3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/qc/globalsound.qh>
7 #include <common/ent_cs.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
10 #include <common/items/_mod.qh>
11 #include <common/items/inventory.qh>
12 #include <common/mapobjects/func/conveyor.qh>
13 #include <common/mapobjects/func/ladder.qh>
14 #include <common/mapobjects/subs.qh>
15 #include <common/mapobjects/target/spawnpoint.qh>
16 #include <common/mapobjects/teleporters.qh>
17 #include <common/mapobjects/trigger/counter.qh>
18 #include <common/mapobjects/trigger/secret.qh>
19 #include <common/mapobjects/trigger/swamp.qh>
20 #include <common/mapobjects/triggers.qh>
21 #include <common/minigames/sv_minigames.qh>
22 #include <common/monsters/sv_monsters.qh>
23 #include <common/mutators/mutator/instagib/sv_instagib.qh>
24 #include <common/mutators/mutator/nades/nades.qh>
25 #include <common/mutators/mutator/overkill/oknex.qh>
26 #include <common/mutators/mutator/status_effects/_mod.qh>
27 #include <common/mutators/mutator/waypoints/all.qh>
28 #include <common/net_linked.qh>
29 #include <common/net_notice.qh>
30 #include <common/notifications/all.qh>
31 #include <common/physics/player.qh>
32 #include <common/playerstats.qh>
33 #include <common/resources/sv_resources.qh>
34 #include <common/state.qh>
35 #include <common/stats.qh>
36 #include <common/vehicles/all.qh>
37 #include <common/vehicles/sv_vehicles.qh>
38 #include <common/viewloc.qh>
39 #include <common/weapons/_all.qh>
40 #include <common/weapons/weapon/vortex.qh>
41 #include <common/wepent.qh>
42 #include <lib/csqcmodel/sv_model.qh>
43 #include <lib/warpzone/common.qh>
44 #include <lib/warpzone/server.qh>
45 #include <server/anticheat.qh>
46 #include <server/antilag.qh>
47 #include <server/bot/api.qh>
48 #include <server/bot/default/cvars.qh>
49 #include <server/campaign.qh>
50 #include <server/chat.qh>
51 #include <server/cheats.qh>
52 #include <server/clientkill.qh>
53 #include <server/command/common.qh>
54 #include <server/command/common.qh>
55 #include <server/command/vote.qh>
56 #include <server/compat/quake3.qh>
57 #include <server/damage.qh>
58 #include <server/gamelog.qh>
59 #include <server/handicap.qh>
60 #include <server/hook.qh>
61 #include <server/impulse.qh>
62 #include <server/intermission.qh>
63 #include <server/ipban.qh>
64 #include <server/main.qh>
65 #include <server/mutators/_mod.qh>
66 #include <server/player.qh>
67 #include <server/portals.qh>
68 #include <server/race.qh>
69 #include <server/scores.qh>
70 #include <server/scores_rules.qh>
71 #include <server/spawnpoints.qh>
72 #include <server/teamplay.qh>
73 #include <server/weapons/accuracy.qh>
74 #include <server/weapons/common.qh>
75 #include <server/weapons/hitplot.qh>
76 #include <server/weapons/selection.qh>
77 #include <server/weapons/tracing.qh>
78 #include <server/weapons/weaponsystem.qh>
79 #include <server/world.qh>
81 STATIC_METHOD(Client, Add, void(Client this, int _team))
84 TRANSMUTE(Player, this);
87 PutClientInServer(this);
90 STATIC_METHOD(Client, Remove, void(Client this))
92 TRANSMUTE(Observer, this);
93 PutClientInServer(this);
94 ClientDisconnect(this);
97 void send_CSQC_teamnagger() {
98 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
101 int CountSpectators(entity player, entity to)
103 if(!player) { return 0; } // not sure how, but best to be safe
107 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
115 void WriteSpectators(entity player, entity to)
117 if(!player) { return; } // not sure how, but best to be safe
120 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
122 if(spec_count >= MAX_SPECTATORS)
124 WriteByte(MSG_ENTITY, num_for_edict(it));
129 bool ClientData_Send(entity this, entity to, int sf)
131 assert(to == this.owner, return false);
134 if (IS_SPEC(e)) e = e.enemy;
137 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
138 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
139 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
140 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
142 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
143 WriteByte(MSG_ENTITY, sf);
146 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
150 float specs = CountSpectators(e, to);
151 WriteByte(MSG_ENTITY, specs);
152 WriteSpectators(e, to);
158 void ClientData_Attach(entity this)
160 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
161 CS(this).clientdata.drawonlytoclient = this;
162 CS(this).clientdata.owner = this;
165 void ClientData_Detach(entity this)
167 delete(CS(this).clientdata);
168 CS(this).clientdata = NULL;
171 void ClientData_Touch(entity e)
173 entity cd = CS(e).clientdata;
174 if (cd) { cd.SendFlags = 1; }
176 // make it spectatable
177 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
179 entity cd = CS(it).clientdata;
180 if (cd) { cd.SendFlags = 1; }
189 Checks if the argument string can be a valid playermodel.
190 Returns a valid one in doubt.
193 string FallbackPlayerModel;
194 string CheckPlayerModel(string plyermodel) {
195 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
197 // note: we cannot summon Don Strunzone here, some player may
198 // still have the model string set. In case anyone manages how
199 // to change a cvar default, we'll have a small leak here.
200 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
202 // only in right path
203 if(substring(plyermodel, 0, 14) != "models/player/")
204 return FallbackPlayerModel;
205 // only good file extensions
206 if(substring(plyermodel, -4, 4) != ".iqm"
207 && substring(plyermodel, -4, 4) != ".zym"
208 && substring(plyermodel, -4, 4) != ".dpm"
209 && substring(plyermodel, -4, 4) != ".md3"
210 && substring(plyermodel, -4, 4) != ".psk")
212 return FallbackPlayerModel;
214 // forbid the LOD models
215 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
216 return FallbackPlayerModel;
217 if(plyermodel != strtolower(plyermodel))
218 return FallbackPlayerModel;
219 // also, restrict to server models
220 if(autocvar_sv_servermodelsonly)
222 if(!fexists(plyermodel))
223 return FallbackPlayerModel;
228 void setplayermodel(entity e, string modelname)
230 precache_model(modelname);
231 _setmodel(e, modelname);
232 player_setupanimsformodel(e);
233 if(!autocvar_g_debug_globalsounds)
234 UpdatePlayerSounds(e);
237 /** putting a client as observer in the server */
238 void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
240 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
241 bool recount_ready = false;
242 PlayerState_detach(this);
246 if(GetResource(this, RES_HEALTH) >= 1)
249 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
252 // was a player, recount votes and ready status
253 if(IS_REAL_CLIENT(this))
255 if (vote_called) { VoteCount(false); }
257 recount_ready = true;
259 entcs_update_players(this);
264 entity spot = SelectSpawnPoint(this, true);
265 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
266 this.angles = vec2(spot.angles);
267 // offset it so that the spectator spawns higher off the ground, looks better this way
268 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
270 else // change origin to restore previous view origin
271 setorigin(this, this.origin + STAT(PL_VIEW_OFS, this) - STAT(PL_CROUCH_VIEW_OFS, this));
272 this.fixangle = true;
274 if (IS_REAL_CLIENT(this))
277 WriteByte(MSG_ONE, SVC_SETVIEW);
278 WriteEntity(MSG_ONE, this);
280 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
281 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
282 if(!autocvar_g_debug_globalsounds)
284 // needed for player sounds
286 FixPlayermodel(this);
288 setmodel(this, MDL_Null);
289 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
290 this.view_ofs = '0 0 0';
292 RemoveGrapplingHooks(this);
293 Portal_ClearAll(this);
294 Unfreeze(this, false);
295 SetSpectatee(this, NULL);
300 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
304 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
306 TRANSMUTE(Observer, this);
308 if(recount_ready) ReadyCount();
310 WaypointSprite_PlayerDead(this);
311 accuracy_resend(this);
313 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
314 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
316 CS(this).spectatortime = time;
318 IL_REMOVE(g_bot_targets, this);
319 this.bot_attack = false;
320 if(this.monster_attack)
321 IL_REMOVE(g_monster_targets, this);
322 this.monster_attack = false;
323 STAT(HUD, this) = HUD_NORMAL;
324 this.iscreature = false;
325 this.teleportable = TELEPORT_SIMPLE;
326 if(this.damagedbycontents)
327 IL_REMOVE(g_damagedbycontents, this);
328 this.damagedbycontents = false;
329 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
330 SetSpectatee_status(this, etof(this));
331 this.takedamage = DAMAGE_NO;
332 this.solid = SOLID_NOT;
333 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
334 this.flags = FL_CLIENT | FL_NOTARGET;
336 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
337 this.pauserotarmor_finished = 0;
338 this.pauserothealth_finished = 0;
339 this.pauseregen_finished = 0;
340 this.damageforcescale = 0;
342 this.respawn_flags = 0;
343 this.respawn_time = 0;
344 STAT(RESPAWN_TIME, this) = 0;
348 this.pain_finished = 0;
349 STAT(AIR_FINISHED, this) = 0;
350 //this.dphitcontentsmask = 0;
351 this.dphitcontentsmask = DPCONTENTS_SOLID;
352 if (autocvar_g_playerclip_collisions)
353 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
356 setthink(this, func_null);
358 this.deadflag = DEAD_NO;
360 STAT(REVIVE_PROGRESS, this) = 0;
361 this.revival_time = 0;
362 this.draggable = drag_undraggable;
364 player_powerups_remove_all(this);
366 STAT(WEAPONS, this) = '0 0 0';
367 this.drawonlytoclient = this;
371 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
373 this.weaponmodel = "";
374 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
376 this.weaponentities[slot] = NULL;
378 this.exteriorweaponentity = NULL;
379 CS(this).killcount = FRAGS_SPECTATOR;
380 this.velocity = '0 0 0';
381 this.avelocity = '0 0 0';
382 this.punchangle = '0 0 0';
383 this.punchvector = '0 0 0';
384 this.oldvelocity = this.velocity;
385 this.event_damage = func_null;
386 this.event_heal = func_null;
388 for(int slot = 0; slot < MAX_AXH; ++slot)
390 entity axh = this.(AuxiliaryXhair[slot]);
391 this.(AuxiliaryXhair[slot]) = NULL;
393 if(axh.owner == this && axh != NULL && !wasfreed(axh))
397 if (mutator_returnvalue)
399 // mutator prevents resetting teams+score
403 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
404 this.frags = FRAGS_SPECTATOR;
407 bot_relinkplayerlist();
409 if (CS(this).just_joined)
410 CS(this).just_joined = false;
413 int player_getspecies(entity this)
415 get_model_parameters(this.model, this.skin);
416 int s = get_model_parameters_species;
417 get_model_parameters(string_null, 0);
418 if (s < 0) return SPECIES_HUMAN;
422 .float model_randomizer;
423 void FixPlayermodel(entity player)
425 string defaultmodel = "";
427 if(autocvar_sv_defaultcharacter)
433 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
434 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
435 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
436 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
440 if(defaultmodel == "")
442 defaultmodel = autocvar_sv_defaultplayermodel;
443 defaultskin = autocvar_sv_defaultplayerskin;
446 int n = tokenize_console(defaultmodel);
449 defaultmodel = argv(floor(n * CS(player).model_randomizer));
450 // However, do NOT randomize if the player-selected model is in the list.
451 for (int i = 0; i < n; ++i)
452 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
453 defaultmodel = argv(i);
456 int i = strstrofs(defaultmodel, ":", 0);
459 defaultskin = stof(substring(defaultmodel, i+1, -1));
460 defaultmodel = substring(defaultmodel, 0, i);
463 if(autocvar_sv_defaultcharacterskin && !defaultskin)
469 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
470 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
471 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
472 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
477 defaultskin = autocvar_sv_defaultplayerskin;
480 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
481 defaultmodel = M_ARGV(0, string);
482 defaultskin = M_ARGV(1, int);
486 if(defaultmodel != "")
488 if (defaultmodel != player.model)
490 vector m1 = player.mins;
491 vector m2 = player.maxs;
492 setplayermodel (player, defaultmodel);
493 setsize (player, m1, m2);
497 oldskin = player.skin;
498 player.skin = defaultskin;
500 if (player.playermodel != player.model || player.playermodel == "")
502 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
503 vector m1 = player.mins;
504 vector m2 = player.maxs;
505 setplayermodel (player, player.playermodel);
506 setsize (player, m1, m2);
510 if(!autocvar_sv_defaultcharacterskin)
512 oldskin = player.skin;
513 player.skin = stof(player.playerskin);
517 oldskin = player.skin;
518 player.skin = defaultskin;
522 if(chmdl || oldskin != player.skin) // model or skin has changed
524 player.species = player_getspecies(player); // update species
525 if(!autocvar_g_debug_globalsounds)
526 UpdatePlayerSounds(player); // update skin sounds
530 if(strlen(autocvar_sv_defaultplayercolors))
531 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
532 setcolor(player, stof(autocvar_sv_defaultplayercolors));
535 void PutPlayerInServer(entity this)
537 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
539 PlayerState_attach(this);
540 accuracy_resend(this);
543 TeamBalance_JoinBestTeam(this);
545 entity spot = SelectSpawnPoint(this, false);
547 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
548 return; // spawn failed
551 TRANSMUTE(Player, this);
553 CS(this).wasplayer = true;
554 this.iscreature = true;
555 this.teleportable = TELEPORT_NORMAL;
556 if(!this.damagedbycontents)
557 IL_PUSH(g_damagedbycontents, this);
558 this.damagedbycontents = true;
559 set_movetype(this, MOVETYPE_WALK);
560 this.solid = SOLID_SLIDEBOX;
561 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
562 if (autocvar_g_playerclip_collisions)
563 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
564 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
565 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
566 this.frags = FRAGS_PLAYER;
567 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
568 this.flags = FL_CLIENT | FL_PICKUPITEMS;
569 if (autocvar__notarget)
570 this.flags |= FL_NOTARGET;
571 this.takedamage = DAMAGE_AIM;
572 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
575 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
576 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
577 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
578 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
579 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
580 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
581 SetResource(this, RES_HEALTH, warmup_start_health);
582 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
583 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
585 SetResource(this, RES_SHELLS, start_ammo_shells);
586 SetResource(this, RES_BULLETS, start_ammo_nails);
587 SetResource(this, RES_ROCKETS, start_ammo_rockets);
588 SetResource(this, RES_CELLS, start_ammo_cells);
589 SetResource(this, RES_PLASMA, start_ammo_plasma);
590 SetResource(this, RES_FUEL, start_ammo_fuel);
591 SetResource(this, RES_HEALTH, start_health);
592 SetResource(this, RES_ARMOR, start_armorvalue);
593 STAT(WEAPONS, this) = start_weapons;
594 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
596 GiveRandomWeapons(this, random_start_weapons_count,
597 autocvar_g_random_start_weapons, random_start_ammo);
600 SetSpectatee_status(this, 0);
602 PS(this).dual_weapons = '0 0 0';
604 if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
605 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
607 this.items = start_items;
609 float shieldtime = time + autocvar_g_spawnshieldtime;
611 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
612 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
613 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
614 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
615 if (!sv_ready_restart_after_countdown && time < game_starttime)
617 float f = game_starttime - time;
619 this.pauserotarmor_finished += f;
620 this.pauserothealth_finished += f;
621 this.pauseregen_finished += f;
624 StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
626 this.damageforcescale = autocvar_g_player_damageforcescale;
628 this.respawn_flags = 0;
629 this.respawn_time = 0;
630 STAT(RESPAWN_TIME, this) = 0;
631 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
633 this.pain_finished = 0;
635 setthink(this, func_null); // players have no think function
638 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
640 this.deadflag = DEAD_NO;
642 this.angles = spot.angles;
643 this.angles_z = 0; // never spawn tilted even if the spot says to
644 if (IS_BOT_CLIENT(this))
646 this.v_angle = this.angles;
649 this.fixangle = true; // turn this way immediately
650 this.oldvelocity = this.velocity = '0 0 0';
651 this.avelocity = '0 0 0';
652 this.punchangle = '0 0 0';
653 this.punchvector = '0 0 0';
655 STAT(REVIVE_PROGRESS, this) = 0;
656 this.revival_time = 0;
658 STAT(AIR_FINISHED, this) = 0;
659 this.waterlevel = WATERLEVEL_NONE;
660 this.watertype = CONTENT_EMPTY;
662 entity spawnevent = new_pure(spawnevent);
663 spawnevent.owner = this;
664 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
666 // Cut off any still running player sounds.
667 stopsound(this, CH_PLAYER_SINGLE);
670 FixPlayermodel(this);
671 this.drawonlytoclient = NULL;
675 for(int slot = 0; slot < MAX_AXH; ++slot)
677 entity axh = this.(AuxiliaryXhair[slot]);
678 this.(AuxiliaryXhair[slot]) = NULL;
680 if(axh.owner == this && axh != NULL && !wasfreed(axh))
684 this.spawnpoint_targ = NULL;
687 this.view_ofs = STAT(PL_VIEW_OFS, this);
688 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
689 this.spawnorigin = spot.origin;
690 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
691 // don't reset back to last position, even if new position is stuck in solid
692 this.oldorigin = this.origin;
694 IL_REMOVE(g_conveyed, this);
695 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
697 IL_REMOVE(g_swamped, this);
698 this.swampslug = NULL;
699 this.swamp_interval = 0;
700 if(this.ladder_entity)
701 IL_REMOVE(g_ladderents, this);
702 this.ladder_entity = NULL;
703 IL_EACH(g_counters, it.realowner == this,
707 STAT(HUD, this) = HUD_NORMAL;
709 this.event_damage = PlayerDamage;
710 this.event_heal = PlayerHeal;
712 this.draggable = func_null;
715 IL_PUSH(g_bot_targets, this);
716 this.bot_attack = true;
717 if(!this.monster_attack)
718 IL_PUSH(g_monster_targets, this);
719 this.monster_attack = true;
720 navigation_dynamicgoal_init(this, false);
722 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
724 // player was spectator
725 if (CS(this).killcount == FRAGS_SPECTATOR) {
726 PlayerScore_Clear(this);
727 CS(this).killcount = 0;
728 CS(this).startplaytime = time;
731 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
733 .entity weaponentity = weaponentities[slot];
734 CL_SpawnWeaponentity(this, weaponentity);
736 this.alpha = default_player_alpha;
737 this.colormod = '1 1 1' * autocvar_g_player_brightness;
738 this.exteriorweaponentity.alpha = default_weapon_alpha;
740 this.speedrunning = false;
742 this.counter_cnt = 0;
743 this.fragsfilter_cnt = 0;
745 target_voicescript_clear(this);
747 // reset fields the weapons may use
748 FOREACH(Weapons, true, {
749 it.wr_resetplayer(it, this);
750 // reload all reloadable weapons
751 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
752 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
754 .entity weaponentity = weaponentities[slot];
755 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
760 Unfreeze(this, false);
762 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
765 string s = spot.target;
766 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
767 spot.target = string_null;
768 SUB_UseTargets(spot, this, NULL);
769 if(g_assault || g_race)
773 if (autocvar_spawn_debug)
775 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
776 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
779 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
781 .entity weaponentity = weaponentities[slot];
782 entity w_ent = this.(weaponentity);
783 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
784 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
786 w_ent.m_switchweapon = WEP_Null;
787 w_ent.m_weapon = WEP_Null;
788 w_ent.weaponname = "";
789 w_ent.m_switchingweapon = WEP_Null;
793 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
795 if (CS(this).impulse) ImpulseCommands(this);
797 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
798 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
800 .entity weaponentity = weaponentities[slot];
801 W_WeaponFrame(this, weaponentity);
804 if (!warmup_stage && !this.alivetime)
805 this.alivetime = time;
807 antilag_clear(this, CS(this));
810 /** Called when a client spawns in the server */
811 void PutClientInServer(entity this)
813 if (IS_BOT_CLIENT(this)) {
814 TRANSMUTE(Player, this);
815 } else if (IS_REAL_CLIENT(this)) {
817 WriteByte(MSG_ONE, SVC_SETVIEW);
818 WriteEntity(MSG_ONE, this);
821 TRANSMUTE(Observer, this);
823 bool use_spawnpoint = (!this.enemy); // check this.enemy here since SetSpectatee will clear it
824 SetSpectatee(this, NULL);
828 PS(this).itemkeys = 0;
830 MUTATOR_CALLHOOK(PutClientInServer, this);
832 if (IS_OBSERVER(this)) {
833 PutObserverInServer(this, false, use_spawnpoint);
834 } else if (IS_PLAYER(this)) {
835 PutPlayerInServer(this);
838 bot_relinkplayerlist();
841 // TODO do we need all these fields, or should we stop autodetecting runtime
842 // changes and just have a console command to update this?
843 bool ClientInit_SendEntity(entity this, entity to, int sf)
845 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
848 // MSG_INIT replacement
849 // TODO: make easier to use
851 W_PROP_reload(MSG_ONE, to);
852 ClientInit_misc(this);
853 MUTATOR_CALLHOOK(Ent_Init);
855 void ClientInit_misc(entity this)
857 int channel = MSG_ONE;
858 WriteHeader(channel, ENT_CLIENT_INIT);
859 WriteByte(channel, g_nexball_meter_period * 32);
860 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
861 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
862 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
863 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
864 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
865 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
866 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
867 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
869 if(autocvar_sv_foginterval && world.fog != "")
870 WriteString(channel, world.fog);
872 WriteString(channel, "");
873 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
874 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
875 WriteByte(channel, serverflags);
876 WriteCoord(channel, autocvar_g_trueaim_minrange);
879 void ClientInit_CheckUpdate(entity this)
881 this.nextthink = time;
882 if(this.count != autocvar_g_balance_armor_blockpercent)
884 this.count = autocvar_g_balance_armor_blockpercent;
887 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
889 this.cnt = autocvar_g_balance_damagepush_speedfactor;
894 void ClientInit_Spawn()
896 entity e = new_pure(clientinit);
897 setthink(e, ClientInit_CheckUpdate);
898 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
900 ClientInit_CheckUpdate(e);
910 // initialize parms for a new player
911 parm1 = -(86400 * 366);
913 MUTATOR_CALLHOOK(SetNewParms);
921 void SetChangeParms (entity this)
923 // save parms for level change
924 parm1 = CS(this).parm_idlesince - time;
926 MUTATOR_CALLHOOK(SetChangeParms);
934 void DecodeLevelParms(entity this)
937 CS(this).parm_idlesince = parm1;
938 if (CS(this).parm_idlesince == -(86400 * 366))
939 CS(this).parm_idlesince = time;
941 // whatever happens, allow 60 seconds of idling directly after connect for map loading
942 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
944 MUTATOR_CALLHOOK(DecodeLevelParms);
947 void FixClientCvars(entity e)
949 // send prediction settings to the client
950 if(autocvar_g_antilag == 3) // client side hitscan
951 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
952 if(autocvar_sv_gentle)
953 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
955 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
956 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
958 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
960 MUTATOR_CALLHOOK(FixClientCvars, e);
963 bool findinlist_abbrev(string tofind, string list)
965 if(list == "" || tofind == "")
966 return false; // empty list or search, just return
968 // this function allows abbreviated strings!
969 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
977 bool PlayerInIPList(entity p, string iplist)
979 // some safety checks (never allow local?)
980 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
983 return findinlist_abbrev(p.netaddress, iplist);
986 bool PlayerInIDList(entity p, string idlist)
988 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
992 return findinlist_abbrev(p.crypto_idfp, idlist);
995 bool PlayerInList(entity player, string list)
997 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1000 #ifdef DP_EXT_PRECONNECT
1005 Called once (not at each match start) when a client begins a connection to the server
1008 void ClientPreConnect(entity this)
1010 if(autocvar_sv_eventlog)
1012 GameLogEcho(sprintf(":connect:%d:%d:%s",
1015 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1021 string GetClientVersionMessage(entity this)
1023 if (CS(this).version_mismatch) {
1024 if(CS(this).version < autocvar_gameversion) {
1025 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1026 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1028 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1029 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1032 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1036 void SendWelcomemessage(entity this, bool force_centerprint)
1039 WriteHeader(MSG_ONE, TE_CSQC_SERVERINFO);
1040 WriteByte(MSG_ONE, boolean(autocvar_g_campaign));
1041 if (boolean(autocvar_g_campaign))
1043 WriteString(MSG_ONE, Campaign_GetTitle());
1044 WriteByte(MSG_ONE, Campaign_GetLevelNum());
1045 WriteString(MSG_ONE, Campaign_GetMessage());
1048 WriteByte(MSG_ONE, force_centerprint);
1049 WriteString(MSG_ONE, autocvar_hostname);
1050 WriteString(MSG_ONE, GetClientVersionMessage(this));
1052 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1053 string modifications = M_ARGV(0, string);
1057 if(g_weaponarena_random)
1058 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1060 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1062 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1063 modifications = strcat(modifications, ", No start weapons");
1064 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1065 modifications = strcat(modifications, ", Low gravity");
1066 if(g_weapon_stay && !g_cts)
1067 modifications = strcat(modifications, ", Weapons stay");
1068 if(autocvar_g_jetpack)
1069 modifications = strcat(modifications, ", Jet pack");
1070 modifications = substring(modifications, 2, strlen(modifications) - 2);
1072 WriteString(MSG_ONE, modifications);
1074 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1076 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1077 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1080 WriteString(MSG_ONE, cache_mutatormsg);
1082 string mutator_msg = "";
1083 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1084 mutator_msg = M_ARGV(0, string);
1086 WriteString(MSG_ONE, mutator_msg); // trust that the mutator will do proper formatting
1087 WriteString(MSG_ONE, strreplace("\\n", "\n", autocvar_sv_motd));
1090 void SendWelcomemessage_onConnection_think(entity this)
1092 SendWelcomemessage(this, false);
1095 void SendWelcomemessage_onConnection(entity this)
1097 // give the client time to sent its version
1098 defer(this, 0.5, SendWelcomemessage_onConnection_think);
1105 Called when a client connects to the server
1108 void ClientConnect(entity this)
1110 if (Ban_MaybeEnforceBanOnce(this)) return;
1111 assert(!IS_CLIENT(this), return);
1112 this.flags |= FL_CLIENT;
1113 assert(player_count >= 0, player_count = 0);
1115 TRANSMUTE(Client, this);
1116 CS(this).version_nagtime = time + 10 + random() * 10;
1118 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1120 bot_clientconnect(this);
1122 Player_DetermineForcedTeam(this);
1124 TRANSMUTE(Observer, this);
1126 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1128 // always track bots, don't ask for cl_allow_uidtracking
1129 if (IS_BOT_CLIENT(this))
1130 PlayerStats_GameReport_AddPlayer(this);
1132 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1134 if (autocvar_sv_eventlog)
1135 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1137 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1139 stuffcmd(this, clientstuff, "\n");
1140 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1142 FixClientCvars(this);
1144 // get version info from player
1145 stuffcmd(this, "cmd clientversion $gameversion\n");
1147 // notify about available teams
1150 entity balance = TeamBalance_CheckAllowedTeams(this);
1151 int t = TeamBalance_GetAllowedTeams(balance);
1152 TeamBalance_Destroy(balance);
1153 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1157 stuffcmd(this, "set _teams_available 0\n");
1160 bot_relinkplayerlist();
1162 CS(this).spectatortime = time;
1163 if (blockSpectators)
1165 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1168 CS(this).jointime = time;
1170 if (IS_REAL_CLIENT(this))
1172 if (g_weaponarena_weapons == WEPSET(TUBA))
1173 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1176 if (!autocvar_sv_foginterval && world.fog != "")
1177 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1179 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1180 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1181 send_CSQC_teamnagger();
1183 CSQCMODEL_AUTOINIT(this);
1185 CS(this).model_randomizer = random();
1187 if (IS_REAL_CLIENT(this))
1189 if (!autocvar_g_campaign)
1190 SendWelcomemessage_onConnection(this);
1191 sv_notice_join(this);
1194 this.move_qcphysics = autocvar_sv_qcphysics;
1196 // update physics stats (players can spawn before physics runs)
1197 Physics_UpdateStats(this);
1199 IL_EACH(g_initforplayer, it.init_for_player, {
1200 it.init_for_player(it, this);
1203 Handicap_Initialize(this);
1205 MUTATOR_CALLHOOK(ClientConnect, this);
1207 if (IS_REAL_CLIENT(this) && !IS_PLAYER(this) && !autocvar_g_campaign)
1208 CS(this).motd_actived_time = -1; // the welcome message is shown by the client
1214 Called when a client disconnects from the server
1217 .entity chatbubbleentity;
1218 void player_powerups_remove_all(entity this);
1220 void ClientDisconnect(entity this)
1222 assert(IS_CLIENT(this), return);
1224 PlayerStats_GameReport_FinalizePlayer(this);
1225 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1226 if (CS(this).active_minigame) part_minigame(this);
1227 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1229 if (autocvar_sv_eventlog)
1230 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1232 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1235 SetSpectatee(this, NULL);
1237 MUTATOR_CALLHOOK(ClientDisconnect, this);
1239 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1240 strfree(CS_CVAR(this).weaponorder_byimpulse);
1241 ClientState_detach(this);
1243 Portal_ClearAll(this);
1245 Unfreeze(this, false);
1247 RemoveGrapplingHooks(this);
1249 // Here, everything has been done that requires this player to be a client.
1251 this.flags &= ~FL_CLIENT;
1253 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1254 if (this.killindicator) delete(this.killindicator);
1256 IL_EACH(g_counters, it.realowner == this,
1261 WaypointSprite_PlayerGone(this);
1263 bot_relinkplayerlist();
1265 strfree(this.clientstatus);
1266 if (this.personal) delete(this.personal);
1270 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1272 player_powerups_remove_all(this); // stop powerup sound
1277 void ChatBubbleThink(entity this)
1279 this.nextthink = time;
1280 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1282 if(this.owner) // but why can that ever be NULL?
1283 this.owner.chatbubbleentity = NULL;
1290 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1292 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1293 this.mdl = "models/sprites/minigame_busy.iqm";
1294 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1295 this.mdl = "models/misc/chatbubble.spr";
1298 if ( this.model != this.mdl )
1299 _setmodel(this, this.mdl);
1303 void UpdateChatBubble(entity this)
1307 // spawn a chatbubble entity if needed
1308 if (!this.chatbubbleentity)
1310 this.chatbubbleentity = new(chatbubbleentity);
1311 this.chatbubbleentity.owner = this;
1312 this.chatbubbleentity.exteriormodeltoclient = this;
1313 setthink(this.chatbubbleentity, ChatBubbleThink);
1314 this.chatbubbleentity.nextthink = time;
1315 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1316 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1317 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1318 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1319 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1320 //this.chatbubbleentity.model = "";
1321 this.chatbubbleentity.effects = EF_LOWPRECISION;
1325 void calculate_player_respawn_time(entity this)
1327 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1330 float gametype_setting_tmp;
1331 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1332 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1333 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1334 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1335 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1336 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1338 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1341 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1342 if(it.team == this.team)
1345 if (sdelay_small_count == 0)
1346 sdelay_small_count = 1;
1347 if (sdelay_large_count == 0)
1348 sdelay_large_count = 1;
1352 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1355 if (sdelay_small_count == 0)
1357 if (IS_INDEPENDENT_PLAYER(this))
1359 // Players play independently. No point in requiring enemies.
1360 sdelay_small_count = 1;
1364 // Players play AGAINST each other. Enemies required.
1365 sdelay_small_count = 2;
1368 if (sdelay_large_count == 0)
1370 if (IS_INDEPENDENT_PLAYER(this))
1372 // Players play independently. No point in requiring enemies.
1373 sdelay_large_count = 1;
1377 // Players play AGAINST each other. Enemies required.
1378 sdelay_large_count = 2;
1385 if (pcount <= sdelay_small_count)
1386 sdelay = sdelay_small;
1387 else if (pcount >= sdelay_large_count)
1388 sdelay = sdelay_large;
1389 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1390 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1393 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1395 this.respawn_time = time + sdelay;
1397 if(sdelay < sdelay_max)
1398 this.respawn_time_max = time + sdelay_max;
1400 this.respawn_time_max = this.respawn_time;
1402 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1403 this.respawn_countdown = 10; // first number to count down from is 10
1405 this.respawn_countdown = -1; // do not count down
1407 if(autocvar_g_forced_respawn)
1408 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1411 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1412 // added to the model skins
1413 /*void UpdateColorModHack()
1416 c = this.clientcolors & 15;
1417 // LordHavoc: only bothering to support white, green, red, yellow, blue
1418 if (!teamplay) this.colormod = '0 0 0';
1419 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1420 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1421 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1422 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1423 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1424 else this.colormod = '1 1 1';
1427 void respawn(entity this)
1429 bool damagedbycontents_prev = this.damagedbycontents;
1432 if(autocvar_g_respawn_ghosts)
1434 this.solid = SOLID_NOT;
1435 this.takedamage = DAMAGE_NO;
1436 this.damagedbycontents = false;
1437 set_movetype(this, MOVETYPE_FLY);
1438 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1439 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1440 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1441 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1442 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1443 if(autocvar_g_respawn_ghosts_time > 0)
1444 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1447 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1451 this.damagedbycontents = damagedbycontents_prev;
1453 this.effects |= EF_NODRAW; // prevent another CopyBody
1454 PutClientInServer(this);
1457 void play_countdown(entity this, float finished, Sound samp)
1460 float time_left = finished - time;
1461 if(IS_REAL_CLIENT(this) && time_left < 6 && floor(time_left - frametime) != floor(time_left))
1462 sound(this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1465 // it removes special powerups not handled by StatusEffects
1466 void player_powerups_remove_all(entity this)
1468 if (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1470 // don't play the poweroff sound when the game restarts or the player disconnects
1471 if (time > game_starttime + 1 && IS_CLIENT(this)
1472 && !(start_items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS)))
1474 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1476 if (this.items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1477 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1478 this.items -= (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS));
1482 void player_powerups(entity this)
1484 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1485 this.modelflags |= MF_ROCKET;
1487 this.modelflags &= ~MF_ROCKET;
1489 this.effects &= ~EF_NODEPTHTEST;
1492 player_powerups_remove_all(this);
1494 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1497 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1498 int items_prev = this.items;
1500 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1502 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1503 if (this.items & IT_SUPERWEAPON)
1505 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1507 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1508 this.items = this.items - (this.items & IT_SUPERWEAPON);
1509 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1510 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1512 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1514 // don't let them run out
1518 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1519 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1521 this.items = this.items - (this.items & IT_SUPERWEAPON);
1522 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1523 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1524 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1528 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1530 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1532 this.items = this.items | IT_SUPERWEAPON;
1533 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1536 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1537 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1542 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1543 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1544 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1547 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1549 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1553 if(autocvar_g_nodepthtestplayers)
1554 this.effects = this.effects | EF_NODEPTHTEST;
1556 if(autocvar_g_fullbrightplayers)
1557 this.effects = this.effects | EF_FULLBRIGHT;
1559 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1562 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1564 if(current > stable)
1566 else if(current > stable - 0.25) // when close enough, "snap"
1569 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1572 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1574 if(current < stable)
1576 else if(current < stable + 0.25) // when close enough, "snap"
1579 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1582 void RotRegen(entity this, Resource res, float limit_mod,
1583 float regenstable, float regenfactor, float regenlinear, float regenframetime,
1584 float rotstable, float rotfactor, float rotlinear, float rotframetime)
1586 float old = GetResource(this, res);
1587 float current = old;
1588 if(current > rotstable)
1590 if(rotframetime > 0)
1592 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1593 current = max(rotstable, current - rotlinear * rotframetime);
1596 else if(current < regenstable)
1598 if(regenframetime > 0)
1600 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1601 current = min(regenstable, current + regenlinear * regenframetime);
1605 float limit = GetResourceLimit(this, res) * limit_mod;
1610 SetResource(this, res, current);
1613 void player_regen(entity this)
1615 float max_mod, regen_mod, rot_mod, limit_mod;
1616 max_mod = regen_mod = rot_mod = limit_mod = 1;
1618 float regen_health = autocvar_g_balance_health_regen;
1619 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1620 float regen_health_rot = autocvar_g_balance_health_rot;
1621 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1622 float regen_health_stable = autocvar_g_balance_health_regenstable;
1623 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1624 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1625 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1626 max_mod = M_ARGV(1, float);
1627 regen_mod = M_ARGV(2, float);
1628 rot_mod = M_ARGV(3, float);
1629 limit_mod = M_ARGV(4, float);
1630 regen_health = M_ARGV(5, float);
1631 regen_health_linear = M_ARGV(6, float);
1632 regen_health_rot = M_ARGV(7, float);
1633 regen_health_rotlinear = M_ARGV(8, float);
1634 regen_health_stable = M_ARGV(9, float);
1635 regen_health_rotstable = M_ARGV(10, float);
1637 float rotstable, regenstable, rotframetime, regenframetime;
1639 if(!mutator_returnvalue)
1640 if(!STAT(FROZEN, this))
1642 regenstable = autocvar_g_balance_armor_regenstable;
1643 rotstable = autocvar_g_balance_armor_rotstable;
1644 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1645 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1646 RotRegen(this, RES_ARMOR, limit_mod,
1647 regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime,
1648 rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime);
1650 // NOTE: max_mod is only applied to health
1651 regenstable = regen_health_stable * max_mod;
1652 rotstable = regen_health_rotstable * max_mod;
1653 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1654 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1655 RotRegen(this, RES_HEALTH, limit_mod,
1656 regenstable, regen_health, regen_health_linear, regenframetime,
1657 rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1660 // if player rotted to death... die!
1661 // check this outside above checks, as player may still be able to rot to death
1662 if(GetResource(this, RES_HEALTH) < 1)
1665 vehicles_exit(this.vehicle, VHEF_RELEASE);
1666 if(this.event_damage)
1667 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1670 if (!(this.items & IT_UNLIMITED_AMMO))
1672 regenstable = autocvar_g_balance_fuel_regenstable;
1673 rotstable = autocvar_g_balance_fuel_rotstable;
1674 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0;
1675 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1676 RotRegen(this, RES_FUEL, 1,
1677 regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime,
1678 rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime);
1683 void SetZoomState(entity this, float newzoom)
1685 if(newzoom != CS(this).zoomstate)
1687 CS(this).zoomstate = newzoom;
1688 ClientData_Touch(this);
1690 zoomstate_set = true;
1693 void GetPressedKeys(entity this)
1695 MUTATOR_CALLHOOK(GetPressedKeys, this);
1698 CS(this).pressedkeys = 0;
1699 STAT(PRESSED_KEYS, this) = 0;
1703 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1704 int keys = STAT(PRESSED_KEYS, this);
1705 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1706 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1707 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1708 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1710 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1711 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
1712 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1713 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1714 CS(this).pressedkeys = keys; // store for other users
1716 STAT(PRESSED_KEYS, this) = keys;
1720 ======================
1721 spectate mode routines
1722 ======================
1725 void SpectateCopy(entity this, entity spectatee)
1727 TC(Client, this); TC(Client, spectatee);
1729 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1730 PS(this) = PS(spectatee);
1731 this.armortype = spectatee.armortype;
1732 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1733 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1734 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1735 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1736 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1737 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1738 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1739 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1740 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1741 CS(this).impulse = 0;
1742 this.disableclientprediction = 1; // no need to run prediction on a spectator
1743 this.items = spectatee.items;
1744 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1745 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1746 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1747 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1748 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1749 this.punchangle = spectatee.punchangle;
1750 this.view_ofs = spectatee.view_ofs;
1751 this.velocity = spectatee.velocity;
1752 this.dmg_take = spectatee.dmg_take;
1753 this.dmg_save = spectatee.dmg_save;
1754 this.dmg_inflictor = spectatee.dmg_inflictor;
1755 this.v_angle = spectatee.v_angle;
1756 this.angles = spectatee.v_angle;
1757 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1758 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1759 this.viewloc = spectatee.viewloc;
1760 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1761 this.fixangle = true;
1762 setorigin(this, spectatee.origin);
1763 setsize(this, spectatee.mins, spectatee.maxs);
1764 SetZoomState(this, CS(spectatee).zoomstate);
1766 anticheat_spectatecopy(this, spectatee);
1767 STAT(HUD, this) = STAT(HUD, spectatee);
1768 if(spectatee.vehicle)
1770 this.angles = spectatee.v_angle;
1772 //this.fixangle = false;
1773 //this.velocity = spectatee.vehicle.velocity;
1774 this.vehicle_health = spectatee.vehicle_health;
1775 this.vehicle_shield = spectatee.vehicle_shield;
1776 this.vehicle_energy = spectatee.vehicle_energy;
1777 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1778 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1779 this.vehicle_reload1 = spectatee.vehicle_reload1;
1780 this.vehicle_reload2 = spectatee.vehicle_reload2;
1782 //msg_entity = this;
1784 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1785 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1786 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1787 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1789 //WriteByte (MSG_ONE, SVC_SETVIEW);
1790 // WriteEntity(MSG_ONE, this);
1791 //makevectors(spectatee.v_angle);
1792 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1796 bool SpectateUpdate(entity this)
1801 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1803 SetSpectatee(this, NULL);
1807 SpectateCopy(this, this.enemy);
1812 bool SpectateSet(entity this)
1814 if(!IS_PLAYER(this.enemy))
1817 ClientData_Touch(this.enemy);
1820 WriteByte(MSG_ONE, SVC_SETVIEW);
1821 WriteEntity(MSG_ONE, this.enemy);
1822 set_movetype(this, MOVETYPE_NONE);
1823 accuracy_resend(this);
1825 if(!SpectateUpdate(this))
1826 PutObserverInServer(this, false, true);
1831 void SetSpectatee_status(entity this, int spectatee_num)
1833 int oldspectatee_status = CS(this).spectatee_status;
1834 CS(this).spectatee_status = spectatee_num;
1836 if (CS(this).spectatee_status != oldspectatee_status)
1838 if (STAT(PRESSED_KEYS, this))
1840 CS(this).pressedkeys = 0;
1841 STAT(PRESSED_KEYS, this) = 0;
1843 ClientData_Touch(this);
1844 if (g_race || g_cts) race_InitSpectator();
1848 void SetSpectatee(entity this, entity spectatee)
1850 if(IS_BOT_CLIENT(this))
1851 return; // bots abuse .enemy, this code is useless to them
1853 entity old_spectatee = this.enemy;
1855 this.enemy = spectatee;
1858 // these are required to fix the spectator bug with arc
1861 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1863 .entity weaponentity = weaponentities[slot];
1864 if(old_spectatee.(weaponentity).arc_beam)
1865 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1870 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1872 .entity weaponentity = weaponentities[slot];
1873 if(spectatee.(weaponentity).arc_beam)
1874 spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1879 SetSpectatee_status(this, etof(spectatee));
1881 // needed to update spectator list
1882 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1885 bool Spectate(entity this, entity pl)
1887 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1889 pl = M_ARGV(1, entity);
1891 SetSpectatee(this, pl);
1892 return SpectateSet(this);
1895 bool SpectateNext(entity this)
1897 entity ent = find(this.enemy, classname, STR_PLAYER);
1899 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1900 ent = M_ARGV(1, entity);
1902 ent = find(ent, classname, STR_PLAYER);
1904 if(ent) { SetSpectatee(this, ent); }
1906 return SpectateSet(this);
1909 bool SpectatePrev(entity this)
1911 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1912 entity ent = findchain(classname, STR_PLAYER);
1913 if (!ent) // no player
1917 // skip players until current spectated player
1919 while(ent && ent != this.enemy)
1922 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1924 case MUT_SPECPREV_FOUND:
1925 ent = M_ARGV(1, entity);
1927 case MUT_SPECPREV_RETURN:
1929 case MUT_SPECPREV_CONTINUE:
1940 SetSpectatee(this, ent);
1941 return SpectateSet(this);
1946 ShowRespawnCountdown()
1948 Update a respawn countdown display.
1951 void ShowRespawnCountdown(entity this)
1954 if(!IS_DEAD(this)) // just respawned?
1958 number = ceil(this.respawn_time - time);
1961 if(number <= this.respawn_countdown)
1963 this.respawn_countdown = number - 1;
1964 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
1965 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1970 .bool team_selected;
1971 bool ShowTeamSelection(entity this)
1973 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1975 stuffcmd(this, "menu_showteamselect\n");
1978 void Join(entity this)
1980 TRANSMUTE(Player, this);
1982 if(!this.team_selected)
1983 if(autocvar_g_campaign || autocvar_g_balance_teams)
1984 TeamBalance_JoinBestTeam(this);
1986 if(autocvar_g_campaign)
1987 campaign_bots_may_start = true;
1989 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1991 PutClientInServer(this);
1994 if(teamplay && this.team != -1)
1998 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1999 this.team_selected = false;
2002 int GetPlayerLimit()
2005 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)
2006 int player_limit = autocvar_g_maxplayers;
2007 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2008 player_limit = M_ARGV(0, int);
2009 return player_limit;
2013 * Determines whether the player is allowed to join. This depends on cvar
2014 * g_maxplayers, if it isn't used this function always return true, otherwise
2015 * it checks whether the number of currently playing players exceeds g_maxplayers.
2016 * @return int number of free slots for players, 0 if none
2018 int nJoinAllowed(entity this, entity ignore)
2021 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2022 // so report 0 free slots if restricted
2024 if(autocvar_g_forced_team_otherwise == "spectate")
2026 if(autocvar_g_forced_team_otherwise == "spectator")
2030 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2031 return 0; // forced spectators can never join
2033 // TODO simplify this
2034 int totalClients = 0;
2035 int currentlyPlaying = 0;
2036 FOREACH_CLIENT(true, {
2039 if(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME(it)))
2043 int player_limit = GetPlayerLimit();
2047 free_slots = maxclients - totalClients;
2048 else if(player_limit > 0 && currentlyPlaying < player_limit)
2049 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2051 static float msg_time = 0;
2052 if(this && !INGAME(this) && ignore && !free_slots && time > msg_time)
2054 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2055 msg_time = time + 0.5;
2061 void PrintWelcomeMessage(entity this)
2063 if(CS(this).motd_actived_time == 0)
2065 if (autocvar_g_campaign) {
2066 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2067 CS(this).motd_actived_time = time;
2068 SendWelcomemessage(this, false);
2071 if (PHYS_INPUT_BUTTON_INFO(this)) {
2072 CS(this).motd_actived_time = time;
2073 SendWelcomemessage(this, true);
2077 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2079 if (autocvar_g_campaign) {
2080 if (PHYS_INPUT_BUTTON_INFO(this))
2081 CS(this).motd_actived_time = time;
2082 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2083 CS(this).motd_actived_time = 0;
2084 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2087 if (PHYS_INPUT_BUTTON_INFO(this))
2088 CS(this).motd_actived_time = time;
2089 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2090 CS(this).motd_actived_time = 0;
2091 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2095 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2097 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2098 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2099 else if (CS(this).motd_actived_time == -2)
2101 // instantly hide MOTD
2102 CS(this).motd_actived_time = 0;
2103 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2105 else if (IS_PLAYER(this) || IS_SPEC(this))
2107 // FIXME occasionally for some reason MOTD never goes away
2108 // delay MOTD removal a little bit in the hope it fixes this bug
2109 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2110 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2111 else //if (CS(this).motd_actived_time < -2)
2112 CS(this).motd_actived_time++;
2117 bool joinAllowed(entity this)
2119 if (CS(this).version_mismatch) return false;
2120 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2121 if (!nJoinAllowed(this, this)) return false;
2122 if (teamplay && lockteams) return false;
2123 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2124 if (ShowTeamSelection(this)) return false;
2128 .string shootfromfixedorigin;
2129 .bool dualwielding_prev;
2130 bool PlayerThink(entity this)
2132 if (game_stopped || intermission_running) {
2133 this.modelflags &= ~MF_ROCKET;
2134 if(intermission_running)
2135 IntermissionThink(this);
2139 if (timeout_status == TIMEOUT_ACTIVE) {
2140 // don't allow the player to turn around while game is paused
2141 // FIXME turn this into CSQC stuff
2142 this.v_angle = this.lastV_angle;
2143 this.angles = this.lastV_angle;
2144 this.fixangle = true;
2147 if (frametime) player_powerups(this);
2149 if (IS_DEAD(this)) {
2150 if (this.personal && g_race_qualifying) {
2151 if (time > this.respawn_time) {
2152 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2154 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2157 if (frametime) player_anim(this);
2159 if (this.respawn_flags & RESPAWN_DENY)
2161 STAT(RESPAWN_TIME, this) = 0;
2165 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));
2167 switch(this.deadflag)
2171 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2172 this.deadflag = DEAD_RESPAWNING;
2173 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2174 this.deadflag = DEAD_DEAD;
2180 this.deadflag = DEAD_RESPAWNABLE;
2181 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2182 this.deadflag = DEAD_RESPAWNING;
2185 case DEAD_RESPAWNABLE:
2187 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2188 this.deadflag = DEAD_RESPAWNING;
2191 case DEAD_RESPAWNING:
2193 if (time > this.respawn_time)
2195 this.respawn_time = time + 1; // only retry once a second
2196 this.respawn_time_max = this.respawn_time;
2203 ShowRespawnCountdown(this);
2205 if (this.respawn_flags & RESPAWN_SILENT)
2206 STAT(RESPAWN_TIME, this) = 0;
2207 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2209 if (time < this.respawn_time)
2210 STAT(RESPAWN_TIME, this) = this.respawn_time;
2211 else if (this.deadflag != DEAD_RESPAWNING)
2212 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2215 STAT(RESPAWN_TIME, this) = this.respawn_time;
2218 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2219 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2220 STAT(RESPAWN_TIME, this) *= -1;
2225 FixPlayermodel(this);
2227 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2228 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2229 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2232 // reset gun alignment when dual wielding status changes
2233 // to ensure guns are always aligned right and left
2234 bool dualwielding = W_DualWielding(this);
2235 if(this.dualwielding_prev != dualwielding)
2237 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2238 this.dualwielding_prev = dualwielding;
2241 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2244 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2246 .entity weaponentity = weaponentities[slot];
2247 if(WEP_CVAR(vortex, charge_always))
2248 W_Vortex_Charge(this, weaponentity, frametime);
2249 W_WeaponFrame(this, weaponentity);
2255 // WEAPONTODO: Add a weapon request for this
2256 // rot vortex charge to the charge limit
2257 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2259 .entity weaponentity = weaponentities[slot];
2260 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2261 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2266 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2269 monsters_setstatus(this);
2274 .bool would_spectate;
2275 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2276 void ObserverOrSpectatorThink(entity this)
2278 bool is_spec = IS_SPEC(this);
2279 if ( CS(this).impulse )
2281 int r = MinigameImpulse(this, CS(this).impulse);
2283 CS(this).impulse = 0;
2285 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2287 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2288 CS(this).impulse = 0;
2293 if (this.flags & FL_JUMPRELEASED) {
2294 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2295 this.flags &= ~FL_JUMPRELEASED;
2296 this.flags |= FL_SPAWNING;
2297 } 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)))
2298 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2299 this.flags &= ~FL_JUMPRELEASED;
2300 if(SpectateNext(this)) {
2301 TRANSMUTE(Spectator, this);
2302 } else if (is_spec) {
2303 TRANSMUTE(Observer, this);
2304 PutClientInServer(this);
2307 this.would_spectate = false; // unable to spectate anyone
2309 CS(this).impulse = 0;
2310 } else if (is_spec) {
2311 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2312 this.flags &= ~FL_JUMPRELEASED;
2313 if(SpectatePrev(this)) {
2314 TRANSMUTE(Spectator, this);
2316 TRANSMUTE(Observer, this);
2317 PutClientInServer(this);
2319 CS(this).impulse = 0;
2320 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2321 this.would_spectate = false;
2322 this.flags &= ~FL_JUMPRELEASED;
2323 TRANSMUTE(Observer, this);
2324 PutClientInServer(this);
2325 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2326 PutObserverInServer(this, false, true);
2327 this.would_spectate = true;
2331 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2332 if (PHYS_INPUT_BUTTON_USE(this))
2333 wouldclip = !wouldclip;
2334 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2335 set_movetype(this, preferred_movetype);
2337 } else { // jump pressed
2338 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2339 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2340 this.flags |= FL_JUMPRELEASED;
2341 if(this.flags & FL_SPAWNING)
2343 this.flags &= ~FL_SPAWNING;
2344 if(joinAllowed(this))
2346 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2347 CS(this).autojoin_checked = -1;
2351 if(is_spec && !SpectateUpdate(this))
2352 PutObserverInServer(this, false, true);
2355 this.flags |= FL_CLIENT | FL_NOTARGET;
2358 void PlayerUseKey(entity this)
2360 if (!IS_PLAYER(this))
2367 vehicles_exit(this.vehicle, VHEF_NORMAL);
2371 else if(autocvar_g_vehicles_enter)
2373 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2375 entity head, closest_target = NULL;
2376 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2378 while(head) // find the closest acceptable target to enter
2380 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2381 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2385 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2386 { closest_target = head; }
2388 else { closest_target = head; }
2394 if(closest_target) { vehicles_enter(this, closest_target); return; }
2398 // a use key was pressed; call handlers
2399 MUTATOR_CALLHOOK(PlayerUseKey, this);
2407 Called every frame for each client before the physics are run
2410 .float last_vehiclecheck;
2411 void PlayerPreThink (entity this)
2413 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2414 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2416 WarpZone_PlayerPhysics_FixVAngle(this);
2419 // physics frames: update anticheat stuff
2420 anticheat_prethink(this);
2422 // WORKAROUND: only use dropclient in server frames (frametime set).
2423 // Never use it in cl_movement frames (frametime zero).
2424 if (blockSpectators && IS_REAL_CLIENT(this)
2425 && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this)
2426 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2428 if (dropclient_schedule(this))
2429 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2433 zoomstate_set = false;
2435 // Check for nameless players
2436 if (this.netname == "" || this.netname != CS(this).netname_previous)
2438 bool assume_unchanged = (CS(this).netname_previous == "");
2439 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2441 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2442 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2443 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2444 assume_unchanged = false;
2445 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2447 if (isInvisibleString(this.netname))
2449 this.netname = strzone(sprintf("Player#%d", this.playerid));
2450 sprint(this, "Warning: invisible names are not allowed.\n");
2451 assume_unchanged = false;
2452 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2454 if (!assume_unchanged && autocvar_sv_eventlog)
2455 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2456 strcpy(CS(this).netname_previous, this.netname);
2460 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2461 CS(this).version_nagtime = 0;
2462 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2464 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2466 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2468 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2469 if (r < 0) { // old client
2470 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2471 } else if (r > 0) { // old server
2472 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2478 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2480 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2481 this.max_armorvalue = 0;
2484 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2486 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2488 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2489 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2491 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2493 if (STAT(REVIVE_PROGRESS, this) >= 1)
2494 Unfreeze(this, false);
2496 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2498 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2499 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2501 if (GetResource(this, RES_HEALTH) < 1)
2504 vehicles_exit(this.vehicle, VHEF_RELEASE);
2505 if(this.event_damage)
2506 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2508 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2509 Unfreeze(this, false);
2513 MUTATOR_CALLHOOK(PlayerPreThink, this);
2515 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2516 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2518 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2522 if(!it.team || SAME_TEAM(this, it))
2523 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2524 else if(autocvar_g_vehicles_steal)
2525 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2527 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2529 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2533 this.last_vehiclecheck = time + 1;
2536 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2538 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2540 if (IS_REAL_CLIENT(this))
2541 PrintWelcomeMessage(this);
2543 if (IS_PLAYER(this)) {
2544 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2545 error("Client can't be spawned as player on connection!");
2546 if(!PlayerThink(this))
2549 else if (game_stopped || intermission_running) {
2550 if(intermission_running)
2551 IntermissionThink(this);
2554 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2556 bool early_join_requested = (CS(this).autojoin_checked < 0);
2557 CS(this).autojoin_checked = 1;
2558 // don't do this in ClientConnect
2559 // many things can go wrong if a client is spawned as player on connection
2560 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2561 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2562 && (!teamplay || autocvar_g_balance_teams)))
2564 campaign_bots_may_start = true;
2565 if(joinAllowed(this))
2570 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2571 ObserverOrSpectatorThink(this);
2574 // WEAPONTODO: Add weapon request for this
2575 if (!zoomstate_set) {
2576 bool wep_zoomed = false;
2577 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2579 .entity weaponentity = weaponentities[slot];
2580 Weapon thiswep = this.(weaponentity).m_weapon;
2581 if(thiswep != WEP_Null && thiswep.wr_zoom)
2582 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2584 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2587 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2589 CS(this).teamkill_soundtime = 0;
2591 entity e = CS(this).teamkill_soundsource;
2592 entity oldpusher = e.pusher;
2594 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2595 e.pusher = oldpusher;
2598 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2599 CS(this).taunt_soundtime = 0;
2600 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2603 target_voicescript_next(this);
2606 void DrownPlayer(entity this)
2608 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2609 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2611 STAT(AIR_FINISHED, this) = 0;
2615 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2617 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2618 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2619 STAT(AIR_FINISHED, this) = 0;
2623 if (!STAT(AIR_FINISHED, this))
2624 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2625 if (STAT(AIR_FINISHED, this) < time)
2627 if (this.pain_finished < time)
2629 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');
2630 this.pain_finished = time + 0.5;
2636 .bool move_qcphysics;
2638 void Player_Physics(entity this)
2640 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2642 if(!this.move_qcphysics)
2645 if(!frametime && !CS(this).pm_frametime)
2648 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2650 CS(this).pm_frametime = 0;
2657 Called every frame for each client after the physics are run
2660 void PlayerPostThink (entity this)
2662 Player_Physics(this);
2664 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2665 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2666 if (IS_REAL_CLIENT(this))
2667 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2668 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2670 int totalClients = 0;
2671 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2673 // maxidle disabled in local matches by not counting clients (totalClients 0)
2674 if (server_is_dedicated)
2676 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2680 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2684 else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2686 FOREACH_CLIENT(IS_REAL_CLIENT(it),
2692 if (totalClients < autocvar_sv_maxidle_minplayers)
2694 // idle kick disabled
2695 CS(this).parm_idlesince = time;
2697 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2699 if (CS(this).idlekick_lasttimeleft)
2701 CS(this).idlekick_lasttimeleft = 0;
2702 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2707 float maxidle_time = autocvar_sv_maxidle;
2708 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2709 maxidle_time = autocvar_sv_maxidle_playertospectator;
2710 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2711 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2712 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2714 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2715 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2717 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2719 if (timeleft <= 0) {
2720 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2722 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2723 PutObserverInServer(this, true, true);
2727 if (dropclient_schedule(this))
2728 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2732 else if (timeleft <= countdown_time) {
2733 if (timeleft != CS(this).idlekick_lasttimeleft)
2734 play2(this, SND(TALK2));
2735 CS(this).idlekick_lasttimeleft = timeleft;
2744 this.solid = SOLID_NOT;
2745 this.takedamage = DAMAGE_NO;
2746 set_movetype(this, MOVETYPE_NONE);
2747 CS(this).teamkill_complain = 0;
2748 CS(this).teamkill_soundtime = 0;
2749 CS(this).teamkill_soundsource = NULL;
2752 if (IS_PLAYER(this)) {
2753 if(this.death_time == time && IS_DEAD(this))
2755 // player's bbox gets resized now, instead of in the damage event that killed the player,
2756 // once all the damage events of this frame have been processed with normal size
2758 setsize(this, this.mins, this.maxs);
2761 UpdateChatBubble(this);
2762 if (CS(this).impulse) ImpulseCommands(this);
2763 GetPressedKeys(this);
2766 CSQCMODEL_AUTOUPDATE(this);
2770 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2772 CS(this).pressedkeys = 0;
2773 STAT(PRESSED_KEYS, this) = 0;
2776 if (this.waypointsprite_attachedforcarrier) {
2777 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2778 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2781 CSQCMODEL_AUTOUPDATE(this);
2784 // hack to copy the button fields from the client entity to the Client State
2785 void PM_UpdateButtons(entity this, entity store)
2788 store.impulse = this.impulse;
2791 bool typing = this.buttonchat || this.button12;
2793 store.button0 = (typing) ? 0 : this.button0;
2795 store.button2 = (typing) ? 0 : this.button2;
2796 store.button3 = (typing) ? 0 : this.button3;
2797 store.button4 = this.button4;
2798 store.button5 = (typing) ? 0 : this.button5;
2799 store.button6 = this.button6;
2800 store.button7 = this.button7;
2801 store.button8 = this.button8;
2802 store.button9 = this.button9;
2803 store.button10 = this.button10;
2804 store.button11 = this.button11;
2805 store.button12 = this.button12;
2806 store.button13 = this.button13;
2807 store.button14 = this.button14;
2808 store.button15 = this.button15;
2809 store.button16 = this.button16;
2810 store.buttonuse = this.buttonuse;
2811 store.buttonchat = this.buttonchat;
2813 store.cursor_active = this.cursor_active;
2814 store.cursor_screen = this.cursor_screen;
2815 store.cursor_trace_start = this.cursor_trace_start;
2816 store.cursor_trace_endpos = this.cursor_trace_endpos;
2817 store.cursor_trace_ent = this.cursor_trace_ent;
2819 store.ping = this.ping;
2820 store.ping_packetloss = this.ping_packetloss;
2821 store.ping_movementloss = this.ping_movementloss;
2823 store.v_angle = this.v_angle;
2824 store.movement = this.movement;
2827 NET_HANDLE(fpsreport, bool)
2829 int fps = ReadShort();
2830 PlayerScore_Set(sender, SP_FPS, fps);