3 #include "anticheat.qh"
7 #include "miscfunctions.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
14 #include "command/common.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
21 #include "scores_rules.qh"
25 #include "../common/ent_cs.qh"
26 #include "../common/wepent.qh"
27 #include <common/state.qh>
29 #include <common/effects/qc/globalsound.qh>
31 #include "../common/triggers/func/conveyor.qh"
32 #include "../common/triggers/teleporters.qh"
34 #include "../common/vehicles/all.qh"
36 #include "weapons/hitplot.qh"
37 #include "weapons/weaponsystem.qh"
39 #include "../common/net_notice.qh"
40 #include "../common/net_linked.qh"
41 #include "../common/physics/player.qh"
43 #include "../common/items/_mod.qh"
45 #include "../common/mutators/mutator/waypoints/all.qh"
47 #include "../common/triggers/subs.qh"
48 #include "../common/triggers/triggers.qh"
49 #include "../common/triggers/trigger/secret.qh"
51 #include "../common/minigames/sv_minigames.qh"
53 #include "../common/items/inventory.qh"
55 #include "../common/monsters/sv_monsters.qh"
57 #include "../lib/warpzone/server.qh"
59 #include <common/mutators/mutator/overkill/okvortex.qh>
61 STATIC_METHOD(Client, Add, void(Client this, int _team))
64 TRANSMUTE(Player, this);
67 PutClientInServer(this);
70 void PutObserverInServer(entity this);
72 STATIC_METHOD(Client, Remove, void(Client this))
74 TRANSMUTE(Observer, this);
75 PutClientInServer(this);
76 ClientDisconnect(this);
79 void send_CSQC_teamnagger() {
80 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
83 int CountSpectators(entity player, entity to)
85 if(!player) { return 0; } // not sure how, but best to be safe
89 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
97 void WriteSpectators(entity player, entity to)
99 if(!player) { return; } // not sure how, but best to be safe
101 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
103 WriteByte(MSG_ENTITY, num_for_edict(it));
107 bool ClientData_Send(entity this, entity to, int sf)
109 assert(to == this.owner, return false);
112 if (IS_SPEC(e)) e = e.enemy;
115 if (e.race_completed) sf |= 1; // forced scoreboard
116 if (to.spectatee_status) sf |= 2; // spectator ent number follows
117 if (e.zoomstate) sf |= 4; // zoomed
118 if (autocvar_sv_showspectators) sf |= 16; // show spectators
120 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
121 WriteByte(MSG_ENTITY, sf);
125 WriteByte(MSG_ENTITY, to.spectatee_status);
130 float specs = CountSpectators(e, to);
131 WriteByte(MSG_ENTITY, specs);
132 WriteSpectators(e, to);
138 void ClientData_Attach(entity this)
140 Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
141 this.clientdata.drawonlytoclient = this;
142 this.clientdata.owner = this;
145 void ClientData_Detach(entity this)
147 delete(this.clientdata);
148 this.clientdata = NULL;
151 void ClientData_Touch(entity e)
153 e.clientdata.SendFlags = 1;
155 // make it spectatable
156 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
159 .string netname_previous;
161 void SetSpectatee(entity this, entity spectatee);
162 void SetSpectatee_status(entity this, int spectatee_num);
169 Checks if the argument string can be a valid playermodel.
170 Returns a valid one in doubt.
173 string FallbackPlayerModel;
174 string CheckPlayerModel(string plyermodel) {
175 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
177 // note: we cannot summon Don Strunzone here, some player may
178 // still have the model string set. In case anyone manages how
179 // to change a cvar default, we'll have a small leak here.
180 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
182 // only in right path
183 if( substring(plyermodel,0,14) != "models/player/")
184 return FallbackPlayerModel;
185 // only good file extensions
186 if(substring(plyermodel,-4,4) != ".zym")
187 if(substring(plyermodel,-4,4) != ".dpm")
188 if(substring(plyermodel,-4,4) != ".iqm")
189 if(substring(plyermodel,-4,4) != ".md3")
190 if(substring(plyermodel,-4,4) != ".psk")
191 return FallbackPlayerModel;
192 // forbid the LOD models
193 if(substring(plyermodel, -9,5) == "_lod1")
194 return FallbackPlayerModel;
195 if(substring(plyermodel, -9,5) == "_lod2")
196 return FallbackPlayerModel;
197 if(plyermodel != strtolower(plyermodel))
198 return FallbackPlayerModel;
199 // also, restrict to server models
200 if(autocvar_sv_servermodelsonly)
202 if(!fexists(plyermodel))
203 return FallbackPlayerModel;
208 void setplayermodel(entity e, string modelname)
210 precache_model(modelname);
211 _setmodel(e, modelname);
212 player_setupanimsformodel(e);
213 if(!autocvar_g_debug_globalsounds)
214 UpdatePlayerSounds(e);
217 void FixPlayermodel(entity player);
218 /** putting a client as observer in the server */
219 void PutObserverInServer(entity this)
221 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
222 PlayerState_detach(this);
224 if (IS_PLAYER(this) && this.health >= 1) {
226 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
230 entity spot = SelectSpawnPoint(this, true);
231 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
232 this.angles = spot.angles;
234 this.fixangle = true;
235 // offset it so that the spectator spawns higher off the ground, looks better this way
236 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
237 this.prevorigin = this.origin;
238 if (IS_REAL_CLIENT(this))
241 WriteByte(MSG_ONE, SVC_SETVIEW);
242 WriteEntity(MSG_ONE, this);
244 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
245 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
246 if(!autocvar_g_debug_globalsounds)
248 // needed for player sounds
250 FixPlayermodel(this);
252 setmodel(this, MDL_Null);
253 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
254 this.view_ofs = '0 0 0';
257 RemoveGrapplingHooks(this);
258 Portal_ClearAll(this);
260 SetSpectatee(this, NULL);
265 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
269 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
271 WaypointSprite_PlayerDead(this);
273 if (mutator_returnvalue) {
274 // mutator prevents resetting teams+score
276 this.team = -1; // move this as it is needed to log the player spectating in eventlog
277 this.frags = FRAGS_SPECTATOR;
278 PlayerScore_Clear(this); // clear scores when needed
281 if (this.killcount != FRAGS_SPECTATOR)
283 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
285 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
286 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
288 if(this.just_joined == false) {
289 LogTeamchange(this.playerid, -1, 4);
291 this.just_joined = false;
294 accuracy_resend(this);
296 this.spectatortime = time;
298 IL_REMOVE(g_bot_targets, this);
299 this.bot_attack = false;
300 this.hud = HUD_NORMAL;
301 TRANSMUTE(Observer, this);
302 this.iscreature = false;
303 this.teleportable = TELEPORT_SIMPLE;
304 if(this.damagedbycontents)
305 IL_REMOVE(g_damagedbycontents, this);
306 this.damagedbycontents = false;
307 this.health = FRAGS_SPECTATOR;
308 SetSpectatee_status(this, etof(this));
309 this.takedamage = DAMAGE_NO;
310 this.solid = SOLID_NOT;
311 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
312 this.flags = FL_CLIENT | FL_NOTARGET;
313 this.armorvalue = 666;
315 this.armorvalue = autocvar_g_balance_armor_start;
316 this.pauserotarmor_finished = 0;
317 this.pauserothealth_finished = 0;
318 this.pauseregen_finished = 0;
319 this.damageforcescale = 0;
321 this.respawn_flags = 0;
322 this.respawn_time = 0;
323 this.stat_respawn_time = 0;
328 this.pain_finished = 0;
329 this.strength_finished = 0;
330 this.invincible_finished = 0;
331 this.superweapons_finished = 0;
334 setthink(this, func_null);
336 this.deadflag = DEAD_NO;
338 this.revive_progress = 0;
339 this.revival_time = 0;
342 this.weapons = '0 0 0';
343 this.drawonlytoclient = this;
345 this.weaponmodel = "";
346 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
348 this.weaponentities[slot] = NULL;
350 this.exteriorweaponentity = NULL;
351 this.killcount = FRAGS_SPECTATOR;
352 this.velocity = '0 0 0';
353 this.avelocity = '0 0 0';
354 this.punchangle = '0 0 0';
355 this.punchvector = '0 0 0';
356 this.oldvelocity = this.velocity;
357 this.fire_endtime = -1;
358 this.event_damage = func_null;
360 for(int slot = 0; slot < MAX_AXH; ++slot)
362 entity axh = this.(AuxiliaryXhair[slot]);
363 this.(AuxiliaryXhair[slot]) = NULL;
365 if(axh.owner == this && axh != NULL && !wasfreed(axh))
370 int player_getspecies(entity this)
372 get_model_parameters(this.model, this.skin);
373 int s = get_model_parameters_species;
374 get_model_parameters(string_null, 0);
375 if (s < 0) return SPECIES_HUMAN;
379 .float model_randomizer;
380 void FixPlayermodel(entity player)
382 string defaultmodel = "";
384 if(autocvar_sv_defaultcharacter)
390 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
391 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
392 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
393 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
397 if(defaultmodel == "")
399 defaultmodel = autocvar_sv_defaultplayermodel;
400 defaultskin = autocvar_sv_defaultplayerskin;
403 int n = tokenize_console(defaultmodel);
406 defaultmodel = argv(floor(n * player.model_randomizer));
407 // However, do NOT randomize if the player-selected model is in the list.
408 for (int i = 0; i < n; ++i)
409 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
410 defaultmodel = argv(i);
413 int i = strstrofs(defaultmodel, ":", 0);
416 defaultskin = stof(substring(defaultmodel, i+1, -1));
417 defaultmodel = substring(defaultmodel, 0, i);
420 if(autocvar_sv_defaultcharacterskin && !defaultskin)
426 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
427 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
428 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
429 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
434 defaultskin = autocvar_sv_defaultplayerskin;
437 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
438 defaultmodel = M_ARGV(0, string);
439 defaultskin = M_ARGV(1, int);
443 if(defaultmodel != "")
445 if (defaultmodel != player.model)
447 vector m1 = player.mins;
448 vector m2 = player.maxs;
449 setplayermodel (player, defaultmodel);
450 setsize (player, m1, m2);
454 oldskin = player.skin;
455 player.skin = defaultskin;
457 if (player.playermodel != player.model || player.playermodel == "")
459 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
460 vector m1 = player.mins;
461 vector m2 = player.maxs;
462 setplayermodel (player, player.playermodel);
463 setsize (player, m1, m2);
467 if(!autocvar_sv_defaultcharacterskin)
469 oldskin = player.skin;
470 player.skin = stof(player.playerskin);
474 oldskin = player.skin;
475 player.skin = defaultskin;
479 if(chmdl || oldskin != player.skin) // model or skin has changed
481 player.species = player_getspecies(player); // update species
482 if(!autocvar_g_debug_globalsounds)
483 UpdatePlayerSounds(player); // update skin sounds
487 if(strlen(autocvar_sv_defaultplayercolors))
488 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
489 setcolor(player, stof(autocvar_sv_defaultplayercolors));
493 /** Called when a client spawns in the server */
494 void PutClientInServer(entity this)
496 if (IS_BOT_CLIENT(this)) {
497 TRANSMUTE(Player, this);
498 } else if (IS_REAL_CLIENT(this)) {
500 WriteByte(MSG_ONE, SVC_SETVIEW);
501 WriteEntity(MSG_ONE, this);
504 TRANSMUTE(Observer, this);
506 SetSpectatee(this, NULL);
511 MUTATOR_CALLHOOK(PutClientInServer, this);
513 if (IS_OBSERVER(this)) {
514 PutObserverInServer(this);
515 } else if (IS_PLAYER(this)) {
516 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
518 PlayerState_attach(this);
519 accuracy_resend(this);
522 JoinBestTeam(this, false, true);
524 entity spot = SelectSpawnPoint(this, false);
526 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
527 return; // spawn failed
530 TRANSMUTE(Player, this);
532 this.wasplayer = true;
533 this.iscreature = true;
534 this.teleportable = TELEPORT_NORMAL;
535 if(!this.damagedbycontents)
536 IL_PUSH(g_damagedbycontents, this);
537 this.damagedbycontents = true;
538 set_movetype(this, MOVETYPE_WALK);
539 this.solid = SOLID_SLIDEBOX;
540 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
541 if (autocvar_g_playerclip_collisions)
542 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
543 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
544 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
545 this.frags = FRAGS_PLAYER;
546 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
547 this.flags = FL_CLIENT | FL_PICKUPITEMS;
548 if (autocvar__notarget)
549 this.flags |= FL_NOTARGET;
550 this.takedamage = DAMAGE_AIM;
551 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
555 this.ammo_shells = warmup_start_ammo_shells;
556 this.ammo_nails = warmup_start_ammo_nails;
557 this.ammo_rockets = warmup_start_ammo_rockets;
558 this.ammo_cells = warmup_start_ammo_cells;
559 this.ammo_plasma = warmup_start_ammo_plasma;
560 this.ammo_fuel = warmup_start_ammo_fuel;
561 this.health = warmup_start_health;
562 this.armorvalue = warmup_start_armorvalue;
563 this.weapons = WARMUP_START_WEAPONS;
565 this.ammo_shells = start_ammo_shells;
566 this.ammo_nails = start_ammo_nails;
567 this.ammo_rockets = start_ammo_rockets;
568 this.ammo_cells = start_ammo_cells;
569 this.ammo_plasma = start_ammo_plasma;
570 this.ammo_fuel = start_ammo_fuel;
571 this.health = start_health;
572 this.armorvalue = start_armorvalue;
573 this.weapons = start_weapons;
575 SetSpectatee_status(this, 0);
577 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
579 this.items = start_items;
581 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
582 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
583 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
584 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
585 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
586 // extend the pause of rotting if client was reset at the beginning of the countdown
587 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
588 float f = game_starttime - time;
589 this.spawnshieldtime += f;
590 this.pauserotarmor_finished += f;
591 this.pauserothealth_finished += f;
592 this.pauseregen_finished += f;
594 this.damageforcescale = 2;
596 this.respawn_flags = 0;
597 this.respawn_time = 0;
598 this.stat_respawn_time = 0;
599 this.scale = autocvar_sv_player_scale;
602 this.pain_finished = 0;
604 setthink(this, func_null); // players have no think function
607 this.ballistics_density = autocvar_g_ballistics_density_player;
609 this.deadflag = DEAD_NO;
611 this.angles = spot.angles;
612 this.angles_z = 0; // never spawn tilted even if the spot says to
613 if (IS_BOT_CLIENT(this))
614 this.v_angle = this.angles;
615 this.fixangle = true; // turn this way immediately
616 this.oldvelocity = this.velocity = '0 0 0';
617 this.avelocity = '0 0 0';
618 this.punchangle = '0 0 0';
619 this.punchvector = '0 0 0';
621 this.strength_finished = 0;
622 this.invincible_finished = 0;
623 this.fire_endtime = -1;
624 this.revive_progress = 0;
625 this.revival_time = 0;
626 this.air_finished = time + 12;
628 entity spawnevent = new_pure(spawnevent);
629 spawnevent.owner = this;
630 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
632 // Cut off any still running player sounds.
633 stopsound(this, CH_PLAYER_SINGLE);
636 FixPlayermodel(this);
637 this.drawonlytoclient = NULL;
642 this.view_ofs = STAT(PL_VIEW_OFS, this);
643 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
644 this.spawnorigin = spot.origin;
645 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
646 // don't reset back to last position, even if new position is stuck in solid
647 this.oldorigin = this.origin;
648 this.prevorigin = this.origin;
649 this.lastteleporttime = time; // prevent insane speeds due to changing origin
651 IL_REMOVE(g_conveyed, this);
652 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
653 this.hud = HUD_NORMAL;
655 this.event_damage = PlayerDamage;
658 IL_PUSH(g_bot_targets, this);
659 this.bot_attack = true;
660 this.monster_attack = true;
661 navigation_dynamicgoal_init(this, false);
663 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
665 if (this.killcount == FRAGS_SPECTATOR) {
666 PlayerScore_Clear(this);
670 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
672 .entity weaponentity = weaponentities[slot];
673 entity oldwep = this.(weaponentity);
674 CL_SpawnWeaponentity(this, weaponentity);
675 if(oldwep && oldwep.owner == this)
676 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
678 this.alpha = default_player_alpha;
679 this.colormod = '1 1 1' * autocvar_g_player_brightness;
680 this.exteriorweaponentity.alpha = default_weapon_alpha;
682 this.speedrunning = false;
684 target_voicescript_clear(this);
686 // reset fields the weapons may use
687 FOREACH(Weapons, true, LAMBDA(
688 it.wr_resetplayer(it, this);
689 // reload all reloadable weapons
690 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
691 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
693 .entity weaponentity = weaponentities[slot];
694 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
700 string s = spot.target;
701 spot.target = string_null;
702 SUB_UseTargets(spot, this, NULL);
708 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
710 if (autocvar_spawn_debug)
712 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
713 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
716 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
718 .entity weaponentity = weaponentities[slot];
720 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
722 this.(weaponentity).m_switchweapon = WEP_Null;
723 this.(weaponentity).m_weapon = WEP_Null;
724 this.(weaponentity).weaponname = "";
725 this.(weaponentity).m_switchingweapon = WEP_Null;
726 this.(weaponentity).cnt = -1;
729 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
731 if (!warmup_stage && !this.alivetime)
732 this.alivetime = time;
734 antilag_clear(this, CS(this));
738 void ClientInit_misc(entity this);
740 // TODO do we need all these fields, or should we stop autodetecting runtime
741 // changes and just have a console command to update this?
742 bool ClientInit_SendEntity(entity this, entity to, int sf)
744 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
747 // MSG_INIT replacement
748 // TODO: make easier to use
750 W_PROP_reload(MSG_ONE, to);
751 ClientInit_misc(this);
752 MUTATOR_CALLHOOK(Ent_Init);
754 void ClientInit_misc(entity this)
756 int channel = MSG_ONE;
757 WriteHeader(channel, ENT_CLIENT_INIT);
758 WriteByte(channel, g_nexball_meter_period * 32);
759 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
760 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
761 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
762 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
763 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
764 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
765 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
766 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
768 if(sv_foginterval && world.fog != "")
769 WriteString(channel, world.fog);
771 WriteString(channel, "");
772 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
773 WriteByte(channel, serverflags);
774 WriteCoord(channel, autocvar_g_trueaim_minrange);
777 void ClientInit_CheckUpdate(entity this)
779 this.nextthink = time;
780 if(this.count != autocvar_g_balance_armor_blockpercent)
782 this.count = autocvar_g_balance_armor_blockpercent;
787 void ClientInit_Spawn()
789 entity e = new_pure(clientinit);
790 setthink(e, ClientInit_CheckUpdate);
791 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
793 ClientInit_CheckUpdate(e);
803 // initialize parms for a new player
804 parm1 = -(86400 * 366);
806 MUTATOR_CALLHOOK(SetNewParms);
814 void SetChangeParms (entity this)
816 // save parms for level change
817 parm1 = this.parm_idlesince - time;
819 MUTATOR_CALLHOOK(SetChangeParms);
827 void DecodeLevelParms(entity this)
830 this.parm_idlesince = parm1;
831 if (this.parm_idlesince == -(86400 * 366))
832 this.parm_idlesince = time;
834 // whatever happens, allow 60 seconds of idling directly after connect for map loading
835 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
837 MUTATOR_CALLHOOK(DecodeLevelParms);
844 Called when a client types 'kill' in the console
848 .float clientkill_nexttime;
849 void ClientKill_Now_TeamChange(entity this)
851 if(this.killindicator_teamchange == -1)
853 JoinBestTeam( this, false, true );
855 else if(this.killindicator_teamchange == -2)
858 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
859 PutObserverInServer(this);
862 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
863 this.killindicator_teamchange = 0;
866 void ClientKill_Now(entity this)
870 vehicles_exit(this.vehicle, VHEF_RELEASE);
871 if(!this.killindicator_teamchange)
873 this.vehicle_health = -1;
874 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
878 if(this.killindicator && !wasfreed(this.killindicator))
879 delete(this.killindicator);
881 this.killindicator = NULL;
883 if(this.killindicator_teamchange)
884 ClientKill_Now_TeamChange(this);
886 if(!IS_SPEC(this) && !IS_OBSERVER(this))
887 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
889 // now I am sure the player IS dead
891 void KillIndicator_Think(entity this)
895 this.owner.killindicator = NULL;
900 if (this.owner.alpha < 0 && !this.owner.vehicle)
902 this.owner.killindicator = NULL;
909 ClientKill_Now(this.owner);
912 else if(g_cts && this.health == 1) // health == 1 means that it's silent
914 this.nextthink = time + 1;
920 setmodel(this, MDL_NUM(this.cnt));
921 if(IS_REAL_CLIENT(this.owner))
924 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
926 this.nextthink = time + 1;
931 float clientkilltime;
932 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
940 killtime = autocvar_g_balance_kill_delay;
942 if(g_race_qualifying || g_cts)
945 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
948 this.killindicator_teamchange = targetteam;
950 if(!this.killindicator)
954 killtime = max(killtime, this.clientkill_nexttime - time);
955 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
958 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
960 ClientKill_Now(this);
964 starttime = max(time, clientkilltime);
966 this.killindicator = spawn();
967 this.killindicator.owner = this;
968 this.killindicator.scale = 0.5;
969 setattachment(this.killindicator, this, "");
970 setorigin(this.killindicator, '0 0 52');
971 setthink(this.killindicator, KillIndicator_Think);
972 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
973 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
974 this.killindicator.cnt = ceil(killtime);
975 this.killindicator.count = bound(0, ceil(killtime), 10);
976 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
978 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
980 it.killindicator = spawn();
981 it.killindicator.owner = it;
982 it.killindicator.scale = 0.5;
983 setattachment(it.killindicator, it, "");
984 setorigin(it.killindicator, '0 0 52');
985 setthink(it.killindicator, KillIndicator_Think);
986 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
987 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
988 it.killindicator.cnt = ceil(killtime);
993 if(this.killindicator)
995 if(targetteam == 0) // just die
997 this.killindicator.colormod = '0 0 0';
998 if(IS_REAL_CLIENT(this))
999 if(this.killindicator.cnt > 0)
1000 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1002 else if(targetteam == -1) // auto
1004 this.killindicator.colormod = '0 1 0';
1005 if(IS_REAL_CLIENT(this))
1006 if(this.killindicator.cnt > 0)
1007 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1009 else if(targetteam == -2) // spectate
1011 this.killindicator.colormod = '0.5 0.5 0.5';
1012 if(IS_REAL_CLIENT(this))
1013 if(this.killindicator.cnt > 0)
1014 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1018 this.killindicator.colormod = Team_ColorRGB(targetteam);
1019 if(IS_REAL_CLIENT(this))
1020 if(this.killindicator.cnt > 0)
1021 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1027 void ClientKill (entity this)
1029 if(game_stopped) return;
1030 if(this.player_blocked) return;
1031 if(STAT(FROZEN, this)) return;
1033 ClientKill_TeamChange(this, 0);
1036 void FixClientCvars(entity e)
1038 // send prediction settings to the client
1039 stuffcmd(e, "\nin_bindmap 0 0\n");
1040 if(autocvar_g_antilag == 3) // client side hitscan
1041 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1042 if(autocvar_sv_gentle)
1043 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1045 MUTATOR_CALLHOOK(FixClientCvars, e);
1048 float PlayerInIDList(entity p, string idlist)
1053 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1057 // this function allows abbreviated player IDs too!
1058 n = tokenize_console(idlist);
1059 for(i = 0; i < n; ++i)
1062 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1069 #ifdef DP_EXT_PRECONNECT
1074 Called once (not at each match start) when a client begins a connection to the server
1077 void ClientPreConnect(entity this)
1079 if(autocvar_sv_eventlog)
1081 GameLogEcho(sprintf(":connect:%d:%d:%s",
1084 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1094 Called when a client connects to the server
1097 void ClientConnect(entity this)
1099 if (Ban_MaybeEnforceBanOnce(this)) return;
1100 assert(!IS_CLIENT(this), return);
1101 this.flags |= FL_CLIENT;
1102 assert(player_count >= 0, player_count = 0);
1105 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1107 this.version_nagtime = time + 10 + random() * 10;
1108 TRANSMUTE(Client, this);
1110 // identify the right forced team
1111 if (autocvar_g_campaign)
1113 if (IS_REAL_CLIENT(this)) // only players, not bots
1115 switch (autocvar_g_campaign_forceteam)
1117 case 1: this.team_forced = NUM_TEAM_1; break;
1118 case 2: this.team_forced = NUM_TEAM_2; break;
1119 case 3: this.team_forced = NUM_TEAM_3; break;
1120 case 4: this.team_forced = NUM_TEAM_4; break;
1121 default: this.team_forced = 0;
1125 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1126 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1127 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1128 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1129 else switch (autocvar_g_forced_team_otherwise)
1131 default: this.team_forced = 0; break;
1132 case "red": this.team_forced = NUM_TEAM_1; break;
1133 case "blue": this.team_forced = NUM_TEAM_2; break;
1134 case "yellow": this.team_forced = NUM_TEAM_3; break;
1135 case "pink": this.team_forced = NUM_TEAM_4; break;
1138 this.team_forced = -1;
1141 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1144 int id = this.playerid;
1145 this.playerid = 0; // silent
1146 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1150 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1151 TRANSMUTE(Observer, this);
1153 if (!teamplay || autocvar_g_balance_teams) {
1154 TRANSMUTE(Player, this);
1155 campaign_bots_may_start = true;
1157 TRANSMUTE(Observer, this); // do it anyway
1161 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1163 // always track bots, don't ask for cl_allow_uidtracking
1164 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1166 if (autocvar_sv_eventlog)
1167 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1169 LogTeamchange(this.playerid, this.team, 1);
1171 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1173 this.netname_previous = strzone(this.netname);
1175 if(teamplay && IS_PLAYER(this))
1176 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1178 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1180 stuffcmd(this, clientstuff, "\n");
1181 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1183 FixClientCvars(this);
1185 // get version info from player
1186 stuffcmd(this, "cmd clientversion $gameversion\n");
1188 // notify about available teams
1191 CheckAllowedTeams(this);
1193 if (c1 >= 0) t |= BIT(0);
1194 if (c2 >= 0) t |= BIT(1);
1195 if (c3 >= 0) t |= BIT(2);
1196 if (c4 >= 0) t |= BIT(3);
1197 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1201 stuffcmd(this, "set _teams_available 0\n");
1204 bot_relinkplayerlist();
1206 this.spectatortime = time;
1207 if (blockSpectators)
1209 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1212 this.jointime = time;
1213 this.allowed_timeouts = autocvar_sv_timeout_number;
1215 if (IS_REAL_CLIENT(this))
1217 if (g_weaponarena_weapons == WEPSET(TUBA))
1218 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1221 if (!sv_foginterval && world.fog != "")
1222 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1224 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1225 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1226 send_CSQC_teamnagger();
1228 CSQCMODEL_AUTOINIT(this);
1230 this.model_randomizer = random();
1232 if (IS_REAL_CLIENT(this))
1233 sv_notice_join(this);
1235 // update physics stats (players can spawn before physics runs)
1236 STAT(MOVEVARS_HIGHSPEED, this) = autocvar_g_movement_highspeed;
1237 MUTATOR_CALLHOOK(PlayerPhysics_UpdateStats, this); // do it BEFORE the function so we can modify highspeed!
1238 Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
1240 IL_EACH(g_initforplayer, it.init_for_player, {
1241 it.init_for_player(it, this);
1244 MUTATOR_CALLHOOK(ClientConnect, this);
1246 if (IS_REAL_CLIENT(this))
1248 if (!autocvar_g_campaign && !IS_PLAYER(this))
1250 this.motd_actived_time = -1;
1251 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1259 Called when a client disconnects from the server
1262 .entity chatbubbleentity;
1264 void ClientDisconnect(entity this)
1266 assert(IS_CLIENT(this), return);
1268 PlayerStats_GameReport_FinalizePlayer(this);
1269 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1270 if (this.active_minigame) part_minigame(this);
1271 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1273 if (autocvar_sv_eventlog)
1274 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1276 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1279 SetSpectatee(this, NULL);
1281 MUTATOR_CALLHOOK(ClientDisconnect, this);
1283 ClientState_detach(this);
1285 Portal_ClearAll(this);
1289 RemoveGrapplingHooks(this);
1291 // Here, everything has been done that requires this player to be a client.
1293 this.flags &= ~FL_CLIENT;
1295 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1296 if (this.killindicator) delete(this.killindicator);
1298 WaypointSprite_PlayerGone(this);
1300 bot_relinkplayerlist();
1302 if (this.netname_previous) strunzone(this.netname_previous);
1303 if (this.clientstatus) strunzone(this.clientstatus);
1304 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1305 if (this.personal) delete(this.personal);
1309 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1314 void ChatBubbleThink(entity this)
1316 this.nextthink = time;
1317 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1319 if(this.owner) // but why can that ever be NULL?
1320 this.owner.chatbubbleentity = NULL;
1327 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1329 if ( this.owner.active_minigame )
1330 this.mdl = "models/sprites/minigame_busy.iqm";
1331 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1332 this.mdl = "models/misc/chatbubble.spr";
1335 if ( this.model != this.mdl )
1336 _setmodel(this, this.mdl);
1340 void UpdateChatBubble(entity this)
1344 // spawn a chatbubble entity if needed
1345 if (!this.chatbubbleentity)
1347 this.chatbubbleentity = new(chatbubbleentity);
1348 this.chatbubbleentity.owner = this;
1349 this.chatbubbleentity.exteriormodeltoclient = this;
1350 setthink(this.chatbubbleentity, ChatBubbleThink);
1351 this.chatbubbleentity.nextthink = time;
1352 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1353 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1354 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1355 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1356 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1357 //this.chatbubbleentity.model = "";
1358 this.chatbubbleentity.effects = EF_LOWPRECISION;
1363 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1364 // added to the model skins
1365 /*void UpdateColorModHack()
1368 c = this.clientcolors & 15;
1369 // LordHavoc: only bothering to support white, green, red, yellow, blue
1370 if (!teamplay) this.colormod = '0 0 0';
1371 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1372 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1373 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1374 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1375 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1376 else this.colormod = '1 1 1';
1379 void respawn(entity this)
1381 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1383 this.solid = SOLID_NOT;
1384 this.takedamage = DAMAGE_NO;
1385 set_movetype(this, MOVETYPE_FLY);
1386 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1387 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1388 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1389 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1390 if(autocvar_g_respawn_ghosts_maxtime)
1391 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1396 this.effects |= EF_NODRAW; // prevent another CopyBody
1397 PutClientInServer(this);
1400 void play_countdown(entity this, float finished, Sound samp)
1403 if(IS_REAL_CLIENT(this))
1404 if(floor(finished - time - frametime) != floor(finished - time))
1405 if(finished - time < 6)
1406 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1409 void player_powerups(entity this)
1411 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1412 int items_prev = this.items;
1414 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1415 this.modelflags |= MF_ROCKET;
1417 this.modelflags &= ~MF_ROCKET;
1419 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1421 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1424 Fire_ApplyDamage(this);
1425 Fire_ApplyEffect(this);
1429 if (this.items & ITEM_Strength.m_itemid)
1431 play_countdown(this, this.strength_finished, SND_POWEROFF);
1432 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1433 if (time > this.strength_finished)
1435 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1436 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1437 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1442 if (time < this.strength_finished)
1444 this.items = this.items | ITEM_Strength.m_itemid;
1445 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1446 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1449 if (this.items & ITEM_Shield.m_itemid)
1451 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1452 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1453 if (time > this.invincible_finished)
1455 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1456 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1457 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1462 if (time < this.invincible_finished)
1464 this.items = this.items | ITEM_Shield.m_itemid;
1465 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1466 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1469 if (this.items & IT_SUPERWEAPON)
1471 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1473 this.superweapons_finished = 0;
1474 this.items = this.items - (this.items & IT_SUPERWEAPON);
1475 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1476 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1478 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1480 // don't let them run out
1484 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1485 if (time > this.superweapons_finished)
1487 this.items = this.items - (this.items & IT_SUPERWEAPON);
1488 this.weapons &= ~WEPSET_SUPERWEAPONS;
1489 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1490 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1494 else if(this.weapons & WEPSET_SUPERWEAPONS)
1496 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1498 this.items = this.items | IT_SUPERWEAPON;
1499 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1500 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1504 this.superweapons_finished = 0;
1505 this.weapons &= ~WEPSET_SUPERWEAPONS;
1510 this.superweapons_finished = 0;
1514 if(autocvar_g_nodepthtestplayers)
1515 this.effects = this.effects | EF_NODEPTHTEST;
1517 if(autocvar_g_fullbrightplayers)
1518 this.effects = this.effects | EF_FULLBRIGHT;
1520 if (time >= game_starttime)
1521 if (time < this.spawnshieldtime)
1522 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1524 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1527 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1529 if(current > stable)
1531 else if(current > stable - 0.25) // when close enough, "snap"
1534 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1537 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1539 if(current < stable)
1541 else if(current < stable + 0.25) // when close enough, "snap"
1544 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1547 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1549 if(current > rotstable)
1551 if(rotframetime > 0)
1553 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1554 current = max(rotstable, current - rotlinear * rotframetime);
1557 else if(current < regenstable)
1559 if(regenframetime > 0)
1561 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1562 current = min(regenstable, current + regenlinear * regenframetime);
1572 void player_regen(entity this)
1574 float max_mod, regen_mod, rot_mod, limit_mod;
1575 max_mod = regen_mod = rot_mod = limit_mod = 1;
1577 float regen_health = autocvar_g_balance_health_regen;
1578 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1579 float regen_health_rot = autocvar_g_balance_health_rot;
1580 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1581 float regen_health_stable = autocvar_g_balance_health_regenstable;
1582 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1583 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1584 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1585 max_mod = M_ARGV(1, float);
1586 regen_mod = M_ARGV(2, float);
1587 rot_mod = M_ARGV(3, float);
1588 limit_mod = M_ARGV(4, float);
1589 regen_health = M_ARGV(5, float);
1590 regen_health_linear = M_ARGV(6, float);
1591 regen_health_rot = M_ARGV(7, float);
1592 regen_health_rotlinear = M_ARGV(8, float);
1593 regen_health_stable = M_ARGV(9, float);
1594 regen_health_rotstable = M_ARGV(10, float);
1597 if(!mutator_returnvalue)
1598 if(!STAT(FROZEN, this))
1600 float mina, maxa, limith, limita;
1601 maxa = autocvar_g_balance_armor_rotstable;
1602 mina = autocvar_g_balance_armor_regenstable;
1603 limith = autocvar_g_balance_health_limit;
1604 limita = autocvar_g_balance_armor_limit;
1606 regen_health_rotstable = regen_health_rotstable * max_mod;
1607 regen_health_stable = regen_health_stable * max_mod;
1608 limith = limith * limit_mod;
1609 limita = limita * limit_mod;
1611 this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
1612 this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
1615 // if player rotted to death... die!
1616 // check this outside above checks, as player may still be able to rot to death
1620 vehicles_exit(this.vehicle, VHEF_RELEASE);
1621 if(this.event_damage)
1622 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1625 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1627 float minf, maxf, limitf;
1629 maxf = autocvar_g_balance_fuel_rotstable;
1630 minf = autocvar_g_balance_fuel_regenstable;
1631 limitf = autocvar_g_balance_fuel_limit;
1633 this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
1638 void SetZoomState(entity this, float newzoom)
1640 if(newzoom != this.zoomstate)
1642 this.zoomstate = newzoom;
1643 ClientData_Touch(this);
1645 zoomstate_set = true;
1648 void GetPressedKeys(entity this)
1650 MUTATOR_CALLHOOK(GetPressedKeys, this);
1651 int keys = STAT(PRESSED_KEYS, this);
1652 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1653 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1654 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1655 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1657 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1658 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1659 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1660 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1661 this.pressedkeys = keys; // store for other users
1663 STAT(PRESSED_KEYS, this) = keys;
1667 ======================
1668 spectate mode routines
1669 ======================
1672 void SpectateCopy(entity this, entity spectatee)
1674 TC(Client, this); TC(Client, spectatee);
1676 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1677 PS(this) = PS(spectatee);
1678 this.armortype = spectatee.armortype;
1679 this.armorvalue = spectatee.armorvalue;
1680 this.ammo_cells = spectatee.ammo_cells;
1681 this.ammo_plasma = spectatee.ammo_plasma;
1682 this.ammo_shells = spectatee.ammo_shells;
1683 this.ammo_nails = spectatee.ammo_nails;
1684 this.ammo_rockets = spectatee.ammo_rockets;
1685 this.ammo_fuel = spectatee.ammo_fuel;
1686 this.clip_load = spectatee.clip_load;
1687 this.clip_size = spectatee.clip_size;
1688 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1689 this.health = spectatee.health;
1691 this.items = spectatee.items;
1692 this.last_pickup = spectatee.last_pickup;
1693 this.hit_time = spectatee.hit_time;
1694 this.strength_finished = spectatee.strength_finished;
1695 this.invincible_finished = spectatee.invincible_finished;
1696 this.superweapons_finished = spectatee.superweapons_finished;
1697 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1698 this.weapons = spectatee.weapons;
1699 this.vortex_charge = spectatee.vortex_charge;
1700 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1701 this.okvortex_charge = spectatee.okvortex_charge;
1702 this.okvortex_chargepool_ammo = spectatee.okvortex_chargepool_ammo;
1703 this.hagar_load = spectatee.hagar_load;
1704 this.arc_heat_percent = spectatee.arc_heat_percent;
1705 this.minelayer_mines = spectatee.minelayer_mines;
1706 this.punchangle = spectatee.punchangle;
1707 this.view_ofs = spectatee.view_ofs;
1708 this.velocity = spectatee.velocity;
1709 this.dmg_take = spectatee.dmg_take;
1710 this.dmg_save = spectatee.dmg_save;
1711 this.dmg_inflictor = spectatee.dmg_inflictor;
1712 this.v_angle = spectatee.v_angle;
1713 this.angles = spectatee.v_angle;
1714 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1715 this.revive_progress = spectatee.revive_progress;
1716 this.viewloc = spectatee.viewloc;
1717 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1718 this.fixangle = true;
1719 setorigin(this, spectatee.origin);
1720 setsize(this, spectatee.mins, spectatee.maxs);
1721 SetZoomState(this, spectatee.zoomstate);
1723 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1725 .entity weaponentity = weaponentities[slot];
1726 this.(weaponentity) = spectatee.(weaponentity);
1729 for(int slot = 0; slot < MAX_AXH; ++slot)
1731 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1734 anticheat_spectatecopy(this, spectatee);
1735 this.hud = spectatee.hud;
1736 if(spectatee.vehicle)
1738 this.angles = spectatee.v_angle;
1740 //this.fixangle = false;
1741 //this.velocity = spectatee.vehicle.velocity;
1742 this.vehicle_health = spectatee.vehicle_health;
1743 this.vehicle_shield = spectatee.vehicle_shield;
1744 this.vehicle_energy = spectatee.vehicle_energy;
1745 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1746 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1747 this.vehicle_reload1 = spectatee.vehicle_reload1;
1748 this.vehicle_reload2 = spectatee.vehicle_reload2;
1750 //msg_entity = this;
1752 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1753 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1754 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1755 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1757 //WriteByte (MSG_ONE, SVC_SETVIEW);
1758 // WriteEntity(MSG_ONE, this);
1759 //makevectors(spectatee.v_angle);
1760 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1764 bool SpectateUpdate(entity this)
1769 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1771 SetSpectatee(this, NULL);
1775 SpectateCopy(this, this.enemy);
1780 bool SpectateSet(entity this)
1782 if(!IS_PLAYER(this.enemy))
1785 ClientData_Touch(this.enemy);
1788 WriteByte(MSG_ONE, SVC_SETVIEW);
1789 WriteEntity(MSG_ONE, this.enemy);
1790 set_movetype(this, MOVETYPE_NONE);
1791 accuracy_resend(this);
1793 if(!SpectateUpdate(this))
1794 PutObserverInServer(this);
1799 void SetSpectatee_status(entity this, int spectatee_num)
1801 int oldspectatee_status = this.spectatee_status;
1802 this.spectatee_status = spectatee_num;
1804 if (this.spectatee_status != oldspectatee_status)
1806 ClientData_Touch(this);
1807 if (g_race || g_cts) race_InitSpectator();
1811 void SetSpectatee(entity this, entity spectatee)
1813 entity old_spectatee = this.enemy;
1815 this.enemy = spectatee;
1818 // these are required to fix the spectator bug with arc
1821 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1823 .entity weaponentity = weaponentities[slot];
1824 if(old_spectatee.(weaponentity).arc_beam)
1825 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1830 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1832 .entity weaponentity = weaponentities[slot];
1833 if(this.enemy.(weaponentity).arc_beam)
1834 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1839 SetSpectatee_status(this, etof(this.enemy));
1841 // needed to update spectator list
1842 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1845 bool Spectate(entity this, entity pl)
1847 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1849 pl = M_ARGV(1, entity);
1851 SetSpectatee(this, pl);
1852 return SpectateSet(this);
1855 bool SpectateNext(entity this)
1857 entity ent = find(this.enemy, classname, STR_PLAYER);
1859 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1860 ent = M_ARGV(1, entity);
1862 ent = find(ent, classname, STR_PLAYER);
1864 if(ent) { SetSpectatee(this, ent); }
1866 return SpectateSet(this);
1869 bool SpectatePrev(entity this)
1871 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1872 entity ent = findchain(classname, STR_PLAYER);
1873 if (!ent) // no player
1877 // skip players until current spectated player
1879 while(ent && ent != this.enemy)
1882 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1884 case MUT_SPECPREV_FOUND:
1885 ent = M_ARGV(1, entity);
1887 case MUT_SPECPREV_RETURN:
1889 case MUT_SPECPREV_CONTINUE:
1900 SetSpectatee(this, ent);
1901 return SpectateSet(this);
1906 ShowRespawnCountdown()
1908 Update a respawn countdown display.
1911 void ShowRespawnCountdown(entity this)
1914 if(!IS_DEAD(this)) // just respawned?
1918 number = ceil(this.respawn_time - time);
1921 if(number <= this.respawn_countdown)
1923 this.respawn_countdown = number - 1;
1924 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
1925 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1930 .bool team_selected;
1931 bool ShowTeamSelection(entity this)
1933 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1935 stuffcmd(this, "menu_showteamselect\n");
1938 void Join(entity this)
1940 TRANSMUTE(Player, this);
1942 if(!this.team_selected)
1943 if(autocvar_g_campaign || autocvar_g_balance_teams)
1944 JoinBestTeam(this, false, true);
1946 if(autocvar_g_campaign)
1947 campaign_bots_may_start = true;
1949 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1951 PutClientInServer(this);
1953 if(teamplay && this.team != -1)
1954 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1956 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1957 this.team_selected = false;
1961 * Determines whether the player is allowed to join. This depends on cvar
1962 * g_maxplayers, if it isn't used this function always return true, otherwise
1963 * it checks whether the number of currently playing players exceeds g_maxplayers.
1964 * @return int number of free slots for players, 0 if none
1966 int nJoinAllowed(entity this, entity ignore)
1969 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1970 // so report 0 free slots if restricted
1972 if(autocvar_g_forced_team_otherwise == "spectate")
1974 if(autocvar_g_forced_team_otherwise == "spectator")
1978 if(this && this.team_forced < 0)
1979 return 0; // forced spectators can never join
1981 // TODO simplify this
1982 int totalClients = 0;
1983 int currentlyPlaying = 0;
1984 FOREACH_CLIENT(true, LAMBDA(
1987 if(IS_REAL_CLIENT(it))
1988 if(IS_PLAYER(it) || it.caplayer)
1992 float free_slots = 0;
1993 if (!autocvar_g_maxplayers)
1994 free_slots = maxclients - totalClients;
1995 else if(currentlyPlaying < autocvar_g_maxplayers)
1996 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1998 static float join_prevent_msg_time = 0;
1999 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2001 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2002 join_prevent_msg_time = time + 3;
2009 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2010 * g_maxplayers_spectator_blocktime seconds
2012 void checkSpectatorBlock(entity this)
2014 if(IS_SPEC(this) || IS_OBSERVER(this))
2016 if(IS_REAL_CLIENT(this))
2018 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2019 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2025 void PrintWelcomeMessage(entity this)
2027 if(this.motd_actived_time == 0)
2029 if (autocvar_g_campaign) {
2030 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2031 this.motd_actived_time = time;
2032 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2035 if (PHYS_INPUT_BUTTON_INFO(this)) {
2036 this.motd_actived_time = time;
2037 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2041 else if(this.motd_actived_time > 0) // showing MOTD or campaign message
2043 if (autocvar_g_campaign) {
2044 if (PHYS_INPUT_BUTTON_INFO(this))
2045 this.motd_actived_time = time;
2046 else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2047 this.motd_actived_time = 0;
2048 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2051 if (PHYS_INPUT_BUTTON_INFO(this))
2052 this.motd_actived_time = time;
2053 else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2054 this.motd_actived_time = 0;
2055 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2059 else //if(this.motd_actived_time < 0) // just connected, motd is active
2061 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2062 this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2063 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2065 // instanctly hide MOTD
2066 this.motd_actived_time = 0;
2067 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2072 bool joinAllowed(entity this)
2074 if (this.version_mismatch) return false;
2075 if (!nJoinAllowed(this, this)) return false;
2076 if (teamplay && lockteams) return false;
2077 if (ShowTeamSelection(this)) return false;
2078 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2082 void ObserverThink(entity this)
2086 MinigameImpulse(this, this.impulse);
2090 if (this.flags & FL_JUMPRELEASED) {
2091 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2092 this.flags &= ~FL_JUMPRELEASED;
2093 this.flags |= FL_SPAWNING;
2094 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
2095 this.flags &= ~FL_JUMPRELEASED;
2096 if(SpectateNext(this)) {
2097 TRANSMUTE(Spectator, this);
2100 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2101 set_movetype(this, preferred_movetype);
2104 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2105 this.flags |= FL_JUMPRELEASED;
2106 if(this.flags & FL_SPAWNING)
2108 this.flags &= ~FL_SPAWNING;
2116 void SpectatorThink(entity this)
2120 if(MinigameImpulse(this, this.impulse))
2123 if (this.impulse == IMP_weapon_drop.impulse)
2125 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2131 if (this.flags & FL_JUMPRELEASED) {
2132 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2133 this.flags &= ~FL_JUMPRELEASED;
2134 this.flags |= FL_SPAWNING;
2135 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
2136 this.flags &= ~FL_JUMPRELEASED;
2137 if(SpectateNext(this)) {
2138 TRANSMUTE(Spectator, this);
2140 TRANSMUTE(Observer, this);
2141 PutClientInServer(this);
2144 } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
2145 this.flags &= ~FL_JUMPRELEASED;
2146 if(SpectatePrev(this)) {
2147 TRANSMUTE(Spectator, this);
2149 TRANSMUTE(Observer, this);
2150 PutClientInServer(this);
2153 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2154 this.flags &= ~FL_JUMPRELEASED;
2155 TRANSMUTE(Observer, this);
2156 PutClientInServer(this);
2158 if(!SpectateUpdate(this))
2159 PutObserverInServer(this);
2162 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2163 this.flags |= FL_JUMPRELEASED;
2164 if(this.flags & FL_SPAWNING)
2166 this.flags &= ~FL_SPAWNING;
2171 if(!SpectateUpdate(this))
2172 PutObserverInServer(this);
2175 this.flags |= FL_CLIENT | FL_NOTARGET;
2178 void vehicles_enter (entity pl, entity veh);
2179 void PlayerUseKey(entity this)
2181 if (!IS_PLAYER(this))
2188 vehicles_exit(this.vehicle, VHEF_NORMAL);
2192 else if(autocvar_g_vehicles_enter)
2194 if(!STAT(FROZEN, this))
2198 entity head, closest_target = NULL;
2199 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2201 while(head) // find the closest acceptable target to enter
2203 if(IS_VEHICLE(head))
2205 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2206 if(head.takedamage != DAMAGE_NO)
2210 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2211 { closest_target = head; }
2213 else { closest_target = head; }
2219 if(closest_target) { vehicles_enter(this, closest_target); return; }
2223 // a use key was pressed; call handlers
2224 MUTATOR_CALLHOOK(PlayerUseKey, this);
2232 Called every frame for each client before the physics are run
2235 .float usekeypressed;
2236 .float last_vehiclecheck;
2238 void PlayerPreThink (entity this)
2240 WarpZone_PlayerPhysics_FixVAngle(this);
2242 STAT(GAMESTARTTIME, this) = game_starttime;
2243 STAT(ROUNDSTARTTIME, this) = round_starttime;
2244 STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2245 STAT(LEADLIMIT, this) = autocvar_leadlimit;
2247 STAT(WEAPONSINMAP, this) = weaponsInMap;
2250 // physics frames: update anticheat stuff
2251 anticheat_prethink(this);
2254 if (blockSpectators && frametime) {
2255 // WORKAROUND: only use dropclient in server frames (frametime set).
2256 // Never use it in cl_movement frames (frametime zero).
2257 checkSpectatorBlock(this);
2260 zoomstate_set = false;
2262 // Check for nameless players
2263 if (isInvisibleString(this.netname)) {
2264 this.netname = strzone(sprintf("Player#%d", this.playerid));
2265 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2267 if (this.netname != this.netname_previous) {
2268 if (autocvar_sv_eventlog) {
2269 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2271 if (this.netname_previous) strunzone(this.netname_previous);
2272 this.netname_previous = strzone(this.netname);
2276 if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2277 this.version_nagtime = 0;
2278 if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2280 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2282 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2284 int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2285 if (r < 0) { // old client
2286 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2287 } else if (r > 0) { // old server
2288 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2294 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2296 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2297 this.max_armorvalue = 0;
2300 if (STAT(FROZEN, this) == 2)
2302 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2303 this.health = max(1, this.revive_progress * start_health);
2304 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2306 if (this.revive_progress >= 1)
2309 else if (STAT(FROZEN, this) == 3)
2311 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2312 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2314 if (this.health < 1)
2317 vehicles_exit(this.vehicle, VHEF_RELEASE);
2318 if(this.event_damage)
2319 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2321 else if (this.revive_progress <= 0)
2325 MUTATOR_CALLHOOK(PlayerPreThink, this);
2327 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2328 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2330 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2332 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2333 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2335 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2339 if(!it.team || SAME_TEAM(this, it))
2340 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2341 else if(autocvar_g_vehicles_steal)
2342 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2346 this.last_vehiclecheck = time + 1;
2349 if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2351 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2353 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2356 if (IS_REAL_CLIENT(this))
2357 PrintWelcomeMessage(this);
2359 if (IS_PLAYER(this)) {
2360 CheckRules_Player(this);
2362 if (game_stopped || intermission_running) {
2363 this.modelflags &= ~MF_ROCKET;
2364 if(intermission_running)
2365 IntermissionThink(this);
2369 if (timeout_status == TIMEOUT_ACTIVE) {
2370 // don't allow the player to turn around while game is paused
2371 // FIXME turn this into CSQC stuff
2372 this.v_angle = this.lastV_angle;
2373 this.angles = this.lastV_angle;
2374 this.fixangle = true;
2377 if (frametime) player_powerups(this);
2379 if (IS_DEAD(this)) {
2380 if (this.personal && g_race_qualifying) {
2381 if (time > this.respawn_time) {
2382 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2384 this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2387 if (frametime) player_anim(this);
2388 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));
2390 switch(this.deadflag)
2394 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2395 this.deadflag = DEAD_RESPAWNING;
2396 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2397 this.deadflag = DEAD_DEAD;
2403 this.deadflag = DEAD_RESPAWNABLE;
2404 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2405 this.deadflag = DEAD_RESPAWNING;
2408 case DEAD_RESPAWNABLE:
2410 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2411 this.deadflag = DEAD_RESPAWNING;
2414 case DEAD_RESPAWNING:
2416 if (time > this.respawn_time)
2418 this.respawn_time = time + 1; // only retry once a second
2419 this.respawn_time_max = this.respawn_time;
2426 ShowRespawnCountdown(this);
2428 if (this.respawn_flags & RESPAWN_SILENT)
2429 STAT(RESPAWN_TIME, this) = 0;
2430 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2432 if (time < this.respawn_time)
2433 STAT(RESPAWN_TIME, this) = this.respawn_time;
2434 else if (this.deadflag != DEAD_RESPAWNING)
2435 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2438 STAT(RESPAWN_TIME, this) = this.respawn_time;
2441 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2442 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2443 STAT(RESPAWN_TIME, this) *= -1;
2448 this.prevorigin = this.origin;
2450 bool have_hook = false;
2451 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2453 .entity weaponentity = weaponentities[slot];
2454 if(this.(weaponentity).hook.state)
2460 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2463 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2465 } else if (this.vehicle) {
2467 } else if (STAT(FROZEN, this)) {
2474 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2475 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2476 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2478 } else if (this.crouch) {
2479 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2480 if (!trace_startsolid) {
2481 this.crouch = false;
2482 this.view_ofs = STAT(PL_VIEW_OFS, this);
2483 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2487 FixPlayermodel(this);
2489 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2492 this.items &= ~this.items_added;
2494 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2496 .entity weaponentity = weaponentities[slot];
2497 W_WeaponFrame(this, weaponentity);
2501 this.clip_load = this.(weaponentity).clip_load;
2502 this.clip_size = this.(weaponentity).clip_size;
2506 this.items_added = 0;
2507 if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2508 this.items_added |= IT_FUEL;
2510 this.items |= this.items_added;
2515 // WEAPONTODO: Add a weapon request for this
2516 // rot vortex charge to the charge limit
2517 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2519 .entity weaponentity = weaponentities[slot];
2520 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2522 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2524 if (WEP_CVAR(okvortex, charge_rot_rate) && this.(weaponentity).okvortex_charge > WEP_CVAR(okvortex, charge_limit) && this.(weaponentity).okvortex_charge_rottime < time)
2526 this.(weaponentity).okvortex_charge = bound(WEP_CVAR(okvortex, charge_limit), this.(weaponentity).okvortex_charge - WEP_CVAR(okvortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2530 if (frametime) player_anim(this);
2533 secrets_setstatus(this);
2536 monsters_setstatus(this);
2538 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2540 else if (game_stopped || intermission_running) {
2541 if(intermission_running)
2542 IntermissionThink(this);
2545 else if (IS_OBSERVER(this)) {
2546 ObserverThink(this);
2548 else if (IS_SPEC(this)) {
2549 SpectatorThink(this);
2552 // WEAPONTODO: Add weapon request for this
2553 if (!zoomstate_set) {
2554 bool wep_zoomed = false;
2555 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2557 .entity weaponentity = weaponentities[slot];
2558 Weapon thiswep = this.(weaponentity).m_weapon;
2559 if(thiswep != WEP_Null && thiswep.wr_zoom)
2560 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2562 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2565 if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2567 this.teamkill_soundtime = 0;
2569 entity e = this.teamkill_soundsource;
2570 entity oldpusher = e.pusher;
2572 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2573 e.pusher = oldpusher;
2576 if (this.taunt_soundtime && time > this.taunt_soundtime) {
2577 this.taunt_soundtime = 0;
2578 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2581 target_voicescript_next(this);
2583 // WEAPONTODO: Move into weaponsystem somehow
2584 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2585 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2587 .entity weaponentity = weaponentities[slot];
2588 if(this.(weaponentity).m_weapon == WEP_Null)
2589 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2593 void DrownPlayer(entity this)
2598 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2600 if(this.air_finished < time)
2601 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2602 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2605 else if (this.air_finished < time)
2607 if (this.pain_finished < time)
2609 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2610 this.pain_finished = time + 0.5;
2615 .bool move_qcphysics;
2617 void Player_Physics(entity this)
2619 set_movetype(this, this.move_movetype);
2621 if(!this.move_qcphysics)
2624 if(!frametime && !this.pm_frametime)
2627 Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
2629 this.pm_frametime = 0;
2636 Called every frame for each client after the physics are run
2639 .float idlekick_lasttimeleft;
2640 void PlayerPostThink (entity this)
2642 Player_Physics(this);
2645 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2646 if (IS_REAL_CLIENT(this))
2647 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2649 int totalClients = 0;
2650 if(sv_maxidle_slots > 0)
2652 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2658 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2659 { /* do nothing */ }
2660 else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2662 if (this.idlekick_lasttimeleft)
2664 this.idlekick_lasttimeleft = 0;
2665 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2670 float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2671 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2672 if (!this.idlekick_lasttimeleft)
2673 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2675 if (timeleft <= 0) {
2676 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2680 else if (timeleft <= 10) {
2681 if (timeleft != this.idlekick_lasttimeleft) {
2682 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2684 this.idlekick_lasttimeleft = timeleft;
2691 //CheckPlayerJump();
2694 this.solid = SOLID_NOT;
2695 this.takedamage = DAMAGE_NO;
2696 set_movetype(this, MOVETYPE_NONE);
2699 if (IS_PLAYER(this)) {
2701 CheckRules_Player(this);
2702 UpdateChatBubble(this);
2703 if (this.impulse) ImpulseCommands(this);
2706 CSQCMODEL_AUTOUPDATE(this);
2709 GetPressedKeys(this);
2712 if (this.waypointsprite_attachedforcarrier) {
2713 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2714 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2717 playerdemo_write(this);
2719 CSQCMODEL_AUTOUPDATE(this);