3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/qc/globalsound.qh>
7 #include <common/ent_cs.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
10 #include <common/items/_mod.qh>
11 #include <common/items/inventory.qh>
12 #include <common/mapobjects/func/conveyor.qh>
13 #include <common/mapobjects/func/ladder.qh>
14 #include <common/mapobjects/subs.qh>
15 #include <common/mapobjects/target/spawnpoint.qh>
16 #include <common/mapobjects/teleporters.qh>
17 #include <common/mapobjects/trigger/counter.qh>
18 #include <common/mapobjects/trigger/secret.qh>
19 #include <common/mapobjects/trigger/swamp.qh>
20 #include <common/mapobjects/triggers.qh>
21 #include <common/minigames/sv_minigames.qh>
22 #include <common/monsters/sv_monsters.qh>
23 #include <common/mutators/mutator/instagib/sv_instagib.qh>
24 #include <common/mutators/mutator/nades/nades.qh>
25 #include <common/mutators/mutator/overkill/oknex.qh>
26 #include <common/mutators/mutator/status_effects/_mod.qh>
27 #include <common/mutators/mutator/waypoints/all.qh>
28 #include <common/net_linked.qh>
29 #include <common/net_notice.qh>
30 #include <common/notifications/all.qh>
31 #include <common/physics/player.qh>
32 #include <common/playerstats.qh>
33 #include <common/state.qh>
34 #include <common/stats.qh>
35 #include <common/vehicles/all.qh>
36 #include <common/vehicles/sv_vehicles.qh>
37 #include <common/viewloc.qh>
38 #include <common/weapons/_all.qh>
39 #include <common/weapons/weapon/vortex.qh>
40 #include <common/wepent.qh>
41 #include <lib/csqcmodel/sv_model.qh>
42 #include <lib/warpzone/common.qh>
43 #include <lib/warpzone/server.qh>
44 #include <server/anticheat.qh>
45 #include <server/antilag.qh>
46 #include <server/bot/api.qh>
47 #include <server/bot/default/cvars.qh>
48 #include <server/campaign.qh>
49 #include <server/chat.qh>
50 #include <server/cheats.qh>
51 #include <server/clientkill.qh>
52 #include <server/command/common.qh>
53 #include <server/command/common.qh>
54 #include <server/command/vote.qh>
55 #include <server/compat/quake3.qh>
56 #include <server/damage.qh>
57 #include <server/gamelog.qh>
58 #include <server/handicap.qh>
59 #include <server/hook.qh>
60 #include <server/impulse.qh>
61 #include <server/intermission.qh>
62 #include <server/ipban.qh>
63 #include <server/main.qh>
64 #include <server/mutators/_mod.qh>
65 #include <server/player.qh>
66 #include <server/portals.qh>
67 #include <server/race.qh>
68 #include <server/resources.qh>
69 #include <server/scores.qh>
70 #include <server/scores_rules.qh>
71 #include <server/spawnpoints.qh>
72 #include <server/teamplay.qh>
73 #include <server/weapons/accuracy.qh>
74 #include <server/weapons/common.qh>
75 #include <server/weapons/hitplot.qh>
76 #include <server/weapons/selection.qh>
77 #include <server/weapons/tracing.qh>
78 #include <server/weapons/weaponsystem.qh>
79 #include <server/world.qh>
81 STATIC_METHOD(Client, Add, void(Client this, int _team))
84 TRANSMUTE(Player, this);
87 PutClientInServer(this);
90 STATIC_METHOD(Client, Remove, void(Client this))
92 TRANSMUTE(Observer, this);
93 PutClientInServer(this);
94 ClientDisconnect(this);
97 void send_CSQC_teamnagger() {
98 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
101 int CountSpectators(entity player, entity to)
103 if(!player) { return 0; } // not sure how, but best to be safe
107 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
115 void WriteSpectators(entity player, entity to)
117 if(!player) { return; } // not sure how, but best to be safe
120 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
122 if(spec_count >= MAX_SPECTATORS)
124 WriteByte(MSG_ENTITY, num_for_edict(it));
129 bool ClientData_Send(entity this, entity to, int sf)
131 assert(to == this.owner, return false);
134 if (IS_SPEC(e)) e = e.enemy;
137 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
138 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
139 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
140 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
142 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
143 WriteByte(MSG_ENTITY, sf);
146 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
150 float specs = CountSpectators(e, to);
151 WriteByte(MSG_ENTITY, specs);
152 WriteSpectators(e, to);
158 void ClientData_Attach(entity this)
160 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
161 CS(this).clientdata.drawonlytoclient = this;
162 CS(this).clientdata.owner = this;
165 void ClientData_Detach(entity this)
167 delete(CS(this).clientdata);
168 CS(this).clientdata = NULL;
171 void ClientData_Touch(entity e)
173 entity cd = CS(e).clientdata;
174 if (cd) { cd.SendFlags = 1; }
176 // make it spectatable
177 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
179 entity cd = CS(it).clientdata;
180 if (cd) { cd.SendFlags = 1; }
189 Checks if the argument string can be a valid playermodel.
190 Returns a valid one in doubt.
193 string FallbackPlayerModel;
194 string CheckPlayerModel(string plyermodel) {
195 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
197 // note: we cannot summon Don Strunzone here, some player may
198 // still have the model string set. In case anyone manages how
199 // to change a cvar default, we'll have a small leak here.
200 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
202 // only in right path
203 if(substring(plyermodel, 0, 14) != "models/player/")
204 return FallbackPlayerModel;
205 // only good file extensions
206 if(substring(plyermodel, -4, 4) != ".iqm"
207 && substring(plyermodel, -4, 4) != ".zym"
208 && substring(plyermodel, -4, 4) != ".dpm"
209 && substring(plyermodel, -4, 4) != ".md3"
210 && substring(plyermodel, -4, 4) != ".psk")
212 return FallbackPlayerModel;
214 // forbid the LOD models
215 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
216 return FallbackPlayerModel;
217 if(plyermodel != strtolower(plyermodel))
218 return FallbackPlayerModel;
219 // also, restrict to server models
220 if(autocvar_sv_servermodelsonly)
222 if(!fexists(plyermodel))
223 return FallbackPlayerModel;
228 void setplayermodel(entity e, string modelname)
230 precache_model(modelname);
231 _setmodel(e, modelname);
232 player_setupanimsformodel(e);
233 if(!autocvar_g_debug_globalsounds)
234 UpdatePlayerSounds(e);
237 /** putting a client as observer in the server */
238 void PutObserverInServer(entity this)
240 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
241 PlayerState_detach(this);
245 if(GetResource(this, RES_HEALTH) >= 1)
248 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
251 // was a player, recount votes and ready status
252 if(IS_REAL_CLIENT(this))
254 if (vote_called) { VoteCount(false); }
257 entcs_update_players(this);
260 entity spot = SelectSpawnPoint(this, true);
261 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
262 this.angles = vec2(spot.angles);
263 this.fixangle = true;
264 // offset it so that the spectator spawns higher off the ground, looks better this way
265 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
266 if (IS_REAL_CLIENT(this))
269 WriteByte(MSG_ONE, SVC_SETVIEW);
270 WriteEntity(MSG_ONE, this);
272 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
273 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
274 if(!autocvar_g_debug_globalsounds)
276 // needed for player sounds
278 FixPlayermodel(this);
280 setmodel(this, MDL_Null);
281 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
282 this.view_ofs = '0 0 0';
284 RemoveGrapplingHooks(this);
285 Portal_ClearAll(this);
286 Unfreeze(this, false);
287 SetSpectatee(this, NULL);
292 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
296 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
298 WaypointSprite_PlayerDead(this);
300 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
301 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
303 accuracy_resend(this);
305 CS(this).spectatortime = time;
307 IL_REMOVE(g_bot_targets, this);
308 this.bot_attack = false;
309 if(this.monster_attack)
310 IL_REMOVE(g_monster_targets, this);
311 this.monster_attack = false;
312 STAT(HUD, this) = HUD_NORMAL;
313 TRANSMUTE(Observer, this);
314 this.iscreature = false;
315 this.teleportable = TELEPORT_SIMPLE;
316 if(this.damagedbycontents)
317 IL_REMOVE(g_damagedbycontents, this);
318 this.damagedbycontents = false;
319 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
320 SetSpectatee_status(this, etof(this));
321 this.takedamage = DAMAGE_NO;
322 this.solid = SOLID_NOT;
323 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
324 this.flags = FL_CLIENT | FL_NOTARGET;
326 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
327 this.pauserotarmor_finished = 0;
328 this.pauserothealth_finished = 0;
329 this.pauseregen_finished = 0;
330 this.damageforcescale = 0;
332 this.respawn_flags = 0;
333 this.respawn_time = 0;
334 STAT(RESPAWN_TIME, this) = 0;
338 this.pain_finished = 0;
339 STAT(AIR_FINISHED, this) = 0;
340 //this.dphitcontentsmask = 0;
341 this.dphitcontentsmask = DPCONTENTS_SOLID;
342 if (autocvar_g_playerclip_collisions)
343 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
346 setthink(this, func_null);
348 this.deadflag = DEAD_NO;
350 STAT(REVIVE_PROGRESS, this) = 0;
351 this.revival_time = 0;
352 this.draggable = drag_undraggable;
355 STAT(WEAPONS, this) = '0 0 0';
356 this.drawonlytoclient = this;
360 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
362 this.weaponmodel = "";
363 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
365 this.weaponentities[slot] = NULL;
367 this.exteriorweaponentity = NULL;
368 CS(this).killcount = FRAGS_SPECTATOR;
369 this.velocity = '0 0 0';
370 this.avelocity = '0 0 0';
371 this.punchangle = '0 0 0';
372 this.punchvector = '0 0 0';
373 this.oldvelocity = this.velocity;
374 this.event_damage = func_null;
375 this.event_heal = func_null;
377 for(int slot = 0; slot < MAX_AXH; ++slot)
379 entity axh = this.(AuxiliaryXhair[slot]);
380 this.(AuxiliaryXhair[slot]) = NULL;
382 if(axh.owner == this && axh != NULL && !wasfreed(axh))
386 if (mutator_returnvalue)
388 // mutator prevents resetting teams+score
392 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
393 this.frags = FRAGS_SPECTATOR;
396 bot_relinkplayerlist();
398 if (CS(this).just_joined)
399 CS(this).just_joined = false;
402 int player_getspecies(entity this)
404 get_model_parameters(this.model, this.skin);
405 int s = get_model_parameters_species;
406 get_model_parameters(string_null, 0);
407 if (s < 0) return SPECIES_HUMAN;
411 .float model_randomizer;
412 void FixPlayermodel(entity player)
414 string defaultmodel = "";
416 if(autocvar_sv_defaultcharacter)
422 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
423 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
424 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
425 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
429 if(defaultmodel == "")
431 defaultmodel = autocvar_sv_defaultplayermodel;
432 defaultskin = autocvar_sv_defaultplayerskin;
435 int n = tokenize_console(defaultmodel);
438 defaultmodel = argv(floor(n * CS(player).model_randomizer));
439 // However, do NOT randomize if the player-selected model is in the list.
440 for (int i = 0; i < n; ++i)
441 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
442 defaultmodel = argv(i);
445 int i = strstrofs(defaultmodel, ":", 0);
448 defaultskin = stof(substring(defaultmodel, i+1, -1));
449 defaultmodel = substring(defaultmodel, 0, i);
452 if(autocvar_sv_defaultcharacterskin && !defaultskin)
458 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
459 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
460 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
461 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
466 defaultskin = autocvar_sv_defaultplayerskin;
469 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
470 defaultmodel = M_ARGV(0, string);
471 defaultskin = M_ARGV(1, int);
475 if(defaultmodel != "")
477 if (defaultmodel != player.model)
479 vector m1 = player.mins;
480 vector m2 = player.maxs;
481 setplayermodel (player, defaultmodel);
482 setsize (player, m1, m2);
486 oldskin = player.skin;
487 player.skin = defaultskin;
489 if (player.playermodel != player.model || player.playermodel == "")
491 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
492 vector m1 = player.mins;
493 vector m2 = player.maxs;
494 setplayermodel (player, player.playermodel);
495 setsize (player, m1, m2);
499 if(!autocvar_sv_defaultcharacterskin)
501 oldskin = player.skin;
502 player.skin = stof(player.playerskin);
506 oldskin = player.skin;
507 player.skin = defaultskin;
511 if(chmdl || oldskin != player.skin) // model or skin has changed
513 player.species = player_getspecies(player); // update species
514 if(!autocvar_g_debug_globalsounds)
515 UpdatePlayerSounds(player); // update skin sounds
519 if(strlen(autocvar_sv_defaultplayercolors))
520 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
521 setcolor(player, stof(autocvar_sv_defaultplayercolors));
524 void PutPlayerInServer(entity this)
526 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
528 PlayerState_attach(this);
529 accuracy_resend(this);
532 TeamBalance_JoinBestTeam(this);
534 entity spot = SelectSpawnPoint(this, false);
536 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
537 return; // spawn failed
540 TRANSMUTE(Player, this);
542 CS(this).wasplayer = true;
543 this.iscreature = true;
544 this.teleportable = TELEPORT_NORMAL;
545 if(!this.damagedbycontents)
546 IL_PUSH(g_damagedbycontents, this);
547 this.damagedbycontents = true;
548 set_movetype(this, MOVETYPE_WALK);
549 this.solid = SOLID_SLIDEBOX;
550 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
551 if (autocvar_g_playerclip_collisions)
552 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
553 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
554 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
555 this.frags = FRAGS_PLAYER;
556 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
557 this.flags = FL_CLIENT | FL_PICKUPITEMS;
558 if (autocvar__notarget)
559 this.flags |= FL_NOTARGET;
560 this.takedamage = DAMAGE_AIM;
561 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
564 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
565 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
566 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
567 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
568 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
569 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
570 SetResource(this, RES_HEALTH, warmup_start_health);
571 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
572 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
574 SetResource(this, RES_SHELLS, start_ammo_shells);
575 SetResource(this, RES_BULLETS, start_ammo_nails);
576 SetResource(this, RES_ROCKETS, start_ammo_rockets);
577 SetResource(this, RES_CELLS, start_ammo_cells);
578 SetResource(this, RES_PLASMA, start_ammo_plasma);
579 SetResource(this, RES_FUEL, start_ammo_fuel);
580 SetResource(this, RES_HEALTH, start_health);
581 SetResource(this, RES_ARMOR, start_armorvalue);
582 STAT(WEAPONS, this) = start_weapons;
583 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
585 GiveRandomWeapons(this, random_start_weapons_count,
586 autocvar_g_random_start_weapons, random_start_ammo);
589 SetSpectatee_status(this, 0);
591 PS(this).dual_weapons = '0 0 0';
593 this.items = start_items;
595 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
596 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
597 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
598 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
599 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
600 if (!sv_ready_restart_after_countdown && time < game_starttime)
602 float f = game_starttime - time;
603 this.spawnshieldtime += f;
604 this.pauserotarmor_finished += f;
605 this.pauserothealth_finished += f;
606 this.pauseregen_finished += f;
609 this.damageforcescale = autocvar_g_player_damageforcescale;
611 this.respawn_flags = 0;
612 this.respawn_time = 0;
613 STAT(RESPAWN_TIME, this) = 0;
614 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
615 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
617 this.pain_finished = 0;
619 setthink(this, func_null); // players have no think function
622 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
624 this.deadflag = DEAD_NO;
626 this.angles = spot.angles;
627 this.angles_z = 0; // never spawn tilted even if the spot says to
628 if (IS_BOT_CLIENT(this))
630 this.v_angle = this.angles;
633 this.fixangle = true; // turn this way immediately
634 this.oldvelocity = this.velocity = '0 0 0';
635 this.avelocity = '0 0 0';
636 this.punchangle = '0 0 0';
637 this.punchvector = '0 0 0';
639 STAT(REVIVE_PROGRESS, this) = 0;
640 this.revival_time = 0;
642 STAT(AIR_FINISHED, this) = 0;
643 this.waterlevel = WATERLEVEL_NONE;
644 this.watertype = CONTENT_EMPTY;
646 entity spawnevent = new_pure(spawnevent);
647 spawnevent.owner = this;
648 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
650 // Cut off any still running player sounds.
651 stopsound(this, CH_PLAYER_SINGLE);
654 FixPlayermodel(this);
655 this.drawonlytoclient = NULL;
659 for(int slot = 0; slot < MAX_AXH; ++slot)
661 entity axh = this.(AuxiliaryXhair[slot]);
662 this.(AuxiliaryXhair[slot]) = NULL;
664 if(axh.owner == this && axh != NULL && !wasfreed(axh))
668 this.spawnpoint_targ = NULL;
671 this.view_ofs = STAT(PL_VIEW_OFS, this);
672 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
673 this.spawnorigin = spot.origin;
674 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
675 // don't reset back to last position, even if new position is stuck in solid
676 this.oldorigin = this.origin;
678 IL_REMOVE(g_conveyed, this);
679 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
681 IL_REMOVE(g_swamped, this);
682 this.swampslug = NULL;
683 this.swamp_interval = 0;
684 if(this.ladder_entity)
685 IL_REMOVE(g_ladderents, this);
686 this.ladder_entity = NULL;
687 IL_EACH(g_counters, it.realowner == this,
691 STAT(HUD, this) = HUD_NORMAL;
693 this.event_damage = PlayerDamage;
694 this.event_heal = PlayerHeal;
696 this.draggable = func_null;
699 IL_PUSH(g_bot_targets, this);
700 this.bot_attack = true;
701 if(!this.monster_attack)
702 IL_PUSH(g_monster_targets, this);
703 this.monster_attack = true;
704 navigation_dynamicgoal_init(this, false);
706 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
708 // player was spectator
709 if (CS(this).killcount == FRAGS_SPECTATOR) {
710 PlayerScore_Clear(this);
711 CS(this).killcount = 0;
712 CS(this).startplaytime = time;
715 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
717 .entity weaponentity = weaponentities[slot];
718 CL_SpawnWeaponentity(this, weaponentity);
720 this.alpha = default_player_alpha;
721 this.colormod = '1 1 1' * autocvar_g_player_brightness;
722 this.exteriorweaponentity.alpha = default_weapon_alpha;
724 this.speedrunning = false;
726 this.counter_cnt = 0;
727 this.fragsfilter_cnt = 0;
729 target_voicescript_clear(this);
731 // reset fields the weapons may use
732 FOREACH(Weapons, true, {
733 it.wr_resetplayer(it, this);
734 // reload all reloadable weapons
735 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
736 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
738 .entity weaponentity = weaponentities[slot];
739 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
744 Unfreeze(this, false);
746 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
749 string s = spot.target;
750 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
751 spot.target = string_null;
752 SUB_UseTargets(spot, this, NULL);
753 if(g_assault || g_race)
757 if (autocvar_spawn_debug)
759 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
760 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
763 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
765 .entity weaponentity = weaponentities[slot];
766 entity w_ent = this.(weaponentity);
767 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
768 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
770 w_ent.m_switchweapon = WEP_Null;
771 w_ent.m_weapon = WEP_Null;
772 w_ent.weaponname = "";
773 w_ent.m_switchingweapon = WEP_Null;
777 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
779 if (CS(this).impulse) ImpulseCommands(this);
781 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
782 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
784 .entity weaponentity = weaponentities[slot];
785 W_WeaponFrame(this, weaponentity);
788 if (!warmup_stage && !this.alivetime)
789 this.alivetime = time;
791 antilag_clear(this, CS(this));
794 /** Called when a client spawns in the server */
795 void PutClientInServer(entity this)
797 if (IS_BOT_CLIENT(this)) {
798 TRANSMUTE(Player, this);
799 } else if (IS_REAL_CLIENT(this)) {
801 WriteByte(MSG_ONE, SVC_SETVIEW);
802 WriteEntity(MSG_ONE, this);
805 TRANSMUTE(Observer, this);
807 SetSpectatee(this, NULL);
811 PS(this).itemkeys = 0;
813 MUTATOR_CALLHOOK(PutClientInServer, this);
815 if (IS_OBSERVER(this)) {
816 PutObserverInServer(this);
817 } else if (IS_PLAYER(this)) {
818 PutPlayerInServer(this);
821 bot_relinkplayerlist();
824 // TODO do we need all these fields, or should we stop autodetecting runtime
825 // changes and just have a console command to update this?
826 bool ClientInit_SendEntity(entity this, entity to, int sf)
828 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
831 // MSG_INIT replacement
832 // TODO: make easier to use
834 W_PROP_reload(MSG_ONE, to);
835 ClientInit_misc(this);
836 MUTATOR_CALLHOOK(Ent_Init);
838 void ClientInit_misc(entity this)
840 int channel = MSG_ONE;
841 WriteHeader(channel, ENT_CLIENT_INIT);
842 WriteByte(channel, g_nexball_meter_period * 32);
843 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
844 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
845 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
846 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
847 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
848 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
849 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
850 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
852 if(autocvar_sv_foginterval && world.fog != "")
853 WriteString(channel, world.fog);
855 WriteString(channel, "");
856 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
857 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
858 WriteByte(channel, serverflags);
859 WriteCoord(channel, autocvar_g_trueaim_minrange);
862 void ClientInit_CheckUpdate(entity this)
864 this.nextthink = time;
865 if(this.count != autocvar_g_balance_armor_blockpercent)
867 this.count = autocvar_g_balance_armor_blockpercent;
870 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
872 this.cnt = autocvar_g_balance_damagepush_speedfactor;
877 void ClientInit_Spawn()
879 entity e = new_pure(clientinit);
880 setthink(e, ClientInit_CheckUpdate);
881 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
883 ClientInit_CheckUpdate(e);
893 // initialize parms for a new player
894 parm1 = -(86400 * 366);
896 MUTATOR_CALLHOOK(SetNewParms);
904 void SetChangeParms (entity this)
906 // save parms for level change
907 parm1 = CS(this).parm_idlesince - time;
909 MUTATOR_CALLHOOK(SetChangeParms);
917 void DecodeLevelParms(entity this)
920 CS(this).parm_idlesince = parm1;
921 if (CS(this).parm_idlesince == -(86400 * 366))
922 CS(this).parm_idlesince = time;
924 // whatever happens, allow 60 seconds of idling directly after connect for map loading
925 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
927 MUTATOR_CALLHOOK(DecodeLevelParms);
930 void FixClientCvars(entity e)
932 // send prediction settings to the client
933 stuffcmd(e, "\nin_bindmap 0 0\n");
934 if(autocvar_g_antilag == 3) // client side hitscan
935 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
936 if(autocvar_sv_gentle)
937 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
939 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
940 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
942 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
944 MUTATOR_CALLHOOK(FixClientCvars, e);
947 bool findinlist_abbrev(string tofind, string list)
949 if(list == "" || tofind == "")
950 return false; // empty list or search, just return
952 // this function allows abbreviated strings!
953 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
961 bool PlayerInIPList(entity p, string iplist)
963 // some safety checks (never allow local?)
964 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
967 return findinlist_abbrev(p.netaddress, iplist);
970 bool PlayerInIDList(entity p, string idlist)
972 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
976 return findinlist_abbrev(p.crypto_idfp, idlist);
979 bool PlayerInList(entity player, string list)
981 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
984 #ifdef DP_EXT_PRECONNECT
989 Called once (not at each match start) when a client begins a connection to the server
992 void ClientPreConnect(entity this)
994 if(autocvar_sv_eventlog)
996 GameLogEcho(sprintf(":connect:%d:%d:%s",
999 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1005 string GetClientVersionMessage(entity this)
1007 if (CS(this).version_mismatch) {
1008 if(CS(this).version < autocvar_gameversion) {
1009 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1010 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1012 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1013 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1016 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1020 string getwelcomemessage(entity this)
1022 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1023 string modifications = M_ARGV(0, string);
1027 if(g_weaponarena_random)
1028 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1030 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1032 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1033 modifications = strcat(modifications, ", No start weapons");
1034 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1035 modifications = strcat(modifications, ", Low gravity");
1036 if(g_weapon_stay && !g_cts)
1037 modifications = strcat(modifications, ", Weapons stay");
1038 if(autocvar_g_jetpack)
1039 modifications = strcat(modifications, ", Jet pack");
1040 if(autocvar_g_powerups == 0)
1041 modifications = strcat(modifications, ", No powerups");
1042 if(autocvar_g_powerups > 0)
1043 modifications = strcat(modifications, ", Powerups");
1044 modifications = substring(modifications, 2, strlen(modifications) - 2);
1046 string versionmessage = GetClientVersionMessage(this);
1047 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1049 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1051 if(modifications != "")
1052 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1054 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1056 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1057 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1060 if (cache_mutatormsg != "") {
1061 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1064 string mutator_msg = "";
1065 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1066 mutator_msg = M_ARGV(0, string);
1068 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1070 string motd = autocvar_sv_motd;
1072 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1077 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1083 Called when a client connects to the server
1086 void ClientConnect(entity this)
1088 if (Ban_MaybeEnforceBanOnce(this)) return;
1089 assert(!IS_CLIENT(this), return);
1090 this.flags |= FL_CLIENT;
1091 assert(player_count >= 0, player_count = 0);
1093 TRANSMUTE(Client, this);
1094 CS(this).version_nagtime = time + 10 + random() * 10;
1096 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1098 bot_clientconnect(this);
1100 Player_DetermineForcedTeam(this);
1102 TRANSMUTE(Observer, this);
1104 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1106 // always track bots, don't ask for cl_allow_uidtracking
1107 if (IS_BOT_CLIENT(this))
1108 PlayerStats_GameReport_AddPlayer(this);
1110 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1112 if (autocvar_sv_eventlog)
1113 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1115 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1117 stuffcmd(this, clientstuff, "\n");
1118 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1120 FixClientCvars(this);
1122 // get version info from player
1123 stuffcmd(this, "cmd clientversion $gameversion\n");
1125 // notify about available teams
1128 entity balance = TeamBalance_CheckAllowedTeams(this);
1129 int t = TeamBalance_GetAllowedTeams(balance);
1130 TeamBalance_Destroy(balance);
1131 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1135 stuffcmd(this, "set _teams_available 0\n");
1138 bot_relinkplayerlist();
1140 CS(this).spectatortime = time;
1141 if (blockSpectators)
1143 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1146 CS(this).jointime = time;
1148 if (IS_REAL_CLIENT(this))
1150 if (g_weaponarena_weapons == WEPSET(TUBA))
1151 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1154 if (!autocvar_sv_foginterval && world.fog != "")
1155 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1157 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1158 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1159 send_CSQC_teamnagger();
1161 CSQCMODEL_AUTOINIT(this);
1163 CS(this).model_randomizer = random();
1165 if (IS_REAL_CLIENT(this))
1166 sv_notice_join(this);
1168 this.move_qcphysics = autocvar_sv_qcphysics;
1170 // update physics stats (players can spawn before physics runs)
1171 Physics_UpdateStats(this);
1173 IL_EACH(g_initforplayer, it.init_for_player, {
1174 it.init_for_player(it, this);
1177 Handicap_Initialize(this);
1179 MUTATOR_CALLHOOK(ClientConnect, this);
1181 if (IS_REAL_CLIENT(this))
1183 if (!autocvar_g_campaign && !IS_PLAYER(this))
1185 CS(this).motd_actived_time = -1;
1186 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1194 Called when a client disconnects from the server
1197 .entity chatbubbleentity;
1198 void player_powerups_remove_all(entity this);
1200 void ClientDisconnect(entity this)
1202 assert(IS_CLIENT(this), return);
1204 PlayerStats_GameReport_FinalizePlayer(this);
1205 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1206 if (CS(this).active_minigame) part_minigame(this);
1207 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1209 if (autocvar_sv_eventlog)
1210 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1212 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1215 SetSpectatee(this, NULL);
1217 MUTATOR_CALLHOOK(ClientDisconnect, this);
1219 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1220 strfree(CS_CVAR(this).weaponorder_byimpulse);
1221 ClientState_detach(this);
1223 Portal_ClearAll(this);
1225 Unfreeze(this, false);
1227 RemoveGrapplingHooks(this);
1229 // Here, everything has been done that requires this player to be a client.
1231 this.flags &= ~FL_CLIENT;
1233 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1234 if (this.killindicator) delete(this.killindicator);
1236 IL_EACH(g_counters, it.realowner == this,
1241 WaypointSprite_PlayerGone(this);
1243 bot_relinkplayerlist();
1245 strfree(this.clientstatus);
1246 if (this.personal) delete(this.personal);
1250 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1252 player_powerups_remove_all(this); // stop powerup sound
1257 void ChatBubbleThink(entity this)
1259 this.nextthink = time;
1260 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1262 if(this.owner) // but why can that ever be NULL?
1263 this.owner.chatbubbleentity = NULL;
1270 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1272 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1273 this.mdl = "models/sprites/minigame_busy.iqm";
1274 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1275 this.mdl = "models/misc/chatbubble.spr";
1278 if ( this.model != this.mdl )
1279 _setmodel(this, this.mdl);
1283 void UpdateChatBubble(entity this)
1287 // spawn a chatbubble entity if needed
1288 if (!this.chatbubbleentity)
1290 this.chatbubbleentity = new(chatbubbleentity);
1291 this.chatbubbleentity.owner = this;
1292 this.chatbubbleentity.exteriormodeltoclient = this;
1293 setthink(this.chatbubbleentity, ChatBubbleThink);
1294 this.chatbubbleentity.nextthink = time;
1295 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1296 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1297 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1298 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1299 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1300 //this.chatbubbleentity.model = "";
1301 this.chatbubbleentity.effects = EF_LOWPRECISION;
1305 void calculate_player_respawn_time(entity this)
1307 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1310 float gametype_setting_tmp;
1311 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1312 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1313 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1314 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1315 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1316 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1318 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1321 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1322 if(it.team == this.team)
1325 if (sdelay_small_count == 0)
1326 sdelay_small_count = 1;
1327 if (sdelay_large_count == 0)
1328 sdelay_large_count = 1;
1332 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1335 if (sdelay_small_count == 0)
1337 if (IS_INDEPENDENT_PLAYER(this))
1339 // Players play independently. No point in requiring enemies.
1340 sdelay_small_count = 1;
1344 // Players play AGAINST each other. Enemies required.
1345 sdelay_small_count = 2;
1348 if (sdelay_large_count == 0)
1350 if (IS_INDEPENDENT_PLAYER(this))
1352 // Players play independently. No point in requiring enemies.
1353 sdelay_large_count = 1;
1357 // Players play AGAINST each other. Enemies required.
1358 sdelay_large_count = 2;
1365 if (pcount <= sdelay_small_count)
1366 sdelay = sdelay_small;
1367 else if (pcount >= sdelay_large_count)
1368 sdelay = sdelay_large;
1369 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1370 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1373 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1375 this.respawn_time = time + sdelay;
1377 if(sdelay < sdelay_max)
1378 this.respawn_time_max = time + sdelay_max;
1380 this.respawn_time_max = this.respawn_time;
1382 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1383 this.respawn_countdown = 10; // first number to count down from is 10
1385 this.respawn_countdown = -1; // do not count down
1387 if(autocvar_g_forced_respawn)
1388 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1391 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1392 // added to the model skins
1393 /*void UpdateColorModHack()
1396 c = this.clientcolors & 15;
1397 // LordHavoc: only bothering to support white, green, red, yellow, blue
1398 if (!teamplay) this.colormod = '0 0 0';
1399 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1400 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1401 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1402 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1403 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1404 else this.colormod = '1 1 1';
1407 void respawn(entity this)
1409 bool damagedbycontents_prev = this.damagedbycontents;
1412 if(autocvar_g_respawn_ghosts)
1414 this.solid = SOLID_NOT;
1415 this.takedamage = DAMAGE_NO;
1416 this.damagedbycontents = false;
1417 set_movetype(this, MOVETYPE_FLY);
1418 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1419 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1420 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1421 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1422 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1423 if(autocvar_g_respawn_ghosts_time > 0)
1424 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1427 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1431 this.damagedbycontents = damagedbycontents_prev;
1433 this.effects |= EF_NODRAW; // prevent another CopyBody
1434 PutClientInServer(this);
1437 void play_countdown(entity this, float finished, Sound samp)
1440 if(IS_REAL_CLIENT(this))
1441 if(floor(finished - time - frametime) != floor(finished - time))
1442 if(finished - time < 6)
1443 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1446 void player_powerups_remove_all(entity this)
1448 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1450 // don't play the poweroff sound when the game restarts or the player disconnects
1451 if (time > game_starttime + 1 && IS_CLIENT(this))
1452 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1453 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1454 this.items &= ~ITEM_Strength.m_itemid;
1455 this.items &= ~ITEM_Shield.m_itemid;
1456 this.items -= (this.items & IT_SUPERWEAPON);
1460 void player_powerups(entity this)
1462 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1463 this.modelflags |= MF_ROCKET;
1465 this.modelflags &= ~MF_ROCKET;
1467 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST);
1470 player_powerups_remove_all(this);
1472 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1475 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1476 int items_prev = this.items;
1478 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1480 if (this.items & ITEM_Strength.m_itemid)
1482 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Strength, this), SND_POWEROFF);
1483 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1484 if (time > StatusEffects_gettime(STATUSEFFECT_Strength, this))
1486 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1487 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1488 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1493 if (time < StatusEffects_gettime(STATUSEFFECT_Strength, this))
1495 this.items = this.items | ITEM_Strength.m_itemid;
1497 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1498 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1501 if (this.items & ITEM_Shield.m_itemid)
1503 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Shield, this), SND_POWEROFF);
1504 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1505 if (time > StatusEffects_gettime(STATUSEFFECT_Shield, this))
1507 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1508 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1509 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1514 if (time < StatusEffects_gettime(STATUSEFFECT_Shield, this))
1516 this.items = this.items | ITEM_Shield.m_itemid;
1518 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1519 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1522 if (this.items & IT_SUPERWEAPON)
1524 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1526 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1527 this.items = this.items - (this.items & IT_SUPERWEAPON);
1528 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1529 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1531 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1533 // don't let them run out
1537 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1538 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1540 this.items = this.items - (this.items & IT_SUPERWEAPON);
1541 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1542 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1543 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1547 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1549 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1551 this.items = this.items | IT_SUPERWEAPON;
1552 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1555 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1556 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1561 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1562 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1563 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1566 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1568 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1572 if(autocvar_g_nodepthtestplayers)
1573 this.effects = this.effects | EF_NODEPTHTEST;
1575 if(autocvar_g_fullbrightplayers)
1576 this.effects = this.effects | EF_FULLBRIGHT;
1578 if (time >= game_starttime)
1579 if (time < this.spawnshieldtime)
1580 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1582 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1585 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1587 if(current > stable)
1589 else if(current > stable - 0.25) // when close enough, "snap"
1592 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1595 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1597 if(current < stable)
1599 else if(current < stable + 0.25) // when close enough, "snap"
1602 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1605 void RotRegen(entity this, int res, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit_mod)
1607 float old = GetResource(this, res);
1608 float current = old;
1609 if(current > rotstable)
1611 if(rotframetime > 0)
1613 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1614 current = max(rotstable, current - rotlinear * rotframetime);
1617 else if(current < regenstable)
1619 if(regenframetime > 0)
1621 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1622 current = min(regenstable, current + regenlinear * regenframetime);
1626 float limit = GetResourceLimit(this, res) * limit_mod;
1631 SetResource(this, res, current);
1634 void player_regen(entity this)
1636 float max_mod, regen_mod, rot_mod, limit_mod;
1637 max_mod = regen_mod = rot_mod = limit_mod = 1;
1639 float regen_health = autocvar_g_balance_health_regen;
1640 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1641 float regen_health_rot = autocvar_g_balance_health_rot;
1642 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1643 float regen_health_stable = autocvar_g_balance_health_regenstable;
1644 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1645 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1646 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1647 max_mod = M_ARGV(1, float);
1648 regen_mod = M_ARGV(2, float);
1649 rot_mod = M_ARGV(3, float);
1650 limit_mod = M_ARGV(4, float);
1651 regen_health = M_ARGV(5, float);
1652 regen_health_linear = M_ARGV(6, float);
1653 regen_health_rot = M_ARGV(7, float);
1654 regen_health_rotlinear = M_ARGV(8, float);
1655 regen_health_stable = M_ARGV(9, float);
1656 regen_health_rotstable = M_ARGV(10, float);
1658 if(!mutator_returnvalue)
1659 if(!STAT(FROZEN, this))
1661 float maxa = autocvar_g_balance_armor_rotstable;
1662 float mina = autocvar_g_balance_armor_regenstable;
1664 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1665 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1666 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1668 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1669 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1670 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1673 // if player rotted to death... die!
1674 // check this outside above checks, as player may still be able to rot to death
1675 if(GetResource(this, RES_HEALTH) < 1)
1678 vehicles_exit(this.vehicle, VHEF_RELEASE);
1679 if(this.event_damage)
1680 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1683 if (!(this.items & IT_UNLIMITED_AMMO))
1685 float maxf = autocvar_g_balance_fuel_rotstable;
1686 float minf = autocvar_g_balance_fuel_regenstable;
1688 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1689 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1690 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1695 void SetZoomState(entity this, float newzoom)
1697 if(newzoom != CS(this).zoomstate)
1699 CS(this).zoomstate = newzoom;
1700 ClientData_Touch(this);
1702 zoomstate_set = true;
1705 void GetPressedKeys(entity this)
1707 MUTATOR_CALLHOOK(GetPressedKeys, this);
1710 CS(this).pressedkeys = 0;
1711 STAT(PRESSED_KEYS, this) = 0;
1715 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1716 int keys = STAT(PRESSED_KEYS, this);
1717 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1718 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1719 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1720 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1722 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1723 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
1724 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1725 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1726 CS(this).pressedkeys = keys; // store for other users
1728 STAT(PRESSED_KEYS, this) = keys;
1732 ======================
1733 spectate mode routines
1734 ======================
1737 void SpectateCopy(entity this, entity spectatee)
1739 TC(Client, this); TC(Client, spectatee);
1741 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1742 PS(this) = PS(spectatee);
1743 this.armortype = spectatee.armortype;
1744 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1745 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1746 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1747 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1748 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1749 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1750 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1751 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1752 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1753 CS(this).impulse = 0;
1754 this.disableclientprediction = 1; // no need to run prediction on a spectator
1755 this.items = spectatee.items;
1756 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1757 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1758 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1759 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1760 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1761 this.punchangle = spectatee.punchangle;
1762 this.view_ofs = spectatee.view_ofs;
1763 this.velocity = spectatee.velocity;
1764 this.dmg_take = spectatee.dmg_take;
1765 this.dmg_save = spectatee.dmg_save;
1766 this.dmg_inflictor = spectatee.dmg_inflictor;
1767 this.v_angle = spectatee.v_angle;
1768 this.angles = spectatee.v_angle;
1769 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1770 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1771 this.viewloc = spectatee.viewloc;
1772 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1773 this.fixangle = true;
1774 setorigin(this, spectatee.origin);
1775 setsize(this, spectatee.mins, spectatee.maxs);
1776 SetZoomState(this, CS(spectatee).zoomstate);
1778 anticheat_spectatecopy(this, spectatee);
1779 STAT(HUD, this) = STAT(HUD, spectatee);
1780 if(spectatee.vehicle)
1782 this.angles = spectatee.v_angle;
1784 //this.fixangle = false;
1785 //this.velocity = spectatee.vehicle.velocity;
1786 this.vehicle_health = spectatee.vehicle_health;
1787 this.vehicle_shield = spectatee.vehicle_shield;
1788 this.vehicle_energy = spectatee.vehicle_energy;
1789 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1790 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1791 this.vehicle_reload1 = spectatee.vehicle_reload1;
1792 this.vehicle_reload2 = spectatee.vehicle_reload2;
1794 //msg_entity = this;
1796 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1797 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1798 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1799 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1801 //WriteByte (MSG_ONE, SVC_SETVIEW);
1802 // WriteEntity(MSG_ONE, this);
1803 //makevectors(spectatee.v_angle);
1804 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1808 bool SpectateUpdate(entity this)
1813 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1815 SetSpectatee(this, NULL);
1819 SpectateCopy(this, this.enemy);
1824 bool SpectateSet(entity this)
1826 if(!IS_PLAYER(this.enemy))
1829 ClientData_Touch(this.enemy);
1832 WriteByte(MSG_ONE, SVC_SETVIEW);
1833 WriteEntity(MSG_ONE, this.enemy);
1834 set_movetype(this, MOVETYPE_NONE);
1835 accuracy_resend(this);
1837 if(!SpectateUpdate(this))
1838 PutObserverInServer(this);
1843 void SetSpectatee_status(entity this, int spectatee_num)
1845 int oldspectatee_status = CS(this).spectatee_status;
1846 CS(this).spectatee_status = spectatee_num;
1848 if (CS(this).spectatee_status != oldspectatee_status)
1850 if (STAT(PRESSED_KEYS, this))
1852 CS(this).pressedkeys = 0;
1853 STAT(PRESSED_KEYS, this) = 0;
1855 ClientData_Touch(this);
1856 if (g_race || g_cts) race_InitSpectator();
1860 void SetSpectatee(entity this, entity spectatee)
1862 if(IS_BOT_CLIENT(this))
1863 return; // bots abuse .enemy, this code is useless to them
1865 entity old_spectatee = this.enemy;
1867 this.enemy = spectatee;
1870 // these are required to fix the spectator bug with arc
1873 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1875 .entity weaponentity = weaponentities[slot];
1876 if(old_spectatee.(weaponentity).arc_beam)
1877 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1882 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1884 .entity weaponentity = weaponentities[slot];
1885 if(this.enemy.(weaponentity).arc_beam)
1886 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1891 SetSpectatee_status(this, etof(this.enemy));
1893 // needed to update spectator list
1894 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1897 bool Spectate(entity this, entity pl)
1899 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1901 pl = M_ARGV(1, entity);
1903 SetSpectatee(this, pl);
1904 return SpectateSet(this);
1907 bool SpectateNext(entity this)
1909 entity ent = find(this.enemy, classname, STR_PLAYER);
1911 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1912 ent = M_ARGV(1, entity);
1914 ent = find(ent, classname, STR_PLAYER);
1916 if(ent) { SetSpectatee(this, ent); }
1918 return SpectateSet(this);
1921 bool SpectatePrev(entity this)
1923 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1924 entity ent = findchain(classname, STR_PLAYER);
1925 if (!ent) // no player
1929 // skip players until current spectated player
1931 while(ent && ent != this.enemy)
1934 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1936 case MUT_SPECPREV_FOUND:
1937 ent = M_ARGV(1, entity);
1939 case MUT_SPECPREV_RETURN:
1941 case MUT_SPECPREV_CONTINUE:
1952 SetSpectatee(this, ent);
1953 return SpectateSet(this);
1958 ShowRespawnCountdown()
1960 Update a respawn countdown display.
1963 void ShowRespawnCountdown(entity this)
1966 if(!IS_DEAD(this)) // just respawned?
1970 number = ceil(this.respawn_time - time);
1973 if(number <= this.respawn_countdown)
1975 this.respawn_countdown = number - 1;
1976 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
1977 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1982 .bool team_selected;
1983 bool ShowTeamSelection(entity this)
1985 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1987 stuffcmd(this, "menu_showteamselect\n");
1990 void Join(entity this)
1992 TRANSMUTE(Player, this);
1994 if(!this.team_selected)
1995 if(autocvar_g_campaign || autocvar_g_balance_teams)
1996 TeamBalance_JoinBestTeam(this);
1998 if(autocvar_g_campaign)
1999 campaign_bots_may_start = true;
2001 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2003 PutClientInServer(this);
2006 if(teamplay && this.team != -1)
2010 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2011 this.team_selected = false;
2014 int GetPlayerLimit()
2017 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)
2018 int player_limit = autocvar_g_maxplayers;
2019 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2020 player_limit = M_ARGV(0, int);
2021 return player_limit;
2025 * Determines whether the player is allowed to join. This depends on cvar
2026 * g_maxplayers, if it isn't used this function always return true, otherwise
2027 * it checks whether the number of currently playing players exceeds g_maxplayers.
2028 * @return int number of free slots for players, 0 if none
2030 int nJoinAllowed(entity this, entity ignore)
2033 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2034 // so report 0 free slots if restricted
2036 if(autocvar_g_forced_team_otherwise == "spectate")
2038 if(autocvar_g_forced_team_otherwise == "spectator")
2042 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2043 return 0; // forced spectators can never join
2045 // TODO simplify this
2046 int totalClients = 0;
2047 int currentlyPlaying = 0;
2048 FOREACH_CLIENT(true, {
2051 if(IS_REAL_CLIENT(it))
2052 if(IS_PLAYER(it) || it.caplayer)
2056 int player_limit = GetPlayerLimit();
2060 free_slots = maxclients - totalClients;
2061 else if(player_limit > 0 && currentlyPlaying < player_limit)
2062 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2064 static float msg_time = 0;
2065 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2067 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2068 msg_time = time + 0.5;
2074 void PrintWelcomeMessage(entity this)
2076 if(CS(this).motd_actived_time == 0)
2078 if (autocvar_g_campaign) {
2079 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2080 CS(this).motd_actived_time = time;
2081 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2084 if (PHYS_INPUT_BUTTON_INFO(this)) {
2085 CS(this).motd_actived_time = time;
2086 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2090 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2092 if (autocvar_g_campaign) {
2093 if (PHYS_INPUT_BUTTON_INFO(this))
2094 CS(this).motd_actived_time = time;
2095 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2096 CS(this).motd_actived_time = 0;
2097 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2100 if (PHYS_INPUT_BUTTON_INFO(this))
2101 CS(this).motd_actived_time = time;
2102 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2103 CS(this).motd_actived_time = 0;
2104 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2108 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2110 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2111 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2112 else if (CS(this).motd_actived_time == -2)
2114 // instantly hide MOTD
2115 CS(this).motd_actived_time = 0;
2116 if (autocvar_g_campaign)
2117 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2119 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2121 else if (IS_PLAYER(this) || IS_SPEC(this))
2123 // FIXME occasionally for some reason MOTD never goes away
2124 // delay MOTD removal a little bit in the hope it fixes this bug
2125 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2126 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2127 else //if (CS(this).motd_actived_time < -2)
2128 CS(this).motd_actived_time++;
2133 bool joinAllowed(entity this)
2135 if (CS(this).version_mismatch) return false;
2136 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2137 if (!nJoinAllowed(this, this)) return false;
2138 if (teamplay && lockteams) return false;
2139 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2140 if (ShowTeamSelection(this)) return false;
2144 .string shootfromfixedorigin;
2145 .bool dualwielding_prev;
2146 bool PlayerThink(entity this)
2148 if (game_stopped || intermission_running) {
2149 this.modelflags &= ~MF_ROCKET;
2150 if(intermission_running)
2151 IntermissionThink(this);
2155 if (timeout_status == TIMEOUT_ACTIVE) {
2156 // don't allow the player to turn around while game is paused
2157 // FIXME turn this into CSQC stuff
2158 this.v_angle = this.lastV_angle;
2159 this.angles = this.lastV_angle;
2160 this.fixangle = true;
2163 if (frametime) player_powerups(this);
2165 if (IS_DEAD(this)) {
2166 if (this.personal && g_race_qualifying) {
2167 if (time > this.respawn_time) {
2168 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2170 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2173 if (frametime) player_anim(this);
2175 if (this.respawn_flags & RESPAWN_DENY)
2177 STAT(RESPAWN_TIME, this) = 0;
2181 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));
2183 switch(this.deadflag)
2187 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2188 this.deadflag = DEAD_RESPAWNING;
2189 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2190 this.deadflag = DEAD_DEAD;
2196 this.deadflag = DEAD_RESPAWNABLE;
2197 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2198 this.deadflag = DEAD_RESPAWNING;
2201 case DEAD_RESPAWNABLE:
2203 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2204 this.deadflag = DEAD_RESPAWNING;
2207 case DEAD_RESPAWNING:
2209 if (time > this.respawn_time)
2211 this.respawn_time = time + 1; // only retry once a second
2212 this.respawn_time_max = this.respawn_time;
2219 ShowRespawnCountdown(this);
2221 if (this.respawn_flags & RESPAWN_SILENT)
2222 STAT(RESPAWN_TIME, this) = 0;
2223 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2225 if (time < this.respawn_time)
2226 STAT(RESPAWN_TIME, this) = this.respawn_time;
2227 else if (this.deadflag != DEAD_RESPAWNING)
2228 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2231 STAT(RESPAWN_TIME, this) = this.respawn_time;
2234 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2235 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2236 STAT(RESPAWN_TIME, this) *= -1;
2241 FixPlayermodel(this);
2243 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2244 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2245 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2248 // reset gun alignment when dual wielding status changes
2249 // to ensure guns are always aligned right and left
2250 bool dualwielding = W_DualWielding(this);
2251 if(this.dualwielding_prev != dualwielding)
2253 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2254 this.dualwielding_prev = dualwielding;
2257 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2260 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2262 .entity weaponentity = weaponentities[slot];
2263 if(WEP_CVAR(vortex, charge_always))
2264 W_Vortex_Charge(this, weaponentity, frametime);
2265 W_WeaponFrame(this, weaponentity);
2271 // WEAPONTODO: Add a weapon request for this
2272 // rot vortex charge to the charge limit
2273 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2275 .entity weaponentity = weaponentities[slot];
2276 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2277 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2282 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2285 monsters_setstatus(this);
2290 .bool would_spectate;
2291 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2292 void ObserverOrSpectatorThink(entity this)
2294 bool is_spec = IS_SPEC(this);
2295 if ( CS(this).impulse )
2297 int r = MinigameImpulse(this, CS(this).impulse);
2299 CS(this).impulse = 0;
2301 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2303 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2304 CS(this).impulse = 0;
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 this.would_spectate = false;
2338 this.flags &= ~FL_JUMPRELEASED;
2339 TRANSMUTE(Observer, this);
2340 PutClientInServer(this);
2341 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2342 PutObserverInServer(this);
2343 this.would_spectate = true;
2347 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2348 if (PHYS_INPUT_BUTTON_USE(this))
2349 wouldclip = !wouldclip;
2350 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2351 set_movetype(this, preferred_movetype);
2353 } else { // jump pressed
2354 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2355 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2356 this.flags |= FL_JUMPRELEASED;
2357 if(this.flags & FL_SPAWNING)
2359 this.flags &= ~FL_SPAWNING;
2360 if(joinAllowed(this))
2362 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2363 CS(this).autojoin_checked = -1;
2367 if(is_spec && !SpectateUpdate(this))
2368 PutObserverInServer(this);
2371 this.flags |= FL_CLIENT | FL_NOTARGET;
2374 void PlayerUseKey(entity this)
2376 if (!IS_PLAYER(this))
2383 vehicles_exit(this.vehicle, VHEF_NORMAL);
2387 else if(autocvar_g_vehicles_enter)
2389 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2391 entity head, closest_target = NULL;
2392 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2394 while(head) // find the closest acceptable target to enter
2396 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2397 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2401 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2402 { closest_target = head; }
2404 else { closest_target = head; }
2410 if(closest_target) { vehicles_enter(this, closest_target); return; }
2414 // a use key was pressed; call handlers
2415 MUTATOR_CALLHOOK(PlayerUseKey, this);
2423 Called every frame for each client before the physics are run
2426 .float last_vehiclecheck;
2427 void PlayerPreThink (entity this)
2429 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2430 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2432 WarpZone_PlayerPhysics_FixVAngle(this);
2435 // physics frames: update anticheat stuff
2436 anticheat_prethink(this);
2438 // WORKAROUND: only use dropclient in server frames (frametime set).
2439 // Never use it in cl_movement frames (frametime zero).
2440 if (blockSpectators && IS_REAL_CLIENT(this)
2441 && (IS_SPEC(this) || IS_OBSERVER(this)) && !this.caplayer
2442 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2444 if (dropclient_schedule(this))
2445 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2449 zoomstate_set = false;
2451 // Check for nameless players
2452 if (this.netname == "" || this.netname != CS(this).netname_previous)
2454 bool assume_unchanged = (CS(this).netname_previous == "");
2455 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2457 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2458 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2459 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2460 assume_unchanged = false;
2461 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2463 if (isInvisibleString(this.netname))
2465 this.netname = strzone(sprintf("Player#%d", this.playerid));
2466 sprint(this, "Warning: invisible names are not allowed.\n");
2467 assume_unchanged = false;
2468 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2470 if (!assume_unchanged && autocvar_sv_eventlog)
2471 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2472 strcpy(CS(this).netname_previous, this.netname);
2476 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2477 CS(this).version_nagtime = 0;
2478 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2480 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2482 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2484 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2485 if (r < 0) { // old client
2486 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2487 } else if (r > 0) { // old server
2488 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2494 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2496 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2497 this.max_armorvalue = 0;
2500 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2502 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2504 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2505 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2507 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2509 if (STAT(REVIVE_PROGRESS, this) >= 1)
2510 Unfreeze(this, false);
2512 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2514 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2515 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2517 if (GetResource(this, RES_HEALTH) < 1)
2520 vehicles_exit(this.vehicle, VHEF_RELEASE);
2521 if(this.event_damage)
2522 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2524 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2525 Unfreeze(this, false);
2529 MUTATOR_CALLHOOK(PlayerPreThink, this);
2531 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2532 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2534 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2538 if(!it.team || SAME_TEAM(this, it))
2539 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2540 else if(autocvar_g_vehicles_steal)
2541 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2543 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2545 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2549 this.last_vehiclecheck = time + 1;
2552 if(!CS_CVAR(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2554 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2556 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2559 if (IS_REAL_CLIENT(this))
2560 PrintWelcomeMessage(this);
2562 if (IS_PLAYER(this)) {
2563 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2564 error("Client can't be spawned as player on connection!");
2565 if(!PlayerThink(this))
2568 else if (game_stopped || intermission_running) {
2569 if(intermission_running)
2570 IntermissionThink(this);
2573 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2575 bool early_join_requested = (CS(this).autojoin_checked < 0);
2576 CS(this).autojoin_checked = 1;
2577 // don't do this in ClientConnect
2578 // many things can go wrong if a client is spawned as player on connection
2579 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2580 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2581 && (!teamplay || autocvar_g_balance_teams)))
2583 campaign_bots_may_start = true;
2584 if(joinAllowed(this))
2589 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2590 ObserverOrSpectatorThink(this);
2593 // WEAPONTODO: Add weapon request for this
2594 if (!zoomstate_set) {
2595 bool wep_zoomed = false;
2596 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2598 .entity weaponentity = weaponentities[slot];
2599 Weapon thiswep = this.(weaponentity).m_weapon;
2600 if(thiswep != WEP_Null && thiswep.wr_zoom)
2601 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2603 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2606 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2608 CS(this).teamkill_soundtime = 0;
2610 entity e = CS(this).teamkill_soundsource;
2611 entity oldpusher = e.pusher;
2613 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2614 e.pusher = oldpusher;
2617 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2618 CS(this).taunt_soundtime = 0;
2619 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2622 target_voicescript_next(this);
2625 void DrownPlayer(entity this)
2627 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2628 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2630 STAT(AIR_FINISHED, this) = 0;
2634 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2636 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2637 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2638 STAT(AIR_FINISHED, this) = 0;
2642 if (!STAT(AIR_FINISHED, this))
2643 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2644 if (STAT(AIR_FINISHED, this) < time)
2646 if (this.pain_finished < time)
2648 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');
2649 this.pain_finished = time + 0.5;
2655 .bool move_qcphysics;
2657 void Player_Physics(entity this)
2659 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2661 if(!this.move_qcphysics)
2664 if(!frametime && !CS(this).pm_frametime)
2667 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2669 CS(this).pm_frametime = 0;
2676 Called every frame for each client after the physics are run
2679 void PlayerPostThink (entity this)
2681 Player_Physics(this);
2683 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2684 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2685 if (IS_REAL_CLIENT(this))
2686 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2687 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2689 int totalClients = 0;
2690 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2692 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2698 if (autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
2699 { /* do nothing */ }
2700 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2702 if (CS(this).idlekick_lasttimeleft)
2704 CS(this).idlekick_lasttimeleft = 0;
2705 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2710 float maxidle_time = autocvar_sv_maxidle;
2711 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2712 maxidle_time = autocvar_sv_maxidle_playertospectator;
2713 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2714 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2715 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2717 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2718 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2720 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2722 if (timeleft <= 0) {
2723 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2725 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2728 PutObserverInServer(this);
2732 if (dropclient_schedule(this))
2733 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2737 else if (timeleft <= countdown_time) {
2738 if (timeleft != CS(this).idlekick_lasttimeleft)
2739 play2(this, SND(TALK2));
2740 CS(this).idlekick_lasttimeleft = timeleft;
2749 this.solid = SOLID_NOT;
2750 this.takedamage = DAMAGE_NO;
2751 set_movetype(this, MOVETYPE_NONE);
2752 CS(this).teamkill_complain = 0;
2753 CS(this).teamkill_soundtime = 0;
2754 CS(this).teamkill_soundsource = NULL;
2757 if (IS_PLAYER(this)) {
2758 if(this.death_time == time && IS_DEAD(this))
2760 // player's bbox gets resized now, instead of in the damage event that killed the player,
2761 // once all the damage events of this frame have been processed with normal size
2763 setsize(this, this.mins, this.maxs);
2766 UpdateChatBubble(this);
2767 if (CS(this).impulse) ImpulseCommands(this);
2768 GetPressedKeys(this);
2771 CSQCMODEL_AUTOUPDATE(this);
2775 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2777 CS(this).pressedkeys = 0;
2778 STAT(PRESSED_KEYS, this) = 0;
2781 if (this.waypointsprite_attachedforcarrier) {
2782 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2783 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2786 CSQCMODEL_AUTOUPDATE(this);
2789 // hack to copy the button fields from the client entity to the Client State
2790 void PM_UpdateButtons(entity this, entity store)
2793 store.impulse = this.impulse;
2796 bool typing = this.buttonchat || this.button12;
2798 store.button0 = (typing) ? 0 : this.button0;
2800 store.button2 = (typing) ? 0 : this.button2;
2801 store.button3 = (typing) ? 0 : this.button3;
2802 store.button4 = this.button4;
2803 store.button5 = (typing) ? 0 : this.button5;
2804 store.button6 = this.button6;
2805 store.button7 = this.button7;
2806 store.button8 = this.button8;
2807 store.button9 = this.button9;
2808 store.button10 = this.button10;
2809 store.button11 = this.button11;
2810 store.button12 = this.button12;
2811 store.button13 = this.button13;
2812 store.button14 = this.button14;
2813 store.button15 = this.button15;
2814 store.button16 = this.button16;
2815 store.buttonuse = this.buttonuse;
2816 store.buttonchat = this.buttonchat;
2818 store.cursor_active = this.cursor_active;
2819 store.cursor_screen = this.cursor_screen;
2820 store.cursor_trace_start = this.cursor_trace_start;
2821 store.cursor_trace_endpos = this.cursor_trace_endpos;
2822 store.cursor_trace_ent = this.cursor_trace_ent;
2824 store.ping = this.ping;
2825 store.ping_packetloss = this.ping_packetloss;
2826 store.ping_movementloss = this.ping_movementloss;
2828 store.v_angle = this.v_angle;
2829 store.movement = this.movement;
2832 NET_HANDLE(fpsreport, bool)
2834 int fps = ReadShort();
2835 PlayerScore_Set(sender, SP_FPS, fps);