3 #include <common/weapons/_all.qh>
4 #include <common/stats.qh>
5 #include <server/miscfunctions.qh>
6 #include <common/effects/all.qh>
7 #include "anticheat.qh"
11 #include "miscfunctions.qh"
13 #include "teamplay.qh"
14 #include "spawnpoints.qh"
15 #include "resources.qh"
17 #include "handicap.qh"
19 #include "command/common.qh"
20 #include "command/vote.qh"
21 #include "clientkill.qh"
24 #include <server/gamelog.qh>
26 #include <server/main.qh>
28 #include "campaign.qh"
29 #include "command/common.qh"
30 #include "scores_rules.qh"
31 #include "weapons/common.qh"
35 #include "../common/ent_cs.qh"
36 #include "../common/wepent.qh"
37 #include <common/state.qh>
39 #include "compat/quake3.qh"
41 #include <common/effects/qc/globalsound.qh>
43 #include "../common/mapobjects/func/conveyor.qh"
44 #include <common/mapobjects/func/ladder.qh>
45 #include "../common/mapobjects/teleporters.qh"
46 #include "../common/mapobjects/target/spawnpoint.qh"
47 #include <common/mapobjects/trigger/counter.qh>
48 #include <common/mapobjects/trigger/swamp.qh>
50 #include "../common/vehicles/all.qh"
52 #include "weapons/hitplot.qh"
53 #include "weapons/selection.qh"
54 #include "weapons/weaponsystem.qh"
56 #include "../common/net_notice.qh"
57 #include "../common/net_linked.qh"
58 #include "../common/physics/player.qh"
60 #include <common/vehicles/sv_vehicles.qh>
62 #include "../common/items/_mod.qh"
64 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
66 #include "../common/mutators/mutator/waypoints/all.qh"
67 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
68 #include <common/gamemodes/_mod.qh>
70 #include "../common/mapobjects/subs.qh"
71 #include "../common/mapobjects/triggers.qh"
72 #include "../common/mapobjects/trigger/secret.qh"
74 #include "../common/minigames/sv_minigames.qh"
76 #include "../common/items/inventory.qh"
78 #include "../common/monsters/sv_monsters.qh"
80 #include "../lib/warpzone/server.qh"
82 #include <common/mutators/mutator/overkill/oknex.qh>
84 #include <common/weapons/weapon/vortex.qh>
86 #define CHAT_NOSPECTATORS() ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
88 STATIC_METHOD(Client, Add, void(Client this, int _team))
91 TRANSMUTE(Player, this);
94 PutClientInServer(this);
97 STATIC_METHOD(Client, Remove, void(Client this))
99 TRANSMUTE(Observer, this);
100 PutClientInServer(this);
101 ClientDisconnect(this);
104 void send_CSQC_teamnagger() {
105 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
108 int CountSpectators(entity player, entity to)
110 if(!player) { return 0; } // not sure how, but best to be safe
114 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
122 void WriteSpectators(entity player, entity to)
124 if(!player) { return; } // not sure how, but best to be safe
127 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
129 if(spec_count >= MAX_SPECTATORS)
131 WriteByte(MSG_ENTITY, num_for_edict(it));
136 bool ClientData_Send(entity this, entity to, int sf)
138 assert(to == this.owner, return false);
141 if (IS_SPEC(e)) e = e.enemy;
144 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
145 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
146 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
147 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
149 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
150 WriteByte(MSG_ENTITY, sf);
153 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
157 float specs = CountSpectators(e, to);
158 WriteByte(MSG_ENTITY, specs);
159 WriteSpectators(e, to);
165 void ClientData_Attach(entity this)
167 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
168 CS(this).clientdata.drawonlytoclient = this;
169 CS(this).clientdata.owner = this;
172 void ClientData_Detach(entity this)
174 delete(CS(this).clientdata);
175 CS(this).clientdata = NULL;
178 void ClientData_Touch(entity e)
180 entity cd = CS(e).clientdata;
181 if (cd) { cd.SendFlags = 1; }
183 // make it spectatable
184 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
186 entity cd = CS(it).clientdata;
187 if (cd) { cd.SendFlags = 1; }
196 Checks if the argument string can be a valid playermodel.
197 Returns a valid one in doubt.
200 string FallbackPlayerModel;
201 string CheckPlayerModel(string plyermodel) {
202 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
204 // note: we cannot summon Don Strunzone here, some player may
205 // still have the model string set. In case anyone manages how
206 // to change a cvar default, we'll have a small leak here.
207 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
209 // only in right path
210 if( substring(plyermodel,0,14) != "models/player/")
211 return FallbackPlayerModel;
212 // only good file extensions
213 if(substring(plyermodel,-4,4) != ".zym")
214 if(substring(plyermodel,-4,4) != ".dpm")
215 if(substring(plyermodel,-4,4) != ".iqm")
216 if(substring(plyermodel,-4,4) != ".md3")
217 if(substring(plyermodel,-4,4) != ".psk")
218 return FallbackPlayerModel;
219 // forbid the LOD models
220 if(substring(plyermodel, -9,5) == "_lod1")
221 return FallbackPlayerModel;
222 if(substring(plyermodel, -9,5) == "_lod2")
223 return FallbackPlayerModel;
224 if(plyermodel != strtolower(plyermodel))
225 return FallbackPlayerModel;
226 // also, restrict to server models
227 if(autocvar_sv_servermodelsonly)
229 if(!fexists(plyermodel))
230 return FallbackPlayerModel;
235 void setplayermodel(entity e, string modelname)
237 precache_model(modelname);
238 _setmodel(e, modelname);
239 player_setupanimsformodel(e);
240 if(!autocvar_g_debug_globalsounds)
241 UpdatePlayerSounds(e);
244 /** putting a client as observer in the server */
245 void PutObserverInServer(entity this)
247 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
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); }
266 entity spot = SelectSpawnPoint(this, true);
267 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
268 this.angles = vec2(spot.angles);
269 this.fixangle = true;
270 // offset it so that the spectator spawns higher off the ground, looks better this way
271 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
272 if (IS_REAL_CLIENT(this))
275 WriteByte(MSG_ONE, SVC_SETVIEW);
276 WriteEntity(MSG_ONE, this);
278 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
279 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
280 if(!autocvar_g_debug_globalsounds)
282 // needed for player sounds
284 FixPlayermodel(this);
286 setmodel(this, MDL_Null);
287 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
288 this.view_ofs = '0 0 0';
290 RemoveGrapplingHooks(this);
291 Portal_ClearAll(this);
292 Unfreeze(this, false);
293 SetSpectatee(this, NULL);
298 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
302 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
304 WaypointSprite_PlayerDead(this);
306 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
307 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
309 accuracy_resend(this);
311 CS(this).spectatortime = time;
313 IL_REMOVE(g_bot_targets, this);
314 this.bot_attack = false;
315 if(this.monster_attack)
316 IL_REMOVE(g_monster_targets, this);
317 this.monster_attack = false;
318 STAT(HUD, this) = HUD_NORMAL;
319 TRANSMUTE(Observer, this);
320 this.iscreature = false;
321 this.teleportable = TELEPORT_SIMPLE;
322 if(this.damagedbycontents)
323 IL_REMOVE(g_damagedbycontents, this);
324 this.damagedbycontents = false;
325 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
326 SetSpectatee_status(this, etof(this));
327 this.takedamage = DAMAGE_NO;
328 this.solid = SOLID_NOT;
329 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
330 this.flags = FL_CLIENT | FL_NOTARGET;
332 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
333 this.pauserotarmor_finished = 0;
334 this.pauserothealth_finished = 0;
335 this.pauseregen_finished = 0;
336 this.damageforcescale = 0;
338 this.respawn_flags = 0;
339 this.respawn_time = 0;
340 STAT(RESPAWN_TIME, this) = 0;
344 this.pain_finished = 0;
345 STAT(STRENGTH_FINISHED, this) = 0;
346 STAT(INVINCIBLE_FINISHED, this) = 0;
347 STAT(SUPERWEAPONS_FINISHED, this) = 0;
348 STAT(AIR_FINISHED, this) = 0;
349 //this.dphitcontentsmask = 0;
350 this.dphitcontentsmask = DPCONTENTS_SOLID;
351 if (autocvar_g_playerclip_collisions)
352 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
355 setthink(this, func_null);
357 this.deadflag = DEAD_NO;
359 STAT(REVIVE_PROGRESS, this) = 0;
360 this.revival_time = 0;
361 this.draggable = drag_undraggable;
364 STAT(WEAPONS, this) = '0 0 0';
365 this.drawonlytoclient = this;
369 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
371 this.weaponmodel = "";
372 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
374 this.weaponentities[slot] = NULL;
376 this.exteriorweaponentity = NULL;
377 CS(this).killcount = FRAGS_SPECTATOR;
378 this.velocity = '0 0 0';
379 this.avelocity = '0 0 0';
380 this.punchangle = '0 0 0';
381 this.punchvector = '0 0 0';
382 this.oldvelocity = this.velocity;
383 this.fire_endtime = -1;
384 this.event_damage = func_null;
385 this.event_heal = func_null;
387 for(int slot = 0; slot < MAX_AXH; ++slot)
389 entity axh = this.(AuxiliaryXhair[slot]);
390 this.(AuxiliaryXhair[slot]) = NULL;
392 if(axh.owner == this && axh != NULL && !wasfreed(axh))
396 if (mutator_returnvalue)
398 // mutator prevents resetting teams+score
402 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
403 this.frags = FRAGS_SPECTATOR;
405 if (CS(this).just_joined)
406 CS(this).just_joined = false;
409 int player_getspecies(entity this)
411 get_model_parameters(this.model, this.skin);
412 int s = get_model_parameters_species;
413 get_model_parameters(string_null, 0);
414 if (s < 0) return SPECIES_HUMAN;
418 .float model_randomizer;
419 void FixPlayermodel(entity player)
421 string defaultmodel = "";
423 if(autocvar_sv_defaultcharacter)
429 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
430 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
431 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
432 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
436 if(defaultmodel == "")
438 defaultmodel = autocvar_sv_defaultplayermodel;
439 defaultskin = autocvar_sv_defaultplayerskin;
442 int n = tokenize_console(defaultmodel);
445 defaultmodel = argv(floor(n * CS(player).model_randomizer));
446 // However, do NOT randomize if the player-selected model is in the list.
447 for (int i = 0; i < n; ++i)
448 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
449 defaultmodel = argv(i);
452 int i = strstrofs(defaultmodel, ":", 0);
455 defaultskin = stof(substring(defaultmodel, i+1, -1));
456 defaultmodel = substring(defaultmodel, 0, i);
459 if(autocvar_sv_defaultcharacterskin && !defaultskin)
465 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
466 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
467 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
468 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
473 defaultskin = autocvar_sv_defaultplayerskin;
476 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
477 defaultmodel = M_ARGV(0, string);
478 defaultskin = M_ARGV(1, int);
482 if(defaultmodel != "")
484 if (defaultmodel != player.model)
486 vector m1 = player.mins;
487 vector m2 = player.maxs;
488 setplayermodel (player, defaultmodel);
489 setsize (player, m1, m2);
493 oldskin = player.skin;
494 player.skin = defaultskin;
496 if (player.playermodel != player.model || player.playermodel == "")
498 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
499 vector m1 = player.mins;
500 vector m2 = player.maxs;
501 setplayermodel (player, player.playermodel);
502 setsize (player, m1, m2);
506 if(!autocvar_sv_defaultcharacterskin)
508 oldskin = player.skin;
509 player.skin = stof(player.playerskin);
513 oldskin = player.skin;
514 player.skin = defaultskin;
518 if(chmdl || oldskin != player.skin) // model or skin has changed
520 player.species = player_getspecies(player); // update species
521 if(!autocvar_g_debug_globalsounds)
522 UpdatePlayerSounds(player); // update skin sounds
526 if(strlen(autocvar_sv_defaultplayercolors))
527 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
528 setcolor(player, stof(autocvar_sv_defaultplayercolors));
531 void PutPlayerInServer(entity this)
533 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
535 PlayerState_attach(this);
536 accuracy_resend(this);
539 TeamBalance_JoinBestTeam(this);
541 entity spot = SelectSpawnPoint(this, false);
543 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
544 return; // spawn failed
547 TRANSMUTE(Player, this);
549 CS(this).wasplayer = true;
550 this.iscreature = true;
551 this.teleportable = TELEPORT_NORMAL;
552 if(!this.damagedbycontents)
553 IL_PUSH(g_damagedbycontents, this);
554 this.damagedbycontents = true;
555 set_movetype(this, MOVETYPE_WALK);
556 this.solid = SOLID_SLIDEBOX;
557 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
558 if (autocvar_g_playerclip_collisions)
559 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
560 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
561 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
562 this.frags = FRAGS_PLAYER;
563 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
564 this.flags = FL_CLIENT | FL_PICKUPITEMS;
565 if (autocvar__notarget)
566 this.flags |= FL_NOTARGET;
567 this.takedamage = DAMAGE_AIM;
568 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
571 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
572 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
573 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
574 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
575 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
576 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
577 SetResource(this, RES_HEALTH, warmup_start_health);
578 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
579 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
581 SetResource(this, RES_SHELLS, start_ammo_shells);
582 SetResource(this, RES_BULLETS, start_ammo_nails);
583 SetResource(this, RES_ROCKETS, start_ammo_rockets);
584 SetResource(this, RES_CELLS, start_ammo_cells);
585 SetResource(this, RES_PLASMA, start_ammo_plasma);
586 SetResource(this, RES_FUEL, start_ammo_fuel);
587 SetResource(this, RES_HEALTH, start_health);
588 SetResource(this, RES_ARMOR, start_armorvalue);
589 STAT(WEAPONS, this) = start_weapons;
590 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
592 GiveRandomWeapons(this, random_start_weapons_count,
593 autocvar_g_random_start_weapons, random_start_ammo);
596 SetSpectatee_status(this, 0);
598 PS(this).dual_weapons = '0 0 0';
600 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
602 this.items = start_items;
604 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
605 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
606 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
607 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
608 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
609 if (!sv_ready_restart_after_countdown && time < game_starttime)
611 float f = game_starttime - time;
612 this.spawnshieldtime += f;
613 this.pauserotarmor_finished += f;
614 this.pauserothealth_finished += f;
615 this.pauseregen_finished += f;
618 this.damageforcescale = autocvar_g_player_damageforcescale;
620 this.respawn_flags = 0;
621 this.respawn_time = 0;
622 STAT(RESPAWN_TIME, this) = 0;
623 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
624 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
626 this.pain_finished = 0;
628 setthink(this, func_null); // players have no think function
631 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
633 this.deadflag = DEAD_NO;
635 this.angles = spot.angles;
636 this.angles_z = 0; // never spawn tilted even if the spot says to
637 if (IS_BOT_CLIENT(this))
639 this.v_angle = this.angles;
642 this.fixangle = true; // turn this way immediately
643 this.oldvelocity = this.velocity = '0 0 0';
644 this.avelocity = '0 0 0';
645 this.punchangle = '0 0 0';
646 this.punchvector = '0 0 0';
648 STAT(STRENGTH_FINISHED, this) = 0;
649 STAT(INVINCIBLE_FINISHED, this) = 0;
650 this.fire_endtime = -1;
651 STAT(REVIVE_PROGRESS, this) = 0;
652 this.revival_time = 0;
654 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
655 STAT(BUFFS, this) = 0;
656 STAT(BUFF_TIME, this) = 0;
658 STAT(AIR_FINISHED, this) = 0;
659 this.waterlevel = WATERLEVEL_NONE;
660 this.watertype = CONTENT_EMPTY;
662 entity spawnevent = new_pure(spawnevent);
663 spawnevent.owner = this;
664 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
666 // Cut off any still running player sounds.
667 stopsound(this, CH_PLAYER_SINGLE);
670 FixPlayermodel(this);
671 this.drawonlytoclient = NULL;
675 for(int slot = 0; slot < MAX_AXH; ++slot)
677 entity axh = this.(AuxiliaryXhair[slot]);
678 this.(AuxiliaryXhair[slot]) = NULL;
680 if(axh.owner == this && axh != NULL && !wasfreed(axh))
684 this.spawnpoint_targ = NULL;
687 this.view_ofs = STAT(PL_VIEW_OFS, this);
688 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
689 this.spawnorigin = spot.origin;
690 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
691 // don't reset back to last position, even if new position is stuck in solid
692 this.oldorigin = this.origin;
694 IL_REMOVE(g_conveyed, this);
695 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
697 IL_REMOVE(g_swamped, this);
698 this.swampslug = NULL;
699 this.swamp_interval = 0;
700 if(this.ladder_entity)
701 IL_REMOVE(g_ladderents, this);
702 this.ladder_entity = NULL;
703 IL_EACH(g_counters, it.realowner == this,
707 STAT(HUD, this) = HUD_NORMAL;
709 this.event_damage = PlayerDamage;
710 this.event_heal = PlayerHeal;
712 this.draggable = func_null;
715 IL_PUSH(g_bot_targets, this);
716 this.bot_attack = true;
717 if(!this.monster_attack)
718 IL_PUSH(g_monster_targets, this);
719 this.monster_attack = true;
720 navigation_dynamicgoal_init(this, false);
722 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
724 // player was spectator
725 if (CS(this).killcount == FRAGS_SPECTATOR) {
726 PlayerScore_Clear(this);
727 CS(this).killcount = 0;
728 CS(this).startplaytime = time;
731 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
733 .entity weaponentity = weaponentities[slot];
734 CL_SpawnWeaponentity(this, weaponentity);
736 this.alpha = default_player_alpha;
737 this.colormod = '1 1 1' * autocvar_g_player_brightness;
738 this.exteriorweaponentity.alpha = default_weapon_alpha;
740 this.speedrunning = false;
742 this.counter_cnt = 0;
743 this.fragsfilter_cnt = 0;
745 target_voicescript_clear(this);
747 // reset fields the weapons may use
748 FOREACH(Weapons, true, {
749 it.wr_resetplayer(it, this);
750 // reload all reloadable weapons
751 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
752 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
754 .entity weaponentity = weaponentities[slot];
755 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
761 string s = spot.target;
762 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
763 spot.target = string_null;
764 SUB_UseTargets(spot, this, NULL);
765 if(g_assault || g_race)
769 Unfreeze(this, false);
771 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
773 if (autocvar_spawn_debug)
775 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
776 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
779 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
781 .entity weaponentity = weaponentities[slot];
782 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
783 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
785 this.(weaponentity).m_switchweapon = WEP_Null;
786 this.(weaponentity).m_weapon = WEP_Null;
787 this.(weaponentity).weaponname = "";
788 this.(weaponentity).m_switchingweapon = WEP_Null;
789 this.(weaponentity).cnt = -1;
792 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
794 if (CS(this).impulse) ImpulseCommands(this);
796 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
797 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
799 .entity weaponentity = weaponentities[slot];
800 W_WeaponFrame(this, weaponentity);
803 if (!warmup_stage && !this.alivetime)
804 this.alivetime = time;
806 antilag_clear(this, CS(this));
809 /** Called when a client spawns in the server */
810 void PutClientInServer(entity this)
812 if (IS_BOT_CLIENT(this)) {
813 TRANSMUTE(Player, this);
814 } else if (IS_REAL_CLIENT(this)) {
816 WriteByte(MSG_ONE, SVC_SETVIEW);
817 WriteEntity(MSG_ONE, this);
820 TRANSMUTE(Observer, this);
822 SetSpectatee(this, NULL);
826 PS(this).itemkeys = 0;
828 MUTATOR_CALLHOOK(PutClientInServer, this);
830 if (IS_OBSERVER(this)) {
831 PutObserverInServer(this);
832 } else if (IS_PLAYER(this)) {
833 PutPlayerInServer(this);
837 // TODO do we need all these fields, or should we stop autodetecting runtime
838 // changes and just have a console command to update this?
839 bool ClientInit_SendEntity(entity this, entity to, int sf)
841 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
844 // MSG_INIT replacement
845 // TODO: make easier to use
847 W_PROP_reload(MSG_ONE, to);
848 ClientInit_misc(this);
849 MUTATOR_CALLHOOK(Ent_Init);
851 void ClientInit_misc(entity this)
853 int channel = MSG_ONE;
854 WriteHeader(channel, ENT_CLIENT_INIT);
855 WriteByte(channel, g_nexball_meter_period * 32);
856 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
857 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
858 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
859 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
860 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
861 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
862 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
863 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
865 if(sv_foginterval && world.fog != "")
866 WriteString(channel, world.fog);
868 WriteString(channel, "");
869 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
870 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
871 WriteByte(channel, serverflags);
872 WriteCoord(channel, autocvar_g_trueaim_minrange);
875 void ClientInit_CheckUpdate(entity this)
877 this.nextthink = time;
878 if(this.count != autocvar_g_balance_armor_blockpercent)
880 this.count = autocvar_g_balance_armor_blockpercent;
883 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
885 this.cnt = autocvar_g_balance_damagepush_speedfactor;
890 void ClientInit_Spawn()
892 entity e = new_pure(clientinit);
893 setthink(e, ClientInit_CheckUpdate);
894 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
896 ClientInit_CheckUpdate(e);
906 // initialize parms for a new player
907 parm1 = -(86400 * 366);
909 MUTATOR_CALLHOOK(SetNewParms);
917 void SetChangeParms (entity this)
919 // save parms for level change
920 parm1 = CS(this).parm_idlesince - time;
922 MUTATOR_CALLHOOK(SetChangeParms);
930 void DecodeLevelParms(entity this)
933 CS(this).parm_idlesince = parm1;
934 if (CS(this).parm_idlesince == -(86400 * 366))
935 CS(this).parm_idlesince = time;
937 // whatever happens, allow 60 seconds of idling directly after connect for map loading
938 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
940 MUTATOR_CALLHOOK(DecodeLevelParms);
943 void FixClientCvars(entity e)
945 // send prediction settings to the client
946 stuffcmd(e, "\nin_bindmap 0 0\n");
947 if(autocvar_g_antilag == 3) // client side hitscan
948 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
949 if(autocvar_sv_gentle)
950 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
952 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
953 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
955 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
957 MUTATOR_CALLHOOK(FixClientCvars, e);
960 bool findinlist_abbrev(string tofind, string list)
962 if(list == "" || tofind == "")
963 return false; // empty list or search, just return
965 // this function allows abbreviated strings!
966 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
974 bool PlayerInIPList(entity p, string iplist)
976 // some safety checks (never allow local?)
977 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
980 return findinlist_abbrev(p.netaddress, iplist);
983 bool PlayerInIDList(entity p, string idlist)
985 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
989 return findinlist_abbrev(p.crypto_idfp, idlist);
992 bool PlayerInList(entity player, string list)
994 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
997 #ifdef DP_EXT_PRECONNECT
1002 Called once (not at each match start) when a client begins a connection to the server
1005 void ClientPreConnect(entity this)
1007 if(autocvar_sv_eventlog)
1009 GameLogEcho(sprintf(":connect:%d:%d:%s",
1012 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1018 string GetClientVersionMessage(entity this)
1020 if (CS(this).version_mismatch) {
1021 if(CS(this).version < autocvar_gameversion) {
1022 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1023 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1025 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1026 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1029 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1033 string getwelcomemessage(entity this)
1035 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1036 string modifications = M_ARGV(0, string);
1040 if(g_weaponarena_random)
1041 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1043 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1045 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1046 modifications = strcat(modifications, ", No start weapons");
1047 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1048 modifications = strcat(modifications, ", Low gravity");
1049 if(g_weapon_stay && !g_cts)
1050 modifications = strcat(modifications, ", Weapons stay");
1052 modifications = strcat(modifications, ", Jet pack");
1053 if(autocvar_g_powerups == 0)
1054 modifications = strcat(modifications, ", No powerups");
1055 if(autocvar_g_powerups > 0)
1056 modifications = strcat(modifications, ", Powerups");
1057 modifications = substring(modifications, 2, strlen(modifications) - 2);
1059 string versionmessage = GetClientVersionMessage(this);
1060 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1062 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1064 if(modifications != "")
1065 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1067 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1069 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1070 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1073 if (cache_mutatormsg != "") {
1074 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1077 string mutator_msg = "";
1078 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1079 mutator_msg = M_ARGV(0, string);
1081 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1083 string motd = autocvar_sv_motd;
1085 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1090 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1096 Called when a client connects to the server
1099 void ClientConnect(entity this)
1101 if (Ban_MaybeEnforceBanOnce(this)) return;
1102 assert(!IS_CLIENT(this), return);
1103 this.flags |= FL_CLIENT;
1104 assert(player_count >= 0, player_count = 0);
1107 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1109 TRANSMUTE(Client, this);
1110 CS(this).version_nagtime = time + 10 + random() * 10;
1112 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1114 bot_clientconnect(this);
1116 Player_DetermineForcedTeam(this);
1118 TRANSMUTE(Observer, this);
1120 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1122 // always track bots, don't ask for cl_allow_uidtracking
1123 if (IS_BOT_CLIENT(this))
1124 PlayerStats_GameReport_AddPlayer(this);
1126 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1128 if (autocvar_sv_eventlog)
1129 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this, false)));
1131 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1133 stuffcmd(this, clientstuff, "\n");
1134 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1136 FixClientCvars(this);
1138 // get version info from player
1139 stuffcmd(this, "cmd clientversion $gameversion\n");
1141 // notify about available teams
1144 entity balance = TeamBalance_CheckAllowedTeams(this);
1145 int t = TeamBalance_GetAllowedTeams(balance);
1146 TeamBalance_Destroy(balance);
1147 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1151 stuffcmd(this, "set _teams_available 0\n");
1154 bot_relinkplayerlist();
1156 CS(this).spectatortime = time;
1157 if (blockSpectators)
1159 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1162 CS(this).jointime = time;
1164 if (IS_REAL_CLIENT(this))
1166 if (g_weaponarena_weapons == WEPSET(TUBA))
1167 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1170 if (!sv_foginterval && world.fog != "")
1171 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1173 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1174 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1175 send_CSQC_teamnagger();
1177 CSQCMODEL_AUTOINIT(this);
1179 CS(this).model_randomizer = random();
1181 if (IS_REAL_CLIENT(this))
1182 sv_notice_join(this);
1184 this.move_qcphysics = autocvar_sv_qcphysics;
1186 // update physics stats (players can spawn before physics runs)
1187 Physics_UpdateStats(this);
1189 IL_EACH(g_initforplayer, it.init_for_player, {
1190 it.init_for_player(it, this);
1193 Handicap_Initialize(this);
1195 MUTATOR_CALLHOOK(ClientConnect, this);
1197 if (IS_REAL_CLIENT(this))
1199 if (!autocvar_g_campaign && !IS_PLAYER(this))
1201 CS(this).motd_actived_time = -1;
1202 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1210 Called when a client disconnects from the server
1213 .entity chatbubbleentity;
1214 void ClientDisconnect(entity this)
1216 assert(IS_CLIENT(this), return);
1218 PlayerStats_GameReport_FinalizePlayer(this);
1219 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1220 if (CS(this).active_minigame) part_minigame(this);
1221 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1223 if (autocvar_sv_eventlog)
1224 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1226 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1229 SetSpectatee(this, NULL);
1231 MUTATOR_CALLHOOK(ClientDisconnect, this);
1233 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1234 strfree(CS(this).weaponorder_byimpulse);
1235 ClientState_detach(this);
1237 Portal_ClearAll(this);
1239 Unfreeze(this, false);
1241 RemoveGrapplingHooks(this);
1243 // Here, everything has been done that requires this player to be a client.
1245 this.flags &= ~FL_CLIENT;
1247 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1248 if (this.killindicator) delete(this.killindicator);
1250 IL_EACH(g_counters, it.realowner == this,
1255 WaypointSprite_PlayerGone(this);
1257 bot_relinkplayerlist();
1259 strfree(this.clientstatus);
1260 if (this.personal) delete(this.personal);
1264 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1269 void ChatBubbleThink(entity this)
1271 this.nextthink = time;
1272 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1274 if(this.owner) // but why can that ever be NULL?
1275 this.owner.chatbubbleentity = NULL;
1282 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1284 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1285 this.mdl = "models/sprites/minigame_busy.iqm";
1286 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1287 this.mdl = "models/misc/chatbubble.spr";
1290 if ( this.model != this.mdl )
1291 _setmodel(this, this.mdl);
1295 void UpdateChatBubble(entity this)
1299 // spawn a chatbubble entity if needed
1300 if (!this.chatbubbleentity)
1302 this.chatbubbleentity = new(chatbubbleentity);
1303 this.chatbubbleentity.owner = this;
1304 this.chatbubbleentity.exteriormodeltoclient = this;
1305 setthink(this.chatbubbleentity, ChatBubbleThink);
1306 this.chatbubbleentity.nextthink = time;
1307 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1308 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1309 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1310 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1311 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1312 //this.chatbubbleentity.model = "";
1313 this.chatbubbleentity.effects = EF_LOWPRECISION;
1317 void calculate_player_respawn_time(entity this)
1319 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1322 float gametype_setting_tmp;
1323 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1324 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1325 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1326 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1327 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1328 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1330 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1333 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1334 if(it.team == this.team)
1337 if (sdelay_small_count == 0)
1338 sdelay_small_count = 1;
1339 if (sdelay_large_count == 0)
1340 sdelay_large_count = 1;
1344 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1347 if (sdelay_small_count == 0)
1349 if (IS_INDEPENDENT_PLAYER(this))
1351 // Players play independently. No point in requiring enemies.
1352 sdelay_small_count = 1;
1356 // Players play AGAINST each other. Enemies required.
1357 sdelay_small_count = 2;
1360 if (sdelay_large_count == 0)
1362 if (IS_INDEPENDENT_PLAYER(this))
1364 // Players play independently. No point in requiring enemies.
1365 sdelay_large_count = 1;
1369 // Players play AGAINST each other. Enemies required.
1370 sdelay_large_count = 2;
1377 if (pcount <= sdelay_small_count)
1378 sdelay = sdelay_small;
1379 else if (pcount >= sdelay_large_count)
1380 sdelay = sdelay_large;
1381 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1382 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1385 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1387 this.respawn_time = time + sdelay;
1389 if(sdelay < sdelay_max)
1390 this.respawn_time_max = time + sdelay_max;
1392 this.respawn_time_max = this.respawn_time;
1394 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1395 this.respawn_countdown = 10; // first number to count down from is 10
1397 this.respawn_countdown = -1; // do not count down
1399 if(autocvar_g_forced_respawn)
1400 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1403 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1404 // added to the model skins
1405 /*void UpdateColorModHack()
1408 c = this.clientcolors & 15;
1409 // LordHavoc: only bothering to support white, green, red, yellow, blue
1410 if (!teamplay) this.colormod = '0 0 0';
1411 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1412 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1413 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1414 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1415 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1416 else this.colormod = '1 1 1';
1419 void respawn(entity this)
1421 bool damagedbycontents_prev = this.damagedbycontents;
1424 if(autocvar_g_respawn_ghosts)
1426 this.solid = SOLID_NOT;
1427 this.takedamage = DAMAGE_NO;
1428 this.damagedbycontents = false;
1429 set_movetype(this, MOVETYPE_FLY);
1430 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1431 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1432 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1433 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1434 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1435 if(autocvar_g_respawn_ghosts_time > 0)
1436 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1439 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1443 this.damagedbycontents = damagedbycontents_prev;
1445 this.effects |= EF_NODRAW; // prevent another CopyBody
1446 PutClientInServer(this);
1450 void PrintToChat(entity client, string text)
1452 text = strcat("\{1}^7", text, "\n");
1453 sprint(client, text);
1457 void DebugPrintToChat(entity client, string text)
1459 if (autocvar_developer > 0)
1461 PrintToChat(client, text);
1466 void PrintToChatAll(string text)
1468 text = strcat("\{1}^7", text, "\n");
1473 void DebugPrintToChatAll(string text)
1475 if (autocvar_developer > 0)
1477 PrintToChatAll(text);
1482 void PrintToChatTeam(int team_num, string text)
1484 text = strcat("\{1}^7", text, "\n");
1485 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1487 if (it.team == team_num)
1495 void DebugPrintToChatTeam(int team_num, string text)
1497 if (autocvar_developer > 0)
1499 PrintToChatTeam(team_num, text);
1503 void play_countdown(entity this, float finished, Sound samp)
1506 if(IS_REAL_CLIENT(this))
1507 if(floor(finished - time - frametime) != floor(finished - time))
1508 if(finished - time < 6)
1509 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1512 void player_powerups(entity this)
1514 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1515 this.modelflags |= MF_ROCKET;
1517 this.modelflags &= ~MF_ROCKET;
1519 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1523 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1525 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1526 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1527 this.items &= ~ITEM_Strength.m_itemid;
1528 this.items &= ~ITEM_Shield.m_itemid;
1529 this.items -= (this.items & IT_SUPERWEAPON);
1533 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1536 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1537 int items_prev = this.items;
1539 Fire_ApplyDamage(this);
1540 Fire_ApplyEffect(this);
1542 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1544 if (this.items & ITEM_Strength.m_itemid)
1546 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1547 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1548 if (time > STAT(STRENGTH_FINISHED, this))
1550 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1551 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1552 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1557 if (time < STAT(STRENGTH_FINISHED, this))
1559 this.items = this.items | ITEM_Strength.m_itemid;
1561 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1562 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1565 if (this.items & ITEM_Shield.m_itemid)
1567 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1568 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1569 if (time > STAT(INVINCIBLE_FINISHED, this))
1571 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1572 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1573 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1578 if (time < STAT(INVINCIBLE_FINISHED, this))
1580 this.items = this.items | ITEM_Shield.m_itemid;
1582 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1583 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1586 if (this.items & IT_SUPERWEAPON)
1588 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1590 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1591 this.items = this.items - (this.items & IT_SUPERWEAPON);
1592 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1593 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1595 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1597 // don't let them run out
1601 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1602 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1604 this.items = this.items - (this.items & IT_SUPERWEAPON);
1605 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1606 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1607 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1611 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1613 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1615 this.items = this.items | IT_SUPERWEAPON;
1616 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1619 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1620 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1625 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1626 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1631 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1635 if(autocvar_g_nodepthtestplayers)
1636 this.effects = this.effects | EF_NODEPTHTEST;
1638 if(autocvar_g_fullbrightplayers)
1639 this.effects = this.effects | EF_FULLBRIGHT;
1641 if (time >= game_starttime)
1642 if (time < this.spawnshieldtime)
1643 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1645 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1648 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1650 if(current > stable)
1652 else if(current > stable - 0.25) // when close enough, "snap"
1655 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1658 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1660 if(current < stable)
1662 else if(current < stable + 0.25) // when close enough, "snap"
1665 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1668 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)
1670 float old = GetResource(this, res);
1671 float current = old;
1672 if(current > rotstable)
1674 if(rotframetime > 0)
1676 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1677 current = max(rotstable, current - rotlinear * rotframetime);
1680 else if(current < regenstable)
1682 if(regenframetime > 0)
1684 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1685 current = min(regenstable, current + regenlinear * regenframetime);
1689 float limit = GetResourceLimit(this, res) * limit_mod;
1694 SetResource(this, res, current);
1697 void player_regen(entity this)
1699 float max_mod, regen_mod, rot_mod, limit_mod;
1700 max_mod = regen_mod = rot_mod = limit_mod = 1;
1702 float regen_health = autocvar_g_balance_health_regen;
1703 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1704 float regen_health_rot = autocvar_g_balance_health_rot;
1705 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1706 float regen_health_stable = autocvar_g_balance_health_regenstable;
1707 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1708 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1709 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1710 max_mod = M_ARGV(1, float);
1711 regen_mod = M_ARGV(2, float);
1712 rot_mod = M_ARGV(3, float);
1713 limit_mod = M_ARGV(4, float);
1714 regen_health = M_ARGV(5, float);
1715 regen_health_linear = M_ARGV(6, float);
1716 regen_health_rot = M_ARGV(7, float);
1717 regen_health_rotlinear = M_ARGV(8, float);
1718 regen_health_stable = M_ARGV(9, float);
1719 regen_health_rotstable = M_ARGV(10, float);
1721 if(!mutator_returnvalue)
1722 if(!STAT(FROZEN, this))
1724 float maxa = autocvar_g_balance_armor_rotstable;
1725 float mina = autocvar_g_balance_armor_regenstable;
1727 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1728 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1729 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1731 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1732 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1733 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1736 // if player rotted to death... die!
1737 // check this outside above checks, as player may still be able to rot to death
1738 if(GetResource(this, RES_HEALTH) < 1)
1741 vehicles_exit(this.vehicle, VHEF_RELEASE);
1742 if(this.event_damage)
1743 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1746 if (!(this.items & IT_UNLIMITED_AMMO))
1748 float maxf = autocvar_g_balance_fuel_rotstable;
1749 float minf = autocvar_g_balance_fuel_regenstable;
1751 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1752 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1753 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1758 void SetZoomState(entity this, float newzoom)
1760 if(newzoom != CS(this).zoomstate)
1762 CS(this).zoomstate = newzoom;
1763 ClientData_Touch(this);
1765 zoomstate_set = true;
1768 void GetPressedKeys(entity this)
1770 MUTATOR_CALLHOOK(GetPressedKeys, this);
1771 int keys = STAT(PRESSED_KEYS, this);
1772 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1773 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1774 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1775 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1777 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1778 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
1779 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1780 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1781 CS(this).pressedkeys = keys; // store for other users
1783 STAT(PRESSED_KEYS, this) = keys;
1787 ======================
1788 spectate mode routines
1789 ======================
1792 void SpectateCopy(entity this, entity spectatee)
1794 TC(Client, this); TC(Client, spectatee);
1796 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1797 PS(this) = PS(spectatee);
1798 this.armortype = spectatee.armortype;
1799 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1800 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1801 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1802 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1803 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1804 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1805 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1806 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1807 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1808 CS(this).impulse = 0;
1809 this.disableclientprediction = 1; // no need to run prediction on a spectator
1810 this.items = spectatee.items;
1811 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1812 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1813 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1814 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1815 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1816 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1817 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1818 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1819 this.punchangle = spectatee.punchangle;
1820 this.view_ofs = spectatee.view_ofs;
1821 this.velocity = spectatee.velocity;
1822 this.dmg_take = spectatee.dmg_take;
1823 this.dmg_save = spectatee.dmg_save;
1824 this.dmg_inflictor = spectatee.dmg_inflictor;
1825 this.v_angle = spectatee.v_angle;
1826 this.angles = spectatee.v_angle;
1827 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1828 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1829 this.viewloc = spectatee.viewloc;
1830 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1831 this.fixangle = true;
1832 setorigin(this, spectatee.origin);
1833 setsize(this, spectatee.mins, spectatee.maxs);
1834 SetZoomState(this, CS(spectatee).zoomstate);
1836 anticheat_spectatecopy(this, spectatee);
1837 STAT(HUD, this) = STAT(HUD, spectatee);
1838 if(spectatee.vehicle)
1840 this.angles = spectatee.v_angle;
1842 //this.fixangle = false;
1843 //this.velocity = spectatee.vehicle.velocity;
1844 this.vehicle_health = spectatee.vehicle_health;
1845 this.vehicle_shield = spectatee.vehicle_shield;
1846 this.vehicle_energy = spectatee.vehicle_energy;
1847 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1848 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1849 this.vehicle_reload1 = spectatee.vehicle_reload1;
1850 this.vehicle_reload2 = spectatee.vehicle_reload2;
1852 //msg_entity = this;
1854 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1855 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1856 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1857 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1859 //WriteByte (MSG_ONE, SVC_SETVIEW);
1860 // WriteEntity(MSG_ONE, this);
1861 //makevectors(spectatee.v_angle);
1862 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1866 bool SpectateUpdate(entity this)
1871 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1873 SetSpectatee(this, NULL);
1877 SpectateCopy(this, this.enemy);
1882 bool SpectateSet(entity this)
1884 if(!IS_PLAYER(this.enemy))
1887 ClientData_Touch(this.enemy);
1890 WriteByte(MSG_ONE, SVC_SETVIEW);
1891 WriteEntity(MSG_ONE, this.enemy);
1892 set_movetype(this, MOVETYPE_NONE);
1893 accuracy_resend(this);
1895 if(!SpectateUpdate(this))
1896 PutObserverInServer(this);
1901 void SetSpectatee_status(entity this, int spectatee_num)
1903 int oldspectatee_status = CS(this).spectatee_status;
1904 CS(this).spectatee_status = spectatee_num;
1906 if (CS(this).spectatee_status != oldspectatee_status)
1908 if (STAT(PRESSED_KEYS, this))
1910 CS(this).pressedkeys = 0;
1911 STAT(PRESSED_KEYS, this) = 0;
1913 ClientData_Touch(this);
1914 if (g_race || g_cts) race_InitSpectator();
1918 void SetSpectatee(entity this, entity spectatee)
1920 if(IS_BOT_CLIENT(this))
1921 return; // bots abuse .enemy, this code is useless to them
1923 entity old_spectatee = this.enemy;
1925 this.enemy = spectatee;
1928 // these are required to fix the spectator bug with arc
1931 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1933 .entity weaponentity = weaponentities[slot];
1934 if(old_spectatee.(weaponentity).arc_beam)
1935 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1940 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1942 .entity weaponentity = weaponentities[slot];
1943 if(this.enemy.(weaponentity).arc_beam)
1944 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1949 SetSpectatee_status(this, etof(this.enemy));
1951 // needed to update spectator list
1952 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1955 bool Spectate(entity this, entity pl)
1957 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1959 pl = M_ARGV(1, entity);
1961 SetSpectatee(this, pl);
1962 return SpectateSet(this);
1965 bool SpectateNext(entity this)
1967 entity ent = find(this.enemy, classname, STR_PLAYER);
1969 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1970 ent = M_ARGV(1, entity);
1972 ent = find(ent, classname, STR_PLAYER);
1974 if(ent) { SetSpectatee(this, ent); }
1976 return SpectateSet(this);
1979 bool SpectatePrev(entity this)
1981 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1982 entity ent = findchain(classname, STR_PLAYER);
1983 if (!ent) // no player
1987 // skip players until current spectated player
1989 while(ent && ent != this.enemy)
1992 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1994 case MUT_SPECPREV_FOUND:
1995 ent = M_ARGV(1, entity);
1997 case MUT_SPECPREV_RETURN:
1999 case MUT_SPECPREV_CONTINUE:
2010 SetSpectatee(this, ent);
2011 return SpectateSet(this);
2016 ShowRespawnCountdown()
2018 Update a respawn countdown display.
2021 void ShowRespawnCountdown(entity this)
2024 if(!IS_DEAD(this)) // just respawned?
2028 number = ceil(this.respawn_time - time);
2031 if(number <= this.respawn_countdown)
2033 this.respawn_countdown = number - 1;
2034 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
2035 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2040 .bool team_selected;
2041 bool ShowTeamSelection(entity this)
2043 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
2045 stuffcmd(this, "menu_showteamselect\n");
2048 void Join(entity this)
2050 TRANSMUTE(Player, this);
2052 if(!this.team_selected)
2053 if(autocvar_g_campaign || autocvar_g_balance_teams)
2054 TeamBalance_JoinBestTeam(this);
2056 if(autocvar_g_campaign)
2057 campaign_bots_may_start = true;
2059 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2061 PutClientInServer(this);
2064 if(teamplay && this.team != -1)
2068 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2069 this.team_selected = false;
2072 int GetPlayerLimit()
2075 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)
2076 int player_limit = autocvar_g_maxplayers;
2077 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2078 player_limit = M_ARGV(0, int);
2079 return player_limit;
2083 * Determines whether the player is allowed to join. This depends on cvar
2084 * g_maxplayers, if it isn't used this function always return true, otherwise
2085 * it checks whether the number of currently playing players exceeds g_maxplayers.
2086 * @return int number of free slots for players, 0 if none
2088 int nJoinAllowed(entity this, entity ignore)
2091 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2092 // so report 0 free slots if restricted
2094 if(autocvar_g_forced_team_otherwise == "spectate")
2096 if(autocvar_g_forced_team_otherwise == "spectator")
2100 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2101 return 0; // forced spectators can never join
2103 // TODO simplify this
2104 int totalClients = 0;
2105 int currentlyPlaying = 0;
2106 FOREACH_CLIENT(true, {
2109 if(IS_REAL_CLIENT(it))
2110 if(IS_PLAYER(it) || it.caplayer)
2114 int player_limit = GetPlayerLimit();
2118 free_slots = maxclients - totalClients;
2119 else if(player_limit > 0 && currentlyPlaying < player_limit)
2120 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2122 static float msg_time = 0;
2123 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2125 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2126 msg_time = time + 0.5;
2133 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2134 * g_maxplayers_spectator_blocktime seconds
2136 void checkSpectatorBlock(entity this)
2138 if(IS_SPEC(this) || IS_OBSERVER(this))
2140 if(IS_REAL_CLIENT(this))
2142 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2143 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2149 void PrintWelcomeMessage(entity this)
2151 if(CS(this).motd_actived_time == 0)
2153 if (autocvar_g_campaign) {
2154 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2155 CS(this).motd_actived_time = time;
2156 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2159 if (PHYS_INPUT_BUTTON_INFO(this)) {
2160 CS(this).motd_actived_time = time;
2161 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2165 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2167 if (autocvar_g_campaign) {
2168 if (PHYS_INPUT_BUTTON_INFO(this))
2169 CS(this).motd_actived_time = time;
2170 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2171 CS(this).motd_actived_time = 0;
2172 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2175 if (PHYS_INPUT_BUTTON_INFO(this))
2176 CS(this).motd_actived_time = time;
2177 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2178 CS(this).motd_actived_time = 0;
2179 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2183 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2185 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2186 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2187 else if (CS(this).motd_actived_time == -2)
2189 // instantly hide MOTD
2190 CS(this).motd_actived_time = 0;
2191 if (autocvar_g_campaign)
2192 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2194 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2196 else if (IS_PLAYER(this) || IS_SPEC(this))
2198 // FIXME occasionally for some reason MOTD never goes away
2199 // delay MOTD removal a little bit in the hope it fixes this bug
2200 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2201 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2202 else //if (CS(this).motd_actived_time < -2)
2203 CS(this).motd_actived_time++;
2208 bool joinAllowed(entity this)
2210 if (CS(this).version_mismatch) return false;
2211 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2212 if (!nJoinAllowed(this, this)) return false;
2213 if (teamplay && lockteams) return false;
2214 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2215 if (ShowTeamSelection(this)) return false;
2219 .string shootfromfixedorigin;
2220 .bool dualwielding_prev;
2221 bool PlayerThink(entity this)
2223 if (game_stopped || intermission_running) {
2224 this.modelflags &= ~MF_ROCKET;
2225 if(intermission_running)
2226 IntermissionThink(this);
2230 if (timeout_status == TIMEOUT_ACTIVE) {
2231 // don't allow the player to turn around while game is paused
2232 // FIXME turn this into CSQC stuff
2233 this.v_angle = this.lastV_angle;
2234 this.angles = this.lastV_angle;
2235 this.fixangle = true;
2238 if (frametime) player_powerups(this);
2240 if (IS_DEAD(this)) {
2241 if (this.personal && g_race_qualifying) {
2242 if (time > this.respawn_time) {
2243 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2245 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2248 if (frametime) player_anim(this);
2250 if (this.respawn_flags & RESPAWN_DENY)
2252 STAT(RESPAWN_TIME, this) = 0;
2256 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));
2258 switch(this.deadflag)
2262 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2263 this.deadflag = DEAD_RESPAWNING;
2264 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2265 this.deadflag = DEAD_DEAD;
2271 this.deadflag = DEAD_RESPAWNABLE;
2272 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2273 this.deadflag = DEAD_RESPAWNING;
2276 case DEAD_RESPAWNABLE:
2278 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2279 this.deadflag = DEAD_RESPAWNING;
2282 case DEAD_RESPAWNING:
2284 if (time > this.respawn_time)
2286 this.respawn_time = time + 1; // only retry once a second
2287 this.respawn_time_max = this.respawn_time;
2294 ShowRespawnCountdown(this);
2296 if (this.respawn_flags & RESPAWN_SILENT)
2297 STAT(RESPAWN_TIME, this) = 0;
2298 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2300 if (time < this.respawn_time)
2301 STAT(RESPAWN_TIME, this) = this.respawn_time;
2302 else if (this.deadflag != DEAD_RESPAWNING)
2303 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2306 STAT(RESPAWN_TIME, this) = this.respawn_time;
2309 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2310 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2311 STAT(RESPAWN_TIME, this) *= -1;
2316 FixPlayermodel(this);
2318 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2319 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2320 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2323 // reset gun alignment when dual wielding status changes
2324 // to ensure guns are always aligned right and left
2325 bool dualwielding = W_DualWielding(this);
2326 if(this.dualwielding_prev != dualwielding)
2328 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2329 this.dualwielding_prev = dualwielding;
2332 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2335 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2337 .entity weaponentity = weaponentities[slot];
2338 if(WEP_CVAR(vortex, charge_always))
2339 W_Vortex_Charge(this, weaponentity, frametime);
2340 W_WeaponFrame(this, weaponentity);
2346 // WEAPONTODO: Add a weapon request for this
2347 // rot vortex charge to the charge limit
2348 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2350 .entity weaponentity = weaponentities[slot];
2351 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2352 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2357 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2360 monsters_setstatus(this);
2365 .bool would_spectate;
2366 void ObserverOrSpectatorThink(entity this)
2368 bool is_spec = IS_SPEC(this);
2369 if ( CS(this).impulse )
2371 int r = MinigameImpulse(this, CS(this).impulse);
2373 CS(this).impulse = 0;
2375 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2377 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2378 CS(this).impulse = 0;
2383 if (this.flags & FL_JUMPRELEASED) {
2384 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2385 this.flags &= ~FL_JUMPRELEASED;
2386 this.flags |= FL_SPAWNING;
2387 } 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)))
2388 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2389 this.flags &= ~FL_JUMPRELEASED;
2390 if(SpectateNext(this)) {
2391 TRANSMUTE(Spectator, this);
2392 } else if (is_spec) {
2393 TRANSMUTE(Observer, this);
2394 PutClientInServer(this);
2397 CS(this).impulse = 0;
2398 } else if (is_spec) {
2399 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2400 this.flags &= ~FL_JUMPRELEASED;
2401 if(SpectatePrev(this)) {
2402 TRANSMUTE(Spectator, this);
2404 TRANSMUTE(Observer, this);
2405 PutClientInServer(this);
2407 CS(this).impulse = 0;
2408 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2409 this.would_spectate = false;
2410 this.flags &= ~FL_JUMPRELEASED;
2411 TRANSMUTE(Observer, this);
2412 PutClientInServer(this);
2413 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2414 PutObserverInServer(this);
2415 this.would_spectate = true;
2419 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2420 set_movetype(this, preferred_movetype);
2423 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2424 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2425 this.flags |= FL_JUMPRELEASED;
2426 if(this.flags & FL_SPAWNING)
2428 this.flags &= ~FL_SPAWNING;
2429 if(joinAllowed(this))
2431 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2432 CS(this).autojoin_checked = -1;
2436 if(is_spec && !SpectateUpdate(this))
2437 PutObserverInServer(this);
2440 this.flags |= FL_CLIENT | FL_NOTARGET;
2443 void PlayerUseKey(entity this)
2445 if (!IS_PLAYER(this))
2452 vehicles_exit(this.vehicle, VHEF_NORMAL);
2456 else if(autocvar_g_vehicles_enter)
2458 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2460 entity head, closest_target = NULL;
2461 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2463 while(head) // find the closest acceptable target to enter
2465 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2466 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2470 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2471 { closest_target = head; }
2473 else { closest_target = head; }
2479 if(closest_target) { vehicles_enter(this, closest_target); return; }
2483 // a use key was pressed; call handlers
2484 MUTATOR_CALLHOOK(PlayerUseKey, this);
2492 Called every frame for each client before the physics are run
2495 .float last_vehiclecheck;
2496 void PlayerPreThink (entity this)
2498 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2499 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2501 WarpZone_PlayerPhysics_FixVAngle(this);
2504 // physics frames: update anticheat stuff
2505 anticheat_prethink(this);
2508 if (blockSpectators && frametime) {
2509 // WORKAROUND: only use dropclient in server frames (frametime set).
2510 // Never use it in cl_movement frames (frametime zero).
2511 checkSpectatorBlock(this);
2514 zoomstate_set = false;
2516 // Check for nameless players
2517 if (this.netname == "" || this.netname != CS(this).netname_previous)
2519 bool assume_unchanged = (CS(this).netname_previous == "");
2520 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2522 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2523 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2524 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2525 assume_unchanged = false;
2526 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2528 if (isInvisibleString(this.netname))
2530 this.netname = strzone(sprintf("Player#%d", this.playerid));
2531 sprint(this, "Warning: invisible names are not allowed.\n");
2532 assume_unchanged = false;
2533 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2535 if (!assume_unchanged && autocvar_sv_eventlog)
2536 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2537 strcpy(CS(this).netname_previous, this.netname);
2541 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2542 CS(this).version_nagtime = 0;
2543 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2545 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2547 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2549 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2550 if (r < 0) { // old client
2551 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2552 } else if (r > 0) { // old server
2553 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2559 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2561 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2562 this.max_armorvalue = 0;
2565 if (frametime && IS_PLAYER(this))
2567 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2569 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2570 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2572 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2574 if (STAT(REVIVE_PROGRESS, this) >= 1)
2575 Unfreeze(this, false);
2577 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2579 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2580 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2582 if (GetResource(this, RES_HEALTH) < 1)
2585 vehicles_exit(this.vehicle, VHEF_RELEASE);
2586 if(this.event_damage)
2587 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2589 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2590 Unfreeze(this, false);
2594 MUTATOR_CALLHOOK(PlayerPreThink, this);
2596 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2597 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2599 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2603 if(!it.team || SAME_TEAM(this, it))
2604 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2605 else if(autocvar_g_vehicles_steal)
2606 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2608 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2610 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2614 this.last_vehiclecheck = time + 1;
2617 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2619 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2621 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2624 if (IS_REAL_CLIENT(this))
2625 PrintWelcomeMessage(this);
2627 if (IS_PLAYER(this)) {
2628 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2629 error("Client can't be spawned as player on connection!");
2630 if(!PlayerThink(this))
2633 else if (game_stopped || intermission_running) {
2634 if(intermission_running)
2635 IntermissionThink(this);
2638 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2640 bool early_join_requested = (CS(this).autojoin_checked < 0);
2641 CS(this).autojoin_checked = 1;
2642 // don't do this in ClientConnect
2643 // many things can go wrong if a client is spawned as player on connection
2644 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2645 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2646 && (!teamplay || autocvar_g_balance_teams)))
2648 campaign_bots_may_start = true;
2649 if(joinAllowed(this))
2654 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2655 ObserverOrSpectatorThink(this);
2658 // WEAPONTODO: Add weapon request for this
2659 if (!zoomstate_set) {
2660 bool wep_zoomed = false;
2661 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2663 .entity weaponentity = weaponentities[slot];
2664 Weapon thiswep = this.(weaponentity).m_weapon;
2665 if(thiswep != WEP_Null && thiswep.wr_zoom)
2666 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2668 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2671 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2673 CS(this).teamkill_soundtime = 0;
2675 entity e = CS(this).teamkill_soundsource;
2676 entity oldpusher = e.pusher;
2678 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2679 e.pusher = oldpusher;
2682 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2683 CS(this).taunt_soundtime = 0;
2684 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2687 target_voicescript_next(this);
2689 // WEAPONTODO: Move into weaponsystem somehow
2690 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2691 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2693 .entity weaponentity = weaponentities[slot];
2694 if(this.(weaponentity).m_weapon == WEP_Null)
2695 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2699 void DrownPlayer(entity this)
2701 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2702 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2704 STAT(AIR_FINISHED, this) = 0;
2708 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2710 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2711 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2712 STAT(AIR_FINISHED, this) = 0;
2716 if (!STAT(AIR_FINISHED, this))
2717 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2718 if (STAT(AIR_FINISHED, this) < time)
2720 if (this.pain_finished < time)
2722 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');
2723 this.pain_finished = time + 0.5;
2729 .bool move_qcphysics;
2731 void Player_Physics(entity this)
2733 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2735 if(!this.move_qcphysics)
2738 if(!frametime && !CS(this).pm_frametime)
2741 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2743 CS(this).pm_frametime = 0;
2750 Called every frame for each client after the physics are run
2753 void PlayerPostThink (entity this)
2755 Player_Physics(this);
2758 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2759 if (IS_REAL_CLIENT(this))
2760 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2762 int totalClients = 0;
2763 if(sv_maxidle_slots > 0)
2765 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2771 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2772 { /* do nothing */ }
2773 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2775 if (CS(this).idlekick_lasttimeleft)
2777 CS(this).idlekick_lasttimeleft = 0;
2778 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2783 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2784 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2785 if (!CS(this).idlekick_lasttimeleft)
2786 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2788 if (timeleft <= 0) {
2789 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2793 else if (timeleft <= 10) {
2794 if (timeleft != CS(this).idlekick_lasttimeleft)
2795 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2796 CS(this).idlekick_lasttimeleft = timeleft;
2805 this.solid = SOLID_NOT;
2806 this.takedamage = DAMAGE_NO;
2807 set_movetype(this, MOVETYPE_NONE);
2808 CS(this).teamkill_complain = 0;
2809 CS(this).teamkill_soundtime = 0;
2810 CS(this).teamkill_soundsource = NULL;
2813 if (IS_PLAYER(this)) {
2814 if(this.death_time == time && IS_DEAD(this))
2816 // player's bbox gets resized now, instead of in the damage event that killed the player,
2817 // once all the damage events of this frame have been processed with normal size
2819 setsize(this, this.mins, this.maxs);
2822 UpdateChatBubble(this);
2823 if (CS(this).impulse) ImpulseCommands(this);
2826 CSQCMODEL_AUTOUPDATE(this);
2829 GetPressedKeys(this);
2831 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2833 CS(this).pressedkeys = 0;
2834 STAT(PRESSED_KEYS, this) = 0;
2837 if (this.waypointsprite_attachedforcarrier) {
2838 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2839 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2842 CSQCMODEL_AUTOUPDATE(this);
2846 * message "": do not say, just test flood control
2852 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2854 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2855 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2858 msgin = formatmessage(source, msgin);
2861 if (!(IS_PLAYER(source) || source.caplayer))
2862 colorstr = "^0"; // black for spectators
2864 colorstr = Team_ColorCode(source.team);
2877 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2880 * using bprint solves this... me stupid
2881 // how can we prevent the message from appearing in a listen server?
2882 // for now, just give "say" back and only handle say_team
2885 clientcommand(source, strcat("say ", msgin));
2890 string namestr = "";
2892 namestr = playername(source, autocvar_g_chat_teamcolors);
2894 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2896 string msgstr = "", cmsgstr = "";
2897 string privatemsgprefix = string_null;
2898 int privatemsgprefixlen = 0;
2901 bool found_me = false;
2902 if(strstrofs(msgin, "/me", 0) >= 0)
2904 string newmsgin = "";
2905 string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2906 FOREACH_WORD(msgin, true,
2908 if(strdecolorize(it) == "/me")
2911 newmsgin = cons(newmsgin, newnamestr);
2914 newmsgin = cons(newmsgin, it);
2921 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2922 privatemsgprefixlen = strlen(msgstr);
2923 msgstr = strcat(msgstr, msgin);
2924 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2925 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2931 //msgin = strreplace("/me", "", msgin);
2932 //msgin = substring(msgin, 3, strlen(msgin));
2933 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2934 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2937 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2938 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2944 //msgin = strreplace("/me", "", msgin);
2945 //msgin = substring(msgin, 3, strlen(msgin));
2946 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2947 msgstr = strcat("\{1}^4* ^7", msgin);
2951 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2952 msgstr = strcat(msgstr, msgin);
2956 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2959 string fullmsgstr = msgstr;
2960 string fullcmsgstr = cmsgstr;
2964 var .float flood_field = floodcontrol_chat;
2965 if(floodcontrol && source)
2967 float flood_spl, flood_burst, flood_lmax;
2970 flood_spl = autocvar_g_chat_flood_spl_tell;
2971 flood_burst = autocvar_g_chat_flood_burst_tell;
2972 flood_lmax = autocvar_g_chat_flood_lmax_tell;
2973 flood_field = floodcontrol_chattell;
2977 flood_spl = autocvar_g_chat_flood_spl_team;
2978 flood_burst = autocvar_g_chat_flood_burst_team;
2979 flood_lmax = autocvar_g_chat_flood_lmax_team;
2980 flood_field = floodcontrol_chatteam;
2984 flood_spl = autocvar_g_chat_flood_spl;
2985 flood_burst = autocvar_g_chat_flood_burst;
2986 flood_lmax = autocvar_g_chat_flood_lmax;
2987 flood_field = floodcontrol_chat;
2989 flood_burst = max(0, flood_burst - 1);
2990 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2992 // do flood control for the default line size
2995 getWrappedLine_remaining = msgstr;
2998 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
3000 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
3003 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
3005 if(getWrappedLine_remaining != "")
3007 msgstr = strcat(msgstr, "\n");
3011 if (time >= source.(flood_field))
3013 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
3018 msgstr = fullmsgstr;
3023 if (time >= source.(flood_field))
3024 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
3029 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
3030 source.(flood_field) = flood = 0;
3033 string sourcemsgstr, sourcecmsgstr;
3034 if(flood == 2) // cannot happen for empty msgstr
3036 if(autocvar_g_chat_flood_notify_flooder)
3038 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
3043 sourcemsgstr = fullmsgstr;
3044 sourcecmsgstr = fullcmsgstr;
3050 sourcemsgstr = msgstr;
3051 sourcecmsgstr = cmsgstr;
3054 if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer) && !game_stopped
3055 && (teamsay || CHAT_NOSPECTATORS()))
3057 teamsay = -1; // spectators
3061 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
3063 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
3065 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
3068 if(source && CS(source).muted)
3070 // always fake the message
3075 if (autocvar_g_chat_flood_notify_flooder)
3077 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
3088 if (privatesay && source && !(IS_PLAYER(source) || source.caplayer) && !game_stopped
3089 && (IS_PLAYER(privatesay) || privatesay.caplayer) && CHAT_NOSPECTATORS())
3091 ret = -1; // just hide the message completely
3094 MUTATOR_CALLHOOK(ChatMessage, source, ret);
3095 ret = M_ARGV(1, int);
3097 string event_log_msg = "";
3099 if(sourcemsgstr != "" && ret != 0)
3101 if(ret < 0) // faked message, because the player is muted
3103 sprint(source, sourcemsgstr);
3104 if(sourcecmsgstr != "" && !privatesay)
3105 centerprint(source, sourcecmsgstr);
3107 else if(privatesay) // private message, between 2 people only
3109 sprint(source, sourcemsgstr);
3110 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
3111 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
3113 sprint(privatesay, msgstr);
3115 centerprint(privatesay, cmsgstr);
3118 else if ( teamsay && CS(source).active_minigame )
3120 sprint(source, sourcemsgstr);
3121 dedicated_print(msgstr); // send to server console too
3122 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3125 event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
3128 else if(teamsay > 0) // team message, only sent to team mates
3130 sprint(source, sourcemsgstr);
3131 dedicated_print(msgstr); // send to server console too
3132 if(sourcecmsgstr != "")
3133 centerprint(source, sourcecmsgstr);
3134 FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3137 centerprint(it, cmsgstr);
3139 event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3141 else if(teamsay < 0) // spectator message, only sent to spectators
3143 sprint(source, sourcemsgstr);
3144 dedicated_print(msgstr); // send to server console too
3145 FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3148 event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3153 sprint(source, sourcemsgstr);
3154 dedicated_print(msgstr); // send to server console too
3155 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3157 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3160 event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3164 if (autocvar_sv_eventlog && (event_log_msg != "")) {
3165 GameLogEcho(event_log_msg);
3171 // hack to copy the button fields from the client entity to the Client State
3172 void PM_UpdateButtons(entity this, entity store)
3175 store.impulse = this.impulse;
3178 bool typing = this.buttonchat || this.button12;
3180 store.button0 = (typing) ? 0 : this.button0;
3182 store.button2 = (typing) ? 0 : this.button2;
3183 store.button3 = (typing) ? 0 : this.button3;
3184 store.button4 = this.button4;
3185 store.button5 = (typing) ? 0 : this.button5;
3186 store.button6 = this.button6;
3187 store.button7 = this.button7;
3188 store.button8 = this.button8;
3189 store.button9 = this.button9;
3190 store.button10 = this.button10;
3191 store.button11 = this.button11;
3192 store.button12 = this.button12;
3193 store.button13 = this.button13;
3194 store.button14 = this.button14;
3195 store.button15 = this.button15;
3196 store.button16 = this.button16;
3197 store.buttonuse = this.buttonuse;
3198 store.buttonchat = this.buttonchat;
3200 store.cursor_active = this.cursor_active;
3201 store.cursor_screen = this.cursor_screen;
3202 store.cursor_trace_start = this.cursor_trace_start;
3203 store.cursor_trace_endpos = this.cursor_trace_endpos;
3204 store.cursor_trace_ent = this.cursor_trace_ent;
3206 store.ping = this.ping;
3207 store.ping_packetloss = this.ping_packetloss;
3208 store.ping_movementloss = this.ping_movementloss;
3210 store.v_angle = this.v_angle;
3211 store.movement = this.movement;
3214 NET_HANDLE(fpsreport, bool)
3216 int fps = ReadShort();
3217 PlayerScore_Set(sender, SP_FPS, fps);