3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/debug.qh>
6 #include <common/effects/all.qh>
7 #include <common/effects/qc/globalsound.qh>
8 #include <common/ent_cs.qh>
9 #include <common/gamemodes/_mod.qh>
10 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
11 #include <common/items/_mod.qh>
12 #include <common/items/inventory.qh>
13 #include <common/mapobjects/func/conveyor.qh>
14 #include <common/mapobjects/func/ladder.qh>
15 #include <common/mapobjects/subs.qh>
16 #include <common/mapobjects/target/spawnpoint.qh>
17 #include <common/mapobjects/teleporters.qh>
18 #include <common/mapobjects/trigger/counter.qh>
19 #include <common/mapobjects/trigger/secret.qh>
20 #include <common/mapobjects/trigger/swamp.qh>
21 #include <common/mapobjects/triggers.qh>
22 #include <common/minigames/sv_minigames.qh>
23 #include <common/monsters/sv_monsters.qh>
24 #include <common/mutators/mutator/instagib/sv_instagib.qh>
25 #include <common/mutators/mutator/nades/nades.qh>
26 #include <common/mutators/mutator/overkill/oknex.qh>
27 #include <common/mutators/mutator/status_effects/_mod.qh>
28 #include <common/mutators/mutator/waypoints/all.qh>
29 #include <common/net_linked.qh>
30 #include <common/net_notice.qh>
31 #include <common/notifications/all.qh>
32 #include <common/physics/player.qh>
33 #include <common/playerstats.qh>
34 #include <common/resources/sv_resources.qh>
35 #include <common/state.qh>
36 #include <common/stats.qh>
37 #include <common/vehicles/all.qh>
38 #include <common/vehicles/sv_vehicles.qh>
39 #include <common/viewloc.qh>
40 #include <common/weapons/_all.qh>
41 #include <common/weapons/weapon/vortex.qh>
42 #include <common/wepent.qh>
43 #include <lib/csqcmodel/sv_model.qh>
44 #include <lib/warpzone/common.qh>
45 #include <lib/warpzone/server.qh>
46 #include <server/anticheat.qh>
47 #include <server/antilag.qh>
48 #include <server/bot/api.qh>
49 #include <server/bot/default/cvars.qh>
50 #include <server/bot/default/waypoints.qh>
51 #include <server/campaign.qh>
52 #include <server/chat.qh>
53 #include <server/cheats.qh>
54 #include <server/clientkill.qh>
55 #include <server/command/banning.qh>
56 #include <server/command/cmd.qh>
57 #include <server/command/common.qh>
58 #include <server/command/vote.qh>
59 #include <server/compat/quake3.qh>
60 #include <server/damage.qh>
61 #include <server/gamelog.qh>
62 #include <server/handicap.qh>
63 #include <server/hook.qh>
64 #include <server/impulse.qh>
65 #include <server/intermission.qh>
66 #include <server/ipban.qh>
67 #include <server/main.qh>
68 #include <server/mutators/_mod.qh>
69 #include <server/player.qh>
70 #include <server/portals.qh>
71 #include <server/race.qh>
72 #include <server/scores.qh>
73 #include <server/scores_rules.qh>
74 #include <server/spawnpoints.qh>
75 #include <server/teamplay.qh>
76 #include <server/weapons/accuracy.qh>
77 #include <server/weapons/common.qh>
78 #include <server/weapons/hitplot.qh>
79 #include <server/weapons/selection.qh>
80 #include <server/weapons/tracing.qh>
81 #include <server/weapons/weaponsystem.qh>
82 #include <server/world.qh>
84 STATIC_METHOD(Client, Add, void(Client this, int _team))
87 TRANSMUTE(Player, this);
90 PutClientInServer(this);
93 STATIC_METHOD(Client, Remove, void(Client this))
95 TRANSMUTE(Observer, this);
96 PutClientInServer(this);
97 ClientDisconnect(this);
100 void send_CSQC_teamnagger() {
101 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
104 int CountSpectators(entity player, entity to)
106 if(!player) { return 0; } // not sure how, but best to be safe
110 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
118 void WriteSpectators(entity player, entity to)
120 if(!player) { return; } // not sure how, but best to be safe
123 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
125 if(spec_count >= MAX_SPECTATORS)
127 WriteByte(MSG_ENTITY, num_for_edict(it));
132 bool ClientData_Send(entity this, entity to, int sf)
134 assert(to == this.owner, return false);
137 if (IS_SPEC(e)) e = e.enemy;
140 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
141 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
142 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
143 if (observe_blocked_if_eliminated && INGAME(to))
144 sf |= BIT(3); // observing blocked
145 if (autocvar_sv_showspectators == 1 || (autocvar_sv_showspectators && IS_SPEC(to)))
146 sf |= BIT(4); // show spectators
148 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
149 WriteByte(MSG_ENTITY, sf);
152 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
156 float specs = CountSpectators(e, to);
157 WriteByte(MSG_ENTITY, specs);
158 WriteSpectators(e, to);
164 void ClientData_Attach(entity this)
166 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
167 CS(this).clientdata.drawonlytoclient = this;
168 CS(this).clientdata.owner = this;
171 void ClientData_Detach(entity this)
173 delete(CS(this).clientdata);
174 CS(this).clientdata = NULL;
177 void ClientData_Touch(entity e)
179 entity cd = CS(e).clientdata;
180 if (cd) { cd.SendFlags = 1; }
182 // make it spectatable
183 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
185 entity cd = CS(it).clientdata;
186 if (cd) { cd.SendFlags = 1; }
195 Checks if the argument string can be a valid playermodel.
196 Returns a valid one in doubt.
199 string FallbackPlayerModel;
200 string CheckPlayerModel(string plyermodel) {
201 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
203 // note: we cannot summon Don Strunzone here, some player may
204 // still have the model string set. In case anyone manages how
205 // to change a cvar default, we'll have a small leak here.
206 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
208 // only in right path
209 if(substring(plyermodel, 0, 14) != "models/player/")
210 return FallbackPlayerModel;
211 // only good file extensions
212 if(substring(plyermodel, -4, 4) != ".iqm"
213 && substring(plyermodel, -4, 4) != ".zym"
214 && substring(plyermodel, -4, 4) != ".dpm"
215 && substring(plyermodel, -4, 4) != ".md3"
216 && substring(plyermodel, -4, 4) != ".psk")
218 return FallbackPlayerModel;
220 // forbid the LOD models
221 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
222 return FallbackPlayerModel;
223 if(plyermodel != strtolower(plyermodel))
224 return FallbackPlayerModel;
225 // also, restrict to server models
226 if(autocvar_sv_servermodelsonly)
228 if(!fexists(plyermodel))
229 return FallbackPlayerModel;
234 void setplayermodel(entity e, string modelname)
236 precache_model(modelname);
237 _setmodel(e, modelname);
238 player_setupanimsformodel(e);
239 if(!autocvar_g_debug_globalsounds)
240 UpdatePlayerSounds(e);
243 /** putting a client as observer in the server */
244 void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
246 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
247 bool recount_ready = false;
248 PlayerState_detach(this);
252 if(GetResource(this, RES_HEALTH) >= 1)
255 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
258 // was a player, recount votes and ready status
259 if(IS_REAL_CLIENT(this))
261 if (vote_called) { VoteCount(false); }
263 if (warmup_stage || game_starttime > time) recount_ready = true;
265 entcs_update_players(this);
270 entity spot = SelectSpawnPoint(this, true);
271 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
272 this.angles = vec2(spot.angles);
273 // offset it so that the spectator spawns higher off the ground, looks better this way
274 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
276 else // change origin to restore previous view origin
277 setorigin(this, this.origin + STAT(PL_VIEW_OFS, this) - STAT(PL_CROUCH_VIEW_OFS, this));
278 this.fixangle = true;
280 if (IS_REAL_CLIENT(this))
283 WriteByte(MSG_ONE, SVC_SETVIEW);
284 WriteEntity(MSG_ONE, this);
286 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
287 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
288 if(!autocvar_g_debug_globalsounds)
290 // needed for player sounds
292 FixPlayermodel(this);
294 setmodel(this, MDL_Null);
295 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
296 this.view_ofs = '0 0 0';
298 RemoveGrapplingHooks(this);
299 Portal_ClearAll(this);
300 Unfreeze(this, false);
301 SetSpectatee(this, NULL);
306 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
310 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
312 TRANSMUTE(Observer, this);
314 if(recount_ready) ReadyCount(); // FIXME: please add comment about why this is delayed
316 WaypointSprite_PlayerDead(this);
317 accuracy_resend(this);
319 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
320 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
322 CS(this).spectatortime = time;
324 IL_REMOVE(g_bot_targets, this);
325 this.bot_attack = false;
326 if(this.monster_attack)
327 IL_REMOVE(g_monster_targets, this);
328 this.monster_attack = false;
329 STAT(HUD, this) = HUD_NORMAL;
330 this.iscreature = false;
331 this.teleportable = TELEPORT_SIMPLE;
332 if(this.damagedbycontents)
333 IL_REMOVE(g_damagedbycontents, this);
334 this.damagedbycontents = false;
335 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
336 SetSpectatee_status(this, etof(this));
337 this.takedamage = DAMAGE_NO;
338 this.solid = SOLID_NOT;
339 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
340 this.flags = FL_CLIENT | FL_NOTARGET;
342 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
343 this.pauserotarmor_finished = 0;
344 this.pauserothealth_finished = 0;
345 this.pauseregen_finished = 0;
346 this.damageforcescale = 0;
348 this.respawn_flags = 0;
349 this.respawn_time = 0;
350 STAT(RESPAWN_TIME, this) = 0;
354 this.pain_finished = 0;
355 STAT(AIR_FINISHED, this) = 0;
356 //this.dphitcontentsmask = 0;
357 this.dphitcontentsmask = DPCONTENTS_SOLID;
358 if (autocvar_g_playerclip_collisions)
359 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
362 setthink(this, func_null);
364 this.deadflag = DEAD_NO;
366 STAT(REVIVE_PROGRESS, this) = 0;
367 this.revival_time = 0;
368 this.draggable = drag_undraggable;
370 player_powerups_remove_all(this);
372 STAT(WEAPONS, this) = '0 0 0';
373 this.drawonlytoclient = this;
377 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
379 this.weaponmodel = "";
380 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
382 this.weaponentities[slot] = NULL;
384 this.exteriorweaponentity = NULL;
385 CS(this).killcount = FRAGS_SPECTATOR;
386 this.velocity = '0 0 0';
387 this.avelocity = '0 0 0';
388 this.punchangle = '0 0 0';
389 this.punchvector = '0 0 0';
390 this.oldvelocity = this.velocity;
391 this.event_damage = func_null;
392 this.event_heal = func_null;
394 for(int slot = 0; slot < MAX_AXH; ++slot)
396 entity axh = this.(AuxiliaryXhair[slot]);
397 this.(AuxiliaryXhair[slot]) = NULL;
399 if(axh.owner == this && axh != NULL && !wasfreed(axh))
403 if (mutator_returnvalue)
405 // mutator prevents resetting teams+score
409 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR); // clears scores too in game modes without teams
410 this.frags = FRAGS_SPECTATOR;
413 bot_relinkplayerlist();
415 if (CS(this).just_joined)
416 CS(this).just_joined = false;
419 int player_getspecies(entity this)
421 get_model_parameters(this.model, this.skin);
422 int s = get_model_parameters_species;
423 get_model_parameters(string_null, 0);
424 if (s < 0) return SPECIES_HUMAN;
428 .float model_randomizer;
429 void FixPlayermodel(entity player)
431 string defaultmodel = "";
433 if(autocvar_sv_defaultcharacter)
439 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
440 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
441 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
442 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
446 if(defaultmodel == "")
448 defaultmodel = autocvar_sv_defaultplayermodel;
449 defaultskin = autocvar_sv_defaultplayerskin;
452 int n = tokenize_console(defaultmodel);
455 defaultmodel = argv(floor(n * CS(player).model_randomizer));
456 // However, do NOT randomize if the player-selected model is in the list.
457 for (int i = 0; i < n; ++i)
458 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
459 defaultmodel = argv(i);
462 int i = strstrofs(defaultmodel, ":", 0);
465 defaultskin = stof(substring(defaultmodel, i+1, -1));
466 defaultmodel = substring(defaultmodel, 0, i);
469 if(autocvar_sv_defaultcharacterskin && !defaultskin)
475 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
476 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
477 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
478 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
483 defaultskin = autocvar_sv_defaultplayerskin;
486 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
487 defaultmodel = M_ARGV(0, string);
488 defaultskin = M_ARGV(1, int);
492 if(defaultmodel != "")
494 if (defaultmodel != player.model)
496 vector m1 = player.mins;
497 vector m2 = player.maxs;
498 setplayermodel (player, defaultmodel);
499 setsize (player, m1, m2);
503 oldskin = player.skin;
504 player.skin = defaultskin;
506 if (player.playermodel != player.model || player.playermodel == "")
508 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
509 vector m1 = player.mins;
510 vector m2 = player.maxs;
511 setplayermodel (player, player.playermodel);
512 setsize (player, m1, m2);
516 if(!autocvar_sv_defaultcharacterskin)
518 oldskin = player.skin;
519 player.skin = stof(player.playerskin);
523 oldskin = player.skin;
524 player.skin = defaultskin;
528 if(chmdl || oldskin != player.skin) // model or skin has changed
530 player.species = player_getspecies(player); // update species
531 if(!autocvar_g_debug_globalsounds)
532 UpdatePlayerSounds(player); // update skin sounds
536 if(strlen(autocvar_sv_defaultplayercolors))
537 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
538 setcolor(player, stof(autocvar_sv_defaultplayercolors));
541 void GiveWarmupResources(entity this)
543 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
544 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
545 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
546 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
547 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
548 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
549 SetResource(this, RES_HEALTH, warmup_start_health);
550 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
551 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
554 void PutPlayerInServer(entity this)
556 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
558 PlayerState_attach(this);
559 accuracy_resend(this);
561 if (teamplay && this.bot_forced_team)
562 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
565 TeamBalance_JoinBestTeam(this);
567 entity spot = SelectSpawnPoint(this, false);
569 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
570 return; // spawn failed
573 TRANSMUTE(Player, this);
575 CS(this).wasplayer = true;
576 this.iscreature = true;
577 this.teleportable = TELEPORT_NORMAL;
578 if(!this.damagedbycontents)
579 IL_PUSH(g_damagedbycontents, this);
580 this.damagedbycontents = true;
581 set_movetype(this, MOVETYPE_WALK);
582 this.solid = SOLID_SLIDEBOX;
583 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
584 if (autocvar_g_playerclip_collisions)
585 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
586 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
587 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
588 this.frags = FRAGS_PLAYER;
589 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
590 this.flags = FL_CLIENT | FL_PICKUPITEMS;
591 if (autocvar__notarget)
592 this.flags |= FL_NOTARGET;
593 this.takedamage = DAMAGE_AIM;
594 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
597 GiveWarmupResources(this);
600 SetResource(this, RES_SHELLS, start_ammo_shells);
601 SetResource(this, RES_BULLETS, start_ammo_nails);
602 SetResource(this, RES_ROCKETS, start_ammo_rockets);
603 SetResource(this, RES_CELLS, start_ammo_cells);
604 SetResource(this, RES_PLASMA, start_ammo_plasma);
605 SetResource(this, RES_FUEL, start_ammo_fuel);
606 SetResource(this, RES_HEALTH, start_health);
607 SetResource(this, RES_ARMOR, start_armorvalue);
608 STAT(WEAPONS, this) = start_weapons;
609 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
611 GiveRandomWeapons(this, random_start_weapons_count,
612 autocvar_g_random_start_weapons, random_start_ammo);
615 SetSpectatee_status(this, 0);
617 PS(this).dual_weapons = '0 0 0';
619 if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
620 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
622 this.items = start_items;
624 float shieldtime = time + autocvar_g_spawnshieldtime;
626 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
627 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
628 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
629 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
630 if (!sv_ready_restart_after_countdown && time < game_starttime)
632 float f = game_starttime - time;
634 this.pauserotarmor_finished += f;
635 this.pauserothealth_finished += f;
636 this.pauseregen_finished += f;
639 StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
641 this.damageforcescale = autocvar_g_player_damageforcescale;
643 this.respawn_flags = 0;
644 this.respawn_time = 0;
645 STAT(RESPAWN_TIME, this) = 0;
646 // DP model scaling uses 1/16 accuracy and 13/16 is closest to 56/69
647 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.8125 : autocvar_sv_player_scale);
649 this.pain_finished = 0;
651 setthink(this, func_null); // players have no think function
654 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
656 this.deadflag = DEAD_NO;
658 this.angles = spot.angles;
659 this.angles_z = 0; // never spawn tilted even if the spot says to
660 if (IS_BOT_CLIENT(this))
662 this.v_angle = this.angles;
665 this.fixangle = true; // turn this way immediately
666 this.oldvelocity = this.velocity = '0 0 0';
667 this.avelocity = '0 0 0';
668 this.punchangle = '0 0 0';
669 this.punchvector = '0 0 0';
671 STAT(REVIVE_PROGRESS, this) = 0;
672 this.revival_time = 0;
674 STAT(AIR_FINISHED, this) = 0;
675 this.waterlevel = WATERLEVEL_NONE;
676 this.watertype = CONTENT_EMPTY;
678 entity spawnevent = new_pure(spawnevent);
679 spawnevent.owner = this;
680 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
682 // Cut off any still running player sounds.
683 stopsound(this, CH_PLAYER_SINGLE);
686 FixPlayermodel(this);
687 this.drawonlytoclient = NULL;
691 for(int slot = 0; slot < MAX_AXH; ++slot)
693 entity axh = this.(AuxiliaryXhair[slot]);
694 this.(AuxiliaryXhair[slot]) = NULL;
696 if(axh.owner == this && axh != NULL && !wasfreed(axh))
700 this.spawnpoint_targ = NULL;
703 this.view_ofs = STAT(PL_VIEW_OFS, this);
704 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
705 this.spawnorigin = spot.origin;
706 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
707 // don't reset back to last position, even if new position is stuck in solid
708 this.oldorigin = this.origin;
710 IL_REMOVE(g_conveyed, this);
711 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
713 IL_REMOVE(g_swamped, this);
714 this.swampslug = NULL;
715 this.swamp_interval = 0;
716 if(this.ladder_entity)
717 IL_REMOVE(g_ladderents, this);
718 this.ladder_entity = NULL;
719 IL_EACH(g_counters, it.realowner == this,
723 STAT(HUD, this) = HUD_NORMAL;
725 this.event_damage = PlayerDamage;
726 this.event_heal = PlayerHeal;
728 this.draggable = func_null;
731 IL_PUSH(g_bot_targets, this);
732 this.bot_attack = true;
733 if(!this.monster_attack)
734 IL_PUSH(g_monster_targets, this);
735 this.monster_attack = true;
736 navigation_dynamicgoal_init(this, false);
738 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
740 // player was spectator
741 if (CS(this).killcount == FRAGS_SPECTATOR) {
742 PlayerScore_Clear(this);
743 CS(this).killcount = 0;
744 CS(this).startplaytime = time;
747 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
749 .entity weaponentity = weaponentities[slot];
750 CL_SpawnWeaponentity(this, weaponentity);
752 this.alpha = default_player_alpha;
753 this.colormod = '1 1 1' * autocvar_g_player_brightness;
754 this.exteriorweaponentity.alpha = default_weapon_alpha;
756 this.speedrunning = false;
758 this.counter_cnt = 0;
759 this.fragsfilter_cnt = 0;
761 target_voicescript_clear(this);
763 // reset fields the weapons may use
764 FOREACH(Weapons, true, {
765 it.wr_resetplayer(it, this);
766 // reload all reloadable weapons
767 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
768 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
770 .entity weaponentity = weaponentities[slot];
771 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
776 Unfreeze(this, false);
778 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
780 string s = spot.target;
781 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
782 spot.target = string_null;
783 SUB_UseTargets(spot, this, NULL);
784 if(g_assault || g_race)
788 if (autocvar_spawn_debug)
790 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
791 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
794 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
796 .entity weaponentity = weaponentities[slot];
797 entity w_ent = this.(weaponentity);
798 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
799 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
801 w_ent.m_switchweapon = WEP_Null;
802 w_ent.m_weapon = WEP_Null;
803 w_ent.weaponname = "";
804 w_ent.m_switchingweapon = WEP_Null;
808 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
810 if (CS(this).impulse) ImpulseCommands(this);
812 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
813 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
815 .entity weaponentity = weaponentities[slot];
816 W_WeaponFrame(this, weaponentity);
819 if (!warmup_stage && !this.alivetime)
820 this.alivetime = time;
822 antilag_clear(this, CS(this));
824 if (warmup_stage < 0 || warmup_stage > 1)
828 /** Called when a client spawns in the server */
829 void PutClientInServer(entity this)
831 if (IS_REAL_CLIENT(this)) {
833 WriteByte(MSG_ONE, SVC_SETVIEW);
834 WriteEntity(MSG_ONE, this);
837 TRANSMUTE(Observer, this);
839 bool use_spawnpoint = (!this.enemy); // check this.enemy here since SetSpectatee will clear it
840 SetSpectatee(this, NULL);
844 PS(this).itemkeys = 0;
846 MUTATOR_CALLHOOK(PutClientInServer, this);
848 if (IS_OBSERVER(this)) {
849 PutObserverInServer(this, false, use_spawnpoint);
850 } else if (IS_PLAYER(this)) {
851 PutPlayerInServer(this);
854 bot_relinkplayerlist();
857 // TODO do we need all these fields, or should we stop autodetecting runtime
858 // changes and just have a console command to update this?
859 bool ClientInit_SendEntity(entity this, entity to, int sf)
861 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
864 // MSG_INIT replacement
865 // TODO: make easier to use
867 W_PROP_reload(MSG_ONE, to);
868 ClientInit_misc(this);
869 MUTATOR_CALLHOOK(Ent_Init);
871 void ClientInit_misc(entity this)
873 int channel = MSG_ONE;
874 WriteHeader(channel, ENT_CLIENT_INIT);
875 WriteByte(channel, g_nexball_meter_period * 32);
876 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
877 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
878 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
879 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
880 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
881 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
882 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
883 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
885 if(autocvar_sv_foginterval && world.fog != "")
886 WriteString(channel, world.fog);
888 WriteString(channel, "");
889 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
890 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
891 WriteByte(channel, serverflags);
892 WriteCoord(channel, autocvar_g_trueaim_minrange);
895 void ClientInit_CheckUpdate(entity this)
897 this.nextthink = time;
898 if(this.count != autocvar_g_balance_armor_blockpercent)
900 this.count = autocvar_g_balance_armor_blockpercent;
903 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
905 this.cnt = autocvar_g_balance_damagepush_speedfactor;
910 void ClientInit_Spawn()
912 entity e = new_pure(clientinit);
913 setthink(e, ClientInit_CheckUpdate);
914 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
916 ClientInit_CheckUpdate(e);
926 // initialize parms for a new player
927 parm1 = -(86400 * 366);
929 MUTATOR_CALLHOOK(SetNewParms);
937 void SetChangeParms (entity this)
939 // save parms for level change
940 parm1 = CS(this).parm_idlesince - time;
942 MUTATOR_CALLHOOK(SetChangeParms);
950 void DecodeLevelParms(entity this)
953 CS(this).parm_idlesince = parm1;
954 if (CS(this).parm_idlesince == -(86400 * 366))
955 CS(this).parm_idlesince = time;
957 // whatever happens, allow 60 seconds of idling directly after connect for map loading
958 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
960 MUTATOR_CALLHOOK(DecodeLevelParms);
963 void FixClientCvars(entity e)
965 // send prediction settings to the client
966 if(autocvar_g_antilag == 3) // client side hitscan
967 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
968 if(autocvar_sv_gentle)
969 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
971 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
972 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
974 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
976 MUTATOR_CALLHOOK(FixClientCvars, e);
979 bool findinlist_abbrev(string tofind, string list)
981 if(list == "" || tofind == "")
982 return false; // empty list or search, just return
984 // this function allows abbreviated strings!
985 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
993 bool PlayerInIPList(entity p, string iplist)
995 // some safety checks (never allow local?)
996 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
999 return findinlist_abbrev(p.netaddress, iplist);
1002 bool PlayerInIDList(entity p, string idlist)
1004 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1008 return findinlist_abbrev(p.crypto_idfp, idlist);
1011 bool PlayerInList(entity player, string list)
1013 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1016 #ifdef DP_EXT_PRECONNECT
1021 Called once (not at each match start) when a client begins a connection to the server
1024 void ClientPreConnect(entity this)
1026 if(autocvar_sv_eventlog)
1028 GameLogEcho(sprintf(":connect:%d:%d:%s",
1031 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1037 // NOTE csqc uses the active mutators list sent by this function
1038 // to understand which mutators are enabled
1039 // also note that they aren't all registered mutators, e.g. jetpack, low gravity
1040 void SendWelcomeMessage(entity this, int msg_type)
1042 WriteByte(msg_type, boolean(autocvar_g_campaign));
1043 if (boolean(autocvar_g_campaign))
1045 WriteString(msg_type, Campaign_GetTitle());
1046 WriteByte(msg_type, Campaign_GetLevelNum());
1047 WriteString(msg_type, Campaign_GetMessage());
1050 WriteString(msg_type, autocvar_hostname);
1051 WriteString(msg_type, autocvar_g_xonoticversion);
1052 WriteByte(msg_type, CS(this).version_mismatch);
1053 WriteByte(msg_type, (CS(this).version < autocvar_gameversion));
1054 WriteByte(msg_type, autocvar_g_warmup > 1 ? autocvar_g_warmup : map_minplayers);
1055 WriteByte(msg_type, GetPlayerLimit());
1057 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1058 string modifications = M_ARGV(0, string);
1060 if (!g_weaponarena && cvar("g_balance_blaster_weaponstartoverride") == 0)
1061 modifications = strcat(modifications, ", No start weapons");
1062 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1063 modifications = strcat(modifications, ", Low gravity");
1064 if(g_weapon_stay && !g_cts)
1065 modifications = strcat(modifications, ", Weapons stay");
1066 if(autocvar_g_jetpack)
1067 modifications = strcat(modifications, ", Jetpack");
1068 modifications = substring(modifications, 2, strlen(modifications) - 2);
1070 WriteString(msg_type, modifications);
1072 WriteString(msg_type, g_weaponarena_list);
1074 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1076 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1077 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1080 WriteString(msg_type, cache_mutatormsg);
1082 WriteString(msg_type, strreplace("\\n", "\n", autocvar_sv_motd));
1089 Called when a client connects to the server
1092 void ClientConnect(entity this)
1094 if (Ban_MaybeEnforceBanOnce(this)) return;
1095 assert(!IS_CLIENT(this), return);
1096 this.flags |= FL_CLIENT;
1097 assert(player_count >= 0, player_count = 0);
1099 TRANSMUTE(Client, this);
1100 CS(this).version_nagtime = time + 10 + random() * 10;
1102 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1104 bot_clientconnect(this);
1106 Player_DetermineForcedTeam(this);
1108 TRANSMUTE(Observer, this);
1110 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1112 // always track bots, don't ask for cl_allow_uidtracking
1113 if (IS_BOT_CLIENT(this))
1114 PlayerStats_GameReport_AddPlayer(this);
1116 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1118 if (autocvar_sv_eventlog)
1119 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1121 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1123 stuffcmd(this, clientstuff, "\n");
1124 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1126 FixClientCvars(this);
1128 // get version info from player
1129 stuffcmd(this, "cmd clientversion $gameversion\n");
1131 // notify about available teams
1134 entity balance = TeamBalance_CheckAllowedTeams(this);
1135 int t = TeamBalance_GetAllowedTeams(balance);
1136 TeamBalance_Destroy(balance);
1137 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1141 stuffcmd(this, "set _teams_available 0\n");
1144 bot_relinkplayerlist();
1146 CS(this).spectatortime = time;
1147 if (blockSpectators)
1149 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1152 CS(this).jointime = time;
1154 if (IS_REAL_CLIENT(this))
1156 if (g_weaponarena_weapons == WEPSET(TUBA))
1157 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1158 // quickmenu file must be put in a subfolder with an unique name
1159 // to reduce chances of overriding custom client quickmenus
1160 if (waypointeditor_enabled)
1161 stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", "wpeditor.txt"));
1162 else if (autocvar_sv_quickmenu_file != "" && strstrofs(autocvar_sv_quickmenu_file, "/", 0) && fexists(autocvar_sv_quickmenu_file))
1163 stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", autocvar_sv_quickmenu_file));
1166 if (!autocvar_sv_foginterval && world.fog != "")
1167 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1169 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2))
1170 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1171 send_CSQC_teamnagger();
1173 CSQCMODEL_AUTOINIT(this);
1175 CS(this).model_randomizer = random();
1177 if (IS_REAL_CLIENT(this))
1178 sv_notice_join(this);
1180 this.move_qcphysics = true;
1182 // update physics stats (players can spawn before physics runs)
1183 Physics_UpdateStats(this);
1185 IL_EACH(g_initforplayer, it.init_for_player, {
1186 it.init_for_player(it, this);
1189 Handicap_Initialize(this);
1192 if (PlayerInList(this, autocvar_g_playban_list))
1193 TRANSMUTE(Observer, this);
1195 if (PlayerInList(this, autocvar_g_muteban_list)) // muteban
1196 CS(this).muted = true;
1198 MUTATOR_CALLHOOK(ClientConnect, this);
1200 if (player_count == 1)
1202 if (autocvar_sv_autopause && server_is_dedicated)
1204 localcmd("\nsv_hook_firstjoin\n");
1211 Called when a client disconnects from the server
1214 .entity chatbubbleentity;
1215 void player_powerups_remove_all(entity this);
1217 void ClientDisconnect(entity this)
1219 assert(IS_CLIENT(this), return);
1221 /* from "ignore" command */
1222 strfree(this.ignore_list);
1223 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it.ignore_list,
1225 if(it.crypto_idfp && it.crypto_idfp != "")
1227 string mylist = ignore_removefromlist(it, this);
1229 strunzone(it.ignore_list);
1231 it.ignore_list = strzone(mylist);
1233 /* from "ignore" command */
1235 PlayerStats_GameReport_FinalizePlayer(this);
1236 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1237 if (CS(this).active_minigame) part_minigame(this);
1238 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1240 if (autocvar_sv_eventlog)
1241 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1243 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1246 SetSpectatee(this, NULL);
1248 MUTATOR_CALLHOOK(ClientDisconnect, this);
1250 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1251 strfree(CS_CVAR(this).weaponorder_byimpulse);
1252 ClientState_detach(this);
1254 Portal_ClearAll(this);
1256 Unfreeze(this, false);
1258 RemoveGrapplingHooks(this);
1260 // Here, everything has been done that requires this player to be a client.
1262 this.flags &= ~FL_CLIENT;
1264 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1265 if (this.killindicator) delete(this.killindicator);
1267 IL_EACH(g_counters, it.realowner == this,
1272 WaypointSprite_PlayerGone(this);
1274 bot_relinkplayerlist();
1276 strfree(this.clientstatus);
1277 if (this.personal) delete(this.personal);
1280 if (warmup_stage || game_starttime > time) ReadyCount();
1281 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1283 player_powerups_remove_all(this); // stop powerup sound
1287 if (player_count == 0)
1288 localcmd("\nsv_hook_lastleave\n");
1291 void ChatBubbleThink(entity this)
1293 this.nextthink = time;
1294 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1296 if(this.owner) // but why can that ever be NULL?
1297 this.owner.chatbubbleentity = NULL;
1304 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1306 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1307 this.mdl = "models/sprites/minigame_busy.iqm";
1308 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1309 this.mdl = "models/misc/chatbubble.spr";
1312 if ( this.model != this.mdl )
1313 _setmodel(this, this.mdl);
1317 void UpdateChatBubble(entity this)
1321 // spawn a chatbubble entity if needed
1322 if (!this.chatbubbleentity)
1324 this.chatbubbleentity = new(chatbubbleentity);
1325 this.chatbubbleentity.owner = this;
1326 this.chatbubbleentity.exteriormodeltoclient = this;
1327 setthink(this.chatbubbleentity, ChatBubbleThink);
1328 this.chatbubbleentity.nextthink = time;
1329 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1330 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1331 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1332 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1333 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1334 //this.chatbubbleentity.model = "";
1335 this.chatbubbleentity.effects = EF_LOWPRECISION;
1339 void calculate_player_respawn_time(entity this)
1341 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1344 float gametype_setting_tmp;
1345 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1346 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1347 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1348 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1349 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1350 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1352 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1355 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1356 if(it.team == this.team)
1359 if (sdelay_small_count == 0)
1360 sdelay_small_count = 1;
1361 if (sdelay_large_count == 0)
1362 sdelay_large_count = 1;
1366 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1369 if (sdelay_small_count == 0)
1371 if (IS_INDEPENDENT_PLAYER(this))
1373 // Players play independently. No point in requiring enemies.
1374 sdelay_small_count = 1;
1378 // Players play AGAINST each other. Enemies required.
1379 sdelay_small_count = 2;
1382 if (sdelay_large_count == 0)
1384 if (IS_INDEPENDENT_PLAYER(this))
1386 // Players play independently. No point in requiring enemies.
1387 sdelay_large_count = 1;
1391 // Players play AGAINST each other. Enemies required.
1392 sdelay_large_count = 2;
1399 if (pcount <= sdelay_small_count)
1400 sdelay = sdelay_small;
1401 else if (pcount >= sdelay_large_count)
1402 sdelay = sdelay_large;
1403 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1404 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1407 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1409 this.respawn_time = time + sdelay;
1411 if(sdelay < sdelay_max)
1412 this.respawn_time_max = time + sdelay_max;
1414 this.respawn_time_max = this.respawn_time;
1416 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1417 this.respawn_countdown = 10; // first number to count down from is 10
1419 this.respawn_countdown = -1; // do not count down
1421 if(autocvar_g_forced_respawn)
1422 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1425 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1426 // added to the model skins
1427 /*void UpdateColorModHack()
1430 c = this.clientcolors & 15;
1431 // LordHavoc: only bothering to support white, green, red, yellow, blue
1432 if (!teamplay) this.colormod = '0 0 0';
1433 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1434 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1435 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1436 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1437 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1438 else this.colormod = '1 1 1';
1441 void respawn(entity this)
1443 bool damagedbycontents_prev = this.damagedbycontents;
1446 if(autocvar_g_respawn_ghosts)
1448 this.solid = SOLID_NOT;
1449 this.takedamage = DAMAGE_NO;
1450 this.damagedbycontents = false;
1451 set_movetype(this, MOVETYPE_FLY);
1452 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1453 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1454 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1455 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1456 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1457 if(autocvar_g_respawn_ghosts_time > 0)
1458 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1461 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1465 this.damagedbycontents = damagedbycontents_prev;
1467 this.effects |= EF_NODRAW; // prevent another CopyBody
1468 PutClientInServer(this);
1471 void play_countdown(entity this, float finished, Sound samp)
1474 float time_left = finished - time;
1475 if(IS_REAL_CLIENT(this) && time_left < 6 && floor(time_left - frametime) != floor(time_left))
1476 sound(this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1479 // it removes special powerups not handled by StatusEffects
1480 void player_powerups_remove_all(entity this)
1482 if (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1484 // don't play the poweroff sound when the game restarts or the player disconnects
1485 if (time > game_starttime + 1 && IS_CLIENT(this)
1486 && !(start_items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS)))
1488 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1490 if (this.items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1491 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1492 this.items -= (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS));
1496 void player_powerups(entity this)
1498 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1499 this.modelflags |= MF_ROCKET;
1501 this.modelflags &= ~MF_ROCKET;
1503 this.effects &= ~EF_NODEPTHTEST;
1506 player_powerups_remove_all(this);
1508 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1511 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1512 int items_prev = this.items;
1514 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1516 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1517 if (this.items & IT_SUPERWEAPON)
1519 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1521 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
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, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1533 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1535 this.items = this.items - (this.items & IT_SUPERWEAPON);
1536 STAT(WEAPONS, this) &= ~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(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1544 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1546 this.items = this.items | IT_SUPERWEAPON;
1547 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1550 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1551 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1556 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1557 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1558 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1561 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1563 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1567 if(autocvar_g_nodepthtestplayers)
1568 this.effects = this.effects | EF_NODEPTHTEST;
1570 if(autocvar_g_fullbrightplayers)
1571 this.effects = this.effects | 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 void RotRegen(entity this, Resource res, float limit_mod,
1597 float regenstable, float regenfactor, float regenlinear, float regenframetime,
1598 float rotstable, float rotfactor, float rotlinear, float rotframetime)
1600 float old = GetResource(this, res);
1601 float current = old;
1602 if(current > rotstable)
1604 if(rotframetime > 0)
1606 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1607 current = max(rotstable, current - rotlinear * rotframetime);
1610 else if(current < regenstable)
1612 if(regenframetime > 0)
1614 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1615 current = min(regenstable, current + regenlinear * regenframetime);
1619 float limit = GetResourceLimit(this, res) * limit_mod;
1624 SetResource(this, res, current);
1627 void player_regen(entity this)
1629 float max_mod, regen_mod, rot_mod, limit_mod;
1630 max_mod = regen_mod = rot_mod = limit_mod = 1;
1632 float regen_health = autocvar_g_balance_health_regen;
1633 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1634 float regen_health_rot = autocvar_g_balance_health_rot;
1635 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1636 float regen_health_stable = autocvar_g_balance_health_regenstable;
1637 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1638 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1639 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1640 max_mod = M_ARGV(1, float);
1641 regen_mod = M_ARGV(2, float);
1642 rot_mod = M_ARGV(3, float);
1643 limit_mod = M_ARGV(4, float);
1644 regen_health = M_ARGV(5, float);
1645 regen_health_linear = M_ARGV(6, float);
1646 regen_health_rot = M_ARGV(7, float);
1647 regen_health_rotlinear = M_ARGV(8, float);
1648 regen_health_stable = M_ARGV(9, float);
1649 regen_health_rotstable = M_ARGV(10, float);
1651 float rotstable, regenstable, rotframetime, regenframetime;
1653 if(!mutator_returnvalue)
1654 if(!STAT(FROZEN, this))
1656 regenstable = autocvar_g_balance_armor_regenstable;
1657 rotstable = autocvar_g_balance_armor_rotstable;
1658 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1659 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1660 RotRegen(this, RES_ARMOR, limit_mod,
1661 regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime,
1662 rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime);
1664 // NOTE: max_mod is only applied to health
1665 regenstable = regen_health_stable * max_mod;
1666 rotstable = regen_health_rotstable * max_mod;
1667 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1668 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1669 RotRegen(this, RES_HEALTH, limit_mod,
1670 regenstable, regen_health, regen_health_linear, regenframetime,
1671 rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1674 // if player rotted to death... die!
1675 // check this outside above checks, as player may still be able to rot to death
1676 if(GetResource(this, RES_HEALTH) < 1)
1679 vehicles_exit(this.vehicle, VHEF_RELEASE);
1680 if(this.event_damage)
1681 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1684 if (!(this.items & IT_UNLIMITED_AMMO))
1686 regenstable = autocvar_g_balance_fuel_regenstable;
1687 rotstable = autocvar_g_balance_fuel_rotstable;
1688 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0;
1689 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1690 RotRegen(this, RES_FUEL, 1,
1691 regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime,
1692 rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime);
1697 void SetZoomState(entity this, float newzoom)
1699 if(newzoom != CS(this).zoomstate)
1701 CS(this).zoomstate = newzoom;
1702 ClientData_Touch(this);
1704 zoomstate_set = true;
1707 void GetPressedKeys(entity this)
1709 MUTATOR_CALLHOOK(GetPressedKeys, this);
1712 CS(this).pressedkeys = 0;
1713 STAT(PRESSED_KEYS, this) = 0;
1717 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1718 int keys = STAT(PRESSED_KEYS, this);
1719 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1720 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1721 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1722 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1724 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1725 keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1726 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1727 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1728 CS(this).pressedkeys = keys; // store for other users
1730 STAT(PRESSED_KEYS, this) = keys;
1734 ======================
1735 spectate mode routines
1736 ======================
1739 void SpectateCopy(entity this, entity spectatee)
1741 TC(Client, this); TC(Client, spectatee);
1743 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1744 PS(this) = PS(spectatee);
1745 this.armortype = spectatee.armortype;
1746 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1747 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1748 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1749 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1750 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1751 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1752 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1753 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1754 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1755 CS(this).impulse = 0;
1756 this.disableclientprediction = 1; // no need to run prediction on a spectator
1757 this.items = spectatee.items;
1758 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1759 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1760 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1761 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1762 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1763 this.punchangle = spectatee.punchangle;
1764 this.view_ofs = spectatee.view_ofs;
1765 this.velocity = spectatee.velocity;
1766 this.dmg_take = spectatee.dmg_take;
1767 this.dmg_save = spectatee.dmg_save;
1768 this.dmg_inflictor = spectatee.dmg_inflictor;
1769 this.v_angle = spectatee.v_angle;
1770 this.angles = spectatee.v_angle;
1771 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1772 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1773 this.viewloc = spectatee.viewloc;
1774 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1775 this.fixangle = true;
1776 setorigin(this, spectatee.origin);
1777 setsize(this, spectatee.mins, spectatee.maxs);
1778 SetZoomState(this, CS(spectatee).zoomstate);
1780 anticheat_spectatecopy(this, spectatee);
1781 STAT(HUD, this) = STAT(HUD, spectatee);
1782 if(spectatee.vehicle)
1784 this.angles = spectatee.v_angle;
1786 //this.fixangle = false;
1787 //this.velocity = spectatee.vehicle.velocity;
1788 this.vehicle_health = spectatee.vehicle_health;
1789 this.vehicle_shield = spectatee.vehicle_shield;
1790 this.vehicle_energy = spectatee.vehicle_energy;
1791 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1792 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1793 this.vehicle_reload1 = spectatee.vehicle_reload1;
1794 this.vehicle_reload2 = spectatee.vehicle_reload2;
1796 //msg_entity = this;
1798 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1799 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1800 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1801 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1803 //WriteByte (MSG_ONE, SVC_SETVIEW);
1804 // WriteEntity(MSG_ONE, this);
1805 //makevectors(spectatee.v_angle);
1806 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1810 bool SpectateUpdate(entity this)
1815 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1817 SetSpectatee(this, NULL);
1821 SpectateCopy(this, this.enemy);
1826 bool SpectateSet(entity this)
1828 if(!IS_PLAYER(this.enemy))
1831 ClientData_Touch(this.enemy);
1834 WriteByte(MSG_ONE, SVC_SETVIEW);
1835 WriteEntity(MSG_ONE, this.enemy);
1836 set_movetype(this, MOVETYPE_NONE);
1837 accuracy_resend(this);
1839 if(!SpectateUpdate(this))
1840 PutObserverInServer(this, false, true);
1845 void SetSpectatee_status(entity this, int spectatee_num)
1847 int oldspectatee_status = CS(this).spectatee_status;
1848 CS(this).spectatee_status = spectatee_num;
1850 if (CS(this).spectatee_status != oldspectatee_status)
1852 if (STAT(PRESSED_KEYS, this))
1854 CS(this).pressedkeys = 0;
1855 STAT(PRESSED_KEYS, this) = 0;
1857 ClientData_Touch(this);
1858 if (g_race || g_cts) race_InitSpectator();
1862 void SetSpectatee(entity this, entity spectatee)
1864 if(IS_BOT_CLIENT(this))
1865 return; // bots abuse .enemy, this code is useless to them
1867 entity old_spectatee = this.enemy;
1869 this.enemy = spectatee;
1872 // these are required to fix the spectator bug with arc
1875 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1877 .entity weaponentity = weaponentities[slot];
1878 if(old_spectatee.(weaponentity).arc_beam)
1879 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1884 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1886 .entity weaponentity = weaponentities[slot];
1887 if(spectatee.(weaponentity).arc_beam)
1888 spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1893 SetSpectatee_status(this, etof(spectatee));
1895 // needed to update spectator list
1896 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1899 bool Spectate(entity this, entity pl)
1901 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1903 pl = M_ARGV(1, entity);
1905 SetSpectatee(this, pl);
1906 return SpectateSet(this);
1909 bool SpectateNext(entity this)
1911 entity ent = find(this.enemy, classname, STR_PLAYER);
1913 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1914 ent = M_ARGV(1, entity);
1916 ent = find(ent, classname, STR_PLAYER);
1918 if(ent) { SetSpectatee(this, ent); }
1920 return SpectateSet(this);
1923 bool SpectatePrev(entity this)
1925 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1926 entity ent = findchain(classname, STR_PLAYER);
1927 if (!ent) // no player
1931 // skip players until current spectated player
1933 while(ent && ent != this.enemy)
1936 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1938 case MUT_SPECPREV_FOUND:
1939 ent = M_ARGV(1, entity);
1941 case MUT_SPECPREV_RETURN:
1943 case MUT_SPECPREV_CONTINUE:
1954 SetSpectatee(this, ent);
1955 return SpectateSet(this);
1960 ShowRespawnCountdown()
1962 Update a respawn countdown display.
1965 void ShowRespawnCountdown(entity this)
1968 if(!IS_DEAD(this)) // just respawned?
1972 number = ceil(this.respawn_time - time);
1975 if(number <= this.respawn_countdown)
1977 this.respawn_countdown = number - 1;
1978 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
1979 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1984 .bool team_selected;
1985 bool ShowTeamSelection(entity this)
1987 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1989 if (frametime) // once per frame is more than enough
1990 stuffcmd(this, "_scoreboard_team_selection 1\n");
1993 void Join(entity this)
1995 if (autocvar_g_campaign && !campaign_bots_may_start && !game_stopped && time >= game_starttime)
1998 TRANSMUTE(Player, this);
2000 if(!this.team_selected)
2001 if(autocvar_g_campaign || autocvar_g_balance_teams)
2002 TeamBalance_JoinBestTeam(this);
2004 if(autocvar_g_campaign)
2005 campaign_bots_may_start = true;
2007 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2009 PutClientInServer(this);
2012 if(teamplay && this.team != -1)
2016 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2017 this.team_selected = false;
2020 int GetPlayerLimit()
2023 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
2024 // don't return map_maxplayers during intermission as it would interfere with MapHasRightSize()
2025 int player_limit = (autocvar_g_maxplayers >= 0 || intermission_running) ? autocvar_g_maxplayers : map_maxplayers;
2026 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2027 player_limit = M_ARGV(0, int);
2028 return player_limit < maxclients ? player_limit : 0;
2032 * Determines whether the player is allowed to join. This depends on cvar
2033 * g_maxplayers, if it isn't used this function always return true, otherwise
2034 * it checks whether the number of currently playing players exceeds g_maxplayers.
2035 * @return int number of free slots for players, 0 if none
2037 int nJoinAllowed(entity this, entity ignore)
2040 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2041 // so report 0 free slots if restricted
2043 if(autocvar_g_forced_team_otherwise == "spectate")
2045 if(autocvar_g_forced_team_otherwise == "spectator")
2049 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2050 return 0; // forced spectators can never join
2052 static float msg_time = 0;
2053 if(this && !INGAME(this) && ignore && PlayerInList(this, autocvar_g_playban_list))
2057 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PLAYBAN);
2058 msg_time = time + 0.5;
2063 // TODO simplify this
2064 int totalClients = 0;
2065 int currentlyPlaying = 0;
2066 FOREACH_CLIENT(true, {
2069 if(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME(it)))
2073 int player_limit = GetPlayerLimit();
2077 free_slots = maxclients - totalClients;
2078 else if(player_limit > 0 && currentlyPlaying < player_limit)
2079 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2081 if(this && !INGAME(this) && ignore && !free_slots && time > msg_time)
2083 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT, player_limit);
2084 msg_time = time + 0.5;
2090 bool joinAllowed(entity this)
2092 if (CS(this).version_mismatch) return false;
2093 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2094 if (!nJoinAllowed(this, this)) return false;
2095 if (teamplay && lockteams) return false;
2096 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2097 if (ShowTeamSelection(this)) return false;
2101 void show_entnum(entity this)
2103 // waypoint editor implements a similar feature for waypoints
2104 if (waypointeditor_enabled)
2107 if (wasfreed(this.wp_aimed))
2108 this.wp_aimed = NULL;
2110 WarpZone_crosshair_trace_plusvisibletriggers(this);
2115 if (ent != this.wp_aimed)
2117 string str = sprintf(
2118 "^7ent #%d\n^8 netname: ^3%s\n^8 classname: ^5%s\n^8 origin: ^2'%s'",
2119 etof(ent), ent.netname, ent.classname, vtos(ent.origin));
2120 debug_text_3d((ent.absmin + ent.absmax) * 0.5, str, 0, 7, '0 0 0');
2123 if (this.wp_aimed != ent)
2124 this.wp_aimed = ent;
2127 .string shootfromfixedorigin;
2128 .bool dualwielding_prev;
2129 bool PlayerThink(entity this)
2131 if (game_stopped || intermission_running) {
2132 this.modelflags &= ~MF_ROCKET;
2133 if(intermission_running)
2134 IntermissionThink(this);
2138 if (timeout_status == TIMEOUT_ACTIVE) {
2139 // don't allow the player to turn around while game is paused
2140 // FIXME turn this into CSQC stuff
2141 this.v_angle = this.lastV_angle;
2142 this.angles = this.lastV_angle;
2143 this.fixangle = true;
2146 if (frametime) player_powerups(this);
2148 if (frametime && autocvar_sv_show_entnum) show_entnum(this);
2150 if (IS_DEAD(this)) {
2151 if (this.personal && g_race_qualifying) {
2152 if (time > this.respawn_time) {
2153 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2155 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2158 if (frametime) player_anim(this);
2160 if (this.respawn_flags & RESPAWN_DENY)
2162 STAT(RESPAWN_TIME, this) = 0;
2166 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));
2168 switch(this.deadflag)
2172 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2173 this.deadflag = DEAD_RESPAWNING;
2174 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2175 this.deadflag = DEAD_DEAD;
2181 this.deadflag = DEAD_RESPAWNABLE;
2182 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2183 this.deadflag = DEAD_RESPAWNING;
2186 case DEAD_RESPAWNABLE:
2188 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2189 this.deadflag = DEAD_RESPAWNING;
2192 case DEAD_RESPAWNING:
2194 if (time > this.respawn_time)
2196 this.respawn_time = time + 1; // only retry once a second
2197 this.respawn_time_max = this.respawn_time;
2204 ShowRespawnCountdown(this);
2206 if (this.respawn_flags & RESPAWN_SILENT)
2207 STAT(RESPAWN_TIME, this) = 0;
2208 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2210 if (time < this.respawn_time)
2211 STAT(RESPAWN_TIME, this) = this.respawn_time;
2212 else if (this.deadflag != DEAD_RESPAWNING)
2213 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2216 STAT(RESPAWN_TIME, this) = this.respawn_time;
2219 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2220 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2221 STAT(RESPAWN_TIME, this) *= -1;
2226 FixPlayermodel(this);
2228 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2229 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2230 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2233 // reset gun alignment when dual wielding status changes
2234 // to ensure guns are always aligned right and left
2235 bool dualwielding = W_DualWielding(this);
2236 if(this.dualwielding_prev != dualwielding)
2238 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2239 this.dualwielding_prev = dualwielding;
2242 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2245 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2247 .entity weaponentity = weaponentities[slot];
2248 if(WEP_CVAR(vortex, charge_always))
2249 W_Vortex_Charge(this, weaponentity, frametime);
2250 W_WeaponFrame(this, weaponentity);
2256 // WEAPONTODO: Add a weapon request for this
2257 // rot vortex charge to the charge limit
2258 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2260 .entity weaponentity = weaponentities[slot];
2261 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2262 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2267 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2270 monsters_setstatus(this);
2275 .bool would_spectate;
2276 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2277 void ObserverOrSpectatorThink(entity this)
2279 bool is_spec = IS_SPEC(this);
2280 if ( CS(this).impulse )
2282 int r = MinigameImpulse(this, CS(this).impulse);
2284 CS(this).impulse = 0;
2286 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2288 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2289 CS(this).impulse = 0;
2294 if (frametime && autocvar_sv_show_entnum) show_entnum(this);
2296 if (IS_BOT_CLIENT(this) && !CS(this).autojoin_checked)
2298 CS(this).autojoin_checked = true;
2299 TRANSMUTE(Player, this);
2300 PutClientInServer(this);
2302 .entity weaponentity = weaponentities[0];
2303 if(this.(weaponentity).m_weapon == WEP_Null)
2304 W_NextWeapon(this, 0, weaponentity);
2309 if (this.flags & FL_JUMPRELEASED) {
2310 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2311 this.flags &= ~FL_JUMPRELEASED;
2312 this.flags |= FL_SPAWNING;
2313 } else if((is_spec && (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)))
2314 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2315 this.flags &= ~FL_JUMPRELEASED;
2316 if(SpectateNext(this)) {
2317 TRANSMUTE(Spectator, this);
2318 } else if (is_spec) {
2319 TRANSMUTE(Observer, this);
2320 PutClientInServer(this);
2323 this.would_spectate = false; // unable to spectate anyone
2325 CS(this).impulse = 0;
2326 } else if (is_spec) {
2327 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2328 this.flags &= ~FL_JUMPRELEASED;
2329 if(SpectatePrev(this)) {
2330 TRANSMUTE(Spectator, this);
2332 TRANSMUTE(Observer, this);
2333 PutClientInServer(this);
2335 CS(this).impulse = 0;
2336 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2337 if(!observe_blocked_if_eliminated || !INGAME(this)) {
2338 this.would_spectate = false;
2339 this.flags &= ~FL_JUMPRELEASED;
2340 TRANSMUTE(Observer, this);
2341 PutClientInServer(this);
2343 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2344 PutObserverInServer(this, false, true);
2345 this.would_spectate = true;
2349 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2350 if (PHYS_INPUT_BUTTON_USE(this))
2351 wouldclip = !wouldclip;
2352 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2353 set_movetype(this, preferred_movetype);
2355 } else { // jump pressed
2356 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2357 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2358 this.flags |= FL_JUMPRELEASED;
2359 // primary attack pressed
2360 if(this.flags & FL_SPAWNING)
2362 this.flags &= ~FL_SPAWNING;
2363 if(joinAllowed(this))
2365 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2366 CS(this).autojoin_checked = -1;
2370 if(is_spec && !SpectateUpdate(this))
2371 PutObserverInServer(this, false, true);
2374 this.flags |= FL_CLIENT | FL_NOTARGET;
2377 void PlayerUseKey(entity this)
2379 if (!IS_PLAYER(this))
2386 vehicles_exit(this.vehicle, VHEF_NORMAL);
2390 else if(autocvar_g_vehicles_enter)
2392 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2394 entity head, closest_target = NULL;
2395 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2397 while(head) // find the closest acceptable target to enter
2399 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2400 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2404 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2405 { closest_target = head; }
2407 else { closest_target = head; }
2413 if(closest_target) { vehicles_enter(this, closest_target); return; }
2417 // a use key was pressed; call handlers
2418 MUTATOR_CALLHOOK(PlayerUseKey, this);
2426 Called every frame for each client before the physics are run
2429 .float last_vehiclecheck;
2430 void PlayerPreThink (entity this)
2432 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2433 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2435 WarpZone_PlayerPhysics_FixVAngle(this);
2438 // physics frames: update anticheat stuff
2439 anticheat_prethink(this);
2441 // WORKAROUND: only use dropclient in server frames (frametime set).
2442 // Never use it in cl_movement frames (frametime zero).
2443 if (blockSpectators && IS_REAL_CLIENT(this)
2444 && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this)
2445 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2447 if (dropclient_schedule(this))
2448 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2452 zoomstate_set = false;
2454 // Check for nameless players
2455 if (this.netname == "" || this.netname != CS(this).netname_previous)
2457 bool assume_unchanged = (CS(this).netname_previous == "");
2458 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2460 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2461 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2462 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2463 assume_unchanged = false;
2464 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2466 if (isInvisibleString(this.netname))
2468 this.netname = strzone(sprintf("Player#%d", this.playerid));
2469 sprint(this, "Warning: invisible names are not allowed.\n");
2470 assume_unchanged = false;
2471 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2473 if (!assume_unchanged && autocvar_sv_eventlog)
2474 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2475 strcpy(CS(this).netname_previous, this.netname);
2479 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2480 CS(this).version_nagtime = 0;
2481 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2483 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2485 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2487 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2488 if (r < 0) { // old client
2489 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2490 } else if (r > 0) { // old server
2491 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2497 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2499 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2500 this.max_armorvalue = 0;
2503 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2505 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2507 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2508 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2510 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2512 if (STAT(REVIVE_PROGRESS, this) >= 1)
2513 Unfreeze(this, false);
2515 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2517 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2518 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2520 if (GetResource(this, RES_HEALTH) < 1)
2523 vehicles_exit(this.vehicle, VHEF_RELEASE);
2524 if(this.event_damage)
2525 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2527 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2528 Unfreeze(this, false);
2532 MUTATOR_CALLHOOK(PlayerPreThink, this);
2534 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2535 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2537 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2541 if(!it.team || SAME_TEAM(this, it))
2542 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2543 else if(autocvar_g_vehicles_steal)
2544 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2546 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2548 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2552 this.last_vehiclecheck = time + 1;
2555 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2557 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2559 if (IS_PLAYER(this)) {
2560 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2561 error("Client can't be spawned as player on connection!");
2562 if(!PlayerThink(this))
2565 else if (game_stopped || intermission_running) {
2566 if(intermission_running)
2567 IntermissionThink(this);
2570 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2572 bool early_join_requested = (CS(this).autojoin_checked < 0);
2573 CS(this).autojoin_checked = 1;
2574 // don't do this in ClientConnect
2575 // many things can go wrong if a client is spawned as player on connection
2576 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2577 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2578 && (!teamplay || autocvar_g_balance_teams)))
2580 if(joinAllowed(this))
2585 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2586 ObserverOrSpectatorThink(this);
2589 // WEAPONTODO: Add weapon request for this
2590 if (!zoomstate_set) {
2591 bool wep_zoomed = false;
2592 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2594 .entity weaponentity = weaponentities[slot];
2595 Weapon thiswep = this.(weaponentity).m_weapon;
2596 if(thiswep != WEP_Null && thiswep.wr_zoom)
2597 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2599 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2602 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2604 CS(this).teamkill_soundtime = 0;
2606 entity e = CS(this).teamkill_soundsource;
2607 entity oldpusher = e.pusher;
2609 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2610 e.pusher = oldpusher;
2613 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2614 CS(this).taunt_soundtime = 0;
2615 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2618 target_voicescript_next(this);
2621 void DrownPlayer(entity this)
2623 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2624 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2626 STAT(AIR_FINISHED, this) = 0;
2630 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2632 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2633 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2634 STAT(AIR_FINISHED, this) = 0;
2638 if (!STAT(AIR_FINISHED, this))
2639 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2640 if (STAT(AIR_FINISHED, this) < time)
2642 if (this.pain_finished < time)
2644 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');
2645 this.pain_finished = time + 0.5;
2651 .bool move_qcphysics;
2653 void Player_Physics(entity this)
2655 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2657 if(!this.move_qcphysics)
2660 if(!frametime && !CS(this).pm_frametime)
2663 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2665 CS(this).pm_frametime = 0;
2672 Called every frame for each client after the physics are run
2675 void PlayerPostThink (entity this)
2677 Player_Physics(this);
2679 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2680 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2681 if (IS_REAL_CLIENT(this))
2682 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2683 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2685 int totalClients = 0;
2686 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2688 // maxidle disabled in local matches by not counting clients (totalClients 0)
2689 if (server_is_dedicated)
2691 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2695 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2699 else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2701 FOREACH_CLIENT(IS_REAL_CLIENT(it),
2707 if (totalClients < autocvar_sv_maxidle_minplayers)
2709 // idle kick disabled
2710 CS(this).parm_idlesince = time;
2712 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2714 if (CS(this).idlekick_lasttimeleft)
2716 CS(this).idlekick_lasttimeleft = 0;
2717 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2722 float maxidle_time = autocvar_sv_maxidle;
2723 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2724 maxidle_time = autocvar_sv_maxidle_playertospectator;
2725 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2726 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2727 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2729 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2730 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2732 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2734 if (timeleft <= 0) {
2735 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2737 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2738 PutObserverInServer(this, true, true);
2742 if (dropclient_schedule(this))
2743 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2747 else if (timeleft <= countdown_time) {
2748 if (timeleft != CS(this).idlekick_lasttimeleft)
2749 play2(this, SND(TALK2));
2750 CS(this).idlekick_lasttimeleft = timeleft;
2759 this.solid = SOLID_NOT;
2760 this.takedamage = DAMAGE_NO;
2761 set_movetype(this, MOVETYPE_NONE);
2762 CS(this).teamkill_complain = 0;
2763 CS(this).teamkill_soundtime = 0;
2764 CS(this).teamkill_soundsource = NULL;
2767 if (IS_PLAYER(this)) {
2768 if(this.death_time == time && IS_DEAD(this))
2770 // player's bbox gets resized now, instead of in the damage event that killed the player,
2771 // once all the damage events of this frame have been processed with normal size
2773 setsize(this, this.mins, this.maxs);
2776 UpdateChatBubble(this);
2777 if (CS(this).impulse) ImpulseCommands(this);
2778 GetPressedKeys(this);
2781 CSQCMODEL_AUTOUPDATE(this);
2785 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2787 CS(this).pressedkeys = 0;
2788 STAT(PRESSED_KEYS, this) = 0;
2791 if (this.waypointsprite_attachedforcarrier) {
2792 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2793 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2796 CSQCMODEL_AUTOUPDATE(this);
2799 // hack to copy the button fields from the client entity to the Client State
2800 void PM_UpdateButtons(entity this, entity store)
2803 store.impulse = this.impulse;
2806 bool typing = this.buttonchat || this.button12;
2808 store.button0 = (typing) ? 0 : this.button0;
2810 store.button2 = (typing) ? 0 : this.button2;
2811 store.button3 = (typing) ? 0 : this.button3;
2812 store.button4 = this.button4;
2813 store.button5 = (typing) ? 0 : this.button5;
2814 store.button6 = this.button6;
2815 store.button7 = this.button7;
2816 store.button8 = this.button8;
2817 store.button9 = this.button9;
2818 store.button10 = this.button10;
2819 store.button11 = this.button11;
2820 store.button12 = this.button12;
2821 store.button13 = this.button13;
2822 store.button14 = this.button14;
2823 store.button15 = this.button15;
2824 store.button16 = this.button16;
2825 store.buttonuse = this.buttonuse;
2826 store.buttonchat = this.buttonchat;
2828 store.cursor_active = this.cursor_active;
2829 store.cursor_screen = this.cursor_screen;
2830 store.cursor_trace_start = this.cursor_trace_start;
2831 store.cursor_trace_endpos = this.cursor_trace_endpos;
2832 store.cursor_trace_ent = this.cursor_trace_ent;
2834 store.ping = this.ping;
2835 store.ping_packetloss = this.ping_packetloss;
2836 store.ping_movementloss = this.ping_movementloss;
2838 store.v_angle = this.v_angle;
2839 store.movement = this.movement;
2842 NET_HANDLE(fpsreport, bool)
2844 int fps = ReadShort();
2845 PlayerScore_Set(sender, SP_FPS, fps);