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/waypoints/all.qh>
27 #include <common/net_linked.qh>
28 #include <common/net_notice.qh>
29 #include <common/notifications/all.qh>
30 #include <common/physics/player.qh>
31 #include <common/playerstats.qh>
32 #include <common/state.qh>
33 #include <common/stats.qh>
34 #include <common/vehicles/all.qh>
35 #include <common/vehicles/sv_vehicles.qh>
36 #include <common/viewloc.qh>
37 #include <common/weapons/_all.qh>
38 #include <common/weapons/weapon/vortex.qh>
39 #include <common/wepent.qh>
40 #include <lib/csqcmodel/sv_model.qh>
41 #include <lib/warpzone/common.qh>
42 #include <lib/warpzone/server.qh>
43 #include <server/anticheat.qh>
44 #include <server/antilag.qh>
45 #include <server/bot/api.qh>
46 #include <server/bot/default/cvars.qh>
47 #include <server/campaign.qh>
48 #include <server/chat.qh>
49 #include <server/cheats.qh>
50 #include <server/clientkill.qh>
51 #include <server/command/common.qh>
52 #include <server/command/common.qh>
53 #include <server/command/vote.qh>
54 #include <server/compat/quake3.qh>
55 #include <server/damage.qh>
56 #include <server/gamelog.qh>
57 #include <server/handicap.qh>
58 #include <server/hook.qh>
59 #include <server/impulse.qh>
60 #include <server/intermission.qh>
61 #include <server/ipban.qh>
62 #include <server/main.qh>
63 #include <server/mutators/_mod.qh>
64 #include <server/player.qh>
65 #include <server/portals.qh>
66 #include <server/race.qh>
67 #include <server/resources.qh>
68 #include <server/scores.qh>
69 #include <server/scores_rules.qh>
70 #include <server/spawnpoints.qh>
71 #include <server/teamplay.qh>
72 #include <server/weapons/accuracy.qh>
73 #include <server/weapons/common.qh>
74 #include <server/weapons/hitplot.qh>
75 #include <server/weapons/selection.qh>
76 #include <server/weapons/tracing.qh>
77 #include <server/weapons/weaponsystem.qh>
78 #include <server/world.qh>
80 STATIC_METHOD(Client, Add, void(Client this, int _team))
83 TRANSMUTE(Player, this);
86 PutClientInServer(this);
89 STATIC_METHOD(Client, Remove, void(Client this))
91 TRANSMUTE(Observer, this);
92 PutClientInServer(this);
93 ClientDisconnect(this);
96 void send_CSQC_teamnagger() {
97 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
100 void send_TeamNames(int channel, entity to) {
103 WriteHeader(channel, TE_CSQC_TEAMNAMES);
104 WriteString(channel, autocvar_g_teamnames_red);
105 WriteString(channel, autocvar_g_teamnames_blue);
106 WriteString(channel, autocvar_g_teamnames_yellow);
107 WriteString(channel, autocvar_g_teamnames_pink);
110 int CountSpectators(entity player, entity to)
112 if(!player) { return 0; } // not sure how, but best to be safe
116 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
124 void WriteSpectators(entity player, entity to)
126 if(!player) { return; } // not sure how, but best to be safe
129 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
131 if(spec_count >= MAX_SPECTATORS)
133 WriteByte(MSG_ENTITY, num_for_edict(it));
138 bool ClientData_Send(entity this, entity to, int sf)
140 assert(to == this.owner, return false);
143 if (IS_SPEC(e)) e = e.enemy;
146 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
147 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
148 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
149 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
151 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
152 WriteByte(MSG_ENTITY, sf);
155 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
159 float specs = CountSpectators(e, to);
160 WriteByte(MSG_ENTITY, specs);
161 WriteSpectators(e, to);
167 void ClientData_Attach(entity this)
169 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
170 CS(this).clientdata.drawonlytoclient = this;
171 CS(this).clientdata.owner = this;
174 void ClientData_Detach(entity this)
176 delete(CS(this).clientdata);
177 CS(this).clientdata = NULL;
180 void ClientData_Touch(entity e)
182 entity cd = CS(e).clientdata;
183 if (cd) { cd.SendFlags = 1; }
185 // make it spectatable
186 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
188 entity cd = CS(it).clientdata;
189 if (cd) { cd.SendFlags = 1; }
198 Checks if the argument string can be a valid playermodel.
199 Returns a valid one in doubt.
202 string FallbackPlayerModel;
203 string CheckPlayerModel(string plyermodel) {
204 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
206 // note: we cannot summon Don Strunzone here, some player may
207 // still have the model string set. In case anyone manages how
208 // to change a cvar default, we'll have a small leak here.
209 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
211 // only in right path
212 if(substring(plyermodel, 0, 14) != "models/player/")
213 return FallbackPlayerModel;
214 // only good file extensions
215 if(substring(plyermodel, -4, 4) != ".iqm"
216 && substring(plyermodel, -4, 4) != ".zym"
217 && substring(plyermodel, -4, 4) != ".dpm"
218 && substring(plyermodel, -4, 4) != ".md3"
219 && substring(plyermodel, -4, 4) != ".psk")
221 return FallbackPlayerModel;
223 // forbid the LOD models
224 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
225 return FallbackPlayerModel;
226 if(plyermodel != strtolower(plyermodel))
227 return FallbackPlayerModel;
228 // also, restrict to server models
229 if(autocvar_sv_servermodelsonly)
231 if(!fexists(plyermodel))
232 return FallbackPlayerModel;
237 void setplayermodel(entity e, string modelname)
239 precache_model(modelname);
240 _setmodel(e, modelname);
241 player_setupanimsformodel(e);
242 if(!autocvar_g_debug_globalsounds)
243 UpdatePlayerSounds(e);
246 /** putting a client as observer in the server */
247 void PutObserverInServer(entity this)
249 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
250 PlayerState_detach(this);
254 if (autocvar_sv_maxidle_playertospectator > 0 && CS(this).idlekick_lasttimeleft)
256 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
257 CS(this).idlekick_lasttimeleft = 0;
258 CS(this).parm_idlesince = time;
261 if(GetResource(this, RES_HEALTH) >= 1)
264 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
267 // was a player, recount votes and ready status
268 if(IS_REAL_CLIENT(this))
270 if (vote_called) { VoteCount(false); }
273 entcs_update_players(this);
276 entity spot = SelectSpawnPoint(this, true);
277 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
278 this.angles = vec2(spot.angles);
279 this.fixangle = true;
280 // offset it so that the spectator spawns higher off the ground, looks better this way
281 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
282 if (IS_REAL_CLIENT(this))
285 WriteByte(MSG_ONE, SVC_SETVIEW);
286 WriteEntity(MSG_ONE, this);
288 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
289 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
290 if(!autocvar_g_debug_globalsounds)
292 // needed for player sounds
294 FixPlayermodel(this);
296 setmodel(this, MDL_Null);
297 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
298 this.view_ofs = '0 0 0';
300 RemoveGrapplingHooks(this);
301 Portal_ClearAll(this);
302 Unfreeze(this, false);
303 SetSpectatee(this, NULL);
308 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
312 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
314 WaypointSprite_PlayerDead(this);
316 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
317 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
319 accuracy_resend(this);
321 CS(this).spectatortime = time;
323 IL_REMOVE(g_bot_targets, this);
324 this.bot_attack = false;
325 if(this.monster_attack)
326 IL_REMOVE(g_monster_targets, this);
327 this.monster_attack = false;
328 STAT(HUD, this) = HUD_NORMAL;
329 TRANSMUTE(Observer, this);
330 this.iscreature = false;
331 this.teleportable = TELEPORT_SIMPLE;
332 if(this.damagedbycontents)
333 IL_REMOVE(g_damagedbycontents, this);
334 this.damagedbycontents = false;
335 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
336 SetSpectatee_status(this, etof(this));
337 this.takedamage = DAMAGE_NO;
338 this.solid = SOLID_NOT;
339 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
340 this.flags = FL_CLIENT | FL_NOTARGET;
342 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
343 this.pauserotarmor_finished = 0;
344 this.pauserothealth_finished = 0;
345 this.pauseregen_finished = 0;
346 this.damageforcescale = 0;
348 this.respawn_flags = 0;
349 this.respawn_time = 0;
350 STAT(RESPAWN_TIME, this) = 0;
354 this.pain_finished = 0;
355 STAT(STRENGTH_FINISHED, this) = 0;
356 STAT(INVINCIBLE_FINISHED, this) = 0;
357 STAT(SUPERWEAPONS_FINISHED, this) = 0;
358 STAT(AIR_FINISHED, this) = 0;
359 //this.dphitcontentsmask = 0;
360 this.dphitcontentsmask = DPCONTENTS_SOLID;
361 if (autocvar_g_playerclip_collisions)
362 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
365 setthink(this, func_null);
367 this.deadflag = DEAD_NO;
369 STAT(REVIVE_PROGRESS, this) = 0;
370 this.revival_time = 0;
371 this.draggable = drag_undraggable;
374 STAT(WEAPONS, this) = '0 0 0';
375 this.drawonlytoclient = this;
379 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
381 this.weaponmodel = "";
382 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
384 this.weaponentities[slot] = NULL;
386 this.exteriorweaponentity = NULL;
387 CS(this).killcount = FRAGS_SPECTATOR;
388 this.velocity = '0 0 0';
389 this.avelocity = '0 0 0';
390 this.punchangle = '0 0 0';
391 this.punchvector = '0 0 0';
392 this.oldvelocity = this.velocity;
393 this.fire_endtime = -1;
394 this.event_damage = func_null;
395 this.event_heal = func_null;
397 for(int slot = 0; slot < MAX_AXH; ++slot)
399 entity axh = this.(AuxiliaryXhair[slot]);
400 this.(AuxiliaryXhair[slot]) = NULL;
402 if(axh.owner == this && axh != NULL && !wasfreed(axh))
406 if (mutator_returnvalue)
408 // mutator prevents resetting teams+score
412 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
413 this.frags = FRAGS_SPECTATOR;
416 bot_relinkplayerlist();
418 if (CS(this).just_joined)
419 CS(this).just_joined = false;
422 int player_getspecies(entity this)
424 get_model_parameters(this.model, this.skin);
425 int s = get_model_parameters_species;
426 get_model_parameters(string_null, 0);
427 if (s < 0) return SPECIES_HUMAN;
431 .float model_randomizer;
432 void FixPlayermodel(entity player)
434 string defaultmodel = "";
436 if(autocvar_sv_defaultcharacter)
442 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
443 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
444 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
445 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
449 if(defaultmodel == "")
451 defaultmodel = autocvar_sv_defaultplayermodel;
452 defaultskin = autocvar_sv_defaultplayerskin;
455 int n = tokenize_console(defaultmodel);
458 defaultmodel = argv(floor(n * CS(player).model_randomizer));
459 // However, do NOT randomize if the player-selected model is in the list.
460 for (int i = 0; i < n; ++i)
461 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
462 defaultmodel = argv(i);
465 int i = strstrofs(defaultmodel, ":", 0);
468 defaultskin = stof(substring(defaultmodel, i+1, -1));
469 defaultmodel = substring(defaultmodel, 0, i);
472 if(autocvar_sv_defaultcharacterskin && !defaultskin)
478 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
479 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
480 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
481 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
486 defaultskin = autocvar_sv_defaultplayerskin;
489 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
490 defaultmodel = M_ARGV(0, string);
491 defaultskin = M_ARGV(1, int);
495 if(defaultmodel != "")
497 if (defaultmodel != player.model)
499 vector m1 = player.mins;
500 vector m2 = player.maxs;
501 setplayermodel (player, defaultmodel);
502 setsize (player, m1, m2);
506 oldskin = player.skin;
507 player.skin = defaultskin;
509 if (player.playermodel != player.model || player.playermodel == "")
511 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
512 vector m1 = player.mins;
513 vector m2 = player.maxs;
514 setplayermodel (player, player.playermodel);
515 setsize (player, m1, m2);
519 if(!autocvar_sv_defaultcharacterskin)
521 oldskin = player.skin;
522 player.skin = stof(player.playerskin);
526 oldskin = player.skin;
527 player.skin = defaultskin;
531 if(chmdl || oldskin != player.skin) // model or skin has changed
533 player.species = player_getspecies(player); // update species
534 if(!autocvar_g_debug_globalsounds)
535 UpdatePlayerSounds(player); // update skin sounds
539 if(strlen(autocvar_sv_defaultplayercolors))
540 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
541 setcolor(player, stof(autocvar_sv_defaultplayercolors));
544 void ResetPlayerResources(entity this)
547 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
548 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
549 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
550 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
551 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
552 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
553 SetResource(this, RES_HEALTH, warmup_start_health);
554 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
555 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
557 SetResource(this, RES_SHELLS, start_ammo_shells);
558 SetResource(this, RES_BULLETS, start_ammo_nails);
559 SetResource(this, RES_ROCKETS, start_ammo_rockets);
560 SetResource(this, RES_CELLS, start_ammo_cells);
561 SetResource(this, RES_PLASMA, start_ammo_plasma);
562 SetResource(this, RES_FUEL, start_ammo_fuel);
563 SetResource(this, RES_HEALTH, start_health);
564 SetResource(this, RES_ARMOR, start_armorvalue);
565 STAT(WEAPONS, this) = start_weapons;
566 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
568 GiveRandomWeapons(this, random_start_weapons_count,
569 autocvar_g_random_start_weapons, random_start_ammo);
574 void PutPlayerInServer(entity this)
576 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
578 PlayerState_attach(this);
579 accuracy_resend(this);
582 TeamBalance_JoinBestTeam(this);
584 entity spot = SelectSpawnPoint(this, false);
586 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
587 return; // spawn failed
590 TRANSMUTE(Player, this);
592 CS(this).wasplayer = true;
593 this.iscreature = true;
594 this.teleportable = TELEPORT_NORMAL;
595 if(!this.damagedbycontents)
596 IL_PUSH(g_damagedbycontents, this);
597 this.damagedbycontents = true;
598 set_movetype(this, MOVETYPE_WALK);
599 this.solid = SOLID_SLIDEBOX;
600 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
601 if (autocvar_g_playerclip_collisions)
602 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
603 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
604 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
605 this.frags = FRAGS_PLAYER;
606 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
607 this.flags = FL_CLIENT | FL_PICKUPITEMS;
608 if (autocvar__notarget)
609 this.flags |= FL_NOTARGET;
610 this.takedamage = DAMAGE_AIM;
611 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
613 ResetPlayerResources(this);
615 SetSpectatee_status(this, 0);
617 PS(this).dual_weapons = '0 0 0';
619 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
621 this.items = start_items;
623 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
624 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
625 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
626 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
627 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
628 if (!sv_ready_restart_after_countdown && time < game_starttime)
630 float f = game_starttime - time;
631 this.spawnshieldtime += f;
632 this.pauserotarmor_finished += f;
633 this.pauserothealth_finished += f;
634 this.pauseregen_finished += f;
637 this.damageforcescale = autocvar_g_player_damageforcescale;
639 this.respawn_flags = 0;
640 this.respawn_time = 0;
641 STAT(RESPAWN_TIME, this) = 0;
642 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
643 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
645 this.pain_finished = 0;
647 setthink(this, func_null); // players have no think function
650 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
652 this.deadflag = DEAD_NO;
654 this.angles = spot.angles;
655 this.angles_z = 0; // never spawn tilted even if the spot says to
656 if (IS_BOT_CLIENT(this))
658 this.v_angle = this.angles;
661 this.fixangle = true; // turn this way immediately
662 this.oldvelocity = this.velocity = '0 0 0';
663 this.avelocity = '0 0 0';
664 this.punchangle = '0 0 0';
665 this.punchvector = '0 0 0';
667 STAT(STRENGTH_FINISHED, this) = 0;
668 STAT(INVINCIBLE_FINISHED, this) = 0;
669 this.fire_endtime = -1;
670 STAT(REVIVE_PROGRESS, this) = 0;
671 this.revival_time = 0;
673 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
674 STAT(BUFFS, this) = 0;
675 STAT(BUFF_TIME, this) = 0;
677 STAT(AIR_FINISHED, this) = 0;
678 this.waterlevel = WATERLEVEL_NONE;
679 this.watertype = CONTENT_EMPTY;
681 entity spawnevent = new_pure(spawnevent);
682 spawnevent.owner = this;
683 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
685 // Cut off any still running player sounds.
686 stopsound(this, CH_PLAYER_SINGLE);
689 FixPlayermodel(this);
690 this.drawonlytoclient = NULL;
694 for(int slot = 0; slot < MAX_AXH; ++slot)
696 entity axh = this.(AuxiliaryXhair[slot]);
697 this.(AuxiliaryXhair[slot]) = NULL;
699 if(axh.owner == this && axh != NULL && !wasfreed(axh))
703 this.spawnpoint_targ = NULL;
706 this.view_ofs = STAT(PL_VIEW_OFS, this);
707 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
708 this.spawnorigin = spot.origin;
709 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
710 // don't reset back to last position, even if new position is stuck in solid
711 this.oldorigin = this.origin;
713 IL_REMOVE(g_conveyed, this);
714 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
716 IL_REMOVE(g_swamped, this);
717 this.swampslug = NULL;
718 this.swamp_interval = 0;
719 if(this.ladder_entity)
720 IL_REMOVE(g_ladderents, this);
721 this.ladder_entity = NULL;
722 IL_EACH(g_counters, it.realowner == this,
726 STAT(HUD, this) = HUD_NORMAL;
728 this.event_damage = PlayerDamage;
729 this.event_heal = PlayerHeal;
731 this.draggable = func_null;
734 IL_PUSH(g_bot_targets, this);
735 this.bot_attack = true;
736 if(!this.monster_attack)
737 IL_PUSH(g_monster_targets, this);
738 this.monster_attack = true;
739 navigation_dynamicgoal_init(this, false);
741 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
743 // player was spectator
744 if (CS(this).killcount == FRAGS_SPECTATOR) {
745 PlayerScore_Clear(this);
746 CS(this).killcount = 0;
747 CS(this).startplaytime = time;
750 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
752 .entity weaponentity = weaponentities[slot];
753 CL_SpawnWeaponentity(this, weaponentity);
755 this.alpha = default_player_alpha;
756 this.colormod = '1 1 1' * autocvar_g_player_brightness;
757 this.exteriorweaponentity.alpha = default_weapon_alpha;
759 this.speedrunning = false;
761 this.counter_cnt = 0;
762 this.fragsfilter_cnt = 0;
764 target_voicescript_clear(this);
766 // reset fields the weapons may use
767 FOREACH(Weapons, true, {
768 it.wr_resetplayer(it, this);
769 // reload all reloadable weapons
770 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
771 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
773 .entity weaponentity = weaponentities[slot];
774 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
780 string s = spot.target;
781 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
782 spot.target = string_null;
783 SUB_UseTargets(spot, this, NULL);
784 if(g_assault || g_race)
788 Unfreeze(this, false);
790 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
792 if (autocvar_spawn_debug)
794 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
795 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
798 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
800 .entity weaponentity = weaponentities[slot];
801 entity w_ent = this.(weaponentity);
802 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
803 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
805 w_ent.m_switchweapon = WEP_Null;
806 w_ent.m_weapon = WEP_Null;
807 w_ent.weaponname = "";
808 w_ent.m_switchingweapon = WEP_Null;
812 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
814 if (CS(this).impulse) ImpulseCommands(this);
816 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
817 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
819 .entity weaponentity = weaponentities[slot];
820 W_WeaponFrame(this, weaponentity);
823 if (!warmup_stage && !this.alivetime)
824 this.alivetime = time;
826 antilag_clear(this, CS(this));
829 /** Called when a client spawns in the server */
830 void PutClientInServer(entity this)
832 if (IS_BOT_CLIENT(this)) {
833 TRANSMUTE(Player, this);
834 } else if (IS_REAL_CLIENT(this)) {
836 WriteByte(MSG_ONE, SVC_SETVIEW);
837 WriteEntity(MSG_ONE, this);
840 TRANSMUTE(Observer, this);
842 SetSpectatee(this, NULL);
846 PS(this).itemkeys = 0;
848 MUTATOR_CALLHOOK(PutClientInServer, this);
850 if (IS_OBSERVER(this)) {
851 PutObserverInServer(this);
852 } else if (IS_PLAYER(this)) {
853 PutPlayerInServer(this);
856 if(teamplay && IS_REAL_CLIENT(this))
857 send_TeamNames(MSG_ONE, this);
858 bot_relinkplayerlist();
861 // TODO do we need all these fields, or should we stop autodetecting runtime
862 // changes and just have a console command to update this?
863 bool ClientInit_SendEntity(entity this, entity to, int sf)
865 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
868 // MSG_INIT replacement
869 // TODO: make easier to use
871 W_PROP_reload(MSG_ONE, to);
872 ClientInit_misc(this);
873 MUTATOR_CALLHOOK(Ent_Init);
875 void ClientInit_misc(entity this)
877 int channel = MSG_ONE;
878 WriteHeader(channel, ENT_CLIENT_INIT);
879 WriteByte(channel, g_nexball_meter_period * 32);
880 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
881 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
882 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
883 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
884 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
885 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
886 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
887 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
889 if(autocvar_sv_foginterval && world.fog != "")
890 WriteString(channel, world.fog);
892 WriteString(channel, "");
893 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
894 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
895 WriteByte(channel, serverflags);
896 WriteCoord(channel, autocvar_g_trueaim_minrange);
898 // z411 send full hostname
899 WriteString(channel, (autocvar_hostname_full != "" ? autocvar_hostname_full : autocvar_hostname));
900 WriteString(channel, autocvar_sv_motd_permanent);
903 void ClientInit_CheckUpdate(entity this)
905 this.nextthink = time;
906 if(this.count != autocvar_g_balance_armor_blockpercent)
908 this.count = autocvar_g_balance_armor_blockpercent;
911 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
913 this.cnt = autocvar_g_balance_damagepush_speedfactor;
918 void ClientInit_Spawn()
920 entity e = new_pure(clientinit);
921 setthink(e, ClientInit_CheckUpdate);
922 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
924 ClientInit_CheckUpdate(e);
934 // initialize parms for a new player
935 parm1 = -(86400 * 366);
937 MUTATOR_CALLHOOK(SetNewParms);
945 void SetChangeParms (entity this)
947 // save parms for level change
948 parm1 = CS(this).parm_idlesince - time;
950 MUTATOR_CALLHOOK(SetChangeParms);
958 void DecodeLevelParms(entity this)
961 CS(this).parm_idlesince = parm1;
962 if (CS(this).parm_idlesince == -(86400 * 366))
963 CS(this).parm_idlesince = time;
965 // whatever happens, allow 60 seconds of idling directly after connect for map loading
966 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
968 MUTATOR_CALLHOOK(DecodeLevelParms);
971 void FixClientCvars(entity e)
973 // send prediction settings to the client
974 stuffcmd(e, "\nin_bindmap 0 0\n");
975 if(autocvar_g_antilag == 3) // client side hitscan
976 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
977 if(autocvar_sv_gentle)
978 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
980 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
981 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
983 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
985 MUTATOR_CALLHOOK(FixClientCvars, e);
988 bool findinlist_abbrev(string tofind, string list)
990 if(list == "" || tofind == "")
991 return false; // empty list or search, just return
993 // this function allows abbreviated strings!
994 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1002 bool PlayerInIPList(entity p, string iplist)
1004 // some safety checks (never allow local?)
1005 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1008 return findinlist_abbrev(p.netaddress, iplist);
1011 bool PlayerInIDList(entity p, string idlist)
1013 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1017 return findinlist_abbrev(p.crypto_idfp, idlist);
1020 bool PlayerInList(entity player, string list)
1022 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1025 #ifdef DP_EXT_PRECONNECT
1030 Called once (not at each match start) when a client begins a connection to the server
1033 void ClientPreConnect(entity this)
1035 if(autocvar_sv_eventlog)
1037 GameLogEcho(sprintf(":connect:%d:%d:%s",
1040 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1046 string GetClientVersionMessage(entity this)
1048 if (CS(this).version_mismatch) {
1049 if(CS(this).version < autocvar_gameversion) {
1050 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1051 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1053 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1054 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1057 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1061 string getwelcomemessage(entity this)
1063 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1064 string modifications = M_ARGV(0, string);
1068 if(g_weaponarena_random)
1069 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1071 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1073 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1074 modifications = strcat(modifications, ", No start weapons");
1075 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1076 modifications = strcat(modifications, ", Low gravity");
1077 if(g_weapon_stay && !g_cts)
1078 modifications = strcat(modifications, ", Weapons stay");
1079 if(autocvar_g_jetpack)
1080 modifications = strcat(modifications, ", Jet pack");
1081 if(autocvar_g_powerups == 0)
1082 modifications = strcat(modifications, ", No powerups");
1083 if(autocvar_g_powerups > 0)
1084 modifications = strcat(modifications, ", Powerups");
1085 modifications = substring(modifications, 2, strlen(modifications) - 2);
1087 //string versionmessage = GetClientVersionMessage(this);
1088 //string s = strcat(versionmessage, "^8\n^9", (autocvar_hostname_full ? autocvar_hostname_full : autocvar_hostname));
1089 string s = (autocvar_hostname_full != "" ? autocvar_hostname_full : autocvar_hostname);
1091 s = strcat(s, "^8\n^7", gamemode_name);
1093 if(modifications != "")
1094 s = strcat(s, "^7 | ^3", modifications);
1096 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1098 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1099 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1102 if (cache_mutatormsg != "") {
1103 s = strcat(s, "\n^8tips: ^7", cache_mutatormsg);
1106 string mutator_msg = "";
1107 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1108 mutator_msg = M_ARGV(0, string);
1110 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1112 string motd = autocvar_sv_motd;
1114 s = strcat(s, "\n\n^7", strreplace("\\n", "\n", motd));
1119 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1125 Called when a client connects to the server
1128 void ClientConnect(entity this)
1130 if (Ban_MaybeEnforceBanOnce(this)) return;
1131 assert(!IS_CLIENT(this), return);
1132 this.flags |= FL_CLIENT;
1133 assert(player_count >= 0, player_count = 0);
1135 TRANSMUTE(Client, this);
1136 CS(this).version_nagtime = time + 10 + random() * 10;
1138 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1140 bot_clientconnect(this);
1142 Player_DetermineForcedTeam(this);
1144 TRANSMUTE(Observer, this);
1146 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1148 // always track bots, don't ask for cl_allow_uidtracking
1149 if (IS_BOT_CLIENT(this))
1150 PlayerStats_GameReport_AddPlayer(this);
1152 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1154 if (autocvar_sv_eventlog)
1155 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1157 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1159 stuffcmd(this, clientstuff, "\n");
1160 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1162 FixClientCvars(this);
1164 // get version info from player
1165 stuffcmd(this, "cmd clientversion $gameversion\n");
1167 // notify about available teams
1170 entity balance = TeamBalance_CheckAllowedTeams(this);
1171 int t = TeamBalance_GetAllowedTeams(balance);
1172 TeamBalance_Destroy(balance);
1173 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1177 stuffcmd(this, "set _teams_available 0\n");
1180 bot_relinkplayerlist();
1182 CS(this).spectatortime = time;
1183 if (blockSpectators)
1185 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1188 CS(this).jointime = time;
1190 if (IS_REAL_CLIENT(this))
1192 if (g_weaponarena_weapons == WEPSET(TUBA))
1193 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1196 if (!autocvar_sv_foginterval && world.fog != "")
1197 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1199 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1200 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1201 send_CSQC_teamnagger();
1203 CSQCMODEL_AUTOINIT(this);
1205 CS(this).model_randomizer = random();
1207 if (IS_REAL_CLIENT(this))
1208 sv_notice_join(this);
1210 this.move_qcphysics = autocvar_sv_qcphysics;
1212 // update physics stats (players can spawn before physics runs)
1213 Physics_UpdateStats(this);
1215 IL_EACH(g_initforplayer, it.init_for_player, {
1216 it.init_for_player(it, this);
1219 Handicap_Initialize(this);
1221 MUTATOR_CALLHOOK(ClientConnect, this);
1223 if (IS_REAL_CLIENT(this))
1225 if (!autocvar_g_campaign && !IS_PLAYER(this))
1227 CS(this).motd_actived_time = -1;
1228 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1236 Called when a client disconnects from the server
1239 .entity chatbubbleentity;
1240 void player_powerups_remove_all(entity this);
1242 void ClientDisconnect(entity this)
1244 assert(IS_CLIENT(this), return);
1246 PlayerStats_GameReport_FinalizePlayer(this);
1247 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1248 if (CS(this).active_minigame) part_minigame(this);
1249 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1251 if (autocvar_sv_eventlog)
1252 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1254 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1257 SetSpectatee(this, NULL);
1259 MUTATOR_CALLHOOK(ClientDisconnect, this);
1261 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1262 strfree(CS_CVAR(this).weaponorder_byimpulse);
1263 ClientState_detach(this);
1265 Portal_ClearAll(this);
1267 Unfreeze(this, false);
1269 RemoveGrapplingHooks(this);
1271 // Here, everything has been done that requires this player to be a client.
1273 this.flags &= ~FL_CLIENT;
1275 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1276 if (this.killindicator) delete(this.killindicator);
1278 IL_EACH(g_counters, it.realowner == this,
1283 WaypointSprite_PlayerGone(this);
1285 bot_relinkplayerlist();
1287 strfree(this.clientstatus);
1288 if (this.personal) delete(this.personal);
1292 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1294 player_powerups_remove_all(this); // stop powerup sound
1299 void ChatBubbleThink(entity this)
1301 this.nextthink = time;
1302 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1304 if(this.owner) // but why can that ever be NULL?
1305 this.owner.chatbubbleentity = NULL;
1312 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1314 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1315 this.mdl = "models/sprites/minigame_busy.iqm";
1316 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1317 this.mdl = "models/misc/chatbubble.spr";
1320 if ( this.model != this.mdl )
1321 _setmodel(this, this.mdl);
1325 void UpdateChatBubble(entity this)
1329 // spawn a chatbubble entity if needed
1330 if (!this.chatbubbleentity)
1332 this.chatbubbleentity = new(chatbubbleentity);
1333 this.chatbubbleentity.owner = this;
1334 this.chatbubbleentity.exteriormodeltoclient = this;
1335 setthink(this.chatbubbleentity, ChatBubbleThink);
1336 this.chatbubbleentity.nextthink = time;
1337 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1338 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1339 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1340 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1341 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1342 //this.chatbubbleentity.model = "";
1343 this.chatbubbleentity.effects = EF_LOWPRECISION;
1347 void calculate_player_respawn_time(entity this)
1349 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1352 float gametype_setting_tmp;
1353 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1354 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1355 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1356 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1357 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1358 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1360 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1363 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1364 if(it.team == this.team)
1367 if (sdelay_small_count == 0)
1368 sdelay_small_count = 1;
1369 if (sdelay_large_count == 0)
1370 sdelay_large_count = 1;
1374 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1377 if (sdelay_small_count == 0)
1379 if (IS_INDEPENDENT_PLAYER(this))
1381 // Players play independently. No point in requiring enemies.
1382 sdelay_small_count = 1;
1386 // Players play AGAINST each other. Enemies required.
1387 sdelay_small_count = 2;
1390 if (sdelay_large_count == 0)
1392 if (IS_INDEPENDENT_PLAYER(this))
1394 // Players play independently. No point in requiring enemies.
1395 sdelay_large_count = 1;
1399 // Players play AGAINST each other. Enemies required.
1400 sdelay_large_count = 2;
1407 if (pcount <= sdelay_small_count)
1408 sdelay = sdelay_small;
1409 else if (pcount >= sdelay_large_count)
1410 sdelay = sdelay_large;
1411 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1412 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1415 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1417 this.respawn_time = time + sdelay;
1419 if(sdelay < sdelay_max)
1420 this.respawn_time_max = time + sdelay_max;
1422 this.respawn_time_max = this.respawn_time;
1424 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1425 this.respawn_countdown = 10; // first number to count down from is 10
1427 this.respawn_countdown = -1; // do not count down
1429 if(autocvar_g_forced_respawn)
1430 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1433 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1434 // added to the model skins
1435 /*void UpdateColorModHack()
1438 c = this.clientcolors & 15;
1439 // LordHavoc: only bothering to support white, green, red, yellow, blue
1440 if (!teamplay) this.colormod = '0 0 0';
1441 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1442 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1443 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1444 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1445 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1446 else this.colormod = '1 1 1';
1449 void respawn(entity this)
1451 bool damagedbycontents_prev = this.damagedbycontents;
1454 if(autocvar_g_respawn_ghosts)
1456 this.solid = SOLID_NOT;
1457 this.takedamage = DAMAGE_NO;
1458 this.damagedbycontents = false;
1459 set_movetype(this, MOVETYPE_FLY);
1460 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1461 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1462 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1463 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1464 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1465 if(autocvar_g_respawn_ghosts_time > 0)
1466 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1469 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1473 this.damagedbycontents = damagedbycontents_prev;
1475 this.effects |= EF_NODRAW; // prevent another CopyBody
1476 PutClientInServer(this);
1479 void play_countdown(entity this, float finished, Sound samp)
1482 if(IS_REAL_CLIENT(this))
1483 if(floor(finished - time - frametime) != floor(finished - time))
1484 if(finished - time < 6)
1485 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1488 void player_powerups_remove_all(entity this)
1490 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1492 // don't play the poweroff sound when the game restarts or the player disconnects
1493 if (time > game_starttime + 1 && IS_CLIENT(this))
1494 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1495 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1496 this.items &= ~ITEM_Strength.m_itemid;
1497 this.items &= ~ITEM_Shield.m_itemid;
1498 this.items -= (this.items & IT_SUPERWEAPON);
1502 void player_powerups(entity this)
1504 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1505 this.modelflags |= MF_ROCKET;
1507 this.modelflags &= ~MF_ROCKET;
1509 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1512 player_powerups_remove_all(this);
1514 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1517 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1518 int items_prev = this.items;
1520 Fire_ApplyDamage(this);
1521 Fire_ApplyEffect(this);
1523 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1525 if (this.items & ITEM_Strength.m_itemid)
1527 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1528 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1529 if (time > STAT(STRENGTH_FINISHED, this))
1531 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1532 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1533 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1538 if (time < STAT(STRENGTH_FINISHED, this))
1540 this.items = this.items | ITEM_Strength.m_itemid;
1542 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1543 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1546 if (this.items & ITEM_Shield.m_itemid)
1548 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1549 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1550 if (time > STAT(INVINCIBLE_FINISHED, this))
1552 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1553 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1554 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1559 if (time < STAT(INVINCIBLE_FINISHED, this))
1561 this.items = this.items | ITEM_Shield.m_itemid;
1563 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1564 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1567 if (this.items & IT_SUPERWEAPON)
1569 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1571 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1572 this.items = this.items - (this.items & IT_SUPERWEAPON);
1573 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1574 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1576 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1578 // don't let them run out
1582 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1583 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1585 this.items = this.items - (this.items & IT_SUPERWEAPON);
1586 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1587 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1588 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1592 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1594 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1596 this.items = this.items | IT_SUPERWEAPON;
1597 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1600 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1601 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1606 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1607 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1612 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1616 if(autocvar_g_nodepthtestplayers)
1617 this.effects = this.effects | EF_NODEPTHTEST;
1619 if(autocvar_g_fullbrightplayers)
1620 this.effects = this.effects | EF_FULLBRIGHT;
1622 if (time >= game_starttime)
1623 if (time < this.spawnshieldtime)
1624 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1626 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1629 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1631 if(current > stable)
1633 else if(current > stable - 0.25) // when close enough, "snap"
1636 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1639 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1641 if(current < stable)
1643 else if(current < stable + 0.25) // when close enough, "snap"
1646 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1649 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)
1651 float old = GetResource(this, res);
1652 float current = old;
1653 if(current > rotstable)
1655 if(rotframetime > 0)
1657 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1658 current = max(rotstable, current - rotlinear * rotframetime);
1661 else if(current < regenstable)
1663 if(regenframetime > 0)
1665 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1666 current = min(regenstable, current + regenlinear * regenframetime);
1670 float limit = GetResourceLimit(this, res) * limit_mod;
1675 SetResource(this, res, current);
1678 void player_regen(entity this)
1680 float max_mod, regen_mod, rot_mod, limit_mod;
1681 max_mod = regen_mod = rot_mod = limit_mod = 1;
1683 float regen_health = autocvar_g_balance_health_regen;
1684 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1685 float regen_health_rot = autocvar_g_balance_health_rot;
1686 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1687 float regen_health_stable = autocvar_g_balance_health_regenstable;
1688 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1689 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1690 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1691 max_mod = M_ARGV(1, float);
1692 regen_mod = M_ARGV(2, float);
1693 rot_mod = M_ARGV(3, float);
1694 limit_mod = M_ARGV(4, float);
1695 regen_health = M_ARGV(5, float);
1696 regen_health_linear = M_ARGV(6, float);
1697 regen_health_rot = M_ARGV(7, float);
1698 regen_health_rotlinear = M_ARGV(8, float);
1699 regen_health_stable = M_ARGV(9, float);
1700 regen_health_rotstable = M_ARGV(10, float);
1702 if(!mutator_returnvalue)
1703 if(!STAT(FROZEN, this))
1705 float maxa = autocvar_g_balance_armor_rotstable;
1706 float mina = autocvar_g_balance_armor_regenstable;
1708 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1709 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1710 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1712 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1713 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1714 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1717 // if player rotted to death... die!
1718 // check this outside above checks, as player may still be able to rot to death
1719 if(GetResource(this, RES_HEALTH) < 1)
1722 vehicles_exit(this.vehicle, VHEF_RELEASE);
1723 if(this.event_damage)
1724 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1727 if (!(this.items & IT_UNLIMITED_AMMO))
1729 float maxf = autocvar_g_balance_fuel_rotstable;
1730 float minf = autocvar_g_balance_fuel_regenstable;
1732 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1733 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1734 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1739 void SetZoomState(entity this, float newzoom)
1741 if(newzoom != CS(this).zoomstate)
1743 CS(this).zoomstate = newzoom;
1744 ClientData_Touch(this);
1746 zoomstate_set = true;
1749 void GetPressedKeys(entity this)
1751 MUTATOR_CALLHOOK(GetPressedKeys, this);
1754 CS(this).pressedkeys = 0;
1755 STAT(PRESSED_KEYS, this) = 0;
1759 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1760 int keys = STAT(PRESSED_KEYS, this);
1761 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1762 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1763 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1764 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1766 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1767 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
1768 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1769 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1770 CS(this).pressedkeys = keys; // store for other users
1772 STAT(PRESSED_KEYS, this) = keys;
1776 ======================
1777 spectate mode routines
1778 ======================
1781 void SpectateCopy(entity this, entity spectatee)
1783 TC(Client, this); TC(Client, spectatee);
1785 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1786 PS(this) = PS(spectatee);
1787 this.armortype = spectatee.armortype;
1788 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1789 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1790 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1791 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1792 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1793 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1794 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1795 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1796 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1797 CS(this).impulse = 0;
1798 this.disableclientprediction = 1; // no need to run prediction on a spectator
1799 this.items = spectatee.items;
1800 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1801 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1802 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1803 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1804 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1805 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1806 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1807 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1808 this.punchangle = spectatee.punchangle;
1809 this.view_ofs = spectatee.view_ofs;
1810 this.velocity = spectatee.velocity;
1811 this.dmg_take = spectatee.dmg_take;
1812 this.dmg_save = spectatee.dmg_save;
1813 this.dmg_inflictor = spectatee.dmg_inflictor;
1814 this.v_angle = spectatee.v_angle;
1815 this.angles = spectatee.v_angle;
1816 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1817 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1818 this.viewloc = spectatee.viewloc;
1819 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1820 this.fixangle = true;
1821 setorigin(this, spectatee.origin);
1822 setsize(this, spectatee.mins, spectatee.maxs);
1823 SetZoomState(this, CS(spectatee).zoomstate);
1825 anticheat_spectatecopy(this, spectatee);
1826 STAT(HUD, this) = STAT(HUD, spectatee);
1827 if(spectatee.vehicle)
1829 this.angles = spectatee.v_angle;
1831 //this.fixangle = false;
1832 //this.velocity = spectatee.vehicle.velocity;
1833 this.vehicle_health = spectatee.vehicle_health;
1834 this.vehicle_shield = spectatee.vehicle_shield;
1835 this.vehicle_energy = spectatee.vehicle_energy;
1836 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1837 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1838 this.vehicle_reload1 = spectatee.vehicle_reload1;
1839 this.vehicle_reload2 = spectatee.vehicle_reload2;
1841 //msg_entity = this;
1843 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1844 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1845 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1846 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1848 //WriteByte (MSG_ONE, SVC_SETVIEW);
1849 // WriteEntity(MSG_ONE, this);
1850 //makevectors(spectatee.v_angle);
1851 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1855 bool SpectateUpdate(entity this)
1860 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1862 SetSpectatee(this, NULL);
1866 SpectateCopy(this, this.enemy);
1871 bool SpectateSet(entity this)
1873 if(!IS_PLAYER(this.enemy))
1876 ClientData_Touch(this.enemy);
1879 WriteByte(MSG_ONE, SVC_SETVIEW);
1880 WriteEntity(MSG_ONE, this.enemy);
1881 set_movetype(this, MOVETYPE_NONE);
1882 accuracy_resend(this);
1884 if(!SpectateUpdate(this))
1885 PutObserverInServer(this);
1890 void SetSpectatee_status(entity this, int spectatee_num)
1892 int oldspectatee_status = CS(this).spectatee_status;
1893 CS(this).spectatee_status = spectatee_num;
1895 if (CS(this).spectatee_status != oldspectatee_status)
1897 if (STAT(PRESSED_KEYS, this))
1899 CS(this).pressedkeys = 0;
1900 STAT(PRESSED_KEYS, this) = 0;
1902 ClientData_Touch(this);
1903 if (g_race || g_cts) race_InitSpectator();
1907 void SetSpectatee(entity this, entity spectatee)
1909 if(IS_BOT_CLIENT(this))
1910 return; // bots abuse .enemy, this code is useless to them
1912 entity old_spectatee = this.enemy;
1914 this.enemy = spectatee;
1917 // these are required to fix the spectator bug with arc
1920 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1922 .entity weaponentity = weaponentities[slot];
1923 if(old_spectatee.(weaponentity).arc_beam)
1924 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1929 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1931 .entity weaponentity = weaponentities[slot];
1932 if(this.enemy.(weaponentity).arc_beam)
1933 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1938 SetSpectatee_status(this, etof(this.enemy));
1940 // needed to update spectator list
1941 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1944 bool Spectate(entity this, entity pl)
1946 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1948 pl = M_ARGV(1, entity);
1950 SetSpectatee(this, pl);
1951 return SpectateSet(this);
1954 bool SpectateNext(entity this)
1956 entity ent = find(this.enemy, classname, STR_PLAYER);
1958 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1959 ent = M_ARGV(1, entity);
1961 ent = find(ent, classname, STR_PLAYER);
1963 if(ent) { SetSpectatee(this, ent); }
1965 return SpectateSet(this);
1968 bool SpectatePrev(entity this)
1970 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1971 entity ent = findchain(classname, STR_PLAYER);
1972 if (!ent) // no player
1976 // skip players until current spectated player
1978 while(ent && ent != this.enemy)
1981 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1983 case MUT_SPECPREV_FOUND:
1984 ent = M_ARGV(1, entity);
1986 case MUT_SPECPREV_RETURN:
1988 case MUT_SPECPREV_CONTINUE:
1999 SetSpectatee(this, ent);
2000 return SpectateSet(this);
2005 ShowRespawnCountdown()
2007 Update a respawn countdown display.
2010 void ShowRespawnCountdown(entity this)
2013 if(!IS_DEAD(this)) // just respawned?
2017 number = ceil(this.respawn_time - time);
2020 if(number <= this.respawn_countdown)
2022 this.respawn_countdown = number - 1;
2023 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
2024 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2029 .bool team_selected;
2030 bool ShowTeamSelection(entity this)
2032 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
2034 stuffcmd(this, "menu_showteamselect\n");
2037 void Join(entity this)
2039 TRANSMUTE(Player, this);
2041 if(!this.team_selected)
2042 if(autocvar_g_campaign || autocvar_g_balance_teams)
2043 TeamBalance_JoinBestTeam(this);
2045 if(autocvar_g_campaign)
2046 campaign_bots_may_start = true;
2048 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2050 PutClientInServer(this);
2053 if(teamplay && this.team != -1)
2057 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2058 this.team_selected = false;
2061 // send constant ready notification
2063 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MISSING_READY);
2066 int GetPlayerLimit()
2069 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)
2070 int player_limit = autocvar_g_maxplayers;
2071 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2072 player_limit = M_ARGV(0, int);
2073 return player_limit;
2077 * Determines whether the player is allowed to join. This depends on cvar
2078 * g_maxplayers, if it isn't used this function always return true, otherwise
2079 * it checks whether the number of currently playing players exceeds g_maxplayers.
2080 * @return int number of free slots for players, 0 if none
2082 int nJoinAllowed(entity this, entity ignore)
2085 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2086 // so report 0 free slots if restricted
2088 if(autocvar_g_forced_team_otherwise == "spectate")
2090 if(autocvar_g_forced_team_otherwise == "spectator")
2094 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2095 return 0; // forced spectators can never join
2097 // TODO simplify this
2098 int totalClients = 0;
2099 int currentlyPlaying = 0;
2100 FOREACH_CLIENT(true, {
2103 if(IS_REAL_CLIENT(it))
2104 if(IS_PLAYER(it) || it.caplayer)
2108 int player_limit = GetPlayerLimit();
2112 free_slots = maxclients - totalClients;
2113 else if(player_limit > 0 && currentlyPlaying < player_limit)
2114 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2116 static float msg_time = 0;
2117 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2119 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2120 msg_time = time + 0.5;
2126 void PrintWelcomeMessage(entity this)
2128 if(CS(this).motd_actived_time == 0)
2130 if (autocvar_g_campaign) {
2131 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2132 CS(this).motd_actived_time = time;
2133 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2136 if (PHYS_INPUT_BUTTON_INFO(this)) {
2137 CS(this).motd_actived_time = time;
2138 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2142 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2144 if (autocvar_g_campaign) {
2145 if (PHYS_INPUT_BUTTON_INFO(this))
2146 CS(this).motd_actived_time = time;
2147 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2148 CS(this).motd_actived_time = 0;
2149 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2152 if (PHYS_INPUT_BUTTON_INFO(this))
2153 CS(this).motd_actived_time = time;
2154 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2155 CS(this).motd_actived_time = 0;
2156 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2160 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2162 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2163 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2164 else if (CS(this).motd_actived_time == -2)
2166 // instantly hide MOTD
2167 CS(this).motd_actived_time = 0;
2168 if (autocvar_g_campaign)
2169 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2171 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2173 else if (IS_PLAYER(this) || IS_SPEC(this))
2175 // FIXME occasionally for some reason MOTD never goes away
2176 // delay MOTD removal a little bit in the hope it fixes this bug
2177 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2178 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2179 else //if (CS(this).motd_actived_time < -2)
2180 CS(this).motd_actived_time++;
2185 bool joinAllowed(entity this)
2187 if (CS(this).version_mismatch) return false;
2188 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2189 if (!nJoinAllowed(this, this)) return false;
2190 if (teamplay && lockteams) return false;
2191 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2192 if (ShowTeamSelection(this)) return false;
2196 .string shootfromfixedorigin;
2197 .bool dualwielding_prev;
2198 bool PlayerThink(entity this)
2200 if (game_stopped || intermission_running) {
2201 this.modelflags &= ~MF_ROCKET;
2202 if(intermission_running)
2203 IntermissionThink(this);
2208 // don't allow the player to turn around while game is paused
2209 // FIXME turn this into CSQC stuff
2210 this.v_angle = this.lastV_angle;
2211 this.angles = this.lastV_angle;
2212 this.fixangle = true;
2216 if (frametime) player_powerups(this);
2218 if (IS_DEAD(this)) {
2219 if (this.personal && g_race_qualifying) {
2220 if (time > this.respawn_time) {
2221 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2223 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2226 if (frametime) player_anim(this);
2228 if (this.respawn_flags & RESPAWN_DENY)
2230 STAT(RESPAWN_TIME, this) = 0;
2234 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));
2236 switch(this.deadflag)
2240 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2241 this.deadflag = DEAD_RESPAWNING;
2242 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2243 this.deadflag = DEAD_DEAD;
2249 this.deadflag = DEAD_RESPAWNABLE;
2250 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2251 this.deadflag = DEAD_RESPAWNING;
2254 case DEAD_RESPAWNABLE:
2256 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2257 this.deadflag = DEAD_RESPAWNING;
2260 case DEAD_RESPAWNING:
2262 if (time > this.respawn_time)
2264 this.respawn_time = time + 1; // only retry once a second
2265 this.respawn_time_max = this.respawn_time;
2272 ShowRespawnCountdown(this);
2274 if (this.respawn_flags & RESPAWN_SILENT)
2275 STAT(RESPAWN_TIME, this) = 0;
2276 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2278 if (time < this.respawn_time)
2279 STAT(RESPAWN_TIME, this) = this.respawn_time;
2280 else if (this.deadflag != DEAD_RESPAWNING)
2281 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2284 STAT(RESPAWN_TIME, this) = this.respawn_time;
2287 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2288 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2289 STAT(RESPAWN_TIME, this) *= -1;
2294 FixPlayermodel(this);
2296 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2297 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2298 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2301 // reset gun alignment when dual wielding status changes
2302 // to ensure guns are always aligned right and left
2303 bool dualwielding = W_DualWielding(this);
2304 if(this.dualwielding_prev != dualwielding)
2306 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2307 this.dualwielding_prev = dualwielding;
2310 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2313 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2315 .entity weaponentity = weaponentities[slot];
2316 if(WEP_CVAR(vortex, charge_always))
2317 W_Vortex_Charge(this, weaponentity, frametime);
2318 W_WeaponFrame(this, weaponentity);
2324 // WEAPONTODO: Add a weapon request for this
2325 // rot vortex charge to the charge limit
2326 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2328 .entity weaponentity = weaponentities[slot];
2329 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2330 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2335 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2338 monsters_setstatus(this);
2343 .bool would_spectate;
2344 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2345 void ObserverOrSpectatorThink(entity this)
2347 bool is_spec = IS_SPEC(this);
2348 if ( CS(this).impulse )
2350 int r = MinigameImpulse(this, CS(this).impulse);
2352 CS(this).impulse = 0;
2354 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2356 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2357 CS(this).impulse = 0;
2362 if (this.flags & FL_JUMPRELEASED) {
2363 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2364 this.flags &= ~FL_JUMPRELEASED;
2365 this.flags |= FL_SPAWNING;
2366 } 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)))
2367 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2368 this.flags &= ~FL_JUMPRELEASED;
2369 if(SpectateNext(this)) {
2370 TRANSMUTE(Spectator, this);
2371 } else if (is_spec) {
2372 TRANSMUTE(Observer, this);
2373 PutClientInServer(this);
2376 this.would_spectate = false; // unable to spectate anyone
2378 CS(this).impulse = 0;
2379 } else if (is_spec) {
2380 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2381 this.flags &= ~FL_JUMPRELEASED;
2382 if(SpectatePrev(this)) {
2383 TRANSMUTE(Spectator, this);
2385 TRANSMUTE(Observer, this);
2386 PutClientInServer(this);
2388 CS(this).impulse = 0;
2389 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2390 this.would_spectate = false;
2391 this.flags &= ~FL_JUMPRELEASED;
2392 TRANSMUTE(Observer, this);
2393 PutClientInServer(this);
2394 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2395 PutObserverInServer(this);
2396 this.would_spectate = true;
2400 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2401 if (PHYS_INPUT_BUTTON_USE(this))
2402 wouldclip = !wouldclip;
2403 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2404 set_movetype(this, preferred_movetype);
2406 } else { // jump pressed
2407 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2408 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2409 this.flags |= FL_JUMPRELEASED;
2410 if(this.flags & FL_SPAWNING)
2412 this.flags &= ~FL_SPAWNING;
2413 if(joinAllowed(this))
2415 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2416 CS(this).autojoin_checked = -1;
2420 if(is_spec && !SpectateUpdate(this))
2421 PutObserverInServer(this);
2424 this.flags |= FL_CLIENT | FL_NOTARGET;
2427 void PlayerUseKey(entity this)
2429 if (!IS_PLAYER(this))
2436 vehicles_exit(this.vehicle, VHEF_NORMAL);
2440 else if(autocvar_g_vehicles_enter)
2442 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2444 entity head, closest_target = NULL;
2445 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2447 while(head) // find the closest acceptable target to enter
2449 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2450 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2454 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2455 { closest_target = head; }
2457 else { closest_target = head; }
2463 if(closest_target) { vehicles_enter(this, closest_target); return; }
2467 // a use key was pressed; call handlers
2468 MUTATOR_CALLHOOK(PlayerUseKey, this);
2476 Called every frame for each client before the physics are run
2479 .float last_vehiclecheck;
2480 void PlayerPreThink (entity this)
2482 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2483 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2485 WarpZone_PlayerPhysics_FixVAngle(this);
2488 // physics frames: update anticheat stuff
2489 anticheat_prethink(this);
2491 // WORKAROUND: only use dropclient in server frames (frametime set).
2492 // Never use it in cl_movement frames (frametime zero).
2493 if (blockSpectators && IS_REAL_CLIENT(this)
2494 && (IS_SPEC(this) || IS_OBSERVER(this)) && !this.caplayer
2495 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2497 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2503 zoomstate_set = false;
2505 // Check for nameless players
2506 if (this.netname == "" || this.netname != CS(this).netname_previous)
2508 bool assume_unchanged = (CS(this).netname_previous == "");
2509 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2511 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2512 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2513 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2514 assume_unchanged = false;
2515 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2517 if (isInvisibleString(this.netname))
2519 this.netname = strzone(sprintf("Player#%d", this.playerid));
2520 sprint(this, "Warning: invisible names are not allowed.\n");
2521 assume_unchanged = false;
2522 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2524 if (!assume_unchanged && autocvar_sv_eventlog)
2525 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2526 strcpy(CS(this).netname_previous, this.netname);
2530 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2531 CS(this).version_nagtime = 0;
2532 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2534 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2536 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2538 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2539 if (r < 0) { // old client
2540 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2541 } else if (r > 0) { // old server
2542 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2548 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2550 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2551 this.max_armorvalue = 0;
2554 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2556 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2558 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2559 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2561 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2563 if (STAT(REVIVE_PROGRESS, this) >= 1)
2564 Unfreeze(this, false);
2566 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2568 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2569 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2571 if (GetResource(this, RES_HEALTH) < 1)
2574 vehicles_exit(this.vehicle, VHEF_RELEASE);
2575 if(this.event_damage)
2576 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2578 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2579 Unfreeze(this, false);
2583 MUTATOR_CALLHOOK(PlayerPreThink, this);
2585 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2586 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2588 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2592 if(!it.team || SAME_TEAM(this, it))
2593 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2594 else if(autocvar_g_vehicles_steal)
2595 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2597 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2599 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2603 this.last_vehiclecheck = time + 1;
2606 if(!CS_CVAR(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2608 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2610 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2613 if (IS_REAL_CLIENT(this))
2614 PrintWelcomeMessage(this);
2616 if (IS_PLAYER(this)) {
2617 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2618 error("Client can't be spawned as player on connection!");
2619 if(!PlayerThink(this))
2622 else if (game_stopped || intermission_running) {
2623 if(intermission_running)
2624 IntermissionThink(this);
2627 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2629 bool early_join_requested = (CS(this).autojoin_checked < 0);
2630 CS(this).autojoin_checked = 1;
2631 // don't do this in ClientConnect
2632 // many things can go wrong if a client is spawned as player on connection
2633 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2634 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2635 && (!teamplay || autocvar_g_balance_teams)))
2637 campaign_bots_may_start = true;
2638 if(joinAllowed(this))
2643 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2644 ObserverOrSpectatorThink(this);
2647 // WEAPONTODO: Add weapon request for this
2648 if (!zoomstate_set) {
2649 bool wep_zoomed = false;
2650 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2652 .entity weaponentity = weaponentities[slot];
2653 Weapon thiswep = this.(weaponentity).m_weapon;
2654 if(thiswep != WEP_Null && thiswep.wr_zoom)
2655 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2657 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2660 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2662 CS(this).teamkill_soundtime = 0;
2664 entity e = CS(this).teamkill_soundsource;
2665 entity oldpusher = e.pusher;
2667 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2668 e.pusher = oldpusher;
2671 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2672 CS(this).taunt_soundtime = 0;
2673 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2676 target_voicescript_next(this);
2679 void DrownPlayer(entity this)
2681 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2682 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2684 STAT(AIR_FINISHED, this) = 0;
2688 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2690 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2691 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2692 STAT(AIR_FINISHED, this) = 0;
2696 if (!STAT(AIR_FINISHED, this))
2697 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2698 if (STAT(AIR_FINISHED, this) < time)
2700 if (this.pain_finished < time)
2702 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');
2703 this.pain_finished = time + 0.5;
2709 .bool move_qcphysics;
2711 void Player_Physics(entity this)
2713 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2715 if(!this.move_qcphysics)
2718 if(!frametime && !CS(this).pm_frametime)
2721 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2723 CS(this).pm_frametime = 0;
2730 Called every frame for each client after the physics are run
2733 void PlayerPostThink (entity this)
2735 Player_Physics(this);
2737 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2738 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2739 if (IS_REAL_CLIENT(this))
2740 if (IS_PLAYER(this) || autocvar_sv_maxidle_spectatorsareidle)
2742 int totalClients = 0;
2743 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2745 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2751 if (autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
2752 { /* do nothing */ }
2753 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2755 if (CS(this).idlekick_lasttimeleft)
2757 CS(this).idlekick_lasttimeleft = 0;
2758 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2763 float maxidle_time = autocvar_sv_maxidle;
2764 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2765 maxidle_time = autocvar_sv_maxidle_playertospectator;
2766 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2767 if (timeleft == min(10, maxidle_time - 1)) { // - 1 to support maxidle_time <= 10
2768 if (!CS(this).idlekick_lasttimeleft)
2770 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2771 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2773 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2776 if (timeleft <= 0) {
2777 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2779 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname);
2782 PutObserverInServer(this);
2783 CS(this).parm_idlesince = time;
2787 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2792 else if (timeleft <= 10) {
2793 if (timeleft != CS(this).idlekick_lasttimeleft)
2794 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2795 CS(this).idlekick_lasttimeleft = timeleft;
2804 this.solid = SOLID_NOT;
2805 this.takedamage = DAMAGE_NO;
2806 set_movetype(this, MOVETYPE_NONE);
2807 CS(this).teamkill_complain = 0;
2808 CS(this).teamkill_soundtime = 0;
2809 CS(this).teamkill_soundsource = NULL;
2812 if (IS_PLAYER(this)) {
2813 if(this.death_time == time && IS_DEAD(this))
2815 // player's bbox gets resized now, instead of in the damage event that killed the player,
2816 // once all the damage events of this frame have been processed with normal size
2818 setsize(this, this.mins, this.maxs);
2821 UpdateChatBubble(this);
2822 if (CS(this).impulse) ImpulseCommands(this);
2823 GetPressedKeys(this);
2826 CSQCMODEL_AUTOUPDATE(this);
2830 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2832 CS(this).pressedkeys = 0;
2833 STAT(PRESSED_KEYS, this) = 0;
2836 if (this.waypointsprite_attachedforcarrier) {
2837 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2838 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2841 CSQCMODEL_AUTOUPDATE(this);
2844 // hack to copy the button fields from the client entity to the Client State
2845 void PM_UpdateButtons(entity this, entity store)
2848 store.impulse = this.impulse;
2851 bool typing = this.buttonchat || this.button12;
2853 store.button0 = (typing) ? 0 : this.button0;
2855 store.button2 = (typing) ? 0 : this.button2;
2856 store.button3 = (typing) ? 0 : this.button3;
2857 store.button4 = this.button4;
2858 store.button5 = (typing) ? 0 : this.button5;
2859 store.button6 = this.button6;
2860 store.button7 = this.button7;
2861 store.button8 = this.button8;
2862 store.button9 = this.button9;
2863 store.button10 = this.button10;
2864 store.button11 = this.button11;
2865 store.button12 = this.button12;
2866 store.button13 = this.button13;
2867 store.button14 = this.button14;
2868 store.button15 = this.button15;
2869 store.button16 = this.button16;
2870 store.buttonuse = this.buttonuse;
2871 store.buttonchat = this.buttonchat;
2873 store.cursor_active = this.cursor_active;
2874 store.cursor_screen = this.cursor_screen;
2875 store.cursor_trace_start = this.cursor_trace_start;
2876 store.cursor_trace_endpos = this.cursor_trace_endpos;
2877 store.cursor_trace_ent = this.cursor_trace_ent;
2879 store.ping = this.ping;
2880 store.ping_packetloss = this.ping_packetloss;
2881 store.ping_movementloss = this.ping_movementloss;
2883 store.v_angle = this.v_angle;
2884 store.movement = this.movement;
2887 NET_HANDLE(fpsreport, bool)
2889 int fps = ReadShort();
2890 PlayerScore_Set(sender, SP_FPS, fps);