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/campaign.qh>
50 #include <server/chat.qh>
51 #include <server/cheats.qh>
52 #include <server/clientkill.qh>
53 #include <server/command/common.qh>
54 #include <server/command/common.qh>
55 #include <server/command/vote.qh>
56 #include <server/compat/quake3.qh>
57 #include <server/damage.qh>
58 #include <server/gamelog.qh>
59 #include <server/handicap.qh>
60 #include <server/hook.qh>
61 #include <server/impulse.qh>
62 #include <server/intermission.qh>
63 #include <server/ipban.qh>
64 #include <server/main.qh>
65 #include <server/mutators/_mod.qh>
66 #include <server/player.qh>
67 #include <server/portals.qh>
68 #include <server/race.qh>
69 #include <server/scores.qh>
70 #include <server/scores_rules.qh>
71 #include <server/spawnpoints.qh>
72 #include <server/teamplay.qh>
73 #include <server/weapons/accuracy.qh>
74 #include <server/weapons/common.qh>
75 #include <server/weapons/hitplot.qh>
76 #include <server/weapons/selection.qh>
77 #include <server/weapons/tracing.qh>
78 #include <server/weapons/weaponsystem.qh>
79 #include <server/world.qh>
81 STATIC_METHOD(Client, Add, void(Client this, int _team))
84 TRANSMUTE(Player, this);
87 PutClientInServer(this);
90 STATIC_METHOD(Client, Remove, void(Client this))
92 TRANSMUTE(Observer, this);
93 PutClientInServer(this);
94 ClientDisconnect(this);
97 void send_CSQC_teamnagger() {
98 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
101 int CountSpectators(entity player, entity to)
103 if(!player) { return 0; } // not sure how, but best to be safe
107 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
115 void WriteSpectators(entity player, entity to)
117 if(!player) { return; } // not sure how, but best to be safe
120 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
122 if(spec_count >= MAX_SPECTATORS)
124 WriteByte(MSG_ENTITY, num_for_edict(it));
129 bool ClientData_Send(entity this, entity to, int sf)
131 assert(to == this.owner, return false);
134 if (IS_SPEC(e)) e = e.enemy;
137 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
138 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
139 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
140 if (autocvar_sv_showspectators == 1 || (autocvar_sv_showspectators && IS_SPEC(to)))
141 sf |= BIT(4); // show spectators
143 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
144 WriteByte(MSG_ENTITY, sf);
147 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
151 float specs = CountSpectators(e, to);
152 WriteByte(MSG_ENTITY, specs);
153 WriteSpectators(e, to);
159 void ClientData_Attach(entity this)
161 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
162 CS(this).clientdata.drawonlytoclient = this;
163 CS(this).clientdata.owner = this;
166 void ClientData_Detach(entity this)
168 delete(CS(this).clientdata);
169 CS(this).clientdata = NULL;
172 void ClientData_Touch(entity e)
174 entity cd = CS(e).clientdata;
175 if (cd) { cd.SendFlags = 1; }
177 // make it spectatable
178 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
180 entity cd = CS(it).clientdata;
181 if (cd) { cd.SendFlags = 1; }
190 Checks if the argument string can be a valid playermodel.
191 Returns a valid one in doubt.
194 string FallbackPlayerModel;
195 string CheckPlayerModel(string plyermodel) {
196 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
198 // note: we cannot summon Don Strunzone here, some player may
199 // still have the model string set. In case anyone manages how
200 // to change a cvar default, we'll have a small leak here.
201 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
203 // only in right path
204 if(substring(plyermodel, 0, 14) != "models/player/")
205 return FallbackPlayerModel;
206 // only good file extensions
207 if(substring(plyermodel, -4, 4) != ".iqm"
208 && substring(plyermodel, -4, 4) != ".zym"
209 && substring(plyermodel, -4, 4) != ".dpm"
210 && substring(plyermodel, -4, 4) != ".md3"
211 && substring(plyermodel, -4, 4) != ".psk")
213 return FallbackPlayerModel;
215 // forbid the LOD models
216 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
217 return FallbackPlayerModel;
218 if(plyermodel != strtolower(plyermodel))
219 return FallbackPlayerModel;
220 // also, restrict to server models
221 if(autocvar_sv_servermodelsonly)
223 if(!fexists(plyermodel))
224 return FallbackPlayerModel;
229 void setplayermodel(entity e, string modelname)
231 precache_model(modelname);
232 _setmodel(e, modelname);
233 player_setupanimsformodel(e);
234 if(!autocvar_g_debug_globalsounds)
235 UpdatePlayerSounds(e);
238 /** putting a client as observer in the server */
239 void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
241 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
242 bool recount_ready = false;
243 PlayerState_detach(this);
247 if(GetResource(this, RES_HEALTH) >= 1)
250 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
253 // was a player, recount votes and ready status
254 if(IS_REAL_CLIENT(this))
256 if (vote_called) { VoteCount(false); }
258 recount_ready = true;
260 entcs_update_players(this);
265 entity spot = SelectSpawnPoint(this, true);
266 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
267 this.angles = vec2(spot.angles);
268 // offset it so that the spectator spawns higher off the ground, looks better this way
269 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
271 else // change origin to restore previous view origin
272 setorigin(this, this.origin + STAT(PL_VIEW_OFS, this) - STAT(PL_CROUCH_VIEW_OFS, this));
273 this.fixangle = true;
275 if (IS_REAL_CLIENT(this))
278 WriteByte(MSG_ONE, SVC_SETVIEW);
279 WriteEntity(MSG_ONE, this);
281 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
282 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
283 if(!autocvar_g_debug_globalsounds)
285 // needed for player sounds
287 FixPlayermodel(this);
289 setmodel(this, MDL_Null);
290 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
291 this.view_ofs = '0 0 0';
293 RemoveGrapplingHooks(this);
294 Portal_ClearAll(this);
295 Unfreeze(this, false);
296 SetSpectatee(this, NULL);
301 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
305 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
307 TRANSMUTE(Observer, this);
309 if(recount_ready) ReadyCount();
311 WaypointSprite_PlayerDead(this);
312 accuracy_resend(this);
314 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
315 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
317 CS(this).spectatortime = time;
319 IL_REMOVE(g_bot_targets, this);
320 this.bot_attack = false;
321 if(this.monster_attack)
322 IL_REMOVE(g_monster_targets, this);
323 this.monster_attack = false;
324 STAT(HUD, this) = HUD_NORMAL;
325 this.iscreature = false;
326 this.teleportable = TELEPORT_SIMPLE;
327 if(this.damagedbycontents)
328 IL_REMOVE(g_damagedbycontents, this);
329 this.damagedbycontents = false;
330 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
331 SetSpectatee_status(this, etof(this));
332 this.takedamage = DAMAGE_NO;
333 this.solid = SOLID_NOT;
334 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
335 this.flags = FL_CLIENT | FL_NOTARGET;
337 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
338 this.pauserotarmor_finished = 0;
339 this.pauserothealth_finished = 0;
340 this.pauseregen_finished = 0;
341 this.damageforcescale = 0;
343 this.respawn_flags = 0;
344 this.respawn_time = 0;
345 STAT(RESPAWN_TIME, this) = 0;
349 this.pain_finished = 0;
350 STAT(AIR_FINISHED, this) = 0;
351 //this.dphitcontentsmask = 0;
352 this.dphitcontentsmask = DPCONTENTS_SOLID;
353 if (autocvar_g_playerclip_collisions)
354 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
357 setthink(this, func_null);
359 this.deadflag = DEAD_NO;
361 STAT(REVIVE_PROGRESS, this) = 0;
362 this.revival_time = 0;
363 this.draggable = drag_undraggable;
365 player_powerups_remove_all(this);
367 STAT(WEAPONS, this) = '0 0 0';
368 this.drawonlytoclient = this;
372 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
374 this.weaponmodel = "";
375 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
377 this.weaponentities[slot] = NULL;
379 this.exteriorweaponentity = NULL;
380 CS(this).killcount = FRAGS_SPECTATOR;
381 this.velocity = '0 0 0';
382 this.avelocity = '0 0 0';
383 this.punchangle = '0 0 0';
384 this.punchvector = '0 0 0';
385 this.oldvelocity = this.velocity;
386 this.event_damage = func_null;
387 this.event_heal = func_null;
389 for(int slot = 0; slot < MAX_AXH; ++slot)
391 entity axh = this.(AuxiliaryXhair[slot]);
392 this.(AuxiliaryXhair[slot]) = NULL;
394 if(axh.owner == this && axh != NULL && !wasfreed(axh))
398 if (mutator_returnvalue)
400 // mutator prevents resetting teams+score
404 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR); // clears scores too in game modes without teams
405 this.frags = FRAGS_SPECTATOR;
408 bot_relinkplayerlist();
410 if (CS(this).just_joined)
411 CS(this).just_joined = false;
414 int player_getspecies(entity this)
416 get_model_parameters(this.model, this.skin);
417 int s = get_model_parameters_species;
418 get_model_parameters(string_null, 0);
419 if (s < 0) return SPECIES_HUMAN;
423 .float model_randomizer;
424 void FixPlayermodel(entity player)
426 string defaultmodel = "";
428 if(autocvar_sv_defaultcharacter)
434 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
435 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
436 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
437 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
441 if(defaultmodel == "")
443 defaultmodel = autocvar_sv_defaultplayermodel;
444 defaultskin = autocvar_sv_defaultplayerskin;
447 int n = tokenize_console(defaultmodel);
450 defaultmodel = argv(floor(n * CS(player).model_randomizer));
451 // However, do NOT randomize if the player-selected model is in the list.
452 for (int i = 0; i < n; ++i)
453 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
454 defaultmodel = argv(i);
457 int i = strstrofs(defaultmodel, ":", 0);
460 defaultskin = stof(substring(defaultmodel, i+1, -1));
461 defaultmodel = substring(defaultmodel, 0, i);
464 if(autocvar_sv_defaultcharacterskin && !defaultskin)
470 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
471 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
472 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
473 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
478 defaultskin = autocvar_sv_defaultplayerskin;
481 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
482 defaultmodel = M_ARGV(0, string);
483 defaultskin = M_ARGV(1, int);
487 if(defaultmodel != "")
489 if (defaultmodel != player.model)
491 vector m1 = player.mins;
492 vector m2 = player.maxs;
493 setplayermodel (player, defaultmodel);
494 setsize (player, m1, m2);
498 oldskin = player.skin;
499 player.skin = defaultskin;
501 if (player.playermodel != player.model || player.playermodel == "")
503 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
504 vector m1 = player.mins;
505 vector m2 = player.maxs;
506 setplayermodel (player, player.playermodel);
507 setsize (player, m1, m2);
511 if(!autocvar_sv_defaultcharacterskin)
513 oldskin = player.skin;
514 player.skin = stof(player.playerskin);
518 oldskin = player.skin;
519 player.skin = defaultskin;
523 if(chmdl || oldskin != player.skin) // model or skin has changed
525 player.species = player_getspecies(player); // update species
526 if(!autocvar_g_debug_globalsounds)
527 UpdatePlayerSounds(player); // update skin sounds
531 if(strlen(autocvar_sv_defaultplayercolors))
532 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
533 setcolor(player, stof(autocvar_sv_defaultplayercolors));
536 void PutPlayerInServer(entity this)
538 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
540 PlayerState_attach(this);
541 accuracy_resend(this);
544 TeamBalance_JoinBestTeam(this);
546 entity spot = SelectSpawnPoint(this, false);
548 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
549 return; // spawn failed
552 TRANSMUTE(Player, this);
554 CS(this).wasplayer = true;
555 this.iscreature = true;
556 this.teleportable = TELEPORT_NORMAL;
557 if(!this.damagedbycontents)
558 IL_PUSH(g_damagedbycontents, this);
559 this.damagedbycontents = true;
560 set_movetype(this, MOVETYPE_WALK);
561 this.solid = SOLID_SLIDEBOX;
562 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
563 if (autocvar_g_playerclip_collisions)
564 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
565 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
566 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
567 this.frags = FRAGS_PLAYER;
568 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
569 this.flags = FL_CLIENT | FL_PICKUPITEMS;
570 if (autocvar__notarget)
571 this.flags |= FL_NOTARGET;
572 this.takedamage = DAMAGE_AIM;
573 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
576 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
577 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
578 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
579 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
580 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
581 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
582 SetResource(this, RES_HEALTH, warmup_start_health);
583 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
584 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
586 SetResource(this, RES_SHELLS, start_ammo_shells);
587 SetResource(this, RES_BULLETS, start_ammo_nails);
588 SetResource(this, RES_ROCKETS, start_ammo_rockets);
589 SetResource(this, RES_CELLS, start_ammo_cells);
590 SetResource(this, RES_PLASMA, start_ammo_plasma);
591 SetResource(this, RES_FUEL, start_ammo_fuel);
592 SetResource(this, RES_HEALTH, start_health);
593 SetResource(this, RES_ARMOR, start_armorvalue);
594 STAT(WEAPONS, this) = start_weapons;
595 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
597 GiveRandomWeapons(this, random_start_weapons_count,
598 autocvar_g_random_start_weapons, random_start_ammo);
601 SetSpectatee_status(this, 0);
603 PS(this).dual_weapons = '0 0 0';
605 if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
606 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
608 this.items = start_items;
610 float shieldtime = time + autocvar_g_spawnshieldtime;
612 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
613 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
614 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
615 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
616 if (!sv_ready_restart_after_countdown && time < game_starttime)
618 float f = game_starttime - time;
620 this.pauserotarmor_finished += f;
621 this.pauserothealth_finished += f;
622 this.pauseregen_finished += f;
625 StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
627 this.damageforcescale = autocvar_g_player_damageforcescale;
629 this.respawn_flags = 0;
630 this.respawn_time = 0;
631 STAT(RESPAWN_TIME, this) = 0;
632 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
634 this.pain_finished = 0;
636 setthink(this, func_null); // players have no think function
639 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
641 this.deadflag = DEAD_NO;
643 this.angles = spot.angles;
644 this.angles_z = 0; // never spawn tilted even if the spot says to
645 if (IS_BOT_CLIENT(this))
647 this.v_angle = this.angles;
650 this.fixangle = true; // turn this way immediately
651 this.oldvelocity = this.velocity = '0 0 0';
652 this.avelocity = '0 0 0';
653 this.punchangle = '0 0 0';
654 this.punchvector = '0 0 0';
656 STAT(REVIVE_PROGRESS, this) = 0;
657 this.revival_time = 0;
659 STAT(AIR_FINISHED, this) = 0;
660 this.waterlevel = WATERLEVEL_NONE;
661 this.watertype = CONTENT_EMPTY;
663 entity spawnevent = new_pure(spawnevent);
664 spawnevent.owner = this;
665 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
667 // Cut off any still running player sounds.
668 stopsound(this, CH_PLAYER_SINGLE);
671 FixPlayermodel(this);
672 this.drawonlytoclient = NULL;
676 for(int slot = 0; slot < MAX_AXH; ++slot)
678 entity axh = this.(AuxiliaryXhair[slot]);
679 this.(AuxiliaryXhair[slot]) = NULL;
681 if(axh.owner == this && axh != NULL && !wasfreed(axh))
685 this.spawnpoint_targ = NULL;
688 this.view_ofs = STAT(PL_VIEW_OFS, this);
689 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
690 this.spawnorigin = spot.origin;
691 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
692 // don't reset back to last position, even if new position is stuck in solid
693 this.oldorigin = this.origin;
695 IL_REMOVE(g_conveyed, this);
696 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
698 IL_REMOVE(g_swamped, this);
699 this.swampslug = NULL;
700 this.swamp_interval = 0;
701 if(this.ladder_entity)
702 IL_REMOVE(g_ladderents, this);
703 this.ladder_entity = NULL;
704 IL_EACH(g_counters, it.realowner == this,
708 STAT(HUD, this) = HUD_NORMAL;
710 this.event_damage = PlayerDamage;
711 this.event_heal = PlayerHeal;
713 this.draggable = func_null;
716 IL_PUSH(g_bot_targets, this);
717 this.bot_attack = true;
718 if(!this.monster_attack)
719 IL_PUSH(g_monster_targets, this);
720 this.monster_attack = true;
721 navigation_dynamicgoal_init(this, false);
723 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
725 // player was spectator
726 if (CS(this).killcount == FRAGS_SPECTATOR) {
727 PlayerScore_Clear(this);
728 CS(this).killcount = 0;
729 CS(this).startplaytime = time;
732 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
734 .entity weaponentity = weaponentities[slot];
735 CL_SpawnWeaponentity(this, weaponentity);
737 this.alpha = default_player_alpha;
738 this.colormod = '1 1 1' * autocvar_g_player_brightness;
739 this.exteriorweaponentity.alpha = default_weapon_alpha;
741 this.speedrunning = false;
743 this.counter_cnt = 0;
744 this.fragsfilter_cnt = 0;
746 target_voicescript_clear(this);
748 // reset fields the weapons may use
749 FOREACH(Weapons, true, {
750 it.wr_resetplayer(it, this);
751 // reload all reloadable weapons
752 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
753 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
755 .entity weaponentity = weaponentities[slot];
756 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
761 Unfreeze(this, false);
763 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
765 string s = spot.target;
766 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
767 spot.target = string_null;
768 SUB_UseTargets(spot, this, NULL);
769 if(g_assault || g_race)
773 if (autocvar_spawn_debug)
775 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
776 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
779 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
781 .entity weaponentity = weaponentities[slot];
782 entity w_ent = this.(weaponentity);
783 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
784 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
786 w_ent.m_switchweapon = WEP_Null;
787 w_ent.m_weapon = WEP_Null;
788 w_ent.weaponname = "";
789 w_ent.m_switchingweapon = WEP_Null;
793 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
795 if (CS(this).impulse) ImpulseCommands(this);
797 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
798 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
800 .entity weaponentity = weaponentities[slot];
801 W_WeaponFrame(this, weaponentity);
804 if (!warmup_stage && !this.alivetime)
805 this.alivetime = time;
807 antilag_clear(this, CS(this));
810 /** Called when a client spawns in the server */
811 void PutClientInServer(entity this)
813 if (IS_BOT_CLIENT(this)) {
814 TRANSMUTE(Player, this);
815 } else if (IS_REAL_CLIENT(this)) {
817 WriteByte(MSG_ONE, SVC_SETVIEW);
818 WriteEntity(MSG_ONE, this);
821 TRANSMUTE(Observer, this);
823 bool use_spawnpoint = (!this.enemy); // check this.enemy here since SetSpectatee will clear it
824 SetSpectatee(this, NULL);
828 PS(this).itemkeys = 0;
830 MUTATOR_CALLHOOK(PutClientInServer, this);
832 if (IS_OBSERVER(this)) {
833 PutObserverInServer(this, false, use_spawnpoint);
834 } else if (IS_PLAYER(this)) {
835 PutPlayerInServer(this);
838 bot_relinkplayerlist();
841 // TODO do we need all these fields, or should we stop autodetecting runtime
842 // changes and just have a console command to update this?
843 bool ClientInit_SendEntity(entity this, entity to, int sf)
845 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
848 // MSG_INIT replacement
849 // TODO: make easier to use
851 W_PROP_reload(MSG_ONE, to);
852 ClientInit_misc(this);
853 MUTATOR_CALLHOOK(Ent_Init);
855 void ClientInit_misc(entity this)
857 int channel = MSG_ONE;
858 WriteHeader(channel, ENT_CLIENT_INIT);
859 WriteByte(channel, g_nexball_meter_period * 32);
860 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
861 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
862 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
863 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
864 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
865 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
866 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
867 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
869 if(autocvar_sv_foginterval && world.fog != "")
870 WriteString(channel, world.fog);
872 WriteString(channel, "");
873 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
874 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
875 WriteByte(channel, serverflags);
876 WriteCoord(channel, autocvar_g_trueaim_minrange);
879 void ClientInit_CheckUpdate(entity this)
881 this.nextthink = time;
882 if(this.count != autocvar_g_balance_armor_blockpercent)
884 this.count = autocvar_g_balance_armor_blockpercent;
887 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
889 this.cnt = autocvar_g_balance_damagepush_speedfactor;
894 void ClientInit_Spawn()
896 entity e = new_pure(clientinit);
897 setthink(e, ClientInit_CheckUpdate);
898 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
900 ClientInit_CheckUpdate(e);
910 // initialize parms for a new player
911 parm1 = -(86400 * 366);
913 MUTATOR_CALLHOOK(SetNewParms);
921 void SetChangeParms (entity this)
923 // save parms for level change
924 parm1 = CS(this).parm_idlesince - time;
926 MUTATOR_CALLHOOK(SetChangeParms);
934 void DecodeLevelParms(entity this)
937 CS(this).parm_idlesince = parm1;
938 if (CS(this).parm_idlesince == -(86400 * 366))
939 CS(this).parm_idlesince = time;
941 // whatever happens, allow 60 seconds of idling directly after connect for map loading
942 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
944 MUTATOR_CALLHOOK(DecodeLevelParms);
947 void FixClientCvars(entity e)
949 // send prediction settings to the client
950 if(autocvar_g_antilag == 3) // client side hitscan
951 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
952 if(autocvar_sv_gentle)
953 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
955 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
956 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
958 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
960 MUTATOR_CALLHOOK(FixClientCvars, e);
963 bool findinlist_abbrev(string tofind, string list)
965 if(list == "" || tofind == "")
966 return false; // empty list or search, just return
968 // this function allows abbreviated strings!
969 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
977 bool PlayerInIPList(entity p, string iplist)
979 // some safety checks (never allow local?)
980 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
983 return findinlist_abbrev(p.netaddress, iplist);
986 bool PlayerInIDList(entity p, string idlist)
988 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
992 return findinlist_abbrev(p.crypto_idfp, idlist);
995 bool PlayerInList(entity player, string list)
997 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1000 #ifdef DP_EXT_PRECONNECT
1005 Called once (not at each match start) when a client begins a connection to the server
1008 void ClientPreConnect(entity this)
1010 if(autocvar_sv_eventlog)
1012 GameLogEcho(sprintf(":connect:%d:%d:%s",
1015 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1021 void SendWelcomemessage(entity this, bool force_centerprint)
1024 WriteHeader(MSG_ONE, TE_CSQC_SERVERWELCOME);
1025 SendWelcomemessage_msg_type(this, force_centerprint, MSG_ONE);
1028 // NOTE csqc uses the active mutators list sent by this function
1029 // to understand which mutators are enabled
1030 // also note that they aren't all registered mutators, e.g. jetpack, low gravity
1031 void SendWelcomemessage_msg_type(entity this, bool force_centerprint, int msg_type)
1033 WriteByte(msg_type, boolean(autocvar_g_campaign));
1034 if (boolean(autocvar_g_campaign))
1036 WriteString(msg_type, Campaign_GetTitle());
1037 WriteByte(msg_type, Campaign_GetLevelNum());
1038 WriteString(msg_type, Campaign_GetMessage());
1041 WriteByte(msg_type, force_centerprint);
1042 WriteString(msg_type, autocvar_hostname);
1043 WriteString(msg_type, autocvar_g_xonoticversion);
1044 WriteByte(msg_type, CS(this).version_mismatch);
1045 WriteByte(msg_type, (CS(this).version < autocvar_gameversion));
1047 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1048 string modifications = M_ARGV(0, string);
1050 if (!g_weaponarena && cvar("g_balance_blaster_weaponstartoverride") == 0)
1051 modifications = strcat(modifications, ", No start weapons");
1052 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1053 modifications = strcat(modifications, ", Low gravity");
1054 if(g_weapon_stay && !g_cts)
1055 modifications = strcat(modifications, ", Weapons stay");
1056 if(autocvar_g_jetpack)
1057 modifications = strcat(modifications, ", Jetpack");
1058 modifications = substring(modifications, 2, strlen(modifications) - 2);
1060 WriteString(msg_type, modifications);
1062 WriteString(msg_type, g_weaponarena_list);
1064 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1066 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1067 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1070 WriteString(msg_type, cache_mutatormsg);
1072 WriteString(msg_type, strreplace("\\n", "\n", autocvar_sv_motd));
1079 Called when a client connects to the server
1082 void ClientConnect(entity this)
1084 if (Ban_MaybeEnforceBanOnce(this)) return;
1085 assert(!IS_CLIENT(this), return);
1086 this.flags |= FL_CLIENT;
1087 assert(player_count >= 0, player_count = 0);
1089 TRANSMUTE(Client, this);
1090 CS(this).version_nagtime = time + 10 + random() * 10;
1092 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1094 bot_clientconnect(this);
1096 Player_DetermineForcedTeam(this);
1098 TRANSMUTE(Observer, this);
1100 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1102 // always track bots, don't ask for cl_allow_uidtracking
1103 if (IS_BOT_CLIENT(this))
1104 PlayerStats_GameReport_AddPlayer(this);
1106 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1108 if (autocvar_sv_eventlog)
1109 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1111 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1113 stuffcmd(this, clientstuff, "\n");
1114 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1116 FixClientCvars(this);
1118 // get version info from player
1119 stuffcmd(this, "cmd clientversion $gameversion\n");
1121 // notify about available teams
1124 entity balance = TeamBalance_CheckAllowedTeams(this);
1125 int t = TeamBalance_GetAllowedTeams(balance);
1126 TeamBalance_Destroy(balance);
1127 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1131 stuffcmd(this, "set _teams_available 0\n");
1134 bot_relinkplayerlist();
1136 CS(this).spectatortime = time;
1137 if (blockSpectators)
1139 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1142 CS(this).jointime = time;
1144 if (IS_REAL_CLIENT(this))
1146 if (g_weaponarena_weapons == WEPSET(TUBA))
1147 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
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");
1180 if (IS_REAL_CLIENT(this) && !IS_PLAYER(this) && !autocvar_g_campaign)
1181 CS(this).motd_actived_time = -1; // the welcome message is shown by the client
1187 Called when a client disconnects from the server
1190 .entity chatbubbleentity;
1191 void player_powerups_remove_all(entity this);
1193 void ClientDisconnect(entity this)
1195 assert(IS_CLIENT(this), return);
1197 PlayerStats_GameReport_FinalizePlayer(this);
1198 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1199 if (CS(this).active_minigame) part_minigame(this);
1200 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1202 if (autocvar_sv_eventlog)
1203 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1205 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1208 SetSpectatee(this, NULL);
1210 MUTATOR_CALLHOOK(ClientDisconnect, this);
1212 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1213 strfree(CS_CVAR(this).weaponorder_byimpulse);
1214 ClientState_detach(this);
1216 Portal_ClearAll(this);
1218 Unfreeze(this, false);
1220 RemoveGrapplingHooks(this);
1222 // Here, everything has been done that requires this player to be a client.
1224 this.flags &= ~FL_CLIENT;
1226 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1227 if (this.killindicator) delete(this.killindicator);
1229 IL_EACH(g_counters, it.realowner == this,
1234 WaypointSprite_PlayerGone(this);
1236 bot_relinkplayerlist();
1238 strfree(this.clientstatus);
1239 if (this.personal) delete(this.personal);
1243 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1245 player_powerups_remove_all(this); // stop powerup sound
1249 if (player_count == 0)
1250 localcmd("\nsv_hook_lastleave\n");
1253 void ChatBubbleThink(entity this)
1255 this.nextthink = time;
1256 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1258 if(this.owner) // but why can that ever be NULL?
1259 this.owner.chatbubbleentity = NULL;
1266 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1268 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1269 this.mdl = "models/sprites/minigame_busy.iqm";
1270 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1271 this.mdl = "models/misc/chatbubble.spr";
1274 if ( this.model != this.mdl )
1275 _setmodel(this, this.mdl);
1279 void UpdateChatBubble(entity this)
1283 // spawn a chatbubble entity if needed
1284 if (!this.chatbubbleentity)
1286 this.chatbubbleentity = new(chatbubbleentity);
1287 this.chatbubbleentity.owner = this;
1288 this.chatbubbleentity.exteriormodeltoclient = this;
1289 setthink(this.chatbubbleentity, ChatBubbleThink);
1290 this.chatbubbleentity.nextthink = time;
1291 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1292 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1293 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1294 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1295 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1296 //this.chatbubbleentity.model = "";
1297 this.chatbubbleentity.effects = EF_LOWPRECISION;
1301 void calculate_player_respawn_time(entity this)
1303 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1306 float gametype_setting_tmp;
1307 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1308 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1309 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1310 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1311 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1312 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1314 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1317 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1318 if(it.team == this.team)
1321 if (sdelay_small_count == 0)
1322 sdelay_small_count = 1;
1323 if (sdelay_large_count == 0)
1324 sdelay_large_count = 1;
1328 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1331 if (sdelay_small_count == 0)
1333 if (IS_INDEPENDENT_PLAYER(this))
1335 // Players play independently. No point in requiring enemies.
1336 sdelay_small_count = 1;
1340 // Players play AGAINST each other. Enemies required.
1341 sdelay_small_count = 2;
1344 if (sdelay_large_count == 0)
1346 if (IS_INDEPENDENT_PLAYER(this))
1348 // Players play independently. No point in requiring enemies.
1349 sdelay_large_count = 1;
1353 // Players play AGAINST each other. Enemies required.
1354 sdelay_large_count = 2;
1361 if (pcount <= sdelay_small_count)
1362 sdelay = sdelay_small;
1363 else if (pcount >= sdelay_large_count)
1364 sdelay = sdelay_large;
1365 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1366 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1369 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1371 this.respawn_time = time + sdelay;
1373 if(sdelay < sdelay_max)
1374 this.respawn_time_max = time + sdelay_max;
1376 this.respawn_time_max = this.respawn_time;
1378 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1379 this.respawn_countdown = 10; // first number to count down from is 10
1381 this.respawn_countdown = -1; // do not count down
1383 if(autocvar_g_forced_respawn)
1384 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1387 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1388 // added to the model skins
1389 /*void UpdateColorModHack()
1392 c = this.clientcolors & 15;
1393 // LordHavoc: only bothering to support white, green, red, yellow, blue
1394 if (!teamplay) this.colormod = '0 0 0';
1395 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1396 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1397 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1398 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1399 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1400 else this.colormod = '1 1 1';
1403 void respawn(entity this)
1405 bool damagedbycontents_prev = this.damagedbycontents;
1408 if(autocvar_g_respawn_ghosts)
1410 this.solid = SOLID_NOT;
1411 this.takedamage = DAMAGE_NO;
1412 this.damagedbycontents = false;
1413 set_movetype(this, MOVETYPE_FLY);
1414 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1415 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1416 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1417 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1418 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1419 if(autocvar_g_respawn_ghosts_time > 0)
1420 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1423 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1427 this.damagedbycontents = damagedbycontents_prev;
1429 this.effects |= EF_NODRAW; // prevent another CopyBody
1430 PutClientInServer(this);
1433 void play_countdown(entity this, float finished, Sound samp)
1436 float time_left = finished - time;
1437 if(IS_REAL_CLIENT(this) && time_left < 6 && floor(time_left - frametime) != floor(time_left))
1438 sound(this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1441 // it removes special powerups not handled by StatusEffects
1442 void player_powerups_remove_all(entity this)
1444 if (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1446 // don't play the poweroff sound when the game restarts or the player disconnects
1447 if (time > game_starttime + 1 && IS_CLIENT(this)
1448 && !(start_items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS)))
1450 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1452 if (this.items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1453 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1454 this.items -= (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS));
1458 void player_powerups(entity this)
1460 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1461 this.modelflags |= MF_ROCKET;
1463 this.modelflags &= ~MF_ROCKET;
1465 this.effects &= ~EF_NODEPTHTEST;
1468 player_powerups_remove_all(this);
1470 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1473 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1474 int items_prev = this.items;
1476 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1478 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1479 if (this.items & IT_SUPERWEAPON)
1481 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1483 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1484 this.items = this.items - (this.items & IT_SUPERWEAPON);
1485 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1486 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1488 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1490 // don't let them run out
1494 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1495 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1497 this.items = this.items - (this.items & IT_SUPERWEAPON);
1498 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1499 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1500 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1504 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1506 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1508 this.items = this.items | IT_SUPERWEAPON;
1509 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1512 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1513 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1518 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1519 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1520 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1523 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1525 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1529 if(autocvar_g_nodepthtestplayers)
1530 this.effects = this.effects | EF_NODEPTHTEST;
1532 if(autocvar_g_fullbrightplayers)
1533 this.effects = this.effects | EF_FULLBRIGHT;
1535 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1538 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1540 if(current > stable)
1542 else if(current > stable - 0.25) // when close enough, "snap"
1545 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1548 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1550 if(current < stable)
1552 else if(current < stable + 0.25) // when close enough, "snap"
1555 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1558 void RotRegen(entity this, Resource res, float limit_mod,
1559 float regenstable, float regenfactor, float regenlinear, float regenframetime,
1560 float rotstable, float rotfactor, float rotlinear, float rotframetime)
1562 float old = GetResource(this, res);
1563 float current = old;
1564 if(current > rotstable)
1566 if(rotframetime > 0)
1568 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1569 current = max(rotstable, current - rotlinear * rotframetime);
1572 else if(current < regenstable)
1574 if(regenframetime > 0)
1576 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1577 current = min(regenstable, current + regenlinear * regenframetime);
1581 float limit = GetResourceLimit(this, res) * limit_mod;
1586 SetResource(this, res, current);
1589 void player_regen(entity this)
1591 float max_mod, regen_mod, rot_mod, limit_mod;
1592 max_mod = regen_mod = rot_mod = limit_mod = 1;
1594 float regen_health = autocvar_g_balance_health_regen;
1595 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1596 float regen_health_rot = autocvar_g_balance_health_rot;
1597 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1598 float regen_health_stable = autocvar_g_balance_health_regenstable;
1599 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1600 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1601 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1602 max_mod = M_ARGV(1, float);
1603 regen_mod = M_ARGV(2, float);
1604 rot_mod = M_ARGV(3, float);
1605 limit_mod = M_ARGV(4, float);
1606 regen_health = M_ARGV(5, float);
1607 regen_health_linear = M_ARGV(6, float);
1608 regen_health_rot = M_ARGV(7, float);
1609 regen_health_rotlinear = M_ARGV(8, float);
1610 regen_health_stable = M_ARGV(9, float);
1611 regen_health_rotstable = M_ARGV(10, float);
1613 float rotstable, regenstable, rotframetime, regenframetime;
1615 if(!mutator_returnvalue)
1616 if(!STAT(FROZEN, this))
1618 regenstable = autocvar_g_balance_armor_regenstable;
1619 rotstable = autocvar_g_balance_armor_rotstable;
1620 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1621 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1622 RotRegen(this, RES_ARMOR, limit_mod,
1623 regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime,
1624 rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime);
1626 // NOTE: max_mod is only applied to health
1627 regenstable = regen_health_stable * max_mod;
1628 rotstable = regen_health_rotstable * max_mod;
1629 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1630 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1631 RotRegen(this, RES_HEALTH, limit_mod,
1632 regenstable, regen_health, regen_health_linear, regenframetime,
1633 rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1636 // if player rotted to death... die!
1637 // check this outside above checks, as player may still be able to rot to death
1638 if(GetResource(this, RES_HEALTH) < 1)
1641 vehicles_exit(this.vehicle, VHEF_RELEASE);
1642 if(this.event_damage)
1643 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1646 if (!(this.items & IT_UNLIMITED_AMMO))
1648 regenstable = autocvar_g_balance_fuel_regenstable;
1649 rotstable = autocvar_g_balance_fuel_rotstable;
1650 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0;
1651 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1652 RotRegen(this, RES_FUEL, 1,
1653 regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime,
1654 rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime);
1659 void SetZoomState(entity this, float newzoom)
1661 if(newzoom != CS(this).zoomstate)
1663 CS(this).zoomstate = newzoom;
1664 ClientData_Touch(this);
1666 zoomstate_set = true;
1669 void GetPressedKeys(entity this)
1671 MUTATOR_CALLHOOK(GetPressedKeys, this);
1674 CS(this).pressedkeys = 0;
1675 STAT(PRESSED_KEYS, this) = 0;
1679 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1680 int keys = STAT(PRESSED_KEYS, this);
1681 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1682 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1683 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1684 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1686 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1687 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
1688 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1689 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1690 CS(this).pressedkeys = keys; // store for other users
1692 STAT(PRESSED_KEYS, this) = keys;
1696 ======================
1697 spectate mode routines
1698 ======================
1701 void SpectateCopy(entity this, entity spectatee)
1703 TC(Client, this); TC(Client, spectatee);
1705 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1706 PS(this) = PS(spectatee);
1707 this.armortype = spectatee.armortype;
1708 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1709 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1710 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1711 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1712 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1713 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1714 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1715 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1716 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1717 CS(this).impulse = 0;
1718 this.disableclientprediction = 1; // no need to run prediction on a spectator
1719 this.items = spectatee.items;
1720 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1721 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1722 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1723 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1724 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1725 this.punchangle = spectatee.punchangle;
1726 this.view_ofs = spectatee.view_ofs;
1727 this.velocity = spectatee.velocity;
1728 this.dmg_take = spectatee.dmg_take;
1729 this.dmg_save = spectatee.dmg_save;
1730 this.dmg_inflictor = spectatee.dmg_inflictor;
1731 this.v_angle = spectatee.v_angle;
1732 this.angles = spectatee.v_angle;
1733 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1734 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1735 this.viewloc = spectatee.viewloc;
1736 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1737 this.fixangle = true;
1738 setorigin(this, spectatee.origin);
1739 setsize(this, spectatee.mins, spectatee.maxs);
1740 SetZoomState(this, CS(spectatee).zoomstate);
1742 anticheat_spectatecopy(this, spectatee);
1743 STAT(HUD, this) = STAT(HUD, spectatee);
1744 if(spectatee.vehicle)
1746 this.angles = spectatee.v_angle;
1748 //this.fixangle = false;
1749 //this.velocity = spectatee.vehicle.velocity;
1750 this.vehicle_health = spectatee.vehicle_health;
1751 this.vehicle_shield = spectatee.vehicle_shield;
1752 this.vehicle_energy = spectatee.vehicle_energy;
1753 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1754 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1755 this.vehicle_reload1 = spectatee.vehicle_reload1;
1756 this.vehicle_reload2 = spectatee.vehicle_reload2;
1758 //msg_entity = this;
1760 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1761 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1762 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1763 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1765 //WriteByte (MSG_ONE, SVC_SETVIEW);
1766 // WriteEntity(MSG_ONE, this);
1767 //makevectors(spectatee.v_angle);
1768 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1772 bool SpectateUpdate(entity this)
1777 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1779 SetSpectatee(this, NULL);
1783 SpectateCopy(this, this.enemy);
1788 bool SpectateSet(entity this)
1790 if(!IS_PLAYER(this.enemy))
1793 ClientData_Touch(this.enemy);
1796 WriteByte(MSG_ONE, SVC_SETVIEW);
1797 WriteEntity(MSG_ONE, this.enemy);
1798 set_movetype(this, MOVETYPE_NONE);
1799 accuracy_resend(this);
1801 if(!SpectateUpdate(this))
1802 PutObserverInServer(this, false, true);
1807 void SetSpectatee_status(entity this, int spectatee_num)
1809 int oldspectatee_status = CS(this).spectatee_status;
1810 CS(this).spectatee_status = spectatee_num;
1812 if (CS(this).spectatee_status != oldspectatee_status)
1814 if (STAT(PRESSED_KEYS, this))
1816 CS(this).pressedkeys = 0;
1817 STAT(PRESSED_KEYS, this) = 0;
1819 ClientData_Touch(this);
1820 if (g_race || g_cts) race_InitSpectator();
1824 void SetSpectatee(entity this, entity spectatee)
1826 if(IS_BOT_CLIENT(this))
1827 return; // bots abuse .enemy, this code is useless to them
1829 entity old_spectatee = this.enemy;
1831 this.enemy = spectatee;
1834 // these are required to fix the spectator bug with arc
1837 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1839 .entity weaponentity = weaponentities[slot];
1840 if(old_spectatee.(weaponentity).arc_beam)
1841 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1846 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1848 .entity weaponentity = weaponentities[slot];
1849 if(spectatee.(weaponentity).arc_beam)
1850 spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1855 SetSpectatee_status(this, etof(spectatee));
1857 // needed to update spectator list
1858 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1861 bool Spectate(entity this, entity pl)
1863 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1865 pl = M_ARGV(1, entity);
1867 SetSpectatee(this, pl);
1868 return SpectateSet(this);
1871 bool SpectateNext(entity this)
1873 entity ent = find(this.enemy, classname, STR_PLAYER);
1875 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1876 ent = M_ARGV(1, entity);
1878 ent = find(ent, classname, STR_PLAYER);
1880 if(ent) { SetSpectatee(this, ent); }
1882 return SpectateSet(this);
1885 bool SpectatePrev(entity this)
1887 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1888 entity ent = findchain(classname, STR_PLAYER);
1889 if (!ent) // no player
1893 // skip players until current spectated player
1895 while(ent && ent != this.enemy)
1898 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1900 case MUT_SPECPREV_FOUND:
1901 ent = M_ARGV(1, entity);
1903 case MUT_SPECPREV_RETURN:
1905 case MUT_SPECPREV_CONTINUE:
1916 SetSpectatee(this, ent);
1917 return SpectateSet(this);
1922 ShowRespawnCountdown()
1924 Update a respawn countdown display.
1927 void ShowRespawnCountdown(entity this)
1930 if(!IS_DEAD(this)) // just respawned?
1934 number = ceil(this.respawn_time - time);
1937 if(number <= this.respawn_countdown)
1939 this.respawn_countdown = number - 1;
1940 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
1941 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1946 .bool team_selected;
1947 bool ShowTeamSelection(entity this)
1949 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1951 stuffcmd(this, "menu_showteamselect\n");
1954 void Join(entity this)
1956 if (autocvar_g_campaign && !campaign_bots_may_start && !game_stopped && time >= game_starttime)
1959 TRANSMUTE(Player, this);
1961 if(!this.team_selected)
1962 if(autocvar_g_campaign || autocvar_g_balance_teams)
1963 TeamBalance_JoinBestTeam(this);
1965 if(autocvar_g_campaign)
1966 campaign_bots_may_start = true;
1968 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1970 PutClientInServer(this);
1973 if(teamplay && this.team != -1)
1977 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1978 this.team_selected = false;
1981 int GetPlayerLimit()
1984 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)
1985 int player_limit = autocvar_g_maxplayers;
1986 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1987 player_limit = M_ARGV(0, int);
1988 return player_limit;
1992 * Determines whether the player is allowed to join. This depends on cvar
1993 * g_maxplayers, if it isn't used this function always return true, otherwise
1994 * it checks whether the number of currently playing players exceeds g_maxplayers.
1995 * @return int number of free slots for players, 0 if none
1997 int nJoinAllowed(entity this, entity ignore)
2000 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2001 // so report 0 free slots if restricted
2003 if(autocvar_g_forced_team_otherwise == "spectate")
2005 if(autocvar_g_forced_team_otherwise == "spectator")
2009 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2010 return 0; // forced spectators can never join
2012 // TODO simplify this
2013 int totalClients = 0;
2014 int currentlyPlaying = 0;
2015 FOREACH_CLIENT(true, {
2018 if(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME(it)))
2022 int player_limit = GetPlayerLimit();
2026 free_slots = maxclients - totalClients;
2027 else if(player_limit > 0 && currentlyPlaying < player_limit)
2028 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2030 static float msg_time = 0;
2031 if(this && !INGAME(this) && ignore && !free_slots && time > msg_time)
2033 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2034 msg_time = time + 0.5;
2040 void PrintWelcomeMessage(entity this)
2042 if(CS(this).motd_actived_time == 0)
2044 if (autocvar_g_campaign) {
2045 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2046 CS(this).motd_actived_time = time;
2047 SendWelcomemessage(this, false);
2050 if (PHYS_INPUT_BUTTON_INFO(this)) {
2051 CS(this).motd_actived_time = time;
2052 SendWelcomemessage(this, true);
2056 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2058 if (autocvar_g_campaign) {
2059 if (PHYS_INPUT_BUTTON_INFO(this))
2060 CS(this).motd_actived_time = time;
2061 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2062 CS(this).motd_actived_time = 0;
2063 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2066 if (PHYS_INPUT_BUTTON_INFO(this))
2067 CS(this).motd_actived_time = time;
2068 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2069 CS(this).motd_actived_time = 0;
2070 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2074 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2076 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2077 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2078 else if (CS(this).motd_actived_time == -2)
2080 // instantly hide MOTD
2081 CS(this).motd_actived_time = 0;
2082 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2084 else if (IS_PLAYER(this) || IS_SPEC(this))
2086 // FIXME occasionally for some reason MOTD never goes away
2087 // delay MOTD removal a little bit in the hope it fixes this bug
2088 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2089 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2090 else //if (CS(this).motd_actived_time < -2)
2091 CS(this).motd_actived_time++;
2096 bool joinAllowed(entity this)
2098 if (CS(this).version_mismatch) return false;
2099 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2100 if (!nJoinAllowed(this, this)) return false;
2101 if (teamplay && lockteams) return false;
2102 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2103 if (ShowTeamSelection(this)) return false;
2107 .string shootfromfixedorigin;
2108 .bool dualwielding_prev;
2109 bool PlayerThink(entity this)
2111 if (game_stopped || intermission_running) {
2112 this.modelflags &= ~MF_ROCKET;
2113 if(intermission_running)
2114 IntermissionThink(this);
2118 if (timeout_status == TIMEOUT_ACTIVE) {
2119 // don't allow the player to turn around while game is paused
2120 // FIXME turn this into CSQC stuff
2121 this.v_angle = this.lastV_angle;
2122 this.angles = this.lastV_angle;
2123 this.fixangle = true;
2126 if (frametime) player_powerups(this);
2128 if (IS_DEAD(this)) {
2129 if (this.personal && g_race_qualifying) {
2130 if (time > this.respawn_time) {
2131 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2133 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2136 if (frametime) player_anim(this);
2138 if (this.respawn_flags & RESPAWN_DENY)
2140 STAT(RESPAWN_TIME, this) = 0;
2144 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));
2146 switch(this.deadflag)
2150 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2151 this.deadflag = DEAD_RESPAWNING;
2152 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2153 this.deadflag = DEAD_DEAD;
2159 this.deadflag = DEAD_RESPAWNABLE;
2160 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2161 this.deadflag = DEAD_RESPAWNING;
2164 case DEAD_RESPAWNABLE:
2166 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2167 this.deadflag = DEAD_RESPAWNING;
2170 case DEAD_RESPAWNING:
2172 if (time > this.respawn_time)
2174 this.respawn_time = time + 1; // only retry once a second
2175 this.respawn_time_max = this.respawn_time;
2182 ShowRespawnCountdown(this);
2184 if (this.respawn_flags & RESPAWN_SILENT)
2185 STAT(RESPAWN_TIME, this) = 0;
2186 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2188 if (time < this.respawn_time)
2189 STAT(RESPAWN_TIME, this) = this.respawn_time;
2190 else if (this.deadflag != DEAD_RESPAWNING)
2191 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2194 STAT(RESPAWN_TIME, this) = this.respawn_time;
2197 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2198 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2199 STAT(RESPAWN_TIME, this) *= -1;
2204 FixPlayermodel(this);
2206 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2207 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2208 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2211 // reset gun alignment when dual wielding status changes
2212 // to ensure guns are always aligned right and left
2213 bool dualwielding = W_DualWielding(this);
2214 if(this.dualwielding_prev != dualwielding)
2216 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2217 this.dualwielding_prev = dualwielding;
2220 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2223 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2225 .entity weaponentity = weaponentities[slot];
2226 if(WEP_CVAR(vortex, charge_always))
2227 W_Vortex_Charge(this, weaponentity, frametime);
2228 W_WeaponFrame(this, weaponentity);
2234 // WEAPONTODO: Add a weapon request for this
2235 // rot vortex charge to the charge limit
2236 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2238 .entity weaponentity = weaponentities[slot];
2239 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2240 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2245 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2248 monsters_setstatus(this);
2253 .bool would_spectate;
2254 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2255 void ObserverOrSpectatorThink(entity this)
2257 bool is_spec = IS_SPEC(this);
2258 if ( CS(this).impulse )
2260 int r = MinigameImpulse(this, CS(this).impulse);
2262 CS(this).impulse = 0;
2264 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2266 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2267 CS(this).impulse = 0;
2272 if (this.flags & FL_JUMPRELEASED) {
2273 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2274 this.flags &= ~FL_JUMPRELEASED;
2275 this.flags |= FL_SPAWNING;
2276 } 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)))
2277 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2278 this.flags &= ~FL_JUMPRELEASED;
2279 if(SpectateNext(this)) {
2280 TRANSMUTE(Spectator, this);
2281 } else if (is_spec) {
2282 TRANSMUTE(Observer, this);
2283 PutClientInServer(this);
2286 this.would_spectate = false; // unable to spectate anyone
2288 CS(this).impulse = 0;
2289 } else if (is_spec) {
2290 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2291 this.flags &= ~FL_JUMPRELEASED;
2292 if(SpectatePrev(this)) {
2293 TRANSMUTE(Spectator, this);
2295 TRANSMUTE(Observer, this);
2296 PutClientInServer(this);
2298 CS(this).impulse = 0;
2299 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2300 this.would_spectate = false;
2301 this.flags &= ~FL_JUMPRELEASED;
2302 TRANSMUTE(Observer, this);
2303 PutClientInServer(this);
2304 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2305 PutObserverInServer(this, false, true);
2306 this.would_spectate = true;
2310 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2311 if (PHYS_INPUT_BUTTON_USE(this))
2312 wouldclip = !wouldclip;
2313 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2314 set_movetype(this, preferred_movetype);
2316 } else { // jump pressed
2317 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2318 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2319 this.flags |= FL_JUMPRELEASED;
2320 if(this.flags & FL_SPAWNING)
2322 this.flags &= ~FL_SPAWNING;
2323 if(joinAllowed(this))
2325 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2326 CS(this).autojoin_checked = -1;
2330 if(is_spec && !SpectateUpdate(this))
2331 PutObserverInServer(this, false, true);
2334 this.flags |= FL_CLIENT | FL_NOTARGET;
2337 void PlayerUseKey(entity this)
2339 if (!IS_PLAYER(this))
2346 vehicles_exit(this.vehicle, VHEF_NORMAL);
2350 else if(autocvar_g_vehicles_enter)
2352 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2354 entity head, closest_target = NULL;
2355 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2357 while(head) // find the closest acceptable target to enter
2359 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2360 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2364 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2365 { closest_target = head; }
2367 else { closest_target = head; }
2373 if(closest_target) { vehicles_enter(this, closest_target); return; }
2377 // a use key was pressed; call handlers
2378 MUTATOR_CALLHOOK(PlayerUseKey, this);
2386 Called every frame for each client before the physics are run
2389 .float last_vehiclecheck;
2390 void PlayerPreThink (entity this)
2392 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2393 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2395 WarpZone_PlayerPhysics_FixVAngle(this);
2398 // physics frames: update anticheat stuff
2399 anticheat_prethink(this);
2401 // WORKAROUND: only use dropclient in server frames (frametime set).
2402 // Never use it in cl_movement frames (frametime zero).
2403 if (blockSpectators && IS_REAL_CLIENT(this)
2404 && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this)
2405 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2407 if (dropclient_schedule(this))
2408 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2412 zoomstate_set = false;
2414 // Check for nameless players
2415 if (this.netname == "" || this.netname != CS(this).netname_previous)
2417 bool assume_unchanged = (CS(this).netname_previous == "");
2418 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2420 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2421 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2422 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2423 assume_unchanged = false;
2424 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2426 if (isInvisibleString(this.netname))
2428 this.netname = strzone(sprintf("Player#%d", this.playerid));
2429 sprint(this, "Warning: invisible names are not allowed.\n");
2430 assume_unchanged = false;
2431 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2433 if (!assume_unchanged && autocvar_sv_eventlog)
2434 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2435 strcpy(CS(this).netname_previous, this.netname);
2439 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2440 CS(this).version_nagtime = 0;
2441 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2443 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2445 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2447 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2448 if (r < 0) { // old client
2449 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2450 } else if (r > 0) { // old server
2451 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2457 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2459 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2460 this.max_armorvalue = 0;
2463 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2465 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2467 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2468 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2470 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2472 if (STAT(REVIVE_PROGRESS, this) >= 1)
2473 Unfreeze(this, false);
2475 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2477 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2478 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2480 if (GetResource(this, RES_HEALTH) < 1)
2483 vehicles_exit(this.vehicle, VHEF_RELEASE);
2484 if(this.event_damage)
2485 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2487 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2488 Unfreeze(this, false);
2492 MUTATOR_CALLHOOK(PlayerPreThink, this);
2494 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2495 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2497 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2501 if(!it.team || SAME_TEAM(this, it))
2502 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2503 else if(autocvar_g_vehicles_steal)
2504 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2506 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2508 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2512 this.last_vehiclecheck = time + 1;
2515 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2517 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2519 if (IS_REAL_CLIENT(this))
2520 PrintWelcomeMessage(this);
2522 if (IS_PLAYER(this)) {
2523 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2524 error("Client can't be spawned as player on connection!");
2525 if(!PlayerThink(this))
2528 else if (game_stopped || intermission_running) {
2529 if(intermission_running)
2530 IntermissionThink(this);
2533 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2535 bool early_join_requested = (CS(this).autojoin_checked < 0);
2536 CS(this).autojoin_checked = 1;
2537 // don't do this in ClientConnect
2538 // many things can go wrong if a client is spawned as player on connection
2539 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2540 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2541 && (!teamplay || autocvar_g_balance_teams)))
2543 if(joinAllowed(this))
2548 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2549 ObserverOrSpectatorThink(this);
2552 // WEAPONTODO: Add weapon request for this
2553 if (!zoomstate_set) {
2554 bool wep_zoomed = false;
2555 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2557 .entity weaponentity = weaponentities[slot];
2558 Weapon thiswep = this.(weaponentity).m_weapon;
2559 if(thiswep != WEP_Null && thiswep.wr_zoom)
2560 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2562 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2565 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2567 CS(this).teamkill_soundtime = 0;
2569 entity e = CS(this).teamkill_soundsource;
2570 entity oldpusher = e.pusher;
2572 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2573 e.pusher = oldpusher;
2576 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2577 CS(this).taunt_soundtime = 0;
2578 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2581 target_voicescript_next(this);
2584 void DrownPlayer(entity this)
2586 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2587 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2589 STAT(AIR_FINISHED, this) = 0;
2593 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2595 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2596 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2597 STAT(AIR_FINISHED, this) = 0;
2601 if (!STAT(AIR_FINISHED, this))
2602 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2603 if (STAT(AIR_FINISHED, this) < time)
2605 if (this.pain_finished < time)
2607 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');
2608 this.pain_finished = time + 0.5;
2614 .bool move_qcphysics;
2616 void Player_Physics(entity this)
2618 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2620 if(!this.move_qcphysics)
2623 if(!frametime && !CS(this).pm_frametime)
2626 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2628 CS(this).pm_frametime = 0;
2635 Called every frame for each client after the physics are run
2638 void PlayerPostThink (entity this)
2640 Player_Physics(this);
2642 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2643 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2644 if (IS_REAL_CLIENT(this))
2645 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2646 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2648 int totalClients = 0;
2649 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2651 // maxidle disabled in local matches by not counting clients (totalClients 0)
2652 if (server_is_dedicated)
2654 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2658 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2662 else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2664 FOREACH_CLIENT(IS_REAL_CLIENT(it),
2670 if (totalClients < autocvar_sv_maxidle_minplayers)
2672 // idle kick disabled
2673 CS(this).parm_idlesince = time;
2675 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2677 if (CS(this).idlekick_lasttimeleft)
2679 CS(this).idlekick_lasttimeleft = 0;
2680 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2685 float maxidle_time = autocvar_sv_maxidle;
2686 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2687 maxidle_time = autocvar_sv_maxidle_playertospectator;
2688 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2689 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2690 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2692 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2693 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2695 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2697 if (timeleft <= 0) {
2698 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2700 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2701 PutObserverInServer(this, true, true);
2705 if (dropclient_schedule(this))
2706 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2710 else if (timeleft <= countdown_time) {
2711 if (timeleft != CS(this).idlekick_lasttimeleft)
2712 play2(this, SND(TALK2));
2713 CS(this).idlekick_lasttimeleft = timeleft;
2722 this.solid = SOLID_NOT;
2723 this.takedamage = DAMAGE_NO;
2724 set_movetype(this, MOVETYPE_NONE);
2725 CS(this).teamkill_complain = 0;
2726 CS(this).teamkill_soundtime = 0;
2727 CS(this).teamkill_soundsource = NULL;
2730 if (IS_PLAYER(this)) {
2731 if(this.death_time == time && IS_DEAD(this))
2733 // player's bbox gets resized now, instead of in the damage event that killed the player,
2734 // once all the damage events of this frame have been processed with normal size
2736 setsize(this, this.mins, this.maxs);
2739 UpdateChatBubble(this);
2740 if (CS(this).impulse) ImpulseCommands(this);
2741 GetPressedKeys(this);
2744 CSQCMODEL_AUTOUPDATE(this);
2748 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2750 CS(this).pressedkeys = 0;
2751 STAT(PRESSED_KEYS, this) = 0;
2754 if (this.waypointsprite_attachedforcarrier) {
2755 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2756 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2759 CSQCMODEL_AUTOUPDATE(this);
2762 // hack to copy the button fields from the client entity to the Client State
2763 void PM_UpdateButtons(entity this, entity store)
2766 store.impulse = this.impulse;
2769 bool typing = this.buttonchat || this.button12;
2771 store.button0 = (typing) ? 0 : this.button0;
2773 store.button2 = (typing) ? 0 : this.button2;
2774 store.button3 = (typing) ? 0 : this.button3;
2775 store.button4 = this.button4;
2776 store.button5 = (typing) ? 0 : this.button5;
2777 store.button6 = this.button6;
2778 store.button7 = this.button7;
2779 store.button8 = this.button8;
2780 store.button9 = this.button9;
2781 store.button10 = this.button10;
2782 store.button11 = this.button11;
2783 store.button12 = this.button12;
2784 store.button13 = this.button13;
2785 store.button14 = this.button14;
2786 store.button15 = this.button15;
2787 store.button16 = this.button16;
2788 store.buttonuse = this.buttonuse;
2789 store.buttonchat = this.buttonchat;
2791 store.cursor_active = this.cursor_active;
2792 store.cursor_screen = this.cursor_screen;
2793 store.cursor_trace_start = this.cursor_trace_start;
2794 store.cursor_trace_endpos = this.cursor_trace_endpos;
2795 store.cursor_trace_ent = this.cursor_trace_ent;
2797 store.ping = this.ping;
2798 store.ping_packetloss = this.ping_packetloss;
2799 store.ping_movementloss = this.ping_movementloss;
2801 store.v_angle = this.v_angle;
2802 store.movement = this.movement;
2805 NET_HANDLE(fpsreport, bool)
2807 int fps = ReadShort();
2808 PlayerScore_Set(sender, SP_FPS, fps);