3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "resources.qh"
16 #include "g_damage.qh"
17 #include "handicap.qh"
19 #include "command/common.qh"
24 #include "campaign.qh"
25 #include "command/common.qh"
26 #include "scores_rules.qh"
30 #include "../common/ent_cs.qh"
31 #include "../common/wepent.qh"
32 #include <common/state.qh>
34 #include <common/effects/qc/globalsound.qh>
36 #include "../common/triggers/func/conveyor.qh"
37 #include "../common/triggers/teleporters.qh"
38 #include "../common/triggers/target/spawnpoint.qh"
40 #include "../common/vehicles/all.qh"
42 #include "weapons/hitplot.qh"
43 #include "weapons/weaponsystem.qh"
45 #include "../common/net_notice.qh"
46 #include "../common/net_linked.qh"
47 #include "../common/physics/player.qh"
49 #include "../common/items/_mod.qh"
51 #include "../common/mutators/mutator/waypoints/all.qh"
53 #include "../common/triggers/subs.qh"
54 #include "../common/triggers/triggers.qh"
55 #include "../common/triggers/trigger/secret.qh"
57 #include "../common/minigames/sv_minigames.qh"
59 #include "../common/items/inventory.qh"
61 #include "../common/monsters/sv_monsters.qh"
63 #include "../lib/warpzone/server.qh"
65 STATIC_METHOD(Client, Add, void(Client this, int _team))
68 TRANSMUTE(Player, this);
71 PutClientInServer(this);
74 void PutObserverInServer(entity this);
76 STATIC_METHOD(Client, Remove, void(Client this))
78 TRANSMUTE(Observer, this);
79 PutClientInServer(this);
80 ClientDisconnect(this);
83 void send_CSQC_teamnagger() {
84 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
87 int CountSpectators(entity player, entity to)
89 if(!player) { return 0; } // not sure how, but best to be safe
93 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
101 void WriteSpectators(entity player, entity to)
103 if(!player) { return; } // not sure how, but best to be safe
105 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
107 WriteByte(MSG_ENTITY, num_for_edict(it));
111 bool ClientData_Send(entity this, entity to, int sf)
113 assert(to == this.owner, return false);
116 if (IS_SPEC(e)) e = e.enemy;
119 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
120 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
121 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
122 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
124 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
125 WriteByte(MSG_ENTITY, sf);
128 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
132 float specs = CountSpectators(e, to);
133 WriteByte(MSG_ENTITY, specs);
134 WriteSpectators(e, to);
140 void ClientData_Attach(entity this)
142 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
143 CS(this).clientdata.drawonlytoclient = this;
144 CS(this).clientdata.owner = this;
147 void ClientData_Detach(entity this)
149 delete(CS(this).clientdata);
150 CS(this).clientdata = NULL;
153 void ClientData_Touch(entity e)
155 CS(e).clientdata.SendFlags = 1;
157 // make it spectatable
158 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
161 void SetSpectatee(entity this, entity spectatee);
162 void SetSpectatee_status(entity this, int spectatee_num);
169 Checks if the argument string can be a valid playermodel.
170 Returns a valid one in doubt.
173 string FallbackPlayerModel;
174 string CheckPlayerModel(string plyermodel) {
175 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
177 // note: we cannot summon Don Strunzone here, some player may
178 // still have the model string set. In case anyone manages how
179 // to change a cvar default, we'll have a small leak here.
180 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
182 // only in right path
183 if( substring(plyermodel,0,14) != "models/player/")
184 return FallbackPlayerModel;
185 // only good file extensions
186 if(substring(plyermodel,-4,4) != ".zym")
187 if(substring(plyermodel,-4,4) != ".dpm")
188 if(substring(plyermodel,-4,4) != ".iqm")
189 if(substring(plyermodel,-4,4) != ".md3")
190 if(substring(plyermodel,-4,4) != ".psk")
191 return FallbackPlayerModel;
192 // forbid the LOD models
193 if(substring(plyermodel, -9,5) == "_lod1")
194 return FallbackPlayerModel;
195 if(substring(plyermodel, -9,5) == "_lod2")
196 return FallbackPlayerModel;
197 if(plyermodel != strtolower(plyermodel))
198 return FallbackPlayerModel;
199 // also, restrict to server models
200 if(autocvar_sv_servermodelsonly)
202 if(!fexists(plyermodel))
203 return FallbackPlayerModel;
208 void setplayermodel(entity e, string modelname)
210 precache_model(modelname);
211 _setmodel(e, modelname);
212 player_setupanimsformodel(e);
213 if(!autocvar_g_debug_globalsounds)
214 UpdatePlayerSounds(e);
217 void FixPlayermodel(entity player);
218 /** putting a client as observer in the server */
219 void PutObserverInServer(entity this)
221 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
222 PlayerState_detach(this);
229 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
232 // was a player, recount votes and ready status
233 if(IS_REAL_CLIENT(this))
235 if (vote_called) { VoteCount(false); }
241 entity spot = SelectSpawnPoint(this, true);
242 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
243 this.angles = vec2(spot.angles);
244 this.fixangle = true;
245 // offset it so that the spectator spawns higher off the ground, looks better this way
246 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
247 if (IS_REAL_CLIENT(this))
250 WriteByte(MSG_ONE, SVC_SETVIEW);
251 WriteEntity(MSG_ONE, this);
253 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
254 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
255 if(!autocvar_g_debug_globalsounds)
257 // needed for player sounds
259 FixPlayermodel(this);
261 setmodel(this, MDL_Null);
262 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
263 this.view_ofs = '0 0 0';
266 RemoveGrapplingHooks(this);
267 Portal_ClearAll(this);
269 SetSpectatee(this, NULL);
274 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
278 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
280 WaypointSprite_PlayerDead(this);
282 if (mutator_returnvalue) {
283 // mutator prevents resetting teams+score
285 int oldteam = this.team;
286 this.team = -1; // move this as it is needed to log the player spectating in eventlog
287 MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
288 this.frags = FRAGS_SPECTATOR;
289 PlayerScore_Clear(this); // clear scores when needed
292 if (CS(this).killcount != FRAGS_SPECTATOR)
294 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
296 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
297 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
299 if(!CS(this).just_joined)
300 LogTeamchange(this.playerid, -1, 4);
302 CS(this).just_joined = false;
305 accuracy_resend(this);
307 CS(this).spectatortime = time;
309 IL_REMOVE(g_bot_targets, this);
310 this.bot_attack = false;
311 STAT(HUD, this) = HUD_NORMAL;
312 TRANSMUTE(Observer, this);
313 this.iscreature = false;
314 this.teleportable = TELEPORT_SIMPLE;
315 if(this.damagedbycontents)
316 IL_REMOVE(g_damagedbycontents, this);
317 this.damagedbycontents = false;
318 this.health = FRAGS_SPECTATOR;
319 SetSpectatee_status(this, etof(this));
320 this.takedamage = DAMAGE_NO;
321 this.solid = SOLID_NOT;
322 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
323 this.flags = FL_CLIENT | FL_NOTARGET;
324 this.armorvalue = 666;
326 this.armorvalue = autocvar_g_balance_armor_start;
327 this.pauserotarmor_finished = 0;
328 this.pauserothealth_finished = 0;
329 this.pauseregen_finished = 0;
330 this.damageforcescale = 0;
332 this.respawn_flags = 0;
333 this.respawn_time = 0;
334 STAT(RESPAWN_TIME, this) = 0;
339 this.pain_finished = 0;
340 this.strength_finished = 0;
341 this.invincible_finished = 0;
342 this.superweapons_finished = 0;
345 setthink(this, func_null);
347 this.deadflag = DEAD_NO;
349 STAT(REVIVE_PROGRESS, this) = 0;
350 this.revival_time = 0;
353 this.weapons = '0 0 0';
354 this.drawonlytoclient = this;
358 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
360 this.weaponmodel = "";
361 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
363 this.weaponentities[slot] = NULL;
365 this.exteriorweaponentity = NULL;
366 CS(this).killcount = FRAGS_SPECTATOR;
367 this.velocity = '0 0 0';
368 this.avelocity = '0 0 0';
369 this.punchangle = '0 0 0';
370 this.punchvector = '0 0 0';
371 this.oldvelocity = this.velocity;
372 this.fire_endtime = -1;
373 this.event_damage = func_null;
375 for(int slot = 0; slot < MAX_AXH; ++slot)
377 entity axh = this.(AuxiliaryXhair[slot]);
378 this.(AuxiliaryXhair[slot]) = NULL;
380 if(axh.owner == this && axh != NULL && !wasfreed(axh))
385 int player_getspecies(entity this)
387 get_model_parameters(this.model, this.skin);
388 int s = get_model_parameters_species;
389 get_model_parameters(string_null, 0);
390 if (s < 0) return SPECIES_HUMAN;
394 .float model_randomizer;
395 void FixPlayermodel(entity player)
397 string defaultmodel = "";
399 if(autocvar_sv_defaultcharacter)
405 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
406 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
407 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
408 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
412 if(defaultmodel == "")
414 defaultmodel = autocvar_sv_defaultplayermodel;
415 defaultskin = autocvar_sv_defaultplayerskin;
418 int n = tokenize_console(defaultmodel);
421 defaultmodel = argv(floor(n * CS(player).model_randomizer));
422 // However, do NOT randomize if the player-selected model is in the list.
423 for (int i = 0; i < n; ++i)
424 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
425 defaultmodel = argv(i);
428 int i = strstrofs(defaultmodel, ":", 0);
431 defaultskin = stof(substring(defaultmodel, i+1, -1));
432 defaultmodel = substring(defaultmodel, 0, i);
435 if(autocvar_sv_defaultcharacterskin && !defaultskin)
441 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
442 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
443 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
444 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
449 defaultskin = autocvar_sv_defaultplayerskin;
452 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
453 defaultmodel = M_ARGV(0, string);
454 defaultskin = M_ARGV(1, int);
458 if(defaultmodel != "")
460 if (defaultmodel != player.model)
462 vector m1 = player.mins;
463 vector m2 = player.maxs;
464 setplayermodel (player, defaultmodel);
465 setsize (player, m1, m2);
469 oldskin = player.skin;
470 player.skin = defaultskin;
472 if (player.playermodel != player.model || player.playermodel == "")
474 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
475 vector m1 = player.mins;
476 vector m2 = player.maxs;
477 setplayermodel (player, player.playermodel);
478 setsize (player, m1, m2);
482 if(!autocvar_sv_defaultcharacterskin)
484 oldskin = player.skin;
485 player.skin = stof(player.playerskin);
489 oldskin = player.skin;
490 player.skin = defaultskin;
494 if(chmdl || oldskin != player.skin) // model or skin has changed
496 player.species = player_getspecies(player); // update species
497 if(!autocvar_g_debug_globalsounds)
498 UpdatePlayerSounds(player); // update skin sounds
502 if(strlen(autocvar_sv_defaultplayercolors))
503 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
504 setcolor(player, stof(autocvar_sv_defaultplayercolors));
507 void PutPlayerInServer(entity this)
509 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
511 PlayerState_attach(this);
512 accuracy_resend(this);
515 JoinBestTeam(this, true);
517 entity spot = SelectSpawnPoint(this, false);
519 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
520 return; // spawn failed
523 TRANSMUTE(Player, this);
525 CS(this).wasplayer = true;
526 this.iscreature = true;
527 this.teleportable = TELEPORT_NORMAL;
528 if(!this.damagedbycontents)
529 IL_PUSH(g_damagedbycontents, this);
530 this.damagedbycontents = true;
531 set_movetype(this, MOVETYPE_WALK);
532 this.solid = SOLID_SLIDEBOX;
533 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
534 if (autocvar_g_playerclip_collisions)
535 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
536 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
537 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
538 this.frags = FRAGS_PLAYER;
539 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
540 this.flags = FL_CLIENT | FL_PICKUPITEMS;
541 if (autocvar__notarget)
542 this.flags |= FL_NOTARGET;
543 this.takedamage = DAMAGE_AIM;
544 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
547 this.ammo_shells = warmup_start_ammo_shells;
548 this.ammo_nails = warmup_start_ammo_nails;
549 this.ammo_rockets = warmup_start_ammo_rockets;
550 this.ammo_cells = warmup_start_ammo_cells;
551 this.ammo_plasma = warmup_start_ammo_plasma;
552 this.ammo_fuel = warmup_start_ammo_fuel;
553 this.health = warmup_start_health;
554 this.armorvalue = warmup_start_armorvalue;
555 this.weapons = WARMUP_START_WEAPONS;
557 this.ammo_shells = start_ammo_shells;
558 this.ammo_nails = start_ammo_nails;
559 this.ammo_rockets = start_ammo_rockets;
560 this.ammo_cells = start_ammo_cells;
561 this.ammo_plasma = start_ammo_plasma;
562 this.ammo_fuel = start_ammo_fuel;
563 this.health = start_health;
564 this.armorvalue = start_armorvalue;
565 this.weapons = start_weapons;
566 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
568 GiveRandomWeapons(this, random_start_weapons_count,
569 autocvar_g_random_start_weapons, random_start_ammo);
572 SetSpectatee_status(this, 0);
574 PS(this).dual_weapons = '0 0 0';
576 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
578 this.items = start_items;
580 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
581 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
582 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
583 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
584 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
585 if (!sv_ready_restart_after_countdown && time < game_starttime)
587 float f = game_starttime - time;
588 this.spawnshieldtime += f;
589 this.pauserotarmor_finished += f;
590 this.pauserothealth_finished += f;
591 this.pauseregen_finished += f;
594 this.damageforcescale = 2;
596 this.respawn_flags = 0;
597 this.respawn_time = 0;
598 STAT(RESPAWN_TIME, this) = 0;
599 this.scale = autocvar_sv_player_scale;
602 this.pain_finished = 0;
604 setthink(this, func_null); // players have no think function
607 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
609 this.deadflag = DEAD_NO;
611 this.angles = spot.angles;
612 this.angles_z = 0; // never spawn tilted even if the spot says to
613 if (IS_BOT_CLIENT(this))
614 this.v_angle = this.angles;
615 this.fixangle = true; // turn this way immediately
616 this.oldvelocity = this.velocity = '0 0 0';
617 this.avelocity = '0 0 0';
618 this.punchangle = '0 0 0';
619 this.punchvector = '0 0 0';
621 this.strength_finished = 0;
622 this.invincible_finished = 0;
623 this.fire_endtime = -1;
624 STAT(REVIVE_PROGRESS, this) = 0;
625 this.revival_time = 0;
627 this.air_finished = time + 12;
628 this.waterlevel = WATERLEVEL_NONE;
629 this.watertype = CONTENT_EMPTY;
631 entity spawnevent = new_pure(spawnevent);
632 spawnevent.owner = this;
633 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
635 // Cut off any still running player sounds.
636 stopsound(this, CH_PLAYER_SINGLE);
639 FixPlayermodel(this);
640 this.drawonlytoclient = NULL;
644 for(int slot = 0; slot < MAX_AXH; ++slot)
646 entity axh = this.(AuxiliaryXhair[slot]);
647 this.(AuxiliaryXhair[slot]) = NULL;
649 if(axh.owner == this && axh != NULL && !wasfreed(axh))
653 this.spawnpoint_targ = NULL;
656 this.view_ofs = STAT(PL_VIEW_OFS, this);
657 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
658 this.spawnorigin = spot.origin;
659 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
660 // don't reset back to last position, even if new position is stuck in solid
661 this.oldorigin = this.origin;
663 IL_REMOVE(g_conveyed, this);
664 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
665 STAT(HUD, this) = HUD_NORMAL;
667 this.event_damage = PlayerDamage;
670 IL_PUSH(g_bot_targets, this);
671 this.bot_attack = true;
672 if(!this.monster_attack)
673 IL_PUSH(g_monster_targets, this);
674 this.monster_attack = true;
675 navigation_dynamicgoal_init(this, false);
677 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
679 // player was spectator
680 if (CS(this).killcount == FRAGS_SPECTATOR) {
681 PlayerScore_Clear(this);
682 CS(this).killcount = 0;
683 CS(this).startplaytime = time;
686 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
688 .entity weaponentity = weaponentities[slot];
689 entity oldwep = this.(weaponentity);
690 CL_SpawnWeaponentity(this, weaponentity);
691 if(oldwep && oldwep.owner == this)
692 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
694 this.alpha = default_player_alpha;
695 this.colormod = '1 1 1' * autocvar_g_player_brightness;
696 this.exteriorweaponentity.alpha = default_weapon_alpha;
698 this.speedrunning = false;
700 target_voicescript_clear(this);
702 // reset fields the weapons may use
703 FOREACH(Weapons, true, {
704 it.wr_resetplayer(it, this);
705 // reload all reloadable weapons
706 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
707 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
709 .entity weaponentity = weaponentities[slot];
710 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
716 string s = spot.target;
717 spot.target = string_null;
718 SUB_UseTargets(spot, this, NULL);
724 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
726 if (autocvar_spawn_debug)
728 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
729 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
732 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
734 .entity weaponentity = weaponentities[slot];
735 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
736 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
738 this.(weaponentity).m_switchweapon = WEP_Null;
739 this.(weaponentity).m_weapon = WEP_Null;
740 this.(weaponentity).weaponname = "";
741 this.(weaponentity).m_switchingweapon = WEP_Null;
742 this.(weaponentity).cnt = -1;
745 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
747 if (!warmup_stage && !this.alivetime)
748 this.alivetime = time;
750 antilag_clear(this, CS(this));
753 /** Called when a client spawns in the server */
754 void PutClientInServer(entity this)
756 if (IS_BOT_CLIENT(this)) {
757 TRANSMUTE(Player, this);
758 } else if (IS_REAL_CLIENT(this)) {
760 WriteByte(MSG_ONE, SVC_SETVIEW);
761 WriteEntity(MSG_ONE, this);
764 TRANSMUTE(Observer, this);
766 SetSpectatee(this, NULL);
770 PS(this).itemkeys = 0;
772 MUTATOR_CALLHOOK(PutClientInServer, this);
774 if (IS_OBSERVER(this)) {
775 PutObserverInServer(this);
776 } else if (IS_PLAYER(this)) {
777 PutPlayerInServer(this);
781 void ClientInit_misc(entity this);
783 // TODO do we need all these fields, or should we stop autodetecting runtime
784 // changes and just have a console command to update this?
785 bool ClientInit_SendEntity(entity this, entity to, int sf)
787 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
790 // MSG_INIT replacement
791 // TODO: make easier to use
793 W_PROP_reload(MSG_ONE, to);
794 ClientInit_misc(this);
795 MUTATOR_CALLHOOK(Ent_Init);
797 void ClientInit_misc(entity this)
799 int channel = MSG_ONE;
800 WriteHeader(channel, ENT_CLIENT_INIT);
801 WriteByte(channel, g_nexball_meter_period * 32);
802 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
803 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
804 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
805 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
806 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
807 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
808 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
809 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
811 if(sv_foginterval && world.fog != "")
812 WriteString(channel, world.fog);
814 WriteString(channel, "");
815 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
816 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
817 WriteByte(channel, serverflags);
818 WriteCoord(channel, autocvar_g_trueaim_minrange);
821 void ClientInit_CheckUpdate(entity this)
823 this.nextthink = time;
824 if(this.count != autocvar_g_balance_armor_blockpercent)
826 this.count = autocvar_g_balance_armor_blockpercent;
829 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
831 this.cnt = autocvar_g_balance_damagepush_speedfactor;
836 void ClientInit_Spawn()
838 entity e = new_pure(clientinit);
839 setthink(e, ClientInit_CheckUpdate);
840 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
842 ClientInit_CheckUpdate(e);
852 // initialize parms for a new player
853 parm1 = -(86400 * 366);
855 MUTATOR_CALLHOOK(SetNewParms);
863 void SetChangeParms (entity this)
865 // save parms for level change
866 parm1 = CS(this).parm_idlesince - time;
868 MUTATOR_CALLHOOK(SetChangeParms);
876 void DecodeLevelParms(entity this)
879 CS(this).parm_idlesince = parm1;
880 if (CS(this).parm_idlesince == -(86400 * 366))
881 CS(this).parm_idlesince = time;
883 // whatever happens, allow 60 seconds of idling directly after connect for map loading
884 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
886 MUTATOR_CALLHOOK(DecodeLevelParms);
893 Called when a client types 'kill' in the console
897 .float clientkill_nexttime;
898 void ClientKill_Now_TeamChange(entity this)
900 if(this.killindicator_teamchange == -1)
902 JoinBestTeam( this, true );
904 else if(this.killindicator_teamchange == -2)
907 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
908 PutObserverInServer(this);
911 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
912 this.killindicator_teamchange = 0;
915 void ClientKill_Now(entity this)
919 vehicles_exit(this.vehicle, VHEF_RELEASE);
920 if(!this.killindicator_teamchange)
922 this.vehicle_health = -1;
923 Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
927 if(this.killindicator && !wasfreed(this.killindicator))
928 delete(this.killindicator);
930 this.killindicator = NULL;
932 if(this.killindicator_teamchange)
933 ClientKill_Now_TeamChange(this);
935 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
937 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
940 // now I am sure the player IS dead
942 void KillIndicator_Think(entity this)
946 this.owner.killindicator = NULL;
951 if (this.owner.alpha < 0 && !this.owner.vehicle)
953 this.owner.killindicator = NULL;
960 ClientKill_Now(this.owner);
963 else if(this.health == 1) // health == 1 means that it's silent
965 this.nextthink = time + 1;
971 setmodel(this, MDL_NUM(this.cnt));
972 if(IS_REAL_CLIENT(this.owner))
975 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
977 this.nextthink = time + 1;
982 float clientkilltime;
983 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
991 killtime = autocvar_g_balance_kill_delay;
993 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
995 killtime = M_ARGV(1, float);
997 this.killindicator_teamchange = targetteam;
999 if(!this.killindicator)
1003 killtime = max(killtime, this.clientkill_nexttime - time);
1004 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1007 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1009 ClientKill_Now(this);
1013 starttime = max(time, clientkilltime);
1015 this.killindicator = spawn();
1016 this.killindicator.owner = this;
1017 this.killindicator.scale = 0.5;
1018 setattachment(this.killindicator, this, "");
1019 setorigin(this.killindicator, '0 0 52');
1020 setthink(this.killindicator, KillIndicator_Think);
1021 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1022 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1023 this.killindicator.cnt = ceil(killtime);
1024 this.killindicator.count = bound(0, ceil(killtime), 10);
1025 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1027 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1029 it.killindicator = spawn();
1030 it.killindicator.owner = it;
1031 it.killindicator.scale = 0.5;
1032 setattachment(it.killindicator, it, "");
1033 setorigin(it.killindicator, '0 0 52');
1034 setthink(it.killindicator, KillIndicator_Think);
1035 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1036 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1037 it.killindicator.cnt = ceil(killtime);
1042 if(this.killindicator)
1044 if(targetteam == 0) // just die
1046 this.killindicator.colormod = '0 0 0';
1047 if(IS_REAL_CLIENT(this))
1048 if(this.killindicator.cnt > 0)
1049 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1051 else if(targetteam == -1) // auto
1053 this.killindicator.colormod = '0 1 0';
1054 if(IS_REAL_CLIENT(this))
1055 if(this.killindicator.cnt > 0)
1056 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1058 else if(targetteam == -2) // spectate
1060 this.killindicator.colormod = '0.5 0.5 0.5';
1061 if(IS_REAL_CLIENT(this))
1062 if(this.killindicator.cnt > 0)
1063 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1067 this.killindicator.colormod = Team_ColorRGB(targetteam);
1068 if(IS_REAL_CLIENT(this))
1069 if(this.killindicator.cnt > 0)
1070 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1076 void ClientKill (entity this)
1078 if(game_stopped) return;
1079 if(this.player_blocked) return;
1080 if(STAT(FROZEN, this)) return;
1082 ClientKill_TeamChange(this, 0);
1085 void FixClientCvars(entity e)
1087 // send prediction settings to the client
1088 stuffcmd(e, "\nin_bindmap 0 0\n");
1089 if(autocvar_g_antilag == 3) // client side hitscan
1090 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1091 if(autocvar_sv_gentle)
1092 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1094 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1095 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1097 MUTATOR_CALLHOOK(FixClientCvars, e);
1100 bool findinlist_abbrev(string tofind, string list)
1102 if(list == "" || tofind == "")
1103 return false; // empty list or search, just return
1105 // this function allows abbreviated strings!
1106 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1114 bool PlayerInIPList(entity p, string iplist)
1116 // some safety checks (never allow local?)
1117 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1120 return findinlist_abbrev(p.netaddress, iplist);
1123 bool PlayerInIDList(entity p, string idlist)
1125 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1129 return findinlist_abbrev(p.crypto_idfp, idlist);
1132 bool PlayerInList(entity player, string list)
1134 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1137 #ifdef DP_EXT_PRECONNECT
1142 Called once (not at each match start) when a client begins a connection to the server
1145 void ClientPreConnect(entity this)
1147 if(autocvar_sv_eventlog)
1149 GameLogEcho(sprintf(":connect:%d:%d:%s",
1152 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1162 Called when a client connects to the server
1165 void ClientConnect(entity this)
1167 if (Ban_MaybeEnforceBanOnce(this)) return;
1168 assert(!IS_CLIENT(this), return);
1169 this.flags |= FL_CLIENT;
1170 assert(player_count >= 0, player_count = 0);
1173 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1175 TRANSMUTE(Client, this);
1176 CS(this).version_nagtime = time + 10 + random() * 10;
1178 // identify the right forced team
1179 if (autocvar_g_campaign)
1181 if (IS_REAL_CLIENT(this)) // only players, not bots
1183 switch (autocvar_g_campaign_forceteam)
1185 case 1: this.team_forced = NUM_TEAM_1; break;
1186 case 2: this.team_forced = NUM_TEAM_2; break;
1187 case 3: this.team_forced = NUM_TEAM_3; break;
1188 case 4: this.team_forced = NUM_TEAM_4; break;
1189 default: this.team_forced = 0;
1193 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1194 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1195 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1196 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1197 else switch (autocvar_g_forced_team_otherwise)
1199 default: this.team_forced = 0; break;
1200 case "red": this.team_forced = NUM_TEAM_1; break;
1201 case "blue": this.team_forced = NUM_TEAM_2; break;
1202 case "yellow": this.team_forced = NUM_TEAM_3; break;
1203 case "pink": this.team_forced = NUM_TEAM_4; break;
1206 this.team_forced = -1;
1209 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1211 int playerid_save = this.playerid;
1212 this.playerid = 0; // silent
1213 JoinBestTeam(this, false); // if the team number is valid, keep it
1214 this.playerid = playerid_save;
1216 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1217 TRANSMUTE(Observer, this);
1219 if (!teamplay || autocvar_g_balance_teams) {
1220 TRANSMUTE(Player, this);
1221 campaign_bots_may_start = true;
1223 TRANSMUTE(Observer, this); // do it anyway
1227 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1229 // always track bots, don't ask for cl_allow_uidtracking
1230 if (IS_BOT_CLIENT(this))
1231 PlayerStats_GameReport_AddPlayer(this);
1233 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1235 if (autocvar_sv_eventlog)
1236 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1238 LogTeamchange(this.playerid, this.team, 1);
1240 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1242 if(teamplay && IS_PLAYER(this))
1243 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1245 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1247 stuffcmd(this, clientstuff, "\n");
1248 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1250 FixClientCvars(this);
1252 // get version info from player
1253 stuffcmd(this, "cmd clientversion $gameversion\n");
1255 // notify about available teams
1258 CheckAllowedTeams(this);
1259 int t = GetAllowedTeams();
1260 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1264 stuffcmd(this, "set _teams_available 0\n");
1267 bot_relinkplayerlist();
1269 CS(this).spectatortime = time;
1270 if (blockSpectators)
1272 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1275 CS(this).jointime = time;
1277 if (IS_REAL_CLIENT(this))
1279 if (g_weaponarena_weapons == WEPSET(TUBA))
1280 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1283 if (!sv_foginterval && world.fog != "")
1284 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1286 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1287 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1288 send_CSQC_teamnagger();
1290 CSQCMODEL_AUTOINIT(this);
1292 CS(this).model_randomizer = random();
1294 if (IS_REAL_CLIENT(this))
1295 sv_notice_join(this);
1297 // update physics stats (players can spawn before physics runs)
1298 Physics_UpdateStats(this);
1300 IL_EACH(g_initforplayer, it.init_for_player, {
1301 it.init_for_player(it, this);
1304 Handicap_Initialize(this);
1306 MUTATOR_CALLHOOK(ClientConnect, this);
1308 if (IS_REAL_CLIENT(this))
1310 if (!autocvar_g_campaign && !IS_PLAYER(this))
1312 CS(this).motd_actived_time = -1;
1313 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1321 Called when a client disconnects from the server
1324 .entity chatbubbleentity;
1326 void ClientDisconnect(entity this)
1328 assert(IS_CLIENT(this), return);
1330 PlayerStats_GameReport_FinalizePlayer(this);
1331 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1332 if (CS(this).active_minigame) part_minigame(this);
1333 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1335 if (autocvar_sv_eventlog)
1336 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1338 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1341 SetSpectatee(this, NULL);
1343 MUTATOR_CALLHOOK(ClientDisconnect, this);
1345 if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
1346 ClientState_detach(this);
1348 Portal_ClearAll(this);
1352 RemoveGrapplingHooks(this);
1354 // Here, everything has been done that requires this player to be a client.
1356 this.flags &= ~FL_CLIENT;
1358 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1359 if (this.killindicator) delete(this.killindicator);
1361 WaypointSprite_PlayerGone(this);
1363 bot_relinkplayerlist();
1365 if (this.clientstatus) strunzone(this.clientstatus);
1366 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1367 if (this.personal) delete(this.personal);
1371 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1376 void ChatBubbleThink(entity this)
1378 this.nextthink = time;
1379 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1381 if(this.owner) // but why can that ever be NULL?
1382 this.owner.chatbubbleentity = NULL;
1389 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1391 if ( CS(this.owner).active_minigame )
1392 this.mdl = "models/sprites/minigame_busy.iqm";
1393 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1394 this.mdl = "models/misc/chatbubble.spr";
1397 if ( this.model != this.mdl )
1398 _setmodel(this, this.mdl);
1402 void UpdateChatBubble(entity this)
1406 // spawn a chatbubble entity if needed
1407 if (!this.chatbubbleentity)
1409 this.chatbubbleentity = new(chatbubbleentity);
1410 this.chatbubbleentity.owner = this;
1411 this.chatbubbleentity.exteriormodeltoclient = this;
1412 setthink(this.chatbubbleentity, ChatBubbleThink);
1413 this.chatbubbleentity.nextthink = time;
1414 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1415 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1416 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1417 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1418 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1419 //this.chatbubbleentity.model = "";
1420 this.chatbubbleentity.effects = EF_LOWPRECISION;
1425 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1426 // added to the model skins
1427 /*void UpdateColorModHack()
1430 c = this.clientcolors & 15;
1431 // LordHavoc: only bothering to support white, green, red, yellow, blue
1432 if (!teamplay) this.colormod = '0 0 0';
1433 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1434 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1435 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1436 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1437 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1438 else this.colormod = '1 1 1';
1441 void respawn(entity this)
1443 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1445 this.solid = SOLID_NOT;
1446 this.takedamage = DAMAGE_NO;
1447 set_movetype(this, MOVETYPE_FLY);
1448 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1449 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1450 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1451 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1452 if(autocvar_g_respawn_ghosts_maxtime)
1453 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1458 this.effects |= EF_NODRAW; // prevent another CopyBody
1459 PutClientInServer(this);
1462 void play_countdown(entity this, float finished, Sound samp)
1465 if(IS_REAL_CLIENT(this))
1466 if(floor(finished - time - frametime) != floor(finished - time))
1467 if(finished - time < 6)
1468 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1471 void player_powerups(entity this)
1473 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1474 int items_prev = this.items;
1476 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1477 this.modelflags |= MF_ROCKET;
1479 this.modelflags &= ~MF_ROCKET;
1481 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1483 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1486 Fire_ApplyDamage(this);
1487 Fire_ApplyEffect(this);
1491 if (this.items & ITEM_Strength.m_itemid)
1493 play_countdown(this, this.strength_finished, SND_POWEROFF);
1494 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1495 if (time > this.strength_finished)
1497 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1498 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1499 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1504 if (time < this.strength_finished)
1506 this.items = this.items | ITEM_Strength.m_itemid;
1508 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1509 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1512 if (this.items & ITEM_Shield.m_itemid)
1514 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1515 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1516 if (time > this.invincible_finished)
1518 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1519 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1520 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1525 if (time < this.invincible_finished)
1527 this.items = this.items | ITEM_Shield.m_itemid;
1529 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1530 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1533 if (this.items & IT_SUPERWEAPON)
1535 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1537 this.superweapons_finished = 0;
1538 this.items = this.items - (this.items & IT_SUPERWEAPON);
1539 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1540 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1542 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1544 // don't let them run out
1548 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1549 if (time > this.superweapons_finished)
1551 this.items = this.items - (this.items & IT_SUPERWEAPON);
1552 this.weapons &= ~WEPSET_SUPERWEAPONS;
1553 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1554 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1558 else if(this.weapons & WEPSET_SUPERWEAPONS)
1560 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1562 this.items = this.items | IT_SUPERWEAPON;
1564 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1565 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1569 this.superweapons_finished = 0;
1570 this.weapons &= ~WEPSET_SUPERWEAPONS;
1575 this.superweapons_finished = 0;
1579 if(autocvar_g_nodepthtestplayers)
1580 this.effects = this.effects | EF_NODEPTHTEST;
1582 if(autocvar_g_fullbrightplayers)
1583 this.effects = this.effects | EF_FULLBRIGHT;
1585 if (time >= game_starttime)
1586 if (time < this.spawnshieldtime)
1587 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1589 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1592 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1594 if(current > stable)
1596 else if(current > stable - 0.25) // when close enough, "snap"
1599 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1602 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1604 if(current < stable)
1606 else if(current < stable + 0.25) // when close enough, "snap"
1609 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1612 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1614 if(current > rotstable)
1616 if(rotframetime > 0)
1618 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1619 current = max(rotstable, current - rotlinear * rotframetime);
1622 else if(current < regenstable)
1624 if(regenframetime > 0)
1626 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1627 current = min(regenstable, current + regenlinear * regenframetime);
1637 void player_regen(entity this)
1639 float max_mod, regen_mod, rot_mod, limit_mod;
1640 max_mod = regen_mod = rot_mod = limit_mod = 1;
1642 float regen_health = autocvar_g_balance_health_regen;
1643 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1644 float regen_health_rot = autocvar_g_balance_health_rot;
1645 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1646 float regen_health_stable = autocvar_g_balance_health_regenstable;
1647 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1648 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1649 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1650 max_mod = M_ARGV(1, float);
1651 regen_mod = M_ARGV(2, float);
1652 rot_mod = M_ARGV(3, float);
1653 limit_mod = M_ARGV(4, float);
1654 regen_health = M_ARGV(5, float);
1655 regen_health_linear = M_ARGV(6, float);
1656 regen_health_rot = M_ARGV(7, float);
1657 regen_health_rotlinear = M_ARGV(8, float);
1658 regen_health_stable = M_ARGV(9, float);
1659 regen_health_rotstable = M_ARGV(10, float);
1661 if(!mutator_returnvalue)
1662 if(!STAT(FROZEN, this))
1664 float mina, maxa, limith, limita;
1665 maxa = autocvar_g_balance_armor_rotstable;
1666 mina = autocvar_g_balance_armor_regenstable;
1667 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1668 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1670 regen_health_rotstable = regen_health_rotstable * max_mod;
1671 regen_health_stable = regen_health_stable * max_mod;
1672 limith = limith * limit_mod;
1673 limita = limita * limit_mod;
1675 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);
1676 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);
1679 // if player rotted to death... die!
1680 // check this outside above checks, as player may still be able to rot to death
1684 vehicles_exit(this.vehicle, VHEF_RELEASE);
1685 if(this.event_damage)
1686 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1689 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1691 float minf, maxf, limitf;
1693 maxf = autocvar_g_balance_fuel_rotstable;
1694 minf = autocvar_g_balance_fuel_regenstable;
1695 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1697 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);
1699 // Ugly hack to make sure the health and armor don't go beyond hard limit.
1700 // TODO: Remove this hack when all code uses GivePlayerHealth and
1702 if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1704 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1706 if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1708 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1714 void SetZoomState(entity this, float newzoom)
1716 if(newzoom != CS(this).zoomstate)
1718 CS(this).zoomstate = newzoom;
1719 ClientData_Touch(this);
1721 zoomstate_set = true;
1724 void GetPressedKeys(entity this)
1726 MUTATOR_CALLHOOK(GetPressedKeys, this);
1727 int keys = STAT(PRESSED_KEYS, this);
1728 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1729 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1730 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1731 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1733 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1734 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1735 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1736 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1737 CS(this).pressedkeys = keys; // store for other users
1739 STAT(PRESSED_KEYS, this) = keys;
1743 ======================
1744 spectate mode routines
1745 ======================
1748 void SpectateCopy(entity this, entity spectatee)
1750 TC(Client, this); TC(Client, spectatee);
1752 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1753 PS(this) = PS(spectatee);
1754 this.armortype = spectatee.armortype;
1755 this.armorvalue = spectatee.armorvalue;
1756 this.ammo_cells = spectatee.ammo_cells;
1757 this.ammo_plasma = spectatee.ammo_plasma;
1758 this.ammo_shells = spectatee.ammo_shells;
1759 this.ammo_nails = spectatee.ammo_nails;
1760 this.ammo_rockets = spectatee.ammo_rockets;
1761 this.ammo_fuel = spectatee.ammo_fuel;
1762 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1763 this.health = spectatee.health;
1764 CS(this).impulse = 0;
1765 this.items = spectatee.items;
1766 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1767 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1768 this.strength_finished = spectatee.strength_finished;
1769 this.invincible_finished = spectatee.invincible_finished;
1770 this.superweapons_finished = spectatee.superweapons_finished;
1771 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1772 this.weapons = spectatee.weapons;
1773 this.punchangle = spectatee.punchangle;
1774 this.view_ofs = spectatee.view_ofs;
1775 this.velocity = spectatee.velocity;
1776 this.dmg_take = spectatee.dmg_take;
1777 this.dmg_save = spectatee.dmg_save;
1778 this.dmg_inflictor = spectatee.dmg_inflictor;
1779 this.v_angle = spectatee.v_angle;
1780 this.angles = spectatee.v_angle;
1781 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1782 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1783 this.viewloc = spectatee.viewloc;
1784 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1785 this.fixangle = true;
1786 setorigin(this, spectatee.origin);
1787 setsize(this, spectatee.mins, spectatee.maxs);
1788 SetZoomState(this, CS(spectatee).zoomstate);
1790 anticheat_spectatecopy(this, spectatee);
1791 STAT(HUD, this) = STAT(HUD, spectatee);
1792 if(spectatee.vehicle)
1794 this.angles = spectatee.v_angle;
1796 //this.fixangle = false;
1797 //this.velocity = spectatee.vehicle.velocity;
1798 this.vehicle_health = spectatee.vehicle_health;
1799 this.vehicle_shield = spectatee.vehicle_shield;
1800 this.vehicle_energy = spectatee.vehicle_energy;
1801 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1802 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1803 this.vehicle_reload1 = spectatee.vehicle_reload1;
1804 this.vehicle_reload2 = spectatee.vehicle_reload2;
1806 //msg_entity = this;
1808 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1809 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1810 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1811 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1813 //WriteByte (MSG_ONE, SVC_SETVIEW);
1814 // WriteEntity(MSG_ONE, this);
1815 //makevectors(spectatee.v_angle);
1816 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1820 bool SpectateUpdate(entity this)
1825 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1827 SetSpectatee(this, NULL);
1831 SpectateCopy(this, this.enemy);
1836 bool SpectateSet(entity this)
1838 if(!IS_PLAYER(this.enemy))
1841 ClientData_Touch(this.enemy);
1844 WriteByte(MSG_ONE, SVC_SETVIEW);
1845 WriteEntity(MSG_ONE, this.enemy);
1846 set_movetype(this, MOVETYPE_NONE);
1847 accuracy_resend(this);
1849 if(!SpectateUpdate(this))
1850 PutObserverInServer(this);
1855 void SetSpectatee_status(entity this, int spectatee_num)
1857 int oldspectatee_status = CS(this).spectatee_status;
1858 CS(this).spectatee_status = spectatee_num;
1860 if (CS(this).spectatee_status != oldspectatee_status)
1862 ClientData_Touch(this);
1863 if (g_race || g_cts) race_InitSpectator();
1867 void SetSpectatee(entity this, entity spectatee)
1869 if(IS_BOT_CLIENT(this))
1870 return; // bots abuse .enemy, this code is useless to them
1872 entity old_spectatee = this.enemy;
1874 this.enemy = spectatee;
1877 // these are required to fix the spectator bug with arc
1880 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1882 .entity weaponentity = weaponentities[slot];
1883 if(old_spectatee.(weaponentity).arc_beam)
1884 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1889 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1891 .entity weaponentity = weaponentities[slot];
1892 if(this.enemy.(weaponentity).arc_beam)
1893 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1898 SetSpectatee_status(this, etof(this.enemy));
1900 // needed to update spectator list
1901 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1904 bool Spectate(entity this, entity pl)
1906 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1908 pl = M_ARGV(1, entity);
1910 SetSpectatee(this, pl);
1911 return SpectateSet(this);
1914 bool SpectateNext(entity this)
1916 entity ent = find(this.enemy, classname, STR_PLAYER);
1918 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1919 ent = M_ARGV(1, entity);
1921 ent = find(ent, classname, STR_PLAYER);
1923 if(ent) { SetSpectatee(this, ent); }
1925 return SpectateSet(this);
1928 bool SpectatePrev(entity this)
1930 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1931 entity ent = findchain(classname, STR_PLAYER);
1932 if (!ent) // no player
1936 // skip players until current spectated player
1938 while(ent && ent != this.enemy)
1941 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1943 case MUT_SPECPREV_FOUND:
1944 ent = M_ARGV(1, entity);
1946 case MUT_SPECPREV_RETURN:
1948 case MUT_SPECPREV_CONTINUE:
1959 SetSpectatee(this, ent);
1960 return SpectateSet(this);
1965 ShowRespawnCountdown()
1967 Update a respawn countdown display.
1970 void ShowRespawnCountdown(entity this)
1973 if(!IS_DEAD(this)) // just respawned?
1977 number = ceil(this.respawn_time - time);
1980 if(number <= this.respawn_countdown)
1982 this.respawn_countdown = number - 1;
1983 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
1984 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1989 .bool team_selected;
1990 bool ShowTeamSelection(entity this)
1992 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1994 stuffcmd(this, "menu_showteamselect\n");
1997 void Join(entity this)
1999 TRANSMUTE(Player, this);
2001 if(!this.team_selected)
2002 if(autocvar_g_campaign || autocvar_g_balance_teams)
2003 JoinBestTeam(this, true);
2005 if(autocvar_g_campaign)
2006 campaign_bots_may_start = true;
2008 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2010 PutClientInServer(this);
2013 if(teamplay && this.team != -1)
2014 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2016 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2017 this.team_selected = false;
2021 * Determines whether the player is allowed to join. This depends on cvar
2022 * g_maxplayers, if it isn't used this function always return true, otherwise
2023 * it checks whether the number of currently playing players exceeds g_maxplayers.
2024 * @return int number of free slots for players, 0 if none
2026 int nJoinAllowed(entity this, entity ignore)
2029 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2030 // so report 0 free slots if restricted
2032 if(autocvar_g_forced_team_otherwise == "spectate")
2034 if(autocvar_g_forced_team_otherwise == "spectator")
2038 if(this && this.team_forced < 0)
2039 return 0; // forced spectators can never join
2041 // TODO simplify this
2042 int totalClients = 0;
2043 int currentlyPlaying = 0;
2044 FOREACH_CLIENT(true, {
2047 if(IS_REAL_CLIENT(it))
2048 if(IS_PLAYER(it) || it.caplayer)
2052 float free_slots = 0;
2053 if (!autocvar_g_maxplayers)
2054 free_slots = maxclients - totalClients;
2055 else if(currentlyPlaying < autocvar_g_maxplayers)
2056 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2058 static float join_prevent_msg_time = 0;
2059 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2061 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2062 join_prevent_msg_time = time + 3;
2069 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2070 * g_maxplayers_spectator_blocktime seconds
2072 void checkSpectatorBlock(entity this)
2074 if(IS_SPEC(this) || IS_OBSERVER(this))
2076 if(IS_REAL_CLIENT(this))
2078 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2079 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2085 void PrintWelcomeMessage(entity this)
2087 if(CS(this).motd_actived_time == 0)
2089 if (autocvar_g_campaign) {
2090 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2091 CS(this).motd_actived_time = time;
2092 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2095 if (PHYS_INPUT_BUTTON_INFO(this)) {
2096 CS(this).motd_actived_time = time;
2097 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2101 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2103 if (autocvar_g_campaign) {
2104 if (PHYS_INPUT_BUTTON_INFO(this))
2105 CS(this).motd_actived_time = time;
2106 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2107 CS(this).motd_actived_time = 0;
2108 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2111 if (PHYS_INPUT_BUTTON_INFO(this))
2112 CS(this).motd_actived_time = time;
2113 else if (time - CS(this).motd_actived_time > 2) { // 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);
2119 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2121 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2122 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2123 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2125 // instanctly hide MOTD
2126 CS(this).motd_actived_time = 0;
2127 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2132 bool joinAllowed(entity this)
2134 if (CS(this).version_mismatch) return false;
2135 if (!nJoinAllowed(this, this)) return false;
2136 if (teamplay && lockteams) return false;
2137 if (ShowTeamSelection(this)) return false;
2138 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2143 bool PlayerThink(entity this)
2145 if (game_stopped || intermission_running) {
2146 this.modelflags &= ~MF_ROCKET;
2147 if(intermission_running)
2148 IntermissionThink(this);
2152 if (timeout_status == TIMEOUT_ACTIVE) {
2153 // don't allow the player to turn around while game is paused
2154 // FIXME turn this into CSQC stuff
2155 this.v_angle = this.lastV_angle;
2156 this.angles = this.lastV_angle;
2157 this.fixangle = true;
2160 if (frametime) player_powerups(this);
2162 if (IS_DEAD(this)) {
2163 if (this.personal && g_race_qualifying) {
2164 if (time > this.respawn_time) {
2165 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2167 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2170 if (frametime) player_anim(this);
2172 if (this.respawn_flags & RESPAWN_DENY)
2174 STAT(RESPAWN_TIME, this) = 0;
2178 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));
2180 switch(this.deadflag)
2184 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2185 this.deadflag = DEAD_RESPAWNING;
2186 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2187 this.deadflag = DEAD_DEAD;
2193 this.deadflag = DEAD_RESPAWNABLE;
2194 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2195 this.deadflag = DEAD_RESPAWNING;
2198 case DEAD_RESPAWNABLE:
2200 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2201 this.deadflag = DEAD_RESPAWNING;
2204 case DEAD_RESPAWNING:
2206 if (time > this.respawn_time)
2208 this.respawn_time = time + 1; // only retry once a second
2209 this.respawn_time_max = this.respawn_time;
2216 ShowRespawnCountdown(this);
2218 if (this.respawn_flags & RESPAWN_SILENT)
2219 STAT(RESPAWN_TIME, this) = 0;
2220 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2222 if (time < this.respawn_time)
2223 STAT(RESPAWN_TIME, this) = this.respawn_time;
2224 else if (this.deadflag != DEAD_RESPAWNING)
2225 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2228 STAT(RESPAWN_TIME, this) = this.respawn_time;
2231 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2232 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2233 STAT(RESPAWN_TIME, this) *= -1;
2238 bool have_hook = false;
2239 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2241 .entity weaponentity = weaponentities[slot];
2242 if(this.(weaponentity).hook.state)
2248 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2251 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2253 } else if (this.vehicle) {
2255 } else if (STAT(FROZEN, this)) {
2262 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2263 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2264 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2266 } else if (this.crouch) {
2267 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2268 if (!trace_startsolid) {
2269 this.crouch = false;
2270 this.view_ofs = STAT(PL_VIEW_OFS, this);
2271 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2275 FixPlayermodel(this);
2277 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2280 this.items &= ~this.items_added;
2282 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2284 .entity weaponentity = weaponentities[slot];
2285 W_WeaponFrame(this, weaponentity);
2288 this.items_added = 0;
2289 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2290 this.items_added |= IT_FUEL;
2292 this.items |= this.items_added;
2297 // WEAPONTODO: Add a weapon request for this
2298 // rot vortex charge to the charge limit
2299 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2301 .entity weaponentity = weaponentities[slot];
2302 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2303 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2306 if (frametime) player_anim(this);
2309 secrets_setstatus(this);
2312 monsters_setstatus(this);
2314 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2319 void ObserverThink(entity this)
2321 if ( CS(this).impulse )
2323 MinigameImpulse(this, CS(this).impulse);
2324 CS(this).impulse = 0;
2327 if (this.flags & FL_JUMPRELEASED) {
2328 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2329 this.flags &= ~FL_JUMPRELEASED;
2330 this.flags |= FL_SPAWNING;
2331 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2332 this.flags &= ~FL_JUMPRELEASED;
2333 if(SpectateNext(this)) {
2334 TRANSMUTE(Spectator, this);
2337 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2338 set_movetype(this, preferred_movetype);
2341 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2342 this.flags |= FL_JUMPRELEASED;
2343 if(this.flags & FL_SPAWNING)
2345 this.flags &= ~FL_SPAWNING;
2353 void SpectatorThink(entity this)
2355 if ( CS(this).impulse )
2357 if(MinigameImpulse(this, CS(this).impulse))
2358 CS(this).impulse = 0;
2360 if (CS(this).impulse == IMP_weapon_drop.impulse)
2362 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2363 CS(this).impulse = 0;
2368 if (this.flags & FL_JUMPRELEASED) {
2369 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2370 this.flags &= ~FL_JUMPRELEASED;
2371 this.flags |= FL_SPAWNING;
2372 } 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)) {
2373 this.flags &= ~FL_JUMPRELEASED;
2374 if(SpectateNext(this)) {
2375 TRANSMUTE(Spectator, this);
2377 TRANSMUTE(Observer, this);
2378 PutClientInServer(this);
2380 CS(this).impulse = 0;
2381 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2382 this.flags &= ~FL_JUMPRELEASED;
2383 if(SpectatePrev(this)) {
2384 TRANSMUTE(Spectator, this);
2386 TRANSMUTE(Observer, this);
2387 PutClientInServer(this);
2389 CS(this).impulse = 0;
2390 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2391 this.flags &= ~FL_JUMPRELEASED;
2392 TRANSMUTE(Observer, this);
2393 PutClientInServer(this);
2395 if(!SpectateUpdate(this))
2396 PutObserverInServer(this);
2399 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2400 this.flags |= FL_JUMPRELEASED;
2401 if(this.flags & FL_SPAWNING)
2403 this.flags &= ~FL_SPAWNING;
2408 if(!SpectateUpdate(this))
2409 PutObserverInServer(this);
2412 this.flags |= FL_CLIENT | FL_NOTARGET;
2415 void vehicles_enter (entity pl, entity veh);
2416 void PlayerUseKey(entity this)
2418 if (!IS_PLAYER(this))
2425 vehicles_exit(this.vehicle, VHEF_NORMAL);
2429 else if(autocvar_g_vehicles_enter)
2431 if(!STAT(FROZEN, this))
2435 entity head, closest_target = NULL;
2436 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2438 while(head) // find the closest acceptable target to enter
2440 if(IS_VEHICLE(head))
2442 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2443 if(head.takedamage != DAMAGE_NO)
2447 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2448 { closest_target = head; }
2450 else { closest_target = head; }
2456 if(closest_target) { vehicles_enter(this, closest_target); return; }
2460 // a use key was pressed; call handlers
2461 MUTATOR_CALLHOOK(PlayerUseKey, this);
2469 Called every frame for each client before the physics are run
2472 .float last_vehiclecheck;
2473 void PlayerPreThink (entity this)
2475 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2476 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2478 WarpZone_PlayerPhysics_FixVAngle(this);
2481 // physics frames: update anticheat stuff
2482 anticheat_prethink(this);
2485 if (blockSpectators && frametime) {
2486 // WORKAROUND: only use dropclient in server frames (frametime set).
2487 // Never use it in cl_movement frames (frametime zero).
2488 checkSpectatorBlock(this);
2491 zoomstate_set = false;
2493 // Check for nameless players
2494 if (this.netname == "" || this.netname != CS(this).netname_previous)
2496 bool assume_unchanged = (CS(this).netname_previous == "");
2497 if (isInvisibleString(this.netname))
2499 this.netname = strzone(sprintf("Player#%d", this.playerid));
2500 assume_unchanged = false;
2501 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2503 if (!assume_unchanged && autocvar_sv_eventlog)
2504 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2505 if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
2506 CS(this).netname_previous = strzone(this.netname);
2510 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2511 CS(this).version_nagtime = 0;
2512 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2514 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2516 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2518 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2519 if (r < 0) { // old client
2520 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2521 } else if (r > 0) { // old server
2522 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2528 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2530 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2531 this.max_armorvalue = 0;
2536 if (STAT(FROZEN, this) == 2)
2538 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2539 this.health = max(1, STAT(REVIVE_PROGRESS, this) * start_health);
2540 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2542 if (STAT(REVIVE_PROGRESS, this) >= 1)
2545 else if (STAT(FROZEN, this) == 3)
2547 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2548 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this) );
2550 if (this.health < 1)
2553 vehicles_exit(this.vehicle, VHEF_RELEASE);
2554 if(this.event_damage)
2555 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2557 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2562 MUTATOR_CALLHOOK(PlayerPreThink, this);
2564 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2565 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2567 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2569 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2570 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2572 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2576 if(!it.team || SAME_TEAM(this, it))
2577 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2578 else if(autocvar_g_vehicles_steal)
2579 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2583 this.last_vehiclecheck = time + 1;
2586 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2588 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2590 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2593 if (IS_REAL_CLIENT(this))
2594 PrintWelcomeMessage(this);
2596 if (IS_PLAYER(this)) {
2597 if(!PlayerThink(this))
2600 else if (game_stopped || intermission_running) {
2601 if(intermission_running)
2602 IntermissionThink(this);
2605 else if (IS_OBSERVER(this)) {
2606 ObserverThink(this);
2608 else if (IS_SPEC(this)) {
2609 SpectatorThink(this);
2612 // WEAPONTODO: Add weapon request for this
2613 if (!zoomstate_set) {
2614 bool wep_zoomed = false;
2615 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2617 .entity weaponentity = weaponentities[slot];
2618 Weapon thiswep = this.(weaponentity).m_weapon;
2619 if(thiswep != WEP_Null && thiswep.wr_zoom)
2620 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2622 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2625 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2627 CS(this).teamkill_soundtime = 0;
2629 entity e = CS(this).teamkill_soundsource;
2630 entity oldpusher = e.pusher;
2632 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2633 e.pusher = oldpusher;
2636 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2637 CS(this).taunt_soundtime = 0;
2638 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2641 target_voicescript_next(this);
2643 // WEAPONTODO: Move into weaponsystem somehow
2644 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2645 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2647 .entity weaponentity = weaponentities[slot];
2648 if(this.(weaponentity).m_weapon == WEP_Null)
2649 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2653 void DrownPlayer(entity this)
2655 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2658 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2660 if(this.air_finished < time)
2661 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2662 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2664 else if (this.air_finished < time)
2666 if (this.pain_finished < time)
2668 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
2669 this.pain_finished = time + 0.5;
2674 .bool move_qcphysics;
2676 void Player_Physics(entity this)
2678 set_movetype(this, this.move_movetype);
2680 if(!this.move_qcphysics)
2683 if(!frametime && !CS(this).pm_frametime)
2686 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2688 CS(this).pm_frametime = 0;
2695 Called every frame for each client after the physics are run
2698 void PlayerPostThink (entity this)
2700 Player_Physics(this);
2703 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2704 if (IS_REAL_CLIENT(this))
2705 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2707 int totalClients = 0;
2708 if(sv_maxidle_slots > 0)
2710 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2716 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2717 { /* do nothing */ }
2718 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2720 if (CS(this).idlekick_lasttimeleft)
2722 CS(this).idlekick_lasttimeleft = 0;
2723 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2728 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2729 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2730 if (!CS(this).idlekick_lasttimeleft)
2731 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2733 if (timeleft <= 0) {
2734 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2738 else if (timeleft <= 10) {
2739 if (timeleft != CS(this).idlekick_lasttimeleft) {
2740 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2742 CS(this).idlekick_lasttimeleft = timeleft;
2751 this.solid = SOLID_NOT;
2752 this.takedamage = DAMAGE_NO;
2753 set_movetype(this, MOVETYPE_NONE);
2756 if (IS_PLAYER(this)) {
2758 UpdateChatBubble(this);
2759 if (CS(this).impulse) ImpulseCommands(this);
2762 CSQCMODEL_AUTOUPDATE(this);
2765 GetPressedKeys(this);
2768 if (this.waypointsprite_attachedforcarrier) {
2769 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2770 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2773 playerdemo_write(this);
2775 CSQCMODEL_AUTOUPDATE(this);
2778 // hack to copy the button fields from the client entity to the Client State
2779 void PM_UpdateButtons(entity this, entity store)
2782 store.impulse = this.impulse;
2785 store.button0 = this.button0;
2786 store.button2 = this.button2;
2787 store.button3 = this.button3;
2788 store.button4 = this.button4;
2789 store.button5 = this.button5;
2790 store.button6 = this.button6;
2791 store.button7 = this.button7;
2792 store.button8 = this.button8;
2793 store.button9 = this.button9;
2794 store.button10 = this.button10;
2795 store.button11 = this.button11;
2796 store.button12 = this.button12;
2797 store.button13 = this.button13;
2798 store.button14 = this.button14;
2799 store.button15 = this.button15;
2800 store.button16 = this.button16;
2801 store.buttonuse = this.buttonuse;
2802 store.buttonchat = this.buttonchat;
2804 store.cursor_active = this.cursor_active;
2805 store.cursor_screen = this.cursor_screen;
2806 store.cursor_trace_start = this.cursor_trace_start;
2807 store.cursor_trace_endpos = this.cursor_trace_endpos;
2808 store.cursor_trace_ent = this.cursor_trace_ent;
2810 store.ping = this.ping;
2811 store.ping_packetloss = this.ping_packetloss;
2812 store.ping_movementloss = this.ping_movementloss;
2814 store.v_angle = this.v_angle;
2815 store.movement = this.movement;