3 #include "anticheat.qh"
7 #include "miscfunctions.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
14 #include "command/common.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
21 #include "scores_rules.qh"
25 #include "../common/ent_cs.qh"
26 #include "../common/wepent.qh"
27 #include <common/state.qh>
29 #include <common/effects/qc/globalsound.qh>
31 #include "../common/triggers/func/conveyor.qh"
32 #include "../common/triggers/teleporters.qh"
34 #include "../common/vehicles/all.qh"
36 #include "weapons/hitplot.qh"
37 #include "weapons/weaponsystem.qh"
39 #include "../common/net_notice.qh"
40 #include "../common/net_linked.qh"
41 #include "../common/physics/player.qh"
43 #include "../common/items/_mod.qh"
45 #include "../common/mutators/mutator/waypoints/all.qh"
47 #include "../common/triggers/subs.qh"
48 #include "../common/triggers/triggers.qh"
49 #include "../common/triggers/trigger/secret.qh"
51 #include "../common/minigames/sv_minigames.qh"
53 #include "../common/items/inventory.qh"
55 #include "../common/monsters/sv_monsters.qh"
57 #include "../lib/warpzone/server.qh"
59 STATIC_METHOD(Client, Add, void(Client this, int _team))
62 TRANSMUTE(Player, this);
65 PutClientInServer(this);
68 void PutObserverInServer(entity this);
70 STATIC_METHOD(Client, Remove, void(Client this))
72 TRANSMUTE(Observer, this);
73 PutClientInServer(this);
74 ClientDisconnect(this);
77 void send_CSQC_teamnagger() {
78 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
81 int CountSpectators(entity player, entity to)
83 if(!player) { return 0; } // not sure how, but best to be safe
87 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
95 void WriteSpectators(entity player, entity to)
97 if(!player) { return; } // not sure how, but best to be safe
99 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
101 WriteByte(MSG_ENTITY, num_for_edict(it));
105 bool ClientData_Send(entity this, entity to, int sf)
107 assert(to == this.owner, return false);
110 if (IS_SPEC(e)) e = e.enemy;
113 if (e.race_completed) sf |= 1; // forced scoreboard
114 if (to.spectatee_status) sf |= 2; // spectator ent number follows
115 if (e.zoomstate) sf |= 4; // zoomed
116 if (autocvar_sv_showspectators) sf |= 16; // show spectators
118 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
119 WriteByte(MSG_ENTITY, sf);
123 WriteByte(MSG_ENTITY, to.spectatee_status);
128 float specs = CountSpectators(e, to);
129 WriteByte(MSG_ENTITY, specs);
130 WriteSpectators(e, to);
136 void ClientData_Attach(entity this)
138 Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
139 this.clientdata.drawonlytoclient = this;
140 this.clientdata.owner = this;
143 void ClientData_Detach(entity this)
145 delete(this.clientdata);
146 this.clientdata = NULL;
149 void ClientData_Touch(entity e)
151 e.clientdata.SendFlags = 1;
153 // make it spectatable
154 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
157 .string netname_previous;
159 void SetSpectatee(entity this, entity spectatee);
160 void SetSpectatee_status(entity this, int spectatee_num);
167 Checks if the argument string can be a valid playermodel.
168 Returns a valid one in doubt.
171 string FallbackPlayerModel;
172 string CheckPlayerModel(string plyermodel) {
173 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
175 // note: we cannot summon Don Strunzone here, some player may
176 // still have the model string set. In case anyone manages how
177 // to change a cvar default, we'll have a small leak here.
178 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
180 // only in right path
181 if( substring(plyermodel,0,14) != "models/player/")
182 return FallbackPlayerModel;
183 // only good file extensions
184 if(substring(plyermodel,-4,4) != ".zym")
185 if(substring(plyermodel,-4,4) != ".dpm")
186 if(substring(plyermodel,-4,4) != ".iqm")
187 if(substring(plyermodel,-4,4) != ".md3")
188 if(substring(plyermodel,-4,4) != ".psk")
189 return FallbackPlayerModel;
190 // forbid the LOD models
191 if(substring(plyermodel, -9,5) == "_lod1")
192 return FallbackPlayerModel;
193 if(substring(plyermodel, -9,5) == "_lod2")
194 return FallbackPlayerModel;
195 if(plyermodel != strtolower(plyermodel))
196 return FallbackPlayerModel;
197 // also, restrict to server models
198 if(autocvar_sv_servermodelsonly)
200 if(!fexists(plyermodel))
201 return FallbackPlayerModel;
206 void setplayermodel(entity e, string modelname)
208 precache_model(modelname);
209 _setmodel(e, modelname);
210 player_setupanimsformodel(e);
211 if(!autocvar_g_debug_globalsounds)
212 UpdatePlayerSounds(e);
215 void FixPlayermodel(entity player);
216 /** putting a client as observer in the server */
217 void PutObserverInServer(entity this)
219 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
220 PlayerState_detach(this);
222 if (IS_PLAYER(this) && this.health >= 1) {
224 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
228 entity spot = SelectSpawnPoint(this, true);
229 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
230 this.angles = 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 this.prevorigin = this.origin;
236 if (IS_REAL_CLIENT(this))
239 WriteByte(MSG_ONE, SVC_SETVIEW);
240 WriteEntity(MSG_ONE, this);
242 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
243 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
244 if(!autocvar_g_debug_globalsounds)
246 // needed for player sounds
248 FixPlayermodel(this);
250 setmodel(this, MDL_Null);
251 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
252 this.view_ofs = '0 0 0';
255 RemoveGrapplingHooks(this);
256 Portal_ClearAll(this);
258 SetSpectatee(this, NULL);
263 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
267 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
269 WaypointSprite_PlayerDead(this);
271 if (mutator_returnvalue) {
272 // mutator prevents resetting teams+score
274 this.team = -1; // move this as it is needed to log the player spectating in eventlog
275 this.frags = FRAGS_SPECTATOR;
276 PlayerScore_Clear(this); // clear scores when needed
279 if (this.killcount != FRAGS_SPECTATOR)
281 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
283 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
284 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
286 if(this.just_joined == false) {
287 LogTeamchange(this.playerid, -1, 4);
289 this.just_joined = false;
292 accuracy_resend(this);
294 this.spectatortime = time;
296 IL_REMOVE(g_bot_targets, this);
297 this.bot_attack = false;
298 this.hud = HUD_NORMAL;
299 TRANSMUTE(Observer, this);
300 this.iscreature = false;
301 this.teleportable = TELEPORT_SIMPLE;
302 if(this.damagedbycontents)
303 IL_REMOVE(g_damagedbycontents, this);
304 this.damagedbycontents = false;
305 this.health = FRAGS_SPECTATOR;
306 SetSpectatee_status(this, etof(this));
307 this.takedamage = DAMAGE_NO;
308 this.solid = SOLID_NOT;
309 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
310 this.flags = FL_CLIENT | FL_NOTARGET;
311 this.armorvalue = 666;
313 this.armorvalue = autocvar_g_balance_armor_start;
314 this.pauserotarmor_finished = 0;
315 this.pauserothealth_finished = 0;
316 this.pauseregen_finished = 0;
317 this.damageforcescale = 0;
319 this.respawn_flags = 0;
320 this.respawn_time = 0;
321 this.stat_respawn_time = 0;
326 this.pain_finished = 0;
327 this.strength_finished = 0;
328 this.invincible_finished = 0;
329 this.superweapons_finished = 0;
332 setthink(this, func_null);
334 this.deadflag = DEAD_NO;
336 this.revive_progress = 0;
337 this.revival_time = 0;
340 this.weapons = '0 0 0';
341 this.dual_weapons = '0 0 0';
342 this.drawonlytoclient = this;
344 this.weaponmodel = "";
345 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
347 this.weaponentities[slot] = NULL;
349 this.exteriorweaponentity = NULL;
350 this.killcount = FRAGS_SPECTATOR;
351 this.velocity = '0 0 0';
352 this.avelocity = '0 0 0';
353 this.punchangle = '0 0 0';
354 this.punchvector = '0 0 0';
355 this.oldvelocity = this.velocity;
356 this.fire_endtime = -1;
357 this.event_damage = func_null;
359 for(int slot = 0; slot < MAX_AXH; ++slot)
361 entity axh = this.(AuxiliaryXhair[slot]);
362 this.(AuxiliaryXhair[slot]) = NULL;
364 if(axh.owner == this && axh != NULL && !wasfreed(axh))
369 int player_getspecies(entity this)
371 get_model_parameters(this.model, this.skin);
372 int s = get_model_parameters_species;
373 get_model_parameters(string_null, 0);
374 if (s < 0) return SPECIES_HUMAN;
378 .float model_randomizer;
379 void FixPlayermodel(entity player)
381 string defaultmodel = "";
383 if(autocvar_sv_defaultcharacter)
389 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
390 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
391 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
392 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
396 if(defaultmodel == "")
398 defaultmodel = autocvar_sv_defaultplayermodel;
399 defaultskin = autocvar_sv_defaultplayerskin;
402 int n = tokenize_console(defaultmodel);
405 defaultmodel = argv(floor(n * player.model_randomizer));
406 // However, do NOT randomize if the player-selected model is in the list.
407 for (int i = 0; i < n; ++i)
408 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
409 defaultmodel = argv(i);
412 int i = strstrofs(defaultmodel, ":", 0);
415 defaultskin = stof(substring(defaultmodel, i+1, -1));
416 defaultmodel = substring(defaultmodel, 0, i);
419 if(autocvar_sv_defaultcharacterskin && !defaultskin)
425 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
426 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
427 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
428 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
433 defaultskin = autocvar_sv_defaultplayerskin;
436 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
437 defaultmodel = M_ARGV(0, string);
438 defaultskin = M_ARGV(1, int);
442 if(defaultmodel != "")
444 if (defaultmodel != player.model)
446 vector m1 = player.mins;
447 vector m2 = player.maxs;
448 setplayermodel (player, defaultmodel);
449 setsize (player, m1, m2);
453 oldskin = player.skin;
454 player.skin = defaultskin;
456 if (player.playermodel != player.model || player.playermodel == "")
458 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
459 vector m1 = player.mins;
460 vector m2 = player.maxs;
461 setplayermodel (player, player.playermodel);
462 setsize (player, m1, m2);
466 if(!autocvar_sv_defaultcharacterskin)
468 oldskin = player.skin;
469 player.skin = stof(player.playerskin);
473 oldskin = player.skin;
474 player.skin = defaultskin;
478 if(chmdl || oldskin != player.skin) // model or skin has changed
480 player.species = player_getspecies(player); // update species
481 if(!autocvar_g_debug_globalsounds)
482 UpdatePlayerSounds(player); // update skin sounds
486 if(strlen(autocvar_sv_defaultplayercolors))
487 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
488 setcolor(player, stof(autocvar_sv_defaultplayercolors));
491 void PutPlayerInServer(entity this)
493 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
495 PlayerState_attach(this);
496 accuracy_resend(this);
499 JoinBestTeam(this, false, true);
501 entity spot = SelectSpawnPoint(this, false);
503 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
504 return; // spawn failed
507 TRANSMUTE(Player, this);
509 this.wasplayer = true;
510 this.iscreature = true;
511 this.teleportable = TELEPORT_NORMAL;
512 if(!this.damagedbycontents)
513 IL_PUSH(g_damagedbycontents, this);
514 this.damagedbycontents = true;
515 set_movetype(this, MOVETYPE_WALK);
516 this.solid = SOLID_SLIDEBOX;
517 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
518 if (autocvar_g_playerclip_collisions)
519 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
520 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
521 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
522 this.frags = FRAGS_PLAYER;
523 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
524 this.flags = FL_CLIENT | FL_PICKUPITEMS;
525 if (autocvar__notarget)
526 this.flags |= FL_NOTARGET;
527 this.takedamage = DAMAGE_AIM;
528 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
532 this.ammo_shells = warmup_start_ammo_shells;
533 this.ammo_nails = warmup_start_ammo_nails;
534 this.ammo_rockets = warmup_start_ammo_rockets;
535 this.ammo_cells = warmup_start_ammo_cells;
536 this.ammo_plasma = warmup_start_ammo_plasma;
537 this.ammo_fuel = warmup_start_ammo_fuel;
538 this.health = warmup_start_health;
539 this.armorvalue = warmup_start_armorvalue;
540 this.weapons = WARMUP_START_WEAPONS;
542 this.ammo_shells = start_ammo_shells;
543 this.ammo_nails = start_ammo_nails;
544 this.ammo_rockets = start_ammo_rockets;
545 this.ammo_cells = start_ammo_cells;
546 this.ammo_plasma = start_ammo_plasma;
547 this.ammo_fuel = start_ammo_fuel;
548 this.health = start_health;
549 this.armorvalue = start_armorvalue;
550 this.weapons = start_weapons;
552 SetSpectatee_status(this, 0);
554 this.dual_weapons = '0 0 0';
556 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
558 this.items = start_items;
560 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
561 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
562 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
563 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
564 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
565 // extend the pause of rotting if client was reset at the beginning of the countdown
566 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
567 float f = game_starttime - time;
568 this.spawnshieldtime += f;
569 this.pauserotarmor_finished += f;
570 this.pauserothealth_finished += f;
571 this.pauseregen_finished += f;
573 this.damageforcescale = 2;
575 this.respawn_flags = 0;
576 this.respawn_time = 0;
577 this.stat_respawn_time = 0;
578 this.scale = autocvar_sv_player_scale;
581 this.pain_finished = 0;
583 setthink(this, func_null); // players have no think function
586 this.ballistics_density = autocvar_g_ballistics_density_player;
588 this.deadflag = DEAD_NO;
590 this.angles = spot.angles;
591 this.angles_z = 0; // never spawn tilted even if the spot says to
592 if (IS_BOT_CLIENT(this))
593 this.v_angle = this.angles;
594 this.fixangle = true; // turn this way immediately
595 this.oldvelocity = this.velocity = '0 0 0';
596 this.avelocity = '0 0 0';
597 this.punchangle = '0 0 0';
598 this.punchvector = '0 0 0';
600 this.strength_finished = 0;
601 this.invincible_finished = 0;
602 this.fire_endtime = -1;
603 this.revive_progress = 0;
604 this.revival_time = 0;
605 this.air_finished = time + 12;
607 entity spawnevent = new_pure(spawnevent);
608 spawnevent.owner = this;
609 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
611 // Cut off any still running player sounds.
612 stopsound(this, CH_PLAYER_SINGLE);
615 FixPlayermodel(this);
616 this.drawonlytoclient = NULL;
621 this.view_ofs = STAT(PL_VIEW_OFS, this);
622 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
623 this.spawnorigin = spot.origin;
624 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
625 // don't reset back to last position, even if new position is stuck in solid
626 this.oldorigin = this.origin;
627 this.prevorigin = this.origin;
628 this.lastteleporttime = time; // prevent insane speeds due to changing origin
630 IL_REMOVE(g_conveyed, this);
631 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
632 this.hud = HUD_NORMAL;
634 this.event_damage = PlayerDamage;
637 IL_PUSH(g_bot_targets, this);
638 this.bot_attack = true;
639 if(!this.monster_attack)
640 IL_PUSH(g_monster_targets, this);
641 this.monster_attack = true;
642 navigation_dynamicgoal_init(this, false);
644 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
646 if (this.killcount == FRAGS_SPECTATOR) {
647 PlayerScore_Clear(this);
651 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
653 .entity weaponentity = weaponentities[slot];
654 entity oldwep = this.(weaponentity);
655 CL_SpawnWeaponentity(this, weaponentity);
656 if(oldwep && oldwep.owner == this)
657 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
659 this.alpha = default_player_alpha;
660 this.colormod = '1 1 1' * autocvar_g_player_brightness;
661 this.exteriorweaponentity.alpha = default_weapon_alpha;
663 this.speedrunning = false;
665 target_voicescript_clear(this);
667 // reset fields the weapons may use
668 FOREACH(Weapons, true, LAMBDA(
669 it.wr_resetplayer(it, this);
670 // reload all reloadable weapons
671 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
672 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
674 .entity weaponentity = weaponentities[slot];
675 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
681 string s = spot.target;
682 spot.target = string_null;
683 SUB_UseTargets(spot, this, NULL);
689 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
691 if (autocvar_spawn_debug)
693 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
694 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
697 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
699 .entity weaponentity = weaponentities[slot];
700 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
701 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
703 this.(weaponentity).m_switchweapon = WEP_Null;
704 this.(weaponentity).m_weapon = WEP_Null;
705 this.(weaponentity).weaponname = "";
706 this.(weaponentity).m_switchingweapon = WEP_Null;
707 this.(weaponentity).cnt = -1;
710 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
712 if (!warmup_stage && !this.alivetime)
713 this.alivetime = time;
715 antilag_clear(this, CS(this));
718 /** Called when a client spawns in the server */
719 void PutClientInServer(entity this)
721 if (IS_BOT_CLIENT(this)) {
722 TRANSMUTE(Player, this);
723 } else if (IS_REAL_CLIENT(this)) {
725 WriteByte(MSG_ONE, SVC_SETVIEW);
726 WriteEntity(MSG_ONE, this);
729 TRANSMUTE(Observer, this);
731 SetSpectatee(this, NULL);
736 MUTATOR_CALLHOOK(PutClientInServer, this);
738 if (IS_OBSERVER(this)) {
739 PutObserverInServer(this);
740 } else if (IS_PLAYER(this)) {
741 PutPlayerInServer(this);
745 void ClientInit_misc(entity this);
747 // TODO do we need all these fields, or should we stop autodetecting runtime
748 // changes and just have a console command to update this?
749 bool ClientInit_SendEntity(entity this, entity to, int sf)
751 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
754 // MSG_INIT replacement
755 // TODO: make easier to use
757 W_PROP_reload(MSG_ONE, to);
758 ClientInit_misc(this);
759 MUTATOR_CALLHOOK(Ent_Init);
761 void ClientInit_misc(entity this)
763 int channel = MSG_ONE;
764 WriteHeader(channel, ENT_CLIENT_INIT);
765 WriteByte(channel, g_nexball_meter_period * 32);
766 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
767 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
768 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
769 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
770 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
771 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
772 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
773 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
775 if(sv_foginterval && world.fog != "")
776 WriteString(channel, world.fog);
778 WriteString(channel, "");
779 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
780 WriteByte(channel, serverflags);
781 WriteCoord(channel, autocvar_g_trueaim_minrange);
784 void ClientInit_CheckUpdate(entity this)
786 this.nextthink = time;
787 if(this.count != autocvar_g_balance_armor_blockpercent)
789 this.count = autocvar_g_balance_armor_blockpercent;
794 void ClientInit_Spawn()
796 entity e = new_pure(clientinit);
797 setthink(e, ClientInit_CheckUpdate);
798 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
800 ClientInit_CheckUpdate(e);
810 // initialize parms for a new player
811 parm1 = -(86400 * 366);
813 MUTATOR_CALLHOOK(SetNewParms);
821 void SetChangeParms (entity this)
823 // save parms for level change
824 parm1 = CS(this).parm_idlesince - time;
826 MUTATOR_CALLHOOK(SetChangeParms);
834 void DecodeLevelParms(entity this)
837 CS(this).parm_idlesince = parm1;
838 if (CS(this).parm_idlesince == -(86400 * 366))
839 CS(this).parm_idlesince = time;
841 // whatever happens, allow 60 seconds of idling directly after connect for map loading
842 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
844 MUTATOR_CALLHOOK(DecodeLevelParms);
851 Called when a client types 'kill' in the console
855 .float clientkill_nexttime;
856 void ClientKill_Now_TeamChange(entity this)
858 if(CS(this).killindicator_teamchange == -1)
860 JoinBestTeam( this, false, true );
862 else if(CS(this).killindicator_teamchange == -2)
865 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
866 PutObserverInServer(this);
869 SV_ChangeTeam(this, CS(this).killindicator_teamchange - 1);
870 CS(this).killindicator_teamchange = 0;
873 void ClientKill_Now(entity this)
877 vehicles_exit(this.vehicle, VHEF_RELEASE);
878 if(!CS(this).killindicator_teamchange)
880 this.vehicle_health = -1;
881 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
885 if(this.killindicator && !wasfreed(this.killindicator))
886 delete(this.killindicator);
888 this.killindicator = NULL;
890 if(CS(this).killindicator_teamchange)
891 ClientKill_Now_TeamChange(this);
893 if(!IS_SPEC(this) && !IS_OBSERVER(this))
894 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
896 // now I am sure the player IS dead
898 void KillIndicator_Think(entity this)
902 this.owner.killindicator = NULL;
907 if (this.owner.alpha < 0 && !this.owner.vehicle)
909 this.owner.killindicator = NULL;
916 ClientKill_Now(this.owner);
919 else if(this.health == 1) // health == 1 means that it's silent
921 this.nextthink = time + 1;
927 setmodel(this, MDL_NUM(this.cnt));
928 if(IS_REAL_CLIENT(this.owner))
931 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
933 this.nextthink = time + 1;
938 float clientkilltime;
939 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
947 killtime = autocvar_g_balance_kill_delay;
949 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
951 killtime = M_ARGV(1, float);
953 CS(this).killindicator_teamchange = targetteam;
955 if(!this.killindicator)
959 killtime = max(killtime, this.clientkill_nexttime - time);
960 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
963 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
965 ClientKill_Now(this);
969 starttime = max(time, clientkilltime);
971 this.killindicator = spawn();
972 this.killindicator.owner = this;
973 this.killindicator.scale = 0.5;
974 setattachment(this.killindicator, this, "");
975 setorigin(this.killindicator, '0 0 52');
976 setthink(this.killindicator, KillIndicator_Think);
977 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
978 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
979 this.killindicator.cnt = ceil(killtime);
980 this.killindicator.count = bound(0, ceil(killtime), 10);
981 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
983 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
985 it.killindicator = spawn();
986 it.killindicator.owner = it;
987 it.killindicator.scale = 0.5;
988 setattachment(it.killindicator, it, "");
989 setorigin(it.killindicator, '0 0 52');
990 setthink(it.killindicator, KillIndicator_Think);
991 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
992 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
993 it.killindicator.cnt = ceil(killtime);
998 if(this.killindicator)
1000 if(targetteam == 0) // just die
1002 this.killindicator.colormod = '0 0 0';
1003 if(IS_REAL_CLIENT(this))
1004 if(this.killindicator.cnt > 0)
1005 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1007 else if(targetteam == -1) // auto
1009 this.killindicator.colormod = '0 1 0';
1010 if(IS_REAL_CLIENT(this))
1011 if(this.killindicator.cnt > 0)
1012 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1014 else if(targetteam == -2) // spectate
1016 this.killindicator.colormod = '0.5 0.5 0.5';
1017 if(IS_REAL_CLIENT(this))
1018 if(this.killindicator.cnt > 0)
1019 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1023 this.killindicator.colormod = Team_ColorRGB(targetteam);
1024 if(IS_REAL_CLIENT(this))
1025 if(this.killindicator.cnt > 0)
1026 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1032 void ClientKill (entity this)
1034 if(game_stopped) return;
1035 if(this.player_blocked) return;
1036 if(STAT(FROZEN, this)) return;
1038 ClientKill_TeamChange(this, 0);
1041 void FixClientCvars(entity e)
1043 // send prediction settings to the client
1044 stuffcmd(e, "\nin_bindmap 0 0\n");
1045 if(autocvar_g_antilag == 3) // client side hitscan
1046 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1047 if(autocvar_sv_gentle)
1048 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1050 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1051 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1053 MUTATOR_CALLHOOK(FixClientCvars, e);
1056 bool findinlist_abbrev(string tofind, string list)
1058 // this function allows abbreviated strings!
1059 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1067 bool PlayerInIPList(entity p, string iplist)
1069 // some safety checks (never allow local?)
1070 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1073 return findinlist_abbrev(p.netaddress, iplist);
1076 bool PlayerInIDList(entity p, string idlist)
1078 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1082 return findinlist_abbrev(p.crypto_idfp, idlist);
1085 bool PlayerInList(entity player, string list)
1087 return PlayerInIDList(player, list) || PlayerInIPList(player, list);
1090 #ifdef DP_EXT_PRECONNECT
1095 Called once (not at each match start) when a client begins a connection to the server
1098 void ClientPreConnect(entity this)
1100 if(autocvar_sv_eventlog)
1102 GameLogEcho(sprintf(":connect:%d:%d:%s",
1105 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1115 Called when a client connects to the server
1118 void ClientConnect(entity this)
1120 if (Ban_MaybeEnforceBanOnce(this)) return;
1121 assert(!IS_CLIENT(this), return);
1122 this.flags |= FL_CLIENT;
1123 assert(player_count >= 0, player_count = 0);
1126 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1128 this.version_nagtime = time + 10 + random() * 10;
1129 TRANSMUTE(Client, this);
1131 // identify the right forced team
1132 if (autocvar_g_campaign)
1134 if (IS_REAL_CLIENT(this)) // only players, not bots
1136 switch (autocvar_g_campaign_forceteam)
1138 case 1: this.team_forced = NUM_TEAM_1; break;
1139 case 2: this.team_forced = NUM_TEAM_2; break;
1140 case 3: this.team_forced = NUM_TEAM_3; break;
1141 case 4: this.team_forced = NUM_TEAM_4; break;
1142 default: this.team_forced = 0;
1146 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1147 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1148 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1149 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1150 else switch (autocvar_g_forced_team_otherwise)
1152 default: this.team_forced = 0; break;
1153 case "red": this.team_forced = NUM_TEAM_1; break;
1154 case "blue": this.team_forced = NUM_TEAM_2; break;
1155 case "yellow": this.team_forced = NUM_TEAM_3; break;
1156 case "pink": this.team_forced = NUM_TEAM_4; break;
1159 this.team_forced = -1;
1162 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1165 int id = this.playerid;
1166 this.playerid = 0; // silent
1167 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1171 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1172 TRANSMUTE(Observer, this);
1174 if (!teamplay || autocvar_g_balance_teams) {
1175 TRANSMUTE(Player, this);
1176 campaign_bots_may_start = true;
1178 TRANSMUTE(Observer, this); // do it anyway
1182 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1184 // always track bots, don't ask for cl_allow_uidtracking
1185 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1187 if (autocvar_sv_eventlog)
1188 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1190 LogTeamchange(this.playerid, this.team, 1);
1192 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1194 this.netname_previous = strzone(this.netname);
1196 if(teamplay && IS_PLAYER(this))
1197 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1199 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1201 stuffcmd(this, clientstuff, "\n");
1202 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1204 FixClientCvars(this);
1206 // get version info from player
1207 stuffcmd(this, "cmd clientversion $gameversion\n");
1209 // notify about available teams
1212 CheckAllowedTeams(this);
1214 if (c1 >= 0) t |= BIT(0);
1215 if (c2 >= 0) t |= BIT(1);
1216 if (c3 >= 0) t |= BIT(2);
1217 if (c4 >= 0) t |= BIT(3);
1218 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1222 stuffcmd(this, "set _teams_available 0\n");
1225 bot_relinkplayerlist();
1227 this.spectatortime = time;
1228 if (blockSpectators)
1230 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1233 CS(this).jointime = time;
1234 this.allowed_timeouts = autocvar_sv_timeout_number;
1236 if (IS_REAL_CLIENT(this))
1238 if (g_weaponarena_weapons == WEPSET(TUBA))
1239 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1242 if (!sv_foginterval && world.fog != "")
1243 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1245 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1246 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1247 send_CSQC_teamnagger();
1249 CSQCMODEL_AUTOINIT(this);
1251 this.model_randomizer = random();
1253 if (IS_REAL_CLIENT(this))
1254 sv_notice_join(this);
1256 // update physics stats (players can spawn before physics runs)
1257 STAT(MOVEVARS_HIGHSPEED, this) = autocvar_g_movement_highspeed;
1258 MUTATOR_CALLHOOK(PlayerPhysics_UpdateStats, this); // do it BEFORE the function so we can modify highspeed!
1259 Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
1261 IL_EACH(g_initforplayer, it.init_for_player, {
1262 it.init_for_player(it, this);
1265 MUTATOR_CALLHOOK(ClientConnect, this);
1267 if (IS_REAL_CLIENT(this))
1269 if (!autocvar_g_campaign && !IS_PLAYER(this))
1271 CS(this).motd_actived_time = -1;
1272 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1280 Called when a client disconnects from the server
1283 .entity chatbubbleentity;
1285 void ClientDisconnect(entity this)
1287 assert(IS_CLIENT(this), return);
1289 PlayerStats_GameReport_FinalizePlayer(this);
1290 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1291 if (this.active_minigame) part_minigame(this);
1292 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1294 if (autocvar_sv_eventlog)
1295 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1297 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1300 SetSpectatee(this, NULL);
1302 MUTATOR_CALLHOOK(ClientDisconnect, this);
1304 ClientState_detach(this);
1306 Portal_ClearAll(this);
1310 RemoveGrapplingHooks(this);
1312 // Here, everything has been done that requires this player to be a client.
1314 this.flags &= ~FL_CLIENT;
1316 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1317 if (this.killindicator) delete(this.killindicator);
1319 WaypointSprite_PlayerGone(this);
1321 bot_relinkplayerlist();
1323 if (this.netname_previous) strunzone(this.netname_previous);
1324 if (this.clientstatus) strunzone(this.clientstatus);
1325 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1326 if (this.personal) delete(this.personal);
1330 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1335 void ChatBubbleThink(entity this)
1337 this.nextthink = time;
1338 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1340 if(this.owner) // but why can that ever be NULL?
1341 this.owner.chatbubbleentity = NULL;
1348 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1350 if ( this.owner.active_minigame )
1351 this.mdl = "models/sprites/minigame_busy.iqm";
1352 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1353 this.mdl = "models/misc/chatbubble.spr";
1356 if ( this.model != this.mdl )
1357 _setmodel(this, this.mdl);
1361 void UpdateChatBubble(entity this)
1365 // spawn a chatbubble entity if needed
1366 if (!this.chatbubbleentity)
1368 this.chatbubbleentity = new(chatbubbleentity);
1369 this.chatbubbleentity.owner = this;
1370 this.chatbubbleentity.exteriormodeltoclient = this;
1371 setthink(this.chatbubbleentity, ChatBubbleThink);
1372 this.chatbubbleentity.nextthink = time;
1373 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1374 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1375 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1376 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1377 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1378 //this.chatbubbleentity.model = "";
1379 this.chatbubbleentity.effects = EF_LOWPRECISION;
1384 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1385 // added to the model skins
1386 /*void UpdateColorModHack()
1389 c = this.clientcolors & 15;
1390 // LordHavoc: only bothering to support white, green, red, yellow, blue
1391 if (!teamplay) this.colormod = '0 0 0';
1392 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1393 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1394 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1395 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1396 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1397 else this.colormod = '1 1 1';
1400 void respawn(entity this)
1402 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1404 this.solid = SOLID_NOT;
1405 this.takedamage = DAMAGE_NO;
1406 set_movetype(this, MOVETYPE_FLY);
1407 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1408 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1409 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1410 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1411 if(autocvar_g_respawn_ghosts_maxtime)
1412 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1417 this.effects |= EF_NODRAW; // prevent another CopyBody
1418 PutClientInServer(this);
1421 void play_countdown(entity this, float finished, Sound samp)
1424 if(IS_REAL_CLIENT(this))
1425 if(floor(finished - time - frametime) != floor(finished - time))
1426 if(finished - time < 6)
1427 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1430 void player_powerups(entity this)
1432 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1433 int items_prev = this.items;
1435 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1436 this.modelflags |= MF_ROCKET;
1438 this.modelflags &= ~MF_ROCKET;
1440 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1442 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1445 Fire_ApplyDamage(this);
1446 Fire_ApplyEffect(this);
1450 if (this.items & ITEM_Strength.m_itemid)
1452 play_countdown(this, this.strength_finished, SND_POWEROFF);
1453 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1454 if (time > this.strength_finished)
1456 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1457 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1458 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1463 if (time < this.strength_finished)
1465 this.items = this.items | ITEM_Strength.m_itemid;
1467 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1468 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1471 if (this.items & ITEM_Shield.m_itemid)
1473 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1474 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1475 if (time > this.invincible_finished)
1477 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1478 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1479 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1484 if (time < this.invincible_finished)
1486 this.items = this.items | ITEM_Shield.m_itemid;
1488 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1489 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1492 if (this.items & IT_SUPERWEAPON)
1494 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1496 this.superweapons_finished = 0;
1497 this.items = this.items - (this.items & IT_SUPERWEAPON);
1498 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1499 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1501 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1503 // don't let them run out
1507 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1508 if (time > this.superweapons_finished)
1510 this.items = this.items - (this.items & IT_SUPERWEAPON);
1511 this.weapons &= ~WEPSET_SUPERWEAPONS;
1512 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1513 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1517 else if(this.weapons & WEPSET_SUPERWEAPONS)
1519 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1521 this.items = this.items | IT_SUPERWEAPON;
1523 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1524 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1528 this.superweapons_finished = 0;
1529 this.weapons &= ~WEPSET_SUPERWEAPONS;
1534 this.superweapons_finished = 0;
1538 if(autocvar_g_nodepthtestplayers)
1539 this.effects = this.effects | EF_NODEPTHTEST;
1541 if(autocvar_g_fullbrightplayers)
1542 this.effects = this.effects | EF_FULLBRIGHT;
1544 if (time >= game_starttime)
1545 if (time < this.spawnshieldtime)
1546 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1548 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1551 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1553 if(current > stable)
1555 else if(current > stable - 0.25) // when close enough, "snap"
1558 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1561 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1563 if(current < stable)
1565 else if(current < stable + 0.25) // when close enough, "snap"
1568 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1571 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1573 if(current > rotstable)
1575 if(rotframetime > 0)
1577 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1578 current = max(rotstable, current - rotlinear * rotframetime);
1581 else if(current < regenstable)
1583 if(regenframetime > 0)
1585 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1586 current = min(regenstable, current + regenlinear * regenframetime);
1596 void player_regen(entity this)
1598 float max_mod, regen_mod, rot_mod, limit_mod;
1599 max_mod = regen_mod = rot_mod = limit_mod = 1;
1601 float regen_health = autocvar_g_balance_health_regen;
1602 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1603 float regen_health_rot = autocvar_g_balance_health_rot;
1604 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1605 float regen_health_stable = autocvar_g_balance_health_regenstable;
1606 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1607 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1608 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1609 max_mod = M_ARGV(1, float);
1610 regen_mod = M_ARGV(2, float);
1611 rot_mod = M_ARGV(3, float);
1612 limit_mod = M_ARGV(4, float);
1613 regen_health = M_ARGV(5, float);
1614 regen_health_linear = M_ARGV(6, float);
1615 regen_health_rot = M_ARGV(7, float);
1616 regen_health_rotlinear = M_ARGV(8, float);
1617 regen_health_stable = M_ARGV(9, float);
1618 regen_health_rotstable = M_ARGV(10, float);
1621 if(!mutator_returnvalue)
1622 if(!STAT(FROZEN, this))
1624 float mina, maxa, limith, limita;
1625 maxa = autocvar_g_balance_armor_rotstable;
1626 mina = autocvar_g_balance_armor_regenstable;
1627 limith = autocvar_g_balance_health_limit;
1628 limita = autocvar_g_balance_armor_limit;
1630 regen_health_rotstable = regen_health_rotstable * max_mod;
1631 regen_health_stable = regen_health_stable * max_mod;
1632 limith = limith * limit_mod;
1633 limita = limita * limit_mod;
1635 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);
1636 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);
1639 // if player rotted to death... die!
1640 // check this outside above checks, as player may still be able to rot to death
1644 vehicles_exit(this.vehicle, VHEF_RELEASE);
1645 if(this.event_damage)
1646 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1649 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1651 float minf, maxf, limitf;
1653 maxf = autocvar_g_balance_fuel_rotstable;
1654 minf = autocvar_g_balance_fuel_regenstable;
1655 limitf = autocvar_g_balance_fuel_limit;
1657 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);
1662 void SetZoomState(entity this, float newzoom)
1664 if(newzoom != this.zoomstate)
1666 this.zoomstate = newzoom;
1667 ClientData_Touch(this);
1669 zoomstate_set = true;
1672 void GetPressedKeys(entity this)
1674 MUTATOR_CALLHOOK(GetPressedKeys, this);
1675 int keys = STAT(PRESSED_KEYS, this);
1676 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1677 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1678 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1679 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1681 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1682 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1683 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1684 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1685 CS(this).pressedkeys = keys; // store for other users
1687 STAT(PRESSED_KEYS, this) = keys;
1691 ======================
1692 spectate mode routines
1693 ======================
1696 void SpectateCopy(entity this, entity spectatee)
1698 TC(Client, this); TC(Client, spectatee);
1700 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1701 PS(this) = PS(spectatee);
1702 this.armortype = spectatee.armortype;
1703 this.armorvalue = spectatee.armorvalue;
1704 this.ammo_cells = spectatee.ammo_cells;
1705 this.ammo_plasma = spectatee.ammo_plasma;
1706 this.ammo_shells = spectatee.ammo_shells;
1707 this.ammo_nails = spectatee.ammo_nails;
1708 this.ammo_rockets = spectatee.ammo_rockets;
1709 this.ammo_fuel = spectatee.ammo_fuel;
1710 this.clip_load = spectatee.clip_load;
1711 this.clip_size = spectatee.clip_size;
1712 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1713 this.health = spectatee.health;
1714 CS(this).impulse = 0;
1715 this.items = spectatee.items;
1716 this.last_pickup = spectatee.last_pickup;
1717 this.hit_time = spectatee.hit_time;
1718 this.strength_finished = spectatee.strength_finished;
1719 this.invincible_finished = spectatee.invincible_finished;
1720 this.superweapons_finished = spectatee.superweapons_finished;
1721 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1722 this.weapons = spectatee.weapons;
1723 this.dual_weapons = spectatee.dual_weapons;
1724 this.vortex_charge = spectatee.vortex_charge;
1725 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1726 this.hagar_load = spectatee.hagar_load;
1727 this.arc_heat_percent = spectatee.arc_heat_percent;
1728 this.minelayer_mines = spectatee.minelayer_mines;
1729 this.punchangle = spectatee.punchangle;
1730 this.view_ofs = spectatee.view_ofs;
1731 this.velocity = spectatee.velocity;
1732 this.dmg_take = spectatee.dmg_take;
1733 this.dmg_save = spectatee.dmg_save;
1734 this.dmg_inflictor = spectatee.dmg_inflictor;
1735 this.v_angle = spectatee.v_angle;
1736 this.angles = spectatee.v_angle;
1737 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1738 this.revive_progress = spectatee.revive_progress;
1739 this.viewloc = spectatee.viewloc;
1740 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1741 this.fixangle = true;
1742 setorigin(this, spectatee.origin);
1743 setsize(this, spectatee.mins, spectatee.maxs);
1744 SetZoomState(this, spectatee.zoomstate);
1746 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1748 .entity weaponentity = weaponentities[slot];
1749 this.(weaponentity) = spectatee.(weaponentity);
1752 for(int slot = 0; slot < MAX_AXH; ++slot)
1754 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1757 anticheat_spectatecopy(this, spectatee);
1758 this.hud = spectatee.hud;
1759 if(spectatee.vehicle)
1761 this.angles = spectatee.v_angle;
1763 //this.fixangle = false;
1764 //this.velocity = spectatee.vehicle.velocity;
1765 this.vehicle_health = spectatee.vehicle_health;
1766 this.vehicle_shield = spectatee.vehicle_shield;
1767 this.vehicle_energy = spectatee.vehicle_energy;
1768 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1769 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1770 this.vehicle_reload1 = spectatee.vehicle_reload1;
1771 this.vehicle_reload2 = spectatee.vehicle_reload2;
1773 //msg_entity = this;
1775 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1776 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1777 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1778 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1780 //WriteByte (MSG_ONE, SVC_SETVIEW);
1781 // WriteEntity(MSG_ONE, this);
1782 //makevectors(spectatee.v_angle);
1783 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1787 bool SpectateUpdate(entity this)
1792 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1794 SetSpectatee(this, NULL);
1798 SpectateCopy(this, this.enemy);
1803 bool SpectateSet(entity this)
1805 if(!IS_PLAYER(this.enemy))
1808 ClientData_Touch(this.enemy);
1811 WriteByte(MSG_ONE, SVC_SETVIEW);
1812 WriteEntity(MSG_ONE, this.enemy);
1813 set_movetype(this, MOVETYPE_NONE);
1814 accuracy_resend(this);
1816 if(!SpectateUpdate(this))
1817 PutObserverInServer(this);
1822 void SetSpectatee_status(entity this, int spectatee_num)
1824 int oldspectatee_status = this.spectatee_status;
1825 this.spectatee_status = spectatee_num;
1827 if (this.spectatee_status != oldspectatee_status)
1829 ClientData_Touch(this);
1830 if (g_race || g_cts) race_InitSpectator();
1834 void SetSpectatee(entity this, entity spectatee)
1836 if(IS_BOT_CLIENT(this))
1837 return; // bots abuse .enemy, this code is useless to them
1839 entity old_spectatee = this.enemy;
1841 this.enemy = spectatee;
1844 // these are required to fix the spectator bug with arc
1847 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1849 .entity weaponentity = weaponentities[slot];
1850 if(old_spectatee.(weaponentity).arc_beam)
1851 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1856 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1858 .entity weaponentity = weaponentities[slot];
1859 if(this.enemy.(weaponentity).arc_beam)
1860 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1865 SetSpectatee_status(this, etof(this.enemy));
1867 // needed to update spectator list
1868 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1871 bool Spectate(entity this, entity pl)
1873 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1875 pl = M_ARGV(1, entity);
1877 SetSpectatee(this, pl);
1878 return SpectateSet(this);
1881 bool SpectateNext(entity this)
1883 entity ent = find(this.enemy, classname, STR_PLAYER);
1885 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1886 ent = M_ARGV(1, entity);
1888 ent = find(ent, classname, STR_PLAYER);
1890 if(ent) { SetSpectatee(this, ent); }
1892 return SpectateSet(this);
1895 bool SpectatePrev(entity this)
1897 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1898 entity ent = findchain(classname, STR_PLAYER);
1899 if (!ent) // no player
1903 // skip players until current spectated player
1905 while(ent && ent != this.enemy)
1908 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1910 case MUT_SPECPREV_FOUND:
1911 ent = M_ARGV(1, entity);
1913 case MUT_SPECPREV_RETURN:
1915 case MUT_SPECPREV_CONTINUE:
1926 SetSpectatee(this, ent);
1927 return SpectateSet(this);
1932 ShowRespawnCountdown()
1934 Update a respawn countdown display.
1937 void ShowRespawnCountdown(entity this)
1940 if(!IS_DEAD(this)) // just respawned?
1944 number = ceil(this.respawn_time - time);
1947 if(number <= this.respawn_countdown)
1949 this.respawn_countdown = number - 1;
1950 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
1951 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1956 .bool team_selected;
1957 bool ShowTeamSelection(entity this)
1959 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1961 stuffcmd(this, "menu_showteamselect\n");
1964 void Join(entity this)
1966 TRANSMUTE(Player, this);
1968 if(!this.team_selected)
1969 if(autocvar_g_campaign || autocvar_g_balance_teams)
1970 JoinBestTeam(this, false, true);
1972 if(autocvar_g_campaign)
1973 campaign_bots_may_start = true;
1975 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1977 PutClientInServer(this);
1980 if(teamplay && this.team != -1)
1981 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1983 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1984 this.team_selected = false;
1988 * Determines whether the player is allowed to join. This depends on cvar
1989 * g_maxplayers, if it isn't used this function always return true, otherwise
1990 * it checks whether the number of currently playing players exceeds g_maxplayers.
1991 * @return int number of free slots for players, 0 if none
1993 int nJoinAllowed(entity this, entity ignore)
1996 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1997 // so report 0 free slots if restricted
1999 if(autocvar_g_forced_team_otherwise == "spectate")
2001 if(autocvar_g_forced_team_otherwise == "spectator")
2005 if(this && this.team_forced < 0)
2006 return 0; // forced spectators can never join
2008 // TODO simplify this
2009 int totalClients = 0;
2010 int currentlyPlaying = 0;
2011 FOREACH_CLIENT(true, LAMBDA(
2014 if(IS_REAL_CLIENT(it))
2015 if(IS_PLAYER(it) || it.caplayer)
2019 float free_slots = 0;
2020 if (!autocvar_g_maxplayers)
2021 free_slots = maxclients - totalClients;
2022 else if(currentlyPlaying < autocvar_g_maxplayers)
2023 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2025 static float join_prevent_msg_time = 0;
2026 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2028 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2029 join_prevent_msg_time = time + 3;
2036 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2037 * g_maxplayers_spectator_blocktime seconds
2039 void checkSpectatorBlock(entity this)
2041 if(IS_SPEC(this) || IS_OBSERVER(this))
2043 if(IS_REAL_CLIENT(this))
2045 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2046 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2052 void PrintWelcomeMessage(entity this)
2054 if(CS(this).motd_actived_time == 0)
2056 if (autocvar_g_campaign) {
2057 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2058 CS(this).motd_actived_time = time;
2059 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2062 if (PHYS_INPUT_BUTTON_INFO(this)) {
2063 CS(this).motd_actived_time = time;
2064 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2068 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2070 if (autocvar_g_campaign) {
2071 if (PHYS_INPUT_BUTTON_INFO(this))
2072 CS(this).motd_actived_time = time;
2073 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2074 CS(this).motd_actived_time = 0;
2075 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2078 if (PHYS_INPUT_BUTTON_INFO(this))
2079 CS(this).motd_actived_time = time;
2080 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2081 CS(this).motd_actived_time = 0;
2082 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2086 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2088 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2089 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2090 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2092 // instanctly hide MOTD
2093 CS(this).motd_actived_time = 0;
2094 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2099 bool joinAllowed(entity this)
2101 if (this.version_mismatch) return false;
2102 if (!nJoinAllowed(this, this)) return false;
2103 if (teamplay && lockteams) return false;
2104 if (ShowTeamSelection(this)) return false;
2105 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2110 bool PlayerThink(entity this)
2112 CheckRules_Player(this);
2114 if (game_stopped || intermission_running) {
2115 this.modelflags &= ~MF_ROCKET;
2116 if(intermission_running)
2117 IntermissionThink(this);
2121 if (timeout_status == TIMEOUT_ACTIVE) {
2122 // don't allow the player to turn around while game is paused
2123 // FIXME turn this into CSQC stuff
2124 this.v_angle = this.lastV_angle;
2125 this.angles = this.lastV_angle;
2126 this.fixangle = true;
2129 if (frametime) player_powerups(this);
2131 if (IS_DEAD(this)) {
2132 if (this.personal && g_race_qualifying) {
2133 if (time > this.respawn_time) {
2134 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2136 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2139 if (frametime) player_anim(this);
2141 if (this.respawn_flags & RESPAWN_DENY)
2143 STAT(RESPAWN_TIME, this) = 0;
2147 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));
2149 switch(this.deadflag)
2153 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2154 this.deadflag = DEAD_RESPAWNING;
2155 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2156 this.deadflag = DEAD_DEAD;
2162 this.deadflag = DEAD_RESPAWNABLE;
2163 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2164 this.deadflag = DEAD_RESPAWNING;
2167 case DEAD_RESPAWNABLE:
2169 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2170 this.deadflag = DEAD_RESPAWNING;
2173 case DEAD_RESPAWNING:
2175 if (time > this.respawn_time)
2177 this.respawn_time = time + 1; // only retry once a second
2178 this.respawn_time_max = this.respawn_time;
2185 ShowRespawnCountdown(this);
2187 if (this.respawn_flags & RESPAWN_SILENT)
2188 STAT(RESPAWN_TIME, this) = 0;
2189 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2191 if (time < this.respawn_time)
2192 STAT(RESPAWN_TIME, this) = this.respawn_time;
2193 else if (this.deadflag != DEAD_RESPAWNING)
2194 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2197 STAT(RESPAWN_TIME, this) = this.respawn_time;
2200 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2201 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2202 STAT(RESPAWN_TIME, this) *= -1;
2207 this.prevorigin = this.origin;
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) && !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);
2454 STAT(GAMESTARTTIME, this) = game_starttime;
2455 STAT(ROUNDSTARTTIME, this) = round_starttime;
2456 STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2457 STAT(LEADLIMIT, this) = autocvar_leadlimit;
2459 STAT(WEAPONSINMAP, this) = weaponsInMap;
2462 // physics frames: update anticheat stuff
2463 anticheat_prethink(this);
2466 if (blockSpectators && frametime) {
2467 // WORKAROUND: only use dropclient in server frames (frametime set).
2468 // Never use it in cl_movement frames (frametime zero).
2469 checkSpectatorBlock(this);
2472 zoomstate_set = false;
2474 // Check for nameless players
2475 if (isInvisibleString(this.netname)) {
2476 this.netname = strzone(sprintf("Player#%d", this.playerid));
2477 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2479 if (this.netname != this.netname_previous) {
2480 if (autocvar_sv_eventlog) {
2481 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2483 if (this.netname_previous) strunzone(this.netname_previous);
2484 this.netname_previous = strzone(this.netname);
2488 if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2489 this.version_nagtime = 0;
2490 if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2492 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2494 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2496 int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2497 if (r < 0) { // old client
2498 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2499 } else if (r > 0) { // old server
2500 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2506 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2508 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2509 this.max_armorvalue = 0;
2512 if (STAT(FROZEN, this) == 2)
2514 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2515 this.health = max(1, this.revive_progress * start_health);
2516 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2518 if (this.revive_progress >= 1)
2521 else if (STAT(FROZEN, this) == 3)
2523 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2524 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2526 if (this.health < 1)
2529 vehicles_exit(this.vehicle, VHEF_RELEASE);
2530 if(this.event_damage)
2531 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2533 else if (this.revive_progress <= 0)
2537 MUTATOR_CALLHOOK(PlayerPreThink, this);
2539 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2540 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2542 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2544 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2545 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2547 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2551 if(!it.team || SAME_TEAM(this, it))
2552 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2553 else if(autocvar_g_vehicles_steal)
2554 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2558 this.last_vehiclecheck = time + 1;
2561 if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2563 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2565 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2568 if (IS_REAL_CLIENT(this))
2569 PrintWelcomeMessage(this);
2571 if (IS_PLAYER(this)) {
2572 if(!PlayerThink(this))
2575 else if (game_stopped || intermission_running) {
2576 if(intermission_running)
2577 IntermissionThink(this);
2580 else if (IS_OBSERVER(this)) {
2581 ObserverThink(this);
2583 else if (IS_SPEC(this)) {
2584 SpectatorThink(this);
2587 // WEAPONTODO: Add weapon request for this
2588 if (!zoomstate_set) {
2589 bool wep_zoomed = false;
2590 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2592 .entity weaponentity = weaponentities[slot];
2593 Weapon thiswep = this.(weaponentity).m_weapon;
2594 if(thiswep != WEP_Null && thiswep.wr_zoom)
2595 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2597 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2600 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2602 CS(this).teamkill_soundtime = 0;
2604 entity e = CS(this).teamkill_soundsource;
2605 entity oldpusher = e.pusher;
2607 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2608 e.pusher = oldpusher;
2611 if (this.taunt_soundtime && time > this.taunt_soundtime) {
2612 this.taunt_soundtime = 0;
2613 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2616 target_voicescript_next(this);
2618 // WEAPONTODO: Move into weaponsystem somehow
2619 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2620 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2622 .entity weaponentity = weaponentities[slot];
2623 if(this.(weaponentity).m_weapon == WEP_Null)
2624 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2628 void DrownPlayer(entity this)
2633 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2635 if(this.air_finished < time)
2636 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2637 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2640 else if (this.air_finished < time)
2642 if (this.pain_finished < time)
2644 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2645 this.pain_finished = time + 0.5;
2650 .bool move_qcphysics;
2652 void Player_Physics(entity this)
2654 set_movetype(this, this.move_movetype);
2656 if(!this.move_qcphysics)
2659 if(!frametime && !CS(this).pm_frametime)
2662 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2664 CS(this).pm_frametime = 0;
2671 Called every frame for each client after the physics are run
2674 void PlayerPostThink (entity this)
2676 Player_Physics(this);
2679 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2680 if (IS_REAL_CLIENT(this))
2681 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2683 int totalClients = 0;
2684 if(sv_maxidle_slots > 0)
2686 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2692 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2693 { /* do nothing */ }
2694 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2696 if (CS(this).idlekick_lasttimeleft)
2698 CS(this).idlekick_lasttimeleft = 0;
2699 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2704 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2705 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2706 if (!CS(this).idlekick_lasttimeleft)
2707 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2709 if (timeleft <= 0) {
2710 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2714 else if (timeleft <= 10) {
2715 if (timeleft != CS(this).idlekick_lasttimeleft) {
2716 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2718 CS(this).idlekick_lasttimeleft = timeleft;
2725 //CheckPlayerJump();
2728 this.solid = SOLID_NOT;
2729 this.takedamage = DAMAGE_NO;
2730 set_movetype(this, MOVETYPE_NONE);
2733 if (IS_PLAYER(this)) {
2735 CheckRules_Player(this);
2736 UpdateChatBubble(this);
2737 if (CS(this).impulse) ImpulseCommands(this);
2740 CSQCMODEL_AUTOUPDATE(this);
2743 GetPressedKeys(this);
2746 if (this.waypointsprite_attachedforcarrier) {
2747 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2748 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2751 playerdemo_write(this);
2753 CSQCMODEL_AUTOUPDATE(this);
2756 // hack to copy the button fields from the client entity to the Client State
2757 void PM_UpdateButtons(entity this, entity store)
2760 store.impulse = this.impulse;
2763 store.button0 = this.button0;
2764 store.button2 = this.button2;
2765 store.button3 = this.button3;
2766 store.button4 = this.button4;
2767 store.button5 = this.button5;
2768 store.button6 = this.button6;
2769 store.button7 = this.button7;
2770 store.button8 = this.button8;
2771 store.button9 = this.button9;
2772 store.button10 = this.button10;
2773 store.button11 = this.button11;
2774 store.button12 = this.button12;
2775 store.button13 = this.button13;
2776 store.button14 = this.button14;
2777 store.button15 = this.button15;
2778 store.button16 = this.button16;
2779 store.buttonuse = this.buttonuse;
2780 store.buttonchat = this.buttonchat;
2782 store.cursor_active = this.cursor_active;
2783 store.cursor_screen = this.cursor_screen;
2784 store.cursor_trace_start = this.cursor_trace_start;
2785 store.cursor_trace_endpos = this.cursor_trace_endpos;
2786 store.cursor_trace_ent = this.cursor_trace_ent;
2788 store.ping = this.ping;
2789 store.ping_packetloss = this.ping_packetloss;
2790 store.ping_movementloss = this.ping_movementloss;
2792 store.v_angle = this.v_angle;
2793 store.movement = this.movement;