3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "clientkill.qh"
23 #include <server/gamelog.qh>
26 #include "campaign.qh"
27 #include "command/common.qh"
28 #include "scores_rules.qh"
29 #include "weapons/common.qh"
33 #include "../common/ent_cs.qh"
34 #include "../common/wepent.qh"
35 #include <common/state.qh>
37 #include "compat/quake3.qh"
39 #include <common/effects/qc/globalsound.qh>
41 #include "../common/mapobjects/func/conveyor.qh"
42 #include <common/mapobjects/func/ladder.qh>
43 #include "../common/mapobjects/teleporters.qh"
44 #include "../common/mapobjects/target/spawnpoint.qh"
45 #include <common/mapobjects/trigger/counter.qh>
46 #include <common/mapobjects/trigger/swamp.qh>
48 #include "../common/vehicles/all.qh"
50 #include "weapons/hitplot.qh"
51 #include "weapons/weaponsystem.qh"
53 #include "../common/net_notice.qh"
54 #include "../common/net_linked.qh"
55 #include "../common/physics/player.qh"
57 #include <common/vehicles/sv_vehicles.qh>
59 #include "../common/items/_mod.qh"
61 #include "../common/mutators/mutator/waypoints/all.qh"
62 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
63 #include <common/gamemodes/_mod.qh>
65 #include "../common/mapobjects/subs.qh"
66 #include "../common/mapobjects/triggers.qh"
67 #include "../common/mapobjects/trigger/secret.qh"
69 #include "../common/minigames/sv_minigames.qh"
71 #include "../common/items/inventory.qh"
73 #include "../common/monsters/sv_monsters.qh"
75 #include "../lib/warpzone/server.qh"
77 #include <common/mutators/mutator/overkill/oknex.qh>
79 STATIC_METHOD(Client, Add, void(Client this, int _team))
82 TRANSMUTE(Player, this);
85 PutClientInServer(this);
88 STATIC_METHOD(Client, Remove, void(Client this))
90 TRANSMUTE(Observer, this);
91 PutClientInServer(this);
92 ClientDisconnect(this);
95 void send_CSQC_teamnagger() {
96 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
99 int CountSpectators(entity player, entity to)
101 if(!player) { return 0; } // not sure how, but best to be safe
105 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
113 void WriteSpectators(entity player, entity to)
115 if(!player) { return; } // not sure how, but best to be safe
117 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
119 WriteByte(MSG_ENTITY, num_for_edict(it));
123 bool ClientData_Send(entity this, entity to, int sf)
125 assert(to == this.owner, return false);
128 if (IS_SPEC(e)) e = e.enemy;
131 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
132 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
133 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
134 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
136 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
137 WriteByte(MSG_ENTITY, sf);
140 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
144 float specs = CountSpectators(e, to);
145 WriteByte(MSG_ENTITY, specs);
146 WriteSpectators(e, to);
152 void ClientData_Attach(entity this)
154 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
155 CS(this).clientdata.drawonlytoclient = this;
156 CS(this).clientdata.owner = this;
159 void ClientData_Detach(entity this)
161 delete(CS(this).clientdata);
162 CS(this).clientdata = NULL;
165 void ClientData_Touch(entity e)
167 entity cd = CS(e).clientdata;
168 if (cd) { cd.SendFlags = 1; }
170 // make it spectatable
171 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
173 entity cd = CS(it).clientdata;
174 if (cd) { cd.SendFlags = 1; }
183 Checks if the argument string can be a valid playermodel.
184 Returns a valid one in doubt.
187 string FallbackPlayerModel;
188 string CheckPlayerModel(string plyermodel) {
189 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
191 // note: we cannot summon Don Strunzone here, some player may
192 // still have the model string set. In case anyone manages how
193 // to change a cvar default, we'll have a small leak here.
194 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
196 // only in right path
197 if( substring(plyermodel,0,14) != "models/player/")
198 return FallbackPlayerModel;
199 // only good file extensions
200 if(substring(plyermodel,-4,4) != ".zym")
201 if(substring(plyermodel,-4,4) != ".dpm")
202 if(substring(plyermodel,-4,4) != ".iqm")
203 if(substring(plyermodel,-4,4) != ".md3")
204 if(substring(plyermodel,-4,4) != ".psk")
205 return FallbackPlayerModel;
206 // forbid the LOD models
207 if(substring(plyermodel, -9,5) == "_lod1")
208 return FallbackPlayerModel;
209 if(substring(plyermodel, -9,5) == "_lod2")
210 return FallbackPlayerModel;
211 if(plyermodel != strtolower(plyermodel))
212 return FallbackPlayerModel;
213 // also, restrict to server models
214 if(autocvar_sv_servermodelsonly)
216 if(!fexists(plyermodel))
217 return FallbackPlayerModel;
222 void setplayermodel(entity e, string modelname)
224 precache_model(modelname);
225 _setmodel(e, modelname);
226 player_setupanimsformodel(e);
227 if(!autocvar_g_debug_globalsounds)
228 UpdatePlayerSounds(e);
231 /** putting a client as observer in the server */
232 void PutObserverInServer(entity this)
234 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
235 PlayerState_detach(this);
239 if(GetResource(this, RES_HEALTH) >= 1)
242 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
245 // was a player, recount votes and ready status
246 if(IS_REAL_CLIENT(this))
248 if (vote_called) { VoteCount(false); }
254 entity spot = SelectSpawnPoint(this, true);
255 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
256 this.angles = vec2(spot.angles);
257 this.fixangle = true;
258 // offset it so that the spectator spawns higher off the ground, looks better this way
259 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
260 if (IS_REAL_CLIENT(this))
263 WriteByte(MSG_ONE, SVC_SETVIEW);
264 WriteEntity(MSG_ONE, this);
266 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
267 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
268 if(!autocvar_g_debug_globalsounds)
270 // needed for player sounds
272 FixPlayermodel(this);
274 setmodel(this, MDL_Null);
275 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
276 this.view_ofs = '0 0 0';
279 RemoveGrapplingHooks(this);
280 Portal_ClearAll(this);
281 Unfreeze(this, false);
282 SetSpectatee(this, NULL);
287 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
291 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
293 WaypointSprite_PlayerDead(this);
295 if (CS(this).killcount != FRAGS_SPECTATOR)
298 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
299 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
302 accuracy_resend(this);
304 CS(this).spectatortime = time;
306 IL_REMOVE(g_bot_targets, this);
307 this.bot_attack = false;
308 if(this.monster_attack)
309 IL_REMOVE(g_monster_targets, this);
310 this.monster_attack = false;
311 STAT(HUD, this) = HUD_NORMAL;
312 TRANSMUTE(Observer, this);
313 this.iscreature = false;
314 this.teleportable = TELEPORT_SIMPLE;
315 if(this.damagedbycontents)
316 IL_REMOVE(g_damagedbycontents, this);
317 this.damagedbycontents = false;
318 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
319 SetSpectatee_status(this, etof(this));
320 this.takedamage = DAMAGE_NO;
321 this.solid = SOLID_NOT;
322 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
323 this.flags = FL_CLIENT | FL_NOTARGET;
325 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
326 this.pauserotarmor_finished = 0;
327 this.pauserothealth_finished = 0;
328 this.pauseregen_finished = 0;
329 this.damageforcescale = 0;
331 this.respawn_flags = 0;
332 this.respawn_time = 0;
333 STAT(RESPAWN_TIME, this) = 0;
338 this.pain_finished = 0;
339 STAT(STRENGTH_FINISHED, this) = 0;
340 STAT(INVINCIBLE_FINISHED, this) = 0;
341 STAT(SUPERWEAPONS_FINISHED, this) = 0;
342 this.air_finished = 0;
343 //this.dphitcontentsmask = 0;
344 this.dphitcontentsmask = DPCONTENTS_SOLID;
345 if (autocvar_g_playerclip_collisions)
346 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
349 setthink(this, func_null);
351 this.deadflag = DEAD_NO;
353 STAT(REVIVE_PROGRESS, this) = 0;
354 this.revival_time = 0;
355 this.draggable = drag_undraggable;
358 STAT(WEAPONS, this) = '0 0 0';
359 this.drawonlytoclient = this;
363 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
365 this.weaponmodel = "";
366 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
368 this.weaponentities[slot] = NULL;
370 this.exteriorweaponentity = NULL;
371 CS(this).killcount = FRAGS_SPECTATOR;
372 this.velocity = '0 0 0';
373 this.avelocity = '0 0 0';
374 this.punchangle = '0 0 0';
375 this.punchvector = '0 0 0';
376 this.oldvelocity = this.velocity;
377 this.fire_endtime = -1;
378 this.event_damage = func_null;
379 this.event_heal = func_null;
381 for(int slot = 0; slot < MAX_AXH; ++slot)
383 entity axh = this.(AuxiliaryXhair[slot]);
384 this.(AuxiliaryXhair[slot]) = NULL;
386 if(axh.owner == this && axh != NULL && !wasfreed(axh))
390 if (mutator_returnvalue)
392 // mutator prevents resetting teams+score
396 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
397 this.frags = FRAGS_SPECTATOR;
399 if (CS(this).just_joined)
400 CS(this).just_joined = false;
403 int player_getspecies(entity this)
405 get_model_parameters(this.model, this.skin);
406 int s = get_model_parameters_species;
407 get_model_parameters(string_null, 0);
408 if (s < 0) return SPECIES_HUMAN;
412 .float model_randomizer;
413 void FixPlayermodel(entity player)
415 string defaultmodel = "";
417 if(autocvar_sv_defaultcharacter)
423 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
424 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
425 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
426 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
430 if(defaultmodel == "")
432 defaultmodel = autocvar_sv_defaultplayermodel;
433 defaultskin = autocvar_sv_defaultplayerskin;
436 int n = tokenize_console(defaultmodel);
439 defaultmodel = argv(floor(n * CS(player).model_randomizer));
440 // However, do NOT randomize if the player-selected model is in the list.
441 for (int i = 0; i < n; ++i)
442 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
443 defaultmodel = argv(i);
446 int i = strstrofs(defaultmodel, ":", 0);
449 defaultskin = stof(substring(defaultmodel, i+1, -1));
450 defaultmodel = substring(defaultmodel, 0, i);
453 if(autocvar_sv_defaultcharacterskin && !defaultskin)
459 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
460 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
461 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
462 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
467 defaultskin = autocvar_sv_defaultplayerskin;
470 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
471 defaultmodel = M_ARGV(0, string);
472 defaultskin = M_ARGV(1, int);
476 if(defaultmodel != "")
478 if (defaultmodel != player.model)
480 vector m1 = player.mins;
481 vector m2 = player.maxs;
482 setplayermodel (player, defaultmodel);
483 setsize (player, m1, m2);
487 oldskin = player.skin;
488 player.skin = defaultskin;
490 if (player.playermodel != player.model || player.playermodel == "")
492 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
493 vector m1 = player.mins;
494 vector m2 = player.maxs;
495 setplayermodel (player, player.playermodel);
496 setsize (player, m1, m2);
500 if(!autocvar_sv_defaultcharacterskin)
502 oldskin = player.skin;
503 player.skin = stof(player.playerskin);
507 oldskin = player.skin;
508 player.skin = defaultskin;
512 if(chmdl || oldskin != player.skin) // model or skin has changed
514 player.species = player_getspecies(player); // update species
515 if(!autocvar_g_debug_globalsounds)
516 UpdatePlayerSounds(player); // update skin sounds
520 if(strlen(autocvar_sv_defaultplayercolors))
521 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
522 setcolor(player, stof(autocvar_sv_defaultplayercolors));
525 void PutPlayerInServer(entity this)
527 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
529 PlayerState_attach(this);
530 accuracy_resend(this);
533 TeamBalance_JoinBestTeam(this);
535 entity spot = SelectSpawnPoint(this, false);
537 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
538 return; // spawn failed
541 TRANSMUTE(Player, this);
543 CS(this).wasplayer = true;
544 this.iscreature = true;
545 this.teleportable = TELEPORT_NORMAL;
546 if(!this.damagedbycontents)
547 IL_PUSH(g_damagedbycontents, this);
548 this.damagedbycontents = true;
549 set_movetype(this, MOVETYPE_WALK);
550 this.solid = SOLID_SLIDEBOX;
551 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
552 if (autocvar_g_playerclip_collisions)
553 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
554 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
555 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
556 this.frags = FRAGS_PLAYER;
557 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
558 this.flags = FL_CLIENT | FL_PICKUPITEMS;
559 if (autocvar__notarget)
560 this.flags |= FL_NOTARGET;
561 this.takedamage = DAMAGE_AIM;
562 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
565 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
566 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
567 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
568 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
569 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
570 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
571 SetResource(this, RES_HEALTH, warmup_start_health);
572 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
573 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
575 SetResource(this, RES_SHELLS, start_ammo_shells);
576 SetResource(this, RES_BULLETS, start_ammo_nails);
577 SetResource(this, RES_ROCKETS, start_ammo_rockets);
578 SetResource(this, RES_CELLS, start_ammo_cells);
579 SetResource(this, RES_PLASMA, start_ammo_plasma);
580 SetResource(this, RES_FUEL, start_ammo_fuel);
581 SetResource(this, RES_HEALTH, start_health);
582 SetResource(this, RES_ARMOR, start_armorvalue);
583 STAT(WEAPONS, this) = start_weapons;
584 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
586 GiveRandomWeapons(this, random_start_weapons_count,
587 autocvar_g_random_start_weapons, random_start_ammo);
590 SetSpectatee_status(this, 0);
592 PS(this).dual_weapons = '0 0 0';
594 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
596 this.items = start_items;
598 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
599 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
600 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
601 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
602 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
603 if (!sv_ready_restart_after_countdown && time < game_starttime)
605 float f = game_starttime - time;
606 this.spawnshieldtime += f;
607 this.pauserotarmor_finished += f;
608 this.pauserothealth_finished += f;
609 this.pauseregen_finished += f;
612 this.damageforcescale = autocvar_g_player_damageforcescale;
614 this.respawn_flags = 0;
615 this.respawn_time = 0;
616 STAT(RESPAWN_TIME, this) = 0;
617 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
618 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
621 this.pain_finished = 0;
623 setthink(this, func_null); // players have no think function
626 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
628 this.deadflag = DEAD_NO;
630 this.angles = spot.angles;
631 this.angles_z = 0; // never spawn tilted even if the spot says to
632 if (IS_BOT_CLIENT(this))
634 this.v_angle = this.angles;
637 this.fixangle = true; // turn this way immediately
638 this.oldvelocity = this.velocity = '0 0 0';
639 this.avelocity = '0 0 0';
640 this.punchangle = '0 0 0';
641 this.punchvector = '0 0 0';
643 STAT(STRENGTH_FINISHED, this) = 0;
644 STAT(INVINCIBLE_FINISHED, this) = 0;
645 this.fire_endtime = -1;
646 STAT(REVIVE_PROGRESS, this) = 0;
647 this.revival_time = 0;
649 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
650 STAT(BUFFS, this) = 0;
651 STAT(BUFF_TIME, this) = 0;
653 this.air_finished = 0;
654 this.waterlevel = WATERLEVEL_NONE;
655 this.watertype = CONTENT_EMPTY;
657 entity spawnevent = new_pure(spawnevent);
658 spawnevent.owner = this;
659 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
661 // Cut off any still running player sounds.
662 stopsound(this, CH_PLAYER_SINGLE);
665 FixPlayermodel(this);
666 this.drawonlytoclient = NULL;
670 for(int slot = 0; slot < MAX_AXH; ++slot)
672 entity axh = this.(AuxiliaryXhair[slot]);
673 this.(AuxiliaryXhair[slot]) = NULL;
675 if(axh.owner == this && axh != NULL && !wasfreed(axh))
679 this.spawnpoint_targ = NULL;
682 this.view_ofs = STAT(PL_VIEW_OFS, this);
683 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
684 this.spawnorigin = spot.origin;
685 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
686 // don't reset back to last position, even if new position is stuck in solid
687 this.oldorigin = this.origin;
689 IL_REMOVE(g_conveyed, this);
690 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
692 IL_REMOVE(g_swamped, this);
693 this.swampslug = NULL;
694 this.swamp_interval = 0;
695 if(this.ladder_entity)
696 IL_REMOVE(g_ladderents, this);
697 this.ladder_entity = NULL;
698 IL_EACH(g_counters, it.realowner == this,
702 STAT(HUD, this) = HUD_NORMAL;
704 this.event_damage = PlayerDamage;
705 this.event_heal = PlayerHeal;
707 this.draggable = func_null;
710 IL_PUSH(g_bot_targets, this);
711 this.bot_attack = true;
712 if(!this.monster_attack)
713 IL_PUSH(g_monster_targets, this);
714 this.monster_attack = true;
715 navigation_dynamicgoal_init(this, false);
717 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
719 // player was spectator
720 if (CS(this).killcount == FRAGS_SPECTATOR) {
721 PlayerScore_Clear(this);
722 CS(this).killcount = 0;
723 CS(this).startplaytime = time;
726 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
728 .entity weaponentity = weaponentities[slot];
729 CL_SpawnWeaponentity(this, weaponentity);
731 this.alpha = default_player_alpha;
732 this.colormod = '1 1 1' * autocvar_g_player_brightness;
733 this.exteriorweaponentity.alpha = default_weapon_alpha;
735 this.speedrunning = false;
737 this.counter_cnt = 0;
738 this.fragsfilter_cnt = 0;
740 target_voicescript_clear(this);
742 // reset fields the weapons may use
743 FOREACH(Weapons, true, {
744 it.wr_resetplayer(it, this);
745 // reload all reloadable weapons
746 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
747 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
749 .entity weaponentity = weaponentities[slot];
750 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
756 string s = spot.target;
757 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
758 spot.target = string_null;
759 SUB_UseTargets(spot, this, NULL);
760 if(g_assault || g_race)
764 Unfreeze(this, false);
766 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
768 if (autocvar_spawn_debug)
770 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
771 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
774 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
776 .entity weaponentity = weaponentities[slot];
777 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
778 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
780 this.(weaponentity).m_switchweapon = WEP_Null;
781 this.(weaponentity).m_weapon = WEP_Null;
782 this.(weaponentity).weaponname = "";
783 this.(weaponentity).m_switchingweapon = WEP_Null;
784 this.(weaponentity).cnt = -1;
787 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
789 if (CS(this).impulse) ImpulseCommands(this);
791 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
792 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
794 .entity weaponentity = weaponentities[slot];
795 W_WeaponFrame(this, weaponentity);
798 if (!warmup_stage && !this.alivetime)
799 this.alivetime = time;
801 antilag_clear(this, CS(this));
804 /** Called when a client spawns in the server */
805 void PutClientInServer(entity this)
807 if (IS_BOT_CLIENT(this)) {
808 TRANSMUTE(Player, this);
809 } else if (IS_REAL_CLIENT(this)) {
811 WriteByte(MSG_ONE, SVC_SETVIEW);
812 WriteEntity(MSG_ONE, this);
815 TRANSMUTE(Observer, this);
817 SetSpectatee(this, NULL);
821 PS(this).itemkeys = 0;
823 MUTATOR_CALLHOOK(PutClientInServer, this);
825 if (IS_OBSERVER(this)) {
826 PutObserverInServer(this);
827 } else if (IS_PLAYER(this)) {
828 PutPlayerInServer(this);
832 // TODO do we need all these fields, or should we stop autodetecting runtime
833 // changes and just have a console command to update this?
834 bool ClientInit_SendEntity(entity this, entity to, int sf)
836 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
839 // MSG_INIT replacement
840 // TODO: make easier to use
842 W_PROP_reload(MSG_ONE, to);
843 ClientInit_misc(this);
844 MUTATOR_CALLHOOK(Ent_Init);
846 void ClientInit_misc(entity this)
848 int channel = MSG_ONE;
849 WriteHeader(channel, ENT_CLIENT_INIT);
850 WriteByte(channel, g_nexball_meter_period * 32);
851 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
852 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
853 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
854 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
855 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
856 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
857 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
858 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
860 if(sv_foginterval && world.fog != "")
861 WriteString(channel, world.fog);
863 WriteString(channel, "");
864 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
865 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
866 WriteByte(channel, serverflags);
867 WriteCoord(channel, autocvar_g_trueaim_minrange);
870 void ClientInit_CheckUpdate(entity this)
872 this.nextthink = time;
873 if(this.count != autocvar_g_balance_armor_blockpercent)
875 this.count = autocvar_g_balance_armor_blockpercent;
878 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
880 this.cnt = autocvar_g_balance_damagepush_speedfactor;
885 void ClientInit_Spawn()
887 entity e = new_pure(clientinit);
888 setthink(e, ClientInit_CheckUpdate);
889 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
891 ClientInit_CheckUpdate(e);
901 // initialize parms for a new player
902 parm1 = -(86400 * 366);
904 MUTATOR_CALLHOOK(SetNewParms);
912 void SetChangeParms (entity this)
914 // save parms for level change
915 parm1 = CS(this).parm_idlesince - time;
917 MUTATOR_CALLHOOK(SetChangeParms);
925 void DecodeLevelParms(entity this)
928 CS(this).parm_idlesince = parm1;
929 if (CS(this).parm_idlesince == -(86400 * 366))
930 CS(this).parm_idlesince = time;
932 // whatever happens, allow 60 seconds of idling directly after connect for map loading
933 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
935 MUTATOR_CALLHOOK(DecodeLevelParms);
938 void FixClientCvars(entity e)
940 // send prediction settings to the client
941 stuffcmd(e, "\nin_bindmap 0 0\n");
942 if(autocvar_g_antilag == 3) // client side hitscan
943 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
944 if(autocvar_sv_gentle)
945 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
947 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
948 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
950 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
952 MUTATOR_CALLHOOK(FixClientCvars, e);
955 bool findinlist_abbrev(string tofind, string list)
957 if(list == "" || tofind == "")
958 return false; // empty list or search, just return
960 // this function allows abbreviated strings!
961 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
969 bool PlayerInIPList(entity p, string iplist)
971 // some safety checks (never allow local?)
972 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
975 return findinlist_abbrev(p.netaddress, iplist);
978 bool PlayerInIDList(entity p, string idlist)
980 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
984 return findinlist_abbrev(p.crypto_idfp, idlist);
987 bool PlayerInList(entity player, string list)
989 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
992 #ifdef DP_EXT_PRECONNECT
997 Called once (not at each match start) when a client begins a connection to the server
1000 void ClientPreConnect(entity this)
1002 if(autocvar_sv_eventlog)
1004 GameLogEcho(sprintf(":connect:%d:%d:%s",
1007 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1013 string GetClientVersionMessage(entity this)
1015 if (CS(this).version_mismatch) {
1016 if(CS(this).version < autocvar_gameversion) {
1017 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1018 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1020 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1021 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1024 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1028 string getwelcomemessage(entity this)
1030 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1031 string modifications = M_ARGV(0, string);
1035 if(g_weaponarena_random)
1036 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1038 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1040 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1041 modifications = strcat(modifications, ", No start weapons");
1042 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1043 modifications = strcat(modifications, ", Low gravity");
1044 if(g_weapon_stay && !g_cts)
1045 modifications = strcat(modifications, ", Weapons stay");
1047 modifications = strcat(modifications, ", Jet pack");
1048 if(autocvar_g_powerups == 0)
1049 modifications = strcat(modifications, ", No powerups");
1050 if(autocvar_g_powerups > 0)
1051 modifications = strcat(modifications, ", Powerups");
1052 modifications = substring(modifications, 2, strlen(modifications) - 2);
1054 string versionmessage = GetClientVersionMessage(this);
1055 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1057 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1059 if(modifications != "")
1060 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1062 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1064 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1065 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1068 if (cache_mutatormsg != "") {
1069 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1072 string mutator_msg = "";
1073 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1074 mutator_msg = M_ARGV(0, string);
1076 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1078 string motd = autocvar_sv_motd;
1080 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1085 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1091 Called when a client connects to the server
1094 void ClientConnect(entity this)
1096 if (Ban_MaybeEnforceBanOnce(this)) return;
1097 assert(!IS_CLIENT(this), return);
1098 this.flags |= FL_CLIENT;
1099 assert(player_count >= 0, player_count = 0);
1102 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1104 TRANSMUTE(Client, this);
1105 CS(this).version_nagtime = time + 10 + random() * 10;
1107 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1109 bot_clientconnect(this);
1111 Player_DetermineForcedTeam(this);
1113 TRANSMUTE(Observer, this);
1115 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1117 // always track bots, don't ask for cl_allow_uidtracking
1118 if (IS_BOT_CLIENT(this))
1119 PlayerStats_GameReport_AddPlayer(this);
1121 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1123 if (autocvar_sv_eventlog)
1124 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this, false)));
1126 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1128 stuffcmd(this, clientstuff, "\n");
1129 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1131 FixClientCvars(this);
1133 // get version info from player
1134 stuffcmd(this, "cmd clientversion $gameversion\n");
1136 // notify about available teams
1139 entity balance = TeamBalance_CheckAllowedTeams(this);
1140 int t = TeamBalance_GetAllowedTeams(balance);
1141 TeamBalance_Destroy(balance);
1142 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1146 stuffcmd(this, "set _teams_available 0\n");
1149 bot_relinkplayerlist();
1151 CS(this).spectatortime = time;
1152 if (blockSpectators)
1154 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1157 CS(this).jointime = time;
1159 if (IS_REAL_CLIENT(this))
1161 if (g_weaponarena_weapons == WEPSET(TUBA))
1162 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1165 if (!sv_foginterval && world.fog != "")
1166 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1168 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1169 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1170 send_CSQC_teamnagger();
1172 CSQCMODEL_AUTOINIT(this);
1174 CS(this).model_randomizer = random();
1176 if (IS_REAL_CLIENT(this))
1177 sv_notice_join(this);
1179 this.move_qcphysics = autocvar_sv_qcphysics;
1181 // update physics stats (players can spawn before physics runs)
1182 Physics_UpdateStats(this);
1184 IL_EACH(g_initforplayer, it.init_for_player, {
1185 it.init_for_player(it, this);
1188 Handicap_Initialize(this);
1190 MUTATOR_CALLHOOK(ClientConnect, this);
1192 if (IS_REAL_CLIENT(this))
1194 if (!autocvar_g_campaign && !IS_PLAYER(this))
1196 CS(this).motd_actived_time = -1;
1197 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1205 Called when a client disconnects from the server
1208 .entity chatbubbleentity;
1209 void ClientDisconnect(entity this)
1211 assert(IS_CLIENT(this), return);
1213 PlayerStats_GameReport_FinalizePlayer(this);
1214 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1215 if (CS(this).active_minigame) part_minigame(this);
1216 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1218 if (autocvar_sv_eventlog)
1219 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1221 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1224 SetSpectatee(this, NULL);
1226 MUTATOR_CALLHOOK(ClientDisconnect, this);
1228 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1229 strfree(CS(this).weaponorder_byimpulse);
1230 ClientState_detach(this);
1232 Portal_ClearAll(this);
1234 Unfreeze(this, false);
1236 RemoveGrapplingHooks(this);
1238 // Here, everything has been done that requires this player to be a client.
1240 this.flags &= ~FL_CLIENT;
1242 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1243 if (this.killindicator) delete(this.killindicator);
1245 IL_EACH(g_counters, it.realowner == this,
1250 WaypointSprite_PlayerGone(this);
1252 bot_relinkplayerlist();
1254 strfree(this.clientstatus);
1255 if (this.personal) delete(this.personal);
1259 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1264 void ChatBubbleThink(entity this)
1266 this.nextthink = time;
1267 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1269 if(this.owner) // but why can that ever be NULL?
1270 this.owner.chatbubbleentity = NULL;
1277 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1279 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1280 this.mdl = "models/sprites/minigame_busy.iqm";
1281 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1282 this.mdl = "models/misc/chatbubble.spr";
1285 if ( this.model != this.mdl )
1286 _setmodel(this, this.mdl);
1290 void UpdateChatBubble(entity this)
1294 // spawn a chatbubble entity if needed
1295 if (!this.chatbubbleentity)
1297 this.chatbubbleentity = new(chatbubbleentity);
1298 this.chatbubbleentity.owner = this;
1299 this.chatbubbleentity.exteriormodeltoclient = this;
1300 setthink(this.chatbubbleentity, ChatBubbleThink);
1301 this.chatbubbleentity.nextthink = time;
1302 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1303 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1304 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1305 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1306 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1307 //this.chatbubbleentity.model = "";
1308 this.chatbubbleentity.effects = EF_LOWPRECISION;
1312 void calculate_player_respawn_time(entity this)
1314 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1317 float gametype_setting_tmp;
1318 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1319 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1320 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1321 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1322 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1323 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1325 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1328 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1329 if(it.team == this.team)
1332 if (sdelay_small_count == 0)
1333 sdelay_small_count = 1;
1334 if (sdelay_large_count == 0)
1335 sdelay_large_count = 1;
1339 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1342 if (sdelay_small_count == 0)
1344 if (IS_INDEPENDENT_PLAYER(this))
1346 // Players play independently. No point in requiring enemies.
1347 sdelay_small_count = 1;
1351 // Players play AGAINST each other. Enemies required.
1352 sdelay_small_count = 2;
1355 if (sdelay_large_count == 0)
1357 if (IS_INDEPENDENT_PLAYER(this))
1359 // Players play independently. No point in requiring enemies.
1360 sdelay_large_count = 1;
1364 // Players play AGAINST each other. Enemies required.
1365 sdelay_large_count = 2;
1372 if (pcount <= sdelay_small_count)
1373 sdelay = sdelay_small;
1374 else if (pcount >= sdelay_large_count)
1375 sdelay = sdelay_large;
1376 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1377 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1380 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1382 this.respawn_time = time + sdelay;
1384 if(sdelay < sdelay_max)
1385 this.respawn_time_max = time + sdelay_max;
1387 this.respawn_time_max = this.respawn_time;
1389 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1390 this.respawn_countdown = 10; // first number to count down from is 10
1392 this.respawn_countdown = -1; // do not count down
1394 if(autocvar_g_forced_respawn)
1395 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1398 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1399 // added to the model skins
1400 /*void UpdateColorModHack()
1403 c = this.clientcolors & 15;
1404 // LordHavoc: only bothering to support white, green, red, yellow, blue
1405 if (!teamplay) this.colormod = '0 0 0';
1406 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1407 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1408 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1409 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1410 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1411 else this.colormod = '1 1 1';
1414 void respawn(entity this)
1416 bool damagedbycontents_prev = this.damagedbycontents;
1419 if(autocvar_g_respawn_ghosts)
1421 this.solid = SOLID_NOT;
1422 this.takedamage = DAMAGE_NO;
1423 this.damagedbycontents = false;
1424 set_movetype(this, MOVETYPE_FLY);
1425 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1426 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1427 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1428 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1429 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1430 if(autocvar_g_respawn_ghosts_time > 0)
1431 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1434 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1438 this.damagedbycontents = damagedbycontents_prev;
1440 this.effects |= EF_NODRAW; // prevent another CopyBody
1441 PutClientInServer(this);
1445 void PrintToChat(entity client, string text)
1447 text = strcat("\{1}^7", text, "\n");
1448 sprint(client, text);
1452 void DebugPrintToChat(entity client, string text)
1454 if (autocvar_developer > 0)
1456 PrintToChat(client, text);
1461 void PrintToChatAll(string text)
1463 text = strcat("\{1}^7", text, "\n");
1468 void DebugPrintToChatAll(string text)
1470 if (autocvar_developer > 0)
1472 PrintToChatAll(text);
1477 void PrintToChatTeam(int team_num, string text)
1479 text = strcat("\{1}^7", text, "\n");
1480 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1482 if (it.team == team_num)
1490 void DebugPrintToChatTeam(int team_num, string text)
1492 if (autocvar_developer > 0)
1494 PrintToChatTeam(team_num, text);
1498 void play_countdown(entity this, float finished, Sound samp)
1501 if(IS_REAL_CLIENT(this))
1502 if(floor(finished - time - frametime) != floor(finished - time))
1503 if(finished - time < 6)
1504 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1507 void player_powerups(entity this)
1509 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1510 this.modelflags |= MF_ROCKET;
1512 this.modelflags &= ~MF_ROCKET;
1514 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1518 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1520 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1521 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1522 this.items &= ~ITEM_Strength.m_itemid;
1523 this.items &= ~ITEM_Shield.m_itemid;
1524 this.items -= (this.items & IT_SUPERWEAPON);
1528 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1531 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1532 int items_prev = this.items;
1534 Fire_ApplyDamage(this);
1535 Fire_ApplyEffect(this);
1537 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1539 if (this.items & ITEM_Strength.m_itemid)
1541 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1542 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1543 if (time > STAT(STRENGTH_FINISHED, this))
1545 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1546 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1547 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1552 if (time < STAT(STRENGTH_FINISHED, this))
1554 this.items = this.items | ITEM_Strength.m_itemid;
1556 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1557 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1560 if (this.items & ITEM_Shield.m_itemid)
1562 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1563 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1564 if (time > STAT(INVINCIBLE_FINISHED, this))
1566 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1567 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1568 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1573 if (time < STAT(INVINCIBLE_FINISHED, this))
1575 this.items = this.items | ITEM_Shield.m_itemid;
1577 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1578 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1581 if (this.items & IT_SUPERWEAPON)
1583 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1585 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1586 this.items = this.items - (this.items & IT_SUPERWEAPON);
1587 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1588 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1590 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1592 // don't let them run out
1596 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1597 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1599 this.items = this.items - (this.items & IT_SUPERWEAPON);
1600 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1601 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1602 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1606 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1608 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1610 this.items = this.items | IT_SUPERWEAPON;
1611 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1614 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1615 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1620 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1621 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1626 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1630 if(autocvar_g_nodepthtestplayers)
1631 this.effects = this.effects | EF_NODEPTHTEST;
1633 if(autocvar_g_fullbrightplayers)
1634 this.effects = this.effects | EF_FULLBRIGHT;
1636 if (time >= game_starttime)
1637 if (time < this.spawnshieldtime)
1638 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1640 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1643 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1645 if(current > stable)
1647 else if(current > stable - 0.25) // when close enough, "snap"
1650 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1653 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1655 if(current < stable)
1657 else if(current < stable + 0.25) // when close enough, "snap"
1660 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1663 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)
1665 float old = GetResource(this, res);
1666 float current = old;
1667 if(current > rotstable)
1669 if(rotframetime > 0)
1671 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1672 current = max(rotstable, current - rotlinear * rotframetime);
1675 else if(current < regenstable)
1677 if(regenframetime > 0)
1679 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1680 current = min(regenstable, current + regenlinear * regenframetime);
1684 float limit = GetResourceLimit(this, res) * limit_mod;
1689 SetResource(this, res, current);
1692 void player_regen(entity this)
1694 float max_mod, regen_mod, rot_mod, limit_mod;
1695 max_mod = regen_mod = rot_mod = limit_mod = 1;
1697 float regen_health = autocvar_g_balance_health_regen;
1698 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1699 float regen_health_rot = autocvar_g_balance_health_rot;
1700 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1701 float regen_health_stable = autocvar_g_balance_health_regenstable;
1702 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1703 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1704 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1705 max_mod = M_ARGV(1, float);
1706 regen_mod = M_ARGV(2, float);
1707 rot_mod = M_ARGV(3, float);
1708 limit_mod = M_ARGV(4, float);
1709 regen_health = M_ARGV(5, float);
1710 regen_health_linear = M_ARGV(6, float);
1711 regen_health_rot = M_ARGV(7, float);
1712 regen_health_rotlinear = M_ARGV(8, float);
1713 regen_health_stable = M_ARGV(9, float);
1714 regen_health_rotstable = M_ARGV(10, float);
1716 if(!mutator_returnvalue)
1717 if(!STAT(FROZEN, this))
1719 float maxa = autocvar_g_balance_armor_rotstable;
1720 float mina = autocvar_g_balance_armor_regenstable;
1722 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1723 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1724 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1726 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1727 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1728 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1731 // if player rotted to death... die!
1732 // check this outside above checks, as player may still be able to rot to death
1733 if(GetResource(this, RES_HEALTH) < 1)
1736 vehicles_exit(this.vehicle, VHEF_RELEASE);
1737 if(this.event_damage)
1738 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1741 if (!(this.items & IT_UNLIMITED_AMMO))
1743 float maxf = autocvar_g_balance_fuel_rotstable;
1744 float minf = autocvar_g_balance_fuel_regenstable;
1746 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1747 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1748 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1753 void SetZoomState(entity this, float newzoom)
1755 if(newzoom != CS(this).zoomstate)
1757 CS(this).zoomstate = newzoom;
1758 ClientData_Touch(this);
1760 zoomstate_set = true;
1763 void GetPressedKeys(entity this)
1765 MUTATOR_CALLHOOK(GetPressedKeys, this);
1766 int keys = STAT(PRESSED_KEYS, this);
1767 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1768 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1769 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1770 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1772 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1773 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
1774 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1775 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1776 CS(this).pressedkeys = keys; // store for other users
1778 STAT(PRESSED_KEYS, this) = keys;
1782 ======================
1783 spectate mode routines
1784 ======================
1787 void SpectateCopy(entity this, entity spectatee)
1789 TC(Client, this); TC(Client, spectatee);
1791 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1792 PS(this) = PS(spectatee);
1793 this.armortype = spectatee.armortype;
1794 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1795 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1796 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1797 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1798 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1799 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1800 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1801 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1802 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1803 CS(this).impulse = 0;
1804 this.disableclientprediction = 1; // no need to run prediction on a spectator
1805 this.items = spectatee.items;
1806 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1807 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1808 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1809 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1810 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1811 this.air_finished = spectatee.air_finished;
1812 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1813 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1814 this.punchangle = spectatee.punchangle;
1815 this.view_ofs = spectatee.view_ofs;
1816 this.velocity = spectatee.velocity;
1817 this.dmg_take = spectatee.dmg_take;
1818 this.dmg_save = spectatee.dmg_save;
1819 this.dmg_inflictor = spectatee.dmg_inflictor;
1820 this.v_angle = spectatee.v_angle;
1821 this.angles = spectatee.v_angle;
1822 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1823 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1824 this.viewloc = spectatee.viewloc;
1825 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1826 this.fixangle = true;
1827 setorigin(this, spectatee.origin);
1828 setsize(this, spectatee.mins, spectatee.maxs);
1829 SetZoomState(this, CS(spectatee).zoomstate);
1831 anticheat_spectatecopy(this, spectatee);
1832 STAT(HUD, this) = STAT(HUD, spectatee);
1833 if(spectatee.vehicle)
1835 this.angles = spectatee.v_angle;
1837 //this.fixangle = false;
1838 //this.velocity = spectatee.vehicle.velocity;
1839 this.vehicle_health = spectatee.vehicle_health;
1840 this.vehicle_shield = spectatee.vehicle_shield;
1841 this.vehicle_energy = spectatee.vehicle_energy;
1842 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1843 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1844 this.vehicle_reload1 = spectatee.vehicle_reload1;
1845 this.vehicle_reload2 = spectatee.vehicle_reload2;
1847 //msg_entity = this;
1849 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1850 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1851 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1852 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1854 //WriteByte (MSG_ONE, SVC_SETVIEW);
1855 // WriteEntity(MSG_ONE, this);
1856 //makevectors(spectatee.v_angle);
1857 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1861 bool SpectateUpdate(entity this)
1866 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1868 SetSpectatee(this, NULL);
1872 SpectateCopy(this, this.enemy);
1877 bool SpectateSet(entity this)
1879 if(!IS_PLAYER(this.enemy))
1882 ClientData_Touch(this.enemy);
1885 WriteByte(MSG_ONE, SVC_SETVIEW);
1886 WriteEntity(MSG_ONE, this.enemy);
1887 set_movetype(this, MOVETYPE_NONE);
1888 accuracy_resend(this);
1890 if(!SpectateUpdate(this))
1891 PutObserverInServer(this);
1896 void SetSpectatee_status(entity this, int spectatee_num)
1898 int oldspectatee_status = CS(this).spectatee_status;
1899 CS(this).spectatee_status = spectatee_num;
1901 if (CS(this).spectatee_status != oldspectatee_status)
1903 if (STAT(PRESSED_KEYS, this))
1905 CS(this).pressedkeys = 0;
1906 STAT(PRESSED_KEYS, this) = 0;
1908 ClientData_Touch(this);
1909 if (g_race || g_cts) race_InitSpectator();
1913 void SetSpectatee(entity this, entity spectatee)
1915 if(IS_BOT_CLIENT(this))
1916 return; // bots abuse .enemy, this code is useless to them
1918 entity old_spectatee = this.enemy;
1920 this.enemy = spectatee;
1923 // these are required to fix the spectator bug with arc
1926 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1928 .entity weaponentity = weaponentities[slot];
1929 if(old_spectatee.(weaponentity).arc_beam)
1930 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1935 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1937 .entity weaponentity = weaponentities[slot];
1938 if(this.enemy.(weaponentity).arc_beam)
1939 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1944 SetSpectatee_status(this, etof(this.enemy));
1946 // needed to update spectator list
1947 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1950 bool Spectate(entity this, entity pl)
1952 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1954 pl = M_ARGV(1, entity);
1956 SetSpectatee(this, pl);
1957 return SpectateSet(this);
1960 bool SpectateNext(entity this)
1962 entity ent = find(this.enemy, classname, STR_PLAYER);
1964 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1965 ent = M_ARGV(1, entity);
1967 ent = find(ent, classname, STR_PLAYER);
1969 if(ent) { SetSpectatee(this, ent); }
1971 return SpectateSet(this);
1974 bool SpectatePrev(entity this)
1976 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1977 entity ent = findchain(classname, STR_PLAYER);
1978 if (!ent) // no player
1982 // skip players until current spectated player
1984 while(ent && ent != this.enemy)
1987 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1989 case MUT_SPECPREV_FOUND:
1990 ent = M_ARGV(1, entity);
1992 case MUT_SPECPREV_RETURN:
1994 case MUT_SPECPREV_CONTINUE:
2005 SetSpectatee(this, ent);
2006 return SpectateSet(this);
2011 ShowRespawnCountdown()
2013 Update a respawn countdown display.
2016 void ShowRespawnCountdown(entity this)
2019 if(!IS_DEAD(this)) // just respawned?
2023 number = ceil(this.respawn_time - time);
2026 if(number <= this.respawn_countdown)
2028 this.respawn_countdown = number - 1;
2029 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
2030 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2035 .bool team_selected;
2036 bool ShowTeamSelection(entity this)
2038 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
2040 stuffcmd(this, "menu_showteamselect\n");
2043 void Join(entity this)
2045 TRANSMUTE(Player, this);
2047 if(!this.team_selected)
2048 if(autocvar_g_campaign || autocvar_g_balance_teams)
2049 TeamBalance_JoinBestTeam(this);
2051 if(autocvar_g_campaign)
2052 campaign_bots_may_start = true;
2054 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2056 PutClientInServer(this);
2059 if(teamplay && this.team != -1)
2063 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2064 this.team_selected = false;
2067 int GetPlayerLimit()
2070 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)
2071 int player_limit = autocvar_g_maxplayers;
2072 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2073 player_limit = M_ARGV(0, int);
2074 return player_limit;
2078 * Determines whether the player is allowed to join. This depends on cvar
2079 * g_maxplayers, if it isn't used this function always return true, otherwise
2080 * it checks whether the number of currently playing players exceeds g_maxplayers.
2081 * @return int number of free slots for players, 0 if none
2083 int nJoinAllowed(entity this, entity ignore)
2086 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2087 // so report 0 free slots if restricted
2089 if(autocvar_g_forced_team_otherwise == "spectate")
2091 if(autocvar_g_forced_team_otherwise == "spectator")
2095 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2096 return 0; // forced spectators can never join
2098 // TODO simplify this
2099 int totalClients = 0;
2100 int currentlyPlaying = 0;
2101 FOREACH_CLIENT(true, {
2104 if(IS_REAL_CLIENT(it))
2105 if(IS_PLAYER(it) || it.caplayer)
2109 int player_limit = GetPlayerLimit();
2113 free_slots = maxclients - totalClients;
2114 else if(player_limit > 0 && currentlyPlaying < player_limit)
2115 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2117 static float msg_time = 0;
2118 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2120 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2121 msg_time = time + 0.5;
2128 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2129 * g_maxplayers_spectator_blocktime seconds
2131 void checkSpectatorBlock(entity this)
2133 if(IS_SPEC(this) || IS_OBSERVER(this))
2135 if(IS_REAL_CLIENT(this))
2137 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2138 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2144 void PrintWelcomeMessage(entity this)
2146 if(CS(this).motd_actived_time == 0)
2148 if (autocvar_g_campaign) {
2149 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2150 CS(this).motd_actived_time = time;
2151 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2154 if (PHYS_INPUT_BUTTON_INFO(this)) {
2155 CS(this).motd_actived_time = time;
2156 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2160 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2162 if (autocvar_g_campaign) {
2163 if (PHYS_INPUT_BUTTON_INFO(this))
2164 CS(this).motd_actived_time = time;
2165 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2166 CS(this).motd_actived_time = 0;
2167 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2170 if (PHYS_INPUT_BUTTON_INFO(this))
2171 CS(this).motd_actived_time = time;
2172 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2173 CS(this).motd_actived_time = 0;
2174 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2178 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2180 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2181 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2182 else if (CS(this).motd_actived_time == -2)
2184 // instantly hide MOTD
2185 CS(this).motd_actived_time = 0;
2186 if (autocvar_g_campaign)
2187 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2189 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2191 else if (IS_PLAYER(this) || IS_SPEC(this))
2193 // FIXME occasionally for some reason MOTD never goes away
2194 // delay MOTD removal a little bit in the hope it fixes this bug
2195 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2196 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2197 else //if (CS(this).motd_actived_time < -2)
2198 CS(this).motd_actived_time++;
2203 bool joinAllowed(entity this)
2205 if (CS(this).version_mismatch) return false;
2206 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2207 if (!nJoinAllowed(this, this)) return false;
2208 if (teamplay && lockteams) return false;
2209 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2210 if (ShowTeamSelection(this)) return false;
2214 .string shootfromfixedorigin;
2215 .bool dualwielding_prev;
2216 bool PlayerThink(entity this)
2218 if (game_stopped || intermission_running) {
2219 this.modelflags &= ~MF_ROCKET;
2220 if(intermission_running)
2221 IntermissionThink(this);
2225 if (timeout_status == TIMEOUT_ACTIVE) {
2226 // don't allow the player to turn around while game is paused
2227 // FIXME turn this into CSQC stuff
2228 this.v_angle = this.lastV_angle;
2229 this.angles = this.lastV_angle;
2230 this.fixangle = true;
2233 if (frametime) player_powerups(this);
2235 if (IS_DEAD(this)) {
2236 if (this.personal && g_race_qualifying) {
2237 if (time > this.respawn_time) {
2238 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2240 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2243 if (frametime) player_anim(this);
2245 if (this.respawn_flags & RESPAWN_DENY)
2247 STAT(RESPAWN_TIME, this) = 0;
2251 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));
2253 switch(this.deadflag)
2257 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2258 this.deadflag = DEAD_RESPAWNING;
2259 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2260 this.deadflag = DEAD_DEAD;
2266 this.deadflag = DEAD_RESPAWNABLE;
2267 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2268 this.deadflag = DEAD_RESPAWNING;
2271 case DEAD_RESPAWNABLE:
2273 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2274 this.deadflag = DEAD_RESPAWNING;
2277 case DEAD_RESPAWNING:
2279 if (time > this.respawn_time)
2281 this.respawn_time = time + 1; // only retry once a second
2282 this.respawn_time_max = this.respawn_time;
2289 ShowRespawnCountdown(this);
2291 if (this.respawn_flags & RESPAWN_SILENT)
2292 STAT(RESPAWN_TIME, this) = 0;
2293 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2295 if (time < this.respawn_time)
2296 STAT(RESPAWN_TIME, this) = this.respawn_time;
2297 else if (this.deadflag != DEAD_RESPAWNING)
2298 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2301 STAT(RESPAWN_TIME, this) = this.respawn_time;
2304 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2305 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2306 STAT(RESPAWN_TIME, this) *= -1;
2311 FixPlayermodel(this);
2313 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2314 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2315 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2318 // reset gun alignment when dual wielding status changes
2319 // to ensure guns are always aligned right and left
2320 bool dualwielding = W_DualWielding(this);
2321 if(this.dualwielding_prev != dualwielding)
2323 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2324 this.dualwielding_prev = dualwielding;
2327 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2330 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2332 .entity weaponentity = weaponentities[slot];
2333 if(WEP_CVAR(vortex, charge_always))
2334 W_Vortex_Charge(this, weaponentity, frametime);
2335 W_WeaponFrame(this, weaponentity);
2341 // WEAPONTODO: Add a weapon request for this
2342 // rot vortex charge to the charge limit
2343 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2345 .entity weaponentity = weaponentities[slot];
2346 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2347 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2352 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2355 monsters_setstatus(this);
2360 .bool would_spectate;
2361 void ObserverOrSpectatorThink(entity this)
2363 bool is_spec = IS_SPEC(this);
2364 if ( CS(this).impulse )
2366 int r = MinigameImpulse(this, CS(this).impulse);
2368 CS(this).impulse = 0;
2370 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2372 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2373 CS(this).impulse = 0;
2378 if (this.flags & FL_JUMPRELEASED) {
2379 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2380 this.flags &= ~FL_JUMPRELEASED;
2381 this.flags |= FL_SPAWNING;
2382 } 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)))
2383 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2384 this.flags &= ~FL_JUMPRELEASED;
2385 if(SpectateNext(this)) {
2386 TRANSMUTE(Spectator, this);
2387 } else if (is_spec) {
2388 TRANSMUTE(Observer, this);
2389 PutClientInServer(this);
2392 CS(this).impulse = 0;
2393 } else if (is_spec) {
2394 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2395 this.flags &= ~FL_JUMPRELEASED;
2396 if(SpectatePrev(this)) {
2397 TRANSMUTE(Spectator, this);
2399 TRANSMUTE(Observer, this);
2400 PutClientInServer(this);
2402 CS(this).impulse = 0;
2403 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2404 this.would_spectate = false;
2405 this.flags &= ~FL_JUMPRELEASED;
2406 TRANSMUTE(Observer, this);
2407 PutClientInServer(this);
2408 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2409 PutObserverInServer(this);
2410 this.would_spectate = true;
2414 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2415 set_movetype(this, preferred_movetype);
2418 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2419 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2420 this.flags |= FL_JUMPRELEASED;
2421 if(this.flags & FL_SPAWNING)
2423 this.flags &= ~FL_SPAWNING;
2424 if(joinAllowed(this))
2426 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2427 CS(this).autojoin_checked = -1;
2431 if(is_spec && !SpectateUpdate(this))
2432 PutObserverInServer(this);
2435 this.flags |= FL_CLIENT | FL_NOTARGET;
2438 void PlayerUseKey(entity this)
2440 if (!IS_PLAYER(this))
2447 vehicles_exit(this.vehicle, VHEF_NORMAL);
2451 else if(autocvar_g_vehicles_enter)
2453 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2455 entity head, closest_target = NULL;
2456 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2458 while(head) // find the closest acceptable target to enter
2460 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2461 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2465 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2466 { closest_target = head; }
2468 else { closest_target = head; }
2474 if(closest_target) { vehicles_enter(this, closest_target); return; }
2478 // a use key was pressed; call handlers
2479 MUTATOR_CALLHOOK(PlayerUseKey, this);
2487 Called every frame for each client before the physics are run
2490 .float last_vehiclecheck;
2491 void PlayerPreThink (entity this)
2493 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2494 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2496 WarpZone_PlayerPhysics_FixVAngle(this);
2499 // physics frames: update anticheat stuff
2500 anticheat_prethink(this);
2503 if (blockSpectators && frametime) {
2504 // WORKAROUND: only use dropclient in server frames (frametime set).
2505 // Never use it in cl_movement frames (frametime zero).
2506 checkSpectatorBlock(this);
2509 zoomstate_set = false;
2511 // Check for nameless players
2512 if (this.netname == "" || this.netname != CS(this).netname_previous)
2514 bool assume_unchanged = (CS(this).netname_previous == "");
2515 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2517 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2518 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2519 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2520 assume_unchanged = false;
2521 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2523 if (isInvisibleString(this.netname))
2525 this.netname = strzone(sprintf("Player#%d", this.playerid));
2526 sprint(this, "Warning: invisible names are not allowed.\n");
2527 assume_unchanged = false;
2528 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2530 if (!assume_unchanged && autocvar_sv_eventlog)
2531 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2532 strcpy(CS(this).netname_previous, this.netname);
2536 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2537 CS(this).version_nagtime = 0;
2538 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2540 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2542 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2544 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2545 if (r < 0) { // old client
2546 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2547 } else if (r > 0) { // old server
2548 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2554 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2556 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2557 this.max_armorvalue = 0;
2560 if (frametime && IS_PLAYER(this))
2562 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2564 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2565 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2567 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2569 if (STAT(REVIVE_PROGRESS, this) >= 1)
2570 Unfreeze(this, false);
2572 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2574 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2575 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2577 if (GetResource(this, RES_HEALTH) < 1)
2580 vehicles_exit(this.vehicle, VHEF_RELEASE);
2581 if(this.event_damage)
2582 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2584 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2585 Unfreeze(this, false);
2589 MUTATOR_CALLHOOK(PlayerPreThink, this);
2591 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2592 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2594 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2598 if(!it.team || SAME_TEAM(this, it))
2599 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2600 else if(autocvar_g_vehicles_steal)
2601 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2603 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2605 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2609 this.last_vehiclecheck = time + 1;
2612 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2614 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2616 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2619 if (IS_REAL_CLIENT(this))
2620 PrintWelcomeMessage(this);
2622 if (IS_PLAYER(this)) {
2623 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2624 error("Client can't be spawned as player on connection!");
2625 if(!PlayerThink(this))
2628 else if (game_stopped || intermission_running) {
2629 if(intermission_running)
2630 IntermissionThink(this);
2633 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2635 bool early_join_requested = (CS(this).autojoin_checked < 0);
2636 CS(this).autojoin_checked = 1;
2637 // don't do this in ClientConnect
2638 // many things can go wrong if a client is spawned as player on connection
2639 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2640 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2641 && (!teamplay || autocvar_g_balance_teams)))
2643 campaign_bots_may_start = true;
2644 if(joinAllowed(this))
2649 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2650 ObserverOrSpectatorThink(this);
2653 // WEAPONTODO: Add weapon request for this
2654 if (!zoomstate_set) {
2655 bool wep_zoomed = false;
2656 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2658 .entity weaponentity = weaponentities[slot];
2659 Weapon thiswep = this.(weaponentity).m_weapon;
2660 if(thiswep != WEP_Null && thiswep.wr_zoom)
2661 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2663 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2666 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2668 CS(this).teamkill_soundtime = 0;
2670 entity e = CS(this).teamkill_soundsource;
2671 entity oldpusher = e.pusher;
2673 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2674 e.pusher = oldpusher;
2677 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2678 CS(this).taunt_soundtime = 0;
2679 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2682 target_voicescript_next(this);
2684 // WEAPONTODO: Move into weaponsystem somehow
2685 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2686 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2688 .entity weaponentity = weaponentities[slot];
2689 if(this.(weaponentity).m_weapon == WEP_Null)
2690 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2694 void DrownPlayer(entity this)
2696 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2697 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2699 this.air_finished = 0;
2703 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2705 if(this.air_finished && this.air_finished < time)
2706 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2707 this.air_finished = 0;
2711 if (!this.air_finished)
2712 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2713 if (this.air_finished < time)
2715 if (this.pain_finished < time)
2717 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');
2718 this.pain_finished = time + 0.5;
2724 .bool move_qcphysics;
2726 void Player_Physics(entity this)
2728 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2730 if(!this.move_qcphysics)
2733 if(!frametime && !CS(this).pm_frametime)
2736 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2738 CS(this).pm_frametime = 0;
2745 Called every frame for each client after the physics are run
2748 void PlayerPostThink (entity this)
2750 Player_Physics(this);
2753 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2754 if (IS_REAL_CLIENT(this))
2755 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2757 int totalClients = 0;
2758 if(sv_maxidle_slots > 0)
2760 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2766 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2767 { /* do nothing */ }
2768 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2770 if (CS(this).idlekick_lasttimeleft)
2772 CS(this).idlekick_lasttimeleft = 0;
2773 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2778 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2779 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2780 if (!CS(this).idlekick_lasttimeleft)
2781 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2783 if (timeleft <= 0) {
2784 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2788 else if (timeleft <= 10) {
2789 if (timeleft != CS(this).idlekick_lasttimeleft) {
2790 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2792 CS(this).idlekick_lasttimeleft = timeleft;
2801 this.solid = SOLID_NOT;
2802 this.takedamage = DAMAGE_NO;
2803 set_movetype(this, MOVETYPE_NONE);
2804 CS(this).teamkill_complain = 0;
2805 CS(this).teamkill_soundtime = 0;
2806 CS(this).teamkill_soundsource = NULL;
2809 if (IS_PLAYER(this)) {
2810 if(this.death_time == time && IS_DEAD(this))
2812 // player's bbox gets resized now, instead of in the damage event that killed the player,
2813 // once all the damage events of this frame have been processed with normal size
2815 setsize(this, this.mins, this.maxs);
2818 UpdateChatBubble(this);
2819 if (CS(this).impulse) ImpulseCommands(this);
2822 CSQCMODEL_AUTOUPDATE(this);
2825 GetPressedKeys(this);
2827 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2829 CS(this).pressedkeys = 0;
2830 STAT(PRESSED_KEYS, this) = 0;
2833 if (this.waypointsprite_attachedforcarrier) {
2834 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2835 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2838 CSQCMODEL_AUTOUPDATE(this);
2842 * message "": do not say, just test flood control
2848 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2850 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2851 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2854 msgin = formatmessage(source, msgin);
2857 if (!(IS_PLAYER(source) || source.caplayer))
2858 colorstr = "^0"; // black for spectators
2860 colorstr = Team_ColorCode(source.team);
2873 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2876 * using bprint solves this... me stupid
2877 // how can we prevent the message from appearing in a listen server?
2878 // for now, just give "say" back and only handle say_team
2881 clientcommand(source, strcat("say ", msgin));
2886 string namestr = "";
2888 namestr = playername(source, autocvar_g_chat_teamcolors);
2890 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2892 string msgstr = "", cmsgstr = "";
2893 string privatemsgprefix = string_null;
2894 int privatemsgprefixlen = 0;
2897 bool found_me = false;
2898 if(strstrofs(msgin, "/me", 0) >= 0)
2900 string newmsgin = "";
2901 string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2902 FOREACH_WORD(msgin, true,
2904 if(strdecolorize(it) == "/me")
2907 newmsgin = cons(newmsgin, newnamestr);
2910 newmsgin = cons(newmsgin, it);
2917 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2918 privatemsgprefixlen = strlen(msgstr);
2919 msgstr = strcat(msgstr, msgin);
2920 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2921 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2927 //msgin = strreplace("/me", "", msgin);
2928 //msgin = substring(msgin, 3, strlen(msgin));
2929 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2930 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2933 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2934 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2940 //msgin = strreplace("/me", "", msgin);
2941 //msgin = substring(msgin, 3, strlen(msgin));
2942 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2943 msgstr = strcat("\{1}^4* ^7", msgin);
2947 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2948 msgstr = strcat(msgstr, msgin);
2952 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2955 string fullmsgstr = msgstr;
2956 string fullcmsgstr = cmsgstr;
2960 var .float flood_field = floodcontrol_chat;
2961 if(floodcontrol && source)
2969 flood_spl = autocvar_g_chat_flood_spl_tell;
2970 flood_burst = autocvar_g_chat_flood_burst_tell;
2971 flood_lmax = autocvar_g_chat_flood_lmax_tell;
2972 flood_field = floodcontrol_chattell;
2976 flood_spl = autocvar_g_chat_flood_spl_team;
2977 flood_burst = autocvar_g_chat_flood_burst_team;
2978 flood_lmax = autocvar_g_chat_flood_lmax_team;
2979 flood_field = floodcontrol_chatteam;
2983 flood_spl = autocvar_g_chat_flood_spl;
2984 flood_burst = autocvar_g_chat_flood_burst;
2985 flood_lmax = autocvar_g_chat_flood_lmax;
2986 flood_field = floodcontrol_chat;
2988 flood_burst = max(0, flood_burst - 1);
2989 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2991 // do flood control for the default line size
2994 getWrappedLine_remaining = msgstr;
2997 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
2999 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
3002 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
3004 if(getWrappedLine_remaining != "")
3006 msgstr = strcat(msgstr, "\n");
3010 if (time >= source.(flood_field))
3012 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
3017 msgstr = fullmsgstr;
3022 if (time >= source.(flood_field))
3023 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
3028 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
3029 source.(flood_field) = flood = 0;
3032 string sourcemsgstr, sourcecmsgstr;
3033 if(flood == 2) // cannot happen for empty msgstr
3035 if(autocvar_g_chat_flood_notify_flooder)
3037 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
3042 sourcemsgstr = fullmsgstr;
3043 sourcecmsgstr = fullcmsgstr;
3049 sourcemsgstr = msgstr;
3050 sourcecmsgstr = cmsgstr;
3053 if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
3056 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
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))
3091 if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
3092 ret = -1; // just hide the message completely
3095 MUTATOR_CALLHOOK(ChatMessage, source, ret);
3096 ret = M_ARGV(1, int);
3098 string event_log_msg = "";
3100 if(sourcemsgstr != "" && ret != 0)
3102 if(ret < 0) // faked message, because the player is muted
3104 sprint(source, sourcemsgstr);
3105 if(sourcecmsgstr != "" && !privatesay)
3106 centerprint(source, sourcecmsgstr);
3108 else if(privatesay) // private message, between 2 people only
3110 sprint(source, sourcemsgstr);
3111 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
3112 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
3114 sprint(privatesay, msgstr);
3116 centerprint(privatesay, cmsgstr);
3119 else if ( teamsay && CS(source).active_minigame )
3121 sprint(source, sourcemsgstr);
3122 dedicated_print(msgstr); // send to server console too
3123 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3126 event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
3129 else if(teamsay > 0) // team message, only sent to team mates
3131 sprint(source, sourcemsgstr);
3132 dedicated_print(msgstr); // send to server console too
3133 if(sourcecmsgstr != "")
3134 centerprint(source, sourcecmsgstr);
3135 FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3138 centerprint(it, cmsgstr);
3140 event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3142 else if(teamsay < 0) // spectator message, only sent to spectators
3144 sprint(source, sourcemsgstr);
3145 dedicated_print(msgstr); // send to server console too
3146 FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3149 event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3154 sprint(source, sourcemsgstr);
3155 dedicated_print(msgstr); // send to server console too
3156 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3158 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3161 event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3165 if (autocvar_sv_eventlog && (event_log_msg != "")) {
3166 GameLogEcho(event_log_msg);
3172 // hack to copy the button fields from the client entity to the Client State
3173 void PM_UpdateButtons(entity this, entity store)
3176 store.impulse = this.impulse;
3179 bool typing = this.buttonchat || this.button12;
3181 store.button0 = (typing) ? 0 : this.button0;
3183 store.button2 = (typing) ? 0 : this.button2;
3184 store.button3 = (typing) ? 0 : this.button3;
3185 store.button4 = this.button4;
3186 store.button5 = (typing) ? 0 : this.button5;
3187 store.button6 = this.button6;
3188 store.button7 = this.button7;
3189 store.button8 = this.button8;
3190 store.button9 = this.button9;
3191 store.button10 = this.button10;
3192 store.button11 = this.button11;
3193 store.button12 = this.button12;
3194 store.button13 = this.button13;
3195 store.button14 = this.button14;
3196 store.button15 = this.button15;
3197 store.button16 = this.button16;
3198 store.buttonuse = this.buttonuse;
3199 store.buttonchat = this.buttonchat;
3201 store.cursor_active = this.cursor_active;
3202 store.cursor_screen = this.cursor_screen;
3203 store.cursor_trace_start = this.cursor_trace_start;
3204 store.cursor_trace_endpos = this.cursor_trace_endpos;
3205 store.cursor_trace_ent = this.cursor_trace_ent;
3207 store.ping = this.ping;
3208 store.ping_packetloss = this.ping_packetloss;
3209 store.ping_movementloss = this.ping_movementloss;
3211 store.v_angle = this.v_angle;
3212 store.movement = this.movement;
3215 NET_HANDLE(fpsreport, bool)
3217 int fps = ReadShort();
3218 PlayerScore_Set(sender, SP_FPS, fps);