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/physics/player.qh"
42 #include "../common/items/_mod.qh"
44 #include "../common/mutators/mutator/waypoints/all.qh"
46 #include "../common/triggers/subs.qh"
47 #include "../common/triggers/triggers.qh"
48 #include "../common/triggers/trigger/secret.qh"
50 #include "../common/minigames/sv_minigames.qh"
52 #include "../common/items/inventory.qh"
54 #include "../common/monsters/sv_monsters.qh"
56 #include "../lib/warpzone/server.qh"
58 STATIC_METHOD(Client, Add, void(Client this, int _team))
61 TRANSMUTE(Player, this);
64 PutClientInServer(this);
67 void PutObserverInServer(entity this);
69 STATIC_METHOD(Client, Remove, void(Client this))
71 TRANSMUTE(Observer, this);
72 PutClientInServer(this);
73 ClientDisconnect(this);
76 void send_CSQC_teamnagger() {
77 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
80 int CountSpectators(entity player, entity to)
82 if(!player) { return 0; } // not sure how, but best to be safe
86 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
94 void WriteSpectators(entity player, entity to)
96 if(!player) { return; } // not sure how, but best to be safe
98 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
100 WriteByte(MSG_ENTITY, num_for_edict(it));
104 bool ClientData_Send(entity this, entity to, int sf)
106 assert(to == this.owner, return false);
109 if (IS_SPEC(e)) e = e.enemy;
112 if (e.race_completed) sf |= 1; // forced scoreboard
113 if (to.spectatee_status) sf |= 2; // spectator ent number follows
114 if (e.zoomstate) sf |= 4; // zoomed
115 if (autocvar_sv_showspectators) sf |= 16; // show spectators
117 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
118 WriteByte(MSG_ENTITY, sf);
122 WriteByte(MSG_ENTITY, to.spectatee_status);
127 float specs = CountSpectators(e, to);
128 WriteByte(MSG_ENTITY, specs);
129 WriteSpectators(e, to);
135 void ClientData_Attach(entity this)
137 Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
138 this.clientdata.drawonlytoclient = this;
139 this.clientdata.owner = this;
142 void ClientData_Detach(entity this)
144 delete(this.clientdata);
145 this.clientdata = NULL;
148 void ClientData_Touch(entity e)
150 e.clientdata.SendFlags = 1;
152 // make it spectatable
153 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
156 .string netname_previous;
158 void SetSpectatee(entity this, entity spectatee);
159 void SetSpectatee_status(entity this, int spectatee_num);
166 Checks if the argument string can be a valid playermodel.
167 Returns a valid one in doubt.
170 string FallbackPlayerModel;
171 string CheckPlayerModel(string plyermodel) {
172 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
174 // note: we cannot summon Don Strunzone here, some player may
175 // still have the model string set. In case anyone manages how
176 // to change a cvar default, we'll have a small leak here.
177 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
179 // only in right path
180 if( substring(plyermodel,0,14) != "models/player/")
181 return FallbackPlayerModel;
182 // only good file extensions
183 if(substring(plyermodel,-4,4) != ".zym")
184 if(substring(plyermodel,-4,4) != ".dpm")
185 if(substring(plyermodel,-4,4) != ".iqm")
186 if(substring(plyermodel,-4,4) != ".md3")
187 if(substring(plyermodel,-4,4) != ".psk")
188 return FallbackPlayerModel;
189 // forbid the LOD models
190 if(substring(plyermodel, -9,5) == "_lod1")
191 return FallbackPlayerModel;
192 if(substring(plyermodel, -9,5) == "_lod2")
193 return FallbackPlayerModel;
194 if(plyermodel != strtolower(plyermodel))
195 return FallbackPlayerModel;
196 // also, restrict to server models
197 if(autocvar_sv_servermodelsonly)
199 if(!fexists(plyermodel))
200 return FallbackPlayerModel;
205 void setplayermodel(entity e, string modelname)
207 precache_model(modelname);
208 _setmodel(e, modelname);
209 player_setupanimsformodel(e);
210 if(!autocvar_g_debug_globalsounds)
211 UpdatePlayerSounds(e);
214 void FixPlayermodel(entity player);
215 /** putting a client as observer in the server */
216 void PutObserverInServer(entity this)
218 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
219 PlayerState_detach(this);
221 if (IS_PLAYER(this) && this.health >= 1) {
223 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
227 entity spot = SelectSpawnPoint(this, true);
228 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
229 this.angles = spot.angles;
231 this.fixangle = true;
232 // offset it so that the spectator spawns higher off the ground, looks better this way
233 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
234 this.prevorigin = this.origin;
235 if (IS_REAL_CLIENT(this))
238 WriteByte(MSG_ONE, SVC_SETVIEW);
239 WriteEntity(MSG_ONE, this);
241 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
242 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
243 if(!autocvar_g_debug_globalsounds)
245 // needed for player sounds
247 FixPlayermodel(this);
249 setmodel(this, MDL_Null);
250 setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
251 this.view_ofs = '0 0 0';
254 RemoveGrapplingHooks(this);
255 Portal_ClearAll(this);
257 SetSpectatee(this, NULL);
262 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
266 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
268 WaypointSprite_PlayerDead(this);
270 if (mutator_returnvalue) {
271 // mutator prevents resetting teams+score
273 this.team = -1; // move this as it is needed to log the player spectating in eventlog
274 this.frags = FRAGS_SPECTATOR;
275 PlayerScore_Clear(this); // clear scores when needed
278 if (this.killcount != FRAGS_SPECTATOR)
280 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
281 if(!intermission_running)
282 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
283 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
285 if(this.just_joined == false) {
286 LogTeamchange(this.playerid, -1, 4);
288 this.just_joined = false;
291 accuracy_resend(this);
293 this.spectatortime = time;
295 IL_REMOVE(g_bot_targets, this);
296 this.bot_attack = false;
297 this.hud = HUD_NORMAL;
298 TRANSMUTE(Observer, this);
299 this.iscreature = false;
300 this.teleportable = TELEPORT_SIMPLE;
301 if(this.damagedbycontents)
302 IL_REMOVE(g_damagedbycontents, this);
303 this.damagedbycontents = false;
304 this.health = FRAGS_SPECTATOR;
305 SetSpectatee_status(this, etof(this));
306 this.takedamage = DAMAGE_NO;
307 this.solid = SOLID_NOT;
308 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
309 this.flags = FL_CLIENT | FL_NOTARGET;
310 this.armorvalue = 666;
312 this.armorvalue = autocvar_g_balance_armor_start;
313 this.pauserotarmor_finished = 0;
314 this.pauserothealth_finished = 0;
315 this.pauseregen_finished = 0;
316 this.damageforcescale = 0;
318 this.respawn_flags = 0;
319 this.respawn_time = 0;
320 this.stat_respawn_time = 0;
325 this.pain_finished = 0;
326 this.strength_finished = 0;
327 this.invincible_finished = 0;
328 this.superweapons_finished = 0;
331 setthink(this, func_null);
333 this.deadflag = DEAD_NO;
335 this.revival_time = 0;
338 this.weapons = '0 0 0';
339 this.drawonlytoclient = this;
341 this.weaponmodel = "";
342 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
344 if(!this.weaponentities[slot])
345 continue; // first load
346 this.weaponentities[slot].hook_time = 0;
347 this.weaponentities[slot].weaponname = "";
348 this.weaponentities[slot] = NULL;
350 this.exteriorweaponentity = NULL;
351 this.killcount = FRAGS_SPECTATOR;
352 this.velocity = '0 0 0';
353 this.avelocity = '0 0 0';
354 this.punchangle = '0 0 0';
355 this.punchvector = '0 0 0';
356 this.oldvelocity = this.velocity;
357 this.fire_endtime = -1;
358 this.event_damage = func_null;
361 int player_getspecies(entity this)
363 get_model_parameters(this.model, this.skin);
364 int s = get_model_parameters_species;
365 get_model_parameters(string_null, 0);
366 if (s < 0) return SPECIES_HUMAN;
370 .float model_randomizer;
371 void FixPlayermodel(entity player)
373 string defaultmodel = "";
375 if(autocvar_sv_defaultcharacter)
379 string s = Static_Team_ColorName_Lower(player.team);
382 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
383 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
387 if(defaultmodel == "")
389 defaultmodel = autocvar_sv_defaultplayermodel;
390 defaultskin = autocvar_sv_defaultplayerskin;
393 int n = tokenize_console(defaultmodel);
396 defaultmodel = argv(floor(n * player.model_randomizer));
397 // However, do NOT randomize if the player-selected model is in the list.
398 for (int i = 0; i < n; ++i)
399 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
400 defaultmodel = argv(i);
403 int i = strstrofs(defaultmodel, ":", 0);
406 defaultskin = stof(substring(defaultmodel, i+1, -1));
407 defaultmodel = substring(defaultmodel, 0, i);
410 if(autocvar_sv_defaultcharacterskin && !defaultskin)
414 string s = Static_Team_ColorName_Lower(player.team);
416 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
420 defaultskin = autocvar_sv_defaultplayerskin;
423 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
424 defaultmodel = M_ARGV(0, string);
425 defaultskin = M_ARGV(1, int);
429 if(defaultmodel != "")
431 if (defaultmodel != player.model)
433 vector m1 = player.mins;
434 vector m2 = player.maxs;
435 setplayermodel (player, defaultmodel);
436 setsize (player, m1, m2);
440 oldskin = player.skin;
441 player.skin = defaultskin;
443 if (player.playermodel != player.model || player.playermodel == "")
445 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
446 vector m1 = player.mins;
447 vector m2 = player.maxs;
448 setplayermodel (player, player.playermodel);
449 setsize (player, m1, m2);
453 if(!autocvar_sv_defaultcharacterskin)
455 oldskin = player.skin;
456 player.skin = stof(player.playerskin);
460 oldskin = player.skin;
461 player.skin = defaultskin;
465 if(chmdl || oldskin != player.skin) // model or skin has changed
467 player.species = player_getspecies(player); // update species
468 if(!autocvar_g_debug_globalsounds)
469 UpdatePlayerSounds(player); // update skin sounds
473 if(strlen(autocvar_sv_defaultplayercolors))
474 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
475 setcolor(player, stof(autocvar_sv_defaultplayercolors));
479 /** Called when a client spawns in the server */
480 void PutClientInServer(entity this)
482 if (IS_BOT_CLIENT(this)) {
483 TRANSMUTE(Player, this);
484 } else if (IS_REAL_CLIENT(this)) {
486 WriteByte(MSG_ONE, SVC_SETVIEW);
487 WriteEntity(MSG_ONE, this);
490 TRANSMUTE(Observer, this);
493 SetSpectatee(this, NULL);
498 MUTATOR_CALLHOOK(PutClientInServer, this);
500 if (IS_OBSERVER(this)) {
501 PutObserverInServer(this);
502 } else if (IS_PLAYER(this)) {
503 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
505 PlayerState_attach(this);
506 accuracy_resend(this);
509 JoinBestTeam(this, false, true);
511 entity spot = SelectSpawnPoint(this, false);
513 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
514 return; // spawn failed
517 TRANSMUTE(Player, this);
519 this.wasplayer = true;
520 this.iscreature = true;
521 this.teleportable = TELEPORT_NORMAL;
522 if(!this.damagedbycontents)
523 IL_PUSH(g_damagedbycontents, this);
524 this.damagedbycontents = true;
525 set_movetype(this, MOVETYPE_WALK);
526 this.solid = SOLID_SLIDEBOX;
527 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
528 if (autocvar_g_playerclip_collisions)
529 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
530 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
531 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
532 this.frags = FRAGS_PLAYER;
533 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
534 this.flags = FL_CLIENT | FL_PICKUPITEMS;
535 if (autocvar__notarget)
536 this.flags |= FL_NOTARGET;
537 this.takedamage = DAMAGE_AIM;
538 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
542 this.ammo_shells = warmup_start_ammo_shells;
543 this.ammo_nails = warmup_start_ammo_nails;
544 this.ammo_rockets = warmup_start_ammo_rockets;
545 this.ammo_cells = warmup_start_ammo_cells;
546 this.ammo_plasma = warmup_start_ammo_plasma;
547 this.ammo_fuel = warmup_start_ammo_fuel;
548 this.health = warmup_start_health;
549 this.armorvalue = warmup_start_armorvalue;
550 this.weapons = WARMUP_START_WEAPONS;
552 this.ammo_shells = start_ammo_shells;
553 this.ammo_nails = start_ammo_nails;
554 this.ammo_rockets = start_ammo_rockets;
555 this.ammo_cells = start_ammo_cells;
556 this.ammo_plasma = start_ammo_plasma;
557 this.ammo_fuel = start_ammo_fuel;
558 this.health = start_health;
559 this.armorvalue = start_armorvalue;
560 this.weapons = start_weapons;
562 SetSpectatee_status(this, 0);
564 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
566 this.items = start_items;
568 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
569 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
570 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
571 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
572 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
573 // extend the pause of rotting if client was reset at the beginning of the countdown
574 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
575 float f = game_starttime - time;
576 this.spawnshieldtime += f;
577 this.pauserotarmor_finished += f;
578 this.pauserothealth_finished += f;
579 this.pauseregen_finished += f;
581 this.damageforcescale = 2;
583 this.respawn_flags = 0;
584 this.respawn_time = 0;
585 this.stat_respawn_time = 0;
586 this.scale = autocvar_sv_player_scale;
589 this.pain_finished = 0;
591 setthink(this, func_null); // players have no think function
594 this.ballistics_density = autocvar_g_ballistics_density_player;
596 this.deadflag = DEAD_NO;
598 this.angles = spot.angles;
599 this.angles_z = 0; // never spawn tilted even if the spot says to
600 if (IS_BOT_CLIENT(this))
601 this.v_angle = this.angles;
602 this.fixangle = true; // turn this way immediately
603 this.oldvelocity = this.velocity = '0 0 0';
604 this.avelocity = '0 0 0';
605 this.punchangle = '0 0 0';
606 this.punchvector = '0 0 0';
608 this.strength_finished = 0;
609 this.invincible_finished = 0;
610 this.fire_endtime = -1;
611 this.revival_time = 0;
612 this.air_finished = time + 12;
614 entity spawnevent = new_pure(spawnevent);
615 spawnevent.owner = this;
616 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
618 // Cut off any still running player sounds.
619 stopsound(this, CH_PLAYER_SINGLE);
622 FixPlayermodel(this);
623 this.drawonlytoclient = NULL;
628 this.view_ofs = STAT(PL_VIEW_OFS, this);
629 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
630 this.spawnorigin = spot.origin;
631 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
632 // don't reset back to last position, even if new position is stuck in solid
633 this.oldorigin = this.origin;
634 this.prevorigin = this.origin;
635 this.lastteleporttime = time; // prevent insane speeds due to changing origin
637 IL_REMOVE(g_conveyed, this);
638 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
639 this.hud = HUD_NORMAL;
641 this.event_damage = PlayerDamage;
644 IL_PUSH(g_bot_targets, this);
645 this.bot_attack = true;
646 this.monster_attack = true;
648 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
650 if (this.killcount == FRAGS_SPECTATOR) {
651 PlayerScore_Clear(this);
655 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
657 .entity weaponentity = weaponentities[slot];
658 CL_SpawnWeaponentity(this, weaponentity);
660 this.alpha = default_player_alpha;
661 this.colormod = '1 1 1' * autocvar_g_player_brightness;
662 this.exteriorweaponentity.alpha = default_weapon_alpha;
664 this.speedrunning = false;
666 target_voicescript_clear(this);
668 // reset fields the weapons may use
669 FOREACH(Weapons, true, LAMBDA(
670 it.wr_resetplayer(it, this);
671 // reload all reloadable weapons
672 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
673 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
675 .entity weaponentity = weaponentities[slot];
676 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
682 string s = spot.target;
683 spot.target = string_null;
684 SUB_UseTargets(spot, this, NULL);
690 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
692 if (autocvar_spawn_debug)
694 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
695 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
698 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
700 .entity weaponentity = weaponentities[slot];
702 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
704 this.(weaponentity).m_switchweapon = WEP_Null;
705 this.(weaponentity).m_weapon = WEP_Null;
706 this.(weaponentity).weaponname = "";
707 this.(weaponentity).m_switchingweapon = WEP_Null;
708 this.(weaponentity).cnt = -1;
711 if (!warmup_stage && !this.alivetime)
712 this.alivetime = time;
714 antilag_clear(this, CS(this));
718 void ClientInit_misc(entity this);
720 // TODO do we need all these fields, or should we stop autodetecting runtime
721 // changes and just have a console command to update this?
722 bool ClientInit_SendEntity(entity this, entity to, int sf)
724 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
727 // MSG_INIT replacement
728 // TODO: make easier to use
730 W_PROP_reload(MSG_ONE, to);
731 ClientInit_misc(this);
732 MUTATOR_CALLHOOK(Ent_Init);
734 void ClientInit_misc(entity this)
736 int channel = MSG_ONE;
737 WriteHeader(channel, ENT_CLIENT_INIT);
738 WriteByte(channel, g_nexball_meter_period * 32);
739 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
740 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
741 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
742 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
743 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
744 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
745 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
746 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
748 if(sv_foginterval && world.fog != "")
749 WriteString(channel, world.fog);
751 WriteString(channel, "");
752 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
753 WriteByte(channel, serverflags);
754 WriteCoord(channel, autocvar_g_trueaim_minrange);
757 void ClientInit_CheckUpdate(entity this)
759 this.nextthink = time;
760 if(this.count != autocvar_g_balance_armor_blockpercent)
762 this.count = autocvar_g_balance_armor_blockpercent;
767 void ClientInit_Spawn()
769 entity e = new_pure(clientinit);
770 setthink(e, ClientInit_CheckUpdate);
771 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
773 ClientInit_CheckUpdate(e);
783 // initialize parms for a new player
784 parm1 = -(86400 * 366);
786 MUTATOR_CALLHOOK(SetNewParms);
794 void SetChangeParms (entity this)
796 // save parms for level change
797 parm1 = this.parm_idlesince - time;
799 MUTATOR_CALLHOOK(SetChangeParms);
807 void DecodeLevelParms(entity this)
810 this.parm_idlesince = parm1;
811 if (this.parm_idlesince == -(86400 * 366))
812 this.parm_idlesince = time;
814 // whatever happens, allow 60 seconds of idling directly after connect for map loading
815 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
817 MUTATOR_CALLHOOK(DecodeLevelParms);
824 Called when a client types 'kill' in the console
828 .float clientkill_nexttime;
829 void ClientKill_Now_TeamChange(entity this)
831 if(this.killindicator_teamchange == -1)
833 JoinBestTeam( this, false, true );
835 else if(this.killindicator_teamchange == -2)
838 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
839 PutObserverInServer(this);
842 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
843 this.killindicator_teamchange = 0;
846 void ClientKill_Now(entity this)
850 vehicles_exit(this.vehicle, VHEF_RELEASE);
851 if(!this.killindicator_teamchange)
853 this.vehicle_health = -1;
854 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
858 if(this.killindicator && !wasfreed(this.killindicator))
859 delete(this.killindicator);
861 this.killindicator = NULL;
863 if(this.killindicator_teamchange)
864 ClientKill_Now_TeamChange(this);
866 if(!IS_SPEC(this) && !IS_OBSERVER(this))
867 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
869 // now I am sure the player IS dead
871 void KillIndicator_Think(entity this)
875 this.owner.killindicator = NULL;
880 if (this.owner.alpha < 0 && !this.owner.vehicle)
882 this.owner.killindicator = NULL;
889 ClientKill_Now(this.owner);
892 else if(g_cts && this.health == 1) // health == 1 means that it's silent
894 this.nextthink = time + 1;
900 setmodel(this, MDL_NUM(this.cnt));
901 if(IS_REAL_CLIENT(this.owner))
904 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
906 this.nextthink = time + 1;
911 float clientkilltime;
912 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
920 killtime = autocvar_g_balance_kill_delay;
922 if(g_race_qualifying || g_cts)
925 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
928 this.killindicator_teamchange = targetteam;
930 if(!this.killindicator)
934 killtime = max(killtime, this.clientkill_nexttime - time);
935 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
938 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
940 ClientKill_Now(this);
944 starttime = max(time, clientkilltime);
946 this.killindicator = spawn();
947 this.killindicator.owner = this;
948 this.killindicator.scale = 0.5;
949 setattachment(this.killindicator, this, "");
950 setorigin(this.killindicator, '0 0 52');
951 setthink(this.killindicator, KillIndicator_Think);
952 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
953 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
954 this.killindicator.cnt = ceil(killtime);
955 this.killindicator.count = bound(0, ceil(killtime), 10);
956 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
958 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
960 it.killindicator = spawn();
961 it.killindicator.owner = it;
962 it.killindicator.scale = 0.5;
963 setattachment(it.killindicator, it, "");
964 setorigin(it.killindicator, '0 0 52');
965 setthink(it.killindicator, KillIndicator_Think);
966 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
967 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
968 it.killindicator.cnt = ceil(killtime);
973 if(this.killindicator)
975 if(targetteam == 0) // just die
977 this.killindicator.colormod = '0 0 0';
978 if(IS_REAL_CLIENT(this))
979 if(this.killindicator.cnt > 0)
980 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
982 else if(targetteam == -1) // auto
984 this.killindicator.colormod = '0 1 0';
985 if(IS_REAL_CLIENT(this))
986 if(this.killindicator.cnt > 0)
987 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
989 else if(targetteam == -2) // spectate
991 this.killindicator.colormod = '0.5 0.5 0.5';
992 if(IS_REAL_CLIENT(this))
993 if(this.killindicator.cnt > 0)
994 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
998 this.killindicator.colormod = Team_ColorRGB(targetteam);
999 if(IS_REAL_CLIENT(this))
1000 if(this.killindicator.cnt > 0)
1001 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1007 void ClientKill (entity this)
1009 if(gameover) return;
1010 if(this.player_blocked) return;
1011 if(STAT(FROZEN, this)) return;
1013 ClientKill_TeamChange(this, 0);
1016 void FixClientCvars(entity e)
1018 // send prediction settings to the client
1019 stuffcmd(e, "\nin_bindmap 0 0\n");
1020 if(autocvar_g_antilag == 3) // client side hitscan
1021 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1022 if(autocvar_sv_gentle)
1023 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1025 MUTATOR_CALLHOOK(FixClientCvars, e);
1028 float PlayerInIDList(entity p, string idlist)
1033 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1037 // this function allows abbreviated player IDs too!
1038 n = tokenize_console(idlist);
1039 for(i = 0; i < n; ++i)
1042 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1049 #ifdef DP_EXT_PRECONNECT
1054 Called once (not at each match start) when a client begins a connection to the server
1057 void ClientPreConnect ()
1059 if(autocvar_sv_eventlog)
1061 GameLogEcho(sprintf(":connect:%d:%d:%s",
1064 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1074 Called when a client connects to the server
1077 void ClientConnect(entity this)
1079 if (Ban_MaybeEnforceBanOnce(this)) return;
1080 assert(!IS_CLIENT(this), return);
1081 this.flags |= FL_CLIENT;
1082 assert(player_count >= 0, player_count = 0);
1085 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1087 this.version_nagtime = time + 10 + random() * 10;
1088 TRANSMUTE(Client, this);
1090 // identify the right forced team
1091 if (autocvar_g_campaign)
1093 if (IS_REAL_CLIENT(this)) // only players, not bots
1095 switch (autocvar_g_campaign_forceteam)
1097 case 1: this.team_forced = NUM_TEAM_1; break;
1098 case 2: this.team_forced = NUM_TEAM_2; break;
1099 case 3: this.team_forced = NUM_TEAM_3; break;
1100 case 4: this.team_forced = NUM_TEAM_4; break;
1101 default: this.team_forced = 0;
1105 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1106 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1107 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1108 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1109 else switch (autocvar_g_forced_team_otherwise)
1111 default: this.team_forced = 0; break;
1112 case "red": this.team_forced = NUM_TEAM_1; break;
1113 case "blue": this.team_forced = NUM_TEAM_2; break;
1114 case "yellow": this.team_forced = NUM_TEAM_3; break;
1115 case "pink": this.team_forced = NUM_TEAM_4; break;
1118 this.team_forced = -1;
1121 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1124 int id = this.playerid;
1125 this.playerid = 0; // silent
1126 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1130 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1131 TRANSMUTE(Observer, this);
1133 if (!teamplay || autocvar_g_balance_teams) {
1134 TRANSMUTE(Player, this);
1135 campaign_bots_may_start = true;
1137 TRANSMUTE(Observer, this); // do it anyway
1141 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1143 // always track bots, don't ask for cl_allow_uidtracking
1144 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1146 if (autocvar_sv_eventlog)
1147 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1149 LogTeamchange(this.playerid, this.team, 1);
1151 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1153 this.netname_previous = strzone(this.netname);
1155 if(teamplay && IS_PLAYER(this))
1156 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1158 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1160 stuffcmd(this, clientstuff, "\n");
1161 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1163 FixClientCvars(this);
1165 // get version info from player
1166 stuffcmd(this, "cmd clientversion $gameversion\n");
1168 // notify about available teams
1171 CheckAllowedTeams(this);
1173 if (c1 >= 0) t |= BIT(0);
1174 if (c2 >= 0) t |= BIT(1);
1175 if (c3 >= 0) t |= BIT(2);
1176 if (c4 >= 0) t |= BIT(3);
1177 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1181 stuffcmd(this, "set _teams_available 0\n");
1184 bot_relinkplayerlist();
1186 this.spectatortime = time;
1187 if (blockSpectators)
1189 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1192 this.jointime = time;
1193 this.allowed_timeouts = autocvar_sv_timeout_number;
1195 if (IS_REAL_CLIENT(this))
1197 if (!autocvar_g_campaign)
1199 this.motd_actived_time = -1;
1200 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1203 if (g_weaponarena_weapons == WEPSET(TUBA))
1204 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1207 if (!sv_foginterval && world.fog != "")
1208 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1210 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1211 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1212 send_CSQC_teamnagger();
1214 CSQCMODEL_AUTOINIT(this);
1216 this.model_randomizer = random();
1218 if (IS_REAL_CLIENT(this))
1219 sv_notice_join(this);
1221 // update physics stats (players can spawn before physics runs)
1222 Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
1224 IL_EACH(g_initforplayer, it.init_for_player, {
1225 it.init_for_player(it, this);
1228 MUTATOR_CALLHOOK(ClientConnect, this);
1234 Called when a client disconnects from the server
1237 .entity chatbubbleentity;
1239 void ClientDisconnect(entity this)
1241 assert(IS_CLIENT(this), return);
1243 PlayerStats_GameReport_FinalizePlayer(this);
1244 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1245 if (this.active_minigame) part_minigame(this);
1246 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1248 if (autocvar_sv_eventlog)
1249 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1251 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1253 SetSpectatee(this, NULL);
1255 MUTATOR_CALLHOOK(ClientDisconnect, this);
1257 ClientState_detach(this);
1259 Portal_ClearAll(this);
1263 RemoveGrapplingHooks(this);
1265 // Here, everything has been done that requires this player to be a client.
1267 this.flags &= ~FL_CLIENT;
1269 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1270 if (this.killindicator) delete(this.killindicator);
1272 WaypointSprite_PlayerGone(this);
1274 bot_relinkplayerlist();
1276 if (this.netname_previous) strunzone(this.netname_previous);
1277 if (this.clientstatus) strunzone(this.clientstatus);
1278 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1279 if (this.personal) delete(this.personal);
1283 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1286 void ChatBubbleThink(entity this)
1288 this.nextthink = time;
1289 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1291 if(this.owner) // but why can that ever be NULL?
1292 this.owner.chatbubbleentity = NULL;
1299 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1301 if ( this.owner.active_minigame )
1302 this.mdl = "models/sprites/minigame_busy.iqm";
1303 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1304 this.mdl = "models/misc/chatbubble.spr";
1307 if ( this.model != this.mdl )
1308 _setmodel(this, this.mdl);
1312 void UpdateChatBubble(entity this)
1316 // spawn a chatbubble entity if needed
1317 if (!this.chatbubbleentity)
1319 this.chatbubbleentity = new(chatbubbleentity);
1320 this.chatbubbleentity.owner = this;
1321 this.chatbubbleentity.exteriormodeltoclient = this;
1322 setthink(this.chatbubbleentity, ChatBubbleThink);
1323 this.chatbubbleentity.nextthink = time;
1324 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1325 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1326 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1327 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1328 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1329 //this.chatbubbleentity.model = "";
1330 this.chatbubbleentity.effects = EF_LOWPRECISION;
1335 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1336 // added to the model skins
1337 /*void UpdateColorModHack()
1340 c = this.clientcolors & 15;
1341 // LordHavoc: only bothering to support white, green, red, yellow, blue
1342 if (!teamplay) this.colormod = '0 0 0';
1343 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1344 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1345 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1346 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1347 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1348 else this.colormod = '1 1 1';
1351 void respawn(entity this)
1353 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1355 this.solid = SOLID_NOT;
1356 this.takedamage = DAMAGE_NO;
1357 set_movetype(this, MOVETYPE_FLY);
1358 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1359 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1360 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1361 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1362 if(autocvar_g_respawn_ghosts_maxtime)
1363 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1368 this.effects |= EF_NODRAW; // prevent another CopyBody
1369 PutClientInServer(this);
1372 void play_countdown(entity this, float finished, Sound samp)
1375 if(IS_REAL_CLIENT(this))
1376 if(floor(finished - time - frametime) != floor(finished - time))
1377 if(finished - time < 6)
1378 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1381 void player_powerups(entity this)
1383 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1384 int items_prev = this.items;
1386 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !gameover)
1387 this.modelflags |= MF_ROCKET;
1389 this.modelflags &= ~MF_ROCKET;
1391 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1393 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1396 Fire_ApplyDamage(this);
1397 Fire_ApplyEffect(this);
1401 if (this.items & ITEM_Strength.m_itemid)
1403 play_countdown(this, this.strength_finished, SND_POWEROFF);
1404 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1405 if (time > this.strength_finished)
1407 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1408 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1409 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1414 if (time < this.strength_finished)
1416 this.items = this.items | ITEM_Strength.m_itemid;
1417 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1418 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1421 if (this.items & ITEM_Shield.m_itemid)
1423 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1424 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1425 if (time > this.invincible_finished)
1427 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1428 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1429 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1434 if (time < this.invincible_finished)
1436 this.items = this.items | ITEM_Shield.m_itemid;
1437 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1438 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1441 if (this.items & IT_SUPERWEAPON)
1443 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1445 this.superweapons_finished = 0;
1446 this.items = this.items - (this.items & IT_SUPERWEAPON);
1447 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1448 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1450 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1452 // don't let them run out
1456 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1457 if (time > this.superweapons_finished)
1459 this.items = this.items - (this.items & IT_SUPERWEAPON);
1460 this.weapons &= ~WEPSET_SUPERWEAPONS;
1461 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1462 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1466 else if(this.weapons & WEPSET_SUPERWEAPONS)
1468 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1470 this.items = this.items | IT_SUPERWEAPON;
1471 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1472 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1476 this.superweapons_finished = 0;
1477 this.weapons &= ~WEPSET_SUPERWEAPONS;
1482 this.superweapons_finished = 0;
1486 if(autocvar_g_nodepthtestplayers)
1487 this.effects = this.effects | EF_NODEPTHTEST;
1489 if(autocvar_g_fullbrightplayers)
1490 this.effects = this.effects | EF_FULLBRIGHT;
1492 if (time >= game_starttime)
1493 if (time < this.spawnshieldtime)
1494 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1496 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1499 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1501 if(current > stable)
1503 else if(current > stable - 0.25) // when close enough, "snap"
1506 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1509 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1511 if(current < stable)
1513 else if(current < stable + 0.25) // when close enough, "snap"
1516 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1519 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1521 if(current > rotstable)
1523 if(rotframetime > 0)
1525 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1526 current = max(rotstable, current - rotlinear * rotframetime);
1529 else if(current < regenstable)
1531 if(regenframetime > 0)
1533 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1534 current = min(regenstable, current + regenlinear * regenframetime);
1544 void player_regen(entity this)
1546 float max_mod, regen_mod, rot_mod, limit_mod;
1547 max_mod = regen_mod = rot_mod = limit_mod = 1;
1549 float regen_health = autocvar_g_balance_health_regen;
1550 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1551 float regen_health_rot = autocvar_g_balance_health_rot;
1552 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1553 float regen_health_stable = autocvar_g_balance_health_regenstable;
1554 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1555 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1556 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1557 max_mod = M_ARGV(1, float);
1558 regen_mod = M_ARGV(2, float);
1559 rot_mod = M_ARGV(3, float);
1560 limit_mod = M_ARGV(4, float);
1561 regen_health = M_ARGV(5, float);
1562 regen_health_linear = M_ARGV(6, float);
1563 regen_health_rot = M_ARGV(7, float);
1564 regen_health_rotlinear = M_ARGV(8, float);
1565 regen_health_stable = M_ARGV(9, float);
1566 regen_health_rotstable = M_ARGV(10, float);
1569 if(!mutator_returnvalue)
1570 if(!STAT(FROZEN, this))
1572 float mina, maxa, limith, limita;
1573 maxa = autocvar_g_balance_armor_rotstable;
1574 mina = autocvar_g_balance_armor_regenstable;
1575 limith = autocvar_g_balance_health_limit;
1576 limita = autocvar_g_balance_armor_limit;
1578 regen_health_rotstable = regen_health_rotstable * max_mod;
1579 regen_health_stable = regen_health_stable * max_mod;
1580 limith = limith * limit_mod;
1581 limita = limita * limit_mod;
1583 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);
1584 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);
1587 // if player rotted to death... die!
1588 // check this outside above checks, as player may still be able to rot to death
1592 vehicles_exit(this.vehicle, VHEF_RELEASE);
1593 if(this.event_damage)
1594 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1597 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1599 float minf, maxf, limitf;
1601 maxf = autocvar_g_balance_fuel_rotstable;
1602 minf = autocvar_g_balance_fuel_regenstable;
1603 limitf = autocvar_g_balance_fuel_limit;
1605 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);
1610 void SetZoomState(entity this, float z)
1612 if(z != this.zoomstate)
1615 ClientData_Touch(this);
1617 zoomstate_set = true;
1620 void GetPressedKeys(entity this)
1622 MUTATOR_CALLHOOK(GetPressedKeys, this);
1623 int keys = STAT(PRESSED_KEYS, this);
1624 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1625 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1626 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1627 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1629 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1630 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1631 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1632 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1633 this.pressedkeys = keys; // store for other users
1635 STAT(PRESSED_KEYS, this) = keys;
1639 ======================
1640 spectate mode routines
1641 ======================
1644 void SpectateCopy(entity this, entity spectatee)
1646 TC(Client, this); TC(Client, spectatee);
1648 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1649 PS(this) = PS(spectatee);
1650 this.armortype = spectatee.armortype;
1651 this.armorvalue = spectatee.armorvalue;
1652 this.ammo_cells = spectatee.ammo_cells;
1653 this.ammo_plasma = spectatee.ammo_plasma;
1654 this.ammo_shells = spectatee.ammo_shells;
1655 this.ammo_nails = spectatee.ammo_nails;
1656 this.ammo_rockets = spectatee.ammo_rockets;
1657 this.ammo_fuel = spectatee.ammo_fuel;
1658 this.clip_load = spectatee.clip_load;
1659 this.clip_size = spectatee.clip_size;
1660 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1661 this.health = spectatee.health;
1663 this.items = spectatee.items;
1664 this.last_pickup = spectatee.last_pickup;
1665 this.hit_time = spectatee.hit_time;
1666 this.strength_finished = spectatee.strength_finished;
1667 this.invincible_finished = spectatee.invincible_finished;
1668 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1669 this.weapons = spectatee.weapons;
1670 this.vortex_charge = spectatee.vortex_charge;
1671 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1672 this.hagar_load = spectatee.hagar_load;
1673 this.arc_heat_percent = spectatee.arc_heat_percent;
1674 this.minelayer_mines = spectatee.minelayer_mines;
1675 this.punchangle = spectatee.punchangle;
1676 this.view_ofs = spectatee.view_ofs;
1677 this.velocity = spectatee.velocity;
1678 this.dmg_take = spectatee.dmg_take;
1679 this.dmg_save = spectatee.dmg_save;
1680 this.dmg_inflictor = spectatee.dmg_inflictor;
1681 this.v_angle = spectatee.v_angle;
1682 this.angles = spectatee.v_angle;
1683 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1684 this.revive_progress = spectatee.revive_progress;
1685 this.viewloc = spectatee.viewloc;
1686 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1687 this.fixangle = true;
1688 setorigin(this, spectatee.origin);
1689 setsize(this, spectatee.mins, spectatee.maxs);
1690 SetZoomState(this, spectatee.zoomstate);
1692 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1694 .entity weaponentity = weaponentities[slot];
1695 this.(weaponentity) = spectatee.(weaponentity);
1698 anticheat_spectatecopy(this, spectatee);
1699 this.hud = spectatee.hud;
1700 if(spectatee.vehicle)
1702 this.angles = spectatee.v_angle;
1704 //this.fixangle = false;
1705 //this.velocity = spectatee.vehicle.velocity;
1706 this.vehicle_health = spectatee.vehicle_health;
1707 this.vehicle_shield = spectatee.vehicle_shield;
1708 this.vehicle_energy = spectatee.vehicle_energy;
1709 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1710 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1711 this.vehicle_reload1 = spectatee.vehicle_reload1;
1712 this.vehicle_reload2 = spectatee.vehicle_reload2;
1714 //msg_entity = this;
1716 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1717 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1718 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1719 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1721 //WriteByte (MSG_ONE, SVC_SETVIEW);
1722 // WriteEntity(MSG_ONE, this);
1723 //makevectors(spectatee.v_angle);
1724 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1728 bool SpectateUpdate(entity this)
1733 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1735 SetSpectatee(this, NULL);
1739 SpectateCopy(this, this.enemy);
1744 bool SpectateSet(entity this)
1746 if(!IS_PLAYER(this.enemy))
1749 ClientData_Touch(this.enemy);
1752 WriteByte(MSG_ONE, SVC_SETVIEW);
1753 WriteEntity(MSG_ONE, this.enemy);
1754 set_movetype(this, MOVETYPE_NONE);
1755 accuracy_resend(this);
1757 if(!SpectateUpdate(this))
1758 PutObserverInServer(this);
1763 void SetSpectatee_status(entity this, int spectatee_num)
1765 int oldspectatee_status = this.spectatee_status;
1766 this.spectatee_status = spectatee_num;
1768 if (this.spectatee_status != oldspectatee_status)
1770 ClientData_Touch(this);
1771 if (g_race || g_cts) race_InitSpectator();
1775 void SetSpectatee(entity this, entity spectatee)
1777 entity old_spectatee = this.enemy;
1779 this.enemy = spectatee;
1782 // these are required to fix the spectator bug with arc
1785 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1787 .entity weaponentity = weaponentities[slot];
1788 if(old_spectatee.(weaponentity).arc_beam)
1789 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1794 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1796 .entity weaponentity = weaponentities[slot];
1797 if(this.enemy.(weaponentity).arc_beam)
1798 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1803 SetSpectatee_status(this, etof(this.enemy));
1805 // needed to update spectator list
1806 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1809 bool Spectate(entity this, entity pl)
1811 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1813 pl = M_ARGV(1, entity);
1815 SetSpectatee(this, pl);
1816 return SpectateSet(this);
1819 bool SpectateNext(entity this)
1821 entity ent = find(this.enemy, classname, STR_PLAYER);
1823 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1824 ent = M_ARGV(1, entity);
1826 ent = find(ent, classname, STR_PLAYER);
1828 if(ent) { SetSpectatee(this, ent); }
1830 return SpectateSet(this);
1833 bool SpectatePrev(entity this)
1835 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1836 entity ent = findchain(classname, STR_PLAYER);
1837 if (!ent) // no player
1841 // skip players until current spectated player
1843 while(ent && ent != this.enemy)
1846 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1848 case MUT_SPECPREV_FOUND:
1849 ent = M_ARGV(1, entity);
1851 case MUT_SPECPREV_RETURN:
1853 case MUT_SPECPREV_CONTINUE:
1864 SetSpectatee(this, ent);
1865 return SpectateSet(this);
1870 ShowRespawnCountdown()
1872 Update a respawn countdown display.
1875 void ShowRespawnCountdown(entity this)
1878 if(!IS_DEAD(this)) // just respawned?
1882 number = ceil(this.respawn_time - time);
1885 if(number <= this.respawn_countdown)
1887 this.respawn_countdown = number - 1;
1888 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
1889 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1894 .bool team_selected;
1895 bool ShowTeamSelection(entity this)
1897 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1899 stuffcmd(this, "menu_showteamselect\n");
1902 void Join(entity this)
1904 TRANSMUTE(Player, this);
1906 if(!this.team_selected)
1907 if(autocvar_g_campaign || autocvar_g_balance_teams)
1908 JoinBestTeam(this, false, true);
1910 if(autocvar_g_campaign)
1911 campaign_bots_may_start = true;
1913 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1915 PutClientInServer(this);
1917 if(teamplay && this.team != -1)
1918 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1920 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1921 this.team_selected = false;
1925 * Determines whether the player is allowed to join. This depends on cvar
1926 * g_maxplayers, if it isn't used this function always return true, otherwise
1927 * it checks whether the number of currently playing players exceeds g_maxplayers.
1928 * @return int number of free slots for players, 0 if none
1930 int nJoinAllowed(entity this, entity ignore)
1933 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1934 // so report 0 free slots if restricted
1936 if(autocvar_g_forced_team_otherwise == "spectate")
1938 if(autocvar_g_forced_team_otherwise == "spectator")
1942 if(this && this.team_forced < 0)
1943 return 0; // forced spectators can never join
1945 // TODO simplify this
1946 int totalClients = 0;
1947 int currentlyPlaying = 0;
1948 FOREACH_CLIENT(true, LAMBDA(
1951 if(IS_REAL_CLIENT(it))
1952 if(IS_PLAYER(it) || it.caplayer)
1956 float free_slots = 0;
1957 if (!autocvar_g_maxplayers)
1958 free_slots = maxclients - totalClients;
1959 else if(currentlyPlaying < autocvar_g_maxplayers)
1960 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1962 static float join_prevent_msg_time = 0;
1963 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1965 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1966 join_prevent_msg_time = time + 3;
1973 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1974 * g_maxplayers_spectator_blocktime seconds
1976 void checkSpectatorBlock(entity this)
1978 if(IS_SPEC(this) || IS_OBSERVER(this))
1980 if(IS_REAL_CLIENT(this))
1982 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1983 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1989 void PrintWelcomeMessage(entity this)
1991 if(this.motd_actived_time == 0)
1993 if (autocvar_g_campaign) {
1994 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1995 this.motd_actived_time = time;
1996 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1999 if (PHYS_INPUT_BUTTON_INFO(this)) {
2000 this.motd_actived_time = time;
2001 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2005 else if(this.motd_actived_time > 0) // showing MOTD or campaign message
2007 if (autocvar_g_campaign) {
2008 if (PHYS_INPUT_BUTTON_INFO(this))
2009 this.motd_actived_time = time;
2010 else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2011 this.motd_actived_time = 0;
2012 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2015 if (PHYS_INPUT_BUTTON_INFO(this))
2016 this.motd_actived_time = time;
2017 else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2018 this.motd_actived_time = 0;
2019 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2023 else //if(this.motd_actived_time < 0) // just connected, motd is active
2025 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2026 this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2027 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2029 // instanctly hide MOTD
2030 this.motd_actived_time = 0;
2031 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2036 bool joinAllowed(entity this)
2038 if (this.version_mismatch) return false;
2039 if (!nJoinAllowed(this, this)) return false;
2040 if (teamplay && lockteams) return false;
2041 if (ShowTeamSelection(this)) return false;
2042 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2046 void ObserverThink(entity this)
2050 MinigameImpulse(this, this.impulse);
2054 if (this.flags & FL_JUMPRELEASED) {
2055 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2056 this.flags &= ~FL_JUMPRELEASED;
2057 this.flags |= FL_SPAWNING;
2058 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
2059 this.flags &= ~FL_JUMPRELEASED;
2060 if(SpectateNext(this)) {
2061 TRANSMUTE(Spectator, this);
2064 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2065 set_movetype(this, preferred_movetype);
2068 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2069 this.flags |= FL_JUMPRELEASED;
2070 if(this.flags & FL_SPAWNING)
2072 this.flags &= ~FL_SPAWNING;
2080 void SpectatorThink(entity this)
2084 if(MinigameImpulse(this, this.impulse))
2087 if (this.impulse == IMP_weapon_drop.impulse)
2089 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2095 if (this.flags & FL_JUMPRELEASED) {
2096 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2097 this.flags &= ~FL_JUMPRELEASED;
2098 this.flags |= FL_SPAWNING;
2099 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
2100 this.flags &= ~FL_JUMPRELEASED;
2101 if(SpectateNext(this)) {
2102 TRANSMUTE(Spectator, this);
2104 TRANSMUTE(Observer, this);
2105 PutClientInServer(this);
2108 } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
2109 this.flags &= ~FL_JUMPRELEASED;
2110 if(SpectatePrev(this)) {
2111 TRANSMUTE(Spectator, this);
2113 TRANSMUTE(Observer, this);
2114 PutClientInServer(this);
2117 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2118 this.flags &= ~FL_JUMPRELEASED;
2119 TRANSMUTE(Observer, this);
2120 PutClientInServer(this);
2122 if(!SpectateUpdate(this))
2123 PutObserverInServer(this);
2126 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2127 this.flags |= FL_JUMPRELEASED;
2128 if(this.flags & FL_SPAWNING)
2130 this.flags &= ~FL_SPAWNING;
2135 if(!SpectateUpdate(this))
2136 PutObserverInServer(this);
2139 this.flags |= FL_CLIENT | FL_NOTARGET;
2142 void vehicles_enter (entity pl, entity veh);
2143 void PlayerUseKey(entity this)
2145 if (!IS_PLAYER(this))
2152 vehicles_exit(this.vehicle, VHEF_NORMAL);
2156 else if(autocvar_g_vehicles_enter)
2158 if(!STAT(FROZEN, this))
2162 entity head, closest_target = NULL;
2163 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2165 while(head) // find the closest acceptable target to enter
2167 if(IS_VEHICLE(head))
2169 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2170 if(head.takedamage != DAMAGE_NO)
2174 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2175 { closest_target = head; }
2177 else { closest_target = head; }
2183 if(closest_target) { vehicles_enter(this, closest_target); return; }
2187 // a use key was pressed; call handlers
2188 MUTATOR_CALLHOOK(PlayerUseKey, this);
2196 Called every frame for each client before the physics are run
2199 .float usekeypressed;
2200 .float last_vehiclecheck;
2202 void PlayerPreThink (entity this)
2204 WarpZone_PlayerPhysics_FixVAngle(this);
2206 STAT(GAMESTARTTIME, this) = game_starttime;
2207 STAT(ROUNDSTARTTIME, this) = round_starttime;
2208 STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2209 STAT(LEADLIMIT, this) = autocvar_leadlimit;
2211 STAT(WEAPONSINMAP, this) = weaponsInMap;
2214 // physics frames: update anticheat stuff
2215 anticheat_prethink(this);
2218 if (blockSpectators && frametime) {
2219 // WORKAROUND: only use dropclient in server frames (frametime set).
2220 // Never use it in cl_movement frames (frametime zero).
2221 checkSpectatorBlock(this);
2224 zoomstate_set = false;
2226 // Check for nameless players
2227 if (isInvisibleString(this.netname)) {
2228 this.netname = strzone(sprintf("Player#%d", this.playerid));
2229 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2231 if (this.netname != this.netname_previous) {
2232 if (autocvar_sv_eventlog) {
2233 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", this.netname));
2235 if (this.netname_previous) strunzone(this.netname_previous);
2236 this.netname_previous = strzone(this.netname);
2240 if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2241 this.version_nagtime = 0;
2242 if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2244 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2246 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2248 int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2249 if (r < 0) { // old client
2250 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2251 } else if (r > 0) { // old server
2252 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2258 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2260 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2261 this.max_armorvalue = 0;
2264 if (STAT(FROZEN, this) == 2)
2266 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2267 this.health = max(1, this.revive_progress * start_health);
2268 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2270 if (this.revive_progress >= 1)
2273 else if (STAT(FROZEN, this) == 3)
2275 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2276 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2278 if (this.health < 1)
2281 vehicles_exit(this.vehicle, VHEF_RELEASE);
2282 if(this.event_damage)
2283 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2285 else if (this.revive_progress <= 0)
2289 MUTATOR_CALLHOOK(PlayerPreThink, this);
2291 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !gameover && !this.vehicle)
2292 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2294 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2296 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2297 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2299 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2303 if(!it.team || SAME_TEAM(this, it))
2304 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2305 else if(autocvar_g_vehicles_steal)
2306 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2310 this.last_vehiclecheck = time + 1;
2313 if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2315 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2317 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2320 if (IS_REAL_CLIENT(this))
2321 PrintWelcomeMessage(this);
2323 if (IS_PLAYER(this)) {
2324 CheckRules_Player(this);
2326 if (intermission_running) {
2327 IntermissionThink(this);
2331 if (timeout_status == TIMEOUT_ACTIVE) {
2332 // don't allow the player to turn around while game is paused
2333 // FIXME turn this into CSQC stuff
2334 this.v_angle = this.lastV_angle;
2335 this.angles = this.lastV_angle;
2336 this.fixangle = true;
2339 if (frametime) player_powerups(this);
2341 if (IS_DEAD(this)) {
2342 if (this.personal && g_race_qualifying) {
2343 if (time > this.respawn_time) {
2344 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2346 this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2349 if (frametime) player_anim(this);
2350 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));
2352 switch(this.deadflag)
2356 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2357 this.deadflag = DEAD_RESPAWNING;
2358 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2359 this.deadflag = DEAD_DEAD;
2365 this.deadflag = DEAD_RESPAWNABLE;
2366 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2367 this.deadflag = DEAD_RESPAWNING;
2370 case DEAD_RESPAWNABLE:
2372 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2373 this.deadflag = DEAD_RESPAWNING;
2376 case DEAD_RESPAWNING:
2378 if (time > this.respawn_time)
2380 this.respawn_time = time + 1; // only retry once a second
2381 this.respawn_time_max = this.respawn_time;
2388 ShowRespawnCountdown(this);
2390 if (this.respawn_flags & RESPAWN_SILENT)
2391 STAT(RESPAWN_TIME, this) = 0;
2392 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2394 if (time < this.respawn_time)
2395 STAT(RESPAWN_TIME, this) = this.respawn_time;
2396 else if (this.deadflag != DEAD_RESPAWNING)
2397 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2400 STAT(RESPAWN_TIME, this) = this.respawn_time;
2403 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2404 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2405 STAT(RESPAWN_TIME, this) *= -1;
2410 this.prevorigin = this.origin;
2412 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2413 if (this.hook.state) {
2415 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2417 } else if (this.vehicle) {
2419 } else if (STAT(FROZEN, this)) {
2426 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2427 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2428 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2430 } else if (this.crouch) {
2431 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2432 if (!trace_startsolid) {
2433 this.crouch = false;
2434 this.view_ofs = STAT(PL_VIEW_OFS, this);
2435 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2439 FixPlayermodel(this);
2441 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2444 this.items &= ~this.items_added;
2446 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2448 .entity weaponentity = weaponentities[slot];
2449 W_WeaponFrame(this, weaponentity);
2453 this.clip_load = this.(weaponentity).clip_load;
2454 this.clip_size = this.(weaponentity).clip_size;
2458 this.items_added = 0;
2459 if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2460 this.items_added |= IT_FUEL;
2462 this.items |= this.items_added;
2467 // WEAPONTODO: Add a weapon request for this
2468 // rot vortex charge to the charge limit
2469 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2471 .entity weaponentity = weaponentities[slot];
2472 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2473 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2476 if (frametime) player_anim(this);
2479 secrets_setstatus(this);
2482 monsters_setstatus(this);
2484 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2486 else if (gameover) {
2487 if (intermission_running) IntermissionThink(this);
2490 else if (IS_OBSERVER(this)) {
2491 ObserverThink(this);
2493 else if (IS_SPEC(this)) {
2494 SpectatorThink(this);
2497 // WEAPONTODO: Add weapon request for this
2498 if (!zoomstate_set) {
2499 bool wep_zoomed = false;
2500 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2502 .entity weaponentity = weaponentities[slot];
2503 Weapon thiswep = this.(weaponentity).m_weapon;
2504 if(thiswep != WEP_Null && thiswep.wr_zoom)
2505 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2507 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2510 if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2512 this.teamkill_soundtime = 0;
2514 entity e = this.teamkill_soundsource;
2515 entity oldpusher = e.pusher;
2517 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2518 e.pusher = oldpusher;
2521 if (this.taunt_soundtime && time > this.taunt_soundtime) {
2522 this.taunt_soundtime = 0;
2523 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2526 target_voicescript_next(this);
2528 // WEAPONTODO: Move into weaponsystem somehow
2529 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2530 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2532 .entity weaponentity = weaponentities[slot];
2533 if(this.(weaponentity).m_weapon == WEP_Null)
2534 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2538 void DrownPlayer(entity this)
2543 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2545 if(this.air_finished < time)
2546 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2547 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2550 else if (this.air_finished < time)
2552 if (this.pain_finished < time)
2554 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2555 this.pain_finished = time + 0.5;
2560 .bool move_qcphysics;
2562 void Player_Physics(entity this)
2564 set_movetype(this, this.move_movetype);
2566 if(!this.move_qcphysics)
2569 if(!frametime && !this.pm_frametime)
2572 Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
2574 this.pm_frametime = 0;
2581 Called every frame for each client after the physics are run
2584 .float idlekick_lasttimeleft;
2585 void PlayerPostThink (entity this)
2587 Player_Physics(this);
2590 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2591 if (IS_REAL_CLIENT(this))
2592 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2594 int totalClients = 0;
2595 if(sv_maxidle_slots > 0)
2597 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2603 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2604 { /* do nothing */ }
2605 else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2607 if (this.idlekick_lasttimeleft)
2609 this.idlekick_lasttimeleft = 0;
2610 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2615 float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2616 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2617 if (!this.idlekick_lasttimeleft)
2618 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2620 if (timeleft <= 0) {
2621 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2625 else if (timeleft <= 10) {
2626 if (timeleft != this.idlekick_lasttimeleft) {
2627 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2629 this.idlekick_lasttimeleft = timeleft;
2636 //CheckPlayerJump();
2638 if (IS_PLAYER(this)) {
2640 CheckRules_Player(this);
2641 UpdateChatBubble(this);
2642 if (this.impulse) ImpulseCommands(this);
2643 if (intermission_running) return; // intermission or finale
2644 GetPressedKeys(this);
2647 if (this.waypointsprite_attachedforcarrier) {
2648 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2649 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2652 playerdemo_write(this);
2654 CSQCMODEL_AUTOUPDATE(this);