#include <common/mutators/mutator/instagib/sv_instagib.qh>
#include <common/mutators/mutator/nades/nades.qh>
#include <common/mutators/mutator/overkill/oknex.qh>
+#include <common/mutators/mutator/status_effects/_mod.qh>
#include <common/mutators/mutator/waypoints/all.qh>
#include <common/net_linked.qh>
#include <common/net_notice.qh>
#include <common/notifications/all.qh>
#include <common/physics/player.qh>
#include <common/playerstats.qh>
+#include <common/resources/sv_resources.qh>
#include <common/state.qh>
#include <common/stats.qh>
#include <common/vehicles/all.qh>
#include <server/player.qh>
#include <server/portals.qh>
#include <server/race.qh>
-#include <server/resources.qh>
#include <server/scores.qh>
#include <server/scores_rules.qh>
#include <server/spawnpoints.qh>
}
/** putting a client as observer in the server */
-void PutObserverInServer(entity this)
+void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
{
- bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
+ bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
+ bool recount_ready = false;
PlayerState_detach(this);
if (IS_PLAYER(this))
{
- if (autocvar_sv_maxidle_playertospectator > 0 && CS(this).idlekick_lasttimeleft)
- {
- Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
- CS(this).idlekick_lasttimeleft = 0;
- CS(this).parm_idlesince = time;
- }
-
if(GetResource(this, RES_HEALTH) >= 1)
{
// despawn effect
if(IS_REAL_CLIENT(this))
{
if (vote_called) { VoteCount(false); }
- ReadyCount();
+ this.ready = false;
+ recount_ready = true;
}
entcs_update_players(this);
}
- entity spot = SelectSpawnPoint(this, true);
- if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
- this.angles = vec2(spot.angles);
+ if (use_spawnpoint)
+ {
+ entity spot = SelectSpawnPoint(this, true);
+ if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
+ this.angles = vec2(spot.angles);
+ // offset it so that the spectator spawns higher off the ground, looks better this way
+ setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
+ }
+ else // change origin to restore previous view origin
+ setorigin(this, this.origin + STAT(PL_VIEW_OFS, this) - STAT(PL_CROUCH_VIEW_OFS, this));
this.fixangle = true;
- // offset it so that the spectator spawns higher off the ground, looks better this way
- setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
+
if (IS_REAL_CLIENT(this))
{
msg_entity = this;
if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
+ TRANSMUTE(Observer, this);
+
+ if(recount_ready) ReadyCount();
+
WaypointSprite_PlayerDead(this);
+ accuracy_resend(this);
if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
- accuracy_resend(this);
-
CS(this).spectatortime = time;
if(this.bot_attack)
IL_REMOVE(g_bot_targets, this);
IL_REMOVE(g_monster_targets, this);
this.monster_attack = false;
STAT(HUD, this) = HUD_NORMAL;
- TRANSMUTE(Observer, this);
this.iscreature = false;
this.teleportable = TELEPORT_SIMPLE;
if(this.damagedbycontents)
this.scale = 0;
this.fade_time = 0;
this.pain_finished = 0;
- STAT(STRENGTH_FINISHED, this) = 0;
- STAT(INVINCIBLE_FINISHED, this) = 0;
- STAT(SUPERWEAPONS_FINISHED, this) = 0;
STAT(AIR_FINISHED, this) = 0;
//this.dphitcontentsmask = 0;
this.dphitcontentsmask = DPCONTENTS_SOLID;
this.revival_time = 0;
this.draggable = drag_undraggable;
+ player_powerups_remove_all(this);
this.items = 0;
STAT(WEAPONS, this) = '0 0 0';
this.drawonlytoclient = this;
this.punchangle = '0 0 0';
this.punchvector = '0 0 0';
this.oldvelocity = this.velocity;
- this.fire_endtime = -1;
this.event_damage = func_null;
this.event_heal = func_null;
PS(this).dual_weapons = '0 0 0';
- STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
+ if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
+ StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
this.items = start_items;
- this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
+ float shieldtime = time + autocvar_g_spawnshieldtime;
+
this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
if (!sv_ready_restart_after_countdown && time < game_starttime)
{
float f = game_starttime - time;
- this.spawnshieldtime += f;
+ shieldtime += f;
this.pauserotarmor_finished += f;
this.pauserothealth_finished += f;
this.pauseregen_finished += f;
}
+ StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
+
this.damageforcescale = autocvar_g_player_damageforcescale;
this.death_time = 0;
this.respawn_flags = 0;
this.respawn_time = 0;
STAT(RESPAWN_TIME, this) = 0;
- bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
- this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
+ this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
this.fade_time = 0;
this.pain_finished = 0;
this.pushltime = 0;
this.punchangle = '0 0 0';
this.punchvector = '0 0 0';
- STAT(STRENGTH_FINISHED, this) = 0;
- STAT(INVINCIBLE_FINISHED, this) = 0;
- this.fire_endtime = -1;
STAT(REVIVE_PROGRESS, this) = 0;
this.revival_time = 0;
- // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
- STAT(BUFFS, this) = 0;
- STAT(BUFF_TIME, this) = 0;
-
STAT(AIR_FINISHED, this) = 0;
this.waterlevel = WATERLEVEL_NONE;
this.watertype = CONTENT_EMPTY;
}
});
+ Unfreeze(this, false);
+
+ MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
+
{
string s = spot.target;
if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
spot.target = s;
}
- Unfreeze(this, false);
-
- MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
-
if (autocvar_spawn_debug)
{
sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
if (game_stopped)
TRANSMUTE(Observer, this);
+ bool use_spawnpoint = (!this.enemy); // check this.enemy here since SetSpectatee will clear it
SetSpectatee(this, NULL);
// reset player keys
MUTATOR_CALLHOOK(PutClientInServer, this);
if (IS_OBSERVER(this)) {
- PutObserverInServer(this);
+ PutObserverInServer(this, false, use_spawnpoint);
} else if (IS_PLAYER(this)) {
PutPlayerInServer(this);
}
void FixClientCvars(entity e)
{
// send prediction settings to the client
- stuffcmd(e, "\nin_bindmap 0 0\n");
if(autocvar_g_antilag == 3) // client side hitscan
stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
if(autocvar_sv_gentle)
}
#endif
-string GetClientVersionMessage(entity this)
+void SendWelcomemessage(entity this, bool force_centerprint)
{
- if (CS(this).version_mismatch) {
- if(CS(this).version < autocvar_gameversion) {
- return strcat("This is Xonotic ", autocvar_g_xonoticversion,
- "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
- } else {
- return strcat("This is Xonotic ", autocvar_g_xonoticversion,
- "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
- }
- } else {
- return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
- }
+ msg_entity = this;
+ WriteHeader(MSG_ONE, TE_CSQC_SERVERWELCOME);
+ SendWelcomemessage_msg_type(this, force_centerprint, MSG_ONE);
}
-string getwelcomemessage(entity this)
+// NOTE csqc uses the active mutators list sent by this function
+// to understand which mutators are enabled
+// also note that they aren't all registered mutators, e.g. jetpack, low gravity
+void SendWelcomemessage_msg_type(entity this, bool force_centerprint, int msg_type)
{
+ WriteByte(msg_type, boolean(autocvar_g_campaign));
+ if (boolean(autocvar_g_campaign))
+ {
+ WriteString(msg_type, Campaign_GetTitle());
+ WriteByte(msg_type, Campaign_GetLevelNum());
+ WriteString(msg_type, Campaign_GetMessage());
+ return;
+ }
+ WriteByte(msg_type, force_centerprint);
+ WriteString(msg_type, autocvar_hostname);
+ WriteString(msg_type, autocvar_g_xonoticversion);
+ WriteByte(msg_type, CS(this).version_mismatch);
+ WriteByte(msg_type, (CS(this).version < autocvar_gameversion));
+
MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
string modifications = M_ARGV(0, string);
- if(g_weaponarena)
- {
- if(g_weaponarena_random)
- modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
- else
- modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
- }
- else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
+ if (!g_weaponarena && cvar("g_balance_blaster_weaponstartoverride") == 0)
modifications = strcat(modifications, ", No start weapons");
if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
modifications = strcat(modifications, ", Low gravity");
if(g_weapon_stay && !g_cts)
modifications = strcat(modifications, ", Weapons stay");
if(autocvar_g_jetpack)
- modifications = strcat(modifications, ", Jet pack");
- if(autocvar_g_powerups == 0)
- modifications = strcat(modifications, ", No powerups");
- if(autocvar_g_powerups > 0)
- modifications = strcat(modifications, ", Powerups");
+ modifications = strcat(modifications, ", Jetpack");
modifications = substring(modifications, 2, strlen(modifications) - 2);
- string versionmessage = GetClientVersionMessage(this);
- string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
+ WriteString(msg_type, modifications);
- s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
-
- if(modifications != "")
- s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
+ WriteString(msg_type, g_weaponarena_list);
if(cache_lastmutatormsg != autocvar_g_mutatormsg)
{
strcpy(cache_mutatormsg, cache_lastmutatormsg);
}
- if (cache_mutatormsg != "") {
- s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
- }
-
- string mutator_msg = "";
- MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
- mutator_msg = M_ARGV(0, string);
+ WriteString(msg_type, cache_mutatormsg);
- s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
-
- string motd = autocvar_sv_motd;
- if (motd != "") {
- s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
- }
- return s;
+ WriteString(msg_type, strreplace("\\n", "\n", autocvar_sv_motd));
}
-bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
-
/**
=============
ClientConnect
MUTATOR_CALLHOOK(ClientConnect, this);
- if (IS_REAL_CLIENT(this))
- {
- if (!autocvar_g_campaign && !IS_PLAYER(this))
- {
- CS(this).motd_actived_time = -1;
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
- }
- }
+ if (player_count == 1)
+ localcmd("\nsv_hook_firstjoin\n");
+
+ if (IS_REAL_CLIENT(this) && !IS_PLAYER(this) && !autocvar_g_campaign)
+ CS(this).motd_actived_time = -1; // the welcome message is shown by the client
}
/*
=============
player_powerups_remove_all(this); // stop powerup sound
ONREMOVE(this);
+
+ if (player_count == 0)
+ localcmd("\nsv_hook_lastleave\n");
}
void ChatBubbleThink(entity this)
void play_countdown(entity this, float finished, Sound samp)
{
TC(Sound, samp);
- if(IS_REAL_CLIENT(this))
- if(floor(finished - time - frametime) != floor(finished - time))
- if(finished - time < 6)
- sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
+ float time_left = finished - time;
+ if(IS_REAL_CLIENT(this) && time_left < 6 && floor(time_left - frametime) != floor(time_left))
+ sound(this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
}
+// it removes special powerups not handled by StatusEffects
void player_powerups_remove_all(entity this)
{
- if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
+ if (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
{
// don't play the poweroff sound when the game restarts or the player disconnects
- if (time > game_starttime + 1 && IS_CLIENT(this))
+ if (time > game_starttime + 1 && IS_CLIENT(this)
+ && !(start_items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS)))
+ {
sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
- stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
- this.items &= ~ITEM_Strength.m_itemid;
- this.items &= ~ITEM_Shield.m_itemid;
- this.items -= (this.items & IT_SUPERWEAPON);
+ }
+ if (this.items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
+ stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
+ this.items -= (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS));
}
}
else
this.modelflags &= ~MF_ROCKET;
- this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
+ this.effects &= ~EF_NODEPTHTEST;
if (IS_DEAD(this))
player_powerups_remove_all(this);
// add a way to see what the items were BEFORE all of these checks for the mutator hook
int items_prev = this.items;
- Fire_ApplyDamage(this);
- Fire_ApplyEffect(this);
-
if (!MUTATOR_IS_ENABLED(mutator_instagib))
{
- if (this.items & ITEM_Strength.m_itemid)
- {
- play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
- this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
- if (time > STAT(STRENGTH_FINISHED, this))
- {
- this.items = this.items - (this.items & ITEM_Strength.m_itemid);
- //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
- }
- }
- else
- {
- if (time < STAT(STRENGTH_FINISHED, this))
- {
- this.items = this.items | ITEM_Strength.m_itemid;
- if(!g_cts)
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
- }
- }
- if (this.items & ITEM_Shield.m_itemid)
- {
- play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
- this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
- if (time > STAT(INVINCIBLE_FINISHED, this))
- {
- this.items = this.items - (this.items & ITEM_Shield.m_itemid);
- //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
- }
- }
- else
- {
- if (time < STAT(INVINCIBLE_FINISHED, this))
- {
- this.items = this.items | ITEM_Shield.m_itemid;
- if(!g_cts)
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
- }
- }
+ // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
if (this.items & IT_SUPERWEAPON)
{
if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
{
- STAT(SUPERWEAPONS_FINISHED, this) = 0;
+ StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
this.items = this.items - (this.items & IT_SUPERWEAPON);
//Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
}
else
{
- play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
- if (time > STAT(SUPERWEAPONS_FINISHED, this))
+ play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
+ if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
{
this.items = this.items - (this.items & IT_SUPERWEAPON);
STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
}
else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
{
- if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
+ if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
{
this.items = this.items | IT_SUPERWEAPON;
if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
}
else
{
- STAT(SUPERWEAPONS_FINISHED, this) = 0;
+ if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
+ StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
}
}
- else
+ else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
{
- STAT(SUPERWEAPONS_FINISHED, this) = 0;
+ StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
}
}
if(autocvar_g_fullbrightplayers)
this.effects = this.effects | EF_FULLBRIGHT;
- if (time >= game_starttime)
- if (time < this.spawnshieldtime)
- this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
-
MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
}
return max(stable, current + (stable - current) * rotfactor * rotframetime);
}
-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)
+void RotRegen(entity this, Resource res, float limit_mod,
+ float regenstable, float regenfactor, float regenlinear, float regenframetime,
+ float rotstable, float rotfactor, float rotlinear, float rotframetime)
{
float old = GetResource(this, res);
float current = old;
regen_health_stable = M_ARGV(9, float);
regen_health_rotstable = M_ARGV(10, float);
+ float rotstable, regenstable, rotframetime, regenframetime;
+
if(!mutator_returnvalue)
if(!STAT(FROZEN, this))
{
- float maxa = autocvar_g_balance_armor_rotstable;
- float mina = autocvar_g_balance_armor_regenstable;
-
- RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
- regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
- rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
+ regenstable = autocvar_g_balance_armor_regenstable;
+ rotstable = autocvar_g_balance_armor_rotstable;
+ regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
+ rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
+ RotRegen(this, RES_ARMOR, limit_mod,
+ regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime,
+ rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime);
- RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
- regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
- rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
+ // NOTE: max_mod is only applied to health
+ regenstable = regen_health_stable * max_mod;
+ rotstable = regen_health_rotstable * max_mod;
+ regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
+ rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
+ RotRegen(this, RES_HEALTH, limit_mod,
+ regenstable, regen_health, regen_health_linear, regenframetime,
+ rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
}
// if player rotted to death... die!
if (!(this.items & IT_UNLIMITED_AMMO))
{
- float maxf = autocvar_g_balance_fuel_rotstable;
- float minf = autocvar_g_balance_fuel_regenstable;
-
- RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
- frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
- maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
+ regenstable = autocvar_g_balance_fuel_regenstable;
+ rotstable = autocvar_g_balance_fuel_rotstable;
+ regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0;
+ rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
+ RotRegen(this, RES_FUEL, 1,
+ regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime,
+ rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime);
}
}
this.items = spectatee.items;
STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
- STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
- STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
- STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
accuracy_resend(this);
if(!SpectateUpdate(this))
- PutObserverInServer(this);
+ PutObserverInServer(this, false, true);
return true;
}
old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
}
}
- if(this.enemy)
+ if(spectatee)
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
- if(this.enemy.(weaponentity).arc_beam)
- this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
+ if(spectatee.(weaponentity).arc_beam)
+ spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
}
}
- if (this.enemy)
- SetSpectatee_status(this, etof(this.enemy));
+ if (spectatee)
+ SetSpectatee_status(this, etof(spectatee));
// needed to update spectator list
if(old_spectatee) { ClientData_Touch(old_spectatee); }
}
void Join(entity this)
{
+ if (autocvar_g_campaign && !campaign_bots_may_start && !game_stopped && time >= game_starttime)
+ ReadyRestart(true);
+
TRANSMUTE(Player, this);
if(!this.team_selected)
FOREACH_CLIENT(true, {
if(it != ignore)
++totalClients;
- if(IS_REAL_CLIENT(it))
- if(IS_PLAYER(it) || it.caplayer)
+ if(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME(it)))
++currentlyPlaying;
});
free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
static float msg_time = 0;
- if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
+ if(this && !INGAME(this) && ignore && !free_slots && time > msg_time)
{
Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
msg_time = time + 0.5;
if (autocvar_g_campaign) {
if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
CS(this).motd_actived_time = time;
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
+ SendWelcomemessage(this, false);
}
} else {
if (PHYS_INPUT_BUTTON_INFO(this)) {
CS(this).motd_actived_time = time;
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
+ SendWelcomemessage(this, true);
}
}
}
CS(this).motd_actived_time = time;
else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
CS(this).motd_actived_time = 0;
- Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
+ Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
}
} else {
if (PHYS_INPUT_BUTTON_INFO(this))
{
// instantly hide MOTD
CS(this).motd_actived_time = 0;
- if (autocvar_g_campaign)
- Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
- else
- Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
+ Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
}
else if (IS_PLAYER(this) || IS_SPEC(this))
{
TRANSMUTE(Observer, this);
PutClientInServer(this);
} else if(!SpectateUpdate(this) && !SpectateNext(this)) {
- PutObserverInServer(this);
+ PutObserverInServer(this, false, true);
this.would_spectate = true;
}
}
}
}
if(is_spec && !SpectateUpdate(this))
- PutObserverInServer(this);
+ PutObserverInServer(this, false, true);
}
if (is_spec)
this.flags |= FL_CLIENT | FL_NOTARGET;
// WORKAROUND: only use dropclient in server frames (frametime set).
// Never use it in cl_movement frames (frametime zero).
if (blockSpectators && IS_REAL_CLIENT(this)
- && (IS_SPEC(this) || IS_OBSERVER(this)) && !this.caplayer
+ && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this)
&& time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
{
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
- dropclient(this);
- return;
+ if (dropclient_schedule(this))
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
}
}
this.last_vehiclecheck = time + 1;
}
- if(!CS_CVAR(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
- {
- if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
- PlayerUseKey(this);
- CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
- }
+ if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
+ PlayerUseKey(this);
+ CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
if (IS_REAL_CLIENT(this))
PrintWelcomeMessage(this);
|| (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
&& (!teamplay || autocvar_g_balance_teams)))
{
- campaign_bots_may_start = true;
if(joinAllowed(this))
Join(this);
return;
if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
if (IS_REAL_CLIENT(this))
- if (IS_PLAYER(this) || autocvar_sv_maxidle_spectatorsareidle)
+ if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
+ if (!intermission_running) // NextLevel() kills all centerprints after setting this true
{
int totalClients = 0;
if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
{
- FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
+ // maxidle disabled in local matches by not counting clients (totalClients 0)
+ if (server_is_dedicated)
+ {
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
+ {
+ ++totalClients;
+ });
+ if (maxclients - totalClients > autocvar_sv_maxidle_slots)
+ totalClients = 0;
+ }
+ }
+ else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
+ {
+ FOREACH_CLIENT(IS_REAL_CLIENT(it),
{
++totalClients;
});
}
- if (autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
- { /* do nothing */ }
+ if (totalClients < autocvar_sv_maxidle_minplayers)
+ {
+ // idle kick disabled
+ CS(this).parm_idlesince = time;
+ }
else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
{
if (CS(this).idlekick_lasttimeleft)
if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
maxidle_time = autocvar_sv_maxidle_playertospectator;
float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
- if (timeleft == min(10, maxidle_time - 1)) { // - 1 to support maxidle_time <= 10
- if (!CS(this).idlekick_lasttimeleft)
- {
- if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
- else
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
- }
+ float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
+ if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
+ {
+ if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
+ else
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
}
if (timeleft <= 0) {
if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
{
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname);
- if (this.caplayer)
- this.caplayer = 0;
- PutObserverInServer(this);
- CS(this).parm_idlesince = time;
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
+ PutObserverInServer(this, true, true);
}
else
{
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
- dropclient(this);
+ if (dropclient_schedule(this))
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
}
return;
}
- else if (timeleft <= 10) {
+ else if (timeleft <= countdown_time) {
if (timeleft != CS(this).idlekick_lasttimeleft)
- Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
+ play2(this, SND(TALK2));
CS(this).idlekick_lasttimeleft = timeleft;
}
}