3 #include "anticheat.qh"
7 #include "miscfunctions.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
14 #include "command/common.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
21 #include "scores_rules.qh"
25 #include "../common/ent_cs.qh"
26 #include <common/state.qh>
28 #include <common/effects/qc/globalsound.qh>
30 #include "../common/triggers/func/conveyor.qh"
31 #include "../common/triggers/teleporters.qh"
33 #include "../common/vehicles/all.qh"
35 #include "weapons/hitplot.qh"
36 #include "weapons/weaponsystem.qh"
38 #include "../common/net_notice.qh"
39 #include "../common/physics/player.qh"
41 #include "../common/items/_mod.qh"
43 #include "../common/mutators/mutator/waypoints/all.qh"
45 #include "../common/triggers/subs.qh"
46 #include "../common/triggers/triggers.qh"
47 #include "../common/triggers/trigger/secret.qh"
49 #include "../common/minigames/sv_minigames.qh"
51 #include "../common/items/inventory.qh"
53 #include "../common/monsters/sv_monsters.qh"
55 #include "../lib/warpzone/server.qh"
57 STATIC_METHOD(Client, Add, void(Client this, int _team))
60 TRANSMUTE(Player, this);
63 PutClientInServer(this);
66 void PutObserverInServer(entity this);
68 STATIC_METHOD(Client, Remove, void(Client this))
70 TRANSMUTE(Observer, this);
71 PutClientInServer(this);
72 ClientDisconnect(this);
75 void send_CSQC_teamnagger() {
76 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
79 int CountSpectators(entity player, entity to)
81 if(!player) { return 0; } // not sure how, but best to be safe
85 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
93 void WriteSpectators(entity player, entity to)
95 if(!player) { return; } // not sure how, but best to be safe
97 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
99 WriteByte(MSG_ENTITY, num_for_edict(it));
103 bool ClientData_Send(entity this, entity to, int sf)
105 assert(to == this.owner, return false);
108 if (IS_SPEC(e)) e = e.enemy;
111 if (e.race_completed) sf |= 1; // forced scoreboard
112 if (to.spectatee_status) sf |= 2; // spectator ent number follows
113 if (e.zoomstate) sf |= 4; // zoomed
114 if (e.porto_v_angle_held) sf |= 8; // angles held
115 if (autocvar_sv_showspectators) sf |= 16; // show spectators
117 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
118 WriteByte(MSG_ENTITY, sf);
122 WriteByte(MSG_ENTITY, to.spectatee_status);
126 WriteAngle(MSG_ENTITY, e.v_angle.x);
127 WriteAngle(MSG_ENTITY, e.v_angle.y);
132 float specs = CountSpectators(e, to);
133 WriteByte(MSG_ENTITY, specs);
134 WriteSpectators(e, to);
140 void ClientData_Attach(entity this)
142 Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
143 this.clientdata.drawonlytoclient = this;
144 this.clientdata.owner = this;
147 void ClientData_Detach(entity this)
149 delete(this.clientdata);
150 this.clientdata = NULL;
153 void ClientData_Touch(entity e)
155 e.clientdata.SendFlags = 1;
157 // make it spectatable
158 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
161 .string netname_previous;
163 void SetSpectatee(entity this, entity spectatee);
164 void SetSpectatee_status(entity this, int spectatee_num);
171 Checks if the argument string can be a valid playermodel.
172 Returns a valid one in doubt.
175 string FallbackPlayerModel;
176 string CheckPlayerModel(string plyermodel) {
177 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
179 // note: we cannot summon Don Strunzone here, some player may
180 // still have the model string set. In case anyone manages how
181 // to change a cvar default, we'll have a small leak here.
182 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
184 // only in right path
185 if( substring(plyermodel,0,14) != "models/player/")
186 return FallbackPlayerModel;
187 // only good file extensions
188 if(substring(plyermodel,-4,4) != ".zym")
189 if(substring(plyermodel,-4,4) != ".dpm")
190 if(substring(plyermodel,-4,4) != ".iqm")
191 if(substring(plyermodel,-4,4) != ".md3")
192 if(substring(plyermodel,-4,4) != ".psk")
193 return FallbackPlayerModel;
194 // forbid the LOD models
195 if(substring(plyermodel, -9,5) == "_lod1")
196 return FallbackPlayerModel;
197 if(substring(plyermodel, -9,5) == "_lod2")
198 return FallbackPlayerModel;
199 if(plyermodel != strtolower(plyermodel))
200 return FallbackPlayerModel;
201 // also, restrict to server models
202 if(autocvar_sv_servermodelsonly)
204 if(!fexists(plyermodel))
205 return FallbackPlayerModel;
210 void setplayermodel(entity e, string modelname)
212 precache_model(modelname);
213 _setmodel(e, modelname);
214 player_setupanimsformodel(e);
215 if(!autocvar_g_debug_globalsounds)
216 UpdatePlayerSounds(e);
219 void FixPlayermodel(entity player);
220 /** putting a client as observer in the server */
221 void PutObserverInServer(entity this)
223 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
224 PlayerState_detach(this);
226 if (IS_PLAYER(this) && this.health >= 1) {
228 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
232 entity spot = SelectSpawnPoint(this, true);
233 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
234 this.angles = spot.angles;
236 this.fixangle = true;
237 // offset it so that the spectator spawns higher off the ground, looks better this way
238 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
239 this.prevorigin = this.origin;
240 if (IS_REAL_CLIENT(this))
243 WriteByte(MSG_ONE, SVC_SETVIEW);
244 WriteEntity(MSG_ONE, this);
246 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
247 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
248 if(!autocvar_g_debug_globalsounds)
250 // needed for player sounds
252 FixPlayermodel(this);
254 setmodel(this, MDL_Null);
255 setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
256 this.view_ofs = '0 0 0';
259 RemoveGrapplingHook(this);
260 Portal_ClearAll(this);
262 SetSpectatee(this, NULL);
267 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
271 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
273 WaypointSprite_PlayerDead(this);
275 if (mutator_returnvalue) {
276 // mutator prevents resetting teams+score
278 this.team = -1; // move this as it is needed to log the player spectating in eventlog
279 this.frags = FRAGS_SPECTATOR;
280 PlayerScore_Clear(this); // clear scores when needed
283 if (this.killcount != FRAGS_SPECTATOR)
285 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
286 if(!intermission_running)
287 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
288 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
290 if(this.just_joined == false) {
291 LogTeamchange(this.playerid, -1, 4);
293 this.just_joined = false;
296 accuracy_resend(this);
298 this.spectatortime = time;
300 IL_REMOVE(g_bot_targets, this);
301 this.bot_attack = false;
302 this.hud = HUD_NORMAL;
303 TRANSMUTE(Observer, this);
304 this.iscreature = false;
305 this.teleportable = TELEPORT_SIMPLE;
306 this.damagedbycontents = false;
307 this.health = FRAGS_SPECTATOR;
308 SetSpectatee_status(this, etof(this));
309 this.takedamage = DAMAGE_NO;
310 this.solid = SOLID_NOT;
311 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
312 this.flags = FL_CLIENT | FL_NOTARGET;
313 this.armorvalue = 666;
315 this.armorvalue = autocvar_g_balance_armor_start;
316 this.pauserotarmor_finished = 0;
317 this.pauserothealth_finished = 0;
318 this.pauseregen_finished = 0;
319 this.damageforcescale = 0;
321 this.respawn_flags = 0;
322 this.respawn_time = 0;
323 this.stat_respawn_time = 0;
328 this.pain_finished = 0;
329 this.strength_finished = 0;
330 this.invincible_finished = 0;
331 this.superweapons_finished = 0;
334 setthink(this, func_null);
337 this.deadflag = DEAD_NO;
339 this.revival_time = 0;
342 this.weapons = '0 0 0';
343 this.drawonlytoclient = this;
345 this.weaponname = "";
346 this.weaponmodel = "";
347 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
349 this.weaponentities[slot] = NULL;
351 this.exteriorweaponentity = NULL;
352 this.killcount = FRAGS_SPECTATOR;
353 this.velocity = '0 0 0';
354 this.avelocity = '0 0 0';
355 this.punchangle = '0 0 0';
356 this.punchvector = '0 0 0';
357 this.oldvelocity = this.velocity;
358 this.fire_endtime = -1;
359 this.event_damage = func_null;
361 STAT(ACTIVEWEAPON, this) = WEP_Null.m_id;
362 STAT(SWITCHINGWEAPON, this) = WEP_Null.m_id;
363 STAT(SWITCHWEAPON, this) = WEP_Null.m_id;
366 int player_getspecies(entity this)
368 get_model_parameters(this.model, this.skin);
369 int s = get_model_parameters_species;
370 get_model_parameters(string_null, 0);
371 if (s < 0) return SPECIES_HUMAN;
375 .float model_randomizer;
376 void FixPlayermodel(entity player)
378 string defaultmodel = "";
380 if(autocvar_sv_defaultcharacter)
384 string s = Static_Team_ColorName_Lower(player.team);
387 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
388 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
392 if(defaultmodel == "")
394 defaultmodel = autocvar_sv_defaultplayermodel;
395 defaultskin = autocvar_sv_defaultplayerskin;
398 int n = tokenize_console(defaultmodel);
401 defaultmodel = argv(floor(n * player.model_randomizer));
402 // However, do NOT randomize if the player-selected model is in the list.
403 for (int i = 0; i < n; ++i)
404 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
405 defaultmodel = argv(i);
408 int i = strstrofs(defaultmodel, ":", 0);
411 defaultskin = stof(substring(defaultmodel, i+1, -1));
412 defaultmodel = substring(defaultmodel, 0, i);
415 if(autocvar_sv_defaultcharacterskin && !defaultskin)
419 string s = Static_Team_ColorName_Lower(player.team);
421 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
425 defaultskin = autocvar_sv_defaultplayerskin;
428 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
429 defaultmodel = M_ARGV(0, string);
430 defaultskin = M_ARGV(1, int);
434 if(defaultmodel != "")
436 if (defaultmodel != player.model)
438 vector m1 = player.mins;
439 vector m2 = player.maxs;
440 setplayermodel (player, defaultmodel);
441 setsize (player, m1, m2);
445 oldskin = player.skin;
446 player.skin = defaultskin;
448 if (player.playermodel != player.model || player.playermodel == "")
450 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
451 vector m1 = player.mins;
452 vector m2 = player.maxs;
453 setplayermodel (player, player.playermodel);
454 setsize (player, m1, m2);
458 if(!autocvar_sv_defaultcharacterskin)
460 oldskin = player.skin;
461 player.skin = stof(player.playerskin);
465 oldskin = player.skin;
466 player.skin = defaultskin;
470 if(chmdl || oldskin != player.skin) // model or skin has changed
472 player.species = player_getspecies(player); // update species
473 if(!autocvar_g_debug_globalsounds)
474 UpdatePlayerSounds(player); // update skin sounds
478 if(strlen(autocvar_sv_defaultplayercolors))
479 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
480 setcolor(player, stof(autocvar_sv_defaultplayercolors));
484 /** Called when a client spawns in the server */
485 void PutClientInServer(entity this)
487 if (IS_BOT_CLIENT(this)) {
488 TRANSMUTE(Player, this);
489 } else if (IS_REAL_CLIENT(this)) {
491 WriteByte(MSG_ONE, SVC_SETVIEW);
492 WriteEntity(MSG_ONE, this);
495 TRANSMUTE(Observer, this);
498 SetSpectatee(this, NULL);
503 MUTATOR_CALLHOOK(PutClientInServer, this);
505 if (IS_OBSERVER(this)) {
506 PutObserverInServer(this);
507 } else if (IS_PLAYER(this)) {
508 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
510 PlayerState_attach(this);
511 accuracy_resend(this);
514 JoinBestTeam(this, false, true);
516 entity spot = SelectSpawnPoint(this, false);
518 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
519 return; // spawn failed
522 TRANSMUTE(Player, this);
524 this.wasplayer = true;
525 this.iscreature = true;
526 this.teleportable = TELEPORT_NORMAL;
527 this.damagedbycontents = true;
528 set_movetype(this, MOVETYPE_WALK);
529 this.solid = SOLID_SLIDEBOX;
530 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
531 if (autocvar_g_playerclip_collisions)
532 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
533 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
534 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
535 this.frags = FRAGS_PLAYER;
536 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
537 this.flags = FL_CLIENT | FL_PICKUPITEMS;
538 if (autocvar__notarget)
539 this.flags |= FL_NOTARGET;
540 this.takedamage = DAMAGE_AIM;
541 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
545 this.ammo_shells = warmup_start_ammo_shells;
546 this.ammo_nails = warmup_start_ammo_nails;
547 this.ammo_rockets = warmup_start_ammo_rockets;
548 this.ammo_cells = warmup_start_ammo_cells;
549 this.ammo_plasma = warmup_start_ammo_plasma;
550 this.ammo_fuel = warmup_start_ammo_fuel;
551 this.health = warmup_start_health;
552 this.armorvalue = warmup_start_armorvalue;
553 this.weapons = WARMUP_START_WEAPONS;
555 this.ammo_shells = start_ammo_shells;
556 this.ammo_nails = start_ammo_nails;
557 this.ammo_rockets = start_ammo_rockets;
558 this.ammo_cells = start_ammo_cells;
559 this.ammo_plasma = start_ammo_plasma;
560 this.ammo_fuel = start_ammo_fuel;
561 this.health = start_health;
562 this.armorvalue = start_armorvalue;
563 this.weapons = start_weapons;
565 SetSpectatee_status(this, 0);
567 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
569 this.items = start_items;
571 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
572 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
573 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
574 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
575 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
576 // extend the pause of rotting if client was reset at the beginning of the countdown
577 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
578 float f = game_starttime - time;
579 this.spawnshieldtime += f;
580 this.pauserotarmor_finished += f;
581 this.pauserothealth_finished += f;
582 this.pauseregen_finished += f;
584 this.damageforcescale = 2;
586 this.respawn_flags = 0;
587 this.respawn_time = 0;
588 this.stat_respawn_time = 0;
589 this.scale = autocvar_sv_player_scale;
592 this.pain_finished = 0;
594 setthink(this, func_null); // players have no think function
597 this.ballistics_density = autocvar_g_ballistics_density_player;
599 this.deadflag = DEAD_NO;
601 this.angles = spot.angles;
602 this.angles_z = 0; // never spawn tilted even if the spot says to
603 if (IS_BOT_CLIENT(this))
604 this.v_angle = this.angles;
605 this.fixangle = true; // turn this way immediately
606 this.oldvelocity = this.velocity = '0 0 0';
607 this.avelocity = '0 0 0';
608 this.punchangle = '0 0 0';
609 this.punchvector = '0 0 0';
611 this.strength_finished = 0;
612 this.invincible_finished = 0;
613 this.fire_endtime = -1;
614 this.revival_time = 0;
615 this.air_finished = time + 12;
617 entity spawnevent = new_pure(spawnevent);
618 spawnevent.owner = this;
619 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
621 // Cut off any still running player sounds.
622 stopsound(this, CH_PLAYER_SINGLE);
625 FixPlayermodel(this);
626 this.drawonlytoclient = NULL;
631 this.view_ofs = STAT(PL_VIEW_OFS, this);
632 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
633 this.spawnorigin = spot.origin;
634 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
635 // don't reset back to last position, even if new position is stuck in solid
636 this.oldorigin = this.origin;
637 this.prevorigin = this.origin;
638 this.lastteleporttime = time; // prevent insane speeds due to changing origin
640 IL_REMOVE(g_conveyed, this);
641 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
642 this.hud = HUD_NORMAL;
644 this.event_damage = PlayerDamage;
647 IL_PUSH(g_bot_targets, this);
648 this.bot_attack = true;
649 this.monster_attack = true;
651 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
653 if (this.killcount == FRAGS_SPECTATOR) {
654 PlayerScore_Clear(this);
658 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
660 CL_SpawnWeaponentity(this, weaponentities[slot]);
662 this.alpha = default_player_alpha;
663 this.colormod = '1 1 1' * autocvar_g_player_brightness;
664 this.exteriorweaponentity.alpha = default_weapon_alpha;
666 this.speedrunning = false;
668 target_voicescript_clear(this);
670 // reset fields the weapons may use
671 FOREACH(Weapons, true, LAMBDA(
672 it.wr_resetplayer(it, this);
673 // reload all reloadable weapons
674 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
675 this.weapon_load[it.m_id] = it.reloading_ammo;
680 string s = spot.target;
681 spot.target = string_null;
682 SUB_UseTargets(spot, this, NULL);
688 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
690 if (autocvar_spawn_debug)
692 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
693 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
696 PS(this).m_switchweapon = w_getbestweapon(this);
697 this.cnt = -1; // W_LastWeapon will not complain
698 PS(this).m_weapon = WEP_Null;
699 this.weaponname = "";
700 PS(this).m_switchingweapon = WEP_Null;
702 if (!warmup_stage && !this.alivetime)
703 this.alivetime = time;
705 antilag_clear(this, CS(this));
709 void ClientInit_misc(entity this);
711 // TODO do we need all these fields, or should we stop autodetecting runtime
712 // changes and just have a console command to update this?
713 bool ClientInit_SendEntity(entity this, entity to, int sf)
715 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
718 // MSG_INIT replacement
719 // TODO: make easier to use
721 W_PROP_reload(MSG_ONE, to);
722 ClientInit_misc(this);
723 MUTATOR_CALLHOOK(Ent_Init);
725 void ClientInit_misc(entity this)
727 int channel = MSG_ONE;
728 WriteHeader(channel, ENT_CLIENT_INIT);
729 WriteByte(channel, g_nexball_meter_period * 32);
730 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
731 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
732 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
733 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
734 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
735 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
736 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
737 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
739 if(sv_foginterval && world.fog != "")
740 WriteString(channel, world.fog);
742 WriteString(channel, "");
743 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
744 WriteByte(channel, serverflags);
745 WriteCoord(channel, autocvar_g_trueaim_minrange);
748 void ClientInit_CheckUpdate(entity this)
750 this.nextthink = time;
751 if(this.count != autocvar_g_balance_armor_blockpercent)
753 this.count = autocvar_g_balance_armor_blockpercent;
758 void ClientInit_Spawn()
760 entity e = new_pure(clientinit);
761 setthink(e, ClientInit_CheckUpdate);
762 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
764 ClientInit_CheckUpdate(e);
774 // initialize parms for a new player
775 parm1 = -(86400 * 366);
777 MUTATOR_CALLHOOK(SetNewParms);
785 void SetChangeParms (entity this)
787 // save parms for level change
788 parm1 = this.parm_idlesince - time;
790 MUTATOR_CALLHOOK(SetChangeParms);
798 void DecodeLevelParms(entity this)
801 this.parm_idlesince = parm1;
802 if (this.parm_idlesince == -(86400 * 366))
803 this.parm_idlesince = time;
805 // whatever happens, allow 60 seconds of idling directly after connect for map loading
806 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
808 MUTATOR_CALLHOOK(DecodeLevelParms);
815 Called when a client types 'kill' in the console
819 .float clientkill_nexttime;
820 void ClientKill_Now_TeamChange(entity this)
822 if(this.killindicator_teamchange == -1)
824 JoinBestTeam( this, false, true );
826 else if(this.killindicator_teamchange == -2)
829 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
830 PutObserverInServer(this);
833 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
834 this.killindicator_teamchange = 0;
837 void ClientKill_Now(entity this)
841 vehicles_exit(this.vehicle, VHEF_RELEASE);
842 if(!this.killindicator_teamchange)
844 this.vehicle_health = -1;
845 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
849 if(this.killindicator && !wasfreed(this.killindicator))
850 delete(this.killindicator);
852 this.killindicator = NULL;
854 if(this.killindicator_teamchange)
855 ClientKill_Now_TeamChange(this);
857 if(!IS_SPEC(this) && !IS_OBSERVER(this))
858 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
860 // now I am sure the player IS dead
862 void KillIndicator_Think(entity this)
866 this.owner.killindicator = NULL;
871 if (this.owner.alpha < 0 && !this.owner.vehicle)
873 this.owner.killindicator = NULL;
880 ClientKill_Now(this.owner);
883 else if(g_cts && this.health == 1) // health == 1 means that it's silent
885 this.nextthink = time + 1;
891 setmodel(this, MDL_NUM(this.cnt));
892 if(IS_REAL_CLIENT(this.owner))
895 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
897 this.nextthink = time + 1;
902 float clientkilltime;
903 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
911 killtime = autocvar_g_balance_kill_delay;
913 if(g_race_qualifying || g_cts)
916 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
919 this.killindicator_teamchange = targetteam;
921 if(!this.killindicator)
925 killtime = max(killtime, this.clientkill_nexttime - time);
926 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
929 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
931 ClientKill_Now(this);
935 starttime = max(time, clientkilltime);
937 this.killindicator = spawn();
938 this.killindicator.owner = this;
939 this.killindicator.scale = 0.5;
940 setattachment(this.killindicator, this, "");
941 setorigin(this.killindicator, '0 0 52');
942 setthink(this.killindicator, KillIndicator_Think);
943 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
944 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
945 this.killindicator.cnt = ceil(killtime);
946 this.killindicator.count = bound(0, ceil(killtime), 10);
947 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
949 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
951 it.killindicator = spawn();
952 it.killindicator.owner = it;
953 it.killindicator.scale = 0.5;
954 setattachment(it.killindicator, it, "");
955 setorigin(it.killindicator, '0 0 52');
956 setthink(it.killindicator, KillIndicator_Think);
957 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
958 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
959 it.killindicator.cnt = ceil(killtime);
964 if(this.killindicator)
966 if(targetteam == 0) // just die
968 this.killindicator.colormod = '0 0 0';
969 if(IS_REAL_CLIENT(this))
970 if(this.killindicator.cnt > 0)
971 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
973 else if(targetteam == -1) // auto
975 this.killindicator.colormod = '0 1 0';
976 if(IS_REAL_CLIENT(this))
977 if(this.killindicator.cnt > 0)
978 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
980 else if(targetteam == -2) // spectate
982 this.killindicator.colormod = '0.5 0.5 0.5';
983 if(IS_REAL_CLIENT(this))
984 if(this.killindicator.cnt > 0)
985 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
989 this.killindicator.colormod = Team_ColorRGB(targetteam);
990 if(IS_REAL_CLIENT(this))
991 if(this.killindicator.cnt > 0)
992 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
998 void ClientKill (entity this)
1000 if(gameover) return;
1001 if(this.player_blocked) return;
1002 if(STAT(FROZEN, this)) return;
1004 ClientKill_TeamChange(this, 0);
1007 void FixClientCvars(entity e)
1009 // send prediction settings to the client
1010 stuffcmd(e, "\nin_bindmap 0 0\n");
1011 if(autocvar_g_antilag == 3) // client side hitscan
1012 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1013 if(autocvar_sv_gentle)
1014 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1016 MUTATOR_CALLHOOK(FixClientCvars, e);
1019 float PlayerInIDList(entity p, string idlist)
1024 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1028 // this function allows abbreviated player IDs too!
1029 n = tokenize_console(idlist);
1030 for(i = 0; i < n; ++i)
1033 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1040 #ifdef DP_EXT_PRECONNECT
1045 Called once (not at each match start) when a client begins a connection to the server
1048 void ClientPreConnect ()
1050 if(autocvar_sv_eventlog)
1052 GameLogEcho(sprintf(":connect:%d:%d:%s",
1055 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1065 Called when a client connects to the server
1068 void ClientConnect(entity this)
1070 if (Ban_MaybeEnforceBanOnce(this)) return;
1071 assert(!IS_CLIENT(this), return);
1072 this.flags |= FL_CLIENT;
1073 assert(player_count >= 0, player_count = 0);
1076 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1078 this.version_nagtime = time + 10 + random() * 10;
1079 TRANSMUTE(Client, this);
1081 // identify the right forced team
1082 if (autocvar_g_campaign)
1084 if (IS_REAL_CLIENT(this)) // only players, not bots
1086 switch (autocvar_g_campaign_forceteam)
1088 case 1: this.team_forced = NUM_TEAM_1; break;
1089 case 2: this.team_forced = NUM_TEAM_2; break;
1090 case 3: this.team_forced = NUM_TEAM_3; break;
1091 case 4: this.team_forced = NUM_TEAM_4; break;
1092 default: this.team_forced = 0;
1096 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1097 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1098 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1099 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1100 else switch (autocvar_g_forced_team_otherwise)
1102 default: this.team_forced = 0; break;
1103 case "red": this.team_forced = NUM_TEAM_1; break;
1104 case "blue": this.team_forced = NUM_TEAM_2; break;
1105 case "yellow": this.team_forced = NUM_TEAM_3; break;
1106 case "pink": this.team_forced = NUM_TEAM_4; break;
1109 this.team_forced = -1;
1112 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1115 int id = this.playerid;
1116 this.playerid = 0; // silent
1117 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1121 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1122 TRANSMUTE(Observer, this);
1124 if (!teamplay || autocvar_g_balance_teams) {
1125 TRANSMUTE(Player, this);
1126 campaign_bots_may_start = true;
1128 TRANSMUTE(Observer, this); // do it anyway
1132 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1134 // always track bots, don't ask for cl_allow_uidtracking
1135 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1137 if (autocvar_sv_eventlog)
1138 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1140 LogTeamchange(this.playerid, this.team, 1);
1142 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1144 this.netname_previous = strzone(this.netname);
1146 if(teamplay && IS_PLAYER(this))
1147 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1149 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1151 stuffcmd(this, clientstuff, "\n");
1152 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1154 FixClientCvars(this);
1156 // get version info from player
1157 stuffcmd(this, "cmd clientversion $gameversion\n");
1159 // notify about available teams
1162 CheckAllowedTeams(this);
1164 if (c1 >= 0) t |= BIT(0);
1165 if (c2 >= 0) t |= BIT(1);
1166 if (c3 >= 0) t |= BIT(2);
1167 if (c4 >= 0) t |= BIT(3);
1168 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1172 stuffcmd(this, "set _teams_available 0\n");
1175 bot_relinkplayerlist();
1177 this.spectatortime = time;
1178 if (blockSpectators)
1180 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1183 this.jointime = time;
1184 this.allowed_timeouts = autocvar_sv_timeout_number;
1186 if (IS_REAL_CLIENT(this))
1188 if (!autocvar_g_campaign)
1190 this.motd_actived_time = -1;
1191 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1194 if (g_weaponarena_weapons == WEPSET(TUBA))
1195 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1198 if (!sv_foginterval && world.fog != "")
1199 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1201 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1202 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1203 send_CSQC_teamnagger();
1205 CSQCMODEL_AUTOINIT(this);
1207 this.model_randomizer = random();
1209 if (IS_REAL_CLIENT(this))
1210 sv_notice_join(this);
1212 // update physics stats (players can spawn before physics runs)
1213 Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
1215 IL_EACH(g_initforplayer, it.init_for_player, {
1216 it.init_for_player(it, this);
1219 MUTATOR_CALLHOOK(ClientConnect, this);
1225 Called when a client disconnects from the server
1228 .entity chatbubbleentity;
1230 void ClientDisconnect(entity this)
1232 assert(IS_CLIENT(this), return);
1234 PlayerStats_GameReport_FinalizePlayer(this);
1235 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1236 if (this.active_minigame) part_minigame(this);
1237 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1239 if (autocvar_sv_eventlog)
1240 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1242 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1244 SetSpectatee(this, NULL);
1246 MUTATOR_CALLHOOK(ClientDisconnect, this);
1248 ClientState_detach(this);
1250 Portal_ClearAll(this);
1254 RemoveGrapplingHook(this);
1256 // Here, everything has been done that requires this player to be a client.
1258 this.flags &= ~FL_CLIENT;
1260 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1261 if (this.killindicator) delete(this.killindicator);
1263 WaypointSprite_PlayerGone(this);
1265 bot_relinkplayerlist();
1267 if (this.netname_previous) strunzone(this.netname_previous);
1268 if (this.clientstatus) strunzone(this.clientstatus);
1269 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1270 if (this.personal) delete(this.personal);
1274 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1277 void ChatBubbleThink(entity this)
1279 this.nextthink = time;
1280 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1282 if(this.owner) // but why can that ever be NULL?
1283 this.owner.chatbubbleentity = NULL;
1290 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1292 if ( this.owner.active_minigame )
1293 this.mdl = "models/sprites/minigame_busy.iqm";
1294 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1295 this.mdl = "models/misc/chatbubble.spr";
1298 if ( this.model != this.mdl )
1299 _setmodel(this, this.mdl);
1303 void UpdateChatBubble(entity this)
1307 // spawn a chatbubble entity if needed
1308 if (!this.chatbubbleentity)
1310 this.chatbubbleentity = new(chatbubbleentity);
1311 this.chatbubbleentity.owner = this;
1312 this.chatbubbleentity.exteriormodeltoclient = this;
1313 setthink(this.chatbubbleentity, ChatBubbleThink);
1314 this.chatbubbleentity.nextthink = time;
1315 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1316 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1317 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1318 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1319 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1320 //this.chatbubbleentity.model = "";
1321 this.chatbubbleentity.effects = EF_LOWPRECISION;
1326 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1327 // added to the model skins
1328 /*void UpdateColorModHack()
1331 c = this.clientcolors & 15;
1332 // LordHavoc: only bothering to support white, green, red, yellow, blue
1333 if (!teamplay) this.colormod = '0 0 0';
1334 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1335 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1336 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1337 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1338 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1339 else this.colormod = '1 1 1';
1342 void respawn(entity this)
1344 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1346 this.solid = SOLID_NOT;
1347 this.takedamage = DAMAGE_NO;
1348 set_movetype(this, MOVETYPE_FLY);
1349 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1350 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1351 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1352 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1353 if(autocvar_g_respawn_ghosts_maxtime)
1354 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1359 this.effects |= EF_NODRAW; // prevent another CopyBody
1360 PutClientInServer(this);
1363 void play_countdown(entity this, float finished, Sound samp)
1366 if(IS_REAL_CLIENT(this))
1367 if(floor(finished - time - frametime) != floor(finished - time))
1368 if(finished - time < 6)
1369 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1372 void player_powerups(entity this)
1374 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1375 int items_prev = this.items;
1377 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !gameover)
1378 this.modelflags |= MF_ROCKET;
1380 this.modelflags &= ~MF_ROCKET;
1382 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1384 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1387 Fire_ApplyDamage(this);
1388 Fire_ApplyEffect(this);
1392 if (this.items & ITEM_Strength.m_itemid)
1394 play_countdown(this, this.strength_finished, SND_POWEROFF);
1395 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1396 if (time > this.strength_finished)
1398 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1399 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1400 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1405 if (time < this.strength_finished)
1407 this.items = this.items | ITEM_Strength.m_itemid;
1408 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1409 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1412 if (this.items & ITEM_Shield.m_itemid)
1414 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1415 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1416 if (time > this.invincible_finished)
1418 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1419 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1420 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1425 if (time < this.invincible_finished)
1427 this.items = this.items | ITEM_Shield.m_itemid;
1428 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1429 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1432 if (this.items & IT_SUPERWEAPON)
1434 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1436 this.superweapons_finished = 0;
1437 this.items = this.items - (this.items & IT_SUPERWEAPON);
1438 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1439 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1441 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1443 // don't let them run out
1447 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1448 if (time > this.superweapons_finished)
1450 this.items = this.items - (this.items & IT_SUPERWEAPON);
1451 this.weapons &= ~WEPSET_SUPERWEAPONS;
1452 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1453 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1457 else if(this.weapons & WEPSET_SUPERWEAPONS)
1459 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1461 this.items = this.items | IT_SUPERWEAPON;
1462 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1463 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1467 this.superweapons_finished = 0;
1468 this.weapons &= ~WEPSET_SUPERWEAPONS;
1473 this.superweapons_finished = 0;
1477 if(autocvar_g_nodepthtestplayers)
1478 this.effects = this.effects | EF_NODEPTHTEST;
1480 if(autocvar_g_fullbrightplayers)
1481 this.effects = this.effects | EF_FULLBRIGHT;
1483 if (time >= game_starttime)
1484 if (time < this.spawnshieldtime)
1485 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1487 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1490 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1492 if(current > stable)
1494 else if(current > stable - 0.25) // when close enough, "snap"
1497 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1500 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1502 if(current < stable)
1504 else if(current < stable + 0.25) // when close enough, "snap"
1507 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1510 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1512 if(current > rotstable)
1514 if(rotframetime > 0)
1516 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1517 current = max(rotstable, current - rotlinear * rotframetime);
1520 else if(current < regenstable)
1522 if(regenframetime > 0)
1524 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1525 current = min(regenstable, current + regenlinear * regenframetime);
1535 void player_regen(entity this)
1537 float max_mod, regen_mod, rot_mod, limit_mod;
1538 max_mod = regen_mod = rot_mod = limit_mod = 1;
1540 float regen_health = autocvar_g_balance_health_regen;
1541 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1542 float regen_health_rot = autocvar_g_balance_health_rot;
1543 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1544 float regen_health_stable = autocvar_g_balance_health_regenstable;
1545 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1546 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1547 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1548 max_mod = M_ARGV(1, float);
1549 regen_mod = M_ARGV(2, float);
1550 rot_mod = M_ARGV(3, float);
1551 limit_mod = M_ARGV(4, float);
1552 regen_health = M_ARGV(5, float);
1553 regen_health_linear = M_ARGV(6, float);
1554 regen_health_rot = M_ARGV(7, float);
1555 regen_health_rotlinear = M_ARGV(8, float);
1556 regen_health_stable = M_ARGV(9, float);
1557 regen_health_rotstable = M_ARGV(10, float);
1560 if(!mutator_returnvalue)
1561 if(!STAT(FROZEN, this))
1563 float mina, maxa, limith, limita;
1564 maxa = autocvar_g_balance_armor_rotstable;
1565 mina = autocvar_g_balance_armor_regenstable;
1566 limith = autocvar_g_balance_health_limit;
1567 limita = autocvar_g_balance_armor_limit;
1569 regen_health_rotstable = regen_health_rotstable * max_mod;
1570 regen_health_stable = regen_health_stable * max_mod;
1571 limith = limith * limit_mod;
1572 limita = limita * limit_mod;
1574 this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
1575 this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
1578 // if player rotted to death... die!
1579 // check this outside above checks, as player may still be able to rot to death
1583 vehicles_exit(this.vehicle, VHEF_RELEASE);
1584 if(this.event_damage)
1585 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1588 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1590 float minf, maxf, limitf;
1592 maxf = autocvar_g_balance_fuel_rotstable;
1593 minf = autocvar_g_balance_fuel_regenstable;
1594 limitf = autocvar_g_balance_fuel_limit;
1596 this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
1601 void SetZoomState(entity this, float z)
1603 if(z != this.zoomstate)
1606 ClientData_Touch(this);
1608 zoomstate_set = true;
1611 void GetPressedKeys(entity this)
1613 MUTATOR_CALLHOOK(GetPressedKeys, this);
1614 int keys = STAT(PRESSED_KEYS, this);
1615 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1616 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1617 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1618 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1620 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1621 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1622 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1623 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1624 this.pressedkeys = keys; // store for other users
1626 STAT(PRESSED_KEYS, this) = keys;
1630 ======================
1631 spectate mode routines
1632 ======================
1635 void SpectateCopy(entity this, entity spectatee)
1637 TC(Client, this); TC(Client, spectatee);
1639 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1640 PS(this) = PS(spectatee);
1641 this.armortype = spectatee.armortype;
1642 this.armorvalue = spectatee.armorvalue;
1643 this.ammo_cells = spectatee.ammo_cells;
1644 this.ammo_plasma = spectatee.ammo_plasma;
1645 this.ammo_shells = spectatee.ammo_shells;
1646 this.ammo_nails = spectatee.ammo_nails;
1647 this.ammo_rockets = spectatee.ammo_rockets;
1648 this.ammo_fuel = spectatee.ammo_fuel;
1649 this.clip_load = spectatee.clip_load;
1650 this.clip_size = spectatee.clip_size;
1651 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1652 this.health = spectatee.health;
1654 this.items = spectatee.items;
1655 this.last_pickup = spectatee.last_pickup;
1656 this.hit_time = spectatee.hit_time;
1657 this.strength_finished = spectatee.strength_finished;
1658 this.invincible_finished = spectatee.invincible_finished;
1659 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1660 this.weapons = spectatee.weapons;
1661 this.vortex_charge = spectatee.vortex_charge;
1662 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1663 this.hagar_load = spectatee.hagar_load;
1664 this.arc_heat_percent = spectatee.arc_heat_percent;
1665 this.minelayer_mines = spectatee.minelayer_mines;
1666 this.punchangle = spectatee.punchangle;
1667 this.view_ofs = spectatee.view_ofs;
1668 this.velocity = spectatee.velocity;
1669 this.dmg_take = spectatee.dmg_take;
1670 this.dmg_save = spectatee.dmg_save;
1671 this.dmg_inflictor = spectatee.dmg_inflictor;
1672 this.v_angle = spectatee.v_angle;
1673 this.angles = spectatee.v_angle;
1674 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1675 this.revive_progress = spectatee.revive_progress;
1676 this.viewloc = spectatee.viewloc;
1677 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1678 this.fixangle = true;
1679 setorigin(this, spectatee.origin);
1680 setsize(this, spectatee.mins, spectatee.maxs);
1681 SetZoomState(this, spectatee.zoomstate);
1683 anticheat_spectatecopy(this, spectatee);
1684 this.hud = spectatee.hud;
1685 if(spectatee.vehicle)
1687 this.angles = spectatee.v_angle;
1689 //this.fixangle = false;
1690 //this.velocity = spectatee.vehicle.velocity;
1691 this.vehicle_health = spectatee.vehicle_health;
1692 this.vehicle_shield = spectatee.vehicle_shield;
1693 this.vehicle_energy = spectatee.vehicle_energy;
1694 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1695 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1696 this.vehicle_reload1 = spectatee.vehicle_reload1;
1697 this.vehicle_reload2 = spectatee.vehicle_reload2;
1699 //msg_entity = this;
1701 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1702 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1703 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1704 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1706 //WriteByte (MSG_ONE, SVC_SETVIEW);
1707 // WriteEntity(MSG_ONE, this);
1708 //makevectors(spectatee.v_angle);
1709 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1713 bool SpectateUpdate(entity this)
1718 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1720 SetSpectatee(this, NULL);
1724 SpectateCopy(this, this.enemy);
1729 bool SpectateSet(entity this)
1731 if(!IS_PLAYER(this.enemy))
1734 ClientData_Touch(this.enemy);
1737 WriteByte(MSG_ONE, SVC_SETVIEW);
1738 WriteEntity(MSG_ONE, this.enemy);
1739 set_movetype(this, MOVETYPE_NONE);
1740 accuracy_resend(this);
1742 if(!SpectateUpdate(this))
1743 PutObserverInServer(this);
1748 void SetSpectatee_status(entity this, int spectatee_num)
1750 int oldspectatee_status = this.spectatee_status;
1751 this.spectatee_status = spectatee_num;
1753 if (this.spectatee_status != oldspectatee_status)
1755 ClientData_Touch(this);
1756 if (g_race || g_cts) race_InitSpectator();
1760 void SetSpectatee(entity this, entity spectatee)
1762 entity old_spectatee = this.enemy;
1764 this.enemy = spectatee;
1767 // these are required to fix the spectator bug with arc
1770 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1772 .entity weaponentity = weaponentities[slot];
1773 if(old_spectatee.(weaponentity).arc_beam)
1774 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1779 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1781 .entity weaponentity = weaponentities[slot];
1782 if(this.enemy.(weaponentity).arc_beam)
1783 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1788 SetSpectatee_status(this, etof(this.enemy));
1790 // needed to update spectator list
1791 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1794 bool Spectate(entity this, entity pl)
1796 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1798 pl = M_ARGV(1, entity);
1800 SetSpectatee(this, pl);
1801 return SpectateSet(this);
1804 bool SpectateNext(entity this)
1806 entity ent = find(this.enemy, classname, STR_PLAYER);
1808 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1809 ent = M_ARGV(1, entity);
1811 ent = find(ent, classname, STR_PLAYER);
1813 if(ent) { SetSpectatee(this, ent); }
1815 return SpectateSet(this);
1818 bool SpectatePrev(entity this)
1820 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1821 entity ent = findchain(classname, STR_PLAYER);
1822 if (!ent) // no player
1826 // skip players until current spectated player
1828 while(ent && ent != this.enemy)
1831 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1833 case MUT_SPECPREV_FOUND:
1834 ent = M_ARGV(1, entity);
1836 case MUT_SPECPREV_RETURN:
1838 case MUT_SPECPREV_CONTINUE:
1849 SetSpectatee(this, ent);
1850 return SpectateSet(this);
1855 ShowRespawnCountdown()
1857 Update a respawn countdown display.
1860 void ShowRespawnCountdown(entity this)
1863 if(!IS_DEAD(this)) // just respawned?
1867 number = ceil(this.respawn_time - time);
1870 if(number <= this.respawn_countdown)
1872 this.respawn_countdown = number - 1;
1873 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
1874 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1879 .bool team_selected;
1880 bool ShowTeamSelection(entity this)
1882 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1884 stuffcmd(this, "menu_showteamselect\n");
1887 void Join(entity this)
1889 TRANSMUTE(Player, this);
1891 if(!this.team_selected)
1892 if(autocvar_g_campaign || autocvar_g_balance_teams)
1893 JoinBestTeam(this, false, true);
1895 if(autocvar_g_campaign)
1896 campaign_bots_may_start = true;
1898 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1900 PutClientInServer(this);
1902 if(teamplay && this.team != -1)
1903 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1905 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1906 this.team_selected = false;
1910 * Determines whether the player is allowed to join. This depends on cvar
1911 * g_maxplayers, if it isn't used this function always return true, otherwise
1912 * it checks whether the number of currently playing players exceeds g_maxplayers.
1913 * @return int number of free slots for players, 0 if none
1915 int nJoinAllowed(entity this, entity ignore)
1918 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1919 // so report 0 free slots if restricted
1921 if(autocvar_g_forced_team_otherwise == "spectate")
1923 if(autocvar_g_forced_team_otherwise == "spectator")
1927 if(this && this.team_forced < 0)
1928 return 0; // forced spectators can never join
1930 // TODO simplify this
1931 int totalClients = 0;
1932 int currentlyPlaying = 0;
1933 FOREACH_CLIENT(true, LAMBDA(
1936 if(IS_REAL_CLIENT(it))
1937 if(IS_PLAYER(it) || it.caplayer)
1941 float free_slots = 0;
1942 if (!autocvar_g_maxplayers)
1943 free_slots = maxclients - totalClients;
1944 else if(currentlyPlaying < autocvar_g_maxplayers)
1945 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1947 static float join_prevent_msg_time = 0;
1948 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1950 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1951 join_prevent_msg_time = time + 3;
1958 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1959 * g_maxplayers_spectator_blocktime seconds
1961 void checkSpectatorBlock(entity this)
1963 if(IS_SPEC(this) || IS_OBSERVER(this))
1965 if(IS_REAL_CLIENT(this))
1967 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1968 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1974 void PrintWelcomeMessage(entity this)
1976 if(this.motd_actived_time == 0)
1978 if (autocvar_g_campaign) {
1979 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1980 this.motd_actived_time = time;
1981 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1984 if (PHYS_INPUT_BUTTON_INFO(this)) {
1985 this.motd_actived_time = time;
1986 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1990 else if(this.motd_actived_time > 0) // showing MOTD or campaign message
1992 if (autocvar_g_campaign) {
1993 if (PHYS_INPUT_BUTTON_INFO(this))
1994 this.motd_actived_time = time;
1995 else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
1996 this.motd_actived_time = 0;
1997 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2000 if (PHYS_INPUT_BUTTON_INFO(this))
2001 this.motd_actived_time = time;
2002 else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2003 this.motd_actived_time = 0;
2004 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2008 else //if(this.motd_actived_time < 0) // just connected, motd is active
2010 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2011 this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2012 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2014 // instanctly hide MOTD
2015 this.motd_actived_time = 0;
2016 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2021 bool joinAllowed(entity this)
2023 if (this.version_mismatch) return false;
2024 if (!nJoinAllowed(this, this)) return false;
2025 if (teamplay && lockteams) return false;
2026 if (ShowTeamSelection(this)) return false;
2027 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2031 void ObserverThink(entity this)
2035 MinigameImpulse(this, this.impulse);
2039 if (this.flags & FL_JUMPRELEASED) {
2040 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2041 this.flags &= ~FL_JUMPRELEASED;
2042 this.flags |= FL_SPAWNING;
2043 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
2044 this.flags &= ~FL_JUMPRELEASED;
2045 if(SpectateNext(this)) {
2046 TRANSMUTE(Spectator, this);
2049 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2050 set_movetype(this, preferred_movetype);
2053 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2054 this.flags |= FL_JUMPRELEASED;
2055 if(this.flags & FL_SPAWNING)
2057 this.flags &= ~FL_SPAWNING;
2065 void SpectatorThink(entity this)
2069 if(MinigameImpulse(this, this.impulse))
2072 if (this.impulse == IMP_weapon_drop.impulse)
2074 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2080 if (this.flags & FL_JUMPRELEASED) {
2081 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2082 this.flags &= ~FL_JUMPRELEASED;
2083 this.flags |= FL_SPAWNING;
2084 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
2085 this.flags &= ~FL_JUMPRELEASED;
2086 if(SpectateNext(this)) {
2087 TRANSMUTE(Spectator, this);
2089 TRANSMUTE(Observer, this);
2090 PutClientInServer(this);
2093 } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
2094 this.flags &= ~FL_JUMPRELEASED;
2095 if(SpectatePrev(this)) {
2096 TRANSMUTE(Spectator, this);
2098 TRANSMUTE(Observer, this);
2099 PutClientInServer(this);
2102 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2103 this.flags &= ~FL_JUMPRELEASED;
2104 TRANSMUTE(Observer, this);
2105 PutClientInServer(this);
2107 if(!SpectateUpdate(this))
2108 PutObserverInServer(this);
2111 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2112 this.flags |= FL_JUMPRELEASED;
2113 if(this.flags & FL_SPAWNING)
2115 this.flags &= ~FL_SPAWNING;
2120 if(!SpectateUpdate(this))
2121 PutObserverInServer(this);
2124 this.flags |= FL_CLIENT | FL_NOTARGET;
2127 void vehicles_enter (entity pl, entity veh);
2128 void PlayerUseKey(entity this)
2130 if (!IS_PLAYER(this))
2137 vehicles_exit(this.vehicle, VHEF_NORMAL);
2141 else if(autocvar_g_vehicles_enter)
2143 if(!STAT(FROZEN, this))
2147 entity head, closest_target = NULL;
2148 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2150 while(head) // find the closest acceptable target to enter
2152 if(IS_VEHICLE(head))
2154 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2155 if(head.takedamage != DAMAGE_NO)
2159 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2160 { closest_target = head; }
2162 else { closest_target = head; }
2168 if(closest_target) { vehicles_enter(this, closest_target); return; }
2172 // a use key was pressed; call handlers
2173 MUTATOR_CALLHOOK(PlayerUseKey, this);
2181 Called every frame for each client before the physics are run
2184 .float usekeypressed;
2185 .float last_vehiclecheck;
2187 void PlayerPreThink (entity this)
2189 WarpZone_PlayerPhysics_FixVAngle(this);
2191 STAT(GAMESTARTTIME, this) = game_starttime;
2192 STAT(ROUNDSTARTTIME, this) = round_starttime;
2193 STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2194 STAT(LEADLIMIT, this) = autocvar_leadlimit;
2196 STAT(WEAPONSINMAP, this) = weaponsInMap;
2199 // physics frames: update anticheat stuff
2200 anticheat_prethink(this);
2203 if (blockSpectators && frametime) {
2204 // WORKAROUND: only use dropclient in server frames (frametime set).
2205 // Never use it in cl_movement frames (frametime zero).
2206 checkSpectatorBlock(this);
2209 zoomstate_set = false;
2211 // Check for nameless players
2212 if (isInvisibleString(this.netname)) {
2213 this.netname = strzone(sprintf("Player#%d", this.playerid));
2214 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2216 if (this.netname != this.netname_previous) {
2217 if (autocvar_sv_eventlog) {
2218 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", this.netname));
2220 if (this.netname_previous) strunzone(this.netname_previous);
2221 this.netname_previous = strzone(this.netname);
2225 if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2226 this.version_nagtime = 0;
2227 if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2229 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2231 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2233 int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2234 if (r < 0) { // old client
2235 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2236 } else if (r > 0) { // old server
2237 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2243 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2245 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2246 this.max_armorvalue = 0;
2249 if (STAT(FROZEN, this) == 2)
2251 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2252 this.health = max(1, this.revive_progress * start_health);
2253 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2255 if (this.revive_progress >= 1)
2258 else if (STAT(FROZEN, this) == 3)
2260 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2261 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2263 if (this.health < 1)
2266 vehicles_exit(this.vehicle, VHEF_RELEASE);
2267 if(this.event_damage)
2268 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2270 else if (this.revive_progress <= 0)
2274 MUTATOR_CALLHOOK(PlayerPreThink, this);
2276 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !gameover && !this.vehicle)
2277 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2279 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2281 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2282 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2284 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2288 if(!it.team || SAME_TEAM(this, it))
2289 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2290 else if(autocvar_g_vehicles_steal)
2291 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2295 this.last_vehiclecheck = time + 1;
2298 if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2300 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2302 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2305 if (IS_REAL_CLIENT(this))
2306 PrintWelcomeMessage(this);
2308 if (IS_PLAYER(this)) {
2309 CheckRules_Player(this);
2311 if (intermission_running) {
2312 IntermissionThink(this);
2316 if (timeout_status == TIMEOUT_ACTIVE) {
2317 // don't allow the player to turn around while game is paused
2318 // FIXME turn this into CSQC stuff
2319 this.v_angle = this.lastV_angle;
2320 this.angles = this.lastV_angle;
2321 this.fixangle = true;
2324 if (frametime) player_powerups(this);
2326 if (IS_DEAD(this)) {
2327 if (this.personal && g_race_qualifying) {
2328 if (time > this.respawn_time) {
2329 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2331 this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2334 if (frametime) player_anim(this);
2335 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));
2337 switch(this.deadflag)
2341 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2342 this.deadflag = DEAD_RESPAWNING;
2343 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2344 this.deadflag = DEAD_DEAD;
2350 this.deadflag = DEAD_RESPAWNABLE;
2351 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2352 this.deadflag = DEAD_RESPAWNING;
2355 case DEAD_RESPAWNABLE:
2357 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2358 this.deadflag = DEAD_RESPAWNING;
2361 case DEAD_RESPAWNING:
2363 if (time > this.respawn_time)
2365 this.respawn_time = time + 1; // only retry once a second
2366 this.respawn_time_max = this.respawn_time;
2373 ShowRespawnCountdown(this);
2375 if (this.respawn_flags & RESPAWN_SILENT)
2376 STAT(RESPAWN_TIME, this) = 0;
2377 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2379 if (time < this.respawn_time)
2380 STAT(RESPAWN_TIME, this) = this.respawn_time;
2381 else if (this.deadflag != DEAD_RESPAWNING)
2382 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2385 STAT(RESPAWN_TIME, this) = this.respawn_time;
2388 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2389 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2390 STAT(RESPAWN_TIME, this) *= -1;
2395 this.prevorigin = this.origin;
2397 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2398 if (this.hook.state) {
2400 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2402 } else if (this.vehicle) {
2404 } else if (STAT(FROZEN, this)) {
2411 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2412 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2413 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2415 } else if (this.crouch) {
2416 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2417 if (!trace_startsolid) {
2418 this.crouch = false;
2419 this.view_ofs = STAT(PL_VIEW_OFS, this);
2420 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2424 FixPlayermodel(this);
2426 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2429 this.items &= ~this.items_added;
2431 //for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2433 //.entity weaponentity = weaponentities[slot];
2434 //W_WeaponFrame(this, weaponentity);
2436 .entity weaponentity = weaponentities[0]; // TODO
2437 W_WeaponFrame(this, weaponentity);
2439 this.items_added = 0;
2440 if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2441 this.items_added |= IT_FUEL;
2443 this.items |= this.items_added;
2448 // WEAPONTODO: Add a weapon request for this
2449 // rot vortex charge to the charge limit
2450 if (WEP_CVAR(vortex, charge_rot_rate) && this.vortex_charge > WEP_CVAR(vortex, charge_limit) && this.vortex_charge_rottime < time)
2451 this.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2453 if (frametime) player_anim(this);
2456 secrets_setstatus(this);
2459 monsters_setstatus(this);
2461 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2463 else if (gameover) {
2464 if (intermission_running) IntermissionThink(this);
2467 else if (IS_OBSERVER(this)) {
2468 ObserverThink(this);
2470 else if (IS_SPEC(this)) {
2471 SpectatorThink(this);
2474 // WEAPONTODO: Add weapon request for this
2475 if (!zoomstate_set) {
2477 PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this)
2478 || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_VORTEX)
2479 || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
2483 if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2485 this.teamkill_soundtime = 0;
2487 entity e = this.teamkill_soundsource;
2488 entity oldpusher = e.pusher;
2490 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2491 e.pusher = oldpusher;
2494 if (this.taunt_soundtime && time > this.taunt_soundtime) {
2495 this.taunt_soundtime = 0;
2496 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2499 target_voicescript_next(this);
2501 // WEAPONTODO: Move into weaponsystem somehow
2502 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2503 if (PS(this).m_weapon == WEP_Null)
2504 this.clip_load = this.clip_size = 0;
2507 void DrownPlayer(entity this)
2512 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2514 if(this.air_finished < time)
2515 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2516 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2519 else if (this.air_finished < time)
2521 if (this.pain_finished < time)
2523 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2524 this.pain_finished = time + 0.5;
2529 .bool move_qcphysics;
2531 void Player_Physics(entity this)
2533 set_movetype(this, this.move_movetype);
2535 if(!this.move_qcphysics)
2538 if(!frametime && !this.pm_frametime)
2541 Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
2543 this.pm_frametime = 0;
2550 Called every frame for each client after the physics are run
2553 .float idlekick_lasttimeleft;
2554 void PlayerPostThink (entity this)
2556 Player_Physics(this);
2559 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2560 if (IS_REAL_CLIENT(this))
2561 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2563 int totalClients = 0;
2564 if(sv_maxidle_slots > 0)
2566 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2572 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2573 { /* do nothing */ }
2574 else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2576 if (this.idlekick_lasttimeleft)
2578 this.idlekick_lasttimeleft = 0;
2579 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2584 float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2585 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2586 if (!this.idlekick_lasttimeleft)
2587 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2589 if (timeleft <= 0) {
2590 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2594 else if (timeleft <= 10) {
2595 if (timeleft != this.idlekick_lasttimeleft) {
2596 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2598 this.idlekick_lasttimeleft = timeleft;
2605 //CheckPlayerJump();
2607 if (IS_PLAYER(this)) {
2609 CheckRules_Player(this);
2610 UpdateChatBubble(this);
2611 if (this.impulse) ImpulseCommands(this);
2612 if (intermission_running) return; // intermission or finale
2613 GetPressedKeys(this);
2616 if (this.waypointsprite_attachedforcarrier) {
2617 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2618 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2621 playerdemo_write(this);
2623 CSQCMODEL_AUTOUPDATE(this);