes/_mod.qh>
63 #include "../common/mapobjects/subs.qh"
64 #include "../common/mapobjects/triggers.qh"
65 #include "../common/mapobjects/trigger/secret.qh"
67 #include "../common/minigames/sv_minigames.qh"
69 #include "../common/items/inventory.qh"
71 #include "../common/monsters/sv_monsters.qh"
73 #include "../lib/warpzone/server.qh"
75 #include <common/mutators/mutator/overkill/oknex.qh>
77 STATIC_METHOD(Client, Add, void(Client this, int _team))
80 TRANSMUTE(Player, this);
83 PutClientInServer(this);
86 STATIC_METHOD(Client, Remove, void(Client this))
88 TRANSMUTE(Observer, this);
89 PutClientInServer(this);
90 ClientDisconnect(this);
93 void send_CSQC_teamnagger() {
94 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
97 int CountSpectators(entity player, entity to)
99 if(!player) { return 0; } // not sure how, but best to be safe
103 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
111 void WriteSpectators(entity player, entity to)
113 if(!player) { return; } // not sure how, but best to be safe
115 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
117 WriteByte(MSG_ENTITY, num_for_edict(it));
121 bool ClientData_Send(entity this, entity to, int sf)
123 assert(to == this.owner, return false);
126 if (IS_SPEC(e)) e = e.enemy;
129 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
130 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
131 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
132 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
134 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
135 WriteByte(MSG_ENTITY, sf);
138 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
142 float specs = CountSpectators(e, to);
143 WriteByte(MSG_ENTITY, specs);
144 WriteSpectators(e, to);
150 void ClientData_Attach(entity this)
152 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
153 CS(this).clientdata.drawonlytoclient = this;
154 CS(this).clientdata.owner = this;
157 void ClientData_Detach(entity this)
159 delete(CS(this).clientdata);
160 CS(this).clientdata = NULL;
163 void ClientData_Touch(entity e)
165 entity cd = CS(e).clientdata;
166 if (cd) { cd.SendFlags = 1; }
168 // make it spectatable
169 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
171 entity cd = CS(it).clientdata;
172 if (cd) { cd.SendFlags = 1; }
181 Checks if the argument string can be a valid playermodel.
182 Returns a valid one in doubt.
185 string FallbackPlayerModel;
186 string CheckPlayerModel(string plyermodel) {
187 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
189 // note: we cannot summon Don Strunzone here, some player may
190 // still have the model string set. In case anyone manages how
191 // to change a cvar default, we'll have a small leak here.
192 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
194 // only in right path
195 if( substring(plyermodel,0,14) != "models/player/")
196 return FallbackPlayerModel;
197 // only good file extensions
198 if(substring(plyermodel,-4,4) != ".zym")
199 if(substring(plyermodel,-4,4) != ".dpm")
200 if(substring(plyermodel,-4,4) != ".iqm")
201 if(substring(plyermodel,-4,4) != ".md3")
202 if(substring(plyermodel,-4,4) != ".psk")
203 return FallbackPlayerModel;
204 // forbid the LOD models
205 if(substring(plyermodel, -9,5) == "_lod1")
206 return FallbackPlayerModel;
207 if(substring(plyermodel, -9,5) == "_lod2")
208 return FallbackPlayerModel;
209 if(plyermodel != strtolower(plyermodel))
210 return FallbackPlayerModel;
211 // also, restrict to server models
212 if(autocvar_sv_servermodelsonly)
214 if(!fexists(plyermodel))
215 return FallbackPlayerModel;
220 void setplayermodel(entity e, string modelname)
222 precache_model(modelname);
223 _setmodel(e, modelname);
224 player_setupanimsformodel(e);
225 if(!autocvar_g_debug_globalsounds)
226 UpdatePlayerSounds(e);
229 /** putting a client as observer in the server */
230 void PutObserverInServer(entity this)
232 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
233 PlayerState_detach(this);
237 if(GetResource(this, RES_HEALTH) >= 1)
240 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
243 // was a player, recount votes and ready status
244 if(IS_REAL_CLIENT(this))
246 if (vote_called) { VoteCount(false); }
252 entity spot = SelectSpawnPoint(this, true);
253 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
254 this.angles = vec2(spot.angles);
255 this.fixangle = true;
256 // offset it so that the spectator spawns higher off the ground, looks better this way
257 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
258 if (IS_REAL_CLIENT(this))
261 WriteByte(MSG_ONE, SVC_SETVIEW);
262 WriteEntity(MSG_ONE, this);
264 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
265 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
266 if(!autocvar_g_debug_globalsounds)
268 // needed for player sounds
270 FixPlayermodel(this);
272 setmodel(this, MDL_Null);
273 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
274 this.view_ofs = '0 0 0';
277 RemoveGrapplingHooks(this);
278 Portal_ClearAll(this);
279 Unfreeze(this, false);
280 SetSpectatee(this, NULL);
285 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
289 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
291 WaypointSprite_PlayerDead(this);
293 if (CS(this).killcount != FRAGS_SPECTATOR)
296 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
297 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
300 accuracy_resend(this);
302 CS(this).spectatortime = time;
304 IL_REMOVE(g_bot_targets, this);
305 this.bot_attack = false;
306 if(this.monster_attack)
307 IL_REMOVE(g_monster_targets, this);
308 this.monster_attack = false;
309 STAT(HUD, this) = HUD_NORMAL;
310 TRANSMUTE(Observer, this);
311 this.iscreature = false;
312 this.teleportable = TELEPORT_SIMPLE;
313 if(this.damagedbycontents)
314 IL_REMOVE(g_damagedbycontents, this);
315 this.damagedbycontents = false;
316 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
317 SetSpectatee_status(this, etof(this));
318 this.takedamage = DAMAGE_NO;
319 this.solid = SOLID_NOT;
320 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
321 this.flags = FL_CLIENT | FL_NOTARGET;
323 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
324 this.pauserotarmor_finished = 0;
325 this.pauserothealth_finished = 0;
326 this.pauseregen_finished = 0;
327 this.damageforcescale = 0;
329 this.respawn_flags = 0;
330 this.respawn_time = 0;
331 STAT(RESPAWN_TIME, this) = 0;
336 this.pain_finished = 0;
337 STAT(STRENGTH_FINISHED, this) = 0;
338 STAT(INVINCIBLE_FINISHED, this) = 0;
339 STAT(SUPERWEAPONS_FINISHED, this) = 0;
340 this.air_finished = 0;
341 //this.dphitcontentsmask = 0;
342 this.dphitcontentsmask = DPCONTENTS_SOLID;
343 if (autocvar_g_playerclip_collisions)
344 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
347 setthink(this, func_null);
349 this.deadflag = DEAD_NO;
351 STAT(REVIVE_PROGRESS, this) = 0;
352 this.revival_time = 0;
353 this.draggable = drag_undraggable;
356 STAT(WEAPONS, this) = '0 0 0';
357 this.drawonlytoclient = this;
361 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
363 this.weaponmodel = "";
364 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
366 this.weaponentities[slot] = NULL;
368 this.exteriorweaponentity = NULL;
369 CS(this).killcount = FRAGS_SPECTATOR;
370 this.velocity = '0 0 0';
371 this.avelocity = '0 0 0';
372 this.punchangle = '0 0 0';
373 this.punchvector = '0 0 0';
374 this.oldvelocity = this.velocity;
375 this.fire_endtime = -1;
376 this.event_damage = func_null;
377 this.event_heal = func_null;
379 for(int slot = 0; slot < MAX_AXH; ++slot)
381 entity axh = this.(AuxiliaryXhair[slot]);
382 this.(AuxiliaryXhair[slot]) = NULL;
384 if(axh.owner == this && axh != NULL && !wasfreed(axh))
388 if (mutator_returnvalue)
390 // mutator prevents resetting teams+score
394 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
395 this.frags = FRAGS_SPECTATOR;
397 if (CS(this).just_joined)
398 CS(this).just_joined = false;
401 int player_getspecies(entity this)
403 get_model_parameters(this.model, this.skin);
404 int s = get_model_parameters_species;
405 get_model_parameters(string_null, 0);
406 if (s < 0) return SPECIES_HUMAN;
410 .float model_randomizer;
411 void FixPlayermodel(entity player)
413 string defaultmodel = "";
415 if(autocvar_sv_defaultcharacter)
421 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
422 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
423 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
424 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
428 if(defaultmodel == "")
430 defaultmodel = autocvar_sv_defaultplayermodel;
431 defaultskin = autocvar_sv_defaultplayerskin;
434 int n = tokenize_console(defaultmodel);
437 defaultmodel = argv(floor(n * CS(player).model_randomizer));
438 // However, do NOT randomize if the player-selected model is in the list.
439 for (int i = 0; i < n; ++i)
440 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
441 defaultmodel = argv(i);
444 int i = strstrofs(defaultmodel, ":", 0);
447 defaultskin = stof(substring(defaultmodel, i+1, -1));
448 defaultmodel = substring(defaultmodel, 0, i);
451 if(autocvar_sv_defaultcharacterskin && !defaultskin)
457 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
458 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
459 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
460 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
465 defaultskin = autocvar_sv_defaultplayerskin;
468 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
469 defaultmodel = M_ARGV(0, string);
470 defaultskin = M_ARGV(1, int);
474 if(defaultmodel != "")
476 if (defaultmodel != player.model)
478 vector m1 = player.mins;
479 vector m2 = player.maxs;
480 setplayermodel (player, defaultmodel);
481 setsize (player, m1, m2);
485 oldskin = player.skin;
486 player.skin = defaultskin;
488 if (player.playermodel != player.model || player.playermodel == "")
490 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
491 vector m1 = player.mins;
492 vector m2 = player.maxs;
493 setplayermodel (player, player.playermodel);
494 setsize (player, m1, m2);
498 if(!autocvar_sv_defaultcharacterskin)
500 oldskin = player.skin;
501 player.skin = stof(player.playerskin);
505 oldskin = player.skin;
506 player.skin = defaultskin;
510 if(chmdl || oldskin != player.skin) // model or skin has changed
512 player.species = player_getspecies(player); // update species
513 if(!autocvar_g_debug_globalsounds)
514 UpdatePlayerSounds(player); // update skin sounds
518 if(strlen(autocvar_sv_defaultplayercolors))
519 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
520 setcolor(player, stof(autocvar_sv_defaultplayercolors));
523 void PutPlayerInServer(entity this)
525 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
527 PlayerState_attach(this);
528 accuracy_resend(this);
531 TeamBalance_JoinBestTeam(this);
533 entity spot = SelectSpawnPoint(this, false);
535 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
536 return; // spawn failed
539 TRANSMUTE(Player, this);
541 CS(this).wasplayer = true;
542 this.iscreature = true;
543 this.teleportable = TELEPORT_NORMAL;
544 if(!this.damagedbycontents)
545 IL_PUSH(g_damagedbycontents, this);
546 this.damagedbycontents = true;
547 set_movetype(this, MOVETYPE_WALK);
548 this.solid = SOLID_SLIDEBOX;
549 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
550 if (autocvar_g_playerclip_collisions)
551 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
552 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
553 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
554 this.frags = FRAGS_PLAYER;
555 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
556 this.flags = FL_CLIENT | FL_PICKUPITEMS;
557 if (autocvar__notarget)
558 this.flags |= FL_NOTARGET;
559 this.takedamage = DAMAGE_AIM;
560 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
563 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
564 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
565 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
566 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
567 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
568 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
569 SetResource(this, RES_HEALTH, warmup_start_health);
570 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
571 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
573 SetResource(this, RES_SHELLS, start_ammo_shells);
574 SetResource(this, RES_BULLETS, start_ammo_nails);
575 SetResource(this, RES_ROCKETS, start_ammo_rockets);
576 SetResource(this, RES_CELLS, start_ammo_cells);
577 SetResource(this, RES_PLASMA, start_ammo_plasma);
578 SetResource(this, RES_FUEL, start_ammo_fuel);
579 SetResource(this, RES_HEALTH, start_health);
580 SetResource(this, RES_ARMOR, start_armorvalue);
581 STAT(WEAPONS, this) = start_weapons;
582 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
584 GiveRandomWeapons(this, random_start_weapons_count,
585 autocvar_g_random_start_weapons, random_start_ammo);
588 SetSpectatee_status(this, 0);
590 PS(this).dual_weapons = '0 0 0';
592 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
594 this.items = start_items;
596 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
597 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
598 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
599 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
600 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
601 if (!sv_ready_restart_after_countdown && time < game_starttime)
603 float f = game_starttime - time;
604 this.spawnshieldtime += f;
605 this.pauserotarmor_finished += f;
606 this.pauserothealth_finished += f;
607 this.pauseregen_finished += f;
610 this.damageforcescale = autocvar_g_player_damageforcescale;
612 this.respawn_flags = 0;
613 this.respawn_time = 0;
614 STAT(RESPAWN_TIME, this) = 0;
615 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
616 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
619 this.pain_finished = 0;
621 setthink(this, func_null); // players have no think function
624 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
626 this.deadflag = DEAD_NO;
628 this.angles = spot.angles;
629 this.angles_z = 0; // never spawn tilted even if the spot says to
630 if (IS_BOT_CLIENT(this))
632 this.v_angle = this.angles;
635 this.fixangle = true; // turn this way immediately
636 this.oldvelocity = this.velocity = '0 0 0';
637 this.avelocity = '0 0 0';
638 this.punchangle = '0 0 0';
639 this.punchvector = '0 0 0';
641 STAT(STRENGTH_FINISHED, this) = 0;
642 STAT(INVINCIBLE_FINISHED, this) = 0;
643 this.fire_endtime = -1;
644 STAT(REVIVE_PROGRESS, this) = 0;
645 this.revival_time = 0;
647 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
648 STAT(BUFFS, this) = 0;
649 STAT(BUFF_TIME, this) = 0;
651 this.air_finished = 0;
652 this.waterlevel = WATERLEVEL_NONE;
653 this.watertype = CONTENT_EMPTY;
655 entity spawnevent = new_pure(spawnevent);
656 spawnevent.owner = this;
657 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
659 // Cut off any still running player sounds.
660 stopsound(this, CH_PLAYER_SINGLE);
661 stopsound(this, CH_TRIGGER_SINGLE);
664 FixPlayermodel(this);
665 this.drawonlytoclient = NULL;
669 for(int slot = 0; slot < MAX_AXH; ++slot)
671 entity axh = this.(AuxiliaryXhair[slot]);
672 this.(AuxiliaryXhair[slot]) = NULL;
674 if(axh.owner == this && axh != NULL && !wasfreed(axh))
678 this.spawnpoint_targ = NULL;
681 this.view_ofs = STAT(PL_VIEW_OFS, this);
682 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
683 this.spawnorigin = spot.origin;
684 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
685 // don't reset back to last position, even if new position is stuck in solid
686 this.oldorigin = this.origin;
688 IL_REMOVE(g_conveyed, this);
689 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
691 IL_REMOVE(g_swamped, this);
692 this.swampslug = NULL;
693 this.swamp_interval = 0;
694 IL_EACH(g_counters, it.realowner == this,
698 STAT(HUD, this) = HUD_NORMAL;
700 this.event_damage = PlayerDamage;
701 this.event_heal = PlayerHeal;
703 this.draggable = func_null;
706 IL_PUSH(g_bot_targets, this);
707 this.bot_attack = true;
708 if(!this.monster_attack)
709 IL_PUSH(g_monster_targets, this);
710 this.monster_attack = true;
711 navigation_dynamicgoal_init(this, false);
713 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
715 // player was spectator
716 if (CS(this).killcount == FRAGS_SPECTATOR) {
717 PlayerScore_Clear(this);
718 CS(this).killcount = 0;
719 CS(this).startplaytime = time;
722 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
724 .entity weaponentity = weaponentities[slot];
725 CL_SpawnWeaponentity(this, weaponentity);
727 this.alpha = default_player_alpha;
728 this.colormod = '1 1 1' * autocvar_g_player_brightness;
729 this.exteriorweaponentity.alpha = default_weapon_alpha;
731 this.speedrunning = false;
733 this.counter_cnt = 0;
734 this.fragsfilter_cnt = 0;
736 target_voicescript_clear(this);
738 // reset fields the weapons may use
739 FOREACH(Weapons, true, {
740 it.wr_resetplayer(it, this);
741 // reload all reloadable weapons
742 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
743 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
745 .entity weaponentity = weaponentities[slot];
746 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
752 string s = spot.target;
753 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
754 spot.target = string_null;
755 SUB_UseTargets(spot, this, NULL);
756 if(g_assault || g_race)
760 Unfreeze(this, false);
762 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
764 if (autocvar_spawn_debug)
766 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
767 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
770 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
772 .entity weaponentity = weaponentities[slot];
773 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
774 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
776 this.(weaponentity).m_switchweapon = WEP_Null;
777 this.(weaponentity).m_weapon = WEP_Null;
778 this.(weaponentity).weaponname = "";
779 this.(weaponentity).m_switchingweapon = WEP_Null;
780 this.(weaponentity).cnt = -1;
783 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
785 if (CS(this).impulse) ImpulseCommands(this);
787 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
788 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
790 .entity weaponentity = weaponentities[slot];
791 W_WeaponFrame(this, weaponentity);
794 if (!warmup_stage && !this.alivetime)
795 this.alivetime = time;
797 antilag_clear(this, CS(this));
800 /** Called when a client spawns in the server */
801 void PutClientInServer(entity this)
803 if (IS_BOT_CLIENT(this)) {
804 TRANSMUTE(Player, this);
805 } else if (IS_REAL_CLIENT(this)) {
807 WriteByte(MSG_ONE, SVC_SETVIEW);
808 WriteEntity(MSG_ONE, this);
811 TRANSMUTE(Observer, this);
813 SetSpectatee(this, NULL);
817 PS(this).itemkeys = 0;
819 MUTATOR_CALLHOOK(PutClientInServer, this);
821 if (IS_OBSERVER(this)) {
822 PutObserverInServer(this);
823 } else if (IS_PLAYER(this)) {
824 PutPlayerInServer(this);
828 // TODO do we need all these fields, or should we stop autodetecting runtime
829 // changes and just have a console command to update this?
830 bool ClientInit_SendEntity(entity this, entity to, int sf)
832 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
835 // MSG_INIT replacement
836 // TODO: make easier to use
838 W_PROP_reload(MSG_ONE, to);
839 ClientInit_misc(this);
840 MUTATOR_CALLHOOK(Ent_Init);
842 void ClientInit_misc(entity this)
844 int channel = MSG_ONE;
845 WriteHeader(channel, ENT_CLIENT_INIT);
846 WriteByte(channel, g_nexball_meter_period * 32);
847 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
848 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
849 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
850 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
851 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
852 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
853 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
854 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
856 if(sv_foginterval && world.fog != "")
857 WriteString(channel, world.fog);
859 WriteString(channel, "");
860 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
861 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
862 WriteByte(channel, serverflags);
863 WriteCoord(channel, autocvar_g_trueaim_minrange);
866 void ClientInit_CheckUpdate(entity this)
868 this.nextthink = time;
869 if(this.count != autocvar_g_balance_armor_blockpercent)
871 this.count = autocvar_g_balance_armor_blockpercent;
874 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
876 this.cnt = autocvar_g_balance_damagepush_speedfactor;
881 void ClientInit_Spawn()
883 entity e = new_pure(clientinit);
884 setthink(e, ClientInit_CheckUpdate);
885 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
887 ClientInit_CheckUpdate(e);
897 // initialize parms for a new player
898 parm1 = -(86400 * 366);
900 MUTATOR_CALLHOOK(SetNewParms);
908 void SetChangeParms (entity this)
910 // save parms for level change
911 parm1 = CS(this).parm_idlesince - time;
913 MUTATOR_CALLHOOK(SetChangeParms);
921 void DecodeLevelParms(entity this)
924 CS(this).parm_idlesince = parm1;
925 if (CS(this).parm_idlesince == -(86400 * 366))
926 CS(this).parm_idlesince = time;
928 // whatever happens, allow 60 seconds of idling directly after connect for map loading
929 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
931 MUTATOR_CALLHOOK(DecodeLevelParms);
934 void FixClientCvars(entity e)
936 // send prediction settings to the client
937 stuffcmd(e, "\nin_bindmap 0 0\n");
938 if(autocvar_g_antilag == 3) // client side hitscan
939 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
940 if(autocvar_sv_gentle)
941 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
943 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
944 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
946 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
948 MUTATOR_CALLHOOK(FixClientCvars, e);
951 bool findinlist_abbrev(string tofind, string list)
953 if(list == "" || tofind == "")
954 return false; // empty list or search, just return
956 // this function allows abbreviated strings!
957 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
965 bool PlayerInIPList(entity p, string iplist)
967 // some safety checks (never allow local?)
968 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
971 return findinlist_abbrev(p.netaddress, iplist);
974 bool PlayerInIDList(entity p, string idlist)
976 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
980 return findinlist_abbrev(p.crypto_idfp, idlist);
983 bool PlayerInList(entity player, string list)
985 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
988 #ifdef DP_EXT_PRECONNECT
993 Called once (not at each match start) when a client begins a connection to the server
996 void ClientPreConnect(entity this)
998 if(autocvar_sv_eventlog)
1000 GameLogEcho(sprintf(":connect:%d:%d:%s",
1003 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1009 string GetClientVersionMessage(entity this)
1011 if (CS(this).version_mismatch) {
1012 if(CS(this).version < autocvar_gameversion) {
1013 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1014 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1016 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1017 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1020 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1024 string getwelcomemessage(entity this)
1026 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1027 string modifications = M_ARGV(0, string);
1031 if(g_weaponarena_random)
1032 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1034 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1036 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1037 modifications = strcat(modifications, ", No start weapons");
1038 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1039 modifications = strcat(modifications, ", Low gravity");
1040 if(g_weapon_stay && !g_cts)
1041 modifications = strcat(modifications, ", Weapons stay");
1043 modifications = strcat(modifications, ", Jet pack");
1044 if(autocvar_g_powerups == 0)
1045 modifications = strcat(modifications, ", No powerups");
1046 if(autocvar_g_powerups > 0)
1047 modifications = strcat(modifications, ", Powerups");
1048 modifications = substring(modifications, 2, strlen(modifications) - 2);
1050 string versionmessage = GetClientVersionMessage(this);
1051 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1053 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1055 if(modifications != "")
1056 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1058 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1060 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1061 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1064 if (cache_mutatormsg != "") {
1065 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1068 string mutator_msg = "";
1069 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1070 mutator_msg = M_ARGV(0, string);
1072 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1074 string motd = autocvar_sv_motd;
1076 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1081 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1087 Called when a client connects to the server
1090 void ClientConnect(entity this)
1092 if (Ban_MaybeEnforceBanOnce(this)) return;
1093 assert(!IS_CLIENT(this), return);
1094 this.flags |= FL_CLIENT;
1095 assert(player_count >= 0, player_count = 0);
1098 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1100 TRANSMUTE(Client, this);
1101 CS(this).version_nagtime = time + 10 + random() * 10;
1103 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1105 bot_clientconnect(this);
1107 Player_DetermineForcedTeam(this);
1109 TRANSMUTE(Observer, this);
1111 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1113 // always track bots, don't ask for cl_allow_uidtracking
1114 if (IS_BOT_CLIENT(this))
1115 PlayerStats_GameReport_AddPlayer(this);
1117 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1119 if (autocvar_sv_eventlog)
1120 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this, false)));
1122 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1124 stuffcmd(this, clientstuff, "\n");
1125 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1127 FixClientCvars(this);
1129 // get version info from player
1130 stuffcmd(this, "cmd clientversion $gameversion\n");
1132 // notify about available teams
1135 entity balance = TeamBalance_CheckAllowedTeams(this);
1136 int t = TeamBalance_GetAllowedTeams(balance);
1137 TeamBalance_Destroy(balance);
1138 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1142 stuffcmd(this, "set _teams_available 0\n");
1145 bot_relinkplayerlist();
1147 CS(this).spectatortime = time;
1148 if (blockSpectators)
1150 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1153 CS(this).jointime = time;
1155 if (IS_REAL_CLIENT(this))
1157 if (g_weaponarena_weapons == WEPSET(TUBA))
1158 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1161 if (!sv_foginterval && world.fog != "")
1162 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1164 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1165 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1166 send_CSQC_teamnagger();
1168 CSQCMODEL_AUTOINIT(this);
1170 CS(this).model_randomizer = random();
1172 if (IS_REAL_CLIENT(this))
1173 sv_notice_join(this);
1175 this.move_qcphysics = autocvar_sv_qcphysics;
1177 // update physics stats (players can spawn before physics runs)
1178 Physics_UpdateStats(this);
1180 IL_EACH(g_initforplayer, it.init_for_player, {
1181 it.init_for_player(it, this);
1184 Handicap_Initialize(this);
1186 MUTATOR_CALLHOOK(ClientConnect, this);
1188 if (IS_REAL_CLIENT(this))
1190 if (!autocvar_g_campaign && !IS_PLAYER(this))
1192 CS(this).motd_actived_time = -1;
1193 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1201 Called when a client disconnects from the server
1204 .entity chatbubbleentity;
1205 void ClientDisconnect(entity this)
1207 assert(IS_CLIENT(this), return);
1209 PlayerStats_GameReport_FinalizePlayer(this);
1210 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1211 if (CS(this).active_minigame) part_minigame(this);
1212 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1214 if (autocvar_sv_eventlog)
1215 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1217 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1220 SetSpectatee(this, NULL);
1222 MUTATOR_CALLHOOK(ClientDisconnect, this);
1224 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1225 strfree(CS(this).weaponorder_byimpulse);
1226 ClientState_detach(this);
1228 Portal_ClearAll(this);
1230 Unfreeze(this, false);
1232 RemoveGrapplingHooks(this);
1234 // Here, everything has been done that requires this player to be a client.
1236 this.flags &= ~FL_CLIENT;
1238 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1239 if (this.killindicator) delete(this.killindicator);
1241 IL_EACH(g_counters, it.realowner == this,
1246 WaypointSprite_PlayerGone(this);
1248 bot_relinkplayerlist();
1250 strfree(this.clientstatus);
1251 if (this.personal) delete(this.personal);
1255 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1260 void ChatBubbleThink(entity this)
1262 this.nextthink = time;
1263 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1265 if(this.owner) // but why can that ever be NULL?
1266 this.owner.chatbubbleentity = NULL;
1273 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1275 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1276 this.mdl = "models/sprites/minigame_busy.iqm";
1277 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1278 this.mdl = "models/misc/chatbubble.spr";
1281 if ( this.model != this.mdl )
1282 _setmodel(this, this.mdl);
1286 void UpdateChatBubble(entity this)
1290 // spawn a chatbubble entity if needed
1291 if (!this.chatbubbleentity)
1293 this.chatbubbleentity = new(chatbubbleentity);
1294 this.chatbubbleentity.owner = this;
1295 this.chatbubbleentity.exteriormodeltoclient = this;
1296 setthink(this.chatbubbleentity, ChatBubbleThink);
1297 this.chatbubbleentity.nextthink = time;
1298 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1299 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1300 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1301 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1302 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1303 //this.chatbubbleentity.model = "";
1304 this.chatbubbleentity.effects = EF_LOWPRECISION;
1309 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1310 // added to the model skins
1311 /*void UpdateColorModHack()
1314 c = this.clientcolors & 15;
1315 // LordHavoc: only bothering to support white, green, red, yellow, blue
1316 if (!teamplay) this.colormod = '0 0 0';
1317 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1318 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1319 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1320 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1321 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1322 else this.colormod = '1 1 1';
1325 void respawn(entity this)
1327 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1329 this.solid = SOLID_NOT;
1330 this.takedamage = DAMAGE_NO;
1331 set_movetype(this, MOVETYPE_FLY);
1332 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1333 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1334 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1335 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1336 if(autocvar_g_respawn_ghosts_maxtime)
1337 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1342 this.effects |= EF_NODRAW; // prevent another CopyBody
1343 PutClientInServer(this);
1347 void PrintToChat(entity client, string text)
1349 text = strcat("\{1}^7", text, "\n");
1350 sprint(client, text);
1354 void DebugPrintToChat(entity client, string text)
1356 if (autocvar_developer > 0)
1358 PrintToChat(client, text);
1363 void PrintToChatAll(string text)
1365 text = strcat("\{1}^7", text, "\n");
1370 void DebugPrintToChatAll(string text)
1372 if (autocvar_developer > 0)
1374 PrintToChatAll(text);
1379 void PrintToChatTeam(int team_num, string text)
1381 text = strcat("\{1}^7", text, "\n");
1382 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1384 if (it.team == team_num)
1392 void DebugPrintToChatTeam(int team_num, string text)
1394 if (autocvar_developer > 0)
1396 PrintToChatTeam(team_num, text);
1400 void play_countdown(entity this, float finished, Sound samp)
1403 if(IS_REAL_CLIENT(this))
1404 if(floor(finished - time - frametime) != floor(finished - time))
1405 if(finished - time < 6)
1406 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1409 void player_powerups(entity this)
1411 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1412 int items_prev = this.items;
1414 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1415 this.modelflags |= MF_ROCKET;
1417 this.modelflags &= ~MF_ROCKET;
1419 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1421 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1424 Fire_ApplyDamage(this);
1425 Fire_ApplyEffect(this);
1427 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1429 if (this.items & ITEM_Strength.m_itemid)
1431 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1432 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1433 if (time > STAT(STRENGTH_FINISHED, this))
1435 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1436 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1437 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1442 if (time < STAT(STRENGTH_FINISHED, this))
1444 this.items = this.items | ITEM_Strength.m_itemid;
1446 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1447 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1450 if (this.items & ITEM_Shield.m_itemid)
1452 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1453 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1454 if (time > STAT(INVINCIBLE_FINISHED, this))
1456 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1457 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1458 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1463 if (time < STAT(INVINCIBLE_FINISHED, this))
1465 this.items = this.items | ITEM_Shield.m_itemid;
1467 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1468 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1471 if (this.items & IT_SUPERWEAPON)
1473 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1475 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1476 this.items = this.items - (this.items & IT_SUPERWEAPON);
1477 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1478 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1480 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1482 // don't let them run out
1486 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1487 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1489 this.items = this.items - (this.items & IT_SUPERWEAPON);
1490 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1491 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1492 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1496 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1498 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1500 this.items = this.items | IT_SUPERWEAPON;
1501 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1504 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1505 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1510 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1511 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1516 STAT(SUPERWEAPONS_FINISHED, this) = 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 void RotRegen(entity this, int res, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit_mod)
1555 float old = GetResource(this, res);
1556 float current = old;
1557 if(current > rotstable)
1559 if(rotframetime > 0)
1561 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1562 current = max(rotstable, current - rotlinear * rotframetime);
1565 else if(current < regenstable)
1567 if(regenframetime > 0)
1569 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1570 current = min(regenstable, current + regenlinear * regenframetime);
1574 float limit = GetResourceLimit(this, res) * limit_mod;
1579 SetResource(this, res, current);
1582 void player_regen(entity this)
1584 float max_mod, regen_mod, rot_mod, limit_mod;
1585 max_mod = regen_mod = rot_mod = limit_mod = 1;
1587 float regen_health = autocvar_g_balance_health_regen;
1588 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1589 float regen_health_rot = autocvar_g_balance_health_rot;
1590 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1591 float regen_health_stable = autocvar_g_balance_health_regenstable;
1592 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1593 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1594 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1595 max_mod = M_ARGV(1, float);
1596 regen_mod = M_ARGV(2, float);
1597 rot_mod = M_ARGV(3, float);
1598 limit_mod = M_ARGV(4, float);
1599 regen_health = M_ARGV(5, float);
1600 regen_health_linear = M_ARGV(6, float);
1601 regen_health_rot = M_ARGV(7, float);
1602 regen_health_rotlinear = M_ARGV(8, float);
1603 regen_health_stable = M_ARGV(9, float);
1604 regen_health_rotstable = M_ARGV(10, float);
1606 if(!mutator_returnvalue)
1607 if(!STAT(FROZEN, this))
1609 float maxa = autocvar_g_balance_armor_rotstable;
1610 float mina = autocvar_g_balance_armor_regenstable;
1612 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1613 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1614 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1616 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1617 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1618 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1621 // if player rotted to death... die!
1622 // check this outside above checks, as player may still be able to rot to death
1623 if(GetResource(this, RES_HEALTH) < 1)
1626 vehicles_exit(this.vehicle, VHEF_RELEASE);
1627 if(this.event_damage)
1628 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1631 if (!(this.items & IT_UNLIMITED_AMMO))
1633 float maxf = autocvar_g_balance_fuel_rotstable;
1634 float minf = autocvar_g_balance_fuel_regenstable;
1636 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1637 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1638 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1643 void SetZoomState(entity this, float newzoom)
1645 if(newzoom != CS(this).zoomstate)
1647 CS(this).zoomstate = newzoom;
1648 ClientData_Touch(this);
1650 zoomstate_set = true;
1653 void GetPressedKeys(entity this)
1655 MUTATOR_CALLHOOK(GetPressedKeys, this);
1656 int keys = STAT(PRESSED_KEYS, this);
1657 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1658 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1659 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1660 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1662 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1663 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
1664 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1665 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1666 CS(this).pressedkeys = keys; // store for other users
1668 STAT(PRESSED_KEYS, this) = keys;
1672 ======================
1673 spectate mode routines
1674 ======================
1677 void SpectateCopy(entity this, entity spectatee)
1679 TC(Client, this); TC(Client, spectatee);
1681 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1682 PS(this) = PS(spectatee);
1683 this.armortype = spectatee.armortype;
1684 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1685 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1686 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1687 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1688 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1689 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1690 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1691 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1692 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1693 CS(this).impulse = 0;
1694 this.disableclientprediction = 1; // no need to run prediction on a spectator
1695 this.items = spectatee.items;
1696 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1697 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1698 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1699 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1700 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1701 this.air_finished = spectatee.air_finished;
1702 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1703 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1704 this.punchangle = spectatee.punchangle;
1705 this.view_ofs = spectatee.view_ofs;
1706 this.velocity = spectatee.velocity;
1707 this.dmg_take = spectatee.dmg_take;
1708 this.dmg_save = spectatee.dmg_save;
1709 this.dmg_inflictor = spectatee.dmg_inflictor;
1710 this.v_angle = spectatee.v_angle;
1711 this.angles = spectatee.v_angle;
1712 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1713 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1714 this.viewloc = spectatee.viewloc;
1715 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1716 this.fixangle = true;
1717 setorigin(this, spectatee.origin);
1718 setsize(this, spectatee.mins, spectatee.maxs);
1719 SetZoomState(this, CS(spectatee).zoomstate);
1721 anticheat_spectatecopy(this, spectatee);
1722 STAT(HUD, this) = STAT(HUD, spectatee);
1723 if(spectatee.vehicle)
1725 this.angles = spectatee.v_angle;
1727 //this.fixangle = false;
1728 //this.velocity = spectatee.vehicle.velocity;
1729 this.vehicle_health = spectatee.vehicle_health;
1730 this.vehicle_shield = spectatee.vehicle_shield;
1731 this.vehicle_energy = spectatee.vehicle_energy;
1732 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1733 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1734 this.vehicle_reload1 = spectatee.vehicle_reload1;
1735 this.vehicle_reload2 = spectatee.vehicle_reload2;
1737 //msg_entity = this;
1739 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1740 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1741 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1742 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1744 //WriteByte (MSG_ONE, SVC_SETVIEW);
1745 // WriteEntity(MSG_ONE, this);
1746 //makevectors(spectatee.v_angle);
1747 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1751 bool SpectateUpdate(entity this)
1756 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1758 SetSpectatee(this, NULL);
1762 SpectateCopy(this, this.enemy);
1767 bool SpectateSet(entity this)
1769 if(!IS_PLAYER(this.enemy))
1772 ClientData_Touch(this.enemy);
1775 WriteByte(MSG_ONE, SVC_SETVIEW);
1776 WriteEntity(MSG_ONE, this.enemy);
1777 set_movetype(this, MOVETYPE_NONE);
1778 accuracy_resend(this);
1780 if(!SpectateUpdate(this))
1781 PutObserverInServer(this);
1786 void SetSpectatee_status(entity this, int spectatee_num)
1788 int oldspectatee_status = CS(this).spectatee_status;
1789 CS(this).spectatee_status = spectatee_num;
1791 if (CS(this).spectatee_status != oldspectatee_status)
1793 if (STAT(PRESSED_KEYS, this))
1795 CS(this).pressedkeys = 0;
1796 STAT(PRESSED_KEYS, this) = 0;
1798 ClientData_Touch(this);
1799 if (g_race || g_cts) race_InitSpectator();
1803 void SetSpectatee(entity this, entity spectatee)
1805 if(IS_BOT_CLIENT(this))
1806 return; // bots abuse .enemy, this code is useless to them
1808 entity old_spectatee = this.enemy;
1810 this.enemy = spectatee;
1813 // these are required to fix the spectator bug with arc
1816 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1818 .entity weaponentity = weaponentities[slot];
1819 if(old_spectatee.(weaponentity).arc_beam)
1820 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1825 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1827 .entity weaponentity = weaponentities[slot];
1828 if(this.enemy.(weaponentity).arc_beam)
1829 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1834 SetSpectatee_status(this, etof(this.enemy));
1836 // needed to update spectator list
1837 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1840 bool Spectate(entity this, entity pl)
1842 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1844 pl = M_ARGV(1, entity);
1846 SetSpectatee(this, pl);
1847 return SpectateSet(this);
1850 bool SpectateNext(entity this)
1852 entity ent = find(this.enemy, classname, STR_PLAYER);
1854 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1855 ent = M_ARGV(1, entity);
1857 ent = find(ent, classname, STR_PLAYER);
1859 if(ent) { SetSpectatee(this, ent); }
1861 return SpectateSet(this);
1864 bool SpectatePrev(entity this)
1866 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1867 entity ent = findchain(classname, STR_PLAYER);
1868 if (!ent) // no player
1872 // skip players until current spectated player
1874 while(ent && ent != this.enemy)
1877 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1879 case MUT_SPECPREV_FOUND:
1880 ent = M_ARGV(1, entity);
1882 case MUT_SPECPREV_RETURN:
1884 case MUT_SPECPREV_CONTINUE:
1895 SetSpectatee(this, ent);
1896 return SpectateSet(this);
1901 ShowRespawnCountdown()
1903 Update a respawn countdown display.
1906 void ShowRespawnCountdown(entity this)
1909 if(!IS_DEAD(this)) // just respawned?
1913 number = ceil(this.respawn_time - time);
1916 if(number <= this.respawn_countdown)
1918 this.respawn_countdown = number - 1;
1919 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
1920 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1925 .bool team_selected;
1926 bool ShowTeamSelection(entity this)
1928 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1930 stuffcmd(this, "menu_showteamselect\n");
1933 void Join(entity this)
1935 TRANSMUTE(Player, this);
1937 if(!this.team_selected)
1938 if(autocvar_g_campaign || autocvar_g_balance_teams)
1939 TeamBalance_JoinBestTeam(this);
1941 if(autocvar_g_campaign)
1942 campaign_bots_may_start = true;
1944 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1946 PutClientInServer(this);
1949 if(teamplay && this.team != -1)
1953 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1954 this.team_selected = false;
1957 int GetPlayerLimit()
1960 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
1961 int player_limit = autocvar_g_maxplayers;
1962 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1963 player_limit = M_ARGV(0, int);
1964 return player_limit;
1968 * Determines whether the player is allowed to join. This depends on cvar
1969 * g_maxplayers, if it isn't used this function always return true, otherwise
1970 * it checks whether the number of currently playing players exceeds g_maxplayers.
1971 * @return int number of free slots for players, 0 if none
1973 int nJoinAllowed(entity this, entity ignore)
1976 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1977 // so report 0 free slots if restricted
1979 if(autocvar_g_forced_team_otherwise == "spectate")
1981 if(autocvar_g_forced_team_otherwise == "spectator")
1985 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1986 return 0; // forced spectators can never join
1988 // TODO simplify this
1989 int totalClients = 0;
1990 int currentlyPlaying = 0;
1991 FOREACH_CLIENT(true, {
1994 if(IS_REAL_CLIENT(it))
1995 if(IS_PLAYER(it) || it.caplayer)
1999 int player_limit = GetPlayerLimit();
2001 float free_slots = 0;
2003 free_slots = maxclients - totalClients;
2004 else if(currentlyPlaying < player_limit)
2005 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2007 static float msg_time = 0;
2008 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2010 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2011 msg_time = time + 0.5;
2018 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2019 * g_maxplayers_spectator_blocktime seconds
2021 void checkSpectatorBlock(entity this)
2023 if(IS_SPEC(this) || IS_OBSERVER(this))
2025 if(IS_REAL_CLIENT(this))
2027 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2028 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2034 void PrintWelcomeMessage(entity this)
2036 if(CS(this).motd_actived_time == 0)
2038 if (autocvar_g_campaign) {
2039 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2040 CS(this).motd_actived_time = time;
2041 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2044 if (PHYS_INPUT_BUTTON_INFO(this)) {
2045 CS(this).motd_actived_time = time;
2046 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2050 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2052 if (autocvar_g_campaign) {
2053 if (PHYS_INPUT_BUTTON_INFO(this))
2054 CS(this).motd_actived_time = time;
2055 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2056 CS(this).motd_actived_time = 0;
2057 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2060 if (PHYS_INPUT_BUTTON_INFO(this))
2061 CS(this).motd_actived_time = time;
2062 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2063 CS(this).motd_actived_time = 0;
2064 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2068 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2070 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2071 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2072 else if (CS(this).motd_actived_time == -2)
2074 // instantly hide MOTD
2075 CS(this).motd_actived_time = 0;
2076 if (autocvar_g_campaign)
2077 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2079 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2081 else if (IS_PLAYER(this) || IS_SPEC(this))
2083 // FIXME occasionally for some reason MOTD never goes away
2084 // delay MOTD removal a little bit in the hope it fixes this bug
2085 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2086 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2087 else //if (CS(this).motd_actived_time < -2)
2088 CS(this).motd_actived_time++;
2093 const int MIN_SPEC_TIME = 1;
2094 bool joinAllowed(entity this)
2096 if (CS(this).version_mismatch) return false;
2097 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2098 if (!nJoinAllowed(this, this)) return false;
2099 if (teamplay && lockteams) return false;
2100 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2101 if (ShowTeamSelection(this)) return false;
2105 .string shootfromfixedorigin;
2106 .bool dualwielding_prev;
2107 bool PlayerThink(entity this)
2109 if (game_stopped || intermission_running) {
2110 this.modelflags &= ~MF_ROCKET;
2111 if(intermission_running)
2112 IntermissionThink(this);
2116 if (timeout_status == TIMEOUT_ACTIVE) {
2117 // don't allow the player to turn around while game is paused
2118 // FIXME turn this into CSQC stuff
2119 this.v_angle = this.lastV_angle;
2120 this.angles = this.lastV_angle;
2121 this.fixangle = true;
2124 if (frametime) player_powerups(this);
2126 if (IS_DEAD(this)) {
2127 if (this.personal && g_race_qualifying) {
2128 if (time > this.respawn_time) {
2129 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2131 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2134 if (frametime) player_anim(this);
2136 if (this.respawn_flags & RESPAWN_DENY)
2138 STAT(RESPAWN_TIME, this) = 0;
2142 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));
2144 switch(this.deadflag)
2148 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2149 this.deadflag = DEAD_RESPAWNING;
2150 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2151 this.deadflag = DEAD_DEAD;
2157 this.deadflag = DEAD_RESPAWNABLE;
2158 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2159 this.deadflag = DEAD_RESPAWNING;
2162 case DEAD_RESPAWNABLE:
2164 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2165 this.deadflag = DEAD_RESPAWNING;
2168 case DEAD_RESPAWNING:
2170 if (time > this.respawn_time)
2172 this.respawn_time = time + 1; // only retry once a second
2173 this.respawn_time_max = this.respawn_time;
2180 ShowRespawnCountdown(this);
2182 if (this.respawn_flags & RESPAWN_SILENT)
2183 STAT(RESPAWN_TIME, this) = 0;
2184 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2186 if (time < this.respawn_time)
2187 STAT(RESPAWN_TIME, this) = this.respawn_time;
2188 else if (this.deadflag != DEAD_RESPAWNING)
2189 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2192 STAT(RESPAWN_TIME, this) = this.respawn_time;
2195 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2196 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2197 STAT(RESPAWN_TIME, this) *= -1;
2202 FixPlayermodel(this);
2204 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2205 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2206 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2209 // reset gun alignment when dual wielding status changes
2210 // to ensure guns are always aligned right and left
2211 bool dualwielding = W_DualWielding(this);
2212 if(this.dualwielding_prev != dualwielding)
2214 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2215 this.dualwielding_prev = dualwielding;
2218 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2221 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2223 .entity weaponentity = weaponentities[slot];
2224 if(WEP_CVAR(vortex, charge_always))
2225 W_Vortex_Charge(this, weaponentity, frametime);
2226 W_WeaponFrame(this, weaponentity);
2232 // WEAPONTODO: Add a weapon request for this
2233 // rot vortex charge to the charge limit
2234 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2236 .entity weaponentity = weaponentities[slot];
2237 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2238 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2243 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2246 secrets_setstatus(this);
2247 monsters_setstatus(this);
2252 .bool would_spectate;
2253 void ObserverThink(entity this)
2255 if ( CS(this).impulse )
2257 MinigameImpulse(this, CS(this).impulse);
2258 CS(this).impulse = 0;
2261 if (this.flags & FL_JUMPRELEASED) {
2262 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2263 this.flags &= ~FL_JUMPRELEASED;
2264 this.flags |= FL_SPAWNING;
2265 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2266 this.flags &= ~FL_JUMPRELEASED;
2267 if(SpectateNext(this)) {
2268 TRANSMUTE(Spectator, this);
2271 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2272 set_movetype(this, preferred_movetype);
2275 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2276 this.flags |= FL_JUMPRELEASED;
2277 if(this.flags & FL_SPAWNING)
2279 this.flags &= ~FL_SPAWNING;
2280 if(joinAllowed(this))
2288 void SpectatorThink(entity this)
2290 if ( CS(this).impulse )
2292 if(MinigameImpulse(this, CS(this).impulse))
2293 CS(this).impulse = 0;
2295 if (CS(this).impulse == IMP_weapon_drop.impulse)
2297 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2298 CS(this).impulse = 0;
2303 if (this.flags & FL_JUMPRELEASED) {
2304 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2305 this.flags &= ~FL_JUMPRELEASED;
2306 this.flags |= FL_SPAWNING;
2307 } 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)) {
2308 this.flags &= ~FL_JUMPRELEASED;
2309 if(SpectateNext(this)) {
2310 TRANSMUTE(Spectator, this);
2312 TRANSMUTE(Observer, this);
2313 PutClientInServer(this);
2315 CS(this).impulse = 0;
2316 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2317 this.flags &= ~FL_JUMPRELEASED;
2318 if(SpectatePrev(this)) {
2319 TRANSMUTE(Spectator, this);
2321 TRANSMUTE(Observer, this);
2322 PutClientInServer(this);
2324 CS(this).impulse = 0;
2325 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2326 this.would_spectate = false;
2327 this.flags &= ~FL_JUMPRELEASED;
2328 TRANSMUTE(Observer, this);
2329 PutClientInServer(this);
2331 if(!SpectateUpdate(this))
2333 if(!SpectateNext(this))
2335 PutObserverInServer(this);
2336 this.would_spectate = true;
2341 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2342 this.flags |= FL_JUMPRELEASED;
2343 if(this.flags & FL_SPAWNING)
2345 this.flags &= ~FL_SPAWNING;
2350 if(!SpectateUpdate(this))
2351 PutObserverInServer(this);
2354 this.flags |= FL_CLIENT | FL_NOTARGET;
2357 void PlayerUseKey(entity this)
2359 if (!IS_PLAYER(this))
2366 vehicles_exit(this.vehicle, VHEF_NORMAL);
2370 else if(autocvar_g_vehicles_enter)
2372 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2374 entity head, closest_target = NULL;
2375 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2377 while(head) // find the closest acceptable target to enter
2379 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2380 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2384 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2385 { closest_target = head; }
2387 else { closest_target = head; }
2393 if(closest_target) { vehicles_enter(this, closest_target); return; }
2397 // a use key was pressed; call handlers
2398 MUTATOR_CALLHOOK(PlayerUseKey, this);
2406 Called every frame for each client before the physics are run
2409 .float last_vehiclecheck;
2410 void PlayerPreThink (entity this)
2412 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2413 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2415 WarpZone_PlayerPhysics_FixVAngle(this);
2418 // physics frames: update anticheat stuff
2419 anticheat_prethink(this);
2422 if (blockSpectators && frametime) {
2423 // WORKAROUND: only use dropclient in server frames (frametime set).
2424 // Never use it in cl_movement frames (frametime zero).
2425 checkSpectatorBlock(this);
2428 zoomstate_set = false;
2430 // Check for nameless players
2431 if (this.netname == "" || this.netname != CS(this).netname_previous)
2433 bool assume_unchanged = (CS(this).netname_previous == "");
2434 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2436 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2437 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2438 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2439 assume_unchanged = false;
2440 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2442 if (isInvisibleString(this.netname))
2444 this.netname = strzone(sprintf("Player#%d", this.playerid));
2445 sprint(this, "Warning: invisible names are not allowed.\n");
2446 assume_unchanged = false;
2447 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2449 if (!assume_unchanged && autocvar_sv_eventlog)
2450 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2451 strcpy(CS(this).netname_previous, this.netname);
2455 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2456 CS(this).version_nagtime = 0;
2457 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2459 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2461 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2463 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2464 if (r < 0) { // old client
2465 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2466 } else if (r > 0) { // old server
2467 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2473 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2475 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2476 this.max_armorvalue = 0;
2479 if (frametime && IS_PLAYER(this))
2481 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2483 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2484 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2485 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2487 if (STAT(REVIVE_PROGRESS, this) >= 1)
2488 Unfreeze(this, false);
2490 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2492 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2493 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2495 if (GetResource(this, RES_HEALTH) < 1)
2498 vehicles_exit(this.vehicle, VHEF_RELEASE);
2499 if(this.event_damage)
2500 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2502 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2503 Unfreeze(this, false);
2507 MUTATOR_CALLHOOK(PlayerPreThink, this);
2509 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2510 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2512 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2516 if(!it.team || SAME_TEAM(this, it))
2517 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2518 else if(autocvar_g_vehicles_steal)
2519 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2521 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2523 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2527 this.last_vehiclecheck = time + 1;
2530 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2532 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2534 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2537 if (IS_REAL_CLIENT(this))
2538 PrintWelcomeMessage(this);
2540 if (IS_PLAYER(this)) {
2541 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2542 error("Client can't be spawned as player on connection!");
2543 if(!PlayerThink(this))
2546 else if (game_stopped || intermission_running) {
2547 if(intermission_running)
2548 IntermissionThink(this);
2551 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2553 CS(this).autojoin_checked = true;
2554 // don't do this in ClientConnect
2555 // many things can go wrong if a client is spawned as player on connection
2556 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2557 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2558 && (!teamplay || autocvar_g_balance_teams)))
2560 campaign_bots_may_start = true;
2565 else if (IS_OBSERVER(this)) {
2566 ObserverThink(this);
2568 else if (IS_SPEC(this)) {
2569 SpectatorThink(this);
2572 // WEAPONTODO: Add weapon request for this
2573 if (!zoomstate_set) {
2574 bool wep_zoomed = false;
2575 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2577 .entity weaponentity = weaponentities[slot];
2578 Weapon thiswep = this.(weaponentity).m_weapon;
2579 if(thiswep != WEP_Null && thiswep.wr_zoom)
2580 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2582 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2585 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2587 CS(this).teamkill_soundtime = 0;
2589 entity e = CS(this).teamkill_soundsource;
2590 entity oldpusher = e.pusher;
2592 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2593 e.pusher = oldpusher;
2596 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2597 CS(this).taunt_soundtime = 0;
2598 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2601 target_voicescript_next(this);
2603 // WEAPONTODO: Move into weaponsystem somehow
2604 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2605 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2607 .entity weaponentity = weaponentities[slot];
2608 if(this.(weaponentity).m_weapon == WEP_Null)
2609 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2613 void DrownPlayer(entity this)
2615 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2616 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2618 this.air_finished = 0;
2622 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2624 if(this.air_finished && this.air_finished < time)
2625 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2626 this.air_finished = 0;
2630 if (!this.air_finished)
2631 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2632 if (this.air_finished < time)
2634 if (this.pain_finished < time)
2636 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');
2637 this.pain_finished = time + 0.5;
2643 .bool move_qcphysics;
2645 void Player_Physics(entity this)
2647 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2649 if(!this.move_qcphysics)
2652 if(!frametime && !CS(this).pm_frametime)
2655 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2657 CS(this).pm_frametime = 0;
2664 Called every frame for each client after the physics are run
2667 void PlayerPostThink (entity this)
2669 Player_Physics(this);
2672 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2673 if (IS_REAL_CLIENT(this))
2674 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2676 int totalClients = 0;
2677 if(sv_maxidle_slots > 0)
2679 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2685 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2686 { /* do nothing */ }
2687 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2689 if (CS(this).idlekick_lasttimeleft)
2691 CS(this).idlekick_lasttimeleft = 0;
2692 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2697 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2698 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2699 if (!CS(this).idlekick_lasttimeleft)
2700 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2702 if (timeleft <= 0) {
2703 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2707 else if (timeleft <= 10) {
2708 if (timeleft != CS(this).idlekick_lasttimeleft) {
2709 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2711 CS(this).idlekick_lasttimeleft = timeleft;
2720 this.solid = SOLID_NOT;
2721 this.takedamage = DAMAGE_NO;
2722 set_movetype(this, MOVETYPE_NONE);
2725 if (IS_PLAYER(this)) {
2726 if(this.death_time == time && IS_DEAD(this))
2728 // player's bbox gets resized now, instead of in the damage event that killed the player,
2729 // once all the damage events of this frame have been processed with normal size
2731 setsize(this, this.mins, this.maxs);
2734 UpdateChatBubble(this);
2735 if (CS(this).impulse) ImpulseCommands(this);
2738 CSQCMODEL_AUTOUPDATE(this);
2741 GetPressedKeys(this);
2743 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2745 CS(this).pressedkeys = 0;
2746 STAT(PRESSED_KEYS, this) = 0;
2749 if (this.waypointsprite_attachedforcarrier) {
2750 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2751 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2754 CSQCMODEL_AUTOUPDATE(this);
2758 * message "": do not say, just test flood control
2764 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2766 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2767 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2770 msgin = formatmessage(source, msgin);
2773 if (!(IS_PLAYER(source) || source.caplayer))
2774 colorstr = "^0"; // black for spectators
2776 colorstr = Team_ColorCode(source.team);
2789 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2792 * using bprint solves this... me stupid
2793 // how can we prevent the message from appearing in a listen server?
2794 // for now, just give "say" back and only handle say_team
2797 clientcommand(source, strcat("say ", msgin));
2802 string namestr = "";
2804 namestr = playername(source, autocvar_g_chat_teamcolors);
2806 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2808 string msgstr = "", cmsgstr = "";
2809 string privatemsgprefix = string_null;
2810 int privatemsgprefixlen = 0;
2813 bool found_me = false;
2814 if(strstrofs(msgin, "/me", 0) >= 0)
2816 string newmsgin = "";
2817 string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2818 FOREACH_WORD(msgin, true,
2820 if(strdecolorize(it) == "/me")
2823 newmsgin = cons(newmsgin, newnamestr);
2826 newmsgin = cons(newmsgin, it);
2833 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2834 privatemsgprefixlen = strlen(msgstr);
2835 msgstr = strcat(msgstr, msgin);
2836 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2837 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2843 //msgin = strreplace("/me", "", msgin);
2844 //msgin = substring(msgin, 3, strlen(msgin));
2845 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2846 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2849 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2850 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2856 //msgin = strreplace("/me", "", msgin);
2857 //msgin = substring(msgin, 3, strlen(msgin));
2858 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2859 msgstr = strcat("\{1}^4* ^7", msgin);
2863 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2864 msgstr = strcat(msgstr, msgin);
2868 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2871 string fullmsgstr = msgstr;
2872 string fullcmsgstr = cmsgstr;
2876 var .float flood_field = floodcontrol_chat;
2877 if(floodcontrol && source)
2885 flood_spl = autocvar_g_chat_flood_spl_tell;
2886 flood_burst = autocvar_g_chat_flood_burst_tell;
2887 flood_lmax = autocvar_g_chat_flood_lmax_tell;
2888 flood_field = floodcontrol_chattell;
2892 flood_spl = autocvar_g_chat_flood_spl_team;
2893 flood_burst = autocvar_g_chat_flood_burst_team;
2894 flood_lmax = autocvar_g_chat_flood_lmax_team;
2895 flood_field = floodcontrol_chatteam;
2899 flood_spl = autocvar_g_chat_flood_spl;
2900 flood_burst = autocvar_g_chat_flood_burst;
2901 flood_lmax = autocvar_g_chat_flood_lmax;
2902 flood_field = floodcontrol_chat;
2904 flood_burst = max(0, flood_burst - 1);
2905 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2907 // do flood control for the default line size
2910 getWrappedLine_remaining = msgstr;
2913 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
2915 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
2918 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
2920 if(getWrappedLine_remaining != "")
2922 msgstr = strcat(msgstr, "\n");
2926 if (time >= source.(flood_field))
2928 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
2933 msgstr = fullmsgstr;
2938 if (time >= source.(flood_field))
2939 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
2944 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
2945 source.(flood_field) = flood = 0;
2948 string sourcemsgstr, sourcecmsgstr;
2949 if(flood == 2) // cannot happen for empty msgstr
2951 if(autocvar_g_chat_flood_notify_flooder)
2953 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
2958 sourcemsgstr = fullmsgstr;
2959 sourcecmsgstr = fullcmsgstr;
2965 sourcemsgstr = msgstr;
2966 sourcecmsgstr = cmsgstr;
2969 if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2972 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
2973 teamsay = -1; // spectators
2977 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
2979 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
2981 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
2984 if(source && CS(source).muted)
2986 // always fake the message
2991 if (autocvar_g_chat_flood_notify_flooder)
2993 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
3004 if (privatesay && source && !(IS_PLAYER(source) || source.caplayer))
3007 if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
3008 ret = -1; // just hide the message completely
3011 MUTATOR_CALLHOOK(ChatMessage, source, ret);
3012 ret = M_ARGV(1, int);
3014 string event_log_msg = "";
3016 if(sourcemsgstr != "" && ret != 0)
3018 if(ret < 0) // faked message, because the player is muted
3020 sprint(source, sourcemsgstr);
3021 if(sourcecmsgstr != "" && !privatesay)
3022 centerprint(source, sourcecmsgstr);
3024 else if(privatesay) // private message, between 2 people only
3026 sprint(source, sourcemsgstr);
3027 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
3028 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
3030 sprint(privatesay, msgstr);
3032 centerprint(privatesay, cmsgstr);
3035 else if ( teamsay && CS(source).active_minigame )
3037 sprint(source, sourcemsgstr);
3038 dedicated_print(msgstr); // send to server console too
3039 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3042 event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
3045 else if(teamsay > 0) // team message, only sent to team mates
3047 sprint(source, sourcemsgstr);
3048 dedicated_print(msgstr); // send to server console too
3049 if(sourcecmsgstr != "")
3050 centerprint(source, sourcecmsgstr);
3051 FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3054 centerprint(it, cmsgstr);
3056 event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3058 else if(teamsay < 0) // spectator message, only sent to spectators
3060 sprint(source, sourcemsgstr);
3061 dedicated_print(msgstr); // send to server console too
3062 FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3065 event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3070 sprint(source, sourcemsgstr);
3071 dedicated_print(msgstr); // send to server console too
3072 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3074 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3077 event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3081 if (autocvar_sv_eventlog && (event_log_msg != "")) {
3082 GameLogEcho(event_log_msg);
3088 // hack to copy the button fields from the client entity to the Client State
3089 void PM_UpdateButtons(entity this, entity store)
3092 store.impulse = this.impulse;
3095 bool typing = this.buttonchat || this.button12;
3097 store.button0 = (typing) ? 0 : this.button0;
3099 store.button2 = (typing) ? 0 : this.button2;
3100 store.button3 = (typing) ? 0 : this.button3;
3101 store.button4 = this.button4;
3102 store.button5 = (typing) ? 0 : this.button5;
3103 store.button6 = this.button6;
3104 store.button7 = this.button7;
3105 store.button8 = this.button8;
3106 store.button9 = this.button9;
3107 store.button10 = this.button10;
3108 store.button11 = this.button11;
3109 store.button12 = this.button12;
3110 store.button13 = this.button13;
3111 store.button14 = this.button14;
3112 store.button15 = this.button15;
3113 store.button16 = this.button16;
3114 store.buttonuse = this.buttonuse;
3115 store.buttonchat = this.buttonchat;
3117 store.cursor_active = this.cursor_active;
3118 store.cursor_screen = this.cursor_screen;
3119 store.cursor_trace_start = this.cursor_trace_start;
3120 store.cursor_trace_endpos = this.cursor_trace_endpos;
3121 store.cursor_trace_ent = this.cursor_trace_ent;
3123 store.ping = this.ping;
3124 store.ping_packetloss = this.ping_packetloss;
3125 store.ping_movementloss = this.ping_movementloss;
3127 store.v_angle = this.v_angle;
3128 store.movement = (typing) ? '0 0 0' : this.movement;
3131 NET_HANDLE(fpsreport, bool)
3133 int fps = ReadShort();
3134 PlayerScore_Set(sender, SP_FPS, fps);