3 #include "anticheat.qh"
7 #include "miscfunctions.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
14 #include "command/common.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
21 #include "scores_rules.qh"
25 #include "../common/ent_cs.qh"
26 #include "../common/wepent.qh"
27 #include <common/state.qh>
29 #include <common/effects/qc/globalsound.qh>
31 #include "../common/triggers/func/conveyor.qh"
32 #include "../common/triggers/teleporters.qh"
34 #include "../common/vehicles/all.qh"
36 #include "weapons/hitplot.qh"
37 #include "weapons/weaponsystem.qh"
39 #include "../common/net_notice.qh"
40 #include "../common/net_linked.qh"
41 #include "../common/physics/player.qh"
43 #include "../common/items/_mod.qh"
45 #include "../common/mutators/mutator/waypoints/all.qh"
47 #include "../common/triggers/subs.qh"
48 #include "../common/triggers/triggers.qh"
49 #include "../common/triggers/trigger/secret.qh"
51 #include "../common/minigames/sv_minigames.qh"
53 #include "../common/items/inventory.qh"
55 #include "../common/monsters/sv_monsters.qh"
57 #include "../lib/warpzone/server.qh"
59 STATIC_METHOD(Client, Add, void(Client this, int _team))
62 TRANSMUTE(Player, this);
65 PutClientInServer(this);
68 void PutObserverInServer(entity this);
70 STATIC_METHOD(Client, Remove, void(Client this))
72 TRANSMUTE(Observer, this);
73 PutClientInServer(this);
74 ClientDisconnect(this);
77 void send_CSQC_teamnagger() {
78 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
81 int CountSpectators(entity player, entity to)
83 if(!player) { return 0; } // not sure how, but best to be safe
87 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
95 void WriteSpectators(entity player, entity to)
97 if(!player) { return; } // not sure how, but best to be safe
99 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
101 WriteByte(MSG_ENTITY, num_for_edict(it));
105 bool ClientData_Send(entity this, entity to, int sf)
107 assert(to == this.owner, return false);
110 if (IS_SPEC(e)) e = e.enemy;
113 if (e.race_completed) sf |= 1; // forced scoreboard
114 if (to.spectatee_status) sf |= 2; // spectator ent number follows
115 if (e.zoomstate) sf |= 4; // zoomed
116 if (autocvar_sv_showspectators) sf |= 16; // show spectators
118 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
119 WriteByte(MSG_ENTITY, sf);
123 WriteByte(MSG_ENTITY, to.spectatee_status);
128 float specs = CountSpectators(e, to);
129 WriteByte(MSG_ENTITY, specs);
130 WriteSpectators(e, to);
136 void ClientData_Attach(entity this)
138 Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
139 this.clientdata.drawonlytoclient = this;
140 this.clientdata.owner = this;
143 void ClientData_Detach(entity this)
145 delete(this.clientdata);
146 this.clientdata = NULL;
149 void ClientData_Touch(entity e)
151 e.clientdata.SendFlags = 1;
153 // make it spectatable
154 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
157 .string netname_previous;
159 void SetSpectatee(entity this, entity spectatee);
160 void SetSpectatee_status(entity this, int spectatee_num);
167 Checks if the argument string can be a valid playermodel.
168 Returns a valid one in doubt.
171 string FallbackPlayerModel;
172 string CheckPlayerModel(string plyermodel) {
173 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
175 // note: we cannot summon Don Strunzone here, some player may
176 // still have the model string set. In case anyone manages how
177 // to change a cvar default, we'll have a small leak here.
178 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
180 // only in right path
181 if( substring(plyermodel,0,14) != "models/player/")
182 return FallbackPlayerModel;
183 // only good file extensions
184 if(substring(plyermodel,-4,4) != ".zym")
185 if(substring(plyermodel,-4,4) != ".dpm")
186 if(substring(plyermodel,-4,4) != ".iqm")
187 if(substring(plyermodel,-4,4) != ".md3")
188 if(substring(plyermodel,-4,4) != ".psk")
189 return FallbackPlayerModel;
190 // forbid the LOD models
191 if(substring(plyermodel, -9,5) == "_lod1")
192 return FallbackPlayerModel;
193 if(substring(plyermodel, -9,5) == "_lod2")
194 return FallbackPlayerModel;
195 if(plyermodel != strtolower(plyermodel))
196 return FallbackPlayerModel;
197 // also, restrict to server models
198 if(autocvar_sv_servermodelsonly)
200 if(!fexists(plyermodel))
201 return FallbackPlayerModel;
206 void setplayermodel(entity e, string modelname)
208 precache_model(modelname);
209 _setmodel(e, modelname);
210 player_setupanimsformodel(e);
211 if(!autocvar_g_debug_globalsounds)
212 UpdatePlayerSounds(e);
215 void FixPlayermodel(entity player);
216 /** putting a client as observer in the server */
217 void PutObserverInServer(entity this)
219 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
220 PlayerState_detach(this);
222 if (IS_PLAYER(this) && this.health >= 1) {
224 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
228 entity spot = SelectSpawnPoint(this, true);
229 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
230 this.angles = spot.angles;
232 this.fixangle = true;
233 // offset it so that the spectator spawns higher off the ground, looks better this way
234 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
235 this.prevorigin = this.origin;
236 if (IS_REAL_CLIENT(this))
239 WriteByte(MSG_ONE, SVC_SETVIEW);
240 WriteEntity(MSG_ONE, this);
242 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
243 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
244 if(!autocvar_g_debug_globalsounds)
246 // needed for player sounds
248 FixPlayermodel(this);
250 setmodel(this, MDL_Null);
251 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
252 this.view_ofs = '0 0 0';
255 RemoveGrapplingHooks(this);
256 Portal_ClearAll(this);
258 SetSpectatee(this, NULL);
263 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
267 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
269 WaypointSprite_PlayerDead(this);
271 if (mutator_returnvalue) {
272 // mutator prevents resetting teams+score
274 this.team = -1; // move this as it is needed to log the player spectating in eventlog
275 this.frags = FRAGS_SPECTATOR;
276 PlayerScore_Clear(this); // clear scores when needed
279 if (this.killcount != FRAGS_SPECTATOR)
281 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
283 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
284 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
286 if(this.just_joined == false) {
287 LogTeamchange(this.playerid, -1, 4);
289 this.just_joined = false;
292 accuracy_resend(this);
294 this.spectatortime = time;
296 IL_REMOVE(g_bot_targets, this);
297 this.bot_attack = false;
298 this.hud = HUD_NORMAL;
299 TRANSMUTE(Observer, this);
300 this.iscreature = false;
301 this.teleportable = TELEPORT_SIMPLE;
302 if(this.damagedbycontents)
303 IL_REMOVE(g_damagedbycontents, this);
304 this.damagedbycontents = false;
305 this.health = FRAGS_SPECTATOR;
306 SetSpectatee_status(this, etof(this));
307 this.takedamage = DAMAGE_NO;
308 this.solid = SOLID_NOT;
309 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
310 this.flags = FL_CLIENT | FL_NOTARGET;
311 this.armorvalue = 666;
313 this.armorvalue = autocvar_g_balance_armor_start;
314 this.pauserotarmor_finished = 0;
315 this.pauserothealth_finished = 0;
316 this.pauseregen_finished = 0;
317 this.damageforcescale = 0;
319 this.respawn_flags = 0;
320 this.respawn_time = 0;
321 this.stat_respawn_time = 0;
326 this.pain_finished = 0;
327 this.strength_finished = 0;
328 this.invincible_finished = 0;
329 this.superweapons_finished = 0;
332 setthink(this, func_null);
334 this.deadflag = DEAD_NO;
336 this.revive_progress = 0;
337 this.revival_time = 0;
340 this.weapons = '0 0 0';
341 this.drawonlytoclient = this;
343 this.weaponmodel = "";
344 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
346 this.weaponentities[slot] = NULL;
348 this.exteriorweaponentity = NULL;
349 this.killcount = FRAGS_SPECTATOR;
350 this.velocity = '0 0 0';
351 this.avelocity = '0 0 0';
352 this.punchangle = '0 0 0';
353 this.punchvector = '0 0 0';
354 this.oldvelocity = this.velocity;
355 this.fire_endtime = -1;
356 this.event_damage = func_null;
359 int player_getspecies(entity this)
361 get_model_parameters(this.model, this.skin);
362 int s = get_model_parameters_species;
363 get_model_parameters(string_null, 0);
364 if (s < 0) return SPECIES_HUMAN;
368 .float model_randomizer;
369 void FixPlayermodel(entity player)
371 string defaultmodel = "";
373 if(autocvar_sv_defaultcharacter)
377 string s = Static_Team_ColorName_Lower(player.team);
380 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
381 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
385 if(defaultmodel == "")
387 defaultmodel = autocvar_sv_defaultplayermodel;
388 defaultskin = autocvar_sv_defaultplayerskin;
391 int n = tokenize_console(defaultmodel);
394 defaultmodel = argv(floor(n * player.model_randomizer));
395 // However, do NOT randomize if the player-selected model is in the list.
396 for (int i = 0; i < n; ++i)
397 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
398 defaultmodel = argv(i);
401 int i = strstrofs(defaultmodel, ":", 0);
404 defaultskin = stof(substring(defaultmodel, i+1, -1));
405 defaultmodel = substring(defaultmodel, 0, i);
408 if(autocvar_sv_defaultcharacterskin && !defaultskin)
412 string s = Static_Team_ColorName_Lower(player.team);
414 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
418 defaultskin = autocvar_sv_defaultplayerskin;
421 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
422 defaultmodel = M_ARGV(0, string);
423 defaultskin = M_ARGV(1, int);
427 if(defaultmodel != "")
429 if (defaultmodel != player.model)
431 vector m1 = player.mins;
432 vector m2 = player.maxs;
433 setplayermodel (player, defaultmodel);
434 setsize (player, m1, m2);
438 oldskin = player.skin;
439 player.skin = defaultskin;
441 if (player.playermodel != player.model || player.playermodel == "")
443 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
444 vector m1 = player.mins;
445 vector m2 = player.maxs;
446 setplayermodel (player, player.playermodel);
447 setsize (player, m1, m2);
451 if(!autocvar_sv_defaultcharacterskin)
453 oldskin = player.skin;
454 player.skin = stof(player.playerskin);
458 oldskin = player.skin;
459 player.skin = defaultskin;
463 if(chmdl || oldskin != player.skin) // model or skin has changed
465 player.species = player_getspecies(player); // update species
466 if(!autocvar_g_debug_globalsounds)
467 UpdatePlayerSounds(player); // update skin sounds
471 if(strlen(autocvar_sv_defaultplayercolors))
472 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
473 setcolor(player, stof(autocvar_sv_defaultplayercolors));
477 /** Called when a client spawns in the server */
478 void PutClientInServer(entity this)
480 if (IS_BOT_CLIENT(this)) {
481 TRANSMUTE(Player, this);
482 } else if (IS_REAL_CLIENT(this)) {
484 WriteByte(MSG_ONE, SVC_SETVIEW);
485 WriteEntity(MSG_ONE, this);
488 TRANSMUTE(Observer, this);
491 SetSpectatee(this, NULL);
496 MUTATOR_CALLHOOK(PutClientInServer, this);
498 if (IS_OBSERVER(this)) {
499 PutObserverInServer(this);
500 } else if (IS_PLAYER(this)) {
501 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
503 PlayerState_attach(this);
504 accuracy_resend(this);
507 JoinBestTeam(this, false, true);
509 entity spot = SelectSpawnPoint(this, false);
511 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
512 return; // spawn failed
515 TRANSMUTE(Player, this);
517 this.wasplayer = true;
518 this.iscreature = true;
519 this.teleportable = TELEPORT_NORMAL;
520 if(!this.damagedbycontents)
521 IL_PUSH(g_damagedbycontents, this);
522 this.damagedbycontents = true;
523 set_movetype(this, MOVETYPE_WALK);
524 this.solid = SOLID_SLIDEBOX;
525 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
526 if (autocvar_g_playerclip_collisions)
527 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
528 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
529 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
530 this.frags = FRAGS_PLAYER;
531 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
532 this.flags = FL_CLIENT | FL_PICKUPITEMS;
533 if (autocvar__notarget)
534 this.flags |= FL_NOTARGET;
535 this.takedamage = DAMAGE_AIM;
536 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
540 this.ammo_shells = warmup_start_ammo_shells;
541 this.ammo_nails = warmup_start_ammo_nails;
542 this.ammo_rockets = warmup_start_ammo_rockets;
543 this.ammo_cells = warmup_start_ammo_cells;
544 this.ammo_plasma = warmup_start_ammo_plasma;
545 this.ammo_fuel = warmup_start_ammo_fuel;
546 this.health = warmup_start_health;
547 this.armorvalue = warmup_start_armorvalue;
548 this.weapons = WARMUP_START_WEAPONS;
550 this.ammo_shells = start_ammo_shells;
551 this.ammo_nails = start_ammo_nails;
552 this.ammo_rockets = start_ammo_rockets;
553 this.ammo_cells = start_ammo_cells;
554 this.ammo_plasma = start_ammo_plasma;
555 this.ammo_fuel = start_ammo_fuel;
556 this.health = start_health;
557 this.armorvalue = start_armorvalue;
558 this.weapons = start_weapons;
560 SetSpectatee_status(this, 0);
562 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
564 this.items = start_items;
566 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
567 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
568 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
569 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
570 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
571 // extend the pause of rotting if client was reset at the beginning of the countdown
572 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
573 float f = game_starttime - time;
574 this.spawnshieldtime += f;
575 this.pauserotarmor_finished += f;
576 this.pauserothealth_finished += f;
577 this.pauseregen_finished += f;
579 this.damageforcescale = 2;
581 this.respawn_flags = 0;
582 this.respawn_time = 0;
583 this.stat_respawn_time = 0;
584 this.scale = autocvar_sv_player_scale;
587 this.pain_finished = 0;
589 setthink(this, func_null); // players have no think function
592 this.ballistics_density = autocvar_g_ballistics_density_player;
594 this.deadflag = DEAD_NO;
596 this.angles = spot.angles;
597 this.angles_z = 0; // never spawn tilted even if the spot says to
598 if (IS_BOT_CLIENT(this))
599 this.v_angle = this.angles;
600 this.fixangle = true; // turn this way immediately
601 this.oldvelocity = this.velocity = '0 0 0';
602 this.avelocity = '0 0 0';
603 this.punchangle = '0 0 0';
604 this.punchvector = '0 0 0';
606 this.strength_finished = 0;
607 this.invincible_finished = 0;
608 this.fire_endtime = -1;
609 this.revive_progress = 0;
610 this.revival_time = 0;
611 this.air_finished = time + 12;
613 entity spawnevent = new_pure(spawnevent);
614 spawnevent.owner = this;
615 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
617 // Cut off any still running player sounds.
618 stopsound(this, CH_PLAYER_SINGLE);
621 FixPlayermodel(this);
622 this.drawonlytoclient = NULL;
627 this.view_ofs = STAT(PL_VIEW_OFS, this);
628 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
629 this.spawnorigin = spot.origin;
630 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
631 // don't reset back to last position, even if new position is stuck in solid
632 this.oldorigin = this.origin;
633 this.prevorigin = this.origin;
634 this.lastteleporttime = time; // prevent insane speeds due to changing origin
636 IL_REMOVE(g_conveyed, this);
637 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
638 this.hud = HUD_NORMAL;
640 this.event_damage = PlayerDamage;
643 IL_PUSH(g_bot_targets, this);
644 this.bot_attack = true;
645 this.monster_attack = true;
647 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
649 if (this.killcount == FRAGS_SPECTATOR) {
650 PlayerScore_Clear(this);
654 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
656 .entity weaponentity = weaponentities[slot];
657 CL_SpawnWeaponentity(this, weaponentity);
659 this.alpha = default_player_alpha;
660 this.colormod = '1 1 1' * autocvar_g_player_brightness;
661 this.exteriorweaponentity.alpha = default_weapon_alpha;
663 this.speedrunning = false;
665 target_voicescript_clear(this);
667 // reset fields the weapons may use
668 FOREACH(Weapons, true, LAMBDA(
669 it.wr_resetplayer(it, this);
670 // reload all reloadable weapons
671 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
672 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
674 .entity weaponentity = weaponentities[slot];
675 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
681 string s = spot.target;
682 spot.target = string_null;
683 SUB_UseTargets(spot, this, NULL);
689 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
691 if (autocvar_spawn_debug)
693 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
694 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
697 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
699 .entity weaponentity = weaponentities[slot];
701 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
703 this.(weaponentity).m_switchweapon = WEP_Null;
704 this.(weaponentity).m_weapon = WEP_Null;
705 this.(weaponentity).weaponname = "";
706 this.(weaponentity).m_switchingweapon = WEP_Null;
707 this.(weaponentity).cnt = -1;
710 if (!warmup_stage && !this.alivetime)
711 this.alivetime = time;
713 antilag_clear(this, CS(this));
717 void ClientInit_misc(entity this);
719 // TODO do we need all these fields, or should we stop autodetecting runtime
720 // changes and just have a console command to update this?
721 bool ClientInit_SendEntity(entity this, entity to, int sf)
723 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
726 // MSG_INIT replacement
727 // TODO: make easier to use
729 W_PROP_reload(MSG_ONE, to);
730 ClientInit_misc(this);
731 MUTATOR_CALLHOOK(Ent_Init);
733 void ClientInit_misc(entity this)
735 int channel = MSG_ONE;
736 WriteHeader(channel, ENT_CLIENT_INIT);
737 WriteByte(channel, g_nexball_meter_period * 32);
738 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
739 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
740 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
741 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
742 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
743 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
744 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
745 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
747 if(sv_foginterval && world.fog != "")
748 WriteString(channel, world.fog);
750 WriteString(channel, "");
751 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
752 WriteByte(channel, serverflags);
753 WriteCoord(channel, autocvar_g_trueaim_minrange);
756 void ClientInit_CheckUpdate(entity this)
758 this.nextthink = time;
759 if(this.count != autocvar_g_balance_armor_blockpercent)
761 this.count = autocvar_g_balance_armor_blockpercent;
766 void ClientInit_Spawn()
768 entity e = new_pure(clientinit);
769 setthink(e, ClientInit_CheckUpdate);
770 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
772 ClientInit_CheckUpdate(e);
782 // initialize parms for a new player
783 parm1 = -(86400 * 366);
785 MUTATOR_CALLHOOK(SetNewParms);
793 void SetChangeParms (entity this)
795 // save parms for level change
796 parm1 = this.parm_idlesince - time;
798 MUTATOR_CALLHOOK(SetChangeParms);
806 void DecodeLevelParms(entity this)
809 this.parm_idlesince = parm1;
810 if (this.parm_idlesince == -(86400 * 366))
811 this.parm_idlesince = time;
813 // whatever happens, allow 60 seconds of idling directly after connect for map loading
814 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
816 MUTATOR_CALLHOOK(DecodeLevelParms);
823 Called when a client types 'kill' in the console
827 .float clientkill_nexttime;
828 void ClientKill_Now_TeamChange(entity this)
830 if(this.killindicator_teamchange == -1)
832 JoinBestTeam( this, false, true );
834 else if(this.killindicator_teamchange == -2)
837 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
838 PutObserverInServer(this);
841 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
842 this.killindicator_teamchange = 0;
845 void ClientKill_Now(entity this)
849 vehicles_exit(this.vehicle, VHEF_RELEASE);
850 if(!this.killindicator_teamchange)
852 this.vehicle_health = -1;
853 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
857 if(this.killindicator && !wasfreed(this.killindicator))
858 delete(this.killindicator);
860 this.killindicator = NULL;
862 if(this.killindicator_teamchange)
863 ClientKill_Now_TeamChange(this);
865 if(!IS_SPEC(this) && !IS_OBSERVER(this))
866 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
868 // now I am sure the player IS dead
870 void KillIndicator_Think(entity this)
874 this.owner.killindicator = NULL;
879 if (this.owner.alpha < 0 && !this.owner.vehicle)
881 this.owner.killindicator = NULL;
888 ClientKill_Now(this.owner);
891 else if(g_cts && this.health == 1) // health == 1 means that it's silent
893 this.nextthink = time + 1;
899 setmodel(this, MDL_NUM(this.cnt));
900 if(IS_REAL_CLIENT(this.owner))
903 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
905 this.nextthink = time + 1;
910 float clientkilltime;
911 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
919 killtime = autocvar_g_balance_kill_delay;
921 if(g_race_qualifying || g_cts)
924 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
927 this.killindicator_teamchange = targetteam;
929 if(!this.killindicator)
933 killtime = max(killtime, this.clientkill_nexttime - time);
934 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
937 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
939 ClientKill_Now(this);
943 starttime = max(time, clientkilltime);
945 this.killindicator = spawn();
946 this.killindicator.owner = this;
947 this.killindicator.scale = 0.5;
948 setattachment(this.killindicator, this, "");
949 setorigin(this.killindicator, '0 0 52');
950 setthink(this.killindicator, KillIndicator_Think);
951 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
952 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
953 this.killindicator.cnt = ceil(killtime);
954 this.killindicator.count = bound(0, ceil(killtime), 10);
955 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
957 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
959 it.killindicator = spawn();
960 it.killindicator.owner = it;
961 it.killindicator.scale = 0.5;
962 setattachment(it.killindicator, it, "");
963 setorigin(it.killindicator, '0 0 52');
964 setthink(it.killindicator, KillIndicator_Think);
965 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
966 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
967 it.killindicator.cnt = ceil(killtime);
972 if(this.killindicator)
974 if(targetteam == 0) // just die
976 this.killindicator.colormod = '0 0 0';
977 if(IS_REAL_CLIENT(this))
978 if(this.killindicator.cnt > 0)
979 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
981 else if(targetteam == -1) // auto
983 this.killindicator.colormod = '0 1 0';
984 if(IS_REAL_CLIENT(this))
985 if(this.killindicator.cnt > 0)
986 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
988 else if(targetteam == -2) // spectate
990 this.killindicator.colormod = '0.5 0.5 0.5';
991 if(IS_REAL_CLIENT(this))
992 if(this.killindicator.cnt > 0)
993 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
997 this.killindicator.colormod = Team_ColorRGB(targetteam);
998 if(IS_REAL_CLIENT(this))
999 if(this.killindicator.cnt > 0)
1000 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1006 void ClientKill (entity this)
1008 if(gameover) return;
1009 if(this.player_blocked) return;
1010 if(STAT(FROZEN, this)) return;
1012 ClientKill_TeamChange(this, 0);
1015 void FixClientCvars(entity e)
1017 // send prediction settings to the client
1018 stuffcmd(e, "\nin_bindmap 0 0\n");
1019 if(autocvar_g_antilag == 3) // client side hitscan
1020 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1021 if(autocvar_sv_gentle)
1022 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1024 MUTATOR_CALLHOOK(FixClientCvars, e);
1027 float PlayerInIDList(entity p, string idlist)
1032 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1036 // this function allows abbreviated player IDs too!
1037 n = tokenize_console(idlist);
1038 for(i = 0; i < n; ++i)
1041 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1048 #ifdef DP_EXT_PRECONNECT
1053 Called once (not at each match start) when a client begins a connection to the server
1056 void ClientPreConnect(entity this)
1058 if(autocvar_sv_eventlog)
1060 GameLogEcho(sprintf(":connect:%d:%d:%s",
1063 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1073 Called when a client connects to the server
1076 void ClientConnect(entity this)
1078 if (Ban_MaybeEnforceBanOnce(this)) return;
1079 assert(!IS_CLIENT(this), return);
1080 this.flags |= FL_CLIENT;
1081 assert(player_count >= 0, player_count = 0);
1084 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1086 this.version_nagtime = time + 10 + random() * 10;
1087 TRANSMUTE(Client, this);
1089 // identify the right forced team
1090 if (autocvar_g_campaign)
1092 if (IS_REAL_CLIENT(this)) // only players, not bots
1094 switch (autocvar_g_campaign_forceteam)
1096 case 1: this.team_forced = NUM_TEAM_1; break;
1097 case 2: this.team_forced = NUM_TEAM_2; break;
1098 case 3: this.team_forced = NUM_TEAM_3; break;
1099 case 4: this.team_forced = NUM_TEAM_4; break;
1100 default: this.team_forced = 0;
1104 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1105 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1106 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1107 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1108 else switch (autocvar_g_forced_team_otherwise)
1110 default: this.team_forced = 0; break;
1111 case "red": this.team_forced = NUM_TEAM_1; break;
1112 case "blue": this.team_forced = NUM_TEAM_2; break;
1113 case "yellow": this.team_forced = NUM_TEAM_3; break;
1114 case "pink": this.team_forced = NUM_TEAM_4; break;
1117 this.team_forced = -1;
1120 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1123 int id = this.playerid;
1124 this.playerid = 0; // silent
1125 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1129 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1130 TRANSMUTE(Observer, this);
1132 if (!teamplay || autocvar_g_balance_teams) {
1133 TRANSMUTE(Player, this);
1134 campaign_bots_may_start = true;
1136 TRANSMUTE(Observer, this); // do it anyway
1140 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1142 // always track bots, don't ask for cl_allow_uidtracking
1143 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1145 if (autocvar_sv_eventlog)
1146 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1148 LogTeamchange(this.playerid, this.team, 1);
1150 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1152 this.netname_previous = strzone(this.netname);
1154 if(teamplay && IS_PLAYER(this))
1155 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1157 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1159 stuffcmd(this, clientstuff, "\n");
1160 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1162 FixClientCvars(this);
1164 // get version info from player
1165 stuffcmd(this, "cmd clientversion $gameversion\n");
1167 // notify about available teams
1170 CheckAllowedTeams(this);
1172 if (c1 >= 0) t |= BIT(0);
1173 if (c2 >= 0) t |= BIT(1);
1174 if (c3 >= 0) t |= BIT(2);
1175 if (c4 >= 0) t |= BIT(3);
1176 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1180 stuffcmd(this, "set _teams_available 0\n");
1183 bot_relinkplayerlist();
1185 this.spectatortime = time;
1186 if (blockSpectators)
1188 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1191 this.jointime = time;
1192 this.allowed_timeouts = autocvar_sv_timeout_number;
1194 if (IS_REAL_CLIENT(this))
1196 if (g_weaponarena_weapons == WEPSET(TUBA))
1197 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1200 if (!sv_foginterval && world.fog != "")
1201 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1203 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1204 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1205 send_CSQC_teamnagger();
1207 CSQCMODEL_AUTOINIT(this);
1209 this.model_randomizer = random();
1211 if (IS_REAL_CLIENT(this))
1212 sv_notice_join(this);
1214 // update physics stats (players can spawn before physics runs)
1215 Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
1217 IL_EACH(g_initforplayer, it.init_for_player, {
1218 it.init_for_player(it, this);
1221 MUTATOR_CALLHOOK(ClientConnect, this);
1223 if (IS_REAL_CLIENT(this))
1225 if (!autocvar_g_campaign && !IS_PLAYER(this))
1227 this.motd_actived_time = -1;
1228 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1236 Called when a client disconnects from the server
1239 .entity chatbubbleentity;
1241 void ClientDisconnect(entity this)
1243 assert(IS_CLIENT(this), return);
1245 PlayerStats_GameReport_FinalizePlayer(this);
1246 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1247 if (this.active_minigame) part_minigame(this);
1248 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1250 if (autocvar_sv_eventlog)
1251 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1253 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1255 SetSpectatee(this, NULL);
1257 MUTATOR_CALLHOOK(ClientDisconnect, this);
1259 ClientState_detach(this);
1261 Portal_ClearAll(this);
1265 RemoveGrapplingHooks(this);
1267 // Here, everything has been done that requires this player to be a client.
1269 this.flags &= ~FL_CLIENT;
1271 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1272 if (this.killindicator) delete(this.killindicator);
1274 WaypointSprite_PlayerGone(this);
1276 bot_relinkplayerlist();
1278 if (this.netname_previous) strunzone(this.netname_previous);
1279 if (this.clientstatus) strunzone(this.clientstatus);
1280 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1281 if (this.personal) delete(this.personal);
1285 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1290 void ChatBubbleThink(entity this)
1292 this.nextthink = time;
1293 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1295 if(this.owner) // but why can that ever be NULL?
1296 this.owner.chatbubbleentity = NULL;
1303 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1305 if ( this.owner.active_minigame )
1306 this.mdl = "models/sprites/minigame_busy.iqm";
1307 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1308 this.mdl = "models/misc/chatbubble.spr";
1311 if ( this.model != this.mdl )
1312 _setmodel(this, this.mdl);
1316 void UpdateChatBubble(entity this)
1320 // spawn a chatbubble entity if needed
1321 if (!this.chatbubbleentity)
1323 this.chatbubbleentity = new(chatbubbleentity);
1324 this.chatbubbleentity.owner = this;
1325 this.chatbubbleentity.exteriormodeltoclient = this;
1326 setthink(this.chatbubbleentity, ChatBubbleThink);
1327 this.chatbubbleentity.nextthink = time;
1328 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1329 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1330 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1331 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1332 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1333 //this.chatbubbleentity.model = "";
1334 this.chatbubbleentity.effects = EF_LOWPRECISION;
1339 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1340 // added to the model skins
1341 /*void UpdateColorModHack()
1344 c = this.clientcolors & 15;
1345 // LordHavoc: only bothering to support white, green, red, yellow, blue
1346 if (!teamplay) this.colormod = '0 0 0';
1347 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1348 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1349 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1350 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1351 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1352 else this.colormod = '1 1 1';
1355 void respawn(entity this)
1357 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1359 this.solid = SOLID_NOT;
1360 this.takedamage = DAMAGE_NO;
1361 set_movetype(this, MOVETYPE_FLY);
1362 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1363 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1364 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1365 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1366 if(autocvar_g_respawn_ghosts_maxtime)
1367 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1372 this.effects |= EF_NODRAW; // prevent another CopyBody
1373 PutClientInServer(this);
1376 void play_countdown(entity this, float finished, Sound samp)
1379 if(IS_REAL_CLIENT(this))
1380 if(floor(finished - time - frametime) != floor(finished - time))
1381 if(finished - time < 6)
1382 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1385 void player_powerups(entity this)
1387 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1388 int items_prev = this.items;
1390 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !gameover)
1391 this.modelflags |= MF_ROCKET;
1393 this.modelflags &= ~MF_ROCKET;
1395 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1397 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1400 Fire_ApplyDamage(this);
1401 Fire_ApplyEffect(this);
1405 if (this.items & ITEM_Strength.m_itemid)
1407 play_countdown(this, this.strength_finished, SND_POWEROFF);
1408 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1409 if (time > this.strength_finished)
1411 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1412 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1413 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1418 if (time < this.strength_finished)
1420 this.items = this.items | ITEM_Strength.m_itemid;
1421 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1422 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1425 if (this.items & ITEM_Shield.m_itemid)
1427 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1428 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1429 if (time > this.invincible_finished)
1431 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1432 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1433 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1438 if (time < this.invincible_finished)
1440 this.items = this.items | ITEM_Shield.m_itemid;
1441 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1442 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1445 if (this.items & IT_SUPERWEAPON)
1447 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1449 this.superweapons_finished = 0;
1450 this.items = this.items - (this.items & IT_SUPERWEAPON);
1451 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1452 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1454 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1456 // don't let them run out
1460 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1461 if (time > this.superweapons_finished)
1463 this.items = this.items - (this.items & IT_SUPERWEAPON);
1464 this.weapons &= ~WEPSET_SUPERWEAPONS;
1465 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1466 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1470 else if(this.weapons & WEPSET_SUPERWEAPONS)
1472 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1474 this.items = this.items | IT_SUPERWEAPON;
1475 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1476 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1480 this.superweapons_finished = 0;
1481 this.weapons &= ~WEPSET_SUPERWEAPONS;
1486 this.superweapons_finished = 0;
1490 if(autocvar_g_nodepthtestplayers)
1491 this.effects = this.effects | EF_NODEPTHTEST;
1493 if(autocvar_g_fullbrightplayers)
1494 this.effects = this.effects | EF_FULLBRIGHT;
1496 if (time >= game_starttime)
1497 if (time < this.spawnshieldtime)
1498 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1500 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1503 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1505 if(current > stable)
1507 else if(current > stable - 0.25) // when close enough, "snap"
1510 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1513 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1515 if(current < stable)
1517 else if(current < stable + 0.25) // when close enough, "snap"
1520 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1523 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1525 if(current > rotstable)
1527 if(rotframetime > 0)
1529 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1530 current = max(rotstable, current - rotlinear * rotframetime);
1533 else if(current < regenstable)
1535 if(regenframetime > 0)
1537 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1538 current = min(regenstable, current + regenlinear * regenframetime);
1548 void player_regen(entity this)
1550 float max_mod, regen_mod, rot_mod, limit_mod;
1551 max_mod = regen_mod = rot_mod = limit_mod = 1;
1553 float regen_health = autocvar_g_balance_health_regen;
1554 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1555 float regen_health_rot = autocvar_g_balance_health_rot;
1556 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1557 float regen_health_stable = autocvar_g_balance_health_regenstable;
1558 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1559 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1560 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1561 max_mod = M_ARGV(1, float);
1562 regen_mod = M_ARGV(2, float);
1563 rot_mod = M_ARGV(3, float);
1564 limit_mod = M_ARGV(4, float);
1565 regen_health = M_ARGV(5, float);
1566 regen_health_linear = M_ARGV(6, float);
1567 regen_health_rot = M_ARGV(7, float);
1568 regen_health_rotlinear = M_ARGV(8, float);
1569 regen_health_stable = M_ARGV(9, float);
1570 regen_health_rotstable = M_ARGV(10, float);
1573 if(!mutator_returnvalue)
1574 if(!STAT(FROZEN, this))
1576 float mina, maxa, limith, limita;
1577 maxa = autocvar_g_balance_armor_rotstable;
1578 mina = autocvar_g_balance_armor_regenstable;
1579 limith = autocvar_g_balance_health_limit;
1580 limita = autocvar_g_balance_armor_limit;
1582 regen_health_rotstable = regen_health_rotstable * max_mod;
1583 regen_health_stable = regen_health_stable * max_mod;
1584 limith = limith * limit_mod;
1585 limita = limita * limit_mod;
1587 this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
1588 this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
1591 // if player rotted to death... die!
1592 // check this outside above checks, as player may still be able to rot to death
1596 vehicles_exit(this.vehicle, VHEF_RELEASE);
1597 if(this.event_damage)
1598 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1601 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1603 float minf, maxf, limitf;
1605 maxf = autocvar_g_balance_fuel_rotstable;
1606 minf = autocvar_g_balance_fuel_regenstable;
1607 limitf = autocvar_g_balance_fuel_limit;
1609 this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
1614 void SetZoomState(entity this, float newzoom)
1616 if(newzoom != this.zoomstate)
1618 this.zoomstate = newzoom;
1619 ClientData_Touch(this);
1621 zoomstate_set = true;
1624 void GetPressedKeys(entity this)
1626 MUTATOR_CALLHOOK(GetPressedKeys, this);
1627 int keys = STAT(PRESSED_KEYS, this);
1628 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1629 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1630 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1631 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1633 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1634 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1635 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1636 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1637 this.pressedkeys = keys; // store for other users
1639 STAT(PRESSED_KEYS, this) = keys;
1643 ======================
1644 spectate mode routines
1645 ======================
1648 void SpectateCopy(entity this, entity spectatee)
1650 TC(Client, this); TC(Client, spectatee);
1652 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1653 PS(this) = PS(spectatee);
1654 this.armortype = spectatee.armortype;
1655 this.armorvalue = spectatee.armorvalue;
1656 this.ammo_cells = spectatee.ammo_cells;
1657 this.ammo_plasma = spectatee.ammo_plasma;
1658 this.ammo_shells = spectatee.ammo_shells;
1659 this.ammo_nails = spectatee.ammo_nails;
1660 this.ammo_rockets = spectatee.ammo_rockets;
1661 this.ammo_fuel = spectatee.ammo_fuel;
1662 this.clip_load = spectatee.clip_load;
1663 this.clip_size = spectatee.clip_size;
1664 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1665 this.health = spectatee.health;
1667 this.items = spectatee.items;
1668 this.last_pickup = spectatee.last_pickup;
1669 this.hit_time = spectatee.hit_time;
1670 this.strength_finished = spectatee.strength_finished;
1671 this.invincible_finished = spectatee.invincible_finished;
1672 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1673 this.weapons = spectatee.weapons;
1674 this.vortex_charge = spectatee.vortex_charge;
1675 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1676 this.hagar_load = spectatee.hagar_load;
1677 this.arc_heat_percent = spectatee.arc_heat_percent;
1678 this.minelayer_mines = spectatee.minelayer_mines;
1679 this.punchangle = spectatee.punchangle;
1680 this.view_ofs = spectatee.view_ofs;
1681 this.velocity = spectatee.velocity;
1682 this.dmg_take = spectatee.dmg_take;
1683 this.dmg_save = spectatee.dmg_save;
1684 this.dmg_inflictor = spectatee.dmg_inflictor;
1685 this.v_angle = spectatee.v_angle;
1686 this.angles = spectatee.v_angle;
1687 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1688 this.revive_progress = spectatee.revive_progress;
1689 this.viewloc = spectatee.viewloc;
1690 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1691 this.fixangle = true;
1692 setorigin(this, spectatee.origin);
1693 setsize(this, spectatee.mins, spectatee.maxs);
1694 SetZoomState(this, spectatee.zoomstate);
1696 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1698 .entity weaponentity = weaponentities[slot];
1699 this.(weaponentity) = spectatee.(weaponentity);
1702 anticheat_spectatecopy(this, spectatee);
1703 this.hud = spectatee.hud;
1704 if(spectatee.vehicle)
1706 this.angles = spectatee.v_angle;
1708 //this.fixangle = false;
1709 //this.velocity = spectatee.vehicle.velocity;
1710 this.vehicle_health = spectatee.vehicle_health;
1711 this.vehicle_shield = spectatee.vehicle_shield;
1712 this.vehicle_energy = spectatee.vehicle_energy;
1713 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1714 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1715 this.vehicle_reload1 = spectatee.vehicle_reload1;
1716 this.vehicle_reload2 = spectatee.vehicle_reload2;
1718 //msg_entity = this;
1720 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1721 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1722 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1723 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1725 //WriteByte (MSG_ONE, SVC_SETVIEW);
1726 // WriteEntity(MSG_ONE, this);
1727 //makevectors(spectatee.v_angle);
1728 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1732 bool SpectateUpdate(entity this)
1737 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1739 SetSpectatee(this, NULL);
1743 SpectateCopy(this, this.enemy);
1748 bool SpectateSet(entity this)
1750 if(!IS_PLAYER(this.enemy))
1753 ClientData_Touch(this.enemy);
1756 WriteByte(MSG_ONE, SVC_SETVIEW);
1757 WriteEntity(MSG_ONE, this.enemy);
1758 set_movetype(this, MOVETYPE_NONE);
1759 accuracy_resend(this);
1761 if(!SpectateUpdate(this))
1762 PutObserverInServer(this);
1767 void SetSpectatee_status(entity this, int spectatee_num)
1769 int oldspectatee_status = this.spectatee_status;
1770 this.spectatee_status = spectatee_num;
1772 if (this.spectatee_status != oldspectatee_status)
1774 ClientData_Touch(this);
1775 if (g_race || g_cts) race_InitSpectator();
1779 void SetSpectatee(entity this, entity spectatee)
1781 entity old_spectatee = this.enemy;
1783 this.enemy = spectatee;
1786 // these are required to fix the spectator bug with arc
1789 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1791 .entity weaponentity = weaponentities[slot];
1792 if(old_spectatee.(weaponentity).arc_beam)
1793 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1798 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1800 .entity weaponentity = weaponentities[slot];
1801 if(this.enemy.(weaponentity).arc_beam)
1802 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1807 SetSpectatee_status(this, etof(this.enemy));
1809 // needed to update spectator list
1810 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1813 bool Spectate(entity this, entity pl)
1815 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1817 pl = M_ARGV(1, entity);
1819 SetSpectatee(this, pl);
1820 return SpectateSet(this);
1823 bool SpectateNext(entity this)
1825 entity ent = find(this.enemy, classname, STR_PLAYER);
1827 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1828 ent = M_ARGV(1, entity);
1830 ent = find(ent, classname, STR_PLAYER);
1832 if(ent) { SetSpectatee(this, ent); }
1834 return SpectateSet(this);
1837 bool SpectatePrev(entity this)
1839 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1840 entity ent = findchain(classname, STR_PLAYER);
1841 if (!ent) // no player
1845 // skip players until current spectated player
1847 while(ent && ent != this.enemy)
1850 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1852 case MUT_SPECPREV_FOUND:
1853 ent = M_ARGV(1, entity);
1855 case MUT_SPECPREV_RETURN:
1857 case MUT_SPECPREV_CONTINUE:
1868 SetSpectatee(this, ent);
1869 return SpectateSet(this);
1874 ShowRespawnCountdown()
1876 Update a respawn countdown display.
1879 void ShowRespawnCountdown(entity this)
1882 if(!IS_DEAD(this)) // just respawned?
1886 number = ceil(this.respawn_time - time);
1889 if(number <= this.respawn_countdown)
1891 this.respawn_countdown = number - 1;
1892 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
1893 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1898 .bool team_selected;
1899 bool ShowTeamSelection(entity this)
1901 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1903 stuffcmd(this, "menu_showteamselect\n");
1906 void Join(entity this)
1908 TRANSMUTE(Player, this);
1910 if(!this.team_selected)
1911 if(autocvar_g_campaign || autocvar_g_balance_teams)
1912 JoinBestTeam(this, false, true);
1914 if(autocvar_g_campaign)
1915 campaign_bots_may_start = true;
1917 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1919 PutClientInServer(this);
1921 if(teamplay && this.team != -1)
1922 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1924 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1925 this.team_selected = false;
1929 * Determines whether the player is allowed to join. This depends on cvar
1930 * g_maxplayers, if it isn't used this function always return true, otherwise
1931 * it checks whether the number of currently playing players exceeds g_maxplayers.
1932 * @return int number of free slots for players, 0 if none
1934 int nJoinAllowed(entity this, entity ignore)
1937 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1938 // so report 0 free slots if restricted
1940 if(autocvar_g_forced_team_otherwise == "spectate")
1942 if(autocvar_g_forced_team_otherwise == "spectator")
1946 if(this && this.team_forced < 0)
1947 return 0; // forced spectators can never join
1949 // TODO simplify this
1950 int totalClients = 0;
1951 int currentlyPlaying = 0;
1952 FOREACH_CLIENT(true, LAMBDA(
1955 if(IS_REAL_CLIENT(it))
1956 if(IS_PLAYER(it) || it.caplayer)
1960 float free_slots = 0;
1961 if (!autocvar_g_maxplayers)
1962 free_slots = maxclients - totalClients;
1963 else if(currentlyPlaying < autocvar_g_maxplayers)
1964 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1966 static float join_prevent_msg_time = 0;
1967 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1969 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1970 join_prevent_msg_time = time + 3;
1977 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1978 * g_maxplayers_spectator_blocktime seconds
1980 void checkSpectatorBlock(entity this)
1982 if(IS_SPEC(this) || IS_OBSERVER(this))
1984 if(IS_REAL_CLIENT(this))
1986 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1987 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1993 void PrintWelcomeMessage(entity this)
1995 if(this.motd_actived_time == 0)
1997 if (autocvar_g_campaign) {
1998 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1999 this.motd_actived_time = time;
2000 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2003 if (PHYS_INPUT_BUTTON_INFO(this)) {
2004 this.motd_actived_time = time;
2005 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2009 else if(this.motd_actived_time > 0) // showing MOTD or campaign message
2011 if (autocvar_g_campaign) {
2012 if (PHYS_INPUT_BUTTON_INFO(this))
2013 this.motd_actived_time = time;
2014 else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2015 this.motd_actived_time = 0;
2016 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2019 if (PHYS_INPUT_BUTTON_INFO(this))
2020 this.motd_actived_time = time;
2021 else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2022 this.motd_actived_time = 0;
2023 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2027 else //if(this.motd_actived_time < 0) // just connected, motd is active
2029 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2030 this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2031 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2033 // instanctly hide MOTD
2034 this.motd_actived_time = 0;
2035 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2040 bool joinAllowed(entity this)
2042 if (this.version_mismatch) return false;
2043 if (!nJoinAllowed(this, this)) return false;
2044 if (teamplay && lockteams) return false;
2045 if (ShowTeamSelection(this)) return false;
2046 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2050 void ObserverThink(entity this)
2054 MinigameImpulse(this, this.impulse);
2058 if (this.flags & FL_JUMPRELEASED) {
2059 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2060 this.flags &= ~FL_JUMPRELEASED;
2061 this.flags |= FL_SPAWNING;
2062 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
2063 this.flags &= ~FL_JUMPRELEASED;
2064 if(SpectateNext(this)) {
2065 TRANSMUTE(Spectator, this);
2068 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2069 set_movetype(this, preferred_movetype);
2072 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2073 this.flags |= FL_JUMPRELEASED;
2074 if(this.flags & FL_SPAWNING)
2076 this.flags &= ~FL_SPAWNING;
2084 void SpectatorThink(entity this)
2088 if(MinigameImpulse(this, this.impulse))
2091 if (this.impulse == IMP_weapon_drop.impulse)
2093 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2099 if (this.flags & FL_JUMPRELEASED) {
2100 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2101 this.flags &= ~FL_JUMPRELEASED;
2102 this.flags |= FL_SPAWNING;
2103 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
2104 this.flags &= ~FL_JUMPRELEASED;
2105 if(SpectateNext(this)) {
2106 TRANSMUTE(Spectator, this);
2108 TRANSMUTE(Observer, this);
2109 PutClientInServer(this);
2112 } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
2113 this.flags &= ~FL_JUMPRELEASED;
2114 if(SpectatePrev(this)) {
2115 TRANSMUTE(Spectator, this);
2117 TRANSMUTE(Observer, this);
2118 PutClientInServer(this);
2121 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2122 this.flags &= ~FL_JUMPRELEASED;
2123 TRANSMUTE(Observer, this);
2124 PutClientInServer(this);
2126 if(!SpectateUpdate(this))
2127 PutObserverInServer(this);
2130 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2131 this.flags |= FL_JUMPRELEASED;
2132 if(this.flags & FL_SPAWNING)
2134 this.flags &= ~FL_SPAWNING;
2139 if(!SpectateUpdate(this))
2140 PutObserverInServer(this);
2143 this.flags |= FL_CLIENT | FL_NOTARGET;
2146 void vehicles_enter (entity pl, entity veh);
2147 void PlayerUseKey(entity this)
2149 if (!IS_PLAYER(this))
2156 vehicles_exit(this.vehicle, VHEF_NORMAL);
2160 else if(autocvar_g_vehicles_enter)
2162 if(!STAT(FROZEN, this))
2166 entity head, closest_target = NULL;
2167 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2169 while(head) // find the closest acceptable target to enter
2171 if(IS_VEHICLE(head))
2173 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2174 if(head.takedamage != DAMAGE_NO)
2178 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2179 { closest_target = head; }
2181 else { closest_target = head; }
2187 if(closest_target) { vehicles_enter(this, closest_target); return; }
2191 // a use key was pressed; call handlers
2192 MUTATOR_CALLHOOK(PlayerUseKey, this);
2200 Called every frame for each client before the physics are run
2203 .float usekeypressed;
2204 .float last_vehiclecheck;
2206 void PlayerPreThink (entity this)
2208 WarpZone_PlayerPhysics_FixVAngle(this);
2210 STAT(GAMESTARTTIME, this) = game_starttime;
2211 STAT(ROUNDSTARTTIME, this) = round_starttime;
2212 STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2213 STAT(LEADLIMIT, this) = autocvar_leadlimit;
2215 STAT(WEAPONSINMAP, this) = weaponsInMap;
2218 // physics frames: update anticheat stuff
2219 anticheat_prethink(this);
2222 if (blockSpectators && frametime) {
2223 // WORKAROUND: only use dropclient in server frames (frametime set).
2224 // Never use it in cl_movement frames (frametime zero).
2225 checkSpectatorBlock(this);
2228 zoomstate_set = false;
2230 // Check for nameless players
2231 if (isInvisibleString(this.netname)) {
2232 this.netname = strzone(sprintf("Player#%d", this.playerid));
2233 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2235 if (this.netname != this.netname_previous) {
2236 if (autocvar_sv_eventlog) {
2237 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", this.netname));
2239 if (this.netname_previous) strunzone(this.netname_previous);
2240 this.netname_previous = strzone(this.netname);
2244 if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2245 this.version_nagtime = 0;
2246 if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2248 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2250 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2252 int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2253 if (r < 0) { // old client
2254 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2255 } else if (r > 0) { // old server
2256 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2262 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2264 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2265 this.max_armorvalue = 0;
2268 if (STAT(FROZEN, this) == 2)
2270 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2271 this.health = max(1, this.revive_progress * start_health);
2272 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2274 if (this.revive_progress >= 1)
2277 else if (STAT(FROZEN, this) == 3)
2279 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2280 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2282 if (this.health < 1)
2285 vehicles_exit(this.vehicle, VHEF_RELEASE);
2286 if(this.event_damage)
2287 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2289 else if (this.revive_progress <= 0)
2293 MUTATOR_CALLHOOK(PlayerPreThink, this);
2295 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !gameover && !this.vehicle)
2296 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2298 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2300 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2301 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2303 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2307 if(!it.team || SAME_TEAM(this, it))
2308 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2309 else if(autocvar_g_vehicles_steal)
2310 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2314 this.last_vehiclecheck = time + 1;
2317 if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2319 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2321 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2324 if (IS_REAL_CLIENT(this))
2325 PrintWelcomeMessage(this);
2327 if (IS_PLAYER(this)) {
2328 CheckRules_Player(this);
2330 if (gameover || intermission_running) {
2331 if(intermission_running)
2332 IntermissionThink(this);
2336 if (timeout_status == TIMEOUT_ACTIVE) {
2337 // don't allow the player to turn around while game is paused
2338 // FIXME turn this into CSQC stuff
2339 this.v_angle = this.lastV_angle;
2340 this.angles = this.lastV_angle;
2341 this.fixangle = true;
2344 if (frametime) player_powerups(this);
2346 if (IS_DEAD(this)) {
2347 if (this.personal && g_race_qualifying) {
2348 if (time > this.respawn_time) {
2349 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2351 this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2354 if (frametime) player_anim(this);
2355 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));
2357 switch(this.deadflag)
2361 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2362 this.deadflag = DEAD_RESPAWNING;
2363 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2364 this.deadflag = DEAD_DEAD;
2370 this.deadflag = DEAD_RESPAWNABLE;
2371 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2372 this.deadflag = DEAD_RESPAWNING;
2375 case DEAD_RESPAWNABLE:
2377 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2378 this.deadflag = DEAD_RESPAWNING;
2381 case DEAD_RESPAWNING:
2383 if (time > this.respawn_time)
2385 this.respawn_time = time + 1; // only retry once a second
2386 this.respawn_time_max = this.respawn_time;
2393 ShowRespawnCountdown(this);
2395 if (this.respawn_flags & RESPAWN_SILENT)
2396 STAT(RESPAWN_TIME, this) = 0;
2397 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2399 if (time < this.respawn_time)
2400 STAT(RESPAWN_TIME, this) = this.respawn_time;
2401 else if (this.deadflag != DEAD_RESPAWNING)
2402 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2405 STAT(RESPAWN_TIME, this) = this.respawn_time;
2408 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2409 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2410 STAT(RESPAWN_TIME, this) *= -1;
2415 this.prevorigin = this.origin;
2417 bool have_hook = false;
2418 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2420 .entity weaponentity = weaponentities[slot];
2421 if(this.(weaponentity).hook.state)
2427 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2430 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2432 } else if (this.vehicle) {
2434 } else if (STAT(FROZEN, this)) {
2441 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2442 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2443 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2445 } else if (this.crouch) {
2446 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2447 if (!trace_startsolid) {
2448 this.crouch = false;
2449 this.view_ofs = STAT(PL_VIEW_OFS, this);
2450 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2454 FixPlayermodel(this);
2456 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2459 this.items &= ~this.items_added;
2461 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2463 .entity weaponentity = weaponentities[slot];
2464 W_WeaponFrame(this, weaponentity);
2468 this.clip_load = this.(weaponentity).clip_load;
2469 this.clip_size = this.(weaponentity).clip_size;
2473 this.items_added = 0;
2474 if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2475 this.items_added |= IT_FUEL;
2477 this.items |= this.items_added;
2482 // WEAPONTODO: Add a weapon request for this
2483 // rot vortex charge to the charge limit
2484 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2486 .entity weaponentity = weaponentities[slot];
2487 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2488 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2491 if (frametime) player_anim(this);
2494 secrets_setstatus(this);
2497 monsters_setstatus(this);
2499 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2501 else if (gameover || intermission_running) {
2502 if(intermission_running)
2503 IntermissionThink(this);
2506 else if (IS_OBSERVER(this)) {
2507 ObserverThink(this);
2509 else if (IS_SPEC(this)) {
2510 SpectatorThink(this);
2513 // WEAPONTODO: Add weapon request for this
2514 if (!zoomstate_set) {
2515 bool wep_zoomed = false;
2516 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2518 .entity weaponentity = weaponentities[slot];
2519 Weapon thiswep = this.(weaponentity).m_weapon;
2520 if(thiswep != WEP_Null && thiswep.wr_zoom)
2521 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2523 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2526 if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2528 this.teamkill_soundtime = 0;
2530 entity e = this.teamkill_soundsource;
2531 entity oldpusher = e.pusher;
2533 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2534 e.pusher = oldpusher;
2537 if (this.taunt_soundtime && time > this.taunt_soundtime) {
2538 this.taunt_soundtime = 0;
2539 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2542 target_voicescript_next(this);
2544 // WEAPONTODO: Move into weaponsystem somehow
2545 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2546 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2548 .entity weaponentity = weaponentities[slot];
2549 if(this.(weaponentity).m_weapon == WEP_Null)
2550 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2554 void DrownPlayer(entity this)
2559 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2561 if(this.air_finished < time)
2562 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2563 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2566 else if (this.air_finished < time)
2568 if (this.pain_finished < time)
2570 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2571 this.pain_finished = time + 0.5;
2576 .bool move_qcphysics;
2578 void Player_Physics(entity this)
2580 set_movetype(this, this.move_movetype);
2582 if(!this.move_qcphysics)
2585 if(!frametime && !this.pm_frametime)
2588 Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
2590 this.pm_frametime = 0;
2597 Called every frame for each client after the physics are run
2600 .float idlekick_lasttimeleft;
2601 void PlayerPostThink (entity this)
2603 Player_Physics(this);
2606 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2607 if (IS_REAL_CLIENT(this))
2608 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2610 int totalClients = 0;
2611 if(sv_maxidle_slots > 0)
2613 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2619 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2620 { /* do nothing */ }
2621 else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2623 if (this.idlekick_lasttimeleft)
2625 this.idlekick_lasttimeleft = 0;
2626 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2631 float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2632 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2633 if (!this.idlekick_lasttimeleft)
2634 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2636 if (timeleft <= 0) {
2637 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2641 else if (timeleft <= 10) {
2642 if (timeleft != this.idlekick_lasttimeleft) {
2643 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2645 this.idlekick_lasttimeleft = timeleft;
2652 //CheckPlayerJump();
2655 this.solid = SOLID_NOT;
2656 this.takedamage = DAMAGE_NO;
2657 set_movetype(this, MOVETYPE_NONE);
2660 if (IS_PLAYER(this)) {
2662 CheckRules_Player(this);
2663 UpdateChatBubble(this);
2664 if (this.impulse) ImpulseCommands(this);
2667 CSQCMODEL_AUTOUPDATE(this);
2670 GetPressedKeys(this);
2673 if (this.waypointsprite_attachedforcarrier) {
2674 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2675 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2678 playerdemo_write(this);
2680 CSQCMODEL_AUTOUPDATE(this);