3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "clientkill.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
27 #include "scores_rules.qh"
31 #include "../common/ent_cs.qh"
32 #include "../common/wepent.qh"
33 #include <common/state.qh>
35 #include "compat/quake3.qh"
37 #include <common/effects/qc/globalsound.qh>
39 #include "../common/mapobjects/func/conveyor.qh"
40 #include "../common/mapobjects/teleporters.qh"
41 #include "../common/mapobjects/target/spawnpoint.qh"
42 #include <common/mapobjects/trigger/counter.qh>
44 #include "../common/vehicles/all.qh"
46 #include "weapons/hitplot.qh"
47 #include "weapons/weaponsystem.qh"
49 #include "../common/net_notice.qh"
50 #include "../common/net_linked.qh"
51 #include "../common/physics/player.qh"
53 #include <common/vehicles/sv_vehicles.qh>
55 #include "../common/items/_mod.qh"
57 #include "../common/mutators/mutator/waypoints/all.qh"
58 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
59 #include <common/gamemodes/_mod.qh>
61 #include "../common/mapobjects/subs.qh"
62 #include "../common/mapobjects/triggers.qh"
63 #include "../common/mapobjects/trigger/secret.qh"
65 #include "../common/minigames/sv_minigames.qh"
67 #include "../common/items/inventory.qh"
69 #include "../common/monsters/sv_monsters.qh"
71 #include "../lib/warpzone/server.qh"
73 #include <common/mutators/mutator/overkill/oknex.qh>
75 STATIC_METHOD(Client, Add, void(Client this, int _team))
78 TRANSMUTE(Player, this);
81 PutClientInServer(this);
84 STATIC_METHOD(Client, Remove, void(Client this))
86 TRANSMUTE(Observer, this);
87 PutClientInServer(this);
88 ClientDisconnect(this);
91 void send_CSQC_teamnagger() {
92 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
95 int CountSpectators(entity player, entity to)
97 if(!player) { return 0; } // not sure how, but best to be safe
101 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
109 void WriteSpectators(entity player, entity to)
111 if(!player) { return; } // not sure how, but best to be safe
113 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
115 WriteByte(MSG_ENTITY, num_for_edict(it));
119 bool ClientData_Send(entity this, entity to, int sf)
121 assert(to == this.owner, return false);
124 if (IS_SPEC(e)) e = e.enemy;
127 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
128 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
129 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
130 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
132 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
133 WriteByte(MSG_ENTITY, sf);
136 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
140 float specs = CountSpectators(e, to);
141 WriteByte(MSG_ENTITY, specs);
142 WriteSpectators(e, to);
148 void ClientData_Attach(entity this)
150 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
151 CS(this).clientdata.drawonlytoclient = this;
152 CS(this).clientdata.owner = this;
155 void ClientData_Detach(entity this)
157 delete(CS(this).clientdata);
158 CS(this).clientdata = NULL;
161 void ClientData_Touch(entity e)
163 entity cd = CS(e).clientdata;
164 if (cd) { cd.SendFlags = 1; }
166 // make it spectatable
167 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
169 entity cd = CS(it).clientdata;
170 if (cd) { cd.SendFlags = 1; }
179 Checks if the argument string can be a valid playermodel.
180 Returns a valid one in doubt.
183 string FallbackPlayerModel;
184 string CheckPlayerModel(string plyermodel) {
185 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
187 // note: we cannot summon Don Strunzone here, some player may
188 // still have the model string set. In case anyone manages how
189 // to change a cvar default, we'll have a small leak here.
190 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
192 // only in right path
193 if( substring(plyermodel,0,14) != "models/player/")
194 return FallbackPlayerModel;
195 // only good file extensions
196 if(substring(plyermodel,-4,4) != ".zym")
197 if(substring(plyermodel,-4,4) != ".dpm")
198 if(substring(plyermodel,-4,4) != ".iqm")
199 if(substring(plyermodel,-4,4) != ".md3")
200 if(substring(plyermodel,-4,4) != ".psk")
201 return FallbackPlayerModel;
202 // forbid the LOD models
203 if(substring(plyermodel, -9,5) == "_lod1")
204 return FallbackPlayerModel;
205 if(substring(plyermodel, -9,5) == "_lod2")
206 return FallbackPlayerModel;
207 if(plyermodel != strtolower(plyermodel))
208 return FallbackPlayerModel;
209 // also, restrict to server models
210 if(autocvar_sv_servermodelsonly)
212 if(!fexists(plyermodel))
213 return FallbackPlayerModel;
218 void setplayermodel(entity e, string modelname)
220 precache_model(modelname);
221 _setmodel(e, modelname);
222 player_setupanimsformodel(e);
223 if(!autocvar_g_debug_globalsounds)
224 UpdatePlayerSounds(e);
227 /** putting a client as observer in the server */
228 void PutObserverInServer(entity this)
230 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
231 PlayerState_detach(this);
235 if(GetResource(this, RES_HEALTH) >= 1)
238 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
241 // was a player, recount votes and ready status
242 if(IS_REAL_CLIENT(this))
244 if (vote_called) { VoteCount(false); }
250 entity spot = SelectSpawnPoint(this, true);
251 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
252 this.angles = vec2(spot.angles);
253 this.fixangle = true;
254 // offset it so that the spectator spawns higher off the ground, looks better this way
255 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
256 if (IS_REAL_CLIENT(this))
259 WriteByte(MSG_ONE, SVC_SETVIEW);
260 WriteEntity(MSG_ONE, this);
262 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
263 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
264 if(!autocvar_g_debug_globalsounds)
266 // needed for player sounds
268 FixPlayermodel(this);
270 setmodel(this, MDL_Null);
271 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
272 this.view_ofs = '0 0 0';
275 RemoveGrapplingHooks(this);
276 Portal_ClearAll(this);
277 Unfreeze(this, false);
278 SetSpectatee(this, NULL);
283 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
287 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
289 WaypointSprite_PlayerDead(this);
291 if (CS(this).killcount != FRAGS_SPECTATOR)
294 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
295 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
298 accuracy_resend(this);
300 CS(this).spectatortime = time;
302 IL_REMOVE(g_bot_targets, this);
303 this.bot_attack = false;
304 if(this.monster_attack)
305 IL_REMOVE(g_monster_targets, this);
306 this.monster_attack = false;
307 STAT(HUD, this) = HUD_NORMAL;
308 TRANSMUTE(Observer, this);
309 this.iscreature = false;
310 this.teleportable = TELEPORT_SIMPLE;
311 if(this.damagedbycontents)
312 IL_REMOVE(g_damagedbycontents, this);
313 this.damagedbycontents = false;
314 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
315 SetSpectatee_status(this, etof(this));
316 this.takedamage = DAMAGE_NO;
317 this.solid = SOLID_NOT;
318 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
319 this.flags = FL_CLIENT | FL_NOTARGET;
321 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
322 this.pauserotarmor_finished = 0;
323 this.pauserothealth_finished = 0;
324 this.pauseregen_finished = 0;
325 this.damageforcescale = 0;
327 this.respawn_flags = 0;
328 this.respawn_time = 0;
329 STAT(RESPAWN_TIME, this) = 0;
334 this.pain_finished = 0;
335 this.strength_finished = 0;
336 this.invincible_finished = 0;
337 this.superweapons_finished = 0;
338 //this.dphitcontentsmask = 0;
339 this.dphitcontentsmask = DPCONTENTS_SOLID;
340 if (autocvar_g_playerclip_collisions)
341 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
344 setthink(this, func_null);
346 this.deadflag = DEAD_NO;
348 STAT(REVIVE_PROGRESS, this) = 0;
349 this.revival_time = 0;
350 this.draggable = drag_undraggable;
353 STAT(WEAPONS, this) = '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;
374 this.event_heal = func_null;
376 for(int slot = 0; slot < MAX_AXH; ++slot)
378 entity axh = this.(AuxiliaryXhair[slot]);
379 this.(AuxiliaryXhair[slot]) = NULL;
381 if(axh.owner == this && axh != NULL && !wasfreed(axh))
385 if (mutator_returnvalue)
387 // mutator prevents resetting teams+score
391 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
392 this.frags = FRAGS_SPECTATOR;
394 if (CS(this).just_joined)
395 CS(this).just_joined = false;
398 int player_getspecies(entity this)
400 get_model_parameters(this.model, this.skin);
401 int s = get_model_parameters_species;
402 get_model_parameters(string_null, 0);
403 if (s < 0) return SPECIES_HUMAN;
407 .float model_randomizer;
408 void FixPlayermodel(entity player)
410 string defaultmodel = "";
412 if(autocvar_sv_defaultcharacter)
418 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
419 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
420 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
421 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
425 if(defaultmodel == "")
427 defaultmodel = autocvar_sv_defaultplayermodel;
428 defaultskin = autocvar_sv_defaultplayerskin;
431 int n = tokenize_console(defaultmodel);
434 defaultmodel = argv(floor(n * CS(player).model_randomizer));
435 // However, do NOT randomize if the player-selected model is in the list.
436 for (int i = 0; i < n; ++i)
437 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
438 defaultmodel = argv(i);
441 int i = strstrofs(defaultmodel, ":", 0);
444 defaultskin = stof(substring(defaultmodel, i+1, -1));
445 defaultmodel = substring(defaultmodel, 0, i);
448 if(autocvar_sv_defaultcharacterskin && !defaultskin)
454 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
455 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
456 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
457 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
462 defaultskin = autocvar_sv_defaultplayerskin;
465 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
466 defaultmodel = M_ARGV(0, string);
467 defaultskin = M_ARGV(1, int);
471 if(defaultmodel != "")
473 if (defaultmodel != player.model)
475 vector m1 = player.mins;
476 vector m2 = player.maxs;
477 setplayermodel (player, defaultmodel);
478 setsize (player, m1, m2);
482 oldskin = player.skin;
483 player.skin = defaultskin;
485 if (player.playermodel != player.model || player.playermodel == "")
487 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
488 vector m1 = player.mins;
489 vector m2 = player.maxs;
490 setplayermodel (player, player.playermodel);
491 setsize (player, m1, m2);
495 if(!autocvar_sv_defaultcharacterskin)
497 oldskin = player.skin;
498 player.skin = stof(player.playerskin);
502 oldskin = player.skin;
503 player.skin = defaultskin;
507 if(chmdl || oldskin != player.skin) // model or skin has changed
509 player.species = player_getspecies(player); // update species
510 if(!autocvar_g_debug_globalsounds)
511 UpdatePlayerSounds(player); // update skin sounds
515 if(strlen(autocvar_sv_defaultplayercolors))
516 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
517 setcolor(player, stof(autocvar_sv_defaultplayercolors));
520 void PutPlayerInServer(entity this)
522 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
524 PlayerState_attach(this);
525 accuracy_resend(this);
528 TeamBalance_JoinBestTeam(this);
530 entity spot = SelectSpawnPoint(this, false);
532 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
533 return; // spawn failed
536 TRANSMUTE(Player, this);
538 CS(this).wasplayer = true;
539 this.iscreature = true;
540 this.teleportable = TELEPORT_NORMAL;
541 if(!this.damagedbycontents)
542 IL_PUSH(g_damagedbycontents, this);
543 this.damagedbycontents = true;
544 set_movetype(this, MOVETYPE_WALK);
545 this.solid = SOLID_SLIDEBOX;
546 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
547 if (autocvar_g_playerclip_collisions)
548 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
549 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
550 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
551 this.frags = FRAGS_PLAYER;
552 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
553 this.flags = FL_CLIENT | FL_PICKUPITEMS;
554 if (autocvar__notarget)
555 this.flags |= FL_NOTARGET;
556 this.takedamage = DAMAGE_AIM;
557 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
560 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
561 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
562 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
563 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
564 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
565 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
566 SetResource(this, RES_HEALTH, warmup_start_health);
567 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
568 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
570 SetResource(this, RES_SHELLS, start_ammo_shells);
571 SetResource(this, RES_BULLETS, start_ammo_nails);
572 SetResource(this, RES_ROCKETS, start_ammo_rockets);
573 SetResource(this, RES_CELLS, start_ammo_cells);
574 SetResource(this, RES_PLASMA, start_ammo_plasma);
575 SetResource(this, RES_FUEL, start_ammo_fuel);
576 SetResource(this, RES_HEALTH, start_health);
577 SetResource(this, RES_ARMOR, start_armorvalue);
578 STAT(WEAPONS, this) = start_weapons;
579 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
581 GiveRandomWeapons(this, random_start_weapons_count,
582 autocvar_g_random_start_weapons, random_start_ammo);
585 SetSpectatee_status(this, 0);
587 PS(this).dual_weapons = '0 0 0';
589 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
591 this.items = start_items;
593 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
594 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
595 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
596 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
597 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
598 if (!sv_ready_restart_after_countdown && time < game_starttime)
600 float f = game_starttime - time;
601 this.spawnshieldtime += f;
602 this.pauserotarmor_finished += f;
603 this.pauserothealth_finished += f;
604 this.pauseregen_finished += f;
607 this.damageforcescale = 2;
609 this.respawn_flags = 0;
610 this.respawn_time = 0;
611 STAT(RESPAWN_TIME, this) = 0;
612 this.scale = autocvar_sv_player_scale;
615 this.pain_finished = 0;
617 setthink(this, func_null); // players have no think function
620 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
622 this.deadflag = DEAD_NO;
624 this.angles = spot.angles;
625 this.angles_z = 0; // never spawn tilted even if the spot says to
626 if (IS_BOT_CLIENT(this))
628 this.v_angle = this.angles;
631 this.fixangle = true; // turn this way immediately
632 this.oldvelocity = this.velocity = '0 0 0';
633 this.avelocity = '0 0 0';
634 this.punchangle = '0 0 0';
635 this.punchvector = '0 0 0';
637 this.strength_finished = 0;
638 this.invincible_finished = 0;
639 this.fire_endtime = -1;
640 STAT(REVIVE_PROGRESS, this) = 0;
641 this.revival_time = 0;
643 this.air_finished = time + 12;
644 this.waterlevel = WATERLEVEL_NONE;
645 this.watertype = CONTENT_EMPTY;
647 entity spawnevent = new_pure(spawnevent);
648 spawnevent.owner = this;
649 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
651 // Cut off any still running player sounds.
652 stopsound(this, CH_PLAYER_SINGLE);
655 FixPlayermodel(this);
656 this.drawonlytoclient = NULL;
660 for(int slot = 0; slot < MAX_AXH; ++slot)
662 entity axh = this.(AuxiliaryXhair[slot]);
663 this.(AuxiliaryXhair[slot]) = NULL;
665 if(axh.owner == this && axh != NULL && !wasfreed(axh))
669 this.spawnpoint_targ = NULL;
672 this.view_ofs = STAT(PL_VIEW_OFS, this);
673 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
674 this.spawnorigin = spot.origin;
675 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
676 // don't reset back to last position, even if new position is stuck in solid
677 this.oldorigin = this.origin;
679 IL_REMOVE(g_conveyed, this);
680 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
681 STAT(HUD, this) = HUD_NORMAL;
683 this.event_damage = PlayerDamage;
684 this.event_heal = PlayerHeal;
686 this.draggable = func_null;
689 IL_PUSH(g_bot_targets, this);
690 this.bot_attack = true;
691 if(!this.monster_attack)
692 IL_PUSH(g_monster_targets, this);
693 this.monster_attack = true;
694 navigation_dynamicgoal_init(this, false);
696 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
698 // player was spectator
699 if (CS(this).killcount == FRAGS_SPECTATOR) {
700 PlayerScore_Clear(this);
701 CS(this).killcount = 0;
702 CS(this).startplaytime = time;
705 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
707 .entity weaponentity = weaponentities[slot];
708 entity oldwep = this.(weaponentity);
709 CL_SpawnWeaponentity(this, weaponentity);
710 if(oldwep && oldwep.owner == this)
711 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
713 this.alpha = default_player_alpha;
714 this.colormod = '1 1 1' * autocvar_g_player_brightness;
715 this.exteriorweaponentity.alpha = default_weapon_alpha;
717 this.speedrunning = false;
719 this.counter_cnt = 0;
720 this.fragsfilter_cnt = 0;
722 target_voicescript_clear(this);
724 // reset fields the weapons may use
725 FOREACH(Weapons, true, {
726 it.wr_resetplayer(it, this);
727 // reload all reloadable weapons
728 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
729 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
731 .entity weaponentity = weaponentities[slot];
732 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
738 string s = spot.target;
739 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
740 spot.target = string_null;
741 SUB_UseTargets(spot, this, NULL);
742 if(g_assault || g_race)
746 Unfreeze(this, false);
748 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
750 if (autocvar_spawn_debug)
752 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
753 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
756 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
758 .entity weaponentity = weaponentities[slot];
759 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
760 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
762 this.(weaponentity).m_switchweapon = WEP_Null;
763 this.(weaponentity).m_weapon = WEP_Null;
764 this.(weaponentity).weaponname = "";
765 this.(weaponentity).m_switchingweapon = WEP_Null;
766 this.(weaponentity).cnt = -1;
769 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
771 if (CS(this).impulse) ImpulseCommands(this);
773 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
775 .entity weaponentity = weaponentities[slot];
776 W_WeaponFrame(this, weaponentity);
779 if (!warmup_stage && !this.alivetime)
780 this.alivetime = time;
782 antilag_clear(this, CS(this));
785 /** Called when a client spawns in the server */
786 void PutClientInServer(entity this)
788 if (IS_BOT_CLIENT(this)) {
789 TRANSMUTE(Player, this);
790 } else if (IS_REAL_CLIENT(this)) {
792 WriteByte(MSG_ONE, SVC_SETVIEW);
793 WriteEntity(MSG_ONE, this);
796 TRANSMUTE(Observer, this);
798 SetSpectatee(this, NULL);
802 PS(this).itemkeys = 0;
804 MUTATOR_CALLHOOK(PutClientInServer, this);
806 if (IS_OBSERVER(this)) {
807 PutObserverInServer(this);
808 } else if (IS_PLAYER(this)) {
809 PutPlayerInServer(this);
813 // TODO do we need all these fields, or should we stop autodetecting runtime
814 // changes and just have a console command to update this?
815 bool ClientInit_SendEntity(entity this, entity to, int sf)
817 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
820 // MSG_INIT replacement
821 // TODO: make easier to use
823 W_PROP_reload(MSG_ONE, to);
824 ClientInit_misc(this);
825 MUTATOR_CALLHOOK(Ent_Init);
827 void ClientInit_misc(entity this)
829 int channel = MSG_ONE;
830 WriteHeader(channel, ENT_CLIENT_INIT);
831 WriteByte(channel, g_nexball_meter_period * 32);
832 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
833 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
834 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
835 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
836 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
837 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
838 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
839 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
841 if(sv_foginterval && world.fog != "")
842 WriteString(channel, world.fog);
844 WriteString(channel, "");
845 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
846 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
847 WriteByte(channel, serverflags);
848 WriteCoord(channel, autocvar_g_trueaim_minrange);
851 void ClientInit_CheckUpdate(entity this)
853 this.nextthink = time;
854 if(this.count != autocvar_g_balance_armor_blockpercent)
856 this.count = autocvar_g_balance_armor_blockpercent;
859 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
861 this.cnt = autocvar_g_balance_damagepush_speedfactor;
866 void ClientInit_Spawn()
868 entity e = new_pure(clientinit);
869 setthink(e, ClientInit_CheckUpdate);
870 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
872 ClientInit_CheckUpdate(e);
882 // initialize parms for a new player
883 parm1 = -(86400 * 366);
885 MUTATOR_CALLHOOK(SetNewParms);
893 void SetChangeParms (entity this)
895 // save parms for level change
896 parm1 = CS(this).parm_idlesince - time;
898 MUTATOR_CALLHOOK(SetChangeParms);
906 void DecodeLevelParms(entity this)
909 CS(this).parm_idlesince = parm1;
910 if (CS(this).parm_idlesince == -(86400 * 366))
911 CS(this).parm_idlesince = time;
913 // whatever happens, allow 60 seconds of idling directly after connect for map loading
914 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
916 MUTATOR_CALLHOOK(DecodeLevelParms);
919 void FixClientCvars(entity e)
921 // send prediction settings to the client
922 stuffcmd(e, "\nin_bindmap 0 0\n");
923 if(autocvar_g_antilag == 3) // client side hitscan
924 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
925 if(autocvar_sv_gentle)
926 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
928 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
929 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
931 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
933 MUTATOR_CALLHOOK(FixClientCvars, e);
936 bool findinlist_abbrev(string tofind, string list)
938 if(list == "" || tofind == "")
939 return false; // empty list or search, just return
941 // this function allows abbreviated strings!
942 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
950 bool PlayerInIPList(entity p, string iplist)
952 // some safety checks (never allow local?)
953 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
956 return findinlist_abbrev(p.netaddress, iplist);
959 bool PlayerInIDList(entity p, string idlist)
961 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
965 return findinlist_abbrev(p.crypto_idfp, idlist);
968 bool PlayerInList(entity player, string list)
970 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
973 #ifdef DP_EXT_PRECONNECT
978 Called once (not at each match start) when a client begins a connection to the server
981 void ClientPreConnect(entity this)
983 if(autocvar_sv_eventlog)
985 GameLogEcho(sprintf(":connect:%d:%d:%s",
988 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
994 string GetClientVersionMessage(entity this)
996 if (CS(this).version_mismatch) {
997 if(CS(this).version < autocvar_gameversion) {
998 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
999 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1001 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1002 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1005 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1009 string getwelcomemessage(entity this)
1011 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1012 string modifications = M_ARGV(0, string);
1016 if(g_weaponarena_random)
1017 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1019 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1021 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1022 modifications = strcat(modifications, ", No start weapons");
1023 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1024 modifications = strcat(modifications, ", Low gravity");
1025 if(g_weapon_stay && !g_cts)
1026 modifications = strcat(modifications, ", Weapons stay");
1028 modifications = strcat(modifications, ", Jet pack");
1029 if(autocvar_g_powerups == 0)
1030 modifications = strcat(modifications, ", No powerups");
1031 if(autocvar_g_powerups > 0)
1032 modifications = strcat(modifications, ", Powerups");
1033 modifications = substring(modifications, 2, strlen(modifications) - 2);
1035 string versionmessage = GetClientVersionMessage(this);
1036 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1038 if(modifications != "")
1039 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1041 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1043 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1044 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1047 if (cache_mutatormsg != "") {
1048 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1051 string mutator_msg = "";
1052 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1053 mutator_msg = M_ARGV(0, string);
1055 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1057 string motd = autocvar_sv_motd;
1059 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1064 bool autocvar_sv_qcphysics = false; // TODO this is for testing - remove when qcphysics work
1070 Called when a client connects to the server
1073 void ClientConnect(entity this)
1075 if (Ban_MaybeEnforceBanOnce(this)) return;
1076 assert(!IS_CLIENT(this), return);
1077 this.flags |= FL_CLIENT;
1078 assert(player_count >= 0, player_count = 0);
1081 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1083 TRANSMUTE(Client, this);
1084 CS(this).version_nagtime = time + 10 + random() * 10;
1086 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1088 bot_clientconnect(this);
1090 Player_DetermineForcedTeam(this);
1092 TRANSMUTE(Observer, this);
1094 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1096 // always track bots, don't ask for cl_allow_uidtracking
1097 if (IS_BOT_CLIENT(this))
1098 PlayerStats_GameReport_AddPlayer(this);
1100 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1102 if (autocvar_sv_eventlog)
1103 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1105 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1107 stuffcmd(this, clientstuff, "\n");
1108 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1110 FixClientCvars(this);
1112 // get version info from player
1113 stuffcmd(this, "cmd clientversion $gameversion\n");
1115 // notify about available teams
1118 entity balance = TeamBalance_CheckAllowedTeams(this);
1119 int t = TeamBalance_GetAllowedTeams(balance);
1120 TeamBalance_Destroy(balance);
1121 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1125 stuffcmd(this, "set _teams_available 0\n");
1128 bot_relinkplayerlist();
1130 CS(this).spectatortime = time;
1131 if (blockSpectators)
1133 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1136 CS(this).jointime = time;
1138 if (IS_REAL_CLIENT(this))
1140 if (g_weaponarena_weapons == WEPSET(TUBA))
1141 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1144 if (!sv_foginterval && world.fog != "")
1145 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1147 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1148 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1149 send_CSQC_teamnagger();
1151 CSQCMODEL_AUTOINIT(this);
1153 CS(this).model_randomizer = random();
1155 if (IS_REAL_CLIENT(this))
1156 sv_notice_join(this);
1158 this.move_qcphysics = autocvar_sv_qcphysics;
1160 // update physics stats (players can spawn before physics runs)
1161 Physics_UpdateStats(this);
1163 IL_EACH(g_initforplayer, it.init_for_player, {
1164 it.init_for_player(it, this);
1167 Handicap_Initialize(this);
1169 MUTATOR_CALLHOOK(ClientConnect, this);
1171 if (IS_REAL_CLIENT(this))
1173 if (!autocvar_g_campaign && !IS_PLAYER(this))
1175 CS(this).motd_actived_time = -1;
1176 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1184 Called when a client disconnects from the server
1187 .entity chatbubbleentity;
1188 void ClientDisconnect(entity this)
1190 assert(IS_CLIENT(this), return);
1192 PlayerStats_GameReport_FinalizePlayer(this);
1193 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1194 if (CS(this).active_minigame) part_minigame(this);
1195 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1197 if (autocvar_sv_eventlog)
1198 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1200 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1203 SetSpectatee(this, NULL);
1205 MUTATOR_CALLHOOK(ClientDisconnect, this);
1207 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1208 strfree(CS(this).weaponorder_byimpulse);
1209 ClientState_detach(this);
1211 Portal_ClearAll(this);
1213 Unfreeze(this, false);
1215 RemoveGrapplingHooks(this);
1217 // Here, everything has been done that requires this player to be a client.
1219 this.flags &= ~FL_CLIENT;
1221 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1222 if (this.killindicator) delete(this.killindicator);
1224 WaypointSprite_PlayerGone(this);
1226 bot_relinkplayerlist();
1228 strfree(this.clientstatus);
1229 if (this.personal) delete(this.personal);
1233 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1238 void ChatBubbleThink(entity this)
1240 this.nextthink = time;
1241 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1243 if(this.owner) // but why can that ever be NULL?
1244 this.owner.chatbubbleentity = NULL;
1251 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1253 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1254 this.mdl = "models/sprites/minigame_busy.iqm";
1255 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1256 this.mdl = "models/misc/chatbubble.spr";
1259 if ( this.model != this.mdl )
1260 _setmodel(this, this.mdl);
1264 void UpdateChatBubble(entity this)
1268 // spawn a chatbubble entity if needed
1269 if (!this.chatbubbleentity)
1271 this.chatbubbleentity = new(chatbubbleentity);
1272 this.chatbubbleentity.owner = this;
1273 this.chatbubbleentity.exteriormodeltoclient = this;
1274 setthink(this.chatbubbleentity, ChatBubbleThink);
1275 this.chatbubbleentity.nextthink = time;
1276 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1277 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1278 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1279 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1280 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1281 //this.chatbubbleentity.model = "";
1282 this.chatbubbleentity.effects = EF_LOWPRECISION;
1287 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1288 // added to the model skins
1289 /*void UpdateColorModHack()
1292 c = this.clientcolors & 15;
1293 // LordHavoc: only bothering to support white, green, red, yellow, blue
1294 if (!teamplay) this.colormod = '0 0 0';
1295 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1296 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1297 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1298 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1299 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1300 else this.colormod = '1 1 1';
1303 void respawn(entity this)
1305 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1307 this.solid = SOLID_NOT;
1308 this.takedamage = DAMAGE_NO;
1309 set_movetype(this, MOVETYPE_FLY);
1310 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1311 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1312 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1313 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1314 if(autocvar_g_respawn_ghosts_maxtime)
1315 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1320 this.effects |= EF_NODRAW; // prevent another CopyBody
1321 PutClientInServer(this);
1325 void PrintToChat(entity client, string text)
1327 text = strcat("\{1}^7", text, "\n");
1328 sprint(client, text);
1332 void DebugPrintToChat(entity client, string text)
1334 if (autocvar_developer)
1336 PrintToChat(client, text);
1341 void PrintToChatAll(string text)
1343 text = strcat("\{1}^7", text, "\n");
1348 void DebugPrintToChatAll(string text)
1350 if (autocvar_developer)
1352 PrintToChatAll(text);
1357 void PrintToChatTeam(int team_num, string text)
1359 text = strcat("\{1}^7", text, "\n");
1360 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1362 if (it.team == team_num)
1370 void DebugPrintToChatTeam(int team_num, string text)
1372 if (autocvar_developer)
1374 PrintToChatTeam(team_num, text);
1378 void play_countdown(entity this, float finished, Sound samp)
1381 if(IS_REAL_CLIENT(this))
1382 if(floor(finished - time - frametime) != floor(finished - time))
1383 if(finished - time < 6)
1384 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1387 void player_powerups(entity this)
1389 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1390 int items_prev = this.items;
1392 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1393 this.modelflags |= MF_ROCKET;
1395 this.modelflags &= ~MF_ROCKET;
1397 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1399 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1402 Fire_ApplyDamage(this);
1403 Fire_ApplyEffect(this);
1405 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1407 if (this.items & ITEM_Strength.m_itemid)
1409 play_countdown(this, this.strength_finished, SND_POWEROFF);
1410 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1411 if (time > this.strength_finished)
1413 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1414 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1415 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1420 if (time < this.strength_finished)
1422 this.items = this.items | ITEM_Strength.m_itemid;
1424 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1425 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1428 if (this.items & ITEM_Shield.m_itemid)
1430 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1431 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1432 if (time > this.invincible_finished)
1434 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1435 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1436 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1441 if (time < this.invincible_finished)
1443 this.items = this.items | ITEM_Shield.m_itemid;
1445 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1446 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1449 if (this.items & IT_SUPERWEAPON)
1451 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1453 this.superweapons_finished = 0;
1454 this.items = this.items - (this.items & IT_SUPERWEAPON);
1455 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1456 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1458 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1460 // don't let them run out
1464 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1465 if (time > this.superweapons_finished)
1467 this.items = this.items - (this.items & IT_SUPERWEAPON);
1468 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1469 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1470 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1474 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1476 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1478 this.items = this.items | IT_SUPERWEAPON;
1479 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1482 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1483 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1488 this.superweapons_finished = 0;
1489 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1494 this.superweapons_finished = 0;
1498 if(autocvar_g_nodepthtestplayers)
1499 this.effects = this.effects | EF_NODEPTHTEST;
1501 if(autocvar_g_fullbrightplayers)
1502 this.effects = this.effects | EF_FULLBRIGHT;
1504 if (time >= game_starttime)
1505 if (time < this.spawnshieldtime)
1506 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1508 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1511 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1513 if(current > stable)
1515 else if(current > stable - 0.25) // when close enough, "snap"
1518 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1521 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1523 if(current < stable)
1525 else if(current < stable + 0.25) // when close enough, "snap"
1528 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1531 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1533 if(current > rotstable)
1535 if(rotframetime > 0)
1537 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1538 current = max(rotstable, current - rotlinear * rotframetime);
1541 else if(current < regenstable)
1543 if(regenframetime > 0)
1545 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1546 current = min(regenstable, current + regenlinear * regenframetime);
1556 void player_regen(entity this)
1558 float max_mod, regen_mod, rot_mod, limit_mod;
1559 max_mod = regen_mod = rot_mod = limit_mod = 1;
1561 float regen_health = autocvar_g_balance_health_regen;
1562 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1563 float regen_health_rot = autocvar_g_balance_health_rot;
1564 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1565 float regen_health_stable = autocvar_g_balance_health_regenstable;
1566 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1567 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1568 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1569 max_mod = M_ARGV(1, float);
1570 regen_mod = M_ARGV(2, float);
1571 rot_mod = M_ARGV(3, float);
1572 limit_mod = M_ARGV(4, float);
1573 regen_health = M_ARGV(5, float);
1574 regen_health_linear = M_ARGV(6, float);
1575 regen_health_rot = M_ARGV(7, float);
1576 regen_health_rotlinear = M_ARGV(8, float);
1577 regen_health_stable = M_ARGV(9, float);
1578 regen_health_rotstable = M_ARGV(10, float);
1580 if(!mutator_returnvalue)
1581 if(!STAT(FROZEN, this))
1583 float mina, maxa, limith, limita;
1584 maxa = autocvar_g_balance_armor_rotstable;
1585 mina = autocvar_g_balance_armor_regenstable;
1586 limith = GetResourceLimit(this, RES_HEALTH);
1587 limita = GetResourceLimit(this, RES_ARMOR);
1589 regen_health_rotstable = regen_health_rotstable * max_mod;
1590 regen_health_stable = regen_health_stable * max_mod;
1591 limith = limith * limit_mod;
1592 limita = limita * limit_mod;
1594 SetResource(this, RES_ARMOR, CalcRotRegen(GetResource(this, RES_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1595 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1596 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1597 SetResource(this, RES_HEALTH, CalcRotRegen(GetResource(this, RES_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1598 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1599 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1602 // if player rotted to death... die!
1603 // check this outside above checks, as player may still be able to rot to death
1604 if(GetResource(this, RES_HEALTH) < 1)
1607 vehicles_exit(this.vehicle, VHEF_RELEASE);
1608 if(this.event_damage)
1609 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1612 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1614 float minf, maxf, limitf;
1616 maxf = autocvar_g_balance_fuel_rotstable;
1617 minf = autocvar_g_balance_fuel_regenstable;
1618 limitf = GetResourceLimit(this, RES_FUEL);
1620 SetResource(this, RES_FUEL, CalcRotRegen(GetResource(this, RES_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1621 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1622 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1627 void SetZoomState(entity this, float newzoom)
1629 if(newzoom != CS(this).zoomstate)
1631 CS(this).zoomstate = newzoom;
1632 ClientData_Touch(this);
1634 zoomstate_set = true;
1637 void GetPressedKeys(entity this)
1639 MUTATOR_CALLHOOK(GetPressedKeys, this);
1640 int keys = STAT(PRESSED_KEYS, this);
1641 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1642 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1643 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1644 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1646 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1647 keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1648 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1649 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1650 CS(this).pressedkeys = keys; // store for other users
1652 STAT(PRESSED_KEYS, this) = keys;
1656 ======================
1657 spectate mode routines
1658 ======================
1661 void SpectateCopy(entity this, entity spectatee)
1663 TC(Client, this); TC(Client, spectatee);
1665 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1666 PS(this) = PS(spectatee);
1667 this.armortype = spectatee.armortype;
1668 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1669 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1670 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1671 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1672 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1673 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1674 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1675 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1676 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1677 CS(this).impulse = 0;
1678 this.items = spectatee.items;
1679 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1680 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1681 this.strength_finished = spectatee.strength_finished;
1682 this.invincible_finished = spectatee.invincible_finished;
1683 this.superweapons_finished = spectatee.superweapons_finished;
1684 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1685 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1686 this.punchangle = spectatee.punchangle;
1687 this.view_ofs = spectatee.view_ofs;
1688 this.velocity = spectatee.velocity;
1689 this.dmg_take = spectatee.dmg_take;
1690 this.dmg_save = spectatee.dmg_save;
1691 this.dmg_inflictor = spectatee.dmg_inflictor;
1692 this.v_angle = spectatee.v_angle;
1693 this.angles = spectatee.v_angle;
1694 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1695 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1696 this.viewloc = spectatee.viewloc;
1697 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1698 this.fixangle = true;
1699 setorigin(this, spectatee.origin);
1700 setsize(this, spectatee.mins, spectatee.maxs);
1701 SetZoomState(this, CS(spectatee).zoomstate);
1703 anticheat_spectatecopy(this, spectatee);
1704 STAT(HUD, this) = STAT(HUD, spectatee);
1705 if(spectatee.vehicle)
1707 this.angles = spectatee.v_angle;
1709 //this.fixangle = false;
1710 //this.velocity = spectatee.vehicle.velocity;
1711 this.vehicle_health = spectatee.vehicle_health;
1712 this.vehicle_shield = spectatee.vehicle_shield;
1713 this.vehicle_energy = spectatee.vehicle_energy;
1714 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1715 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1716 this.vehicle_reload1 = spectatee.vehicle_reload1;
1717 this.vehicle_reload2 = spectatee.vehicle_reload2;
1719 //msg_entity = this;
1721 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1722 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1723 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1724 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1726 //WriteByte (MSG_ONE, SVC_SETVIEW);
1727 // WriteEntity(MSG_ONE, this);
1728 //makevectors(spectatee.v_angle);
1729 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1733 bool SpectateUpdate(entity this)
1738 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1740 SetSpectatee(this, NULL);
1744 SpectateCopy(this, this.enemy);
1749 bool SpectateSet(entity this)
1751 if(!IS_PLAYER(this.enemy))
1754 ClientData_Touch(this.enemy);
1757 WriteByte(MSG_ONE, SVC_SETVIEW);
1758 WriteEntity(MSG_ONE, this.enemy);
1759 set_movetype(this, MOVETYPE_NONE);
1760 accuracy_resend(this);
1762 if(!SpectateUpdate(this))
1763 PutObserverInServer(this);
1768 void SetSpectatee_status(entity this, int spectatee_num)
1770 int oldspectatee_status = CS(this).spectatee_status;
1771 CS(this).spectatee_status = spectatee_num;
1773 if (CS(this).spectatee_status != oldspectatee_status)
1775 ClientData_Touch(this);
1776 if (g_race || g_cts) race_InitSpectator();
1780 void SetSpectatee(entity this, entity spectatee)
1782 if(IS_BOT_CLIENT(this))
1783 return; // bots abuse .enemy, this code is useless to them
1785 entity old_spectatee = this.enemy;
1787 this.enemy = spectatee;
1790 // these are required to fix the spectator bug with arc
1793 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1795 .entity weaponentity = weaponentities[slot];
1796 if(old_spectatee.(weaponentity).arc_beam)
1797 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1802 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1804 .entity weaponentity = weaponentities[slot];
1805 if(this.enemy.(weaponentity).arc_beam)
1806 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1811 SetSpectatee_status(this, etof(this.enemy));
1813 // needed to update spectator list
1814 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1817 bool Spectate(entity this, entity pl)
1819 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1821 pl = M_ARGV(1, entity);
1823 SetSpectatee(this, pl);
1824 return SpectateSet(this);
1827 bool SpectateNext(entity this)
1829 entity ent = find(this.enemy, classname, STR_PLAYER);
1831 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1832 ent = M_ARGV(1, entity);
1834 ent = find(ent, classname, STR_PLAYER);
1836 if(ent) { SetSpectatee(this, ent); }
1838 return SpectateSet(this);
1841 bool SpectatePrev(entity this)
1843 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1844 entity ent = findchain(classname, STR_PLAYER);
1845 if (!ent) // no player
1849 // skip players until current spectated player
1851 while(ent && ent != this.enemy)
1854 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1856 case MUT_SPECPREV_FOUND:
1857 ent = M_ARGV(1, entity);
1859 case MUT_SPECPREV_RETURN:
1861 case MUT_SPECPREV_CONTINUE:
1872 SetSpectatee(this, ent);
1873 return SpectateSet(this);
1878 ShowRespawnCountdown()
1880 Update a respawn countdown display.
1883 void ShowRespawnCountdown(entity this)
1886 if(!IS_DEAD(this)) // just respawned?
1890 number = ceil(this.respawn_time - time);
1893 if(number <= this.respawn_countdown)
1895 this.respawn_countdown = number - 1;
1896 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
1897 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1902 .bool team_selected;
1903 bool ShowTeamSelection(entity this)
1905 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1907 stuffcmd(this, "menu_showteamselect\n");
1910 void Join(entity this)
1912 TRANSMUTE(Player, this);
1914 if(!this.team_selected)
1915 if(autocvar_g_campaign || autocvar_g_balance_teams)
1916 TeamBalance_JoinBestTeam(this);
1918 if(autocvar_g_campaign)
1919 campaign_bots_may_start = true;
1921 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1923 PutClientInServer(this);
1926 if(teamplay && this.team != -1)
1930 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1931 this.team_selected = false;
1934 int GetPlayerLimit()
1936 int player_limit = autocvar_g_maxplayers;
1937 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1938 player_limit = M_ARGV(0, int);
1939 return player_limit;
1943 * Determines whether the player is allowed to join. This depends on cvar
1944 * g_maxplayers, if it isn't used this function always return true, otherwise
1945 * it checks whether the number of currently playing players exceeds g_maxplayers.
1946 * @return int number of free slots for players, 0 if none
1948 int nJoinAllowed(entity this, entity ignore)
1951 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1952 // so report 0 free slots if restricted
1954 if(autocvar_g_forced_team_otherwise == "spectate")
1956 if(autocvar_g_forced_team_otherwise == "spectator")
1960 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1961 return 0; // forced spectators can never join
1963 // TODO simplify this
1964 int totalClients = 0;
1965 int currentlyPlaying = 0;
1966 FOREACH_CLIENT(true, {
1969 if(IS_REAL_CLIENT(it))
1970 if(IS_PLAYER(it) || it.caplayer)
1974 int player_limit = GetPlayerLimit();
1976 float free_slots = 0;
1978 free_slots = maxclients - totalClients;
1979 else if(currentlyPlaying < player_limit)
1980 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
1982 static float join_prevent_msg_time = 0;
1983 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1985 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1986 join_prevent_msg_time = time + 3;
1993 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1994 * g_maxplayers_spectator_blocktime seconds
1996 void checkSpectatorBlock(entity this)
1998 if(IS_SPEC(this) || IS_OBSERVER(this))
2000 if(IS_REAL_CLIENT(this))
2002 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2003 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2009 void PrintWelcomeMessage(entity this)
2011 if(CS(this).motd_actived_time == 0)
2013 if (autocvar_g_campaign) {
2014 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2015 CS(this).motd_actived_time = time;
2016 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2019 if (PHYS_INPUT_BUTTON_INFO(this)) {
2020 CS(this).motd_actived_time = time;
2021 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2025 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2027 if (autocvar_g_campaign) {
2028 if (PHYS_INPUT_BUTTON_INFO(this))
2029 CS(this).motd_actived_time = time;
2030 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2031 CS(this).motd_actived_time = 0;
2032 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2035 if (PHYS_INPUT_BUTTON_INFO(this))
2036 CS(this).motd_actived_time = time;
2037 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2038 CS(this).motd_actived_time = 0;
2039 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2043 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2045 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2046 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2047 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2049 // instanctly hide MOTD
2050 CS(this).motd_actived_time = 0;
2051 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2056 const int MIN_SPEC_TIME = 1;
2057 bool joinAllowed(entity this)
2059 if (CS(this).version_mismatch) return false;
2060 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2061 if (!nJoinAllowed(this, this)) return false;
2062 if (teamplay && lockteams) return false;
2063 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2064 if (ShowTeamSelection(this)) return false;
2069 .string shootfromfixedorigin;
2070 bool PlayerThink(entity this)
2072 if (game_stopped || intermission_running) {
2073 this.modelflags &= ~MF_ROCKET;
2074 if(intermission_running)
2075 IntermissionThink(this);
2079 if (timeout_status == TIMEOUT_ACTIVE) {
2080 // don't allow the player to turn around while game is paused
2081 // FIXME turn this into CSQC stuff
2082 this.v_angle = this.lastV_angle;
2083 this.angles = this.lastV_angle;
2084 this.fixangle = true;
2087 if (frametime) player_powerups(this);
2089 if (IS_DEAD(this)) {
2090 if (this.personal && g_race_qualifying) {
2091 if (time > this.respawn_time) {
2092 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2094 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2097 if (frametime) player_anim(this);
2099 if (this.respawn_flags & RESPAWN_DENY)
2101 STAT(RESPAWN_TIME, this) = 0;
2105 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));
2107 switch(this.deadflag)
2111 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2112 this.deadflag = DEAD_RESPAWNING;
2113 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2114 this.deadflag = DEAD_DEAD;
2120 this.deadflag = DEAD_RESPAWNABLE;
2121 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2122 this.deadflag = DEAD_RESPAWNING;
2125 case DEAD_RESPAWNABLE:
2127 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2128 this.deadflag = DEAD_RESPAWNING;
2131 case DEAD_RESPAWNING:
2133 if (time > this.respawn_time)
2135 this.respawn_time = time + 1; // only retry once a second
2136 this.respawn_time_max = this.respawn_time;
2143 ShowRespawnCountdown(this);
2145 if (this.respawn_flags & RESPAWN_SILENT)
2146 STAT(RESPAWN_TIME, this) = 0;
2147 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2149 if (time < this.respawn_time)
2150 STAT(RESPAWN_TIME, this) = this.respawn_time;
2151 else if (this.deadflag != DEAD_RESPAWNING)
2152 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2155 STAT(RESPAWN_TIME, this) = this.respawn_time;
2158 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2159 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2160 STAT(RESPAWN_TIME, this) *= -1;
2165 FixPlayermodel(this);
2167 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2168 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2169 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2172 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2175 this.items &= ~this.items_added;
2177 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2179 .entity weaponentity = weaponentities[slot];
2180 W_WeaponFrame(this, weaponentity);
2183 this.items_added = 0;
2184 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResource(this, RES_FUEL) >= 0.01))
2185 this.items_added |= IT_FUEL;
2187 this.items |= this.items_added;
2192 // WEAPONTODO: Add a weapon request for this
2193 // rot vortex charge to the charge limit
2194 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2196 .entity weaponentity = weaponentities[slot];
2197 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2198 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2201 if (frametime) player_anim(this);
2204 secrets_setstatus(this);
2207 monsters_setstatus(this);
2209 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2214 .bool would_spectate;
2215 void ObserverThink(entity this)
2217 if ( CS(this).impulse )
2219 MinigameImpulse(this, CS(this).impulse);
2220 CS(this).impulse = 0;
2223 if (this.flags & FL_JUMPRELEASED) {
2224 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2225 this.flags &= ~FL_JUMPRELEASED;
2226 this.flags |= FL_SPAWNING;
2227 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2228 this.flags &= ~FL_JUMPRELEASED;
2229 if(SpectateNext(this)) {
2230 TRANSMUTE(Spectator, this);
2233 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2234 set_movetype(this, preferred_movetype);
2237 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2238 this.flags |= FL_JUMPRELEASED;
2239 if(this.flags & FL_SPAWNING)
2241 this.flags &= ~FL_SPAWNING;
2249 void SpectatorThink(entity this)
2251 if ( CS(this).impulse )
2253 if(MinigameImpulse(this, CS(this).impulse))
2254 CS(this).impulse = 0;
2256 if (CS(this).impulse == IMP_weapon_drop.impulse)
2258 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2259 CS(this).impulse = 0;
2264 if (this.flags & FL_JUMPRELEASED) {
2265 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2266 this.flags &= ~FL_JUMPRELEASED;
2267 this.flags |= FL_SPAWNING;
2268 } 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)) {
2269 this.flags &= ~FL_JUMPRELEASED;
2270 if(SpectateNext(this)) {
2271 TRANSMUTE(Spectator, this);
2273 TRANSMUTE(Observer, this);
2274 PutClientInServer(this);
2276 CS(this).impulse = 0;
2277 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2278 this.flags &= ~FL_JUMPRELEASED;
2279 if(SpectatePrev(this)) {
2280 TRANSMUTE(Spectator, this);
2282 TRANSMUTE(Observer, this);
2283 PutClientInServer(this);
2285 CS(this).impulse = 0;
2286 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2287 this.would_spectate = false;
2288 this.flags &= ~FL_JUMPRELEASED;
2289 TRANSMUTE(Observer, this);
2290 PutClientInServer(this);
2292 if(!SpectateUpdate(this))
2294 if(!SpectateNext(this))
2296 PutObserverInServer(this);
2297 this.would_spectate = true;
2302 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2303 this.flags |= FL_JUMPRELEASED;
2304 if(this.flags & FL_SPAWNING)
2306 this.flags &= ~FL_SPAWNING;
2311 if(!SpectateUpdate(this))
2312 PutObserverInServer(this);
2315 this.flags |= FL_CLIENT | FL_NOTARGET;
2318 void PlayerUseKey(entity this)
2320 if (!IS_PLAYER(this))
2327 vehicles_exit(this.vehicle, VHEF_NORMAL);
2331 else if(autocvar_g_vehicles_enter)
2333 if(!STAT(FROZEN, this))
2337 entity head, closest_target = NULL;
2338 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2340 while(head) // find the closest acceptable target to enter
2342 if(IS_VEHICLE(head))
2344 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2345 if(head.takedamage != DAMAGE_NO)
2349 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2350 { closest_target = head; }
2352 else { closest_target = head; }
2358 if(closest_target) { vehicles_enter(this, closest_target); return; }
2362 // a use key was pressed; call handlers
2363 MUTATOR_CALLHOOK(PlayerUseKey, this);
2371 Called every frame for each client before the physics are run
2374 .float last_vehiclecheck;
2375 void PlayerPreThink (entity this)
2377 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2378 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2380 WarpZone_PlayerPhysics_FixVAngle(this);
2383 // physics frames: update anticheat stuff
2384 anticheat_prethink(this);
2387 if (blockSpectators && frametime) {
2388 // WORKAROUND: only use dropclient in server frames (frametime set).
2389 // Never use it in cl_movement frames (frametime zero).
2390 checkSpectatorBlock(this);
2393 zoomstate_set = false;
2395 // Check for nameless players
2396 if (this.netname == "" || this.netname != CS(this).netname_previous)
2398 bool assume_unchanged = (CS(this).netname_previous == "");
2399 if (isInvisibleString(this.netname))
2401 this.netname = strzone(sprintf("Player#%d", this.playerid));
2402 assume_unchanged = false;
2403 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2405 if (!assume_unchanged && autocvar_sv_eventlog)
2406 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2407 strcpy(CS(this).netname_previous, this.netname);
2411 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2412 CS(this).version_nagtime = 0;
2413 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2415 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2417 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2419 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2420 if (r < 0) { // old client
2421 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2422 } else if (r > 0) { // old server
2423 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2429 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2431 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2432 this.max_armorvalue = 0;
2437 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2439 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2440 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2441 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2443 if (STAT(REVIVE_PROGRESS, this) >= 1)
2444 Unfreeze(this, false);
2446 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2448 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2449 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2451 if (GetResource(this, RES_HEALTH) < 1)
2454 vehicles_exit(this.vehicle, VHEF_RELEASE);
2455 if(this.event_damage)
2456 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2458 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2459 Unfreeze(this, false);
2463 MUTATOR_CALLHOOK(PlayerPreThink, this);
2465 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2466 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2468 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2470 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2471 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2473 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2477 if(!it.team || SAME_TEAM(this, it))
2478 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2479 else if(autocvar_g_vehicles_steal)
2480 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2484 this.last_vehiclecheck = time + 1;
2487 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2489 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2491 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2494 if (IS_REAL_CLIENT(this))
2495 PrintWelcomeMessage(this);
2497 if (IS_PLAYER(this)) {
2498 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2499 error("Client can't be spawned as player on connection!");
2500 if(!PlayerThink(this))
2503 else if (game_stopped || intermission_running) {
2504 if(intermission_running)
2505 IntermissionThink(this);
2508 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2510 CS(this).autojoin_checked = true;
2511 // don't do this in ClientConnect
2512 // many things can go wrong if a client is spawned as player on connection
2513 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2514 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2515 && (!teamplay || autocvar_g_balance_teams)))
2517 campaign_bots_may_start = true;
2522 else if (IS_OBSERVER(this)) {
2523 ObserverThink(this);
2525 else if (IS_SPEC(this)) {
2526 SpectatorThink(this);
2529 // WEAPONTODO: Add weapon request for this
2530 if (!zoomstate_set) {
2531 bool wep_zoomed = false;
2532 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2534 .entity weaponentity = weaponentities[slot];
2535 Weapon thiswep = this.(weaponentity).m_weapon;
2536 if(thiswep != WEP_Null && thiswep.wr_zoom)
2537 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2539 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2542 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2544 CS(this).teamkill_soundtime = 0;
2546 entity e = CS(this).teamkill_soundsource;
2547 entity oldpusher = e.pusher;
2549 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2550 e.pusher = oldpusher;
2553 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2554 CS(this).taunt_soundtime = 0;
2555 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2558 target_voicescript_next(this);
2560 // WEAPONTODO: Move into weaponsystem somehow
2561 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2562 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2564 .entity weaponentity = weaponentities[slot];
2565 if(this.(weaponentity).m_weapon == WEP_Null)
2566 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2570 void DrownPlayer(entity this)
2572 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2575 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2577 if(this.air_finished < time)
2578 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2579 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2581 else if (this.air_finished < time)
2583 if (this.pain_finished < time)
2585 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');
2586 this.pain_finished = time + 0.5;
2591 .bool move_qcphysics;
2593 void Player_Physics(entity this)
2595 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2597 if(!this.move_qcphysics)
2600 if(!frametime && !CS(this).pm_frametime)
2603 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2605 CS(this).pm_frametime = 0;
2612 Called every frame for each client after the physics are run
2615 void PlayerPostThink (entity this)
2617 Player_Physics(this);
2620 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2621 if (IS_REAL_CLIENT(this))
2622 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2624 int totalClients = 0;
2625 if(sv_maxidle_slots > 0)
2627 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2633 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2634 { /* do nothing */ }
2635 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2637 if (CS(this).idlekick_lasttimeleft)
2639 CS(this).idlekick_lasttimeleft = 0;
2640 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2645 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2646 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2647 if (!CS(this).idlekick_lasttimeleft)
2648 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2650 if (timeleft <= 0) {
2651 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2655 else if (timeleft <= 10) {
2656 if (timeleft != CS(this).idlekick_lasttimeleft) {
2657 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2659 CS(this).idlekick_lasttimeleft = timeleft;
2668 this.solid = SOLID_NOT;
2669 this.takedamage = DAMAGE_NO;
2670 set_movetype(this, MOVETYPE_NONE);
2673 if (IS_PLAYER(this)) {
2674 if(this.death_time == time && IS_DEAD(this))
2676 // player's bbox gets resized now, instead of in the damage event that killed the player,
2677 // once all the damage events of this frame have been processed with normal size
2679 setsize(this, this.mins, this.maxs);
2682 UpdateChatBubble(this);
2683 if (CS(this).impulse) ImpulseCommands(this);
2686 CSQCMODEL_AUTOUPDATE(this);
2689 GetPressedKeys(this);
2692 if (this.waypointsprite_attachedforcarrier) {
2693 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2694 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2697 CSQCMODEL_AUTOUPDATE(this);
2701 * message "": do not say, just test flood control
2707 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2709 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2710 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2713 msgin = formatmessage(source, msgin);
2716 if (!(IS_PLAYER(source) || source.caplayer))
2717 colorstr = "^0"; // black for spectators
2719 colorstr = Team_ColorCode(source.team);
2732 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2735 * using bprint solves this... me stupid
2736 // how can we prevent the message from appearing in a listen server?
2737 // for now, just give "say" back and only handle say_team
2740 clientcommand(source, strcat("say ", msgin));
2745 string namestr = "";
2747 namestr = playername(source, autocvar_g_chat_teamcolors);
2749 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2751 string msgstr = "", cmsgstr = "";
2752 string privatemsgprefix = string_null;
2753 int privatemsgprefixlen = 0;
2756 bool found_me = false;
2757 if(strstrofs(msgin, "/me", 0) >= 0)
2759 string newmsgin = "";
2760 string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2761 FOREACH_WORD(msgin, true,
2763 if(strdecolorize(it) == "/me")
2766 newmsgin = cons(newmsgin, newnamestr);
2769 newmsgin = cons(newmsgin, it);
2776 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2777 privatemsgprefixlen = strlen(msgstr);
2778 msgstr = strcat(msgstr, msgin);
2779 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2780 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2786 //msgin = strreplace("/me", "", msgin);
2787 //msgin = substring(msgin, 3, strlen(msgin));
2788 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2789 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2792 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2793 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2799 //msgin = strreplace("/me", "", msgin);
2800 //msgin = substring(msgin, 3, strlen(msgin));
2801 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2802 msgstr = strcat("\{1}^4* ^7", msgin);
2806 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2807 msgstr = strcat(msgstr, msgin);
2811 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2814 string fullmsgstr = msgstr;
2815 string fullcmsgstr = cmsgstr;
2819 var .float flood_field = floodcontrol_chat;
2820 if(floodcontrol && source)
2828 flood_spl = autocvar_g_chat_flood_spl_tell;
2829 flood_burst = autocvar_g_chat_flood_burst_tell;
2830 flood_lmax = autocvar_g_chat_flood_lmax_tell;
2831 flood_field = floodcontrol_chattell;
2835 flood_spl = autocvar_g_chat_flood_spl_team;
2836 flood_burst = autocvar_g_chat_flood_burst_team;
2837 flood_lmax = autocvar_g_chat_flood_lmax_team;
2838 flood_field = floodcontrol_chatteam;
2842 flood_spl = autocvar_g_chat_flood_spl;
2843 flood_burst = autocvar_g_chat_flood_burst;
2844 flood_lmax = autocvar_g_chat_flood_lmax;
2845 flood_field = floodcontrol_chat;
2847 flood_burst = max(0, flood_burst - 1);
2848 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2850 // do flood control for the default line size
2853 getWrappedLine_remaining = msgstr;
2856 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
2858 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
2861 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
2863 if(getWrappedLine_remaining != "")
2865 msgstr = strcat(msgstr, "\n");
2869 if (time >= source.(flood_field))
2871 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
2876 msgstr = fullmsgstr;
2881 if (time >= source.(flood_field))
2882 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
2887 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
2888 source.(flood_field) = flood = 0;
2891 string sourcemsgstr, sourcecmsgstr;
2892 if(flood == 2) // cannot happen for empty msgstr
2894 if(autocvar_g_chat_flood_notify_flooder)
2896 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
2901 sourcemsgstr = fullmsgstr;
2902 sourcecmsgstr = fullcmsgstr;
2908 sourcemsgstr = msgstr;
2909 sourcecmsgstr = cmsgstr;
2912 if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2915 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
2916 teamsay = -1; // spectators
2920 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
2922 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
2924 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
2927 if(source && CS(source).muted)
2929 // always fake the message
2934 if (autocvar_g_chat_flood_notify_flooder)
2936 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
2947 if (privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2950 if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
2951 ret = -1; // just hide the message completely
2954 MUTATOR_CALLHOOK(ChatMessage, source, ret);
2955 ret = M_ARGV(1, int);
2957 string event_log_msg = "";
2959 if(sourcemsgstr != "" && ret != 0)
2961 if(ret < 0) // faked message, because the player is muted
2963 sprint(source, sourcemsgstr);
2964 if(sourcecmsgstr != "" && !privatesay)
2965 centerprint(source, sourcecmsgstr);
2967 else if(privatesay) // private message, between 2 people only
2969 sprint(source, sourcemsgstr);
2970 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
2971 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
2973 sprint(privatesay, msgstr);
2975 centerprint(privatesay, cmsgstr);
2978 else if ( teamsay && CS(source).active_minigame )
2980 sprint(source, sourcemsgstr);
2981 dedicated_print(msgstr); // send to server console too
2982 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
2985 event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
2988 else if(teamsay > 0) // team message, only sent to team mates
2990 sprint(source, sourcemsgstr);
2991 dedicated_print(msgstr); // send to server console too
2992 if(sourcecmsgstr != "")
2993 centerprint(source, sourcecmsgstr);
2994 FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
2997 centerprint(it, cmsgstr);
2999 event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3001 else if(teamsay < 0) // spectator message, only sent to spectators
3003 sprint(source, sourcemsgstr);
3004 dedicated_print(msgstr); // send to server console too
3005 FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3008 event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3013 sprint(source, sourcemsgstr);
3014 dedicated_print(msgstr); // send to server console too
3015 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3017 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3020 event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3024 if (autocvar_sv_eventlog && (event_log_msg != "")) {
3025 GameLogEcho(event_log_msg);
3031 // hack to copy the button fields from the client entity to the Client State
3032 void PM_UpdateButtons(entity this, entity store)
3035 store.impulse = this.impulse;
3038 bool typing = this.buttonchat || this.button12;
3040 store.button0 = (typing) ? 0 : this.button0;
3042 store.button2 = (typing) ? 0 : this.button2;
3043 store.button3 = (typing) ? 0 : this.button3;
3044 store.button4 = this.button4;
3045 store.button5 = (typing) ? 0 : this.button5;
3046 store.button6 = this.button6;
3047 store.button7 = this.button7;
3048 store.button8 = this.button8;
3049 store.button9 = this.button9;
3050 store.button10 = this.button10;
3051 store.button11 = this.button11;
3052 store.button12 = this.button12;
3053 store.button13 = this.button13;
3054 store.button14 = this.button14;
3055 store.button15 = this.button15;
3056 store.button16 = this.button16;
3057 store.buttonuse = this.buttonuse;
3058 store.buttonchat = this.buttonchat;
3060 store.cursor_active = this.cursor_active;
3061 store.cursor_screen = this.cursor_screen;
3062 store.cursor_trace_start = this.cursor_trace_start;
3063 store.cursor_trace_endpos = this.cursor_trace_endpos;
3064 store.cursor_trace_ent = this.cursor_trace_ent;
3066 store.ping = this.ping;
3067 store.ping_packetloss = this.ping_packetloss;
3068 store.ping_movementloss = this.ping_movementloss;
3070 store.v_angle = this.v_angle;
3071 store.movement = (typing) ? '0 0 0' : this.movement;
3074 NET_HANDLE(fpsreport, bool)
3076 int fps = ReadShort();
3077 PlayerScore_Set(sender, SP_FPS, fps);