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"
25 #include "campaign.qh"
26 #include "command/common.qh"
27 #include "scores_rules.qh"
31 #include "../common/ent_cs.qh"
32 #include "../common/wepent.qh"
33 #include <common/state.qh>
35 #include "compat/quake3.qh"
37 #include <common/effects/qc/globalsound.qh>
39 #include "../common/mapobjects/func/conveyor.qh"
40 #include "../common/mapobjects/teleporters.qh"
41 #include "../common/mapobjects/target/spawnpoint.qh"
42 #include <common/mapobjects/trigger/counter.qh>
44 #include "../common/vehicles/all.qh"
46 #include "weapons/hitplot.qh"
47 #include "weapons/weaponsystem.qh"
49 #include "../common/net_notice.qh"
50 #include "../common/net_linked.qh"
51 #include "../common/physics/player.qh"
53 #include <common/vehicles/sv_vehicles.qh>
55 #include "../common/items/_mod.qh"
57 #include "../common/mutators/mutator/waypoints/all.qh"
58 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
59 #include <common/gamemodes/_mod.qh>
61 #include "../common/mapobjects/subs.qh"
62 #include "../common/mapobjects/triggers.qh"
63 #include "../common/mapobjects/trigger/secret.qh"
65 #include "../common/minigames/sv_minigames.qh"
67 #include "../common/items/inventory.qh"
69 #include "../common/monsters/sv_monsters.qh"
71 #include "../lib/warpzone/server.qh"
73 #include <common/mutators/mutator/overkill/oknex.qh>
75 STATIC_METHOD(Client, Add, void(Client this, int _team))
78 TRANSMUTE(Player, this);
81 PutClientInServer(this);
84 STATIC_METHOD(Client, Remove, void(Client this))
86 TRANSMUTE(Observer, this);
87 PutClientInServer(this);
88 ClientDisconnect(this);
91 void send_CSQC_teamnagger() {
92 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
95 int CountSpectators(entity player, entity to)
97 if(!player) { return 0; } // not sure how, but best to be safe
101 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
109 void WriteSpectators(entity player, entity to)
111 if(!player) { return; } // not sure how, but best to be safe
113 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
115 WriteByte(MSG_ENTITY, num_for_edict(it));
119 bool ClientData_Send(entity this, entity to, int sf)
121 assert(to == this.owner, return false);
124 if (IS_SPEC(e)) e = e.enemy;
127 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
128 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
129 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
130 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
132 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
133 WriteByte(MSG_ENTITY, sf);
136 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
140 float specs = CountSpectators(e, to);
141 WriteByte(MSG_ENTITY, specs);
142 WriteSpectators(e, to);
148 void ClientData_Attach(entity this)
150 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
151 CS(this).clientdata.drawonlytoclient = this;
152 CS(this).clientdata.owner = this;
155 void ClientData_Detach(entity this)
157 delete(CS(this).clientdata);
158 CS(this).clientdata = NULL;
161 void ClientData_Touch(entity e)
163 entity cd = CS(e).clientdata;
164 if (cd) { cd.SendFlags = 1; }
166 // make it spectatable
167 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
169 entity cd = CS(it).clientdata;
170 if (cd) { cd.SendFlags = 1; }
179 Checks if the argument string can be a valid playermodel.
180 Returns a valid one in doubt.
183 string FallbackPlayerModel;
184 string CheckPlayerModel(string plyermodel) {
185 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
187 // note: we cannot summon Don Strunzone here, some player may
188 // still have the model string set. In case anyone manages how
189 // to change a cvar default, we'll have a small leak here.
190 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
192 // only in right path
193 if( substring(plyermodel,0,14) != "models/player/")
194 return FallbackPlayerModel;
195 // only good file extensions
196 if(substring(plyermodel,-4,4) != ".zym")
197 if(substring(plyermodel,-4,4) != ".dpm")
198 if(substring(plyermodel,-4,4) != ".iqm")
199 if(substring(plyermodel,-4,4) != ".md3")
200 if(substring(plyermodel,-4,4) != ".psk")
201 return FallbackPlayerModel;
202 // forbid the LOD models
203 if(substring(plyermodel, -9,5) == "_lod1")
204 return FallbackPlayerModel;
205 if(substring(plyermodel, -9,5) == "_lod2")
206 return FallbackPlayerModel;
207 if(plyermodel != strtolower(plyermodel))
208 return FallbackPlayerModel;
209 // also, restrict to server models
210 if(autocvar_sv_servermodelsonly)
212 if(!fexists(plyermodel))
213 return FallbackPlayerModel;
218 void setplayermodel(entity e, string modelname)
220 precache_model(modelname);
221 _setmodel(e, modelname);
222 player_setupanimsformodel(e);
223 if(!autocvar_g_debug_globalsounds)
224 UpdatePlayerSounds(e);
227 /** putting a client as observer in the server */
228 void PutObserverInServer(entity this)
230 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
231 PlayerState_detach(this);
235 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
238 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
241 // was a player, recount votes and ready status
242 if(IS_REAL_CLIENT(this))
244 if (vote_called) { VoteCount(false); }
250 entity spot = SelectSpawnPoint(this, true);
251 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
252 this.angles = vec2(spot.angles);
253 this.fixangle = true;
254 // offset it so that the spectator spawns higher off the ground, looks better this way
255 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
256 if (IS_REAL_CLIENT(this))
259 WriteByte(MSG_ONE, SVC_SETVIEW);
260 WriteEntity(MSG_ONE, this);
262 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
263 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
264 if(!autocvar_g_debug_globalsounds)
266 // needed for player sounds
268 FixPlayermodel(this);
270 setmodel(this, MDL_Null);
271 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
272 this.view_ofs = '0 0 0';
275 RemoveGrapplingHooks(this);
276 Portal_ClearAll(this);
277 Unfreeze(this, false);
278 SetSpectatee(this, NULL);
283 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
287 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
289 WaypointSprite_PlayerDead(this);
291 if (CS(this).killcount != FRAGS_SPECTATOR)
294 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
295 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
298 accuracy_resend(this);
300 CS(this).spectatortime = time;
302 IL_REMOVE(g_bot_targets, this);
303 this.bot_attack = false;
304 if(this.monster_attack)
305 IL_REMOVE(g_monster_targets, this);
306 this.monster_attack = false;
307 STAT(HUD, this) = HUD_NORMAL;
308 TRANSMUTE(Observer, this);
309 this.iscreature = false;
310 this.teleportable = TELEPORT_SIMPLE;
311 if(this.damagedbycontents)
312 IL_REMOVE(g_damagedbycontents, this);
313 this.damagedbycontents = false;
314 SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
315 SetSpectatee_status(this, etof(this));
316 this.takedamage = DAMAGE_NO;
317 this.solid = SOLID_NOT;
318 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
319 this.flags = FL_CLIENT | FL_NOTARGET;
321 SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
322 this.pauserotarmor_finished = 0;
323 this.pauserothealth_finished = 0;
324 this.pauseregen_finished = 0;
325 this.damageforcescale = 0;
327 this.respawn_flags = 0;
328 this.respawn_time = 0;
329 STAT(RESPAWN_TIME, this) = 0;
334 this.pain_finished = 0;
335 this.strength_finished = 0;
336 this.invincible_finished = 0;
337 this.superweapons_finished = 0;
338 //this.dphitcontentsmask = 0;
339 this.dphitcontentsmask = DPCONTENTS_SOLID;
340 if (autocvar_g_playerclip_collisions)
341 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
344 setthink(this, func_null);
346 this.deadflag = DEAD_NO;
348 STAT(REVIVE_PROGRESS, this) = 0;
349 this.revival_time = 0;
350 this.draggable = drag_undraggable;
353 STAT(WEAPONS, this) = '0 0 0';
354 this.drawonlytoclient = this;
358 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
360 this.weaponmodel = "";
361 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
363 this.weaponentities[slot] = NULL;
365 this.exteriorweaponentity = NULL;
366 CS(this).killcount = FRAGS_SPECTATOR;
367 this.velocity = '0 0 0';
368 this.avelocity = '0 0 0';
369 this.punchangle = '0 0 0';
370 this.punchvector = '0 0 0';
371 this.oldvelocity = this.velocity;
372 this.fire_endtime = -1;
373 this.event_damage = func_null;
374 this.event_heal = func_null;
376 for(int slot = 0; slot < MAX_AXH; ++slot)
378 entity axh = this.(AuxiliaryXhair[slot]);
379 this.(AuxiliaryXhair[slot]) = NULL;
381 if(axh.owner == this && axh != NULL && !wasfreed(axh))
385 if (mutator_returnvalue)
387 // mutator prevents resetting teams+score
391 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
392 this.frags = FRAGS_SPECTATOR;
396 int player_getspecies(entity this)
398 get_model_parameters(this.model, this.skin);
399 int s = get_model_parameters_species;
400 get_model_parameters(string_null, 0);
401 if (s < 0) return SPECIES_HUMAN;
405 .float model_randomizer;
406 void FixPlayermodel(entity player)
408 string defaultmodel = "";
410 if(autocvar_sv_defaultcharacter)
416 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
417 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
418 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
419 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
423 if(defaultmodel == "")
425 defaultmodel = autocvar_sv_defaultplayermodel;
426 defaultskin = autocvar_sv_defaultplayerskin;
429 int n = tokenize_console(defaultmodel);
432 defaultmodel = argv(floor(n * CS(player).model_randomizer));
433 // However, do NOT randomize if the player-selected model is in the list.
434 for (int i = 0; i < n; ++i)
435 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
436 defaultmodel = argv(i);
439 int i = strstrofs(defaultmodel, ":", 0);
442 defaultskin = stof(substring(defaultmodel, i+1, -1));
443 defaultmodel = substring(defaultmodel, 0, i);
446 if(autocvar_sv_defaultcharacterskin && !defaultskin)
452 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
453 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
454 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
455 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
460 defaultskin = autocvar_sv_defaultplayerskin;
463 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
464 defaultmodel = M_ARGV(0, string);
465 defaultskin = M_ARGV(1, int);
469 if(defaultmodel != "")
471 if (defaultmodel != player.model)
473 vector m1 = player.mins;
474 vector m2 = player.maxs;
475 setplayermodel (player, defaultmodel);
476 setsize (player, m1, m2);
480 oldskin = player.skin;
481 player.skin = defaultskin;
483 if (player.playermodel != player.model || player.playermodel == "")
485 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
486 vector m1 = player.mins;
487 vector m2 = player.maxs;
488 setplayermodel (player, player.playermodel);
489 setsize (player, m1, m2);
493 if(!autocvar_sv_defaultcharacterskin)
495 oldskin = player.skin;
496 player.skin = stof(player.playerskin);
500 oldskin = player.skin;
501 player.skin = defaultskin;
505 if(chmdl || oldskin != player.skin) // model or skin has changed
507 player.species = player_getspecies(player); // update species
508 if(!autocvar_g_debug_globalsounds)
509 UpdatePlayerSounds(player); // update skin sounds
513 if(strlen(autocvar_sv_defaultplayercolors))
514 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
515 setcolor(player, stof(autocvar_sv_defaultplayercolors));
518 void PutPlayerInServer(entity this)
520 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
522 PlayerState_attach(this);
523 accuracy_resend(this);
526 TeamBalance_JoinBestTeam(this);
528 entity spot = SelectSpawnPoint(this, false);
530 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
531 return; // spawn failed
534 TRANSMUTE(Player, this);
536 CS(this).wasplayer = true;
537 this.iscreature = true;
538 this.teleportable = TELEPORT_NORMAL;
539 if(!this.damagedbycontents)
540 IL_PUSH(g_damagedbycontents, this);
541 this.damagedbycontents = true;
542 set_movetype(this, MOVETYPE_WALK);
543 this.solid = SOLID_SLIDEBOX;
544 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
545 if (autocvar_g_playerclip_collisions)
546 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
547 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
548 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
549 this.frags = FRAGS_PLAYER;
550 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
551 this.flags = FL_CLIENT | FL_PICKUPITEMS;
552 if (autocvar__notarget)
553 this.flags |= FL_NOTARGET;
554 this.takedamage = DAMAGE_AIM;
555 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
558 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
559 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
560 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
561 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
562 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
563 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
564 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
565 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
566 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
568 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
569 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
570 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
571 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
572 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
573 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
574 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
575 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
576 STAT(WEAPONS, this) = start_weapons;
577 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
579 GiveRandomWeapons(this, random_start_weapons_count,
580 autocvar_g_random_start_weapons, random_start_ammo);
583 SetSpectatee_status(this, 0);
585 PS(this).dual_weapons = '0 0 0';
587 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
589 this.items = start_items;
591 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
592 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
593 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
594 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
595 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
596 if (!sv_ready_restart_after_countdown && time < game_starttime)
598 float f = game_starttime - time;
599 this.spawnshieldtime += f;
600 this.pauserotarmor_finished += f;
601 this.pauserothealth_finished += f;
602 this.pauseregen_finished += f;
605 this.damageforcescale = 2;
607 this.respawn_flags = 0;
608 this.respawn_time = 0;
609 STAT(RESPAWN_TIME, this) = 0;
610 this.scale = autocvar_sv_player_scale;
613 this.pain_finished = 0;
615 setthink(this, func_null); // players have no think function
618 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
620 this.deadflag = DEAD_NO;
622 this.angles = spot.angles;
623 this.angles_z = 0; // never spawn tilted even if the spot says to
624 if (IS_BOT_CLIENT(this))
625 this.v_angle = this.angles;
626 this.fixangle = true; // turn this way immediately
627 this.oldvelocity = this.velocity = '0 0 0';
628 this.avelocity = '0 0 0';
629 this.punchangle = '0 0 0';
630 this.punchvector = '0 0 0';
632 this.strength_finished = 0;
633 this.invincible_finished = 0;
634 this.fire_endtime = -1;
635 STAT(REVIVE_PROGRESS, this) = 0;
636 this.revival_time = 0;
638 this.air_finished = time + 12;
639 this.waterlevel = WATERLEVEL_NONE;
640 this.watertype = CONTENT_EMPTY;
642 entity spawnevent = new_pure(spawnevent);
643 spawnevent.owner = this;
644 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
646 // Cut off any still running player sounds.
647 stopsound(this, CH_PLAYER_SINGLE);
650 FixPlayermodel(this);
651 this.drawonlytoclient = NULL;
655 for(int slot = 0; slot < MAX_AXH; ++slot)
657 entity axh = this.(AuxiliaryXhair[slot]);
658 this.(AuxiliaryXhair[slot]) = NULL;
660 if(axh.owner == this && axh != NULL && !wasfreed(axh))
664 this.spawnpoint_targ = NULL;
667 this.view_ofs = STAT(PL_VIEW_OFS, this);
668 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
669 this.spawnorigin = spot.origin;
670 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
671 // don't reset back to last position, even if new position is stuck in solid
672 this.oldorigin = this.origin;
674 IL_REMOVE(g_conveyed, this);
675 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
676 STAT(HUD, this) = HUD_NORMAL;
678 this.event_damage = PlayerDamage;
679 this.event_heal = PlayerHeal;
681 this.draggable = func_null;
684 IL_PUSH(g_bot_targets, this);
685 this.bot_attack = true;
686 if(!this.monster_attack)
687 IL_PUSH(g_monster_targets, this);
688 this.monster_attack = true;
689 navigation_dynamicgoal_init(this, false);
691 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
693 // player was spectator
694 if (CS(this).killcount == FRAGS_SPECTATOR) {
695 PlayerScore_Clear(this);
696 CS(this).killcount = 0;
697 CS(this).startplaytime = time;
700 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
702 .entity weaponentity = weaponentities[slot];
703 entity oldwep = this.(weaponentity);
704 CL_SpawnWeaponentity(this, weaponentity);
705 if(oldwep && oldwep.owner == this)
706 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
708 this.alpha = default_player_alpha;
709 this.colormod = '1 1 1' * autocvar_g_player_brightness;
710 this.exteriorweaponentity.alpha = default_weapon_alpha;
712 this.speedrunning = false;
714 this.counter_cnt = 0;
715 this.fragsfilter_cnt = 0;
717 target_voicescript_clear(this);
719 // reset fields the weapons may use
720 FOREACH(Weapons, true, {
721 it.wr_resetplayer(it, this);
722 // reload all reloadable weapons
723 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
724 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
726 .entity weaponentity = weaponentities[slot];
727 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
733 //string s = spot.target;
734 //spot.target = string_null;
735 SUB_UseTargets(spot, this, NULL);
739 Unfreeze(this, false);
741 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
743 if (autocvar_spawn_debug)
745 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
746 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
749 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
751 .entity weaponentity = weaponentities[slot];
752 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
753 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
755 this.(weaponentity).m_switchweapon = WEP_Null;
756 this.(weaponentity).m_weapon = WEP_Null;
757 this.(weaponentity).weaponname = "";
758 this.(weaponentity).m_switchingweapon = WEP_Null;
759 this.(weaponentity).cnt = -1;
762 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
764 if (CS(this).impulse) ImpulseCommands(this);
766 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
768 .entity weaponentity = weaponentities[slot];
769 W_WeaponFrame(this, weaponentity);
772 if (!warmup_stage && !this.alivetime)
773 this.alivetime = time;
775 antilag_clear(this, CS(this));
778 /** Called when a client spawns in the server */
779 void PutClientInServer(entity this)
781 if (IS_BOT_CLIENT(this)) {
782 TRANSMUTE(Player, this);
783 } else if (IS_REAL_CLIENT(this)) {
785 WriteByte(MSG_ONE, SVC_SETVIEW);
786 WriteEntity(MSG_ONE, this);
789 TRANSMUTE(Observer, this);
791 SetSpectatee(this, NULL);
795 PS(this).itemkeys = 0;
797 MUTATOR_CALLHOOK(PutClientInServer, this);
799 if (IS_OBSERVER(this)) {
800 PutObserverInServer(this);
801 } else if (IS_PLAYER(this)) {
802 PutPlayerInServer(this);
806 // TODO do we need all these fields, or should we stop autodetecting runtime
807 // changes and just have a console command to update this?
808 bool ClientInit_SendEntity(entity this, entity to, int sf)
810 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
813 // MSG_INIT replacement
814 // TODO: make easier to use
816 W_PROP_reload(MSG_ONE, to);
817 ClientInit_misc(this);
818 MUTATOR_CALLHOOK(Ent_Init);
820 void ClientInit_misc(entity this)
822 int channel = MSG_ONE;
823 WriteHeader(channel, ENT_CLIENT_INIT);
824 WriteByte(channel, g_nexball_meter_period * 32);
825 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
826 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
827 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
828 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
829 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
830 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
831 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
832 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
834 if(sv_foginterval && world.fog != "")
835 WriteString(channel, world.fog);
837 WriteString(channel, "");
838 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
839 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
840 WriteByte(channel, serverflags);
841 WriteCoord(channel, autocvar_g_trueaim_minrange);
844 void ClientInit_CheckUpdate(entity this)
846 this.nextthink = time;
847 if(this.count != autocvar_g_balance_armor_blockpercent)
849 this.count = autocvar_g_balance_armor_blockpercent;
852 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
854 this.cnt = autocvar_g_balance_damagepush_speedfactor;
859 void ClientInit_Spawn()
861 entity e = new_pure(clientinit);
862 setthink(e, ClientInit_CheckUpdate);
863 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
865 ClientInit_CheckUpdate(e);
875 // initialize parms for a new player
876 parm1 = -(86400 * 366);
878 MUTATOR_CALLHOOK(SetNewParms);
886 void SetChangeParms (entity this)
888 // save parms for level change
889 parm1 = CS(this).parm_idlesince - time;
891 MUTATOR_CALLHOOK(SetChangeParms);
899 void DecodeLevelParms(entity this)
902 CS(this).parm_idlesince = parm1;
903 if (CS(this).parm_idlesince == -(86400 * 366))
904 CS(this).parm_idlesince = time;
906 // whatever happens, allow 60 seconds of idling directly after connect for map loading
907 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
909 MUTATOR_CALLHOOK(DecodeLevelParms);
912 void FixClientCvars(entity e)
914 // send prediction settings to the client
915 stuffcmd(e, "\nin_bindmap 0 0\n");
916 if(autocvar_g_antilag == 3) // client side hitscan
917 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
918 if(autocvar_sv_gentle)
919 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
921 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
922 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
924 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
926 MUTATOR_CALLHOOK(FixClientCvars, e);
929 bool findinlist_abbrev(string tofind, string list)
931 if(list == "" || tofind == "")
932 return false; // empty list or search, just return
934 // this function allows abbreviated strings!
935 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
943 bool PlayerInIPList(entity p, string iplist)
945 // some safety checks (never allow local?)
946 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
949 return findinlist_abbrev(p.netaddress, iplist);
952 bool PlayerInIDList(entity p, string idlist)
954 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
958 return findinlist_abbrev(p.crypto_idfp, idlist);
961 bool PlayerInList(entity player, string list)
963 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
966 #ifdef DP_EXT_PRECONNECT
971 Called once (not at each match start) when a client begins a connection to the server
974 void ClientPreConnect(entity this)
976 if(autocvar_sv_eventlog)
978 GameLogEcho(sprintf(":connect:%d:%d:%s",
981 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
987 string GetClientVersionMessage(entity this)
989 if (CS(this).version_mismatch) {
990 if(CS(this).version < autocvar_gameversion) {
991 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
992 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
994 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
995 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
998 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1002 string getwelcomemessage(entity this)
1004 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1005 string modifications = M_ARGV(0, string);
1009 if(g_weaponarena_random)
1010 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1012 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1014 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1015 modifications = strcat(modifications, ", No start weapons");
1016 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1017 modifications = strcat(modifications, ", Low gravity");
1018 if(g_weapon_stay && !g_cts)
1019 modifications = strcat(modifications, ", Weapons stay");
1021 modifications = strcat(modifications, ", Jet pack");
1022 if(autocvar_g_powerups == 0)
1023 modifications = strcat(modifications, ", No powerups");
1024 if(autocvar_g_powerups > 0)
1025 modifications = strcat(modifications, ", Powerups");
1026 modifications = substring(modifications, 2, strlen(modifications) - 2);
1028 string versionmessage = GetClientVersionMessage(this);
1029 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1031 if(modifications != "")
1032 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1034 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1036 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1037 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1040 if (cache_mutatormsg != "") {
1041 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1044 string mutator_msg = "";
1045 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1046 mutator_msg = M_ARGV(0, string);
1048 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1050 string motd = autocvar_sv_motd;
1052 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1057 bool autocvar_sv_qcphysics = false; // TODO this is for testing - remove when qcphysics work
1063 Called when a client connects to the server
1066 void ClientConnect(entity this)
1068 if (Ban_MaybeEnforceBanOnce(this)) return;
1069 assert(!IS_CLIENT(this), return);
1070 this.flags |= FL_CLIENT;
1071 assert(player_count >= 0, player_count = 0);
1074 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1076 TRANSMUTE(Client, this);
1077 CS(this).version_nagtime = time + 10 + random() * 10;
1079 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1081 bot_clientconnect(this);
1083 Player_DetermineForcedTeam(this);
1085 TRANSMUTE(Observer, this);
1087 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1089 // always track bots, don't ask for cl_allow_uidtracking
1090 if (IS_BOT_CLIENT(this))
1091 PlayerStats_GameReport_AddPlayer(this);
1093 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1095 if (autocvar_sv_eventlog)
1096 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1098 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1100 stuffcmd(this, clientstuff, "\n");
1101 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1103 FixClientCvars(this);
1105 // get version info from player
1106 stuffcmd(this, "cmd clientversion $gameversion\n");
1108 // notify about available teams
1111 entity balance = TeamBalance_CheckAllowedTeams(this);
1112 int t = TeamBalance_GetAllowedTeams(balance);
1113 TeamBalance_Destroy(balance);
1114 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1118 stuffcmd(this, "set _teams_available 0\n");
1121 bot_relinkplayerlist();
1123 CS(this).spectatortime = time;
1124 if (blockSpectators)
1126 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1129 CS(this).jointime = time;
1131 if (IS_REAL_CLIENT(this))
1133 if (g_weaponarena_weapons == WEPSET(TUBA))
1134 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1137 if (!sv_foginterval && world.fog != "")
1138 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1140 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1141 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1142 send_CSQC_teamnagger();
1144 CSQCMODEL_AUTOINIT(this);
1146 CS(this).model_randomizer = random();
1148 if (IS_REAL_CLIENT(this))
1149 sv_notice_join(this);
1151 this.move_qcphysics = autocvar_sv_qcphysics;
1153 // update physics stats (players can spawn before physics runs)
1154 Physics_UpdateStats(this);
1156 IL_EACH(g_initforplayer, it.init_for_player, {
1157 it.init_for_player(it, this);
1160 Handicap_Initialize(this);
1162 MUTATOR_CALLHOOK(ClientConnect, this);
1164 if (IS_REAL_CLIENT(this))
1166 if (!autocvar_g_campaign && !IS_PLAYER(this))
1168 CS(this).motd_actived_time = -1;
1169 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1177 Called when a client disconnects from the server
1180 .entity chatbubbleentity;
1181 void ClientDisconnect(entity this)
1183 assert(IS_CLIENT(this), return);
1185 PlayerStats_GameReport_FinalizePlayer(this);
1186 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1187 if (CS(this).active_minigame) part_minigame(this);
1188 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1190 if (autocvar_sv_eventlog)
1191 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1193 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1196 SetSpectatee(this, NULL);
1198 MUTATOR_CALLHOOK(ClientDisconnect, this);
1200 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1201 strfree(CS(this).weaponorder_byimpulse);
1202 ClientState_detach(this);
1204 Portal_ClearAll(this);
1206 Unfreeze(this, false);
1208 RemoveGrapplingHooks(this);
1210 // Here, everything has been done that requires this player to be a client.
1212 this.flags &= ~FL_CLIENT;
1214 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1215 if (this.killindicator) delete(this.killindicator);
1217 WaypointSprite_PlayerGone(this);
1219 bot_relinkplayerlist();
1221 strfree(this.clientstatus);
1222 if (this.personal) delete(this.personal);
1226 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1231 void ChatBubbleThink(entity this)
1233 this.nextthink = time;
1234 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1236 if(this.owner) // but why can that ever be NULL?
1237 this.owner.chatbubbleentity = NULL;
1244 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1246 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1247 this.mdl = "models/sprites/minigame_busy.iqm";
1248 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1249 this.mdl = "models/misc/chatbubble.spr";
1252 if ( this.model != this.mdl )
1253 _setmodel(this, this.mdl);
1257 void UpdateChatBubble(entity this)
1261 // spawn a chatbubble entity if needed
1262 if (!this.chatbubbleentity)
1264 this.chatbubbleentity = new(chatbubbleentity);
1265 this.chatbubbleentity.owner = this;
1266 this.chatbubbleentity.exteriormodeltoclient = this;
1267 setthink(this.chatbubbleentity, ChatBubbleThink);
1268 this.chatbubbleentity.nextthink = time;
1269 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1270 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1271 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1272 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1273 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1274 //this.chatbubbleentity.model = "";
1275 this.chatbubbleentity.effects = EF_LOWPRECISION;
1280 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1281 // added to the model skins
1282 /*void UpdateColorModHack()
1285 c = this.clientcolors & 15;
1286 // LordHavoc: only bothering to support white, green, red, yellow, blue
1287 if (!teamplay) this.colormod = '0 0 0';
1288 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1289 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1290 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1291 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1292 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1293 else this.colormod = '1 1 1';
1296 void respawn(entity this)
1298 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1300 this.solid = SOLID_NOT;
1301 this.takedamage = DAMAGE_NO;
1302 set_movetype(this, MOVETYPE_FLY);
1303 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1304 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1305 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1306 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1307 if(autocvar_g_respawn_ghosts_maxtime)
1308 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1313 this.effects |= EF_NODRAW; // prevent another CopyBody
1314 PutClientInServer(this);
1317 void PrintToChat(entity client, string text)
1319 text = strcat("\{1}^7", text, "\n");
1320 sprint(client, text);
1323 void DebugPrintToChat(entity client, string text)
1325 if (autocvar_developer)
1327 PrintToChat(client, text);
1331 void PrintToChatAll(string text)
1333 text = strcat("\{1}^7", text, "\n");
1337 void DebugPrintToChatAll(string text)
1339 if (autocvar_developer)
1341 PrintToChatAll(text);
1345 void PrintToChatTeam(int team_num, string text)
1347 text = strcat("\{1}^7", text, "\n");
1348 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1350 if (it.team == team_num)
1357 void DebugPrintToChatTeam(int team_num, string text)
1359 if (autocvar_developer)
1361 PrintToChatTeam(team_num, text);
1365 void play_countdown(entity this, float finished, Sound samp)
1368 if(IS_REAL_CLIENT(this))
1369 if(floor(finished - time - frametime) != floor(finished - time))
1370 if(finished - time < 6)
1371 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1374 void player_powerups(entity this)
1376 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1377 int items_prev = this.items;
1379 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1380 this.modelflags |= MF_ROCKET;
1382 this.modelflags &= ~MF_ROCKET;
1384 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1386 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1389 Fire_ApplyDamage(this);
1390 Fire_ApplyEffect(this);
1392 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1394 if (this.items & ITEM_Strength.m_itemid)
1396 play_countdown(this, this.strength_finished, SND_POWEROFF);
1397 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1398 if (time > this.strength_finished)
1400 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1401 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1402 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1407 if (time < this.strength_finished)
1409 this.items = this.items | ITEM_Strength.m_itemid;
1411 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1412 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1415 if (this.items & ITEM_Shield.m_itemid)
1417 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1418 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1419 if (time > this.invincible_finished)
1421 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1422 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1423 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1428 if (time < this.invincible_finished)
1430 this.items = this.items | ITEM_Shield.m_itemid;
1432 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1433 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1436 if (this.items & IT_SUPERWEAPON)
1438 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1440 this.superweapons_finished = 0;
1441 this.items = this.items - (this.items & IT_SUPERWEAPON);
1442 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1443 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1445 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1447 // don't let them run out
1451 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1452 if (time > this.superweapons_finished)
1454 this.items = this.items - (this.items & IT_SUPERWEAPON);
1455 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1456 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1457 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1461 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1463 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1465 this.items = this.items | IT_SUPERWEAPON;
1466 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1469 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1470 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1475 this.superweapons_finished = 0;
1476 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1481 this.superweapons_finished = 0;
1485 if(autocvar_g_nodepthtestplayers)
1486 this.effects = this.effects | EF_NODEPTHTEST;
1488 if(autocvar_g_fullbrightplayers)
1489 this.effects = this.effects | EF_FULLBRIGHT;
1491 if (time >= game_starttime)
1492 if (time < this.spawnshieldtime)
1493 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1495 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1498 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1500 if(current > stable)
1502 else if(current > stable - 0.25) // when close enough, "snap"
1505 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1508 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1510 if(current < stable)
1512 else if(current < stable + 0.25) // when close enough, "snap"
1515 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1518 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1520 if(current > rotstable)
1522 if(rotframetime > 0)
1524 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1525 current = max(rotstable, current - rotlinear * rotframetime);
1528 else if(current < regenstable)
1530 if(regenframetime > 0)
1532 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1533 current = min(regenstable, current + regenlinear * regenframetime);
1543 void player_regen(entity this)
1545 float max_mod, regen_mod, rot_mod, limit_mod;
1546 max_mod = regen_mod = rot_mod = limit_mod = 1;
1548 float regen_health = autocvar_g_balance_health_regen;
1549 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1550 float regen_health_rot = autocvar_g_balance_health_rot;
1551 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1552 float regen_health_stable = autocvar_g_balance_health_regenstable;
1553 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1554 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1555 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1556 max_mod = M_ARGV(1, float);
1557 regen_mod = M_ARGV(2, float);
1558 rot_mod = M_ARGV(3, float);
1559 limit_mod = M_ARGV(4, float);
1560 regen_health = M_ARGV(5, float);
1561 regen_health_linear = M_ARGV(6, float);
1562 regen_health_rot = M_ARGV(7, float);
1563 regen_health_rotlinear = M_ARGV(8, float);
1564 regen_health_stable = M_ARGV(9, float);
1565 regen_health_rotstable = M_ARGV(10, float);
1567 if(!mutator_returnvalue)
1568 if(!STAT(FROZEN, this))
1570 float mina, maxa, limith, limita;
1571 maxa = autocvar_g_balance_armor_rotstable;
1572 mina = autocvar_g_balance_armor_regenstable;
1573 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1574 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1576 regen_health_rotstable = regen_health_rotstable * max_mod;
1577 regen_health_stable = regen_health_stable * max_mod;
1578 limith = limith * limit_mod;
1579 limita = limita * limit_mod;
1581 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1582 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1583 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1584 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1585 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1586 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1589 // if player rotted to death... die!
1590 // check this outside above checks, as player may still be able to rot to death
1591 if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1594 vehicles_exit(this.vehicle, VHEF_RELEASE);
1595 if(this.event_damage)
1596 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1599 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1601 float minf, maxf, limitf;
1603 maxf = autocvar_g_balance_fuel_rotstable;
1604 minf = autocvar_g_balance_fuel_regenstable;
1605 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1607 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1608 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1609 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1614 void SetZoomState(entity this, float newzoom)
1616 if(newzoom != CS(this).zoomstate)
1618 CS(this).zoomstate = newzoom;
1619 ClientData_Touch(this);
1621 zoomstate_set = true;
1624 void GetPressedKeys(entity this)
1626 MUTATOR_CALLHOOK(GetPressedKeys, this);
1627 int keys = STAT(PRESSED_KEYS, this);
1628 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1629 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1630 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1631 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1633 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1634 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
1635 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1636 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1637 CS(this).pressedkeys = keys; // store for other users
1639 STAT(PRESSED_KEYS, this) = keys;
1643 ======================
1644 spectate mode routines
1645 ======================
1648 void SpectateCopy(entity this, entity spectatee)
1650 TC(Client, this); TC(Client, spectatee);
1652 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1653 PS(this) = PS(spectatee);
1654 this.armortype = spectatee.armortype;
1655 SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1656 SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1657 SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1658 SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1659 SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1660 SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1661 SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1662 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1663 SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1664 CS(this).impulse = 0;
1665 this.items = spectatee.items;
1666 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1667 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1668 this.strength_finished = spectatee.strength_finished;
1669 this.invincible_finished = spectatee.invincible_finished;
1670 this.superweapons_finished = spectatee.superweapons_finished;
1671 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1672 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1673 this.punchangle = spectatee.punchangle;
1674 this.view_ofs = spectatee.view_ofs;
1675 this.velocity = spectatee.velocity;
1676 this.dmg_take = spectatee.dmg_take;
1677 this.dmg_save = spectatee.dmg_save;
1678 this.dmg_inflictor = spectatee.dmg_inflictor;
1679 this.v_angle = spectatee.v_angle;
1680 this.angles = spectatee.v_angle;
1681 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1682 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1683 this.viewloc = spectatee.viewloc;
1684 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1685 this.fixangle = true;
1686 setorigin(this, spectatee.origin);
1687 setsize(this, spectatee.mins, spectatee.maxs);
1688 SetZoomState(this, CS(spectatee).zoomstate);
1690 anticheat_spectatecopy(this, spectatee);
1691 STAT(HUD, this) = STAT(HUD, spectatee);
1692 if(spectatee.vehicle)
1694 this.angles = spectatee.v_angle;
1696 //this.fixangle = false;
1697 //this.velocity = spectatee.vehicle.velocity;
1698 this.vehicle_health = spectatee.vehicle_health;
1699 this.vehicle_shield = spectatee.vehicle_shield;
1700 this.vehicle_energy = spectatee.vehicle_energy;
1701 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1702 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1703 this.vehicle_reload1 = spectatee.vehicle_reload1;
1704 this.vehicle_reload2 = spectatee.vehicle_reload2;
1706 //msg_entity = this;
1708 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1709 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1710 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1711 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1713 //WriteByte (MSG_ONE, SVC_SETVIEW);
1714 // WriteEntity(MSG_ONE, this);
1715 //makevectors(spectatee.v_angle);
1716 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1720 bool SpectateUpdate(entity this)
1725 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1727 SetSpectatee(this, NULL);
1731 SpectateCopy(this, this.enemy);
1736 bool SpectateSet(entity this)
1738 if(!IS_PLAYER(this.enemy))
1741 ClientData_Touch(this.enemy);
1744 WriteByte(MSG_ONE, SVC_SETVIEW);
1745 WriteEntity(MSG_ONE, this.enemy);
1746 set_movetype(this, MOVETYPE_NONE);
1747 accuracy_resend(this);
1749 if(!SpectateUpdate(this))
1750 PutObserverInServer(this);
1755 void SetSpectatee_status(entity this, int spectatee_num)
1757 int oldspectatee_status = CS(this).spectatee_status;
1758 CS(this).spectatee_status = spectatee_num;
1760 if (CS(this).spectatee_status != oldspectatee_status)
1762 ClientData_Touch(this);
1763 if (g_race || g_cts) race_InitSpectator();
1767 void SetSpectatee(entity this, entity spectatee)
1769 if(IS_BOT_CLIENT(this))
1770 return; // bots abuse .enemy, this code is useless to them
1772 entity old_spectatee = this.enemy;
1774 this.enemy = spectatee;
1777 // these are required to fix the spectator bug with arc
1780 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1782 .entity weaponentity = weaponentities[slot];
1783 if(old_spectatee.(weaponentity).arc_beam)
1784 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1789 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1791 .entity weaponentity = weaponentities[slot];
1792 if(this.enemy.(weaponentity).arc_beam)
1793 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1798 SetSpectatee_status(this, etof(this.enemy));
1800 // needed to update spectator list
1801 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1804 bool Spectate(entity this, entity pl)
1806 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1808 pl = M_ARGV(1, entity);
1810 SetSpectatee(this, pl);
1811 return SpectateSet(this);
1814 bool SpectateNext(entity this)
1816 entity ent = find(this.enemy, classname, STR_PLAYER);
1818 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1819 ent = M_ARGV(1, entity);
1821 ent = find(ent, classname, STR_PLAYER);
1823 if(ent) { SetSpectatee(this, ent); }
1825 return SpectateSet(this);
1828 bool SpectatePrev(entity this)
1830 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1831 entity ent = findchain(classname, STR_PLAYER);
1832 if (!ent) // no player
1836 // skip players until current spectated player
1838 while(ent && ent != this.enemy)
1841 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1843 case MUT_SPECPREV_FOUND:
1844 ent = M_ARGV(1, entity);
1846 case MUT_SPECPREV_RETURN:
1848 case MUT_SPECPREV_CONTINUE:
1859 SetSpectatee(this, ent);
1860 return SpectateSet(this);
1865 ShowRespawnCountdown()
1867 Update a respawn countdown display.
1870 void ShowRespawnCountdown(entity this)
1873 if(!IS_DEAD(this)) // just respawned?
1877 number = ceil(this.respawn_time - time);
1880 if(number <= this.respawn_countdown)
1882 this.respawn_countdown = number - 1;
1883 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
1884 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1889 .bool team_selected;
1890 bool ShowTeamSelection(entity this)
1892 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1894 stuffcmd(this, "menu_showteamselect\n");
1897 void Join(entity this)
1899 TRANSMUTE(Player, this);
1901 if(!this.team_selected)
1902 if(autocvar_g_campaign || autocvar_g_balance_teams)
1903 TeamBalance_JoinBestTeam(this);
1905 if(autocvar_g_campaign)
1906 campaign_bots_may_start = true;
1908 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1910 PutClientInServer(this);
1913 if(teamplay && this.team != -1)
1917 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1918 this.team_selected = false;
1921 int GetPlayerLimit()
1923 int player_limit = autocvar_g_maxplayers;
1924 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1925 player_limit = M_ARGV(0, int);
1926 return player_limit;
1930 * Determines whether the player is allowed to join. This depends on cvar
1931 * g_maxplayers, if it isn't used this function always return true, otherwise
1932 * it checks whether the number of currently playing players exceeds g_maxplayers.
1933 * @return int number of free slots for players, 0 if none
1935 int nJoinAllowed(entity this, entity ignore)
1938 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1939 // so report 0 free slots if restricted
1941 if(autocvar_g_forced_team_otherwise == "spectate")
1943 if(autocvar_g_forced_team_otherwise == "spectator")
1947 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1948 return 0; // forced spectators can never join
1950 // TODO simplify this
1951 int totalClients = 0;
1952 int currentlyPlaying = 0;
1953 FOREACH_CLIENT(true, {
1956 if(IS_REAL_CLIENT(it))
1957 if(IS_PLAYER(it) || it.caplayer)
1961 int player_limit = GetPlayerLimit();
1963 float free_slots = 0;
1965 free_slots = maxclients - totalClients;
1966 else if(currentlyPlaying < player_limit)
1967 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
1969 static float join_prevent_msg_time = 0;
1970 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1972 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1973 join_prevent_msg_time = time + 3;
1980 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1981 * g_maxplayers_spectator_blocktime seconds
1983 void checkSpectatorBlock(entity this)
1985 if(IS_SPEC(this) || IS_OBSERVER(this))
1987 if(IS_REAL_CLIENT(this))
1989 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1990 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1996 void PrintWelcomeMessage(entity this)
1998 if(CS(this).motd_actived_time == 0)
2000 if (autocvar_g_campaign) {
2001 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2002 CS(this).motd_actived_time = time;
2003 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2006 if (PHYS_INPUT_BUTTON_INFO(this)) {
2007 CS(this).motd_actived_time = time;
2008 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2012 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2014 if (autocvar_g_campaign) {
2015 if (PHYS_INPUT_BUTTON_INFO(this))
2016 CS(this).motd_actived_time = time;
2017 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2018 CS(this).motd_actived_time = 0;
2019 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2022 if (PHYS_INPUT_BUTTON_INFO(this))
2023 CS(this).motd_actived_time = time;
2024 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2025 CS(this).motd_actived_time = 0;
2026 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2030 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2032 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2033 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2034 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2036 // instanctly hide MOTD
2037 CS(this).motd_actived_time = 0;
2038 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2043 const int MIN_SPEC_TIME = 1;
2044 bool joinAllowed(entity this)
2046 if (CS(this).version_mismatch) return false;
2047 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2048 if (!nJoinAllowed(this, this)) return false;
2049 if (teamplay && lockteams) return false;
2050 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2051 if (ShowTeamSelection(this)) return false;
2056 .string shootfromfixedorigin;
2057 bool PlayerThink(entity this)
2059 if (game_stopped || intermission_running) {
2060 this.modelflags &= ~MF_ROCKET;
2061 if(intermission_running)
2062 IntermissionThink(this);
2066 if (timeout_status == TIMEOUT_ACTIVE) {
2067 // don't allow the player to turn around while game is paused
2068 // FIXME turn this into CSQC stuff
2069 this.v_angle = this.lastV_angle;
2070 this.angles = this.lastV_angle;
2071 this.fixangle = true;
2074 if (frametime) player_powerups(this);
2076 if (IS_DEAD(this)) {
2077 if (this.personal && g_race_qualifying) {
2078 if (time > this.respawn_time) {
2079 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2081 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2084 if (frametime) player_anim(this);
2086 if (this.respawn_flags & RESPAWN_DENY)
2088 STAT(RESPAWN_TIME, this) = 0;
2092 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));
2094 switch(this.deadflag)
2098 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2099 this.deadflag = DEAD_RESPAWNING;
2100 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2101 this.deadflag = DEAD_DEAD;
2107 this.deadflag = DEAD_RESPAWNABLE;
2108 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2109 this.deadflag = DEAD_RESPAWNING;
2112 case DEAD_RESPAWNABLE:
2114 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2115 this.deadflag = DEAD_RESPAWNING;
2118 case DEAD_RESPAWNING:
2120 if (time > this.respawn_time)
2122 this.respawn_time = time + 1; // only retry once a second
2123 this.respawn_time_max = this.respawn_time;
2130 ShowRespawnCountdown(this);
2132 if (this.respawn_flags & RESPAWN_SILENT)
2133 STAT(RESPAWN_TIME, this) = 0;
2134 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2136 if (time < this.respawn_time)
2137 STAT(RESPAWN_TIME, this) = this.respawn_time;
2138 else if (this.deadflag != DEAD_RESPAWNING)
2139 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2142 STAT(RESPAWN_TIME, this) = this.respawn_time;
2145 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2146 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2147 STAT(RESPAWN_TIME, this) *= -1;
2152 FixPlayermodel(this);
2154 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2155 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2156 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2159 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2162 this.items &= ~this.items_added;
2164 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2166 .entity weaponentity = weaponentities[slot];
2167 W_WeaponFrame(this, weaponentity);
2170 this.items_added = 0;
2171 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2172 this.items_added |= IT_FUEL;
2174 this.items |= this.items_added;
2179 // WEAPONTODO: Add a weapon request for this
2180 // rot vortex charge to the charge limit
2181 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2183 .entity weaponentity = weaponentities[slot];
2184 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2185 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2188 if (frametime) player_anim(this);
2191 secrets_setstatus(this);
2194 monsters_setstatus(this);
2196 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2201 .bool would_spectate;
2202 void ObserverThink(entity this)
2204 if ( CS(this).impulse )
2206 MinigameImpulse(this, CS(this).impulse);
2207 CS(this).impulse = 0;
2210 if (this.flags & FL_JUMPRELEASED) {
2211 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2212 this.flags &= ~FL_JUMPRELEASED;
2213 this.flags |= FL_SPAWNING;
2214 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2215 this.flags &= ~FL_JUMPRELEASED;
2216 if(SpectateNext(this)) {
2217 TRANSMUTE(Spectator, this);
2220 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2221 set_movetype(this, preferred_movetype);
2224 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2225 this.flags |= FL_JUMPRELEASED;
2226 if(this.flags & FL_SPAWNING)
2228 this.flags &= ~FL_SPAWNING;
2236 void SpectatorThink(entity this)
2238 if ( CS(this).impulse )
2240 if(MinigameImpulse(this, CS(this).impulse))
2241 CS(this).impulse = 0;
2243 if (CS(this).impulse == IMP_weapon_drop.impulse)
2245 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2246 CS(this).impulse = 0;
2251 if (this.flags & FL_JUMPRELEASED) {
2252 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2253 this.flags &= ~FL_JUMPRELEASED;
2254 this.flags |= FL_SPAWNING;
2255 } else if(PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)) {
2256 this.flags &= ~FL_JUMPRELEASED;
2257 if(SpectateNext(this)) {
2258 TRANSMUTE(Spectator, this);
2260 TRANSMUTE(Observer, this);
2261 PutClientInServer(this);
2263 CS(this).impulse = 0;
2264 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2265 this.flags &= ~FL_JUMPRELEASED;
2266 if(SpectatePrev(this)) {
2267 TRANSMUTE(Spectator, this);
2269 TRANSMUTE(Observer, this);
2270 PutClientInServer(this);
2272 CS(this).impulse = 0;
2273 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2274 this.would_spectate = false;
2275 this.flags &= ~FL_JUMPRELEASED;
2276 TRANSMUTE(Observer, this);
2277 PutClientInServer(this);
2279 if(!SpectateUpdate(this))
2281 if(!SpectateNext(this))
2283 PutObserverInServer(this);
2284 this.would_spectate = true;
2289 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2290 this.flags |= FL_JUMPRELEASED;
2291 if(this.flags & FL_SPAWNING)
2293 this.flags &= ~FL_SPAWNING;
2298 if(!SpectateUpdate(this))
2299 PutObserverInServer(this);
2302 this.flags |= FL_CLIENT | FL_NOTARGET;
2305 void PlayerUseKey(entity this)
2307 if (!IS_PLAYER(this))
2314 vehicles_exit(this.vehicle, VHEF_NORMAL);
2318 else if(autocvar_g_vehicles_enter)
2320 if(!STAT(FROZEN, this))
2324 entity head, closest_target = NULL;
2325 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2327 while(head) // find the closest acceptable target to enter
2329 if(IS_VEHICLE(head))
2331 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2332 if(head.takedamage != DAMAGE_NO)
2336 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2337 { closest_target = head; }
2339 else { closest_target = head; }
2345 if(closest_target) { vehicles_enter(this, closest_target); return; }
2349 // a use key was pressed; call handlers
2350 MUTATOR_CALLHOOK(PlayerUseKey, this);
2358 Called every frame for each client before the physics are run
2361 .float last_vehiclecheck;
2362 void PlayerPreThink (entity this)
2364 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2365 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2367 WarpZone_PlayerPhysics_FixVAngle(this);
2370 // physics frames: update anticheat stuff
2371 anticheat_prethink(this);
2374 if (blockSpectators && frametime) {
2375 // WORKAROUND: only use dropclient in server frames (frametime set).
2376 // Never use it in cl_movement frames (frametime zero).
2377 checkSpectatorBlock(this);
2380 zoomstate_set = false;
2382 // Check for nameless players
2383 if (this.netname == "" || this.netname != CS(this).netname_previous)
2385 bool assume_unchanged = (CS(this).netname_previous == "");
2386 if (isInvisibleString(this.netname))
2388 this.netname = strzone(sprintf("Player#%d", this.playerid));
2389 assume_unchanged = false;
2390 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2392 if (!assume_unchanged && autocvar_sv_eventlog)
2393 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2394 strcpy(CS(this).netname_previous, this.netname);
2398 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2399 CS(this).version_nagtime = 0;
2400 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2402 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2404 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2406 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2407 if (r < 0) { // old client
2408 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2409 } else if (r > 0) { // old server
2410 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2416 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2418 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2419 this.max_armorvalue = 0;
2424 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2426 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2427 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2428 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2430 if (STAT(REVIVE_PROGRESS, this) >= 1)
2431 Unfreeze(this, false);
2433 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2435 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2436 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2438 if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2441 vehicles_exit(this.vehicle, VHEF_RELEASE);
2442 if(this.event_damage)
2443 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2445 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2446 Unfreeze(this, false);
2450 MUTATOR_CALLHOOK(PlayerPreThink, this);
2452 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2453 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2455 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2457 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2458 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2460 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2464 if(!it.team || SAME_TEAM(this, it))
2465 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2466 else if(autocvar_g_vehicles_steal)
2467 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2471 this.last_vehiclecheck = time + 1;
2474 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2476 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2478 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2481 if (IS_REAL_CLIENT(this))
2482 PrintWelcomeMessage(this);
2484 if (IS_PLAYER(this)) {
2485 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2486 error("Client can't be spawned as player on connection!");
2487 if(!PlayerThink(this))
2490 else if (game_stopped || intermission_running) {
2491 if(intermission_running)
2492 IntermissionThink(this);
2495 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2497 CS(this).autojoin_checked = true;
2498 // don't do this in ClientConnect
2499 // many things can go wrong if a client is spawned as player on connection
2500 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2501 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2502 && (!teamplay || autocvar_g_balance_teams)))
2504 campaign_bots_may_start = true;
2509 else if (IS_OBSERVER(this)) {
2510 ObserverThink(this);
2512 else if (IS_SPEC(this)) {
2513 SpectatorThink(this);
2516 // WEAPONTODO: Add weapon request for this
2517 if (!zoomstate_set) {
2518 bool wep_zoomed = false;
2519 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2521 .entity weaponentity = weaponentities[slot];
2522 Weapon thiswep = this.(weaponentity).m_weapon;
2523 if(thiswep != WEP_Null && thiswep.wr_zoom)
2524 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2526 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2529 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2531 CS(this).teamkill_soundtime = 0;
2533 entity e = CS(this).teamkill_soundsource;
2534 entity oldpusher = e.pusher;
2536 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2537 e.pusher = oldpusher;
2540 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2541 CS(this).taunt_soundtime = 0;
2542 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2545 target_voicescript_next(this);
2547 // WEAPONTODO: Move into weaponsystem somehow
2548 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2549 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2551 .entity weaponentity = weaponentities[slot];
2552 if(this.(weaponentity).m_weapon == WEP_Null)
2553 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2557 void DrownPlayer(entity this)
2559 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2562 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2564 if(this.air_finished < time)
2565 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2566 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2568 else if (this.air_finished < time)
2570 if (this.pain_finished < time)
2572 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');
2573 this.pain_finished = time + 0.5;
2578 .bool move_qcphysics;
2580 void Player_Physics(entity this)
2582 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2584 if(!this.move_qcphysics)
2587 if(!frametime && !CS(this).pm_frametime)
2590 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2592 CS(this).pm_frametime = 0;
2599 Called every frame for each client after the physics are run
2602 void PlayerPostThink (entity this)
2604 Player_Physics(this);
2607 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2608 if (IS_REAL_CLIENT(this))
2609 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2611 int totalClients = 0;
2612 if(sv_maxidle_slots > 0)
2614 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2620 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2621 { /* do nothing */ }
2622 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2624 if (CS(this).idlekick_lasttimeleft)
2626 CS(this).idlekick_lasttimeleft = 0;
2627 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2632 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2633 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2634 if (!CS(this).idlekick_lasttimeleft)
2635 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2637 if (timeleft <= 0) {
2638 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2642 else if (timeleft <= 10) {
2643 if (timeleft != CS(this).idlekick_lasttimeleft) {
2644 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2646 CS(this).idlekick_lasttimeleft = timeleft;
2655 this.solid = SOLID_NOT;
2656 this.takedamage = DAMAGE_NO;
2657 set_movetype(this, MOVETYPE_NONE);
2660 if (IS_PLAYER(this)) {
2661 if(this.death_time == time && IS_DEAD(this))
2663 // player's bbox gets resized now, instead of in the damage event that killed the player,
2664 // once all the damage events of this frame have been processed with normal size
2666 setsize(this, this.mins, this.maxs);
2669 UpdateChatBubble(this);
2670 if (CS(this).impulse) ImpulseCommands(this);
2673 CSQCMODEL_AUTOUPDATE(this);
2676 GetPressedKeys(this);
2679 if (this.waypointsprite_attachedforcarrier) {
2680 vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2681 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2684 CSQCMODEL_AUTOUPDATE(this);
2688 * message "": do not say, just test flood control
2694 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2696 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2697 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2700 msgin = formatmessage(source, msgin);
2703 if (!(IS_PLAYER(source) || source.caplayer))
2704 colorstr = "^0"; // black for spectators
2706 colorstr = Team_ColorCode(source.team);
2722 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2725 * using bprint solves this... me stupid
2726 // how can we prevent the message from appearing in a listen server?
2727 // for now, just give "say" back and only handle say_team
2730 clientcommand(source, strcat("say ", msgin));
2735 string namestr = "";
2737 namestr = playername(source, autocvar_g_chat_teamcolors);
2739 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2741 string msgstr = "", cmsgstr = "";
2742 string privatemsgprefix = string_null;
2743 int privatemsgprefixlen = 0;
2748 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2749 privatemsgprefixlen = strlen(msgstr);
2750 msgstr = strcat(msgstr, msgin);
2751 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2752 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2756 if(strstrofs(msgin, "/me", 0) >= 0)
2758 //msgin = strreplace("/me", "", msgin);
2759 //msgin = substring(msgin, 3, strlen(msgin));
2760 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2761 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2764 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2765 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2769 if(strstrofs(msgin, "/me", 0) >= 0)
2771 //msgin = strreplace("/me", "", msgin);
2772 //msgin = substring(msgin, 3, strlen(msgin));
2773 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2774 msgstr = strcat("\{1}^4* ", "^7", msgin);
2778 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2779 msgstr = strcat(msgstr, msgin);
2783 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2786 string fullmsgstr = msgstr;
2787 string fullcmsgstr = cmsgstr;
2791 var .float flood_field = floodcontrol_chat;
2792 if(floodcontrol && source)
2800 flood_spl = autocvar_g_chat_flood_spl_tell;
2801 flood_burst = autocvar_g_chat_flood_burst_tell;
2802 flood_lmax = autocvar_g_chat_flood_lmax_tell;
2803 flood_field = floodcontrol_chattell;
2807 flood_spl = autocvar_g_chat_flood_spl_team;
2808 flood_burst = autocvar_g_chat_flood_burst_team;
2809 flood_lmax = autocvar_g_chat_flood_lmax_team;
2810 flood_field = floodcontrol_chatteam;
2814 flood_spl = autocvar_g_chat_flood_spl;
2815 flood_burst = autocvar_g_chat_flood_burst;
2816 flood_lmax = autocvar_g_chat_flood_lmax;
2817 flood_field = floodcontrol_chat;
2819 flood_burst = max(0, flood_burst - 1);
2820 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2822 // do flood control for the default line size
2825 getWrappedLine_remaining = msgstr;
2828 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
2830 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
2833 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
2835 if(getWrappedLine_remaining != "")
2837 msgstr = strcat(msgstr, "\n");
2841 if (time >= source.(flood_field))
2843 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
2848 msgstr = fullmsgstr;
2853 if (time >= source.(flood_field))
2854 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
2859 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
2860 source.(flood_field) = flood = 0;
2863 string sourcemsgstr, sourcecmsgstr;
2864 if(flood == 2) // cannot happen for empty msgstr
2866 if(autocvar_g_chat_flood_notify_flooder)
2868 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
2873 sourcemsgstr = fullmsgstr;
2874 sourcecmsgstr = fullcmsgstr;
2880 sourcemsgstr = msgstr;
2881 sourcecmsgstr = cmsgstr;
2884 if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2887 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
2888 teamsay = -1; // spectators
2892 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
2894 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
2896 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
2899 if(source && CS(source).muted)
2901 // always fake the message
2906 if (autocvar_g_chat_flood_notify_flooder)
2908 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
2919 if (privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2922 if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
2923 ret = -1; // just hide the message completely
2926 MUTATOR_CALLHOOK(ChatMessage, source, ret);
2927 ret = M_ARGV(1, int);
2929 if(sourcemsgstr != "" && ret != 0)
2931 if(ret < 0) // faked message, because the player is muted
2933 sprint(source, sourcemsgstr);
2934 if(sourcecmsgstr != "" && !privatesay)
2935 centerprint(source, sourcecmsgstr);
2937 else if(privatesay) // private message, between 2 people only
2939 sprint(source, sourcemsgstr);
2940 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
2941 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
2943 sprint(privatesay, msgstr);
2945 centerprint(privatesay, cmsgstr);
2948 else if ( teamsay && CS(source).active_minigame )
2950 sprint(source, sourcemsgstr);
2951 dedicated_print(msgstr); // send to server console too
2952 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
2956 else if(teamsay > 0) // team message, only sent to team mates
2958 sprint(source, sourcemsgstr);
2959 dedicated_print(msgstr); // send to server console too
2960 if(sourcecmsgstr != "")
2961 centerprint(source, sourcecmsgstr);
2962 FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
2965 centerprint(it, cmsgstr);
2968 else if(teamsay < 0) // spectator message, only sent to spectators
2970 sprint(source, sourcemsgstr);
2971 dedicated_print(msgstr); // send to server console too
2972 FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
2979 sprint(source, sourcemsgstr);
2980 dedicated_print(msgstr); // send to server console too
2981 MX_Say(strcat(playername(source, true), "^7: ", msgin));
2983 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
2992 // hack to copy the button fields from the client entity to the Client State
2993 void PM_UpdateButtons(entity this, entity store)
2996 store.impulse = this.impulse;
2999 bool typing = this.buttonchat || this.button14;
3001 store.button0 = (typing) ? 0 : this.button0;
3003 store.button2 = (typing) ? 0 : this.button2;
3004 store.button3 = (typing) ? 0 : this.button3;
3005 store.button4 = this.button4;
3006 store.button5 = (typing) ? 0 : this.button5;
3007 store.button6 = this.button6;
3008 store.button7 = this.button7;
3009 store.button8 = this.button8;
3010 store.button9 = this.button9;
3011 store.button10 = this.button10;
3012 store.button11 = this.button11;
3013 store.button12 = this.button12;
3014 store.button13 = this.button13;
3015 store.button14 = this.button14;
3016 store.button15 = this.button15;
3017 store.button16 = this.button16;
3018 store.buttonuse = this.buttonuse;
3019 store.buttonchat = this.buttonchat;
3021 store.cursor_active = this.cursor_active;
3022 store.cursor_screen = this.cursor_screen;
3023 store.cursor_trace_start = this.cursor_trace_start;
3024 store.cursor_trace_endpos = this.cursor_trace_endpos;
3025 store.cursor_trace_ent = this.cursor_trace_ent;
3027 store.ping = this.ping;
3028 store.ping_packetloss = this.ping_packetloss;
3029 store.ping_movementloss = this.ping_movementloss;
3031 store.v_angle = this.v_angle;
3032 store.movement = (typing) ? '0 0 0' : this.movement;
3035 NET_HANDLE(fpsreport, bool)
3037 int fps = ReadShort();
3038 PlayerScore_Set(sender, SP_FPS, fps);