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/nades/nades.qh>
25 #include <common/mutators/mutator/overkill/oknex.qh>
26 #include <common/mutators/mutator/status_effects/_mod.qh>
27 #include <common/mutators/mutator/waypoints/all.qh>
28 #include <common/net_linked.qh>
29 #include <common/net_notice.qh>
30 #include <common/notifications/all.qh>
31 #include <common/physics/player.qh>
32 #include <common/playerstats.qh>
33 #include <common/state.qh>
34 #include <common/stats.qh>
35 #include <common/vehicles/all.qh>
36 #include <common/vehicles/sv_vehicles.qh>
37 #include <common/viewloc.qh>
38 #include <common/weapons/_all.qh>
39 #include <common/weapons/weapon/vortex.qh>
40 #include <common/wepent.qh>
41 #include <lib/csqcmodel/sv_model.qh>
42 #include <lib/warpzone/common.qh>
43 #include <lib/warpzone/server.qh>
44 #include <server/anticheat.qh>
45 #include <server/antilag.qh>
46 #include <server/bot/api.qh>
47 #include <server/bot/default/cvars.qh>
48 #include <server/campaign.qh>
49 #include <server/chat.qh>
50 #include <server/cheats.qh>
51 #include <server/clientkill.qh>
52 #include <server/command/common.qh>
53 #include <server/command/common.qh>
54 #include <server/command/vote.qh>
55 #include <server/compat/quake3.qh>
56 #include <server/damage.qh>
57 #include <server/gamelog.qh>
58 #include <server/handicap.qh>
59 #include <server/hook.qh>
60 #include <server/impulse.qh>
61 #include <server/intermission.qh>
62 #include <server/ipban.qh>
63 #include <server/main.qh>
64 #include <server/mutators/_mod.qh>
65 #include <server/player.qh>
66 #include <server/portals.qh>
67 #include <server/race.qh>
68 #include <server/resources.qh>
69 #include <server/scores.qh>
70 #include <server/scores_rules.qh>
71 #include <server/spawnpoints.qh>
72 #include <server/teamplay.qh>
73 #include <server/weapons/accuracy.qh>
74 #include <server/weapons/common.qh>
75 #include <server/weapons/hitplot.qh>
76 #include <server/weapons/selection.qh>
77 #include <server/weapons/tracing.qh>
78 #include <server/weapons/weaponsystem.qh>
79 #include <server/world.qh>
81 STATIC_METHOD(Client, Add, void(Client this, int _team))
84 TRANSMUTE(Player, this);
87 PutClientInServer(this);
90 STATIC_METHOD(Client, Remove, void(Client this))
92 TRANSMUTE(Observer, this);
93 PutClientInServer(this);
94 ClientDisconnect(this);
97 void send_CSQC_teamnagger() {
98 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
101 void send_TeamNames(int channel, entity to) {
104 WriteHeader(channel, TE_CSQC_TEAMNAMES);
105 WriteString(channel, autocvar_g_teamnames_red);
106 WriteString(channel, autocvar_g_teamnames_blue);
107 WriteString(channel, autocvar_g_teamnames_yellow);
108 WriteString(channel, autocvar_g_teamnames_pink);
111 int CountSpectators(entity player, entity to)
113 if(!player) { return 0; } // not sure how, but best to be safe
117 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
125 void WriteSpectators(entity player, entity to)
127 if(!player) { return; } // not sure how, but best to be safe
130 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
132 if(spec_count >= MAX_SPECTATORS)
134 WriteByte(MSG_ENTITY, num_for_edict(it));
139 bool ClientData_Send(entity this, entity to, int sf)
141 assert(to == this.owner, return false);
144 if (IS_SPEC(e)) e = e.enemy;
147 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
148 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
149 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
150 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
152 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
153 WriteByte(MSG_ENTITY, sf);
156 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
160 float specs = CountSpectators(e, to);
161 WriteByte(MSG_ENTITY, specs);
162 WriteSpectators(e, to);
168 void ClientData_Attach(entity this)
170 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
171 CS(this).clientdata.drawonlytoclient = this;
172 CS(this).clientdata.owner = this;
175 void ClientData_Detach(entity this)
177 delete(CS(this).clientdata);
178 CS(this).clientdata = NULL;
181 void ClientData_Touch(entity e)
183 entity cd = CS(e).clientdata;
184 if (cd) { cd.SendFlags = 1; }
186 // make it spectatable
187 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
189 entity cd = CS(it).clientdata;
190 if (cd) { cd.SendFlags = 1; }
199 Checks if the argument string can be a valid playermodel.
200 Returns a valid one in doubt.
203 string FallbackPlayerModel;
204 string CheckPlayerModel(string plyermodel) {
205 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
207 // note: we cannot summon Don Strunzone here, some player may
208 // still have the model string set. In case anyone manages how
209 // to change a cvar default, we'll have a small leak here.
210 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
212 // only in right path
213 if(substring(plyermodel, 0, 14) != "models/player/")
214 return FallbackPlayerModel;
215 // only good file extensions
216 if(substring(plyermodel, -4, 4) != ".iqm"
217 && substring(plyermodel, -4, 4) != ".zym"
218 && substring(plyermodel, -4, 4) != ".dpm"
219 && substring(plyermodel, -4, 4) != ".md3"
220 && substring(plyermodel, -4, 4) != ".psk")
222 return FallbackPlayerModel;
224 // forbid the LOD models
225 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
226 return FallbackPlayerModel;
227 if(plyermodel != strtolower(plyermodel))
228 return FallbackPlayerModel;
229 // also, restrict to server models
230 if(autocvar_sv_servermodelsonly)
232 if(!fexists(plyermodel))
233 return FallbackPlayerModel;
238 void setplayermodel(entity e, string modelname)
240 precache_model(modelname);
241 _setmodel(e, modelname);
242 player_setupanimsformodel(e);
243 if(!autocvar_g_debug_globalsounds)
244 UpdatePlayerSounds(e);
247 /** putting a client as observer in the server */
248 void PutObserverInServer(entity this, bool is_forced)
250 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
251 PlayerState_detach(this);
255 if(GetResource(this, RES_HEALTH) >= 1)
258 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
261 // was a player, recount votes and ready status
262 if(IS_REAL_CLIENT(this))
264 if (vote_called) { VoteCount(false); }
267 entcs_update_players(this);
270 entity spot = SelectSpawnPoint(this, true);
271 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
272 this.angles = vec2(spot.angles);
273 this.fixangle = true;
274 // offset it so that the spectator spawns higher off the ground, looks better this way
275 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
276 if (IS_REAL_CLIENT(this))
279 WriteByte(MSG_ONE, SVC_SETVIEW);
280 WriteEntity(MSG_ONE, this);
282 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
283 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
284 if(!autocvar_g_debug_globalsounds)
286 // needed for player sounds
288 FixPlayermodel(this);
290 setmodel(this, MDL_Null);
291 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
292 this.view_ofs = '0 0 0';
294 RemoveGrapplingHooks(this);
295 Portal_ClearAll(this);
296 Unfreeze(this, false);
297 SetSpectatee(this, NULL);
302 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
306 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
308 WaypointSprite_PlayerDead(this);
310 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
311 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
313 accuracy_resend(this);
315 CS(this).spectatortime = time;
317 IL_REMOVE(g_bot_targets, this);
318 this.bot_attack = false;
319 if(this.monster_attack)
320 IL_REMOVE(g_monster_targets, this);
321 this.monster_attack = false;
322 STAT(HUD, this) = HUD_NORMAL;
323 TRANSMUTE(Observer, this);
324 this.iscreature = false;
325 this.teleportable = TELEPORT_SIMPLE;
326 if(this.damagedbycontents)
327 IL_REMOVE(g_damagedbycontents, this);
328 this.damagedbycontents = false;
329 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
330 SetSpectatee_status(this, etof(this));
331 this.takedamage = DAMAGE_NO;
332 this.solid = SOLID_NOT;
333 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
334 this.flags = FL_CLIENT | FL_NOTARGET;
336 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
337 this.pauserotarmor_finished = 0;
338 this.pauserothealth_finished = 0;
339 this.pauseregen_finished = 0;
340 this.damageforcescale = 0;
342 this.respawn_flags = 0;
343 this.respawn_time = 0;
344 STAT(RESPAWN_TIME, this) = 0;
348 this.pain_finished = 0;
349 STAT(AIR_FINISHED, this) = 0;
350 //this.dphitcontentsmask = 0;
351 this.dphitcontentsmask = DPCONTENTS_SOLID;
352 if (autocvar_g_playerclip_collisions)
353 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
356 setthink(this, func_null);
358 this.deadflag = DEAD_NO;
360 STAT(REVIVE_PROGRESS, this) = 0;
361 this.revival_time = 0;
362 this.draggable = drag_undraggable;
365 STAT(WEAPONS, this) = '0 0 0';
366 this.drawonlytoclient = this;
370 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
372 this.weaponmodel = "";
373 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
375 this.weaponentities[slot] = NULL;
377 this.exteriorweaponentity = NULL;
378 CS(this).killcount = FRAGS_SPECTATOR;
379 this.velocity = '0 0 0';
380 this.avelocity = '0 0 0';
381 this.punchangle = '0 0 0';
382 this.punchvector = '0 0 0';
383 this.oldvelocity = this.velocity;
384 this.event_damage = func_null;
385 this.event_heal = func_null;
387 for(int slot = 0; slot < MAX_AXH; ++slot)
389 entity axh = this.(AuxiliaryXhair[slot]);
390 this.(AuxiliaryXhair[slot]) = NULL;
392 if(axh.owner == this && axh != NULL && !wasfreed(axh))
396 if (mutator_returnvalue)
398 // mutator prevents resetting teams+score
402 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
403 this.frags = FRAGS_SPECTATOR;
406 bot_relinkplayerlist();
408 if (CS(this).just_joined)
409 CS(this).just_joined = false;
412 if (autocvar_g_count_shards)
413 send_TotalShards(this);
416 int player_getspecies(entity this)
418 get_model_parameters(this.model, this.skin);
419 int s = get_model_parameters_species;
420 get_model_parameters(string_null, 0);
421 if (s < 0) return SPECIES_HUMAN;
425 .float model_randomizer;
426 void FixPlayermodel(entity player)
428 string defaultmodel = "";
430 if(autocvar_sv_defaultcharacter)
436 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
437 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
438 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
439 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
443 if(defaultmodel == "")
445 defaultmodel = autocvar_sv_defaultplayermodel;
446 defaultskin = autocvar_sv_defaultplayerskin;
449 int n = tokenize_console(defaultmodel);
452 defaultmodel = argv(floor(n * CS(player).model_randomizer));
453 // However, do NOT randomize if the player-selected model is in the list.
454 for (int i = 0; i < n; ++i)
455 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
456 defaultmodel = argv(i);
459 int i = strstrofs(defaultmodel, ":", 0);
462 defaultskin = stof(substring(defaultmodel, i+1, -1));
463 defaultmodel = substring(defaultmodel, 0, i);
466 if(autocvar_sv_defaultcharacterskin && !defaultskin)
472 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
473 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
474 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
475 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
480 defaultskin = autocvar_sv_defaultplayerskin;
483 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
484 defaultmodel = M_ARGV(0, string);
485 defaultskin = M_ARGV(1, int);
489 if(defaultmodel != "")
491 if (defaultmodel != player.model)
493 vector m1 = player.mins;
494 vector m2 = player.maxs;
495 setplayermodel (player, defaultmodel);
496 setsize (player, m1, m2);
500 oldskin = player.skin;
501 player.skin = defaultskin;
503 if (player.playermodel != player.model || player.playermodel == "")
505 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
506 vector m1 = player.mins;
507 vector m2 = player.maxs;
508 setplayermodel (player, player.playermodel);
509 setsize (player, m1, m2);
513 if(!autocvar_sv_defaultcharacterskin)
515 oldskin = player.skin;
516 player.skin = stof(player.playerskin);
520 oldskin = player.skin;
521 player.skin = defaultskin;
525 if(chmdl || oldskin != player.skin) // model or skin has changed
527 player.species = player_getspecies(player); // update species
528 if(!autocvar_g_debug_globalsounds)
529 UpdatePlayerSounds(player); // update skin sounds
533 if(strlen(autocvar_sv_defaultplayercolors))
534 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
535 setcolor(player, stof(autocvar_sv_defaultplayercolors));
538 void ResetPlayerResources(entity this)
541 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
542 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
543 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
544 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
545 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
546 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
547 SetResource(this, RES_HEALTH, warmup_start_health);
548 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
549 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
551 SetResource(this, RES_SHELLS, start_ammo_shells);
552 SetResource(this, RES_BULLETS, start_ammo_nails);
553 SetResource(this, RES_ROCKETS, start_ammo_rockets);
554 SetResource(this, RES_CELLS, start_ammo_cells);
555 SetResource(this, RES_PLASMA, start_ammo_plasma);
556 SetResource(this, RES_FUEL, start_ammo_fuel);
557 SetResource(this, RES_HEALTH, start_health);
558 SetResource(this, RES_ARMOR, start_armorvalue);
559 STAT(WEAPONS, this) = start_weapons;
560 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
562 GiveRandomWeapons(this, random_start_weapons_count,
563 autocvar_g_random_start_weapons, random_start_ammo);
568 void PutPlayerInServer(entity this)
570 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
572 PlayerState_attach(this);
573 accuracy_resend(this);
576 TeamBalance_JoinBestTeam(this);
578 entity spot = SelectSpawnPoint(this, false);
580 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
581 return; // spawn failed
584 TRANSMUTE(Player, this);
586 CS(this).wasplayer = true;
587 this.iscreature = true;
588 this.teleportable = TELEPORT_NORMAL;
589 if(!this.damagedbycontents)
590 IL_PUSH(g_damagedbycontents, this);
591 this.damagedbycontents = true;
592 set_movetype(this, MOVETYPE_WALK);
593 this.solid = SOLID_SLIDEBOX;
594 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
595 if (autocvar_g_playerclip_collisions)
596 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
597 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
598 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
599 this.frags = FRAGS_PLAYER;
600 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
601 this.flags = FL_CLIENT | FL_PICKUPITEMS;
602 if (autocvar__notarget)
603 this.flags |= FL_NOTARGET;
604 this.takedamage = DAMAGE_AIM;
605 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
607 ResetPlayerResources(this);
609 SetSpectatee_status(this, 0);
611 PS(this).dual_weapons = '0 0 0';
613 if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
614 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
616 this.items = start_items;
618 float shieldtime = time + autocvar_g_spawnshieldtime;
620 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
621 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
622 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
623 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
624 if (!sv_ready_restart_after_countdown && time < game_starttime)
626 float f = game_starttime - time;
628 this.pauserotarmor_finished += f;
629 this.pauserothealth_finished += f;
630 this.pauseregen_finished += f;
633 StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
635 this.damageforcescale = autocvar_g_player_damageforcescale;
637 this.respawn_flags = 0;
638 this.respawn_time = 0;
639 STAT(RESPAWN_TIME, this) = 0;
640 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
642 this.pain_finished = 0;
644 setthink(this, func_null); // players have no think function
647 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
649 this.deadflag = DEAD_NO;
651 this.angles = spot.angles;
652 this.angles_z = 0; // never spawn tilted even if the spot says to
653 if (IS_BOT_CLIENT(this))
655 this.v_angle = this.angles;
658 this.fixangle = true; // turn this way immediately
659 this.oldvelocity = this.velocity = '0 0 0';
660 this.avelocity = '0 0 0';
661 this.punchangle = '0 0 0';
662 this.punchvector = '0 0 0';
664 STAT(REVIVE_PROGRESS, this) = 0;
665 this.revival_time = 0;
667 STAT(AIR_FINISHED, this) = 0;
668 this.waterlevel = WATERLEVEL_NONE;
669 this.watertype = CONTENT_EMPTY;
671 entity spawnevent = new_pure(spawnevent);
672 spawnevent.owner = this;
673 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
675 // Cut off any still running player sounds.
676 stopsound(this, CH_PLAYER_SINGLE);
679 FixPlayermodel(this);
680 this.drawonlytoclient = NULL;
684 for(int slot = 0; slot < MAX_AXH; ++slot)
686 entity axh = this.(AuxiliaryXhair[slot]);
687 this.(AuxiliaryXhair[slot]) = NULL;
689 if(axh.owner == this && axh != NULL && !wasfreed(axh))
693 this.spawnpoint_targ = NULL;
696 this.view_ofs = STAT(PL_VIEW_OFS, this);
697 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
698 this.spawnorigin = spot.origin;
699 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
700 // don't reset back to last position, even if new position is stuck in solid
701 this.oldorigin = this.origin;
703 IL_REMOVE(g_conveyed, this);
704 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
706 IL_REMOVE(g_swamped, this);
707 this.swampslug = NULL;
708 this.swamp_interval = 0;
709 if(this.ladder_entity)
710 IL_REMOVE(g_ladderents, this);
711 this.ladder_entity = NULL;
712 IL_EACH(g_counters, it.realowner == this,
716 STAT(HUD, this) = HUD_NORMAL;
718 this.event_damage = PlayerDamage;
719 this.event_heal = PlayerHeal;
721 this.draggable = func_null;
724 IL_PUSH(g_bot_targets, this);
725 this.bot_attack = true;
726 if(!this.monster_attack)
727 IL_PUSH(g_monster_targets, this);
728 this.monster_attack = true;
729 navigation_dynamicgoal_init(this, false);
731 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
733 // player was spectator
734 if (CS(this).killcount == FRAGS_SPECTATOR) {
735 PlayerScore_Clear(this);
736 CS(this).killcount = 0;
737 CS(this).startplaytime = time;
740 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
742 .entity weaponentity = weaponentities[slot];
743 CL_SpawnWeaponentity(this, weaponentity);
745 this.alpha = default_player_alpha;
746 this.colormod = '1 1 1' * autocvar_g_player_brightness;
747 this.exteriorweaponentity.alpha = default_weapon_alpha;
749 this.speedrunning = false;
751 this.counter_cnt = 0;
752 this.fragsfilter_cnt = 0;
754 target_voicescript_clear(this);
756 // reset fields the weapons may use
757 FOREACH(Weapons, true, {
758 it.wr_resetplayer(it, this);
759 // reload all reloadable weapons
760 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
761 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
763 .entity weaponentity = weaponentities[slot];
764 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
769 Unfreeze(this, false);
771 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
774 string s = spot.target;
775 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
776 spot.target = string_null;
777 SUB_UseTargets(spot, this, NULL);
778 if(g_assault || g_race)
782 if (autocvar_spawn_debug)
784 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
785 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
788 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
790 .entity weaponentity = weaponentities[slot];
791 entity w_ent = this.(weaponentity);
792 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
793 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
795 w_ent.m_switchweapon = WEP_Null;
796 w_ent.m_weapon = WEP_Null;
797 w_ent.weaponname = "";
798 w_ent.m_switchingweapon = WEP_Null;
802 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
804 if (CS(this).impulse) ImpulseCommands(this);
806 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
807 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
809 .entity weaponentity = weaponentities[slot];
810 W_WeaponFrame(this, weaponentity);
813 if (!warmup_stage && !this.alivetime)
814 this.alivetime = time;
816 antilag_clear(this, CS(this));
819 /** Called when a client spawns in the server */
820 void PutClientInServer(entity this)
822 if (IS_BOT_CLIENT(this)) {
823 TRANSMUTE(Player, this);
824 } else if (IS_REAL_CLIENT(this)) {
826 WriteByte(MSG_ONE, SVC_SETVIEW);
827 WriteEntity(MSG_ONE, this);
830 TRANSMUTE(Observer, this);
832 SetSpectatee(this, NULL);
836 PS(this).itemkeys = 0;
838 MUTATOR_CALLHOOK(PutClientInServer, this);
840 if (IS_OBSERVER(this)) {
841 PutObserverInServer(this, false);
842 } else if (IS_PLAYER(this)) {
843 PutPlayerInServer(this);
846 if(teamplay && IS_REAL_CLIENT(this))
847 send_TeamNames(MSG_ONE, this);
848 bot_relinkplayerlist();
851 // TODO do we need all these fields, or should we stop autodetecting runtime
852 // changes and just have a console command to update this?
853 bool ClientInit_SendEntity(entity this, entity to, int sf)
855 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
858 // MSG_INIT replacement
859 // TODO: make easier to use
861 W_PROP_reload(MSG_ONE, to);
862 ClientInit_misc(this);
863 MUTATOR_CALLHOOK(Ent_Init);
865 void ClientInit_misc(entity this)
867 int channel = MSG_ONE;
868 WriteHeader(channel, ENT_CLIENT_INIT);
869 WriteByte(channel, g_nexball_meter_period * 32);
870 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
871 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
872 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
873 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
874 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
875 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
876 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
877 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
879 if(autocvar_sv_foginterval && world.fog != "")
880 WriteString(channel, world.fog);
882 WriteString(channel, "");
883 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
884 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
885 WriteByte(channel, serverflags);
886 WriteCoord(channel, autocvar_g_trueaim_minrange);
888 // z411 send full hostname
889 WriteString(channel, (autocvar_hostname_full != "" ? autocvar_hostname_full : autocvar_hostname));
890 WriteString(channel, autocvar_sv_motd_permanent);
892 // z411 send client countdown type
893 WriteByte(channel, autocvar_sv_timer_countdown);
896 void ClientInit_CheckUpdate(entity this)
898 this.nextthink = time;
899 if(this.count != autocvar_g_balance_armor_blockpercent)
901 this.count = autocvar_g_balance_armor_blockpercent;
904 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
906 this.cnt = autocvar_g_balance_damagepush_speedfactor;
911 void ClientInit_Spawn()
913 entity e = new_pure(clientinit);
914 setthink(e, ClientInit_CheckUpdate);
915 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
917 ClientInit_CheckUpdate(e);
927 // initialize parms for a new player
928 parm1 = -(86400 * 366);
930 MUTATOR_CALLHOOK(SetNewParms);
938 void SetChangeParms (entity this)
940 // save parms for level change
941 parm1 = CS(this).parm_idlesince - time;
943 MUTATOR_CALLHOOK(SetChangeParms);
951 void DecodeLevelParms(entity this)
954 CS(this).parm_idlesince = parm1;
955 if (CS(this).parm_idlesince == -(86400 * 366))
956 CS(this).parm_idlesince = time;
958 // whatever happens, allow 60 seconds of idling directly after connect for map loading
959 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
961 MUTATOR_CALLHOOK(DecodeLevelParms);
964 void FixClientCvars(entity e)
966 // send prediction settings to the client
967 stuffcmd(e, "\nin_bindmap 0 0\n");
968 if(autocvar_g_antilag == 3) // client side hitscan
969 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
970 if(autocvar_sv_gentle)
971 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
973 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
974 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
976 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
978 MUTATOR_CALLHOOK(FixClientCvars, e);
981 bool findinlist_abbrev(string tofind, string list)
983 if(list == "" || tofind == "")
984 return false; // empty list or search, just return
986 // this function allows abbreviated strings!
987 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
995 bool PlayerInIPList(entity p, string iplist)
997 // some safety checks (never allow local?)
998 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1001 return findinlist_abbrev(p.netaddress, iplist);
1004 bool PlayerInIDList(entity p, string idlist)
1006 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1010 return findinlist_abbrev(p.crypto_idfp, idlist);
1013 bool PlayerInList(entity player, string list)
1015 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1018 #ifdef DP_EXT_PRECONNECT
1023 Called once (not at each match start) when a client begins a connection to the server
1026 void ClientPreConnect(entity this)
1028 if(autocvar_sv_eventlog)
1030 GameLogEcho(sprintf(":connect:%d:%d:%s",
1033 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1039 string GetClientVersionMessage(entity this)
1041 if (CS(this).version_mismatch) {
1042 if(CS(this).version < autocvar_gameversion) {
1043 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1044 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1046 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1047 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1050 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1054 string getwelcomemessage(entity this)
1056 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1057 string modifications = M_ARGV(0, string);
1061 if(g_weaponarena_random)
1062 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1064 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1066 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1067 modifications = strcat(modifications, ", No start weapons");
1068 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1069 modifications = strcat(modifications, ", Low gravity");
1070 if(g_weapon_stay && !g_cts)
1071 modifications = strcat(modifications, ", Weapons stay");
1072 if(autocvar_g_jetpack)
1073 modifications = strcat(modifications, ", Jet pack");
1074 modifications = substring(modifications, 2, strlen(modifications) - 2);
1076 //string versionmessage = GetClientVersionMessage(this);
1077 //string s = strcat(versionmessage, "^8\n^9", (autocvar_hostname_full ? autocvar_hostname_full : autocvar_hostname));
1078 string s = (autocvar_hostname_full != "" ? autocvar_hostname_full : autocvar_hostname);
1080 s = strcat(s, "^8\n^7", gamemode_name);
1082 if(modifications != "")
1083 s = strcat(s, "^7 | ^3", modifications);
1085 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1087 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1088 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1091 if (cache_mutatormsg != "") {
1092 s = strcat(s, "\n^8tips: ^7", cache_mutatormsg);
1095 string mutator_msg = "";
1096 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1097 mutator_msg = M_ARGV(0, string);
1099 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1101 string motd = autocvar_sv_motd;
1103 s = strcat(s, "\n\n^7", strreplace("\\n", "\n", motd));
1106 // It's been a work, I want some credit for a while. Might remove later.
1107 s = strcat(s, "\n\nUsing BaI mod by z411 - bienvenidoainternet.org");
1115 Called when a client connects to the server
1118 void ClientConnect(entity this)
1120 if (Ban_MaybeEnforceBanOnce(this)) return;
1121 assert(!IS_CLIENT(this), return);
1122 this.flags |= FL_CLIENT;
1123 assert(player_count >= 0, player_count = 0);
1125 TRANSMUTE(Client, this);
1126 CS(this).version_nagtime = time + 10 + random() * 10;
1128 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1130 bot_clientconnect(this);
1132 Player_DetermineForcedTeam(this);
1134 TRANSMUTE(Observer, this);
1136 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1138 // always track bots, don't ask for cl_allow_uidtracking
1139 if (IS_BOT_CLIENT(this))
1140 PlayerStats_GameReport_AddPlayer(this);
1142 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1144 if (autocvar_sv_eventlog)
1145 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1147 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1149 stuffcmd(this, clientstuff, "\n");
1150 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1152 FixClientCvars(this);
1154 // get version info from player
1155 stuffcmd(this, "cmd clientversion $gameversion\n");
1157 // notify about available teams
1160 entity balance = TeamBalance_CheckAllowedTeams(this);
1161 int t = TeamBalance_GetAllowedTeams(balance);
1162 TeamBalance_Destroy(balance);
1163 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1167 stuffcmd(this, "set _teams_available 0\n");
1170 bot_relinkplayerlist();
1172 CS(this).spectatortime = time;
1173 if (blockSpectators)
1175 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1178 CS(this).jointime = time;
1180 if (IS_REAL_CLIENT(this))
1182 if (g_weaponarena_weapons == WEPSET(TUBA))
1183 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1186 if (!autocvar_sv_foginterval && world.fog != "")
1187 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1189 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1190 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1191 send_CSQC_teamnagger();
1193 CSQCMODEL_AUTOINIT(this);
1195 CS(this).model_randomizer = random();
1197 if (IS_REAL_CLIENT(this))
1198 sv_notice_join(this);
1200 this.move_qcphysics = autocvar_sv_qcphysics;
1202 // update physics stats (players can spawn before physics runs)
1203 Physics_UpdateStats(this);
1205 IL_EACH(g_initforplayer, it.init_for_player, {
1206 it.init_for_player(it, this);
1209 Handicap_Initialize(this);
1211 MUTATOR_CALLHOOK(ClientConnect, this);
1213 if (IS_REAL_CLIENT(this))
1215 if (!autocvar_g_campaign && !IS_PLAYER(this))
1217 CS(this).motd_actived_time = -1;
1218 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1226 Called when a client disconnects from the server
1229 .entity chatbubbleentity;
1230 void player_powerups_remove_all(entity this);
1232 void ClientDisconnect(entity this)
1234 assert(IS_CLIENT(this), return);
1236 PlayerStats_GameReport_FinalizePlayer(this);
1237 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1238 if (CS(this).active_minigame) part_minigame(this);
1239 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1241 if (autocvar_sv_eventlog)
1242 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1244 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1247 SetSpectatee(this, NULL);
1249 MUTATOR_CALLHOOK(ClientDisconnect, this);
1251 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1252 strfree(CS_CVAR(this).weaponorder_byimpulse);
1253 ClientState_detach(this);
1255 Portal_ClearAll(this);
1257 Unfreeze(this, false);
1259 RemoveGrapplingHooks(this);
1261 // Here, everything has been done that requires this player to be a client.
1263 this.flags &= ~FL_CLIENT;
1265 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1266 if (this.killindicator) delete(this.killindicator);
1268 IL_EACH(g_counters, it.realowner == this,
1273 WaypointSprite_PlayerGone(this);
1275 bot_relinkplayerlist();
1277 strfree(this.clientstatus);
1278 if (this.personal) delete(this.personal);
1282 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1284 player_powerups_remove_all(this); // stop powerup sound
1289 void ChatBubbleThink(entity this)
1291 this.nextthink = time;
1292 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1294 if(this.owner) // but why can that ever be NULL?
1295 this.owner.chatbubbleentity = NULL;
1302 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1304 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1305 this.mdl = "models/sprites/minigame_busy.iqm";
1306 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1307 this.mdl = "models/misc/chatbubble.spr";
1310 if ( this.model != this.mdl )
1311 _setmodel(this, this.mdl);
1315 void UpdateChatBubble(entity this)
1319 // spawn a chatbubble entity if needed
1320 if (!this.chatbubbleentity)
1322 this.chatbubbleentity = new(chatbubbleentity);
1323 this.chatbubbleentity.owner = this;
1324 this.chatbubbleentity.exteriormodeltoclient = this;
1325 setthink(this.chatbubbleentity, ChatBubbleThink);
1326 this.chatbubbleentity.nextthink = time;
1327 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1328 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1329 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1330 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1331 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1332 //this.chatbubbleentity.model = "";
1333 this.chatbubbleentity.effects = EF_LOWPRECISION;
1337 void calculate_player_respawn_time(entity this)
1339 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1342 float gametype_setting_tmp;
1343 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1344 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1345 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1346 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1347 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1348 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1350 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1353 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1354 if(it.team == this.team)
1357 if (sdelay_small_count == 0)
1358 sdelay_small_count = 1;
1359 if (sdelay_large_count == 0)
1360 sdelay_large_count = 1;
1364 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1367 if (sdelay_small_count == 0)
1369 if (IS_INDEPENDENT_PLAYER(this))
1371 // Players play independently. No point in requiring enemies.
1372 sdelay_small_count = 1;
1376 // Players play AGAINST each other. Enemies required.
1377 sdelay_small_count = 2;
1380 if (sdelay_large_count == 0)
1382 if (IS_INDEPENDENT_PLAYER(this))
1384 // Players play independently. No point in requiring enemies.
1385 sdelay_large_count = 1;
1389 // Players play AGAINST each other. Enemies required.
1390 sdelay_large_count = 2;
1397 if (pcount <= sdelay_small_count)
1398 sdelay = sdelay_small;
1399 else if (pcount >= sdelay_large_count)
1400 sdelay = sdelay_large;
1401 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1402 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1405 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1407 this.respawn_time = time + sdelay;
1409 if(sdelay < sdelay_max)
1410 this.respawn_time_max = time + sdelay_max;
1412 this.respawn_time_max = this.respawn_time;
1414 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1415 this.respawn_countdown = 10; // first number to count down from is 10
1417 this.respawn_countdown = -1; // do not count down
1419 if(autocvar_g_forced_respawn)
1420 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1423 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1424 // added to the model skins
1425 /*void UpdateColorModHack()
1428 c = this.clientcolors & 15;
1429 // LordHavoc: only bothering to support white, green, red, yellow, blue
1430 if (!teamplay) this.colormod = '0 0 0';
1431 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1432 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1433 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1434 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1435 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1436 else this.colormod = '1 1 1';
1439 void respawn(entity this)
1441 bool damagedbycontents_prev = this.damagedbycontents;
1444 if(autocvar_g_respawn_ghosts)
1446 this.solid = SOLID_NOT;
1447 this.takedamage = DAMAGE_NO;
1448 this.damagedbycontents = false;
1449 set_movetype(this, MOVETYPE_FLY);
1450 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1451 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1452 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1453 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1454 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1455 if(autocvar_g_respawn_ghosts_time > 0)
1456 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1459 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1463 this.damagedbycontents = damagedbycontents_prev;
1465 this.effects |= EF_NODRAW; // prevent another CopyBody
1466 PutClientInServer(this);
1469 void play_countdown(entity this, float finished, Sound samp)
1472 if(IS_REAL_CLIENT(this))
1473 if(floor(finished - time - frametime) != floor(finished - time))
1474 if(finished - time < 6)
1475 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1478 void player_powerups_remove_all(entity this)
1480 if (this.items & IT_SUPERWEAPON)
1482 // don't play the poweroff sound when the game restarts or the player disconnects
1483 if (time > game_starttime + 1 && IS_CLIENT(this))
1484 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1485 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1486 this.items -= (this.items & IT_SUPERWEAPON);
1490 void player_powerups(entity this)
1492 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1493 this.modelflags |= MF_ROCKET;
1495 this.modelflags &= ~MF_ROCKET;
1497 this.effects &= ~EF_NODEPTHTEST;
1500 player_powerups_remove_all(this);
1502 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1505 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1506 int items_prev = this.items;
1508 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1510 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1511 if (this.items & IT_SUPERWEAPON)
1513 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1515 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1516 this.items = this.items - (this.items & IT_SUPERWEAPON);
1517 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1518 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1520 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1522 // don't let them run out
1526 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1527 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1529 this.items = this.items - (this.items & IT_SUPERWEAPON);
1530 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1531 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1532 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1536 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1538 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1540 this.items = this.items | IT_SUPERWEAPON;
1541 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1544 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1545 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1550 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1551 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1552 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1555 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1557 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1561 if(autocvar_g_nodepthtestplayers)
1562 this.effects = this.effects | EF_NODEPTHTEST;
1564 if(autocvar_g_fullbrightplayers)
1565 this.effects = this.effects | EF_FULLBRIGHT;
1567 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1570 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1572 if(current > stable)
1574 else if(current > stable - 0.25) // when close enough, "snap"
1577 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1580 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1582 if(current < stable)
1584 else if(current < stable + 0.25) // when close enough, "snap"
1587 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1590 void RotRegen(entity this, int res, float limit_mod,
1591 float regenstable, float regenfactor, float regenlinear, float regenframetime,
1592 float rotstable, float rotfactor, float rotlinear, float rotframetime)
1594 float old = GetResource(this, res);
1595 float current = old;
1596 if(current > rotstable)
1598 if(rotframetime > 0)
1600 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1601 current = max(rotstable, current - rotlinear * rotframetime);
1604 else if(current < regenstable)
1606 if(regenframetime > 0)
1608 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1609 current = min(regenstable, current + regenlinear * regenframetime);
1613 float limit = GetResourceLimit(this, res) * limit_mod;
1618 SetResource(this, res, current);
1621 void player_regen(entity this)
1623 float max_mod, regen_mod, rot_mod, limit_mod;
1624 max_mod = regen_mod = rot_mod = limit_mod = 1;
1626 float regen_health = autocvar_g_balance_health_regen;
1627 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1628 float regen_health_rot = autocvar_g_balance_health_rot;
1629 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1630 float regen_health_stable = autocvar_g_balance_health_regenstable;
1631 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1632 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1633 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1634 max_mod = M_ARGV(1, float);
1635 regen_mod = M_ARGV(2, float);
1636 rot_mod = M_ARGV(3, float);
1637 limit_mod = M_ARGV(4, float);
1638 regen_health = M_ARGV(5, float);
1639 regen_health_linear = M_ARGV(6, float);
1640 regen_health_rot = M_ARGV(7, float);
1641 regen_health_rotlinear = M_ARGV(8, float);
1642 regen_health_stable = M_ARGV(9, float);
1643 regen_health_rotstable = M_ARGV(10, float);
1645 float rotstable, regenstable, rotframetime, regenframetime;
1647 if(!mutator_returnvalue)
1648 if(!STAT(FROZEN, this))
1650 regenstable = autocvar_g_balance_armor_regenstable;
1651 rotstable = autocvar_g_balance_armor_rotstable;
1652 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1653 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1654 RotRegen(this, RES_ARMOR, limit_mod,
1655 regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime,
1656 rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime);
1658 // NOTE: max_mod is only applied to health
1659 regenstable = regen_health_stable * max_mod;
1660 rotstable = regen_health_rotstable * max_mod;
1661 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1662 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1663 RotRegen(this, RES_HEALTH, limit_mod,
1664 regenstable, regen_health, regen_health_linear, regenframetime,
1665 rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1668 // if player rotted to death... die!
1669 // check this outside above checks, as player may still be able to rot to death
1670 if(GetResource(this, RES_HEALTH) < 1)
1673 vehicles_exit(this.vehicle, VHEF_RELEASE);
1674 if(this.event_damage)
1675 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1678 if (!(this.items & IT_UNLIMITED_AMMO))
1680 regenstable = autocvar_g_balance_fuel_regenstable;
1681 rotstable = autocvar_g_balance_fuel_rotstable;
1682 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0;
1683 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1684 RotRegen(this, RES_FUEL, 1,
1685 regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime,
1686 rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime);
1691 void SetZoomState(entity this, float newzoom)
1693 if(newzoom != CS(this).zoomstate)
1695 CS(this).zoomstate = newzoom;
1696 ClientData_Touch(this);
1698 zoomstate_set = true;
1701 void GetPressedKeys(entity this)
1703 MUTATOR_CALLHOOK(GetPressedKeys, this);
1706 CS(this).pressedkeys = 0;
1707 STAT(PRESSED_KEYS, this) = 0;
1711 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1712 int keys = STAT(PRESSED_KEYS, this);
1713 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1714 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1715 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1716 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1718 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1719 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
1720 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1721 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1722 CS(this).pressedkeys = keys; // store for other users
1724 STAT(PRESSED_KEYS, this) = keys;
1728 ======================
1729 spectate mode routines
1730 ======================
1733 void SpectateCopy(entity this, entity spectatee)
1735 TC(Client, this); TC(Client, spectatee);
1737 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1738 PS(this) = PS(spectatee);
1739 this.armortype = spectatee.armortype;
1740 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1741 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1742 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1743 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1744 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1745 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1746 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1747 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1748 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1749 CS(this).impulse = 0;
1750 this.disableclientprediction = 1; // no need to run prediction on a spectator
1751 this.items = spectatee.items;
1752 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1753 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1754 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1755 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1756 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1757 this.punchangle = spectatee.punchangle;
1758 this.view_ofs = spectatee.view_ofs;
1759 this.velocity = spectatee.velocity;
1760 this.dmg_take = spectatee.dmg_take;
1761 this.dmg_save = spectatee.dmg_save;
1762 this.dmg_inflictor = spectatee.dmg_inflictor;
1763 this.v_angle = spectatee.v_angle;
1764 this.angles = spectatee.v_angle;
1765 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1766 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1767 this.viewloc = spectatee.viewloc;
1768 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1769 this.fixangle = true;
1770 setorigin(this, spectatee.origin);
1771 setsize(this, spectatee.mins, spectatee.maxs);
1772 SetZoomState(this, CS(spectatee).zoomstate);
1774 anticheat_spectatecopy(this, spectatee);
1775 STAT(HUD, this) = STAT(HUD, spectatee);
1776 if(spectatee.vehicle)
1778 this.angles = spectatee.v_angle;
1780 //this.fixangle = false;
1781 //this.velocity = spectatee.vehicle.velocity;
1782 this.vehicle_health = spectatee.vehicle_health;
1783 this.vehicle_shield = spectatee.vehicle_shield;
1784 this.vehicle_energy = spectatee.vehicle_energy;
1785 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1786 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1787 this.vehicle_reload1 = spectatee.vehicle_reload1;
1788 this.vehicle_reload2 = spectatee.vehicle_reload2;
1790 //msg_entity = this;
1792 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1793 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1794 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1795 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1797 //WriteByte (MSG_ONE, SVC_SETVIEW);
1798 // WriteEntity(MSG_ONE, this);
1799 //makevectors(spectatee.v_angle);
1800 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1804 bool SpectateUpdate(entity this)
1809 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1811 SetSpectatee(this, NULL);
1815 SpectateCopy(this, this.enemy);
1820 bool SpectateSet(entity this)
1822 if(!IS_PLAYER(this.enemy))
1825 ClientData_Touch(this.enemy);
1828 WriteByte(MSG_ONE, SVC_SETVIEW);
1829 WriteEntity(MSG_ONE, this.enemy);
1830 set_movetype(this, MOVETYPE_NONE);
1831 accuracy_resend(this);
1833 if(!SpectateUpdate(this))
1834 PutObserverInServer(this, false);
1839 void SetSpectatee_status(entity this, int spectatee_num)
1841 int oldspectatee_status = CS(this).spectatee_status;
1842 CS(this).spectatee_status = spectatee_num;
1844 if (CS(this).spectatee_status != oldspectatee_status)
1846 if (STAT(PRESSED_KEYS, this))
1848 CS(this).pressedkeys = 0;
1849 STAT(PRESSED_KEYS, this) = 0;
1851 ClientData_Touch(this);
1852 if (g_race || g_cts) race_InitSpectator();
1856 void SetSpectatee(entity this, entity spectatee)
1858 if(IS_BOT_CLIENT(this))
1859 return; // bots abuse .enemy, this code is useless to them
1861 entity old_spectatee = this.enemy;
1863 this.enemy = spectatee;
1866 // these are required to fix the spectator bug with arc
1869 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1871 .entity weaponentity = weaponentities[slot];
1872 if(old_spectatee.(weaponentity).arc_beam)
1873 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1878 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1880 .entity weaponentity = weaponentities[slot];
1881 if(this.enemy.(weaponentity).arc_beam)
1882 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1887 SetSpectatee_status(this, etof(this.enemy));
1889 // needed to update spectator list
1890 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1893 bool Spectate(entity this, entity pl)
1895 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1897 pl = M_ARGV(1, entity);
1899 SetSpectatee(this, pl);
1900 return SpectateSet(this);
1903 bool SpectateNext(entity this)
1905 entity ent = find(this.enemy, classname, STR_PLAYER);
1907 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1908 ent = M_ARGV(1, entity);
1910 ent = find(ent, classname, STR_PLAYER);
1912 if(ent) { SetSpectatee(this, ent); }
1914 return SpectateSet(this);
1917 bool SpectatePrev(entity this)
1919 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1920 entity ent = findchain(classname, STR_PLAYER);
1921 if (!ent) // no player
1925 // skip players until current spectated player
1927 while(ent && ent != this.enemy)
1930 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1932 case MUT_SPECPREV_FOUND:
1933 ent = M_ARGV(1, entity);
1935 case MUT_SPECPREV_RETURN:
1937 case MUT_SPECPREV_CONTINUE:
1948 SetSpectatee(this, ent);
1949 return SpectateSet(this);
1954 ShowRespawnCountdown()
1956 Update a respawn countdown display.
1959 void ShowRespawnCountdown(entity this)
1962 if(!IS_DEAD(this)) // just respawned?
1966 number = ceil(this.respawn_time - time);
1969 if(number <= this.respawn_countdown)
1971 this.respawn_countdown = number - 1;
1972 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
1973 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1978 .bool team_selected;
1979 bool ShowTeamSelection(entity this)
1981 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1983 stuffcmd(this, "menu_showteamselect\n");
1986 void Join(entity this)
1988 TRANSMUTE(Player, this);
1990 if(!this.team_selected)
1991 if(autocvar_g_campaign || autocvar_g_balance_teams)
1992 TeamBalance_JoinBestTeam(this);
1994 if(autocvar_g_campaign)
1995 campaign_bots_may_start = true;
1997 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1999 PutClientInServer(this);
2002 if(teamplay && this.team != -1)
2006 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2007 this.team_selected = false;
2010 // send constant ready notification
2012 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MISSING_READY);
2015 int GetPlayerLimit()
2018 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)
2019 int player_limit = autocvar_g_maxplayers;
2020 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2021 player_limit = M_ARGV(0, int);
2022 return player_limit;
2026 * Determines whether the player is allowed to join. This depends on cvar
2027 * g_maxplayers, if it isn't used this function always return true, otherwise
2028 * it checks whether the number of currently playing players exceeds g_maxplayers.
2029 * @return int number of free slots for players, 0 if none
2031 int nJoinAllowed(entity this, entity ignore)
2034 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2035 // so report 0 free slots if restricted
2037 if(autocvar_g_forced_team_otherwise == "spectate")
2039 if(autocvar_g_forced_team_otherwise == "spectator")
2043 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2044 return 0; // forced spectators can never join
2046 // TODO simplify this
2047 int totalClients = 0;
2048 int currentlyPlaying = 0;
2049 FOREACH_CLIENT(true, {
2052 if(IS_REAL_CLIENT(it))
2053 if(IS_PLAYER(it) || it.caplayer)
2057 int player_limit = GetPlayerLimit();
2061 free_slots = maxclients - totalClients;
2062 else if(player_limit > 0 && currentlyPlaying < player_limit)
2063 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2065 static float msg_time = 0;
2066 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2068 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2069 msg_time = time + 0.5;
2075 void PrintWelcomeMessage(entity this)
2077 if(CS(this).motd_actived_time == 0)
2079 if (autocvar_g_campaign) {
2080 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2081 CS(this).motd_actived_time = time;
2082 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2085 if (PHYS_INPUT_BUTTON_INFO(this)) {
2086 CS(this).motd_actived_time = time;
2087 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2091 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2093 if (autocvar_g_campaign) {
2094 if (PHYS_INPUT_BUTTON_INFO(this))
2095 CS(this).motd_actived_time = time;
2096 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2097 CS(this).motd_actived_time = 0;
2098 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2101 if (PHYS_INPUT_BUTTON_INFO(this))
2102 CS(this).motd_actived_time = time;
2103 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2104 CS(this).motd_actived_time = 0;
2105 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2109 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2111 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2112 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2113 else if (CS(this).motd_actived_time == -2)
2115 // instantly hide MOTD
2116 CS(this).motd_actived_time = 0;
2117 if (autocvar_g_campaign)
2118 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2120 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2122 else if (IS_PLAYER(this) || IS_SPEC(this))
2124 // FIXME occasionally for some reason MOTD never goes away
2125 // delay MOTD removal a little bit in the hope it fixes this bug
2126 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2127 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2128 else //if (CS(this).motd_actived_time < -2)
2129 CS(this).motd_actived_time++;
2134 bool joinAllowed(entity this)
2136 if (CS(this).version_mismatch) return false;
2137 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2138 if (!nJoinAllowed(this, this)) return false;
2139 if (teamplay && lockteams) return false;
2140 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2141 if (ShowTeamSelection(this)) return false;
2145 .string shootfromfixedorigin;
2146 .bool dualwielding_prev;
2147 bool PlayerThink(entity this)
2149 if (game_stopped || intermission_running) {
2150 this.modelflags &= ~MF_ROCKET;
2151 if(intermission_running)
2152 IntermissionThink(this);
2157 // don't allow the player to turn around while game is paused
2158 // FIXME turn this into CSQC stuff
2159 this.v_angle = this.lastV_angle;
2160 this.angles = this.lastV_angle;
2161 this.fixangle = true;
2165 if (frametime) player_powerups(this);
2167 if (IS_DEAD(this)) {
2168 if (this.personal && g_race_qualifying) {
2169 if (time > this.respawn_time) {
2170 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2172 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2175 if (frametime) player_anim(this);
2177 if (this.respawn_flags & RESPAWN_DENY)
2179 STAT(RESPAWN_TIME, this) = 0;
2183 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));
2185 switch(this.deadflag)
2189 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2190 this.deadflag = DEAD_RESPAWNING;
2191 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2192 this.deadflag = DEAD_DEAD;
2198 this.deadflag = DEAD_RESPAWNABLE;
2199 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2200 this.deadflag = DEAD_RESPAWNING;
2203 case DEAD_RESPAWNABLE:
2205 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2206 this.deadflag = DEAD_RESPAWNING;
2209 case DEAD_RESPAWNING:
2211 if (time > this.respawn_time)
2213 this.respawn_time = time + 1; // only retry once a second
2214 this.respawn_time_max = this.respawn_time;
2221 ShowRespawnCountdown(this);
2223 if (this.respawn_flags & RESPAWN_SILENT)
2224 STAT(RESPAWN_TIME, this) = 0;
2225 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2227 if (time < this.respawn_time)
2228 STAT(RESPAWN_TIME, this) = this.respawn_time;
2229 else if (this.deadflag != DEAD_RESPAWNING)
2230 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2233 STAT(RESPAWN_TIME, this) = this.respawn_time;
2236 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2237 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2238 STAT(RESPAWN_TIME, this) *= -1;
2243 FixPlayermodel(this);
2245 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2246 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2247 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2250 // reset gun alignment when dual wielding status changes
2251 // to ensure guns are always aligned right and left
2252 bool dualwielding = W_DualWielding(this);
2253 if(this.dualwielding_prev != dualwielding)
2255 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2256 this.dualwielding_prev = dualwielding;
2259 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2262 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2264 .entity weaponentity = weaponentities[slot];
2265 if(WEP_CVAR(vortex, charge_always))
2266 W_Vortex_Charge(this, weaponentity, frametime);
2267 W_WeaponFrame(this, weaponentity);
2273 // WEAPONTODO: Add a weapon request for this
2274 // rot vortex charge to the charge limit
2275 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2277 .entity weaponentity = weaponentities[slot];
2278 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2279 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2284 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2287 monsters_setstatus(this);
2292 .bool would_spectate;
2293 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2294 void ObserverOrSpectatorThink(entity this)
2296 bool is_spec = IS_SPEC(this);
2297 if ( CS(this).impulse )
2299 int r = MinigameImpulse(this, CS(this).impulse);
2301 CS(this).impulse = 0;
2303 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2305 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2306 CS(this).impulse = 0;
2311 if (this.flags & FL_JUMPRELEASED) {
2312 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2313 this.flags &= ~FL_JUMPRELEASED;
2314 this.flags |= FL_SPAWNING;
2315 } 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)))
2316 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2317 this.flags &= ~FL_JUMPRELEASED;
2318 if(SpectateNext(this)) {
2319 TRANSMUTE(Spectator, this);
2320 } else if (is_spec) {
2321 TRANSMUTE(Observer, this);
2322 PutClientInServer(this);
2325 this.would_spectate = false; // unable to spectate anyone
2327 CS(this).impulse = 0;
2328 } else if (is_spec) {
2329 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2330 this.flags &= ~FL_JUMPRELEASED;
2331 if(SpectatePrev(this)) {
2332 TRANSMUTE(Spectator, this);
2334 TRANSMUTE(Observer, this);
2335 PutClientInServer(this);
2337 CS(this).impulse = 0;
2338 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2339 this.would_spectate = false;
2340 this.flags &= ~FL_JUMPRELEASED;
2341 TRANSMUTE(Observer, this);
2342 PutClientInServer(this);
2343 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2344 PutObserverInServer(this, false);
2345 this.would_spectate = true;
2349 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2350 if (PHYS_INPUT_BUTTON_USE(this))
2351 wouldclip = !wouldclip;
2352 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2353 set_movetype(this, preferred_movetype);
2355 } else { // jump pressed
2356 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2357 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2358 this.flags |= FL_JUMPRELEASED;
2359 if(this.flags & FL_SPAWNING)
2361 this.flags &= ~FL_SPAWNING;
2362 if(joinAllowed(this))
2364 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2365 CS(this).autojoin_checked = -1;
2369 if(is_spec && !SpectateUpdate(this))
2370 PutObserverInServer(this, false);
2373 this.flags |= FL_CLIENT | FL_NOTARGET;
2376 void PlayerUseKey(entity this)
2378 if (!IS_PLAYER(this))
2385 vehicles_exit(this.vehicle, VHEF_NORMAL);
2389 else if(autocvar_g_vehicles_enter)
2391 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2393 entity head, closest_target = NULL;
2394 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2396 while(head) // find the closest acceptable target to enter
2398 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2399 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2403 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2404 { closest_target = head; }
2406 else { closest_target = head; }
2412 if(closest_target) { vehicles_enter(this, closest_target); return; }
2416 // a use key was pressed; call handlers
2417 MUTATOR_CALLHOOK(PlayerUseKey, this);
2425 Called every frame for each client before the physics are run
2428 .float last_vehiclecheck;
2429 void PlayerPreThink (entity this)
2431 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2432 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2434 WarpZone_PlayerPhysics_FixVAngle(this);
2437 // physics frames: update anticheat stuff
2438 anticheat_prethink(this);
2440 // WORKAROUND: only use dropclient in server frames (frametime set).
2441 // Never use it in cl_movement frames (frametime zero).
2442 if (blockSpectators && IS_REAL_CLIENT(this)
2443 && (IS_SPEC(this) || IS_OBSERVER(this)) && !this.caplayer
2444 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2446 if (dropclient_schedule(this))
2447 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2451 zoomstate_set = false;
2453 // Check for nameless players
2454 if (this.netname == "" || this.netname != CS(this).netname_previous)
2456 bool assume_unchanged = (CS(this).netname_previous == "");
2457 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2459 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2460 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2461 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2462 assume_unchanged = false;
2463 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2465 if (isInvisibleString(this.netname))
2467 this.netname = strzone(sprintf("Player#%d", this.playerid));
2468 sprint(this, "Warning: invisible names are not allowed.\n");
2469 assume_unchanged = false;
2470 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2472 if (!assume_unchanged && autocvar_sv_eventlog)
2473 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2474 strcpy(CS(this).netname_previous, this.netname);
2478 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2479 CS(this).version_nagtime = 0;
2480 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2482 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2484 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2486 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2487 if (r < 0) { // old client
2488 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2489 } else if (r > 0) { // old server
2490 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2496 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2498 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2499 this.max_armorvalue = 0;
2502 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2504 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2506 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2507 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2509 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2511 if (STAT(REVIVE_PROGRESS, this) >= 1)
2512 Unfreeze(this, false);
2514 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2516 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2517 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2519 if (GetResource(this, RES_HEALTH) < 1)
2522 vehicles_exit(this.vehicle, VHEF_RELEASE);
2523 if(this.event_damage)
2524 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2526 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2527 Unfreeze(this, false);
2531 MUTATOR_CALLHOOK(PlayerPreThink, this);
2533 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2534 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2536 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2540 if(!it.team || SAME_TEAM(this, it))
2541 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2542 else if(autocvar_g_vehicles_steal)
2543 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2545 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2547 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2551 this.last_vehiclecheck = time + 1;
2554 if(!CS_CVAR(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2556 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2558 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2561 if (IS_REAL_CLIENT(this))
2562 PrintWelcomeMessage(this);
2564 if (IS_PLAYER(this)) {
2565 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2566 error("Client can't be spawned as player on connection!");
2567 if(!PlayerThink(this))
2570 else if (game_stopped || intermission_running) {
2571 if(intermission_running)
2572 IntermissionThink(this);
2575 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2577 bool early_join_requested = (CS(this).autojoin_checked < 0);
2578 CS(this).autojoin_checked = 1;
2579 // don't do this in ClientConnect
2580 // many things can go wrong if a client is spawned as player on connection
2581 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2582 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2583 && (!teamplay || autocvar_g_balance_teams)))
2585 campaign_bots_may_start = true;
2586 if(joinAllowed(this))
2591 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2592 ObserverOrSpectatorThink(this);
2595 // WEAPONTODO: Add weapon request for this
2596 if (!zoomstate_set) {
2597 bool wep_zoomed = false;
2598 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2600 .entity weaponentity = weaponentities[slot];
2601 Weapon thiswep = this.(weaponentity).m_weapon;
2602 if(thiswep != WEP_Null && thiswep.wr_zoom)
2603 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2605 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2608 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2610 CS(this).teamkill_soundtime = 0;
2612 entity e = CS(this).teamkill_soundsource;
2613 entity oldpusher = e.pusher;
2615 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2616 e.pusher = oldpusher;
2619 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2620 CS(this).taunt_soundtime = 0;
2621 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2624 target_voicescript_next(this);
2627 void DrownPlayer(entity this)
2629 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2630 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2632 STAT(AIR_FINISHED, this) = 0;
2636 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2638 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2639 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2640 STAT(AIR_FINISHED, this) = 0;
2644 if (!STAT(AIR_FINISHED, this))
2645 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2646 if (STAT(AIR_FINISHED, this) < time)
2648 if (this.pain_finished < time)
2650 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');
2651 this.pain_finished = time + 0.5;
2657 .bool move_qcphysics;
2659 void Player_Physics(entity this)
2661 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2663 if(!this.move_qcphysics)
2666 if(!frametime && !CS(this).pm_frametime)
2669 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2671 CS(this).pm_frametime = 0;
2678 Called every frame for each client after the physics are run
2681 void PlayerPostThink (entity this)
2683 Player_Physics(this);
2685 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2686 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2687 if (IS_REAL_CLIENT(this))
2688 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2689 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2691 int totalClients = 0;
2692 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2694 // maxidle disabled in local matches by not counting clients (totalClients 0)
2695 if (server_is_dedicated)
2697 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2701 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2705 else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2707 FOREACH_CLIENT(IS_REAL_CLIENT(it),
2713 if (totalClients < autocvar_sv_maxidle_minplayers)
2715 // idle kick disabled
2716 CS(this).parm_idlesince = time;
2718 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2720 if (CS(this).idlekick_lasttimeleft)
2722 CS(this).idlekick_lasttimeleft = 0;
2723 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2728 float maxidle_time = autocvar_sv_maxidle;
2729 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2730 maxidle_time = autocvar_sv_maxidle_playertospectator;
2731 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2732 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2733 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2735 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2736 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2738 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2740 if (timeleft <= 0) {
2741 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2743 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2744 PutObserverInServer(this, true);
2748 if (dropclient_schedule(this))
2749 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2753 else if (timeleft <= countdown_time) {
2754 if (timeleft != CS(this).idlekick_lasttimeleft)
2755 play2(this, SND(TALK2));
2756 CS(this).idlekick_lasttimeleft = timeleft;
2765 this.solid = SOLID_NOT;
2766 this.takedamage = DAMAGE_NO;
2767 set_movetype(this, MOVETYPE_NONE);
2768 CS(this).teamkill_complain = 0;
2769 CS(this).teamkill_soundtime = 0;
2770 CS(this).teamkill_soundsource = NULL;
2773 if (IS_PLAYER(this)) {
2774 if(this.death_time == time && IS_DEAD(this))
2776 // player's bbox gets resized now, instead of in the damage event that killed the player,
2777 // once all the damage events of this frame have been processed with normal size
2779 setsize(this, this.mins, this.maxs);
2782 UpdateChatBubble(this);
2783 if (CS(this).impulse) ImpulseCommands(this);
2784 GetPressedKeys(this);
2787 CSQCMODEL_AUTOUPDATE(this);
2791 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2793 CS(this).pressedkeys = 0;
2794 STAT(PRESSED_KEYS, this) = 0;
2797 if (this.waypointsprite_attachedforcarrier) {
2798 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2799 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2802 CSQCMODEL_AUTOUPDATE(this);
2805 // hack to copy the button fields from the client entity to the Client State
2806 void PM_UpdateButtons(entity this, entity store)
2809 store.impulse = this.impulse;
2812 bool typing = this.buttonchat || this.button12;
2814 store.button0 = (typing) ? 0 : this.button0;
2816 store.button2 = (typing) ? 0 : this.button2;
2817 store.button3 = (typing) ? 0 : this.button3;
2818 store.button4 = this.button4;
2819 store.button5 = (typing) ? 0 : this.button5;
2820 store.button6 = this.button6;
2821 store.button7 = this.button7;
2822 store.button8 = this.button8;
2823 store.button9 = this.button9;
2824 store.button10 = this.button10;
2825 store.button11 = this.button11;
2826 store.button12 = this.button12;
2827 store.button13 = this.button13;
2828 store.button14 = this.button14;
2829 store.button15 = this.button15;
2830 store.button16 = this.button16;
2831 store.buttonuse = this.buttonuse;
2832 store.buttonchat = this.buttonchat;
2834 store.cursor_active = this.cursor_active;
2835 store.cursor_screen = this.cursor_screen;
2836 store.cursor_trace_start = this.cursor_trace_start;
2837 store.cursor_trace_endpos = this.cursor_trace_endpos;
2838 store.cursor_trace_ent = this.cursor_trace_ent;
2840 store.ping = this.ping;
2841 store.ping_packetloss = this.ping_packetloss;
2842 store.ping_movementloss = this.ping_movementloss;
2844 store.v_angle = this.v_angle;
2845 store.movement = this.movement;
2848 NET_HANDLE(fpsreport, bool)
2850 int fps = ReadShort();
2851 PlayerScore_Set(sender, SP_FPS, fps);