3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "resources.qh"
16 #include "g_damage.qh"
17 #include "handicap.qh"
19 #include "command/common.qh"
24 #include "campaign.qh"
25 #include "command/common.qh"
26 #include "scores_rules.qh"
30 #include "../common/ent_cs.qh"
31 #include "../common/wepent.qh"
32 #include <common/state.qh>
34 #include <common/effects/qc/globalsound.qh>
36 #include "../common/triggers/func/conveyor.qh"
37 #include "../common/triggers/teleporters.qh"
39 #include "../common/vehicles/all.qh"
41 #include "weapons/hitplot.qh"
42 #include "weapons/weaponsystem.qh"
44 #include "../common/net_notice.qh"
45 #include "../common/net_linked.qh"
46 #include "../common/physics/player.qh"
48 #include "../common/items/_mod.qh"
50 #include "../common/mutators/mutator/waypoints/all.qh"
52 #include "../common/triggers/subs.qh"
53 #include "../common/triggers/triggers.qh"
54 #include "../common/triggers/trigger/secret.qh"
56 #include "../common/minigames/sv_minigames.qh"
58 #include "../common/items/inventory.qh"
60 #include "../common/monsters/sv_monsters.qh"
62 #include "../lib/warpzone/server.qh"
64 STATIC_METHOD(Client, Add, void(Client this, int _team))
67 TRANSMUTE(Player, this);
70 PutClientInServer(this);
73 void PutObserverInServer(entity this);
75 STATIC_METHOD(Client, Remove, void(Client this))
77 TRANSMUTE(Observer, this);
78 PutClientInServer(this);
79 ClientDisconnect(this);
82 void send_CSQC_teamnagger() {
83 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
86 int CountSpectators(entity player, entity to)
88 if(!player) { return 0; } // not sure how, but best to be safe
92 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
100 void WriteSpectators(entity player, entity to)
102 if(!player) { return; } // not sure how, but best to be safe
104 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
106 WriteByte(MSG_ENTITY, num_for_edict(it));
110 bool ClientData_Send(entity this, entity to, int sf)
112 assert(to == this.owner, return false);
115 if (IS_SPEC(e)) e = e.enemy;
118 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
119 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
120 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
121 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
123 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
124 WriteByte(MSG_ENTITY, sf);
127 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
131 float specs = CountSpectators(e, to);
132 WriteByte(MSG_ENTITY, specs);
133 WriteSpectators(e, to);
139 void ClientData_Attach(entity this)
141 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
142 CS(this).clientdata.drawonlytoclient = this;
143 CS(this).clientdata.owner = this;
146 void ClientData_Detach(entity this)
148 delete(CS(this).clientdata);
149 CS(this).clientdata = NULL;
152 void ClientData_Touch(entity e)
154 CS(e).clientdata.SendFlags = 1;
156 // make it spectatable
157 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
160 void SetSpectatee(entity this, entity spectatee);
161 void SetSpectatee_status(entity this, int spectatee_num);
168 Checks if the argument string can be a valid playermodel.
169 Returns a valid one in doubt.
172 string FallbackPlayerModel;
173 string CheckPlayerModel(string plyermodel) {
174 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
176 // note: we cannot summon Don Strunzone here, some player may
177 // still have the model string set. In case anyone manages how
178 // to change a cvar default, we'll have a small leak here.
179 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
181 // only in right path
182 if( substring(plyermodel,0,14) != "models/player/")
183 return FallbackPlayerModel;
184 // only good file extensions
185 if(substring(plyermodel,-4,4) != ".zym")
186 if(substring(plyermodel,-4,4) != ".dpm")
187 if(substring(plyermodel,-4,4) != ".iqm")
188 if(substring(plyermodel,-4,4) != ".md3")
189 if(substring(plyermodel,-4,4) != ".psk")
190 return FallbackPlayerModel;
191 // forbid the LOD models
192 if(substring(plyermodel, -9,5) == "_lod1")
193 return FallbackPlayerModel;
194 if(substring(plyermodel, -9,5) == "_lod2")
195 return FallbackPlayerModel;
196 if(plyermodel != strtolower(plyermodel))
197 return FallbackPlayerModel;
198 // also, restrict to server models
199 if(autocvar_sv_servermodelsonly)
201 if(!fexists(plyermodel))
202 return FallbackPlayerModel;
207 void setplayermodel(entity e, string modelname)
209 precache_model(modelname);
210 _setmodel(e, modelname);
211 player_setupanimsformodel(e);
212 if(!autocvar_g_debug_globalsounds)
213 UpdatePlayerSounds(e);
216 void FixPlayermodel(entity player);
217 /** putting a client as observer in the server */
218 void PutObserverInServer(entity this)
220 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
221 PlayerState_detach(this);
228 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
231 // was a player, recount votes and ready status
232 if(IS_REAL_CLIENT(this))
234 if (vote_called) { VoteCount(false); }
240 entity spot = SelectSpawnPoint(this, true);
241 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
242 this.angles = vec2(spot.angles);
243 this.fixangle = true;
244 // offset it so that the spectator spawns higher off the ground, looks better this way
245 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
246 if (IS_REAL_CLIENT(this))
249 WriteByte(MSG_ONE, SVC_SETVIEW);
250 WriteEntity(MSG_ONE, this);
252 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
253 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
254 if(!autocvar_g_debug_globalsounds)
256 // needed for player sounds
258 FixPlayermodel(this);
260 setmodel(this, MDL_Null);
261 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
262 this.view_ofs = '0 0 0';
265 RemoveGrapplingHooks(this);
266 Portal_ClearAll(this);
268 SetSpectatee(this, NULL);
273 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
277 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
279 WaypointSprite_PlayerDead(this);
281 if (mutator_returnvalue) {
282 // mutator prevents resetting teams+score
284 int oldteam = this.team;
285 this.team = -1; // move this as it is needed to log the player spectating in eventlog
286 MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
287 this.frags = FRAGS_SPECTATOR;
288 PlayerScore_Clear(this); // clear scores when needed
291 if (CS(this).killcount != FRAGS_SPECTATOR)
293 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
295 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
296 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
298 if(!CS(this).just_joined)
299 LogTeamchange(this.playerid, -1, 4);
301 CS(this).just_joined = false;
304 accuracy_resend(this);
306 CS(this).spectatortime = time;
308 IL_REMOVE(g_bot_targets, this);
309 this.bot_attack = false;
310 this.hud = HUD_NORMAL;
311 TRANSMUTE(Observer, this);
312 this.iscreature = false;
313 this.teleportable = TELEPORT_SIMPLE;
314 if(this.damagedbycontents)
315 IL_REMOVE(g_damagedbycontents, this);
316 this.damagedbycontents = false;
317 this.health = FRAGS_SPECTATOR;
318 SetSpectatee_status(this, etof(this));
319 this.takedamage = DAMAGE_NO;
320 this.solid = SOLID_NOT;
321 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
322 this.flags = FL_CLIENT | FL_NOTARGET;
323 this.armorvalue = 666;
325 this.armorvalue = autocvar_g_balance_armor_start;
326 this.pauserotarmor_finished = 0;
327 this.pauserothealth_finished = 0;
328 this.pauseregen_finished = 0;
329 this.damageforcescale = 0;
331 this.respawn_flags = 0;
332 this.respawn_time = 0;
333 this.stat_respawn_time = 0;
338 this.pain_finished = 0;
339 this.strength_finished = 0;
340 this.invincible_finished = 0;
341 this.superweapons_finished = 0;
344 setthink(this, func_null);
346 this.deadflag = DEAD_NO;
348 this.revive_progress = 0;
349 this.revival_time = 0;
352 this.weapons = '0 0 0';
353 this.drawonlytoclient = this;
355 this.weaponmodel = "";
356 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
358 this.weaponentities[slot] = NULL;
360 this.exteriorweaponentity = NULL;
361 CS(this).killcount = FRAGS_SPECTATOR;
362 this.velocity = '0 0 0';
363 this.avelocity = '0 0 0';
364 this.punchangle = '0 0 0';
365 this.punchvector = '0 0 0';
366 this.oldvelocity = this.velocity;
367 this.fire_endtime = -1;
368 this.event_damage = func_null;
370 for(int slot = 0; slot < MAX_AXH; ++slot)
372 entity axh = this.(AuxiliaryXhair[slot]);
373 this.(AuxiliaryXhair[slot]) = NULL;
375 if(axh.owner == this && axh != NULL && !wasfreed(axh))
380 int player_getspecies(entity this)
382 get_model_parameters(this.model, this.skin);
383 int s = get_model_parameters_species;
384 get_model_parameters(string_null, 0);
385 if (s < 0) return SPECIES_HUMAN;
389 .float model_randomizer;
390 void FixPlayermodel(entity player)
392 string defaultmodel = "";
394 if(autocvar_sv_defaultcharacter)
400 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
401 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
402 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
403 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
407 if(defaultmodel == "")
409 defaultmodel = autocvar_sv_defaultplayermodel;
410 defaultskin = autocvar_sv_defaultplayerskin;
413 int n = tokenize_console(defaultmodel);
416 defaultmodel = argv(floor(n * CS(player).model_randomizer));
417 // However, do NOT randomize if the player-selected model is in the list.
418 for (int i = 0; i < n; ++i)
419 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
420 defaultmodel = argv(i);
423 int i = strstrofs(defaultmodel, ":", 0);
426 defaultskin = stof(substring(defaultmodel, i+1, -1));
427 defaultmodel = substring(defaultmodel, 0, i);
430 if(autocvar_sv_defaultcharacterskin && !defaultskin)
436 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
437 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
438 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
439 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
444 defaultskin = autocvar_sv_defaultplayerskin;
447 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
448 defaultmodel = M_ARGV(0, string);
449 defaultskin = M_ARGV(1, int);
453 if(defaultmodel != "")
455 if (defaultmodel != player.model)
457 vector m1 = player.mins;
458 vector m2 = player.maxs;
459 setplayermodel (player, defaultmodel);
460 setsize (player, m1, m2);
464 oldskin = player.skin;
465 player.skin = defaultskin;
467 if (player.playermodel != player.model || player.playermodel == "")
469 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
470 vector m1 = player.mins;
471 vector m2 = player.maxs;
472 setplayermodel (player, player.playermodel);
473 setsize (player, m1, m2);
477 if(!autocvar_sv_defaultcharacterskin)
479 oldskin = player.skin;
480 player.skin = stof(player.playerskin);
484 oldskin = player.skin;
485 player.skin = defaultskin;
489 if(chmdl || oldskin != player.skin) // model or skin has changed
491 player.species = player_getspecies(player); // update species
492 if(!autocvar_g_debug_globalsounds)
493 UpdatePlayerSounds(player); // update skin sounds
497 if(strlen(autocvar_sv_defaultplayercolors))
498 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
499 setcolor(player, stof(autocvar_sv_defaultplayercolors));
502 void PutPlayerInServer(entity this)
504 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
506 PlayerState_attach(this);
507 accuracy_resend(this);
510 JoinBestTeam(this, false, true);
512 entity spot = SelectSpawnPoint(this, false);
514 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
515 return; // spawn failed
518 TRANSMUTE(Player, this);
520 CS(this).wasplayer = true;
521 this.iscreature = true;
522 this.teleportable = TELEPORT_NORMAL;
523 if(!this.damagedbycontents)
524 IL_PUSH(g_damagedbycontents, this);
525 this.damagedbycontents = true;
526 set_movetype(this, MOVETYPE_WALK);
527 this.solid = SOLID_SLIDEBOX;
528 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
529 if (autocvar_g_playerclip_collisions)
530 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
531 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
532 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
533 this.frags = FRAGS_PLAYER;
534 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
535 this.flags = FL_CLIENT | FL_PICKUPITEMS;
536 if (autocvar__notarget)
537 this.flags |= FL_NOTARGET;
538 this.takedamage = DAMAGE_AIM;
539 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
542 this.ammo_shells = warmup_start_ammo_shells;
543 this.ammo_nails = warmup_start_ammo_nails;
544 this.ammo_rockets = warmup_start_ammo_rockets;
545 this.ammo_cells = warmup_start_ammo_cells;
546 this.ammo_plasma = warmup_start_ammo_plasma;
547 this.ammo_fuel = warmup_start_ammo_fuel;
548 this.health = warmup_start_health;
549 this.armorvalue = warmup_start_armorvalue;
550 this.weapons = WARMUP_START_WEAPONS;
552 this.ammo_shells = start_ammo_shells;
553 this.ammo_nails = start_ammo_nails;
554 this.ammo_rockets = start_ammo_rockets;
555 this.ammo_cells = start_ammo_cells;
556 this.ammo_plasma = start_ammo_plasma;
557 this.ammo_fuel = start_ammo_fuel;
558 this.health = start_health;
559 this.armorvalue = start_armorvalue;
560 this.weapons = start_weapons;
561 GiveRandomWeapons(this, random_start_weapons_count,
562 cvar_string("g_random_start_weapons"), random_start_ammo);
564 SetSpectatee_status(this, 0);
566 PS(this).dual_weapons = '0 0 0';
568 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
570 this.items = start_items;
572 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
573 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
574 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
575 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
576 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
577 // extend the pause of rotting if client was reset at the beginning of the countdown
578 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
579 float f = game_starttime - time;
580 this.spawnshieldtime += f;
581 this.pauserotarmor_finished += f;
582 this.pauserothealth_finished += f;
583 this.pauseregen_finished += f;
585 this.damageforcescale = 2;
587 this.respawn_flags = 0;
588 this.respawn_time = 0;
589 this.stat_respawn_time = 0;
590 this.scale = autocvar_sv_player_scale;
593 this.pain_finished = 0;
595 setthink(this, func_null); // players have no think function
598 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
600 this.deadflag = DEAD_NO;
602 this.angles = spot.angles;
603 this.angles_z = 0; // never spawn tilted even if the spot says to
604 if (IS_BOT_CLIENT(this))
605 this.v_angle = this.angles;
606 this.fixangle = true; // turn this way immediately
607 this.oldvelocity = this.velocity = '0 0 0';
608 this.avelocity = '0 0 0';
609 this.punchangle = '0 0 0';
610 this.punchvector = '0 0 0';
612 this.strength_finished = 0;
613 this.invincible_finished = 0;
614 this.fire_endtime = -1;
615 this.revive_progress = 0;
616 this.revival_time = 0;
617 this.air_finished = time + 12;
619 entity spawnevent = new_pure(spawnevent);
620 spawnevent.owner = this;
621 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
623 // Cut off any still running player sounds.
624 stopsound(this, CH_PLAYER_SINGLE);
627 FixPlayermodel(this);
628 this.drawonlytoclient = NULL;
633 this.view_ofs = STAT(PL_VIEW_OFS, this);
634 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
635 this.spawnorigin = spot.origin;
636 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
637 // don't reset back to last position, even if new position is stuck in solid
638 this.oldorigin = this.origin;
639 this.lastteleporttime = time; // prevent insane speeds due to changing origin
641 IL_REMOVE(g_conveyed, this);
642 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
643 this.hud = HUD_NORMAL;
645 this.event_damage = PlayerDamage;
648 IL_PUSH(g_bot_targets, this);
649 this.bot_attack = true;
650 if(!this.monster_attack)
651 IL_PUSH(g_monster_targets, this);
652 this.monster_attack = true;
653 navigation_dynamicgoal_init(this, false);
655 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
657 if (CS(this).killcount == FRAGS_SPECTATOR) {
658 PlayerScore_Clear(this);
659 CS(this).killcount = 0;
662 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
664 .entity weaponentity = weaponentities[slot];
665 entity oldwep = this.(weaponentity);
666 CL_SpawnWeaponentity(this, weaponentity);
667 if(oldwep && oldwep.owner == this)
668 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
670 this.alpha = default_player_alpha;
671 this.colormod = '1 1 1' * autocvar_g_player_brightness;
672 this.exteriorweaponentity.alpha = default_weapon_alpha;
674 this.speedrunning = false;
676 target_voicescript_clear(this);
678 // reset fields the weapons may use
679 FOREACH(Weapons, true, {
680 it.wr_resetplayer(it, this);
681 // reload all reloadable weapons
682 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
683 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
685 .entity weaponentity = weaponentities[slot];
686 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
692 string s = spot.target;
693 spot.target = string_null;
694 SUB_UseTargets(spot, this, NULL);
700 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
702 if (autocvar_spawn_debug)
704 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
705 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
708 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
710 .entity weaponentity = weaponentities[slot];
711 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
712 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
714 this.(weaponentity).m_switchweapon = WEP_Null;
715 this.(weaponentity).m_weapon = WEP_Null;
716 this.(weaponentity).weaponname = "";
717 this.(weaponentity).m_switchingweapon = WEP_Null;
718 this.(weaponentity).cnt = -1;
721 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
723 if (!warmup_stage && !this.alivetime)
724 this.alivetime = time;
726 antilag_clear(this, CS(this));
729 /** Called when a client spawns in the server */
730 void PutClientInServer(entity this)
732 if (IS_BOT_CLIENT(this)) {
733 TRANSMUTE(Player, this);
734 } else if (IS_REAL_CLIENT(this)) {
736 WriteByte(MSG_ONE, SVC_SETVIEW);
737 WriteEntity(MSG_ONE, this);
740 TRANSMUTE(Observer, this);
742 SetSpectatee(this, NULL);
746 PS(this).itemkeys = 0;
748 MUTATOR_CALLHOOK(PutClientInServer, this);
750 if (IS_OBSERVER(this)) {
751 PutObserverInServer(this);
752 } else if (IS_PLAYER(this)) {
753 PutPlayerInServer(this);
757 void ClientInit_misc(entity this);
759 // TODO do we need all these fields, or should we stop autodetecting runtime
760 // changes and just have a console command to update this?
761 bool ClientInit_SendEntity(entity this, entity to, int sf)
763 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
766 // MSG_INIT replacement
767 // TODO: make easier to use
769 W_PROP_reload(MSG_ONE, to);
770 ClientInit_misc(this);
771 MUTATOR_CALLHOOK(Ent_Init);
773 void ClientInit_misc(entity this)
775 int channel = MSG_ONE;
776 WriteHeader(channel, ENT_CLIENT_INIT);
777 WriteByte(channel, g_nexball_meter_period * 32);
778 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
779 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
780 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
781 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
782 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
783 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
784 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
785 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
787 if(sv_foginterval && world.fog != "")
788 WriteString(channel, world.fog);
790 WriteString(channel, "");
791 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
792 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
793 WriteByte(channel, serverflags);
794 WriteCoord(channel, autocvar_g_trueaim_minrange);
797 void ClientInit_CheckUpdate(entity this)
799 this.nextthink = time;
800 if(this.count != autocvar_g_balance_armor_blockpercent)
802 this.count = autocvar_g_balance_armor_blockpercent;
805 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
807 this.cnt = autocvar_g_balance_damagepush_speedfactor;
812 void ClientInit_Spawn()
814 entity e = new_pure(clientinit);
815 setthink(e, ClientInit_CheckUpdate);
816 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
818 ClientInit_CheckUpdate(e);
828 // initialize parms for a new player
829 parm1 = -(86400 * 366);
831 MUTATOR_CALLHOOK(SetNewParms);
839 void SetChangeParms (entity this)
841 // save parms for level change
842 parm1 = CS(this).parm_idlesince - time;
844 MUTATOR_CALLHOOK(SetChangeParms);
852 void DecodeLevelParms(entity this)
855 CS(this).parm_idlesince = parm1;
856 if (CS(this).parm_idlesince == -(86400 * 366))
857 CS(this).parm_idlesince = time;
859 // whatever happens, allow 60 seconds of idling directly after connect for map loading
860 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
862 MUTATOR_CALLHOOK(DecodeLevelParms);
869 Called when a client types 'kill' in the console
873 .float clientkill_nexttime;
874 void ClientKill_Now_TeamChange(entity this)
876 if(CS(this).killindicator_teamchange == -1)
878 JoinBestTeam( this, false, true );
880 else if(CS(this).killindicator_teamchange == -2)
883 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
884 PutObserverInServer(this);
887 SV_ChangeTeam(this, CS(this).killindicator_teamchange - 1);
888 CS(this).killindicator_teamchange = 0;
891 void ClientKill_Now(entity this)
895 vehicles_exit(this.vehicle, VHEF_RELEASE);
896 if(!CS(this).killindicator_teamchange)
898 this.vehicle_health = -1;
899 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
903 if(this.killindicator && !wasfreed(this.killindicator))
904 delete(this.killindicator);
906 this.killindicator = NULL;
908 if(CS(this).killindicator_teamchange)
909 ClientKill_Now_TeamChange(this);
911 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
913 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
916 // now I am sure the player IS dead
918 void KillIndicator_Think(entity this)
922 this.owner.killindicator = NULL;
927 if (this.owner.alpha < 0 && !this.owner.vehicle)
929 this.owner.killindicator = NULL;
936 ClientKill_Now(this.owner);
939 else if(this.health == 1) // health == 1 means that it's silent
941 this.nextthink = time + 1;
947 setmodel(this, MDL_NUM(this.cnt));
948 if(IS_REAL_CLIENT(this.owner))
951 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
953 this.nextthink = time + 1;
958 float clientkilltime;
959 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
967 killtime = autocvar_g_balance_kill_delay;
969 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
971 killtime = M_ARGV(1, float);
973 CS(this).killindicator_teamchange = targetteam;
975 if(!this.killindicator)
979 killtime = max(killtime, this.clientkill_nexttime - time);
980 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
983 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
985 ClientKill_Now(this);
989 starttime = max(time, clientkilltime);
991 this.killindicator = spawn();
992 this.killindicator.owner = this;
993 this.killindicator.scale = 0.5;
994 setattachment(this.killindicator, this, "");
995 setorigin(this.killindicator, '0 0 52');
996 setthink(this.killindicator, KillIndicator_Think);
997 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
998 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
999 this.killindicator.cnt = ceil(killtime);
1000 this.killindicator.count = bound(0, ceil(killtime), 10);
1001 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1003 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1005 it.killindicator = spawn();
1006 it.killindicator.owner = it;
1007 it.killindicator.scale = 0.5;
1008 setattachment(it.killindicator, it, "");
1009 setorigin(it.killindicator, '0 0 52');
1010 setthink(it.killindicator, KillIndicator_Think);
1011 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1012 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1013 it.killindicator.cnt = ceil(killtime);
1018 if(this.killindicator)
1020 if(targetteam == 0) // just die
1022 this.killindicator.colormod = '0 0 0';
1023 if(IS_REAL_CLIENT(this))
1024 if(this.killindicator.cnt > 0)
1025 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1027 else if(targetteam == -1) // auto
1029 this.killindicator.colormod = '0 1 0';
1030 if(IS_REAL_CLIENT(this))
1031 if(this.killindicator.cnt > 0)
1032 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1034 else if(targetteam == -2) // spectate
1036 this.killindicator.colormod = '0.5 0.5 0.5';
1037 if(IS_REAL_CLIENT(this))
1038 if(this.killindicator.cnt > 0)
1039 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1043 this.killindicator.colormod = Team_ColorRGB(targetteam);
1044 if(IS_REAL_CLIENT(this))
1045 if(this.killindicator.cnt > 0)
1046 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1052 void ClientKill (entity this)
1054 if(game_stopped) return;
1055 if(this.player_blocked) return;
1056 if(STAT(FROZEN, this)) return;
1058 ClientKill_TeamChange(this, 0);
1061 void FixClientCvars(entity e)
1063 // send prediction settings to the client
1064 stuffcmd(e, "\nin_bindmap 0 0\n");
1065 if(autocvar_g_antilag == 3) // client side hitscan
1066 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1067 if(autocvar_sv_gentle)
1068 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1070 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1071 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1073 MUTATOR_CALLHOOK(FixClientCvars, e);
1076 bool findinlist_abbrev(string tofind, string list)
1078 if(list == "" || tofind == "")
1079 return false; // empty list or search, just return
1081 // this function allows abbreviated strings!
1082 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1090 bool PlayerInIPList(entity p, string iplist)
1092 // some safety checks (never allow local?)
1093 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1096 return findinlist_abbrev(p.netaddress, iplist);
1099 bool PlayerInIDList(entity p, string idlist)
1101 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1105 return findinlist_abbrev(p.crypto_idfp, idlist);
1108 bool PlayerInList(entity player, string list)
1110 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1113 #ifdef DP_EXT_PRECONNECT
1118 Called once (not at each match start) when a client begins a connection to the server
1121 void ClientPreConnect(entity this)
1123 if(autocvar_sv_eventlog)
1125 GameLogEcho(sprintf(":connect:%d:%d:%s",
1128 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1138 Called when a client connects to the server
1141 void ClientConnect(entity this)
1143 if (Ban_MaybeEnforceBanOnce(this)) return;
1144 assert(!IS_CLIENT(this), return);
1145 this.flags |= FL_CLIENT;
1146 assert(player_count >= 0, player_count = 0);
1149 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1151 TRANSMUTE(Client, this);
1152 CS(this).version_nagtime = time + 10 + random() * 10;
1154 // identify the right forced team
1155 if (autocvar_g_campaign)
1157 if (IS_REAL_CLIENT(this)) // only players, not bots
1159 switch (autocvar_g_campaign_forceteam)
1161 case 1: this.team_forced = NUM_TEAM_1; break;
1162 case 2: this.team_forced = NUM_TEAM_2; break;
1163 case 3: this.team_forced = NUM_TEAM_3; break;
1164 case 4: this.team_forced = NUM_TEAM_4; break;
1165 default: this.team_forced = 0;
1169 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1170 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1171 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1172 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1173 else switch (autocvar_g_forced_team_otherwise)
1175 default: this.team_forced = 0; break;
1176 case "red": this.team_forced = NUM_TEAM_1; break;
1177 case "blue": this.team_forced = NUM_TEAM_2; break;
1178 case "yellow": this.team_forced = NUM_TEAM_3; break;
1179 case "pink": this.team_forced = NUM_TEAM_4; break;
1182 this.team_forced = -1;
1185 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1188 int id = this.playerid;
1189 this.playerid = 0; // silent
1190 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1194 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1195 TRANSMUTE(Observer, this);
1197 if (!teamplay || autocvar_g_balance_teams) {
1198 TRANSMUTE(Player, this);
1199 campaign_bots_may_start = true;
1201 TRANSMUTE(Observer, this); // do it anyway
1205 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1207 // always track bots, don't ask for cl_allow_uidtracking
1208 if (IS_BOT_CLIENT(this))
1209 PlayerStats_GameReport_AddPlayer(this);
1211 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1213 if (autocvar_sv_eventlog)
1214 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1216 LogTeamchange(this.playerid, this.team, 1);
1218 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1220 CS(this).netname_previous = strzone(this.netname);
1222 if(teamplay && IS_PLAYER(this))
1223 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1225 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1227 stuffcmd(this, clientstuff, "\n");
1228 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1230 FixClientCvars(this);
1232 // get version info from player
1233 stuffcmd(this, "cmd clientversion $gameversion\n");
1235 // notify about available teams
1238 CheckAllowedTeams(this);
1240 if (c1 >= 0) t |= BIT(0);
1241 if (c2 >= 0) t |= BIT(1);
1242 if (c3 >= 0) t |= BIT(2);
1243 if (c4 >= 0) t |= BIT(3);
1244 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1248 stuffcmd(this, "set _teams_available 0\n");
1251 bot_relinkplayerlist();
1253 CS(this).spectatortime = time;
1254 if (blockSpectators)
1256 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1259 CS(this).jointime = time;
1261 if (IS_REAL_CLIENT(this))
1263 if (g_weaponarena_weapons == WEPSET(TUBA))
1264 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1267 if (!sv_foginterval && world.fog != "")
1268 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1270 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1271 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1272 send_CSQC_teamnagger();
1274 CSQCMODEL_AUTOINIT(this);
1276 CS(this).model_randomizer = random();
1278 if (IS_REAL_CLIENT(this))
1279 sv_notice_join(this);
1281 // update physics stats (players can spawn before physics runs)
1282 Physics_UpdateStats(this);
1284 IL_EACH(g_initforplayer, it.init_for_player, {
1285 it.init_for_player(it, this);
1288 Handicap_Initialize(this);
1290 MUTATOR_CALLHOOK(ClientConnect, this);
1292 if (IS_REAL_CLIENT(this))
1294 if (!autocvar_g_campaign && !IS_PLAYER(this))
1296 CS(this).motd_actived_time = -1;
1297 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1305 Called when a client disconnects from the server
1308 .entity chatbubbleentity;
1310 void ClientDisconnect(entity this)
1312 assert(IS_CLIENT(this), return);
1314 PlayerStats_GameReport_FinalizePlayer(this);
1315 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1316 if (CS(this).active_minigame) part_minigame(this);
1317 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1319 if (autocvar_sv_eventlog)
1320 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1322 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1325 SetSpectatee(this, NULL);
1327 MUTATOR_CALLHOOK(ClientDisconnect, this);
1329 if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
1330 ClientState_detach(this);
1332 Portal_ClearAll(this);
1336 RemoveGrapplingHooks(this);
1338 // Here, everything has been done that requires this player to be a client.
1340 this.flags &= ~FL_CLIENT;
1342 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1343 if (this.killindicator) delete(this.killindicator);
1345 WaypointSprite_PlayerGone(this);
1347 bot_relinkplayerlist();
1349 if (this.clientstatus) strunzone(this.clientstatus);
1350 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1351 if (this.personal) delete(this.personal);
1355 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1360 void ChatBubbleThink(entity this)
1362 this.nextthink = time;
1363 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1365 if(this.owner) // but why can that ever be NULL?
1366 this.owner.chatbubbleentity = NULL;
1373 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1375 if ( CS(this.owner).active_minigame )
1376 this.mdl = "models/sprites/minigame_busy.iqm";
1377 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1378 this.mdl = "models/misc/chatbubble.spr";
1381 if ( this.model != this.mdl )
1382 _setmodel(this, this.mdl);
1386 void UpdateChatBubble(entity this)
1390 // spawn a chatbubble entity if needed
1391 if (!this.chatbubbleentity)
1393 this.chatbubbleentity = new(chatbubbleentity);
1394 this.chatbubbleentity.owner = this;
1395 this.chatbubbleentity.exteriormodeltoclient = this;
1396 setthink(this.chatbubbleentity, ChatBubbleThink);
1397 this.chatbubbleentity.nextthink = time;
1398 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1399 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1400 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1401 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1402 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1403 //this.chatbubbleentity.model = "";
1404 this.chatbubbleentity.effects = EF_LOWPRECISION;
1409 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1410 // added to the model skins
1411 /*void UpdateColorModHack()
1414 c = this.clientcolors & 15;
1415 // LordHavoc: only bothering to support white, green, red, yellow, blue
1416 if (!teamplay) this.colormod = '0 0 0';
1417 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1418 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1419 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1420 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1421 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1422 else this.colormod = '1 1 1';
1425 void respawn(entity this)
1427 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1429 this.solid = SOLID_NOT;
1430 this.takedamage = DAMAGE_NO;
1431 set_movetype(this, MOVETYPE_FLY);
1432 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1433 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1434 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1435 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1436 if(autocvar_g_respawn_ghosts_maxtime)
1437 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1442 this.effects |= EF_NODRAW; // prevent another CopyBody
1443 PutClientInServer(this);
1446 void play_countdown(entity this, float finished, Sound samp)
1449 if(IS_REAL_CLIENT(this))
1450 if(floor(finished - time - frametime) != floor(finished - time))
1451 if(finished - time < 6)
1452 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1455 void player_powerups(entity this)
1457 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1458 int items_prev = this.items;
1460 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1461 this.modelflags |= MF_ROCKET;
1463 this.modelflags &= ~MF_ROCKET;
1465 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1467 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1470 Fire_ApplyDamage(this);
1471 Fire_ApplyEffect(this);
1475 if (this.items & ITEM_Strength.m_itemid)
1477 play_countdown(this, this.strength_finished, SND_POWEROFF);
1478 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1479 if (time > this.strength_finished)
1481 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1482 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1483 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1488 if (time < this.strength_finished)
1490 this.items = this.items | ITEM_Strength.m_itemid;
1492 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1493 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1496 if (this.items & ITEM_Shield.m_itemid)
1498 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1499 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1500 if (time > this.invincible_finished)
1502 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1503 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1504 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1509 if (time < this.invincible_finished)
1511 this.items = this.items | ITEM_Shield.m_itemid;
1513 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1514 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1517 if (this.items & IT_SUPERWEAPON)
1519 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1521 this.superweapons_finished = 0;
1522 this.items = this.items - (this.items & IT_SUPERWEAPON);
1523 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1524 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1526 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1528 // don't let them run out
1532 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1533 if (time > this.superweapons_finished)
1535 this.items = this.items - (this.items & IT_SUPERWEAPON);
1536 this.weapons &= ~WEPSET_SUPERWEAPONS;
1537 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1538 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1542 else if(this.weapons & WEPSET_SUPERWEAPONS)
1544 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1546 this.items = this.items | IT_SUPERWEAPON;
1548 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1549 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1553 this.superweapons_finished = 0;
1554 this.weapons &= ~WEPSET_SUPERWEAPONS;
1559 this.superweapons_finished = 0;
1563 if(autocvar_g_nodepthtestplayers)
1564 this.effects = this.effects | EF_NODEPTHTEST;
1566 if(autocvar_g_fullbrightplayers)
1567 this.effects = this.effects | EF_FULLBRIGHT;
1569 if (time >= game_starttime)
1570 if (time < this.spawnshieldtime)
1571 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1573 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1576 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1578 if(current > stable)
1580 else if(current > stable - 0.25) // when close enough, "snap"
1583 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1586 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1588 if(current < stable)
1590 else if(current < stable + 0.25) // when close enough, "snap"
1593 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1596 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1598 if(current > rotstable)
1600 if(rotframetime > 0)
1602 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1603 current = max(rotstable, current - rotlinear * rotframetime);
1606 else if(current < regenstable)
1608 if(regenframetime > 0)
1610 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1611 current = min(regenstable, current + regenlinear * regenframetime);
1621 void player_regen(entity this)
1623 float max_mod, regen_mod, rot_mod, limit_mod;
1624 max_mod = regen_mod = rot_mod = limit_mod = 1;
1626 float regen_health = autocvar_g_balance_health_regen;
1627 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1628 float regen_health_rot = autocvar_g_balance_health_rot;
1629 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1630 float regen_health_stable = autocvar_g_balance_health_regenstable;
1631 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1632 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1633 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1634 max_mod = M_ARGV(1, float);
1635 regen_mod = M_ARGV(2, float);
1636 rot_mod = M_ARGV(3, float);
1637 limit_mod = M_ARGV(4, float);
1638 regen_health = M_ARGV(5, float);
1639 regen_health_linear = M_ARGV(6, float);
1640 regen_health_rot = M_ARGV(7, float);
1641 regen_health_rotlinear = M_ARGV(8, float);
1642 regen_health_stable = M_ARGV(9, float);
1643 regen_health_rotstable = M_ARGV(10, float);
1645 if(!mutator_returnvalue)
1646 if(!STAT(FROZEN, this))
1648 float mina, maxa, limith, limita;
1649 maxa = autocvar_g_balance_armor_rotstable;
1650 mina = autocvar_g_balance_armor_regenstable;
1651 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1652 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1654 regen_health_rotstable = regen_health_rotstable * max_mod;
1655 regen_health_stable = regen_health_stable * max_mod;
1656 limith = limith * limit_mod;
1657 limita = limita * limit_mod;
1659 this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
1660 this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
1663 // if player rotted to death... die!
1664 // check this outside above checks, as player may still be able to rot to death
1668 vehicles_exit(this.vehicle, VHEF_RELEASE);
1669 if(this.event_damage)
1670 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1673 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1675 float minf, maxf, limitf;
1677 maxf = autocvar_g_balance_fuel_rotstable;
1678 minf = autocvar_g_balance_fuel_regenstable;
1679 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1681 this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
1683 // Ugly hack to make sure the health and armor don't go beyond hard limit.
1684 // TODO: Remove this hack when all code uses GivePlayerHealth and
1686 if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1688 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1690 if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1692 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1698 void SetZoomState(entity this, float newzoom)
1700 if(newzoom != CS(this).zoomstate)
1702 CS(this).zoomstate = newzoom;
1703 ClientData_Touch(this);
1705 zoomstate_set = true;
1708 void GetPressedKeys(entity this)
1710 MUTATOR_CALLHOOK(GetPressedKeys, this);
1711 int keys = STAT(PRESSED_KEYS, this);
1712 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1713 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1714 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1715 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1717 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1718 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1719 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1720 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1721 CS(this).pressedkeys = keys; // store for other users
1723 STAT(PRESSED_KEYS, this) = keys;
1727 ======================
1728 spectate mode routines
1729 ======================
1732 void SpectateCopy(entity this, entity spectatee)
1734 TC(Client, this); TC(Client, spectatee);
1736 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1737 PS(this) = PS(spectatee);
1738 this.armortype = spectatee.armortype;
1739 this.armorvalue = spectatee.armorvalue;
1740 this.ammo_cells = spectatee.ammo_cells;
1741 this.ammo_plasma = spectatee.ammo_plasma;
1742 this.ammo_shells = spectatee.ammo_shells;
1743 this.ammo_nails = spectatee.ammo_nails;
1744 this.ammo_rockets = spectatee.ammo_rockets;
1745 this.ammo_fuel = spectatee.ammo_fuel;
1746 this.clip_load = spectatee.clip_load;
1747 this.clip_size = spectatee.clip_size;
1748 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1749 this.health = spectatee.health;
1750 CS(this).impulse = 0;
1751 this.items = spectatee.items;
1752 this.last_pickup = spectatee.last_pickup;
1753 this.hit_time = spectatee.hit_time;
1754 this.strength_finished = spectatee.strength_finished;
1755 this.invincible_finished = spectatee.invincible_finished;
1756 this.superweapons_finished = spectatee.superweapons_finished;
1757 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1758 this.weapons = spectatee.weapons;
1759 this.vortex_charge = spectatee.vortex_charge;
1760 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1761 this.hagar_load = spectatee.hagar_load;
1762 this.arc_heat_percent = spectatee.arc_heat_percent;
1763 this.minelayer_mines = spectatee.minelayer_mines;
1764 this.punchangle = spectatee.punchangle;
1765 this.view_ofs = spectatee.view_ofs;
1766 this.velocity = spectatee.velocity;
1767 this.dmg_take = spectatee.dmg_take;
1768 this.dmg_save = spectatee.dmg_save;
1769 this.dmg_inflictor = spectatee.dmg_inflictor;
1770 this.v_angle = spectatee.v_angle;
1771 this.angles = spectatee.v_angle;
1772 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1773 this.revive_progress = spectatee.revive_progress;
1774 this.viewloc = spectatee.viewloc;
1775 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1776 this.fixangle = true;
1777 setorigin(this, spectatee.origin);
1778 setsize(this, spectatee.mins, spectatee.maxs);
1779 SetZoomState(this, CS(spectatee).zoomstate);
1781 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1783 .entity weaponentity = weaponentities[slot];
1784 this.(weaponentity) = spectatee.(weaponentity);
1787 for(int slot = 0; slot < MAX_AXH; ++slot)
1789 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1792 anticheat_spectatecopy(this, spectatee);
1793 this.hud = spectatee.hud;
1794 if(spectatee.vehicle)
1796 this.angles = spectatee.v_angle;
1798 //this.fixangle = false;
1799 //this.velocity = spectatee.vehicle.velocity;
1800 this.vehicle_health = spectatee.vehicle_health;
1801 this.vehicle_shield = spectatee.vehicle_shield;
1802 this.vehicle_energy = spectatee.vehicle_energy;
1803 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1804 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1805 this.vehicle_reload1 = spectatee.vehicle_reload1;
1806 this.vehicle_reload2 = spectatee.vehicle_reload2;
1808 //msg_entity = this;
1810 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1811 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1812 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1813 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1815 //WriteByte (MSG_ONE, SVC_SETVIEW);
1816 // WriteEntity(MSG_ONE, this);
1817 //makevectors(spectatee.v_angle);
1818 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1822 bool SpectateUpdate(entity this)
1827 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1829 SetSpectatee(this, NULL);
1833 SpectateCopy(this, this.enemy);
1838 bool SpectateSet(entity this)
1840 if(!IS_PLAYER(this.enemy))
1843 ClientData_Touch(this.enemy);
1846 WriteByte(MSG_ONE, SVC_SETVIEW);
1847 WriteEntity(MSG_ONE, this.enemy);
1848 set_movetype(this, MOVETYPE_NONE);
1849 accuracy_resend(this);
1851 if(!SpectateUpdate(this))
1852 PutObserverInServer(this);
1857 void SetSpectatee_status(entity this, int spectatee_num)
1859 int oldspectatee_status = CS(this).spectatee_status;
1860 CS(this).spectatee_status = spectatee_num;
1862 if (CS(this).spectatee_status != oldspectatee_status)
1864 ClientData_Touch(this);
1865 if (g_race || g_cts) race_InitSpectator();
1869 void SetSpectatee(entity this, entity spectatee)
1871 if(IS_BOT_CLIENT(this))
1872 return; // bots abuse .enemy, this code is useless to them
1874 entity old_spectatee = this.enemy;
1876 this.enemy = spectatee;
1879 // these are required to fix the spectator bug with arc
1882 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1884 .entity weaponentity = weaponentities[slot];
1885 if(old_spectatee.(weaponentity).arc_beam)
1886 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1891 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1893 .entity weaponentity = weaponentities[slot];
1894 if(this.enemy.(weaponentity).arc_beam)
1895 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1900 SetSpectatee_status(this, etof(this.enemy));
1902 // needed to update spectator list
1903 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1906 bool Spectate(entity this, entity pl)
1908 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1910 pl = M_ARGV(1, entity);
1912 SetSpectatee(this, pl);
1913 return SpectateSet(this);
1916 bool SpectateNext(entity this)
1918 entity ent = find(this.enemy, classname, STR_PLAYER);
1920 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1921 ent = M_ARGV(1, entity);
1923 ent = find(ent, classname, STR_PLAYER);
1925 if(ent) { SetSpectatee(this, ent); }
1927 return SpectateSet(this);
1930 bool SpectatePrev(entity this)
1932 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1933 entity ent = findchain(classname, STR_PLAYER);
1934 if (!ent) // no player
1938 // skip players until current spectated player
1940 while(ent && ent != this.enemy)
1943 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1945 case MUT_SPECPREV_FOUND:
1946 ent = M_ARGV(1, entity);
1948 case MUT_SPECPREV_RETURN:
1950 case MUT_SPECPREV_CONTINUE:
1961 SetSpectatee(this, ent);
1962 return SpectateSet(this);
1967 ShowRespawnCountdown()
1969 Update a respawn countdown display.
1972 void ShowRespawnCountdown(entity this)
1975 if(!IS_DEAD(this)) // just respawned?
1979 number = ceil(this.respawn_time - time);
1982 if(number <= this.respawn_countdown)
1984 this.respawn_countdown = number - 1;
1985 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
1986 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1991 .bool team_selected;
1992 bool ShowTeamSelection(entity this)
1994 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1996 stuffcmd(this, "menu_showteamselect\n");
1999 void Join(entity this)
2001 TRANSMUTE(Player, this);
2003 if(!this.team_selected)
2004 if(autocvar_g_campaign || autocvar_g_balance_teams)
2005 JoinBestTeam(this, false, true);
2007 if(autocvar_g_campaign)
2008 campaign_bots_may_start = true;
2010 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2012 PutClientInServer(this);
2015 if(teamplay && this.team != -1)
2016 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2018 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2019 this.team_selected = false;
2023 * Determines whether the player is allowed to join. This depends on cvar
2024 * g_maxplayers, if it isn't used this function always return true, otherwise
2025 * it checks whether the number of currently playing players exceeds g_maxplayers.
2026 * @return int number of free slots for players, 0 if none
2028 int nJoinAllowed(entity this, entity ignore)
2031 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2032 // so report 0 free slots if restricted
2034 if(autocvar_g_forced_team_otherwise == "spectate")
2036 if(autocvar_g_forced_team_otherwise == "spectator")
2040 if(this && this.team_forced < 0)
2041 return 0; // forced spectators can never join
2043 // TODO simplify this
2044 int totalClients = 0;
2045 int currentlyPlaying = 0;
2046 FOREACH_CLIENT(true, {
2049 if(IS_REAL_CLIENT(it))
2050 if(IS_PLAYER(it) || it.caplayer)
2054 float free_slots = 0;
2055 if (!autocvar_g_maxplayers)
2056 free_slots = maxclients - totalClients;
2057 else if(currentlyPlaying < autocvar_g_maxplayers)
2058 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2060 static float join_prevent_msg_time = 0;
2061 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2063 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2064 join_prevent_msg_time = time + 3;
2071 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2072 * g_maxplayers_spectator_blocktime seconds
2074 void checkSpectatorBlock(entity this)
2076 if(IS_SPEC(this) || IS_OBSERVER(this))
2078 if(IS_REAL_CLIENT(this))
2080 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2081 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2087 void PrintWelcomeMessage(entity this)
2089 if(CS(this).motd_actived_time == 0)
2091 if (autocvar_g_campaign) {
2092 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2093 CS(this).motd_actived_time = time;
2094 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2097 if (PHYS_INPUT_BUTTON_INFO(this)) {
2098 CS(this).motd_actived_time = time;
2099 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2103 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2105 if (autocvar_g_campaign) {
2106 if (PHYS_INPUT_BUTTON_INFO(this))
2107 CS(this).motd_actived_time = time;
2108 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2109 CS(this).motd_actived_time = 0;
2110 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2113 if (PHYS_INPUT_BUTTON_INFO(this))
2114 CS(this).motd_actived_time = time;
2115 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2116 CS(this).motd_actived_time = 0;
2117 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2121 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2123 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2124 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2125 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2127 // instanctly hide MOTD
2128 CS(this).motd_actived_time = 0;
2129 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2134 bool joinAllowed(entity this)
2136 if (CS(this).version_mismatch) return false;
2137 if (!nJoinAllowed(this, this)) return false;
2138 if (teamplay && lockteams) return false;
2139 if (ShowTeamSelection(this)) return false;
2140 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2145 bool PlayerThink(entity this)
2147 if (game_stopped || intermission_running) {
2148 this.modelflags &= ~MF_ROCKET;
2149 if(intermission_running)
2150 IntermissionThink(this);
2154 if (timeout_status == TIMEOUT_ACTIVE) {
2155 // don't allow the player to turn around while game is paused
2156 // FIXME turn this into CSQC stuff
2157 this.v_angle = this.lastV_angle;
2158 this.angles = this.lastV_angle;
2159 this.fixangle = true;
2162 if (frametime) player_powerups(this);
2164 if (IS_DEAD(this)) {
2165 if (this.personal && g_race_qualifying) {
2166 if (time > this.respawn_time) {
2167 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2169 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2172 if (frametime) player_anim(this);
2174 if (this.respawn_flags & RESPAWN_DENY)
2176 STAT(RESPAWN_TIME, this) = 0;
2180 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));
2182 switch(this.deadflag)
2186 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2187 this.deadflag = DEAD_RESPAWNING;
2188 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2189 this.deadflag = DEAD_DEAD;
2195 this.deadflag = DEAD_RESPAWNABLE;
2196 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2197 this.deadflag = DEAD_RESPAWNING;
2200 case DEAD_RESPAWNABLE:
2202 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2203 this.deadflag = DEAD_RESPAWNING;
2206 case DEAD_RESPAWNING:
2208 if (time > this.respawn_time)
2210 this.respawn_time = time + 1; // only retry once a second
2211 this.respawn_time_max = this.respawn_time;
2218 ShowRespawnCountdown(this);
2220 if (this.respawn_flags & RESPAWN_SILENT)
2221 STAT(RESPAWN_TIME, this) = 0;
2222 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2224 if (time < this.respawn_time)
2225 STAT(RESPAWN_TIME, this) = this.respawn_time;
2226 else if (this.deadflag != DEAD_RESPAWNING)
2227 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2230 STAT(RESPAWN_TIME, this) = this.respawn_time;
2233 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2234 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2235 STAT(RESPAWN_TIME, this) *= -1;
2240 bool have_hook = false;
2241 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2243 .entity weaponentity = weaponentities[slot];
2244 if(this.(weaponentity).hook.state)
2250 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2253 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2255 } else if (this.vehicle) {
2257 } else if (STAT(FROZEN, this)) {
2264 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2265 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2266 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2268 } else if (this.crouch) {
2269 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2270 if (!trace_startsolid) {
2271 this.crouch = false;
2272 this.view_ofs = STAT(PL_VIEW_OFS, this);
2273 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2277 FixPlayermodel(this);
2279 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2282 this.items &= ~this.items_added;
2284 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2286 .entity weaponentity = weaponentities[slot];
2287 W_WeaponFrame(this, weaponentity);
2291 this.clip_load = this.(weaponentity).clip_load;
2292 this.clip_size = this.(weaponentity).clip_size;
2296 this.items_added = 0;
2297 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2298 this.items_added |= IT_FUEL;
2300 this.items |= this.items_added;
2305 // WEAPONTODO: Add a weapon request for this
2306 // rot vortex charge to the charge limit
2307 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2309 .entity weaponentity = weaponentities[slot];
2310 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2311 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2314 if (frametime) player_anim(this);
2317 secrets_setstatus(this);
2320 monsters_setstatus(this);
2322 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2327 void ObserverThink(entity this)
2329 if ( CS(this).impulse )
2331 MinigameImpulse(this, CS(this).impulse);
2332 CS(this).impulse = 0;
2335 if (this.flags & FL_JUMPRELEASED) {
2336 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2337 this.flags &= ~FL_JUMPRELEASED;
2338 this.flags |= FL_SPAWNING;
2339 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2340 this.flags &= ~FL_JUMPRELEASED;
2341 if(SpectateNext(this)) {
2342 TRANSMUTE(Spectator, this);
2345 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2346 set_movetype(this, preferred_movetype);
2349 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2350 this.flags |= FL_JUMPRELEASED;
2351 if(this.flags & FL_SPAWNING)
2353 this.flags &= ~FL_SPAWNING;
2361 void SpectatorThink(entity this)
2363 if ( CS(this).impulse )
2365 if(MinigameImpulse(this, CS(this).impulse))
2366 CS(this).impulse = 0;
2368 if (CS(this).impulse == IMP_weapon_drop.impulse)
2370 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2371 CS(this).impulse = 0;
2376 if (this.flags & FL_JUMPRELEASED) {
2377 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2378 this.flags &= ~FL_JUMPRELEASED;
2379 this.flags |= FL_SPAWNING;
2380 } 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)) {
2381 this.flags &= ~FL_JUMPRELEASED;
2382 if(SpectateNext(this)) {
2383 TRANSMUTE(Spectator, this);
2385 TRANSMUTE(Observer, this);
2386 PutClientInServer(this);
2388 CS(this).impulse = 0;
2389 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2390 this.flags &= ~FL_JUMPRELEASED;
2391 if(SpectatePrev(this)) {
2392 TRANSMUTE(Spectator, this);
2394 TRANSMUTE(Observer, this);
2395 PutClientInServer(this);
2397 CS(this).impulse = 0;
2398 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2399 this.flags &= ~FL_JUMPRELEASED;
2400 TRANSMUTE(Observer, this);
2401 PutClientInServer(this);
2403 if(!SpectateUpdate(this))
2404 PutObserverInServer(this);
2407 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2408 this.flags |= FL_JUMPRELEASED;
2409 if(this.flags & FL_SPAWNING)
2411 this.flags &= ~FL_SPAWNING;
2416 if(!SpectateUpdate(this))
2417 PutObserverInServer(this);
2420 this.flags |= FL_CLIENT | FL_NOTARGET;
2423 void vehicles_enter (entity pl, entity veh);
2424 void PlayerUseKey(entity this)
2426 if (!IS_PLAYER(this))
2433 vehicles_exit(this.vehicle, VHEF_NORMAL);
2437 else if(autocvar_g_vehicles_enter)
2439 if(!STAT(FROZEN, this))
2443 entity head, closest_target = NULL;
2444 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2446 while(head) // find the closest acceptable target to enter
2448 if(IS_VEHICLE(head))
2450 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2451 if(head.takedamage != DAMAGE_NO)
2455 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2456 { closest_target = head; }
2458 else { closest_target = head; }
2464 if(closest_target) { vehicles_enter(this, closest_target); return; }
2468 // a use key was pressed; call handlers
2469 MUTATOR_CALLHOOK(PlayerUseKey, this);
2477 Called every frame for each client before the physics are run
2480 .float last_vehiclecheck;
2481 void PlayerPreThink (entity this)
2483 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2484 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2486 WarpZone_PlayerPhysics_FixVAngle(this);
2489 // physics frames: update anticheat stuff
2490 anticheat_prethink(this);
2493 if (blockSpectators && frametime) {
2494 // WORKAROUND: only use dropclient in server frames (frametime set).
2495 // Never use it in cl_movement frames (frametime zero).
2496 checkSpectatorBlock(this);
2499 zoomstate_set = false;
2501 // Check for nameless players
2502 if (isInvisibleString(this.netname)) {
2503 this.netname = strzone(sprintf("Player#%d", this.playerid));
2504 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2506 if (this.netname != CS(this).netname_previous) {
2507 if (autocvar_sv_eventlog) {
2508 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2510 if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
2511 CS(this).netname_previous = strzone(this.netname);
2515 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2516 CS(this).version_nagtime = 0;
2517 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2519 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2521 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2523 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2524 if (r < 0) { // old client
2525 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2526 } else if (r > 0) { // old server
2527 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2533 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2535 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2536 this.max_armorvalue = 0;
2541 if (STAT(FROZEN, this) == 2)
2543 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2544 this.health = max(1, this.revive_progress * start_health);
2545 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2547 if (this.revive_progress >= 1)
2550 else if (STAT(FROZEN, this) == 3)
2552 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2553 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2555 if (this.health < 1)
2558 vehicles_exit(this.vehicle, VHEF_RELEASE);
2559 if(this.event_damage)
2560 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2562 else if (this.revive_progress <= 0)
2567 MUTATOR_CALLHOOK(PlayerPreThink, this);
2569 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2570 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2572 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2574 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2575 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2577 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2581 if(!it.team || SAME_TEAM(this, it))
2582 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2583 else if(autocvar_g_vehicles_steal)
2584 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2588 this.last_vehiclecheck = time + 1;
2591 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2593 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2595 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2598 if (IS_REAL_CLIENT(this))
2599 PrintWelcomeMessage(this);
2601 if (IS_PLAYER(this)) {
2602 if(!PlayerThink(this))
2605 else if (game_stopped || intermission_running) {
2606 if(intermission_running)
2607 IntermissionThink(this);
2610 else if (IS_OBSERVER(this)) {
2611 ObserverThink(this);
2613 else if (IS_SPEC(this)) {
2614 SpectatorThink(this);
2617 // WEAPONTODO: Add weapon request for this
2618 if (!zoomstate_set) {
2619 bool wep_zoomed = false;
2620 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2622 .entity weaponentity = weaponentities[slot];
2623 Weapon thiswep = this.(weaponentity).m_weapon;
2624 if(thiswep != WEP_Null && thiswep.wr_zoom)
2625 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2627 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2630 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2632 CS(this).teamkill_soundtime = 0;
2634 entity e = CS(this).teamkill_soundsource;
2635 entity oldpusher = e.pusher;
2637 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2638 e.pusher = oldpusher;
2641 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2642 CS(this).taunt_soundtime = 0;
2643 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2646 target_voicescript_next(this);
2648 // WEAPONTODO: Move into weaponsystem somehow
2649 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2650 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2652 .entity weaponentity = weaponentities[slot];
2653 if(this.(weaponentity).m_weapon == WEP_Null)
2654 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2658 void DrownPlayer(entity this)
2663 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2665 if(this.air_finished < time)
2666 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2667 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2669 else if (this.air_finished < time)
2671 if (this.pain_finished < time)
2673 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2674 this.pain_finished = time + 0.5;
2679 .bool move_qcphysics;
2681 void Player_Physics(entity this)
2683 set_movetype(this, this.move_movetype);
2685 if(!this.move_qcphysics)
2688 if(!frametime && !CS(this).pm_frametime)
2691 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2693 CS(this).pm_frametime = 0;
2700 Called every frame for each client after the physics are run
2703 void PlayerPostThink (entity this)
2705 Player_Physics(this);
2708 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2709 if (IS_REAL_CLIENT(this))
2710 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2712 int totalClients = 0;
2713 if(sv_maxidle_slots > 0)
2715 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2721 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2722 { /* do nothing */ }
2723 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2725 if (CS(this).idlekick_lasttimeleft)
2727 CS(this).idlekick_lasttimeleft = 0;
2728 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2733 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2734 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2735 if (!CS(this).idlekick_lasttimeleft)
2736 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2738 if (timeleft <= 0) {
2739 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2743 else if (timeleft <= 10) {
2744 if (timeleft != CS(this).idlekick_lasttimeleft) {
2745 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2747 CS(this).idlekick_lasttimeleft = timeleft;
2756 this.solid = SOLID_NOT;
2757 this.takedamage = DAMAGE_NO;
2758 set_movetype(this, MOVETYPE_NONE);
2761 if (IS_PLAYER(this)) {
2763 UpdateChatBubble(this);
2764 if (CS(this).impulse) ImpulseCommands(this);
2767 CSQCMODEL_AUTOUPDATE(this);
2770 GetPressedKeys(this);
2773 if (this.waypointsprite_attachedforcarrier) {
2774 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2775 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2778 playerdemo_write(this);
2780 CSQCMODEL_AUTOUPDATE(this);
2783 // hack to copy the button fields from the client entity to the Client State
2784 void PM_UpdateButtons(entity this, entity store)
2787 store.impulse = this.impulse;
2790 store.button0 = this.button0;
2791 store.button2 = this.button2;
2792 store.button3 = this.button3;
2793 store.button4 = this.button4;
2794 store.button5 = this.button5;
2795 store.button6 = this.button6;
2796 store.button7 = this.button7;
2797 store.button8 = this.button8;
2798 store.button9 = this.button9;
2799 store.button10 = this.button10;
2800 store.button11 = this.button11;
2801 store.button12 = this.button12;
2802 store.button13 = this.button13;
2803 store.button14 = this.button14;
2804 store.button15 = this.button15;
2805 store.button16 = this.button16;
2806 store.buttonuse = this.buttonuse;
2807 store.buttonchat = this.buttonchat;
2809 store.cursor_active = this.cursor_active;
2810 store.cursor_screen = this.cursor_screen;
2811 store.cursor_trace_start = this.cursor_trace_start;
2812 store.cursor_trace_endpos = this.cursor_trace_endpos;
2813 store.cursor_trace_ent = this.cursor_trace_ent;
2815 store.ping = this.ping;
2816 store.ping_packetloss = this.ping_packetloss;
2817 store.ping_movementloss = this.ping_movementloss;
2819 store.v_angle = this.v_angle;
2820 store.movement = this.movement;