3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/qc/globalsound.qh>
7 #include <common/ent_cs.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
10 #include <common/items/_mod.qh>
11 #include <common/items/inventory.qh>
12 #include <common/mapobjects/func/conveyor.qh>
13 #include <common/mapobjects/func/ladder.qh>
14 #include <common/mapobjects/subs.qh>
15 #include <common/mapobjects/target/spawnpoint.qh>
16 #include <common/mapobjects/teleporters.qh>
17 #include <common/mapobjects/trigger/counter.qh>
18 #include <common/mapobjects/trigger/secret.qh>
19 #include <common/mapobjects/trigger/swamp.qh>
20 #include <common/mapobjects/triggers.qh>
21 #include <common/minigames/sv_minigames.qh>
22 #include <common/monsters/sv_monsters.qh>
23 #include <common/mutators/mutator/instagib/sv_instagib.qh>
24 #include <common/mutators/mutator/nades/nades.qh>
25 #include <common/mutators/mutator/overkill/oknex.qh>
26 #include <common/mutators/mutator/waypoints/all.qh>
27 #include <common/net_linked.qh>
28 #include <common/net_notice.qh>
29 #include <common/notifications/all.qh>
30 #include <common/physics/player.qh>
31 #include <common/playerstats.qh>
32 #include <common/state.qh>
33 #include <common/stats.qh>
34 #include <common/vehicles/all.qh>
35 #include <common/vehicles/sv_vehicles.qh>
36 #include <common/viewloc.qh>
37 #include <common/weapons/_all.qh>
38 #include <common/weapons/weapon/vortex.qh>
39 #include <common/wepent.qh>
40 #include <lib/csqcmodel/sv_model.qh>
41 #include <lib/warpzone/common.qh>
42 #include <lib/warpzone/server.qh>
43 #include <server/anticheat.qh>
44 #include <server/antilag.qh>
45 #include <server/bot/api.qh>
46 #include <server/bot/default/cvars.qh>
47 #include <server/campaign.qh>
48 #include <server/chat.qh>
49 #include <server/cheats.qh>
50 #include <server/clientkill.qh>
51 #include <server/command/common.qh>
52 #include <server/command/common.qh>
53 #include <server/command/vote.qh>
54 #include <server/compat/quake3.qh>
55 #include <server/damage.qh>
56 #include <server/gamelog.qh>
57 #include <server/handicap.qh>
58 #include <server/hook.qh>
59 #include <server/impulse.qh>
60 #include <server/intermission.qh>
61 #include <server/ipban.qh>
62 #include <server/main.qh>
63 #include <server/mutators/_mod.qh>
64 #include <server/player.qh>
65 #include <server/portals.qh>
66 #include <server/race.qh>
67 #include <server/resources.qh>
68 #include <server/scores.qh>
69 #include <server/scores_rules.qh>
70 #include <server/spawnpoints.qh>
71 #include <server/teamplay.qh>
72 #include <server/weapons/accuracy.qh>
73 #include <server/weapons/common.qh>
74 #include <server/weapons/hitplot.qh>
75 #include <server/weapons/selection.qh>
76 #include <server/weapons/tracing.qh>
77 #include <server/weapons/weaponsystem.qh>
78 #include <server/world.qh>
80 STATIC_METHOD(Client, Add, void(Client this, int _team))
83 TRANSMUTE(Player, this);
86 PutClientInServer(this);
89 STATIC_METHOD(Client, Remove, void(Client this))
91 TRANSMUTE(Observer, this);
92 PutClientInServer(this);
93 ClientDisconnect(this);
96 void send_CSQC_teamnagger() {
97 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
100 void send_TeamNames(int channel, entity to) {
103 WriteHeader(channel, TE_CSQC_TEAMNAMES);
104 WriteString(channel, autocvar_g_teamnames_red);
105 WriteString(channel, autocvar_g_teamnames_blue);
106 WriteString(channel, autocvar_g_teamnames_yellow);
107 WriteString(channel, autocvar_g_teamnames_pink);
110 int CountSpectators(entity player, entity to)
112 if(!player) { return 0; } // not sure how, but best to be safe
116 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
124 void WriteSpectators(entity player, entity to)
126 if(!player) { return; } // not sure how, but best to be safe
129 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
131 if(spec_count >= MAX_SPECTATORS)
133 WriteByte(MSG_ENTITY, num_for_edict(it));
138 bool ClientData_Send(entity this, entity to, int sf)
140 assert(to == this.owner, return false);
143 if (IS_SPEC(e)) e = e.enemy;
146 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
147 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
148 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
149 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
151 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
152 WriteByte(MSG_ENTITY, sf);
155 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
159 float specs = CountSpectators(e, to);
160 WriteByte(MSG_ENTITY, specs);
161 WriteSpectators(e, to);
167 void ClientData_Attach(entity this)
169 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
170 CS(this).clientdata.drawonlytoclient = this;
171 CS(this).clientdata.owner = this;
174 void ClientData_Detach(entity this)
176 delete(CS(this).clientdata);
177 CS(this).clientdata = NULL;
180 void ClientData_Touch(entity e)
182 entity cd = CS(e).clientdata;
183 if (cd) { cd.SendFlags = 1; }
185 // make it spectatable
186 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
188 entity cd = CS(it).clientdata;
189 if (cd) { cd.SendFlags = 1; }
198 Checks if the argument string can be a valid playermodel.
199 Returns a valid one in doubt.
202 string FallbackPlayerModel;
203 string CheckPlayerModel(string plyermodel) {
204 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
206 // note: we cannot summon Don Strunzone here, some player may
207 // still have the model string set. In case anyone manages how
208 // to change a cvar default, we'll have a small leak here.
209 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
211 // only in right path
212 if(substring(plyermodel, 0, 14) != "models/player/")
213 return FallbackPlayerModel;
214 // only good file extensions
215 if(substring(plyermodel, -4, 4) != ".iqm"
216 && substring(plyermodel, -4, 4) != ".zym"
217 && substring(plyermodel, -4, 4) != ".dpm"
218 && substring(plyermodel, -4, 4) != ".md3"
219 && substring(plyermodel, -4, 4) != ".psk")
221 return FallbackPlayerModel;
223 // forbid the LOD models
224 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
225 return FallbackPlayerModel;
226 if(plyermodel != strtolower(plyermodel))
227 return FallbackPlayerModel;
228 // also, restrict to server models
229 if(autocvar_sv_servermodelsonly)
231 if(!fexists(plyermodel))
232 return FallbackPlayerModel;
237 void setplayermodel(entity e, string modelname)
239 precache_model(modelname);
240 _setmodel(e, modelname);
241 player_setupanimsformodel(e);
242 if(!autocvar_g_debug_globalsounds)
243 UpdatePlayerSounds(e);
246 /** putting a client as observer in the server */
247 void PutObserverInServer(entity this)
249 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
250 PlayerState_detach(this);
254 if(GetResource(this, RES_HEALTH) >= 1)
257 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
260 // was a player, recount votes and ready status
261 if(IS_REAL_CLIENT(this))
263 if (vote_called) { VoteCount(false); }
266 entcs_update_players(this);
269 entity spot = SelectSpawnPoint(this, true);
270 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
271 this.angles = vec2(spot.angles);
272 this.fixangle = true;
273 // offset it so that the spectator spawns higher off the ground, looks better this way
274 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
275 if (IS_REAL_CLIENT(this))
278 WriteByte(MSG_ONE, SVC_SETVIEW);
279 WriteEntity(MSG_ONE, this);
281 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
282 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
283 if(!autocvar_g_debug_globalsounds)
285 // needed for player sounds
287 FixPlayermodel(this);
289 setmodel(this, MDL_Null);
290 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
291 this.view_ofs = '0 0 0';
293 RemoveGrapplingHooks(this);
294 Portal_ClearAll(this);
295 Unfreeze(this, false);
296 SetSpectatee(this, NULL);
301 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
305 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
307 WaypointSprite_PlayerDead(this);
309 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
310 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
312 accuracy_resend(this);
314 CS(this).spectatortime = time;
316 IL_REMOVE(g_bot_targets, this);
317 this.bot_attack = false;
318 if(this.monster_attack)
319 IL_REMOVE(g_monster_targets, this);
320 this.monster_attack = false;
321 STAT(HUD, this) = HUD_NORMAL;
322 TRANSMUTE(Observer, this);
323 this.iscreature = false;
324 this.teleportable = TELEPORT_SIMPLE;
325 if(this.damagedbycontents)
326 IL_REMOVE(g_damagedbycontents, this);
327 this.damagedbycontents = false;
328 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
329 SetSpectatee_status(this, etof(this));
330 this.takedamage = DAMAGE_NO;
331 this.solid = SOLID_NOT;
332 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
333 this.flags = FL_CLIENT | FL_NOTARGET;
335 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
336 this.pauserotarmor_finished = 0;
337 this.pauserothealth_finished = 0;
338 this.pauseregen_finished = 0;
339 this.damageforcescale = 0;
341 this.respawn_flags = 0;
342 this.respawn_time = 0;
343 STAT(RESPAWN_TIME, this) = 0;
347 this.pain_finished = 0;
348 STAT(STRENGTH_FINISHED, this) = 0;
349 STAT(INVINCIBLE_FINISHED, this) = 0;
350 STAT(SUPERWEAPONS_FINISHED, this) = 0;
351 STAT(AIR_FINISHED, this) = 0;
352 //this.dphitcontentsmask = 0;
353 this.dphitcontentsmask = DPCONTENTS_SOLID;
354 if (autocvar_g_playerclip_collisions)
355 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
358 setthink(this, func_null);
360 this.deadflag = DEAD_NO;
362 STAT(REVIVE_PROGRESS, this) = 0;
363 this.revival_time = 0;
364 this.draggable = drag_undraggable;
367 STAT(WEAPONS, this) = '0 0 0';
368 this.drawonlytoclient = this;
372 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
374 this.weaponmodel = "";
375 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
377 this.weaponentities[slot] = NULL;
379 this.exteriorweaponentity = NULL;
380 CS(this).killcount = FRAGS_SPECTATOR;
381 this.velocity = '0 0 0';
382 this.avelocity = '0 0 0';
383 this.punchangle = '0 0 0';
384 this.punchvector = '0 0 0';
385 this.oldvelocity = this.velocity;
386 this.fire_endtime = -1;
387 this.event_damage = func_null;
388 this.event_heal = func_null;
390 for(int slot = 0; slot < MAX_AXH; ++slot)
392 entity axh = this.(AuxiliaryXhair[slot]);
393 this.(AuxiliaryXhair[slot]) = NULL;
395 if(axh.owner == this && axh != NULL && !wasfreed(axh))
399 if (mutator_returnvalue)
401 // mutator prevents resetting teams+score
405 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
406 this.frags = FRAGS_SPECTATOR;
409 bot_relinkplayerlist();
411 if (CS(this).just_joined)
412 CS(this).just_joined = false;
415 int player_getspecies(entity this)
417 get_model_parameters(this.model, this.skin);
418 int s = get_model_parameters_species;
419 get_model_parameters(string_null, 0);
420 if (s < 0) return SPECIES_HUMAN;
424 .float model_randomizer;
425 void FixPlayermodel(entity player)
427 string defaultmodel = "";
429 if(autocvar_sv_defaultcharacter)
435 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
436 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
437 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
438 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
442 if(defaultmodel == "")
444 defaultmodel = autocvar_sv_defaultplayermodel;
445 defaultskin = autocvar_sv_defaultplayerskin;
448 int n = tokenize_console(defaultmodel);
451 defaultmodel = argv(floor(n * CS(player).model_randomizer));
452 // However, do NOT randomize if the player-selected model is in the list.
453 for (int i = 0; i < n; ++i)
454 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
455 defaultmodel = argv(i);
458 int i = strstrofs(defaultmodel, ":", 0);
461 defaultskin = stof(substring(defaultmodel, i+1, -1));
462 defaultmodel = substring(defaultmodel, 0, i);
465 if(autocvar_sv_defaultcharacterskin && !defaultskin)
471 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
472 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
473 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
474 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
479 defaultskin = autocvar_sv_defaultplayerskin;
482 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
483 defaultmodel = M_ARGV(0, string);
484 defaultskin = M_ARGV(1, int);
488 if(defaultmodel != "")
490 if (defaultmodel != player.model)
492 vector m1 = player.mins;
493 vector m2 = player.maxs;
494 setplayermodel (player, defaultmodel);
495 setsize (player, m1, m2);
499 oldskin = player.skin;
500 player.skin = defaultskin;
502 if (player.playermodel != player.model || player.playermodel == "")
504 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
505 vector m1 = player.mins;
506 vector m2 = player.maxs;
507 setplayermodel (player, player.playermodel);
508 setsize (player, m1, m2);
512 if(!autocvar_sv_defaultcharacterskin)
514 oldskin = player.skin;
515 player.skin = stof(player.playerskin);
519 oldskin = player.skin;
520 player.skin = defaultskin;
524 if(chmdl || oldskin != player.skin) // model or skin has changed
526 player.species = player_getspecies(player); // update species
527 if(!autocvar_g_debug_globalsounds)
528 UpdatePlayerSounds(player); // update skin sounds
532 if(strlen(autocvar_sv_defaultplayercolors))
533 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
534 setcolor(player, stof(autocvar_sv_defaultplayercolors));
537 void ResetPlayerResources(entity this)
540 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
541 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
542 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
543 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
544 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
545 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
546 SetResource(this, RES_HEALTH, warmup_start_health);
547 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
548 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
550 SetResource(this, RES_SHELLS, start_ammo_shells);
551 SetResource(this, RES_BULLETS, start_ammo_nails);
552 SetResource(this, RES_ROCKETS, start_ammo_rockets);
553 SetResource(this, RES_CELLS, start_ammo_cells);
554 SetResource(this, RES_PLASMA, start_ammo_plasma);
555 SetResource(this, RES_FUEL, start_ammo_fuel);
556 SetResource(this, RES_HEALTH, start_health);
557 SetResource(this, RES_ARMOR, start_armorvalue);
558 STAT(WEAPONS, this) = start_weapons;
559 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
561 GiveRandomWeapons(this, random_start_weapons_count,
562 autocvar_g_random_start_weapons, random_start_ammo);
567 void PutPlayerInServer(entity this)
569 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
571 PlayerState_attach(this);
572 accuracy_resend(this);
575 TeamBalance_JoinBestTeam(this);
577 entity spot = SelectSpawnPoint(this, false);
579 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
580 return; // spawn failed
583 TRANSMUTE(Player, this);
585 CS(this).wasplayer = true;
586 this.iscreature = true;
587 this.teleportable = TELEPORT_NORMAL;
588 if(!this.damagedbycontents)
589 IL_PUSH(g_damagedbycontents, this);
590 this.damagedbycontents = true;
591 set_movetype(this, MOVETYPE_WALK);
592 this.solid = SOLID_SLIDEBOX;
593 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
594 if (autocvar_g_playerclip_collisions)
595 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
596 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
597 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
598 this.frags = FRAGS_PLAYER;
599 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
600 this.flags = FL_CLIENT | FL_PICKUPITEMS;
601 if (autocvar__notarget)
602 this.flags |= FL_NOTARGET;
603 this.takedamage = DAMAGE_AIM;
604 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
606 ResetPlayerResources(this);
608 SetSpectatee_status(this, 0);
610 PS(this).dual_weapons = '0 0 0';
612 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
614 this.items = start_items;
616 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
617 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
618 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
619 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
620 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
621 if (!sv_ready_restart_after_countdown && time < game_starttime)
623 float f = game_starttime - time;
624 this.spawnshieldtime += f;
625 this.pauserotarmor_finished += f;
626 this.pauserothealth_finished += f;
627 this.pauseregen_finished += f;
630 this.damageforcescale = autocvar_g_player_damageforcescale;
632 this.respawn_flags = 0;
633 this.respawn_time = 0;
634 STAT(RESPAWN_TIME, this) = 0;
635 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
636 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
638 this.pain_finished = 0;
640 setthink(this, func_null); // players have no think function
643 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
645 this.deadflag = DEAD_NO;
647 this.angles = spot.angles;
648 this.angles_z = 0; // never spawn tilted even if the spot says to
649 if (IS_BOT_CLIENT(this))
651 this.v_angle = this.angles;
654 this.fixangle = true; // turn this way immediately
655 this.oldvelocity = this.velocity = '0 0 0';
656 this.avelocity = '0 0 0';
657 this.punchangle = '0 0 0';
658 this.punchvector = '0 0 0';
660 STAT(STRENGTH_FINISHED, this) = 0;
661 STAT(INVINCIBLE_FINISHED, this) = 0;
662 this.fire_endtime = -1;
663 STAT(REVIVE_PROGRESS, this) = 0;
664 this.revival_time = 0;
666 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
667 STAT(BUFFS, this) = 0;
668 STAT(BUFF_TIME, this) = 0;
670 STAT(AIR_FINISHED, this) = 0;
671 this.waterlevel = WATERLEVEL_NONE;
672 this.watertype = CONTENT_EMPTY;
674 entity spawnevent = new_pure(spawnevent);
675 spawnevent.owner = this;
676 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
678 // Cut off any still running player sounds.
679 stopsound(this, CH_PLAYER_SINGLE);
682 FixPlayermodel(this);
683 this.drawonlytoclient = NULL;
687 for(int slot = 0; slot < MAX_AXH; ++slot)
689 entity axh = this.(AuxiliaryXhair[slot]);
690 this.(AuxiliaryXhair[slot]) = NULL;
692 if(axh.owner == this && axh != NULL && !wasfreed(axh))
696 this.spawnpoint_targ = NULL;
699 this.view_ofs = STAT(PL_VIEW_OFS, this);
700 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
701 this.spawnorigin = spot.origin;
702 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
703 // don't reset back to last position, even if new position is stuck in solid
704 this.oldorigin = this.origin;
706 IL_REMOVE(g_conveyed, this);
707 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
709 IL_REMOVE(g_swamped, this);
710 this.swampslug = NULL;
711 this.swamp_interval = 0;
712 if(this.ladder_entity)
713 IL_REMOVE(g_ladderents, this);
714 this.ladder_entity = NULL;
715 IL_EACH(g_counters, it.realowner == this,
719 STAT(HUD, this) = HUD_NORMAL;
721 this.event_damage = PlayerDamage;
722 this.event_heal = PlayerHeal;
724 this.draggable = func_null;
727 IL_PUSH(g_bot_targets, this);
728 this.bot_attack = true;
729 if(!this.monster_attack)
730 IL_PUSH(g_monster_targets, this);
731 this.monster_attack = true;
732 navigation_dynamicgoal_init(this, false);
734 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
736 // player was spectator
737 if (CS(this).killcount == FRAGS_SPECTATOR) {
738 PlayerScore_Clear(this);
739 CS(this).killcount = 0;
740 CS(this).startplaytime = time;
743 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
745 .entity weaponentity = weaponentities[slot];
746 CL_SpawnWeaponentity(this, weaponentity);
748 this.alpha = default_player_alpha;
749 this.colormod = '1 1 1' * autocvar_g_player_brightness;
750 this.exteriorweaponentity.alpha = default_weapon_alpha;
752 this.speedrunning = false;
754 this.counter_cnt = 0;
755 this.fragsfilter_cnt = 0;
757 target_voicescript_clear(this);
759 // reset fields the weapons may use
760 FOREACH(Weapons, true, {
761 it.wr_resetplayer(it, this);
762 // reload all reloadable weapons
763 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
764 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
766 .entity weaponentity = weaponentities[slot];
767 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
773 string s = spot.target;
774 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
775 spot.target = string_null;
776 SUB_UseTargets(spot, this, NULL);
777 if(g_assault || g_race)
781 Unfreeze(this, false);
783 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
785 if (autocvar_spawn_debug)
787 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
788 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
791 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
793 .entity weaponentity = weaponentities[slot];
794 entity w_ent = this.(weaponentity);
795 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
796 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
798 w_ent.m_switchweapon = WEP_Null;
799 w_ent.m_weapon = WEP_Null;
800 w_ent.weaponname = "";
801 w_ent.m_switchingweapon = WEP_Null;
805 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
807 if (CS(this).impulse) ImpulseCommands(this);
809 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
810 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
812 .entity weaponentity = weaponentities[slot];
813 W_WeaponFrame(this, weaponentity);
816 if (!warmup_stage && !this.alivetime)
817 this.alivetime = time;
819 antilag_clear(this, CS(this));
822 /** Called when a client spawns in the server */
823 void PutClientInServer(entity this)
825 if (IS_BOT_CLIENT(this)) {
826 TRANSMUTE(Player, this);
827 } else if (IS_REAL_CLIENT(this)) {
829 WriteByte(MSG_ONE, SVC_SETVIEW);
830 WriteEntity(MSG_ONE, this);
833 TRANSMUTE(Observer, this);
835 SetSpectatee(this, NULL);
839 PS(this).itemkeys = 0;
841 MUTATOR_CALLHOOK(PutClientInServer, this);
843 if (IS_OBSERVER(this)) {
844 PutObserverInServer(this);
845 } else if (IS_PLAYER(this)) {
846 PutPlayerInServer(this);
849 if(teamplay && IS_REAL_CLIENT(this))
850 send_TeamNames(MSG_ONE, this);
851 bot_relinkplayerlist();
854 // TODO do we need all these fields, or should we stop autodetecting runtime
855 // changes and just have a console command to update this?
856 bool ClientInit_SendEntity(entity this, entity to, int sf)
858 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
861 // MSG_INIT replacement
862 // TODO: make easier to use
864 W_PROP_reload(MSG_ONE, to);
865 ClientInit_misc(this);
866 MUTATOR_CALLHOOK(Ent_Init);
868 void ClientInit_misc(entity this)
870 int channel = MSG_ONE;
871 WriteHeader(channel, ENT_CLIENT_INIT);
872 WriteByte(channel, g_nexball_meter_period * 32);
873 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
874 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
875 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
876 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
877 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
878 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
879 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
880 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
882 if(autocvar_sv_foginterval && world.fog != "")
883 WriteString(channel, world.fog);
885 WriteString(channel, "");
886 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
887 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
888 WriteByte(channel, serverflags);
889 WriteCoord(channel, autocvar_g_trueaim_minrange);
891 // z411 send full hostname
892 WriteString(channel, autocvar_hostname_full);
893 WriteString(channel, autocvar_sv_motd_permanent);
896 void ClientInit_CheckUpdate(entity this)
898 this.nextthink = time;
899 if(this.count != autocvar_g_balance_armor_blockpercent)
901 this.count = autocvar_g_balance_armor_blockpercent;
904 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
906 this.cnt = autocvar_g_balance_damagepush_speedfactor;
911 void ClientInit_Spawn()
913 entity e = new_pure(clientinit);
914 setthink(e, ClientInit_CheckUpdate);
915 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
917 ClientInit_CheckUpdate(e);
927 // initialize parms for a new player
928 parm1 = -(86400 * 366);
930 MUTATOR_CALLHOOK(SetNewParms);
938 void SetChangeParms (entity this)
940 // save parms for level change
941 parm1 = CS(this).parm_idlesince - time;
943 MUTATOR_CALLHOOK(SetChangeParms);
951 void DecodeLevelParms(entity this)
954 CS(this).parm_idlesince = parm1;
955 if (CS(this).parm_idlesince == -(86400 * 366))
956 CS(this).parm_idlesince = time;
958 // whatever happens, allow 60 seconds of idling directly after connect for map loading
959 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
961 MUTATOR_CALLHOOK(DecodeLevelParms);
964 void FixClientCvars(entity e)
966 // send prediction settings to the client
967 stuffcmd(e, "\nin_bindmap 0 0\n");
968 if(autocvar_g_antilag == 3) // client side hitscan
969 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
970 if(autocvar_sv_gentle)
971 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
973 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
974 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
976 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
978 MUTATOR_CALLHOOK(FixClientCvars, e);
981 bool findinlist_abbrev(string tofind, string list)
983 if(list == "" || tofind == "")
984 return false; // empty list or search, just return
986 // this function allows abbreviated strings!
987 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
995 bool PlayerInIPList(entity p, string iplist)
997 // some safety checks (never allow local?)
998 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1001 return findinlist_abbrev(p.netaddress, iplist);
1004 bool PlayerInIDList(entity p, string idlist)
1006 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1010 return findinlist_abbrev(p.crypto_idfp, idlist);
1013 bool PlayerInList(entity player, string list)
1015 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1018 #ifdef DP_EXT_PRECONNECT
1023 Called once (not at each match start) when a client begins a connection to the server
1026 void ClientPreConnect(entity this)
1028 if(autocvar_sv_eventlog)
1030 GameLogEcho(sprintf(":connect:%d:%d:%s",
1033 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1039 string GetClientVersionMessage(entity this)
1041 if (CS(this).version_mismatch) {
1042 if(CS(this).version < autocvar_gameversion) {
1043 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1044 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1046 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1047 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1050 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1054 string getwelcomemessage(entity this)
1056 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1057 string modifications = M_ARGV(0, string);
1061 if(g_weaponarena_random)
1062 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1064 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1066 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1067 modifications = strcat(modifications, ", No start weapons");
1068 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1069 modifications = strcat(modifications, ", Low gravity");
1070 if(g_weapon_stay && !g_cts)
1071 modifications = strcat(modifications, ", Weapons stay");
1072 if(autocvar_g_jetpack)
1073 modifications = strcat(modifications, ", Jet pack");
1074 if(autocvar_g_powerups == 0)
1075 modifications = strcat(modifications, ", No powerups");
1076 if(autocvar_g_powerups > 0)
1077 modifications = strcat(modifications, ", Powerups");
1078 modifications = substring(modifications, 2, strlen(modifications) - 2);
1080 //string versionmessage = GetClientVersionMessage(this);
1081 //string s = strcat(versionmessage, "^8\n^9", (autocvar_hostname_full ? autocvar_hostname_full : autocvar_hostname));
1082 string s = (autocvar_hostname_full ? autocvar_hostname_full : autocvar_hostname);
1084 s = strcat(s, "^8\n^7", gamemode_name);
1086 if(modifications != "")
1087 s = strcat(s, "^7 | ^3", modifications);
1089 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1091 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1092 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1095 if (cache_mutatormsg != "") {
1096 s = strcat(s, "\n^8tips: ^7", cache_mutatormsg);
1099 string mutator_msg = "";
1100 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1101 mutator_msg = M_ARGV(0, string);
1103 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1105 string motd = autocvar_sv_motd;
1107 s = strcat(s, "\n\n^7", strreplace("\\n", "\n", motd));
1112 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1118 Called when a client connects to the server
1121 void ClientConnect(entity this)
1123 if (Ban_MaybeEnforceBanOnce(this)) return;
1124 assert(!IS_CLIENT(this), return);
1125 this.flags |= FL_CLIENT;
1126 assert(player_count >= 0, player_count = 0);
1128 TRANSMUTE(Client, this);
1129 CS(this).version_nagtime = time + 10 + random() * 10;
1131 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1133 bot_clientconnect(this);
1135 Player_DetermineForcedTeam(this);
1137 TRANSMUTE(Observer, this);
1139 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1141 // always track bots, don't ask for cl_allow_uidtracking
1142 if (IS_BOT_CLIENT(this))
1143 PlayerStats_GameReport_AddPlayer(this);
1145 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1147 if (autocvar_sv_eventlog)
1148 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1150 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1152 stuffcmd(this, clientstuff, "\n");
1153 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1155 FixClientCvars(this);
1157 // get version info from player
1158 stuffcmd(this, "cmd clientversion $gameversion\n");
1160 // notify about available teams
1163 entity balance = TeamBalance_CheckAllowedTeams(this);
1164 int t = TeamBalance_GetAllowedTeams(balance);
1165 TeamBalance_Destroy(balance);
1166 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1170 stuffcmd(this, "set _teams_available 0\n");
1173 bot_relinkplayerlist();
1175 CS(this).spectatortime = time;
1176 if (blockSpectators)
1178 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1181 CS(this).jointime = time;
1183 if (IS_REAL_CLIENT(this))
1185 if (g_weaponarena_weapons == WEPSET(TUBA))
1186 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1189 if (!autocvar_sv_foginterval && world.fog != "")
1190 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1192 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1193 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1194 send_CSQC_teamnagger();
1196 CSQCMODEL_AUTOINIT(this);
1198 CS(this).model_randomizer = random();
1200 if (IS_REAL_CLIENT(this))
1201 sv_notice_join(this);
1203 this.move_qcphysics = autocvar_sv_qcphysics;
1205 // update physics stats (players can spawn before physics runs)
1206 Physics_UpdateStats(this);
1208 IL_EACH(g_initforplayer, it.init_for_player, {
1209 it.init_for_player(it, this);
1212 Handicap_Initialize(this);
1214 MUTATOR_CALLHOOK(ClientConnect, this);
1216 if (IS_REAL_CLIENT(this))
1218 if (!autocvar_g_campaign && !IS_PLAYER(this))
1220 CS(this).motd_actived_time = -1;
1221 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1229 Called when a client disconnects from the server
1232 .entity chatbubbleentity;
1233 void player_powerups_remove_all(entity this);
1235 void ClientDisconnect(entity this)
1237 assert(IS_CLIENT(this), return);
1239 PlayerStats_GameReport_FinalizePlayer(this);
1240 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1241 if (CS(this).active_minigame) part_minigame(this);
1242 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1244 if (autocvar_sv_eventlog)
1245 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1247 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1250 SetSpectatee(this, NULL);
1252 MUTATOR_CALLHOOK(ClientDisconnect, this);
1254 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1255 strfree(CS_CVAR(this).weaponorder_byimpulse);
1256 ClientState_detach(this);
1258 Portal_ClearAll(this);
1260 Unfreeze(this, false);
1262 RemoveGrapplingHooks(this);
1264 // Here, everything has been done that requires this player to be a client.
1266 this.flags &= ~FL_CLIENT;
1268 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1269 if (this.killindicator) delete(this.killindicator);
1271 IL_EACH(g_counters, it.realowner == this,
1276 WaypointSprite_PlayerGone(this);
1278 bot_relinkplayerlist();
1280 strfree(this.clientstatus);
1281 if (this.personal) delete(this.personal);
1285 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1287 player_powerups_remove_all(this); // stop powerup sound
1292 void ChatBubbleThink(entity this)
1294 this.nextthink = time;
1295 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1297 if(this.owner) // but why can that ever be NULL?
1298 this.owner.chatbubbleentity = NULL;
1305 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1307 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1308 this.mdl = "models/sprites/minigame_busy.iqm";
1309 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1310 this.mdl = "models/misc/chatbubble.spr";
1313 if ( this.model != this.mdl )
1314 _setmodel(this, this.mdl);
1318 void UpdateChatBubble(entity this)
1322 // spawn a chatbubble entity if needed
1323 if (!this.chatbubbleentity)
1325 this.chatbubbleentity = new(chatbubbleentity);
1326 this.chatbubbleentity.owner = this;
1327 this.chatbubbleentity.exteriormodeltoclient = this;
1328 setthink(this.chatbubbleentity, ChatBubbleThink);
1329 this.chatbubbleentity.nextthink = time;
1330 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1331 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1332 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1333 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1334 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1335 //this.chatbubbleentity.model = "";
1336 this.chatbubbleentity.effects = EF_LOWPRECISION;
1340 void calculate_player_respawn_time(entity this)
1342 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1345 float gametype_setting_tmp;
1346 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1347 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1348 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1349 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1350 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1351 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1353 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1356 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1357 if(it.team == this.team)
1360 if (sdelay_small_count == 0)
1361 sdelay_small_count = 1;
1362 if (sdelay_large_count == 0)
1363 sdelay_large_count = 1;
1367 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1370 if (sdelay_small_count == 0)
1372 if (IS_INDEPENDENT_PLAYER(this))
1374 // Players play independently. No point in requiring enemies.
1375 sdelay_small_count = 1;
1379 // Players play AGAINST each other. Enemies required.
1380 sdelay_small_count = 2;
1383 if (sdelay_large_count == 0)
1385 if (IS_INDEPENDENT_PLAYER(this))
1387 // Players play independently. No point in requiring enemies.
1388 sdelay_large_count = 1;
1392 // Players play AGAINST each other. Enemies required.
1393 sdelay_large_count = 2;
1400 if (pcount <= sdelay_small_count)
1401 sdelay = sdelay_small;
1402 else if (pcount >= sdelay_large_count)
1403 sdelay = sdelay_large;
1404 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1405 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1408 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1410 this.respawn_time = time + sdelay;
1412 if(sdelay < sdelay_max)
1413 this.respawn_time_max = time + sdelay_max;
1415 this.respawn_time_max = this.respawn_time;
1417 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1418 this.respawn_countdown = 10; // first number to count down from is 10
1420 this.respawn_countdown = -1; // do not count down
1422 if(autocvar_g_forced_respawn)
1423 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1426 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1427 // added to the model skins
1428 /*void UpdateColorModHack()
1431 c = this.clientcolors & 15;
1432 // LordHavoc: only bothering to support white, green, red, yellow, blue
1433 if (!teamplay) this.colormod = '0 0 0';
1434 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1435 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1436 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1437 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1438 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1439 else this.colormod = '1 1 1';
1442 void respawn(entity this)
1444 bool damagedbycontents_prev = this.damagedbycontents;
1447 if(autocvar_g_respawn_ghosts)
1449 this.solid = SOLID_NOT;
1450 this.takedamage = DAMAGE_NO;
1451 this.damagedbycontents = false;
1452 set_movetype(this, MOVETYPE_FLY);
1453 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1454 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1455 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1456 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1457 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1458 if(autocvar_g_respawn_ghosts_time > 0)
1459 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1462 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1466 this.damagedbycontents = damagedbycontents_prev;
1468 this.effects |= EF_NODRAW; // prevent another CopyBody
1469 PutClientInServer(this);
1472 void play_countdown(entity this, float finished, Sound samp)
1475 if(IS_REAL_CLIENT(this))
1476 if(floor(finished - time - frametime) != floor(finished - time))
1477 if(finished - time < 6)
1478 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1481 void player_powerups_remove_all(entity this)
1483 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1485 // don't play the poweroff sound when the game restarts or the player disconnects
1486 if (time > game_starttime + 1 && IS_CLIENT(this))
1487 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1488 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1489 this.items &= ~ITEM_Strength.m_itemid;
1490 this.items &= ~ITEM_Shield.m_itemid;
1491 this.items -= (this.items & IT_SUPERWEAPON);
1495 void player_powerups(entity this)
1497 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1498 this.modelflags |= MF_ROCKET;
1500 this.modelflags &= ~MF_ROCKET;
1502 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1505 player_powerups_remove_all(this);
1507 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1510 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1511 int items_prev = this.items;
1513 Fire_ApplyDamage(this);
1514 Fire_ApplyEffect(this);
1516 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1518 if (this.items & ITEM_Strength.m_itemid)
1520 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1521 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1522 if (time > STAT(STRENGTH_FINISHED, this))
1524 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1525 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1526 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1531 if (time < STAT(STRENGTH_FINISHED, this))
1533 this.items = this.items | ITEM_Strength.m_itemid;
1535 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1536 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1539 if (this.items & ITEM_Shield.m_itemid)
1541 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1542 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1543 if (time > STAT(INVINCIBLE_FINISHED, this))
1545 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1546 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1547 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1552 if (time < STAT(INVINCIBLE_FINISHED, this))
1554 this.items = this.items | ITEM_Shield.m_itemid;
1556 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1557 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1560 if (this.items & IT_SUPERWEAPON)
1562 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1564 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1565 this.items = this.items - (this.items & IT_SUPERWEAPON);
1566 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1567 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1569 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1571 // don't let them run out
1575 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1576 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1578 this.items = this.items - (this.items & IT_SUPERWEAPON);
1579 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1580 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1581 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1585 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1587 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1589 this.items = this.items | IT_SUPERWEAPON;
1590 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1593 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1594 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1599 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1600 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1605 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1609 if(autocvar_g_nodepthtestplayers)
1610 this.effects = this.effects | EF_NODEPTHTEST;
1612 if(autocvar_g_fullbrightplayers)
1613 this.effects = this.effects | EF_FULLBRIGHT;
1615 if (time >= game_starttime)
1616 if (time < this.spawnshieldtime)
1617 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1619 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1622 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1624 if(current > stable)
1626 else if(current > stable - 0.25) // when close enough, "snap"
1629 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1632 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1634 if(current < stable)
1636 else if(current < stable + 0.25) // when close enough, "snap"
1639 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1642 void RotRegen(entity this, int res, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit_mod)
1644 float old = GetResource(this, res);
1645 float current = old;
1646 if(current > rotstable)
1648 if(rotframetime > 0)
1650 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1651 current = max(rotstable, current - rotlinear * rotframetime);
1654 else if(current < regenstable)
1656 if(regenframetime > 0)
1658 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1659 current = min(regenstable, current + regenlinear * regenframetime);
1663 float limit = GetResourceLimit(this, res) * limit_mod;
1668 SetResource(this, res, current);
1671 void player_regen(entity this)
1673 float max_mod, regen_mod, rot_mod, limit_mod;
1674 max_mod = regen_mod = rot_mod = limit_mod = 1;
1676 float regen_health = autocvar_g_balance_health_regen;
1677 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1678 float regen_health_rot = autocvar_g_balance_health_rot;
1679 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1680 float regen_health_stable = autocvar_g_balance_health_regenstable;
1681 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1682 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1683 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1684 max_mod = M_ARGV(1, float);
1685 regen_mod = M_ARGV(2, float);
1686 rot_mod = M_ARGV(3, float);
1687 limit_mod = M_ARGV(4, float);
1688 regen_health = M_ARGV(5, float);
1689 regen_health_linear = M_ARGV(6, float);
1690 regen_health_rot = M_ARGV(7, float);
1691 regen_health_rotlinear = M_ARGV(8, float);
1692 regen_health_stable = M_ARGV(9, float);
1693 regen_health_rotstable = M_ARGV(10, float);
1695 if(!mutator_returnvalue)
1696 if(!STAT(FROZEN, this))
1698 float maxa = autocvar_g_balance_armor_rotstable;
1699 float mina = autocvar_g_balance_armor_regenstable;
1701 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1702 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1703 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1705 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1706 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1707 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1710 // if player rotted to death... die!
1711 // check this outside above checks, as player may still be able to rot to death
1712 if(GetResource(this, RES_HEALTH) < 1)
1715 vehicles_exit(this.vehicle, VHEF_RELEASE);
1716 if(this.event_damage)
1717 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1720 if (!(this.items & IT_UNLIMITED_AMMO))
1722 float maxf = autocvar_g_balance_fuel_rotstable;
1723 float minf = autocvar_g_balance_fuel_regenstable;
1725 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1726 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1727 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1732 void SetZoomState(entity this, float newzoom)
1734 if(newzoom != CS(this).zoomstate)
1736 CS(this).zoomstate = newzoom;
1737 ClientData_Touch(this);
1739 zoomstate_set = true;
1742 void GetPressedKeys(entity this)
1744 MUTATOR_CALLHOOK(GetPressedKeys, this);
1747 CS(this).pressedkeys = 0;
1748 STAT(PRESSED_KEYS, this) = 0;
1752 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1753 int keys = STAT(PRESSED_KEYS, this);
1754 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1755 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1756 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1757 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1759 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1760 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
1761 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1762 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1763 CS(this).pressedkeys = keys; // store for other users
1765 STAT(PRESSED_KEYS, this) = keys;
1769 ======================
1770 spectate mode routines
1771 ======================
1774 void SpectateCopy(entity this, entity spectatee)
1776 TC(Client, this); TC(Client, spectatee);
1778 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1779 PS(this) = PS(spectatee);
1780 this.armortype = spectatee.armortype;
1781 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1782 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1783 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1784 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1785 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1786 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1787 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1788 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1789 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1790 CS(this).impulse = 0;
1791 this.disableclientprediction = 1; // no need to run prediction on a spectator
1792 this.items = spectatee.items;
1793 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1794 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1795 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1796 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1797 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1798 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1799 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1800 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1801 this.punchangle = spectatee.punchangle;
1802 this.view_ofs = spectatee.view_ofs;
1803 this.velocity = spectatee.velocity;
1804 this.dmg_take = spectatee.dmg_take;
1805 this.dmg_save = spectatee.dmg_save;
1806 this.dmg_inflictor = spectatee.dmg_inflictor;
1807 this.v_angle = spectatee.v_angle;
1808 this.angles = spectatee.v_angle;
1809 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1810 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1811 this.viewloc = spectatee.viewloc;
1812 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1813 this.fixangle = true;
1814 setorigin(this, spectatee.origin);
1815 setsize(this, spectatee.mins, spectatee.maxs);
1816 SetZoomState(this, CS(spectatee).zoomstate);
1818 anticheat_spectatecopy(this, spectatee);
1819 STAT(HUD, this) = STAT(HUD, spectatee);
1820 if(spectatee.vehicle)
1822 this.angles = spectatee.v_angle;
1824 //this.fixangle = false;
1825 //this.velocity = spectatee.vehicle.velocity;
1826 this.vehicle_health = spectatee.vehicle_health;
1827 this.vehicle_shield = spectatee.vehicle_shield;
1828 this.vehicle_energy = spectatee.vehicle_energy;
1829 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1830 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1831 this.vehicle_reload1 = spectatee.vehicle_reload1;
1832 this.vehicle_reload2 = spectatee.vehicle_reload2;
1834 //msg_entity = this;
1836 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1837 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1838 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1839 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1841 //WriteByte (MSG_ONE, SVC_SETVIEW);
1842 // WriteEntity(MSG_ONE, this);
1843 //makevectors(spectatee.v_angle);
1844 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1848 bool SpectateUpdate(entity this)
1853 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1855 SetSpectatee(this, NULL);
1859 SpectateCopy(this, this.enemy);
1864 bool SpectateSet(entity this)
1866 if(!IS_PLAYER(this.enemy))
1869 ClientData_Touch(this.enemy);
1872 WriteByte(MSG_ONE, SVC_SETVIEW);
1873 WriteEntity(MSG_ONE, this.enemy);
1874 set_movetype(this, MOVETYPE_NONE);
1875 accuracy_resend(this);
1877 if(!SpectateUpdate(this))
1878 PutObserverInServer(this);
1883 void SetSpectatee_status(entity this, int spectatee_num)
1885 int oldspectatee_status = CS(this).spectatee_status;
1886 CS(this).spectatee_status = spectatee_num;
1888 if (CS(this).spectatee_status != oldspectatee_status)
1890 if (STAT(PRESSED_KEYS, this))
1892 CS(this).pressedkeys = 0;
1893 STAT(PRESSED_KEYS, this) = 0;
1895 ClientData_Touch(this);
1896 if (g_race || g_cts) race_InitSpectator();
1900 void SetSpectatee(entity this, entity spectatee)
1902 if(IS_BOT_CLIENT(this))
1903 return; // bots abuse .enemy, this code is useless to them
1905 entity old_spectatee = this.enemy;
1907 this.enemy = spectatee;
1910 // these are required to fix the spectator bug with arc
1913 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1915 .entity weaponentity = weaponentities[slot];
1916 if(old_spectatee.(weaponentity).arc_beam)
1917 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1922 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1924 .entity weaponentity = weaponentities[slot];
1925 if(this.enemy.(weaponentity).arc_beam)
1926 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1931 SetSpectatee_status(this, etof(this.enemy));
1933 // needed to update spectator list
1934 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1937 bool Spectate(entity this, entity pl)
1939 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1941 pl = M_ARGV(1, entity);
1943 SetSpectatee(this, pl);
1944 return SpectateSet(this);
1947 bool SpectateNext(entity this)
1949 entity ent = find(this.enemy, classname, STR_PLAYER);
1951 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1952 ent = M_ARGV(1, entity);
1954 ent = find(ent, classname, STR_PLAYER);
1956 if(ent) { SetSpectatee(this, ent); }
1958 return SpectateSet(this);
1961 bool SpectatePrev(entity this)
1963 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1964 entity ent = findchain(classname, STR_PLAYER);
1965 if (!ent) // no player
1969 // skip players until current spectated player
1971 while(ent && ent != this.enemy)
1974 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1976 case MUT_SPECPREV_FOUND:
1977 ent = M_ARGV(1, entity);
1979 case MUT_SPECPREV_RETURN:
1981 case MUT_SPECPREV_CONTINUE:
1992 SetSpectatee(this, ent);
1993 return SpectateSet(this);
1998 ShowRespawnCountdown()
2000 Update a respawn countdown display.
2003 void ShowRespawnCountdown(entity this)
2006 if(!IS_DEAD(this)) // just respawned?
2010 number = ceil(this.respawn_time - time);
2013 if(number <= this.respawn_countdown)
2015 this.respawn_countdown = number - 1;
2016 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
2017 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2022 .bool team_selected;
2023 bool ShowTeamSelection(entity this)
2025 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
2027 stuffcmd(this, "menu_showteamselect\n");
2030 void Join(entity this)
2032 TRANSMUTE(Player, this);
2034 if(!this.team_selected)
2035 if(autocvar_g_campaign || autocvar_g_balance_teams)
2036 TeamBalance_JoinBestTeam(this);
2038 if(autocvar_g_campaign)
2039 campaign_bots_may_start = true;
2041 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2043 PutClientInServer(this);
2046 if(teamplay && this.team != -1)
2050 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2051 this.team_selected = false;
2054 // send constant ready notification
2056 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MISSING_READY);
2059 int GetPlayerLimit()
2062 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
2063 int player_limit = autocvar_g_maxplayers;
2064 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2065 player_limit = M_ARGV(0, int);
2066 return player_limit;
2070 * Determines whether the player is allowed to join. This depends on cvar
2071 * g_maxplayers, if it isn't used this function always return true, otherwise
2072 * it checks whether the number of currently playing players exceeds g_maxplayers.
2073 * @return int number of free slots for players, 0 if none
2075 int nJoinAllowed(entity this, entity ignore)
2078 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2079 // so report 0 free slots if restricted
2081 if(autocvar_g_forced_team_otherwise == "spectate")
2083 if(autocvar_g_forced_team_otherwise == "spectator")
2087 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2088 return 0; // forced spectators can never join
2090 // TODO simplify this
2091 int totalClients = 0;
2092 int currentlyPlaying = 0;
2093 FOREACH_CLIENT(true, {
2096 if(IS_REAL_CLIENT(it))
2097 if(IS_PLAYER(it) || it.caplayer)
2101 int player_limit = GetPlayerLimit();
2105 free_slots = maxclients - totalClients;
2106 else if(player_limit > 0 && currentlyPlaying < player_limit)
2107 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2109 static float msg_time = 0;
2110 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2112 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2113 msg_time = time + 0.5;
2120 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2121 * g_maxplayers_spectator_blocktime seconds
2123 void checkSpectatorBlock(entity this)
2125 if(IS_SPEC(this) || IS_OBSERVER(this))
2127 if(IS_REAL_CLIENT(this))
2129 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2130 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2136 void PrintWelcomeMessage(entity this)
2138 if(CS(this).motd_actived_time == 0)
2140 if (autocvar_g_campaign) {
2141 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2142 CS(this).motd_actived_time = time;
2143 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2146 if (PHYS_INPUT_BUTTON_INFO(this)) {
2147 CS(this).motd_actived_time = time;
2148 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2152 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2154 if (autocvar_g_campaign) {
2155 if (PHYS_INPUT_BUTTON_INFO(this))
2156 CS(this).motd_actived_time = time;
2157 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2158 CS(this).motd_actived_time = 0;
2159 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2162 if (PHYS_INPUT_BUTTON_INFO(this))
2163 CS(this).motd_actived_time = time;
2164 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2165 CS(this).motd_actived_time = 0;
2166 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2170 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2172 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2173 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2174 else if (CS(this).motd_actived_time == -2)
2176 // instantly hide MOTD
2177 CS(this).motd_actived_time = 0;
2178 if (autocvar_g_campaign)
2179 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2181 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2183 else if (IS_PLAYER(this) || IS_SPEC(this))
2185 // FIXME occasionally for some reason MOTD never goes away
2186 // delay MOTD removal a little bit in the hope it fixes this bug
2187 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2188 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2189 else //if (CS(this).motd_actived_time < -2)
2190 CS(this).motd_actived_time++;
2195 bool joinAllowed(entity this)
2197 if (CS(this).version_mismatch) return false;
2198 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2199 if (!nJoinAllowed(this, this)) return false;
2200 if (teamplay && lockteams) return false;
2201 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2202 if (ShowTeamSelection(this)) return false;
2206 .string shootfromfixedorigin;
2207 .bool dualwielding_prev;
2208 bool PlayerThink(entity this)
2210 if (game_stopped || intermission_running) {
2211 this.modelflags &= ~MF_ROCKET;
2212 if(intermission_running)
2213 IntermissionThink(this);
2218 // don't allow the player to turn around while game is paused
2219 // FIXME turn this into CSQC stuff
2220 this.v_angle = this.lastV_angle;
2221 this.angles = this.lastV_angle;
2222 this.fixangle = true;
2226 if (frametime) player_powerups(this);
2228 if (IS_DEAD(this)) {
2229 if (this.personal && g_race_qualifying) {
2230 if (time > this.respawn_time) {
2231 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2233 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2236 if (frametime) player_anim(this);
2238 if (this.respawn_flags & RESPAWN_DENY)
2240 STAT(RESPAWN_TIME, this) = 0;
2244 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));
2246 switch(this.deadflag)
2250 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2251 this.deadflag = DEAD_RESPAWNING;
2252 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2253 this.deadflag = DEAD_DEAD;
2259 this.deadflag = DEAD_RESPAWNABLE;
2260 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2261 this.deadflag = DEAD_RESPAWNING;
2264 case DEAD_RESPAWNABLE:
2266 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2267 this.deadflag = DEAD_RESPAWNING;
2270 case DEAD_RESPAWNING:
2272 if (time > this.respawn_time)
2274 this.respawn_time = time + 1; // only retry once a second
2275 this.respawn_time_max = this.respawn_time;
2282 ShowRespawnCountdown(this);
2284 if (this.respawn_flags & RESPAWN_SILENT)
2285 STAT(RESPAWN_TIME, this) = 0;
2286 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2288 if (time < this.respawn_time)
2289 STAT(RESPAWN_TIME, this) = this.respawn_time;
2290 else if (this.deadflag != DEAD_RESPAWNING)
2291 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2294 STAT(RESPAWN_TIME, this) = this.respawn_time;
2297 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2298 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2299 STAT(RESPAWN_TIME, this) *= -1;
2304 FixPlayermodel(this);
2306 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2307 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2308 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2311 // reset gun alignment when dual wielding status changes
2312 // to ensure guns are always aligned right and left
2313 bool dualwielding = W_DualWielding(this);
2314 if(this.dualwielding_prev != dualwielding)
2316 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2317 this.dualwielding_prev = dualwielding;
2320 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2323 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2325 .entity weaponentity = weaponentities[slot];
2326 if(WEP_CVAR(vortex, charge_always))
2327 W_Vortex_Charge(this, weaponentity, frametime);
2328 W_WeaponFrame(this, weaponentity);
2334 // WEAPONTODO: Add a weapon request for this
2335 // rot vortex charge to the charge limit
2336 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2338 .entity weaponentity = weaponentities[slot];
2339 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2340 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2345 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2348 monsters_setstatus(this);
2353 .bool would_spectate;
2354 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2355 void ObserverOrSpectatorThink(entity this)
2357 bool is_spec = IS_SPEC(this);
2358 if ( CS(this).impulse )
2360 int r = MinigameImpulse(this, CS(this).impulse);
2362 CS(this).impulse = 0;
2364 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2366 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2367 CS(this).impulse = 0;
2372 if (this.flags & FL_JUMPRELEASED) {
2373 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2374 this.flags &= ~FL_JUMPRELEASED;
2375 this.flags |= FL_SPAWNING;
2376 } else if((is_spec && (PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)))
2377 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2378 this.flags &= ~FL_JUMPRELEASED;
2379 if(SpectateNext(this)) {
2380 TRANSMUTE(Spectator, this);
2381 } else if (is_spec) {
2382 TRANSMUTE(Observer, this);
2383 PutClientInServer(this);
2386 this.would_spectate = false; // unable to spectate anyone
2388 CS(this).impulse = 0;
2389 } else if (is_spec) {
2390 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2391 this.flags &= ~FL_JUMPRELEASED;
2392 if(SpectatePrev(this)) {
2393 TRANSMUTE(Spectator, this);
2395 TRANSMUTE(Observer, this);
2396 PutClientInServer(this);
2398 CS(this).impulse = 0;
2399 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2400 this.would_spectate = false;
2401 this.flags &= ~FL_JUMPRELEASED;
2402 TRANSMUTE(Observer, this);
2403 PutClientInServer(this);
2404 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2405 PutObserverInServer(this);
2406 this.would_spectate = true;
2410 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2411 if (PHYS_INPUT_BUTTON_USE(this))
2412 wouldclip = !wouldclip;
2413 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2414 set_movetype(this, preferred_movetype);
2416 } else { // jump pressed
2417 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2418 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2419 this.flags |= FL_JUMPRELEASED;
2420 if(this.flags & FL_SPAWNING)
2422 this.flags &= ~FL_SPAWNING;
2423 if(joinAllowed(this))
2425 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2426 CS(this).autojoin_checked = -1;
2430 if(is_spec && !SpectateUpdate(this))
2431 PutObserverInServer(this);
2434 this.flags |= FL_CLIENT | FL_NOTARGET;
2437 void PlayerUseKey(entity this)
2439 if (!IS_PLAYER(this))
2446 vehicles_exit(this.vehicle, VHEF_NORMAL);
2450 else if(autocvar_g_vehicles_enter)
2452 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2454 entity head, closest_target = NULL;
2455 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2457 while(head) // find the closest acceptable target to enter
2459 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2460 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2464 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2465 { closest_target = head; }
2467 else { closest_target = head; }
2473 if(closest_target) { vehicles_enter(this, closest_target); return; }
2477 // a use key was pressed; call handlers
2478 MUTATOR_CALLHOOK(PlayerUseKey, this);
2486 Called every frame for each client before the physics are run
2489 .float last_vehiclecheck;
2490 void PlayerPreThink (entity this)
2492 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2493 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2495 WarpZone_PlayerPhysics_FixVAngle(this);
2498 // physics frames: update anticheat stuff
2499 anticheat_prethink(this);
2502 if (blockSpectators && frametime) {
2503 // WORKAROUND: only use dropclient in server frames (frametime set).
2504 // Never use it in cl_movement frames (frametime zero).
2505 checkSpectatorBlock(this);
2508 zoomstate_set = false;
2510 // Check for nameless players
2511 if (this.netname == "" || this.netname != CS(this).netname_previous)
2513 bool assume_unchanged = (CS(this).netname_previous == "");
2514 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2516 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2517 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2518 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2519 assume_unchanged = false;
2520 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2522 if (isInvisibleString(this.netname))
2524 this.netname = strzone(sprintf("Player#%d", this.playerid));
2525 sprint(this, "Warning: invisible names are not allowed.\n");
2526 assume_unchanged = false;
2527 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2529 if (!assume_unchanged && autocvar_sv_eventlog)
2530 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2531 strcpy(CS(this).netname_previous, this.netname);
2535 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2536 CS(this).version_nagtime = 0;
2537 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2539 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2541 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2543 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2544 if (r < 0) { // old client
2545 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2546 } else if (r > 0) { // old server
2547 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2553 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2555 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2556 this.max_armorvalue = 0;
2559 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2561 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2563 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2564 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2566 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2568 if (STAT(REVIVE_PROGRESS, this) >= 1)
2569 Unfreeze(this, false);
2571 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2573 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2574 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2576 if (GetResource(this, RES_HEALTH) < 1)
2579 vehicles_exit(this.vehicle, VHEF_RELEASE);
2580 if(this.event_damage)
2581 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2583 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2584 Unfreeze(this, false);
2588 MUTATOR_CALLHOOK(PlayerPreThink, this);
2590 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2591 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2593 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2597 if(!it.team || SAME_TEAM(this, it))
2598 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2599 else if(autocvar_g_vehicles_steal)
2600 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2602 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2604 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2608 this.last_vehiclecheck = time + 1;
2611 if(!CS_CVAR(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2613 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2615 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2618 if (IS_REAL_CLIENT(this))
2619 PrintWelcomeMessage(this);
2621 if (IS_PLAYER(this)) {
2622 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2623 error("Client can't be spawned as player on connection!");
2624 if(!PlayerThink(this))
2627 else if (game_stopped || intermission_running) {
2628 if(intermission_running)
2629 IntermissionThink(this);
2632 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2634 bool early_join_requested = (CS(this).autojoin_checked < 0);
2635 CS(this).autojoin_checked = 1;
2636 // don't do this in ClientConnect
2637 // many things can go wrong if a client is spawned as player on connection
2638 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2639 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2640 && (!teamplay || autocvar_g_balance_teams)))
2642 campaign_bots_may_start = true;
2643 if(joinAllowed(this))
2648 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2649 ObserverOrSpectatorThink(this);
2652 // WEAPONTODO: Add weapon request for this
2653 if (!zoomstate_set) {
2654 bool wep_zoomed = false;
2655 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2657 .entity weaponentity = weaponentities[slot];
2658 Weapon thiswep = this.(weaponentity).m_weapon;
2659 if(thiswep != WEP_Null && thiswep.wr_zoom)
2660 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2662 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2665 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2667 CS(this).teamkill_soundtime = 0;
2669 entity e = CS(this).teamkill_soundsource;
2670 entity oldpusher = e.pusher;
2672 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2673 e.pusher = oldpusher;
2676 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2677 CS(this).taunt_soundtime = 0;
2678 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2681 target_voicescript_next(this);
2684 void DrownPlayer(entity this)
2686 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2687 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2689 STAT(AIR_FINISHED, this) = 0;
2693 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2695 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2696 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2697 STAT(AIR_FINISHED, this) = 0;
2701 if (!STAT(AIR_FINISHED, this))
2702 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2703 if (STAT(AIR_FINISHED, this) < time)
2705 if (this.pain_finished < time)
2707 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');
2708 this.pain_finished = time + 0.5;
2714 .bool move_qcphysics;
2716 void Player_Physics(entity this)
2718 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2720 if(!this.move_qcphysics)
2723 if(!frametime && !CS(this).pm_frametime)
2726 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2728 CS(this).pm_frametime = 0;
2735 Called every frame for each client after the physics are run
2738 void PlayerPostThink (entity this)
2740 Player_Physics(this);
2742 if (autocvar_sv_maxidle > 0)
2743 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2744 if (IS_REAL_CLIENT(this))
2745 if (IS_PLAYER(this) || autocvar_sv_maxidle_spectatorsareidle)
2747 int totalClients = 0;
2748 if(autocvar_sv_maxidle_slots > 0)
2750 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2756 if (autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
2757 { /* do nothing */ }
2758 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2760 if (CS(this).idlekick_lasttimeleft)
2762 CS(this).idlekick_lasttimeleft = 0;
2763 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2768 float timeleft = ceil(autocvar_sv_maxidle - (time - CS(this).parm_idlesince));
2769 if (timeleft == min(10, autocvar_sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2770 if (!CS(this).idlekick_lasttimeleft)
2771 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2773 if (timeleft <= 0) {
2774 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2778 else if (timeleft <= 10) {
2779 if (timeleft != CS(this).idlekick_lasttimeleft)
2780 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2781 CS(this).idlekick_lasttimeleft = timeleft;
2790 this.solid = SOLID_NOT;
2791 this.takedamage = DAMAGE_NO;
2792 set_movetype(this, MOVETYPE_NONE);
2793 CS(this).teamkill_complain = 0;
2794 CS(this).teamkill_soundtime = 0;
2795 CS(this).teamkill_soundsource = NULL;
2798 if (IS_PLAYER(this)) {
2799 if(this.death_time == time && IS_DEAD(this))
2801 // player's bbox gets resized now, instead of in the damage event that killed the player,
2802 // once all the damage events of this frame have been processed with normal size
2804 setsize(this, this.mins, this.maxs);
2807 UpdateChatBubble(this);
2808 if (CS(this).impulse) ImpulseCommands(this);
2809 GetPressedKeys(this);
2812 CSQCMODEL_AUTOUPDATE(this);
2816 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2818 CS(this).pressedkeys = 0;
2819 STAT(PRESSED_KEYS, this) = 0;
2822 if (this.waypointsprite_attachedforcarrier) {
2823 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2824 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2827 CSQCMODEL_AUTOUPDATE(this);
2830 // hack to copy the button fields from the client entity to the Client State
2831 void PM_UpdateButtons(entity this, entity store)
2834 store.impulse = this.impulse;
2837 bool typing = this.buttonchat || this.button12;
2839 store.button0 = (typing) ? 0 : this.button0;
2841 store.button2 = (typing) ? 0 : this.button2;
2842 store.button3 = (typing) ? 0 : this.button3;
2843 store.button4 = this.button4;
2844 store.button5 = (typing) ? 0 : this.button5;
2845 store.button6 = this.button6;
2846 store.button7 = this.button7;
2847 store.button8 = this.button8;
2848 store.button9 = this.button9;
2849 store.button10 = this.button10;
2850 store.button11 = this.button11;
2851 store.button12 = this.button12;
2852 store.button13 = this.button13;
2853 store.button14 = this.button14;
2854 store.button15 = this.button15;
2855 store.button16 = this.button16;
2856 store.buttonuse = this.buttonuse;
2857 store.buttonchat = this.buttonchat;
2859 store.cursor_active = this.cursor_active;
2860 store.cursor_screen = this.cursor_screen;
2861 store.cursor_trace_start = this.cursor_trace_start;
2862 store.cursor_trace_endpos = this.cursor_trace_endpos;
2863 store.cursor_trace_ent = this.cursor_trace_ent;
2865 store.ping = this.ping;
2866 store.ping_packetloss = this.ping_packetloss;
2867 store.ping_movementloss = this.ping_movementloss;
2869 store.v_angle = this.v_angle;
2870 store.movement = this.movement;
2873 NET_HANDLE(fpsreport, bool)
2875 int fps = ReadShort();
2876 PlayerScore_Set(sender, SP_FPS, fps);