3 #include <common/weapons/_all.qh>
4 #include <common/stats.qh>
5 #include <server/miscfunctions.qh>
6 #include <common/effects/all.qh>
7 #include "anticheat.qh"
11 #include "miscfunctions.qh"
13 #include "teamplay.qh"
14 #include "spawnpoints.qh"
15 #include "resources.qh"
17 #include "handicap.qh"
19 #include "command/common.qh"
20 #include "command/vote.qh"
21 #include "clientkill.qh"
24 #include <server/gamelog.qh>
26 #include <server/main.qh>
28 #include "campaign.qh"
29 #include "command/common.qh"
30 #include "scores_rules.qh"
31 #include "weapons/common.qh"
35 #include "../common/ent_cs.qh"
36 #include "../common/wepent.qh"
37 #include <common/state.qh>
39 #include "compat/quake3.qh"
41 #include <common/effects/qc/globalsound.qh>
43 #include "../common/mapobjects/func/conveyor.qh"
44 #include <common/mapobjects/func/ladder.qh>
45 #include "../common/mapobjects/teleporters.qh"
46 #include "../common/mapobjects/target/spawnpoint.qh"
47 #include <common/mapobjects/trigger/counter.qh>
48 #include <common/mapobjects/trigger/swamp.qh>
50 #include "../common/vehicles/all.qh"
52 #include "weapons/hitplot.qh"
53 #include "weapons/selection.qh"
54 #include "weapons/weaponsystem.qh"
56 #include "../common/net_notice.qh"
57 #include "../common/net_linked.qh"
58 #include "../common/physics/player.qh"
60 #include <common/vehicles/sv_vehicles.qh>
62 #include "../common/items/_mod.qh"
64 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
66 #include "../common/mutators/mutator/waypoints/all.qh"
67 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
68 #include <common/gamemodes/_mod.qh>
70 #include "../common/mapobjects/subs.qh"
71 #include "../common/mapobjects/triggers.qh"
72 #include "../common/mapobjects/trigger/secret.qh"
74 #include "../common/minigames/sv_minigames.qh"
76 #include "../common/items/inventory.qh"
78 #include "../common/monsters/sv_monsters.qh"
80 #include "../lib/warpzone/server.qh"
82 #include <common/mutators/mutator/overkill/oknex.qh>
84 #include <common/weapons/weapon/vortex.qh>
86 #define CHAT_NOSPECTATORS() ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
88 STATIC_METHOD(Client, Add, void(Client this, int _team))
91 TRANSMUTE(Player, this);
94 PutClientInServer(this);
97 STATIC_METHOD(Client, Remove, void(Client this))
99 TRANSMUTE(Observer, this);
100 PutClientInServer(this);
101 ClientDisconnect(this);
104 void send_CSQC_teamnagger() {
105 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
108 int CountSpectators(entity player, entity to)
110 if(!player) { return 0; } // not sure how, but best to be safe
114 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
122 void WriteSpectators(entity player, entity to)
124 if(!player) { return; } // not sure how, but best to be safe
127 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
129 if(spec_count >= MAX_SPECTATORS)
131 WriteByte(MSG_ENTITY, num_for_edict(it));
136 bool ClientData_Send(entity this, entity to, int sf)
138 assert(to == this.owner, return false);
141 if (IS_SPEC(e)) e = e.enemy;
144 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
145 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
146 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
147 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
149 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
150 WriteByte(MSG_ENTITY, sf);
153 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
157 float specs = CountSpectators(e, to);
158 WriteByte(MSG_ENTITY, specs);
159 WriteSpectators(e, to);
165 void ClientData_Attach(entity this)
167 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
168 CS(this).clientdata.drawonlytoclient = this;
169 CS(this).clientdata.owner = this;
172 void ClientData_Detach(entity this)
174 delete(CS(this).clientdata);
175 CS(this).clientdata = NULL;
178 void ClientData_Touch(entity e)
180 entity cd = CS(e).clientdata;
181 if (cd) { cd.SendFlags = 1; }
183 // make it spectatable
184 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
186 entity cd = CS(it).clientdata;
187 if (cd) { cd.SendFlags = 1; }
196 Checks if the argument string can be a valid playermodel.
197 Returns a valid one in doubt.
200 string FallbackPlayerModel;
201 string CheckPlayerModel(string plyermodel) {
202 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
204 // note: we cannot summon Don Strunzone here, some player may
205 // still have the model string set. In case anyone manages how
206 // to change a cvar default, we'll have a small leak here.
207 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
209 // only in right path
210 if( substring(plyermodel,0,14) != "models/player/")
211 return FallbackPlayerModel;
212 // only good file extensions
213 if(substring(plyermodel,-4,4) != ".zym")
214 if(substring(plyermodel,-4,4) != ".dpm")
215 if(substring(plyermodel,-4,4) != ".iqm")
216 if(substring(plyermodel,-4,4) != ".md3")
217 if(substring(plyermodel,-4,4) != ".psk")
218 return FallbackPlayerModel;
219 // forbid the LOD models
220 if(substring(plyermodel, -9,5) == "_lod1")
221 return FallbackPlayerModel;
222 if(substring(plyermodel, -9,5) == "_lod2")
223 return FallbackPlayerModel;
224 if(plyermodel != strtolower(plyermodel))
225 return FallbackPlayerModel;
226 // also, restrict to server models
227 if(autocvar_sv_servermodelsonly)
229 if(!fexists(plyermodel))
230 return FallbackPlayerModel;
235 void setplayermodel(entity e, string modelname)
237 precache_model(modelname);
238 _setmodel(e, modelname);
239 player_setupanimsformodel(e);
240 if(!autocvar_g_debug_globalsounds)
241 UpdatePlayerSounds(e);
244 /** putting a client as observer in the server */
245 void PutObserverInServer(entity this)
247 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
248 PlayerState_detach(this);
252 if(GetResource(this, RES_HEALTH) >= 1)
255 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
258 // was a player, recount votes and ready status
259 if(IS_REAL_CLIENT(this))
261 if (vote_called) { VoteCount(false); }
267 entity spot = SelectSpawnPoint(this, true);
268 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
269 this.angles = vec2(spot.angles);
270 this.fixangle = true;
271 // offset it so that the spectator spawns higher off the ground, looks better this way
272 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
273 if (IS_REAL_CLIENT(this))
276 WriteByte(MSG_ONE, SVC_SETVIEW);
277 WriteEntity(MSG_ONE, this);
279 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
280 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
281 if(!autocvar_g_debug_globalsounds)
283 // needed for player sounds
285 FixPlayermodel(this);
287 setmodel(this, MDL_Null);
288 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
289 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)
311 if(CHAT_NOSPECTATORS())
312 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
315 accuracy_resend(this);
317 CS(this).spectatortime = time;
319 IL_REMOVE(g_bot_targets, this);
320 this.bot_attack = false;
321 if(this.monster_attack)
322 IL_REMOVE(g_monster_targets, this);
323 this.monster_attack = false;
324 STAT(HUD, this) = HUD_NORMAL;
325 TRANSMUTE(Observer, this);
326 this.iscreature = false;
327 this.teleportable = TELEPORT_SIMPLE;
328 if(this.damagedbycontents)
329 IL_REMOVE(g_damagedbycontents, this);
330 this.damagedbycontents = false;
331 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
332 SetSpectatee_status(this, etof(this));
333 this.takedamage = DAMAGE_NO;
334 this.solid = SOLID_NOT;
335 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
336 this.flags = FL_CLIENT | FL_NOTARGET;
338 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
339 this.pauserotarmor_finished = 0;
340 this.pauserothealth_finished = 0;
341 this.pauseregen_finished = 0;
342 this.damageforcescale = 0;
344 this.respawn_flags = 0;
345 this.respawn_time = 0;
346 STAT(RESPAWN_TIME, this) = 0;
350 this.pain_finished = 0;
351 STAT(STRENGTH_FINISHED, this) = 0;
352 STAT(INVINCIBLE_FINISHED, this) = 0;
353 STAT(SUPERWEAPONS_FINISHED, this) = 0;
354 STAT(AIR_FINISHED, this) = 0;
355 //this.dphitcontentsmask = 0;
356 this.dphitcontentsmask = DPCONTENTS_SOLID;
357 if (autocvar_g_playerclip_collisions)
358 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
361 setthink(this, func_null);
363 this.deadflag = DEAD_NO;
365 STAT(REVIVE_PROGRESS, this) = 0;
366 this.revival_time = 0;
367 this.draggable = drag_undraggable;
370 STAT(WEAPONS, this) = '0 0 0';
371 this.drawonlytoclient = this;
375 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
377 this.weaponmodel = "";
378 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
380 this.weaponentities[slot] = NULL;
382 this.exteriorweaponentity = NULL;
383 CS(this).killcount = FRAGS_SPECTATOR;
384 this.velocity = '0 0 0';
385 this.avelocity = '0 0 0';
386 this.punchangle = '0 0 0';
387 this.punchvector = '0 0 0';
388 this.oldvelocity = this.velocity;
389 this.fire_endtime = -1;
390 this.event_damage = func_null;
391 this.event_heal = func_null;
393 for(int slot = 0; slot < MAX_AXH; ++slot)
395 entity axh = this.(AuxiliaryXhair[slot]);
396 this.(AuxiliaryXhair[slot]) = NULL;
398 if(axh.owner == this && axh != NULL && !wasfreed(axh))
402 if (mutator_returnvalue)
404 // mutator prevents resetting teams+score
408 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
409 this.frags = FRAGS_SPECTATOR;
411 if (CS(this).just_joined)
412 CS(this).just_joined = false;
415 int player_getspecies(entity this)
417 get_model_parameters(this.model, this.skin);
418 int s = get_model_parameters_species;
419 get_model_parameters(string_null, 0);
420 if (s < 0) return SPECIES_HUMAN;
424 .float model_randomizer;
425 void FixPlayermodel(entity player)
427 string defaultmodel = "";
429 if(autocvar_sv_defaultcharacter)
435 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
436 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
437 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
438 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
442 if(defaultmodel == "")
444 defaultmodel = autocvar_sv_defaultplayermodel;
445 defaultskin = autocvar_sv_defaultplayerskin;
448 int n = tokenize_console(defaultmodel);
451 defaultmodel = argv(floor(n * CS(player).model_randomizer));
452 // However, do NOT randomize if the player-selected model is in the list.
453 for (int i = 0; i < n; ++i)
454 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
455 defaultmodel = argv(i);
458 int i = strstrofs(defaultmodel, ":", 0);
461 defaultskin = stof(substring(defaultmodel, i+1, -1));
462 defaultmodel = substring(defaultmodel, 0, i);
465 if(autocvar_sv_defaultcharacterskin && !defaultskin)
471 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
472 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
473 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
474 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
479 defaultskin = autocvar_sv_defaultplayerskin;
482 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
483 defaultmodel = M_ARGV(0, string);
484 defaultskin = M_ARGV(1, int);
488 if(defaultmodel != "")
490 if (defaultmodel != player.model)
492 vector m1 = player.mins;
493 vector m2 = player.maxs;
494 setplayermodel (player, defaultmodel);
495 setsize (player, m1, m2);
499 oldskin = player.skin;
500 player.skin = defaultskin;
502 if (player.playermodel != player.model || player.playermodel == "")
504 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
505 vector m1 = player.mins;
506 vector m2 = player.maxs;
507 setplayermodel (player, player.playermodel);
508 setsize (player, m1, m2);
512 if(!autocvar_sv_defaultcharacterskin)
514 oldskin = player.skin;
515 player.skin = stof(player.playerskin);
519 oldskin = player.skin;
520 player.skin = defaultskin;
524 if(chmdl || oldskin != player.skin) // model or skin has changed
526 player.species = player_getspecies(player); // update species
527 if(!autocvar_g_debug_globalsounds)
528 UpdatePlayerSounds(player); // update skin sounds
532 if(strlen(autocvar_sv_defaultplayercolors))
533 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
534 setcolor(player, stof(autocvar_sv_defaultplayercolors));
537 void PutPlayerInServer(entity this)
539 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
541 PlayerState_attach(this);
542 accuracy_resend(this);
545 TeamBalance_JoinBestTeam(this);
547 entity spot = SelectSpawnPoint(this, false);
549 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
550 return; // spawn failed
553 TRANSMUTE(Player, this);
555 CS(this).wasplayer = true;
556 this.iscreature = true;
557 this.teleportable = TELEPORT_NORMAL;
558 if(!this.damagedbycontents)
559 IL_PUSH(g_damagedbycontents, this);
560 this.damagedbycontents = true;
561 set_movetype(this, MOVETYPE_WALK);
562 this.solid = SOLID_SLIDEBOX;
563 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
564 if (autocvar_g_playerclip_collisions)
565 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
566 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
567 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
568 this.frags = FRAGS_PLAYER;
569 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
570 this.flags = FL_CLIENT | FL_PICKUPITEMS;
571 if (autocvar__notarget)
572 this.flags |= FL_NOTARGET;
573 this.takedamage = DAMAGE_AIM;
574 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
577 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
578 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
579 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
580 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
581 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
582 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
583 SetResource(this, RES_HEALTH, warmup_start_health);
584 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
585 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
587 SetResource(this, RES_SHELLS, start_ammo_shells);
588 SetResource(this, RES_BULLETS, start_ammo_nails);
589 SetResource(this, RES_ROCKETS, start_ammo_rockets);
590 SetResource(this, RES_CELLS, start_ammo_cells);
591 SetResource(this, RES_PLASMA, start_ammo_plasma);
592 SetResource(this, RES_FUEL, start_ammo_fuel);
593 SetResource(this, RES_HEALTH, start_health);
594 SetResource(this, RES_ARMOR, start_armorvalue);
595 STAT(WEAPONS, this) = start_weapons;
596 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
598 GiveRandomWeapons(this, random_start_weapons_count,
599 autocvar_g_random_start_weapons, random_start_ammo);
602 SetSpectatee_status(this, 0);
604 PS(this).dual_weapons = '0 0 0';
606 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
608 this.items = start_items;
610 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
611 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
612 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
613 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
614 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
615 if (!sv_ready_restart_after_countdown && time < game_starttime)
617 float f = game_starttime - time;
618 this.spawnshieldtime += f;
619 this.pauserotarmor_finished += f;
620 this.pauserothealth_finished += f;
621 this.pauseregen_finished += f;
624 this.damageforcescale = autocvar_g_player_damageforcescale;
626 this.respawn_flags = 0;
627 this.respawn_time = 0;
628 STAT(RESPAWN_TIME, this) = 0;
629 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
630 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
632 this.pain_finished = 0;
634 setthink(this, func_null); // players have no think function
637 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
639 this.deadflag = DEAD_NO;
641 this.angles = spot.angles;
642 this.angles_z = 0; // never spawn tilted even if the spot says to
643 if (IS_BOT_CLIENT(this))
645 this.v_angle = this.angles;
648 this.fixangle = true; // turn this way immediately
649 this.oldvelocity = this.velocity = '0 0 0';
650 this.avelocity = '0 0 0';
651 this.punchangle = '0 0 0';
652 this.punchvector = '0 0 0';
654 STAT(STRENGTH_FINISHED, this) = 0;
655 STAT(INVINCIBLE_FINISHED, this) = 0;
656 this.fire_endtime = -1;
657 STAT(REVIVE_PROGRESS, this) = 0;
658 this.revival_time = 0;
660 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
661 STAT(BUFFS, this) = 0;
662 STAT(BUFF_TIME, this) = 0;
664 STAT(AIR_FINISHED, this) = 0;
665 this.waterlevel = WATERLEVEL_NONE;
666 this.watertype = CONTENT_EMPTY;
668 entity spawnevent = new_pure(spawnevent);
669 spawnevent.owner = this;
670 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
672 // Cut off any still running player sounds.
673 stopsound(this, CH_PLAYER_SINGLE);
676 FixPlayermodel(this);
677 this.drawonlytoclient = NULL;
681 for(int slot = 0; slot < MAX_AXH; ++slot)
683 entity axh = this.(AuxiliaryXhair[slot]);
684 this.(AuxiliaryXhair[slot]) = NULL;
686 if(axh.owner == this && axh != NULL && !wasfreed(axh))
690 this.spawnpoint_targ = NULL;
693 this.view_ofs = STAT(PL_VIEW_OFS, this);
694 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
695 this.spawnorigin = spot.origin;
696 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
697 // don't reset back to last position, even if new position is stuck in solid
698 this.oldorigin = this.origin;
700 IL_REMOVE(g_conveyed, this);
701 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
703 IL_REMOVE(g_swamped, this);
704 this.swampslug = NULL;
705 this.swamp_interval = 0;
706 if(this.ladder_entity)
707 IL_REMOVE(g_ladderents, this);
708 this.ladder_entity = NULL;
709 IL_EACH(g_counters, it.realowner == this,
713 STAT(HUD, this) = HUD_NORMAL;
715 this.event_damage = PlayerDamage;
716 this.event_heal = PlayerHeal;
718 this.draggable = func_null;
721 IL_PUSH(g_bot_targets, this);
722 this.bot_attack = true;
723 if(!this.monster_attack)
724 IL_PUSH(g_monster_targets, this);
725 this.monster_attack = true;
726 navigation_dynamicgoal_init(this, false);
728 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
730 // player was spectator
731 if (CS(this).killcount == FRAGS_SPECTATOR) {
732 PlayerScore_Clear(this);
733 CS(this).killcount = 0;
734 CS(this).startplaytime = time;
737 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
739 .entity weaponentity = weaponentities[slot];
740 CL_SpawnWeaponentity(this, weaponentity);
742 this.alpha = default_player_alpha;
743 this.colormod = '1 1 1' * autocvar_g_player_brightness;
744 this.exteriorweaponentity.alpha = default_weapon_alpha;
746 this.speedrunning = false;
748 this.counter_cnt = 0;
749 this.fragsfilter_cnt = 0;
751 target_voicescript_clear(this);
753 // reset fields the weapons may use
754 FOREACH(Weapons, true, {
755 it.wr_resetplayer(it, this);
756 // reload all reloadable weapons
757 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
758 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
760 .entity weaponentity = weaponentities[slot];
761 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
767 string s = spot.target;
768 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
769 spot.target = string_null;
770 SUB_UseTargets(spot, this, NULL);
771 if(g_assault || g_race)
775 Unfreeze(this, false);
777 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
779 if (autocvar_spawn_debug)
781 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
782 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
785 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
787 .entity weaponentity = weaponentities[slot];
788 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
789 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
791 this.(weaponentity).m_switchweapon = WEP_Null;
792 this.(weaponentity).m_weapon = WEP_Null;
793 this.(weaponentity).weaponname = "";
794 this.(weaponentity).m_switchingweapon = WEP_Null;
795 this.(weaponentity).cnt = -1;
798 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
800 if (CS(this).impulse) ImpulseCommands(this);
802 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
803 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
805 .entity weaponentity = weaponentities[slot];
806 W_WeaponFrame(this, weaponentity);
809 if (!warmup_stage && !this.alivetime)
810 this.alivetime = time;
812 antilag_clear(this, CS(this));
815 /** Called when a client spawns in the server */
816 void PutClientInServer(entity this)
818 if (IS_BOT_CLIENT(this)) {
819 TRANSMUTE(Player, this);
820 } else if (IS_REAL_CLIENT(this)) {
822 WriteByte(MSG_ONE, SVC_SETVIEW);
823 WriteEntity(MSG_ONE, this);
826 TRANSMUTE(Observer, this);
828 SetSpectatee(this, NULL);
832 PS(this).itemkeys = 0;
834 MUTATOR_CALLHOOK(PutClientInServer, this);
836 if (IS_OBSERVER(this)) {
837 PutObserverInServer(this);
838 } else if (IS_PLAYER(this)) {
839 PutPlayerInServer(this);
843 // TODO do we need all these fields, or should we stop autodetecting runtime
844 // changes and just have a console command to update this?
845 bool ClientInit_SendEntity(entity this, entity to, int sf)
847 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
850 // MSG_INIT replacement
851 // TODO: make easier to use
853 W_PROP_reload(MSG_ONE, to);
854 ClientInit_misc(this);
855 MUTATOR_CALLHOOK(Ent_Init);
857 void ClientInit_misc(entity this)
859 int channel = MSG_ONE;
860 WriteHeader(channel, ENT_CLIENT_INIT);
861 WriteByte(channel, g_nexball_meter_period * 32);
862 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
863 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
864 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
865 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
866 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
867 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
868 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
869 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
871 if(sv_foginterval && world.fog != "")
872 WriteString(channel, world.fog);
874 WriteString(channel, "");
875 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
876 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
877 WriteByte(channel, serverflags);
878 WriteCoord(channel, autocvar_g_trueaim_minrange);
881 void ClientInit_CheckUpdate(entity this)
883 this.nextthink = time;
884 if(this.count != autocvar_g_balance_armor_blockpercent)
886 this.count = autocvar_g_balance_armor_blockpercent;
889 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
891 this.cnt = autocvar_g_balance_damagepush_speedfactor;
896 void ClientInit_Spawn()
898 entity e = new_pure(clientinit);
899 setthink(e, ClientInit_CheckUpdate);
900 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
902 ClientInit_CheckUpdate(e);
912 // initialize parms for a new player
913 parm1 = -(86400 * 366);
915 MUTATOR_CALLHOOK(SetNewParms);
923 void SetChangeParms (entity this)
925 // save parms for level change
926 parm1 = CS(this).parm_idlesince - time;
928 MUTATOR_CALLHOOK(SetChangeParms);
936 void DecodeLevelParms(entity this)
939 CS(this).parm_idlesince = parm1;
940 if (CS(this).parm_idlesince == -(86400 * 366))
941 CS(this).parm_idlesince = time;
943 // whatever happens, allow 60 seconds of idling directly after connect for map loading
944 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
946 MUTATOR_CALLHOOK(DecodeLevelParms);
949 void FixClientCvars(entity e)
951 // send prediction settings to the client
952 stuffcmd(e, "\nin_bindmap 0 0\n");
953 if(autocvar_g_antilag == 3) // client side hitscan
954 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
955 if(autocvar_sv_gentle)
956 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
958 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
959 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
961 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
963 MUTATOR_CALLHOOK(FixClientCvars, e);
966 bool findinlist_abbrev(string tofind, string list)
968 if(list == "" || tofind == "")
969 return false; // empty list or search, just return
971 // this function allows abbreviated strings!
972 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
980 bool PlayerInIPList(entity p, string iplist)
982 // some safety checks (never allow local?)
983 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
986 return findinlist_abbrev(p.netaddress, iplist);
989 bool PlayerInIDList(entity p, string idlist)
991 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
995 return findinlist_abbrev(p.crypto_idfp, idlist);
998 bool PlayerInList(entity player, string list)
1000 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1003 #ifdef DP_EXT_PRECONNECT
1008 Called once (not at each match start) when a client begins a connection to the server
1011 void ClientPreConnect(entity this)
1013 if(autocvar_sv_eventlog)
1015 GameLogEcho(sprintf(":connect:%d:%d:%s",
1018 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1024 string GetClientVersionMessage(entity this)
1026 if (CS(this).version_mismatch) {
1027 if(CS(this).version < autocvar_gameversion) {
1028 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1029 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1031 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1032 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1035 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1039 string getwelcomemessage(entity this)
1041 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1042 string modifications = M_ARGV(0, string);
1046 if(g_weaponarena_random)
1047 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1049 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1051 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1052 modifications = strcat(modifications, ", No start weapons");
1053 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1054 modifications = strcat(modifications, ", Low gravity");
1055 if(g_weapon_stay && !g_cts)
1056 modifications = strcat(modifications, ", Weapons stay");
1058 modifications = strcat(modifications, ", Jet pack");
1059 if(autocvar_g_powerups == 0)
1060 modifications = strcat(modifications, ", No powerups");
1061 if(autocvar_g_powerups > 0)
1062 modifications = strcat(modifications, ", Powerups");
1063 modifications = substring(modifications, 2, strlen(modifications) - 2);
1065 string versionmessage = GetClientVersionMessage(this);
1066 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1068 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1070 if(modifications != "")
1071 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1073 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1075 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1076 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1079 if (cache_mutatormsg != "") {
1080 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1083 string mutator_msg = "";
1084 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1085 mutator_msg = M_ARGV(0, string);
1087 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1089 string motd = autocvar_sv_motd;
1091 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1096 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1102 Called when a client connects to the server
1105 void ClientConnect(entity this)
1107 if (Ban_MaybeEnforceBanOnce(this)) return;
1108 assert(!IS_CLIENT(this), return);
1109 this.flags |= FL_CLIENT;
1110 assert(player_count >= 0, player_count = 0);
1113 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1115 TRANSMUTE(Client, this);
1116 CS(this).version_nagtime = time + 10 + random() * 10;
1118 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1120 bot_clientconnect(this);
1122 Player_DetermineForcedTeam(this);
1124 TRANSMUTE(Observer, this);
1126 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1128 // always track bots, don't ask for cl_allow_uidtracking
1129 if (IS_BOT_CLIENT(this))
1130 PlayerStats_GameReport_AddPlayer(this);
1132 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1134 if (autocvar_sv_eventlog)
1135 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this, false)));
1137 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1139 stuffcmd(this, clientstuff, "\n");
1140 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1142 FixClientCvars(this);
1144 // get version info from player
1145 stuffcmd(this, "cmd clientversion $gameversion\n");
1147 // notify about available teams
1150 entity balance = TeamBalance_CheckAllowedTeams(this);
1151 int t = TeamBalance_GetAllowedTeams(balance);
1152 TeamBalance_Destroy(balance);
1153 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1157 stuffcmd(this, "set _teams_available 0\n");
1160 bot_relinkplayerlist();
1162 CS(this).spectatortime = time;
1163 if (blockSpectators)
1165 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1168 CS(this).jointime = time;
1170 if (IS_REAL_CLIENT(this))
1172 if (g_weaponarena_weapons == WEPSET(TUBA))
1173 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1176 if (!sv_foginterval && world.fog != "")
1177 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1179 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1180 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1181 send_CSQC_teamnagger();
1183 CSQCMODEL_AUTOINIT(this);
1185 CS(this).model_randomizer = random();
1187 if (IS_REAL_CLIENT(this))
1188 sv_notice_join(this);
1190 this.move_qcphysics = autocvar_sv_qcphysics;
1192 // update physics stats (players can spawn before physics runs)
1193 Physics_UpdateStats(this);
1195 IL_EACH(g_initforplayer, it.init_for_player, {
1196 it.init_for_player(it, this);
1199 Handicap_Initialize(this);
1201 MUTATOR_CALLHOOK(ClientConnect, this);
1203 if (IS_REAL_CLIENT(this))
1205 if (!autocvar_g_campaign && !IS_PLAYER(this))
1207 CS(this).motd_actived_time = -1;
1208 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1216 Called when a client disconnects from the server
1219 .entity chatbubbleentity;
1220 void ClientDisconnect(entity this)
1222 assert(IS_CLIENT(this), return);
1224 PlayerStats_GameReport_FinalizePlayer(this);
1225 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1226 if (CS(this).active_minigame) part_minigame(this);
1227 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1229 if (autocvar_sv_eventlog)
1230 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1232 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1235 SetSpectatee(this, NULL);
1237 MUTATOR_CALLHOOK(ClientDisconnect, this);
1239 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1240 strfree(CS(this).weaponorder_byimpulse);
1241 ClientState_detach(this);
1243 Portal_ClearAll(this);
1245 Unfreeze(this, false);
1247 RemoveGrapplingHooks(this);
1249 // Here, everything has been done that requires this player to be a client.
1251 this.flags &= ~FL_CLIENT;
1253 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1254 if (this.killindicator) delete(this.killindicator);
1256 IL_EACH(g_counters, it.realowner == this,
1261 WaypointSprite_PlayerGone(this);
1263 bot_relinkplayerlist();
1265 strfree(this.clientstatus);
1266 if (this.personal) delete(this.personal);
1270 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1275 void ChatBubbleThink(entity this)
1277 this.nextthink = time;
1278 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1280 if(this.owner) // but why can that ever be NULL?
1281 this.owner.chatbubbleentity = NULL;
1288 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1290 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1291 this.mdl = "models/sprites/minigame_busy.iqm";
1292 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1293 this.mdl = "models/misc/chatbubble.spr";
1296 if ( this.model != this.mdl )
1297 _setmodel(this, this.mdl);
1301 void UpdateChatBubble(entity this)
1305 // spawn a chatbubble entity if needed
1306 if (!this.chatbubbleentity)
1308 this.chatbubbleentity = new(chatbubbleentity);
1309 this.chatbubbleentity.owner = this;
1310 this.chatbubbleentity.exteriormodeltoclient = this;
1311 setthink(this.chatbubbleentity, ChatBubbleThink);
1312 this.chatbubbleentity.nextthink = time;
1313 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1314 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1315 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1316 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1317 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1318 //this.chatbubbleentity.model = "";
1319 this.chatbubbleentity.effects = EF_LOWPRECISION;
1323 void calculate_player_respawn_time(entity this)
1325 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1328 float gametype_setting_tmp;
1329 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1330 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1331 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1332 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1333 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1334 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1336 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1339 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1340 if(it.team == this.team)
1343 if (sdelay_small_count == 0)
1344 sdelay_small_count = 1;
1345 if (sdelay_large_count == 0)
1346 sdelay_large_count = 1;
1350 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1353 if (sdelay_small_count == 0)
1355 if (IS_INDEPENDENT_PLAYER(this))
1357 // Players play independently. No point in requiring enemies.
1358 sdelay_small_count = 1;
1362 // Players play AGAINST each other. Enemies required.
1363 sdelay_small_count = 2;
1366 if (sdelay_large_count == 0)
1368 if (IS_INDEPENDENT_PLAYER(this))
1370 // Players play independently. No point in requiring enemies.
1371 sdelay_large_count = 1;
1375 // Players play AGAINST each other. Enemies required.
1376 sdelay_large_count = 2;
1383 if (pcount <= sdelay_small_count)
1384 sdelay = sdelay_small;
1385 else if (pcount >= sdelay_large_count)
1386 sdelay = sdelay_large;
1387 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1388 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1391 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1393 this.respawn_time = time + sdelay;
1395 if(sdelay < sdelay_max)
1396 this.respawn_time_max = time + sdelay_max;
1398 this.respawn_time_max = this.respawn_time;
1400 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1401 this.respawn_countdown = 10; // first number to count down from is 10
1403 this.respawn_countdown = -1; // do not count down
1405 if(autocvar_g_forced_respawn)
1406 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1409 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1410 // added to the model skins
1411 /*void UpdateColorModHack()
1414 c = this.clientcolors & 15;
1415 // LordHavoc: only bothering to support white, green, red, yellow, blue
1416 if (!teamplay) this.colormod = '0 0 0';
1417 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1418 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1419 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1420 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1421 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1422 else this.colormod = '1 1 1';
1425 void respawn(entity this)
1427 bool damagedbycontents_prev = this.damagedbycontents;
1430 if(autocvar_g_respawn_ghosts)
1432 this.solid = SOLID_NOT;
1433 this.takedamage = DAMAGE_NO;
1434 this.damagedbycontents = false;
1435 set_movetype(this, MOVETYPE_FLY);
1436 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1437 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1438 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1439 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1440 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1441 if(autocvar_g_respawn_ghosts_time > 0)
1442 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1445 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1449 this.damagedbycontents = damagedbycontents_prev;
1451 this.effects |= EF_NODRAW; // prevent another CopyBody
1452 PutClientInServer(this);
1456 void PrintToChat(entity client, string text)
1458 text = strcat("\{1}^7", text, "\n");
1459 sprint(client, text);
1463 void DebugPrintToChat(entity client, string text)
1465 if (autocvar_developer > 0)
1467 PrintToChat(client, text);
1472 void PrintToChatAll(string text)
1474 text = strcat("\{1}^7", text, "\n");
1479 void DebugPrintToChatAll(string text)
1481 if (autocvar_developer > 0)
1483 PrintToChatAll(text);
1488 void PrintToChatTeam(int team_num, string text)
1490 text = strcat("\{1}^7", text, "\n");
1491 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1493 if (it.team == team_num)
1501 void DebugPrintToChatTeam(int team_num, string text)
1503 if (autocvar_developer > 0)
1505 PrintToChatTeam(team_num, text);
1509 void play_countdown(entity this, float finished, Sound samp)
1512 if(IS_REAL_CLIENT(this))
1513 if(floor(finished - time - frametime) != floor(finished - time))
1514 if(finished - time < 6)
1515 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1518 void player_powerups(entity this)
1520 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1521 this.modelflags |= MF_ROCKET;
1523 this.modelflags &= ~MF_ROCKET;
1525 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1529 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1531 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1532 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1533 this.items &= ~ITEM_Strength.m_itemid;
1534 this.items &= ~ITEM_Shield.m_itemid;
1535 this.items -= (this.items & IT_SUPERWEAPON);
1539 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1542 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1543 int items_prev = this.items;
1545 Fire_ApplyDamage(this);
1546 Fire_ApplyEffect(this);
1548 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1550 if (this.items & ITEM_Strength.m_itemid)
1552 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1553 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1554 if (time > STAT(STRENGTH_FINISHED, this))
1556 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1557 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1558 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1563 if (time < STAT(STRENGTH_FINISHED, this))
1565 this.items = this.items | ITEM_Strength.m_itemid;
1567 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1568 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1571 if (this.items & ITEM_Shield.m_itemid)
1573 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1574 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1575 if (time > STAT(INVINCIBLE_FINISHED, this))
1577 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1578 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1579 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1584 if (time < STAT(INVINCIBLE_FINISHED, this))
1586 this.items = this.items | ITEM_Shield.m_itemid;
1588 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1589 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1592 if (this.items & IT_SUPERWEAPON)
1594 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1596 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1597 this.items = this.items - (this.items & IT_SUPERWEAPON);
1598 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1599 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1601 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1603 // don't let them run out
1607 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1608 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1610 this.items = this.items - (this.items & IT_SUPERWEAPON);
1611 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1612 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1613 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1617 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1619 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1621 this.items = this.items | IT_SUPERWEAPON;
1622 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1625 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1626 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1631 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1632 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1637 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1641 if(autocvar_g_nodepthtestplayers)
1642 this.effects = this.effects | EF_NODEPTHTEST;
1644 if(autocvar_g_fullbrightplayers)
1645 this.effects = this.effects | EF_FULLBRIGHT;
1647 if (time >= game_starttime)
1648 if (time < this.spawnshieldtime)
1649 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1651 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1654 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1656 if(current > stable)
1658 else if(current > stable - 0.25) // when close enough, "snap"
1661 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1664 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1666 if(current < stable)
1668 else if(current < stable + 0.25) // when close enough, "snap"
1671 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1674 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)
1676 float old = GetResource(this, res);
1677 float current = old;
1678 if(current > rotstable)
1680 if(rotframetime > 0)
1682 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1683 current = max(rotstable, current - rotlinear * rotframetime);
1686 else if(current < regenstable)
1688 if(regenframetime > 0)
1690 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1691 current = min(regenstable, current + regenlinear * regenframetime);
1695 float limit = GetResourceLimit(this, res) * limit_mod;
1700 SetResource(this, res, current);
1703 void player_regen(entity this)
1705 float max_mod, regen_mod, rot_mod, limit_mod;
1706 max_mod = regen_mod = rot_mod = limit_mod = 1;
1708 float regen_health = autocvar_g_balance_health_regen;
1709 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1710 float regen_health_rot = autocvar_g_balance_health_rot;
1711 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1712 float regen_health_stable = autocvar_g_balance_health_regenstable;
1713 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1714 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1715 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1716 max_mod = M_ARGV(1, float);
1717 regen_mod = M_ARGV(2, float);
1718 rot_mod = M_ARGV(3, float);
1719 limit_mod = M_ARGV(4, float);
1720 regen_health = M_ARGV(5, float);
1721 regen_health_linear = M_ARGV(6, float);
1722 regen_health_rot = M_ARGV(7, float);
1723 regen_health_rotlinear = M_ARGV(8, float);
1724 regen_health_stable = M_ARGV(9, float);
1725 regen_health_rotstable = M_ARGV(10, float);
1727 if(!mutator_returnvalue)
1728 if(!STAT(FROZEN, this))
1730 float maxa = autocvar_g_balance_armor_rotstable;
1731 float mina = autocvar_g_balance_armor_regenstable;
1733 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1734 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1735 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1737 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1738 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1739 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1742 // if player rotted to death... die!
1743 // check this outside above checks, as player may still be able to rot to death
1744 if(GetResource(this, RES_HEALTH) < 1)
1747 vehicles_exit(this.vehicle, VHEF_RELEASE);
1748 if(this.event_damage)
1749 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1752 if (!(this.items & IT_UNLIMITED_AMMO))
1754 float maxf = autocvar_g_balance_fuel_rotstable;
1755 float minf = autocvar_g_balance_fuel_regenstable;
1757 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1758 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1759 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1764 void SetZoomState(entity this, float newzoom)
1766 if(newzoom != CS(this).zoomstate)
1768 CS(this).zoomstate = newzoom;
1769 ClientData_Touch(this);
1771 zoomstate_set = true;
1774 void GetPressedKeys(entity this)
1776 MUTATOR_CALLHOOK(GetPressedKeys, this);
1777 int keys = STAT(PRESSED_KEYS, this);
1778 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1779 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1780 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1781 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1783 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1784 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
1785 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1786 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1787 CS(this).pressedkeys = keys; // store for other users
1789 STAT(PRESSED_KEYS, this) = keys;
1793 ======================
1794 spectate mode routines
1795 ======================
1798 void SpectateCopy(entity this, entity spectatee)
1800 TC(Client, this); TC(Client, spectatee);
1802 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1803 PS(this) = PS(spectatee);
1804 this.armortype = spectatee.armortype;
1805 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1806 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1807 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1808 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1809 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1810 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1811 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1812 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1813 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1814 CS(this).impulse = 0;
1815 this.disableclientprediction = 1; // no need to run prediction on a spectator
1816 this.items = spectatee.items;
1817 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1818 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1819 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1820 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1821 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1822 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1823 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1824 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1825 this.punchangle = spectatee.punchangle;
1826 this.view_ofs = spectatee.view_ofs;
1827 this.velocity = spectatee.velocity;
1828 this.dmg_take = spectatee.dmg_take;
1829 this.dmg_save = spectatee.dmg_save;
1830 this.dmg_inflictor = spectatee.dmg_inflictor;
1831 this.v_angle = spectatee.v_angle;
1832 this.angles = spectatee.v_angle;
1833 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1834 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1835 this.viewloc = spectatee.viewloc;
1836 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1837 this.fixangle = true;
1838 setorigin(this, spectatee.origin);
1839 setsize(this, spectatee.mins, spectatee.maxs);
1840 SetZoomState(this, CS(spectatee).zoomstate);
1842 anticheat_spectatecopy(this, spectatee);
1843 STAT(HUD, this) = STAT(HUD, spectatee);
1844 if(spectatee.vehicle)
1846 this.angles = spectatee.v_angle;
1848 //this.fixangle = false;
1849 //this.velocity = spectatee.vehicle.velocity;
1850 this.vehicle_health = spectatee.vehicle_health;
1851 this.vehicle_shield = spectatee.vehicle_shield;
1852 this.vehicle_energy = spectatee.vehicle_energy;
1853 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1854 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1855 this.vehicle_reload1 = spectatee.vehicle_reload1;
1856 this.vehicle_reload2 = spectatee.vehicle_reload2;
1858 //msg_entity = this;
1860 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1861 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1862 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1863 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1865 //WriteByte (MSG_ONE, SVC_SETVIEW);
1866 // WriteEntity(MSG_ONE, this);
1867 //makevectors(spectatee.v_angle);
1868 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1872 bool SpectateUpdate(entity this)
1877 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1879 SetSpectatee(this, NULL);
1883 SpectateCopy(this, this.enemy);
1888 bool SpectateSet(entity this)
1890 if(!IS_PLAYER(this.enemy))
1893 ClientData_Touch(this.enemy);
1896 WriteByte(MSG_ONE, SVC_SETVIEW);
1897 WriteEntity(MSG_ONE, this.enemy);
1898 set_movetype(this, MOVETYPE_NONE);
1899 accuracy_resend(this);
1901 if(!SpectateUpdate(this))
1902 PutObserverInServer(this);
1907 void SetSpectatee_status(entity this, int spectatee_num)
1909 int oldspectatee_status = CS(this).spectatee_status;
1910 CS(this).spectatee_status = spectatee_num;
1912 if (CS(this).spectatee_status != oldspectatee_status)
1914 if (STAT(PRESSED_KEYS, this))
1916 CS(this).pressedkeys = 0;
1917 STAT(PRESSED_KEYS, this) = 0;
1919 ClientData_Touch(this);
1920 if (g_race || g_cts) race_InitSpectator();
1924 void SetSpectatee(entity this, entity spectatee)
1926 if(IS_BOT_CLIENT(this))
1927 return; // bots abuse .enemy, this code is useless to them
1929 entity old_spectatee = this.enemy;
1931 this.enemy = spectatee;
1934 // these are required to fix the spectator bug with arc
1937 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1939 .entity weaponentity = weaponentities[slot];
1940 if(old_spectatee.(weaponentity).arc_beam)
1941 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1946 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1948 .entity weaponentity = weaponentities[slot];
1949 if(this.enemy.(weaponentity).arc_beam)
1950 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1955 SetSpectatee_status(this, etof(this.enemy));
1957 // needed to update spectator list
1958 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1961 bool Spectate(entity this, entity pl)
1963 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1965 pl = M_ARGV(1, entity);
1967 SetSpectatee(this, pl);
1968 return SpectateSet(this);
1971 bool SpectateNext(entity this)
1973 entity ent = find(this.enemy, classname, STR_PLAYER);
1975 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1976 ent = M_ARGV(1, entity);
1978 ent = find(ent, classname, STR_PLAYER);
1980 if(ent) { SetSpectatee(this, ent); }
1982 return SpectateSet(this);
1985 bool SpectatePrev(entity this)
1987 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1988 entity ent = findchain(classname, STR_PLAYER);
1989 if (!ent) // no player
1993 // skip players until current spectated player
1995 while(ent && ent != this.enemy)
1998 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
2000 case MUT_SPECPREV_FOUND:
2001 ent = M_ARGV(1, entity);
2003 case MUT_SPECPREV_RETURN:
2005 case MUT_SPECPREV_CONTINUE:
2016 SetSpectatee(this, ent);
2017 return SpectateSet(this);
2022 ShowRespawnCountdown()
2024 Update a respawn countdown display.
2027 void ShowRespawnCountdown(entity this)
2030 if(!IS_DEAD(this)) // just respawned?
2034 number = ceil(this.respawn_time - time);
2037 if(number <= this.respawn_countdown)
2039 this.respawn_countdown = number - 1;
2040 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
2041 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2046 .bool team_selected;
2047 bool ShowTeamSelection(entity this)
2049 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
2051 stuffcmd(this, "menu_showteamselect\n");
2054 void Join(entity this)
2056 TRANSMUTE(Player, this);
2058 if(!this.team_selected)
2059 if(autocvar_g_campaign || autocvar_g_balance_teams)
2060 TeamBalance_JoinBestTeam(this);
2062 if(autocvar_g_campaign)
2063 campaign_bots_may_start = true;
2065 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2067 PutClientInServer(this);
2070 if(teamplay && this.team != -1)
2074 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2075 this.team_selected = false;
2078 int GetPlayerLimit()
2081 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)
2082 int player_limit = autocvar_g_maxplayers;
2083 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2084 player_limit = M_ARGV(0, int);
2085 return player_limit;
2089 * Determines whether the player is allowed to join. This depends on cvar
2090 * g_maxplayers, if it isn't used this function always return true, otherwise
2091 * it checks whether the number of currently playing players exceeds g_maxplayers.
2092 * @return int number of free slots for players, 0 if none
2094 int nJoinAllowed(entity this, entity ignore)
2097 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2098 // so report 0 free slots if restricted
2100 if(autocvar_g_forced_team_otherwise == "spectate")
2102 if(autocvar_g_forced_team_otherwise == "spectator")
2106 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2107 return 0; // forced spectators can never join
2109 // TODO simplify this
2110 int totalClients = 0;
2111 int currentlyPlaying = 0;
2112 FOREACH_CLIENT(true, {
2115 if(IS_REAL_CLIENT(it))
2116 if(IS_PLAYER(it) || it.caplayer)
2120 int player_limit = GetPlayerLimit();
2124 free_slots = maxclients - totalClients;
2125 else if(player_limit > 0 && currentlyPlaying < player_limit)
2126 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2128 static float msg_time = 0;
2129 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2131 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2132 msg_time = time + 0.5;
2139 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2140 * g_maxplayers_spectator_blocktime seconds
2142 void checkSpectatorBlock(entity this)
2144 if(IS_SPEC(this) || IS_OBSERVER(this))
2146 if(IS_REAL_CLIENT(this))
2148 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2149 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2155 void PrintWelcomeMessage(entity this)
2157 if(CS(this).motd_actived_time == 0)
2159 if (autocvar_g_campaign) {
2160 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2161 CS(this).motd_actived_time = time;
2162 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2165 if (PHYS_INPUT_BUTTON_INFO(this)) {
2166 CS(this).motd_actived_time = time;
2167 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2171 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2173 if (autocvar_g_campaign) {
2174 if (PHYS_INPUT_BUTTON_INFO(this))
2175 CS(this).motd_actived_time = time;
2176 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2177 CS(this).motd_actived_time = 0;
2178 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2181 if (PHYS_INPUT_BUTTON_INFO(this))
2182 CS(this).motd_actived_time = time;
2183 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2184 CS(this).motd_actived_time = 0;
2185 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2189 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2191 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2192 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2193 else if (CS(this).motd_actived_time == -2)
2195 // instantly hide MOTD
2196 CS(this).motd_actived_time = 0;
2197 if (autocvar_g_campaign)
2198 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2200 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2202 else if (IS_PLAYER(this) || IS_SPEC(this))
2204 // FIXME occasionally for some reason MOTD never goes away
2205 // delay MOTD removal a little bit in the hope it fixes this bug
2206 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2207 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2208 else //if (CS(this).motd_actived_time < -2)
2209 CS(this).motd_actived_time++;
2214 bool joinAllowed(entity this)
2216 if (CS(this).version_mismatch) return false;
2217 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2218 if (!nJoinAllowed(this, this)) return false;
2219 if (teamplay && lockteams) return false;
2220 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2221 if (ShowTeamSelection(this)) return false;
2225 .string shootfromfixedorigin;
2226 .bool dualwielding_prev;
2227 bool PlayerThink(entity this)
2229 if (game_stopped || intermission_running) {
2230 this.modelflags &= ~MF_ROCKET;
2231 if(intermission_running)
2232 IntermissionThink(this);
2236 if (timeout_status == TIMEOUT_ACTIVE) {
2237 // don't allow the player to turn around while game is paused
2238 // FIXME turn this into CSQC stuff
2239 this.v_angle = this.lastV_angle;
2240 this.angles = this.lastV_angle;
2241 this.fixangle = true;
2244 if (frametime) player_powerups(this);
2246 if (IS_DEAD(this)) {
2247 if (this.personal && g_race_qualifying) {
2248 if (time > this.respawn_time) {
2249 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2251 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2254 if (frametime) player_anim(this);
2256 if (this.respawn_flags & RESPAWN_DENY)
2258 STAT(RESPAWN_TIME, this) = 0;
2262 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));
2264 switch(this.deadflag)
2268 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2269 this.deadflag = DEAD_RESPAWNING;
2270 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2271 this.deadflag = DEAD_DEAD;
2277 this.deadflag = DEAD_RESPAWNABLE;
2278 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2279 this.deadflag = DEAD_RESPAWNING;
2282 case DEAD_RESPAWNABLE:
2284 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2285 this.deadflag = DEAD_RESPAWNING;
2288 case DEAD_RESPAWNING:
2290 if (time > this.respawn_time)
2292 this.respawn_time = time + 1; // only retry once a second
2293 this.respawn_time_max = this.respawn_time;
2300 ShowRespawnCountdown(this);
2302 if (this.respawn_flags & RESPAWN_SILENT)
2303 STAT(RESPAWN_TIME, this) = 0;
2304 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2306 if (time < this.respawn_time)
2307 STAT(RESPAWN_TIME, this) = this.respawn_time;
2308 else if (this.deadflag != DEAD_RESPAWNING)
2309 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2312 STAT(RESPAWN_TIME, this) = this.respawn_time;
2315 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2316 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2317 STAT(RESPAWN_TIME, this) *= -1;
2322 FixPlayermodel(this);
2324 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2325 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2326 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2329 // reset gun alignment when dual wielding status changes
2330 // to ensure guns are always aligned right and left
2331 bool dualwielding = W_DualWielding(this);
2332 if(this.dualwielding_prev != dualwielding)
2334 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2335 this.dualwielding_prev = dualwielding;
2338 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2341 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2343 .entity weaponentity = weaponentities[slot];
2344 if(WEP_CVAR(vortex, charge_always))
2345 W_Vortex_Charge(this, weaponentity, frametime);
2346 W_WeaponFrame(this, weaponentity);
2352 // WEAPONTODO: Add a weapon request for this
2353 // rot vortex charge to the charge limit
2354 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2356 .entity weaponentity = weaponentities[slot];
2357 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2358 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2363 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2366 monsters_setstatus(this);
2371 .bool would_spectate;
2372 void ObserverOrSpectatorThink(entity this)
2374 bool is_spec = IS_SPEC(this);
2375 if ( CS(this).impulse )
2377 int r = MinigameImpulse(this, CS(this).impulse);
2379 CS(this).impulse = 0;
2381 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2383 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2384 CS(this).impulse = 0;
2389 if (this.flags & FL_JUMPRELEASED) {
2390 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2391 this.flags &= ~FL_JUMPRELEASED;
2392 this.flags |= FL_SPAWNING;
2393 } 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)))
2394 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2395 this.flags &= ~FL_JUMPRELEASED;
2396 if(SpectateNext(this)) {
2397 TRANSMUTE(Spectator, this);
2398 } else if (is_spec) {
2399 TRANSMUTE(Observer, this);
2400 PutClientInServer(this);
2403 CS(this).impulse = 0;
2404 } else if (is_spec) {
2405 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2406 this.flags &= ~FL_JUMPRELEASED;
2407 if(SpectatePrev(this)) {
2408 TRANSMUTE(Spectator, this);
2410 TRANSMUTE(Observer, this);
2411 PutClientInServer(this);
2413 CS(this).impulse = 0;
2414 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2415 this.would_spectate = false;
2416 this.flags &= ~FL_JUMPRELEASED;
2417 TRANSMUTE(Observer, this);
2418 PutClientInServer(this);
2419 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2420 PutObserverInServer(this);
2421 this.would_spectate = true;
2425 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2426 set_movetype(this, preferred_movetype);
2429 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2430 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2431 this.flags |= FL_JUMPRELEASED;
2432 if(this.flags & FL_SPAWNING)
2434 this.flags &= ~FL_SPAWNING;
2435 if(joinAllowed(this))
2437 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2438 CS(this).autojoin_checked = -1;
2442 if(is_spec && !SpectateUpdate(this))
2443 PutObserverInServer(this);
2446 this.flags |= FL_CLIENT | FL_NOTARGET;
2449 void PlayerUseKey(entity this)
2451 if (!IS_PLAYER(this))
2458 vehicles_exit(this.vehicle, VHEF_NORMAL);
2462 else if(autocvar_g_vehicles_enter)
2464 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2466 entity head, closest_target = NULL;
2467 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2469 while(head) // find the closest acceptable target to enter
2471 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2472 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2476 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2477 { closest_target = head; }
2479 else { closest_target = head; }
2485 if(closest_target) { vehicles_enter(this, closest_target); return; }
2489 // a use key was pressed; call handlers
2490 MUTATOR_CALLHOOK(PlayerUseKey, this);
2498 Called every frame for each client before the physics are run
2501 .float last_vehiclecheck;
2502 void PlayerPreThink (entity this)
2504 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2505 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2507 WarpZone_PlayerPhysics_FixVAngle(this);
2510 // physics frames: update anticheat stuff
2511 anticheat_prethink(this);
2514 if (blockSpectators && frametime) {
2515 // WORKAROUND: only use dropclient in server frames (frametime set).
2516 // Never use it in cl_movement frames (frametime zero).
2517 checkSpectatorBlock(this);
2520 zoomstate_set = false;
2522 // Check for nameless players
2523 if (this.netname == "" || this.netname != CS(this).netname_previous)
2525 bool assume_unchanged = (CS(this).netname_previous == "");
2526 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2528 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2529 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2530 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2531 assume_unchanged = false;
2532 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2534 if (isInvisibleString(this.netname))
2536 this.netname = strzone(sprintf("Player#%d", this.playerid));
2537 sprint(this, "Warning: invisible names are not allowed.\n");
2538 assume_unchanged = false;
2539 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2541 if (!assume_unchanged && autocvar_sv_eventlog)
2542 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2543 strcpy(CS(this).netname_previous, this.netname);
2547 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2548 CS(this).version_nagtime = 0;
2549 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2551 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2553 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2555 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2556 if (r < 0) { // old client
2557 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2558 } else if (r > 0) { // old server
2559 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2565 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2567 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2568 this.max_armorvalue = 0;
2571 if (frametime && IS_PLAYER(this))
2573 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2575 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2576 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2578 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2580 if (STAT(REVIVE_PROGRESS, this) >= 1)
2581 Unfreeze(this, false);
2583 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2585 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2586 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2588 if (GetResource(this, RES_HEALTH) < 1)
2591 vehicles_exit(this.vehicle, VHEF_RELEASE);
2592 if(this.event_damage)
2593 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2595 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2596 Unfreeze(this, false);
2600 MUTATOR_CALLHOOK(PlayerPreThink, this);
2602 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2603 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2605 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2609 if(!it.team || SAME_TEAM(this, it))
2610 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2611 else if(autocvar_g_vehicles_steal)
2612 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2614 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2616 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2620 this.last_vehiclecheck = time + 1;
2623 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2625 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2627 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2630 if (IS_REAL_CLIENT(this))
2631 PrintWelcomeMessage(this);
2633 if (IS_PLAYER(this)) {
2634 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2635 error("Client can't be spawned as player on connection!");
2636 if(!PlayerThink(this))
2639 else if (game_stopped || intermission_running) {
2640 if(intermission_running)
2641 IntermissionThink(this);
2644 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2646 bool early_join_requested = (CS(this).autojoin_checked < 0);
2647 CS(this).autojoin_checked = 1;
2648 // don't do this in ClientConnect
2649 // many things can go wrong if a client is spawned as player on connection
2650 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2651 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2652 && (!teamplay || autocvar_g_balance_teams)))
2654 campaign_bots_may_start = true;
2655 if(joinAllowed(this))
2660 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2661 ObserverOrSpectatorThink(this);
2664 // WEAPONTODO: Add weapon request for this
2665 if (!zoomstate_set) {
2666 bool wep_zoomed = false;
2667 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2669 .entity weaponentity = weaponentities[slot];
2670 Weapon thiswep = this.(weaponentity).m_weapon;
2671 if(thiswep != WEP_Null && thiswep.wr_zoom)
2672 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2674 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2677 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2679 CS(this).teamkill_soundtime = 0;
2681 entity e = CS(this).teamkill_soundsource;
2682 entity oldpusher = e.pusher;
2684 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2685 e.pusher = oldpusher;
2688 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2689 CS(this).taunt_soundtime = 0;
2690 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2693 target_voicescript_next(this);
2695 // WEAPONTODO: Move into weaponsystem somehow
2696 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2697 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2699 .entity weaponentity = weaponentities[slot];
2700 if(this.(weaponentity).m_weapon == WEP_Null)
2701 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2705 void DrownPlayer(entity this)
2707 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2708 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2710 STAT(AIR_FINISHED, this) = 0;
2714 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2716 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2717 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2718 STAT(AIR_FINISHED, this) = 0;
2722 if (!STAT(AIR_FINISHED, this))
2723 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2724 if (STAT(AIR_FINISHED, this) < time)
2726 if (this.pain_finished < time)
2728 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');
2729 this.pain_finished = time + 0.5;
2735 .bool move_qcphysics;
2737 void Player_Physics(entity this)
2739 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2741 if(!this.move_qcphysics)
2744 if(!frametime && !CS(this).pm_frametime)
2747 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2749 CS(this).pm_frametime = 0;
2756 Called every frame for each client after the physics are run
2759 void PlayerPostThink (entity this)
2761 Player_Physics(this);
2764 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2765 if (IS_REAL_CLIENT(this))
2766 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2768 int totalClients = 0;
2769 if(sv_maxidle_slots > 0)
2771 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2777 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2778 { /* do nothing */ }
2779 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2781 if (CS(this).idlekick_lasttimeleft)
2783 CS(this).idlekick_lasttimeleft = 0;
2784 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2789 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2790 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2791 if (!CS(this).idlekick_lasttimeleft)
2792 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2794 if (timeleft <= 0) {
2795 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2799 else if (timeleft <= 10) {
2800 if (timeleft != CS(this).idlekick_lasttimeleft) {
2801 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2803 CS(this).idlekick_lasttimeleft = timeleft;
2812 this.solid = SOLID_NOT;
2813 this.takedamage = DAMAGE_NO;
2814 set_movetype(this, MOVETYPE_NONE);
2815 CS(this).teamkill_complain = 0;
2816 CS(this).teamkill_soundtime = 0;
2817 CS(this).teamkill_soundsource = NULL;
2820 if (IS_PLAYER(this)) {
2821 if(this.death_time == time && IS_DEAD(this))
2823 // player's bbox gets resized now, instead of in the damage event that killed the player,
2824 // once all the damage events of this frame have been processed with normal size
2826 setsize(this, this.mins, this.maxs);
2829 UpdateChatBubble(this);
2830 if (CS(this).impulse) ImpulseCommands(this);
2833 CSQCMODEL_AUTOUPDATE(this);
2836 GetPressedKeys(this);
2838 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2840 CS(this).pressedkeys = 0;
2841 STAT(PRESSED_KEYS, this) = 0;
2844 if (this.waypointsprite_attachedforcarrier) {
2845 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2846 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2849 CSQCMODEL_AUTOUPDATE(this);
2853 * message "": do not say, just test flood control
2859 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2861 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2862 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2865 msgin = formatmessage(source, msgin);
2868 if (!(IS_PLAYER(source) || source.caplayer))
2869 colorstr = "^0"; // black for spectators
2871 colorstr = Team_ColorCode(source.team);
2884 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2887 * using bprint solves this... me stupid
2888 // how can we prevent the message from appearing in a listen server?
2889 // for now, just give "say" back and only handle say_team
2892 clientcommand(source, strcat("say ", msgin));
2897 string namestr = "";
2899 namestr = playername(source, autocvar_g_chat_teamcolors);
2901 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2903 string msgstr = "", cmsgstr = "";
2904 string privatemsgprefix = string_null;
2905 int privatemsgprefixlen = 0;
2908 bool found_me = false;
2909 if(strstrofs(msgin, "/me", 0) >= 0)
2911 string newmsgin = "";
2912 string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2913 FOREACH_WORD(msgin, true,
2915 if(strdecolorize(it) == "/me")
2918 newmsgin = cons(newmsgin, newnamestr);
2921 newmsgin = cons(newmsgin, it);
2928 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2929 privatemsgprefixlen = strlen(msgstr);
2930 msgstr = strcat(msgstr, msgin);
2931 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2932 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2938 //msgin = strreplace("/me", "", msgin);
2939 //msgin = substring(msgin, 3, strlen(msgin));
2940 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2941 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2944 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2945 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2951 //msgin = strreplace("/me", "", msgin);
2952 //msgin = substring(msgin, 3, strlen(msgin));
2953 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2954 msgstr = strcat("\{1}^4* ^7", msgin);
2958 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2959 msgstr = strcat(msgstr, msgin);
2963 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2966 string fullmsgstr = msgstr;
2967 string fullcmsgstr = cmsgstr;
2971 var .float flood_field = floodcontrol_chat;
2972 if(floodcontrol && source)
2974 float flood_spl, flood_burst, flood_lmax;
2977 flood_spl = autocvar_g_chat_flood_spl_tell;
2978 flood_burst = autocvar_g_chat_flood_burst_tell;
2979 flood_lmax = autocvar_g_chat_flood_lmax_tell;
2980 flood_field = floodcontrol_chattell;
2984 flood_spl = autocvar_g_chat_flood_spl_team;
2985 flood_burst = autocvar_g_chat_flood_burst_team;
2986 flood_lmax = autocvar_g_chat_flood_lmax_team;
2987 flood_field = floodcontrol_chatteam;
2991 flood_spl = autocvar_g_chat_flood_spl;
2992 flood_burst = autocvar_g_chat_flood_burst;
2993 flood_lmax = autocvar_g_chat_flood_lmax;
2994 flood_field = floodcontrol_chat;
2996 flood_burst = max(0, flood_burst - 1);
2997 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2999 // do flood control for the default line size
3002 getWrappedLine_remaining = msgstr;
3005 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
3007 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
3010 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
3012 if(getWrappedLine_remaining != "")
3014 msgstr = strcat(msgstr, "\n");
3018 if (time >= source.(flood_field))
3020 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
3025 msgstr = fullmsgstr;
3030 if (time >= source.(flood_field))
3031 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
3036 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
3037 source.(flood_field) = flood = 0;
3040 string sourcemsgstr, sourcecmsgstr;
3041 if(flood == 2) // cannot happen for empty msgstr
3043 if(autocvar_g_chat_flood_notify_flooder)
3045 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
3050 sourcemsgstr = fullmsgstr;
3051 sourcecmsgstr = fullcmsgstr;
3057 sourcemsgstr = msgstr;
3058 sourcecmsgstr = cmsgstr;
3061 if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
3064 if (teamsay || CHAT_NOSPECTATORS())
3065 teamsay = -1; // spectators
3069 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
3071 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
3073 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
3076 if(source && CS(source).muted)
3078 // always fake the message
3083 if (autocvar_g_chat_flood_notify_flooder)
3085 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
3096 if (privatesay && source && !(IS_PLAYER(source) || source.caplayer))
3099 if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && CHAT_NOSPECTATORS())
3100 ret = -1; // just hide the message completely
3103 MUTATOR_CALLHOOK(ChatMessage, source, ret);
3104 ret = M_ARGV(1, int);
3106 string event_log_msg = "";
3108 if(sourcemsgstr != "" && ret != 0)
3110 if(ret < 0) // faked message, because the player is muted
3112 sprint(source, sourcemsgstr);
3113 if(sourcecmsgstr != "" && !privatesay)
3114 centerprint(source, sourcecmsgstr);
3116 else if(privatesay) // private message, between 2 people only
3118 sprint(source, sourcemsgstr);
3119 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
3120 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
3122 sprint(privatesay, msgstr);
3124 centerprint(privatesay, cmsgstr);
3127 else if ( teamsay && CS(source).active_minigame )
3129 sprint(source, sourcemsgstr);
3130 dedicated_print(msgstr); // send to server console too
3131 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3134 event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
3137 else if(teamsay > 0) // team message, only sent to team mates
3139 sprint(source, sourcemsgstr);
3140 dedicated_print(msgstr); // send to server console too
3141 if(sourcecmsgstr != "")
3142 centerprint(source, sourcecmsgstr);
3143 FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3146 centerprint(it, cmsgstr);
3148 event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3150 else if(teamsay < 0) // spectator message, only sent to spectators
3152 sprint(source, sourcemsgstr);
3153 dedicated_print(msgstr); // send to server console too
3154 FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3157 event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3162 sprint(source, sourcemsgstr);
3163 dedicated_print(msgstr); // send to server console too
3164 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3166 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3169 event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3173 if (autocvar_sv_eventlog && (event_log_msg != "")) {
3174 GameLogEcho(event_log_msg);
3180 // hack to copy the button fields from the client entity to the Client State
3181 void PM_UpdateButtons(entity this, entity store)
3184 store.impulse = this.impulse;
3187 bool typing = this.buttonchat || this.button12;
3189 store.button0 = (typing) ? 0 : this.button0;
3191 store.button2 = (typing) ? 0 : this.button2;
3192 store.button3 = (typing) ? 0 : this.button3;
3193 store.button4 = this.button4;
3194 store.button5 = (typing) ? 0 : this.button5;
3195 store.button6 = this.button6;
3196 store.button7 = this.button7;
3197 store.button8 = this.button8;
3198 store.button9 = this.button9;
3199 store.button10 = this.button10;
3200 store.button11 = this.button11;
3201 store.button12 = this.button12;
3202 store.button13 = this.button13;
3203 store.button14 = this.button14;
3204 store.button15 = this.button15;
3205 store.button16 = this.button16;
3206 store.buttonuse = this.buttonuse;
3207 store.buttonchat = this.buttonchat;
3209 store.cursor_active = this.cursor_active;
3210 store.cursor_screen = this.cursor_screen;
3211 store.cursor_trace_start = this.cursor_trace_start;
3212 store.cursor_trace_endpos = this.cursor_trace_endpos;
3213 store.cursor_trace_ent = this.cursor_trace_ent;
3215 store.ping = this.ping;
3216 store.ping_packetloss = this.ping_packetloss;
3217 store.ping_movementloss = this.ping_movementloss;
3219 store.v_angle = this.v_angle;
3220 store.movement = this.movement;
3223 NET_HANDLE(fpsreport, bool)
3225 int fps = ReadShort();
3226 PlayerScore_Set(sender, SP_FPS, fps);