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"
17 #include "handicap.qh"
19 #include "command/common.qh"
24 #include "campaign.qh"
25 #include "command/common.qh"
26 #include "scores_rules.qh"
30 #include "../common/ent_cs.qh"
31 #include "../common/wepent.qh"
32 #include <common/state.qh>
34 #include <common/effects/qc/globalsound.qh>
36 #include "../common/triggers/func/conveyor.qh"
37 #include "../common/triggers/teleporters.qh"
38 #include "../common/triggers/target/spawnpoint.qh"
40 #include "../common/vehicles/all.qh"
42 #include "weapons/hitplot.qh"
43 #include "weapons/weaponsystem.qh"
45 #include "../common/net_notice.qh"
46 #include "../common/net_linked.qh"
47 #include "../common/physics/player.qh"
49 #include "../common/items/_mod.qh"
51 #include "../common/mutators/mutator/waypoints/all.qh"
53 #include "../common/triggers/subs.qh"
54 #include "../common/triggers/triggers.qh"
55 #include "../common/triggers/trigger/secret.qh"
57 #include "../common/minigames/sv_minigames.qh"
59 #include "../common/items/inventory.qh"
61 #include "../common/monsters/sv_monsters.qh"
63 #include "../lib/warpzone/server.qh"
65 #include <common/mutators/mutator/overkill/oknex.qh>
67 STATIC_METHOD(Client, Add, void(Client this, int _team))
70 TRANSMUTE(Player, this);
73 PutClientInServer(this);
76 void PutObserverInServer(entity this);
78 STATIC_METHOD(Client, Remove, void(Client this))
80 TRANSMUTE(Observer, this);
81 PutClientInServer(this);
82 ClientDisconnect(this);
85 void send_CSQC_teamnagger() {
86 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
89 int CountSpectators(entity player, entity to)
91 if(!player) { return 0; } // not sure how, but best to be safe
95 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
103 void WriteSpectators(entity player, entity to)
105 if(!player) { return; } // not sure how, but best to be safe
107 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
109 WriteByte(MSG_ENTITY, num_for_edict(it));
113 bool ClientData_Send(entity this, entity to, int sf)
115 assert(to == this.owner, return false);
118 if (IS_SPEC(e)) e = e.enemy;
121 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
122 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
123 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
124 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
126 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
127 WriteByte(MSG_ENTITY, sf);
130 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
134 float specs = CountSpectators(e, to);
135 WriteByte(MSG_ENTITY, specs);
136 WriteSpectators(e, to);
142 void ClientData_Attach(entity this)
144 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
145 CS(this).clientdata.drawonlytoclient = this;
146 CS(this).clientdata.owner = this;
149 void ClientData_Detach(entity this)
151 delete(CS(this).clientdata);
152 CS(this).clientdata = NULL;
155 void ClientData_Touch(entity e)
157 CS(e).clientdata.SendFlags = 1;
159 // make it spectatable
160 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
163 void SetSpectatee(entity this, entity spectatee);
164 void SetSpectatee_status(entity this, int spectatee_num);
171 Checks if the argument string can be a valid playermodel.
172 Returns a valid one in doubt.
175 string FallbackPlayerModel;
176 string CheckPlayerModel(string plyermodel) {
177 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
179 // note: we cannot summon Don Strunzone here, some player may
180 // still have the model string set. In case anyone manages how
181 // to change a cvar default, we'll have a small leak here.
182 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
184 // only in right path
185 if( substring(plyermodel,0,14) != "models/player/")
186 return FallbackPlayerModel;
187 // only good file extensions
188 if(substring(plyermodel,-4,4) != ".zym")
189 if(substring(plyermodel,-4,4) != ".dpm")
190 if(substring(plyermodel,-4,4) != ".iqm")
191 if(substring(plyermodel,-4,4) != ".md3")
192 if(substring(plyermodel,-4,4) != ".psk")
193 return FallbackPlayerModel;
194 // forbid the LOD models
195 if(substring(plyermodel, -9,5) == "_lod1")
196 return FallbackPlayerModel;
197 if(substring(plyermodel, -9,5) == "_lod2")
198 return FallbackPlayerModel;
199 if(plyermodel != strtolower(plyermodel))
200 return FallbackPlayerModel;
201 // also, restrict to server models
202 if(autocvar_sv_servermodelsonly)
204 if(!fexists(plyermodel))
205 return FallbackPlayerModel;
210 void setplayermodel(entity e, string modelname)
212 precache_model(modelname);
213 _setmodel(e, modelname);
214 player_setupanimsformodel(e);
215 if(!autocvar_g_debug_globalsounds)
216 UpdatePlayerSounds(e);
219 void FixPlayermodel(entity player);
220 /** putting a client as observer in the server */
221 void PutObserverInServer(entity this)
223 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
224 PlayerState_detach(this);
231 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
234 // was a player, recount votes and ready status
235 if(IS_REAL_CLIENT(this))
237 if (vote_called) { VoteCount(false); }
243 entity spot = SelectSpawnPoint(this, true);
244 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
245 this.angles = vec2(spot.angles);
246 this.fixangle = true;
247 // offset it so that the spectator spawns higher off the ground, looks better this way
248 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
249 if (IS_REAL_CLIENT(this))
252 WriteByte(MSG_ONE, SVC_SETVIEW);
253 WriteEntity(MSG_ONE, this);
255 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
256 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
257 if(!autocvar_g_debug_globalsounds)
259 // needed for player sounds
261 FixPlayermodel(this);
263 setmodel(this, MDL_Null);
264 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
265 this.view_ofs = '0 0 0';
268 RemoveGrapplingHooks(this);
269 Portal_ClearAll(this);
271 SetSpectatee(this, NULL);
276 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
280 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
282 WaypointSprite_PlayerDead(this);
284 if (mutator_returnvalue) {
285 // mutator prevents resetting teams+score
287 int oldteam = this.team;
288 this.team = -1; // move this as it is needed to log the player spectating in eventlog
289 MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
290 this.frags = FRAGS_SPECTATOR;
291 PlayerScore_Clear(this); // clear scores when needed
294 if (CS(this).killcount != FRAGS_SPECTATOR)
296 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
298 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
299 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
301 if(!CS(this).just_joined)
302 LogTeamchange(this.playerid, -1, 4);
304 CS(this).just_joined = false;
307 accuracy_resend(this);
309 CS(this).spectatortime = time;
311 IL_REMOVE(g_bot_targets, this);
312 this.bot_attack = false;
313 if(this.monster_attack)
314 IL_REMOVE(g_monster_targets, this);
315 this.monster_attack = false;
316 STAT(HUD, this) = HUD_NORMAL;
317 TRANSMUTE(Observer, this);
318 this.iscreature = false;
319 this.teleportable = TELEPORT_SIMPLE;
320 if(this.damagedbycontents)
321 IL_REMOVE(g_damagedbycontents, this);
322 this.damagedbycontents = false;
323 this.health = FRAGS_SPECTATOR;
324 SetSpectatee_status(this, etof(this));
325 this.takedamage = DAMAGE_NO;
326 this.solid = SOLID_NOT;
327 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
328 this.flags = FL_CLIENT | FL_NOTARGET;
329 this.armorvalue = 666;
331 this.armorvalue = autocvar_g_balance_armor_start;
332 this.pauserotarmor_finished = 0;
333 this.pauserothealth_finished = 0;
334 this.pauseregen_finished = 0;
335 this.damageforcescale = 0;
337 this.respawn_flags = 0;
338 this.respawn_time = 0;
339 STAT(RESPAWN_TIME, this) = 0;
344 this.pain_finished = 0;
345 this.strength_finished = 0;
346 this.invincible_finished = 0;
347 this.superweapons_finished = 0;
348 this.dphitcontentsmask = 0;
351 setthink(this, func_null);
353 this.deadflag = DEAD_NO;
355 STAT(REVIVE_PROGRESS, this) = 0;
356 this.revival_time = 0;
359 this.weapons = '0 0 0';
360 this.drawonlytoclient = this;
364 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
366 this.weaponmodel = "";
367 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
369 this.weaponentities[slot] = NULL;
371 this.exteriorweaponentity = NULL;
372 CS(this).killcount = FRAGS_SPECTATOR;
373 this.velocity = '0 0 0';
374 this.avelocity = '0 0 0';
375 this.punchangle = '0 0 0';
376 this.punchvector = '0 0 0';
377 this.oldvelocity = this.velocity;
378 this.fire_endtime = -1;
379 this.event_damage = func_null;
381 for(int slot = 0; slot < MAX_AXH; ++slot)
383 entity axh = this.(AuxiliaryXhair[slot]);
384 this.(AuxiliaryXhair[slot]) = NULL;
386 if(axh.owner == this && axh != NULL && !wasfreed(axh))
391 int player_getspecies(entity this)
393 get_model_parameters(this.model, this.skin);
394 int s = get_model_parameters_species;
395 get_model_parameters(string_null, 0);
396 if (s < 0) return SPECIES_HUMAN;
400 .float model_randomizer;
401 void FixPlayermodel(entity player)
403 string defaultmodel = "";
405 if(autocvar_sv_defaultcharacter)
411 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
412 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
413 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
414 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
418 if(defaultmodel == "")
420 defaultmodel = autocvar_sv_defaultplayermodel;
421 defaultskin = autocvar_sv_defaultplayerskin;
424 int n = tokenize_console(defaultmodel);
427 defaultmodel = argv(floor(n * CS(player).model_randomizer));
428 // However, do NOT randomize if the player-selected model is in the list.
429 for (int i = 0; i < n; ++i)
430 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
431 defaultmodel = argv(i);
434 int i = strstrofs(defaultmodel, ":", 0);
437 defaultskin = stof(substring(defaultmodel, i+1, -1));
438 defaultmodel = substring(defaultmodel, 0, i);
441 if(autocvar_sv_defaultcharacterskin && !defaultskin)
447 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
448 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
449 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
450 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
455 defaultskin = autocvar_sv_defaultplayerskin;
458 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
459 defaultmodel = M_ARGV(0, string);
460 defaultskin = M_ARGV(1, int);
464 if(defaultmodel != "")
466 if (defaultmodel != player.model)
468 vector m1 = player.mins;
469 vector m2 = player.maxs;
470 setplayermodel (player, defaultmodel);
471 setsize (player, m1, m2);
475 oldskin = player.skin;
476 player.skin = defaultskin;
478 if (player.playermodel != player.model || player.playermodel == "")
480 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
481 vector m1 = player.mins;
482 vector m2 = player.maxs;
483 setplayermodel (player, player.playermodel);
484 setsize (player, m1, m2);
488 if(!autocvar_sv_defaultcharacterskin)
490 oldskin = player.skin;
491 player.skin = stof(player.playerskin);
495 oldskin = player.skin;
496 player.skin = defaultskin;
500 if(chmdl || oldskin != player.skin) // model or skin has changed
502 player.species = player_getspecies(player); // update species
503 if(!autocvar_g_debug_globalsounds)
504 UpdatePlayerSounds(player); // update skin sounds
508 if(strlen(autocvar_sv_defaultplayercolors))
509 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
510 setcolor(player, stof(autocvar_sv_defaultplayercolors));
513 void PutPlayerInServer(entity this)
515 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
517 PlayerState_attach(this);
518 accuracy_resend(this);
521 JoinBestTeam(this, true);
523 entity spot = SelectSpawnPoint(this, false);
525 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
526 return; // spawn failed
529 TRANSMUTE(Player, this);
531 CS(this).wasplayer = true;
532 this.iscreature = true;
533 this.teleportable = TELEPORT_NORMAL;
534 if(!this.damagedbycontents)
535 IL_PUSH(g_damagedbycontents, this);
536 this.damagedbycontents = true;
537 set_movetype(this, MOVETYPE_WALK);
538 this.solid = SOLID_SLIDEBOX;
539 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
540 if (autocvar_g_playerclip_collisions)
541 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
542 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
543 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
544 this.frags = FRAGS_PLAYER;
545 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
546 this.flags = FL_CLIENT | FL_PICKUPITEMS;
547 if (autocvar__notarget)
548 this.flags |= FL_NOTARGET;
549 this.takedamage = DAMAGE_AIM;
550 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
553 this.ammo_shells = warmup_start_ammo_shells;
554 this.ammo_nails = warmup_start_ammo_nails;
555 this.ammo_rockets = warmup_start_ammo_rockets;
556 this.ammo_cells = warmup_start_ammo_cells;
557 this.ammo_plasma = warmup_start_ammo_plasma;
558 this.ammo_fuel = warmup_start_ammo_fuel;
559 this.health = warmup_start_health;
560 this.armorvalue = warmup_start_armorvalue;
561 this.weapons = WARMUP_START_WEAPONS;
563 this.ammo_shells = start_ammo_shells;
564 this.ammo_nails = start_ammo_nails;
565 this.ammo_rockets = start_ammo_rockets;
566 this.ammo_cells = start_ammo_cells;
567 this.ammo_plasma = start_ammo_plasma;
568 this.ammo_fuel = start_ammo_fuel;
569 this.health = start_health;
570 this.armorvalue = start_armorvalue;
571 this.weapons = start_weapons;
572 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
574 GiveRandomWeapons(this, random_start_weapons_count,
575 autocvar_g_random_start_weapons, random_start_ammo);
578 SetSpectatee_status(this, 0);
580 PS(this).dual_weapons = '0 0 0';
582 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
584 this.items = start_items;
586 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
587 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
588 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
589 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
590 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
591 if (!sv_ready_restart_after_countdown && time < game_starttime)
593 float f = game_starttime - time;
594 this.spawnshieldtime += f;
595 this.pauserotarmor_finished += f;
596 this.pauserothealth_finished += f;
597 this.pauseregen_finished += f;
600 this.damageforcescale = 2;
602 this.respawn_flags = 0;
603 this.respawn_time = 0;
604 STAT(RESPAWN_TIME, this) = 0;
605 this.scale = autocvar_sv_player_scale;
608 this.pain_finished = 0;
610 setthink(this, func_null); // players have no think function
613 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
615 this.deadflag = DEAD_NO;
617 this.angles = spot.angles;
618 this.angles_z = 0; // never spawn tilted even if the spot says to
619 if (IS_BOT_CLIENT(this))
620 this.v_angle = this.angles;
621 this.fixangle = true; // turn this way immediately
622 this.oldvelocity = this.velocity = '0 0 0';
623 this.avelocity = '0 0 0';
624 this.punchangle = '0 0 0';
625 this.punchvector = '0 0 0';
627 this.strength_finished = 0;
628 this.invincible_finished = 0;
629 this.fire_endtime = -1;
630 STAT(REVIVE_PROGRESS, this) = 0;
631 this.revival_time = 0;
633 this.air_finished = time + 12;
634 this.waterlevel = WATERLEVEL_NONE;
635 this.watertype = CONTENT_EMPTY;
637 entity spawnevent = new_pure(spawnevent);
638 spawnevent.owner = this;
639 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
641 // Cut off any still running player sounds.
642 stopsound(this, CH_PLAYER_SINGLE);
645 FixPlayermodel(this);
646 this.drawonlytoclient = NULL;
650 for(int slot = 0; slot < MAX_AXH; ++slot)
652 entity axh = this.(AuxiliaryXhair[slot]);
653 this.(AuxiliaryXhair[slot]) = NULL;
655 if(axh.owner == this && axh != NULL && !wasfreed(axh))
659 this.spawnpoint_targ = NULL;
662 this.view_ofs = STAT(PL_VIEW_OFS, this);
663 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
664 this.spawnorigin = spot.origin;
665 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
666 // don't reset back to last position, even if new position is stuck in solid
667 this.oldorigin = this.origin;
669 IL_REMOVE(g_conveyed, this);
670 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
671 STAT(HUD, this) = HUD_NORMAL;
673 this.event_damage = PlayerDamage;
676 IL_PUSH(g_bot_targets, this);
677 this.bot_attack = true;
678 if(!this.monster_attack)
679 IL_PUSH(g_monster_targets, this);
680 this.monster_attack = true;
681 navigation_dynamicgoal_init(this, false);
683 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
685 // player was spectator
686 if (CS(this).killcount == FRAGS_SPECTATOR) {
687 PlayerScore_Clear(this);
688 CS(this).killcount = 0;
689 CS(this).startplaytime = time;
692 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
694 .entity weaponentity = weaponentities[slot];
695 entity oldwep = this.(weaponentity);
696 CL_SpawnWeaponentity(this, weaponentity);
697 if(oldwep && oldwep.owner == this)
698 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
700 this.alpha = default_player_alpha;
701 this.colormod = '1 1 1' * autocvar_g_player_brightness;
702 this.exteriorweaponentity.alpha = default_weapon_alpha;
704 this.speedrunning = false;
706 target_voicescript_clear(this);
708 // reset fields the weapons may use
709 FOREACH(Weapons, true, {
710 it.wr_resetplayer(it, this);
711 // reload all reloadable weapons
712 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
713 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
715 .entity weaponentity = weaponentities[slot];
716 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
722 string s = spot.target;
723 spot.target = string_null;
724 SUB_UseTargets(spot, this, NULL);
730 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
732 if (autocvar_spawn_debug)
734 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
735 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
738 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
740 .entity weaponentity = weaponentities[slot];
741 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
742 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
744 this.(weaponentity).m_switchweapon = WEP_Null;
745 this.(weaponentity).m_weapon = WEP_Null;
746 this.(weaponentity).weaponname = "";
747 this.(weaponentity).m_switchingweapon = WEP_Null;
748 this.(weaponentity).cnt = -1;
751 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
753 if (!warmup_stage && !this.alivetime)
754 this.alivetime = time;
756 antilag_clear(this, CS(this));
759 /** Called when a client spawns in the server */
760 void PutClientInServer(entity this)
762 if (IS_BOT_CLIENT(this)) {
763 TRANSMUTE(Player, this);
764 } else if (IS_REAL_CLIENT(this)) {
766 WriteByte(MSG_ONE, SVC_SETVIEW);
767 WriteEntity(MSG_ONE, this);
770 TRANSMUTE(Observer, this);
772 SetSpectatee(this, NULL);
776 PS(this).itemkeys = 0;
778 MUTATOR_CALLHOOK(PutClientInServer, this);
780 if (IS_OBSERVER(this)) {
781 PutObserverInServer(this);
782 } else if (IS_PLAYER(this)) {
783 PutPlayerInServer(this);
787 void ClientInit_misc(entity this);
789 // TODO do we need all these fields, or should we stop autodetecting runtime
790 // changes and just have a console command to update this?
791 bool ClientInit_SendEntity(entity this, entity to, int sf)
793 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
796 // MSG_INIT replacement
797 // TODO: make easier to use
799 W_PROP_reload(MSG_ONE, to);
800 ClientInit_misc(this);
801 MUTATOR_CALLHOOK(Ent_Init);
803 void ClientInit_misc(entity this)
805 int channel = MSG_ONE;
806 WriteHeader(channel, ENT_CLIENT_INIT);
807 WriteByte(channel, g_nexball_meter_period * 32);
808 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
809 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
810 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
811 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
812 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
813 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
814 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
815 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
817 if(sv_foginterval && world.fog != "")
818 WriteString(channel, world.fog);
820 WriteString(channel, "");
821 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
822 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
823 WriteByte(channel, serverflags);
824 WriteCoord(channel, autocvar_g_trueaim_minrange);
827 void ClientInit_CheckUpdate(entity this)
829 this.nextthink = time;
830 if(this.count != autocvar_g_balance_armor_blockpercent)
832 this.count = autocvar_g_balance_armor_blockpercent;
835 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
837 this.cnt = autocvar_g_balance_damagepush_speedfactor;
842 void ClientInit_Spawn()
844 entity e = new_pure(clientinit);
845 setthink(e, ClientInit_CheckUpdate);
846 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
848 ClientInit_CheckUpdate(e);
858 // initialize parms for a new player
859 parm1 = -(86400 * 366);
861 MUTATOR_CALLHOOK(SetNewParms);
869 void SetChangeParms (entity this)
871 // save parms for level change
872 parm1 = CS(this).parm_idlesince - time;
874 MUTATOR_CALLHOOK(SetChangeParms);
882 void DecodeLevelParms(entity this)
885 CS(this).parm_idlesince = parm1;
886 if (CS(this).parm_idlesince == -(86400 * 366))
887 CS(this).parm_idlesince = time;
889 // whatever happens, allow 60 seconds of idling directly after connect for map loading
890 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
892 MUTATOR_CALLHOOK(DecodeLevelParms);
899 Called when a client types 'kill' in the console
903 .float clientkill_nexttime;
904 void ClientKill_Now_TeamChange(entity this)
906 if(this.killindicator_teamchange == -1)
908 JoinBestTeam( this, true );
910 else if(this.killindicator_teamchange == -2)
913 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
914 PutObserverInServer(this);
917 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
918 this.killindicator_teamchange = 0;
921 void ClientKill_Now(entity this)
925 vehicles_exit(this.vehicle, VHEF_RELEASE);
926 if(!this.killindicator_teamchange)
928 this.vehicle_health = -1;
929 Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
933 if(this.killindicator && !wasfreed(this.killindicator))
934 delete(this.killindicator);
936 this.killindicator = NULL;
938 if(this.killindicator_teamchange)
939 ClientKill_Now_TeamChange(this);
941 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
943 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
946 // now I am sure the player IS dead
948 void KillIndicator_Think(entity this)
952 this.owner.killindicator = NULL;
957 if (this.owner.alpha < 0 && !this.owner.vehicle)
959 this.owner.killindicator = NULL;
966 ClientKill_Now(this.owner);
969 else if(this.health == 1) // health == 1 means that it's silent
971 this.nextthink = time + 1;
977 setmodel(this, MDL_NUM(this.cnt));
978 if(IS_REAL_CLIENT(this.owner))
981 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
983 this.nextthink = time + 1;
988 float clientkilltime;
989 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
997 killtime = autocvar_g_balance_kill_delay;
999 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
1001 killtime = M_ARGV(1, float);
1003 this.killindicator_teamchange = targetteam;
1005 if(!this.killindicator)
1009 killtime = max(killtime, this.clientkill_nexttime - time);
1010 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1013 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1015 ClientKill_Now(this);
1019 starttime = max(time, clientkilltime);
1021 this.killindicator = spawn();
1022 this.killindicator.owner = this;
1023 this.killindicator.scale = 0.5;
1024 setattachment(this.killindicator, this, "");
1025 setorigin(this.killindicator, '0 0 52');
1026 setthink(this.killindicator, KillIndicator_Think);
1027 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1028 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1029 this.killindicator.cnt = ceil(killtime);
1030 this.killindicator.count = bound(0, ceil(killtime), 10);
1031 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1033 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1035 it.killindicator = spawn();
1036 it.killindicator.owner = it;
1037 it.killindicator.scale = 0.5;
1038 setattachment(it.killindicator, it, "");
1039 setorigin(it.killindicator, '0 0 52');
1040 setthink(it.killindicator, KillIndicator_Think);
1041 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1042 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1043 it.killindicator.cnt = ceil(killtime);
1048 if(this.killindicator)
1050 if(targetteam == 0) // just die
1052 this.killindicator.colormod = '0 0 0';
1053 if(IS_REAL_CLIENT(this))
1054 if(this.killindicator.cnt > 0)
1055 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1057 else if(targetteam == -1) // auto
1059 this.killindicator.colormod = '0 1 0';
1060 if(IS_REAL_CLIENT(this))
1061 if(this.killindicator.cnt > 0)
1062 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1064 else if(targetteam == -2) // spectate
1066 this.killindicator.colormod = '0.5 0.5 0.5';
1067 if(IS_REAL_CLIENT(this))
1068 if(this.killindicator.cnt > 0)
1069 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1073 this.killindicator.colormod = Team_ColorRGB(targetteam);
1074 if(IS_REAL_CLIENT(this))
1075 if(this.killindicator.cnt > 0)
1076 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1082 void ClientKill (entity this)
1084 if(game_stopped) return;
1085 if(this.player_blocked) return;
1086 if(STAT(FROZEN, this)) return;
1088 ClientKill_TeamChange(this, 0);
1091 void FixClientCvars(entity e)
1093 // send prediction settings to the client
1094 stuffcmd(e, "\nin_bindmap 0 0\n");
1095 if(autocvar_g_antilag == 3) // client side hitscan
1096 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1097 if(autocvar_sv_gentle)
1098 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1100 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1101 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1103 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1105 MUTATOR_CALLHOOK(FixClientCvars, e);
1108 bool findinlist_abbrev(string tofind, string list)
1110 if(list == "" || tofind == "")
1111 return false; // empty list or search, just return
1113 // this function allows abbreviated strings!
1114 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1122 bool PlayerInIPList(entity p, string iplist)
1124 // some safety checks (never allow local?)
1125 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1128 return findinlist_abbrev(p.netaddress, iplist);
1131 bool PlayerInIDList(entity p, string idlist)
1133 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1137 return findinlist_abbrev(p.crypto_idfp, idlist);
1140 bool PlayerInList(entity player, string list)
1142 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1145 #ifdef DP_EXT_PRECONNECT
1150 Called once (not at each match start) when a client begins a connection to the server
1153 void ClientPreConnect(entity this)
1155 if(autocvar_sv_eventlog)
1157 GameLogEcho(sprintf(":connect:%d:%d:%s",
1160 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1170 Called when a client connects to the server
1173 void ClientConnect(entity this)
1175 if (Ban_MaybeEnforceBanOnce(this)) return;
1176 assert(!IS_CLIENT(this), return);
1177 this.flags |= FL_CLIENT;
1178 assert(player_count >= 0, player_count = 0);
1181 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1183 TRANSMUTE(Client, this);
1184 CS(this).version_nagtime = time + 10 + random() * 10;
1186 // identify the right forced team
1187 if (autocvar_g_campaign)
1189 if (IS_REAL_CLIENT(this)) // only players, not bots
1191 switch (autocvar_g_campaign_forceteam)
1193 case 1: this.team_forced = NUM_TEAM_1; break;
1194 case 2: this.team_forced = NUM_TEAM_2; break;
1195 case 3: this.team_forced = NUM_TEAM_3; break;
1196 case 4: this.team_forced = NUM_TEAM_4; break;
1197 default: this.team_forced = 0;
1201 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1202 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1203 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1204 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1205 else switch (autocvar_g_forced_team_otherwise)
1207 default: this.team_forced = 0; break;
1208 case "red": this.team_forced = NUM_TEAM_1; break;
1209 case "blue": this.team_forced = NUM_TEAM_2; break;
1210 case "yellow": this.team_forced = NUM_TEAM_3; break;
1211 case "pink": this.team_forced = NUM_TEAM_4; break;
1214 this.team_forced = -1;
1217 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1219 int playerid_save = this.playerid;
1220 this.playerid = 0; // silent
1221 JoinBestTeam(this, false); // if the team number is valid, keep it
1222 this.playerid = playerid_save;
1224 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1225 TRANSMUTE(Observer, this);
1227 if (!teamplay || autocvar_g_balance_teams) {
1228 TRANSMUTE(Player, this);
1229 campaign_bots_may_start = true;
1231 TRANSMUTE(Observer, this); // do it anyway
1235 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1237 // always track bots, don't ask for cl_allow_uidtracking
1238 if (IS_BOT_CLIENT(this))
1239 PlayerStats_GameReport_AddPlayer(this);
1241 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1243 if (autocvar_sv_eventlog)
1244 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1246 LogTeamchange(this.playerid, this.team, 1);
1248 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1250 if(teamplay && IS_PLAYER(this))
1251 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1253 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1255 stuffcmd(this, clientstuff, "\n");
1256 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1258 FixClientCvars(this);
1260 // get version info from player
1261 stuffcmd(this, "cmd clientversion $gameversion\n");
1263 // notify about available teams
1266 CheckAllowedTeams(this);
1268 if (c1 >= 0) t |= BIT(0);
1269 if (c2 >= 0) t |= BIT(1);
1270 if (c3 >= 0) t |= BIT(2);
1271 if (c4 >= 0) t |= BIT(3);
1272 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1276 stuffcmd(this, "set _teams_available 0\n");
1279 bot_relinkplayerlist();
1281 CS(this).spectatortime = time;
1282 if (blockSpectators)
1284 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1287 CS(this).jointime = time;
1289 if (IS_REAL_CLIENT(this))
1291 if (g_weaponarena_weapons == WEPSET(TUBA))
1292 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1295 if (!sv_foginterval && world.fog != "")
1296 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1298 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1299 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1300 send_CSQC_teamnagger();
1302 CSQCMODEL_AUTOINIT(this);
1304 CS(this).model_randomizer = random();
1306 if (IS_REAL_CLIENT(this))
1307 sv_notice_join(this);
1309 // update physics stats (players can spawn before physics runs)
1310 Physics_UpdateStats(this);
1312 IL_EACH(g_initforplayer, it.init_for_player, {
1313 it.init_for_player(it, this);
1316 Handicap_Initialize(this);
1318 MUTATOR_CALLHOOK(ClientConnect, this);
1320 if (IS_REAL_CLIENT(this))
1322 if (!autocvar_g_campaign && !IS_PLAYER(this))
1324 CS(this).motd_actived_time = -1;
1325 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1333 Called when a client disconnects from the server
1336 .entity chatbubbleentity;
1338 void ClientDisconnect(entity this)
1340 assert(IS_CLIENT(this), return);
1342 PlayerStats_GameReport_FinalizePlayer(this);
1343 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1344 if (CS(this).active_minigame) part_minigame(this);
1345 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1347 if (autocvar_sv_eventlog)
1348 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1350 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1353 SetSpectatee(this, NULL);
1355 MUTATOR_CALLHOOK(ClientDisconnect, this);
1357 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1358 strfree(CS(this).weaponorder_byimpulse);
1359 ClientState_detach(this);
1361 Portal_ClearAll(this);
1365 RemoveGrapplingHooks(this);
1367 // Here, everything has been done that requires this player to be a client.
1369 this.flags &= ~FL_CLIENT;
1371 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1372 if (this.killindicator) delete(this.killindicator);
1374 WaypointSprite_PlayerGone(this);
1376 bot_relinkplayerlist();
1378 strfree(this.clientstatus);
1379 if (this.personal) delete(this.personal);
1383 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1388 void ChatBubbleThink(entity this)
1390 this.nextthink = time;
1391 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1393 if(this.owner) // but why can that ever be NULL?
1394 this.owner.chatbubbleentity = NULL;
1401 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1403 if ( CS(this.owner).active_minigame )
1404 this.mdl = "models/sprites/minigame_busy.iqm";
1405 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1406 this.mdl = "models/misc/chatbubble.spr";
1409 if ( this.model != this.mdl )
1410 _setmodel(this, this.mdl);
1414 void UpdateChatBubble(entity this)
1418 // spawn a chatbubble entity if needed
1419 if (!this.chatbubbleentity)
1421 this.chatbubbleentity = new(chatbubbleentity);
1422 this.chatbubbleentity.owner = this;
1423 this.chatbubbleentity.exteriormodeltoclient = this;
1424 setthink(this.chatbubbleentity, ChatBubbleThink);
1425 this.chatbubbleentity.nextthink = time;
1426 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1427 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1428 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1429 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1430 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1431 //this.chatbubbleentity.model = "";
1432 this.chatbubbleentity.effects = EF_LOWPRECISION;
1437 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1438 // added to the model skins
1439 /*void UpdateColorModHack()
1442 c = this.clientcolors & 15;
1443 // LordHavoc: only bothering to support white, green, red, yellow, blue
1444 if (!teamplay) this.colormod = '0 0 0';
1445 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1446 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1447 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1448 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1449 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1450 else this.colormod = '1 1 1';
1453 void respawn(entity this)
1455 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1457 this.solid = SOLID_NOT;
1458 this.takedamage = DAMAGE_NO;
1459 set_movetype(this, MOVETYPE_FLY);
1460 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1461 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1462 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1463 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1464 if(autocvar_g_respawn_ghosts_maxtime)
1465 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1470 this.effects |= EF_NODRAW; // prevent another CopyBody
1471 PutClientInServer(this);
1474 void play_countdown(entity this, float finished, Sound samp)
1477 if(IS_REAL_CLIENT(this))
1478 if(floor(finished - time - frametime) != floor(finished - time))
1479 if(finished - time < 6)
1480 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1483 void player_powerups(entity this)
1485 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1486 int items_prev = this.items;
1488 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1489 this.modelflags |= MF_ROCKET;
1491 this.modelflags &= ~MF_ROCKET;
1493 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1495 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1498 Fire_ApplyDamage(this);
1499 Fire_ApplyEffect(this);
1501 if (!autocvar_g_instagib)
1503 if (this.items & ITEM_Strength.m_itemid)
1505 play_countdown(this, this.strength_finished, SND_POWEROFF);
1506 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1507 if (time > this.strength_finished)
1509 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1510 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1511 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1516 if (time < this.strength_finished)
1518 this.items = this.items | ITEM_Strength.m_itemid;
1520 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1521 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1524 if (this.items & ITEM_Shield.m_itemid)
1526 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1527 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1528 if (time > this.invincible_finished)
1530 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1531 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1532 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1537 if (time < this.invincible_finished)
1539 this.items = this.items | ITEM_Shield.m_itemid;
1541 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1542 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1545 if (this.items & IT_SUPERWEAPON)
1547 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1549 this.superweapons_finished = 0;
1550 this.items = this.items - (this.items & IT_SUPERWEAPON);
1551 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1552 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1554 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1556 // don't let them run out
1560 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1561 if (time > this.superweapons_finished)
1563 this.items = this.items - (this.items & IT_SUPERWEAPON);
1564 this.weapons &= ~WEPSET_SUPERWEAPONS;
1565 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1566 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1570 else if(this.weapons & WEPSET_SUPERWEAPONS)
1572 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1574 this.items = this.items | IT_SUPERWEAPON;
1576 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1577 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1581 this.superweapons_finished = 0;
1582 this.weapons &= ~WEPSET_SUPERWEAPONS;
1587 this.superweapons_finished = 0;
1591 if(autocvar_g_nodepthtestplayers)
1592 this.effects = this.effects | EF_NODEPTHTEST;
1594 if(autocvar_g_fullbrightplayers)
1595 this.effects = this.effects | EF_FULLBRIGHT;
1597 if (time >= game_starttime)
1598 if (time < this.spawnshieldtime)
1599 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1601 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1604 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1606 if(current > stable)
1608 else if(current > stable - 0.25) // when close enough, "snap"
1611 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1614 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1616 if(current < stable)
1618 else if(current < stable + 0.25) // when close enough, "snap"
1621 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1624 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1626 if(current > rotstable)
1628 if(rotframetime > 0)
1630 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1631 current = max(rotstable, current - rotlinear * rotframetime);
1634 else if(current < regenstable)
1636 if(regenframetime > 0)
1638 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1639 current = min(regenstable, current + regenlinear * regenframetime);
1649 void player_regen(entity this)
1651 float max_mod, regen_mod, rot_mod, limit_mod;
1652 max_mod = regen_mod = rot_mod = limit_mod = 1;
1654 float regen_health = autocvar_g_balance_health_regen;
1655 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1656 float regen_health_rot = autocvar_g_balance_health_rot;
1657 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1658 float regen_health_stable = autocvar_g_balance_health_regenstable;
1659 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1660 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1661 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1662 max_mod = M_ARGV(1, float);
1663 regen_mod = M_ARGV(2, float);
1664 rot_mod = M_ARGV(3, float);
1665 limit_mod = M_ARGV(4, float);
1666 regen_health = M_ARGV(5, float);
1667 regen_health_linear = M_ARGV(6, float);
1668 regen_health_rot = M_ARGV(7, float);
1669 regen_health_rotlinear = M_ARGV(8, float);
1670 regen_health_stable = M_ARGV(9, float);
1671 regen_health_rotstable = M_ARGV(10, float);
1673 if(!mutator_returnvalue)
1674 if(!STAT(FROZEN, this))
1676 float mina, maxa, limith, limita;
1677 maxa = autocvar_g_balance_armor_rotstable;
1678 mina = autocvar_g_balance_armor_regenstable;
1679 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1680 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1682 regen_health_rotstable = regen_health_rotstable * max_mod;
1683 regen_health_stable = regen_health_stable * max_mod;
1684 limith = limith * limit_mod;
1685 limita = limita * limit_mod;
1687 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);
1688 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);
1691 // if player rotted to death... die!
1692 // check this outside above checks, as player may still be able to rot to death
1696 vehicles_exit(this.vehicle, VHEF_RELEASE);
1697 if(this.event_damage)
1698 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1701 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1703 float minf, maxf, limitf;
1705 maxf = autocvar_g_balance_fuel_rotstable;
1706 minf = autocvar_g_balance_fuel_regenstable;
1707 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1709 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);
1711 // Ugly hack to make sure the health and armor don't go beyond hard limit.
1712 // TODO: Remove this hack when all code uses GivePlayerHealth and
1714 if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1716 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1718 if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1720 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1726 void SetZoomState(entity this, float newzoom)
1728 if(newzoom != CS(this).zoomstate)
1730 CS(this).zoomstate = newzoom;
1731 ClientData_Touch(this);
1733 zoomstate_set = true;
1736 void GetPressedKeys(entity this)
1738 MUTATOR_CALLHOOK(GetPressedKeys, this);
1739 int keys = STAT(PRESSED_KEYS, this);
1740 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1741 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1742 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1743 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1745 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1746 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1747 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1748 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1749 CS(this).pressedkeys = keys; // store for other users
1751 STAT(PRESSED_KEYS, this) = keys;
1755 ======================
1756 spectate mode routines
1757 ======================
1760 void SpectateCopy(entity this, entity spectatee)
1762 TC(Client, this); TC(Client, spectatee);
1764 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1765 PS(this) = PS(spectatee);
1766 this.armortype = spectatee.armortype;
1767 this.armorvalue = spectatee.armorvalue;
1768 this.ammo_cells = spectatee.ammo_cells;
1769 this.ammo_plasma = spectatee.ammo_plasma;
1770 this.ammo_shells = spectatee.ammo_shells;
1771 this.ammo_nails = spectatee.ammo_nails;
1772 this.ammo_rockets = spectatee.ammo_rockets;
1773 this.ammo_fuel = spectatee.ammo_fuel;
1774 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1775 this.health = spectatee.health;
1776 CS(this).impulse = 0;
1777 this.items = spectatee.items;
1778 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1779 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1780 this.strength_finished = spectatee.strength_finished;
1781 this.invincible_finished = spectatee.invincible_finished;
1782 this.superweapons_finished = spectatee.superweapons_finished;
1783 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1784 this.weapons = spectatee.weapons;
1785 this.punchangle = spectatee.punchangle;
1786 this.view_ofs = spectatee.view_ofs;
1787 this.velocity = spectatee.velocity;
1788 this.dmg_take = spectatee.dmg_take;
1789 this.dmg_save = spectatee.dmg_save;
1790 this.dmg_inflictor = spectatee.dmg_inflictor;
1791 this.v_angle = spectatee.v_angle;
1792 this.angles = spectatee.v_angle;
1793 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1794 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1795 this.viewloc = spectatee.viewloc;
1796 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1797 this.fixangle = true;
1798 setorigin(this, spectatee.origin);
1799 setsize(this, spectatee.mins, spectatee.maxs);
1800 SetZoomState(this, CS(spectatee).zoomstate);
1802 anticheat_spectatecopy(this, spectatee);
1803 STAT(HUD, this) = STAT(HUD, spectatee);
1804 if(spectatee.vehicle)
1806 this.angles = spectatee.v_angle;
1808 //this.fixangle = false;
1809 //this.velocity = spectatee.vehicle.velocity;
1810 this.vehicle_health = spectatee.vehicle_health;
1811 this.vehicle_shield = spectatee.vehicle_shield;
1812 this.vehicle_energy = spectatee.vehicle_energy;
1813 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1814 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1815 this.vehicle_reload1 = spectatee.vehicle_reload1;
1816 this.vehicle_reload2 = spectatee.vehicle_reload2;
1818 //msg_entity = this;
1820 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1821 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1822 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1823 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1825 //WriteByte (MSG_ONE, SVC_SETVIEW);
1826 // WriteEntity(MSG_ONE, this);
1827 //makevectors(spectatee.v_angle);
1828 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1832 bool SpectateUpdate(entity this)
1837 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1839 SetSpectatee(this, NULL);
1843 SpectateCopy(this, this.enemy);
1848 bool SpectateSet(entity this)
1850 if(!IS_PLAYER(this.enemy))
1853 ClientData_Touch(this.enemy);
1856 WriteByte(MSG_ONE, SVC_SETVIEW);
1857 WriteEntity(MSG_ONE, this.enemy);
1858 set_movetype(this, MOVETYPE_NONE);
1859 accuracy_resend(this);
1861 if(!SpectateUpdate(this))
1862 PutObserverInServer(this);
1867 void SetSpectatee_status(entity this, int spectatee_num)
1869 int oldspectatee_status = CS(this).spectatee_status;
1870 CS(this).spectatee_status = spectatee_num;
1872 if (CS(this).spectatee_status != oldspectatee_status)
1874 ClientData_Touch(this);
1875 if (g_race || g_cts) race_InitSpectator();
1879 void SetSpectatee(entity this, entity spectatee)
1881 if(IS_BOT_CLIENT(this))
1882 return; // bots abuse .enemy, this code is useless to them
1884 entity old_spectatee = this.enemy;
1886 this.enemy = spectatee;
1889 // these are required to fix the spectator bug with arc
1892 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1894 .entity weaponentity = weaponentities[slot];
1895 if(old_spectatee.(weaponentity).arc_beam)
1896 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1901 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1903 .entity weaponentity = weaponentities[slot];
1904 if(this.enemy.(weaponentity).arc_beam)
1905 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1910 SetSpectatee_status(this, etof(this.enemy));
1912 // needed to update spectator list
1913 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1916 bool Spectate(entity this, entity pl)
1918 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1920 pl = M_ARGV(1, entity);
1922 SetSpectatee(this, pl);
1923 return SpectateSet(this);
1926 bool SpectateNext(entity this)
1928 entity ent = find(this.enemy, classname, STR_PLAYER);
1930 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1931 ent = M_ARGV(1, entity);
1933 ent = find(ent, classname, STR_PLAYER);
1935 if(ent) { SetSpectatee(this, ent); }
1937 return SpectateSet(this);
1940 bool SpectatePrev(entity this)
1942 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1943 entity ent = findchain(classname, STR_PLAYER);
1944 if (!ent) // no player
1948 // skip players until current spectated player
1950 while(ent && ent != this.enemy)
1953 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1955 case MUT_SPECPREV_FOUND:
1956 ent = M_ARGV(1, entity);
1958 case MUT_SPECPREV_RETURN:
1960 case MUT_SPECPREV_CONTINUE:
1971 SetSpectatee(this, ent);
1972 return SpectateSet(this);
1977 ShowRespawnCountdown()
1979 Update a respawn countdown display.
1982 void ShowRespawnCountdown(entity this)
1985 if(!IS_DEAD(this)) // just respawned?
1989 number = ceil(this.respawn_time - time);
1992 if(number <= this.respawn_countdown)
1994 this.respawn_countdown = number - 1;
1995 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
1996 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2001 .bool team_selected;
2002 bool ShowTeamSelection(entity this)
2004 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2006 stuffcmd(this, "menu_showteamselect\n");
2009 void Join(entity this)
2011 TRANSMUTE(Player, this);
2013 if(!this.team_selected)
2014 if(autocvar_g_campaign || autocvar_g_balance_teams)
2015 JoinBestTeam(this, true);
2017 if(autocvar_g_campaign)
2018 campaign_bots_may_start = true;
2020 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2022 PutClientInServer(this);
2025 if(teamplay && this.team != -1)
2026 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2028 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2029 this.team_selected = false;
2033 * Determines whether the player is allowed to join. This depends on cvar
2034 * g_maxplayers, if it isn't used this function always return true, otherwise
2035 * it checks whether the number of currently playing players exceeds g_maxplayers.
2036 * @return int number of free slots for players, 0 if none
2038 int nJoinAllowed(entity this, entity ignore)
2041 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2042 // so report 0 free slots if restricted
2044 if(autocvar_g_forced_team_otherwise == "spectate")
2046 if(autocvar_g_forced_team_otherwise == "spectator")
2050 if(this && this.team_forced < 0)
2051 return 0; // forced spectators can never join
2053 // TODO simplify this
2054 int totalClients = 0;
2055 int currentlyPlaying = 0;
2056 FOREACH_CLIENT(true, {
2059 if(IS_REAL_CLIENT(it))
2060 if(IS_PLAYER(it) || it.caplayer)
2064 float free_slots = 0;
2065 if (!autocvar_g_maxplayers)
2066 free_slots = maxclients - totalClients;
2067 else if(currentlyPlaying < autocvar_g_maxplayers)
2068 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2070 static float join_prevent_msg_time = 0;
2071 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2073 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2074 join_prevent_msg_time = time + 3;
2081 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2082 * g_maxplayers_spectator_blocktime seconds
2084 void checkSpectatorBlock(entity this)
2086 if(IS_SPEC(this) || IS_OBSERVER(this))
2088 if(IS_REAL_CLIENT(this))
2090 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2091 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2097 void PrintWelcomeMessage(entity this)
2099 if(CS(this).motd_actived_time == 0)
2101 if (autocvar_g_campaign) {
2102 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2103 CS(this).motd_actived_time = time;
2104 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2107 if (PHYS_INPUT_BUTTON_INFO(this)) {
2108 CS(this).motd_actived_time = time;
2109 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2113 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2115 if (autocvar_g_campaign) {
2116 if (PHYS_INPUT_BUTTON_INFO(this))
2117 CS(this).motd_actived_time = time;
2118 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2119 CS(this).motd_actived_time = 0;
2120 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2123 if (PHYS_INPUT_BUTTON_INFO(this))
2124 CS(this).motd_actived_time = time;
2125 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2126 CS(this).motd_actived_time = 0;
2127 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2131 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2133 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2134 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2135 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2137 // instanctly hide MOTD
2138 CS(this).motd_actived_time = 0;
2139 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2144 bool joinAllowed(entity this)
2146 if (CS(this).version_mismatch) return false;
2147 if (!nJoinAllowed(this, this)) return false;
2148 if (teamplay && lockteams) return false;
2149 if (ShowTeamSelection(this)) return false;
2150 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2155 .string shootfromfixedorigin;
2156 bool PlayerThink(entity this)
2158 if (game_stopped || intermission_running) {
2159 this.modelflags &= ~MF_ROCKET;
2160 if(intermission_running)
2161 IntermissionThink(this);
2165 if (timeout_status == TIMEOUT_ACTIVE) {
2166 // don't allow the player to turn around while game is paused
2167 // FIXME turn this into CSQC stuff
2168 this.v_angle = this.lastV_angle;
2169 this.angles = this.lastV_angle;
2170 this.fixangle = true;
2173 if (frametime) player_powerups(this);
2175 if (IS_DEAD(this)) {
2176 if (this.personal && g_race_qualifying) {
2177 if (time > this.respawn_time) {
2178 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2180 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2183 if (frametime) player_anim(this);
2185 if (this.respawn_flags & RESPAWN_DENY)
2187 STAT(RESPAWN_TIME, this) = 0;
2191 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));
2193 switch(this.deadflag)
2197 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2198 this.deadflag = DEAD_RESPAWNING;
2199 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2200 this.deadflag = DEAD_DEAD;
2206 this.deadflag = DEAD_RESPAWNABLE;
2207 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2208 this.deadflag = DEAD_RESPAWNING;
2211 case DEAD_RESPAWNABLE:
2213 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2214 this.deadflag = DEAD_RESPAWNING;
2217 case DEAD_RESPAWNING:
2219 if (time > this.respawn_time)
2221 this.respawn_time = time + 1; // only retry once a second
2222 this.respawn_time_max = this.respawn_time;
2229 ShowRespawnCountdown(this);
2231 if (this.respawn_flags & RESPAWN_SILENT)
2232 STAT(RESPAWN_TIME, this) = 0;
2233 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2235 if (time < this.respawn_time)
2236 STAT(RESPAWN_TIME, this) = this.respawn_time;
2237 else if (this.deadflag != DEAD_RESPAWNING)
2238 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2241 STAT(RESPAWN_TIME, this) = this.respawn_time;
2244 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2245 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2246 STAT(RESPAWN_TIME, this) *= -1;
2251 FixPlayermodel(this);
2253 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2254 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2255 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2258 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2261 this.items &= ~this.items_added;
2263 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2265 .entity weaponentity = weaponentities[slot];
2266 W_WeaponFrame(this, weaponentity);
2269 this.items_added = 0;
2270 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2271 this.items_added |= IT_FUEL;
2273 this.items |= this.items_added;
2278 // WEAPONTODO: Add a weapon request for this
2279 // rot vortex charge to the charge limit
2280 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2282 .entity weaponentity = weaponentities[slot];
2283 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2284 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2287 if (frametime) player_anim(this);
2290 secrets_setstatus(this);
2293 monsters_setstatus(this);
2295 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2300 void ObserverThink(entity this)
2302 if ( CS(this).impulse )
2304 MinigameImpulse(this, CS(this).impulse);
2305 CS(this).impulse = 0;
2308 if (this.flags & FL_JUMPRELEASED) {
2309 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2310 this.flags &= ~FL_JUMPRELEASED;
2311 this.flags |= FL_SPAWNING;
2312 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2313 this.flags &= ~FL_JUMPRELEASED;
2314 if(SpectateNext(this)) {
2315 TRANSMUTE(Spectator, this);
2318 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2319 set_movetype(this, preferred_movetype);
2322 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2323 this.flags |= FL_JUMPRELEASED;
2324 if(this.flags & FL_SPAWNING)
2326 this.flags &= ~FL_SPAWNING;
2334 void SpectatorThink(entity this)
2336 if ( CS(this).impulse )
2338 if(MinigameImpulse(this, CS(this).impulse))
2339 CS(this).impulse = 0;
2341 if (CS(this).impulse == IMP_weapon_drop.impulse)
2343 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2344 CS(this).impulse = 0;
2349 if (this.flags & FL_JUMPRELEASED) {
2350 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2351 this.flags &= ~FL_JUMPRELEASED;
2352 this.flags |= FL_SPAWNING;
2353 } 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)) {
2354 this.flags &= ~FL_JUMPRELEASED;
2355 if(SpectateNext(this)) {
2356 TRANSMUTE(Spectator, this);
2358 TRANSMUTE(Observer, this);
2359 PutClientInServer(this);
2361 CS(this).impulse = 0;
2362 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2363 this.flags &= ~FL_JUMPRELEASED;
2364 if(SpectatePrev(this)) {
2365 TRANSMUTE(Spectator, this);
2367 TRANSMUTE(Observer, this);
2368 PutClientInServer(this);
2370 CS(this).impulse = 0;
2371 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2372 this.flags &= ~FL_JUMPRELEASED;
2373 TRANSMUTE(Observer, this);
2374 PutClientInServer(this);
2376 if(!SpectateUpdate(this))
2377 PutObserverInServer(this);
2380 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2381 this.flags |= FL_JUMPRELEASED;
2382 if(this.flags & FL_SPAWNING)
2384 this.flags &= ~FL_SPAWNING;
2389 if(!SpectateUpdate(this))
2390 PutObserverInServer(this);
2393 this.flags |= FL_CLIENT | FL_NOTARGET;
2396 void vehicles_enter (entity pl, entity veh);
2397 void PlayerUseKey(entity this)
2399 if (!IS_PLAYER(this))
2406 vehicles_exit(this.vehicle, VHEF_NORMAL);
2410 else if(autocvar_g_vehicles_enter)
2412 if(!STAT(FROZEN, this))
2416 entity head, closest_target = NULL;
2417 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2419 while(head) // find the closest acceptable target to enter
2421 if(IS_VEHICLE(head))
2423 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2424 if(head.takedamage != DAMAGE_NO)
2428 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2429 { closest_target = head; }
2431 else { closest_target = head; }
2437 if(closest_target) { vehicles_enter(this, closest_target); return; }
2441 // a use key was pressed; call handlers
2442 MUTATOR_CALLHOOK(PlayerUseKey, this);
2450 Called every frame for each client before the physics are run
2453 .float last_vehiclecheck;
2454 void PlayerPreThink (entity this)
2456 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2457 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2459 WarpZone_PlayerPhysics_FixVAngle(this);
2462 // physics frames: update anticheat stuff
2463 anticheat_prethink(this);
2466 if (blockSpectators && frametime) {
2467 // WORKAROUND: only use dropclient in server frames (frametime set).
2468 // Never use it in cl_movement frames (frametime zero).
2469 checkSpectatorBlock(this);
2472 zoomstate_set = false;
2474 // Check for nameless players
2475 if (this.netname == "" || this.netname != CS(this).netname_previous)
2477 bool assume_unchanged = (CS(this).netname_previous == "");
2478 if (isInvisibleString(this.netname))
2480 this.netname = strzone(sprintf("Player#%d", this.playerid));
2481 assume_unchanged = false;
2482 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2484 if (!assume_unchanged && autocvar_sv_eventlog)
2485 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2486 strcpy(CS(this).netname_previous, this.netname);
2490 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2491 CS(this).version_nagtime = 0;
2492 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2494 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2496 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2498 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2499 if (r < 0) { // old client
2500 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2501 } else if (r > 0) { // old server
2502 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2508 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2510 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2511 this.max_armorvalue = 0;
2516 if (STAT(FROZEN, this) == 2)
2518 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2519 this.health = max(1, STAT(REVIVE_PROGRESS, this) * start_health);
2520 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2522 if (STAT(REVIVE_PROGRESS, this) >= 1)
2525 else if (STAT(FROZEN, this) == 3)
2527 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2528 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this) );
2530 if (this.health < 1)
2533 vehicles_exit(this.vehicle, VHEF_RELEASE);
2534 if(this.event_damage)
2535 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2537 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2542 MUTATOR_CALLHOOK(PlayerPreThink, this);
2544 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2545 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2547 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2549 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2550 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2552 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2556 if(!it.team || SAME_TEAM(this, it))
2557 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2558 else if(autocvar_g_vehicles_steal)
2559 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2563 this.last_vehiclecheck = time + 1;
2566 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2568 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2570 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2573 if (IS_REAL_CLIENT(this))
2574 PrintWelcomeMessage(this);
2576 if (IS_PLAYER(this)) {
2577 if(!PlayerThink(this))
2580 else if (game_stopped || intermission_running) {
2581 if(intermission_running)
2582 IntermissionThink(this);
2585 else if (IS_OBSERVER(this)) {
2586 ObserverThink(this);
2588 else if (IS_SPEC(this)) {
2589 SpectatorThink(this);
2592 // WEAPONTODO: Add weapon request for this
2593 if (!zoomstate_set) {
2594 bool wep_zoomed = false;
2595 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2597 .entity weaponentity = weaponentities[slot];
2598 Weapon thiswep = this.(weaponentity).m_weapon;
2599 if(thiswep != WEP_Null && thiswep.wr_zoom)
2600 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2602 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2605 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2607 CS(this).teamkill_soundtime = 0;
2609 entity e = CS(this).teamkill_soundsource;
2610 entity oldpusher = e.pusher;
2612 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2613 e.pusher = oldpusher;
2616 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2617 CS(this).taunt_soundtime = 0;
2618 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2621 target_voicescript_next(this);
2623 // WEAPONTODO: Move into weaponsystem somehow
2624 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2625 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2627 .entity weaponentity = weaponentities[slot];
2628 if(this.(weaponentity).m_weapon == WEP_Null)
2629 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2633 void DrownPlayer(entity this)
2635 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2638 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2640 if(this.air_finished < time)
2641 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2642 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2644 else if (this.air_finished < time)
2646 if (this.pain_finished < time)
2648 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');
2649 this.pain_finished = time + 0.5;
2654 .bool move_qcphysics;
2656 void Player_Physics(entity this)
2658 set_movetype(this, this.move_movetype);
2660 if(!this.move_qcphysics)
2663 if(!frametime && !CS(this).pm_frametime)
2666 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2668 CS(this).pm_frametime = 0;
2675 Called every frame for each client after the physics are run
2678 void PlayerPostThink (entity this)
2680 Player_Physics(this);
2683 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2684 if (IS_REAL_CLIENT(this))
2685 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2687 int totalClients = 0;
2688 if(sv_maxidle_slots > 0)
2690 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2696 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2697 { /* do nothing */ }
2698 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2700 if (CS(this).idlekick_lasttimeleft)
2702 CS(this).idlekick_lasttimeleft = 0;
2703 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2708 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2709 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2710 if (!CS(this).idlekick_lasttimeleft)
2711 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2713 if (timeleft <= 0) {
2714 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2718 else if (timeleft <= 10) {
2719 if (timeleft != CS(this).idlekick_lasttimeleft) {
2720 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2722 CS(this).idlekick_lasttimeleft = timeleft;
2731 this.solid = SOLID_NOT;
2732 this.takedamage = DAMAGE_NO;
2733 set_movetype(this, MOVETYPE_NONE);
2736 if (IS_PLAYER(this)) {
2737 if(this.death_time == time && IS_DEAD(this))
2739 // player's bbox gets resized now, instead of in the damage event that killed the player,
2740 // once all the damage events of this frame have been processed with normal size
2742 setsize(this, this.mins, this.maxs);
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 bool typing = this.buttonchat;
2774 store.button0 = (typing) ? 0 : this.button0;
2776 store.button2 = (typing) ? 0 : this.button2;
2777 store.button3 = (typing) ? 0 : this.button3;
2778 store.button4 = this.button4;
2779 store.button5 = (typing) ? 0 : this.button5;
2780 store.button6 = this.button6;
2781 store.button7 = this.button7;
2782 store.button8 = this.button8;
2783 store.button9 = this.button9;
2784 store.button10 = this.button10;
2785 store.button11 = this.button11;
2786 store.button12 = this.button12;
2787 store.button13 = this.button13;
2788 store.button14 = this.button14;
2789 store.button15 = this.button15;
2790 store.button16 = this.button16;
2791 store.buttonuse = this.buttonuse;
2792 store.buttonchat = this.buttonchat;
2794 store.cursor_active = this.cursor_active;
2795 store.cursor_screen = this.cursor_screen;
2796 store.cursor_trace_start = this.cursor_trace_start;
2797 store.cursor_trace_endpos = this.cursor_trace_endpos;
2798 store.cursor_trace_ent = this.cursor_trace_ent;
2800 store.ping = this.ping;
2801 store.ping_packetloss = this.ping_packetloss;
2802 store.ping_movementloss = this.ping_movementloss;
2804 store.v_angle = this.v_angle;
2805 store.movement = (typing) ? '0 0 0' : this.movement;
2808 NET_HANDLE(fpsreport, bool)
2810 int fps = ReadShort();
2811 PlayerScore_Set(sender, SP_FPS, fps);