3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/qc/globalsound.qh>
7 #include <common/ent_cs.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
10 #include <common/items/_mod.qh>
11 #include <common/items/inventory.qh>
12 #include <common/mapobjects/func/conveyor.qh>
13 #include <common/mapobjects/func/ladder.qh>
14 #include <common/mapobjects/subs.qh>
15 #include <common/mapobjects/target/spawnpoint.qh>
16 #include <common/mapobjects/teleporters.qh>
17 #include <common/mapobjects/trigger/counter.qh>
18 #include <common/mapobjects/trigger/secret.qh>
19 #include <common/mapobjects/trigger/swamp.qh>
20 #include <common/mapobjects/triggers.qh>
21 #include <common/minigames/sv_minigames.qh>
22 #include <common/monsters/sv_monsters.qh>
23 #include <common/mutators/mutator/instagib/sv_instagib.qh>
24 #include <common/mutators/mutator/nades/nades.qh>
25 #include <common/mutators/mutator/overkill/oknex.qh>
26 #include <common/mutators/mutator/status_effects/_mod.qh>
27 #include <common/mutators/mutator/waypoints/all.qh>
28 #include <common/net_linked.qh>
29 #include <common/net_notice.qh>
30 #include <common/notifications/all.qh>
31 #include <common/physics/player.qh>
32 #include <common/playerstats.qh>
33 #include <common/resources/sv_resources.qh>
34 #include <common/state.qh>
35 #include <common/stats.qh>
36 #include <common/vehicles/all.qh>
37 #include <common/vehicles/sv_vehicles.qh>
38 #include <common/viewloc.qh>
39 #include <common/weapons/_all.qh>
40 #include <common/weapons/weapon/vortex.qh>
41 #include <common/wepent.qh>
42 #include <lib/csqcmodel/sv_model.qh>
43 #include <lib/warpzone/common.qh>
44 #include <lib/warpzone/server.qh>
45 #include <server/anticheat.qh>
46 #include <server/antilag.qh>
47 #include <server/bot/api.qh>
48 #include <server/bot/default/cvars.qh>
49 #include <server/bot/default/waypoints.qh>
50 #include <server/campaign.qh>
51 #include <server/chat.qh>
52 #include <server/cheats.qh>
53 #include <server/clientkill.qh>
54 #include <server/command/common.qh>
55 #include <server/command/common.qh>
56 #include <server/command/vote.qh>
57 #include <server/compat/quake3.qh>
58 #include <server/damage.qh>
59 #include <server/gamelog.qh>
60 #include <server/handicap.qh>
61 #include <server/hook.qh>
62 #include <server/impulse.qh>
63 #include <server/intermission.qh>
64 #include <server/ipban.qh>
65 #include <server/main.qh>
66 #include <server/mutators/_mod.qh>
67 #include <server/player.qh>
68 #include <server/portals.qh>
69 #include <server/race.qh>
70 #include <server/scores.qh>
71 #include <server/scores_rules.qh>
72 #include <server/spawnpoints.qh>
73 #include <server/teamplay.qh>
74 #include <server/weapons/accuracy.qh>
75 #include <server/weapons/common.qh>
76 #include <server/weapons/hitplot.qh>
77 #include <server/weapons/selection.qh>
78 #include <server/weapons/tracing.qh>
79 #include <server/weapons/weaponsystem.qh>
80 #include <server/world.qh>
82 STATIC_METHOD(Client, Add, void(Client this, int _team))
85 TRANSMUTE(Player, this);
88 PutClientInServer(this);
91 STATIC_METHOD(Client, Remove, void(Client this))
93 TRANSMUTE(Observer, this);
94 PutClientInServer(this);
95 ClientDisconnect(this);
98 void send_CSQC_teamnagger() {
99 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
102 int CountSpectators(entity player, entity to)
104 if(!player) { return 0; } // not sure how, but best to be safe
108 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
116 void WriteSpectators(entity player, entity to)
118 if(!player) { return; } // not sure how, but best to be safe
121 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
123 if(spec_count >= MAX_SPECTATORS)
125 WriteByte(MSG_ENTITY, num_for_edict(it));
130 bool ClientData_Send(entity this, entity to, int sf)
132 assert(to == this.owner, return false);
135 if (IS_SPEC(e)) e = e.enemy;
138 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
139 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
140 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
141 if (observe_blocked_if_eliminated && INGAME(to))
142 sf |= BIT(3); // observing blocked
143 if (autocvar_sv_showspectators == 1 || (autocvar_sv_showspectators && IS_SPEC(to)))
144 sf |= BIT(4); // show spectators
146 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
147 WriteByte(MSG_ENTITY, sf);
150 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
154 float specs = CountSpectators(e, to);
155 WriteByte(MSG_ENTITY, specs);
156 WriteSpectators(e, to);
162 void ClientData_Attach(entity this)
164 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
165 CS(this).clientdata.drawonlytoclient = this;
166 CS(this).clientdata.owner = this;
169 void ClientData_Detach(entity this)
171 delete(CS(this).clientdata);
172 CS(this).clientdata = NULL;
175 void ClientData_Touch(entity e)
177 entity cd = CS(e).clientdata;
178 if (cd) { cd.SendFlags = 1; }
180 // make it spectatable
181 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
183 entity cd = CS(it).clientdata;
184 if (cd) { cd.SendFlags = 1; }
193 Checks if the argument string can be a valid playermodel.
194 Returns a valid one in doubt.
197 string FallbackPlayerModel;
198 string CheckPlayerModel(string plyermodel) {
199 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
201 // note: we cannot summon Don Strunzone here, some player may
202 // still have the model string set. In case anyone manages how
203 // to change a cvar default, we'll have a small leak here.
204 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
206 // only in right path
207 if(substring(plyermodel, 0, 14) != "models/player/")
208 return FallbackPlayerModel;
209 // only good file extensions
210 if(substring(plyermodel, -4, 4) != ".iqm"
211 && substring(plyermodel, -4, 4) != ".zym"
212 && substring(plyermodel, -4, 4) != ".dpm"
213 && substring(plyermodel, -4, 4) != ".md3"
214 && substring(plyermodel, -4, 4) != ".psk")
216 return FallbackPlayerModel;
218 // forbid the LOD models
219 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
220 return FallbackPlayerModel;
221 if(plyermodel != strtolower(plyermodel))
222 return FallbackPlayerModel;
223 // also, restrict to server models
224 if(autocvar_sv_servermodelsonly)
226 if(!fexists(plyermodel))
227 return FallbackPlayerModel;
232 void setplayermodel(entity e, string modelname)
234 precache_model(modelname);
235 _setmodel(e, modelname);
236 player_setupanimsformodel(e);
237 if(!autocvar_g_debug_globalsounds)
238 UpdatePlayerSounds(e);
241 /** putting a client as observer in the server */
242 void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
244 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
245 bool recount_ready = false;
246 PlayerState_detach(this);
250 if(GetResource(this, RES_HEALTH) >= 1)
253 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
256 // was a player, recount votes and ready status
257 if(IS_REAL_CLIENT(this))
259 if (vote_called) { VoteCount(false); }
261 if (warmup_stage || game_starttime > time) recount_ready = true;
263 entcs_update_players(this);
268 entity spot = SelectSpawnPoint(this, true);
269 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
270 this.angles = vec2(spot.angles);
271 // offset it so that the spectator spawns higher off the ground, looks better this way
272 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
274 else // change origin to restore previous view origin
275 setorigin(this, this.origin + STAT(PL_VIEW_OFS, this) - STAT(PL_CROUCH_VIEW_OFS, this));
276 this.fixangle = true;
278 if (IS_REAL_CLIENT(this))
281 WriteByte(MSG_ONE, SVC_SETVIEW);
282 WriteEntity(MSG_ONE, this);
284 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
285 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
286 if(!autocvar_g_debug_globalsounds)
288 // needed for player sounds
290 FixPlayermodel(this);
292 setmodel(this, MDL_Null);
293 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
294 this.view_ofs = '0 0 0';
296 RemoveGrapplingHooks(this);
297 Portal_ClearAll(this);
298 Unfreeze(this, false);
299 SetSpectatee(this, NULL);
304 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
308 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
310 TRANSMUTE(Observer, this);
312 if(recount_ready) ReadyCount(); // FIXME: please add comment about why this is delayed
314 WaypointSprite_PlayerDead(this);
315 accuracy_resend(this);
317 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
318 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
320 CS(this).spectatortime = time;
322 IL_REMOVE(g_bot_targets, this);
323 this.bot_attack = false;
324 if(this.monster_attack)
325 IL_REMOVE(g_monster_targets, this);
326 this.monster_attack = false;
327 STAT(HUD, this) = HUD_NORMAL;
328 this.iscreature = false;
329 this.teleportable = TELEPORT_SIMPLE;
330 if(this.damagedbycontents)
331 IL_REMOVE(g_damagedbycontents, this);
332 this.damagedbycontents = false;
333 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
334 SetSpectatee_status(this, etof(this));
335 this.takedamage = DAMAGE_NO;
336 this.solid = SOLID_NOT;
337 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
338 this.flags = FL_CLIENT | FL_NOTARGET;
340 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
341 this.pauserotarmor_finished = 0;
342 this.pauserothealth_finished = 0;
343 this.pauseregen_finished = 0;
344 this.damageforcescale = 0;
346 this.respawn_flags = 0;
347 this.respawn_time = 0;
348 STAT(RESPAWN_TIME, this) = 0;
352 this.pain_finished = 0;
353 STAT(AIR_FINISHED, this) = 0;
354 //this.dphitcontentsmask = 0;
355 this.dphitcontentsmask = DPCONTENTS_SOLID;
356 if (autocvar_g_playerclip_collisions)
357 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
360 setthink(this, func_null);
362 this.deadflag = DEAD_NO;
364 STAT(REVIVE_PROGRESS, this) = 0;
365 this.revival_time = 0;
366 this.draggable = drag_undraggable;
368 player_powerups_remove_all(this);
370 STAT(WEAPONS, this) = '0 0 0';
371 this.drawonlytoclient = this;
375 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
377 this.weaponmodel = "";
378 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
380 this.weaponentities[slot] = NULL;
382 this.exteriorweaponentity = NULL;
383 CS(this).killcount = FRAGS_SPECTATOR;
384 this.velocity = '0 0 0';
385 this.avelocity = '0 0 0';
386 this.punchangle = '0 0 0';
387 this.punchvector = '0 0 0';
388 this.oldvelocity = this.velocity;
389 this.event_damage = func_null;
390 this.event_heal = func_null;
392 for(int slot = 0; slot < MAX_AXH; ++slot)
394 entity axh = this.(AuxiliaryXhair[slot]);
395 this.(AuxiliaryXhair[slot]) = NULL;
397 if(axh.owner == this && axh != NULL && !wasfreed(axh))
401 if (mutator_returnvalue)
403 // mutator prevents resetting teams+score
407 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR); // clears scores too in game modes without teams
408 this.frags = FRAGS_SPECTATOR;
411 bot_relinkplayerlist();
413 if (CS(this).just_joined)
414 CS(this).just_joined = false;
417 int player_getspecies(entity this)
419 get_model_parameters(this.model, this.skin);
420 int s = get_model_parameters_species;
421 get_model_parameters(string_null, 0);
422 if (s < 0) return SPECIES_HUMAN;
426 .float model_randomizer;
427 void FixPlayermodel(entity player)
429 string defaultmodel = "";
431 if(autocvar_sv_defaultcharacter)
437 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
438 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
439 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
440 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
444 if(defaultmodel == "")
446 defaultmodel = autocvar_sv_defaultplayermodel;
447 defaultskin = autocvar_sv_defaultplayerskin;
450 int n = tokenize_console(defaultmodel);
453 defaultmodel = argv(floor(n * CS(player).model_randomizer));
454 // However, do NOT randomize if the player-selected model is in the list.
455 for (int i = 0; i < n; ++i)
456 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
457 defaultmodel = argv(i);
460 int i = strstrofs(defaultmodel, ":", 0);
463 defaultskin = stof(substring(defaultmodel, i+1, -1));
464 defaultmodel = substring(defaultmodel, 0, i);
467 if(autocvar_sv_defaultcharacterskin && !defaultskin)
473 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
474 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
475 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
476 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
481 defaultskin = autocvar_sv_defaultplayerskin;
484 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
485 defaultmodel = M_ARGV(0, string);
486 defaultskin = M_ARGV(1, int);
490 if(defaultmodel != "")
492 if (defaultmodel != player.model)
494 vector m1 = player.mins;
495 vector m2 = player.maxs;
496 setplayermodel (player, defaultmodel);
497 setsize (player, m1, m2);
501 oldskin = player.skin;
502 player.skin = defaultskin;
504 if (player.playermodel != player.model || player.playermodel == "")
506 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
507 vector m1 = player.mins;
508 vector m2 = player.maxs;
509 setplayermodel (player, player.playermodel);
510 setsize (player, m1, m2);
514 if(!autocvar_sv_defaultcharacterskin)
516 oldskin = player.skin;
517 player.skin = stof(player.playerskin);
521 oldskin = player.skin;
522 player.skin = defaultskin;
526 if(chmdl || oldskin != player.skin) // model or skin has changed
528 player.species = player_getspecies(player); // update species
529 if(!autocvar_g_debug_globalsounds)
530 UpdatePlayerSounds(player); // update skin sounds
534 if(strlen(autocvar_sv_defaultplayercolors))
535 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
536 setcolor(player, stof(autocvar_sv_defaultplayercolors));
539 void GiveWarmupResources(entity this)
541 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
542 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
543 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
544 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
545 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
546 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
547 SetResource(this, RES_HEALTH, warmup_start_health);
548 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
549 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
552 void PutPlayerInServer(entity this)
554 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
556 PlayerState_attach(this);
557 accuracy_resend(this);
559 if (teamplay && this.bot_forced_team)
560 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
563 TeamBalance_JoinBestTeam(this);
565 entity spot = SelectSpawnPoint(this, false);
567 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
568 return; // spawn failed
571 TRANSMUTE(Player, this);
573 CS(this).wasplayer = true;
574 this.iscreature = true;
575 this.teleportable = TELEPORT_NORMAL;
576 if(!this.damagedbycontents)
577 IL_PUSH(g_damagedbycontents, this);
578 this.damagedbycontents = true;
579 set_movetype(this, MOVETYPE_WALK);
580 this.solid = SOLID_SLIDEBOX;
581 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
582 if (autocvar_g_playerclip_collisions)
583 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
584 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
585 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
586 this.frags = FRAGS_PLAYER;
587 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
588 this.flags = FL_CLIENT | FL_PICKUPITEMS;
589 if (autocvar__notarget)
590 this.flags |= FL_NOTARGET;
591 this.takedamage = DAMAGE_AIM;
592 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
595 GiveWarmupResources(this);
598 SetResource(this, RES_SHELLS, start_ammo_shells);
599 SetResource(this, RES_BULLETS, start_ammo_nails);
600 SetResource(this, RES_ROCKETS, start_ammo_rockets);
601 SetResource(this, RES_CELLS, start_ammo_cells);
602 SetResource(this, RES_PLASMA, start_ammo_plasma);
603 SetResource(this, RES_FUEL, start_ammo_fuel);
604 SetResource(this, RES_HEALTH, start_health);
605 SetResource(this, RES_ARMOR, start_armorvalue);
606 STAT(WEAPONS, this) = start_weapons;
607 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
609 GiveRandomWeapons(this, random_start_weapons_count,
610 autocvar_g_random_start_weapons, random_start_ammo);
613 SetSpectatee_status(this, 0);
615 PS(this).dual_weapons = '0 0 0';
617 if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
618 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
620 this.items = start_items;
622 float shieldtime = time + autocvar_g_spawnshieldtime;
624 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
625 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
626 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
627 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
628 if (!sv_ready_restart_after_countdown && time < game_starttime)
630 float f = game_starttime - time;
632 this.pauserotarmor_finished += f;
633 this.pauserothealth_finished += f;
634 this.pauseregen_finished += f;
637 StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
639 this.damageforcescale = autocvar_g_player_damageforcescale;
641 this.respawn_flags = 0;
642 this.respawn_time = 0;
643 STAT(RESPAWN_TIME, this) = 0;
644 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
646 this.pain_finished = 0;
648 setthink(this, func_null); // players have no think function
651 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
653 this.deadflag = DEAD_NO;
655 this.angles = spot.angles;
656 this.angles_z = 0; // never spawn tilted even if the spot says to
657 if (IS_BOT_CLIENT(this))
659 this.v_angle = this.angles;
662 this.fixangle = true; // turn this way immediately
663 this.oldvelocity = this.velocity = '0 0 0';
664 this.avelocity = '0 0 0';
665 this.punchangle = '0 0 0';
666 this.punchvector = '0 0 0';
668 STAT(REVIVE_PROGRESS, this) = 0;
669 this.revival_time = 0;
671 STAT(AIR_FINISHED, this) = 0;
672 this.waterlevel = WATERLEVEL_NONE;
673 this.watertype = CONTENT_EMPTY;
675 entity spawnevent = new_pure(spawnevent);
676 spawnevent.owner = this;
677 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
679 // Cut off any still running player sounds.
680 stopsound(this, CH_PLAYER_SINGLE);
683 FixPlayermodel(this);
684 this.drawonlytoclient = NULL;
688 for(int slot = 0; slot < MAX_AXH; ++slot)
690 entity axh = this.(AuxiliaryXhair[slot]);
691 this.(AuxiliaryXhair[slot]) = NULL;
693 if(axh.owner == this && axh != NULL && !wasfreed(axh))
697 this.spawnpoint_targ = NULL;
700 this.view_ofs = STAT(PL_VIEW_OFS, this);
701 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
702 this.spawnorigin = spot.origin;
703 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
704 // don't reset back to last position, even if new position is stuck in solid
705 this.oldorigin = this.origin;
707 IL_REMOVE(g_conveyed, this);
708 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
710 IL_REMOVE(g_swamped, this);
711 this.swampslug = NULL;
712 this.swamp_interval = 0;
713 if(this.ladder_entity)
714 IL_REMOVE(g_ladderents, this);
715 this.ladder_entity = NULL;
716 IL_EACH(g_counters, it.realowner == this,
720 STAT(HUD, this) = HUD_NORMAL;
722 this.event_damage = PlayerDamage;
723 this.event_heal = PlayerHeal;
725 this.draggable = func_null;
728 IL_PUSH(g_bot_targets, this);
729 this.bot_attack = true;
730 if(!this.monster_attack)
731 IL_PUSH(g_monster_targets, this);
732 this.monster_attack = true;
733 navigation_dynamicgoal_init(this, false);
735 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
737 // player was spectator
738 if (CS(this).killcount == FRAGS_SPECTATOR) {
739 PlayerScore_Clear(this);
740 CS(this).killcount = 0;
741 CS(this).startplaytime = time;
744 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
746 .entity weaponentity = weaponentities[slot];
747 CL_SpawnWeaponentity(this, weaponentity);
749 this.alpha = default_player_alpha;
750 this.colormod = '1 1 1' * autocvar_g_player_brightness;
751 this.exteriorweaponentity.alpha = default_weapon_alpha;
753 this.speedrunning = false;
755 this.counter_cnt = 0;
756 this.fragsfilter_cnt = 0;
758 target_voicescript_clear(this);
760 // reset fields the weapons may use
761 FOREACH(Weapons, true, {
762 it.wr_resetplayer(it, this);
763 // reload all reloadable weapons
764 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
765 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
767 .entity weaponentity = weaponentities[slot];
768 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
773 Unfreeze(this, false);
775 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
777 string s = spot.target;
778 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
779 spot.target = string_null;
780 SUB_UseTargets(spot, this, NULL);
781 if(g_assault || g_race)
785 if (autocvar_spawn_debug)
787 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
788 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
791 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
793 .entity weaponentity = weaponentities[slot];
794 entity w_ent = this.(weaponentity);
795 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
796 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
798 w_ent.m_switchweapon = WEP_Null;
799 w_ent.m_weapon = WEP_Null;
800 w_ent.weaponname = "";
801 w_ent.m_switchingweapon = WEP_Null;
805 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
807 if (CS(this).impulse) ImpulseCommands(this);
809 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
810 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
812 .entity weaponentity = weaponentities[slot];
813 W_WeaponFrame(this, weaponentity);
816 if (!warmup_stage && !this.alivetime)
817 this.alivetime = time;
819 antilag_clear(this, CS(this));
821 if (warmup_stage < 0 || warmup_stage > 1)
825 /** Called when a client spawns in the server */
826 void PutClientInServer(entity this)
828 if (IS_REAL_CLIENT(this)) {
830 WriteByte(MSG_ONE, SVC_SETVIEW);
831 WriteEntity(MSG_ONE, this);
834 TRANSMUTE(Observer, this);
836 bool use_spawnpoint = (!this.enemy); // check this.enemy here since SetSpectatee will clear it
837 SetSpectatee(this, NULL);
841 PS(this).itemkeys = 0;
843 MUTATOR_CALLHOOK(PutClientInServer, this);
845 if (IS_OBSERVER(this)) {
846 PutObserverInServer(this, false, use_spawnpoint);
847 } else if (IS_PLAYER(this)) {
848 PutPlayerInServer(this);
851 bot_relinkplayerlist();
854 // TODO do we need all these fields, or should we stop autodetecting runtime
855 // changes and just have a console command to update this?
856 bool ClientInit_SendEntity(entity this, entity to, int sf)
858 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
861 // MSG_INIT replacement
862 // TODO: make easier to use
864 W_PROP_reload(MSG_ONE, to);
865 ClientInit_misc(this);
866 MUTATOR_CALLHOOK(Ent_Init);
868 void ClientInit_misc(entity this)
870 int channel = MSG_ONE;
871 WriteHeader(channel, ENT_CLIENT_INIT);
872 WriteByte(channel, g_nexball_meter_period * 32);
873 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
874 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
875 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
876 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
877 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
878 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
879 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
880 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
882 if(autocvar_sv_foginterval && world.fog != "")
883 WriteString(channel, world.fog);
885 WriteString(channel, "");
886 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
887 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
888 WriteByte(channel, serverflags);
889 WriteCoord(channel, autocvar_g_trueaim_minrange);
892 void ClientInit_CheckUpdate(entity this)
894 this.nextthink = time;
895 if(this.count != autocvar_g_balance_armor_blockpercent)
897 this.count = autocvar_g_balance_armor_blockpercent;
900 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
902 this.cnt = autocvar_g_balance_damagepush_speedfactor;
907 void ClientInit_Spawn()
909 entity e = new_pure(clientinit);
910 setthink(e, ClientInit_CheckUpdate);
911 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
913 ClientInit_CheckUpdate(e);
923 // initialize parms for a new player
924 parm1 = -(86400 * 366);
926 MUTATOR_CALLHOOK(SetNewParms);
934 void SetChangeParms (entity this)
936 // save parms for level change
937 parm1 = CS(this).parm_idlesince - time;
939 MUTATOR_CALLHOOK(SetChangeParms);
947 void DecodeLevelParms(entity this)
950 CS(this).parm_idlesince = parm1;
951 if (CS(this).parm_idlesince == -(86400 * 366))
952 CS(this).parm_idlesince = time;
954 // whatever happens, allow 60 seconds of idling directly after connect for map loading
955 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
957 MUTATOR_CALLHOOK(DecodeLevelParms);
960 void FixClientCvars(entity e)
962 // send prediction settings to the client
963 if(autocvar_g_antilag == 3) // client side hitscan
964 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
965 if(autocvar_sv_gentle)
966 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
968 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
969 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
971 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
973 MUTATOR_CALLHOOK(FixClientCvars, e);
976 bool findinlist_abbrev(string tofind, string list)
978 if(list == "" || tofind == "")
979 return false; // empty list or search, just return
981 // this function allows abbreviated strings!
982 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
990 bool PlayerInIPList(entity p, string iplist)
992 // some safety checks (never allow local?)
993 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
996 return findinlist_abbrev(p.netaddress, iplist);
999 bool PlayerInIDList(entity p, string idlist)
1001 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1005 return findinlist_abbrev(p.crypto_idfp, idlist);
1008 bool PlayerInList(entity player, string list)
1010 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1013 #ifdef DP_EXT_PRECONNECT
1018 Called once (not at each match start) when a client begins a connection to the server
1021 void ClientPreConnect(entity this)
1023 if(autocvar_sv_eventlog)
1025 GameLogEcho(sprintf(":connect:%d:%d:%s",
1028 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1034 // NOTE csqc uses the active mutators list sent by this function
1035 // to understand which mutators are enabled
1036 // also note that they aren't all registered mutators, e.g. jetpack, low gravity
1037 void SendWelcomeMessage(entity this, int msg_type)
1039 WriteByte(msg_type, boolean(autocvar_g_campaign));
1040 if (boolean(autocvar_g_campaign))
1042 WriteString(msg_type, Campaign_GetTitle());
1043 WriteByte(msg_type, Campaign_GetLevelNum());
1044 WriteString(msg_type, Campaign_GetMessage());
1047 WriteString(msg_type, autocvar_hostname);
1048 WriteString(msg_type, autocvar_g_xonoticversion);
1049 WriteByte(msg_type, CS(this).version_mismatch);
1050 WriteByte(msg_type, (CS(this).version < autocvar_gameversion));
1051 WriteByte(msg_type, autocvar_g_warmup > 1 ? autocvar_g_warmup : map_minplayers);
1052 WriteByte(msg_type, GetPlayerLimit());
1054 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1055 string modifications = M_ARGV(0, string);
1057 if (!g_weaponarena && cvar("g_balance_blaster_weaponstartoverride") == 0)
1058 modifications = strcat(modifications, ", No start weapons");
1059 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1060 modifications = strcat(modifications, ", Low gravity");
1061 if(g_weapon_stay && !g_cts)
1062 modifications = strcat(modifications, ", Weapons stay");
1063 if(autocvar_g_jetpack)
1064 modifications = strcat(modifications, ", Jetpack");
1065 modifications = substring(modifications, 2, strlen(modifications) - 2);
1067 WriteString(msg_type, modifications);
1069 WriteString(msg_type, g_weaponarena_list);
1071 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1073 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1074 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1077 WriteString(msg_type, cache_mutatormsg);
1079 WriteString(msg_type, strreplace("\\n", "\n", autocvar_sv_motd));
1086 Called when a client connects to the server
1089 void ClientConnect(entity this)
1091 if (Ban_MaybeEnforceBanOnce(this)) return;
1092 assert(!IS_CLIENT(this), return);
1093 this.flags |= FL_CLIENT;
1094 assert(player_count >= 0, player_count = 0);
1096 TRANSMUTE(Client, this);
1097 CS(this).version_nagtime = time + 10 + random() * 10;
1099 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1101 bot_clientconnect(this);
1103 Player_DetermineForcedTeam(this);
1105 TRANSMUTE(Observer, this);
1107 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1109 // always track bots, don't ask for cl_allow_uidtracking
1110 if (IS_BOT_CLIENT(this))
1111 PlayerStats_GameReport_AddPlayer(this);
1113 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1115 if (autocvar_sv_eventlog)
1116 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1118 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1120 stuffcmd(this, clientstuff, "\n");
1121 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1123 FixClientCvars(this);
1125 // get version info from player
1126 stuffcmd(this, "cmd clientversion $gameversion\n");
1128 // notify about available teams
1131 entity balance = TeamBalance_CheckAllowedTeams(this);
1132 int t = TeamBalance_GetAllowedTeams(balance);
1133 TeamBalance_Destroy(balance);
1134 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1138 stuffcmd(this, "set _teams_available 0\n");
1141 bot_relinkplayerlist();
1143 CS(this).spectatortime = time;
1144 if (blockSpectators)
1146 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1149 CS(this).jointime = time;
1151 if (IS_REAL_CLIENT(this))
1153 if (g_weaponarena_weapons == WEPSET(TUBA))
1154 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1155 // quickmenu file must be put in a subfolder with an unique name
1156 // to reduce chances of overriding custom client quickmenus
1157 if (waypointeditor_enabled)
1158 stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", "wpeditor.txt"));
1159 else if (autocvar_sv_quickmenu_file != "" && strstrofs(autocvar_sv_quickmenu_file, "/", 0) && fexists(autocvar_sv_quickmenu_file))
1160 stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", autocvar_sv_quickmenu_file));
1163 if (!autocvar_sv_foginterval && world.fog != "")
1164 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1166 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2))
1167 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1168 send_CSQC_teamnagger();
1170 CSQCMODEL_AUTOINIT(this);
1172 CS(this).model_randomizer = random();
1174 if (IS_REAL_CLIENT(this))
1175 sv_notice_join(this);
1177 this.move_qcphysics = true;
1179 // update physics stats (players can spawn before physics runs)
1180 Physics_UpdateStats(this);
1182 IL_EACH(g_initforplayer, it.init_for_player, {
1183 it.init_for_player(it, this);
1186 Handicap_Initialize(this);
1188 MUTATOR_CALLHOOK(ClientConnect, this);
1190 if (player_count == 1)
1191 localcmd("\nsv_hook_firstjoin\n");
1197 Called when a client disconnects from the server
1200 .entity chatbubbleentity;
1201 void player_powerups_remove_all(entity this);
1203 void ClientDisconnect(entity this)
1205 assert(IS_CLIENT(this), return);
1207 PlayerStats_GameReport_FinalizePlayer(this);
1208 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1209 if (CS(this).active_minigame) part_minigame(this);
1210 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1212 if (autocvar_sv_eventlog)
1213 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1215 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1218 SetSpectatee(this, NULL);
1220 MUTATOR_CALLHOOK(ClientDisconnect, this);
1222 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1223 strfree(CS_CVAR(this).weaponorder_byimpulse);
1224 ClientState_detach(this);
1226 Portal_ClearAll(this);
1228 Unfreeze(this, false);
1230 RemoveGrapplingHooks(this);
1232 // Here, everything has been done that requires this player to be a client.
1234 this.flags &= ~FL_CLIENT;
1236 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1237 if (this.killindicator) delete(this.killindicator);
1239 IL_EACH(g_counters, it.realowner == this,
1244 WaypointSprite_PlayerGone(this);
1246 bot_relinkplayerlist();
1248 strfree(this.clientstatus);
1249 if (this.personal) delete(this.personal);
1252 if (warmup_stage || game_starttime > time) ReadyCount();
1253 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1255 player_powerups_remove_all(this); // stop powerup sound
1259 if (player_count == 0)
1260 localcmd("\nsv_hook_lastleave\n");
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 float time_left = finished - time;
1447 if(IS_REAL_CLIENT(this) && time_left < 6 && floor(time_left - frametime) != floor(time_left))
1448 sound(this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1451 // it removes special powerups not handled by StatusEffects
1452 void player_powerups_remove_all(entity this)
1454 if (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
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 && !(start_items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS)))
1460 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1462 if (this.items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1463 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1464 this.items -= (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS));
1468 void player_powerups(entity this)
1470 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1471 this.modelflags |= MF_ROCKET;
1473 this.modelflags &= ~MF_ROCKET;
1475 this.effects &= ~EF_NODEPTHTEST;
1478 player_powerups_remove_all(this);
1480 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1483 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1484 int items_prev = this.items;
1486 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1488 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1489 if (this.items & IT_SUPERWEAPON)
1491 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1493 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1494 this.items = this.items - (this.items & IT_SUPERWEAPON);
1495 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1496 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1498 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1500 // don't let them run out
1504 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1505 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1507 this.items = this.items - (this.items & IT_SUPERWEAPON);
1508 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1509 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1510 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1514 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1516 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1518 this.items = this.items | IT_SUPERWEAPON;
1519 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1522 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1523 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1528 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1529 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1530 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1533 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1535 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1539 if(autocvar_g_nodepthtestplayers)
1540 this.effects = this.effects | EF_NODEPTHTEST;
1542 if(autocvar_g_fullbrightplayers)
1543 this.effects = this.effects | EF_FULLBRIGHT;
1545 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1548 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1550 if(current > stable)
1552 else if(current > stable - 0.25) // when close enough, "snap"
1555 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1558 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1560 if(current < stable)
1562 else if(current < stable + 0.25) // when close enough, "snap"
1565 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1568 void RotRegen(entity this, Resource res, float limit_mod,
1569 float regenstable, float regenfactor, float regenlinear, float regenframetime,
1570 float rotstable, float rotfactor, float rotlinear, float rotframetime)
1572 float old = GetResource(this, res);
1573 float current = old;
1574 if(current > rotstable)
1576 if(rotframetime > 0)
1578 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1579 current = max(rotstable, current - rotlinear * rotframetime);
1582 else if(current < regenstable)
1584 if(regenframetime > 0)
1586 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1587 current = min(regenstable, current + regenlinear * regenframetime);
1591 float limit = GetResourceLimit(this, res) * limit_mod;
1596 SetResource(this, res, current);
1599 void player_regen(entity this)
1601 float max_mod, regen_mod, rot_mod, limit_mod;
1602 max_mod = regen_mod = rot_mod = limit_mod = 1;
1604 float regen_health = autocvar_g_balance_health_regen;
1605 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1606 float regen_health_rot = autocvar_g_balance_health_rot;
1607 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1608 float regen_health_stable = autocvar_g_balance_health_regenstable;
1609 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1610 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1611 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1612 max_mod = M_ARGV(1, float);
1613 regen_mod = M_ARGV(2, float);
1614 rot_mod = M_ARGV(3, float);
1615 limit_mod = M_ARGV(4, float);
1616 regen_health = M_ARGV(5, float);
1617 regen_health_linear = M_ARGV(6, float);
1618 regen_health_rot = M_ARGV(7, float);
1619 regen_health_rotlinear = M_ARGV(8, float);
1620 regen_health_stable = M_ARGV(9, float);
1621 regen_health_rotstable = M_ARGV(10, float);
1623 float rotstable, regenstable, rotframetime, regenframetime;
1625 if(!mutator_returnvalue)
1626 if(!STAT(FROZEN, this))
1628 regenstable = autocvar_g_balance_armor_regenstable;
1629 rotstable = autocvar_g_balance_armor_rotstable;
1630 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1631 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1632 RotRegen(this, RES_ARMOR, limit_mod,
1633 regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime,
1634 rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime);
1636 // NOTE: max_mod is only applied to health
1637 regenstable = regen_health_stable * max_mod;
1638 rotstable = regen_health_rotstable * max_mod;
1639 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1640 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1641 RotRegen(this, RES_HEALTH, limit_mod,
1642 regenstable, regen_health, regen_health_linear, regenframetime,
1643 rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1646 // if player rotted to death... die!
1647 // check this outside above checks, as player may still be able to rot to death
1648 if(GetResource(this, RES_HEALTH) < 1)
1651 vehicles_exit(this.vehicle, VHEF_RELEASE);
1652 if(this.event_damage)
1653 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1656 if (!(this.items & IT_UNLIMITED_AMMO))
1658 regenstable = autocvar_g_balance_fuel_regenstable;
1659 rotstable = autocvar_g_balance_fuel_rotstable;
1660 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0;
1661 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1662 RotRegen(this, RES_FUEL, 1,
1663 regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime,
1664 rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime);
1669 void SetZoomState(entity this, float newzoom)
1671 if(newzoom != CS(this).zoomstate)
1673 CS(this).zoomstate = newzoom;
1674 ClientData_Touch(this);
1676 zoomstate_set = true;
1679 void GetPressedKeys(entity this)
1681 MUTATOR_CALLHOOK(GetPressedKeys, this);
1684 CS(this).pressedkeys = 0;
1685 STAT(PRESSED_KEYS, this) = 0;
1689 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1690 int keys = STAT(PRESSED_KEYS, this);
1691 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1692 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1693 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1694 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1696 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1697 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
1698 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1699 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1700 CS(this).pressedkeys = keys; // store for other users
1702 STAT(PRESSED_KEYS, this) = keys;
1706 ======================
1707 spectate mode routines
1708 ======================
1711 void SpectateCopy(entity this, entity spectatee)
1713 TC(Client, this); TC(Client, spectatee);
1715 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1716 PS(this) = PS(spectatee);
1717 this.armortype = spectatee.armortype;
1718 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1719 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1720 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1721 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1722 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1723 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1724 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1725 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1726 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1727 CS(this).impulse = 0;
1728 this.disableclientprediction = 1; // no need to run prediction on a spectator
1729 this.items = spectatee.items;
1730 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1731 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1732 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1733 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1734 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1735 this.punchangle = spectatee.punchangle;
1736 this.view_ofs = spectatee.view_ofs;
1737 this.velocity = spectatee.velocity;
1738 this.dmg_take = spectatee.dmg_take;
1739 this.dmg_save = spectatee.dmg_save;
1740 this.dmg_inflictor = spectatee.dmg_inflictor;
1741 this.v_angle = spectatee.v_angle;
1742 this.angles = spectatee.v_angle;
1743 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1744 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1745 this.viewloc = spectatee.viewloc;
1746 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1747 this.fixangle = true;
1748 setorigin(this, spectatee.origin);
1749 setsize(this, spectatee.mins, spectatee.maxs);
1750 SetZoomState(this, CS(spectatee).zoomstate);
1752 anticheat_spectatecopy(this, spectatee);
1753 STAT(HUD, this) = STAT(HUD, spectatee);
1754 if(spectatee.vehicle)
1756 this.angles = spectatee.v_angle;
1758 //this.fixangle = false;
1759 //this.velocity = spectatee.vehicle.velocity;
1760 this.vehicle_health = spectatee.vehicle_health;
1761 this.vehicle_shield = spectatee.vehicle_shield;
1762 this.vehicle_energy = spectatee.vehicle_energy;
1763 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1764 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1765 this.vehicle_reload1 = spectatee.vehicle_reload1;
1766 this.vehicle_reload2 = spectatee.vehicle_reload2;
1768 //msg_entity = this;
1770 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1771 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1772 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1773 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1775 //WriteByte (MSG_ONE, SVC_SETVIEW);
1776 // WriteEntity(MSG_ONE, this);
1777 //makevectors(spectatee.v_angle);
1778 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1782 bool SpectateUpdate(entity this)
1787 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1789 SetSpectatee(this, NULL);
1793 SpectateCopy(this, this.enemy);
1798 bool SpectateSet(entity this)
1800 if(!IS_PLAYER(this.enemy))
1803 ClientData_Touch(this.enemy);
1806 WriteByte(MSG_ONE, SVC_SETVIEW);
1807 WriteEntity(MSG_ONE, this.enemy);
1808 set_movetype(this, MOVETYPE_NONE);
1809 accuracy_resend(this);
1811 if(!SpectateUpdate(this))
1812 PutObserverInServer(this, false, true);
1817 void SetSpectatee_status(entity this, int spectatee_num)
1819 int oldspectatee_status = CS(this).spectatee_status;
1820 CS(this).spectatee_status = spectatee_num;
1822 if (CS(this).spectatee_status != oldspectatee_status)
1824 if (STAT(PRESSED_KEYS, this))
1826 CS(this).pressedkeys = 0;
1827 STAT(PRESSED_KEYS, this) = 0;
1829 ClientData_Touch(this);
1830 if (g_race || g_cts) race_InitSpectator();
1834 void SetSpectatee(entity this, entity spectatee)
1836 if(IS_BOT_CLIENT(this))
1837 return; // bots abuse .enemy, this code is useless to them
1839 entity old_spectatee = this.enemy;
1841 this.enemy = spectatee;
1844 // these are required to fix the spectator bug with arc
1847 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1849 .entity weaponentity = weaponentities[slot];
1850 if(old_spectatee.(weaponentity).arc_beam)
1851 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1856 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1858 .entity weaponentity = weaponentities[slot];
1859 if(spectatee.(weaponentity).arc_beam)
1860 spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1865 SetSpectatee_status(this, etof(spectatee));
1867 // needed to update spectator list
1868 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1871 bool Spectate(entity this, entity pl)
1873 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1875 pl = M_ARGV(1, entity);
1877 SetSpectatee(this, pl);
1878 return SpectateSet(this);
1881 bool SpectateNext(entity this)
1883 entity ent = find(this.enemy, classname, STR_PLAYER);
1885 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1886 ent = M_ARGV(1, entity);
1888 ent = find(ent, classname, STR_PLAYER);
1890 if(ent) { SetSpectatee(this, ent); }
1892 return SpectateSet(this);
1895 bool SpectatePrev(entity this)
1897 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1898 entity ent = findchain(classname, STR_PLAYER);
1899 if (!ent) // no player
1903 // skip players until current spectated player
1905 while(ent && ent != this.enemy)
1908 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1910 case MUT_SPECPREV_FOUND:
1911 ent = M_ARGV(1, entity);
1913 case MUT_SPECPREV_RETURN:
1915 case MUT_SPECPREV_CONTINUE:
1926 SetSpectatee(this, ent);
1927 return SpectateSet(this);
1932 ShowRespawnCountdown()
1934 Update a respawn countdown display.
1937 void ShowRespawnCountdown(entity this)
1940 if(!IS_DEAD(this)) // just respawned?
1944 number = ceil(this.respawn_time - time);
1947 if(number <= this.respawn_countdown)
1949 this.respawn_countdown = number - 1;
1950 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
1951 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1956 .bool team_selected;
1957 bool ShowTeamSelection(entity this)
1959 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1961 if (frametime) // once per frame is more than enough
1962 stuffcmd(this, "_scoreboard_team_selection 1\n");
1965 void Join(entity this)
1967 if (autocvar_g_campaign && !campaign_bots_may_start && !game_stopped && time >= game_starttime)
1970 TRANSMUTE(Player, this);
1972 if(!this.team_selected)
1973 if(autocvar_g_campaign || autocvar_g_balance_teams)
1974 TeamBalance_JoinBestTeam(this);
1976 if(autocvar_g_campaign)
1977 campaign_bots_may_start = true;
1979 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1981 PutClientInServer(this);
1984 if(teamplay && this.team != -1)
1988 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1989 this.team_selected = false;
1992 int GetPlayerLimit()
1995 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)
1996 // don't return map_maxplayers during intermission as it would interfere with MapHasRightSize()
1997 int player_limit = (autocvar_g_maxplayers >= 0 || intermission_running) ? autocvar_g_maxplayers : map_maxplayers;
1998 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1999 player_limit = M_ARGV(0, int);
2000 return player_limit < maxclients ? player_limit : 0;
2004 * Determines whether the player is allowed to join. This depends on cvar
2005 * g_maxplayers, if it isn't used this function always return true, otherwise
2006 * it checks whether the number of currently playing players exceeds g_maxplayers.
2007 * @return int number of free slots for players, 0 if none
2009 int nJoinAllowed(entity this, entity ignore)
2012 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2013 // so report 0 free slots if restricted
2015 if(autocvar_g_forced_team_otherwise == "spectate")
2017 if(autocvar_g_forced_team_otherwise == "spectator")
2021 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2022 return 0; // forced spectators can never join
2024 // TODO simplify this
2025 int totalClients = 0;
2026 int currentlyPlaying = 0;
2027 FOREACH_CLIENT(true, {
2030 if(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME(it)))
2034 int player_limit = GetPlayerLimit();
2038 free_slots = maxclients - totalClients;
2039 else if(player_limit > 0 && currentlyPlaying < player_limit)
2040 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2042 static float msg_time = 0;
2043 if(this && !INGAME(this) && ignore && !free_slots && time > msg_time)
2045 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT, player_limit);
2046 msg_time = time + 0.5;
2052 bool joinAllowed(entity this)
2054 if (CS(this).version_mismatch) return false;
2055 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2056 if (!nJoinAllowed(this, this)) return false;
2057 if (teamplay && lockteams) return false;
2058 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2059 if (ShowTeamSelection(this)) return false;
2063 .string shootfromfixedorigin;
2064 .bool dualwielding_prev;
2065 bool PlayerThink(entity this)
2067 if (game_stopped || intermission_running) {
2068 this.modelflags &= ~MF_ROCKET;
2069 if(intermission_running)
2070 IntermissionThink(this);
2074 if (timeout_status == TIMEOUT_ACTIVE) {
2075 // don't allow the player to turn around while game is paused
2076 // FIXME turn this into CSQC stuff
2077 this.v_angle = this.lastV_angle;
2078 this.angles = this.lastV_angle;
2079 this.fixangle = true;
2082 if (frametime) player_powerups(this);
2084 if (IS_DEAD(this)) {
2085 if (this.personal && g_race_qualifying) {
2086 if (time > this.respawn_time) {
2087 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2089 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2092 if (frametime) player_anim(this);
2094 if (this.respawn_flags & RESPAWN_DENY)
2096 STAT(RESPAWN_TIME, this) = 0;
2100 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));
2102 switch(this.deadflag)
2106 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2107 this.deadflag = DEAD_RESPAWNING;
2108 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2109 this.deadflag = DEAD_DEAD;
2115 this.deadflag = DEAD_RESPAWNABLE;
2116 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2117 this.deadflag = DEAD_RESPAWNING;
2120 case DEAD_RESPAWNABLE:
2122 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2123 this.deadflag = DEAD_RESPAWNING;
2126 case DEAD_RESPAWNING:
2128 if (time > this.respawn_time)
2130 this.respawn_time = time + 1; // only retry once a second
2131 this.respawn_time_max = this.respawn_time;
2138 ShowRespawnCountdown(this);
2140 if (this.respawn_flags & RESPAWN_SILENT)
2141 STAT(RESPAWN_TIME, this) = 0;
2142 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2144 if (time < this.respawn_time)
2145 STAT(RESPAWN_TIME, this) = this.respawn_time;
2146 else if (this.deadflag != DEAD_RESPAWNING)
2147 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2150 STAT(RESPAWN_TIME, this) = this.respawn_time;
2153 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2154 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2155 STAT(RESPAWN_TIME, this) *= -1;
2160 FixPlayermodel(this);
2162 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2163 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2164 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2167 // reset gun alignment when dual wielding status changes
2168 // to ensure guns are always aligned right and left
2169 bool dualwielding = W_DualWielding(this);
2170 if(this.dualwielding_prev != dualwielding)
2172 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2173 this.dualwielding_prev = dualwielding;
2176 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2179 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2181 .entity weaponentity = weaponentities[slot];
2182 if(WEP_CVAR(vortex, charge_always))
2183 W_Vortex_Charge(this, weaponentity, frametime);
2184 W_WeaponFrame(this, weaponentity);
2190 // WEAPONTODO: Add a weapon request for this
2191 // rot vortex charge to the charge limit
2192 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2194 .entity weaponentity = weaponentities[slot];
2195 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2196 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2201 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2204 monsters_setstatus(this);
2209 .bool would_spectate;
2210 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2211 void ObserverOrSpectatorThink(entity this)
2213 bool is_spec = IS_SPEC(this);
2214 if ( CS(this).impulse )
2216 int r = MinigameImpulse(this, CS(this).impulse);
2218 CS(this).impulse = 0;
2220 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2222 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2223 CS(this).impulse = 0;
2228 if (IS_BOT_CLIENT(this) && !CS(this).autojoin_checked)
2230 CS(this).autojoin_checked = true;
2231 TRANSMUTE(Player, this);
2232 PutClientInServer(this);
2236 if (this.flags & FL_JUMPRELEASED) {
2237 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2238 this.flags &= ~FL_JUMPRELEASED;
2239 this.flags |= FL_SPAWNING;
2240 } 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)))
2241 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2242 this.flags &= ~FL_JUMPRELEASED;
2243 if(SpectateNext(this)) {
2244 TRANSMUTE(Spectator, this);
2245 } else if (is_spec) {
2246 TRANSMUTE(Observer, this);
2247 PutClientInServer(this);
2250 this.would_spectate = false; // unable to spectate anyone
2252 CS(this).impulse = 0;
2253 } else if (is_spec) {
2254 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2255 this.flags &= ~FL_JUMPRELEASED;
2256 if(SpectatePrev(this)) {
2257 TRANSMUTE(Spectator, this);
2259 TRANSMUTE(Observer, this);
2260 PutClientInServer(this);
2262 CS(this).impulse = 0;
2263 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2264 if(!observe_blocked_if_eliminated || !INGAME(this)) {
2265 this.would_spectate = false;
2266 this.flags &= ~FL_JUMPRELEASED;
2267 TRANSMUTE(Observer, this);
2268 PutClientInServer(this);
2270 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2271 PutObserverInServer(this, false, true);
2272 this.would_spectate = true;
2276 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2277 if (PHYS_INPUT_BUTTON_USE(this))
2278 wouldclip = !wouldclip;
2279 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2280 set_movetype(this, preferred_movetype);
2282 } else { // jump pressed
2283 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2284 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2285 this.flags |= FL_JUMPRELEASED;
2286 if(this.flags & FL_SPAWNING)
2288 this.flags &= ~FL_SPAWNING;
2289 if(joinAllowed(this))
2291 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2292 CS(this).autojoin_checked = -1;
2296 if(is_spec && !SpectateUpdate(this))
2297 PutObserverInServer(this, false, true);
2300 this.flags |= FL_CLIENT | FL_NOTARGET;
2303 void PlayerUseKey(entity this)
2305 if (!IS_PLAYER(this))
2312 vehicles_exit(this.vehicle, VHEF_NORMAL);
2316 else if(autocvar_g_vehicles_enter)
2318 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2320 entity head, closest_target = NULL;
2321 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2323 while(head) // find the closest acceptable target to enter
2325 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2326 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2330 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2331 { closest_target = head; }
2333 else { closest_target = head; }
2339 if(closest_target) { vehicles_enter(this, closest_target); return; }
2343 // a use key was pressed; call handlers
2344 MUTATOR_CALLHOOK(PlayerUseKey, this);
2352 Called every frame for each client before the physics are run
2355 .float last_vehiclecheck;
2356 void PlayerPreThink (entity this)
2358 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2359 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2361 WarpZone_PlayerPhysics_FixVAngle(this);
2364 // physics frames: update anticheat stuff
2365 anticheat_prethink(this);
2367 // WORKAROUND: only use dropclient in server frames (frametime set).
2368 // Never use it in cl_movement frames (frametime zero).
2369 if (blockSpectators && IS_REAL_CLIENT(this)
2370 && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this)
2371 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2373 if (dropclient_schedule(this))
2374 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2378 zoomstate_set = false;
2380 // Check for nameless players
2381 if (this.netname == "" || this.netname != CS(this).netname_previous)
2383 bool assume_unchanged = (CS(this).netname_previous == "");
2384 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2386 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2387 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2388 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2389 assume_unchanged = false;
2390 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2392 if (isInvisibleString(this.netname))
2394 this.netname = strzone(sprintf("Player#%d", this.playerid));
2395 sprint(this, "Warning: invisible names are not allowed.\n");
2396 assume_unchanged = false;
2397 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2399 if (!assume_unchanged && autocvar_sv_eventlog)
2400 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2401 strcpy(CS(this).netname_previous, this.netname);
2405 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2406 CS(this).version_nagtime = 0;
2407 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2409 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2411 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2413 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2414 if (r < 0) { // old client
2415 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2416 } else if (r > 0) { // old server
2417 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2423 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2425 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2426 this.max_armorvalue = 0;
2429 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2431 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2433 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2434 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2436 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2438 if (STAT(REVIVE_PROGRESS, this) >= 1)
2439 Unfreeze(this, false);
2441 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2443 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2444 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2446 if (GetResource(this, RES_HEALTH) < 1)
2449 vehicles_exit(this.vehicle, VHEF_RELEASE);
2450 if(this.event_damage)
2451 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2453 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2454 Unfreeze(this, false);
2458 MUTATOR_CALLHOOK(PlayerPreThink, this);
2460 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2461 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2463 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2467 if(!it.team || SAME_TEAM(this, it))
2468 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2469 else if(autocvar_g_vehicles_steal)
2470 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2472 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2474 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2478 this.last_vehiclecheck = time + 1;
2481 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2483 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2485 if (IS_PLAYER(this)) {
2486 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2487 error("Client can't be spawned as player on connection!");
2488 if(!PlayerThink(this))
2491 else if (game_stopped || intermission_running) {
2492 if(intermission_running)
2493 IntermissionThink(this);
2496 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2498 bool early_join_requested = (CS(this).autojoin_checked < 0);
2499 CS(this).autojoin_checked = 1;
2500 // don't do this in ClientConnect
2501 // many things can go wrong if a client is spawned as player on connection
2502 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2503 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2504 && (!teamplay || autocvar_g_balance_teams)))
2506 if(joinAllowed(this))
2511 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2512 ObserverOrSpectatorThink(this);
2515 // WEAPONTODO: Add weapon request for this
2516 if (!zoomstate_set) {
2517 bool wep_zoomed = false;
2518 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2520 .entity weaponentity = weaponentities[slot];
2521 Weapon thiswep = this.(weaponentity).m_weapon;
2522 if(thiswep != WEP_Null && thiswep.wr_zoom)
2523 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2525 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2528 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2530 CS(this).teamkill_soundtime = 0;
2532 entity e = CS(this).teamkill_soundsource;
2533 entity oldpusher = e.pusher;
2535 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2536 e.pusher = oldpusher;
2539 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2540 CS(this).taunt_soundtime = 0;
2541 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2544 target_voicescript_next(this);
2547 void DrownPlayer(entity this)
2549 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2550 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2552 STAT(AIR_FINISHED, this) = 0;
2556 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2558 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2559 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2560 STAT(AIR_FINISHED, this) = 0;
2564 if (!STAT(AIR_FINISHED, this))
2565 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2566 if (STAT(AIR_FINISHED, this) < time)
2568 if (this.pain_finished < time)
2570 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');
2571 this.pain_finished = time + 0.5;
2577 .bool move_qcphysics;
2579 void Player_Physics(entity this)
2581 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2583 if(!this.move_qcphysics)
2586 if(!frametime && !CS(this).pm_frametime)
2589 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2591 CS(this).pm_frametime = 0;
2598 Called every frame for each client after the physics are run
2601 void PlayerPostThink (entity this)
2603 Player_Physics(this);
2605 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2606 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2607 if (IS_REAL_CLIENT(this))
2608 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2609 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2611 int totalClients = 0;
2612 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2614 // maxidle disabled in local matches by not counting clients (totalClients 0)
2615 if (server_is_dedicated)
2617 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2621 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2625 else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2627 FOREACH_CLIENT(IS_REAL_CLIENT(it),
2633 if (totalClients < autocvar_sv_maxidle_minplayers)
2635 // idle kick disabled
2636 CS(this).parm_idlesince = time;
2638 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2640 if (CS(this).idlekick_lasttimeleft)
2642 CS(this).idlekick_lasttimeleft = 0;
2643 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2648 float maxidle_time = autocvar_sv_maxidle;
2649 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2650 maxidle_time = autocvar_sv_maxidle_playertospectator;
2651 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2652 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2653 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2655 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2656 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2658 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2660 if (timeleft <= 0) {
2661 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2663 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2664 PutObserverInServer(this, true, true);
2668 if (dropclient_schedule(this))
2669 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2673 else if (timeleft <= countdown_time) {
2674 if (timeleft != CS(this).idlekick_lasttimeleft)
2675 play2(this, SND(TALK2));
2676 CS(this).idlekick_lasttimeleft = timeleft;
2685 this.solid = SOLID_NOT;
2686 this.takedamage = DAMAGE_NO;
2687 set_movetype(this, MOVETYPE_NONE);
2688 CS(this).teamkill_complain = 0;
2689 CS(this).teamkill_soundtime = 0;
2690 CS(this).teamkill_soundsource = NULL;
2693 if (IS_PLAYER(this)) {
2694 if(this.death_time == time && IS_DEAD(this))
2696 // player's bbox gets resized now, instead of in the damage event that killed the player,
2697 // once all the damage events of this frame have been processed with normal size
2699 setsize(this, this.mins, this.maxs);
2702 UpdateChatBubble(this);
2703 if (CS(this).impulse) ImpulseCommands(this);
2704 GetPressedKeys(this);
2707 CSQCMODEL_AUTOUPDATE(this);
2711 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2713 CS(this).pressedkeys = 0;
2714 STAT(PRESSED_KEYS, this) = 0;
2717 if (this.waypointsprite_attachedforcarrier) {
2718 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2719 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2722 CSQCMODEL_AUTOUPDATE(this);
2725 // hack to copy the button fields from the client entity to the Client State
2726 void PM_UpdateButtons(entity this, entity store)
2729 store.impulse = this.impulse;
2732 bool typing = this.buttonchat || this.button12;
2734 store.button0 = (typing) ? 0 : this.button0;
2736 store.button2 = (typing) ? 0 : this.button2;
2737 store.button3 = (typing) ? 0 : this.button3;
2738 store.button4 = this.button4;
2739 store.button5 = (typing) ? 0 : this.button5;
2740 store.button6 = this.button6;
2741 store.button7 = this.button7;
2742 store.button8 = this.button8;
2743 store.button9 = this.button9;
2744 store.button10 = this.button10;
2745 store.button11 = this.button11;
2746 store.button12 = this.button12;
2747 store.button13 = this.button13;
2748 store.button14 = this.button14;
2749 store.button15 = this.button15;
2750 store.button16 = this.button16;
2751 store.buttonuse = this.buttonuse;
2752 store.buttonchat = this.buttonchat;
2754 store.cursor_active = this.cursor_active;
2755 store.cursor_screen = this.cursor_screen;
2756 store.cursor_trace_start = this.cursor_trace_start;
2757 store.cursor_trace_endpos = this.cursor_trace_endpos;
2758 store.cursor_trace_ent = this.cursor_trace_ent;
2760 store.ping = this.ping;
2761 store.ping_packetloss = this.ping_packetloss;
2762 store.ping_movementloss = this.ping_movementloss;
2764 store.v_angle = this.v_angle;
2765 store.movement = this.movement;
2768 NET_HANDLE(fpsreport, bool)
2770 int fps = ReadShort();
2771 PlayerScore_Set(sender, SP_FPS, fps);