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 player_powerups_remove_all(entity this);
1206 void ClientDisconnect(entity this)
1208 assert(IS_CLIENT(this), return);
1210 PlayerStats_GameReport_FinalizePlayer(this);
1211 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1212 if (CS(this).active_minigame) part_minigame(this);
1213 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1215 if (autocvar_sv_eventlog)
1216 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1218 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1221 SetSpectatee(this, NULL);
1223 MUTATOR_CALLHOOK(ClientDisconnect, this);
1225 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1226 strfree(CS_CVAR(this).weaponorder_byimpulse);
1227 ClientState_detach(this);
1229 Portal_ClearAll(this);
1231 Unfreeze(this, false);
1233 RemoveGrapplingHooks(this);
1235 // Here, everything has been done that requires this player to be a client.
1237 this.flags &= ~FL_CLIENT;
1239 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1240 if (this.killindicator) delete(this.killindicator);
1242 IL_EACH(g_counters, it.realowner == this,
1247 WaypointSprite_PlayerGone(this);
1249 bot_relinkplayerlist();
1251 strfree(this.clientstatus);
1252 if (this.personal) delete(this.personal);
1256 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1258 player_powerups_remove_all(this); // stop powerup sound
1263 void ChatBubbleThink(entity this)
1265 this.nextthink = time;
1266 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1268 if(this.owner) // but why can that ever be NULL?
1269 this.owner.chatbubbleentity = NULL;
1276 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1278 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1279 this.mdl = "models/sprites/minigame_busy.iqm";
1280 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1281 this.mdl = "models/misc/chatbubble.spr";
1284 if ( this.model != this.mdl )
1285 _setmodel(this, this.mdl);
1289 void UpdateChatBubble(entity this)
1293 // spawn a chatbubble entity if needed
1294 if (!this.chatbubbleentity)
1296 this.chatbubbleentity = new(chatbubbleentity);
1297 this.chatbubbleentity.owner = this;
1298 this.chatbubbleentity.exteriormodeltoclient = this;
1299 setthink(this.chatbubbleentity, ChatBubbleThink);
1300 this.chatbubbleentity.nextthink = time;
1301 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1302 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1303 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1304 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1305 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1306 //this.chatbubbleentity.model = "";
1307 this.chatbubbleentity.effects = EF_LOWPRECISION;
1311 void calculate_player_respawn_time(entity this)
1313 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1316 float gametype_setting_tmp;
1317 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1318 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1319 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1320 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1321 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1322 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1324 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1327 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1328 if(it.team == this.team)
1331 if (sdelay_small_count == 0)
1332 sdelay_small_count = 1;
1333 if (sdelay_large_count == 0)
1334 sdelay_large_count = 1;
1338 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1341 if (sdelay_small_count == 0)
1343 if (IS_INDEPENDENT_PLAYER(this))
1345 // Players play independently. No point in requiring enemies.
1346 sdelay_small_count = 1;
1350 // Players play AGAINST each other. Enemies required.
1351 sdelay_small_count = 2;
1354 if (sdelay_large_count == 0)
1356 if (IS_INDEPENDENT_PLAYER(this))
1358 // Players play independently. No point in requiring enemies.
1359 sdelay_large_count = 1;
1363 // Players play AGAINST each other. Enemies required.
1364 sdelay_large_count = 2;
1371 if (pcount <= sdelay_small_count)
1372 sdelay = sdelay_small;
1373 else if (pcount >= sdelay_large_count)
1374 sdelay = sdelay_large;
1375 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1376 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1379 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1381 this.respawn_time = time + sdelay;
1383 if(sdelay < sdelay_max)
1384 this.respawn_time_max = time + sdelay_max;
1386 this.respawn_time_max = this.respawn_time;
1388 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1389 this.respawn_countdown = 10; // first number to count down from is 10
1391 this.respawn_countdown = -1; // do not count down
1393 if(autocvar_g_forced_respawn)
1394 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1397 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1398 // added to the model skins
1399 /*void UpdateColorModHack()
1402 c = this.clientcolors & 15;
1403 // LordHavoc: only bothering to support white, green, red, yellow, blue
1404 if (!teamplay) this.colormod = '0 0 0';
1405 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1406 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1407 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1408 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1409 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1410 else this.colormod = '1 1 1';
1413 void respawn(entity this)
1415 bool damagedbycontents_prev = this.damagedbycontents;
1418 if(autocvar_g_respawn_ghosts)
1420 this.solid = SOLID_NOT;
1421 this.takedamage = DAMAGE_NO;
1422 this.damagedbycontents = false;
1423 set_movetype(this, MOVETYPE_FLY);
1424 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1425 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1426 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1427 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1428 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1429 if(autocvar_g_respawn_ghosts_time > 0)
1430 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1433 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1437 this.damagedbycontents = damagedbycontents_prev;
1439 this.effects |= EF_NODRAW; // prevent another CopyBody
1440 PutClientInServer(this);
1443 void play_countdown(entity this, float finished, Sound samp)
1446 if(IS_REAL_CLIENT(this))
1447 if(floor(finished - time - frametime) != floor(finished - time))
1448 if(finished - time < 6)
1449 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1452 void player_powerups_remove_all(entity this)
1454 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1456 // don't play the poweroff sound when the game restarts or the player disconnects
1457 if (time > game_starttime + 1 && IS_CLIENT(this))
1458 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1459 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1460 this.items &= ~ITEM_Strength.m_itemid;
1461 this.items &= ~ITEM_Shield.m_itemid;
1462 this.items -= (this.items & IT_SUPERWEAPON);
1466 void player_powerups(entity this)
1468 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1469 this.modelflags |= MF_ROCKET;
1471 this.modelflags &= ~MF_ROCKET;
1473 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1476 player_powerups_remove_all(this);
1478 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1481 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1482 int items_prev = this.items;
1484 Fire_ApplyDamage(this);
1485 Fire_ApplyEffect(this);
1487 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1489 if (this.items & ITEM_Strength.m_itemid)
1491 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1492 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1493 if (time > STAT(STRENGTH_FINISHED, this))
1495 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1496 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1497 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1502 if (time < STAT(STRENGTH_FINISHED, this))
1504 this.items = this.items | ITEM_Strength.m_itemid;
1506 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1507 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1510 if (this.items & ITEM_Shield.m_itemid)
1512 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1513 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1514 if (time > STAT(INVINCIBLE_FINISHED, this))
1516 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1517 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1518 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1523 if (time < STAT(INVINCIBLE_FINISHED, this))
1525 this.items = this.items | ITEM_Shield.m_itemid;
1527 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1528 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1531 if (this.items & IT_SUPERWEAPON)
1533 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1535 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1536 this.items = this.items - (this.items & IT_SUPERWEAPON);
1537 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1538 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1540 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1542 // don't let them run out
1546 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1547 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1549 this.items = this.items - (this.items & IT_SUPERWEAPON);
1550 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1551 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1552 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1556 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1558 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1560 this.items = this.items | IT_SUPERWEAPON;
1561 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1564 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1565 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1570 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1571 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1576 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1580 if(autocvar_g_nodepthtestplayers)
1581 this.effects = this.effects | EF_NODEPTHTEST;
1583 if(autocvar_g_fullbrightplayers)
1584 this.effects = this.effects | EF_FULLBRIGHT;
1586 if (time >= game_starttime)
1587 if (time < this.spawnshieldtime)
1588 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1590 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1593 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1595 if(current > stable)
1597 else if(current > stable - 0.25) // when close enough, "snap"
1600 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1603 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1605 if(current < stable)
1607 else if(current < stable + 0.25) // when close enough, "snap"
1610 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1613 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)
1615 float old = GetResource(this, res);
1616 float current = old;
1617 if(current > rotstable)
1619 if(rotframetime > 0)
1621 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1622 current = max(rotstable, current - rotlinear * rotframetime);
1625 else if(current < regenstable)
1627 if(regenframetime > 0)
1629 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1630 current = min(regenstable, current + regenlinear * regenframetime);
1634 float limit = GetResourceLimit(this, res) * limit_mod;
1639 SetResource(this, res, current);
1642 void player_regen(entity this)
1644 float max_mod, regen_mod, rot_mod, limit_mod;
1645 max_mod = regen_mod = rot_mod = limit_mod = 1;
1647 float regen_health = autocvar_g_balance_health_regen;
1648 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1649 float regen_health_rot = autocvar_g_balance_health_rot;
1650 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1651 float regen_health_stable = autocvar_g_balance_health_regenstable;
1652 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1653 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1654 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1655 max_mod = M_ARGV(1, float);
1656 regen_mod = M_ARGV(2, float);
1657 rot_mod = M_ARGV(3, float);
1658 limit_mod = M_ARGV(4, float);
1659 regen_health = M_ARGV(5, float);
1660 regen_health_linear = M_ARGV(6, float);
1661 regen_health_rot = M_ARGV(7, float);
1662 regen_health_rotlinear = M_ARGV(8, float);
1663 regen_health_stable = M_ARGV(9, float);
1664 regen_health_rotstable = M_ARGV(10, float);
1666 if(!mutator_returnvalue)
1667 if(!STAT(FROZEN, this))
1669 float maxa = autocvar_g_balance_armor_rotstable;
1670 float mina = autocvar_g_balance_armor_regenstable;
1672 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1673 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1674 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1676 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1677 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1678 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1681 // if player rotted to death... die!
1682 // check this outside above checks, as player may still be able to rot to death
1683 if(GetResource(this, RES_HEALTH) < 1)
1686 vehicles_exit(this.vehicle, VHEF_RELEASE);
1687 if(this.event_damage)
1688 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1691 if (!(this.items & IT_UNLIMITED_AMMO))
1693 float maxf = autocvar_g_balance_fuel_rotstable;
1694 float minf = autocvar_g_balance_fuel_regenstable;
1696 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1697 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1698 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1703 void SetZoomState(entity this, float newzoom)
1705 if(newzoom != CS(this).zoomstate)
1707 CS(this).zoomstate = newzoom;
1708 ClientData_Touch(this);
1710 zoomstate_set = true;
1713 void GetPressedKeys(entity this)
1715 MUTATOR_CALLHOOK(GetPressedKeys, this);
1718 CS(this).pressedkeys = 0;
1719 STAT(PRESSED_KEYS, this) = 0;
1723 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1724 int keys = STAT(PRESSED_KEYS, this);
1725 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1726 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1727 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1728 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1730 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1731 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
1732 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1733 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1734 CS(this).pressedkeys = keys; // store for other users
1736 STAT(PRESSED_KEYS, this) = keys;
1740 ======================
1741 spectate mode routines
1742 ======================
1745 void SpectateCopy(entity this, entity spectatee)
1747 TC(Client, this); TC(Client, spectatee);
1749 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1750 PS(this) = PS(spectatee);
1751 this.armortype = spectatee.armortype;
1752 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1753 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1754 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1755 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1756 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1757 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1758 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1759 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1760 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1761 CS(this).impulse = 0;
1762 this.disableclientprediction = 1; // no need to run prediction on a spectator
1763 this.items = spectatee.items;
1764 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1765 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1766 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1767 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1768 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1769 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1770 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1771 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1772 this.punchangle = spectatee.punchangle;
1773 this.view_ofs = spectatee.view_ofs;
1774 this.velocity = spectatee.velocity;
1775 this.dmg_take = spectatee.dmg_take;
1776 this.dmg_save = spectatee.dmg_save;
1777 this.dmg_inflictor = spectatee.dmg_inflictor;
1778 this.v_angle = spectatee.v_angle;
1779 this.angles = spectatee.v_angle;
1780 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1781 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1782 this.viewloc = spectatee.viewloc;
1783 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1784 this.fixangle = true;
1785 setorigin(this, spectatee.origin);
1786 setsize(this, spectatee.mins, spectatee.maxs);
1787 SetZoomState(this, CS(spectatee).zoomstate);
1789 anticheat_spectatecopy(this, spectatee);
1790 STAT(HUD, this) = STAT(HUD, spectatee);
1791 if(spectatee.vehicle)
1793 this.angles = spectatee.v_angle;
1795 //this.fixangle = false;
1796 //this.velocity = spectatee.vehicle.velocity;
1797 this.vehicle_health = spectatee.vehicle_health;
1798 this.vehicle_shield = spectatee.vehicle_shield;
1799 this.vehicle_energy = spectatee.vehicle_energy;
1800 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1801 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1802 this.vehicle_reload1 = spectatee.vehicle_reload1;
1803 this.vehicle_reload2 = spectatee.vehicle_reload2;
1805 //msg_entity = this;
1807 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1808 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1809 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1810 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1812 //WriteByte (MSG_ONE, SVC_SETVIEW);
1813 // WriteEntity(MSG_ONE, this);
1814 //makevectors(spectatee.v_angle);
1815 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1819 bool SpectateUpdate(entity this)
1824 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1826 SetSpectatee(this, NULL);
1830 SpectateCopy(this, this.enemy);
1835 bool SpectateSet(entity this)
1837 if(!IS_PLAYER(this.enemy))
1840 ClientData_Touch(this.enemy);
1843 WriteByte(MSG_ONE, SVC_SETVIEW);
1844 WriteEntity(MSG_ONE, this.enemy);
1845 set_movetype(this, MOVETYPE_NONE);
1846 accuracy_resend(this);
1848 if(!SpectateUpdate(this))
1849 PutObserverInServer(this);
1854 void SetSpectatee_status(entity this, int spectatee_num)
1856 int oldspectatee_status = CS(this).spectatee_status;
1857 CS(this).spectatee_status = spectatee_num;
1859 if (CS(this).spectatee_status != oldspectatee_status)
1861 if (STAT(PRESSED_KEYS, this))
1863 CS(this).pressedkeys = 0;
1864 STAT(PRESSED_KEYS, this) = 0;
1866 ClientData_Touch(this);
1867 if (g_race || g_cts) race_InitSpectator();
1871 void SetSpectatee(entity this, entity spectatee)
1873 if(IS_BOT_CLIENT(this))
1874 return; // bots abuse .enemy, this code is useless to them
1876 entity old_spectatee = this.enemy;
1878 this.enemy = spectatee;
1881 // these are required to fix the spectator bug with arc
1884 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1886 .entity weaponentity = weaponentities[slot];
1887 if(old_spectatee.(weaponentity).arc_beam)
1888 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1893 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1895 .entity weaponentity = weaponentities[slot];
1896 if(this.enemy.(weaponentity).arc_beam)
1897 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1902 SetSpectatee_status(this, etof(this.enemy));
1904 // needed to update spectator list
1905 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1908 bool Spectate(entity this, entity pl)
1910 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1912 pl = M_ARGV(1, entity);
1914 SetSpectatee(this, pl);
1915 return SpectateSet(this);
1918 bool SpectateNext(entity this)
1920 entity ent = find(this.enemy, classname, STR_PLAYER);
1922 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1923 ent = M_ARGV(1, entity);
1925 ent = find(ent, classname, STR_PLAYER);
1927 if(ent) { SetSpectatee(this, ent); }
1929 return SpectateSet(this);
1932 bool SpectatePrev(entity this)
1934 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1935 entity ent = findchain(classname, STR_PLAYER);
1936 if (!ent) // no player
1940 // skip players until current spectated player
1942 while(ent && ent != this.enemy)
1945 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1947 case MUT_SPECPREV_FOUND:
1948 ent = M_ARGV(1, entity);
1950 case MUT_SPECPREV_RETURN:
1952 case MUT_SPECPREV_CONTINUE:
1963 SetSpectatee(this, ent);
1964 return SpectateSet(this);
1969 ShowRespawnCountdown()
1971 Update a respawn countdown display.
1974 void ShowRespawnCountdown(entity this)
1977 if(!IS_DEAD(this)) // just respawned?
1981 number = ceil(this.respawn_time - time);
1984 if(number <= this.respawn_countdown)
1986 this.respawn_countdown = number - 1;
1987 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
1988 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1993 .bool team_selected;
1994 bool ShowTeamSelection(entity this)
1996 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1998 stuffcmd(this, "menu_showteamselect\n");
2001 void Join(entity this)
2003 TRANSMUTE(Player, this);
2005 if(!this.team_selected)
2006 if(autocvar_g_campaign || autocvar_g_balance_teams)
2007 TeamBalance_JoinBestTeam(this);
2009 if(autocvar_g_campaign)
2010 campaign_bots_may_start = true;
2012 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2014 PutClientInServer(this);
2017 if(teamplay && this.team != -1)
2021 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2022 this.team_selected = false;
2025 int GetPlayerLimit()
2028 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)
2029 int player_limit = autocvar_g_maxplayers;
2030 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2031 player_limit = M_ARGV(0, int);
2032 return player_limit;
2036 * Determines whether the player is allowed to join. This depends on cvar
2037 * g_maxplayers, if it isn't used this function always return true, otherwise
2038 * it checks whether the number of currently playing players exceeds g_maxplayers.
2039 * @return int number of free slots for players, 0 if none
2041 int nJoinAllowed(entity this, entity ignore)
2044 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2045 // so report 0 free slots if restricted
2047 if(autocvar_g_forced_team_otherwise == "spectate")
2049 if(autocvar_g_forced_team_otherwise == "spectator")
2053 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2054 return 0; // forced spectators can never join
2056 // TODO simplify this
2057 int totalClients = 0;
2058 int currentlyPlaying = 0;
2059 FOREACH_CLIENT(true, {
2062 if(IS_REAL_CLIENT(it))
2063 if(IS_PLAYER(it) || it.caplayer)
2067 int player_limit = GetPlayerLimit();
2071 free_slots = maxclients - totalClients;
2072 else if(player_limit > 0 && currentlyPlaying < player_limit)
2073 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2075 static float msg_time = 0;
2076 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2078 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2079 msg_time = time + 0.5;
2086 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2087 * g_maxplayers_spectator_blocktime seconds
2089 void checkSpectatorBlock(entity this)
2091 if(IS_SPEC(this) || IS_OBSERVER(this))
2093 if(IS_REAL_CLIENT(this))
2095 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2096 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2102 void PrintWelcomeMessage(entity this)
2104 if(CS(this).motd_actived_time == 0)
2106 if (autocvar_g_campaign) {
2107 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2108 CS(this).motd_actived_time = time;
2109 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2112 if (PHYS_INPUT_BUTTON_INFO(this)) {
2113 CS(this).motd_actived_time = time;
2114 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2118 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2120 if (autocvar_g_campaign) {
2121 if (PHYS_INPUT_BUTTON_INFO(this))
2122 CS(this).motd_actived_time = time;
2123 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2124 CS(this).motd_actived_time = 0;
2125 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2128 if (PHYS_INPUT_BUTTON_INFO(this))
2129 CS(this).motd_actived_time = time;
2130 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2131 CS(this).motd_actived_time = 0;
2132 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2136 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2138 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2139 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2140 else if (CS(this).motd_actived_time == -2)
2142 // instantly hide MOTD
2143 CS(this).motd_actived_time = 0;
2144 if (autocvar_g_campaign)
2145 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2147 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2149 else if (IS_PLAYER(this) || IS_SPEC(this))
2151 // FIXME occasionally for some reason MOTD never goes away
2152 // delay MOTD removal a little bit in the hope it fixes this bug
2153 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2154 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2155 else //if (CS(this).motd_actived_time < -2)
2156 CS(this).motd_actived_time++;
2161 bool joinAllowed(entity this)
2163 if (CS(this).version_mismatch) return false;
2164 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2165 if (!nJoinAllowed(this, this)) return false;
2166 if (teamplay && lockteams) return false;
2167 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2168 if (ShowTeamSelection(this)) return false;
2172 .string shootfromfixedorigin;
2173 .bool dualwielding_prev;
2174 bool PlayerThink(entity this)
2176 if (game_stopped || intermission_running) {
2177 this.modelflags &= ~MF_ROCKET;
2178 if(intermission_running)
2179 IntermissionThink(this);
2183 if (timeout_status == TIMEOUT_ACTIVE) {
2184 // don't allow the player to turn around while game is paused
2185 // FIXME turn this into CSQC stuff
2186 this.v_angle = this.lastV_angle;
2187 this.angles = this.lastV_angle;
2188 this.fixangle = true;
2191 if (frametime) player_powerups(this);
2193 if (IS_DEAD(this)) {
2194 if (this.personal && g_race_qualifying) {
2195 if (time > this.respawn_time) {
2196 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2198 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2201 if (frametime) player_anim(this);
2203 if (this.respawn_flags & RESPAWN_DENY)
2205 STAT(RESPAWN_TIME, this) = 0;
2209 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));
2211 switch(this.deadflag)
2215 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2216 this.deadflag = DEAD_RESPAWNING;
2217 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2218 this.deadflag = DEAD_DEAD;
2224 this.deadflag = DEAD_RESPAWNABLE;
2225 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2226 this.deadflag = DEAD_RESPAWNING;
2229 case DEAD_RESPAWNABLE:
2231 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2232 this.deadflag = DEAD_RESPAWNING;
2235 case DEAD_RESPAWNING:
2237 if (time > this.respawn_time)
2239 this.respawn_time = time + 1; // only retry once a second
2240 this.respawn_time_max = this.respawn_time;
2247 ShowRespawnCountdown(this);
2249 if (this.respawn_flags & RESPAWN_SILENT)
2250 STAT(RESPAWN_TIME, this) = 0;
2251 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2253 if (time < this.respawn_time)
2254 STAT(RESPAWN_TIME, this) = this.respawn_time;
2255 else if (this.deadflag != DEAD_RESPAWNING)
2256 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2259 STAT(RESPAWN_TIME, this) = this.respawn_time;
2262 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2263 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2264 STAT(RESPAWN_TIME, this) *= -1;
2269 FixPlayermodel(this);
2271 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2272 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2273 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2276 // reset gun alignment when dual wielding status changes
2277 // to ensure guns are always aligned right and left
2278 bool dualwielding = W_DualWielding(this);
2279 if(this.dualwielding_prev != dualwielding)
2281 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2282 this.dualwielding_prev = dualwielding;
2285 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2288 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2290 .entity weaponentity = weaponentities[slot];
2291 if(WEP_CVAR(vortex, charge_always))
2292 W_Vortex_Charge(this, weaponentity, frametime);
2293 W_WeaponFrame(this, weaponentity);
2299 // WEAPONTODO: Add a weapon request for this
2300 // rot vortex charge to the charge limit
2301 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2303 .entity weaponentity = weaponentities[slot];
2304 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2305 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2310 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2313 monsters_setstatus(this);
2318 .bool would_spectate;
2319 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2320 void ObserverOrSpectatorThink(entity this)
2322 bool is_spec = IS_SPEC(this);
2323 if ( CS(this).impulse )
2325 int r = MinigameImpulse(this, CS(this).impulse);
2327 CS(this).impulse = 0;
2329 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2331 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2332 CS(this).impulse = 0;
2337 if (this.flags & FL_JUMPRELEASED) {
2338 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2339 this.flags &= ~FL_JUMPRELEASED;
2340 this.flags |= FL_SPAWNING;
2341 } 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)))
2342 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2343 this.flags &= ~FL_JUMPRELEASED;
2344 if(SpectateNext(this)) {
2345 TRANSMUTE(Spectator, this);
2346 } else if (is_spec) {
2347 TRANSMUTE(Observer, this);
2348 PutClientInServer(this);
2351 CS(this).impulse = 0;
2352 } else if (is_spec) {
2353 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2354 this.flags &= ~FL_JUMPRELEASED;
2355 if(SpectatePrev(this)) {
2356 TRANSMUTE(Spectator, this);
2358 TRANSMUTE(Observer, this);
2359 PutClientInServer(this);
2361 CS(this).impulse = 0;
2362 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2363 this.would_spectate = false;
2364 this.flags &= ~FL_JUMPRELEASED;
2365 TRANSMUTE(Observer, this);
2366 PutClientInServer(this);
2367 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2368 PutObserverInServer(this);
2369 this.would_spectate = true;
2373 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);
2374 set_movetype(this, preferred_movetype);
2376 } else { // jump pressed
2377 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2378 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2379 this.flags |= FL_JUMPRELEASED;
2380 if(this.flags & FL_SPAWNING)
2382 this.flags &= ~FL_SPAWNING;
2383 if(joinAllowed(this))
2385 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2386 CS(this).autojoin_checked = -1;
2390 if(is_spec && !SpectateUpdate(this))
2391 PutObserverInServer(this);
2394 this.flags |= FL_CLIENT | FL_NOTARGET;
2397 void PlayerUseKey(entity this)
2399 if (!IS_PLAYER(this))
2406 vehicles_exit(this.vehicle, VHEF_NORMAL);
2410 else if(autocvar_g_vehicles_enter)
2412 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2414 entity head, closest_target = NULL;
2415 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2417 while(head) // find the closest acceptable target to enter
2419 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2420 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2424 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2425 { closest_target = head; }
2427 else { closest_target = head; }
2433 if(closest_target) { vehicles_enter(this, closest_target); return; }
2437 // a use key was pressed; call handlers
2438 MUTATOR_CALLHOOK(PlayerUseKey, this);
2446 Called every frame for each client before the physics are run
2449 .float last_vehiclecheck;
2450 void PlayerPreThink (entity this)
2452 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2453 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2455 WarpZone_PlayerPhysics_FixVAngle(this);
2458 // physics frames: update anticheat stuff
2459 anticheat_prethink(this);
2462 if (blockSpectators && frametime) {
2463 // WORKAROUND: only use dropclient in server frames (frametime set).
2464 // Never use it in cl_movement frames (frametime zero).
2465 checkSpectatorBlock(this);
2468 zoomstate_set = false;
2470 // Check for nameless players
2471 if (this.netname == "" || this.netname != CS(this).netname_previous)
2473 bool assume_unchanged = (CS(this).netname_previous == "");
2474 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2476 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2477 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2478 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2479 assume_unchanged = false;
2480 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2482 if (isInvisibleString(this.netname))
2484 this.netname = strzone(sprintf("Player#%d", this.playerid));
2485 sprint(this, "Warning: invisible names are not allowed.\n");
2486 assume_unchanged = false;
2487 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2489 if (!assume_unchanged && autocvar_sv_eventlog)
2490 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2491 strcpy(CS(this).netname_previous, this.netname);
2495 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2496 CS(this).version_nagtime = 0;
2497 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2499 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2501 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2503 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2504 if (r < 0) { // old client
2505 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2506 } else if (r > 0) { // old server
2507 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2513 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2515 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2516 this.max_armorvalue = 0;
2519 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2521 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2523 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2524 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2526 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2528 if (STAT(REVIVE_PROGRESS, this) >= 1)
2529 Unfreeze(this, false);
2531 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2533 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2534 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2536 if (GetResource(this, RES_HEALTH) < 1)
2539 vehicles_exit(this.vehicle, VHEF_RELEASE);
2540 if(this.event_damage)
2541 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2543 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2544 Unfreeze(this, false);
2548 MUTATOR_CALLHOOK(PlayerPreThink, this);
2550 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2551 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2553 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2557 if(!it.team || SAME_TEAM(this, it))
2558 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2559 else if(autocvar_g_vehicles_steal)
2560 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2562 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2564 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2568 this.last_vehiclecheck = time + 1;
2571 if(!CS_CVAR(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2573 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2575 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2578 if (IS_REAL_CLIENT(this))
2579 PrintWelcomeMessage(this);
2581 if (IS_PLAYER(this)) {
2582 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2583 error("Client can't be spawned as player on connection!");
2584 if(!PlayerThink(this))
2587 else if (game_stopped || intermission_running) {
2588 if(intermission_running)
2589 IntermissionThink(this);
2592 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2594 bool early_join_requested = (CS(this).autojoin_checked < 0);
2595 CS(this).autojoin_checked = 1;
2596 // don't do this in ClientConnect
2597 // many things can go wrong if a client is spawned as player on connection
2598 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2599 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2600 && (!teamplay || autocvar_g_balance_teams)))
2602 campaign_bots_may_start = true;
2603 if(joinAllowed(this))
2608 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2609 ObserverOrSpectatorThink(this);
2612 // WEAPONTODO: Add weapon request for this
2613 if (!zoomstate_set) {
2614 bool wep_zoomed = false;
2615 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2617 .entity weaponentity = weaponentities[slot];
2618 Weapon thiswep = this.(weaponentity).m_weapon;
2619 if(thiswep != WEP_Null && thiswep.wr_zoom)
2620 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2622 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2625 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2627 CS(this).teamkill_soundtime = 0;
2629 entity e = CS(this).teamkill_soundsource;
2630 entity oldpusher = e.pusher;
2632 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2633 e.pusher = oldpusher;
2636 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2637 CS(this).taunt_soundtime = 0;
2638 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2641 target_voicescript_next(this);
2644 void DrownPlayer(entity this)
2646 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2647 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2649 STAT(AIR_FINISHED, this) = 0;
2653 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2655 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2656 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2657 STAT(AIR_FINISHED, this) = 0;
2661 if (!STAT(AIR_FINISHED, this))
2662 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2663 if (STAT(AIR_FINISHED, this) < time)
2665 if (this.pain_finished < time)
2667 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');
2668 this.pain_finished = time + 0.5;
2674 .bool move_qcphysics;
2676 void Player_Physics(entity this)
2678 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2680 if(!this.move_qcphysics)
2683 if(!frametime && !CS(this).pm_frametime)
2686 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2688 CS(this).pm_frametime = 0;
2695 Called every frame for each client after the physics are run
2698 void PlayerPostThink (entity this)
2700 Player_Physics(this);
2702 if (autocvar_sv_maxidle > 0)
2703 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2704 if (IS_REAL_CLIENT(this))
2705 if (IS_PLAYER(this) || autocvar_sv_maxidle_spectatorsareidle)
2707 int totalClients = 0;
2708 if(autocvar_sv_maxidle_slots > 0)
2710 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2716 if (autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
2717 { /* do nothing */ }
2718 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2720 if (CS(this).idlekick_lasttimeleft)
2722 CS(this).idlekick_lasttimeleft = 0;
2723 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2728 float timeleft = ceil(autocvar_sv_maxidle - (time - CS(this).parm_idlesince));
2729 if (timeleft == min(10, autocvar_sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2730 if (!CS(this).idlekick_lasttimeleft)
2731 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2733 if (timeleft <= 0) {
2734 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2738 else if (timeleft <= 10) {
2739 if (timeleft != CS(this).idlekick_lasttimeleft)
2740 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2741 CS(this).idlekick_lasttimeleft = timeleft;
2750 this.solid = SOLID_NOT;
2751 this.takedamage = DAMAGE_NO;
2752 set_movetype(this, MOVETYPE_NONE);
2753 CS(this).teamkill_complain = 0;
2754 CS(this).teamkill_soundtime = 0;
2755 CS(this).teamkill_soundsource = NULL;
2758 if (IS_PLAYER(this)) {
2759 if(this.death_time == time && IS_DEAD(this))
2761 // player's bbox gets resized now, instead of in the damage event that killed the player,
2762 // once all the damage events of this frame have been processed with normal size
2764 setsize(this, this.mins, this.maxs);
2767 UpdateChatBubble(this);
2768 if (CS(this).impulse) ImpulseCommands(this);
2769 GetPressedKeys(this);
2772 CSQCMODEL_AUTOUPDATE(this);
2776 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2778 CS(this).pressedkeys = 0;
2779 STAT(PRESSED_KEYS, this) = 0;
2782 if (this.waypointsprite_attachedforcarrier) {
2783 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2784 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2787 CSQCMODEL_AUTOUPDATE(this);
2790 // hack to copy the button fields from the client entity to the Client State
2791 void PM_UpdateButtons(entity this, entity store)
2794 store.impulse = this.impulse;
2797 bool typing = this.buttonchat || this.button12;
2799 store.button0 = (typing) ? 0 : this.button0;
2801 store.button2 = (typing) ? 0 : this.button2;
2802 store.button3 = (typing) ? 0 : this.button3;
2803 store.button4 = this.button4;
2804 store.button5 = (typing) ? 0 : this.button5;
2805 store.button6 = this.button6;
2806 store.button7 = this.button7;
2807 store.button8 = this.button8;
2808 store.button9 = this.button9;
2809 store.button10 = this.button10;
2810 store.button11 = this.button11;
2811 store.button12 = this.button12;
2812 store.button13 = this.button13;
2813 store.button14 = this.button14;
2814 store.button15 = this.button15;
2815 store.button16 = this.button16;
2816 store.buttonuse = this.buttonuse;
2817 store.buttonchat = this.buttonchat;
2819 store.cursor_active = this.cursor_active;
2820 store.cursor_screen = this.cursor_screen;
2821 store.cursor_trace_start = this.cursor_trace_start;
2822 store.cursor_trace_endpos = this.cursor_trace_endpos;
2823 store.cursor_trace_ent = this.cursor_trace_ent;
2825 store.ping = this.ping;
2826 store.ping_packetloss = this.ping_packetloss;
2827 store.ping_movementloss = this.ping_movementloss;
2829 store.v_angle = this.v_angle;
2830 store.movement = this.movement;
2833 NET_HANDLE(fpsreport, bool)
2835 int fps = ReadShort();
2836 PlayerScore_Set(sender, SP_FPS, fps);