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/bot/default/waypoints.qh>
50 #include <server/campaign.qh>
51 #include <server/chat.qh>
52 #include <server/cheats.qh>
53 #include <server/clientkill.qh>
54 #include <server/command/common.qh>
55 #include <server/command/common.qh>
56 #include <server/command/vote.qh>
57 #include <server/compat/quake3.qh>
58 #include <server/damage.qh>
59 #include <server/gamelog.qh>
60 #include <server/handicap.qh>
61 #include <server/hook.qh>
62 #include <server/impulse.qh>
63 #include <server/intermission.qh>
64 #include <server/ipban.qh>
65 #include <server/main.qh>
66 #include <server/mutators/_mod.qh>
67 #include <server/player.qh>
68 #include <server/portals.qh>
69 #include <server/race.qh>
70 #include <server/scores.qh>
71 #include <server/scores_rules.qh>
72 #include <server/spawnpoints.qh>
73 #include <server/teamplay.qh>
74 #include <server/weapons/accuracy.qh>
75 #include <server/weapons/common.qh>
76 #include <server/weapons/hitplot.qh>
77 #include <server/weapons/selection.qh>
78 #include <server/weapons/tracing.qh>
79 #include <server/weapons/weaponsystem.qh>
80 #include <server/world.qh>
82 STATIC_METHOD(Client, Add, void(Client this, int _team))
85 TRANSMUTE(Player, this);
88 PutClientInServer(this);
91 STATIC_METHOD(Client, Remove, void(Client this))
93 TRANSMUTE(Observer, this);
94 PutClientInServer(this);
95 ClientDisconnect(this);
98 void send_CSQC_teamnagger() {
99 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
102 int CountSpectators(entity player, entity to)
104 if(!player) { return 0; } // not sure how, but best to be safe
108 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
116 void WriteSpectators(entity player, entity to)
118 if(!player) { return; } // not sure how, but best to be safe
121 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
123 if(spec_count >= MAX_SPECTATORS)
125 WriteByte(MSG_ENTITY, num_for_edict(it));
130 bool ClientData_Send(entity this, entity to, int sf)
132 assert(to == this.owner, return false);
135 if (IS_SPEC(e)) e = e.enemy;
138 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
139 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
140 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
141 if (observe_blocked_if_eliminated && INGAME(to))
142 sf |= BIT(3); // observing blocked
143 if (autocvar_sv_showspectators == 1 || (autocvar_sv_showspectators && IS_SPEC(to)))
144 sf |= BIT(4); // show spectators
146 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
147 WriteByte(MSG_ENTITY, sf);
150 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
154 float specs = CountSpectators(e, to);
155 WriteByte(MSG_ENTITY, specs);
156 WriteSpectators(e, to);
162 void ClientData_Attach(entity this)
164 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
165 CS(this).clientdata.drawonlytoclient = this;
166 CS(this).clientdata.owner = this;
169 void ClientData_Detach(entity this)
171 delete(CS(this).clientdata);
172 CS(this).clientdata = NULL;
175 void ClientData_Touch(entity e)
177 entity cd = CS(e).clientdata;
178 if (cd) { cd.SendFlags = 1; }
180 // make it spectatable
181 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
183 entity cd = CS(it).clientdata;
184 if (cd) { cd.SendFlags = 1; }
193 Checks if the argument string can be a valid playermodel.
194 Returns a valid one in doubt.
197 string FallbackPlayerModel;
198 string CheckPlayerModel(string plyermodel) {
199 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
201 // note: we cannot summon Don Strunzone here, some player may
202 // still have the model string set. In case anyone manages how
203 // to change a cvar default, we'll have a small leak here.
204 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
206 // only in right path
207 if(substring(plyermodel, 0, 14) != "models/player/")
208 return FallbackPlayerModel;
209 // only good file extensions
210 if(substring(plyermodel, -4, 4) != ".iqm"
211 && substring(plyermodel, -4, 4) != ".zym"
212 && substring(plyermodel, -4, 4) != ".dpm"
213 && substring(plyermodel, -4, 4) != ".md3"
214 && substring(plyermodel, -4, 4) != ".psk")
216 return FallbackPlayerModel;
218 // forbid the LOD models
219 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
220 return FallbackPlayerModel;
221 if(plyermodel != strtolower(plyermodel))
222 return FallbackPlayerModel;
223 // also, restrict to server models
224 if(autocvar_sv_servermodelsonly)
226 if(!fexists(plyermodel))
227 return FallbackPlayerModel;
232 void setplayermodel(entity e, string modelname)
234 precache_model(modelname);
235 _setmodel(e, modelname);
236 player_setupanimsformodel(e);
237 if(!autocvar_g_debug_globalsounds)
238 UpdatePlayerSounds(e);
241 /** putting a client as observer in the server */
242 void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
244 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
245 bool recount_ready = false;
246 PlayerState_detach(this);
250 if(GetResource(this, RES_HEALTH) >= 1)
253 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
256 // was a player, recount votes and ready status
257 if(IS_REAL_CLIENT(this))
259 if (vote_called) { VoteCount(false); }
261 if (warmup_stage || game_starttime > time) recount_ready = true;
263 entcs_update_players(this);
268 entity spot = SelectSpawnPoint(this, true);
269 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
270 this.angles = vec2(spot.angles);
271 // offset it so that the spectator spawns higher off the ground, looks better this way
272 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
274 else // change origin to restore previous view origin
275 setorigin(this, this.origin + STAT(PL_VIEW_OFS, this) - STAT(PL_CROUCH_VIEW_OFS, this));
276 this.fixangle = true;
278 if (IS_REAL_CLIENT(this))
281 WriteByte(MSG_ONE, SVC_SETVIEW);
282 WriteEntity(MSG_ONE, this);
284 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
285 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
286 if(!autocvar_g_debug_globalsounds)
288 // needed for player sounds
290 FixPlayermodel(this);
292 setmodel(this, MDL_Null);
293 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
294 this.view_ofs = '0 0 0';
296 RemoveGrapplingHooks(this);
297 Portal_ClearAll(this);
298 Unfreeze(this, false);
299 SetSpectatee(this, NULL);
304 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
308 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
310 TRANSMUTE(Observer, this);
312 if(recount_ready) ReadyCount(); // FIXME: please add comment about why this is delayed
314 WaypointSprite_PlayerDead(this);
315 accuracy_resend(this);
317 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
318 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
320 CS(this).spectatortime = time;
322 IL_REMOVE(g_bot_targets, this);
323 this.bot_attack = false;
324 if(this.monster_attack)
325 IL_REMOVE(g_monster_targets, this);
326 this.monster_attack = false;
327 STAT(HUD, this) = HUD_NORMAL;
328 this.iscreature = false;
329 this.teleportable = TELEPORT_SIMPLE;
330 if(this.damagedbycontents)
331 IL_REMOVE(g_damagedbycontents, this);
332 this.damagedbycontents = false;
333 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
334 SetSpectatee_status(this, etof(this));
335 this.takedamage = DAMAGE_NO;
336 this.solid = SOLID_NOT;
337 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
338 this.flags = FL_CLIENT | FL_NOTARGET;
340 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
341 this.pauserotarmor_finished = 0;
342 this.pauserothealth_finished = 0;
343 this.pauseregen_finished = 0;
344 this.damageforcescale = 0;
346 this.respawn_flags = 0;
347 this.respawn_time = 0;
348 STAT(RESPAWN_TIME, this) = 0;
352 this.pain_finished = 0;
353 STAT(AIR_FINISHED, this) = 0;
354 //this.dphitcontentsmask = 0;
355 this.dphitcontentsmask = DPCONTENTS_SOLID;
356 if (autocvar_g_playerclip_collisions)
357 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
360 setthink(this, func_null);
362 this.deadflag = DEAD_NO;
364 STAT(REVIVE_PROGRESS, this) = 0;
365 this.revival_time = 0;
366 this.draggable = drag_undraggable;
368 player_powerups_remove_all(this);
370 STAT(WEAPONS, this) = '0 0 0';
371 this.drawonlytoclient = this;
375 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
377 this.weaponmodel = "";
378 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
380 this.weaponentities[slot] = NULL;
382 this.exteriorweaponentity = NULL;
383 CS(this).killcount = FRAGS_SPECTATOR;
384 this.velocity = '0 0 0';
385 this.avelocity = '0 0 0';
386 this.punchangle = '0 0 0';
387 this.punchvector = '0 0 0';
388 this.oldvelocity = this.velocity;
389 this.event_damage = func_null;
390 this.event_heal = func_null;
392 for(int slot = 0; slot < MAX_AXH; ++slot)
394 entity axh = this.(AuxiliaryXhair[slot]);
395 this.(AuxiliaryXhair[slot]) = NULL;
397 if(axh.owner == this && axh != NULL && !wasfreed(axh))
401 if (mutator_returnvalue)
403 // mutator prevents resetting teams+score
407 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR); // clears scores too in game modes without teams
408 this.frags = FRAGS_SPECTATOR;
411 bot_relinkplayerlist();
413 if (CS(this).just_joined)
414 CS(this).just_joined = false;
417 int player_getspecies(entity this)
419 get_model_parameters(this.model, this.skin);
420 int s = get_model_parameters_species;
421 get_model_parameters(string_null, 0);
422 if (s < 0) return SPECIES_HUMAN;
426 .float model_randomizer;
427 void FixPlayermodel(entity player)
429 string defaultmodel = "";
431 if(autocvar_sv_defaultcharacter)
437 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
438 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
439 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
440 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
444 if(defaultmodel == "")
446 defaultmodel = autocvar_sv_defaultplayermodel;
447 defaultskin = autocvar_sv_defaultplayerskin;
450 int n = tokenize_console(defaultmodel);
453 defaultmodel = argv(floor(n * CS(player).model_randomizer));
454 // However, do NOT randomize if the player-selected model is in the list.
455 for (int i = 0; i < n; ++i)
456 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
457 defaultmodel = argv(i);
460 int i = strstrofs(defaultmodel, ":", 0);
463 defaultskin = stof(substring(defaultmodel, i+1, -1));
464 defaultmodel = substring(defaultmodel, 0, i);
467 if(autocvar_sv_defaultcharacterskin && !defaultskin)
473 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
474 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
475 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
476 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
481 defaultskin = autocvar_sv_defaultplayerskin;
484 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
485 defaultmodel = M_ARGV(0, string);
486 defaultskin = M_ARGV(1, int);
490 if(defaultmodel != "")
492 if (defaultmodel != player.model)
494 vector m1 = player.mins;
495 vector m2 = player.maxs;
496 setplayermodel (player, defaultmodel);
497 setsize (player, m1, m2);
501 oldskin = player.skin;
502 player.skin = defaultskin;
504 if (player.playermodel != player.model || player.playermodel == "")
506 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
507 vector m1 = player.mins;
508 vector m2 = player.maxs;
509 setplayermodel (player, player.playermodel);
510 setsize (player, m1, m2);
514 if(!autocvar_sv_defaultcharacterskin)
516 oldskin = player.skin;
517 player.skin = stof(player.playerskin);
521 oldskin = player.skin;
522 player.skin = defaultskin;
526 if(chmdl || oldskin != player.skin) // model or skin has changed
528 player.species = player_getspecies(player); // update species
529 if(!autocvar_g_debug_globalsounds)
530 UpdatePlayerSounds(player); // update skin sounds
534 if(strlen(autocvar_sv_defaultplayercolors))
535 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
536 setcolor(player, stof(autocvar_sv_defaultplayercolors));
539 void GiveWarmupResources(entity this)
541 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
542 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
543 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
544 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
545 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
546 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
547 SetResource(this, RES_HEALTH, warmup_start_health);
548 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
549 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
552 void PutPlayerInServer(entity this)
554 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
556 PlayerState_attach(this);
557 accuracy_resend(this);
559 if (teamplay && this.bot_forced_team)
560 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
563 TeamBalance_JoinBestTeam(this);
565 entity spot = SelectSpawnPoint(this, false);
567 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
568 return; // spawn failed
571 TRANSMUTE(Player, this);
573 CS(this).wasplayer = true;
574 this.iscreature = true;
575 this.teleportable = TELEPORT_NORMAL;
576 if(!this.damagedbycontents)
577 IL_PUSH(g_damagedbycontents, this);
578 this.damagedbycontents = true;
579 set_movetype(this, MOVETYPE_WALK);
580 this.solid = SOLID_SLIDEBOX;
581 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
582 if (autocvar_g_playerclip_collisions)
583 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
584 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
585 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
586 this.frags = FRAGS_PLAYER;
587 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
588 this.flags = FL_CLIENT | FL_PICKUPITEMS;
589 if (autocvar__notarget)
590 this.flags |= FL_NOTARGET;
591 this.takedamage = DAMAGE_AIM;
592 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
595 GiveWarmupResources(this);
598 SetResource(this, RES_SHELLS, start_ammo_shells);
599 SetResource(this, RES_BULLETS, start_ammo_nails);
600 SetResource(this, RES_ROCKETS, start_ammo_rockets);
601 SetResource(this, RES_CELLS, start_ammo_cells);
602 SetResource(this, RES_PLASMA, start_ammo_plasma);
603 SetResource(this, RES_FUEL, start_ammo_fuel);
604 SetResource(this, RES_HEALTH, start_health);
605 SetResource(this, RES_ARMOR, start_armorvalue);
606 STAT(WEAPONS, this) = start_weapons;
607 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
609 GiveRandomWeapons(this, random_start_weapons_count,
610 autocvar_g_random_start_weapons, random_start_ammo);
613 SetSpectatee_status(this, 0);
615 PS(this).dual_weapons = '0 0 0';
617 if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
618 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
620 this.items = start_items;
622 float shieldtime = time + autocvar_g_spawnshieldtime;
624 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
625 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
626 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
627 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
628 if (!sv_ready_restart_after_countdown && time < game_starttime)
630 float f = game_starttime - time;
632 this.pauserotarmor_finished += f;
633 this.pauserothealth_finished += f;
634 this.pauseregen_finished += f;
637 StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
639 this.damageforcescale = autocvar_g_player_damageforcescale;
641 this.respawn_flags = 0;
642 this.respawn_time = 0;
643 STAT(RESPAWN_TIME, this) = 0;
644 // DP model scaling uses 1/16 accuracy and 13/16 is closest to 56/69
645 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.8125 : autocvar_sv_player_scale);
647 this.pain_finished = 0;
649 setthink(this, func_null); // players have no think function
652 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
654 this.deadflag = DEAD_NO;
656 this.angles = spot.angles;
657 this.angles_z = 0; // never spawn tilted even if the spot says to
658 if (IS_BOT_CLIENT(this))
660 this.v_angle = this.angles;
663 this.fixangle = true; // turn this way immediately
664 this.oldvelocity = this.velocity = '0 0 0';
665 this.avelocity = '0 0 0';
666 this.punchangle = '0 0 0';
667 this.punchvector = '0 0 0';
669 STAT(REVIVE_PROGRESS, this) = 0;
670 this.revival_time = 0;
672 STAT(AIR_FINISHED, this) = 0;
673 this.waterlevel = WATERLEVEL_NONE;
674 this.watertype = CONTENT_EMPTY;
676 entity spawnevent = new_pure(spawnevent);
677 spawnevent.owner = this;
678 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
680 // Cut off any still running player sounds.
681 stopsound(this, CH_PLAYER_SINGLE);
684 FixPlayermodel(this);
685 this.drawonlytoclient = NULL;
689 for(int slot = 0; slot < MAX_AXH; ++slot)
691 entity axh = this.(AuxiliaryXhair[slot]);
692 this.(AuxiliaryXhair[slot]) = NULL;
694 if(axh.owner == this && axh != NULL && !wasfreed(axh))
698 this.spawnpoint_targ = NULL;
701 this.view_ofs = STAT(PL_VIEW_OFS, this);
702 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
703 this.spawnorigin = spot.origin;
704 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
705 // don't reset back to last position, even if new position is stuck in solid
706 this.oldorigin = this.origin;
708 IL_REMOVE(g_conveyed, this);
709 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
711 IL_REMOVE(g_swamped, this);
712 this.swampslug = NULL;
713 this.swamp_interval = 0;
714 if(this.ladder_entity)
715 IL_REMOVE(g_ladderents, this);
716 this.ladder_entity = NULL;
717 IL_EACH(g_counters, it.realowner == this,
721 STAT(HUD, this) = HUD_NORMAL;
723 this.event_damage = PlayerDamage;
724 this.event_heal = PlayerHeal;
726 this.draggable = func_null;
729 IL_PUSH(g_bot_targets, this);
730 this.bot_attack = true;
731 if(!this.monster_attack)
732 IL_PUSH(g_monster_targets, this);
733 this.monster_attack = true;
734 navigation_dynamicgoal_init(this, false);
736 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
738 // player was spectator
739 if (CS(this).killcount == FRAGS_SPECTATOR) {
740 PlayerScore_Clear(this);
741 CS(this).killcount = 0;
742 CS(this).startplaytime = time;
745 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
747 .entity weaponentity = weaponentities[slot];
748 CL_SpawnWeaponentity(this, weaponentity);
750 this.alpha = default_player_alpha;
751 this.colormod = '1 1 1' * autocvar_g_player_brightness;
752 this.exteriorweaponentity.alpha = default_weapon_alpha;
754 this.speedrunning = false;
756 this.counter_cnt = 0;
757 this.fragsfilter_cnt = 0;
759 target_voicescript_clear(this);
761 // reset fields the weapons may use
762 FOREACH(Weapons, true, {
763 it.wr_resetplayer(it, this);
764 // reload all reloadable weapons
765 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
766 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
768 .entity weaponentity = weaponentities[slot];
769 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
774 Unfreeze(this, false);
776 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
778 string s = spot.target;
779 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
780 spot.target = string_null;
781 SUB_UseTargets(spot, this, NULL);
782 if(g_assault || g_race)
786 if (autocvar_spawn_debug)
788 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
789 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
792 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
794 .entity weaponentity = weaponentities[slot];
795 entity w_ent = this.(weaponentity);
796 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
797 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
799 w_ent.m_switchweapon = WEP_Null;
800 w_ent.m_weapon = WEP_Null;
801 w_ent.weaponname = "";
802 w_ent.m_switchingweapon = WEP_Null;
806 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
808 if (CS(this).impulse) ImpulseCommands(this);
810 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
811 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
813 .entity weaponentity = weaponentities[slot];
814 W_WeaponFrame(this, weaponentity);
817 if (!warmup_stage && !this.alivetime)
818 this.alivetime = time;
820 antilag_clear(this, CS(this));
822 if (warmup_stage < 0 || warmup_stage > 1)
826 /** Called when a client spawns in the server */
827 void PutClientInServer(entity this)
829 if (IS_REAL_CLIENT(this)) {
831 WriteByte(MSG_ONE, SVC_SETVIEW);
832 WriteEntity(MSG_ONE, this);
835 TRANSMUTE(Observer, this);
837 bool use_spawnpoint = (!this.enemy); // check this.enemy here since SetSpectatee will clear it
838 SetSpectatee(this, NULL);
842 PS(this).itemkeys = 0;
844 MUTATOR_CALLHOOK(PutClientInServer, this);
846 if (IS_OBSERVER(this)) {
847 PutObserverInServer(this, false, use_spawnpoint);
848 } else if (IS_PLAYER(this)) {
849 PutPlayerInServer(this);
852 bot_relinkplayerlist();
855 // TODO do we need all these fields, or should we stop autodetecting runtime
856 // changes and just have a console command to update this?
857 bool ClientInit_SendEntity(entity this, entity to, int sf)
859 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
862 // MSG_INIT replacement
863 // TODO: make easier to use
865 W_PROP_reload(MSG_ONE, to);
866 ClientInit_misc(this);
867 MUTATOR_CALLHOOK(Ent_Init);
869 void ClientInit_misc(entity this)
871 int channel = MSG_ONE;
872 WriteHeader(channel, ENT_CLIENT_INIT);
873 WriteByte(channel, g_nexball_meter_period * 32);
874 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
875 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
876 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
877 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
878 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
879 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
880 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
881 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
883 if(autocvar_sv_foginterval && world.fog != "")
884 WriteString(channel, world.fog);
886 WriteString(channel, "");
887 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
888 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
889 WriteByte(channel, serverflags);
890 WriteCoord(channel, autocvar_g_trueaim_minrange);
893 void ClientInit_CheckUpdate(entity this)
895 this.nextthink = time;
896 if(this.count != autocvar_g_balance_armor_blockpercent)
898 this.count = autocvar_g_balance_armor_blockpercent;
901 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
903 this.cnt = autocvar_g_balance_damagepush_speedfactor;
908 void ClientInit_Spawn()
910 entity e = new_pure(clientinit);
911 setthink(e, ClientInit_CheckUpdate);
912 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
914 ClientInit_CheckUpdate(e);
924 // initialize parms for a new player
925 parm1 = -(86400 * 366);
927 MUTATOR_CALLHOOK(SetNewParms);
935 void SetChangeParms (entity this)
937 // save parms for level change
938 parm1 = CS(this).parm_idlesince - time;
940 MUTATOR_CALLHOOK(SetChangeParms);
948 void DecodeLevelParms(entity this)
951 CS(this).parm_idlesince = parm1;
952 if (CS(this).parm_idlesince == -(86400 * 366))
953 CS(this).parm_idlesince = time;
955 // whatever happens, allow 60 seconds of idling directly after connect for map loading
956 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
958 MUTATOR_CALLHOOK(DecodeLevelParms);
961 void FixClientCvars(entity e)
963 // send prediction settings to the client
964 if(autocvar_g_antilag == 3) // client side hitscan
965 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
966 if(autocvar_sv_gentle)
967 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
969 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
970 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
972 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
974 MUTATOR_CALLHOOK(FixClientCvars, e);
977 bool findinlist_abbrev(string tofind, string list)
979 if(list == "" || tofind == "")
980 return false; // empty list or search, just return
982 // this function allows abbreviated strings!
983 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
991 bool PlayerInIPList(entity p, string iplist)
993 // some safety checks (never allow local?)
994 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
997 return findinlist_abbrev(p.netaddress, iplist);
1000 bool PlayerInIDList(entity p, string idlist)
1002 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1006 return findinlist_abbrev(p.crypto_idfp, idlist);
1009 bool PlayerInList(entity player, string list)
1011 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1014 #ifdef DP_EXT_PRECONNECT
1019 Called once (not at each match start) when a client begins a connection to the server
1022 void ClientPreConnect(entity this)
1024 if(autocvar_sv_eventlog)
1026 GameLogEcho(sprintf(":connect:%d:%d:%s",
1029 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1035 // NOTE csqc uses the active mutators list sent by this function
1036 // to understand which mutators are enabled
1037 // also note that they aren't all registered mutators, e.g. jetpack, low gravity
1038 void SendWelcomeMessage(entity this, int msg_type)
1040 WriteByte(msg_type, boolean(autocvar_g_campaign));
1041 if (boolean(autocvar_g_campaign))
1043 WriteString(msg_type, Campaign_GetTitle());
1044 WriteByte(msg_type, Campaign_GetLevelNum());
1045 WriteString(msg_type, Campaign_GetMessage());
1048 WriteString(msg_type, autocvar_hostname);
1049 WriteString(msg_type, autocvar_g_xonoticversion);
1050 WriteByte(msg_type, CS(this).version_mismatch);
1051 WriteByte(msg_type, (CS(this).version < autocvar_gameversion));
1052 WriteByte(msg_type, autocvar_g_warmup > 1 ? autocvar_g_warmup : map_minplayers);
1053 WriteByte(msg_type, GetPlayerLimit());
1055 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1056 string modifications = M_ARGV(0, string);
1058 if (!g_weaponarena && cvar("g_balance_blaster_weaponstartoverride") == 0)
1059 modifications = strcat(modifications, ", No start weapons");
1060 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1061 modifications = strcat(modifications, ", Low gravity");
1062 if(g_weapon_stay && !g_cts)
1063 modifications = strcat(modifications, ", Weapons stay");
1064 if(autocvar_g_jetpack)
1065 modifications = strcat(modifications, ", Jetpack");
1066 modifications = substring(modifications, 2, strlen(modifications) - 2);
1068 WriteString(msg_type, modifications);
1070 WriteString(msg_type, g_weaponarena_list);
1072 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1074 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1075 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1078 WriteString(msg_type, cache_mutatormsg);
1080 WriteString(msg_type, strreplace("\\n", "\n", autocvar_sv_motd));
1087 Called when a client connects to the server
1090 void ClientConnect(entity this)
1092 if (Ban_MaybeEnforceBanOnce(this)) return;
1093 assert(!IS_CLIENT(this), return);
1094 this.flags |= FL_CLIENT;
1095 assert(player_count >= 0, player_count = 0);
1097 TRANSMUTE(Client, this);
1098 CS(this).version_nagtime = time + 10 + random() * 10;
1100 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1102 bot_clientconnect(this);
1104 Player_DetermineForcedTeam(this);
1106 TRANSMUTE(Observer, this);
1108 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1110 // always track bots, don't ask for cl_allow_uidtracking
1111 if (IS_BOT_CLIENT(this))
1112 PlayerStats_GameReport_AddPlayer(this);
1114 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1116 if (autocvar_sv_eventlog)
1117 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1119 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1121 stuffcmd(this, clientstuff, "\n");
1122 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1124 FixClientCvars(this);
1126 // get version info from player
1127 stuffcmd(this, "cmd clientversion $gameversion\n");
1129 // notify about available teams
1132 entity balance = TeamBalance_CheckAllowedTeams(this);
1133 int t = TeamBalance_GetAllowedTeams(balance);
1134 TeamBalance_Destroy(balance);
1135 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1139 stuffcmd(this, "set _teams_available 0\n");
1142 bot_relinkplayerlist();
1144 CS(this).spectatortime = time;
1145 if (blockSpectators)
1147 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1150 CS(this).jointime = time;
1152 if (IS_REAL_CLIENT(this))
1154 if (g_weaponarena_weapons == WEPSET(TUBA))
1155 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1156 // quickmenu file must be put in a subfolder with an unique name
1157 // to reduce chances of overriding custom client quickmenus
1158 if (waypointeditor_enabled)
1159 stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", "wpeditor.txt"));
1160 else if (autocvar_sv_quickmenu_file != "" && strstrofs(autocvar_sv_quickmenu_file, "/", 0) && fexists(autocvar_sv_quickmenu_file))
1161 stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", autocvar_sv_quickmenu_file));
1164 if (!autocvar_sv_foginterval && world.fog != "")
1165 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1167 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2))
1168 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1169 send_CSQC_teamnagger();
1171 CSQCMODEL_AUTOINIT(this);
1173 CS(this).model_randomizer = random();
1175 if (IS_REAL_CLIENT(this))
1176 sv_notice_join(this);
1178 this.move_qcphysics = true;
1180 // update physics stats (players can spawn before physics runs)
1181 Physics_UpdateStats(this);
1183 IL_EACH(g_initforplayer, it.init_for_player, {
1184 it.init_for_player(it, this);
1187 Handicap_Initialize(this);
1189 MUTATOR_CALLHOOK(ClientConnect, this);
1191 if (player_count == 1)
1193 if (autocvar_sv_autopause && server_is_dedicated)
1195 localcmd("\nsv_hook_firstjoin\n");
1202 Called when a client disconnects from the server
1205 .entity chatbubbleentity;
1206 void player_powerups_remove_all(entity this);
1208 void ClientDisconnect(entity this)
1210 assert(IS_CLIENT(this), return);
1212 PlayerStats_GameReport_FinalizePlayer(this);
1213 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1214 if (CS(this).active_minigame) part_minigame(this);
1215 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1217 if (autocvar_sv_eventlog)
1218 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1220 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1223 SetSpectatee(this, NULL);
1225 MUTATOR_CALLHOOK(ClientDisconnect, this);
1227 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1228 strfree(CS_CVAR(this).weaponorder_byimpulse);
1229 ClientState_detach(this);
1231 Portal_ClearAll(this);
1233 Unfreeze(this, false);
1235 RemoveGrapplingHooks(this);
1237 // Here, everything has been done that requires this player to be a client.
1239 this.flags &= ~FL_CLIENT;
1241 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1242 if (this.killindicator) delete(this.killindicator);
1244 IL_EACH(g_counters, it.realowner == this,
1249 WaypointSprite_PlayerGone(this);
1251 bot_relinkplayerlist();
1253 strfree(this.clientstatus);
1254 if (this.personal) delete(this.personal);
1257 if (warmup_stage || game_starttime > time) ReadyCount();
1258 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1260 player_powerups_remove_all(this); // stop powerup sound
1264 if (player_count == 0)
1265 localcmd("\nsv_hook_lastleave\n");
1268 void ChatBubbleThink(entity this)
1270 this.nextthink = time;
1271 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1273 if(this.owner) // but why can that ever be NULL?
1274 this.owner.chatbubbleentity = NULL;
1281 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1283 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1284 this.mdl = "models/sprites/minigame_busy.iqm";
1285 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1286 this.mdl = "models/misc/chatbubble.spr";
1289 if ( this.model != this.mdl )
1290 _setmodel(this, this.mdl);
1294 void UpdateChatBubble(entity this)
1298 // spawn a chatbubble entity if needed
1299 if (!this.chatbubbleentity)
1301 this.chatbubbleentity = new(chatbubbleentity);
1302 this.chatbubbleentity.owner = this;
1303 this.chatbubbleentity.exteriormodeltoclient = this;
1304 setthink(this.chatbubbleentity, ChatBubbleThink);
1305 this.chatbubbleentity.nextthink = time;
1306 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1307 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1308 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1309 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1310 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1311 //this.chatbubbleentity.model = "";
1312 this.chatbubbleentity.effects = EF_LOWPRECISION;
1316 void calculate_player_respawn_time(entity this)
1318 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1321 float gametype_setting_tmp;
1322 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1323 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1324 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1325 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1326 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1327 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1329 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1332 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1333 if(it.team == this.team)
1336 if (sdelay_small_count == 0)
1337 sdelay_small_count = 1;
1338 if (sdelay_large_count == 0)
1339 sdelay_large_count = 1;
1343 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1346 if (sdelay_small_count == 0)
1348 if (IS_INDEPENDENT_PLAYER(this))
1350 // Players play independently. No point in requiring enemies.
1351 sdelay_small_count = 1;
1355 // Players play AGAINST each other. Enemies required.
1356 sdelay_small_count = 2;
1359 if (sdelay_large_count == 0)
1361 if (IS_INDEPENDENT_PLAYER(this))
1363 // Players play independently. No point in requiring enemies.
1364 sdelay_large_count = 1;
1368 // Players play AGAINST each other. Enemies required.
1369 sdelay_large_count = 2;
1376 if (pcount <= sdelay_small_count)
1377 sdelay = sdelay_small;
1378 else if (pcount >= sdelay_large_count)
1379 sdelay = sdelay_large;
1380 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1381 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1384 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1386 this.respawn_time = time + sdelay;
1388 if(sdelay < sdelay_max)
1389 this.respawn_time_max = time + sdelay_max;
1391 this.respawn_time_max = this.respawn_time;
1393 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1394 this.respawn_countdown = 10; // first number to count down from is 10
1396 this.respawn_countdown = -1; // do not count down
1398 if(autocvar_g_forced_respawn)
1399 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1402 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1403 // added to the model skins
1404 /*void UpdateColorModHack()
1407 c = this.clientcolors & 15;
1408 // LordHavoc: only bothering to support white, green, red, yellow, blue
1409 if (!teamplay) this.colormod = '0 0 0';
1410 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1411 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1412 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1413 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1414 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1415 else this.colormod = '1 1 1';
1418 void respawn(entity this)
1420 bool damagedbycontents_prev = this.damagedbycontents;
1423 if(autocvar_g_respawn_ghosts)
1425 this.solid = SOLID_NOT;
1426 this.takedamage = DAMAGE_NO;
1427 this.damagedbycontents = false;
1428 set_movetype(this, MOVETYPE_FLY);
1429 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1430 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1431 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1432 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1433 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1434 if(autocvar_g_respawn_ghosts_time > 0)
1435 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1438 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1442 this.damagedbycontents = damagedbycontents_prev;
1444 this.effects |= EF_NODRAW; // prevent another CopyBody
1445 PutClientInServer(this);
1448 void play_countdown(entity this, float finished, Sound samp)
1451 float time_left = finished - time;
1452 if(IS_REAL_CLIENT(this) && time_left < 6 && floor(time_left - frametime) != floor(time_left))
1453 sound(this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1456 // it removes special powerups not handled by StatusEffects
1457 void player_powerups_remove_all(entity this)
1459 if (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1461 // don't play the poweroff sound when the game restarts or the player disconnects
1462 if (time > game_starttime + 1 && IS_CLIENT(this)
1463 && !(start_items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS)))
1465 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1467 if (this.items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1468 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1469 this.items -= (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS));
1473 void player_powerups(entity this)
1475 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1476 this.modelflags |= MF_ROCKET;
1478 this.modelflags &= ~MF_ROCKET;
1480 this.effects &= ~EF_NODEPTHTEST;
1483 player_powerups_remove_all(this);
1485 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1488 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1489 int items_prev = this.items;
1491 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1493 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1494 if (this.items & IT_SUPERWEAPON)
1496 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1498 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1499 this.items = this.items - (this.items & IT_SUPERWEAPON);
1500 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1501 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1503 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1505 // don't let them run out
1509 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1510 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1512 this.items = this.items - (this.items & IT_SUPERWEAPON);
1513 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1514 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1515 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1519 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1521 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1523 this.items = this.items | IT_SUPERWEAPON;
1524 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1527 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1528 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1533 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1534 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1535 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1538 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1540 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1544 if(autocvar_g_nodepthtestplayers)
1545 this.effects = this.effects | EF_NODEPTHTEST;
1547 if(autocvar_g_fullbrightplayers)
1548 this.effects = this.effects | EF_FULLBRIGHT;
1550 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1553 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1555 if(current > stable)
1557 else if(current > stable - 0.25) // when close enough, "snap"
1560 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1563 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1565 if(current < stable)
1567 else if(current < stable + 0.25) // when close enough, "snap"
1570 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1573 void RotRegen(entity this, Resource res, float limit_mod,
1574 float regenstable, float regenfactor, float regenlinear, float regenframetime,
1575 float rotstable, float rotfactor, float rotlinear, float rotframetime)
1577 float old = GetResource(this, res);
1578 float current = old;
1579 if(current > rotstable)
1581 if(rotframetime > 0)
1583 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1584 current = max(rotstable, current - rotlinear * rotframetime);
1587 else if(current < regenstable)
1589 if(regenframetime > 0)
1591 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1592 current = min(regenstable, current + regenlinear * regenframetime);
1596 float limit = GetResourceLimit(this, res) * limit_mod;
1601 SetResource(this, res, current);
1604 void player_regen(entity this)
1606 float max_mod, regen_mod, rot_mod, limit_mod;
1607 max_mod = regen_mod = rot_mod = limit_mod = 1;
1609 float regen_health = autocvar_g_balance_health_regen;
1610 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1611 float regen_health_rot = autocvar_g_balance_health_rot;
1612 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1613 float regen_health_stable = autocvar_g_balance_health_regenstable;
1614 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1615 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1616 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1617 max_mod = M_ARGV(1, float);
1618 regen_mod = M_ARGV(2, float);
1619 rot_mod = M_ARGV(3, float);
1620 limit_mod = M_ARGV(4, float);
1621 regen_health = M_ARGV(5, float);
1622 regen_health_linear = M_ARGV(6, float);
1623 regen_health_rot = M_ARGV(7, float);
1624 regen_health_rotlinear = M_ARGV(8, float);
1625 regen_health_stable = M_ARGV(9, float);
1626 regen_health_rotstable = M_ARGV(10, float);
1628 float rotstable, regenstable, rotframetime, regenframetime;
1630 if(!mutator_returnvalue)
1631 if(!STAT(FROZEN, this))
1633 regenstable = autocvar_g_balance_armor_regenstable;
1634 rotstable = autocvar_g_balance_armor_rotstable;
1635 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1636 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1637 RotRegen(this, RES_ARMOR, limit_mod,
1638 regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime,
1639 rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime);
1641 // NOTE: max_mod is only applied to health
1642 regenstable = regen_health_stable * max_mod;
1643 rotstable = regen_health_rotstable * max_mod;
1644 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1645 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1646 RotRegen(this, RES_HEALTH, limit_mod,
1647 regenstable, regen_health, regen_health_linear, regenframetime,
1648 rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1651 // if player rotted to death... die!
1652 // check this outside above checks, as player may still be able to rot to death
1653 if(GetResource(this, RES_HEALTH) < 1)
1656 vehicles_exit(this.vehicle, VHEF_RELEASE);
1657 if(this.event_damage)
1658 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1661 if (!(this.items & IT_UNLIMITED_AMMO))
1663 regenstable = autocvar_g_balance_fuel_regenstable;
1664 rotstable = autocvar_g_balance_fuel_rotstable;
1665 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0;
1666 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1667 RotRegen(this, RES_FUEL, 1,
1668 regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime,
1669 rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime);
1674 void SetZoomState(entity this, float newzoom)
1676 if(newzoom != CS(this).zoomstate)
1678 CS(this).zoomstate = newzoom;
1679 ClientData_Touch(this);
1681 zoomstate_set = true;
1684 void GetPressedKeys(entity this)
1686 MUTATOR_CALLHOOK(GetPressedKeys, this);
1689 CS(this).pressedkeys = 0;
1690 STAT(PRESSED_KEYS, this) = 0;
1694 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1695 int keys = STAT(PRESSED_KEYS, this);
1696 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1697 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1698 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1699 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1701 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1702 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
1703 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1704 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1705 CS(this).pressedkeys = keys; // store for other users
1707 STAT(PRESSED_KEYS, this) = keys;
1711 ======================
1712 spectate mode routines
1713 ======================
1716 void SpectateCopy(entity this, entity spectatee)
1718 TC(Client, this); TC(Client, spectatee);
1720 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1721 PS(this) = PS(spectatee);
1722 this.armortype = spectatee.armortype;
1723 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1724 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1725 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1726 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1727 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1728 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1729 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1730 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1731 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1732 CS(this).impulse = 0;
1733 this.disableclientprediction = 1; // no need to run prediction on a spectator
1734 this.items = spectatee.items;
1735 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1736 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1737 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1738 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1739 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1740 this.punchangle = spectatee.punchangle;
1741 this.view_ofs = spectatee.view_ofs;
1742 this.velocity = spectatee.velocity;
1743 this.dmg_take = spectatee.dmg_take;
1744 this.dmg_save = spectatee.dmg_save;
1745 this.dmg_inflictor = spectatee.dmg_inflictor;
1746 this.v_angle = spectatee.v_angle;
1747 this.angles = spectatee.v_angle;
1748 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1749 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1750 this.viewloc = spectatee.viewloc;
1751 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1752 this.fixangle = true;
1753 setorigin(this, spectatee.origin);
1754 setsize(this, spectatee.mins, spectatee.maxs);
1755 SetZoomState(this, CS(spectatee).zoomstate);
1757 anticheat_spectatecopy(this, spectatee);
1758 STAT(HUD, this) = STAT(HUD, spectatee);
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, false, true);
1822 void SetSpectatee_status(entity this, int spectatee_num)
1824 int oldspectatee_status = CS(this).spectatee_status;
1825 CS(this).spectatee_status = spectatee_num;
1827 if (CS(this).spectatee_status != oldspectatee_status)
1829 if (STAT(PRESSED_KEYS, this))
1831 CS(this).pressedkeys = 0;
1832 STAT(PRESSED_KEYS, this) = 0;
1834 ClientData_Touch(this);
1835 if (g_race || g_cts) race_InitSpectator();
1839 void SetSpectatee(entity this, entity spectatee)
1841 if(IS_BOT_CLIENT(this))
1842 return; // bots abuse .enemy, this code is useless to them
1844 entity old_spectatee = this.enemy;
1846 this.enemy = spectatee;
1849 // these are required to fix the spectator bug with arc
1852 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1854 .entity weaponentity = weaponentities[slot];
1855 if(old_spectatee.(weaponentity).arc_beam)
1856 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1861 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1863 .entity weaponentity = weaponentities[slot];
1864 if(spectatee.(weaponentity).arc_beam)
1865 spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1870 SetSpectatee_status(this, etof(spectatee));
1872 // needed to update spectator list
1873 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1876 bool Spectate(entity this, entity pl)
1878 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1880 pl = M_ARGV(1, entity);
1882 SetSpectatee(this, pl);
1883 return SpectateSet(this);
1886 bool SpectateNext(entity this)
1888 entity ent = find(this.enemy, classname, STR_PLAYER);
1890 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1891 ent = M_ARGV(1, entity);
1893 ent = find(ent, classname, STR_PLAYER);
1895 if(ent) { SetSpectatee(this, ent); }
1897 return SpectateSet(this);
1900 bool SpectatePrev(entity this)
1902 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1903 entity ent = findchain(classname, STR_PLAYER);
1904 if (!ent) // no player
1908 // skip players until current spectated player
1910 while(ent && ent != this.enemy)
1913 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1915 case MUT_SPECPREV_FOUND:
1916 ent = M_ARGV(1, entity);
1918 case MUT_SPECPREV_RETURN:
1920 case MUT_SPECPREV_CONTINUE:
1931 SetSpectatee(this, ent);
1932 return SpectateSet(this);
1937 ShowRespawnCountdown()
1939 Update a respawn countdown display.
1942 void ShowRespawnCountdown(entity this)
1945 if(!IS_DEAD(this)) // just respawned?
1949 number = ceil(this.respawn_time - time);
1952 if(number <= this.respawn_countdown)
1954 this.respawn_countdown = number - 1;
1955 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
1956 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1961 .bool team_selected;
1962 bool ShowTeamSelection(entity this)
1964 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1966 if (frametime) // once per frame is more than enough
1967 stuffcmd(this, "_scoreboard_team_selection 1\n");
1970 void Join(entity this)
1972 if (autocvar_g_campaign && !campaign_bots_may_start && !game_stopped && time >= game_starttime)
1975 TRANSMUTE(Player, this);
1977 if(!this.team_selected)
1978 if(autocvar_g_campaign || autocvar_g_balance_teams)
1979 TeamBalance_JoinBestTeam(this);
1981 if(autocvar_g_campaign)
1982 campaign_bots_may_start = true;
1984 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1986 PutClientInServer(this);
1989 if(teamplay && this.team != -1)
1993 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1994 this.team_selected = false;
1997 int GetPlayerLimit()
2000 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)
2001 // don't return map_maxplayers during intermission as it would interfere with MapHasRightSize()
2002 int player_limit = (autocvar_g_maxplayers >= 0 || intermission_running) ? autocvar_g_maxplayers : map_maxplayers;
2003 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2004 player_limit = M_ARGV(0, int);
2005 return player_limit < maxclients ? player_limit : 0;
2009 * Determines whether the player is allowed to join. This depends on cvar
2010 * g_maxplayers, if it isn't used this function always return true, otherwise
2011 * it checks whether the number of currently playing players exceeds g_maxplayers.
2012 * @return int number of free slots for players, 0 if none
2014 int nJoinAllowed(entity this, entity ignore)
2017 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2018 // so report 0 free slots if restricted
2020 if(autocvar_g_forced_team_otherwise == "spectate")
2022 if(autocvar_g_forced_team_otherwise == "spectator")
2026 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2027 return 0; // forced spectators can never join
2029 // TODO simplify this
2030 int totalClients = 0;
2031 int currentlyPlaying = 0;
2032 FOREACH_CLIENT(true, {
2035 if(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME(it)))
2039 int player_limit = GetPlayerLimit();
2043 free_slots = maxclients - totalClients;
2044 else if(player_limit > 0 && currentlyPlaying < player_limit)
2045 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2047 static float msg_time = 0;
2048 if(this && !INGAME(this) && ignore && !free_slots && time > msg_time)
2050 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT, player_limit);
2051 msg_time = time + 0.5;
2057 bool joinAllowed(entity this)
2059 if (CS(this).version_mismatch) return false;
2060 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2061 if (!nJoinAllowed(this, this)) return false;
2062 if (teamplay && lockteams) return false;
2063 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2064 if (ShowTeamSelection(this)) return false;
2068 .string shootfromfixedorigin;
2069 .bool dualwielding_prev;
2070 bool PlayerThink(entity this)
2072 if (game_stopped || intermission_running) {
2073 this.modelflags &= ~MF_ROCKET;
2074 if(intermission_running)
2075 IntermissionThink(this);
2079 if (timeout_status == TIMEOUT_ACTIVE) {
2080 // don't allow the player to turn around while game is paused
2081 // FIXME turn this into CSQC stuff
2082 this.v_angle = this.lastV_angle;
2083 this.angles = this.lastV_angle;
2084 this.fixangle = true;
2087 if (frametime) player_powerups(this);
2089 if (IS_DEAD(this)) {
2090 if (this.personal && g_race_qualifying) {
2091 if (time > this.respawn_time) {
2092 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2094 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2097 if (frametime) player_anim(this);
2099 if (this.respawn_flags & RESPAWN_DENY)
2101 STAT(RESPAWN_TIME, this) = 0;
2105 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));
2107 switch(this.deadflag)
2111 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2112 this.deadflag = DEAD_RESPAWNING;
2113 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2114 this.deadflag = DEAD_DEAD;
2120 this.deadflag = DEAD_RESPAWNABLE;
2121 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2122 this.deadflag = DEAD_RESPAWNING;
2125 case DEAD_RESPAWNABLE:
2127 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2128 this.deadflag = DEAD_RESPAWNING;
2131 case DEAD_RESPAWNING:
2133 if (time > this.respawn_time)
2135 this.respawn_time = time + 1; // only retry once a second
2136 this.respawn_time_max = this.respawn_time;
2143 ShowRespawnCountdown(this);
2145 if (this.respawn_flags & RESPAWN_SILENT)
2146 STAT(RESPAWN_TIME, this) = 0;
2147 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2149 if (time < this.respawn_time)
2150 STAT(RESPAWN_TIME, this) = this.respawn_time;
2151 else if (this.deadflag != DEAD_RESPAWNING)
2152 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2155 STAT(RESPAWN_TIME, this) = this.respawn_time;
2158 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2159 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2160 STAT(RESPAWN_TIME, this) *= -1;
2165 FixPlayermodel(this);
2167 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2168 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2169 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2172 // reset gun alignment when dual wielding status changes
2173 // to ensure guns are always aligned right and left
2174 bool dualwielding = W_DualWielding(this);
2175 if(this.dualwielding_prev != dualwielding)
2177 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2178 this.dualwielding_prev = dualwielding;
2181 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2184 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2186 .entity weaponentity = weaponentities[slot];
2187 if(WEP_CVAR(vortex, charge_always))
2188 W_Vortex_Charge(this, weaponentity, frametime);
2189 W_WeaponFrame(this, weaponentity);
2195 // WEAPONTODO: Add a weapon request for this
2196 // rot vortex charge to the charge limit
2197 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2199 .entity weaponentity = weaponentities[slot];
2200 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2201 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2206 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2209 monsters_setstatus(this);
2214 .bool would_spectate;
2215 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2216 void ObserverOrSpectatorThink(entity this)
2218 bool is_spec = IS_SPEC(this);
2219 if ( CS(this).impulse )
2221 int r = MinigameImpulse(this, CS(this).impulse);
2223 CS(this).impulse = 0;
2225 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2227 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2228 CS(this).impulse = 0;
2233 if (IS_BOT_CLIENT(this) && !CS(this).autojoin_checked)
2235 CS(this).autojoin_checked = true;
2236 TRANSMUTE(Player, this);
2237 PutClientInServer(this);
2241 if (this.flags & FL_JUMPRELEASED) {
2242 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2243 this.flags &= ~FL_JUMPRELEASED;
2244 this.flags |= FL_SPAWNING;
2245 } 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)))
2246 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2247 this.flags &= ~FL_JUMPRELEASED;
2248 if(SpectateNext(this)) {
2249 TRANSMUTE(Spectator, this);
2250 } else if (is_spec) {
2251 TRANSMUTE(Observer, this);
2252 PutClientInServer(this);
2255 this.would_spectate = false; // unable to spectate anyone
2257 CS(this).impulse = 0;
2258 } else if (is_spec) {
2259 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2260 this.flags &= ~FL_JUMPRELEASED;
2261 if(SpectatePrev(this)) {
2262 TRANSMUTE(Spectator, this);
2264 TRANSMUTE(Observer, this);
2265 PutClientInServer(this);
2267 CS(this).impulse = 0;
2268 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2269 if(!observe_blocked_if_eliminated || !INGAME(this)) {
2270 this.would_spectate = false;
2271 this.flags &= ~FL_JUMPRELEASED;
2272 TRANSMUTE(Observer, this);
2273 PutClientInServer(this);
2275 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2276 PutObserverInServer(this, false, true);
2277 this.would_spectate = true;
2281 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2282 if (PHYS_INPUT_BUTTON_USE(this))
2283 wouldclip = !wouldclip;
2284 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2285 set_movetype(this, preferred_movetype);
2287 } else { // jump pressed
2288 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2289 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2290 this.flags |= FL_JUMPRELEASED;
2291 if(this.flags & FL_SPAWNING)
2293 this.flags &= ~FL_SPAWNING;
2294 if(joinAllowed(this))
2296 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2297 CS(this).autojoin_checked = -1;
2301 if(is_spec && !SpectateUpdate(this))
2302 PutObserverInServer(this, false, true);
2305 this.flags |= FL_CLIENT | FL_NOTARGET;
2308 void PlayerUseKey(entity this)
2310 if (!IS_PLAYER(this))
2317 vehicles_exit(this.vehicle, VHEF_NORMAL);
2321 else if(autocvar_g_vehicles_enter)
2323 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2325 entity head, closest_target = NULL;
2326 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2328 while(head) // find the closest acceptable target to enter
2330 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2331 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2335 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2336 { closest_target = head; }
2338 else { closest_target = head; }
2344 if(closest_target) { vehicles_enter(this, closest_target); return; }
2348 // a use key was pressed; call handlers
2349 MUTATOR_CALLHOOK(PlayerUseKey, this);
2357 Called every frame for each client before the physics are run
2360 .float last_vehiclecheck;
2361 void PlayerPreThink (entity this)
2363 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2364 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2366 WarpZone_PlayerPhysics_FixVAngle(this);
2369 // physics frames: update anticheat stuff
2370 anticheat_prethink(this);
2372 // WORKAROUND: only use dropclient in server frames (frametime set).
2373 // Never use it in cl_movement frames (frametime zero).
2374 if (blockSpectators && IS_REAL_CLIENT(this)
2375 && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this)
2376 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2378 if (dropclient_schedule(this))
2379 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2383 zoomstate_set = false;
2385 // Check for nameless players
2386 if (this.netname == "" || this.netname != CS(this).netname_previous)
2388 bool assume_unchanged = (CS(this).netname_previous == "");
2389 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2391 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2392 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2393 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2394 assume_unchanged = false;
2395 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2397 if (isInvisibleString(this.netname))
2399 this.netname = strzone(sprintf("Player#%d", this.playerid));
2400 sprint(this, "Warning: invisible names are not allowed.\n");
2401 assume_unchanged = false;
2402 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2404 if (!assume_unchanged && autocvar_sv_eventlog)
2405 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2406 strcpy(CS(this).netname_previous, this.netname);
2410 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2411 CS(this).version_nagtime = 0;
2412 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2414 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2416 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2418 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2419 if (r < 0) { // old client
2420 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2421 } else if (r > 0) { // old server
2422 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2428 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2430 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2431 this.max_armorvalue = 0;
2434 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2436 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2438 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2439 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2441 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2443 if (STAT(REVIVE_PROGRESS, this) >= 1)
2444 Unfreeze(this, false);
2446 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2448 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2449 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2451 if (GetResource(this, RES_HEALTH) < 1)
2454 vehicles_exit(this.vehicle, VHEF_RELEASE);
2455 if(this.event_damage)
2456 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2458 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2459 Unfreeze(this, false);
2463 MUTATOR_CALLHOOK(PlayerPreThink, this);
2465 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2466 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2468 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2472 if(!it.team || SAME_TEAM(this, it))
2473 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2474 else if(autocvar_g_vehicles_steal)
2475 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2477 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2479 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2483 this.last_vehiclecheck = time + 1;
2486 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2488 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2490 if (IS_PLAYER(this)) {
2491 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2492 error("Client can't be spawned as player on connection!");
2493 if(!PlayerThink(this))
2496 else if (game_stopped || intermission_running) {
2497 if(intermission_running)
2498 IntermissionThink(this);
2501 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2503 bool early_join_requested = (CS(this).autojoin_checked < 0);
2504 CS(this).autojoin_checked = 1;
2505 // don't do this in ClientConnect
2506 // many things can go wrong if a client is spawned as player on connection
2507 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2508 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2509 && (!teamplay || autocvar_g_balance_teams)))
2511 if(joinAllowed(this))
2516 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2517 ObserverOrSpectatorThink(this);
2520 // WEAPONTODO: Add weapon request for this
2521 if (!zoomstate_set) {
2522 bool wep_zoomed = false;
2523 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2525 .entity weaponentity = weaponentities[slot];
2526 Weapon thiswep = this.(weaponentity).m_weapon;
2527 if(thiswep != WEP_Null && thiswep.wr_zoom)
2528 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2530 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2533 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2535 CS(this).teamkill_soundtime = 0;
2537 entity e = CS(this).teamkill_soundsource;
2538 entity oldpusher = e.pusher;
2540 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2541 e.pusher = oldpusher;
2544 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2545 CS(this).taunt_soundtime = 0;
2546 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2549 target_voicescript_next(this);
2552 void DrownPlayer(entity this)
2554 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2555 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2557 STAT(AIR_FINISHED, this) = 0;
2561 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2563 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2564 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2565 STAT(AIR_FINISHED, this) = 0;
2569 if (!STAT(AIR_FINISHED, this))
2570 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2571 if (STAT(AIR_FINISHED, this) < time)
2573 if (this.pain_finished < time)
2575 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');
2576 this.pain_finished = time + 0.5;
2582 .bool move_qcphysics;
2584 void Player_Physics(entity this)
2586 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2588 if(!this.move_qcphysics)
2591 if(!frametime && !CS(this).pm_frametime)
2594 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2596 CS(this).pm_frametime = 0;
2603 Called every frame for each client after the physics are run
2606 void PlayerPostThink (entity this)
2608 Player_Physics(this);
2610 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2611 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2612 if (IS_REAL_CLIENT(this))
2613 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2614 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2616 int totalClients = 0;
2617 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2619 // maxidle disabled in local matches by not counting clients (totalClients 0)
2620 if (server_is_dedicated)
2622 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2626 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2630 else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2632 FOREACH_CLIENT(IS_REAL_CLIENT(it),
2638 if (totalClients < autocvar_sv_maxidle_minplayers)
2640 // idle kick disabled
2641 CS(this).parm_idlesince = time;
2643 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2645 if (CS(this).idlekick_lasttimeleft)
2647 CS(this).idlekick_lasttimeleft = 0;
2648 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2653 float maxidle_time = autocvar_sv_maxidle;
2654 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2655 maxidle_time = autocvar_sv_maxidle_playertospectator;
2656 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2657 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2658 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2660 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2661 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2663 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2665 if (timeleft <= 0) {
2666 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2668 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2669 PutObserverInServer(this, true, true);
2673 if (dropclient_schedule(this))
2674 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2678 else if (timeleft <= countdown_time) {
2679 if (timeleft != CS(this).idlekick_lasttimeleft)
2680 play2(this, SND(TALK2));
2681 CS(this).idlekick_lasttimeleft = timeleft;
2690 this.solid = SOLID_NOT;
2691 this.takedamage = DAMAGE_NO;
2692 set_movetype(this, MOVETYPE_NONE);
2693 CS(this).teamkill_complain = 0;
2694 CS(this).teamkill_soundtime = 0;
2695 CS(this).teamkill_soundsource = NULL;
2698 if (IS_PLAYER(this)) {
2699 if(this.death_time == time && IS_DEAD(this))
2701 // player's bbox gets resized now, instead of in the damage event that killed the player,
2702 // once all the damage events of this frame have been processed with normal size
2704 setsize(this, this.mins, this.maxs);
2707 UpdateChatBubble(this);
2708 if (CS(this).impulse) ImpulseCommands(this);
2709 GetPressedKeys(this);
2712 CSQCMODEL_AUTOUPDATE(this);
2716 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2718 CS(this).pressedkeys = 0;
2719 STAT(PRESSED_KEYS, this) = 0;
2722 if (this.waypointsprite_attachedforcarrier) {
2723 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2724 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2727 CSQCMODEL_AUTOUPDATE(this);
2730 // hack to copy the button fields from the client entity to the Client State
2731 void PM_UpdateButtons(entity this, entity store)
2734 store.impulse = this.impulse;
2737 bool typing = this.buttonchat || this.button12;
2739 store.button0 = (typing) ? 0 : this.button0;
2741 store.button2 = (typing) ? 0 : this.button2;
2742 store.button3 = (typing) ? 0 : this.button3;
2743 store.button4 = this.button4;
2744 store.button5 = (typing) ? 0 : this.button5;
2745 store.button6 = this.button6;
2746 store.button7 = this.button7;
2747 store.button8 = this.button8;
2748 store.button9 = this.button9;
2749 store.button10 = this.button10;
2750 store.button11 = this.button11;
2751 store.button12 = this.button12;
2752 store.button13 = this.button13;
2753 store.button14 = this.button14;
2754 store.button15 = this.button15;
2755 store.button16 = this.button16;
2756 store.buttonuse = this.buttonuse;
2757 store.buttonchat = this.buttonchat;
2759 store.cursor_active = this.cursor_active;
2760 store.cursor_screen = this.cursor_screen;
2761 store.cursor_trace_start = this.cursor_trace_start;
2762 store.cursor_trace_endpos = this.cursor_trace_endpos;
2763 store.cursor_trace_ent = this.cursor_trace_ent;
2765 store.ping = this.ping;
2766 store.ping_packetloss = this.ping_packetloss;
2767 store.ping_movementloss = this.ping_movementloss;
2769 store.v_angle = this.v_angle;
2770 store.movement = this.movement;
2773 NET_HANDLE(fpsreport, bool)
2775 int fps = ReadShort();
2776 PlayerScore_Set(sender, SP_FPS, fps);