3 #include "anticheat.qh"
7 #include "miscfunctions.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
14 #include "command/common.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
21 #include "scores_rules.qh"
25 #include "../common/ent_cs.qh"
26 #include "../common/wepent.qh"
27 #include <common/state.qh>
29 #include <common/effects/qc/globalsound.qh>
31 #include "../common/triggers/func/conveyor.qh"
32 #include "../common/triggers/teleporters.qh"
34 #include "../common/vehicles/all.qh"
36 #include "weapons/hitplot.qh"
37 #include "weapons/weaponsystem.qh"
39 #include "../common/net_notice.qh"
40 #include "../common/net_linked.qh"
41 #include "../common/physics/player.qh"
43 #include "../common/items/_mod.qh"
45 #include "../common/mutators/mutator/waypoints/all.qh"
47 #include "../common/triggers/subs.qh"
48 #include "../common/triggers/triggers.qh"
49 #include "../common/triggers/trigger/secret.qh"
51 #include "../common/minigames/sv_minigames.qh"
53 #include "../common/items/inventory.qh"
55 #include "../common/monsters/sv_monsters.qh"
57 #include "../lib/warpzone/server.qh"
59 STATIC_METHOD(Client, Add, void(Client this, int _team))
62 TRANSMUTE(Player, this);
65 PutClientInServer(this);
68 void PutObserverInServer(entity this);
70 STATIC_METHOD(Client, Remove, void(Client this))
72 TRANSMUTE(Observer, this);
73 PutClientInServer(this);
74 ClientDisconnect(this);
77 void send_CSQC_teamnagger() {
78 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
81 int CountSpectators(entity player, entity to)
83 if(!player) { return 0; } // not sure how, but best to be safe
87 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
95 void WriteSpectators(entity player, entity to)
97 if(!player) { return; } // not sure how, but best to be safe
99 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
101 WriteByte(MSG_ENTITY, num_for_edict(it));
105 bool ClientData_Send(entity this, entity to, int sf)
107 assert(to == this.owner, return false);
110 if (IS_SPEC(e)) e = e.enemy;
113 if (e.race_completed) sf |= 1; // forced scoreboard
114 if (to.spectatee_status) sf |= 2; // spectator ent number follows
115 if (e.zoomstate) sf |= 4; // zoomed
116 if (autocvar_sv_showspectators) sf |= 16; // show spectators
118 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
119 WriteByte(MSG_ENTITY, sf);
123 WriteByte(MSG_ENTITY, to.spectatee_status);
128 float specs = CountSpectators(e, to);
129 WriteByte(MSG_ENTITY, specs);
130 WriteSpectators(e, to);
136 void ClientData_Attach(entity this)
138 Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
139 this.clientdata.drawonlytoclient = this;
140 this.clientdata.owner = this;
143 void ClientData_Detach(entity this)
145 delete(this.clientdata);
146 this.clientdata = NULL;
149 void ClientData_Touch(entity e)
151 e.clientdata.SendFlags = 1;
153 // make it spectatable
154 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
157 void SetSpectatee(entity this, entity spectatee);
158 void SetSpectatee_status(entity this, int spectatee_num);
165 Checks if the argument string can be a valid playermodel.
166 Returns a valid one in doubt.
169 string FallbackPlayerModel;
170 string CheckPlayerModel(string plyermodel) {
171 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
173 // note: we cannot summon Don Strunzone here, some player may
174 // still have the model string set. In case anyone manages how
175 // to change a cvar default, we'll have a small leak here.
176 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
178 // only in right path
179 if( substring(plyermodel,0,14) != "models/player/")
180 return FallbackPlayerModel;
181 // only good file extensions
182 if(substring(plyermodel,-4,4) != ".zym")
183 if(substring(plyermodel,-4,4) != ".dpm")
184 if(substring(plyermodel,-4,4) != ".iqm")
185 if(substring(plyermodel,-4,4) != ".md3")
186 if(substring(plyermodel,-4,4) != ".psk")
187 return FallbackPlayerModel;
188 // forbid the LOD models
189 if(substring(plyermodel, -9,5) == "_lod1")
190 return FallbackPlayerModel;
191 if(substring(plyermodel, -9,5) == "_lod2")
192 return FallbackPlayerModel;
193 if(plyermodel != strtolower(plyermodel))
194 return FallbackPlayerModel;
195 // also, restrict to server models
196 if(autocvar_sv_servermodelsonly)
198 if(!fexists(plyermodel))
199 return FallbackPlayerModel;
204 void setplayermodel(entity e, string modelname)
206 precache_model(modelname);
207 _setmodel(e, modelname);
208 player_setupanimsformodel(e);
209 if(!autocvar_g_debug_globalsounds)
210 UpdatePlayerSounds(e);
213 void FixPlayermodel(entity player);
214 /** putting a client as observer in the server */
215 void PutObserverInServer(entity this)
217 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
218 PlayerState_detach(this);
220 if (IS_PLAYER(this) && this.health >= 1) {
222 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
226 entity spot = SelectSpawnPoint(this, true);
227 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
228 this.angles = spot.angles;
230 this.fixangle = true;
231 // offset it so that the spectator spawns higher off the ground, looks better this way
232 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
233 this.prevorigin = this.origin;
234 if (IS_REAL_CLIENT(this))
237 WriteByte(MSG_ONE, SVC_SETVIEW);
238 WriteEntity(MSG_ONE, this);
240 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
241 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
242 if(!autocvar_g_debug_globalsounds)
244 // needed for player sounds
246 FixPlayermodel(this);
248 setmodel(this, MDL_Null);
249 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
250 this.view_ofs = '0 0 0';
253 RemoveGrapplingHooks(this);
254 Portal_ClearAll(this);
256 SetSpectatee(this, NULL);
261 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
265 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
267 WaypointSprite_PlayerDead(this);
269 if (mutator_returnvalue) {
270 // mutator prevents resetting teams+score
272 this.team = -1; // move this as it is needed to log the player spectating in eventlog
273 this.frags = FRAGS_SPECTATOR;
274 PlayerScore_Clear(this); // clear scores when needed
277 if (CS(this).killcount != FRAGS_SPECTATOR)
279 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
281 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
282 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
284 if(this.just_joined == false) {
285 LogTeamchange(this.playerid, -1, 4);
287 this.just_joined = false;
290 accuracy_resend(this);
292 CS(this).spectatortime = time;
294 IL_REMOVE(g_bot_targets, this);
295 this.bot_attack = false;
296 this.hud = HUD_NORMAL;
297 TRANSMUTE(Observer, this);
298 this.iscreature = false;
299 this.teleportable = TELEPORT_SIMPLE;
300 if(this.damagedbycontents)
301 IL_REMOVE(g_damagedbycontents, this);
302 this.damagedbycontents = false;
303 this.health = FRAGS_SPECTATOR;
304 SetSpectatee_status(this, etof(this));
305 this.takedamage = DAMAGE_NO;
306 this.solid = SOLID_NOT;
307 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
308 this.flags = FL_CLIENT | FL_NOTARGET;
309 this.armorvalue = 666;
311 this.armorvalue = autocvar_g_balance_armor_start;
312 this.pauserotarmor_finished = 0;
313 this.pauserothealth_finished = 0;
314 this.pauseregen_finished = 0;
315 this.damageforcescale = 0;
317 this.respawn_flags = 0;
318 this.respawn_time = 0;
319 this.stat_respawn_time = 0;
324 this.pain_finished = 0;
325 this.strength_finished = 0;
326 this.invincible_finished = 0;
327 this.superweapons_finished = 0;
330 setthink(this, func_null);
332 this.deadflag = DEAD_NO;
334 this.revive_progress = 0;
335 this.revival_time = 0;
338 this.weapons = '0 0 0';
339 this.dual_weapons = '0 0 0';
340 this.drawonlytoclient = this;
342 this.weaponmodel = "";
343 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
345 this.weaponentities[slot] = NULL;
347 this.exteriorweaponentity = NULL;
348 CS(this).killcount = FRAGS_SPECTATOR;
349 this.velocity = '0 0 0';
350 this.avelocity = '0 0 0';
351 this.punchangle = '0 0 0';
352 this.punchvector = '0 0 0';
353 this.oldvelocity = this.velocity;
354 this.fire_endtime = -1;
355 this.event_damage = func_null;
357 for(int slot = 0; slot < MAX_AXH; ++slot)
359 entity axh = this.(AuxiliaryXhair[slot]);
360 this.(AuxiliaryXhair[slot]) = NULL;
362 if(axh.owner == this && axh != NULL && !wasfreed(axh))
367 int player_getspecies(entity this)
369 get_model_parameters(this.model, this.skin);
370 int s = get_model_parameters_species;
371 get_model_parameters(string_null, 0);
372 if (s < 0) return SPECIES_HUMAN;
376 .float model_randomizer;
377 void FixPlayermodel(entity player)
379 string defaultmodel = "";
381 if(autocvar_sv_defaultcharacter)
387 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
388 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
389 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
390 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
394 if(defaultmodel == "")
396 defaultmodel = autocvar_sv_defaultplayermodel;
397 defaultskin = autocvar_sv_defaultplayerskin;
400 int n = tokenize_console(defaultmodel);
403 defaultmodel = argv(floor(n * player.model_randomizer));
404 // However, do NOT randomize if the player-selected model is in the list.
405 for (int i = 0; i < n; ++i)
406 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
407 defaultmodel = argv(i);
410 int i = strstrofs(defaultmodel, ":", 0);
413 defaultskin = stof(substring(defaultmodel, i+1, -1));
414 defaultmodel = substring(defaultmodel, 0, i);
417 if(autocvar_sv_defaultcharacterskin && !defaultskin)
423 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
424 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
425 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
426 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
431 defaultskin = autocvar_sv_defaultplayerskin;
434 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
435 defaultmodel = M_ARGV(0, string);
436 defaultskin = M_ARGV(1, int);
440 if(defaultmodel != "")
442 if (defaultmodel != player.model)
444 vector m1 = player.mins;
445 vector m2 = player.maxs;
446 setplayermodel (player, defaultmodel);
447 setsize (player, m1, m2);
451 oldskin = player.skin;
452 player.skin = defaultskin;
454 if (player.playermodel != player.model || player.playermodel == "")
456 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
457 vector m1 = player.mins;
458 vector m2 = player.maxs;
459 setplayermodel (player, player.playermodel);
460 setsize (player, m1, m2);
464 if(!autocvar_sv_defaultcharacterskin)
466 oldskin = player.skin;
467 player.skin = stof(player.playerskin);
471 oldskin = player.skin;
472 player.skin = defaultskin;
476 if(chmdl || oldskin != player.skin) // model or skin has changed
478 player.species = player_getspecies(player); // update species
479 if(!autocvar_g_debug_globalsounds)
480 UpdatePlayerSounds(player); // update skin sounds
484 if(strlen(autocvar_sv_defaultplayercolors))
485 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
486 setcolor(player, stof(autocvar_sv_defaultplayercolors));
489 void PutPlayerInServer(entity this)
491 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
493 PlayerState_attach(this);
494 accuracy_resend(this);
497 JoinBestTeam(this, false, true);
499 entity spot = SelectSpawnPoint(this, false);
501 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
502 return; // spawn failed
505 TRANSMUTE(Player, this);
507 this.wasplayer = true;
508 this.iscreature = true;
509 this.teleportable = TELEPORT_NORMAL;
510 if(!this.damagedbycontents)
511 IL_PUSH(g_damagedbycontents, this);
512 this.damagedbycontents = true;
513 set_movetype(this, MOVETYPE_WALK);
514 this.solid = SOLID_SLIDEBOX;
515 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
516 if (autocvar_g_playerclip_collisions)
517 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
518 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
519 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
520 this.frags = FRAGS_PLAYER;
521 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
522 this.flags = FL_CLIENT | FL_PICKUPITEMS;
523 if (autocvar__notarget)
524 this.flags |= FL_NOTARGET;
525 this.takedamage = DAMAGE_AIM;
526 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
530 this.ammo_shells = warmup_start_ammo_shells;
531 this.ammo_nails = warmup_start_ammo_nails;
532 this.ammo_rockets = warmup_start_ammo_rockets;
533 this.ammo_cells = warmup_start_ammo_cells;
534 this.ammo_plasma = warmup_start_ammo_plasma;
535 this.ammo_fuel = warmup_start_ammo_fuel;
536 this.health = warmup_start_health;
537 this.armorvalue = warmup_start_armorvalue;
538 this.weapons = WARMUP_START_WEAPONS;
540 this.ammo_shells = start_ammo_shells;
541 this.ammo_nails = start_ammo_nails;
542 this.ammo_rockets = start_ammo_rockets;
543 this.ammo_cells = start_ammo_cells;
544 this.ammo_plasma = start_ammo_plasma;
545 this.ammo_fuel = start_ammo_fuel;
546 this.health = start_health;
547 this.armorvalue = start_armorvalue;
548 this.weapons = start_weapons;
550 SetSpectatee_status(this, 0);
552 this.dual_weapons = '0 0 0';
554 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
556 this.items = start_items;
558 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
559 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
560 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
561 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
562 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
563 // extend the pause of rotting if client was reset at the beginning of the countdown
564 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
565 float f = game_starttime - time;
566 this.spawnshieldtime += f;
567 this.pauserotarmor_finished += f;
568 this.pauserothealth_finished += f;
569 this.pauseregen_finished += f;
571 this.damageforcescale = 2;
573 this.respawn_flags = 0;
574 this.respawn_time = 0;
575 this.stat_respawn_time = 0;
576 this.scale = autocvar_sv_player_scale;
579 this.pain_finished = 0;
581 setthink(this, func_null); // players have no think function
584 this.ballistics_density = autocvar_g_ballistics_density_player;
586 this.deadflag = DEAD_NO;
588 this.angles = spot.angles;
589 this.angles_z = 0; // never spawn tilted even if the spot says to
590 if (IS_BOT_CLIENT(this))
591 this.v_angle = this.angles;
592 this.fixangle = true; // turn this way immediately
593 this.oldvelocity = this.velocity = '0 0 0';
594 this.avelocity = '0 0 0';
595 this.punchangle = '0 0 0';
596 this.punchvector = '0 0 0';
598 this.strength_finished = 0;
599 this.invincible_finished = 0;
600 this.fire_endtime = -1;
601 this.revive_progress = 0;
602 this.revival_time = 0;
603 this.air_finished = time + 12;
605 entity spawnevent = new_pure(spawnevent);
606 spawnevent.owner = this;
607 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
609 // Cut off any still running player sounds.
610 stopsound(this, CH_PLAYER_SINGLE);
613 FixPlayermodel(this);
614 this.drawonlytoclient = NULL;
619 this.view_ofs = STAT(PL_VIEW_OFS, this);
620 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
621 this.spawnorigin = spot.origin;
622 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
623 // don't reset back to last position, even if new position is stuck in solid
624 this.oldorigin = this.origin;
625 this.prevorigin = this.origin;
626 this.lastteleporttime = time; // prevent insane speeds due to changing origin
628 IL_REMOVE(g_conveyed, this);
629 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
630 this.hud = HUD_NORMAL;
632 this.event_damage = PlayerDamage;
635 IL_PUSH(g_bot_targets, this);
636 this.bot_attack = true;
637 if(!this.monster_attack)
638 IL_PUSH(g_monster_targets, this);
639 this.monster_attack = true;
640 navigation_dynamicgoal_init(this, false);
642 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
644 if (CS(this).killcount == FRAGS_SPECTATOR) {
645 PlayerScore_Clear(this);
646 CS(this).killcount = 0;
649 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
651 .entity weaponentity = weaponentities[slot];
652 entity oldwep = this.(weaponentity);
653 CL_SpawnWeaponentity(this, weaponentity);
654 if(oldwep && oldwep.owner == this)
655 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
657 this.alpha = default_player_alpha;
658 this.colormod = '1 1 1' * autocvar_g_player_brightness;
659 this.exteriorweaponentity.alpha = default_weapon_alpha;
661 this.speedrunning = false;
663 target_voicescript_clear(this);
665 // reset fields the weapons may use
666 FOREACH(Weapons, true, LAMBDA(
667 it.wr_resetplayer(it, this);
668 // reload all reloadable weapons
669 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
670 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
672 .entity weaponentity = weaponentities[slot];
673 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
679 string s = spot.target;
680 spot.target = string_null;
681 SUB_UseTargets(spot, this, NULL);
687 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
689 if (autocvar_spawn_debug)
691 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
692 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
695 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
697 .entity weaponentity = weaponentities[slot];
698 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
699 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
701 this.(weaponentity).m_switchweapon = WEP_Null;
702 this.(weaponentity).m_weapon = WEP_Null;
703 this.(weaponentity).weaponname = "";
704 this.(weaponentity).m_switchingweapon = WEP_Null;
705 this.(weaponentity).cnt = -1;
708 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
710 if (!warmup_stage && !this.alivetime)
711 this.alivetime = time;
713 antilag_clear(this, CS(this));
716 /** Called when a client spawns in the server */
717 void PutClientInServer(entity this)
719 if (IS_BOT_CLIENT(this)) {
720 TRANSMUTE(Player, this);
721 } else if (IS_REAL_CLIENT(this)) {
723 WriteByte(MSG_ONE, SVC_SETVIEW);
724 WriteEntity(MSG_ONE, this);
727 TRANSMUTE(Observer, this);
729 SetSpectatee(this, NULL);
734 MUTATOR_CALLHOOK(PutClientInServer, this);
736 if (IS_OBSERVER(this)) {
737 PutObserverInServer(this);
738 } else if (IS_PLAYER(this)) {
739 PutPlayerInServer(this);
743 void ClientInit_misc(entity this);
745 // TODO do we need all these fields, or should we stop autodetecting runtime
746 // changes and just have a console command to update this?
747 bool ClientInit_SendEntity(entity this, entity to, int sf)
749 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
752 // MSG_INIT replacement
753 // TODO: make easier to use
755 W_PROP_reload(MSG_ONE, to);
756 ClientInit_misc(this);
757 MUTATOR_CALLHOOK(Ent_Init);
759 void ClientInit_misc(entity this)
761 int channel = MSG_ONE;
762 WriteHeader(channel, ENT_CLIENT_INIT);
763 WriteByte(channel, g_nexball_meter_period * 32);
764 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
765 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
766 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
767 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
768 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
769 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
770 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
771 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
773 if(sv_foginterval && world.fog != "")
774 WriteString(channel, world.fog);
776 WriteString(channel, "");
777 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
778 WriteByte(channel, serverflags);
779 WriteCoord(channel, autocvar_g_trueaim_minrange);
782 void ClientInit_CheckUpdate(entity this)
784 this.nextthink = time;
785 if(this.count != autocvar_g_balance_armor_blockpercent)
787 this.count = autocvar_g_balance_armor_blockpercent;
792 void ClientInit_Spawn()
794 entity e = new_pure(clientinit);
795 setthink(e, ClientInit_CheckUpdate);
796 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
798 ClientInit_CheckUpdate(e);
808 // initialize parms for a new player
809 parm1 = -(86400 * 366);
811 MUTATOR_CALLHOOK(SetNewParms);
819 void SetChangeParms (entity this)
821 // save parms for level change
822 parm1 = CS(this).parm_idlesince - time;
824 MUTATOR_CALLHOOK(SetChangeParms);
832 void DecodeLevelParms(entity this)
835 CS(this).parm_idlesince = parm1;
836 if (CS(this).parm_idlesince == -(86400 * 366))
837 CS(this).parm_idlesince = time;
839 // whatever happens, allow 60 seconds of idling directly after connect for map loading
840 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
842 MUTATOR_CALLHOOK(DecodeLevelParms);
849 Called when a client types 'kill' in the console
853 .float clientkill_nexttime;
854 void ClientKill_Now_TeamChange(entity this)
856 if(CS(this).killindicator_teamchange == -1)
858 JoinBestTeam( this, false, true );
860 else if(CS(this).killindicator_teamchange == -2)
863 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
864 PutObserverInServer(this);
867 SV_ChangeTeam(this, CS(this).killindicator_teamchange - 1);
868 CS(this).killindicator_teamchange = 0;
871 void ClientKill_Now(entity this)
875 vehicles_exit(this.vehicle, VHEF_RELEASE);
876 if(!CS(this).killindicator_teamchange)
878 this.vehicle_health = -1;
879 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
883 if(this.killindicator && !wasfreed(this.killindicator))
884 delete(this.killindicator);
886 this.killindicator = NULL;
888 if(CS(this).killindicator_teamchange)
889 ClientKill_Now_TeamChange(this);
891 if(!IS_SPEC(this) && !IS_OBSERVER(this))
892 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
894 // now I am sure the player IS dead
896 void KillIndicator_Think(entity this)
900 this.owner.killindicator = NULL;
905 if (this.owner.alpha < 0 && !this.owner.vehicle)
907 this.owner.killindicator = NULL;
914 ClientKill_Now(this.owner);
917 else if(this.health == 1) // health == 1 means that it's silent
919 this.nextthink = time + 1;
925 setmodel(this, MDL_NUM(this.cnt));
926 if(IS_REAL_CLIENT(this.owner))
929 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
931 this.nextthink = time + 1;
936 float clientkilltime;
937 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
945 killtime = autocvar_g_balance_kill_delay;
947 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
949 killtime = M_ARGV(1, float);
951 CS(this).killindicator_teamchange = targetteam;
953 if(!this.killindicator)
957 killtime = max(killtime, this.clientkill_nexttime - time);
958 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
961 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
963 ClientKill_Now(this);
967 starttime = max(time, clientkilltime);
969 this.killindicator = spawn();
970 this.killindicator.owner = this;
971 this.killindicator.scale = 0.5;
972 setattachment(this.killindicator, this, "");
973 setorigin(this.killindicator, '0 0 52');
974 setthink(this.killindicator, KillIndicator_Think);
975 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
976 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
977 this.killindicator.cnt = ceil(killtime);
978 this.killindicator.count = bound(0, ceil(killtime), 10);
979 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
981 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
983 it.killindicator = spawn();
984 it.killindicator.owner = it;
985 it.killindicator.scale = 0.5;
986 setattachment(it.killindicator, it, "");
987 setorigin(it.killindicator, '0 0 52');
988 setthink(it.killindicator, KillIndicator_Think);
989 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
990 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
991 it.killindicator.cnt = ceil(killtime);
996 if(this.killindicator)
998 if(targetteam == 0) // just die
1000 this.killindicator.colormod = '0 0 0';
1001 if(IS_REAL_CLIENT(this))
1002 if(this.killindicator.cnt > 0)
1003 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1005 else if(targetteam == -1) // auto
1007 this.killindicator.colormod = '0 1 0';
1008 if(IS_REAL_CLIENT(this))
1009 if(this.killindicator.cnt > 0)
1010 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1012 else if(targetteam == -2) // spectate
1014 this.killindicator.colormod = '0.5 0.5 0.5';
1015 if(IS_REAL_CLIENT(this))
1016 if(this.killindicator.cnt > 0)
1017 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1021 this.killindicator.colormod = Team_ColorRGB(targetteam);
1022 if(IS_REAL_CLIENT(this))
1023 if(this.killindicator.cnt > 0)
1024 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1030 void ClientKill (entity this)
1032 if(game_stopped) return;
1033 if(this.player_blocked) return;
1034 if(STAT(FROZEN, this)) return;
1036 ClientKill_TeamChange(this, 0);
1039 void FixClientCvars(entity e)
1041 // send prediction settings to the client
1042 stuffcmd(e, "\nin_bindmap 0 0\n");
1043 if(autocvar_g_antilag == 3) // client side hitscan
1044 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1045 if(autocvar_sv_gentle)
1046 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1048 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1049 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1051 MUTATOR_CALLHOOK(FixClientCvars, e);
1054 bool findinlist_abbrev(string tofind, string list)
1056 if(list == "" || tofind == "")
1057 return false; // empty list or search, just return
1059 // this function allows abbreviated strings!
1060 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1068 bool PlayerInIPList(entity p, string iplist)
1070 // some safety checks (never allow local?)
1071 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1074 return findinlist_abbrev(p.netaddress, iplist);
1077 bool PlayerInIDList(entity p, string idlist)
1079 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1083 return findinlist_abbrev(p.crypto_idfp, idlist);
1086 bool PlayerInList(entity player, string list)
1088 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1091 #ifdef DP_EXT_PRECONNECT
1096 Called once (not at each match start) when a client begins a connection to the server
1099 void ClientPreConnect(entity this)
1101 if(autocvar_sv_eventlog)
1103 GameLogEcho(sprintf(":connect:%d:%d:%s",
1106 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1116 Called when a client connects to the server
1119 void ClientConnect(entity this)
1121 if (Ban_MaybeEnforceBanOnce(this)) return;
1122 assert(!IS_CLIENT(this), return);
1123 this.flags |= FL_CLIENT;
1124 assert(player_count >= 0, player_count = 0);
1127 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1129 TRANSMUTE(Client, this);
1130 CS(this).version_nagtime = time + 10 + random() * 10;
1132 // identify the right forced team
1133 if (autocvar_g_campaign)
1135 if (IS_REAL_CLIENT(this)) // only players, not bots
1137 switch (autocvar_g_campaign_forceteam)
1139 case 1: this.team_forced = NUM_TEAM_1; break;
1140 case 2: this.team_forced = NUM_TEAM_2; break;
1141 case 3: this.team_forced = NUM_TEAM_3; break;
1142 case 4: this.team_forced = NUM_TEAM_4; break;
1143 default: this.team_forced = 0;
1147 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1148 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1149 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1150 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1151 else switch (autocvar_g_forced_team_otherwise)
1153 default: this.team_forced = 0; break;
1154 case "red": this.team_forced = NUM_TEAM_1; break;
1155 case "blue": this.team_forced = NUM_TEAM_2; break;
1156 case "yellow": this.team_forced = NUM_TEAM_3; break;
1157 case "pink": this.team_forced = NUM_TEAM_4; break;
1160 this.team_forced = -1;
1163 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1166 int id = this.playerid;
1167 this.playerid = 0; // silent
1168 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1172 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1173 TRANSMUTE(Observer, this);
1175 if (!teamplay || autocvar_g_balance_teams) {
1176 TRANSMUTE(Player, this);
1177 campaign_bots_may_start = true;
1179 TRANSMUTE(Observer, this); // do it anyway
1183 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1185 // always track bots, don't ask for cl_allow_uidtracking
1186 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1188 if (autocvar_sv_eventlog)
1189 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1191 LogTeamchange(this.playerid, this.team, 1);
1193 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1195 CS(this).netname_previous = strzone(this.netname);
1197 if(teamplay && IS_PLAYER(this))
1198 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1200 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1202 stuffcmd(this, clientstuff, "\n");
1203 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1205 FixClientCvars(this);
1207 // get version info from player
1208 stuffcmd(this, "cmd clientversion $gameversion\n");
1210 // notify about available teams
1213 CheckAllowedTeams(this);
1215 if (c1 >= 0) t |= BIT(0);
1216 if (c2 >= 0) t |= BIT(1);
1217 if (c3 >= 0) t |= BIT(2);
1218 if (c4 >= 0) t |= BIT(3);
1219 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1223 stuffcmd(this, "set _teams_available 0\n");
1226 bot_relinkplayerlist();
1228 CS(this).spectatortime = time;
1229 if (blockSpectators)
1231 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1234 CS(this).jointime = time;
1235 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1237 if (IS_REAL_CLIENT(this))
1239 if (g_weaponarena_weapons == WEPSET(TUBA))
1240 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1243 if (!sv_foginterval && world.fog != "")
1244 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1246 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1247 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1248 send_CSQC_teamnagger();
1250 CSQCMODEL_AUTOINIT(this);
1252 this.model_randomizer = random();
1254 if (IS_REAL_CLIENT(this))
1255 sv_notice_join(this);
1257 // update physics stats (players can spawn before physics runs)
1258 STAT(MOVEVARS_HIGHSPEED, this) = autocvar_g_movement_highspeed;
1259 MUTATOR_CALLHOOK(PlayerPhysics_UpdateStats, this); // do it BEFORE the function so we can modify highspeed!
1260 Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
1262 IL_EACH(g_initforplayer, it.init_for_player, {
1263 it.init_for_player(it, this);
1266 MUTATOR_CALLHOOK(ClientConnect, this);
1268 if (IS_REAL_CLIENT(this))
1270 if (!autocvar_g_campaign && !IS_PLAYER(this))
1272 CS(this).motd_actived_time = -1;
1273 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1281 Called when a client disconnects from the server
1284 .entity chatbubbleentity;
1286 void ClientDisconnect(entity this)
1288 assert(IS_CLIENT(this), return);
1290 PlayerStats_GameReport_FinalizePlayer(this);
1291 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1292 if (CS(this).active_minigame) part_minigame(this);
1293 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1295 if (autocvar_sv_eventlog)
1296 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1298 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1301 SetSpectatee(this, NULL);
1303 MUTATOR_CALLHOOK(ClientDisconnect, this);
1305 if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
1306 ClientState_detach(this);
1308 Portal_ClearAll(this);
1312 RemoveGrapplingHooks(this);
1314 // Here, everything has been done that requires this player to be a client.
1316 this.flags &= ~FL_CLIENT;
1318 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1319 if (this.killindicator) delete(this.killindicator);
1321 WaypointSprite_PlayerGone(this);
1323 bot_relinkplayerlist();
1325 if (this.clientstatus) strunzone(this.clientstatus);
1326 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1327 if (this.personal) delete(this.personal);
1331 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1336 void ChatBubbleThink(entity this)
1338 this.nextthink = time;
1339 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1341 if(this.owner) // but why can that ever be NULL?
1342 this.owner.chatbubbleentity = NULL;
1349 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1351 if ( CS(this.owner).active_minigame )
1352 this.mdl = "models/sprites/minigame_busy.iqm";
1353 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1354 this.mdl = "models/misc/chatbubble.spr";
1357 if ( this.model != this.mdl )
1358 _setmodel(this, this.mdl);
1362 void UpdateChatBubble(entity this)
1366 // spawn a chatbubble entity if needed
1367 if (!this.chatbubbleentity)
1369 this.chatbubbleentity = new(chatbubbleentity);
1370 this.chatbubbleentity.owner = this;
1371 this.chatbubbleentity.exteriormodeltoclient = this;
1372 setthink(this.chatbubbleentity, ChatBubbleThink);
1373 this.chatbubbleentity.nextthink = time;
1374 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1375 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1376 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1377 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1378 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1379 //this.chatbubbleentity.model = "";
1380 this.chatbubbleentity.effects = EF_LOWPRECISION;
1385 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1386 // added to the model skins
1387 /*void UpdateColorModHack()
1390 c = this.clientcolors & 15;
1391 // LordHavoc: only bothering to support white, green, red, yellow, blue
1392 if (!teamplay) this.colormod = '0 0 0';
1393 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1394 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1395 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1396 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1397 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1398 else this.colormod = '1 1 1';
1401 void respawn(entity this)
1403 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1405 this.solid = SOLID_NOT;
1406 this.takedamage = DAMAGE_NO;
1407 set_movetype(this, MOVETYPE_FLY);
1408 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1409 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1410 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1411 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1412 if(autocvar_g_respawn_ghosts_maxtime)
1413 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1418 this.effects |= EF_NODRAW; // prevent another CopyBody
1419 PutClientInServer(this);
1422 void play_countdown(entity this, float finished, Sound samp)
1425 if(IS_REAL_CLIENT(this))
1426 if(floor(finished - time - frametime) != floor(finished - time))
1427 if(finished - time < 6)
1428 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1431 void player_powerups(entity this)
1433 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1434 int items_prev = this.items;
1436 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1437 this.modelflags |= MF_ROCKET;
1439 this.modelflags &= ~MF_ROCKET;
1441 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1443 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1446 Fire_ApplyDamage(this);
1447 Fire_ApplyEffect(this);
1451 if (this.items & ITEM_Strength.m_itemid)
1453 play_countdown(this, this.strength_finished, SND_POWEROFF);
1454 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1455 if (time > this.strength_finished)
1457 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1458 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1459 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1464 if (time < this.strength_finished)
1466 this.items = this.items | ITEM_Strength.m_itemid;
1468 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1469 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1472 if (this.items & ITEM_Shield.m_itemid)
1474 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1475 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1476 if (time > this.invincible_finished)
1478 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1479 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1480 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1485 if (time < this.invincible_finished)
1487 this.items = this.items | ITEM_Shield.m_itemid;
1489 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1490 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1493 if (this.items & IT_SUPERWEAPON)
1495 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1497 this.superweapons_finished = 0;
1498 this.items = this.items - (this.items & IT_SUPERWEAPON);
1499 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1500 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1502 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1504 // don't let them run out
1508 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1509 if (time > this.superweapons_finished)
1511 this.items = this.items - (this.items & IT_SUPERWEAPON);
1512 this.weapons &= ~WEPSET_SUPERWEAPONS;
1513 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1514 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1518 else if(this.weapons & WEPSET_SUPERWEAPONS)
1520 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1522 this.items = this.items | IT_SUPERWEAPON;
1524 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1525 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1529 this.superweapons_finished = 0;
1530 this.weapons &= ~WEPSET_SUPERWEAPONS;
1535 this.superweapons_finished = 0;
1539 if(autocvar_g_nodepthtestplayers)
1540 this.effects = this.effects | EF_NODEPTHTEST;
1542 if(autocvar_g_fullbrightplayers)
1543 this.effects = this.effects | EF_FULLBRIGHT;
1545 if (time >= game_starttime)
1546 if (time < this.spawnshieldtime)
1547 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1549 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1552 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1554 if(current > stable)
1556 else if(current > stable - 0.25) // when close enough, "snap"
1559 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1562 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1564 if(current < stable)
1566 else if(current < stable + 0.25) // when close enough, "snap"
1569 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1572 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1574 if(current > rotstable)
1576 if(rotframetime > 0)
1578 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1579 current = max(rotstable, current - rotlinear * rotframetime);
1582 else if(current < regenstable)
1584 if(regenframetime > 0)
1586 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1587 current = min(regenstable, current + regenlinear * regenframetime);
1597 void player_regen(entity this)
1599 float max_mod, regen_mod, rot_mod, limit_mod;
1600 max_mod = regen_mod = rot_mod = limit_mod = 1;
1602 float regen_health = autocvar_g_balance_health_regen;
1603 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1604 float regen_health_rot = autocvar_g_balance_health_rot;
1605 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1606 float regen_health_stable = autocvar_g_balance_health_regenstable;
1607 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1608 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1609 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1610 max_mod = M_ARGV(1, float);
1611 regen_mod = M_ARGV(2, float);
1612 rot_mod = M_ARGV(3, float);
1613 limit_mod = M_ARGV(4, float);
1614 regen_health = M_ARGV(5, float);
1615 regen_health_linear = M_ARGV(6, float);
1616 regen_health_rot = M_ARGV(7, float);
1617 regen_health_rotlinear = M_ARGV(8, float);
1618 regen_health_stable = M_ARGV(9, float);
1619 regen_health_rotstable = M_ARGV(10, float);
1622 if(!mutator_returnvalue)
1623 if(!STAT(FROZEN, this))
1625 float mina, maxa, limith, limita;
1626 maxa = autocvar_g_balance_armor_rotstable;
1627 mina = autocvar_g_balance_armor_regenstable;
1628 limith = autocvar_g_balance_health_limit;
1629 limita = autocvar_g_balance_armor_limit;
1631 regen_health_rotstable = regen_health_rotstable * max_mod;
1632 regen_health_stable = regen_health_stable * max_mod;
1633 limith = limith * limit_mod;
1634 limita = limita * limit_mod;
1636 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);
1637 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);
1640 // if player rotted to death... die!
1641 // check this outside above checks, as player may still be able to rot to death
1645 vehicles_exit(this.vehicle, VHEF_RELEASE);
1646 if(this.event_damage)
1647 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1650 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1652 float minf, maxf, limitf;
1654 maxf = autocvar_g_balance_fuel_rotstable;
1655 minf = autocvar_g_balance_fuel_regenstable;
1656 limitf = autocvar_g_balance_fuel_limit;
1658 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);
1663 void SetZoomState(entity this, float newzoom)
1665 if(newzoom != this.zoomstate)
1667 this.zoomstate = newzoom;
1668 ClientData_Touch(this);
1670 zoomstate_set = true;
1673 void GetPressedKeys(entity this)
1675 MUTATOR_CALLHOOK(GetPressedKeys, this);
1676 int keys = STAT(PRESSED_KEYS, this);
1677 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1678 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1679 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1680 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1682 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1683 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1684 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1685 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1686 CS(this).pressedkeys = keys; // store for other users
1688 STAT(PRESSED_KEYS, this) = keys;
1692 ======================
1693 spectate mode routines
1694 ======================
1697 void SpectateCopy(entity this, entity spectatee)
1699 TC(Client, this); TC(Client, spectatee);
1701 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1702 PS(this) = PS(spectatee);
1703 this.armortype = spectatee.armortype;
1704 this.armorvalue = spectatee.armorvalue;
1705 this.ammo_cells = spectatee.ammo_cells;
1706 this.ammo_plasma = spectatee.ammo_plasma;
1707 this.ammo_shells = spectatee.ammo_shells;
1708 this.ammo_nails = spectatee.ammo_nails;
1709 this.ammo_rockets = spectatee.ammo_rockets;
1710 this.ammo_fuel = spectatee.ammo_fuel;
1711 this.clip_load = spectatee.clip_load;
1712 this.clip_size = spectatee.clip_size;
1713 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1714 this.health = spectatee.health;
1715 CS(this).impulse = 0;
1716 this.items = spectatee.items;
1717 this.last_pickup = spectatee.last_pickup;
1718 this.hit_time = spectatee.hit_time;
1719 this.strength_finished = spectatee.strength_finished;
1720 this.invincible_finished = spectatee.invincible_finished;
1721 this.superweapons_finished = spectatee.superweapons_finished;
1722 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1723 this.weapons = spectatee.weapons;
1724 this.dual_weapons = spectatee.dual_weapons;
1725 this.vortex_charge = spectatee.vortex_charge;
1726 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1727 this.hagar_load = spectatee.hagar_load;
1728 this.arc_heat_percent = spectatee.arc_heat_percent;
1729 this.minelayer_mines = spectatee.minelayer_mines;
1730 this.punchangle = spectatee.punchangle;
1731 this.view_ofs = spectatee.view_ofs;
1732 this.velocity = spectatee.velocity;
1733 this.dmg_take = spectatee.dmg_take;
1734 this.dmg_save = spectatee.dmg_save;
1735 this.dmg_inflictor = spectatee.dmg_inflictor;
1736 this.v_angle = spectatee.v_angle;
1737 this.angles = spectatee.v_angle;
1738 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1739 this.revive_progress = spectatee.revive_progress;
1740 this.viewloc = spectatee.viewloc;
1741 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1742 this.fixangle = true;
1743 setorigin(this, spectatee.origin);
1744 setsize(this, spectatee.mins, spectatee.maxs);
1745 SetZoomState(this, spectatee.zoomstate);
1747 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1749 .entity weaponentity = weaponentities[slot];
1750 this.(weaponentity) = spectatee.(weaponentity);
1753 for(int slot = 0; slot < MAX_AXH; ++slot)
1755 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1758 anticheat_spectatecopy(this, spectatee);
1759 this.hud = spectatee.hud;
1760 if(spectatee.vehicle)
1762 this.angles = spectatee.v_angle;
1764 //this.fixangle = false;
1765 //this.velocity = spectatee.vehicle.velocity;
1766 this.vehicle_health = spectatee.vehicle_health;
1767 this.vehicle_shield = spectatee.vehicle_shield;
1768 this.vehicle_energy = spectatee.vehicle_energy;
1769 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1770 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1771 this.vehicle_reload1 = spectatee.vehicle_reload1;
1772 this.vehicle_reload2 = spectatee.vehicle_reload2;
1774 //msg_entity = this;
1776 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1777 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1778 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1779 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1781 //WriteByte (MSG_ONE, SVC_SETVIEW);
1782 // WriteEntity(MSG_ONE, this);
1783 //makevectors(spectatee.v_angle);
1784 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1788 bool SpectateUpdate(entity this)
1793 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1795 SetSpectatee(this, NULL);
1799 SpectateCopy(this, this.enemy);
1804 bool SpectateSet(entity this)
1806 if(!IS_PLAYER(this.enemy))
1809 ClientData_Touch(this.enemy);
1812 WriteByte(MSG_ONE, SVC_SETVIEW);
1813 WriteEntity(MSG_ONE, this.enemy);
1814 set_movetype(this, MOVETYPE_NONE);
1815 accuracy_resend(this);
1817 if(!SpectateUpdate(this))
1818 PutObserverInServer(this);
1823 void SetSpectatee_status(entity this, int spectatee_num)
1825 int oldspectatee_status = this.spectatee_status;
1826 this.spectatee_status = spectatee_num;
1828 if (this.spectatee_status != oldspectatee_status)
1830 ClientData_Touch(this);
1831 if (g_race || g_cts) race_InitSpectator();
1835 void SetSpectatee(entity this, entity spectatee)
1837 if(IS_BOT_CLIENT(this))
1838 return; // bots abuse .enemy, this code is useless to them
1840 entity old_spectatee = this.enemy;
1842 this.enemy = spectatee;
1845 // these are required to fix the spectator bug with arc
1848 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1850 .entity weaponentity = weaponentities[slot];
1851 if(old_spectatee.(weaponentity).arc_beam)
1852 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1857 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1859 .entity weaponentity = weaponentities[slot];
1860 if(this.enemy.(weaponentity).arc_beam)
1861 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1866 SetSpectatee_status(this, etof(this.enemy));
1868 // needed to update spectator list
1869 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1872 bool Spectate(entity this, entity pl)
1874 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1876 pl = M_ARGV(1, entity);
1878 SetSpectatee(this, pl);
1879 return SpectateSet(this);
1882 bool SpectateNext(entity this)
1884 entity ent = find(this.enemy, classname, STR_PLAYER);
1886 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1887 ent = M_ARGV(1, entity);
1889 ent = find(ent, classname, STR_PLAYER);
1891 if(ent) { SetSpectatee(this, ent); }
1893 return SpectateSet(this);
1896 bool SpectatePrev(entity this)
1898 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1899 entity ent = findchain(classname, STR_PLAYER);
1900 if (!ent) // no player
1904 // skip players until current spectated player
1906 while(ent && ent != this.enemy)
1909 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1911 case MUT_SPECPREV_FOUND:
1912 ent = M_ARGV(1, entity);
1914 case MUT_SPECPREV_RETURN:
1916 case MUT_SPECPREV_CONTINUE:
1927 SetSpectatee(this, ent);
1928 return SpectateSet(this);
1933 ShowRespawnCountdown()
1935 Update a respawn countdown display.
1938 void ShowRespawnCountdown(entity this)
1941 if(!IS_DEAD(this)) // just respawned?
1945 number = ceil(this.respawn_time - time);
1948 if(number <= this.respawn_countdown)
1950 this.respawn_countdown = number - 1;
1951 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
1952 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1957 .bool team_selected;
1958 bool ShowTeamSelection(entity this)
1960 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1962 stuffcmd(this, "menu_showteamselect\n");
1965 void Join(entity this)
1967 TRANSMUTE(Player, this);
1969 if(!this.team_selected)
1970 if(autocvar_g_campaign || autocvar_g_balance_teams)
1971 JoinBestTeam(this, false, true);
1973 if(autocvar_g_campaign)
1974 campaign_bots_may_start = true;
1976 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1978 PutClientInServer(this);
1981 if(teamplay && this.team != -1)
1982 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1984 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1985 this.team_selected = false;
1989 * Determines whether the player is allowed to join. This depends on cvar
1990 * g_maxplayers, if it isn't used this function always return true, otherwise
1991 * it checks whether the number of currently playing players exceeds g_maxplayers.
1992 * @return int number of free slots for players, 0 if none
1994 int nJoinAllowed(entity this, entity ignore)
1997 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1998 // so report 0 free slots if restricted
2000 if(autocvar_g_forced_team_otherwise == "spectate")
2002 if(autocvar_g_forced_team_otherwise == "spectator")
2006 if(this && this.team_forced < 0)
2007 return 0; // forced spectators can never join
2009 // TODO simplify this
2010 int totalClients = 0;
2011 int currentlyPlaying = 0;
2012 FOREACH_CLIENT(true, LAMBDA(
2015 if(IS_REAL_CLIENT(it))
2016 if(IS_PLAYER(it) || it.caplayer)
2020 float free_slots = 0;
2021 if (!autocvar_g_maxplayers)
2022 free_slots = maxclients - totalClients;
2023 else if(currentlyPlaying < autocvar_g_maxplayers)
2024 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2026 static float join_prevent_msg_time = 0;
2027 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2029 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2030 join_prevent_msg_time = time + 3;
2037 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2038 * g_maxplayers_spectator_blocktime seconds
2040 void checkSpectatorBlock(entity this)
2042 if(IS_SPEC(this) || IS_OBSERVER(this))
2044 if(IS_REAL_CLIENT(this))
2046 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2047 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2053 void PrintWelcomeMessage(entity this)
2055 if(CS(this).motd_actived_time == 0)
2057 if (autocvar_g_campaign) {
2058 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2059 CS(this).motd_actived_time = time;
2060 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2063 if (PHYS_INPUT_BUTTON_INFO(this)) {
2064 CS(this).motd_actived_time = time;
2065 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2069 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2071 if (autocvar_g_campaign) {
2072 if (PHYS_INPUT_BUTTON_INFO(this))
2073 CS(this).motd_actived_time = time;
2074 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2075 CS(this).motd_actived_time = 0;
2076 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2079 if (PHYS_INPUT_BUTTON_INFO(this))
2080 CS(this).motd_actived_time = time;
2081 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2082 CS(this).motd_actived_time = 0;
2083 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2087 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2089 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2090 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2091 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2093 // instanctly hide MOTD
2094 CS(this).motd_actived_time = 0;
2095 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2100 bool joinAllowed(entity this)
2102 if (this.version_mismatch) return false;
2103 if (!nJoinAllowed(this, this)) return false;
2104 if (teamplay && lockteams) return false;
2105 if (ShowTeamSelection(this)) return false;
2106 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2111 bool PlayerThink(entity this)
2113 CheckRules_Player(this);
2115 if (game_stopped || intermission_running) {
2116 this.modelflags &= ~MF_ROCKET;
2117 if(intermission_running)
2118 IntermissionThink(this);
2122 if (timeout_status == TIMEOUT_ACTIVE) {
2123 // don't allow the player to turn around while game is paused
2124 // FIXME turn this into CSQC stuff
2125 this.v_angle = this.lastV_angle;
2126 this.angles = this.lastV_angle;
2127 this.fixangle = true;
2130 if (frametime) player_powerups(this);
2132 if (IS_DEAD(this)) {
2133 if (this.personal && g_race_qualifying) {
2134 if (time > this.respawn_time) {
2135 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2137 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2140 if (frametime) player_anim(this);
2142 if (this.respawn_flags & RESPAWN_DENY)
2144 STAT(RESPAWN_TIME, this) = 0;
2148 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));
2150 switch(this.deadflag)
2154 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2155 this.deadflag = DEAD_RESPAWNING;
2156 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2157 this.deadflag = DEAD_DEAD;
2163 this.deadflag = DEAD_RESPAWNABLE;
2164 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2165 this.deadflag = DEAD_RESPAWNING;
2168 case DEAD_RESPAWNABLE:
2170 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2171 this.deadflag = DEAD_RESPAWNING;
2174 case DEAD_RESPAWNING:
2176 if (time > this.respawn_time)
2178 this.respawn_time = time + 1; // only retry once a second
2179 this.respawn_time_max = this.respawn_time;
2186 ShowRespawnCountdown(this);
2188 if (this.respawn_flags & RESPAWN_SILENT)
2189 STAT(RESPAWN_TIME, this) = 0;
2190 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2192 if (time < this.respawn_time)
2193 STAT(RESPAWN_TIME, this) = this.respawn_time;
2194 else if (this.deadflag != DEAD_RESPAWNING)
2195 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2198 STAT(RESPAWN_TIME, this) = this.respawn_time;
2201 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2202 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2203 STAT(RESPAWN_TIME, this) *= -1;
2208 this.prevorigin = this.origin;
2210 bool have_hook = false;
2211 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2213 .entity weaponentity = weaponentities[slot];
2214 if(this.(weaponentity).hook.state)
2220 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2223 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2225 } else if (this.vehicle) {
2227 } else if (STAT(FROZEN, this)) {
2234 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2235 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2236 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2238 } else if (this.crouch) {
2239 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2240 if (!trace_startsolid) {
2241 this.crouch = false;
2242 this.view_ofs = STAT(PL_VIEW_OFS, this);
2243 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2247 FixPlayermodel(this);
2249 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2252 this.items &= ~this.items_added;
2254 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2256 .entity weaponentity = weaponentities[slot];
2257 W_WeaponFrame(this, weaponentity);
2261 this.clip_load = this.(weaponentity).clip_load;
2262 this.clip_size = this.(weaponentity).clip_size;
2266 this.items_added = 0;
2267 if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2268 this.items_added |= IT_FUEL;
2270 this.items |= this.items_added;
2275 // WEAPONTODO: Add a weapon request for this
2276 // rot vortex charge to the charge limit
2277 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2279 .entity weaponentity = weaponentities[slot];
2280 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2281 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2284 if (frametime) player_anim(this);
2287 secrets_setstatus(this);
2290 monsters_setstatus(this);
2292 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2297 void ObserverThink(entity this)
2299 if ( CS(this).impulse )
2301 MinigameImpulse(this, CS(this).impulse);
2302 CS(this).impulse = 0;
2305 if (this.flags & FL_JUMPRELEASED) {
2306 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2307 this.flags &= ~FL_JUMPRELEASED;
2308 this.flags |= FL_SPAWNING;
2309 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
2310 this.flags &= ~FL_JUMPRELEASED;
2311 if(SpectateNext(this)) {
2312 TRANSMUTE(Spectator, this);
2315 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2316 set_movetype(this, preferred_movetype);
2319 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2320 this.flags |= FL_JUMPRELEASED;
2321 if(this.flags & FL_SPAWNING)
2323 this.flags &= ~FL_SPAWNING;
2331 void SpectatorThink(entity this)
2333 if ( CS(this).impulse )
2335 if(MinigameImpulse(this, CS(this).impulse))
2336 CS(this).impulse = 0;
2338 if (CS(this).impulse == IMP_weapon_drop.impulse)
2340 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2341 CS(this).impulse = 0;
2346 if (this.flags & FL_JUMPRELEASED) {
2347 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2348 this.flags &= ~FL_JUMPRELEASED;
2349 this.flags |= FL_SPAWNING;
2350 } 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)) {
2351 this.flags &= ~FL_JUMPRELEASED;
2352 if(SpectateNext(this)) {
2353 TRANSMUTE(Spectator, this);
2355 TRANSMUTE(Observer, this);
2356 PutClientInServer(this);
2358 CS(this).impulse = 0;
2359 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2360 this.flags &= ~FL_JUMPRELEASED;
2361 if(SpectatePrev(this)) {
2362 TRANSMUTE(Spectator, this);
2364 TRANSMUTE(Observer, this);
2365 PutClientInServer(this);
2367 CS(this).impulse = 0;
2368 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2369 this.flags &= ~FL_JUMPRELEASED;
2370 TRANSMUTE(Observer, this);
2371 PutClientInServer(this);
2373 if(!SpectateUpdate(this))
2374 PutObserverInServer(this);
2377 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2378 this.flags |= FL_JUMPRELEASED;
2379 if(this.flags & FL_SPAWNING)
2381 this.flags &= ~FL_SPAWNING;
2386 if(!SpectateUpdate(this))
2387 PutObserverInServer(this);
2390 this.flags |= FL_CLIENT | FL_NOTARGET;
2393 void vehicles_enter (entity pl, entity veh);
2394 void PlayerUseKey(entity this)
2396 if (!IS_PLAYER(this))
2403 vehicles_exit(this.vehicle, VHEF_NORMAL);
2407 else if(autocvar_g_vehicles_enter)
2409 if(!STAT(FROZEN, this))
2413 entity head, closest_target = NULL;
2414 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2416 while(head) // find the closest acceptable target to enter
2418 if(IS_VEHICLE(head))
2420 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2421 if(head.takedamage != DAMAGE_NO)
2425 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2426 { closest_target = head; }
2428 else { closest_target = head; }
2434 if(closest_target) { vehicles_enter(this, closest_target); return; }
2438 // a use key was pressed; call handlers
2439 MUTATOR_CALLHOOK(PlayerUseKey, this);
2447 Called every frame for each client before the physics are run
2450 .float last_vehiclecheck;
2451 void PlayerPreThink (entity this)
2453 WarpZone_PlayerPhysics_FixVAngle(this);
2455 STAT(GAMESTARTTIME, this) = game_starttime;
2456 STAT(ROUNDSTARTTIME, this) = round_starttime;
2457 STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2458 STAT(LEADLIMIT, this) = autocvar_leadlimit;
2460 STAT(WEAPONSINMAP, this) = weaponsInMap;
2463 // physics frames: update anticheat stuff
2464 anticheat_prethink(this);
2467 if (blockSpectators && frametime) {
2468 // WORKAROUND: only use dropclient in server frames (frametime set).
2469 // Never use it in cl_movement frames (frametime zero).
2470 checkSpectatorBlock(this);
2473 zoomstate_set = false;
2475 // Check for nameless players
2476 if (isInvisibleString(this.netname)) {
2477 this.netname = strzone(sprintf("Player#%d", this.playerid));
2478 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2480 if (this.netname != CS(this).netname_previous) {
2481 if (autocvar_sv_eventlog) {
2482 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2484 if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
2485 CS(this).netname_previous = strzone(this.netname);
2489 if (CS(this).version_nagtime && this.cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2490 CS(this).version_nagtime = 0;
2491 if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2493 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2495 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2497 int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2498 if (r < 0) { // old client
2499 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2500 } else if (r > 0) { // old server
2501 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2507 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2509 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2510 this.max_armorvalue = 0;
2513 if (STAT(FROZEN, this) == 2)
2515 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2516 this.health = max(1, this.revive_progress * start_health);
2517 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2519 if (this.revive_progress >= 1)
2522 else if (STAT(FROZEN, this) == 3)
2524 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2525 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2527 if (this.health < 1)
2530 vehicles_exit(this.vehicle, VHEF_RELEASE);
2531 if(this.event_damage)
2532 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2534 else if (this.revive_progress <= 0)
2538 MUTATOR_CALLHOOK(PlayerPreThink, this);
2540 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2541 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2543 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2545 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2546 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2548 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2552 if(!it.team || SAME_TEAM(this, it))
2553 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2554 else if(autocvar_g_vehicles_steal)
2555 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2559 this.last_vehiclecheck = time + 1;
2562 if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2564 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2566 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2569 if (IS_REAL_CLIENT(this))
2570 PrintWelcomeMessage(this);
2572 if (IS_PLAYER(this)) {
2573 if(!PlayerThink(this))
2576 else if (game_stopped || intermission_running) {
2577 if(intermission_running)
2578 IntermissionThink(this);
2581 else if (IS_OBSERVER(this)) {
2582 ObserverThink(this);
2584 else if (IS_SPEC(this)) {
2585 SpectatorThink(this);
2588 // WEAPONTODO: Add weapon request for this
2589 if (!zoomstate_set) {
2590 bool wep_zoomed = false;
2591 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2593 .entity weaponentity = weaponentities[slot];
2594 Weapon thiswep = this.(weaponentity).m_weapon;
2595 if(thiswep != WEP_Null && thiswep.wr_zoom)
2596 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2598 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2601 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2603 CS(this).teamkill_soundtime = 0;
2605 entity e = CS(this).teamkill_soundsource;
2606 entity oldpusher = e.pusher;
2608 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2609 e.pusher = oldpusher;
2612 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2613 CS(this).taunt_soundtime = 0;
2614 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2617 target_voicescript_next(this);
2619 // WEAPONTODO: Move into weaponsystem somehow
2620 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2621 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2623 .entity weaponentity = weaponentities[slot];
2624 if(this.(weaponentity).m_weapon == WEP_Null)
2625 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2629 void DrownPlayer(entity this)
2634 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2636 if(this.air_finished < time)
2637 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2638 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2641 else if (this.air_finished < time)
2643 if (this.pain_finished < time)
2645 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2646 this.pain_finished = time + 0.5;
2651 .bool move_qcphysics;
2653 void Player_Physics(entity this)
2655 set_movetype(this, this.move_movetype);
2657 if(!this.move_qcphysics)
2660 if(!frametime && !CS(this).pm_frametime)
2663 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2665 CS(this).pm_frametime = 0;
2672 Called every frame for each client after the physics are run
2675 void PlayerPostThink (entity this)
2677 Player_Physics(this);
2680 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2681 if (IS_REAL_CLIENT(this))
2682 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2684 int totalClients = 0;
2685 if(sv_maxidle_slots > 0)
2687 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2693 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2694 { /* do nothing */ }
2695 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2697 if (CS(this).idlekick_lasttimeleft)
2699 CS(this).idlekick_lasttimeleft = 0;
2700 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2705 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2706 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2707 if (!CS(this).idlekick_lasttimeleft)
2708 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2710 if (timeleft <= 0) {
2711 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2715 else if (timeleft <= 10) {
2716 if (timeleft != CS(this).idlekick_lasttimeleft) {
2717 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2719 CS(this).idlekick_lasttimeleft = timeleft;
2726 //CheckPlayerJump();
2729 this.solid = SOLID_NOT;
2730 this.takedamage = DAMAGE_NO;
2731 set_movetype(this, MOVETYPE_NONE);
2734 if (IS_PLAYER(this)) {
2736 CheckRules_Player(this);
2737 UpdateChatBubble(this);
2738 if (CS(this).impulse) ImpulseCommands(this);
2741 CSQCMODEL_AUTOUPDATE(this);
2744 GetPressedKeys(this);
2747 if (this.waypointsprite_attachedforcarrier) {
2748 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2749 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2752 playerdemo_write(this);
2754 CSQCMODEL_AUTOUPDATE(this);
2757 // hack to copy the button fields from the client entity to the Client State
2758 void PM_UpdateButtons(entity this, entity store)
2761 store.impulse = this.impulse;
2764 store.button0 = this.button0;
2765 store.button2 = this.button2;
2766 store.button3 = this.button3;
2767 store.button4 = this.button4;
2768 store.button5 = this.button5;
2769 store.button6 = this.button6;
2770 store.button7 = this.button7;
2771 store.button8 = this.button8;
2772 store.button9 = this.button9;
2773 store.button10 = this.button10;
2774 store.button11 = this.button11;
2775 store.button12 = this.button12;
2776 store.button13 = this.button13;
2777 store.button14 = this.button14;
2778 store.button15 = this.button15;
2779 store.button16 = this.button16;
2780 store.buttonuse = this.buttonuse;
2781 store.buttonchat = this.buttonchat;
2783 store.cursor_active = this.cursor_active;
2784 store.cursor_screen = this.cursor_screen;
2785 store.cursor_trace_start = this.cursor_trace_start;
2786 store.cursor_trace_endpos = this.cursor_trace_endpos;
2787 store.cursor_trace_ent = this.cursor_trace_ent;
2789 store.ping = this.ping;
2790 store.ping_packetloss = this.ping_packetloss;
2791 store.ping_movementloss = this.ping_movementloss;
2793 store.v_angle = this.v_angle;
2794 store.movement = this.movement;