3 #include <common/effects/all.qh>
4 #include <common/effects/qc/globalsound.qh>
5 #include <common/ent_cs.qh>
6 #include <common/gamemodes/_mod.qh>
7 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
8 #include <common/items/_mod.qh>
9 #include <common/items/inventory.qh>
10 #include <common/mapobjects/func/conveyor.qh>
11 #include <common/mapobjects/func/ladder.qh>
12 #include <common/mapobjects/subs.qh>
13 #include <common/mapobjects/target/spawnpoint.qh>
14 #include <common/mapobjects/teleporters.qh>
15 #include <common/mapobjects/trigger/counter.qh>
16 #include <common/mapobjects/trigger/secret.qh>
17 #include <common/mapobjects/trigger/swamp.qh>
18 #include <common/mapobjects/triggers.qh>
19 #include <common/minigames/sv_minigames.qh>
20 #include <common/monsters/sv_monsters.qh>
21 #include <common/mutators/mutator/instagib/sv_instagib.qh>
22 #include <common/mutators/mutator/overkill/oknex.qh>
23 #include <common/mutators/mutator/waypoints/all.qh>
24 #include <common/net_linked.qh>
25 #include <common/net_notice.qh>
26 #include <common/physics/player.qh>
27 #include <common/state.qh>
28 #include <common/stats.qh>
29 #include <common/vehicles/all.qh>
30 #include <common/vehicles/sv_vehicles.qh>
31 #include <common/weapons/_all.qh>
32 #include <common/weapons/weapon/vortex.qh>
33 #include <common/wepent.qh>
34 #include <lib/warpzone/server.qh>
35 #include <server/anticheat.qh>
36 #include <server/antilag.qh>
37 #include <server/bot/api.qh>
38 #include <server/campaign.qh>
39 #include <server/chat.qh>
40 #include <server/cheats.qh>
41 #include <server/clientkill.qh>
42 #include <server/command/common.qh>
43 #include <server/command/common.qh>
44 #include <server/command/vote.qh>
45 #include <server/compat/quake3.qh>
46 #include <server/damage.qh>
47 #include <server/gamelog.qh>
48 #include <server/handicap.qh>
49 #include <server/hook.qh>
50 #include <server/impulse.qh>
51 #include <server/intermission.qh>
52 #include <server/ipban.qh>
53 #include <server/main.qh>
54 #include <server/mutators/_mod.qh>
55 #include <server/player.qh>
56 #include <server/portals.qh>
57 #include <server/race.qh>
58 #include <server/resources.qh>
59 #include <server/scores_rules.qh>
60 #include <server/spawnpoints.qh>
61 #include <server/teamplay.qh>
62 #include <server/weapons/common.qh>
63 #include <server/weapons/hitplot.qh>
64 #include <server/weapons/selection.qh>
65 #include <server/weapons/weaponsystem.qh>
66 #include <server/world.qh>
68 STATIC_METHOD(Client, Add, void(Client this, int _team))
71 TRANSMUTE(Player, this);
74 PutClientInServer(this);
77 STATIC_METHOD(Client, Remove, void(Client this))
79 TRANSMUTE(Observer, this);
80 PutClientInServer(this);
81 ClientDisconnect(this);
84 void send_CSQC_teamnagger() {
85 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
88 int CountSpectators(entity player, entity to)
90 if(!player) { return 0; } // not sure how, but best to be safe
94 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
102 void WriteSpectators(entity player, entity to)
104 if(!player) { return; } // not sure how, but best to be safe
107 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
109 if(spec_count >= MAX_SPECTATORS)
111 WriteByte(MSG_ENTITY, num_for_edict(it));
116 bool ClientData_Send(entity this, entity to, int sf)
118 assert(to == this.owner, return false);
121 if (IS_SPEC(e)) e = e.enemy;
124 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
125 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
126 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
127 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
129 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
130 WriteByte(MSG_ENTITY, sf);
133 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
137 float specs = CountSpectators(e, to);
138 WriteByte(MSG_ENTITY, specs);
139 WriteSpectators(e, to);
145 void ClientData_Attach(entity this)
147 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
148 CS(this).clientdata.drawonlytoclient = this;
149 CS(this).clientdata.owner = this;
152 void ClientData_Detach(entity this)
154 delete(CS(this).clientdata);
155 CS(this).clientdata = NULL;
158 void ClientData_Touch(entity e)
160 entity cd = CS(e).clientdata;
161 if (cd) { cd.SendFlags = 1; }
163 // make it spectatable
164 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
166 entity cd = CS(it).clientdata;
167 if (cd) { cd.SendFlags = 1; }
176 Checks if the argument string can be a valid playermodel.
177 Returns a valid one in doubt.
180 string FallbackPlayerModel;
181 string CheckPlayerModel(string plyermodel) {
182 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
184 // note: we cannot summon Don Strunzone here, some player may
185 // still have the model string set. In case anyone manages how
186 // to change a cvar default, we'll have a small leak here.
187 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
189 // only in right path
190 if( substring(plyermodel,0,14) != "models/player/")
191 return FallbackPlayerModel;
192 // only good file extensions
193 if(substring(plyermodel,-4,4) != ".zym")
194 if(substring(plyermodel,-4,4) != ".dpm")
195 if(substring(plyermodel,-4,4) != ".iqm")
196 if(substring(plyermodel,-4,4) != ".md3")
197 if(substring(plyermodel,-4,4) != ".psk")
198 return FallbackPlayerModel;
199 // forbid the LOD models
200 if(substring(plyermodel, -9,5) == "_lod1")
201 return FallbackPlayerModel;
202 if(substring(plyermodel, -9,5) == "_lod2")
203 return FallbackPlayerModel;
204 if(plyermodel != strtolower(plyermodel))
205 return FallbackPlayerModel;
206 // also, restrict to server models
207 if(autocvar_sv_servermodelsonly)
209 if(!fexists(plyermodel))
210 return FallbackPlayerModel;
215 void setplayermodel(entity e, string modelname)
217 precache_model(modelname);
218 _setmodel(e, modelname);
219 player_setupanimsformodel(e);
220 if(!autocvar_g_debug_globalsounds)
221 UpdatePlayerSounds(e);
224 /** putting a client as observer in the server */
225 void PutObserverInServer(entity this)
227 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
228 PlayerState_detach(this);
232 if(GetResource(this, RES_HEALTH) >= 1)
235 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
238 // was a player, recount votes and ready status
239 if(IS_REAL_CLIENT(this))
241 if (vote_called) { VoteCount(false); }
246 entity spot = SelectSpawnPoint(this, true);
247 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
248 this.angles = vec2(spot.angles);
249 this.fixangle = true;
250 // offset it so that the spectator spawns higher off the ground, looks better this way
251 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
252 if (IS_REAL_CLIENT(this))
255 WriteByte(MSG_ONE, SVC_SETVIEW);
256 WriteEntity(MSG_ONE, this);
258 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
259 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
260 if(!autocvar_g_debug_globalsounds)
262 // needed for player sounds
264 FixPlayermodel(this);
266 setmodel(this, MDL_Null);
267 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
268 this.view_ofs = '0 0 0';
270 RemoveGrapplingHooks(this);
271 Portal_ClearAll(this);
272 Unfreeze(this, false);
273 SetSpectatee(this, NULL);
278 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
282 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
284 WaypointSprite_PlayerDead(this);
286 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
287 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
289 accuracy_resend(this);
291 CS(this).spectatortime = time;
293 IL_REMOVE(g_bot_targets, this);
294 this.bot_attack = false;
295 if(this.monster_attack)
296 IL_REMOVE(g_monster_targets, this);
297 this.monster_attack = false;
298 STAT(HUD, this) = HUD_NORMAL;
299 TRANSMUTE(Observer, this);
300 this.iscreature = false;
301 this.teleportable = TELEPORT_SIMPLE;
302 if(this.damagedbycontents)
303 IL_REMOVE(g_damagedbycontents, this);
304 this.damagedbycontents = false;
305 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
306 SetSpectatee_status(this, etof(this));
307 this.takedamage = DAMAGE_NO;
308 this.solid = SOLID_NOT;
309 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
310 this.flags = FL_CLIENT | FL_NOTARGET;
312 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
313 this.pauserotarmor_finished = 0;
314 this.pauserothealth_finished = 0;
315 this.pauseregen_finished = 0;
316 this.damageforcescale = 0;
318 this.respawn_flags = 0;
319 this.respawn_time = 0;
320 STAT(RESPAWN_TIME, this) = 0;
324 this.pain_finished = 0;
325 STAT(STRENGTH_FINISHED, this) = 0;
326 STAT(INVINCIBLE_FINISHED, this) = 0;
327 STAT(SUPERWEAPONS_FINISHED, this) = 0;
328 STAT(AIR_FINISHED, this) = 0;
329 //this.dphitcontentsmask = 0;
330 this.dphitcontentsmask = DPCONTENTS_SOLID;
331 if (autocvar_g_playerclip_collisions)
332 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
335 setthink(this, func_null);
337 this.deadflag = DEAD_NO;
339 STAT(REVIVE_PROGRESS, this) = 0;
340 this.revival_time = 0;
341 this.draggable = drag_undraggable;
344 STAT(WEAPONS, this) = '0 0 0';
345 this.drawonlytoclient = this;
349 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
351 this.weaponmodel = "";
352 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
354 this.weaponentities[slot] = NULL;
356 this.exteriorweaponentity = NULL;
357 CS(this).killcount = FRAGS_SPECTATOR;
358 this.velocity = '0 0 0';
359 this.avelocity = '0 0 0';
360 this.punchangle = '0 0 0';
361 this.punchvector = '0 0 0';
362 this.oldvelocity = this.velocity;
363 this.fire_endtime = -1;
364 this.event_damage = func_null;
365 this.event_heal = func_null;
367 for(int slot = 0; slot < MAX_AXH; ++slot)
369 entity axh = this.(AuxiliaryXhair[slot]);
370 this.(AuxiliaryXhair[slot]) = NULL;
372 if(axh.owner == this && axh != NULL && !wasfreed(axh))
376 if (mutator_returnvalue)
378 // mutator prevents resetting teams+score
382 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
383 this.frags = FRAGS_SPECTATOR;
385 if (CS(this).just_joined)
386 CS(this).just_joined = false;
389 int player_getspecies(entity this)
391 get_model_parameters(this.model, this.skin);
392 int s = get_model_parameters_species;
393 get_model_parameters(string_null, 0);
394 if (s < 0) return SPECIES_HUMAN;
398 .float model_randomizer;
399 void FixPlayermodel(entity player)
401 string defaultmodel = "";
403 if(autocvar_sv_defaultcharacter)
409 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
410 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
411 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
412 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
416 if(defaultmodel == "")
418 defaultmodel = autocvar_sv_defaultplayermodel;
419 defaultskin = autocvar_sv_defaultplayerskin;
422 int n = tokenize_console(defaultmodel);
425 defaultmodel = argv(floor(n * CS(player).model_randomizer));
426 // However, do NOT randomize if the player-selected model is in the list.
427 for (int i = 0; i < n; ++i)
428 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
429 defaultmodel = argv(i);
432 int i = strstrofs(defaultmodel, ":", 0);
435 defaultskin = stof(substring(defaultmodel, i+1, -1));
436 defaultmodel = substring(defaultmodel, 0, i);
439 if(autocvar_sv_defaultcharacterskin && !defaultskin)
445 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
446 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
447 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
448 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
453 defaultskin = autocvar_sv_defaultplayerskin;
456 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
457 defaultmodel = M_ARGV(0, string);
458 defaultskin = M_ARGV(1, int);
462 if(defaultmodel != "")
464 if (defaultmodel != player.model)
466 vector m1 = player.mins;
467 vector m2 = player.maxs;
468 setplayermodel (player, defaultmodel);
469 setsize (player, m1, m2);
473 oldskin = player.skin;
474 player.skin = defaultskin;
476 if (player.playermodel != player.model || player.playermodel == "")
478 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
479 vector m1 = player.mins;
480 vector m2 = player.maxs;
481 setplayermodel (player, player.playermodel);
482 setsize (player, m1, m2);
486 if(!autocvar_sv_defaultcharacterskin)
488 oldskin = player.skin;
489 player.skin = stof(player.playerskin);
493 oldskin = player.skin;
494 player.skin = defaultskin;
498 if(chmdl || oldskin != player.skin) // model or skin has changed
500 player.species = player_getspecies(player); // update species
501 if(!autocvar_g_debug_globalsounds)
502 UpdatePlayerSounds(player); // update skin sounds
506 if(strlen(autocvar_sv_defaultplayercolors))
507 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
508 setcolor(player, stof(autocvar_sv_defaultplayercolors));
511 void PutPlayerInServer(entity this)
513 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
515 PlayerState_attach(this);
516 accuracy_resend(this);
519 TeamBalance_JoinBestTeam(this);
521 entity spot = SelectSpawnPoint(this, false);
523 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
524 return; // spawn failed
527 TRANSMUTE(Player, this);
529 CS(this).wasplayer = true;
530 this.iscreature = true;
531 this.teleportable = TELEPORT_NORMAL;
532 if(!this.damagedbycontents)
533 IL_PUSH(g_damagedbycontents, this);
534 this.damagedbycontents = true;
535 set_movetype(this, MOVETYPE_WALK);
536 this.solid = SOLID_SLIDEBOX;
537 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
538 if (autocvar_g_playerclip_collisions)
539 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
540 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
541 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
542 this.frags = FRAGS_PLAYER;
543 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
544 this.flags = FL_CLIENT | FL_PICKUPITEMS;
545 if (autocvar__notarget)
546 this.flags |= FL_NOTARGET;
547 this.takedamage = DAMAGE_AIM;
548 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
551 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
552 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
553 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
554 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
555 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
556 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
557 SetResource(this, RES_HEALTH, warmup_start_health);
558 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
559 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
561 SetResource(this, RES_SHELLS, start_ammo_shells);
562 SetResource(this, RES_BULLETS, start_ammo_nails);
563 SetResource(this, RES_ROCKETS, start_ammo_rockets);
564 SetResource(this, RES_CELLS, start_ammo_cells);
565 SetResource(this, RES_PLASMA, start_ammo_plasma);
566 SetResource(this, RES_FUEL, start_ammo_fuel);
567 SetResource(this, RES_HEALTH, start_health);
568 SetResource(this, RES_ARMOR, start_armorvalue);
569 STAT(WEAPONS, this) = start_weapons;
570 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
572 GiveRandomWeapons(this, random_start_weapons_count,
573 autocvar_g_random_start_weapons, random_start_ammo);
576 SetSpectatee_status(this, 0);
578 PS(this).dual_weapons = '0 0 0';
580 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
582 this.items = start_items;
584 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
585 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
586 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
587 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
588 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
589 if (!sv_ready_restart_after_countdown && time < game_starttime)
591 float f = game_starttime - time;
592 this.spawnshieldtime += f;
593 this.pauserotarmor_finished += f;
594 this.pauserothealth_finished += f;
595 this.pauseregen_finished += f;
598 this.damageforcescale = autocvar_g_player_damageforcescale;
600 this.respawn_flags = 0;
601 this.respawn_time = 0;
602 STAT(RESPAWN_TIME, this) = 0;
603 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
604 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
606 this.pain_finished = 0;
608 setthink(this, func_null); // players have no think function
611 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
613 this.deadflag = DEAD_NO;
615 this.angles = spot.angles;
616 this.angles_z = 0; // never spawn tilted even if the spot says to
617 if (IS_BOT_CLIENT(this))
619 this.v_angle = this.angles;
622 this.fixangle = true; // turn this way immediately
623 this.oldvelocity = this.velocity = '0 0 0';
624 this.avelocity = '0 0 0';
625 this.punchangle = '0 0 0';
626 this.punchvector = '0 0 0';
628 STAT(STRENGTH_FINISHED, this) = 0;
629 STAT(INVINCIBLE_FINISHED, this) = 0;
630 this.fire_endtime = -1;
631 STAT(REVIVE_PROGRESS, this) = 0;
632 this.revival_time = 0;
634 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
635 STAT(BUFFS, this) = 0;
636 STAT(BUFF_TIME, this) = 0;
638 STAT(AIR_FINISHED, this) = 0;
639 this.waterlevel = WATERLEVEL_NONE;
640 this.watertype = CONTENT_EMPTY;
642 entity spawnevent = new_pure(spawnevent);
643 spawnevent.owner = this;
644 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
646 // Cut off any still running player sounds.
647 stopsound(this, CH_PLAYER_SINGLE);
650 FixPlayermodel(this);
651 this.drawonlytoclient = NULL;
655 for(int slot = 0; slot < MAX_AXH; ++slot)
657 entity axh = this.(AuxiliaryXhair[slot]);
658 this.(AuxiliaryXhair[slot]) = NULL;
660 if(axh.owner == this && axh != NULL && !wasfreed(axh))
664 this.spawnpoint_targ = NULL;
667 this.view_ofs = STAT(PL_VIEW_OFS, this);
668 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
669 this.spawnorigin = spot.origin;
670 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
671 // don't reset back to last position, even if new position is stuck in solid
672 this.oldorigin = this.origin;
674 IL_REMOVE(g_conveyed, this);
675 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
677 IL_REMOVE(g_swamped, this);
678 this.swampslug = NULL;
679 this.swamp_interval = 0;
680 if(this.ladder_entity)
681 IL_REMOVE(g_ladderents, this);
682 this.ladder_entity = NULL;
683 IL_EACH(g_counters, it.realowner == this,
687 STAT(HUD, this) = HUD_NORMAL;
689 this.event_damage = PlayerDamage;
690 this.event_heal = PlayerHeal;
692 this.draggable = func_null;
695 IL_PUSH(g_bot_targets, this);
696 this.bot_attack = true;
697 if(!this.monster_attack)
698 IL_PUSH(g_monster_targets, this);
699 this.monster_attack = true;
700 navigation_dynamicgoal_init(this, false);
702 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
704 // player was spectator
705 if (CS(this).killcount == FRAGS_SPECTATOR) {
706 PlayerScore_Clear(this);
707 CS(this).killcount = 0;
708 CS(this).startplaytime = time;
711 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
713 .entity weaponentity = weaponentities[slot];
714 CL_SpawnWeaponentity(this, weaponentity);
716 this.alpha = default_player_alpha;
717 this.colormod = '1 1 1' * autocvar_g_player_brightness;
718 this.exteriorweaponentity.alpha = default_weapon_alpha;
720 this.speedrunning = false;
722 this.counter_cnt = 0;
723 this.fragsfilter_cnt = 0;
725 target_voicescript_clear(this);
727 // reset fields the weapons may use
728 FOREACH(Weapons, true, {
729 it.wr_resetplayer(it, this);
730 // reload all reloadable weapons
731 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
732 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
734 .entity weaponentity = weaponentities[slot];
735 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
741 string s = spot.target;
742 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
743 spot.target = string_null;
744 SUB_UseTargets(spot, this, NULL);
745 if(g_assault || g_race)
749 Unfreeze(this, false);
751 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
753 if (autocvar_spawn_debug)
755 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
756 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
759 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
761 .entity weaponentity = weaponentities[slot];
762 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
763 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
765 this.(weaponentity).m_switchweapon = WEP_Null;
766 this.(weaponentity).m_weapon = WEP_Null;
767 this.(weaponentity).weaponname = "";
768 this.(weaponentity).m_switchingweapon = WEP_Null;
769 this.(weaponentity).cnt = -1;
772 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
774 if (CS(this).impulse) ImpulseCommands(this);
776 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
777 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
779 .entity weaponentity = weaponentities[slot];
780 W_WeaponFrame(this, weaponentity);
783 if (!warmup_stage && !this.alivetime)
784 this.alivetime = time;
786 antilag_clear(this, CS(this));
789 /** Called when a client spawns in the server */
790 void PutClientInServer(entity this)
792 if (IS_BOT_CLIENT(this)) {
793 TRANSMUTE(Player, this);
794 } else if (IS_REAL_CLIENT(this)) {
796 WriteByte(MSG_ONE, SVC_SETVIEW);
797 WriteEntity(MSG_ONE, this);
800 TRANSMUTE(Observer, this);
802 SetSpectatee(this, NULL);
806 PS(this).itemkeys = 0;
808 MUTATOR_CALLHOOK(PutClientInServer, this);
810 if (IS_OBSERVER(this)) {
811 PutObserverInServer(this);
812 } else if (IS_PLAYER(this)) {
813 PutPlayerInServer(this);
817 // TODO do we need all these fields, or should we stop autodetecting runtime
818 // changes and just have a console command to update this?
819 bool ClientInit_SendEntity(entity this, entity to, int sf)
821 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
824 // MSG_INIT replacement
825 // TODO: make easier to use
827 W_PROP_reload(MSG_ONE, to);
828 ClientInit_misc(this);
829 MUTATOR_CALLHOOK(Ent_Init);
831 void ClientInit_misc(entity this)
833 int channel = MSG_ONE;
834 WriteHeader(channel, ENT_CLIENT_INIT);
835 WriteByte(channel, g_nexball_meter_period * 32);
836 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
837 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
838 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
839 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
840 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
841 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
842 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
843 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
845 if(autocvar_sv_foginterval && world.fog != "")
846 WriteString(channel, world.fog);
848 WriteString(channel, "");
849 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
850 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
851 WriteByte(channel, serverflags);
852 WriteCoord(channel, autocvar_g_trueaim_minrange);
855 void ClientInit_CheckUpdate(entity this)
857 this.nextthink = time;
858 if(this.count != autocvar_g_balance_armor_blockpercent)
860 this.count = autocvar_g_balance_armor_blockpercent;
863 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
865 this.cnt = autocvar_g_balance_damagepush_speedfactor;
870 void ClientInit_Spawn()
872 entity e = new_pure(clientinit);
873 setthink(e, ClientInit_CheckUpdate);
874 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
876 ClientInit_CheckUpdate(e);
886 // initialize parms for a new player
887 parm1 = -(86400 * 366);
889 MUTATOR_CALLHOOK(SetNewParms);
897 void SetChangeParms (entity this)
899 // save parms for level change
900 parm1 = CS(this).parm_idlesince - time;
902 MUTATOR_CALLHOOK(SetChangeParms);
910 void DecodeLevelParms(entity this)
913 CS(this).parm_idlesince = parm1;
914 if (CS(this).parm_idlesince == -(86400 * 366))
915 CS(this).parm_idlesince = time;
917 // whatever happens, allow 60 seconds of idling directly after connect for map loading
918 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
920 MUTATOR_CALLHOOK(DecodeLevelParms);
923 void FixClientCvars(entity e)
925 // send prediction settings to the client
926 stuffcmd(e, "\nin_bindmap 0 0\n");
927 if(autocvar_g_antilag == 3) // client side hitscan
928 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
929 if(autocvar_sv_gentle)
930 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
932 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
933 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
935 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
937 MUTATOR_CALLHOOK(FixClientCvars, e);
940 bool findinlist_abbrev(string tofind, string list)
942 if(list == "" || tofind == "")
943 return false; // empty list or search, just return
945 // this function allows abbreviated strings!
946 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
954 bool PlayerInIPList(entity p, string iplist)
956 // some safety checks (never allow local?)
957 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
960 return findinlist_abbrev(p.netaddress, iplist);
963 bool PlayerInIDList(entity p, string idlist)
965 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
969 return findinlist_abbrev(p.crypto_idfp, idlist);
972 bool PlayerInList(entity player, string list)
974 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
977 #ifdef DP_EXT_PRECONNECT
982 Called once (not at each match start) when a client begins a connection to the server
985 void ClientPreConnect(entity this)
987 if(autocvar_sv_eventlog)
989 GameLogEcho(sprintf(":connect:%d:%d:%s",
992 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
998 string GetClientVersionMessage(entity this)
1000 if (CS(this).version_mismatch) {
1001 if(CS(this).version < autocvar_gameversion) {
1002 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1003 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1005 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1006 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1009 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1013 string getwelcomemessage(entity this)
1015 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1016 string modifications = M_ARGV(0, string);
1020 if(g_weaponarena_random)
1021 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1023 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1025 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1026 modifications = strcat(modifications, ", No start weapons");
1027 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1028 modifications = strcat(modifications, ", Low gravity");
1029 if(g_weapon_stay && !g_cts)
1030 modifications = strcat(modifications, ", Weapons stay");
1031 if(autocvar_g_jetpack)
1032 modifications = strcat(modifications, ", Jet pack");
1033 if(autocvar_g_powerups == 0)
1034 modifications = strcat(modifications, ", No powerups");
1035 if(autocvar_g_powerups > 0)
1036 modifications = strcat(modifications, ", Powerups");
1037 modifications = substring(modifications, 2, strlen(modifications) - 2);
1039 string versionmessage = GetClientVersionMessage(this);
1040 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1042 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1044 if(modifications != "")
1045 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1047 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1049 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1050 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1053 if (cache_mutatormsg != "") {
1054 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1057 string mutator_msg = "";
1058 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1059 mutator_msg = M_ARGV(0, string);
1061 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1063 string motd = autocvar_sv_motd;
1065 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1070 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1076 Called when a client connects to the server
1079 void ClientConnect(entity this)
1081 if (Ban_MaybeEnforceBanOnce(this)) return;
1082 assert(!IS_CLIENT(this), return);
1083 this.flags |= FL_CLIENT;
1084 assert(player_count >= 0, player_count = 0);
1086 TRANSMUTE(Client, this);
1087 CS(this).version_nagtime = time + 10 + random() * 10;
1089 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1091 bot_clientconnect(this);
1093 Player_DetermineForcedTeam(this);
1095 TRANSMUTE(Observer, this);
1097 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1099 // always track bots, don't ask for cl_allow_uidtracking
1100 if (IS_BOT_CLIENT(this))
1101 PlayerStats_GameReport_AddPlayer(this);
1103 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1105 if (autocvar_sv_eventlog)
1106 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1108 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1110 stuffcmd(this, clientstuff, "\n");
1111 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1113 FixClientCvars(this);
1115 // get version info from player
1116 stuffcmd(this, "cmd clientversion $gameversion\n");
1118 // notify about available teams
1121 entity balance = TeamBalance_CheckAllowedTeams(this);
1122 int t = TeamBalance_GetAllowedTeams(balance);
1123 TeamBalance_Destroy(balance);
1124 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1128 stuffcmd(this, "set _teams_available 0\n");
1131 bot_relinkplayerlist();
1133 CS(this).spectatortime = time;
1134 if (blockSpectators)
1136 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1139 CS(this).jointime = time;
1141 if (IS_REAL_CLIENT(this))
1143 if (g_weaponarena_weapons == WEPSET(TUBA))
1144 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1147 if (!autocvar_sv_foginterval && world.fog != "")
1148 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1150 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1151 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1152 send_CSQC_teamnagger();
1154 CSQCMODEL_AUTOINIT(this);
1156 CS(this).model_randomizer = random();
1158 if (IS_REAL_CLIENT(this))
1159 sv_notice_join(this);
1161 this.move_qcphysics = autocvar_sv_qcphysics;
1163 // update physics stats (players can spawn before physics runs)
1164 Physics_UpdateStats(this);
1166 IL_EACH(g_initforplayer, it.init_for_player, {
1167 it.init_for_player(it, this);
1170 Handicap_Initialize(this);
1172 MUTATOR_CALLHOOK(ClientConnect, this);
1174 if (IS_REAL_CLIENT(this))
1176 if (!autocvar_g_campaign && !IS_PLAYER(this))
1178 CS(this).motd_actived_time = -1;
1179 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1187 Called when a client disconnects from the server
1190 .entity chatbubbleentity;
1191 void ClientDisconnect(entity this)
1193 assert(IS_CLIENT(this), return);
1195 PlayerStats_GameReport_FinalizePlayer(this);
1196 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1197 if (CS(this).active_minigame) part_minigame(this);
1198 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1200 if (autocvar_sv_eventlog)
1201 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1203 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1206 SetSpectatee(this, NULL);
1208 MUTATOR_CALLHOOK(ClientDisconnect, this);
1210 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1211 strfree(CS(this).weaponorder_byimpulse);
1212 ClientState_detach(this);
1214 Portal_ClearAll(this);
1216 Unfreeze(this, false);
1218 RemoveGrapplingHooks(this);
1220 // Here, everything has been done that requires this player to be a client.
1222 this.flags &= ~FL_CLIENT;
1224 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1225 if (this.killindicator) delete(this.killindicator);
1227 IL_EACH(g_counters, it.realowner == this,
1232 WaypointSprite_PlayerGone(this);
1234 bot_relinkplayerlist();
1236 strfree(this.clientstatus);
1237 if (this.personal) delete(this.personal);
1241 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1246 void ChatBubbleThink(entity this)
1248 this.nextthink = time;
1249 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1251 if(this.owner) // but why can that ever be NULL?
1252 this.owner.chatbubbleentity = NULL;
1259 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1261 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1262 this.mdl = "models/sprites/minigame_busy.iqm";
1263 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1264 this.mdl = "models/misc/chatbubble.spr";
1267 if ( this.model != this.mdl )
1268 _setmodel(this, this.mdl);
1272 void UpdateChatBubble(entity this)
1276 // spawn a chatbubble entity if needed
1277 if (!this.chatbubbleentity)
1279 this.chatbubbleentity = new(chatbubbleentity);
1280 this.chatbubbleentity.owner = this;
1281 this.chatbubbleentity.exteriormodeltoclient = this;
1282 setthink(this.chatbubbleentity, ChatBubbleThink);
1283 this.chatbubbleentity.nextthink = time;
1284 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1285 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1286 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1287 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1288 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1289 //this.chatbubbleentity.model = "";
1290 this.chatbubbleentity.effects = EF_LOWPRECISION;
1294 void calculate_player_respawn_time(entity this)
1296 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1299 float gametype_setting_tmp;
1300 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1301 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1302 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1303 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1304 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1305 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1307 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1310 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1311 if(it.team == this.team)
1314 if (sdelay_small_count == 0)
1315 sdelay_small_count = 1;
1316 if (sdelay_large_count == 0)
1317 sdelay_large_count = 1;
1321 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1324 if (sdelay_small_count == 0)
1326 if (IS_INDEPENDENT_PLAYER(this))
1328 // Players play independently. No point in requiring enemies.
1329 sdelay_small_count = 1;
1333 // Players play AGAINST each other. Enemies required.
1334 sdelay_small_count = 2;
1337 if (sdelay_large_count == 0)
1339 if (IS_INDEPENDENT_PLAYER(this))
1341 // Players play independently. No point in requiring enemies.
1342 sdelay_large_count = 1;
1346 // Players play AGAINST each other. Enemies required.
1347 sdelay_large_count = 2;
1354 if (pcount <= sdelay_small_count)
1355 sdelay = sdelay_small;
1356 else if (pcount >= sdelay_large_count)
1357 sdelay = sdelay_large;
1358 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1359 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1362 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1364 this.respawn_time = time + sdelay;
1366 if(sdelay < sdelay_max)
1367 this.respawn_time_max = time + sdelay_max;
1369 this.respawn_time_max = this.respawn_time;
1371 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1372 this.respawn_countdown = 10; // first number to count down from is 10
1374 this.respawn_countdown = -1; // do not count down
1376 if(autocvar_g_forced_respawn)
1377 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1380 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1381 // added to the model skins
1382 /*void UpdateColorModHack()
1385 c = this.clientcolors & 15;
1386 // LordHavoc: only bothering to support white, green, red, yellow, blue
1387 if (!teamplay) this.colormod = '0 0 0';
1388 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1389 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1390 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1391 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1392 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1393 else this.colormod = '1 1 1';
1396 void respawn(entity this)
1398 bool damagedbycontents_prev = this.damagedbycontents;
1401 if(autocvar_g_respawn_ghosts)
1403 this.solid = SOLID_NOT;
1404 this.takedamage = DAMAGE_NO;
1405 this.damagedbycontents = false;
1406 set_movetype(this, MOVETYPE_FLY);
1407 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1408 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1409 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1410 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1411 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1412 if(autocvar_g_respawn_ghosts_time > 0)
1413 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1416 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1420 this.damagedbycontents = damagedbycontents_prev;
1422 this.effects |= EF_NODRAW; // prevent another CopyBody
1423 PutClientInServer(this);
1426 void play_countdown(entity this, float finished, Sound samp)
1429 if(IS_REAL_CLIENT(this))
1430 if(floor(finished - time - frametime) != floor(finished - time))
1431 if(finished - time < 6)
1432 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1435 void player_powerups(entity this)
1437 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1438 this.modelflags |= MF_ROCKET;
1440 this.modelflags &= ~MF_ROCKET;
1442 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1446 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1448 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1449 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1450 this.items &= ~ITEM_Strength.m_itemid;
1451 this.items &= ~ITEM_Shield.m_itemid;
1452 this.items -= (this.items & IT_SUPERWEAPON);
1456 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1459 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1460 int items_prev = this.items;
1462 Fire_ApplyDamage(this);
1463 Fire_ApplyEffect(this);
1465 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1467 if (this.items & ITEM_Strength.m_itemid)
1469 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1470 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1471 if (time > STAT(STRENGTH_FINISHED, this))
1473 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1474 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1475 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1480 if (time < STAT(STRENGTH_FINISHED, this))
1482 this.items = this.items | ITEM_Strength.m_itemid;
1484 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1485 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1488 if (this.items & ITEM_Shield.m_itemid)
1490 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1491 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1492 if (time > STAT(INVINCIBLE_FINISHED, this))
1494 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1495 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1496 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1501 if (time < STAT(INVINCIBLE_FINISHED, this))
1503 this.items = this.items | ITEM_Shield.m_itemid;
1505 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1506 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1509 if (this.items & IT_SUPERWEAPON)
1511 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1513 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1514 this.items = this.items - (this.items & IT_SUPERWEAPON);
1515 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1516 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1518 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1520 // don't let them run out
1524 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1525 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1527 this.items = this.items - (this.items & IT_SUPERWEAPON);
1528 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1529 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1530 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1534 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1536 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1538 this.items = this.items | IT_SUPERWEAPON;
1539 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1542 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1543 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1548 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1549 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1554 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1558 if(autocvar_g_nodepthtestplayers)
1559 this.effects = this.effects | EF_NODEPTHTEST;
1561 if(autocvar_g_fullbrightplayers)
1562 this.effects = this.effects | EF_FULLBRIGHT;
1564 if (time >= game_starttime)
1565 if (time < this.spawnshieldtime)
1566 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1568 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1571 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1573 if(current > stable)
1575 else if(current > stable - 0.25) // when close enough, "snap"
1578 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1581 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1583 if(current < stable)
1585 else if(current < stable + 0.25) // when close enough, "snap"
1588 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1591 void RotRegen(entity this, int res, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit_mod)
1593 float old = GetResource(this, res);
1594 float current = old;
1595 if(current > rotstable)
1597 if(rotframetime > 0)
1599 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1600 current = max(rotstable, current - rotlinear * rotframetime);
1603 else if(current < regenstable)
1605 if(regenframetime > 0)
1607 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1608 current = min(regenstable, current + regenlinear * regenframetime);
1612 float limit = GetResourceLimit(this, res) * limit_mod;
1617 SetResource(this, res, current);
1620 void player_regen(entity this)
1622 float max_mod, regen_mod, rot_mod, limit_mod;
1623 max_mod = regen_mod = rot_mod = limit_mod = 1;
1625 float regen_health = autocvar_g_balance_health_regen;
1626 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1627 float regen_health_rot = autocvar_g_balance_health_rot;
1628 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1629 float regen_health_stable = autocvar_g_balance_health_regenstable;
1630 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1631 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1632 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1633 max_mod = M_ARGV(1, float);
1634 regen_mod = M_ARGV(2, float);
1635 rot_mod = M_ARGV(3, float);
1636 limit_mod = M_ARGV(4, float);
1637 regen_health = M_ARGV(5, float);
1638 regen_health_linear = M_ARGV(6, float);
1639 regen_health_rot = M_ARGV(7, float);
1640 regen_health_rotlinear = M_ARGV(8, float);
1641 regen_health_stable = M_ARGV(9, float);
1642 regen_health_rotstable = M_ARGV(10, float);
1644 if(!mutator_returnvalue)
1645 if(!STAT(FROZEN, this))
1647 float maxa = autocvar_g_balance_armor_rotstable;
1648 float mina = autocvar_g_balance_armor_regenstable;
1650 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1651 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1652 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1654 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1655 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1656 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1659 // if player rotted to death... die!
1660 // check this outside above checks, as player may still be able to rot to death
1661 if(GetResource(this, RES_HEALTH) < 1)
1664 vehicles_exit(this.vehicle, VHEF_RELEASE);
1665 if(this.event_damage)
1666 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1669 if (!(this.items & IT_UNLIMITED_AMMO))
1671 float maxf = autocvar_g_balance_fuel_rotstable;
1672 float minf = autocvar_g_balance_fuel_regenstable;
1674 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1675 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1676 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1681 void SetZoomState(entity this, float newzoom)
1683 if(newzoom != CS(this).zoomstate)
1685 CS(this).zoomstate = newzoom;
1686 ClientData_Touch(this);
1688 zoomstate_set = true;
1691 void GetPressedKeys(entity this)
1693 MUTATOR_CALLHOOK(GetPressedKeys, this);
1694 int keys = STAT(PRESSED_KEYS, this);
1695 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1696 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1697 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1698 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1700 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1701 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
1702 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1703 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1704 CS(this).pressedkeys = keys; // store for other users
1706 STAT(PRESSED_KEYS, this) = keys;
1710 ======================
1711 spectate mode routines
1712 ======================
1715 void SpectateCopy(entity this, entity spectatee)
1717 TC(Client, this); TC(Client, spectatee);
1719 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1720 PS(this) = PS(spectatee);
1721 this.armortype = spectatee.armortype;
1722 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1723 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1724 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1725 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1726 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1727 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1728 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1729 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1730 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1731 CS(this).impulse = 0;
1732 this.disableclientprediction = 1; // no need to run prediction on a spectator
1733 this.items = spectatee.items;
1734 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1735 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1736 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1737 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1738 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1739 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1740 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1741 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1742 this.punchangle = spectatee.punchangle;
1743 this.view_ofs = spectatee.view_ofs;
1744 this.velocity = spectatee.velocity;
1745 this.dmg_take = spectatee.dmg_take;
1746 this.dmg_save = spectatee.dmg_save;
1747 this.dmg_inflictor = spectatee.dmg_inflictor;
1748 this.v_angle = spectatee.v_angle;
1749 this.angles = spectatee.v_angle;
1750 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1751 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1752 this.viewloc = spectatee.viewloc;
1753 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1754 this.fixangle = true;
1755 setorigin(this, spectatee.origin);
1756 setsize(this, spectatee.mins, spectatee.maxs);
1757 SetZoomState(this, CS(spectatee).zoomstate);
1759 anticheat_spectatecopy(this, spectatee);
1760 STAT(HUD, this) = STAT(HUD, spectatee);
1761 if(spectatee.vehicle)
1763 this.angles = spectatee.v_angle;
1765 //this.fixangle = false;
1766 //this.velocity = spectatee.vehicle.velocity;
1767 this.vehicle_health = spectatee.vehicle_health;
1768 this.vehicle_shield = spectatee.vehicle_shield;
1769 this.vehicle_energy = spectatee.vehicle_energy;
1770 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1771 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1772 this.vehicle_reload1 = spectatee.vehicle_reload1;
1773 this.vehicle_reload2 = spectatee.vehicle_reload2;
1775 //msg_entity = this;
1777 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1778 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1779 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1780 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1782 //WriteByte (MSG_ONE, SVC_SETVIEW);
1783 // WriteEntity(MSG_ONE, this);
1784 //makevectors(spectatee.v_angle);
1785 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1789 bool SpectateUpdate(entity this)
1794 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1796 SetSpectatee(this, NULL);
1800 SpectateCopy(this, this.enemy);
1805 bool SpectateSet(entity this)
1807 if(!IS_PLAYER(this.enemy))
1810 ClientData_Touch(this.enemy);
1813 WriteByte(MSG_ONE, SVC_SETVIEW);
1814 WriteEntity(MSG_ONE, this.enemy);
1815 set_movetype(this, MOVETYPE_NONE);
1816 accuracy_resend(this);
1818 if(!SpectateUpdate(this))
1819 PutObserverInServer(this);
1824 void SetSpectatee_status(entity this, int spectatee_num)
1826 int oldspectatee_status = CS(this).spectatee_status;
1827 CS(this).spectatee_status = spectatee_num;
1829 if (CS(this).spectatee_status != oldspectatee_status)
1831 if (STAT(PRESSED_KEYS, this))
1833 CS(this).pressedkeys = 0;
1834 STAT(PRESSED_KEYS, this) = 0;
1836 ClientData_Touch(this);
1837 if (g_race || g_cts) race_InitSpectator();
1841 void SetSpectatee(entity this, entity spectatee)
1843 if(IS_BOT_CLIENT(this))
1844 return; // bots abuse .enemy, this code is useless to them
1846 entity old_spectatee = this.enemy;
1848 this.enemy = spectatee;
1851 // these are required to fix the spectator bug with arc
1854 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1856 .entity weaponentity = weaponentities[slot];
1857 if(old_spectatee.(weaponentity).arc_beam)
1858 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1863 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1865 .entity weaponentity = weaponentities[slot];
1866 if(this.enemy.(weaponentity).arc_beam)
1867 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1872 SetSpectatee_status(this, etof(this.enemy));
1874 // needed to update spectator list
1875 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1878 bool Spectate(entity this, entity pl)
1880 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1882 pl = M_ARGV(1, entity);
1884 SetSpectatee(this, pl);
1885 return SpectateSet(this);
1888 bool SpectateNext(entity this)
1890 entity ent = find(this.enemy, classname, STR_PLAYER);
1892 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1893 ent = M_ARGV(1, entity);
1895 ent = find(ent, classname, STR_PLAYER);
1897 if(ent) { SetSpectatee(this, ent); }
1899 return SpectateSet(this);
1902 bool SpectatePrev(entity this)
1904 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1905 entity ent = findchain(classname, STR_PLAYER);
1906 if (!ent) // no player
1910 // skip players until current spectated player
1912 while(ent && ent != this.enemy)
1915 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1917 case MUT_SPECPREV_FOUND:
1918 ent = M_ARGV(1, entity);
1920 case MUT_SPECPREV_RETURN:
1922 case MUT_SPECPREV_CONTINUE:
1933 SetSpectatee(this, ent);
1934 return SpectateSet(this);
1939 ShowRespawnCountdown()
1941 Update a respawn countdown display.
1944 void ShowRespawnCountdown(entity this)
1947 if(!IS_DEAD(this)) // just respawned?
1951 number = ceil(this.respawn_time - time);
1954 if(number <= this.respawn_countdown)
1956 this.respawn_countdown = number - 1;
1957 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
1958 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1963 .bool team_selected;
1964 bool ShowTeamSelection(entity this)
1966 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1968 stuffcmd(this, "menu_showteamselect\n");
1971 void Join(entity this)
1973 TRANSMUTE(Player, this);
1975 if(!this.team_selected)
1976 if(autocvar_g_campaign || autocvar_g_balance_teams)
1977 TeamBalance_JoinBestTeam(this);
1979 if(autocvar_g_campaign)
1980 campaign_bots_may_start = true;
1982 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1984 PutClientInServer(this);
1987 if(teamplay && this.team != -1)
1991 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1992 this.team_selected = false;
1995 int GetPlayerLimit()
1998 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)
1999 int player_limit = autocvar_g_maxplayers;
2000 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2001 player_limit = M_ARGV(0, int);
2002 return player_limit;
2006 * Determines whether the player is allowed to join. This depends on cvar
2007 * g_maxplayers, if it isn't used this function always return true, otherwise
2008 * it checks whether the number of currently playing players exceeds g_maxplayers.
2009 * @return int number of free slots for players, 0 if none
2011 int nJoinAllowed(entity this, entity ignore)
2014 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2015 // so report 0 free slots if restricted
2017 if(autocvar_g_forced_team_otherwise == "spectate")
2019 if(autocvar_g_forced_team_otherwise == "spectator")
2023 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2024 return 0; // forced spectators can never join
2026 // TODO simplify this
2027 int totalClients = 0;
2028 int currentlyPlaying = 0;
2029 FOREACH_CLIENT(true, {
2032 if(IS_REAL_CLIENT(it))
2033 if(IS_PLAYER(it) || it.caplayer)
2037 int player_limit = GetPlayerLimit();
2041 free_slots = maxclients - totalClients;
2042 else if(player_limit > 0 && currentlyPlaying < player_limit)
2043 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2045 static float msg_time = 0;
2046 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2048 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2049 msg_time = time + 0.5;
2056 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2057 * g_maxplayers_spectator_blocktime seconds
2059 void checkSpectatorBlock(entity this)
2061 if(IS_SPEC(this) || IS_OBSERVER(this))
2063 if(IS_REAL_CLIENT(this))
2065 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2066 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2072 void PrintWelcomeMessage(entity this)
2074 if(CS(this).motd_actived_time == 0)
2076 if (autocvar_g_campaign) {
2077 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2078 CS(this).motd_actived_time = time;
2079 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2082 if (PHYS_INPUT_BUTTON_INFO(this)) {
2083 CS(this).motd_actived_time = time;
2084 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2088 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2090 if (autocvar_g_campaign) {
2091 if (PHYS_INPUT_BUTTON_INFO(this))
2092 CS(this).motd_actived_time = time;
2093 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2094 CS(this).motd_actived_time = 0;
2095 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2098 if (PHYS_INPUT_BUTTON_INFO(this))
2099 CS(this).motd_actived_time = time;
2100 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2101 CS(this).motd_actived_time = 0;
2102 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2106 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2108 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2109 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2110 else if (CS(this).motd_actived_time == -2)
2112 // instantly hide MOTD
2113 CS(this).motd_actived_time = 0;
2114 if (autocvar_g_campaign)
2115 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2117 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2119 else if (IS_PLAYER(this) || IS_SPEC(this))
2121 // FIXME occasionally for some reason MOTD never goes away
2122 // delay MOTD removal a little bit in the hope it fixes this bug
2123 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2124 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2125 else //if (CS(this).motd_actived_time < -2)
2126 CS(this).motd_actived_time++;
2131 bool joinAllowed(entity this)
2133 if (CS(this).version_mismatch) return false;
2134 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2135 if (!nJoinAllowed(this, this)) return false;
2136 if (teamplay && lockteams) return false;
2137 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2138 if (ShowTeamSelection(this)) return false;
2142 .string shootfromfixedorigin;
2143 .bool dualwielding_prev;
2144 bool PlayerThink(entity this)
2146 if (game_stopped || intermission_running) {
2147 this.modelflags &= ~MF_ROCKET;
2148 if(intermission_running)
2149 IntermissionThink(this);
2153 if (timeout_status == TIMEOUT_ACTIVE) {
2154 // don't allow the player to turn around while game is paused
2155 // FIXME turn this into CSQC stuff
2156 this.v_angle = this.lastV_angle;
2157 this.angles = this.lastV_angle;
2158 this.fixangle = true;
2161 if (frametime) player_powerups(this);
2163 if (IS_DEAD(this)) {
2164 if (this.personal && g_race_qualifying) {
2165 if (time > this.respawn_time) {
2166 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2168 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2171 if (frametime) player_anim(this);
2173 if (this.respawn_flags & RESPAWN_DENY)
2175 STAT(RESPAWN_TIME, this) = 0;
2179 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));
2181 switch(this.deadflag)
2185 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2186 this.deadflag = DEAD_RESPAWNING;
2187 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2188 this.deadflag = DEAD_DEAD;
2194 this.deadflag = DEAD_RESPAWNABLE;
2195 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2196 this.deadflag = DEAD_RESPAWNING;
2199 case DEAD_RESPAWNABLE:
2201 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2202 this.deadflag = DEAD_RESPAWNING;
2205 case DEAD_RESPAWNING:
2207 if (time > this.respawn_time)
2209 this.respawn_time = time + 1; // only retry once a second
2210 this.respawn_time_max = this.respawn_time;
2217 ShowRespawnCountdown(this);
2219 if (this.respawn_flags & RESPAWN_SILENT)
2220 STAT(RESPAWN_TIME, this) = 0;
2221 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2223 if (time < this.respawn_time)
2224 STAT(RESPAWN_TIME, this) = this.respawn_time;
2225 else if (this.deadflag != DEAD_RESPAWNING)
2226 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2229 STAT(RESPAWN_TIME, this) = this.respawn_time;
2232 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2233 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2234 STAT(RESPAWN_TIME, this) *= -1;
2239 FixPlayermodel(this);
2241 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2242 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2243 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2246 // reset gun alignment when dual wielding status changes
2247 // to ensure guns are always aligned right and left
2248 bool dualwielding = W_DualWielding(this);
2249 if(this.dualwielding_prev != dualwielding)
2251 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2252 this.dualwielding_prev = dualwielding;
2255 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2258 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2260 .entity weaponentity = weaponentities[slot];
2261 if(WEP_CVAR(vortex, charge_always))
2262 W_Vortex_Charge(this, weaponentity, frametime);
2263 W_WeaponFrame(this, weaponentity);
2269 // WEAPONTODO: Add a weapon request for this
2270 // rot vortex charge to the charge limit
2271 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2273 .entity weaponentity = weaponentities[slot];
2274 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2275 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2280 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2283 monsters_setstatus(this);
2288 .bool would_spectate;
2289 void ObserverOrSpectatorThink(entity this)
2291 bool is_spec = IS_SPEC(this);
2292 if ( CS(this).impulse )
2294 int r = MinigameImpulse(this, CS(this).impulse);
2296 CS(this).impulse = 0;
2298 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2300 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2301 CS(this).impulse = 0;
2306 if (this.flags & FL_JUMPRELEASED) {
2307 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2308 this.flags &= ~FL_JUMPRELEASED;
2309 this.flags |= FL_SPAWNING;
2310 } 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)))
2311 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2312 this.flags &= ~FL_JUMPRELEASED;
2313 if(SpectateNext(this)) {
2314 TRANSMUTE(Spectator, this);
2315 } else if (is_spec) {
2316 TRANSMUTE(Observer, this);
2317 PutClientInServer(this);
2320 CS(this).impulse = 0;
2321 } else if (is_spec) {
2322 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2323 this.flags &= ~FL_JUMPRELEASED;
2324 if(SpectatePrev(this)) {
2325 TRANSMUTE(Spectator, this);
2327 TRANSMUTE(Observer, this);
2328 PutClientInServer(this);
2330 CS(this).impulse = 0;
2331 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2332 this.would_spectate = false;
2333 this.flags &= ~FL_JUMPRELEASED;
2334 TRANSMUTE(Observer, this);
2335 PutClientInServer(this);
2336 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2337 PutObserverInServer(this);
2338 this.would_spectate = true;
2342 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2343 set_movetype(this, preferred_movetype);
2346 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2347 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2348 this.flags |= FL_JUMPRELEASED;
2349 if(this.flags & FL_SPAWNING)
2351 this.flags &= ~FL_SPAWNING;
2352 if(joinAllowed(this))
2354 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2355 CS(this).autojoin_checked = -1;
2359 if(is_spec && !SpectateUpdate(this))
2360 PutObserverInServer(this);
2363 this.flags |= FL_CLIENT | FL_NOTARGET;
2366 void PlayerUseKey(entity this)
2368 if (!IS_PLAYER(this))
2375 vehicles_exit(this.vehicle, VHEF_NORMAL);
2379 else if(autocvar_g_vehicles_enter)
2381 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2383 entity head, closest_target = NULL;
2384 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2386 while(head) // find the closest acceptable target to enter
2388 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2389 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2393 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2394 { closest_target = head; }
2396 else { closest_target = head; }
2402 if(closest_target) { vehicles_enter(this, closest_target); return; }
2406 // a use key was pressed; call handlers
2407 MUTATOR_CALLHOOK(PlayerUseKey, this);
2415 Called every frame for each client before the physics are run
2418 .float last_vehiclecheck;
2419 void PlayerPreThink (entity this)
2421 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2422 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2424 WarpZone_PlayerPhysics_FixVAngle(this);
2427 // physics frames: update anticheat stuff
2428 anticheat_prethink(this);
2431 if (blockSpectators && frametime) {
2432 // WORKAROUND: only use dropclient in server frames (frametime set).
2433 // Never use it in cl_movement frames (frametime zero).
2434 checkSpectatorBlock(this);
2437 zoomstate_set = false;
2439 // Check for nameless players
2440 if (this.netname == "" || this.netname != CS(this).netname_previous)
2442 bool assume_unchanged = (CS(this).netname_previous == "");
2443 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2445 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2446 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2447 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2448 assume_unchanged = false;
2449 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2451 if (isInvisibleString(this.netname))
2453 this.netname = strzone(sprintf("Player#%d", this.playerid));
2454 sprint(this, "Warning: invisible names are not allowed.\n");
2455 assume_unchanged = false;
2456 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2458 if (!assume_unchanged && autocvar_sv_eventlog)
2459 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2460 strcpy(CS(this).netname_previous, this.netname);
2464 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2465 CS(this).version_nagtime = 0;
2466 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2468 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2470 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2472 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2473 if (r < 0) { // old client
2474 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2475 } else if (r > 0) { // old server
2476 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2482 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2484 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2485 this.max_armorvalue = 0;
2488 if (frametime && IS_PLAYER(this))
2490 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2492 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2493 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2495 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2497 if (STAT(REVIVE_PROGRESS, this) >= 1)
2498 Unfreeze(this, false);
2500 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2502 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2503 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2505 if (GetResource(this, RES_HEALTH) < 1)
2508 vehicles_exit(this.vehicle, VHEF_RELEASE);
2509 if(this.event_damage)
2510 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2512 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2513 Unfreeze(this, false);
2517 MUTATOR_CALLHOOK(PlayerPreThink, this);
2519 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2520 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2522 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2526 if(!it.team || SAME_TEAM(this, it))
2527 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2528 else if(autocvar_g_vehicles_steal)
2529 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2531 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2533 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2537 this.last_vehiclecheck = time + 1;
2540 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2542 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2544 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2547 if (IS_REAL_CLIENT(this))
2548 PrintWelcomeMessage(this);
2550 if (IS_PLAYER(this)) {
2551 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2552 error("Client can't be spawned as player on connection!");
2553 if(!PlayerThink(this))
2556 else if (game_stopped || intermission_running) {
2557 if(intermission_running)
2558 IntermissionThink(this);
2561 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2563 bool early_join_requested = (CS(this).autojoin_checked < 0);
2564 CS(this).autojoin_checked = 1;
2565 // don't do this in ClientConnect
2566 // many things can go wrong if a client is spawned as player on connection
2567 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2568 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2569 && (!teamplay || autocvar_g_balance_teams)))
2571 campaign_bots_may_start = true;
2572 if(joinAllowed(this))
2577 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2578 ObserverOrSpectatorThink(this);
2581 // WEAPONTODO: Add weapon request for this
2582 if (!zoomstate_set) {
2583 bool wep_zoomed = false;
2584 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2586 .entity weaponentity = weaponentities[slot];
2587 Weapon thiswep = this.(weaponentity).m_weapon;
2588 if(thiswep != WEP_Null && thiswep.wr_zoom)
2589 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2591 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2594 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2596 CS(this).teamkill_soundtime = 0;
2598 entity e = CS(this).teamkill_soundsource;
2599 entity oldpusher = e.pusher;
2601 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2602 e.pusher = oldpusher;
2605 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2606 CS(this).taunt_soundtime = 0;
2607 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2610 target_voicescript_next(this);
2612 // WEAPONTODO: Move into weaponsystem somehow
2613 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2614 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2616 .entity weaponentity = weaponentities[slot];
2617 if(this.(weaponentity).m_weapon == WEP_Null)
2618 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2622 void DrownPlayer(entity this)
2624 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2625 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2627 STAT(AIR_FINISHED, this) = 0;
2631 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2633 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2634 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2635 STAT(AIR_FINISHED, this) = 0;
2639 if (!STAT(AIR_FINISHED, this))
2640 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2641 if (STAT(AIR_FINISHED, this) < time)
2643 if (this.pain_finished < time)
2645 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');
2646 this.pain_finished = time + 0.5;
2652 .bool move_qcphysics;
2654 void Player_Physics(entity this)
2656 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2658 if(!this.move_qcphysics)
2661 if(!frametime && !CS(this).pm_frametime)
2664 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2666 CS(this).pm_frametime = 0;
2673 Called every frame for each client after the physics are run
2676 void PlayerPostThink (entity this)
2678 Player_Physics(this);
2680 if (autocvar_sv_maxidle > 0)
2681 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2682 if (IS_REAL_CLIENT(this))
2683 if (IS_PLAYER(this) || autocvar_sv_maxidle_spectatorsareidle)
2685 int totalClients = 0;
2686 if(autocvar_sv_maxidle_slots > 0)
2688 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2694 if (autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
2695 { /* do nothing */ }
2696 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2698 if (CS(this).idlekick_lasttimeleft)
2700 CS(this).idlekick_lasttimeleft = 0;
2701 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2706 float timeleft = ceil(autocvar_sv_maxidle - (time - CS(this).parm_idlesince));
2707 if (timeleft == min(10, autocvar_sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2708 if (!CS(this).idlekick_lasttimeleft)
2709 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2711 if (timeleft <= 0) {
2712 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2716 else if (timeleft <= 10) {
2717 if (timeleft != CS(this).idlekick_lasttimeleft)
2718 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2719 CS(this).idlekick_lasttimeleft = timeleft;
2728 this.solid = SOLID_NOT;
2729 this.takedamage = DAMAGE_NO;
2730 set_movetype(this, MOVETYPE_NONE);
2731 CS(this).teamkill_complain = 0;
2732 CS(this).teamkill_soundtime = 0;
2733 CS(this).teamkill_soundsource = NULL;
2736 if (IS_PLAYER(this)) {
2737 if(this.death_time == time && IS_DEAD(this))
2739 // player's bbox gets resized now, instead of in the damage event that killed the player,
2740 // once all the damage events of this frame have been processed with normal size
2742 setsize(this, this.mins, this.maxs);
2745 UpdateChatBubble(this);
2746 if (CS(this).impulse) ImpulseCommands(this);
2749 CSQCMODEL_AUTOUPDATE(this);
2752 GetPressedKeys(this);
2754 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2756 CS(this).pressedkeys = 0;
2757 STAT(PRESSED_KEYS, this) = 0;
2760 if (this.waypointsprite_attachedforcarrier) {
2761 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2762 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2765 CSQCMODEL_AUTOUPDATE(this);
2768 // hack to copy the button fields from the client entity to the Client State
2769 void PM_UpdateButtons(entity this, entity store)
2772 store.impulse = this.impulse;
2775 bool typing = this.buttonchat || this.button12;
2777 store.button0 = (typing) ? 0 : this.button0;
2779 store.button2 = (typing) ? 0 : this.button2;
2780 store.button3 = (typing) ? 0 : this.button3;
2781 store.button4 = this.button4;
2782 store.button5 = (typing) ? 0 : this.button5;
2783 store.button6 = this.button6;
2784 store.button7 = this.button7;
2785 store.button8 = this.button8;
2786 store.button9 = this.button9;
2787 store.button10 = this.button10;
2788 store.button11 = this.button11;
2789 store.button12 = this.button12;
2790 store.button13 = this.button13;
2791 store.button14 = this.button14;
2792 store.button15 = this.button15;
2793 store.button16 = this.button16;
2794 store.buttonuse = this.buttonuse;
2795 store.buttonchat = this.buttonchat;
2797 store.cursor_active = this.cursor_active;
2798 store.cursor_screen = this.cursor_screen;
2799 store.cursor_trace_start = this.cursor_trace_start;
2800 store.cursor_trace_endpos = this.cursor_trace_endpos;
2801 store.cursor_trace_ent = this.cursor_trace_ent;
2803 store.ping = this.ping;
2804 store.ping_packetloss = this.ping_packetloss;
2805 store.ping_movementloss = this.ping_movementloss;
2807 store.v_angle = this.v_angle;
2808 store.movement = this.movement;
2811 NET_HANDLE(fpsreport, bool)
2813 int fps = ReadShort();
2814 PlayerScore_Set(sender, SP_FPS, fps);