3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/qc/globalsound.qh>
7 #include <common/ent_cs.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
10 #include <common/items/_mod.qh>
11 #include <common/items/inventory.qh>
12 #include <common/mapobjects/func/conveyor.qh>
13 #include <common/mapobjects/func/ladder.qh>
14 #include <common/mapobjects/subs.qh>
15 #include <common/mapobjects/target/spawnpoint.qh>
16 #include <common/mapobjects/teleporters.qh>
17 #include <common/mapobjects/trigger/counter.qh>
18 #include <common/mapobjects/trigger/secret.qh>
19 #include <common/mapobjects/trigger/swamp.qh>
20 #include <common/mapobjects/triggers.qh>
21 #include <common/minigames/sv_minigames.qh>
22 #include <common/monsters/sv_monsters.qh>
23 #include <common/mutators/mutator/instagib/sv_instagib.qh>
24 #include <common/mutators/mutator/overkill/oknex.qh>
25 #include <common/mutators/mutator/waypoints/all.qh>
26 #include <common/net_linked.qh>
27 #include <common/net_notice.qh>
28 #include <common/notifications/all.qh>
29 #include <common/physics/player.qh>
30 #include <common/playerstats.qh>
31 #include <common/state.qh>
32 #include <common/stats.qh>
33 #include <common/vehicles/all.qh>
34 #include <common/vehicles/sv_vehicles.qh>
35 #include <common/viewloc.qh>
36 #include <common/weapons/_all.qh>
37 #include <common/weapons/weapon/vortex.qh>
38 #include <common/wepent.qh>
39 #include <lib/csqcmodel/sv_model.qh>
40 #include <lib/warpzone/common.qh>
41 #include <lib/warpzone/server.qh>
42 #include <server/anticheat.qh>
43 #include <server/antilag.qh>
44 #include <server/bot/api.qh>
45 #include <server/campaign.qh>
46 #include <server/chat.qh>
47 #include <server/cheats.qh>
48 #include <server/clientkill.qh>
49 #include <server/command/common.qh>
50 #include <server/command/common.qh>
51 #include <server/command/vote.qh>
52 #include <server/compat/quake3.qh>
53 #include <server/damage.qh>
54 #include <server/gamelog.qh>
55 #include <server/handicap.qh>
56 #include <server/hook.qh>
57 #include <server/impulse.qh>
58 #include <server/intermission.qh>
59 #include <server/ipban.qh>
60 #include <server/main.qh>
61 #include <server/mutators/_mod.qh>
62 #include <server/player.qh>
63 #include <server/portals.qh>
64 #include <server/race.qh>
65 #include <server/resources.qh>
66 #include <server/scores.qh>
67 #include <server/scores_rules.qh>
68 #include <server/spawnpoints.qh>
69 #include <server/teamplay.qh>
70 #include <server/weapons/accuracy.qh>
71 #include <server/weapons/common.qh>
72 #include <server/weapons/hitplot.qh>
73 #include <server/weapons/selection.qh>
74 #include <server/weapons/weaponsystem.qh>
75 #include <server/world.qh>
77 STATIC_METHOD(Client, Add, void(Client this, int _team))
80 TRANSMUTE(Player, this);
83 PutClientInServer(this);
86 STATIC_METHOD(Client, Remove, void(Client this))
88 TRANSMUTE(Observer, this);
89 PutClientInServer(this);
90 ClientDisconnect(this);
93 void send_CSQC_teamnagger() {
94 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
97 void send_TeamNames(int channel, entity to) {
100 WriteHeader(channel, TE_CSQC_TEAMNAMES);
101 WriteString(channel, autocvar_g_teamnames_red);
102 WriteString(channel, autocvar_g_teamnames_blue);
103 WriteString(channel, autocvar_g_teamnames_yellow);
104 WriteString(channel, autocvar_g_teamnames_pink);
107 int CountSpectators(entity player, entity to)
109 if(!player) { return 0; } // not sure how, but best to be safe
113 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
121 void WriteSpectators(entity player, entity to)
123 if(!player) { return; } // not sure how, but best to be safe
126 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
128 if(spec_count >= MAX_SPECTATORS)
130 WriteByte(MSG_ENTITY, num_for_edict(it));
135 bool ClientData_Send(entity this, entity to, int sf)
137 assert(to == this.owner, return false);
140 if (IS_SPEC(e)) e = e.enemy;
143 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
144 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
145 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
146 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
148 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
149 WriteByte(MSG_ENTITY, sf);
152 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
156 float specs = CountSpectators(e, to);
157 WriteByte(MSG_ENTITY, specs);
158 WriteSpectators(e, to);
164 void ClientData_Attach(entity this)
166 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
167 CS(this).clientdata.drawonlytoclient = this;
168 CS(this).clientdata.owner = this;
171 void ClientData_Detach(entity this)
173 delete(CS(this).clientdata);
174 CS(this).clientdata = NULL;
177 void ClientData_Touch(entity e)
179 entity cd = CS(e).clientdata;
180 if (cd) { cd.SendFlags = 1; }
182 // make it spectatable
183 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
185 entity cd = CS(it).clientdata;
186 if (cd) { cd.SendFlags = 1; }
195 Checks if the argument string can be a valid playermodel.
196 Returns a valid one in doubt.
199 string FallbackPlayerModel;
200 string CheckPlayerModel(string plyermodel) {
201 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
203 // note: we cannot summon Don Strunzone here, some player may
204 // still have the model string set. In case anyone manages how
205 // to change a cvar default, we'll have a small leak here.
206 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
208 // only in right path
209 if( substring(plyermodel,0,14) != "models/player/")
210 return FallbackPlayerModel;
211 // only good file extensions
212 if(substring(plyermodel,-4,4) != ".zym")
213 if(substring(plyermodel,-4,4) != ".dpm")
214 if(substring(plyermodel,-4,4) != ".iqm")
215 if(substring(plyermodel,-4,4) != ".md3")
216 if(substring(plyermodel,-4,4) != ".psk")
217 return FallbackPlayerModel;
218 // forbid the LOD models
219 if(substring(plyermodel, -9,5) == "_lod1")
220 return FallbackPlayerModel;
221 if(substring(plyermodel, -9,5) == "_lod2")
222 return FallbackPlayerModel;
223 if(plyermodel != strtolower(plyermodel))
224 return FallbackPlayerModel;
225 // also, restrict to server models
226 if(autocvar_sv_servermodelsonly)
228 if(!fexists(plyermodel))
229 return FallbackPlayerModel;
234 void setplayermodel(entity e, string modelname)
236 precache_model(modelname);
237 _setmodel(e, modelname);
238 player_setupanimsformodel(e);
239 if(!autocvar_g_debug_globalsounds)
240 UpdatePlayerSounds(e);
243 /** putting a client as observer in the server */
244 void PutObserverInServer(entity this)
246 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
247 PlayerState_detach(this);
251 if(GetResource(this, RES_HEALTH) >= 1)
254 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
257 // was a player, recount votes and ready status
258 if(IS_REAL_CLIENT(this))
260 if (vote_called) { VoteCount(false); }
265 entity spot = SelectSpawnPoint(this, true);
266 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
267 this.angles = vec2(spot.angles);
268 this.fixangle = true;
269 // offset it so that the spectator spawns higher off the ground, looks better this way
270 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
271 if (IS_REAL_CLIENT(this))
274 WriteByte(MSG_ONE, SVC_SETVIEW);
275 WriteEntity(MSG_ONE, this);
277 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
278 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
279 if(!autocvar_g_debug_globalsounds)
281 // needed for player sounds
283 FixPlayermodel(this);
285 setmodel(this, MDL_Null);
286 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
287 this.view_ofs = '0 0 0';
289 RemoveGrapplingHooks(this);
290 Portal_ClearAll(this);
291 Unfreeze(this, false);
292 SetSpectatee(this, NULL);
297 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
301 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
303 WaypointSprite_PlayerDead(this);
305 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
306 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
308 accuracy_resend(this);
310 CS(this).spectatortime = time;
312 IL_REMOVE(g_bot_targets, this);
313 this.bot_attack = false;
314 if(this.monster_attack)
315 IL_REMOVE(g_monster_targets, this);
316 this.monster_attack = false;
317 STAT(HUD, this) = HUD_NORMAL;
318 TRANSMUTE(Observer, this);
319 this.iscreature = false;
320 this.teleportable = TELEPORT_SIMPLE;
321 if(this.damagedbycontents)
322 IL_REMOVE(g_damagedbycontents, this);
323 this.damagedbycontents = false;
324 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
325 SetSpectatee_status(this, etof(this));
326 this.takedamage = DAMAGE_NO;
327 this.solid = SOLID_NOT;
328 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
329 this.flags = FL_CLIENT | FL_NOTARGET;
331 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
332 this.pauserotarmor_finished = 0;
333 this.pauserothealth_finished = 0;
334 this.pauseregen_finished = 0;
335 this.damageforcescale = 0;
337 this.respawn_flags = 0;
338 this.respawn_time = 0;
339 STAT(RESPAWN_TIME, this) = 0;
343 this.pain_finished = 0;
344 STAT(STRENGTH_FINISHED, this) = 0;
345 STAT(INVINCIBLE_FINISHED, this) = 0;
346 STAT(SUPERWEAPONS_FINISHED, this) = 0;
347 STAT(AIR_FINISHED, this) = 0;
348 //this.dphitcontentsmask = 0;
349 this.dphitcontentsmask = DPCONTENTS_SOLID;
350 if (autocvar_g_playerclip_collisions)
351 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
354 setthink(this, func_null);
356 this.deadflag = DEAD_NO;
358 STAT(REVIVE_PROGRESS, this) = 0;
359 this.revival_time = 0;
360 this.draggable = drag_undraggable;
363 STAT(WEAPONS, this) = '0 0 0';
364 this.drawonlytoclient = this;
368 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
370 this.weaponmodel = "";
371 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
373 this.weaponentities[slot] = NULL;
375 this.exteriorweaponentity = NULL;
376 CS(this).killcount = FRAGS_SPECTATOR;
377 this.velocity = '0 0 0';
378 this.avelocity = '0 0 0';
379 this.punchangle = '0 0 0';
380 this.punchvector = '0 0 0';
381 this.oldvelocity = this.velocity;
382 this.fire_endtime = -1;
383 this.event_damage = func_null;
384 this.event_heal = func_null;
386 for(int slot = 0; slot < MAX_AXH; ++slot)
388 entity axh = this.(AuxiliaryXhair[slot]);
389 this.(AuxiliaryXhair[slot]) = NULL;
391 if(axh.owner == this && axh != NULL && !wasfreed(axh))
395 if (mutator_returnvalue)
397 // mutator prevents resetting teams+score
401 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
402 this.frags = FRAGS_SPECTATOR;
404 if (CS(this).just_joined)
405 CS(this).just_joined = false;
408 int player_getspecies(entity this)
410 get_model_parameters(this.model, this.skin);
411 int s = get_model_parameters_species;
412 get_model_parameters(string_null, 0);
413 if (s < 0) return SPECIES_HUMAN;
417 .float model_randomizer;
418 void FixPlayermodel(entity player)
420 string defaultmodel = "";
422 if(autocvar_sv_defaultcharacter)
428 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
429 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
430 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
431 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
435 if(defaultmodel == "")
437 defaultmodel = autocvar_sv_defaultplayermodel;
438 defaultskin = autocvar_sv_defaultplayerskin;
441 int n = tokenize_console(defaultmodel);
444 defaultmodel = argv(floor(n * CS(player).model_randomizer));
445 // However, do NOT randomize if the player-selected model is in the list.
446 for (int i = 0; i < n; ++i)
447 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
448 defaultmodel = argv(i);
451 int i = strstrofs(defaultmodel, ":", 0);
454 defaultskin = stof(substring(defaultmodel, i+1, -1));
455 defaultmodel = substring(defaultmodel, 0, i);
458 if(autocvar_sv_defaultcharacterskin && !defaultskin)
464 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
465 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
466 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
467 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
472 defaultskin = autocvar_sv_defaultplayerskin;
475 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
476 defaultmodel = M_ARGV(0, string);
477 defaultskin = M_ARGV(1, int);
481 if(defaultmodel != "")
483 if (defaultmodel != player.model)
485 vector m1 = player.mins;
486 vector m2 = player.maxs;
487 setplayermodel (player, defaultmodel);
488 setsize (player, m1, m2);
492 oldskin = player.skin;
493 player.skin = defaultskin;
495 if (player.playermodel != player.model || player.playermodel == "")
497 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
498 vector m1 = player.mins;
499 vector m2 = player.maxs;
500 setplayermodel (player, player.playermodel);
501 setsize (player, m1, m2);
505 if(!autocvar_sv_defaultcharacterskin)
507 oldskin = player.skin;
508 player.skin = stof(player.playerskin);
512 oldskin = player.skin;
513 player.skin = defaultskin;
517 if(chmdl || oldskin != player.skin) // model or skin has changed
519 player.species = player_getspecies(player); // update species
520 if(!autocvar_g_debug_globalsounds)
521 UpdatePlayerSounds(player); // update skin sounds
525 if(strlen(autocvar_sv_defaultplayercolors))
526 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
527 setcolor(player, stof(autocvar_sv_defaultplayercolors));
530 void ResetPlayerResources(entity this)
533 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
534 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
535 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
536 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
537 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
538 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
539 SetResource(this, RES_HEALTH, warmup_start_health);
540 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
541 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
543 SetResource(this, RES_SHELLS, start_ammo_shells);
544 SetResource(this, RES_BULLETS, start_ammo_nails);
545 SetResource(this, RES_ROCKETS, start_ammo_rockets);
546 SetResource(this, RES_CELLS, start_ammo_cells);
547 SetResource(this, RES_PLASMA, start_ammo_plasma);
548 SetResource(this, RES_FUEL, start_ammo_fuel);
549 SetResource(this, RES_HEALTH, start_health);
550 SetResource(this, RES_ARMOR, start_armorvalue);
551 STAT(WEAPONS, this) = start_weapons;
552 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
554 GiveRandomWeapons(this, random_start_weapons_count,
555 autocvar_g_random_start_weapons, random_start_ammo);
560 void PutPlayerInServer(entity this)
562 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
564 PlayerState_attach(this);
565 accuracy_resend(this);
568 TeamBalance_JoinBestTeam(this);
570 entity spot = SelectSpawnPoint(this, false);
572 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
573 return; // spawn failed
576 TRANSMUTE(Player, this);
578 CS(this).wasplayer = true;
579 this.iscreature = true;
580 this.teleportable = TELEPORT_NORMAL;
581 if(!this.damagedbycontents)
582 IL_PUSH(g_damagedbycontents, this);
583 this.damagedbycontents = true;
584 set_movetype(this, MOVETYPE_WALK);
585 this.solid = SOLID_SLIDEBOX;
586 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
587 if (autocvar_g_playerclip_collisions)
588 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
589 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
590 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
591 this.frags = FRAGS_PLAYER;
592 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
593 this.flags = FL_CLIENT | FL_PICKUPITEMS;
594 if (autocvar__notarget)
595 this.flags |= FL_NOTARGET;
596 this.takedamage = DAMAGE_AIM;
597 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
599 ResetPlayerResources(this);
601 SetSpectatee_status(this, 0);
603 PS(this).dual_weapons = '0 0 0';
605 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
607 this.items = start_items;
609 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
610 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
611 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
612 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
613 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
614 if (!sv_ready_restart_after_countdown && time < game_starttime)
616 float f = game_starttime - time;
617 this.spawnshieldtime += f;
618 this.pauserotarmor_finished += f;
619 this.pauserothealth_finished += f;
620 this.pauseregen_finished += f;
623 this.damageforcescale = autocvar_g_player_damageforcescale;
625 this.respawn_flags = 0;
626 this.respawn_time = 0;
627 STAT(RESPAWN_TIME, this) = 0;
628 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
629 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
631 this.pain_finished = 0;
633 setthink(this, func_null); // players have no think function
636 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
638 this.deadflag = DEAD_NO;
640 this.angles = spot.angles;
641 this.angles_z = 0; // never spawn tilted even if the spot says to
642 if (IS_BOT_CLIENT(this))
644 this.v_angle = this.angles;
647 this.fixangle = true; // turn this way immediately
648 this.oldvelocity = this.velocity = '0 0 0';
649 this.avelocity = '0 0 0';
650 this.punchangle = '0 0 0';
651 this.punchvector = '0 0 0';
653 STAT(STRENGTH_FINISHED, this) = 0;
654 STAT(INVINCIBLE_FINISHED, this) = 0;
655 this.fire_endtime = -1;
656 STAT(REVIVE_PROGRESS, this) = 0;
657 this.revival_time = 0;
659 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
660 STAT(BUFFS, this) = 0;
661 STAT(BUFF_TIME, this) = 0;
663 STAT(AIR_FINISHED, this) = 0;
664 this.waterlevel = WATERLEVEL_NONE;
665 this.watertype = CONTENT_EMPTY;
667 entity spawnevent = new_pure(spawnevent);
668 spawnevent.owner = this;
669 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
671 // Cut off any still running player sounds.
672 stopsound(this, CH_PLAYER_SINGLE);
675 FixPlayermodel(this);
676 this.drawonlytoclient = NULL;
680 for(int slot = 0; slot < MAX_AXH; ++slot)
682 entity axh = this.(AuxiliaryXhair[slot]);
683 this.(AuxiliaryXhair[slot]) = NULL;
685 if(axh.owner == this && axh != NULL && !wasfreed(axh))
689 this.spawnpoint_targ = NULL;
692 this.view_ofs = STAT(PL_VIEW_OFS, this);
693 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
694 this.spawnorigin = spot.origin;
695 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
696 // don't reset back to last position, even if new position is stuck in solid
697 this.oldorigin = this.origin;
699 IL_REMOVE(g_conveyed, this);
700 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
702 IL_REMOVE(g_swamped, this);
703 this.swampslug = NULL;
704 this.swamp_interval = 0;
705 if(this.ladder_entity)
706 IL_REMOVE(g_ladderents, this);
707 this.ladder_entity = NULL;
708 IL_EACH(g_counters, it.realowner == this,
712 STAT(HUD, this) = HUD_NORMAL;
714 this.event_damage = PlayerDamage;
715 this.event_heal = PlayerHeal;
717 this.draggable = func_null;
720 IL_PUSH(g_bot_targets, this);
721 this.bot_attack = true;
722 if(!this.monster_attack)
723 IL_PUSH(g_monster_targets, this);
724 this.monster_attack = true;
725 navigation_dynamicgoal_init(this, false);
727 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
729 // player was spectator
730 if (CS(this).killcount == FRAGS_SPECTATOR) {
731 PlayerScore_Clear(this);
732 CS(this).killcount = 0;
733 CS(this).startplaytime = time;
736 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
738 .entity weaponentity = weaponentities[slot];
739 CL_SpawnWeaponentity(this, weaponentity);
741 this.alpha = default_player_alpha;
742 this.colormod = '1 1 1' * autocvar_g_player_brightness;
743 this.exteriorweaponentity.alpha = default_weapon_alpha;
745 this.speedrunning = false;
747 this.counter_cnt = 0;
748 this.fragsfilter_cnt = 0;
750 target_voicescript_clear(this);
752 // reset fields the weapons may use
753 FOREACH(Weapons, true, {
754 it.wr_resetplayer(it, this);
755 // reload all reloadable weapons
756 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
757 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
759 .entity weaponentity = weaponentities[slot];
760 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
766 string s = spot.target;
767 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
768 spot.target = string_null;
769 SUB_UseTargets(spot, this, NULL);
770 if(g_assault || g_race)
774 Unfreeze(this, false);
776 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
778 if (autocvar_spawn_debug)
780 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
781 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
784 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
786 .entity weaponentity = weaponentities[slot];
787 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
788 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
790 this.(weaponentity).m_switchweapon = WEP_Null;
791 this.(weaponentity).m_weapon = WEP_Null;
792 this.(weaponentity).weaponname = "";
793 this.(weaponentity).m_switchingweapon = WEP_Null;
794 this.(weaponentity).cnt = -1;
797 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
799 if (CS(this).impulse) ImpulseCommands(this);
801 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
802 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
804 .entity weaponentity = weaponentities[slot];
805 W_WeaponFrame(this, weaponentity);
808 if (!warmup_stage && !this.alivetime)
809 this.alivetime = time;
811 antilag_clear(this, CS(this));
814 /** Called when a client spawns in the server */
815 void PutClientInServer(entity this)
817 if (IS_BOT_CLIENT(this)) {
818 TRANSMUTE(Player, this);
819 } else if (IS_REAL_CLIENT(this)) {
821 WriteByte(MSG_ONE, SVC_SETVIEW);
822 WriteEntity(MSG_ONE, this);
825 TRANSMUTE(Observer, this);
827 SetSpectatee(this, NULL);
831 PS(this).itemkeys = 0;
833 MUTATOR_CALLHOOK(PutClientInServer, this);
835 if (IS_OBSERVER(this)) {
836 PutObserverInServer(this);
837 } else if (IS_PLAYER(this)) {
838 PutPlayerInServer(this);
842 if(teamplay && IS_REAL_CLIENT(this))
843 send_TeamNames(MSG_ONE, this);
846 // TODO do we need all these fields, or should we stop autodetecting runtime
847 // changes and just have a console command to update this?
848 bool ClientInit_SendEntity(entity this, entity to, int sf)
850 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
853 // MSG_INIT replacement
854 // TODO: make easier to use
856 W_PROP_reload(MSG_ONE, to);
857 ClientInit_misc(this);
858 MUTATOR_CALLHOOK(Ent_Init);
860 void ClientInit_misc(entity this)
862 int channel = MSG_ONE;
863 WriteHeader(channel, ENT_CLIENT_INIT);
864 WriteByte(channel, g_nexball_meter_period * 32);
865 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
866 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
867 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
868 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
869 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
870 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
871 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
872 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
874 if(autocvar_sv_foginterval && world.fog != "")
875 WriteString(channel, world.fog);
877 WriteString(channel, "");
878 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
879 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
880 WriteByte(channel, serverflags);
881 WriteCoord(channel, autocvar_g_trueaim_minrange);
883 // z411 send full hostname
884 WriteString(channel, (autocvar_hostname_full ? autocvar_hostname_full : autocvar_hostname));
887 void ClientInit_CheckUpdate(entity this)
889 this.nextthink = time;
890 if(this.count != autocvar_g_balance_armor_blockpercent)
892 this.count = autocvar_g_balance_armor_blockpercent;
895 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
897 this.cnt = autocvar_g_balance_damagepush_speedfactor;
902 void ClientInit_Spawn()
904 entity e = new_pure(clientinit);
905 setthink(e, ClientInit_CheckUpdate);
906 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
908 ClientInit_CheckUpdate(e);
918 // initialize parms for a new player
919 parm1 = -(86400 * 366);
921 MUTATOR_CALLHOOK(SetNewParms);
929 void SetChangeParms (entity this)
931 // save parms for level change
932 parm1 = CS(this).parm_idlesince - time;
934 MUTATOR_CALLHOOK(SetChangeParms);
942 void DecodeLevelParms(entity this)
945 CS(this).parm_idlesince = parm1;
946 if (CS(this).parm_idlesince == -(86400 * 366))
947 CS(this).parm_idlesince = time;
949 // whatever happens, allow 60 seconds of idling directly after connect for map loading
950 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
952 MUTATOR_CALLHOOK(DecodeLevelParms);
955 void FixClientCvars(entity e)
957 // send prediction settings to the client
958 stuffcmd(e, "\nin_bindmap 0 0\n");
959 if(autocvar_g_antilag == 3) // client side hitscan
960 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
961 if(autocvar_sv_gentle)
962 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
964 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
965 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
967 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
969 MUTATOR_CALLHOOK(FixClientCvars, e);
972 bool findinlist_abbrev(string tofind, string list)
974 if(list == "" || tofind == "")
975 return false; // empty list or search, just return
977 // this function allows abbreviated strings!
978 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
986 bool PlayerInIPList(entity p, string iplist)
988 // some safety checks (never allow local?)
989 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
992 return findinlist_abbrev(p.netaddress, iplist);
995 bool PlayerInIDList(entity p, string idlist)
997 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1001 return findinlist_abbrev(p.crypto_idfp, idlist);
1004 bool PlayerInList(entity player, string list)
1006 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1009 #ifdef DP_EXT_PRECONNECT
1014 Called once (not at each match start) when a client begins a connection to the server
1017 void ClientPreConnect(entity this)
1019 if(autocvar_sv_eventlog)
1021 GameLogEcho(sprintf(":connect:%d:%d:%s",
1024 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1030 string GetClientVersionMessage(entity this)
1032 if (CS(this).version_mismatch) {
1033 if(CS(this).version < autocvar_gameversion) {
1034 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1035 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1037 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1038 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1041 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1045 string getwelcomemessage(entity this)
1047 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1048 string modifications = M_ARGV(0, string);
1052 if(g_weaponarena_random)
1053 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1055 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1057 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1058 modifications = strcat(modifications, ", No start weapons");
1059 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1060 modifications = strcat(modifications, ", Low gravity");
1061 if(g_weapon_stay && !g_cts)
1062 modifications = strcat(modifications, ", Weapons stay");
1063 if(autocvar_g_jetpack)
1064 modifications = strcat(modifications, ", Jet pack");
1065 if(autocvar_g_powerups == 0)
1066 modifications = strcat(modifications, ", No powerups");
1067 if(autocvar_g_powerups > 0)
1068 modifications = strcat(modifications, ", Powerups");
1069 modifications = substring(modifications, 2, strlen(modifications) - 2);
1071 //string versionmessage = GetClientVersionMessage(this);
1072 //string s = strcat(versionmessage, "^8\n^9", (autocvar_hostname_full ? autocvar_hostname_full : autocvar_hostname));
1073 string s = (autocvar_hostname_full ? autocvar_hostname_full : autocvar_hostname);
1075 s = strcat(s, "^8\n^7", gamemode_name);
1077 if(modifications != "")
1078 s = strcat(s, "^7 | ^3", modifications);
1080 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1082 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1083 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1086 if (cache_mutatormsg != "") {
1087 s = strcat(s, "\n^8tips: ^7", cache_mutatormsg);
1090 string mutator_msg = "";
1091 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1092 mutator_msg = M_ARGV(0, string);
1094 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1096 string motd = autocvar_sv_motd;
1098 s = strcat(s, "\n\n^7", strreplace("\\n", "\n", motd));
1103 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1109 Called when a client connects to the server
1112 void ClientConnect(entity this)
1114 if (Ban_MaybeEnforceBanOnce(this)) return;
1115 assert(!IS_CLIENT(this), return);
1116 this.flags |= FL_CLIENT;
1117 assert(player_count >= 0, player_count = 0);
1119 TRANSMUTE(Client, this);
1120 CS(this).version_nagtime = time + 10 + random() * 10;
1122 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1124 bot_clientconnect(this);
1126 Player_DetermineForcedTeam(this);
1128 TRANSMUTE(Observer, this);
1130 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1132 // always track bots, don't ask for cl_allow_uidtracking
1133 if (IS_BOT_CLIENT(this))
1134 PlayerStats_GameReport_AddPlayer(this);
1136 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1138 if (autocvar_sv_eventlog)
1139 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1141 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1143 stuffcmd(this, clientstuff, "\n");
1144 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1146 FixClientCvars(this);
1148 // get version info from player
1149 stuffcmd(this, "cmd clientversion $gameversion\n");
1151 // notify about available teams
1154 entity balance = TeamBalance_CheckAllowedTeams(this);
1155 int t = TeamBalance_GetAllowedTeams(balance);
1156 TeamBalance_Destroy(balance);
1157 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1161 stuffcmd(this, "set _teams_available 0\n");
1164 bot_relinkplayerlist();
1166 CS(this).spectatortime = time;
1167 if (blockSpectators)
1169 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1172 CS(this).jointime = time;
1174 if (IS_REAL_CLIENT(this))
1176 if (g_weaponarena_weapons == WEPSET(TUBA))
1177 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1180 if (!autocvar_sv_foginterval && world.fog != "")
1181 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1183 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1184 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1185 send_CSQC_teamnagger();
1187 CSQCMODEL_AUTOINIT(this);
1189 CS(this).model_randomizer = random();
1191 if (IS_REAL_CLIENT(this))
1192 sv_notice_join(this);
1194 this.move_qcphysics = autocvar_sv_qcphysics;
1196 // update physics stats (players can spawn before physics runs)
1197 Physics_UpdateStats(this);
1199 IL_EACH(g_initforplayer, it.init_for_player, {
1200 it.init_for_player(it, this);
1203 Handicap_Initialize(this);
1205 MUTATOR_CALLHOOK(ClientConnect, this);
1207 if (IS_REAL_CLIENT(this))
1209 if (!autocvar_g_campaign && !IS_PLAYER(this))
1211 CS(this).motd_actived_time = -1;
1212 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1220 Called when a client disconnects from the server
1223 .entity chatbubbleentity;
1224 void ClientDisconnect(entity this)
1226 assert(IS_CLIENT(this), return);
1228 PlayerStats_GameReport_FinalizePlayer(this);
1229 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1230 if (CS(this).active_minigame) part_minigame(this);
1231 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1233 if (autocvar_sv_eventlog)
1234 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1236 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1239 SetSpectatee(this, NULL);
1241 MUTATOR_CALLHOOK(ClientDisconnect, this);
1243 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1244 strfree(CS(this).weaponorder_byimpulse);
1245 ClientState_detach(this);
1247 Portal_ClearAll(this);
1249 Unfreeze(this, false);
1251 RemoveGrapplingHooks(this);
1253 // Here, everything has been done that requires this player to be a client.
1255 this.flags &= ~FL_CLIENT;
1257 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1258 if (this.killindicator) delete(this.killindicator);
1260 IL_EACH(g_counters, it.realowner == this,
1265 WaypointSprite_PlayerGone(this);
1267 bot_relinkplayerlist();
1269 strfree(this.clientstatus);
1270 if (this.personal) delete(this.personal);
1274 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1279 void ChatBubbleThink(entity this)
1281 this.nextthink = time;
1282 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1284 if(this.owner) // but why can that ever be NULL?
1285 this.owner.chatbubbleentity = NULL;
1292 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1294 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1295 this.mdl = "models/sprites/minigame_busy.iqm";
1296 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1297 this.mdl = "models/misc/chatbubble.spr";
1300 if ( this.model != this.mdl )
1301 _setmodel(this, this.mdl);
1305 void UpdateChatBubble(entity this)
1309 // spawn a chatbubble entity if needed
1310 if (!this.chatbubbleentity)
1312 this.chatbubbleentity = new(chatbubbleentity);
1313 this.chatbubbleentity.owner = this;
1314 this.chatbubbleentity.exteriormodeltoclient = this;
1315 setthink(this.chatbubbleentity, ChatBubbleThink);
1316 this.chatbubbleentity.nextthink = time;
1317 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1318 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1319 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1320 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1321 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1322 //this.chatbubbleentity.model = "";
1323 this.chatbubbleentity.effects = EF_LOWPRECISION;
1327 void calculate_player_respawn_time(entity this)
1329 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1332 float gametype_setting_tmp;
1333 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1334 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1335 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1336 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1337 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1338 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1340 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1343 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1344 if(it.team == this.team)
1347 if (sdelay_small_count == 0)
1348 sdelay_small_count = 1;
1349 if (sdelay_large_count == 0)
1350 sdelay_large_count = 1;
1354 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1357 if (sdelay_small_count == 0)
1359 if (IS_INDEPENDENT_PLAYER(this))
1361 // Players play independently. No point in requiring enemies.
1362 sdelay_small_count = 1;
1366 // Players play AGAINST each other. Enemies required.
1367 sdelay_small_count = 2;
1370 if (sdelay_large_count == 0)
1372 if (IS_INDEPENDENT_PLAYER(this))
1374 // Players play independently. No point in requiring enemies.
1375 sdelay_large_count = 1;
1379 // Players play AGAINST each other. Enemies required.
1380 sdelay_large_count = 2;
1387 if (pcount <= sdelay_small_count)
1388 sdelay = sdelay_small;
1389 else if (pcount >= sdelay_large_count)
1390 sdelay = sdelay_large;
1391 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1392 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1395 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1397 this.respawn_time = time + sdelay;
1399 if(sdelay < sdelay_max)
1400 this.respawn_time_max = time + sdelay_max;
1402 this.respawn_time_max = this.respawn_time;
1404 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1405 this.respawn_countdown = 10; // first number to count down from is 10
1407 this.respawn_countdown = -1; // do not count down
1409 if(autocvar_g_forced_respawn)
1410 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1413 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1414 // added to the model skins
1415 /*void UpdateColorModHack()
1418 c = this.clientcolors & 15;
1419 // LordHavoc: only bothering to support white, green, red, yellow, blue
1420 if (!teamplay) this.colormod = '0 0 0';
1421 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1422 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1423 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1424 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1425 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1426 else this.colormod = '1 1 1';
1429 void respawn(entity this)
1431 bool damagedbycontents_prev = this.damagedbycontents;
1434 if(autocvar_g_respawn_ghosts)
1436 this.solid = SOLID_NOT;
1437 this.takedamage = DAMAGE_NO;
1438 this.damagedbycontents = false;
1439 set_movetype(this, MOVETYPE_FLY);
1440 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1441 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1442 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1443 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1444 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1445 if(autocvar_g_respawn_ghosts_time > 0)
1446 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1449 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1453 this.damagedbycontents = damagedbycontents_prev;
1455 this.effects |= EF_NODRAW; // prevent another CopyBody
1456 PutClientInServer(this);
1459 void play_countdown(entity this, float finished, Sound samp)
1462 if(IS_REAL_CLIENT(this))
1463 if(floor(finished - time - frametime) != floor(finished - time))
1464 if(finished - time < 6)
1465 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1468 void player_powerups(entity this)
1470 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1471 this.modelflags |= MF_ROCKET;
1473 this.modelflags &= ~MF_ROCKET;
1475 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1479 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1481 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1482 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1483 this.items &= ~ITEM_Strength.m_itemid;
1484 this.items &= ~ITEM_Shield.m_itemid;
1485 this.items -= (this.items & IT_SUPERWEAPON);
1489 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1492 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1493 int items_prev = this.items;
1495 Fire_ApplyDamage(this);
1496 Fire_ApplyEffect(this);
1498 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1500 if (this.items & ITEM_Strength.m_itemid)
1502 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1503 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1504 if (time > STAT(STRENGTH_FINISHED, this))
1506 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1507 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1508 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1513 if (time < STAT(STRENGTH_FINISHED, this))
1515 this.items = this.items | ITEM_Strength.m_itemid;
1517 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1518 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1521 if (this.items & ITEM_Shield.m_itemid)
1523 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1524 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1525 if (time > STAT(INVINCIBLE_FINISHED, this))
1527 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1528 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1529 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1534 if (time < STAT(INVINCIBLE_FINISHED, this))
1536 this.items = this.items | ITEM_Shield.m_itemid;
1538 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1539 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1542 if (this.items & IT_SUPERWEAPON)
1544 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1546 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1547 this.items = this.items - (this.items & IT_SUPERWEAPON);
1548 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1549 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1551 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1553 // don't let them run out
1557 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1558 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1560 this.items = this.items - (this.items & IT_SUPERWEAPON);
1561 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1562 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1563 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1567 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1569 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1571 this.items = this.items | IT_SUPERWEAPON;
1572 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1575 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1576 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1581 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1582 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1587 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1591 if(autocvar_g_nodepthtestplayers)
1592 this.effects = this.effects | EF_NODEPTHTEST;
1594 if(autocvar_g_fullbrightplayers)
1595 this.effects = this.effects | EF_FULLBRIGHT;
1597 if (time >= game_starttime)
1598 if (time < this.spawnshieldtime)
1599 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1601 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1604 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1606 if(current > stable)
1608 else if(current > stable - 0.25) // when close enough, "snap"
1611 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1614 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1616 if(current < stable)
1618 else if(current < stable + 0.25) // when close enough, "snap"
1621 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1624 void RotRegen(entity this, int res, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit_mod)
1626 float old = GetResource(this, res);
1627 float current = old;
1628 if(current > rotstable)
1630 if(rotframetime > 0)
1632 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1633 current = max(rotstable, current - rotlinear * rotframetime);
1636 else if(current < regenstable)
1638 if(regenframetime > 0)
1640 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1641 current = min(regenstable, current + regenlinear * regenframetime);
1645 float limit = GetResourceLimit(this, res) * limit_mod;
1650 SetResource(this, res, current);
1653 void player_regen(entity this)
1655 float max_mod, regen_mod, rot_mod, limit_mod;
1656 max_mod = regen_mod = rot_mod = limit_mod = 1;
1658 float regen_health = autocvar_g_balance_health_regen;
1659 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1660 float regen_health_rot = autocvar_g_balance_health_rot;
1661 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1662 float regen_health_stable = autocvar_g_balance_health_regenstable;
1663 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1664 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1665 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1666 max_mod = M_ARGV(1, float);
1667 regen_mod = M_ARGV(2, float);
1668 rot_mod = M_ARGV(3, float);
1669 limit_mod = M_ARGV(4, float);
1670 regen_health = M_ARGV(5, float);
1671 regen_health_linear = M_ARGV(6, float);
1672 regen_health_rot = M_ARGV(7, float);
1673 regen_health_rotlinear = M_ARGV(8, float);
1674 regen_health_stable = M_ARGV(9, float);
1675 regen_health_rotstable = M_ARGV(10, float);
1677 if(!mutator_returnvalue)
1678 if(!STAT(FROZEN, this))
1680 float maxa = autocvar_g_balance_armor_rotstable;
1681 float mina = autocvar_g_balance_armor_regenstable;
1683 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1684 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1685 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1687 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1688 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1689 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1692 // if player rotted to death... die!
1693 // check this outside above checks, as player may still be able to rot to death
1694 if(GetResource(this, RES_HEALTH) < 1)
1697 vehicles_exit(this.vehicle, VHEF_RELEASE);
1698 if(this.event_damage)
1699 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1702 if (!(this.items & IT_UNLIMITED_AMMO))
1704 float maxf = autocvar_g_balance_fuel_rotstable;
1705 float minf = autocvar_g_balance_fuel_regenstable;
1707 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1708 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1709 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1714 void SetZoomState(entity this, float newzoom)
1716 if(newzoom != CS(this).zoomstate)
1718 CS(this).zoomstate = newzoom;
1719 ClientData_Touch(this);
1721 zoomstate_set = true;
1724 void GetPressedKeys(entity this)
1726 MUTATOR_CALLHOOK(GetPressedKeys, this);
1727 int keys = STAT(PRESSED_KEYS, this);
1728 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1729 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1730 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1731 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1733 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1734 keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1735 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1736 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1737 CS(this).pressedkeys = keys; // store for other users
1739 STAT(PRESSED_KEYS, this) = keys;
1743 ======================
1744 spectate mode routines
1745 ======================
1748 void SpectateCopy(entity this, entity spectatee)
1750 TC(Client, this); TC(Client, spectatee);
1752 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1753 PS(this) = PS(spectatee);
1754 this.armortype = spectatee.armortype;
1755 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1756 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1757 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1758 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1759 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1760 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1761 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1762 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1763 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1764 CS(this).impulse = 0;
1765 this.disableclientprediction = 1; // no need to run prediction on a spectator
1766 this.items = spectatee.items;
1767 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1768 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1769 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1770 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1771 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1772 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1773 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1774 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1775 this.punchangle = spectatee.punchangle;
1776 this.view_ofs = spectatee.view_ofs;
1777 this.velocity = spectatee.velocity;
1778 this.dmg_take = spectatee.dmg_take;
1779 this.dmg_save = spectatee.dmg_save;
1780 this.dmg_inflictor = spectatee.dmg_inflictor;
1781 this.v_angle = spectatee.v_angle;
1782 this.angles = spectatee.v_angle;
1783 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1784 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1785 this.viewloc = spectatee.viewloc;
1786 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1787 this.fixangle = true;
1788 setorigin(this, spectatee.origin);
1789 setsize(this, spectatee.mins, spectatee.maxs);
1790 SetZoomState(this, CS(spectatee).zoomstate);
1792 anticheat_spectatecopy(this, spectatee);
1793 STAT(HUD, this) = STAT(HUD, spectatee);
1794 if(spectatee.vehicle)
1796 this.angles = spectatee.v_angle;
1798 //this.fixangle = false;
1799 //this.velocity = spectatee.vehicle.velocity;
1800 this.vehicle_health = spectatee.vehicle_health;
1801 this.vehicle_shield = spectatee.vehicle_shield;
1802 this.vehicle_energy = spectatee.vehicle_energy;
1803 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1804 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1805 this.vehicle_reload1 = spectatee.vehicle_reload1;
1806 this.vehicle_reload2 = spectatee.vehicle_reload2;
1808 //msg_entity = this;
1810 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1811 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1812 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1813 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1815 //WriteByte (MSG_ONE, SVC_SETVIEW);
1816 // WriteEntity(MSG_ONE, this);
1817 //makevectors(spectatee.v_angle);
1818 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1822 bool SpectateUpdate(entity this)
1827 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1829 SetSpectatee(this, NULL);
1833 SpectateCopy(this, this.enemy);
1838 bool SpectateSet(entity this)
1840 if(!IS_PLAYER(this.enemy))
1843 ClientData_Touch(this.enemy);
1846 WriteByte(MSG_ONE, SVC_SETVIEW);
1847 WriteEntity(MSG_ONE, this.enemy);
1848 set_movetype(this, MOVETYPE_NONE);
1849 accuracy_resend(this);
1851 if(!SpectateUpdate(this))
1852 PutObserverInServer(this);
1857 void SetSpectatee_status(entity this, int spectatee_num)
1859 int oldspectatee_status = CS(this).spectatee_status;
1860 CS(this).spectatee_status = spectatee_num;
1862 if (CS(this).spectatee_status != oldspectatee_status)
1864 if (STAT(PRESSED_KEYS, this))
1866 CS(this).pressedkeys = 0;
1867 STAT(PRESSED_KEYS, this) = 0;
1869 ClientData_Touch(this);
1870 if (g_race || g_cts) race_InitSpectator();
1874 void SetSpectatee(entity this, entity spectatee)
1876 if(IS_BOT_CLIENT(this))
1877 return; // bots abuse .enemy, this code is useless to them
1879 entity old_spectatee = this.enemy;
1881 this.enemy = spectatee;
1884 // these are required to fix the spectator bug with arc
1887 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1889 .entity weaponentity = weaponentities[slot];
1890 if(old_spectatee.(weaponentity).arc_beam)
1891 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1896 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1898 .entity weaponentity = weaponentities[slot];
1899 if(this.enemy.(weaponentity).arc_beam)
1900 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1905 SetSpectatee_status(this, etof(this.enemy));
1907 // needed to update spectator list
1908 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1911 bool Spectate(entity this, entity pl)
1913 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1915 pl = M_ARGV(1, entity);
1917 SetSpectatee(this, pl);
1918 return SpectateSet(this);
1921 bool SpectateNext(entity this)
1923 entity ent = find(this.enemy, classname, STR_PLAYER);
1925 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1926 ent = M_ARGV(1, entity);
1928 ent = find(ent, classname, STR_PLAYER);
1930 if(ent) { SetSpectatee(this, ent); }
1932 return SpectateSet(this);
1935 bool SpectatePrev(entity this)
1937 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1938 entity ent = findchain(classname, STR_PLAYER);
1939 if (!ent) // no player
1943 // skip players until current spectated player
1945 while(ent && ent != this.enemy)
1948 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1950 case MUT_SPECPREV_FOUND:
1951 ent = M_ARGV(1, entity);
1953 case MUT_SPECPREV_RETURN:
1955 case MUT_SPECPREV_CONTINUE:
1966 SetSpectatee(this, ent);
1967 return SpectateSet(this);
1972 ShowRespawnCountdown()
1974 Update a respawn countdown display.
1977 void ShowRespawnCountdown(entity this)
1980 if(!IS_DEAD(this)) // just respawned?
1984 number = ceil(this.respawn_time - time);
1987 if(number <= this.respawn_countdown)
1989 this.respawn_countdown = number - 1;
1990 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
1991 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1996 .bool team_selected;
1997 bool ShowTeamSelection(entity this)
1999 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
2001 stuffcmd(this, "menu_showteamselect\n");
2004 void Join(entity this)
2006 TRANSMUTE(Player, this);
2008 if(!this.team_selected)
2009 if(autocvar_g_campaign || autocvar_g_balance_teams)
2010 TeamBalance_JoinBestTeam(this);
2012 if(autocvar_g_campaign)
2013 campaign_bots_may_start = true;
2015 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2017 PutClientInServer(this);
2020 if(teamplay && this.team != -1)
2024 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2025 this.team_selected = false;
2028 // send constant ready notification
2030 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MISSING_READY);
2033 int GetPlayerLimit()
2036 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
2037 int player_limit = autocvar_g_maxplayers;
2038 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2039 player_limit = M_ARGV(0, int);
2040 return player_limit;
2044 * Determines whether the player is allowed to join. This depends on cvar
2045 * g_maxplayers, if it isn't used this function always return true, otherwise
2046 * it checks whether the number of currently playing players exceeds g_maxplayers.
2047 * @return int number of free slots for players, 0 if none
2049 int nJoinAllowed(entity this, entity ignore)
2052 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2053 // so report 0 free slots if restricted
2055 if(autocvar_g_forced_team_otherwise == "spectate")
2057 if(autocvar_g_forced_team_otherwise == "spectator")
2061 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2062 return 0; // forced spectators can never join
2064 // TODO simplify this
2065 int totalClients = 0;
2066 int currentlyPlaying = 0;
2067 FOREACH_CLIENT(true, {
2070 if(IS_REAL_CLIENT(it))
2071 if(IS_PLAYER(it) || it.caplayer)
2075 int player_limit = GetPlayerLimit();
2079 free_slots = maxclients - totalClients;
2080 else if(player_limit > 0 && currentlyPlaying < player_limit)
2081 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2083 static float msg_time = 0;
2084 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2086 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2087 msg_time = time + 0.5;
2094 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2095 * g_maxplayers_spectator_blocktime seconds
2097 void checkSpectatorBlock(entity this)
2099 if(IS_SPEC(this) || IS_OBSERVER(this))
2101 if(IS_REAL_CLIENT(this))
2103 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2104 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2110 void PrintWelcomeMessage(entity this)
2112 if(CS(this).motd_actived_time == 0)
2114 if (autocvar_g_campaign) {
2115 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2116 CS(this).motd_actived_time = time;
2117 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2120 if (PHYS_INPUT_BUTTON_INFO(this)) {
2121 CS(this).motd_actived_time = time;
2122 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2126 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2128 if (autocvar_g_campaign) {
2129 if (PHYS_INPUT_BUTTON_INFO(this))
2130 CS(this).motd_actived_time = time;
2131 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2132 CS(this).motd_actived_time = 0;
2133 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2136 if (PHYS_INPUT_BUTTON_INFO(this))
2137 CS(this).motd_actived_time = time;
2138 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2139 CS(this).motd_actived_time = 0;
2140 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2144 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2146 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2147 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2148 else if (CS(this).motd_actived_time == -2)
2150 // instantly hide MOTD
2151 CS(this).motd_actived_time = 0;
2152 if (autocvar_g_campaign)
2153 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2155 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2157 else if (IS_PLAYER(this) || IS_SPEC(this))
2159 // FIXME occasionally for some reason MOTD never goes away
2160 // delay MOTD removal a little bit in the hope it fixes this bug
2161 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2162 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2163 else //if (CS(this).motd_actived_time < -2)
2164 CS(this).motd_actived_time++;
2169 bool joinAllowed(entity this)
2171 if (CS(this).version_mismatch) return false;
2172 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2173 if (!nJoinAllowed(this, this)) return false;
2174 if (teamplay && lockteams) return false;
2175 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2176 if (ShowTeamSelection(this)) return false;
2180 .string shootfromfixedorigin;
2181 .bool dualwielding_prev;
2182 bool PlayerThink(entity this)
2184 if (game_stopped || intermission_running) {
2185 this.modelflags &= ~MF_ROCKET;
2186 if(intermission_running)
2187 IntermissionThink(this);
2192 // don't allow the player to turn around while game is paused
2193 // FIXME turn this into CSQC stuff
2194 this.v_angle = this.lastV_angle;
2195 this.angles = this.lastV_angle;
2196 this.fixangle = true;
2200 if (frametime) player_powerups(this);
2202 if (IS_DEAD(this)) {
2203 if (this.personal && g_race_qualifying) {
2204 if (time > this.respawn_time) {
2205 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2207 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2210 if (frametime) player_anim(this);
2212 if (this.respawn_flags & RESPAWN_DENY)
2214 STAT(RESPAWN_TIME, this) = 0;
2218 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));
2220 switch(this.deadflag)
2224 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2225 this.deadflag = DEAD_RESPAWNING;
2226 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2227 this.deadflag = DEAD_DEAD;
2233 this.deadflag = DEAD_RESPAWNABLE;
2234 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2235 this.deadflag = DEAD_RESPAWNING;
2238 case DEAD_RESPAWNABLE:
2240 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2241 this.deadflag = DEAD_RESPAWNING;
2244 case DEAD_RESPAWNING:
2246 if (time > this.respawn_time)
2248 this.respawn_time = time + 1; // only retry once a second
2249 this.respawn_time_max = this.respawn_time;
2256 ShowRespawnCountdown(this);
2258 if (this.respawn_flags & RESPAWN_SILENT)
2259 STAT(RESPAWN_TIME, this) = 0;
2260 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2262 if (time < this.respawn_time)
2263 STAT(RESPAWN_TIME, this) = this.respawn_time;
2264 else if (this.deadflag != DEAD_RESPAWNING)
2265 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2268 STAT(RESPAWN_TIME, this) = this.respawn_time;
2271 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2272 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2273 STAT(RESPAWN_TIME, this) *= -1;
2278 FixPlayermodel(this);
2280 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2281 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2282 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2285 // reset gun alignment when dual wielding status changes
2286 // to ensure guns are always aligned right and left
2287 bool dualwielding = W_DualWielding(this);
2288 if(this.dualwielding_prev != dualwielding)
2290 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2291 this.dualwielding_prev = dualwielding;
2294 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2297 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2299 .entity weaponentity = weaponentities[slot];
2300 if(WEP_CVAR(vortex, charge_always))
2301 W_Vortex_Charge(this, weaponentity, frametime);
2302 W_WeaponFrame(this, weaponentity);
2308 // WEAPONTODO: Add a weapon request for this
2309 // rot vortex charge to the charge limit
2310 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2312 .entity weaponentity = weaponentities[slot];
2313 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2314 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2319 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2322 monsters_setstatus(this);
2327 .bool would_spectate;
2328 void ObserverOrSpectatorThink(entity this)
2330 bool is_spec = IS_SPEC(this);
2331 if ( CS(this).impulse )
2333 int r = MinigameImpulse(this, CS(this).impulse);
2335 CS(this).impulse = 0;
2337 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2339 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2340 CS(this).impulse = 0;
2345 if (this.flags & FL_JUMPRELEASED) {
2346 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2347 this.flags &= ~FL_JUMPRELEASED;
2348 this.flags |= FL_SPAWNING;
2349 } else if((is_spec && (PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)))
2350 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2351 this.flags &= ~FL_JUMPRELEASED;
2352 if(SpectateNext(this)) {
2353 TRANSMUTE(Spectator, this);
2354 } else if (is_spec) {
2355 TRANSMUTE(Observer, this);
2356 PutClientInServer(this);
2359 CS(this).impulse = 0;
2360 } else if (is_spec) {
2361 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2362 this.flags &= ~FL_JUMPRELEASED;
2363 if(SpectatePrev(this)) {
2364 TRANSMUTE(Spectator, this);
2366 TRANSMUTE(Observer, this);
2367 PutClientInServer(this);
2369 CS(this).impulse = 0;
2370 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2371 this.would_spectate = false;
2372 this.flags &= ~FL_JUMPRELEASED;
2373 TRANSMUTE(Observer, this);
2374 PutClientInServer(this);
2375 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2376 PutObserverInServer(this);
2377 this.would_spectate = true;
2381 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2382 set_movetype(this, preferred_movetype);
2385 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2386 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2387 this.flags |= FL_JUMPRELEASED;
2388 if(this.flags & FL_SPAWNING)
2390 this.flags &= ~FL_SPAWNING;
2391 if(joinAllowed(this))
2393 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2394 CS(this).autojoin_checked = -1;
2398 if(is_spec && !SpectateUpdate(this))
2399 PutObserverInServer(this);
2402 this.flags |= FL_CLIENT | FL_NOTARGET;
2405 void PlayerUseKey(entity this)
2407 if (!IS_PLAYER(this))
2414 vehicles_exit(this.vehicle, VHEF_NORMAL);
2418 else if(autocvar_g_vehicles_enter)
2420 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2422 entity head, closest_target = NULL;
2423 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2425 while(head) // find the closest acceptable target to enter
2427 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2428 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2432 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2433 { closest_target = head; }
2435 else { closest_target = head; }
2441 if(closest_target) { vehicles_enter(this, closest_target); return; }
2445 // a use key was pressed; call handlers
2446 MUTATOR_CALLHOOK(PlayerUseKey, this);
2454 Called every frame for each client before the physics are run
2457 .float last_vehiclecheck;
2458 void PlayerPreThink (entity this)
2460 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2461 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2463 WarpZone_PlayerPhysics_FixVAngle(this);
2466 // physics frames: update anticheat stuff
2467 anticheat_prethink(this);
2470 if (blockSpectators && frametime) {
2471 // WORKAROUND: only use dropclient in server frames (frametime set).
2472 // Never use it in cl_movement frames (frametime zero).
2473 checkSpectatorBlock(this);
2476 zoomstate_set = false;
2478 // Check for nameless players
2479 if (this.netname == "" || this.netname != CS(this).netname_previous)
2481 bool assume_unchanged = (CS(this).netname_previous == "");
2482 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2484 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2485 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2486 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2487 assume_unchanged = false;
2488 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2490 if (isInvisibleString(this.netname))
2492 this.netname = strzone(sprintf("Player#%d", this.playerid));
2493 sprint(this, "Warning: invisible names are not allowed.\n");
2494 assume_unchanged = false;
2495 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2497 if (!assume_unchanged && autocvar_sv_eventlog)
2498 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2499 strcpy(CS(this).netname_previous, this.netname);
2503 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2504 CS(this).version_nagtime = 0;
2505 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2507 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2509 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2511 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2512 if (r < 0) { // old client
2513 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2514 } else if (r > 0) { // old server
2515 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2521 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2523 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2524 this.max_armorvalue = 0;
2527 if (frametime && IS_PLAYER(this))
2529 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2531 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2532 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2534 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2536 if (STAT(REVIVE_PROGRESS, this) >= 1)
2537 Unfreeze(this, false);
2539 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2541 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2542 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2544 if (GetResource(this, RES_HEALTH) < 1)
2547 vehicles_exit(this.vehicle, VHEF_RELEASE);
2548 if(this.event_damage)
2549 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2551 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2552 Unfreeze(this, false);
2556 MUTATOR_CALLHOOK(PlayerPreThink, this);
2558 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2559 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2561 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2565 if(!it.team || SAME_TEAM(this, it))
2566 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2567 else if(autocvar_g_vehicles_steal)
2568 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2570 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2572 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2576 this.last_vehiclecheck = time + 1;
2579 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2581 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2583 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2586 if (IS_REAL_CLIENT(this))
2587 PrintWelcomeMessage(this);
2589 if (IS_PLAYER(this)) {
2590 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2591 error("Client can't be spawned as player on connection!");
2592 if(!PlayerThink(this))
2595 else if (game_stopped || intermission_running) {
2596 if(intermission_running)
2597 IntermissionThink(this);
2600 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2602 bool early_join_requested = (CS(this).autojoin_checked < 0);
2603 CS(this).autojoin_checked = 1;
2604 // don't do this in ClientConnect
2605 // many things can go wrong if a client is spawned as player on connection
2606 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2607 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2608 && (!teamplay || autocvar_g_balance_teams)))
2610 campaign_bots_may_start = true;
2611 if(joinAllowed(this))
2616 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2617 ObserverOrSpectatorThink(this);
2620 // WEAPONTODO: Add weapon request for this
2621 if (!zoomstate_set) {
2622 bool wep_zoomed = false;
2623 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2625 .entity weaponentity = weaponentities[slot];
2626 Weapon thiswep = this.(weaponentity).m_weapon;
2627 if(thiswep != WEP_Null && thiswep.wr_zoom)
2628 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2630 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2633 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2635 CS(this).teamkill_soundtime = 0;
2637 entity e = CS(this).teamkill_soundsource;
2638 entity oldpusher = e.pusher;
2640 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2641 e.pusher = oldpusher;
2644 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2645 CS(this).taunt_soundtime = 0;
2646 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2649 target_voicescript_next(this);
2651 // WEAPONTODO: Move into weaponsystem somehow
2652 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2653 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2655 .entity weaponentity = weaponentities[slot];
2656 if(this.(weaponentity).m_weapon == WEP_Null)
2657 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2661 void DrownPlayer(entity this)
2663 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2664 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2666 STAT(AIR_FINISHED, this) = 0;
2670 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2672 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2673 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2674 STAT(AIR_FINISHED, this) = 0;
2678 if (!STAT(AIR_FINISHED, this))
2679 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2680 if (STAT(AIR_FINISHED, this) < time)
2682 if (this.pain_finished < time)
2684 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');
2685 this.pain_finished = time + 0.5;
2691 .bool move_qcphysics;
2693 void Player_Physics(entity this)
2695 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2697 if(!this.move_qcphysics)
2700 if(!frametime && !CS(this).pm_frametime)
2703 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2705 CS(this).pm_frametime = 0;
2712 Called every frame for each client after the physics are run
2715 void PlayerPostThink (entity this)
2717 Player_Physics(this);
2719 if (autocvar_sv_maxidle > 0)
2720 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2721 if (IS_REAL_CLIENT(this))
2722 if (IS_PLAYER(this) || autocvar_sv_maxidle_spectatorsareidle)
2724 int totalClients = 0;
2725 if(autocvar_sv_maxidle_slots > 0)
2727 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2733 if (autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
2734 { /* do nothing */ }
2735 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2737 if (CS(this).idlekick_lasttimeleft)
2739 CS(this).idlekick_lasttimeleft = 0;
2740 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2745 float timeleft = ceil(autocvar_sv_maxidle - (time - CS(this).parm_idlesince));
2746 if (timeleft == min(10, autocvar_sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2747 if (!CS(this).idlekick_lasttimeleft)
2748 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2750 if (timeleft <= 0) {
2751 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2755 else if (timeleft <= 10) {
2756 if (timeleft != CS(this).idlekick_lasttimeleft)
2757 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2758 CS(this).idlekick_lasttimeleft = timeleft;
2767 this.solid = SOLID_NOT;
2768 this.takedamage = DAMAGE_NO;
2769 set_movetype(this, MOVETYPE_NONE);
2770 CS(this).teamkill_complain = 0;
2771 CS(this).teamkill_soundtime = 0;
2772 CS(this).teamkill_soundsource = NULL;
2775 if (IS_PLAYER(this)) {
2776 if(this.death_time == time && IS_DEAD(this))
2778 // player's bbox gets resized now, instead of in the damage event that killed the player,
2779 // once all the damage events of this frame have been processed with normal size
2781 setsize(this, this.mins, this.maxs);
2784 UpdateChatBubble(this);
2785 if (CS(this).impulse) ImpulseCommands(this);
2788 CSQCMODEL_AUTOUPDATE(this);
2791 GetPressedKeys(this);
2793 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2795 CS(this).pressedkeys = 0;
2796 STAT(PRESSED_KEYS, this) = 0;
2799 if (this.waypointsprite_attachedforcarrier) {
2800 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2801 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2804 CSQCMODEL_AUTOUPDATE(this);
2807 // hack to copy the button fields from the client entity to the Client State
2808 void PM_UpdateButtons(entity this, entity store)
2811 store.impulse = this.impulse;
2814 bool typing = this.buttonchat || this.button12;
2816 store.button0 = (typing) ? 0 : this.button0;
2818 store.button2 = (typing) ? 0 : this.button2;
2819 store.button3 = (typing) ? 0 : this.button3;
2820 store.button4 = this.button4;
2821 store.button5 = (typing) ? 0 : this.button5;
2822 store.button6 = this.button6;
2823 store.button7 = this.button7;
2824 store.button8 = this.button8;
2825 store.button9 = this.button9;
2826 store.button10 = this.button10;
2827 store.button11 = this.button11;
2828 store.button12 = this.button12;
2829 store.button13 = this.button13;
2830 store.button14 = this.button14;
2831 store.button15 = this.button15;
2832 store.button16 = this.button16;
2833 store.buttonuse = this.buttonuse;
2834 store.buttonchat = this.buttonchat;
2836 store.cursor_active = this.cursor_active;
2837 store.cursor_screen = this.cursor_screen;
2838 store.cursor_trace_start = this.cursor_trace_start;
2839 store.cursor_trace_endpos = this.cursor_trace_endpos;
2840 store.cursor_trace_ent = this.cursor_trace_ent;
2842 store.ping = this.ping;
2843 store.ping_packetloss = this.ping_packetloss;
2844 store.ping_movementloss = this.ping_movementloss;
2846 store.v_angle = this.v_angle;
2847 store.movement = this.movement;
2850 NET_HANDLE(fpsreport, bool)
2852 int fps = ReadShort();
2853 PlayerScore_Set(sender, SP_FPS, fps);