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 "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "resources.qh"
16 #include "g_damage.qh"
18 #include "command/common.qh"
23 #include "campaign.qh"
24 #include "command/common.qh"
25 #include "scores_rules.qh"
29 #include "../common/ent_cs.qh"
30 #include "../common/wepent.qh"
31 #include <common/state.qh>
33 #include <common/effects/qc/globalsound.qh>
35 #include "../common/triggers/func/conveyor.qh"
36 #include "../common/triggers/teleporters.qh"
38 #include "../common/vehicles/all.qh"
40 #include "weapons/hitplot.qh"
41 #include "weapons/weaponsystem.qh"
43 #include "../common/net_notice.qh"
44 #include "../common/net_linked.qh"
45 #include "../common/physics/player.qh"
47 #include "../common/items/_mod.qh"
49 #include "../common/mutators/mutator/waypoints/all.qh"
51 #include "../common/triggers/subs.qh"
52 #include "../common/triggers/triggers.qh"
53 #include "../common/triggers/trigger/secret.qh"
55 #include "../common/minigames/sv_minigames.qh"
57 #include "../common/items/inventory.qh"
59 #include "../common/monsters/sv_monsters.qh"
61 #include "../lib/warpzone/server.qh"
63 STATIC_METHOD(Client, Add, void(Client this, int _team))
66 TRANSMUTE(Player, this);
69 PutClientInServer(this);
72 void PutObserverInServer(entity this);
74 STATIC_METHOD(Client, Remove, void(Client this))
76 TRANSMUTE(Observer, this);
77 PutClientInServer(this);
78 ClientDisconnect(this);
81 void send_CSQC_teamnagger() {
82 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
85 int CountSpectators(entity player, entity to)
87 if(!player) { return 0; } // not sure how, but best to be safe
91 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
99 void WriteSpectators(entity player, entity to)
101 if(!player) { return; } // not sure how, but best to be safe
103 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
105 WriteByte(MSG_ENTITY, num_for_edict(it));
109 bool ClientData_Send(entity this, entity to, int sf)
111 assert(to == this.owner, return false);
114 if (IS_SPEC(e)) e = e.enemy;
117 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
118 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
119 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
120 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
122 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
123 WriteByte(MSG_ENTITY, sf);
126 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
130 float specs = CountSpectators(e, to);
131 WriteByte(MSG_ENTITY, specs);
132 WriteSpectators(e, to);
138 void ClientData_Attach(entity this)
140 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
141 CS(this).clientdata.drawonlytoclient = this;
142 CS(this).clientdata.owner = this;
145 void ClientData_Detach(entity this)
147 delete(CS(this).clientdata);
148 CS(this).clientdata = NULL;
151 void ClientData_Touch(entity e)
153 CS(e).clientdata.SendFlags = 1;
155 // make it spectatable
156 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
159 void SetSpectatee(entity this, entity spectatee);
160 void SetSpectatee_status(entity this, int spectatee_num);
167 Checks if the argument string can be a valid playermodel.
168 Returns a valid one in doubt.
171 string FallbackPlayerModel;
172 string CheckPlayerModel(string plyermodel) {
173 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
175 // note: we cannot summon Don Strunzone here, some player may
176 // still have the model string set. In case anyone manages how
177 // to change a cvar default, we'll have a small leak here.
178 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
180 // only in right path
181 if( substring(plyermodel,0,14) != "models/player/")
182 return FallbackPlayerModel;
183 // only good file extensions
184 if(substring(plyermodel,-4,4) != ".zym")
185 if(substring(plyermodel,-4,4) != ".dpm")
186 if(substring(plyermodel,-4,4) != ".iqm")
187 if(substring(plyermodel,-4,4) != ".md3")
188 if(substring(plyermodel,-4,4) != ".psk")
189 return FallbackPlayerModel;
190 // forbid the LOD models
191 if(substring(plyermodel, -9,5) == "_lod1")
192 return FallbackPlayerModel;
193 if(substring(plyermodel, -9,5) == "_lod2")
194 return FallbackPlayerModel;
195 if(plyermodel != strtolower(plyermodel))
196 return FallbackPlayerModel;
197 // also, restrict to server models
198 if(autocvar_sv_servermodelsonly)
200 if(!fexists(plyermodel))
201 return FallbackPlayerModel;
206 void setplayermodel(entity e, string modelname)
208 precache_model(modelname);
209 _setmodel(e, modelname);
210 player_setupanimsformodel(e);
211 if(!autocvar_g_debug_globalsounds)
212 UpdatePlayerSounds(e);
215 void FixPlayermodel(entity player);
216 /** putting a client as observer in the server */
217 void PutObserverInServer(entity this)
219 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
220 PlayerState_detach(this);
222 if (IS_PLAYER(this) && this.health >= 1) {
224 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
228 entity spot = SelectSpawnPoint(this, true);
229 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
230 this.angles = vec2(spot.angles);
231 this.fixangle = true;
232 // offset it so that the spectator spawns higher off the ground, looks better this way
233 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
234 if (IS_REAL_CLIENT(this))
237 WriteByte(MSG_ONE, SVC_SETVIEW);
238 WriteEntity(MSG_ONE, this);
240 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
241 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
242 if(!autocvar_g_debug_globalsounds)
244 // needed for player sounds
246 FixPlayermodel(this);
248 setmodel(this, MDL_Null);
249 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
250 this.view_ofs = '0 0 0';
253 RemoveGrapplingHooks(this);
254 Portal_ClearAll(this);
256 SetSpectatee(this, NULL);
261 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
265 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
267 WaypointSprite_PlayerDead(this);
269 if (mutator_returnvalue) {
270 // mutator prevents resetting teams+score
272 this.team = -1; // move this as it is needed to log the player spectating in eventlog
273 this.frags = FRAGS_SPECTATOR;
274 PlayerScore_Clear(this); // clear scores when needed
277 if (CS(this).killcount != FRAGS_SPECTATOR)
279 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
281 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
282 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
284 if(!CS(this).just_joined)
285 LogTeamchange(this.playerid, -1, 4);
287 CS(this).just_joined = false;
290 accuracy_resend(this);
292 CS(this).spectatortime = time;
294 IL_REMOVE(g_bot_targets, this);
295 this.bot_attack = false;
296 this.hud = HUD_NORMAL;
297 TRANSMUTE(Observer, this);
298 this.iscreature = false;
299 this.teleportable = TELEPORT_SIMPLE;
300 if(this.damagedbycontents)
301 IL_REMOVE(g_damagedbycontents, this);
302 this.damagedbycontents = false;
303 this.health = FRAGS_SPECTATOR;
304 SetSpectatee_status(this, etof(this));
305 this.takedamage = DAMAGE_NO;
306 this.solid = SOLID_NOT;
307 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
308 this.flags = FL_CLIENT | FL_NOTARGET;
309 this.armorvalue = 666;
311 this.armorvalue = autocvar_g_balance_armor_start;
312 this.pauserotarmor_finished = 0;
313 this.pauserothealth_finished = 0;
314 this.pauseregen_finished = 0;
315 this.damageforcescale = 0;
317 this.respawn_flags = 0;
318 this.respawn_time = 0;
319 this.stat_respawn_time = 0;
324 this.pain_finished = 0;
325 this.strength_finished = 0;
326 this.invincible_finished = 0;
327 this.superweapons_finished = 0;
330 setthink(this, func_null);
332 this.deadflag = DEAD_NO;
334 this.revive_progress = 0;
335 this.revival_time = 0;
338 this.weapons = '0 0 0';
339 this.drawonlytoclient = this;
341 this.weaponmodel = "";
342 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
344 this.weaponentities[slot] = NULL;
346 this.exteriorweaponentity = NULL;
347 CS(this).killcount = FRAGS_SPECTATOR;
348 this.velocity = '0 0 0';
349 this.avelocity = '0 0 0';
350 this.punchangle = '0 0 0';
351 this.punchvector = '0 0 0';
352 this.oldvelocity = this.velocity;
353 this.fire_endtime = -1;
354 this.event_damage = func_null;
356 for(int slot = 0; slot < MAX_AXH; ++slot)
358 entity axh = this.(AuxiliaryXhair[slot]);
359 this.(AuxiliaryXhair[slot]) = NULL;
361 if(axh.owner == this && axh != NULL && !wasfreed(axh))
366 int player_getspecies(entity this)
368 get_model_parameters(this.model, this.skin);
369 int s = get_model_parameters_species;
370 get_model_parameters(string_null, 0);
371 if (s < 0) return SPECIES_HUMAN;
375 .float model_randomizer;
376 void FixPlayermodel(entity player)
378 string defaultmodel = "";
380 if(autocvar_sv_defaultcharacter)
386 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
387 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
388 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
389 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
393 if(defaultmodel == "")
395 defaultmodel = autocvar_sv_defaultplayermodel;
396 defaultskin = autocvar_sv_defaultplayerskin;
399 int n = tokenize_console(defaultmodel);
402 defaultmodel = argv(floor(n * CS(player).model_randomizer));
403 // However, do NOT randomize if the player-selected model is in the list.
404 for (int i = 0; i < n; ++i)
405 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
406 defaultmodel = argv(i);
409 int i = strstrofs(defaultmodel, ":", 0);
412 defaultskin = stof(substring(defaultmodel, i+1, -1));
413 defaultmodel = substring(defaultmodel, 0, i);
416 if(autocvar_sv_defaultcharacterskin && !defaultskin)
422 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
423 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
424 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
425 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
430 defaultskin = autocvar_sv_defaultplayerskin;
433 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
434 defaultmodel = M_ARGV(0, string);
435 defaultskin = M_ARGV(1, int);
439 if(defaultmodel != "")
441 if (defaultmodel != player.model)
443 vector m1 = player.mins;
444 vector m2 = player.maxs;
445 setplayermodel (player, defaultmodel);
446 setsize (player, m1, m2);
450 oldskin = player.skin;
451 player.skin = defaultskin;
453 if (player.playermodel != player.model || player.playermodel == "")
455 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
456 vector m1 = player.mins;
457 vector m2 = player.maxs;
458 setplayermodel (player, player.playermodel);
459 setsize (player, m1, m2);
463 if(!autocvar_sv_defaultcharacterskin)
465 oldskin = player.skin;
466 player.skin = stof(player.playerskin);
470 oldskin = player.skin;
471 player.skin = defaultskin;
475 if(chmdl || oldskin != player.skin) // model or skin has changed
477 player.species = player_getspecies(player); // update species
478 if(!autocvar_g_debug_globalsounds)
479 UpdatePlayerSounds(player); // update skin sounds
483 if(strlen(autocvar_sv_defaultplayercolors))
484 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
485 setcolor(player, stof(autocvar_sv_defaultplayercolors));
488 void PutPlayerInServer(entity this)
490 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
492 PlayerState_attach(this);
493 accuracy_resend(this);
496 JoinBestTeam(this, false, true);
498 entity spot = SelectSpawnPoint(this, false);
500 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
501 return; // spawn failed
504 TRANSMUTE(Player, this);
506 CS(this).wasplayer = true;
507 this.iscreature = true;
508 this.teleportable = TELEPORT_NORMAL;
509 if(!this.damagedbycontents)
510 IL_PUSH(g_damagedbycontents, this);
511 this.damagedbycontents = true;
512 set_movetype(this, MOVETYPE_WALK);
513 this.solid = SOLID_SLIDEBOX;
514 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
515 if (autocvar_g_playerclip_collisions)
516 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
517 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
518 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
519 this.frags = FRAGS_PLAYER;
520 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
521 this.flags = FL_CLIENT | FL_PICKUPITEMS;
522 if (autocvar__notarget)
523 this.flags |= FL_NOTARGET;
524 this.takedamage = DAMAGE_AIM;
525 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
529 this.ammo_shells = warmup_start_ammo_shells;
530 this.ammo_nails = warmup_start_ammo_nails;
531 this.ammo_rockets = warmup_start_ammo_rockets;
532 this.ammo_cells = warmup_start_ammo_cells;
533 this.ammo_plasma = warmup_start_ammo_plasma;
534 this.ammo_fuel = warmup_start_ammo_fuel;
535 this.health = warmup_start_health;
536 this.armorvalue = warmup_start_armorvalue;
537 this.weapons = WARMUP_START_WEAPONS;
539 this.ammo_shells = start_ammo_shells;
540 this.ammo_nails = start_ammo_nails;
541 this.ammo_rockets = start_ammo_rockets;
542 this.ammo_cells = start_ammo_cells;
543 this.ammo_plasma = start_ammo_plasma;
544 this.ammo_fuel = start_ammo_fuel;
545 this.health = start_health;
546 this.armorvalue = start_armorvalue;
547 this.weapons = start_weapons;
549 SetSpectatee_status(this, 0);
551 PS(this).dual_weapons = '0 0 0';
553 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
555 this.items = start_items;
557 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
558 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
559 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
560 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
561 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
562 // extend the pause of rotting if client was reset at the beginning of the countdown
563 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
564 float f = game_starttime - time;
565 this.spawnshieldtime += f;
566 this.pauserotarmor_finished += f;
567 this.pauserothealth_finished += f;
568 this.pauseregen_finished += f;
570 this.damageforcescale = 2;
572 this.respawn_flags = 0;
573 this.respawn_time = 0;
574 this.stat_respawn_time = 0;
575 this.scale = autocvar_sv_player_scale;
578 this.pain_finished = 0;
580 setthink(this, func_null); // players have no think function
583 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
585 this.deadflag = DEAD_NO;
587 this.angles = spot.angles;
588 this.angles_z = 0; // never spawn tilted even if the spot says to
589 if (IS_BOT_CLIENT(this))
590 this.v_angle = this.angles;
591 this.fixangle = true; // turn this way immediately
592 this.oldvelocity = this.velocity = '0 0 0';
593 this.avelocity = '0 0 0';
594 this.punchangle = '0 0 0';
595 this.punchvector = '0 0 0';
597 this.strength_finished = 0;
598 this.invincible_finished = 0;
599 this.fire_endtime = -1;
600 this.revive_progress = 0;
601 this.revival_time = 0;
602 this.air_finished = time + 12;
604 entity spawnevent = new_pure(spawnevent);
605 spawnevent.owner = this;
606 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
608 // Cut off any still running player sounds.
609 stopsound(this, CH_PLAYER_SINGLE);
612 FixPlayermodel(this);
613 this.drawonlytoclient = NULL;
618 this.view_ofs = STAT(PL_VIEW_OFS, this);
619 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
620 this.spawnorigin = spot.origin;
621 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
622 // don't reset back to last position, even if new position is stuck in solid
623 this.oldorigin = this.origin;
624 this.lastteleporttime = time; // prevent insane speeds due to changing origin
626 IL_REMOVE(g_conveyed, this);
627 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
628 this.hud = HUD_NORMAL;
630 this.event_damage = PlayerDamage;
633 IL_PUSH(g_bot_targets, this);
634 this.bot_attack = true;
635 if(!this.monster_attack)
636 IL_PUSH(g_monster_targets, this);
637 this.monster_attack = true;
638 navigation_dynamicgoal_init(this, false);
640 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
642 if (CS(this).killcount == FRAGS_SPECTATOR) {
643 PlayerScore_Clear(this);
644 CS(this).killcount = 0;
647 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
649 .entity weaponentity = weaponentities[slot];
650 entity oldwep = this.(weaponentity);
651 CL_SpawnWeaponentity(this, weaponentity);
652 if(oldwep && oldwep.owner == this)
653 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
655 this.alpha = default_player_alpha;
656 this.colormod = '1 1 1' * autocvar_g_player_brightness;
657 this.exteriorweaponentity.alpha = default_weapon_alpha;
659 this.speedrunning = false;
661 target_voicescript_clear(this);
663 // reset fields the weapons may use
664 FOREACH(Weapons, true, {
665 it.wr_resetplayer(it, this);
666 // reload all reloadable weapons
667 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
668 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
670 .entity weaponentity = weaponentities[slot];
671 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
677 string s = spot.target;
678 spot.target = string_null;
679 SUB_UseTargets(spot, this, NULL);
685 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
687 if (autocvar_spawn_debug)
689 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
690 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
693 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
695 .entity weaponentity = weaponentities[slot];
696 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
697 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
699 this.(weaponentity).m_switchweapon = WEP_Null;
700 this.(weaponentity).m_weapon = WEP_Null;
701 this.(weaponentity).weaponname = "";
702 this.(weaponentity).m_switchingweapon = WEP_Null;
703 this.(weaponentity).cnt = -1;
706 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
708 if (!warmup_stage && !this.alivetime)
709 this.alivetime = time;
711 antilag_clear(this, CS(this));
714 /** Called when a client spawns in the server */
715 void PutClientInServer(entity this)
717 if (IS_BOT_CLIENT(this)) {
718 TRANSMUTE(Player, this);
719 } else if (IS_REAL_CLIENT(this)) {
721 WriteByte(MSG_ONE, SVC_SETVIEW);
722 WriteEntity(MSG_ONE, this);
725 TRANSMUTE(Observer, this);
727 SetSpectatee(this, NULL);
731 PS(this).itemkeys = 0;
733 MUTATOR_CALLHOOK(PutClientInServer, this);
735 if (IS_OBSERVER(this)) {
736 PutObserverInServer(this);
737 } else if (IS_PLAYER(this)) {
738 PutPlayerInServer(this);
742 void ClientInit_misc(entity this);
744 // TODO do we need all these fields, or should we stop autodetecting runtime
745 // changes and just have a console command to update this?
746 bool ClientInit_SendEntity(entity this, entity to, int sf)
748 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
751 // MSG_INIT replacement
752 // TODO: make easier to use
754 W_PROP_reload(MSG_ONE, to);
755 ClientInit_misc(this);
756 MUTATOR_CALLHOOK(Ent_Init);
758 void ClientInit_misc(entity this)
760 int channel = MSG_ONE;
761 WriteHeader(channel, ENT_CLIENT_INIT);
762 WriteByte(channel, g_nexball_meter_period * 32);
763 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
764 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
765 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
766 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
767 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
768 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
769 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
770 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
772 if(sv_foginterval && world.fog != "")
773 WriteString(channel, world.fog);
775 WriteString(channel, "");
776 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
777 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
778 WriteByte(channel, serverflags);
779 WriteCoord(channel, autocvar_g_trueaim_minrange);
782 void ClientInit_CheckUpdate(entity this)
784 this.nextthink = time;
785 if(this.count != autocvar_g_balance_armor_blockpercent)
787 this.count = autocvar_g_balance_armor_blockpercent;
790 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
792 this.cnt = autocvar_g_balance_damagepush_speedfactor;
797 void ClientInit_Spawn()
799 entity e = new_pure(clientinit);
800 setthink(e, ClientInit_CheckUpdate);
801 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
803 ClientInit_CheckUpdate(e);
813 // initialize parms for a new player
814 parm1 = -(86400 * 366);
816 MUTATOR_CALLHOOK(SetNewParms);
824 void SetChangeParms (entity this)
826 // save parms for level change
827 parm1 = CS(this).parm_idlesince - time;
829 MUTATOR_CALLHOOK(SetChangeParms);
837 void DecodeLevelParms(entity this)
840 CS(this).parm_idlesince = parm1;
841 if (CS(this).parm_idlesince == -(86400 * 366))
842 CS(this).parm_idlesince = time;
844 // whatever happens, allow 60 seconds of idling directly after connect for map loading
845 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
847 MUTATOR_CALLHOOK(DecodeLevelParms);
854 Called when a client types 'kill' in the console
858 .float clientkill_nexttime;
859 void ClientKill_Now_TeamChange(entity this)
861 if(CS(this).killindicator_teamchange == -1)
863 JoinBestTeam( this, false, true );
865 else if(CS(this).killindicator_teamchange == -2)
868 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
869 PutObserverInServer(this);
872 SV_ChangeTeam(this, CS(this).killindicator_teamchange - 1);
873 CS(this).killindicator_teamchange = 0;
876 void ClientKill_Now(entity this)
880 vehicles_exit(this.vehicle, VHEF_RELEASE);
881 if(!CS(this).killindicator_teamchange)
883 this.vehicle_health = -1;
884 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
888 if(this.killindicator && !wasfreed(this.killindicator))
889 delete(this.killindicator);
891 this.killindicator = NULL;
893 if(CS(this).killindicator_teamchange)
894 ClientKill_Now_TeamChange(this);
896 if(!IS_SPEC(this) && !IS_OBSERVER(this))
897 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
899 // now I am sure the player IS dead
901 void KillIndicator_Think(entity this)
905 this.owner.killindicator = NULL;
910 if (this.owner.alpha < 0 && !this.owner.vehicle)
912 this.owner.killindicator = NULL;
919 ClientKill_Now(this.owner);
922 else if(this.health == 1) // health == 1 means that it's silent
924 this.nextthink = time + 1;
930 setmodel(this, MDL_NUM(this.cnt));
931 if(IS_REAL_CLIENT(this.owner))
934 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
936 this.nextthink = time + 1;
941 float clientkilltime;
942 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
950 killtime = autocvar_g_balance_kill_delay;
952 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
954 killtime = M_ARGV(1, float);
956 CS(this).killindicator_teamchange = targetteam;
958 if(!this.killindicator)
962 killtime = max(killtime, this.clientkill_nexttime - time);
963 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
966 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
968 ClientKill_Now(this);
972 starttime = max(time, clientkilltime);
974 this.killindicator = spawn();
975 this.killindicator.owner = this;
976 this.killindicator.scale = 0.5;
977 setattachment(this.killindicator, this, "");
978 setorigin(this.killindicator, '0 0 52');
979 setthink(this.killindicator, KillIndicator_Think);
980 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
981 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
982 this.killindicator.cnt = ceil(killtime);
983 this.killindicator.count = bound(0, ceil(killtime), 10);
984 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
986 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
988 it.killindicator = spawn();
989 it.killindicator.owner = it;
990 it.killindicator.scale = 0.5;
991 setattachment(it.killindicator, it, "");
992 setorigin(it.killindicator, '0 0 52');
993 setthink(it.killindicator, KillIndicator_Think);
994 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
995 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
996 it.killindicator.cnt = ceil(killtime);
1001 if(this.killindicator)
1003 if(targetteam == 0) // just die
1005 this.killindicator.colormod = '0 0 0';
1006 if(IS_REAL_CLIENT(this))
1007 if(this.killindicator.cnt > 0)
1008 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1010 else if(targetteam == -1) // auto
1012 this.killindicator.colormod = '0 1 0';
1013 if(IS_REAL_CLIENT(this))
1014 if(this.killindicator.cnt > 0)
1015 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1017 else if(targetteam == -2) // spectate
1019 this.killindicator.colormod = '0.5 0.5 0.5';
1020 if(IS_REAL_CLIENT(this))
1021 if(this.killindicator.cnt > 0)
1022 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1026 this.killindicator.colormod = Team_ColorRGB(targetteam);
1027 if(IS_REAL_CLIENT(this))
1028 if(this.killindicator.cnt > 0)
1029 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1035 void ClientKill (entity this)
1037 if(game_stopped) return;
1038 if(this.player_blocked) return;
1039 if(STAT(FROZEN, this)) return;
1041 ClientKill_TeamChange(this, 0);
1044 void FixClientCvars(entity e)
1046 // send prediction settings to the client
1047 stuffcmd(e, "\nin_bindmap 0 0\n");
1048 if(autocvar_g_antilag == 3) // client side hitscan
1049 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1050 if(autocvar_sv_gentle)
1051 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1053 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1054 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1056 MUTATOR_CALLHOOK(FixClientCvars, e);
1059 bool findinlist_abbrev(string tofind, string list)
1061 if(list == "" || tofind == "")
1062 return false; // empty list or search, just return
1064 // this function allows abbreviated strings!
1065 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1073 bool PlayerInIPList(entity p, string iplist)
1075 // some safety checks (never allow local?)
1076 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1079 return findinlist_abbrev(p.netaddress, iplist);
1082 bool PlayerInIDList(entity p, string idlist)
1084 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1088 return findinlist_abbrev(p.crypto_idfp, idlist);
1091 bool PlayerInList(entity player, string list)
1093 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1096 #ifdef DP_EXT_PRECONNECT
1101 Called once (not at each match start) when a client begins a connection to the server
1104 void ClientPreConnect(entity this)
1106 if(autocvar_sv_eventlog)
1108 GameLogEcho(sprintf(":connect:%d:%d:%s",
1111 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1121 Called when a client connects to the server
1124 void ClientConnect(entity this)
1126 if (Ban_MaybeEnforceBanOnce(this)) return;
1127 assert(!IS_CLIENT(this), return);
1128 this.flags |= FL_CLIENT;
1129 assert(player_count >= 0, player_count = 0);
1132 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1134 TRANSMUTE(Client, this);
1135 CS(this).version_nagtime = time + 10 + random() * 10;
1137 // identify the right forced team
1138 if (autocvar_g_campaign)
1140 if (IS_REAL_CLIENT(this)) // only players, not bots
1142 switch (autocvar_g_campaign_forceteam)
1144 case 1: this.team_forced = NUM_TEAM_1; break;
1145 case 2: this.team_forced = NUM_TEAM_2; break;
1146 case 3: this.team_forced = NUM_TEAM_3; break;
1147 case 4: this.team_forced = NUM_TEAM_4; break;
1148 default: this.team_forced = 0;
1152 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1153 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1154 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1155 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1156 else switch (autocvar_g_forced_team_otherwise)
1158 default: this.team_forced = 0; break;
1159 case "red": this.team_forced = NUM_TEAM_1; break;
1160 case "blue": this.team_forced = NUM_TEAM_2; break;
1161 case "yellow": this.team_forced = NUM_TEAM_3; break;
1162 case "pink": this.team_forced = NUM_TEAM_4; break;
1165 this.team_forced = -1;
1168 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1171 int id = this.playerid;
1172 this.playerid = 0; // silent
1173 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1177 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1178 TRANSMUTE(Observer, this);
1180 if (!teamplay || autocvar_g_balance_teams) {
1181 TRANSMUTE(Player, this);
1182 campaign_bots_may_start = true;
1184 TRANSMUTE(Observer, this); // do it anyway
1188 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1190 // always track bots, don't ask for cl_allow_uidtracking
1191 if (IS_BOT_CLIENT(this))
1192 PlayerStats_GameReport_AddPlayer(this);
1194 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1196 if (autocvar_sv_eventlog)
1197 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1199 LogTeamchange(this.playerid, this.team, 1);
1201 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1203 CS(this).netname_previous = strzone(this.netname);
1205 if(teamplay && IS_PLAYER(this))
1206 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1208 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1210 stuffcmd(this, clientstuff, "\n");
1211 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1213 FixClientCvars(this);
1215 // get version info from player
1216 stuffcmd(this, "cmd clientversion $gameversion\n");
1218 // notify about available teams
1221 CheckAllowedTeams(this);
1223 if (c1 >= 0) t |= BIT(0);
1224 if (c2 >= 0) t |= BIT(1);
1225 if (c3 >= 0) t |= BIT(2);
1226 if (c4 >= 0) t |= BIT(3);
1227 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1231 stuffcmd(this, "set _teams_available 0\n");
1234 bot_relinkplayerlist();
1236 CS(this).spectatortime = time;
1237 if (blockSpectators)
1239 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1242 CS(this).jointime = time;
1244 if (IS_REAL_CLIENT(this))
1246 if (g_weaponarena_weapons == WEPSET(TUBA))
1247 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1250 if (!sv_foginterval && world.fog != "")
1251 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1253 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1254 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1255 send_CSQC_teamnagger();
1257 CSQCMODEL_AUTOINIT(this);
1259 CS(this).model_randomizer = random();
1261 if (IS_REAL_CLIENT(this))
1262 sv_notice_join(this);
1264 // update physics stats (players can spawn before physics runs)
1265 Physics_UpdateStats(this);
1267 IL_EACH(g_initforplayer, it.init_for_player, {
1268 it.init_for_player(it, this);
1271 MUTATOR_CALLHOOK(ClientConnect, this);
1273 if (IS_REAL_CLIENT(this))
1275 if (!autocvar_g_campaign && !IS_PLAYER(this))
1277 CS(this).motd_actived_time = -1;
1278 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1286 Called when a client disconnects from the server
1289 .entity chatbubbleentity;
1291 void ClientDisconnect(entity this)
1293 assert(IS_CLIENT(this), return);
1295 PlayerStats_GameReport_FinalizePlayer(this);
1296 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1297 if (CS(this).active_minigame) part_minigame(this);
1298 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1300 if (autocvar_sv_eventlog)
1301 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1303 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1306 SetSpectatee(this, NULL);
1308 MUTATOR_CALLHOOK(ClientDisconnect, this);
1310 if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
1311 ClientState_detach(this);
1313 Portal_ClearAll(this);
1317 RemoveGrapplingHooks(this);
1319 // Here, everything has been done that requires this player to be a client.
1321 this.flags &= ~FL_CLIENT;
1323 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1324 if (this.killindicator) delete(this.killindicator);
1326 WaypointSprite_PlayerGone(this);
1328 bot_relinkplayerlist();
1330 if (this.clientstatus) strunzone(this.clientstatus);
1331 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1332 if (this.personal) delete(this.personal);
1336 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1341 void ChatBubbleThink(entity this)
1343 this.nextthink = time;
1344 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1346 if(this.owner) // but why can that ever be NULL?
1347 this.owner.chatbubbleentity = NULL;
1354 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1356 if ( CS(this.owner).active_minigame )
1357 this.mdl = "models/sprites/minigame_busy.iqm";
1358 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1359 this.mdl = "models/misc/chatbubble.spr";
1362 if ( this.model != this.mdl )
1363 _setmodel(this, this.mdl);
1367 void UpdateChatBubble(entity this)
1371 // spawn a chatbubble entity if needed
1372 if (!this.chatbubbleentity)
1374 this.chatbubbleentity = new(chatbubbleentity);
1375 this.chatbubbleentity.owner = this;
1376 this.chatbubbleentity.exteriormodeltoclient = this;
1377 setthink(this.chatbubbleentity, ChatBubbleThink);
1378 this.chatbubbleentity.nextthink = time;
1379 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1380 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1381 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1382 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1383 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1384 //this.chatbubbleentity.model = "";
1385 this.chatbubbleentity.effects = EF_LOWPRECISION;
1390 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1391 // added to the model skins
1392 /*void UpdateColorModHack()
1395 c = this.clientcolors & 15;
1396 // LordHavoc: only bothering to support white, green, red, yellow, blue
1397 if (!teamplay) this.colormod = '0 0 0';
1398 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1399 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1400 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1401 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1402 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1403 else this.colormod = '1 1 1';
1406 void respawn(entity this)
1408 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1410 this.solid = SOLID_NOT;
1411 this.takedamage = DAMAGE_NO;
1412 set_movetype(this, MOVETYPE_FLY);
1413 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1414 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1415 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1416 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1417 if(autocvar_g_respawn_ghosts_maxtime)
1418 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1423 this.effects |= EF_NODRAW; // prevent another CopyBody
1424 PutClientInServer(this);
1427 void play_countdown(entity this, float finished, Sound samp)
1430 if(IS_REAL_CLIENT(this))
1431 if(floor(finished - time - frametime) != floor(finished - time))
1432 if(finished - time < 6)
1433 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1436 void player_powerups(entity this)
1438 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1439 int items_prev = this.items;
1441 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1442 this.modelflags |= MF_ROCKET;
1444 this.modelflags &= ~MF_ROCKET;
1446 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1448 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1451 Fire_ApplyDamage(this);
1452 Fire_ApplyEffect(this);
1456 if (this.items & ITEM_Strength.m_itemid)
1458 play_countdown(this, this.strength_finished, SND_POWEROFF);
1459 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1460 if (time > this.strength_finished)
1462 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1463 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1464 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1469 if (time < this.strength_finished)
1471 this.items = this.items | ITEM_Strength.m_itemid;
1473 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1474 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1477 if (this.items & ITEM_Shield.m_itemid)
1479 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1480 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1481 if (time > this.invincible_finished)
1483 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1484 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1485 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1490 if (time < this.invincible_finished)
1492 this.items = this.items | ITEM_Shield.m_itemid;
1494 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1495 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1498 if (this.items & IT_SUPERWEAPON)
1500 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1502 this.superweapons_finished = 0;
1503 this.items = this.items - (this.items & IT_SUPERWEAPON);
1504 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1505 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1507 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1509 // don't let them run out
1513 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1514 if (time > this.superweapons_finished)
1516 this.items = this.items - (this.items & IT_SUPERWEAPON);
1517 this.weapons &= ~WEPSET_SUPERWEAPONS;
1518 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1519 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1523 else if(this.weapons & WEPSET_SUPERWEAPONS)
1525 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1527 this.items = this.items | IT_SUPERWEAPON;
1529 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1530 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1534 this.superweapons_finished = 0;
1535 this.weapons &= ~WEPSET_SUPERWEAPONS;
1540 this.superweapons_finished = 0;
1544 if(autocvar_g_nodepthtestplayers)
1545 this.effects = this.effects | EF_NODEPTHTEST;
1547 if(autocvar_g_fullbrightplayers)
1548 this.effects = this.effects | EF_FULLBRIGHT;
1550 if (time >= game_starttime)
1551 if (time < this.spawnshieldtime)
1552 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1554 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1557 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1559 if(current > stable)
1561 else if(current > stable - 0.25) // when close enough, "snap"
1564 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1567 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1569 if(current < stable)
1571 else if(current < stable + 0.25) // when close enough, "snap"
1574 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1577 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1579 if(current > rotstable)
1581 if(rotframetime > 0)
1583 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1584 current = max(rotstable, current - rotlinear * rotframetime);
1587 else if(current < regenstable)
1589 if(regenframetime > 0)
1591 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1592 current = min(regenstable, current + regenlinear * regenframetime);
1602 void player_regen(entity this)
1604 float max_mod, regen_mod, rot_mod, limit_mod;
1605 max_mod = regen_mod = rot_mod = limit_mod = 1;
1607 float regen_health = autocvar_g_balance_health_regen;
1608 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1609 float regen_health_rot = autocvar_g_balance_health_rot;
1610 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1611 float regen_health_stable = autocvar_g_balance_health_regenstable;
1612 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1613 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1614 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1615 max_mod = M_ARGV(1, float);
1616 regen_mod = M_ARGV(2, float);
1617 rot_mod = M_ARGV(3, float);
1618 limit_mod = M_ARGV(4, float);
1619 regen_health = M_ARGV(5, float);
1620 regen_health_linear = M_ARGV(6, float);
1621 regen_health_rot = M_ARGV(7, float);
1622 regen_health_rotlinear = M_ARGV(8, float);
1623 regen_health_stable = M_ARGV(9, float);
1624 regen_health_rotstable = M_ARGV(10, float);
1626 if(!mutator_returnvalue)
1627 if(!STAT(FROZEN, this))
1629 float mina, maxa, limith, limita;
1630 maxa = autocvar_g_balance_armor_rotstable;
1631 mina = autocvar_g_balance_armor_regenstable;
1632 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1633 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1635 regen_health_rotstable = regen_health_rotstable * max_mod;
1636 regen_health_stable = regen_health_stable * max_mod;
1637 limith = limith * limit_mod;
1638 limita = limita * limit_mod;
1640 this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
1641 this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
1644 // if player rotted to death... die!
1645 // check this outside above checks, as player may still be able to rot to death
1649 vehicles_exit(this.vehicle, VHEF_RELEASE);
1650 if(this.event_damage)
1651 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1654 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1656 float minf, maxf, limitf;
1658 maxf = autocvar_g_balance_fuel_rotstable;
1659 minf = autocvar_g_balance_fuel_regenstable;
1660 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1662 this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
1664 // Ugly hack to make sure the health and armor don't go beyond hard limit.
1665 // TODO: Remove this hack when all code uses GivePlayerHealth and
1667 if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1669 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1671 if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1673 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1679 void SetZoomState(entity this, float newzoom)
1681 if(newzoom != CS(this).zoomstate)
1683 CS(this).zoomstate = newzoom;
1684 ClientData_Touch(this);
1686 zoomstate_set = true;
1689 void GetPressedKeys(entity this)
1691 MUTATOR_CALLHOOK(GetPressedKeys, this);
1692 int keys = STAT(PRESSED_KEYS, this);
1693 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1694 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1695 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1696 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1698 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1699 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1700 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1701 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1702 CS(this).pressedkeys = keys; // store for other users
1704 STAT(PRESSED_KEYS, this) = keys;
1708 ======================
1709 spectate mode routines
1710 ======================
1713 void SpectateCopy(entity this, entity spectatee)
1715 TC(Client, this); TC(Client, spectatee);
1717 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1718 PS(this) = PS(spectatee);
1719 this.armortype = spectatee.armortype;
1720 this.armorvalue = spectatee.armorvalue;
1721 this.ammo_cells = spectatee.ammo_cells;
1722 this.ammo_plasma = spectatee.ammo_plasma;
1723 this.ammo_shells = spectatee.ammo_shells;
1724 this.ammo_nails = spectatee.ammo_nails;
1725 this.ammo_rockets = spectatee.ammo_rockets;
1726 this.ammo_fuel = spectatee.ammo_fuel;
1727 this.clip_load = spectatee.clip_load;
1728 this.clip_size = spectatee.clip_size;
1729 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1730 this.health = spectatee.health;
1731 CS(this).impulse = 0;
1732 this.items = spectatee.items;
1733 this.last_pickup = spectatee.last_pickup;
1734 this.hit_time = spectatee.hit_time;
1735 this.strength_finished = spectatee.strength_finished;
1736 this.invincible_finished = spectatee.invincible_finished;
1737 this.superweapons_finished = spectatee.superweapons_finished;
1738 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1739 this.weapons = spectatee.weapons;
1740 this.vortex_charge = spectatee.vortex_charge;
1741 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1742 this.hagar_load = spectatee.hagar_load;
1743 this.arc_heat_percent = spectatee.arc_heat_percent;
1744 this.minelayer_mines = spectatee.minelayer_mines;
1745 this.punchangle = spectatee.punchangle;
1746 this.view_ofs = spectatee.view_ofs;
1747 this.velocity = spectatee.velocity;
1748 this.dmg_take = spectatee.dmg_take;
1749 this.dmg_save = spectatee.dmg_save;
1750 this.dmg_inflictor = spectatee.dmg_inflictor;
1751 this.v_angle = spectatee.v_angle;
1752 this.angles = spectatee.v_angle;
1753 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1754 this.revive_progress = spectatee.revive_progress;
1755 this.viewloc = spectatee.viewloc;
1756 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1757 this.fixangle = true;
1758 setorigin(this, spectatee.origin);
1759 setsize(this, spectatee.mins, spectatee.maxs);
1760 SetZoomState(this, CS(spectatee).zoomstate);
1762 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1764 .entity weaponentity = weaponentities[slot];
1765 this.(weaponentity) = spectatee.(weaponentity);
1768 for(int slot = 0; slot < MAX_AXH; ++slot)
1770 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1773 anticheat_spectatecopy(this, spectatee);
1774 this.hud = spectatee.hud;
1775 if(spectatee.vehicle)
1777 this.angles = spectatee.v_angle;
1779 //this.fixangle = false;
1780 //this.velocity = spectatee.vehicle.velocity;
1781 this.vehicle_health = spectatee.vehicle_health;
1782 this.vehicle_shield = spectatee.vehicle_shield;
1783 this.vehicle_energy = spectatee.vehicle_energy;
1784 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1785 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1786 this.vehicle_reload1 = spectatee.vehicle_reload1;
1787 this.vehicle_reload2 = spectatee.vehicle_reload2;
1789 //msg_entity = this;
1791 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1792 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1793 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1794 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1796 //WriteByte (MSG_ONE, SVC_SETVIEW);
1797 // WriteEntity(MSG_ONE, this);
1798 //makevectors(spectatee.v_angle);
1799 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1803 bool SpectateUpdate(entity this)
1808 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1810 SetSpectatee(this, NULL);
1814 SpectateCopy(this, this.enemy);
1819 bool SpectateSet(entity this)
1821 if(!IS_PLAYER(this.enemy))
1824 ClientData_Touch(this.enemy);
1827 WriteByte(MSG_ONE, SVC_SETVIEW);
1828 WriteEntity(MSG_ONE, this.enemy);
1829 set_movetype(this, MOVETYPE_NONE);
1830 accuracy_resend(this);
1832 if(!SpectateUpdate(this))
1833 PutObserverInServer(this);
1838 void SetSpectatee_status(entity this, int spectatee_num)
1840 int oldspectatee_status = CS(this).spectatee_status;
1841 CS(this).spectatee_status = spectatee_num;
1843 if (CS(this).spectatee_status != oldspectatee_status)
1845 ClientData_Touch(this);
1846 if (g_race || g_cts) race_InitSpectator();
1850 void SetSpectatee(entity this, entity spectatee)
1852 if(IS_BOT_CLIENT(this))
1853 return; // bots abuse .enemy, this code is useless to them
1855 entity old_spectatee = this.enemy;
1857 this.enemy = spectatee;
1860 // these are required to fix the spectator bug with arc
1863 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1865 .entity weaponentity = weaponentities[slot];
1866 if(old_spectatee.(weaponentity).arc_beam)
1867 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1872 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1874 .entity weaponentity = weaponentities[slot];
1875 if(this.enemy.(weaponentity).arc_beam)
1876 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1881 SetSpectatee_status(this, etof(this.enemy));
1883 // needed to update spectator list
1884 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1887 bool Spectate(entity this, entity pl)
1889 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1891 pl = M_ARGV(1, entity);
1893 SetSpectatee(this, pl);
1894 return SpectateSet(this);
1897 bool SpectateNext(entity this)
1899 entity ent = find(this.enemy, classname, STR_PLAYER);
1901 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1902 ent = M_ARGV(1, entity);
1904 ent = find(ent, classname, STR_PLAYER);
1906 if(ent) { SetSpectatee(this, ent); }
1908 return SpectateSet(this);
1911 bool SpectatePrev(entity this)
1913 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1914 entity ent = findchain(classname, STR_PLAYER);
1915 if (!ent) // no player
1919 // skip players until current spectated player
1921 while(ent && ent != this.enemy)
1924 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1926 case MUT_SPECPREV_FOUND:
1927 ent = M_ARGV(1, entity);
1929 case MUT_SPECPREV_RETURN:
1931 case MUT_SPECPREV_CONTINUE:
1942 SetSpectatee(this, ent);
1943 return SpectateSet(this);
1948 ShowRespawnCountdown()
1950 Update a respawn countdown display.
1953 void ShowRespawnCountdown(entity this)
1956 if(!IS_DEAD(this)) // just respawned?
1960 number = ceil(this.respawn_time - time);
1963 if(number <= this.respawn_countdown)
1965 this.respawn_countdown = number - 1;
1966 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
1967 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1972 .bool team_selected;
1973 bool ShowTeamSelection(entity this)
1975 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1977 stuffcmd(this, "menu_showteamselect\n");
1980 void Join(entity this)
1982 TRANSMUTE(Player, this);
1984 if(!this.team_selected)
1985 if(autocvar_g_campaign || autocvar_g_balance_teams)
1986 JoinBestTeam(this, false, true);
1988 if(autocvar_g_campaign)
1989 campaign_bots_may_start = true;
1991 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1993 PutClientInServer(this);
1996 if(teamplay && this.team != -1)
1997 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1999 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2000 this.team_selected = false;
2004 * Determines whether the player is allowed to join. This depends on cvar
2005 * g_maxplayers, if it isn't used this function always return true, otherwise
2006 * it checks whether the number of currently playing players exceeds g_maxplayers.
2007 * @return int number of free slots for players, 0 if none
2009 int nJoinAllowed(entity this, entity ignore)
2012 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2013 // so report 0 free slots if restricted
2015 if(autocvar_g_forced_team_otherwise == "spectate")
2017 if(autocvar_g_forced_team_otherwise == "spectator")
2021 if(this && this.team_forced < 0)
2022 return 0; // forced spectators can never join
2024 // TODO simplify this
2025 int totalClients = 0;
2026 int currentlyPlaying = 0;
2027 FOREACH_CLIENT(true, {
2030 if(IS_REAL_CLIENT(it))
2031 if(IS_PLAYER(it) || it.caplayer)
2035 float free_slots = 0;
2036 if (!autocvar_g_maxplayers)
2037 free_slots = maxclients - totalClients;
2038 else if(currentlyPlaying < autocvar_g_maxplayers)
2039 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2041 static float join_prevent_msg_time = 0;
2042 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2044 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2045 join_prevent_msg_time = time + 3;
2052 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2053 * g_maxplayers_spectator_blocktime seconds
2055 void checkSpectatorBlock(entity this)
2057 if(IS_SPEC(this) || IS_OBSERVER(this))
2059 if(IS_REAL_CLIENT(this))
2061 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2062 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2068 void PrintWelcomeMessage(entity this)
2070 if(CS(this).motd_actived_time == 0)
2072 if (autocvar_g_campaign) {
2073 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2074 CS(this).motd_actived_time = time;
2075 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2078 if (PHYS_INPUT_BUTTON_INFO(this)) {
2079 CS(this).motd_actived_time = time;
2080 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2084 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2086 if (autocvar_g_campaign) {
2087 if (PHYS_INPUT_BUTTON_INFO(this))
2088 CS(this).motd_actived_time = time;
2089 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // 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);
2094 if (PHYS_INPUT_BUTTON_INFO(this))
2095 CS(this).motd_actived_time = time;
2096 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2097 CS(this).motd_actived_time = 0;
2098 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2102 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2104 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2105 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2106 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2108 // instanctly hide MOTD
2109 CS(this).motd_actived_time = 0;
2110 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2115 bool joinAllowed(entity this)
2117 if (CS(this).version_mismatch) return false;
2118 if (!nJoinAllowed(this, this)) return false;
2119 if (teamplay && lockteams) return false;
2120 if (ShowTeamSelection(this)) return false;
2121 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2126 bool PlayerThink(entity this)
2128 if (game_stopped || intermission_running) {
2129 this.modelflags &= ~MF_ROCKET;
2130 if(intermission_running)
2131 IntermissionThink(this);
2135 if (timeout_status == TIMEOUT_ACTIVE) {
2136 // don't allow the player to turn around while game is paused
2137 // FIXME turn this into CSQC stuff
2138 this.v_angle = this.lastV_angle;
2139 this.angles = this.lastV_angle;
2140 this.fixangle = true;
2143 if (frametime) player_powerups(this);
2145 if (IS_DEAD(this)) {
2146 if (this.personal && g_race_qualifying) {
2147 if (time > this.respawn_time) {
2148 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2150 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2153 if (frametime) player_anim(this);
2155 if (this.respawn_flags & RESPAWN_DENY)
2157 STAT(RESPAWN_TIME, this) = 0;
2161 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));
2163 switch(this.deadflag)
2167 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2168 this.deadflag = DEAD_RESPAWNING;
2169 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2170 this.deadflag = DEAD_DEAD;
2176 this.deadflag = DEAD_RESPAWNABLE;
2177 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2178 this.deadflag = DEAD_RESPAWNING;
2181 case DEAD_RESPAWNABLE:
2183 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2184 this.deadflag = DEAD_RESPAWNING;
2187 case DEAD_RESPAWNING:
2189 if (time > this.respawn_time)
2191 this.respawn_time = time + 1; // only retry once a second
2192 this.respawn_time_max = this.respawn_time;
2199 ShowRespawnCountdown(this);
2201 if (this.respawn_flags & RESPAWN_SILENT)
2202 STAT(RESPAWN_TIME, this) = 0;
2203 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2205 if (time < this.respawn_time)
2206 STAT(RESPAWN_TIME, this) = this.respawn_time;
2207 else if (this.deadflag != DEAD_RESPAWNING)
2208 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2211 STAT(RESPAWN_TIME, this) = this.respawn_time;
2214 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2215 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2216 STAT(RESPAWN_TIME, this) *= -1;
2221 bool have_hook = false;
2222 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2224 .entity weaponentity = weaponentities[slot];
2225 if(this.(weaponentity).hook.state)
2231 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2234 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2236 } else if (this.vehicle) {
2238 } else if (STAT(FROZEN, this)) {
2245 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2246 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2247 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2249 } else if (this.crouch) {
2250 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2251 if (!trace_startsolid) {
2252 this.crouch = false;
2253 this.view_ofs = STAT(PL_VIEW_OFS, this);
2254 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2258 FixPlayermodel(this);
2260 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2263 this.items &= ~this.items_added;
2265 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2267 .entity weaponentity = weaponentities[slot];
2268 W_WeaponFrame(this, weaponentity);
2272 this.clip_load = this.(weaponentity).clip_load;
2273 this.clip_size = this.(weaponentity).clip_size;
2277 this.items_added = 0;
2278 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2279 this.items_added |= IT_FUEL;
2281 this.items |= this.items_added;
2286 // WEAPONTODO: Add a weapon request for this
2287 // rot vortex charge to the charge limit
2288 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2290 .entity weaponentity = weaponentities[slot];
2291 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2292 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2295 if (frametime) player_anim(this);
2298 secrets_setstatus(this);
2301 monsters_setstatus(this);
2303 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2308 void ObserverThink(entity this)
2310 if ( CS(this).impulse )
2312 MinigameImpulse(this, CS(this).impulse);
2313 CS(this).impulse = 0;
2316 if (this.flags & FL_JUMPRELEASED) {
2317 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2318 this.flags &= ~FL_JUMPRELEASED;
2319 this.flags |= FL_SPAWNING;
2320 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2321 this.flags &= ~FL_JUMPRELEASED;
2322 if(SpectateNext(this)) {
2323 TRANSMUTE(Spectator, this);
2326 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2327 set_movetype(this, preferred_movetype);
2330 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2331 this.flags |= FL_JUMPRELEASED;
2332 if(this.flags & FL_SPAWNING)
2334 this.flags &= ~FL_SPAWNING;
2342 void SpectatorThink(entity this)
2344 if ( CS(this).impulse )
2346 if(MinigameImpulse(this, CS(this).impulse))
2347 CS(this).impulse = 0;
2349 if (CS(this).impulse == IMP_weapon_drop.impulse)
2351 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2352 CS(this).impulse = 0;
2357 if (this.flags & FL_JUMPRELEASED) {
2358 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2359 this.flags &= ~FL_JUMPRELEASED;
2360 this.flags |= FL_SPAWNING;
2361 } 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)) {
2362 this.flags &= ~FL_JUMPRELEASED;
2363 if(SpectateNext(this)) {
2364 TRANSMUTE(Spectator, this);
2366 TRANSMUTE(Observer, this);
2367 PutClientInServer(this);
2369 CS(this).impulse = 0;
2370 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2371 this.flags &= ~FL_JUMPRELEASED;
2372 if(SpectatePrev(this)) {
2373 TRANSMUTE(Spectator, this);
2375 TRANSMUTE(Observer, this);
2376 PutClientInServer(this);
2378 CS(this).impulse = 0;
2379 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2380 this.flags &= ~FL_JUMPRELEASED;
2381 TRANSMUTE(Observer, this);
2382 PutClientInServer(this);
2384 if(!SpectateUpdate(this))
2385 PutObserverInServer(this);
2388 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2389 this.flags |= FL_JUMPRELEASED;
2390 if(this.flags & FL_SPAWNING)
2392 this.flags &= ~FL_SPAWNING;
2397 if(!SpectateUpdate(this))
2398 PutObserverInServer(this);
2401 this.flags |= FL_CLIENT | FL_NOTARGET;
2404 void vehicles_enter (entity pl, entity veh);
2405 void PlayerUseKey(entity this)
2407 if (!IS_PLAYER(this))
2414 vehicles_exit(this.vehicle, VHEF_NORMAL);
2418 else if(autocvar_g_vehicles_enter)
2420 if(!STAT(FROZEN, this))
2424 entity head, closest_target = NULL;
2425 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2427 while(head) // find the closest acceptable target to enter
2429 if(IS_VEHICLE(head))
2431 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2432 if(head.takedamage != DAMAGE_NO)
2436 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2437 { closest_target = head; }
2439 else { closest_target = head; }
2445 if(closest_target) { vehicles_enter(this, closest_target); return; }
2449 // a use key was pressed; call handlers
2450 MUTATOR_CALLHOOK(PlayerUseKey, this);
2458 Called every frame for each client before the physics are run
2461 .float last_vehiclecheck;
2462 void PlayerPreThink (entity this)
2464 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2465 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2467 WarpZone_PlayerPhysics_FixVAngle(this);
2470 // physics frames: update anticheat stuff
2471 anticheat_prethink(this);
2474 if (blockSpectators && frametime) {
2475 // WORKAROUND: only use dropclient in server frames (frametime set).
2476 // Never use it in cl_movement frames (frametime zero).
2477 checkSpectatorBlock(this);
2480 zoomstate_set = false;
2482 // Check for nameless players
2483 if (isInvisibleString(this.netname)) {
2484 this.netname = strzone(sprintf("Player#%d", this.playerid));
2485 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2487 if (this.netname != CS(this).netname_previous) {
2488 if (autocvar_sv_eventlog) {
2489 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2491 if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
2492 CS(this).netname_previous = strzone(this.netname);
2496 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2497 CS(this).version_nagtime = 0;
2498 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2500 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2502 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2504 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2505 if (r < 0) { // old client
2506 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2507 } else if (r > 0) { // old server
2508 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2514 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2516 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2517 this.max_armorvalue = 0;
2522 if (STAT(FROZEN, this) == 2)
2524 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2525 this.health = max(1, this.revive_progress * start_health);
2526 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2528 if (this.revive_progress >= 1)
2531 else if (STAT(FROZEN, this) == 3)
2533 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2534 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2536 if (this.health < 1)
2539 vehicles_exit(this.vehicle, VHEF_RELEASE);
2540 if(this.event_damage)
2541 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2543 else if (this.revive_progress <= 0)
2548 MUTATOR_CALLHOOK(PlayerPreThink, this);
2550 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2551 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2553 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2555 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2556 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2558 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2562 if(!it.team || SAME_TEAM(this, it))
2563 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2564 else if(autocvar_g_vehicles_steal)
2565 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2569 this.last_vehiclecheck = time + 1;
2572 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2574 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2576 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2579 if (IS_REAL_CLIENT(this))
2580 PrintWelcomeMessage(this);
2582 if (IS_PLAYER(this)) {
2583 if(!PlayerThink(this))
2586 else if (game_stopped || intermission_running) {
2587 if(intermission_running)
2588 IntermissionThink(this);
2591 else if (IS_OBSERVER(this)) {
2592 ObserverThink(this);
2594 else if (IS_SPEC(this)) {
2595 SpectatorThink(this);
2598 // WEAPONTODO: Add weapon request for this
2599 if (!zoomstate_set) {
2600 bool wep_zoomed = false;
2601 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2603 .entity weaponentity = weaponentities[slot];
2604 Weapon thiswep = this.(weaponentity).m_weapon;
2605 if(thiswep != WEP_Null && thiswep.wr_zoom)
2606 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2608 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2611 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2613 CS(this).teamkill_soundtime = 0;
2615 entity e = CS(this).teamkill_soundsource;
2616 entity oldpusher = e.pusher;
2618 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2619 e.pusher = oldpusher;
2622 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2623 CS(this).taunt_soundtime = 0;
2624 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2627 target_voicescript_next(this);
2629 // WEAPONTODO: Move into weaponsystem somehow
2630 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2631 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2633 .entity weaponentity = weaponentities[slot];
2634 if(this.(weaponentity).m_weapon == WEP_Null)
2635 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2639 void DrownPlayer(entity this)
2644 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2646 if(this.air_finished < time)
2647 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2648 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2651 else if (this.air_finished < time)
2653 if (this.pain_finished < time)
2655 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2656 this.pain_finished = time + 0.5;
2661 .bool move_qcphysics;
2663 void Player_Physics(entity this)
2665 set_movetype(this, this.move_movetype);
2667 if(!this.move_qcphysics)
2670 if(!frametime && !CS(this).pm_frametime)
2673 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2675 CS(this).pm_frametime = 0;
2682 Called every frame for each client after the physics are run
2685 void PlayerPostThink (entity this)
2687 Player_Physics(this);
2690 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2691 if (IS_REAL_CLIENT(this))
2692 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2694 int totalClients = 0;
2695 if(sv_maxidle_slots > 0)
2697 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2703 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2704 { /* do nothing */ }
2705 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2707 if (CS(this).idlekick_lasttimeleft)
2709 CS(this).idlekick_lasttimeleft = 0;
2710 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2715 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2716 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2717 if (!CS(this).idlekick_lasttimeleft)
2718 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2720 if (timeleft <= 0) {
2721 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2725 else if (timeleft <= 10) {
2726 if (timeleft != CS(this).idlekick_lasttimeleft) {
2727 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2729 CS(this).idlekick_lasttimeleft = timeleft;
2738 this.solid = SOLID_NOT;
2739 this.takedamage = DAMAGE_NO;
2740 set_movetype(this, MOVETYPE_NONE);
2743 if (IS_PLAYER(this)) {
2745 UpdateChatBubble(this);
2746 if (CS(this).impulse) ImpulseCommands(this);
2749 CSQCMODEL_AUTOUPDATE(this);
2752 GetPressedKeys(this);
2755 if (this.waypointsprite_attachedforcarrier) {
2756 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2757 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2760 playerdemo_write(this);
2762 CSQCMODEL_AUTOUPDATE(this);
2765 // hack to copy the button fields from the client entity to the Client State
2766 void PM_UpdateButtons(entity this, entity store)
2769 store.impulse = this.impulse;
2772 store.button0 = this.button0;
2773 store.button2 = this.button2;
2774 store.button3 = this.button3;
2775 store.button4 = this.button4;
2776 store.button5 = this.button5;
2777 store.button6 = this.button6;
2778 store.button7 = this.button7;
2779 store.button8 = this.button8;
2780 store.button9 = this.button9;
2781 store.button10 = this.button10;
2782 store.button11 = this.button11;
2783 store.button12 = this.button12;
2784 store.button13 = this.button13;
2785 store.button14 = this.button14;
2786 store.button15 = this.button15;
2787 store.button16 = this.button16;
2788 store.buttonuse = this.buttonuse;
2789 store.buttonchat = this.buttonchat;
2791 store.cursor_active = this.cursor_active;
2792 store.cursor_screen = this.cursor_screen;
2793 store.cursor_trace_start = this.cursor_trace_start;
2794 store.cursor_trace_endpos = this.cursor_trace_endpos;
2795 store.cursor_trace_ent = this.cursor_trace_ent;
2797 store.ping = this.ping;
2798 store.ping_packetloss = this.ping_packetloss;
2799 store.ping_movementloss = this.ping_movementloss;
2801 store.v_angle = this.v_angle;
2802 store.movement = this.movement;