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 "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "clientkill.qh"
23 #include <server/gamelog.qh>
26 #include "campaign.qh"
27 #include "command/common.qh"
28 #include "scores_rules.qh"
29 #include "weapons/common.qh"
33 #include "../common/ent_cs.qh"
34 #include "../common/wepent.qh"
35 #include <common/state.qh>
37 #include "compat/quake3.qh"
39 #include <common/effects/qc/globalsound.qh>
41 #include "../common/mapobjects/func/conveyor.qh"
42 #include "../common/mapobjects/teleporters.qh"
43 #include "../common/mapobjects/target/spawnpoint.qh"
44 #include <common/mapobjects/trigger/counter.qh>
45 #include <common/mapobjects/trigger/swamp.qh>
47 #include "../common/vehicles/all.qh"
49 #include "weapons/hitplot.qh"
50 #include "weapons/weaponsystem.qh"
52 #include "../common/net_notice.qh"
53 #include "../common/net_linked.qh"
54 #include "../common/physics/player.qh"
56 #include <common/vehicles/sv_vehicles.qh>
58 #include "../common/items/_mod.qh"
60 #include "../common/mutators/mutator/waypoints/all.qh"
61 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
62 #include <common/gamemodes/_mod.qh>
64 #include "../common/mapobjects/subs.qh"
65 #include "../common/mapobjects/triggers.qh"
66 #include "../common/mapobjects/trigger/secret.qh"
68 #include "../common/minigames/sv_minigames.qh"
70 #include "../common/items/inventory.qh"
72 #include "../common/monsters/sv_monsters.qh"
74 #include "../lib/warpzone/server.qh"
76 #include <common/mutators/mutator/overkill/oknex.qh>
78 STATIC_METHOD(Client, Add, void(Client this, int _team))
81 TRANSMUTE(Player, this);
84 PutClientInServer(this);
87 STATIC_METHOD(Client, Remove, void(Client this))
89 TRANSMUTE(Observer, this);
90 PutClientInServer(this);
91 ClientDisconnect(this);
94 void send_CSQC_teamnagger() {
95 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
98 int CountSpectators(entity player, entity to)
100 if(!player) { return 0; } // not sure how, but best to be safe
104 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
112 void WriteSpectators(entity player, entity to)
114 if(!player) { return; } // not sure how, but best to be safe
116 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
118 WriteByte(MSG_ENTITY, num_for_edict(it));
122 bool ClientData_Send(entity this, entity to, int sf)
124 assert(to == this.owner, return false);
127 if (IS_SPEC(e)) e = e.enemy;
130 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
131 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
132 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
133 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
135 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
136 WriteByte(MSG_ENTITY, sf);
139 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
143 float specs = CountSpectators(e, to);
144 WriteByte(MSG_ENTITY, specs);
145 WriteSpectators(e, to);
151 void ClientData_Attach(entity this)
153 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
154 CS(this).clientdata.drawonlytoclient = this;
155 CS(this).clientdata.owner = this;
158 void ClientData_Detach(entity this)
160 delete(CS(this).clientdata);
161 CS(this).clientdata = NULL;
164 void ClientData_Touch(entity e)
166 entity cd = CS(e).clientdata;
167 if (cd) { cd.SendFlags = 1; }
169 // make it spectatable
170 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
172 entity cd = CS(it).clientdata;
173 if (cd) { cd.SendFlags = 1; }
182 Checks if the argument string can be a valid playermodel.
183 Returns a valid one in doubt.
186 string FallbackPlayerModel;
187 string CheckPlayerModel(string plyermodel) {
188 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
190 // note: we cannot summon Don Strunzone here, some player may
191 // still have the model string set. In case anyone manages how
192 // to change a cvar default, we'll have a small leak here.
193 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
195 // only in right path
196 if( substring(plyermodel,0,14) != "models/player/")
197 return FallbackPlayerModel;
198 // only good file extensions
199 if(substring(plyermodel,-4,4) != ".zym")
200 if(substring(plyermodel,-4,4) != ".dpm")
201 if(substring(plyermodel,-4,4) != ".iqm")
202 if(substring(plyermodel,-4,4) != ".md3")
203 if(substring(plyermodel,-4,4) != ".psk")
204 return FallbackPlayerModel;
205 // forbid the LOD models
206 if(substring(plyermodel, -9,5) == "_lod1")
207 return FallbackPlayerModel;
208 if(substring(plyermodel, -9,5) == "_lod2")
209 return FallbackPlayerModel;
210 if(plyermodel != strtolower(plyermodel))
211 return FallbackPlayerModel;
212 // also, restrict to server models
213 if(autocvar_sv_servermodelsonly)
215 if(!fexists(plyermodel))
216 return FallbackPlayerModel;
221 void setplayermodel(entity e, string modelname)
223 precache_model(modelname);
224 _setmodel(e, modelname);
225 player_setupanimsformodel(e);
226 if(!autocvar_g_debug_globalsounds)
227 UpdatePlayerSounds(e);
230 /** putting a client as observer in the server */
231 void PutObserverInServer(entity this)
233 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
234 PlayerState_detach(this);
238 if(GetResource(this, RES_HEALTH) >= 1)
241 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
244 // was a player, recount votes and ready status
245 if(IS_REAL_CLIENT(this))
247 if (vote_called) { VoteCount(false); }
253 entity spot = SelectSpawnPoint(this, true);
254 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
255 this.angles = vec2(spot.angles);
256 this.fixangle = true;
257 // offset it so that the spectator spawns higher off the ground, looks better this way
258 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
259 if (IS_REAL_CLIENT(this))
262 WriteByte(MSG_ONE, SVC_SETVIEW);
263 WriteEntity(MSG_ONE, this);
265 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
266 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
267 if(!autocvar_g_debug_globalsounds)
269 // needed for player sounds
271 FixPlayermodel(this);
273 setmodel(this, MDL_Null);
274 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
275 this.view_ofs = '0 0 0';
278 RemoveGrapplingHooks(this);
279 Portal_ClearAll(this);
280 Unfreeze(this, false);
281 SetSpectatee(this, NULL);
286 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
290 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
292 WaypointSprite_PlayerDead(this);
294 if (CS(this).killcount != FRAGS_SPECTATOR)
297 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
298 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
301 accuracy_resend(this);
303 CS(this).spectatortime = time;
305 IL_REMOVE(g_bot_targets, this);
306 this.bot_attack = false;
307 if(this.monster_attack)
308 IL_REMOVE(g_monster_targets, this);
309 this.monster_attack = false;
310 STAT(HUD, this) = HUD_NORMAL;
311 TRANSMUTE(Observer, this);
312 this.iscreature = false;
313 this.teleportable = TELEPORT_SIMPLE;
314 if(this.damagedbycontents)
315 IL_REMOVE(g_damagedbycontents, this);
316 this.damagedbycontents = false;
317 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
318 SetSpectatee_status(this, etof(this));
319 this.takedamage = DAMAGE_NO;
320 this.solid = SOLID_NOT;
321 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
322 this.flags = FL_CLIENT | FL_NOTARGET;
324 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
325 this.pauserotarmor_finished = 0;
326 this.pauserothealth_finished = 0;
327 this.pauseregen_finished = 0;
328 this.damageforcescale = 0;
330 this.respawn_flags = 0;
331 this.respawn_time = 0;
332 STAT(RESPAWN_TIME, this) = 0;
337 this.pain_finished = 0;
338 STAT(STRENGTH_FINISHED, this) = 0;
339 STAT(INVINCIBLE_FINISHED, this) = 0;
340 STAT(SUPERWEAPONS_FINISHED, this) = 0;
341 this.air_finished = 0;
342 //this.dphitcontentsmask = 0;
343 this.dphitcontentsmask = DPCONTENTS_SOLID;
344 if (autocvar_g_playerclip_collisions)
345 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
348 setthink(this, func_null);
350 this.deadflag = DEAD_NO;
352 STAT(REVIVE_PROGRESS, this) = 0;
353 this.revival_time = 0;
354 this.draggable = drag_undraggable;
357 STAT(WEAPONS, this) = '0 0 0';
358 this.drawonlytoclient = this;
362 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
364 this.weaponmodel = "";
365 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
367 this.weaponentities[slot] = NULL;
369 this.exteriorweaponentity = NULL;
370 CS(this).killcount = FRAGS_SPECTATOR;
371 this.velocity = '0 0 0';
372 this.avelocity = '0 0 0';
373 this.punchangle = '0 0 0';
374 this.punchvector = '0 0 0';
375 this.oldvelocity = this.velocity;
376 this.fire_endtime = -1;
377 this.event_damage = func_null;
378 this.event_heal = func_null;
380 for(int slot = 0; slot < MAX_AXH; ++slot)
382 entity axh = this.(AuxiliaryXhair[slot]);
383 this.(AuxiliaryXhair[slot]) = NULL;
385 if(axh.owner == this && axh != NULL && !wasfreed(axh))
389 if (mutator_returnvalue)
391 // mutator prevents resetting teams+score
395 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
396 this.frags = FRAGS_SPECTATOR;
398 if (CS(this).just_joined)
399 CS(this).just_joined = false;
402 int player_getspecies(entity this)
404 get_model_parameters(this.model, this.skin);
405 int s = get_model_parameters_species;
406 get_model_parameters(string_null, 0);
407 if (s < 0) return SPECIES_HUMAN;
411 .float model_randomizer;
412 void FixPlayermodel(entity player)
414 string defaultmodel = "";
416 if(autocvar_sv_defaultcharacter)
422 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
423 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
424 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
425 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
429 if(defaultmodel == "")
431 defaultmodel = autocvar_sv_defaultplayermodel;
432 defaultskin = autocvar_sv_defaultplayerskin;
435 int n = tokenize_console(defaultmodel);
438 defaultmodel = argv(floor(n * CS(player).model_randomizer));
439 // However, do NOT randomize if the player-selected model is in the list.
440 for (int i = 0; i < n; ++i)
441 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
442 defaultmodel = argv(i);
445 int i = strstrofs(defaultmodel, ":", 0);
448 defaultskin = stof(substring(defaultmodel, i+1, -1));
449 defaultmodel = substring(defaultmodel, 0, i);
452 if(autocvar_sv_defaultcharacterskin && !defaultskin)
458 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
459 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
460 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
461 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
466 defaultskin = autocvar_sv_defaultplayerskin;
469 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
470 defaultmodel = M_ARGV(0, string);
471 defaultskin = M_ARGV(1, int);
475 if(defaultmodel != "")
477 if (defaultmodel != player.model)
479 vector m1 = player.mins;
480 vector m2 = player.maxs;
481 setplayermodel (player, defaultmodel);
482 setsize (player, m1, m2);
486 oldskin = player.skin;
487 player.skin = defaultskin;
489 if (player.playermodel != player.model || player.playermodel == "")
491 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
492 vector m1 = player.mins;
493 vector m2 = player.maxs;
494 setplayermodel (player, player.playermodel);
495 setsize (player, m1, m2);
499 if(!autocvar_sv_defaultcharacterskin)
501 oldskin = player.skin;
502 player.skin = stof(player.playerskin);
506 oldskin = player.skin;
507 player.skin = defaultskin;
511 if(chmdl || oldskin != player.skin) // model or skin has changed
513 player.species = player_getspecies(player); // update species
514 if(!autocvar_g_debug_globalsounds)
515 UpdatePlayerSounds(player); // update skin sounds
519 if(strlen(autocvar_sv_defaultplayercolors))
520 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
521 setcolor(player, stof(autocvar_sv_defaultplayercolors));
524 void PutPlayerInServer(entity this)
526 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
528 PlayerState_attach(this);
529 accuracy_resend(this);
532 TeamBalance_JoinBestTeam(this);
534 entity spot = SelectSpawnPoint(this, false);
536 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
537 return; // spawn failed
540 TRANSMUTE(Player, this);
542 CS(this).wasplayer = true;
543 this.iscreature = true;
544 this.teleportable = TELEPORT_NORMAL;
545 if(!this.damagedbycontents)
546 IL_PUSH(g_damagedbycontents, this);
547 this.damagedbycontents = true;
548 set_movetype(this, MOVETYPE_WALK);
549 this.solid = SOLID_SLIDEBOX;
550 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
551 if (autocvar_g_playerclip_collisions)
552 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
553 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
554 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
555 this.frags = FRAGS_PLAYER;
556 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
557 this.flags = FL_CLIENT | FL_PICKUPITEMS;
558 if (autocvar__notarget)
559 this.flags |= FL_NOTARGET;
560 this.takedamage = DAMAGE_AIM;
561 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
564 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
565 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
566 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
567 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
568 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
569 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
570 SetResource(this, RES_HEALTH, warmup_start_health);
571 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
572 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
574 SetResource(this, RES_SHELLS, start_ammo_shells);
575 SetResource(this, RES_BULLETS, start_ammo_nails);
576 SetResource(this, RES_ROCKETS, start_ammo_rockets);
577 SetResource(this, RES_CELLS, start_ammo_cells);
578 SetResource(this, RES_PLASMA, start_ammo_plasma);
579 SetResource(this, RES_FUEL, start_ammo_fuel);
580 SetResource(this, RES_HEALTH, start_health);
581 SetResource(this, RES_ARMOR, start_armorvalue);
582 STAT(WEAPONS, this) = start_weapons;
583 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
585 GiveRandomWeapons(this, random_start_weapons_count,
586 autocvar_g_random_start_weapons, random_start_ammo);
589 SetSpectatee_status(this, 0);
591 PS(this).dual_weapons = '0 0 0';
593 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
595 this.items = start_items;
597 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
598 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
599 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
600 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
601 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
602 if (!sv_ready_restart_after_countdown && time < game_starttime)
604 float f = game_starttime - time;
605 this.spawnshieldtime += f;
606 this.pauserotarmor_finished += f;
607 this.pauserothealth_finished += f;
608 this.pauseregen_finished += f;
611 this.damageforcescale = autocvar_g_player_damageforcescale;
613 this.respawn_flags = 0;
614 this.respawn_time = 0;
615 STAT(RESPAWN_TIME, this) = 0;
616 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
617 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
620 this.pain_finished = 0;
622 setthink(this, func_null); // players have no think function
625 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
627 this.deadflag = DEAD_NO;
629 this.angles = spot.angles;
630 this.angles_z = 0; // never spawn tilted even if the spot says to
631 if (IS_BOT_CLIENT(this))
633 this.v_angle = this.angles;
636 this.fixangle = true; // turn this way immediately
637 this.oldvelocity = this.velocity = '0 0 0';
638 this.avelocity = '0 0 0';
639 this.punchangle = '0 0 0';
640 this.punchvector = '0 0 0';
642 STAT(STRENGTH_FINISHED, this) = 0;
643 STAT(INVINCIBLE_FINISHED, this) = 0;
644 this.fire_endtime = -1;
645 STAT(REVIVE_PROGRESS, this) = 0;
646 this.revival_time = 0;
648 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
649 STAT(BUFFS, this) = 0;
650 STAT(BUFF_TIME, this) = 0;
652 this.air_finished = 0;
653 this.waterlevel = WATERLEVEL_NONE;
654 this.watertype = CONTENT_EMPTY;
656 entity spawnevent = new_pure(spawnevent);
657 spawnevent.owner = this;
658 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
660 // Cut off any still running player sounds.
661 stopsound(this, CH_PLAYER_SINGLE);
664 FixPlayermodel(this);
665 this.drawonlytoclient = NULL;
669 for(int slot = 0; slot < MAX_AXH; ++slot)
671 entity axh = this.(AuxiliaryXhair[slot]);
672 this.(AuxiliaryXhair[slot]) = NULL;
674 if(axh.owner == this && axh != NULL && !wasfreed(axh))
678 this.spawnpoint_targ = NULL;
681 this.view_ofs = STAT(PL_VIEW_OFS, this);
682 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
683 this.spawnorigin = spot.origin;
684 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
685 // don't reset back to last position, even if new position is stuck in solid
686 this.oldorigin = this.origin;
688 IL_REMOVE(g_conveyed, this);
689 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
691 IL_REMOVE(g_swamped, this);
692 this.swampslug = NULL;
693 this.swamp_interval = 0;
694 IL_EACH(g_counters, it.realowner == this,
698 STAT(HUD, this) = HUD_NORMAL;
700 this.event_damage = PlayerDamage;
701 this.event_heal = PlayerHeal;
703 this.draggable = func_null;
706 IL_PUSH(g_bot_targets, this);
707 this.bot_attack = true;
708 if(!this.monster_attack)
709 IL_PUSH(g_monster_targets, this);
710 this.monster_attack = true;
711 navigation_dynamicgoal_init(this, false);
713 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
715 // player was spectator
716 if (CS(this).killcount == FRAGS_SPECTATOR) {
717 PlayerScore_Clear(this);
718 CS(this).killcount = 0;
719 CS(this).startplaytime = time;
722 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
724 .entity weaponentity = weaponentities[slot];
725 CL_SpawnWeaponentity(this, weaponentity);
727 this.alpha = default_player_alpha;
728 this.colormod = '1 1 1' * autocvar_g_player_brightness;
729 this.exteriorweaponentity.alpha = default_weapon_alpha;
731 this.speedrunning = false;
733 this.counter_cnt = 0;
734 this.fragsfilter_cnt = 0;
736 target_voicescript_clear(this);
738 // reset fields the weapons may use
739 FOREACH(Weapons, true, {
740 it.wr_resetplayer(it, this);
741 // reload all reloadable weapons
742 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
743 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
745 .entity weaponentity = weaponentities[slot];
746 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
752 string s = spot.target;
753 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
754 spot.target = string_null;
755 SUB_UseTargets(spot, this, NULL);
756 if(g_assault || g_race)
760 Unfreeze(this, false);
762 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
764 if (autocvar_spawn_debug)
766 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
767 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
770 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
772 .entity weaponentity = weaponentities[slot];
773 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
774 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
776 this.(weaponentity).m_switchweapon = WEP_Null;
777 this.(weaponentity).m_weapon = WEP_Null;
778 this.(weaponentity).weaponname = "";
779 this.(weaponentity).m_switchingweapon = WEP_Null;
780 this.(weaponentity).cnt = -1;
783 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
785 if (CS(this).impulse) ImpulseCommands(this);
787 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
788 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
790 .entity weaponentity = weaponentities[slot];
791 W_WeaponFrame(this, weaponentity);
794 if (!warmup_stage && !this.alivetime)
795 this.alivetime = time;
797 antilag_clear(this, CS(this));
800 /** Called when a client spawns in the server */
801 void PutClientInServer(entity this)
803 if (IS_BOT_CLIENT(this)) {
804 TRANSMUTE(Player, this);
805 } else if (IS_REAL_CLIENT(this)) {
807 WriteByte(MSG_ONE, SVC_SETVIEW);
808 WriteEntity(MSG_ONE, this);
811 TRANSMUTE(Observer, this);
813 SetSpectatee(this, NULL);
817 PS(this).itemkeys = 0;
819 MUTATOR_CALLHOOK(PutClientInServer, this);
821 if (IS_OBSERVER(this)) {
822 PutObserverInServer(this);
823 } else if (IS_PLAYER(this)) {
824 PutPlayerInServer(this);
828 // TODO do we need all these fields, or should we stop autodetecting runtime
829 // changes and just have a console command to update this?
830 bool ClientInit_SendEntity(entity this, entity to, int sf)
832 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
835 // MSG_INIT replacement
836 // TODO: make easier to use
838 W_PROP_reload(MSG_ONE, to);
839 ClientInit_misc(this);
840 MUTATOR_CALLHOOK(Ent_Init);
842 void ClientInit_misc(entity this)
844 int channel = MSG_ONE;
845 WriteHeader(channel, ENT_CLIENT_INIT);
846 WriteByte(channel, g_nexball_meter_period * 32);
847 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
848 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
849 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
850 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
851 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
852 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
853 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
854 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
856 if(sv_foginterval && world.fog != "")
857 WriteString(channel, world.fog);
859 WriteString(channel, "");
860 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
861 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
862 WriteByte(channel, serverflags);
863 WriteCoord(channel, autocvar_g_trueaim_minrange);
866 void ClientInit_CheckUpdate(entity this)
868 this.nextthink = time;
869 if(this.count != autocvar_g_balance_armor_blockpercent)
871 this.count = autocvar_g_balance_armor_blockpercent;
874 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
876 this.cnt = autocvar_g_balance_damagepush_speedfactor;
881 void ClientInit_Spawn()
883 entity e = new_pure(clientinit);
884 setthink(e, ClientInit_CheckUpdate);
885 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
887 ClientInit_CheckUpdate(e);
897 // initialize parms for a new player
898 parm1 = -(86400 * 366);
900 MUTATOR_CALLHOOK(SetNewParms);
908 void SetChangeParms (entity this)
910 // save parms for level change
911 parm1 = CS(this).parm_idlesince - time;
913 MUTATOR_CALLHOOK(SetChangeParms);
921 void DecodeLevelParms(entity this)
924 CS(this).parm_idlesince = parm1;
925 if (CS(this).parm_idlesince == -(86400 * 366))
926 CS(this).parm_idlesince = time;
928 // whatever happens, allow 60 seconds of idling directly after connect for map loading
929 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
931 MUTATOR_CALLHOOK(DecodeLevelParms);
934 void FixClientCvars(entity e)
936 // send prediction settings to the client
937 stuffcmd(e, "\nin_bindmap 0 0\n");
938 if(autocvar_g_antilag == 3) // client side hitscan
939 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
940 if(autocvar_sv_gentle)
941 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
943 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
944 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
946 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
948 MUTATOR_CALLHOOK(FixClientCvars, e);
951 bool findinlist_abbrev(string tofind, string list)
953 if(list == "" || tofind == "")
954 return false; // empty list or search, just return
956 // this function allows abbreviated strings!
957 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
965 bool PlayerInIPList(entity p, string iplist)
967 // some safety checks (never allow local?)
968 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
971 return findinlist_abbrev(p.netaddress, iplist);
974 bool PlayerInIDList(entity p, string idlist)
976 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
980 return findinlist_abbrev(p.crypto_idfp, idlist);
983 bool PlayerInList(entity player, string list)
985 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
988 #ifdef DP_EXT_PRECONNECT
993 Called once (not at each match start) when a client begins a connection to the server
996 void ClientPreConnect(entity this)
998 if(autocvar_sv_eventlog)
1000 GameLogEcho(sprintf(":connect:%d:%d:%s",
1003 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1009 string GetClientVersionMessage(entity this)
1011 if (CS(this).version_mismatch) {
1012 if(CS(this).version < autocvar_gameversion) {
1013 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1014 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1016 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1017 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1020 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1024 string getwelcomemessage(entity this)
1026 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1027 string modifications = M_ARGV(0, string);
1031 if(g_weaponarena_random)
1032 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1034 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1036 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1037 modifications = strcat(modifications, ", No start weapons");
1038 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1039 modifications = strcat(modifications, ", Low gravity");
1040 if(g_weapon_stay && !g_cts)
1041 modifications = strcat(modifications, ", Weapons stay");
1043 modifications = strcat(modifications, ", Jet pack");
1044 if(autocvar_g_powerups == 0)
1045 modifications = strcat(modifications, ", No powerups");
1046 if(autocvar_g_powerups > 0)
1047 modifications = strcat(modifications, ", Powerups");
1048 modifications = substring(modifications, 2, strlen(modifications) - 2);
1050 string versionmessage = GetClientVersionMessage(this);
1051 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1053 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1055 if(modifications != "")
1056 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1058 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1060 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1061 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1064 if (cache_mutatormsg != "") {
1065 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1068 string mutator_msg = "";
1069 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1070 mutator_msg = M_ARGV(0, string);
1072 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1074 string motd = autocvar_sv_motd;
1076 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1081 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1087 Called when a client connects to the server
1090 void ClientConnect(entity this)
1092 if (Ban_MaybeEnforceBanOnce(this)) return;
1093 assert(!IS_CLIENT(this), return);
1094 this.flags |= FL_CLIENT;
1095 assert(player_count >= 0, player_count = 0);
1098 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1100 TRANSMUTE(Client, this);
1101 CS(this).version_nagtime = time + 10 + random() * 10;
1103 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1105 bot_clientconnect(this);
1107 Player_DetermineForcedTeam(this);
1109 TRANSMUTE(Observer, this);
1111 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1113 // always track bots, don't ask for cl_allow_uidtracking
1114 if (IS_BOT_CLIENT(this))
1115 PlayerStats_GameReport_AddPlayer(this);
1117 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1119 if (autocvar_sv_eventlog)
1120 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this, false)));
1122 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1124 stuffcmd(this, clientstuff, "\n");
1125 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1127 FixClientCvars(this);
1129 // get version info from player
1130 stuffcmd(this, "cmd clientversion $gameversion\n");
1132 // notify about available teams
1135 entity balance = TeamBalance_CheckAllowedTeams(this);
1136 int t = TeamBalance_GetAllowedTeams(balance);
1137 TeamBalance_Destroy(balance);
1138 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1142 stuffcmd(this, "set _teams_available 0\n");
1145 bot_relinkplayerlist();
1147 CS(this).spectatortime = time;
1148 if (blockSpectators)
1150 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1153 CS(this).jointime = time;
1155 if (IS_REAL_CLIENT(this))
1157 if (g_weaponarena_weapons == WEPSET(TUBA))
1158 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1161 if (!sv_foginterval && world.fog != "")
1162 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1164 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1165 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1166 send_CSQC_teamnagger();
1168 CSQCMODEL_AUTOINIT(this);
1170 CS(this).model_randomizer = random();
1172 if (IS_REAL_CLIENT(this))
1173 sv_notice_join(this);
1175 this.move_qcphysics = autocvar_sv_qcphysics;
1177 // update physics stats (players can spawn before physics runs)
1178 Physics_UpdateStats(this);
1180 IL_EACH(g_initforplayer, it.init_for_player, {
1181 it.init_for_player(it, this);
1184 Handicap_Initialize(this);
1186 MUTATOR_CALLHOOK(ClientConnect, this);
1188 if (IS_REAL_CLIENT(this))
1190 if (!autocvar_g_campaign && !IS_PLAYER(this))
1192 CS(this).motd_actived_time = -1;
1193 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1201 Called when a client disconnects from the server
1204 .entity chatbubbleentity;
1205 void ClientDisconnect(entity this)
1207 assert(IS_CLIENT(this), return);
1209 PlayerStats_GameReport_FinalizePlayer(this);
1210 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1211 if (CS(this).active_minigame) part_minigame(this);
1212 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1214 if (autocvar_sv_eventlog)
1215 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1217 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1220 SetSpectatee(this, NULL);
1222 MUTATOR_CALLHOOK(ClientDisconnect, this);
1224 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1225 strfree(CS(this).weaponorder_byimpulse);
1226 ClientState_detach(this);
1228 Portal_ClearAll(this);
1230 Unfreeze(this, false);
1232 RemoveGrapplingHooks(this);
1234 // Here, everything has been done that requires this player to be a client.
1236 this.flags &= ~FL_CLIENT;
1238 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1239 if (this.killindicator) delete(this.killindicator);
1241 IL_EACH(g_counters, it.realowner == this,
1246 WaypointSprite_PlayerGone(this);
1248 bot_relinkplayerlist();
1250 strfree(this.clientstatus);
1251 if (this.personal) delete(this.personal);
1255 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1260 void ChatBubbleThink(entity this)
1262 this.nextthink = time;
1263 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1265 if(this.owner) // but why can that ever be NULL?
1266 this.owner.chatbubbleentity = NULL;
1273 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1275 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1276 this.mdl = "models/sprites/minigame_busy.iqm";
1277 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1278 this.mdl = "models/misc/chatbubble.spr";
1281 if ( this.model != this.mdl )
1282 _setmodel(this, this.mdl);
1286 void UpdateChatBubble(entity this)
1290 // spawn a chatbubble entity if needed
1291 if (!this.chatbubbleentity)
1293 this.chatbubbleentity = new(chatbubbleentity);
1294 this.chatbubbleentity.owner = this;
1295 this.chatbubbleentity.exteriormodeltoclient = this;
1296 setthink(this.chatbubbleentity, ChatBubbleThink);
1297 this.chatbubbleentity.nextthink = time;
1298 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1299 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1300 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1301 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1302 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1303 //this.chatbubbleentity.model = "";
1304 this.chatbubbleentity.effects = EF_LOWPRECISION;
1309 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1310 // added to the model skins
1311 /*void UpdateColorModHack()
1314 c = this.clientcolors & 15;
1315 // LordHavoc: only bothering to support white, green, red, yellow, blue
1316 if (!teamplay) this.colormod = '0 0 0';
1317 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1318 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1319 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1320 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1321 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1322 else this.colormod = '1 1 1';
1325 void respawn(entity this)
1327 bool damagedbycontents_prev = this.damagedbycontents;
1330 if(autocvar_g_respawn_ghosts)
1332 this.solid = SOLID_NOT;
1333 this.takedamage = DAMAGE_NO;
1334 this.damagedbycontents = false;
1335 set_movetype(this, MOVETYPE_FLY);
1336 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1337 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1338 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1339 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1340 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1341 if(autocvar_g_respawn_ghosts_time > 0)
1342 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1345 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1349 this.damagedbycontents = damagedbycontents_prev;
1351 this.effects |= EF_NODRAW; // prevent another CopyBody
1352 PutClientInServer(this);
1356 void PrintToChat(entity client, string text)
1358 text = strcat("\{1}^7", text, "\n");
1359 sprint(client, text);
1363 void DebugPrintToChat(entity client, string text)
1365 if (autocvar_developer > 0)
1367 PrintToChat(client, text);
1372 void PrintToChatAll(string text)
1374 text = strcat("\{1}^7", text, "\n");
1379 void DebugPrintToChatAll(string text)
1381 if (autocvar_developer > 0)
1383 PrintToChatAll(text);
1388 void PrintToChatTeam(int team_num, string text)
1390 text = strcat("\{1}^7", text, "\n");
1391 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1393 if (it.team == team_num)
1401 void DebugPrintToChatTeam(int team_num, string text)
1403 if (autocvar_developer > 0)
1405 PrintToChatTeam(team_num, text);
1409 void play_countdown(entity this, float finished, Sound samp)
1412 if(IS_REAL_CLIENT(this))
1413 if(floor(finished - time - frametime) != floor(finished - time))
1414 if(finished - time < 6)
1415 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1418 void player_powerups(entity this)
1420 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1421 this.modelflags |= MF_ROCKET;
1423 this.modelflags &= ~MF_ROCKET;
1425 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1429 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1431 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1432 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1433 this.items &= ~ITEM_Strength.m_itemid;
1434 this.items &= ~ITEM_Shield.m_itemid;
1435 this.items -= (this.items & IT_SUPERWEAPON);
1439 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1442 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1443 int items_prev = this.items;
1445 Fire_ApplyDamage(this);
1446 Fire_ApplyEffect(this);
1448 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1450 if (this.items & ITEM_Strength.m_itemid)
1452 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1453 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1454 if (time > STAT(STRENGTH_FINISHED, this))
1456 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1457 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1458 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1463 if (time < STAT(STRENGTH_FINISHED, this))
1465 this.items = this.items | ITEM_Strength.m_itemid;
1467 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1468 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1471 if (this.items & ITEM_Shield.m_itemid)
1473 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1474 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1475 if (time > STAT(INVINCIBLE_FINISHED, this))
1477 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1478 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1479 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1484 if (time < STAT(INVINCIBLE_FINISHED, this))
1486 this.items = this.items | ITEM_Shield.m_itemid;
1488 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1489 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1492 if (this.items & IT_SUPERWEAPON)
1494 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1496 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1497 this.items = this.items - (this.items & IT_SUPERWEAPON);
1498 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1499 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1501 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1503 // don't let them run out
1507 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1508 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1510 this.items = this.items - (this.items & IT_SUPERWEAPON);
1511 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1512 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1513 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1517 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1519 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1521 this.items = this.items | IT_SUPERWEAPON;
1522 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1525 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1526 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1531 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1532 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1537 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1541 if(autocvar_g_nodepthtestplayers)
1542 this.effects = this.effects | EF_NODEPTHTEST;
1544 if(autocvar_g_fullbrightplayers)
1545 this.effects = this.effects | EF_FULLBRIGHT;
1547 if (time >= game_starttime)
1548 if (time < this.spawnshieldtime)
1549 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1551 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1554 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1556 if(current > stable)
1558 else if(current > stable - 0.25) // when close enough, "snap"
1561 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1564 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1566 if(current < stable)
1568 else if(current < stable + 0.25) // when close enough, "snap"
1571 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1574 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)
1576 float old = GetResource(this, res);
1577 float current = old;
1578 if(current > rotstable)
1580 if(rotframetime > 0)
1582 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1583 current = max(rotstable, current - rotlinear * rotframetime);
1586 else if(current < regenstable)
1588 if(regenframetime > 0)
1590 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1591 current = min(regenstable, current + regenlinear * regenframetime);
1595 float limit = GetResourceLimit(this, res) * limit_mod;
1600 SetResource(this, res, current);
1603 void player_regen(entity this)
1605 float max_mod, regen_mod, rot_mod, limit_mod;
1606 max_mod = regen_mod = rot_mod = limit_mod = 1;
1608 float regen_health = autocvar_g_balance_health_regen;
1609 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1610 float regen_health_rot = autocvar_g_balance_health_rot;
1611 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1612 float regen_health_stable = autocvar_g_balance_health_regenstable;
1613 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1614 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1615 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1616 max_mod = M_ARGV(1, float);
1617 regen_mod = M_ARGV(2, float);
1618 rot_mod = M_ARGV(3, float);
1619 limit_mod = M_ARGV(4, float);
1620 regen_health = M_ARGV(5, float);
1621 regen_health_linear = M_ARGV(6, float);
1622 regen_health_rot = M_ARGV(7, float);
1623 regen_health_rotlinear = M_ARGV(8, float);
1624 regen_health_stable = M_ARGV(9, float);
1625 regen_health_rotstable = M_ARGV(10, float);
1627 if(!mutator_returnvalue)
1628 if(!STAT(FROZEN, this))
1630 float maxa = autocvar_g_balance_armor_rotstable;
1631 float mina = autocvar_g_balance_armor_regenstable;
1633 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1634 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1635 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1637 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1638 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1639 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1642 // if player rotted to death... die!
1643 // check this outside above checks, as player may still be able to rot to death
1644 if(GetResource(this, RES_HEALTH) < 1)
1647 vehicles_exit(this.vehicle, VHEF_RELEASE);
1648 if(this.event_damage)
1649 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1652 if (!(this.items & IT_UNLIMITED_AMMO))
1654 float maxf = autocvar_g_balance_fuel_rotstable;
1655 float minf = autocvar_g_balance_fuel_regenstable;
1657 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1658 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1659 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1664 void SetZoomState(entity this, float newzoom)
1666 if(newzoom != CS(this).zoomstate)
1668 CS(this).zoomstate = newzoom;
1669 ClientData_Touch(this);
1671 zoomstate_set = true;
1674 void GetPressedKeys(entity this)
1676 MUTATOR_CALLHOOK(GetPressedKeys, this);
1677 int keys = STAT(PRESSED_KEYS, this);
1678 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1679 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1680 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1681 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1683 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1684 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
1685 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1686 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1687 CS(this).pressedkeys = keys; // store for other users
1689 STAT(PRESSED_KEYS, this) = keys;
1693 ======================
1694 spectate mode routines
1695 ======================
1698 void SpectateCopy(entity this, entity spectatee)
1700 TC(Client, this); TC(Client, spectatee);
1702 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1703 PS(this) = PS(spectatee);
1704 this.armortype = spectatee.armortype;
1705 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1706 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1707 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1708 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1709 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1710 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1711 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1712 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1713 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1714 CS(this).impulse = 0;
1715 this.disableclientprediction = 1; // no need to run prediction on a spectator
1716 this.items = spectatee.items;
1717 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1718 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1719 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1720 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1721 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1722 this.air_finished = spectatee.air_finished;
1723 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1724 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1725 this.punchangle = spectatee.punchangle;
1726 this.view_ofs = spectatee.view_ofs;
1727 this.velocity = spectatee.velocity;
1728 this.dmg_take = spectatee.dmg_take;
1729 this.dmg_save = spectatee.dmg_save;
1730 this.dmg_inflictor = spectatee.dmg_inflictor;
1731 this.v_angle = spectatee.v_angle;
1732 this.angles = spectatee.v_angle;
1733 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1734 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1735 this.viewloc = spectatee.viewloc;
1736 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1737 this.fixangle = true;
1738 setorigin(this, spectatee.origin);
1739 setsize(this, spectatee.mins, spectatee.maxs);
1740 SetZoomState(this, CS(spectatee).zoomstate);
1742 anticheat_spectatecopy(this, spectatee);
1743 STAT(HUD, this) = STAT(HUD, spectatee);
1744 if(spectatee.vehicle)
1746 this.angles = spectatee.v_angle;
1748 //this.fixangle = false;
1749 //this.velocity = spectatee.vehicle.velocity;
1750 this.vehicle_health = spectatee.vehicle_health;
1751 this.vehicle_shield = spectatee.vehicle_shield;
1752 this.vehicle_energy = spectatee.vehicle_energy;
1753 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1754 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1755 this.vehicle_reload1 = spectatee.vehicle_reload1;
1756 this.vehicle_reload2 = spectatee.vehicle_reload2;
1758 //msg_entity = this;
1760 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1761 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1762 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1763 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1765 //WriteByte (MSG_ONE, SVC_SETVIEW);
1766 // WriteEntity(MSG_ONE, this);
1767 //makevectors(spectatee.v_angle);
1768 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1772 bool SpectateUpdate(entity this)
1777 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1779 SetSpectatee(this, NULL);
1783 SpectateCopy(this, this.enemy);
1788 bool SpectateSet(entity this)
1790 if(!IS_PLAYER(this.enemy))
1793 ClientData_Touch(this.enemy);
1796 WriteByte(MSG_ONE, SVC_SETVIEW);
1797 WriteEntity(MSG_ONE, this.enemy);
1798 set_movetype(this, MOVETYPE_NONE);
1799 accuracy_resend(this);
1801 if(!SpectateUpdate(this))
1802 PutObserverInServer(this);
1807 void SetSpectatee_status(entity this, int spectatee_num)
1809 int oldspectatee_status = CS(this).spectatee_status;
1810 CS(this).spectatee_status = spectatee_num;
1812 if (CS(this).spectatee_status != oldspectatee_status)
1814 if (STAT(PRESSED_KEYS, this))
1816 CS(this).pressedkeys = 0;
1817 STAT(PRESSED_KEYS, this) = 0;
1819 ClientData_Touch(this);
1820 if (g_race || g_cts) race_InitSpectator();
1824 void SetSpectatee(entity this, entity spectatee)
1826 if(IS_BOT_CLIENT(this))
1827 return; // bots abuse .enemy, this code is useless to them
1829 entity old_spectatee = this.enemy;
1831 this.enemy = spectatee;
1834 // these are required to fix the spectator bug with arc
1837 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1839 .entity weaponentity = weaponentities[slot];
1840 if(old_spectatee.(weaponentity).arc_beam)
1841 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1846 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1848 .entity weaponentity = weaponentities[slot];
1849 if(this.enemy.(weaponentity).arc_beam)
1850 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1855 SetSpectatee_status(this, etof(this.enemy));
1857 // needed to update spectator list
1858 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1861 bool Spectate(entity this, entity pl)
1863 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1865 pl = M_ARGV(1, entity);
1867 SetSpectatee(this, pl);
1868 return SpectateSet(this);
1871 bool SpectateNext(entity this)
1873 entity ent = find(this.enemy, classname, STR_PLAYER);
1875 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1876 ent = M_ARGV(1, entity);
1878 ent = find(ent, classname, STR_PLAYER);
1880 if(ent) { SetSpectatee(this, ent); }
1882 return SpectateSet(this);
1885 bool SpectatePrev(entity this)
1887 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1888 entity ent = findchain(classname, STR_PLAYER);
1889 if (!ent) // no player
1893 // skip players until current spectated player
1895 while(ent && ent != this.enemy)
1898 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1900 case MUT_SPECPREV_FOUND:
1901 ent = M_ARGV(1, entity);
1903 case MUT_SPECPREV_RETURN:
1905 case MUT_SPECPREV_CONTINUE:
1916 SetSpectatee(this, ent);
1917 return SpectateSet(this);
1922 ShowRespawnCountdown()
1924 Update a respawn countdown display.
1927 void ShowRespawnCountdown(entity this)
1930 if(!IS_DEAD(this)) // just respawned?
1934 number = ceil(this.respawn_time - time);
1937 if(number <= this.respawn_countdown)
1939 this.respawn_countdown = number - 1;
1940 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
1941 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1946 .bool team_selected;
1947 bool ShowTeamSelection(entity this)
1949 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1951 stuffcmd(this, "menu_showteamselect\n");
1954 void Join(entity this)
1956 TRANSMUTE(Player, this);
1958 if(!this.team_selected)
1959 if(autocvar_g_campaign || autocvar_g_balance_teams)
1960 TeamBalance_JoinBestTeam(this);
1962 if(autocvar_g_campaign)
1963 campaign_bots_may_start = true;
1965 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1967 PutClientInServer(this);
1970 if(teamplay && this.team != -1)
1974 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1975 this.team_selected = false;
1978 int GetPlayerLimit()
1981 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)
1982 int player_limit = autocvar_g_maxplayers;
1983 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1984 player_limit = M_ARGV(0, int);
1985 return player_limit;
1989 * Determines whether the player is allowed to join. This depends on cvar
1990 * g_maxplayers, if it isn't used this function always return true, otherwise
1991 * it checks whether the number of currently playing players exceeds g_maxplayers.
1992 * @return int number of free slots for players, 0 if none
1994 int nJoinAllowed(entity this, entity ignore)
1997 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1998 // so report 0 free slots if restricted
2000 if(autocvar_g_forced_team_otherwise == "spectate")
2002 if(autocvar_g_forced_team_otherwise == "spectator")
2006 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2007 return 0; // forced spectators can never join
2009 // TODO simplify this
2010 int totalClients = 0;
2011 int currentlyPlaying = 0;
2012 FOREACH_CLIENT(true, {
2015 if(IS_REAL_CLIENT(it))
2016 if(IS_PLAYER(it) || it.caplayer)
2020 int player_limit = GetPlayerLimit();
2024 free_slots = maxclients - totalClients;
2025 else if(player_limit > 0 && currentlyPlaying < player_limit)
2026 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2028 static float msg_time = 0;
2029 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2031 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2032 msg_time = time + 0.5;
2039 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2040 * g_maxplayers_spectator_blocktime seconds
2042 void checkSpectatorBlock(entity this)
2044 if(IS_SPEC(this) || IS_OBSERVER(this))
2046 if(IS_REAL_CLIENT(this))
2048 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2049 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2055 void PrintWelcomeMessage(entity this)
2057 if(CS(this).motd_actived_time == 0)
2059 if (autocvar_g_campaign) {
2060 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2061 CS(this).motd_actived_time = time;
2062 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2065 if (PHYS_INPUT_BUTTON_INFO(this)) {
2066 CS(this).motd_actived_time = time;
2067 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2071 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2073 if (autocvar_g_campaign) {
2074 if (PHYS_INPUT_BUTTON_INFO(this))
2075 CS(this).motd_actived_time = time;
2076 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2077 CS(this).motd_actived_time = 0;
2078 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2081 if (PHYS_INPUT_BUTTON_INFO(this))
2082 CS(this).motd_actived_time = time;
2083 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2084 CS(this).motd_actived_time = 0;
2085 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2089 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2091 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2092 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2093 else if (CS(this).motd_actived_time == -2)
2095 // instantly hide MOTD
2096 CS(this).motd_actived_time = 0;
2097 if (autocvar_g_campaign)
2098 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2100 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2102 else if (IS_PLAYER(this) || IS_SPEC(this))
2104 // FIXME occasionally for some reason MOTD never goes away
2105 // delay MOTD removal a little bit in the hope it fixes this bug
2106 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2107 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2108 else //if (CS(this).motd_actived_time < -2)
2109 CS(this).motd_actived_time++;
2114 bool joinAllowed(entity this)
2116 if (CS(this).version_mismatch) return false;
2117 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2118 if (!nJoinAllowed(this, this)) return false;
2119 if (teamplay && lockteams) return false;
2120 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2121 if (ShowTeamSelection(this)) return false;
2125 .string shootfromfixedorigin;
2126 .bool dualwielding_prev;
2127 bool PlayerThink(entity this)
2129 if (game_stopped || intermission_running) {
2130 this.modelflags &= ~MF_ROCKET;
2131 if(intermission_running)
2132 IntermissionThink(this);
2136 if (timeout_status == TIMEOUT_ACTIVE) {
2137 // don't allow the player to turn around while game is paused
2138 // FIXME turn this into CSQC stuff
2139 this.v_angle = this.lastV_angle;
2140 this.angles = this.lastV_angle;
2141 this.fixangle = true;
2144 if (frametime) player_powerups(this);
2146 if (IS_DEAD(this)) {
2147 if (this.personal && g_race_qualifying) {
2148 if (time > this.respawn_time) {
2149 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2151 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2154 if (frametime) player_anim(this);
2156 if (this.respawn_flags & RESPAWN_DENY)
2158 STAT(RESPAWN_TIME, this) = 0;
2162 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));
2164 switch(this.deadflag)
2168 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2169 this.deadflag = DEAD_RESPAWNING;
2170 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2171 this.deadflag = DEAD_DEAD;
2177 this.deadflag = DEAD_RESPAWNABLE;
2178 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2179 this.deadflag = DEAD_RESPAWNING;
2182 case DEAD_RESPAWNABLE:
2184 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2185 this.deadflag = DEAD_RESPAWNING;
2188 case DEAD_RESPAWNING:
2190 if (time > this.respawn_time)
2192 this.respawn_time = time + 1; // only retry once a second
2193 this.respawn_time_max = this.respawn_time;
2200 ShowRespawnCountdown(this);
2202 if (this.respawn_flags & RESPAWN_SILENT)
2203 STAT(RESPAWN_TIME, this) = 0;
2204 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2206 if (time < this.respawn_time)
2207 STAT(RESPAWN_TIME, this) = this.respawn_time;
2208 else if (this.deadflag != DEAD_RESPAWNING)
2209 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2212 STAT(RESPAWN_TIME, this) = this.respawn_time;
2215 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2216 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2217 STAT(RESPAWN_TIME, this) *= -1;
2222 FixPlayermodel(this);
2224 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2225 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2226 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2229 // reset gun alignment when dual wielding status changes
2230 // to ensure guns are always aligned right and left
2231 bool dualwielding = W_DualWielding(this);
2232 if(this.dualwielding_prev != dualwielding)
2234 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2235 this.dualwielding_prev = dualwielding;
2238 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2241 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2243 .entity weaponentity = weaponentities[slot];
2244 if(WEP_CVAR(vortex, charge_always))
2245 W_Vortex_Charge(this, weaponentity, frametime);
2246 W_WeaponFrame(this, weaponentity);
2252 // WEAPONTODO: Add a weapon request for this
2253 // rot vortex charge to the charge limit
2254 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2256 .entity weaponentity = weaponentities[slot];
2257 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2258 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2263 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2266 secrets_setstatus(this);
2267 monsters_setstatus(this);
2272 .bool would_spectate;
2273 void ObserverOrSpectatorThink(entity this)
2275 bool is_spec = IS_SPEC(this);
2276 if ( CS(this).impulse )
2278 int r = MinigameImpulse(this, CS(this).impulse);
2280 CS(this).impulse = 0;
2282 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2284 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2285 CS(this).impulse = 0;
2290 if (this.flags & FL_JUMPRELEASED) {
2291 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2292 this.flags &= ~FL_JUMPRELEASED;
2293 this.flags |= FL_SPAWNING;
2294 } 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)))
2295 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2296 this.flags &= ~FL_JUMPRELEASED;
2297 if(SpectateNext(this)) {
2298 TRANSMUTE(Spectator, this);
2299 } else if (is_spec) {
2300 TRANSMUTE(Observer, this);
2301 PutClientInServer(this);
2304 CS(this).impulse = 0;
2305 } else if (is_spec) {
2306 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2307 this.flags &= ~FL_JUMPRELEASED;
2308 if(SpectatePrev(this)) {
2309 TRANSMUTE(Spectator, this);
2311 TRANSMUTE(Observer, this);
2312 PutClientInServer(this);
2314 CS(this).impulse = 0;
2315 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2316 this.would_spectate = false;
2317 this.flags &= ~FL_JUMPRELEASED;
2318 TRANSMUTE(Observer, this);
2319 PutClientInServer(this);
2320 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2321 PutObserverInServer(this);
2322 this.would_spectate = true;
2326 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2327 set_movetype(this, preferred_movetype);
2330 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2331 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2332 this.flags |= FL_JUMPRELEASED;
2333 if(this.flags & FL_SPAWNING)
2335 this.flags &= ~FL_SPAWNING;
2336 if(joinAllowed(this))
2338 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2339 CS(this).autojoin_checked = -1;
2343 if(is_spec && !SpectateUpdate(this))
2344 PutObserverInServer(this);
2347 this.flags |= FL_CLIENT | FL_NOTARGET;
2350 void PlayerUseKey(entity this)
2352 if (!IS_PLAYER(this))
2359 vehicles_exit(this.vehicle, VHEF_NORMAL);
2363 else if(autocvar_g_vehicles_enter)
2365 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2367 entity head, closest_target = NULL;
2368 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2370 while(head) // find the closest acceptable target to enter
2372 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2373 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2377 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2378 { closest_target = head; }
2380 else { closest_target = head; }
2386 if(closest_target) { vehicles_enter(this, closest_target); return; }
2390 // a use key was pressed; call handlers
2391 MUTATOR_CALLHOOK(PlayerUseKey, this);
2399 Called every frame for each client before the physics are run
2402 .float last_vehiclecheck;
2403 void PlayerPreThink (entity this)
2405 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2406 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2408 WarpZone_PlayerPhysics_FixVAngle(this);
2411 // physics frames: update anticheat stuff
2412 anticheat_prethink(this);
2415 if (blockSpectators && frametime) {
2416 // WORKAROUND: only use dropclient in server frames (frametime set).
2417 // Never use it in cl_movement frames (frametime zero).
2418 checkSpectatorBlock(this);
2421 zoomstate_set = false;
2423 // Check for nameless players
2424 if (this.netname == "" || this.netname != CS(this).netname_previous)
2426 bool assume_unchanged = (CS(this).netname_previous == "");
2427 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2429 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2430 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2431 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2432 assume_unchanged = false;
2433 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2435 if (isInvisibleString(this.netname))
2437 this.netname = strzone(sprintf("Player#%d", this.playerid));
2438 sprint(this, "Warning: invisible names are not allowed.\n");
2439 assume_unchanged = false;
2440 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2442 if (!assume_unchanged && autocvar_sv_eventlog)
2443 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2444 strcpy(CS(this).netname_previous, this.netname);
2448 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2449 CS(this).version_nagtime = 0;
2450 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2452 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2454 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2456 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2457 if (r < 0) { // old client
2458 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2459 } else if (r > 0) { // old server
2460 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2466 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2468 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2469 this.max_armorvalue = 0;
2472 if (frametime && IS_PLAYER(this))
2474 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2476 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2477 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2479 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2481 if (STAT(REVIVE_PROGRESS, this) >= 1)
2482 Unfreeze(this, false);
2484 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2486 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2487 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2489 if (GetResource(this, RES_HEALTH) < 1)
2492 vehicles_exit(this.vehicle, VHEF_RELEASE);
2493 if(this.event_damage)
2494 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2496 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2497 Unfreeze(this, false);
2501 MUTATOR_CALLHOOK(PlayerPreThink, this);
2503 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2504 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2506 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2510 if(!it.team || SAME_TEAM(this, it))
2511 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2512 else if(autocvar_g_vehicles_steal)
2513 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2515 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2517 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2521 this.last_vehiclecheck = time + 1;
2524 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2526 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2528 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2531 if (IS_REAL_CLIENT(this))
2532 PrintWelcomeMessage(this);
2534 if (IS_PLAYER(this)) {
2535 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2536 error("Client can't be spawned as player on connection!");
2537 if(!PlayerThink(this))
2540 else if (game_stopped || intermission_running) {
2541 if(intermission_running)
2542 IntermissionThink(this);
2545 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2547 bool early_join_requested = (CS(this).autojoin_checked < 0);
2548 CS(this).autojoin_checked = 1;
2549 // don't do this in ClientConnect
2550 // many things can go wrong if a client is spawned as player on connection
2551 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2552 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2553 && (!teamplay || autocvar_g_balance_teams)))
2555 campaign_bots_may_start = true;
2556 if(joinAllowed(this))
2561 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2562 ObserverOrSpectatorThink(this);
2565 // WEAPONTODO: Add weapon request for this
2566 if (!zoomstate_set) {
2567 bool wep_zoomed = false;
2568 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2570 .entity weaponentity = weaponentities[slot];
2571 Weapon thiswep = this.(weaponentity).m_weapon;
2572 if(thiswep != WEP_Null && thiswep.wr_zoom)
2573 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2575 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2578 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2580 CS(this).teamkill_soundtime = 0;
2582 entity e = CS(this).teamkill_soundsource;
2583 entity oldpusher = e.pusher;
2585 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2586 e.pusher = oldpusher;
2589 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2590 CS(this).taunt_soundtime = 0;
2591 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2594 target_voicescript_next(this);
2596 // WEAPONTODO: Move into weaponsystem somehow
2597 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2598 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2600 .entity weaponentity = weaponentities[slot];
2601 if(this.(weaponentity).m_weapon == WEP_Null)
2602 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2606 void DrownPlayer(entity this)
2608 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2609 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2611 this.air_finished = 0;
2615 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2617 if(this.air_finished && this.air_finished < time)
2618 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2619 this.air_finished = 0;
2623 if (!this.air_finished)
2624 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2625 if (this.air_finished < time)
2627 if (this.pain_finished < time)
2629 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');
2630 this.pain_finished = time + 0.5;
2636 .bool move_qcphysics;
2638 void Player_Physics(entity this)
2640 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2642 if(!this.move_qcphysics)
2645 if(!frametime && !CS(this).pm_frametime)
2648 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2650 CS(this).pm_frametime = 0;
2657 Called every frame for each client after the physics are run
2660 void PlayerPostThink (entity this)
2662 Player_Physics(this);
2665 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2666 if (IS_REAL_CLIENT(this))
2667 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2669 int totalClients = 0;
2670 if(sv_maxidle_slots > 0)
2672 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2678 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2679 { /* do nothing */ }
2680 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2682 if (CS(this).idlekick_lasttimeleft)
2684 CS(this).idlekick_lasttimeleft = 0;
2685 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2690 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2691 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2692 if (!CS(this).idlekick_lasttimeleft)
2693 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2695 if (timeleft <= 0) {
2696 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2700 else if (timeleft <= 10) {
2701 if (timeleft != CS(this).idlekick_lasttimeleft) {
2702 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2704 CS(this).idlekick_lasttimeleft = timeleft;
2713 this.solid = SOLID_NOT;
2714 this.takedamage = DAMAGE_NO;
2715 set_movetype(this, MOVETYPE_NONE);
2716 CS(this).teamkill_complain = 0;
2717 CS(this).teamkill_soundtime = 0;
2718 CS(this).teamkill_soundsource = NULL;
2721 if (IS_PLAYER(this)) {
2722 if(this.death_time == time && IS_DEAD(this))
2724 // player's bbox gets resized now, instead of in the damage event that killed the player,
2725 // once all the damage events of this frame have been processed with normal size
2727 setsize(this, this.mins, this.maxs);
2730 UpdateChatBubble(this);
2731 if (CS(this).impulse) ImpulseCommands(this);
2734 CSQCMODEL_AUTOUPDATE(this);
2737 GetPressedKeys(this);
2739 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2741 CS(this).pressedkeys = 0;
2742 STAT(PRESSED_KEYS, this) = 0;
2745 if (this.waypointsprite_attachedforcarrier) {
2746 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2747 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2750 CSQCMODEL_AUTOUPDATE(this);
2754 * message "": do not say, just test flood control
2760 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2762 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2763 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2766 msgin = formatmessage(source, msgin);
2769 if (!(IS_PLAYER(source) || source.caplayer))
2770 colorstr = "^0"; // black for spectators
2772 colorstr = Team_ColorCode(source.team);
2785 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2788 * using bprint solves this... me stupid
2789 // how can we prevent the message from appearing in a listen server?
2790 // for now, just give "say" back and only handle say_team
2793 clientcommand(source, strcat("say ", msgin));
2798 string namestr = "";
2800 namestr = playername(source, autocvar_g_chat_teamcolors);
2802 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2804 string msgstr = "", cmsgstr = "";
2805 string privatemsgprefix = string_null;
2806 int privatemsgprefixlen = 0;
2809 bool found_me = false;
2810 if(strstrofs(msgin, "/me", 0) >= 0)
2812 string newmsgin = "";
2813 string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2814 FOREACH_WORD(msgin, true,
2816 if(strdecolorize(it) == "/me")
2819 newmsgin = cons(newmsgin, newnamestr);
2822 newmsgin = cons(newmsgin, it);
2829 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2830 privatemsgprefixlen = strlen(msgstr);
2831 msgstr = strcat(msgstr, msgin);
2832 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2833 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2839 //msgin = strreplace("/me", "", msgin);
2840 //msgin = substring(msgin, 3, strlen(msgin));
2841 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2842 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2845 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2846 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2852 //msgin = strreplace("/me", "", msgin);
2853 //msgin = substring(msgin, 3, strlen(msgin));
2854 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2855 msgstr = strcat("\{1}^4* ^7", msgin);
2859 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2860 msgstr = strcat(msgstr, msgin);
2864 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2867 string fullmsgstr = msgstr;
2868 string fullcmsgstr = cmsgstr;
2872 var .float flood_field = floodcontrol_chat;
2873 if(floodcontrol && source)
2881 flood_spl = autocvar_g_chat_flood_spl_tell;
2882 flood_burst = autocvar_g_chat_flood_burst_tell;
2883 flood_lmax = autocvar_g_chat_flood_lmax_tell;
2884 flood_field = floodcontrol_chattell;
2888 flood_spl = autocvar_g_chat_flood_spl_team;
2889 flood_burst = autocvar_g_chat_flood_burst_team;
2890 flood_lmax = autocvar_g_chat_flood_lmax_team;
2891 flood_field = floodcontrol_chatteam;
2895 flood_spl = autocvar_g_chat_flood_spl;
2896 flood_burst = autocvar_g_chat_flood_burst;
2897 flood_lmax = autocvar_g_chat_flood_lmax;
2898 flood_field = floodcontrol_chat;
2900 flood_burst = max(0, flood_burst - 1);
2901 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2903 // do flood control for the default line size
2906 getWrappedLine_remaining = msgstr;
2909 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
2911 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
2914 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
2916 if(getWrappedLine_remaining != "")
2918 msgstr = strcat(msgstr, "\n");
2922 if (time >= source.(flood_field))
2924 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
2929 msgstr = fullmsgstr;
2934 if (time >= source.(flood_field))
2935 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
2940 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
2941 source.(flood_field) = flood = 0;
2944 string sourcemsgstr, sourcecmsgstr;
2945 if(flood == 2) // cannot happen for empty msgstr
2947 if(autocvar_g_chat_flood_notify_flooder)
2949 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
2954 sourcemsgstr = fullmsgstr;
2955 sourcecmsgstr = fullcmsgstr;
2961 sourcemsgstr = msgstr;
2962 sourcecmsgstr = cmsgstr;
2965 if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2968 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
2969 teamsay = -1; // spectators
2973 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
2975 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
2977 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
2980 if(source && CS(source).muted)
2982 // always fake the message
2987 if (autocvar_g_chat_flood_notify_flooder)
2989 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
3000 if (privatesay && source && !(IS_PLAYER(source) || source.caplayer))
3003 if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
3004 ret = -1; // just hide the message completely
3007 MUTATOR_CALLHOOK(ChatMessage, source, ret);
3008 ret = M_ARGV(1, int);
3010 string event_log_msg = "";
3012 if(sourcemsgstr != "" && ret != 0)
3014 if(ret < 0) // faked message, because the player is muted
3016 sprint(source, sourcemsgstr);
3017 if(sourcecmsgstr != "" && !privatesay)
3018 centerprint(source, sourcecmsgstr);
3020 else if(privatesay) // private message, between 2 people only
3022 sprint(source, sourcemsgstr);
3023 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
3024 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
3026 sprint(privatesay, msgstr);
3028 centerprint(privatesay, cmsgstr);
3031 else if ( teamsay && CS(source).active_minigame )
3033 sprint(source, sourcemsgstr);
3034 dedicated_print(msgstr); // send to server console too
3035 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3038 event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
3041 else if(teamsay > 0) // team message, only sent to team mates
3043 sprint(source, sourcemsgstr);
3044 dedicated_print(msgstr); // send to server console too
3045 if(sourcecmsgstr != "")
3046 centerprint(source, sourcecmsgstr);
3047 FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3050 centerprint(it, cmsgstr);
3052 event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3054 else if(teamsay < 0) // spectator message, only sent to spectators
3056 sprint(source, sourcemsgstr);
3057 dedicated_print(msgstr); // send to server console too
3058 FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3061 event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3066 sprint(source, sourcemsgstr);
3067 dedicated_print(msgstr); // send to server console too
3068 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3070 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3073 event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3077 if (autocvar_sv_eventlog && (event_log_msg != "")) {
3078 GameLogEcho(event_log_msg);
3084 // hack to copy the button fields from the client entity to the Client State
3085 void PM_UpdateButtons(entity this, entity store)
3088 store.impulse = this.impulse;
3091 bool typing = this.buttonchat || this.button12;
3093 store.button0 = (typing) ? 0 : this.button0;
3095 store.button2 = (typing) ? 0 : this.button2;
3096 store.button3 = (typing) ? 0 : this.button3;
3097 store.button4 = this.button4;
3098 store.button5 = (typing) ? 0 : this.button5;
3099 store.button6 = this.button6;
3100 store.button7 = this.button7;
3101 store.button8 = this.button8;
3102 store.button9 = this.button9;
3103 store.button10 = this.button10;
3104 store.button11 = this.button11;
3105 store.button12 = this.button12;
3106 store.button13 = this.button13;
3107 store.button14 = this.button14;
3108 store.button15 = this.button15;
3109 store.button16 = this.button16;
3110 store.buttonuse = this.buttonuse;
3111 store.buttonchat = this.buttonchat;
3113 store.cursor_active = this.cursor_active;
3114 store.cursor_screen = this.cursor_screen;
3115 store.cursor_trace_start = this.cursor_trace_start;
3116 store.cursor_trace_endpos = this.cursor_trace_endpos;
3117 store.cursor_trace_ent = this.cursor_trace_ent;
3119 store.ping = this.ping;
3120 store.ping_packetloss = this.ping_packetloss;
3121 store.ping_movementloss = this.ping_movementloss;
3123 store.v_angle = this.v_angle;
3124 store.movement = this.movement;
3127 NET_HANDLE(fpsreport, bool)
3129 int fps = ReadShort();
3130 PlayerScore_Set(sender, SP_FPS, fps);