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 (autocvar_sv_showspectators == 1 || (autocvar_sv_showspectators && IS_SPEC(to)))
142 sf |= BIT(4); // show spectators
144 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
145 WriteByte(MSG_ENTITY, sf);
148 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
152 float specs = CountSpectators(e, to);
153 WriteByte(MSG_ENTITY, specs);
154 WriteSpectators(e, to);
160 void ClientData_Attach(entity this)
162 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
163 CS(this).clientdata.drawonlytoclient = this;
164 CS(this).clientdata.owner = this;
167 void ClientData_Detach(entity this)
169 delete(CS(this).clientdata);
170 CS(this).clientdata = NULL;
173 void ClientData_Touch(entity e)
175 entity cd = CS(e).clientdata;
176 if (cd) { cd.SendFlags = 1; }
178 // make it spectatable
179 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
181 entity cd = CS(it).clientdata;
182 if (cd) { cd.SendFlags = 1; }
191 Checks if the argument string can be a valid playermodel.
192 Returns a valid one in doubt.
195 string FallbackPlayerModel;
196 string CheckPlayerModel(string plyermodel) {
197 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
199 // note: we cannot summon Don Strunzone here, some player may
200 // still have the model string set. In case anyone manages how
201 // to change a cvar default, we'll have a small leak here.
202 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
204 // only in right path
205 if(substring(plyermodel, 0, 14) != "models/player/")
206 return FallbackPlayerModel;
207 // only good file extensions
208 if(substring(plyermodel, -4, 4) != ".iqm"
209 && substring(plyermodel, -4, 4) != ".zym"
210 && substring(plyermodel, -4, 4) != ".dpm"
211 && substring(plyermodel, -4, 4) != ".md3"
212 && substring(plyermodel, -4, 4) != ".psk")
214 return FallbackPlayerModel;
216 // forbid the LOD models
217 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
218 return FallbackPlayerModel;
219 if(plyermodel != strtolower(plyermodel))
220 return FallbackPlayerModel;
221 // also, restrict to server models
222 if(autocvar_sv_servermodelsonly)
224 if(!fexists(plyermodel))
225 return FallbackPlayerModel;
230 void setplayermodel(entity e, string modelname)
232 precache_model(modelname);
233 _setmodel(e, modelname);
234 player_setupanimsformodel(e);
235 if(!autocvar_g_debug_globalsounds)
236 UpdatePlayerSounds(e);
239 /** putting a client as observer in the server */
240 void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
242 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
243 bool recount_ready = false;
244 PlayerState_detach(this);
248 if(GetResource(this, RES_HEALTH) >= 1)
251 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
254 // was a player, recount votes and ready status
255 if(IS_REAL_CLIENT(this))
257 if (vote_called) { VoteCount(false); }
259 if (warmup_stage || game_starttime > time) recount_ready = true;
261 entcs_update_players(this);
266 entity spot = SelectSpawnPoint(this, true);
267 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
268 this.angles = vec2(spot.angles);
269 // offset it so that the spectator spawns higher off the ground, looks better this way
270 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
272 else // change origin to restore previous view origin
273 setorigin(this, this.origin + STAT(PL_VIEW_OFS, this) - STAT(PL_CROUCH_VIEW_OFS, this));
274 this.fixangle = true;
276 if (IS_REAL_CLIENT(this))
279 WriteByte(MSG_ONE, SVC_SETVIEW);
280 WriteEntity(MSG_ONE, this);
282 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
283 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
284 if(!autocvar_g_debug_globalsounds)
286 // needed for player sounds
288 FixPlayermodel(this);
290 setmodel(this, MDL_Null);
291 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
292 this.view_ofs = '0 0 0';
294 RemoveGrapplingHooks(this);
295 Portal_ClearAll(this);
296 Unfreeze(this, false);
297 SetSpectatee(this, NULL);
302 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
306 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
308 TRANSMUTE(Observer, this);
310 if(recount_ready) ReadyCount(); // FIXME: please add comment about why this is delayed
312 WaypointSprite_PlayerDead(this);
313 accuracy_resend(this);
315 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
316 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
318 CS(this).spectatortime = time;
320 IL_REMOVE(g_bot_targets, this);
321 this.bot_attack = false;
322 if(this.monster_attack)
323 IL_REMOVE(g_monster_targets, this);
324 this.monster_attack = false;
325 STAT(HUD, this) = HUD_NORMAL;
326 this.iscreature = false;
327 this.teleportable = TELEPORT_SIMPLE;
328 if(this.damagedbycontents)
329 IL_REMOVE(g_damagedbycontents, this);
330 this.damagedbycontents = false;
331 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
332 SetSpectatee_status(this, etof(this));
333 this.takedamage = DAMAGE_NO;
334 this.solid = SOLID_NOT;
335 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
336 this.flags = FL_CLIENT | FL_NOTARGET;
338 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
339 this.pauserotarmor_finished = 0;
340 this.pauserothealth_finished = 0;
341 this.pauseregen_finished = 0;
342 this.damageforcescale = 0;
344 this.respawn_flags = 0;
345 this.respawn_time = 0;
346 STAT(RESPAWN_TIME, this) = 0;
350 this.pain_finished = 0;
351 STAT(AIR_FINISHED, this) = 0;
352 //this.dphitcontentsmask = 0;
353 this.dphitcontentsmask = DPCONTENTS_SOLID;
354 if (autocvar_g_playerclip_collisions)
355 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
358 setthink(this, func_null);
360 this.deadflag = DEAD_NO;
362 STAT(REVIVE_PROGRESS, this) = 0;
363 this.revival_time = 0;
364 this.draggable = drag_undraggable;
366 player_powerups_remove_all(this);
368 STAT(WEAPONS, this) = '0 0 0';
369 this.drawonlytoclient = this;
373 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
375 this.weaponmodel = "";
376 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
378 this.weaponentities[slot] = NULL;
380 this.exteriorweaponentity = NULL;
381 CS(this).killcount = FRAGS_SPECTATOR;
382 this.velocity = '0 0 0';
383 this.avelocity = '0 0 0';
384 this.punchangle = '0 0 0';
385 this.punchvector = '0 0 0';
386 this.oldvelocity = this.velocity;
387 this.event_damage = func_null;
388 this.event_heal = func_null;
390 for(int slot = 0; slot < MAX_AXH; ++slot)
392 entity axh = this.(AuxiliaryXhair[slot]);
393 this.(AuxiliaryXhair[slot]) = NULL;
395 if(axh.owner == this && axh != NULL && !wasfreed(axh))
399 if (mutator_returnvalue)
401 // mutator prevents resetting teams+score
405 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR); // clears scores too in game modes without teams
406 this.frags = FRAGS_SPECTATOR;
409 bot_relinkplayerlist();
411 if (CS(this).just_joined)
412 CS(this).just_joined = false;
415 int player_getspecies(entity this)
417 get_model_parameters(this.model, this.skin);
418 int s = get_model_parameters_species;
419 get_model_parameters(string_null, 0);
420 if (s < 0) return SPECIES_HUMAN;
424 .float model_randomizer;
425 void FixPlayermodel(entity player)
427 string defaultmodel = "";
429 if(autocvar_sv_defaultcharacter)
435 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
436 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
437 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
438 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
442 if(defaultmodel == "")
444 defaultmodel = autocvar_sv_defaultplayermodel;
445 defaultskin = autocvar_sv_defaultplayerskin;
448 int n = tokenize_console(defaultmodel);
451 defaultmodel = argv(floor(n * CS(player).model_randomizer));
452 // However, do NOT randomize if the player-selected model is in the list.
453 for (int i = 0; i < n; ++i)
454 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
455 defaultmodel = argv(i);
458 int i = strstrofs(defaultmodel, ":", 0);
461 defaultskin = stof(substring(defaultmodel, i+1, -1));
462 defaultmodel = substring(defaultmodel, 0, i);
465 if(autocvar_sv_defaultcharacterskin && !defaultskin)
471 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
472 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
473 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
474 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
479 defaultskin = autocvar_sv_defaultplayerskin;
482 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
483 defaultmodel = M_ARGV(0, string);
484 defaultskin = M_ARGV(1, int);
488 if(defaultmodel != "")
490 if (defaultmodel != player.model)
492 vector m1 = player.mins;
493 vector m2 = player.maxs;
494 setplayermodel (player, defaultmodel);
495 setsize (player, m1, m2);
499 oldskin = player.skin;
500 player.skin = defaultskin;
502 if (player.playermodel != player.model || player.playermodel == "")
504 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
505 vector m1 = player.mins;
506 vector m2 = player.maxs;
507 setplayermodel (player, player.playermodel);
508 setsize (player, m1, m2);
512 if(!autocvar_sv_defaultcharacterskin)
514 oldskin = player.skin;
515 player.skin = stof(player.playerskin);
519 oldskin = player.skin;
520 player.skin = defaultskin;
524 if(chmdl || oldskin != player.skin) // model or skin has changed
526 player.species = player_getspecies(player); // update species
527 if(!autocvar_g_debug_globalsounds)
528 UpdatePlayerSounds(player); // update skin sounds
532 if(strlen(autocvar_sv_defaultplayercolors))
533 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
534 setcolor(player, stof(autocvar_sv_defaultplayercolors));
537 void PutPlayerInServer(entity this)
539 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
541 PlayerState_attach(this);
542 accuracy_resend(this);
544 if (teamplay && this.bot_forced_team)
545 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
548 TeamBalance_JoinBestTeam(this);
550 entity spot = SelectSpawnPoint(this, false);
552 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
553 return; // spawn failed
556 TRANSMUTE(Player, this);
558 CS(this).wasplayer = true;
559 this.iscreature = true;
560 this.teleportable = TELEPORT_NORMAL;
561 if(!this.damagedbycontents)
562 IL_PUSH(g_damagedbycontents, this);
563 this.damagedbycontents = true;
564 set_movetype(this, MOVETYPE_WALK);
565 this.solid = SOLID_SLIDEBOX;
566 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
567 if (autocvar_g_playerclip_collisions)
568 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
569 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
570 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
571 this.frags = FRAGS_PLAYER;
572 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
573 this.flags = FL_CLIENT | FL_PICKUPITEMS;
574 if (autocvar__notarget)
575 this.flags |= FL_NOTARGET;
576 this.takedamage = DAMAGE_AIM;
577 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
580 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
581 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
582 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
583 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
584 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
585 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
586 SetResource(this, RES_HEALTH, warmup_start_health);
587 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
588 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
590 SetResource(this, RES_SHELLS, start_ammo_shells);
591 SetResource(this, RES_BULLETS, start_ammo_nails);
592 SetResource(this, RES_ROCKETS, start_ammo_rockets);
593 SetResource(this, RES_CELLS, start_ammo_cells);
594 SetResource(this, RES_PLASMA, start_ammo_plasma);
595 SetResource(this, RES_FUEL, start_ammo_fuel);
596 SetResource(this, RES_HEALTH, start_health);
597 SetResource(this, RES_ARMOR, start_armorvalue);
598 STAT(WEAPONS, this) = start_weapons;
599 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
601 GiveRandomWeapons(this, random_start_weapons_count,
602 autocvar_g_random_start_weapons, random_start_ammo);
605 SetSpectatee_status(this, 0);
607 PS(this).dual_weapons = '0 0 0';
609 if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
610 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
612 this.items = start_items;
614 float shieldtime = time + autocvar_g_spawnshieldtime;
616 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
617 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
618 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
619 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
620 if (!sv_ready_restart_after_countdown && time < game_starttime)
622 float f = game_starttime - time;
624 this.pauserotarmor_finished += f;
625 this.pauserothealth_finished += f;
626 this.pauseregen_finished += f;
629 StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
631 this.damageforcescale = autocvar_g_player_damageforcescale;
633 this.respawn_flags = 0;
634 this.respawn_time = 0;
635 STAT(RESPAWN_TIME, this) = 0;
636 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
638 this.pain_finished = 0;
640 setthink(this, func_null); // players have no think function
643 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
645 this.deadflag = DEAD_NO;
647 this.angles = spot.angles;
648 this.angles_z = 0; // never spawn tilted even if the spot says to
649 if (IS_BOT_CLIENT(this))
651 this.v_angle = this.angles;
654 this.fixangle = true; // turn this way immediately
655 this.oldvelocity = this.velocity = '0 0 0';
656 this.avelocity = '0 0 0';
657 this.punchangle = '0 0 0';
658 this.punchvector = '0 0 0';
660 STAT(REVIVE_PROGRESS, this) = 0;
661 this.revival_time = 0;
663 STAT(AIR_FINISHED, this) = 0;
664 this.waterlevel = WATERLEVEL_NONE;
665 this.watertype = CONTENT_EMPTY;
667 entity spawnevent = new_pure(spawnevent);
668 spawnevent.owner = this;
669 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
671 // Cut off any still running player sounds.
672 stopsound(this, CH_PLAYER_SINGLE);
675 FixPlayermodel(this);
676 this.drawonlytoclient = NULL;
680 for(int slot = 0; slot < MAX_AXH; ++slot)
682 entity axh = this.(AuxiliaryXhair[slot]);
683 this.(AuxiliaryXhair[slot]) = NULL;
685 if(axh.owner == this && axh != NULL && !wasfreed(axh))
689 this.spawnpoint_targ = NULL;
692 this.view_ofs = STAT(PL_VIEW_OFS, this);
693 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
694 this.spawnorigin = spot.origin;
695 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
696 // don't reset back to last position, even if new position is stuck in solid
697 this.oldorigin = this.origin;
699 IL_REMOVE(g_conveyed, this);
700 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
702 IL_REMOVE(g_swamped, this);
703 this.swampslug = NULL;
704 this.swamp_interval = 0;
705 if(this.ladder_entity)
706 IL_REMOVE(g_ladderents, this);
707 this.ladder_entity = NULL;
708 IL_EACH(g_counters, it.realowner == this,
712 STAT(HUD, this) = HUD_NORMAL;
714 this.event_damage = PlayerDamage;
715 this.event_heal = PlayerHeal;
717 this.draggable = func_null;
720 IL_PUSH(g_bot_targets, this);
721 this.bot_attack = true;
722 if(!this.monster_attack)
723 IL_PUSH(g_monster_targets, this);
724 this.monster_attack = true;
725 navigation_dynamicgoal_init(this, false);
727 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
729 // player was spectator
730 if (CS(this).killcount == FRAGS_SPECTATOR) {
731 PlayerScore_Clear(this);
732 CS(this).killcount = 0;
733 CS(this).startplaytime = time;
736 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
738 .entity weaponentity = weaponentities[slot];
739 CL_SpawnWeaponentity(this, weaponentity);
741 this.alpha = default_player_alpha;
742 this.colormod = '1 1 1' * autocvar_g_player_brightness;
743 this.exteriorweaponentity.alpha = default_weapon_alpha;
745 this.speedrunning = false;
747 this.counter_cnt = 0;
748 this.fragsfilter_cnt = 0;
750 target_voicescript_clear(this);
752 // reset fields the weapons may use
753 FOREACH(Weapons, true, {
754 it.wr_resetplayer(it, this);
755 // reload all reloadable weapons
756 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
757 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
759 .entity weaponentity = weaponentities[slot];
760 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
765 Unfreeze(this, false);
767 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
769 string s = spot.target;
770 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
771 spot.target = string_null;
772 SUB_UseTargets(spot, this, NULL);
773 if(g_assault || g_race)
777 if (autocvar_spawn_debug)
779 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
780 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
783 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
785 .entity weaponentity = weaponentities[slot];
786 entity w_ent = this.(weaponentity);
787 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
788 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
790 w_ent.m_switchweapon = WEP_Null;
791 w_ent.m_weapon = WEP_Null;
792 w_ent.weaponname = "";
793 w_ent.m_switchingweapon = WEP_Null;
797 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
799 if (CS(this).impulse) ImpulseCommands(this);
801 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
802 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
804 .entity weaponentity = weaponentities[slot];
805 W_WeaponFrame(this, weaponentity);
808 if (!warmup_stage && !this.alivetime)
809 this.alivetime = time;
811 antilag_clear(this, CS(this));
813 if (warmup_stage == -1)
817 /** Called when a client spawns in the server */
818 void PutClientInServer(entity this)
820 if (IS_REAL_CLIENT(this)) {
822 WriteByte(MSG_ONE, SVC_SETVIEW);
823 WriteEntity(MSG_ONE, this);
826 TRANSMUTE(Observer, this);
828 bool use_spawnpoint = (!this.enemy); // check this.enemy here since SetSpectatee will clear it
829 SetSpectatee(this, NULL);
833 PS(this).itemkeys = 0;
835 MUTATOR_CALLHOOK(PutClientInServer, this);
837 if (IS_OBSERVER(this)) {
838 PutObserverInServer(this, false, use_spawnpoint);
839 } else if (IS_PLAYER(this)) {
840 PutPlayerInServer(this);
843 bot_relinkplayerlist();
846 // TODO do we need all these fields, or should we stop autodetecting runtime
847 // changes and just have a console command to update this?
848 bool ClientInit_SendEntity(entity this, entity to, int sf)
850 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
853 // MSG_INIT replacement
854 // TODO: make easier to use
856 W_PROP_reload(MSG_ONE, to);
857 ClientInit_misc(this);
858 MUTATOR_CALLHOOK(Ent_Init);
860 void ClientInit_misc(entity this)
862 int channel = MSG_ONE;
863 WriteHeader(channel, ENT_CLIENT_INIT);
864 WriteByte(channel, g_nexball_meter_period * 32);
865 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
866 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
867 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
868 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
869 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
870 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
871 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
872 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
874 if(autocvar_sv_foginterval && world.fog != "")
875 WriteString(channel, world.fog);
877 WriteString(channel, "");
878 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
879 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
880 WriteByte(channel, serverflags);
881 WriteCoord(channel, autocvar_g_trueaim_minrange);
884 void ClientInit_CheckUpdate(entity this)
886 this.nextthink = time;
887 if(this.count != autocvar_g_balance_armor_blockpercent)
889 this.count = autocvar_g_balance_armor_blockpercent;
892 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
894 this.cnt = autocvar_g_balance_damagepush_speedfactor;
899 void ClientInit_Spawn()
901 entity e = new_pure(clientinit);
902 setthink(e, ClientInit_CheckUpdate);
903 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
905 ClientInit_CheckUpdate(e);
915 // initialize parms for a new player
916 parm1 = -(86400 * 366);
918 MUTATOR_CALLHOOK(SetNewParms);
926 void SetChangeParms (entity this)
928 // save parms for level change
929 parm1 = CS(this).parm_idlesince - time;
931 MUTATOR_CALLHOOK(SetChangeParms);
939 void DecodeLevelParms(entity this)
942 CS(this).parm_idlesince = parm1;
943 if (CS(this).parm_idlesince == -(86400 * 366))
944 CS(this).parm_idlesince = time;
946 // whatever happens, allow 60 seconds of idling directly after connect for map loading
947 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
949 MUTATOR_CALLHOOK(DecodeLevelParms);
952 void FixClientCvars(entity e)
954 // send prediction settings to the client
955 if(autocvar_g_antilag == 3) // client side hitscan
956 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
957 if(autocvar_sv_gentle)
958 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
960 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
961 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
963 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
965 MUTATOR_CALLHOOK(FixClientCvars, e);
968 bool findinlist_abbrev(string tofind, string list)
970 if(list == "" || tofind == "")
971 return false; // empty list or search, just return
973 // this function allows abbreviated strings!
974 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
982 bool PlayerInIPList(entity p, string iplist)
984 // some safety checks (never allow local?)
985 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
988 return findinlist_abbrev(p.netaddress, iplist);
991 bool PlayerInIDList(entity p, string idlist)
993 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
997 return findinlist_abbrev(p.crypto_idfp, idlist);
1000 bool PlayerInList(entity player, string list)
1002 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1005 #ifdef DP_EXT_PRECONNECT
1010 Called once (not at each match start) when a client begins a connection to the server
1013 void ClientPreConnect(entity this)
1015 if(autocvar_sv_eventlog)
1017 GameLogEcho(sprintf(":connect:%d:%d:%s",
1020 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1026 // NOTE csqc uses the active mutators list sent by this function
1027 // to understand which mutators are enabled
1028 // also note that they aren't all registered mutators, e.g. jetpack, low gravity
1029 void SendWelcomeMessage(entity this, int msg_type)
1031 WriteByte(msg_type, boolean(autocvar_g_campaign));
1032 if (boolean(autocvar_g_campaign))
1034 WriteString(msg_type, Campaign_GetTitle());
1035 WriteByte(msg_type, Campaign_GetLevelNum());
1036 WriteString(msg_type, Campaign_GetMessage());
1039 WriteString(msg_type, autocvar_hostname);
1040 WriteString(msg_type, autocvar_g_xonoticversion);
1041 WriteByte(msg_type, CS(this).version_mismatch);
1042 WriteByte(msg_type, (CS(this).version < autocvar_gameversion));
1043 WriteByte(msg_type, map_minplayers);
1044 WriteByte(msg_type, GetPlayerLimit());
1046 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1047 string modifications = M_ARGV(0, string);
1049 if (!g_weaponarena && cvar("g_balance_blaster_weaponstartoverride") == 0)
1050 modifications = strcat(modifications, ", No start weapons");
1051 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1052 modifications = strcat(modifications, ", Low gravity");
1053 if(g_weapon_stay && !g_cts)
1054 modifications = strcat(modifications, ", Weapons stay");
1055 if(autocvar_g_jetpack)
1056 modifications = strcat(modifications, ", Jetpack");
1057 modifications = substring(modifications, 2, strlen(modifications) - 2);
1059 WriteString(msg_type, modifications);
1061 WriteString(msg_type, g_weaponarena_list);
1063 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1065 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1066 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1069 WriteString(msg_type, cache_mutatormsg);
1071 WriteString(msg_type, strreplace("\\n", "\n", autocvar_sv_motd));
1078 Called when a client connects to the server
1081 void ClientConnect(entity this)
1083 if (Ban_MaybeEnforceBanOnce(this)) return;
1084 assert(!IS_CLIENT(this), return);
1085 this.flags |= FL_CLIENT;
1086 assert(player_count >= 0, player_count = 0);
1088 TRANSMUTE(Client, this);
1089 CS(this).version_nagtime = time + 10 + random() * 10;
1091 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1093 bot_clientconnect(this);
1095 Player_DetermineForcedTeam(this);
1097 TRANSMUTE(Observer, this);
1099 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1101 // always track bots, don't ask for cl_allow_uidtracking
1102 if (IS_BOT_CLIENT(this))
1103 PlayerStats_GameReport_AddPlayer(this);
1105 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1107 if (autocvar_sv_eventlog)
1108 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1110 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1112 stuffcmd(this, clientstuff, "\n");
1113 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1115 FixClientCvars(this);
1117 // get version info from player
1118 stuffcmd(this, "cmd clientversion $gameversion\n");
1120 // notify about available teams
1123 entity balance = TeamBalance_CheckAllowedTeams(this);
1124 int t = TeamBalance_GetAllowedTeams(balance);
1125 TeamBalance_Destroy(balance);
1126 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1130 stuffcmd(this, "set _teams_available 0\n");
1133 bot_relinkplayerlist();
1135 CS(this).spectatortime = time;
1136 if (blockSpectators)
1138 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1141 CS(this).jointime = time;
1143 if (IS_REAL_CLIENT(this))
1145 if (g_weaponarena_weapons == WEPSET(TUBA))
1146 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1147 // quickmenu file must be put in a subfolder with an unique name
1148 // to reduce chances of overriding custom client quickmenus
1149 if (waypointeditor_enabled)
1150 stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", "wpeditor.txt"));
1151 else if (autocvar_sv_quickmenu_file != "" && strstrofs(autocvar_sv_quickmenu_file, "/", 0) && fexists(autocvar_sv_quickmenu_file))
1152 stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", autocvar_sv_quickmenu_file));
1155 if (!autocvar_sv_foginterval && world.fog != "")
1156 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1158 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2))
1159 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1160 send_CSQC_teamnagger();
1162 CSQCMODEL_AUTOINIT(this);
1164 CS(this).model_randomizer = random();
1166 if (IS_REAL_CLIENT(this))
1167 sv_notice_join(this);
1169 this.move_qcphysics = autocvar_sv_qcphysics;
1171 // update physics stats (players can spawn before physics runs)
1172 Physics_UpdateStats(this);
1174 IL_EACH(g_initforplayer, it.init_for_player, {
1175 it.init_for_player(it, this);
1178 Handicap_Initialize(this);
1180 MUTATOR_CALLHOOK(ClientConnect, this);
1182 if (player_count == 1)
1183 localcmd("\nsv_hook_firstjoin\n");
1189 Called when a client disconnects from the server
1192 .entity chatbubbleentity;
1193 void player_powerups_remove_all(entity this);
1195 void ClientDisconnect(entity this)
1197 assert(IS_CLIENT(this), return);
1199 PlayerStats_GameReport_FinalizePlayer(this);
1200 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1201 if (CS(this).active_minigame) part_minigame(this);
1202 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1204 if (autocvar_sv_eventlog)
1205 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1207 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1210 SetSpectatee(this, NULL);
1212 MUTATOR_CALLHOOK(ClientDisconnect, this);
1214 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1215 strfree(CS_CVAR(this).weaponorder_byimpulse);
1216 ClientState_detach(this);
1218 Portal_ClearAll(this);
1220 Unfreeze(this, false);
1222 RemoveGrapplingHooks(this);
1224 // Here, everything has been done that requires this player to be a client.
1226 this.flags &= ~FL_CLIENT;
1228 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1229 if (this.killindicator) delete(this.killindicator);
1231 IL_EACH(g_counters, it.realowner == this,
1236 WaypointSprite_PlayerGone(this);
1238 bot_relinkplayerlist();
1240 strfree(this.clientstatus);
1241 if (this.personal) delete(this.personal);
1244 if (warmup_stage || game_starttime > time) ReadyCount();
1245 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1247 player_powerups_remove_all(this); // stop powerup sound
1251 if (player_count == 0)
1252 localcmd("\nsv_hook_lastleave\n");
1255 void ChatBubbleThink(entity this)
1257 this.nextthink = time;
1258 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1260 if(this.owner) // but why can that ever be NULL?
1261 this.owner.chatbubbleentity = NULL;
1268 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1270 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1271 this.mdl = "models/sprites/minigame_busy.iqm";
1272 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1273 this.mdl = "models/misc/chatbubble.spr";
1276 if ( this.model != this.mdl )
1277 _setmodel(this, this.mdl);
1281 void UpdateChatBubble(entity this)
1285 // spawn a chatbubble entity if needed
1286 if (!this.chatbubbleentity)
1288 this.chatbubbleentity = new(chatbubbleentity);
1289 this.chatbubbleentity.owner = this;
1290 this.chatbubbleentity.exteriormodeltoclient = this;
1291 setthink(this.chatbubbleentity, ChatBubbleThink);
1292 this.chatbubbleentity.nextthink = time;
1293 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1294 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1295 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1296 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1297 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1298 //this.chatbubbleentity.model = "";
1299 this.chatbubbleentity.effects = EF_LOWPRECISION;
1303 void calculate_player_respawn_time(entity this)
1305 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1308 float gametype_setting_tmp;
1309 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1310 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1311 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1312 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1313 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1314 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1316 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1319 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1320 if(it.team == this.team)
1323 if (sdelay_small_count == 0)
1324 sdelay_small_count = 1;
1325 if (sdelay_large_count == 0)
1326 sdelay_large_count = 1;
1330 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1333 if (sdelay_small_count == 0)
1335 if (IS_INDEPENDENT_PLAYER(this))
1337 // Players play independently. No point in requiring enemies.
1338 sdelay_small_count = 1;
1342 // Players play AGAINST each other. Enemies required.
1343 sdelay_small_count = 2;
1346 if (sdelay_large_count == 0)
1348 if (IS_INDEPENDENT_PLAYER(this))
1350 // Players play independently. No point in requiring enemies.
1351 sdelay_large_count = 1;
1355 // Players play AGAINST each other. Enemies required.
1356 sdelay_large_count = 2;
1363 if (pcount <= sdelay_small_count)
1364 sdelay = sdelay_small;
1365 else if (pcount >= sdelay_large_count)
1366 sdelay = sdelay_large;
1367 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1368 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1371 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1373 this.respawn_time = time + sdelay;
1375 if(sdelay < sdelay_max)
1376 this.respawn_time_max = time + sdelay_max;
1378 this.respawn_time_max = this.respawn_time;
1380 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1381 this.respawn_countdown = 10; // first number to count down from is 10
1383 this.respawn_countdown = -1; // do not count down
1385 if(autocvar_g_forced_respawn)
1386 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1389 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1390 // added to the model skins
1391 /*void UpdateColorModHack()
1394 c = this.clientcolors & 15;
1395 // LordHavoc: only bothering to support white, green, red, yellow, blue
1396 if (!teamplay) this.colormod = '0 0 0';
1397 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1398 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1399 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1400 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1401 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1402 else this.colormod = '1 1 1';
1405 void respawn(entity this)
1407 bool damagedbycontents_prev = this.damagedbycontents;
1410 if(autocvar_g_respawn_ghosts)
1412 this.solid = SOLID_NOT;
1413 this.takedamage = DAMAGE_NO;
1414 this.damagedbycontents = false;
1415 set_movetype(this, MOVETYPE_FLY);
1416 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1417 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1418 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1419 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1420 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1421 if(autocvar_g_respawn_ghosts_time > 0)
1422 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1425 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1429 this.damagedbycontents = damagedbycontents_prev;
1431 this.effects |= EF_NODRAW; // prevent another CopyBody
1432 PutClientInServer(this);
1435 void play_countdown(entity this, float finished, Sound samp)
1438 float time_left = finished - time;
1439 if(IS_REAL_CLIENT(this) && time_left < 6 && floor(time_left - frametime) != floor(time_left))
1440 sound(this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1443 // it removes special powerups not handled by StatusEffects
1444 void player_powerups_remove_all(entity this)
1446 if (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1448 // don't play the poweroff sound when the game restarts or the player disconnects
1449 if (time > game_starttime + 1 && IS_CLIENT(this)
1450 && !(start_items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS)))
1452 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1454 if (this.items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1455 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1456 this.items -= (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS));
1460 void player_powerups(entity this)
1462 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1463 this.modelflags |= MF_ROCKET;
1465 this.modelflags &= ~MF_ROCKET;
1467 this.effects &= ~EF_NODEPTHTEST;
1470 player_powerups_remove_all(this);
1472 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1475 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1476 int items_prev = this.items;
1478 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1480 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1481 if (this.items & IT_SUPERWEAPON)
1483 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1485 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1486 this.items = this.items - (this.items & IT_SUPERWEAPON);
1487 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1488 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1490 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1492 // don't let them run out
1496 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1497 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1499 this.items = this.items - (this.items & IT_SUPERWEAPON);
1500 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1501 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1502 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1506 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1508 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1510 this.items = this.items | IT_SUPERWEAPON;
1511 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1514 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1515 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1520 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1521 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1522 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1525 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1527 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1531 if(autocvar_g_nodepthtestplayers)
1532 this.effects = this.effects | EF_NODEPTHTEST;
1534 if(autocvar_g_fullbrightplayers)
1535 this.effects = this.effects | EF_FULLBRIGHT;
1537 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1540 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1542 if(current > stable)
1544 else if(current > stable - 0.25) // when close enough, "snap"
1547 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1550 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1552 if(current < stable)
1554 else if(current < stable + 0.25) // when close enough, "snap"
1557 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1560 void RotRegen(entity this, Resource res, float limit_mod,
1561 float regenstable, float regenfactor, float regenlinear, float regenframetime,
1562 float rotstable, float rotfactor, float rotlinear, float rotframetime)
1564 float old = GetResource(this, res);
1565 float current = old;
1566 if(current > rotstable)
1568 if(rotframetime > 0)
1570 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1571 current = max(rotstable, current - rotlinear * rotframetime);
1574 else if(current < regenstable)
1576 if(regenframetime > 0)
1578 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1579 current = min(regenstable, current + regenlinear * regenframetime);
1583 float limit = GetResourceLimit(this, res) * limit_mod;
1588 SetResource(this, res, current);
1591 void player_regen(entity this)
1593 float max_mod, regen_mod, rot_mod, limit_mod;
1594 max_mod = regen_mod = rot_mod = limit_mod = 1;
1596 float regen_health = autocvar_g_balance_health_regen;
1597 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1598 float regen_health_rot = autocvar_g_balance_health_rot;
1599 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1600 float regen_health_stable = autocvar_g_balance_health_regenstable;
1601 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1602 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1603 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1604 max_mod = M_ARGV(1, float);
1605 regen_mod = M_ARGV(2, float);
1606 rot_mod = M_ARGV(3, float);
1607 limit_mod = M_ARGV(4, float);
1608 regen_health = M_ARGV(5, float);
1609 regen_health_linear = M_ARGV(6, float);
1610 regen_health_rot = M_ARGV(7, float);
1611 regen_health_rotlinear = M_ARGV(8, float);
1612 regen_health_stable = M_ARGV(9, float);
1613 regen_health_rotstable = M_ARGV(10, float);
1615 float rotstable, regenstable, rotframetime, regenframetime;
1617 if(!mutator_returnvalue)
1618 if(!STAT(FROZEN, this))
1620 regenstable = autocvar_g_balance_armor_regenstable;
1621 rotstable = autocvar_g_balance_armor_rotstable;
1622 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1623 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1624 RotRegen(this, RES_ARMOR, limit_mod,
1625 regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime,
1626 rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime);
1628 // NOTE: max_mod is only applied to health
1629 regenstable = regen_health_stable * max_mod;
1630 rotstable = regen_health_rotstable * max_mod;
1631 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1632 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1633 RotRegen(this, RES_HEALTH, limit_mod,
1634 regenstable, regen_health, regen_health_linear, regenframetime,
1635 rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1638 // if player rotted to death... die!
1639 // check this outside above checks, as player may still be able to rot to death
1640 if(GetResource(this, RES_HEALTH) < 1)
1643 vehicles_exit(this.vehicle, VHEF_RELEASE);
1644 if(this.event_damage)
1645 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1648 if (!(this.items & IT_UNLIMITED_AMMO))
1650 regenstable = autocvar_g_balance_fuel_regenstable;
1651 rotstable = autocvar_g_balance_fuel_rotstable;
1652 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0;
1653 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1654 RotRegen(this, RES_FUEL, 1,
1655 regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime,
1656 rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime);
1661 void SetZoomState(entity this, float newzoom)
1663 if(newzoom != CS(this).zoomstate)
1665 CS(this).zoomstate = newzoom;
1666 ClientData_Touch(this);
1668 zoomstate_set = true;
1671 void GetPressedKeys(entity this)
1673 MUTATOR_CALLHOOK(GetPressedKeys, this);
1676 CS(this).pressedkeys = 0;
1677 STAT(PRESSED_KEYS, this) = 0;
1681 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1682 int keys = STAT(PRESSED_KEYS, this);
1683 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1684 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1685 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1686 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1688 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1689 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
1690 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1691 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1692 CS(this).pressedkeys = keys; // store for other users
1694 STAT(PRESSED_KEYS, this) = keys;
1698 ======================
1699 spectate mode routines
1700 ======================
1703 void SpectateCopy(entity this, entity spectatee)
1705 TC(Client, this); TC(Client, spectatee);
1707 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1708 PS(this) = PS(spectatee);
1709 this.armortype = spectatee.armortype;
1710 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1711 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1712 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1713 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1714 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1715 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1716 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1717 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1718 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1719 CS(this).impulse = 0;
1720 this.disableclientprediction = 1; // no need to run prediction on a spectator
1721 this.items = spectatee.items;
1722 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1723 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1724 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1725 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1726 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1727 this.punchangle = spectatee.punchangle;
1728 this.view_ofs = spectatee.view_ofs;
1729 this.velocity = spectatee.velocity;
1730 this.dmg_take = spectatee.dmg_take;
1731 this.dmg_save = spectatee.dmg_save;
1732 this.dmg_inflictor = spectatee.dmg_inflictor;
1733 this.v_angle = spectatee.v_angle;
1734 this.angles = spectatee.v_angle;
1735 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1736 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1737 this.viewloc = spectatee.viewloc;
1738 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1739 this.fixangle = true;
1740 setorigin(this, spectatee.origin);
1741 setsize(this, spectatee.mins, spectatee.maxs);
1742 SetZoomState(this, CS(spectatee).zoomstate);
1744 anticheat_spectatecopy(this, spectatee);
1745 STAT(HUD, this) = STAT(HUD, spectatee);
1746 if(spectatee.vehicle)
1748 this.angles = spectatee.v_angle;
1750 //this.fixangle = false;
1751 //this.velocity = spectatee.vehicle.velocity;
1752 this.vehicle_health = spectatee.vehicle_health;
1753 this.vehicle_shield = spectatee.vehicle_shield;
1754 this.vehicle_energy = spectatee.vehicle_energy;
1755 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1756 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1757 this.vehicle_reload1 = spectatee.vehicle_reload1;
1758 this.vehicle_reload2 = spectatee.vehicle_reload2;
1760 //msg_entity = this;
1762 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1763 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1764 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1765 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1767 //WriteByte (MSG_ONE, SVC_SETVIEW);
1768 // WriteEntity(MSG_ONE, this);
1769 //makevectors(spectatee.v_angle);
1770 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1774 bool SpectateUpdate(entity this)
1779 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1781 SetSpectatee(this, NULL);
1785 SpectateCopy(this, this.enemy);
1790 bool SpectateSet(entity this)
1792 if(!IS_PLAYER(this.enemy))
1795 ClientData_Touch(this.enemy);
1798 WriteByte(MSG_ONE, SVC_SETVIEW);
1799 WriteEntity(MSG_ONE, this.enemy);
1800 set_movetype(this, MOVETYPE_NONE);
1801 accuracy_resend(this);
1803 if(!SpectateUpdate(this))
1804 PutObserverInServer(this, false, true);
1809 void SetSpectatee_status(entity this, int spectatee_num)
1811 int oldspectatee_status = CS(this).spectatee_status;
1812 CS(this).spectatee_status = spectatee_num;
1814 if (CS(this).spectatee_status != oldspectatee_status)
1816 if (STAT(PRESSED_KEYS, this))
1818 CS(this).pressedkeys = 0;
1819 STAT(PRESSED_KEYS, this) = 0;
1821 ClientData_Touch(this);
1822 if (g_race || g_cts) race_InitSpectator();
1826 void SetSpectatee(entity this, entity spectatee)
1828 if(IS_BOT_CLIENT(this))
1829 return; // bots abuse .enemy, this code is useless to them
1831 entity old_spectatee = this.enemy;
1833 this.enemy = spectatee;
1836 // these are required to fix the spectator bug with arc
1839 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1841 .entity weaponentity = weaponentities[slot];
1842 if(old_spectatee.(weaponentity).arc_beam)
1843 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1848 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1850 .entity weaponentity = weaponentities[slot];
1851 if(spectatee.(weaponentity).arc_beam)
1852 spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1857 SetSpectatee_status(this, etof(spectatee));
1859 // needed to update spectator list
1860 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1863 bool Spectate(entity this, entity pl)
1865 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1867 pl = M_ARGV(1, entity);
1869 SetSpectatee(this, pl);
1870 return SpectateSet(this);
1873 bool SpectateNext(entity this)
1875 entity ent = find(this.enemy, classname, STR_PLAYER);
1877 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1878 ent = M_ARGV(1, entity);
1880 ent = find(ent, classname, STR_PLAYER);
1882 if(ent) { SetSpectatee(this, ent); }
1884 return SpectateSet(this);
1887 bool SpectatePrev(entity this)
1889 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1890 entity ent = findchain(classname, STR_PLAYER);
1891 if (!ent) // no player
1895 // skip players until current spectated player
1897 while(ent && ent != this.enemy)
1900 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1902 case MUT_SPECPREV_FOUND:
1903 ent = M_ARGV(1, entity);
1905 case MUT_SPECPREV_RETURN:
1907 case MUT_SPECPREV_CONTINUE:
1918 SetSpectatee(this, ent);
1919 return SpectateSet(this);
1924 ShowRespawnCountdown()
1926 Update a respawn countdown display.
1929 void ShowRespawnCountdown(entity this)
1932 if(!IS_DEAD(this)) // just respawned?
1936 number = ceil(this.respawn_time - time);
1939 if(number <= this.respawn_countdown)
1941 this.respawn_countdown = number - 1;
1942 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
1943 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1948 .bool team_selected;
1949 bool ShowTeamSelection(entity this)
1951 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1953 if (frametime) // once per frame is more than enough
1954 stuffcmd(this, "_scoreboard_team_selection 1\n");
1957 void Join(entity this)
1959 if (autocvar_g_campaign && !campaign_bots_may_start && !game_stopped && time >= game_starttime)
1962 TRANSMUTE(Player, this);
1964 if(!this.team_selected)
1965 if(autocvar_g_campaign || autocvar_g_balance_teams)
1966 TeamBalance_JoinBestTeam(this);
1968 if(autocvar_g_campaign)
1969 campaign_bots_may_start = true;
1971 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1973 PutClientInServer(this);
1976 if(teamplay && this.team != -1)
1980 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1981 this.team_selected = false;
1984 int GetPlayerLimit()
1987 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)
1988 // don't return map_maxplayers during intermission as it would interfere with MapHasRightSize()
1989 int player_limit = (autocvar_g_maxplayers >= 0 || intermission_running) ? autocvar_g_maxplayers : map_maxplayers;
1990 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1991 player_limit = M_ARGV(0, int);
1992 return player_limit < maxclients ? player_limit : 0;
1996 * Determines whether the player is allowed to join. This depends on cvar
1997 * g_maxplayers, if it isn't used this function always return true, otherwise
1998 * it checks whether the number of currently playing players exceeds g_maxplayers.
1999 * @return int number of free slots for players, 0 if none
2001 int nJoinAllowed(entity this, entity ignore)
2004 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2005 // so report 0 free slots if restricted
2007 if(autocvar_g_forced_team_otherwise == "spectate")
2009 if(autocvar_g_forced_team_otherwise == "spectator")
2013 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2014 return 0; // forced spectators can never join
2016 // TODO simplify this
2017 int totalClients = 0;
2018 int currentlyPlaying = 0;
2019 FOREACH_CLIENT(true, {
2022 if(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME(it)))
2026 int player_limit = GetPlayerLimit();
2030 free_slots = maxclients - totalClients;
2031 else if(player_limit > 0 && currentlyPlaying < player_limit)
2032 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2034 static float msg_time = 0;
2035 if(this && !INGAME(this) && ignore && !free_slots && time > msg_time)
2037 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT, player_limit);
2038 msg_time = time + 0.5;
2044 bool joinAllowed(entity this)
2046 if (CS(this).version_mismatch) return false;
2047 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2048 if (!nJoinAllowed(this, this)) return false;
2049 if (teamplay && lockteams) return false;
2050 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2051 if (ShowTeamSelection(this)) return false;
2055 .string shootfromfixedorigin;
2056 .bool dualwielding_prev;
2057 bool PlayerThink(entity this)
2059 if (game_stopped || intermission_running) {
2060 this.modelflags &= ~MF_ROCKET;
2061 if(intermission_running)
2062 IntermissionThink(this);
2066 if (timeout_status == TIMEOUT_ACTIVE) {
2067 // don't allow the player to turn around while game is paused
2068 // FIXME turn this into CSQC stuff
2069 this.v_angle = this.lastV_angle;
2070 this.angles = this.lastV_angle;
2071 this.fixangle = true;
2074 if (frametime) player_powerups(this);
2076 if (IS_DEAD(this)) {
2077 if (this.personal && g_race_qualifying) {
2078 if (time > this.respawn_time) {
2079 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2081 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2084 if (frametime) player_anim(this);
2086 if (this.respawn_flags & RESPAWN_DENY)
2088 STAT(RESPAWN_TIME, this) = 0;
2092 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));
2094 switch(this.deadflag)
2098 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2099 this.deadflag = DEAD_RESPAWNING;
2100 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2101 this.deadflag = DEAD_DEAD;
2107 this.deadflag = DEAD_RESPAWNABLE;
2108 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2109 this.deadflag = DEAD_RESPAWNING;
2112 case DEAD_RESPAWNABLE:
2114 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2115 this.deadflag = DEAD_RESPAWNING;
2118 case DEAD_RESPAWNING:
2120 if (time > this.respawn_time)
2122 this.respawn_time = time + 1; // only retry once a second
2123 this.respawn_time_max = this.respawn_time;
2130 ShowRespawnCountdown(this);
2132 if (this.respawn_flags & RESPAWN_SILENT)
2133 STAT(RESPAWN_TIME, this) = 0;
2134 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2136 if (time < this.respawn_time)
2137 STAT(RESPAWN_TIME, this) = this.respawn_time;
2138 else if (this.deadflag != DEAD_RESPAWNING)
2139 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2142 STAT(RESPAWN_TIME, this) = this.respawn_time;
2145 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2146 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2147 STAT(RESPAWN_TIME, this) *= -1;
2152 FixPlayermodel(this);
2154 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2155 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2156 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2159 // reset gun alignment when dual wielding status changes
2160 // to ensure guns are always aligned right and left
2161 bool dualwielding = W_DualWielding(this);
2162 if(this.dualwielding_prev != dualwielding)
2164 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2165 this.dualwielding_prev = dualwielding;
2168 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2171 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2173 .entity weaponentity = weaponentities[slot];
2174 if(WEP_CVAR(vortex, charge_always))
2175 W_Vortex_Charge(this, weaponentity, frametime);
2176 W_WeaponFrame(this, weaponentity);
2182 // WEAPONTODO: Add a weapon request for this
2183 // rot vortex charge to the charge limit
2184 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2186 .entity weaponentity = weaponentities[slot];
2187 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2188 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2193 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2196 monsters_setstatus(this);
2201 .bool would_spectate;
2202 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2203 void ObserverOrSpectatorThink(entity this)
2205 bool is_spec = IS_SPEC(this);
2206 if ( CS(this).impulse )
2208 int r = MinigameImpulse(this, CS(this).impulse);
2210 CS(this).impulse = 0;
2212 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2214 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2215 CS(this).impulse = 0;
2220 if (IS_BOT_CLIENT(this) && !CS(this).autojoin_checked)
2222 CS(this).autojoin_checked = true;
2223 TRANSMUTE(Player, this);
2224 PutClientInServer(this);
2228 if (this.flags & FL_JUMPRELEASED) {
2229 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2230 this.flags &= ~FL_JUMPRELEASED;
2231 this.flags |= FL_SPAWNING;
2232 } 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)))
2233 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2234 this.flags &= ~FL_JUMPRELEASED;
2235 if(SpectateNext(this)) {
2236 TRANSMUTE(Spectator, this);
2237 } else if (is_spec) {
2238 TRANSMUTE(Observer, this);
2239 PutClientInServer(this);
2242 this.would_spectate = false; // unable to spectate anyone
2244 CS(this).impulse = 0;
2245 } else if (is_spec) {
2246 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2247 this.flags &= ~FL_JUMPRELEASED;
2248 if(SpectatePrev(this)) {
2249 TRANSMUTE(Spectator, this);
2251 TRANSMUTE(Observer, this);
2252 PutClientInServer(this);
2254 CS(this).impulse = 0;
2255 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2256 this.would_spectate = false;
2257 this.flags &= ~FL_JUMPRELEASED;
2258 TRANSMUTE(Observer, this);
2259 PutClientInServer(this);
2260 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2261 PutObserverInServer(this, false, true);
2262 this.would_spectate = true;
2266 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2267 if (PHYS_INPUT_BUTTON_USE(this))
2268 wouldclip = !wouldclip;
2269 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2270 set_movetype(this, preferred_movetype);
2272 } else { // jump pressed
2273 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2274 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2275 this.flags |= FL_JUMPRELEASED;
2276 if(this.flags & FL_SPAWNING)
2278 this.flags &= ~FL_SPAWNING;
2279 if(joinAllowed(this))
2281 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2282 CS(this).autojoin_checked = -1;
2286 if(is_spec && !SpectateUpdate(this))
2287 PutObserverInServer(this, false, true);
2290 this.flags |= FL_CLIENT | FL_NOTARGET;
2293 void PlayerUseKey(entity this)
2295 if (!IS_PLAYER(this))
2302 vehicles_exit(this.vehicle, VHEF_NORMAL);
2306 else if(autocvar_g_vehicles_enter)
2308 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2310 entity head, closest_target = NULL;
2311 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2313 while(head) // find the closest acceptable target to enter
2315 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2316 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2320 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2321 { closest_target = head; }
2323 else { closest_target = head; }
2329 if(closest_target) { vehicles_enter(this, closest_target); return; }
2333 // a use key was pressed; call handlers
2334 MUTATOR_CALLHOOK(PlayerUseKey, this);
2342 Called every frame for each client before the physics are run
2345 .float last_vehiclecheck;
2346 void PlayerPreThink (entity this)
2348 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2349 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2351 WarpZone_PlayerPhysics_FixVAngle(this);
2354 // physics frames: update anticheat stuff
2355 anticheat_prethink(this);
2357 // WORKAROUND: only use dropclient in server frames (frametime set).
2358 // Never use it in cl_movement frames (frametime zero).
2359 if (blockSpectators && IS_REAL_CLIENT(this)
2360 && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this)
2361 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2363 if (dropclient_schedule(this))
2364 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2368 zoomstate_set = false;
2370 // Check for nameless players
2371 if (this.netname == "" || this.netname != CS(this).netname_previous)
2373 bool assume_unchanged = (CS(this).netname_previous == "");
2374 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2376 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2377 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2378 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2379 assume_unchanged = false;
2380 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2382 if (isInvisibleString(this.netname))
2384 this.netname = strzone(sprintf("Player#%d", this.playerid));
2385 sprint(this, "Warning: invisible names are not allowed.\n");
2386 assume_unchanged = false;
2387 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2389 if (!assume_unchanged && autocvar_sv_eventlog)
2390 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2391 strcpy(CS(this).netname_previous, this.netname);
2395 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2396 CS(this).version_nagtime = 0;
2397 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2399 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2401 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2403 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2404 if (r < 0) { // old client
2405 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2406 } else if (r > 0) { // old server
2407 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2413 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2415 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2416 this.max_armorvalue = 0;
2419 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2421 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2423 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2424 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2426 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2428 if (STAT(REVIVE_PROGRESS, this) >= 1)
2429 Unfreeze(this, false);
2431 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2433 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2434 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2436 if (GetResource(this, RES_HEALTH) < 1)
2439 vehicles_exit(this.vehicle, VHEF_RELEASE);
2440 if(this.event_damage)
2441 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2443 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2444 Unfreeze(this, false);
2448 MUTATOR_CALLHOOK(PlayerPreThink, this);
2450 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2451 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2453 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2457 if(!it.team || SAME_TEAM(this, it))
2458 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2459 else if(autocvar_g_vehicles_steal)
2460 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2462 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2464 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2468 this.last_vehiclecheck = time + 1;
2471 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2473 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2475 if (IS_PLAYER(this)) {
2476 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2477 error("Client can't be spawned as player on connection!");
2478 if(!PlayerThink(this))
2481 else if (game_stopped || intermission_running) {
2482 if(intermission_running)
2483 IntermissionThink(this);
2486 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2488 bool early_join_requested = (CS(this).autojoin_checked < 0);
2489 CS(this).autojoin_checked = 1;
2490 // don't do this in ClientConnect
2491 // many things can go wrong if a client is spawned as player on connection
2492 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2493 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2494 && (!teamplay || autocvar_g_balance_teams)))
2496 if(joinAllowed(this))
2501 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2502 ObserverOrSpectatorThink(this);
2505 // WEAPONTODO: Add weapon request for this
2506 if (!zoomstate_set) {
2507 bool wep_zoomed = false;
2508 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2510 .entity weaponentity = weaponentities[slot];
2511 Weapon thiswep = this.(weaponentity).m_weapon;
2512 if(thiswep != WEP_Null && thiswep.wr_zoom)
2513 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2515 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2518 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2520 CS(this).teamkill_soundtime = 0;
2522 entity e = CS(this).teamkill_soundsource;
2523 entity oldpusher = e.pusher;
2525 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2526 e.pusher = oldpusher;
2529 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2530 CS(this).taunt_soundtime = 0;
2531 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2534 target_voicescript_next(this);
2537 void DrownPlayer(entity this)
2539 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2540 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2542 STAT(AIR_FINISHED, this) = 0;
2546 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2548 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2549 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2550 STAT(AIR_FINISHED, this) = 0;
2554 if (!STAT(AIR_FINISHED, this))
2555 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2556 if (STAT(AIR_FINISHED, this) < time)
2558 if (this.pain_finished < time)
2560 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');
2561 this.pain_finished = time + 0.5;
2567 .bool move_qcphysics;
2569 void Player_Physics(entity this)
2571 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2573 if(!this.move_qcphysics)
2576 if(!frametime && !CS(this).pm_frametime)
2579 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2581 CS(this).pm_frametime = 0;
2588 Called every frame for each client after the physics are run
2591 void PlayerPostThink (entity this)
2593 Player_Physics(this);
2595 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2596 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2597 if (IS_REAL_CLIENT(this))
2598 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2599 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2601 int totalClients = 0;
2602 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2604 // maxidle disabled in local matches by not counting clients (totalClients 0)
2605 if (server_is_dedicated)
2607 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2611 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2615 else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2617 FOREACH_CLIENT(IS_REAL_CLIENT(it),
2623 if (totalClients < autocvar_sv_maxidle_minplayers)
2625 // idle kick disabled
2626 CS(this).parm_idlesince = time;
2628 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2630 if (CS(this).idlekick_lasttimeleft)
2632 CS(this).idlekick_lasttimeleft = 0;
2633 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2638 float maxidle_time = autocvar_sv_maxidle;
2639 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2640 maxidle_time = autocvar_sv_maxidle_playertospectator;
2641 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2642 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2643 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2645 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2646 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2648 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2650 if (timeleft <= 0) {
2651 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2653 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2654 PutObserverInServer(this, true, true);
2658 if (dropclient_schedule(this))
2659 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2663 else if (timeleft <= countdown_time) {
2664 if (timeleft != CS(this).idlekick_lasttimeleft)
2665 play2(this, SND(TALK2));
2666 CS(this).idlekick_lasttimeleft = timeleft;
2675 this.solid = SOLID_NOT;
2676 this.takedamage = DAMAGE_NO;
2677 set_movetype(this, MOVETYPE_NONE);
2678 CS(this).teamkill_complain = 0;
2679 CS(this).teamkill_soundtime = 0;
2680 CS(this).teamkill_soundsource = NULL;
2683 if (IS_PLAYER(this)) {
2684 if(this.death_time == time && IS_DEAD(this))
2686 // player's bbox gets resized now, instead of in the damage event that killed the player,
2687 // once all the damage events of this frame have been processed with normal size
2689 setsize(this, this.mins, this.maxs);
2692 UpdateChatBubble(this);
2693 if (CS(this).impulse) ImpulseCommands(this);
2694 GetPressedKeys(this);
2697 CSQCMODEL_AUTOUPDATE(this);
2701 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2703 CS(this).pressedkeys = 0;
2704 STAT(PRESSED_KEYS, this) = 0;
2707 if (this.waypointsprite_attachedforcarrier) {
2708 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2709 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2712 CSQCMODEL_AUTOUPDATE(this);
2715 // hack to copy the button fields from the client entity to the Client State
2716 void PM_UpdateButtons(entity this, entity store)
2719 store.impulse = this.impulse;
2722 bool typing = this.buttonchat || this.button12;
2724 store.button0 = (typing) ? 0 : this.button0;
2726 store.button2 = (typing) ? 0 : this.button2;
2727 store.button3 = (typing) ? 0 : this.button3;
2728 store.button4 = this.button4;
2729 store.button5 = (typing) ? 0 : this.button5;
2730 store.button6 = this.button6;
2731 store.button7 = this.button7;
2732 store.button8 = this.button8;
2733 store.button9 = this.button9;
2734 store.button10 = this.button10;
2735 store.button11 = this.button11;
2736 store.button12 = this.button12;
2737 store.button13 = this.button13;
2738 store.button14 = this.button14;
2739 store.button15 = this.button15;
2740 store.button16 = this.button16;
2741 store.buttonuse = this.buttonuse;
2742 store.buttonchat = this.buttonchat;
2744 store.cursor_active = this.cursor_active;
2745 store.cursor_screen = this.cursor_screen;
2746 store.cursor_trace_start = this.cursor_trace_start;
2747 store.cursor_trace_endpos = this.cursor_trace_endpos;
2748 store.cursor_trace_ent = this.cursor_trace_ent;
2750 store.ping = this.ping;
2751 store.ping_packetloss = this.ping_packetloss;
2752 store.ping_movementloss = this.ping_movementloss;
2754 store.v_angle = this.v_angle;
2755 store.movement = this.movement;
2758 NET_HANDLE(fpsreport, bool)
2760 int fps = ReadShort();
2761 PlayerScore_Set(sender, SP_FPS, fps);