3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/qc/globalsound.qh>
7 #include <common/ent_cs.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
10 #include <common/items/_mod.qh>
11 #include <common/items/inventory.qh>
12 #include <common/mapobjects/func/conveyor.qh>
13 #include <common/mapobjects/func/ladder.qh>
14 #include <common/mapobjects/subs.qh>
15 #include <common/mapobjects/target/spawnpoint.qh>
16 #include <common/mapobjects/teleporters.qh>
17 #include <common/mapobjects/trigger/counter.qh>
18 #include <common/mapobjects/trigger/secret.qh>
19 #include <common/mapobjects/trigger/swamp.qh>
20 #include <common/mapobjects/triggers.qh>
21 #include <common/minigames/sv_minigames.qh>
22 #include <common/monsters/sv_monsters.qh>
23 #include <common/mutators/mutator/instagib/sv_instagib.qh>
24 #include <common/mutators/mutator/nades/nades.qh>
25 #include <common/mutators/mutator/overkill/oknex.qh>
26 #include <common/mutators/mutator/status_effects/_mod.qh>
27 #include <common/mutators/mutator/waypoints/all.qh>
28 #include <common/net_linked.qh>
29 #include <common/net_notice.qh>
30 #include <common/notifications/all.qh>
31 #include <common/physics/player.qh>
32 #include <common/playerstats.qh>
33 #include <common/resources/sv_resources.qh>
34 #include <common/state.qh>
35 #include <common/stats.qh>
36 #include <common/vehicles/all.qh>
37 #include <common/vehicles/sv_vehicles.qh>
38 #include <common/viewloc.qh>
39 #include <common/weapons/_all.qh>
40 #include <common/weapons/weapon/vortex.qh>
41 #include <common/wepent.qh>
42 #include <lib/csqcmodel/sv_model.qh>
43 #include <lib/warpzone/common.qh>
44 #include <lib/warpzone/server.qh>
45 #include <server/anticheat.qh>
46 #include <server/antilag.qh>
47 #include <server/bot/api.qh>
48 #include <server/bot/default/cvars.qh>
49 #include <server/bot/default/waypoints.qh>
50 #include <server/campaign.qh>
51 #include <server/chat.qh>
52 #include <server/cheats.qh>
53 #include <server/clientkill.qh>
54 #include <server/command/common.qh>
55 #include <server/command/common.qh>
56 #include <server/command/vote.qh>
57 #include <server/compat/quake3.qh>
58 #include <server/damage.qh>
59 #include <server/gamelog.qh>
60 #include <server/handicap.qh>
61 #include <server/hook.qh>
62 #include <server/impulse.qh>
63 #include <server/intermission.qh>
64 #include <server/ipban.qh>
65 #include <server/main.qh>
66 #include <server/mutators/_mod.qh>
67 #include <server/player.qh>
68 #include <server/portals.qh>
69 #include <server/race.qh>
70 #include <server/scores.qh>
71 #include <server/scores_rules.qh>
72 #include <server/spawnpoints.qh>
73 #include <server/teamplay.qh>
74 #include <server/weapons/accuracy.qh>
75 #include <server/weapons/common.qh>
76 #include <server/weapons/hitplot.qh>
77 #include <server/weapons/selection.qh>
78 #include <server/weapons/tracing.qh>
79 #include <server/weapons/weaponsystem.qh>
80 #include <server/world.qh>
82 STATIC_METHOD(Client, Add, void(Client this, int _team))
85 TRANSMUTE(Player, this);
88 PutClientInServer(this);
91 STATIC_METHOD(Client, Remove, void(Client this))
93 TRANSMUTE(Observer, this);
94 PutClientInServer(this);
95 ClientDisconnect(this);
98 void send_CSQC_teamnagger() {
99 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
102 int CountSpectators(entity player, entity to)
104 if(!player) { return 0; } // not sure how, but best to be safe
108 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
116 void WriteSpectators(entity player, entity to)
118 if(!player) { return; } // not sure how, but best to be safe
121 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
123 if(spec_count >= MAX_SPECTATORS)
125 WriteByte(MSG_ENTITY, num_for_edict(it));
130 bool ClientData_Send(entity this, entity to, int sf)
132 assert(to == this.owner, return false);
135 if (IS_SPEC(e)) e = e.enemy;
138 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
139 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
140 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
141 if (autocvar_sv_showspectators == 1 || (autocvar_sv_showspectators && IS_SPEC(to)))
142 sf |= BIT(4); // show spectators
144 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
145 WriteByte(MSG_ENTITY, sf);
148 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
152 float specs = CountSpectators(e, to);
153 WriteByte(MSG_ENTITY, specs);
154 WriteSpectators(e, to);
160 void ClientData_Attach(entity this)
162 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
163 CS(this).clientdata.drawonlytoclient = this;
164 CS(this).clientdata.owner = this;
167 void ClientData_Detach(entity this)
169 delete(CS(this).clientdata);
170 CS(this).clientdata = NULL;
173 void ClientData_Touch(entity e)
175 entity cd = CS(e).clientdata;
176 if (cd) { cd.SendFlags = 1; }
178 // make it spectatable
179 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
181 entity cd = CS(it).clientdata;
182 if (cd) { cd.SendFlags = 1; }
191 Checks if the argument string can be a valid playermodel.
192 Returns a valid one in doubt.
195 string FallbackPlayerModel;
196 string CheckPlayerModel(string plyermodel) {
197 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
199 // note: we cannot summon Don Strunzone here, some player may
200 // still have the model string set. In case anyone manages how
201 // to change a cvar default, we'll have a small leak here.
202 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
204 // only in right path
205 if(substring(plyermodel, 0, 14) != "models/player/")
206 return FallbackPlayerModel;
207 // only good file extensions
208 if(substring(plyermodel, -4, 4) != ".iqm"
209 && substring(plyermodel, -4, 4) != ".zym"
210 && substring(plyermodel, -4, 4) != ".dpm"
211 && substring(plyermodel, -4, 4) != ".md3"
212 && substring(plyermodel, -4, 4) != ".psk")
214 return FallbackPlayerModel;
216 // forbid the LOD models
217 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
218 return FallbackPlayerModel;
219 if(plyermodel != strtolower(plyermodel))
220 return FallbackPlayerModel;
221 // also, restrict to server models
222 if(autocvar_sv_servermodelsonly)
224 if(!fexists(plyermodel))
225 return FallbackPlayerModel;
230 void setplayermodel(entity e, string modelname)
232 precache_model(modelname);
233 _setmodel(e, modelname);
234 player_setupanimsformodel(e);
235 if(!autocvar_g_debug_globalsounds)
236 UpdatePlayerSounds(e);
239 /** putting a client as observer in the server */
240 void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
242 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
243 bool recount_ready = false;
244 PlayerState_detach(this);
248 if(GetResource(this, RES_HEALTH) >= 1)
251 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
254 // was a player, recount votes and ready status
255 if(IS_REAL_CLIENT(this))
257 if (vote_called) { VoteCount(false); }
259 if (warmup_stage) recount_ready = true;
261 entcs_update_players(this);
266 entity spot = SelectSpawnPoint(this, true);
267 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
268 this.angles = vec2(spot.angles);
269 // offset it so that the spectator spawns higher off the ground, looks better this way
270 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
272 else // change origin to restore previous view origin
273 setorigin(this, this.origin + STAT(PL_VIEW_OFS, this) - STAT(PL_CROUCH_VIEW_OFS, this));
274 this.fixangle = true;
276 if (IS_REAL_CLIENT(this))
279 WriteByte(MSG_ONE, SVC_SETVIEW);
280 WriteEntity(MSG_ONE, this);
282 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
283 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
284 if(!autocvar_g_debug_globalsounds)
286 // needed for player sounds
288 FixPlayermodel(this);
290 setmodel(this, MDL_Null);
291 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
292 this.view_ofs = '0 0 0';
294 RemoveGrapplingHooks(this);
295 Portal_ClearAll(this);
296 Unfreeze(this, false);
297 SetSpectatee(this, NULL);
302 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
306 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
308 TRANSMUTE(Observer, this);
310 if(recount_ready) ReadyCount(); // FIXME: please add comment about why this is delayed
312 WaypointSprite_PlayerDead(this);
313 accuracy_resend(this);
315 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
316 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
318 CS(this).spectatortime = time;
320 IL_REMOVE(g_bot_targets, this);
321 this.bot_attack = false;
322 if(this.monster_attack)
323 IL_REMOVE(g_monster_targets, this);
324 this.monster_attack = false;
325 STAT(HUD, this) = HUD_NORMAL;
326 this.iscreature = false;
327 this.teleportable = TELEPORT_SIMPLE;
328 if(this.damagedbycontents)
329 IL_REMOVE(g_damagedbycontents, this);
330 this.damagedbycontents = false;
331 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
332 SetSpectatee_status(this, etof(this));
333 this.takedamage = DAMAGE_NO;
334 this.solid = SOLID_NOT;
335 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
336 this.flags = FL_CLIENT | FL_NOTARGET;
338 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
339 this.pauserotarmor_finished = 0;
340 this.pauserothealth_finished = 0;
341 this.pauseregen_finished = 0;
342 this.damageforcescale = 0;
344 this.respawn_flags = 0;
345 this.respawn_time = 0;
346 STAT(RESPAWN_TIME, this) = 0;
350 this.pain_finished = 0;
351 STAT(AIR_FINISHED, this) = 0;
352 //this.dphitcontentsmask = 0;
353 this.dphitcontentsmask = DPCONTENTS_SOLID;
354 if (autocvar_g_playerclip_collisions)
355 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
358 setthink(this, func_null);
360 this.deadflag = DEAD_NO;
362 STAT(REVIVE_PROGRESS, this) = 0;
363 this.revival_time = 0;
364 this.draggable = drag_undraggable;
366 player_powerups_remove_all(this);
368 STAT(WEAPONS, this) = '0 0 0';
369 this.drawonlytoclient = this;
373 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
375 this.weaponmodel = "";
376 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
378 this.weaponentities[slot] = NULL;
380 this.exteriorweaponentity = NULL;
381 CS(this).killcount = FRAGS_SPECTATOR;
382 this.velocity = '0 0 0';
383 this.avelocity = '0 0 0';
384 this.punchangle = '0 0 0';
385 this.punchvector = '0 0 0';
386 this.oldvelocity = this.velocity;
387 this.event_damage = func_null;
388 this.event_heal = func_null;
390 for(int slot = 0; slot < MAX_AXH; ++slot)
392 entity axh = this.(AuxiliaryXhair[slot]);
393 this.(AuxiliaryXhair[slot]) = NULL;
395 if(axh.owner == this && axh != NULL && !wasfreed(axh))
399 if (mutator_returnvalue)
401 // mutator prevents resetting teams+score
405 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR); // clears scores too in game modes without teams
406 this.frags = FRAGS_SPECTATOR;
409 bot_relinkplayerlist();
411 if (CS(this).just_joined)
412 CS(this).just_joined = false;
415 int player_getspecies(entity this)
417 get_model_parameters(this.model, this.skin);
418 int s = get_model_parameters_species;
419 get_model_parameters(string_null, 0);
420 if (s < 0) return SPECIES_HUMAN;
424 .float model_randomizer;
425 void FixPlayermodel(entity player)
427 string defaultmodel = "";
429 if(autocvar_sv_defaultcharacter)
435 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
436 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
437 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
438 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
442 if(defaultmodel == "")
444 defaultmodel = autocvar_sv_defaultplayermodel;
445 defaultskin = autocvar_sv_defaultplayerskin;
448 int n = tokenize_console(defaultmodel);
451 defaultmodel = argv(floor(n * CS(player).model_randomizer));
452 // However, do NOT randomize if the player-selected model is in the list.
453 for (int i = 0; i < n; ++i)
454 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
455 defaultmodel = argv(i);
458 int i = strstrofs(defaultmodel, ":", 0);
461 defaultskin = stof(substring(defaultmodel, i+1, -1));
462 defaultmodel = substring(defaultmodel, 0, i);
465 if(autocvar_sv_defaultcharacterskin && !defaultskin)
471 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
472 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
473 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
474 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
479 defaultskin = autocvar_sv_defaultplayerskin;
482 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
483 defaultmodel = M_ARGV(0, string);
484 defaultskin = M_ARGV(1, int);
488 if(defaultmodel != "")
490 if (defaultmodel != player.model)
492 vector m1 = player.mins;
493 vector m2 = player.maxs;
494 setplayermodel (player, defaultmodel);
495 setsize (player, m1, m2);
499 oldskin = player.skin;
500 player.skin = defaultskin;
502 if (player.playermodel != player.model || player.playermodel == "")
504 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
505 vector m1 = player.mins;
506 vector m2 = player.maxs;
507 setplayermodel (player, player.playermodel);
508 setsize (player, m1, m2);
512 if(!autocvar_sv_defaultcharacterskin)
514 oldskin = player.skin;
515 player.skin = stof(player.playerskin);
519 oldskin = player.skin;
520 player.skin = defaultskin;
524 if(chmdl || oldskin != player.skin) // model or skin has changed
526 player.species = player_getspecies(player); // update species
527 if(!autocvar_g_debug_globalsounds)
528 UpdatePlayerSounds(player); // update skin sounds
532 if(strlen(autocvar_sv_defaultplayercolors))
533 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
534 setcolor(player, stof(autocvar_sv_defaultplayercolors));
537 void PutPlayerInServer(entity this)
539 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
541 PlayerState_attach(this);
542 accuracy_resend(this);
544 if (teamplay && this.bot_forced_team)
545 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
548 TeamBalance_JoinBestTeam(this);
550 entity spot = SelectSpawnPoint(this, false);
552 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
553 return; // spawn failed
556 TRANSMUTE(Player, this);
558 CS(this).wasplayer = true;
559 this.iscreature = true;
560 this.teleportable = TELEPORT_NORMAL;
561 if(!this.damagedbycontents)
562 IL_PUSH(g_damagedbycontents, this);
563 this.damagedbycontents = true;
564 set_movetype(this, MOVETYPE_WALK);
565 this.solid = SOLID_SLIDEBOX;
566 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
567 if (autocvar_g_playerclip_collisions)
568 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
569 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
570 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
571 this.frags = FRAGS_PLAYER;
572 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
573 this.flags = FL_CLIENT | FL_PICKUPITEMS;
574 if (autocvar__notarget)
575 this.flags |= FL_NOTARGET;
576 this.takedamage = DAMAGE_AIM;
577 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
580 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
581 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
582 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
583 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
584 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
585 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
586 SetResource(this, RES_HEALTH, warmup_start_health);
587 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
588 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
590 SetResource(this, RES_SHELLS, start_ammo_shells);
591 SetResource(this, RES_BULLETS, start_ammo_nails);
592 SetResource(this, RES_ROCKETS, start_ammo_rockets);
593 SetResource(this, RES_CELLS, start_ammo_cells);
594 SetResource(this, RES_PLASMA, start_ammo_plasma);
595 SetResource(this, RES_FUEL, start_ammo_fuel);
596 SetResource(this, RES_HEALTH, start_health);
597 SetResource(this, RES_ARMOR, start_armorvalue);
598 STAT(WEAPONS, this) = start_weapons;
599 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
601 GiveRandomWeapons(this, random_start_weapons_count,
602 autocvar_g_random_start_weapons, random_start_ammo);
605 SetSpectatee_status(this, 0);
607 PS(this).dual_weapons = '0 0 0';
609 if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
610 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
612 this.items = start_items;
614 float shieldtime = time + autocvar_g_spawnshieldtime;
616 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
617 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
618 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
619 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
620 if (!sv_ready_restart_after_countdown && time < game_starttime)
622 float f = game_starttime - time;
624 this.pauserotarmor_finished += f;
625 this.pauserothealth_finished += f;
626 this.pauseregen_finished += f;
629 StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
631 this.damageforcescale = autocvar_g_player_damageforcescale;
633 this.respawn_flags = 0;
634 this.respawn_time = 0;
635 STAT(RESPAWN_TIME, this) = 0;
636 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
638 this.pain_finished = 0;
640 setthink(this, func_null); // players have no think function
643 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
645 this.deadflag = DEAD_NO;
647 this.angles = spot.angles;
648 this.angles_z = 0; // never spawn tilted even if the spot says to
649 if (IS_BOT_CLIENT(this))
651 this.v_angle = this.angles;
654 this.fixangle = true; // turn this way immediately
655 this.oldvelocity = this.velocity = '0 0 0';
656 this.avelocity = '0 0 0';
657 this.punchangle = '0 0 0';
658 this.punchvector = '0 0 0';
660 STAT(REVIVE_PROGRESS, this) = 0;
661 this.revival_time = 0;
663 STAT(AIR_FINISHED, this) = 0;
664 this.waterlevel = WATERLEVEL_NONE;
665 this.watertype = CONTENT_EMPTY;
667 entity spawnevent = new_pure(spawnevent);
668 spawnevent.owner = this;
669 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
671 // Cut off any still running player sounds.
672 stopsound(this, CH_PLAYER_SINGLE);
675 FixPlayermodel(this);
676 this.drawonlytoclient = NULL;
680 for(int slot = 0; slot < MAX_AXH; ++slot)
682 entity axh = this.(AuxiliaryXhair[slot]);
683 this.(AuxiliaryXhair[slot]) = NULL;
685 if(axh.owner == this && axh != NULL && !wasfreed(axh))
689 this.spawnpoint_targ = NULL;
692 this.view_ofs = STAT(PL_VIEW_OFS, this);
693 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
694 this.spawnorigin = spot.origin;
695 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
696 // don't reset back to last position, even if new position is stuck in solid
697 this.oldorigin = this.origin;
699 IL_REMOVE(g_conveyed, this);
700 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
702 IL_REMOVE(g_swamped, this);
703 this.swampslug = NULL;
704 this.swamp_interval = 0;
705 if(this.ladder_entity)
706 IL_REMOVE(g_ladderents, this);
707 this.ladder_entity = NULL;
708 IL_EACH(g_counters, it.realowner == this,
712 STAT(HUD, this) = HUD_NORMAL;
714 this.event_damage = PlayerDamage;
715 this.event_heal = PlayerHeal;
717 this.draggable = func_null;
720 IL_PUSH(g_bot_targets, this);
721 this.bot_attack = true;
722 if(!this.monster_attack)
723 IL_PUSH(g_monster_targets, this);
724 this.monster_attack = true;
725 navigation_dynamicgoal_init(this, false);
727 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
729 // player was spectator
730 if (CS(this).killcount == FRAGS_SPECTATOR) {
731 PlayerScore_Clear(this);
732 CS(this).killcount = 0;
733 CS(this).startplaytime = time;
736 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
738 .entity weaponentity = weaponentities[slot];
739 CL_SpawnWeaponentity(this, weaponentity);
741 this.alpha = default_player_alpha;
742 this.colormod = '1 1 1' * autocvar_g_player_brightness;
743 this.exteriorweaponentity.alpha = default_weapon_alpha;
745 this.speedrunning = false;
747 this.counter_cnt = 0;
748 this.fragsfilter_cnt = 0;
750 target_voicescript_clear(this);
752 // reset fields the weapons may use
753 FOREACH(Weapons, true, {
754 it.wr_resetplayer(it, this);
755 // reload all reloadable weapons
756 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
757 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
759 .entity weaponentity = weaponentities[slot];
760 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
765 Unfreeze(this, false);
767 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
769 string s = spot.target;
770 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
771 spot.target = string_null;
772 SUB_UseTargets(spot, this, NULL);
773 if(g_assault || g_race)
777 if (autocvar_spawn_debug)
779 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
780 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
783 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
785 .entity weaponentity = weaponentities[slot];
786 entity w_ent = this.(weaponentity);
787 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
788 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
790 w_ent.m_switchweapon = WEP_Null;
791 w_ent.m_weapon = WEP_Null;
792 w_ent.weaponname = "";
793 w_ent.m_switchingweapon = WEP_Null;
797 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
799 if (CS(this).impulse) ImpulseCommands(this);
801 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
802 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
804 .entity weaponentity = weaponentities[slot];
805 W_WeaponFrame(this, weaponentity);
808 if (!warmup_stage && !this.alivetime)
809 this.alivetime = time;
811 antilag_clear(this, CS(this));
814 /** Called when a client spawns in the server */
815 void PutClientInServer(entity this)
817 if (IS_REAL_CLIENT(this)) {
819 WriteByte(MSG_ONE, SVC_SETVIEW);
820 WriteEntity(MSG_ONE, this);
823 TRANSMUTE(Observer, this);
825 bool use_spawnpoint = (!this.enemy); // check this.enemy here since SetSpectatee will clear it
826 SetSpectatee(this, NULL);
830 PS(this).itemkeys = 0;
832 MUTATOR_CALLHOOK(PutClientInServer, this);
834 if (IS_OBSERVER(this)) {
835 PutObserverInServer(this, false, use_spawnpoint);
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 if(autocvar_g_antilag == 3) // client side hitscan
953 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
954 if(autocvar_sv_gentle)
955 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
957 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
958 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
960 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
962 MUTATOR_CALLHOOK(FixClientCvars, e);
965 bool findinlist_abbrev(string tofind, string list)
967 if(list == "" || tofind == "")
968 return false; // empty list or search, just return
970 // this function allows abbreviated strings!
971 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
979 bool PlayerInIPList(entity p, string iplist)
981 // some safety checks (never allow local?)
982 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
985 return findinlist_abbrev(p.netaddress, iplist);
988 bool PlayerInIDList(entity p, string idlist)
990 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
994 return findinlist_abbrev(p.crypto_idfp, idlist);
997 bool PlayerInList(entity player, string list)
999 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1002 #ifdef DP_EXT_PRECONNECT
1007 Called once (not at each match start) when a client begins a connection to the server
1010 void ClientPreConnect(entity this)
1012 if(autocvar_sv_eventlog)
1014 GameLogEcho(sprintf(":connect:%d:%d:%s",
1017 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1023 // NOTE csqc uses the active mutators list sent by this function
1024 // to understand which mutators are enabled
1025 // also note that they aren't all registered mutators, e.g. jetpack, low gravity
1026 void SendWelcomeMessage(entity this, int msg_type)
1028 WriteByte(msg_type, boolean(autocvar_g_campaign));
1029 if (boolean(autocvar_g_campaign))
1031 WriteString(msg_type, Campaign_GetTitle());
1032 WriteByte(msg_type, Campaign_GetLevelNum());
1033 WriteString(msg_type, Campaign_GetMessage());
1036 WriteString(msg_type, autocvar_hostname);
1037 WriteString(msg_type, autocvar_g_xonoticversion);
1038 WriteByte(msg_type, CS(this).version_mismatch);
1039 WriteByte(msg_type, (CS(this).version < autocvar_gameversion));
1041 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1042 string modifications = M_ARGV(0, string);
1044 if (!g_weaponarena && cvar("g_balance_blaster_weaponstartoverride") == 0)
1045 modifications = strcat(modifications, ", No start weapons");
1046 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1047 modifications = strcat(modifications, ", Low gravity");
1048 if(g_weapon_stay && !g_cts)
1049 modifications = strcat(modifications, ", Weapons stay");
1050 if(autocvar_g_jetpack)
1051 modifications = strcat(modifications, ", Jetpack");
1052 modifications = substring(modifications, 2, strlen(modifications) - 2);
1054 WriteString(msg_type, modifications);
1056 WriteString(msg_type, g_weaponarena_list);
1058 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1060 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1061 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1064 WriteString(msg_type, cache_mutatormsg);
1066 WriteString(msg_type, strreplace("\\n", "\n", autocvar_sv_motd));
1073 Called when a client connects to the server
1076 void ClientConnect(entity this)
1078 if (Ban_MaybeEnforceBanOnce(this)) return;
1079 assert(!IS_CLIENT(this), return);
1080 this.flags |= FL_CLIENT;
1081 assert(player_count >= 0, player_count = 0);
1083 TRANSMUTE(Client, this);
1084 CS(this).version_nagtime = time + 10 + random() * 10;
1086 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1088 bot_clientconnect(this);
1090 Player_DetermineForcedTeam(this);
1092 TRANSMUTE(Observer, this);
1094 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1096 // always track bots, don't ask for cl_allow_uidtracking
1097 if (IS_BOT_CLIENT(this))
1098 PlayerStats_GameReport_AddPlayer(this);
1100 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1102 if (autocvar_sv_eventlog)
1103 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1105 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1107 stuffcmd(this, clientstuff, "\n");
1108 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1110 FixClientCvars(this);
1112 // get version info from player
1113 stuffcmd(this, "cmd clientversion $gameversion\n");
1115 // notify about available teams
1118 entity balance = TeamBalance_CheckAllowedTeams(this);
1119 int t = TeamBalance_GetAllowedTeams(balance);
1120 TeamBalance_Destroy(balance);
1121 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1125 stuffcmd(this, "set _teams_available 0\n");
1128 bot_relinkplayerlist();
1130 CS(this).spectatortime = time;
1131 if (blockSpectators)
1133 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1136 CS(this).jointime = time;
1138 if (IS_REAL_CLIENT(this))
1140 if (g_weaponarena_weapons == WEPSET(TUBA))
1141 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1142 // quickmenu file must be put in a subfolder with an unique name
1143 // to reduce chances of overriding custom client quickmenus
1144 if (waypointeditor_enabled)
1145 stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", "wpeditor.txt"));
1146 else if (autocvar_sv_quickmenu_file != "" && strstrofs(autocvar_sv_quickmenu_file, "/", 0) && fexists(autocvar_sv_quickmenu_file))
1147 stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", autocvar_sv_quickmenu_file));
1150 if (!autocvar_sv_foginterval && world.fog != "")
1151 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1153 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1154 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1155 send_CSQC_teamnagger();
1157 CSQCMODEL_AUTOINIT(this);
1159 CS(this).model_randomizer = random();
1161 if (IS_REAL_CLIENT(this))
1162 sv_notice_join(this);
1164 this.move_qcphysics = autocvar_sv_qcphysics;
1166 // update physics stats (players can spawn before physics runs)
1167 Physics_UpdateStats(this);
1169 IL_EACH(g_initforplayer, it.init_for_player, {
1170 it.init_for_player(it, this);
1173 Handicap_Initialize(this);
1175 MUTATOR_CALLHOOK(ClientConnect, this);
1177 if (player_count == 1)
1178 localcmd("\nsv_hook_firstjoin\n");
1184 Called when a client disconnects from the server
1187 .entity chatbubbleentity;
1188 void player_powerups_remove_all(entity this);
1190 void ClientDisconnect(entity this)
1192 assert(IS_CLIENT(this), return);
1194 PlayerStats_GameReport_FinalizePlayer(this);
1195 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1196 if (CS(this).active_minigame) part_minigame(this);
1197 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1199 if (autocvar_sv_eventlog)
1200 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1202 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1205 SetSpectatee(this, NULL);
1207 MUTATOR_CALLHOOK(ClientDisconnect, this);
1209 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1210 strfree(CS_CVAR(this).weaponorder_byimpulse);
1211 ClientState_detach(this);
1213 Portal_ClearAll(this);
1215 Unfreeze(this, false);
1217 RemoveGrapplingHooks(this);
1219 // Here, everything has been done that requires this player to be a client.
1221 this.flags &= ~FL_CLIENT;
1223 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1224 if (this.killindicator) delete(this.killindicator);
1226 IL_EACH(g_counters, it.realowner == this,
1231 WaypointSprite_PlayerGone(this);
1233 bot_relinkplayerlist();
1235 strfree(this.clientstatus);
1236 if (this.personal) delete(this.personal);
1239 if (warmup_stage) ReadyCount();
1240 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1242 player_powerups_remove_all(this); // stop powerup sound
1246 if (player_count == 0)
1247 localcmd("\nsv_hook_lastleave\n");
1250 void ChatBubbleThink(entity this)
1252 this.nextthink = time;
1253 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1255 if(this.owner) // but why can that ever be NULL?
1256 this.owner.chatbubbleentity = NULL;
1263 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1265 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1266 this.mdl = "models/sprites/minigame_busy.iqm";
1267 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1268 this.mdl = "models/misc/chatbubble.spr";
1271 if ( this.model != this.mdl )
1272 _setmodel(this, this.mdl);
1276 void UpdateChatBubble(entity this)
1280 // spawn a chatbubble entity if needed
1281 if (!this.chatbubbleentity)
1283 this.chatbubbleentity = new(chatbubbleentity);
1284 this.chatbubbleentity.owner = this;
1285 this.chatbubbleentity.exteriormodeltoclient = this;
1286 setthink(this.chatbubbleentity, ChatBubbleThink);
1287 this.chatbubbleentity.nextthink = time;
1288 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1289 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1290 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1291 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1292 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1293 //this.chatbubbleentity.model = "";
1294 this.chatbubbleentity.effects = EF_LOWPRECISION;
1298 void calculate_player_respawn_time(entity this)
1300 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1303 float gametype_setting_tmp;
1304 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1305 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1306 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1307 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1308 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1309 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1311 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1314 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1315 if(it.team == this.team)
1318 if (sdelay_small_count == 0)
1319 sdelay_small_count = 1;
1320 if (sdelay_large_count == 0)
1321 sdelay_large_count = 1;
1325 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1328 if (sdelay_small_count == 0)
1330 if (IS_INDEPENDENT_PLAYER(this))
1332 // Players play independently. No point in requiring enemies.
1333 sdelay_small_count = 1;
1337 // Players play AGAINST each other. Enemies required.
1338 sdelay_small_count = 2;
1341 if (sdelay_large_count == 0)
1343 if (IS_INDEPENDENT_PLAYER(this))
1345 // Players play independently. No point in requiring enemies.
1346 sdelay_large_count = 1;
1350 // Players play AGAINST each other. Enemies required.
1351 sdelay_large_count = 2;
1358 if (pcount <= sdelay_small_count)
1359 sdelay = sdelay_small;
1360 else if (pcount >= sdelay_large_count)
1361 sdelay = sdelay_large;
1362 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1363 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1366 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1368 this.respawn_time = time + sdelay;
1370 if(sdelay < sdelay_max)
1371 this.respawn_time_max = time + sdelay_max;
1373 this.respawn_time_max = this.respawn_time;
1375 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1376 this.respawn_countdown = 10; // first number to count down from is 10
1378 this.respawn_countdown = -1; // do not count down
1380 if(autocvar_g_forced_respawn)
1381 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1384 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1385 // added to the model skins
1386 /*void UpdateColorModHack()
1389 c = this.clientcolors & 15;
1390 // LordHavoc: only bothering to support white, green, red, yellow, blue
1391 if (!teamplay) this.colormod = '0 0 0';
1392 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1393 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1394 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1395 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1396 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1397 else this.colormod = '1 1 1';
1400 void respawn(entity this)
1402 bool damagedbycontents_prev = this.damagedbycontents;
1405 if(autocvar_g_respawn_ghosts)
1407 this.solid = SOLID_NOT;
1408 this.takedamage = DAMAGE_NO;
1409 this.damagedbycontents = false;
1410 set_movetype(this, MOVETYPE_FLY);
1411 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1412 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1413 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1414 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1415 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1416 if(autocvar_g_respawn_ghosts_time > 0)
1417 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1420 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1424 this.damagedbycontents = damagedbycontents_prev;
1426 this.effects |= EF_NODRAW; // prevent another CopyBody
1427 PutClientInServer(this);
1430 void play_countdown(entity this, float finished, Sound samp)
1433 float time_left = finished - time;
1434 if(IS_REAL_CLIENT(this) && time_left < 6 && floor(time_left - frametime) != floor(time_left))
1435 sound(this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1438 // it removes special powerups not handled by StatusEffects
1439 void player_powerups_remove_all(entity this)
1441 if (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1443 // don't play the poweroff sound when the game restarts or the player disconnects
1444 if (time > game_starttime + 1 && IS_CLIENT(this)
1445 && !(start_items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS)))
1447 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1449 if (this.items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1450 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1451 this.items -= (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS));
1455 void player_powerups(entity this)
1457 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1458 this.modelflags |= MF_ROCKET;
1460 this.modelflags &= ~MF_ROCKET;
1462 this.effects &= ~EF_NODEPTHTEST;
1465 player_powerups_remove_all(this);
1467 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1470 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1471 int items_prev = this.items;
1473 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1475 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1476 if (this.items & IT_SUPERWEAPON)
1478 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1480 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1481 this.items = this.items - (this.items & IT_SUPERWEAPON);
1482 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1483 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1485 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1487 // don't let them run out
1491 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1492 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1494 this.items = this.items - (this.items & IT_SUPERWEAPON);
1495 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1496 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1497 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1501 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1503 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1505 this.items = this.items | IT_SUPERWEAPON;
1506 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1509 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1510 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1515 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1516 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1517 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1520 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1522 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1526 if(autocvar_g_nodepthtestplayers)
1527 this.effects = this.effects | EF_NODEPTHTEST;
1529 if(autocvar_g_fullbrightplayers)
1530 this.effects = this.effects | EF_FULLBRIGHT;
1532 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1535 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1537 if(current > stable)
1539 else if(current > stable - 0.25) // when close enough, "snap"
1542 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1545 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1547 if(current < stable)
1549 else if(current < stable + 0.25) // when close enough, "snap"
1552 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1555 void RotRegen(entity this, Resource res, float limit_mod,
1556 float regenstable, float regenfactor, float regenlinear, float regenframetime,
1557 float rotstable, float rotfactor, float rotlinear, float rotframetime)
1559 float old = GetResource(this, res);
1560 float current = old;
1561 if(current > rotstable)
1563 if(rotframetime > 0)
1565 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1566 current = max(rotstable, current - rotlinear * rotframetime);
1569 else if(current < regenstable)
1571 if(regenframetime > 0)
1573 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1574 current = min(regenstable, current + regenlinear * regenframetime);
1578 float limit = GetResourceLimit(this, res) * limit_mod;
1583 SetResource(this, res, current);
1586 void player_regen(entity this)
1588 float max_mod, regen_mod, rot_mod, limit_mod;
1589 max_mod = regen_mod = rot_mod = limit_mod = 1;
1591 float regen_health = autocvar_g_balance_health_regen;
1592 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1593 float regen_health_rot = autocvar_g_balance_health_rot;
1594 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1595 float regen_health_stable = autocvar_g_balance_health_regenstable;
1596 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1597 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1598 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1599 max_mod = M_ARGV(1, float);
1600 regen_mod = M_ARGV(2, float);
1601 rot_mod = M_ARGV(3, float);
1602 limit_mod = M_ARGV(4, float);
1603 regen_health = M_ARGV(5, float);
1604 regen_health_linear = M_ARGV(6, float);
1605 regen_health_rot = M_ARGV(7, float);
1606 regen_health_rotlinear = M_ARGV(8, float);
1607 regen_health_stable = M_ARGV(9, float);
1608 regen_health_rotstable = M_ARGV(10, float);
1610 float rotstable, regenstable, rotframetime, regenframetime;
1612 if(!mutator_returnvalue)
1613 if(!STAT(FROZEN, this))
1615 regenstable = autocvar_g_balance_armor_regenstable;
1616 rotstable = autocvar_g_balance_armor_rotstable;
1617 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1618 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1619 RotRegen(this, RES_ARMOR, limit_mod,
1620 regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime,
1621 rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime);
1623 // NOTE: max_mod is only applied to health
1624 regenstable = regen_health_stable * max_mod;
1625 rotstable = regen_health_rotstable * max_mod;
1626 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1627 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1628 RotRegen(this, RES_HEALTH, limit_mod,
1629 regenstable, regen_health, regen_health_linear, regenframetime,
1630 rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1633 // if player rotted to death... die!
1634 // check this outside above checks, as player may still be able to rot to death
1635 if(GetResource(this, RES_HEALTH) < 1)
1638 vehicles_exit(this.vehicle, VHEF_RELEASE);
1639 if(this.event_damage)
1640 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1643 if (!(this.items & IT_UNLIMITED_AMMO))
1645 regenstable = autocvar_g_balance_fuel_regenstable;
1646 rotstable = autocvar_g_balance_fuel_rotstable;
1647 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0;
1648 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1649 RotRegen(this, RES_FUEL, 1,
1650 regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime,
1651 rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime);
1656 void SetZoomState(entity this, float newzoom)
1658 if(newzoom != CS(this).zoomstate)
1660 CS(this).zoomstate = newzoom;
1661 ClientData_Touch(this);
1663 zoomstate_set = true;
1666 void GetPressedKeys(entity this)
1668 MUTATOR_CALLHOOK(GetPressedKeys, this);
1671 CS(this).pressedkeys = 0;
1672 STAT(PRESSED_KEYS, this) = 0;
1676 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1677 int keys = STAT(PRESSED_KEYS, this);
1678 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1679 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1680 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1681 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1683 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1684 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
1685 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1686 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1687 CS(this).pressedkeys = keys; // store for other users
1689 STAT(PRESSED_KEYS, this) = keys;
1693 ======================
1694 spectate mode routines
1695 ======================
1698 void SpectateCopy(entity this, entity spectatee)
1700 TC(Client, this); TC(Client, spectatee);
1702 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1703 PS(this) = PS(spectatee);
1704 this.armortype = spectatee.armortype;
1705 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1706 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1707 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1708 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1709 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1710 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1711 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1712 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1713 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1714 CS(this).impulse = 0;
1715 this.disableclientprediction = 1; // no need to run prediction on a spectator
1716 this.items = spectatee.items;
1717 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1718 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1719 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1720 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1721 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1722 this.punchangle = spectatee.punchangle;
1723 this.view_ofs = spectatee.view_ofs;
1724 this.velocity = spectatee.velocity;
1725 this.dmg_take = spectatee.dmg_take;
1726 this.dmg_save = spectatee.dmg_save;
1727 this.dmg_inflictor = spectatee.dmg_inflictor;
1728 this.v_angle = spectatee.v_angle;
1729 this.angles = spectatee.v_angle;
1730 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1731 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1732 this.viewloc = spectatee.viewloc;
1733 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1734 this.fixangle = true;
1735 setorigin(this, spectatee.origin);
1736 setsize(this, spectatee.mins, spectatee.maxs);
1737 SetZoomState(this, CS(spectatee).zoomstate);
1739 anticheat_spectatecopy(this, spectatee);
1740 STAT(HUD, this) = STAT(HUD, spectatee);
1741 if(spectatee.vehicle)
1743 this.angles = spectatee.v_angle;
1745 //this.fixangle = false;
1746 //this.velocity = spectatee.vehicle.velocity;
1747 this.vehicle_health = spectatee.vehicle_health;
1748 this.vehicle_shield = spectatee.vehicle_shield;
1749 this.vehicle_energy = spectatee.vehicle_energy;
1750 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1751 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1752 this.vehicle_reload1 = spectatee.vehicle_reload1;
1753 this.vehicle_reload2 = spectatee.vehicle_reload2;
1755 //msg_entity = this;
1757 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1758 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1759 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1760 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1762 //WriteByte (MSG_ONE, SVC_SETVIEW);
1763 // WriteEntity(MSG_ONE, this);
1764 //makevectors(spectatee.v_angle);
1765 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1769 bool SpectateUpdate(entity this)
1774 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1776 SetSpectatee(this, NULL);
1780 SpectateCopy(this, this.enemy);
1785 bool SpectateSet(entity this)
1787 if(!IS_PLAYER(this.enemy))
1790 ClientData_Touch(this.enemy);
1793 WriteByte(MSG_ONE, SVC_SETVIEW);
1794 WriteEntity(MSG_ONE, this.enemy);
1795 set_movetype(this, MOVETYPE_NONE);
1796 accuracy_resend(this);
1798 if(!SpectateUpdate(this))
1799 PutObserverInServer(this, false, true);
1804 void SetSpectatee_status(entity this, int spectatee_num)
1806 int oldspectatee_status = CS(this).spectatee_status;
1807 CS(this).spectatee_status = spectatee_num;
1809 if (CS(this).spectatee_status != oldspectatee_status)
1811 if (STAT(PRESSED_KEYS, this))
1813 CS(this).pressedkeys = 0;
1814 STAT(PRESSED_KEYS, this) = 0;
1816 ClientData_Touch(this);
1817 if (g_race || g_cts) race_InitSpectator();
1821 void SetSpectatee(entity this, entity spectatee)
1823 if(IS_BOT_CLIENT(this))
1824 return; // bots abuse .enemy, this code is useless to them
1826 entity old_spectatee = this.enemy;
1828 this.enemy = spectatee;
1831 // these are required to fix the spectator bug with arc
1834 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1836 .entity weaponentity = weaponentities[slot];
1837 if(old_spectatee.(weaponentity).arc_beam)
1838 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1843 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1845 .entity weaponentity = weaponentities[slot];
1846 if(spectatee.(weaponentity).arc_beam)
1847 spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1852 SetSpectatee_status(this, etof(spectatee));
1854 // needed to update spectator list
1855 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1858 bool Spectate(entity this, entity pl)
1860 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1862 pl = M_ARGV(1, entity);
1864 SetSpectatee(this, pl);
1865 return SpectateSet(this);
1868 bool SpectateNext(entity this)
1870 entity ent = find(this.enemy, classname, STR_PLAYER);
1872 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1873 ent = M_ARGV(1, entity);
1875 ent = find(ent, classname, STR_PLAYER);
1877 if(ent) { SetSpectatee(this, ent); }
1879 return SpectateSet(this);
1882 bool SpectatePrev(entity this)
1884 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1885 entity ent = findchain(classname, STR_PLAYER);
1886 if (!ent) // no player
1890 // skip players until current spectated player
1892 while(ent && ent != this.enemy)
1895 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1897 case MUT_SPECPREV_FOUND:
1898 ent = M_ARGV(1, entity);
1900 case MUT_SPECPREV_RETURN:
1902 case MUT_SPECPREV_CONTINUE:
1913 SetSpectatee(this, ent);
1914 return SpectateSet(this);
1919 ShowRespawnCountdown()
1921 Update a respawn countdown display.
1924 void ShowRespawnCountdown(entity this)
1927 if(!IS_DEAD(this)) // just respawned?
1931 number = ceil(this.respawn_time - time);
1934 if(number <= this.respawn_countdown)
1936 this.respawn_countdown = number - 1;
1937 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
1938 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1943 .bool team_selected;
1944 bool ShowTeamSelection(entity this)
1946 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1948 if (frametime) // once per frame is more than enough
1949 stuffcmd(this, "_scoreboard_team_selection 1\n");
1952 void Join(entity this)
1954 if (autocvar_g_campaign && !campaign_bots_may_start && !game_stopped && time >= game_starttime)
1957 TRANSMUTE(Player, this);
1959 if(!this.team_selected)
1960 if(autocvar_g_campaign || autocvar_g_balance_teams)
1961 TeamBalance_JoinBestTeam(this);
1963 if(autocvar_g_campaign)
1964 campaign_bots_may_start = true;
1966 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1968 PutClientInServer(this);
1971 if(teamplay && this.team != -1)
1975 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1976 this.team_selected = false;
1979 int GetPlayerLimit()
1982 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)
1983 int player_limit = autocvar_g_maxplayers;
1984 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1985 player_limit = M_ARGV(0, int);
1986 return player_limit;
1990 * Determines whether the player is allowed to join. This depends on cvar
1991 * g_maxplayers, if it isn't used this function always return true, otherwise
1992 * it checks whether the number of currently playing players exceeds g_maxplayers.
1993 * @return int number of free slots for players, 0 if none
1995 int nJoinAllowed(entity this, entity ignore)
1998 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1999 // so report 0 free slots if restricted
2001 if(autocvar_g_forced_team_otherwise == "spectate")
2003 if(autocvar_g_forced_team_otherwise == "spectator")
2007 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2008 return 0; // forced spectators can never join
2010 // TODO simplify this
2011 int totalClients = 0;
2012 int currentlyPlaying = 0;
2013 FOREACH_CLIENT(true, {
2016 if(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME(it)))
2020 int player_limit = GetPlayerLimit();
2024 free_slots = maxclients - totalClients;
2025 else if(player_limit > 0 && currentlyPlaying < player_limit)
2026 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2028 static float msg_time = 0;
2029 if(this && !INGAME(this) && ignore && !free_slots && time > msg_time)
2031 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2032 msg_time = time + 0.5;
2038 bool joinAllowed(entity this)
2040 if (CS(this).version_mismatch) return false;
2041 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2042 if (!nJoinAllowed(this, this)) return false;
2043 if (teamplay && lockteams) return false;
2044 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2045 if (ShowTeamSelection(this)) return false;
2049 .string shootfromfixedorigin;
2050 .bool dualwielding_prev;
2051 bool PlayerThink(entity this)
2053 if (game_stopped || intermission_running) {
2054 this.modelflags &= ~MF_ROCKET;
2055 if(intermission_running)
2056 IntermissionThink(this);
2060 if (timeout_status == TIMEOUT_ACTIVE) {
2061 // don't allow the player to turn around while game is paused
2062 // FIXME turn this into CSQC stuff
2063 this.v_angle = this.lastV_angle;
2064 this.angles = this.lastV_angle;
2065 this.fixangle = true;
2068 if (frametime) player_powerups(this);
2070 if (IS_DEAD(this)) {
2071 if (this.personal && g_race_qualifying) {
2072 if (time > this.respawn_time) {
2073 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2075 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2078 if (frametime) player_anim(this);
2080 if (this.respawn_flags & RESPAWN_DENY)
2082 STAT(RESPAWN_TIME, this) = 0;
2086 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));
2088 switch(this.deadflag)
2092 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2093 this.deadflag = DEAD_RESPAWNING;
2094 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2095 this.deadflag = DEAD_DEAD;
2101 this.deadflag = DEAD_RESPAWNABLE;
2102 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2103 this.deadflag = DEAD_RESPAWNING;
2106 case DEAD_RESPAWNABLE:
2108 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2109 this.deadflag = DEAD_RESPAWNING;
2112 case DEAD_RESPAWNING:
2114 if (time > this.respawn_time)
2116 this.respawn_time = time + 1; // only retry once a second
2117 this.respawn_time_max = this.respawn_time;
2124 ShowRespawnCountdown(this);
2126 if (this.respawn_flags & RESPAWN_SILENT)
2127 STAT(RESPAWN_TIME, this) = 0;
2128 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2130 if (time < this.respawn_time)
2131 STAT(RESPAWN_TIME, this) = this.respawn_time;
2132 else if (this.deadflag != DEAD_RESPAWNING)
2133 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2136 STAT(RESPAWN_TIME, this) = this.respawn_time;
2139 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2140 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2141 STAT(RESPAWN_TIME, this) *= -1;
2146 FixPlayermodel(this);
2148 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2149 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2150 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2153 // reset gun alignment when dual wielding status changes
2154 // to ensure guns are always aligned right and left
2155 bool dualwielding = W_DualWielding(this);
2156 if(this.dualwielding_prev != dualwielding)
2158 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2159 this.dualwielding_prev = dualwielding;
2162 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2165 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2167 .entity weaponentity = weaponentities[slot];
2168 if(WEP_CVAR(vortex, charge_always))
2169 W_Vortex_Charge(this, weaponentity, frametime);
2170 W_WeaponFrame(this, weaponentity);
2176 // WEAPONTODO: Add a weapon request for this
2177 // rot vortex charge to the charge limit
2178 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2180 .entity weaponentity = weaponentities[slot];
2181 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2182 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2187 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2190 monsters_setstatus(this);
2195 .bool would_spectate;
2196 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2197 void ObserverOrSpectatorThink(entity this)
2199 bool is_spec = IS_SPEC(this);
2200 if ( CS(this).impulse )
2202 int r = MinigameImpulse(this, CS(this).impulse);
2204 CS(this).impulse = 0;
2206 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2208 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2209 CS(this).impulse = 0;
2214 if (IS_BOT_CLIENT(this) && !CS(this).autojoin_checked)
2216 CS(this).autojoin_checked = true;
2217 TRANSMUTE(Player, this);
2218 PutClientInServer(this);
2222 if (this.flags & FL_JUMPRELEASED) {
2223 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2224 this.flags &= ~FL_JUMPRELEASED;
2225 this.flags |= FL_SPAWNING;
2226 } 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)))
2227 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2228 this.flags &= ~FL_JUMPRELEASED;
2229 if(SpectateNext(this)) {
2230 TRANSMUTE(Spectator, this);
2231 } else if (is_spec) {
2232 TRANSMUTE(Observer, this);
2233 PutClientInServer(this);
2236 this.would_spectate = false; // unable to spectate anyone
2238 CS(this).impulse = 0;
2239 } else if (is_spec) {
2240 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2241 this.flags &= ~FL_JUMPRELEASED;
2242 if(SpectatePrev(this)) {
2243 TRANSMUTE(Spectator, this);
2245 TRANSMUTE(Observer, this);
2246 PutClientInServer(this);
2248 CS(this).impulse = 0;
2249 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2250 this.would_spectate = false;
2251 this.flags &= ~FL_JUMPRELEASED;
2252 TRANSMUTE(Observer, this);
2253 PutClientInServer(this);
2254 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2255 PutObserverInServer(this, false, true);
2256 this.would_spectate = true;
2260 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2261 if (PHYS_INPUT_BUTTON_USE(this))
2262 wouldclip = !wouldclip;
2263 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2264 set_movetype(this, preferred_movetype);
2266 } else { // jump pressed
2267 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2268 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2269 this.flags |= FL_JUMPRELEASED;
2270 if(this.flags & FL_SPAWNING)
2272 this.flags &= ~FL_SPAWNING;
2273 if(joinAllowed(this))
2275 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2276 CS(this).autojoin_checked = -1;
2280 if(is_spec && !SpectateUpdate(this))
2281 PutObserverInServer(this, false, true);
2284 this.flags |= FL_CLIENT | FL_NOTARGET;
2287 void PlayerUseKey(entity this)
2289 if (!IS_PLAYER(this))
2296 vehicles_exit(this.vehicle, VHEF_NORMAL);
2300 else if(autocvar_g_vehicles_enter)
2302 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2304 entity head, closest_target = NULL;
2305 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2307 while(head) // find the closest acceptable target to enter
2309 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2310 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2314 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2315 { closest_target = head; }
2317 else { closest_target = head; }
2323 if(closest_target) { vehicles_enter(this, closest_target); return; }
2327 // a use key was pressed; call handlers
2328 MUTATOR_CALLHOOK(PlayerUseKey, this);
2336 Called every frame for each client before the physics are run
2339 .float last_vehiclecheck;
2340 void PlayerPreThink (entity this)
2342 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2343 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2345 WarpZone_PlayerPhysics_FixVAngle(this);
2348 // physics frames: update anticheat stuff
2349 anticheat_prethink(this);
2351 // WORKAROUND: only use dropclient in server frames (frametime set).
2352 // Never use it in cl_movement frames (frametime zero).
2353 if (blockSpectators && IS_REAL_CLIENT(this)
2354 && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this)
2355 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2357 if (dropclient_schedule(this))
2358 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2362 zoomstate_set = false;
2364 // Check for nameless players
2365 if (this.netname == "" || this.netname != CS(this).netname_previous)
2367 bool assume_unchanged = (CS(this).netname_previous == "");
2368 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2370 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2371 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2372 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2373 assume_unchanged = false;
2374 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2376 if (isInvisibleString(this.netname))
2378 this.netname = strzone(sprintf("Player#%d", this.playerid));
2379 sprint(this, "Warning: invisible names are not allowed.\n");
2380 assume_unchanged = false;
2381 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2383 if (!assume_unchanged && autocvar_sv_eventlog)
2384 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2385 strcpy(CS(this).netname_previous, this.netname);
2389 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2390 CS(this).version_nagtime = 0;
2391 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2393 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2395 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2397 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2398 if (r < 0) { // old client
2399 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2400 } else if (r > 0) { // old server
2401 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2407 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2409 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2410 this.max_armorvalue = 0;
2413 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2415 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2417 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2418 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2420 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2422 if (STAT(REVIVE_PROGRESS, this) >= 1)
2423 Unfreeze(this, false);
2425 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2427 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2428 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2430 if (GetResource(this, RES_HEALTH) < 1)
2433 vehicles_exit(this.vehicle, VHEF_RELEASE);
2434 if(this.event_damage)
2435 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2437 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2438 Unfreeze(this, false);
2442 MUTATOR_CALLHOOK(PlayerPreThink, this);
2444 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2445 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2447 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2451 if(!it.team || SAME_TEAM(this, it))
2452 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2453 else if(autocvar_g_vehicles_steal)
2454 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2456 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2458 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2462 this.last_vehiclecheck = time + 1;
2465 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2467 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2469 if (IS_PLAYER(this)) {
2470 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2471 error("Client can't be spawned as player on connection!");
2472 if(!PlayerThink(this))
2475 else if (game_stopped || intermission_running) {
2476 if(intermission_running)
2477 IntermissionThink(this);
2480 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2482 bool early_join_requested = (CS(this).autojoin_checked < 0);
2483 CS(this).autojoin_checked = 1;
2484 // don't do this in ClientConnect
2485 // many things can go wrong if a client is spawned as player on connection
2486 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2487 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2488 && (!teamplay || autocvar_g_balance_teams)))
2490 if(joinAllowed(this))
2495 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2496 ObserverOrSpectatorThink(this);
2499 // WEAPONTODO: Add weapon request for this
2500 if (!zoomstate_set) {
2501 bool wep_zoomed = false;
2502 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2504 .entity weaponentity = weaponentities[slot];
2505 Weapon thiswep = this.(weaponentity).m_weapon;
2506 if(thiswep != WEP_Null && thiswep.wr_zoom)
2507 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2509 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2512 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2514 CS(this).teamkill_soundtime = 0;
2516 entity e = CS(this).teamkill_soundsource;
2517 entity oldpusher = e.pusher;
2519 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2520 e.pusher = oldpusher;
2523 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2524 CS(this).taunt_soundtime = 0;
2525 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2528 target_voicescript_next(this);
2531 void DrownPlayer(entity this)
2533 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2534 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2536 STAT(AIR_FINISHED, this) = 0;
2540 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2542 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2543 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2544 STAT(AIR_FINISHED, this) = 0;
2548 if (!STAT(AIR_FINISHED, this))
2549 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2550 if (STAT(AIR_FINISHED, this) < time)
2552 if (this.pain_finished < time)
2554 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');
2555 this.pain_finished = time + 0.5;
2561 .bool move_qcphysics;
2563 void Player_Physics(entity this)
2565 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2567 if(!this.move_qcphysics)
2570 if(!frametime && !CS(this).pm_frametime)
2573 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2575 CS(this).pm_frametime = 0;
2582 Called every frame for each client after the physics are run
2585 void PlayerPostThink (entity this)
2587 Player_Physics(this);
2589 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2590 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2591 if (IS_REAL_CLIENT(this))
2592 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2593 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2595 int totalClients = 0;
2596 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2598 // maxidle disabled in local matches by not counting clients (totalClients 0)
2599 if (server_is_dedicated)
2601 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2605 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2609 else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2611 FOREACH_CLIENT(IS_REAL_CLIENT(it),
2617 if (totalClients < autocvar_sv_maxidle_minplayers)
2619 // idle kick disabled
2620 CS(this).parm_idlesince = time;
2622 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2624 if (CS(this).idlekick_lasttimeleft)
2626 CS(this).idlekick_lasttimeleft = 0;
2627 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2632 float maxidle_time = autocvar_sv_maxidle;
2633 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2634 maxidle_time = autocvar_sv_maxidle_playertospectator;
2635 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2636 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2637 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2639 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2640 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2642 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2644 if (timeleft <= 0) {
2645 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2647 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2648 PutObserverInServer(this, true, true);
2652 if (dropclient_schedule(this))
2653 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2657 else if (timeleft <= countdown_time) {
2658 if (timeleft != CS(this).idlekick_lasttimeleft)
2659 play2(this, SND(TALK2));
2660 CS(this).idlekick_lasttimeleft = timeleft;
2669 this.solid = SOLID_NOT;
2670 this.takedamage = DAMAGE_NO;
2671 set_movetype(this, MOVETYPE_NONE);
2672 CS(this).teamkill_complain = 0;
2673 CS(this).teamkill_soundtime = 0;
2674 CS(this).teamkill_soundsource = NULL;
2677 if (IS_PLAYER(this)) {
2678 if(this.death_time == time && IS_DEAD(this))
2680 // player's bbox gets resized now, instead of in the damage event that killed the player,
2681 // once all the damage events of this frame have been processed with normal size
2683 setsize(this, this.mins, this.maxs);
2686 UpdateChatBubble(this);
2687 if (CS(this).impulse) ImpulseCommands(this);
2688 GetPressedKeys(this);
2691 CSQCMODEL_AUTOUPDATE(this);
2695 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2697 CS(this).pressedkeys = 0;
2698 STAT(PRESSED_KEYS, this) = 0;
2701 if (this.waypointsprite_attachedforcarrier) {
2702 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2703 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2706 CSQCMODEL_AUTOUPDATE(this);
2709 // hack to copy the button fields from the client entity to the Client State
2710 void PM_UpdateButtons(entity this, entity store)
2713 store.impulse = this.impulse;
2716 bool typing = this.buttonchat || this.button12;
2718 store.button0 = (typing) ? 0 : this.button0;
2720 store.button2 = (typing) ? 0 : this.button2;
2721 store.button3 = (typing) ? 0 : this.button3;
2722 store.button4 = this.button4;
2723 store.button5 = (typing) ? 0 : this.button5;
2724 store.button6 = this.button6;
2725 store.button7 = this.button7;
2726 store.button8 = this.button8;
2727 store.button9 = this.button9;
2728 store.button10 = this.button10;
2729 store.button11 = this.button11;
2730 store.button12 = this.button12;
2731 store.button13 = this.button13;
2732 store.button14 = this.button14;
2733 store.button15 = this.button15;
2734 store.button16 = this.button16;
2735 store.buttonuse = this.buttonuse;
2736 store.buttonchat = this.buttonchat;
2738 store.cursor_active = this.cursor_active;
2739 store.cursor_screen = this.cursor_screen;
2740 store.cursor_trace_start = this.cursor_trace_start;
2741 store.cursor_trace_endpos = this.cursor_trace_endpos;
2742 store.cursor_trace_ent = this.cursor_trace_ent;
2744 store.ping = this.ping;
2745 store.ping_packetloss = this.ping_packetloss;
2746 store.ping_movementloss = this.ping_movementloss;
2748 store.v_angle = this.v_angle;
2749 store.movement = this.movement;
2752 NET_HANDLE(fpsreport, bool)
2754 int fps = ReadShort();
2755 PlayerScore_Set(sender, SP_FPS, fps);