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 "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
24 #include "campaign.qh"
25 #include "command/common.qh"
26 #include "scores_rules.qh"
30 #include "../common/ent_cs.qh"
31 #include "../common/wepent.qh"
32 #include <common/state.qh>
34 #include <common/effects/qc/globalsound.qh>
36 #include "../common/mapobjects/func/conveyor.qh"
37 #include "../common/mapobjects/teleporters.qh"
38 #include "../common/mapobjects/target/spawnpoint.qh"
40 #include "../common/vehicles/all.qh"
42 #include "weapons/hitplot.qh"
43 #include "weapons/weaponsystem.qh"
45 #include "../common/net_notice.qh"
46 #include "../common/net_linked.qh"
47 #include "../common/physics/player.qh"
49 #include <common/vehicles/sv_vehicles.qh>
51 #include "../common/items/_mod.qh"
53 #include "../common/mutators/mutator/waypoints/all.qh"
54 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
55 #include <common/gamemodes/_mod.qh>
57 #include "../common/mapobjects/subs.qh"
58 #include "../common/mapobjects/triggers.qh"
59 #include "../common/mapobjects/trigger/secret.qh"
61 #include "../common/minigames/sv_minigames.qh"
63 #include "../common/items/inventory.qh"
65 #include "../common/monsters/sv_monsters.qh"
67 #include "../lib/warpzone/server.qh"
69 #include <common/mutators/mutator/overkill/oknex.qh>
71 STATIC_METHOD(Client, Add, void(Client this, int _team))
74 TRANSMUTE(Player, this);
77 PutClientInServer(this);
80 STATIC_METHOD(Client, Remove, void(Client this))
82 TRANSMUTE(Observer, this);
83 PutClientInServer(this);
84 ClientDisconnect(this);
87 void send_CSQC_teamnagger() {
88 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
91 int CountSpectators(entity player, entity to)
93 if(!player) { return 0; } // not sure how, but best to be safe
97 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
105 void WriteSpectators(entity player, entity to)
107 if(!player) { return; } // not sure how, but best to be safe
109 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
111 WriteByte(MSG_ENTITY, num_for_edict(it));
115 bool ClientData_Send(entity this, entity to, int sf)
117 assert(to == this.owner, return false);
120 if (IS_SPEC(e)) e = e.enemy;
123 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
124 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
125 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
126 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
128 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
129 WriteByte(MSG_ENTITY, sf);
132 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
136 float specs = CountSpectators(e, to);
137 WriteByte(MSG_ENTITY, specs);
138 WriteSpectators(e, to);
144 void ClientData_Attach(entity this)
146 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
147 CS(this).clientdata.drawonlytoclient = this;
148 CS(this).clientdata.owner = this;
151 void ClientData_Detach(entity this)
153 delete(CS(this).clientdata);
154 CS(this).clientdata = NULL;
157 void ClientData_Touch(entity e)
159 entity cd = CS(e).clientdata;
160 if (cd) { cd.SendFlags = 1; }
162 // make it spectatable
163 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
165 entity cd = CS(it).clientdata;
166 if (cd) { cd.SendFlags = 1; }
175 Checks if the argument string can be a valid playermodel.
176 Returns a valid one in doubt.
179 string FallbackPlayerModel;
180 string CheckPlayerModel(string plyermodel) {
181 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
183 // note: we cannot summon Don Strunzone here, some player may
184 // still have the model string set. In case anyone manages how
185 // to change a cvar default, we'll have a small leak here.
186 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
188 // only in right path
189 if( substring(plyermodel,0,14) != "models/player/")
190 return FallbackPlayerModel;
191 // only good file extensions
192 if(substring(plyermodel,-4,4) != ".zym")
193 if(substring(plyermodel,-4,4) != ".dpm")
194 if(substring(plyermodel,-4,4) != ".iqm")
195 if(substring(plyermodel,-4,4) != ".md3")
196 if(substring(plyermodel,-4,4) != ".psk")
197 return FallbackPlayerModel;
198 // forbid the LOD models
199 if(substring(plyermodel, -9,5) == "_lod1")
200 return FallbackPlayerModel;
201 if(substring(plyermodel, -9,5) == "_lod2")
202 return FallbackPlayerModel;
203 if(plyermodel != strtolower(plyermodel))
204 return FallbackPlayerModel;
205 // also, restrict to server models
206 if(autocvar_sv_servermodelsonly)
208 if(!fexists(plyermodel))
209 return FallbackPlayerModel;
214 void setplayermodel(entity e, string modelname)
216 precache_model(modelname);
217 _setmodel(e, modelname);
218 player_setupanimsformodel(e);
219 if(!autocvar_g_debug_globalsounds)
220 UpdatePlayerSounds(e);
223 /** putting a client as observer in the server */
224 void PutObserverInServer(entity this)
226 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
227 PlayerState_detach(this);
231 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
234 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
237 // was a player, recount votes and ready status
238 if(IS_REAL_CLIENT(this))
240 if (vote_called) { VoteCount(false); }
246 entity spot = SelectSpawnPoint(this, true);
247 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
248 this.angles = vec2(spot.angles);
249 this.fixangle = true;
250 // offset it so that the spectator spawns higher off the ground, looks better this way
251 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
252 if (IS_REAL_CLIENT(this))
255 WriteByte(MSG_ONE, SVC_SETVIEW);
256 WriteEntity(MSG_ONE, this);
258 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
259 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
260 if(!autocvar_g_debug_globalsounds)
262 // needed for player sounds
264 FixPlayermodel(this);
266 setmodel(this, MDL_Null);
267 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
268 this.view_ofs = '0 0 0';
271 RemoveGrapplingHooks(this);
272 Portal_ClearAll(this);
274 SetSpectatee(this, NULL);
279 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
283 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
285 WaypointSprite_PlayerDead(this);
287 if (mutator_returnvalue) {
288 // mutator prevents resetting teams+score
290 int oldteam = this.team;
291 this.team = -1; // move this as it is needed to log the player spectating in eventlog
292 MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
293 this.frags = FRAGS_SPECTATOR;
294 PlayerScore_Clear(this); // clear scores when needed
297 if (CS(this).killcount != FRAGS_SPECTATOR)
299 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
301 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
302 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
304 if(!CS(this).just_joined)
305 LogTeamchange(this.playerid, -1, 4);
307 CS(this).just_joined = false;
310 accuracy_resend(this);
312 CS(this).spectatortime = time;
314 IL_REMOVE(g_bot_targets, this);
315 this.bot_attack = false;
316 if(this.monster_attack)
317 IL_REMOVE(g_monster_targets, this);
318 this.monster_attack = false;
319 STAT(HUD, this) = HUD_NORMAL;
320 TRANSMUTE(Observer, this);
321 this.iscreature = false;
322 this.teleportable = TELEPORT_SIMPLE;
323 if(this.damagedbycontents)
324 IL_REMOVE(g_damagedbycontents, this);
325 this.damagedbycontents = false;
326 SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
327 SetSpectatee_status(this, etof(this));
328 this.takedamage = DAMAGE_NO;
329 this.solid = SOLID_NOT;
330 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
331 this.flags = FL_CLIENT | FL_NOTARGET;
333 SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
334 this.pauserotarmor_finished = 0;
335 this.pauserothealth_finished = 0;
336 this.pauseregen_finished = 0;
337 this.damageforcescale = 0;
339 this.respawn_flags = 0;
340 this.respawn_time = 0;
341 STAT(RESPAWN_TIME, this) = 0;
346 this.pain_finished = 0;
347 this.strength_finished = 0;
348 this.invincible_finished = 0;
349 this.superweapons_finished = 0;
350 this.dphitcontentsmask = 0;
353 setthink(this, func_null);
355 this.deadflag = DEAD_NO;
357 STAT(REVIVE_PROGRESS, this) = 0;
358 this.revival_time = 0;
361 STAT(WEAPONS, this) = '0 0 0';
362 this.drawonlytoclient = this;
366 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
368 this.weaponmodel = "";
369 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
371 this.weaponentities[slot] = NULL;
373 this.exteriorweaponentity = NULL;
374 CS(this).killcount = FRAGS_SPECTATOR;
375 this.velocity = '0 0 0';
376 this.avelocity = '0 0 0';
377 this.punchangle = '0 0 0';
378 this.punchvector = '0 0 0';
379 this.oldvelocity = this.velocity;
380 this.fire_endtime = -1;
381 this.event_damage = func_null;
382 this.event_heal = func_null;
384 for(int slot = 0; slot < MAX_AXH; ++slot)
386 entity axh = this.(AuxiliaryXhair[slot]);
387 this.(AuxiliaryXhair[slot]) = NULL;
389 if(axh.owner == this && axh != NULL && !wasfreed(axh))
394 int player_getspecies(entity this)
396 get_model_parameters(this.model, this.skin);
397 int s = get_model_parameters_species;
398 get_model_parameters(string_null, 0);
399 if (s < 0) return SPECIES_HUMAN;
403 .float model_randomizer;
404 void FixPlayermodel(entity player)
406 string defaultmodel = "";
408 if(autocvar_sv_defaultcharacter)
414 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
415 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
416 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
417 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
421 if(defaultmodel == "")
423 defaultmodel = autocvar_sv_defaultplayermodel;
424 defaultskin = autocvar_sv_defaultplayerskin;
427 int n = tokenize_console(defaultmodel);
430 defaultmodel = argv(floor(n * CS(player).model_randomizer));
431 // However, do NOT randomize if the player-selected model is in the list.
432 for (int i = 0; i < n; ++i)
433 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
434 defaultmodel = argv(i);
437 int i = strstrofs(defaultmodel, ":", 0);
440 defaultskin = stof(substring(defaultmodel, i+1, -1));
441 defaultmodel = substring(defaultmodel, 0, i);
444 if(autocvar_sv_defaultcharacterskin && !defaultskin)
450 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
451 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
452 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
453 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
458 defaultskin = autocvar_sv_defaultplayerskin;
461 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
462 defaultmodel = M_ARGV(0, string);
463 defaultskin = M_ARGV(1, int);
467 if(defaultmodel != "")
469 if (defaultmodel != player.model)
471 vector m1 = player.mins;
472 vector m2 = player.maxs;
473 setplayermodel (player, defaultmodel);
474 setsize (player, m1, m2);
478 oldskin = player.skin;
479 player.skin = defaultskin;
481 if (player.playermodel != player.model || player.playermodel == "")
483 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
484 vector m1 = player.mins;
485 vector m2 = player.maxs;
486 setplayermodel (player, player.playermodel);
487 setsize (player, m1, m2);
491 if(!autocvar_sv_defaultcharacterskin)
493 oldskin = player.skin;
494 player.skin = stof(player.playerskin);
498 oldskin = player.skin;
499 player.skin = defaultskin;
503 if(chmdl || oldskin != player.skin) // model or skin has changed
505 player.species = player_getspecies(player); // update species
506 if(!autocvar_g_debug_globalsounds)
507 UpdatePlayerSounds(player); // update skin sounds
511 if(strlen(autocvar_sv_defaultplayercolors))
512 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
513 setcolor(player, stof(autocvar_sv_defaultplayercolors));
516 void PutPlayerInServer(entity this)
518 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
520 PlayerState_attach(this);
521 accuracy_resend(this);
524 JoinBestTeam(this, true);
526 entity spot = SelectSpawnPoint(this, false);
528 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
529 return; // spawn failed
532 TRANSMUTE(Player, this);
534 CS(this).wasplayer = true;
535 this.iscreature = true;
536 this.teleportable = TELEPORT_NORMAL;
537 if(!this.damagedbycontents)
538 IL_PUSH(g_damagedbycontents, this);
539 this.damagedbycontents = true;
540 set_movetype(this, MOVETYPE_WALK);
541 this.solid = SOLID_SLIDEBOX;
542 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
543 if (autocvar_g_playerclip_collisions)
544 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
545 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
546 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
547 this.frags = FRAGS_PLAYER;
548 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
549 this.flags = FL_CLIENT | FL_PICKUPITEMS;
550 if (autocvar__notarget)
551 this.flags |= FL_NOTARGET;
552 this.takedamage = DAMAGE_AIM;
553 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
556 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
557 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
558 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
559 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
560 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
561 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
562 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
563 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
564 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
566 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
567 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
568 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
569 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
570 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
571 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
572 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
573 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
574 STAT(WEAPONS, this) = start_weapons;
575 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
577 GiveRandomWeapons(this, random_start_weapons_count,
578 autocvar_g_random_start_weapons, random_start_ammo);
581 SetSpectatee_status(this, 0);
583 PS(this).dual_weapons = '0 0 0';
585 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
587 this.items = start_items;
589 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
590 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
591 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
592 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
593 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
594 if (!sv_ready_restart_after_countdown && time < game_starttime)
596 float f = game_starttime - time;
597 this.spawnshieldtime += f;
598 this.pauserotarmor_finished += f;
599 this.pauserothealth_finished += f;
600 this.pauseregen_finished += f;
603 this.damageforcescale = 2;
605 this.respawn_flags = 0;
606 this.respawn_time = 0;
607 STAT(RESPAWN_TIME, this) = 0;
608 this.scale = autocvar_sv_player_scale;
611 this.pain_finished = 0;
613 setthink(this, func_null); // players have no think function
616 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
618 this.deadflag = DEAD_NO;
620 this.angles = spot.angles;
621 this.angles_z = 0; // never spawn tilted even if the spot says to
622 if (IS_BOT_CLIENT(this))
623 this.v_angle = this.angles;
624 this.fixangle = true; // turn this way immediately
625 this.oldvelocity = this.velocity = '0 0 0';
626 this.avelocity = '0 0 0';
627 this.punchangle = '0 0 0';
628 this.punchvector = '0 0 0';
630 this.strength_finished = 0;
631 this.invincible_finished = 0;
632 this.fire_endtime = -1;
633 STAT(REVIVE_PROGRESS, this) = 0;
634 this.revival_time = 0;
636 this.air_finished = time + 12;
637 this.waterlevel = WATERLEVEL_NONE;
638 this.watertype = CONTENT_EMPTY;
640 entity spawnevent = new_pure(spawnevent);
641 spawnevent.owner = this;
642 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
644 // Cut off any still running player sounds.
645 stopsound(this, CH_PLAYER_SINGLE);
648 FixPlayermodel(this);
649 this.drawonlytoclient = NULL;
653 for(int slot = 0; slot < MAX_AXH; ++slot)
655 entity axh = this.(AuxiliaryXhair[slot]);
656 this.(AuxiliaryXhair[slot]) = NULL;
658 if(axh.owner == this && axh != NULL && !wasfreed(axh))
662 this.spawnpoint_targ = NULL;
665 this.view_ofs = STAT(PL_VIEW_OFS, this);
666 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
667 this.spawnorigin = spot.origin;
668 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
669 // don't reset back to last position, even if new position is stuck in solid
670 this.oldorigin = this.origin;
672 IL_REMOVE(g_conveyed, this);
673 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
674 STAT(HUD, this) = HUD_NORMAL;
676 this.event_damage = PlayerDamage;
677 this.event_heal = PlayerHeal;
680 IL_PUSH(g_bot_targets, this);
681 this.bot_attack = true;
682 if(!this.monster_attack)
683 IL_PUSH(g_monster_targets, this);
684 this.monster_attack = true;
685 navigation_dynamicgoal_init(this, false);
687 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
689 // player was spectator
690 if (CS(this).killcount == FRAGS_SPECTATOR) {
691 PlayerScore_Clear(this);
692 CS(this).killcount = 0;
693 CS(this).startplaytime = time;
696 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
698 .entity weaponentity = weaponentities[slot];
699 entity oldwep = this.(weaponentity);
700 CL_SpawnWeaponentity(this, weaponentity);
701 if(oldwep && oldwep.owner == this)
702 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
704 this.alpha = default_player_alpha;
705 this.colormod = '1 1 1' * autocvar_g_player_brightness;
706 this.exteriorweaponentity.alpha = default_weapon_alpha;
708 this.speedrunning = false;
710 target_voicescript_clear(this);
712 // reset fields the weapons may use
713 FOREACH(Weapons, true, {
714 it.wr_resetplayer(it, this);
715 // reload all reloadable weapons
716 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
717 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
719 .entity weaponentity = weaponentities[slot];
720 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
726 string s = spot.target;
727 spot.target = string_null;
728 SUB_UseTargets(spot, this, NULL);
734 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
736 if (autocvar_spawn_debug)
738 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
739 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
742 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
744 .entity weaponentity = weaponentities[slot];
745 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
746 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
748 this.(weaponentity).m_switchweapon = WEP_Null;
749 this.(weaponentity).m_weapon = WEP_Null;
750 this.(weaponentity).weaponname = "";
751 this.(weaponentity).m_switchingweapon = WEP_Null;
752 this.(weaponentity).cnt = -1;
755 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
757 if (CS(this).impulse) ImpulseCommands(this);
759 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
761 .entity weaponentity = weaponentities[slot];
762 W_WeaponFrame(this, weaponentity);
765 if (!warmup_stage && !this.alivetime)
766 this.alivetime = time;
768 antilag_clear(this, CS(this));
771 /** Called when a client spawns in the server */
772 void PutClientInServer(entity this)
774 if (IS_BOT_CLIENT(this)) {
775 TRANSMUTE(Player, this);
776 } else if (IS_REAL_CLIENT(this)) {
778 WriteByte(MSG_ONE, SVC_SETVIEW);
779 WriteEntity(MSG_ONE, this);
782 TRANSMUTE(Observer, this);
784 SetSpectatee(this, NULL);
788 PS(this).itemkeys = 0;
790 MUTATOR_CALLHOOK(PutClientInServer, this);
792 if (IS_OBSERVER(this)) {
793 PutObserverInServer(this);
794 } else if (IS_PLAYER(this)) {
795 PutPlayerInServer(this);
799 // TODO do we need all these fields, or should we stop autodetecting runtime
800 // changes and just have a console command to update this?
801 bool ClientInit_SendEntity(entity this, entity to, int sf)
803 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
806 // MSG_INIT replacement
807 // TODO: make easier to use
809 W_PROP_reload(MSG_ONE, to);
810 ClientInit_misc(this);
811 MUTATOR_CALLHOOK(Ent_Init);
813 void ClientInit_misc(entity this)
815 int channel = MSG_ONE;
816 WriteHeader(channel, ENT_CLIENT_INIT);
817 WriteByte(channel, g_nexball_meter_period * 32);
818 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
819 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
820 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
821 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
822 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
823 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
824 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
825 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
827 if(sv_foginterval && world.fog != "")
828 WriteString(channel, world.fog);
830 WriteString(channel, "");
831 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
832 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
833 WriteByte(channel, serverflags);
834 WriteCoord(channel, autocvar_g_trueaim_minrange);
837 void ClientInit_CheckUpdate(entity this)
839 this.nextthink = time;
840 if(this.count != autocvar_g_balance_armor_blockpercent)
842 this.count = autocvar_g_balance_armor_blockpercent;
845 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
847 this.cnt = autocvar_g_balance_damagepush_speedfactor;
852 void ClientInit_Spawn()
854 entity e = new_pure(clientinit);
855 setthink(e, ClientInit_CheckUpdate);
856 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
858 ClientInit_CheckUpdate(e);
868 // initialize parms for a new player
869 parm1 = -(86400 * 366);
871 MUTATOR_CALLHOOK(SetNewParms);
879 void SetChangeParms (entity this)
881 // save parms for level change
882 parm1 = CS(this).parm_idlesince - time;
884 MUTATOR_CALLHOOK(SetChangeParms);
892 void DecodeLevelParms(entity this)
895 CS(this).parm_idlesince = parm1;
896 if (CS(this).parm_idlesince == -(86400 * 366))
897 CS(this).parm_idlesince = time;
899 // whatever happens, allow 60 seconds of idling directly after connect for map loading
900 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
902 MUTATOR_CALLHOOK(DecodeLevelParms);
909 Called when a client types 'kill' in the console
913 .float clientkill_nexttime;
914 void ClientKill_Now_TeamChange(entity this)
916 if(this.killindicator_teamchange == -1)
918 JoinBestTeam( this, true );
920 else if(this.killindicator_teamchange == -2)
923 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
924 PutObserverInServer(this);
927 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
928 this.killindicator_teamchange = 0;
931 void ClientKill_Now(entity this)
935 vehicles_exit(this.vehicle, VHEF_RELEASE);
936 if(!this.killindicator_teamchange)
938 this.vehicle_health = -1;
939 Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
943 if(this.killindicator && !wasfreed(this.killindicator))
944 delete(this.killindicator);
946 this.killindicator = NULL;
948 if(this.killindicator_teamchange)
949 ClientKill_Now_TeamChange(this);
951 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
953 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
956 // now I am sure the player IS dead
958 void KillIndicator_Think(entity this)
962 this.owner.killindicator = NULL;
967 if (this.owner.alpha < 0 && !this.owner.vehicle)
969 this.owner.killindicator = NULL;
976 ClientKill_Now(this.owner);
979 else if(this.count == 1) // count == 1 means that it's silent
981 this.nextthink = time + 1;
987 setmodel(this, MDL_NUM(this.cnt));
988 if(IS_REAL_CLIENT(this.owner))
991 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
993 this.nextthink = time + 1;
998 float clientkilltime;
999 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1007 killtime = autocvar_g_balance_kill_delay;
1009 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
1011 killtime = M_ARGV(1, float);
1013 this.killindicator_teamchange = targetteam;
1015 if(!this.killindicator)
1019 killtime = max(killtime, this.clientkill_nexttime - time);
1020 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1023 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1025 ClientKill_Now(this);
1029 starttime = max(time, clientkilltime);
1031 this.killindicator = spawn();
1032 this.killindicator.owner = this;
1033 this.killindicator.scale = 0.5;
1034 setattachment(this.killindicator, this, "");
1035 setorigin(this.killindicator, '0 0 52');
1036 setthink(this.killindicator, KillIndicator_Think);
1037 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1038 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1039 this.killindicator.cnt = ceil(killtime);
1040 this.killindicator.count = bound(0, ceil(killtime), 10);
1041 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1043 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1045 it.killindicator = spawn();
1046 it.killindicator.owner = it;
1047 it.killindicator.scale = 0.5;
1048 setattachment(it.killindicator, it, "");
1049 setorigin(it.killindicator, '0 0 52');
1050 setthink(it.killindicator, KillIndicator_Think);
1051 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1052 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1053 it.killindicator.cnt = ceil(killtime);
1058 if(this.killindicator)
1060 if(targetteam == 0) // just die
1062 this.killindicator.colormod = '0 0 0';
1063 if(IS_REAL_CLIENT(this))
1064 if(this.killindicator.cnt > 0)
1065 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1067 else if(targetteam == -1) // auto
1069 this.killindicator.colormod = '0 1 0';
1070 if(IS_REAL_CLIENT(this))
1071 if(this.killindicator.cnt > 0)
1072 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1074 else if(targetteam == -2) // spectate
1076 this.killindicator.colormod = '0.5 0.5 0.5';
1077 if(IS_REAL_CLIENT(this))
1078 if(this.killindicator.cnt > 0)
1079 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1083 this.killindicator.colormod = Team_ColorRGB(targetteam);
1084 if(IS_REAL_CLIENT(this))
1085 if(this.killindicator.cnt > 0)
1086 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1092 void ClientKill (entity this)
1094 // TODO: once .health is removed, will need to check it here for the "already dead" message!
1096 if(game_stopped) return;
1097 if(this.player_blocked) return;
1098 if(STAT(FROZEN, this)) return;
1100 ClientKill_TeamChange(this, 0);
1103 void FixClientCvars(entity e)
1105 // send prediction settings to the client
1106 stuffcmd(e, "\nin_bindmap 0 0\n");
1107 if(autocvar_g_antilag == 3) // client side hitscan
1108 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1109 if(autocvar_sv_gentle)
1110 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1112 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1113 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1115 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1117 MUTATOR_CALLHOOK(FixClientCvars, e);
1120 bool findinlist_abbrev(string tofind, string list)
1122 if(list == "" || tofind == "")
1123 return false; // empty list or search, just return
1125 // this function allows abbreviated strings!
1126 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1134 bool PlayerInIPList(entity p, string iplist)
1136 // some safety checks (never allow local?)
1137 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1140 return findinlist_abbrev(p.netaddress, iplist);
1143 bool PlayerInIDList(entity p, string idlist)
1145 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1149 return findinlist_abbrev(p.crypto_idfp, idlist);
1152 bool PlayerInList(entity player, string list)
1154 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1157 #ifdef DP_EXT_PRECONNECT
1162 Called once (not at each match start) when a client begins a connection to the server
1165 void ClientPreConnect(entity this)
1167 if(autocvar_sv_eventlog)
1169 GameLogEcho(sprintf(":connect:%d:%d:%s",
1172 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1182 Called when a client connects to the server
1185 void ClientConnect(entity this)
1187 if (Ban_MaybeEnforceBanOnce(this)) return;
1188 assert(!IS_CLIENT(this), return);
1189 this.flags |= FL_CLIENT;
1190 assert(player_count >= 0, player_count = 0);
1193 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1195 TRANSMUTE(Client, this);
1196 CS(this).version_nagtime = time + 10 + random() * 10;
1198 // identify the right forced team
1199 if (autocvar_g_campaign)
1201 if (IS_REAL_CLIENT(this)) // only players, not bots
1203 switch (autocvar_g_campaign_forceteam)
1205 case 1: this.team_forced = NUM_TEAM_1; break;
1206 case 2: this.team_forced = NUM_TEAM_2; break;
1207 case 3: this.team_forced = NUM_TEAM_3; break;
1208 case 4: this.team_forced = NUM_TEAM_4; break;
1209 default: this.team_forced = 0;
1213 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1214 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1215 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1216 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1217 else switch (autocvar_g_forced_team_otherwise)
1219 default: this.team_forced = 0; break;
1220 case "red": this.team_forced = NUM_TEAM_1; break;
1221 case "blue": this.team_forced = NUM_TEAM_2; break;
1222 case "yellow": this.team_forced = NUM_TEAM_3; break;
1223 case "pink": this.team_forced = NUM_TEAM_4; break;
1226 this.team_forced = -1;
1229 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1231 int playerid_save = this.playerid;
1232 this.playerid = 0; // silent
1233 JoinBestTeam(this, false); // if the team number is valid, keep it
1234 this.playerid = playerid_save;
1236 TRANSMUTE(Observer, this);
1238 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1240 // always track bots, don't ask for cl_allow_uidtracking
1241 if (IS_BOT_CLIENT(this))
1242 PlayerStats_GameReport_AddPlayer(this);
1244 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1246 if (autocvar_sv_eventlog)
1247 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1249 LogTeamchange(this.playerid, this.team, 1);
1251 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1253 if(teamplay && IS_PLAYER(this))
1254 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1256 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1258 stuffcmd(this, clientstuff, "\n");
1259 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1261 FixClientCvars(this);
1263 // get version info from player
1264 stuffcmd(this, "cmd clientversion $gameversion\n");
1266 // notify about available teams
1269 CheckAllowedTeams(this);
1271 if (c1 >= 0) t |= BIT(0);
1272 if (c2 >= 0) t |= BIT(1);
1273 if (c3 >= 0) t |= BIT(2);
1274 if (c4 >= 0) t |= BIT(3);
1275 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1279 stuffcmd(this, "set _teams_available 0\n");
1282 bot_relinkplayerlist();
1284 CS(this).spectatortime = time;
1285 if (blockSpectators)
1287 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1290 CS(this).jointime = time;
1292 if (IS_REAL_CLIENT(this))
1294 if (g_weaponarena_weapons == WEPSET(TUBA))
1295 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1298 if (!sv_foginterval && world.fog != "")
1299 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1301 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1302 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1303 send_CSQC_teamnagger();
1305 CSQCMODEL_AUTOINIT(this);
1307 CS(this).model_randomizer = random();
1309 if (IS_REAL_CLIENT(this))
1310 sv_notice_join(this);
1312 // update physics stats (players can spawn before physics runs)
1313 Physics_UpdateStats(this);
1315 IL_EACH(g_initforplayer, it.init_for_player, {
1316 it.init_for_player(it, this);
1319 Handicap_Initialize(this);
1321 MUTATOR_CALLHOOK(ClientConnect, this);
1323 if (IS_REAL_CLIENT(this))
1325 if (!autocvar_g_campaign && !IS_PLAYER(this))
1327 CS(this).motd_actived_time = -1;
1328 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1336 Called when a client disconnects from the server
1339 .entity chatbubbleentity;
1340 void ClientDisconnect(entity this)
1342 assert(IS_CLIENT(this), return);
1344 PlayerStats_GameReport_FinalizePlayer(this);
1345 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1346 if (CS(this).active_minigame) part_minigame(this);
1347 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1349 if (autocvar_sv_eventlog)
1350 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1352 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1355 SetSpectatee(this, NULL);
1357 MUTATOR_CALLHOOK(ClientDisconnect, this);
1359 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1360 strfree(CS(this).weaponorder_byimpulse);
1361 ClientState_detach(this);
1363 Portal_ClearAll(this);
1367 RemoveGrapplingHooks(this);
1369 // Here, everything has been done that requires this player to be a client.
1371 this.flags &= ~FL_CLIENT;
1373 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1374 if (this.killindicator) delete(this.killindicator);
1376 WaypointSprite_PlayerGone(this);
1378 bot_relinkplayerlist();
1380 strfree(this.clientstatus);
1381 if (this.personal) delete(this.personal);
1385 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1390 void ChatBubbleThink(entity this)
1392 this.nextthink = time;
1393 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1395 if(this.owner) // but why can that ever be NULL?
1396 this.owner.chatbubbleentity = NULL;
1403 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1405 if ( CS(this.owner).active_minigame )
1406 this.mdl = "models/sprites/minigame_busy.iqm";
1407 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1408 this.mdl = "models/misc/chatbubble.spr";
1411 if ( this.model != this.mdl )
1412 _setmodel(this, this.mdl);
1416 void UpdateChatBubble(entity this)
1420 // spawn a chatbubble entity if needed
1421 if (!this.chatbubbleentity)
1423 this.chatbubbleentity = new(chatbubbleentity);
1424 this.chatbubbleentity.owner = this;
1425 this.chatbubbleentity.exteriormodeltoclient = this;
1426 setthink(this.chatbubbleentity, ChatBubbleThink);
1427 this.chatbubbleentity.nextthink = time;
1428 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1429 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1430 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1431 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1432 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1433 //this.chatbubbleentity.model = "";
1434 this.chatbubbleentity.effects = EF_LOWPRECISION;
1439 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1440 // added to the model skins
1441 /*void UpdateColorModHack()
1444 c = this.clientcolors & 15;
1445 // LordHavoc: only bothering to support white, green, red, yellow, blue
1446 if (!teamplay) this.colormod = '0 0 0';
1447 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1448 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1449 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1450 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1451 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1452 else this.colormod = '1 1 1';
1455 void respawn(entity this)
1457 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1459 this.solid = SOLID_NOT;
1460 this.takedamage = DAMAGE_NO;
1461 set_movetype(this, MOVETYPE_FLY);
1462 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1463 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1464 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1465 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1466 if(autocvar_g_respawn_ghosts_maxtime)
1467 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1472 this.effects |= EF_NODRAW; // prevent another CopyBody
1473 PutClientInServer(this);
1476 void PrintToChat(entity client, string text)
1478 text = strcat("\{1}^7", text, "\n");
1479 sprint(client, text);
1482 void DebugPrintToChat(entity client, string text)
1484 if (autocvar_developer)
1486 PrintToChat(client, text);
1490 void PrintToChatAll(string text)
1492 text = strcat("\{1}^7", text, "\n");
1496 void DebugPrintToChatAll(string text)
1498 if (autocvar_developer)
1500 PrintToChatAll(text);
1504 void PrintToChatTeam(int team_num, string text)
1506 text = strcat("\{1}^7", text, "\n");
1507 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1509 if (it.team == team_num)
1516 void DebugPrintToChatTeam(int team_num, string text)
1518 if (autocvar_developer)
1520 PrintToChatTeam(team_num, text);
1524 void play_countdown(entity this, float finished, Sound samp)
1527 if(IS_REAL_CLIENT(this))
1528 if(floor(finished - time - frametime) != floor(finished - time))
1529 if(finished - time < 6)
1530 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1533 void player_powerups(entity this)
1535 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1536 int items_prev = this.items;
1538 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1539 this.modelflags |= MF_ROCKET;
1541 this.modelflags &= ~MF_ROCKET;
1543 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1545 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1548 Fire_ApplyDamage(this);
1549 Fire_ApplyEffect(this);
1551 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1553 if (this.items & ITEM_Strength.m_itemid)
1555 play_countdown(this, this.strength_finished, SND_POWEROFF);
1556 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1557 if (time > this.strength_finished)
1559 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1560 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1561 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1566 if (time < this.strength_finished)
1568 this.items = this.items | ITEM_Strength.m_itemid;
1570 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1571 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1574 if (this.items & ITEM_Shield.m_itemid)
1576 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1577 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1578 if (time > this.invincible_finished)
1580 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1581 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1582 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1587 if (time < this.invincible_finished)
1589 this.items = this.items | ITEM_Shield.m_itemid;
1591 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1592 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1595 if (this.items & IT_SUPERWEAPON)
1597 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1599 this.superweapons_finished = 0;
1600 this.items = this.items - (this.items & IT_SUPERWEAPON);
1601 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1602 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1604 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1606 // don't let them run out
1610 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1611 if (time > this.superweapons_finished)
1613 this.items = this.items - (this.items & IT_SUPERWEAPON);
1614 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1615 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1616 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1620 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1622 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1624 this.items = this.items | IT_SUPERWEAPON;
1626 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1627 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1631 this.superweapons_finished = 0;
1632 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1637 this.superweapons_finished = 0;
1641 if(autocvar_g_nodepthtestplayers)
1642 this.effects = this.effects | EF_NODEPTHTEST;
1644 if(autocvar_g_fullbrightplayers)
1645 this.effects = this.effects | EF_FULLBRIGHT;
1647 if (time >= game_starttime)
1648 if (time < this.spawnshieldtime)
1649 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1651 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1654 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1656 if(current > stable)
1658 else if(current > stable - 0.25) // when close enough, "snap"
1661 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1664 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1666 if(current < stable)
1668 else if(current < stable + 0.25) // when close enough, "snap"
1671 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1674 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1676 if(current > rotstable)
1678 if(rotframetime > 0)
1680 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1681 current = max(rotstable, current - rotlinear * rotframetime);
1684 else if(current < regenstable)
1686 if(regenframetime > 0)
1688 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1689 current = min(regenstable, current + regenlinear * regenframetime);
1699 void player_regen(entity this)
1701 float max_mod, regen_mod, rot_mod, limit_mod;
1702 max_mod = regen_mod = rot_mod = limit_mod = 1;
1704 float regen_health = autocvar_g_balance_health_regen;
1705 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1706 float regen_health_rot = autocvar_g_balance_health_rot;
1707 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1708 float regen_health_stable = autocvar_g_balance_health_regenstable;
1709 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1710 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1711 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1712 max_mod = M_ARGV(1, float);
1713 regen_mod = M_ARGV(2, float);
1714 rot_mod = M_ARGV(3, float);
1715 limit_mod = M_ARGV(4, float);
1716 regen_health = M_ARGV(5, float);
1717 regen_health_linear = M_ARGV(6, float);
1718 regen_health_rot = M_ARGV(7, float);
1719 regen_health_rotlinear = M_ARGV(8, float);
1720 regen_health_stable = M_ARGV(9, float);
1721 regen_health_rotstable = M_ARGV(10, float);
1723 if(!mutator_returnvalue)
1724 if(!STAT(FROZEN, this))
1726 float mina, maxa, limith, limita;
1727 maxa = autocvar_g_balance_armor_rotstable;
1728 mina = autocvar_g_balance_armor_regenstable;
1729 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1730 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1732 regen_health_rotstable = regen_health_rotstable * max_mod;
1733 regen_health_stable = regen_health_stable * max_mod;
1734 limith = limith * limit_mod;
1735 limita = limita * limit_mod;
1737 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1738 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1739 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1740 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1741 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1742 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1745 // if player rotted to death... die!
1746 // check this outside above checks, as player may still be able to rot to death
1747 if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1750 vehicles_exit(this.vehicle, VHEF_RELEASE);
1751 if(this.event_damage)
1752 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1755 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1757 float minf, maxf, limitf;
1759 maxf = autocvar_g_balance_fuel_rotstable;
1760 minf = autocvar_g_balance_fuel_regenstable;
1761 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1763 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1764 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1765 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1770 void SetZoomState(entity this, float newzoom)
1772 if(newzoom != CS(this).zoomstate)
1774 CS(this).zoomstate = newzoom;
1775 ClientData_Touch(this);
1777 zoomstate_set = true;
1780 void GetPressedKeys(entity this)
1782 MUTATOR_CALLHOOK(GetPressedKeys, this);
1783 int keys = STAT(PRESSED_KEYS, this);
1784 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1785 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1786 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1787 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1789 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1790 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1791 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1792 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1793 CS(this).pressedkeys = keys; // store for other users
1795 STAT(PRESSED_KEYS, this) = keys;
1799 ======================
1800 spectate mode routines
1801 ======================
1804 void SpectateCopy(entity this, entity spectatee)
1806 TC(Client, this); TC(Client, spectatee);
1808 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1809 PS(this) = PS(spectatee);
1810 this.armortype = spectatee.armortype;
1811 SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1812 SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1813 SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1814 SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1815 SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1816 SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1817 SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1818 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1819 SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1820 CS(this).impulse = 0;
1821 this.items = spectatee.items;
1822 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1823 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1824 this.strength_finished = spectatee.strength_finished;
1825 this.invincible_finished = spectatee.invincible_finished;
1826 this.superweapons_finished = spectatee.superweapons_finished;
1827 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1828 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1829 this.punchangle = spectatee.punchangle;
1830 this.view_ofs = spectatee.view_ofs;
1831 this.velocity = spectatee.velocity;
1832 this.dmg_take = spectatee.dmg_take;
1833 this.dmg_save = spectatee.dmg_save;
1834 this.dmg_inflictor = spectatee.dmg_inflictor;
1835 this.v_angle = spectatee.v_angle;
1836 this.angles = spectatee.v_angle;
1837 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1838 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1839 this.viewloc = spectatee.viewloc;
1840 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1841 this.fixangle = true;
1842 setorigin(this, spectatee.origin);
1843 setsize(this, spectatee.mins, spectatee.maxs);
1844 SetZoomState(this, CS(spectatee).zoomstate);
1846 anticheat_spectatecopy(this, spectatee);
1847 STAT(HUD, this) = STAT(HUD, spectatee);
1848 if(spectatee.vehicle)
1850 this.angles = spectatee.v_angle;
1852 //this.fixangle = false;
1853 //this.velocity = spectatee.vehicle.velocity;
1854 this.vehicle_health = spectatee.vehicle_health;
1855 this.vehicle_shield = spectatee.vehicle_shield;
1856 this.vehicle_energy = spectatee.vehicle_energy;
1857 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1858 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1859 this.vehicle_reload1 = spectatee.vehicle_reload1;
1860 this.vehicle_reload2 = spectatee.vehicle_reload2;
1862 //msg_entity = this;
1864 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1865 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1866 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1867 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1869 //WriteByte (MSG_ONE, SVC_SETVIEW);
1870 // WriteEntity(MSG_ONE, this);
1871 //makevectors(spectatee.v_angle);
1872 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1876 bool SpectateUpdate(entity this)
1881 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1883 SetSpectatee(this, NULL);
1887 SpectateCopy(this, this.enemy);
1892 bool SpectateSet(entity this)
1894 if(!IS_PLAYER(this.enemy))
1897 ClientData_Touch(this.enemy);
1900 WriteByte(MSG_ONE, SVC_SETVIEW);
1901 WriteEntity(MSG_ONE, this.enemy);
1902 set_movetype(this, MOVETYPE_NONE);
1903 accuracy_resend(this);
1905 if(!SpectateUpdate(this))
1906 PutObserverInServer(this);
1911 void SetSpectatee_status(entity this, int spectatee_num)
1913 int oldspectatee_status = CS(this).spectatee_status;
1914 CS(this).spectatee_status = spectatee_num;
1916 if (CS(this).spectatee_status != oldspectatee_status)
1918 ClientData_Touch(this);
1919 if (g_race || g_cts) race_InitSpectator();
1923 void SetSpectatee(entity this, entity spectatee)
1925 if(IS_BOT_CLIENT(this))
1926 return; // bots abuse .enemy, this code is useless to them
1928 entity old_spectatee = this.enemy;
1930 this.enemy = spectatee;
1933 // these are required to fix the spectator bug with arc
1936 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1938 .entity weaponentity = weaponentities[slot];
1939 if(old_spectatee.(weaponentity).arc_beam)
1940 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1945 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1947 .entity weaponentity = weaponentities[slot];
1948 if(this.enemy.(weaponentity).arc_beam)
1949 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1954 SetSpectatee_status(this, etof(this.enemy));
1956 // needed to update spectator list
1957 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1960 bool Spectate(entity this, entity pl)
1962 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1964 pl = M_ARGV(1, entity);
1966 SetSpectatee(this, pl);
1967 return SpectateSet(this);
1970 bool SpectateNext(entity this)
1972 entity ent = find(this.enemy, classname, STR_PLAYER);
1974 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1975 ent = M_ARGV(1, entity);
1977 ent = find(ent, classname, STR_PLAYER);
1979 if(ent) { SetSpectatee(this, ent); }
1981 return SpectateSet(this);
1984 bool SpectatePrev(entity this)
1986 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1987 entity ent = findchain(classname, STR_PLAYER);
1988 if (!ent) // no player
1992 // skip players until current spectated player
1994 while(ent && ent != this.enemy)
1997 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1999 case MUT_SPECPREV_FOUND:
2000 ent = M_ARGV(1, entity);
2002 case MUT_SPECPREV_RETURN:
2004 case MUT_SPECPREV_CONTINUE:
2015 SetSpectatee(this, ent);
2016 return SpectateSet(this);
2021 ShowRespawnCountdown()
2023 Update a respawn countdown display.
2026 void ShowRespawnCountdown(entity this)
2029 if(!IS_DEAD(this)) // just respawned?
2033 number = ceil(this.respawn_time - time);
2036 if(number <= this.respawn_countdown)
2038 this.respawn_countdown = number - 1;
2039 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
2040 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2045 .bool team_selected;
2046 bool ShowTeamSelection(entity this)
2048 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2050 stuffcmd(this, "menu_showteamselect\n");
2053 void Join(entity this)
2055 TRANSMUTE(Player, this);
2057 if(!this.team_selected)
2058 if(autocvar_g_campaign || autocvar_g_balance_teams)
2059 JoinBestTeam(this, true);
2061 if(autocvar_g_campaign)
2062 campaign_bots_may_start = true;
2064 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2066 PutClientInServer(this);
2069 if(teamplay && this.team != -1)
2070 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2072 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2073 this.team_selected = false;
2077 * Determines whether the player is allowed to join. This depends on cvar
2078 * g_maxplayers, if it isn't used this function always return true, otherwise
2079 * it checks whether the number of currently playing players exceeds g_maxplayers.
2080 * @return int number of free slots for players, 0 if none
2082 int nJoinAllowed(entity this, entity ignore)
2085 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2086 // so report 0 free slots if restricted
2088 if(autocvar_g_forced_team_otherwise == "spectate")
2090 if(autocvar_g_forced_team_otherwise == "spectator")
2094 if(this && this.team_forced < 0)
2095 return 0; // forced spectators can never join
2097 // TODO simplify this
2098 int totalClients = 0;
2099 int currentlyPlaying = 0;
2100 FOREACH_CLIENT(true, {
2103 if(IS_REAL_CLIENT(it))
2104 if(IS_PLAYER(it) || it.caplayer)
2108 float free_slots = 0;
2109 if (!autocvar_g_maxplayers)
2110 free_slots = maxclients - totalClients;
2111 else if(currentlyPlaying < autocvar_g_maxplayers)
2112 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2114 static float join_prevent_msg_time = 0;
2115 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2117 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2118 join_prevent_msg_time = time + 3;
2125 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2126 * g_maxplayers_spectator_blocktime seconds
2128 void checkSpectatorBlock(entity this)
2130 if(IS_SPEC(this) || IS_OBSERVER(this))
2132 if(IS_REAL_CLIENT(this))
2134 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2135 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2141 void PrintWelcomeMessage(entity this)
2143 if(CS(this).motd_actived_time == 0)
2145 if (autocvar_g_campaign) {
2146 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2147 CS(this).motd_actived_time = time;
2148 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2151 if (PHYS_INPUT_BUTTON_INFO(this)) {
2152 CS(this).motd_actived_time = time;
2153 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2157 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2159 if (autocvar_g_campaign) {
2160 if (PHYS_INPUT_BUTTON_INFO(this))
2161 CS(this).motd_actived_time = time;
2162 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2163 CS(this).motd_actived_time = 0;
2164 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2167 if (PHYS_INPUT_BUTTON_INFO(this))
2168 CS(this).motd_actived_time = time;
2169 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2170 CS(this).motd_actived_time = 0;
2171 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2175 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2177 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2178 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2179 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2181 // instanctly hide MOTD
2182 CS(this).motd_actived_time = 0;
2183 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2188 const int MIN_SPEC_TIME = 1;
2189 bool joinAllowed(entity this)
2191 if (CS(this).version_mismatch) return false;
2192 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2193 if (!nJoinAllowed(this, this)) return false;
2194 if (teamplay && lockteams) return false;
2195 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2196 if (ShowTeamSelection(this)) return false;
2201 .string shootfromfixedorigin;
2202 bool PlayerThink(entity this)
2204 if (game_stopped || intermission_running) {
2205 this.modelflags &= ~MF_ROCKET;
2206 if(intermission_running)
2207 IntermissionThink(this);
2211 if (timeout_status == TIMEOUT_ACTIVE) {
2212 // don't allow the player to turn around while game is paused
2213 // FIXME turn this into CSQC stuff
2214 this.v_angle = this.lastV_angle;
2215 this.angles = this.lastV_angle;
2216 this.fixangle = true;
2219 if (frametime) player_powerups(this);
2221 if (IS_DEAD(this)) {
2222 if (this.personal && g_race_qualifying) {
2223 if (time > this.respawn_time) {
2224 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2226 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2229 if (frametime) player_anim(this);
2231 if (this.respawn_flags & RESPAWN_DENY)
2233 STAT(RESPAWN_TIME, this) = 0;
2237 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));
2239 switch(this.deadflag)
2243 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2244 this.deadflag = DEAD_RESPAWNING;
2245 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2246 this.deadflag = DEAD_DEAD;
2252 this.deadflag = DEAD_RESPAWNABLE;
2253 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2254 this.deadflag = DEAD_RESPAWNING;
2257 case DEAD_RESPAWNABLE:
2259 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2260 this.deadflag = DEAD_RESPAWNING;
2263 case DEAD_RESPAWNING:
2265 if (time > this.respawn_time)
2267 this.respawn_time = time + 1; // only retry once a second
2268 this.respawn_time_max = this.respawn_time;
2275 ShowRespawnCountdown(this);
2277 if (this.respawn_flags & RESPAWN_SILENT)
2278 STAT(RESPAWN_TIME, this) = 0;
2279 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2281 if (time < this.respawn_time)
2282 STAT(RESPAWN_TIME, this) = this.respawn_time;
2283 else if (this.deadflag != DEAD_RESPAWNING)
2284 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2287 STAT(RESPAWN_TIME, this) = this.respawn_time;
2290 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2291 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2292 STAT(RESPAWN_TIME, this) *= -1;
2297 FixPlayermodel(this);
2299 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2300 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2301 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2304 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2307 this.items &= ~this.items_added;
2309 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2311 .entity weaponentity = weaponentities[slot];
2312 W_WeaponFrame(this, weaponentity);
2315 this.items_added = 0;
2316 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2317 this.items_added |= IT_FUEL;
2319 this.items |= this.items_added;
2324 // WEAPONTODO: Add a weapon request for this
2325 // rot vortex charge to the charge limit
2326 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2328 .entity weaponentity = weaponentities[slot];
2329 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2330 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2333 if (frametime) player_anim(this);
2336 secrets_setstatus(this);
2339 monsters_setstatus(this);
2341 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2346 .bool would_spectate;
2347 void ObserverThink(entity this)
2349 if ( CS(this).impulse )
2351 MinigameImpulse(this, CS(this).impulse);
2352 CS(this).impulse = 0;
2355 if (this.flags & FL_JUMPRELEASED) {
2356 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2357 this.flags &= ~FL_JUMPRELEASED;
2358 this.flags |= FL_SPAWNING;
2359 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2360 this.flags &= ~FL_JUMPRELEASED;
2361 if(SpectateNext(this)) {
2362 TRANSMUTE(Spectator, this);
2365 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2366 set_movetype(this, preferred_movetype);
2369 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2370 this.flags |= FL_JUMPRELEASED;
2371 if(this.flags & FL_SPAWNING)
2373 this.flags &= ~FL_SPAWNING;
2381 void SpectatorThink(entity this)
2383 if ( CS(this).impulse )
2385 if(MinigameImpulse(this, CS(this).impulse))
2386 CS(this).impulse = 0;
2388 if (CS(this).impulse == IMP_weapon_drop.impulse)
2390 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2391 CS(this).impulse = 0;
2396 if (this.flags & FL_JUMPRELEASED) {
2397 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2398 this.flags &= ~FL_JUMPRELEASED;
2399 this.flags |= FL_SPAWNING;
2400 } 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)) {
2401 this.flags &= ~FL_JUMPRELEASED;
2402 if(SpectateNext(this)) {
2403 TRANSMUTE(Spectator, this);
2405 TRANSMUTE(Observer, this);
2406 PutClientInServer(this);
2408 CS(this).impulse = 0;
2409 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2410 this.flags &= ~FL_JUMPRELEASED;
2411 if(SpectatePrev(this)) {
2412 TRANSMUTE(Spectator, this);
2414 TRANSMUTE(Observer, this);
2415 PutClientInServer(this);
2417 CS(this).impulse = 0;
2418 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2419 this.would_spectate = false;
2420 this.flags &= ~FL_JUMPRELEASED;
2421 TRANSMUTE(Observer, this);
2422 PutClientInServer(this);
2424 if(!SpectateUpdate(this))
2426 if(!SpectateNext(this))
2428 PutObserverInServer(this);
2429 this.would_spectate = true;
2434 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2435 this.flags |= FL_JUMPRELEASED;
2436 if(this.flags & FL_SPAWNING)
2438 this.flags &= ~FL_SPAWNING;
2443 if(!SpectateUpdate(this))
2444 PutObserverInServer(this);
2447 this.flags |= FL_CLIENT | FL_NOTARGET;
2450 void PlayerUseKey(entity this)
2452 if (!IS_PLAYER(this))
2459 vehicles_exit(this.vehicle, VHEF_NORMAL);
2463 else if(autocvar_g_vehicles_enter)
2465 if(!STAT(FROZEN, this))
2469 entity head, closest_target = NULL;
2470 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2472 while(head) // find the closest acceptable target to enter
2474 if(IS_VEHICLE(head))
2476 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2477 if(head.takedamage != DAMAGE_NO)
2481 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2482 { closest_target = head; }
2484 else { closest_target = head; }
2490 if(closest_target) { vehicles_enter(this, closest_target); return; }
2494 // a use key was pressed; call handlers
2495 MUTATOR_CALLHOOK(PlayerUseKey, this);
2503 Called every frame for each client before the physics are run
2506 .float last_vehiclecheck;
2507 void PlayerPreThink (entity this)
2509 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2510 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2512 WarpZone_PlayerPhysics_FixVAngle(this);
2515 // physics frames: update anticheat stuff
2516 anticheat_prethink(this);
2519 if (blockSpectators && frametime) {
2520 // WORKAROUND: only use dropclient in server frames (frametime set).
2521 // Never use it in cl_movement frames (frametime zero).
2522 checkSpectatorBlock(this);
2525 zoomstate_set = false;
2527 // Check for nameless players
2528 if (this.netname == "" || this.netname != CS(this).netname_previous)
2530 bool assume_unchanged = (CS(this).netname_previous == "");
2531 if (isInvisibleString(this.netname))
2533 this.netname = strzone(sprintf("Player#%d", this.playerid));
2534 assume_unchanged = false;
2535 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2537 if (!assume_unchanged && autocvar_sv_eventlog)
2538 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2539 strcpy(CS(this).netname_previous, this.netname);
2543 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2544 CS(this).version_nagtime = 0;
2545 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2547 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2549 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2551 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2552 if (r < 0) { // old client
2553 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2554 } else if (r > 0) { // old server
2555 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2561 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2563 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2564 this.max_armorvalue = 0;
2569 if (STAT(FROZEN, this) == 2)
2571 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2572 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2573 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2575 if (STAT(REVIVE_PROGRESS, this) >= 1)
2578 else if (STAT(FROZEN, this) == 3)
2580 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2581 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2583 if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2586 vehicles_exit(this.vehicle, VHEF_RELEASE);
2587 if(this.event_damage)
2588 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2590 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2595 MUTATOR_CALLHOOK(PlayerPreThink, this);
2597 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2598 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2600 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2602 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2603 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2605 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2609 if(!it.team || SAME_TEAM(this, it))
2610 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2611 else if(autocvar_g_vehicles_steal)
2612 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2616 this.last_vehiclecheck = time + 1;
2619 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2621 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2623 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2626 if (IS_REAL_CLIENT(this))
2627 PrintWelcomeMessage(this);
2629 if (IS_PLAYER(this)) {
2630 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2631 error("Client can't be spawned as player on connection!");
2632 if(!PlayerThink(this))
2635 else if (game_stopped || intermission_running) {
2636 if(intermission_running)
2637 IntermissionThink(this);
2640 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2642 CS(this).autojoin_checked = true;
2643 // don't do this in ClientConnect
2644 // many things can go wrong if a client is spawned as player on connection
2645 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2646 || (!(autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0)
2647 && (!teamplay || autocvar_g_balance_teams)))
2649 campaign_bots_may_start = true;
2654 else if (IS_OBSERVER(this)) {
2655 ObserverThink(this);
2657 else if (IS_SPEC(this)) {
2658 SpectatorThink(this);
2661 // WEAPONTODO: Add weapon request for this
2662 if (!zoomstate_set) {
2663 bool wep_zoomed = false;
2664 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2666 .entity weaponentity = weaponentities[slot];
2667 Weapon thiswep = this.(weaponentity).m_weapon;
2668 if(thiswep != WEP_Null && thiswep.wr_zoom)
2669 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2671 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2674 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2676 CS(this).teamkill_soundtime = 0;
2678 entity e = CS(this).teamkill_soundsource;
2679 entity oldpusher = e.pusher;
2681 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2682 e.pusher = oldpusher;
2685 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2686 CS(this).taunt_soundtime = 0;
2687 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2690 target_voicescript_next(this);
2692 // WEAPONTODO: Move into weaponsystem somehow
2693 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2694 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2696 .entity weaponentity = weaponentities[slot];
2697 if(this.(weaponentity).m_weapon == WEP_Null)
2698 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2702 void DrownPlayer(entity this)
2704 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2707 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2709 if(this.air_finished < time)
2710 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2711 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2713 else if (this.air_finished < time)
2715 if (this.pain_finished < time)
2717 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');
2718 this.pain_finished = time + 0.5;
2723 .bool move_qcphysics;
2725 void Player_Physics(entity this)
2727 set_movetype(this, this.move_movetype);
2729 if(!this.move_qcphysics)
2732 if(!frametime && !CS(this).pm_frametime)
2735 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2737 CS(this).pm_frametime = 0;
2744 Called every frame for each client after the physics are run
2747 void PlayerPostThink (entity this)
2749 Player_Physics(this);
2752 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2753 if (IS_REAL_CLIENT(this))
2754 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2756 int totalClients = 0;
2757 if(sv_maxidle_slots > 0)
2759 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2765 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2766 { /* do nothing */ }
2767 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2769 if (CS(this).idlekick_lasttimeleft)
2771 CS(this).idlekick_lasttimeleft = 0;
2772 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2777 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2778 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2779 if (!CS(this).idlekick_lasttimeleft)
2780 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2782 if (timeleft <= 0) {
2783 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2787 else if (timeleft <= 10) {
2788 if (timeleft != CS(this).idlekick_lasttimeleft) {
2789 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2791 CS(this).idlekick_lasttimeleft = timeleft;
2800 this.solid = SOLID_NOT;
2801 this.takedamage = DAMAGE_NO;
2802 set_movetype(this, MOVETYPE_NONE);
2805 if (IS_PLAYER(this)) {
2806 if(this.death_time == time && IS_DEAD(this))
2808 // player's bbox gets resized now, instead of in the damage event that killed the player,
2809 // once all the damage events of this frame have been processed with normal size
2811 setsize(this, this.mins, this.maxs);
2814 UpdateChatBubble(this);
2815 if (CS(this).impulse) ImpulseCommands(this);
2818 CSQCMODEL_AUTOUPDATE(this);
2821 GetPressedKeys(this);
2824 if (this.waypointsprite_attachedforcarrier) {
2825 vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2826 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2829 CSQCMODEL_AUTOUPDATE(this);
2832 // hack to copy the button fields from the client entity to the Client State
2833 void PM_UpdateButtons(entity this, entity store)
2836 store.impulse = this.impulse;
2839 bool typing = this.buttonchat;
2841 store.button0 = (typing) ? 0 : this.button0;
2843 store.button2 = (typing) ? 0 : this.button2;
2844 store.button3 = (typing) ? 0 : this.button3;
2845 store.button4 = this.button4;
2846 store.button5 = (typing) ? 0 : this.button5;
2847 store.button6 = this.button6;
2848 store.button7 = this.button7;
2849 store.button8 = this.button8;
2850 store.button9 = this.button9;
2851 store.button10 = this.button10;
2852 store.button11 = this.button11;
2853 store.button12 = this.button12;
2854 store.button13 = this.button13;
2855 store.button14 = this.button14;
2856 store.button15 = this.button15;
2857 store.button16 = this.button16;
2858 store.buttonuse = this.buttonuse;
2859 store.buttonchat = this.buttonchat;
2861 store.cursor_active = this.cursor_active;
2862 store.cursor_screen = this.cursor_screen;
2863 store.cursor_trace_start = this.cursor_trace_start;
2864 store.cursor_trace_endpos = this.cursor_trace_endpos;
2865 store.cursor_trace_ent = this.cursor_trace_ent;
2867 store.ping = this.ping;
2868 store.ping_packetloss = this.ping_packetloss;
2869 store.ping_movementloss = this.ping_movementloss;
2871 store.v_angle = this.v_angle;
2872 store.movement = (typing) ? '0 0 0' : this.movement;
2875 NET_HANDLE(fpsreport, bool)
2877 int fps = ReadShort();
2878 PlayerScore_Set(sender, SP_FPS, fps);