3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "resources.qh"
16 #include "g_damage.qh"
17 #include "handicap.qh"
19 #include "command/common.qh"
20 #include "command/vote.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
27 #include "scores_rules.qh"
31 #include "../common/ent_cs.qh"
32 #include "../common/wepent.qh"
33 #include <common/state.qh>
35 #include <common/effects/qc/globalsound.qh>
37 #include "../common/mapobjects/func/conveyor.qh"
38 #include "../common/mapobjects/teleporters.qh"
39 #include "../common/mapobjects/target/spawnpoint.qh"
41 #include "../common/vehicles/all.qh"
43 #include "weapons/hitplot.qh"
44 #include "weapons/weaponsystem.qh"
46 #include "../common/net_notice.qh"
47 #include "../common/net_linked.qh"
48 #include "../common/physics/player.qh"
50 #include <common/vehicles/sv_vehicles.qh>
52 #include "../common/items/_mod.qh"
54 #include "../common/mutators/mutator/waypoints/all.qh"
55 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
56 #include <common/gamemodes/_mod.qh>
58 #include "../common/mapobjects/subs.qh"
59 #include "../common/mapobjects/triggers.qh"
60 #include "../common/mapobjects/trigger/secret.qh"
62 #include "../common/minigames/sv_minigames.qh"
64 #include "../common/items/inventory.qh"
66 #include "../common/monsters/sv_monsters.qh"
68 #include "../lib/warpzone/server.qh"
70 #include <common/mutators/mutator/overkill/oknex.qh>
72 STATIC_METHOD(Client, Add, void(Client this, int _team))
75 TRANSMUTE(Player, this);
78 PutClientInServer(this);
81 STATIC_METHOD(Client, Remove, void(Client this))
83 TRANSMUTE(Observer, this);
84 PutClientInServer(this);
85 ClientDisconnect(this);
88 void send_CSQC_teamnagger() {
89 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
92 int CountSpectators(entity player, entity to)
94 if(!player) { return 0; } // not sure how, but best to be safe
98 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
106 void WriteSpectators(entity player, entity to)
108 if(!player) { return; } // not sure how, but best to be safe
110 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
112 WriteByte(MSG_ENTITY, num_for_edict(it));
116 bool ClientData_Send(entity this, entity to, int sf)
118 assert(to == this.owner, return false);
121 if (IS_SPEC(e)) e = e.enemy;
124 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
125 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
126 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
127 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
129 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
130 WriteByte(MSG_ENTITY, sf);
133 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
137 float specs = CountSpectators(e, to);
138 WriteByte(MSG_ENTITY, specs);
139 WriteSpectators(e, to);
145 void ClientData_Attach(entity this)
147 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
148 CS(this).clientdata.drawonlytoclient = this;
149 CS(this).clientdata.owner = this;
152 void ClientData_Detach(entity this)
154 delete(CS(this).clientdata);
155 CS(this).clientdata = NULL;
158 void ClientData_Touch(entity e)
160 entity cd = CS(e).clientdata;
161 if (cd) { cd.SendFlags = 1; }
163 // make it spectatable
164 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
166 entity cd = CS(it).clientdata;
167 if (cd) { cd.SendFlags = 1; }
176 Checks if the argument string can be a valid playermodel.
177 Returns a valid one in doubt.
180 string FallbackPlayerModel;
181 string CheckPlayerModel(string plyermodel) {
182 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
184 // note: we cannot summon Don Strunzone here, some player may
185 // still have the model string set. In case anyone manages how
186 // to change a cvar default, we'll have a small leak here.
187 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
189 // only in right path
190 if( substring(plyermodel,0,14) != "models/player/")
191 return FallbackPlayerModel;
192 // only good file extensions
193 if(substring(plyermodel,-4,4) != ".zym")
194 if(substring(plyermodel,-4,4) != ".dpm")
195 if(substring(plyermodel,-4,4) != ".iqm")
196 if(substring(plyermodel,-4,4) != ".md3")
197 if(substring(plyermodel,-4,4) != ".psk")
198 return FallbackPlayerModel;
199 // forbid the LOD models
200 if(substring(plyermodel, -9,5) == "_lod1")
201 return FallbackPlayerModel;
202 if(substring(plyermodel, -9,5) == "_lod2")
203 return FallbackPlayerModel;
204 if(plyermodel != strtolower(plyermodel))
205 return FallbackPlayerModel;
206 // also, restrict to server models
207 if(autocvar_sv_servermodelsonly)
209 if(!fexists(plyermodel))
210 return FallbackPlayerModel;
215 void setplayermodel(entity e, string modelname)
217 precache_model(modelname);
218 _setmodel(e, modelname);
219 player_setupanimsformodel(e);
220 if(!autocvar_g_debug_globalsounds)
221 UpdatePlayerSounds(e);
224 /** putting a client as observer in the server */
225 void PutObserverInServer(entity this)
227 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
228 PlayerState_detach(this);
235 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
238 // was a player, recount votes and ready status
239 if(IS_REAL_CLIENT(this))
241 if (vote_called) { VoteCount(false); }
247 entity spot = SelectSpawnPoint(this, true);
248 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
249 this.angles = vec2(spot.angles);
250 this.fixangle = true;
251 // offset it so that the spectator spawns higher off the ground, looks better this way
252 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
253 if (IS_REAL_CLIENT(this))
256 WriteByte(MSG_ONE, SVC_SETVIEW);
257 WriteEntity(MSG_ONE, this);
259 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
260 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
261 if(!autocvar_g_debug_globalsounds)
263 // needed for player sounds
265 FixPlayermodel(this);
267 setmodel(this, MDL_Null);
268 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
269 this.view_ofs = '0 0 0';
272 RemoveGrapplingHooks(this);
273 Portal_ClearAll(this);
275 SetSpectatee(this, NULL);
280 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
284 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
286 WaypointSprite_PlayerDead(this);
288 if (mutator_returnvalue) {
289 // mutator prevents resetting teams+score
291 int oldteam = this.team;
292 this.team = -1; // move this as it is needed to log the player spectating in eventlog
293 MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
294 this.frags = FRAGS_SPECTATOR;
295 PlayerScore_Clear(this); // clear scores when needed
298 if (CS(this).killcount != FRAGS_SPECTATOR)
300 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
302 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
303 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
305 if(!CS(this).just_joined)
306 LogTeamchange(this.playerid, -1, 4);
308 CS(this).just_joined = false;
311 accuracy_resend(this);
313 CS(this).spectatortime = time;
315 IL_REMOVE(g_bot_targets, this);
316 this.bot_attack = false;
317 if(this.monster_attack)
318 IL_REMOVE(g_monster_targets, this);
319 this.monster_attack = false;
320 STAT(HUD, this) = HUD_NORMAL;
321 TRANSMUTE(Observer, this);
322 this.iscreature = false;
323 this.teleportable = TELEPORT_SIMPLE;
324 if(this.damagedbycontents)
325 IL_REMOVE(g_damagedbycontents, this);
326 this.damagedbycontents = false;
327 this.health = FRAGS_SPECTATOR;
328 SetSpectatee_status(this, etof(this));
329 this.takedamage = DAMAGE_NO;
330 this.solid = SOLID_NOT;
331 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
332 this.flags = FL_CLIENT | FL_NOTARGET;
333 this.armorvalue = 666;
335 this.armorvalue = autocvar_g_balance_armor_start;
336 this.pauserotarmor_finished = 0;
337 this.pauserothealth_finished = 0;
338 this.pauseregen_finished = 0;
339 this.damageforcescale = 0;
341 this.respawn_flags = 0;
342 this.respawn_time = 0;
343 STAT(RESPAWN_TIME, this) = 0;
348 this.pain_finished = 0;
349 this.strength_finished = 0;
350 this.invincible_finished = 0;
351 this.superweapons_finished = 0;
352 this.dphitcontentsmask = 0;
355 setthink(this, func_null);
357 this.deadflag = DEAD_NO;
359 STAT(REVIVE_PROGRESS, this) = 0;
360 this.revival_time = 0;
363 STAT(WEAPONS, this) = '0 0 0';
364 this.drawonlytoclient = this;
368 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
370 this.weaponmodel = "";
371 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
373 this.weaponentities[slot] = NULL;
375 this.exteriorweaponentity = NULL;
376 CS(this).killcount = FRAGS_SPECTATOR;
377 this.velocity = '0 0 0';
378 this.avelocity = '0 0 0';
379 this.punchangle = '0 0 0';
380 this.punchvector = '0 0 0';
381 this.oldvelocity = this.velocity;
382 this.fire_endtime = -1;
383 this.event_damage = func_null;
385 for(int slot = 0; slot < MAX_AXH; ++slot)
387 entity axh = this.(AuxiliaryXhair[slot]);
388 this.(AuxiliaryXhair[slot]) = NULL;
390 if(axh.owner == this && axh != NULL && !wasfreed(axh))
395 int player_getspecies(entity this)
397 get_model_parameters(this.model, this.skin);
398 int s = get_model_parameters_species;
399 get_model_parameters(string_null, 0);
400 if (s < 0) return SPECIES_HUMAN;
404 .float model_randomizer;
405 void FixPlayermodel(entity player)
407 string defaultmodel = "";
409 if(autocvar_sv_defaultcharacter)
415 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
416 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
417 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
418 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
422 if(defaultmodel == "")
424 defaultmodel = autocvar_sv_defaultplayermodel;
425 defaultskin = autocvar_sv_defaultplayerskin;
428 int n = tokenize_console(defaultmodel);
431 defaultmodel = argv(floor(n * CS(player).model_randomizer));
432 // However, do NOT randomize if the player-selected model is in the list.
433 for (int i = 0; i < n; ++i)
434 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
435 defaultmodel = argv(i);
438 int i = strstrofs(defaultmodel, ":", 0);
441 defaultskin = stof(substring(defaultmodel, i+1, -1));
442 defaultmodel = substring(defaultmodel, 0, i);
445 if(autocvar_sv_defaultcharacterskin && !defaultskin)
451 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
452 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
453 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
454 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
459 defaultskin = autocvar_sv_defaultplayerskin;
462 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
463 defaultmodel = M_ARGV(0, string);
464 defaultskin = M_ARGV(1, int);
468 if(defaultmodel != "")
470 if (defaultmodel != player.model)
472 vector m1 = player.mins;
473 vector m2 = player.maxs;
474 setplayermodel (player, defaultmodel);
475 setsize (player, m1, m2);
479 oldskin = player.skin;
480 player.skin = defaultskin;
482 if (player.playermodel != player.model || player.playermodel == "")
484 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
485 vector m1 = player.mins;
486 vector m2 = player.maxs;
487 setplayermodel (player, player.playermodel);
488 setsize (player, m1, m2);
492 if(!autocvar_sv_defaultcharacterskin)
494 oldskin = player.skin;
495 player.skin = stof(player.playerskin);
499 oldskin = player.skin;
500 player.skin = defaultskin;
504 if(chmdl || oldskin != player.skin) // model or skin has changed
506 player.species = player_getspecies(player); // update species
507 if(!autocvar_g_debug_globalsounds)
508 UpdatePlayerSounds(player); // update skin sounds
512 if(strlen(autocvar_sv_defaultplayercolors))
513 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
514 setcolor(player, stof(autocvar_sv_defaultplayercolors));
517 void PutPlayerInServer(entity this)
519 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
521 PlayerState_attach(this);
522 accuracy_resend(this);
525 JoinBestTeam(this, true);
527 entity spot = SelectSpawnPoint(this, false);
529 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
530 return; // spawn failed
533 TRANSMUTE(Player, this);
535 CS(this).wasplayer = true;
536 this.iscreature = true;
537 this.teleportable = TELEPORT_NORMAL;
538 if(!this.damagedbycontents)
539 IL_PUSH(g_damagedbycontents, this);
540 this.damagedbycontents = true;
541 set_movetype(this, MOVETYPE_WALK);
542 this.solid = SOLID_SLIDEBOX;
543 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
544 if (autocvar_g_playerclip_collisions)
545 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
546 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
547 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
548 this.frags = FRAGS_PLAYER;
549 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
550 this.flags = FL_CLIENT | FL_PICKUPITEMS;
551 if (autocvar__notarget)
552 this.flags |= FL_NOTARGET;
553 this.takedamage = DAMAGE_AIM;
554 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
557 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
558 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
559 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
560 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
561 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
562 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
563 this.health = warmup_start_health;
564 this.armorvalue = warmup_start_armorvalue;
565 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
567 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
568 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
569 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
570 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
571 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
572 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
573 this.health = start_health;
574 this.armorvalue = start_armorvalue;
575 STAT(WEAPONS, this) = start_weapons;
576 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
578 GiveRandomWeapons(this, random_start_weapons_count,
579 autocvar_g_random_start_weapons, random_start_ammo);
582 SetSpectatee_status(this, 0);
584 PS(this).dual_weapons = '0 0 0';
586 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
588 this.items = start_items;
590 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
591 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
592 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
593 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
594 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
595 if (!sv_ready_restart_after_countdown && time < game_starttime)
597 float f = game_starttime - time;
598 this.spawnshieldtime += f;
599 this.pauserotarmor_finished += f;
600 this.pauserothealth_finished += f;
601 this.pauseregen_finished += f;
604 this.damageforcescale = 2;
606 this.respawn_flags = 0;
607 this.respawn_time = 0;
608 STAT(RESPAWN_TIME, this) = 0;
609 this.scale = autocvar_sv_player_scale;
612 this.pain_finished = 0;
614 setthink(this, func_null); // players have no think function
617 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
619 this.deadflag = DEAD_NO;
621 this.angles = spot.angles;
622 this.angles_z = 0; // never spawn tilted even if the spot says to
623 if (IS_BOT_CLIENT(this))
624 this.v_angle = this.angles;
625 this.fixangle = true; // turn this way immediately
626 this.oldvelocity = this.velocity = '0 0 0';
627 this.avelocity = '0 0 0';
628 this.punchangle = '0 0 0';
629 this.punchvector = '0 0 0';
631 this.strength_finished = 0;
632 this.invincible_finished = 0;
633 this.fire_endtime = -1;
634 STAT(REVIVE_PROGRESS, this) = 0;
635 this.revival_time = 0;
637 this.air_finished = time + 12;
638 this.waterlevel = WATERLEVEL_NONE;
639 this.watertype = CONTENT_EMPTY;
641 entity spawnevent = new_pure(spawnevent);
642 spawnevent.owner = this;
643 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
645 // Cut off any still running player sounds.
646 stopsound(this, CH_PLAYER_SINGLE);
649 FixPlayermodel(this);
650 this.drawonlytoclient = NULL;
654 for(int slot = 0; slot < MAX_AXH; ++slot)
656 entity axh = this.(AuxiliaryXhair[slot]);
657 this.(AuxiliaryXhair[slot]) = NULL;
659 if(axh.owner == this && axh != NULL && !wasfreed(axh))
663 this.spawnpoint_targ = NULL;
666 this.view_ofs = STAT(PL_VIEW_OFS, this);
667 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
668 this.spawnorigin = spot.origin;
669 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
670 // don't reset back to last position, even if new position is stuck in solid
671 this.oldorigin = this.origin;
673 IL_REMOVE(g_conveyed, this);
674 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
675 STAT(HUD, this) = HUD_NORMAL;
677 this.event_damage = PlayerDamage;
680 IL_PUSH(g_bot_targets, this);
681 this.bot_attack = true;
682 if(!this.monster_attack)
683 IL_PUSH(g_monster_targets, this);
684 this.monster_attack = true;
685 navigation_dynamicgoal_init(this, false);
687 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
689 // player was spectator
690 if (CS(this).killcount == FRAGS_SPECTATOR) {
691 PlayerScore_Clear(this);
692 CS(this).killcount = 0;
693 CS(this).startplaytime = time;
696 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
698 .entity weaponentity = weaponentities[slot];
699 entity oldwep = this.(weaponentity);
700 CL_SpawnWeaponentity(this, weaponentity);
701 if(oldwep && oldwep.owner == this)
702 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
704 this.alpha = default_player_alpha;
705 this.colormod = '1 1 1' * autocvar_g_player_brightness;
706 this.exteriorweaponentity.alpha = default_weapon_alpha;
708 this.speedrunning = false;
710 target_voicescript_clear(this);
712 // reset fields the weapons may use
713 FOREACH(Weapons, true, {
714 it.wr_resetplayer(it, this);
715 // reload all reloadable weapons
716 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
717 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
719 .entity weaponentity = weaponentities[slot];
720 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
726 string s = spot.target;
727 spot.target = string_null;
728 SUB_UseTargets(spot, this, NULL);
734 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
736 if (autocvar_spawn_debug)
738 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
739 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
742 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
744 .entity weaponentity = weaponentities[slot];
745 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
746 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
748 this.(weaponentity).m_switchweapon = WEP_Null;
749 this.(weaponentity).m_weapon = WEP_Null;
750 this.(weaponentity).weaponname = "";
751 this.(weaponentity).m_switchingweapon = WEP_Null;
752 this.(weaponentity).cnt = -1;
755 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
757 if (!warmup_stage && !this.alivetime)
758 this.alivetime = time;
760 antilag_clear(this, CS(this));
763 /** Called when a client spawns in the server */
764 void PutClientInServer(entity this)
766 if (IS_BOT_CLIENT(this)) {
767 TRANSMUTE(Player, this);
768 } else if (IS_REAL_CLIENT(this)) {
770 WriteByte(MSG_ONE, SVC_SETVIEW);
771 WriteEntity(MSG_ONE, this);
774 TRANSMUTE(Observer, this);
776 SetSpectatee(this, NULL);
780 PS(this).itemkeys = 0;
782 MUTATOR_CALLHOOK(PutClientInServer, this);
784 if (IS_OBSERVER(this)) {
785 PutObserverInServer(this);
786 } else if (IS_PLAYER(this)) {
787 PutPlayerInServer(this);
791 // TODO do we need all these fields, or should we stop autodetecting runtime
792 // changes and just have a console command to update this?
793 bool ClientInit_SendEntity(entity this, entity to, int sf)
795 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
798 // MSG_INIT replacement
799 // TODO: make easier to use
801 W_PROP_reload(MSG_ONE, to);
802 ClientInit_misc(this);
803 MUTATOR_CALLHOOK(Ent_Init);
805 void ClientInit_misc(entity this)
807 int channel = MSG_ONE;
808 WriteHeader(channel, ENT_CLIENT_INIT);
809 WriteByte(channel, g_nexball_meter_period * 32);
810 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
811 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
812 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
813 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
814 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
815 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
816 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
817 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
819 if(sv_foginterval && world.fog != "")
820 WriteString(channel, world.fog);
822 WriteString(channel, "");
823 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
824 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
825 WriteByte(channel, serverflags);
826 WriteCoord(channel, autocvar_g_trueaim_minrange);
829 void ClientInit_CheckUpdate(entity this)
831 this.nextthink = time;
832 if(this.count != autocvar_g_balance_armor_blockpercent)
834 this.count = autocvar_g_balance_armor_blockpercent;
837 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
839 this.cnt = autocvar_g_balance_damagepush_speedfactor;
844 void ClientInit_Spawn()
846 entity e = new_pure(clientinit);
847 setthink(e, ClientInit_CheckUpdate);
848 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
850 ClientInit_CheckUpdate(e);
860 // initialize parms for a new player
861 parm1 = -(86400 * 366);
863 MUTATOR_CALLHOOK(SetNewParms);
871 void SetChangeParms (entity this)
873 // save parms for level change
874 parm1 = CS(this).parm_idlesince - time;
876 MUTATOR_CALLHOOK(SetChangeParms);
884 void DecodeLevelParms(entity this)
887 CS(this).parm_idlesince = parm1;
888 if (CS(this).parm_idlesince == -(86400 * 366))
889 CS(this).parm_idlesince = time;
891 // whatever happens, allow 60 seconds of idling directly after connect for map loading
892 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
894 MUTATOR_CALLHOOK(DecodeLevelParms);
901 Called when a client types 'kill' in the console
905 .float clientkill_nexttime;
906 void ClientKill_Now_TeamChange(entity this)
908 if(this.killindicator_teamchange == -1)
910 JoinBestTeam( this, true );
912 else if(this.killindicator_teamchange == -2)
915 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
916 PutObserverInServer(this);
919 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
920 this.killindicator_teamchange = 0;
923 void ClientKill_Now(entity this)
927 vehicles_exit(this.vehicle, VHEF_RELEASE);
928 if(!this.killindicator_teamchange)
930 this.vehicle_health = -1;
931 Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
935 if(this.killindicator && !wasfreed(this.killindicator))
936 delete(this.killindicator);
938 this.killindicator = NULL;
940 if(this.killindicator_teamchange)
941 ClientKill_Now_TeamChange(this);
943 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
945 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
948 // now I am sure the player IS dead
950 void KillIndicator_Think(entity this)
954 this.owner.killindicator = NULL;
959 if (this.owner.alpha < 0 && !this.owner.vehicle)
961 this.owner.killindicator = NULL;
968 ClientKill_Now(this.owner);
971 else if(this.health == 1) // health == 1 means that it's silent
973 this.nextthink = time + 1;
979 setmodel(this, MDL_NUM(this.cnt));
980 if(IS_REAL_CLIENT(this.owner))
983 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
985 this.nextthink = time + 1;
990 float clientkilltime;
991 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
999 killtime = autocvar_g_balance_kill_delay;
1001 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
1003 killtime = M_ARGV(1, float);
1005 this.killindicator_teamchange = targetteam;
1007 if(!this.killindicator)
1011 killtime = max(killtime, this.clientkill_nexttime - time);
1012 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1015 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1017 ClientKill_Now(this);
1021 starttime = max(time, clientkilltime);
1023 this.killindicator = spawn();
1024 this.killindicator.owner = this;
1025 this.killindicator.scale = 0.5;
1026 setattachment(this.killindicator, this, "");
1027 setorigin(this.killindicator, '0 0 52');
1028 setthink(this.killindicator, KillIndicator_Think);
1029 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1030 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1031 this.killindicator.cnt = ceil(killtime);
1032 this.killindicator.count = bound(0, ceil(killtime), 10);
1033 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1035 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1037 it.killindicator = spawn();
1038 it.killindicator.owner = it;
1039 it.killindicator.scale = 0.5;
1040 setattachment(it.killindicator, it, "");
1041 setorigin(it.killindicator, '0 0 52');
1042 setthink(it.killindicator, KillIndicator_Think);
1043 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1044 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1045 it.killindicator.cnt = ceil(killtime);
1050 if(this.killindicator)
1052 if(targetteam == 0) // just die
1054 this.killindicator.colormod = '0 0 0';
1055 if(IS_REAL_CLIENT(this))
1056 if(this.killindicator.cnt > 0)
1057 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1059 else if(targetteam == -1) // auto
1061 this.killindicator.colormod = '0 1 0';
1062 if(IS_REAL_CLIENT(this))
1063 if(this.killindicator.cnt > 0)
1064 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1066 else if(targetteam == -2) // spectate
1068 this.killindicator.colormod = '0.5 0.5 0.5';
1069 if(IS_REAL_CLIENT(this))
1070 if(this.killindicator.cnt > 0)
1071 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1075 this.killindicator.colormod = Team_ColorRGB(targetteam);
1076 if(IS_REAL_CLIENT(this))
1077 if(this.killindicator.cnt > 0)
1078 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1084 void ClientKill (entity this)
1086 if(game_stopped) return;
1087 if(this.player_blocked) return;
1088 if(STAT(FROZEN, this)) return;
1090 ClientKill_TeamChange(this, 0);
1093 void FixClientCvars(entity e)
1095 // send prediction settings to the client
1096 stuffcmd(e, "\nin_bindmap 0 0\n");
1097 if(autocvar_g_antilag == 3) // client side hitscan
1098 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1099 if(autocvar_sv_gentle)
1100 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1102 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1103 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1105 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1107 MUTATOR_CALLHOOK(FixClientCvars, e);
1110 bool findinlist_abbrev(string tofind, string list)
1112 if(list == "" || tofind == "")
1113 return false; // empty list or search, just return
1115 // this function allows abbreviated strings!
1116 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1124 bool PlayerInIPList(entity p, string iplist)
1126 // some safety checks (never allow local?)
1127 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1130 return findinlist_abbrev(p.netaddress, iplist);
1133 bool PlayerInIDList(entity p, string idlist)
1135 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1139 return findinlist_abbrev(p.crypto_idfp, idlist);
1142 bool PlayerInList(entity player, string list)
1144 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1147 #ifdef DP_EXT_PRECONNECT
1152 Called once (not at each match start) when a client begins a connection to the server
1155 void ClientPreConnect(entity this)
1157 if(autocvar_sv_eventlog)
1159 GameLogEcho(sprintf(":connect:%d:%d:%s",
1162 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1172 Called when a client connects to the server
1175 void ClientConnect(entity this)
1177 if (Ban_MaybeEnforceBanOnce(this)) return;
1178 assert(!IS_CLIENT(this), return);
1179 this.flags |= FL_CLIENT;
1180 assert(player_count >= 0, player_count = 0);
1183 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1185 TRANSMUTE(Client, this);
1186 CS(this).version_nagtime = time + 10 + random() * 10;
1188 // identify the right forced team
1189 if (autocvar_g_campaign)
1191 if (IS_REAL_CLIENT(this)) // only players, not bots
1193 switch (autocvar_g_campaign_forceteam)
1195 case 1: this.team_forced = NUM_TEAM_1; break;
1196 case 2: this.team_forced = NUM_TEAM_2; break;
1197 case 3: this.team_forced = NUM_TEAM_3; break;
1198 case 4: this.team_forced = NUM_TEAM_4; break;
1199 default: this.team_forced = 0;
1203 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1204 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1205 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1206 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1207 else switch (autocvar_g_forced_team_otherwise)
1209 default: this.team_forced = 0; break;
1210 case "red": this.team_forced = NUM_TEAM_1; break;
1211 case "blue": this.team_forced = NUM_TEAM_2; break;
1212 case "yellow": this.team_forced = NUM_TEAM_3; break;
1213 case "pink": this.team_forced = NUM_TEAM_4; break;
1216 this.team_forced = -1;
1219 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1221 int playerid_save = this.playerid;
1222 this.playerid = 0; // silent
1223 JoinBestTeam(this, false); // if the team number is valid, keep it
1224 this.playerid = playerid_save;
1226 TRANSMUTE(Observer, this);
1228 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1230 // always track bots, don't ask for cl_allow_uidtracking
1231 if (IS_BOT_CLIENT(this))
1232 PlayerStats_GameReport_AddPlayer(this);
1234 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1236 if (autocvar_sv_eventlog)
1237 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1239 LogTeamchange(this.playerid, this.team, 1);
1241 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1243 if(teamplay && IS_PLAYER(this))
1244 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1246 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1248 stuffcmd(this, clientstuff, "\n");
1249 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1251 FixClientCvars(this);
1253 // get version info from player
1254 stuffcmd(this, "cmd clientversion $gameversion\n");
1256 // notify about available teams
1259 CheckAllowedTeams(this);
1261 if (c1 >= 0) t |= BIT(0);
1262 if (c2 >= 0) t |= BIT(1);
1263 if (c3 >= 0) t |= BIT(2);
1264 if (c4 >= 0) t |= BIT(3);
1265 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1269 stuffcmd(this, "set _teams_available 0\n");
1272 bot_relinkplayerlist();
1274 CS(this).spectatortime = time;
1275 if (blockSpectators)
1277 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1280 CS(this).jointime = time;
1282 if (IS_REAL_CLIENT(this))
1284 if (g_weaponarena_weapons == WEPSET(TUBA))
1285 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1288 if (!sv_foginterval && world.fog != "")
1289 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1291 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1292 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1293 send_CSQC_teamnagger();
1295 CSQCMODEL_AUTOINIT(this);
1297 CS(this).model_randomizer = random();
1299 if (IS_REAL_CLIENT(this))
1300 sv_notice_join(this);
1302 // update physics stats (players can spawn before physics runs)
1303 Physics_UpdateStats(this);
1305 IL_EACH(g_initforplayer, it.init_for_player, {
1306 it.init_for_player(it, this);
1309 Handicap_Initialize(this);
1311 MUTATOR_CALLHOOK(ClientConnect, this);
1313 if (IS_REAL_CLIENT(this))
1315 if (!autocvar_g_campaign && !IS_PLAYER(this))
1317 CS(this).motd_actived_time = -1;
1318 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1326 Called when a client disconnects from the server
1329 .entity chatbubbleentity;
1330 void ClientDisconnect(entity this)
1332 assert(IS_CLIENT(this), return);
1334 PlayerStats_GameReport_FinalizePlayer(this);
1335 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1336 if (CS(this).active_minigame) part_minigame(this);
1337 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1339 if (autocvar_sv_eventlog)
1340 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1342 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1345 SetSpectatee(this, NULL);
1347 MUTATOR_CALLHOOK(ClientDisconnect, this);
1349 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1350 strfree(CS(this).weaponorder_byimpulse);
1351 ClientState_detach(this);
1353 Portal_ClearAll(this);
1357 RemoveGrapplingHooks(this);
1359 // Here, everything has been done that requires this player to be a client.
1361 this.flags &= ~FL_CLIENT;
1363 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1364 if (this.killindicator) delete(this.killindicator);
1366 WaypointSprite_PlayerGone(this);
1368 bot_relinkplayerlist();
1370 strfree(this.clientstatus);
1371 if (this.personal) delete(this.personal);
1375 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1380 void ChatBubbleThink(entity this)
1382 this.nextthink = time;
1383 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1385 if(this.owner) // but why can that ever be NULL?
1386 this.owner.chatbubbleentity = NULL;
1393 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1395 if ( CS(this.owner).active_minigame )
1396 this.mdl = "models/sprites/minigame_busy.iqm";
1397 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1398 this.mdl = "models/misc/chatbubble.spr";
1401 if ( this.model != this.mdl )
1402 _setmodel(this, this.mdl);
1406 void UpdateChatBubble(entity this)
1410 // spawn a chatbubble entity if needed
1411 if (!this.chatbubbleentity)
1413 this.chatbubbleentity = new(chatbubbleentity);
1414 this.chatbubbleentity.owner = this;
1415 this.chatbubbleentity.exteriormodeltoclient = this;
1416 setthink(this.chatbubbleentity, ChatBubbleThink);
1417 this.chatbubbleentity.nextthink = time;
1418 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1419 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1420 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1421 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1422 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1423 //this.chatbubbleentity.model = "";
1424 this.chatbubbleentity.effects = EF_LOWPRECISION;
1429 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1430 // added to the model skins
1431 /*void UpdateColorModHack()
1434 c = this.clientcolors & 15;
1435 // LordHavoc: only bothering to support white, green, red, yellow, blue
1436 if (!teamplay) this.colormod = '0 0 0';
1437 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1438 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1439 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1440 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1441 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1442 else this.colormod = '1 1 1';
1445 void respawn(entity this)
1447 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1449 this.solid = SOLID_NOT;
1450 this.takedamage = DAMAGE_NO;
1451 set_movetype(this, MOVETYPE_FLY);
1452 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1453 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1454 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1455 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1456 if(autocvar_g_respawn_ghosts_maxtime)
1457 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1462 this.effects |= EF_NODRAW; // prevent another CopyBody
1463 PutClientInServer(this);
1466 void PrintToChat(entity client, string text)
1468 text = strcat("\{1}^7", text, "\n");
1469 sprint(client, text);
1472 void DebugPrintToChat(entity client, string text)
1474 if (autocvar_developer)
1476 PrintToChat(client, text);
1480 void PrintToChatAll(string text)
1482 text = strcat("\{1}^7", text, "\n");
1486 void DebugPrintToChatAll(string text)
1488 if (autocvar_developer)
1490 PrintToChatAll(text);
1494 void PrintToChatTeam(int team_num, string text)
1496 text = strcat("\{1}^7", text, "\n");
1497 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1499 if (it.team == team_num)
1506 void DebugPrintToChatTeam(int team_num, string text)
1508 if (autocvar_developer)
1510 PrintToChatTeam(team_num, text);
1514 void play_countdown(entity this, float finished, Sound samp)
1517 if(IS_REAL_CLIENT(this))
1518 if(floor(finished - time - frametime) != floor(finished - time))
1519 if(finished - time < 6)
1520 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1523 void player_powerups(entity this)
1525 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1526 int items_prev = this.items;
1528 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1529 this.modelflags |= MF_ROCKET;
1531 this.modelflags &= ~MF_ROCKET;
1533 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1535 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1538 Fire_ApplyDamage(this);
1539 Fire_ApplyEffect(this);
1541 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1543 if (this.items & ITEM_Strength.m_itemid)
1545 play_countdown(this, this.strength_finished, SND_POWEROFF);
1546 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1547 if (time > this.strength_finished)
1549 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1550 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1551 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1556 if (time < this.strength_finished)
1558 this.items = this.items | ITEM_Strength.m_itemid;
1560 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1561 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1564 if (this.items & ITEM_Shield.m_itemid)
1566 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1567 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1568 if (time > this.invincible_finished)
1570 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1571 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1572 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1577 if (time < this.invincible_finished)
1579 this.items = this.items | ITEM_Shield.m_itemid;
1581 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1582 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1585 if (this.items & IT_SUPERWEAPON)
1587 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1589 this.superweapons_finished = 0;
1590 this.items = this.items - (this.items & IT_SUPERWEAPON);
1591 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1592 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1594 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1596 // don't let them run out
1600 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1601 if (time > this.superweapons_finished)
1603 this.items = this.items - (this.items & IT_SUPERWEAPON);
1604 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1605 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1606 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1610 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1612 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1614 this.items = this.items | IT_SUPERWEAPON;
1616 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1617 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1621 this.superweapons_finished = 0;
1622 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1627 this.superweapons_finished = 0;
1631 if(autocvar_g_nodepthtestplayers)
1632 this.effects = this.effects | EF_NODEPTHTEST;
1634 if(autocvar_g_fullbrightplayers)
1635 this.effects = this.effects | EF_FULLBRIGHT;
1637 if (time >= game_starttime)
1638 if (time < this.spawnshieldtime)
1639 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1641 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1644 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1646 if(current > stable)
1648 else if(current > stable - 0.25) // when close enough, "snap"
1651 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1654 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1656 if(current < stable)
1658 else if(current < stable + 0.25) // when close enough, "snap"
1661 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1664 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1666 if(current > rotstable)
1668 if(rotframetime > 0)
1670 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1671 current = max(rotstable, current - rotlinear * rotframetime);
1674 else if(current < regenstable)
1676 if(regenframetime > 0)
1678 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1679 current = min(regenstable, current + regenlinear * regenframetime);
1689 void player_regen(entity this)
1691 float max_mod, regen_mod, rot_mod, limit_mod;
1692 max_mod = regen_mod = rot_mod = limit_mod = 1;
1694 float regen_health = autocvar_g_balance_health_regen;
1695 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1696 float regen_health_rot = autocvar_g_balance_health_rot;
1697 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1698 float regen_health_stable = autocvar_g_balance_health_regenstable;
1699 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1700 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1701 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1702 max_mod = M_ARGV(1, float);
1703 regen_mod = M_ARGV(2, float);
1704 rot_mod = M_ARGV(3, float);
1705 limit_mod = M_ARGV(4, float);
1706 regen_health = M_ARGV(5, float);
1707 regen_health_linear = M_ARGV(6, float);
1708 regen_health_rot = M_ARGV(7, float);
1709 regen_health_rotlinear = M_ARGV(8, float);
1710 regen_health_stable = M_ARGV(9, float);
1711 regen_health_rotstable = M_ARGV(10, float);
1713 if(!mutator_returnvalue)
1714 if(!STAT(FROZEN, this))
1716 float mina, maxa, limith, limita;
1717 maxa = autocvar_g_balance_armor_rotstable;
1718 mina = autocvar_g_balance_armor_regenstable;
1719 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1720 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1722 regen_health_rotstable = regen_health_rotstable * max_mod;
1723 regen_health_stable = regen_health_stable * max_mod;
1724 limith = limith * limit_mod;
1725 limita = limita * limit_mod;
1727 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);
1728 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);
1731 // if player rotted to death... die!
1732 // check this outside above checks, as player may still be able to rot to death
1736 vehicles_exit(this.vehicle, VHEF_RELEASE);
1737 if(this.event_damage)
1738 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1741 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1743 float minf, maxf, limitf;
1745 maxf = autocvar_g_balance_fuel_rotstable;
1746 minf = autocvar_g_balance_fuel_regenstable;
1747 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1749 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);
1751 // Ugly hack to make sure the health and armor don't go beyond hard limit.
1752 // TODO: Remove this hack when all code uses GivePlayerHealth and
1754 if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1756 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1758 if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1760 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1766 void SetZoomState(entity this, float newzoom)
1768 if(newzoom != CS(this).zoomstate)
1770 CS(this).zoomstate = newzoom;
1771 ClientData_Touch(this);
1773 zoomstate_set = true;
1776 void GetPressedKeys(entity this)
1778 MUTATOR_CALLHOOK(GetPressedKeys, this);
1779 int keys = STAT(PRESSED_KEYS, this);
1780 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1781 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1782 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1783 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1785 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1786 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1787 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1788 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1789 CS(this).pressedkeys = keys; // store for other users
1791 STAT(PRESSED_KEYS, this) = keys;
1795 ======================
1796 spectate mode routines
1797 ======================
1800 void SpectateCopy(entity this, entity spectatee)
1802 TC(Client, this); TC(Client, spectatee);
1804 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1805 PS(this) = PS(spectatee);
1806 this.armortype = spectatee.armortype;
1807 this.armorvalue = spectatee.armorvalue;
1808 this.ammo_cells = spectatee.ammo_cells; // TODO: these will be a part of inventory, so no need to worry about setting them later!
1809 this.ammo_plasma = spectatee.ammo_plasma;
1810 this.ammo_shells = spectatee.ammo_shells;
1811 this.ammo_nails = spectatee.ammo_nails;
1812 this.ammo_rockets = spectatee.ammo_rockets;
1813 this.ammo_fuel = spectatee.ammo_fuel;
1814 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1815 this.health = spectatee.health;
1816 CS(this).impulse = 0;
1817 this.items = spectatee.items;
1818 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1819 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1820 this.strength_finished = spectatee.strength_finished;
1821 this.invincible_finished = spectatee.invincible_finished;
1822 this.superweapons_finished = spectatee.superweapons_finished;
1823 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1824 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1825 this.punchangle = spectatee.punchangle;
1826 this.view_ofs = spectatee.view_ofs;
1827 this.velocity = spectatee.velocity;
1828 this.dmg_take = spectatee.dmg_take;
1829 this.dmg_save = spectatee.dmg_save;
1830 this.dmg_inflictor = spectatee.dmg_inflictor;
1831 this.v_angle = spectatee.v_angle;
1832 this.angles = spectatee.v_angle;
1833 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1834 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1835 this.viewloc = spectatee.viewloc;
1836 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1837 this.fixangle = true;
1838 setorigin(this, spectatee.origin);
1839 setsize(this, spectatee.mins, spectatee.maxs);
1840 SetZoomState(this, CS(spectatee).zoomstate);
1842 anticheat_spectatecopy(this, spectatee);
1843 STAT(HUD, this) = STAT(HUD, spectatee);
1844 if(spectatee.vehicle)
1846 this.angles = spectatee.v_angle;
1848 //this.fixangle = false;
1849 //this.velocity = spectatee.vehicle.velocity;
1850 this.vehicle_health = spectatee.vehicle_health;
1851 this.vehicle_shield = spectatee.vehicle_shield;
1852 this.vehicle_energy = spectatee.vehicle_energy;
1853 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1854 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1855 this.vehicle_reload1 = spectatee.vehicle_reload1;
1856 this.vehicle_reload2 = spectatee.vehicle_reload2;
1858 //msg_entity = this;
1860 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1861 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1862 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1863 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1865 //WriteByte (MSG_ONE, SVC_SETVIEW);
1866 // WriteEntity(MSG_ONE, this);
1867 //makevectors(spectatee.v_angle);
1868 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1872 bool SpectateUpdate(entity this)
1877 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1879 SetSpectatee(this, NULL);
1883 SpectateCopy(this, this.enemy);
1888 bool SpectateSet(entity this)
1890 if(!IS_PLAYER(this.enemy))
1893 ClientData_Touch(this.enemy);
1896 WriteByte(MSG_ONE, SVC_SETVIEW);
1897 WriteEntity(MSG_ONE, this.enemy);
1898 set_movetype(this, MOVETYPE_NONE);
1899 accuracy_resend(this);
1901 if(!SpectateUpdate(this))
1902 PutObserverInServer(this);
1907 void SetSpectatee_status(entity this, int spectatee_num)
1909 int oldspectatee_status = CS(this).spectatee_status;
1910 CS(this).spectatee_status = spectatee_num;
1912 if (CS(this).spectatee_status != oldspectatee_status)
1914 ClientData_Touch(this);
1915 if (g_race || g_cts) race_InitSpectator();
1919 void SetSpectatee(entity this, entity spectatee)
1921 if(IS_BOT_CLIENT(this))
1922 return; // bots abuse .enemy, this code is useless to them
1924 entity old_spectatee = this.enemy;
1926 this.enemy = spectatee;
1929 // these are required to fix the spectator bug with arc
1932 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1934 .entity weaponentity = weaponentities[slot];
1935 if(old_spectatee.(weaponentity).arc_beam)
1936 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1941 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1943 .entity weaponentity = weaponentities[slot];
1944 if(this.enemy.(weaponentity).arc_beam)
1945 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1950 SetSpectatee_status(this, etof(this.enemy));
1952 // needed to update spectator list
1953 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1956 bool Spectate(entity this, entity pl)
1958 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1960 pl = M_ARGV(1, entity);
1962 SetSpectatee(this, pl);
1963 return SpectateSet(this);
1966 bool SpectateNext(entity this)
1968 entity ent = find(this.enemy, classname, STR_PLAYER);
1970 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1971 ent = M_ARGV(1, entity);
1973 ent = find(ent, classname, STR_PLAYER);
1975 if(ent) { SetSpectatee(this, ent); }
1977 return SpectateSet(this);
1980 bool SpectatePrev(entity this)
1982 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1983 entity ent = findchain(classname, STR_PLAYER);
1984 if (!ent) // no player
1988 // skip players until current spectated player
1990 while(ent && ent != this.enemy)
1993 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1995 case MUT_SPECPREV_FOUND:
1996 ent = M_ARGV(1, entity);
1998 case MUT_SPECPREV_RETURN:
2000 case MUT_SPECPREV_CONTINUE:
2011 SetSpectatee(this, ent);
2012 return SpectateSet(this);
2017 ShowRespawnCountdown()
2019 Update a respawn countdown display.
2022 void ShowRespawnCountdown(entity this)
2025 if(!IS_DEAD(this)) // just respawned?
2029 number = ceil(this.respawn_time - time);
2032 if(number <= this.respawn_countdown)
2034 this.respawn_countdown = number - 1;
2035 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
2036 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2041 .bool team_selected;
2042 bool ShowTeamSelection(entity this)
2044 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2046 stuffcmd(this, "menu_showteamselect\n");
2049 void Join(entity this)
2051 TRANSMUTE(Player, this);
2053 if(!this.team_selected)
2054 if(autocvar_g_campaign || autocvar_g_balance_teams)
2055 JoinBestTeam(this, true);
2057 if(autocvar_g_campaign)
2058 campaign_bots_may_start = true;
2060 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2062 PutClientInServer(this);
2065 if(teamplay && this.team != -1)
2066 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2068 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2069 this.team_selected = false;
2073 * Determines whether the player is allowed to join. This depends on cvar
2074 * g_maxplayers, if it isn't used this function always return true, otherwise
2075 * it checks whether the number of currently playing players exceeds g_maxplayers.
2076 * @return int number of free slots for players, 0 if none
2078 int nJoinAllowed(entity this, entity ignore)
2081 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2082 // so report 0 free slots if restricted
2084 if(autocvar_g_forced_team_otherwise == "spectate")
2086 if(autocvar_g_forced_team_otherwise == "spectator")
2090 if(this && this.team_forced < 0)
2091 return 0; // forced spectators can never join
2093 // TODO simplify this
2094 int totalClients = 0;
2095 int currentlyPlaying = 0;
2096 FOREACH_CLIENT(true, {
2099 if(IS_REAL_CLIENT(it))
2100 if(IS_PLAYER(it) || it.caplayer)
2104 float free_slots = 0;
2105 if (!autocvar_g_maxplayers)
2106 free_slots = maxclients - totalClients;
2107 else if(currentlyPlaying < autocvar_g_maxplayers)
2108 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2110 static float join_prevent_msg_time = 0;
2111 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2113 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2114 join_prevent_msg_time = time + 3;
2121 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2122 * g_maxplayers_spectator_blocktime seconds
2124 void checkSpectatorBlock(entity this)
2126 if(IS_SPEC(this) || IS_OBSERVER(this))
2128 if(IS_REAL_CLIENT(this))
2130 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2131 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2137 void PrintWelcomeMessage(entity this)
2139 if(CS(this).motd_actived_time == 0)
2141 if (autocvar_g_campaign) {
2142 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2143 CS(this).motd_actived_time = time;
2144 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2147 if (PHYS_INPUT_BUTTON_INFO(this)) {
2148 CS(this).motd_actived_time = time;
2149 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2153 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2155 if (autocvar_g_campaign) {
2156 if (PHYS_INPUT_BUTTON_INFO(this))
2157 CS(this).motd_actived_time = time;
2158 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2159 CS(this).motd_actived_time = 0;
2160 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2163 if (PHYS_INPUT_BUTTON_INFO(this))
2164 CS(this).motd_actived_time = time;
2165 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2166 CS(this).motd_actived_time = 0;
2167 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2171 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2173 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2174 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2175 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2177 // instanctly hide MOTD
2178 CS(this).motd_actived_time = 0;
2179 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2184 const int MIN_SPEC_TIME = 1;
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;
2197 .string shootfromfixedorigin;
2198 bool PlayerThink(entity this)
2200 if (game_stopped || intermission_running) {
2201 this.modelflags &= ~MF_ROCKET;
2202 if(intermission_running)
2203 IntermissionThink(this);
2207 if (timeout_status == TIMEOUT_ACTIVE) {
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;
2215 if (frametime) player_powerups(this);
2217 if (IS_DEAD(this)) {
2218 if (this.personal && g_race_qualifying) {
2219 if (time > this.respawn_time) {
2220 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2222 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2225 if (frametime) player_anim(this);
2227 if (this.respawn_flags & RESPAWN_DENY)
2229 STAT(RESPAWN_TIME, this) = 0;
2233 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));
2235 switch(this.deadflag)
2239 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2240 this.deadflag = DEAD_RESPAWNING;
2241 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2242 this.deadflag = DEAD_DEAD;
2248 this.deadflag = DEAD_RESPAWNABLE;
2249 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2250 this.deadflag = DEAD_RESPAWNING;
2253 case DEAD_RESPAWNABLE:
2255 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2256 this.deadflag = DEAD_RESPAWNING;
2259 case DEAD_RESPAWNING:
2261 if (time > this.respawn_time)
2263 this.respawn_time = time + 1; // only retry once a second
2264 this.respawn_time_max = this.respawn_time;
2271 ShowRespawnCountdown(this);
2273 if (this.respawn_flags & RESPAWN_SILENT)
2274 STAT(RESPAWN_TIME, this) = 0;
2275 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2277 if (time < this.respawn_time)
2278 STAT(RESPAWN_TIME, this) = this.respawn_time;
2279 else if (this.deadflag != DEAD_RESPAWNING)
2280 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2283 STAT(RESPAWN_TIME, this) = this.respawn_time;
2286 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2287 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2288 STAT(RESPAWN_TIME, this) *= -1;
2293 FixPlayermodel(this);
2295 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2296 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2297 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2300 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2303 this.items &= ~this.items_added;
2305 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2307 .entity weaponentity = weaponentities[slot];
2308 W_WeaponFrame(this, weaponentity);
2311 this.items_added = 0;
2312 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2313 this.items_added |= IT_FUEL;
2315 this.items |= this.items_added;
2320 // WEAPONTODO: Add a weapon request for this
2321 // rot vortex charge to the charge limit
2322 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2324 .entity weaponentity = weaponentities[slot];
2325 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2326 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2329 if (frametime) player_anim(this);
2332 secrets_setstatus(this);
2335 monsters_setstatus(this);
2337 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2342 .bool would_spectate;
2343 void ObserverThink(entity this)
2345 if ( CS(this).impulse )
2347 MinigameImpulse(this, CS(this).impulse);
2348 CS(this).impulse = 0;
2351 if (this.flags & FL_JUMPRELEASED) {
2352 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2353 this.flags &= ~FL_JUMPRELEASED;
2354 this.flags |= FL_SPAWNING;
2355 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2356 this.flags &= ~FL_JUMPRELEASED;
2357 if(SpectateNext(this)) {
2358 TRANSMUTE(Spectator, this);
2361 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2362 set_movetype(this, preferred_movetype);
2365 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2366 this.flags |= FL_JUMPRELEASED;
2367 if(this.flags & FL_SPAWNING)
2369 this.flags &= ~FL_SPAWNING;
2377 void SpectatorThink(entity this)
2379 if ( CS(this).impulse )
2381 if(MinigameImpulse(this, CS(this).impulse))
2382 CS(this).impulse = 0;
2384 if (CS(this).impulse == IMP_weapon_drop.impulse)
2386 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2387 CS(this).impulse = 0;
2392 if (this.flags & FL_JUMPRELEASED) {
2393 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2394 this.flags &= ~FL_JUMPRELEASED;
2395 this.flags |= FL_SPAWNING;
2396 } else if(PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)) {
2397 this.flags &= ~FL_JUMPRELEASED;
2398 if(SpectateNext(this)) {
2399 TRANSMUTE(Spectator, this);
2401 TRANSMUTE(Observer, this);
2402 PutClientInServer(this);
2404 CS(this).impulse = 0;
2405 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2406 this.flags &= ~FL_JUMPRELEASED;
2407 if(SpectatePrev(this)) {
2408 TRANSMUTE(Spectator, this);
2410 TRANSMUTE(Observer, this);
2411 PutClientInServer(this);
2413 CS(this).impulse = 0;
2414 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2415 this.would_spectate = false;
2416 this.flags &= ~FL_JUMPRELEASED;
2417 TRANSMUTE(Observer, this);
2418 PutClientInServer(this);
2420 if(!SpectateUpdate(this))
2422 if(!SpectateNext(this))
2424 PutObserverInServer(this);
2425 this.would_spectate = true;
2430 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2431 this.flags |= FL_JUMPRELEASED;
2432 if(this.flags & FL_SPAWNING)
2434 this.flags &= ~FL_SPAWNING;
2439 if(!SpectateUpdate(this))
2440 PutObserverInServer(this);
2443 this.flags |= FL_CLIENT | FL_NOTARGET;
2446 void PlayerUseKey(entity this)
2448 if (!IS_PLAYER(this))
2455 vehicles_exit(this.vehicle, VHEF_NORMAL);
2459 else if(autocvar_g_vehicles_enter)
2461 if(!STAT(FROZEN, this))
2465 entity head, closest_target = NULL;
2466 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2468 while(head) // find the closest acceptable target to enter
2470 if(IS_VEHICLE(head))
2472 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2473 if(head.takedamage != DAMAGE_NO)
2477 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2478 { closest_target = head; }
2480 else { closest_target = head; }
2486 if(closest_target) { vehicles_enter(this, closest_target); return; }
2490 // a use key was pressed; call handlers
2491 MUTATOR_CALLHOOK(PlayerUseKey, this);
2499 Called every frame for each client before the physics are run
2502 .float last_vehiclecheck;
2503 void PlayerPreThink (entity this)
2505 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2506 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2508 WarpZone_PlayerPhysics_FixVAngle(this);
2511 // physics frames: update anticheat stuff
2512 anticheat_prethink(this);
2515 if (blockSpectators && frametime) {
2516 // WORKAROUND: only use dropclient in server frames (frametime set).
2517 // Never use it in cl_movement frames (frametime zero).
2518 checkSpectatorBlock(this);
2521 zoomstate_set = false;
2523 // Check for nameless players
2524 if (this.netname == "" || this.netname != CS(this).netname_previous)
2526 bool assume_unchanged = (CS(this).netname_previous == "");
2527 if (isInvisibleString(this.netname))
2529 this.netname = strzone(sprintf("Player#%d", this.playerid));
2530 assume_unchanged = false;
2531 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2533 if (!assume_unchanged && autocvar_sv_eventlog)
2534 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2535 strcpy(CS(this).netname_previous, this.netname);
2539 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2540 CS(this).version_nagtime = 0;
2541 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2543 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2545 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2547 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2548 if (r < 0) { // old client
2549 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2550 } else if (r > 0) { // old server
2551 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2557 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2559 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2560 this.max_armorvalue = 0;
2565 if (STAT(FROZEN, this) == 2)
2567 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2568 this.health = max(1, STAT(REVIVE_PROGRESS, this) * start_health);
2569 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2571 if (STAT(REVIVE_PROGRESS, this) >= 1)
2574 else if (STAT(FROZEN, this) == 3)
2576 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2577 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this) );
2579 if (this.health < 1)
2582 vehicles_exit(this.vehicle, VHEF_RELEASE);
2583 if(this.event_damage)
2584 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2586 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2591 MUTATOR_CALLHOOK(PlayerPreThink, this);
2593 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2594 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2596 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2598 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2599 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2601 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2605 if(!it.team || SAME_TEAM(this, it))
2606 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2607 else if(autocvar_g_vehicles_steal)
2608 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2612 this.last_vehiclecheck = time + 1;
2615 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2617 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2619 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2622 if (IS_REAL_CLIENT(this))
2623 PrintWelcomeMessage(this);
2625 if (IS_PLAYER(this)) {
2626 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2627 error("Client can't be spawned as player on connection!");
2628 if(!PlayerThink(this))
2631 else if (game_stopped || intermission_running) {
2632 if(intermission_running)
2633 IntermissionThink(this);
2636 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2638 CS(this).autojoin_checked = true;
2639 // don't do this in ClientConnect
2640 // many things can go wrong if a client is spawned as player on connection
2641 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2642 || (!(autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0)
2643 && (!teamplay || autocvar_g_balance_teams)))
2645 campaign_bots_may_start = true;
2650 else if (IS_OBSERVER(this)) {
2651 ObserverThink(this);
2653 else if (IS_SPEC(this)) {
2654 SpectatorThink(this);
2657 // WEAPONTODO: Add weapon request for this
2658 if (!zoomstate_set) {
2659 bool wep_zoomed = false;
2660 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2662 .entity weaponentity = weaponentities[slot];
2663 Weapon thiswep = this.(weaponentity).m_weapon;
2664 if(thiswep != WEP_Null && thiswep.wr_zoom)
2665 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2667 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2670 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2672 CS(this).teamkill_soundtime = 0;
2674 entity e = CS(this).teamkill_soundsource;
2675 entity oldpusher = e.pusher;
2677 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2678 e.pusher = oldpusher;
2681 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2682 CS(this).taunt_soundtime = 0;
2683 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2686 target_voicescript_next(this);
2688 // WEAPONTODO: Move into weaponsystem somehow
2689 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2690 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2692 .entity weaponentity = weaponentities[slot];
2693 if(this.(weaponentity).m_weapon == WEP_Null)
2694 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2698 void DrownPlayer(entity this)
2700 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2703 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2705 if(this.air_finished < time)
2706 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2707 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2709 else if (this.air_finished < time)
2711 if (this.pain_finished < time)
2713 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');
2714 this.pain_finished = time + 0.5;
2719 .bool move_qcphysics;
2721 void Player_Physics(entity this)
2723 set_movetype(this, this.move_movetype);
2725 if(!this.move_qcphysics)
2728 if(!frametime && !CS(this).pm_frametime)
2731 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2733 CS(this).pm_frametime = 0;
2740 Called every frame for each client after the physics are run
2743 void PlayerPostThink (entity this)
2745 Player_Physics(this);
2748 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2749 if (IS_REAL_CLIENT(this))
2750 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2752 int totalClients = 0;
2753 if(sv_maxidle_slots > 0)
2755 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2761 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2762 { /* do nothing */ }
2763 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2765 if (CS(this).idlekick_lasttimeleft)
2767 CS(this).idlekick_lasttimeleft = 0;
2768 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2773 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2774 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2775 if (!CS(this).idlekick_lasttimeleft)
2776 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2778 if (timeleft <= 0) {
2779 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2783 else if (timeleft <= 10) {
2784 if (timeleft != CS(this).idlekick_lasttimeleft) {
2785 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2787 CS(this).idlekick_lasttimeleft = timeleft;
2796 this.solid = SOLID_NOT;
2797 this.takedamage = DAMAGE_NO;
2798 set_movetype(this, MOVETYPE_NONE);
2801 if (IS_PLAYER(this)) {
2802 if(this.death_time == time && IS_DEAD(this))
2804 // player's bbox gets resized now, instead of in the damage event that killed the player,
2805 // once all the damage events of this frame have been processed with normal size
2807 setsize(this, this.mins, this.maxs);
2810 UpdateChatBubble(this);
2811 if (CS(this).impulse) ImpulseCommands(this);
2814 CSQCMODEL_AUTOUPDATE(this);
2817 GetPressedKeys(this);
2820 if (this.waypointsprite_attachedforcarrier) {
2821 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2822 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2825 playerdemo_write(this);
2827 CSQCMODEL_AUTOUPDATE(this);
2830 // hack to copy the button fields from the client entity to the Client State
2831 void PM_UpdateButtons(entity this, entity store)
2834 store.impulse = this.impulse;
2837 bool typing = this.buttonchat;
2839 store.button0 = (typing) ? 0 : this.button0;
2841 store.button2 = (typing) ? 0 : this.button2;
2842 store.button3 = (typing) ? 0 : this.button3;
2843 store.button4 = this.button4;
2844 store.button5 = (typing) ? 0 : this.button5;
2845 store.button6 = this.button6;
2846 store.button7 = this.button7;
2847 store.button8 = this.button8;
2848 store.button9 = this.button9;
2849 store.button10 = this.button10;
2850 store.button11 = this.button11;
2851 store.button12 = this.button12;
2852 store.button13 = this.button13;
2853 store.button14 = this.button14;
2854 store.button15 = this.button15;
2855 store.button16 = this.button16;
2856 store.buttonuse = this.buttonuse;
2857 store.buttonchat = this.buttonchat;
2859 store.cursor_active = this.cursor_active;
2860 store.cursor_screen = this.cursor_screen;
2861 store.cursor_trace_start = this.cursor_trace_start;
2862 store.cursor_trace_endpos = this.cursor_trace_endpos;
2863 store.cursor_trace_ent = this.cursor_trace_ent;
2865 store.ping = this.ping;
2866 store.ping_packetloss = this.ping_packetloss;
2867 store.ping_movementloss = this.ping_movementloss;
2869 store.v_angle = this.v_angle;
2870 store.movement = (typing) ? '0 0 0' : this.movement;
2873 NET_HANDLE(fpsreport, bool)
2875 int fps = ReadShort();
2876 PlayerScore_Set(sender, SP_FPS, fps);