3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/qc/globalsound.qh>
7 #include <common/ent_cs.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
10 #include <common/items/_mod.qh>
11 #include <common/items/inventory.qh>
12 #include <common/mapobjects/func/conveyor.qh>
13 #include <common/mapobjects/func/ladder.qh>
14 #include <common/mapobjects/subs.qh>
15 #include <common/mapobjects/target/spawnpoint.qh>
16 #include <common/mapobjects/teleporters.qh>
17 #include <common/mapobjects/trigger/counter.qh>
18 #include <common/mapobjects/trigger/secret.qh>
19 #include <common/mapobjects/trigger/swamp.qh>
20 #include <common/mapobjects/triggers.qh>
21 #include <common/minigames/sv_minigames.qh>
22 #include <common/monsters/sv_monsters.qh>
23 #include <common/mutators/mutator/instagib/sv_instagib.qh>
24 #include <common/mutators/mutator/nades/nades.qh>
25 #include <common/mutators/mutator/overkill/oknex.qh>
26 #include <common/mutators/mutator/status_effects/_mod.qh>
27 #include <common/mutators/mutator/waypoints/all.qh>
28 #include <common/net_linked.qh>
29 #include <common/net_notice.qh>
30 #include <common/notifications/all.qh>
31 #include <common/physics/player.qh>
32 #include <common/playerstats.qh>
33 #include <common/resources/sv_resources.qh>
34 #include <common/state.qh>
35 #include <common/stats.qh>
36 #include <common/vehicles/all.qh>
37 #include <common/vehicles/sv_vehicles.qh>
38 #include <common/viewloc.qh>
39 #include <common/weapons/_all.qh>
40 #include <common/weapons/weapon/vortex.qh>
41 #include <common/wepent.qh>
42 #include <lib/csqcmodel/sv_model.qh>
43 #include <lib/warpzone/common.qh>
44 #include <lib/warpzone/server.qh>
45 #include <server/anticheat.qh>
46 #include <server/antilag.qh>
47 #include <server/bot/api.qh>
48 #include <server/bot/default/cvars.qh>
49 #include <server/campaign.qh>
50 #include <server/chat.qh>
51 #include <server/cheats.qh>
52 #include <server/clientkill.qh>
53 #include <server/command/common.qh>
54 #include <server/command/common.qh>
55 #include <server/command/vote.qh>
56 #include <server/compat/quake3.qh>
57 #include <server/damage.qh>
58 #include <server/gamelog.qh>
59 #include <server/handicap.qh>
60 #include <server/hook.qh>
61 #include <server/impulse.qh>
62 #include <server/intermission.qh>
63 #include <server/ipban.qh>
64 #include <server/main.qh>
65 #include <server/mutators/_mod.qh>
66 #include <server/player.qh>
67 #include <server/portals.qh>
68 #include <server/race.qh>
69 #include <server/scores.qh>
70 #include <server/scores_rules.qh>
71 #include <server/spawnpoints.qh>
72 #include <server/teamplay.qh>
73 #include <server/weapons/accuracy.qh>
74 #include <server/weapons/common.qh>
75 #include <server/weapons/hitplot.qh>
76 #include <server/weapons/selection.qh>
77 #include <server/weapons/tracing.qh>
78 #include <server/weapons/weaponsystem.qh>
79 #include <server/world.qh>
81 STATIC_METHOD(Client, Add, void(Client this, int _team))
84 TRANSMUTE(Player, this);
87 PutClientInServer(this);
90 STATIC_METHOD(Client, Remove, void(Client this))
92 TRANSMUTE(Observer, this);
93 PutClientInServer(this);
94 ClientDisconnect(this);
97 void send_CSQC_teamnagger() {
98 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
101 int CountSpectators(entity player, entity to)
103 if(!player) { return 0; } // not sure how, but best to be safe
107 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
115 void WriteSpectators(entity player, entity to)
117 if(!player) { return; } // not sure how, but best to be safe
120 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
122 if(spec_count >= MAX_SPECTATORS)
124 WriteByte(MSG_ENTITY, num_for_edict(it));
129 bool ClientData_Send(entity this, entity to, int sf)
131 assert(to == this.owner, return false);
134 if (IS_SPEC(e)) e = e.enemy;
137 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
138 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
139 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
140 if (autocvar_sv_showspectators == 1 || (autocvar_sv_showspectators && IS_SPEC(to)))
141 sf |= BIT(4); // show spectators
143 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
144 WriteByte(MSG_ENTITY, sf);
147 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
151 float specs = CountSpectators(e, to);
152 WriteByte(MSG_ENTITY, specs);
153 WriteSpectators(e, to);
159 void ClientData_Attach(entity this)
161 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
162 CS(this).clientdata.drawonlytoclient = this;
163 CS(this).clientdata.owner = this;
166 void ClientData_Detach(entity this)
168 delete(CS(this).clientdata);
169 CS(this).clientdata = NULL;
172 void ClientData_Touch(entity e)
174 entity cd = CS(e).clientdata;
175 if (cd) { cd.SendFlags = 1; }
177 // make it spectatable
178 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
180 entity cd = CS(it).clientdata;
181 if (cd) { cd.SendFlags = 1; }
190 Checks if the argument string can be a valid playermodel.
191 Returns a valid one in doubt.
194 string FallbackPlayerModel;
195 string CheckPlayerModel(string plyermodel) {
196 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
198 // note: we cannot summon Don Strunzone here, some player may
199 // still have the model string set. In case anyone manages how
200 // to change a cvar default, we'll have a small leak here.
201 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
203 // only in right path
204 if(substring(plyermodel, 0, 14) != "models/player/")
205 return FallbackPlayerModel;
206 // only good file extensions
207 if(substring(plyermodel, -4, 4) != ".iqm"
208 && substring(plyermodel, -4, 4) != ".zym"
209 && substring(plyermodel, -4, 4) != ".dpm"
210 && substring(plyermodel, -4, 4) != ".md3"
211 && substring(plyermodel, -4, 4) != ".psk")
213 return FallbackPlayerModel;
215 // forbid the LOD models
216 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
217 return FallbackPlayerModel;
218 if(plyermodel != strtolower(plyermodel))
219 return FallbackPlayerModel;
220 // also, restrict to server models
221 if(autocvar_sv_servermodelsonly)
223 if(!fexists(plyermodel))
224 return FallbackPlayerModel;
229 void setplayermodel(entity e, string modelname)
231 precache_model(modelname);
232 _setmodel(e, modelname);
233 player_setupanimsformodel(e);
234 if(!autocvar_g_debug_globalsounds)
235 UpdatePlayerSounds(e);
238 /** putting a client as observer in the server */
239 void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
241 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
242 bool recount_ready = false;
243 PlayerState_detach(this);
247 if(GetResource(this, RES_HEALTH) >= 1)
250 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
253 // was a player, recount votes and ready status
254 if(IS_REAL_CLIENT(this))
256 if (vote_called) { VoteCount(false); }
258 recount_ready = true;
260 entcs_update_players(this);
265 entity spot = SelectSpawnPoint(this, true);
266 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
267 this.angles = vec2(spot.angles);
268 // offset it so that the spectator spawns higher off the ground, looks better this way
269 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
271 else // change origin to restore previous view origin
272 setorigin(this, this.origin + STAT(PL_VIEW_OFS, this) - STAT(PL_CROUCH_VIEW_OFS, this));
273 this.fixangle = true;
275 if (IS_REAL_CLIENT(this))
278 WriteByte(MSG_ONE, SVC_SETVIEW);
279 WriteEntity(MSG_ONE, this);
281 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
282 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
283 if(!autocvar_g_debug_globalsounds)
285 // needed for player sounds
287 FixPlayermodel(this);
289 setmodel(this, MDL_Null);
290 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
291 this.view_ofs = '0 0 0';
293 RemoveGrapplingHooks(this);
294 Portal_ClearAll(this);
295 Unfreeze(this, false);
296 SetSpectatee(this, NULL);
301 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
305 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
307 TRANSMUTE(Observer, this);
309 if(recount_ready) ReadyCount();
311 WaypointSprite_PlayerDead(this);
312 accuracy_resend(this);
314 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
315 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
317 CS(this).spectatortime = time;
319 IL_REMOVE(g_bot_targets, this);
320 this.bot_attack = false;
321 if(this.monster_attack)
322 IL_REMOVE(g_monster_targets, this);
323 this.monster_attack = false;
324 STAT(HUD, this) = HUD_NORMAL;
325 this.iscreature = false;
326 this.teleportable = TELEPORT_SIMPLE;
327 if(this.damagedbycontents)
328 IL_REMOVE(g_damagedbycontents, this);
329 this.damagedbycontents = false;
330 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
331 SetSpectatee_status(this, etof(this));
332 this.takedamage = DAMAGE_NO;
333 this.solid = SOLID_NOT;
334 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
335 this.flags = FL_CLIENT | FL_NOTARGET;
337 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
338 this.pauserotarmor_finished = 0;
339 this.pauserothealth_finished = 0;
340 this.pauseregen_finished = 0;
341 this.damageforcescale = 0;
343 this.respawn_flags = 0;
344 this.respawn_time = 0;
345 STAT(RESPAWN_TIME, this) = 0;
349 this.pain_finished = 0;
350 STAT(AIR_FINISHED, this) = 0;
351 //this.dphitcontentsmask = 0;
352 this.dphitcontentsmask = DPCONTENTS_SOLID;
353 if (autocvar_g_playerclip_collisions)
354 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
357 setthink(this, func_null);
359 this.deadflag = DEAD_NO;
361 STAT(REVIVE_PROGRESS, this) = 0;
362 this.revival_time = 0;
363 this.draggable = drag_undraggable;
365 player_powerups_remove_all(this);
367 STAT(WEAPONS, this) = '0 0 0';
368 this.drawonlytoclient = this;
372 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
374 this.weaponmodel = "";
375 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
377 this.weaponentities[slot] = NULL;
379 this.exteriorweaponentity = NULL;
380 CS(this).killcount = FRAGS_SPECTATOR;
381 this.velocity = '0 0 0';
382 this.avelocity = '0 0 0';
383 this.punchangle = '0 0 0';
384 this.punchvector = '0 0 0';
385 this.oldvelocity = this.velocity;
386 this.event_damage = func_null;
387 this.event_heal = func_null;
389 for(int slot = 0; slot < MAX_AXH; ++slot)
391 entity axh = this.(AuxiliaryXhair[slot]);
392 this.(AuxiliaryXhair[slot]) = NULL;
394 if(axh.owner == this && axh != NULL && !wasfreed(axh))
398 if (mutator_returnvalue)
400 // mutator prevents resetting teams+score
404 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR); // clears scores too in game modes without teams
405 this.frags = FRAGS_SPECTATOR;
408 bot_relinkplayerlist();
410 if (CS(this).just_joined)
411 CS(this).just_joined = false;
414 int player_getspecies(entity this)
416 get_model_parameters(this.model, this.skin);
417 int s = get_model_parameters_species;
418 get_model_parameters(string_null, 0);
419 if (s < 0) return SPECIES_HUMAN;
423 .float model_randomizer;
424 void FixPlayermodel(entity player)
426 string defaultmodel = "";
428 if(autocvar_sv_defaultcharacter)
434 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
435 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
436 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
437 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
441 if(defaultmodel == "")
443 defaultmodel = autocvar_sv_defaultplayermodel;
444 defaultskin = autocvar_sv_defaultplayerskin;
447 int n = tokenize_console(defaultmodel);
450 defaultmodel = argv(floor(n * CS(player).model_randomizer));
451 // However, do NOT randomize if the player-selected model is in the list.
452 for (int i = 0; i < n; ++i)
453 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
454 defaultmodel = argv(i);
457 int i = strstrofs(defaultmodel, ":", 0);
460 defaultskin = stof(substring(defaultmodel, i+1, -1));
461 defaultmodel = substring(defaultmodel, 0, i);
464 if(autocvar_sv_defaultcharacterskin && !defaultskin)
470 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
471 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
472 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
473 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
478 defaultskin = autocvar_sv_defaultplayerskin;
481 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
482 defaultmodel = M_ARGV(0, string);
483 defaultskin = M_ARGV(1, int);
487 if(defaultmodel != "")
489 if (defaultmodel != player.model)
491 vector m1 = player.mins;
492 vector m2 = player.maxs;
493 setplayermodel (player, defaultmodel);
494 setsize (player, m1, m2);
498 oldskin = player.skin;
499 player.skin = defaultskin;
501 if (player.playermodel != player.model || player.playermodel == "")
503 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
504 vector m1 = player.mins;
505 vector m2 = player.maxs;
506 setplayermodel (player, player.playermodel);
507 setsize (player, m1, m2);
511 if(!autocvar_sv_defaultcharacterskin)
513 oldskin = player.skin;
514 player.skin = stof(player.playerskin);
518 oldskin = player.skin;
519 player.skin = defaultskin;
523 if(chmdl || oldskin != player.skin) // model or skin has changed
525 player.species = player_getspecies(player); // update species
526 if(!autocvar_g_debug_globalsounds)
527 UpdatePlayerSounds(player); // update skin sounds
531 if(strlen(autocvar_sv_defaultplayercolors))
532 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
533 setcolor(player, stof(autocvar_sv_defaultplayercolors));
536 void PutPlayerInServer(entity this)
538 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
540 PlayerState_attach(this);
541 accuracy_resend(this);
543 if (teamplay && this.bot_forced_team)
544 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
547 TeamBalance_JoinBestTeam(this);
549 entity spot = SelectSpawnPoint(this, false);
551 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
552 return; // spawn failed
555 TRANSMUTE(Player, this);
557 CS(this).wasplayer = true;
558 this.iscreature = true;
559 this.teleportable = TELEPORT_NORMAL;
560 if(!this.damagedbycontents)
561 IL_PUSH(g_damagedbycontents, this);
562 this.damagedbycontents = true;
563 set_movetype(this, MOVETYPE_WALK);
564 this.solid = SOLID_SLIDEBOX;
565 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
566 if (autocvar_g_playerclip_collisions)
567 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
568 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
569 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
570 this.frags = FRAGS_PLAYER;
571 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
572 this.flags = FL_CLIENT | FL_PICKUPITEMS;
573 if (autocvar__notarget)
574 this.flags |= FL_NOTARGET;
575 this.takedamage = DAMAGE_AIM;
576 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
579 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
580 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
581 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
582 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
583 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
584 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
585 SetResource(this, RES_HEALTH, warmup_start_health);
586 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
587 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
589 SetResource(this, RES_SHELLS, start_ammo_shells);
590 SetResource(this, RES_BULLETS, start_ammo_nails);
591 SetResource(this, RES_ROCKETS, start_ammo_rockets);
592 SetResource(this, RES_CELLS, start_ammo_cells);
593 SetResource(this, RES_PLASMA, start_ammo_plasma);
594 SetResource(this, RES_FUEL, start_ammo_fuel);
595 SetResource(this, RES_HEALTH, start_health);
596 SetResource(this, RES_ARMOR, start_armorvalue);
597 STAT(WEAPONS, this) = start_weapons;
598 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
600 GiveRandomWeapons(this, random_start_weapons_count,
601 autocvar_g_random_start_weapons, random_start_ammo);
604 SetSpectatee_status(this, 0);
606 PS(this).dual_weapons = '0 0 0';
608 if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
609 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
611 this.items = start_items;
613 float shieldtime = time + autocvar_g_spawnshieldtime;
615 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
616 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
617 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
618 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
619 if (!sv_ready_restart_after_countdown && time < game_starttime)
621 float f = game_starttime - time;
623 this.pauserotarmor_finished += f;
624 this.pauserothealth_finished += f;
625 this.pauseregen_finished += f;
628 StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
630 this.damageforcescale = autocvar_g_player_damageforcescale;
632 this.respawn_flags = 0;
633 this.respawn_time = 0;
634 STAT(RESPAWN_TIME, this) = 0;
635 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
637 this.pain_finished = 0;
639 setthink(this, func_null); // players have no think function
642 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
644 this.deadflag = DEAD_NO;
646 this.angles = spot.angles;
647 this.angles_z = 0; // never spawn tilted even if the spot says to
648 if (IS_BOT_CLIENT(this))
650 this.v_angle = this.angles;
653 this.fixangle = true; // turn this way immediately
654 this.oldvelocity = this.velocity = '0 0 0';
655 this.avelocity = '0 0 0';
656 this.punchangle = '0 0 0';
657 this.punchvector = '0 0 0';
659 STAT(REVIVE_PROGRESS, this) = 0;
660 this.revival_time = 0;
662 STAT(AIR_FINISHED, this) = 0;
663 this.waterlevel = WATERLEVEL_NONE;
664 this.watertype = CONTENT_EMPTY;
666 entity spawnevent = new_pure(spawnevent);
667 spawnevent.owner = this;
668 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
670 // Cut off any still running player sounds.
671 stopsound(this, CH_PLAYER_SINGLE);
674 FixPlayermodel(this);
675 this.drawonlytoclient = NULL;
679 for(int slot = 0; slot < MAX_AXH; ++slot)
681 entity axh = this.(AuxiliaryXhair[slot]);
682 this.(AuxiliaryXhair[slot]) = NULL;
684 if(axh.owner == this && axh != NULL && !wasfreed(axh))
688 this.spawnpoint_targ = NULL;
691 this.view_ofs = STAT(PL_VIEW_OFS, this);
692 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
693 this.spawnorigin = spot.origin;
694 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
695 // don't reset back to last position, even if new position is stuck in solid
696 this.oldorigin = this.origin;
698 IL_REMOVE(g_conveyed, this);
699 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
701 IL_REMOVE(g_swamped, this);
702 this.swampslug = NULL;
703 this.swamp_interval = 0;
704 if(this.ladder_entity)
705 IL_REMOVE(g_ladderents, this);
706 this.ladder_entity = NULL;
707 IL_EACH(g_counters, it.realowner == this,
711 STAT(HUD, this) = HUD_NORMAL;
713 this.event_damage = PlayerDamage;
714 this.event_heal = PlayerHeal;
716 this.draggable = func_null;
719 IL_PUSH(g_bot_targets, this);
720 this.bot_attack = true;
721 if(!this.monster_attack)
722 IL_PUSH(g_monster_targets, this);
723 this.monster_attack = true;
724 navigation_dynamicgoal_init(this, false);
726 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
728 // player was spectator
729 if (CS(this).killcount == FRAGS_SPECTATOR) {
730 PlayerScore_Clear(this);
731 CS(this).killcount = 0;
732 CS(this).startplaytime = time;
735 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
737 .entity weaponentity = weaponentities[slot];
738 CL_SpawnWeaponentity(this, weaponentity);
740 this.alpha = default_player_alpha;
741 this.colormod = '1 1 1' * autocvar_g_player_brightness;
742 this.exteriorweaponentity.alpha = default_weapon_alpha;
744 this.speedrunning = false;
746 this.counter_cnt = 0;
747 this.fragsfilter_cnt = 0;
749 target_voicescript_clear(this);
751 // reset fields the weapons may use
752 FOREACH(Weapons, true, {
753 it.wr_resetplayer(it, this);
754 // reload all reloadable weapons
755 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
756 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
758 .entity weaponentity = weaponentities[slot];
759 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
764 Unfreeze(this, false);
766 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
768 string s = spot.target;
769 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
770 spot.target = string_null;
771 SUB_UseTargets(spot, this, NULL);
772 if(g_assault || g_race)
776 if (autocvar_spawn_debug)
778 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
779 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
782 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
784 .entity weaponentity = weaponentities[slot];
785 entity w_ent = this.(weaponentity);
786 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
787 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
789 w_ent.m_switchweapon = WEP_Null;
790 w_ent.m_weapon = WEP_Null;
791 w_ent.weaponname = "";
792 w_ent.m_switchingweapon = WEP_Null;
796 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
798 if (CS(this).impulse) ImpulseCommands(this);
800 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
801 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
803 .entity weaponentity = weaponentities[slot];
804 W_WeaponFrame(this, weaponentity);
807 if (!warmup_stage && !this.alivetime)
808 this.alivetime = time;
810 antilag_clear(this, CS(this));
813 /** Called when a client spawns in the server */
814 void PutClientInServer(entity this)
816 if (IS_REAL_CLIENT(this)) {
818 WriteByte(MSG_ONE, SVC_SETVIEW);
819 WriteEntity(MSG_ONE, this);
822 TRANSMUTE(Observer, this);
824 bool use_spawnpoint = (!this.enemy); // check this.enemy here since SetSpectatee will clear it
825 SetSpectatee(this, NULL);
829 PS(this).itemkeys = 0;
831 MUTATOR_CALLHOOK(PutClientInServer, this);
833 if (IS_OBSERVER(this)) {
834 PutObserverInServer(this, false, use_spawnpoint);
835 } else if (IS_PLAYER(this)) {
836 PutPlayerInServer(this);
839 bot_relinkplayerlist();
842 // TODO do we need all these fields, or should we stop autodetecting runtime
843 // changes and just have a console command to update this?
844 bool ClientInit_SendEntity(entity this, entity to, int sf)
846 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
849 // MSG_INIT replacement
850 // TODO: make easier to use
852 W_PROP_reload(MSG_ONE, to);
853 ClientInit_misc(this);
854 MUTATOR_CALLHOOK(Ent_Init);
856 void ClientInit_misc(entity this)
858 int channel = MSG_ONE;
859 WriteHeader(channel, ENT_CLIENT_INIT);
860 WriteByte(channel, g_nexball_meter_period * 32);
861 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
862 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
863 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
864 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
865 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
866 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
867 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
868 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
870 if(autocvar_sv_foginterval && world.fog != "")
871 WriteString(channel, world.fog);
873 WriteString(channel, "");
874 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
875 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
876 WriteByte(channel, serverflags);
877 WriteCoord(channel, autocvar_g_trueaim_minrange);
880 void ClientInit_CheckUpdate(entity this)
882 this.nextthink = time;
883 if(this.count != autocvar_g_balance_armor_blockpercent)
885 this.count = autocvar_g_balance_armor_blockpercent;
888 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
890 this.cnt = autocvar_g_balance_damagepush_speedfactor;
895 void ClientInit_Spawn()
897 entity e = new_pure(clientinit);
898 setthink(e, ClientInit_CheckUpdate);
899 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
901 ClientInit_CheckUpdate(e);
911 // initialize parms for a new player
912 parm1 = -(86400 * 366);
914 MUTATOR_CALLHOOK(SetNewParms);
922 void SetChangeParms (entity this)
924 // save parms for level change
925 parm1 = CS(this).parm_idlesince - time;
927 MUTATOR_CALLHOOK(SetChangeParms);
935 void DecodeLevelParms(entity this)
938 CS(this).parm_idlesince = parm1;
939 if (CS(this).parm_idlesince == -(86400 * 366))
940 CS(this).parm_idlesince = time;
942 // whatever happens, allow 60 seconds of idling directly after connect for map loading
943 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
945 MUTATOR_CALLHOOK(DecodeLevelParms);
948 void FixClientCvars(entity e)
950 // send prediction settings to the client
951 if(autocvar_g_antilag == 3) // client side hitscan
952 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
953 if(autocvar_sv_gentle)
954 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
956 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
957 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
959 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
961 MUTATOR_CALLHOOK(FixClientCvars, e);
964 bool findinlist_abbrev(string tofind, string list)
966 if(list == "" || tofind == "")
967 return false; // empty list or search, just return
969 // this function allows abbreviated strings!
970 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
978 bool PlayerInIPList(entity p, string iplist)
980 // some safety checks (never allow local?)
981 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
984 return findinlist_abbrev(p.netaddress, iplist);
987 bool PlayerInIDList(entity p, string idlist)
989 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
993 return findinlist_abbrev(p.crypto_idfp, idlist);
996 bool PlayerInList(entity player, string list)
998 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1001 #ifdef DP_EXT_PRECONNECT
1006 Called once (not at each match start) when a client begins a connection to the server
1009 void ClientPreConnect(entity this)
1011 if(autocvar_sv_eventlog)
1013 GameLogEcho(sprintf(":connect:%d:%d:%s",
1016 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1022 // NOTE csqc uses the active mutators list sent by this function
1023 // to understand which mutators are enabled
1024 // also note that they aren't all registered mutators, e.g. jetpack, low gravity
1025 void SendWelcomeMessage(entity this, int msg_type)
1027 WriteByte(msg_type, boolean(autocvar_g_campaign));
1028 if (boolean(autocvar_g_campaign))
1030 WriteString(msg_type, Campaign_GetTitle());
1031 WriteByte(msg_type, Campaign_GetLevelNum());
1032 WriteString(msg_type, Campaign_GetMessage());
1035 WriteString(msg_type, autocvar_hostname);
1036 WriteString(msg_type, autocvar_g_xonoticversion);
1037 WriteByte(msg_type, CS(this).version_mismatch);
1038 WriteByte(msg_type, (CS(this).version < autocvar_gameversion));
1040 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1041 string modifications = M_ARGV(0, string);
1043 if (!g_weaponarena && cvar("g_balance_blaster_weaponstartoverride") == 0)
1044 modifications = strcat(modifications, ", No start weapons");
1045 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1046 modifications = strcat(modifications, ", Low gravity");
1047 if(g_weapon_stay && !g_cts)
1048 modifications = strcat(modifications, ", Weapons stay");
1049 if(autocvar_g_jetpack)
1050 modifications = strcat(modifications, ", Jetpack");
1051 modifications = substring(modifications, 2, strlen(modifications) - 2);
1053 WriteString(msg_type, modifications);
1055 WriteString(msg_type, g_weaponarena_list);
1057 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1059 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1060 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1063 WriteString(msg_type, cache_mutatormsg);
1065 WriteString(msg_type, strreplace("\\n", "\n", autocvar_sv_motd));
1072 Called when a client connects to the server
1075 void ClientConnect(entity this)
1077 if (Ban_MaybeEnforceBanOnce(this)) return;
1078 assert(!IS_CLIENT(this), return);
1079 this.flags |= FL_CLIENT;
1080 assert(player_count >= 0, player_count = 0);
1082 TRANSMUTE(Client, this);
1083 CS(this).version_nagtime = time + 10 + random() * 10;
1085 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1087 bot_clientconnect(this);
1089 Player_DetermineForcedTeam(this);
1091 TRANSMUTE(Observer, this);
1093 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1095 // always track bots, don't ask for cl_allow_uidtracking
1096 if (IS_BOT_CLIENT(this))
1097 PlayerStats_GameReport_AddPlayer(this);
1099 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1101 if (autocvar_sv_eventlog)
1102 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1104 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1106 stuffcmd(this, clientstuff, "\n");
1107 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1109 FixClientCvars(this);
1111 // get version info from player
1112 stuffcmd(this, "cmd clientversion $gameversion\n");
1114 // notify about available teams
1117 entity balance = TeamBalance_CheckAllowedTeams(this);
1118 int t = TeamBalance_GetAllowedTeams(balance);
1119 TeamBalance_Destroy(balance);
1120 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1124 stuffcmd(this, "set _teams_available 0\n");
1127 bot_relinkplayerlist();
1129 CS(this).spectatortime = time;
1130 if (blockSpectators)
1132 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1135 CS(this).jointime = time;
1137 if (IS_REAL_CLIENT(this))
1139 if (g_weaponarena_weapons == WEPSET(TUBA))
1140 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1143 if (!autocvar_sv_foginterval && world.fog != "")
1144 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1146 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1147 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1148 send_CSQC_teamnagger();
1150 CSQCMODEL_AUTOINIT(this);
1152 CS(this).model_randomizer = random();
1154 if (IS_REAL_CLIENT(this))
1155 sv_notice_join(this);
1157 this.move_qcphysics = autocvar_sv_qcphysics;
1159 // update physics stats (players can spawn before physics runs)
1160 Physics_UpdateStats(this);
1162 IL_EACH(g_initforplayer, it.init_for_player, {
1163 it.init_for_player(it, this);
1166 Handicap_Initialize(this);
1168 MUTATOR_CALLHOOK(ClientConnect, this);
1170 if (player_count == 1)
1171 localcmd("\nsv_hook_firstjoin\n");
1177 Called when a client disconnects from the server
1180 .entity chatbubbleentity;
1181 void player_powerups_remove_all(entity this);
1183 void ClientDisconnect(entity this)
1185 assert(IS_CLIENT(this), return);
1187 PlayerStats_GameReport_FinalizePlayer(this);
1188 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1189 if (CS(this).active_minigame) part_minigame(this);
1190 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1192 if (autocvar_sv_eventlog)
1193 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1195 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1198 SetSpectatee(this, NULL);
1200 MUTATOR_CALLHOOK(ClientDisconnect, this);
1202 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1203 strfree(CS_CVAR(this).weaponorder_byimpulse);
1204 ClientState_detach(this);
1206 Portal_ClearAll(this);
1208 Unfreeze(this, false);
1210 RemoveGrapplingHooks(this);
1212 // Here, everything has been done that requires this player to be a client.
1214 this.flags &= ~FL_CLIENT;
1216 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1217 if (this.killindicator) delete(this.killindicator);
1219 IL_EACH(g_counters, it.realowner == this,
1224 WaypointSprite_PlayerGone(this);
1226 bot_relinkplayerlist();
1228 strfree(this.clientstatus);
1229 if (this.personal) delete(this.personal);
1233 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1235 player_powerups_remove_all(this); // stop powerup sound
1239 if (player_count == 0)
1240 localcmd("\nsv_hook_lastleave\n");
1243 void ChatBubbleThink(entity this)
1245 this.nextthink = time;
1246 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1248 if(this.owner) // but why can that ever be NULL?
1249 this.owner.chatbubbleentity = NULL;
1256 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1258 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1259 this.mdl = "models/sprites/minigame_busy.iqm";
1260 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1261 this.mdl = "models/misc/chatbubble.spr";
1264 if ( this.model != this.mdl )
1265 _setmodel(this, this.mdl);
1269 void UpdateChatBubble(entity this)
1273 // spawn a chatbubble entity if needed
1274 if (!this.chatbubbleentity)
1276 this.chatbubbleentity = new(chatbubbleentity);
1277 this.chatbubbleentity.owner = this;
1278 this.chatbubbleentity.exteriormodeltoclient = this;
1279 setthink(this.chatbubbleentity, ChatBubbleThink);
1280 this.chatbubbleentity.nextthink = time;
1281 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1282 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1283 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1284 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1285 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1286 //this.chatbubbleentity.model = "";
1287 this.chatbubbleentity.effects = EF_LOWPRECISION;
1291 void calculate_player_respawn_time(entity this)
1293 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1296 float gametype_setting_tmp;
1297 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1298 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1299 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1300 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1301 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1302 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1304 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1307 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1308 if(it.team == this.team)
1311 if (sdelay_small_count == 0)
1312 sdelay_small_count = 1;
1313 if (sdelay_large_count == 0)
1314 sdelay_large_count = 1;
1318 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1321 if (sdelay_small_count == 0)
1323 if (IS_INDEPENDENT_PLAYER(this))
1325 // Players play independently. No point in requiring enemies.
1326 sdelay_small_count = 1;
1330 // Players play AGAINST each other. Enemies required.
1331 sdelay_small_count = 2;
1334 if (sdelay_large_count == 0)
1336 if (IS_INDEPENDENT_PLAYER(this))
1338 // Players play independently. No point in requiring enemies.
1339 sdelay_large_count = 1;
1343 // Players play AGAINST each other. Enemies required.
1344 sdelay_large_count = 2;
1351 if (pcount <= sdelay_small_count)
1352 sdelay = sdelay_small;
1353 else if (pcount >= sdelay_large_count)
1354 sdelay = sdelay_large;
1355 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1356 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1359 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1361 this.respawn_time = time + sdelay;
1363 if(sdelay < sdelay_max)
1364 this.respawn_time_max = time + sdelay_max;
1366 this.respawn_time_max = this.respawn_time;
1368 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1369 this.respawn_countdown = 10; // first number to count down from is 10
1371 this.respawn_countdown = -1; // do not count down
1373 if(autocvar_g_forced_respawn)
1374 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1377 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1378 // added to the model skins
1379 /*void UpdateColorModHack()
1382 c = this.clientcolors & 15;
1383 // LordHavoc: only bothering to support white, green, red, yellow, blue
1384 if (!teamplay) this.colormod = '0 0 0';
1385 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1386 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1387 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1388 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1389 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1390 else this.colormod = '1 1 1';
1393 void respawn(entity this)
1395 bool damagedbycontents_prev = this.damagedbycontents;
1398 if(autocvar_g_respawn_ghosts)
1400 this.solid = SOLID_NOT;
1401 this.takedamage = DAMAGE_NO;
1402 this.damagedbycontents = false;
1403 set_movetype(this, MOVETYPE_FLY);
1404 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1405 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1406 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1407 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1408 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1409 if(autocvar_g_respawn_ghosts_time > 0)
1410 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1413 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1417 this.damagedbycontents = damagedbycontents_prev;
1419 this.effects |= EF_NODRAW; // prevent another CopyBody
1420 PutClientInServer(this);
1423 void play_countdown(entity this, float finished, Sound samp)
1426 float time_left = finished - time;
1427 if(IS_REAL_CLIENT(this) && time_left < 6 && floor(time_left - frametime) != floor(time_left))
1428 sound(this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1431 // it removes special powerups not handled by StatusEffects
1432 void player_powerups_remove_all(entity this)
1434 if (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1436 // don't play the poweroff sound when the game restarts or the player disconnects
1437 if (time > game_starttime + 1 && IS_CLIENT(this)
1438 && !(start_items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS)))
1440 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1442 if (this.items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1443 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1444 this.items -= (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS));
1448 void player_powerups(entity this)
1450 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1451 this.modelflags |= MF_ROCKET;
1453 this.modelflags &= ~MF_ROCKET;
1455 this.effects &= ~EF_NODEPTHTEST;
1458 player_powerups_remove_all(this);
1460 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1463 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1464 int items_prev = this.items;
1466 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1468 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1469 if (this.items & IT_SUPERWEAPON)
1471 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1473 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1474 this.items = this.items - (this.items & IT_SUPERWEAPON);
1475 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1476 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1478 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1480 // don't let them run out
1484 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1485 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1487 this.items = this.items - (this.items & IT_SUPERWEAPON);
1488 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1489 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1490 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1494 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1496 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1498 this.items = this.items | IT_SUPERWEAPON;
1499 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1502 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1503 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1508 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1509 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1510 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1513 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1515 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1519 if(autocvar_g_nodepthtestplayers)
1520 this.effects = this.effects | EF_NODEPTHTEST;
1522 if(autocvar_g_fullbrightplayers)
1523 this.effects = this.effects | EF_FULLBRIGHT;
1525 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1528 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1530 if(current > stable)
1532 else if(current > stable - 0.25) // when close enough, "snap"
1535 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1538 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1540 if(current < stable)
1542 else if(current < stable + 0.25) // when close enough, "snap"
1545 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1548 void RotRegen(entity this, Resource res, float limit_mod,
1549 float regenstable, float regenfactor, float regenlinear, float regenframetime,
1550 float rotstable, float rotfactor, float rotlinear, float rotframetime)
1552 float old = GetResource(this, res);
1553 float current = old;
1554 if(current > rotstable)
1556 if(rotframetime > 0)
1558 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1559 current = max(rotstable, current - rotlinear * rotframetime);
1562 else if(current < regenstable)
1564 if(regenframetime > 0)
1566 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1567 current = min(regenstable, current + regenlinear * regenframetime);
1571 float limit = GetResourceLimit(this, res) * limit_mod;
1576 SetResource(this, res, current);
1579 void player_regen(entity this)
1581 float max_mod, regen_mod, rot_mod, limit_mod;
1582 max_mod = regen_mod = rot_mod = limit_mod = 1;
1584 float regen_health = autocvar_g_balance_health_regen;
1585 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1586 float regen_health_rot = autocvar_g_balance_health_rot;
1587 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1588 float regen_health_stable = autocvar_g_balance_health_regenstable;
1589 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1590 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1591 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1592 max_mod = M_ARGV(1, float);
1593 regen_mod = M_ARGV(2, float);
1594 rot_mod = M_ARGV(3, float);
1595 limit_mod = M_ARGV(4, float);
1596 regen_health = M_ARGV(5, float);
1597 regen_health_linear = M_ARGV(6, float);
1598 regen_health_rot = M_ARGV(7, float);
1599 regen_health_rotlinear = M_ARGV(8, float);
1600 regen_health_stable = M_ARGV(9, float);
1601 regen_health_rotstable = M_ARGV(10, float);
1603 float rotstable, regenstable, rotframetime, regenframetime;
1605 if(!mutator_returnvalue)
1606 if(!STAT(FROZEN, this))
1608 regenstable = autocvar_g_balance_armor_regenstable;
1609 rotstable = autocvar_g_balance_armor_rotstable;
1610 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1611 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1612 RotRegen(this, RES_ARMOR, limit_mod,
1613 regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime,
1614 rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime);
1616 // NOTE: max_mod is only applied to health
1617 regenstable = regen_health_stable * max_mod;
1618 rotstable = regen_health_rotstable * max_mod;
1619 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1620 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1621 RotRegen(this, RES_HEALTH, limit_mod,
1622 regenstable, regen_health, regen_health_linear, regenframetime,
1623 rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1626 // if player rotted to death... die!
1627 // check this outside above checks, as player may still be able to rot to death
1628 if(GetResource(this, RES_HEALTH) < 1)
1631 vehicles_exit(this.vehicle, VHEF_RELEASE);
1632 if(this.event_damage)
1633 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1636 if (!(this.items & IT_UNLIMITED_AMMO))
1638 regenstable = autocvar_g_balance_fuel_regenstable;
1639 rotstable = autocvar_g_balance_fuel_rotstable;
1640 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0;
1641 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1642 RotRegen(this, RES_FUEL, 1,
1643 regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime,
1644 rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime);
1649 void SetZoomState(entity this, float newzoom)
1651 if(newzoom != CS(this).zoomstate)
1653 CS(this).zoomstate = newzoom;
1654 ClientData_Touch(this);
1656 zoomstate_set = true;
1659 void GetPressedKeys(entity this)
1661 MUTATOR_CALLHOOK(GetPressedKeys, this);
1664 CS(this).pressedkeys = 0;
1665 STAT(PRESSED_KEYS, this) = 0;
1669 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1670 int keys = STAT(PRESSED_KEYS, this);
1671 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1672 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1673 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1674 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1676 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1677 keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1678 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1679 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1680 CS(this).pressedkeys = keys; // store for other users
1682 STAT(PRESSED_KEYS, this) = keys;
1686 ======================
1687 spectate mode routines
1688 ======================
1691 void SpectateCopy(entity this, entity spectatee)
1693 TC(Client, this); TC(Client, spectatee);
1695 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1696 PS(this) = PS(spectatee);
1697 this.armortype = spectatee.armortype;
1698 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1699 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1700 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1701 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1702 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1703 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1704 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1705 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1706 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1707 CS(this).impulse = 0;
1708 this.disableclientprediction = 1; // no need to run prediction on a spectator
1709 this.items = spectatee.items;
1710 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1711 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1712 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1713 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1714 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1715 this.punchangle = spectatee.punchangle;
1716 this.view_ofs = spectatee.view_ofs;
1717 this.velocity = spectatee.velocity;
1718 this.dmg_take = spectatee.dmg_take;
1719 this.dmg_save = spectatee.dmg_save;
1720 this.dmg_inflictor = spectatee.dmg_inflictor;
1721 this.v_angle = spectatee.v_angle;
1722 this.angles = spectatee.v_angle;
1723 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1724 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1725 this.viewloc = spectatee.viewloc;
1726 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1727 this.fixangle = true;
1728 setorigin(this, spectatee.origin);
1729 setsize(this, spectatee.mins, spectatee.maxs);
1730 SetZoomState(this, CS(spectatee).zoomstate);
1732 anticheat_spectatecopy(this, spectatee);
1733 STAT(HUD, this) = STAT(HUD, spectatee);
1734 if(spectatee.vehicle)
1736 this.angles = spectatee.v_angle;
1738 //this.fixangle = false;
1739 //this.velocity = spectatee.vehicle.velocity;
1740 this.vehicle_health = spectatee.vehicle_health;
1741 this.vehicle_shield = spectatee.vehicle_shield;
1742 this.vehicle_energy = spectatee.vehicle_energy;
1743 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1744 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1745 this.vehicle_reload1 = spectatee.vehicle_reload1;
1746 this.vehicle_reload2 = spectatee.vehicle_reload2;
1748 //msg_entity = this;
1750 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1751 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1752 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1753 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1755 //WriteByte (MSG_ONE, SVC_SETVIEW);
1756 // WriteEntity(MSG_ONE, this);
1757 //makevectors(spectatee.v_angle);
1758 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1762 bool SpectateUpdate(entity this)
1767 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1769 SetSpectatee(this, NULL);
1773 SpectateCopy(this, this.enemy);
1778 bool SpectateSet(entity this)
1780 if(!IS_PLAYER(this.enemy))
1783 ClientData_Touch(this.enemy);
1786 WriteByte(MSG_ONE, SVC_SETVIEW);
1787 WriteEntity(MSG_ONE, this.enemy);
1788 set_movetype(this, MOVETYPE_NONE);
1789 accuracy_resend(this);
1791 if(!SpectateUpdate(this))
1792 PutObserverInServer(this, false, true);
1797 void SetSpectatee_status(entity this, int spectatee_num)
1799 int oldspectatee_status = CS(this).spectatee_status;
1800 CS(this).spectatee_status = spectatee_num;
1802 if (CS(this).spectatee_status != oldspectatee_status)
1804 if (STAT(PRESSED_KEYS, this))
1806 CS(this).pressedkeys = 0;
1807 STAT(PRESSED_KEYS, this) = 0;
1809 ClientData_Touch(this);
1810 if (g_race || g_cts) race_InitSpectator();
1814 void SetSpectatee(entity this, entity spectatee)
1816 if(IS_BOT_CLIENT(this))
1817 return; // bots abuse .enemy, this code is useless to them
1819 entity old_spectatee = this.enemy;
1821 this.enemy = spectatee;
1824 // these are required to fix the spectator bug with arc
1827 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1829 .entity weaponentity = weaponentities[slot];
1830 if(old_spectatee.(weaponentity).arc_beam)
1831 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1836 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1838 .entity weaponentity = weaponentities[slot];
1839 if(spectatee.(weaponentity).arc_beam)
1840 spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1845 SetSpectatee_status(this, etof(spectatee));
1847 // needed to update spectator list
1848 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1851 bool Spectate(entity this, entity pl)
1853 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1855 pl = M_ARGV(1, entity);
1857 SetSpectatee(this, pl);
1858 return SpectateSet(this);
1861 bool SpectateNext(entity this)
1863 entity ent = find(this.enemy, classname, STR_PLAYER);
1865 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1866 ent = M_ARGV(1, entity);
1868 ent = find(ent, classname, STR_PLAYER);
1870 if(ent) { SetSpectatee(this, ent); }
1872 return SpectateSet(this);
1875 bool SpectatePrev(entity this)
1877 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1878 entity ent = findchain(classname, STR_PLAYER);
1879 if (!ent) // no player
1883 // skip players until current spectated player
1885 while(ent && ent != this.enemy)
1888 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1890 case MUT_SPECPREV_FOUND:
1891 ent = M_ARGV(1, entity);
1893 case MUT_SPECPREV_RETURN:
1895 case MUT_SPECPREV_CONTINUE:
1906 SetSpectatee(this, ent);
1907 return SpectateSet(this);
1912 ShowRespawnCountdown()
1914 Update a respawn countdown display.
1917 void ShowRespawnCountdown(entity this)
1920 if(!IS_DEAD(this)) // just respawned?
1924 number = ceil(this.respawn_time - time);
1927 if(number <= this.respawn_countdown)
1929 this.respawn_countdown = number - 1;
1930 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
1931 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1936 .bool team_selected;
1937 bool ShowTeamSelection(entity this)
1939 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1941 if (frametime) // once per frame is more than enough
1942 stuffcmd(this, "scoreboard_team_selection\n");
1945 void Join(entity this)
1947 if (autocvar_g_campaign && !campaign_bots_may_start && !game_stopped && time >= game_starttime)
1950 TRANSMUTE(Player, this);
1952 if(!this.team_selected)
1953 if(autocvar_g_campaign || autocvar_g_balance_teams)
1954 TeamBalance_JoinBestTeam(this);
1956 if(autocvar_g_campaign)
1957 campaign_bots_may_start = true;
1959 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1961 PutClientInServer(this);
1964 if(teamplay && this.team != -1)
1968 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1969 this.team_selected = false;
1972 int GetPlayerLimit()
1975 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
1976 int player_limit = autocvar_g_maxplayers;
1977 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1978 player_limit = M_ARGV(0, int);
1979 return player_limit;
1983 * Determines whether the player is allowed to join. This depends on cvar
1984 * g_maxplayers, if it isn't used this function always return true, otherwise
1985 * it checks whether the number of currently playing players exceeds g_maxplayers.
1986 * @return int number of free slots for players, 0 if none
1988 int nJoinAllowed(entity this, entity ignore)
1991 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1992 // so report 0 free slots if restricted
1994 if(autocvar_g_forced_team_otherwise == "spectate")
1996 if(autocvar_g_forced_team_otherwise == "spectator")
2000 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2001 return 0; // forced spectators can never join
2003 // TODO simplify this
2004 int totalClients = 0;
2005 int currentlyPlaying = 0;
2006 FOREACH_CLIENT(true, {
2009 if(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME(it)))
2013 int player_limit = GetPlayerLimit();
2017 free_slots = maxclients - totalClients;
2018 else if(player_limit > 0 && currentlyPlaying < player_limit)
2019 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2021 static float msg_time = 0;
2022 if(this && !INGAME(this) && ignore && !free_slots && time > msg_time)
2024 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2025 msg_time = time + 0.5;
2031 bool joinAllowed(entity this)
2033 if (CS(this).version_mismatch) return false;
2034 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2035 if (!nJoinAllowed(this, this)) return false;
2036 if (teamplay && lockteams) return false;
2037 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2038 if (ShowTeamSelection(this)) return false;
2042 .string shootfromfixedorigin;
2043 .bool dualwielding_prev;
2044 bool PlayerThink(entity this)
2046 if (game_stopped || intermission_running) {
2047 this.modelflags &= ~MF_ROCKET;
2048 if(intermission_running)
2049 IntermissionThink(this);
2053 if (timeout_status == TIMEOUT_ACTIVE) {
2054 // don't allow the player to turn around while game is paused
2055 // FIXME turn this into CSQC stuff
2056 this.v_angle = this.lastV_angle;
2057 this.angles = this.lastV_angle;
2058 this.fixangle = true;
2061 if (frametime) player_powerups(this);
2063 if (IS_DEAD(this)) {
2064 if (this.personal && g_race_qualifying) {
2065 if (time > this.respawn_time) {
2066 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2068 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2071 if (frametime) player_anim(this);
2073 if (this.respawn_flags & RESPAWN_DENY)
2075 STAT(RESPAWN_TIME, this) = 0;
2079 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));
2081 switch(this.deadflag)
2085 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2086 this.deadflag = DEAD_RESPAWNING;
2087 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2088 this.deadflag = DEAD_DEAD;
2094 this.deadflag = DEAD_RESPAWNABLE;
2095 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2096 this.deadflag = DEAD_RESPAWNING;
2099 case DEAD_RESPAWNABLE:
2101 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2102 this.deadflag = DEAD_RESPAWNING;
2105 case DEAD_RESPAWNING:
2107 if (time > this.respawn_time)
2109 this.respawn_time = time + 1; // only retry once a second
2110 this.respawn_time_max = this.respawn_time;
2117 ShowRespawnCountdown(this);
2119 if (this.respawn_flags & RESPAWN_SILENT)
2120 STAT(RESPAWN_TIME, this) = 0;
2121 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2123 if (time < this.respawn_time)
2124 STAT(RESPAWN_TIME, this) = this.respawn_time;
2125 else if (this.deadflag != DEAD_RESPAWNING)
2126 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2129 STAT(RESPAWN_TIME, this) = this.respawn_time;
2132 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2133 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2134 STAT(RESPAWN_TIME, this) *= -1;
2139 FixPlayermodel(this);
2141 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2142 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2143 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2146 // reset gun alignment when dual wielding status changes
2147 // to ensure guns are always aligned right and left
2148 bool dualwielding = W_DualWielding(this);
2149 if(this.dualwielding_prev != dualwielding)
2151 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2152 this.dualwielding_prev = dualwielding;
2155 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2158 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2160 .entity weaponentity = weaponentities[slot];
2161 if(WEP_CVAR(vortex, charge_always))
2162 W_Vortex_Charge(this, weaponentity, frametime);
2163 W_WeaponFrame(this, weaponentity);
2169 // WEAPONTODO: Add a weapon request for this
2170 // rot vortex charge to the charge limit
2171 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2173 .entity weaponentity = weaponentities[slot];
2174 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2175 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2180 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2183 monsters_setstatus(this);
2188 .bool would_spectate;
2189 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2190 void ObserverOrSpectatorThink(entity this)
2192 bool is_spec = IS_SPEC(this);
2193 if ( CS(this).impulse )
2195 int r = MinigameImpulse(this, CS(this).impulse);
2197 CS(this).impulse = 0;
2199 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2201 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2202 CS(this).impulse = 0;
2207 if (IS_BOT_CLIENT(this) && !CS(this).autojoin_checked)
2209 CS(this).autojoin_checked = true;
2210 TRANSMUTE(Player, this);
2211 PutClientInServer(this);
2215 if (this.flags & FL_JUMPRELEASED) {
2216 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2217 this.flags &= ~FL_JUMPRELEASED;
2218 this.flags |= FL_SPAWNING;
2219 } else if((is_spec && (PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)))
2220 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2221 this.flags &= ~FL_JUMPRELEASED;
2222 if(SpectateNext(this)) {
2223 TRANSMUTE(Spectator, this);
2224 } else if (is_spec) {
2225 TRANSMUTE(Observer, this);
2226 PutClientInServer(this);
2229 this.would_spectate = false; // unable to spectate anyone
2231 CS(this).impulse = 0;
2232 } else if (is_spec) {
2233 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2234 this.flags &= ~FL_JUMPRELEASED;
2235 if(SpectatePrev(this)) {
2236 TRANSMUTE(Spectator, this);
2238 TRANSMUTE(Observer, this);
2239 PutClientInServer(this);
2241 CS(this).impulse = 0;
2242 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2243 this.would_spectate = false;
2244 this.flags &= ~FL_JUMPRELEASED;
2245 TRANSMUTE(Observer, this);
2246 PutClientInServer(this);
2247 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2248 PutObserverInServer(this, false, true);
2249 this.would_spectate = true;
2253 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2254 if (PHYS_INPUT_BUTTON_USE(this))
2255 wouldclip = !wouldclip;
2256 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2257 set_movetype(this, preferred_movetype);
2259 } else { // jump pressed
2260 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2261 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2262 this.flags |= FL_JUMPRELEASED;
2263 if(this.flags & FL_SPAWNING)
2265 this.flags &= ~FL_SPAWNING;
2266 if(joinAllowed(this))
2268 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2269 CS(this).autojoin_checked = -1;
2273 if(is_spec && !SpectateUpdate(this))
2274 PutObserverInServer(this, false, true);
2277 this.flags |= FL_CLIENT | FL_NOTARGET;
2280 void PlayerUseKey(entity this)
2282 if (!IS_PLAYER(this))
2289 vehicles_exit(this.vehicle, VHEF_NORMAL);
2293 else if(autocvar_g_vehicles_enter)
2295 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2297 entity head, closest_target = NULL;
2298 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2300 while(head) // find the closest acceptable target to enter
2302 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2303 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2307 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2308 { closest_target = head; }
2310 else { closest_target = head; }
2316 if(closest_target) { vehicles_enter(this, closest_target); return; }
2320 // a use key was pressed; call handlers
2321 MUTATOR_CALLHOOK(PlayerUseKey, this);
2329 Called every frame for each client before the physics are run
2332 .float last_vehiclecheck;
2333 void PlayerPreThink (entity this)
2335 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2336 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2338 WarpZone_PlayerPhysics_FixVAngle(this);
2341 // physics frames: update anticheat stuff
2342 anticheat_prethink(this);
2344 // WORKAROUND: only use dropclient in server frames (frametime set).
2345 // Never use it in cl_movement frames (frametime zero).
2346 if (blockSpectators && IS_REAL_CLIENT(this)
2347 && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this)
2348 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2350 if (dropclient_schedule(this))
2351 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2355 zoomstate_set = false;
2357 // Check for nameless players
2358 if (this.netname == "" || this.netname != CS(this).netname_previous)
2360 bool assume_unchanged = (CS(this).netname_previous == "");
2361 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2363 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2364 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2365 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2366 assume_unchanged = false;
2367 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2369 if (isInvisibleString(this.netname))
2371 this.netname = strzone(sprintf("Player#%d", this.playerid));
2372 sprint(this, "Warning: invisible names are not allowed.\n");
2373 assume_unchanged = false;
2374 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2376 if (!assume_unchanged && autocvar_sv_eventlog)
2377 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2378 strcpy(CS(this).netname_previous, this.netname);
2382 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2383 CS(this).version_nagtime = 0;
2384 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2386 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2388 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2390 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2391 if (r < 0) { // old client
2392 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2393 } else if (r > 0) { // old server
2394 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2400 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2402 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2403 this.max_armorvalue = 0;
2406 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2408 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2410 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2411 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2413 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2415 if (STAT(REVIVE_PROGRESS, this) >= 1)
2416 Unfreeze(this, false);
2418 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2420 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2421 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2423 if (GetResource(this, RES_HEALTH) < 1)
2426 vehicles_exit(this.vehicle, VHEF_RELEASE);
2427 if(this.event_damage)
2428 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2430 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2431 Unfreeze(this, false);
2435 MUTATOR_CALLHOOK(PlayerPreThink, this);
2437 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2438 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2440 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2444 if(!it.team || SAME_TEAM(this, it))
2445 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2446 else if(autocvar_g_vehicles_steal)
2447 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2449 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2451 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2455 this.last_vehiclecheck = time + 1;
2458 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2460 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2462 if (IS_PLAYER(this)) {
2463 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2464 error("Client can't be spawned as player on connection!");
2465 if(!PlayerThink(this))
2468 else if (game_stopped || intermission_running) {
2469 if(intermission_running)
2470 IntermissionThink(this);
2473 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2475 bool early_join_requested = (CS(this).autojoin_checked < 0);
2476 CS(this).autojoin_checked = 1;
2477 // don't do this in ClientConnect
2478 // many things can go wrong if a client is spawned as player on connection
2479 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2480 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2481 && (!teamplay || autocvar_g_balance_teams)))
2483 if(joinAllowed(this))
2488 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2489 ObserverOrSpectatorThink(this);
2492 // WEAPONTODO: Add weapon request for this
2493 if (!zoomstate_set) {
2494 bool wep_zoomed = false;
2495 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2497 .entity weaponentity = weaponentities[slot];
2498 Weapon thiswep = this.(weaponentity).m_weapon;
2499 if(thiswep != WEP_Null && thiswep.wr_zoom)
2500 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2502 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2505 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2507 CS(this).teamkill_soundtime = 0;
2509 entity e = CS(this).teamkill_soundsource;
2510 entity oldpusher = e.pusher;
2512 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2513 e.pusher = oldpusher;
2516 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2517 CS(this).taunt_soundtime = 0;
2518 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2521 target_voicescript_next(this);
2524 void DrownPlayer(entity this)
2526 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2527 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2529 STAT(AIR_FINISHED, this) = 0;
2533 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2535 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2536 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2537 STAT(AIR_FINISHED, this) = 0;
2541 if (!STAT(AIR_FINISHED, this))
2542 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2543 if (STAT(AIR_FINISHED, this) < time)
2545 if (this.pain_finished < time)
2547 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
2548 this.pain_finished = time + 0.5;
2554 .bool move_qcphysics;
2556 void Player_Physics(entity this)
2558 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2560 if(!this.move_qcphysics)
2563 if(!frametime && !CS(this).pm_frametime)
2566 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2568 CS(this).pm_frametime = 0;
2575 Called every frame for each client after the physics are run
2578 void PlayerPostThink (entity this)
2580 Player_Physics(this);
2582 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2583 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2584 if (IS_REAL_CLIENT(this))
2585 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2586 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2588 int totalClients = 0;
2589 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2591 // maxidle disabled in local matches by not counting clients (totalClients 0)
2592 if (server_is_dedicated)
2594 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2598 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2602 else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2604 FOREACH_CLIENT(IS_REAL_CLIENT(it),
2610 if (totalClients < autocvar_sv_maxidle_minplayers)
2612 // idle kick disabled
2613 CS(this).parm_idlesince = time;
2615 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2617 if (CS(this).idlekick_lasttimeleft)
2619 CS(this).idlekick_lasttimeleft = 0;
2620 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2625 float maxidle_time = autocvar_sv_maxidle;
2626 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2627 maxidle_time = autocvar_sv_maxidle_playertospectator;
2628 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2629 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2630 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2632 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2633 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2635 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2637 if (timeleft <= 0) {
2638 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2640 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2641 PutObserverInServer(this, true, true);
2645 if (dropclient_schedule(this))
2646 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2650 else if (timeleft <= countdown_time) {
2651 if (timeleft != CS(this).idlekick_lasttimeleft)
2652 play2(this, SND(TALK2));
2653 CS(this).idlekick_lasttimeleft = timeleft;
2662 this.solid = SOLID_NOT;
2663 this.takedamage = DAMAGE_NO;
2664 set_movetype(this, MOVETYPE_NONE);
2665 CS(this).teamkill_complain = 0;
2666 CS(this).teamkill_soundtime = 0;
2667 CS(this).teamkill_soundsource = NULL;
2670 if (IS_PLAYER(this)) {
2671 if(this.death_time == time && IS_DEAD(this))
2673 // player's bbox gets resized now, instead of in the damage event that killed the player,
2674 // once all the damage events of this frame have been processed with normal size
2676 setsize(this, this.mins, this.maxs);
2679 UpdateChatBubble(this);
2680 if (CS(this).impulse) ImpulseCommands(this);
2681 GetPressedKeys(this);
2684 CSQCMODEL_AUTOUPDATE(this);
2688 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2690 CS(this).pressedkeys = 0;
2691 STAT(PRESSED_KEYS, this) = 0;
2694 if (this.waypointsprite_attachedforcarrier) {
2695 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2696 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2699 CSQCMODEL_AUTOUPDATE(this);
2702 // hack to copy the button fields from the client entity to the Client State
2703 void PM_UpdateButtons(entity this, entity store)
2706 store.impulse = this.impulse;
2709 bool typing = this.buttonchat || this.button12;
2711 store.button0 = (typing) ? 0 : this.button0;
2713 store.button2 = (typing) ? 0 : this.button2;
2714 store.button3 = (typing) ? 0 : this.button3;
2715 store.button4 = this.button4;
2716 store.button5 = (typing) ? 0 : this.button5;
2717 store.button6 = this.button6;
2718 store.button7 = this.button7;
2719 store.button8 = this.button8;
2720 store.button9 = this.button9;
2721 store.button10 = this.button10;
2722 store.button11 = this.button11;
2723 store.button12 = this.button12;
2724 store.button13 = this.button13;
2725 store.button14 = this.button14;
2726 store.button15 = this.button15;
2727 store.button16 = this.button16;
2728 store.buttonuse = this.buttonuse;
2729 store.buttonchat = this.buttonchat;
2731 store.cursor_active = this.cursor_active;
2732 store.cursor_screen = this.cursor_screen;
2733 store.cursor_trace_start = this.cursor_trace_start;
2734 store.cursor_trace_endpos = this.cursor_trace_endpos;
2735 store.cursor_trace_ent = this.cursor_trace_ent;
2737 store.ping = this.ping;
2738 store.ping_packetloss = this.ping_packetloss;
2739 store.ping_movementloss = this.ping_movementloss;
2741 store.v_angle = this.v_angle;
2742 store.movement = this.movement;
2745 NET_HANDLE(fpsreport, bool)
2747 int fps = ReadShort();
2748 PlayerScore_Set(sender, SP_FPS, fps);