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 "g_damage.qh"
17 #include "command/common.qh"
22 #include "campaign.qh"
23 #include "command/common.qh"
24 #include "scores_rules.qh"
28 #include "../common/ent_cs.qh"
29 #include "../common/wepent.qh"
30 #include <common/state.qh>
32 #include <common/effects/qc/globalsound.qh>
34 #include "../common/triggers/func/conveyor.qh"
35 #include "../common/triggers/teleporters.qh"
37 #include "../common/vehicles/all.qh"
39 #include "weapons/hitplot.qh"
40 #include "weapons/weaponsystem.qh"
42 #include "../common/net_notice.qh"
43 #include "../common/net_linked.qh"
44 #include "../common/physics/player.qh"
46 #include "../common/items/_mod.qh"
48 #include "../common/mutators/mutator/waypoints/all.qh"
50 #include "../common/triggers/subs.qh"
51 #include "../common/triggers/triggers.qh"
52 #include "../common/triggers/trigger/secret.qh"
54 #include "../common/minigames/sv_minigames.qh"
56 #include "../common/items/inventory.qh"
58 #include "../common/monsters/sv_monsters.qh"
60 #include "../lib/warpzone/server.qh"
62 STATIC_METHOD(Client, Add, void(Client this, int _team))
65 TRANSMUTE(Player, this);
68 PutClientInServer(this);
71 void PutObserverInServer(entity this);
73 STATIC_METHOD(Client, Remove, void(Client this))
75 TRANSMUTE(Observer, this);
76 PutClientInServer(this);
77 ClientDisconnect(this);
80 void send_CSQC_teamnagger() {
81 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
84 int CountSpectators(entity player, entity to)
86 if(!player) { return 0; } // not sure how, but best to be safe
90 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
98 void WriteSpectators(entity player, entity to)
100 if(!player) { return; } // not sure how, but best to be safe
102 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
104 WriteByte(MSG_ENTITY, num_for_edict(it));
108 bool ClientData_Send(entity this, entity to, int sf)
110 assert(to == this.owner, return false);
113 if (IS_SPEC(e)) e = e.enemy;
116 if (CS(e).race_completed) sf |= 1; // forced scoreboard
117 if (CS(to).spectatee_status) sf |= 2; // spectator ent number follows
118 if (CS(e).zoomstate) sf |= 4; // zoomed
119 if (autocvar_sv_showspectators) sf |= 16; // show spectators
121 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
122 WriteByte(MSG_ENTITY, sf);
126 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
131 float specs = CountSpectators(e, to);
132 WriteByte(MSG_ENTITY, specs);
133 WriteSpectators(e, to);
139 void ClientData_Attach(entity this)
141 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
142 CS(this).clientdata.drawonlytoclient = this;
143 CS(this).clientdata.owner = this;
146 void ClientData_Detach(entity this)
148 delete(CS(this).clientdata);
149 CS(this).clientdata = NULL;
152 void ClientData_Touch(entity e)
154 CS(e).clientdata.SendFlags = 1;
156 // make it spectatable
157 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
160 void SetSpectatee(entity this, entity spectatee);
161 void SetSpectatee_status(entity this, int spectatee_num);
168 Checks if the argument string can be a valid playermodel.
169 Returns a valid one in doubt.
172 string FallbackPlayerModel;
173 string CheckPlayerModel(string plyermodel) {
174 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
176 // note: we cannot summon Don Strunzone here, some player may
177 // still have the model string set. In case anyone manages how
178 // to change a cvar default, we'll have a small leak here.
179 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
181 // only in right path
182 if( substring(plyermodel,0,14) != "models/player/")
183 return FallbackPlayerModel;
184 // only good file extensions
185 if(substring(plyermodel,-4,4) != ".zym")
186 if(substring(plyermodel,-4,4) != ".dpm")
187 if(substring(plyermodel,-4,4) != ".iqm")
188 if(substring(plyermodel,-4,4) != ".md3")
189 if(substring(plyermodel,-4,4) != ".psk")
190 return FallbackPlayerModel;
191 // forbid the LOD models
192 if(substring(plyermodel, -9,5) == "_lod1")
193 return FallbackPlayerModel;
194 if(substring(plyermodel, -9,5) == "_lod2")
195 return FallbackPlayerModel;
196 if(plyermodel != strtolower(plyermodel))
197 return FallbackPlayerModel;
198 // also, restrict to server models
199 if(autocvar_sv_servermodelsonly)
201 if(!fexists(plyermodel))
202 return FallbackPlayerModel;
207 void setplayermodel(entity e, string modelname)
209 precache_model(modelname);
210 _setmodel(e, modelname);
211 player_setupanimsformodel(e);
212 if(!autocvar_g_debug_globalsounds)
213 UpdatePlayerSounds(e);
216 void FixPlayermodel(entity player);
217 /** putting a client as observer in the server */
218 void PutObserverInServer(entity this)
220 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
221 PlayerState_detach(this);
223 if (IS_PLAYER(this) && this.health >= 1) {
225 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
229 entity spot = SelectSpawnPoint(this, true);
230 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
231 this.angles = vec2(spot.angles);
232 this.fixangle = true;
233 // offset it so that the spectator spawns higher off the ground, looks better this way
234 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
235 if (IS_REAL_CLIENT(this))
238 WriteByte(MSG_ONE, SVC_SETVIEW);
239 WriteEntity(MSG_ONE, this);
241 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
242 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
243 if(!autocvar_g_debug_globalsounds)
245 // needed for player sounds
247 FixPlayermodel(this);
249 setmodel(this, MDL_Null);
250 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
251 this.view_ofs = '0 0 0';
254 RemoveGrapplingHooks(this);
255 Portal_ClearAll(this);
257 SetSpectatee(this, NULL);
262 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
266 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
268 WaypointSprite_PlayerDead(this);
270 if (mutator_returnvalue) {
271 // mutator prevents resetting teams+score
273 this.team = -1; // move this as it is needed to log the player spectating in eventlog
274 this.frags = FRAGS_SPECTATOR;
275 PlayerScore_Clear(this); // clear scores when needed
278 if (CS(this).killcount != FRAGS_SPECTATOR)
280 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
282 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
283 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
285 if(!CS(this).just_joined)
286 LogTeamchange(this.playerid, -1, 4);
288 CS(this).just_joined = false;
291 accuracy_resend(this);
293 CS(this).spectatortime = time;
295 IL_REMOVE(g_bot_targets, this);
296 this.bot_attack = false;
297 this.hud = HUD_NORMAL;
298 TRANSMUTE(Observer, this);
299 this.iscreature = false;
300 this.teleportable = TELEPORT_SIMPLE;
301 if(this.damagedbycontents)
302 IL_REMOVE(g_damagedbycontents, this);
303 this.damagedbycontents = false;
304 this.health = FRAGS_SPECTATOR;
305 SetSpectatee_status(this, etof(this));
306 this.takedamage = DAMAGE_NO;
307 this.solid = SOLID_NOT;
308 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
309 this.flags = FL_CLIENT | FL_NOTARGET;
310 this.armorvalue = 666;
312 this.armorvalue = autocvar_g_balance_armor_start;
313 this.pauserotarmor_finished = 0;
314 this.pauserothealth_finished = 0;
315 this.pauseregen_finished = 0;
316 this.damageforcescale = 0;
318 this.respawn_flags = 0;
319 this.respawn_time = 0;
320 this.stat_respawn_time = 0;
325 this.pain_finished = 0;
326 this.strength_finished = 0;
327 this.invincible_finished = 0;
328 this.superweapons_finished = 0;
331 setthink(this, func_null);
333 this.deadflag = DEAD_NO;
335 this.revive_progress = 0;
336 this.revival_time = 0;
339 this.weapons = '0 0 0';
340 this.drawonlytoclient = this;
342 this.weaponmodel = "";
343 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
345 this.weaponentities[slot] = NULL;
347 this.exteriorweaponentity = NULL;
348 CS(this).killcount = FRAGS_SPECTATOR;
349 this.velocity = '0 0 0';
350 this.avelocity = '0 0 0';
351 this.punchangle = '0 0 0';
352 this.punchvector = '0 0 0';
353 this.oldvelocity = this.velocity;
354 this.fire_endtime = -1;
355 this.event_damage = func_null;
357 for(int slot = 0; slot < MAX_AXH; ++slot)
359 entity axh = this.(AuxiliaryXhair[slot]);
360 this.(AuxiliaryXhair[slot]) = NULL;
362 if(axh.owner == this && axh != NULL && !wasfreed(axh))
367 int player_getspecies(entity this)
369 get_model_parameters(this.model, this.skin);
370 int s = get_model_parameters_species;
371 get_model_parameters(string_null, 0);
372 if (s < 0) return SPECIES_HUMAN;
376 .float model_randomizer;
377 void FixPlayermodel(entity player)
379 string defaultmodel = "";
381 if(autocvar_sv_defaultcharacter)
387 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
388 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
389 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
390 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
394 if(defaultmodel == "")
396 defaultmodel = autocvar_sv_defaultplayermodel;
397 defaultskin = autocvar_sv_defaultplayerskin;
400 int n = tokenize_console(defaultmodel);
403 defaultmodel = argv(floor(n * CS(player).model_randomizer));
404 // However, do NOT randomize if the player-selected model is in the list.
405 for (int i = 0; i < n; ++i)
406 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
407 defaultmodel = argv(i);
410 int i = strstrofs(defaultmodel, ":", 0);
413 defaultskin = stof(substring(defaultmodel, i+1, -1));
414 defaultmodel = substring(defaultmodel, 0, i);
417 if(autocvar_sv_defaultcharacterskin && !defaultskin)
423 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
424 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
425 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
426 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
431 defaultskin = autocvar_sv_defaultplayerskin;
434 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
435 defaultmodel = M_ARGV(0, string);
436 defaultskin = M_ARGV(1, int);
440 if(defaultmodel != "")
442 if (defaultmodel != player.model)
444 vector m1 = player.mins;
445 vector m2 = player.maxs;
446 setplayermodel (player, defaultmodel);
447 setsize (player, m1, m2);
451 oldskin = player.skin;
452 player.skin = defaultskin;
454 if (player.playermodel != player.model || player.playermodel == "")
456 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
457 vector m1 = player.mins;
458 vector m2 = player.maxs;
459 setplayermodel (player, player.playermodel);
460 setsize (player, m1, m2);
464 if(!autocvar_sv_defaultcharacterskin)
466 oldskin = player.skin;
467 player.skin = stof(player.playerskin);
471 oldskin = player.skin;
472 player.skin = defaultskin;
476 if(chmdl || oldskin != player.skin) // model or skin has changed
478 player.species = player_getspecies(player); // update species
479 if(!autocvar_g_debug_globalsounds)
480 UpdatePlayerSounds(player); // update skin sounds
484 if(strlen(autocvar_sv_defaultplayercolors))
485 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
486 setcolor(player, stof(autocvar_sv_defaultplayercolors));
489 void PutPlayerInServer(entity this)
491 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
493 PlayerState_attach(this);
494 accuracy_resend(this);
497 JoinBestTeam(this, false, true);
499 entity spot = SelectSpawnPoint(this, false);
501 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
502 return; // spawn failed
505 TRANSMUTE(Player, this);
507 CS(this).wasplayer = true;
508 this.iscreature = true;
509 this.teleportable = TELEPORT_NORMAL;
510 if(!this.damagedbycontents)
511 IL_PUSH(g_damagedbycontents, this);
512 this.damagedbycontents = true;
513 set_movetype(this, MOVETYPE_WALK);
514 this.solid = SOLID_SLIDEBOX;
515 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
516 if (autocvar_g_playerclip_collisions)
517 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
518 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
519 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
520 this.frags = FRAGS_PLAYER;
521 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
522 this.flags = FL_CLIENT | FL_PICKUPITEMS;
523 if (autocvar__notarget)
524 this.flags |= FL_NOTARGET;
525 this.takedamage = DAMAGE_AIM;
526 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
530 this.ammo_shells = warmup_start_ammo_shells;
531 this.ammo_nails = warmup_start_ammo_nails;
532 this.ammo_rockets = warmup_start_ammo_rockets;
533 this.ammo_cells = warmup_start_ammo_cells;
534 this.ammo_plasma = warmup_start_ammo_plasma;
535 this.ammo_fuel = warmup_start_ammo_fuel;
536 this.health = warmup_start_health;
537 this.armorvalue = warmup_start_armorvalue;
538 this.weapons = WARMUP_START_WEAPONS;
540 this.ammo_shells = start_ammo_shells;
541 this.ammo_nails = start_ammo_nails;
542 this.ammo_rockets = start_ammo_rockets;
543 this.ammo_cells = start_ammo_cells;
544 this.ammo_plasma = start_ammo_plasma;
545 this.ammo_fuel = start_ammo_fuel;
546 this.health = start_health;
547 this.armorvalue = start_armorvalue;
548 this.weapons = start_weapons;
550 SetSpectatee_status(this, 0);
552 PS(this).dual_weapons = '0 0 0';
554 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
556 this.items = start_items;
558 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
559 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
560 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
561 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
562 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
563 // extend the pause of rotting if client was reset at the beginning of the countdown
564 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
565 float f = game_starttime - time;
566 this.spawnshieldtime += f;
567 this.pauserotarmor_finished += f;
568 this.pauserothealth_finished += f;
569 this.pauseregen_finished += f;
571 this.damageforcescale = 2;
573 this.respawn_flags = 0;
574 this.respawn_time = 0;
575 this.stat_respawn_time = 0;
576 this.scale = autocvar_sv_player_scale;
579 this.pain_finished = 0;
581 setthink(this, func_null); // players have no think function
584 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
586 this.deadflag = DEAD_NO;
588 this.angles = spot.angles;
589 this.angles_z = 0; // never spawn tilted even if the spot says to
590 if (IS_BOT_CLIENT(this))
591 this.v_angle = this.angles;
592 this.fixangle = true; // turn this way immediately
593 this.oldvelocity = this.velocity = '0 0 0';
594 this.avelocity = '0 0 0';
595 this.punchangle = '0 0 0';
596 this.punchvector = '0 0 0';
598 this.strength_finished = 0;
599 this.invincible_finished = 0;
600 this.fire_endtime = -1;
601 this.revive_progress = 0;
602 this.revival_time = 0;
603 this.air_finished = time + 12;
605 entity spawnevent = new_pure(spawnevent);
606 spawnevent.owner = this;
607 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
609 // Cut off any still running player sounds.
610 stopsound(this, CH_PLAYER_SINGLE);
613 FixPlayermodel(this);
614 this.drawonlytoclient = NULL;
619 this.view_ofs = STAT(PL_VIEW_OFS, this);
620 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
621 this.spawnorigin = spot.origin;
622 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
623 // don't reset back to last position, even if new position is stuck in solid
624 this.oldorigin = this.origin;
625 this.lastteleporttime = time; // prevent insane speeds due to changing origin
627 IL_REMOVE(g_conveyed, this);
628 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
629 this.hud = HUD_NORMAL;
631 this.event_damage = PlayerDamage;
634 IL_PUSH(g_bot_targets, this);
635 this.bot_attack = true;
636 if(!this.monster_attack)
637 IL_PUSH(g_monster_targets, this);
638 this.monster_attack = true;
639 navigation_dynamicgoal_init(this, false);
641 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
643 if (CS(this).killcount == FRAGS_SPECTATOR) {
644 PlayerScore_Clear(this);
645 CS(this).killcount = 0;
648 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
650 .entity weaponentity = weaponentities[slot];
651 entity oldwep = this.(weaponentity);
652 CL_SpawnWeaponentity(this, weaponentity);
653 if(oldwep && oldwep.owner == this)
654 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
656 this.alpha = default_player_alpha;
657 this.colormod = '1 1 1' * autocvar_g_player_brightness;
658 this.exteriorweaponentity.alpha = default_weapon_alpha;
660 this.speedrunning = false;
662 target_voicescript_clear(this);
664 // reset fields the weapons may use
665 FOREACH(Weapons, true, {
666 it.wr_resetplayer(it, this);
667 // reload all reloadable weapons
668 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
669 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
671 .entity weaponentity = weaponentities[slot];
672 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
678 string s = spot.target;
679 spot.target = string_null;
680 SUB_UseTargets(spot, this, NULL);
686 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
688 if (autocvar_spawn_debug)
690 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
691 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
694 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
696 .entity weaponentity = weaponentities[slot];
697 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
698 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
700 this.(weaponentity).m_switchweapon = WEP_Null;
701 this.(weaponentity).m_weapon = WEP_Null;
702 this.(weaponentity).weaponname = "";
703 this.(weaponentity).m_switchingweapon = WEP_Null;
704 this.(weaponentity).cnt = -1;
707 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
709 if (!warmup_stage && !this.alivetime)
710 this.alivetime = time;
712 antilag_clear(this, CS(this));
715 /** Called when a client spawns in the server */
716 void PutClientInServer(entity this)
718 if (IS_BOT_CLIENT(this)) {
719 TRANSMUTE(Player, this);
720 } else if (IS_REAL_CLIENT(this)) {
722 WriteByte(MSG_ONE, SVC_SETVIEW);
723 WriteEntity(MSG_ONE, this);
726 TRANSMUTE(Observer, this);
728 SetSpectatee(this, NULL);
732 PS(this).itemkeys = 0;
734 MUTATOR_CALLHOOK(PutClientInServer, this);
736 if (IS_OBSERVER(this)) {
737 PutObserverInServer(this);
738 } else if (IS_PLAYER(this)) {
739 PutPlayerInServer(this);
743 void ClientInit_misc(entity this);
745 // TODO do we need all these fields, or should we stop autodetecting runtime
746 // changes and just have a console command to update this?
747 bool ClientInit_SendEntity(entity this, entity to, int sf)
749 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
752 // MSG_INIT replacement
753 // TODO: make easier to use
755 W_PROP_reload(MSG_ONE, to);
756 ClientInit_misc(this);
757 MUTATOR_CALLHOOK(Ent_Init);
759 void ClientInit_misc(entity this)
761 int channel = MSG_ONE;
762 WriteHeader(channel, ENT_CLIENT_INIT);
763 WriteByte(channel, g_nexball_meter_period * 32);
764 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
765 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
766 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
767 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
768 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
769 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
770 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
771 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
773 if(sv_foginterval && world.fog != "")
774 WriteString(channel, world.fog);
776 WriteString(channel, "");
777 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
778 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
779 WriteByte(channel, serverflags);
780 WriteCoord(channel, autocvar_g_trueaim_minrange);
783 void ClientInit_CheckUpdate(entity this)
785 this.nextthink = time;
786 if(this.count != autocvar_g_balance_armor_blockpercent)
788 this.count = autocvar_g_balance_armor_blockpercent;
791 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
793 this.cnt = autocvar_g_balance_damagepush_speedfactor;
798 void ClientInit_Spawn()
800 entity e = new_pure(clientinit);
801 setthink(e, ClientInit_CheckUpdate);
802 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
804 ClientInit_CheckUpdate(e);
814 // initialize parms for a new player
815 parm1 = -(86400 * 366);
817 MUTATOR_CALLHOOK(SetNewParms);
825 void SetChangeParms (entity this)
827 // save parms for level change
828 parm1 = CS(this).parm_idlesince - time;
830 MUTATOR_CALLHOOK(SetChangeParms);
838 void DecodeLevelParms(entity this)
841 CS(this).parm_idlesince = parm1;
842 if (CS(this).parm_idlesince == -(86400 * 366))
843 CS(this).parm_idlesince = time;
845 // whatever happens, allow 60 seconds of idling directly after connect for map loading
846 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
848 MUTATOR_CALLHOOK(DecodeLevelParms);
855 Called when a client types 'kill' in the console
859 .float clientkill_nexttime;
860 void ClientKill_Now_TeamChange(entity this)
862 if(CS(this).killindicator_teamchange == -1)
864 JoinBestTeam( this, false, true );
866 else if(CS(this).killindicator_teamchange == -2)
869 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
870 PutObserverInServer(this);
873 SV_ChangeTeam(this, CS(this).killindicator_teamchange - 1);
874 CS(this).killindicator_teamchange = 0;
877 void ClientKill_Now(entity this)
881 vehicles_exit(this.vehicle, VHEF_RELEASE);
882 if(!CS(this).killindicator_teamchange)
884 this.vehicle_health = -1;
885 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
889 if(this.killindicator && !wasfreed(this.killindicator))
890 delete(this.killindicator);
892 this.killindicator = NULL;
894 if(CS(this).killindicator_teamchange)
895 ClientKill_Now_TeamChange(this);
897 if(!IS_SPEC(this) && !IS_OBSERVER(this))
898 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
900 // now I am sure the player IS dead
902 void KillIndicator_Think(entity this)
906 this.owner.killindicator = NULL;
911 if (this.owner.alpha < 0 && !this.owner.vehicle)
913 this.owner.killindicator = NULL;
920 ClientKill_Now(this.owner);
923 else if(this.health == 1) // health == 1 means that it's silent
925 this.nextthink = time + 1;
931 setmodel(this, MDL_NUM(this.cnt));
932 if(IS_REAL_CLIENT(this.owner))
935 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
937 this.nextthink = time + 1;
942 float clientkilltime;
943 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
951 killtime = autocvar_g_balance_kill_delay;
953 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
955 killtime = M_ARGV(1, float);
957 CS(this).killindicator_teamchange = targetteam;
959 if(!this.killindicator)
963 killtime = max(killtime, this.clientkill_nexttime - time);
964 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
967 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
969 ClientKill_Now(this);
973 starttime = max(time, clientkilltime);
975 this.killindicator = spawn();
976 this.killindicator.owner = this;
977 this.killindicator.scale = 0.5;
978 setattachment(this.killindicator, this, "");
979 setorigin(this.killindicator, '0 0 52');
980 setthink(this.killindicator, KillIndicator_Think);
981 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
982 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
983 this.killindicator.cnt = ceil(killtime);
984 this.killindicator.count = bound(0, ceil(killtime), 10);
985 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
987 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
989 it.killindicator = spawn();
990 it.killindicator.owner = it;
991 it.killindicator.scale = 0.5;
992 setattachment(it.killindicator, it, "");
993 setorigin(it.killindicator, '0 0 52');
994 setthink(it.killindicator, KillIndicator_Think);
995 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
996 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
997 it.killindicator.cnt = ceil(killtime);
1002 if(this.killindicator)
1004 if(targetteam == 0) // just die
1006 this.killindicator.colormod = '0 0 0';
1007 if(IS_REAL_CLIENT(this))
1008 if(this.killindicator.cnt > 0)
1009 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1011 else if(targetteam == -1) // auto
1013 this.killindicator.colormod = '0 1 0';
1014 if(IS_REAL_CLIENT(this))
1015 if(this.killindicator.cnt > 0)
1016 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1018 else if(targetteam == -2) // spectate
1020 this.killindicator.colormod = '0.5 0.5 0.5';
1021 if(IS_REAL_CLIENT(this))
1022 if(this.killindicator.cnt > 0)
1023 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1027 this.killindicator.colormod = Team_ColorRGB(targetteam);
1028 if(IS_REAL_CLIENT(this))
1029 if(this.killindicator.cnt > 0)
1030 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1036 void ClientKill (entity this)
1038 if(game_stopped) return;
1039 if(this.player_blocked) return;
1040 if(STAT(FROZEN, this)) return;
1042 ClientKill_TeamChange(this, 0);
1045 void FixClientCvars(entity e)
1047 // send prediction settings to the client
1048 stuffcmd(e, "\nin_bindmap 0 0\n");
1049 if(autocvar_g_antilag == 3) // client side hitscan
1050 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1051 if(autocvar_sv_gentle)
1052 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1054 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1055 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1057 MUTATOR_CALLHOOK(FixClientCvars, e);
1060 bool findinlist_abbrev(string tofind, string list)
1062 if(list == "" || tofind == "")
1063 return false; // empty list or search, just return
1065 // this function allows abbreviated strings!
1066 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1074 bool PlayerInIPList(entity p, string iplist)
1076 // some safety checks (never allow local?)
1077 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1080 return findinlist_abbrev(p.netaddress, iplist);
1083 bool PlayerInIDList(entity p, string idlist)
1085 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1089 return findinlist_abbrev(p.crypto_idfp, idlist);
1092 bool PlayerInList(entity player, string list)
1094 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1097 #ifdef DP_EXT_PRECONNECT
1102 Called once (not at each match start) when a client begins a connection to the server
1105 void ClientPreConnect(entity this)
1107 if(autocvar_sv_eventlog)
1109 GameLogEcho(sprintf(":connect:%d:%d:%s",
1112 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1122 Called when a client connects to the server
1125 void ClientConnect(entity this)
1127 if (Ban_MaybeEnforceBanOnce(this)) return;
1128 assert(!IS_CLIENT(this), return);
1129 this.flags |= FL_CLIENT;
1130 assert(player_count >= 0, player_count = 0);
1133 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1135 TRANSMUTE(Client, this);
1136 CS(this).version_nagtime = time + 10 + random() * 10;
1138 // identify the right forced team
1139 if (autocvar_g_campaign)
1141 if (IS_REAL_CLIENT(this)) // only players, not bots
1143 switch (autocvar_g_campaign_forceteam)
1145 case 1: this.team_forced = NUM_TEAM_1; break;
1146 case 2: this.team_forced = NUM_TEAM_2; break;
1147 case 3: this.team_forced = NUM_TEAM_3; break;
1148 case 4: this.team_forced = NUM_TEAM_4; break;
1149 default: this.team_forced = 0;
1153 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1154 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1155 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1156 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1157 else switch (autocvar_g_forced_team_otherwise)
1159 default: this.team_forced = 0; break;
1160 case "red": this.team_forced = NUM_TEAM_1; break;
1161 case "blue": this.team_forced = NUM_TEAM_2; break;
1162 case "yellow": this.team_forced = NUM_TEAM_3; break;
1163 case "pink": this.team_forced = NUM_TEAM_4; break;
1166 this.team_forced = -1;
1169 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1172 int id = this.playerid;
1173 this.playerid = 0; // silent
1174 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1178 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1179 TRANSMUTE(Observer, this);
1181 if (!teamplay || autocvar_g_balance_teams) {
1182 TRANSMUTE(Player, this);
1183 campaign_bots_may_start = true;
1185 TRANSMUTE(Observer, this); // do it anyway
1189 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1191 // always track bots, don't ask for cl_allow_uidtracking
1192 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1194 if (autocvar_sv_eventlog)
1195 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1197 LogTeamchange(this.playerid, this.team, 1);
1199 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1201 CS(this).netname_previous = strzone(this.netname);
1203 if(teamplay && IS_PLAYER(this))
1204 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1206 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1208 stuffcmd(this, clientstuff, "\n");
1209 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1211 FixClientCvars(this);
1213 // get version info from player
1214 stuffcmd(this, "cmd clientversion $gameversion\n");
1216 // notify about available teams
1219 CheckAllowedTeams(this);
1221 if (c1 >= 0) t |= BIT(0);
1222 if (c2 >= 0) t |= BIT(1);
1223 if (c3 >= 0) t |= BIT(2);
1224 if (c4 >= 0) t |= BIT(3);
1225 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1229 stuffcmd(this, "set _teams_available 0\n");
1232 bot_relinkplayerlist();
1234 CS(this).spectatortime = time;
1235 if (blockSpectators)
1237 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1240 CS(this).jointime = time;
1241 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1243 if (IS_REAL_CLIENT(this))
1245 if (g_weaponarena_weapons == WEPSET(TUBA))
1246 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1249 if (!sv_foginterval && world.fog != "")
1250 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1252 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1253 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1254 send_CSQC_teamnagger();
1256 CSQCMODEL_AUTOINIT(this);
1258 CS(this).model_randomizer = random();
1260 if (IS_REAL_CLIENT(this))
1261 sv_notice_join(this);
1263 // update physics stats (players can spawn before physics runs)
1264 Physics_UpdateStats(this);
1266 IL_EACH(g_initforplayer, it.init_for_player, {
1267 it.init_for_player(it, this);
1270 MUTATOR_CALLHOOK(ClientConnect, this);
1272 if (IS_REAL_CLIENT(this))
1274 if (!autocvar_g_campaign && !IS_PLAYER(this))
1276 CS(this).motd_actived_time = -1;
1277 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1285 Called when a client disconnects from the server
1288 .entity chatbubbleentity;
1290 void ClientDisconnect(entity this)
1292 assert(IS_CLIENT(this), return);
1294 PlayerStats_GameReport_FinalizePlayer(this);
1295 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1296 if (CS(this).active_minigame) part_minigame(this);
1297 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1299 if (autocvar_sv_eventlog)
1300 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1302 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1305 SetSpectatee(this, NULL);
1307 MUTATOR_CALLHOOK(ClientDisconnect, this);
1309 if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
1310 ClientState_detach(this);
1312 Portal_ClearAll(this);
1316 RemoveGrapplingHooks(this);
1318 // Here, everything has been done that requires this player to be a client.
1320 this.flags &= ~FL_CLIENT;
1322 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1323 if (this.killindicator) delete(this.killindicator);
1325 WaypointSprite_PlayerGone(this);
1327 bot_relinkplayerlist();
1329 if (this.clientstatus) strunzone(this.clientstatus);
1330 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1331 if (this.personal) delete(this.personal);
1335 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1340 void ChatBubbleThink(entity this)
1342 this.nextthink = time;
1343 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1345 if(this.owner) // but why can that ever be NULL?
1346 this.owner.chatbubbleentity = NULL;
1353 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1355 if ( CS(this.owner).active_minigame )
1356 this.mdl = "models/sprites/minigame_busy.iqm";
1357 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1358 this.mdl = "models/misc/chatbubble.spr";
1361 if ( this.model != this.mdl )
1362 _setmodel(this, this.mdl);
1366 void UpdateChatBubble(entity this)
1370 // spawn a chatbubble entity if needed
1371 if (!this.chatbubbleentity)
1373 this.chatbubbleentity = new(chatbubbleentity);
1374 this.chatbubbleentity.owner = this;
1375 this.chatbubbleentity.exteriormodeltoclient = this;
1376 setthink(this.chatbubbleentity, ChatBubbleThink);
1377 this.chatbubbleentity.nextthink = time;
1378 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1379 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1380 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1381 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1382 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1383 //this.chatbubbleentity.model = "";
1384 this.chatbubbleentity.effects = EF_LOWPRECISION;
1389 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1390 // added to the model skins
1391 /*void UpdateColorModHack()
1394 c = this.clientcolors & 15;
1395 // LordHavoc: only bothering to support white, green, red, yellow, blue
1396 if (!teamplay) this.colormod = '0 0 0';
1397 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1398 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1399 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1400 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1401 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1402 else this.colormod = '1 1 1';
1405 void respawn(entity this)
1407 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1409 this.solid = SOLID_NOT;
1410 this.takedamage = DAMAGE_NO;
1411 set_movetype(this, MOVETYPE_FLY);
1412 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1413 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1414 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1415 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1416 if(autocvar_g_respawn_ghosts_maxtime)
1417 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1422 this.effects |= EF_NODRAW; // prevent another CopyBody
1423 PutClientInServer(this);
1426 void play_countdown(entity this, float finished, Sound samp)
1429 if(IS_REAL_CLIENT(this))
1430 if(floor(finished - time - frametime) != floor(finished - time))
1431 if(finished - time < 6)
1432 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1435 void player_powerups(entity this)
1437 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1438 int items_prev = this.items;
1440 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1441 this.modelflags |= MF_ROCKET;
1443 this.modelflags &= ~MF_ROCKET;
1445 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1447 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1450 Fire_ApplyDamage(this);
1451 Fire_ApplyEffect(this);
1455 if (this.items & ITEM_Strength.m_itemid)
1457 play_countdown(this, this.strength_finished, SND_POWEROFF);
1458 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1459 if (time > this.strength_finished)
1461 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1462 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1463 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1468 if (time < this.strength_finished)
1470 this.items = this.items | ITEM_Strength.m_itemid;
1472 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1473 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1476 if (this.items & ITEM_Shield.m_itemid)
1478 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1479 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1480 if (time > this.invincible_finished)
1482 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1483 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1484 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1489 if (time < this.invincible_finished)
1491 this.items = this.items | ITEM_Shield.m_itemid;
1493 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1494 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1497 if (this.items & IT_SUPERWEAPON)
1499 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1501 this.superweapons_finished = 0;
1502 this.items = this.items - (this.items & IT_SUPERWEAPON);
1503 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1504 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1506 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1508 // don't let them run out
1512 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1513 if (time > this.superweapons_finished)
1515 this.items = this.items - (this.items & IT_SUPERWEAPON);
1516 this.weapons &= ~WEPSET_SUPERWEAPONS;
1517 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1518 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1522 else if(this.weapons & WEPSET_SUPERWEAPONS)
1524 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1526 this.items = this.items | IT_SUPERWEAPON;
1528 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1529 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1533 this.superweapons_finished = 0;
1534 this.weapons &= ~WEPSET_SUPERWEAPONS;
1539 this.superweapons_finished = 0;
1543 if(autocvar_g_nodepthtestplayers)
1544 this.effects = this.effects | EF_NODEPTHTEST;
1546 if(autocvar_g_fullbrightplayers)
1547 this.effects = this.effects | EF_FULLBRIGHT;
1549 if (time >= game_starttime)
1550 if (time < this.spawnshieldtime)
1551 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1553 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1556 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1558 if(current > stable)
1560 else if(current > stable - 0.25) // when close enough, "snap"
1563 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1566 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1568 if(current < stable)
1570 else if(current < stable + 0.25) // when close enough, "snap"
1573 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1576 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1578 if(current > rotstable)
1580 if(rotframetime > 0)
1582 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1583 current = max(rotstable, current - rotlinear * rotframetime);
1586 else if(current < regenstable)
1588 if(regenframetime > 0)
1590 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1591 current = min(regenstable, current + regenlinear * regenframetime);
1601 void player_regen(entity this)
1603 float max_mod, regen_mod, rot_mod, limit_mod;
1604 max_mod = regen_mod = rot_mod = limit_mod = 1;
1606 float regen_health = autocvar_g_balance_health_regen;
1607 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1608 float regen_health_rot = autocvar_g_balance_health_rot;
1609 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1610 float regen_health_stable = autocvar_g_balance_health_regenstable;
1611 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1612 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1613 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1614 max_mod = M_ARGV(1, float);
1615 regen_mod = M_ARGV(2, float);
1616 rot_mod = M_ARGV(3, float);
1617 limit_mod = M_ARGV(4, float);
1618 regen_health = M_ARGV(5, float);
1619 regen_health_linear = M_ARGV(6, float);
1620 regen_health_rot = M_ARGV(7, float);
1621 regen_health_rotlinear = M_ARGV(8, float);
1622 regen_health_stable = M_ARGV(9, float);
1623 regen_health_rotstable = M_ARGV(10, float);
1626 if(!mutator_returnvalue)
1627 if(!STAT(FROZEN, this))
1629 float mina, maxa, limith, limita;
1630 maxa = autocvar_g_balance_armor_rotstable;
1631 mina = autocvar_g_balance_armor_regenstable;
1632 limith = autocvar_g_balance_health_limit;
1633 limita = autocvar_g_balance_armor_limit;
1635 regen_health_rotstable = regen_health_rotstable * max_mod;
1636 regen_health_stable = regen_health_stable * max_mod;
1637 limith = limith * limit_mod;
1638 limita = limita * limit_mod;
1640 this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
1641 this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
1644 // if player rotted to death... die!
1645 // check this outside above checks, as player may still be able to rot to death
1649 vehicles_exit(this.vehicle, VHEF_RELEASE);
1650 if(this.event_damage)
1651 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1654 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1656 float minf, maxf, limitf;
1658 maxf = autocvar_g_balance_fuel_rotstable;
1659 minf = autocvar_g_balance_fuel_regenstable;
1660 limitf = autocvar_g_balance_fuel_limit;
1662 this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
1667 void SetZoomState(entity this, float newzoom)
1669 if(newzoom != CS(this).zoomstate)
1671 CS(this).zoomstate = newzoom;
1672 ClientData_Touch(this);
1674 zoomstate_set = true;
1677 void GetPressedKeys(entity this)
1679 MUTATOR_CALLHOOK(GetPressedKeys, this);
1680 int keys = STAT(PRESSED_KEYS, this);
1681 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1682 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1683 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1684 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1686 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1687 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1688 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1689 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1690 CS(this).pressedkeys = keys; // store for other users
1692 STAT(PRESSED_KEYS, this) = keys;
1696 ======================
1697 spectate mode routines
1698 ======================
1701 void SpectateCopy(entity this, entity spectatee)
1703 TC(Client, this); TC(Client, spectatee);
1705 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1706 PS(this) = PS(spectatee);
1707 this.armortype = spectatee.armortype;
1708 this.armorvalue = spectatee.armorvalue;
1709 this.ammo_cells = spectatee.ammo_cells;
1710 this.ammo_plasma = spectatee.ammo_plasma;
1711 this.ammo_shells = spectatee.ammo_shells;
1712 this.ammo_nails = spectatee.ammo_nails;
1713 this.ammo_rockets = spectatee.ammo_rockets;
1714 this.ammo_fuel = spectatee.ammo_fuel;
1715 this.clip_load = spectatee.clip_load;
1716 this.clip_size = spectatee.clip_size;
1717 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1718 this.health = spectatee.health;
1719 CS(this).impulse = 0;
1720 this.items = spectatee.items;
1721 this.last_pickup = spectatee.last_pickup;
1722 this.hit_time = spectatee.hit_time;
1723 this.strength_finished = spectatee.strength_finished;
1724 this.invincible_finished = spectatee.invincible_finished;
1725 this.superweapons_finished = spectatee.superweapons_finished;
1726 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1727 this.weapons = spectatee.weapons;
1728 this.vortex_charge = spectatee.vortex_charge;
1729 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1730 this.hagar_load = spectatee.hagar_load;
1731 this.arc_heat_percent = spectatee.arc_heat_percent;
1732 this.minelayer_mines = spectatee.minelayer_mines;
1733 this.punchangle = spectatee.punchangle;
1734 this.view_ofs = spectatee.view_ofs;
1735 this.velocity = spectatee.velocity;
1736 this.dmg_take = spectatee.dmg_take;
1737 this.dmg_save = spectatee.dmg_save;
1738 this.dmg_inflictor = spectatee.dmg_inflictor;
1739 this.v_angle = spectatee.v_angle;
1740 this.angles = spectatee.v_angle;
1741 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1742 this.revive_progress = spectatee.revive_progress;
1743 this.viewloc = spectatee.viewloc;
1744 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1745 this.fixangle = true;
1746 setorigin(this, spectatee.origin);
1747 setsize(this, spectatee.mins, spectatee.maxs);
1748 SetZoomState(this, CS(spectatee).zoomstate);
1750 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1752 .entity weaponentity = weaponentities[slot];
1753 this.(weaponentity) = spectatee.(weaponentity);
1756 for(int slot = 0; slot < MAX_AXH; ++slot)
1758 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1761 anticheat_spectatecopy(this, spectatee);
1762 this.hud = spectatee.hud;
1763 if(spectatee.vehicle)
1765 this.angles = spectatee.v_angle;
1767 //this.fixangle = false;
1768 //this.velocity = spectatee.vehicle.velocity;
1769 this.vehicle_health = spectatee.vehicle_health;
1770 this.vehicle_shield = spectatee.vehicle_shield;
1771 this.vehicle_energy = spectatee.vehicle_energy;
1772 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1773 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1774 this.vehicle_reload1 = spectatee.vehicle_reload1;
1775 this.vehicle_reload2 = spectatee.vehicle_reload2;
1777 //msg_entity = this;
1779 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1780 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1781 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1782 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1784 //WriteByte (MSG_ONE, SVC_SETVIEW);
1785 // WriteEntity(MSG_ONE, this);
1786 //makevectors(spectatee.v_angle);
1787 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1791 bool SpectateUpdate(entity this)
1796 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1798 SetSpectatee(this, NULL);
1802 SpectateCopy(this, this.enemy);
1807 bool SpectateSet(entity this)
1809 if(!IS_PLAYER(this.enemy))
1812 ClientData_Touch(this.enemy);
1815 WriteByte(MSG_ONE, SVC_SETVIEW);
1816 WriteEntity(MSG_ONE, this.enemy);
1817 set_movetype(this, MOVETYPE_NONE);
1818 accuracy_resend(this);
1820 if(!SpectateUpdate(this))
1821 PutObserverInServer(this);
1826 void SetSpectatee_status(entity this, int spectatee_num)
1828 int oldspectatee_status = CS(this).spectatee_status;
1829 CS(this).spectatee_status = spectatee_num;
1831 if (CS(this).spectatee_status != oldspectatee_status)
1833 ClientData_Touch(this);
1834 if (g_race || g_cts) race_InitSpectator();
1838 void SetSpectatee(entity this, entity spectatee)
1840 if(IS_BOT_CLIENT(this))
1841 return; // bots abuse .enemy, this code is useless to them
1843 entity old_spectatee = this.enemy;
1845 this.enemy = spectatee;
1848 // these are required to fix the spectator bug with arc
1851 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1853 .entity weaponentity = weaponentities[slot];
1854 if(old_spectatee.(weaponentity).arc_beam)
1855 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1860 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1862 .entity weaponentity = weaponentities[slot];
1863 if(this.enemy.(weaponentity).arc_beam)
1864 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1869 SetSpectatee_status(this, etof(this.enemy));
1871 // needed to update spectator list
1872 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1875 bool Spectate(entity this, entity pl)
1877 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1879 pl = M_ARGV(1, entity);
1881 SetSpectatee(this, pl);
1882 return SpectateSet(this);
1885 bool SpectateNext(entity this)
1887 entity ent = find(this.enemy, classname, STR_PLAYER);
1889 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1890 ent = M_ARGV(1, entity);
1892 ent = find(ent, classname, STR_PLAYER);
1894 if(ent) { SetSpectatee(this, ent); }
1896 return SpectateSet(this);
1899 bool SpectatePrev(entity this)
1901 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1902 entity ent = findchain(classname, STR_PLAYER);
1903 if (!ent) // no player
1907 // skip players until current spectated player
1909 while(ent && ent != this.enemy)
1912 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1914 case MUT_SPECPREV_FOUND:
1915 ent = M_ARGV(1, entity);
1917 case MUT_SPECPREV_RETURN:
1919 case MUT_SPECPREV_CONTINUE:
1930 SetSpectatee(this, ent);
1931 return SpectateSet(this);
1936 ShowRespawnCountdown()
1938 Update a respawn countdown display.
1941 void ShowRespawnCountdown(entity this)
1944 if(!IS_DEAD(this)) // just respawned?
1948 number = ceil(this.respawn_time - time);
1951 if(number <= this.respawn_countdown)
1953 this.respawn_countdown = number - 1;
1954 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
1955 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1960 .bool team_selected;
1961 bool ShowTeamSelection(entity this)
1963 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1965 stuffcmd(this, "menu_showteamselect\n");
1968 void Join(entity this)
1970 TRANSMUTE(Player, this);
1972 if(!this.team_selected)
1973 if(autocvar_g_campaign || autocvar_g_balance_teams)
1974 JoinBestTeam(this, false, true);
1976 if(autocvar_g_campaign)
1977 campaign_bots_may_start = true;
1979 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1981 PutClientInServer(this);
1984 if(teamplay && this.team != -1)
1985 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1987 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1988 this.team_selected = false;
1992 * Determines whether the player is allowed to join. This depends on cvar
1993 * g_maxplayers, if it isn't used this function always return true, otherwise
1994 * it checks whether the number of currently playing players exceeds g_maxplayers.
1995 * @return int number of free slots for players, 0 if none
1997 int nJoinAllowed(entity this, entity ignore)
2000 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2001 // so report 0 free slots if restricted
2003 if(autocvar_g_forced_team_otherwise == "spectate")
2005 if(autocvar_g_forced_team_otherwise == "spectator")
2009 if(this && this.team_forced < 0)
2010 return 0; // forced spectators can never join
2012 // TODO simplify this
2013 int totalClients = 0;
2014 int currentlyPlaying = 0;
2015 FOREACH_CLIENT(true, {
2018 if(IS_REAL_CLIENT(it))
2019 if(IS_PLAYER(it) || it.caplayer)
2023 float free_slots = 0;
2024 if (!autocvar_g_maxplayers)
2025 free_slots = maxclients - totalClients;
2026 else if(currentlyPlaying < autocvar_g_maxplayers)
2027 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2029 static float join_prevent_msg_time = 0;
2030 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2032 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2033 join_prevent_msg_time = time + 3;
2040 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2041 * g_maxplayers_spectator_blocktime seconds
2043 void checkSpectatorBlock(entity this)
2045 if(IS_SPEC(this) || IS_OBSERVER(this))
2047 if(IS_REAL_CLIENT(this))
2049 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2050 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2056 void PrintWelcomeMessage(entity this)
2058 if(CS(this).motd_actived_time == 0)
2060 if (autocvar_g_campaign) {
2061 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2062 CS(this).motd_actived_time = time;
2063 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2066 if (PHYS_INPUT_BUTTON_INFO(this)) {
2067 CS(this).motd_actived_time = time;
2068 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2072 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2074 if (autocvar_g_campaign) {
2075 if (PHYS_INPUT_BUTTON_INFO(this))
2076 CS(this).motd_actived_time = time;
2077 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2078 CS(this).motd_actived_time = 0;
2079 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2082 if (PHYS_INPUT_BUTTON_INFO(this))
2083 CS(this).motd_actived_time = time;
2084 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2085 CS(this).motd_actived_time = 0;
2086 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2090 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2092 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2093 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2094 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2096 // instanctly hide MOTD
2097 CS(this).motd_actived_time = 0;
2098 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2103 bool joinAllowed(entity this)
2105 if (CS(this).version_mismatch) return false;
2106 if (!nJoinAllowed(this, this)) return false;
2107 if (teamplay && lockteams) return false;
2108 if (ShowTeamSelection(this)) return false;
2109 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2114 bool PlayerThink(entity this)
2116 if (game_stopped || intermission_running) {
2117 this.modelflags &= ~MF_ROCKET;
2118 if(intermission_running)
2119 IntermissionThink(this);
2123 if (timeout_status == TIMEOUT_ACTIVE) {
2124 // don't allow the player to turn around while game is paused
2125 // FIXME turn this into CSQC stuff
2126 this.v_angle = this.lastV_angle;
2127 this.angles = this.lastV_angle;
2128 this.fixangle = true;
2131 if (frametime) player_powerups(this);
2133 if (IS_DEAD(this)) {
2134 if (this.personal && g_race_qualifying) {
2135 if (time > this.respawn_time) {
2136 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2138 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2141 if (frametime) player_anim(this);
2143 if (this.respawn_flags & RESPAWN_DENY)
2145 STAT(RESPAWN_TIME, this) = 0;
2149 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));
2151 switch(this.deadflag)
2155 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2156 this.deadflag = DEAD_RESPAWNING;
2157 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2158 this.deadflag = DEAD_DEAD;
2164 this.deadflag = DEAD_RESPAWNABLE;
2165 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2166 this.deadflag = DEAD_RESPAWNING;
2169 case DEAD_RESPAWNABLE:
2171 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2172 this.deadflag = DEAD_RESPAWNING;
2175 case DEAD_RESPAWNING:
2177 if (time > this.respawn_time)
2179 this.respawn_time = time + 1; // only retry once a second
2180 this.respawn_time_max = this.respawn_time;
2187 ShowRespawnCountdown(this);
2189 if (this.respawn_flags & RESPAWN_SILENT)
2190 STAT(RESPAWN_TIME, this) = 0;
2191 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2193 if (time < this.respawn_time)
2194 STAT(RESPAWN_TIME, this) = this.respawn_time;
2195 else if (this.deadflag != DEAD_RESPAWNING)
2196 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2199 STAT(RESPAWN_TIME, this) = this.respawn_time;
2202 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2203 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2204 STAT(RESPAWN_TIME, this) *= -1;
2209 bool have_hook = false;
2210 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2212 .entity weaponentity = weaponentities[slot];
2213 if(this.(weaponentity).hook.state)
2219 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2222 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2224 } else if (this.vehicle) {
2226 } else if (STAT(FROZEN, this)) {
2233 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2234 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2235 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2237 } else if (this.crouch) {
2238 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2239 if (!trace_startsolid) {
2240 this.crouch = false;
2241 this.view_ofs = STAT(PL_VIEW_OFS, this);
2242 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2246 FixPlayermodel(this);
2248 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2251 this.items &= ~this.items_added;
2253 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2255 .entity weaponentity = weaponentities[slot];
2256 W_WeaponFrame(this, weaponentity);
2260 this.clip_load = this.(weaponentity).clip_load;
2261 this.clip_size = this.(weaponentity).clip_size;
2265 this.items_added = 0;
2266 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2267 this.items_added |= IT_FUEL;
2269 this.items |= this.items_added;
2274 // WEAPONTODO: Add a weapon request for this
2275 // rot vortex charge to the charge limit
2276 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2278 .entity weaponentity = weaponentities[slot];
2279 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2280 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2283 if (frametime) player_anim(this);
2286 secrets_setstatus(this);
2289 monsters_setstatus(this);
2291 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2296 void ObserverThink(entity this)
2298 if ( CS(this).impulse )
2300 MinigameImpulse(this, CS(this).impulse);
2301 CS(this).impulse = 0;
2304 if (this.flags & FL_JUMPRELEASED) {
2305 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2306 this.flags &= ~FL_JUMPRELEASED;
2307 this.flags |= FL_SPAWNING;
2308 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2309 this.flags &= ~FL_JUMPRELEASED;
2310 if(SpectateNext(this)) {
2311 TRANSMUTE(Spectator, this);
2314 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2315 set_movetype(this, preferred_movetype);
2318 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2319 this.flags |= FL_JUMPRELEASED;
2320 if(this.flags & FL_SPAWNING)
2322 this.flags &= ~FL_SPAWNING;
2330 void SpectatorThink(entity this)
2332 if ( CS(this).impulse )
2334 if(MinigameImpulse(this, CS(this).impulse))
2335 CS(this).impulse = 0;
2337 if (CS(this).impulse == IMP_weapon_drop.impulse)
2339 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2340 CS(this).impulse = 0;
2345 if (this.flags & FL_JUMPRELEASED) {
2346 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2347 this.flags &= ~FL_JUMPRELEASED;
2348 this.flags |= FL_SPAWNING;
2349 } 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)) {
2350 this.flags &= ~FL_JUMPRELEASED;
2351 if(SpectateNext(this)) {
2352 TRANSMUTE(Spectator, this);
2354 TRANSMUTE(Observer, this);
2355 PutClientInServer(this);
2357 CS(this).impulse = 0;
2358 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2359 this.flags &= ~FL_JUMPRELEASED;
2360 if(SpectatePrev(this)) {
2361 TRANSMUTE(Spectator, this);
2363 TRANSMUTE(Observer, this);
2364 PutClientInServer(this);
2366 CS(this).impulse = 0;
2367 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2368 this.flags &= ~FL_JUMPRELEASED;
2369 TRANSMUTE(Observer, this);
2370 PutClientInServer(this);
2372 if(!SpectateUpdate(this))
2373 PutObserverInServer(this);
2376 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2377 this.flags |= FL_JUMPRELEASED;
2378 if(this.flags & FL_SPAWNING)
2380 this.flags &= ~FL_SPAWNING;
2385 if(!SpectateUpdate(this))
2386 PutObserverInServer(this);
2389 this.flags |= FL_CLIENT | FL_NOTARGET;
2392 void vehicles_enter (entity pl, entity veh);
2393 void PlayerUseKey(entity this)
2395 if (!IS_PLAYER(this))
2402 vehicles_exit(this.vehicle, VHEF_NORMAL);
2406 else if(autocvar_g_vehicles_enter)
2408 if(!STAT(FROZEN, this))
2412 entity head, closest_target = NULL;
2413 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2415 while(head) // find the closest acceptable target to enter
2417 if(IS_VEHICLE(head))
2419 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2420 if(head.takedamage != DAMAGE_NO)
2424 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2425 { closest_target = head; }
2427 else { closest_target = head; }
2433 if(closest_target) { vehicles_enter(this, closest_target); return; }
2437 // a use key was pressed; call handlers
2438 MUTATOR_CALLHOOK(PlayerUseKey, this);
2446 Called every frame for each client before the physics are run
2449 .float last_vehiclecheck;
2450 void PlayerPreThink (entity this)
2452 WarpZone_PlayerPhysics_FixVAngle(this);
2455 // physics frames: update anticheat stuff
2456 anticheat_prethink(this);
2459 if (blockSpectators && frametime) {
2460 // WORKAROUND: only use dropclient in server frames (frametime set).
2461 // Never use it in cl_movement frames (frametime zero).
2462 checkSpectatorBlock(this);
2465 zoomstate_set = false;
2467 // Check for nameless players
2468 if (isInvisibleString(this.netname)) {
2469 this.netname = strzone(sprintf("Player#%d", this.playerid));
2470 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2472 if (this.netname != CS(this).netname_previous) {
2473 if (autocvar_sv_eventlog) {
2474 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2476 if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
2477 CS(this).netname_previous = strzone(this.netname);
2481 if (CS(this).version_nagtime && this.cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2482 CS(this).version_nagtime = 0;
2483 if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2485 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2487 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2489 int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2490 if (r < 0) { // old client
2491 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2492 } else if (r > 0) { // old server
2493 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2499 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2501 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2502 this.max_armorvalue = 0;
2507 if (STAT(FROZEN, this) == 2)
2509 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2510 this.health = max(1, this.revive_progress * start_health);
2511 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2513 if (this.revive_progress >= 1)
2516 else if (STAT(FROZEN, this) == 3)
2518 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2519 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2521 if (this.health < 1)
2524 vehicles_exit(this.vehicle, VHEF_RELEASE);
2525 if(this.event_damage)
2526 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2528 else if (this.revive_progress <= 0)
2533 MUTATOR_CALLHOOK(PlayerPreThink, this);
2535 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2536 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2538 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2540 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2541 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2543 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2547 if(!it.team || SAME_TEAM(this, it))
2548 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2549 else if(autocvar_g_vehicles_steal)
2550 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2554 this.last_vehiclecheck = time + 1;
2557 if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2559 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2561 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2564 if (IS_REAL_CLIENT(this))
2565 PrintWelcomeMessage(this);
2567 if (IS_PLAYER(this)) {
2568 if(!PlayerThink(this))
2571 else if (game_stopped || intermission_running) {
2572 if(intermission_running)
2573 IntermissionThink(this);
2576 else if (IS_OBSERVER(this)) {
2577 ObserverThink(this);
2579 else if (IS_SPEC(this)) {
2580 SpectatorThink(this);
2583 // WEAPONTODO: Add weapon request for this
2584 if (!zoomstate_set) {
2585 bool wep_zoomed = false;
2586 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2588 .entity weaponentity = weaponentities[slot];
2589 Weapon thiswep = this.(weaponentity).m_weapon;
2590 if(thiswep != WEP_Null && thiswep.wr_zoom)
2591 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2593 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2596 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2598 CS(this).teamkill_soundtime = 0;
2600 entity e = CS(this).teamkill_soundsource;
2601 entity oldpusher = e.pusher;
2603 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2604 e.pusher = oldpusher;
2607 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2608 CS(this).taunt_soundtime = 0;
2609 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2612 target_voicescript_next(this);
2614 // WEAPONTODO: Move into weaponsystem somehow
2615 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2616 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2618 .entity weaponentity = weaponentities[slot];
2619 if(this.(weaponentity).m_weapon == WEP_Null)
2620 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2624 void DrownPlayer(entity this)
2629 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2631 if(this.air_finished < time)
2632 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2633 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2636 else if (this.air_finished < time)
2638 if (this.pain_finished < time)
2640 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2641 this.pain_finished = time + 0.5;
2646 .bool move_qcphysics;
2648 void Player_Physics(entity this)
2650 set_movetype(this, this.move_movetype);
2652 if(!this.move_qcphysics)
2655 if(!frametime && !CS(this).pm_frametime)
2658 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2660 CS(this).pm_frametime = 0;
2667 Called every frame for each client after the physics are run
2670 void PlayerPostThink (entity this)
2672 Player_Physics(this);
2675 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2676 if (IS_REAL_CLIENT(this))
2677 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2679 int totalClients = 0;
2680 if(sv_maxidle_slots > 0)
2682 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2688 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2689 { /* do nothing */ }
2690 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2692 if (CS(this).idlekick_lasttimeleft)
2694 CS(this).idlekick_lasttimeleft = 0;
2695 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2700 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2701 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2702 if (!CS(this).idlekick_lasttimeleft)
2703 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2705 if (timeleft <= 0) {
2706 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2710 else if (timeleft <= 10) {
2711 if (timeleft != CS(this).idlekick_lasttimeleft) {
2712 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2714 CS(this).idlekick_lasttimeleft = timeleft;
2723 this.solid = SOLID_NOT;
2724 this.takedamage = DAMAGE_NO;
2725 set_movetype(this, MOVETYPE_NONE);
2728 if (IS_PLAYER(this)) {
2730 UpdateChatBubble(this);
2731 if (CS(this).impulse) ImpulseCommands(this);
2734 CSQCMODEL_AUTOUPDATE(this);
2737 GetPressedKeys(this);
2740 if (this.waypointsprite_attachedforcarrier) {
2741 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2742 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2745 playerdemo_write(this);
2747 CSQCMODEL_AUTOUPDATE(this);
2750 // hack to copy the button fields from the client entity to the Client State
2751 void PM_UpdateButtons(entity this, entity store)
2754 store.impulse = this.impulse;
2757 store.button0 = this.button0;
2758 store.button2 = this.button2;
2759 store.button3 = this.button3;
2760 store.button4 = this.button4;
2761 store.button5 = this.button5;
2762 store.button6 = this.button6;
2763 store.button7 = this.button7;
2764 store.button8 = this.button8;
2765 store.button9 = this.button9;
2766 store.button10 = this.button10;
2767 store.button11 = this.button11;
2768 store.button12 = this.button12;
2769 store.button13 = this.button13;
2770 store.button14 = this.button14;
2771 store.button15 = this.button15;
2772 store.button16 = this.button16;
2773 store.buttonuse = this.buttonuse;
2774 store.buttonchat = this.buttonchat;
2776 store.cursor_active = this.cursor_active;
2777 store.cursor_screen = this.cursor_screen;
2778 store.cursor_trace_start = this.cursor_trace_start;
2779 store.cursor_trace_endpos = this.cursor_trace_endpos;
2780 store.cursor_trace_ent = this.cursor_trace_ent;
2782 store.ping = this.ping;
2783 store.ping_packetloss = this.ping_packetloss;
2784 store.ping_movementloss = this.ping_movementloss;
2786 store.v_angle = this.v_angle;
2787 store.movement = this.movement;