3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "clientkill.qh"
23 #include <server/gamelog.qh>
26 #include "campaign.qh"
27 #include "command/common.qh"
28 #include "scores_rules.qh"
29 #include "weapons/common.qh"
33 #include "../common/ent_cs.qh"
34 #include "../common/wepent.qh"
35 #include <common/state.qh>
37 #include "compat/quake3.qh"
39 #include <common/effects/qc/globalsound.qh>
41 #include "../common/mapobjects/func/conveyor.qh"
42 #include <common/mapobjects/func/ladder.qh>
43 #include "../common/mapobjects/teleporters.qh"
44 #include "../common/mapobjects/target/spawnpoint.qh"
45 #include <common/mapobjects/trigger/counter.qh>
46 #include <common/mapobjects/trigger/swamp.qh>
48 #include "../common/vehicles/all.qh"
50 #include "weapons/hitplot.qh"
51 #include "weapons/weaponsystem.qh"
53 #include "../common/net_notice.qh"
54 #include "../common/net_linked.qh"
55 #include "../common/physics/player.qh"
57 #include <common/vehicles/sv_vehicles.qh>
59 #include "../common/items/_mod.qh"
61 #include "../common/mutators/mutator/waypoints/all.qh"
62 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
63 #include <common/gamemodes/_mod.qh>
65 #include "../common/mapobjects/subs.qh"
66 #include "../common/mapobjects/triggers.qh"
67 #include "../common/mapobjects/trigger/secret.qh"
69 #include "../common/minigames/sv_minigames.qh"
71 #include "../common/items/inventory.qh"
73 #include "../common/monsters/sv_monsters.qh"
75 #include "../lib/warpzone/server.qh"
77 #include <common/mutators/mutator/overkill/oknex.qh>
79 STATIC_METHOD(Client, Add, void(Client this, int _team))
82 TRANSMUTE(Player, this);
85 PutClientInServer(this);
88 STATIC_METHOD(Client, Remove, void(Client this))
90 TRANSMUTE(Observer, this);
91 PutClientInServer(this);
92 ClientDisconnect(this);
95 void send_CSQC_teamnagger() {
96 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
99 int CountSpectators(entity player, entity to)
101 if(!player) { return 0; } // not sure how, but best to be safe
105 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
113 void WriteSpectators(entity player, entity to)
115 if(!player) { return; } // not sure how, but best to be safe
117 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
119 WriteByte(MSG_ENTITY, num_for_edict(it));
123 bool ClientData_Send(entity this, entity to, int sf)
125 assert(to == this.owner, return false);
128 if (IS_SPEC(e)) e = e.enemy;
131 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
132 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
133 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
134 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
136 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
137 WriteByte(MSG_ENTITY, sf);
140 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
144 float specs = CountSpectators(e, to);
145 WriteByte(MSG_ENTITY, specs);
146 WriteSpectators(e, to);
152 void ClientData_Attach(entity this)
154 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
155 CS(this).clientdata.drawonlytoclient = this;
156 CS(this).clientdata.owner = this;
159 void ClientData_Detach(entity this)
161 delete(CS(this).clientdata);
162 CS(this).clientdata = NULL;
165 void ClientData_Touch(entity e)
167 entity cd = CS(e).clientdata;
168 if (cd) { cd.SendFlags = 1; }
170 // make it spectatable
171 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
173 entity cd = CS(it).clientdata;
174 if (cd) { cd.SendFlags = 1; }
183 Checks if the argument string can be a valid playermodel.
184 Returns a valid one in doubt.
187 string FallbackPlayerModel;
188 string CheckPlayerModel(string plyermodel) {
189 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
191 // note: we cannot summon Don Strunzone here, some player may
192 // still have the model string set. In case anyone manages how
193 // to change a cvar default, we'll have a small leak here.
194 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
196 // only in right path
197 if( substring(plyermodel,0,14) != "models/player/")
198 return FallbackPlayerModel;
199 // only good file extensions
200 if(substring(plyermodel,-4,4) != ".zym")
201 if(substring(plyermodel,-4,4) != ".dpm")
202 if(substring(plyermodel,-4,4) != ".iqm")
203 if(substring(plyermodel,-4,4) != ".md3")
204 if(substring(plyermodel,-4,4) != ".psk")
205 return FallbackPlayerModel;
206 // forbid the LOD models
207 if(substring(plyermodel, -9,5) == "_lod1")
208 return FallbackPlayerModel;
209 if(substring(plyermodel, -9,5) == "_lod2")
210 return FallbackPlayerModel;
211 if(plyermodel != strtolower(plyermodel))
212 return FallbackPlayerModel;
213 // also, restrict to server models
214 if(autocvar_sv_servermodelsonly)
216 if(!fexists(plyermodel))
217 return FallbackPlayerModel;
222 void setplayermodel(entity e, string modelname)
224 precache_model(modelname);
225 _setmodel(e, modelname);
226 player_setupanimsformodel(e);
227 if(!autocvar_g_debug_globalsounds)
228 UpdatePlayerSounds(e);
231 /** putting a client as observer in the server */
232 void PutObserverInServer(entity this)
234 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
235 PlayerState_detach(this);
239 if(GetResource(this, RES_HEALTH) >= 1)
242 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
245 // was a player, recount votes and ready status
246 if(IS_REAL_CLIENT(this))
248 if (vote_called) { VoteCount(false); }
254 entity spot = SelectSpawnPoint(this, true);
255 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
256 this.angles = vec2(spot.angles);
257 this.fixangle = true;
258 // offset it so that the spectator spawns higher off the ground, looks better this way
259 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
260 if (IS_REAL_CLIENT(this))
263 WriteByte(MSG_ONE, SVC_SETVIEW);
264 WriteEntity(MSG_ONE, this);
266 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
267 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
268 if(!autocvar_g_debug_globalsounds)
270 // needed for player sounds
272 FixPlayermodel(this);
274 setmodel(this, MDL_Null);
275 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
276 this.view_ofs = '0 0 0';
279 RemoveGrapplingHooks(this);
280 Portal_ClearAll(this);
281 Unfreeze(this, false);
282 SetSpectatee(this, NULL);
287 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
291 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
293 WaypointSprite_PlayerDead(this);
295 if (CS(this).killcount != FRAGS_SPECTATOR)
298 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
299 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
302 accuracy_resend(this);
304 CS(this).spectatortime = time;
306 IL_REMOVE(g_bot_targets, this);
307 this.bot_attack = false;
308 if(this.monster_attack)
309 IL_REMOVE(g_monster_targets, this);
310 this.monster_attack = false;
311 STAT(HUD, this) = HUD_NORMAL;
312 TRANSMUTE(Observer, this);
313 this.iscreature = false;
314 this.teleportable = TELEPORT_SIMPLE;
315 if(this.damagedbycontents)
316 IL_REMOVE(g_damagedbycontents, this);
317 this.damagedbycontents = false;
318 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
319 SetSpectatee_status(this, etof(this));
320 this.takedamage = DAMAGE_NO;
321 this.solid = SOLID_NOT;
322 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
323 this.flags = FL_CLIENT | FL_NOTARGET;
325 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
326 this.pauserotarmor_finished = 0;
327 this.pauserothealth_finished = 0;
328 this.pauseregen_finished = 0;
329 this.damageforcescale = 0;
331 this.respawn_flags = 0;
332 this.respawn_time = 0;
333 STAT(RESPAWN_TIME, this) = 0;
338 this.pain_finished = 0;
339 STAT(STRENGTH_FINISHED, this) = 0;
340 STAT(INVINCIBLE_FINISHED, this) = 0;
341 STAT(SUPERWEAPONS_FINISHED, this) = 0;
342 this.air_finished = 0;
343 //this.dphitcontentsmask = 0;
344 this.dphitcontentsmask = DPCONTENTS_SOLID;
345 if (autocvar_g_playerclip_collisions)
346 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
349 setthink(this, func_null);
351 this.deadflag = DEAD_NO;
353 STAT(REVIVE_PROGRESS, this) = 0;
354 this.revival_time = 0;
355 this.draggable = drag_undraggable;
358 STAT(WEAPONS, this) = '0 0 0';
359 this.drawonlytoclient = this;
363 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
365 this.weaponmodel = "";
366 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
368 this.weaponentities[slot] = NULL;
370 this.exteriorweaponentity = NULL;
371 CS(this).killcount = FRAGS_SPECTATOR;
372 this.velocity = '0 0 0';
373 this.avelocity = '0 0 0';
374 this.punchangle = '0 0 0';
375 this.punchvector = '0 0 0';
376 this.oldvelocity = this.velocity;
377 this.fire_endtime = -1;
378 this.event_damage = func_null;
379 this.event_heal = func_null;
381 for(int slot = 0; slot < MAX_AXH; ++slot)
383 entity axh = this.(AuxiliaryXhair[slot]);
384 this.(AuxiliaryXhair[slot]) = NULL;
386 if(axh.owner == this && axh != NULL && !wasfreed(axh))
390 if (mutator_returnvalue)
392 // mutator prevents resetting teams+score
396 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
397 this.frags = FRAGS_SPECTATOR;
399 if (CS(this).just_joined)
400 CS(this).just_joined = false;
403 int player_getspecies(entity this)
405 get_model_parameters(this.model, this.skin);
406 int s = get_model_parameters_species;
407 get_model_parameters(string_null, 0);
408 if (s < 0) return SPECIES_HUMAN;
412 .float model_randomizer;
413 void FixPlayermodel(entity player)
415 string defaultmodel = "";
417 if(autocvar_sv_defaultcharacter)
423 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
424 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
425 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
426 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
430 if(defaultmodel == "")
432 defaultmodel = autocvar_sv_defaultplayermodel;
433 defaultskin = autocvar_sv_defaultplayerskin;
436 int n = tokenize_console(defaultmodel);
439 defaultmodel = argv(floor(n * CS(player).model_randomizer));
440 // However, do NOT randomize if the player-selected model is in the list.
441 for (int i = 0; i < n; ++i)
442 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
443 defaultmodel = argv(i);
446 int i = strstrofs(defaultmodel, ":", 0);
449 defaultskin = stof(substring(defaultmodel, i+1, -1));
450 defaultmodel = substring(defaultmodel, 0, i);
453 if(autocvar_sv_defaultcharacterskin && !defaultskin)
459 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
460 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
461 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
462 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
467 defaultskin = autocvar_sv_defaultplayerskin;
470 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
471 defaultmodel = M_ARGV(0, string);
472 defaultskin = M_ARGV(1, int);
476 if(defaultmodel != "")
478 if (defaultmodel != player.model)
480 vector m1 = player.mins;
481 vector m2 = player.maxs;
482 setplayermodel (player, defaultmodel);
483 setsize (player, m1, m2);
487 oldskin = player.skin;
488 player.skin = defaultskin;
490 if (player.playermodel != player.model || player.playermodel == "")
492 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
493 vector m1 = player.mins;
494 vector m2 = player.maxs;
495 setplayermodel (player, player.playermodel);
496 setsize (player, m1, m2);
500 if(!autocvar_sv_defaultcharacterskin)
502 oldskin = player.skin;
503 player.skin = stof(player.playerskin);
507 oldskin = player.skin;
508 player.skin = defaultskin;
512 if(chmdl || oldskin != player.skin) // model or skin has changed
514 player.species = player_getspecies(player); // update species
515 if(!autocvar_g_debug_globalsounds)
516 UpdatePlayerSounds(player); // update skin sounds
520 if(strlen(autocvar_sv_defaultplayercolors))
521 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
522 setcolor(player, stof(autocvar_sv_defaultplayercolors));
525 void PutPlayerInServer(entity this)
527 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
529 PlayerState_attach(this);
530 accuracy_resend(this);
533 TeamBalance_JoinBestTeam(this);
535 entity spot = SelectSpawnPoint(this, false);
537 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
538 return; // spawn failed
541 TRANSMUTE(Player, this);
543 CS(this).wasplayer = true;
544 this.iscreature = true;
545 this.teleportable = TELEPORT_NORMAL;
546 if(!this.damagedbycontents)
547 IL_PUSH(g_damagedbycontents, this);
548 this.damagedbycontents = true;
549 set_movetype(this, MOVETYPE_WALK);
550 this.solid = SOLID_SLIDEBOX;
551 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
552 if (autocvar_g_playerclip_collisions)
553 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
554 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
555 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
556 this.frags = FRAGS_PLAYER;
557 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
558 this.flags = FL_CLIENT | FL_PICKUPITEMS;
559 if (autocvar__notarget)
560 this.flags |= FL_NOTARGET;
561 this.takedamage = DAMAGE_AIM;
562 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
565 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
566 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
567 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
568 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
569 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
570 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
571 SetResource(this, RES_HEALTH, warmup_start_health);
572 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
573 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
575 SetResource(this, RES_SHELLS, start_ammo_shells);
576 SetResource(this, RES_BULLETS, start_ammo_nails);
577 SetResource(this, RES_ROCKETS, start_ammo_rockets);
578 SetResource(this, RES_CELLS, start_ammo_cells);
579 SetResource(this, RES_PLASMA, start_ammo_plasma);
580 SetResource(this, RES_FUEL, start_ammo_fuel);
581 SetResource(this, RES_HEALTH, start_health);
582 SetResource(this, RES_ARMOR, start_armorvalue);
583 STAT(WEAPONS, this) = start_weapons;
584 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
586 GiveRandomWeapons(this, random_start_weapons_count,
587 autocvar_g_random_start_weapons, random_start_ammo);
590 SetSpectatee_status(this, 0);
592 PS(this).dual_weapons = '0 0 0';
594 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
596 this.items = start_items;
598 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
599 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
600 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
601 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
602 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
603 if (!sv_ready_restart_after_countdown && time < game_starttime)
605 float f = game_starttime - time;
606 this.spawnshieldtime += f;
607 this.pauserotarmor_finished += f;
608 this.pauserothealth_finished += f;
609 this.pauseregen_finished += f;
612 this.damageforcescale = autocvar_g_player_damageforcescale;
614 this.respawn_flags = 0;
615 this.respawn_time = 0;
616 STAT(RESPAWN_TIME, this) = 0;
617 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
620 this.pain_finished = 0;
622 setthink(this, func_null); // players have no think function
625 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
627 this.deadflag = DEAD_NO;
629 this.angles = spot.angles;
630 this.angles_z = 0; // never spawn tilted even if the spot says to
631 if (IS_BOT_CLIENT(this))
633 this.v_angle = this.angles;
636 this.fixangle = true; // turn this way immediately
637 this.oldvelocity = this.velocity = '0 0 0';
638 this.avelocity = '0 0 0';
639 this.punchangle = '0 0 0';
640 this.punchvector = '0 0 0';
642 STAT(STRENGTH_FINISHED, this) = 0;
643 STAT(INVINCIBLE_FINISHED, this) = 0;
644 this.fire_endtime = -1;
645 STAT(REVIVE_PROGRESS, this) = 0;
646 this.revival_time = 0;
648 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
649 STAT(BUFFS, this) = 0;
650 STAT(BUFF_TIME, this) = 0;
652 this.air_finished = 0;
653 this.waterlevel = WATERLEVEL_NONE;
654 this.watertype = CONTENT_EMPTY;
656 entity spawnevent = new_pure(spawnevent);
657 spawnevent.owner = this;
658 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
660 // Cut off any still running player sounds.
661 stopsound(this, CH_PLAYER_SINGLE);
664 FixPlayermodel(this);
665 this.drawonlytoclient = NULL;
669 for(int slot = 0; slot < MAX_AXH; ++slot)
671 entity axh = this.(AuxiliaryXhair[slot]);
672 this.(AuxiliaryXhair[slot]) = NULL;
674 if(axh.owner == this && axh != NULL && !wasfreed(axh))
678 this.spawnpoint_targ = NULL;
681 this.view_ofs = STAT(PL_VIEW_OFS, this);
682 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
683 this.spawnorigin = spot.origin;
684 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
685 // don't reset back to last position, even if new position is stuck in solid
686 this.oldorigin = this.origin;
688 IL_REMOVE(g_conveyed, this);
689 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
691 IL_REMOVE(g_swamped, this);
692 this.swampslug = NULL;
693 this.swamp_interval = 0;
694 if(this.ladder_entity)
695 IL_REMOVE(g_ladderents, this);
696 this.ladder_entity = NULL;
697 IL_EACH(g_counters, it.realowner == this,
701 STAT(HUD, this) = HUD_NORMAL;
703 this.event_damage = PlayerDamage;
704 this.event_heal = PlayerHeal;
706 this.draggable = func_null;
709 IL_PUSH(g_bot_targets, this);
710 this.bot_attack = true;
711 if(!this.monster_attack)
712 IL_PUSH(g_monster_targets, this);
713 this.monster_attack = true;
714 navigation_dynamicgoal_init(this, false);
716 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
718 // player was spectator
719 if (CS(this).killcount == FRAGS_SPECTATOR) {
720 PlayerScore_Clear(this);
721 CS(this).killcount = 0;
722 CS(this).startplaytime = time;
725 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
727 .entity weaponentity = weaponentities[slot];
728 CL_SpawnWeaponentity(this, weaponentity);
730 this.alpha = default_player_alpha;
731 this.colormod = '1 1 1' * autocvar_g_player_brightness;
732 this.exteriorweaponentity.alpha = default_weapon_alpha;
734 this.speedrunning = false;
736 this.counter_cnt = 0;
737 this.fragsfilter_cnt = 0;
739 target_voicescript_clear(this);
741 // reset fields the weapons may use
742 FOREACH(Weapons, true, {
743 it.wr_resetplayer(it, this);
744 // reload all reloadable weapons
745 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
746 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
748 .entity weaponentity = weaponentities[slot];
749 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
755 string s = spot.target;
756 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
757 spot.target = string_null;
758 SUB_UseTargets(spot, this, NULL);
759 if(g_assault || g_race)
763 Unfreeze(this, false);
765 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
767 if (autocvar_spawn_debug)
769 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
770 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
773 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
775 .entity weaponentity = weaponentities[slot];
776 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
777 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
779 this.(weaponentity).m_switchweapon = WEP_Null;
780 this.(weaponentity).m_weapon = WEP_Null;
781 this.(weaponentity).weaponname = "";
782 this.(weaponentity).m_switchingweapon = WEP_Null;
783 this.(weaponentity).cnt = -1;
786 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
788 if (CS(this).impulse) ImpulseCommands(this);
790 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
791 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
793 .entity weaponentity = weaponentities[slot];
794 W_WeaponFrame(this, weaponentity);
797 if (!warmup_stage && !this.alivetime)
798 this.alivetime = time;
800 antilag_clear(this, CS(this));
803 /** Called when a client spawns in the server */
804 void PutClientInServer(entity this)
806 if (IS_BOT_CLIENT(this)) {
807 TRANSMUTE(Player, this);
808 } else if (IS_REAL_CLIENT(this)) {
810 WriteByte(MSG_ONE, SVC_SETVIEW);
811 WriteEntity(MSG_ONE, this);
814 TRANSMUTE(Observer, this);
816 SetSpectatee(this, NULL);
820 PS(this).itemkeys = 0;
822 MUTATOR_CALLHOOK(PutClientInServer, this);
824 if (IS_OBSERVER(this)) {
825 PutObserverInServer(this);
826 } else if (IS_PLAYER(this)) {
827 PutPlayerInServer(this);
831 // TODO do we need all these fields, or should we stop autodetecting runtime
832 // changes and just have a console command to update this?
833 bool ClientInit_SendEntity(entity this, entity to, int sf)
835 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
838 // MSG_INIT replacement
839 // TODO: make easier to use
841 W_PROP_reload(MSG_ONE, to);
842 ClientInit_misc(this);
843 MUTATOR_CALLHOOK(Ent_Init);
845 void ClientInit_misc(entity this)
847 int channel = MSG_ONE;
848 WriteHeader(channel, ENT_CLIENT_INIT);
849 WriteByte(channel, g_nexball_meter_period * 32);
850 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
851 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
852 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
853 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
854 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
855 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
856 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
857 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
859 if(sv_foginterval && world.fog != "")
860 WriteString(channel, world.fog);
862 WriteString(channel, "");
863 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
864 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
865 WriteByte(channel, serverflags);
866 WriteCoord(channel, autocvar_g_trueaim_minrange);
869 void ClientInit_CheckUpdate(entity this)
871 this.nextthink = time;
872 if(this.count != autocvar_g_balance_armor_blockpercent)
874 this.count = autocvar_g_balance_armor_blockpercent;
877 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
879 this.cnt = autocvar_g_balance_damagepush_speedfactor;
884 void ClientInit_Spawn()
886 entity e = new_pure(clientinit);
887 setthink(e, ClientInit_CheckUpdate);
888 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
890 ClientInit_CheckUpdate(e);
900 // initialize parms for a new player
901 parm1 = -(86400 * 366);
903 MUTATOR_CALLHOOK(SetNewParms);
911 void SetChangeParms (entity this)
913 // save parms for level change
914 parm1 = CS(this).parm_idlesince - time;
916 MUTATOR_CALLHOOK(SetChangeParms);
924 void DecodeLevelParms(entity this)
927 CS(this).parm_idlesince = parm1;
928 if (CS(this).parm_idlesince == -(86400 * 366))
929 CS(this).parm_idlesince = time;
931 // whatever happens, allow 60 seconds of idling directly after connect for map loading
932 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
934 MUTATOR_CALLHOOK(DecodeLevelParms);
937 void FixClientCvars(entity e)
939 // send prediction settings to the client
940 stuffcmd(e, "\nin_bindmap 0 0\n");
941 if(autocvar_g_antilag == 3) // client side hitscan
942 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
943 if(autocvar_sv_gentle)
944 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
946 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
947 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
949 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
951 MUTATOR_CALLHOOK(FixClientCvars, e);
954 bool findinlist_abbrev(string tofind, string list)
956 if(list == "" || tofind == "")
957 return false; // empty list or search, just return
959 // this function allows abbreviated strings!
960 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
968 bool PlayerInIPList(entity p, string iplist)
970 // some safety checks (never allow local?)
971 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
974 return findinlist_abbrev(p.netaddress, iplist);
977 bool PlayerInIDList(entity p, string idlist)
979 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
983 return findinlist_abbrev(p.crypto_idfp, idlist);
986 bool PlayerInList(entity player, string list)
988 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
991 #ifdef DP_EXT_PRECONNECT
996 Called once (not at each match start) when a client begins a connection to the server
999 void ClientPreConnect(entity this)
1001 if(autocvar_sv_eventlog)
1003 GameLogEcho(sprintf(":connect:%d:%d:%s",
1006 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1012 string GetClientVersionMessage(entity this)
1014 if (CS(this).version_mismatch) {
1015 if(CS(this).version < autocvar_gameversion) {
1016 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1017 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1019 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1020 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1023 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1027 string getwelcomemessage(entity this)
1029 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1030 string modifications = M_ARGV(0, string);
1034 if(g_weaponarena_random)
1035 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1037 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1039 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1040 modifications = strcat(modifications, ", No start weapons");
1041 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1042 modifications = strcat(modifications, ", Low gravity");
1043 if(g_weapon_stay && !g_cts)
1044 modifications = strcat(modifications, ", Weapons stay");
1046 modifications = strcat(modifications, ", Jet pack");
1047 if(autocvar_g_powerups == 0)
1048 modifications = strcat(modifications, ", No powerups");
1049 if(autocvar_g_powerups > 0)
1050 modifications = strcat(modifications, ", Powerups");
1051 modifications = substring(modifications, 2, strlen(modifications) - 2);
1053 string versionmessage = GetClientVersionMessage(this);
1054 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1056 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1058 if(modifications != "")
1059 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1061 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1063 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1064 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1067 if (cache_mutatormsg != "") {
1068 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1071 string mutator_msg = "";
1072 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1073 mutator_msg = M_ARGV(0, string);
1075 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1077 string motd = autocvar_sv_motd;
1079 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1084 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1090 Called when a client connects to the server
1093 void ClientConnect(entity this)
1095 if (Ban_MaybeEnforceBanOnce(this)) return;
1096 assert(!IS_CLIENT(this), return);
1097 this.flags |= FL_CLIENT;
1098 assert(player_count >= 0, player_count = 0);
1101 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1103 TRANSMUTE(Client, this);
1104 CS(this).version_nagtime = time + 10 + random() * 10;
1106 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1108 bot_clientconnect(this);
1110 Player_DetermineForcedTeam(this);
1112 TRANSMUTE(Observer, this);
1114 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1116 // always track bots, don't ask for cl_allow_uidtracking
1117 if (IS_BOT_CLIENT(this))
1118 PlayerStats_GameReport_AddPlayer(this);
1120 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1122 if (autocvar_sv_eventlog)
1123 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this, false)));
1125 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1127 stuffcmd(this, clientstuff, "\n");
1128 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1130 FixClientCvars(this);
1132 // get version info from player
1133 stuffcmd(this, "cmd clientversion $gameversion\n");
1135 // notify about available teams
1138 entity balance = TeamBalance_CheckAllowedTeams(this);
1139 int t = TeamBalance_GetAllowedTeams(balance);
1140 TeamBalance_Destroy(balance);
1141 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1145 stuffcmd(this, "set _teams_available 0\n");
1148 bot_relinkplayerlist();
1150 CS(this).spectatortime = time;
1151 if (blockSpectators)
1153 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1156 CS(this).jointime = time;
1158 if (IS_REAL_CLIENT(this))
1160 if (g_weaponarena_weapons == WEPSET(TUBA))
1161 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1164 if (!sv_foginterval && world.fog != "")
1165 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1167 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1168 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1169 send_CSQC_teamnagger();
1171 CSQCMODEL_AUTOINIT(this);
1173 CS(this).model_randomizer = random();
1175 if (IS_REAL_CLIENT(this))
1176 sv_notice_join(this);
1178 this.move_qcphysics = autocvar_sv_qcphysics;
1180 // update physics stats (players can spawn before physics runs)
1181 Physics_UpdateStats(this);
1183 IL_EACH(g_initforplayer, it.init_for_player, {
1184 it.init_for_player(it, this);
1187 Handicap_Initialize(this);
1189 MUTATOR_CALLHOOK(ClientConnect, this);
1191 if (IS_REAL_CLIENT(this))
1193 if (!autocvar_g_campaign && !IS_PLAYER(this))
1195 CS(this).motd_actived_time = -1;
1196 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1204 Called when a client disconnects from the server
1207 .entity chatbubbleentity;
1208 void ClientDisconnect(entity this)
1210 assert(IS_CLIENT(this), return);
1212 PlayerStats_GameReport_FinalizePlayer(this);
1213 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1214 if (CS(this).active_minigame) part_minigame(this);
1215 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1217 if (autocvar_sv_eventlog)
1218 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1220 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1223 SetSpectatee(this, NULL);
1225 MUTATOR_CALLHOOK(ClientDisconnect, this);
1227 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1228 strfree(CS(this).weaponorder_byimpulse);
1229 ClientState_detach(this);
1231 Portal_ClearAll(this);
1233 Unfreeze(this, false);
1235 RemoveGrapplingHooks(this);
1237 // Here, everything has been done that requires this player to be a client.
1239 this.flags &= ~FL_CLIENT;
1241 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1242 if (this.killindicator) delete(this.killindicator);
1244 IL_EACH(g_counters, it.realowner == this,
1249 WaypointSprite_PlayerGone(this);
1251 bot_relinkplayerlist();
1253 strfree(this.clientstatus);
1254 if (this.personal) delete(this.personal);
1258 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1263 void ChatBubbleThink(entity this)
1265 this.nextthink = time;
1266 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1268 if(this.owner) // but why can that ever be NULL?
1269 this.owner.chatbubbleentity = NULL;
1276 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1278 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1279 this.mdl = "models/sprites/minigame_busy.iqm";
1280 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1281 this.mdl = "models/misc/chatbubble.spr";
1284 if ( this.model != this.mdl )
1285 _setmodel(this, this.mdl);
1289 void UpdateChatBubble(entity this)
1293 // spawn a chatbubble entity if needed
1294 if (!this.chatbubbleentity)
1296 this.chatbubbleentity = new(chatbubbleentity);
1297 this.chatbubbleentity.owner = this;
1298 this.chatbubbleentity.exteriormodeltoclient = this;
1299 setthink(this.chatbubbleentity, ChatBubbleThink);
1300 this.chatbubbleentity.nextthink = time;
1301 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1302 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1303 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1304 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1305 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1306 //this.chatbubbleentity.model = "";
1307 this.chatbubbleentity.effects = EF_LOWPRECISION;
1311 void calculate_player_respawn_time(entity this)
1313 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1316 float gametype_setting_tmp;
1317 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1318 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1319 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1320 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1321 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1322 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1324 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1327 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1328 if(it.team == this.team)
1331 if (sdelay_small_count == 0)
1332 sdelay_small_count = 1;
1333 if (sdelay_large_count == 0)
1334 sdelay_large_count = 1;
1338 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1341 if (sdelay_small_count == 0)
1343 if (IS_INDEPENDENT_PLAYER(this))
1345 // Players play independently. No point in requiring enemies.
1346 sdelay_small_count = 1;
1350 // Players play AGAINST each other. Enemies required.
1351 sdelay_small_count = 2;
1354 if (sdelay_large_count == 0)
1356 if (IS_INDEPENDENT_PLAYER(this))
1358 // Players play independently. No point in requiring enemies.
1359 sdelay_large_count = 1;
1363 // Players play AGAINST each other. Enemies required.
1364 sdelay_large_count = 2;
1371 if (pcount <= sdelay_small_count)
1372 sdelay = sdelay_small;
1373 else if (pcount >= sdelay_large_count)
1374 sdelay = sdelay_large;
1375 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1376 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1379 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1381 this.respawn_time = time + sdelay;
1383 if(sdelay < sdelay_max)
1384 this.respawn_time_max = time + sdelay_max;
1386 this.respawn_time_max = this.respawn_time;
1388 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1389 this.respawn_countdown = 10; // first number to count down from is 10
1391 this.respawn_countdown = -1; // do not count down
1393 if(autocvar_g_forced_respawn)
1394 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1397 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1398 // added to the model skins
1399 /*void UpdateColorModHack()
1402 c = this.clientcolors & 15;
1403 // LordHavoc: only bothering to support white, green, red, yellow, blue
1404 if (!teamplay) this.colormod = '0 0 0';
1405 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1406 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1407 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1408 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1409 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1410 else this.colormod = '1 1 1';
1413 void respawn(entity this)
1415 bool damagedbycontents_prev = this.damagedbycontents;
1418 if(autocvar_g_respawn_ghosts)
1420 this.solid = SOLID_NOT;
1421 this.takedamage = DAMAGE_NO;
1422 this.damagedbycontents = false;
1423 set_movetype(this, MOVETYPE_FLY);
1424 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1425 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1426 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1427 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1428 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1429 if(autocvar_g_respawn_ghosts_time > 0)
1430 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1433 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1437 this.damagedbycontents = damagedbycontents_prev;
1439 this.effects |= EF_NODRAW; // prevent another CopyBody
1440 PutClientInServer(this);
1444 void PrintToChat(entity client, string text)
1446 text = strcat("\{1}^7", text, "\n");
1447 sprint(client, text);
1451 void DebugPrintToChat(entity client, string text)
1453 if (autocvar_developer > 0)
1455 PrintToChat(client, text);
1460 void PrintToChatAll(string text)
1462 text = strcat("\{1}^7", text, "\n");
1467 void DebugPrintToChatAll(string text)
1469 if (autocvar_developer > 0)
1471 PrintToChatAll(text);
1476 void PrintToChatTeam(int team_num, string text)
1478 text = strcat("\{1}^7", text, "\n");
1479 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1481 if (it.team == team_num)
1489 void DebugPrintToChatTeam(int team_num, string text)
1491 if (autocvar_developer > 0)
1493 PrintToChatTeam(team_num, text);
1497 void play_countdown(entity this, float finished, Sound samp)
1500 if(IS_REAL_CLIENT(this))
1501 if(floor(finished - time - frametime) != floor(finished - time))
1502 if(finished - time < 6)
1503 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1506 void player_powerups(entity this)
1508 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1509 this.modelflags |= MF_ROCKET;
1511 this.modelflags &= ~MF_ROCKET;
1513 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1517 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1519 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1520 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1521 this.items &= ~ITEM_Strength.m_itemid;
1522 this.items &= ~ITEM_Shield.m_itemid;
1523 this.items -= (this.items & IT_SUPERWEAPON);
1527 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1530 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1531 int items_prev = this.items;
1533 Fire_ApplyDamage(this);
1534 Fire_ApplyEffect(this);
1536 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1538 if (this.items & ITEM_Strength.m_itemid)
1540 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1541 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1542 if (time > STAT(STRENGTH_FINISHED, this))
1544 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1545 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1546 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1551 if (time < STAT(STRENGTH_FINISHED, this))
1553 this.items = this.items | ITEM_Strength.m_itemid;
1555 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1556 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1559 if (this.items & ITEM_Shield.m_itemid)
1561 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1562 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1563 if (time > STAT(INVINCIBLE_FINISHED, this))
1565 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1566 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1567 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1572 if (time < STAT(INVINCIBLE_FINISHED, this))
1574 this.items = this.items | ITEM_Shield.m_itemid;
1576 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1577 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1580 if (this.items & IT_SUPERWEAPON)
1582 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1584 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1585 this.items = this.items - (this.items & IT_SUPERWEAPON);
1586 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1587 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1589 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1591 // don't let them run out
1595 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1596 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1598 this.items = this.items - (this.items & IT_SUPERWEAPON);
1599 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1600 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1601 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1605 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1607 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1609 this.items = this.items | IT_SUPERWEAPON;
1610 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1613 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1614 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1619 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1620 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1625 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1629 if(autocvar_g_nodepthtestplayers)
1630 this.effects = this.effects | EF_NODEPTHTEST;
1632 if(autocvar_g_fullbrightplayers)
1633 this.effects = this.effects | EF_FULLBRIGHT;
1635 if (time >= game_starttime)
1636 if (time < this.spawnshieldtime)
1637 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1639 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1642 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1644 if(current > stable)
1646 else if(current > stable - 0.25) // when close enough, "snap"
1649 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1652 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1654 if(current < stable)
1656 else if(current < stable + 0.25) // when close enough, "snap"
1659 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1662 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)
1664 float old = GetResource(this, res);
1665 float current = old;
1666 if(current > rotstable)
1668 if(rotframetime > 0)
1670 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1671 current = max(rotstable, current - rotlinear * rotframetime);
1674 else if(current < regenstable)
1676 if(regenframetime > 0)
1678 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1679 current = min(regenstable, current + regenlinear * regenframetime);
1683 float limit = GetResourceLimit(this, res) * limit_mod;
1688 SetResource(this, res, current);
1691 void player_regen(entity this)
1693 float max_mod, regen_mod, rot_mod, limit_mod;
1694 max_mod = regen_mod = rot_mod = limit_mod = 1;
1696 float regen_health = autocvar_g_balance_health_regen;
1697 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1698 float regen_health_rot = autocvar_g_balance_health_rot;
1699 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1700 float regen_health_stable = autocvar_g_balance_health_regenstable;
1701 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1702 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1703 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1704 max_mod = M_ARGV(1, float);
1705 regen_mod = M_ARGV(2, float);
1706 rot_mod = M_ARGV(3, float);
1707 limit_mod = M_ARGV(4, float);
1708 regen_health = M_ARGV(5, float);
1709 regen_health_linear = M_ARGV(6, float);
1710 regen_health_rot = M_ARGV(7, float);
1711 regen_health_rotlinear = M_ARGV(8, float);
1712 regen_health_stable = M_ARGV(9, float);
1713 regen_health_rotstable = M_ARGV(10, float);
1715 if(!mutator_returnvalue)
1716 if(!STAT(FROZEN, this))
1718 float maxa = autocvar_g_balance_armor_rotstable;
1719 float mina = autocvar_g_balance_armor_regenstable;
1721 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1722 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1723 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1725 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1726 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1727 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1730 // if player rotted to death... die!
1731 // check this outside above checks, as player may still be able to rot to death
1732 if(GetResource(this, RES_HEALTH) < 1)
1735 vehicles_exit(this.vehicle, VHEF_RELEASE);
1736 if(this.event_damage)
1737 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1740 if (!(this.items & IT_UNLIMITED_AMMO))
1742 float maxf = autocvar_g_balance_fuel_rotstable;
1743 float minf = autocvar_g_balance_fuel_regenstable;
1745 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1746 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1747 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1752 void SetZoomState(entity this, float newzoom)
1754 if(newzoom != CS(this).zoomstate)
1756 CS(this).zoomstate = newzoom;
1757 ClientData_Touch(this);
1759 zoomstate_set = true;
1762 void GetPressedKeys(entity this)
1764 MUTATOR_CALLHOOK(GetPressedKeys, this);
1765 int keys = STAT(PRESSED_KEYS, this);
1766 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1767 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1768 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1769 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1771 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1772 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
1773 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1774 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1775 CS(this).pressedkeys = keys; // store for other users
1777 STAT(PRESSED_KEYS, this) = keys;
1781 ======================
1782 spectate mode routines
1783 ======================
1786 void SpectateCopy(entity this, entity spectatee)
1788 TC(Client, this); TC(Client, spectatee);
1790 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1791 PS(this) = PS(spectatee);
1792 this.armortype = spectatee.armortype;
1793 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1794 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1795 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1796 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1797 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1798 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1799 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1800 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1801 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1802 CS(this).impulse = 0;
1803 this.disableclientprediction = 1; // no need to run prediction on a spectator
1804 this.items = spectatee.items;
1805 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1806 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1807 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1808 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1809 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1810 this.air_finished = spectatee.air_finished;
1811 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1812 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1813 this.punchangle = spectatee.punchangle;
1814 this.view_ofs = spectatee.view_ofs;
1815 this.velocity = spectatee.velocity;
1816 this.dmg_take = spectatee.dmg_take;
1817 this.dmg_save = spectatee.dmg_save;
1818 this.dmg_inflictor = spectatee.dmg_inflictor;
1819 this.v_angle = spectatee.v_angle;
1820 this.angles = spectatee.v_angle;
1821 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1822 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1823 this.viewloc = spectatee.viewloc;
1824 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1825 this.fixangle = true;
1826 setorigin(this, spectatee.origin);
1827 setsize(this, spectatee.mins, spectatee.maxs);
1828 SetZoomState(this, CS(spectatee).zoomstate);
1830 anticheat_spectatecopy(this, spectatee);
1831 STAT(HUD, this) = STAT(HUD, spectatee);
1832 if(spectatee.vehicle)
1834 this.angles = spectatee.v_angle;
1836 //this.fixangle = false;
1837 //this.velocity = spectatee.vehicle.velocity;
1838 this.vehicle_health = spectatee.vehicle_health;
1839 this.vehicle_shield = spectatee.vehicle_shield;
1840 this.vehicle_energy = spectatee.vehicle_energy;
1841 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1842 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1843 this.vehicle_reload1 = spectatee.vehicle_reload1;
1844 this.vehicle_reload2 = spectatee.vehicle_reload2;
1846 //msg_entity = this;
1848 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1849 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1850 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1851 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1853 //WriteByte (MSG_ONE, SVC_SETVIEW);
1854 // WriteEntity(MSG_ONE, this);
1855 //makevectors(spectatee.v_angle);
1856 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1860 bool SpectateUpdate(entity this)
1865 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1867 SetSpectatee(this, NULL);
1871 SpectateCopy(this, this.enemy);
1876 bool SpectateSet(entity this)
1878 if(!IS_PLAYER(this.enemy))
1881 ClientData_Touch(this.enemy);
1884 WriteByte(MSG_ONE, SVC_SETVIEW);
1885 WriteEntity(MSG_ONE, this.enemy);
1886 set_movetype(this, MOVETYPE_NONE);
1887 accuracy_resend(this);
1889 if(!SpectateUpdate(this))
1890 PutObserverInServer(this);
1895 void SetSpectatee_status(entity this, int spectatee_num)
1897 int oldspectatee_status = CS(this).spectatee_status;
1898 CS(this).spectatee_status = spectatee_num;
1900 if (CS(this).spectatee_status != oldspectatee_status)
1902 if (STAT(PRESSED_KEYS, this))
1904 CS(this).pressedkeys = 0;
1905 STAT(PRESSED_KEYS, this) = 0;
1907 ClientData_Touch(this);
1908 if (g_race || g_cts) race_InitSpectator();
1912 void SetSpectatee(entity this, entity spectatee)
1914 if(IS_BOT_CLIENT(this))
1915 return; // bots abuse .enemy, this code is useless to them
1917 entity old_spectatee = this.enemy;
1919 this.enemy = spectatee;
1922 // these are required to fix the spectator bug with arc
1925 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1927 .entity weaponentity = weaponentities[slot];
1928 if(old_spectatee.(weaponentity).arc_beam)
1929 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1934 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1936 .entity weaponentity = weaponentities[slot];
1937 if(this.enemy.(weaponentity).arc_beam)
1938 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1943 SetSpectatee_status(this, etof(this.enemy));
1945 // needed to update spectator list
1946 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1949 bool Spectate(entity this, entity pl)
1951 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1953 pl = M_ARGV(1, entity);
1955 SetSpectatee(this, pl);
1956 return SpectateSet(this);
1959 bool SpectateNext(entity this)
1961 entity ent = find(this.enemy, classname, STR_PLAYER);
1963 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1964 ent = M_ARGV(1, entity);
1966 ent = find(ent, classname, STR_PLAYER);
1968 if(ent) { SetSpectatee(this, ent); }
1970 return SpectateSet(this);
1973 bool SpectatePrev(entity this)
1975 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1976 entity ent = findchain(classname, STR_PLAYER);
1977 if (!ent) // no player
1981 // skip players until current spectated player
1983 while(ent && ent != this.enemy)
1986 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1988 case MUT_SPECPREV_FOUND:
1989 ent = M_ARGV(1, entity);
1991 case MUT_SPECPREV_RETURN:
1993 case MUT_SPECPREV_CONTINUE:
2004 SetSpectatee(this, ent);
2005 return SpectateSet(this);
2010 ShowRespawnCountdown()
2012 Update a respawn countdown display.
2015 void ShowRespawnCountdown(entity this)
2018 if(!IS_DEAD(this)) // just respawned?
2022 number = ceil(this.respawn_time - time);
2025 if(number <= this.respawn_countdown)
2027 this.respawn_countdown = number - 1;
2028 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
2029 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2034 .bool team_selected;
2035 bool ShowTeamSelection(entity this)
2037 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
2039 stuffcmd(this, "menu_showteamselect\n");
2042 void Join(entity this)
2044 TRANSMUTE(Player, this);
2046 if(!this.team_selected)
2047 if(autocvar_g_campaign || autocvar_g_balance_teams)
2048 TeamBalance_JoinBestTeam(this);
2050 if(autocvar_g_campaign)
2051 campaign_bots_may_start = true;
2053 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2055 PutClientInServer(this);
2058 if(teamplay && this.team != -1)
2062 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2063 this.team_selected = false;
2066 int GetPlayerLimit()
2069 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)
2070 int player_limit = autocvar_g_maxplayers;
2071 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2072 player_limit = M_ARGV(0, int);
2073 return player_limit;
2077 * Determines whether the player is allowed to join. This depends on cvar
2078 * g_maxplayers, if it isn't used this function always return true, otherwise
2079 * it checks whether the number of currently playing players exceeds g_maxplayers.
2080 * @return int number of free slots for players, 0 if none
2082 int nJoinAllowed(entity this, entity ignore)
2085 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2086 // so report 0 free slots if restricted
2088 if(autocvar_g_forced_team_otherwise == "spectate")
2090 if(autocvar_g_forced_team_otherwise == "spectator")
2094 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2095 return 0; // forced spectators can never join
2097 // TODO simplify this
2098 int totalClients = 0;
2099 int currentlyPlaying = 0;
2100 FOREACH_CLIENT(true, {
2103 if(IS_REAL_CLIENT(it))
2104 if(IS_PLAYER(it) || it.caplayer)
2108 int player_limit = GetPlayerLimit();
2112 free_slots = maxclients - totalClients;
2113 else if(player_limit > 0 && currentlyPlaying < player_limit)
2114 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2116 static float msg_time = 0;
2117 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2119 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2120 msg_time = time + 0.5;
2127 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2128 * g_maxplayers_spectator_blocktime seconds
2130 void checkSpectatorBlock(entity this)
2132 if(IS_SPEC(this) || IS_OBSERVER(this))
2134 if(IS_REAL_CLIENT(this))
2136 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2137 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2143 void PrintWelcomeMessage(entity this)
2145 if(CS(this).motd_actived_time == 0)
2147 if (autocvar_g_campaign) {
2148 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2149 CS(this).motd_actived_time = time;
2150 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2153 if (PHYS_INPUT_BUTTON_INFO(this)) {
2154 CS(this).motd_actived_time = time;
2155 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2159 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2161 if (autocvar_g_campaign) {
2162 if (PHYS_INPUT_BUTTON_INFO(this))
2163 CS(this).motd_actived_time = time;
2164 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2165 CS(this).motd_actived_time = 0;
2166 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2169 if (PHYS_INPUT_BUTTON_INFO(this))
2170 CS(this).motd_actived_time = time;
2171 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2172 CS(this).motd_actived_time = 0;
2173 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2177 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2179 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2180 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2181 else if (CS(this).motd_actived_time == -2)
2183 // instantly hide MOTD
2184 CS(this).motd_actived_time = 0;
2185 if (autocvar_g_campaign)
2186 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2188 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2190 else if (IS_PLAYER(this) || IS_SPEC(this))
2192 // FIXME occasionally for some reason MOTD never goes away
2193 // delay MOTD removal a little bit in the hope it fixes this bug
2194 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2195 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2196 else //if (CS(this).motd_actived_time < -2)
2197 CS(this).motd_actived_time++;
2202 bool joinAllowed(entity this)
2204 if (CS(this).version_mismatch) return false;
2205 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2206 if (!nJoinAllowed(this, this)) return false;
2207 if (teamplay && lockteams) return false;
2208 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2209 if (ShowTeamSelection(this)) return false;
2213 .string shootfromfixedorigin;
2214 .bool dualwielding_prev;
2215 bool PlayerThink(entity this)
2217 if (game_stopped || intermission_running) {
2218 this.modelflags &= ~MF_ROCKET;
2219 if(intermission_running)
2220 IntermissionThink(this);
2224 if (timeout_status == TIMEOUT_ACTIVE) {
2225 // don't allow the player to turn around while game is paused
2226 // FIXME turn this into CSQC stuff
2227 this.v_angle = this.lastV_angle;
2228 this.angles = this.lastV_angle;
2229 this.fixangle = true;
2232 if (frametime) player_powerups(this);
2234 if (IS_DEAD(this)) {
2235 if (this.personal && g_race_qualifying) {
2236 if (time > this.respawn_time) {
2237 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2239 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2242 if (frametime) player_anim(this);
2244 if (this.respawn_flags & RESPAWN_DENY)
2246 STAT(RESPAWN_TIME, this) = 0;
2250 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));
2252 switch(this.deadflag)
2256 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2257 this.deadflag = DEAD_RESPAWNING;
2258 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2259 this.deadflag = DEAD_DEAD;
2265 this.deadflag = DEAD_RESPAWNABLE;
2266 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2267 this.deadflag = DEAD_RESPAWNING;
2270 case DEAD_RESPAWNABLE:
2272 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2273 this.deadflag = DEAD_RESPAWNING;
2276 case DEAD_RESPAWNING:
2278 if (time > this.respawn_time)
2280 this.respawn_time = time + 1; // only retry once a second
2281 this.respawn_time_max = this.respawn_time;
2288 ShowRespawnCountdown(this);
2290 if (this.respawn_flags & RESPAWN_SILENT)
2291 STAT(RESPAWN_TIME, this) = 0;
2292 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2294 if (time < this.respawn_time)
2295 STAT(RESPAWN_TIME, this) = this.respawn_time;
2296 else if (this.deadflag != DEAD_RESPAWNING)
2297 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2300 STAT(RESPAWN_TIME, this) = this.respawn_time;
2303 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2304 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2305 STAT(RESPAWN_TIME, this) *= -1;
2310 FixPlayermodel(this);
2312 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2313 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2314 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2317 // reset gun alignment when dual wielding status changes
2318 // to ensure guns are always aligned right and left
2319 bool dualwielding = W_DualWielding(this);
2320 if(this.dualwielding_prev != dualwielding)
2322 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2323 this.dualwielding_prev = dualwielding;
2326 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2329 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2331 .entity weaponentity = weaponentities[slot];
2332 if(WEP_CVAR(vortex, charge_always))
2333 W_Vortex_Charge(this, weaponentity, frametime);
2334 W_WeaponFrame(this, weaponentity);
2340 // WEAPONTODO: Add a weapon request for this
2341 // rot vortex charge to the charge limit
2342 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2344 .entity weaponentity = weaponentities[slot];
2345 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2346 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2351 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2354 monsters_setstatus(this);
2359 .bool would_spectate;
2360 void ObserverOrSpectatorThink(entity this)
2362 bool is_spec = IS_SPEC(this);
2363 if ( CS(this).impulse )
2365 int r = MinigameImpulse(this, CS(this).impulse);
2367 CS(this).impulse = 0;
2369 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2371 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2372 CS(this).impulse = 0;
2377 if (this.flags & FL_JUMPRELEASED) {
2378 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2379 this.flags &= ~FL_JUMPRELEASED;
2380 this.flags |= FL_SPAWNING;
2381 } 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)))
2382 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2383 this.flags &= ~FL_JUMPRELEASED;
2384 if(SpectateNext(this)) {
2385 TRANSMUTE(Spectator, this);
2386 } else if (is_spec) {
2387 TRANSMUTE(Observer, this);
2388 PutClientInServer(this);
2391 CS(this).impulse = 0;
2392 } else if (is_spec) {
2393 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2394 this.flags &= ~FL_JUMPRELEASED;
2395 if(SpectatePrev(this)) {
2396 TRANSMUTE(Spectator, this);
2398 TRANSMUTE(Observer, this);
2399 PutClientInServer(this);
2401 CS(this).impulse = 0;
2402 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2403 this.would_spectate = false;
2404 this.flags &= ~FL_JUMPRELEASED;
2405 TRANSMUTE(Observer, this);
2406 PutClientInServer(this);
2407 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2408 PutObserverInServer(this);
2409 this.would_spectate = true;
2413 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2414 set_movetype(this, preferred_movetype);
2417 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2418 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2419 this.flags |= FL_JUMPRELEASED;
2420 if(this.flags & FL_SPAWNING)
2422 this.flags &= ~FL_SPAWNING;
2423 if(joinAllowed(this))
2425 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2426 CS(this).autojoin_checked = -1;
2430 if(is_spec && !SpectateUpdate(this))
2431 PutObserverInServer(this);
2434 this.flags |= FL_CLIENT | FL_NOTARGET;
2437 void PlayerUseKey(entity this)
2439 if (!IS_PLAYER(this))
2446 vehicles_exit(this.vehicle, VHEF_NORMAL);
2450 else if(autocvar_g_vehicles_enter)
2452 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2454 entity head, closest_target = NULL;
2455 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2457 while(head) // find the closest acceptable target to enter
2459 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2460 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2464 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2465 { closest_target = head; }
2467 else { closest_target = head; }
2473 if(closest_target) { vehicles_enter(this, closest_target); return; }
2477 // a use key was pressed; call handlers
2478 MUTATOR_CALLHOOK(PlayerUseKey, this);
2486 Called every frame for each client before the physics are run
2489 .float last_vehiclecheck;
2490 void PlayerPreThink (entity this)
2492 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2493 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2495 WarpZone_PlayerPhysics_FixVAngle(this);
2498 // physics frames: update anticheat stuff
2499 anticheat_prethink(this);
2502 if (blockSpectators && frametime) {
2503 // WORKAROUND: only use dropclient in server frames (frametime set).
2504 // Never use it in cl_movement frames (frametime zero).
2505 checkSpectatorBlock(this);
2508 zoomstate_set = false;
2510 // Check for nameless players
2511 if (this.netname == "" || this.netname != CS(this).netname_previous)
2513 bool assume_unchanged = (CS(this).netname_previous == "");
2514 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2516 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2517 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2518 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2519 assume_unchanged = false;
2520 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2522 if (isInvisibleString(this.netname))
2524 this.netname = strzone(sprintf("Player#%d", this.playerid));
2525 sprint(this, "Warning: invisible names are not allowed.\n");
2526 assume_unchanged = false;
2527 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2529 if (!assume_unchanged && autocvar_sv_eventlog)
2530 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2531 strcpy(CS(this).netname_previous, this.netname);
2535 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2536 CS(this).version_nagtime = 0;
2537 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2539 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2541 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2543 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2544 if (r < 0) { // old client
2545 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2546 } else if (r > 0) { // old server
2547 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2553 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2555 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2556 this.max_armorvalue = 0;
2559 if (frametime && IS_PLAYER(this))
2561 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2563 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2564 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2566 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2568 if (STAT(REVIVE_PROGRESS, this) >= 1)
2569 Unfreeze(this, false);
2571 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2573 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2574 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2576 if (GetResource(this, RES_HEALTH) < 1)
2579 vehicles_exit(this.vehicle, VHEF_RELEASE);
2580 if(this.event_damage)
2581 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2583 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2584 Unfreeze(this, false);
2588 MUTATOR_CALLHOOK(PlayerPreThink, this);
2590 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2591 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2593 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2597 if(!it.team || SAME_TEAM(this, it))
2598 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2599 else if(autocvar_g_vehicles_steal)
2600 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2602 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2604 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2608 this.last_vehiclecheck = time + 1;
2611 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2613 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2615 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2618 if (IS_REAL_CLIENT(this))
2619 PrintWelcomeMessage(this);
2621 if (IS_PLAYER(this)) {
2622 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2623 error("Client can't be spawned as player on connection!");
2624 if(!PlayerThink(this))
2627 else if (game_stopped || intermission_running) {
2628 if(intermission_running)
2629 IntermissionThink(this);
2632 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2634 bool early_join_requested = (CS(this).autojoin_checked < 0);
2635 CS(this).autojoin_checked = 1;
2636 // don't do this in ClientConnect
2637 // many things can go wrong if a client is spawned as player on connection
2638 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2639 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2640 && (!teamplay || autocvar_g_balance_teams)))
2642 campaign_bots_may_start = true;
2643 if(joinAllowed(this))
2648 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2649 ObserverOrSpectatorThink(this);
2652 // WEAPONTODO: Add weapon request for this
2653 if (!zoomstate_set) {
2654 bool wep_zoomed = false;
2655 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2657 .entity weaponentity = weaponentities[slot];
2658 Weapon thiswep = this.(weaponentity).m_weapon;
2659 if(thiswep != WEP_Null && thiswep.wr_zoom)
2660 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2662 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2665 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2667 CS(this).teamkill_soundtime = 0;
2669 entity e = CS(this).teamkill_soundsource;
2670 entity oldpusher = e.pusher;
2672 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2673 e.pusher = oldpusher;
2676 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2677 CS(this).taunt_soundtime = 0;
2678 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2681 target_voicescript_next(this);
2683 // WEAPONTODO: Move into weaponsystem somehow
2684 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2685 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2687 .entity weaponentity = weaponentities[slot];
2688 if(this.(weaponentity).m_weapon == WEP_Null)
2689 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2693 void DrownPlayer(entity this)
2695 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2696 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2698 this.air_finished = 0;
2702 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2704 if(this.air_finished && this.air_finished < time)
2705 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2706 this.air_finished = 0;
2710 if (!this.air_finished)
2711 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2712 if (this.air_finished < time)
2714 if (this.pain_finished < time)
2716 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');
2717 this.pain_finished = time + 0.5;
2723 .bool move_qcphysics;
2725 void Player_Physics(entity this)
2727 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2729 if(!this.move_qcphysics)
2732 if(!frametime && !CS(this).pm_frametime)
2735 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2737 CS(this).pm_frametime = 0;
2744 Called every frame for each client after the physics are run
2747 void PlayerPostThink (entity this)
2749 Player_Physics(this);
2752 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2753 if (IS_REAL_CLIENT(this))
2754 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2756 int totalClients = 0;
2757 if(sv_maxidle_slots > 0)
2759 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2765 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2766 { /* do nothing */ }
2767 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2769 if (CS(this).idlekick_lasttimeleft)
2771 CS(this).idlekick_lasttimeleft = 0;
2772 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2777 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2778 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2779 if (!CS(this).idlekick_lasttimeleft)
2780 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2782 if (timeleft <= 0) {
2783 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2787 else if (timeleft <= 10) {
2788 if (timeleft != CS(this).idlekick_lasttimeleft) {
2789 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2791 CS(this).idlekick_lasttimeleft = timeleft;
2800 this.solid = SOLID_NOT;
2801 this.takedamage = DAMAGE_NO;
2802 set_movetype(this, MOVETYPE_NONE);
2803 CS(this).teamkill_complain = 0;
2804 CS(this).teamkill_soundtime = 0;
2805 CS(this).teamkill_soundsource = NULL;
2808 if (IS_PLAYER(this)) {
2809 if(this.death_time == time && IS_DEAD(this))
2811 // player's bbox gets resized now, instead of in the damage event that killed the player,
2812 // once all the damage events of this frame have been processed with normal size
2814 setsize(this, this.mins, this.maxs);
2817 UpdateChatBubble(this);
2818 if (CS(this).impulse) ImpulseCommands(this);
2821 CSQCMODEL_AUTOUPDATE(this);
2824 GetPressedKeys(this);
2826 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2828 CS(this).pressedkeys = 0;
2829 STAT(PRESSED_KEYS, this) = 0;
2832 if (this.waypointsprite_attachedforcarrier) {
2833 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2834 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2837 CSQCMODEL_AUTOUPDATE(this);
2841 * message "": do not say, just test flood control
2847 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2849 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2850 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2853 msgin = formatmessage(source, msgin);
2856 if (!(IS_PLAYER(source) || source.caplayer))
2857 colorstr = "^0"; // black for spectators
2859 colorstr = Team_ColorCode(source.team);
2872 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2875 * using bprint solves this... me stupid
2876 // how can we prevent the message from appearing in a listen server?
2877 // for now, just give "say" back and only handle say_team
2880 clientcommand(source, strcat("say ", msgin));
2885 string namestr = "";
2887 namestr = playername(source, autocvar_g_chat_teamcolors);
2889 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2891 string msgstr = "", cmsgstr = "";
2892 string privatemsgprefix = string_null;
2893 int privatemsgprefixlen = 0;
2896 bool found_me = false;
2897 if(strstrofs(msgin, "/me", 0) >= 0)
2899 string newmsgin = "";
2900 string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2901 FOREACH_WORD(msgin, true,
2903 if(strdecolorize(it) == "/me")
2906 newmsgin = cons(newmsgin, newnamestr);
2909 newmsgin = cons(newmsgin, it);
2916 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2917 privatemsgprefixlen = strlen(msgstr);
2918 msgstr = strcat(msgstr, msgin);
2919 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2920 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2926 //msgin = strreplace("/me", "", msgin);
2927 //msgin = substring(msgin, 3, strlen(msgin));
2928 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2929 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2932 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2933 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2939 //msgin = strreplace("/me", "", msgin);
2940 //msgin = substring(msgin, 3, strlen(msgin));
2941 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2942 msgstr = strcat("\{1}^4* ^7", msgin);
2946 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2947 msgstr = strcat(msgstr, msgin);
2951 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2954 string fullmsgstr = msgstr;
2955 string fullcmsgstr = cmsgstr;
2959 var .float flood_field = floodcontrol_chat;
2960 if(floodcontrol && source)
2968 flood_spl = autocvar_g_chat_flood_spl_tell;
2969 flood_burst = autocvar_g_chat_flood_burst_tell;
2970 flood_lmax = autocvar_g_chat_flood_lmax_tell;
2971 flood_field = floodcontrol_chattell;
2975 flood_spl = autocvar_g_chat_flood_spl_team;
2976 flood_burst = autocvar_g_chat_flood_burst_team;
2977 flood_lmax = autocvar_g_chat_flood_lmax_team;
2978 flood_field = floodcontrol_chatteam;
2982 flood_spl = autocvar_g_chat_flood_spl;
2983 flood_burst = autocvar_g_chat_flood_burst;
2984 flood_lmax = autocvar_g_chat_flood_lmax;
2985 flood_field = floodcontrol_chat;
2987 flood_burst = max(0, flood_burst - 1);
2988 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2990 // do flood control for the default line size
2993 getWrappedLine_remaining = msgstr;
2996 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
2998 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
3001 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
3003 if(getWrappedLine_remaining != "")
3005 msgstr = strcat(msgstr, "\n");
3009 if (time >= source.(flood_field))
3011 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
3016 msgstr = fullmsgstr;
3021 if (time >= source.(flood_field))
3022 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
3027 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
3028 source.(flood_field) = flood = 0;
3031 string sourcemsgstr, sourcecmsgstr;
3032 if(flood == 2) // cannot happen for empty msgstr
3034 if(autocvar_g_chat_flood_notify_flooder)
3036 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
3041 sourcemsgstr = fullmsgstr;
3042 sourcecmsgstr = fullcmsgstr;
3048 sourcemsgstr = msgstr;
3049 sourcecmsgstr = cmsgstr;
3052 if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
3055 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
3056 teamsay = -1; // spectators
3060 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
3062 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
3064 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
3067 if(source && CS(source).muted)
3069 // always fake the message
3074 if (autocvar_g_chat_flood_notify_flooder)
3076 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
3087 if (privatesay && source && !(IS_PLAYER(source) || source.caplayer))
3090 if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
3091 ret = -1; // just hide the message completely
3094 MUTATOR_CALLHOOK(ChatMessage, source, ret);
3095 ret = M_ARGV(1, int);
3097 string event_log_msg = "";
3099 if(sourcemsgstr != "" && ret != 0)
3101 if(ret < 0) // faked message, because the player is muted
3103 sprint(source, sourcemsgstr);
3104 if(sourcecmsgstr != "" && !privatesay)
3105 centerprint(source, sourcecmsgstr);
3107 else if(privatesay) // private message, between 2 people only
3109 sprint(source, sourcemsgstr);
3110 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
3111 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
3113 sprint(privatesay, msgstr);
3115 centerprint(privatesay, cmsgstr);
3118 else if ( teamsay && CS(source).active_minigame )
3120 sprint(source, sourcemsgstr);
3121 dedicated_print(msgstr); // send to server console too
3122 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3125 event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
3128 else if(teamsay > 0) // team message, only sent to team mates
3130 sprint(source, sourcemsgstr);
3131 dedicated_print(msgstr); // send to server console too
3132 if(sourcecmsgstr != "")
3133 centerprint(source, sourcecmsgstr);
3134 FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3137 centerprint(it, cmsgstr);
3139 event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3141 else if(teamsay < 0) // spectator message, only sent to spectators
3143 sprint(source, sourcemsgstr);
3144 dedicated_print(msgstr); // send to server console too
3145 FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3148 event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3153 sprint(source, sourcemsgstr);
3154 dedicated_print(msgstr); // send to server console too
3155 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3157 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3160 event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3164 if (autocvar_sv_eventlog && (event_log_msg != "")) {
3165 GameLogEcho(event_log_msg);
3171 // hack to copy the button fields from the client entity to the Client State
3172 void PM_UpdateButtons(entity this, entity store)
3175 store.impulse = this.impulse;
3178 bool typing = this.buttonchat || this.button12;
3180 store.button0 = (typing) ? 0 : this.button0;
3182 store.button2 = (typing) ? 0 : this.button2;
3183 store.button3 = (typing) ? 0 : this.button3;
3184 store.button4 = this.button4;
3185 store.button5 = (typing) ? 0 : this.button5;
3186 store.button6 = this.button6;
3187 store.button7 = this.button7;
3188 store.button8 = this.button8;
3189 store.button9 = this.button9;
3190 store.button10 = this.button10;
3191 store.button11 = this.button11;
3192 store.button12 = this.button12;
3193 store.button13 = this.button13;
3194 store.button14 = this.button14;
3195 store.button15 = this.button15;
3196 store.button16 = this.button16;
3197 store.buttonuse = this.buttonuse;
3198 store.buttonchat = this.buttonchat;
3200 store.cursor_active = this.cursor_active;
3201 store.cursor_screen = this.cursor_screen;
3202 store.cursor_trace_start = this.cursor_trace_start;
3203 store.cursor_trace_endpos = this.cursor_trace_endpos;
3204 store.cursor_trace_ent = this.cursor_trace_ent;
3206 store.ping = this.ping;
3207 store.ping_packetloss = this.ping_packetloss;
3208 store.ping_movementloss = this.ping_movementloss;
3210 store.v_angle = this.v_angle;
3211 store.movement = this.movement;
3214 NET_HANDLE(fpsreport, bool)
3216 int fps = ReadShort();
3217 PlayerScore_Set(sender, SP_FPS, fps);