3 #include "anticheat.qh"
7 #include "miscfunctions.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
14 #include "command/common.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
21 #include "scores_rules.qh"
25 #include "../common/ent_cs.qh"
26 #include "../common/wepent.qh"
27 #include <common/state.qh>
29 #include <common/effects/qc/globalsound.qh>
31 #include "../common/triggers/func/conveyor.qh"
32 #include "../common/triggers/teleporters.qh"
34 #include "../common/vehicles/all.qh"
36 #include "weapons/hitplot.qh"
37 #include "weapons/weaponsystem.qh"
39 #include "../common/net_notice.qh"
40 #include "../common/net_linked.qh"
41 #include "../common/physics/player.qh"
43 #include "../common/items/_mod.qh"
45 #include "../common/mutators/mutator/waypoints/all.qh"
47 #include "../common/triggers/subs.qh"
48 #include "../common/triggers/triggers.qh"
49 #include "../common/triggers/trigger/secret.qh"
51 #include "../common/minigames/sv_minigames.qh"
53 #include "../common/items/inventory.qh"
55 #include "../common/monsters/sv_monsters.qh"
57 #include "../lib/warpzone/server.qh"
59 STATIC_METHOD(Client, Add, void(Client this, int _team))
62 TRANSMUTE(Player, this);
65 PutClientInServer(this);
68 void PutObserverInServer(entity this);
70 STATIC_METHOD(Client, Remove, void(Client this))
72 TRANSMUTE(Observer, this);
73 PutClientInServer(this);
74 ClientDisconnect(this);
77 void send_CSQC_teamnagger() {
78 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
81 int CountSpectators(entity player, entity to)
83 if(!player) { return 0; } // not sure how, but best to be safe
87 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
95 void WriteSpectators(entity player, entity to)
97 if(!player) { return; } // not sure how, but best to be safe
99 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
101 WriteByte(MSG_ENTITY, num_for_edict(it));
105 bool ClientData_Send(entity this, entity to, int sf)
107 assert(to == this.owner, return false);
110 if (IS_SPEC(e)) e = e.enemy;
113 if (e.race_completed) sf |= 1; // forced scoreboard
114 if (to.spectatee_status) sf |= 2; // spectator ent number follows
115 if (e.zoomstate) sf |= 4; // zoomed
116 if (autocvar_sv_showspectators) sf |= 16; // show spectators
118 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
119 WriteByte(MSG_ENTITY, sf);
123 WriteByte(MSG_ENTITY, to.spectatee_status);
128 float specs = CountSpectators(e, to);
129 WriteByte(MSG_ENTITY, specs);
130 WriteSpectators(e, to);
136 void ClientData_Attach(entity this)
138 Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
139 this.clientdata.drawonlytoclient = this;
140 this.clientdata.owner = this;
143 void ClientData_Detach(entity this)
145 delete(this.clientdata);
146 this.clientdata = NULL;
149 void ClientData_Touch(entity e)
151 e.clientdata.SendFlags = 1;
153 // make it spectatable
154 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
157 .string netname_previous;
159 void SetSpectatee(entity this, entity spectatee);
160 void SetSpectatee_status(entity this, int spectatee_num);
167 Checks if the argument string can be a valid playermodel.
168 Returns a valid one in doubt.
171 string FallbackPlayerModel;
172 string CheckPlayerModel(string plyermodel) {
173 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
175 // note: we cannot summon Don Strunzone here, some player may
176 // still have the model string set. In case anyone manages how
177 // to change a cvar default, we'll have a small leak here.
178 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
180 // only in right path
181 if( substring(plyermodel,0,14) != "models/player/")
182 return FallbackPlayerModel;
183 // only good file extensions
184 if(substring(plyermodel,-4,4) != ".zym")
185 if(substring(plyermodel,-4,4) != ".dpm")
186 if(substring(plyermodel,-4,4) != ".iqm")
187 if(substring(plyermodel,-4,4) != ".md3")
188 if(substring(plyermodel,-4,4) != ".psk")
189 return FallbackPlayerModel;
190 // forbid the LOD models
191 if(substring(plyermodel, -9,5) == "_lod1")
192 return FallbackPlayerModel;
193 if(substring(plyermodel, -9,5) == "_lod2")
194 return FallbackPlayerModel;
195 if(plyermodel != strtolower(plyermodel))
196 return FallbackPlayerModel;
197 // also, restrict to server models
198 if(autocvar_sv_servermodelsonly)
200 if(!fexists(plyermodel))
201 return FallbackPlayerModel;
206 void setplayermodel(entity e, string modelname)
208 precache_model(modelname);
209 _setmodel(e, modelname);
210 player_setupanimsformodel(e);
211 if(!autocvar_g_debug_globalsounds)
212 UpdatePlayerSounds(e);
215 void FixPlayermodel(entity player);
216 /** putting a client as observer in the server */
217 void PutObserverInServer(entity this)
219 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
220 PlayerState_detach(this);
222 if (IS_PLAYER(this) && this.health >= 1) {
224 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
228 entity spot = SelectSpawnPoint(this, true);
229 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
230 this.angles = spot.angles;
232 this.fixangle = true;
233 // offset it so that the spectator spawns higher off the ground, looks better this way
234 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
235 this.prevorigin = this.origin;
236 if (IS_REAL_CLIENT(this))
239 WriteByte(MSG_ONE, SVC_SETVIEW);
240 WriteEntity(MSG_ONE, this);
242 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
243 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
244 if(!autocvar_g_debug_globalsounds)
246 // needed for player sounds
248 FixPlayermodel(this);
250 setmodel(this, MDL_Null);
251 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
252 this.view_ofs = '0 0 0';
255 RemoveGrapplingHooks(this);
256 Portal_ClearAll(this);
258 SetSpectatee(this, NULL);
263 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
267 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
269 WaypointSprite_PlayerDead(this);
271 if (mutator_returnvalue) {
272 // mutator prevents resetting teams+score
274 this.team = -1; // move this as it is needed to log the player spectating in eventlog
275 this.frags = FRAGS_SPECTATOR;
276 PlayerScore_Clear(this); // clear scores when needed
279 if (this.killcount != FRAGS_SPECTATOR)
281 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
283 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
284 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
286 if(this.just_joined == false) {
287 LogTeamchange(this.playerid, -1, 4);
289 this.just_joined = false;
292 accuracy_resend(this);
294 this.spectatortime = time;
296 IL_REMOVE(g_bot_targets, this);
297 this.bot_attack = false;
298 this.hud = HUD_NORMAL;
299 TRANSMUTE(Observer, this);
300 this.iscreature = false;
301 this.teleportable = TELEPORT_SIMPLE;
302 if(this.damagedbycontents)
303 IL_REMOVE(g_damagedbycontents, this);
304 this.damagedbycontents = false;
305 this.health = FRAGS_SPECTATOR;
306 SetSpectatee_status(this, etof(this));
307 this.takedamage = DAMAGE_NO;
308 this.solid = SOLID_NOT;
309 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
310 this.flags = FL_CLIENT | FL_NOTARGET;
311 this.armorvalue = 666;
313 this.armorvalue = autocvar_g_balance_armor_start;
314 this.pauserotarmor_finished = 0;
315 this.pauserothealth_finished = 0;
316 this.pauseregen_finished = 0;
317 this.damageforcescale = 0;
319 this.respawn_flags = 0;
320 this.respawn_time = 0;
321 this.stat_respawn_time = 0;
326 this.pain_finished = 0;
327 this.strength_finished = 0;
328 this.invincible_finished = 0;
329 this.superweapons_finished = 0;
332 setthink(this, func_null);
334 this.deadflag = DEAD_NO;
336 this.revive_progress = 0;
337 this.revival_time = 0;
340 this.weapons = '0 0 0';
341 this.drawonlytoclient = this;
343 this.weaponmodel = "";
344 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
346 this.weaponentities[slot] = NULL;
348 this.exteriorweaponentity = NULL;
349 this.killcount = FRAGS_SPECTATOR;
350 this.velocity = '0 0 0';
351 this.avelocity = '0 0 0';
352 this.punchangle = '0 0 0';
353 this.punchvector = '0 0 0';
354 this.oldvelocity = this.velocity;
355 this.fire_endtime = -1;
356 this.event_damage = func_null;
359 int player_getspecies(entity this)
361 get_model_parameters(this.model, this.skin);
362 int s = get_model_parameters_species;
363 get_model_parameters(string_null, 0);
364 if (s < 0) return SPECIES_HUMAN;
368 .float model_randomizer;
369 void FixPlayermodel(entity player)
371 string defaultmodel = "";
373 if(autocvar_sv_defaultcharacter)
377 string s = Static_Team_ColorName_Lower(player.team);
380 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
381 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
385 if(defaultmodel == "")
387 defaultmodel = autocvar_sv_defaultplayermodel;
388 defaultskin = autocvar_sv_defaultplayerskin;
391 int n = tokenize_console(defaultmodel);
394 defaultmodel = argv(floor(n * player.model_randomizer));
395 // However, do NOT randomize if the player-selected model is in the list.
396 for (int i = 0; i < n; ++i)
397 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
398 defaultmodel = argv(i);
401 int i = strstrofs(defaultmodel, ":", 0);
404 defaultskin = stof(substring(defaultmodel, i+1, -1));
405 defaultmodel = substring(defaultmodel, 0, i);
408 if(autocvar_sv_defaultcharacterskin && !defaultskin)
412 string s = Static_Team_ColorName_Lower(player.team);
414 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
418 defaultskin = autocvar_sv_defaultplayerskin;
421 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
422 defaultmodel = M_ARGV(0, string);
423 defaultskin = M_ARGV(1, int);
427 if(defaultmodel != "")
429 if (defaultmodel != player.model)
431 vector m1 = player.mins;
432 vector m2 = player.maxs;
433 setplayermodel (player, defaultmodel);
434 setsize (player, m1, m2);
438 oldskin = player.skin;
439 player.skin = defaultskin;
441 if (player.playermodel != player.model || player.playermodel == "")
443 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
444 vector m1 = player.mins;
445 vector m2 = player.maxs;
446 setplayermodel (player, player.playermodel);
447 setsize (player, m1, m2);
451 if(!autocvar_sv_defaultcharacterskin)
453 oldskin = player.skin;
454 player.skin = stof(player.playerskin);
458 oldskin = player.skin;
459 player.skin = defaultskin;
463 if(chmdl || oldskin != player.skin) // model or skin has changed
465 player.species = player_getspecies(player); // update species
466 if(!autocvar_g_debug_globalsounds)
467 UpdatePlayerSounds(player); // update skin sounds
471 if(strlen(autocvar_sv_defaultplayercolors))
472 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
473 setcolor(player, stof(autocvar_sv_defaultplayercolors));
477 /** Called when a client spawns in the server */
478 void PutClientInServer(entity this)
480 if (IS_BOT_CLIENT(this)) {
481 TRANSMUTE(Player, this);
482 } else if (IS_REAL_CLIENT(this)) {
484 WriteByte(MSG_ONE, SVC_SETVIEW);
485 WriteEntity(MSG_ONE, this);
488 TRANSMUTE(Observer, this);
490 SetSpectatee(this, NULL);
495 MUTATOR_CALLHOOK(PutClientInServer, this);
497 if (IS_OBSERVER(this)) {
498 PutObserverInServer(this);
499 } else if (IS_PLAYER(this)) {
500 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
502 PlayerState_attach(this);
503 accuracy_resend(this);
506 JoinBestTeam(this, false, true);
508 entity spot = SelectSpawnPoint(this, false);
510 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
511 return; // spawn failed
514 TRANSMUTE(Player, this);
516 this.wasplayer = true;
517 this.iscreature = true;
518 this.teleportable = TELEPORT_NORMAL;
519 if(!this.damagedbycontents)
520 IL_PUSH(g_damagedbycontents, this);
521 this.damagedbycontents = true;
522 set_movetype(this, MOVETYPE_WALK);
523 this.solid = SOLID_SLIDEBOX;
524 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
525 if (autocvar_g_playerclip_collisions)
526 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
527 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
528 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
529 this.frags = FRAGS_PLAYER;
530 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
531 this.flags = FL_CLIENT | FL_PICKUPITEMS;
532 if (autocvar__notarget)
533 this.flags |= FL_NOTARGET;
534 this.takedamage = DAMAGE_AIM;
535 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
539 this.ammo_shells = warmup_start_ammo_shells;
540 this.ammo_nails = warmup_start_ammo_nails;
541 this.ammo_rockets = warmup_start_ammo_rockets;
542 this.ammo_cells = warmup_start_ammo_cells;
543 this.ammo_plasma = warmup_start_ammo_plasma;
544 this.ammo_fuel = warmup_start_ammo_fuel;
545 this.health = warmup_start_health;
546 this.armorvalue = warmup_start_armorvalue;
547 this.weapons = WARMUP_START_WEAPONS;
549 this.ammo_shells = start_ammo_shells;
550 this.ammo_nails = start_ammo_nails;
551 this.ammo_rockets = start_ammo_rockets;
552 this.ammo_cells = start_ammo_cells;
553 this.ammo_plasma = start_ammo_plasma;
554 this.ammo_fuel = start_ammo_fuel;
555 this.health = start_health;
556 this.armorvalue = start_armorvalue;
557 this.weapons = start_weapons;
559 SetSpectatee_status(this, 0);
561 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
563 this.items = start_items;
565 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
566 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
567 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
568 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
569 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
570 // extend the pause of rotting if client was reset at the beginning of the countdown
571 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
572 float f = game_starttime - time;
573 this.spawnshieldtime += f;
574 this.pauserotarmor_finished += f;
575 this.pauserothealth_finished += f;
576 this.pauseregen_finished += f;
578 this.damageforcescale = 2;
580 this.respawn_flags = 0;
581 this.respawn_time = 0;
582 this.stat_respawn_time = 0;
583 this.scale = autocvar_sv_player_scale;
586 this.pain_finished = 0;
588 setthink(this, func_null); // players have no think function
591 this.ballistics_density = autocvar_g_ballistics_density_player;
593 this.deadflag = DEAD_NO;
595 this.angles = spot.angles;
596 this.angles_z = 0; // never spawn tilted even if the spot says to
597 if (IS_BOT_CLIENT(this))
598 this.v_angle = this.angles;
599 this.fixangle = true; // turn this way immediately
600 this.oldvelocity = this.velocity = '0 0 0';
601 this.avelocity = '0 0 0';
602 this.punchangle = '0 0 0';
603 this.punchvector = '0 0 0';
605 this.strength_finished = 0;
606 this.invincible_finished = 0;
607 this.fire_endtime = -1;
608 this.revive_progress = 0;
609 this.revival_time = 0;
610 this.air_finished = time + 12;
612 entity spawnevent = new_pure(spawnevent);
613 spawnevent.owner = this;
614 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
616 // Cut off any still running player sounds.
617 stopsound(this, CH_PLAYER_SINGLE);
620 FixPlayermodel(this);
621 this.drawonlytoclient = NULL;
626 this.view_ofs = STAT(PL_VIEW_OFS, this);
627 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
628 this.spawnorigin = spot.origin;
629 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
630 // don't reset back to last position, even if new position is stuck in solid
631 this.oldorigin = this.origin;
632 this.prevorigin = this.origin;
633 this.lastteleporttime = time; // prevent insane speeds due to changing origin
635 IL_REMOVE(g_conveyed, this);
636 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
637 this.hud = HUD_NORMAL;
639 this.event_damage = PlayerDamage;
642 IL_PUSH(g_bot_targets, this);
643 this.bot_attack = true;
644 this.monster_attack = true;
646 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
648 if (this.killcount == FRAGS_SPECTATOR) {
649 PlayerScore_Clear(this);
653 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
655 .entity weaponentity = weaponentities[slot];
656 entity oldwep = this.(weaponentity);
657 CL_SpawnWeaponentity(this, weaponentity);
659 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
661 this.alpha = default_player_alpha;
662 this.colormod = '1 1 1' * autocvar_g_player_brightness;
663 this.exteriorweaponentity.alpha = default_weapon_alpha;
665 this.speedrunning = false;
667 target_voicescript_clear(this);
669 // reset fields the weapons may use
670 FOREACH(Weapons, true, LAMBDA(
671 it.wr_resetplayer(it, this);
672 // reload all reloadable weapons
673 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
674 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
676 .entity weaponentity = weaponentities[slot];
677 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
683 string s = spot.target;
684 spot.target = string_null;
685 SUB_UseTargets(spot, this, NULL);
691 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
693 if (autocvar_spawn_debug)
695 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
696 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
699 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
701 .entity weaponentity = weaponentities[slot];
703 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
705 this.(weaponentity).m_switchweapon = WEP_Null;
706 this.(weaponentity).m_weapon = WEP_Null;
707 this.(weaponentity).weaponname = "";
708 this.(weaponentity).m_switchingweapon = WEP_Null;
709 this.(weaponentity).cnt = -1;
712 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
714 if (!warmup_stage && !this.alivetime)
715 this.alivetime = time;
717 antilag_clear(this, CS(this));
721 void ClientInit_misc(entity this);
723 // TODO do we need all these fields, or should we stop autodetecting runtime
724 // changes and just have a console command to update this?
725 bool ClientInit_SendEntity(entity this, entity to, int sf)
727 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
730 // MSG_INIT replacement
731 // TODO: make easier to use
733 W_PROP_reload(MSG_ONE, to);
734 ClientInit_misc(this);
735 MUTATOR_CALLHOOK(Ent_Init);
737 void ClientInit_misc(entity this)
739 int channel = MSG_ONE;
740 WriteHeader(channel, ENT_CLIENT_INIT);
741 WriteByte(channel, g_nexball_meter_period * 32);
742 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
743 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
744 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
745 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
746 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
747 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
748 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
749 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
751 if(sv_foginterval && world.fog != "")
752 WriteString(channel, world.fog);
754 WriteString(channel, "");
755 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
756 WriteByte(channel, serverflags);
757 WriteCoord(channel, autocvar_g_trueaim_minrange);
760 void ClientInit_CheckUpdate(entity this)
762 this.nextthink = time;
763 if(this.count != autocvar_g_balance_armor_blockpercent)
765 this.count = autocvar_g_balance_armor_blockpercent;
770 void ClientInit_Spawn()
772 entity e = new_pure(clientinit);
773 setthink(e, ClientInit_CheckUpdate);
774 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
776 ClientInit_CheckUpdate(e);
786 // initialize parms for a new player
787 parm1 = -(86400 * 366);
789 MUTATOR_CALLHOOK(SetNewParms);
797 void SetChangeParms (entity this)
799 // save parms for level change
800 parm1 = this.parm_idlesince - time;
802 MUTATOR_CALLHOOK(SetChangeParms);
810 void DecodeLevelParms(entity this)
813 this.parm_idlesince = parm1;
814 if (this.parm_idlesince == -(86400 * 366))
815 this.parm_idlesince = time;
817 // whatever happens, allow 60 seconds of idling directly after connect for map loading
818 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
820 MUTATOR_CALLHOOK(DecodeLevelParms);
827 Called when a client types 'kill' in the console
831 .float clientkill_nexttime;
832 void ClientKill_Now_TeamChange(entity this)
834 if(this.killindicator_teamchange == -1)
836 JoinBestTeam( this, false, true );
838 else if(this.killindicator_teamchange == -2)
841 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
842 PutObserverInServer(this);
845 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
846 this.killindicator_teamchange = 0;
849 void ClientKill_Now(entity this)
853 vehicles_exit(this.vehicle, VHEF_RELEASE);
854 if(!this.killindicator_teamchange)
856 this.vehicle_health = -1;
857 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
861 if(this.killindicator && !wasfreed(this.killindicator))
862 delete(this.killindicator);
864 this.killindicator = NULL;
866 if(this.killindicator_teamchange)
867 ClientKill_Now_TeamChange(this);
869 if(!IS_SPEC(this) && !IS_OBSERVER(this))
870 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
872 // now I am sure the player IS dead
874 void KillIndicator_Think(entity this)
878 this.owner.killindicator = NULL;
883 if (this.owner.alpha < 0 && !this.owner.vehicle)
885 this.owner.killindicator = NULL;
892 ClientKill_Now(this.owner);
895 else if(g_cts && this.health == 1) // health == 1 means that it's silent
897 this.nextthink = time + 1;
903 setmodel(this, MDL_NUM(this.cnt));
904 if(IS_REAL_CLIENT(this.owner))
907 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
909 this.nextthink = time + 1;
914 float clientkilltime;
915 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
923 killtime = autocvar_g_balance_kill_delay;
925 if(g_race_qualifying || g_cts)
928 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
931 this.killindicator_teamchange = targetteam;
933 if(!this.killindicator)
937 killtime = max(killtime, this.clientkill_nexttime - time);
938 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
941 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
943 ClientKill_Now(this);
947 starttime = max(time, clientkilltime);
949 this.killindicator = spawn();
950 this.killindicator.owner = this;
951 this.killindicator.scale = 0.5;
952 setattachment(this.killindicator, this, "");
953 setorigin(this.killindicator, '0 0 52');
954 setthink(this.killindicator, KillIndicator_Think);
955 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
956 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
957 this.killindicator.cnt = ceil(killtime);
958 this.killindicator.count = bound(0, ceil(killtime), 10);
959 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
961 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
963 it.killindicator = spawn();
964 it.killindicator.owner = it;
965 it.killindicator.scale = 0.5;
966 setattachment(it.killindicator, it, "");
967 setorigin(it.killindicator, '0 0 52');
968 setthink(it.killindicator, KillIndicator_Think);
969 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
970 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
971 it.killindicator.cnt = ceil(killtime);
976 if(this.killindicator)
978 if(targetteam == 0) // just die
980 this.killindicator.colormod = '0 0 0';
981 if(IS_REAL_CLIENT(this))
982 if(this.killindicator.cnt > 0)
983 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
985 else if(targetteam == -1) // auto
987 this.killindicator.colormod = '0 1 0';
988 if(IS_REAL_CLIENT(this))
989 if(this.killindicator.cnt > 0)
990 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
992 else if(targetteam == -2) // spectate
994 this.killindicator.colormod = '0.5 0.5 0.5';
995 if(IS_REAL_CLIENT(this))
996 if(this.killindicator.cnt > 0)
997 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1001 this.killindicator.colormod = Team_ColorRGB(targetteam);
1002 if(IS_REAL_CLIENT(this))
1003 if(this.killindicator.cnt > 0)
1004 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1010 void ClientKill (entity this)
1012 if(game_stopped) return;
1013 if(this.player_blocked) return;
1014 if(STAT(FROZEN, this)) return;
1016 ClientKill_TeamChange(this, 0);
1019 void FixClientCvars(entity e)
1021 // send prediction settings to the client
1022 stuffcmd(e, "\nin_bindmap 0 0\n");
1023 if(autocvar_g_antilag == 3) // client side hitscan
1024 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1025 if(autocvar_sv_gentle)
1026 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1028 MUTATOR_CALLHOOK(FixClientCvars, e);
1031 float PlayerInIDList(entity p, string idlist)
1036 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1040 // this function allows abbreviated player IDs too!
1041 n = tokenize_console(idlist);
1042 for(i = 0; i < n; ++i)
1045 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1052 #ifdef DP_EXT_PRECONNECT
1057 Called once (not at each match start) when a client begins a connection to the server
1060 void ClientPreConnect(entity this)
1062 if(autocvar_sv_eventlog)
1064 GameLogEcho(sprintf(":connect:%d:%d:%s",
1067 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1077 Called when a client connects to the server
1080 void ClientConnect(entity this)
1082 if (Ban_MaybeEnforceBanOnce(this)) return;
1083 assert(!IS_CLIENT(this), return);
1084 this.flags |= FL_CLIENT;
1085 assert(player_count >= 0, player_count = 0);
1088 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1090 this.version_nagtime = time + 10 + random() * 10;
1091 TRANSMUTE(Client, this);
1093 // identify the right forced team
1094 if (autocvar_g_campaign)
1096 if (IS_REAL_CLIENT(this)) // only players, not bots
1098 switch (autocvar_g_campaign_forceteam)
1100 case 1: this.team_forced = NUM_TEAM_1; break;
1101 case 2: this.team_forced = NUM_TEAM_2; break;
1102 case 3: this.team_forced = NUM_TEAM_3; break;
1103 case 4: this.team_forced = NUM_TEAM_4; break;
1104 default: this.team_forced = 0;
1108 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1109 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1110 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1111 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1112 else switch (autocvar_g_forced_team_otherwise)
1114 default: this.team_forced = 0; break;
1115 case "red": this.team_forced = NUM_TEAM_1; break;
1116 case "blue": this.team_forced = NUM_TEAM_2; break;
1117 case "yellow": this.team_forced = NUM_TEAM_3; break;
1118 case "pink": this.team_forced = NUM_TEAM_4; break;
1121 this.team_forced = -1;
1124 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1127 int id = this.playerid;
1128 this.playerid = 0; // silent
1129 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1133 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1134 TRANSMUTE(Observer, this);
1136 if (!teamplay || autocvar_g_balance_teams) {
1137 TRANSMUTE(Player, this);
1138 campaign_bots_may_start = true;
1140 TRANSMUTE(Observer, this); // do it anyway
1144 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1146 // always track bots, don't ask for cl_allow_uidtracking
1147 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1149 if (autocvar_sv_eventlog)
1150 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1152 LogTeamchange(this.playerid, this.team, 1);
1154 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1156 this.netname_previous = strzone(this.netname);
1158 if(teamplay && IS_PLAYER(this))
1159 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1161 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1163 stuffcmd(this, clientstuff, "\n");
1164 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1166 FixClientCvars(this);
1168 // get version info from player
1169 stuffcmd(this, "cmd clientversion $gameversion\n");
1171 // notify about available teams
1174 CheckAllowedTeams(this);
1176 if (c1 >= 0) t |= BIT(0);
1177 if (c2 >= 0) t |= BIT(1);
1178 if (c3 >= 0) t |= BIT(2);
1179 if (c4 >= 0) t |= BIT(3);
1180 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1184 stuffcmd(this, "set _teams_available 0\n");
1187 bot_relinkplayerlist();
1189 this.spectatortime = time;
1190 if (blockSpectators)
1192 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1195 this.jointime = time;
1196 this.allowed_timeouts = autocvar_sv_timeout_number;
1198 if (IS_REAL_CLIENT(this))
1200 if (g_weaponarena_weapons == WEPSET(TUBA))
1201 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1204 if (!sv_foginterval && world.fog != "")
1205 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1207 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1208 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1209 send_CSQC_teamnagger();
1211 CSQCMODEL_AUTOINIT(this);
1213 this.model_randomizer = random();
1215 if (IS_REAL_CLIENT(this))
1216 sv_notice_join(this);
1218 // update physics stats (players can spawn before physics runs)
1219 Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
1221 IL_EACH(g_initforplayer, it.init_for_player, {
1222 it.init_for_player(it, this);
1225 MUTATOR_CALLHOOK(ClientConnect, this);
1227 if (IS_REAL_CLIENT(this))
1229 if (!autocvar_g_campaign && !IS_PLAYER(this))
1231 this.motd_actived_time = -1;
1232 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1240 Called when a client disconnects from the server
1243 .entity chatbubbleentity;
1245 void ClientDisconnect(entity this)
1247 assert(IS_CLIENT(this), return);
1249 PlayerStats_GameReport_FinalizePlayer(this);
1250 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1251 if (this.active_minigame) part_minigame(this);
1252 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1254 if (autocvar_sv_eventlog)
1255 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1257 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1260 SetSpectatee(this, NULL);
1262 MUTATOR_CALLHOOK(ClientDisconnect, this);
1264 ClientState_detach(this);
1266 Portal_ClearAll(this);
1270 RemoveGrapplingHooks(this);
1272 // Here, everything has been done that requires this player to be a client.
1274 this.flags &= ~FL_CLIENT;
1276 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1277 if (this.killindicator) delete(this.killindicator);
1279 WaypointSprite_PlayerGone(this);
1281 bot_relinkplayerlist();
1283 if (this.netname_previous) strunzone(this.netname_previous);
1284 if (this.clientstatus) strunzone(this.clientstatus);
1285 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1286 if (this.personal) delete(this.personal);
1290 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1295 void ChatBubbleThink(entity this)
1297 this.nextthink = time;
1298 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1300 if(this.owner) // but why can that ever be NULL?
1301 this.owner.chatbubbleentity = NULL;
1308 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1310 if ( this.owner.active_minigame )
1311 this.mdl = "models/sprites/minigame_busy.iqm";
1312 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1313 this.mdl = "models/misc/chatbubble.spr";
1316 if ( this.model != this.mdl )
1317 _setmodel(this, this.mdl);
1321 void UpdateChatBubble(entity this)
1325 // spawn a chatbubble entity if needed
1326 if (!this.chatbubbleentity)
1328 this.chatbubbleentity = new(chatbubbleentity);
1329 this.chatbubbleentity.owner = this;
1330 this.chatbubbleentity.exteriormodeltoclient = this;
1331 setthink(this.chatbubbleentity, ChatBubbleThink);
1332 this.chatbubbleentity.nextthink = time;
1333 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1334 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1335 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1336 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1337 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1338 //this.chatbubbleentity.model = "";
1339 this.chatbubbleentity.effects = EF_LOWPRECISION;
1344 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1345 // added to the model skins
1346 /*void UpdateColorModHack()
1349 c = this.clientcolors & 15;
1350 // LordHavoc: only bothering to support white, green, red, yellow, blue
1351 if (!teamplay) this.colormod = '0 0 0';
1352 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1353 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1354 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1355 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1356 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1357 else this.colormod = '1 1 1';
1360 void respawn(entity this)
1362 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1364 this.solid = SOLID_NOT;
1365 this.takedamage = DAMAGE_NO;
1366 set_movetype(this, MOVETYPE_FLY);
1367 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1368 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1369 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1370 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1371 if(autocvar_g_respawn_ghosts_maxtime)
1372 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1377 this.effects |= EF_NODRAW; // prevent another CopyBody
1378 PutClientInServer(this);
1381 void play_countdown(entity this, float finished, Sound samp)
1384 if(IS_REAL_CLIENT(this))
1385 if(floor(finished - time - frametime) != floor(finished - time))
1386 if(finished - time < 6)
1387 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1390 void player_powerups(entity this)
1392 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1393 int items_prev = this.items;
1395 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1396 this.modelflags |= MF_ROCKET;
1398 this.modelflags &= ~MF_ROCKET;
1400 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1402 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1405 Fire_ApplyDamage(this);
1406 Fire_ApplyEffect(this);
1410 if (this.items & ITEM_Strength.m_itemid)
1412 play_countdown(this, this.strength_finished, SND_POWEROFF);
1413 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1414 if (time > this.strength_finished)
1416 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1417 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1418 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1423 if (time < this.strength_finished)
1425 this.items = this.items | ITEM_Strength.m_itemid;
1426 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1427 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1430 if (this.items & ITEM_Shield.m_itemid)
1432 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1433 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1434 if (time > this.invincible_finished)
1436 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1437 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1438 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1443 if (time < this.invincible_finished)
1445 this.items = this.items | ITEM_Shield.m_itemid;
1446 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1447 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1450 if (this.items & IT_SUPERWEAPON)
1452 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1454 this.superweapons_finished = 0;
1455 this.items = this.items - (this.items & IT_SUPERWEAPON);
1456 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1457 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1459 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1461 // don't let them run out
1465 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1466 if (time > this.superweapons_finished)
1468 this.items = this.items - (this.items & IT_SUPERWEAPON);
1469 this.weapons &= ~WEPSET_SUPERWEAPONS;
1470 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1471 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1475 else if(this.weapons & WEPSET_SUPERWEAPONS)
1477 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1479 this.items = this.items | IT_SUPERWEAPON;
1480 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1481 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1485 this.superweapons_finished = 0;
1486 this.weapons &= ~WEPSET_SUPERWEAPONS;
1491 this.superweapons_finished = 0;
1495 if(autocvar_g_nodepthtestplayers)
1496 this.effects = this.effects | EF_NODEPTHTEST;
1498 if(autocvar_g_fullbrightplayers)
1499 this.effects = this.effects | EF_FULLBRIGHT;
1501 if (time >= game_starttime)
1502 if (time < this.spawnshieldtime)
1503 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1505 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1508 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1510 if(current > stable)
1512 else if(current > stable - 0.25) // when close enough, "snap"
1515 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1518 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1520 if(current < stable)
1522 else if(current < stable + 0.25) // when close enough, "snap"
1525 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1528 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1530 if(current > rotstable)
1532 if(rotframetime > 0)
1534 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1535 current = max(rotstable, current - rotlinear * rotframetime);
1538 else if(current < regenstable)
1540 if(regenframetime > 0)
1542 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1543 current = min(regenstable, current + regenlinear * regenframetime);
1553 void player_regen(entity this)
1555 float max_mod, regen_mod, rot_mod, limit_mod;
1556 max_mod = regen_mod = rot_mod = limit_mod = 1;
1558 float regen_health = autocvar_g_balance_health_regen;
1559 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1560 float regen_health_rot = autocvar_g_balance_health_rot;
1561 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1562 float regen_health_stable = autocvar_g_balance_health_regenstable;
1563 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1564 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1565 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1566 max_mod = M_ARGV(1, float);
1567 regen_mod = M_ARGV(2, float);
1568 rot_mod = M_ARGV(3, float);
1569 limit_mod = M_ARGV(4, float);
1570 regen_health = M_ARGV(5, float);
1571 regen_health_linear = M_ARGV(6, float);
1572 regen_health_rot = M_ARGV(7, float);
1573 regen_health_rotlinear = M_ARGV(8, float);
1574 regen_health_stable = M_ARGV(9, float);
1575 regen_health_rotstable = M_ARGV(10, float);
1578 if(!mutator_returnvalue)
1579 if(!STAT(FROZEN, this))
1581 float mina, maxa, limith, limita;
1582 maxa = autocvar_g_balance_armor_rotstable;
1583 mina = autocvar_g_balance_armor_regenstable;
1584 limith = autocvar_g_balance_health_limit;
1585 limita = autocvar_g_balance_armor_limit;
1587 regen_health_rotstable = regen_health_rotstable * max_mod;
1588 regen_health_stable = regen_health_stable * max_mod;
1589 limith = limith * limit_mod;
1590 limita = limita * limit_mod;
1592 this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
1593 this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
1596 // if player rotted to death... die!
1597 // check this outside above checks, as player may still be able to rot to death
1601 vehicles_exit(this.vehicle, VHEF_RELEASE);
1602 if(this.event_damage)
1603 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1606 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1608 float minf, maxf, limitf;
1610 maxf = autocvar_g_balance_fuel_rotstable;
1611 minf = autocvar_g_balance_fuel_regenstable;
1612 limitf = autocvar_g_balance_fuel_limit;
1614 this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
1619 void SetZoomState(entity this, float newzoom)
1621 if(newzoom != this.zoomstate)
1623 this.zoomstate = newzoom;
1624 ClientData_Touch(this);
1626 zoomstate_set = true;
1629 void GetPressedKeys(entity this)
1631 MUTATOR_CALLHOOK(GetPressedKeys, this);
1632 int keys = STAT(PRESSED_KEYS, this);
1633 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1634 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1635 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1636 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1638 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1639 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1640 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1641 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1642 this.pressedkeys = keys; // store for other users
1644 STAT(PRESSED_KEYS, this) = keys;
1648 ======================
1649 spectate mode routines
1650 ======================
1653 void SpectateCopy(entity this, entity spectatee)
1655 TC(Client, this); TC(Client, spectatee);
1657 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1658 PS(this) = PS(spectatee);
1659 this.armortype = spectatee.armortype;
1660 this.armorvalue = spectatee.armorvalue;
1661 this.ammo_cells = spectatee.ammo_cells;
1662 this.ammo_plasma = spectatee.ammo_plasma;
1663 this.ammo_shells = spectatee.ammo_shells;
1664 this.ammo_nails = spectatee.ammo_nails;
1665 this.ammo_rockets = spectatee.ammo_rockets;
1666 this.ammo_fuel = spectatee.ammo_fuel;
1667 this.clip_load = spectatee.clip_load;
1668 this.clip_size = spectatee.clip_size;
1669 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1670 this.health = spectatee.health;
1672 this.items = spectatee.items;
1673 this.last_pickup = spectatee.last_pickup;
1674 this.hit_time = spectatee.hit_time;
1675 this.strength_finished = spectatee.strength_finished;
1676 this.invincible_finished = spectatee.invincible_finished;
1677 this.superweapons_finished = spectatee.superweapons_finished;
1678 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1679 this.weapons = spectatee.weapons;
1680 this.vortex_charge = spectatee.vortex_charge;
1681 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1682 this.hagar_load = spectatee.hagar_load;
1683 this.arc_heat_percent = spectatee.arc_heat_percent;
1684 this.minelayer_mines = spectatee.minelayer_mines;
1685 this.punchangle = spectatee.punchangle;
1686 this.view_ofs = spectatee.view_ofs;
1687 this.velocity = spectatee.velocity;
1688 this.dmg_take = spectatee.dmg_take;
1689 this.dmg_save = spectatee.dmg_save;
1690 this.dmg_inflictor = spectatee.dmg_inflictor;
1691 this.v_angle = spectatee.v_angle;
1692 this.angles = spectatee.v_angle;
1693 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1694 this.revive_progress = spectatee.revive_progress;
1695 this.viewloc = spectatee.viewloc;
1696 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1697 this.fixangle = true;
1698 setorigin(this, spectatee.origin);
1699 setsize(this, spectatee.mins, spectatee.maxs);
1700 SetZoomState(this, spectatee.zoomstate);
1702 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1704 .entity weaponentity = weaponentities[slot];
1705 this.(weaponentity) = spectatee.(weaponentity);
1708 anticheat_spectatecopy(this, spectatee);
1709 this.hud = spectatee.hud;
1710 if(spectatee.vehicle)
1712 this.angles = spectatee.v_angle;
1714 //this.fixangle = false;
1715 //this.velocity = spectatee.vehicle.velocity;
1716 this.vehicle_health = spectatee.vehicle_health;
1717 this.vehicle_shield = spectatee.vehicle_shield;
1718 this.vehicle_energy = spectatee.vehicle_energy;
1719 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1720 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1721 this.vehicle_reload1 = spectatee.vehicle_reload1;
1722 this.vehicle_reload2 = spectatee.vehicle_reload2;
1724 //msg_entity = this;
1726 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1727 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1728 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1729 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1731 //WriteByte (MSG_ONE, SVC_SETVIEW);
1732 // WriteEntity(MSG_ONE, this);
1733 //makevectors(spectatee.v_angle);
1734 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1738 bool SpectateUpdate(entity this)
1743 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1745 SetSpectatee(this, NULL);
1749 SpectateCopy(this, this.enemy);
1754 bool SpectateSet(entity this)
1756 if(!IS_PLAYER(this.enemy))
1759 ClientData_Touch(this.enemy);
1762 WriteByte(MSG_ONE, SVC_SETVIEW);
1763 WriteEntity(MSG_ONE, this.enemy);
1764 set_movetype(this, MOVETYPE_NONE);
1765 accuracy_resend(this);
1767 if(!SpectateUpdate(this))
1768 PutObserverInServer(this);
1773 void SetSpectatee_status(entity this, int spectatee_num)
1775 int oldspectatee_status = this.spectatee_status;
1776 this.spectatee_status = spectatee_num;
1778 if (this.spectatee_status != oldspectatee_status)
1780 ClientData_Touch(this);
1781 if (g_race || g_cts) race_InitSpectator();
1785 void SetSpectatee(entity this, entity spectatee)
1787 entity old_spectatee = this.enemy;
1789 this.enemy = spectatee;
1792 // these are required to fix the spectator bug with arc
1795 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1797 .entity weaponentity = weaponentities[slot];
1798 if(old_spectatee.(weaponentity).arc_beam)
1799 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1804 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1806 .entity weaponentity = weaponentities[slot];
1807 if(this.enemy.(weaponentity).arc_beam)
1808 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1813 SetSpectatee_status(this, etof(this.enemy));
1815 // needed to update spectator list
1816 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1819 bool Spectate(entity this, entity pl)
1821 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1823 pl = M_ARGV(1, entity);
1825 SetSpectatee(this, pl);
1826 return SpectateSet(this);
1829 bool SpectateNext(entity this)
1831 entity ent = find(this.enemy, classname, STR_PLAYER);
1833 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1834 ent = M_ARGV(1, entity);
1836 ent = find(ent, classname, STR_PLAYER);
1838 if(ent) { SetSpectatee(this, ent); }
1840 return SpectateSet(this);
1843 bool SpectatePrev(entity this)
1845 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1846 entity ent = findchain(classname, STR_PLAYER);
1847 if (!ent) // no player
1851 // skip players until current spectated player
1853 while(ent && ent != this.enemy)
1856 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1858 case MUT_SPECPREV_FOUND:
1859 ent = M_ARGV(1, entity);
1861 case MUT_SPECPREV_RETURN:
1863 case MUT_SPECPREV_CONTINUE:
1874 SetSpectatee(this, ent);
1875 return SpectateSet(this);
1880 ShowRespawnCountdown()
1882 Update a respawn countdown display.
1885 void ShowRespawnCountdown(entity this)
1888 if(!IS_DEAD(this)) // just respawned?
1892 number = ceil(this.respawn_time - time);
1895 if(number <= this.respawn_countdown)
1897 this.respawn_countdown = number - 1;
1898 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
1899 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1904 .bool team_selected;
1905 bool ShowTeamSelection(entity this)
1907 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1909 stuffcmd(this, "menu_showteamselect\n");
1912 void Join(entity this)
1914 TRANSMUTE(Player, this);
1916 if(!this.team_selected)
1917 if(autocvar_g_campaign || autocvar_g_balance_teams)
1918 JoinBestTeam(this, false, true);
1920 if(autocvar_g_campaign)
1921 campaign_bots_may_start = true;
1923 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1925 PutClientInServer(this);
1927 if(teamplay && this.team != -1)
1928 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1930 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1931 this.team_selected = false;
1935 * Determines whether the player is allowed to join. This depends on cvar
1936 * g_maxplayers, if it isn't used this function always return true, otherwise
1937 * it checks whether the number of currently playing players exceeds g_maxplayers.
1938 * @return int number of free slots for players, 0 if none
1940 int nJoinAllowed(entity this, entity ignore)
1943 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1944 // so report 0 free slots if restricted
1946 if(autocvar_g_forced_team_otherwise == "spectate")
1948 if(autocvar_g_forced_team_otherwise == "spectator")
1952 if(this && this.team_forced < 0)
1953 return 0; // forced spectators can never join
1955 // TODO simplify this
1956 int totalClients = 0;
1957 int currentlyPlaying = 0;
1958 FOREACH_CLIENT(true, LAMBDA(
1961 if(IS_REAL_CLIENT(it))
1962 if(IS_PLAYER(it) || it.caplayer)
1966 float free_slots = 0;
1967 if (!autocvar_g_maxplayers)
1968 free_slots = maxclients - totalClients;
1969 else if(currentlyPlaying < autocvar_g_maxplayers)
1970 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1972 static float join_prevent_msg_time = 0;
1973 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1975 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1976 join_prevent_msg_time = time + 3;
1983 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1984 * g_maxplayers_spectator_blocktime seconds
1986 void checkSpectatorBlock(entity this)
1988 if(IS_SPEC(this) || IS_OBSERVER(this))
1990 if(IS_REAL_CLIENT(this))
1992 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1993 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1999 void PrintWelcomeMessage(entity this)
2001 if(this.motd_actived_time == 0)
2003 if (autocvar_g_campaign) {
2004 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2005 this.motd_actived_time = time;
2006 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2009 if (PHYS_INPUT_BUTTON_INFO(this)) {
2010 this.motd_actived_time = time;
2011 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2015 else if(this.motd_actived_time > 0) // showing MOTD or campaign message
2017 if (autocvar_g_campaign) {
2018 if (PHYS_INPUT_BUTTON_INFO(this))
2019 this.motd_actived_time = time;
2020 else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2021 this.motd_actived_time = 0;
2022 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2025 if (PHYS_INPUT_BUTTON_INFO(this))
2026 this.motd_actived_time = time;
2027 else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2028 this.motd_actived_time = 0;
2029 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2033 else //if(this.motd_actived_time < 0) // just connected, motd is active
2035 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2036 this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2037 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2039 // instanctly hide MOTD
2040 this.motd_actived_time = 0;
2041 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2046 bool joinAllowed(entity this)
2048 if (this.version_mismatch) return false;
2049 if (!nJoinAllowed(this, this)) return false;
2050 if (teamplay && lockteams) return false;
2051 if (ShowTeamSelection(this)) return false;
2052 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2056 void ObserverThink(entity this)
2060 MinigameImpulse(this, this.impulse);
2064 if (this.flags & FL_JUMPRELEASED) {
2065 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2066 this.flags &= ~FL_JUMPRELEASED;
2067 this.flags |= FL_SPAWNING;
2068 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
2069 this.flags &= ~FL_JUMPRELEASED;
2070 if(SpectateNext(this)) {
2071 TRANSMUTE(Spectator, this);
2074 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2075 set_movetype(this, preferred_movetype);
2078 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2079 this.flags |= FL_JUMPRELEASED;
2080 if(this.flags & FL_SPAWNING)
2082 this.flags &= ~FL_SPAWNING;
2090 void SpectatorThink(entity this)
2094 if(MinigameImpulse(this, this.impulse))
2097 if (this.impulse == IMP_weapon_drop.impulse)
2099 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2105 if (this.flags & FL_JUMPRELEASED) {
2106 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2107 this.flags &= ~FL_JUMPRELEASED;
2108 this.flags |= FL_SPAWNING;
2109 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
2110 this.flags &= ~FL_JUMPRELEASED;
2111 if(SpectateNext(this)) {
2112 TRANSMUTE(Spectator, this);
2114 TRANSMUTE(Observer, this);
2115 PutClientInServer(this);
2118 } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
2119 this.flags &= ~FL_JUMPRELEASED;
2120 if(SpectatePrev(this)) {
2121 TRANSMUTE(Spectator, this);
2123 TRANSMUTE(Observer, this);
2124 PutClientInServer(this);
2127 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2128 this.flags &= ~FL_JUMPRELEASED;
2129 TRANSMUTE(Observer, this);
2130 PutClientInServer(this);
2132 if(!SpectateUpdate(this))
2133 PutObserverInServer(this);
2136 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2137 this.flags |= FL_JUMPRELEASED;
2138 if(this.flags & FL_SPAWNING)
2140 this.flags &= ~FL_SPAWNING;
2145 if(!SpectateUpdate(this))
2146 PutObserverInServer(this);
2149 this.flags |= FL_CLIENT | FL_NOTARGET;
2152 void vehicles_enter (entity pl, entity veh);
2153 void PlayerUseKey(entity this)
2155 if (!IS_PLAYER(this))
2162 vehicles_exit(this.vehicle, VHEF_NORMAL);
2166 else if(autocvar_g_vehicles_enter)
2168 if(!STAT(FROZEN, this))
2172 entity head, closest_target = NULL;
2173 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2175 while(head) // find the closest acceptable target to enter
2177 if(IS_VEHICLE(head))
2179 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2180 if(head.takedamage != DAMAGE_NO)
2184 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2185 { closest_target = head; }
2187 else { closest_target = head; }
2193 if(closest_target) { vehicles_enter(this, closest_target); return; }
2197 // a use key was pressed; call handlers
2198 MUTATOR_CALLHOOK(PlayerUseKey, this);
2206 Called every frame for each client before the physics are run
2209 .float usekeypressed;
2210 .float last_vehiclecheck;
2212 void PlayerPreThink (entity this)
2214 WarpZone_PlayerPhysics_FixVAngle(this);
2216 STAT(GAMESTARTTIME, this) = game_starttime;
2217 STAT(ROUNDSTARTTIME, this) = round_starttime;
2218 STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2219 STAT(LEADLIMIT, this) = autocvar_leadlimit;
2221 STAT(WEAPONSINMAP, this) = weaponsInMap;
2224 // physics frames: update anticheat stuff
2225 anticheat_prethink(this);
2228 if (blockSpectators && frametime) {
2229 // WORKAROUND: only use dropclient in server frames (frametime set).
2230 // Never use it in cl_movement frames (frametime zero).
2231 checkSpectatorBlock(this);
2234 zoomstate_set = false;
2236 // Check for nameless players
2237 if (isInvisibleString(this.netname)) {
2238 this.netname = strzone(sprintf("Player#%d", this.playerid));
2239 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2241 if (this.netname != this.netname_previous) {
2242 if (autocvar_sv_eventlog) {
2243 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2245 if (this.netname_previous) strunzone(this.netname_previous);
2246 this.netname_previous = strzone(this.netname);
2250 if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2251 this.version_nagtime = 0;
2252 if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2254 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2256 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2258 int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2259 if (r < 0) { // old client
2260 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2261 } else if (r > 0) { // old server
2262 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2268 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2270 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2271 this.max_armorvalue = 0;
2274 if (STAT(FROZEN, this) == 2)
2276 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2277 this.health = max(1, this.revive_progress * start_health);
2278 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2280 if (this.revive_progress >= 1)
2283 else if (STAT(FROZEN, this) == 3)
2285 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2286 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2288 if (this.health < 1)
2291 vehicles_exit(this.vehicle, VHEF_RELEASE);
2292 if(this.event_damage)
2293 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2295 else if (this.revive_progress <= 0)
2299 MUTATOR_CALLHOOK(PlayerPreThink, this);
2301 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2302 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2304 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2306 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2307 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2309 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2313 if(!it.team || SAME_TEAM(this, it))
2314 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2315 else if(autocvar_g_vehicles_steal)
2316 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2320 this.last_vehiclecheck = time + 1;
2323 if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2325 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2327 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2330 if (IS_REAL_CLIENT(this))
2331 PrintWelcomeMessage(this);
2333 if (IS_PLAYER(this)) {
2334 CheckRules_Player(this);
2336 if (game_stopped || intermission_running) {
2337 if(intermission_running)
2338 IntermissionThink(this);
2342 if (timeout_status == TIMEOUT_ACTIVE) {
2343 // don't allow the player to turn around while game is paused
2344 // FIXME turn this into CSQC stuff
2345 this.v_angle = this.lastV_angle;
2346 this.angles = this.lastV_angle;
2347 this.fixangle = true;
2350 if (frametime) player_powerups(this);
2352 if (IS_DEAD(this)) {
2353 if (this.personal && g_race_qualifying) {
2354 if (time > this.respawn_time) {
2355 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2357 this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2360 if (frametime) player_anim(this);
2361 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));
2363 switch(this.deadflag)
2367 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2368 this.deadflag = DEAD_RESPAWNING;
2369 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2370 this.deadflag = DEAD_DEAD;
2376 this.deadflag = DEAD_RESPAWNABLE;
2377 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2378 this.deadflag = DEAD_RESPAWNING;
2381 case DEAD_RESPAWNABLE:
2383 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2384 this.deadflag = DEAD_RESPAWNING;
2387 case DEAD_RESPAWNING:
2389 if (time > this.respawn_time)
2391 this.respawn_time = time + 1; // only retry once a second
2392 this.respawn_time_max = this.respawn_time;
2399 ShowRespawnCountdown(this);
2401 if (this.respawn_flags & RESPAWN_SILENT)
2402 STAT(RESPAWN_TIME, this) = 0;
2403 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2405 if (time < this.respawn_time)
2406 STAT(RESPAWN_TIME, this) = this.respawn_time;
2407 else if (this.deadflag != DEAD_RESPAWNING)
2408 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2411 STAT(RESPAWN_TIME, this) = this.respawn_time;
2414 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2415 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2416 STAT(RESPAWN_TIME, this) *= -1;
2421 this.prevorigin = this.origin;
2423 bool have_hook = false;
2424 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2426 .entity weaponentity = weaponentities[slot];
2427 if(this.(weaponentity).hook.state)
2433 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2436 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2438 } else if (this.vehicle) {
2440 } else if (STAT(FROZEN, this)) {
2447 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2448 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2449 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2451 } else if (this.crouch) {
2452 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2453 if (!trace_startsolid) {
2454 this.crouch = false;
2455 this.view_ofs = STAT(PL_VIEW_OFS, this);
2456 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2460 FixPlayermodel(this);
2462 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2465 this.items &= ~this.items_added;
2467 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2469 .entity weaponentity = weaponentities[slot];
2470 W_WeaponFrame(this, weaponentity);
2474 this.clip_load = this.(weaponentity).clip_load;
2475 this.clip_size = this.(weaponentity).clip_size;
2479 this.items_added = 0;
2480 if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2481 this.items_added |= IT_FUEL;
2483 this.items |= this.items_added;
2488 // WEAPONTODO: Add a weapon request for this
2489 // rot vortex charge to the charge limit
2490 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2492 .entity weaponentity = weaponentities[slot];
2493 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2494 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2497 if (frametime) player_anim(this);
2500 secrets_setstatus(this);
2503 monsters_setstatus(this);
2505 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2507 else if (game_stopped || intermission_running) {
2508 if(intermission_running)
2509 IntermissionThink(this);
2512 else if (IS_OBSERVER(this)) {
2513 ObserverThink(this);
2515 else if (IS_SPEC(this)) {
2516 SpectatorThink(this);
2519 // WEAPONTODO: Add weapon request for this
2520 if (!zoomstate_set) {
2521 bool wep_zoomed = false;
2522 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2524 .entity weaponentity = weaponentities[slot];
2525 Weapon thiswep = this.(weaponentity).m_weapon;
2526 if(thiswep != WEP_Null && thiswep.wr_zoom)
2527 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2529 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2532 if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2534 this.teamkill_soundtime = 0;
2536 entity e = this.teamkill_soundsource;
2537 entity oldpusher = e.pusher;
2539 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2540 e.pusher = oldpusher;
2543 if (this.taunt_soundtime && time > this.taunt_soundtime) {
2544 this.taunt_soundtime = 0;
2545 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2548 target_voicescript_next(this);
2550 // WEAPONTODO: Move into weaponsystem somehow
2551 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2552 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2554 .entity weaponentity = weaponentities[slot];
2555 if(this.(weaponentity).m_weapon == WEP_Null)
2556 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2560 void DrownPlayer(entity this)
2565 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2567 if(this.air_finished < time)
2568 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2569 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2572 else if (this.air_finished < time)
2574 if (this.pain_finished < time)
2576 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2577 this.pain_finished = time + 0.5;
2582 .bool move_qcphysics;
2584 void Player_Physics(entity this)
2586 set_movetype(this, this.move_movetype);
2588 if(!this.move_qcphysics)
2591 if(!frametime && !this.pm_frametime)
2594 Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
2596 this.pm_frametime = 0;
2603 Called every frame for each client after the physics are run
2606 .float idlekick_lasttimeleft;
2607 void PlayerPostThink (entity this)
2609 Player_Physics(this);
2612 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2613 if (IS_REAL_CLIENT(this))
2614 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2616 int totalClients = 0;
2617 if(sv_maxidle_slots > 0)
2619 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2625 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2626 { /* do nothing */ }
2627 else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2629 if (this.idlekick_lasttimeleft)
2631 this.idlekick_lasttimeleft = 0;
2632 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2637 float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2638 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2639 if (!this.idlekick_lasttimeleft)
2640 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2642 if (timeleft <= 0) {
2643 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2647 else if (timeleft <= 10) {
2648 if (timeleft != this.idlekick_lasttimeleft) {
2649 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2651 this.idlekick_lasttimeleft = timeleft;
2658 //CheckPlayerJump();
2661 this.solid = SOLID_NOT;
2662 this.takedamage = DAMAGE_NO;
2663 set_movetype(this, MOVETYPE_NONE);
2666 if (IS_PLAYER(this)) {
2668 CheckRules_Player(this);
2669 UpdateChatBubble(this);
2670 if (this.impulse) ImpulseCommands(this);
2673 CSQCMODEL_AUTOUPDATE(this);
2676 GetPressedKeys(this);
2679 if (this.waypointsprite_attachedforcarrier) {
2680 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2681 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2684 playerdemo_write(this);
2686 CSQCMODEL_AUTOUPDATE(this);