3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "clientkill.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
27 #include "scores_rules.qh"
28 #include "weapons/common.qh"
32 #include "../common/ent_cs.qh"
33 #include "../common/wepent.qh"
34 #include <common/state.qh>
36 #include "compat/quake3.qh"
38 #include <common/effects/qc/globalsound.qh>
40 #include "../common/mapobjects/func/conveyor.qh"
41 #include "../common/mapobjects/teleporters.qh"
42 #include "../common/mapobjects/target/spawnpoint.qh"
43 #include <common/mapobjects/trigger/counter.qh>
44 #include <common/mapobjects/trigger/swamp.qh>
46 #include "../common/vehicles/all.qh"
48 #include "weapons/hitplot.qh"
49 #include "weapons/weaponsystem.qh"
51 #include "../common/net_notice.qh"
52 #include "../common/net_linked.qh"
53 #include "../common/physics/player.qh"
55 #include <common/vehicles/sv_vehicles.qh>
57 #include "../common/items/_mod.qh"
59 #include "../common/mutators/mutator/waypoints/all.qh"
60 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
61 #include <common/gamemodes/_mod.qh>
63 #include "../common/mapobjects/subs.qh"
64 #include "../common/mapobjects/triggers.qh"
65 #include "../common/mapobjects/trigger/secret.qh"
67 #include "../common/minigames/sv_minigames.qh"
69 #include "../common/items/inventory.qh"
71 #include "../common/monsters/sv_monsters.qh"
73 #include "../lib/warpzone/server.qh"
75 #include <common/mutators/mutator/overkill/oknex.qh>
77 STATIC_METHOD(Client, Add, void(Client this, int _team))
80 TRANSMUTE(Player, this);
83 PutClientInServer(this);
86 STATIC_METHOD(Client, Remove, void(Client this))
88 TRANSMUTE(Observer, this);
89 PutClientInServer(this);
90 ClientDisconnect(this);
93 void send_CSQC_teamnagger() {
94 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
97 int CountSpectators(entity player, entity to)
99 if(!player) { return 0; } // not sure how, but best to be safe
103 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
111 void WriteSpectators(entity player, entity to)
113 if(!player) { return; } // not sure how, but best to be safe
115 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
117 WriteByte(MSG_ENTITY, num_for_edict(it));
121 bool ClientData_Send(entity this, entity to, int sf)
123 assert(to == this.owner, return false);
126 if (IS_SPEC(e)) e = e.enemy;
129 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
130 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
131 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
132 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
134 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
135 WriteByte(MSG_ENTITY, sf);
138 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
142 float specs = CountSpectators(e, to);
143 WriteByte(MSG_ENTITY, specs);
144 WriteSpectators(e, to);
150 void ClientData_Attach(entity this)
152 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
153 CS(this).clientdata.drawonlytoclient = this;
154 CS(this).clientdata.owner = this;
157 void ClientData_Detach(entity this)
159 delete(CS(this).clientdata);
160 CS(this).clientdata = NULL;
163 void ClientData_Touch(entity e)
165 entity cd = CS(e).clientdata;
166 if (cd) { cd.SendFlags = 1; }
168 // make it spectatable
169 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
171 entity cd = CS(it).clientdata;
172 if (cd) { cd.SendFlags = 1; }
181 Checks if the argument string can be a valid playermodel.
182 Returns a valid one in doubt.
185 string FallbackPlayerModel;
186 string CheckPlayerModel(string plyermodel) {
187 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
189 // note: we cannot summon Don Strunzone here, some player may
190 // still have the model string set. In case anyone manages how
191 // to change a cvar default, we'll have a small leak here.
192 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
194 // only in right path
195 if( substring(plyermodel,0,14) != "models/player/")
196 return FallbackPlayerModel;
197 // only good file extensions
198 if(substring(plyermodel,-4,4) != ".zym")
199 if(substring(plyermodel,-4,4) != ".dpm")
200 if(substring(plyermodel,-4,4) != ".iqm")
201 if(substring(plyermodel,-4,4) != ".md3")
202 if(substring(plyermodel,-4,4) != ".psk")
203 return FallbackPlayerModel;
204 // forbid the LOD models
205 if(substring(plyermodel, -9,5) == "_lod1")
206 return FallbackPlayerModel;
207 if(substring(plyermodel, -9,5) == "_lod2")
208 return FallbackPlayerModel;
209 if(plyermodel != strtolower(plyermodel))
210 return FallbackPlayerModel;
211 // also, restrict to server models
212 if(autocvar_sv_servermodelsonly)
214 if(!fexists(plyermodel))
215 return FallbackPlayerModel;
220 void setplayermodel(entity e, string modelname)
222 precache_model(modelname);
223 _setmodel(e, modelname);
224 player_setupanimsformodel(e);
225 if(!autocvar_g_debug_globalsounds)
226 UpdatePlayerSounds(e);
229 /** putting a client as observer in the server */
230 void PutObserverInServer(entity this)
232 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
233 PlayerState_detach(this);
237 if(GetResource(this, RES_HEALTH) >= 1)
240 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
243 // was a player, recount votes and ready status
244 if(IS_REAL_CLIENT(this))
246 if (vote_called) { VoteCount(false); }
252 entity spot = SelectSpawnPoint(this, true);
253 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
254 this.angles = vec2(spot.angles);
255 this.fixangle = true;
256 // offset it so that the spectator spawns higher off the ground, looks better this way
257 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
258 if (IS_REAL_CLIENT(this))
261 WriteByte(MSG_ONE, SVC_SETVIEW);
262 WriteEntity(MSG_ONE, this);
264 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
265 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
266 if(!autocvar_g_debug_globalsounds)
268 // needed for player sounds
270 FixPlayermodel(this);
272 setmodel(this, MDL_Null);
273 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
274 this.view_ofs = '0 0 0';
277 RemoveGrapplingHooks(this);
278 Portal_ClearAll(this);
279 Unfreeze(this, false);
280 SetSpectatee(this, NULL);
285 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
289 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
291 WaypointSprite_PlayerDead(this);
293 if (CS(this).killcount != FRAGS_SPECTATOR)
296 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
297 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
300 accuracy_resend(this);
302 CS(this).spectatortime = time;
304 IL_REMOVE(g_bot_targets, this);
305 this.bot_attack = false;
306 if(this.monster_attack)
307 IL_REMOVE(g_monster_targets, this);
308 this.monster_attack = false;
309 STAT(HUD, this) = HUD_NORMAL;
310 TRANSMUTE(Observer, this);
311 this.iscreature = false;
312 this.teleportable = TELEPORT_SIMPLE;
313 if(this.damagedbycontents)
314 IL_REMOVE(g_damagedbycontents, this);
315 this.damagedbycontents = false;
316 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
317 SetSpectatee_status(this, etof(this));
318 this.takedamage = DAMAGE_NO;
319 this.solid = SOLID_NOT;
320 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
321 this.flags = FL_CLIENT | FL_NOTARGET;
323 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
324 this.pauserotarmor_finished = 0;
325 this.pauserothealth_finished = 0;
326 this.pauseregen_finished = 0;
327 this.damageforcescale = 0;
329 this.respawn_flags = 0;
330 this.respawn_time = 0;
331 STAT(RESPAWN_TIME, this) = 0;
336 this.pain_finished = 0;
337 STAT(STRENGTH_FINISHED, this) = 0;
338 STAT(INVINCIBLE_FINISHED, this) = 0;
339 STAT(SUPERWEAPONS_FINISHED, this) = 0;
340 this.air_finished = 0;
341 //this.dphitcontentsmask = 0;
342 this.dphitcontentsmask = DPCONTENTS_SOLID;
343 if (autocvar_g_playerclip_collisions)
344 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
347 setthink(this, func_null);
349 this.deadflag = DEAD_NO;
351 STAT(REVIVE_PROGRESS, this) = 0;
352 this.revival_time = 0;
353 this.draggable = drag_undraggable;
356 STAT(WEAPONS, this) = '0 0 0';
357 this.drawonlytoclient = this;
361 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
363 this.weaponmodel = "";
364 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
366 this.weaponentities[slot] = NULL;
368 this.exteriorweaponentity = NULL;
369 CS(this).killcount = FRAGS_SPECTATOR;
370 this.velocity = '0 0 0';
371 this.avelocity = '0 0 0';
372 this.punchangle = '0 0 0';
373 this.punchvector = '0 0 0';
374 this.oldvelocity = this.velocity;
375 this.fire_endtime = -1;
376 this.event_damage = func_null;
377 this.event_heal = func_null;
379 for(int slot = 0; slot < MAX_AXH; ++slot)
381 entity axh = this.(AuxiliaryXhair[slot]);
382 this.(AuxiliaryXhair[slot]) = NULL;
384 if(axh.owner == this && axh != NULL && !wasfreed(axh))
388 if (mutator_returnvalue)
390 // mutator prevents resetting teams+score
394 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
395 this.frags = FRAGS_SPECTATOR;
397 if (CS(this).just_joined)
398 CS(this).just_joined = false;
401 int player_getspecies(entity this)
403 get_model_parameters(this.model, this.skin);
404 int s = get_model_parameters_species;
405 get_model_parameters(string_null, 0);
406 if (s < 0) return SPECIES_HUMAN;
410 .float model_randomizer;
411 void FixPlayermodel(entity player)
413 string defaultmodel = "";
415 if(autocvar_sv_defaultcharacter)
421 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
422 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
423 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
424 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
428 if(defaultmodel == "")
430 defaultmodel = autocvar_sv_defaultplayermodel;
431 defaultskin = autocvar_sv_defaultplayerskin;
434 int n = tokenize_console(defaultmodel);
437 defaultmodel = argv(floor(n * CS(player).model_randomizer));
438 // However, do NOT randomize if the player-selected model is in the list.
439 for (int i = 0; i < n; ++i)
440 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
441 defaultmodel = argv(i);
444 int i = strstrofs(defaultmodel, ":", 0);
447 defaultskin = stof(substring(defaultmodel, i+1, -1));
448 defaultmodel = substring(defaultmodel, 0, i);
451 if(autocvar_sv_defaultcharacterskin && !defaultskin)
457 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
458 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
459 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
460 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
465 defaultskin = autocvar_sv_defaultplayerskin;
468 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
469 defaultmodel = M_ARGV(0, string);
470 defaultskin = M_ARGV(1, int);
474 if(defaultmodel != "")
476 if (defaultmodel != player.model)
478 vector m1 = player.mins;
479 vector m2 = player.maxs;
480 setplayermodel (player, defaultmodel);
481 setsize (player, m1, m2);
485 oldskin = player.skin;
486 player.skin = defaultskin;
488 if (player.playermodel != player.model || player.playermodel == "")
490 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
491 vector m1 = player.mins;
492 vector m2 = player.maxs;
493 setplayermodel (player, player.playermodel);
494 setsize (player, m1, m2);
498 if(!autocvar_sv_defaultcharacterskin)
500 oldskin = player.skin;
501 player.skin = stof(player.playerskin);
505 oldskin = player.skin;
506 player.skin = defaultskin;
510 if(chmdl || oldskin != player.skin) // model or skin has changed
512 player.species = player_getspecies(player); // update species
513 if(!autocvar_g_debug_globalsounds)
514 UpdatePlayerSounds(player); // update skin sounds
518 if(strlen(autocvar_sv_defaultplayercolors))
519 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
520 setcolor(player, stof(autocvar_sv_defaultplayercolors));
523 void PutPlayerInServer(entity this)
525 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
527 PlayerState_attach(this);
528 accuracy_resend(this);
531 TeamBalance_JoinBestTeam(this);
533 entity spot = SelectSpawnPoint(this, false);
535 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
536 return; // spawn failed
539 TRANSMUTE(Player, this);
541 CS(this).wasplayer = true;
542 this.iscreature = true;
543 this.teleportable = TELEPORT_NORMAL;
544 if(!this.damagedbycontents)
545 IL_PUSH(g_damagedbycontents, this);
546 this.damagedbycontents = true;
547 set_movetype(this, MOVETYPE_WALK);
548 this.solid = SOLID_SLIDEBOX;
549 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
550 if (autocvar_g_playerclip_collisions)
551 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
552 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
553 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
554 this.frags = FRAGS_PLAYER;
555 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
556 this.flags = FL_CLIENT | FL_PICKUPITEMS;
557 if (autocvar__notarget)
558 this.flags |= FL_NOTARGET;
559 this.takedamage = DAMAGE_AIM;
560 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
563 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
564 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
565 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
566 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
567 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
568 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
569 SetResource(this, RES_HEALTH, warmup_start_health);
570 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
571 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
573 SetResource(this, RES_SHELLS, start_ammo_shells);
574 SetResource(this, RES_BULLETS, start_ammo_nails);
575 SetResource(this, RES_ROCKETS, start_ammo_rockets);
576 SetResource(this, RES_CELLS, start_ammo_cells);
577 SetResource(this, RES_PLASMA, start_ammo_plasma);
578 SetResource(this, RES_FUEL, start_ammo_fuel);
579 SetResource(this, RES_HEALTH, start_health);
580 SetResource(this, RES_ARMOR, start_armorvalue);
581 STAT(WEAPONS, this) = start_weapons;
582 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
584 GiveRandomWeapons(this, random_start_weapons_count,
585 autocvar_g_random_start_weapons, random_start_ammo);
588 SetSpectatee_status(this, 0);
590 PS(this).dual_weapons = '0 0 0';
592 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
594 this.items = start_items;
596 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
597 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
598 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
599 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
600 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
601 if (!sv_ready_restart_after_countdown && time < game_starttime)
603 float f = game_starttime - time;
604 this.spawnshieldtime += f;
605 this.pauserotarmor_finished += f;
606 this.pauserothealth_finished += f;
607 this.pauseregen_finished += f;
610 this.damageforcescale = autocvar_g_player_damageforcescale;
612 this.respawn_flags = 0;
613 this.respawn_time = 0;
614 STAT(RESPAWN_TIME, this) = 0;
615 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
616 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
619 this.pain_finished = 0;
621 setthink(this, func_null); // players have no think function
624 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
626 this.deadflag = DEAD_NO;
628 this.angles = spot.angles;
629 this.angles_z = 0; // never spawn tilted even if the spot says to
630 if (IS_BOT_CLIENT(this))
632 this.v_angle = this.angles;
635 this.fixangle = true; // turn this way immediately
636 this.oldvelocity = this.velocity = '0 0 0';
637 this.avelocity = '0 0 0';
638 this.punchangle = '0 0 0';
639 this.punchvector = '0 0 0';
641 STAT(STRENGTH_FINISHED, this) = 0;
642 STAT(INVINCIBLE_FINISHED, this) = 0;
643 this.fire_endtime = -1;
644 STAT(REVIVE_PROGRESS, this) = 0;
645 this.revival_time = 0;
647 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
648 STAT(BUFFS, this) = 0;
649 STAT(BUFF_TIME, this) = 0;
651 this.air_finished = 0;
652 this.waterlevel = WATERLEVEL_NONE;
653 this.watertype = CONTENT_EMPTY;
655 entity spawnevent = new_pure(spawnevent);
656 spawnevent.owner = this;
657 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
659 // Cut off any still running player sounds.
660 stopsound(this, CH_PLAYER_SINGLE);
663 FixPlayermodel(this);
664 this.drawonlytoclient = NULL;
668 for(int slot = 0; slot < MAX_AXH; ++slot)
670 entity axh = this.(AuxiliaryXhair[slot]);
671 this.(AuxiliaryXhair[slot]) = NULL;
673 if(axh.owner == this && axh != NULL && !wasfreed(axh))
677 this.spawnpoint_targ = NULL;
680 this.view_ofs = STAT(PL_VIEW_OFS, this);
681 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
682 this.spawnorigin = spot.origin;
683 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
684 // don't reset back to last position, even if new position is stuck in solid
685 this.oldorigin = this.origin;
687 IL_REMOVE(g_conveyed, this);
688 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
690 IL_REMOVE(g_swamped, this);
691 this.swampslug = NULL;
692 this.swamp_interval = 0;
693 IL_EACH(g_counters, it.realowner == this,
697 STAT(HUD, this) = HUD_NORMAL;
699 this.event_damage = PlayerDamage;
700 this.event_heal = PlayerHeal;
702 this.draggable = func_null;
705 IL_PUSH(g_bot_targets, this);
706 this.bot_attack = true;
707 if(!this.monster_attack)
708 IL_PUSH(g_monster_targets, this);
709 this.monster_attack = true;
710 navigation_dynamicgoal_init(this, false);
712 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
714 // player was spectator
715 if (CS(this).killcount == FRAGS_SPECTATOR) {
716 PlayerScore_Clear(this);
717 CS(this).killcount = 0;
718 CS(this).startplaytime = time;
721 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
723 .entity weaponentity = weaponentities[slot];
724 CL_SpawnWeaponentity(this, weaponentity);
726 this.alpha = default_player_alpha;
727 this.colormod = '1 1 1' * autocvar_g_player_brightness;
728 this.exteriorweaponentity.alpha = default_weapon_alpha;
730 this.speedrunning = false;
732 this.counter_cnt = 0;
733 this.fragsfilter_cnt = 0;
735 target_voicescript_clear(this);
737 // reset fields the weapons may use
738 FOREACH(Weapons, true, {
739 it.wr_resetplayer(it, this);
740 // reload all reloadable weapons
741 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
742 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
744 .entity weaponentity = weaponentities[slot];
745 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
751 string s = spot.target;
752 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
753 spot.target = string_null;
754 SUB_UseTargets(spot, this, NULL);
755 if(g_assault || g_race)
759 Unfreeze(this, false);
761 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
763 if (autocvar_spawn_debug)
765 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
766 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
769 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
771 .entity weaponentity = weaponentities[slot];
772 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
773 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
775 this.(weaponentity).m_switchweapon = WEP_Null;
776 this.(weaponentity).m_weapon = WEP_Null;
777 this.(weaponentity).weaponname = "";
778 this.(weaponentity).m_switchingweapon = WEP_Null;
779 this.(weaponentity).cnt = -1;
782 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
784 if (CS(this).impulse) ImpulseCommands(this);
786 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
787 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
789 .entity weaponentity = weaponentities[slot];
790 W_WeaponFrame(this, weaponentity);
793 if (!warmup_stage && !this.alivetime)
794 this.alivetime = time;
796 antilag_clear(this, CS(this));
799 /** Called when a client spawns in the server */
800 void PutClientInServer(entity this)
802 if (IS_BOT_CLIENT(this)) {
803 TRANSMUTE(Player, this);
804 } else if (IS_REAL_CLIENT(this)) {
806 WriteByte(MSG_ONE, SVC_SETVIEW);
807 WriteEntity(MSG_ONE, this);
810 TRANSMUTE(Observer, this);
812 SetSpectatee(this, NULL);
816 PS(this).itemkeys = 0;
818 MUTATOR_CALLHOOK(PutClientInServer, this);
820 if (IS_OBSERVER(this)) {
821 PutObserverInServer(this);
822 } else if (IS_PLAYER(this)) {
823 PutPlayerInServer(this);
827 // TODO do we need all these fields, or should we stop autodetecting runtime
828 // changes and just have a console command to update this?
829 bool ClientInit_SendEntity(entity this, entity to, int sf)
831 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
834 // MSG_INIT replacement
835 // TODO: make easier to use
837 W_PROP_reload(MSG_ONE, to);
838 ClientInit_misc(this);
839 MUTATOR_CALLHOOK(Ent_Init);
841 void ClientInit_misc(entity this)
843 int channel = MSG_ONE;
844 WriteHeader(channel, ENT_CLIENT_INIT);
845 WriteByte(channel, g_nexball_meter_period * 32);
846 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
847 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
848 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
849 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
850 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
851 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
852 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
853 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
855 if(sv_foginterval && world.fog != "")
856 WriteString(channel, world.fog);
858 WriteString(channel, "");
859 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
860 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
861 WriteByte(channel, serverflags);
862 WriteCoord(channel, autocvar_g_trueaim_minrange);
865 void ClientInit_CheckUpdate(entity this)
867 this.nextthink = time;
868 if(this.count != autocvar_g_balance_armor_blockpercent)
870 this.count = autocvar_g_balance_armor_blockpercent;
873 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
875 this.cnt = autocvar_g_balance_damagepush_speedfactor;
880 void ClientInit_Spawn()
882 entity e = new_pure(clientinit);
883 setthink(e, ClientInit_CheckUpdate);
884 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
886 ClientInit_CheckUpdate(e);
896 // initialize parms for a new player
897 parm1 = -(86400 * 366);
899 MUTATOR_CALLHOOK(SetNewParms);
907 void SetChangeParms (entity this)
909 // save parms for level change
910 parm1 = CS(this).parm_idlesince - time;
912 MUTATOR_CALLHOOK(SetChangeParms);
920 void DecodeLevelParms(entity this)
923 CS(this).parm_idlesince = parm1;
924 if (CS(this).parm_idlesince == -(86400 * 366))
925 CS(this).parm_idlesince = time;
927 // whatever happens, allow 60 seconds of idling directly after connect for map loading
928 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
930 MUTATOR_CALLHOOK(DecodeLevelParms);
933 void FixClientCvars(entity e)
935 // send prediction settings to the client
936 stuffcmd(e, "\nin_bindmap 0 0\n");
937 if(autocvar_g_antilag == 3) // client side hitscan
938 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
939 if(autocvar_sv_gentle)
940 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
942 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
943 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
945 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
947 MUTATOR_CALLHOOK(FixClientCvars, e);
950 bool findinlist_abbrev(string tofind, string list)
952 if(list == "" || tofind == "")
953 return false; // empty list or search, just return
955 // this function allows abbreviated strings!
956 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
964 bool PlayerInIPList(entity p, string iplist)
966 // some safety checks (never allow local?)
967 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
970 return findinlist_abbrev(p.netaddress, iplist);
973 bool PlayerInIDList(entity p, string idlist)
975 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
979 return findinlist_abbrev(p.crypto_idfp, idlist);
982 bool PlayerInList(entity player, string list)
984 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
987 #ifdef DP_EXT_PRECONNECT
992 Called once (not at each match start) when a client begins a connection to the server
995 void ClientPreConnect(entity this)
997 if(autocvar_sv_eventlog)
999 GameLogEcho(sprintf(":connect:%d:%d:%s",
1002 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1008 string GetClientVersionMessage(entity this)
1010 if (CS(this).version_mismatch) {
1011 if(CS(this).version < autocvar_gameversion) {
1012 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1013 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1015 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1016 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1019 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1023 string getwelcomemessage(entity this)
1025 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1026 string modifications = M_ARGV(0, string);
1030 if(g_weaponarena_random)
1031 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1033 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1035 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1036 modifications = strcat(modifications, ", No start weapons");
1037 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1038 modifications = strcat(modifications, ", Low gravity");
1039 if(g_weapon_stay && !g_cts)
1040 modifications = strcat(modifications, ", Weapons stay");
1042 modifications = strcat(modifications, ", Jet pack");
1043 if(autocvar_g_powerups == 0)
1044 modifications = strcat(modifications, ", No powerups");
1045 if(autocvar_g_powerups > 0)
1046 modifications = strcat(modifications, ", Powerups");
1047 modifications = substring(modifications, 2, strlen(modifications) - 2);
1049 string versionmessage = GetClientVersionMessage(this);
1050 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1052 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1054 if(modifications != "")
1055 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1057 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1059 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1060 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1063 if (cache_mutatormsg != "") {
1064 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1067 string mutator_msg = "";
1068 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1069 mutator_msg = M_ARGV(0, string);
1071 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1073 string motd = autocvar_sv_motd;
1075 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1080 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1086 Called when a client connects to the server
1089 void ClientConnect(entity this)
1091 if (Ban_MaybeEnforceBanOnce(this)) return;
1092 assert(!IS_CLIENT(this), return);
1093 this.flags |= FL_CLIENT;
1094 assert(player_count >= 0, player_count = 0);
1097 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1099 TRANSMUTE(Client, this);
1100 CS(this).version_nagtime = time + 10 + random() * 10;
1102 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1104 bot_clientconnect(this);
1106 Player_DetermineForcedTeam(this);
1108 TRANSMUTE(Observer, this);
1110 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1112 // always track bots, don't ask for cl_allow_uidtracking
1113 if (IS_BOT_CLIENT(this))
1114 PlayerStats_GameReport_AddPlayer(this);
1116 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1118 if (autocvar_sv_eventlog)
1119 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this, false)));
1121 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1123 stuffcmd(this, clientstuff, "\n");
1124 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1126 FixClientCvars(this);
1128 // get version info from player
1129 stuffcmd(this, "cmd clientversion $gameversion\n");
1131 // notify about available teams
1134 entity balance = TeamBalance_CheckAllowedTeams(this);
1135 int t = TeamBalance_GetAllowedTeams(balance);
1136 TeamBalance_Destroy(balance);
1137 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1141 stuffcmd(this, "set _teams_available 0\n");
1144 bot_relinkplayerlist();
1146 CS(this).spectatortime = time;
1147 if (blockSpectators)
1149 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1152 CS(this).jointime = time;
1154 if (IS_REAL_CLIENT(this))
1156 if (g_weaponarena_weapons == WEPSET(TUBA))
1157 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1160 if (!sv_foginterval && world.fog != "")
1161 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1163 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1164 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1165 send_CSQC_teamnagger();
1167 CSQCMODEL_AUTOINIT(this);
1169 CS(this).model_randomizer = random();
1171 if (IS_REAL_CLIENT(this))
1172 sv_notice_join(this);
1174 this.move_qcphysics = autocvar_sv_qcphysics;
1176 // update physics stats (players can spawn before physics runs)
1177 Physics_UpdateStats(this);
1179 IL_EACH(g_initforplayer, it.init_for_player, {
1180 it.init_for_player(it, this);
1183 Handicap_Initialize(this);
1185 MUTATOR_CALLHOOK(ClientConnect, this);
1187 if (IS_REAL_CLIENT(this))
1189 if (!autocvar_g_campaign && !IS_PLAYER(this))
1191 CS(this).motd_actived_time = -1;
1192 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1200 Called when a client disconnects from the server
1203 .entity chatbubbleentity;
1204 void ClientDisconnect(entity this)
1206 assert(IS_CLIENT(this), return);
1208 PlayerStats_GameReport_FinalizePlayer(this);
1209 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1210 if (CS(this).active_minigame) part_minigame(this);
1211 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1213 if (autocvar_sv_eventlog)
1214 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1216 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1219 SetSpectatee(this, NULL);
1221 MUTATOR_CALLHOOK(ClientDisconnect, this);
1223 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1224 strfree(CS(this).weaponorder_byimpulse);
1225 ClientState_detach(this);
1227 Portal_ClearAll(this);
1229 Unfreeze(this, false);
1231 RemoveGrapplingHooks(this);
1233 // Here, everything has been done that requires this player to be a client.
1235 this.flags &= ~FL_CLIENT;
1237 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1238 if (this.killindicator) delete(this.killindicator);
1240 IL_EACH(g_counters, it.realowner == this,
1245 WaypointSprite_PlayerGone(this);
1247 bot_relinkplayerlist();
1249 strfree(this.clientstatus);
1250 if (this.personal) delete(this.personal);
1254 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1259 void ChatBubbleThink(entity this)
1261 this.nextthink = time;
1262 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1264 if(this.owner) // but why can that ever be NULL?
1265 this.owner.chatbubbleentity = NULL;
1272 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1274 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1275 this.mdl = "models/sprites/minigame_busy.iqm";
1276 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1277 this.mdl = "models/misc/chatbubble.spr";
1280 if ( this.model != this.mdl )
1281 _setmodel(this, this.mdl);
1285 void UpdateChatBubble(entity this)
1289 // spawn a chatbubble entity if needed
1290 if (!this.chatbubbleentity)
1292 this.chatbubbleentity = new(chatbubbleentity);
1293 this.chatbubbleentity.owner = this;
1294 this.chatbubbleentity.exteriormodeltoclient = this;
1295 setthink(this.chatbubbleentity, ChatBubbleThink);
1296 this.chatbubbleentity.nextthink = time;
1297 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1298 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1299 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1300 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1301 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1302 //this.chatbubbleentity.model = "";
1303 this.chatbubbleentity.effects = EF_LOWPRECISION;
1308 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1309 // added to the model skins
1310 /*void UpdateColorModHack()
1313 c = this.clientcolors & 15;
1314 // LordHavoc: only bothering to support white, green, red, yellow, blue
1315 if (!teamplay) this.colormod = '0 0 0';
1316 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1317 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1318 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1319 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1320 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1321 else this.colormod = '1 1 1';
1324 void respawn(entity this)
1326 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1328 this.solid = SOLID_NOT;
1329 this.takedamage = DAMAGE_NO;
1330 set_movetype(this, MOVETYPE_FLY);
1331 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1332 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1333 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1334 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1335 if(autocvar_g_respawn_ghosts_maxtime)
1336 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1341 this.effects |= EF_NODRAW; // prevent another CopyBody
1342 PutClientInServer(this);
1346 void PrintToChat(entity client, string text)
1348 text = strcat("\{1}^7", text, "\n");
1349 sprint(client, text);
1353 void DebugPrintToChat(entity client, string text)
1355 if (autocvar_developer > 0)
1357 PrintToChat(client, text);
1362 void PrintToChatAll(string text)
1364 text = strcat("\{1}^7", text, "\n");
1369 void DebugPrintToChatAll(string text)
1371 if (autocvar_developer > 0)
1373 PrintToChatAll(text);
1378 void PrintToChatTeam(int team_num, string text)
1380 text = strcat("\{1}^7", text, "\n");
1381 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1383 if (it.team == team_num)
1391 void DebugPrintToChatTeam(int team_num, string text)
1393 if (autocvar_developer > 0)
1395 PrintToChatTeam(team_num, text);
1399 void play_countdown(entity this, float finished, Sound samp)
1402 if(IS_REAL_CLIENT(this))
1403 if(floor(finished - time - frametime) != floor(finished - time))
1404 if(finished - time < 6)
1405 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1408 void player_powerups(entity this)
1410 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1411 this.modelflags |= MF_ROCKET;
1413 this.modelflags &= ~MF_ROCKET;
1415 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1419 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1421 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1422 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1423 this.items &= ~ITEM_Strength.m_itemid;
1424 this.items &= ~ITEM_Shield.m_itemid;
1425 this.items -= (this.items & IT_SUPERWEAPON);
1429 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1432 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1433 int items_prev = this.items;
1435 Fire_ApplyDamage(this);
1436 Fire_ApplyEffect(this);
1438 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1440 if (this.items & ITEM_Strength.m_itemid)
1442 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1443 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1444 if (time > STAT(STRENGTH_FINISHED, this))
1446 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1447 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1448 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1453 if (time < STAT(STRENGTH_FINISHED, this))
1455 this.items = this.items | ITEM_Strength.m_itemid;
1457 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1458 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1461 if (this.items & ITEM_Shield.m_itemid)
1463 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1464 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1465 if (time > STAT(INVINCIBLE_FINISHED, this))
1467 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1468 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1469 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1474 if (time < STAT(INVINCIBLE_FINISHED, this))
1476 this.items = this.items | ITEM_Shield.m_itemid;
1478 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1479 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1482 if (this.items & IT_SUPERWEAPON)
1484 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1486 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1487 this.items = this.items - (this.items & IT_SUPERWEAPON);
1488 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1489 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1491 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1493 // don't let them run out
1497 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1498 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1500 this.items = this.items - (this.items & IT_SUPERWEAPON);
1501 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1502 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1503 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1507 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1509 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1511 this.items = this.items | IT_SUPERWEAPON;
1512 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1515 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1516 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1521 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1522 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1527 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1531 if(autocvar_g_nodepthtestplayers)
1532 this.effects = this.effects | EF_NODEPTHTEST;
1534 if(autocvar_g_fullbrightplayers)
1535 this.effects = this.effects | EF_FULLBRIGHT;
1537 if (time >= game_starttime)
1538 if (time < this.spawnshieldtime)
1539 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1541 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1544 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1546 if(current > stable)
1548 else if(current > stable - 0.25) // when close enough, "snap"
1551 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1554 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1556 if(current < stable)
1558 else if(current < stable + 0.25) // when close enough, "snap"
1561 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1564 void RotRegen(entity this, int res, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit_mod)
1566 float old = GetResource(this, res);
1567 float current = old;
1568 if(current > rotstable)
1570 if(rotframetime > 0)
1572 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1573 current = max(rotstable, current - rotlinear * rotframetime);
1576 else if(current < regenstable)
1578 if(regenframetime > 0)
1580 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1581 current = min(regenstable, current + regenlinear * regenframetime);
1585 float limit = GetResourceLimit(this, res) * limit_mod;
1590 SetResource(this, res, current);
1593 void player_regen(entity this)
1595 float max_mod, regen_mod, rot_mod, limit_mod;
1596 max_mod = regen_mod = rot_mod = limit_mod = 1;
1598 float regen_health = autocvar_g_balance_health_regen;
1599 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1600 float regen_health_rot = autocvar_g_balance_health_rot;
1601 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1602 float regen_health_stable = autocvar_g_balance_health_regenstable;
1603 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1604 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1605 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1606 max_mod = M_ARGV(1, float);
1607 regen_mod = M_ARGV(2, float);
1608 rot_mod = M_ARGV(3, float);
1609 limit_mod = M_ARGV(4, float);
1610 regen_health = M_ARGV(5, float);
1611 regen_health_linear = M_ARGV(6, float);
1612 regen_health_rot = M_ARGV(7, float);
1613 regen_health_rotlinear = M_ARGV(8, float);
1614 regen_health_stable = M_ARGV(9, float);
1615 regen_health_rotstable = M_ARGV(10, float);
1617 if(!mutator_returnvalue)
1618 if(!STAT(FROZEN, this))
1620 float maxa = autocvar_g_balance_armor_rotstable;
1621 float mina = autocvar_g_balance_armor_regenstable;
1623 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1624 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1625 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1627 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1628 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1629 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1632 // if player rotted to death... die!
1633 // check this outside above checks, as player may still be able to rot to death
1634 if(GetResource(this, RES_HEALTH) < 1)
1637 vehicles_exit(this.vehicle, VHEF_RELEASE);
1638 if(this.event_damage)
1639 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1642 if (!(this.items & IT_UNLIMITED_AMMO))
1644 float maxf = autocvar_g_balance_fuel_rotstable;
1645 float minf = autocvar_g_balance_fuel_regenstable;
1647 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1648 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1649 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1654 void SetZoomState(entity this, float newzoom)
1656 if(newzoom != CS(this).zoomstate)
1658 CS(this).zoomstate = newzoom;
1659 ClientData_Touch(this);
1661 zoomstate_set = true;
1664 void GetPressedKeys(entity this)
1666 MUTATOR_CALLHOOK(GetPressedKeys, this);
1667 int keys = STAT(PRESSED_KEYS, this);
1668 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1669 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1670 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1671 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1673 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1674 keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1675 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1676 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1677 CS(this).pressedkeys = keys; // store for other users
1679 STAT(PRESSED_KEYS, this) = keys;
1683 ======================
1684 spectate mode routines
1685 ======================
1688 void SpectateCopy(entity this, entity spectatee)
1690 TC(Client, this); TC(Client, spectatee);
1692 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1693 PS(this) = PS(spectatee);
1694 this.armortype = spectatee.armortype;
1695 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1696 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1697 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1698 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1699 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1700 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1701 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1702 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1703 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1704 CS(this).impulse = 0;
1705 this.disableclientprediction = 1; // no need to run prediction on a spectator
1706 this.items = spectatee.items;
1707 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1708 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1709 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1710 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1711 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1712 this.air_finished = spectatee.air_finished;
1713 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1714 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1715 this.punchangle = spectatee.punchangle;
1716 this.view_ofs = spectatee.view_ofs;
1717 this.velocity = spectatee.velocity;
1718 this.dmg_take = spectatee.dmg_take;
1719 this.dmg_save = spectatee.dmg_save;
1720 this.dmg_inflictor = spectatee.dmg_inflictor;
1721 this.v_angle = spectatee.v_angle;
1722 this.angles = spectatee.v_angle;
1723 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1724 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1725 this.viewloc = spectatee.viewloc;
1726 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1727 this.fixangle = true;
1728 setorigin(this, spectatee.origin);
1729 setsize(this, spectatee.mins, spectatee.maxs);
1730 SetZoomState(this, CS(spectatee).zoomstate);
1732 anticheat_spectatecopy(this, spectatee);
1733 STAT(HUD, this) = STAT(HUD, spectatee);
1734 if(spectatee.vehicle)
1736 this.angles = spectatee.v_angle;
1738 //this.fixangle = false;
1739 //this.velocity = spectatee.vehicle.velocity;
1740 this.vehicle_health = spectatee.vehicle_health;
1741 this.vehicle_shield = spectatee.vehicle_shield;
1742 this.vehicle_energy = spectatee.vehicle_energy;
1743 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1744 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1745 this.vehicle_reload1 = spectatee.vehicle_reload1;
1746 this.vehicle_reload2 = spectatee.vehicle_reload2;
1748 //msg_entity = this;
1750 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1751 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1752 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1753 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1755 //WriteByte (MSG_ONE, SVC_SETVIEW);
1756 // WriteEntity(MSG_ONE, this);
1757 //makevectors(spectatee.v_angle);
1758 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1762 bool SpectateUpdate(entity this)
1767 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1769 SetSpectatee(this, NULL);
1773 SpectateCopy(this, this.enemy);
1778 bool SpectateSet(entity this)
1780 if(!IS_PLAYER(this.enemy))
1783 ClientData_Touch(this.enemy);
1786 WriteByte(MSG_ONE, SVC_SETVIEW);
1787 WriteEntity(MSG_ONE, this.enemy);
1788 set_movetype(this, MOVETYPE_NONE);
1789 accuracy_resend(this);
1791 if(!SpectateUpdate(this))
1792 PutObserverInServer(this);
1797 void SetSpectatee_status(entity this, int spectatee_num)
1799 int oldspectatee_status = CS(this).spectatee_status;
1800 CS(this).spectatee_status = spectatee_num;
1802 if (CS(this).spectatee_status != oldspectatee_status)
1804 if (STAT(PRESSED_KEYS, this))
1806 CS(this).pressedkeys = 0;
1807 STAT(PRESSED_KEYS, this) = 0;
1809 ClientData_Touch(this);
1810 if (g_race || g_cts) race_InitSpectator();
1814 void SetSpectatee(entity this, entity spectatee)
1816 if(IS_BOT_CLIENT(this))
1817 return; // bots abuse .enemy, this code is useless to them
1819 entity old_spectatee = this.enemy;
1821 this.enemy = spectatee;
1824 // these are required to fix the spectator bug with arc
1827 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1829 .entity weaponentity = weaponentities[slot];
1830 if(old_spectatee.(weaponentity).arc_beam)
1831 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1836 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1838 .entity weaponentity = weaponentities[slot];
1839 if(this.enemy.(weaponentity).arc_beam)
1840 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1845 SetSpectatee_status(this, etof(this.enemy));
1847 // needed to update spectator list
1848 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1851 bool Spectate(entity this, entity pl)
1853 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1855 pl = M_ARGV(1, entity);
1857 SetSpectatee(this, pl);
1858 return SpectateSet(this);
1861 bool SpectateNext(entity this)
1863 entity ent = find(this.enemy, classname, STR_PLAYER);
1865 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1866 ent = M_ARGV(1, entity);
1868 ent = find(ent, classname, STR_PLAYER);
1870 if(ent) { SetSpectatee(this, ent); }
1872 return SpectateSet(this);
1875 bool SpectatePrev(entity this)
1877 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1878 entity ent = findchain(classname, STR_PLAYER);
1879 if (!ent) // no player
1883 // skip players until current spectated player
1885 while(ent && ent != this.enemy)
1888 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1890 case MUT_SPECPREV_FOUND:
1891 ent = M_ARGV(1, entity);
1893 case MUT_SPECPREV_RETURN:
1895 case MUT_SPECPREV_CONTINUE:
1906 SetSpectatee(this, ent);
1907 return SpectateSet(this);
1912 ShowRespawnCountdown()
1914 Update a respawn countdown display.
1917 void ShowRespawnCountdown(entity this)
1920 if(!IS_DEAD(this)) // just respawned?
1924 number = ceil(this.respawn_time - time);
1927 if(number <= this.respawn_countdown)
1929 this.respawn_countdown = number - 1;
1930 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
1931 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1936 .bool team_selected;
1937 bool ShowTeamSelection(entity this)
1939 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1941 stuffcmd(this, "menu_showteamselect\n");
1944 void Join(entity this)
1946 TRANSMUTE(Player, this);
1948 if(!this.team_selected)
1949 if(autocvar_g_campaign || autocvar_g_balance_teams)
1950 TeamBalance_JoinBestTeam(this);
1952 if(autocvar_g_campaign)
1953 campaign_bots_may_start = true;
1955 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1957 PutClientInServer(this);
1960 if(teamplay && this.team != -1)
1964 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1965 this.team_selected = false;
1968 int GetPlayerLimit()
1971 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
1972 int player_limit = autocvar_g_maxplayers;
1973 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1974 player_limit = M_ARGV(0, int);
1975 return player_limit;
1979 * Determines whether the player is allowed to join. This depends on cvar
1980 * g_maxplayers, if it isn't used this function always return true, otherwise
1981 * it checks whether the number of currently playing players exceeds g_maxplayers.
1982 * @return int number of free slots for players, 0 if none
1984 int nJoinAllowed(entity this, entity ignore)
1987 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1988 // so report 0 free slots if restricted
1990 if(autocvar_g_forced_team_otherwise == "spectate")
1992 if(autocvar_g_forced_team_otherwise == "spectator")
1996 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1997 return 0; // forced spectators can never join
1999 // TODO simplify this
2000 int totalClients = 0;
2001 int currentlyPlaying = 0;
2002 FOREACH_CLIENT(true, {
2005 if(IS_REAL_CLIENT(it))
2006 if(IS_PLAYER(it) || it.caplayer)
2010 int player_limit = GetPlayerLimit();
2012 float free_slots = 0;
2014 free_slots = maxclients - totalClients;
2015 else if(currentlyPlaying < player_limit)
2016 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2018 static float msg_time = 0;
2019 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2021 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2022 msg_time = time + 0.5;
2029 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2030 * g_maxplayers_spectator_blocktime seconds
2032 void checkSpectatorBlock(entity this)
2034 if(IS_SPEC(this) || IS_OBSERVER(this))
2036 if(IS_REAL_CLIENT(this))
2038 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2039 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2045 void PrintWelcomeMessage(entity this)
2047 if(CS(this).motd_actived_time == 0)
2049 if (autocvar_g_campaign) {
2050 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2051 CS(this).motd_actived_time = time;
2052 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2055 if (PHYS_INPUT_BUTTON_INFO(this)) {
2056 CS(this).motd_actived_time = time;
2057 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2061 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2063 if (autocvar_g_campaign) {
2064 if (PHYS_INPUT_BUTTON_INFO(this))
2065 CS(this).motd_actived_time = time;
2066 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2067 CS(this).motd_actived_time = 0;
2068 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2071 if (PHYS_INPUT_BUTTON_INFO(this))
2072 CS(this).motd_actived_time = time;
2073 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2074 CS(this).motd_actived_time = 0;
2075 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2079 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2081 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2082 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2083 else if (CS(this).motd_actived_time == -2)
2085 // instantly hide MOTD
2086 CS(this).motd_actived_time = 0;
2087 if (autocvar_g_campaign)
2088 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2090 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2092 else if (IS_PLAYER(this) || IS_SPEC(this))
2094 // FIXME occasionally for some reason MOTD never goes away
2095 // delay MOTD removal a little bit in the hope it fixes this bug
2096 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2097 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2098 else //if (CS(this).motd_actived_time < -2)
2099 CS(this).motd_actived_time++;
2104 const int MIN_SPEC_TIME = 1;
2105 bool joinAllowed(entity this)
2107 if (CS(this).version_mismatch) return false;
2108 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2109 if (!nJoinAllowed(this, this)) return false;
2110 if (teamplay && lockteams) return false;
2111 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2112 if (ShowTeamSelection(this)) return false;
2116 .string shootfromfixedorigin;
2117 .bool dualwielding_prev;
2118 bool PlayerThink(entity this)
2120 if (game_stopped || intermission_running) {
2121 this.modelflags &= ~MF_ROCKET;
2122 if(intermission_running)
2123 IntermissionThink(this);
2127 if (timeout_status == TIMEOUT_ACTIVE) {
2128 // don't allow the player to turn around while game is paused
2129 // FIXME turn this into CSQC stuff
2130 this.v_angle = this.lastV_angle;
2131 this.angles = this.lastV_angle;
2132 this.fixangle = true;
2135 if (frametime) player_powerups(this);
2137 if (IS_DEAD(this)) {
2138 if (this.personal && g_race_qualifying) {
2139 if (time > this.respawn_time) {
2140 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2142 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2145 if (frametime) player_anim(this);
2147 if (this.respawn_flags & RESPAWN_DENY)
2149 STAT(RESPAWN_TIME, this) = 0;
2153 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));
2155 switch(this.deadflag)
2159 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2160 this.deadflag = DEAD_RESPAWNING;
2161 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2162 this.deadflag = DEAD_DEAD;
2168 this.deadflag = DEAD_RESPAWNABLE;
2169 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2170 this.deadflag = DEAD_RESPAWNING;
2173 case DEAD_RESPAWNABLE:
2175 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2176 this.deadflag = DEAD_RESPAWNING;
2179 case DEAD_RESPAWNING:
2181 if (time > this.respawn_time)
2183 this.respawn_time = time + 1; // only retry once a second
2184 this.respawn_time_max = this.respawn_time;
2191 ShowRespawnCountdown(this);
2193 if (this.respawn_flags & RESPAWN_SILENT)
2194 STAT(RESPAWN_TIME, this) = 0;
2195 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2197 if (time < this.respawn_time)
2198 STAT(RESPAWN_TIME, this) = this.respawn_time;
2199 else if (this.deadflag != DEAD_RESPAWNING)
2200 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2203 STAT(RESPAWN_TIME, this) = this.respawn_time;
2206 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2207 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2208 STAT(RESPAWN_TIME, this) *= -1;
2213 FixPlayermodel(this);
2215 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2216 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2217 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2220 // reset gun alignment when dual wielding status changes
2221 // to ensure guns are always aligned right and left
2222 bool dualwielding = W_DualWielding(this);
2223 if(this.dualwielding_prev != dualwielding)
2225 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2226 this.dualwielding_prev = dualwielding;
2229 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2232 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2234 .entity weaponentity = weaponentities[slot];
2235 if(WEP_CVAR(vortex, charge_always))
2236 W_Vortex_Charge(this, weaponentity, frametime);
2237 W_WeaponFrame(this, weaponentity);
2243 // WEAPONTODO: Add a weapon request for this
2244 // rot vortex charge to the charge limit
2245 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2247 .entity weaponentity = weaponentities[slot];
2248 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2249 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2254 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2257 secrets_setstatus(this);
2258 monsters_setstatus(this);
2263 .bool would_spectate;
2264 void ObserverThink(entity this)
2266 if ( CS(this).impulse )
2268 MinigameImpulse(this, CS(this).impulse);
2269 CS(this).impulse = 0;
2272 if (this.flags & FL_JUMPRELEASED) {
2273 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2274 this.flags &= ~FL_JUMPRELEASED;
2275 this.flags |= FL_SPAWNING;
2276 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2277 this.flags &= ~FL_JUMPRELEASED;
2278 if(SpectateNext(this)) {
2279 TRANSMUTE(Spectator, this);
2282 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2283 set_movetype(this, preferred_movetype);
2286 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2287 this.flags |= FL_JUMPRELEASED;
2288 if(this.flags & FL_SPAWNING)
2290 this.flags &= ~FL_SPAWNING;
2291 if(joinAllowed(this))
2299 void SpectatorThink(entity this)
2301 if ( CS(this).impulse )
2303 if(MinigameImpulse(this, CS(this).impulse))
2304 CS(this).impulse = 0;
2306 if (CS(this).impulse == IMP_weapon_drop.impulse)
2308 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2309 CS(this).impulse = 0;
2314 if (this.flags & FL_JUMPRELEASED) {
2315 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2316 this.flags &= ~FL_JUMPRELEASED;
2317 this.flags |= FL_SPAWNING;
2318 } 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)) {
2319 this.flags &= ~FL_JUMPRELEASED;
2320 if(SpectateNext(this)) {
2321 TRANSMUTE(Spectator, this);
2323 TRANSMUTE(Observer, this);
2324 PutClientInServer(this);
2326 CS(this).impulse = 0;
2327 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2328 this.flags &= ~FL_JUMPRELEASED;
2329 if(SpectatePrev(this)) {
2330 TRANSMUTE(Spectator, this);
2332 TRANSMUTE(Observer, this);
2333 PutClientInServer(this);
2335 CS(this).impulse = 0;
2336 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2337 this.would_spectate = false;
2338 this.flags &= ~FL_JUMPRELEASED;
2339 TRANSMUTE(Observer, this);
2340 PutClientInServer(this);
2342 if(!SpectateUpdate(this))
2344 if(!SpectateNext(this))
2346 PutObserverInServer(this);
2347 this.would_spectate = true;
2352 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2353 this.flags |= FL_JUMPRELEASED;
2354 if(this.flags & FL_SPAWNING)
2356 this.flags &= ~FL_SPAWNING;
2361 if(!SpectateUpdate(this))
2362 PutObserverInServer(this);
2365 this.flags |= FL_CLIENT | FL_NOTARGET;
2368 void PlayerUseKey(entity this)
2370 if (!IS_PLAYER(this))
2377 vehicles_exit(this.vehicle, VHEF_NORMAL);
2381 else if(autocvar_g_vehicles_enter)
2383 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2385 entity head, closest_target = NULL;
2386 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2388 while(head) // find the closest acceptable target to enter
2390 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2391 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2395 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2396 { closest_target = head; }
2398 else { closest_target = head; }
2404 if(closest_target) { vehicles_enter(this, closest_target); return; }
2408 // a use key was pressed; call handlers
2409 MUTATOR_CALLHOOK(PlayerUseKey, this);
2417 Called every frame for each client before the physics are run
2420 .float last_vehiclecheck;
2421 void PlayerPreThink (entity this)
2423 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2424 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2426 WarpZone_PlayerPhysics_FixVAngle(this);
2429 // physics frames: update anticheat stuff
2430 anticheat_prethink(this);
2433 if (blockSpectators && frametime) {
2434 // WORKAROUND: only use dropclient in server frames (frametime set).
2435 // Never use it in cl_movement frames (frametime zero).
2436 checkSpectatorBlock(this);
2439 zoomstate_set = false;
2441 // Check for nameless players
2442 if (this.netname == "" || this.netname != CS(this).netname_previous)
2444 bool assume_unchanged = (CS(this).netname_previous == "");
2445 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2447 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2448 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2449 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2450 assume_unchanged = false;
2451 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2453 if (isInvisibleString(this.netname))
2455 this.netname = strzone(sprintf("Player#%d", this.playerid));
2456 sprint(this, "Warning: invisible names are not allowed.\n");
2457 assume_unchanged = false;
2458 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2460 if (!assume_unchanged && autocvar_sv_eventlog)
2461 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2462 strcpy(CS(this).netname_previous, this.netname);
2466 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2467 CS(this).version_nagtime = 0;
2468 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2470 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2472 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2474 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2475 if (r < 0) { // old client
2476 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2477 } else if (r > 0) { // old server
2478 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2484 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2486 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2487 this.max_armorvalue = 0;
2490 if (frametime && IS_PLAYER(this))
2492 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2494 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2495 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2496 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2498 if (STAT(REVIVE_PROGRESS, this) >= 1)
2499 Unfreeze(this, false);
2501 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2503 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2504 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2506 if (GetResource(this, RES_HEALTH) < 1)
2509 vehicles_exit(this.vehicle, VHEF_RELEASE);
2510 if(this.event_damage)
2511 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2513 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2514 Unfreeze(this, false);
2518 MUTATOR_CALLHOOK(PlayerPreThink, this);
2520 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2521 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2523 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2527 if(!it.team || SAME_TEAM(this, it))
2528 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2529 else if(autocvar_g_vehicles_steal)
2530 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2532 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2534 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2538 this.last_vehiclecheck = time + 1;
2541 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2543 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2545 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2548 if (IS_REAL_CLIENT(this))
2549 PrintWelcomeMessage(this);
2551 if (IS_PLAYER(this)) {
2552 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2553 error("Client can't be spawned as player on connection!");
2554 if(!PlayerThink(this))
2557 else if (game_stopped || intermission_running) {
2558 if(intermission_running)
2559 IntermissionThink(this);
2562 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2564 CS(this).autojoin_checked = true;
2565 // don't do this in ClientConnect
2566 // many things can go wrong if a client is spawned as player on connection
2567 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2568 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2569 && (!teamplay || autocvar_g_balance_teams)))
2571 campaign_bots_may_start = true;
2576 else if (IS_OBSERVER(this)) {
2577 ObserverThink(this);
2579 else if (IS_SPEC(this)) {
2580 SpectatorThink(this);
2583 // WEAPONTODO: Add weapon request for this
2584 if (!zoomstate_set) {
2585 bool wep_zoomed = false;
2586 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2588 .entity weaponentity = weaponentities[slot];
2589 Weapon thiswep = this.(weaponentity).m_weapon;
2590 if(thiswep != WEP_Null && thiswep.wr_zoom)
2591 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2593 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2596 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2598 CS(this).teamkill_soundtime = 0;
2600 entity e = CS(this).teamkill_soundsource;
2601 entity oldpusher = e.pusher;
2603 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2604 e.pusher = oldpusher;
2607 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2608 CS(this).taunt_soundtime = 0;
2609 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2612 target_voicescript_next(this);
2614 // WEAPONTODO: Move into weaponsystem somehow
2615 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2616 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2618 .entity weaponentity = weaponentities[slot];
2619 if(this.(weaponentity).m_weapon == WEP_Null)
2620 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2624 void DrownPlayer(entity this)
2626 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2627 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2629 this.air_finished = 0;
2633 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2635 if(this.air_finished && this.air_finished < time)
2636 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2637 this.air_finished = 0;
2641 if (!this.air_finished)
2642 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2643 if (this.air_finished < time)
2645 if (this.pain_finished < time)
2647 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');
2648 this.pain_finished = time + 0.5;
2654 .bool move_qcphysics;
2656 void Player_Physics(entity this)
2658 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : 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);
2754 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2756 CS(this).pressedkeys = 0;
2757 STAT(PRESSED_KEYS, this) = 0;
2760 if (this.waypointsprite_attachedforcarrier) {
2761 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2762 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2765 CSQCMODEL_AUTOUPDATE(this);
2769 * message "": do not say, just test flood control
2775 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2777 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2778 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2781 msgin = formatmessage(source, msgin);
2784 if (!(IS_PLAYER(source) || source.caplayer))
2785 colorstr = "^0"; // black for spectators
2787 colorstr = Team_ColorCode(source.team);
2800 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2803 * using bprint solves this... me stupid
2804 // how can we prevent the message from appearing in a listen server?
2805 // for now, just give "say" back and only handle say_team
2808 clientcommand(source, strcat("say ", msgin));
2813 string namestr = "";
2815 namestr = playername(source, autocvar_g_chat_teamcolors);
2817 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2819 string msgstr = "", cmsgstr = "";
2820 string privatemsgprefix = string_null;
2821 int privatemsgprefixlen = 0;
2824 bool found_me = false;
2825 if(strstrofs(msgin, "/me", 0) >= 0)
2827 string newmsgin = "";
2828 string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2829 FOREACH_WORD(msgin, true,
2831 if(strdecolorize(it) == "/me")
2834 newmsgin = cons(newmsgin, newnamestr);
2837 newmsgin = cons(newmsgin, it);
2844 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2845 privatemsgprefixlen = strlen(msgstr);
2846 msgstr = strcat(msgstr, msgin);
2847 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2848 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2854 //msgin = strreplace("/me", "", msgin);
2855 //msgin = substring(msgin, 3, strlen(msgin));
2856 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2857 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2860 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2861 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2867 //msgin = strreplace("/me", "", msgin);
2868 //msgin = substring(msgin, 3, strlen(msgin));
2869 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2870 msgstr = strcat("\{1}^4* ^7", msgin);
2874 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2875 msgstr = strcat(msgstr, msgin);
2879 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2882 string fullmsgstr = msgstr;
2883 string fullcmsgstr = cmsgstr;
2887 var .float flood_field = floodcontrol_chat;
2888 if(floodcontrol && source)
2896 flood_spl = autocvar_g_chat_flood_spl_tell;
2897 flood_burst = autocvar_g_chat_flood_burst_tell;
2898 flood_lmax = autocvar_g_chat_flood_lmax_tell;
2899 flood_field = floodcontrol_chattell;
2903 flood_spl = autocvar_g_chat_flood_spl_team;
2904 flood_burst = autocvar_g_chat_flood_burst_team;
2905 flood_lmax = autocvar_g_chat_flood_lmax_team;
2906 flood_field = floodcontrol_chatteam;
2910 flood_spl = autocvar_g_chat_flood_spl;
2911 flood_burst = autocvar_g_chat_flood_burst;
2912 flood_lmax = autocvar_g_chat_flood_lmax;
2913 flood_field = floodcontrol_chat;
2915 flood_burst = max(0, flood_burst - 1);
2916 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2918 // do flood control for the default line size
2921 getWrappedLine_remaining = msgstr;
2924 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
2926 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
2929 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
2931 if(getWrappedLine_remaining != "")
2933 msgstr = strcat(msgstr, "\n");
2937 if (time >= source.(flood_field))
2939 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
2944 msgstr = fullmsgstr;
2949 if (time >= source.(flood_field))
2950 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
2955 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
2956 source.(flood_field) = flood = 0;
2959 string sourcemsgstr, sourcecmsgstr;
2960 if(flood == 2) // cannot happen for empty msgstr
2962 if(autocvar_g_chat_flood_notify_flooder)
2964 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
2969 sourcemsgstr = fullmsgstr;
2970 sourcecmsgstr = fullcmsgstr;
2976 sourcemsgstr = msgstr;
2977 sourcecmsgstr = cmsgstr;
2980 if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2983 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
2984 teamsay = -1; // spectators
2988 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
2990 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
2992 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
2995 if(source && CS(source).muted)
2997 // always fake the message
3002 if (autocvar_g_chat_flood_notify_flooder)
3004 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
3015 if (privatesay && source && !(IS_PLAYER(source) || source.caplayer))
3018 if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
3019 ret = -1; // just hide the message completely
3022 MUTATOR_CALLHOOK(ChatMessage, source, ret);
3023 ret = M_ARGV(1, int);
3025 string event_log_msg = "";
3027 if(sourcemsgstr != "" && ret != 0)
3029 if(ret < 0) // faked message, because the player is muted
3031 sprint(source, sourcemsgstr);
3032 if(sourcecmsgstr != "" && !privatesay)
3033 centerprint(source, sourcecmsgstr);
3035 else if(privatesay) // private message, between 2 people only
3037 sprint(source, sourcemsgstr);
3038 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
3039 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
3041 sprint(privatesay, msgstr);
3043 centerprint(privatesay, cmsgstr);
3046 else if ( teamsay && CS(source).active_minigame )
3048 sprint(source, sourcemsgstr);
3049 dedicated_print(msgstr); // send to server console too
3050 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3053 event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
3056 else if(teamsay > 0) // team message, only sent to team mates
3058 sprint(source, sourcemsgstr);
3059 dedicated_print(msgstr); // send to server console too
3060 if(sourcecmsgstr != "")
3061 centerprint(source, sourcecmsgstr);
3062 FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3065 centerprint(it, cmsgstr);
3067 event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3069 else if(teamsay < 0) // spectator message, only sent to spectators
3071 sprint(source, sourcemsgstr);
3072 dedicated_print(msgstr); // send to server console too
3073 FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3076 event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3081 sprint(source, sourcemsgstr);
3082 dedicated_print(msgstr); // send to server console too
3083 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3085 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3088 event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3092 if (autocvar_sv_eventlog && (event_log_msg != "")) {
3093 GameLogEcho(event_log_msg);
3099 // hack to copy the button fields from the client entity to the Client State
3100 void PM_UpdateButtons(entity this, entity store)
3103 store.impulse = this.impulse;
3106 bool typing = this.buttonchat || this.button12;
3108 store.button0 = (typing) ? 0 : this.button0;
3110 store.button2 = (typing) ? 0 : this.button2;
3111 store.button3 = (typing) ? 0 : this.button3;
3112 store.button4 = this.button4;
3113 store.button5 = (typing) ? 0 : this.button5;
3114 store.button6 = this.button6;
3115 store.button7 = this.button7;
3116 store.button8 = this.button8;
3117 store.button9 = this.button9;
3118 store.button10 = this.button10;
3119 store.button11 = this.button11;
3120 store.button12 = this.button12;
3121 store.button13 = this.button13;
3122 store.button14 = this.button14;
3123 store.button15 = this.button15;
3124 store.button16 = this.button16;
3125 store.buttonuse = this.buttonuse;
3126 store.buttonchat = this.buttonchat;
3128 store.cursor_active = this.cursor_active;
3129 store.cursor_screen = this.cursor_screen;
3130 store.cursor_trace_start = this.cursor_trace_start;
3131 store.cursor_trace_endpos = this.cursor_trace_endpos;
3132 store.cursor_trace_ent = this.cursor_trace_ent;
3134 store.ping = this.ping;
3135 store.ping_packetloss = this.ping_packetloss;
3136 store.ping_movementloss = this.ping_movementloss;
3138 store.v_angle = this.v_angle;
3139 store.movement = (typing) ? '0 0 0' : this.movement;
3142 NET_HANDLE(fpsreport, bool)
3144 int fps = ReadShort();
3145 PlayerScore_Set(sender, SP_FPS, fps);