3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/qc/globalsound.qh>
7 #include <common/ent_cs.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/lms/sv_lms.qh>
10 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
11 #include <common/items/_mod.qh>
12 #include <common/items/inventory.qh>
13 #include <common/mapobjects/func/conveyor.qh>
14 #include <common/mapobjects/func/ladder.qh>
15 #include <common/mapobjects/subs.qh>
16 #include <common/mapobjects/target/spawnpoint.qh>
17 #include <common/mapobjects/teleporters.qh>
18 #include <common/mapobjects/trigger/counter.qh>
19 #include <common/mapobjects/trigger/secret.qh>
20 #include <common/mapobjects/trigger/swamp.qh>
21 #include <common/mapobjects/triggers.qh>
22 #include <common/minigames/sv_minigames.qh>
23 #include <common/monsters/sv_monsters.qh>
24 #include <common/mutators/mutator/instagib/sv_instagib.qh>
25 #include <common/mutators/mutator/nades/nades.qh>
26 #include <common/mutators/mutator/overkill/oknex.qh>
27 #include <common/mutators/mutator/status_effects/_mod.qh>
28 #include <common/mutators/mutator/waypoints/all.qh>
29 #include <common/net_linked.qh>
30 #include <common/net_notice.qh>
31 #include <common/notifications/all.qh>
32 #include <common/physics/player.qh>
33 #include <common/playerstats.qh>
34 #include <common/state.qh>
35 #include <common/stats.qh>
36 #include <common/vehicles/all.qh>
37 #include <common/vehicles/sv_vehicles.qh>
38 #include <common/viewloc.qh>
39 #include <common/weapons/_all.qh>
40 #include <common/weapons/weapon/vortex.qh>
41 #include <common/wepent.qh>
42 #include <lib/csqcmodel/sv_model.qh>
43 #include <lib/warpzone/common.qh>
44 #include <lib/warpzone/server.qh>
45 #include <server/anticheat.qh>
46 #include <server/antilag.qh>
47 #include <server/bot/api.qh>
48 #include <server/bot/default/cvars.qh>
49 #include <server/campaign.qh>
50 #include <server/chat.qh>
51 #include <server/cheats.qh>
52 #include <server/clientkill.qh>
53 #include <server/command/common.qh>
54 #include <server/command/common.qh>
55 #include <server/command/vote.qh>
56 #include <server/compat/quake3.qh>
57 #include <server/damage.qh>
58 #include <server/gamelog.qh>
59 #include <server/handicap.qh>
60 #include <server/hook.qh>
61 #include <server/impulse.qh>
62 #include <server/intermission.qh>
63 #include <server/ipban.qh>
64 #include <server/main.qh>
65 #include <server/mutators/_mod.qh>
66 #include <server/player.qh>
67 #include <server/portals.qh>
68 #include <server/race.qh>
69 #include <server/resources.qh>
70 #include <server/scores.qh>
71 #include <server/scores_rules.qh>
72 #include <server/spawnpoints.qh>
73 #include <server/teamplay.qh>
74 #include <server/weapons/accuracy.qh>
75 #include <server/weapons/common.qh>
76 #include <server/weapons/hitplot.qh>
77 #include <server/weapons/selection.qh>
78 #include <server/weapons/tracing.qh>
79 #include <server/weapons/weaponsystem.qh>
80 #include <server/world.qh>
82 STATIC_METHOD(Client, Add, void(Client this, int _team))
85 TRANSMUTE(Player, this);
88 PutClientInServer(this);
91 STATIC_METHOD(Client, Remove, void(Client this))
93 TRANSMUTE(Observer, this);
94 PutClientInServer(this);
95 ClientDisconnect(this);
98 void send_CSQC_teamnagger() {
99 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
102 int CountSpectators(entity player, entity to)
104 if(!player) { return 0; } // not sure how, but best to be safe
108 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
116 void WriteSpectators(entity player, entity to)
118 if(!player) { return; } // not sure how, but best to be safe
121 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
123 if(spec_count >= MAX_SPECTATORS)
125 WriteByte(MSG_ENTITY, num_for_edict(it));
130 bool ClientData_Send(entity this, entity to, int sf)
132 assert(to == this.owner, return false);
135 if (IS_SPEC(e)) e = e.enemy;
138 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
139 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
140 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
141 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
143 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
144 WriteByte(MSG_ENTITY, sf);
147 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
151 float specs = CountSpectators(e, to);
152 WriteByte(MSG_ENTITY, specs);
153 WriteSpectators(e, to);
159 void ClientData_Attach(entity this)
161 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
162 CS(this).clientdata.drawonlytoclient = this;
163 CS(this).clientdata.owner = this;
166 void ClientData_Detach(entity this)
168 delete(CS(this).clientdata);
169 CS(this).clientdata = NULL;
172 void ClientData_Touch(entity e)
174 entity cd = CS(e).clientdata;
175 if (cd) { cd.SendFlags = 1; }
177 // make it spectatable
178 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
180 entity cd = CS(it).clientdata;
181 if (cd) { cd.SendFlags = 1; }
190 Checks if the argument string can be a valid playermodel.
191 Returns a valid one in doubt.
194 string FallbackPlayerModel;
195 string CheckPlayerModel(string plyermodel) {
196 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
198 // note: we cannot summon Don Strunzone here, some player may
199 // still have the model string set. In case anyone manages how
200 // to change a cvar default, we'll have a small leak here.
201 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
203 // only in right path
204 if(substring(plyermodel, 0, 14) != "models/player/")
205 return FallbackPlayerModel;
206 // only good file extensions
207 if(substring(plyermodel, -4, 4) != ".iqm"
208 && substring(plyermodel, -4, 4) != ".zym"
209 && substring(plyermodel, -4, 4) != ".dpm"
210 && substring(plyermodel, -4, 4) != ".md3"
211 && substring(plyermodel, -4, 4) != ".psk")
213 return FallbackPlayerModel;
215 // forbid the LOD models
216 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
217 return FallbackPlayerModel;
218 if(plyermodel != strtolower(plyermodel))
219 return FallbackPlayerModel;
220 // also, restrict to server models
221 if(autocvar_sv_servermodelsonly)
223 if(!fexists(plyermodel))
224 return FallbackPlayerModel;
229 void setplayermodel(entity e, string modelname)
231 precache_model(modelname);
232 _setmodel(e, modelname);
233 player_setupanimsformodel(e);
234 if(!autocvar_g_debug_globalsounds)
235 UpdatePlayerSounds(e);
238 /** putting a client as observer in the server */
239 void PutObserverInServer(entity this)
241 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
242 PlayerState_detach(this);
246 if(GetResource(this, RES_HEALTH) >= 1)
249 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
252 // was a player, recount votes and ready status
253 if(IS_REAL_CLIENT(this))
255 if (vote_called) { VoteCount(false); }
258 entcs_update_players(this);
261 entity spot = SelectSpawnPoint(this, true);
262 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
263 this.angles = vec2(spot.angles);
264 this.fixangle = true;
265 // offset it so that the spectator spawns higher off the ground, looks better this way
266 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
267 if (IS_REAL_CLIENT(this))
270 WriteByte(MSG_ONE, SVC_SETVIEW);
271 WriteEntity(MSG_ONE, this);
273 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
274 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
275 if(!autocvar_g_debug_globalsounds)
277 // needed for player sounds
279 FixPlayermodel(this);
281 setmodel(this, MDL_Null);
282 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
283 this.view_ofs = '0 0 0';
285 RemoveGrapplingHooks(this);
286 Portal_ClearAll(this);
287 Unfreeze(this, false);
288 SetSpectatee(this, NULL);
293 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
297 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
299 WaypointSprite_PlayerDead(this);
301 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
302 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
304 accuracy_resend(this);
306 CS(this).spectatortime = time;
308 IL_REMOVE(g_bot_targets, this);
309 this.bot_attack = false;
310 if(this.monster_attack)
311 IL_REMOVE(g_monster_targets, this);
312 this.monster_attack = false;
313 STAT(HUD, this) = HUD_NORMAL;
314 TRANSMUTE(Observer, this);
315 this.iscreature = false;
316 this.teleportable = TELEPORT_SIMPLE;
317 if(this.damagedbycontents)
318 IL_REMOVE(g_damagedbycontents, this);
319 this.damagedbycontents = false;
320 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
321 SetSpectatee_status(this, etof(this));
322 this.takedamage = DAMAGE_NO;
323 this.solid = SOLID_NOT;
324 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
325 this.flags = FL_CLIENT | FL_NOTARGET;
327 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
328 this.pauserotarmor_finished = 0;
329 this.pauserothealth_finished = 0;
330 this.pauseregen_finished = 0;
331 this.damageforcescale = 0;
333 this.respawn_flags = 0;
334 this.respawn_time = 0;
335 STAT(RESPAWN_TIME, this) = 0;
339 this.pain_finished = 0;
340 STAT(AIR_FINISHED, this) = 0;
341 //this.dphitcontentsmask = 0;
342 this.dphitcontentsmask = DPCONTENTS_SOLID;
343 if (autocvar_g_playerclip_collisions)
344 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
347 setthink(this, func_null);
349 this.deadflag = DEAD_NO;
351 STAT(REVIVE_PROGRESS, this) = 0;
352 this.revival_time = 0;
353 this.draggable = drag_undraggable;
356 STAT(WEAPONS, this) = '0 0 0';
357 this.drawonlytoclient = this;
361 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
363 this.weaponmodel = "";
364 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
366 this.weaponentities[slot] = NULL;
368 this.exteriorweaponentity = NULL;
369 CS(this).killcount = FRAGS_SPECTATOR;
370 this.velocity = '0 0 0';
371 this.avelocity = '0 0 0';
372 this.punchangle = '0 0 0';
373 this.punchvector = '0 0 0';
374 this.oldvelocity = this.velocity;
375 this.event_damage = func_null;
376 this.event_heal = func_null;
378 for(int slot = 0; slot < MAX_AXH; ++slot)
380 entity axh = this.(AuxiliaryXhair[slot]);
381 this.(AuxiliaryXhair[slot]) = NULL;
383 if(axh.owner == this && axh != NULL && !wasfreed(axh))
387 if (mutator_returnvalue)
389 // mutator prevents resetting teams+score
393 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
394 this.frags = FRAGS_SPECTATOR;
397 bot_relinkplayerlist();
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 if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
595 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
597 this.items = start_items;
599 float shieldtime = time + autocvar_g_spawnshieldtime;
601 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
602 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
603 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
604 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
605 if (!sv_ready_restart_after_countdown && time < game_starttime)
607 float f = game_starttime - time;
609 this.pauserotarmor_finished += f;
610 this.pauserothealth_finished += f;
611 this.pauseregen_finished += f;
614 StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
616 this.damageforcescale = autocvar_g_player_damageforcescale;
618 this.respawn_flags = 0;
619 this.respawn_time = 0;
620 STAT(RESPAWN_TIME, this) = 0;
621 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
623 this.pain_finished = 0;
625 setthink(this, func_null); // players have no think function
628 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
630 this.deadflag = DEAD_NO;
632 this.angles = spot.angles;
633 this.angles_z = 0; // never spawn tilted even if the spot says to
634 if (IS_BOT_CLIENT(this))
636 this.v_angle = this.angles;
639 this.fixangle = true; // turn this way immediately
640 this.oldvelocity = this.velocity = '0 0 0';
641 this.avelocity = '0 0 0';
642 this.punchangle = '0 0 0';
643 this.punchvector = '0 0 0';
645 STAT(REVIVE_PROGRESS, this) = 0;
646 this.revival_time = 0;
648 STAT(AIR_FINISHED, this) = 0;
649 this.waterlevel = WATERLEVEL_NONE;
650 this.watertype = CONTENT_EMPTY;
652 entity spawnevent = new_pure(spawnevent);
653 spawnevent.owner = this;
654 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
656 // Cut off any still running player sounds.
657 stopsound(this, CH_PLAYER_SINGLE);
660 FixPlayermodel(this);
661 this.drawonlytoclient = NULL;
665 for(int slot = 0; slot < MAX_AXH; ++slot)
667 entity axh = this.(AuxiliaryXhair[slot]);
668 this.(AuxiliaryXhair[slot]) = NULL;
670 if(axh.owner == this && axh != NULL && !wasfreed(axh))
674 this.spawnpoint_targ = NULL;
677 this.view_ofs = STAT(PL_VIEW_OFS, this);
678 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
679 this.spawnorigin = spot.origin;
680 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
681 // don't reset back to last position, even if new position is stuck in solid
682 this.oldorigin = this.origin;
684 IL_REMOVE(g_conveyed, this);
685 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
687 IL_REMOVE(g_swamped, this);
688 this.swampslug = NULL;
689 this.swamp_interval = 0;
690 if(this.ladder_entity)
691 IL_REMOVE(g_ladderents, this);
692 this.ladder_entity = NULL;
693 IL_EACH(g_counters, it.realowner == this,
697 STAT(HUD, this) = HUD_NORMAL;
699 this.event_damage = PlayerDamage;
700 this.event_heal = PlayerHeal;
702 this.draggable = func_null;
705 IL_PUSH(g_bot_targets, this);
706 this.bot_attack = true;
707 if(!this.monster_attack)
708 IL_PUSH(g_monster_targets, this);
709 this.monster_attack = true;
710 navigation_dynamicgoal_init(this, false);
712 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
714 // player was spectator
715 if (CS(this).killcount == FRAGS_SPECTATOR) {
716 PlayerScore_Clear(this);
717 CS(this).killcount = 0;
718 CS(this).startplaytime = time;
721 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
723 .entity weaponentity = weaponentities[slot];
724 CL_SpawnWeaponentity(this, weaponentity);
726 this.alpha = default_player_alpha;
727 this.colormod = '1 1 1' * autocvar_g_player_brightness;
728 this.exteriorweaponentity.alpha = default_weapon_alpha;
730 this.speedrunning = false;
732 this.counter_cnt = 0;
733 this.fragsfilter_cnt = 0;
735 target_voicescript_clear(this);
737 // reset fields the weapons may use
738 FOREACH(Weapons, true, {
739 it.wr_resetplayer(it, this);
740 // reload all reloadable weapons
741 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
742 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
744 .entity weaponentity = weaponentities[slot];
745 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
750 Unfreeze(this, false);
752 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
755 string s = spot.target;
756 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
757 spot.target = string_null;
758 SUB_UseTargets(spot, this, NULL);
759 if(g_assault || g_race)
763 if (autocvar_spawn_debug)
765 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
766 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
769 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
771 .entity weaponentity = weaponentities[slot];
772 entity w_ent = this.(weaponentity);
773 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
774 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
776 w_ent.m_switchweapon = WEP_Null;
777 w_ent.m_weapon = WEP_Null;
778 w_ent.weaponname = "";
779 w_ent.m_switchingweapon = WEP_Null;
783 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
785 if (CS(this).impulse) ImpulseCommands(this);
787 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
788 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
790 .entity weaponentity = weaponentities[slot];
791 W_WeaponFrame(this, weaponentity);
794 if (!warmup_stage && !this.alivetime)
795 this.alivetime = time;
797 antilag_clear(this, CS(this));
800 /** Called when a client spawns in the server */
801 void PutClientInServer(entity this)
803 if (IS_BOT_CLIENT(this)) {
804 TRANSMUTE(Player, this);
805 } else if (IS_REAL_CLIENT(this)) {
807 WriteByte(MSG_ONE, SVC_SETVIEW);
808 WriteEntity(MSG_ONE, this);
811 TRANSMUTE(Observer, this);
813 SetSpectatee(this, NULL);
817 PS(this).itemkeys = 0;
819 MUTATOR_CALLHOOK(PutClientInServer, this);
821 if (IS_OBSERVER(this)) {
822 PutObserverInServer(this);
823 } else if (IS_PLAYER(this)) {
824 PutPlayerInServer(this);
827 bot_relinkplayerlist();
830 // TODO do we need all these fields, or should we stop autodetecting runtime
831 // changes and just have a console command to update this?
832 bool ClientInit_SendEntity(entity this, entity to, int sf)
834 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
837 // MSG_INIT replacement
838 // TODO: make easier to use
840 W_PROP_reload(MSG_ONE, to);
841 ClientInit_misc(this);
842 MUTATOR_CALLHOOK(Ent_Init);
844 void ClientInit_misc(entity this)
846 int channel = MSG_ONE;
847 WriteHeader(channel, ENT_CLIENT_INIT);
848 WriteByte(channel, g_nexball_meter_period * 32);
849 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
850 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
851 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
852 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
853 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
854 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
855 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
856 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
858 if(autocvar_sv_foginterval && world.fog != "")
859 WriteString(channel, world.fog);
861 WriteString(channel, "");
862 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
863 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
864 WriteByte(channel, serverflags);
865 WriteCoord(channel, autocvar_g_trueaim_minrange);
868 void ClientInit_CheckUpdate(entity this)
870 this.nextthink = time;
871 if(this.count != autocvar_g_balance_armor_blockpercent)
873 this.count = autocvar_g_balance_armor_blockpercent;
876 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
878 this.cnt = autocvar_g_balance_damagepush_speedfactor;
883 void ClientInit_Spawn()
885 entity e = new_pure(clientinit);
886 setthink(e, ClientInit_CheckUpdate);
887 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
889 ClientInit_CheckUpdate(e);
899 // initialize parms for a new player
900 parm1 = -(86400 * 366);
902 MUTATOR_CALLHOOK(SetNewParms);
910 void SetChangeParms (entity this)
912 // save parms for level change
913 parm1 = CS(this).parm_idlesince - time;
915 MUTATOR_CALLHOOK(SetChangeParms);
923 void DecodeLevelParms(entity this)
926 CS(this).parm_idlesince = parm1;
927 if (CS(this).parm_idlesince == -(86400 * 366))
928 CS(this).parm_idlesince = time;
930 // whatever happens, allow 60 seconds of idling directly after connect for map loading
931 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
933 MUTATOR_CALLHOOK(DecodeLevelParms);
936 void FixClientCvars(entity e)
938 // send prediction settings to the client
939 stuffcmd(e, "\nin_bindmap 0 0\n");
940 if(autocvar_g_antilag == 3) // client side hitscan
941 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
942 if(autocvar_sv_gentle)
943 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
945 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
946 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
948 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
950 MUTATOR_CALLHOOK(FixClientCvars, e);
953 bool findinlist_abbrev(string tofind, string list)
955 if(list == "" || tofind == "")
956 return false; // empty list or search, just return
958 // this function allows abbreviated strings!
959 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
967 bool PlayerInIPList(entity p, string iplist)
969 // some safety checks (never allow local?)
970 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
973 return findinlist_abbrev(p.netaddress, iplist);
976 bool PlayerInIDList(entity p, string idlist)
978 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
982 return findinlist_abbrev(p.crypto_idfp, idlist);
985 bool PlayerInList(entity player, string list)
987 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
990 #ifdef DP_EXT_PRECONNECT
995 Called once (not at each match start) when a client begins a connection to the server
998 void ClientPreConnect(entity this)
1000 if(autocvar_sv_eventlog)
1002 GameLogEcho(sprintf(":connect:%d:%d:%s",
1005 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1011 string GetClientVersionMessage(entity this)
1013 if (CS(this).version_mismatch) {
1014 if(CS(this).version < autocvar_gameversion) {
1015 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1016 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1018 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1019 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1022 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1026 string getwelcomemessage(entity this)
1028 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1029 string modifications = M_ARGV(0, string);
1033 if(g_weaponarena_random)
1034 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1036 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1038 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1039 modifications = strcat(modifications, ", No start weapons");
1040 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1041 modifications = strcat(modifications, ", Low gravity");
1042 if(g_weapon_stay && !g_cts)
1043 modifications = strcat(modifications, ", Weapons stay");
1044 if(autocvar_g_jetpack)
1045 modifications = strcat(modifications, ", Jet pack");
1046 modifications = substring(modifications, 2, strlen(modifications) - 2);
1048 string versionmessage = GetClientVersionMessage(this);
1049 string s = strcat(versionmessage, "^8\n^8\nserver is ^9", autocvar_hostname, "^8\n");
1051 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1053 if(modifications != "")
1054 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1056 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1058 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1059 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1062 if (cache_mutatormsg != "") {
1063 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1066 string mutator_msg = "";
1067 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1068 mutator_msg = M_ARGV(0, string);
1070 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1072 string motd = autocvar_sv_motd;
1074 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1083 Called when a client connects to the server
1086 void ClientConnect(entity this)
1088 if (Ban_MaybeEnforceBanOnce(this)) return;
1089 assert(!IS_CLIENT(this), return);
1090 this.flags |= FL_CLIENT;
1091 assert(player_count >= 0, player_count = 0);
1093 TRANSMUTE(Client, this);
1094 CS(this).version_nagtime = time + 10 + random() * 10;
1096 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1098 bot_clientconnect(this);
1100 Player_DetermineForcedTeam(this);
1102 TRANSMUTE(Observer, this);
1104 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1106 // always track bots, don't ask for cl_allow_uidtracking
1107 if (IS_BOT_CLIENT(this))
1108 PlayerStats_GameReport_AddPlayer(this);
1110 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1112 if (autocvar_sv_eventlog)
1113 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1115 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1117 stuffcmd(this, clientstuff, "\n");
1118 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1120 FixClientCvars(this);
1122 // get version info from player
1123 stuffcmd(this, "cmd clientversion $gameversion\n");
1125 // notify about available teams
1128 entity balance = TeamBalance_CheckAllowedTeams(this);
1129 int t = TeamBalance_GetAllowedTeams(balance);
1130 TeamBalance_Destroy(balance);
1131 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1135 stuffcmd(this, "set _teams_available 0\n");
1138 bot_relinkplayerlist();
1140 CS(this).spectatortime = time;
1141 if (blockSpectators)
1143 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1146 CS(this).jointime = time;
1148 if (IS_REAL_CLIENT(this))
1150 if (g_weaponarena_weapons == WEPSET(TUBA))
1151 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1154 if (!autocvar_sv_foginterval && world.fog != "")
1155 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1157 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1158 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1159 send_CSQC_teamnagger();
1161 CSQCMODEL_AUTOINIT(this);
1163 CS(this).model_randomizer = random();
1165 if (IS_REAL_CLIENT(this))
1166 sv_notice_join(this);
1168 this.move_qcphysics = autocvar_sv_qcphysics;
1170 // update physics stats (players can spawn before physics runs)
1171 Physics_UpdateStats(this);
1173 IL_EACH(g_initforplayer, it.init_for_player, {
1174 it.init_for_player(it, this);
1177 Handicap_Initialize(this);
1179 MUTATOR_CALLHOOK(ClientConnect, this);
1181 if (IS_REAL_CLIENT(this))
1183 if (!autocvar_g_campaign && !IS_PLAYER(this))
1185 CS(this).motd_actived_time = -1;
1186 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1194 Called when a client disconnects from the server
1197 .entity chatbubbleentity;
1198 void player_powerups_remove_all(entity this);
1200 void ClientDisconnect(entity this)
1202 assert(IS_CLIENT(this), return);
1204 PlayerStats_GameReport_FinalizePlayer(this);
1205 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1206 if (CS(this).active_minigame) part_minigame(this);
1207 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1209 if (autocvar_sv_eventlog)
1210 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1212 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1215 SetSpectatee(this, NULL);
1217 MUTATOR_CALLHOOK(ClientDisconnect, this);
1219 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1220 strfree(CS_CVAR(this).weaponorder_byimpulse);
1221 ClientState_detach(this);
1223 Portal_ClearAll(this);
1225 Unfreeze(this, false);
1227 RemoveGrapplingHooks(this);
1229 // Here, everything has been done that requires this player to be a client.
1231 this.flags &= ~FL_CLIENT;
1233 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1234 if (this.killindicator) delete(this.killindicator);
1236 IL_EACH(g_counters, it.realowner == this,
1241 WaypointSprite_PlayerGone(this);
1243 bot_relinkplayerlist();
1245 strfree(this.clientstatus);
1246 if (this.personal) delete(this.personal);
1250 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1252 player_powerups_remove_all(this); // stop powerup sound
1257 void ChatBubbleThink(entity this)
1259 this.nextthink = time;
1260 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1262 if(this.owner) // but why can that ever be NULL?
1263 this.owner.chatbubbleentity = NULL;
1270 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1272 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1273 this.mdl = "models/sprites/minigame_busy.iqm";
1274 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1275 this.mdl = "models/misc/chatbubble.spr";
1278 if ( this.model != this.mdl )
1279 _setmodel(this, this.mdl);
1283 void UpdateChatBubble(entity this)
1287 // spawn a chatbubble entity if needed
1288 if (!this.chatbubbleentity)
1290 this.chatbubbleentity = new(chatbubbleentity);
1291 this.chatbubbleentity.owner = this;
1292 this.chatbubbleentity.exteriormodeltoclient = this;
1293 setthink(this.chatbubbleentity, ChatBubbleThink);
1294 this.chatbubbleentity.nextthink = time;
1295 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1296 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1297 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1298 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1299 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1300 //this.chatbubbleentity.model = "";
1301 this.chatbubbleentity.effects = EF_LOWPRECISION;
1305 void calculate_player_respawn_time(entity this)
1307 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1310 float gametype_setting_tmp;
1311 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1312 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1313 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1314 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1315 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1316 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1318 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1321 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1322 if(it.team == this.team)
1325 if (sdelay_small_count == 0)
1326 sdelay_small_count = 1;
1327 if (sdelay_large_count == 0)
1328 sdelay_large_count = 1;
1332 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1335 if (sdelay_small_count == 0)
1337 if (IS_INDEPENDENT_PLAYER(this))
1339 // Players play independently. No point in requiring enemies.
1340 sdelay_small_count = 1;
1344 // Players play AGAINST each other. Enemies required.
1345 sdelay_small_count = 2;
1348 if (sdelay_large_count == 0)
1350 if (IS_INDEPENDENT_PLAYER(this))
1352 // Players play independently. No point in requiring enemies.
1353 sdelay_large_count = 1;
1357 // Players play AGAINST each other. Enemies required.
1358 sdelay_large_count = 2;
1365 if (pcount <= sdelay_small_count)
1366 sdelay = sdelay_small;
1367 else if (pcount >= sdelay_large_count)
1368 sdelay = sdelay_large;
1369 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1370 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1373 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1375 this.respawn_time = time + sdelay;
1377 if(sdelay < sdelay_max)
1378 this.respawn_time_max = time + sdelay_max;
1380 this.respawn_time_max = this.respawn_time;
1382 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1383 this.respawn_countdown = 10; // first number to count down from is 10
1385 this.respawn_countdown = -1; // do not count down
1387 if(autocvar_g_forced_respawn)
1388 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1391 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1392 // added to the model skins
1393 /*void UpdateColorModHack()
1396 c = this.clientcolors & 15;
1397 // LordHavoc: only bothering to support white, green, red, yellow, blue
1398 if (!teamplay) this.colormod = '0 0 0';
1399 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1400 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1401 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1402 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1403 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1404 else this.colormod = '1 1 1';
1407 void respawn(entity this)
1409 bool damagedbycontents_prev = this.damagedbycontents;
1412 if(autocvar_g_respawn_ghosts)
1414 this.solid = SOLID_NOT;
1415 this.takedamage = DAMAGE_NO;
1416 this.damagedbycontents = false;
1417 set_movetype(this, MOVETYPE_FLY);
1418 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1419 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1420 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1421 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1422 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1423 if(autocvar_g_respawn_ghosts_time > 0)
1424 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1427 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1431 this.damagedbycontents = damagedbycontents_prev;
1433 this.effects |= EF_NODRAW; // prevent another CopyBody
1434 PutClientInServer(this);
1437 void play_countdown(entity this, float finished, Sound samp)
1440 if(IS_REAL_CLIENT(this))
1441 if(floor(finished - time - frametime) != floor(finished - time))
1442 if(finished - time < 6)
1443 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1446 void player_powerups_remove_all(entity this)
1448 if (this.items & IT_SUPERWEAPON)
1450 // don't play the poweroff sound when the game restarts or the player disconnects
1451 if (time > game_starttime + 1 && IS_CLIENT(this))
1452 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1453 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1454 this.items -= (this.items & IT_SUPERWEAPON);
1458 void player_powerups(entity this)
1460 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1461 this.modelflags |= MF_ROCKET;
1463 this.modelflags &= ~MF_ROCKET;
1465 this.effects &= ~EF_NODEPTHTEST;
1468 player_powerups_remove_all(this);
1470 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1473 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1474 int items_prev = this.items;
1476 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1478 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1479 if (this.items & IT_SUPERWEAPON)
1481 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1483 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1484 this.items = this.items - (this.items & IT_SUPERWEAPON);
1485 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1486 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1488 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1490 // don't let them run out
1494 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1495 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1497 this.items = this.items - (this.items & IT_SUPERWEAPON);
1498 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1499 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1500 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1504 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1506 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1508 this.items = this.items | IT_SUPERWEAPON;
1509 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1512 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1513 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1518 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1519 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1520 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1523 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1525 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1529 if(autocvar_g_nodepthtestplayers)
1530 this.effects = this.effects | EF_NODEPTHTEST;
1532 if(autocvar_g_fullbrightplayers)
1533 this.effects = this.effects | EF_FULLBRIGHT;
1535 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1538 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1540 if(current > stable)
1542 else if(current > stable - 0.25) // when close enough, "snap"
1545 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1548 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1550 if(current < stable)
1552 else if(current < stable + 0.25) // when close enough, "snap"
1555 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1558 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)
1560 float old = GetResource(this, res);
1561 float current = old;
1562 if(current > rotstable)
1564 if(rotframetime > 0)
1566 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1567 current = max(rotstable, current - rotlinear * rotframetime);
1570 else if(current < regenstable)
1572 if(regenframetime > 0)
1574 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1575 current = min(regenstable, current + regenlinear * regenframetime);
1579 float limit = GetResourceLimit(this, res) * limit_mod;
1584 SetResource(this, res, current);
1587 void player_regen(entity this)
1589 float max_mod, regen_mod, rot_mod, limit_mod;
1590 max_mod = regen_mod = rot_mod = limit_mod = 1;
1592 float regen_health = autocvar_g_balance_health_regen;
1593 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1594 float regen_health_rot = autocvar_g_balance_health_rot;
1595 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1596 float regen_health_stable = autocvar_g_balance_health_regenstable;
1597 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1598 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1599 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1600 max_mod = M_ARGV(1, float);
1601 regen_mod = M_ARGV(2, float);
1602 rot_mod = M_ARGV(3, float);
1603 limit_mod = M_ARGV(4, float);
1604 regen_health = M_ARGV(5, float);
1605 regen_health_linear = M_ARGV(6, float);
1606 regen_health_rot = M_ARGV(7, float);
1607 regen_health_rotlinear = M_ARGV(8, float);
1608 regen_health_stable = M_ARGV(9, float);
1609 regen_health_rotstable = M_ARGV(10, float);
1611 if(!mutator_returnvalue)
1612 if(!STAT(FROZEN, this))
1614 float maxa = autocvar_g_balance_armor_rotstable;
1615 float mina = autocvar_g_balance_armor_regenstable;
1617 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1618 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1619 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1621 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1622 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1623 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1626 // if player rotted to death... die!
1627 // check this outside above checks, as player may still be able to rot to death
1628 if(GetResource(this, RES_HEALTH) < 1)
1631 vehicles_exit(this.vehicle, VHEF_RELEASE);
1632 if(this.event_damage)
1633 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1636 if (!(this.items & IT_UNLIMITED_AMMO))
1638 float maxf = autocvar_g_balance_fuel_rotstable;
1639 float minf = autocvar_g_balance_fuel_regenstable;
1641 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1642 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1643 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1648 void SetZoomState(entity this, float newzoom)
1650 if(newzoom != CS(this).zoomstate)
1652 CS(this).zoomstate = newzoom;
1653 ClientData_Touch(this);
1655 zoomstate_set = true;
1658 void GetPressedKeys(entity this)
1660 MUTATOR_CALLHOOK(GetPressedKeys, this);
1663 CS(this).pressedkeys = 0;
1664 STAT(PRESSED_KEYS, this) = 0;
1668 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1669 int keys = STAT(PRESSED_KEYS, this);
1670 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1671 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1672 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1673 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1675 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1676 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
1677 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1678 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1679 CS(this).pressedkeys = keys; // store for other users
1681 STAT(PRESSED_KEYS, this) = keys;
1685 ======================
1686 spectate mode routines
1687 ======================
1690 void SpectateCopy(entity this, entity spectatee)
1692 TC(Client, this); TC(Client, spectatee);
1694 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1695 PS(this) = PS(spectatee);
1696 this.armortype = spectatee.armortype;
1697 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1698 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1699 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1700 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1701 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1702 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1703 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1704 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1705 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1706 CS(this).impulse = 0;
1707 this.disableclientprediction = 1; // no need to run prediction on a spectator
1708 this.items = spectatee.items;
1709 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1710 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1711 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1712 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1713 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1714 this.punchangle = spectatee.punchangle;
1715 this.view_ofs = spectatee.view_ofs;
1716 this.velocity = spectatee.velocity;
1717 this.dmg_take = spectatee.dmg_take;
1718 this.dmg_save = spectatee.dmg_save;
1719 this.dmg_inflictor = spectatee.dmg_inflictor;
1720 this.v_angle = spectatee.v_angle;
1721 this.angles = spectatee.v_angle;
1722 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1723 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1724 this.viewloc = spectatee.viewloc;
1725 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1726 this.fixangle = true;
1727 setorigin(this, spectatee.origin);
1728 setsize(this, spectatee.mins, spectatee.maxs);
1729 SetZoomState(this, CS(spectatee).zoomstate);
1731 anticheat_spectatecopy(this, spectatee);
1732 STAT(HUD, this) = STAT(HUD, spectatee);
1733 if(spectatee.vehicle)
1735 this.angles = spectatee.v_angle;
1737 //this.fixangle = false;
1738 //this.velocity = spectatee.vehicle.velocity;
1739 this.vehicle_health = spectatee.vehicle_health;
1740 this.vehicle_shield = spectatee.vehicle_shield;
1741 this.vehicle_energy = spectatee.vehicle_energy;
1742 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1743 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1744 this.vehicle_reload1 = spectatee.vehicle_reload1;
1745 this.vehicle_reload2 = spectatee.vehicle_reload2;
1747 //msg_entity = this;
1749 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1750 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1751 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1752 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1754 //WriteByte (MSG_ONE, SVC_SETVIEW);
1755 // WriteEntity(MSG_ONE, this);
1756 //makevectors(spectatee.v_angle);
1757 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1761 bool SpectateUpdate(entity this)
1766 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1768 SetSpectatee(this, NULL);
1772 SpectateCopy(this, this.enemy);
1777 bool SpectateSet(entity this)
1779 if(!IS_PLAYER(this.enemy))
1782 ClientData_Touch(this.enemy);
1785 WriteByte(MSG_ONE, SVC_SETVIEW);
1786 WriteEntity(MSG_ONE, this.enemy);
1787 set_movetype(this, MOVETYPE_NONE);
1788 accuracy_resend(this);
1790 if(!SpectateUpdate(this))
1791 PutObserverInServer(this);
1796 void SetSpectatee_status(entity this, int spectatee_num)
1798 int oldspectatee_status = CS(this).spectatee_status;
1799 CS(this).spectatee_status = spectatee_num;
1801 if (CS(this).spectatee_status != oldspectatee_status)
1803 if (STAT(PRESSED_KEYS, this))
1805 CS(this).pressedkeys = 0;
1806 STAT(PRESSED_KEYS, this) = 0;
1808 ClientData_Touch(this);
1809 if (g_race || g_cts) race_InitSpectator();
1813 void SetSpectatee(entity this, entity spectatee)
1815 if(IS_BOT_CLIENT(this))
1816 return; // bots abuse .enemy, this code is useless to them
1818 entity old_spectatee = this.enemy;
1820 this.enemy = spectatee;
1823 // these are required to fix the spectator bug with arc
1826 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1828 .entity weaponentity = weaponentities[slot];
1829 if(old_spectatee.(weaponentity).arc_beam)
1830 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1835 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1837 .entity weaponentity = weaponentities[slot];
1838 if(this.enemy.(weaponentity).arc_beam)
1839 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1844 SetSpectatee_status(this, etof(this.enemy));
1846 // needed to update spectator list
1847 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1850 bool Spectate(entity this, entity pl)
1852 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1854 pl = M_ARGV(1, entity);
1856 SetSpectatee(this, pl);
1857 return SpectateSet(this);
1860 bool SpectateNext(entity this)
1862 entity ent = find(this.enemy, classname, STR_PLAYER);
1864 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1865 ent = M_ARGV(1, entity);
1867 ent = find(ent, classname, STR_PLAYER);
1869 if(ent) { SetSpectatee(this, ent); }
1871 return SpectateSet(this);
1874 bool SpectatePrev(entity this)
1876 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1877 entity ent = findchain(classname, STR_PLAYER);
1878 if (!ent) // no player
1882 // skip players until current spectated player
1884 while(ent && ent != this.enemy)
1887 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1889 case MUT_SPECPREV_FOUND:
1890 ent = M_ARGV(1, entity);
1892 case MUT_SPECPREV_RETURN:
1894 case MUT_SPECPREV_CONTINUE:
1905 SetSpectatee(this, ent);
1906 return SpectateSet(this);
1911 ShowRespawnCountdown()
1913 Update a respawn countdown display.
1916 void ShowRespawnCountdown(entity this)
1919 if(!IS_DEAD(this)) // just respawned?
1923 number = ceil(this.respawn_time - time);
1926 if(number <= this.respawn_countdown)
1928 this.respawn_countdown = number - 1;
1929 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
1930 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1935 .bool team_selected;
1936 bool ShowTeamSelection(entity this)
1938 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1940 stuffcmd(this, "menu_showteamselect\n");
1943 void Join(entity this)
1945 TRANSMUTE(Player, this);
1947 if(!this.team_selected)
1948 if(autocvar_g_campaign || autocvar_g_balance_teams)
1949 TeamBalance_JoinBestTeam(this);
1951 if(autocvar_g_campaign)
1952 campaign_bots_may_start = true;
1954 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1956 PutClientInServer(this);
1959 if(teamplay && this.team != -1)
1963 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1964 this.team_selected = false;
1967 int GetPlayerLimit()
1970 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)
1971 int player_limit = autocvar_g_maxplayers;
1972 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1973 player_limit = M_ARGV(0, int);
1974 return player_limit;
1978 * Determines whether the player is allowed to join. This depends on cvar
1979 * g_maxplayers, if it isn't used this function always return true, otherwise
1980 * it checks whether the number of currently playing players exceeds g_maxplayers.
1981 * @return int number of free slots for players, 0 if none
1983 int nJoinAllowed(entity this, entity ignore)
1986 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1987 // so report 0 free slots if restricted
1989 if(autocvar_g_forced_team_otherwise == "spectate")
1991 if(autocvar_g_forced_team_otherwise == "spectator")
1995 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1996 return 0; // forced spectators can never join
1998 // TODO simplify this
1999 int totalClients = 0;
2000 int currentlyPlaying = 0;
2001 FOREACH_CLIENT(true, {
2004 if(IS_REAL_CLIENT(it))
2005 if(IS_PLAYER(it) || it.caplayer)
2009 int player_limit = GetPlayerLimit();
2013 free_slots = maxclients - totalClients;
2014 else if(player_limit > 0 && currentlyPlaying < player_limit)
2015 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2017 static float msg_time = 0;
2018 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2020 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2021 msg_time = time + 0.5;
2027 void PrintWelcomeMessage(entity this)
2029 if(CS(this).motd_actived_time == 0)
2031 if (autocvar_g_campaign) {
2032 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2033 CS(this).motd_actived_time = time;
2034 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2037 if (PHYS_INPUT_BUTTON_INFO(this)) {
2038 CS(this).motd_actived_time = time;
2039 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2043 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2045 if (autocvar_g_campaign) {
2046 if (PHYS_INPUT_BUTTON_INFO(this))
2047 CS(this).motd_actived_time = time;
2048 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2049 CS(this).motd_actived_time = 0;
2050 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2053 if (PHYS_INPUT_BUTTON_INFO(this))
2054 CS(this).motd_actived_time = time;
2055 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2056 CS(this).motd_actived_time = 0;
2057 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2061 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2063 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2064 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2065 else if (CS(this).motd_actived_time == -2)
2067 // instantly hide MOTD
2068 CS(this).motd_actived_time = 0;
2069 if (autocvar_g_campaign)
2070 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2072 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2074 else if (IS_PLAYER(this) || IS_SPEC(this))
2076 // FIXME occasionally for some reason MOTD never goes away
2077 // delay MOTD removal a little bit in the hope it fixes this bug
2078 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2079 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2080 else //if (CS(this).motd_actived_time < -2)
2081 CS(this).motd_actived_time++;
2086 bool joinAllowed(entity this)
2088 if (CS(this).version_mismatch) return false;
2089 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2090 if (!nJoinAllowed(this, this)) return false;
2091 if (teamplay && lockteams) return false;
2092 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2093 if (ShowTeamSelection(this)) return false;
2097 .string shootfromfixedorigin;
2098 .bool dualwielding_prev;
2099 bool PlayerThink(entity this)
2101 if (game_stopped || intermission_running) {
2102 this.modelflags &= ~MF_ROCKET;
2103 if(intermission_running)
2104 IntermissionThink(this);
2108 if (timeout_status == TIMEOUT_ACTIVE) {
2109 // don't allow the player to turn around while game is paused
2110 // FIXME turn this into CSQC stuff
2111 this.v_angle = this.lastV_angle;
2112 this.angles = this.lastV_angle;
2113 this.fixangle = true;
2116 if (frametime) player_powerups(this);
2118 if (IS_DEAD(this)) {
2119 if (this.personal && g_race_qualifying) {
2120 if (time > this.respawn_time) {
2121 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2123 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2126 if (frametime) player_anim(this);
2128 if (this.respawn_flags & RESPAWN_DENY)
2130 STAT(RESPAWN_TIME, this) = 0;
2134 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));
2136 switch(this.deadflag)
2140 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2141 this.deadflag = DEAD_RESPAWNING;
2142 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2143 this.deadflag = DEAD_DEAD;
2149 this.deadflag = DEAD_RESPAWNABLE;
2150 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2151 this.deadflag = DEAD_RESPAWNING;
2154 case DEAD_RESPAWNABLE:
2156 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2157 this.deadflag = DEAD_RESPAWNING;
2160 case DEAD_RESPAWNING:
2162 if (time > this.respawn_time)
2164 this.respawn_time = time + 1; // only retry once a second
2165 this.respawn_time_max = this.respawn_time;
2172 ShowRespawnCountdown(this);
2174 if (this.respawn_flags & RESPAWN_SILENT)
2175 STAT(RESPAWN_TIME, this) = 0;
2176 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2178 if (time < this.respawn_time)
2179 STAT(RESPAWN_TIME, this) = this.respawn_time;
2180 else if (this.deadflag != DEAD_RESPAWNING)
2181 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2184 STAT(RESPAWN_TIME, this) = this.respawn_time;
2187 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2188 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2189 STAT(RESPAWN_TIME, this) *= -1;
2194 FixPlayermodel(this);
2196 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2197 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2198 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2201 // reset gun alignment when dual wielding status changes
2202 // to ensure guns are always aligned right and left
2203 bool dualwielding = W_DualWielding(this);
2204 if(this.dualwielding_prev != dualwielding)
2206 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2207 this.dualwielding_prev = dualwielding;
2210 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2213 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2215 .entity weaponentity = weaponentities[slot];
2216 if(WEP_CVAR(vortex, charge_always))
2217 W_Vortex_Charge(this, weaponentity, frametime);
2218 W_WeaponFrame(this, weaponentity);
2224 // WEAPONTODO: Add a weapon request for this
2225 // rot vortex charge to the charge limit
2226 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2228 .entity weaponentity = weaponentities[slot];
2229 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2230 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2235 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2238 monsters_setstatus(this);
2243 .bool would_spectate;
2244 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2245 void ObserverOrSpectatorThink(entity this)
2247 bool is_spec = IS_SPEC(this);
2248 if ( CS(this).impulse )
2250 int r = MinigameImpulse(this, CS(this).impulse);
2252 CS(this).impulse = 0;
2254 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2256 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2257 CS(this).impulse = 0;
2262 if (this.flags & FL_JUMPRELEASED) {
2263 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2264 this.flags &= ~FL_JUMPRELEASED;
2265 this.flags |= FL_SPAWNING;
2266 } 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)))
2267 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2268 this.flags &= ~FL_JUMPRELEASED;
2269 if(SpectateNext(this)) {
2270 TRANSMUTE(Spectator, this);
2271 } else if (is_spec) {
2272 TRANSMUTE(Observer, this);
2273 PutClientInServer(this);
2276 this.would_spectate = false; // unable to spectate anyone
2278 CS(this).impulse = 0;
2279 } else if (is_spec) {
2280 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2281 this.flags &= ~FL_JUMPRELEASED;
2282 if(SpectatePrev(this)) {
2283 TRANSMUTE(Spectator, this);
2285 TRANSMUTE(Observer, this);
2286 PutClientInServer(this);
2288 CS(this).impulse = 0;
2289 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2290 this.would_spectate = false;
2291 this.flags &= ~FL_JUMPRELEASED;
2292 TRANSMUTE(Observer, this);
2293 PutClientInServer(this);
2294 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2295 PutObserverInServer(this);
2296 this.would_spectate = true;
2300 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2301 if (PHYS_INPUT_BUTTON_USE(this))
2302 wouldclip = !wouldclip;
2303 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2304 set_movetype(this, preferred_movetype);
2306 } else { // jump pressed
2307 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2308 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2309 this.flags |= FL_JUMPRELEASED;
2310 if(this.flags & FL_SPAWNING)
2312 this.flags &= ~FL_SPAWNING;
2313 if(joinAllowed(this))
2315 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2316 CS(this).autojoin_checked = -1;
2320 if(is_spec && !SpectateUpdate(this))
2321 PutObserverInServer(this);
2324 this.flags |= FL_CLIENT | FL_NOTARGET;
2327 void PlayerUseKey(entity this)
2329 if (!IS_PLAYER(this))
2336 vehicles_exit(this.vehicle, VHEF_NORMAL);
2340 else if(autocvar_g_vehicles_enter)
2342 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2344 entity head, closest_target = NULL;
2345 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2347 while(head) // find the closest acceptable target to enter
2349 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2350 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2354 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2355 { closest_target = head; }
2357 else { closest_target = head; }
2363 if(closest_target) { vehicles_enter(this, closest_target); return; }
2367 // a use key was pressed; call handlers
2368 MUTATOR_CALLHOOK(PlayerUseKey, this);
2376 Called every frame for each client before the physics are run
2379 .float last_vehiclecheck;
2380 void PlayerPreThink (entity this)
2382 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2383 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2385 WarpZone_PlayerPhysics_FixVAngle(this);
2388 // physics frames: update anticheat stuff
2389 anticheat_prethink(this);
2391 // WORKAROUND: only use dropclient in server frames (frametime set).
2392 // Never use it in cl_movement frames (frametime zero).
2393 if (blockSpectators && IS_REAL_CLIENT(this)
2394 && (IS_SPEC(this) || IS_OBSERVER(this)) && !this.caplayer
2395 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2397 if (dropclient_schedule(this))
2398 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2402 zoomstate_set = false;
2404 // Check for nameless players
2405 if (this.netname == "" || this.netname != CS(this).netname_previous)
2407 bool assume_unchanged = (CS(this).netname_previous == "");
2408 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2410 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2411 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2412 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2413 assume_unchanged = false;
2414 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2416 if (isInvisibleString(this.netname))
2418 this.netname = strzone(sprintf("Player#%d", this.playerid));
2419 sprint(this, "Warning: invisible names are not allowed.\n");
2420 assume_unchanged = false;
2421 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2423 if (!assume_unchanged && autocvar_sv_eventlog)
2424 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2425 strcpy(CS(this).netname_previous, this.netname);
2429 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2430 CS(this).version_nagtime = 0;
2431 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2433 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2435 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2437 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2438 if (r < 0) { // old client
2439 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2440 } else if (r > 0) { // old server
2441 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2447 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2449 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2450 this.max_armorvalue = 0;
2453 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2455 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2457 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2458 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2460 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2462 if (STAT(REVIVE_PROGRESS, this) >= 1)
2463 Unfreeze(this, false);
2465 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2467 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2468 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2470 if (GetResource(this, RES_HEALTH) < 1)
2473 vehicles_exit(this.vehicle, VHEF_RELEASE);
2474 if(this.event_damage)
2475 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2477 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2478 Unfreeze(this, false);
2482 MUTATOR_CALLHOOK(PlayerPreThink, this);
2484 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2485 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2487 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2491 if(!it.team || SAME_TEAM(this, it))
2492 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2493 else if(autocvar_g_vehicles_steal)
2494 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2496 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2498 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2502 this.last_vehiclecheck = time + 1;
2505 if(!CS_CVAR(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2507 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2509 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2512 if (IS_REAL_CLIENT(this))
2513 PrintWelcomeMessage(this);
2515 if (IS_PLAYER(this)) {
2516 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2517 error("Client can't be spawned as player on connection!");
2518 if(!PlayerThink(this))
2521 else if (game_stopped || intermission_running) {
2522 if(intermission_running)
2523 IntermissionThink(this);
2526 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2528 bool early_join_requested = (CS(this).autojoin_checked < 0);
2529 CS(this).autojoin_checked = 1;
2530 // don't do this in ClientConnect
2531 // many things can go wrong if a client is spawned as player on connection
2532 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2533 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2534 && (!teamplay || autocvar_g_balance_teams)))
2536 campaign_bots_may_start = true;
2537 if(joinAllowed(this))
2542 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2543 ObserverOrSpectatorThink(this);
2546 // WEAPONTODO: Add weapon request for this
2547 if (!zoomstate_set) {
2548 bool wep_zoomed = false;
2549 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2551 .entity weaponentity = weaponentities[slot];
2552 Weapon thiswep = this.(weaponentity).m_weapon;
2553 if(thiswep != WEP_Null && thiswep.wr_zoom)
2554 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2556 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2559 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2561 CS(this).teamkill_soundtime = 0;
2563 entity e = CS(this).teamkill_soundsource;
2564 entity oldpusher = e.pusher;
2566 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2567 e.pusher = oldpusher;
2570 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2571 CS(this).taunt_soundtime = 0;
2572 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2575 target_voicescript_next(this);
2578 void DrownPlayer(entity this)
2580 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2581 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2583 STAT(AIR_FINISHED, this) = 0;
2587 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2589 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2590 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2591 STAT(AIR_FINISHED, this) = 0;
2595 if (!STAT(AIR_FINISHED, this))
2596 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2597 if (STAT(AIR_FINISHED, this) < time)
2599 if (this.pain_finished < time)
2601 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');
2602 this.pain_finished = time + 0.5;
2608 .bool move_qcphysics;
2610 void Player_Physics(entity this)
2612 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2614 if(!this.move_qcphysics)
2617 if(!frametime && !CS(this).pm_frametime)
2620 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2622 CS(this).pm_frametime = 0;
2629 Called every frame for each client after the physics are run
2632 void PlayerPostThink (entity this)
2634 Player_Physics(this);
2636 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2637 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2638 if (IS_REAL_CLIENT(this))
2639 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2640 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2642 int totalClients = 0;
2643 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2645 // maxidle disabled in local matches by not counting clients (totalClients 0)
2646 if (server_is_dedicated)
2648 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2652 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2656 else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2658 FOREACH_CLIENT(IS_REAL_CLIENT(it),
2664 if (totalClients < autocvar_sv_maxidle_minplayers)
2666 // idle kick disabled
2667 CS(this).parm_idlesince = time;
2669 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2671 if (CS(this).idlekick_lasttimeleft)
2673 CS(this).idlekick_lasttimeleft = 0;
2674 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2679 float maxidle_time = autocvar_sv_maxidle;
2680 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2681 maxidle_time = autocvar_sv_maxidle_playertospectator;
2682 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2683 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2684 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2686 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2687 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2689 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2691 if (timeleft <= 0) {
2692 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2694 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2697 this.lms_spectate_warning = 2; // TODO: mutator hook for players forcibly moved to spectator?
2698 PutObserverInServer(this);
2702 if (dropclient_schedule(this))
2703 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2707 else if (timeleft <= countdown_time) {
2708 if (timeleft != CS(this).idlekick_lasttimeleft)
2709 play2(this, SND(TALK2));
2710 CS(this).idlekick_lasttimeleft = timeleft;
2719 this.solid = SOLID_NOT;
2720 this.takedamage = DAMAGE_NO;
2721 set_movetype(this, MOVETYPE_NONE);
2722 CS(this).teamkill_complain = 0;
2723 CS(this).teamkill_soundtime = 0;
2724 CS(this).teamkill_soundsource = NULL;
2727 if (IS_PLAYER(this)) {
2728 if(this.death_time == time && IS_DEAD(this))
2730 // player's bbox gets resized now, instead of in the damage event that killed the player,
2731 // once all the damage events of this frame have been processed with normal size
2733 setsize(this, this.mins, this.maxs);
2736 UpdateChatBubble(this);
2737 if (CS(this).impulse) ImpulseCommands(this);
2738 GetPressedKeys(this);
2741 CSQCMODEL_AUTOUPDATE(this);
2745 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2747 CS(this).pressedkeys = 0;
2748 STAT(PRESSED_KEYS, this) = 0;
2751 if (this.waypointsprite_attachedforcarrier) {
2752 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2753 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2756 CSQCMODEL_AUTOUPDATE(this);
2759 // hack to copy the button fields from the client entity to the Client State
2760 void PM_UpdateButtons(entity this, entity store)
2763 store.impulse = this.impulse;
2766 bool typing = this.buttonchat || this.button12;
2768 store.button0 = (typing) ? 0 : this.button0;
2770 store.button2 = (typing) ? 0 : this.button2;
2771 store.button3 = (typing) ? 0 : this.button3;
2772 store.button4 = this.button4;
2773 store.button5 = (typing) ? 0 : this.button5;
2774 store.button6 = this.button6;
2775 store.button7 = this.button7;
2776 store.button8 = this.button8;
2777 store.button9 = this.button9;
2778 store.button10 = this.button10;
2779 store.button11 = this.button11;
2780 store.button12 = this.button12;
2781 store.button13 = this.button13;
2782 store.button14 = this.button14;
2783 store.button15 = this.button15;
2784 store.button16 = this.button16;
2785 store.buttonuse = this.buttonuse;
2786 store.buttonchat = this.buttonchat;
2788 store.cursor_active = this.cursor_active;
2789 store.cursor_screen = this.cursor_screen;
2790 store.cursor_trace_start = this.cursor_trace_start;
2791 store.cursor_trace_endpos = this.cursor_trace_endpos;
2792 store.cursor_trace_ent = this.cursor_trace_ent;
2794 store.ping = this.ping;
2795 store.ping_packetloss = this.ping_packetloss;
2796 store.ping_movementloss = this.ping_movementloss;
2798 store.v_angle = this.v_angle;
2799 store.movement = this.movement;
2802 NET_HANDLE(fpsreport, bool)
2804 int fps = ReadShort();
2805 PlayerScore_Set(sender, SP_FPS, fps);