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(GetResource(this, RES_HEALTH) >= 1)
247 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
250 // was a player, recount votes and ready status
251 if(IS_REAL_CLIENT(this))
253 if (vote_called) { VoteCount(false); }
256 entcs_update_players(this);
259 entity spot = SelectSpawnPoint(this, true);
260 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
261 this.angles = vec2(spot.angles);
262 this.fixangle = true;
263 // offset it so that the spectator spawns higher off the ground, looks better this way
264 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
265 if (IS_REAL_CLIENT(this))
268 WriteByte(MSG_ONE, SVC_SETVIEW);
269 WriteEntity(MSG_ONE, this);
271 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
272 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
273 if(!autocvar_g_debug_globalsounds)
275 // needed for player sounds
277 FixPlayermodel(this);
279 setmodel(this, MDL_Null);
280 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
281 this.view_ofs = '0 0 0';
283 RemoveGrapplingHooks(this);
284 Portal_ClearAll(this);
285 Unfreeze(this, false);
286 SetSpectatee(this, NULL);
291 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
295 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
297 WaypointSprite_PlayerDead(this);
299 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
300 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
302 accuracy_resend(this);
304 CS(this).spectatortime = time;
306 IL_REMOVE(g_bot_targets, this);
307 this.bot_attack = false;
308 if(this.monster_attack)
309 IL_REMOVE(g_monster_targets, this);
310 this.monster_attack = false;
311 STAT(HUD, this) = HUD_NORMAL;
312 TRANSMUTE(Observer, this);
313 this.iscreature = false;
314 this.teleportable = TELEPORT_SIMPLE;
315 if(this.damagedbycontents)
316 IL_REMOVE(g_damagedbycontents, this);
317 this.damagedbycontents = false;
318 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
319 SetSpectatee_status(this, etof(this));
320 this.takedamage = DAMAGE_NO;
321 this.solid = SOLID_NOT;
322 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
323 this.flags = FL_CLIENT | FL_NOTARGET;
325 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
326 this.pauserotarmor_finished = 0;
327 this.pauserothealth_finished = 0;
328 this.pauseregen_finished = 0;
329 this.damageforcescale = 0;
331 this.respawn_flags = 0;
332 this.respawn_time = 0;
333 STAT(RESPAWN_TIME, this) = 0;
337 this.pain_finished = 0;
338 STAT(STRENGTH_FINISHED, this) = 0;
339 STAT(INVINCIBLE_FINISHED, this) = 0;
340 STAT(SUPERWEAPONS_FINISHED, this) = 0;
341 STAT(AIR_FINISHED, this) = 0;
342 //this.dphitcontentsmask = 0;
343 this.dphitcontentsmask = DPCONTENTS_SOLID;
344 if (autocvar_g_playerclip_collisions)
345 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
348 setthink(this, func_null);
350 this.deadflag = DEAD_NO;
352 STAT(REVIVE_PROGRESS, this) = 0;
353 this.revival_time = 0;
354 this.draggable = drag_undraggable;
357 STAT(WEAPONS, this) = '0 0 0';
358 this.drawonlytoclient = this;
362 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
364 this.weaponmodel = "";
365 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
367 this.weaponentities[slot] = NULL;
369 this.exteriorweaponentity = NULL;
370 CS(this).killcount = FRAGS_SPECTATOR;
371 this.velocity = '0 0 0';
372 this.avelocity = '0 0 0';
373 this.punchangle = '0 0 0';
374 this.punchvector = '0 0 0';
375 this.oldvelocity = this.velocity;
376 this.fire_endtime = -1;
377 this.event_damage = func_null;
378 this.event_heal = func_null;
380 for(int slot = 0; slot < MAX_AXH; ++slot)
382 entity axh = this.(AuxiliaryXhair[slot]);
383 this.(AuxiliaryXhair[slot]) = NULL;
385 if(axh.owner == this && axh != NULL && !wasfreed(axh))
389 if (mutator_returnvalue)
391 // mutator prevents resetting teams+score
395 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
396 this.frags = FRAGS_SPECTATOR;
398 if (CS(this).just_joined)
399 CS(this).just_joined = false;
402 int player_getspecies(entity this)
404 get_model_parameters(this.model, this.skin);
405 int s = get_model_parameters_species;
406 get_model_parameters(string_null, 0);
407 if (s < 0) return SPECIES_HUMAN;
411 .float model_randomizer;
412 void FixPlayermodel(entity player)
414 string defaultmodel = "";
416 if(autocvar_sv_defaultcharacter)
422 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
423 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
424 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
425 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
429 if(defaultmodel == "")
431 defaultmodel = autocvar_sv_defaultplayermodel;
432 defaultskin = autocvar_sv_defaultplayerskin;
435 int n = tokenize_console(defaultmodel);
438 defaultmodel = argv(floor(n * CS(player).model_randomizer));
439 // However, do NOT randomize if the player-selected model is in the list.
440 for (int i = 0; i < n; ++i)
441 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
442 defaultmodel = argv(i);
445 int i = strstrofs(defaultmodel, ":", 0);
448 defaultskin = stof(substring(defaultmodel, i+1, -1));
449 defaultmodel = substring(defaultmodel, 0, i);
452 if(autocvar_sv_defaultcharacterskin && !defaultskin)
458 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
459 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
460 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
461 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
466 defaultskin = autocvar_sv_defaultplayerskin;
469 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
470 defaultmodel = M_ARGV(0, string);
471 defaultskin = M_ARGV(1, int);
475 if(defaultmodel != "")
477 if (defaultmodel != player.model)
479 vector m1 = player.mins;
480 vector m2 = player.maxs;
481 setplayermodel (player, defaultmodel);
482 setsize (player, m1, m2);
486 oldskin = player.skin;
487 player.skin = defaultskin;
489 if (player.playermodel != player.model || player.playermodel == "")
491 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
492 vector m1 = player.mins;
493 vector m2 = player.maxs;
494 setplayermodel (player, player.playermodel);
495 setsize (player, m1, m2);
499 if(!autocvar_sv_defaultcharacterskin)
501 oldskin = player.skin;
502 player.skin = stof(player.playerskin);
506 oldskin = player.skin;
507 player.skin = defaultskin;
511 if(chmdl || oldskin != player.skin) // model or skin has changed
513 player.species = player_getspecies(player); // update species
514 if(!autocvar_g_debug_globalsounds)
515 UpdatePlayerSounds(player); // update skin sounds
519 if(strlen(autocvar_sv_defaultplayercolors))
520 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
521 setcolor(player, stof(autocvar_sv_defaultplayercolors));
524 void PutPlayerInServer(entity this)
526 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
528 PlayerState_attach(this);
529 accuracy_resend(this);
532 TeamBalance_JoinBestTeam(this);
534 entity spot = SelectSpawnPoint(this, false);
536 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
537 return; // spawn failed
540 TRANSMUTE(Player, this);
542 CS(this).wasplayer = true;
543 this.iscreature = true;
544 this.teleportable = TELEPORT_NORMAL;
545 if(!this.damagedbycontents)
546 IL_PUSH(g_damagedbycontents, this);
547 this.damagedbycontents = true;
548 set_movetype(this, MOVETYPE_WALK);
549 this.solid = SOLID_SLIDEBOX;
550 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
551 if (autocvar_g_playerclip_collisions)
552 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
553 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
554 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
555 this.frags = FRAGS_PLAYER;
556 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
557 this.flags = FL_CLIENT | FL_PICKUPITEMS;
558 if (autocvar__notarget)
559 this.flags |= FL_NOTARGET;
560 this.takedamage = DAMAGE_AIM;
561 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
564 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
565 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
566 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
567 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
568 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
569 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
570 SetResource(this, RES_HEALTH, warmup_start_health);
571 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
572 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
574 SetResource(this, RES_SHELLS, start_ammo_shells);
575 SetResource(this, RES_BULLETS, start_ammo_nails);
576 SetResource(this, RES_ROCKETS, start_ammo_rockets);
577 SetResource(this, RES_CELLS, start_ammo_cells);
578 SetResource(this, RES_PLASMA, start_ammo_plasma);
579 SetResource(this, RES_FUEL, start_ammo_fuel);
580 SetResource(this, RES_HEALTH, start_health);
581 SetResource(this, RES_ARMOR, start_armorvalue);
582 STAT(WEAPONS, this) = start_weapons;
583 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
585 GiveRandomWeapons(this, random_start_weapons_count,
586 autocvar_g_random_start_weapons, random_start_ammo);
589 SetSpectatee_status(this, 0);
591 PS(this).dual_weapons = '0 0 0';
593 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
595 this.items = start_items;
597 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
598 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
599 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
600 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
601 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
602 if (!sv_ready_restart_after_countdown && time < game_starttime)
604 float f = game_starttime - time;
605 this.spawnshieldtime += f;
606 this.pauserotarmor_finished += f;
607 this.pauserothealth_finished += f;
608 this.pauseregen_finished += f;
611 this.damageforcescale = autocvar_g_player_damageforcescale;
613 this.respawn_flags = 0;
614 this.respawn_time = 0;
615 STAT(RESPAWN_TIME, this) = 0;
616 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
617 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
619 this.pain_finished = 0;
621 setthink(this, func_null); // players have no think function
624 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
626 this.deadflag = DEAD_NO;
628 this.angles = spot.angles;
629 this.angles_z = 0; // never spawn tilted even if the spot says to
630 if (IS_BOT_CLIENT(this))
632 this.v_angle = this.angles;
635 this.fixangle = true; // turn this way immediately
636 this.oldvelocity = this.velocity = '0 0 0';
637 this.avelocity = '0 0 0';
638 this.punchangle = '0 0 0';
639 this.punchvector = '0 0 0';
641 STAT(STRENGTH_FINISHED, this) = 0;
642 STAT(INVINCIBLE_FINISHED, this) = 0;
643 this.fire_endtime = -1;
644 STAT(REVIVE_PROGRESS, this) = 0;
645 this.revival_time = 0;
647 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
648 STAT(BUFFS, this) = 0;
649 STAT(BUFF_TIME, this) = 0;
651 STAT(AIR_FINISHED, this) = 0;
652 this.waterlevel = WATERLEVEL_NONE;
653 this.watertype = CONTENT_EMPTY;
655 entity spawnevent = new_pure(spawnevent);
656 spawnevent.owner = this;
657 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
659 // Cut off any still running player sounds.
660 stopsound(this, CH_PLAYER_SINGLE);
663 FixPlayermodel(this);
664 this.drawonlytoclient = NULL;
668 for(int slot = 0; slot < MAX_AXH; ++slot)
670 entity axh = this.(AuxiliaryXhair[slot]);
671 this.(AuxiliaryXhair[slot]) = NULL;
673 if(axh.owner == this && axh != NULL && !wasfreed(axh))
677 this.spawnpoint_targ = NULL;
680 this.view_ofs = STAT(PL_VIEW_OFS, this);
681 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
682 this.spawnorigin = spot.origin;
683 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
684 // don't reset back to last position, even if new position is stuck in solid
685 this.oldorigin = this.origin;
687 IL_REMOVE(g_conveyed, this);
688 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
690 IL_REMOVE(g_swamped, this);
691 this.swampslug = NULL;
692 this.swamp_interval = 0;
693 if(this.ladder_entity)
694 IL_REMOVE(g_ladderents, this);
695 this.ladder_entity = NULL;
696 IL_EACH(g_counters, it.realowner == this,
700 STAT(HUD, this) = HUD_NORMAL;
702 this.event_damage = PlayerDamage;
703 this.event_heal = PlayerHeal;
705 this.draggable = func_null;
708 IL_PUSH(g_bot_targets, this);
709 this.bot_attack = true;
710 if(!this.monster_attack)
711 IL_PUSH(g_monster_targets, this);
712 this.monster_attack = true;
713 navigation_dynamicgoal_init(this, false);
715 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
717 // player was spectator
718 if (CS(this).killcount == FRAGS_SPECTATOR) {
719 PlayerScore_Clear(this);
720 CS(this).killcount = 0;
721 CS(this).startplaytime = time;
724 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
726 .entity weaponentity = weaponentities[slot];
727 CL_SpawnWeaponentity(this, weaponentity);
729 this.alpha = default_player_alpha;
730 this.colormod = '1 1 1' * autocvar_g_player_brightness;
731 this.exteriorweaponentity.alpha = default_weapon_alpha;
733 this.speedrunning = false;
735 this.counter_cnt = 0;
736 this.fragsfilter_cnt = 0;
738 target_voicescript_clear(this);
740 // reset fields the weapons may use
741 FOREACH(Weapons, true, {
742 it.wr_resetplayer(it, this);
743 // reload all reloadable weapons
744 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
745 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
747 .entity weaponentity = weaponentities[slot];
748 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
754 string s = spot.target;
755 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
756 spot.target = string_null;
757 SUB_UseTargets(spot, this, NULL);
758 if(g_assault || g_race)
762 Unfreeze(this, false);
764 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
766 if (autocvar_spawn_debug)
768 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
769 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
772 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
774 .entity weaponentity = weaponentities[slot];
775 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
776 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
778 this.(weaponentity).m_switchweapon = WEP_Null;
779 this.(weaponentity).m_weapon = WEP_Null;
780 this.(weaponentity).weaponname = "";
781 this.(weaponentity).m_switchingweapon = WEP_Null;
782 this.(weaponentity).cnt = -1;
785 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
787 if (CS(this).impulse) ImpulseCommands(this);
789 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
790 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
792 .entity weaponentity = weaponentities[slot];
793 W_WeaponFrame(this, weaponentity);
796 if (!warmup_stage && !this.alivetime)
797 this.alivetime = time;
799 antilag_clear(this, CS(this));
802 /** Called when a client spawns in the server */
803 void PutClientInServer(entity this)
805 if (IS_BOT_CLIENT(this)) {
806 TRANSMUTE(Player, this);
807 } else if (IS_REAL_CLIENT(this)) {
809 WriteByte(MSG_ONE, SVC_SETVIEW);
810 WriteEntity(MSG_ONE, this);
813 TRANSMUTE(Observer, this);
815 SetSpectatee(this, NULL);
819 PS(this).itemkeys = 0;
821 MUTATOR_CALLHOOK(PutClientInServer, this);
823 if (IS_OBSERVER(this)) {
824 PutObserverInServer(this);
825 } else if (IS_PLAYER(this)) {
826 PutPlayerInServer(this);
830 // TODO do we need all these fields, or should we stop autodetecting runtime
831 // changes and just have a console command to update this?
832 bool ClientInit_SendEntity(entity this, entity to, int sf)
834 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
837 // MSG_INIT replacement
838 // TODO: make easier to use
840 W_PROP_reload(MSG_ONE, to);
841 ClientInit_misc(this);
842 MUTATOR_CALLHOOK(Ent_Init);
844 void ClientInit_misc(entity this)
846 int channel = MSG_ONE;
847 WriteHeader(channel, ENT_CLIENT_INIT);
848 WriteByte(channel, g_nexball_meter_period * 32);
849 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
850 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
851 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
852 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
853 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
854 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
855 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
856 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
858 if(autocvar_sv_foginterval && world.fog != "")
859 WriteString(channel, world.fog);
861 WriteString(channel, "");
862 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
863 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
864 WriteByte(channel, serverflags);
865 WriteCoord(channel, autocvar_g_trueaim_minrange);
868 void ClientInit_CheckUpdate(entity this)
870 this.nextthink = time;
871 if(this.count != autocvar_g_balance_armor_blockpercent)
873 this.count = autocvar_g_balance_armor_blockpercent;
876 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
878 this.cnt = autocvar_g_balance_damagepush_speedfactor;
883 void ClientInit_Spawn()
885 entity e = new_pure(clientinit);
886 setthink(e, ClientInit_CheckUpdate);
887 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
889 ClientInit_CheckUpdate(e);
899 // initialize parms for a new player
900 parm1 = -(86400 * 366);
902 MUTATOR_CALLHOOK(SetNewParms);
910 void SetChangeParms (entity this)
912 // save parms for level change
913 parm1 = CS(this).parm_idlesince - time;
915 MUTATOR_CALLHOOK(SetChangeParms);
923 void DecodeLevelParms(entity this)
926 CS(this).parm_idlesince = parm1;
927 if (CS(this).parm_idlesince == -(86400 * 366))
928 CS(this).parm_idlesince = time;
930 // whatever happens, allow 60 seconds of idling directly after connect for map loading
931 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
933 MUTATOR_CALLHOOK(DecodeLevelParms);
936 void FixClientCvars(entity e)
938 // send prediction settings to the client
939 stuffcmd(e, "\nin_bindmap 0 0\n");
940 if(autocvar_g_antilag == 3) // client side hitscan
941 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
942 if(autocvar_sv_gentle)
943 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
945 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
946 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
948 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
950 MUTATOR_CALLHOOK(FixClientCvars, e);
953 bool findinlist_abbrev(string tofind, string list)
955 if(list == "" || tofind == "")
956 return false; // empty list or search, just return
958 // this function allows abbreviated strings!
959 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
967 bool PlayerInIPList(entity p, string iplist)
969 // some safety checks (never allow local?)
970 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
973 return findinlist_abbrev(p.netaddress, iplist);
976 bool PlayerInIDList(entity p, string idlist)
978 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
982 return findinlist_abbrev(p.crypto_idfp, idlist);
985 bool PlayerInList(entity player, string list)
987 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
990 #ifdef DP_EXT_PRECONNECT
995 Called once (not at each match start) when a client begins a connection to the server
998 void ClientPreConnect(entity this)
1000 if(autocvar_sv_eventlog)
1002 GameLogEcho(sprintf(":connect:%d:%d:%s",
1005 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1011 string GetClientVersionMessage(entity this)
1013 if (CS(this).version_mismatch) {
1014 if(CS(this).version < autocvar_gameversion) {
1015 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1016 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1018 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1019 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1022 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1026 string getwelcomemessage(entity this)
1028 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1029 string modifications = M_ARGV(0, string);
1033 if(g_weaponarena_random)
1034 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1036 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1038 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1039 modifications = strcat(modifications, ", No start weapons");
1040 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1041 modifications = strcat(modifications, ", Low gravity");
1042 if(g_weapon_stay && !g_cts)
1043 modifications = strcat(modifications, ", Weapons stay");
1044 if(autocvar_g_jetpack)
1045 modifications = strcat(modifications, ", Jet pack");
1046 if(autocvar_g_powerups == 0)
1047 modifications = strcat(modifications, ", No powerups");
1048 if(autocvar_g_powerups > 0)
1049 modifications = strcat(modifications, ", Powerups");
1050 modifications = substring(modifications, 2, strlen(modifications) - 2);
1052 string versionmessage = GetClientVersionMessage(this);
1053 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1055 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1057 if(modifications != "")
1058 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1060 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1062 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1063 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1066 if (cache_mutatormsg != "") {
1067 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1070 string mutator_msg = "";
1071 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1072 mutator_msg = M_ARGV(0, string);
1074 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1076 string motd = autocvar_sv_motd;
1078 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1083 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1089 Called when a client connects to the server
1092 void ClientConnect(entity this)
1094 if (Ban_MaybeEnforceBanOnce(this)) return;
1095 assert(!IS_CLIENT(this), return);
1096 this.flags |= FL_CLIENT;
1097 assert(player_count >= 0, player_count = 0);
1099 TRANSMUTE(Client, this);
1100 CS(this).version_nagtime = time + 10 + random() * 10;
1102 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1104 bot_clientconnect(this);
1106 Player_DetermineForcedTeam(this);
1108 TRANSMUTE(Observer, this);
1110 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1112 // always track bots, don't ask for cl_allow_uidtracking
1113 if (IS_BOT_CLIENT(this))
1114 PlayerStats_GameReport_AddPlayer(this);
1116 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1118 if (autocvar_sv_eventlog)
1119 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1121 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1123 stuffcmd(this, clientstuff, "\n");
1124 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1126 FixClientCvars(this);
1128 // get version info from player
1129 stuffcmd(this, "cmd clientversion $gameversion\n");
1131 // notify about available teams
1134 entity balance = TeamBalance_CheckAllowedTeams(this);
1135 int t = TeamBalance_GetAllowedTeams(balance);
1136 TeamBalance_Destroy(balance);
1137 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1141 stuffcmd(this, "set _teams_available 0\n");
1144 bot_relinkplayerlist();
1146 CS(this).spectatortime = time;
1147 if (blockSpectators)
1149 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1152 CS(this).jointime = time;
1154 if (IS_REAL_CLIENT(this))
1156 if (g_weaponarena_weapons == WEPSET(TUBA))
1157 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1160 if (!autocvar_sv_foginterval && world.fog != "")
1161 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1163 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1164 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1165 send_CSQC_teamnagger();
1167 CSQCMODEL_AUTOINIT(this);
1169 CS(this).model_randomizer = random();
1171 if (IS_REAL_CLIENT(this))
1172 sv_notice_join(this);
1174 this.move_qcphysics = autocvar_sv_qcphysics;
1176 // update physics stats (players can spawn before physics runs)
1177 Physics_UpdateStats(this);
1179 IL_EACH(g_initforplayer, it.init_for_player, {
1180 it.init_for_player(it, this);
1183 Handicap_Initialize(this);
1185 MUTATOR_CALLHOOK(ClientConnect, this);
1187 if (IS_REAL_CLIENT(this))
1189 if (!autocvar_g_campaign && !IS_PLAYER(this))
1191 CS(this).motd_actived_time = -1;
1192 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1200 Called when a client disconnects from the server
1203 .entity chatbubbleentity;
1204 void ClientDisconnect(entity this)
1206 assert(IS_CLIENT(this), return);
1208 PlayerStats_GameReport_FinalizePlayer(this);
1209 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1210 if (CS(this).active_minigame) part_minigame(this);
1211 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1213 if (autocvar_sv_eventlog)
1214 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1216 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1219 SetSpectatee(this, NULL);
1221 MUTATOR_CALLHOOK(ClientDisconnect, this);
1223 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1224 strfree(CS_CVAR(this).weaponorder_byimpulse);
1225 ClientState_detach(this);
1227 Portal_ClearAll(this);
1229 Unfreeze(this, false);
1231 RemoveGrapplingHooks(this);
1233 // Here, everything has been done that requires this player to be a client.
1235 this.flags &= ~FL_CLIENT;
1237 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1238 if (this.killindicator) delete(this.killindicator);
1240 IL_EACH(g_counters, it.realowner == this,
1245 WaypointSprite_PlayerGone(this);
1247 bot_relinkplayerlist();
1249 strfree(this.clientstatus);
1250 if (this.personal) delete(this.personal);
1254 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1259 void ChatBubbleThink(entity this)
1261 this.nextthink = time;
1262 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1264 if(this.owner) // but why can that ever be NULL?
1265 this.owner.chatbubbleentity = NULL;
1272 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1274 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1275 this.mdl = "models/sprites/minigame_busy.iqm";
1276 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1277 this.mdl = "models/misc/chatbubble.spr";
1280 if ( this.model != this.mdl )
1281 _setmodel(this, this.mdl);
1285 void UpdateChatBubble(entity this)
1289 // spawn a chatbubble entity if needed
1290 if (!this.chatbubbleentity)
1292 this.chatbubbleentity = new(chatbubbleentity);
1293 this.chatbubbleentity.owner = this;
1294 this.chatbubbleentity.exteriormodeltoclient = this;
1295 setthink(this.chatbubbleentity, ChatBubbleThink);
1296 this.chatbubbleentity.nextthink = time;
1297 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1298 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1299 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1300 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1301 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1302 //this.chatbubbleentity.model = "";
1303 this.chatbubbleentity.effects = EF_LOWPRECISION;
1307 void calculate_player_respawn_time(entity this)
1309 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1312 float gametype_setting_tmp;
1313 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1314 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1315 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1316 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1317 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1318 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1320 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1323 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1324 if(it.team == this.team)
1327 if (sdelay_small_count == 0)
1328 sdelay_small_count = 1;
1329 if (sdelay_large_count == 0)
1330 sdelay_large_count = 1;
1334 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1337 if (sdelay_small_count == 0)
1339 if (IS_INDEPENDENT_PLAYER(this))
1341 // Players play independently. No point in requiring enemies.
1342 sdelay_small_count = 1;
1346 // Players play AGAINST each other. Enemies required.
1347 sdelay_small_count = 2;
1350 if (sdelay_large_count == 0)
1352 if (IS_INDEPENDENT_PLAYER(this))
1354 // Players play independently. No point in requiring enemies.
1355 sdelay_large_count = 1;
1359 // Players play AGAINST each other. Enemies required.
1360 sdelay_large_count = 2;
1367 if (pcount <= sdelay_small_count)
1368 sdelay = sdelay_small;
1369 else if (pcount >= sdelay_large_count)
1370 sdelay = sdelay_large;
1371 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1372 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1375 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1377 this.respawn_time = time + sdelay;
1379 if(sdelay < sdelay_max)
1380 this.respawn_time_max = time + sdelay_max;
1382 this.respawn_time_max = this.respawn_time;
1384 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1385 this.respawn_countdown = 10; // first number to count down from is 10
1387 this.respawn_countdown = -1; // do not count down
1389 if(autocvar_g_forced_respawn)
1390 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1393 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1394 // added to the model skins
1395 /*void UpdateColorModHack()
1398 c = this.clientcolors & 15;
1399 // LordHavoc: only bothering to support white, green, red, yellow, blue
1400 if (!teamplay) this.colormod = '0 0 0';
1401 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1402 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1403 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1404 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1405 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1406 else this.colormod = '1 1 1';
1409 void respawn(entity this)
1411 bool damagedbycontents_prev = this.damagedbycontents;
1414 if(autocvar_g_respawn_ghosts)
1416 this.solid = SOLID_NOT;
1417 this.takedamage = DAMAGE_NO;
1418 this.damagedbycontents = false;
1419 set_movetype(this, MOVETYPE_FLY);
1420 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1421 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1422 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1423 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1424 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1425 if(autocvar_g_respawn_ghosts_time > 0)
1426 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1429 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1433 this.damagedbycontents = damagedbycontents_prev;
1435 this.effects |= EF_NODRAW; // prevent another CopyBody
1436 PutClientInServer(this);
1439 void play_countdown(entity this, float finished, Sound samp)
1442 if(IS_REAL_CLIENT(this))
1443 if(floor(finished - time - frametime) != floor(finished - time))
1444 if(finished - time < 6)
1445 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1448 void player_powerups_remove_all(entity this)
1450 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1452 if (time > game_starttime + 1)
1453 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1454 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1455 this.items &= ~ITEM_Strength.m_itemid;
1456 this.items &= ~ITEM_Shield.m_itemid;
1457 this.items -= (this.items & IT_SUPERWEAPON);
1461 void player_powerups(entity this)
1463 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1464 this.modelflags |= MF_ROCKET;
1466 this.modelflags &= ~MF_ROCKET;
1468 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1471 player_powerups_remove_all(this);
1473 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1476 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1477 int items_prev = this.items;
1479 Fire_ApplyDamage(this);
1480 Fire_ApplyEffect(this);
1482 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1484 if (this.items & ITEM_Strength.m_itemid)
1486 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1487 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1488 if (time > STAT(STRENGTH_FINISHED, this))
1490 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1491 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1492 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1497 if (time < STAT(STRENGTH_FINISHED, this))
1499 this.items = this.items | ITEM_Strength.m_itemid;
1501 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1502 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1505 if (this.items & ITEM_Shield.m_itemid)
1507 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1508 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1509 if (time > STAT(INVINCIBLE_FINISHED, this))
1511 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1512 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1513 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1518 if (time < STAT(INVINCIBLE_FINISHED, this))
1520 this.items = this.items | ITEM_Shield.m_itemid;
1522 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1523 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1526 if (this.items & IT_SUPERWEAPON)
1528 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1530 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1531 this.items = this.items - (this.items & IT_SUPERWEAPON);
1532 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1533 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1535 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1537 // don't let them run out
1541 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1542 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1544 this.items = this.items - (this.items & IT_SUPERWEAPON);
1545 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1546 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1547 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1551 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1553 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1555 this.items = this.items | IT_SUPERWEAPON;
1556 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1559 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1560 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1565 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1566 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1571 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1575 if(autocvar_g_nodepthtestplayers)
1576 this.effects = this.effects | EF_NODEPTHTEST;
1578 if(autocvar_g_fullbrightplayers)
1579 this.effects = this.effects | EF_FULLBRIGHT;
1581 if (time >= game_starttime)
1582 if (time < this.spawnshieldtime)
1583 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1585 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1588 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1590 if(current > stable)
1592 else if(current > stable - 0.25) // when close enough, "snap"
1595 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1598 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1600 if(current < stable)
1602 else if(current < stable + 0.25) // when close enough, "snap"
1605 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1608 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)
1610 float old = GetResource(this, res);
1611 float current = old;
1612 if(current > rotstable)
1614 if(rotframetime > 0)
1616 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1617 current = max(rotstable, current - rotlinear * rotframetime);
1620 else if(current < regenstable)
1622 if(regenframetime > 0)
1624 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1625 current = min(regenstable, current + regenlinear * regenframetime);
1629 float limit = GetResourceLimit(this, res) * limit_mod;
1634 SetResource(this, res, current);
1637 void player_regen(entity this)
1639 float max_mod, regen_mod, rot_mod, limit_mod;
1640 max_mod = regen_mod = rot_mod = limit_mod = 1;
1642 float regen_health = autocvar_g_balance_health_regen;
1643 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1644 float regen_health_rot = autocvar_g_balance_health_rot;
1645 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1646 float regen_health_stable = autocvar_g_balance_health_regenstable;
1647 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1648 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1649 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1650 max_mod = M_ARGV(1, float);
1651 regen_mod = M_ARGV(2, float);
1652 rot_mod = M_ARGV(3, float);
1653 limit_mod = M_ARGV(4, float);
1654 regen_health = M_ARGV(5, float);
1655 regen_health_linear = M_ARGV(6, float);
1656 regen_health_rot = M_ARGV(7, float);
1657 regen_health_rotlinear = M_ARGV(8, float);
1658 regen_health_stable = M_ARGV(9, float);
1659 regen_health_rotstable = M_ARGV(10, float);
1661 if(!mutator_returnvalue)
1662 if(!STAT(FROZEN, this))
1664 float maxa = autocvar_g_balance_armor_rotstable;
1665 float mina = autocvar_g_balance_armor_regenstable;
1667 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1668 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1669 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1671 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1672 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1673 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1676 // if player rotted to death... die!
1677 // check this outside above checks, as player may still be able to rot to death
1678 if(GetResource(this, RES_HEALTH) < 1)
1681 vehicles_exit(this.vehicle, VHEF_RELEASE);
1682 if(this.event_damage)
1683 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1686 if (!(this.items & IT_UNLIMITED_AMMO))
1688 float maxf = autocvar_g_balance_fuel_rotstable;
1689 float minf = autocvar_g_balance_fuel_regenstable;
1691 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1692 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1693 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1698 void SetZoomState(entity this, float newzoom)
1700 if(newzoom != CS(this).zoomstate)
1702 CS(this).zoomstate = newzoom;
1703 ClientData_Touch(this);
1705 zoomstate_set = true;
1708 void GetPressedKeys(entity this)
1710 MUTATOR_CALLHOOK(GetPressedKeys, this);
1713 CS(this).pressedkeys = 0;
1714 STAT(PRESSED_KEYS, this) = 0;
1718 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1719 int keys = STAT(PRESSED_KEYS, this);
1720 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1721 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1722 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1723 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1725 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1726 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
1727 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1728 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1729 CS(this).pressedkeys = keys; // store for other users
1731 STAT(PRESSED_KEYS, this) = keys;
1735 ======================
1736 spectate mode routines
1737 ======================
1740 void SpectateCopy(entity this, entity spectatee)
1742 TC(Client, this); TC(Client, spectatee);
1744 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1745 PS(this) = PS(spectatee);
1746 this.armortype = spectatee.armortype;
1747 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1748 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1749 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1750 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1751 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1752 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1753 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1754 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1755 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1756 CS(this).impulse = 0;
1757 this.disableclientprediction = 1; // no need to run prediction on a spectator
1758 this.items = spectatee.items;
1759 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1760 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1761 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1762 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1763 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1764 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1765 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1766 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1767 this.punchangle = spectatee.punchangle;
1768 this.view_ofs = spectatee.view_ofs;
1769 this.velocity = spectatee.velocity;
1770 this.dmg_take = spectatee.dmg_take;
1771 this.dmg_save = spectatee.dmg_save;
1772 this.dmg_inflictor = spectatee.dmg_inflictor;
1773 this.v_angle = spectatee.v_angle;
1774 this.angles = spectatee.v_angle;
1775 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1776 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1777 this.viewloc = spectatee.viewloc;
1778 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1779 this.fixangle = true;
1780 setorigin(this, spectatee.origin);
1781 setsize(this, spectatee.mins, spectatee.maxs);
1782 SetZoomState(this, CS(spectatee).zoomstate);
1784 anticheat_spectatecopy(this, spectatee);
1785 STAT(HUD, this) = STAT(HUD, spectatee);
1786 if(spectatee.vehicle)
1788 this.angles = spectatee.v_angle;
1790 //this.fixangle = false;
1791 //this.velocity = spectatee.vehicle.velocity;
1792 this.vehicle_health = spectatee.vehicle_health;
1793 this.vehicle_shield = spectatee.vehicle_shield;
1794 this.vehicle_energy = spectatee.vehicle_energy;
1795 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1796 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1797 this.vehicle_reload1 = spectatee.vehicle_reload1;
1798 this.vehicle_reload2 = spectatee.vehicle_reload2;
1800 //msg_entity = this;
1802 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1803 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1804 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1805 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1807 //WriteByte (MSG_ONE, SVC_SETVIEW);
1808 // WriteEntity(MSG_ONE, this);
1809 //makevectors(spectatee.v_angle);
1810 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1814 bool SpectateUpdate(entity this)
1819 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1821 SetSpectatee(this, NULL);
1825 SpectateCopy(this, this.enemy);
1830 bool SpectateSet(entity this)
1832 if(!IS_PLAYER(this.enemy))
1835 ClientData_Touch(this.enemy);
1838 WriteByte(MSG_ONE, SVC_SETVIEW);
1839 WriteEntity(MSG_ONE, this.enemy);
1840 set_movetype(this, MOVETYPE_NONE);
1841 accuracy_resend(this);
1843 if(!SpectateUpdate(this))
1844 PutObserverInServer(this);
1849 void SetSpectatee_status(entity this, int spectatee_num)
1851 int oldspectatee_status = CS(this).spectatee_status;
1852 CS(this).spectatee_status = spectatee_num;
1854 if (CS(this).spectatee_status != oldspectatee_status)
1856 if (STAT(PRESSED_KEYS, this))
1858 CS(this).pressedkeys = 0;
1859 STAT(PRESSED_KEYS, this) = 0;
1861 ClientData_Touch(this);
1862 if (g_race || g_cts) race_InitSpectator();
1866 void SetSpectatee(entity this, entity spectatee)
1868 if(IS_BOT_CLIENT(this))
1869 return; // bots abuse .enemy, this code is useless to them
1871 entity old_spectatee = this.enemy;
1873 this.enemy = spectatee;
1876 // these are required to fix the spectator bug with arc
1879 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1881 .entity weaponentity = weaponentities[slot];
1882 if(old_spectatee.(weaponentity).arc_beam)
1883 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1888 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1890 .entity weaponentity = weaponentities[slot];
1891 if(this.enemy.(weaponentity).arc_beam)
1892 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1897 SetSpectatee_status(this, etof(this.enemy));
1899 // needed to update spectator list
1900 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1903 bool Spectate(entity this, entity pl)
1905 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1907 pl = M_ARGV(1, entity);
1909 SetSpectatee(this, pl);
1910 return SpectateSet(this);
1913 bool SpectateNext(entity this)
1915 entity ent = find(this.enemy, classname, STR_PLAYER);
1917 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1918 ent = M_ARGV(1, entity);
1920 ent = find(ent, classname, STR_PLAYER);
1922 if(ent) { SetSpectatee(this, ent); }
1924 return SpectateSet(this);
1927 bool SpectatePrev(entity this)
1929 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1930 entity ent = findchain(classname, STR_PLAYER);
1931 if (!ent) // no player
1935 // skip players until current spectated player
1937 while(ent && ent != this.enemy)
1940 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1942 case MUT_SPECPREV_FOUND:
1943 ent = M_ARGV(1, entity);
1945 case MUT_SPECPREV_RETURN:
1947 case MUT_SPECPREV_CONTINUE:
1958 SetSpectatee(this, ent);
1959 return SpectateSet(this);
1964 ShowRespawnCountdown()
1966 Update a respawn countdown display.
1969 void ShowRespawnCountdown(entity this)
1972 if(!IS_DEAD(this)) // just respawned?
1976 number = ceil(this.respawn_time - time);
1979 if(number <= this.respawn_countdown)
1981 this.respawn_countdown = number - 1;
1982 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
1983 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1988 .bool team_selected;
1989 bool ShowTeamSelection(entity this)
1991 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1993 stuffcmd(this, "menu_showteamselect\n");
1996 void Join(entity this)
1998 TRANSMUTE(Player, this);
2000 if(!this.team_selected)
2001 if(autocvar_g_campaign || autocvar_g_balance_teams)
2002 TeamBalance_JoinBestTeam(this);
2004 if(autocvar_g_campaign)
2005 campaign_bots_may_start = true;
2007 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2009 PutClientInServer(this);
2012 if(teamplay && this.team != -1)
2016 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2017 this.team_selected = false;
2020 int GetPlayerLimit()
2023 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)
2024 int player_limit = autocvar_g_maxplayers;
2025 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2026 player_limit = M_ARGV(0, int);
2027 return player_limit;
2031 * Determines whether the player is allowed to join. This depends on cvar
2032 * g_maxplayers, if it isn't used this function always return true, otherwise
2033 * it checks whether the number of currently playing players exceeds g_maxplayers.
2034 * @return int number of free slots for players, 0 if none
2036 int nJoinAllowed(entity this, entity ignore)
2039 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2040 // so report 0 free slots if restricted
2042 if(autocvar_g_forced_team_otherwise == "spectate")
2044 if(autocvar_g_forced_team_otherwise == "spectator")
2048 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2049 return 0; // forced spectators can never join
2051 // TODO simplify this
2052 int totalClients = 0;
2053 int currentlyPlaying = 0;
2054 FOREACH_CLIENT(true, {
2057 if(IS_REAL_CLIENT(it))
2058 if(IS_PLAYER(it) || it.caplayer)
2062 int player_limit = GetPlayerLimit();
2066 free_slots = maxclients - totalClients;
2067 else if(player_limit > 0 && currentlyPlaying < player_limit)
2068 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2070 static float msg_time = 0;
2071 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2073 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2074 msg_time = time + 0.5;
2081 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2082 * g_maxplayers_spectator_blocktime seconds
2084 void checkSpectatorBlock(entity this)
2086 if(IS_SPEC(this) || IS_OBSERVER(this))
2088 if(IS_REAL_CLIENT(this))
2090 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2091 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2097 void PrintWelcomeMessage(entity this)
2099 if(CS(this).motd_actived_time == 0)
2101 if (autocvar_g_campaign) {
2102 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2103 CS(this).motd_actived_time = time;
2104 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2107 if (PHYS_INPUT_BUTTON_INFO(this)) {
2108 CS(this).motd_actived_time = time;
2109 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2113 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2115 if (autocvar_g_campaign) {
2116 if (PHYS_INPUT_BUTTON_INFO(this))
2117 CS(this).motd_actived_time = time;
2118 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2119 CS(this).motd_actived_time = 0;
2120 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2123 if (PHYS_INPUT_BUTTON_INFO(this))
2124 CS(this).motd_actived_time = time;
2125 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2126 CS(this).motd_actived_time = 0;
2127 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2131 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2133 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2134 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2135 else if (CS(this).motd_actived_time == -2)
2137 // instantly hide MOTD
2138 CS(this).motd_actived_time = 0;
2139 if (autocvar_g_campaign)
2140 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2142 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2144 else if (IS_PLAYER(this) || IS_SPEC(this))
2146 // FIXME occasionally for some reason MOTD never goes away
2147 // delay MOTD removal a little bit in the hope it fixes this bug
2148 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2149 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2150 else //if (CS(this).motd_actived_time < -2)
2151 CS(this).motd_actived_time++;
2156 bool joinAllowed(entity this)
2158 if (CS(this).version_mismatch) return false;
2159 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2160 if (!nJoinAllowed(this, this)) return false;
2161 if (teamplay && lockteams) return false;
2162 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2163 if (ShowTeamSelection(this)) return false;
2167 .string shootfromfixedorigin;
2168 .bool dualwielding_prev;
2169 bool PlayerThink(entity this)
2171 if (game_stopped || intermission_running) {
2172 this.modelflags &= ~MF_ROCKET;
2173 if(intermission_running)
2174 IntermissionThink(this);
2178 if (timeout_status == TIMEOUT_ACTIVE) {
2179 // don't allow the player to turn around while game is paused
2180 // FIXME turn this into CSQC stuff
2181 this.v_angle = this.lastV_angle;
2182 this.angles = this.lastV_angle;
2183 this.fixangle = true;
2186 if (frametime) player_powerups(this);
2188 if (IS_DEAD(this)) {
2189 if (this.personal && g_race_qualifying) {
2190 if (time > this.respawn_time) {
2191 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2193 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2196 if (frametime) player_anim(this);
2198 if (this.respawn_flags & RESPAWN_DENY)
2200 STAT(RESPAWN_TIME, this) = 0;
2204 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));
2206 switch(this.deadflag)
2210 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2211 this.deadflag = DEAD_RESPAWNING;
2212 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2213 this.deadflag = DEAD_DEAD;
2219 this.deadflag = DEAD_RESPAWNABLE;
2220 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2221 this.deadflag = DEAD_RESPAWNING;
2224 case DEAD_RESPAWNABLE:
2226 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2227 this.deadflag = DEAD_RESPAWNING;
2230 case DEAD_RESPAWNING:
2232 if (time > this.respawn_time)
2234 this.respawn_time = time + 1; // only retry once a second
2235 this.respawn_time_max = this.respawn_time;
2242 ShowRespawnCountdown(this);
2244 if (this.respawn_flags & RESPAWN_SILENT)
2245 STAT(RESPAWN_TIME, this) = 0;
2246 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2248 if (time < this.respawn_time)
2249 STAT(RESPAWN_TIME, this) = this.respawn_time;
2250 else if (this.deadflag != DEAD_RESPAWNING)
2251 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2254 STAT(RESPAWN_TIME, this) = this.respawn_time;
2257 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2258 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2259 STAT(RESPAWN_TIME, this) *= -1;
2264 FixPlayermodel(this);
2266 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2267 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2268 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2271 // reset gun alignment when dual wielding status changes
2272 // to ensure guns are always aligned right and left
2273 bool dualwielding = W_DualWielding(this);
2274 if(this.dualwielding_prev != dualwielding)
2276 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2277 this.dualwielding_prev = dualwielding;
2280 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2283 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2285 .entity weaponentity = weaponentities[slot];
2286 if(WEP_CVAR(vortex, charge_always))
2287 W_Vortex_Charge(this, weaponentity, frametime);
2288 W_WeaponFrame(this, weaponentity);
2294 // WEAPONTODO: Add a weapon request for this
2295 // rot vortex charge to the charge limit
2296 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2298 .entity weaponentity = weaponentities[slot];
2299 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2300 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2305 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2308 monsters_setstatus(this);
2313 .bool would_spectate;
2314 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2315 void ObserverOrSpectatorThink(entity this)
2317 bool is_spec = IS_SPEC(this);
2318 if ( CS(this).impulse )
2320 int r = MinigameImpulse(this, CS(this).impulse);
2322 CS(this).impulse = 0;
2324 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2326 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2327 CS(this).impulse = 0;
2332 if (this.flags & FL_JUMPRELEASED) {
2333 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2334 this.flags &= ~FL_JUMPRELEASED;
2335 this.flags |= FL_SPAWNING;
2336 } 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)))
2337 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2338 this.flags &= ~FL_JUMPRELEASED;
2339 if(SpectateNext(this)) {
2340 TRANSMUTE(Spectator, this);
2341 } else if (is_spec) {
2342 TRANSMUTE(Observer, this);
2343 PutClientInServer(this);
2346 CS(this).impulse = 0;
2347 } else if (is_spec) {
2348 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2349 this.flags &= ~FL_JUMPRELEASED;
2350 if(SpectatePrev(this)) {
2351 TRANSMUTE(Spectator, this);
2353 TRANSMUTE(Observer, this);
2354 PutClientInServer(this);
2356 CS(this).impulse = 0;
2357 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2358 this.would_spectate = false;
2359 this.flags &= ~FL_JUMPRELEASED;
2360 TRANSMUTE(Observer, this);
2361 PutClientInServer(this);
2362 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2363 PutObserverInServer(this);
2364 this.would_spectate = true;
2368 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS_CVAR(this).cvar_cl_clippedspectating : !CS_CVAR(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2369 set_movetype(this, preferred_movetype);
2371 } else { // jump pressed
2372 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2373 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2374 this.flags |= FL_JUMPRELEASED;
2375 if(this.flags & FL_SPAWNING)
2377 this.flags &= ~FL_SPAWNING;
2378 if(joinAllowed(this))
2380 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2381 CS(this).autojoin_checked = -1;
2385 if(is_spec && !SpectateUpdate(this))
2386 PutObserverInServer(this);
2389 this.flags |= FL_CLIENT | FL_NOTARGET;
2392 void PlayerUseKey(entity this)
2394 if (!IS_PLAYER(this))
2401 vehicles_exit(this.vehicle, VHEF_NORMAL);
2405 else if(autocvar_g_vehicles_enter)
2407 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2409 entity head, closest_target = NULL;
2410 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2412 while(head) // find the closest acceptable target to enter
2414 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2415 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2419 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2420 { closest_target = head; }
2422 else { closest_target = head; }
2428 if(closest_target) { vehicles_enter(this, closest_target); return; }
2432 // a use key was pressed; call handlers
2433 MUTATOR_CALLHOOK(PlayerUseKey, this);
2441 Called every frame for each client before the physics are run
2444 .float last_vehiclecheck;
2445 void PlayerPreThink (entity this)
2447 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2448 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2450 WarpZone_PlayerPhysics_FixVAngle(this);
2453 // physics frames: update anticheat stuff
2454 anticheat_prethink(this);
2457 if (blockSpectators && frametime) {
2458 // WORKAROUND: only use dropclient in server frames (frametime set).
2459 // Never use it in cl_movement frames (frametime zero).
2460 checkSpectatorBlock(this);
2463 zoomstate_set = false;
2465 // Check for nameless players
2466 if (this.netname == "" || this.netname != CS(this).netname_previous)
2468 bool assume_unchanged = (CS(this).netname_previous == "");
2469 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2471 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2472 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2473 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2474 assume_unchanged = false;
2475 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2477 if (isInvisibleString(this.netname))
2479 this.netname = strzone(sprintf("Player#%d", this.playerid));
2480 sprint(this, "Warning: invisible names are not allowed.\n");
2481 assume_unchanged = false;
2482 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2484 if (!assume_unchanged && autocvar_sv_eventlog)
2485 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2486 strcpy(CS(this).netname_previous, this.netname);
2490 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2491 CS(this).version_nagtime = 0;
2492 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2494 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2496 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2498 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2499 if (r < 0) { // old client
2500 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2501 } else if (r > 0) { // old server
2502 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2508 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2510 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2511 this.max_armorvalue = 0;
2514 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2516 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2518 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2519 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2521 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2523 if (STAT(REVIVE_PROGRESS, this) >= 1)
2524 Unfreeze(this, false);
2526 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2528 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2529 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2531 if (GetResource(this, RES_HEALTH) < 1)
2534 vehicles_exit(this.vehicle, VHEF_RELEASE);
2535 if(this.event_damage)
2536 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2538 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2539 Unfreeze(this, false);
2543 MUTATOR_CALLHOOK(PlayerPreThink, this);
2545 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2546 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2548 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2552 if(!it.team || SAME_TEAM(this, it))
2553 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2554 else if(autocvar_g_vehicles_steal)
2555 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2557 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2559 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2563 this.last_vehiclecheck = time + 1;
2566 if(!CS_CVAR(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2568 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2570 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2573 if (IS_REAL_CLIENT(this))
2574 PrintWelcomeMessage(this);
2576 if (IS_PLAYER(this)) {
2577 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2578 error("Client can't be spawned as player on connection!");
2579 if(!PlayerThink(this))
2582 else if (game_stopped || intermission_running) {
2583 if(intermission_running)
2584 IntermissionThink(this);
2587 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2589 bool early_join_requested = (CS(this).autojoin_checked < 0);
2590 CS(this).autojoin_checked = 1;
2591 // don't do this in ClientConnect
2592 // many things can go wrong if a client is spawned as player on connection
2593 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2594 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2595 && (!teamplay || autocvar_g_balance_teams)))
2597 campaign_bots_may_start = true;
2598 if(joinAllowed(this))
2603 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2604 ObserverOrSpectatorThink(this);
2607 // WEAPONTODO: Add weapon request for this
2608 if (!zoomstate_set) {
2609 bool wep_zoomed = false;
2610 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2612 .entity weaponentity = weaponentities[slot];
2613 Weapon thiswep = this.(weaponentity).m_weapon;
2614 if(thiswep != WEP_Null && thiswep.wr_zoom)
2615 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2617 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2620 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2622 CS(this).teamkill_soundtime = 0;
2624 entity e = CS(this).teamkill_soundsource;
2625 entity oldpusher = e.pusher;
2627 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2628 e.pusher = oldpusher;
2631 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2632 CS(this).taunt_soundtime = 0;
2633 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2636 target_voicescript_next(this);
2639 void DrownPlayer(entity this)
2641 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2642 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2644 STAT(AIR_FINISHED, this) = 0;
2648 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2650 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2651 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2652 STAT(AIR_FINISHED, this) = 0;
2656 if (!STAT(AIR_FINISHED, this))
2657 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2658 if (STAT(AIR_FINISHED, this) < time)
2660 if (this.pain_finished < time)
2662 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');
2663 this.pain_finished = time + 0.5;
2669 .bool move_qcphysics;
2671 void Player_Physics(entity this)
2673 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2675 if(!this.move_qcphysics)
2678 if(!frametime && !CS(this).pm_frametime)
2681 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2683 CS(this).pm_frametime = 0;
2690 Called every frame for each client after the physics are run
2693 void PlayerPostThink (entity this)
2695 Player_Physics(this);
2697 if (autocvar_sv_maxidle > 0)
2698 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2699 if (IS_REAL_CLIENT(this))
2700 if (IS_PLAYER(this) || autocvar_sv_maxidle_spectatorsareidle)
2702 int totalClients = 0;
2703 if(autocvar_sv_maxidle_slots > 0)
2705 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2711 if (autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
2712 { /* do nothing */ }
2713 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2715 if (CS(this).idlekick_lasttimeleft)
2717 CS(this).idlekick_lasttimeleft = 0;
2718 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2723 float timeleft = ceil(autocvar_sv_maxidle - (time - CS(this).parm_idlesince));
2724 if (timeleft == min(10, autocvar_sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2725 if (!CS(this).idlekick_lasttimeleft)
2726 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2728 if (timeleft <= 0) {
2729 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2733 else if (timeleft <= 10) {
2734 if (timeleft != CS(this).idlekick_lasttimeleft)
2735 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2736 CS(this).idlekick_lasttimeleft = timeleft;
2745 this.solid = SOLID_NOT;
2746 this.takedamage = DAMAGE_NO;
2747 set_movetype(this, MOVETYPE_NONE);
2748 CS(this).teamkill_complain = 0;
2749 CS(this).teamkill_soundtime = 0;
2750 CS(this).teamkill_soundsource = NULL;
2753 if (IS_PLAYER(this)) {
2754 if(this.death_time == time && IS_DEAD(this))
2756 // player's bbox gets resized now, instead of in the damage event that killed the player,
2757 // once all the damage events of this frame have been processed with normal size
2759 setsize(this, this.mins, this.maxs);
2762 UpdateChatBubble(this);
2763 if (CS(this).impulse) ImpulseCommands(this);
2764 GetPressedKeys(this);
2767 CSQCMODEL_AUTOUPDATE(this);
2771 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2773 CS(this).pressedkeys = 0;
2774 STAT(PRESSED_KEYS, this) = 0;
2777 if (this.waypointsprite_attachedforcarrier) {
2778 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2779 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2782 CSQCMODEL_AUTOUPDATE(this);
2785 // hack to copy the button fields from the client entity to the Client State
2786 void PM_UpdateButtons(entity this, entity store)
2789 store.impulse = this.impulse;
2792 bool typing = this.buttonchat || this.button12;
2794 store.button0 = (typing) ? 0 : this.button0;
2796 store.button2 = (typing) ? 0 : this.button2;
2797 store.button3 = (typing) ? 0 : this.button3;
2798 store.button4 = this.button4;
2799 store.button5 = (typing) ? 0 : this.button5;
2800 store.button6 = this.button6;
2801 store.button7 = this.button7;
2802 store.button8 = this.button8;
2803 store.button9 = this.button9;
2804 store.button10 = this.button10;
2805 store.button11 = this.button11;
2806 store.button12 = this.button12;
2807 store.button13 = this.button13;
2808 store.button14 = this.button14;
2809 store.button15 = this.button15;
2810 store.button16 = this.button16;
2811 store.buttonuse = this.buttonuse;
2812 store.buttonchat = this.buttonchat;
2814 store.cursor_active = this.cursor_active;
2815 store.cursor_screen = this.cursor_screen;
2816 store.cursor_trace_start = this.cursor_trace_start;
2817 store.cursor_trace_endpos = this.cursor_trace_endpos;
2818 store.cursor_trace_ent = this.cursor_trace_ent;
2820 store.ping = this.ping;
2821 store.ping_packetloss = this.ping_packetloss;
2822 store.ping_movementloss = this.ping_movementloss;
2824 store.v_angle = this.v_angle;
2825 store.movement = this.movement;
2828 NET_HANDLE(fpsreport, bool)
2830 int fps = ReadShort();
2831 PlayerScore_Set(sender, SP_FPS, fps);