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/status_effects/_mod.qh>
27 #include <common/mutators/mutator/waypoints/all.qh>
28 #include <common/net_linked.qh>
29 #include <common/net_notice.qh>
30 #include <common/notifications/all.qh>
31 #include <common/physics/player.qh>
32 #include <common/playerstats.qh>
33 #include <common/resources/sv_resources.qh>
34 #include <common/state.qh>
35 #include <common/stats.qh>
36 #include <common/vehicles/all.qh>
37 #include <common/vehicles/sv_vehicles.qh>
38 #include <common/viewloc.qh>
39 #include <common/weapons/_all.qh>
40 #include <common/weapons/weapon/vortex.qh>
41 #include <common/wepent.qh>
42 #include <lib/csqcmodel/sv_model.qh>
43 #include <lib/warpzone/common.qh>
44 #include <lib/warpzone/server.qh>
45 #include <server/anticheat.qh>
46 #include <server/antilag.qh>
47 #include <server/bot/api.qh>
48 #include <server/bot/default/cvars.qh>
49 #include <server/campaign.qh>
50 #include <server/chat.qh>
51 #include <server/cheats.qh>
52 #include <server/clientkill.qh>
53 #include <server/command/common.qh>
54 #include <server/command/common.qh>
55 #include <server/command/vote.qh>
56 #include <server/compat/quake3.qh>
57 #include <server/damage.qh>
58 #include <server/gamelog.qh>
59 #include <server/handicap.qh>
60 #include <server/hook.qh>
61 #include <server/impulse.qh>
62 #include <server/intermission.qh>
63 #include <server/ipban.qh>
64 #include <server/main.qh>
65 #include <server/mutators/_mod.qh>
66 #include <server/player.qh>
67 #include <server/portals.qh>
68 #include <server/race.qh>
69 #include <server/scores.qh>
70 #include <server/scores_rules.qh>
71 #include <server/spawnpoints.qh>
72 #include <server/teamplay.qh>
73 #include <server/weapons/accuracy.qh>
74 #include <server/weapons/common.qh>
75 #include <server/weapons/hitplot.qh>
76 #include <server/weapons/selection.qh>
77 #include <server/weapons/tracing.qh>
78 #include <server/weapons/weaponsystem.qh>
79 #include <server/world.qh>
81 STATIC_METHOD(Client, Add, void(Client this, int _team))
84 TRANSMUTE(Player, this);
87 PutClientInServer(this);
90 STATIC_METHOD(Client, Remove, void(Client this))
92 TRANSMUTE(Observer, this);
93 PutClientInServer(this);
94 ClientDisconnect(this);
97 void send_CSQC_teamnagger() {
98 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
101 int CountSpectators(entity player, entity to)
103 if(!player) { return 0; } // not sure how, but best to be safe
107 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
115 void WriteSpectators(entity player, entity to)
117 if(!player) { return; } // not sure how, but best to be safe
120 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
122 if(spec_count >= MAX_SPECTATORS)
124 WriteByte(MSG_ENTITY, num_for_edict(it));
129 bool ClientData_Send(entity this, entity to, int sf)
131 assert(to == this.owner, return false);
134 if (IS_SPEC(e)) e = e.enemy;
137 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
138 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
139 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
140 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
142 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
143 WriteByte(MSG_ENTITY, sf);
146 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
150 float specs = CountSpectators(e, to);
151 WriteByte(MSG_ENTITY, specs);
152 WriteSpectators(e, to);
158 void ClientData_Attach(entity this)
160 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
161 CS(this).clientdata.drawonlytoclient = this;
162 CS(this).clientdata.owner = this;
165 void ClientData_Detach(entity this)
167 delete(CS(this).clientdata);
168 CS(this).clientdata = NULL;
171 void ClientData_Touch(entity e)
173 entity cd = CS(e).clientdata;
174 if (cd) { cd.SendFlags = 1; }
176 // make it spectatable
177 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
179 entity cd = CS(it).clientdata;
180 if (cd) { cd.SendFlags = 1; }
189 Checks if the argument string can be a valid playermodel.
190 Returns a valid one in doubt.
193 string FallbackPlayerModel;
194 string CheckPlayerModel(string plyermodel) {
195 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
197 // note: we cannot summon Don Strunzone here, some player may
198 // still have the model string set. In case anyone manages how
199 // to change a cvar default, we'll have a small leak here.
200 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
202 // only in right path
203 if(substring(plyermodel, 0, 14) != "models/player/")
204 return FallbackPlayerModel;
205 // only good file extensions
206 if(substring(plyermodel, -4, 4) != ".iqm"
207 && substring(plyermodel, -4, 4) != ".zym"
208 && substring(plyermodel, -4, 4) != ".dpm"
209 && substring(plyermodel, -4, 4) != ".md3"
210 && substring(plyermodel, -4, 4) != ".psk")
212 return FallbackPlayerModel;
214 // forbid the LOD models
215 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
216 return FallbackPlayerModel;
217 if(plyermodel != strtolower(plyermodel))
218 return FallbackPlayerModel;
219 // also, restrict to server models
220 if(autocvar_sv_servermodelsonly)
222 if(!fexists(plyermodel))
223 return FallbackPlayerModel;
228 void setplayermodel(entity e, string modelname)
230 precache_model(modelname);
231 _setmodel(e, modelname);
232 player_setupanimsformodel(e);
233 if(!autocvar_g_debug_globalsounds)
234 UpdatePlayerSounds(e);
237 /** putting a client as observer in the server */
238 void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
240 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
241 bool recount_ready = false;
242 PlayerState_detach(this);
246 if(GetResource(this, RES_HEALTH) >= 1)
249 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
252 // was a player, recount votes and ready status
253 if(IS_REAL_CLIENT(this))
255 if (vote_called) { VoteCount(false); }
257 recount_ready = true;
259 entcs_update_players(this);
264 entity spot = SelectSpawnPoint(this, true);
265 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
266 this.angles = vec2(spot.angles);
267 // offset it so that the spectator spawns higher off the ground, looks better this way
268 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
270 else // change origin to restore previous view origin
271 setorigin(this, this.origin + STAT(PL_VIEW_OFS, this) - STAT(PL_CROUCH_VIEW_OFS, this));
272 this.fixangle = true;
274 if (IS_REAL_CLIENT(this))
277 WriteByte(MSG_ONE, SVC_SETVIEW);
278 WriteEntity(MSG_ONE, this);
280 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
281 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
282 if(!autocvar_g_debug_globalsounds)
284 // needed for player sounds
286 FixPlayermodel(this);
288 setmodel(this, MDL_Null);
289 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
290 this.view_ofs = '0 0 0';
292 RemoveGrapplingHooks(this);
293 Portal_ClearAll(this);
294 Unfreeze(this, false);
295 SetSpectatee(this, NULL);
300 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
304 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
306 WaypointSprite_PlayerDead(this);
308 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
309 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
311 accuracy_resend(this);
313 CS(this).spectatortime = time;
315 IL_REMOVE(g_bot_targets, this);
316 this.bot_attack = false;
317 if(this.monster_attack)
318 IL_REMOVE(g_monster_targets, this);
319 this.monster_attack = false;
320 STAT(HUD, this) = HUD_NORMAL;
321 TRANSMUTE(Observer, this);
322 if(recount_ready) ReadyCount();
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(AIR_FINISHED, this) = 0;
349 //this.dphitcontentsmask = 0;
350 this.dphitcontentsmask = DPCONTENTS_SOLID;
351 if (autocvar_g_playerclip_collisions)
352 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
355 setthink(this, func_null);
357 this.deadflag = DEAD_NO;
359 STAT(REVIVE_PROGRESS, this) = 0;
360 this.revival_time = 0;
361 this.draggable = drag_undraggable;
364 STAT(WEAPONS, this) = '0 0 0';
365 this.drawonlytoclient = this;
369 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
371 this.weaponmodel = "";
372 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
374 this.weaponentities[slot] = NULL;
376 this.exteriorweaponentity = NULL;
377 CS(this).killcount = FRAGS_SPECTATOR;
378 this.velocity = '0 0 0';
379 this.avelocity = '0 0 0';
380 this.punchangle = '0 0 0';
381 this.punchvector = '0 0 0';
382 this.oldvelocity = this.velocity;
383 this.event_damage = func_null;
384 this.event_heal = func_null;
386 for(int slot = 0; slot < MAX_AXH; ++slot)
388 entity axh = this.(AuxiliaryXhair[slot]);
389 this.(AuxiliaryXhair[slot]) = NULL;
391 if(axh.owner == this && axh != NULL && !wasfreed(axh))
395 if (mutator_returnvalue)
397 // mutator prevents resetting teams+score
401 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
402 this.frags = FRAGS_SPECTATOR;
405 bot_relinkplayerlist();
407 if (CS(this).just_joined)
408 CS(this).just_joined = false;
411 int player_getspecies(entity this)
413 get_model_parameters(this.model, this.skin);
414 int s = get_model_parameters_species;
415 get_model_parameters(string_null, 0);
416 if (s < 0) return SPECIES_HUMAN;
420 .float model_randomizer;
421 void FixPlayermodel(entity player)
423 string defaultmodel = "";
425 if(autocvar_sv_defaultcharacter)
431 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
432 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
433 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
434 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
438 if(defaultmodel == "")
440 defaultmodel = autocvar_sv_defaultplayermodel;
441 defaultskin = autocvar_sv_defaultplayerskin;
444 int n = tokenize_console(defaultmodel);
447 defaultmodel = argv(floor(n * CS(player).model_randomizer));
448 // However, do NOT randomize if the player-selected model is in the list.
449 for (int i = 0; i < n; ++i)
450 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
451 defaultmodel = argv(i);
454 int i = strstrofs(defaultmodel, ":", 0);
457 defaultskin = stof(substring(defaultmodel, i+1, -1));
458 defaultmodel = substring(defaultmodel, 0, i);
461 if(autocvar_sv_defaultcharacterskin && !defaultskin)
467 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
468 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
469 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
470 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
475 defaultskin = autocvar_sv_defaultplayerskin;
478 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
479 defaultmodel = M_ARGV(0, string);
480 defaultskin = M_ARGV(1, int);
484 if(defaultmodel != "")
486 if (defaultmodel != player.model)
488 vector m1 = player.mins;
489 vector m2 = player.maxs;
490 setplayermodel (player, defaultmodel);
491 setsize (player, m1, m2);
495 oldskin = player.skin;
496 player.skin = defaultskin;
498 if (player.playermodel != player.model || player.playermodel == "")
500 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
501 vector m1 = player.mins;
502 vector m2 = player.maxs;
503 setplayermodel (player, player.playermodel);
504 setsize (player, m1, m2);
508 if(!autocvar_sv_defaultcharacterskin)
510 oldskin = player.skin;
511 player.skin = stof(player.playerskin);
515 oldskin = player.skin;
516 player.skin = defaultskin;
520 if(chmdl || oldskin != player.skin) // model or skin has changed
522 player.species = player_getspecies(player); // update species
523 if(!autocvar_g_debug_globalsounds)
524 UpdatePlayerSounds(player); // update skin sounds
528 if(strlen(autocvar_sv_defaultplayercolors))
529 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
530 setcolor(player, stof(autocvar_sv_defaultplayercolors));
533 void PutPlayerInServer(entity this)
535 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
537 PlayerState_attach(this);
538 accuracy_resend(this);
541 TeamBalance_JoinBestTeam(this);
543 entity spot = SelectSpawnPoint(this, false);
545 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
546 return; // spawn failed
549 TRANSMUTE(Player, this);
551 CS(this).wasplayer = true;
552 this.iscreature = true;
553 this.teleportable = TELEPORT_NORMAL;
554 if(!this.damagedbycontents)
555 IL_PUSH(g_damagedbycontents, this);
556 this.damagedbycontents = true;
557 set_movetype(this, MOVETYPE_WALK);
558 this.solid = SOLID_SLIDEBOX;
559 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
560 if (autocvar_g_playerclip_collisions)
561 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
562 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
563 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
564 this.frags = FRAGS_PLAYER;
565 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
566 this.flags = FL_CLIENT | FL_PICKUPITEMS;
567 if (autocvar__notarget)
568 this.flags |= FL_NOTARGET;
569 this.takedamage = DAMAGE_AIM;
570 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
573 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
574 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
575 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
576 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
577 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
578 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
579 SetResource(this, RES_HEALTH, warmup_start_health);
580 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
581 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
583 SetResource(this, RES_SHELLS, start_ammo_shells);
584 SetResource(this, RES_BULLETS, start_ammo_nails);
585 SetResource(this, RES_ROCKETS, start_ammo_rockets);
586 SetResource(this, RES_CELLS, start_ammo_cells);
587 SetResource(this, RES_PLASMA, start_ammo_plasma);
588 SetResource(this, RES_FUEL, start_ammo_fuel);
589 SetResource(this, RES_HEALTH, start_health);
590 SetResource(this, RES_ARMOR, start_armorvalue);
591 STAT(WEAPONS, this) = start_weapons;
592 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
594 GiveRandomWeapons(this, random_start_weapons_count,
595 autocvar_g_random_start_weapons, random_start_ammo);
598 SetSpectatee_status(this, 0);
600 PS(this).dual_weapons = '0 0 0';
602 if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
603 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
605 this.items = start_items;
607 float shieldtime = time + autocvar_g_spawnshieldtime;
609 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
610 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
611 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
612 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
613 if (!sv_ready_restart_after_countdown && time < game_starttime)
615 float f = game_starttime - time;
617 this.pauserotarmor_finished += f;
618 this.pauserothealth_finished += f;
619 this.pauseregen_finished += f;
622 StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
624 this.damageforcescale = autocvar_g_player_damageforcescale;
626 this.respawn_flags = 0;
627 this.respawn_time = 0;
628 STAT(RESPAWN_TIME, this) = 0;
629 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
631 this.pain_finished = 0;
633 setthink(this, func_null); // players have no think function
636 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
638 this.deadflag = DEAD_NO;
640 this.angles = spot.angles;
641 this.angles_z = 0; // never spawn tilted even if the spot says to
642 if (IS_BOT_CLIENT(this))
644 this.v_angle = this.angles;
647 this.fixangle = true; // turn this way immediately
648 this.oldvelocity = this.velocity = '0 0 0';
649 this.avelocity = '0 0 0';
650 this.punchangle = '0 0 0';
651 this.punchvector = '0 0 0';
653 STAT(REVIVE_PROGRESS, this) = 0;
654 this.revival_time = 0;
656 STAT(AIR_FINISHED, this) = 0;
657 this.waterlevel = WATERLEVEL_NONE;
658 this.watertype = CONTENT_EMPTY;
660 entity spawnevent = new_pure(spawnevent);
661 spawnevent.owner = this;
662 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
664 // Cut off any still running player sounds.
665 stopsound(this, CH_PLAYER_SINGLE);
668 FixPlayermodel(this);
669 this.drawonlytoclient = NULL;
673 for(int slot = 0; slot < MAX_AXH; ++slot)
675 entity axh = this.(AuxiliaryXhair[slot]);
676 this.(AuxiliaryXhair[slot]) = NULL;
678 if(axh.owner == this && axh != NULL && !wasfreed(axh))
682 this.spawnpoint_targ = NULL;
685 this.view_ofs = STAT(PL_VIEW_OFS, this);
686 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
687 this.spawnorigin = spot.origin;
688 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
689 // don't reset back to last position, even if new position is stuck in solid
690 this.oldorigin = this.origin;
692 IL_REMOVE(g_conveyed, this);
693 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
695 IL_REMOVE(g_swamped, this);
696 this.swampslug = NULL;
697 this.swamp_interval = 0;
698 if(this.ladder_entity)
699 IL_REMOVE(g_ladderents, this);
700 this.ladder_entity = NULL;
701 IL_EACH(g_counters, it.realowner == this,
705 STAT(HUD, this) = HUD_NORMAL;
707 this.event_damage = PlayerDamage;
708 this.event_heal = PlayerHeal;
710 this.draggable = func_null;
713 IL_PUSH(g_bot_targets, this);
714 this.bot_attack = true;
715 if(!this.monster_attack)
716 IL_PUSH(g_monster_targets, this);
717 this.monster_attack = true;
718 navigation_dynamicgoal_init(this, false);
720 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
722 // player was spectator
723 if (CS(this).killcount == FRAGS_SPECTATOR) {
724 PlayerScore_Clear(this);
725 CS(this).killcount = 0;
726 CS(this).startplaytime = time;
729 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
731 .entity weaponentity = weaponentities[slot];
732 CL_SpawnWeaponentity(this, weaponentity);
734 this.alpha = default_player_alpha;
735 this.colormod = '1 1 1' * autocvar_g_player_brightness;
736 this.exteriorweaponentity.alpha = default_weapon_alpha;
738 this.speedrunning = false;
740 this.counter_cnt = 0;
741 this.fragsfilter_cnt = 0;
743 target_voicescript_clear(this);
745 // reset fields the weapons may use
746 FOREACH(Weapons, true, {
747 it.wr_resetplayer(it, this);
748 // reload all reloadable weapons
749 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
750 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
752 .entity weaponentity = weaponentities[slot];
753 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
758 Unfreeze(this, false);
760 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
763 string s = spot.target;
764 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
765 spot.target = string_null;
766 SUB_UseTargets(spot, this, NULL);
767 if(g_assault || g_race)
771 if (autocvar_spawn_debug)
773 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
774 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
777 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
779 .entity weaponentity = weaponentities[slot];
780 entity w_ent = this.(weaponentity);
781 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
782 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
784 w_ent.m_switchweapon = WEP_Null;
785 w_ent.m_weapon = WEP_Null;
786 w_ent.weaponname = "";
787 w_ent.m_switchingweapon = WEP_Null;
791 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
793 if (CS(this).impulse) ImpulseCommands(this);
795 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
796 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
798 .entity weaponentity = weaponentities[slot];
799 W_WeaponFrame(this, weaponentity);
802 if (!warmup_stage && !this.alivetime)
803 this.alivetime = time;
805 antilag_clear(this, CS(this));
808 /** Called when a client spawns in the server */
809 void PutClientInServer(entity this)
811 if (IS_BOT_CLIENT(this)) {
812 TRANSMUTE(Player, this);
813 } else if (IS_REAL_CLIENT(this)) {
815 WriteByte(MSG_ONE, SVC_SETVIEW);
816 WriteEntity(MSG_ONE, this);
819 TRANSMUTE(Observer, this);
821 bool use_spawnpoint = (!this.enemy); // check this.enemy here since SetSpectatee will clear it
822 SetSpectatee(this, NULL);
826 PS(this).itemkeys = 0;
828 MUTATOR_CALLHOOK(PutClientInServer, this);
830 if (IS_OBSERVER(this)) {
831 PutObserverInServer(this, false, use_spawnpoint);
832 } else if (IS_PLAYER(this)) {
833 PutPlayerInServer(this);
836 bot_relinkplayerlist();
839 // TODO do we need all these fields, or should we stop autodetecting runtime
840 // changes and just have a console command to update this?
841 bool ClientInit_SendEntity(entity this, entity to, int sf)
843 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
846 // MSG_INIT replacement
847 // TODO: make easier to use
849 W_PROP_reload(MSG_ONE, to);
850 ClientInit_misc(this);
851 MUTATOR_CALLHOOK(Ent_Init);
853 void ClientInit_misc(entity this)
855 int channel = MSG_ONE;
856 WriteHeader(channel, ENT_CLIENT_INIT);
857 WriteByte(channel, g_nexball_meter_period * 32);
858 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
859 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
860 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
861 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
862 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
863 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
864 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
865 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
867 if(autocvar_sv_foginterval && world.fog != "")
868 WriteString(channel, world.fog);
870 WriteString(channel, "");
871 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
872 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
873 WriteByte(channel, serverflags);
874 WriteCoord(channel, autocvar_g_trueaim_minrange);
877 void ClientInit_CheckUpdate(entity this)
879 this.nextthink = time;
880 if(this.count != autocvar_g_balance_armor_blockpercent)
882 this.count = autocvar_g_balance_armor_blockpercent;
885 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
887 this.cnt = autocvar_g_balance_damagepush_speedfactor;
892 void ClientInit_Spawn()
894 entity e = new_pure(clientinit);
895 setthink(e, ClientInit_CheckUpdate);
896 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
898 ClientInit_CheckUpdate(e);
908 // initialize parms for a new player
909 parm1 = -(86400 * 366);
911 MUTATOR_CALLHOOK(SetNewParms);
919 void SetChangeParms (entity this)
921 // save parms for level change
922 parm1 = CS(this).parm_idlesince - time;
924 MUTATOR_CALLHOOK(SetChangeParms);
932 void DecodeLevelParms(entity this)
935 CS(this).parm_idlesince = parm1;
936 if (CS(this).parm_idlesince == -(86400 * 366))
937 CS(this).parm_idlesince = time;
939 // whatever happens, allow 60 seconds of idling directly after connect for map loading
940 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
942 MUTATOR_CALLHOOK(DecodeLevelParms);
945 void FixClientCvars(entity e)
947 // send prediction settings to the client
948 if(autocvar_g_antilag == 3) // client side hitscan
949 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
950 if(autocvar_sv_gentle)
951 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
953 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
954 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
956 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
958 MUTATOR_CALLHOOK(FixClientCvars, e);
961 bool findinlist_abbrev(string tofind, string list)
963 if(list == "" || tofind == "")
964 return false; // empty list or search, just return
966 // this function allows abbreviated strings!
967 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
975 bool PlayerInIPList(entity p, string iplist)
977 // some safety checks (never allow local?)
978 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
981 return findinlist_abbrev(p.netaddress, iplist);
984 bool PlayerInIDList(entity p, string idlist)
986 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
990 return findinlist_abbrev(p.crypto_idfp, idlist);
993 bool PlayerInList(entity player, string list)
995 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
998 #ifdef DP_EXT_PRECONNECT
1003 Called once (not at each match start) when a client begins a connection to the server
1006 void ClientPreConnect(entity this)
1008 if(autocvar_sv_eventlog)
1010 GameLogEcho(sprintf(":connect:%d:%d:%s",
1013 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1019 string GetClientVersionMessage(entity this)
1021 if (CS(this).version_mismatch) {
1022 if(CS(this).version < autocvar_gameversion) {
1023 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1024 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1026 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1027 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1030 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1034 string getwelcomemessage(entity this)
1036 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1037 string modifications = M_ARGV(0, string);
1041 if(g_weaponarena_random)
1042 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1044 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1046 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1047 modifications = strcat(modifications, ", No start weapons");
1048 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1049 modifications = strcat(modifications, ", Low gravity");
1050 if(g_weapon_stay && !g_cts)
1051 modifications = strcat(modifications, ", Weapons stay");
1052 if(autocvar_g_jetpack)
1053 modifications = strcat(modifications, ", Jet pack");
1054 modifications = substring(modifications, 2, strlen(modifications) - 2);
1056 string versionmessage = GetClientVersionMessage(this);
1057 string s = strcat(versionmessage, "^8\n^8\nserver is ^9", autocvar_hostname, "^8\n");
1059 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1061 if(modifications != "")
1062 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1064 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1066 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1067 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1070 if (cache_mutatormsg != "") {
1071 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1074 string mutator_msg = "";
1075 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1076 mutator_msg = M_ARGV(0, string);
1078 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1080 string motd = autocvar_sv_motd;
1082 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1091 Called when a client connects to the server
1094 void ClientConnect(entity this)
1096 if (Ban_MaybeEnforceBanOnce(this)) return;
1097 assert(!IS_CLIENT(this), return);
1098 this.flags |= FL_CLIENT;
1099 assert(player_count >= 0, player_count = 0);
1101 TRANSMUTE(Client, this);
1102 CS(this).version_nagtime = time + 10 + random() * 10;
1104 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1106 bot_clientconnect(this);
1108 Player_DetermineForcedTeam(this);
1110 TRANSMUTE(Observer, this);
1112 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1114 // always track bots, don't ask for cl_allow_uidtracking
1115 if (IS_BOT_CLIENT(this))
1116 PlayerStats_GameReport_AddPlayer(this);
1118 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1120 if (autocvar_sv_eventlog)
1121 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1123 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1125 stuffcmd(this, clientstuff, "\n");
1126 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1128 FixClientCvars(this);
1130 // get version info from player
1131 stuffcmd(this, "cmd clientversion $gameversion\n");
1133 // notify about available teams
1136 entity balance = TeamBalance_CheckAllowedTeams(this);
1137 int t = TeamBalance_GetAllowedTeams(balance);
1138 TeamBalance_Destroy(balance);
1139 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1143 stuffcmd(this, "set _teams_available 0\n");
1146 bot_relinkplayerlist();
1148 CS(this).spectatortime = time;
1149 if (blockSpectators)
1151 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1154 CS(this).jointime = time;
1156 if (IS_REAL_CLIENT(this))
1158 if (g_weaponarena_weapons == WEPSET(TUBA))
1159 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1162 if (!autocvar_sv_foginterval && world.fog != "")
1163 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1165 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1166 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1167 send_CSQC_teamnagger();
1169 CSQCMODEL_AUTOINIT(this);
1171 CS(this).model_randomizer = random();
1173 if (IS_REAL_CLIENT(this))
1174 sv_notice_join(this);
1176 this.move_qcphysics = autocvar_sv_qcphysics;
1178 // update physics stats (players can spawn before physics runs)
1179 Physics_UpdateStats(this);
1181 IL_EACH(g_initforplayer, it.init_for_player, {
1182 it.init_for_player(it, this);
1185 Handicap_Initialize(this);
1187 MUTATOR_CALLHOOK(ClientConnect, this);
1189 if (IS_REAL_CLIENT(this))
1191 if (!autocvar_g_campaign && !IS_PLAYER(this))
1193 CS(this).motd_actived_time = -1;
1194 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1202 Called when a client disconnects from the server
1205 .entity chatbubbleentity;
1206 void player_powerups_remove_all(entity this);
1208 void ClientDisconnect(entity this)
1210 assert(IS_CLIENT(this), return);
1212 PlayerStats_GameReport_FinalizePlayer(this);
1213 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1214 if (CS(this).active_minigame) part_minigame(this);
1215 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1217 if (autocvar_sv_eventlog)
1218 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1220 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1223 SetSpectatee(this, NULL);
1225 MUTATOR_CALLHOOK(ClientDisconnect, this);
1227 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1228 strfree(CS_CVAR(this).weaponorder_byimpulse);
1229 ClientState_detach(this);
1231 Portal_ClearAll(this);
1233 Unfreeze(this, false);
1235 RemoveGrapplingHooks(this);
1237 // Here, everything has been done that requires this player to be a client.
1239 this.flags &= ~FL_CLIENT;
1241 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1242 if (this.killindicator) delete(this.killindicator);
1244 IL_EACH(g_counters, it.realowner == this,
1249 WaypointSprite_PlayerGone(this);
1251 bot_relinkplayerlist();
1253 strfree(this.clientstatus);
1254 if (this.personal) delete(this.personal);
1258 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1260 player_powerups_remove_all(this); // stop powerup sound
1265 void ChatBubbleThink(entity this)
1267 this.nextthink = time;
1268 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1270 if(this.owner) // but why can that ever be NULL?
1271 this.owner.chatbubbleentity = NULL;
1278 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1280 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1281 this.mdl = "models/sprites/minigame_busy.iqm";
1282 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1283 this.mdl = "models/misc/chatbubble.spr";
1286 if ( this.model != this.mdl )
1287 _setmodel(this, this.mdl);
1291 void UpdateChatBubble(entity this)
1295 // spawn a chatbubble entity if needed
1296 if (!this.chatbubbleentity)
1298 this.chatbubbleentity = new(chatbubbleentity);
1299 this.chatbubbleentity.owner = this;
1300 this.chatbubbleentity.exteriormodeltoclient = this;
1301 setthink(this.chatbubbleentity, ChatBubbleThink);
1302 this.chatbubbleentity.nextthink = time;
1303 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1304 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1305 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1306 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1307 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1308 //this.chatbubbleentity.model = "";
1309 this.chatbubbleentity.effects = EF_LOWPRECISION;
1313 void calculate_player_respawn_time(entity this)
1315 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1318 float gametype_setting_tmp;
1319 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1320 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1321 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1322 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1323 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1324 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1326 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1329 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1330 if(it.team == this.team)
1333 if (sdelay_small_count == 0)
1334 sdelay_small_count = 1;
1335 if (sdelay_large_count == 0)
1336 sdelay_large_count = 1;
1340 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1343 if (sdelay_small_count == 0)
1345 if (IS_INDEPENDENT_PLAYER(this))
1347 // Players play independently. No point in requiring enemies.
1348 sdelay_small_count = 1;
1352 // Players play AGAINST each other. Enemies required.
1353 sdelay_small_count = 2;
1356 if (sdelay_large_count == 0)
1358 if (IS_INDEPENDENT_PLAYER(this))
1360 // Players play independently. No point in requiring enemies.
1361 sdelay_large_count = 1;
1365 // Players play AGAINST each other. Enemies required.
1366 sdelay_large_count = 2;
1373 if (pcount <= sdelay_small_count)
1374 sdelay = sdelay_small;
1375 else if (pcount >= sdelay_large_count)
1376 sdelay = sdelay_large;
1377 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1378 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1381 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1383 this.respawn_time = time + sdelay;
1385 if(sdelay < sdelay_max)
1386 this.respawn_time_max = time + sdelay_max;
1388 this.respawn_time_max = this.respawn_time;
1390 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1391 this.respawn_countdown = 10; // first number to count down from is 10
1393 this.respawn_countdown = -1; // do not count down
1395 if(autocvar_g_forced_respawn)
1396 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1399 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1400 // added to the model skins
1401 /*void UpdateColorModHack()
1404 c = this.clientcolors & 15;
1405 // LordHavoc: only bothering to support white, green, red, yellow, blue
1406 if (!teamplay) this.colormod = '0 0 0';
1407 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1408 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1409 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1410 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1411 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1412 else this.colormod = '1 1 1';
1415 void respawn(entity this)
1417 bool damagedbycontents_prev = this.damagedbycontents;
1420 if(autocvar_g_respawn_ghosts)
1422 this.solid = SOLID_NOT;
1423 this.takedamage = DAMAGE_NO;
1424 this.damagedbycontents = false;
1425 set_movetype(this, MOVETYPE_FLY);
1426 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1427 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1428 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1429 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1430 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1431 if(autocvar_g_respawn_ghosts_time > 0)
1432 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1435 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1439 this.damagedbycontents = damagedbycontents_prev;
1441 this.effects |= EF_NODRAW; // prevent another CopyBody
1442 PutClientInServer(this);
1445 void play_countdown(entity this, float finished, Sound samp)
1448 if(IS_REAL_CLIENT(this))
1449 if(floor(finished - time - frametime) != floor(finished - time))
1450 if(finished - time < 6)
1451 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1454 void player_powerups_remove_all(entity this)
1456 if (this.items & IT_SUPERWEAPON)
1458 // don't play the poweroff sound when the game restarts or the player disconnects
1459 if (time > game_starttime + 1 && IS_CLIENT(this))
1460 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1461 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1462 this.items -= (this.items & IT_SUPERWEAPON);
1466 void player_powerups(entity this)
1468 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1469 this.modelflags |= MF_ROCKET;
1471 this.modelflags &= ~MF_ROCKET;
1473 this.effects &= ~EF_NODEPTHTEST;
1476 player_powerups_remove_all(this);
1478 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1481 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1482 int items_prev = this.items;
1484 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1486 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1487 if (this.items & IT_SUPERWEAPON)
1489 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1491 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1492 this.items = this.items - (this.items & IT_SUPERWEAPON);
1493 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1494 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1496 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1498 // don't let them run out
1502 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1503 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1505 this.items = this.items - (this.items & IT_SUPERWEAPON);
1506 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1507 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1508 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1512 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1514 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1516 this.items = this.items | IT_SUPERWEAPON;
1517 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1520 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1521 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1526 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1527 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1528 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1531 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1533 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1537 if(autocvar_g_nodepthtestplayers)
1538 this.effects = this.effects | EF_NODEPTHTEST;
1540 if(autocvar_g_fullbrightplayers)
1541 this.effects = this.effects | EF_FULLBRIGHT;
1543 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1546 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1548 if(current > stable)
1550 else if(current > stable - 0.25) // when close enough, "snap"
1553 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1556 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1558 if(current < stable)
1560 else if(current < stable + 0.25) // when close enough, "snap"
1563 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1566 void RotRegen(entity this, Resource res, float limit_mod,
1567 float regenstable, float regenfactor, float regenlinear, float regenframetime,
1568 float rotstable, float rotfactor, float rotlinear, float rotframetime)
1570 float old = GetResource(this, res);
1571 float current = old;
1572 if(current > rotstable)
1574 if(rotframetime > 0)
1576 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1577 current = max(rotstable, current - rotlinear * rotframetime);
1580 else if(current < regenstable)
1582 if(regenframetime > 0)
1584 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1585 current = min(regenstable, current + regenlinear * regenframetime);
1589 float limit = GetResourceLimit(this, res) * limit_mod;
1594 SetResource(this, res, current);
1597 void player_regen(entity this)
1599 float max_mod, regen_mod, rot_mod, limit_mod;
1600 max_mod = regen_mod = rot_mod = limit_mod = 1;
1602 float regen_health = autocvar_g_balance_health_regen;
1603 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1604 float regen_health_rot = autocvar_g_balance_health_rot;
1605 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1606 float regen_health_stable = autocvar_g_balance_health_regenstable;
1607 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1608 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1609 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1610 max_mod = M_ARGV(1, float);
1611 regen_mod = M_ARGV(2, float);
1612 rot_mod = M_ARGV(3, float);
1613 limit_mod = M_ARGV(4, float);
1614 regen_health = M_ARGV(5, float);
1615 regen_health_linear = M_ARGV(6, float);
1616 regen_health_rot = M_ARGV(7, float);
1617 regen_health_rotlinear = M_ARGV(8, float);
1618 regen_health_stable = M_ARGV(9, float);
1619 regen_health_rotstable = M_ARGV(10, float);
1621 float rotstable, regenstable, rotframetime, regenframetime;
1623 if(!mutator_returnvalue)
1624 if(!STAT(FROZEN, this))
1626 regenstable = autocvar_g_balance_armor_regenstable;
1627 rotstable = autocvar_g_balance_armor_rotstable;
1628 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1629 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1630 RotRegen(this, RES_ARMOR, limit_mod,
1631 regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime,
1632 rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime);
1634 // NOTE: max_mod is only applied to health
1635 regenstable = regen_health_stable * max_mod;
1636 rotstable = regen_health_rotstable * max_mod;
1637 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1638 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1639 RotRegen(this, RES_HEALTH, limit_mod,
1640 regenstable, regen_health, regen_health_linear, regenframetime,
1641 rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1644 // if player rotted to death... die!
1645 // check this outside above checks, as player may still be able to rot to death
1646 if(GetResource(this, RES_HEALTH) < 1)
1649 vehicles_exit(this.vehicle, VHEF_RELEASE);
1650 if(this.event_damage)
1651 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1654 if (!(this.items & IT_UNLIMITED_AMMO))
1656 regenstable = autocvar_g_balance_fuel_regenstable;
1657 rotstable = autocvar_g_balance_fuel_rotstable;
1658 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0;
1659 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1660 RotRegen(this, RES_FUEL, 1,
1661 regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime,
1662 rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime);
1667 void SetZoomState(entity this, float newzoom)
1669 if(newzoom != CS(this).zoomstate)
1671 CS(this).zoomstate = newzoom;
1672 ClientData_Touch(this);
1674 zoomstate_set = true;
1677 void GetPressedKeys(entity this)
1679 MUTATOR_CALLHOOK(GetPressedKeys, this);
1682 CS(this).pressedkeys = 0;
1683 STAT(PRESSED_KEYS, this) = 0;
1687 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1688 int keys = STAT(PRESSED_KEYS, this);
1689 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1690 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1691 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1692 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1694 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1695 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
1696 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1697 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1698 CS(this).pressedkeys = keys; // store for other users
1700 STAT(PRESSED_KEYS, this) = keys;
1704 ======================
1705 spectate mode routines
1706 ======================
1709 void SpectateCopy(entity this, entity spectatee)
1711 TC(Client, this); TC(Client, spectatee);
1713 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1714 PS(this) = PS(spectatee);
1715 this.armortype = spectatee.armortype;
1716 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1717 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1718 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1719 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1720 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1721 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1722 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1723 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1724 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1725 CS(this).impulse = 0;
1726 this.disableclientprediction = 1; // no need to run prediction on a spectator
1727 this.items = spectatee.items;
1728 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1729 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1730 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1731 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1732 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1733 this.punchangle = spectatee.punchangle;
1734 this.view_ofs = spectatee.view_ofs;
1735 this.velocity = spectatee.velocity;
1736 this.dmg_take = spectatee.dmg_take;
1737 this.dmg_save = spectatee.dmg_save;
1738 this.dmg_inflictor = spectatee.dmg_inflictor;
1739 this.v_angle = spectatee.v_angle;
1740 this.angles = spectatee.v_angle;
1741 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1742 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1743 this.viewloc = spectatee.viewloc;
1744 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1745 this.fixangle = true;
1746 setorigin(this, spectatee.origin);
1747 setsize(this, spectatee.mins, spectatee.maxs);
1748 SetZoomState(this, CS(spectatee).zoomstate);
1750 anticheat_spectatecopy(this, spectatee);
1751 STAT(HUD, this) = STAT(HUD, spectatee);
1752 if(spectatee.vehicle)
1754 this.angles = spectatee.v_angle;
1756 //this.fixangle = false;
1757 //this.velocity = spectatee.vehicle.velocity;
1758 this.vehicle_health = spectatee.vehicle_health;
1759 this.vehicle_shield = spectatee.vehicle_shield;
1760 this.vehicle_energy = spectatee.vehicle_energy;
1761 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1762 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1763 this.vehicle_reload1 = spectatee.vehicle_reload1;
1764 this.vehicle_reload2 = spectatee.vehicle_reload2;
1766 //msg_entity = this;
1768 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1769 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1770 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1771 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1773 //WriteByte (MSG_ONE, SVC_SETVIEW);
1774 // WriteEntity(MSG_ONE, this);
1775 //makevectors(spectatee.v_angle);
1776 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1780 bool SpectateUpdate(entity this)
1785 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1787 SetSpectatee(this, NULL);
1791 SpectateCopy(this, this.enemy);
1796 bool SpectateSet(entity this)
1798 if(!IS_PLAYER(this.enemy))
1801 ClientData_Touch(this.enemy);
1804 WriteByte(MSG_ONE, SVC_SETVIEW);
1805 WriteEntity(MSG_ONE, this.enemy);
1806 set_movetype(this, MOVETYPE_NONE);
1807 accuracy_resend(this);
1809 if(!SpectateUpdate(this))
1810 PutObserverInServer(this, false, true);
1815 void SetSpectatee_status(entity this, int spectatee_num)
1817 int oldspectatee_status = CS(this).spectatee_status;
1818 CS(this).spectatee_status = spectatee_num;
1820 if (CS(this).spectatee_status != oldspectatee_status)
1822 if (STAT(PRESSED_KEYS, this))
1824 CS(this).pressedkeys = 0;
1825 STAT(PRESSED_KEYS, this) = 0;
1827 ClientData_Touch(this);
1828 if (g_race || g_cts) race_InitSpectator();
1832 void SetSpectatee(entity this, entity spectatee)
1834 if(IS_BOT_CLIENT(this))
1835 return; // bots abuse .enemy, this code is useless to them
1837 entity old_spectatee = this.enemy;
1839 this.enemy = spectatee;
1842 // these are required to fix the spectator bug with arc
1845 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1847 .entity weaponentity = weaponentities[slot];
1848 if(old_spectatee.(weaponentity).arc_beam)
1849 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1854 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1856 .entity weaponentity = weaponentities[slot];
1857 if(spectatee.(weaponentity).arc_beam)
1858 spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1863 SetSpectatee_status(this, etof(spectatee));
1865 // needed to update spectator list
1866 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1869 bool Spectate(entity this, entity pl)
1871 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1873 pl = M_ARGV(1, entity);
1875 SetSpectatee(this, pl);
1876 return SpectateSet(this);
1879 bool SpectateNext(entity this)
1881 entity ent = find(this.enemy, classname, STR_PLAYER);
1883 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1884 ent = M_ARGV(1, entity);
1886 ent = find(ent, classname, STR_PLAYER);
1888 if(ent) { SetSpectatee(this, ent); }
1890 return SpectateSet(this);
1893 bool SpectatePrev(entity this)
1895 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1896 entity ent = findchain(classname, STR_PLAYER);
1897 if (!ent) // no player
1901 // skip players until current spectated player
1903 while(ent && ent != this.enemy)
1906 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1908 case MUT_SPECPREV_FOUND:
1909 ent = M_ARGV(1, entity);
1911 case MUT_SPECPREV_RETURN:
1913 case MUT_SPECPREV_CONTINUE:
1924 SetSpectatee(this, ent);
1925 return SpectateSet(this);
1930 ShowRespawnCountdown()
1932 Update a respawn countdown display.
1935 void ShowRespawnCountdown(entity this)
1938 if(!IS_DEAD(this)) // just respawned?
1942 number = ceil(this.respawn_time - time);
1945 if(number <= this.respawn_countdown)
1947 this.respawn_countdown = number - 1;
1948 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
1949 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1954 .bool team_selected;
1955 bool ShowTeamSelection(entity this)
1957 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1959 stuffcmd(this, "menu_showteamselect\n");
1962 void Join(entity this)
1964 TRANSMUTE(Player, this);
1966 if(!this.team_selected)
1967 if(autocvar_g_campaign || autocvar_g_balance_teams)
1968 TeamBalance_JoinBestTeam(this);
1970 if(autocvar_g_campaign)
1971 campaign_bots_may_start = true;
1973 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1975 PutClientInServer(this);
1978 if(teamplay && this.team != -1)
1982 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1983 this.team_selected = false;
1986 int GetPlayerLimit()
1989 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)
1990 int player_limit = autocvar_g_maxplayers;
1991 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1992 player_limit = M_ARGV(0, int);
1993 return player_limit;
1997 * Determines whether the player is allowed to join. This depends on cvar
1998 * g_maxplayers, if it isn't used this function always return true, otherwise
1999 * it checks whether the number of currently playing players exceeds g_maxplayers.
2000 * @return int number of free slots for players, 0 if none
2002 int nJoinAllowed(entity this, entity ignore)
2005 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2006 // so report 0 free slots if restricted
2008 if(autocvar_g_forced_team_otherwise == "spectate")
2010 if(autocvar_g_forced_team_otherwise == "spectator")
2014 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2015 return 0; // forced spectators can never join
2017 // TODO simplify this
2018 int totalClients = 0;
2019 int currentlyPlaying = 0;
2020 FOREACH_CLIENT(true, {
2023 if(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME(it)))
2027 int player_limit = GetPlayerLimit();
2031 free_slots = maxclients - totalClients;
2032 else if(player_limit > 0 && currentlyPlaying < player_limit)
2033 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2035 static float msg_time = 0;
2036 if(this && !INGAME(this) && ignore && !free_slots && time > msg_time)
2038 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2039 msg_time = time + 0.5;
2045 void PrintWelcomeMessage(entity this)
2047 if(CS(this).motd_actived_time == 0)
2049 if (autocvar_g_campaign) {
2050 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2051 CS(this).motd_actived_time = time;
2052 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2055 if (PHYS_INPUT_BUTTON_INFO(this)) {
2056 CS(this).motd_actived_time = time;
2057 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2061 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2063 if (autocvar_g_campaign) {
2064 if (PHYS_INPUT_BUTTON_INFO(this))
2065 CS(this).motd_actived_time = time;
2066 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2067 CS(this).motd_actived_time = 0;
2068 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2071 if (PHYS_INPUT_BUTTON_INFO(this))
2072 CS(this).motd_actived_time = time;
2073 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2074 CS(this).motd_actived_time = 0;
2075 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2079 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2081 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2082 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2083 else if (CS(this).motd_actived_time == -2)
2085 // instantly hide MOTD
2086 CS(this).motd_actived_time = 0;
2087 if (autocvar_g_campaign)
2088 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2090 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2092 else if (IS_PLAYER(this) || IS_SPEC(this))
2094 // FIXME occasionally for some reason MOTD never goes away
2095 // delay MOTD removal a little bit in the hope it fixes this bug
2096 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2097 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2098 else //if (CS(this).motd_actived_time < -2)
2099 CS(this).motd_actived_time++;
2104 bool joinAllowed(entity this)
2106 if (CS(this).version_mismatch) return false;
2107 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2108 if (!nJoinAllowed(this, this)) return false;
2109 if (teamplay && lockteams) return false;
2110 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2111 if (ShowTeamSelection(this)) return false;
2115 .string shootfromfixedorigin;
2116 .bool dualwielding_prev;
2117 bool PlayerThink(entity this)
2119 if (game_stopped || intermission_running) {
2120 this.modelflags &= ~MF_ROCKET;
2121 if(intermission_running)
2122 IntermissionThink(this);
2126 if (timeout_status == TIMEOUT_ACTIVE) {
2127 // don't allow the player to turn around while game is paused
2128 // FIXME turn this into CSQC stuff
2129 this.v_angle = this.lastV_angle;
2130 this.angles = this.lastV_angle;
2131 this.fixangle = true;
2134 if (frametime) player_powerups(this);
2136 if (IS_DEAD(this)) {
2137 if (this.personal && g_race_qualifying) {
2138 if (time > this.respawn_time) {
2139 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2141 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2144 if (frametime) player_anim(this);
2146 if (this.respawn_flags & RESPAWN_DENY)
2148 STAT(RESPAWN_TIME, this) = 0;
2152 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));
2154 switch(this.deadflag)
2158 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2159 this.deadflag = DEAD_RESPAWNING;
2160 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2161 this.deadflag = DEAD_DEAD;
2167 this.deadflag = DEAD_RESPAWNABLE;
2168 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2169 this.deadflag = DEAD_RESPAWNING;
2172 case DEAD_RESPAWNABLE:
2174 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2175 this.deadflag = DEAD_RESPAWNING;
2178 case DEAD_RESPAWNING:
2180 if (time > this.respawn_time)
2182 this.respawn_time = time + 1; // only retry once a second
2183 this.respawn_time_max = this.respawn_time;
2190 ShowRespawnCountdown(this);
2192 if (this.respawn_flags & RESPAWN_SILENT)
2193 STAT(RESPAWN_TIME, this) = 0;
2194 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2196 if (time < this.respawn_time)
2197 STAT(RESPAWN_TIME, this) = this.respawn_time;
2198 else if (this.deadflag != DEAD_RESPAWNING)
2199 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2202 STAT(RESPAWN_TIME, this) = this.respawn_time;
2205 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2206 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2207 STAT(RESPAWN_TIME, this) *= -1;
2212 FixPlayermodel(this);
2214 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2215 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2216 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2219 // reset gun alignment when dual wielding status changes
2220 // to ensure guns are always aligned right and left
2221 bool dualwielding = W_DualWielding(this);
2222 if(this.dualwielding_prev != dualwielding)
2224 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2225 this.dualwielding_prev = dualwielding;
2228 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2231 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2233 .entity weaponentity = weaponentities[slot];
2234 if(WEP_CVAR(vortex, charge_always))
2235 W_Vortex_Charge(this, weaponentity, frametime);
2236 W_WeaponFrame(this, weaponentity);
2242 // WEAPONTODO: Add a weapon request for this
2243 // rot vortex charge to the charge limit
2244 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2246 .entity weaponentity = weaponentities[slot];
2247 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2248 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2253 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2256 monsters_setstatus(this);
2261 .bool would_spectate;
2262 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2263 void ObserverOrSpectatorThink(entity this)
2265 bool is_spec = IS_SPEC(this);
2266 if ( CS(this).impulse )
2268 int r = MinigameImpulse(this, CS(this).impulse);
2270 CS(this).impulse = 0;
2272 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2274 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2275 CS(this).impulse = 0;
2280 if (this.flags & FL_JUMPRELEASED) {
2281 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2282 this.flags &= ~FL_JUMPRELEASED;
2283 this.flags |= FL_SPAWNING;
2284 } 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)))
2285 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2286 this.flags &= ~FL_JUMPRELEASED;
2287 if(SpectateNext(this)) {
2288 TRANSMUTE(Spectator, this);
2289 } else if (is_spec) {
2290 TRANSMUTE(Observer, this);
2291 PutClientInServer(this);
2294 this.would_spectate = false; // unable to spectate anyone
2296 CS(this).impulse = 0;
2297 } else if (is_spec) {
2298 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2299 this.flags &= ~FL_JUMPRELEASED;
2300 if(SpectatePrev(this)) {
2301 TRANSMUTE(Spectator, this);
2303 TRANSMUTE(Observer, this);
2304 PutClientInServer(this);
2306 CS(this).impulse = 0;
2307 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2308 this.would_spectate = false;
2309 this.flags &= ~FL_JUMPRELEASED;
2310 TRANSMUTE(Observer, this);
2311 PutClientInServer(this);
2312 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2313 PutObserverInServer(this, false, true);
2314 this.would_spectate = true;
2318 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2319 if (PHYS_INPUT_BUTTON_USE(this))
2320 wouldclip = !wouldclip;
2321 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2322 set_movetype(this, preferred_movetype);
2324 } else { // jump pressed
2325 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2326 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2327 this.flags |= FL_JUMPRELEASED;
2328 if(this.flags & FL_SPAWNING)
2330 this.flags &= ~FL_SPAWNING;
2331 if(joinAllowed(this))
2333 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2334 CS(this).autojoin_checked = -1;
2338 if(is_spec && !SpectateUpdate(this))
2339 PutObserverInServer(this, false, true);
2342 this.flags |= FL_CLIENT | FL_NOTARGET;
2345 void PlayerUseKey(entity this)
2347 if (!IS_PLAYER(this))
2354 vehicles_exit(this.vehicle, VHEF_NORMAL);
2358 else if(autocvar_g_vehicles_enter)
2360 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2362 entity head, closest_target = NULL;
2363 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2365 while(head) // find the closest acceptable target to enter
2367 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2368 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2372 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2373 { closest_target = head; }
2375 else { closest_target = head; }
2381 if(closest_target) { vehicles_enter(this, closest_target); return; }
2385 // a use key was pressed; call handlers
2386 MUTATOR_CALLHOOK(PlayerUseKey, this);
2394 Called every frame for each client before the physics are run
2397 .float last_vehiclecheck;
2398 void PlayerPreThink (entity this)
2400 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2401 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2403 WarpZone_PlayerPhysics_FixVAngle(this);
2406 // physics frames: update anticheat stuff
2407 anticheat_prethink(this);
2409 // WORKAROUND: only use dropclient in server frames (frametime set).
2410 // Never use it in cl_movement frames (frametime zero).
2411 if (blockSpectators && IS_REAL_CLIENT(this)
2412 && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this)
2413 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2415 if (dropclient_schedule(this))
2416 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2420 zoomstate_set = false;
2422 // Check for nameless players
2423 if (this.netname == "" || this.netname != CS(this).netname_previous)
2425 bool assume_unchanged = (CS(this).netname_previous == "");
2426 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2428 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2429 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2430 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2431 assume_unchanged = false;
2432 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2434 if (isInvisibleString(this.netname))
2436 this.netname = strzone(sprintf("Player#%d", this.playerid));
2437 sprint(this, "Warning: invisible names are not allowed.\n");
2438 assume_unchanged = false;
2439 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2441 if (!assume_unchanged && autocvar_sv_eventlog)
2442 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2443 strcpy(CS(this).netname_previous, this.netname);
2447 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2448 CS(this).version_nagtime = 0;
2449 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2451 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2453 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2455 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2456 if (r < 0) { // old client
2457 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2458 } else if (r > 0) { // old server
2459 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2465 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2467 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2468 this.max_armorvalue = 0;
2471 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2473 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2475 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2476 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2478 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2480 if (STAT(REVIVE_PROGRESS, this) >= 1)
2481 Unfreeze(this, false);
2483 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2485 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2486 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2488 if (GetResource(this, RES_HEALTH) < 1)
2491 vehicles_exit(this.vehicle, VHEF_RELEASE);
2492 if(this.event_damage)
2493 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2495 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2496 Unfreeze(this, false);
2500 MUTATOR_CALLHOOK(PlayerPreThink, this);
2502 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2503 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2505 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2509 if(!it.team || SAME_TEAM(this, it))
2510 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2511 else if(autocvar_g_vehicles_steal)
2512 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2514 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2516 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2520 this.last_vehiclecheck = time + 1;
2523 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2525 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2527 if (IS_REAL_CLIENT(this))
2528 PrintWelcomeMessage(this);
2530 if (IS_PLAYER(this)) {
2531 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2532 error("Client can't be spawned as player on connection!");
2533 if(!PlayerThink(this))
2536 else if (game_stopped || intermission_running) {
2537 if(intermission_running)
2538 IntermissionThink(this);
2541 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2543 bool early_join_requested = (CS(this).autojoin_checked < 0);
2544 CS(this).autojoin_checked = 1;
2545 // don't do this in ClientConnect
2546 // many things can go wrong if a client is spawned as player on connection
2547 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2548 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2549 && (!teamplay || autocvar_g_balance_teams)))
2551 campaign_bots_may_start = true;
2552 if(joinAllowed(this))
2557 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2558 ObserverOrSpectatorThink(this);
2561 // WEAPONTODO: Add weapon request for this
2562 if (!zoomstate_set) {
2563 bool wep_zoomed = false;
2564 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2566 .entity weaponentity = weaponentities[slot];
2567 Weapon thiswep = this.(weaponentity).m_weapon;
2568 if(thiswep != WEP_Null && thiswep.wr_zoom)
2569 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2571 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2574 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2576 CS(this).teamkill_soundtime = 0;
2578 entity e = CS(this).teamkill_soundsource;
2579 entity oldpusher = e.pusher;
2581 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2582 e.pusher = oldpusher;
2585 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2586 CS(this).taunt_soundtime = 0;
2587 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2590 target_voicescript_next(this);
2593 void DrownPlayer(entity this)
2595 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2596 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2598 STAT(AIR_FINISHED, this) = 0;
2602 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2604 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2605 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2606 STAT(AIR_FINISHED, this) = 0;
2610 if (!STAT(AIR_FINISHED, this))
2611 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2612 if (STAT(AIR_FINISHED, this) < time)
2614 if (this.pain_finished < time)
2616 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');
2617 this.pain_finished = time + 0.5;
2623 .bool move_qcphysics;
2625 void Player_Physics(entity this)
2627 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2629 if(!this.move_qcphysics)
2632 if(!frametime && !CS(this).pm_frametime)
2635 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2637 CS(this).pm_frametime = 0;
2644 Called every frame for each client after the physics are run
2647 void PlayerPostThink (entity this)
2649 Player_Physics(this);
2651 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2652 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2653 if (IS_REAL_CLIENT(this))
2654 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2655 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2657 int totalClients = 0;
2658 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2660 // maxidle disabled in local matches by not counting clients (totalClients 0)
2661 if (server_is_dedicated)
2663 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2667 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2671 else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2673 FOREACH_CLIENT(IS_REAL_CLIENT(it),
2679 if (totalClients < autocvar_sv_maxidle_minplayers)
2681 // idle kick disabled
2682 CS(this).parm_idlesince = time;
2684 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2686 if (CS(this).idlekick_lasttimeleft)
2688 CS(this).idlekick_lasttimeleft = 0;
2689 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2694 float maxidle_time = autocvar_sv_maxidle;
2695 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2696 maxidle_time = autocvar_sv_maxidle_playertospectator;
2697 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2698 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2699 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2701 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2702 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2704 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2706 if (timeleft <= 0) {
2707 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2709 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2710 PutObserverInServer(this, true, true);
2714 if (dropclient_schedule(this))
2715 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2719 else if (timeleft <= countdown_time) {
2720 if (timeleft != CS(this).idlekick_lasttimeleft)
2721 play2(this, SND(TALK2));
2722 CS(this).idlekick_lasttimeleft = timeleft;
2731 this.solid = SOLID_NOT;
2732 this.takedamage = DAMAGE_NO;
2733 set_movetype(this, MOVETYPE_NONE);
2734 CS(this).teamkill_complain = 0;
2735 CS(this).teamkill_soundtime = 0;
2736 CS(this).teamkill_soundsource = NULL;
2739 if (IS_PLAYER(this)) {
2740 if(this.death_time == time && IS_DEAD(this))
2742 // player's bbox gets resized now, instead of in the damage event that killed the player,
2743 // once all the damage events of this frame have been processed with normal size
2745 setsize(this, this.mins, this.maxs);
2748 UpdateChatBubble(this);
2749 if (CS(this).impulse) ImpulseCommands(this);
2750 GetPressedKeys(this);
2753 CSQCMODEL_AUTOUPDATE(this);
2757 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2759 CS(this).pressedkeys = 0;
2760 STAT(PRESSED_KEYS, this) = 0;
2763 if (this.waypointsprite_attachedforcarrier) {
2764 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2765 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2768 CSQCMODEL_AUTOUPDATE(this);
2771 // hack to copy the button fields from the client entity to the Client State
2772 void PM_UpdateButtons(entity this, entity store)
2775 store.impulse = this.impulse;
2778 bool typing = this.buttonchat || this.button12;
2780 store.button0 = (typing) ? 0 : this.button0;
2782 store.button2 = (typing) ? 0 : this.button2;
2783 store.button3 = (typing) ? 0 : this.button3;
2784 store.button4 = this.button4;
2785 store.button5 = (typing) ? 0 : this.button5;
2786 store.button6 = this.button6;
2787 store.button7 = this.button7;
2788 store.button8 = this.button8;
2789 store.button9 = this.button9;
2790 store.button10 = this.button10;
2791 store.button11 = this.button11;
2792 store.button12 = this.button12;
2793 store.button13 = this.button13;
2794 store.button14 = this.button14;
2795 store.button15 = this.button15;
2796 store.button16 = this.button16;
2797 store.buttonuse = this.buttonuse;
2798 store.buttonchat = this.buttonchat;
2800 store.cursor_active = this.cursor_active;
2801 store.cursor_screen = this.cursor_screen;
2802 store.cursor_trace_start = this.cursor_trace_start;
2803 store.cursor_trace_endpos = this.cursor_trace_endpos;
2804 store.cursor_trace_ent = this.cursor_trace_ent;
2806 store.ping = this.ping;
2807 store.ping_packetloss = this.ping_packetloss;
2808 store.ping_movementloss = this.ping_movementloss;
2810 store.v_angle = this.v_angle;
2811 store.movement = this.movement;
2814 NET_HANDLE(fpsreport, bool)
2816 int fps = ReadShort();
2817 PlayerScore_Set(sender, SP_FPS, fps);