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/waypoints/all.qh>
27 #include <common/net_linked.qh>
28 #include <common/net_notice.qh>
29 #include <common/notifications/all.qh>
30 #include <common/physics/player.qh>
31 #include <common/playerstats.qh>
32 #include <common/state.qh>
33 #include <common/stats.qh>
34 #include <common/vehicles/all.qh>
35 #include <common/vehicles/sv_vehicles.qh>
36 #include <common/viewloc.qh>
37 #include <common/weapons/_all.qh>
38 #include <common/weapons/weapon/vortex.qh>
39 #include <common/wepent.qh>
40 #include <lib/csqcmodel/sv_model.qh>
41 #include <lib/warpzone/common.qh>
42 #include <lib/warpzone/server.qh>
43 #include <server/anticheat.qh>
44 #include <server/antilag.qh>
45 #include <server/bot/api.qh>
46 #include <server/bot/default/cvars.qh>
47 #include <server/campaign.qh>
48 #include <server/chat.qh>
49 #include <server/cheats.qh>
50 #include <server/clientkill.qh>
51 #include <server/command/common.qh>
52 #include <server/command/common.qh>
53 #include <server/command/vote.qh>
54 #include <server/compat/quake3.qh>
55 #include <server/damage.qh>
56 #include <server/gamelog.qh>
57 #include <server/handicap.qh>
58 #include <server/hook.qh>
59 #include <server/impulse.qh>
60 #include <server/intermission.qh>
61 #include <server/ipban.qh>
62 #include <server/main.qh>
63 #include <server/mutators/_mod.qh>
64 #include <server/player.qh>
65 #include <server/portals.qh>
66 #include <server/race.qh>
67 #include <server/resources.qh>
68 #include <server/scores.qh>
69 #include <server/scores_rules.qh>
70 #include <server/spawnpoints.qh>
71 #include <server/teamplay.qh>
72 #include <server/weapons/accuracy.qh>
73 #include <server/weapons/common.qh>
74 #include <server/weapons/hitplot.qh>
75 #include <server/weapons/selection.qh>
76 #include <server/weapons/tracing.qh>
77 #include <server/weapons/weaponsystem.qh>
78 #include <server/world.qh>
80 STATIC_METHOD(Client, Add, void(Client this, int _team))
83 TRANSMUTE(Player, this);
86 PutClientInServer(this);
89 STATIC_METHOD(Client, Remove, void(Client this))
91 TRANSMUTE(Observer, this);
92 PutClientInServer(this);
93 ClientDisconnect(this);
96 void send_CSQC_teamnagger() {
97 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
100 int CountSpectators(entity player, entity to)
102 if(!player) { return 0; } // not sure how, but best to be safe
106 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
114 void WriteSpectators(entity player, entity to)
116 if(!player) { return; } // not sure how, but best to be safe
119 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
121 if(spec_count >= MAX_SPECTATORS)
123 WriteByte(MSG_ENTITY, num_for_edict(it));
128 bool ClientData_Send(entity this, entity to, int sf)
130 assert(to == this.owner, return false);
133 if (IS_SPEC(e)) e = e.enemy;
136 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
137 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
138 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
139 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
141 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
142 WriteByte(MSG_ENTITY, sf);
145 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
149 float specs = CountSpectators(e, to);
150 WriteByte(MSG_ENTITY, specs);
151 WriteSpectators(e, to);
157 void ClientData_Attach(entity this)
159 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
160 CS(this).clientdata.drawonlytoclient = this;
161 CS(this).clientdata.owner = this;
164 void ClientData_Detach(entity this)
166 delete(CS(this).clientdata);
167 CS(this).clientdata = NULL;
170 void ClientData_Touch(entity e)
172 entity cd = CS(e).clientdata;
173 if (cd) { cd.SendFlags = 1; }
175 // make it spectatable
176 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
178 entity cd = CS(it).clientdata;
179 if (cd) { cd.SendFlags = 1; }
188 Checks if the argument string can be a valid playermodel.
189 Returns a valid one in doubt.
192 string FallbackPlayerModel;
193 string CheckPlayerModel(string plyermodel) {
194 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
196 // note: we cannot summon Don Strunzone here, some player may
197 // still have the model string set. In case anyone manages how
198 // to change a cvar default, we'll have a small leak here.
199 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
201 // only in right path
202 if(substring(plyermodel, 0, 14) != "models/player/")
203 return FallbackPlayerModel;
204 // only good file extensions
205 if(substring(plyermodel, -4, 4) != ".iqm"
206 && substring(plyermodel, -4, 4) != ".zym"
207 && substring(plyermodel, -4, 4) != ".dpm"
208 && substring(plyermodel, -4, 4) != ".md3"
209 && substring(plyermodel, -4, 4) != ".psk")
211 return FallbackPlayerModel;
213 // forbid the LOD models
214 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
215 return FallbackPlayerModel;
216 if(plyermodel != strtolower(plyermodel))
217 return FallbackPlayerModel;
218 // also, restrict to server models
219 if(autocvar_sv_servermodelsonly)
221 if(!fexists(plyermodel))
222 return FallbackPlayerModel;
227 void setplayermodel(entity e, string modelname)
229 precache_model(modelname);
230 _setmodel(e, modelname);
231 player_setupanimsformodel(e);
232 if(!autocvar_g_debug_globalsounds)
233 UpdatePlayerSounds(e);
236 /** putting a client as observer in the server */
237 void PutObserverInServer(entity this)
239 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
240 PlayerState_detach(this);
244 if (autocvar_sv_maxidle_playertospectator > 0 && CS(this).idlekick_lasttimeleft)
246 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
247 CS(this).idlekick_lasttimeleft = 0;
248 CS(this).parm_idlesince = time;
251 if(GetResource(this, RES_HEALTH) >= 1)
254 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
257 // was a player, recount votes and ready status
258 if(IS_REAL_CLIENT(this))
260 if (vote_called) { VoteCount(false); }
263 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 this.fixangle = true;
270 // offset it so that the spectator spawns higher off the ground, looks better this way
271 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
272 if (IS_REAL_CLIENT(this))
275 WriteByte(MSG_ONE, SVC_SETVIEW);
276 WriteEntity(MSG_ONE, this);
278 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
279 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
280 if(!autocvar_g_debug_globalsounds)
282 // needed for player sounds
284 FixPlayermodel(this);
286 setmodel(this, MDL_Null);
287 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
288 this.view_ofs = '0 0 0';
290 RemoveGrapplingHooks(this);
291 Portal_ClearAll(this);
292 Unfreeze(this, false);
293 SetSpectatee(this, NULL);
298 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
302 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
304 WaypointSprite_PlayerDead(this);
306 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
307 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
309 accuracy_resend(this);
311 CS(this).spectatortime = time;
313 IL_REMOVE(g_bot_targets, this);
314 this.bot_attack = false;
315 if(this.monster_attack)
316 IL_REMOVE(g_monster_targets, this);
317 this.monster_attack = false;
318 STAT(HUD, this) = HUD_NORMAL;
319 TRANSMUTE(Observer, this);
320 this.iscreature = false;
321 this.teleportable = TELEPORT_SIMPLE;
322 if(this.damagedbycontents)
323 IL_REMOVE(g_damagedbycontents, this);
324 this.damagedbycontents = false;
325 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
326 SetSpectatee_status(this, etof(this));
327 this.takedamage = DAMAGE_NO;
328 this.solid = SOLID_NOT;
329 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
330 this.flags = FL_CLIENT | FL_NOTARGET;
332 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
333 this.pauserotarmor_finished = 0;
334 this.pauserothealth_finished = 0;
335 this.pauseregen_finished = 0;
336 this.damageforcescale = 0;
338 this.respawn_flags = 0;
339 this.respawn_time = 0;
340 STAT(RESPAWN_TIME, this) = 0;
344 this.pain_finished = 0;
345 STAT(STRENGTH_FINISHED, this) = 0;
346 STAT(INVINCIBLE_FINISHED, this) = 0;
347 STAT(SUPERWEAPONS_FINISHED, this) = 0;
348 STAT(AIR_FINISHED, this) = 0;
349 //this.dphitcontentsmask = 0;
350 this.dphitcontentsmask = DPCONTENTS_SOLID;
351 if (autocvar_g_playerclip_collisions)
352 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
355 setthink(this, func_null);
357 this.deadflag = DEAD_NO;
359 STAT(REVIVE_PROGRESS, this) = 0;
360 this.revival_time = 0;
361 this.draggable = drag_undraggable;
364 STAT(WEAPONS, this) = '0 0 0';
365 this.drawonlytoclient = this;
369 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
371 this.weaponmodel = "";
372 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
374 this.weaponentities[slot] = NULL;
376 this.exteriorweaponentity = NULL;
377 CS(this).killcount = FRAGS_SPECTATOR;
378 this.velocity = '0 0 0';
379 this.avelocity = '0 0 0';
380 this.punchangle = '0 0 0';
381 this.punchvector = '0 0 0';
382 this.oldvelocity = this.velocity;
383 this.fire_endtime = -1;
384 this.event_damage = func_null;
385 this.event_heal = func_null;
387 for(int slot = 0; slot < MAX_AXH; ++slot)
389 entity axh = this.(AuxiliaryXhair[slot]);
390 this.(AuxiliaryXhair[slot]) = NULL;
392 if(axh.owner == this && axh != NULL && !wasfreed(axh))
396 if (mutator_returnvalue)
398 // mutator prevents resetting teams+score
402 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
403 this.frags = FRAGS_SPECTATOR;
406 bot_relinkplayerlist();
408 if (CS(this).just_joined)
409 CS(this).just_joined = false;
412 int player_getspecies(entity this)
414 get_model_parameters(this.model, this.skin);
415 int s = get_model_parameters_species;
416 get_model_parameters(string_null, 0);
417 if (s < 0) return SPECIES_HUMAN;
421 .float model_randomizer;
422 void FixPlayermodel(entity player)
424 string defaultmodel = "";
426 if(autocvar_sv_defaultcharacter)
432 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
433 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
434 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
435 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
439 if(defaultmodel == "")
441 defaultmodel = autocvar_sv_defaultplayermodel;
442 defaultskin = autocvar_sv_defaultplayerskin;
445 int n = tokenize_console(defaultmodel);
448 defaultmodel = argv(floor(n * CS(player).model_randomizer));
449 // However, do NOT randomize if the player-selected model is in the list.
450 for (int i = 0; i < n; ++i)
451 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
452 defaultmodel = argv(i);
455 int i = strstrofs(defaultmodel, ":", 0);
458 defaultskin = stof(substring(defaultmodel, i+1, -1));
459 defaultmodel = substring(defaultmodel, 0, i);
462 if(autocvar_sv_defaultcharacterskin && !defaultskin)
468 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
469 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
470 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
471 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
476 defaultskin = autocvar_sv_defaultplayerskin;
479 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
480 defaultmodel = M_ARGV(0, string);
481 defaultskin = M_ARGV(1, int);
485 if(defaultmodel != "")
487 if (defaultmodel != player.model)
489 vector m1 = player.mins;
490 vector m2 = player.maxs;
491 setplayermodel (player, defaultmodel);
492 setsize (player, m1, m2);
496 oldskin = player.skin;
497 player.skin = defaultskin;
499 if (player.playermodel != player.model || player.playermodel == "")
501 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
502 vector m1 = player.mins;
503 vector m2 = player.maxs;
504 setplayermodel (player, player.playermodel);
505 setsize (player, m1, m2);
509 if(!autocvar_sv_defaultcharacterskin)
511 oldskin = player.skin;
512 player.skin = stof(player.playerskin);
516 oldskin = player.skin;
517 player.skin = defaultskin;
521 if(chmdl || oldskin != player.skin) // model or skin has changed
523 player.species = player_getspecies(player); // update species
524 if(!autocvar_g_debug_globalsounds)
525 UpdatePlayerSounds(player); // update skin sounds
529 if(strlen(autocvar_sv_defaultplayercolors))
530 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
531 setcolor(player, stof(autocvar_sv_defaultplayercolors));
534 void PutPlayerInServer(entity this)
536 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
538 PlayerState_attach(this);
539 accuracy_resend(this);
542 TeamBalance_JoinBestTeam(this);
544 entity spot = SelectSpawnPoint(this, false);
546 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
547 return; // spawn failed
550 TRANSMUTE(Player, this);
552 CS(this).wasplayer = true;
553 this.iscreature = true;
554 this.teleportable = TELEPORT_NORMAL;
555 if(!this.damagedbycontents)
556 IL_PUSH(g_damagedbycontents, this);
557 this.damagedbycontents = true;
558 set_movetype(this, MOVETYPE_WALK);
559 this.solid = SOLID_SLIDEBOX;
560 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
561 if (autocvar_g_playerclip_collisions)
562 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
563 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
564 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
565 this.frags = FRAGS_PLAYER;
566 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
567 this.flags = FL_CLIENT | FL_PICKUPITEMS;
568 if (autocvar__notarget)
569 this.flags |= FL_NOTARGET;
570 this.takedamage = DAMAGE_AIM;
571 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
574 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
575 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
576 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
577 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
578 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
579 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
580 SetResource(this, RES_HEALTH, warmup_start_health);
581 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
582 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
584 SetResource(this, RES_SHELLS, start_ammo_shells);
585 SetResource(this, RES_BULLETS, start_ammo_nails);
586 SetResource(this, RES_ROCKETS, start_ammo_rockets);
587 SetResource(this, RES_CELLS, start_ammo_cells);
588 SetResource(this, RES_PLASMA, start_ammo_plasma);
589 SetResource(this, RES_FUEL, start_ammo_fuel);
590 SetResource(this, RES_HEALTH, start_health);
591 SetResource(this, RES_ARMOR, start_armorvalue);
592 STAT(WEAPONS, this) = start_weapons;
593 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
595 GiveRandomWeapons(this, random_start_weapons_count,
596 autocvar_g_random_start_weapons, random_start_ammo);
599 SetSpectatee_status(this, 0);
601 PS(this).dual_weapons = '0 0 0';
603 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
605 this.items = start_items;
607 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
608 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
609 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
610 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
611 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
612 if (!sv_ready_restart_after_countdown && time < game_starttime)
614 float f = game_starttime - time;
615 this.spawnshieldtime += f;
616 this.pauserotarmor_finished += f;
617 this.pauserothealth_finished += f;
618 this.pauseregen_finished += f;
621 this.damageforcescale = autocvar_g_player_damageforcescale;
623 this.respawn_flags = 0;
624 this.respawn_time = 0;
625 STAT(RESPAWN_TIME, this) = 0;
626 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
627 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
629 this.pain_finished = 0;
631 setthink(this, func_null); // players have no think function
634 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
636 this.deadflag = DEAD_NO;
638 this.angles = spot.angles;
639 this.angles_z = 0; // never spawn tilted even if the spot says to
640 if (IS_BOT_CLIENT(this))
642 this.v_angle = this.angles;
645 this.fixangle = true; // turn this way immediately
646 this.oldvelocity = this.velocity = '0 0 0';
647 this.avelocity = '0 0 0';
648 this.punchangle = '0 0 0';
649 this.punchvector = '0 0 0';
651 STAT(STRENGTH_FINISHED, this) = 0;
652 STAT(INVINCIBLE_FINISHED, this) = 0;
653 this.fire_endtime = -1;
654 STAT(REVIVE_PROGRESS, this) = 0;
655 this.revival_time = 0;
657 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
658 STAT(BUFFS, this) = 0;
659 STAT(BUFF_TIME, this) = 0;
661 STAT(AIR_FINISHED, this) = 0;
662 this.waterlevel = WATERLEVEL_NONE;
663 this.watertype = CONTENT_EMPTY;
665 entity spawnevent = new_pure(spawnevent);
666 spawnevent.owner = this;
667 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
669 // Cut off any still running player sounds.
670 stopsound(this, CH_PLAYER_SINGLE);
673 FixPlayermodel(this);
674 this.drawonlytoclient = NULL;
678 for(int slot = 0; slot < MAX_AXH; ++slot)
680 entity axh = this.(AuxiliaryXhair[slot]);
681 this.(AuxiliaryXhair[slot]) = NULL;
683 if(axh.owner == this && axh != NULL && !wasfreed(axh))
687 this.spawnpoint_targ = NULL;
690 this.view_ofs = STAT(PL_VIEW_OFS, this);
691 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
692 this.spawnorigin = spot.origin;
693 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
694 // don't reset back to last position, even if new position is stuck in solid
695 this.oldorigin = this.origin;
697 IL_REMOVE(g_conveyed, this);
698 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
700 IL_REMOVE(g_swamped, this);
701 this.swampslug = NULL;
702 this.swamp_interval = 0;
703 if(this.ladder_entity)
704 IL_REMOVE(g_ladderents, this);
705 this.ladder_entity = NULL;
706 IL_EACH(g_counters, it.realowner == this,
710 STAT(HUD, this) = HUD_NORMAL;
712 this.event_damage = PlayerDamage;
713 this.event_heal = PlayerHeal;
715 this.draggable = func_null;
718 IL_PUSH(g_bot_targets, this);
719 this.bot_attack = true;
720 if(!this.monster_attack)
721 IL_PUSH(g_monster_targets, this);
722 this.monster_attack = true;
723 navigation_dynamicgoal_init(this, false);
725 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
727 // player was spectator
728 if (CS(this).killcount == FRAGS_SPECTATOR) {
729 PlayerScore_Clear(this);
730 CS(this).killcount = 0;
731 CS(this).startplaytime = time;
734 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
736 .entity weaponentity = weaponentities[slot];
737 CL_SpawnWeaponentity(this, weaponentity);
739 this.alpha = default_player_alpha;
740 this.colormod = '1 1 1' * autocvar_g_player_brightness;
741 this.exteriorweaponentity.alpha = default_weapon_alpha;
743 this.speedrunning = false;
745 this.counter_cnt = 0;
746 this.fragsfilter_cnt = 0;
748 target_voicescript_clear(this);
750 // reset fields the weapons may use
751 FOREACH(Weapons, true, {
752 it.wr_resetplayer(it, this);
753 // reload all reloadable weapons
754 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
755 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
757 .entity weaponentity = weaponentities[slot];
758 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
764 string s = spot.target;
765 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
766 spot.target = string_null;
767 SUB_UseTargets(spot, this, NULL);
768 if(g_assault || g_race)
772 Unfreeze(this, false);
774 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
776 if (autocvar_spawn_debug)
778 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
779 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
782 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
784 .entity weaponentity = weaponentities[slot];
785 entity w_ent = this.(weaponentity);
786 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
787 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
789 w_ent.m_switchweapon = WEP_Null;
790 w_ent.m_weapon = WEP_Null;
791 w_ent.weaponname = "";
792 w_ent.m_switchingweapon = WEP_Null;
796 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
798 if (CS(this).impulse) ImpulseCommands(this);
800 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
801 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
803 .entity weaponentity = weaponentities[slot];
804 W_WeaponFrame(this, weaponentity);
807 if (!warmup_stage && !this.alivetime)
808 this.alivetime = time;
810 antilag_clear(this, CS(this));
813 /** Called when a client spawns in the server */
814 void PutClientInServer(entity this)
816 if (IS_BOT_CLIENT(this)) {
817 TRANSMUTE(Player, this);
818 } else if (IS_REAL_CLIENT(this)) {
820 WriteByte(MSG_ONE, SVC_SETVIEW);
821 WriteEntity(MSG_ONE, this);
824 TRANSMUTE(Observer, this);
826 SetSpectatee(this, NULL);
830 PS(this).itemkeys = 0;
832 MUTATOR_CALLHOOK(PutClientInServer, this);
834 if (IS_OBSERVER(this)) {
835 PutObserverInServer(this);
836 } else if (IS_PLAYER(this)) {
837 PutPlayerInServer(this);
840 bot_relinkplayerlist();
843 // TODO do we need all these fields, or should we stop autodetecting runtime
844 // changes and just have a console command to update this?
845 bool ClientInit_SendEntity(entity this, entity to, int sf)
847 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
850 // MSG_INIT replacement
851 // TODO: make easier to use
853 W_PROP_reload(MSG_ONE, to);
854 ClientInit_misc(this);
855 MUTATOR_CALLHOOK(Ent_Init);
857 void ClientInit_misc(entity this)
859 int channel = MSG_ONE;
860 WriteHeader(channel, ENT_CLIENT_INIT);
861 WriteByte(channel, g_nexball_meter_period * 32);
862 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
863 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
864 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
865 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
866 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
867 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
868 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
869 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
871 if(autocvar_sv_foginterval && world.fog != "")
872 WriteString(channel, world.fog);
874 WriteString(channel, "");
875 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
876 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
877 WriteByte(channel, serverflags);
878 WriteCoord(channel, autocvar_g_trueaim_minrange);
881 void ClientInit_CheckUpdate(entity this)
883 this.nextthink = time;
884 if(this.count != autocvar_g_balance_armor_blockpercent)
886 this.count = autocvar_g_balance_armor_blockpercent;
889 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
891 this.cnt = autocvar_g_balance_damagepush_speedfactor;
896 void ClientInit_Spawn()
898 entity e = new_pure(clientinit);
899 setthink(e, ClientInit_CheckUpdate);
900 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
902 ClientInit_CheckUpdate(e);
912 // initialize parms for a new player
913 parm1 = -(86400 * 366);
915 MUTATOR_CALLHOOK(SetNewParms);
923 void SetChangeParms (entity this)
925 // save parms for level change
926 parm1 = CS(this).parm_idlesince - time;
928 MUTATOR_CALLHOOK(SetChangeParms);
936 void DecodeLevelParms(entity this)
939 CS(this).parm_idlesince = parm1;
940 if (CS(this).parm_idlesince == -(86400 * 366))
941 CS(this).parm_idlesince = time;
943 // whatever happens, allow 60 seconds of idling directly after connect for map loading
944 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
946 MUTATOR_CALLHOOK(DecodeLevelParms);
949 void FixClientCvars(entity e)
951 // send prediction settings to the client
952 stuffcmd(e, "\nin_bindmap 0 0\n");
953 if(autocvar_g_antilag == 3) // client side hitscan
954 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
955 if(autocvar_sv_gentle)
956 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
958 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
959 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
961 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
963 MUTATOR_CALLHOOK(FixClientCvars, e);
966 bool findinlist_abbrev(string tofind, string list)
968 if(list == "" || tofind == "")
969 return false; // empty list or search, just return
971 // this function allows abbreviated strings!
972 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
980 bool PlayerInIPList(entity p, string iplist)
982 // some safety checks (never allow local?)
983 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
986 return findinlist_abbrev(p.netaddress, iplist);
989 bool PlayerInIDList(entity p, string idlist)
991 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
995 return findinlist_abbrev(p.crypto_idfp, idlist);
998 bool PlayerInList(entity player, string list)
1000 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1003 #ifdef DP_EXT_PRECONNECT
1008 Called once (not at each match start) when a client begins a connection to the server
1011 void ClientPreConnect(entity this)
1013 if(autocvar_sv_eventlog)
1015 GameLogEcho(sprintf(":connect:%d:%d:%s",
1018 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1024 string GetClientVersionMessage(entity this)
1026 if (CS(this).version_mismatch) {
1027 if(CS(this).version < autocvar_gameversion) {
1028 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1029 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1031 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1032 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1035 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1039 string getwelcomemessage(entity this)
1041 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1042 string modifications = M_ARGV(0, string);
1046 if(g_weaponarena_random)
1047 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1049 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1051 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1052 modifications = strcat(modifications, ", No start weapons");
1053 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1054 modifications = strcat(modifications, ", Low gravity");
1055 if(g_weapon_stay && !g_cts)
1056 modifications = strcat(modifications, ", Weapons stay");
1057 if(autocvar_g_jetpack)
1058 modifications = strcat(modifications, ", Jet pack");
1059 if(autocvar_g_powerups == 0)
1060 modifications = strcat(modifications, ", No powerups");
1061 if(autocvar_g_powerups > 0)
1062 modifications = strcat(modifications, ", Powerups");
1063 modifications = substring(modifications, 2, strlen(modifications) - 2);
1065 string versionmessage = GetClientVersionMessage(this);
1066 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1068 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1070 if(modifications != "")
1071 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1073 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1075 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1076 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1079 if (cache_mutatormsg != "") {
1080 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1083 string mutator_msg = "";
1084 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1085 mutator_msg = M_ARGV(0, string);
1087 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1089 string motd = autocvar_sv_motd;
1091 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1096 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1102 Called when a client connects to the server
1105 void ClientConnect(entity this)
1107 if (Ban_MaybeEnforceBanOnce(this)) return;
1108 assert(!IS_CLIENT(this), return);
1109 this.flags |= FL_CLIENT;
1110 assert(player_count >= 0, player_count = 0);
1112 TRANSMUTE(Client, this);
1113 CS(this).version_nagtime = time + 10 + random() * 10;
1115 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1117 bot_clientconnect(this);
1119 Player_DetermineForcedTeam(this);
1121 TRANSMUTE(Observer, this);
1123 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1125 // always track bots, don't ask for cl_allow_uidtracking
1126 if (IS_BOT_CLIENT(this))
1127 PlayerStats_GameReport_AddPlayer(this);
1129 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1131 if (autocvar_sv_eventlog)
1132 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1134 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1136 stuffcmd(this, clientstuff, "\n");
1137 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1139 FixClientCvars(this);
1141 // get version info from player
1142 stuffcmd(this, "cmd clientversion $gameversion\n");
1144 // notify about available teams
1147 entity balance = TeamBalance_CheckAllowedTeams(this);
1148 int t = TeamBalance_GetAllowedTeams(balance);
1149 TeamBalance_Destroy(balance);
1150 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1154 stuffcmd(this, "set _teams_available 0\n");
1157 bot_relinkplayerlist();
1159 CS(this).spectatortime = time;
1160 if (blockSpectators)
1162 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1165 CS(this).jointime = time;
1167 if (IS_REAL_CLIENT(this))
1169 if (g_weaponarena_weapons == WEPSET(TUBA))
1170 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1173 if (!autocvar_sv_foginterval && world.fog != "")
1174 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1176 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1177 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1178 send_CSQC_teamnagger();
1180 CSQCMODEL_AUTOINIT(this);
1182 CS(this).model_randomizer = random();
1184 if (IS_REAL_CLIENT(this))
1185 sv_notice_join(this);
1187 this.move_qcphysics = autocvar_sv_qcphysics;
1189 // update physics stats (players can spawn before physics runs)
1190 Physics_UpdateStats(this);
1192 IL_EACH(g_initforplayer, it.init_for_player, {
1193 it.init_for_player(it, this);
1196 Handicap_Initialize(this);
1198 MUTATOR_CALLHOOK(ClientConnect, this);
1200 if (IS_REAL_CLIENT(this))
1202 if (!autocvar_g_campaign && !IS_PLAYER(this))
1204 CS(this).motd_actived_time = -1;
1205 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1213 Called when a client disconnects from the server
1216 .entity chatbubbleentity;
1217 void player_powerups_remove_all(entity this);
1219 void ClientDisconnect(entity this)
1221 assert(IS_CLIENT(this), return);
1223 PlayerStats_GameReport_FinalizePlayer(this);
1224 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1225 if (CS(this).active_minigame) part_minigame(this);
1226 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1228 if (autocvar_sv_eventlog)
1229 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1231 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1234 SetSpectatee(this, NULL);
1236 MUTATOR_CALLHOOK(ClientDisconnect, this);
1238 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1239 strfree(CS_CVAR(this).weaponorder_byimpulse);
1240 ClientState_detach(this);
1242 Portal_ClearAll(this);
1244 Unfreeze(this, false);
1246 RemoveGrapplingHooks(this);
1248 // Here, everything has been done that requires this player to be a client.
1250 this.flags &= ~FL_CLIENT;
1252 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1253 if (this.killindicator) delete(this.killindicator);
1255 IL_EACH(g_counters, it.realowner == this,
1260 WaypointSprite_PlayerGone(this);
1262 bot_relinkplayerlist();
1264 strfree(this.clientstatus);
1265 if (this.personal) delete(this.personal);
1269 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1271 player_powerups_remove_all(this); // stop powerup sound
1276 void ChatBubbleThink(entity this)
1278 this.nextthink = time;
1279 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1281 if(this.owner) // but why can that ever be NULL?
1282 this.owner.chatbubbleentity = NULL;
1289 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1291 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1292 this.mdl = "models/sprites/minigame_busy.iqm";
1293 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1294 this.mdl = "models/misc/chatbubble.spr";
1297 if ( this.model != this.mdl )
1298 _setmodel(this, this.mdl);
1302 void UpdateChatBubble(entity this)
1306 // spawn a chatbubble entity if needed
1307 if (!this.chatbubbleentity)
1309 this.chatbubbleentity = new(chatbubbleentity);
1310 this.chatbubbleentity.owner = this;
1311 this.chatbubbleentity.exteriormodeltoclient = this;
1312 setthink(this.chatbubbleentity, ChatBubbleThink);
1313 this.chatbubbleentity.nextthink = time;
1314 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1315 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1316 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1317 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1318 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1319 //this.chatbubbleentity.model = "";
1320 this.chatbubbleentity.effects = EF_LOWPRECISION;
1324 void calculate_player_respawn_time(entity this)
1326 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1329 float gametype_setting_tmp;
1330 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1331 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1332 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1333 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1334 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1335 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1337 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1340 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1341 if(it.team == this.team)
1344 if (sdelay_small_count == 0)
1345 sdelay_small_count = 1;
1346 if (sdelay_large_count == 0)
1347 sdelay_large_count = 1;
1351 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1354 if (sdelay_small_count == 0)
1356 if (IS_INDEPENDENT_PLAYER(this))
1358 // Players play independently. No point in requiring enemies.
1359 sdelay_small_count = 1;
1363 // Players play AGAINST each other. Enemies required.
1364 sdelay_small_count = 2;
1367 if (sdelay_large_count == 0)
1369 if (IS_INDEPENDENT_PLAYER(this))
1371 // Players play independently. No point in requiring enemies.
1372 sdelay_large_count = 1;
1376 // Players play AGAINST each other. Enemies required.
1377 sdelay_large_count = 2;
1384 if (pcount <= sdelay_small_count)
1385 sdelay = sdelay_small;
1386 else if (pcount >= sdelay_large_count)
1387 sdelay = sdelay_large;
1388 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1389 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1392 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1394 this.respawn_time = time + sdelay;
1396 if(sdelay < sdelay_max)
1397 this.respawn_time_max = time + sdelay_max;
1399 this.respawn_time_max = this.respawn_time;
1401 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1402 this.respawn_countdown = 10; // first number to count down from is 10
1404 this.respawn_countdown = -1; // do not count down
1406 if(autocvar_g_forced_respawn)
1407 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1410 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1411 // added to the model skins
1412 /*void UpdateColorModHack()
1415 c = this.clientcolors & 15;
1416 // LordHavoc: only bothering to support white, green, red, yellow, blue
1417 if (!teamplay) this.colormod = '0 0 0';
1418 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1419 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1420 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1421 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1422 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1423 else this.colormod = '1 1 1';
1426 void respawn(entity this)
1428 bool damagedbycontents_prev = this.damagedbycontents;
1431 if(autocvar_g_respawn_ghosts)
1433 this.solid = SOLID_NOT;
1434 this.takedamage = DAMAGE_NO;
1435 this.damagedbycontents = false;
1436 set_movetype(this, MOVETYPE_FLY);
1437 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1438 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1439 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1440 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1441 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1442 if(autocvar_g_respawn_ghosts_time > 0)
1443 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1446 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1450 this.damagedbycontents = damagedbycontents_prev;
1452 this.effects |= EF_NODRAW; // prevent another CopyBody
1453 PutClientInServer(this);
1456 void play_countdown(entity this, float finished, Sound samp)
1459 if(IS_REAL_CLIENT(this))
1460 if(floor(finished - time - frametime) != floor(finished - time))
1461 if(finished - time < 6)
1462 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1465 void player_powerups_remove_all(entity this)
1467 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1469 // don't play the poweroff sound when the game restarts or the player disconnects
1470 if (time > game_starttime + 1 && IS_CLIENT(this))
1471 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1472 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1473 this.items &= ~ITEM_Strength.m_itemid;
1474 this.items &= ~ITEM_Shield.m_itemid;
1475 this.items -= (this.items & IT_SUPERWEAPON);
1479 void player_powerups(entity this)
1481 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1482 this.modelflags |= MF_ROCKET;
1484 this.modelflags &= ~MF_ROCKET;
1486 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1489 player_powerups_remove_all(this);
1491 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1494 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1495 int items_prev = this.items;
1497 Fire_ApplyDamage(this);
1498 Fire_ApplyEffect(this);
1500 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1502 if (this.items & ITEM_Strength.m_itemid)
1504 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1505 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1506 if (time > STAT(STRENGTH_FINISHED, this))
1508 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1509 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1510 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1515 if (time < STAT(STRENGTH_FINISHED, this))
1517 this.items = this.items | ITEM_Strength.m_itemid;
1519 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1520 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1523 if (this.items & ITEM_Shield.m_itemid)
1525 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1526 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1527 if (time > STAT(INVINCIBLE_FINISHED, this))
1529 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1530 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1531 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1536 if (time < STAT(INVINCIBLE_FINISHED, this))
1538 this.items = this.items | ITEM_Shield.m_itemid;
1540 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1541 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1544 if (this.items & IT_SUPERWEAPON)
1546 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1548 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1549 this.items = this.items - (this.items & IT_SUPERWEAPON);
1550 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1551 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1553 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1555 // don't let them run out
1559 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1560 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1562 this.items = this.items - (this.items & IT_SUPERWEAPON);
1563 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1564 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1565 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1569 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1571 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1573 this.items = this.items | IT_SUPERWEAPON;
1574 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1577 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1578 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1583 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1584 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1589 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1593 if(autocvar_g_nodepthtestplayers)
1594 this.effects = this.effects | EF_NODEPTHTEST;
1596 if(autocvar_g_fullbrightplayers)
1597 this.effects = this.effects | EF_FULLBRIGHT;
1599 if (time >= game_starttime)
1600 if (time < this.spawnshieldtime)
1601 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1603 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1606 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1608 if(current > stable)
1610 else if(current > stable - 0.25) // when close enough, "snap"
1613 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1616 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1618 if(current < stable)
1620 else if(current < stable + 0.25) // when close enough, "snap"
1623 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1626 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)
1628 float old = GetResource(this, res);
1629 float current = old;
1630 if(current > rotstable)
1632 if(rotframetime > 0)
1634 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1635 current = max(rotstable, current - rotlinear * rotframetime);
1638 else if(current < regenstable)
1640 if(regenframetime > 0)
1642 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1643 current = min(regenstable, current + regenlinear * regenframetime);
1647 float limit = GetResourceLimit(this, res) * limit_mod;
1652 SetResource(this, res, current);
1655 void player_regen(entity this)
1657 float max_mod, regen_mod, rot_mod, limit_mod;
1658 max_mod = regen_mod = rot_mod = limit_mod = 1;
1660 float regen_health = autocvar_g_balance_health_regen;
1661 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1662 float regen_health_rot = autocvar_g_balance_health_rot;
1663 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1664 float regen_health_stable = autocvar_g_balance_health_regenstable;
1665 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1666 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1667 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1668 max_mod = M_ARGV(1, float);
1669 regen_mod = M_ARGV(2, float);
1670 rot_mod = M_ARGV(3, float);
1671 limit_mod = M_ARGV(4, float);
1672 regen_health = M_ARGV(5, float);
1673 regen_health_linear = M_ARGV(6, float);
1674 regen_health_rot = M_ARGV(7, float);
1675 regen_health_rotlinear = M_ARGV(8, float);
1676 regen_health_stable = M_ARGV(9, float);
1677 regen_health_rotstable = M_ARGV(10, float);
1679 if(!mutator_returnvalue)
1680 if(!STAT(FROZEN, this))
1682 float maxa = autocvar_g_balance_armor_rotstable;
1683 float mina = autocvar_g_balance_armor_regenstable;
1685 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1686 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1687 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1689 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1690 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1691 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1694 // if player rotted to death... die!
1695 // check this outside above checks, as player may still be able to rot to death
1696 if(GetResource(this, RES_HEALTH) < 1)
1699 vehicles_exit(this.vehicle, VHEF_RELEASE);
1700 if(this.event_damage)
1701 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1704 if (!(this.items & IT_UNLIMITED_AMMO))
1706 float maxf = autocvar_g_balance_fuel_rotstable;
1707 float minf = autocvar_g_balance_fuel_regenstable;
1709 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1710 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1711 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1716 void SetZoomState(entity this, float newzoom)
1718 if(newzoom != CS(this).zoomstate)
1720 CS(this).zoomstate = newzoom;
1721 ClientData_Touch(this);
1723 zoomstate_set = true;
1726 void GetPressedKeys(entity this)
1728 MUTATOR_CALLHOOK(GetPressedKeys, this);
1731 CS(this).pressedkeys = 0;
1732 STAT(PRESSED_KEYS, this) = 0;
1736 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1737 int keys = STAT(PRESSED_KEYS, this);
1738 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1739 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1740 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1741 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1743 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1744 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
1745 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1746 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1747 CS(this).pressedkeys = keys; // store for other users
1749 STAT(PRESSED_KEYS, this) = keys;
1753 ======================
1754 spectate mode routines
1755 ======================
1758 void SpectateCopy(entity this, entity spectatee)
1760 TC(Client, this); TC(Client, spectatee);
1762 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1763 PS(this) = PS(spectatee);
1764 this.armortype = spectatee.armortype;
1765 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1766 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1767 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1768 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1769 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1770 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1771 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1772 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1773 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1774 CS(this).impulse = 0;
1775 this.disableclientprediction = 1; // no need to run prediction on a spectator
1776 this.items = spectatee.items;
1777 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1778 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1779 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1780 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1781 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1782 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1783 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1784 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1785 this.punchangle = spectatee.punchangle;
1786 this.view_ofs = spectatee.view_ofs;
1787 this.velocity = spectatee.velocity;
1788 this.dmg_take = spectatee.dmg_take;
1789 this.dmg_save = spectatee.dmg_save;
1790 this.dmg_inflictor = spectatee.dmg_inflictor;
1791 this.v_angle = spectatee.v_angle;
1792 this.angles = spectatee.v_angle;
1793 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1794 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1795 this.viewloc = spectatee.viewloc;
1796 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1797 this.fixangle = true;
1798 setorigin(this, spectatee.origin);
1799 setsize(this, spectatee.mins, spectatee.maxs);
1800 SetZoomState(this, CS(spectatee).zoomstate);
1802 anticheat_spectatecopy(this, spectatee);
1803 STAT(HUD, this) = STAT(HUD, spectatee);
1804 if(spectatee.vehicle)
1806 this.angles = spectatee.v_angle;
1808 //this.fixangle = false;
1809 //this.velocity = spectatee.vehicle.velocity;
1810 this.vehicle_health = spectatee.vehicle_health;
1811 this.vehicle_shield = spectatee.vehicle_shield;
1812 this.vehicle_energy = spectatee.vehicle_energy;
1813 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1814 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1815 this.vehicle_reload1 = spectatee.vehicle_reload1;
1816 this.vehicle_reload2 = spectatee.vehicle_reload2;
1818 //msg_entity = this;
1820 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1821 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1822 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1823 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1825 //WriteByte (MSG_ONE, SVC_SETVIEW);
1826 // WriteEntity(MSG_ONE, this);
1827 //makevectors(spectatee.v_angle);
1828 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1832 bool SpectateUpdate(entity this)
1837 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1839 SetSpectatee(this, NULL);
1843 SpectateCopy(this, this.enemy);
1848 bool SpectateSet(entity this)
1850 if(!IS_PLAYER(this.enemy))
1853 ClientData_Touch(this.enemy);
1856 WriteByte(MSG_ONE, SVC_SETVIEW);
1857 WriteEntity(MSG_ONE, this.enemy);
1858 set_movetype(this, MOVETYPE_NONE);
1859 accuracy_resend(this);
1861 if(!SpectateUpdate(this))
1862 PutObserverInServer(this);
1867 void SetSpectatee_status(entity this, int spectatee_num)
1869 int oldspectatee_status = CS(this).spectatee_status;
1870 CS(this).spectatee_status = spectatee_num;
1872 if (CS(this).spectatee_status != oldspectatee_status)
1874 if (STAT(PRESSED_KEYS, this))
1876 CS(this).pressedkeys = 0;
1877 STAT(PRESSED_KEYS, this) = 0;
1879 ClientData_Touch(this);
1880 if (g_race || g_cts) race_InitSpectator();
1884 void SetSpectatee(entity this, entity spectatee)
1886 if(IS_BOT_CLIENT(this))
1887 return; // bots abuse .enemy, this code is useless to them
1889 entity old_spectatee = this.enemy;
1891 this.enemy = spectatee;
1894 // these are required to fix the spectator bug with arc
1897 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1899 .entity weaponentity = weaponentities[slot];
1900 if(old_spectatee.(weaponentity).arc_beam)
1901 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1906 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1908 .entity weaponentity = weaponentities[slot];
1909 if(this.enemy.(weaponentity).arc_beam)
1910 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1915 SetSpectatee_status(this, etof(this.enemy));
1917 // needed to update spectator list
1918 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1921 bool Spectate(entity this, entity pl)
1923 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1925 pl = M_ARGV(1, entity);
1927 SetSpectatee(this, pl);
1928 return SpectateSet(this);
1931 bool SpectateNext(entity this)
1933 entity ent = find(this.enemy, classname, STR_PLAYER);
1935 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1936 ent = M_ARGV(1, entity);
1938 ent = find(ent, classname, STR_PLAYER);
1940 if(ent) { SetSpectatee(this, ent); }
1942 return SpectateSet(this);
1945 bool SpectatePrev(entity this)
1947 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1948 entity ent = findchain(classname, STR_PLAYER);
1949 if (!ent) // no player
1953 // skip players until current spectated player
1955 while(ent && ent != this.enemy)
1958 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1960 case MUT_SPECPREV_FOUND:
1961 ent = M_ARGV(1, entity);
1963 case MUT_SPECPREV_RETURN:
1965 case MUT_SPECPREV_CONTINUE:
1976 SetSpectatee(this, ent);
1977 return SpectateSet(this);
1982 ShowRespawnCountdown()
1984 Update a respawn countdown display.
1987 void ShowRespawnCountdown(entity this)
1990 if(!IS_DEAD(this)) // just respawned?
1994 number = ceil(this.respawn_time - time);
1997 if(number <= this.respawn_countdown)
1999 this.respawn_countdown = number - 1;
2000 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
2001 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2006 .bool team_selected;
2007 bool ShowTeamSelection(entity this)
2009 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
2011 stuffcmd(this, "menu_showteamselect\n");
2014 void Join(entity this)
2016 TRANSMUTE(Player, this);
2018 if(!this.team_selected)
2019 if(autocvar_g_campaign || autocvar_g_balance_teams)
2020 TeamBalance_JoinBestTeam(this);
2022 if(autocvar_g_campaign)
2023 campaign_bots_may_start = true;
2025 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2027 PutClientInServer(this);
2030 if(teamplay && this.team != -1)
2034 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2035 this.team_selected = false;
2038 int GetPlayerLimit()
2041 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)
2042 int player_limit = autocvar_g_maxplayers;
2043 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2044 player_limit = M_ARGV(0, int);
2045 return player_limit;
2049 * Determines whether the player is allowed to join. This depends on cvar
2050 * g_maxplayers, if it isn't used this function always return true, otherwise
2051 * it checks whether the number of currently playing players exceeds g_maxplayers.
2052 * @return int number of free slots for players, 0 if none
2054 int nJoinAllowed(entity this, entity ignore)
2057 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2058 // so report 0 free slots if restricted
2060 if(autocvar_g_forced_team_otherwise == "spectate")
2062 if(autocvar_g_forced_team_otherwise == "spectator")
2066 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2067 return 0; // forced spectators can never join
2069 // TODO simplify this
2070 int totalClients = 0;
2071 int currentlyPlaying = 0;
2072 FOREACH_CLIENT(true, {
2075 if(IS_REAL_CLIENT(it))
2076 if(IS_PLAYER(it) || it.caplayer)
2080 int player_limit = GetPlayerLimit();
2084 free_slots = maxclients - totalClients;
2085 else if(player_limit > 0 && currentlyPlaying < player_limit)
2086 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2088 static float msg_time = 0;
2089 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2091 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2092 msg_time = time + 0.5;
2098 void PrintWelcomeMessage(entity this)
2100 if(CS(this).motd_actived_time == 0)
2102 if (autocvar_g_campaign) {
2103 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2104 CS(this).motd_actived_time = time;
2105 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2108 if (PHYS_INPUT_BUTTON_INFO(this)) {
2109 CS(this).motd_actived_time = time;
2110 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2114 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2116 if (autocvar_g_campaign) {
2117 if (PHYS_INPUT_BUTTON_INFO(this))
2118 CS(this).motd_actived_time = time;
2119 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2120 CS(this).motd_actived_time = 0;
2121 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2124 if (PHYS_INPUT_BUTTON_INFO(this))
2125 CS(this).motd_actived_time = time;
2126 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2127 CS(this).motd_actived_time = 0;
2128 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2132 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2134 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2135 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2136 else if (CS(this).motd_actived_time == -2)
2138 // instantly hide MOTD
2139 CS(this).motd_actived_time = 0;
2140 if (autocvar_g_campaign)
2141 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2143 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2145 else if (IS_PLAYER(this) || IS_SPEC(this))
2147 // FIXME occasionally for some reason MOTD never goes away
2148 // delay MOTD removal a little bit in the hope it fixes this bug
2149 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2150 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2151 else //if (CS(this).motd_actived_time < -2)
2152 CS(this).motd_actived_time++;
2157 bool joinAllowed(entity this)
2159 if (CS(this).version_mismatch) return false;
2160 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2161 if (!nJoinAllowed(this, this)) return false;
2162 if (teamplay && lockteams) return false;
2163 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2164 if (ShowTeamSelection(this)) return false;
2168 .string shootfromfixedorigin;
2169 .bool dualwielding_prev;
2170 bool PlayerThink(entity this)
2172 if (game_stopped || intermission_running) {
2173 this.modelflags &= ~MF_ROCKET;
2174 if(intermission_running)
2175 IntermissionThink(this);
2179 if (timeout_status == TIMEOUT_ACTIVE) {
2180 // don't allow the player to turn around while game is paused
2181 // FIXME turn this into CSQC stuff
2182 this.v_angle = this.lastV_angle;
2183 this.angles = this.lastV_angle;
2184 this.fixangle = true;
2187 if (frametime) player_powerups(this);
2189 if (IS_DEAD(this)) {
2190 if (this.personal && g_race_qualifying) {
2191 if (time > this.respawn_time) {
2192 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2194 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2197 if (frametime) player_anim(this);
2199 if (this.respawn_flags & RESPAWN_DENY)
2201 STAT(RESPAWN_TIME, this) = 0;
2205 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));
2207 switch(this.deadflag)
2211 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2212 this.deadflag = DEAD_RESPAWNING;
2213 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2214 this.deadflag = DEAD_DEAD;
2220 this.deadflag = DEAD_RESPAWNABLE;
2221 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2222 this.deadflag = DEAD_RESPAWNING;
2225 case DEAD_RESPAWNABLE:
2227 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2228 this.deadflag = DEAD_RESPAWNING;
2231 case DEAD_RESPAWNING:
2233 if (time > this.respawn_time)
2235 this.respawn_time = time + 1; // only retry once a second
2236 this.respawn_time_max = this.respawn_time;
2243 ShowRespawnCountdown(this);
2245 if (this.respawn_flags & RESPAWN_SILENT)
2246 STAT(RESPAWN_TIME, this) = 0;
2247 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2249 if (time < this.respawn_time)
2250 STAT(RESPAWN_TIME, this) = this.respawn_time;
2251 else if (this.deadflag != DEAD_RESPAWNING)
2252 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2255 STAT(RESPAWN_TIME, this) = this.respawn_time;
2258 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2259 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2260 STAT(RESPAWN_TIME, this) *= -1;
2265 FixPlayermodel(this);
2267 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2268 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2269 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2272 // reset gun alignment when dual wielding status changes
2273 // to ensure guns are always aligned right and left
2274 bool dualwielding = W_DualWielding(this);
2275 if(this.dualwielding_prev != dualwielding)
2277 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2278 this.dualwielding_prev = dualwielding;
2281 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2284 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2286 .entity weaponentity = weaponentities[slot];
2287 if(WEP_CVAR(vortex, charge_always))
2288 W_Vortex_Charge(this, weaponentity, frametime);
2289 W_WeaponFrame(this, weaponentity);
2295 // WEAPONTODO: Add a weapon request for this
2296 // rot vortex charge to the charge limit
2297 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2299 .entity weaponentity = weaponentities[slot];
2300 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2301 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2306 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2309 monsters_setstatus(this);
2314 .bool would_spectate;
2315 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2316 void ObserverOrSpectatorThink(entity this)
2318 bool is_spec = IS_SPEC(this);
2319 if ( CS(this).impulse )
2321 int r = MinigameImpulse(this, CS(this).impulse);
2323 CS(this).impulse = 0;
2325 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2327 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2328 CS(this).impulse = 0;
2333 if (this.flags & FL_JUMPRELEASED) {
2334 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2335 this.flags &= ~FL_JUMPRELEASED;
2336 this.flags |= FL_SPAWNING;
2337 } 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)))
2338 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2339 this.flags &= ~FL_JUMPRELEASED;
2340 if(SpectateNext(this)) {
2341 TRANSMUTE(Spectator, this);
2342 } else if (is_spec) {
2343 TRANSMUTE(Observer, this);
2344 PutClientInServer(this);
2347 this.would_spectate = false; // unable to spectate anyone
2349 CS(this).impulse = 0;
2350 } else if (is_spec) {
2351 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2352 this.flags &= ~FL_JUMPRELEASED;
2353 if(SpectatePrev(this)) {
2354 TRANSMUTE(Spectator, this);
2356 TRANSMUTE(Observer, this);
2357 PutClientInServer(this);
2359 CS(this).impulse = 0;
2360 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2361 this.would_spectate = false;
2362 this.flags &= ~FL_JUMPRELEASED;
2363 TRANSMUTE(Observer, this);
2364 PutClientInServer(this);
2365 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2366 PutObserverInServer(this);
2367 this.would_spectate = true;
2371 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2372 if (PHYS_INPUT_BUTTON_USE(this))
2373 wouldclip = !wouldclip;
2374 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2375 set_movetype(this, preferred_movetype);
2377 } else { // jump pressed
2378 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2379 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2380 this.flags |= FL_JUMPRELEASED;
2381 if(this.flags & FL_SPAWNING)
2383 this.flags &= ~FL_SPAWNING;
2384 if(joinAllowed(this))
2386 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2387 CS(this).autojoin_checked = -1;
2391 if(is_spec && !SpectateUpdate(this))
2392 PutObserverInServer(this);
2395 this.flags |= FL_CLIENT | FL_NOTARGET;
2398 void PlayerUseKey(entity this)
2400 if (!IS_PLAYER(this))
2407 vehicles_exit(this.vehicle, VHEF_NORMAL);
2411 else if(autocvar_g_vehicles_enter)
2413 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2415 entity head, closest_target = NULL;
2416 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2418 while(head) // find the closest acceptable target to enter
2420 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2421 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2425 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2426 { closest_target = head; }
2428 else { closest_target = head; }
2434 if(closest_target) { vehicles_enter(this, closest_target); return; }
2438 // a use key was pressed; call handlers
2439 MUTATOR_CALLHOOK(PlayerUseKey, this);
2447 Called every frame for each client before the physics are run
2450 .float last_vehiclecheck;
2451 void PlayerPreThink (entity this)
2453 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2454 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2456 WarpZone_PlayerPhysics_FixVAngle(this);
2459 // physics frames: update anticheat stuff
2460 anticheat_prethink(this);
2462 // WORKAROUND: only use dropclient in server frames (frametime set).
2463 // Never use it in cl_movement frames (frametime zero).
2464 if (blockSpectators && IS_REAL_CLIENT(this)
2465 && (IS_SPEC(this) || IS_OBSERVER(this)) && !this.caplayer
2466 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2468 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2474 zoomstate_set = false;
2476 // Check for nameless players
2477 if (this.netname == "" || this.netname != CS(this).netname_previous)
2479 bool assume_unchanged = (CS(this).netname_previous == "");
2480 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2482 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2483 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2484 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2485 assume_unchanged = false;
2486 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2488 if (isInvisibleString(this.netname))
2490 this.netname = strzone(sprintf("Player#%d", this.playerid));
2491 sprint(this, "Warning: invisible names are not allowed.\n");
2492 assume_unchanged = false;
2493 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2495 if (!assume_unchanged && autocvar_sv_eventlog)
2496 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2497 strcpy(CS(this).netname_previous, this.netname);
2501 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2502 CS(this).version_nagtime = 0;
2503 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2505 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2507 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2509 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2510 if (r < 0) { // old client
2511 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2512 } else if (r > 0) { // old server
2513 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2519 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2521 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2522 this.max_armorvalue = 0;
2525 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2527 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2529 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2530 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2532 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2534 if (STAT(REVIVE_PROGRESS, this) >= 1)
2535 Unfreeze(this, false);
2537 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2539 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2540 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2542 if (GetResource(this, RES_HEALTH) < 1)
2545 vehicles_exit(this.vehicle, VHEF_RELEASE);
2546 if(this.event_damage)
2547 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2549 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2550 Unfreeze(this, false);
2554 MUTATOR_CALLHOOK(PlayerPreThink, this);
2556 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2557 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2559 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2563 if(!it.team || SAME_TEAM(this, it))
2564 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2565 else if(autocvar_g_vehicles_steal)
2566 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2568 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2570 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2574 this.last_vehiclecheck = time + 1;
2577 if(!CS_CVAR(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2579 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2581 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2584 if (IS_REAL_CLIENT(this))
2585 PrintWelcomeMessage(this);
2587 if (IS_PLAYER(this)) {
2588 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2589 error("Client can't be spawned as player on connection!");
2590 if(!PlayerThink(this))
2593 else if (game_stopped || intermission_running) {
2594 if(intermission_running)
2595 IntermissionThink(this);
2598 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2600 bool early_join_requested = (CS(this).autojoin_checked < 0);
2601 CS(this).autojoin_checked = 1;
2602 // don't do this in ClientConnect
2603 // many things can go wrong if a client is spawned as player on connection
2604 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2605 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2606 && (!teamplay || autocvar_g_balance_teams)))
2608 campaign_bots_may_start = true;
2609 if(joinAllowed(this))
2614 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2615 ObserverOrSpectatorThink(this);
2618 // WEAPONTODO: Add weapon request for this
2619 if (!zoomstate_set) {
2620 bool wep_zoomed = false;
2621 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2623 .entity weaponentity = weaponentities[slot];
2624 Weapon thiswep = this.(weaponentity).m_weapon;
2625 if(thiswep != WEP_Null && thiswep.wr_zoom)
2626 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2628 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2631 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2633 CS(this).teamkill_soundtime = 0;
2635 entity e = CS(this).teamkill_soundsource;
2636 entity oldpusher = e.pusher;
2638 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2639 e.pusher = oldpusher;
2642 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2643 CS(this).taunt_soundtime = 0;
2644 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2647 target_voicescript_next(this);
2650 void DrownPlayer(entity this)
2652 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2653 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2655 STAT(AIR_FINISHED, this) = 0;
2659 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2661 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2662 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2663 STAT(AIR_FINISHED, this) = 0;
2667 if (!STAT(AIR_FINISHED, this))
2668 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2669 if (STAT(AIR_FINISHED, this) < time)
2671 if (this.pain_finished < time)
2673 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');
2674 this.pain_finished = time + 0.5;
2680 .bool move_qcphysics;
2682 void Player_Physics(entity this)
2684 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2686 if(!this.move_qcphysics)
2689 if(!frametime && !CS(this).pm_frametime)
2692 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2694 CS(this).pm_frametime = 0;
2701 Called every frame for each client after the physics are run
2704 void PlayerPostThink (entity this)
2706 Player_Physics(this);
2708 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2709 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2710 if (IS_REAL_CLIENT(this))
2711 if (IS_PLAYER(this) || autocvar_sv_maxidle_spectatorsareidle)
2713 int totalClients = 0;
2714 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2716 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2722 if (autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
2723 { /* do nothing */ }
2724 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2726 if (CS(this).idlekick_lasttimeleft)
2728 CS(this).idlekick_lasttimeleft = 0;
2729 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2734 float maxidle_time = autocvar_sv_maxidle;
2735 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2736 maxidle_time = autocvar_sv_maxidle_playertospectator;
2737 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2738 if (timeleft == min(10, maxidle_time - 1)) { // - 1 to support maxidle_time <= 10
2739 if (!CS(this).idlekick_lasttimeleft)
2741 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2742 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2744 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2747 if (timeleft <= 0) {
2748 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2750 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname);
2753 PutObserverInServer(this);
2754 CS(this).parm_idlesince = time;
2758 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2763 else if (timeleft <= 10) {
2764 if (timeleft != CS(this).idlekick_lasttimeleft)
2765 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2766 CS(this).idlekick_lasttimeleft = timeleft;
2775 this.solid = SOLID_NOT;
2776 this.takedamage = DAMAGE_NO;
2777 set_movetype(this, MOVETYPE_NONE);
2778 CS(this).teamkill_complain = 0;
2779 CS(this).teamkill_soundtime = 0;
2780 CS(this).teamkill_soundsource = NULL;
2783 if (IS_PLAYER(this)) {
2784 if(this.death_time == time && IS_DEAD(this))
2786 // player's bbox gets resized now, instead of in the damage event that killed the player,
2787 // once all the damage events of this frame have been processed with normal size
2789 setsize(this, this.mins, this.maxs);
2792 UpdateChatBubble(this);
2793 if (CS(this).impulse) ImpulseCommands(this);
2794 GetPressedKeys(this);
2797 CSQCMODEL_AUTOUPDATE(this);
2801 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2803 CS(this).pressedkeys = 0;
2804 STAT(PRESSED_KEYS, this) = 0;
2807 if (this.waypointsprite_attachedforcarrier) {
2808 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2809 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2812 CSQCMODEL_AUTOUPDATE(this);
2815 // hack to copy the button fields from the client entity to the Client State
2816 void PM_UpdateButtons(entity this, entity store)
2819 store.impulse = this.impulse;
2822 bool typing = this.buttonchat || this.button12;
2824 store.button0 = (typing) ? 0 : this.button0;
2826 store.button2 = (typing) ? 0 : this.button2;
2827 store.button3 = (typing) ? 0 : this.button3;
2828 store.button4 = this.button4;
2829 store.button5 = (typing) ? 0 : this.button5;
2830 store.button6 = this.button6;
2831 store.button7 = this.button7;
2832 store.button8 = this.button8;
2833 store.button9 = this.button9;
2834 store.button10 = this.button10;
2835 store.button11 = this.button11;
2836 store.button12 = this.button12;
2837 store.button13 = this.button13;
2838 store.button14 = this.button14;
2839 store.button15 = this.button15;
2840 store.button16 = this.button16;
2841 store.buttonuse = this.buttonuse;
2842 store.buttonchat = this.buttonchat;
2844 store.cursor_active = this.cursor_active;
2845 store.cursor_screen = this.cursor_screen;
2846 store.cursor_trace_start = this.cursor_trace_start;
2847 store.cursor_trace_endpos = this.cursor_trace_endpos;
2848 store.cursor_trace_ent = this.cursor_trace_ent;
2850 store.ping = this.ping;
2851 store.ping_packetloss = this.ping_packetloss;
2852 store.ping_movementloss = this.ping_movementloss;
2854 store.v_angle = this.v_angle;
2855 store.movement = this.movement;
2858 NET_HANDLE(fpsreport, bool)
2860 int fps = ReadShort();
2861 PlayerScore_Set(sender, SP_FPS, fps);