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"
39 #include "../common/vehicles/all.qh"
41 #include "weapons/hitplot.qh"
42 #include "weapons/weaponsystem.qh"
44 #include "../common/net_notice.qh"
45 #include "../common/net_linked.qh"
46 #include "../common/physics/player.qh"
48 #include "../common/items/_mod.qh"
50 #include "../common/mutators/mutator/waypoints/all.qh"
52 #include "../common/triggers/subs.qh"
53 #include "../common/triggers/triggers.qh"
54 #include "../common/triggers/trigger/secret.qh"
56 #include "../common/minigames/sv_minigames.qh"
58 #include "../common/items/inventory.qh"
60 #include "../common/monsters/sv_monsters.qh"
62 #include "../lib/warpzone/server.qh"
64 STATIC_METHOD(Client, Add, void(Client this, int _team))
67 TRANSMUTE(Player, this);
70 PutClientInServer(this);
73 void PutObserverInServer(entity this);
75 STATIC_METHOD(Client, Remove, void(Client this))
77 TRANSMUTE(Observer, this);
78 PutClientInServer(this);
79 ClientDisconnect(this);
82 void send_CSQC_teamnagger() {
83 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
86 int CountSpectators(entity player, entity to)
88 if(!player) { return 0; } // not sure how, but best to be safe
92 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
100 void WriteSpectators(entity player, entity to)
102 if(!player) { return; } // not sure how, but best to be safe
104 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
106 WriteByte(MSG_ENTITY, num_for_edict(it));
110 bool ClientData_Send(entity this, entity to, int sf)
112 assert(to == this.owner, return false);
115 if (IS_SPEC(e)) e = e.enemy;
118 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
119 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
120 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
121 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
123 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
124 WriteByte(MSG_ENTITY, sf);
127 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
131 float specs = CountSpectators(e, to);
132 WriteByte(MSG_ENTITY, specs);
133 WriteSpectators(e, to);
139 void ClientData_Attach(entity this)
141 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
142 CS(this).clientdata.drawonlytoclient = this;
143 CS(this).clientdata.owner = this;
146 void ClientData_Detach(entity this)
148 delete(CS(this).clientdata);
149 CS(this).clientdata = NULL;
152 void ClientData_Touch(entity e)
154 CS(e).clientdata.SendFlags = 1;
156 // make it spectatable
157 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
160 void SetSpectatee(entity this, entity spectatee);
161 void SetSpectatee_status(entity this, int spectatee_num);
168 Checks if the argument string can be a valid playermodel.
169 Returns a valid one in doubt.
172 string FallbackPlayerModel;
173 string CheckPlayerModel(string plyermodel) {
174 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
176 // note: we cannot summon Don Strunzone here, some player may
177 // still have the model string set. In case anyone manages how
178 // to change a cvar default, we'll have a small leak here.
179 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
181 // only in right path
182 if( substring(plyermodel,0,14) != "models/player/")
183 return FallbackPlayerModel;
184 // only good file extensions
185 if(substring(plyermodel,-4,4) != ".zym")
186 if(substring(plyermodel,-4,4) != ".dpm")
187 if(substring(plyermodel,-4,4) != ".iqm")
188 if(substring(plyermodel,-4,4) != ".md3")
189 if(substring(plyermodel,-4,4) != ".psk")
190 return FallbackPlayerModel;
191 // forbid the LOD models
192 if(substring(plyermodel, -9,5) == "_lod1")
193 return FallbackPlayerModel;
194 if(substring(plyermodel, -9,5) == "_lod2")
195 return FallbackPlayerModel;
196 if(plyermodel != strtolower(plyermodel))
197 return FallbackPlayerModel;
198 // also, restrict to server models
199 if(autocvar_sv_servermodelsonly)
201 if(!fexists(plyermodel))
202 return FallbackPlayerModel;
207 void setplayermodel(entity e, string modelname)
209 precache_model(modelname);
210 _setmodel(e, modelname);
211 player_setupanimsformodel(e);
212 if(!autocvar_g_debug_globalsounds)
213 UpdatePlayerSounds(e);
216 void FixPlayermodel(entity player);
217 /** putting a client as observer in the server */
218 void PutObserverInServer(entity this)
220 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
221 PlayerState_detach(this);
228 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
231 // was a player, recount votes and ready status
232 if(IS_REAL_CLIENT(this))
234 if (vote_called) { VoteCount(false); }
240 entity spot = SelectSpawnPoint(this, true);
241 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
242 this.angles = vec2(spot.angles);
243 this.fixangle = true;
244 // offset it so that the spectator spawns higher off the ground, looks better this way
245 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
246 if (IS_REAL_CLIENT(this))
249 WriteByte(MSG_ONE, SVC_SETVIEW);
250 WriteEntity(MSG_ONE, this);
252 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
253 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
254 if(!autocvar_g_debug_globalsounds)
256 // needed for player sounds
258 FixPlayermodel(this);
260 setmodel(this, MDL_Null);
261 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
262 this.view_ofs = '0 0 0';
265 RemoveGrapplingHooks(this);
266 Portal_ClearAll(this);
268 SetSpectatee(this, NULL);
273 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
277 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
279 WaypointSprite_PlayerDead(this);
281 if (mutator_returnvalue) {
282 // mutator prevents resetting teams+score
284 int oldteam = this.team;
285 this.team = -1; // move this as it is needed to log the player spectating in eventlog
286 MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
287 this.frags = FRAGS_SPECTATOR;
288 PlayerScore_Clear(this); // clear scores when needed
291 if (CS(this).killcount != FRAGS_SPECTATOR)
293 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
295 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
296 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
298 if(!CS(this).just_joined)
299 LogTeamchange(this.playerid, -1, 4);
301 CS(this).just_joined = false;
304 accuracy_resend(this);
306 CS(this).spectatortime = time;
308 IL_REMOVE(g_bot_targets, this);
309 this.bot_attack = false;
310 this.hud = HUD_NORMAL;
311 TRANSMUTE(Observer, this);
312 this.iscreature = false;
313 this.teleportable = TELEPORT_SIMPLE;
314 if(this.damagedbycontents)
315 IL_REMOVE(g_damagedbycontents, this);
316 this.damagedbycontents = false;
317 this.health = FRAGS_SPECTATOR;
318 SetSpectatee_status(this, etof(this));
319 this.takedamage = DAMAGE_NO;
320 this.solid = SOLID_NOT;
321 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
322 this.flags = FL_CLIENT | FL_NOTARGET;
323 this.armorvalue = 666;
325 this.armorvalue = autocvar_g_balance_armor_start;
326 this.pauserotarmor_finished = 0;
327 this.pauserothealth_finished = 0;
328 this.pauseregen_finished = 0;
329 this.damageforcescale = 0;
331 this.respawn_flags = 0;
332 this.respawn_time = 0;
333 this.stat_respawn_time = 0;
338 this.pain_finished = 0;
339 this.strength_finished = 0;
340 this.invincible_finished = 0;
341 this.superweapons_finished = 0;
344 setthink(this, func_null);
346 this.deadflag = DEAD_NO;
348 this.revive_progress = 0;
349 this.revival_time = 0;
352 this.weapons = '0 0 0';
353 this.drawonlytoclient = this;
357 this.weaponmodel = "";
358 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
360 this.weaponentities[slot] = NULL;
362 this.exteriorweaponentity = NULL;
363 CS(this).killcount = FRAGS_SPECTATOR;
364 this.velocity = '0 0 0';
365 this.avelocity = '0 0 0';
366 this.punchangle = '0 0 0';
367 this.punchvector = '0 0 0';
368 this.oldvelocity = this.velocity;
369 this.fire_endtime = -1;
370 this.event_damage = func_null;
372 for(int slot = 0; slot < MAX_AXH; ++slot)
374 entity axh = this.(AuxiliaryXhair[slot]);
375 this.(AuxiliaryXhair[slot]) = NULL;
377 if(axh.owner == this && axh != NULL && !wasfreed(axh))
382 int player_getspecies(entity this)
384 get_model_parameters(this.model, this.skin);
385 int s = get_model_parameters_species;
386 get_model_parameters(string_null, 0);
387 if (s < 0) return SPECIES_HUMAN;
391 .float model_randomizer;
392 void FixPlayermodel(entity player)
394 string defaultmodel = "";
396 if(autocvar_sv_defaultcharacter)
402 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
403 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
404 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
405 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
409 if(defaultmodel == "")
411 defaultmodel = autocvar_sv_defaultplayermodel;
412 defaultskin = autocvar_sv_defaultplayerskin;
415 int n = tokenize_console(defaultmodel);
418 defaultmodel = argv(floor(n * CS(player).model_randomizer));
419 // However, do NOT randomize if the player-selected model is in the list.
420 for (int i = 0; i < n; ++i)
421 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
422 defaultmodel = argv(i);
425 int i = strstrofs(defaultmodel, ":", 0);
428 defaultskin = stof(substring(defaultmodel, i+1, -1));
429 defaultmodel = substring(defaultmodel, 0, i);
432 if(autocvar_sv_defaultcharacterskin && !defaultskin)
438 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
439 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
440 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
441 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
446 defaultskin = autocvar_sv_defaultplayerskin;
449 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
450 defaultmodel = M_ARGV(0, string);
451 defaultskin = M_ARGV(1, int);
455 if(defaultmodel != "")
457 if (defaultmodel != player.model)
459 vector m1 = player.mins;
460 vector m2 = player.maxs;
461 setplayermodel (player, defaultmodel);
462 setsize (player, m1, m2);
466 oldskin = player.skin;
467 player.skin = defaultskin;
469 if (player.playermodel != player.model || player.playermodel == "")
471 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
472 vector m1 = player.mins;
473 vector m2 = player.maxs;
474 setplayermodel (player, player.playermodel);
475 setsize (player, m1, m2);
479 if(!autocvar_sv_defaultcharacterskin)
481 oldskin = player.skin;
482 player.skin = stof(player.playerskin);
486 oldskin = player.skin;
487 player.skin = defaultskin;
491 if(chmdl || oldskin != player.skin) // model or skin has changed
493 player.species = player_getspecies(player); // update species
494 if(!autocvar_g_debug_globalsounds)
495 UpdatePlayerSounds(player); // update skin sounds
499 if(strlen(autocvar_sv_defaultplayercolors))
500 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
501 setcolor(player, stof(autocvar_sv_defaultplayercolors));
504 void PutPlayerInServer(entity this)
506 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
508 PlayerState_attach(this);
509 accuracy_resend(this);
512 JoinBestTeam(this, true);
514 entity spot = SelectSpawnPoint(this, false);
516 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
517 return; // spawn failed
520 TRANSMUTE(Player, this);
522 CS(this).wasplayer = true;
523 this.iscreature = true;
524 this.teleportable = TELEPORT_NORMAL;
525 if(!this.damagedbycontents)
526 IL_PUSH(g_damagedbycontents, this);
527 this.damagedbycontents = true;
528 set_movetype(this, MOVETYPE_WALK);
529 this.solid = SOLID_SLIDEBOX;
530 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
531 if (autocvar_g_playerclip_collisions)
532 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
533 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
534 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
535 this.frags = FRAGS_PLAYER;
536 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
537 this.flags = FL_CLIENT | FL_PICKUPITEMS;
538 if (autocvar__notarget)
539 this.flags |= FL_NOTARGET;
540 this.takedamage = DAMAGE_AIM;
541 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
544 this.ammo_shells = warmup_start_ammo_shells;
545 this.ammo_nails = warmup_start_ammo_nails;
546 this.ammo_rockets = warmup_start_ammo_rockets;
547 this.ammo_cells = warmup_start_ammo_cells;
548 this.ammo_plasma = warmup_start_ammo_plasma;
549 this.ammo_fuel = warmup_start_ammo_fuel;
550 this.health = warmup_start_health;
551 this.armorvalue = warmup_start_armorvalue;
552 this.weapons = WARMUP_START_WEAPONS;
554 this.ammo_shells = start_ammo_shells;
555 this.ammo_nails = start_ammo_nails;
556 this.ammo_rockets = start_ammo_rockets;
557 this.ammo_cells = start_ammo_cells;
558 this.ammo_plasma = start_ammo_plasma;
559 this.ammo_fuel = start_ammo_fuel;
560 this.health = start_health;
561 this.armorvalue = start_armorvalue;
562 this.weapons = start_weapons;
563 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
565 GiveRandomWeapons(this, random_start_weapons_count,
566 autocvar_g_random_start_weapons, random_start_ammo);
569 SetSpectatee_status(this, 0);
571 PS(this).dual_weapons = '0 0 0';
573 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
575 this.items = start_items;
577 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
578 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
579 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
580 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
581 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
582 // extend the pause of rotting if client was reset at the beginning of the countdown
583 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
584 float f = game_starttime - time;
585 this.spawnshieldtime += f;
586 this.pauserotarmor_finished += f;
587 this.pauserothealth_finished += f;
588 this.pauseregen_finished += f;
590 this.damageforcescale = 2;
592 this.respawn_flags = 0;
593 this.respawn_time = 0;
594 this.stat_respawn_time = 0;
595 this.scale = autocvar_sv_player_scale;
598 this.pain_finished = 0;
600 setthink(this, func_null); // players have no think function
603 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
605 this.deadflag = DEAD_NO;
607 this.angles = spot.angles;
608 this.angles_z = 0; // never spawn tilted even if the spot says to
609 if (IS_BOT_CLIENT(this))
610 this.v_angle = this.angles;
611 this.fixangle = true; // turn this way immediately
612 this.oldvelocity = this.velocity = '0 0 0';
613 this.avelocity = '0 0 0';
614 this.punchangle = '0 0 0';
615 this.punchvector = '0 0 0';
617 this.strength_finished = 0;
618 this.invincible_finished = 0;
619 this.fire_endtime = -1;
620 this.revive_progress = 0;
621 this.revival_time = 0;
623 this.air_finished = time + 12;
624 this.waterlevel = WATERLEVEL_NONE;
625 this.watertype = CONTENT_EMPTY;
627 entity spawnevent = new_pure(spawnevent);
628 spawnevent.owner = this;
629 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
631 // Cut off any still running player sounds.
632 stopsound(this, CH_PLAYER_SINGLE);
635 FixPlayermodel(this);
636 this.drawonlytoclient = NULL;
641 this.view_ofs = STAT(PL_VIEW_OFS, this);
642 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
643 this.spawnorigin = spot.origin;
644 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
645 // don't reset back to last position, even if new position is stuck in solid
646 this.oldorigin = this.origin;
648 IL_REMOVE(g_conveyed, this);
649 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
650 this.hud = HUD_NORMAL;
652 this.event_damage = PlayerDamage;
655 IL_PUSH(g_bot_targets, this);
656 this.bot_attack = true;
657 if(!this.monster_attack)
658 IL_PUSH(g_monster_targets, this);
659 this.monster_attack = true;
660 navigation_dynamicgoal_init(this, false);
662 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
664 // player was spectator
665 if (CS(this).killcount == FRAGS_SPECTATOR) {
666 PlayerScore_Clear(this);
667 CS(this).killcount = 0;
668 CS(this).startplaytime = time;
671 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
673 .entity weaponentity = weaponentities[slot];
674 entity oldwep = this.(weaponentity);
675 CL_SpawnWeaponentity(this, weaponentity);
676 if(oldwep && oldwep.owner == this)
677 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
679 this.alpha = default_player_alpha;
680 this.colormod = '1 1 1' * autocvar_g_player_brightness;
681 this.exteriorweaponentity.alpha = default_weapon_alpha;
683 this.speedrunning = false;
685 target_voicescript_clear(this);
687 // reset fields the weapons may use
688 FOREACH(Weapons, true, {
689 it.wr_resetplayer(it, this);
690 // reload all reloadable weapons
691 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
692 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
694 .entity weaponentity = weaponentities[slot];
695 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
701 string s = spot.target;
702 spot.target = string_null;
703 SUB_UseTargets(spot, this, NULL);
709 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
711 if (autocvar_spawn_debug)
713 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
714 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
717 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
719 .entity weaponentity = weaponentities[slot];
720 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
721 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
723 this.(weaponentity).m_switchweapon = WEP_Null;
724 this.(weaponentity).m_weapon = WEP_Null;
725 this.(weaponentity).weaponname = "";
726 this.(weaponentity).m_switchingweapon = WEP_Null;
727 this.(weaponentity).cnt = -1;
730 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
732 if (!warmup_stage && !this.alivetime)
733 this.alivetime = time;
735 antilag_clear(this, CS(this));
738 /** Called when a client spawns in the server */
739 void PutClientInServer(entity this)
741 if (IS_BOT_CLIENT(this)) {
742 TRANSMUTE(Player, this);
743 } else if (IS_REAL_CLIENT(this)) {
745 WriteByte(MSG_ONE, SVC_SETVIEW);
746 WriteEntity(MSG_ONE, this);
749 TRANSMUTE(Observer, this);
751 SetSpectatee(this, NULL);
755 PS(this).itemkeys = 0;
757 MUTATOR_CALLHOOK(PutClientInServer, this);
759 if (IS_OBSERVER(this)) {
760 PutObserverInServer(this);
761 } else if (IS_PLAYER(this)) {
762 PutPlayerInServer(this);
766 void ClientInit_misc(entity this);
768 // TODO do we need all these fields, or should we stop autodetecting runtime
769 // changes and just have a console command to update this?
770 bool ClientInit_SendEntity(entity this, entity to, int sf)
772 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
775 // MSG_INIT replacement
776 // TODO: make easier to use
778 W_PROP_reload(MSG_ONE, to);
779 ClientInit_misc(this);
780 MUTATOR_CALLHOOK(Ent_Init);
782 void ClientInit_misc(entity this)
784 int channel = MSG_ONE;
785 WriteHeader(channel, ENT_CLIENT_INIT);
786 WriteByte(channel, g_nexball_meter_period * 32);
787 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
788 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
789 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
790 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
791 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
792 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
793 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
794 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
796 if(sv_foginterval && world.fog != "")
797 WriteString(channel, world.fog);
799 WriteString(channel, "");
800 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
801 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
802 WriteByte(channel, serverflags);
803 WriteCoord(channel, autocvar_g_trueaim_minrange);
806 void ClientInit_CheckUpdate(entity this)
808 this.nextthink = time;
809 if(this.count != autocvar_g_balance_armor_blockpercent)
811 this.count = autocvar_g_balance_armor_blockpercent;
814 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
816 this.cnt = autocvar_g_balance_damagepush_speedfactor;
821 void ClientInit_Spawn()
823 entity e = new_pure(clientinit);
824 setthink(e, ClientInit_CheckUpdate);
825 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
827 ClientInit_CheckUpdate(e);
837 // initialize parms for a new player
838 parm1 = -(86400 * 366);
840 MUTATOR_CALLHOOK(SetNewParms);
848 void SetChangeParms (entity this)
850 // save parms for level change
851 parm1 = CS(this).parm_idlesince - time;
853 MUTATOR_CALLHOOK(SetChangeParms);
861 void DecodeLevelParms(entity this)
864 CS(this).parm_idlesince = parm1;
865 if (CS(this).parm_idlesince == -(86400 * 366))
866 CS(this).parm_idlesince = time;
868 // whatever happens, allow 60 seconds of idling directly after connect for map loading
869 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
871 MUTATOR_CALLHOOK(DecodeLevelParms);
878 Called when a client types 'kill' in the console
882 .float clientkill_nexttime;
883 void ClientKill_Now_TeamChange(entity this)
885 if(this.killindicator_teamchange == -1)
887 JoinBestTeam( this, true );
889 else if(this.killindicator_teamchange == -2)
892 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
893 PutObserverInServer(this);
896 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
897 this.killindicator_teamchange = 0;
900 void ClientKill_Now(entity this)
904 vehicles_exit(this.vehicle, VHEF_RELEASE);
905 if(!this.killindicator_teamchange)
907 this.vehicle_health = -1;
908 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
912 if(this.killindicator && !wasfreed(this.killindicator))
913 delete(this.killindicator);
915 this.killindicator = NULL;
917 if(this.killindicator_teamchange)
918 ClientKill_Now_TeamChange(this);
920 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
922 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
925 // now I am sure the player IS dead
927 void KillIndicator_Think(entity this)
931 this.owner.killindicator = NULL;
936 if (this.owner.alpha < 0 && !this.owner.vehicle)
938 this.owner.killindicator = NULL;
945 ClientKill_Now(this.owner);
948 else if(this.health == 1) // health == 1 means that it's silent
950 this.nextthink = time + 1;
956 setmodel(this, MDL_NUM(this.cnt));
957 if(IS_REAL_CLIENT(this.owner))
960 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
962 this.nextthink = time + 1;
967 float clientkilltime;
968 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
976 killtime = autocvar_g_balance_kill_delay;
978 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
980 killtime = M_ARGV(1, float);
982 this.killindicator_teamchange = targetteam;
984 if(!this.killindicator)
988 killtime = max(killtime, this.clientkill_nexttime - time);
989 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
992 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
994 ClientKill_Now(this);
998 starttime = max(time, clientkilltime);
1000 this.killindicator = spawn();
1001 this.killindicator.owner = this;
1002 this.killindicator.scale = 0.5;
1003 setattachment(this.killindicator, this, "");
1004 setorigin(this.killindicator, '0 0 52');
1005 setthink(this.killindicator, KillIndicator_Think);
1006 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1007 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1008 this.killindicator.cnt = ceil(killtime);
1009 this.killindicator.count = bound(0, ceil(killtime), 10);
1010 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1012 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1014 it.killindicator = spawn();
1015 it.killindicator.owner = it;
1016 it.killindicator.scale = 0.5;
1017 setattachment(it.killindicator, it, "");
1018 setorigin(it.killindicator, '0 0 52');
1019 setthink(it.killindicator, KillIndicator_Think);
1020 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1021 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1022 it.killindicator.cnt = ceil(killtime);
1027 if(this.killindicator)
1029 if(targetteam == 0) // just die
1031 this.killindicator.colormod = '0 0 0';
1032 if(IS_REAL_CLIENT(this))
1033 if(this.killindicator.cnt > 0)
1034 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1036 else if(targetteam == -1) // auto
1038 this.killindicator.colormod = '0 1 0';
1039 if(IS_REAL_CLIENT(this))
1040 if(this.killindicator.cnt > 0)
1041 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1043 else if(targetteam == -2) // spectate
1045 this.killindicator.colormod = '0.5 0.5 0.5';
1046 if(IS_REAL_CLIENT(this))
1047 if(this.killindicator.cnt > 0)
1048 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1052 this.killindicator.colormod = Team_ColorRGB(targetteam);
1053 if(IS_REAL_CLIENT(this))
1054 if(this.killindicator.cnt > 0)
1055 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1061 void ClientKill (entity this)
1063 if(game_stopped) return;
1064 if(this.player_blocked) return;
1065 if(STAT(FROZEN, this)) return;
1067 ClientKill_TeamChange(this, 0);
1070 void FixClientCvars(entity e)
1072 // send prediction settings to the client
1073 stuffcmd(e, "\nin_bindmap 0 0\n");
1074 if(autocvar_g_antilag == 3) // client side hitscan
1075 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1076 if(autocvar_sv_gentle)
1077 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1079 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1080 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1082 MUTATOR_CALLHOOK(FixClientCvars, e);
1085 bool findinlist_abbrev(string tofind, string list)
1087 if(list == "" || tofind == "")
1088 return false; // empty list or search, just return
1090 // this function allows abbreviated strings!
1091 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1099 bool PlayerInIPList(entity p, string iplist)
1101 // some safety checks (never allow local?)
1102 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1105 return findinlist_abbrev(p.netaddress, iplist);
1108 bool PlayerInIDList(entity p, string idlist)
1110 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1114 return findinlist_abbrev(p.crypto_idfp, idlist);
1117 bool PlayerInList(entity player, string list)
1119 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1122 #ifdef DP_EXT_PRECONNECT
1127 Called once (not at each match start) when a client begins a connection to the server
1130 void ClientPreConnect(entity this)
1132 if(autocvar_sv_eventlog)
1134 GameLogEcho(sprintf(":connect:%d:%d:%s",
1137 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1147 Called when a client connects to the server
1150 void ClientConnect(entity this)
1152 if (Ban_MaybeEnforceBanOnce(this)) return;
1153 assert(!IS_CLIENT(this), return);
1154 this.flags |= FL_CLIENT;
1155 assert(player_count >= 0, player_count = 0);
1158 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1160 TRANSMUTE(Client, this);
1161 CS(this).version_nagtime = time + 10 + random() * 10;
1163 // identify the right forced team
1164 if (autocvar_g_campaign)
1166 if (IS_REAL_CLIENT(this)) // only players, not bots
1168 switch (autocvar_g_campaign_forceteam)
1170 case 1: this.team_forced = NUM_TEAM_1; break;
1171 case 2: this.team_forced = NUM_TEAM_2; break;
1172 case 3: this.team_forced = NUM_TEAM_3; break;
1173 case 4: this.team_forced = NUM_TEAM_4; break;
1174 default: this.team_forced = 0;
1178 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1179 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1180 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1181 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1182 else switch (autocvar_g_forced_team_otherwise)
1184 default: this.team_forced = 0; break;
1185 case "red": this.team_forced = NUM_TEAM_1; break;
1186 case "blue": this.team_forced = NUM_TEAM_2; break;
1187 case "yellow": this.team_forced = NUM_TEAM_3; break;
1188 case "pink": this.team_forced = NUM_TEAM_4; break;
1191 this.team_forced = -1;
1194 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1196 int playerid_save = this.playerid;
1197 this.playerid = 0; // silent
1198 JoinBestTeam(this, false); // if the team number is valid, keep it
1199 this.playerid = playerid_save;
1201 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1202 TRANSMUTE(Observer, this);
1204 if (!teamplay || autocvar_g_balance_teams) {
1205 TRANSMUTE(Player, this);
1206 campaign_bots_may_start = true;
1208 TRANSMUTE(Observer, this); // do it anyway
1212 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1214 // always track bots, don't ask for cl_allow_uidtracking
1215 if (IS_BOT_CLIENT(this))
1216 PlayerStats_GameReport_AddPlayer(this);
1218 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1220 if (autocvar_sv_eventlog)
1221 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1223 LogTeamchange(this.playerid, this.team, 1);
1225 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1227 if(teamplay && IS_PLAYER(this))
1228 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1230 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1232 stuffcmd(this, clientstuff, "\n");
1233 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1235 FixClientCvars(this);
1237 // get version info from player
1238 stuffcmd(this, "cmd clientversion $gameversion\n");
1240 // notify about available teams
1243 CheckAllowedTeams(this);
1245 if (c1 >= 0) t |= BIT(0);
1246 if (c2 >= 0) t |= BIT(1);
1247 if (c3 >= 0) t |= BIT(2);
1248 if (c4 >= 0) t |= BIT(3);
1249 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1253 stuffcmd(this, "set _teams_available 0\n");
1256 bot_relinkplayerlist();
1258 CS(this).spectatortime = time;
1259 if (blockSpectators)
1261 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1264 CS(this).jointime = time;
1266 if (IS_REAL_CLIENT(this))
1268 if (g_weaponarena_weapons == WEPSET(TUBA))
1269 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1272 if (!sv_foginterval && world.fog != "")
1273 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1275 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1276 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1277 send_CSQC_teamnagger();
1279 CSQCMODEL_AUTOINIT(this);
1281 CS(this).model_randomizer = random();
1283 if (IS_REAL_CLIENT(this))
1284 sv_notice_join(this);
1286 // update physics stats (players can spawn before physics runs)
1287 Physics_UpdateStats(this);
1289 IL_EACH(g_initforplayer, it.init_for_player, {
1290 it.init_for_player(it, this);
1293 Handicap_Initialize(this);
1295 MUTATOR_CALLHOOK(ClientConnect, this);
1297 if (IS_REAL_CLIENT(this))
1299 if (!autocvar_g_campaign && !IS_PLAYER(this))
1301 CS(this).motd_actived_time = -1;
1302 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1310 Called when a client disconnects from the server
1313 .entity chatbubbleentity;
1315 void ClientDisconnect(entity this)
1317 assert(IS_CLIENT(this), return);
1319 PlayerStats_GameReport_FinalizePlayer(this);
1320 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1321 if (CS(this).active_minigame) part_minigame(this);
1322 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1324 if (autocvar_sv_eventlog)
1325 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1327 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1330 SetSpectatee(this, NULL);
1332 MUTATOR_CALLHOOK(ClientDisconnect, this);
1334 if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
1335 ClientState_detach(this);
1337 Portal_ClearAll(this);
1341 RemoveGrapplingHooks(this);
1343 // Here, everything has been done that requires this player to be a client.
1345 this.flags &= ~FL_CLIENT;
1347 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1348 if (this.killindicator) delete(this.killindicator);
1350 WaypointSprite_PlayerGone(this);
1352 bot_relinkplayerlist();
1354 if (this.clientstatus) strunzone(this.clientstatus);
1355 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1356 if (this.personal) delete(this.personal);
1360 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1365 void ChatBubbleThink(entity this)
1367 this.nextthink = time;
1368 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1370 if(this.owner) // but why can that ever be NULL?
1371 this.owner.chatbubbleentity = NULL;
1378 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1380 if ( CS(this.owner).active_minigame )
1381 this.mdl = "models/sprites/minigame_busy.iqm";
1382 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1383 this.mdl = "models/misc/chatbubble.spr";
1386 if ( this.model != this.mdl )
1387 _setmodel(this, this.mdl);
1391 void UpdateChatBubble(entity this)
1395 // spawn a chatbubble entity if needed
1396 if (!this.chatbubbleentity)
1398 this.chatbubbleentity = new(chatbubbleentity);
1399 this.chatbubbleentity.owner = this;
1400 this.chatbubbleentity.exteriormodeltoclient = this;
1401 setthink(this.chatbubbleentity, ChatBubbleThink);
1402 this.chatbubbleentity.nextthink = time;
1403 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1404 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1405 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1406 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1407 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1408 //this.chatbubbleentity.model = "";
1409 this.chatbubbleentity.effects = EF_LOWPRECISION;
1414 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1415 // added to the model skins
1416 /*void UpdateColorModHack()
1419 c = this.clientcolors & 15;
1420 // LordHavoc: only bothering to support white, green, red, yellow, blue
1421 if (!teamplay) this.colormod = '0 0 0';
1422 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1423 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1424 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1425 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1426 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1427 else this.colormod = '1 1 1';
1430 void respawn(entity this)
1432 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1434 this.solid = SOLID_NOT;
1435 this.takedamage = DAMAGE_NO;
1436 set_movetype(this, MOVETYPE_FLY);
1437 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1438 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1439 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1440 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1441 if(autocvar_g_respawn_ghosts_maxtime)
1442 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1447 this.effects |= EF_NODRAW; // prevent another CopyBody
1448 PutClientInServer(this);
1451 void play_countdown(entity this, float finished, Sound samp)
1454 if(IS_REAL_CLIENT(this))
1455 if(floor(finished - time - frametime) != floor(finished - time))
1456 if(finished - time < 6)
1457 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1460 void player_powerups(entity this)
1462 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1463 int items_prev = this.items;
1465 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1466 this.modelflags |= MF_ROCKET;
1468 this.modelflags &= ~MF_ROCKET;
1470 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1472 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1475 Fire_ApplyDamage(this);
1476 Fire_ApplyEffect(this);
1480 if (this.items & ITEM_Strength.m_itemid)
1482 play_countdown(this, this.strength_finished, SND_POWEROFF);
1483 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1484 if (time > this.strength_finished)
1486 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1487 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1488 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1493 if (time < this.strength_finished)
1495 this.items = this.items | ITEM_Strength.m_itemid;
1497 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1498 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1501 if (this.items & ITEM_Shield.m_itemid)
1503 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1504 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1505 if (time > this.invincible_finished)
1507 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1508 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1509 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1514 if (time < this.invincible_finished)
1516 this.items = this.items | ITEM_Shield.m_itemid;
1518 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1519 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1522 if (this.items & IT_SUPERWEAPON)
1524 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1526 this.superweapons_finished = 0;
1527 this.items = this.items - (this.items & IT_SUPERWEAPON);
1528 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1529 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1531 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1533 // don't let them run out
1537 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1538 if (time > this.superweapons_finished)
1540 this.items = this.items - (this.items & IT_SUPERWEAPON);
1541 this.weapons &= ~WEPSET_SUPERWEAPONS;
1542 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1543 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1547 else if(this.weapons & WEPSET_SUPERWEAPONS)
1549 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1551 this.items = this.items | IT_SUPERWEAPON;
1553 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1554 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1558 this.superweapons_finished = 0;
1559 this.weapons &= ~WEPSET_SUPERWEAPONS;
1564 this.superweapons_finished = 0;
1568 if(autocvar_g_nodepthtestplayers)
1569 this.effects = this.effects | EF_NODEPTHTEST;
1571 if(autocvar_g_fullbrightplayers)
1572 this.effects = this.effects | EF_FULLBRIGHT;
1574 if (time >= game_starttime)
1575 if (time < this.spawnshieldtime)
1576 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1578 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1581 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1583 if(current > stable)
1585 else if(current > stable - 0.25) // when close enough, "snap"
1588 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1591 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1593 if(current < stable)
1595 else if(current < stable + 0.25) // when close enough, "snap"
1598 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1601 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1603 if(current > rotstable)
1605 if(rotframetime > 0)
1607 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1608 current = max(rotstable, current - rotlinear * rotframetime);
1611 else if(current < regenstable)
1613 if(regenframetime > 0)
1615 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1616 current = min(regenstable, current + regenlinear * regenframetime);
1626 void player_regen(entity this)
1628 float max_mod, regen_mod, rot_mod, limit_mod;
1629 max_mod = regen_mod = rot_mod = limit_mod = 1;
1631 float regen_health = autocvar_g_balance_health_regen;
1632 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1633 float regen_health_rot = autocvar_g_balance_health_rot;
1634 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1635 float regen_health_stable = autocvar_g_balance_health_regenstable;
1636 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1637 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1638 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1639 max_mod = M_ARGV(1, float);
1640 regen_mod = M_ARGV(2, float);
1641 rot_mod = M_ARGV(3, float);
1642 limit_mod = M_ARGV(4, float);
1643 regen_health = M_ARGV(5, float);
1644 regen_health_linear = M_ARGV(6, float);
1645 regen_health_rot = M_ARGV(7, float);
1646 regen_health_rotlinear = M_ARGV(8, float);
1647 regen_health_stable = M_ARGV(9, float);
1648 regen_health_rotstable = M_ARGV(10, float);
1650 if(!mutator_returnvalue)
1651 if(!STAT(FROZEN, this))
1653 float mina, maxa, limith, limita;
1654 maxa = autocvar_g_balance_armor_rotstable;
1655 mina = autocvar_g_balance_armor_regenstable;
1656 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1657 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1659 regen_health_rotstable = regen_health_rotstable * max_mod;
1660 regen_health_stable = regen_health_stable * max_mod;
1661 limith = limith * limit_mod;
1662 limita = limita * limit_mod;
1664 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);
1665 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);
1668 // if player rotted to death... die!
1669 // check this outside above checks, as player may still be able to rot to death
1673 vehicles_exit(this.vehicle, VHEF_RELEASE);
1674 if(this.event_damage)
1675 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1678 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1680 float minf, maxf, limitf;
1682 maxf = autocvar_g_balance_fuel_rotstable;
1683 minf = autocvar_g_balance_fuel_regenstable;
1684 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1686 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);
1688 // Ugly hack to make sure the health and armor don't go beyond hard limit.
1689 // TODO: Remove this hack when all code uses GivePlayerHealth and
1691 if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1693 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1695 if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1697 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1703 void SetZoomState(entity this, float newzoom)
1705 if(newzoom != CS(this).zoomstate)
1707 CS(this).zoomstate = newzoom;
1708 ClientData_Touch(this);
1710 zoomstate_set = true;
1713 void GetPressedKeys(entity this)
1715 MUTATOR_CALLHOOK(GetPressedKeys, this);
1716 int keys = STAT(PRESSED_KEYS, this);
1717 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1718 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1719 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1720 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1722 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1723 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1724 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1725 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1726 CS(this).pressedkeys = keys; // store for other users
1728 STAT(PRESSED_KEYS, this) = keys;
1732 ======================
1733 spectate mode routines
1734 ======================
1737 void SpectateCopy(entity this, entity spectatee)
1739 TC(Client, this); TC(Client, spectatee);
1741 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1742 PS(this) = PS(spectatee);
1743 this.armortype = spectatee.armortype;
1744 this.armorvalue = spectatee.armorvalue;
1745 this.ammo_cells = spectatee.ammo_cells;
1746 this.ammo_plasma = spectatee.ammo_plasma;
1747 this.ammo_shells = spectatee.ammo_shells;
1748 this.ammo_nails = spectatee.ammo_nails;
1749 this.ammo_rockets = spectatee.ammo_rockets;
1750 this.ammo_fuel = spectatee.ammo_fuel;
1751 this.clip_load = spectatee.clip_load;
1752 this.clip_size = spectatee.clip_size;
1753 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1754 this.health = spectatee.health;
1755 CS(this).impulse = 0;
1756 this.items = spectatee.items;
1757 this.last_pickup = spectatee.last_pickup;
1758 this.hit_time = spectatee.hit_time;
1759 this.strength_finished = spectatee.strength_finished;
1760 this.invincible_finished = spectatee.invincible_finished;
1761 this.superweapons_finished = spectatee.superweapons_finished;
1762 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1763 this.weapons = spectatee.weapons;
1764 this.vortex_charge = spectatee.vortex_charge;
1765 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1766 this.hagar_load = spectatee.hagar_load;
1767 this.arc_heat_percent = spectatee.arc_heat_percent;
1768 this.minelayer_mines = spectatee.minelayer_mines;
1769 this.punchangle = spectatee.punchangle;
1770 this.view_ofs = spectatee.view_ofs;
1771 this.velocity = spectatee.velocity;
1772 this.dmg_take = spectatee.dmg_take;
1773 this.dmg_save = spectatee.dmg_save;
1774 this.dmg_inflictor = spectatee.dmg_inflictor;
1775 this.v_angle = spectatee.v_angle;
1776 this.angles = spectatee.v_angle;
1777 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1778 this.revive_progress = spectatee.revive_progress;
1779 this.viewloc = spectatee.viewloc;
1780 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1781 this.fixangle = true;
1782 setorigin(this, spectatee.origin);
1783 setsize(this, spectatee.mins, spectatee.maxs);
1784 SetZoomState(this, CS(spectatee).zoomstate);
1786 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1788 .entity weaponentity = weaponentities[slot];
1789 this.(weaponentity) = spectatee.(weaponentity);
1792 for(int slot = 0; slot < MAX_AXH; ++slot)
1794 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1797 anticheat_spectatecopy(this, spectatee);
1798 this.hud = spectatee.hud;
1799 if(spectatee.vehicle)
1801 this.angles = spectatee.v_angle;
1803 //this.fixangle = false;
1804 //this.velocity = spectatee.vehicle.velocity;
1805 this.vehicle_health = spectatee.vehicle_health;
1806 this.vehicle_shield = spectatee.vehicle_shield;
1807 this.vehicle_energy = spectatee.vehicle_energy;
1808 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1809 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1810 this.vehicle_reload1 = spectatee.vehicle_reload1;
1811 this.vehicle_reload2 = spectatee.vehicle_reload2;
1813 //msg_entity = this;
1815 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1816 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1817 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1818 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1820 //WriteByte (MSG_ONE, SVC_SETVIEW);
1821 // WriteEntity(MSG_ONE, this);
1822 //makevectors(spectatee.v_angle);
1823 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1827 bool SpectateUpdate(entity this)
1832 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1834 SetSpectatee(this, NULL);
1838 SpectateCopy(this, this.enemy);
1843 bool SpectateSet(entity this)
1845 if(!IS_PLAYER(this.enemy))
1848 ClientData_Touch(this.enemy);
1851 WriteByte(MSG_ONE, SVC_SETVIEW);
1852 WriteEntity(MSG_ONE, this.enemy);
1853 set_movetype(this, MOVETYPE_NONE);
1854 accuracy_resend(this);
1856 if(!SpectateUpdate(this))
1857 PutObserverInServer(this);
1862 void SetSpectatee_status(entity this, int spectatee_num)
1864 int oldspectatee_status = CS(this).spectatee_status;
1865 CS(this).spectatee_status = spectatee_num;
1867 if (CS(this).spectatee_status != oldspectatee_status)
1869 ClientData_Touch(this);
1870 if (g_race || g_cts) race_InitSpectator();
1874 void SetSpectatee(entity this, entity spectatee)
1876 if(IS_BOT_CLIENT(this))
1877 return; // bots abuse .enemy, this code is useless to them
1879 entity old_spectatee = this.enemy;
1881 this.enemy = spectatee;
1884 // these are required to fix the spectator bug with arc
1887 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1889 .entity weaponentity = weaponentities[slot];
1890 if(old_spectatee.(weaponentity).arc_beam)
1891 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1896 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1898 .entity weaponentity = weaponentities[slot];
1899 if(this.enemy.(weaponentity).arc_beam)
1900 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1905 SetSpectatee_status(this, etof(this.enemy));
1907 // needed to update spectator list
1908 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1911 bool Spectate(entity this, entity pl)
1913 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1915 pl = M_ARGV(1, entity);
1917 SetSpectatee(this, pl);
1918 return SpectateSet(this);
1921 bool SpectateNext(entity this)
1923 entity ent = find(this.enemy, classname, STR_PLAYER);
1925 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1926 ent = M_ARGV(1, entity);
1928 ent = find(ent, classname, STR_PLAYER);
1930 if(ent) { SetSpectatee(this, ent); }
1932 return SpectateSet(this);
1935 bool SpectatePrev(entity this)
1937 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1938 entity ent = findchain(classname, STR_PLAYER);
1939 if (!ent) // no player
1943 // skip players until current spectated player
1945 while(ent && ent != this.enemy)
1948 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1950 case MUT_SPECPREV_FOUND:
1951 ent = M_ARGV(1, entity);
1953 case MUT_SPECPREV_RETURN:
1955 case MUT_SPECPREV_CONTINUE:
1966 SetSpectatee(this, ent);
1967 return SpectateSet(this);
1972 ShowRespawnCountdown()
1974 Update a respawn countdown display.
1977 void ShowRespawnCountdown(entity this)
1980 if(!IS_DEAD(this)) // just respawned?
1984 number = ceil(this.respawn_time - time);
1987 if(number <= this.respawn_countdown)
1989 this.respawn_countdown = number - 1;
1990 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
1991 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1996 .bool team_selected;
1997 bool ShowTeamSelection(entity this)
1999 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2001 stuffcmd(this, "menu_showteamselect\n");
2004 void Join(entity this)
2006 TRANSMUTE(Player, this);
2008 if(!this.team_selected)
2009 if(autocvar_g_campaign || autocvar_g_balance_teams)
2010 JoinBestTeam(this, true);
2012 if(autocvar_g_campaign)
2013 campaign_bots_may_start = true;
2015 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2017 PutClientInServer(this);
2020 if(teamplay && this.team != -1)
2021 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2023 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2024 this.team_selected = false;
2028 * Determines whether the player is allowed to join. This depends on cvar
2029 * g_maxplayers, if it isn't used this function always return true, otherwise
2030 * it checks whether the number of currently playing players exceeds g_maxplayers.
2031 * @return int number of free slots for players, 0 if none
2033 int nJoinAllowed(entity this, entity ignore)
2036 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2037 // so report 0 free slots if restricted
2039 if(autocvar_g_forced_team_otherwise == "spectate")
2041 if(autocvar_g_forced_team_otherwise == "spectator")
2045 if(this && this.team_forced < 0)
2046 return 0; // forced spectators can never join
2048 // TODO simplify this
2049 int totalClients = 0;
2050 int currentlyPlaying = 0;
2051 FOREACH_CLIENT(true, {
2054 if(IS_REAL_CLIENT(it))
2055 if(IS_PLAYER(it) || it.caplayer)
2059 float free_slots = 0;
2060 if (!autocvar_g_maxplayers)
2061 free_slots = maxclients - totalClients;
2062 else if(currentlyPlaying < autocvar_g_maxplayers)
2063 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2065 static float join_prevent_msg_time = 0;
2066 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2068 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2069 join_prevent_msg_time = time + 3;
2076 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2077 * g_maxplayers_spectator_blocktime seconds
2079 void checkSpectatorBlock(entity this)
2081 if(IS_SPEC(this) || IS_OBSERVER(this))
2083 if(IS_REAL_CLIENT(this))
2085 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2086 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2092 void PrintWelcomeMessage(entity this)
2094 if(CS(this).motd_actived_time == 0)
2096 if (autocvar_g_campaign) {
2097 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2098 CS(this).motd_actived_time = time;
2099 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2102 if (PHYS_INPUT_BUTTON_INFO(this)) {
2103 CS(this).motd_actived_time = time;
2104 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2108 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2110 if (autocvar_g_campaign) {
2111 if (PHYS_INPUT_BUTTON_INFO(this))
2112 CS(this).motd_actived_time = time;
2113 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2114 CS(this).motd_actived_time = 0;
2115 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2118 if (PHYS_INPUT_BUTTON_INFO(this))
2119 CS(this).motd_actived_time = time;
2120 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2121 CS(this).motd_actived_time = 0;
2122 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2126 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2128 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2129 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2130 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2132 // instanctly hide MOTD
2133 CS(this).motd_actived_time = 0;
2134 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2139 bool joinAllowed(entity this)
2141 if (CS(this).version_mismatch) return false;
2142 if (!nJoinAllowed(this, this)) return false;
2143 if (teamplay && lockteams) return false;
2144 if (ShowTeamSelection(this)) return false;
2145 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2150 bool PlayerThink(entity this)
2152 if (game_stopped || intermission_running) {
2153 this.modelflags &= ~MF_ROCKET;
2154 if(intermission_running)
2155 IntermissionThink(this);
2159 if (timeout_status == TIMEOUT_ACTIVE) {
2160 // don't allow the player to turn around while game is paused
2161 // FIXME turn this into CSQC stuff
2162 this.v_angle = this.lastV_angle;
2163 this.angles = this.lastV_angle;
2164 this.fixangle = true;
2167 if (frametime) player_powerups(this);
2169 if (IS_DEAD(this)) {
2170 if (this.personal && g_race_qualifying) {
2171 if (time > this.respawn_time) {
2172 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2174 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2177 if (frametime) player_anim(this);
2179 if (this.respawn_flags & RESPAWN_DENY)
2181 STAT(RESPAWN_TIME, this) = 0;
2185 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));
2187 switch(this.deadflag)
2191 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2192 this.deadflag = DEAD_RESPAWNING;
2193 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2194 this.deadflag = DEAD_DEAD;
2200 this.deadflag = DEAD_RESPAWNABLE;
2201 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2202 this.deadflag = DEAD_RESPAWNING;
2205 case DEAD_RESPAWNABLE:
2207 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2208 this.deadflag = DEAD_RESPAWNING;
2211 case DEAD_RESPAWNING:
2213 if (time > this.respawn_time)
2215 this.respawn_time = time + 1; // only retry once a second
2216 this.respawn_time_max = this.respawn_time;
2223 ShowRespawnCountdown(this);
2225 if (this.respawn_flags & RESPAWN_SILENT)
2226 STAT(RESPAWN_TIME, this) = 0;
2227 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2229 if (time < this.respawn_time)
2230 STAT(RESPAWN_TIME, this) = this.respawn_time;
2231 else if (this.deadflag != DEAD_RESPAWNING)
2232 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2235 STAT(RESPAWN_TIME, this) = this.respawn_time;
2238 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2239 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2240 STAT(RESPAWN_TIME, this) *= -1;
2245 bool have_hook = false;
2246 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2248 .entity weaponentity = weaponentities[slot];
2249 if(this.(weaponentity).hook.state)
2255 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2258 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2260 } else if (this.vehicle) {
2262 } else if (STAT(FROZEN, this)) {
2269 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2270 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2271 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2273 } else if (this.crouch) {
2274 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2275 if (!trace_startsolid) {
2276 this.crouch = false;
2277 this.view_ofs = STAT(PL_VIEW_OFS, this);
2278 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2282 FixPlayermodel(this);
2284 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2287 this.items &= ~this.items_added;
2289 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2291 .entity weaponentity = weaponentities[slot];
2292 W_WeaponFrame(this, weaponentity);
2296 this.clip_load = this.(weaponentity).clip_load;
2297 this.clip_size = this.(weaponentity).clip_size;
2301 this.items_added = 0;
2302 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2303 this.items_added |= IT_FUEL;
2305 this.items |= this.items_added;
2310 // WEAPONTODO: Add a weapon request for this
2311 // rot vortex charge to the charge limit
2312 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2314 .entity weaponentity = weaponentities[slot];
2315 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2316 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2319 if (frametime) player_anim(this);
2322 secrets_setstatus(this);
2325 monsters_setstatus(this);
2327 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2332 void ObserverThink(entity this)
2334 if ( CS(this).impulse )
2336 MinigameImpulse(this, CS(this).impulse);
2337 CS(this).impulse = 0;
2340 if (this.flags & FL_JUMPRELEASED) {
2341 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2342 this.flags &= ~FL_JUMPRELEASED;
2343 this.flags |= FL_SPAWNING;
2344 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2345 this.flags &= ~FL_JUMPRELEASED;
2346 if(SpectateNext(this)) {
2347 TRANSMUTE(Spectator, this);
2350 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2351 set_movetype(this, preferred_movetype);
2354 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2355 this.flags |= FL_JUMPRELEASED;
2356 if(this.flags & FL_SPAWNING)
2358 this.flags &= ~FL_SPAWNING;
2366 void SpectatorThink(entity this)
2368 if ( CS(this).impulse )
2370 if(MinigameImpulse(this, CS(this).impulse))
2371 CS(this).impulse = 0;
2373 if (CS(this).impulse == IMP_weapon_drop.impulse)
2375 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2376 CS(this).impulse = 0;
2381 if (this.flags & FL_JUMPRELEASED) {
2382 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2383 this.flags &= ~FL_JUMPRELEASED;
2384 this.flags |= FL_SPAWNING;
2385 } 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)) {
2386 this.flags &= ~FL_JUMPRELEASED;
2387 if(SpectateNext(this)) {
2388 TRANSMUTE(Spectator, this);
2390 TRANSMUTE(Observer, this);
2391 PutClientInServer(this);
2393 CS(this).impulse = 0;
2394 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2395 this.flags &= ~FL_JUMPRELEASED;
2396 if(SpectatePrev(this)) {
2397 TRANSMUTE(Spectator, this);
2399 TRANSMUTE(Observer, this);
2400 PutClientInServer(this);
2402 CS(this).impulse = 0;
2403 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2404 this.flags &= ~FL_JUMPRELEASED;
2405 TRANSMUTE(Observer, this);
2406 PutClientInServer(this);
2408 if(!SpectateUpdate(this))
2409 PutObserverInServer(this);
2412 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2413 this.flags |= FL_JUMPRELEASED;
2414 if(this.flags & FL_SPAWNING)
2416 this.flags &= ~FL_SPAWNING;
2421 if(!SpectateUpdate(this))
2422 PutObserverInServer(this);
2425 this.flags |= FL_CLIENT | FL_NOTARGET;
2428 void vehicles_enter (entity pl, entity veh);
2429 void PlayerUseKey(entity this)
2431 if (!IS_PLAYER(this))
2438 vehicles_exit(this.vehicle, VHEF_NORMAL);
2442 else if(autocvar_g_vehicles_enter)
2444 if(!STAT(FROZEN, this))
2448 entity head, closest_target = NULL;
2449 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2451 while(head) // find the closest acceptable target to enter
2453 if(IS_VEHICLE(head))
2455 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2456 if(head.takedamage != DAMAGE_NO)
2460 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2461 { closest_target = head; }
2463 else { closest_target = head; }
2469 if(closest_target) { vehicles_enter(this, closest_target); return; }
2473 // a use key was pressed; call handlers
2474 MUTATOR_CALLHOOK(PlayerUseKey, this);
2482 Called every frame for each client before the physics are run
2485 .float last_vehiclecheck;
2486 void PlayerPreThink (entity this)
2488 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2489 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2491 WarpZone_PlayerPhysics_FixVAngle(this);
2494 // physics frames: update anticheat stuff
2495 anticheat_prethink(this);
2498 if (blockSpectators && frametime) {
2499 // WORKAROUND: only use dropclient in server frames (frametime set).
2500 // Never use it in cl_movement frames (frametime zero).
2501 checkSpectatorBlock(this);
2504 zoomstate_set = false;
2506 // Check for nameless players
2507 if (this.netname == "" || this.netname != CS(this).netname_previous)
2509 bool assume_unchanged = (CS(this).netname_previous == "");
2510 if (isInvisibleString(this.netname))
2512 this.netname = strzone(sprintf("Player#%d", this.playerid));
2513 assume_unchanged = false;
2514 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2516 if (!assume_unchanged && autocvar_sv_eventlog)
2517 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2518 if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
2519 CS(this).netname_previous = strzone(this.netname);
2523 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2524 CS(this).version_nagtime = 0;
2525 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2527 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2529 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2531 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2532 if (r < 0) { // old client
2533 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2534 } else if (r > 0) { // old server
2535 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2541 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2543 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2544 this.max_armorvalue = 0;
2549 if (STAT(FROZEN, this) == 2)
2551 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2552 this.health = max(1, this.revive_progress * start_health);
2553 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2555 if (this.revive_progress >= 1)
2558 else if (STAT(FROZEN, this) == 3)
2560 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2561 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2563 if (this.health < 1)
2566 vehicles_exit(this.vehicle, VHEF_RELEASE);
2567 if(this.event_damage)
2568 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2570 else if (this.revive_progress <= 0)
2575 MUTATOR_CALLHOOK(PlayerPreThink, this);
2577 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2578 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2580 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2582 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2583 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2585 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2589 if(!it.team || SAME_TEAM(this, it))
2590 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2591 else if(autocvar_g_vehicles_steal)
2592 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2596 this.last_vehiclecheck = time + 1;
2599 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2601 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2603 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2606 if (IS_REAL_CLIENT(this))
2607 PrintWelcomeMessage(this);
2609 if (IS_PLAYER(this)) {
2610 if(!PlayerThink(this))
2613 else if (game_stopped || intermission_running) {
2614 if(intermission_running)
2615 IntermissionThink(this);
2618 else if (IS_OBSERVER(this)) {
2619 ObserverThink(this);
2621 else if (IS_SPEC(this)) {
2622 SpectatorThink(this);
2625 // WEAPONTODO: Add weapon request for this
2626 if (!zoomstate_set) {
2627 bool wep_zoomed = false;
2628 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2630 .entity weaponentity = weaponentities[slot];
2631 Weapon thiswep = this.(weaponentity).m_weapon;
2632 if(thiswep != WEP_Null && thiswep.wr_zoom)
2633 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2635 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2638 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2640 CS(this).teamkill_soundtime = 0;
2642 entity e = CS(this).teamkill_soundsource;
2643 entity oldpusher = e.pusher;
2645 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2646 e.pusher = oldpusher;
2649 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2650 CS(this).taunt_soundtime = 0;
2651 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2654 target_voicescript_next(this);
2656 // WEAPONTODO: Move into weaponsystem somehow
2657 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2658 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2660 .entity weaponentity = weaponentities[slot];
2661 if(this.(weaponentity).m_weapon == WEP_Null)
2662 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2666 void DrownPlayer(entity this)
2668 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2671 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2673 if(this.air_finished < time)
2674 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2675 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2677 else if (this.air_finished < time)
2679 if (this.pain_finished < time)
2681 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2682 this.pain_finished = time + 0.5;
2687 .bool move_qcphysics;
2689 void Player_Physics(entity this)
2691 set_movetype(this, this.move_movetype);
2693 if(!this.move_qcphysics)
2696 if(!frametime && !CS(this).pm_frametime)
2699 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2701 CS(this).pm_frametime = 0;
2708 Called every frame for each client after the physics are run
2711 void PlayerPostThink (entity this)
2713 Player_Physics(this);
2716 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2717 if (IS_REAL_CLIENT(this))
2718 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2720 int totalClients = 0;
2721 if(sv_maxidle_slots > 0)
2723 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2729 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2730 { /* do nothing */ }
2731 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2733 if (CS(this).idlekick_lasttimeleft)
2735 CS(this).idlekick_lasttimeleft = 0;
2736 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2741 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2742 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2743 if (!CS(this).idlekick_lasttimeleft)
2744 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2746 if (timeleft <= 0) {
2747 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2751 else if (timeleft <= 10) {
2752 if (timeleft != CS(this).idlekick_lasttimeleft) {
2753 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2755 CS(this).idlekick_lasttimeleft = timeleft;
2764 this.solid = SOLID_NOT;
2765 this.takedamage = DAMAGE_NO;
2766 set_movetype(this, MOVETYPE_NONE);
2769 if (IS_PLAYER(this)) {
2771 UpdateChatBubble(this);
2772 if (CS(this).impulse) ImpulseCommands(this);
2775 CSQCMODEL_AUTOUPDATE(this);
2778 GetPressedKeys(this);
2781 if (this.waypointsprite_attachedforcarrier) {
2782 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2783 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2786 playerdemo_write(this);
2788 CSQCMODEL_AUTOUPDATE(this);
2791 // hack to copy the button fields from the client entity to the Client State
2792 void PM_UpdateButtons(entity this, entity store)
2795 store.impulse = this.impulse;
2798 store.button0 = this.button0;
2799 store.button2 = this.button2;
2800 store.button3 = this.button3;
2801 store.button4 = this.button4;
2802 store.button5 = this.button5;
2803 store.button6 = this.button6;
2804 store.button7 = this.button7;
2805 store.button8 = this.button8;
2806 store.button9 = this.button9;
2807 store.button10 = this.button10;
2808 store.button11 = this.button11;
2809 store.button12 = this.button12;
2810 store.button13 = this.button13;
2811 store.button14 = this.button14;
2812 store.button15 = this.button15;
2813 store.button16 = this.button16;
2814 store.buttonuse = this.buttonuse;
2815 store.buttonchat = this.buttonchat;
2817 store.cursor_active = this.cursor_active;
2818 store.cursor_screen = this.cursor_screen;
2819 store.cursor_trace_start = this.cursor_trace_start;
2820 store.cursor_trace_endpos = this.cursor_trace_endpos;
2821 store.cursor_trace_ent = this.cursor_trace_ent;
2823 store.ping = this.ping;
2824 store.ping_packetloss = this.ping_packetloss;
2825 store.ping_movementloss = this.ping_movementloss;
2827 store.v_angle = this.v_angle;
2828 store.movement = this.movement;