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 "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "resources.qh"
16 #include "g_damage.qh"
17 #include "handicap.qh"
19 #include "command/common.qh"
20 #include "command/vote.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
27 #include "scores_rules.qh"
31 #include "../common/ent_cs.qh"
32 #include "../common/wepent.qh"
33 #include <common/state.qh>
35 #include <common/effects/qc/globalsound.qh>
37 #include "../common/mapobjects/func/conveyor.qh"
38 #include "../common/mapobjects/teleporters.qh"
39 #include "../common/mapobjects/target/spawnpoint.qh"
41 #include "../common/vehicles/all.qh"
43 #include "weapons/hitplot.qh"
44 #include "weapons/weaponsystem.qh"
46 #include "../common/net_notice.qh"
47 #include "../common/net_linked.qh"
48 #include "../common/physics/player.qh"
50 #include <common/vehicles/sv_vehicles.qh>
52 #include "../common/items/_mod.qh"
54 #include "../common/mutators/mutator/waypoints/all.qh"
55 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
56 #include <common/gamemodes/_mod.qh>
58 #include "../common/mapobjects/subs.qh"
59 #include "../common/mapobjects/triggers.qh"
60 #include "../common/mapobjects/trigger/secret.qh"
62 #include "../common/minigames/sv_minigames.qh"
64 #include "../common/items/inventory.qh"
66 #include "../common/monsters/sv_monsters.qh"
68 #include "../lib/warpzone/server.qh"
70 #include <common/mutators/mutator/overkill/oknex.qh>
72 STATIC_METHOD(Client, Add, void(Client this, int _team))
75 TRANSMUTE(Player, this);
78 PutClientInServer(this);
81 STATIC_METHOD(Client, Remove, void(Client this))
83 TRANSMUTE(Observer, this);
84 PutClientInServer(this);
85 ClientDisconnect(this);
88 void send_CSQC_teamnagger() {
89 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
92 int CountSpectators(entity player, entity to)
94 if(!player) { return 0; } // not sure how, but best to be safe
98 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
106 void WriteSpectators(entity player, entity to)
108 if(!player) { return; } // not sure how, but best to be safe
110 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
112 WriteByte(MSG_ENTITY, num_for_edict(it));
116 bool ClientData_Send(entity this, entity to, int sf)
118 assert(to == this.owner, return false);
121 if (IS_SPEC(e)) e = e.enemy;
124 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
125 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
126 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
127 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
129 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
130 WriteByte(MSG_ENTITY, sf);
133 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
137 float specs = CountSpectators(e, to);
138 WriteByte(MSG_ENTITY, specs);
139 WriteSpectators(e, to);
145 void ClientData_Attach(entity this)
147 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
148 CS(this).clientdata.drawonlytoclient = this;
149 CS(this).clientdata.owner = this;
152 void ClientData_Detach(entity this)
154 delete(CS(this).clientdata);
155 CS(this).clientdata = NULL;
158 void ClientData_Touch(entity e)
160 entity cd = CS(e).clientdata;
161 if (cd) { cd.SendFlags = 1; }
163 // make it spectatable
164 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
166 entity cd = CS(it).clientdata;
167 if (cd) { cd.SendFlags = 1; }
176 Checks if the argument string can be a valid playermodel.
177 Returns a valid one in doubt.
180 string FallbackPlayerModel;
181 string CheckPlayerModel(string plyermodel) {
182 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
184 // note: we cannot summon Don Strunzone here, some player may
185 // still have the model string set. In case anyone manages how
186 // to change a cvar default, we'll have a small leak here.
187 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
189 // only in right path
190 if( substring(plyermodel,0,14) != "models/player/")
191 return FallbackPlayerModel;
192 // only good file extensions
193 if(substring(plyermodel,-4,4) != ".zym")
194 if(substring(plyermodel,-4,4) != ".dpm")
195 if(substring(plyermodel,-4,4) != ".iqm")
196 if(substring(plyermodel,-4,4) != ".md3")
197 if(substring(plyermodel,-4,4) != ".psk")
198 return FallbackPlayerModel;
199 // forbid the LOD models
200 if(substring(plyermodel, -9,5) == "_lod1")
201 return FallbackPlayerModel;
202 if(substring(plyermodel, -9,5) == "_lod2")
203 return FallbackPlayerModel;
204 if(plyermodel != strtolower(plyermodel))
205 return FallbackPlayerModel;
206 // also, restrict to server models
207 if(autocvar_sv_servermodelsonly)
209 if(!fexists(plyermodel))
210 return FallbackPlayerModel;
215 void setplayermodel(entity e, string modelname)
217 precache_model(modelname);
218 _setmodel(e, modelname);
219 player_setupanimsformodel(e);
220 if(!autocvar_g_debug_globalsounds)
221 UpdatePlayerSounds(e);
224 /** putting a client as observer in the server */
225 void PutObserverInServer(entity this)
227 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
228 PlayerState_detach(this);
235 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
238 // was a player, recount votes and ready status
239 if(IS_REAL_CLIENT(this))
241 if (vote_called) { VoteCount(false); }
247 entity spot = SelectSpawnPoint(this, true);
248 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
249 this.angles = vec2(spot.angles);
250 this.fixangle = true;
251 // offset it so that the spectator spawns higher off the ground, looks better this way
252 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
253 if (IS_REAL_CLIENT(this))
256 WriteByte(MSG_ONE, SVC_SETVIEW);
257 WriteEntity(MSG_ONE, this);
259 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
260 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
261 if(!autocvar_g_debug_globalsounds)
263 // needed for player sounds
265 FixPlayermodel(this);
267 setmodel(this, MDL_Null);
268 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
269 this.view_ofs = '0 0 0';
272 RemoveGrapplingHooks(this);
273 Portal_ClearAll(this);
275 SetSpectatee(this, NULL);
280 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
284 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
286 WaypointSprite_PlayerDead(this);
288 if (mutator_returnvalue) {
289 // mutator prevents resetting teams+score
291 Player_SetTeamIndex(this, -1);
292 this.frags = FRAGS_SPECTATOR;
293 PlayerScore_Clear(this); // clear scores when needed
296 if (CS(this).killcount != FRAGS_SPECTATOR)
298 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
300 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
301 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
303 if(!CS(this).just_joined)
304 LogTeamchange(this.playerid, -1, TEAM_CHANGE_SPECTATOR);
306 CS(this).just_joined = false;
309 accuracy_resend(this);
311 CS(this).spectatortime = time;
313 IL_REMOVE(g_bot_targets, this);
314 this.bot_attack = false;
315 if(this.monster_attack)
316 IL_REMOVE(g_monster_targets, this);
317 this.monster_attack = false;
318 STAT(HUD, this) = HUD_NORMAL;
319 TRANSMUTE(Observer, this);
320 this.iscreature = false;
321 this.teleportable = TELEPORT_SIMPLE;
322 if(this.damagedbycontents)
323 IL_REMOVE(g_damagedbycontents, this);
324 this.damagedbycontents = false;
325 this.health = FRAGS_SPECTATOR;
326 SetSpectatee_status(this, etof(this));
327 this.takedamage = DAMAGE_NO;
328 this.solid = SOLID_NOT;
329 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
330 this.flags = FL_CLIENT | FL_NOTARGET;
331 this.armorvalue = 666;
333 this.armorvalue = autocvar_g_balance_armor_start;
334 this.pauserotarmor_finished = 0;
335 this.pauserothealth_finished = 0;
336 this.pauseregen_finished = 0;
337 this.damageforcescale = 0;
339 this.respawn_flags = 0;
340 this.respawn_time = 0;
341 STAT(RESPAWN_TIME, this) = 0;
346 this.pain_finished = 0;
347 this.strength_finished = 0;
348 this.invincible_finished = 0;
349 this.superweapons_finished = 0;
350 this.dphitcontentsmask = 0;
353 setthink(this, func_null);
355 this.deadflag = DEAD_NO;
357 STAT(REVIVE_PROGRESS, this) = 0;
358 this.revival_time = 0;
361 STAT(WEAPONS, this) = '0 0 0';
362 this.drawonlytoclient = this;
366 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
368 this.weaponmodel = "";
369 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
371 this.weaponentities[slot] = NULL;
373 this.exteriorweaponentity = NULL;
374 CS(this).killcount = FRAGS_SPECTATOR;
375 this.velocity = '0 0 0';
376 this.avelocity = '0 0 0';
377 this.punchangle = '0 0 0';
378 this.punchvector = '0 0 0';
379 this.oldvelocity = this.velocity;
380 this.fire_endtime = -1;
381 this.event_damage = func_null;
383 for(int slot = 0; slot < MAX_AXH; ++slot)
385 entity axh = this.(AuxiliaryXhair[slot]);
386 this.(AuxiliaryXhair[slot]) = NULL;
388 if(axh.owner == this && axh != NULL && !wasfreed(axh))
393 int player_getspecies(entity this)
395 get_model_parameters(this.model, this.skin);
396 int s = get_model_parameters_species;
397 get_model_parameters(string_null, 0);
398 if (s < 0) return SPECIES_HUMAN;
402 .float model_randomizer;
403 void FixPlayermodel(entity player)
405 string defaultmodel = "";
407 if(autocvar_sv_defaultcharacter)
413 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
414 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
415 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
416 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
420 if(defaultmodel == "")
422 defaultmodel = autocvar_sv_defaultplayermodel;
423 defaultskin = autocvar_sv_defaultplayerskin;
426 int n = tokenize_console(defaultmodel);
429 defaultmodel = argv(floor(n * CS(player).model_randomizer));
430 // However, do NOT randomize if the player-selected model is in the list.
431 for (int i = 0; i < n; ++i)
432 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
433 defaultmodel = argv(i);
436 int i = strstrofs(defaultmodel, ":", 0);
439 defaultskin = stof(substring(defaultmodel, i+1, -1));
440 defaultmodel = substring(defaultmodel, 0, i);
443 if(autocvar_sv_defaultcharacterskin && !defaultskin)
449 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
450 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
451 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
452 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
457 defaultskin = autocvar_sv_defaultplayerskin;
460 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
461 defaultmodel = M_ARGV(0, string);
462 defaultskin = M_ARGV(1, int);
466 if(defaultmodel != "")
468 if (defaultmodel != player.model)
470 vector m1 = player.mins;
471 vector m2 = player.maxs;
472 setplayermodel (player, defaultmodel);
473 setsize (player, m1, m2);
477 oldskin = player.skin;
478 player.skin = defaultskin;
480 if (player.playermodel != player.model || player.playermodel == "")
482 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
483 vector m1 = player.mins;
484 vector m2 = player.maxs;
485 setplayermodel (player, player.playermodel);
486 setsize (player, m1, m2);
490 if(!autocvar_sv_defaultcharacterskin)
492 oldskin = player.skin;
493 player.skin = stof(player.playerskin);
497 oldskin = player.skin;
498 player.skin = defaultskin;
502 if(chmdl || oldskin != player.skin) // model or skin has changed
504 player.species = player_getspecies(player); // update species
505 if(!autocvar_g_debug_globalsounds)
506 UpdatePlayerSounds(player); // update skin sounds
510 if(strlen(autocvar_sv_defaultplayercolors))
511 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
512 setcolor(player, stof(autocvar_sv_defaultplayercolors));
515 void PutPlayerInServer(entity this)
517 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
519 PlayerState_attach(this);
520 accuracy_resend(this);
523 TeamBalance_JoinBestTeam(this, true);
525 entity spot = SelectSpawnPoint(this, false);
527 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
528 return; // spawn failed
531 TRANSMUTE(Player, this);
533 CS(this).wasplayer = true;
534 this.iscreature = true;
535 this.teleportable = TELEPORT_NORMAL;
536 if(!this.damagedbycontents)
537 IL_PUSH(g_damagedbycontents, this);
538 this.damagedbycontents = true;
539 set_movetype(this, MOVETYPE_WALK);
540 this.solid = SOLID_SLIDEBOX;
541 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
542 if (autocvar_g_playerclip_collisions)
543 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
544 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
545 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
546 this.frags = FRAGS_PLAYER;
547 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
548 this.flags = FL_CLIENT | FL_PICKUPITEMS;
549 if (autocvar__notarget)
550 this.flags |= FL_NOTARGET;
551 this.takedamage = DAMAGE_AIM;
552 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
555 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
556 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
557 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
558 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
559 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
560 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
561 this.health = warmup_start_health;
562 this.armorvalue = warmup_start_armorvalue;
563 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
565 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
566 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
567 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
568 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
569 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
570 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
571 this.health = start_health;
572 this.armorvalue = start_armorvalue;
573 STAT(WEAPONS, this) = start_weapons;
574 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
576 GiveRandomWeapons(this, random_start_weapons_count,
577 autocvar_g_random_start_weapons, random_start_ammo);
580 SetSpectatee_status(this, 0);
582 PS(this).dual_weapons = '0 0 0';
584 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
586 this.items = start_items;
588 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
589 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
590 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
591 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
592 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
593 if (!sv_ready_restart_after_countdown && time < game_starttime)
595 float f = game_starttime - time;
596 this.spawnshieldtime += f;
597 this.pauserotarmor_finished += f;
598 this.pauserothealth_finished += f;
599 this.pauseregen_finished += f;
602 this.damageforcescale = 2;
604 this.respawn_flags = 0;
605 this.respawn_time = 0;
606 STAT(RESPAWN_TIME, this) = 0;
607 this.scale = autocvar_sv_player_scale;
610 this.pain_finished = 0;
612 setthink(this, func_null); // players have no think function
615 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
617 this.deadflag = DEAD_NO;
619 this.angles = spot.angles;
620 this.angles_z = 0; // never spawn tilted even if the spot says to
621 if (IS_BOT_CLIENT(this))
622 this.v_angle = this.angles;
623 this.fixangle = true; // turn this way immediately
624 this.oldvelocity = this.velocity = '0 0 0';
625 this.avelocity = '0 0 0';
626 this.punchangle = '0 0 0';
627 this.punchvector = '0 0 0';
629 this.strength_finished = 0;
630 this.invincible_finished = 0;
631 this.fire_endtime = -1;
632 STAT(REVIVE_PROGRESS, this) = 0;
633 this.revival_time = 0;
635 this.air_finished = time + 12;
636 this.waterlevel = WATERLEVEL_NONE;
637 this.watertype = CONTENT_EMPTY;
639 entity spawnevent = new_pure(spawnevent);
640 spawnevent.owner = this;
641 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
643 // Cut off any still running player sounds.
644 stopsound(this, CH_PLAYER_SINGLE);
647 FixPlayermodel(this);
648 this.drawonlytoclient = NULL;
652 for(int slot = 0; slot < MAX_AXH; ++slot)
654 entity axh = this.(AuxiliaryXhair[slot]);
655 this.(AuxiliaryXhair[slot]) = NULL;
657 if(axh.owner == this && axh != NULL && !wasfreed(axh))
661 this.spawnpoint_targ = NULL;
664 this.view_ofs = STAT(PL_VIEW_OFS, this);
665 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
666 this.spawnorigin = spot.origin;
667 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
668 // don't reset back to last position, even if new position is stuck in solid
669 this.oldorigin = this.origin;
671 IL_REMOVE(g_conveyed, this);
672 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
673 STAT(HUD, this) = HUD_NORMAL;
675 this.event_damage = PlayerDamage;
678 IL_PUSH(g_bot_targets, this);
679 this.bot_attack = true;
680 if(!this.monster_attack)
681 IL_PUSH(g_monster_targets, this);
682 this.monster_attack = true;
683 navigation_dynamicgoal_init(this, false);
685 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
687 // player was spectator
688 if (CS(this).killcount == FRAGS_SPECTATOR) {
689 PlayerScore_Clear(this);
690 CS(this).killcount = 0;
691 CS(this).startplaytime = time;
694 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
696 .entity weaponentity = weaponentities[slot];
697 entity oldwep = this.(weaponentity);
698 CL_SpawnWeaponentity(this, weaponentity);
699 if(oldwep && oldwep.owner == this)
700 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
702 this.alpha = default_player_alpha;
703 this.colormod = '1 1 1' * autocvar_g_player_brightness;
704 this.exteriorweaponentity.alpha = default_weapon_alpha;
706 this.speedrunning = false;
708 target_voicescript_clear(this);
710 // reset fields the weapons may use
711 FOREACH(Weapons, true, {
712 it.wr_resetplayer(it, this);
713 // reload all reloadable weapons
714 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
715 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
717 .entity weaponentity = weaponentities[slot];
718 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
724 string s = spot.target;
725 spot.target = string_null;
726 SUB_UseTargets(spot, this, NULL);
732 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
734 if (autocvar_spawn_debug)
736 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
737 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
740 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
742 .entity weaponentity = weaponentities[slot];
743 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
744 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
746 this.(weaponentity).m_switchweapon = WEP_Null;
747 this.(weaponentity).m_weapon = WEP_Null;
748 this.(weaponentity).weaponname = "";
749 this.(weaponentity).m_switchingweapon = WEP_Null;
750 this.(weaponentity).cnt = -1;
753 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
755 if (!warmup_stage && !this.alivetime)
756 this.alivetime = time;
758 antilag_clear(this, CS(this));
761 /** Called when a client spawns in the server */
762 void PutClientInServer(entity this)
764 if (IS_BOT_CLIENT(this)) {
765 TRANSMUTE(Player, this);
766 } else if (IS_REAL_CLIENT(this)) {
768 WriteByte(MSG_ONE, SVC_SETVIEW);
769 WriteEntity(MSG_ONE, this);
772 TRANSMUTE(Observer, this);
774 SetSpectatee(this, NULL);
778 PS(this).itemkeys = 0;
780 MUTATOR_CALLHOOK(PutClientInServer, this);
782 if (IS_OBSERVER(this)) {
783 PutObserverInServer(this);
784 } else if (IS_PLAYER(this)) {
785 PutPlayerInServer(this);
789 // TODO do we need all these fields, or should we stop autodetecting runtime
790 // changes and just have a console command to update this?
791 bool ClientInit_SendEntity(entity this, entity to, int sf)
793 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
796 // MSG_INIT replacement
797 // TODO: make easier to use
799 W_PROP_reload(MSG_ONE, to);
800 ClientInit_misc(this);
801 MUTATOR_CALLHOOK(Ent_Init);
803 void ClientInit_misc(entity this)
805 int channel = MSG_ONE;
806 WriteHeader(channel, ENT_CLIENT_INIT);
807 WriteByte(channel, g_nexball_meter_period * 32);
808 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
809 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
810 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
811 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
812 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
813 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
814 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
815 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
817 if(sv_foginterval && world.fog != "")
818 WriteString(channel, world.fog);
820 WriteString(channel, "");
821 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
822 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
823 WriteByte(channel, serverflags);
824 WriteCoord(channel, autocvar_g_trueaim_minrange);
827 void ClientInit_CheckUpdate(entity this)
829 this.nextthink = time;
830 if(this.count != autocvar_g_balance_armor_blockpercent)
832 this.count = autocvar_g_balance_armor_blockpercent;
835 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
837 this.cnt = autocvar_g_balance_damagepush_speedfactor;
842 void ClientInit_Spawn()
844 entity e = new_pure(clientinit);
845 setthink(e, ClientInit_CheckUpdate);
846 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
848 ClientInit_CheckUpdate(e);
858 // initialize parms for a new player
859 parm1 = -(86400 * 366);
861 MUTATOR_CALLHOOK(SetNewParms);
869 void SetChangeParms (entity this)
871 // save parms for level change
872 parm1 = CS(this).parm_idlesince - time;
874 MUTATOR_CALLHOOK(SetChangeParms);
882 void DecodeLevelParms(entity this)
885 CS(this).parm_idlesince = parm1;
886 if (CS(this).parm_idlesince == -(86400 * 366))
887 CS(this).parm_idlesince = time;
889 // whatever happens, allow 60 seconds of idling directly after connect for map loading
890 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
892 MUTATOR_CALLHOOK(DecodeLevelParms);
899 Called when a client types 'kill' in the console
903 .float clientkill_nexttime;
904 void ClientKill_Now_TeamChange(entity this)
906 if(this.killindicator_teamchange == -1)
908 TeamBalance_JoinBestTeam(this, true);
910 else if(this.killindicator_teamchange == -2)
913 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
914 PutObserverInServer(this);
917 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
918 this.killindicator_teamchange = 0;
921 void ClientKill_Now(entity this)
925 vehicles_exit(this.vehicle, VHEF_RELEASE);
926 if(!this.killindicator_teamchange)
928 this.vehicle_health = -1;
929 Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
933 if(this.killindicator && !wasfreed(this.killindicator))
934 delete(this.killindicator);
936 this.killindicator = NULL;
938 if(this.killindicator_teamchange)
939 ClientKill_Now_TeamChange(this);
941 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
943 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
946 // now I am sure the player IS dead
948 void KillIndicator_Think(entity this)
952 this.owner.killindicator = NULL;
957 if (this.owner.alpha < 0 && !this.owner.vehicle)
959 this.owner.killindicator = NULL;
966 ClientKill_Now(this.owner);
969 else if(this.health == 1) // health == 1 means that it's silent
971 this.nextthink = time + 1;
977 setmodel(this, MDL_NUM(this.cnt));
978 if(IS_REAL_CLIENT(this.owner))
981 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
983 this.nextthink = time + 1;
988 float clientkilltime;
989 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
997 killtime = autocvar_g_balance_kill_delay;
999 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
1001 killtime = M_ARGV(1, float);
1003 this.killindicator_teamchange = targetteam;
1005 if(!this.killindicator)
1009 killtime = max(killtime, this.clientkill_nexttime - time);
1010 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1013 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1015 ClientKill_Now(this);
1019 starttime = max(time, clientkilltime);
1021 this.killindicator = spawn();
1022 this.killindicator.owner = this;
1023 this.killindicator.scale = 0.5;
1024 setattachment(this.killindicator, this, "");
1025 setorigin(this.killindicator, '0 0 52');
1026 setthink(this.killindicator, KillIndicator_Think);
1027 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1028 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1029 this.killindicator.cnt = ceil(killtime);
1030 this.killindicator.count = bound(0, ceil(killtime), 10);
1031 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1033 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1035 it.killindicator = spawn();
1036 it.killindicator.owner = it;
1037 it.killindicator.scale = 0.5;
1038 setattachment(it.killindicator, it, "");
1039 setorigin(it.killindicator, '0 0 52');
1040 setthink(it.killindicator, KillIndicator_Think);
1041 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1042 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1043 it.killindicator.cnt = ceil(killtime);
1048 if(this.killindicator)
1050 if(targetteam == 0) // just die
1052 this.killindicator.colormod = '0 0 0';
1053 if(IS_REAL_CLIENT(this))
1054 if(this.killindicator.cnt > 0)
1055 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1057 else if(targetteam == -1) // auto
1059 this.killindicator.colormod = '0 1 0';
1060 if(IS_REAL_CLIENT(this))
1061 if(this.killindicator.cnt > 0)
1062 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1064 else if(targetteam == -2) // spectate
1066 this.killindicator.colormod = '0.5 0.5 0.5';
1067 if(IS_REAL_CLIENT(this))
1068 if(this.killindicator.cnt > 0)
1069 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1073 this.killindicator.colormod = Team_ColorRGB(targetteam);
1074 if(IS_REAL_CLIENT(this))
1075 if(this.killindicator.cnt > 0)
1076 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1082 void ClientKill (entity this)
1084 if(game_stopped) return;
1085 if(this.player_blocked) return;
1086 if(STAT(FROZEN, this)) return;
1088 ClientKill_TeamChange(this, 0);
1091 void FixClientCvars(entity e)
1093 // send prediction settings to the client
1094 stuffcmd(e, "\nin_bindmap 0 0\n");
1095 if(autocvar_g_antilag == 3) // client side hitscan
1096 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1097 if(autocvar_sv_gentle)
1098 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1100 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1101 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1103 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1105 MUTATOR_CALLHOOK(FixClientCvars, e);
1108 bool findinlist_abbrev(string tofind, string list)
1110 if(list == "" || tofind == "")
1111 return false; // empty list or search, just return
1113 // this function allows abbreviated strings!
1114 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1122 bool PlayerInIPList(entity p, string iplist)
1124 // some safety checks (never allow local?)
1125 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1128 return findinlist_abbrev(p.netaddress, iplist);
1131 bool PlayerInIDList(entity p, string idlist)
1133 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1137 return findinlist_abbrev(p.crypto_idfp, idlist);
1140 bool PlayerInList(entity player, string list)
1142 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1145 #ifdef DP_EXT_PRECONNECT
1150 Called once (not at each match start) when a client begins a connection to the server
1153 void ClientPreConnect(entity this)
1155 if(autocvar_sv_eventlog)
1157 GameLogEcho(sprintf(":connect:%d:%d:%s",
1160 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1166 string GetClientVersionMessage(entity this)
1168 if (CS(this).version_mismatch) {
1169 if(CS(this).version < autocvar_gameversion) {
1170 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1171 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1173 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1174 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1177 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1181 string getwelcomemessage(entity this)
1183 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1184 string modifications = M_ARGV(0, string);
1188 if(g_weaponarena_random)
1189 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1191 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1193 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1194 modifications = strcat(modifications, ", No start weapons");
1195 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1196 modifications = strcat(modifications, ", Low gravity");
1197 if(g_weapon_stay && !g_cts)
1198 modifications = strcat(modifications, ", Weapons stay");
1200 modifications = strcat(modifications, ", Jet pack");
1201 if(autocvar_g_powerups == 0)
1202 modifications = strcat(modifications, ", No powerups");
1203 if(autocvar_g_powerups > 0)
1204 modifications = strcat(modifications, ", Powerups");
1205 modifications = substring(modifications, 2, strlen(modifications) - 2);
1207 string versionmessage = GetClientVersionMessage(this);
1208 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1210 if(modifications != "")
1211 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1213 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1215 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1216 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1219 if (cache_mutatormsg != "") {
1220 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1223 string mutator_msg = "";
1224 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1225 mutator_msg = M_ARGV(0, string);
1227 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1229 string motd = autocvar_sv_motd;
1231 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1240 Called when a client connects to the server
1243 void ClientConnect(entity this)
1245 if (Ban_MaybeEnforceBanOnce(this)) return;
1246 assert(!IS_CLIENT(this), return);
1247 this.flags |= FL_CLIENT;
1248 assert(player_count >= 0, player_count = 0);
1251 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1253 TRANSMUTE(Client, this);
1254 CS(this).version_nagtime = time + 10 + random() * 10;
1256 // identify the right forced team
1257 if (autocvar_g_campaign)
1259 if (IS_REAL_CLIENT(this)) // only players, not bots
1261 switch (autocvar_g_campaign_forceteam)
1263 case 1: this.team_forced = NUM_TEAM_1; break;
1264 case 2: this.team_forced = NUM_TEAM_2; break;
1265 case 3: this.team_forced = NUM_TEAM_3; break;
1266 case 4: this.team_forced = NUM_TEAM_4; break;
1267 default: this.team_forced = 0;
1271 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1272 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1273 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1274 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1275 else switch (autocvar_g_forced_team_otherwise)
1277 default: this.team_forced = 0; break;
1278 case "red": this.team_forced = NUM_TEAM_1; break;
1279 case "blue": this.team_forced = NUM_TEAM_2; break;
1280 case "yellow": this.team_forced = NUM_TEAM_3; break;
1281 case "pink": this.team_forced = NUM_TEAM_4; break;
1284 this.team_forced = -1;
1287 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1289 int playerid_save = this.playerid;
1290 this.playerid = 0; // silent
1291 TeamBalance_JoinBestTeam(this, false); // if the team number is valid, keep it
1292 this.playerid = playerid_save;
1294 TRANSMUTE(Observer, this);
1296 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1298 // always track bots, don't ask for cl_allow_uidtracking
1299 if (IS_BOT_CLIENT(this))
1300 PlayerStats_GameReport_AddPlayer(this);
1302 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1304 if (autocvar_sv_eventlog)
1305 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1307 LogTeamchange(this.playerid, this.team, TEAM_CHANGE_CONNECT);
1309 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1311 if(teamplay && IS_PLAYER(this))
1312 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1314 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1316 stuffcmd(this, clientstuff, "\n");
1317 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1319 FixClientCvars(this);
1321 // get version info from player
1322 stuffcmd(this, "cmd clientversion $gameversion\n");
1324 // notify about available teams
1327 entity balance = TeamBalance_CheckAllowedTeams(this);
1328 int t = TeamBalance_GetAllowedTeams(balance);
1329 TeamBalance_Destroy(balance);
1330 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1334 stuffcmd(this, "set _teams_available 0\n");
1337 bot_relinkplayerlist();
1339 CS(this).spectatortime = time;
1340 if (blockSpectators)
1342 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1345 CS(this).jointime = time;
1347 if (IS_REAL_CLIENT(this))
1349 if (g_weaponarena_weapons == WEPSET(TUBA))
1350 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1353 if (!sv_foginterval && world.fog != "")
1354 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1356 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1357 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1358 send_CSQC_teamnagger();
1360 CSQCMODEL_AUTOINIT(this);
1362 CS(this).model_randomizer = random();
1364 if (IS_REAL_CLIENT(this))
1365 sv_notice_join(this);
1367 // update physics stats (players can spawn before physics runs)
1368 Physics_UpdateStats(this);
1370 IL_EACH(g_initforplayer, it.init_for_player, {
1371 it.init_for_player(it, this);
1374 Handicap_Initialize(this);
1376 MUTATOR_CALLHOOK(ClientConnect, this);
1378 if (IS_REAL_CLIENT(this))
1380 if (!autocvar_g_campaign && !IS_PLAYER(this))
1382 CS(this).motd_actived_time = -1;
1383 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1391 Called when a client disconnects from the server
1394 .entity chatbubbleentity;
1395 void ClientDisconnect(entity this)
1397 assert(IS_CLIENT(this), return);
1399 PlayerStats_GameReport_FinalizePlayer(this);
1400 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1401 if (CS(this).active_minigame) part_minigame(this);
1402 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1404 if (autocvar_sv_eventlog)
1405 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1407 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1410 SetSpectatee(this, NULL);
1412 MUTATOR_CALLHOOK(ClientDisconnect, this);
1414 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1415 strfree(CS(this).weaponorder_byimpulse);
1416 ClientState_detach(this);
1418 Portal_ClearAll(this);
1422 RemoveGrapplingHooks(this);
1424 // Here, everything has been done that requires this player to be a client.
1426 this.flags &= ~FL_CLIENT;
1428 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1429 if (this.killindicator) delete(this.killindicator);
1431 WaypointSprite_PlayerGone(this);
1433 bot_relinkplayerlist();
1435 strfree(this.clientstatus);
1436 if (this.personal) delete(this.personal);
1440 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1445 void ChatBubbleThink(entity this)
1447 this.nextthink = time;
1448 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1450 if(this.owner) // but why can that ever be NULL?
1451 this.owner.chatbubbleentity = NULL;
1458 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1460 if ( CS(this.owner).active_minigame )
1461 this.mdl = "models/sprites/minigame_busy.iqm";
1462 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1463 this.mdl = "models/misc/chatbubble.spr";
1466 if ( this.model != this.mdl )
1467 _setmodel(this, this.mdl);
1471 void UpdateChatBubble(entity this)
1475 // spawn a chatbubble entity if needed
1476 if (!this.chatbubbleentity)
1478 this.chatbubbleentity = new(chatbubbleentity);
1479 this.chatbubbleentity.owner = this;
1480 this.chatbubbleentity.exteriormodeltoclient = this;
1481 setthink(this.chatbubbleentity, ChatBubbleThink);
1482 this.chatbubbleentity.nextthink = time;
1483 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1484 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1485 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1486 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1487 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1488 //this.chatbubbleentity.model = "";
1489 this.chatbubbleentity.effects = EF_LOWPRECISION;
1494 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1495 // added to the model skins
1496 /*void UpdateColorModHack()
1499 c = this.clientcolors & 15;
1500 // LordHavoc: only bothering to support white, green, red, yellow, blue
1501 if (!teamplay) this.colormod = '0 0 0';
1502 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1503 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1504 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1505 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1506 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1507 else this.colormod = '1 1 1';
1510 void respawn(entity this)
1512 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1514 this.solid = SOLID_NOT;
1515 this.takedamage = DAMAGE_NO;
1516 set_movetype(this, MOVETYPE_FLY);
1517 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1518 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1519 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1520 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1521 if(autocvar_g_respawn_ghosts_maxtime)
1522 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1527 this.effects |= EF_NODRAW; // prevent another CopyBody
1528 PutClientInServer(this);
1531 void PrintToChat(entity client, string text)
1533 text = strcat("\{1}^7", text, "\n");
1534 sprint(client, text);
1537 void DebugPrintToChat(entity client, string text)
1539 if (autocvar_developer)
1541 PrintToChat(client, text);
1545 void PrintToChatAll(string text)
1547 text = strcat("\{1}^7", text, "\n");
1551 void DebugPrintToChatAll(string text)
1553 if (autocvar_developer)
1555 PrintToChatAll(text);
1559 void PrintToChatTeam(int team_num, string text)
1561 text = strcat("\{1}^7", text, "\n");
1562 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1564 if (it.team == team_num)
1571 void DebugPrintToChatTeam(int team_num, string text)
1573 if (autocvar_developer)
1575 PrintToChatTeam(team_num, text);
1579 void play_countdown(entity this, float finished, Sound samp)
1582 if(IS_REAL_CLIENT(this))
1583 if(floor(finished - time - frametime) != floor(finished - time))
1584 if(finished - time < 6)
1585 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1588 void player_powerups(entity this)
1590 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1591 int items_prev = this.items;
1593 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1594 this.modelflags |= MF_ROCKET;
1596 this.modelflags &= ~MF_ROCKET;
1598 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1600 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1603 Fire_ApplyDamage(this);
1604 Fire_ApplyEffect(this);
1606 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1608 if (this.items & ITEM_Strength.m_itemid)
1610 play_countdown(this, this.strength_finished, SND_POWEROFF);
1611 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1612 if (time > this.strength_finished)
1614 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1615 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1616 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1621 if (time < this.strength_finished)
1623 this.items = this.items | ITEM_Strength.m_itemid;
1625 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1626 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1629 if (this.items & ITEM_Shield.m_itemid)
1631 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1632 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1633 if (time > this.invincible_finished)
1635 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1636 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1637 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1642 if (time < this.invincible_finished)
1644 this.items = this.items | ITEM_Shield.m_itemid;
1646 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1647 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1650 if (this.items & IT_SUPERWEAPON)
1652 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1654 this.superweapons_finished = 0;
1655 this.items = this.items - (this.items & IT_SUPERWEAPON);
1656 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1657 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1659 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1661 // don't let them run out
1665 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1666 if (time > this.superweapons_finished)
1668 this.items = this.items - (this.items & IT_SUPERWEAPON);
1669 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1670 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1671 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1675 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1677 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1679 this.items = this.items | IT_SUPERWEAPON;
1681 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1682 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1686 this.superweapons_finished = 0;
1687 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1692 this.superweapons_finished = 0;
1696 if(autocvar_g_nodepthtestplayers)
1697 this.effects = this.effects | EF_NODEPTHTEST;
1699 if(autocvar_g_fullbrightplayers)
1700 this.effects = this.effects | EF_FULLBRIGHT;
1702 if (time >= game_starttime)
1703 if (time < this.spawnshieldtime)
1704 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1706 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1709 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1711 if(current > stable)
1713 else if(current > stable - 0.25) // when close enough, "snap"
1716 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1719 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1721 if(current < stable)
1723 else if(current < stable + 0.25) // when close enough, "snap"
1726 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1729 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1731 if(current > rotstable)
1733 if(rotframetime > 0)
1735 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1736 current = max(rotstable, current - rotlinear * rotframetime);
1739 else if(current < regenstable)
1741 if(regenframetime > 0)
1743 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1744 current = min(regenstable, current + regenlinear * regenframetime);
1754 void player_regen(entity this)
1756 float max_mod, regen_mod, rot_mod, limit_mod;
1757 max_mod = regen_mod = rot_mod = limit_mod = 1;
1759 float regen_health = autocvar_g_balance_health_regen;
1760 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1761 float regen_health_rot = autocvar_g_balance_health_rot;
1762 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1763 float regen_health_stable = autocvar_g_balance_health_regenstable;
1764 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1765 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1766 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1767 max_mod = M_ARGV(1, float);
1768 regen_mod = M_ARGV(2, float);
1769 rot_mod = M_ARGV(3, float);
1770 limit_mod = M_ARGV(4, float);
1771 regen_health = M_ARGV(5, float);
1772 regen_health_linear = M_ARGV(6, float);
1773 regen_health_rot = M_ARGV(7, float);
1774 regen_health_rotlinear = M_ARGV(8, float);
1775 regen_health_stable = M_ARGV(9, float);
1776 regen_health_rotstable = M_ARGV(10, float);
1778 if(!mutator_returnvalue)
1779 if(!STAT(FROZEN, this))
1781 float mina, maxa, limith, limita;
1782 maxa = autocvar_g_balance_armor_rotstable;
1783 mina = autocvar_g_balance_armor_regenstable;
1784 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1785 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1787 regen_health_rotstable = regen_health_rotstable * max_mod;
1788 regen_health_stable = regen_health_stable * max_mod;
1789 limith = limith * limit_mod;
1790 limita = limita * limit_mod;
1792 this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
1793 this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
1796 // if player rotted to death... die!
1797 // check this outside above checks, as player may still be able to rot to death
1801 vehicles_exit(this.vehicle, VHEF_RELEASE);
1802 if(this.event_damage)
1803 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1806 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1808 float minf, maxf, limitf;
1810 maxf = autocvar_g_balance_fuel_rotstable;
1811 minf = autocvar_g_balance_fuel_regenstable;
1812 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1814 this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
1816 // Ugly hack to make sure the health and armor don't go beyond hard limit.
1817 // TODO: Remove this hack when all code uses GivePlayerHealth and
1819 if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1821 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1823 if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1825 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1831 void SetZoomState(entity this, float newzoom)
1833 if(newzoom != CS(this).zoomstate)
1835 CS(this).zoomstate = newzoom;
1836 ClientData_Touch(this);
1838 zoomstate_set = true;
1841 void GetPressedKeys(entity this)
1843 MUTATOR_CALLHOOK(GetPressedKeys, this);
1844 int keys = STAT(PRESSED_KEYS, this);
1845 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1846 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1847 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1848 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1850 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1851 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1852 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1853 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1854 CS(this).pressedkeys = keys; // store for other users
1856 STAT(PRESSED_KEYS, this) = keys;
1860 ======================
1861 spectate mode routines
1862 ======================
1865 void SpectateCopy(entity this, entity spectatee)
1867 TC(Client, this); TC(Client, spectatee);
1869 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1870 PS(this) = PS(spectatee);
1871 this.armortype = spectatee.armortype;
1872 this.armorvalue = spectatee.armorvalue;
1873 this.ammo_cells = spectatee.ammo_cells; // TODO: these will be a part of inventory, so no need to worry about setting them later!
1874 this.ammo_plasma = spectatee.ammo_plasma;
1875 this.ammo_shells = spectatee.ammo_shells;
1876 this.ammo_nails = spectatee.ammo_nails;
1877 this.ammo_rockets = spectatee.ammo_rockets;
1878 this.ammo_fuel = spectatee.ammo_fuel;
1879 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1880 this.health = spectatee.health;
1881 CS(this).impulse = 0;
1882 this.items = spectatee.items;
1883 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1884 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1885 this.strength_finished = spectatee.strength_finished;
1886 this.invincible_finished = spectatee.invincible_finished;
1887 this.superweapons_finished = spectatee.superweapons_finished;
1888 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1889 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1890 this.punchangle = spectatee.punchangle;
1891 this.view_ofs = spectatee.view_ofs;
1892 this.velocity = spectatee.velocity;
1893 this.dmg_take = spectatee.dmg_take;
1894 this.dmg_save = spectatee.dmg_save;
1895 this.dmg_inflictor = spectatee.dmg_inflictor;
1896 this.v_angle = spectatee.v_angle;
1897 this.angles = spectatee.v_angle;
1898 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1899 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1900 this.viewloc = spectatee.viewloc;
1901 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1902 this.fixangle = true;
1903 setorigin(this, spectatee.origin);
1904 setsize(this, spectatee.mins, spectatee.maxs);
1905 SetZoomState(this, CS(spectatee).zoomstate);
1907 anticheat_spectatecopy(this, spectatee);
1908 STAT(HUD, this) = STAT(HUD, spectatee);
1909 if(spectatee.vehicle)
1911 this.angles = spectatee.v_angle;
1913 //this.fixangle = false;
1914 //this.velocity = spectatee.vehicle.velocity;
1915 this.vehicle_health = spectatee.vehicle_health;
1916 this.vehicle_shield = spectatee.vehicle_shield;
1917 this.vehicle_energy = spectatee.vehicle_energy;
1918 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1919 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1920 this.vehicle_reload1 = spectatee.vehicle_reload1;
1921 this.vehicle_reload2 = spectatee.vehicle_reload2;
1923 //msg_entity = this;
1925 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1926 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1927 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1928 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1930 //WriteByte (MSG_ONE, SVC_SETVIEW);
1931 // WriteEntity(MSG_ONE, this);
1932 //makevectors(spectatee.v_angle);
1933 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1937 bool SpectateUpdate(entity this)
1942 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1944 SetSpectatee(this, NULL);
1948 SpectateCopy(this, this.enemy);
1953 bool SpectateSet(entity this)
1955 if(!IS_PLAYER(this.enemy))
1958 ClientData_Touch(this.enemy);
1961 WriteByte(MSG_ONE, SVC_SETVIEW);
1962 WriteEntity(MSG_ONE, this.enemy);
1963 set_movetype(this, MOVETYPE_NONE);
1964 accuracy_resend(this);
1966 if(!SpectateUpdate(this))
1967 PutObserverInServer(this);
1972 void SetSpectatee_status(entity this, int spectatee_num)
1974 int oldspectatee_status = CS(this).spectatee_status;
1975 CS(this).spectatee_status = spectatee_num;
1977 if (CS(this).spectatee_status != oldspectatee_status)
1979 ClientData_Touch(this);
1980 if (g_race || g_cts) race_InitSpectator();
1984 void SetSpectatee(entity this, entity spectatee)
1986 if(IS_BOT_CLIENT(this))
1987 return; // bots abuse .enemy, this code is useless to them
1989 entity old_spectatee = this.enemy;
1991 this.enemy = spectatee;
1994 // these are required to fix the spectator bug with arc
1997 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1999 .entity weaponentity = weaponentities[slot];
2000 if(old_spectatee.(weaponentity).arc_beam)
2001 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
2006 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2008 .entity weaponentity = weaponentities[slot];
2009 if(this.enemy.(weaponentity).arc_beam)
2010 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
2015 SetSpectatee_status(this, etof(this.enemy));
2017 // needed to update spectator list
2018 if(old_spectatee) { ClientData_Touch(old_spectatee); }
2021 bool Spectate(entity this, entity pl)
2023 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
2025 pl = M_ARGV(1, entity);
2027 SetSpectatee(this, pl);
2028 return SpectateSet(this);
2031 bool SpectateNext(entity this)
2033 entity ent = find(this.enemy, classname, STR_PLAYER);
2035 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
2036 ent = M_ARGV(1, entity);
2038 ent = find(ent, classname, STR_PLAYER);
2040 if(ent) { SetSpectatee(this, ent); }
2042 return SpectateSet(this);
2045 bool SpectatePrev(entity this)
2047 // NOTE: chain order is from the highest to the lower entnum (unlike find)
2048 entity ent = findchain(classname, STR_PLAYER);
2049 if (!ent) // no player
2053 // skip players until current spectated player
2055 while(ent && ent != this.enemy)
2058 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
2060 case MUT_SPECPREV_FOUND:
2061 ent = M_ARGV(1, entity);
2063 case MUT_SPECPREV_RETURN:
2065 case MUT_SPECPREV_CONTINUE:
2076 SetSpectatee(this, ent);
2077 return SpectateSet(this);
2082 ShowRespawnCountdown()
2084 Update a respawn countdown display.
2087 void ShowRespawnCountdown(entity this)
2090 if(!IS_DEAD(this)) // just respawned?
2094 number = ceil(this.respawn_time - time);
2097 if(number <= this.respawn_countdown)
2099 this.respawn_countdown = number - 1;
2100 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
2101 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2106 .bool team_selected;
2107 bool ShowTeamSelection(entity this)
2109 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2111 stuffcmd(this, "menu_showteamselect\n");
2114 void Join(entity this)
2116 TRANSMUTE(Player, this);
2118 if(!this.team_selected)
2119 if(autocvar_g_campaign || autocvar_g_balance_teams)
2120 TeamBalance_JoinBestTeam(this, true);
2122 if(autocvar_g_campaign)
2123 campaign_bots_may_start = true;
2125 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2127 PutClientInServer(this);
2130 if(teamplay && this.team != -1)
2132 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2135 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2136 this.team_selected = false;
2140 * Determines whether the player is allowed to join. This depends on cvar
2141 * g_maxplayers, if it isn't used this function always return true, otherwise
2142 * it checks whether the number of currently playing players exceeds g_maxplayers.
2143 * @return int number of free slots for players, 0 if none
2145 int nJoinAllowed(entity this, entity ignore)
2148 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2149 // so report 0 free slots if restricted
2151 if(autocvar_g_forced_team_otherwise == "spectate")
2153 if(autocvar_g_forced_team_otherwise == "spectator")
2157 if(this && this.team_forced < 0)
2158 return 0; // forced spectators can never join
2160 // TODO simplify this
2161 int totalClients = 0;
2162 int currentlyPlaying = 0;
2163 FOREACH_CLIENT(true, {
2166 if(IS_REAL_CLIENT(it))
2167 if(IS_PLAYER(it) || it.caplayer)
2171 float free_slots = 0;
2172 if (!autocvar_g_maxplayers)
2173 free_slots = maxclients - totalClients;
2174 else if(currentlyPlaying < autocvar_g_maxplayers)
2175 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2177 static float join_prevent_msg_time = 0;
2178 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2180 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2181 join_prevent_msg_time = time + 3;
2188 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2189 * g_maxplayers_spectator_blocktime seconds
2191 void checkSpectatorBlock(entity this)
2193 if(IS_SPEC(this) || IS_OBSERVER(this))
2195 if(IS_REAL_CLIENT(this))
2197 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2198 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2204 void PrintWelcomeMessage(entity this)
2206 if(CS(this).motd_actived_time == 0)
2208 if (autocvar_g_campaign) {
2209 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2210 CS(this).motd_actived_time = time;
2211 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2214 if (PHYS_INPUT_BUTTON_INFO(this)) {
2215 CS(this).motd_actived_time = time;
2216 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2220 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2222 if (autocvar_g_campaign) {
2223 if (PHYS_INPUT_BUTTON_INFO(this))
2224 CS(this).motd_actived_time = time;
2225 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2226 CS(this).motd_actived_time = 0;
2227 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2230 if (PHYS_INPUT_BUTTON_INFO(this))
2231 CS(this).motd_actived_time = time;
2232 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2233 CS(this).motd_actived_time = 0;
2234 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2238 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2240 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2241 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2242 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2244 // instanctly hide MOTD
2245 CS(this).motd_actived_time = 0;
2246 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2251 const int MIN_SPEC_TIME = 1;
2252 bool joinAllowed(entity this)
2254 if (CS(this).version_mismatch) return false;
2255 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2256 if (!nJoinAllowed(this, this)) return false;
2257 if (teamplay && lockteams) return false;
2258 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2259 if (ShowTeamSelection(this)) return false;
2264 .string shootfromfixedorigin;
2265 bool PlayerThink(entity this)
2267 if (game_stopped || intermission_running) {
2268 this.modelflags &= ~MF_ROCKET;
2269 if(intermission_running)
2270 IntermissionThink(this);
2274 if (timeout_status == TIMEOUT_ACTIVE) {
2275 // don't allow the player to turn around while game is paused
2276 // FIXME turn this into CSQC stuff
2277 this.v_angle = this.lastV_angle;
2278 this.angles = this.lastV_angle;
2279 this.fixangle = true;
2282 if (frametime) player_powerups(this);
2284 if (IS_DEAD(this)) {
2285 if (this.personal && g_race_qualifying) {
2286 if (time > this.respawn_time) {
2287 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2289 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2292 if (frametime) player_anim(this);
2294 if (this.respawn_flags & RESPAWN_DENY)
2296 STAT(RESPAWN_TIME, this) = 0;
2300 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));
2302 switch(this.deadflag)
2306 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2307 this.deadflag = DEAD_RESPAWNING;
2308 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2309 this.deadflag = DEAD_DEAD;
2315 this.deadflag = DEAD_RESPAWNABLE;
2316 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2317 this.deadflag = DEAD_RESPAWNING;
2320 case DEAD_RESPAWNABLE:
2322 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2323 this.deadflag = DEAD_RESPAWNING;
2326 case DEAD_RESPAWNING:
2328 if (time > this.respawn_time)
2330 this.respawn_time = time + 1; // only retry once a second
2331 this.respawn_time_max = this.respawn_time;
2338 ShowRespawnCountdown(this);
2340 if (this.respawn_flags & RESPAWN_SILENT)
2341 STAT(RESPAWN_TIME, this) = 0;
2342 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2344 if (time < this.respawn_time)
2345 STAT(RESPAWN_TIME, this) = this.respawn_time;
2346 else if (this.deadflag != DEAD_RESPAWNING)
2347 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2350 STAT(RESPAWN_TIME, this) = this.respawn_time;
2353 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2354 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2355 STAT(RESPAWN_TIME, this) *= -1;
2360 FixPlayermodel(this);
2362 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2363 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2364 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2367 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2370 this.items &= ~this.items_added;
2372 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2374 .entity weaponentity = weaponentities[slot];
2375 W_WeaponFrame(this, weaponentity);
2378 this.items_added = 0;
2379 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2380 this.items_added |= IT_FUEL;
2382 this.items |= this.items_added;
2387 // WEAPONTODO: Add a weapon request for this
2388 // rot vortex charge to the charge limit
2389 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2391 .entity weaponentity = weaponentities[slot];
2392 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2393 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2396 if (frametime) player_anim(this);
2399 secrets_setstatus(this);
2402 monsters_setstatus(this);
2404 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2409 .bool would_spectate;
2410 void ObserverThink(entity this)
2412 if ( CS(this).impulse )
2414 MinigameImpulse(this, CS(this).impulse);
2415 CS(this).impulse = 0;
2418 if (this.flags & FL_JUMPRELEASED) {
2419 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2420 this.flags &= ~FL_JUMPRELEASED;
2421 this.flags |= FL_SPAWNING;
2422 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2423 this.flags &= ~FL_JUMPRELEASED;
2424 if(SpectateNext(this)) {
2425 TRANSMUTE(Spectator, this);
2428 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2429 set_movetype(this, preferred_movetype);
2432 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2433 this.flags |= FL_JUMPRELEASED;
2434 if(this.flags & FL_SPAWNING)
2436 this.flags &= ~FL_SPAWNING;
2444 void SpectatorThink(entity this)
2446 if ( CS(this).impulse )
2448 if(MinigameImpulse(this, CS(this).impulse))
2449 CS(this).impulse = 0;
2451 if (CS(this).impulse == IMP_weapon_drop.impulse)
2453 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2454 CS(this).impulse = 0;
2459 if (this.flags & FL_JUMPRELEASED) {
2460 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2461 this.flags &= ~FL_JUMPRELEASED;
2462 this.flags |= FL_SPAWNING;
2463 } else if(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)) {
2464 this.flags &= ~FL_JUMPRELEASED;
2465 if(SpectateNext(this)) {
2466 TRANSMUTE(Spectator, this);
2468 TRANSMUTE(Observer, this);
2469 PutClientInServer(this);
2471 CS(this).impulse = 0;
2472 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2473 this.flags &= ~FL_JUMPRELEASED;
2474 if(SpectatePrev(this)) {
2475 TRANSMUTE(Spectator, this);
2477 TRANSMUTE(Observer, this);
2478 PutClientInServer(this);
2480 CS(this).impulse = 0;
2481 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2482 this.would_spectate = false;
2483 this.flags &= ~FL_JUMPRELEASED;
2484 TRANSMUTE(Observer, this);
2485 PutClientInServer(this);
2487 if(!SpectateUpdate(this))
2489 if(!SpectateNext(this))
2491 PutObserverInServer(this);
2492 this.would_spectate = true;
2497 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2498 this.flags |= FL_JUMPRELEASED;
2499 if(this.flags & FL_SPAWNING)
2501 this.flags &= ~FL_SPAWNING;
2506 if(!SpectateUpdate(this))
2507 PutObserverInServer(this);
2510 this.flags |= FL_CLIENT | FL_NOTARGET;
2513 void PlayerUseKey(entity this)
2515 if (!IS_PLAYER(this))
2522 vehicles_exit(this.vehicle, VHEF_NORMAL);
2526 else if(autocvar_g_vehicles_enter)
2528 if(!STAT(FROZEN, this))
2532 entity head, closest_target = NULL;
2533 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2535 while(head) // find the closest acceptable target to enter
2537 if(IS_VEHICLE(head))
2539 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2540 if(head.takedamage != DAMAGE_NO)
2544 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2545 { closest_target = head; }
2547 else { closest_target = head; }
2553 if(closest_target) { vehicles_enter(this, closest_target); return; }
2557 // a use key was pressed; call handlers
2558 MUTATOR_CALLHOOK(PlayerUseKey, this);
2566 Called every frame for each client before the physics are run
2569 .float last_vehiclecheck;
2570 void PlayerPreThink (entity this)
2572 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2573 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2575 WarpZone_PlayerPhysics_FixVAngle(this);
2578 // physics frames: update anticheat stuff
2579 anticheat_prethink(this);
2582 if (blockSpectators && frametime) {
2583 // WORKAROUND: only use dropclient in server frames (frametime set).
2584 // Never use it in cl_movement frames (frametime zero).
2585 checkSpectatorBlock(this);
2588 zoomstate_set = false;
2590 // Check for nameless players
2591 if (this.netname == "" || this.netname != CS(this).netname_previous)
2593 bool assume_unchanged = (CS(this).netname_previous == "");
2594 if (isInvisibleString(this.netname))
2596 this.netname = strzone(sprintf("Player#%d", this.playerid));
2597 assume_unchanged = false;
2598 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2600 if (!assume_unchanged && autocvar_sv_eventlog)
2601 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2602 strcpy(CS(this).netname_previous, this.netname);
2606 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2607 CS(this).version_nagtime = 0;
2608 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2610 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2612 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2614 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2615 if (r < 0) { // old client
2616 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2617 } else if (r > 0) { // old server
2618 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2624 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2626 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2627 this.max_armorvalue = 0;
2632 if (STAT(FROZEN, this) == 2)
2634 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2635 this.health = max(1, STAT(REVIVE_PROGRESS, this) * start_health);
2636 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2638 if (STAT(REVIVE_PROGRESS, this) >= 1)
2641 else if (STAT(FROZEN, this) == 3)
2643 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2644 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this) );
2646 if (this.health < 1)
2649 vehicles_exit(this.vehicle, VHEF_RELEASE);
2650 if(this.event_damage)
2651 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2653 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2658 MUTATOR_CALLHOOK(PlayerPreThink, this);
2660 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2661 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2663 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2665 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2666 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2668 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2672 if(!it.team || SAME_TEAM(this, it))
2673 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2674 else if(autocvar_g_vehicles_steal)
2675 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2679 this.last_vehiclecheck = time + 1;
2682 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2684 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2686 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2689 if (IS_REAL_CLIENT(this))
2690 PrintWelcomeMessage(this);
2692 if (IS_PLAYER(this)) {
2693 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2694 error("Client can't be spawned as player on connection!");
2695 if(!PlayerThink(this))
2698 else if (game_stopped || intermission_running) {
2699 if(intermission_running)
2700 IntermissionThink(this);
2703 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2705 CS(this).autojoin_checked = true;
2706 // don't do this in ClientConnect
2707 // many things can go wrong if a client is spawned as player on connection
2708 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2709 || (!(autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0)
2710 && (!teamplay || autocvar_g_balance_teams)))
2712 campaign_bots_may_start = true;
2717 else if (IS_OBSERVER(this)) {
2718 ObserverThink(this);
2720 else if (IS_SPEC(this)) {
2721 SpectatorThink(this);
2724 // WEAPONTODO: Add weapon request for this
2725 if (!zoomstate_set) {
2726 bool wep_zoomed = false;
2727 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2729 .entity weaponentity = weaponentities[slot];
2730 Weapon thiswep = this.(weaponentity).m_weapon;
2731 if(thiswep != WEP_Null && thiswep.wr_zoom)
2732 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2734 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2737 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2739 CS(this).teamkill_soundtime = 0;
2741 entity e = CS(this).teamkill_soundsource;
2742 entity oldpusher = e.pusher;
2744 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2745 e.pusher = oldpusher;
2748 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2749 CS(this).taunt_soundtime = 0;
2750 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2753 target_voicescript_next(this);
2755 // WEAPONTODO: Move into weaponsystem somehow
2756 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2757 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2759 .entity weaponentity = weaponentities[slot];
2760 if(this.(weaponentity).m_weapon == WEP_Null)
2761 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2765 void DrownPlayer(entity this)
2767 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2770 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2772 if(this.air_finished < time)
2773 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2774 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2776 else if (this.air_finished < time)
2778 if (this.pain_finished < time)
2780 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');
2781 this.pain_finished = time + 0.5;
2786 .bool move_qcphysics;
2788 void Player_Physics(entity this)
2790 set_movetype(this, this.move_movetype);
2792 if(!this.move_qcphysics)
2795 if(!frametime && !CS(this).pm_frametime)
2798 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2800 CS(this).pm_frametime = 0;
2807 Called every frame for each client after the physics are run
2810 void PlayerPostThink (entity this)
2812 Player_Physics(this);
2815 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2816 if (IS_REAL_CLIENT(this))
2817 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2819 int totalClients = 0;
2820 if(sv_maxidle_slots > 0)
2822 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2828 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2829 { /* do nothing */ }
2830 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2832 if (CS(this).idlekick_lasttimeleft)
2834 CS(this).idlekick_lasttimeleft = 0;
2835 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2840 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2841 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2842 if (!CS(this).idlekick_lasttimeleft)
2843 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2845 if (timeleft <= 0) {
2846 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2850 else if (timeleft <= 10) {
2851 if (timeleft != CS(this).idlekick_lasttimeleft) {
2852 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2854 CS(this).idlekick_lasttimeleft = timeleft;
2863 this.solid = SOLID_NOT;
2864 this.takedamage = DAMAGE_NO;
2865 set_movetype(this, MOVETYPE_NONE);
2868 if (IS_PLAYER(this)) {
2869 if(this.death_time == time && IS_DEAD(this))
2871 // player's bbox gets resized now, instead of in the damage event that killed the player,
2872 // once all the damage events of this frame have been processed with normal size
2874 setsize(this, this.mins, this.maxs);
2877 UpdateChatBubble(this);
2878 if (CS(this).impulse) ImpulseCommands(this);
2881 CSQCMODEL_AUTOUPDATE(this);
2884 GetPressedKeys(this);
2887 if (this.waypointsprite_attachedforcarrier) {
2888 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2889 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2892 playerdemo_write(this);
2894 CSQCMODEL_AUTOUPDATE(this);
2897 // hack to copy the button fields from the client entity to the Client State
2898 void PM_UpdateButtons(entity this, entity store)
2901 store.impulse = this.impulse;
2904 bool typing = this.buttonchat;
2906 store.button0 = (typing) ? 0 : this.button0;
2908 store.button2 = (typing) ? 0 : this.button2;
2909 store.button3 = (typing) ? 0 : this.button3;
2910 store.button4 = this.button4;
2911 store.button5 = (typing) ? 0 : this.button5;
2912 store.button6 = this.button6;
2913 store.button7 = this.button7;
2914 store.button8 = this.button8;
2915 store.button9 = this.button9;
2916 store.button10 = this.button10;
2917 store.button11 = this.button11;
2918 store.button12 = this.button12;
2919 store.button13 = this.button13;
2920 store.button14 = this.button14;
2921 store.button15 = this.button15;
2922 store.button16 = this.button16;
2923 store.buttonuse = this.buttonuse;
2924 store.buttonchat = this.buttonchat;
2926 store.cursor_active = this.cursor_active;
2927 store.cursor_screen = this.cursor_screen;
2928 store.cursor_trace_start = this.cursor_trace_start;
2929 store.cursor_trace_endpos = this.cursor_trace_endpos;
2930 store.cursor_trace_ent = this.cursor_trace_ent;
2932 store.ping = this.ping;
2933 store.ping_packetloss = this.ping_packetloss;
2934 store.ping_movementloss = this.ping_movementloss;
2936 store.v_angle = this.v_angle;
2937 store.movement = (typing) ? '0 0 0' : this.movement;
2940 NET_HANDLE(fpsreport, bool)
2942 int fps = ReadShort();
2943 PlayerScore_Set(sender, SP_FPS, fps);