3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "resources.qh"
16 #include "g_damage.qh"
17 #include "handicap.qh"
19 #include "command/common.qh"
20 #include "command/vote.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
27 #include "scores_rules.qh"
31 #include "../common/ent_cs.qh"
32 #include "../common/wepent.qh"
33 #include <common/state.qh>
35 #include <common/effects/qc/globalsound.qh>
37 #include "../common/mapobjects/func/conveyor.qh"
38 #include "../common/mapobjects/teleporters.qh"
39 #include "../common/mapobjects/target/spawnpoint.qh"
41 #include "../common/vehicles/all.qh"
43 #include "weapons/hitplot.qh"
44 #include "weapons/weaponsystem.qh"
46 #include "../common/net_notice.qh"
47 #include "../common/net_linked.qh"
48 #include "../common/physics/player.qh"
50 #include <common/vehicles/sv_vehicles.qh>
52 #include "../common/items/_mod.qh"
54 #include "../common/mutators/mutator/waypoints/all.qh"
55 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
56 #include <common/gamemodes/_mod.qh>
58 #include "../common/mapobjects/subs.qh"
59 #include "../common/mapobjects/triggers.qh"
60 #include "../common/mapobjects/trigger/secret.qh"
62 #include "../common/minigames/sv_minigames.qh"
64 #include "../common/items/inventory.qh"
66 #include "../common/monsters/sv_monsters.qh"
68 #include "../lib/warpzone/server.qh"
70 #include <common/mutators/mutator/overkill/oknex.qh>
72 STATIC_METHOD(Client, Add, void(Client this, int _team))
75 TRANSMUTE(Player, this);
78 PutClientInServer(this);
81 STATIC_METHOD(Client, Remove, void(Client this))
83 TRANSMUTE(Observer, this);
84 PutClientInServer(this);
85 ClientDisconnect(this);
88 void send_CSQC_teamnagger() {
89 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
92 int CountSpectators(entity player, entity to)
94 if(!player) { return 0; } // not sure how, but best to be safe
98 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
106 void WriteSpectators(entity player, entity to)
108 if(!player) { return; } // not sure how, but best to be safe
110 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
112 WriteByte(MSG_ENTITY, num_for_edict(it));
116 bool ClientData_Send(entity this, entity to, int sf)
118 assert(to == this.owner, return false);
121 if (IS_SPEC(e)) e = e.enemy;
124 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
125 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
126 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
127 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
129 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
130 WriteByte(MSG_ENTITY, sf);
133 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
137 float specs = CountSpectators(e, to);
138 WriteByte(MSG_ENTITY, specs);
139 WriteSpectators(e, to);
145 void ClientData_Attach(entity this)
147 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
148 CS(this).clientdata.drawonlytoclient = this;
149 CS(this).clientdata.owner = this;
152 void ClientData_Detach(entity this)
154 delete(CS(this).clientdata);
155 CS(this).clientdata = NULL;
158 void ClientData_Touch(entity e)
160 entity cd = CS(e).clientdata;
161 if (cd) { cd.SendFlags = 1; }
163 // make it spectatable
164 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
166 entity cd = CS(it).clientdata;
167 if (cd) { cd.SendFlags = 1; }
176 Checks if the argument string can be a valid playermodel.
177 Returns a valid one in doubt.
180 string FallbackPlayerModel;
181 string CheckPlayerModel(string plyermodel) {
182 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
184 // note: we cannot summon Don Strunzone here, some player may
185 // still have the model string set. In case anyone manages how
186 // to change a cvar default, we'll have a small leak here.
187 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
189 // only in right path
190 if( substring(plyermodel,0,14) != "models/player/")
191 return FallbackPlayerModel;
192 // only good file extensions
193 if(substring(plyermodel,-4,4) != ".zym")
194 if(substring(plyermodel,-4,4) != ".dpm")
195 if(substring(plyermodel,-4,4) != ".iqm")
196 if(substring(plyermodel,-4,4) != ".md3")
197 if(substring(plyermodel,-4,4) != ".psk")
198 return FallbackPlayerModel;
199 // forbid the LOD models
200 if(substring(plyermodel, -9,5) == "_lod1")
201 return FallbackPlayerModel;
202 if(substring(plyermodel, -9,5) == "_lod2")
203 return FallbackPlayerModel;
204 if(plyermodel != strtolower(plyermodel))
205 return FallbackPlayerModel;
206 // also, restrict to server models
207 if(autocvar_sv_servermodelsonly)
209 if(!fexists(plyermodel))
210 return FallbackPlayerModel;
215 void setplayermodel(entity e, string modelname)
217 precache_model(modelname);
218 _setmodel(e, modelname);
219 player_setupanimsformodel(e);
220 if(!autocvar_g_debug_globalsounds)
221 UpdatePlayerSounds(e);
224 /** putting a client as observer in the server */
225 void PutObserverInServer(entity this)
227 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
228 PlayerState_detach(this);
232 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
235 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
238 // was a player, recount votes and ready status
239 if(IS_REAL_CLIENT(this))
241 if (vote_called) { VoteCount(false); }
247 entity spot = SelectSpawnPoint(this, true);
248 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
249 this.angles = vec2(spot.angles);
250 this.fixangle = true;
251 // offset it so that the spectator spawns higher off the ground, looks better this way
252 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
253 if (IS_REAL_CLIENT(this))
256 WriteByte(MSG_ONE, SVC_SETVIEW);
257 WriteEntity(MSG_ONE, this);
259 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
260 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
261 if(!autocvar_g_debug_globalsounds)
263 // needed for player sounds
265 FixPlayermodel(this);
267 setmodel(this, MDL_Null);
268 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
269 this.view_ofs = '0 0 0';
272 RemoveGrapplingHooks(this);
273 Portal_ClearAll(this);
275 SetSpectatee(this, NULL);
280 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
284 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
286 WaypointSprite_PlayerDead(this);
288 if (mutator_returnvalue) {
289 // mutator prevents resetting teams+score
291 Player_SetTeamIndex(this, -1);
292 this.frags = FRAGS_SPECTATOR;
293 PlayerScore_Clear(this); // clear scores when needed
296 if (CS(this).killcount != FRAGS_SPECTATOR)
298 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
300 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
301 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
303 if(!CS(this).just_joined)
304 LogTeamchange(this.playerid, -1, TEAM_CHANGE_SPECTATOR);
306 CS(this).just_joined = false;
309 accuracy_resend(this);
311 CS(this).spectatortime = time;
313 IL_REMOVE(g_bot_targets, this);
314 this.bot_attack = false;
315 if(this.monster_attack)
316 IL_REMOVE(g_monster_targets, this);
317 this.monster_attack = false;
318 STAT(HUD, this) = HUD_NORMAL;
319 TRANSMUTE(Observer, this);
320 this.iscreature = false;
321 this.teleportable = TELEPORT_SIMPLE;
322 if(this.damagedbycontents)
323 IL_REMOVE(g_damagedbycontents, this);
324 this.damagedbycontents = false;
325 SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
326 SetSpectatee_status(this, etof(this));
327 this.takedamage = DAMAGE_NO;
328 this.solid = SOLID_NOT;
329 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
330 this.flags = FL_CLIENT | FL_NOTARGET;
332 SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
333 this.pauserotarmor_finished = 0;
334 this.pauserothealth_finished = 0;
335 this.pauseregen_finished = 0;
336 this.damageforcescale = 0;
338 this.respawn_flags = 0;
339 this.respawn_time = 0;
340 STAT(RESPAWN_TIME, this) = 0;
345 this.pain_finished = 0;
346 this.strength_finished = 0;
347 this.invincible_finished = 0;
348 this.superweapons_finished = 0;
349 this.dphitcontentsmask = 0;
352 setthink(this, func_null);
354 this.deadflag = DEAD_NO;
356 STAT(REVIVE_PROGRESS, this) = 0;
357 this.revival_time = 0;
360 STAT(WEAPONS, this) = '0 0 0';
361 this.drawonlytoclient = this;
365 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
367 this.weaponmodel = "";
368 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
370 this.weaponentities[slot] = NULL;
372 this.exteriorweaponentity = NULL;
373 CS(this).killcount = FRAGS_SPECTATOR;
374 this.velocity = '0 0 0';
375 this.avelocity = '0 0 0';
376 this.punchangle = '0 0 0';
377 this.punchvector = '0 0 0';
378 this.oldvelocity = this.velocity;
379 this.fire_endtime = -1;
380 this.event_damage = func_null;
382 for(int slot = 0; slot < MAX_AXH; ++slot)
384 entity axh = this.(AuxiliaryXhair[slot]);
385 this.(AuxiliaryXhair[slot]) = NULL;
387 if(axh.owner == this && axh != NULL && !wasfreed(axh))
392 int player_getspecies(entity this)
394 get_model_parameters(this.model, this.skin);
395 int s = get_model_parameters_species;
396 get_model_parameters(string_null, 0);
397 if (s < 0) return SPECIES_HUMAN;
401 .float model_randomizer;
402 void FixPlayermodel(entity player)
404 string defaultmodel = "";
406 if(autocvar_sv_defaultcharacter)
412 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
413 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
414 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
415 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
419 if(defaultmodel == "")
421 defaultmodel = autocvar_sv_defaultplayermodel;
422 defaultskin = autocvar_sv_defaultplayerskin;
425 int n = tokenize_console(defaultmodel);
428 defaultmodel = argv(floor(n * CS(player).model_randomizer));
429 // However, do NOT randomize if the player-selected model is in the list.
430 for (int i = 0; i < n; ++i)
431 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
432 defaultmodel = argv(i);
435 int i = strstrofs(defaultmodel, ":", 0);
438 defaultskin = stof(substring(defaultmodel, i+1, -1));
439 defaultmodel = substring(defaultmodel, 0, i);
442 if(autocvar_sv_defaultcharacterskin && !defaultskin)
448 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
449 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
450 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
451 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
456 defaultskin = autocvar_sv_defaultplayerskin;
459 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
460 defaultmodel = M_ARGV(0, string);
461 defaultskin = M_ARGV(1, int);
465 if(defaultmodel != "")
467 if (defaultmodel != player.model)
469 vector m1 = player.mins;
470 vector m2 = player.maxs;
471 setplayermodel (player, defaultmodel);
472 setsize (player, m1, m2);
476 oldskin = player.skin;
477 player.skin = defaultskin;
479 if (player.playermodel != player.model || player.playermodel == "")
481 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
482 vector m1 = player.mins;
483 vector m2 = player.maxs;
484 setplayermodel (player, player.playermodel);
485 setsize (player, m1, m2);
489 if(!autocvar_sv_defaultcharacterskin)
491 oldskin = player.skin;
492 player.skin = stof(player.playerskin);
496 oldskin = player.skin;
497 player.skin = defaultskin;
501 if(chmdl || oldskin != player.skin) // model or skin has changed
503 player.species = player_getspecies(player); // update species
504 if(!autocvar_g_debug_globalsounds)
505 UpdatePlayerSounds(player); // update skin sounds
509 if(strlen(autocvar_sv_defaultplayercolors))
510 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
511 setcolor(player, stof(autocvar_sv_defaultplayercolors));
514 void PutPlayerInServer(entity this)
516 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
518 PlayerState_attach(this);
519 accuracy_resend(this);
522 TeamBalance_JoinBestTeam(this, true);
524 entity spot = SelectSpawnPoint(this, false);
526 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
527 return; // spawn failed
530 TRANSMUTE(Player, this);
532 CS(this).wasplayer = true;
533 this.iscreature = true;
534 this.teleportable = TELEPORT_NORMAL;
535 if(!this.damagedbycontents)
536 IL_PUSH(g_damagedbycontents, this);
537 this.damagedbycontents = true;
538 set_movetype(this, MOVETYPE_WALK);
539 this.solid = SOLID_SLIDEBOX;
540 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
541 if (autocvar_g_playerclip_collisions)
542 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
543 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
544 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
545 this.frags = FRAGS_PLAYER;
546 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
547 this.flags = FL_CLIENT | FL_PICKUPITEMS;
548 if (autocvar__notarget)
549 this.flags |= FL_NOTARGET;
550 this.takedamage = DAMAGE_AIM;
551 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
554 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
555 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
556 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
557 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
558 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
559 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
560 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
561 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
562 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
564 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
565 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
566 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
567 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
568 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
569 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
570 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
571 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
572 STAT(WEAPONS, this) = start_weapons;
573 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
575 GiveRandomWeapons(this, random_start_weapons_count,
576 autocvar_g_random_start_weapons, random_start_ammo);
579 SetSpectatee_status(this, 0);
581 PS(this).dual_weapons = '0 0 0';
583 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
585 this.items = start_items;
587 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
588 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
589 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
590 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
591 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
592 if (!sv_ready_restart_after_countdown && time < game_starttime)
594 float f = game_starttime - time;
595 this.spawnshieldtime += f;
596 this.pauserotarmor_finished += f;
597 this.pauserothealth_finished += f;
598 this.pauseregen_finished += f;
601 this.damageforcescale = 2;
603 this.respawn_flags = 0;
604 this.respawn_time = 0;
605 STAT(RESPAWN_TIME, this) = 0;
606 this.scale = autocvar_sv_player_scale;
609 this.pain_finished = 0;
611 setthink(this, func_null); // players have no think function
614 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
616 this.deadflag = DEAD_NO;
618 this.angles = spot.angles;
619 this.angles_z = 0; // never spawn tilted even if the spot says to
620 if (IS_BOT_CLIENT(this))
621 this.v_angle = this.angles;
622 this.fixangle = true; // turn this way immediately
623 this.oldvelocity = this.velocity = '0 0 0';
624 this.avelocity = '0 0 0';
625 this.punchangle = '0 0 0';
626 this.punchvector = '0 0 0';
628 this.strength_finished = 0;
629 this.invincible_finished = 0;
630 this.fire_endtime = -1;
631 STAT(REVIVE_PROGRESS, this) = 0;
632 this.revival_time = 0;
634 this.air_finished = time + 12;
635 this.waterlevel = WATERLEVEL_NONE;
636 this.watertype = CONTENT_EMPTY;
638 entity spawnevent = new_pure(spawnevent);
639 spawnevent.owner = this;
640 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
642 // Cut off any still running player sounds.
643 stopsound(this, CH_PLAYER_SINGLE);
646 FixPlayermodel(this);
647 this.drawonlytoclient = NULL;
651 for(int slot = 0; slot < MAX_AXH; ++slot)
653 entity axh = this.(AuxiliaryXhair[slot]);
654 this.(AuxiliaryXhair[slot]) = NULL;
656 if(axh.owner == this && axh != NULL && !wasfreed(axh))
660 this.spawnpoint_targ = NULL;
663 this.view_ofs = STAT(PL_VIEW_OFS, this);
664 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
665 this.spawnorigin = spot.origin;
666 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
667 // don't reset back to last position, even if new position is stuck in solid
668 this.oldorigin = this.origin;
670 IL_REMOVE(g_conveyed, this);
671 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
672 STAT(HUD, this) = HUD_NORMAL;
674 this.event_damage = PlayerDamage;
677 IL_PUSH(g_bot_targets, this);
678 this.bot_attack = true;
679 if(!this.monster_attack)
680 IL_PUSH(g_monster_targets, this);
681 this.monster_attack = true;
682 navigation_dynamicgoal_init(this, false);
684 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
686 // player was spectator
687 if (CS(this).killcount == FRAGS_SPECTATOR) {
688 PlayerScore_Clear(this);
689 CS(this).killcount = 0;
690 CS(this).startplaytime = time;
693 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
695 .entity weaponentity = weaponentities[slot];
696 entity oldwep = this.(weaponentity);
697 CL_SpawnWeaponentity(this, weaponentity);
698 if(oldwep && oldwep.owner == this)
699 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
701 this.alpha = default_player_alpha;
702 this.colormod = '1 1 1' * autocvar_g_player_brightness;
703 this.exteriorweaponentity.alpha = default_weapon_alpha;
705 this.speedrunning = false;
707 target_voicescript_clear(this);
709 // reset fields the weapons may use
710 FOREACH(Weapons, true, {
711 it.wr_resetplayer(it, this);
712 // reload all reloadable weapons
713 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
714 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
716 .entity weaponentity = weaponentities[slot];
717 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
723 string s = spot.target;
724 spot.target = string_null;
725 SUB_UseTargets(spot, this, NULL);
731 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
733 if (autocvar_spawn_debug)
735 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
736 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
739 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
741 .entity weaponentity = weaponentities[slot];
742 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
743 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
745 this.(weaponentity).m_switchweapon = WEP_Null;
746 this.(weaponentity).m_weapon = WEP_Null;
747 this.(weaponentity).weaponname = "";
748 this.(weaponentity).m_switchingweapon = WEP_Null;
749 this.(weaponentity).cnt = -1;
752 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
754 if (!warmup_stage && !this.alivetime)
755 this.alivetime = time;
757 antilag_clear(this, CS(this));
760 /** Called when a client spawns in the server */
761 void PutClientInServer(entity this)
763 if (IS_BOT_CLIENT(this)) {
764 TRANSMUTE(Player, this);
765 } else if (IS_REAL_CLIENT(this)) {
767 WriteByte(MSG_ONE, SVC_SETVIEW);
768 WriteEntity(MSG_ONE, this);
771 TRANSMUTE(Observer, this);
773 SetSpectatee(this, NULL);
777 PS(this).itemkeys = 0;
779 MUTATOR_CALLHOOK(PutClientInServer, this);
781 if (IS_OBSERVER(this)) {
782 PutObserverInServer(this);
783 } else if (IS_PLAYER(this)) {
784 PutPlayerInServer(this);
788 // TODO do we need all these fields, or should we stop autodetecting runtime
789 // changes and just have a console command to update this?
790 bool ClientInit_SendEntity(entity this, entity to, int sf)
792 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
795 // MSG_INIT replacement
796 // TODO: make easier to use
798 W_PROP_reload(MSG_ONE, to);
799 ClientInit_misc(this);
800 MUTATOR_CALLHOOK(Ent_Init);
802 void ClientInit_misc(entity this)
804 int channel = MSG_ONE;
805 WriteHeader(channel, ENT_CLIENT_INIT);
806 WriteByte(channel, g_nexball_meter_period * 32);
807 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
808 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
809 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
810 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
811 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
812 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
813 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
814 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
816 if(sv_foginterval && world.fog != "")
817 WriteString(channel, world.fog);
819 WriteString(channel, "");
820 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
821 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
822 WriteByte(channel, serverflags);
823 WriteCoord(channel, autocvar_g_trueaim_minrange);
826 void ClientInit_CheckUpdate(entity this)
828 this.nextthink = time;
829 if(this.count != autocvar_g_balance_armor_blockpercent)
831 this.count = autocvar_g_balance_armor_blockpercent;
834 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
836 this.cnt = autocvar_g_balance_damagepush_speedfactor;
841 void ClientInit_Spawn()
843 entity e = new_pure(clientinit);
844 setthink(e, ClientInit_CheckUpdate);
845 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
847 ClientInit_CheckUpdate(e);
857 // initialize parms for a new player
858 parm1 = -(86400 * 366);
860 MUTATOR_CALLHOOK(SetNewParms);
868 void SetChangeParms (entity this)
870 // save parms for level change
871 parm1 = CS(this).parm_idlesince - time;
873 MUTATOR_CALLHOOK(SetChangeParms);
881 void DecodeLevelParms(entity this)
884 CS(this).parm_idlesince = parm1;
885 if (CS(this).parm_idlesince == -(86400 * 366))
886 CS(this).parm_idlesince = time;
888 // whatever happens, allow 60 seconds of idling directly after connect for map loading
889 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
891 MUTATOR_CALLHOOK(DecodeLevelParms);
898 Called when a client types 'kill' in the console
902 .float clientkill_nexttime;
903 void ClientKill_Now_TeamChange(entity this)
905 if(this.killindicator_teamchange == -1)
907 TeamBalance_JoinBestTeam(this, true);
909 else if(this.killindicator_teamchange == -2)
912 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
913 PutObserverInServer(this);
916 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
917 this.killindicator_teamchange = 0;
920 void ClientKill_Now(entity this)
924 vehicles_exit(this.vehicle, VHEF_RELEASE);
925 if(!this.killindicator_teamchange)
927 this.vehicle_health = -1;
928 Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
932 if(this.killindicator && !wasfreed(this.killindicator))
933 delete(this.killindicator);
935 this.killindicator = NULL;
937 if(this.killindicator_teamchange)
938 ClientKill_Now_TeamChange(this);
940 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
942 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
945 // now I am sure the player IS dead
947 void KillIndicator_Think(entity this)
951 this.owner.killindicator = NULL;
956 if (this.owner.alpha < 0 && !this.owner.vehicle)
958 this.owner.killindicator = NULL;
965 ClientKill_Now(this.owner);
968 else if(this.count == 1) // count == 1 means that it's silent
970 this.nextthink = time + 1;
976 setmodel(this, MDL_NUM(this.cnt));
977 if(IS_REAL_CLIENT(this.owner))
980 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
982 this.nextthink = time + 1;
987 float clientkilltime;
988 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
996 killtime = autocvar_g_balance_kill_delay;
998 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
1000 killtime = M_ARGV(1, float);
1002 this.killindicator_teamchange = targetteam;
1004 if(!this.killindicator)
1008 killtime = max(killtime, this.clientkill_nexttime - time);
1009 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1012 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1014 ClientKill_Now(this);
1018 starttime = max(time, clientkilltime);
1020 this.killindicator = spawn();
1021 this.killindicator.owner = this;
1022 this.killindicator.scale = 0.5;
1023 setattachment(this.killindicator, this, "");
1024 setorigin(this.killindicator, '0 0 52');
1025 setthink(this.killindicator, KillIndicator_Think);
1026 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1027 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1028 this.killindicator.cnt = ceil(killtime);
1029 this.killindicator.count = bound(0, ceil(killtime), 10);
1030 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1032 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1034 it.killindicator = spawn();
1035 it.killindicator.owner = it;
1036 it.killindicator.scale = 0.5;
1037 setattachment(it.killindicator, it, "");
1038 setorigin(it.killindicator, '0 0 52');
1039 setthink(it.killindicator, KillIndicator_Think);
1040 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1041 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1042 it.killindicator.cnt = ceil(killtime);
1047 if(this.killindicator)
1049 if(targetteam == 0) // just die
1051 this.killindicator.colormod = '0 0 0';
1052 if(IS_REAL_CLIENT(this))
1053 if(this.killindicator.cnt > 0)
1054 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1056 else if(targetteam == -1) // auto
1058 this.killindicator.colormod = '0 1 0';
1059 if(IS_REAL_CLIENT(this))
1060 if(this.killindicator.cnt > 0)
1061 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1063 else if(targetteam == -2) // spectate
1065 this.killindicator.colormod = '0.5 0.5 0.5';
1066 if(IS_REAL_CLIENT(this))
1067 if(this.killindicator.cnt > 0)
1068 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1072 this.killindicator.colormod = Team_ColorRGB(targetteam);
1073 if(IS_REAL_CLIENT(this))
1074 if(this.killindicator.cnt > 0)
1075 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1081 void ClientKill (entity this)
1083 // TODO: once .health is removed, will need to check it here for the "already dead" message!
1085 if(game_stopped) return;
1086 if(this.player_blocked) return;
1087 if(STAT(FROZEN, this)) return;
1089 ClientKill_TeamChange(this, 0);
1092 void FixClientCvars(entity e)
1094 // send prediction settings to the client
1095 stuffcmd(e, "\nin_bindmap 0 0\n");
1096 if(autocvar_g_antilag == 3) // client side hitscan
1097 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1098 if(autocvar_sv_gentle)
1099 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1101 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1102 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1104 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1106 MUTATOR_CALLHOOK(FixClientCvars, e);
1109 bool findinlist_abbrev(string tofind, string list)
1111 if(list == "" || tofind == "")
1112 return false; // empty list or search, just return
1114 // this function allows abbreviated strings!
1115 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1123 bool PlayerInIPList(entity p, string iplist)
1125 // some safety checks (never allow local?)
1126 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1129 return findinlist_abbrev(p.netaddress, iplist);
1132 bool PlayerInIDList(entity p, string idlist)
1134 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1138 return findinlist_abbrev(p.crypto_idfp, idlist);
1141 bool PlayerInList(entity player, string list)
1143 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1146 #ifdef DP_EXT_PRECONNECT
1151 Called once (not at each match start) when a client begins a connection to the server
1154 void ClientPreConnect(entity this)
1156 if(autocvar_sv_eventlog)
1158 GameLogEcho(sprintf(":connect:%d:%d:%s",
1161 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1167 string GetClientVersionMessage(entity this)
1169 if (CS(this).version_mismatch) {
1170 if(CS(this).version < autocvar_gameversion) {
1171 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1172 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1174 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1175 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1178 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1182 string getwelcomemessage(entity this)
1184 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1185 string modifications = M_ARGV(0, string);
1189 if(g_weaponarena_random)
1190 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1192 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1194 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1195 modifications = strcat(modifications, ", No start weapons");
1196 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1197 modifications = strcat(modifications, ", Low gravity");
1198 if(g_weapon_stay && !g_cts)
1199 modifications = strcat(modifications, ", Weapons stay");
1201 modifications = strcat(modifications, ", Jet pack");
1202 if(autocvar_g_powerups == 0)
1203 modifications = strcat(modifications, ", No powerups");
1204 if(autocvar_g_powerups > 0)
1205 modifications = strcat(modifications, ", Powerups");
1206 modifications = substring(modifications, 2, strlen(modifications) - 2);
1208 string versionmessage = GetClientVersionMessage(this);
1209 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1211 if(modifications != "")
1212 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1214 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1216 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1217 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1220 if (cache_mutatormsg != "") {
1221 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1224 string mutator_msg = "";
1225 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1226 mutator_msg = M_ARGV(0, string);
1228 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1230 string motd = autocvar_sv_motd;
1232 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1241 Called when a client connects to the server
1244 void ClientConnect(entity this)
1246 if (Ban_MaybeEnforceBanOnce(this)) return;
1247 assert(!IS_CLIENT(this), return);
1248 this.flags |= FL_CLIENT;
1249 assert(player_count >= 0, player_count = 0);
1252 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1254 TRANSMUTE(Client, this);
1255 CS(this).version_nagtime = time + 10 + random() * 10;
1257 // identify the right forced team
1258 if (autocvar_g_campaign)
1260 if (IS_REAL_CLIENT(this)) // only players, not bots
1262 switch (autocvar_g_campaign_forceteam)
1264 case 1: this.team_forced = NUM_TEAM_1; break;
1265 case 2: this.team_forced = NUM_TEAM_2; break;
1266 case 3: this.team_forced = NUM_TEAM_3; break;
1267 case 4: this.team_forced = NUM_TEAM_4; break;
1268 default: this.team_forced = 0;
1272 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1273 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1274 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1275 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1276 else switch (autocvar_g_forced_team_otherwise)
1278 default: this.team_forced = 0; break;
1279 case "red": this.team_forced = NUM_TEAM_1; break;
1280 case "blue": this.team_forced = NUM_TEAM_2; break;
1281 case "yellow": this.team_forced = NUM_TEAM_3; break;
1282 case "pink": this.team_forced = NUM_TEAM_4; break;
1285 this.team_forced = -1;
1288 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1290 int playerid_save = this.playerid;
1291 this.playerid = 0; // silent
1292 TeamBalance_JoinBestTeam(this, false); // if the team number is valid, keep it
1293 this.playerid = playerid_save;
1295 TRANSMUTE(Observer, this);
1297 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1299 // always track bots, don't ask for cl_allow_uidtracking
1300 if (IS_BOT_CLIENT(this))
1301 PlayerStats_GameReport_AddPlayer(this);
1303 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1305 if (autocvar_sv_eventlog)
1306 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1308 LogTeamchange(this.playerid, this.team, TEAM_CHANGE_CONNECT);
1310 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1312 if(teamplay && IS_PLAYER(this))
1313 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1315 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1317 stuffcmd(this, clientstuff, "\n");
1318 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1320 FixClientCvars(this);
1322 // get version info from player
1323 stuffcmd(this, "cmd clientversion $gameversion\n");
1325 // notify about available teams
1328 entity balance = TeamBalance_CheckAllowedTeams(this);
1329 int t = TeamBalance_GetAllowedTeams(balance);
1330 TeamBalance_Destroy(balance);
1331 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1335 stuffcmd(this, "set _teams_available 0\n");
1338 bot_relinkplayerlist();
1340 CS(this).spectatortime = time;
1341 if (blockSpectators)
1343 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1346 CS(this).jointime = time;
1348 if (IS_REAL_CLIENT(this))
1350 if (g_weaponarena_weapons == WEPSET(TUBA))
1351 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1354 if (!sv_foginterval && world.fog != "")
1355 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1357 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1358 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1359 send_CSQC_teamnagger();
1361 CSQCMODEL_AUTOINIT(this);
1363 CS(this).model_randomizer = random();
1365 if (IS_REAL_CLIENT(this))
1366 sv_notice_join(this);
1368 // update physics stats (players can spawn before physics runs)
1369 Physics_UpdateStats(this);
1371 IL_EACH(g_initforplayer, it.init_for_player, {
1372 it.init_for_player(it, this);
1375 Handicap_Initialize(this);
1377 MUTATOR_CALLHOOK(ClientConnect, this);
1379 if (IS_REAL_CLIENT(this))
1381 if (!autocvar_g_campaign && !IS_PLAYER(this))
1383 CS(this).motd_actived_time = -1;
1384 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1392 Called when a client disconnects from the server
1395 .entity chatbubbleentity;
1396 void ClientDisconnect(entity this)
1398 assert(IS_CLIENT(this), return);
1400 PlayerStats_GameReport_FinalizePlayer(this);
1401 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1402 if (CS(this).active_minigame) part_minigame(this);
1403 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1405 if (autocvar_sv_eventlog)
1406 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1408 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1411 SetSpectatee(this, NULL);
1413 MUTATOR_CALLHOOK(ClientDisconnect, this);
1415 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1416 strfree(CS(this).weaponorder_byimpulse);
1417 ClientState_detach(this);
1419 Portal_ClearAll(this);
1423 RemoveGrapplingHooks(this);
1425 // Here, everything has been done that requires this player to be a client.
1427 this.flags &= ~FL_CLIENT;
1429 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1430 if (this.killindicator) delete(this.killindicator);
1432 WaypointSprite_PlayerGone(this);
1434 bot_relinkplayerlist();
1436 strfree(this.clientstatus);
1437 if (this.personal) delete(this.personal);
1441 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1446 void ChatBubbleThink(entity this)
1448 this.nextthink = time;
1449 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1451 if(this.owner) // but why can that ever be NULL?
1452 this.owner.chatbubbleentity = NULL;
1459 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1461 if ( CS(this.owner).active_minigame )
1462 this.mdl = "models/sprites/minigame_busy.iqm";
1463 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1464 this.mdl = "models/misc/chatbubble.spr";
1467 if ( this.model != this.mdl )
1468 _setmodel(this, this.mdl);
1472 void UpdateChatBubble(entity this)
1476 // spawn a chatbubble entity if needed
1477 if (!this.chatbubbleentity)
1479 this.chatbubbleentity = new(chatbubbleentity);
1480 this.chatbubbleentity.owner = this;
1481 this.chatbubbleentity.exteriormodeltoclient = this;
1482 setthink(this.chatbubbleentity, ChatBubbleThink);
1483 this.chatbubbleentity.nextthink = time;
1484 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1485 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1486 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1487 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1488 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1489 //this.chatbubbleentity.model = "";
1490 this.chatbubbleentity.effects = EF_LOWPRECISION;
1495 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1496 // added to the model skins
1497 /*void UpdateColorModHack()
1500 c = this.clientcolors & 15;
1501 // LordHavoc: only bothering to support white, green, red, yellow, blue
1502 if (!teamplay) this.colormod = '0 0 0';
1503 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1504 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1505 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1506 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1507 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1508 else this.colormod = '1 1 1';
1511 void respawn(entity this)
1513 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1515 this.solid = SOLID_NOT;
1516 this.takedamage = DAMAGE_NO;
1517 set_movetype(this, MOVETYPE_FLY);
1518 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1519 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1520 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1521 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1522 if(autocvar_g_respawn_ghosts_maxtime)
1523 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1528 this.effects |= EF_NODRAW; // prevent another CopyBody
1529 PutClientInServer(this);
1532 void PrintToChat(entity client, string text)
1534 text = strcat("\{1}^7", text, "\n");
1535 sprint(client, text);
1538 void DebugPrintToChat(entity client, string text)
1540 if (autocvar_developer)
1542 PrintToChat(client, text);
1546 void PrintToChatAll(string text)
1548 text = strcat("\{1}^7", text, "\n");
1552 void DebugPrintToChatAll(string text)
1554 if (autocvar_developer)
1556 PrintToChatAll(text);
1560 void PrintToChatTeam(int team_num, string text)
1562 text = strcat("\{1}^7", text, "\n");
1563 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1565 if (it.team == team_num)
1572 void DebugPrintToChatTeam(int team_num, string text)
1574 if (autocvar_developer)
1576 PrintToChatTeam(team_num, text);
1580 void play_countdown(entity this, float finished, Sound samp)
1583 if(IS_REAL_CLIENT(this))
1584 if(floor(finished - time - frametime) != floor(finished - time))
1585 if(finished - time < 6)
1586 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1589 void player_powerups(entity this)
1591 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1592 int items_prev = this.items;
1594 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1595 this.modelflags |= MF_ROCKET;
1597 this.modelflags &= ~MF_ROCKET;
1599 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1601 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1604 Fire_ApplyDamage(this);
1605 Fire_ApplyEffect(this);
1607 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1609 if (this.items & ITEM_Strength.m_itemid)
1611 play_countdown(this, this.strength_finished, SND_POWEROFF);
1612 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1613 if (time > this.strength_finished)
1615 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1616 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1617 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1622 if (time < this.strength_finished)
1624 this.items = this.items | ITEM_Strength.m_itemid;
1626 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1627 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1630 if (this.items & ITEM_Shield.m_itemid)
1632 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1633 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1634 if (time > this.invincible_finished)
1636 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1637 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1638 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1643 if (time < this.invincible_finished)
1645 this.items = this.items | ITEM_Shield.m_itemid;
1647 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1648 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1651 if (this.items & IT_SUPERWEAPON)
1653 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1655 this.superweapons_finished = 0;
1656 this.items = this.items - (this.items & IT_SUPERWEAPON);
1657 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1658 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1660 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1662 // don't let them run out
1666 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1667 if (time > this.superweapons_finished)
1669 this.items = this.items - (this.items & IT_SUPERWEAPON);
1670 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1671 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1672 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1676 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1678 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1680 this.items = this.items | IT_SUPERWEAPON;
1682 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1683 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1687 this.superweapons_finished = 0;
1688 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1693 this.superweapons_finished = 0;
1697 if(autocvar_g_nodepthtestplayers)
1698 this.effects = this.effects | EF_NODEPTHTEST;
1700 if(autocvar_g_fullbrightplayers)
1701 this.effects = this.effects | EF_FULLBRIGHT;
1703 if (time >= game_starttime)
1704 if (time < this.spawnshieldtime)
1705 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1707 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1710 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1712 if(current > stable)
1714 else if(current > stable - 0.25) // when close enough, "snap"
1717 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1720 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1722 if(current < stable)
1724 else if(current < stable + 0.25) // when close enough, "snap"
1727 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1730 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1732 if(current > rotstable)
1734 if(rotframetime > 0)
1736 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1737 current = max(rotstable, current - rotlinear * rotframetime);
1740 else if(current < regenstable)
1742 if(regenframetime > 0)
1744 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1745 current = min(regenstable, current + regenlinear * regenframetime);
1755 void player_regen(entity this)
1757 float max_mod, regen_mod, rot_mod, limit_mod;
1758 max_mod = regen_mod = rot_mod = limit_mod = 1;
1760 float regen_health = autocvar_g_balance_health_regen;
1761 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1762 float regen_health_rot = autocvar_g_balance_health_rot;
1763 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1764 float regen_health_stable = autocvar_g_balance_health_regenstable;
1765 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1766 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1767 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1768 max_mod = M_ARGV(1, float);
1769 regen_mod = M_ARGV(2, float);
1770 rot_mod = M_ARGV(3, float);
1771 limit_mod = M_ARGV(4, float);
1772 regen_health = M_ARGV(5, float);
1773 regen_health_linear = M_ARGV(6, float);
1774 regen_health_rot = M_ARGV(7, float);
1775 regen_health_rotlinear = M_ARGV(8, float);
1776 regen_health_stable = M_ARGV(9, float);
1777 regen_health_rotstable = M_ARGV(10, float);
1779 if(!mutator_returnvalue)
1780 if(!STAT(FROZEN, this))
1782 float mina, maxa, limith, limita;
1783 maxa = autocvar_g_balance_armor_rotstable;
1784 mina = autocvar_g_balance_armor_regenstable;
1785 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1786 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1788 regen_health_rotstable = regen_health_rotstable * max_mod;
1789 regen_health_stable = regen_health_stable * max_mod;
1790 limith = limith * limit_mod;
1791 limita = limita * limit_mod;
1793 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1794 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1795 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1796 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1797 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1798 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1801 // if player rotted to death... die!
1802 // check this outside above checks, as player may still be able to rot to death
1803 if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1806 vehicles_exit(this.vehicle, VHEF_RELEASE);
1807 if(this.event_damage)
1808 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1811 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1813 float minf, maxf, limitf;
1815 maxf = autocvar_g_balance_fuel_rotstable;
1816 minf = autocvar_g_balance_fuel_regenstable;
1817 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1819 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1820 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1821 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1826 void SetZoomState(entity this, float newzoom)
1828 if(newzoom != CS(this).zoomstate)
1830 CS(this).zoomstate = newzoom;
1831 ClientData_Touch(this);
1833 zoomstate_set = true;
1836 void GetPressedKeys(entity this)
1838 MUTATOR_CALLHOOK(GetPressedKeys, this);
1839 int keys = STAT(PRESSED_KEYS, this);
1840 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1841 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1842 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1843 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1845 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1846 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1847 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1848 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1849 CS(this).pressedkeys = keys; // store for other users
1851 STAT(PRESSED_KEYS, this) = keys;
1855 ======================
1856 spectate mode routines
1857 ======================
1860 void SpectateCopy(entity this, entity spectatee)
1862 TC(Client, this); TC(Client, spectatee);
1864 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1865 PS(this) = PS(spectatee);
1866 this.armortype = spectatee.armortype;
1867 SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1868 SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1869 SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1870 SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1871 SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1872 SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1873 SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1874 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1875 SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1876 CS(this).impulse = 0;
1877 this.items = spectatee.items;
1878 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1879 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1880 this.strength_finished = spectatee.strength_finished;
1881 this.invincible_finished = spectatee.invincible_finished;
1882 this.superweapons_finished = spectatee.superweapons_finished;
1883 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1884 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1885 this.punchangle = spectatee.punchangle;
1886 this.view_ofs = spectatee.view_ofs;
1887 this.velocity = spectatee.velocity;
1888 this.dmg_take = spectatee.dmg_take;
1889 this.dmg_save = spectatee.dmg_save;
1890 this.dmg_inflictor = spectatee.dmg_inflictor;
1891 this.v_angle = spectatee.v_angle;
1892 this.angles = spectatee.v_angle;
1893 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1894 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1895 this.viewloc = spectatee.viewloc;
1896 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1897 this.fixangle = true;
1898 setorigin(this, spectatee.origin);
1899 setsize(this, spectatee.mins, spectatee.maxs);
1900 SetZoomState(this, CS(spectatee).zoomstate);
1902 anticheat_spectatecopy(this, spectatee);
1903 STAT(HUD, this) = STAT(HUD, spectatee);
1904 if(spectatee.vehicle)
1906 this.angles = spectatee.v_angle;
1908 //this.fixangle = false;
1909 //this.velocity = spectatee.vehicle.velocity;
1910 this.vehicle_health = spectatee.vehicle_health;
1911 this.vehicle_shield = spectatee.vehicle_shield;
1912 this.vehicle_energy = spectatee.vehicle_energy;
1913 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1914 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1915 this.vehicle_reload1 = spectatee.vehicle_reload1;
1916 this.vehicle_reload2 = spectatee.vehicle_reload2;
1918 //msg_entity = this;
1920 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1921 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1922 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1923 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1925 //WriteByte (MSG_ONE, SVC_SETVIEW);
1926 // WriteEntity(MSG_ONE, this);
1927 //makevectors(spectatee.v_angle);
1928 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1932 bool SpectateUpdate(entity this)
1937 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1939 SetSpectatee(this, NULL);
1943 SpectateCopy(this, this.enemy);
1948 bool SpectateSet(entity this)
1950 if(!IS_PLAYER(this.enemy))
1953 ClientData_Touch(this.enemy);
1956 WriteByte(MSG_ONE, SVC_SETVIEW);
1957 WriteEntity(MSG_ONE, this.enemy);
1958 set_movetype(this, MOVETYPE_NONE);
1959 accuracy_resend(this);
1961 if(!SpectateUpdate(this))
1962 PutObserverInServer(this);
1967 void SetSpectatee_status(entity this, int spectatee_num)
1969 int oldspectatee_status = CS(this).spectatee_status;
1970 CS(this).spectatee_status = spectatee_num;
1972 if (CS(this).spectatee_status != oldspectatee_status)
1974 ClientData_Touch(this);
1975 if (g_race || g_cts) race_InitSpectator();
1979 void SetSpectatee(entity this, entity spectatee)
1981 if(IS_BOT_CLIENT(this))
1982 return; // bots abuse .enemy, this code is useless to them
1984 entity old_spectatee = this.enemy;
1986 this.enemy = spectatee;
1989 // these are required to fix the spectator bug with arc
1992 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1994 .entity weaponentity = weaponentities[slot];
1995 if(old_spectatee.(weaponentity).arc_beam)
1996 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
2001 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2003 .entity weaponentity = weaponentities[slot];
2004 if(this.enemy.(weaponentity).arc_beam)
2005 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
2010 SetSpectatee_status(this, etof(this.enemy));
2012 // needed to update spectator list
2013 if(old_spectatee) { ClientData_Touch(old_spectatee); }
2016 bool Spectate(entity this, entity pl)
2018 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
2020 pl = M_ARGV(1, entity);
2022 SetSpectatee(this, pl);
2023 return SpectateSet(this);
2026 bool SpectateNext(entity this)
2028 entity ent = find(this.enemy, classname, STR_PLAYER);
2030 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
2031 ent = M_ARGV(1, entity);
2033 ent = find(ent, classname, STR_PLAYER);
2035 if(ent) { SetSpectatee(this, ent); }
2037 return SpectateSet(this);
2040 bool SpectatePrev(entity this)
2042 // NOTE: chain order is from the highest to the lower entnum (unlike find)
2043 entity ent = findchain(classname, STR_PLAYER);
2044 if (!ent) // no player
2048 // skip players until current spectated player
2050 while(ent && ent != this.enemy)
2053 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
2055 case MUT_SPECPREV_FOUND:
2056 ent = M_ARGV(1, entity);
2058 case MUT_SPECPREV_RETURN:
2060 case MUT_SPECPREV_CONTINUE:
2071 SetSpectatee(this, ent);
2072 return SpectateSet(this);
2077 ShowRespawnCountdown()
2079 Update a respawn countdown display.
2082 void ShowRespawnCountdown(entity this)
2085 if(!IS_DEAD(this)) // just respawned?
2089 number = ceil(this.respawn_time - time);
2092 if(number <= this.respawn_countdown)
2094 this.respawn_countdown = number - 1;
2095 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
2096 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2101 .bool team_selected;
2102 bool ShowTeamSelection(entity this)
2104 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2106 stuffcmd(this, "menu_showteamselect\n");
2109 void Join(entity this)
2111 TRANSMUTE(Player, this);
2113 if(!this.team_selected)
2114 if(autocvar_g_campaign || autocvar_g_balance_teams)
2115 TeamBalance_JoinBestTeam(this, true);
2117 if(autocvar_g_campaign)
2118 campaign_bots_may_start = true;
2120 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2122 PutClientInServer(this);
2125 if(teamplay && this.team != -1)
2127 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2130 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2131 this.team_selected = false;
2135 * Determines whether the player is allowed to join. This depends on cvar
2136 * g_maxplayers, if it isn't used this function always return true, otherwise
2137 * it checks whether the number of currently playing players exceeds g_maxplayers.
2138 * @return int number of free slots for players, 0 if none
2140 int nJoinAllowed(entity this, entity ignore)
2143 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2144 // so report 0 free slots if restricted
2146 if(autocvar_g_forced_team_otherwise == "spectate")
2148 if(autocvar_g_forced_team_otherwise == "spectator")
2152 if(this && this.team_forced < 0)
2153 return 0; // forced spectators can never join
2155 // TODO simplify this
2156 int totalClients = 0;
2157 int currentlyPlaying = 0;
2158 FOREACH_CLIENT(true, {
2161 if(IS_REAL_CLIENT(it))
2162 if(IS_PLAYER(it) || it.caplayer)
2166 float free_slots = 0;
2167 if (!autocvar_g_maxplayers)
2168 free_slots = maxclients - totalClients;
2169 else if(currentlyPlaying < autocvar_g_maxplayers)
2170 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2172 static float join_prevent_msg_time = 0;
2173 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2175 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2176 join_prevent_msg_time = time + 3;
2183 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2184 * g_maxplayers_spectator_blocktime seconds
2186 void checkSpectatorBlock(entity this)
2188 if(IS_SPEC(this) || IS_OBSERVER(this))
2190 if(IS_REAL_CLIENT(this))
2192 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2193 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2199 void PrintWelcomeMessage(entity this)
2201 if(CS(this).motd_actived_time == 0)
2203 if (autocvar_g_campaign) {
2204 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2205 CS(this).motd_actived_time = time;
2206 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2209 if (PHYS_INPUT_BUTTON_INFO(this)) {
2210 CS(this).motd_actived_time = time;
2211 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2215 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2217 if (autocvar_g_campaign) {
2218 if (PHYS_INPUT_BUTTON_INFO(this))
2219 CS(this).motd_actived_time = time;
2220 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2221 CS(this).motd_actived_time = 0;
2222 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2225 if (PHYS_INPUT_BUTTON_INFO(this))
2226 CS(this).motd_actived_time = time;
2227 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2228 CS(this).motd_actived_time = 0;
2229 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2233 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2235 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2236 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2237 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2239 // instanctly hide MOTD
2240 CS(this).motd_actived_time = 0;
2241 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2246 const int MIN_SPEC_TIME = 1;
2247 bool joinAllowed(entity this)
2249 if (CS(this).version_mismatch) return false;
2250 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2251 if (!nJoinAllowed(this, this)) return false;
2252 if (teamplay && lockteams) return false;
2253 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2254 if (ShowTeamSelection(this)) return false;
2259 .string shootfromfixedorigin;
2260 bool PlayerThink(entity this)
2262 if (game_stopped || intermission_running) {
2263 this.modelflags &= ~MF_ROCKET;
2264 if(intermission_running)
2265 IntermissionThink(this);
2269 if (timeout_status == TIMEOUT_ACTIVE) {
2270 // don't allow the player to turn around while game is paused
2271 // FIXME turn this into CSQC stuff
2272 this.v_angle = this.lastV_angle;
2273 this.angles = this.lastV_angle;
2274 this.fixangle = true;
2277 if (frametime) player_powerups(this);
2279 if (IS_DEAD(this)) {
2280 if (this.personal && g_race_qualifying) {
2281 if (time > this.respawn_time) {
2282 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2284 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2287 if (frametime) player_anim(this);
2289 if (this.respawn_flags & RESPAWN_DENY)
2291 STAT(RESPAWN_TIME, this) = 0;
2295 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));
2297 switch(this.deadflag)
2301 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2302 this.deadflag = DEAD_RESPAWNING;
2303 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2304 this.deadflag = DEAD_DEAD;
2310 this.deadflag = DEAD_RESPAWNABLE;
2311 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2312 this.deadflag = DEAD_RESPAWNING;
2315 case DEAD_RESPAWNABLE:
2317 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2318 this.deadflag = DEAD_RESPAWNING;
2321 case DEAD_RESPAWNING:
2323 if (time > this.respawn_time)
2325 this.respawn_time = time + 1; // only retry once a second
2326 this.respawn_time_max = this.respawn_time;
2333 ShowRespawnCountdown(this);
2335 if (this.respawn_flags & RESPAWN_SILENT)
2336 STAT(RESPAWN_TIME, this) = 0;
2337 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2339 if (time < this.respawn_time)
2340 STAT(RESPAWN_TIME, this) = this.respawn_time;
2341 else if (this.deadflag != DEAD_RESPAWNING)
2342 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2345 STAT(RESPAWN_TIME, this) = this.respawn_time;
2348 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2349 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2350 STAT(RESPAWN_TIME, this) *= -1;
2355 FixPlayermodel(this);
2357 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2358 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2359 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2362 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2365 this.items &= ~this.items_added;
2367 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2369 .entity weaponentity = weaponentities[slot];
2370 W_WeaponFrame(this, weaponentity);
2373 this.items_added = 0;
2374 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2375 this.items_added |= IT_FUEL;
2377 this.items |= this.items_added;
2382 // WEAPONTODO: Add a weapon request for this
2383 // rot vortex charge to the charge limit
2384 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2386 .entity weaponentity = weaponentities[slot];
2387 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2388 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2391 if (frametime) player_anim(this);
2394 secrets_setstatus(this);
2397 monsters_setstatus(this);
2399 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2404 .bool would_spectate;
2405 void ObserverThink(entity this)
2407 if ( CS(this).impulse )
2409 MinigameImpulse(this, CS(this).impulse);
2410 CS(this).impulse = 0;
2413 if (this.flags & FL_JUMPRELEASED) {
2414 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2415 this.flags &= ~FL_JUMPRELEASED;
2416 this.flags |= FL_SPAWNING;
2417 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2418 this.flags &= ~FL_JUMPRELEASED;
2419 if(SpectateNext(this)) {
2420 TRANSMUTE(Spectator, this);
2423 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2424 set_movetype(this, preferred_movetype);
2427 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2428 this.flags |= FL_JUMPRELEASED;
2429 if(this.flags & FL_SPAWNING)
2431 this.flags &= ~FL_SPAWNING;
2439 void SpectatorThink(entity this)
2441 if ( CS(this).impulse )
2443 if(MinigameImpulse(this, CS(this).impulse))
2444 CS(this).impulse = 0;
2446 if (CS(this).impulse == IMP_weapon_drop.impulse)
2448 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2449 CS(this).impulse = 0;
2454 if (this.flags & FL_JUMPRELEASED) {
2455 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2456 this.flags &= ~FL_JUMPRELEASED;
2457 this.flags |= FL_SPAWNING;
2458 } else if(PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)) {
2459 this.flags &= ~FL_JUMPRELEASED;
2460 if(SpectateNext(this)) {
2461 TRANSMUTE(Spectator, this);
2463 TRANSMUTE(Observer, this);
2464 PutClientInServer(this);
2466 CS(this).impulse = 0;
2467 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2468 this.flags &= ~FL_JUMPRELEASED;
2469 if(SpectatePrev(this)) {
2470 TRANSMUTE(Spectator, this);
2472 TRANSMUTE(Observer, this);
2473 PutClientInServer(this);
2475 CS(this).impulse = 0;
2476 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2477 this.would_spectate = false;
2478 this.flags &= ~FL_JUMPRELEASED;
2479 TRANSMUTE(Observer, this);
2480 PutClientInServer(this);
2482 if(!SpectateUpdate(this))
2484 if(!SpectateNext(this))
2486 PutObserverInServer(this);
2487 this.would_spectate = true;
2492 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2493 this.flags |= FL_JUMPRELEASED;
2494 if(this.flags & FL_SPAWNING)
2496 this.flags &= ~FL_SPAWNING;
2501 if(!SpectateUpdate(this))
2502 PutObserverInServer(this);
2505 this.flags |= FL_CLIENT | FL_NOTARGET;
2508 void PlayerUseKey(entity this)
2510 if (!IS_PLAYER(this))
2517 vehicles_exit(this.vehicle, VHEF_NORMAL);
2521 else if(autocvar_g_vehicles_enter)
2523 if(!STAT(FROZEN, this))
2527 entity head, closest_target = NULL;
2528 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2530 while(head) // find the closest acceptable target to enter
2532 if(IS_VEHICLE(head))
2534 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2535 if(head.takedamage != DAMAGE_NO)
2539 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2540 { closest_target = head; }
2542 else { closest_target = head; }
2548 if(closest_target) { vehicles_enter(this, closest_target); return; }
2552 // a use key was pressed; call handlers
2553 MUTATOR_CALLHOOK(PlayerUseKey, this);
2561 Called every frame for each client before the physics are run
2564 .float last_vehiclecheck;
2565 void PlayerPreThink (entity this)
2567 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2568 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2570 WarpZone_PlayerPhysics_FixVAngle(this);
2573 // physics frames: update anticheat stuff
2574 anticheat_prethink(this);
2577 if (blockSpectators && frametime) {
2578 // WORKAROUND: only use dropclient in server frames (frametime set).
2579 // Never use it in cl_movement frames (frametime zero).
2580 checkSpectatorBlock(this);
2583 zoomstate_set = false;
2585 // Check for nameless players
2586 if (this.netname == "" || this.netname != CS(this).netname_previous)
2588 bool assume_unchanged = (CS(this).netname_previous == "");
2589 if (isInvisibleString(this.netname))
2591 this.netname = strzone(sprintf("Player#%d", this.playerid));
2592 assume_unchanged = false;
2593 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2595 if (!assume_unchanged && autocvar_sv_eventlog)
2596 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2597 strcpy(CS(this).netname_previous, this.netname);
2601 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2602 CS(this).version_nagtime = 0;
2603 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2605 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2607 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2609 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2610 if (r < 0) { // old client
2611 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2612 } else if (r > 0) { // old server
2613 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2619 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2621 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2622 this.max_armorvalue = 0;
2627 if (STAT(FROZEN, this) == 2)
2629 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2630 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2631 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2633 if (STAT(REVIVE_PROGRESS, this) >= 1)
2636 else if (STAT(FROZEN, this) == 3)
2638 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2639 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2641 if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2644 vehicles_exit(this.vehicle, VHEF_RELEASE);
2645 if(this.event_damage)
2646 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2648 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2653 MUTATOR_CALLHOOK(PlayerPreThink, this);
2655 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2656 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2658 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2660 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2661 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2663 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2667 if(!it.team || SAME_TEAM(this, it))
2668 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2669 else if(autocvar_g_vehicles_steal)
2670 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2674 this.last_vehiclecheck = time + 1;
2677 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2679 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2681 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2684 if (IS_REAL_CLIENT(this))
2685 PrintWelcomeMessage(this);
2687 if (IS_PLAYER(this)) {
2688 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2689 error("Client can't be spawned as player on connection!");
2690 if(!PlayerThink(this))
2693 else if (game_stopped || intermission_running) {
2694 if(intermission_running)
2695 IntermissionThink(this);
2698 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2700 CS(this).autojoin_checked = true;
2701 // don't do this in ClientConnect
2702 // many things can go wrong if a client is spawned as player on connection
2703 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2704 || (!(autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0)
2705 && (!teamplay || autocvar_g_balance_teams)))
2707 campaign_bots_may_start = true;
2712 else if (IS_OBSERVER(this)) {
2713 ObserverThink(this);
2715 else if (IS_SPEC(this)) {
2716 SpectatorThink(this);
2719 // WEAPONTODO: Add weapon request for this
2720 if (!zoomstate_set) {
2721 bool wep_zoomed = false;
2722 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2724 .entity weaponentity = weaponentities[slot];
2725 Weapon thiswep = this.(weaponentity).m_weapon;
2726 if(thiswep != WEP_Null && thiswep.wr_zoom)
2727 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2729 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2732 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2734 CS(this).teamkill_soundtime = 0;
2736 entity e = CS(this).teamkill_soundsource;
2737 entity oldpusher = e.pusher;
2739 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2740 e.pusher = oldpusher;
2743 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2744 CS(this).taunt_soundtime = 0;
2745 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2748 target_voicescript_next(this);
2750 // WEAPONTODO: Move into weaponsystem somehow
2751 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2752 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2754 .entity weaponentity = weaponentities[slot];
2755 if(this.(weaponentity).m_weapon == WEP_Null)
2756 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2760 void DrownPlayer(entity this)
2762 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2765 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2767 if(this.air_finished < time)
2768 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2769 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2771 else if (this.air_finished < time)
2773 if (this.pain_finished < time)
2775 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
2776 this.pain_finished = time + 0.5;
2781 .bool move_qcphysics;
2783 void Player_Physics(entity this)
2785 set_movetype(this, this.move_movetype);
2787 if(!this.move_qcphysics)
2790 if(!frametime && !CS(this).pm_frametime)
2793 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2795 CS(this).pm_frametime = 0;
2802 Called every frame for each client after the physics are run
2805 void PlayerPostThink (entity this)
2807 Player_Physics(this);
2810 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2811 if (IS_REAL_CLIENT(this))
2812 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2814 int totalClients = 0;
2815 if(sv_maxidle_slots > 0)
2817 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2823 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2824 { /* do nothing */ }
2825 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2827 if (CS(this).idlekick_lasttimeleft)
2829 CS(this).idlekick_lasttimeleft = 0;
2830 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2835 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2836 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2837 if (!CS(this).idlekick_lasttimeleft)
2838 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2840 if (timeleft <= 0) {
2841 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2845 else if (timeleft <= 10) {
2846 if (timeleft != CS(this).idlekick_lasttimeleft) {
2847 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2849 CS(this).idlekick_lasttimeleft = timeleft;
2858 this.solid = SOLID_NOT;
2859 this.takedamage = DAMAGE_NO;
2860 set_movetype(this, MOVETYPE_NONE);
2863 if (IS_PLAYER(this)) {
2864 if(this.death_time == time && IS_DEAD(this))
2866 // player's bbox gets resized now, instead of in the damage event that killed the player,
2867 // once all the damage events of this frame have been processed with normal size
2869 setsize(this, this.mins, this.maxs);
2872 UpdateChatBubble(this);
2873 if (CS(this).impulse) ImpulseCommands(this);
2876 CSQCMODEL_AUTOUPDATE(this);
2879 GetPressedKeys(this);
2882 if (this.waypointsprite_attachedforcarrier) {
2883 vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2884 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2887 playerdemo_write(this);
2889 CSQCMODEL_AUTOUPDATE(this);
2892 // hack to copy the button fields from the client entity to the Client State
2893 void PM_UpdateButtons(entity this, entity store)
2896 store.impulse = this.impulse;
2899 bool typing = this.buttonchat;
2901 store.button0 = (typing) ? 0 : this.button0;
2903 store.button2 = (typing) ? 0 : this.button2;
2904 store.button3 = (typing) ? 0 : this.button3;
2905 store.button4 = this.button4;
2906 store.button5 = (typing) ? 0 : this.button5;
2907 store.button6 = this.button6;
2908 store.button7 = this.button7;
2909 store.button8 = this.button8;
2910 store.button9 = this.button9;
2911 store.button10 = this.button10;
2912 store.button11 = this.button11;
2913 store.button12 = this.button12;
2914 store.button13 = this.button13;
2915 store.button14 = this.button14;
2916 store.button15 = this.button15;
2917 store.button16 = this.button16;
2918 store.buttonuse = this.buttonuse;
2919 store.buttonchat = this.buttonchat;
2921 store.cursor_active = this.cursor_active;
2922 store.cursor_screen = this.cursor_screen;
2923 store.cursor_trace_start = this.cursor_trace_start;
2924 store.cursor_trace_endpos = this.cursor_trace_endpos;
2925 store.cursor_trace_ent = this.cursor_trace_ent;
2927 store.ping = this.ping;
2928 store.ping_packetloss = this.ping_packetloss;
2929 store.ping_movementloss = this.ping_movementloss;
2931 store.v_angle = this.v_angle;
2932 store.movement = (typing) ? '0 0 0' : this.movement;
2935 NET_HANDLE(fpsreport, bool)
2937 int fps = ReadShort();
2938 PlayerScore_Set(sender, SP_FPS, fps);