3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "clientkill.qh"
23 #include <server/gamelog.qh>
25 #include <server/sv_main.qh>
27 #include "campaign.qh"
28 #include "command/common.qh"
29 #include "scores_rules.qh"
30 #include "weapons/common.qh"
34 #include "../common/ent_cs.qh"
35 #include "../common/wepent.qh"
36 #include <common/state.qh>
38 #include "compat/quake3.qh"
40 #include <common/effects/qc/globalsound.qh>
42 #include "../common/mapobjects/func/conveyor.qh"
43 #include <common/mapobjects/func/ladder.qh>
44 #include "../common/mapobjects/teleporters.qh"
45 #include "../common/mapobjects/target/spawnpoint.qh"
46 #include <common/mapobjects/trigger/counter.qh>
47 #include <common/mapobjects/trigger/swamp.qh>
49 #include "../common/vehicles/all.qh"
51 #include "weapons/hitplot.qh"
52 #include "weapons/selection.qh"
53 #include "weapons/weaponsystem.qh"
55 #include "../common/net_notice.qh"
56 #include "../common/net_linked.qh"
57 #include "../common/physics/player.qh"
59 #include <common/vehicles/sv_vehicles.qh>
61 #include "../common/items/_mod.qh"
63 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
65 #include "../common/mutators/mutator/waypoints/all.qh"
66 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
67 #include <common/gamemodes/_mod.qh>
69 #include "../common/mapobjects/subs.qh"
70 #include "../common/mapobjects/triggers.qh"
71 #include "../common/mapobjects/trigger/secret.qh"
73 #include "../common/minigames/sv_minigames.qh"
75 #include "../common/items/inventory.qh"
77 #include "../common/monsters/sv_monsters.qh"
79 #include "../lib/warpzone/server.qh"
81 #include <common/mutators/mutator/overkill/oknex.qh>
83 #include <common/weapons/weapon/vortex.qh>
85 STATIC_METHOD(Client, Add, void(Client this, int _team))
88 TRANSMUTE(Player, this);
91 PutClientInServer(this);
94 STATIC_METHOD(Client, Remove, void(Client this))
96 TRANSMUTE(Observer, this);
97 PutClientInServer(this);
98 ClientDisconnect(this);
101 void send_CSQC_teamnagger() {
102 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
105 int CountSpectators(entity player, entity to)
107 if(!player) { return 0; } // not sure how, but best to be safe
111 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
119 void WriteSpectators(entity player, entity to)
121 if(!player) { return; } // not sure how, but best to be safe
123 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
125 WriteByte(MSG_ENTITY, num_for_edict(it));
129 bool ClientData_Send(entity this, entity to, int sf)
131 assert(to == this.owner, return false);
134 if (IS_SPEC(e)) e = e.enemy;
137 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
138 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
139 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
140 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
142 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
143 WriteByte(MSG_ENTITY, sf);
146 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
150 float specs = CountSpectators(e, to);
151 WriteByte(MSG_ENTITY, specs);
152 WriteSpectators(e, to);
158 void ClientData_Attach(entity this)
160 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
161 CS(this).clientdata.drawonlytoclient = this;
162 CS(this).clientdata.owner = this;
165 void ClientData_Detach(entity this)
167 delete(CS(this).clientdata);
168 CS(this).clientdata = NULL;
171 void ClientData_Touch(entity e)
173 entity cd = CS(e).clientdata;
174 if (cd) { cd.SendFlags = 1; }
176 // make it spectatable
177 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
179 entity cd = CS(it).clientdata;
180 if (cd) { cd.SendFlags = 1; }
189 Checks if the argument string can be a valid playermodel.
190 Returns a valid one in doubt.
193 string FallbackPlayerModel;
194 string CheckPlayerModel(string plyermodel) {
195 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
197 // note: we cannot summon Don Strunzone here, some player may
198 // still have the model string set. In case anyone manages how
199 // to change a cvar default, we'll have a small leak here.
200 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
202 // only in right path
203 if( substring(plyermodel,0,14) != "models/player/")
204 return FallbackPlayerModel;
205 // only good file extensions
206 if(substring(plyermodel,-4,4) != ".zym")
207 if(substring(plyermodel,-4,4) != ".dpm")
208 if(substring(plyermodel,-4,4) != ".iqm")
209 if(substring(plyermodel,-4,4) != ".md3")
210 if(substring(plyermodel,-4,4) != ".psk")
211 return FallbackPlayerModel;
212 // forbid the LOD models
213 if(substring(plyermodel, -9,5) == "_lod1")
214 return FallbackPlayerModel;
215 if(substring(plyermodel, -9,5) == "_lod2")
216 return FallbackPlayerModel;
217 if(plyermodel != strtolower(plyermodel))
218 return FallbackPlayerModel;
219 // also, restrict to server models
220 if(autocvar_sv_servermodelsonly)
222 if(!fexists(plyermodel))
223 return FallbackPlayerModel;
228 void setplayermodel(entity e, string modelname)
230 precache_model(modelname);
231 _setmodel(e, modelname);
232 player_setupanimsformodel(e);
233 if(!autocvar_g_debug_globalsounds)
234 UpdatePlayerSounds(e);
237 /** putting a client as observer in the server */
238 void PutObserverInServer(entity this)
240 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
241 PlayerState_detach(this);
245 if(GetResource(this, RES_HEALTH) >= 1)
248 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
251 // was a player, recount votes and ready status
252 if(IS_REAL_CLIENT(this))
254 if (vote_called) { VoteCount(false); }
260 entity spot = SelectSpawnPoint(this, true);
261 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
262 this.angles = vec2(spot.angles);
263 this.fixangle = true;
264 // offset it so that the spectator spawns higher off the ground, looks better this way
265 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
266 if (IS_REAL_CLIENT(this))
269 WriteByte(MSG_ONE, SVC_SETVIEW);
270 WriteEntity(MSG_ONE, this);
272 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
273 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
274 if(!autocvar_g_debug_globalsounds)
276 // needed for player sounds
278 FixPlayermodel(this);
280 setmodel(this, MDL_Null);
281 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
282 this.view_ofs = '0 0 0';
285 RemoveGrapplingHooks(this);
286 Portal_ClearAll(this);
287 Unfreeze(this, false);
288 SetSpectatee(this, NULL);
293 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
297 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
299 WaypointSprite_PlayerDead(this);
301 if (CS(this).killcount != FRAGS_SPECTATOR)
304 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
305 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
308 accuracy_resend(this);
310 CS(this).spectatortime = time;
312 IL_REMOVE(g_bot_targets, this);
313 this.bot_attack = false;
314 if(this.monster_attack)
315 IL_REMOVE(g_monster_targets, this);
316 this.monster_attack = false;
317 STAT(HUD, this) = HUD_NORMAL;
318 TRANSMUTE(Observer, this);
319 this.iscreature = false;
320 this.teleportable = TELEPORT_SIMPLE;
321 if(this.damagedbycontents)
322 IL_REMOVE(g_damagedbycontents, this);
323 this.damagedbycontents = false;
324 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
325 SetSpectatee_status(this, etof(this));
326 this.takedamage = DAMAGE_NO;
327 this.solid = SOLID_NOT;
328 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
329 this.flags = FL_CLIENT | FL_NOTARGET;
331 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
332 this.pauserotarmor_finished = 0;
333 this.pauserothealth_finished = 0;
334 this.pauseregen_finished = 0;
335 this.damageforcescale = 0;
337 this.respawn_flags = 0;
338 this.respawn_time = 0;
339 STAT(RESPAWN_TIME, this) = 0;
343 this.pain_finished = 0;
344 STAT(STRENGTH_FINISHED, this) = 0;
345 STAT(INVINCIBLE_FINISHED, this) = 0;
346 STAT(SUPERWEAPONS_FINISHED, this) = 0;
347 STAT(AIR_FINISHED, this) = 0;
348 //this.dphitcontentsmask = 0;
349 this.dphitcontentsmask = DPCONTENTS_SOLID;
350 if (autocvar_g_playerclip_collisions)
351 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
354 setthink(this, func_null);
356 this.deadflag = DEAD_NO;
358 STAT(REVIVE_PROGRESS, this) = 0;
359 this.revival_time = 0;
360 this.draggable = drag_undraggable;
363 STAT(WEAPONS, this) = '0 0 0';
364 this.drawonlytoclient = this;
368 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
370 this.weaponmodel = "";
371 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
373 this.weaponentities[slot] = NULL;
375 this.exteriorweaponentity = NULL;
376 CS(this).killcount = FRAGS_SPECTATOR;
377 this.velocity = '0 0 0';
378 this.avelocity = '0 0 0';
379 this.punchangle = '0 0 0';
380 this.punchvector = '0 0 0';
381 this.oldvelocity = this.velocity;
382 this.fire_endtime = -1;
383 this.event_damage = func_null;
384 this.event_heal = func_null;
386 for(int slot = 0; slot < MAX_AXH; ++slot)
388 entity axh = this.(AuxiliaryXhair[slot]);
389 this.(AuxiliaryXhair[slot]) = NULL;
391 if(axh.owner == this && axh != NULL && !wasfreed(axh))
395 if (mutator_returnvalue)
397 // mutator prevents resetting teams+score
401 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
402 this.frags = FRAGS_SPECTATOR;
404 if (CS(this).just_joined)
405 CS(this).just_joined = false;
408 int player_getspecies(entity this)
410 get_model_parameters(this.model, this.skin);
411 int s = get_model_parameters_species;
412 get_model_parameters(string_null, 0);
413 if (s < 0) return SPECIES_HUMAN;
417 .float model_randomizer;
418 void FixPlayermodel(entity player)
420 string defaultmodel = "";
422 if(autocvar_sv_defaultcharacter)
428 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
429 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
430 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
431 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
435 if(defaultmodel == "")
437 defaultmodel = autocvar_sv_defaultplayermodel;
438 defaultskin = autocvar_sv_defaultplayerskin;
441 int n = tokenize_console(defaultmodel);
444 defaultmodel = argv(floor(n * CS(player).model_randomizer));
445 // However, do NOT randomize if the player-selected model is in the list.
446 for (int i = 0; i < n; ++i)
447 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
448 defaultmodel = argv(i);
451 int i = strstrofs(defaultmodel, ":", 0);
454 defaultskin = stof(substring(defaultmodel, i+1, -1));
455 defaultmodel = substring(defaultmodel, 0, i);
458 if(autocvar_sv_defaultcharacterskin && !defaultskin)
464 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
465 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
466 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
467 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
472 defaultskin = autocvar_sv_defaultplayerskin;
475 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
476 defaultmodel = M_ARGV(0, string);
477 defaultskin = M_ARGV(1, int);
481 if(defaultmodel != "")
483 if (defaultmodel != player.model)
485 vector m1 = player.mins;
486 vector m2 = player.maxs;
487 setplayermodel (player, defaultmodel);
488 setsize (player, m1, m2);
492 oldskin = player.skin;
493 player.skin = defaultskin;
495 if (player.playermodel != player.model || player.playermodel == "")
497 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
498 vector m1 = player.mins;
499 vector m2 = player.maxs;
500 setplayermodel (player, player.playermodel);
501 setsize (player, m1, m2);
505 if(!autocvar_sv_defaultcharacterskin)
507 oldskin = player.skin;
508 player.skin = stof(player.playerskin);
512 oldskin = player.skin;
513 player.skin = defaultskin;
517 if(chmdl || oldskin != player.skin) // model or skin has changed
519 player.species = player_getspecies(player); // update species
520 if(!autocvar_g_debug_globalsounds)
521 UpdatePlayerSounds(player); // update skin sounds
525 if(strlen(autocvar_sv_defaultplayercolors))
526 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
527 setcolor(player, stof(autocvar_sv_defaultplayercolors));
530 void PutPlayerInServer(entity this)
532 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
534 PlayerState_attach(this);
535 accuracy_resend(this);
538 TeamBalance_JoinBestTeam(this);
540 entity spot = SelectSpawnPoint(this, false);
542 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
543 return; // spawn failed
546 TRANSMUTE(Player, this);
548 CS(this).wasplayer = true;
549 this.iscreature = true;
550 this.teleportable = TELEPORT_NORMAL;
551 if(!this.damagedbycontents)
552 IL_PUSH(g_damagedbycontents, this);
553 this.damagedbycontents = true;
554 set_movetype(this, MOVETYPE_WALK);
555 this.solid = SOLID_SLIDEBOX;
556 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
557 if (autocvar_g_playerclip_collisions)
558 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
559 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
560 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
561 this.frags = FRAGS_PLAYER;
562 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
563 this.flags = FL_CLIENT | FL_PICKUPITEMS;
564 if (autocvar__notarget)
565 this.flags |= FL_NOTARGET;
566 this.takedamage = DAMAGE_AIM;
567 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
570 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
571 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
572 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
573 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
574 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
575 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
576 SetResource(this, RES_HEALTH, warmup_start_health);
577 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
578 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
580 SetResource(this, RES_SHELLS, start_ammo_shells);
581 SetResource(this, RES_BULLETS, start_ammo_nails);
582 SetResource(this, RES_ROCKETS, start_ammo_rockets);
583 SetResource(this, RES_CELLS, start_ammo_cells);
584 SetResource(this, RES_PLASMA, start_ammo_plasma);
585 SetResource(this, RES_FUEL, start_ammo_fuel);
586 SetResource(this, RES_HEALTH, start_health);
587 SetResource(this, RES_ARMOR, start_armorvalue);
588 STAT(WEAPONS, this) = start_weapons;
589 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
591 GiveRandomWeapons(this, random_start_weapons_count,
592 autocvar_g_random_start_weapons, random_start_ammo);
595 SetSpectatee_status(this, 0);
597 PS(this).dual_weapons = '0 0 0';
599 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
601 this.items = start_items;
603 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
604 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
605 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
606 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
607 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
608 if (!sv_ready_restart_after_countdown && time < game_starttime)
610 float f = game_starttime - time;
611 this.spawnshieldtime += f;
612 this.pauserotarmor_finished += f;
613 this.pauserothealth_finished += f;
614 this.pauseregen_finished += f;
617 this.damageforcescale = autocvar_g_player_damageforcescale;
619 this.respawn_flags = 0;
620 this.respawn_time = 0;
621 STAT(RESPAWN_TIME, this) = 0;
622 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
623 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
625 this.pain_finished = 0;
627 setthink(this, func_null); // players have no think function
630 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
632 this.deadflag = DEAD_NO;
634 this.angles = spot.angles;
635 this.angles_z = 0; // never spawn tilted even if the spot says to
636 if (IS_BOT_CLIENT(this))
638 this.v_angle = this.angles;
641 this.fixangle = true; // turn this way immediately
642 this.oldvelocity = this.velocity = '0 0 0';
643 this.avelocity = '0 0 0';
644 this.punchangle = '0 0 0';
645 this.punchvector = '0 0 0';
647 STAT(STRENGTH_FINISHED, this) = 0;
648 STAT(INVINCIBLE_FINISHED, this) = 0;
649 this.fire_endtime = -1;
650 STAT(REVIVE_PROGRESS, this) = 0;
651 this.revival_time = 0;
653 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
654 STAT(BUFFS, this) = 0;
655 STAT(BUFF_TIME, this) = 0;
657 STAT(AIR_FINISHED, this) = 0;
658 this.waterlevel = WATERLEVEL_NONE;
659 this.watertype = CONTENT_EMPTY;
661 entity spawnevent = new_pure(spawnevent);
662 spawnevent.owner = this;
663 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
665 // Cut off any still running player sounds.
666 stopsound(this, CH_PLAYER_SINGLE);
669 FixPlayermodel(this);
670 this.drawonlytoclient = NULL;
674 for(int slot = 0; slot < MAX_AXH; ++slot)
676 entity axh = this.(AuxiliaryXhair[slot]);
677 this.(AuxiliaryXhair[slot]) = NULL;
679 if(axh.owner == this && axh != NULL && !wasfreed(axh))
683 this.spawnpoint_targ = NULL;
686 this.view_ofs = STAT(PL_VIEW_OFS, this);
687 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
688 this.spawnorigin = spot.origin;
689 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
690 // don't reset back to last position, even if new position is stuck in solid
691 this.oldorigin = this.origin;
693 IL_REMOVE(g_conveyed, this);
694 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
696 IL_REMOVE(g_swamped, this);
697 this.swampslug = NULL;
698 this.swamp_interval = 0;
699 if(this.ladder_entity)
700 IL_REMOVE(g_ladderents, this);
701 this.ladder_entity = NULL;
702 IL_EACH(g_counters, it.realowner == this,
706 STAT(HUD, this) = HUD_NORMAL;
708 this.event_damage = PlayerDamage;
709 this.event_heal = PlayerHeal;
711 this.draggable = func_null;
714 IL_PUSH(g_bot_targets, this);
715 this.bot_attack = true;
716 if(!this.monster_attack)
717 IL_PUSH(g_monster_targets, this);
718 this.monster_attack = true;
719 navigation_dynamicgoal_init(this, false);
721 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
723 // player was spectator
724 if (CS(this).killcount == FRAGS_SPECTATOR) {
725 PlayerScore_Clear(this);
726 CS(this).killcount = 0;
727 CS(this).startplaytime = time;
730 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
732 .entity weaponentity = weaponentities[slot];
733 CL_SpawnWeaponentity(this, weaponentity);
735 this.alpha = default_player_alpha;
736 this.colormod = '1 1 1' * autocvar_g_player_brightness;
737 this.exteriorweaponentity.alpha = default_weapon_alpha;
739 this.speedrunning = false;
741 this.counter_cnt = 0;
742 this.fragsfilter_cnt = 0;
744 target_voicescript_clear(this);
746 // reset fields the weapons may use
747 FOREACH(Weapons, true, {
748 it.wr_resetplayer(it, this);
749 // reload all reloadable weapons
750 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
751 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
753 .entity weaponentity = weaponentities[slot];
754 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
760 string s = spot.target;
761 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
762 spot.target = string_null;
763 SUB_UseTargets(spot, this, NULL);
764 if(g_assault || g_race)
768 Unfreeze(this, false);
770 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
772 if (autocvar_spawn_debug)
774 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
775 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
778 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
780 .entity weaponentity = weaponentities[slot];
781 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
782 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
784 this.(weaponentity).m_switchweapon = WEP_Null;
785 this.(weaponentity).m_weapon = WEP_Null;
786 this.(weaponentity).weaponname = "";
787 this.(weaponentity).m_switchingweapon = WEP_Null;
788 this.(weaponentity).cnt = -1;
791 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
793 if (CS(this).impulse) ImpulseCommands(this);
795 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
796 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
798 .entity weaponentity = weaponentities[slot];
799 W_WeaponFrame(this, weaponentity);
802 if (!warmup_stage && !this.alivetime)
803 this.alivetime = time;
805 antilag_clear(this, CS(this));
808 /** Called when a client spawns in the server */
809 void PutClientInServer(entity this)
811 if (IS_BOT_CLIENT(this)) {
812 TRANSMUTE(Player, this);
813 } else if (IS_REAL_CLIENT(this)) {
815 WriteByte(MSG_ONE, SVC_SETVIEW);
816 WriteEntity(MSG_ONE, this);
819 TRANSMUTE(Observer, this);
821 SetSpectatee(this, NULL);
825 PS(this).itemkeys = 0;
827 MUTATOR_CALLHOOK(PutClientInServer, this);
829 if (IS_OBSERVER(this)) {
830 PutObserverInServer(this);
831 } else if (IS_PLAYER(this)) {
832 PutPlayerInServer(this);
836 // TODO do we need all these fields, or should we stop autodetecting runtime
837 // changes and just have a console command to update this?
838 bool ClientInit_SendEntity(entity this, entity to, int sf)
840 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
843 // MSG_INIT replacement
844 // TODO: make easier to use
846 W_PROP_reload(MSG_ONE, to);
847 ClientInit_misc(this);
848 MUTATOR_CALLHOOK(Ent_Init);
850 void ClientInit_misc(entity this)
852 int channel = MSG_ONE;
853 WriteHeader(channel, ENT_CLIENT_INIT);
854 WriteByte(channel, g_nexball_meter_period * 32);
855 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
856 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
857 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
858 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
859 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
860 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
861 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
862 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
864 if(sv_foginterval && world.fog != "")
865 WriteString(channel, world.fog);
867 WriteString(channel, "");
868 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
869 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
870 WriteByte(channel, serverflags);
871 WriteCoord(channel, autocvar_g_trueaim_minrange);
874 void ClientInit_CheckUpdate(entity this)
876 this.nextthink = time;
877 if(this.count != autocvar_g_balance_armor_blockpercent)
879 this.count = autocvar_g_balance_armor_blockpercent;
882 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
884 this.cnt = autocvar_g_balance_damagepush_speedfactor;
889 void ClientInit_Spawn()
891 entity e = new_pure(clientinit);
892 setthink(e, ClientInit_CheckUpdate);
893 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
895 ClientInit_CheckUpdate(e);
905 // initialize parms for a new player
906 parm1 = -(86400 * 366);
908 MUTATOR_CALLHOOK(SetNewParms);
916 void SetChangeParms (entity this)
918 // save parms for level change
919 parm1 = CS(this).parm_idlesince - time;
921 MUTATOR_CALLHOOK(SetChangeParms);
929 void DecodeLevelParms(entity this)
932 CS(this).parm_idlesince = parm1;
933 if (CS(this).parm_idlesince == -(86400 * 366))
934 CS(this).parm_idlesince = time;
936 // whatever happens, allow 60 seconds of idling directly after connect for map loading
937 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
939 MUTATOR_CALLHOOK(DecodeLevelParms);
942 void FixClientCvars(entity e)
944 // send prediction settings to the client
945 stuffcmd(e, "\nin_bindmap 0 0\n");
946 if(autocvar_g_antilag == 3) // client side hitscan
947 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
948 if(autocvar_sv_gentle)
949 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
951 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
952 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
954 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
956 MUTATOR_CALLHOOK(FixClientCvars, e);
959 bool findinlist_abbrev(string tofind, string list)
961 if(list == "" || tofind == "")
962 return false; // empty list or search, just return
964 // this function allows abbreviated strings!
965 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
973 bool PlayerInIPList(entity p, string iplist)
975 // some safety checks (never allow local?)
976 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
979 return findinlist_abbrev(p.netaddress, iplist);
982 bool PlayerInIDList(entity p, string idlist)
984 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
988 return findinlist_abbrev(p.crypto_idfp, idlist);
991 bool PlayerInList(entity player, string list)
993 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
996 #ifdef DP_EXT_PRECONNECT
1001 Called once (not at each match start) when a client begins a connection to the server
1004 void ClientPreConnect(entity this)
1006 if(autocvar_sv_eventlog)
1008 GameLogEcho(sprintf(":connect:%d:%d:%s",
1011 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1017 string GetClientVersionMessage(entity this)
1019 if (CS(this).version_mismatch) {
1020 if(CS(this).version < autocvar_gameversion) {
1021 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1022 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1024 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1025 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1028 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1032 string getwelcomemessage(entity this)
1034 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1035 string modifications = M_ARGV(0, string);
1039 if(g_weaponarena_random)
1040 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1042 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1044 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1045 modifications = strcat(modifications, ", No start weapons");
1046 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1047 modifications = strcat(modifications, ", Low gravity");
1048 if(g_weapon_stay && !g_cts)
1049 modifications = strcat(modifications, ", Weapons stay");
1051 modifications = strcat(modifications, ", Jet pack");
1052 if(autocvar_g_powerups == 0)
1053 modifications = strcat(modifications, ", No powerups");
1054 if(autocvar_g_powerups > 0)
1055 modifications = strcat(modifications, ", Powerups");
1056 modifications = substring(modifications, 2, strlen(modifications) - 2);
1058 string versionmessage = GetClientVersionMessage(this);
1059 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1061 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1063 if(modifications != "")
1064 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1066 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1068 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1069 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1072 if (cache_mutatormsg != "") {
1073 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1076 string mutator_msg = "";
1077 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1078 mutator_msg = M_ARGV(0, string);
1080 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1082 string motd = autocvar_sv_motd;
1084 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1089 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1095 Called when a client connects to the server
1098 void ClientConnect(entity this)
1100 if (Ban_MaybeEnforceBanOnce(this)) return;
1101 assert(!IS_CLIENT(this), return);
1102 this.flags |= FL_CLIENT;
1103 assert(player_count >= 0, player_count = 0);
1106 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1108 TRANSMUTE(Client, this);
1109 CS(this).version_nagtime = time + 10 + random() * 10;
1111 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1113 bot_clientconnect(this);
1115 Player_DetermineForcedTeam(this);
1117 TRANSMUTE(Observer, this);
1119 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1121 // always track bots, don't ask for cl_allow_uidtracking
1122 if (IS_BOT_CLIENT(this))
1123 PlayerStats_GameReport_AddPlayer(this);
1125 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1127 if (autocvar_sv_eventlog)
1128 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this, false)));
1130 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1132 stuffcmd(this, clientstuff, "\n");
1133 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1135 FixClientCvars(this);
1137 // get version info from player
1138 stuffcmd(this, "cmd clientversion $gameversion\n");
1140 // notify about available teams
1143 entity balance = TeamBalance_CheckAllowedTeams(this);
1144 int t = TeamBalance_GetAllowedTeams(balance);
1145 TeamBalance_Destroy(balance);
1146 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1150 stuffcmd(this, "set _teams_available 0\n");
1153 bot_relinkplayerlist();
1155 CS(this).spectatortime = time;
1156 if (blockSpectators)
1158 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1161 CS(this).jointime = time;
1163 if (IS_REAL_CLIENT(this))
1165 if (g_weaponarena_weapons == WEPSET(TUBA))
1166 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1169 if (!sv_foginterval && world.fog != "")
1170 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1172 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1173 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1174 send_CSQC_teamnagger();
1176 CSQCMODEL_AUTOINIT(this);
1178 CS(this).model_randomizer = random();
1180 if (IS_REAL_CLIENT(this))
1181 sv_notice_join(this);
1183 this.move_qcphysics = autocvar_sv_qcphysics;
1185 // update physics stats (players can spawn before physics runs)
1186 Physics_UpdateStats(this);
1188 IL_EACH(g_initforplayer, it.init_for_player, {
1189 it.init_for_player(it, this);
1192 Handicap_Initialize(this);
1194 MUTATOR_CALLHOOK(ClientConnect, this);
1196 if (IS_REAL_CLIENT(this))
1198 if (!autocvar_g_campaign && !IS_PLAYER(this))
1200 CS(this).motd_actived_time = -1;
1201 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1209 Called when a client disconnects from the server
1212 .entity chatbubbleentity;
1213 void ClientDisconnect(entity this)
1215 assert(IS_CLIENT(this), return);
1217 PlayerStats_GameReport_FinalizePlayer(this);
1218 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1219 if (CS(this).active_minigame) part_minigame(this);
1220 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1222 if (autocvar_sv_eventlog)
1223 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1225 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1228 SetSpectatee(this, NULL);
1230 MUTATOR_CALLHOOK(ClientDisconnect, this);
1232 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1233 strfree(CS(this).weaponorder_byimpulse);
1234 ClientState_detach(this);
1236 Portal_ClearAll(this);
1238 Unfreeze(this, false);
1240 RemoveGrapplingHooks(this);
1242 // Here, everything has been done that requires this player to be a client.
1244 this.flags &= ~FL_CLIENT;
1246 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1247 if (this.killindicator) delete(this.killindicator);
1249 IL_EACH(g_counters, it.realowner == this,
1254 WaypointSprite_PlayerGone(this);
1256 bot_relinkplayerlist();
1258 strfree(this.clientstatus);
1259 if (this.personal) delete(this.personal);
1263 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1268 void ChatBubbleThink(entity this)
1270 this.nextthink = time;
1271 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1273 if(this.owner) // but why can that ever be NULL?
1274 this.owner.chatbubbleentity = NULL;
1281 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1283 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1284 this.mdl = "models/sprites/minigame_busy.iqm";
1285 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1286 this.mdl = "models/misc/chatbubble.spr";
1289 if ( this.model != this.mdl )
1290 _setmodel(this, this.mdl);
1294 void UpdateChatBubble(entity this)
1298 // spawn a chatbubble entity if needed
1299 if (!this.chatbubbleentity)
1301 this.chatbubbleentity = new(chatbubbleentity);
1302 this.chatbubbleentity.owner = this;
1303 this.chatbubbleentity.exteriormodeltoclient = this;
1304 setthink(this.chatbubbleentity, ChatBubbleThink);
1305 this.chatbubbleentity.nextthink = time;
1306 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1307 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1308 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1309 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1310 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1311 //this.chatbubbleentity.model = "";
1312 this.chatbubbleentity.effects = EF_LOWPRECISION;
1316 void calculate_player_respawn_time(entity this)
1318 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1321 float gametype_setting_tmp;
1322 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1323 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1324 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1325 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1326 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1327 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1329 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1332 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1333 if(it.team == this.team)
1336 if (sdelay_small_count == 0)
1337 sdelay_small_count = 1;
1338 if (sdelay_large_count == 0)
1339 sdelay_large_count = 1;
1343 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1346 if (sdelay_small_count == 0)
1348 if (IS_INDEPENDENT_PLAYER(this))
1350 // Players play independently. No point in requiring enemies.
1351 sdelay_small_count = 1;
1355 // Players play AGAINST each other. Enemies required.
1356 sdelay_small_count = 2;
1359 if (sdelay_large_count == 0)
1361 if (IS_INDEPENDENT_PLAYER(this))
1363 // Players play independently. No point in requiring enemies.
1364 sdelay_large_count = 1;
1368 // Players play AGAINST each other. Enemies required.
1369 sdelay_large_count = 2;
1376 if (pcount <= sdelay_small_count)
1377 sdelay = sdelay_small;
1378 else if (pcount >= sdelay_large_count)
1379 sdelay = sdelay_large;
1380 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1381 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1384 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1386 this.respawn_time = time + sdelay;
1388 if(sdelay < sdelay_max)
1389 this.respawn_time_max = time + sdelay_max;
1391 this.respawn_time_max = this.respawn_time;
1393 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1394 this.respawn_countdown = 10; // first number to count down from is 10
1396 this.respawn_countdown = -1; // do not count down
1398 if(autocvar_g_forced_respawn)
1399 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1402 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1403 // added to the model skins
1404 /*void UpdateColorModHack()
1407 c = this.clientcolors & 15;
1408 // LordHavoc: only bothering to support white, green, red, yellow, blue
1409 if (!teamplay) this.colormod = '0 0 0';
1410 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1411 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1412 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1413 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1414 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1415 else this.colormod = '1 1 1';
1418 void respawn(entity this)
1420 bool damagedbycontents_prev = this.damagedbycontents;
1423 if(autocvar_g_respawn_ghosts)
1425 this.solid = SOLID_NOT;
1426 this.takedamage = DAMAGE_NO;
1427 this.damagedbycontents = false;
1428 set_movetype(this, MOVETYPE_FLY);
1429 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1430 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1431 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1432 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1433 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1434 if(autocvar_g_respawn_ghosts_time > 0)
1435 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1438 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1442 this.damagedbycontents = damagedbycontents_prev;
1444 this.effects |= EF_NODRAW; // prevent another CopyBody
1445 PutClientInServer(this);
1449 void PrintToChat(entity client, string text)
1451 text = strcat("\{1}^7", text, "\n");
1452 sprint(client, text);
1456 void DebugPrintToChat(entity client, string text)
1458 if (autocvar_developer > 0)
1460 PrintToChat(client, text);
1465 void PrintToChatAll(string text)
1467 text = strcat("\{1}^7", text, "\n");
1472 void DebugPrintToChatAll(string text)
1474 if (autocvar_developer > 0)
1476 PrintToChatAll(text);
1481 void PrintToChatTeam(int team_num, string text)
1483 text = strcat("\{1}^7", text, "\n");
1484 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1486 if (it.team == team_num)
1494 void DebugPrintToChatTeam(int team_num, string text)
1496 if (autocvar_developer > 0)
1498 PrintToChatTeam(team_num, text);
1502 void play_countdown(entity this, float finished, Sound samp)
1505 if(IS_REAL_CLIENT(this))
1506 if(floor(finished - time - frametime) != floor(finished - time))
1507 if(finished - time < 6)
1508 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1511 void player_powerups(entity this)
1513 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1514 this.modelflags |= MF_ROCKET;
1516 this.modelflags &= ~MF_ROCKET;
1518 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1522 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1524 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1525 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1526 this.items &= ~ITEM_Strength.m_itemid;
1527 this.items &= ~ITEM_Shield.m_itemid;
1528 this.items -= (this.items & IT_SUPERWEAPON);
1532 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1535 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1536 int items_prev = this.items;
1538 Fire_ApplyDamage(this);
1539 Fire_ApplyEffect(this);
1541 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1543 if (this.items & ITEM_Strength.m_itemid)
1545 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1546 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1547 if (time > STAT(STRENGTH_FINISHED, this))
1549 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1550 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1551 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1556 if (time < STAT(STRENGTH_FINISHED, this))
1558 this.items = this.items | ITEM_Strength.m_itemid;
1560 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1561 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1564 if (this.items & ITEM_Shield.m_itemid)
1566 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1567 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1568 if (time > STAT(INVINCIBLE_FINISHED, this))
1570 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1571 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1572 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1577 if (time < STAT(INVINCIBLE_FINISHED, this))
1579 this.items = this.items | ITEM_Shield.m_itemid;
1581 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1582 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1585 if (this.items & IT_SUPERWEAPON)
1587 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1589 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1590 this.items = this.items - (this.items & IT_SUPERWEAPON);
1591 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1592 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1594 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1596 // don't let them run out
1600 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1601 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1603 this.items = this.items - (this.items & IT_SUPERWEAPON);
1604 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1605 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1606 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1610 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1612 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1614 this.items = this.items | IT_SUPERWEAPON;
1615 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1618 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1619 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1624 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1625 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1630 STAT(SUPERWEAPONS_FINISHED, this) = 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 void RotRegen(entity this, int res, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit_mod)
1669 float old = GetResource(this, res);
1670 float current = old;
1671 if(current > rotstable)
1673 if(rotframetime > 0)
1675 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1676 current = max(rotstable, current - rotlinear * rotframetime);
1679 else if(current < regenstable)
1681 if(regenframetime > 0)
1683 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1684 current = min(regenstable, current + regenlinear * regenframetime);
1688 float limit = GetResourceLimit(this, res) * limit_mod;
1693 SetResource(this, res, current);
1696 void player_regen(entity this)
1698 float max_mod, regen_mod, rot_mod, limit_mod;
1699 max_mod = regen_mod = rot_mod = limit_mod = 1;
1701 float regen_health = autocvar_g_balance_health_regen;
1702 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1703 float regen_health_rot = autocvar_g_balance_health_rot;
1704 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1705 float regen_health_stable = autocvar_g_balance_health_regenstable;
1706 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1707 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1708 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1709 max_mod = M_ARGV(1, float);
1710 regen_mod = M_ARGV(2, float);
1711 rot_mod = M_ARGV(3, float);
1712 limit_mod = M_ARGV(4, float);
1713 regen_health = M_ARGV(5, float);
1714 regen_health_linear = M_ARGV(6, float);
1715 regen_health_rot = M_ARGV(7, float);
1716 regen_health_rotlinear = M_ARGV(8, float);
1717 regen_health_stable = M_ARGV(9, float);
1718 regen_health_rotstable = M_ARGV(10, float);
1720 if(!mutator_returnvalue)
1721 if(!STAT(FROZEN, this))
1723 float maxa = autocvar_g_balance_armor_rotstable;
1724 float mina = autocvar_g_balance_armor_regenstable;
1726 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1727 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1728 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1730 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1731 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1732 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1735 // if player rotted to death... die!
1736 // check this outside above checks, as player may still be able to rot to death
1737 if(GetResource(this, RES_HEALTH) < 1)
1740 vehicles_exit(this.vehicle, VHEF_RELEASE);
1741 if(this.event_damage)
1742 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1745 if (!(this.items & IT_UNLIMITED_AMMO))
1747 float maxf = autocvar_g_balance_fuel_rotstable;
1748 float minf = autocvar_g_balance_fuel_regenstable;
1750 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1751 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1752 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1757 void SetZoomState(entity this, float newzoom)
1759 if(newzoom != CS(this).zoomstate)
1761 CS(this).zoomstate = newzoom;
1762 ClientData_Touch(this);
1764 zoomstate_set = true;
1767 void GetPressedKeys(entity this)
1769 MUTATOR_CALLHOOK(GetPressedKeys, this);
1770 int keys = STAT(PRESSED_KEYS, this);
1771 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1772 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1773 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1774 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1776 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1777 keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1778 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1779 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1780 CS(this).pressedkeys = keys; // store for other users
1782 STAT(PRESSED_KEYS, this) = keys;
1786 ======================
1787 spectate mode routines
1788 ======================
1791 void SpectateCopy(entity this, entity spectatee)
1793 TC(Client, this); TC(Client, spectatee);
1795 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1796 PS(this) = PS(spectatee);
1797 this.armortype = spectatee.armortype;
1798 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1799 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1800 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1801 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1802 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1803 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1804 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1805 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1806 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1807 CS(this).impulse = 0;
1808 this.disableclientprediction = 1; // no need to run prediction on a spectator
1809 this.items = spectatee.items;
1810 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1811 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1812 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1813 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1814 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1815 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1816 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1817 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1818 this.punchangle = spectatee.punchangle;
1819 this.view_ofs = spectatee.view_ofs;
1820 this.velocity = spectatee.velocity;
1821 this.dmg_take = spectatee.dmg_take;
1822 this.dmg_save = spectatee.dmg_save;
1823 this.dmg_inflictor = spectatee.dmg_inflictor;
1824 this.v_angle = spectatee.v_angle;
1825 this.angles = spectatee.v_angle;
1826 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1827 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1828 this.viewloc = spectatee.viewloc;
1829 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1830 this.fixangle = true;
1831 setorigin(this, spectatee.origin);
1832 setsize(this, spectatee.mins, spectatee.maxs);
1833 SetZoomState(this, CS(spectatee).zoomstate);
1835 anticheat_spectatecopy(this, spectatee);
1836 STAT(HUD, this) = STAT(HUD, spectatee);
1837 if(spectatee.vehicle)
1839 this.angles = spectatee.v_angle;
1841 //this.fixangle = false;
1842 //this.velocity = spectatee.vehicle.velocity;
1843 this.vehicle_health = spectatee.vehicle_health;
1844 this.vehicle_shield = spectatee.vehicle_shield;
1845 this.vehicle_energy = spectatee.vehicle_energy;
1846 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1847 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1848 this.vehicle_reload1 = spectatee.vehicle_reload1;
1849 this.vehicle_reload2 = spectatee.vehicle_reload2;
1851 //msg_entity = this;
1853 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1854 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1855 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1856 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1858 //WriteByte (MSG_ONE, SVC_SETVIEW);
1859 // WriteEntity(MSG_ONE, this);
1860 //makevectors(spectatee.v_angle);
1861 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1865 bool SpectateUpdate(entity this)
1870 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1872 SetSpectatee(this, NULL);
1876 SpectateCopy(this, this.enemy);
1881 bool SpectateSet(entity this)
1883 if(!IS_PLAYER(this.enemy))
1886 ClientData_Touch(this.enemy);
1889 WriteByte(MSG_ONE, SVC_SETVIEW);
1890 WriteEntity(MSG_ONE, this.enemy);
1891 set_movetype(this, MOVETYPE_NONE);
1892 accuracy_resend(this);
1894 if(!SpectateUpdate(this))
1895 PutObserverInServer(this);
1900 void SetSpectatee_status(entity this, int spectatee_num)
1902 int oldspectatee_status = CS(this).spectatee_status;
1903 CS(this).spectatee_status = spectatee_num;
1905 if (CS(this).spectatee_status != oldspectatee_status)
1907 if (STAT(PRESSED_KEYS, this))
1909 CS(this).pressedkeys = 0;
1910 STAT(PRESSED_KEYS, this) = 0;
1912 ClientData_Touch(this);
1913 if (g_race || g_cts) race_InitSpectator();
1917 void SetSpectatee(entity this, entity spectatee)
1919 if(IS_BOT_CLIENT(this))
1920 return; // bots abuse .enemy, this code is useless to them
1922 entity old_spectatee = this.enemy;
1924 this.enemy = spectatee;
1927 // these are required to fix the spectator bug with arc
1930 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1932 .entity weaponentity = weaponentities[slot];
1933 if(old_spectatee.(weaponentity).arc_beam)
1934 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1939 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1941 .entity weaponentity = weaponentities[slot];
1942 if(this.enemy.(weaponentity).arc_beam)
1943 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1948 SetSpectatee_status(this, etof(this.enemy));
1950 // needed to update spectator list
1951 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1954 bool Spectate(entity this, entity pl)
1956 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1958 pl = M_ARGV(1, entity);
1960 SetSpectatee(this, pl);
1961 return SpectateSet(this);
1964 bool SpectateNext(entity this)
1966 entity ent = find(this.enemy, classname, STR_PLAYER);
1968 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1969 ent = M_ARGV(1, entity);
1971 ent = find(ent, classname, STR_PLAYER);
1973 if(ent) { SetSpectatee(this, ent); }
1975 return SpectateSet(this);
1978 bool SpectatePrev(entity this)
1980 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1981 entity ent = findchain(classname, STR_PLAYER);
1982 if (!ent) // no player
1986 // skip players until current spectated player
1988 while(ent && ent != this.enemy)
1991 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1993 case MUT_SPECPREV_FOUND:
1994 ent = M_ARGV(1, entity);
1996 case MUT_SPECPREV_RETURN:
1998 case MUT_SPECPREV_CONTINUE:
2009 SetSpectatee(this, ent);
2010 return SpectateSet(this);
2015 ShowRespawnCountdown()
2017 Update a respawn countdown display.
2020 void ShowRespawnCountdown(entity this)
2023 if(!IS_DEAD(this)) // just respawned?
2027 number = ceil(this.respawn_time - time);
2030 if(number <= this.respawn_countdown)
2032 this.respawn_countdown = number - 1;
2033 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
2034 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2039 .bool team_selected;
2040 bool ShowTeamSelection(entity this)
2042 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
2044 stuffcmd(this, "menu_showteamselect\n");
2047 void Join(entity this)
2049 TRANSMUTE(Player, this);
2051 if(!this.team_selected)
2052 if(autocvar_g_campaign || autocvar_g_balance_teams)
2053 TeamBalance_JoinBestTeam(this);
2055 if(autocvar_g_campaign)
2056 campaign_bots_may_start = true;
2058 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2060 PutClientInServer(this);
2063 if(teamplay && this.team != -1)
2067 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2068 this.team_selected = false;
2071 int GetPlayerLimit()
2074 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
2075 int player_limit = autocvar_g_maxplayers;
2076 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2077 player_limit = M_ARGV(0, int);
2078 return player_limit;
2082 * Determines whether the player is allowed to join. This depends on cvar
2083 * g_maxplayers, if it isn't used this function always return true, otherwise
2084 * it checks whether the number of currently playing players exceeds g_maxplayers.
2085 * @return int number of free slots for players, 0 if none
2087 int nJoinAllowed(entity this, entity ignore)
2090 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2091 // so report 0 free slots if restricted
2093 if(autocvar_g_forced_team_otherwise == "spectate")
2095 if(autocvar_g_forced_team_otherwise == "spectator")
2099 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2100 return 0; // forced spectators can never join
2102 // TODO simplify this
2103 int totalClients = 0;
2104 int currentlyPlaying = 0;
2105 FOREACH_CLIENT(true, {
2108 if(IS_REAL_CLIENT(it))
2109 if(IS_PLAYER(it) || it.caplayer)
2113 int player_limit = GetPlayerLimit();
2117 free_slots = maxclients - totalClients;
2118 else if(player_limit > 0 && currentlyPlaying < player_limit)
2119 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2121 static float msg_time = 0;
2122 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2124 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2125 msg_time = time + 0.5;
2132 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2133 * g_maxplayers_spectator_blocktime seconds
2135 void checkSpectatorBlock(entity this)
2137 if(IS_SPEC(this) || IS_OBSERVER(this))
2139 if(IS_REAL_CLIENT(this))
2141 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2142 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2148 void PrintWelcomeMessage(entity this)
2150 if(CS(this).motd_actived_time == 0)
2152 if (autocvar_g_campaign) {
2153 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2154 CS(this).motd_actived_time = time;
2155 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2158 if (PHYS_INPUT_BUTTON_INFO(this)) {
2159 CS(this).motd_actived_time = time;
2160 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2164 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2166 if (autocvar_g_campaign) {
2167 if (PHYS_INPUT_BUTTON_INFO(this))
2168 CS(this).motd_actived_time = time;
2169 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2170 CS(this).motd_actived_time = 0;
2171 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2174 if (PHYS_INPUT_BUTTON_INFO(this))
2175 CS(this).motd_actived_time = time;
2176 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2177 CS(this).motd_actived_time = 0;
2178 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2182 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2184 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2185 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2186 else if (CS(this).motd_actived_time == -2)
2188 // instantly hide MOTD
2189 CS(this).motd_actived_time = 0;
2190 if (autocvar_g_campaign)
2191 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2193 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2195 else if (IS_PLAYER(this) || IS_SPEC(this))
2197 // FIXME occasionally for some reason MOTD never goes away
2198 // delay MOTD removal a little bit in the hope it fixes this bug
2199 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2200 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2201 else //if (CS(this).motd_actived_time < -2)
2202 CS(this).motd_actived_time++;
2207 bool joinAllowed(entity this)
2209 if (CS(this).version_mismatch) return false;
2210 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2211 if (!nJoinAllowed(this, this)) return false;
2212 if (teamplay && lockteams) return false;
2213 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2214 if (ShowTeamSelection(this)) return false;
2218 .string shootfromfixedorigin;
2219 .bool dualwielding_prev;
2220 bool PlayerThink(entity this)
2222 if (game_stopped || intermission_running) {
2223 this.modelflags &= ~MF_ROCKET;
2224 if(intermission_running)
2225 IntermissionThink(this);
2229 if (timeout_status == TIMEOUT_ACTIVE) {
2230 // don't allow the player to turn around while game is paused
2231 // FIXME turn this into CSQC stuff
2232 this.v_angle = this.lastV_angle;
2233 this.angles = this.lastV_angle;
2234 this.fixangle = true;
2237 if (frametime) player_powerups(this);
2239 if (IS_DEAD(this)) {
2240 if (this.personal && g_race_qualifying) {
2241 if (time > this.respawn_time) {
2242 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2244 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2247 if (frametime) player_anim(this);
2249 if (this.respawn_flags & RESPAWN_DENY)
2251 STAT(RESPAWN_TIME, this) = 0;
2255 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));
2257 switch(this.deadflag)
2261 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2262 this.deadflag = DEAD_RESPAWNING;
2263 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2264 this.deadflag = DEAD_DEAD;
2270 this.deadflag = DEAD_RESPAWNABLE;
2271 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2272 this.deadflag = DEAD_RESPAWNING;
2275 case DEAD_RESPAWNABLE:
2277 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2278 this.deadflag = DEAD_RESPAWNING;
2281 case DEAD_RESPAWNING:
2283 if (time > this.respawn_time)
2285 this.respawn_time = time + 1; // only retry once a second
2286 this.respawn_time_max = this.respawn_time;
2293 ShowRespawnCountdown(this);
2295 if (this.respawn_flags & RESPAWN_SILENT)
2296 STAT(RESPAWN_TIME, this) = 0;
2297 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2299 if (time < this.respawn_time)
2300 STAT(RESPAWN_TIME, this) = this.respawn_time;
2301 else if (this.deadflag != DEAD_RESPAWNING)
2302 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2305 STAT(RESPAWN_TIME, this) = this.respawn_time;
2308 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2309 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2310 STAT(RESPAWN_TIME, this) *= -1;
2315 FixPlayermodel(this);
2317 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2318 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2319 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2322 // reset gun alignment when dual wielding status changes
2323 // to ensure guns are always aligned right and left
2324 bool dualwielding = W_DualWielding(this);
2325 if(this.dualwielding_prev != dualwielding)
2327 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2328 this.dualwielding_prev = dualwielding;
2331 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2334 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2336 .entity weaponentity = weaponentities[slot];
2337 if(WEP_CVAR(vortex, charge_always))
2338 W_Vortex_Charge(this, weaponentity, frametime);
2339 W_WeaponFrame(this, weaponentity);
2345 // WEAPONTODO: Add a weapon request for this
2346 // rot vortex charge to the charge limit
2347 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2349 .entity weaponentity = weaponentities[slot];
2350 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2351 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2356 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2359 monsters_setstatus(this);
2364 .bool would_spectate;
2365 void ObserverOrSpectatorThink(entity this)
2367 bool is_spec = IS_SPEC(this);
2368 if ( CS(this).impulse )
2370 int r = MinigameImpulse(this, CS(this).impulse);
2372 CS(this).impulse = 0;
2374 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2376 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2377 CS(this).impulse = 0;
2382 if (this.flags & FL_JUMPRELEASED) {
2383 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2384 this.flags &= ~FL_JUMPRELEASED;
2385 this.flags |= FL_SPAWNING;
2386 } else if((is_spec && (PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)))
2387 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2388 this.flags &= ~FL_JUMPRELEASED;
2389 if(SpectateNext(this)) {
2390 TRANSMUTE(Spectator, this);
2391 } else if (is_spec) {
2392 TRANSMUTE(Observer, this);
2393 PutClientInServer(this);
2396 CS(this).impulse = 0;
2397 } else if (is_spec) {
2398 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2399 this.flags &= ~FL_JUMPRELEASED;
2400 if(SpectatePrev(this)) {
2401 TRANSMUTE(Spectator, this);
2403 TRANSMUTE(Observer, this);
2404 PutClientInServer(this);
2406 CS(this).impulse = 0;
2407 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2408 this.would_spectate = false;
2409 this.flags &= ~FL_JUMPRELEASED;
2410 TRANSMUTE(Observer, this);
2411 PutClientInServer(this);
2412 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2413 PutObserverInServer(this);
2414 this.would_spectate = true;
2418 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2419 set_movetype(this, preferred_movetype);
2422 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2423 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2424 this.flags |= FL_JUMPRELEASED;
2425 if(this.flags & FL_SPAWNING)
2427 this.flags &= ~FL_SPAWNING;
2428 if(joinAllowed(this))
2430 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2431 CS(this).autojoin_checked = -1;
2435 if(is_spec && !SpectateUpdate(this))
2436 PutObserverInServer(this);
2439 this.flags |= FL_CLIENT | FL_NOTARGET;
2442 void PlayerUseKey(entity this)
2444 if (!IS_PLAYER(this))
2451 vehicles_exit(this.vehicle, VHEF_NORMAL);
2455 else if(autocvar_g_vehicles_enter)
2457 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2459 entity head, closest_target = NULL;
2460 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2462 while(head) // find the closest acceptable target to enter
2464 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2465 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2469 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2470 { closest_target = head; }
2472 else { closest_target = head; }
2478 if(closest_target) { vehicles_enter(this, closest_target); return; }
2482 // a use key was pressed; call handlers
2483 MUTATOR_CALLHOOK(PlayerUseKey, this);
2491 Called every frame for each client before the physics are run
2494 .float last_vehiclecheck;
2495 void PlayerPreThink (entity this)
2497 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2498 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2500 WarpZone_PlayerPhysics_FixVAngle(this);
2503 // physics frames: update anticheat stuff
2504 anticheat_prethink(this);
2507 if (blockSpectators && frametime) {
2508 // WORKAROUND: only use dropclient in server frames (frametime set).
2509 // Never use it in cl_movement frames (frametime zero).
2510 checkSpectatorBlock(this);
2513 zoomstate_set = false;
2515 // Check for nameless players
2516 if (this.netname == "" || this.netname != CS(this).netname_previous)
2518 bool assume_unchanged = (CS(this).netname_previous == "");
2519 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2521 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2522 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2523 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2524 assume_unchanged = false;
2525 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2527 if (isInvisibleString(this.netname))
2529 this.netname = strzone(sprintf("Player#%d", this.playerid));
2530 sprint(this, "Warning: invisible names are not allowed.\n");
2531 assume_unchanged = false;
2532 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2534 if (!assume_unchanged && autocvar_sv_eventlog)
2535 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2536 strcpy(CS(this).netname_previous, this.netname);
2540 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2541 CS(this).version_nagtime = 0;
2542 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2544 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2546 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2548 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2549 if (r < 0) { // old client
2550 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2551 } else if (r > 0) { // old server
2552 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2558 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2560 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2561 this.max_armorvalue = 0;
2564 if (frametime && IS_PLAYER(this))
2566 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2568 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2569 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2571 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2573 if (STAT(REVIVE_PROGRESS, this) >= 1)
2574 Unfreeze(this, false);
2576 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2578 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2579 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2581 if (GetResource(this, RES_HEALTH) < 1)
2584 vehicles_exit(this.vehicle, VHEF_RELEASE);
2585 if(this.event_damage)
2586 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2588 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2589 Unfreeze(this, false);
2593 MUTATOR_CALLHOOK(PlayerPreThink, this);
2595 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2596 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2598 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
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);
2607 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2609 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2613 this.last_vehiclecheck = time + 1;
2616 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2618 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2620 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2623 if (IS_REAL_CLIENT(this))
2624 PrintWelcomeMessage(this);
2626 if (IS_PLAYER(this)) {
2627 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2628 error("Client can't be spawned as player on connection!");
2629 if(!PlayerThink(this))
2632 else if (game_stopped || intermission_running) {
2633 if(intermission_running)
2634 IntermissionThink(this);
2637 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2639 bool early_join_requested = (CS(this).autojoin_checked < 0);
2640 CS(this).autojoin_checked = 1;
2641 // don't do this in ClientConnect
2642 // many things can go wrong if a client is spawned as player on connection
2643 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2644 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2645 && (!teamplay || autocvar_g_balance_teams)))
2647 campaign_bots_may_start = true;
2648 if(joinAllowed(this))
2653 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2654 ObserverOrSpectatorThink(this);
2657 // WEAPONTODO: Add weapon request for this
2658 if (!zoomstate_set) {
2659 bool wep_zoomed = false;
2660 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2662 .entity weaponentity = weaponentities[slot];
2663 Weapon thiswep = this.(weaponentity).m_weapon;
2664 if(thiswep != WEP_Null && thiswep.wr_zoom)
2665 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2667 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2670 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2672 CS(this).teamkill_soundtime = 0;
2674 entity e = CS(this).teamkill_soundsource;
2675 entity oldpusher = e.pusher;
2677 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2678 e.pusher = oldpusher;
2681 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2682 CS(this).taunt_soundtime = 0;
2683 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2686 target_voicescript_next(this);
2688 // WEAPONTODO: Move into weaponsystem somehow
2689 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2690 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2692 .entity weaponentity = weaponentities[slot];
2693 if(this.(weaponentity).m_weapon == WEP_Null)
2694 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2698 void DrownPlayer(entity this)
2700 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2701 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2703 STAT(AIR_FINISHED, this) = 0;
2707 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2709 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2710 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2711 STAT(AIR_FINISHED, this) = 0;
2715 if (!STAT(AIR_FINISHED, this))
2716 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2717 if (STAT(AIR_FINISHED, this) < time)
2719 if (this.pain_finished < time)
2721 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');
2722 this.pain_finished = time + 0.5;
2728 .bool move_qcphysics;
2730 void Player_Physics(entity this)
2732 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2734 if(!this.move_qcphysics)
2737 if(!frametime && !CS(this).pm_frametime)
2740 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2742 CS(this).pm_frametime = 0;
2749 Called every frame for each client after the physics are run
2752 void PlayerPostThink (entity this)
2754 Player_Physics(this);
2757 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2758 if (IS_REAL_CLIENT(this))
2759 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2761 int totalClients = 0;
2762 if(sv_maxidle_slots > 0)
2764 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2770 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2771 { /* do nothing */ }
2772 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2774 if (CS(this).idlekick_lasttimeleft)
2776 CS(this).idlekick_lasttimeleft = 0;
2777 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2782 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2783 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2784 if (!CS(this).idlekick_lasttimeleft)
2785 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2787 if (timeleft <= 0) {
2788 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2792 else if (timeleft <= 10) {
2793 if (timeleft != CS(this).idlekick_lasttimeleft) {
2794 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2796 CS(this).idlekick_lasttimeleft = timeleft;
2805 this.solid = SOLID_NOT;
2806 this.takedamage = DAMAGE_NO;
2807 set_movetype(this, MOVETYPE_NONE);
2808 CS(this).teamkill_complain = 0;
2809 CS(this).teamkill_soundtime = 0;
2810 CS(this).teamkill_soundsource = NULL;
2813 if (IS_PLAYER(this)) {
2814 if(this.death_time == time && IS_DEAD(this))
2816 // player's bbox gets resized now, instead of in the damage event that killed the player,
2817 // once all the damage events of this frame have been processed with normal size
2819 setsize(this, this.mins, this.maxs);
2822 UpdateChatBubble(this);
2823 if (CS(this).impulse) ImpulseCommands(this);
2826 CSQCMODEL_AUTOUPDATE(this);
2829 GetPressedKeys(this);
2831 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2833 CS(this).pressedkeys = 0;
2834 STAT(PRESSED_KEYS, this) = 0;
2837 if (this.waypointsprite_attachedforcarrier) {
2838 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2839 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2842 CSQCMODEL_AUTOUPDATE(this);
2846 * message "": do not say, just test flood control
2852 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2854 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2855 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2858 msgin = formatmessage(source, msgin);
2861 if (!(IS_PLAYER(source) || source.caplayer))
2862 colorstr = "^0"; // black for spectators
2864 colorstr = Team_ColorCode(source.team);
2877 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2880 * using bprint solves this... me stupid
2881 // how can we prevent the message from appearing in a listen server?
2882 // for now, just give "say" back and only handle say_team
2885 clientcommand(source, strcat("say ", msgin));
2890 string namestr = "";
2892 namestr = playername(source, autocvar_g_chat_teamcolors);
2894 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2896 string msgstr = "", cmsgstr = "";
2897 string privatemsgprefix = string_null;
2898 int privatemsgprefixlen = 0;
2901 bool found_me = false;
2902 if(strstrofs(msgin, "/me", 0) >= 0)
2904 string newmsgin = "";
2905 string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2906 FOREACH_WORD(msgin, true,
2908 if(strdecolorize(it) == "/me")
2911 newmsgin = cons(newmsgin, newnamestr);
2914 newmsgin = cons(newmsgin, it);
2921 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2922 privatemsgprefixlen = strlen(msgstr);
2923 msgstr = strcat(msgstr, msgin);
2924 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2925 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2931 //msgin = strreplace("/me", "", msgin);
2932 //msgin = substring(msgin, 3, strlen(msgin));
2933 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2934 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2937 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2938 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2944 //msgin = strreplace("/me", "", msgin);
2945 //msgin = substring(msgin, 3, strlen(msgin));
2946 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2947 msgstr = strcat("\{1}^4* ^7", msgin);
2951 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2952 msgstr = strcat(msgstr, msgin);
2956 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2959 string fullmsgstr = msgstr;
2960 string fullcmsgstr = cmsgstr;
2964 var .float flood_field = floodcontrol_chat;
2965 if(floodcontrol && source)
2973 flood_spl = autocvar_g_chat_flood_spl_tell;
2974 flood_burst = autocvar_g_chat_flood_burst_tell;
2975 flood_lmax = autocvar_g_chat_flood_lmax_tell;
2976 flood_field = floodcontrol_chattell;
2980 flood_spl = autocvar_g_chat_flood_spl_team;
2981 flood_burst = autocvar_g_chat_flood_burst_team;
2982 flood_lmax = autocvar_g_chat_flood_lmax_team;
2983 flood_field = floodcontrol_chatteam;
2987 flood_spl = autocvar_g_chat_flood_spl;
2988 flood_burst = autocvar_g_chat_flood_burst;
2989 flood_lmax = autocvar_g_chat_flood_lmax;
2990 flood_field = floodcontrol_chat;
2992 flood_burst = max(0, flood_burst - 1);
2993 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2995 // do flood control for the default line size
2998 getWrappedLine_remaining = msgstr;
3001 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
3003 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
3006 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
3008 if(getWrappedLine_remaining != "")
3010 msgstr = strcat(msgstr, "\n");
3014 if (time >= source.(flood_field))
3016 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
3021 msgstr = fullmsgstr;
3026 if (time >= source.(flood_field))
3027 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
3032 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
3033 source.(flood_field) = flood = 0;
3036 string sourcemsgstr, sourcecmsgstr;
3037 if(flood == 2) // cannot happen for empty msgstr
3039 if(autocvar_g_chat_flood_notify_flooder)
3041 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
3046 sourcemsgstr = fullmsgstr;
3047 sourcecmsgstr = fullcmsgstr;
3053 sourcemsgstr = msgstr;
3054 sourcecmsgstr = cmsgstr;
3057 if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
3060 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
3061 teamsay = -1; // spectators
3065 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
3067 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
3069 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
3072 if(source && CS(source).muted)
3074 // always fake the message
3079 if (autocvar_g_chat_flood_notify_flooder)
3081 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
3092 if (privatesay && source && !(IS_PLAYER(source) || source.caplayer))
3095 if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
3096 ret = -1; // just hide the message completely
3099 MUTATOR_CALLHOOK(ChatMessage, source, ret);
3100 ret = M_ARGV(1, int);
3102 string event_log_msg = "";
3104 if(sourcemsgstr != "" && ret != 0)
3106 if(ret < 0) // faked message, because the player is muted
3108 sprint(source, sourcemsgstr);
3109 if(sourcecmsgstr != "" && !privatesay)
3110 centerprint(source, sourcecmsgstr);
3112 else if(privatesay) // private message, between 2 people only
3114 sprint(source, sourcemsgstr);
3115 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
3116 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
3118 sprint(privatesay, msgstr);
3120 centerprint(privatesay, cmsgstr);
3123 else if ( teamsay && CS(source).active_minigame )
3125 sprint(source, sourcemsgstr);
3126 dedicated_print(msgstr); // send to server console too
3127 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3130 event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
3133 else if(teamsay > 0) // team message, only sent to team mates
3135 sprint(source, sourcemsgstr);
3136 dedicated_print(msgstr); // send to server console too
3137 if(sourcecmsgstr != "")
3138 centerprint(source, sourcecmsgstr);
3139 FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3142 centerprint(it, cmsgstr);
3144 event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3146 else if(teamsay < 0) // spectator message, only sent to spectators
3148 sprint(source, sourcemsgstr);
3149 dedicated_print(msgstr); // send to server console too
3150 FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3153 event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3158 sprint(source, sourcemsgstr);
3159 dedicated_print(msgstr); // send to server console too
3160 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3162 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3165 event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3169 if (autocvar_sv_eventlog && (event_log_msg != "")) {
3170 GameLogEcho(event_log_msg);
3176 // hack to copy the button fields from the client entity to the Client State
3177 void PM_UpdateButtons(entity this, entity store)
3180 store.impulse = this.impulse;
3183 bool typing = this.buttonchat || this.button12;
3185 store.button0 = (typing) ? 0 : this.button0;
3187 store.button2 = (typing) ? 0 : this.button2;
3188 store.button3 = (typing) ? 0 : this.button3;
3189 store.button4 = this.button4;
3190 store.button5 = (typing) ? 0 : this.button5;
3191 store.button6 = this.button6;
3192 store.button7 = this.button7;
3193 store.button8 = this.button8;
3194 store.button9 = this.button9;
3195 store.button10 = this.button10;
3196 store.button11 = this.button11;
3197 store.button12 = this.button12;
3198 store.button13 = this.button13;
3199 store.button14 = this.button14;
3200 store.button15 = this.button15;
3201 store.button16 = this.button16;
3202 store.buttonuse = this.buttonuse;
3203 store.buttonchat = this.buttonchat;
3205 store.cursor_active = this.cursor_active;
3206 store.cursor_screen = this.cursor_screen;
3207 store.cursor_trace_start = this.cursor_trace_start;
3208 store.cursor_trace_endpos = this.cursor_trace_endpos;
3209 store.cursor_trace_ent = this.cursor_trace_ent;
3211 store.ping = this.ping;
3212 store.ping_packetloss = this.ping_packetloss;
3213 store.ping_movementloss = this.ping_movementloss;
3215 store.v_angle = this.v_angle;
3216 store.movement = this.movement;
3219 NET_HANDLE(fpsreport, bool)
3221 int fps = ReadShort();
3222 PlayerScore_Set(sender, SP_FPS, fps);