3 #include <common/weapons/_all.qh>
4 #include <common/stats.qh>
5 #include <server/miscfunctions.qh>
6 #include <common/effects/all.qh>
7 #include "anticheat.qh"
11 #include "miscfunctions.qh"
13 #include "teamplay.qh"
14 #include "spawnpoints.qh"
15 #include "resources.qh"
17 #include "handicap.qh"
19 #include <server/intermission.qh>
20 #include "command/common.qh"
21 #include "command/vote.qh"
22 #include "clientkill.qh"
25 #include <server/gamelog.qh>
27 #include <server/main.qh>
29 #include "campaign.qh"
30 #include "command/common.qh"
31 #include "scores_rules.qh"
32 #include "weapons/common.qh"
36 #include "../common/ent_cs.qh"
37 #include "../common/wepent.qh"
38 #include <common/state.qh>
40 #include "compat/quake3.qh"
42 #include <common/effects/qc/globalsound.qh>
44 #include "../common/mapobjects/func/conveyor.qh"
45 #include <common/mapobjects/func/ladder.qh>
46 #include "../common/mapobjects/teleporters.qh"
47 #include "../common/mapobjects/target/spawnpoint.qh"
48 #include <common/mapobjects/trigger/counter.qh>
49 #include <common/mapobjects/trigger/swamp.qh>
51 #include "../common/vehicles/all.qh"
53 #include "weapons/hitplot.qh"
54 #include "weapons/selection.qh"
55 #include "weapons/weaponsystem.qh"
57 #include "../common/net_notice.qh"
58 #include "../common/net_linked.qh"
59 #include "../common/physics/player.qh"
61 #include <common/vehicles/sv_vehicles.qh>
63 #include "../common/items/_mod.qh"
65 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
67 #include "../common/mutators/mutator/waypoints/all.qh"
68 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
69 #include <common/gamemodes/_mod.qh>
71 #include "../common/mapobjects/subs.qh"
72 #include "../common/mapobjects/triggers.qh"
73 #include "../common/mapobjects/trigger/secret.qh"
75 #include "../common/minigames/sv_minigames.qh"
77 #include "../common/items/inventory.qh"
79 #include "../common/monsters/sv_monsters.qh"
81 #include "../lib/warpzone/server.qh"
83 #include <common/mutators/mutator/overkill/oknex.qh>
85 #include <common/weapons/weapon/vortex.qh>
87 #define CHAT_NOSPECTATORS() ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
89 STATIC_METHOD(Client, Add, void(Client this, int _team))
92 TRANSMUTE(Player, this);
95 PutClientInServer(this);
98 STATIC_METHOD(Client, Remove, void(Client this))
100 TRANSMUTE(Observer, this);
101 PutClientInServer(this);
102 ClientDisconnect(this);
105 void send_CSQC_teamnagger() {
106 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
109 int CountSpectators(entity player, entity to)
111 if(!player) { return 0; } // not sure how, but best to be safe
115 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
123 void WriteSpectators(entity player, entity to)
125 if(!player) { return; } // not sure how, but best to be safe
128 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
130 if(spec_count >= MAX_SPECTATORS)
132 WriteByte(MSG_ENTITY, num_for_edict(it));
137 bool ClientData_Send(entity this, entity to, int sf)
139 assert(to == this.owner, return false);
142 if (IS_SPEC(e)) e = e.enemy;
145 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
146 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
147 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
148 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
150 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
151 WriteByte(MSG_ENTITY, sf);
154 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
158 float specs = CountSpectators(e, to);
159 WriteByte(MSG_ENTITY, specs);
160 WriteSpectators(e, to);
166 void ClientData_Attach(entity this)
168 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
169 CS(this).clientdata.drawonlytoclient = this;
170 CS(this).clientdata.owner = this;
173 void ClientData_Detach(entity this)
175 delete(CS(this).clientdata);
176 CS(this).clientdata = NULL;
179 void ClientData_Touch(entity e)
181 entity cd = CS(e).clientdata;
182 if (cd) { cd.SendFlags = 1; }
184 // make it spectatable
185 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
187 entity cd = CS(it).clientdata;
188 if (cd) { cd.SendFlags = 1; }
197 Checks if the argument string can be a valid playermodel.
198 Returns a valid one in doubt.
201 string FallbackPlayerModel;
202 string CheckPlayerModel(string plyermodel) {
203 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
205 // note: we cannot summon Don Strunzone here, some player may
206 // still have the model string set. In case anyone manages how
207 // to change a cvar default, we'll have a small leak here.
208 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
210 // only in right path
211 if( substring(plyermodel,0,14) != "models/player/")
212 return FallbackPlayerModel;
213 // only good file extensions
214 if(substring(plyermodel,-4,4) != ".zym")
215 if(substring(plyermodel,-4,4) != ".dpm")
216 if(substring(plyermodel,-4,4) != ".iqm")
217 if(substring(plyermodel,-4,4) != ".md3")
218 if(substring(plyermodel,-4,4) != ".psk")
219 return FallbackPlayerModel;
220 // forbid the LOD models
221 if(substring(plyermodel, -9,5) == "_lod1")
222 return FallbackPlayerModel;
223 if(substring(plyermodel, -9,5) == "_lod2")
224 return FallbackPlayerModel;
225 if(plyermodel != strtolower(plyermodel))
226 return FallbackPlayerModel;
227 // also, restrict to server models
228 if(autocvar_sv_servermodelsonly)
230 if(!fexists(plyermodel))
231 return FallbackPlayerModel;
236 void setplayermodel(entity e, string modelname)
238 precache_model(modelname);
239 _setmodel(e, modelname);
240 player_setupanimsformodel(e);
241 if(!autocvar_g_debug_globalsounds)
242 UpdatePlayerSounds(e);
245 /** putting a client as observer in the server */
246 void PutObserverInServer(entity this)
248 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
249 PlayerState_detach(this);
253 if(GetResource(this, RES_HEALTH) >= 1)
256 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
259 // was a player, recount votes and ready status
260 if(IS_REAL_CLIENT(this))
262 if (vote_called) { VoteCount(false); }
267 entity spot = SelectSpawnPoint(this, true);
268 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
269 this.angles = vec2(spot.angles);
270 this.fixangle = true;
271 // offset it so that the spectator spawns higher off the ground, looks better this way
272 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
273 if (IS_REAL_CLIENT(this))
276 WriteByte(MSG_ONE, SVC_SETVIEW);
277 WriteEntity(MSG_ONE, this);
279 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
280 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
281 if(!autocvar_g_debug_globalsounds)
283 // needed for player sounds
285 FixPlayermodel(this);
287 setmodel(this, MDL_Null);
288 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
289 this.view_ofs = '0 0 0';
291 RemoveGrapplingHooks(this);
292 Portal_ClearAll(this);
293 Unfreeze(this, false);
294 SetSpectatee(this, NULL);
299 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
303 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
305 WaypointSprite_PlayerDead(this);
307 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
308 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
310 accuracy_resend(this);
312 CS(this).spectatortime = time;
314 IL_REMOVE(g_bot_targets, this);
315 this.bot_attack = false;
316 if(this.monster_attack)
317 IL_REMOVE(g_monster_targets, this);
318 this.monster_attack = false;
319 STAT(HUD, this) = HUD_NORMAL;
320 TRANSMUTE(Observer, this);
321 this.iscreature = false;
322 this.teleportable = TELEPORT_SIMPLE;
323 if(this.damagedbycontents)
324 IL_REMOVE(g_damagedbycontents, this);
325 this.damagedbycontents = false;
326 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
327 SetSpectatee_status(this, etof(this));
328 this.takedamage = DAMAGE_NO;
329 this.solid = SOLID_NOT;
330 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
331 this.flags = FL_CLIENT | FL_NOTARGET;
333 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
334 this.pauserotarmor_finished = 0;
335 this.pauserothealth_finished = 0;
336 this.pauseregen_finished = 0;
337 this.damageforcescale = 0;
339 this.respawn_flags = 0;
340 this.respawn_time = 0;
341 STAT(RESPAWN_TIME, this) = 0;
345 this.pain_finished = 0;
346 STAT(STRENGTH_FINISHED, this) = 0;
347 STAT(INVINCIBLE_FINISHED, this) = 0;
348 STAT(SUPERWEAPONS_FINISHED, this) = 0;
349 STAT(AIR_FINISHED, this) = 0;
350 //this.dphitcontentsmask = 0;
351 this.dphitcontentsmask = DPCONTENTS_SOLID;
352 if (autocvar_g_playerclip_collisions)
353 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
356 setthink(this, func_null);
358 this.deadflag = DEAD_NO;
360 STAT(REVIVE_PROGRESS, this) = 0;
361 this.revival_time = 0;
362 this.draggable = drag_undraggable;
365 STAT(WEAPONS, this) = '0 0 0';
366 this.drawonlytoclient = this;
370 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
372 this.weaponmodel = "";
373 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
375 this.weaponentities[slot] = NULL;
377 this.exteriorweaponentity = NULL;
378 CS(this).killcount = FRAGS_SPECTATOR;
379 this.velocity = '0 0 0';
380 this.avelocity = '0 0 0';
381 this.punchangle = '0 0 0';
382 this.punchvector = '0 0 0';
383 this.oldvelocity = this.velocity;
384 this.fire_endtime = -1;
385 this.event_damage = func_null;
386 this.event_heal = func_null;
388 for(int slot = 0; slot < MAX_AXH; ++slot)
390 entity axh = this.(AuxiliaryXhair[slot]);
391 this.(AuxiliaryXhair[slot]) = NULL;
393 if(axh.owner == this && axh != NULL && !wasfreed(axh))
397 if (mutator_returnvalue)
399 // mutator prevents resetting teams+score
403 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
404 this.frags = FRAGS_SPECTATOR;
406 if (CS(this).just_joined)
407 CS(this).just_joined = false;
410 int player_getspecies(entity this)
412 get_model_parameters(this.model, this.skin);
413 int s = get_model_parameters_species;
414 get_model_parameters(string_null, 0);
415 if (s < 0) return SPECIES_HUMAN;
419 .float model_randomizer;
420 void FixPlayermodel(entity player)
422 string defaultmodel = "";
424 if(autocvar_sv_defaultcharacter)
430 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
431 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
432 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
433 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
437 if(defaultmodel == "")
439 defaultmodel = autocvar_sv_defaultplayermodel;
440 defaultskin = autocvar_sv_defaultplayerskin;
443 int n = tokenize_console(defaultmodel);
446 defaultmodel = argv(floor(n * CS(player).model_randomizer));
447 // However, do NOT randomize if the player-selected model is in the list.
448 for (int i = 0; i < n; ++i)
449 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
450 defaultmodel = argv(i);
453 int i = strstrofs(defaultmodel, ":", 0);
456 defaultskin = stof(substring(defaultmodel, i+1, -1));
457 defaultmodel = substring(defaultmodel, 0, i);
460 if(autocvar_sv_defaultcharacterskin && !defaultskin)
466 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
467 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
468 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
469 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
474 defaultskin = autocvar_sv_defaultplayerskin;
477 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
478 defaultmodel = M_ARGV(0, string);
479 defaultskin = M_ARGV(1, int);
483 if(defaultmodel != "")
485 if (defaultmodel != player.model)
487 vector m1 = player.mins;
488 vector m2 = player.maxs;
489 setplayermodel (player, defaultmodel);
490 setsize (player, m1, m2);
494 oldskin = player.skin;
495 player.skin = defaultskin;
497 if (player.playermodel != player.model || player.playermodel == "")
499 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
500 vector m1 = player.mins;
501 vector m2 = player.maxs;
502 setplayermodel (player, player.playermodel);
503 setsize (player, m1, m2);
507 if(!autocvar_sv_defaultcharacterskin)
509 oldskin = player.skin;
510 player.skin = stof(player.playerskin);
514 oldskin = player.skin;
515 player.skin = defaultskin;
519 if(chmdl || oldskin != player.skin) // model or skin has changed
521 player.species = player_getspecies(player); // update species
522 if(!autocvar_g_debug_globalsounds)
523 UpdatePlayerSounds(player); // update skin sounds
527 if(strlen(autocvar_sv_defaultplayercolors))
528 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
529 setcolor(player, stof(autocvar_sv_defaultplayercolors));
532 void PutPlayerInServer(entity this)
534 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
536 PlayerState_attach(this);
537 accuracy_resend(this);
540 TeamBalance_JoinBestTeam(this);
542 entity spot = SelectSpawnPoint(this, false);
544 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
545 return; // spawn failed
548 TRANSMUTE(Player, this);
550 CS(this).wasplayer = true;
551 this.iscreature = true;
552 this.teleportable = TELEPORT_NORMAL;
553 if(!this.damagedbycontents)
554 IL_PUSH(g_damagedbycontents, this);
555 this.damagedbycontents = true;
556 set_movetype(this, MOVETYPE_WALK);
557 this.solid = SOLID_SLIDEBOX;
558 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
559 if (autocvar_g_playerclip_collisions)
560 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
561 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
562 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
563 this.frags = FRAGS_PLAYER;
564 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
565 this.flags = FL_CLIENT | FL_PICKUPITEMS;
566 if (autocvar__notarget)
567 this.flags |= FL_NOTARGET;
568 this.takedamage = DAMAGE_AIM;
569 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
572 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
573 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
574 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
575 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
576 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
577 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
578 SetResource(this, RES_HEALTH, warmup_start_health);
579 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
580 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
582 SetResource(this, RES_SHELLS, start_ammo_shells);
583 SetResource(this, RES_BULLETS, start_ammo_nails);
584 SetResource(this, RES_ROCKETS, start_ammo_rockets);
585 SetResource(this, RES_CELLS, start_ammo_cells);
586 SetResource(this, RES_PLASMA, start_ammo_plasma);
587 SetResource(this, RES_FUEL, start_ammo_fuel);
588 SetResource(this, RES_HEALTH, start_health);
589 SetResource(this, RES_ARMOR, start_armorvalue);
590 STAT(WEAPONS, this) = start_weapons;
591 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
593 GiveRandomWeapons(this, random_start_weapons_count,
594 autocvar_g_random_start_weapons, random_start_ammo);
597 SetSpectatee_status(this, 0);
599 PS(this).dual_weapons = '0 0 0';
601 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
603 this.items = start_items;
605 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
606 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
607 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
608 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
609 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
610 if (!sv_ready_restart_after_countdown && time < game_starttime)
612 float f = game_starttime - time;
613 this.spawnshieldtime += f;
614 this.pauserotarmor_finished += f;
615 this.pauserothealth_finished += f;
616 this.pauseregen_finished += f;
619 this.damageforcescale = autocvar_g_player_damageforcescale;
621 this.respawn_flags = 0;
622 this.respawn_time = 0;
623 STAT(RESPAWN_TIME, this) = 0;
624 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
625 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
627 this.pain_finished = 0;
629 setthink(this, func_null); // players have no think function
632 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
634 this.deadflag = DEAD_NO;
636 this.angles = spot.angles;
637 this.angles_z = 0; // never spawn tilted even if the spot says to
638 if (IS_BOT_CLIENT(this))
640 this.v_angle = this.angles;
643 this.fixangle = true; // turn this way immediately
644 this.oldvelocity = this.velocity = '0 0 0';
645 this.avelocity = '0 0 0';
646 this.punchangle = '0 0 0';
647 this.punchvector = '0 0 0';
649 STAT(STRENGTH_FINISHED, this) = 0;
650 STAT(INVINCIBLE_FINISHED, this) = 0;
651 this.fire_endtime = -1;
652 STAT(REVIVE_PROGRESS, this) = 0;
653 this.revival_time = 0;
655 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
656 STAT(BUFFS, this) = 0;
657 STAT(BUFF_TIME, this) = 0;
659 STAT(AIR_FINISHED, this) = 0;
660 this.waterlevel = WATERLEVEL_NONE;
661 this.watertype = CONTENT_EMPTY;
663 entity spawnevent = new_pure(spawnevent);
664 spawnevent.owner = this;
665 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
667 // Cut off any still running player sounds.
668 stopsound(this, CH_PLAYER_SINGLE);
671 FixPlayermodel(this);
672 this.drawonlytoclient = NULL;
676 for(int slot = 0; slot < MAX_AXH; ++slot)
678 entity axh = this.(AuxiliaryXhair[slot]);
679 this.(AuxiliaryXhair[slot]) = NULL;
681 if(axh.owner == this && axh != NULL && !wasfreed(axh))
685 this.spawnpoint_targ = NULL;
688 this.view_ofs = STAT(PL_VIEW_OFS, this);
689 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
690 this.spawnorigin = spot.origin;
691 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
692 // don't reset back to last position, even if new position is stuck in solid
693 this.oldorigin = this.origin;
695 IL_REMOVE(g_conveyed, this);
696 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
698 IL_REMOVE(g_swamped, this);
699 this.swampslug = NULL;
700 this.swamp_interval = 0;
701 if(this.ladder_entity)
702 IL_REMOVE(g_ladderents, this);
703 this.ladder_entity = NULL;
704 IL_EACH(g_counters, it.realowner == this,
708 STAT(HUD, this) = HUD_NORMAL;
710 this.event_damage = PlayerDamage;
711 this.event_heal = PlayerHeal;
713 this.draggable = func_null;
716 IL_PUSH(g_bot_targets, this);
717 this.bot_attack = true;
718 if(!this.monster_attack)
719 IL_PUSH(g_monster_targets, this);
720 this.monster_attack = true;
721 navigation_dynamicgoal_init(this, false);
723 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
725 // player was spectator
726 if (CS(this).killcount == FRAGS_SPECTATOR) {
727 PlayerScore_Clear(this);
728 CS(this).killcount = 0;
729 CS(this).startplaytime = time;
732 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
734 .entity weaponentity = weaponentities[slot];
735 CL_SpawnWeaponentity(this, weaponentity);
737 this.alpha = default_player_alpha;
738 this.colormod = '1 1 1' * autocvar_g_player_brightness;
739 this.exteriorweaponentity.alpha = default_weapon_alpha;
741 this.speedrunning = false;
743 this.counter_cnt = 0;
744 this.fragsfilter_cnt = 0;
746 target_voicescript_clear(this);
748 // reset fields the weapons may use
749 FOREACH(Weapons, true, {
750 it.wr_resetplayer(it, this);
751 // reload all reloadable weapons
752 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
753 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
755 .entity weaponentity = weaponentities[slot];
756 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
762 string s = spot.target;
763 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
764 spot.target = string_null;
765 SUB_UseTargets(spot, this, NULL);
766 if(g_assault || g_race)
770 Unfreeze(this, false);
772 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
774 if (autocvar_spawn_debug)
776 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
777 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
780 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
782 .entity weaponentity = weaponentities[slot];
783 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
784 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
786 this.(weaponentity).m_switchweapon = WEP_Null;
787 this.(weaponentity).m_weapon = WEP_Null;
788 this.(weaponentity).weaponname = "";
789 this.(weaponentity).m_switchingweapon = WEP_Null;
790 this.(weaponentity).cnt = -1;
793 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
795 if (CS(this).impulse) ImpulseCommands(this);
797 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
798 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
800 .entity weaponentity = weaponentities[slot];
801 W_WeaponFrame(this, weaponentity);
804 if (!warmup_stage && !this.alivetime)
805 this.alivetime = time;
807 antilag_clear(this, CS(this));
810 /** Called when a client spawns in the server */
811 void PutClientInServer(entity this)
813 if (IS_BOT_CLIENT(this)) {
814 TRANSMUTE(Player, this);
815 } else if (IS_REAL_CLIENT(this)) {
817 WriteByte(MSG_ONE, SVC_SETVIEW);
818 WriteEntity(MSG_ONE, this);
821 TRANSMUTE(Observer, this);
823 SetSpectatee(this, NULL);
827 PS(this).itemkeys = 0;
829 MUTATOR_CALLHOOK(PutClientInServer, this);
831 if (IS_OBSERVER(this)) {
832 PutObserverInServer(this);
833 } else if (IS_PLAYER(this)) {
834 PutPlayerInServer(this);
838 // TODO do we need all these fields, or should we stop autodetecting runtime
839 // changes and just have a console command to update this?
840 bool ClientInit_SendEntity(entity this, entity to, int sf)
842 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
845 // MSG_INIT replacement
846 // TODO: make easier to use
848 W_PROP_reload(MSG_ONE, to);
849 ClientInit_misc(this);
850 MUTATOR_CALLHOOK(Ent_Init);
852 void ClientInit_misc(entity this)
854 int channel = MSG_ONE;
855 WriteHeader(channel, ENT_CLIENT_INIT);
856 WriteByte(channel, g_nexball_meter_period * 32);
857 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
858 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
859 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
860 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
861 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
862 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
863 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
864 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
866 if(autocvar_sv_foginterval && world.fog != "")
867 WriteString(channel, world.fog);
869 WriteString(channel, "");
870 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
871 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
872 WriteByte(channel, serverflags);
873 WriteCoord(channel, autocvar_g_trueaim_minrange);
876 void ClientInit_CheckUpdate(entity this)
878 this.nextthink = time;
879 if(this.count != autocvar_g_balance_armor_blockpercent)
881 this.count = autocvar_g_balance_armor_blockpercent;
884 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
886 this.cnt = autocvar_g_balance_damagepush_speedfactor;
891 void ClientInit_Spawn()
893 entity e = new_pure(clientinit);
894 setthink(e, ClientInit_CheckUpdate);
895 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
897 ClientInit_CheckUpdate(e);
907 // initialize parms for a new player
908 parm1 = -(86400 * 366);
910 MUTATOR_CALLHOOK(SetNewParms);
918 void SetChangeParms (entity this)
920 // save parms for level change
921 parm1 = CS(this).parm_idlesince - time;
923 MUTATOR_CALLHOOK(SetChangeParms);
931 void DecodeLevelParms(entity this)
934 CS(this).parm_idlesince = parm1;
935 if (CS(this).parm_idlesince == -(86400 * 366))
936 CS(this).parm_idlesince = time;
938 // whatever happens, allow 60 seconds of idling directly after connect for map loading
939 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
941 MUTATOR_CALLHOOK(DecodeLevelParms);
944 void FixClientCvars(entity e)
946 // send prediction settings to the client
947 stuffcmd(e, "\nin_bindmap 0 0\n");
948 if(autocvar_g_antilag == 3) // client side hitscan
949 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
950 if(autocvar_sv_gentle)
951 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
953 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
954 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
956 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
958 MUTATOR_CALLHOOK(FixClientCvars, e);
961 bool findinlist_abbrev(string tofind, string list)
963 if(list == "" || tofind == "")
964 return false; // empty list or search, just return
966 // this function allows abbreviated strings!
967 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
975 bool PlayerInIPList(entity p, string iplist)
977 // some safety checks (never allow local?)
978 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
981 return findinlist_abbrev(p.netaddress, iplist);
984 bool PlayerInIDList(entity p, string idlist)
986 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
990 return findinlist_abbrev(p.crypto_idfp, idlist);
993 bool PlayerInList(entity player, string list)
995 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
998 #ifdef DP_EXT_PRECONNECT
1003 Called once (not at each match start) when a client begins a connection to the server
1006 void ClientPreConnect(entity this)
1008 if(autocvar_sv_eventlog)
1010 GameLogEcho(sprintf(":connect:%d:%d:%s",
1013 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1019 string GetClientVersionMessage(entity this)
1021 if (CS(this).version_mismatch) {
1022 if(CS(this).version < autocvar_gameversion) {
1023 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1024 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1026 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1027 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1030 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1034 string getwelcomemessage(entity this)
1036 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1037 string modifications = M_ARGV(0, string);
1041 if(g_weaponarena_random)
1042 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1044 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1046 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1047 modifications = strcat(modifications, ", No start weapons");
1048 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1049 modifications = strcat(modifications, ", Low gravity");
1050 if(g_weapon_stay && !g_cts)
1051 modifications = strcat(modifications, ", Weapons stay");
1052 if(autocvar_g_jetpack)
1053 modifications = strcat(modifications, ", Jet pack");
1054 if(autocvar_g_powerups == 0)
1055 modifications = strcat(modifications, ", No powerups");
1056 if(autocvar_g_powerups > 0)
1057 modifications = strcat(modifications, ", Powerups");
1058 modifications = substring(modifications, 2, strlen(modifications) - 2);
1060 string versionmessage = GetClientVersionMessage(this);
1061 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1063 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1065 if(modifications != "")
1066 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1068 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1070 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1071 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1074 if (cache_mutatormsg != "") {
1075 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1078 string mutator_msg = "";
1079 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1080 mutator_msg = M_ARGV(0, string);
1082 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1084 string motd = autocvar_sv_motd;
1086 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1091 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1097 Called when a client connects to the server
1100 void ClientConnect(entity this)
1102 if (Ban_MaybeEnforceBanOnce(this)) return;
1103 assert(!IS_CLIENT(this), return);
1104 this.flags |= FL_CLIENT;
1105 assert(player_count >= 0, player_count = 0);
1107 TRANSMUTE(Client, this);
1108 CS(this).version_nagtime = time + 10 + random() * 10;
1110 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1112 bot_clientconnect(this);
1114 Player_DetermineForcedTeam(this);
1116 TRANSMUTE(Observer, this);
1118 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1120 // always track bots, don't ask for cl_allow_uidtracking
1121 if (IS_BOT_CLIENT(this))
1122 PlayerStats_GameReport_AddPlayer(this);
1124 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1126 if (autocvar_sv_eventlog)
1127 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this, false)));
1129 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1131 stuffcmd(this, clientstuff, "\n");
1132 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1134 FixClientCvars(this);
1136 // get version info from player
1137 stuffcmd(this, "cmd clientversion $gameversion\n");
1139 // notify about available teams
1142 entity balance = TeamBalance_CheckAllowedTeams(this);
1143 int t = TeamBalance_GetAllowedTeams(balance);
1144 TeamBalance_Destroy(balance);
1145 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1149 stuffcmd(this, "set _teams_available 0\n");
1152 bot_relinkplayerlist();
1154 CS(this).spectatortime = time;
1155 if (blockSpectators)
1157 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1160 CS(this).jointime = time;
1162 if (IS_REAL_CLIENT(this))
1164 if (g_weaponarena_weapons == WEPSET(TUBA))
1165 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1168 if (!autocvar_sv_foginterval && world.fog != "")
1169 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1171 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1172 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1173 send_CSQC_teamnagger();
1175 CSQCMODEL_AUTOINIT(this);
1177 CS(this).model_randomizer = random();
1179 if (IS_REAL_CLIENT(this))
1180 sv_notice_join(this);
1182 this.move_qcphysics = autocvar_sv_qcphysics;
1184 // update physics stats (players can spawn before physics runs)
1185 Physics_UpdateStats(this);
1187 IL_EACH(g_initforplayer, it.init_for_player, {
1188 it.init_for_player(it, this);
1191 Handicap_Initialize(this);
1193 MUTATOR_CALLHOOK(ClientConnect, this);
1195 if (IS_REAL_CLIENT(this))
1197 if (!autocvar_g_campaign && !IS_PLAYER(this))
1199 CS(this).motd_actived_time = -1;
1200 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1208 Called when a client disconnects from the server
1211 .entity chatbubbleentity;
1212 void ClientDisconnect(entity this)
1214 assert(IS_CLIENT(this), return);
1216 PlayerStats_GameReport_FinalizePlayer(this);
1217 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1218 if (CS(this).active_minigame) part_minigame(this);
1219 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1221 if (autocvar_sv_eventlog)
1222 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1224 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1227 SetSpectatee(this, NULL);
1229 MUTATOR_CALLHOOK(ClientDisconnect, this);
1231 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1232 strfree(CS(this).weaponorder_byimpulse);
1233 ClientState_detach(this);
1235 Portal_ClearAll(this);
1237 Unfreeze(this, false);
1239 RemoveGrapplingHooks(this);
1241 // Here, everything has been done that requires this player to be a client.
1243 this.flags &= ~FL_CLIENT;
1245 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1246 if (this.killindicator) delete(this.killindicator);
1248 IL_EACH(g_counters, it.realowner == this,
1253 WaypointSprite_PlayerGone(this);
1255 bot_relinkplayerlist();
1257 strfree(this.clientstatus);
1258 if (this.personal) delete(this.personal);
1262 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1267 void ChatBubbleThink(entity this)
1269 this.nextthink = time;
1270 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1272 if(this.owner) // but why can that ever be NULL?
1273 this.owner.chatbubbleentity = NULL;
1280 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1282 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1283 this.mdl = "models/sprites/minigame_busy.iqm";
1284 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1285 this.mdl = "models/misc/chatbubble.spr";
1288 if ( this.model != this.mdl )
1289 _setmodel(this, this.mdl);
1293 void UpdateChatBubble(entity this)
1297 // spawn a chatbubble entity if needed
1298 if (!this.chatbubbleentity)
1300 this.chatbubbleentity = new(chatbubbleentity);
1301 this.chatbubbleentity.owner = this;
1302 this.chatbubbleentity.exteriormodeltoclient = this;
1303 setthink(this.chatbubbleentity, ChatBubbleThink);
1304 this.chatbubbleentity.nextthink = time;
1305 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1306 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1307 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1308 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1309 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1310 //this.chatbubbleentity.model = "";
1311 this.chatbubbleentity.effects = EF_LOWPRECISION;
1315 void calculate_player_respawn_time(entity this)
1317 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1320 float gametype_setting_tmp;
1321 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1322 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1323 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1324 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1325 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1326 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1328 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1331 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1332 if(it.team == this.team)
1335 if (sdelay_small_count == 0)
1336 sdelay_small_count = 1;
1337 if (sdelay_large_count == 0)
1338 sdelay_large_count = 1;
1342 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1345 if (sdelay_small_count == 0)
1347 if (IS_INDEPENDENT_PLAYER(this))
1349 // Players play independently. No point in requiring enemies.
1350 sdelay_small_count = 1;
1354 // Players play AGAINST each other. Enemies required.
1355 sdelay_small_count = 2;
1358 if (sdelay_large_count == 0)
1360 if (IS_INDEPENDENT_PLAYER(this))
1362 // Players play independently. No point in requiring enemies.
1363 sdelay_large_count = 1;
1367 // Players play AGAINST each other. Enemies required.
1368 sdelay_large_count = 2;
1375 if (pcount <= sdelay_small_count)
1376 sdelay = sdelay_small;
1377 else if (pcount >= sdelay_large_count)
1378 sdelay = sdelay_large;
1379 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1380 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1383 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1385 this.respawn_time = time + sdelay;
1387 if(sdelay < sdelay_max)
1388 this.respawn_time_max = time + sdelay_max;
1390 this.respawn_time_max = this.respawn_time;
1392 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1393 this.respawn_countdown = 10; // first number to count down from is 10
1395 this.respawn_countdown = -1; // do not count down
1397 if(autocvar_g_forced_respawn)
1398 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1401 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1402 // added to the model skins
1403 /*void UpdateColorModHack()
1406 c = this.clientcolors & 15;
1407 // LordHavoc: only bothering to support white, green, red, yellow, blue
1408 if (!teamplay) this.colormod = '0 0 0';
1409 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1410 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1411 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1412 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1413 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1414 else this.colormod = '1 1 1';
1417 void respawn(entity this)
1419 bool damagedbycontents_prev = this.damagedbycontents;
1422 if(autocvar_g_respawn_ghosts)
1424 this.solid = SOLID_NOT;
1425 this.takedamage = DAMAGE_NO;
1426 this.damagedbycontents = false;
1427 set_movetype(this, MOVETYPE_FLY);
1428 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1429 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1430 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1431 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1432 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1433 if(autocvar_g_respawn_ghosts_time > 0)
1434 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1437 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1441 this.damagedbycontents = damagedbycontents_prev;
1443 this.effects |= EF_NODRAW; // prevent another CopyBody
1444 PutClientInServer(this);
1448 void PrintToChat(entity client, string text)
1450 text = strcat("\{1}^7", text, "\n");
1451 sprint(client, text);
1455 void DebugPrintToChat(entity client, string text)
1457 if (autocvar_developer > 0)
1459 PrintToChat(client, text);
1464 void PrintToChatAll(string text)
1466 text = strcat("\{1}^7", text, "\n");
1471 void DebugPrintToChatAll(string text)
1473 if (autocvar_developer > 0)
1475 PrintToChatAll(text);
1480 void PrintToChatTeam(int team_num, string text)
1482 text = strcat("\{1}^7", text, "\n");
1483 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1485 if (it.team == team_num)
1493 void DebugPrintToChatTeam(int team_num, string text)
1495 if (autocvar_developer > 0)
1497 PrintToChatTeam(team_num, text);
1501 void play_countdown(entity this, float finished, Sound samp)
1504 if(IS_REAL_CLIENT(this))
1505 if(floor(finished - time - frametime) != floor(finished - time))
1506 if(finished - time < 6)
1507 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1510 void player_powerups(entity this)
1512 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1513 this.modelflags |= MF_ROCKET;
1515 this.modelflags &= ~MF_ROCKET;
1517 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1521 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1523 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1524 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1525 this.items &= ~ITEM_Strength.m_itemid;
1526 this.items &= ~ITEM_Shield.m_itemid;
1527 this.items -= (this.items & IT_SUPERWEAPON);
1531 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1534 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1535 int items_prev = this.items;
1537 Fire_ApplyDamage(this);
1538 Fire_ApplyEffect(this);
1540 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1542 if (this.items & ITEM_Strength.m_itemid)
1544 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1545 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1546 if (time > STAT(STRENGTH_FINISHED, this))
1548 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1549 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1550 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1555 if (time < STAT(STRENGTH_FINISHED, this))
1557 this.items = this.items | ITEM_Strength.m_itemid;
1559 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1560 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1563 if (this.items & ITEM_Shield.m_itemid)
1565 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1566 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1567 if (time > STAT(INVINCIBLE_FINISHED, this))
1569 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1570 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1571 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1576 if (time < STAT(INVINCIBLE_FINISHED, this))
1578 this.items = this.items | ITEM_Shield.m_itemid;
1580 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1581 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1584 if (this.items & IT_SUPERWEAPON)
1586 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1588 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1589 this.items = this.items - (this.items & IT_SUPERWEAPON);
1590 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1591 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1593 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1595 // don't let them run out
1599 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1600 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1602 this.items = this.items - (this.items & IT_SUPERWEAPON);
1603 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1604 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1605 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1609 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1611 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1613 this.items = this.items | IT_SUPERWEAPON;
1614 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1617 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1618 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1623 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1624 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1629 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1633 if(autocvar_g_nodepthtestplayers)
1634 this.effects = this.effects | EF_NODEPTHTEST;
1636 if(autocvar_g_fullbrightplayers)
1637 this.effects = this.effects | EF_FULLBRIGHT;
1639 if (time >= game_starttime)
1640 if (time < this.spawnshieldtime)
1641 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1643 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1646 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1648 if(current > stable)
1650 else if(current > stable - 0.25) // when close enough, "snap"
1653 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1656 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1658 if(current < stable)
1660 else if(current < stable + 0.25) // when close enough, "snap"
1663 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1666 void RotRegen(entity this, int res, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit_mod)
1668 float old = GetResource(this, res);
1669 float current = old;
1670 if(current > rotstable)
1672 if(rotframetime > 0)
1674 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1675 current = max(rotstable, current - rotlinear * rotframetime);
1678 else if(current < regenstable)
1680 if(regenframetime > 0)
1682 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1683 current = min(regenstable, current + regenlinear * regenframetime);
1687 float limit = GetResourceLimit(this, res) * limit_mod;
1692 SetResource(this, res, current);
1695 void player_regen(entity this)
1697 float max_mod, regen_mod, rot_mod, limit_mod;
1698 max_mod = regen_mod = rot_mod = limit_mod = 1;
1700 float regen_health = autocvar_g_balance_health_regen;
1701 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1702 float regen_health_rot = autocvar_g_balance_health_rot;
1703 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1704 float regen_health_stable = autocvar_g_balance_health_regenstable;
1705 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1706 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1707 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1708 max_mod = M_ARGV(1, float);
1709 regen_mod = M_ARGV(2, float);
1710 rot_mod = M_ARGV(3, float);
1711 limit_mod = M_ARGV(4, float);
1712 regen_health = M_ARGV(5, float);
1713 regen_health_linear = M_ARGV(6, float);
1714 regen_health_rot = M_ARGV(7, float);
1715 regen_health_rotlinear = M_ARGV(8, float);
1716 regen_health_stable = M_ARGV(9, float);
1717 regen_health_rotstable = M_ARGV(10, float);
1719 if(!mutator_returnvalue)
1720 if(!STAT(FROZEN, this))
1722 float maxa = autocvar_g_balance_armor_rotstable;
1723 float mina = autocvar_g_balance_armor_regenstable;
1725 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1726 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1727 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1729 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1730 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1731 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1734 // if player rotted to death... die!
1735 // check this outside above checks, as player may still be able to rot to death
1736 if(GetResource(this, RES_HEALTH) < 1)
1739 vehicles_exit(this.vehicle, VHEF_RELEASE);
1740 if(this.event_damage)
1741 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1744 if (!(this.items & IT_UNLIMITED_AMMO))
1746 float maxf = autocvar_g_balance_fuel_rotstable;
1747 float minf = autocvar_g_balance_fuel_regenstable;
1749 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1750 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1751 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1756 void SetZoomState(entity this, float newzoom)
1758 if(newzoom != CS(this).zoomstate)
1760 CS(this).zoomstate = newzoom;
1761 ClientData_Touch(this);
1763 zoomstate_set = true;
1766 void GetPressedKeys(entity this)
1768 MUTATOR_CALLHOOK(GetPressedKeys, this);
1769 int keys = STAT(PRESSED_KEYS, this);
1770 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1771 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1772 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1773 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1775 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1776 keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1777 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1778 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1779 CS(this).pressedkeys = keys; // store for other users
1781 STAT(PRESSED_KEYS, this) = keys;
1785 ======================
1786 spectate mode routines
1787 ======================
1790 void SpectateCopy(entity this, entity spectatee)
1792 TC(Client, this); TC(Client, spectatee);
1794 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1795 PS(this) = PS(spectatee);
1796 this.armortype = spectatee.armortype;
1797 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1798 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1799 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1800 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1801 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1802 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1803 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1804 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1805 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1806 CS(this).impulse = 0;
1807 this.disableclientprediction = 1; // no need to run prediction on a spectator
1808 this.items = spectatee.items;
1809 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1810 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1811 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1812 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1813 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1814 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1815 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1816 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1817 this.punchangle = spectatee.punchangle;
1818 this.view_ofs = spectatee.view_ofs;
1819 this.velocity = spectatee.velocity;
1820 this.dmg_take = spectatee.dmg_take;
1821 this.dmg_save = spectatee.dmg_save;
1822 this.dmg_inflictor = spectatee.dmg_inflictor;
1823 this.v_angle = spectatee.v_angle;
1824 this.angles = spectatee.v_angle;
1825 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1826 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1827 this.viewloc = spectatee.viewloc;
1828 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1829 this.fixangle = true;
1830 setorigin(this, spectatee.origin);
1831 setsize(this, spectatee.mins, spectatee.maxs);
1832 SetZoomState(this, CS(spectatee).zoomstate);
1834 anticheat_spectatecopy(this, spectatee);
1835 STAT(HUD, this) = STAT(HUD, spectatee);
1836 if(spectatee.vehicle)
1838 this.angles = spectatee.v_angle;
1840 //this.fixangle = false;
1841 //this.velocity = spectatee.vehicle.velocity;
1842 this.vehicle_health = spectatee.vehicle_health;
1843 this.vehicle_shield = spectatee.vehicle_shield;
1844 this.vehicle_energy = spectatee.vehicle_energy;
1845 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1846 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1847 this.vehicle_reload1 = spectatee.vehicle_reload1;
1848 this.vehicle_reload2 = spectatee.vehicle_reload2;
1850 //msg_entity = this;
1852 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1853 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1854 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1855 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1857 //WriteByte (MSG_ONE, SVC_SETVIEW);
1858 // WriteEntity(MSG_ONE, this);
1859 //makevectors(spectatee.v_angle);
1860 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1864 bool SpectateUpdate(entity this)
1869 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1871 SetSpectatee(this, NULL);
1875 SpectateCopy(this, this.enemy);
1880 bool SpectateSet(entity this)
1882 if(!IS_PLAYER(this.enemy))
1885 ClientData_Touch(this.enemy);
1888 WriteByte(MSG_ONE, SVC_SETVIEW);
1889 WriteEntity(MSG_ONE, this.enemy);
1890 set_movetype(this, MOVETYPE_NONE);
1891 accuracy_resend(this);
1893 if(!SpectateUpdate(this))
1894 PutObserverInServer(this);
1899 void SetSpectatee_status(entity this, int spectatee_num)
1901 int oldspectatee_status = CS(this).spectatee_status;
1902 CS(this).spectatee_status = spectatee_num;
1904 if (CS(this).spectatee_status != oldspectatee_status)
1906 if (STAT(PRESSED_KEYS, this))
1908 CS(this).pressedkeys = 0;
1909 STAT(PRESSED_KEYS, this) = 0;
1911 ClientData_Touch(this);
1912 if (g_race || g_cts) race_InitSpectator();
1916 void SetSpectatee(entity this, entity spectatee)
1918 if(IS_BOT_CLIENT(this))
1919 return; // bots abuse .enemy, this code is useless to them
1921 entity old_spectatee = this.enemy;
1923 this.enemy = spectatee;
1926 // these are required to fix the spectator bug with arc
1929 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1931 .entity weaponentity = weaponentities[slot];
1932 if(old_spectatee.(weaponentity).arc_beam)
1933 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1938 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1940 .entity weaponentity = weaponentities[slot];
1941 if(this.enemy.(weaponentity).arc_beam)
1942 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1947 SetSpectatee_status(this, etof(this.enemy));
1949 // needed to update spectator list
1950 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1953 bool Spectate(entity this, entity pl)
1955 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1957 pl = M_ARGV(1, entity);
1959 SetSpectatee(this, pl);
1960 return SpectateSet(this);
1963 bool SpectateNext(entity this)
1965 entity ent = find(this.enemy, classname, STR_PLAYER);
1967 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1968 ent = M_ARGV(1, entity);
1970 ent = find(ent, classname, STR_PLAYER);
1972 if(ent) { SetSpectatee(this, ent); }
1974 return SpectateSet(this);
1977 bool SpectatePrev(entity this)
1979 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1980 entity ent = findchain(classname, STR_PLAYER);
1981 if (!ent) // no player
1985 // skip players until current spectated player
1987 while(ent && ent != this.enemy)
1990 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1992 case MUT_SPECPREV_FOUND:
1993 ent = M_ARGV(1, entity);
1995 case MUT_SPECPREV_RETURN:
1997 case MUT_SPECPREV_CONTINUE:
2008 SetSpectatee(this, ent);
2009 return SpectateSet(this);
2014 ShowRespawnCountdown()
2016 Update a respawn countdown display.
2019 void ShowRespawnCountdown(entity this)
2022 if(!IS_DEAD(this)) // just respawned?
2026 number = ceil(this.respawn_time - time);
2029 if(number <= this.respawn_countdown)
2031 this.respawn_countdown = number - 1;
2032 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
2033 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2038 .bool team_selected;
2039 bool ShowTeamSelection(entity this)
2041 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
2043 stuffcmd(this, "menu_showteamselect\n");
2046 void Join(entity this)
2048 TRANSMUTE(Player, this);
2050 if(!this.team_selected)
2051 if(autocvar_g_campaign || autocvar_g_balance_teams)
2052 TeamBalance_JoinBestTeam(this);
2054 if(autocvar_g_campaign)
2055 campaign_bots_may_start = true;
2057 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2059 PutClientInServer(this);
2062 if(teamplay && this.team != -1)
2066 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2067 this.team_selected = false;
2070 int GetPlayerLimit()
2073 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
2074 int player_limit = autocvar_g_maxplayers;
2075 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2076 player_limit = M_ARGV(0, int);
2077 return player_limit;
2081 * Determines whether the player is allowed to join. This depends on cvar
2082 * g_maxplayers, if it isn't used this function always return true, otherwise
2083 * it checks whether the number of currently playing players exceeds g_maxplayers.
2084 * @return int number of free slots for players, 0 if none
2086 int nJoinAllowed(entity this, entity ignore)
2089 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2090 // so report 0 free slots if restricted
2092 if(autocvar_g_forced_team_otherwise == "spectate")
2094 if(autocvar_g_forced_team_otherwise == "spectator")
2098 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2099 return 0; // forced spectators can never join
2101 // TODO simplify this
2102 int totalClients = 0;
2103 int currentlyPlaying = 0;
2104 FOREACH_CLIENT(true, {
2107 if(IS_REAL_CLIENT(it))
2108 if(IS_PLAYER(it) || it.caplayer)
2112 int player_limit = GetPlayerLimit();
2116 free_slots = maxclients - totalClients;
2117 else if(player_limit > 0 && currentlyPlaying < player_limit)
2118 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2120 static float msg_time = 0;
2121 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2123 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2124 msg_time = time + 0.5;
2131 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2132 * g_maxplayers_spectator_blocktime seconds
2134 void checkSpectatorBlock(entity this)
2136 if(IS_SPEC(this) || IS_OBSERVER(this))
2138 if(IS_REAL_CLIENT(this))
2140 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2141 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2147 void PrintWelcomeMessage(entity this)
2149 if(CS(this).motd_actived_time == 0)
2151 if (autocvar_g_campaign) {
2152 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2153 CS(this).motd_actived_time = time;
2154 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2157 if (PHYS_INPUT_BUTTON_INFO(this)) {
2158 CS(this).motd_actived_time = time;
2159 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2163 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2165 if (autocvar_g_campaign) {
2166 if (PHYS_INPUT_BUTTON_INFO(this))
2167 CS(this).motd_actived_time = time;
2168 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2169 CS(this).motd_actived_time = 0;
2170 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2173 if (PHYS_INPUT_BUTTON_INFO(this))
2174 CS(this).motd_actived_time = time;
2175 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2176 CS(this).motd_actived_time = 0;
2177 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2181 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2183 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2184 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2185 else if (CS(this).motd_actived_time == -2)
2187 // instantly hide MOTD
2188 CS(this).motd_actived_time = 0;
2189 if (autocvar_g_campaign)
2190 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2192 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2194 else if (IS_PLAYER(this) || IS_SPEC(this))
2196 // FIXME occasionally for some reason MOTD never goes away
2197 // delay MOTD removal a little bit in the hope it fixes this bug
2198 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2199 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2200 else //if (CS(this).motd_actived_time < -2)
2201 CS(this).motd_actived_time++;
2206 bool joinAllowed(entity this)
2208 if (CS(this).version_mismatch) return false;
2209 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2210 if (!nJoinAllowed(this, this)) return false;
2211 if (teamplay && lockteams) return false;
2212 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2213 if (ShowTeamSelection(this)) return false;
2217 .string shootfromfixedorigin;
2218 .bool dualwielding_prev;
2219 bool PlayerThink(entity this)
2221 if (game_stopped || intermission_running) {
2222 this.modelflags &= ~MF_ROCKET;
2223 if(intermission_running)
2224 IntermissionThink(this);
2228 if (timeout_status == TIMEOUT_ACTIVE) {
2229 // don't allow the player to turn around while game is paused
2230 // FIXME turn this into CSQC stuff
2231 this.v_angle = this.lastV_angle;
2232 this.angles = this.lastV_angle;
2233 this.fixangle = true;
2236 if (frametime) player_powerups(this);
2238 if (IS_DEAD(this)) {
2239 if (this.personal && g_race_qualifying) {
2240 if (time > this.respawn_time) {
2241 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2243 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2246 if (frametime) player_anim(this);
2248 if (this.respawn_flags & RESPAWN_DENY)
2250 STAT(RESPAWN_TIME, this) = 0;
2254 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));
2256 switch(this.deadflag)
2260 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2261 this.deadflag = DEAD_RESPAWNING;
2262 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2263 this.deadflag = DEAD_DEAD;
2269 this.deadflag = DEAD_RESPAWNABLE;
2270 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2271 this.deadflag = DEAD_RESPAWNING;
2274 case DEAD_RESPAWNABLE:
2276 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2277 this.deadflag = DEAD_RESPAWNING;
2280 case DEAD_RESPAWNING:
2282 if (time > this.respawn_time)
2284 this.respawn_time = time + 1; // only retry once a second
2285 this.respawn_time_max = this.respawn_time;
2292 ShowRespawnCountdown(this);
2294 if (this.respawn_flags & RESPAWN_SILENT)
2295 STAT(RESPAWN_TIME, this) = 0;
2296 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2298 if (time < this.respawn_time)
2299 STAT(RESPAWN_TIME, this) = this.respawn_time;
2300 else if (this.deadflag != DEAD_RESPAWNING)
2301 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2304 STAT(RESPAWN_TIME, this) = this.respawn_time;
2307 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2308 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2309 STAT(RESPAWN_TIME, this) *= -1;
2314 FixPlayermodel(this);
2316 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2317 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2318 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2321 // reset gun alignment when dual wielding status changes
2322 // to ensure guns are always aligned right and left
2323 bool dualwielding = W_DualWielding(this);
2324 if(this.dualwielding_prev != dualwielding)
2326 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2327 this.dualwielding_prev = dualwielding;
2330 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2333 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2335 .entity weaponentity = weaponentities[slot];
2336 if(WEP_CVAR(vortex, charge_always))
2337 W_Vortex_Charge(this, weaponentity, frametime);
2338 W_WeaponFrame(this, weaponentity);
2344 // WEAPONTODO: Add a weapon request for this
2345 // rot vortex charge to the charge limit
2346 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2348 .entity weaponentity = weaponentities[slot];
2349 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2350 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2355 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2358 monsters_setstatus(this);
2363 .bool would_spectate;
2364 void ObserverOrSpectatorThink(entity this)
2366 bool is_spec = IS_SPEC(this);
2367 if ( CS(this).impulse )
2369 int r = MinigameImpulse(this, CS(this).impulse);
2371 CS(this).impulse = 0;
2373 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2375 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2376 CS(this).impulse = 0;
2381 if (this.flags & FL_JUMPRELEASED) {
2382 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2383 this.flags &= ~FL_JUMPRELEASED;
2384 this.flags |= FL_SPAWNING;
2385 } else if((is_spec && (PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)))
2386 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2387 this.flags &= ~FL_JUMPRELEASED;
2388 if(SpectateNext(this)) {
2389 TRANSMUTE(Spectator, this);
2390 } else if (is_spec) {
2391 TRANSMUTE(Observer, this);
2392 PutClientInServer(this);
2395 CS(this).impulse = 0;
2396 } else if (is_spec) {
2397 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2398 this.flags &= ~FL_JUMPRELEASED;
2399 if(SpectatePrev(this)) {
2400 TRANSMUTE(Spectator, this);
2402 TRANSMUTE(Observer, this);
2403 PutClientInServer(this);
2405 CS(this).impulse = 0;
2406 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2407 this.would_spectate = false;
2408 this.flags &= ~FL_JUMPRELEASED;
2409 TRANSMUTE(Observer, this);
2410 PutClientInServer(this);
2411 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2412 PutObserverInServer(this);
2413 this.would_spectate = true;
2417 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2418 set_movetype(this, preferred_movetype);
2421 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2422 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2423 this.flags |= FL_JUMPRELEASED;
2424 if(this.flags & FL_SPAWNING)
2426 this.flags &= ~FL_SPAWNING;
2427 if(joinAllowed(this))
2429 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2430 CS(this).autojoin_checked = -1;
2434 if(is_spec && !SpectateUpdate(this))
2435 PutObserverInServer(this);
2438 this.flags |= FL_CLIENT | FL_NOTARGET;
2441 void PlayerUseKey(entity this)
2443 if (!IS_PLAYER(this))
2450 vehicles_exit(this.vehicle, VHEF_NORMAL);
2454 else if(autocvar_g_vehicles_enter)
2456 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2458 entity head, closest_target = NULL;
2459 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2461 while(head) // find the closest acceptable target to enter
2463 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2464 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2468 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2469 { closest_target = head; }
2471 else { closest_target = head; }
2477 if(closest_target) { vehicles_enter(this, closest_target); return; }
2481 // a use key was pressed; call handlers
2482 MUTATOR_CALLHOOK(PlayerUseKey, this);
2490 Called every frame for each client before the physics are run
2493 .float last_vehiclecheck;
2494 void PlayerPreThink (entity this)
2496 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2497 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2499 WarpZone_PlayerPhysics_FixVAngle(this);
2502 // physics frames: update anticheat stuff
2503 anticheat_prethink(this);
2506 if (blockSpectators && frametime) {
2507 // WORKAROUND: only use dropclient in server frames (frametime set).
2508 // Never use it in cl_movement frames (frametime zero).
2509 checkSpectatorBlock(this);
2512 zoomstate_set = false;
2514 // Check for nameless players
2515 if (this.netname == "" || this.netname != CS(this).netname_previous)
2517 bool assume_unchanged = (CS(this).netname_previous == "");
2518 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2520 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2521 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2522 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2523 assume_unchanged = false;
2524 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2526 if (isInvisibleString(this.netname))
2528 this.netname = strzone(sprintf("Player#%d", this.playerid));
2529 sprint(this, "Warning: invisible names are not allowed.\n");
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;
2563 if (frametime && IS_PLAYER(this))
2565 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2567 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2568 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2570 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2572 if (STAT(REVIVE_PROGRESS, this) >= 1)
2573 Unfreeze(this, false);
2575 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2577 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2578 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2580 if (GetResource(this, RES_HEALTH) < 1)
2583 vehicles_exit(this.vehicle, VHEF_RELEASE);
2584 if(this.event_damage)
2585 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2587 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2588 Unfreeze(this, false);
2592 MUTATOR_CALLHOOK(PlayerPreThink, this);
2594 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2595 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2597 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2601 if(!it.team || SAME_TEAM(this, it))
2602 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2603 else if(autocvar_g_vehicles_steal)
2604 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2606 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2608 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
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 <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2638 bool early_join_requested = (CS(this).autojoin_checked < 0);
2639 CS(this).autojoin_checked = 1;
2640 // don't do this in ClientConnect
2641 // many things can go wrong if a client is spawned as player on connection
2642 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2643 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2644 && (!teamplay || autocvar_g_balance_teams)))
2646 campaign_bots_may_start = true;
2647 if(joinAllowed(this))
2652 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2653 ObserverOrSpectatorThink(this);
2656 // WEAPONTODO: Add weapon request for this
2657 if (!zoomstate_set) {
2658 bool wep_zoomed = false;
2659 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2661 .entity weaponentity = weaponentities[slot];
2662 Weapon thiswep = this.(weaponentity).m_weapon;
2663 if(thiswep != WEP_Null && thiswep.wr_zoom)
2664 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2666 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2669 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2671 CS(this).teamkill_soundtime = 0;
2673 entity e = CS(this).teamkill_soundsource;
2674 entity oldpusher = e.pusher;
2676 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2677 e.pusher = oldpusher;
2680 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2681 CS(this).taunt_soundtime = 0;
2682 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2685 target_voicescript_next(this);
2687 // WEAPONTODO: Move into weaponsystem somehow
2688 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2689 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2691 .entity weaponentity = weaponentities[slot];
2692 if(this.(weaponentity).m_weapon == WEP_Null)
2693 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2697 void DrownPlayer(entity this)
2699 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2700 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2702 STAT(AIR_FINISHED, this) = 0;
2706 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2708 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2709 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2710 STAT(AIR_FINISHED, this) = 0;
2714 if (!STAT(AIR_FINISHED, this))
2715 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2716 if (STAT(AIR_FINISHED, this) < time)
2718 if (this.pain_finished < time)
2720 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');
2721 this.pain_finished = time + 0.5;
2727 .bool move_qcphysics;
2729 void Player_Physics(entity this)
2731 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2733 if(!this.move_qcphysics)
2736 if(!frametime && !CS(this).pm_frametime)
2739 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2741 CS(this).pm_frametime = 0;
2748 Called every frame for each client after the physics are run
2751 void PlayerPostThink (entity this)
2753 Player_Physics(this);
2755 if (autocvar_sv_maxidle > 0)
2756 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2757 if (IS_REAL_CLIENT(this))
2758 if (IS_PLAYER(this) || autocvar_sv_maxidle_spectatorsareidle)
2760 int totalClients = 0;
2761 if(autocvar_sv_maxidle_slots > 0)
2763 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2769 if (autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
2770 { /* do nothing */ }
2771 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2773 if (CS(this).idlekick_lasttimeleft)
2775 CS(this).idlekick_lasttimeleft = 0;
2776 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2781 float timeleft = ceil(autocvar_sv_maxidle - (time - CS(this).parm_idlesince));
2782 if (timeleft == min(10, autocvar_sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2783 if (!CS(this).idlekick_lasttimeleft)
2784 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2786 if (timeleft <= 0) {
2787 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2791 else if (timeleft <= 10) {
2792 if (timeleft != CS(this).idlekick_lasttimeleft)
2793 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2794 CS(this).idlekick_lasttimeleft = timeleft;
2803 this.solid = SOLID_NOT;
2804 this.takedamage = DAMAGE_NO;
2805 set_movetype(this, MOVETYPE_NONE);
2806 CS(this).teamkill_complain = 0;
2807 CS(this).teamkill_soundtime = 0;
2808 CS(this).teamkill_soundsource = NULL;
2811 if (IS_PLAYER(this)) {
2812 if(this.death_time == time && IS_DEAD(this))
2814 // player's bbox gets resized now, instead of in the damage event that killed the player,
2815 // once all the damage events of this frame have been processed with normal size
2817 setsize(this, this.mins, this.maxs);
2820 UpdateChatBubble(this);
2821 if (CS(this).impulse) ImpulseCommands(this);
2824 CSQCMODEL_AUTOUPDATE(this);
2827 GetPressedKeys(this);
2829 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2831 CS(this).pressedkeys = 0;
2832 STAT(PRESSED_KEYS, this) = 0;
2835 if (this.waypointsprite_attachedforcarrier) {
2836 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2837 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2840 CSQCMODEL_AUTOUPDATE(this);
2844 * message "": do not say, just test flood control
2850 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2852 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2853 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2856 msgin = formatmessage(source, msgin);
2859 if (!(IS_PLAYER(source) || source.caplayer))
2860 colorstr = "^0"; // black for spectators
2862 colorstr = Team_ColorCode(source.team);
2875 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2878 * using bprint solves this... me stupid
2879 // how can we prevent the message from appearing in a listen server?
2880 // for now, just give "say" back and only handle say_team
2883 clientcommand(source, strcat("say ", msgin));
2888 string namestr = "";
2890 namestr = playername(source, autocvar_g_chat_teamcolors);
2892 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2894 string msgstr = "", cmsgstr = "";
2895 string privatemsgprefix = string_null;
2896 int privatemsgprefixlen = 0;
2899 bool found_me = false;
2900 if(strstrofs(msgin, "/me", 0) >= 0)
2902 string newmsgin = "";
2903 string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2904 FOREACH_WORD(msgin, true,
2906 if(strdecolorize(it) == "/me")
2909 newmsgin = cons(newmsgin, newnamestr);
2912 newmsgin = cons(newmsgin, it);
2919 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2920 privatemsgprefixlen = strlen(msgstr);
2921 msgstr = strcat(msgstr, msgin);
2922 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2923 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2929 //msgin = strreplace("/me", "", msgin);
2930 //msgin = substring(msgin, 3, strlen(msgin));
2931 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2932 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2935 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2936 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2942 //msgin = strreplace("/me", "", msgin);
2943 //msgin = substring(msgin, 3, strlen(msgin));
2944 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2945 msgstr = strcat("\{1}^4* ^7", msgin);
2949 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2950 msgstr = strcat(msgstr, msgin);
2954 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2957 string fullmsgstr = msgstr;
2958 string fullcmsgstr = cmsgstr;
2962 var .float flood_field = floodcontrol_chat;
2963 if(floodcontrol && source)
2965 float flood_spl, flood_burst, flood_lmax;
2968 flood_spl = autocvar_g_chat_flood_spl_tell;
2969 flood_burst = autocvar_g_chat_flood_burst_tell;
2970 flood_lmax = autocvar_g_chat_flood_lmax_tell;
2971 flood_field = floodcontrol_chattell;
2975 flood_spl = autocvar_g_chat_flood_spl_team;
2976 flood_burst = autocvar_g_chat_flood_burst_team;
2977 flood_lmax = autocvar_g_chat_flood_lmax_team;
2978 flood_field = floodcontrol_chatteam;
2982 flood_spl = autocvar_g_chat_flood_spl;
2983 flood_burst = autocvar_g_chat_flood_burst;
2984 flood_lmax = autocvar_g_chat_flood_lmax;
2985 flood_field = floodcontrol_chat;
2987 flood_burst = max(0, flood_burst - 1);
2988 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2990 // do flood control for the default line size
2993 getWrappedLine_remaining = msgstr;
2996 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
2998 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
3001 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
3003 if(getWrappedLine_remaining != "")
3005 msgstr = strcat(msgstr, "\n");
3009 if (time >= source.(flood_field))
3011 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
3016 msgstr = fullmsgstr;
3021 if (time >= source.(flood_field))
3022 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
3027 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
3028 source.(flood_field) = flood = 0;
3031 string sourcemsgstr, sourcecmsgstr;
3032 if(flood == 2) // cannot happen for empty msgstr
3034 if(autocvar_g_chat_flood_notify_flooder)
3036 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
3041 sourcemsgstr = fullmsgstr;
3042 sourcecmsgstr = fullcmsgstr;
3048 sourcemsgstr = msgstr;
3049 sourcecmsgstr = cmsgstr;
3052 if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer) && !game_stopped
3053 && (teamsay || CHAT_NOSPECTATORS()))
3055 teamsay = -1; // spectators
3059 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
3061 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
3063 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
3066 if(source && CS(source).muted)
3068 // always fake the message
3073 if (autocvar_g_chat_flood_notify_flooder)
3075 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
3086 if (privatesay && source && !(IS_PLAYER(source) || source.caplayer) && !game_stopped
3087 && (IS_PLAYER(privatesay) || privatesay.caplayer) && CHAT_NOSPECTATORS())
3089 ret = -1; // just hide the message completely
3092 MUTATOR_CALLHOOK(ChatMessage, source, ret);
3093 ret = M_ARGV(1, int);
3095 string event_log_msg = "";
3097 if(sourcemsgstr != "" && ret != 0)
3099 if(ret < 0) // faked message, because the player is muted
3101 sprint(source, sourcemsgstr);
3102 if(sourcecmsgstr != "" && !privatesay)
3103 centerprint(source, sourcecmsgstr);
3105 else if(privatesay) // private message, between 2 people only
3107 sprint(source, sourcemsgstr);
3108 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
3109 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
3111 sprint(privatesay, msgstr);
3113 centerprint(privatesay, cmsgstr);
3116 else if ( teamsay && CS(source).active_minigame )
3118 sprint(source, sourcemsgstr);
3119 dedicated_print(msgstr); // send to server console too
3120 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3123 event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
3126 else if(teamsay > 0) // team message, only sent to team mates
3128 sprint(source, sourcemsgstr);
3129 dedicated_print(msgstr); // send to server console too
3130 if(sourcecmsgstr != "")
3131 centerprint(source, sourcecmsgstr);
3132 FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3135 centerprint(it, cmsgstr);
3137 event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3139 else if(teamsay < 0) // spectator message, only sent to spectators
3141 sprint(source, sourcemsgstr);
3142 dedicated_print(msgstr); // send to server console too
3143 FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3146 event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3151 sprint(source, sourcemsgstr);
3152 dedicated_print(msgstr); // send to server console too
3153 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3155 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3158 event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3162 if (autocvar_sv_eventlog && (event_log_msg != "")) {
3163 GameLogEcho(event_log_msg);
3169 // hack to copy the button fields from the client entity to the Client State
3170 void PM_UpdateButtons(entity this, entity store)
3173 store.impulse = this.impulse;
3176 bool typing = this.buttonchat || this.button12;
3178 store.button0 = (typing) ? 0 : this.button0;
3180 store.button2 = (typing) ? 0 : this.button2;
3181 store.button3 = (typing) ? 0 : this.button3;
3182 store.button4 = this.button4;
3183 store.button5 = (typing) ? 0 : this.button5;
3184 store.button6 = this.button6;
3185 store.button7 = this.button7;
3186 store.button8 = this.button8;
3187 store.button9 = this.button9;
3188 store.button10 = this.button10;
3189 store.button11 = this.button11;
3190 store.button12 = this.button12;
3191 store.button13 = this.button13;
3192 store.button14 = this.button14;
3193 store.button15 = this.button15;
3194 store.button16 = this.button16;
3195 store.buttonuse = this.buttonuse;
3196 store.buttonchat = this.buttonchat;
3198 store.cursor_active = this.cursor_active;
3199 store.cursor_screen = this.cursor_screen;
3200 store.cursor_trace_start = this.cursor_trace_start;
3201 store.cursor_trace_endpos = this.cursor_trace_endpos;
3202 store.cursor_trace_ent = this.cursor_trace_ent;
3204 store.ping = this.ping;
3205 store.ping_packetloss = this.ping_packetloss;
3206 store.ping_movementloss = this.ping_movementloss;
3208 store.v_angle = this.v_angle;
3209 store.movement = this.movement;
3212 NET_HANDLE(fpsreport, bool)
3214 int fps = ReadShort();
3215 PlayerScore_Set(sender, SP_FPS, fps);