3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "resources.qh"
16 #include "g_damage.qh"
17 #include "handicap.qh"
19 #include "command/common.qh"
20 #include "command/vote.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
27 #include "scores_rules.qh"
31 #include "../common/ent_cs.qh"
32 #include "../common/wepent.qh"
33 #include <common/state.qh>
35 #include <common/effects/qc/globalsound.qh>
37 #include "../common/mapobjects/func/conveyor.qh"
38 #include "../common/mapobjects/teleporters.qh"
39 #include "../common/mapobjects/target/spawnpoint.qh"
41 #include "../common/vehicles/all.qh"
43 #include "weapons/hitplot.qh"
44 #include "weapons/weaponsystem.qh"
46 #include "../common/net_notice.qh"
47 #include "../common/net_linked.qh"
48 #include "../common/physics/player.qh"
50 #include <common/vehicles/sv_vehicles.qh>
52 #include "../common/items/_mod.qh"
54 #include "../common/mutators/mutator/waypoints/all.qh"
55 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
56 #include <common/gamemodes/_mod.qh>
58 #include "../common/mapobjects/subs.qh"
59 #include "../common/mapobjects/triggers.qh"
60 #include "../common/mapobjects/trigger/secret.qh"
62 #include "../common/minigames/sv_minigames.qh"
64 #include "../common/items/inventory.qh"
66 #include "../common/monsters/sv_monsters.qh"
68 #include "../lib/warpzone/server.qh"
70 #include <common/mutators/mutator/overkill/oknex.qh>
72 STATIC_METHOD(Client, Add, void(Client this, int _team))
75 TRANSMUTE(Player, this);
78 PutClientInServer(this);
81 STATIC_METHOD(Client, Remove, void(Client this))
83 TRANSMUTE(Observer, this);
84 PutClientInServer(this);
85 ClientDisconnect(this);
88 void send_CSQC_teamnagger() {
89 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
92 int CountSpectators(entity player, entity to)
94 if(!player) { return 0; } // not sure how, but best to be safe
98 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
106 void WriteSpectators(entity player, entity to)
108 if(!player) { return; } // not sure how, but best to be safe
110 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
112 WriteByte(MSG_ENTITY, num_for_edict(it));
116 bool ClientData_Send(entity this, entity to, int sf)
118 assert(to == this.owner, return false);
121 if (IS_SPEC(e)) e = e.enemy;
124 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
125 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
126 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
127 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
129 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
130 WriteByte(MSG_ENTITY, sf);
133 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
137 float specs = CountSpectators(e, to);
138 WriteByte(MSG_ENTITY, specs);
139 WriteSpectators(e, to);
145 void ClientData_Attach(entity this)
147 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
148 CS(this).clientdata.drawonlytoclient = this;
149 CS(this).clientdata.owner = this;
152 void ClientData_Detach(entity this)
154 delete(CS(this).clientdata);
155 CS(this).clientdata = NULL;
158 void ClientData_Touch(entity e)
160 entity cd = CS(e).clientdata;
161 if (cd) { cd.SendFlags = 1; }
163 // make it spectatable
164 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
166 entity cd = CS(it).clientdata;
167 if (cd) { cd.SendFlags = 1; }
176 Checks if the argument string can be a valid playermodel.
177 Returns a valid one in doubt.
180 string FallbackPlayerModel;
181 string CheckPlayerModel(string plyermodel) {
182 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
184 // note: we cannot summon Don Strunzone here, some player may
185 // still have the model string set. In case anyone manages how
186 // to change a cvar default, we'll have a small leak here.
187 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
189 // only in right path
190 if( substring(plyermodel,0,14) != "models/player/")
191 return FallbackPlayerModel;
192 // only good file extensions
193 if(substring(plyermodel,-4,4) != ".zym")
194 if(substring(plyermodel,-4,4) != ".dpm")
195 if(substring(plyermodel,-4,4) != ".iqm")
196 if(substring(plyermodel,-4,4) != ".md3")
197 if(substring(plyermodel,-4,4) != ".psk")
198 return FallbackPlayerModel;
199 // forbid the LOD models
200 if(substring(plyermodel, -9,5) == "_lod1")
201 return FallbackPlayerModel;
202 if(substring(plyermodel, -9,5) == "_lod2")
203 return FallbackPlayerModel;
204 if(plyermodel != strtolower(plyermodel))
205 return FallbackPlayerModel;
206 // also, restrict to server models
207 if(autocvar_sv_servermodelsonly)
209 if(!fexists(plyermodel))
210 return FallbackPlayerModel;
215 void setplayermodel(entity e, string modelname)
217 precache_model(modelname);
218 _setmodel(e, modelname);
219 player_setupanimsformodel(e);
220 if(!autocvar_g_debug_globalsounds)
221 UpdatePlayerSounds(e);
224 /** putting a client as observer in the server */
225 void PutObserverInServer(entity this)
227 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
228 PlayerState_detach(this);
232 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
235 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
238 // was a player, recount votes and ready status
239 if(IS_REAL_CLIENT(this))
241 if (vote_called) { VoteCount(false); }
247 entity spot = SelectSpawnPoint(this, true);
248 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
249 this.angles = vec2(spot.angles);
250 this.fixangle = true;
251 // offset it so that the spectator spawns higher off the ground, looks better this way
252 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
253 if (IS_REAL_CLIENT(this))
256 WriteByte(MSG_ONE, SVC_SETVIEW);
257 WriteEntity(MSG_ONE, this);
259 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
260 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
261 if(!autocvar_g_debug_globalsounds)
263 // needed for player sounds
265 FixPlayermodel(this);
267 setmodel(this, MDL_Null);
268 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
269 this.view_ofs = '0 0 0';
272 RemoveGrapplingHooks(this);
273 Portal_ClearAll(this);
275 SetSpectatee(this, NULL);
280 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
284 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
286 WaypointSprite_PlayerDead(this);
288 if (mutator_returnvalue) {
289 // mutator prevents resetting teams+score
291 int oldteam = this.team;
292 this.team = -1; // move this as it is needed to log the player spectating in eventlog
293 MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
294 this.frags = FRAGS_SPECTATOR;
295 PlayerScore_Clear(this); // clear scores when needed
298 if (CS(this).killcount != FRAGS_SPECTATOR)
300 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
302 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
303 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
305 if(!CS(this).just_joined)
306 LogTeamchange(this.playerid, -1, 4);
308 CS(this).just_joined = false;
311 accuracy_resend(this);
313 CS(this).spectatortime = time;
315 IL_REMOVE(g_bot_targets, this);
316 this.bot_attack = false;
317 if(this.monster_attack)
318 IL_REMOVE(g_monster_targets, this);
319 this.monster_attack = false;
320 STAT(HUD, this) = HUD_NORMAL;
321 TRANSMUTE(Observer, this);
322 this.iscreature = false;
323 this.teleportable = TELEPORT_SIMPLE;
324 if(this.damagedbycontents)
325 IL_REMOVE(g_damagedbycontents, this);
326 this.damagedbycontents = false;
327 SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
328 SetSpectatee_status(this, etof(this));
329 this.takedamage = DAMAGE_NO;
330 this.solid = SOLID_NOT;
331 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
332 this.flags = FL_CLIENT | FL_NOTARGET;
334 SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
335 this.pauserotarmor_finished = 0;
336 this.pauserothealth_finished = 0;
337 this.pauseregen_finished = 0;
338 this.damageforcescale = 0;
340 this.respawn_flags = 0;
341 this.respawn_time = 0;
342 STAT(RESPAWN_TIME, this) = 0;
347 this.pain_finished = 0;
348 this.strength_finished = 0;
349 this.invincible_finished = 0;
350 this.superweapons_finished = 0;
351 this.dphitcontentsmask = 0;
354 setthink(this, func_null);
356 this.deadflag = DEAD_NO;
358 STAT(REVIVE_PROGRESS, this) = 0;
359 this.revival_time = 0;
362 STAT(WEAPONS, this) = '0 0 0';
363 this.drawonlytoclient = this;
367 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
369 this.weaponmodel = "";
370 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
372 this.weaponentities[slot] = NULL;
374 this.exteriorweaponentity = NULL;
375 CS(this).killcount = FRAGS_SPECTATOR;
376 this.velocity = '0 0 0';
377 this.avelocity = '0 0 0';
378 this.punchangle = '0 0 0';
379 this.punchvector = '0 0 0';
380 this.oldvelocity = this.velocity;
381 this.fire_endtime = -1;
382 this.event_damage = func_null;
383 this.event_heal = func_null;
385 for(int slot = 0; slot < MAX_AXH; ++slot)
387 entity axh = this.(AuxiliaryXhair[slot]);
388 this.(AuxiliaryXhair[slot]) = NULL;
390 if(axh.owner == this && axh != NULL && !wasfreed(axh))
395 int player_getspecies(entity this)
397 get_model_parameters(this.model, this.skin);
398 int s = get_model_parameters_species;
399 get_model_parameters(string_null, 0);
400 if (s < 0) return SPECIES_HUMAN;
404 .float model_randomizer;
405 void FixPlayermodel(entity player)
407 string defaultmodel = "";
409 if(autocvar_sv_defaultcharacter)
415 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
416 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
417 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
418 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
422 if(defaultmodel == "")
424 defaultmodel = autocvar_sv_defaultplayermodel;
425 defaultskin = autocvar_sv_defaultplayerskin;
428 int n = tokenize_console(defaultmodel);
431 defaultmodel = argv(floor(n * CS(player).model_randomizer));
432 // However, do NOT randomize if the player-selected model is in the list.
433 for (int i = 0; i < n; ++i)
434 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
435 defaultmodel = argv(i);
438 int i = strstrofs(defaultmodel, ":", 0);
441 defaultskin = stof(substring(defaultmodel, i+1, -1));
442 defaultmodel = substring(defaultmodel, 0, i);
445 if(autocvar_sv_defaultcharacterskin && !defaultskin)
451 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
452 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
453 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
454 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
459 defaultskin = autocvar_sv_defaultplayerskin;
462 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
463 defaultmodel = M_ARGV(0, string);
464 defaultskin = M_ARGV(1, int);
468 if(defaultmodel != "")
470 if (defaultmodel != player.model)
472 vector m1 = player.mins;
473 vector m2 = player.maxs;
474 setplayermodel (player, defaultmodel);
475 setsize (player, m1, m2);
479 oldskin = player.skin;
480 player.skin = defaultskin;
482 if (player.playermodel != player.model || player.playermodel == "")
484 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
485 vector m1 = player.mins;
486 vector m2 = player.maxs;
487 setplayermodel (player, player.playermodel);
488 setsize (player, m1, m2);
492 if(!autocvar_sv_defaultcharacterskin)
494 oldskin = player.skin;
495 player.skin = stof(player.playerskin);
499 oldskin = player.skin;
500 player.skin = defaultskin;
504 if(chmdl || oldskin != player.skin) // model or skin has changed
506 player.species = player_getspecies(player); // update species
507 if(!autocvar_g_debug_globalsounds)
508 UpdatePlayerSounds(player); // update skin sounds
512 if(strlen(autocvar_sv_defaultplayercolors))
513 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
514 setcolor(player, stof(autocvar_sv_defaultplayercolors));
517 void PutPlayerInServer(entity this)
519 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
521 PlayerState_attach(this);
522 accuracy_resend(this);
525 JoinBestTeam(this, true);
527 entity spot = SelectSpawnPoint(this, false);
529 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
530 return; // spawn failed
533 TRANSMUTE(Player, this);
535 CS(this).wasplayer = true;
536 this.iscreature = true;
537 this.teleportable = TELEPORT_NORMAL;
538 if(!this.damagedbycontents)
539 IL_PUSH(g_damagedbycontents, this);
540 this.damagedbycontents = true;
541 set_movetype(this, MOVETYPE_WALK);
542 this.solid = SOLID_SLIDEBOX;
543 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
544 if (autocvar_g_playerclip_collisions)
545 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
546 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
547 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
548 this.frags = FRAGS_PLAYER;
549 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
550 this.flags = FL_CLIENT | FL_PICKUPITEMS;
551 if (autocvar__notarget)
552 this.flags |= FL_NOTARGET;
553 this.takedamage = DAMAGE_AIM;
554 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
557 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
558 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
559 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
560 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
561 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
562 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
563 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
564 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
565 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
567 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
568 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
569 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
570 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
571 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
572 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
573 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
574 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
575 STAT(WEAPONS, this) = start_weapons;
576 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
578 GiveRandomWeapons(this, random_start_weapons_count,
579 autocvar_g_random_start_weapons, random_start_ammo);
582 SetSpectatee_status(this, 0);
584 PS(this).dual_weapons = '0 0 0';
586 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
588 this.items = start_items;
590 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
591 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
592 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
593 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
594 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
595 if (!sv_ready_restart_after_countdown && time < game_starttime)
597 float f = game_starttime - time;
598 this.spawnshieldtime += f;
599 this.pauserotarmor_finished += f;
600 this.pauserothealth_finished += f;
601 this.pauseregen_finished += f;
604 this.damageforcescale = 2;
606 this.respawn_flags = 0;
607 this.respawn_time = 0;
608 STAT(RESPAWN_TIME, this) = 0;
609 this.scale = autocvar_sv_player_scale;
612 this.pain_finished = 0;
614 setthink(this, func_null); // players have no think function
617 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
619 this.deadflag = DEAD_NO;
621 this.angles = spot.angles;
622 this.angles_z = 0; // never spawn tilted even if the spot says to
623 if (IS_BOT_CLIENT(this))
624 this.v_angle = this.angles;
625 this.fixangle = true; // turn this way immediately
626 this.oldvelocity = this.velocity = '0 0 0';
627 this.avelocity = '0 0 0';
628 this.punchangle = '0 0 0';
629 this.punchvector = '0 0 0';
631 this.strength_finished = 0;
632 this.invincible_finished = 0;
633 this.fire_endtime = -1;
634 STAT(REVIVE_PROGRESS, this) = 0;
635 this.revival_time = 0;
637 this.air_finished = time + 12;
638 this.waterlevel = WATERLEVEL_NONE;
639 this.watertype = CONTENT_EMPTY;
641 entity spawnevent = new_pure(spawnevent);
642 spawnevent.owner = this;
643 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
645 // Cut off any still running player sounds.
646 stopsound(this, CH_PLAYER_SINGLE);
649 FixPlayermodel(this);
650 this.drawonlytoclient = NULL;
654 for(int slot = 0; slot < MAX_AXH; ++slot)
656 entity axh = this.(AuxiliaryXhair[slot]);
657 this.(AuxiliaryXhair[slot]) = NULL;
659 if(axh.owner == this && axh != NULL && !wasfreed(axh))
663 this.spawnpoint_targ = NULL;
666 this.view_ofs = STAT(PL_VIEW_OFS, this);
667 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
668 this.spawnorigin = spot.origin;
669 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
670 // don't reset back to last position, even if new position is stuck in solid
671 this.oldorigin = this.origin;
673 IL_REMOVE(g_conveyed, this);
674 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
675 STAT(HUD, this) = HUD_NORMAL;
677 this.event_damage = PlayerDamage;
678 this.event_heal = PlayerHeal;
681 IL_PUSH(g_bot_targets, this);
682 this.bot_attack = true;
683 if(!this.monster_attack)
684 IL_PUSH(g_monster_targets, this);
685 this.monster_attack = true;
686 navigation_dynamicgoal_init(this, false);
688 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
690 // player was spectator
691 if (CS(this).killcount == FRAGS_SPECTATOR) {
692 PlayerScore_Clear(this);
693 CS(this).killcount = 0;
694 CS(this).startplaytime = time;
697 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
699 .entity weaponentity = weaponentities[slot];
700 entity oldwep = this.(weaponentity);
701 CL_SpawnWeaponentity(this, weaponentity);
702 if(oldwep && oldwep.owner == this)
703 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
705 this.alpha = default_player_alpha;
706 this.colormod = '1 1 1' * autocvar_g_player_brightness;
707 this.exteriorweaponentity.alpha = default_weapon_alpha;
709 this.speedrunning = false;
711 target_voicescript_clear(this);
713 // reset fields the weapons may use
714 FOREACH(Weapons, true, {
715 it.wr_resetplayer(it, this);
716 // reload all reloadable weapons
717 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
718 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
720 .entity weaponentity = weaponentities[slot];
721 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
727 string s = spot.target;
728 spot.target = string_null;
729 SUB_UseTargets(spot, this, NULL);
735 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
737 if (autocvar_spawn_debug)
739 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
740 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
743 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
745 .entity weaponentity = weaponentities[slot];
746 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
747 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
749 this.(weaponentity).m_switchweapon = WEP_Null;
750 this.(weaponentity).m_weapon = WEP_Null;
751 this.(weaponentity).weaponname = "";
752 this.(weaponentity).m_switchingweapon = WEP_Null;
753 this.(weaponentity).cnt = -1;
755 W_WeaponFrame(this, weaponentity);
758 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
760 if (!warmup_stage && !this.alivetime)
761 this.alivetime = time;
763 antilag_clear(this, CS(this));
766 /** Called when a client spawns in the server */
767 void PutClientInServer(entity this)
769 if (IS_BOT_CLIENT(this)) {
770 TRANSMUTE(Player, this);
771 } else if (IS_REAL_CLIENT(this)) {
773 WriteByte(MSG_ONE, SVC_SETVIEW);
774 WriteEntity(MSG_ONE, this);
777 TRANSMUTE(Observer, this);
779 SetSpectatee(this, NULL);
783 PS(this).itemkeys = 0;
785 MUTATOR_CALLHOOK(PutClientInServer, this);
787 if (IS_OBSERVER(this)) {
788 PutObserverInServer(this);
789 } else if (IS_PLAYER(this)) {
790 PutPlayerInServer(this);
794 // TODO do we need all these fields, or should we stop autodetecting runtime
795 // changes and just have a console command to update this?
796 bool ClientInit_SendEntity(entity this, entity to, int sf)
798 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
801 // MSG_INIT replacement
802 // TODO: make easier to use
804 W_PROP_reload(MSG_ONE, to);
805 ClientInit_misc(this);
806 MUTATOR_CALLHOOK(Ent_Init);
808 void ClientInit_misc(entity this)
810 int channel = MSG_ONE;
811 WriteHeader(channel, ENT_CLIENT_INIT);
812 WriteByte(channel, g_nexball_meter_period * 32);
813 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
814 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
815 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
816 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
817 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
818 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
819 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
820 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
822 if(sv_foginterval && world.fog != "")
823 WriteString(channel, world.fog);
825 WriteString(channel, "");
826 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
827 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
828 WriteByte(channel, serverflags);
829 WriteCoord(channel, autocvar_g_trueaim_minrange);
832 void ClientInit_CheckUpdate(entity this)
834 this.nextthink = time;
835 if(this.count != autocvar_g_balance_armor_blockpercent)
837 this.count = autocvar_g_balance_armor_blockpercent;
840 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
842 this.cnt = autocvar_g_balance_damagepush_speedfactor;
847 void ClientInit_Spawn()
849 entity e = new_pure(clientinit);
850 setthink(e, ClientInit_CheckUpdate);
851 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
853 ClientInit_CheckUpdate(e);
863 // initialize parms for a new player
864 parm1 = -(86400 * 366);
866 MUTATOR_CALLHOOK(SetNewParms);
874 void SetChangeParms (entity this)
876 // save parms for level change
877 parm1 = CS(this).parm_idlesince - time;
879 MUTATOR_CALLHOOK(SetChangeParms);
887 void DecodeLevelParms(entity this)
890 CS(this).parm_idlesince = parm1;
891 if (CS(this).parm_idlesince == -(86400 * 366))
892 CS(this).parm_idlesince = time;
894 // whatever happens, allow 60 seconds of idling directly after connect for map loading
895 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
897 MUTATOR_CALLHOOK(DecodeLevelParms);
904 Called when a client types 'kill' in the console
908 .float clientkill_nexttime;
909 void ClientKill_Now_TeamChange(entity this)
911 if(this.killindicator_teamchange == -1)
913 JoinBestTeam( this, true );
915 else if(this.killindicator_teamchange == -2)
918 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
919 PutObserverInServer(this);
922 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
923 this.killindicator_teamchange = 0;
926 void ClientKill_Now(entity this)
930 vehicles_exit(this.vehicle, VHEF_RELEASE);
931 if(!this.killindicator_teamchange)
933 this.vehicle_health = -1;
934 Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
938 if(this.killindicator && !wasfreed(this.killindicator))
939 delete(this.killindicator);
941 this.killindicator = NULL;
943 if(this.killindicator_teamchange)
944 ClientKill_Now_TeamChange(this);
946 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
948 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
951 // now I am sure the player IS dead
953 void KillIndicator_Think(entity this)
957 this.owner.killindicator = NULL;
962 if (this.owner.alpha < 0 && !this.owner.vehicle)
964 this.owner.killindicator = NULL;
971 ClientKill_Now(this.owner);
974 else if(this.count == 1) // count == 1 means that it's silent
976 this.nextthink = time + 1;
982 setmodel(this, MDL_NUM(this.cnt));
983 if(IS_REAL_CLIENT(this.owner))
986 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
988 this.nextthink = time + 1;
993 float clientkilltime;
994 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1002 killtime = autocvar_g_balance_kill_delay;
1004 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
1006 killtime = M_ARGV(1, float);
1008 this.killindicator_teamchange = targetteam;
1010 if(!this.killindicator)
1014 killtime = max(killtime, this.clientkill_nexttime - time);
1015 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1018 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1020 ClientKill_Now(this);
1024 starttime = max(time, clientkilltime);
1026 this.killindicator = spawn();
1027 this.killindicator.owner = this;
1028 this.killindicator.scale = 0.5;
1029 setattachment(this.killindicator, this, "");
1030 setorigin(this.killindicator, '0 0 52');
1031 setthink(this.killindicator, KillIndicator_Think);
1032 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1033 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1034 this.killindicator.cnt = ceil(killtime);
1035 this.killindicator.count = bound(0, ceil(killtime), 10);
1036 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1038 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1040 it.killindicator = spawn();
1041 it.killindicator.owner = it;
1042 it.killindicator.scale = 0.5;
1043 setattachment(it.killindicator, it, "");
1044 setorigin(it.killindicator, '0 0 52');
1045 setthink(it.killindicator, KillIndicator_Think);
1046 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1047 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1048 it.killindicator.cnt = ceil(killtime);
1053 if(this.killindicator)
1055 if(targetteam == 0) // just die
1057 this.killindicator.colormod = '0 0 0';
1058 if(IS_REAL_CLIENT(this))
1059 if(this.killindicator.cnt > 0)
1060 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1062 else if(targetteam == -1) // auto
1064 this.killindicator.colormod = '0 1 0';
1065 if(IS_REAL_CLIENT(this))
1066 if(this.killindicator.cnt > 0)
1067 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1069 else if(targetteam == -2) // spectate
1071 this.killindicator.colormod = '0.5 0.5 0.5';
1072 if(IS_REAL_CLIENT(this))
1073 if(this.killindicator.cnt > 0)
1074 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1078 this.killindicator.colormod = Team_ColorRGB(targetteam);
1079 if(IS_REAL_CLIENT(this))
1080 if(this.killindicator.cnt > 0)
1081 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1087 void ClientKill (entity this)
1089 // TODO: once .health is removed, will need to check it here for the "already dead" message!
1091 if(game_stopped) return;
1092 if(this.player_blocked) return;
1093 if(STAT(FROZEN, this)) return;
1095 ClientKill_TeamChange(this, 0);
1098 void FixClientCvars(entity e)
1100 // send prediction settings to the client
1101 stuffcmd(e, "\nin_bindmap 0 0\n");
1102 if(autocvar_g_antilag == 3) // client side hitscan
1103 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1104 if(autocvar_sv_gentle)
1105 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1107 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1108 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1110 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1112 MUTATOR_CALLHOOK(FixClientCvars, e);
1115 bool findinlist_abbrev(string tofind, string list)
1117 if(list == "" || tofind == "")
1118 return false; // empty list or search, just return
1120 // this function allows abbreviated strings!
1121 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1129 bool PlayerInIPList(entity p, string iplist)
1131 // some safety checks (never allow local?)
1132 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1135 return findinlist_abbrev(p.netaddress, iplist);
1138 bool PlayerInIDList(entity p, string idlist)
1140 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1144 return findinlist_abbrev(p.crypto_idfp, idlist);
1147 bool PlayerInList(entity player, string list)
1149 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1152 #ifdef DP_EXT_PRECONNECT
1157 Called once (not at each match start) when a client begins a connection to the server
1160 void ClientPreConnect(entity this)
1162 if(autocvar_sv_eventlog)
1164 GameLogEcho(sprintf(":connect:%d:%d:%s",
1167 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1177 Called when a client connects to the server
1180 void ClientConnect(entity this)
1182 if (Ban_MaybeEnforceBanOnce(this)) return;
1183 assert(!IS_CLIENT(this), return);
1184 this.flags |= FL_CLIENT;
1185 assert(player_count >= 0, player_count = 0);
1188 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1190 TRANSMUTE(Client, this);
1191 CS(this).version_nagtime = time + 10 + random() * 10;
1193 // identify the right forced team
1194 if (autocvar_g_campaign)
1196 if (IS_REAL_CLIENT(this)) // only players, not bots
1198 switch (autocvar_g_campaign_forceteam)
1200 case 1: this.team_forced = NUM_TEAM_1; break;
1201 case 2: this.team_forced = NUM_TEAM_2; break;
1202 case 3: this.team_forced = NUM_TEAM_3; break;
1203 case 4: this.team_forced = NUM_TEAM_4; break;
1204 default: this.team_forced = 0;
1208 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1209 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1210 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1211 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1212 else switch (autocvar_g_forced_team_otherwise)
1214 default: this.team_forced = 0; break;
1215 case "red": this.team_forced = NUM_TEAM_1; break;
1216 case "blue": this.team_forced = NUM_TEAM_2; break;
1217 case "yellow": this.team_forced = NUM_TEAM_3; break;
1218 case "pink": this.team_forced = NUM_TEAM_4; break;
1221 this.team_forced = -1;
1224 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1226 int playerid_save = this.playerid;
1227 this.playerid = 0; // silent
1228 JoinBestTeam(this, false); // if the team number is valid, keep it
1229 this.playerid = playerid_save;
1231 TRANSMUTE(Observer, this);
1233 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1235 // always track bots, don't ask for cl_allow_uidtracking
1236 if (IS_BOT_CLIENT(this))
1237 PlayerStats_GameReport_AddPlayer(this);
1239 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1241 if (autocvar_sv_eventlog)
1242 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1244 LogTeamchange(this.playerid, this.team, 1);
1246 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1248 if(teamplay && IS_PLAYER(this))
1249 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1251 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1253 stuffcmd(this, clientstuff, "\n");
1254 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1256 FixClientCvars(this);
1258 // get version info from player
1259 stuffcmd(this, "cmd clientversion $gameversion\n");
1261 // notify about available teams
1264 CheckAllowedTeams(this);
1266 if (c1 >= 0) t |= BIT(0);
1267 if (c2 >= 0) t |= BIT(1);
1268 if (c3 >= 0) t |= BIT(2);
1269 if (c4 >= 0) t |= BIT(3);
1270 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1274 stuffcmd(this, "set _teams_available 0\n");
1277 bot_relinkplayerlist();
1279 CS(this).spectatortime = time;
1280 if (blockSpectators)
1282 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1285 CS(this).jointime = time;
1287 if (IS_REAL_CLIENT(this))
1289 if (g_weaponarena_weapons == WEPSET(TUBA))
1290 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1293 if (!sv_foginterval && world.fog != "")
1294 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1296 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1297 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1298 send_CSQC_teamnagger();
1300 CSQCMODEL_AUTOINIT(this);
1302 CS(this).model_randomizer = random();
1304 if (IS_REAL_CLIENT(this))
1305 sv_notice_join(this);
1307 // update physics stats (players can spawn before physics runs)
1308 Physics_UpdateStats(this);
1310 IL_EACH(g_initforplayer, it.init_for_player, {
1311 it.init_for_player(it, this);
1314 Handicap_Initialize(this);
1316 MUTATOR_CALLHOOK(ClientConnect, this);
1318 if (IS_REAL_CLIENT(this))
1320 if (!autocvar_g_campaign && !IS_PLAYER(this))
1322 CS(this).motd_actived_time = -1;
1323 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1331 Called when a client disconnects from the server
1334 .entity chatbubbleentity;
1335 void ClientDisconnect(entity this)
1337 assert(IS_CLIENT(this), return);
1339 PlayerStats_GameReport_FinalizePlayer(this);
1340 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1341 if (CS(this).active_minigame) part_minigame(this);
1342 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1344 if (autocvar_sv_eventlog)
1345 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1347 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1350 SetSpectatee(this, NULL);
1352 MUTATOR_CALLHOOK(ClientDisconnect, this);
1354 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1355 strfree(CS(this).weaponorder_byimpulse);
1356 ClientState_detach(this);
1358 Portal_ClearAll(this);
1362 RemoveGrapplingHooks(this);
1364 // Here, everything has been done that requires this player to be a client.
1366 this.flags &= ~FL_CLIENT;
1368 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1369 if (this.killindicator) delete(this.killindicator);
1371 WaypointSprite_PlayerGone(this);
1373 bot_relinkplayerlist();
1375 strfree(this.clientstatus);
1376 if (this.personal) delete(this.personal);
1380 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1385 void ChatBubbleThink(entity this)
1387 this.nextthink = time;
1388 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1390 if(this.owner) // but why can that ever be NULL?
1391 this.owner.chatbubbleentity = NULL;
1398 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1400 if ( CS(this.owner).active_minigame )
1401 this.mdl = "models/sprites/minigame_busy.iqm";
1402 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1403 this.mdl = "models/misc/chatbubble.spr";
1406 if ( this.model != this.mdl )
1407 _setmodel(this, this.mdl);
1411 void UpdateChatBubble(entity this)
1415 // spawn a chatbubble entity if needed
1416 if (!this.chatbubbleentity)
1418 this.chatbubbleentity = new(chatbubbleentity);
1419 this.chatbubbleentity.owner = this;
1420 this.chatbubbleentity.exteriormodeltoclient = this;
1421 setthink(this.chatbubbleentity, ChatBubbleThink);
1422 this.chatbubbleentity.nextthink = time;
1423 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1424 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1425 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1426 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1427 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1428 //this.chatbubbleentity.model = "";
1429 this.chatbubbleentity.effects = EF_LOWPRECISION;
1434 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1435 // added to the model skins
1436 /*void UpdateColorModHack()
1439 c = this.clientcolors & 15;
1440 // LordHavoc: only bothering to support white, green, red, yellow, blue
1441 if (!teamplay) this.colormod = '0 0 0';
1442 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1443 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1444 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1445 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1446 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1447 else this.colormod = '1 1 1';
1450 void respawn(entity this)
1452 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1454 this.solid = SOLID_NOT;
1455 this.takedamage = DAMAGE_NO;
1456 set_movetype(this, MOVETYPE_FLY);
1457 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1458 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1459 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1460 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1461 if(autocvar_g_respawn_ghosts_maxtime)
1462 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1467 this.effects |= EF_NODRAW; // prevent another CopyBody
1468 PutClientInServer(this);
1471 void PrintToChat(entity client, string text)
1473 text = strcat("\{1}^7", text, "\n");
1474 sprint(client, text);
1477 void DebugPrintToChat(entity client, string text)
1479 if (autocvar_developer)
1481 PrintToChat(client, text);
1485 void PrintToChatAll(string text)
1487 text = strcat("\{1}^7", text, "\n");
1491 void DebugPrintToChatAll(string text)
1493 if (autocvar_developer)
1495 PrintToChatAll(text);
1499 void PrintToChatTeam(int team_num, string text)
1501 text = strcat("\{1}^7", text, "\n");
1502 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1504 if (it.team == team_num)
1511 void DebugPrintToChatTeam(int team_num, string text)
1513 if (autocvar_developer)
1515 PrintToChatTeam(team_num, text);
1519 void play_countdown(entity this, float finished, Sound samp)
1522 if(IS_REAL_CLIENT(this))
1523 if(floor(finished - time - frametime) != floor(finished - time))
1524 if(finished - time < 6)
1525 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1528 void player_powerups(entity this)
1530 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1531 int items_prev = this.items;
1533 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1534 this.modelflags |= MF_ROCKET;
1536 this.modelflags &= ~MF_ROCKET;
1538 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1540 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1543 Fire_ApplyDamage(this);
1544 Fire_ApplyEffect(this);
1546 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1548 if (this.items & ITEM_Strength.m_itemid)
1550 play_countdown(this, this.strength_finished, SND_POWEROFF);
1551 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1552 if (time > this.strength_finished)
1554 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1555 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1556 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1561 if (time < this.strength_finished)
1563 this.items = this.items | ITEM_Strength.m_itemid;
1565 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1566 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1569 if (this.items & ITEM_Shield.m_itemid)
1571 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1572 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1573 if (time > this.invincible_finished)
1575 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1576 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1577 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1582 if (time < this.invincible_finished)
1584 this.items = this.items | ITEM_Shield.m_itemid;
1586 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1587 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1590 if (this.items & IT_SUPERWEAPON)
1592 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1594 this.superweapons_finished = 0;
1595 this.items = this.items - (this.items & IT_SUPERWEAPON);
1596 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1597 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1599 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1601 // don't let them run out
1605 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1606 if (time > this.superweapons_finished)
1608 this.items = this.items - (this.items & IT_SUPERWEAPON);
1609 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1610 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1611 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1615 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1617 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1619 this.items = this.items | IT_SUPERWEAPON;
1621 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1622 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1626 this.superweapons_finished = 0;
1627 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1632 this.superweapons_finished = 0;
1636 if(autocvar_g_nodepthtestplayers)
1637 this.effects = this.effects | EF_NODEPTHTEST;
1639 if(autocvar_g_fullbrightplayers)
1640 this.effects = this.effects | EF_FULLBRIGHT;
1642 if (time >= game_starttime)
1643 if (time < this.spawnshieldtime)
1644 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1646 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1649 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1651 if(current > stable)
1653 else if(current > stable - 0.25) // when close enough, "snap"
1656 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1659 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1661 if(current < stable)
1663 else if(current < stable + 0.25) // when close enough, "snap"
1666 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1669 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1671 if(current > rotstable)
1673 if(rotframetime > 0)
1675 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1676 current = max(rotstable, current - rotlinear * rotframetime);
1679 else if(current < regenstable)
1681 if(regenframetime > 0)
1683 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1684 current = min(regenstable, current + regenlinear * regenframetime);
1694 void player_regen(entity this)
1696 float max_mod, regen_mod, rot_mod, limit_mod;
1697 max_mod = regen_mod = rot_mod = limit_mod = 1;
1699 float regen_health = autocvar_g_balance_health_regen;
1700 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1701 float regen_health_rot = autocvar_g_balance_health_rot;
1702 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1703 float regen_health_stable = autocvar_g_balance_health_regenstable;
1704 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1705 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1706 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1707 max_mod = M_ARGV(1, float);
1708 regen_mod = M_ARGV(2, float);
1709 rot_mod = M_ARGV(3, float);
1710 limit_mod = M_ARGV(4, float);
1711 regen_health = M_ARGV(5, float);
1712 regen_health_linear = M_ARGV(6, float);
1713 regen_health_rot = M_ARGV(7, float);
1714 regen_health_rotlinear = M_ARGV(8, float);
1715 regen_health_stable = M_ARGV(9, float);
1716 regen_health_rotstable = M_ARGV(10, float);
1718 if(!mutator_returnvalue)
1719 if(!STAT(FROZEN, this))
1721 float mina, maxa, limith, limita;
1722 maxa = autocvar_g_balance_armor_rotstable;
1723 mina = autocvar_g_balance_armor_regenstable;
1724 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1725 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1727 regen_health_rotstable = regen_health_rotstable * max_mod;
1728 regen_health_stable = regen_health_stable * max_mod;
1729 limith = limith * limit_mod;
1730 limita = limita * limit_mod;
1732 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1733 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1734 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1735 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1736 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1737 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1740 // if player rotted to death... die!
1741 // check this outside above checks, as player may still be able to rot to death
1742 if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1745 vehicles_exit(this.vehicle, VHEF_RELEASE);
1746 if(this.event_damage)
1747 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1750 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1752 float minf, maxf, limitf;
1754 maxf = autocvar_g_balance_fuel_rotstable;
1755 minf = autocvar_g_balance_fuel_regenstable;
1756 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1758 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1759 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1760 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1765 void SetZoomState(entity this, float newzoom)
1767 if(newzoom != CS(this).zoomstate)
1769 CS(this).zoomstate = newzoom;
1770 ClientData_Touch(this);
1772 zoomstate_set = true;
1775 void GetPressedKeys(entity this)
1777 MUTATOR_CALLHOOK(GetPressedKeys, this);
1778 int keys = STAT(PRESSED_KEYS, this);
1779 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1780 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1781 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1782 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1784 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1785 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1786 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1787 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1788 CS(this).pressedkeys = keys; // store for other users
1790 STAT(PRESSED_KEYS, this) = keys;
1794 ======================
1795 spectate mode routines
1796 ======================
1799 void SpectateCopy(entity this, entity spectatee)
1801 TC(Client, this); TC(Client, spectatee);
1803 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1804 PS(this) = PS(spectatee);
1805 this.armortype = spectatee.armortype;
1806 SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1807 SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1808 SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1809 SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1810 SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1811 SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1812 SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1813 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1814 SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1815 CS(this).impulse = 0;
1816 this.items = spectatee.items;
1817 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1818 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1819 this.strength_finished = spectatee.strength_finished;
1820 this.invincible_finished = spectatee.invincible_finished;
1821 this.superweapons_finished = spectatee.superweapons_finished;
1822 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1823 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1824 this.punchangle = spectatee.punchangle;
1825 this.view_ofs = spectatee.view_ofs;
1826 this.velocity = spectatee.velocity;
1827 this.dmg_take = spectatee.dmg_take;
1828 this.dmg_save = spectatee.dmg_save;
1829 this.dmg_inflictor = spectatee.dmg_inflictor;
1830 this.v_angle = spectatee.v_angle;
1831 this.angles = spectatee.v_angle;
1832 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1833 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1834 this.viewloc = spectatee.viewloc;
1835 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1836 this.fixangle = true;
1837 setorigin(this, spectatee.origin);
1838 setsize(this, spectatee.mins, spectatee.maxs);
1839 SetZoomState(this, CS(spectatee).zoomstate);
1841 anticheat_spectatecopy(this, spectatee);
1842 STAT(HUD, this) = STAT(HUD, spectatee);
1843 if(spectatee.vehicle)
1845 this.angles = spectatee.v_angle;
1847 //this.fixangle = false;
1848 //this.velocity = spectatee.vehicle.velocity;
1849 this.vehicle_health = spectatee.vehicle_health;
1850 this.vehicle_shield = spectatee.vehicle_shield;
1851 this.vehicle_energy = spectatee.vehicle_energy;
1852 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1853 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1854 this.vehicle_reload1 = spectatee.vehicle_reload1;
1855 this.vehicle_reload2 = spectatee.vehicle_reload2;
1857 //msg_entity = this;
1859 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1860 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1861 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1862 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1864 //WriteByte (MSG_ONE, SVC_SETVIEW);
1865 // WriteEntity(MSG_ONE, this);
1866 //makevectors(spectatee.v_angle);
1867 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1871 bool SpectateUpdate(entity this)
1876 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1878 SetSpectatee(this, NULL);
1882 SpectateCopy(this, this.enemy);
1887 bool SpectateSet(entity this)
1889 if(!IS_PLAYER(this.enemy))
1892 ClientData_Touch(this.enemy);
1895 WriteByte(MSG_ONE, SVC_SETVIEW);
1896 WriteEntity(MSG_ONE, this.enemy);
1897 set_movetype(this, MOVETYPE_NONE);
1898 accuracy_resend(this);
1900 if(!SpectateUpdate(this))
1901 PutObserverInServer(this);
1906 void SetSpectatee_status(entity this, int spectatee_num)
1908 int oldspectatee_status = CS(this).spectatee_status;
1909 CS(this).spectatee_status = spectatee_num;
1911 if (CS(this).spectatee_status != oldspectatee_status)
1913 ClientData_Touch(this);
1914 if (g_race || g_cts) race_InitSpectator();
1918 void SetSpectatee(entity this, entity spectatee)
1920 if(IS_BOT_CLIENT(this))
1921 return; // bots abuse .enemy, this code is useless to them
1923 entity old_spectatee = this.enemy;
1925 this.enemy = spectatee;
1928 // these are required to fix the spectator bug with arc
1931 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1933 .entity weaponentity = weaponentities[slot];
1934 if(old_spectatee.(weaponentity).arc_beam)
1935 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1940 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1942 .entity weaponentity = weaponentities[slot];
1943 if(this.enemy.(weaponentity).arc_beam)
1944 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1949 SetSpectatee_status(this, etof(this.enemy));
1951 // needed to update spectator list
1952 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1955 bool Spectate(entity this, entity pl)
1957 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1959 pl = M_ARGV(1, entity);
1961 SetSpectatee(this, pl);
1962 return SpectateSet(this);
1965 bool SpectateNext(entity this)
1967 entity ent = find(this.enemy, classname, STR_PLAYER);
1969 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1970 ent = M_ARGV(1, entity);
1972 ent = find(ent, classname, STR_PLAYER);
1974 if(ent) { SetSpectatee(this, ent); }
1976 return SpectateSet(this);
1979 bool SpectatePrev(entity this)
1981 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1982 entity ent = findchain(classname, STR_PLAYER);
1983 if (!ent) // no player
1987 // skip players until current spectated player
1989 while(ent && ent != this.enemy)
1992 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1994 case MUT_SPECPREV_FOUND:
1995 ent = M_ARGV(1, entity);
1997 case MUT_SPECPREV_RETURN:
1999 case MUT_SPECPREV_CONTINUE:
2010 SetSpectatee(this, ent);
2011 return SpectateSet(this);
2016 ShowRespawnCountdown()
2018 Update a respawn countdown display.
2021 void ShowRespawnCountdown(entity this)
2024 if(!IS_DEAD(this)) // just respawned?
2028 number = ceil(this.respawn_time - time);
2031 if(number <= this.respawn_countdown)
2033 this.respawn_countdown = number - 1;
2034 if(ceil(this.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
2035 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2040 .bool team_selected;
2041 bool ShowTeamSelection(entity this)
2043 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2045 stuffcmd(this, "menu_showteamselect\n");
2048 void Join(entity this)
2050 TRANSMUTE(Player, this);
2052 if(!this.team_selected)
2053 if(autocvar_g_campaign || autocvar_g_balance_teams)
2054 JoinBestTeam(this, true);
2056 if(autocvar_g_campaign)
2057 campaign_bots_may_start = true;
2059 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2061 PutClientInServer(this);
2064 if(teamplay && this.team != -1)
2065 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2067 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2068 this.team_selected = false;
2072 * Determines whether the player is allowed to join. This depends on cvar
2073 * g_maxplayers, if it isn't used this function always return true, otherwise
2074 * it checks whether the number of currently playing players exceeds g_maxplayers.
2075 * @return int number of free slots for players, 0 if none
2077 int nJoinAllowed(entity this, entity ignore)
2080 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2081 // so report 0 free slots if restricted
2083 if(autocvar_g_forced_team_otherwise == "spectate")
2085 if(autocvar_g_forced_team_otherwise == "spectator")
2089 if(this && this.team_forced < 0)
2090 return 0; // forced spectators can never join
2092 // TODO simplify this
2093 int totalClients = 0;
2094 int currentlyPlaying = 0;
2095 FOREACH_CLIENT(true, {
2098 if(IS_REAL_CLIENT(it))
2099 if(IS_PLAYER(it) || it.caplayer)
2103 float free_slots = 0;
2104 if (!autocvar_g_maxplayers)
2105 free_slots = maxclients - totalClients;
2106 else if(currentlyPlaying < autocvar_g_maxplayers)
2107 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2109 static float join_prevent_msg_time = 0;
2110 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2112 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2113 join_prevent_msg_time = time + 3;
2120 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2121 * g_maxplayers_spectator_blocktime seconds
2123 void checkSpectatorBlock(entity this)
2125 if(IS_SPEC(this) || IS_OBSERVER(this))
2127 if(IS_REAL_CLIENT(this))
2129 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2130 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2136 void PrintWelcomeMessage(entity this)
2138 if(CS(this).motd_actived_time == 0)
2140 if (autocvar_g_campaign) {
2141 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2142 CS(this).motd_actived_time = time;
2143 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2146 if (PHYS_INPUT_BUTTON_INFO(this)) {
2147 CS(this).motd_actived_time = time;
2148 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2152 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2154 if (autocvar_g_campaign) {
2155 if (PHYS_INPUT_BUTTON_INFO(this))
2156 CS(this).motd_actived_time = time;
2157 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2158 CS(this).motd_actived_time = 0;
2159 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2162 if (PHYS_INPUT_BUTTON_INFO(this))
2163 CS(this).motd_actived_time = time;
2164 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2165 CS(this).motd_actived_time = 0;
2166 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2170 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2172 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2173 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2174 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2176 // instanctly hide MOTD
2177 CS(this).motd_actived_time = 0;
2178 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2183 const int MIN_SPEC_TIME = 1;
2184 bool joinAllowed(entity this)
2186 if (CS(this).version_mismatch) return false;
2187 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2188 if (!nJoinAllowed(this, this)) return false;
2189 if (teamplay && lockteams) return false;
2190 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2191 if (ShowTeamSelection(this)) return false;
2196 .string shootfromfixedorigin;
2197 bool PlayerThink(entity this)
2199 if (game_stopped || intermission_running) {
2200 this.modelflags &= ~MF_ROCKET;
2201 if(intermission_running)
2202 IntermissionThink(this);
2206 if (timeout_status == TIMEOUT_ACTIVE) {
2207 // don't allow the player to turn around while game is paused
2208 // FIXME turn this into CSQC stuff
2209 this.v_angle = this.lastV_angle;
2210 this.angles = this.lastV_angle;
2211 this.fixangle = true;
2214 if (frametime) player_powerups(this);
2216 if (IS_DEAD(this)) {
2217 if (this.personal && g_race_qualifying) {
2218 if (time > this.respawn_time) {
2219 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2221 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2224 if (frametime) player_anim(this);
2226 if (this.respawn_flags & RESPAWN_DENY)
2228 STAT(RESPAWN_TIME, this) = 0;
2232 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));
2234 switch(this.deadflag)
2238 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2239 this.deadflag = DEAD_RESPAWNING;
2240 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2241 this.deadflag = DEAD_DEAD;
2247 this.deadflag = DEAD_RESPAWNABLE;
2248 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2249 this.deadflag = DEAD_RESPAWNING;
2252 case DEAD_RESPAWNABLE:
2254 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2255 this.deadflag = DEAD_RESPAWNING;
2258 case DEAD_RESPAWNING:
2260 if (time > this.respawn_time)
2262 this.respawn_time = time + 1; // only retry once a second
2263 this.respawn_time_max = this.respawn_time;
2270 ShowRespawnCountdown(this);
2272 if (this.respawn_flags & RESPAWN_SILENT)
2273 STAT(RESPAWN_TIME, this) = 0;
2274 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2276 if (time < this.respawn_time)
2277 STAT(RESPAWN_TIME, this) = this.respawn_time;
2278 else if (this.deadflag != DEAD_RESPAWNING)
2279 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2282 STAT(RESPAWN_TIME, this) = this.respawn_time;
2285 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2286 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2287 STAT(RESPAWN_TIME, this) *= -1;
2292 FixPlayermodel(this);
2294 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2295 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2296 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2299 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2302 this.items &= ~this.items_added;
2304 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2306 .entity weaponentity = weaponentities[slot];
2307 W_WeaponFrame(this, weaponentity);
2310 this.items_added = 0;
2311 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2312 this.items_added |= IT_FUEL;
2314 this.items |= this.items_added;
2319 // WEAPONTODO: Add a weapon request for this
2320 // rot vortex charge to the charge limit
2321 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2323 .entity weaponentity = weaponentities[slot];
2324 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2325 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2328 if (frametime) player_anim(this);
2331 secrets_setstatus(this);
2334 monsters_setstatus(this);
2336 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2341 .bool would_spectate;
2342 void ObserverThink(entity this)
2344 if ( CS(this).impulse )
2346 MinigameImpulse(this, CS(this).impulse);
2347 CS(this).impulse = 0;
2350 if (this.flags & FL_JUMPRELEASED) {
2351 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2352 this.flags &= ~FL_JUMPRELEASED;
2353 this.flags |= FL_SPAWNING;
2354 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2355 this.flags &= ~FL_JUMPRELEASED;
2356 if(SpectateNext(this)) {
2357 TRANSMUTE(Spectator, this);
2360 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2361 set_movetype(this, preferred_movetype);
2364 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2365 this.flags |= FL_JUMPRELEASED;
2366 if(this.flags & FL_SPAWNING)
2368 this.flags &= ~FL_SPAWNING;
2376 void SpectatorThink(entity this)
2378 if ( CS(this).impulse )
2380 if(MinigameImpulse(this, CS(this).impulse))
2381 CS(this).impulse = 0;
2383 if (CS(this).impulse == IMP_weapon_drop.impulse)
2385 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2386 CS(this).impulse = 0;
2391 if (this.flags & FL_JUMPRELEASED) {
2392 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2393 this.flags &= ~FL_JUMPRELEASED;
2394 this.flags |= FL_SPAWNING;
2395 } else if(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)) {
2396 this.flags &= ~FL_JUMPRELEASED;
2397 if(SpectateNext(this)) {
2398 TRANSMUTE(Spectator, this);
2400 TRANSMUTE(Observer, this);
2401 PutClientInServer(this);
2403 CS(this).impulse = 0;
2404 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2405 this.flags &= ~FL_JUMPRELEASED;
2406 if(SpectatePrev(this)) {
2407 TRANSMUTE(Spectator, this);
2409 TRANSMUTE(Observer, this);
2410 PutClientInServer(this);
2412 CS(this).impulse = 0;
2413 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2414 this.would_spectate = false;
2415 this.flags &= ~FL_JUMPRELEASED;
2416 TRANSMUTE(Observer, this);
2417 PutClientInServer(this);
2419 if(!SpectateUpdate(this))
2421 if(!SpectateNext(this))
2423 PutObserverInServer(this);
2424 this.would_spectate = true;
2429 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2430 this.flags |= FL_JUMPRELEASED;
2431 if(this.flags & FL_SPAWNING)
2433 this.flags &= ~FL_SPAWNING;
2438 if(!SpectateUpdate(this))
2439 PutObserverInServer(this);
2442 this.flags |= FL_CLIENT | FL_NOTARGET;
2445 void PlayerUseKey(entity this)
2447 if (!IS_PLAYER(this))
2454 vehicles_exit(this.vehicle, VHEF_NORMAL);
2458 else if(autocvar_g_vehicles_enter)
2460 if(!STAT(FROZEN, this))
2464 entity head, closest_target = NULL;
2465 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2467 while(head) // find the closest acceptable target to enter
2469 if(IS_VEHICLE(head))
2471 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2472 if(head.takedamage != DAMAGE_NO)
2476 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2477 { closest_target = head; }
2479 else { closest_target = head; }
2485 if(closest_target) { vehicles_enter(this, closest_target); return; }
2489 // a use key was pressed; call handlers
2490 MUTATOR_CALLHOOK(PlayerUseKey, this);
2498 Called every frame for each client before the physics are run
2501 .float last_vehiclecheck;
2502 void PlayerPreThink (entity this)
2504 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2505 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2507 WarpZone_PlayerPhysics_FixVAngle(this);
2510 // physics frames: update anticheat stuff
2511 anticheat_prethink(this);
2514 if (blockSpectators && frametime) {
2515 // WORKAROUND: only use dropclient in server frames (frametime set).
2516 // Never use it in cl_movement frames (frametime zero).
2517 checkSpectatorBlock(this);
2520 zoomstate_set = false;
2522 // Check for nameless players
2523 if (this.netname == "" || this.netname != CS(this).netname_previous)
2525 bool assume_unchanged = (CS(this).netname_previous == "");
2526 if (isInvisibleString(this.netname))
2528 this.netname = strzone(sprintf("Player#%d", this.playerid));
2529 assume_unchanged = false;
2530 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2532 if (!assume_unchanged && autocvar_sv_eventlog)
2533 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2534 strcpy(CS(this).netname_previous, this.netname);
2538 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2539 CS(this).version_nagtime = 0;
2540 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2542 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2544 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2546 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2547 if (r < 0) { // old client
2548 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2549 } else if (r > 0) { // old server
2550 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2556 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2558 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2559 this.max_armorvalue = 0;
2564 if (STAT(FROZEN, this) == 2)
2566 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2567 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2568 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2570 if (STAT(REVIVE_PROGRESS, this) >= 1)
2573 else if (STAT(FROZEN, this) == 3)
2575 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2576 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2578 if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2581 vehicles_exit(this.vehicle, VHEF_RELEASE);
2582 if(this.event_damage)
2583 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2585 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2590 MUTATOR_CALLHOOK(PlayerPreThink, this);
2592 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2593 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2595 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2597 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2598 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2600 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2604 if(!it.team || SAME_TEAM(this, it))
2605 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2606 else if(autocvar_g_vehicles_steal)
2607 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2611 this.last_vehiclecheck = time + 1;
2614 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2616 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2618 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2621 if (IS_REAL_CLIENT(this))
2622 PrintWelcomeMessage(this);
2624 if (IS_PLAYER(this)) {
2625 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2626 error("Client can't be spawned as player on connection!");
2627 if(!PlayerThink(this))
2630 else if (game_stopped || intermission_running) {
2631 if(intermission_running)
2632 IntermissionThink(this);
2635 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2637 CS(this).autojoin_checked = true;
2638 // don't do this in ClientConnect
2639 // many things can go wrong if a client is spawned as player on connection
2640 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2641 || (!(autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0)
2642 && (!teamplay || autocvar_g_balance_teams)))
2644 campaign_bots_may_start = true;
2649 else if (IS_OBSERVER(this)) {
2650 ObserverThink(this);
2652 else if (IS_SPEC(this)) {
2653 SpectatorThink(this);
2656 // WEAPONTODO: Add weapon request for this
2657 if (!zoomstate_set) {
2658 bool wep_zoomed = false;
2659 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2661 .entity weaponentity = weaponentities[slot];
2662 Weapon thiswep = this.(weaponentity).m_weapon;
2663 if(thiswep != WEP_Null && thiswep.wr_zoom)
2664 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2666 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2669 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2671 CS(this).teamkill_soundtime = 0;
2673 entity e = CS(this).teamkill_soundsource;
2674 entity oldpusher = e.pusher;
2676 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2677 e.pusher = oldpusher;
2680 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2681 CS(this).taunt_soundtime = 0;
2682 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2685 target_voicescript_next(this);
2687 // WEAPONTODO: Move into weaponsystem somehow
2688 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2689 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2691 .entity weaponentity = weaponentities[slot];
2692 if(this.(weaponentity).m_weapon == WEP_Null)
2693 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2697 void DrownPlayer(entity this)
2699 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2702 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2704 if(this.air_finished < time)
2705 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2706 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2708 else if (this.air_finished < time)
2710 if (this.pain_finished < time)
2712 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');
2713 this.pain_finished = time + 0.5;
2718 .bool move_qcphysics;
2720 void Player_Physics(entity this)
2722 set_movetype(this, this.move_movetype);
2724 if(!this.move_qcphysics)
2727 if(!frametime && !CS(this).pm_frametime)
2730 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2732 CS(this).pm_frametime = 0;
2739 Called every frame for each client after the physics are run
2742 void PlayerPostThink (entity this)
2744 Player_Physics(this);
2747 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2748 if (IS_REAL_CLIENT(this))
2749 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2751 int totalClients = 0;
2752 if(sv_maxidle_slots > 0)
2754 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2760 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2761 { /* do nothing */ }
2762 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2764 if (CS(this).idlekick_lasttimeleft)
2766 CS(this).idlekick_lasttimeleft = 0;
2767 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2772 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2773 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2774 if (!CS(this).idlekick_lasttimeleft)
2775 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2777 if (timeleft <= 0) {
2778 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2782 else if (timeleft <= 10) {
2783 if (timeleft != CS(this).idlekick_lasttimeleft) {
2784 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2786 CS(this).idlekick_lasttimeleft = timeleft;
2795 this.solid = SOLID_NOT;
2796 this.takedamage = DAMAGE_NO;
2797 set_movetype(this, MOVETYPE_NONE);
2800 if (IS_PLAYER(this)) {
2801 if(this.death_time == time && IS_DEAD(this))
2803 // player's bbox gets resized now, instead of in the damage event that killed the player,
2804 // once all the damage events of this frame have been processed with normal size
2806 setsize(this, this.mins, this.maxs);
2809 UpdateChatBubble(this);
2810 if (CS(this).impulse) ImpulseCommands(this);
2813 CSQCMODEL_AUTOUPDATE(this);
2816 GetPressedKeys(this);
2819 if (this.waypointsprite_attachedforcarrier) {
2820 vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2821 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2824 playerdemo_write(this);
2826 CSQCMODEL_AUTOUPDATE(this);
2829 // hack to copy the button fields from the client entity to the Client State
2830 void PM_UpdateButtons(entity this, entity store)
2833 store.impulse = this.impulse;
2836 bool typing = this.buttonchat;
2838 store.button0 = (typing) ? 0 : this.button0;
2840 store.button2 = (typing) ? 0 : this.button2;
2841 store.button3 = (typing) ? 0 : this.button3;
2842 store.button4 = this.button4;
2843 store.button5 = (typing) ? 0 : this.button5;
2844 store.button6 = this.button6;
2845 store.button7 = this.button7;
2846 store.button8 = this.button8;
2847 store.button9 = this.button9;
2848 store.button10 = this.button10;
2849 store.button11 = this.button11;
2850 store.button12 = this.button12;
2851 store.button13 = this.button13;
2852 store.button14 = this.button14;
2853 store.button15 = this.button15;
2854 store.button16 = this.button16;
2855 store.buttonuse = this.buttonuse;
2856 store.buttonchat = this.buttonchat;
2858 store.cursor_active = this.cursor_active;
2859 store.cursor_screen = this.cursor_screen;
2860 store.cursor_trace_start = this.cursor_trace_start;
2861 store.cursor_trace_endpos = this.cursor_trace_endpos;
2862 store.cursor_trace_ent = this.cursor_trace_ent;
2864 store.ping = this.ping;
2865 store.ping_packetloss = this.ping_packetloss;
2866 store.ping_movementloss = this.ping_movementloss;
2868 store.v_angle = this.v_angle;
2869 store.movement = (typing) ? '0 0 0' : this.movement;
2872 NET_HANDLE(fpsreport, bool)
2874 int fps = ReadShort();
2875 PlayerScore_Set(sender, SP_FPS, fps);