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);
232 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
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 int oldteam = this.team;
292 this.team = -1; // move this as it is needed to log the player spectating in eventlog
293 MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
294 this.frags = FRAGS_SPECTATOR;
295 PlayerScore_Clear(this); // clear scores when needed
298 if (CS(this).killcount != FRAGS_SPECTATOR)
300 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
302 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
303 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
305 if(!CS(this).just_joined)
306 LogTeamchange(this.playerid, -1, 4);
308 CS(this).just_joined = false;
311 accuracy_resend(this);
313 CS(this).spectatortime = time;
315 IL_REMOVE(g_bot_targets, this);
316 this.bot_attack = false;
317 if(this.monster_attack)
318 IL_REMOVE(g_monster_targets, this);
319 this.monster_attack = false;
320 STAT(HUD, this) = HUD_NORMAL;
321 TRANSMUTE(Observer, this);
322 this.iscreature = false;
323 this.teleportable = TELEPORT_SIMPLE;
324 if(this.damagedbycontents)
325 IL_REMOVE(g_damagedbycontents, this);
326 this.damagedbycontents = false;
327 SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
328 SetSpectatee_status(this, etof(this));
329 this.takedamage = DAMAGE_NO;
330 this.solid = SOLID_NOT;
331 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
332 this.flags = FL_CLIENT | FL_NOTARGET;
334 SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
335 this.pauserotarmor_finished = 0;
336 this.pauserothealth_finished = 0;
337 this.pauseregen_finished = 0;
338 this.damageforcescale = 0;
340 this.respawn_flags = 0;
341 this.respawn_time = 0;
342 STAT(RESPAWN_TIME, this) = 0;
347 this.pain_finished = 0;
348 this.strength_finished = 0;
349 this.invincible_finished = 0;
350 this.superweapons_finished = 0;
351 this.dphitcontentsmask = 0;
354 setthink(this, func_null);
356 this.deadflag = DEAD_NO;
358 STAT(REVIVE_PROGRESS, this) = 0;
359 this.revival_time = 0;
362 STAT(WEAPONS, this) = '0 0 0';
363 this.drawonlytoclient = this;
367 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
369 this.weaponmodel = "";
370 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
372 this.weaponentities[slot] = NULL;
374 this.exteriorweaponentity = NULL;
375 CS(this).killcount = FRAGS_SPECTATOR;
376 this.velocity = '0 0 0';
377 this.avelocity = '0 0 0';
378 this.punchangle = '0 0 0';
379 this.punchvector = '0 0 0';
380 this.oldvelocity = this.velocity;
381 this.fire_endtime = -1;
382 this.event_damage = func_null;
383 this.event_heal = func_null;
385 for(int slot = 0; slot < MAX_AXH; ++slot)
387 entity axh = this.(AuxiliaryXhair[slot]);
388 this.(AuxiliaryXhair[slot]) = NULL;
390 if(axh.owner == this && axh != NULL && !wasfreed(axh))
395 int player_getspecies(entity this)
397 get_model_parameters(this.model, this.skin);
398 int s = get_model_parameters_species;
399 get_model_parameters(string_null, 0);
400 if (s < 0) return SPECIES_HUMAN;
404 .float model_randomizer;
405 void FixPlayermodel(entity player)
407 string defaultmodel = "";
409 if(autocvar_sv_defaultcharacter)
415 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
416 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
417 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
418 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
422 if(defaultmodel == "")
424 defaultmodel = autocvar_sv_defaultplayermodel;
425 defaultskin = autocvar_sv_defaultplayerskin;
428 int n = tokenize_console(defaultmodel);
431 defaultmodel = argv(floor(n * CS(player).model_randomizer));
432 // However, do NOT randomize if the player-selected model is in the list.
433 for (int i = 0; i < n; ++i)
434 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
435 defaultmodel = argv(i);
438 int i = strstrofs(defaultmodel, ":", 0);
441 defaultskin = stof(substring(defaultmodel, i+1, -1));
442 defaultmodel = substring(defaultmodel, 0, i);
445 if(autocvar_sv_defaultcharacterskin && !defaultskin)
451 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
452 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
453 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
454 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
459 defaultskin = autocvar_sv_defaultplayerskin;
462 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
463 defaultmodel = M_ARGV(0, string);
464 defaultskin = M_ARGV(1, int);
468 if(defaultmodel != "")
470 if (defaultmodel != player.model)
472 vector m1 = player.mins;
473 vector m2 = player.maxs;
474 setplayermodel (player, defaultmodel);
475 setsize (player, m1, m2);
479 oldskin = player.skin;
480 player.skin = defaultskin;
482 if (player.playermodel != player.model || player.playermodel == "")
484 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
485 vector m1 = player.mins;
486 vector m2 = player.maxs;
487 setplayermodel (player, player.playermodel);
488 setsize (player, m1, m2);
492 if(!autocvar_sv_defaultcharacterskin)
494 oldskin = player.skin;
495 player.skin = stof(player.playerskin);
499 oldskin = player.skin;
500 player.skin = defaultskin;
504 if(chmdl || oldskin != player.skin) // model or skin has changed
506 player.species = player_getspecies(player); // update species
507 if(!autocvar_g_debug_globalsounds)
508 UpdatePlayerSounds(player); // update skin sounds
512 if(strlen(autocvar_sv_defaultplayercolors))
513 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
514 setcolor(player, stof(autocvar_sv_defaultplayercolors));
517 void PutPlayerInServer(entity this)
519 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
521 PlayerState_attach(this);
522 accuracy_resend(this);
525 JoinBestTeam(this, true);
527 entity spot = SelectSpawnPoint(this, false);
529 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
530 return; // spawn failed
533 TRANSMUTE(Player, this);
535 CS(this).wasplayer = true;
536 this.iscreature = true;
537 this.teleportable = TELEPORT_NORMAL;
538 if(!this.damagedbycontents)
539 IL_PUSH(g_damagedbycontents, this);
540 this.damagedbycontents = true;
541 set_movetype(this, MOVETYPE_WALK);
542 this.solid = SOLID_SLIDEBOX;
543 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
544 if (autocvar_g_playerclip_collisions)
545 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
546 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
547 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
548 this.frags = FRAGS_PLAYER;
549 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
550 this.flags = FL_CLIENT | FL_PICKUPITEMS;
551 if (autocvar__notarget)
552 this.flags |= FL_NOTARGET;
553 this.takedamage = DAMAGE_AIM;
554 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
557 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
558 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
559 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
560 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
561 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
562 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
563 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
564 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
565 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
567 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
568 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
569 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
570 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
571 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
572 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
573 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
574 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
575 STAT(WEAPONS, this) = start_weapons;
576 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
578 GiveRandomWeapons(this, random_start_weapons_count,
579 autocvar_g_random_start_weapons, random_start_ammo);
582 SetSpectatee_status(this, 0);
584 PS(this).dual_weapons = '0 0 0';
586 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
588 this.items = start_items;
590 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
591 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
592 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
593 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
594 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
595 if (!sv_ready_restart_after_countdown && time < game_starttime)
597 float f = game_starttime - time;
598 this.spawnshieldtime += f;
599 this.pauserotarmor_finished += f;
600 this.pauserothealth_finished += f;
601 this.pauseregen_finished += f;
604 this.damageforcescale = 2;
606 this.respawn_flags = 0;
607 this.respawn_time = 0;
608 STAT(RESPAWN_TIME, this) = 0;
609 this.scale = autocvar_sv_player_scale;
612 this.pain_finished = 0;
614 setthink(this, func_null); // players have no think function
617 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
619 this.deadflag = DEAD_NO;
621 this.angles = spot.angles;
622 this.angles_z = 0; // never spawn tilted even if the spot says to
623 if (IS_BOT_CLIENT(this))
624 this.v_angle = this.angles;
625 this.fixangle = true; // turn this way immediately
626 this.oldvelocity = this.velocity = '0 0 0';
627 this.avelocity = '0 0 0';
628 this.punchangle = '0 0 0';
629 this.punchvector = '0 0 0';
631 this.strength_finished = 0;
632 this.invincible_finished = 0;
633 this.fire_endtime = -1;
634 STAT(REVIVE_PROGRESS, this) = 0;
635 this.revival_time = 0;
637 this.air_finished = time + 12;
638 this.waterlevel = WATERLEVEL_NONE;
639 this.watertype = CONTENT_EMPTY;
641 entity spawnevent = new_pure(spawnevent);
642 spawnevent.owner = this;
643 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
645 // Cut off any still running player sounds.
646 stopsound(this, CH_PLAYER_SINGLE);
649 FixPlayermodel(this);
650 this.drawonlytoclient = NULL;
654 for(int slot = 0; slot < MAX_AXH; ++slot)
656 entity axh = this.(AuxiliaryXhair[slot]);
657 this.(AuxiliaryXhair[slot]) = NULL;
659 if(axh.owner == this && axh != NULL && !wasfreed(axh))
663 this.spawnpoint_targ = NULL;
666 this.view_ofs = STAT(PL_VIEW_OFS, this);
667 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
668 this.spawnorigin = spot.origin;
669 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
670 // don't reset back to last position, even if new position is stuck in solid
671 this.oldorigin = this.origin;
673 IL_REMOVE(g_conveyed, this);
674 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
675 STAT(HUD, this) = HUD_NORMAL;
677 this.event_damage = PlayerDamage;
678 this.event_heal = PlayerHeal;
681 IL_PUSH(g_bot_targets, this);
682 this.bot_attack = true;
683 if(!this.monster_attack)
684 IL_PUSH(g_monster_targets, this);
685 this.monster_attack = true;
686 navigation_dynamicgoal_init(this, false);
688 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
690 // player was spectator
691 if (CS(this).killcount == FRAGS_SPECTATOR) {
692 PlayerScore_Clear(this);
693 CS(this).killcount = 0;
694 CS(this).startplaytime = time;
697 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
699 .entity weaponentity = weaponentities[slot];
700 entity oldwep = this.(weaponentity);
701 CL_SpawnWeaponentity(this, weaponentity);
702 if(oldwep && oldwep.owner == this)
703 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
705 this.alpha = default_player_alpha;
706 this.colormod = '1 1 1' * autocvar_g_player_brightness;
707 this.exteriorweaponentity.alpha = default_weapon_alpha;
709 this.speedrunning = false;
711 target_voicescript_clear(this);
713 // reset fields the weapons may use
714 FOREACH(Weapons, true, {
715 it.wr_resetplayer(it, this);
716 // reload all reloadable weapons
717 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
718 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
720 .entity weaponentity = weaponentities[slot];
721 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
727 string s = spot.target;
728 spot.target = string_null;
729 SUB_UseTargets(spot, this, NULL);
735 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
737 if (autocvar_spawn_debug)
739 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
740 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
743 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
745 .entity weaponentity = weaponentities[slot];
746 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
747 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
749 this.(weaponentity).m_switchweapon = WEP_Null;
750 this.(weaponentity).m_weapon = WEP_Null;
751 this.(weaponentity).weaponname = "";
752 this.(weaponentity).m_switchingweapon = WEP_Null;
753 this.(weaponentity).cnt = -1;
756 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
758 if (!warmup_stage && !this.alivetime)
759 this.alivetime = time;
761 antilag_clear(this, CS(this));
764 /** Called when a client spawns in the server */
765 void PutClientInServer(entity this)
767 if (IS_BOT_CLIENT(this)) {
768 TRANSMUTE(Player, this);
769 } else if (IS_REAL_CLIENT(this)) {
771 WriteByte(MSG_ONE, SVC_SETVIEW);
772 WriteEntity(MSG_ONE, this);
775 TRANSMUTE(Observer, this);
777 SetSpectatee(this, NULL);
781 PS(this).itemkeys = 0;
783 MUTATOR_CALLHOOK(PutClientInServer, this);
785 if (IS_OBSERVER(this)) {
786 PutObserverInServer(this);
787 } else if (IS_PLAYER(this)) {
788 PutPlayerInServer(this);
792 // TODO do we need all these fields, or should we stop autodetecting runtime
793 // changes and just have a console command to update this?
794 bool ClientInit_SendEntity(entity this, entity to, int sf)
796 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
799 // MSG_INIT replacement
800 // TODO: make easier to use
802 W_PROP_reload(MSG_ONE, to);
803 ClientInit_misc(this);
804 MUTATOR_CALLHOOK(Ent_Init);
806 void ClientInit_misc(entity this)
808 int channel = MSG_ONE;
809 WriteHeader(channel, ENT_CLIENT_INIT);
810 WriteByte(channel, g_nexball_meter_period * 32);
811 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
812 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
813 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
814 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
815 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
816 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
817 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
818 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
820 if(sv_foginterval && world.fog != "")
821 WriteString(channel, world.fog);
823 WriteString(channel, "");
824 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
825 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
826 WriteByte(channel, serverflags);
827 WriteCoord(channel, autocvar_g_trueaim_minrange);
830 void ClientInit_CheckUpdate(entity this)
832 this.nextthink = time;
833 if(this.count != autocvar_g_balance_armor_blockpercent)
835 this.count = autocvar_g_balance_armor_blockpercent;
838 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
840 this.cnt = autocvar_g_balance_damagepush_speedfactor;
845 void ClientInit_Spawn()
847 entity e = new_pure(clientinit);
848 setthink(e, ClientInit_CheckUpdate);
849 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
851 ClientInit_CheckUpdate(e);
861 // initialize parms for a new player
862 parm1 = -(86400 * 366);
864 MUTATOR_CALLHOOK(SetNewParms);
872 void SetChangeParms (entity this)
874 // save parms for level change
875 parm1 = CS(this).parm_idlesince - time;
877 MUTATOR_CALLHOOK(SetChangeParms);
885 void DecodeLevelParms(entity this)
888 CS(this).parm_idlesince = parm1;
889 if (CS(this).parm_idlesince == -(86400 * 366))
890 CS(this).parm_idlesince = time;
892 // whatever happens, allow 60 seconds of idling directly after connect for map loading
893 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
895 MUTATOR_CALLHOOK(DecodeLevelParms);
902 Called when a client types 'kill' in the console
906 .float clientkill_nexttime;
907 void ClientKill_Now_TeamChange(entity this)
909 if(this.killindicator_teamchange == -1)
911 JoinBestTeam( this, true );
913 else if(this.killindicator_teamchange == -2)
916 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
917 PutObserverInServer(this);
920 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
921 this.killindicator_teamchange = 0;
924 void ClientKill_Now(entity this)
928 vehicles_exit(this.vehicle, VHEF_RELEASE);
929 if(!this.killindicator_teamchange)
931 this.vehicle_health = -1;
932 Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
936 if(this.killindicator && !wasfreed(this.killindicator))
937 delete(this.killindicator);
939 this.killindicator = NULL;
941 if(this.killindicator_teamchange)
942 ClientKill_Now_TeamChange(this);
944 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
946 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
949 // now I am sure the player IS dead
951 void KillIndicator_Think(entity this)
955 this.owner.killindicator = NULL;
960 if (this.owner.alpha < 0 && !this.owner.vehicle)
962 this.owner.killindicator = NULL;
969 ClientKill_Now(this.owner);
972 else if(this.count == 1) // count == 1 means that it's silent
974 this.nextthink = time + 1;
980 setmodel(this, MDL_NUM(this.cnt));
981 if(IS_REAL_CLIENT(this.owner))
984 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
986 this.nextthink = time + 1;
991 float clientkilltime;
992 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1000 killtime = autocvar_g_balance_kill_delay;
1002 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
1004 killtime = M_ARGV(1, float);
1006 this.killindicator_teamchange = targetteam;
1008 if(!this.killindicator)
1012 killtime = max(killtime, this.clientkill_nexttime - time);
1013 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1016 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1018 ClientKill_Now(this);
1022 starttime = max(time, clientkilltime);
1024 this.killindicator = spawn();
1025 this.killindicator.owner = this;
1026 this.killindicator.scale = 0.5;
1027 setattachment(this.killindicator, this, "");
1028 setorigin(this.killindicator, '0 0 52');
1029 setthink(this.killindicator, KillIndicator_Think);
1030 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1031 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1032 this.killindicator.cnt = ceil(killtime);
1033 this.killindicator.count = bound(0, ceil(killtime), 10);
1034 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1036 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1038 it.killindicator = spawn();
1039 it.killindicator.owner = it;
1040 it.killindicator.scale = 0.5;
1041 setattachment(it.killindicator, it, "");
1042 setorigin(it.killindicator, '0 0 52');
1043 setthink(it.killindicator, KillIndicator_Think);
1044 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1045 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1046 it.killindicator.cnt = ceil(killtime);
1051 if(this.killindicator)
1053 if(targetteam == 0) // just die
1055 this.killindicator.colormod = '0 0 0';
1056 if(IS_REAL_CLIENT(this))
1057 if(this.killindicator.cnt > 0)
1058 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1060 else if(targetteam == -1) // auto
1062 this.killindicator.colormod = '0 1 0';
1063 if(IS_REAL_CLIENT(this))
1064 if(this.killindicator.cnt > 0)
1065 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1067 else if(targetteam == -2) // spectate
1069 this.killindicator.colormod = '0.5 0.5 0.5';
1070 if(IS_REAL_CLIENT(this))
1071 if(this.killindicator.cnt > 0)
1072 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1076 this.killindicator.colormod = Team_ColorRGB(targetteam);
1077 if(IS_REAL_CLIENT(this))
1078 if(this.killindicator.cnt > 0)
1079 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1085 void ClientKill (entity this)
1087 // TODO: once .health is removed, will need to check it here for the "already dead" message!
1089 if(game_stopped) return;
1090 if(this.player_blocked) return;
1091 if(STAT(FROZEN, this)) return;
1093 ClientKill_TeamChange(this, 0);
1096 void FixClientCvars(entity e)
1098 // send prediction settings to the client
1099 stuffcmd(e, "\nin_bindmap 0 0\n");
1100 if(autocvar_g_antilag == 3) // client side hitscan
1101 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1102 if(autocvar_sv_gentle)
1103 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1105 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1106 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1108 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1110 MUTATOR_CALLHOOK(FixClientCvars, e);
1113 bool findinlist_abbrev(string tofind, string list)
1115 if(list == "" || tofind == "")
1116 return false; // empty list or search, just return
1118 // this function allows abbreviated strings!
1119 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1127 bool PlayerInIPList(entity p, string iplist)
1129 // some safety checks (never allow local?)
1130 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1133 return findinlist_abbrev(p.netaddress, iplist);
1136 bool PlayerInIDList(entity p, string idlist)
1138 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1142 return findinlist_abbrev(p.crypto_idfp, idlist);
1145 bool PlayerInList(entity player, string list)
1147 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1150 #ifdef DP_EXT_PRECONNECT
1155 Called once (not at each match start) when a client begins a connection to the server
1158 void ClientPreConnect(entity this)
1160 if(autocvar_sv_eventlog)
1162 GameLogEcho(sprintf(":connect:%d:%d:%s",
1165 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1175 Called when a client connects to the server
1178 void ClientConnect(entity this)
1180 if (Ban_MaybeEnforceBanOnce(this)) return;
1181 assert(!IS_CLIENT(this), return);
1182 this.flags |= FL_CLIENT;
1183 assert(player_count >= 0, player_count = 0);
1186 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1188 TRANSMUTE(Client, this);
1189 CS(this).version_nagtime = time + 10 + random() * 10;
1191 // identify the right forced team
1192 if (autocvar_g_campaign)
1194 if (IS_REAL_CLIENT(this)) // only players, not bots
1196 switch (autocvar_g_campaign_forceteam)
1198 case 1: this.team_forced = NUM_TEAM_1; break;
1199 case 2: this.team_forced = NUM_TEAM_2; break;
1200 case 3: this.team_forced = NUM_TEAM_3; break;
1201 case 4: this.team_forced = NUM_TEAM_4; break;
1202 default: this.team_forced = 0;
1206 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1207 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1208 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1209 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1210 else switch (autocvar_g_forced_team_otherwise)
1212 default: this.team_forced = 0; break;
1213 case "red": this.team_forced = NUM_TEAM_1; break;
1214 case "blue": this.team_forced = NUM_TEAM_2; break;
1215 case "yellow": this.team_forced = NUM_TEAM_3; break;
1216 case "pink": this.team_forced = NUM_TEAM_4; break;
1219 this.team_forced = -1;
1222 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1224 int playerid_save = this.playerid;
1225 this.playerid = 0; // silent
1226 JoinBestTeam(this, false); // if the team number is valid, keep it
1227 this.playerid = playerid_save;
1229 TRANSMUTE(Observer, this);
1231 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1233 // always track bots, don't ask for cl_allow_uidtracking
1234 if (IS_BOT_CLIENT(this))
1235 PlayerStats_GameReport_AddPlayer(this);
1237 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1239 if (autocvar_sv_eventlog)
1240 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1242 LogTeamchange(this.playerid, this.team, 1);
1244 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1246 if(teamplay && IS_PLAYER(this))
1247 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1249 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1251 stuffcmd(this, clientstuff, "\n");
1252 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1254 FixClientCvars(this);
1256 // get version info from player
1257 stuffcmd(this, "cmd clientversion $gameversion\n");
1259 // notify about available teams
1262 CheckAllowedTeams(this);
1264 if (c1 >= 0) t |= BIT(0);
1265 if (c2 >= 0) t |= BIT(1);
1266 if (c3 >= 0) t |= BIT(2);
1267 if (c4 >= 0) t |= BIT(3);
1268 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1272 stuffcmd(this, "set _teams_available 0\n");
1275 bot_relinkplayerlist();
1277 CS(this).spectatortime = time;
1278 if (blockSpectators)
1280 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1283 CS(this).jointime = time;
1285 if (IS_REAL_CLIENT(this))
1287 if (g_weaponarena_weapons == WEPSET(TUBA))
1288 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1291 if (!sv_foginterval && world.fog != "")
1292 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1294 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1295 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1296 send_CSQC_teamnagger();
1298 CSQCMODEL_AUTOINIT(this);
1300 CS(this).model_randomizer = random();
1302 if (IS_REAL_CLIENT(this))
1303 sv_notice_join(this);
1305 // update physics stats (players can spawn before physics runs)
1306 Physics_UpdateStats(this);
1308 IL_EACH(g_initforplayer, it.init_for_player, {
1309 it.init_for_player(it, this);
1312 Handicap_Initialize(this);
1314 MUTATOR_CALLHOOK(ClientConnect, this);
1316 if (IS_REAL_CLIENT(this))
1318 if (!autocvar_g_campaign && !IS_PLAYER(this))
1320 CS(this).motd_actived_time = -1;
1321 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1329 Called when a client disconnects from the server
1332 .entity chatbubbleentity;
1333 void ClientDisconnect(entity this)
1335 assert(IS_CLIENT(this), return);
1337 PlayerStats_GameReport_FinalizePlayer(this);
1338 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1339 if (CS(this).active_minigame) part_minigame(this);
1340 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1342 if (autocvar_sv_eventlog)
1343 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1345 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1348 SetSpectatee(this, NULL);
1350 MUTATOR_CALLHOOK(ClientDisconnect, this);
1352 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1353 strfree(CS(this).weaponorder_byimpulse);
1354 ClientState_detach(this);
1356 Portal_ClearAll(this);
1360 RemoveGrapplingHooks(this);
1362 // Here, everything has been done that requires this player to be a client.
1364 this.flags &= ~FL_CLIENT;
1366 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1367 if (this.killindicator) delete(this.killindicator);
1369 WaypointSprite_PlayerGone(this);
1371 bot_relinkplayerlist();
1373 strfree(this.clientstatus);
1374 if (this.personal) delete(this.personal);
1378 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1383 void ChatBubbleThink(entity this)
1385 this.nextthink = time;
1386 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1388 if(this.owner) // but why can that ever be NULL?
1389 this.owner.chatbubbleentity = NULL;
1396 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1398 if ( CS(this.owner).active_minigame )
1399 this.mdl = "models/sprites/minigame_busy.iqm";
1400 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1401 this.mdl = "models/misc/chatbubble.spr";
1404 if ( this.model != this.mdl )
1405 _setmodel(this, this.mdl);
1409 void UpdateChatBubble(entity this)
1413 // spawn a chatbubble entity if needed
1414 if (!this.chatbubbleentity)
1416 this.chatbubbleentity = new(chatbubbleentity);
1417 this.chatbubbleentity.owner = this;
1418 this.chatbubbleentity.exteriormodeltoclient = this;
1419 setthink(this.chatbubbleentity, ChatBubbleThink);
1420 this.chatbubbleentity.nextthink = time;
1421 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1422 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1423 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1424 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1425 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1426 //this.chatbubbleentity.model = "";
1427 this.chatbubbleentity.effects = EF_LOWPRECISION;
1432 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1433 // added to the model skins
1434 /*void UpdateColorModHack()
1437 c = this.clientcolors & 15;
1438 // LordHavoc: only bothering to support white, green, red, yellow, blue
1439 if (!teamplay) this.colormod = '0 0 0';
1440 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1441 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1442 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1443 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1444 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1445 else this.colormod = '1 1 1';
1448 void respawn(entity this)
1450 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1452 this.solid = SOLID_NOT;
1453 this.takedamage = DAMAGE_NO;
1454 set_movetype(this, MOVETYPE_FLY);
1455 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1456 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1457 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1458 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1459 if(autocvar_g_respawn_ghosts_maxtime)
1460 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1465 this.effects |= EF_NODRAW; // prevent another CopyBody
1466 PutClientInServer(this);
1469 void PrintToChat(entity client, string text)
1471 text = strcat("\{1}^7", text, "\n");
1472 sprint(client, text);
1475 void DebugPrintToChat(entity client, string text)
1477 if (autocvar_developer)
1479 PrintToChat(client, text);
1483 void PrintToChatAll(string text)
1485 text = strcat("\{1}^7", text, "\n");
1489 void DebugPrintToChatAll(string text)
1491 if (autocvar_developer)
1493 PrintToChatAll(text);
1497 void PrintToChatTeam(int team_num, string text)
1499 text = strcat("\{1}^7", text, "\n");
1500 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1502 if (it.team == team_num)
1509 void DebugPrintToChatTeam(int team_num, string text)
1511 if (autocvar_developer)
1513 PrintToChatTeam(team_num, text);
1517 void play_countdown(entity this, float finished, Sound samp)
1520 if(IS_REAL_CLIENT(this))
1521 if(floor(finished - time - frametime) != floor(finished - time))
1522 if(finished - time < 6)
1523 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1526 void player_powerups(entity this)
1528 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1529 int items_prev = this.items;
1531 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1532 this.modelflags |= MF_ROCKET;
1534 this.modelflags &= ~MF_ROCKET;
1536 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1538 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1541 Fire_ApplyDamage(this);
1542 Fire_ApplyEffect(this);
1544 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1546 if (this.items & ITEM_Strength.m_itemid)
1548 play_countdown(this, this.strength_finished, SND_POWEROFF);
1549 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1550 if (time > this.strength_finished)
1552 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1553 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1554 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1559 if (time < this.strength_finished)
1561 this.items = this.items | ITEM_Strength.m_itemid;
1563 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1564 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1567 if (this.items & ITEM_Shield.m_itemid)
1569 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1570 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1571 if (time > this.invincible_finished)
1573 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1574 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1575 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1580 if (time < this.invincible_finished)
1582 this.items = this.items | ITEM_Shield.m_itemid;
1584 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1585 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1588 if (this.items & IT_SUPERWEAPON)
1590 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1592 this.superweapons_finished = 0;
1593 this.items = this.items - (this.items & IT_SUPERWEAPON);
1594 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1595 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1597 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1599 // don't let them run out
1603 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1604 if (time > this.superweapons_finished)
1606 this.items = this.items - (this.items & IT_SUPERWEAPON);
1607 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1608 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1609 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1613 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1615 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1617 this.items = this.items | IT_SUPERWEAPON;
1619 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1620 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1624 this.superweapons_finished = 0;
1625 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1630 this.superweapons_finished = 0;
1634 if(autocvar_g_nodepthtestplayers)
1635 this.effects = this.effects | EF_NODEPTHTEST;
1637 if(autocvar_g_fullbrightplayers)
1638 this.effects = this.effects | EF_FULLBRIGHT;
1640 if (time >= game_starttime)
1641 if (time < this.spawnshieldtime)
1642 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1644 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1647 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1649 if(current > stable)
1651 else if(current > stable - 0.25) // when close enough, "snap"
1654 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1657 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1659 if(current < stable)
1661 else if(current < stable + 0.25) // when close enough, "snap"
1664 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1667 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1669 if(current > rotstable)
1671 if(rotframetime > 0)
1673 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1674 current = max(rotstable, current - rotlinear * rotframetime);
1677 else if(current < regenstable)
1679 if(regenframetime > 0)
1681 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1682 current = min(regenstable, current + regenlinear * regenframetime);
1692 void player_regen(entity this)
1694 float max_mod, regen_mod, rot_mod, limit_mod;
1695 max_mod = regen_mod = rot_mod = limit_mod = 1;
1697 float regen_health = autocvar_g_balance_health_regen;
1698 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1699 float regen_health_rot = autocvar_g_balance_health_rot;
1700 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1701 float regen_health_stable = autocvar_g_balance_health_regenstable;
1702 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1703 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1704 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1705 max_mod = M_ARGV(1, float);
1706 regen_mod = M_ARGV(2, float);
1707 rot_mod = M_ARGV(3, float);
1708 limit_mod = M_ARGV(4, float);
1709 regen_health = M_ARGV(5, float);
1710 regen_health_linear = M_ARGV(6, float);
1711 regen_health_rot = M_ARGV(7, float);
1712 regen_health_rotlinear = M_ARGV(8, float);
1713 regen_health_stable = M_ARGV(9, float);
1714 regen_health_rotstable = M_ARGV(10, float);
1716 if(!mutator_returnvalue)
1717 if(!STAT(FROZEN, this))
1719 float mina, maxa, limith, limita;
1720 maxa = autocvar_g_balance_armor_rotstable;
1721 mina = autocvar_g_balance_armor_regenstable;
1722 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1723 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1725 regen_health_rotstable = regen_health_rotstable * max_mod;
1726 regen_health_stable = regen_health_stable * max_mod;
1727 limith = limith * limit_mod;
1728 limita = limita * limit_mod;
1730 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1731 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1732 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1733 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1734 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1735 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1738 // if player rotted to death... die!
1739 // check this outside above checks, as player may still be able to rot to death
1740 if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1743 vehicles_exit(this.vehicle, VHEF_RELEASE);
1744 if(this.event_damage)
1745 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1748 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1750 float minf, maxf, limitf;
1752 maxf = autocvar_g_balance_fuel_rotstable;
1753 minf = autocvar_g_balance_fuel_regenstable;
1754 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1756 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1757 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1758 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1763 void SetZoomState(entity this, float newzoom)
1765 if(newzoom != CS(this).zoomstate)
1767 CS(this).zoomstate = newzoom;
1768 ClientData_Touch(this);
1770 zoomstate_set = true;
1773 void GetPressedKeys(entity this)
1775 MUTATOR_CALLHOOK(GetPressedKeys, this);
1776 int keys = STAT(PRESSED_KEYS, this);
1777 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1778 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1779 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1780 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1782 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1783 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1784 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1785 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1786 CS(this).pressedkeys = keys; // store for other users
1788 STAT(PRESSED_KEYS, this) = keys;
1792 ======================
1793 spectate mode routines
1794 ======================
1797 void SpectateCopy(entity this, entity spectatee)
1799 TC(Client, this); TC(Client, spectatee);
1801 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1802 PS(this) = PS(spectatee);
1803 this.armortype = spectatee.armortype;
1804 SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1805 SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1806 SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1807 SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1808 SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1809 SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1810 SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1811 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1812 SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1813 CS(this).impulse = 0;
1814 this.items = spectatee.items;
1815 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1816 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1817 this.strength_finished = spectatee.strength_finished;
1818 this.invincible_finished = spectatee.invincible_finished;
1819 this.superweapons_finished = spectatee.superweapons_finished;
1820 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1821 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1822 this.punchangle = spectatee.punchangle;
1823 this.view_ofs = spectatee.view_ofs;
1824 this.velocity = spectatee.velocity;
1825 this.dmg_take = spectatee.dmg_take;
1826 this.dmg_save = spectatee.dmg_save;
1827 this.dmg_inflictor = spectatee.dmg_inflictor;
1828 this.v_angle = spectatee.v_angle;
1829 this.angles = spectatee.v_angle;
1830 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1831 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1832 this.viewloc = spectatee.viewloc;
1833 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1834 this.fixangle = true;
1835 setorigin(this, spectatee.origin);
1836 setsize(this, spectatee.mins, spectatee.maxs);
1837 SetZoomState(this, CS(spectatee).zoomstate);
1839 anticheat_spectatecopy(this, spectatee);
1840 STAT(HUD, this) = STAT(HUD, spectatee);
1841 if(spectatee.vehicle)
1843 this.angles = spectatee.v_angle;
1845 //this.fixangle = false;
1846 //this.velocity = spectatee.vehicle.velocity;
1847 this.vehicle_health = spectatee.vehicle_health;
1848 this.vehicle_shield = spectatee.vehicle_shield;
1849 this.vehicle_energy = spectatee.vehicle_energy;
1850 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1851 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1852 this.vehicle_reload1 = spectatee.vehicle_reload1;
1853 this.vehicle_reload2 = spectatee.vehicle_reload2;
1855 //msg_entity = this;
1857 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1858 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1859 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1860 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1862 //WriteByte (MSG_ONE, SVC_SETVIEW);
1863 // WriteEntity(MSG_ONE, this);
1864 //makevectors(spectatee.v_angle);
1865 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1869 bool SpectateUpdate(entity this)
1874 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1876 SetSpectatee(this, NULL);
1880 SpectateCopy(this, this.enemy);
1885 bool SpectateSet(entity this)
1887 if(!IS_PLAYER(this.enemy))
1890 ClientData_Touch(this.enemy);
1893 WriteByte(MSG_ONE, SVC_SETVIEW);
1894 WriteEntity(MSG_ONE, this.enemy);
1895 set_movetype(this, MOVETYPE_NONE);
1896 accuracy_resend(this);
1898 if(!SpectateUpdate(this))
1899 PutObserverInServer(this);
1904 void SetSpectatee_status(entity this, int spectatee_num)
1906 int oldspectatee_status = CS(this).spectatee_status;
1907 CS(this).spectatee_status = spectatee_num;
1909 if (CS(this).spectatee_status != oldspectatee_status)
1911 ClientData_Touch(this);
1912 if (g_race || g_cts) race_InitSpectator();
1916 void SetSpectatee(entity this, entity spectatee)
1918 if(IS_BOT_CLIENT(this))
1919 return; // bots abuse .enemy, this code is useless to them
1921 entity old_spectatee = this.enemy;
1923 this.enemy = spectatee;
1926 // these are required to fix the spectator bug with arc
1929 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1931 .entity weaponentity = weaponentities[slot];
1932 if(old_spectatee.(weaponentity).arc_beam)
1933 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1938 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1940 .entity weaponentity = weaponentities[slot];
1941 if(this.enemy.(weaponentity).arc_beam)
1942 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1947 SetSpectatee_status(this, etof(this.enemy));
1949 // needed to update spectator list
1950 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1953 bool Spectate(entity this, entity pl)
1955 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1957 pl = M_ARGV(1, entity);
1959 SetSpectatee(this, pl);
1960 return SpectateSet(this);
1963 bool SpectateNext(entity this)
1965 entity ent = find(this.enemy, classname, STR_PLAYER);
1967 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1968 ent = M_ARGV(1, entity);
1970 ent = find(ent, classname, STR_PLAYER);
1972 if(ent) { SetSpectatee(this, ent); }
1974 return SpectateSet(this);
1977 bool SpectatePrev(entity this)
1979 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1980 entity ent = findchain(classname, STR_PLAYER);
1981 if (!ent) // no player
1985 // skip players until current spectated player
1987 while(ent && ent != this.enemy)
1990 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1992 case MUT_SPECPREV_FOUND:
1993 ent = M_ARGV(1, entity);
1995 case MUT_SPECPREV_RETURN:
1997 case MUT_SPECPREV_CONTINUE:
2008 SetSpectatee(this, ent);
2009 return SpectateSet(this);
2014 ShowRespawnCountdown()
2016 Update a respawn countdown display.
2019 void ShowRespawnCountdown(entity this)
2022 if(!IS_DEAD(this)) // just respawned?
2026 number = ceil(this.respawn_time - time);
2029 if(number <= this.respawn_countdown)
2031 this.respawn_countdown = number - 1;
2032 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
2033 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2038 .bool team_selected;
2039 bool ShowTeamSelection(entity this)
2041 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2043 stuffcmd(this, "menu_showteamselect\n");
2046 void Join(entity this)
2048 TRANSMUTE(Player, this);
2050 if(!this.team_selected)
2051 if(autocvar_g_campaign || autocvar_g_balance_teams)
2052 JoinBestTeam(this, true);
2054 if(autocvar_g_campaign)
2055 campaign_bots_may_start = true;
2057 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2059 PutClientInServer(this);
2062 if(teamplay && this.team != -1)
2063 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2065 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2066 this.team_selected = false;
2070 * Determines whether the player is allowed to join. This depends on cvar
2071 * g_maxplayers, if it isn't used this function always return true, otherwise
2072 * it checks whether the number of currently playing players exceeds g_maxplayers.
2073 * @return int number of free slots for players, 0 if none
2075 int nJoinAllowed(entity this, entity ignore)
2078 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2079 // so report 0 free slots if restricted
2081 if(autocvar_g_forced_team_otherwise == "spectate")
2083 if(autocvar_g_forced_team_otherwise == "spectator")
2087 if(this && this.team_forced < 0)
2088 return 0; // forced spectators can never join
2090 // TODO simplify this
2091 int totalClients = 0;
2092 int currentlyPlaying = 0;
2093 FOREACH_CLIENT(true, {
2096 if(IS_REAL_CLIENT(it))
2097 if(IS_PLAYER(it) || it.caplayer)
2101 float free_slots = 0;
2102 if (!autocvar_g_maxplayers)
2103 free_slots = maxclients - totalClients;
2104 else if(currentlyPlaying < autocvar_g_maxplayers)
2105 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2107 static float join_prevent_msg_time = 0;
2108 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2110 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2111 join_prevent_msg_time = time + 3;
2118 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2119 * g_maxplayers_spectator_blocktime seconds
2121 void checkSpectatorBlock(entity this)
2123 if(IS_SPEC(this) || IS_OBSERVER(this))
2125 if(IS_REAL_CLIENT(this))
2127 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2128 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2134 void PrintWelcomeMessage(entity this)
2136 if(CS(this).motd_actived_time == 0)
2138 if (autocvar_g_campaign) {
2139 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2140 CS(this).motd_actived_time = time;
2141 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2144 if (PHYS_INPUT_BUTTON_INFO(this)) {
2145 CS(this).motd_actived_time = time;
2146 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2150 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2152 if (autocvar_g_campaign) {
2153 if (PHYS_INPUT_BUTTON_INFO(this))
2154 CS(this).motd_actived_time = time;
2155 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2156 CS(this).motd_actived_time = 0;
2157 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2160 if (PHYS_INPUT_BUTTON_INFO(this))
2161 CS(this).motd_actived_time = time;
2162 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2163 CS(this).motd_actived_time = 0;
2164 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2168 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2170 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2171 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2172 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2174 // instanctly hide MOTD
2175 CS(this).motd_actived_time = 0;
2176 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2181 const int MIN_SPEC_TIME = 1;
2182 bool joinAllowed(entity this)
2184 if (CS(this).version_mismatch) return false;
2185 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2186 if (!nJoinAllowed(this, this)) return false;
2187 if (teamplay && lockteams) return false;
2188 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2189 if (ShowTeamSelection(this)) return false;
2194 .string shootfromfixedorigin;
2195 bool PlayerThink(entity this)
2197 if (game_stopped || intermission_running) {
2198 this.modelflags &= ~MF_ROCKET;
2199 if(intermission_running)
2200 IntermissionThink(this);
2204 if (timeout_status == TIMEOUT_ACTIVE) {
2205 // don't allow the player to turn around while game is paused
2206 // FIXME turn this into CSQC stuff
2207 this.v_angle = this.lastV_angle;
2208 this.angles = this.lastV_angle;
2209 this.fixangle = true;
2212 if (frametime) player_powerups(this);
2214 if (IS_DEAD(this)) {
2215 if (this.personal && g_race_qualifying) {
2216 if (time > this.respawn_time) {
2217 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2219 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2222 if (frametime) player_anim(this);
2224 if (this.respawn_flags & RESPAWN_DENY)
2226 STAT(RESPAWN_TIME, this) = 0;
2230 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));
2232 switch(this.deadflag)
2236 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2237 this.deadflag = DEAD_RESPAWNING;
2238 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2239 this.deadflag = DEAD_DEAD;
2245 this.deadflag = DEAD_RESPAWNABLE;
2246 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2247 this.deadflag = DEAD_RESPAWNING;
2250 case DEAD_RESPAWNABLE:
2252 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2253 this.deadflag = DEAD_RESPAWNING;
2256 case DEAD_RESPAWNING:
2258 if (time > this.respawn_time)
2260 this.respawn_time = time + 1; // only retry once a second
2261 this.respawn_time_max = this.respawn_time;
2268 ShowRespawnCountdown(this);
2270 if (this.respawn_flags & RESPAWN_SILENT)
2271 STAT(RESPAWN_TIME, this) = 0;
2272 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2274 if (time < this.respawn_time)
2275 STAT(RESPAWN_TIME, this) = this.respawn_time;
2276 else if (this.deadflag != DEAD_RESPAWNING)
2277 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2280 STAT(RESPAWN_TIME, this) = this.respawn_time;
2283 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2284 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2285 STAT(RESPAWN_TIME, this) *= -1;
2290 FixPlayermodel(this);
2292 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2293 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2294 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2297 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2300 this.items &= ~this.items_added;
2302 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2304 .entity weaponentity = weaponentities[slot];
2305 W_WeaponFrame(this, weaponentity);
2308 this.items_added = 0;
2309 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2310 this.items_added |= IT_FUEL;
2312 this.items |= this.items_added;
2317 // WEAPONTODO: Add a weapon request for this
2318 // rot vortex charge to the charge limit
2319 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2321 .entity weaponentity = weaponentities[slot];
2322 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2323 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2326 if (frametime) player_anim(this);
2329 secrets_setstatus(this);
2332 monsters_setstatus(this);
2334 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2339 .bool would_spectate;
2340 void ObserverThink(entity this)
2342 if ( CS(this).impulse )
2344 MinigameImpulse(this, CS(this).impulse);
2345 CS(this).impulse = 0;
2348 if (this.flags & FL_JUMPRELEASED) {
2349 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2350 this.flags &= ~FL_JUMPRELEASED;
2351 this.flags |= FL_SPAWNING;
2352 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2353 this.flags &= ~FL_JUMPRELEASED;
2354 if(SpectateNext(this)) {
2355 TRANSMUTE(Spectator, this);
2358 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2359 set_movetype(this, preferred_movetype);
2362 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2363 this.flags |= FL_JUMPRELEASED;
2364 if(this.flags & FL_SPAWNING)
2366 this.flags &= ~FL_SPAWNING;
2374 void SpectatorThink(entity this)
2376 if ( CS(this).impulse )
2378 if(MinigameImpulse(this, CS(this).impulse))
2379 CS(this).impulse = 0;
2381 if (CS(this).impulse == IMP_weapon_drop.impulse)
2383 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2384 CS(this).impulse = 0;
2389 if (this.flags & FL_JUMPRELEASED) {
2390 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2391 this.flags &= ~FL_JUMPRELEASED;
2392 this.flags |= FL_SPAWNING;
2393 } 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)) {
2394 this.flags &= ~FL_JUMPRELEASED;
2395 if(SpectateNext(this)) {
2396 TRANSMUTE(Spectator, this);
2398 TRANSMUTE(Observer, this);
2399 PutClientInServer(this);
2401 CS(this).impulse = 0;
2402 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2403 this.flags &= ~FL_JUMPRELEASED;
2404 if(SpectatePrev(this)) {
2405 TRANSMUTE(Spectator, this);
2407 TRANSMUTE(Observer, this);
2408 PutClientInServer(this);
2410 CS(this).impulse = 0;
2411 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2412 this.would_spectate = false;
2413 this.flags &= ~FL_JUMPRELEASED;
2414 TRANSMUTE(Observer, this);
2415 PutClientInServer(this);
2417 if(!SpectateUpdate(this))
2419 if(!SpectateNext(this))
2421 PutObserverInServer(this);
2422 this.would_spectate = true;
2427 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2428 this.flags |= FL_JUMPRELEASED;
2429 if(this.flags & FL_SPAWNING)
2431 this.flags &= ~FL_SPAWNING;
2436 if(!SpectateUpdate(this))
2437 PutObserverInServer(this);
2440 this.flags |= FL_CLIENT | FL_NOTARGET;
2443 void PlayerUseKey(entity this)
2445 if (!IS_PLAYER(this))
2452 vehicles_exit(this.vehicle, VHEF_NORMAL);
2456 else if(autocvar_g_vehicles_enter)
2458 if(!STAT(FROZEN, this))
2462 entity head, closest_target = NULL;
2463 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2465 while(head) // find the closest acceptable target to enter
2467 if(IS_VEHICLE(head))
2469 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2470 if(head.takedamage != DAMAGE_NO)
2474 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2475 { closest_target = head; }
2477 else { closest_target = head; }
2483 if(closest_target) { vehicles_enter(this, closest_target); return; }
2487 // a use key was pressed; call handlers
2488 MUTATOR_CALLHOOK(PlayerUseKey, this);
2496 Called every frame for each client before the physics are run
2499 .float last_vehiclecheck;
2500 void PlayerPreThink (entity this)
2502 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2503 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2505 WarpZone_PlayerPhysics_FixVAngle(this);
2508 // physics frames: update anticheat stuff
2509 anticheat_prethink(this);
2512 if (blockSpectators && frametime) {
2513 // WORKAROUND: only use dropclient in server frames (frametime set).
2514 // Never use it in cl_movement frames (frametime zero).
2515 checkSpectatorBlock(this);
2518 zoomstate_set = false;
2520 // Check for nameless players
2521 if (this.netname == "" || this.netname != CS(this).netname_previous)
2523 bool assume_unchanged = (CS(this).netname_previous == "");
2524 if (isInvisibleString(this.netname))
2526 this.netname = strzone(sprintf("Player#%d", this.playerid));
2527 assume_unchanged = false;
2528 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2530 if (!assume_unchanged && autocvar_sv_eventlog)
2531 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2532 strcpy(CS(this).netname_previous, this.netname);
2536 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2537 CS(this).version_nagtime = 0;
2538 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2540 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2542 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2544 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2545 if (r < 0) { // old client
2546 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2547 } else if (r > 0) { // old server
2548 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2554 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2556 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2557 this.max_armorvalue = 0;
2562 if (STAT(FROZEN, this) == 2)
2564 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2565 SetResourceAmountExplicit(this, RESOURCE_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)
2571 else if (STAT(FROZEN, this) == 3)
2573 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2574 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2576 if (GetResourceAmount(this, RESOURCE_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)
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))
2593 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2595 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2596 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2598 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2602 if(!it.team || SAME_TEAM(this, it))
2603 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2604 else if(autocvar_g_vehicles_steal)
2605 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2609 this.last_vehiclecheck = time + 1;
2612 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2614 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2616 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2619 if (IS_REAL_CLIENT(this))
2620 PrintWelcomeMessage(this);
2622 if (IS_PLAYER(this)) {
2623 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2624 error("Client can't be spawned as player on connection!");
2625 if(!PlayerThink(this))
2628 else if (game_stopped || intermission_running) {
2629 if(intermission_running)
2630 IntermissionThink(this);
2633 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2635 CS(this).autojoin_checked = true;
2636 // don't do this in ClientConnect
2637 // many things can go wrong if a client is spawned as player on connection
2638 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2639 || (!(autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0)
2640 && (!teamplay || autocvar_g_balance_teams)))
2642 campaign_bots_may_start = true;
2647 else if (IS_OBSERVER(this)) {
2648 ObserverThink(this);
2650 else if (IS_SPEC(this)) {
2651 SpectatorThink(this);
2654 // WEAPONTODO: Add weapon request for this
2655 if (!zoomstate_set) {
2656 bool wep_zoomed = false;
2657 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2659 .entity weaponentity = weaponentities[slot];
2660 Weapon thiswep = this.(weaponentity).m_weapon;
2661 if(thiswep != WEP_Null && thiswep.wr_zoom)
2662 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2664 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2667 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2669 CS(this).teamkill_soundtime = 0;
2671 entity e = CS(this).teamkill_soundsource;
2672 entity oldpusher = e.pusher;
2674 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2675 e.pusher = oldpusher;
2678 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2679 CS(this).taunt_soundtime = 0;
2680 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2683 target_voicescript_next(this);
2685 // WEAPONTODO: Move into weaponsystem somehow
2686 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2687 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2689 .entity weaponentity = weaponentities[slot];
2690 if(this.(weaponentity).m_weapon == WEP_Null)
2691 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2695 void DrownPlayer(entity this)
2697 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2700 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2702 if(this.air_finished < time)
2703 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2704 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2706 else if (this.air_finished < time)
2708 if (this.pain_finished < time)
2710 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');
2711 this.pain_finished = time + 0.5;
2716 .bool move_qcphysics;
2718 void Player_Physics(entity this)
2720 set_movetype(this, this.move_movetype);
2722 if(!this.move_qcphysics)
2725 if(!frametime && !CS(this).pm_frametime)
2728 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2730 CS(this).pm_frametime = 0;
2737 Called every frame for each client after the physics are run
2740 void PlayerPostThink (entity this)
2742 Player_Physics(this);
2745 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2746 if (IS_REAL_CLIENT(this))
2747 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2749 int totalClients = 0;
2750 if(sv_maxidle_slots > 0)
2752 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2758 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2759 { /* do nothing */ }
2760 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2762 if (CS(this).idlekick_lasttimeleft)
2764 CS(this).idlekick_lasttimeleft = 0;
2765 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2770 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2771 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2772 if (!CS(this).idlekick_lasttimeleft)
2773 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2775 if (timeleft <= 0) {
2776 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2780 else if (timeleft <= 10) {
2781 if (timeleft != CS(this).idlekick_lasttimeleft) {
2782 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2784 CS(this).idlekick_lasttimeleft = timeleft;
2793 this.solid = SOLID_NOT;
2794 this.takedamage = DAMAGE_NO;
2795 set_movetype(this, MOVETYPE_NONE);
2798 if (IS_PLAYER(this)) {
2799 if(this.death_time == time && IS_DEAD(this))
2801 // player's bbox gets resized now, instead of in the damage event that killed the player,
2802 // once all the damage events of this frame have been processed with normal size
2804 setsize(this, this.mins, this.maxs);
2807 UpdateChatBubble(this);
2808 if (CS(this).impulse) ImpulseCommands(this);
2811 CSQCMODEL_AUTOUPDATE(this);
2814 GetPressedKeys(this);
2817 if (this.waypointsprite_attachedforcarrier) {
2818 vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2819 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2822 playerdemo_write(this);
2824 CSQCMODEL_AUTOUPDATE(this);
2827 // hack to copy the button fields from the client entity to the Client State
2828 void PM_UpdateButtons(entity this, entity store)
2831 store.impulse = this.impulse;
2834 bool typing = this.buttonchat;
2836 store.button0 = (typing) ? 0 : this.button0;
2838 store.button2 = (typing) ? 0 : this.button2;
2839 store.button3 = (typing) ? 0 : this.button3;
2840 store.button4 = this.button4;
2841 store.button5 = (typing) ? 0 : this.button5;
2842 store.button6 = this.button6;
2843 store.button7 = this.button7;
2844 store.button8 = this.button8;
2845 store.button9 = this.button9;
2846 store.button10 = this.button10;
2847 store.button11 = this.button11;
2848 store.button12 = this.button12;
2849 store.button13 = this.button13;
2850 store.button14 = this.button14;
2851 store.button15 = this.button15;
2852 store.button16 = this.button16;
2853 store.buttonuse = this.buttonuse;
2854 store.buttonchat = this.buttonchat;
2856 store.cursor_active = this.cursor_active;
2857 store.cursor_screen = this.cursor_screen;
2858 store.cursor_trace_start = this.cursor_trace_start;
2859 store.cursor_trace_endpos = this.cursor_trace_endpos;
2860 store.cursor_trace_ent = this.cursor_trace_ent;
2862 store.ping = this.ping;
2863 store.ping_packetloss = this.ping_packetloss;
2864 store.ping_movementloss = this.ping_movementloss;
2866 store.v_angle = this.v_angle;
2867 store.movement = (typing) ? '0 0 0' : this.movement;
2870 NET_HANDLE(fpsreport, bool)
2872 int fps = ReadShort();
2873 PlayerScore_Set(sender, SP_FPS, fps);