3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/qc/globalsound.qh>
7 #include <common/ent_cs.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
10 #include <common/items/_mod.qh>
11 #include <common/items/inventory.qh>
12 #include <common/mapobjects/func/conveyor.qh>
13 #include <common/mapobjects/func/ladder.qh>
14 #include <common/mapobjects/subs.qh>
15 #include <common/mapobjects/target/spawnpoint.qh>
16 #include <common/mapobjects/teleporters.qh>
17 #include <common/mapobjects/trigger/counter.qh>
18 #include <common/mapobjects/trigger/secret.qh>
19 #include <common/mapobjects/trigger/swamp.qh>
20 #include <common/mapobjects/triggers.qh>
21 #include <common/minigames/sv_minigames.qh>
22 #include <common/monsters/sv_monsters.qh>
23 #include <common/mutators/mutator/instagib/sv_instagib.qh>
24 #include <common/mutators/mutator/nades/nades.qh>
25 #include <common/mutators/mutator/overkill/oknex.qh>
26 #include <common/mutators/mutator/status_effects/_mod.qh>
27 #include <common/mutators/mutator/waypoints/all.qh>
28 #include <common/net_linked.qh>
29 #include <common/net_notice.qh>
30 #include <common/notifications/all.qh>
31 #include <common/physics/player.qh>
32 #include <common/playerstats.qh>
33 #include <common/resources/sv_resources.qh>
34 #include <common/state.qh>
35 #include <common/stats.qh>
36 #include <common/vehicles/all.qh>
37 #include <common/vehicles/sv_vehicles.qh>
38 #include <common/viewloc.qh>
39 #include <common/weapons/_all.qh>
40 #include <common/weapons/weapon/vortex.qh>
41 #include <common/wepent.qh>
42 #include <lib/csqcmodel/sv_model.qh>
43 #include <lib/warpzone/common.qh>
44 #include <lib/warpzone/server.qh>
45 #include <server/anticheat.qh>
46 #include <server/antilag.qh>
47 #include <server/bot/api.qh>
48 #include <server/bot/default/cvars.qh>
49 #include <server/campaign.qh>
50 #include <server/chat.qh>
51 #include <server/cheats.qh>
52 #include <server/clientkill.qh>
53 #include <server/command/common.qh>
54 #include <server/command/common.qh>
55 #include <server/command/vote.qh>
56 #include <server/compat/quake3.qh>
57 #include <server/damage.qh>
58 #include <server/gamelog.qh>
59 #include <server/handicap.qh>
60 #include <server/hook.qh>
61 #include <server/impulse.qh>
62 #include <server/intermission.qh>
63 #include <server/ipban.qh>
64 #include <server/main.qh>
65 #include <server/mutators/_mod.qh>
66 #include <server/player.qh>
67 #include <server/portals.qh>
68 #include <server/race.qh>
69 #include <server/scores.qh>
70 #include <server/scores_rules.qh>
71 #include <server/spawnpoints.qh>
72 #include <server/teamplay.qh>
73 #include <server/weapons/accuracy.qh>
74 #include <server/weapons/common.qh>
75 #include <server/weapons/hitplot.qh>
76 #include <server/weapons/selection.qh>
77 #include <server/weapons/tracing.qh>
78 #include <server/weapons/weaponsystem.qh>
79 #include <server/world.qh>
81 STATIC_METHOD(Client, Add, void(Client this, int _team))
84 TRANSMUTE(Player, this);
87 PutClientInServer(this);
90 STATIC_METHOD(Client, Remove, void(Client this))
92 TRANSMUTE(Observer, this);
93 PutClientInServer(this);
94 ClientDisconnect(this);
97 void send_CSQC_teamnagger() {
98 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
101 int CountSpectators(entity player, entity to)
103 if(!player) { return 0; } // not sure how, but best to be safe
107 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
115 void WriteSpectators(entity player, entity to)
117 if(!player) { return; } // not sure how, but best to be safe
120 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
122 if(spec_count >= MAX_SPECTATORS)
124 WriteByte(MSG_ENTITY, num_for_edict(it));
129 bool ClientData_Send(entity this, entity to, int sf)
131 assert(to == this.owner, return false);
134 if (IS_SPEC(e)) e = e.enemy;
137 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
138 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
139 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
140 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
142 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
143 WriteByte(MSG_ENTITY, sf);
146 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
150 float specs = CountSpectators(e, to);
151 WriteByte(MSG_ENTITY, specs);
152 WriteSpectators(e, to);
158 void ClientData_Attach(entity this)
160 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
161 CS(this).clientdata.drawonlytoclient = this;
162 CS(this).clientdata.owner = this;
165 void ClientData_Detach(entity this)
167 delete(CS(this).clientdata);
168 CS(this).clientdata = NULL;
171 void ClientData_Touch(entity e)
173 entity cd = CS(e).clientdata;
174 if (cd) { cd.SendFlags = 1; }
176 // make it spectatable
177 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
179 entity cd = CS(it).clientdata;
180 if (cd) { cd.SendFlags = 1; }
189 Checks if the argument string can be a valid playermodel.
190 Returns a valid one in doubt.
193 string FallbackPlayerModel;
194 string CheckPlayerModel(string plyermodel) {
195 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
197 // note: we cannot summon Don Strunzone here, some player may
198 // still have the model string set. In case anyone manages how
199 // to change a cvar default, we'll have a small leak here.
200 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
202 // only in right path
203 if(substring(plyermodel, 0, 14) != "models/player/")
204 return FallbackPlayerModel;
205 // only good file extensions
206 if(substring(plyermodel, -4, 4) != ".iqm"
207 && substring(plyermodel, -4, 4) != ".zym"
208 && substring(plyermodel, -4, 4) != ".dpm"
209 && substring(plyermodel, -4, 4) != ".md3"
210 && substring(plyermodel, -4, 4) != ".psk")
212 return FallbackPlayerModel;
214 // forbid the LOD models
215 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
216 return FallbackPlayerModel;
217 if(plyermodel != strtolower(plyermodel))
218 return FallbackPlayerModel;
219 // also, restrict to server models
220 if(autocvar_sv_servermodelsonly)
222 if(!fexists(plyermodel))
223 return FallbackPlayerModel;
228 void setplayermodel(entity e, string modelname)
230 precache_model(modelname);
231 _setmodel(e, modelname);
232 player_setupanimsformodel(e);
233 if(!autocvar_g_debug_globalsounds)
234 UpdatePlayerSounds(e);
237 /** putting a client as observer in the server */
238 void PutObserverInServer(entity this, bool is_forced)
240 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
241 bool recount_ready = false;
242 PlayerState_detach(this);
246 if(GetResource(this, RES_HEALTH) >= 1)
249 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
252 // was a player, recount votes and ready status
253 if(IS_REAL_CLIENT(this))
255 if (vote_called) { VoteCount(false); }
257 recount_ready = true;
259 entcs_update_players(this);
262 entity spot = SelectSpawnPoint(this, true);
263 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
264 this.angles = vec2(spot.angles);
265 this.fixangle = true;
266 // offset it so that the spectator spawns higher off the ground, looks better this way
267 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
268 if (IS_REAL_CLIENT(this))
271 WriteByte(MSG_ONE, SVC_SETVIEW);
272 WriteEntity(MSG_ONE, this);
274 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
275 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
276 if(!autocvar_g_debug_globalsounds)
278 // needed for player sounds
280 FixPlayermodel(this);
282 setmodel(this, MDL_Null);
283 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
284 this.view_ofs = '0 0 0';
286 RemoveGrapplingHooks(this);
287 Portal_ClearAll(this);
288 Unfreeze(this, false);
289 SetSpectatee(this, NULL);
294 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
298 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
300 WaypointSprite_PlayerDead(this);
302 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
303 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
305 accuracy_resend(this);
307 CS(this).spectatortime = time;
309 IL_REMOVE(g_bot_targets, this);
310 this.bot_attack = false;
311 if(this.monster_attack)
312 IL_REMOVE(g_monster_targets, this);
313 this.monster_attack = false;
314 STAT(HUD, this) = HUD_NORMAL;
315 TRANSMUTE(Observer, this);
316 if(recount_ready) ReadyCount();
317 this.iscreature = false;
318 this.teleportable = TELEPORT_SIMPLE;
319 if(this.damagedbycontents)
320 IL_REMOVE(g_damagedbycontents, this);
321 this.damagedbycontents = false;
322 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
323 SetSpectatee_status(this, etof(this));
324 this.takedamage = DAMAGE_NO;
325 this.solid = SOLID_NOT;
326 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
327 this.flags = FL_CLIENT | FL_NOTARGET;
329 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
330 this.pauserotarmor_finished = 0;
331 this.pauserothealth_finished = 0;
332 this.pauseregen_finished = 0;
333 this.damageforcescale = 0;
335 this.respawn_flags = 0;
336 this.respawn_time = 0;
337 STAT(RESPAWN_TIME, this) = 0;
341 this.pain_finished = 0;
342 STAT(AIR_FINISHED, this) = 0;
343 //this.dphitcontentsmask = 0;
344 this.dphitcontentsmask = DPCONTENTS_SOLID;
345 if (autocvar_g_playerclip_collisions)
346 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
349 setthink(this, func_null);
351 this.deadflag = DEAD_NO;
353 STAT(REVIVE_PROGRESS, this) = 0;
354 this.revival_time = 0;
355 this.draggable = drag_undraggable;
358 STAT(WEAPONS, this) = '0 0 0';
359 this.drawonlytoclient = this;
363 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
365 this.weaponmodel = "";
366 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
368 this.weaponentities[slot] = NULL;
370 this.exteriorweaponentity = NULL;
371 CS(this).killcount = FRAGS_SPECTATOR;
372 this.velocity = '0 0 0';
373 this.avelocity = '0 0 0';
374 this.punchangle = '0 0 0';
375 this.punchvector = '0 0 0';
376 this.oldvelocity = this.velocity;
377 this.event_damage = func_null;
378 this.event_heal = func_null;
380 for(int slot = 0; slot < MAX_AXH; ++slot)
382 entity axh = this.(AuxiliaryXhair[slot]);
383 this.(AuxiliaryXhair[slot]) = NULL;
385 if(axh.owner == this && axh != NULL && !wasfreed(axh))
389 if (mutator_returnvalue)
391 // mutator prevents resetting teams+score
395 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
396 this.frags = FRAGS_SPECTATOR;
399 bot_relinkplayerlist();
401 if (CS(this).just_joined)
402 CS(this).just_joined = false;
405 int player_getspecies(entity this)
407 get_model_parameters(this.model, this.skin);
408 int s = get_model_parameters_species;
409 get_model_parameters(string_null, 0);
410 if (s < 0) return SPECIES_HUMAN;
414 .float model_randomizer;
415 void FixPlayermodel(entity player)
417 string defaultmodel = "";
419 if(autocvar_sv_defaultcharacter)
425 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
426 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
427 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
428 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
432 if(defaultmodel == "")
434 defaultmodel = autocvar_sv_defaultplayermodel;
435 defaultskin = autocvar_sv_defaultplayerskin;
438 int n = tokenize_console(defaultmodel);
441 defaultmodel = argv(floor(n * CS(player).model_randomizer));
442 // However, do NOT randomize if the player-selected model is in the list.
443 for (int i = 0; i < n; ++i)
444 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
445 defaultmodel = argv(i);
448 int i = strstrofs(defaultmodel, ":", 0);
451 defaultskin = stof(substring(defaultmodel, i+1, -1));
452 defaultmodel = substring(defaultmodel, 0, i);
455 if(autocvar_sv_defaultcharacterskin && !defaultskin)
461 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
462 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
463 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
464 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
469 defaultskin = autocvar_sv_defaultplayerskin;
472 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
473 defaultmodel = M_ARGV(0, string);
474 defaultskin = M_ARGV(1, int);
478 if(defaultmodel != "")
480 if (defaultmodel != player.model)
482 vector m1 = player.mins;
483 vector m2 = player.maxs;
484 setplayermodel (player, defaultmodel);
485 setsize (player, m1, m2);
489 oldskin = player.skin;
490 player.skin = defaultskin;
492 if (player.playermodel != player.model || player.playermodel == "")
494 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
495 vector m1 = player.mins;
496 vector m2 = player.maxs;
497 setplayermodel (player, player.playermodel);
498 setsize (player, m1, m2);
502 if(!autocvar_sv_defaultcharacterskin)
504 oldskin = player.skin;
505 player.skin = stof(player.playerskin);
509 oldskin = player.skin;
510 player.skin = defaultskin;
514 if(chmdl || oldskin != player.skin) // model or skin has changed
516 player.species = player_getspecies(player); // update species
517 if(!autocvar_g_debug_globalsounds)
518 UpdatePlayerSounds(player); // update skin sounds
522 if(strlen(autocvar_sv_defaultplayercolors))
523 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
524 setcolor(player, stof(autocvar_sv_defaultplayercolors));
527 void PutPlayerInServer(entity this)
529 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
531 PlayerState_attach(this);
532 accuracy_resend(this);
535 TeamBalance_JoinBestTeam(this);
537 entity spot = SelectSpawnPoint(this, false);
539 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
540 return; // spawn failed
543 TRANSMUTE(Player, this);
545 CS(this).wasplayer = true;
546 this.iscreature = true;
547 this.teleportable = TELEPORT_NORMAL;
548 if(!this.damagedbycontents)
549 IL_PUSH(g_damagedbycontents, this);
550 this.damagedbycontents = true;
551 set_movetype(this, MOVETYPE_WALK);
552 this.solid = SOLID_SLIDEBOX;
553 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
554 if (autocvar_g_playerclip_collisions)
555 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
556 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
557 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
558 this.frags = FRAGS_PLAYER;
559 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
560 this.flags = FL_CLIENT | FL_PICKUPITEMS;
561 if (autocvar__notarget)
562 this.flags |= FL_NOTARGET;
563 this.takedamage = DAMAGE_AIM;
564 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
567 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
568 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
569 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
570 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
571 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
572 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
573 SetResource(this, RES_HEALTH, warmup_start_health);
574 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
575 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
577 SetResource(this, RES_SHELLS, start_ammo_shells);
578 SetResource(this, RES_BULLETS, start_ammo_nails);
579 SetResource(this, RES_ROCKETS, start_ammo_rockets);
580 SetResource(this, RES_CELLS, start_ammo_cells);
581 SetResource(this, RES_PLASMA, start_ammo_plasma);
582 SetResource(this, RES_FUEL, start_ammo_fuel);
583 SetResource(this, RES_HEALTH, start_health);
584 SetResource(this, RES_ARMOR, start_armorvalue);
585 STAT(WEAPONS, this) = start_weapons;
586 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
588 GiveRandomWeapons(this, random_start_weapons_count,
589 autocvar_g_random_start_weapons, random_start_ammo);
592 SetSpectatee_status(this, 0);
594 PS(this).dual_weapons = '0 0 0';
596 if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
597 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
599 this.items = start_items;
601 float shieldtime = time + autocvar_g_spawnshieldtime;
603 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
604 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
605 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
606 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
607 if (!sv_ready_restart_after_countdown && time < game_starttime)
609 float f = game_starttime - time;
611 this.pauserotarmor_finished += f;
612 this.pauserothealth_finished += f;
613 this.pauseregen_finished += f;
616 StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
618 this.damageforcescale = autocvar_g_player_damageforcescale;
620 this.respawn_flags = 0;
621 this.respawn_time = 0;
622 STAT(RESPAWN_TIME, this) = 0;
623 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
625 this.pain_finished = 0;
627 setthink(this, func_null); // players have no think function
630 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
632 this.deadflag = DEAD_NO;
634 this.angles = spot.angles;
635 this.angles_z = 0; // never spawn tilted even if the spot says to
636 if (IS_BOT_CLIENT(this))
638 this.v_angle = this.angles;
641 this.fixangle = true; // turn this way immediately
642 this.oldvelocity = this.velocity = '0 0 0';
643 this.avelocity = '0 0 0';
644 this.punchangle = '0 0 0';
645 this.punchvector = '0 0 0';
647 STAT(REVIVE_PROGRESS, this) = 0;
648 this.revival_time = 0;
650 STAT(AIR_FINISHED, this) = 0;
651 this.waterlevel = WATERLEVEL_NONE;
652 this.watertype = CONTENT_EMPTY;
654 entity spawnevent = new_pure(spawnevent);
655 spawnevent.owner = this;
656 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
658 // Cut off any still running player sounds.
659 stopsound(this, CH_PLAYER_SINGLE);
662 FixPlayermodel(this);
663 this.drawonlytoclient = NULL;
667 for(int slot = 0; slot < MAX_AXH; ++slot)
669 entity axh = this.(AuxiliaryXhair[slot]);
670 this.(AuxiliaryXhair[slot]) = NULL;
672 if(axh.owner == this && axh != NULL && !wasfreed(axh))
676 this.spawnpoint_targ = NULL;
679 this.view_ofs = STAT(PL_VIEW_OFS, this);
680 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
681 this.spawnorigin = spot.origin;
682 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
683 // don't reset back to last position, even if new position is stuck in solid
684 this.oldorigin = this.origin;
686 IL_REMOVE(g_conveyed, this);
687 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
689 IL_REMOVE(g_swamped, this);
690 this.swampslug = NULL;
691 this.swamp_interval = 0;
692 if(this.ladder_entity)
693 IL_REMOVE(g_ladderents, this);
694 this.ladder_entity = NULL;
695 IL_EACH(g_counters, it.realowner == this,
699 STAT(HUD, this) = HUD_NORMAL;
701 this.event_damage = PlayerDamage;
702 this.event_heal = PlayerHeal;
704 this.draggable = func_null;
707 IL_PUSH(g_bot_targets, this);
708 this.bot_attack = true;
709 if(!this.monster_attack)
710 IL_PUSH(g_monster_targets, this);
711 this.monster_attack = true;
712 navigation_dynamicgoal_init(this, false);
714 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
716 // player was spectator
717 if (CS(this).killcount == FRAGS_SPECTATOR) {
718 PlayerScore_Clear(this);
719 CS(this).killcount = 0;
720 CS(this).startplaytime = time;
723 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
725 .entity weaponentity = weaponentities[slot];
726 CL_SpawnWeaponentity(this, weaponentity);
728 this.alpha = default_player_alpha;
729 this.colormod = '1 1 1' * autocvar_g_player_brightness;
730 this.exteriorweaponentity.alpha = default_weapon_alpha;
732 this.speedrunning = false;
734 this.counter_cnt = 0;
735 this.fragsfilter_cnt = 0;
737 target_voicescript_clear(this);
739 // reset fields the weapons may use
740 FOREACH(Weapons, true, {
741 it.wr_resetplayer(it, this);
742 // reload all reloadable weapons
743 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
744 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
746 .entity weaponentity = weaponentities[slot];
747 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
752 Unfreeze(this, false);
754 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
757 string s = spot.target;
758 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
759 spot.target = string_null;
760 SUB_UseTargets(spot, this, NULL);
761 if(g_assault || g_race)
765 if (autocvar_spawn_debug)
767 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
768 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
771 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
773 .entity weaponentity = weaponentities[slot];
774 entity w_ent = this.(weaponentity);
775 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
776 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
778 w_ent.m_switchweapon = WEP_Null;
779 w_ent.m_weapon = WEP_Null;
780 w_ent.weaponname = "";
781 w_ent.m_switchingweapon = WEP_Null;
785 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
787 if (CS(this).impulse) ImpulseCommands(this);
789 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
790 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
792 .entity weaponentity = weaponentities[slot];
793 W_WeaponFrame(this, weaponentity);
796 if (!warmup_stage && !this.alivetime)
797 this.alivetime = time;
799 antilag_clear(this, CS(this));
802 /** Called when a client spawns in the server */
803 void PutClientInServer(entity this)
805 if (IS_BOT_CLIENT(this)) {
806 TRANSMUTE(Player, this);
807 } else if (IS_REAL_CLIENT(this)) {
809 WriteByte(MSG_ONE, SVC_SETVIEW);
810 WriteEntity(MSG_ONE, this);
813 TRANSMUTE(Observer, this);
815 SetSpectatee(this, NULL);
819 PS(this).itemkeys = 0;
821 MUTATOR_CALLHOOK(PutClientInServer, this);
823 if (IS_OBSERVER(this)) {
824 PutObserverInServer(this, false);
825 } else if (IS_PLAYER(this)) {
826 PutPlayerInServer(this);
829 bot_relinkplayerlist();
832 // TODO do we need all these fields, or should we stop autodetecting runtime
833 // changes and just have a console command to update this?
834 bool ClientInit_SendEntity(entity this, entity to, int sf)
836 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
839 // MSG_INIT replacement
840 // TODO: make easier to use
842 W_PROP_reload(MSG_ONE, to);
843 ClientInit_misc(this);
844 MUTATOR_CALLHOOK(Ent_Init);
846 void ClientInit_misc(entity this)
848 int channel = MSG_ONE;
849 WriteHeader(channel, ENT_CLIENT_INIT);
850 WriteByte(channel, g_nexball_meter_period * 32);
851 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
852 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
853 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
854 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
855 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
856 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
857 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
858 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
860 if(autocvar_sv_foginterval && world.fog != "")
861 WriteString(channel, world.fog);
863 WriteString(channel, "");
864 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
865 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
866 WriteByte(channel, serverflags);
867 WriteCoord(channel, autocvar_g_trueaim_minrange);
870 void ClientInit_CheckUpdate(entity this)
872 this.nextthink = time;
873 if(this.count != autocvar_g_balance_armor_blockpercent)
875 this.count = autocvar_g_balance_armor_blockpercent;
878 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
880 this.cnt = autocvar_g_balance_damagepush_speedfactor;
885 void ClientInit_Spawn()
887 entity e = new_pure(clientinit);
888 setthink(e, ClientInit_CheckUpdate);
889 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
891 ClientInit_CheckUpdate(e);
901 // initialize parms for a new player
902 parm1 = -(86400 * 366);
904 MUTATOR_CALLHOOK(SetNewParms);
912 void SetChangeParms (entity this)
914 // save parms for level change
915 parm1 = CS(this).parm_idlesince - time;
917 MUTATOR_CALLHOOK(SetChangeParms);
925 void DecodeLevelParms(entity this)
928 CS(this).parm_idlesince = parm1;
929 if (CS(this).parm_idlesince == -(86400 * 366))
930 CS(this).parm_idlesince = time;
932 // whatever happens, allow 60 seconds of idling directly after connect for map loading
933 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
935 MUTATOR_CALLHOOK(DecodeLevelParms);
938 void FixClientCvars(entity e)
940 // send prediction settings to the client
941 stuffcmd(e, "\nin_bindmap 0 0\n");
942 if(autocvar_g_antilag == 3) // client side hitscan
943 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
944 if(autocvar_sv_gentle)
945 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
947 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
948 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
950 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
952 MUTATOR_CALLHOOK(FixClientCvars, e);
955 bool findinlist_abbrev(string tofind, string list)
957 if(list == "" || tofind == "")
958 return false; // empty list or search, just return
960 // this function allows abbreviated strings!
961 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
969 bool PlayerInIPList(entity p, string iplist)
971 // some safety checks (never allow local?)
972 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
975 return findinlist_abbrev(p.netaddress, iplist);
978 bool PlayerInIDList(entity p, string idlist)
980 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
984 return findinlist_abbrev(p.crypto_idfp, idlist);
987 bool PlayerInList(entity player, string list)
989 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
992 #ifdef DP_EXT_PRECONNECT
997 Called once (not at each match start) when a client begins a connection to the server
1000 void ClientPreConnect(entity this)
1002 if(autocvar_sv_eventlog)
1004 GameLogEcho(sprintf(":connect:%d:%d:%s",
1007 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1013 string GetClientVersionMessage(entity this)
1015 if (CS(this).version_mismatch) {
1016 if(CS(this).version < autocvar_gameversion) {
1017 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1018 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1020 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1021 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1024 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1028 string getwelcomemessage(entity this)
1030 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1031 string modifications = M_ARGV(0, string);
1035 if(g_weaponarena_random)
1036 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1038 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1040 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1041 modifications = strcat(modifications, ", No start weapons");
1042 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1043 modifications = strcat(modifications, ", Low gravity");
1044 if(g_weapon_stay && !g_cts)
1045 modifications = strcat(modifications, ", Weapons stay");
1046 if(autocvar_g_jetpack)
1047 modifications = strcat(modifications, ", Jet pack");
1048 modifications = substring(modifications, 2, strlen(modifications) - 2);
1050 string versionmessage = GetClientVersionMessage(this);
1051 string s = strcat(versionmessage, "^8\n^8\nserver is ^9", autocvar_hostname, "^8\n");
1053 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1055 if(modifications != "")
1056 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1058 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1060 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1061 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1064 if (cache_mutatormsg != "") {
1065 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1068 string mutator_msg = "";
1069 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1070 mutator_msg = M_ARGV(0, string);
1072 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1074 string motd = autocvar_sv_motd;
1076 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1085 Called when a client connects to the server
1088 void ClientConnect(entity this)
1090 if (Ban_MaybeEnforceBanOnce(this)) return;
1091 assert(!IS_CLIENT(this), return);
1092 this.flags |= FL_CLIENT;
1093 assert(player_count >= 0, player_count = 0);
1095 TRANSMUTE(Client, this);
1096 CS(this).version_nagtime = time + 10 + random() * 10;
1098 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1100 bot_clientconnect(this);
1102 Player_DetermineForcedTeam(this);
1104 TRANSMUTE(Observer, this);
1106 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1108 // always track bots, don't ask for cl_allow_uidtracking
1109 if (IS_BOT_CLIENT(this))
1110 PlayerStats_GameReport_AddPlayer(this);
1112 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1114 if (autocvar_sv_eventlog)
1115 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1117 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1119 stuffcmd(this, clientstuff, "\n");
1120 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1122 FixClientCvars(this);
1124 // get version info from player
1125 stuffcmd(this, "cmd clientversion $gameversion\n");
1127 // notify about available teams
1130 entity balance = TeamBalance_CheckAllowedTeams(this);
1131 int t = TeamBalance_GetAllowedTeams(balance);
1132 TeamBalance_Destroy(balance);
1133 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1137 stuffcmd(this, "set _teams_available 0\n");
1140 bot_relinkplayerlist();
1142 CS(this).spectatortime = time;
1143 if (blockSpectators)
1145 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1148 CS(this).jointime = time;
1150 if (IS_REAL_CLIENT(this))
1152 if (g_weaponarena_weapons == WEPSET(TUBA))
1153 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1156 if (!autocvar_sv_foginterval && world.fog != "")
1157 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1159 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1160 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1161 send_CSQC_teamnagger();
1163 CSQCMODEL_AUTOINIT(this);
1165 CS(this).model_randomizer = random();
1167 if (IS_REAL_CLIENT(this))
1168 sv_notice_join(this);
1170 this.move_qcphysics = autocvar_sv_qcphysics;
1172 // update physics stats (players can spawn before physics runs)
1173 Physics_UpdateStats(this);
1175 IL_EACH(g_initforplayer, it.init_for_player, {
1176 it.init_for_player(it, this);
1179 Handicap_Initialize(this);
1181 MUTATOR_CALLHOOK(ClientConnect, this);
1183 if (IS_REAL_CLIENT(this))
1185 if (!autocvar_g_campaign && !IS_PLAYER(this))
1187 CS(this).motd_actived_time = -1;
1188 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1196 Called when a client disconnects from the server
1199 .entity chatbubbleentity;
1200 void player_powerups_remove_all(entity this);
1202 void ClientDisconnect(entity this)
1204 assert(IS_CLIENT(this), return);
1206 PlayerStats_GameReport_FinalizePlayer(this);
1207 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1208 if (CS(this).active_minigame) part_minigame(this);
1209 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1211 if (autocvar_sv_eventlog)
1212 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1214 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1217 SetSpectatee(this, NULL);
1219 MUTATOR_CALLHOOK(ClientDisconnect, this);
1221 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1222 strfree(CS_CVAR(this).weaponorder_byimpulse);
1223 ClientState_detach(this);
1225 Portal_ClearAll(this);
1227 Unfreeze(this, false);
1229 RemoveGrapplingHooks(this);
1231 // Here, everything has been done that requires this player to be a client.
1233 this.flags &= ~FL_CLIENT;
1235 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1236 if (this.killindicator) delete(this.killindicator);
1238 IL_EACH(g_counters, it.realowner == this,
1243 WaypointSprite_PlayerGone(this);
1245 bot_relinkplayerlist();
1247 strfree(this.clientstatus);
1248 if (this.personal) delete(this.personal);
1252 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1254 player_powerups_remove_all(this); // stop powerup sound
1259 void ChatBubbleThink(entity this)
1261 this.nextthink = time;
1262 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1264 if(this.owner) // but why can that ever be NULL?
1265 this.owner.chatbubbleentity = NULL;
1272 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1274 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1275 this.mdl = "models/sprites/minigame_busy.iqm";
1276 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1277 this.mdl = "models/misc/chatbubble.spr";
1280 if ( this.model != this.mdl )
1281 _setmodel(this, this.mdl);
1285 void UpdateChatBubble(entity this)
1289 // spawn a chatbubble entity if needed
1290 if (!this.chatbubbleentity)
1292 this.chatbubbleentity = new(chatbubbleentity);
1293 this.chatbubbleentity.owner = this;
1294 this.chatbubbleentity.exteriormodeltoclient = this;
1295 setthink(this.chatbubbleentity, ChatBubbleThink);
1296 this.chatbubbleentity.nextthink = time;
1297 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1298 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1299 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1300 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1301 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1302 //this.chatbubbleentity.model = "";
1303 this.chatbubbleentity.effects = EF_LOWPRECISION;
1307 void calculate_player_respawn_time(entity this)
1309 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1312 float gametype_setting_tmp;
1313 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1314 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1315 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1316 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1317 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1318 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1320 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1323 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1324 if(it.team == this.team)
1327 if (sdelay_small_count == 0)
1328 sdelay_small_count = 1;
1329 if (sdelay_large_count == 0)
1330 sdelay_large_count = 1;
1334 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1337 if (sdelay_small_count == 0)
1339 if (IS_INDEPENDENT_PLAYER(this))
1341 // Players play independently. No point in requiring enemies.
1342 sdelay_small_count = 1;
1346 // Players play AGAINST each other. Enemies required.
1347 sdelay_small_count = 2;
1350 if (sdelay_large_count == 0)
1352 if (IS_INDEPENDENT_PLAYER(this))
1354 // Players play independently. No point in requiring enemies.
1355 sdelay_large_count = 1;
1359 // Players play AGAINST each other. Enemies required.
1360 sdelay_large_count = 2;
1367 if (pcount <= sdelay_small_count)
1368 sdelay = sdelay_small;
1369 else if (pcount >= sdelay_large_count)
1370 sdelay = sdelay_large;
1371 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1372 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1375 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1377 this.respawn_time = time + sdelay;
1379 if(sdelay < sdelay_max)
1380 this.respawn_time_max = time + sdelay_max;
1382 this.respawn_time_max = this.respawn_time;
1384 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1385 this.respawn_countdown = 10; // first number to count down from is 10
1387 this.respawn_countdown = -1; // do not count down
1389 if(autocvar_g_forced_respawn)
1390 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1393 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1394 // added to the model skins
1395 /*void UpdateColorModHack()
1398 c = this.clientcolors & 15;
1399 // LordHavoc: only bothering to support white, green, red, yellow, blue
1400 if (!teamplay) this.colormod = '0 0 0';
1401 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1402 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1403 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1404 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1405 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1406 else this.colormod = '1 1 1';
1409 void respawn(entity this)
1411 bool damagedbycontents_prev = this.damagedbycontents;
1414 if(autocvar_g_respawn_ghosts)
1416 this.solid = SOLID_NOT;
1417 this.takedamage = DAMAGE_NO;
1418 this.damagedbycontents = false;
1419 set_movetype(this, MOVETYPE_FLY);
1420 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1421 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1422 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1423 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1424 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1425 if(autocvar_g_respawn_ghosts_time > 0)
1426 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1429 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1433 this.damagedbycontents = damagedbycontents_prev;
1435 this.effects |= EF_NODRAW; // prevent another CopyBody
1436 PutClientInServer(this);
1439 void play_countdown(entity this, float finished, Sound samp)
1442 if(IS_REAL_CLIENT(this))
1443 if(floor(finished - time - frametime) != floor(finished - time))
1444 if(finished - time < 6)
1445 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1448 void player_powerups_remove_all(entity this)
1450 if (this.items & IT_SUPERWEAPON)
1452 // don't play the poweroff sound when the game restarts or the player disconnects
1453 if (time > game_starttime + 1 && IS_CLIENT(this))
1454 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1455 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1456 this.items -= (this.items & IT_SUPERWEAPON);
1460 void player_powerups(entity this)
1462 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1463 this.modelflags |= MF_ROCKET;
1465 this.modelflags &= ~MF_ROCKET;
1467 this.effects &= ~EF_NODEPTHTEST;
1470 player_powerups_remove_all(this);
1472 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1475 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1476 int items_prev = this.items;
1478 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1480 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1481 if (this.items & IT_SUPERWEAPON)
1483 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1485 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1486 this.items = this.items - (this.items & IT_SUPERWEAPON);
1487 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1488 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1490 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1492 // don't let them run out
1496 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1497 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1499 this.items = this.items - (this.items & IT_SUPERWEAPON);
1500 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1501 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1502 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1506 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1508 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1510 this.items = this.items | IT_SUPERWEAPON;
1511 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1514 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1515 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1520 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1521 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1522 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1525 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1527 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1531 if(autocvar_g_nodepthtestplayers)
1532 this.effects = this.effects | EF_NODEPTHTEST;
1534 if(autocvar_g_fullbrightplayers)
1535 this.effects = this.effects | EF_FULLBRIGHT;
1537 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1540 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1542 if(current > stable)
1544 else if(current > stable - 0.25) // when close enough, "snap"
1547 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1550 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1552 if(current < stable)
1554 else if(current < stable + 0.25) // when close enough, "snap"
1557 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1560 void RotRegen(entity this, Resource res, float limit_mod,
1561 float regenstable, float regenfactor, float regenlinear, float regenframetime,
1562 float rotstable, float rotfactor, float rotlinear, float rotframetime)
1564 float old = GetResource(this, res);
1565 float current = old;
1566 if(current > rotstable)
1568 if(rotframetime > 0)
1570 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1571 current = max(rotstable, current - rotlinear * rotframetime);
1574 else if(current < regenstable)
1576 if(regenframetime > 0)
1578 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1579 current = min(regenstable, current + regenlinear * regenframetime);
1583 float limit = GetResourceLimit(this, res) * limit_mod;
1588 SetResource(this, res, current);
1591 void player_regen(entity this)
1593 float max_mod, regen_mod, rot_mod, limit_mod;
1594 max_mod = regen_mod = rot_mod = limit_mod = 1;
1596 float regen_health = autocvar_g_balance_health_regen;
1597 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1598 float regen_health_rot = autocvar_g_balance_health_rot;
1599 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1600 float regen_health_stable = autocvar_g_balance_health_regenstable;
1601 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1602 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1603 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1604 max_mod = M_ARGV(1, float);
1605 regen_mod = M_ARGV(2, float);
1606 rot_mod = M_ARGV(3, float);
1607 limit_mod = M_ARGV(4, float);
1608 regen_health = M_ARGV(5, float);
1609 regen_health_linear = M_ARGV(6, float);
1610 regen_health_rot = M_ARGV(7, float);
1611 regen_health_rotlinear = M_ARGV(8, float);
1612 regen_health_stable = M_ARGV(9, float);
1613 regen_health_rotstable = M_ARGV(10, float);
1615 float rotstable, regenstable, rotframetime, regenframetime;
1617 if(!mutator_returnvalue)
1618 if(!STAT(FROZEN, this))
1620 regenstable = autocvar_g_balance_armor_regenstable;
1621 rotstable = autocvar_g_balance_armor_rotstable;
1622 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1623 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1624 RotRegen(this, RES_ARMOR, limit_mod,
1625 regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime,
1626 rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime);
1628 // NOTE: max_mod is only applied to health
1629 regenstable = regen_health_stable * max_mod;
1630 rotstable = regen_health_rotstable * max_mod;
1631 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1632 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1633 RotRegen(this, RES_HEALTH, limit_mod,
1634 regenstable, regen_health, regen_health_linear, regenframetime,
1635 rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1638 // if player rotted to death... die!
1639 // check this outside above checks, as player may still be able to rot to death
1640 if(GetResource(this, RES_HEALTH) < 1)
1643 vehicles_exit(this.vehicle, VHEF_RELEASE);
1644 if(this.event_damage)
1645 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1648 if (!(this.items & IT_UNLIMITED_AMMO))
1650 regenstable = autocvar_g_balance_fuel_regenstable;
1651 rotstable = autocvar_g_balance_fuel_rotstable;
1652 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0;
1653 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1654 RotRegen(this, RES_FUEL, 1,
1655 regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime,
1656 rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime);
1661 void SetZoomState(entity this, float newzoom)
1663 if(newzoom != CS(this).zoomstate)
1665 CS(this).zoomstate = newzoom;
1666 ClientData_Touch(this);
1668 zoomstate_set = true;
1671 void GetPressedKeys(entity this)
1673 MUTATOR_CALLHOOK(GetPressedKeys, this);
1676 CS(this).pressedkeys = 0;
1677 STAT(PRESSED_KEYS, this) = 0;
1681 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1682 int keys = STAT(PRESSED_KEYS, this);
1683 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1684 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1685 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1686 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1688 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1689 keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1690 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1691 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1692 CS(this).pressedkeys = keys; // store for other users
1694 STAT(PRESSED_KEYS, this) = keys;
1698 ======================
1699 spectate mode routines
1700 ======================
1703 void SpectateCopy(entity this, entity spectatee)
1705 TC(Client, this); TC(Client, spectatee);
1707 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1708 PS(this) = PS(spectatee);
1709 this.armortype = spectatee.armortype;
1710 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1711 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1712 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1713 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1714 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1715 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1716 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1717 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1718 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1719 CS(this).impulse = 0;
1720 this.disableclientprediction = 1; // no need to run prediction on a spectator
1721 this.items = spectatee.items;
1722 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1723 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1724 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1725 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1726 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1727 this.punchangle = spectatee.punchangle;
1728 this.view_ofs = spectatee.view_ofs;
1729 this.velocity = spectatee.velocity;
1730 this.dmg_take = spectatee.dmg_take;
1731 this.dmg_save = spectatee.dmg_save;
1732 this.dmg_inflictor = spectatee.dmg_inflictor;
1733 this.v_angle = spectatee.v_angle;
1734 this.angles = spectatee.v_angle;
1735 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1736 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1737 this.viewloc = spectatee.viewloc;
1738 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1739 this.fixangle = true;
1740 setorigin(this, spectatee.origin);
1741 setsize(this, spectatee.mins, spectatee.maxs);
1742 SetZoomState(this, CS(spectatee).zoomstate);
1744 anticheat_spectatecopy(this, spectatee);
1745 STAT(HUD, this) = STAT(HUD, spectatee);
1746 if(spectatee.vehicle)
1748 this.angles = spectatee.v_angle;
1750 //this.fixangle = false;
1751 //this.velocity = spectatee.vehicle.velocity;
1752 this.vehicle_health = spectatee.vehicle_health;
1753 this.vehicle_shield = spectatee.vehicle_shield;
1754 this.vehicle_energy = spectatee.vehicle_energy;
1755 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1756 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1757 this.vehicle_reload1 = spectatee.vehicle_reload1;
1758 this.vehicle_reload2 = spectatee.vehicle_reload2;
1760 //msg_entity = this;
1762 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1763 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1764 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1765 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1767 //WriteByte (MSG_ONE, SVC_SETVIEW);
1768 // WriteEntity(MSG_ONE, this);
1769 //makevectors(spectatee.v_angle);
1770 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1774 bool SpectateUpdate(entity this)
1779 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1781 SetSpectatee(this, NULL);
1785 SpectateCopy(this, this.enemy);
1790 bool SpectateSet(entity this)
1792 if(!IS_PLAYER(this.enemy))
1795 ClientData_Touch(this.enemy);
1798 WriteByte(MSG_ONE, SVC_SETVIEW);
1799 WriteEntity(MSG_ONE, this.enemy);
1800 set_movetype(this, MOVETYPE_NONE);
1801 accuracy_resend(this);
1803 if(!SpectateUpdate(this))
1804 PutObserverInServer(this, false);
1809 void SetSpectatee_status(entity this, int spectatee_num)
1811 int oldspectatee_status = CS(this).spectatee_status;
1812 CS(this).spectatee_status = spectatee_num;
1814 if (CS(this).spectatee_status != oldspectatee_status)
1816 if (STAT(PRESSED_KEYS, this))
1818 CS(this).pressedkeys = 0;
1819 STAT(PRESSED_KEYS, this) = 0;
1821 ClientData_Touch(this);
1822 if (g_race || g_cts) race_InitSpectator();
1826 void SetSpectatee(entity this, entity spectatee)
1828 if(IS_BOT_CLIENT(this))
1829 return; // bots abuse .enemy, this code is useless to them
1831 entity old_spectatee = this.enemy;
1833 this.enemy = spectatee;
1836 // these are required to fix the spectator bug with arc
1839 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1841 .entity weaponentity = weaponentities[slot];
1842 if(old_spectatee.(weaponentity).arc_beam)
1843 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1848 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1850 .entity weaponentity = weaponentities[slot];
1851 if(this.enemy.(weaponentity).arc_beam)
1852 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1857 SetSpectatee_status(this, etof(this.enemy));
1859 // needed to update spectator list
1860 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1863 bool Spectate(entity this, entity pl)
1865 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1867 pl = M_ARGV(1, entity);
1869 SetSpectatee(this, pl);
1870 return SpectateSet(this);
1873 bool SpectateNext(entity this)
1875 entity ent = find(this.enemy, classname, STR_PLAYER);
1877 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1878 ent = M_ARGV(1, entity);
1880 ent = find(ent, classname, STR_PLAYER);
1882 if(ent) { SetSpectatee(this, ent); }
1884 return SpectateSet(this);
1887 bool SpectatePrev(entity this)
1889 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1890 entity ent = findchain(classname, STR_PLAYER);
1891 if (!ent) // no player
1895 // skip players until current spectated player
1897 while(ent && ent != this.enemy)
1900 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1902 case MUT_SPECPREV_FOUND:
1903 ent = M_ARGV(1, entity);
1905 case MUT_SPECPREV_RETURN:
1907 case MUT_SPECPREV_CONTINUE:
1918 SetSpectatee(this, ent);
1919 return SpectateSet(this);
1924 ShowRespawnCountdown()
1926 Update a respawn countdown display.
1929 void ShowRespawnCountdown(entity this)
1932 if(!IS_DEAD(this)) // just respawned?
1936 number = ceil(this.respawn_time - time);
1939 if(number <= this.respawn_countdown)
1941 this.respawn_countdown = number - 1;
1942 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
1943 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1948 .bool team_selected;
1949 bool ShowTeamSelection(entity this)
1951 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1953 stuffcmd(this, "menu_showteamselect\n");
1956 void Join(entity this)
1958 TRANSMUTE(Player, this);
1960 if(!this.team_selected)
1961 if(autocvar_g_campaign || autocvar_g_balance_teams)
1962 TeamBalance_JoinBestTeam(this);
1964 if(autocvar_g_campaign)
1965 campaign_bots_may_start = true;
1967 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1969 PutClientInServer(this);
1972 if(teamplay && this.team != -1)
1976 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1977 this.team_selected = false;
1980 int GetPlayerLimit()
1983 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
1984 int player_limit = autocvar_g_maxplayers;
1985 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1986 player_limit = M_ARGV(0, int);
1987 return player_limit;
1991 * Determines whether the player is allowed to join. This depends on cvar
1992 * g_maxplayers, if it isn't used this function always return true, otherwise
1993 * it checks whether the number of currently playing players exceeds g_maxplayers.
1994 * @return int number of free slots for players, 0 if none
1996 int nJoinAllowed(entity this, entity ignore)
1999 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2000 // so report 0 free slots if restricted
2002 if(autocvar_g_forced_team_otherwise == "spectate")
2004 if(autocvar_g_forced_team_otherwise == "spectator")
2008 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2009 return 0; // forced spectators can never join
2011 // TODO simplify this
2012 int totalClients = 0;
2013 int currentlyPlaying = 0;
2014 FOREACH_CLIENT(true, {
2017 if(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME(it)))
2021 int player_limit = GetPlayerLimit();
2025 free_slots = maxclients - totalClients;
2026 else if(player_limit > 0 && currentlyPlaying < player_limit)
2027 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2029 static float msg_time = 0;
2030 if(this && !INGAME(this) && ignore && !free_slots && time > msg_time)
2032 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2033 msg_time = time + 0.5;
2039 void PrintWelcomeMessage(entity this)
2041 if(CS(this).motd_actived_time == 0)
2043 if (autocvar_g_campaign) {
2044 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2045 CS(this).motd_actived_time = time;
2046 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2049 if (PHYS_INPUT_BUTTON_INFO(this)) {
2050 CS(this).motd_actived_time = time;
2051 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2055 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2057 if (autocvar_g_campaign) {
2058 if (PHYS_INPUT_BUTTON_INFO(this))
2059 CS(this).motd_actived_time = time;
2060 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2061 CS(this).motd_actived_time = 0;
2062 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2065 if (PHYS_INPUT_BUTTON_INFO(this))
2066 CS(this).motd_actived_time = time;
2067 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2068 CS(this).motd_actived_time = 0;
2069 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2073 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2075 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2076 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2077 else if (CS(this).motd_actived_time == -2)
2079 // instantly hide MOTD
2080 CS(this).motd_actived_time = 0;
2081 if (autocvar_g_campaign)
2082 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2084 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2086 else if (IS_PLAYER(this) || IS_SPEC(this))
2088 // FIXME occasionally for some reason MOTD never goes away
2089 // delay MOTD removal a little bit in the hope it fixes this bug
2090 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2091 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2092 else //if (CS(this).motd_actived_time < -2)
2093 CS(this).motd_actived_time++;
2098 bool joinAllowed(entity this)
2100 if (CS(this).version_mismatch) return false;
2101 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2102 if (!nJoinAllowed(this, this)) return false;
2103 if (teamplay && lockteams) return false;
2104 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2105 if (ShowTeamSelection(this)) return false;
2109 .string shootfromfixedorigin;
2110 .bool dualwielding_prev;
2111 bool PlayerThink(entity this)
2113 if (game_stopped || intermission_running) {
2114 this.modelflags &= ~MF_ROCKET;
2115 if(intermission_running)
2116 IntermissionThink(this);
2120 if (timeout_status == TIMEOUT_ACTIVE) {
2121 // don't allow the player to turn around while game is paused
2122 // FIXME turn this into CSQC stuff
2123 this.v_angle = this.lastV_angle;
2124 this.angles = this.lastV_angle;
2125 this.fixangle = true;
2128 if (frametime) player_powerups(this);
2130 if (IS_DEAD(this)) {
2131 if (this.personal && g_race_qualifying) {
2132 if (time > this.respawn_time) {
2133 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2135 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2138 if (frametime) player_anim(this);
2140 if (this.respawn_flags & RESPAWN_DENY)
2142 STAT(RESPAWN_TIME, this) = 0;
2146 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));
2148 switch(this.deadflag)
2152 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2153 this.deadflag = DEAD_RESPAWNING;
2154 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2155 this.deadflag = DEAD_DEAD;
2161 this.deadflag = DEAD_RESPAWNABLE;
2162 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2163 this.deadflag = DEAD_RESPAWNING;
2166 case DEAD_RESPAWNABLE:
2168 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2169 this.deadflag = DEAD_RESPAWNING;
2172 case DEAD_RESPAWNING:
2174 if (time > this.respawn_time)
2176 this.respawn_time = time + 1; // only retry once a second
2177 this.respawn_time_max = this.respawn_time;
2184 ShowRespawnCountdown(this);
2186 if (this.respawn_flags & RESPAWN_SILENT)
2187 STAT(RESPAWN_TIME, this) = 0;
2188 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2190 if (time < this.respawn_time)
2191 STAT(RESPAWN_TIME, this) = this.respawn_time;
2192 else if (this.deadflag != DEAD_RESPAWNING)
2193 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2196 STAT(RESPAWN_TIME, this) = this.respawn_time;
2199 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2200 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2201 STAT(RESPAWN_TIME, this) *= -1;
2206 FixPlayermodel(this);
2208 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2209 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2210 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2213 // reset gun alignment when dual wielding status changes
2214 // to ensure guns are always aligned right and left
2215 bool dualwielding = W_DualWielding(this);
2216 if(this.dualwielding_prev != dualwielding)
2218 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2219 this.dualwielding_prev = dualwielding;
2222 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2225 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2227 .entity weaponentity = weaponentities[slot];
2228 if(WEP_CVAR(vortex, charge_always))
2229 W_Vortex_Charge(this, weaponentity, frametime);
2230 W_WeaponFrame(this, weaponentity);
2236 // WEAPONTODO: Add a weapon request for this
2237 // rot vortex charge to the charge limit
2238 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2240 .entity weaponentity = weaponentities[slot];
2241 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2242 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2247 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2250 monsters_setstatus(this);
2255 .bool would_spectate;
2256 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2257 void ObserverOrSpectatorThink(entity this)
2259 bool is_spec = IS_SPEC(this);
2260 if ( CS(this).impulse )
2262 int r = MinigameImpulse(this, CS(this).impulse);
2264 CS(this).impulse = 0;
2266 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2268 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2269 CS(this).impulse = 0;
2274 if (this.flags & FL_JUMPRELEASED) {
2275 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2276 this.flags &= ~FL_JUMPRELEASED;
2277 this.flags |= FL_SPAWNING;
2278 } else if((is_spec && (PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)))
2279 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2280 this.flags &= ~FL_JUMPRELEASED;
2281 if(SpectateNext(this)) {
2282 TRANSMUTE(Spectator, this);
2283 } else if (is_spec) {
2284 TRANSMUTE(Observer, this);
2285 PutClientInServer(this);
2288 this.would_spectate = false; // unable to spectate anyone
2290 CS(this).impulse = 0;
2291 } else if (is_spec) {
2292 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2293 this.flags &= ~FL_JUMPRELEASED;
2294 if(SpectatePrev(this)) {
2295 TRANSMUTE(Spectator, this);
2297 TRANSMUTE(Observer, this);
2298 PutClientInServer(this);
2300 CS(this).impulse = 0;
2301 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2302 this.would_spectate = false;
2303 this.flags &= ~FL_JUMPRELEASED;
2304 TRANSMUTE(Observer, this);
2305 PutClientInServer(this);
2306 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2307 PutObserverInServer(this, false);
2308 this.would_spectate = true;
2312 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2313 if (PHYS_INPUT_BUTTON_USE(this))
2314 wouldclip = !wouldclip;
2315 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2316 set_movetype(this, preferred_movetype);
2318 } else { // jump pressed
2319 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2320 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2321 this.flags |= FL_JUMPRELEASED;
2322 if(this.flags & FL_SPAWNING)
2324 this.flags &= ~FL_SPAWNING;
2325 if(joinAllowed(this))
2327 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2328 CS(this).autojoin_checked = -1;
2332 if(is_spec && !SpectateUpdate(this))
2333 PutObserverInServer(this, false);
2336 this.flags |= FL_CLIENT | FL_NOTARGET;
2339 void PlayerUseKey(entity this)
2341 if (!IS_PLAYER(this))
2348 vehicles_exit(this.vehicle, VHEF_NORMAL);
2352 else if(autocvar_g_vehicles_enter)
2354 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2356 entity head, closest_target = NULL;
2357 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2359 while(head) // find the closest acceptable target to enter
2361 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2362 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2366 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2367 { closest_target = head; }
2369 else { closest_target = head; }
2375 if(closest_target) { vehicles_enter(this, closest_target); return; }
2379 // a use key was pressed; call handlers
2380 MUTATOR_CALLHOOK(PlayerUseKey, this);
2388 Called every frame for each client before the physics are run
2391 .float last_vehiclecheck;
2392 void PlayerPreThink (entity this)
2394 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2395 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2397 WarpZone_PlayerPhysics_FixVAngle(this);
2400 // physics frames: update anticheat stuff
2401 anticheat_prethink(this);
2403 // WORKAROUND: only use dropclient in server frames (frametime set).
2404 // Never use it in cl_movement frames (frametime zero).
2405 if (blockSpectators && IS_REAL_CLIENT(this)
2406 && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this)
2407 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2409 if (dropclient_schedule(this))
2410 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2414 zoomstate_set = false;
2416 // Check for nameless players
2417 if (this.netname == "" || this.netname != CS(this).netname_previous)
2419 bool assume_unchanged = (CS(this).netname_previous == "");
2420 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2422 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2423 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2424 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2425 assume_unchanged = false;
2426 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2428 if (isInvisibleString(this.netname))
2430 this.netname = strzone(sprintf("Player#%d", this.playerid));
2431 sprint(this, "Warning: invisible names are not allowed.\n");
2432 assume_unchanged = false;
2433 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2435 if (!assume_unchanged && autocvar_sv_eventlog)
2436 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2437 strcpy(CS(this).netname_previous, this.netname);
2441 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2442 CS(this).version_nagtime = 0;
2443 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2445 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2447 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2449 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2450 if (r < 0) { // old client
2451 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2452 } else if (r > 0) { // old server
2453 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2459 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2461 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2462 this.max_armorvalue = 0;
2465 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2467 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2469 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2470 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2472 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2474 if (STAT(REVIVE_PROGRESS, this) >= 1)
2475 Unfreeze(this, false);
2477 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2479 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2480 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2482 if (GetResource(this, RES_HEALTH) < 1)
2485 vehicles_exit(this.vehicle, VHEF_RELEASE);
2486 if(this.event_damage)
2487 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2489 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2490 Unfreeze(this, false);
2494 MUTATOR_CALLHOOK(PlayerPreThink, this);
2496 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2497 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2499 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2503 if(!it.team || SAME_TEAM(this, it))
2504 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2505 else if(autocvar_g_vehicles_steal)
2506 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2508 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2510 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2514 this.last_vehiclecheck = time + 1;
2517 if(!CS_CVAR(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2519 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2521 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2524 if (IS_REAL_CLIENT(this))
2525 PrintWelcomeMessage(this);
2527 if (IS_PLAYER(this)) {
2528 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2529 error("Client can't be spawned as player on connection!");
2530 if(!PlayerThink(this))
2533 else if (game_stopped || intermission_running) {
2534 if(intermission_running)
2535 IntermissionThink(this);
2538 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2540 bool early_join_requested = (CS(this).autojoin_checked < 0);
2541 CS(this).autojoin_checked = 1;
2542 // don't do this in ClientConnect
2543 // many things can go wrong if a client is spawned as player on connection
2544 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2545 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2546 && (!teamplay || autocvar_g_balance_teams)))
2548 campaign_bots_may_start = true;
2549 if(joinAllowed(this))
2554 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2555 ObserverOrSpectatorThink(this);
2558 // WEAPONTODO: Add weapon request for this
2559 if (!zoomstate_set) {
2560 bool wep_zoomed = false;
2561 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2563 .entity weaponentity = weaponentities[slot];
2564 Weapon thiswep = this.(weaponentity).m_weapon;
2565 if(thiswep != WEP_Null && thiswep.wr_zoom)
2566 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2568 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2571 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2573 CS(this).teamkill_soundtime = 0;
2575 entity e = CS(this).teamkill_soundsource;
2576 entity oldpusher = e.pusher;
2578 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2579 e.pusher = oldpusher;
2582 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2583 CS(this).taunt_soundtime = 0;
2584 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2587 target_voicescript_next(this);
2590 void DrownPlayer(entity this)
2592 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2593 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2595 STAT(AIR_FINISHED, this) = 0;
2599 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2601 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2602 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2603 STAT(AIR_FINISHED, this) = 0;
2607 if (!STAT(AIR_FINISHED, this))
2608 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2609 if (STAT(AIR_FINISHED, this) < time)
2611 if (this.pain_finished < time)
2613 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');
2614 this.pain_finished = time + 0.5;
2620 .bool move_qcphysics;
2622 void Player_Physics(entity this)
2624 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2626 if(!this.move_qcphysics)
2629 if(!frametime && !CS(this).pm_frametime)
2632 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2634 CS(this).pm_frametime = 0;
2641 Called every frame for each client after the physics are run
2644 void PlayerPostThink (entity this)
2646 Player_Physics(this);
2648 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2649 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2650 if (IS_REAL_CLIENT(this))
2651 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2652 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2654 int totalClients = 0;
2655 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2657 // maxidle disabled in local matches by not counting clients (totalClients 0)
2658 if (server_is_dedicated)
2660 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2664 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2668 else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2670 FOREACH_CLIENT(IS_REAL_CLIENT(it),
2676 if (totalClients < autocvar_sv_maxidle_minplayers)
2678 // idle kick disabled
2679 CS(this).parm_idlesince = time;
2681 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2683 if (CS(this).idlekick_lasttimeleft)
2685 CS(this).idlekick_lasttimeleft = 0;
2686 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2691 float maxidle_time = autocvar_sv_maxidle;
2692 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2693 maxidle_time = autocvar_sv_maxidle_playertospectator;
2694 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2695 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2696 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2698 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2699 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2701 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2703 if (timeleft <= 0) {
2704 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2706 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2707 PutObserverInServer(this, true);
2711 if (dropclient_schedule(this))
2712 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2716 else if (timeleft <= countdown_time) {
2717 if (timeleft != CS(this).idlekick_lasttimeleft)
2718 play2(this, SND(TALK2));
2719 CS(this).idlekick_lasttimeleft = timeleft;
2728 this.solid = SOLID_NOT;
2729 this.takedamage = DAMAGE_NO;
2730 set_movetype(this, MOVETYPE_NONE);
2731 CS(this).teamkill_complain = 0;
2732 CS(this).teamkill_soundtime = 0;
2733 CS(this).teamkill_soundsource = NULL;
2736 if (IS_PLAYER(this)) {
2737 if(this.death_time == time && IS_DEAD(this))
2739 // player's bbox gets resized now, instead of in the damage event that killed the player,
2740 // once all the damage events of this frame have been processed with normal size
2742 setsize(this, this.mins, this.maxs);
2745 UpdateChatBubble(this);
2746 if (CS(this).impulse) ImpulseCommands(this);
2747 GetPressedKeys(this);
2750 CSQCMODEL_AUTOUPDATE(this);
2754 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2756 CS(this).pressedkeys = 0;
2757 STAT(PRESSED_KEYS, this) = 0;
2760 if (this.waypointsprite_attachedforcarrier) {
2761 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2762 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2765 CSQCMODEL_AUTOUPDATE(this);
2768 // hack to copy the button fields from the client entity to the Client State
2769 void PM_UpdateButtons(entity this, entity store)
2772 store.impulse = this.impulse;
2775 bool typing = this.buttonchat || this.button12;
2777 store.button0 = (typing) ? 0 : this.button0;
2779 store.button2 = (typing) ? 0 : this.button2;
2780 store.button3 = (typing) ? 0 : this.button3;
2781 store.button4 = this.button4;
2782 store.button5 = (typing) ? 0 : this.button5;
2783 store.button6 = this.button6;
2784 store.button7 = this.button7;
2785 store.button8 = this.button8;
2786 store.button9 = this.button9;
2787 store.button10 = this.button10;
2788 store.button11 = this.button11;
2789 store.button12 = this.button12;
2790 store.button13 = this.button13;
2791 store.button14 = this.button14;
2792 store.button15 = this.button15;
2793 store.button16 = this.button16;
2794 store.buttonuse = this.buttonuse;
2795 store.buttonchat = this.buttonchat;
2797 store.cursor_active = this.cursor_active;
2798 store.cursor_screen = this.cursor_screen;
2799 store.cursor_trace_start = this.cursor_trace_start;
2800 store.cursor_trace_endpos = this.cursor_trace_endpos;
2801 store.cursor_trace_ent = this.cursor_trace_ent;
2803 store.ping = this.ping;
2804 store.ping_packetloss = this.ping_packetloss;
2805 store.ping_movementloss = this.ping_movementloss;
2807 store.v_angle = this.v_angle;
2808 store.movement = this.movement;
2811 NET_HANDLE(fpsreport, bool)
2813 int fps = ReadShort();
2814 PlayerScore_Set(sender, SP_FPS, fps);