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"
38 #include "../common/triggers/target/spawnpoint.qh"
40 #include "../common/vehicles/all.qh"
42 #include "weapons/hitplot.qh"
43 #include "weapons/weaponsystem.qh"
45 #include "../common/net_notice.qh"
46 #include "../common/net_linked.qh"
47 #include "../common/physics/player.qh"
49 #include "../common/items/_mod.qh"
51 #include "../common/mutators/mutator/waypoints/all.qh"
53 #include "../common/triggers/subs.qh"
54 #include "../common/triggers/triggers.qh"
55 #include "../common/triggers/trigger/secret.qh"
57 #include "../common/minigames/sv_minigames.qh"
59 #include "../common/items/inventory.qh"
61 #include "../common/monsters/sv_monsters.qh"
63 #include "../lib/warpzone/server.qh"
65 STATIC_METHOD(Client, Add, void(Client this, int _team))
68 TRANSMUTE(Player, this);
71 PutClientInServer(this);
74 void PutObserverInServer(entity this);
76 STATIC_METHOD(Client, Remove, void(Client this))
78 TRANSMUTE(Observer, this);
79 PutClientInServer(this);
80 ClientDisconnect(this);
83 void send_CSQC_teamnagger() {
84 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
87 int CountSpectators(entity player, entity to)
89 if(!player) { return 0; } // not sure how, but best to be safe
93 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
101 void WriteSpectators(entity player, entity to)
103 if(!player) { return; } // not sure how, but best to be safe
105 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
107 WriteByte(MSG_ENTITY, num_for_edict(it));
111 bool ClientData_Send(entity this, entity to, int sf)
113 assert(to == this.owner, return false);
116 if (IS_SPEC(e)) e = e.enemy;
119 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
120 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
121 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
122 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
124 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
125 WriteByte(MSG_ENTITY, sf);
128 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
132 float specs = CountSpectators(e, to);
133 WriteByte(MSG_ENTITY, specs);
134 WriteSpectators(e, to);
140 void ClientData_Attach(entity this)
142 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
143 CS(this).clientdata.drawonlytoclient = this;
144 CS(this).clientdata.owner = this;
147 void ClientData_Detach(entity this)
149 delete(CS(this).clientdata);
150 CS(this).clientdata = NULL;
153 void ClientData_Touch(entity e)
155 CS(e).clientdata.SendFlags = 1;
157 // make it spectatable
158 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
161 void SetSpectatee(entity this, entity spectatee);
162 void SetSpectatee_status(entity this, int spectatee_num);
169 Checks if the argument string can be a valid playermodel.
170 Returns a valid one in doubt.
173 string FallbackPlayerModel;
174 string CheckPlayerModel(string plyermodel) {
175 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
177 // note: we cannot summon Don Strunzone here, some player may
178 // still have the model string set. In case anyone manages how
179 // to change a cvar default, we'll have a small leak here.
180 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
182 // only in right path
183 if( substring(plyermodel,0,14) != "models/player/")
184 return FallbackPlayerModel;
185 // only good file extensions
186 if(substring(plyermodel,-4,4) != ".zym")
187 if(substring(plyermodel,-4,4) != ".dpm")
188 if(substring(plyermodel,-4,4) != ".iqm")
189 if(substring(plyermodel,-4,4) != ".md3")
190 if(substring(plyermodel,-4,4) != ".psk")
191 return FallbackPlayerModel;
192 // forbid the LOD models
193 if(substring(plyermodel, -9,5) == "_lod1")
194 return FallbackPlayerModel;
195 if(substring(plyermodel, -9,5) == "_lod2")
196 return FallbackPlayerModel;
197 if(plyermodel != strtolower(plyermodel))
198 return FallbackPlayerModel;
199 // also, restrict to server models
200 if(autocvar_sv_servermodelsonly)
202 if(!fexists(plyermodel))
203 return FallbackPlayerModel;
208 void setplayermodel(entity e, string modelname)
210 precache_model(modelname);
211 _setmodel(e, modelname);
212 player_setupanimsformodel(e);
213 if(!autocvar_g_debug_globalsounds)
214 UpdatePlayerSounds(e);
217 void FixPlayermodel(entity player);
218 /** putting a client as observer in the server */
219 void PutObserverInServer(entity this)
221 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
222 PlayerState_detach(this);
229 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
232 // was a player, recount votes and ready status
233 if(IS_REAL_CLIENT(this))
235 if (vote_called) { VoteCount(false); }
241 entity spot = SelectSpawnPoint(this, true);
242 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
243 this.angles = vec2(spot.angles);
244 this.fixangle = true;
245 // offset it so that the spectator spawns higher off the ground, looks better this way
246 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
247 if (IS_REAL_CLIENT(this))
250 WriteByte(MSG_ONE, SVC_SETVIEW);
251 WriteEntity(MSG_ONE, this);
253 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
254 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
255 if(!autocvar_g_debug_globalsounds)
257 // needed for player sounds
259 FixPlayermodel(this);
261 setmodel(this, MDL_Null);
262 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
263 this.view_ofs = '0 0 0';
266 RemoveGrapplingHooks(this);
267 Portal_ClearAll(this);
269 SetSpectatee(this, NULL);
274 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
278 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
280 WaypointSprite_PlayerDead(this);
282 if (mutator_returnvalue) {
283 // mutator prevents resetting teams+score
285 int oldteam = this.team;
286 this.team = -1; // move this as it is needed to log the player spectating in eventlog
287 MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
288 this.frags = FRAGS_SPECTATOR;
289 PlayerScore_Clear(this); // clear scores when needed
292 if (CS(this).killcount != FRAGS_SPECTATOR)
294 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
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);
299 if(!CS(this).just_joined)
300 LogTeamchange(this.playerid, -1, 4);
302 CS(this).just_joined = false;
305 accuracy_resend(this);
307 CS(this).spectatortime = time;
309 IL_REMOVE(g_bot_targets, this);
310 this.bot_attack = false;
311 if(this.monster_attack)
312 IL_REMOVE(g_monster_targets, this);
313 this.monster_attack = false;
314 STAT(HUD, this) = HUD_NORMAL;
315 TRANSMUTE(Observer, this);
316 this.iscreature = false;
317 this.teleportable = TELEPORT_SIMPLE;
318 if(this.damagedbycontents)
319 IL_REMOVE(g_damagedbycontents, this);
320 this.damagedbycontents = false;
321 this.health = FRAGS_SPECTATOR;
322 SetSpectatee_status(this, etof(this));
323 this.takedamage = DAMAGE_NO;
324 this.solid = SOLID_NOT;
325 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
326 this.flags = FL_CLIENT | FL_NOTARGET;
327 this.armorvalue = 666;
329 this.armorvalue = autocvar_g_balance_armor_start;
330 this.pauserotarmor_finished = 0;
331 this.pauserothealth_finished = 0;
332 this.pauseregen_finished = 0;
333 this.damageforcescale = 0;
335 this.respawn_flags = 0;
336 this.respawn_time = 0;
337 STAT(RESPAWN_TIME, this) = 0;
342 this.pain_finished = 0;
343 this.strength_finished = 0;
344 this.invincible_finished = 0;
345 this.superweapons_finished = 0;
346 this.dphitcontentsmask = 0;
349 setthink(this, func_null);
351 this.deadflag = DEAD_NO;
353 STAT(REVIVE_PROGRESS, this) = 0;
354 this.revival_time = 0;
357 this.weapons = '0 0 0';
358 this.drawonlytoclient = this;
362 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
364 this.weaponmodel = "";
365 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
367 this.weaponentities[slot] = NULL;
369 this.exteriorweaponentity = NULL;
370 CS(this).killcount = FRAGS_SPECTATOR;
371 this.velocity = '0 0 0';
372 this.avelocity = '0 0 0';
373 this.punchangle = '0 0 0';
374 this.punchvector = '0 0 0';
375 this.oldvelocity = this.velocity;
376 this.fire_endtime = -1;
377 this.event_damage = 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))
389 int player_getspecies(entity this)
391 get_model_parameters(this.model, this.skin);
392 int s = get_model_parameters_species;
393 get_model_parameters(string_null, 0);
394 if (s < 0) return SPECIES_HUMAN;
398 .float model_randomizer;
399 void FixPlayermodel(entity player)
401 string defaultmodel = "";
403 if(autocvar_sv_defaultcharacter)
409 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
410 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
411 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
412 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
416 if(defaultmodel == "")
418 defaultmodel = autocvar_sv_defaultplayermodel;
419 defaultskin = autocvar_sv_defaultplayerskin;
422 int n = tokenize_console(defaultmodel);
425 defaultmodel = argv(floor(n * CS(player).model_randomizer));
426 // However, do NOT randomize if the player-selected model is in the list.
427 for (int i = 0; i < n; ++i)
428 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
429 defaultmodel = argv(i);
432 int i = strstrofs(defaultmodel, ":", 0);
435 defaultskin = stof(substring(defaultmodel, i+1, -1));
436 defaultmodel = substring(defaultmodel, 0, i);
439 if(autocvar_sv_defaultcharacterskin && !defaultskin)
445 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
446 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
447 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
448 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
453 defaultskin = autocvar_sv_defaultplayerskin;
456 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
457 defaultmodel = M_ARGV(0, string);
458 defaultskin = M_ARGV(1, int);
462 if(defaultmodel != "")
464 if (defaultmodel != player.model)
466 vector m1 = player.mins;
467 vector m2 = player.maxs;
468 setplayermodel (player, defaultmodel);
469 setsize (player, m1, m2);
473 oldskin = player.skin;
474 player.skin = defaultskin;
476 if (player.playermodel != player.model || player.playermodel == "")
478 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
479 vector m1 = player.mins;
480 vector m2 = player.maxs;
481 setplayermodel (player, player.playermodel);
482 setsize (player, m1, m2);
486 if(!autocvar_sv_defaultcharacterskin)
488 oldskin = player.skin;
489 player.skin = stof(player.playerskin);
493 oldskin = player.skin;
494 player.skin = defaultskin;
498 if(chmdl || oldskin != player.skin) // model or skin has changed
500 player.species = player_getspecies(player); // update species
501 if(!autocvar_g_debug_globalsounds)
502 UpdatePlayerSounds(player); // update skin sounds
506 if(strlen(autocvar_sv_defaultplayercolors))
507 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
508 setcolor(player, stof(autocvar_sv_defaultplayercolors));
511 void PutPlayerInServer(entity this)
513 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
515 PlayerState_attach(this);
516 accuracy_resend(this);
519 JoinBestTeam(this, true);
521 entity spot = SelectSpawnPoint(this, false);
523 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
524 return; // spawn failed
527 TRANSMUTE(Player, this);
529 CS(this).wasplayer = true;
530 this.iscreature = true;
531 this.teleportable = TELEPORT_NORMAL;
532 if(!this.damagedbycontents)
533 IL_PUSH(g_damagedbycontents, this);
534 this.damagedbycontents = true;
535 set_movetype(this, MOVETYPE_WALK);
536 this.solid = SOLID_SLIDEBOX;
537 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
538 if (autocvar_g_playerclip_collisions)
539 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
540 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
541 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
542 this.frags = FRAGS_PLAYER;
543 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
544 this.flags = FL_CLIENT | FL_PICKUPITEMS;
545 if (autocvar__notarget)
546 this.flags |= FL_NOTARGET;
547 this.takedamage = DAMAGE_AIM;
548 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
551 this.ammo_shells = warmup_start_ammo_shells;
552 this.ammo_nails = warmup_start_ammo_nails;
553 this.ammo_rockets = warmup_start_ammo_rockets;
554 this.ammo_cells = warmup_start_ammo_cells;
555 this.ammo_plasma = warmup_start_ammo_plasma;
556 this.ammo_fuel = warmup_start_ammo_fuel;
557 this.health = warmup_start_health;
558 this.armorvalue = warmup_start_armorvalue;
559 this.weapons = WARMUP_START_WEAPONS;
561 this.ammo_shells = start_ammo_shells;
562 this.ammo_nails = start_ammo_nails;
563 this.ammo_rockets = start_ammo_rockets;
564 this.ammo_cells = start_ammo_cells;
565 this.ammo_plasma = start_ammo_plasma;
566 this.ammo_fuel = start_ammo_fuel;
567 this.health = start_health;
568 this.armorvalue = start_armorvalue;
569 this.weapons = start_weapons;
570 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
572 GiveRandomWeapons(this, random_start_weapons_count,
573 autocvar_g_random_start_weapons, random_start_ammo);
576 SetSpectatee_status(this, 0);
578 PS(this).dual_weapons = '0 0 0';
580 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
582 this.items = start_items;
584 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
585 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
586 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
587 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
588 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
589 if (!sv_ready_restart_after_countdown && time < game_starttime)
591 float f = game_starttime - time;
592 this.spawnshieldtime += f;
593 this.pauserotarmor_finished += f;
594 this.pauserothealth_finished += f;
595 this.pauseregen_finished += f;
598 this.damageforcescale = 2;
600 this.respawn_flags = 0;
601 this.respawn_time = 0;
602 STAT(RESPAWN_TIME, this) = 0;
603 this.scale = autocvar_sv_player_scale;
606 this.pain_finished = 0;
608 setthink(this, func_null); // players have no think function
611 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
613 this.deadflag = DEAD_NO;
615 this.angles = spot.angles;
616 this.angles_z = 0; // never spawn tilted even if the spot says to
617 if (IS_BOT_CLIENT(this))
618 this.v_angle = this.angles;
619 this.fixangle = true; // turn this way immediately
620 this.oldvelocity = this.velocity = '0 0 0';
621 this.avelocity = '0 0 0';
622 this.punchangle = '0 0 0';
623 this.punchvector = '0 0 0';
625 this.strength_finished = 0;
626 this.invincible_finished = 0;
627 this.fire_endtime = -1;
628 STAT(REVIVE_PROGRESS, this) = 0;
629 this.revival_time = 0;
631 this.air_finished = time + 12;
632 this.waterlevel = WATERLEVEL_NONE;
633 this.watertype = CONTENT_EMPTY;
635 entity spawnevent = new_pure(spawnevent);
636 spawnevent.owner = this;
637 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
639 // Cut off any still running player sounds.
640 stopsound(this, CH_PLAYER_SINGLE);
643 FixPlayermodel(this);
644 this.drawonlytoclient = NULL;
648 for(int slot = 0; slot < MAX_AXH; ++slot)
650 entity axh = this.(AuxiliaryXhair[slot]);
651 this.(AuxiliaryXhair[slot]) = NULL;
653 if(axh.owner == this && axh != NULL && !wasfreed(axh))
657 this.spawnpoint_targ = NULL;
660 this.view_ofs = STAT(PL_VIEW_OFS, this);
661 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
662 this.spawnorigin = spot.origin;
663 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
664 // don't reset back to last position, even if new position is stuck in solid
665 this.oldorigin = this.origin;
667 IL_REMOVE(g_conveyed, this);
668 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
669 STAT(HUD, this) = HUD_NORMAL;
671 this.event_damage = PlayerDamage;
674 IL_PUSH(g_bot_targets, this);
675 this.bot_attack = true;
676 if(!this.monster_attack)
677 IL_PUSH(g_monster_targets, this);
678 this.monster_attack = true;
679 navigation_dynamicgoal_init(this, false);
681 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
683 // player was spectator
684 if (CS(this).killcount == FRAGS_SPECTATOR) {
685 PlayerScore_Clear(this);
686 CS(this).killcount = 0;
687 CS(this).startplaytime = time;
690 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
692 .entity weaponentity = weaponentities[slot];
693 entity oldwep = this.(weaponentity);
694 CL_SpawnWeaponentity(this, weaponentity);
695 if(oldwep && oldwep.owner == this)
696 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
698 this.alpha = default_player_alpha;
699 this.colormod = '1 1 1' * autocvar_g_player_brightness;
700 this.exteriorweaponentity.alpha = default_weapon_alpha;
702 this.speedrunning = false;
704 target_voicescript_clear(this);
706 // reset fields the weapons may use
707 FOREACH(Weapons, true, {
708 it.wr_resetplayer(it, this);
709 // reload all reloadable weapons
710 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
711 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
713 .entity weaponentity = weaponentities[slot];
714 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
720 string s = spot.target;
721 spot.target = string_null;
722 SUB_UseTargets(spot, this, NULL);
728 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
730 if (autocvar_spawn_debug)
732 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
733 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
736 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
738 .entity weaponentity = weaponentities[slot];
739 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
740 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
742 this.(weaponentity).m_switchweapon = WEP_Null;
743 this.(weaponentity).m_weapon = WEP_Null;
744 this.(weaponentity).weaponname = "";
745 this.(weaponentity).m_switchingweapon = WEP_Null;
746 this.(weaponentity).cnt = -1;
749 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
751 if (!warmup_stage && !this.alivetime)
752 this.alivetime = time;
754 antilag_clear(this, CS(this));
757 /** Called when a client spawns in the server */
758 void PutClientInServer(entity this)
760 if (IS_BOT_CLIENT(this)) {
761 TRANSMUTE(Player, this);
762 } else if (IS_REAL_CLIENT(this)) {
764 WriteByte(MSG_ONE, SVC_SETVIEW);
765 WriteEntity(MSG_ONE, this);
768 TRANSMUTE(Observer, this);
770 SetSpectatee(this, NULL);
774 PS(this).itemkeys = 0;
776 MUTATOR_CALLHOOK(PutClientInServer, this);
778 if (IS_OBSERVER(this)) {
779 PutObserverInServer(this);
780 } else if (IS_PLAYER(this)) {
781 PutPlayerInServer(this);
785 void ClientInit_misc(entity this);
787 // TODO do we need all these fields, or should we stop autodetecting runtime
788 // changes and just have a console command to update this?
789 bool ClientInit_SendEntity(entity this, entity to, int sf)
791 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
794 // MSG_INIT replacement
795 // TODO: make easier to use
797 W_PROP_reload(MSG_ONE, to);
798 ClientInit_misc(this);
799 MUTATOR_CALLHOOK(Ent_Init);
801 void ClientInit_misc(entity this)
803 int channel = MSG_ONE;
804 WriteHeader(channel, ENT_CLIENT_INIT);
805 WriteByte(channel, g_nexball_meter_period * 32);
806 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
807 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
808 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
809 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
810 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
811 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
812 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
813 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
815 if(sv_foginterval && world.fog != "")
816 WriteString(channel, world.fog);
818 WriteString(channel, "");
819 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
820 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
821 WriteByte(channel, serverflags);
822 WriteCoord(channel, autocvar_g_trueaim_minrange);
825 void ClientInit_CheckUpdate(entity this)
827 this.nextthink = time;
828 if(this.count != autocvar_g_balance_armor_blockpercent)
830 this.count = autocvar_g_balance_armor_blockpercent;
833 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
835 this.cnt = autocvar_g_balance_damagepush_speedfactor;
840 void ClientInit_Spawn()
842 entity e = new_pure(clientinit);
843 setthink(e, ClientInit_CheckUpdate);
844 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
846 ClientInit_CheckUpdate(e);
856 // initialize parms for a new player
857 parm1 = -(86400 * 366);
859 MUTATOR_CALLHOOK(SetNewParms);
867 void SetChangeParms (entity this)
869 // save parms for level change
870 parm1 = CS(this).parm_idlesince - time;
872 MUTATOR_CALLHOOK(SetChangeParms);
880 void DecodeLevelParms(entity this)
883 CS(this).parm_idlesince = parm1;
884 if (CS(this).parm_idlesince == -(86400 * 366))
885 CS(this).parm_idlesince = time;
887 // whatever happens, allow 60 seconds of idling directly after connect for map loading
888 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
890 MUTATOR_CALLHOOK(DecodeLevelParms);
897 Called when a client types 'kill' in the console
901 .float clientkill_nexttime;
902 void ClientKill_Now_TeamChange(entity this)
904 if(this.killindicator_teamchange == -1)
906 JoinBestTeam( this, true );
908 else if(this.killindicator_teamchange == -2)
911 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
912 PutObserverInServer(this);
915 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
916 this.killindicator_teamchange = 0;
919 void ClientKill_Now(entity this)
923 vehicles_exit(this.vehicle, VHEF_RELEASE);
924 if(!this.killindicator_teamchange)
926 this.vehicle_health = -1;
927 Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
931 if(this.killindicator && !wasfreed(this.killindicator))
932 delete(this.killindicator);
934 this.killindicator = NULL;
936 if(this.killindicator_teamchange)
937 ClientKill_Now_TeamChange(this);
939 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
941 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
944 // now I am sure the player IS dead
946 void KillIndicator_Think(entity this)
950 this.owner.killindicator = NULL;
955 if (this.owner.alpha < 0 && !this.owner.vehicle)
957 this.owner.killindicator = NULL;
964 ClientKill_Now(this.owner);
967 else if(this.health == 1) // health == 1 means that it's silent
969 this.nextthink = time + 1;
975 setmodel(this, MDL_NUM(this.cnt));
976 if(IS_REAL_CLIENT(this.owner))
979 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
981 this.nextthink = time + 1;
986 float clientkilltime;
987 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
995 killtime = autocvar_g_balance_kill_delay;
997 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
999 killtime = M_ARGV(1, float);
1001 this.killindicator_teamchange = targetteam;
1003 if(!this.killindicator)
1007 killtime = max(killtime, this.clientkill_nexttime - time);
1008 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1011 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1013 ClientKill_Now(this);
1017 starttime = max(time, clientkilltime);
1019 this.killindicator = spawn();
1020 this.killindicator.owner = this;
1021 this.killindicator.scale = 0.5;
1022 setattachment(this.killindicator, this, "");
1023 setorigin(this.killindicator, '0 0 52');
1024 setthink(this.killindicator, KillIndicator_Think);
1025 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1026 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1027 this.killindicator.cnt = ceil(killtime);
1028 this.killindicator.count = bound(0, ceil(killtime), 10);
1029 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1031 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1033 it.killindicator = spawn();
1034 it.killindicator.owner = it;
1035 it.killindicator.scale = 0.5;
1036 setattachment(it.killindicator, it, "");
1037 setorigin(it.killindicator, '0 0 52');
1038 setthink(it.killindicator, KillIndicator_Think);
1039 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1040 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1041 it.killindicator.cnt = ceil(killtime);
1046 if(this.killindicator)
1048 if(targetteam == 0) // just die
1050 this.killindicator.colormod = '0 0 0';
1051 if(IS_REAL_CLIENT(this))
1052 if(this.killindicator.cnt > 0)
1053 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1055 else if(targetteam == -1) // auto
1057 this.killindicator.colormod = '0 1 0';
1058 if(IS_REAL_CLIENT(this))
1059 if(this.killindicator.cnt > 0)
1060 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1062 else if(targetteam == -2) // spectate
1064 this.killindicator.colormod = '0.5 0.5 0.5';
1065 if(IS_REAL_CLIENT(this))
1066 if(this.killindicator.cnt > 0)
1067 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1071 this.killindicator.colormod = Team_ColorRGB(targetteam);
1072 if(IS_REAL_CLIENT(this))
1073 if(this.killindicator.cnt > 0)
1074 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1080 void ClientKill (entity this)
1082 if(game_stopped) return;
1083 if(this.player_blocked) return;
1084 if(STAT(FROZEN, this)) return;
1086 ClientKill_TeamChange(this, 0);
1089 void FixClientCvars(entity e)
1091 // send prediction settings to the client
1092 stuffcmd(e, "\nin_bindmap 0 0\n");
1093 if(autocvar_g_antilag == 3) // client side hitscan
1094 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1095 if(autocvar_sv_gentle)
1096 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1098 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1099 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1101 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1103 MUTATOR_CALLHOOK(FixClientCvars, e);
1106 bool findinlist_abbrev(string tofind, string list)
1108 if(list == "" || tofind == "")
1109 return false; // empty list or search, just return
1111 // this function allows abbreviated strings!
1112 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1120 bool PlayerInIPList(entity p, string iplist)
1122 // some safety checks (never allow local?)
1123 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1126 return findinlist_abbrev(p.netaddress, iplist);
1129 bool PlayerInIDList(entity p, string idlist)
1131 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1135 return findinlist_abbrev(p.crypto_idfp, idlist);
1138 bool PlayerInList(entity player, string list)
1140 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1143 #ifdef DP_EXT_PRECONNECT
1148 Called once (not at each match start) when a client begins a connection to the server
1151 void ClientPreConnect(entity this)
1153 if(autocvar_sv_eventlog)
1155 GameLogEcho(sprintf(":connect:%d:%d:%s",
1158 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1168 Called when a client connects to the server
1171 void ClientConnect(entity this)
1173 if (Ban_MaybeEnforceBanOnce(this)) return;
1174 assert(!IS_CLIENT(this), return);
1175 this.flags |= FL_CLIENT;
1176 assert(player_count >= 0, player_count = 0);
1179 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1181 TRANSMUTE(Client, this);
1182 CS(this).version_nagtime = time + 10 + random() * 10;
1184 // identify the right forced team
1185 if (autocvar_g_campaign)
1187 if (IS_REAL_CLIENT(this)) // only players, not bots
1189 switch (autocvar_g_campaign_forceteam)
1191 case 1: this.team_forced = NUM_TEAM_1; break;
1192 case 2: this.team_forced = NUM_TEAM_2; break;
1193 case 3: this.team_forced = NUM_TEAM_3; break;
1194 case 4: this.team_forced = NUM_TEAM_4; break;
1195 default: this.team_forced = 0;
1199 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1200 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1201 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1202 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1203 else switch (autocvar_g_forced_team_otherwise)
1205 default: this.team_forced = 0; break;
1206 case "red": this.team_forced = NUM_TEAM_1; break;
1207 case "blue": this.team_forced = NUM_TEAM_2; break;
1208 case "yellow": this.team_forced = NUM_TEAM_3; break;
1209 case "pink": this.team_forced = NUM_TEAM_4; break;
1212 this.team_forced = -1;
1215 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1217 int playerid_save = this.playerid;
1218 this.playerid = 0; // silent
1219 JoinBestTeam(this, false); // if the team number is valid, keep it
1220 this.playerid = playerid_save;
1222 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1223 TRANSMUTE(Observer, this);
1225 if (!teamplay || autocvar_g_balance_teams) {
1226 TRANSMUTE(Player, this);
1227 campaign_bots_may_start = true;
1229 TRANSMUTE(Observer, this); // do it anyway
1233 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1235 // always track bots, don't ask for cl_allow_uidtracking
1236 if (IS_BOT_CLIENT(this))
1237 PlayerStats_GameReport_AddPlayer(this);
1239 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1241 if (autocvar_sv_eventlog)
1242 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1244 LogTeamchange(this.playerid, this.team, 1);
1246 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1248 if(teamplay && IS_PLAYER(this))
1249 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1251 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1253 stuffcmd(this, clientstuff, "\n");
1254 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1256 FixClientCvars(this);
1258 // get version info from player
1259 stuffcmd(this, "cmd clientversion $gameversion\n");
1261 // notify about available teams
1264 CheckAllowedTeams(this);
1266 if (c1 >= 0) t |= BIT(0);
1267 if (c2 >= 0) t |= BIT(1);
1268 if (c3 >= 0) t |= BIT(2);
1269 if (c4 >= 0) t |= BIT(3);
1270 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1274 stuffcmd(this, "set _teams_available 0\n");
1277 bot_relinkplayerlist();
1279 CS(this).spectatortime = time;
1280 if (blockSpectators)
1282 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1285 CS(this).jointime = time;
1287 if (IS_REAL_CLIENT(this))
1289 if (g_weaponarena_weapons == WEPSET(TUBA))
1290 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1293 if (!sv_foginterval && world.fog != "")
1294 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1296 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1297 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1298 send_CSQC_teamnagger();
1300 CSQCMODEL_AUTOINIT(this);
1302 CS(this).model_randomizer = random();
1304 if (IS_REAL_CLIENT(this))
1305 sv_notice_join(this);
1307 // update physics stats (players can spawn before physics runs)
1308 Physics_UpdateStats(this);
1310 IL_EACH(g_initforplayer, it.init_for_player, {
1311 it.init_for_player(it, this);
1314 Handicap_Initialize(this);
1316 MUTATOR_CALLHOOK(ClientConnect, this);
1318 if (IS_REAL_CLIENT(this))
1320 if (!autocvar_g_campaign && !IS_PLAYER(this))
1322 CS(this).motd_actived_time = -1;
1323 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1331 Called when a client disconnects from the server
1334 .entity chatbubbleentity;
1336 void ClientDisconnect(entity this)
1338 assert(IS_CLIENT(this), return);
1340 PlayerStats_GameReport_FinalizePlayer(this);
1341 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1342 if (CS(this).active_minigame) part_minigame(this);
1343 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1345 if (autocvar_sv_eventlog)
1346 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1348 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1351 SetSpectatee(this, NULL);
1353 MUTATOR_CALLHOOK(ClientDisconnect, this);
1355 if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
1356 if (CS(this).weaponorder_byimpulse) strunzone(CS(this).weaponorder_byimpulse);
1357 ClientState_detach(this);
1359 Portal_ClearAll(this);
1363 RemoveGrapplingHooks(this);
1365 // Here, everything has been done that requires this player to be a client.
1367 this.flags &= ~FL_CLIENT;
1369 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1370 if (this.killindicator) delete(this.killindicator);
1372 WaypointSprite_PlayerGone(this);
1374 bot_relinkplayerlist();
1376 if (this.clientstatus) strunzone(this.clientstatus);
1377 if (this.personal) delete(this.personal);
1381 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1386 void ChatBubbleThink(entity this)
1388 this.nextthink = time;
1389 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1391 if(this.owner) // but why can that ever be NULL?
1392 this.owner.chatbubbleentity = NULL;
1399 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1401 if ( CS(this.owner).active_minigame )
1402 this.mdl = "models/sprites/minigame_busy.iqm";
1403 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1404 this.mdl = "models/misc/chatbubble.spr";
1407 if ( this.model != this.mdl )
1408 _setmodel(this, this.mdl);
1412 void UpdateChatBubble(entity this)
1416 // spawn a chatbubble entity if needed
1417 if (!this.chatbubbleentity)
1419 this.chatbubbleentity = new(chatbubbleentity);
1420 this.chatbubbleentity.owner = this;
1421 this.chatbubbleentity.exteriormodeltoclient = this;
1422 setthink(this.chatbubbleentity, ChatBubbleThink);
1423 this.chatbubbleentity.nextthink = time;
1424 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1425 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1426 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1427 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1428 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1429 //this.chatbubbleentity.model = "";
1430 this.chatbubbleentity.effects = EF_LOWPRECISION;
1435 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1436 // added to the model skins
1437 /*void UpdateColorModHack()
1440 c = this.clientcolors & 15;
1441 // LordHavoc: only bothering to support white, green, red, yellow, blue
1442 if (!teamplay) this.colormod = '0 0 0';
1443 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1444 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1445 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1446 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1447 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1448 else this.colormod = '1 1 1';
1451 void respawn(entity this)
1453 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1455 this.solid = SOLID_NOT;
1456 this.takedamage = DAMAGE_NO;
1457 set_movetype(this, MOVETYPE_FLY);
1458 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1459 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1460 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1461 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1462 if(autocvar_g_respawn_ghosts_maxtime)
1463 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1468 this.effects |= EF_NODRAW; // prevent another CopyBody
1469 PutClientInServer(this);
1472 void play_countdown(entity this, float finished, Sound samp)
1475 if(IS_REAL_CLIENT(this))
1476 if(floor(finished - time - frametime) != floor(finished - time))
1477 if(finished - time < 6)
1478 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1481 void player_powerups(entity this)
1483 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1484 int items_prev = this.items;
1486 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1487 this.modelflags |= MF_ROCKET;
1489 this.modelflags &= ~MF_ROCKET;
1491 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1493 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1496 Fire_ApplyDamage(this);
1497 Fire_ApplyEffect(this);
1501 if (this.items & ITEM_Strength.m_itemid)
1503 play_countdown(this, this.strength_finished, SND_POWEROFF);
1504 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1505 if (time > this.strength_finished)
1507 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1508 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1509 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1514 if (time < this.strength_finished)
1516 this.items = this.items | ITEM_Strength.m_itemid;
1518 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1519 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1522 if (this.items & ITEM_Shield.m_itemid)
1524 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1525 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1526 if (time > this.invincible_finished)
1528 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1529 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1530 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1535 if (time < this.invincible_finished)
1537 this.items = this.items | ITEM_Shield.m_itemid;
1539 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1540 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1543 if (this.items & IT_SUPERWEAPON)
1545 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1547 this.superweapons_finished = 0;
1548 this.items = this.items - (this.items & IT_SUPERWEAPON);
1549 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1550 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1552 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1554 // don't let them run out
1558 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1559 if (time > this.superweapons_finished)
1561 this.items = this.items - (this.items & IT_SUPERWEAPON);
1562 this.weapons &= ~WEPSET_SUPERWEAPONS;
1563 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1564 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1568 else if(this.weapons & WEPSET_SUPERWEAPONS)
1570 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1572 this.items = this.items | IT_SUPERWEAPON;
1574 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1575 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1579 this.superweapons_finished = 0;
1580 this.weapons &= ~WEPSET_SUPERWEAPONS;
1585 this.superweapons_finished = 0;
1589 if(autocvar_g_nodepthtestplayers)
1590 this.effects = this.effects | EF_NODEPTHTEST;
1592 if(autocvar_g_fullbrightplayers)
1593 this.effects = this.effects | EF_FULLBRIGHT;
1595 if (time >= game_starttime)
1596 if (time < this.spawnshieldtime)
1597 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1599 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1602 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1604 if(current > stable)
1606 else if(current > stable - 0.25) // when close enough, "snap"
1609 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1612 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1614 if(current < stable)
1616 else if(current < stable + 0.25) // when close enough, "snap"
1619 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1622 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1624 if(current > rotstable)
1626 if(rotframetime > 0)
1628 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1629 current = max(rotstable, current - rotlinear * rotframetime);
1632 else if(current < regenstable)
1634 if(regenframetime > 0)
1636 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1637 current = min(regenstable, current + regenlinear * regenframetime);
1647 void player_regen(entity this)
1649 float max_mod, regen_mod, rot_mod, limit_mod;
1650 max_mod = regen_mod = rot_mod = limit_mod = 1;
1652 float regen_health = autocvar_g_balance_health_regen;
1653 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1654 float regen_health_rot = autocvar_g_balance_health_rot;
1655 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1656 float regen_health_stable = autocvar_g_balance_health_regenstable;
1657 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1658 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1659 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1660 max_mod = M_ARGV(1, float);
1661 regen_mod = M_ARGV(2, float);
1662 rot_mod = M_ARGV(3, float);
1663 limit_mod = M_ARGV(4, float);
1664 regen_health = M_ARGV(5, float);
1665 regen_health_linear = M_ARGV(6, float);
1666 regen_health_rot = M_ARGV(7, float);
1667 regen_health_rotlinear = M_ARGV(8, float);
1668 regen_health_stable = M_ARGV(9, float);
1669 regen_health_rotstable = M_ARGV(10, float);
1671 if(!mutator_returnvalue)
1672 if(!STAT(FROZEN, this))
1674 float mina, maxa, limith, limita;
1675 maxa = autocvar_g_balance_armor_rotstable;
1676 mina = autocvar_g_balance_armor_regenstable;
1677 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1678 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1680 regen_health_rotstable = regen_health_rotstable * max_mod;
1681 regen_health_stable = regen_health_stable * max_mod;
1682 limith = limith * limit_mod;
1683 limita = limita * limit_mod;
1685 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);
1686 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);
1689 // if player rotted to death... die!
1690 // check this outside above checks, as player may still be able to rot to death
1694 vehicles_exit(this.vehicle, VHEF_RELEASE);
1695 if(this.event_damage)
1696 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1699 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1701 float minf, maxf, limitf;
1703 maxf = autocvar_g_balance_fuel_rotstable;
1704 minf = autocvar_g_balance_fuel_regenstable;
1705 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1707 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);
1709 // Ugly hack to make sure the health and armor don't go beyond hard limit.
1710 // TODO: Remove this hack when all code uses GivePlayerHealth and
1712 if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1714 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1716 if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1718 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1724 void SetZoomState(entity this, float newzoom)
1726 if(newzoom != CS(this).zoomstate)
1728 CS(this).zoomstate = newzoom;
1729 ClientData_Touch(this);
1731 zoomstate_set = true;
1734 void GetPressedKeys(entity this)
1736 MUTATOR_CALLHOOK(GetPressedKeys, this);
1737 int keys = STAT(PRESSED_KEYS, this);
1738 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1739 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1740 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1741 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1743 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1744 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1745 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1746 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1747 CS(this).pressedkeys = keys; // store for other users
1749 STAT(PRESSED_KEYS, this) = keys;
1753 ======================
1754 spectate mode routines
1755 ======================
1758 void SpectateCopy(entity this, entity spectatee)
1760 TC(Client, this); TC(Client, spectatee);
1762 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1763 PS(this) = PS(spectatee);
1764 this.armortype = spectatee.armortype;
1765 this.armorvalue = spectatee.armorvalue;
1766 this.ammo_cells = spectatee.ammo_cells;
1767 this.ammo_plasma = spectatee.ammo_plasma;
1768 this.ammo_shells = spectatee.ammo_shells;
1769 this.ammo_nails = spectatee.ammo_nails;
1770 this.ammo_rockets = spectatee.ammo_rockets;
1771 this.ammo_fuel = spectatee.ammo_fuel;
1772 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1773 this.health = spectatee.health;
1774 CS(this).impulse = 0;
1775 this.items = spectatee.items;
1776 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1777 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1778 this.strength_finished = spectatee.strength_finished;
1779 this.invincible_finished = spectatee.invincible_finished;
1780 this.superweapons_finished = spectatee.superweapons_finished;
1781 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1782 this.weapons = spectatee.weapons;
1783 this.punchangle = spectatee.punchangle;
1784 this.view_ofs = spectatee.view_ofs;
1785 this.velocity = spectatee.velocity;
1786 this.dmg_take = spectatee.dmg_take;
1787 this.dmg_save = spectatee.dmg_save;
1788 this.dmg_inflictor = spectatee.dmg_inflictor;
1789 this.v_angle = spectatee.v_angle;
1790 this.angles = spectatee.v_angle;
1791 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1792 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1793 this.viewloc = spectatee.viewloc;
1794 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1795 this.fixangle = true;
1796 setorigin(this, spectatee.origin);
1797 setsize(this, spectatee.mins, spectatee.maxs);
1798 SetZoomState(this, CS(spectatee).zoomstate);
1800 anticheat_spectatecopy(this, spectatee);
1801 STAT(HUD, this) = STAT(HUD, spectatee);
1802 if(spectatee.vehicle)
1804 this.angles = spectatee.v_angle;
1806 //this.fixangle = false;
1807 //this.velocity = spectatee.vehicle.velocity;
1808 this.vehicle_health = spectatee.vehicle_health;
1809 this.vehicle_shield = spectatee.vehicle_shield;
1810 this.vehicle_energy = spectatee.vehicle_energy;
1811 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1812 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1813 this.vehicle_reload1 = spectatee.vehicle_reload1;
1814 this.vehicle_reload2 = spectatee.vehicle_reload2;
1816 //msg_entity = this;
1818 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1819 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1820 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1821 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1823 //WriteByte (MSG_ONE, SVC_SETVIEW);
1824 // WriteEntity(MSG_ONE, this);
1825 //makevectors(spectatee.v_angle);
1826 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1830 bool SpectateUpdate(entity this)
1835 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1837 SetSpectatee(this, NULL);
1841 SpectateCopy(this, this.enemy);
1846 bool SpectateSet(entity this)
1848 if(!IS_PLAYER(this.enemy))
1851 ClientData_Touch(this.enemy);
1854 WriteByte(MSG_ONE, SVC_SETVIEW);
1855 WriteEntity(MSG_ONE, this.enemy);
1856 set_movetype(this, MOVETYPE_NONE);
1857 accuracy_resend(this);
1859 if(!SpectateUpdate(this))
1860 PutObserverInServer(this);
1865 void SetSpectatee_status(entity this, int spectatee_num)
1867 int oldspectatee_status = CS(this).spectatee_status;
1868 CS(this).spectatee_status = spectatee_num;
1870 if (CS(this).spectatee_status != oldspectatee_status)
1872 ClientData_Touch(this);
1873 if (g_race || g_cts) race_InitSpectator();
1877 void SetSpectatee(entity this, entity spectatee)
1879 if(IS_BOT_CLIENT(this))
1880 return; // bots abuse .enemy, this code is useless to them
1882 entity old_spectatee = this.enemy;
1884 this.enemy = spectatee;
1887 // these are required to fix the spectator bug with arc
1890 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1892 .entity weaponentity = weaponentities[slot];
1893 if(old_spectatee.(weaponentity).arc_beam)
1894 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1899 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1901 .entity weaponentity = weaponentities[slot];
1902 if(this.enemy.(weaponentity).arc_beam)
1903 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1908 SetSpectatee_status(this, etof(this.enemy));
1910 // needed to update spectator list
1911 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1914 bool Spectate(entity this, entity pl)
1916 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1918 pl = M_ARGV(1, entity);
1920 SetSpectatee(this, pl);
1921 return SpectateSet(this);
1924 bool SpectateNext(entity this)
1926 entity ent = find(this.enemy, classname, STR_PLAYER);
1928 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1929 ent = M_ARGV(1, entity);
1931 ent = find(ent, classname, STR_PLAYER);
1933 if(ent) { SetSpectatee(this, ent); }
1935 return SpectateSet(this);
1938 bool SpectatePrev(entity this)
1940 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1941 entity ent = findchain(classname, STR_PLAYER);
1942 if (!ent) // no player
1946 // skip players until current spectated player
1948 while(ent && ent != this.enemy)
1951 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1953 case MUT_SPECPREV_FOUND:
1954 ent = M_ARGV(1, entity);
1956 case MUT_SPECPREV_RETURN:
1958 case MUT_SPECPREV_CONTINUE:
1969 SetSpectatee(this, ent);
1970 return SpectateSet(this);
1975 ShowRespawnCountdown()
1977 Update a respawn countdown display.
1980 void ShowRespawnCountdown(entity this)
1983 if(!IS_DEAD(this)) // just respawned?
1987 number = ceil(this.respawn_time - time);
1990 if(number <= this.respawn_countdown)
1992 this.respawn_countdown = number - 1;
1993 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
1994 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1999 .bool team_selected;
2000 bool ShowTeamSelection(entity this)
2002 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2004 stuffcmd(this, "menu_showteamselect\n");
2007 void Join(entity this)
2009 TRANSMUTE(Player, this);
2011 if(!this.team_selected)
2012 if(autocvar_g_campaign || autocvar_g_balance_teams)
2013 JoinBestTeam(this, true);
2015 if(autocvar_g_campaign)
2016 campaign_bots_may_start = true;
2018 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2020 PutClientInServer(this);
2023 if(teamplay && this.team != -1)
2024 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2026 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2027 this.team_selected = false;
2031 * Determines whether the player is allowed to join. This depends on cvar
2032 * g_maxplayers, if it isn't used this function always return true, otherwise
2033 * it checks whether the number of currently playing players exceeds g_maxplayers.
2034 * @return int number of free slots for players, 0 if none
2036 int nJoinAllowed(entity this, entity ignore)
2039 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2040 // so report 0 free slots if restricted
2042 if(autocvar_g_forced_team_otherwise == "spectate")
2044 if(autocvar_g_forced_team_otherwise == "spectator")
2048 if(this && this.team_forced < 0)
2049 return 0; // forced spectators can never join
2051 // TODO simplify this
2052 int totalClients = 0;
2053 int currentlyPlaying = 0;
2054 FOREACH_CLIENT(true, {
2057 if(IS_REAL_CLIENT(it))
2058 if(IS_PLAYER(it) || it.caplayer)
2062 float free_slots = 0;
2063 if (!autocvar_g_maxplayers)
2064 free_slots = maxclients - totalClients;
2065 else if(currentlyPlaying < autocvar_g_maxplayers)
2066 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2068 static float join_prevent_msg_time = 0;
2069 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2071 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2072 join_prevent_msg_time = time + 3;
2079 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2080 * g_maxplayers_spectator_blocktime seconds
2082 void checkSpectatorBlock(entity this)
2084 if(IS_SPEC(this) || IS_OBSERVER(this))
2086 if(IS_REAL_CLIENT(this))
2088 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2089 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2095 void PrintWelcomeMessage(entity this)
2097 if(CS(this).motd_actived_time == 0)
2099 if (autocvar_g_campaign) {
2100 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2101 CS(this).motd_actived_time = time;
2102 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2105 if (PHYS_INPUT_BUTTON_INFO(this)) {
2106 CS(this).motd_actived_time = time;
2107 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2111 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2113 if (autocvar_g_campaign) {
2114 if (PHYS_INPUT_BUTTON_INFO(this))
2115 CS(this).motd_actived_time = time;
2116 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2117 CS(this).motd_actived_time = 0;
2118 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2121 if (PHYS_INPUT_BUTTON_INFO(this))
2122 CS(this).motd_actived_time = time;
2123 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2124 CS(this).motd_actived_time = 0;
2125 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2129 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2131 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2132 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2133 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2135 // instanctly hide MOTD
2136 CS(this).motd_actived_time = 0;
2137 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2142 bool joinAllowed(entity this)
2144 if (CS(this).version_mismatch) return false;
2145 if (!nJoinAllowed(this, this)) return false;
2146 if (teamplay && lockteams) return false;
2147 if (ShowTeamSelection(this)) return false;
2148 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2153 .string shootfromfixedorigin;
2154 bool PlayerThink(entity this)
2156 if (game_stopped || intermission_running) {
2157 this.modelflags &= ~MF_ROCKET;
2158 if(intermission_running)
2159 IntermissionThink(this);
2163 if (timeout_status == TIMEOUT_ACTIVE) {
2164 // don't allow the player to turn around while game is paused
2165 // FIXME turn this into CSQC stuff
2166 this.v_angle = this.lastV_angle;
2167 this.angles = this.lastV_angle;
2168 this.fixangle = true;
2171 if (frametime) player_powerups(this);
2173 if (IS_DEAD(this)) {
2174 if (this.personal && g_race_qualifying) {
2175 if (time > this.respawn_time) {
2176 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2178 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2181 if (frametime) player_anim(this);
2183 if (this.respawn_flags & RESPAWN_DENY)
2185 STAT(RESPAWN_TIME, this) = 0;
2189 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));
2191 switch(this.deadflag)
2195 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2196 this.deadflag = DEAD_RESPAWNING;
2197 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2198 this.deadflag = DEAD_DEAD;
2204 this.deadflag = DEAD_RESPAWNABLE;
2205 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2206 this.deadflag = DEAD_RESPAWNING;
2209 case DEAD_RESPAWNABLE:
2211 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2212 this.deadflag = DEAD_RESPAWNING;
2215 case DEAD_RESPAWNING:
2217 if (time > this.respawn_time)
2219 this.respawn_time = time + 1; // only retry once a second
2220 this.respawn_time_max = this.respawn_time;
2227 ShowRespawnCountdown(this);
2229 if (this.respawn_flags & RESPAWN_SILENT)
2230 STAT(RESPAWN_TIME, this) = 0;
2231 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2233 if (time < this.respawn_time)
2234 STAT(RESPAWN_TIME, this) = this.respawn_time;
2235 else if (this.deadflag != DEAD_RESPAWNING)
2236 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2239 STAT(RESPAWN_TIME, this) = this.respawn_time;
2242 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2243 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2244 STAT(RESPAWN_TIME, this) *= -1;
2249 FixPlayermodel(this);
2251 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2252 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2253 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2256 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2259 this.items &= ~this.items_added;
2261 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2263 .entity weaponentity = weaponentities[slot];
2264 W_WeaponFrame(this, weaponentity);
2267 this.items_added = 0;
2268 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2269 this.items_added |= IT_FUEL;
2271 this.items |= this.items_added;
2276 // WEAPONTODO: Add a weapon request for this
2277 // rot vortex charge to the charge limit
2278 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2280 .entity weaponentity = weaponentities[slot];
2281 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2282 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2285 if (frametime) player_anim(this);
2288 secrets_setstatus(this);
2291 monsters_setstatus(this);
2293 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2298 void ObserverThink(entity this)
2300 if ( CS(this).impulse )
2302 MinigameImpulse(this, CS(this).impulse);
2303 CS(this).impulse = 0;
2306 if (this.flags & FL_JUMPRELEASED) {
2307 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2308 this.flags &= ~FL_JUMPRELEASED;
2309 this.flags |= FL_SPAWNING;
2310 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2311 this.flags &= ~FL_JUMPRELEASED;
2312 if(SpectateNext(this)) {
2313 TRANSMUTE(Spectator, this);
2316 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2317 set_movetype(this, preferred_movetype);
2320 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2321 this.flags |= FL_JUMPRELEASED;
2322 if(this.flags & FL_SPAWNING)
2324 this.flags &= ~FL_SPAWNING;
2332 void SpectatorThink(entity this)
2334 if ( CS(this).impulse )
2336 if(MinigameImpulse(this, CS(this).impulse))
2337 CS(this).impulse = 0;
2339 if (CS(this).impulse == IMP_weapon_drop.impulse)
2341 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2342 CS(this).impulse = 0;
2347 if (this.flags & FL_JUMPRELEASED) {
2348 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2349 this.flags &= ~FL_JUMPRELEASED;
2350 this.flags |= FL_SPAWNING;
2351 } 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)) {
2352 this.flags &= ~FL_JUMPRELEASED;
2353 if(SpectateNext(this)) {
2354 TRANSMUTE(Spectator, this);
2356 TRANSMUTE(Observer, this);
2357 PutClientInServer(this);
2359 CS(this).impulse = 0;
2360 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2361 this.flags &= ~FL_JUMPRELEASED;
2362 if(SpectatePrev(this)) {
2363 TRANSMUTE(Spectator, this);
2365 TRANSMUTE(Observer, this);
2366 PutClientInServer(this);
2368 CS(this).impulse = 0;
2369 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2370 this.flags &= ~FL_JUMPRELEASED;
2371 TRANSMUTE(Observer, this);
2372 PutClientInServer(this);
2374 if(!SpectateUpdate(this))
2375 PutObserverInServer(this);
2378 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2379 this.flags |= FL_JUMPRELEASED;
2380 if(this.flags & FL_SPAWNING)
2382 this.flags &= ~FL_SPAWNING;
2387 if(!SpectateUpdate(this))
2388 PutObserverInServer(this);
2391 this.flags |= FL_CLIENT | FL_NOTARGET;
2394 void vehicles_enter (entity pl, entity veh);
2395 void PlayerUseKey(entity this)
2397 if (!IS_PLAYER(this))
2404 vehicles_exit(this.vehicle, VHEF_NORMAL);
2408 else if(autocvar_g_vehicles_enter)
2410 if(!STAT(FROZEN, this))
2414 entity head, closest_target = NULL;
2415 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2417 while(head) // find the closest acceptable target to enter
2419 if(IS_VEHICLE(head))
2421 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2422 if(head.takedamage != DAMAGE_NO)
2426 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2427 { closest_target = head; }
2429 else { closest_target = head; }
2435 if(closest_target) { vehicles_enter(this, closest_target); return; }
2439 // a use key was pressed; call handlers
2440 MUTATOR_CALLHOOK(PlayerUseKey, this);
2448 Called every frame for each client before the physics are run
2451 .float last_vehiclecheck;
2452 void PlayerPreThink (entity this)
2454 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2455 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2457 WarpZone_PlayerPhysics_FixVAngle(this);
2460 // physics frames: update anticheat stuff
2461 anticheat_prethink(this);
2464 if (blockSpectators && frametime) {
2465 // WORKAROUND: only use dropclient in server frames (frametime set).
2466 // Never use it in cl_movement frames (frametime zero).
2467 checkSpectatorBlock(this);
2470 zoomstate_set = false;
2472 // Check for nameless players
2473 if (this.netname == "" || this.netname != CS(this).netname_previous)
2475 bool assume_unchanged = (CS(this).netname_previous == "");
2476 if (isInvisibleString(this.netname))
2478 this.netname = strzone(sprintf("Player#%d", this.playerid));
2479 assume_unchanged = false;
2480 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2482 if (!assume_unchanged && autocvar_sv_eventlog)
2483 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2484 if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
2485 CS(this).netname_previous = strzone(this.netname);
2489 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2490 CS(this).version_nagtime = 0;
2491 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2493 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2495 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2497 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2498 if (r < 0) { // old client
2499 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2500 } else if (r > 0) { // old server
2501 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2507 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2509 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2510 this.max_armorvalue = 0;
2515 if (STAT(FROZEN, this) == 2)
2517 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2518 this.health = max(1, STAT(REVIVE_PROGRESS, this) * start_health);
2519 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2521 if (STAT(REVIVE_PROGRESS, this) >= 1)
2524 else if (STAT(FROZEN, this) == 3)
2526 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2527 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this) );
2529 if (this.health < 1)
2532 vehicles_exit(this.vehicle, VHEF_RELEASE);
2533 if(this.event_damage)
2534 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2536 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2541 MUTATOR_CALLHOOK(PlayerPreThink, this);
2543 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2544 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2546 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2548 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2549 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2551 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2555 if(!it.team || SAME_TEAM(this, it))
2556 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2557 else if(autocvar_g_vehicles_steal)
2558 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2562 this.last_vehiclecheck = time + 1;
2565 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2567 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2569 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2572 if (IS_REAL_CLIENT(this))
2573 PrintWelcomeMessage(this);
2575 if (IS_PLAYER(this)) {
2576 if(!PlayerThink(this))
2579 else if (game_stopped || intermission_running) {
2580 if(intermission_running)
2581 IntermissionThink(this);
2584 else if (IS_OBSERVER(this)) {
2585 ObserverThink(this);
2587 else if (IS_SPEC(this)) {
2588 SpectatorThink(this);
2591 // WEAPONTODO: Add weapon request for this
2592 if (!zoomstate_set) {
2593 bool wep_zoomed = false;
2594 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2596 .entity weaponentity = weaponentities[slot];
2597 Weapon thiswep = this.(weaponentity).m_weapon;
2598 if(thiswep != WEP_Null && thiswep.wr_zoom)
2599 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2601 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2604 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2606 CS(this).teamkill_soundtime = 0;
2608 entity e = CS(this).teamkill_soundsource;
2609 entity oldpusher = e.pusher;
2611 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2612 e.pusher = oldpusher;
2615 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2616 CS(this).taunt_soundtime = 0;
2617 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2620 target_voicescript_next(this);
2622 // WEAPONTODO: Move into weaponsystem somehow
2623 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2624 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2626 .entity weaponentity = weaponentities[slot];
2627 if(this.(weaponentity).m_weapon == WEP_Null)
2628 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2632 void DrownPlayer(entity this)
2634 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2637 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2639 if(this.air_finished < time)
2640 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2641 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2643 else if (this.air_finished < time)
2645 if (this.pain_finished < time)
2647 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');
2648 this.pain_finished = time + 0.5;
2653 .bool move_qcphysics;
2655 void Player_Physics(entity this)
2657 set_movetype(this, this.move_movetype);
2659 if(!this.move_qcphysics)
2662 if(!frametime && !CS(this).pm_frametime)
2665 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2667 CS(this).pm_frametime = 0;
2674 Called every frame for each client after the physics are run
2677 void PlayerPostThink (entity this)
2679 Player_Physics(this);
2682 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2683 if (IS_REAL_CLIENT(this))
2684 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2686 int totalClients = 0;
2687 if(sv_maxidle_slots > 0)
2689 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2695 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2696 { /* do nothing */ }
2697 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2699 if (CS(this).idlekick_lasttimeleft)
2701 CS(this).idlekick_lasttimeleft = 0;
2702 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2707 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2708 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2709 if (!CS(this).idlekick_lasttimeleft)
2710 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2712 if (timeleft <= 0) {
2713 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2717 else if (timeleft <= 10) {
2718 if (timeleft != CS(this).idlekick_lasttimeleft) {
2719 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2721 CS(this).idlekick_lasttimeleft = timeleft;
2730 this.solid = SOLID_NOT;
2731 this.takedamage = DAMAGE_NO;
2732 set_movetype(this, MOVETYPE_NONE);
2735 if (IS_PLAYER(this)) {
2736 if(this.death_time == time && IS_DEAD(this))
2738 // player's bbox gets resized now, instead of in the damage event that killed the player,
2739 // once all the damage events of this frame have been processed with normal size
2741 setsize(this, this.mins, this.maxs);
2744 UpdateChatBubble(this);
2745 if (CS(this).impulse) ImpulseCommands(this);
2748 CSQCMODEL_AUTOUPDATE(this);
2751 GetPressedKeys(this);
2754 if (this.waypointsprite_attachedforcarrier) {
2755 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2756 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2759 playerdemo_write(this);
2761 CSQCMODEL_AUTOUPDATE(this);
2764 // hack to copy the button fields from the client entity to the Client State
2765 void PM_UpdateButtons(entity this, entity store)
2768 store.impulse = this.impulse;
2771 bool typing = this.buttonchat;
2773 store.button0 = (typing) ? 0 : this.button0;
2775 store.button2 = (typing) ? 0 : this.button2;
2776 store.button3 = (typing) ? 0 : this.button3;
2777 store.button4 = this.button4;
2778 store.button5 = (typing) ? 0 : this.button5;
2779 store.button6 = this.button6;
2780 store.button7 = this.button7;
2781 store.button8 = this.button8;
2782 store.button9 = this.button9;
2783 store.button10 = this.button10;
2784 store.button11 = this.button11;
2785 store.button12 = this.button12;
2786 store.button13 = this.button13;
2787 store.button14 = this.button14;
2788 store.button15 = this.button15;
2789 store.button16 = this.button16;
2790 store.buttonuse = this.buttonuse;
2791 store.buttonchat = this.buttonchat;
2793 store.cursor_active = this.cursor_active;
2794 store.cursor_screen = this.cursor_screen;
2795 store.cursor_trace_start = this.cursor_trace_start;
2796 store.cursor_trace_endpos = this.cursor_trace_endpos;
2797 store.cursor_trace_ent = this.cursor_trace_ent;
2799 store.ping = this.ping;
2800 store.ping_packetloss = this.ping_packetloss;
2801 store.ping_movementloss = this.ping_movementloss;
2803 store.v_angle = this.v_angle;
2804 store.movement = (typing) ? '0 0 0' : this.movement;
2807 NET_HANDLE(fpsreport, bool)
2809 int fps = ReadShort();
2810 PlayerScore_Set(sender, SP_FPS, fps);