3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "clientkill.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
27 #include "scores_rules.qh"
31 #include "../common/ent_cs.qh"
32 #include "../common/wepent.qh"
33 #include <common/state.qh>
35 #include "compat/quake3.qh"
37 #include <common/effects/qc/globalsound.qh>
39 #include "../common/mapobjects/func/conveyor.qh"
40 #include "../common/mapobjects/teleporters.qh"
41 #include "../common/mapobjects/target/spawnpoint.qh"
42 #include <common/mapobjects/trigger/counter.qh>
43 #include <common/mapobjects/trigger/swamp.qh>
45 #include "../common/vehicles/all.qh"
47 #include "weapons/hitplot.qh"
48 #include "weapons/weaponsystem.qh"
50 #include "../common/net_notice.qh"
51 #include "../common/net_linked.qh"
52 #include "../common/physics/player.qh"
54 #include <common/vehicles/sv_vehicles.qh>
56 #include "../common/items/_mod.qh"
58 #include "../common/mutators/mutator/waypoints/all.qh"
59 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
60 #include <common/gamemodes/_mod.qh>
62 #include "../common/mapobjects/subs.qh"
63 #include "../common/mapobjects/triggers.qh"
64 #include "../common/mapobjects/trigger/secret.qh"
66 #include "../common/minigames/sv_minigames.qh"
68 #include "../common/items/inventory.qh"
70 #include "../common/monsters/sv_monsters.qh"
72 #include "../lib/warpzone/server.qh"
74 #include <common/mutators/mutator/overkill/oknex.qh>
76 STATIC_METHOD(Client, Add, void(Client this, int _team))
79 TRANSMUTE(Player, this);
82 PutClientInServer(this);
85 STATIC_METHOD(Client, Remove, void(Client this))
87 TRANSMUTE(Observer, this);
88 PutClientInServer(this);
89 ClientDisconnect(this);
92 void send_CSQC_teamnagger() {
93 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
96 int CountSpectators(entity player, entity to)
98 if(!player) { return 0; } // not sure how, but best to be safe
102 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
110 void WriteSpectators(entity player, entity to)
112 if(!player) { return; } // not sure how, but best to be safe
114 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
116 WriteByte(MSG_ENTITY, num_for_edict(it));
120 bool ClientData_Send(entity this, entity to, int sf)
122 assert(to == this.owner, return false);
125 if (IS_SPEC(e)) e = e.enemy;
128 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
129 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
130 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
131 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
133 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
134 WriteByte(MSG_ENTITY, sf);
137 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
141 float specs = CountSpectators(e, to);
142 WriteByte(MSG_ENTITY, specs);
143 WriteSpectators(e, to);
149 void ClientData_Attach(entity this)
151 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
152 CS(this).clientdata.drawonlytoclient = this;
153 CS(this).clientdata.owner = this;
156 void ClientData_Detach(entity this)
158 delete(CS(this).clientdata);
159 CS(this).clientdata = NULL;
162 void ClientData_Touch(entity e)
164 entity cd = CS(e).clientdata;
165 if (cd) { cd.SendFlags = 1; }
167 // make it spectatable
168 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
170 entity cd = CS(it).clientdata;
171 if (cd) { cd.SendFlags = 1; }
180 Checks if the argument string can be a valid playermodel.
181 Returns a valid one in doubt.
184 string FallbackPlayerModel;
185 string CheckPlayerModel(string plyermodel) {
186 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
188 // note: we cannot summon Don Strunzone here, some player may
189 // still have the model string set. In case anyone manages how
190 // to change a cvar default, we'll have a small leak here.
191 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
193 // only in right path
194 if( substring(plyermodel,0,14) != "models/player/")
195 return FallbackPlayerModel;
196 // only good file extensions
197 if(substring(plyermodel,-4,4) != ".zym")
198 if(substring(plyermodel,-4,4) != ".dpm")
199 if(substring(plyermodel,-4,4) != ".iqm")
200 if(substring(plyermodel,-4,4) != ".md3")
201 if(substring(plyermodel,-4,4) != ".psk")
202 return FallbackPlayerModel;
203 // forbid the LOD models
204 if(substring(plyermodel, -9,5) == "_lod1")
205 return FallbackPlayerModel;
206 if(substring(plyermodel, -9,5) == "_lod2")
207 return FallbackPlayerModel;
208 if(plyermodel != strtolower(plyermodel))
209 return FallbackPlayerModel;
210 // also, restrict to server models
211 if(autocvar_sv_servermodelsonly)
213 if(!fexists(plyermodel))
214 return FallbackPlayerModel;
219 void setplayermodel(entity e, string modelname)
221 precache_model(modelname);
222 _setmodel(e, modelname);
223 player_setupanimsformodel(e);
224 if(!autocvar_g_debug_globalsounds)
225 UpdatePlayerSounds(e);
228 /** putting a client as observer in the server */
229 void PutObserverInServer(entity this)
231 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
232 PlayerState_detach(this);
236 if(GetResource(this, RES_HEALTH) >= 1)
239 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
242 // was a player, recount votes and ready status
243 if(IS_REAL_CLIENT(this))
245 if (vote_called) { VoteCount(false); }
251 entity spot = SelectSpawnPoint(this, true);
252 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
253 this.angles = vec2(spot.angles);
254 this.fixangle = true;
255 // offset it so that the spectator spawns higher off the ground, looks better this way
256 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
257 if (IS_REAL_CLIENT(this))
260 WriteByte(MSG_ONE, SVC_SETVIEW);
261 WriteEntity(MSG_ONE, this);
263 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
264 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
265 if(!autocvar_g_debug_globalsounds)
267 // needed for player sounds
269 FixPlayermodel(this);
271 setmodel(this, MDL_Null);
272 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
273 this.view_ofs = '0 0 0';
276 RemoveGrapplingHooks(this);
277 Portal_ClearAll(this);
278 Unfreeze(this, false);
279 SetSpectatee(this, NULL);
284 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
288 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
290 WaypointSprite_PlayerDead(this);
292 if (CS(this).killcount != FRAGS_SPECTATOR)
295 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
296 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
299 accuracy_resend(this);
301 CS(this).spectatortime = time;
303 IL_REMOVE(g_bot_targets, this);
304 this.bot_attack = false;
305 if(this.monster_attack)
306 IL_REMOVE(g_monster_targets, this);
307 this.monster_attack = false;
308 STAT(HUD, this) = HUD_NORMAL;
309 TRANSMUTE(Observer, this);
310 this.iscreature = false;
311 this.teleportable = TELEPORT_SIMPLE;
312 if(this.damagedbycontents)
313 IL_REMOVE(g_damagedbycontents, this);
314 this.damagedbycontents = false;
315 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
316 SetSpectatee_status(this, etof(this));
317 this.takedamage = DAMAGE_NO;
318 this.solid = SOLID_NOT;
319 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
320 this.flags = FL_CLIENT | FL_NOTARGET;
322 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
323 this.pauserotarmor_finished = 0;
324 this.pauserothealth_finished = 0;
325 this.pauseregen_finished = 0;
326 this.damageforcescale = 0;
328 this.respawn_flags = 0;
329 this.respawn_time = 0;
330 STAT(RESPAWN_TIME, this) = 0;
335 this.pain_finished = 0;
336 this.strength_finished = 0;
337 this.invincible_finished = 0;
338 this.superweapons_finished = 0;
339 //this.dphitcontentsmask = 0;
340 this.dphitcontentsmask = DPCONTENTS_SOLID;
341 if (autocvar_g_playerclip_collisions)
342 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
345 setthink(this, func_null);
347 this.deadflag = DEAD_NO;
349 STAT(REVIVE_PROGRESS, this) = 0;
350 this.revival_time = 0;
351 this.draggable = drag_undraggable;
354 STAT(WEAPONS, this) = '0 0 0';
355 this.drawonlytoclient = this;
359 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
361 this.weaponmodel = "";
362 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
364 this.weaponentities[slot] = NULL;
366 this.exteriorweaponentity = NULL;
367 CS(this).killcount = FRAGS_SPECTATOR;
368 this.velocity = '0 0 0';
369 this.avelocity = '0 0 0';
370 this.punchangle = '0 0 0';
371 this.punchvector = '0 0 0';
372 this.oldvelocity = this.velocity;
373 this.fire_endtime = -1;
374 this.event_damage = func_null;
375 this.event_heal = func_null;
377 for(int slot = 0; slot < MAX_AXH; ++slot)
379 entity axh = this.(AuxiliaryXhair[slot]);
380 this.(AuxiliaryXhair[slot]) = NULL;
382 if(axh.owner == this && axh != NULL && !wasfreed(axh))
386 if (mutator_returnvalue)
388 // mutator prevents resetting teams+score
392 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
393 this.frags = FRAGS_SPECTATOR;
395 if (CS(this).just_joined)
396 CS(this).just_joined = false;
399 int player_getspecies(entity this)
401 get_model_parameters(this.model, this.skin);
402 int s = get_model_parameters_species;
403 get_model_parameters(string_null, 0);
404 if (s < 0) return SPECIES_HUMAN;
408 .float model_randomizer;
409 void FixPlayermodel(entity player)
411 string defaultmodel = "";
413 if(autocvar_sv_defaultcharacter)
419 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
420 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
421 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
422 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
426 if(defaultmodel == "")
428 defaultmodel = autocvar_sv_defaultplayermodel;
429 defaultskin = autocvar_sv_defaultplayerskin;
432 int n = tokenize_console(defaultmodel);
435 defaultmodel = argv(floor(n * CS(player).model_randomizer));
436 // However, do NOT randomize if the player-selected model is in the list.
437 for (int i = 0; i < n; ++i)
438 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
439 defaultmodel = argv(i);
442 int i = strstrofs(defaultmodel, ":", 0);
445 defaultskin = stof(substring(defaultmodel, i+1, -1));
446 defaultmodel = substring(defaultmodel, 0, i);
449 if(autocvar_sv_defaultcharacterskin && !defaultskin)
455 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
456 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
457 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
458 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
463 defaultskin = autocvar_sv_defaultplayerskin;
466 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
467 defaultmodel = M_ARGV(0, string);
468 defaultskin = M_ARGV(1, int);
472 if(defaultmodel != "")
474 if (defaultmodel != player.model)
476 vector m1 = player.mins;
477 vector m2 = player.maxs;
478 setplayermodel (player, defaultmodel);
479 setsize (player, m1, m2);
483 oldskin = player.skin;
484 player.skin = defaultskin;
486 if (player.playermodel != player.model || player.playermodel == "")
488 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
489 vector m1 = player.mins;
490 vector m2 = player.maxs;
491 setplayermodel (player, player.playermodel);
492 setsize (player, m1, m2);
496 if(!autocvar_sv_defaultcharacterskin)
498 oldskin = player.skin;
499 player.skin = stof(player.playerskin);
503 oldskin = player.skin;
504 player.skin = defaultskin;
508 if(chmdl || oldskin != player.skin) // model or skin has changed
510 player.species = player_getspecies(player); // update species
511 if(!autocvar_g_debug_globalsounds)
512 UpdatePlayerSounds(player); // update skin sounds
516 if(strlen(autocvar_sv_defaultplayercolors))
517 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
518 setcolor(player, stof(autocvar_sv_defaultplayercolors));
521 void PutPlayerInServer(entity this)
523 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
525 PlayerState_attach(this);
526 accuracy_resend(this);
529 TeamBalance_JoinBestTeam(this);
531 entity spot = SelectSpawnPoint(this, false);
533 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
534 return; // spawn failed
537 TRANSMUTE(Player, this);
539 CS(this).wasplayer = true;
540 this.iscreature = true;
541 this.teleportable = TELEPORT_NORMAL;
542 if(!this.damagedbycontents)
543 IL_PUSH(g_damagedbycontents, this);
544 this.damagedbycontents = true;
545 set_movetype(this, MOVETYPE_WALK);
546 this.solid = SOLID_SLIDEBOX;
547 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
548 if (autocvar_g_playerclip_collisions)
549 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
550 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
551 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
552 this.frags = FRAGS_PLAYER;
553 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
554 this.flags = FL_CLIENT | FL_PICKUPITEMS;
555 if (autocvar__notarget)
556 this.flags |= FL_NOTARGET;
557 this.takedamage = DAMAGE_AIM;
558 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
561 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
562 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
563 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
564 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
565 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
566 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
567 SetResource(this, RES_HEALTH, warmup_start_health);
568 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
569 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
571 SetResource(this, RES_SHELLS, start_ammo_shells);
572 SetResource(this, RES_BULLETS, start_ammo_nails);
573 SetResource(this, RES_ROCKETS, start_ammo_rockets);
574 SetResource(this, RES_CELLS, start_ammo_cells);
575 SetResource(this, RES_PLASMA, start_ammo_plasma);
576 SetResource(this, RES_FUEL, start_ammo_fuel);
577 SetResource(this, RES_HEALTH, start_health);
578 SetResource(this, RES_ARMOR, start_armorvalue);
579 STAT(WEAPONS, this) = start_weapons;
580 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
582 GiveRandomWeapons(this, random_start_weapons_count,
583 autocvar_g_random_start_weapons, random_start_ammo);
586 SetSpectatee_status(this, 0);
588 PS(this).dual_weapons = '0 0 0';
590 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
592 this.items = start_items;
594 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
595 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
596 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
597 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
598 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
599 if (!sv_ready_restart_after_countdown && time < game_starttime)
601 float f = game_starttime - time;
602 this.spawnshieldtime += f;
603 this.pauserotarmor_finished += f;
604 this.pauserothealth_finished += f;
605 this.pauseregen_finished += f;
608 this.damageforcescale = autocvar_g_player_damageforcescale;
610 this.respawn_flags = 0;
611 this.respawn_time = 0;
612 STAT(RESPAWN_TIME, this) = 0;
613 this.scale = autocvar_sv_player_scale;
616 this.pain_finished = 0;
618 setthink(this, func_null); // players have no think function
621 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
623 this.deadflag = DEAD_NO;
625 this.angles = spot.angles;
626 this.angles_z = 0; // never spawn tilted even if the spot says to
627 if (IS_BOT_CLIENT(this))
629 this.v_angle = this.angles;
632 this.fixangle = true; // turn this way immediately
633 this.oldvelocity = this.velocity = '0 0 0';
634 this.avelocity = '0 0 0';
635 this.punchangle = '0 0 0';
636 this.punchvector = '0 0 0';
638 this.strength_finished = 0;
639 this.invincible_finished = 0;
640 this.fire_endtime = -1;
641 STAT(REVIVE_PROGRESS, this) = 0;
642 this.revival_time = 0;
644 this.air_finished = time + 12;
645 this.waterlevel = WATERLEVEL_NONE;
646 this.watertype = CONTENT_EMPTY;
648 entity spawnevent = new_pure(spawnevent);
649 spawnevent.owner = this;
650 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
652 // Cut off any still running player sounds.
653 stopsound(this, CH_PLAYER_SINGLE);
656 FixPlayermodel(this);
657 this.drawonlytoclient = NULL;
661 for(int slot = 0; slot < MAX_AXH; ++slot)
663 entity axh = this.(AuxiliaryXhair[slot]);
664 this.(AuxiliaryXhair[slot]) = NULL;
666 if(axh.owner == this && axh != NULL && !wasfreed(axh))
670 this.spawnpoint_targ = NULL;
673 this.view_ofs = STAT(PL_VIEW_OFS, this);
674 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
675 this.spawnorigin = spot.origin;
676 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
677 // don't reset back to last position, even if new position is stuck in solid
678 this.oldorigin = this.origin;
680 IL_REMOVE(g_conveyed, this);
681 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
683 delete(this.swampslug);
684 this.in_swamp = false;
685 STAT(HUD, this) = HUD_NORMAL;
687 this.event_damage = PlayerDamage;
688 this.event_heal = PlayerHeal;
690 this.draggable = func_null;
693 IL_PUSH(g_bot_targets, this);
694 this.bot_attack = true;
695 if(!this.monster_attack)
696 IL_PUSH(g_monster_targets, this);
697 this.monster_attack = true;
698 navigation_dynamicgoal_init(this, false);
700 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
702 // player was spectator
703 if (CS(this).killcount == FRAGS_SPECTATOR) {
704 PlayerScore_Clear(this);
705 CS(this).killcount = 0;
706 CS(this).startplaytime = time;
709 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
711 .entity weaponentity = weaponentities[slot];
712 entity oldwep = this.(weaponentity);
713 CL_SpawnWeaponentity(this, weaponentity);
714 if(oldwep && oldwep.owner == this)
715 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
717 this.alpha = default_player_alpha;
718 this.colormod = '1 1 1' * autocvar_g_player_brightness;
719 this.exteriorweaponentity.alpha = default_weapon_alpha;
721 this.speedrunning = false;
723 this.counter_cnt = 0;
724 this.fragsfilter_cnt = 0;
726 target_voicescript_clear(this);
728 // reset fields the weapons may use
729 FOREACH(Weapons, true, {
730 it.wr_resetplayer(it, this);
731 // reload all reloadable weapons
732 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
733 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
735 .entity weaponentity = weaponentities[slot];
736 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
742 string s = spot.target;
743 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
744 spot.target = string_null;
745 SUB_UseTargets(spot, this, NULL);
746 if(g_assault || g_race)
750 Unfreeze(this, false);
752 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
754 if (autocvar_spawn_debug)
756 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
757 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
760 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
762 .entity weaponentity = weaponentities[slot];
763 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
764 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
766 this.(weaponentity).m_switchweapon = WEP_Null;
767 this.(weaponentity).m_weapon = WEP_Null;
768 this.(weaponentity).weaponname = "";
769 this.(weaponentity).m_switchingweapon = WEP_Null;
770 this.(weaponentity).cnt = -1;
773 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
775 if (CS(this).impulse) ImpulseCommands(this);
777 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
779 .entity weaponentity = weaponentities[slot];
780 W_WeaponFrame(this, weaponentity);
783 if (!warmup_stage && !this.alivetime)
784 this.alivetime = time;
786 antilag_clear(this, CS(this));
789 /** Called when a client spawns in the server */
790 void PutClientInServer(entity this)
792 if (IS_BOT_CLIENT(this)) {
793 TRANSMUTE(Player, this);
794 } else if (IS_REAL_CLIENT(this)) {
796 WriteByte(MSG_ONE, SVC_SETVIEW);
797 WriteEntity(MSG_ONE, this);
800 TRANSMUTE(Observer, this);
802 SetSpectatee(this, NULL);
806 PS(this).itemkeys = 0;
808 MUTATOR_CALLHOOK(PutClientInServer, this);
810 if (IS_OBSERVER(this)) {
811 PutObserverInServer(this);
812 } else if (IS_PLAYER(this)) {
813 PutPlayerInServer(this);
817 // TODO do we need all these fields, or should we stop autodetecting runtime
818 // changes and just have a console command to update this?
819 bool ClientInit_SendEntity(entity this, entity to, int sf)
821 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
824 // MSG_INIT replacement
825 // TODO: make easier to use
827 W_PROP_reload(MSG_ONE, to);
828 ClientInit_misc(this);
829 MUTATOR_CALLHOOK(Ent_Init);
831 void ClientInit_misc(entity this)
833 int channel = MSG_ONE;
834 WriteHeader(channel, ENT_CLIENT_INIT);
835 WriteByte(channel, g_nexball_meter_period * 32);
836 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
837 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
838 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
839 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
840 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
841 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
842 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
843 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
845 if(sv_foginterval && world.fog != "")
846 WriteString(channel, world.fog);
848 WriteString(channel, "");
849 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
850 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
851 WriteByte(channel, serverflags);
852 WriteCoord(channel, autocvar_g_trueaim_minrange);
855 void ClientInit_CheckUpdate(entity this)
857 this.nextthink = time;
858 if(this.count != autocvar_g_balance_armor_blockpercent)
860 this.count = autocvar_g_balance_armor_blockpercent;
863 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
865 this.cnt = autocvar_g_balance_damagepush_speedfactor;
870 void ClientInit_Spawn()
872 entity e = new_pure(clientinit);
873 setthink(e, ClientInit_CheckUpdate);
874 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
876 ClientInit_CheckUpdate(e);
886 // initialize parms for a new player
887 parm1 = -(86400 * 366);
889 MUTATOR_CALLHOOK(SetNewParms);
897 void SetChangeParms (entity this)
899 // save parms for level change
900 parm1 = CS(this).parm_idlesince - time;
902 MUTATOR_CALLHOOK(SetChangeParms);
910 void DecodeLevelParms(entity this)
913 CS(this).parm_idlesince = parm1;
914 if (CS(this).parm_idlesince == -(86400 * 366))
915 CS(this).parm_idlesince = time;
917 // whatever happens, allow 60 seconds of idling directly after connect for map loading
918 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
920 MUTATOR_CALLHOOK(DecodeLevelParms);
923 void FixClientCvars(entity e)
925 // send prediction settings to the client
926 stuffcmd(e, "\nin_bindmap 0 0\n");
927 if(autocvar_g_antilag == 3) // client side hitscan
928 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
929 if(autocvar_sv_gentle)
930 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
932 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
933 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
935 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
937 MUTATOR_CALLHOOK(FixClientCvars, e);
940 bool findinlist_abbrev(string tofind, string list)
942 if(list == "" || tofind == "")
943 return false; // empty list or search, just return
945 // this function allows abbreviated strings!
946 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
954 bool PlayerInIPList(entity p, string iplist)
956 // some safety checks (never allow local?)
957 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
960 return findinlist_abbrev(p.netaddress, iplist);
963 bool PlayerInIDList(entity p, string idlist)
965 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
969 return findinlist_abbrev(p.crypto_idfp, idlist);
972 bool PlayerInList(entity player, string list)
974 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
977 #ifdef DP_EXT_PRECONNECT
982 Called once (not at each match start) when a client begins a connection to the server
985 void ClientPreConnect(entity this)
987 if(autocvar_sv_eventlog)
989 GameLogEcho(sprintf(":connect:%d:%d:%s",
992 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
998 string GetClientVersionMessage(entity this)
1000 if (CS(this).version_mismatch) {
1001 if(CS(this).version < autocvar_gameversion) {
1002 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1003 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1005 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1006 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1009 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1013 string getwelcomemessage(entity this)
1015 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1016 string modifications = M_ARGV(0, string);
1020 if(g_weaponarena_random)
1021 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1023 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1025 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1026 modifications = strcat(modifications, ", No start weapons");
1027 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1028 modifications = strcat(modifications, ", Low gravity");
1029 if(g_weapon_stay && !g_cts)
1030 modifications = strcat(modifications, ", Weapons stay");
1032 modifications = strcat(modifications, ", Jet pack");
1033 if(autocvar_g_powerups == 0)
1034 modifications = strcat(modifications, ", No powerups");
1035 if(autocvar_g_powerups > 0)
1036 modifications = strcat(modifications, ", Powerups");
1037 modifications = substring(modifications, 2, strlen(modifications) - 2);
1039 string versionmessage = GetClientVersionMessage(this);
1040 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1042 if(modifications != "")
1043 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1045 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1047 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1048 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1051 if (cache_mutatormsg != "") {
1052 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1055 string mutator_msg = "";
1056 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1057 mutator_msg = M_ARGV(0, string);
1059 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1061 string motd = autocvar_sv_motd;
1063 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1068 bool autocvar_sv_qcphysics = false; // TODO this is for testing - remove when qcphysics work
1074 Called when a client connects to the server
1077 void ClientConnect(entity this)
1079 if (Ban_MaybeEnforceBanOnce(this)) return;
1080 assert(!IS_CLIENT(this), return);
1081 this.flags |= FL_CLIENT;
1082 assert(player_count >= 0, player_count = 0);
1085 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1087 TRANSMUTE(Client, this);
1088 CS(this).version_nagtime = time + 10 + random() * 10;
1090 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1092 bot_clientconnect(this);
1094 Player_DetermineForcedTeam(this);
1096 TRANSMUTE(Observer, this);
1098 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1100 // always track bots, don't ask for cl_allow_uidtracking
1101 if (IS_BOT_CLIENT(this))
1102 PlayerStats_GameReport_AddPlayer(this);
1104 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1106 if (autocvar_sv_eventlog)
1107 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1109 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1111 stuffcmd(this, clientstuff, "\n");
1112 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1114 FixClientCvars(this);
1116 // get version info from player
1117 stuffcmd(this, "cmd clientversion $gameversion\n");
1119 // notify about available teams
1122 entity balance = TeamBalance_CheckAllowedTeams(this);
1123 int t = TeamBalance_GetAllowedTeams(balance);
1124 TeamBalance_Destroy(balance);
1125 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1129 stuffcmd(this, "set _teams_available 0\n");
1132 bot_relinkplayerlist();
1134 CS(this).spectatortime = time;
1135 if (blockSpectators)
1137 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1140 CS(this).jointime = time;
1142 if (IS_REAL_CLIENT(this))
1144 if (g_weaponarena_weapons == WEPSET(TUBA))
1145 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1148 if (!sv_foginterval && world.fog != "")
1149 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1151 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1152 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1153 send_CSQC_teamnagger();
1155 CSQCMODEL_AUTOINIT(this);
1157 CS(this).model_randomizer = random();
1159 if (IS_REAL_CLIENT(this))
1160 sv_notice_join(this);
1162 this.move_qcphysics = autocvar_sv_qcphysics;
1164 // update physics stats (players can spawn before physics runs)
1165 Physics_UpdateStats(this);
1167 IL_EACH(g_initforplayer, it.init_for_player, {
1168 it.init_for_player(it, this);
1171 Handicap_Initialize(this);
1173 MUTATOR_CALLHOOK(ClientConnect, this);
1175 if (IS_REAL_CLIENT(this))
1177 if (!autocvar_g_campaign && !IS_PLAYER(this))
1179 CS(this).motd_actived_time = -1;
1180 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1188 Called when a client disconnects from the server
1191 .entity chatbubbleentity;
1192 void ClientDisconnect(entity this)
1194 assert(IS_CLIENT(this), return);
1196 PlayerStats_GameReport_FinalizePlayer(this);
1197 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1198 if (CS(this).active_minigame) part_minigame(this);
1199 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1201 if (autocvar_sv_eventlog)
1202 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1204 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1207 SetSpectatee(this, NULL);
1209 MUTATOR_CALLHOOK(ClientDisconnect, this);
1211 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1212 strfree(CS(this).weaponorder_byimpulse);
1213 ClientState_detach(this);
1215 Portal_ClearAll(this);
1217 Unfreeze(this, false);
1219 RemoveGrapplingHooks(this);
1221 // Here, everything has been done that requires this player to be a client.
1223 this.flags &= ~FL_CLIENT;
1225 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1226 if (this.killindicator) delete(this.killindicator);
1228 WaypointSprite_PlayerGone(this);
1230 bot_relinkplayerlist();
1232 strfree(this.clientstatus);
1233 if (this.personal) delete(this.personal);
1237 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1242 void ChatBubbleThink(entity this)
1244 this.nextthink = time;
1245 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1247 if(this.owner) // but why can that ever be NULL?
1248 this.owner.chatbubbleentity = NULL;
1255 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1257 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1258 this.mdl = "models/sprites/minigame_busy.iqm";
1259 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1260 this.mdl = "models/misc/chatbubble.spr";
1263 if ( this.model != this.mdl )
1264 _setmodel(this, this.mdl);
1268 void UpdateChatBubble(entity this)
1272 // spawn a chatbubble entity if needed
1273 if (!this.chatbubbleentity)
1275 this.chatbubbleentity = new(chatbubbleentity);
1276 this.chatbubbleentity.owner = this;
1277 this.chatbubbleentity.exteriormodeltoclient = this;
1278 setthink(this.chatbubbleentity, ChatBubbleThink);
1279 this.chatbubbleentity.nextthink = time;
1280 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1281 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1282 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1283 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1284 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1285 //this.chatbubbleentity.model = "";
1286 this.chatbubbleentity.effects = EF_LOWPRECISION;
1291 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1292 // added to the model skins
1293 /*void UpdateColorModHack()
1296 c = this.clientcolors & 15;
1297 // LordHavoc: only bothering to support white, green, red, yellow, blue
1298 if (!teamplay) this.colormod = '0 0 0';
1299 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1300 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1301 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1302 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1303 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1304 else this.colormod = '1 1 1';
1307 void respawn(entity this)
1309 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1311 this.solid = SOLID_NOT;
1312 this.takedamage = DAMAGE_NO;
1313 set_movetype(this, MOVETYPE_FLY);
1314 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1315 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1316 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1317 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1318 if(autocvar_g_respawn_ghosts_maxtime)
1319 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1324 this.effects |= EF_NODRAW; // prevent another CopyBody
1325 PutClientInServer(this);
1329 void PrintToChat(entity client, string text)
1331 text = strcat("\{1}^7", text, "\n");
1332 sprint(client, text);
1336 void DebugPrintToChat(entity client, string text)
1338 if (autocvar_developer)
1340 PrintToChat(client, text);
1345 void PrintToChatAll(string text)
1347 text = strcat("\{1}^7", text, "\n");
1352 void DebugPrintToChatAll(string text)
1354 if (autocvar_developer)
1356 PrintToChatAll(text);
1361 void PrintToChatTeam(int team_num, string text)
1363 text = strcat("\{1}^7", text, "\n");
1364 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1366 if (it.team == team_num)
1374 void DebugPrintToChatTeam(int team_num, string text)
1376 if (autocvar_developer)
1378 PrintToChatTeam(team_num, text);
1382 void play_countdown(entity this, float finished, Sound samp)
1385 if(IS_REAL_CLIENT(this))
1386 if(floor(finished - time - frametime) != floor(finished - time))
1387 if(finished - time < 6)
1388 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1391 void player_powerups(entity this)
1393 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1394 int items_prev = this.items;
1396 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1397 this.modelflags |= MF_ROCKET;
1399 this.modelflags &= ~MF_ROCKET;
1401 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1403 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1406 Fire_ApplyDamage(this);
1407 Fire_ApplyEffect(this);
1409 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1411 if (this.items & ITEM_Strength.m_itemid)
1413 play_countdown(this, this.strength_finished, SND_POWEROFF);
1414 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1415 if (time > this.strength_finished)
1417 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1418 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1419 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1424 if (time < this.strength_finished)
1426 this.items = this.items | ITEM_Strength.m_itemid;
1428 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1429 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1432 if (this.items & ITEM_Shield.m_itemid)
1434 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1435 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1436 if (time > this.invincible_finished)
1438 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1439 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1440 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1445 if (time < this.invincible_finished)
1447 this.items = this.items | ITEM_Shield.m_itemid;
1449 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1450 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1453 if (this.items & IT_SUPERWEAPON)
1455 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1457 this.superweapons_finished = 0;
1458 this.items = this.items - (this.items & IT_SUPERWEAPON);
1459 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1460 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1462 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1464 // don't let them run out
1468 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1469 if (time > this.superweapons_finished)
1471 this.items = this.items - (this.items & IT_SUPERWEAPON);
1472 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1473 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1474 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1478 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1480 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1482 this.items = this.items | IT_SUPERWEAPON;
1483 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1486 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1487 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1492 this.superweapons_finished = 0;
1493 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1498 this.superweapons_finished = 0;
1502 if(autocvar_g_nodepthtestplayers)
1503 this.effects = this.effects | EF_NODEPTHTEST;
1505 if(autocvar_g_fullbrightplayers)
1506 this.effects = this.effects | EF_FULLBRIGHT;
1508 if (time >= game_starttime)
1509 if (time < this.spawnshieldtime)
1510 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1512 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1515 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1517 if(current > stable)
1519 else if(current > stable - 0.25) // when close enough, "snap"
1522 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1525 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1527 if(current < stable)
1529 else if(current < stable + 0.25) // when close enough, "snap"
1532 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1535 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1537 if(current > rotstable)
1539 if(rotframetime > 0)
1541 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1542 current = max(rotstable, current - rotlinear * rotframetime);
1545 else if(current < regenstable)
1547 if(regenframetime > 0)
1549 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1550 current = min(regenstable, current + regenlinear * regenframetime);
1560 void player_regen(entity this)
1562 float max_mod, regen_mod, rot_mod, limit_mod;
1563 max_mod = regen_mod = rot_mod = limit_mod = 1;
1565 float regen_health = autocvar_g_balance_health_regen;
1566 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1567 float regen_health_rot = autocvar_g_balance_health_rot;
1568 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1569 float regen_health_stable = autocvar_g_balance_health_regenstable;
1570 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1571 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1572 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1573 max_mod = M_ARGV(1, float);
1574 regen_mod = M_ARGV(2, float);
1575 rot_mod = M_ARGV(3, float);
1576 limit_mod = M_ARGV(4, float);
1577 regen_health = M_ARGV(5, float);
1578 regen_health_linear = M_ARGV(6, float);
1579 regen_health_rot = M_ARGV(7, float);
1580 regen_health_rotlinear = M_ARGV(8, float);
1581 regen_health_stable = M_ARGV(9, float);
1582 regen_health_rotstable = M_ARGV(10, float);
1584 if(!mutator_returnvalue)
1585 if(!STAT(FROZEN, this))
1587 float mina, maxa, limith, limita;
1588 maxa = autocvar_g_balance_armor_rotstable;
1589 mina = autocvar_g_balance_armor_regenstable;
1590 limith = GetResourceLimit(this, RES_HEALTH);
1591 limita = GetResourceLimit(this, RES_ARMOR);
1593 regen_health_rotstable = regen_health_rotstable * max_mod;
1594 regen_health_stable = regen_health_stable * max_mod;
1595 limith = limith * limit_mod;
1596 limita = limita * limit_mod;
1598 SetResource(this, RES_ARMOR, CalcRotRegen(GetResource(this, RES_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1599 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1600 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1601 SetResource(this, RES_HEALTH, CalcRotRegen(GetResource(this, RES_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1602 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1603 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1606 // if player rotted to death... die!
1607 // check this outside above checks, as player may still be able to rot to death
1608 if(GetResource(this, RES_HEALTH) < 1)
1611 vehicles_exit(this.vehicle, VHEF_RELEASE);
1612 if(this.event_damage)
1613 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1616 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1618 float minf, maxf, limitf;
1620 maxf = autocvar_g_balance_fuel_rotstable;
1621 minf = autocvar_g_balance_fuel_regenstable;
1622 limitf = GetResourceLimit(this, RES_FUEL);
1624 SetResource(this, RES_FUEL, CalcRotRegen(GetResource(this, RES_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1625 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1626 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1631 void SetZoomState(entity this, float newzoom)
1633 if(newzoom != CS(this).zoomstate)
1635 CS(this).zoomstate = newzoom;
1636 ClientData_Touch(this);
1638 zoomstate_set = true;
1641 void GetPressedKeys(entity this)
1643 MUTATOR_CALLHOOK(GetPressedKeys, this);
1644 int keys = STAT(PRESSED_KEYS, this);
1645 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1646 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1647 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1648 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1650 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1651 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
1652 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1653 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1654 CS(this).pressedkeys = keys; // store for other users
1656 STAT(PRESSED_KEYS, this) = keys;
1660 ======================
1661 spectate mode routines
1662 ======================
1665 void SpectateCopy(entity this, entity spectatee)
1667 TC(Client, this); TC(Client, spectatee);
1669 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1670 PS(this) = PS(spectatee);
1671 this.armortype = spectatee.armortype;
1672 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1673 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1674 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1675 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1676 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1677 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1678 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1679 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1680 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1681 CS(this).impulse = 0;
1682 this.items = spectatee.items;
1683 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1684 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1685 this.strength_finished = spectatee.strength_finished;
1686 this.invincible_finished = spectatee.invincible_finished;
1687 this.superweapons_finished = spectatee.superweapons_finished;
1688 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1689 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1690 this.punchangle = spectatee.punchangle;
1691 this.view_ofs = spectatee.view_ofs;
1692 this.velocity = spectatee.velocity;
1693 this.dmg_take = spectatee.dmg_take;
1694 this.dmg_save = spectatee.dmg_save;
1695 this.dmg_inflictor = spectatee.dmg_inflictor;
1696 this.v_angle = spectatee.v_angle;
1697 this.angles = spectatee.v_angle;
1698 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1699 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1700 this.viewloc = spectatee.viewloc;
1701 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1702 this.fixangle = true;
1703 setorigin(this, spectatee.origin);
1704 setsize(this, spectatee.mins, spectatee.maxs);
1705 SetZoomState(this, CS(spectatee).zoomstate);
1707 anticheat_spectatecopy(this, spectatee);
1708 STAT(HUD, this) = STAT(HUD, spectatee);
1709 if(spectatee.vehicle)
1711 this.angles = spectatee.v_angle;
1713 //this.fixangle = false;
1714 //this.velocity = spectatee.vehicle.velocity;
1715 this.vehicle_health = spectatee.vehicle_health;
1716 this.vehicle_shield = spectatee.vehicle_shield;
1717 this.vehicle_energy = spectatee.vehicle_energy;
1718 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1719 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1720 this.vehicle_reload1 = spectatee.vehicle_reload1;
1721 this.vehicle_reload2 = spectatee.vehicle_reload2;
1723 //msg_entity = this;
1725 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1726 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1727 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1728 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1730 //WriteByte (MSG_ONE, SVC_SETVIEW);
1731 // WriteEntity(MSG_ONE, this);
1732 //makevectors(spectatee.v_angle);
1733 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1737 bool SpectateUpdate(entity this)
1742 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1744 SetSpectatee(this, NULL);
1748 SpectateCopy(this, this.enemy);
1753 bool SpectateSet(entity this)
1755 if(!IS_PLAYER(this.enemy))
1758 ClientData_Touch(this.enemy);
1761 WriteByte(MSG_ONE, SVC_SETVIEW);
1762 WriteEntity(MSG_ONE, this.enemy);
1763 set_movetype(this, MOVETYPE_NONE);
1764 accuracy_resend(this);
1766 if(!SpectateUpdate(this))
1767 PutObserverInServer(this);
1772 void SetSpectatee_status(entity this, int spectatee_num)
1774 int oldspectatee_status = CS(this).spectatee_status;
1775 CS(this).spectatee_status = spectatee_num;
1777 if (CS(this).spectatee_status != oldspectatee_status)
1779 ClientData_Touch(this);
1780 if (g_race || g_cts) race_InitSpectator();
1784 void SetSpectatee(entity this, entity spectatee)
1786 if(IS_BOT_CLIENT(this))
1787 return; // bots abuse .enemy, this code is useless to them
1789 entity old_spectatee = this.enemy;
1791 this.enemy = spectatee;
1794 // these are required to fix the spectator bug with arc
1797 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1799 .entity weaponentity = weaponentities[slot];
1800 if(old_spectatee.(weaponentity).arc_beam)
1801 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1806 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1808 .entity weaponentity = weaponentities[slot];
1809 if(this.enemy.(weaponentity).arc_beam)
1810 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1815 SetSpectatee_status(this, etof(this.enemy));
1817 // needed to update spectator list
1818 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1821 bool Spectate(entity this, entity pl)
1823 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1825 pl = M_ARGV(1, entity);
1827 SetSpectatee(this, pl);
1828 return SpectateSet(this);
1831 bool SpectateNext(entity this)
1833 entity ent = find(this.enemy, classname, STR_PLAYER);
1835 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1836 ent = M_ARGV(1, entity);
1838 ent = find(ent, classname, STR_PLAYER);
1840 if(ent) { SetSpectatee(this, ent); }
1842 return SpectateSet(this);
1845 bool SpectatePrev(entity this)
1847 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1848 entity ent = findchain(classname, STR_PLAYER);
1849 if (!ent) // no player
1853 // skip players until current spectated player
1855 while(ent && ent != this.enemy)
1858 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1860 case MUT_SPECPREV_FOUND:
1861 ent = M_ARGV(1, entity);
1863 case MUT_SPECPREV_RETURN:
1865 case MUT_SPECPREV_CONTINUE:
1876 SetSpectatee(this, ent);
1877 return SpectateSet(this);
1882 ShowRespawnCountdown()
1884 Update a respawn countdown display.
1887 void ShowRespawnCountdown(entity this)
1890 if(!IS_DEAD(this)) // just respawned?
1894 number = ceil(this.respawn_time - time);
1897 if(number <= this.respawn_countdown)
1899 this.respawn_countdown = number - 1;
1900 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
1901 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1906 .bool team_selected;
1907 bool ShowTeamSelection(entity this)
1909 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1911 stuffcmd(this, "menu_showteamselect\n");
1914 void Join(entity this)
1916 TRANSMUTE(Player, this);
1918 if(!this.team_selected)
1919 if(autocvar_g_campaign || autocvar_g_balance_teams)
1920 TeamBalance_JoinBestTeam(this);
1922 if(autocvar_g_campaign)
1923 campaign_bots_may_start = true;
1925 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1927 PutClientInServer(this);
1930 if(teamplay && this.team != -1)
1934 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1935 this.team_selected = false;
1938 int GetPlayerLimit()
1940 int player_limit = autocvar_g_maxplayers;
1941 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1942 player_limit = M_ARGV(0, int);
1943 return player_limit;
1947 * Determines whether the player is allowed to join. This depends on cvar
1948 * g_maxplayers, if it isn't used this function always return true, otherwise
1949 * it checks whether the number of currently playing players exceeds g_maxplayers.
1950 * @return int number of free slots for players, 0 if none
1952 int nJoinAllowed(entity this, entity ignore)
1955 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1956 // so report 0 free slots if restricted
1958 if(autocvar_g_forced_team_otherwise == "spectate")
1960 if(autocvar_g_forced_team_otherwise == "spectator")
1964 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1965 return 0; // forced spectators can never join
1967 // TODO simplify this
1968 int totalClients = 0;
1969 int currentlyPlaying = 0;
1970 FOREACH_CLIENT(true, {
1973 if(IS_REAL_CLIENT(it))
1974 if(IS_PLAYER(it) || it.caplayer)
1978 int player_limit = GetPlayerLimit();
1980 float free_slots = 0;
1982 free_slots = maxclients - totalClients;
1983 else if(currentlyPlaying < player_limit)
1984 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
1986 static float join_prevent_msg_time = 0;
1987 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1989 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1990 join_prevent_msg_time = time + 3;
1997 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1998 * g_maxplayers_spectator_blocktime seconds
2000 void checkSpectatorBlock(entity this)
2002 if(IS_SPEC(this) || IS_OBSERVER(this))
2004 if(IS_REAL_CLIENT(this))
2006 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2007 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2013 void PrintWelcomeMessage(entity this)
2015 if(CS(this).motd_actived_time == 0)
2017 if (autocvar_g_campaign) {
2018 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2019 CS(this).motd_actived_time = time;
2020 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2023 if (PHYS_INPUT_BUTTON_INFO(this)) {
2024 CS(this).motd_actived_time = time;
2025 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2029 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2031 if (autocvar_g_campaign) {
2032 if (PHYS_INPUT_BUTTON_INFO(this))
2033 CS(this).motd_actived_time = time;
2034 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2035 CS(this).motd_actived_time = 0;
2036 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2039 if (PHYS_INPUT_BUTTON_INFO(this))
2040 CS(this).motd_actived_time = time;
2041 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2042 CS(this).motd_actived_time = 0;
2043 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2047 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2049 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2050 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2051 else if (CS(this).motd_actived_time == -2)
2053 // instantly hide MOTD
2054 CS(this).motd_actived_time = 0;
2055 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2057 else if (IS_PLAYER(this) || IS_SPEC(this))
2059 // FIXME occasionally for some reason MOTD never goes away
2060 // delay MOTD removal a little bit in the hope it fixes this bug
2061 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2062 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2063 else //if (CS(this).motd_actived_time < -2)
2064 CS(this).motd_actived_time++;
2069 const int MIN_SPEC_TIME = 1;
2070 bool joinAllowed(entity this)
2072 if (CS(this).version_mismatch) return false;
2073 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2074 if (!nJoinAllowed(this, this)) return false;
2075 if (teamplay && lockteams) return false;
2076 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2077 if (ShowTeamSelection(this)) return false;
2082 .string shootfromfixedorigin;
2083 bool PlayerThink(entity this)
2085 if (game_stopped || intermission_running) {
2086 this.modelflags &= ~MF_ROCKET;
2087 if(intermission_running)
2088 IntermissionThink(this);
2092 if (timeout_status == TIMEOUT_ACTIVE) {
2093 // don't allow the player to turn around while game is paused
2094 // FIXME turn this into CSQC stuff
2095 this.v_angle = this.lastV_angle;
2096 this.angles = this.lastV_angle;
2097 this.fixangle = true;
2100 if (frametime) player_powerups(this);
2102 if (IS_DEAD(this)) {
2103 if (this.personal && g_race_qualifying) {
2104 if (time > this.respawn_time) {
2105 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2107 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2110 if (frametime) player_anim(this);
2112 if (this.respawn_flags & RESPAWN_DENY)
2114 STAT(RESPAWN_TIME, this) = 0;
2118 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));
2120 switch(this.deadflag)
2124 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2125 this.deadflag = DEAD_RESPAWNING;
2126 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2127 this.deadflag = DEAD_DEAD;
2133 this.deadflag = DEAD_RESPAWNABLE;
2134 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2135 this.deadflag = DEAD_RESPAWNING;
2138 case DEAD_RESPAWNABLE:
2140 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2141 this.deadflag = DEAD_RESPAWNING;
2144 case DEAD_RESPAWNING:
2146 if (time > this.respawn_time)
2148 this.respawn_time = time + 1; // only retry once a second
2149 this.respawn_time_max = this.respawn_time;
2156 ShowRespawnCountdown(this);
2158 if (this.respawn_flags & RESPAWN_SILENT)
2159 STAT(RESPAWN_TIME, this) = 0;
2160 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2162 if (time < this.respawn_time)
2163 STAT(RESPAWN_TIME, this) = this.respawn_time;
2164 else if (this.deadflag != DEAD_RESPAWNING)
2165 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2168 STAT(RESPAWN_TIME, this) = this.respawn_time;
2171 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2172 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2173 STAT(RESPAWN_TIME, this) *= -1;
2178 FixPlayermodel(this);
2180 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2181 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2182 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2185 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2188 this.items &= ~this.items_added;
2190 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2192 .entity weaponentity = weaponentities[slot];
2193 W_WeaponFrame(this, weaponentity);
2196 this.items_added = 0;
2197 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResource(this, RES_FUEL) >= 0.01))
2198 this.items_added |= IT_FUEL;
2200 this.items |= this.items_added;
2205 // WEAPONTODO: Add a weapon request for this
2206 // rot vortex charge to the charge limit
2207 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2209 .entity weaponentity = weaponentities[slot];
2210 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2211 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2214 if (frametime) player_anim(this);
2217 secrets_setstatus(this);
2220 monsters_setstatus(this);
2222 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2227 .bool would_spectate;
2228 void ObserverThink(entity this)
2230 if ( CS(this).impulse )
2232 MinigameImpulse(this, CS(this).impulse);
2233 CS(this).impulse = 0;
2236 if (this.flags & FL_JUMPRELEASED) {
2237 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2238 this.flags &= ~FL_JUMPRELEASED;
2239 this.flags |= FL_SPAWNING;
2240 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2241 this.flags &= ~FL_JUMPRELEASED;
2242 if(SpectateNext(this)) {
2243 TRANSMUTE(Spectator, this);
2246 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2247 set_movetype(this, preferred_movetype);
2250 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2251 this.flags |= FL_JUMPRELEASED;
2252 if(this.flags & FL_SPAWNING)
2254 this.flags &= ~FL_SPAWNING;
2262 void SpectatorThink(entity this)
2264 if ( CS(this).impulse )
2266 if(MinigameImpulse(this, CS(this).impulse))
2267 CS(this).impulse = 0;
2269 if (CS(this).impulse == IMP_weapon_drop.impulse)
2271 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2272 CS(this).impulse = 0;
2277 if (this.flags & FL_JUMPRELEASED) {
2278 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2279 this.flags &= ~FL_JUMPRELEASED;
2280 this.flags |= FL_SPAWNING;
2281 } else if(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)) {
2282 this.flags &= ~FL_JUMPRELEASED;
2283 if(SpectateNext(this)) {
2284 TRANSMUTE(Spectator, this);
2286 TRANSMUTE(Observer, this);
2287 PutClientInServer(this);
2289 CS(this).impulse = 0;
2290 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2291 this.flags &= ~FL_JUMPRELEASED;
2292 if(SpectatePrev(this)) {
2293 TRANSMUTE(Spectator, this);
2295 TRANSMUTE(Observer, this);
2296 PutClientInServer(this);
2298 CS(this).impulse = 0;
2299 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2300 this.would_spectate = false;
2301 this.flags &= ~FL_JUMPRELEASED;
2302 TRANSMUTE(Observer, this);
2303 PutClientInServer(this);
2305 if(!SpectateUpdate(this))
2307 if(!SpectateNext(this))
2309 PutObserverInServer(this);
2310 this.would_spectate = true;
2315 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2316 this.flags |= FL_JUMPRELEASED;
2317 if(this.flags & FL_SPAWNING)
2319 this.flags &= ~FL_SPAWNING;
2324 if(!SpectateUpdate(this))
2325 PutObserverInServer(this);
2328 this.flags |= FL_CLIENT | FL_NOTARGET;
2331 void PlayerUseKey(entity this)
2333 if (!IS_PLAYER(this))
2340 vehicles_exit(this.vehicle, VHEF_NORMAL);
2344 else if(autocvar_g_vehicles_enter)
2346 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2348 entity head, closest_target = NULL;
2349 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2351 while(head) // find the closest acceptable target to enter
2353 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2354 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2358 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2359 { closest_target = head; }
2361 else { closest_target = head; }
2367 if(closest_target) { vehicles_enter(this, closest_target); return; }
2371 // a use key was pressed; call handlers
2372 MUTATOR_CALLHOOK(PlayerUseKey, this);
2380 Called every frame for each client before the physics are run
2383 .float last_vehiclecheck;
2384 void PlayerPreThink (entity this)
2386 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2387 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2389 WarpZone_PlayerPhysics_FixVAngle(this);
2392 // physics frames: update anticheat stuff
2393 anticheat_prethink(this);
2396 if (blockSpectators && frametime) {
2397 // WORKAROUND: only use dropclient in server frames (frametime set).
2398 // Never use it in cl_movement frames (frametime zero).
2399 checkSpectatorBlock(this);
2402 zoomstate_set = false;
2404 // Check for nameless players
2405 if (this.netname == "" || this.netname != CS(this).netname_previous)
2407 bool assume_unchanged = (CS(this).netname_previous == "");
2408 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2410 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2411 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2412 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2413 assume_unchanged = false;
2414 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2416 if (isInvisibleString(this.netname))
2418 this.netname = strzone(sprintf("Player#%d", this.playerid));
2419 sprint(this, "Warning: invisible names are not allowed.\n");
2420 assume_unchanged = false;
2421 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2423 if (!assume_unchanged && autocvar_sv_eventlog)
2424 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2425 strcpy(CS(this).netname_previous, this.netname);
2429 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2430 CS(this).version_nagtime = 0;
2431 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2433 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2435 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2437 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2438 if (r < 0) { // old client
2439 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2440 } else if (r > 0) { // old server
2441 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2447 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2449 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2450 this.max_armorvalue = 0;
2455 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2457 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2458 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2459 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2461 if (STAT(REVIVE_PROGRESS, this) >= 1)
2462 Unfreeze(this, false);
2464 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2466 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2467 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2469 if (GetResource(this, RES_HEALTH) < 1)
2472 vehicles_exit(this.vehicle, VHEF_RELEASE);
2473 if(this.event_damage)
2474 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2476 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2477 Unfreeze(this, false);
2481 MUTATOR_CALLHOOK(PlayerPreThink, this);
2483 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2484 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2486 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2490 if(!it.team || SAME_TEAM(this, it))
2491 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2492 else if(autocvar_g_vehicles_steal)
2493 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2495 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2497 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2501 this.last_vehiclecheck = time + 1;
2504 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2506 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2508 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2511 if (IS_REAL_CLIENT(this))
2512 PrintWelcomeMessage(this);
2514 if (IS_PLAYER(this)) {
2515 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2516 error("Client can't be spawned as player on connection!");
2517 if(!PlayerThink(this))
2520 else if (game_stopped || intermission_running) {
2521 if(intermission_running)
2522 IntermissionThink(this);
2525 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2527 CS(this).autojoin_checked = true;
2528 // don't do this in ClientConnect
2529 // many things can go wrong if a client is spawned as player on connection
2530 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2531 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2532 && (!teamplay || autocvar_g_balance_teams)))
2534 campaign_bots_may_start = true;
2539 else if (IS_OBSERVER(this)) {
2540 ObserverThink(this);
2542 else if (IS_SPEC(this)) {
2543 SpectatorThink(this);
2546 // WEAPONTODO: Add weapon request for this
2547 if (!zoomstate_set) {
2548 bool wep_zoomed = false;
2549 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2551 .entity weaponentity = weaponentities[slot];
2552 Weapon thiswep = this.(weaponentity).m_weapon;
2553 if(thiswep != WEP_Null && thiswep.wr_zoom)
2554 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2556 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2559 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2561 CS(this).teamkill_soundtime = 0;
2563 entity e = CS(this).teamkill_soundsource;
2564 entity oldpusher = e.pusher;
2566 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2567 e.pusher = oldpusher;
2570 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2571 CS(this).taunt_soundtime = 0;
2572 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2575 target_voicescript_next(this);
2577 // WEAPONTODO: Move into weaponsystem somehow
2578 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2579 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2581 .entity weaponentity = weaponentities[slot];
2582 if(this.(weaponentity).m_weapon == WEP_Null)
2583 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2587 void DrownPlayer(entity this)
2589 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2592 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2594 if(this.air_finished < time)
2595 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2596 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2598 else if (this.air_finished < time)
2600 if (this.pain_finished < time)
2602 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');
2603 this.pain_finished = time + 0.5;
2608 .bool move_qcphysics;
2610 void Player_Physics(entity this)
2612 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2614 if(!this.move_qcphysics)
2617 if(!frametime && !CS(this).pm_frametime)
2620 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2622 CS(this).pm_frametime = 0;
2629 Called every frame for each client after the physics are run
2632 void PlayerPostThink (entity this)
2634 Player_Physics(this);
2637 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2638 if (IS_REAL_CLIENT(this))
2639 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2641 int totalClients = 0;
2642 if(sv_maxidle_slots > 0)
2644 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2650 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2651 { /* do nothing */ }
2652 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2654 if (CS(this).idlekick_lasttimeleft)
2656 CS(this).idlekick_lasttimeleft = 0;
2657 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2662 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2663 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2664 if (!CS(this).idlekick_lasttimeleft)
2665 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2667 if (timeleft <= 0) {
2668 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2672 else if (timeleft <= 10) {
2673 if (timeleft != CS(this).idlekick_lasttimeleft) {
2674 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2676 CS(this).idlekick_lasttimeleft = timeleft;
2685 this.solid = SOLID_NOT;
2686 this.takedamage = DAMAGE_NO;
2687 set_movetype(this, MOVETYPE_NONE);
2690 if (IS_PLAYER(this)) {
2691 if(this.death_time == time && IS_DEAD(this))
2693 // player's bbox gets resized now, instead of in the damage event that killed the player,
2694 // once all the damage events of this frame have been processed with normal size
2696 setsize(this, this.mins, this.maxs);
2699 UpdateChatBubble(this);
2700 if (CS(this).impulse) ImpulseCommands(this);
2703 CSQCMODEL_AUTOUPDATE(this);
2706 GetPressedKeys(this);
2709 if (this.waypointsprite_attachedforcarrier) {
2710 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2711 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2714 CSQCMODEL_AUTOUPDATE(this);
2718 * message "": do not say, just test flood control
2724 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2726 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2727 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2730 msgin = formatmessage(source, msgin);
2733 if (!(IS_PLAYER(source) || source.caplayer))
2734 colorstr = "^0"; // black for spectators
2736 colorstr = Team_ColorCode(source.team);
2749 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2752 * using bprint solves this... me stupid
2753 // how can we prevent the message from appearing in a listen server?
2754 // for now, just give "say" back and only handle say_team
2757 clientcommand(source, strcat("say ", msgin));
2762 string namestr = "";
2764 namestr = playername(source, autocvar_g_chat_teamcolors);
2766 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2768 string msgstr = "", cmsgstr = "";
2769 string privatemsgprefix = string_null;
2770 int privatemsgprefixlen = 0;
2773 bool found_me = false;
2774 if(strstrofs(msgin, "/me", 0) >= 0)
2776 string newmsgin = "";
2777 string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2778 FOREACH_WORD(msgin, true,
2780 if(strdecolorize(it) == "/me")
2783 newmsgin = cons(newmsgin, newnamestr);
2786 newmsgin = cons(newmsgin, it);
2793 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2794 privatemsgprefixlen = strlen(msgstr);
2795 msgstr = strcat(msgstr, msgin);
2796 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2797 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2803 //msgin = strreplace("/me", "", msgin);
2804 //msgin = substring(msgin, 3, strlen(msgin));
2805 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2806 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2809 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2810 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2816 //msgin = strreplace("/me", "", msgin);
2817 //msgin = substring(msgin, 3, strlen(msgin));
2818 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2819 msgstr = strcat("\{1}^4* ^7", msgin);
2823 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2824 msgstr = strcat(msgstr, msgin);
2828 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2831 string fullmsgstr = msgstr;
2832 string fullcmsgstr = cmsgstr;
2836 var .float flood_field = floodcontrol_chat;
2837 if(floodcontrol && source)
2845 flood_spl = autocvar_g_chat_flood_spl_tell;
2846 flood_burst = autocvar_g_chat_flood_burst_tell;
2847 flood_lmax = autocvar_g_chat_flood_lmax_tell;
2848 flood_field = floodcontrol_chattell;
2852 flood_spl = autocvar_g_chat_flood_spl_team;
2853 flood_burst = autocvar_g_chat_flood_burst_team;
2854 flood_lmax = autocvar_g_chat_flood_lmax_team;
2855 flood_field = floodcontrol_chatteam;
2859 flood_spl = autocvar_g_chat_flood_spl;
2860 flood_burst = autocvar_g_chat_flood_burst;
2861 flood_lmax = autocvar_g_chat_flood_lmax;
2862 flood_field = floodcontrol_chat;
2864 flood_burst = max(0, flood_burst - 1);
2865 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2867 // do flood control for the default line size
2870 getWrappedLine_remaining = msgstr;
2873 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
2875 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
2878 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
2880 if(getWrappedLine_remaining != "")
2882 msgstr = strcat(msgstr, "\n");
2886 if (time >= source.(flood_field))
2888 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
2893 msgstr = fullmsgstr;
2898 if (time >= source.(flood_field))
2899 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
2904 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
2905 source.(flood_field) = flood = 0;
2908 string sourcemsgstr, sourcecmsgstr;
2909 if(flood == 2) // cannot happen for empty msgstr
2911 if(autocvar_g_chat_flood_notify_flooder)
2913 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
2918 sourcemsgstr = fullmsgstr;
2919 sourcecmsgstr = fullcmsgstr;
2925 sourcemsgstr = msgstr;
2926 sourcecmsgstr = cmsgstr;
2929 if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2932 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
2933 teamsay = -1; // spectators
2937 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
2939 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
2941 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
2944 if(source && CS(source).muted)
2946 // always fake the message
2951 if (autocvar_g_chat_flood_notify_flooder)
2953 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
2964 if (privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2967 if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
2968 ret = -1; // just hide the message completely
2971 MUTATOR_CALLHOOK(ChatMessage, source, ret);
2972 ret = M_ARGV(1, int);
2974 string event_log_msg = "";
2976 if(sourcemsgstr != "" && ret != 0)
2978 if(ret < 0) // faked message, because the player is muted
2980 sprint(source, sourcemsgstr);
2981 if(sourcecmsgstr != "" && !privatesay)
2982 centerprint(source, sourcecmsgstr);
2984 else if(privatesay) // private message, between 2 people only
2986 sprint(source, sourcemsgstr);
2987 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
2988 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
2990 sprint(privatesay, msgstr);
2992 centerprint(privatesay, cmsgstr);
2995 else if ( teamsay && CS(source).active_minigame )
2997 sprint(source, sourcemsgstr);
2998 dedicated_print(msgstr); // send to server console too
2999 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3002 event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
3005 else if(teamsay > 0) // team message, only sent to team mates
3007 sprint(source, sourcemsgstr);
3008 dedicated_print(msgstr); // send to server console too
3009 if(sourcecmsgstr != "")
3010 centerprint(source, sourcecmsgstr);
3011 FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3014 centerprint(it, cmsgstr);
3016 event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3018 else if(teamsay < 0) // spectator message, only sent to spectators
3020 sprint(source, sourcemsgstr);
3021 dedicated_print(msgstr); // send to server console too
3022 FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3025 event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3030 sprint(source, sourcemsgstr);
3031 dedicated_print(msgstr); // send to server console too
3032 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3034 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3037 event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3041 if (autocvar_sv_eventlog && (event_log_msg != "")) {
3042 GameLogEcho(event_log_msg);
3048 // hack to copy the button fields from the client entity to the Client State
3049 void PM_UpdateButtons(entity this, entity store)
3052 store.impulse = this.impulse;
3055 bool typing = this.buttonchat || this.button12;
3057 store.button0 = (typing) ? 0 : this.button0;
3059 store.button2 = (typing) ? 0 : this.button2;
3060 store.button3 = (typing) ? 0 : this.button3;
3061 store.button4 = this.button4;
3062 store.button5 = (typing) ? 0 : this.button5;
3063 store.button6 = this.button6;
3064 store.button7 = this.button7;
3065 store.button8 = this.button8;
3066 store.button9 = this.button9;
3067 store.button10 = this.button10;
3068 store.button11 = this.button11;
3069 store.button12 = this.button12;
3070 store.button13 = this.button13;
3071 store.button14 = this.button14;
3072 store.button15 = this.button15;
3073 store.button16 = this.button16;
3074 store.buttonuse = this.buttonuse;
3075 store.buttonchat = this.buttonchat;
3077 store.cursor_active = this.cursor_active;
3078 store.cursor_screen = this.cursor_screen;
3079 store.cursor_trace_start = this.cursor_trace_start;
3080 store.cursor_trace_endpos = this.cursor_trace_endpos;
3081 store.cursor_trace_ent = this.cursor_trace_ent;
3083 store.ping = this.ping;
3084 store.ping_packetloss = this.ping_packetloss;
3085 store.ping_movementloss = this.ping_movementloss;
3087 store.v_angle = this.v_angle;
3088 store.movement = (typing) ? '0 0 0' : this.movement;
3091 NET_HANDLE(fpsreport, bool)
3093 int fps = ReadShort();
3094 PlayerScore_Set(sender, SP_FPS, fps);