3 #include <common/weapons/_all.qh>
4 #include <common/stats.qh>
5 #include <server/miscfunctions.qh>
6 #include <common/effects/all.qh>
7 #include "anticheat.qh"
11 #include "miscfunctions.qh"
13 #include "teamplay.qh"
14 #include "spawnpoints.qh"
15 #include "resources.qh"
17 #include "handicap.qh"
19 #include <server/intermission.qh>
20 #include "command/common.qh"
21 #include "command/vote.qh"
22 #include "clientkill.qh"
25 #include <server/gamelog.qh>
27 #include <server/main.qh>
29 #include "campaign.qh"
30 #include "command/common.qh"
31 #include "scores_rules.qh"
32 #include "weapons/common.qh"
36 #include "../common/ent_cs.qh"
37 #include "../common/wepent.qh"
38 #include <common/state.qh>
40 #include "compat/quake3.qh"
42 #include <common/effects/qc/globalsound.qh>
44 #include "../common/mapobjects/func/conveyor.qh"
45 #include <common/mapobjects/func/ladder.qh>
46 #include "../common/mapobjects/teleporters.qh"
47 #include "../common/mapobjects/target/spawnpoint.qh"
48 #include <common/mapobjects/trigger/counter.qh>
49 #include <common/mapobjects/trigger/swamp.qh>
51 #include "../common/vehicles/all.qh"
53 #include "weapons/hitplot.qh"
54 #include "weapons/selection.qh"
55 #include "weapons/weaponsystem.qh"
57 #include "../common/net_notice.qh"
58 #include "../common/net_linked.qh"
59 #include "../common/physics/player.qh"
61 #include <common/vehicles/sv_vehicles.qh>
63 #include "../common/items/_mod.qh"
65 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
67 #include "../common/mutators/mutator/waypoints/all.qh"
68 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
69 #include <common/gamemodes/_mod.qh>
71 #include "../common/mapobjects/subs.qh"
72 #include "../common/mapobjects/triggers.qh"
73 #include "../common/mapobjects/trigger/secret.qh"
75 #include "../common/minigames/sv_minigames.qh"
77 #include "../common/items/inventory.qh"
79 #include "../common/monsters/sv_monsters.qh"
81 #include "../lib/warpzone/server.qh"
83 #include <common/mutators/mutator/overkill/oknex.qh>
85 #include <common/weapons/weapon/vortex.qh>
87 #define CHAT_NOSPECTATORS() ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
89 STATIC_METHOD(Client, Add, void(Client this, int _team))
92 TRANSMUTE(Player, this);
95 PutClientInServer(this);
98 STATIC_METHOD(Client, Remove, void(Client this))
100 TRANSMUTE(Observer, this);
101 PutClientInServer(this);
102 ClientDisconnect(this);
105 void send_CSQC_teamnagger() {
106 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
109 int CountSpectators(entity player, entity to)
111 if(!player) { return 0; } // not sure how, but best to be safe
115 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
123 void WriteSpectators(entity player, entity to)
125 if(!player) { return; } // not sure how, but best to be safe
128 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
130 if(spec_count >= MAX_SPECTATORS)
132 WriteByte(MSG_ENTITY, num_for_edict(it));
137 bool ClientData_Send(entity this, entity to, int sf)
139 assert(to == this.owner, return false);
142 if (IS_SPEC(e)) e = e.enemy;
145 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
146 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
147 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
148 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
150 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
151 WriteByte(MSG_ENTITY, sf);
154 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
158 float specs = CountSpectators(e, to);
159 WriteByte(MSG_ENTITY, specs);
160 WriteSpectators(e, to);
166 void ClientData_Attach(entity this)
168 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
169 CS(this).clientdata.drawonlytoclient = this;
170 CS(this).clientdata.owner = this;
173 void ClientData_Detach(entity this)
175 delete(CS(this).clientdata);
176 CS(this).clientdata = NULL;
179 void ClientData_Touch(entity e)
181 entity cd = CS(e).clientdata;
182 if (cd) { cd.SendFlags = 1; }
184 // make it spectatable
185 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
187 entity cd = CS(it).clientdata;
188 if (cd) { cd.SendFlags = 1; }
197 Checks if the argument string can be a valid playermodel.
198 Returns a valid one in doubt.
201 string FallbackPlayerModel;
202 string CheckPlayerModel(string plyermodel) {
203 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
205 // note: we cannot summon Don Strunzone here, some player may
206 // still have the model string set. In case anyone manages how
207 // to change a cvar default, we'll have a small leak here.
208 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
210 // only in right path
211 if( substring(plyermodel,0,14) != "models/player/")
212 return FallbackPlayerModel;
213 // only good file extensions
214 if(substring(plyermodel,-4,4) != ".zym")
215 if(substring(plyermodel,-4,4) != ".dpm")
216 if(substring(plyermodel,-4,4) != ".iqm")
217 if(substring(plyermodel,-4,4) != ".md3")
218 if(substring(plyermodel,-4,4) != ".psk")
219 return FallbackPlayerModel;
220 // forbid the LOD models
221 if(substring(plyermodel, -9,5) == "_lod1")
222 return FallbackPlayerModel;
223 if(substring(plyermodel, -9,5) == "_lod2")
224 return FallbackPlayerModel;
225 if(plyermodel != strtolower(plyermodel))
226 return FallbackPlayerModel;
227 // also, restrict to server models
228 if(autocvar_sv_servermodelsonly)
230 if(!fexists(plyermodel))
231 return FallbackPlayerModel;
236 void setplayermodel(entity e, string modelname)
238 precache_model(modelname);
239 _setmodel(e, modelname);
240 player_setupanimsformodel(e);
241 if(!autocvar_g_debug_globalsounds)
242 UpdatePlayerSounds(e);
245 /** putting a client as observer in the server */
246 void PutObserverInServer(entity this)
248 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
249 PlayerState_detach(this);
253 if(GetResource(this, RES_HEALTH) >= 1)
256 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
259 // was a player, recount votes and ready status
260 if(IS_REAL_CLIENT(this))
262 if (vote_called) { VoteCount(false); }
267 entity spot = SelectSpawnPoint(this, true);
268 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
269 this.angles = vec2(spot.angles);
270 this.fixangle = true;
271 // offset it so that the spectator spawns higher off the ground, looks better this way
272 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
273 if (IS_REAL_CLIENT(this))
276 WriteByte(MSG_ONE, SVC_SETVIEW);
277 WriteEntity(MSG_ONE, this);
279 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
280 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
281 if(!autocvar_g_debug_globalsounds)
283 // needed for player sounds
285 FixPlayermodel(this);
287 setmodel(this, MDL_Null);
288 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
289 this.view_ofs = '0 0 0';
291 RemoveGrapplingHooks(this);
292 Portal_ClearAll(this);
293 Unfreeze(this, false);
294 SetSpectatee(this, NULL);
299 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
303 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
305 WaypointSprite_PlayerDead(this);
307 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
308 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
310 accuracy_resend(this);
312 CS(this).spectatortime = time;
314 IL_REMOVE(g_bot_targets, this);
315 this.bot_attack = false;
316 if(this.monster_attack)
317 IL_REMOVE(g_monster_targets, this);
318 this.monster_attack = false;
319 STAT(HUD, this) = HUD_NORMAL;
320 TRANSMUTE(Observer, this);
321 this.iscreature = false;
322 this.teleportable = TELEPORT_SIMPLE;
323 if(this.damagedbycontents)
324 IL_REMOVE(g_damagedbycontents, this);
325 this.damagedbycontents = false;
326 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
327 SetSpectatee_status(this, etof(this));
328 this.takedamage = DAMAGE_NO;
329 this.solid = SOLID_NOT;
330 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
331 this.flags = FL_CLIENT | FL_NOTARGET;
333 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
334 this.pauserotarmor_finished = 0;
335 this.pauserothealth_finished = 0;
336 this.pauseregen_finished = 0;
337 this.damageforcescale = 0;
339 this.respawn_flags = 0;
340 this.respawn_time = 0;
341 STAT(RESPAWN_TIME, this) = 0;
345 this.pain_finished = 0;
346 STAT(STRENGTH_FINISHED, this) = 0;
347 STAT(INVINCIBLE_FINISHED, this) = 0;
348 STAT(SUPERWEAPONS_FINISHED, this) = 0;
349 STAT(AIR_FINISHED, this) = 0;
350 //this.dphitcontentsmask = 0;
351 this.dphitcontentsmask = DPCONTENTS_SOLID;
352 if (autocvar_g_playerclip_collisions)
353 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
356 setthink(this, func_null);
358 this.deadflag = DEAD_NO;
360 STAT(REVIVE_PROGRESS, this) = 0;
361 this.revival_time = 0;
362 this.draggable = drag_undraggable;
365 STAT(WEAPONS, this) = '0 0 0';
366 this.drawonlytoclient = this;
370 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
372 this.weaponmodel = "";
373 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
375 this.weaponentities[slot] = NULL;
377 this.exteriorweaponentity = NULL;
378 CS(this).killcount = FRAGS_SPECTATOR;
379 this.velocity = '0 0 0';
380 this.avelocity = '0 0 0';
381 this.punchangle = '0 0 0';
382 this.punchvector = '0 0 0';
383 this.oldvelocity = this.velocity;
384 this.fire_endtime = -1;
385 this.event_damage = func_null;
386 this.event_heal = func_null;
388 for(int slot = 0; slot < MAX_AXH; ++slot)
390 entity axh = this.(AuxiliaryXhair[slot]);
391 this.(AuxiliaryXhair[slot]) = NULL;
393 if(axh.owner == this && axh != NULL && !wasfreed(axh))
397 if (mutator_returnvalue)
399 // mutator prevents resetting teams+score
403 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
404 this.frags = FRAGS_SPECTATOR;
406 if (CS(this).just_joined)
407 CS(this).just_joined = false;
410 int player_getspecies(entity this)
412 get_model_parameters(this.model, this.skin);
413 int s = get_model_parameters_species;
414 get_model_parameters(string_null, 0);
415 if (s < 0) return SPECIES_HUMAN;
419 .float model_randomizer;
420 void FixPlayermodel(entity player)
422 string defaultmodel = "";
424 if(autocvar_sv_defaultcharacter)
430 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
431 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
432 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
433 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
437 if(defaultmodel == "")
439 defaultmodel = autocvar_sv_defaultplayermodel;
440 defaultskin = autocvar_sv_defaultplayerskin;
443 int n = tokenize_console(defaultmodel);
446 defaultmodel = argv(floor(n * CS(player).model_randomizer));
447 // However, do NOT randomize if the player-selected model is in the list.
448 for (int i = 0; i < n; ++i)
449 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
450 defaultmodel = argv(i);
453 int i = strstrofs(defaultmodel, ":", 0);
456 defaultskin = stof(substring(defaultmodel, i+1, -1));
457 defaultmodel = substring(defaultmodel, 0, i);
460 if(autocvar_sv_defaultcharacterskin && !defaultskin)
466 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
467 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
468 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
469 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
474 defaultskin = autocvar_sv_defaultplayerskin;
477 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
478 defaultmodel = M_ARGV(0, string);
479 defaultskin = M_ARGV(1, int);
483 if(defaultmodel != "")
485 if (defaultmodel != player.model)
487 vector m1 = player.mins;
488 vector m2 = player.maxs;
489 setplayermodel (player, defaultmodel);
490 setsize (player, m1, m2);
494 oldskin = player.skin;
495 player.skin = defaultskin;
497 if (player.playermodel != player.model || player.playermodel == "")
499 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
500 vector m1 = player.mins;
501 vector m2 = player.maxs;
502 setplayermodel (player, player.playermodel);
503 setsize (player, m1, m2);
507 if(!autocvar_sv_defaultcharacterskin)
509 oldskin = player.skin;
510 player.skin = stof(player.playerskin);
514 oldskin = player.skin;
515 player.skin = defaultskin;
519 if(chmdl || oldskin != player.skin) // model or skin has changed
521 player.species = player_getspecies(player); // update species
522 if(!autocvar_g_debug_globalsounds)
523 UpdatePlayerSounds(player); // update skin sounds
527 if(strlen(autocvar_sv_defaultplayercolors))
528 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
529 setcolor(player, stof(autocvar_sv_defaultplayercolors));
532 void PutPlayerInServer(entity this)
534 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
536 PlayerState_attach(this);
537 accuracy_resend(this);
540 TeamBalance_JoinBestTeam(this);
542 entity spot = SelectSpawnPoint(this, false);
544 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
545 return; // spawn failed
548 TRANSMUTE(Player, this);
550 CS(this).wasplayer = true;
551 this.iscreature = true;
552 this.teleportable = TELEPORT_NORMAL;
553 if(!this.damagedbycontents)
554 IL_PUSH(g_damagedbycontents, this);
555 this.damagedbycontents = true;
556 set_movetype(this, MOVETYPE_WALK);
557 this.solid = SOLID_SLIDEBOX;
558 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
559 if (autocvar_g_playerclip_collisions)
560 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
561 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
562 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
563 this.frags = FRAGS_PLAYER;
564 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
565 this.flags = FL_CLIENT | FL_PICKUPITEMS;
566 if (autocvar__notarget)
567 this.flags |= FL_NOTARGET;
568 this.takedamage = DAMAGE_AIM;
569 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
572 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
573 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
574 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
575 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
576 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
577 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
578 SetResource(this, RES_HEALTH, warmup_start_health);
579 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
580 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
582 SetResource(this, RES_SHELLS, start_ammo_shells);
583 SetResource(this, RES_BULLETS, start_ammo_nails);
584 SetResource(this, RES_ROCKETS, start_ammo_rockets);
585 SetResource(this, RES_CELLS, start_ammo_cells);
586 SetResource(this, RES_PLASMA, start_ammo_plasma);
587 SetResource(this, RES_FUEL, start_ammo_fuel);
588 SetResource(this, RES_HEALTH, start_health);
589 SetResource(this, RES_ARMOR, start_armorvalue);
590 STAT(WEAPONS, this) = start_weapons;
591 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
593 GiveRandomWeapons(this, random_start_weapons_count,
594 autocvar_g_random_start_weapons, random_start_ammo);
597 SetSpectatee_status(this, 0);
599 PS(this).dual_weapons = '0 0 0';
601 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
603 this.items = start_items;
605 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
606 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
607 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
608 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
609 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
610 if (!sv_ready_restart_after_countdown && time < game_starttime)
612 float f = game_starttime - time;
613 this.spawnshieldtime += f;
614 this.pauserotarmor_finished += f;
615 this.pauserothealth_finished += f;
616 this.pauseregen_finished += f;
619 this.damageforcescale = autocvar_g_player_damageforcescale;
621 this.respawn_flags = 0;
622 this.respawn_time = 0;
623 STAT(RESPAWN_TIME, this) = 0;
624 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
625 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
627 this.pain_finished = 0;
629 setthink(this, func_null); // players have no think function
632 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
634 this.deadflag = DEAD_NO;
636 this.angles = spot.angles;
637 this.angles_z = 0; // never spawn tilted even if the spot says to
638 if (IS_BOT_CLIENT(this))
640 this.v_angle = this.angles;
643 this.fixangle = true; // turn this way immediately
644 this.oldvelocity = this.velocity = '0 0 0';
645 this.avelocity = '0 0 0';
646 this.punchangle = '0 0 0';
647 this.punchvector = '0 0 0';
649 STAT(STRENGTH_FINISHED, this) = 0;
650 STAT(INVINCIBLE_FINISHED, this) = 0;
651 this.fire_endtime = -1;
652 STAT(REVIVE_PROGRESS, this) = 0;
653 this.revival_time = 0;
655 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
656 STAT(BUFFS, this) = 0;
657 STAT(BUFF_TIME, this) = 0;
659 STAT(AIR_FINISHED, this) = 0;
660 this.waterlevel = WATERLEVEL_NONE;
661 this.watertype = CONTENT_EMPTY;
663 entity spawnevent = new_pure(spawnevent);
664 spawnevent.owner = this;
665 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
667 // Cut off any still running player sounds.
668 stopsound(this, CH_PLAYER_SINGLE);
671 FixPlayermodel(this);
672 this.drawonlytoclient = NULL;
676 for(int slot = 0; slot < MAX_AXH; ++slot)
678 entity axh = this.(AuxiliaryXhair[slot]);
679 this.(AuxiliaryXhair[slot]) = NULL;
681 if(axh.owner == this && axh != NULL && !wasfreed(axh))
685 this.spawnpoint_targ = NULL;
688 this.view_ofs = STAT(PL_VIEW_OFS, this);
689 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
690 this.spawnorigin = spot.origin;
691 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
692 // don't reset back to last position, even if new position is stuck in solid
693 this.oldorigin = this.origin;
695 IL_REMOVE(g_conveyed, this);
696 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
698 IL_REMOVE(g_swamped, this);
699 this.swampslug = NULL;
700 this.swamp_interval = 0;
701 if(this.ladder_entity)
702 IL_REMOVE(g_ladderents, this);
703 this.ladder_entity = NULL;
704 IL_EACH(g_counters, it.realowner == this,
708 STAT(HUD, this) = HUD_NORMAL;
710 this.event_damage = PlayerDamage;
711 this.event_heal = PlayerHeal;
713 this.draggable = func_null;
716 IL_PUSH(g_bot_targets, this);
717 this.bot_attack = true;
718 if(!this.monster_attack)
719 IL_PUSH(g_monster_targets, this);
720 this.monster_attack = true;
721 navigation_dynamicgoal_init(this, false);
723 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
725 // player was spectator
726 if (CS(this).killcount == FRAGS_SPECTATOR) {
727 PlayerScore_Clear(this);
728 CS(this).killcount = 0;
729 CS(this).startplaytime = time;
732 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
734 .entity weaponentity = weaponentities[slot];
735 CL_SpawnWeaponentity(this, weaponentity);
737 this.alpha = default_player_alpha;
738 this.colormod = '1 1 1' * autocvar_g_player_brightness;
739 this.exteriorweaponentity.alpha = default_weapon_alpha;
741 this.speedrunning = false;
743 this.counter_cnt = 0;
744 this.fragsfilter_cnt = 0;
746 target_voicescript_clear(this);
748 // reset fields the weapons may use
749 FOREACH(Weapons, true, {
750 it.wr_resetplayer(it, this);
751 // reload all reloadable weapons
752 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
753 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
755 .entity weaponentity = weaponentities[slot];
756 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
762 string s = spot.target;
763 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
764 spot.target = string_null;
765 SUB_UseTargets(spot, this, NULL);
766 if(g_assault || g_race)
770 Unfreeze(this, false);
772 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
774 if (autocvar_spawn_debug)
776 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
777 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
780 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
782 .entity weaponentity = weaponentities[slot];
783 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
784 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
786 this.(weaponentity).m_switchweapon = WEP_Null;
787 this.(weaponentity).m_weapon = WEP_Null;
788 this.(weaponentity).weaponname = "";
789 this.(weaponentity).m_switchingweapon = WEP_Null;
790 this.(weaponentity).cnt = -1;
793 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
795 if (CS(this).impulse) ImpulseCommands(this);
797 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
798 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
800 .entity weaponentity = weaponentities[slot];
801 W_WeaponFrame(this, weaponentity);
804 if (!warmup_stage && !this.alivetime)
805 this.alivetime = time;
807 antilag_clear(this, CS(this));
810 /** Called when a client spawns in the server */
811 void PutClientInServer(entity this)
813 if (IS_BOT_CLIENT(this)) {
814 TRANSMUTE(Player, this);
815 } else if (IS_REAL_CLIENT(this)) {
817 WriteByte(MSG_ONE, SVC_SETVIEW);
818 WriteEntity(MSG_ONE, this);
821 TRANSMUTE(Observer, this);
823 SetSpectatee(this, NULL);
827 PS(this).itemkeys = 0;
829 MUTATOR_CALLHOOK(PutClientInServer, this);
831 if (IS_OBSERVER(this)) {
832 PutObserverInServer(this);
833 } else if (IS_PLAYER(this)) {
834 PutPlayerInServer(this);
838 // TODO do we need all these fields, or should we stop autodetecting runtime
839 // changes and just have a console command to update this?
840 bool ClientInit_SendEntity(entity this, entity to, int sf)
842 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
845 // MSG_INIT replacement
846 // TODO: make easier to use
848 W_PROP_reload(MSG_ONE, to);
849 ClientInit_misc(this);
850 MUTATOR_CALLHOOK(Ent_Init);
852 void ClientInit_misc(entity this)
854 int channel = MSG_ONE;
855 WriteHeader(channel, ENT_CLIENT_INIT);
856 WriteByte(channel, g_nexball_meter_period * 32);
857 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
858 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
859 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
860 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
861 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
862 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
863 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
864 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
866 if(autocvar_sv_foginterval && world.fog != "")
867 WriteString(channel, world.fog);
869 WriteString(channel, "");
870 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
871 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
872 WriteByte(channel, serverflags);
873 WriteCoord(channel, autocvar_g_trueaim_minrange);
876 void ClientInit_CheckUpdate(entity this)
878 this.nextthink = time;
879 if(this.count != autocvar_g_balance_armor_blockpercent)
881 this.count = autocvar_g_balance_armor_blockpercent;
884 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
886 this.cnt = autocvar_g_balance_damagepush_speedfactor;
891 void ClientInit_Spawn()
893 entity e = new_pure(clientinit);
894 setthink(e, ClientInit_CheckUpdate);
895 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
897 ClientInit_CheckUpdate(e);
907 // initialize parms for a new player
908 parm1 = -(86400 * 366);
910 MUTATOR_CALLHOOK(SetNewParms);
918 void SetChangeParms (entity this)
920 // save parms for level change
921 parm1 = CS(this).parm_idlesince - time;
923 MUTATOR_CALLHOOK(SetChangeParms);
931 void DecodeLevelParms(entity this)
934 CS(this).parm_idlesince = parm1;
935 if (CS(this).parm_idlesince == -(86400 * 366))
936 CS(this).parm_idlesince = time;
938 // whatever happens, allow 60 seconds of idling directly after connect for map loading
939 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
941 MUTATOR_CALLHOOK(DecodeLevelParms);
944 void FixClientCvars(entity e)
946 // send prediction settings to the client
947 stuffcmd(e, "\nin_bindmap 0 0\n");
948 if(autocvar_g_antilag == 3) // client side hitscan
949 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
950 if(autocvar_sv_gentle)
951 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
953 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
954 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
956 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
958 MUTATOR_CALLHOOK(FixClientCvars, e);
961 bool findinlist_abbrev(string tofind, string list)
963 if(list == "" || tofind == "")
964 return false; // empty list or search, just return
966 // this function allows abbreviated strings!
967 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
975 bool PlayerInIPList(entity p, string iplist)
977 // some safety checks (never allow local?)
978 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
981 return findinlist_abbrev(p.netaddress, iplist);
984 bool PlayerInIDList(entity p, string idlist)
986 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
990 return findinlist_abbrev(p.crypto_idfp, idlist);
993 bool PlayerInList(entity player, string list)
995 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
998 #ifdef DP_EXT_PRECONNECT
1003 Called once (not at each match start) when a client begins a connection to the server
1006 void ClientPreConnect(entity this)
1008 if(autocvar_sv_eventlog)
1010 GameLogEcho(sprintf(":connect:%d:%d:%s",
1013 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1019 string GetClientVersionMessage(entity this)
1021 if (CS(this).version_mismatch) {
1022 if(CS(this).version < autocvar_gameversion) {
1023 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1024 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1026 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1027 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1030 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1034 string getwelcomemessage(entity this)
1036 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1037 string modifications = M_ARGV(0, string);
1041 if(g_weaponarena_random)
1042 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1044 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1046 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1047 modifications = strcat(modifications, ", No start weapons");
1048 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1049 modifications = strcat(modifications, ", Low gravity");
1050 if(g_weapon_stay && !g_cts)
1051 modifications = strcat(modifications, ", Weapons stay");
1052 if(autocvar_g_jetpack)
1053 modifications = strcat(modifications, ", Jet pack");
1054 if(autocvar_g_powerups == 0)
1055 modifications = strcat(modifications, ", No powerups");
1056 if(autocvar_g_powerups > 0)
1057 modifications = strcat(modifications, ", Powerups");
1058 modifications = substring(modifications, 2, strlen(modifications) - 2);
1060 string versionmessage = GetClientVersionMessage(this);
1061 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1063 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1065 if(modifications != "")
1066 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1068 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1070 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1071 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1074 if (cache_mutatormsg != "") {
1075 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1078 string mutator_msg = "";
1079 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1080 mutator_msg = M_ARGV(0, string);
1082 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1084 string motd = autocvar_sv_motd;
1086 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1091 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1097 Called when a client connects to the server
1100 void ClientConnect(entity this)
1102 if (Ban_MaybeEnforceBanOnce(this)) return;
1103 assert(!IS_CLIENT(this), return);
1104 this.flags |= FL_CLIENT;
1105 assert(player_count >= 0, player_count = 0);
1108 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1110 TRANSMUTE(Client, this);
1111 CS(this).version_nagtime = time + 10 + random() * 10;
1113 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1115 bot_clientconnect(this);
1117 Player_DetermineForcedTeam(this);
1119 TRANSMUTE(Observer, this);
1121 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1123 // always track bots, don't ask for cl_allow_uidtracking
1124 if (IS_BOT_CLIENT(this))
1125 PlayerStats_GameReport_AddPlayer(this);
1127 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1129 if (autocvar_sv_eventlog)
1130 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this, false)));
1132 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1134 stuffcmd(this, clientstuff, "\n");
1135 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1137 FixClientCvars(this);
1139 // get version info from player
1140 stuffcmd(this, "cmd clientversion $gameversion\n");
1142 // notify about available teams
1145 entity balance = TeamBalance_CheckAllowedTeams(this);
1146 int t = TeamBalance_GetAllowedTeams(balance);
1147 TeamBalance_Destroy(balance);
1148 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1152 stuffcmd(this, "set _teams_available 0\n");
1155 bot_relinkplayerlist();
1157 CS(this).spectatortime = time;
1158 if (blockSpectators)
1160 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1163 CS(this).jointime = time;
1165 if (IS_REAL_CLIENT(this))
1167 if (g_weaponarena_weapons == WEPSET(TUBA))
1168 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1171 if (!autocvar_sv_foginterval && world.fog != "")
1172 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1174 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1175 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1176 send_CSQC_teamnagger();
1178 CSQCMODEL_AUTOINIT(this);
1180 CS(this).model_randomizer = random();
1182 if (IS_REAL_CLIENT(this))
1183 sv_notice_join(this);
1185 this.move_qcphysics = autocvar_sv_qcphysics;
1187 // update physics stats (players can spawn before physics runs)
1188 Physics_UpdateStats(this);
1190 IL_EACH(g_initforplayer, it.init_for_player, {
1191 it.init_for_player(it, this);
1194 Handicap_Initialize(this);
1196 MUTATOR_CALLHOOK(ClientConnect, this);
1198 if (IS_REAL_CLIENT(this))
1200 if (!autocvar_g_campaign && !IS_PLAYER(this))
1202 CS(this).motd_actived_time = -1;
1203 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1211 Called when a client disconnects from the server
1214 .entity chatbubbleentity;
1215 void ClientDisconnect(entity this)
1217 assert(IS_CLIENT(this), return);
1219 PlayerStats_GameReport_FinalizePlayer(this);
1220 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1221 if (CS(this).active_minigame) part_minigame(this);
1222 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1224 if (autocvar_sv_eventlog)
1225 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1227 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1230 SetSpectatee(this, NULL);
1232 MUTATOR_CALLHOOK(ClientDisconnect, this);
1234 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1235 strfree(CS(this).weaponorder_byimpulse);
1236 ClientState_detach(this);
1238 Portal_ClearAll(this);
1240 Unfreeze(this, false);
1242 RemoveGrapplingHooks(this);
1244 // Here, everything has been done that requires this player to be a client.
1246 this.flags &= ~FL_CLIENT;
1248 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1249 if (this.killindicator) delete(this.killindicator);
1251 IL_EACH(g_counters, it.realowner == this,
1256 WaypointSprite_PlayerGone(this);
1258 bot_relinkplayerlist();
1260 strfree(this.clientstatus);
1261 if (this.personal) delete(this.personal);
1265 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1270 void ChatBubbleThink(entity this)
1272 this.nextthink = time;
1273 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1275 if(this.owner) // but why can that ever be NULL?
1276 this.owner.chatbubbleentity = NULL;
1283 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1285 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1286 this.mdl = "models/sprites/minigame_busy.iqm";
1287 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1288 this.mdl = "models/misc/chatbubble.spr";
1291 if ( this.model != this.mdl )
1292 _setmodel(this, this.mdl);
1296 void UpdateChatBubble(entity this)
1300 // spawn a chatbubble entity if needed
1301 if (!this.chatbubbleentity)
1303 this.chatbubbleentity = new(chatbubbleentity);
1304 this.chatbubbleentity.owner = this;
1305 this.chatbubbleentity.exteriormodeltoclient = this;
1306 setthink(this.chatbubbleentity, ChatBubbleThink);
1307 this.chatbubbleentity.nextthink = time;
1308 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1309 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1310 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1311 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1312 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1313 //this.chatbubbleentity.model = "";
1314 this.chatbubbleentity.effects = EF_LOWPRECISION;
1318 void calculate_player_respawn_time(entity this)
1320 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1323 float gametype_setting_tmp;
1324 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1325 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1326 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1327 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1328 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1329 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1331 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1334 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1335 if(it.team == this.team)
1338 if (sdelay_small_count == 0)
1339 sdelay_small_count = 1;
1340 if (sdelay_large_count == 0)
1341 sdelay_large_count = 1;
1345 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1348 if (sdelay_small_count == 0)
1350 if (IS_INDEPENDENT_PLAYER(this))
1352 // Players play independently. No point in requiring enemies.
1353 sdelay_small_count = 1;
1357 // Players play AGAINST each other. Enemies required.
1358 sdelay_small_count = 2;
1361 if (sdelay_large_count == 0)
1363 if (IS_INDEPENDENT_PLAYER(this))
1365 // Players play independently. No point in requiring enemies.
1366 sdelay_large_count = 1;
1370 // Players play AGAINST each other. Enemies required.
1371 sdelay_large_count = 2;
1378 if (pcount <= sdelay_small_count)
1379 sdelay = sdelay_small;
1380 else if (pcount >= sdelay_large_count)
1381 sdelay = sdelay_large;
1382 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1383 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1386 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1388 this.respawn_time = time + sdelay;
1390 if(sdelay < sdelay_max)
1391 this.respawn_time_max = time + sdelay_max;
1393 this.respawn_time_max = this.respawn_time;
1395 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1396 this.respawn_countdown = 10; // first number to count down from is 10
1398 this.respawn_countdown = -1; // do not count down
1400 if(autocvar_g_forced_respawn)
1401 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1404 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1405 // added to the model skins
1406 /*void UpdateColorModHack()
1409 c = this.clientcolors & 15;
1410 // LordHavoc: only bothering to support white, green, red, yellow, blue
1411 if (!teamplay) this.colormod = '0 0 0';
1412 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1413 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1414 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1415 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1416 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1417 else this.colormod = '1 1 1';
1420 void respawn(entity this)
1422 bool damagedbycontents_prev = this.damagedbycontents;
1425 if(autocvar_g_respawn_ghosts)
1427 this.solid = SOLID_NOT;
1428 this.takedamage = DAMAGE_NO;
1429 this.damagedbycontents = false;
1430 set_movetype(this, MOVETYPE_FLY);
1431 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1432 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1433 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1434 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1435 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1436 if(autocvar_g_respawn_ghosts_time > 0)
1437 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1440 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1444 this.damagedbycontents = damagedbycontents_prev;
1446 this.effects |= EF_NODRAW; // prevent another CopyBody
1447 PutClientInServer(this);
1451 void PrintToChat(entity client, string text)
1453 text = strcat("\{1}^7", text, "\n");
1454 sprint(client, text);
1458 void DebugPrintToChat(entity client, string text)
1460 if (autocvar_developer > 0)
1462 PrintToChat(client, text);
1467 void PrintToChatAll(string text)
1469 text = strcat("\{1}^7", text, "\n");
1474 void DebugPrintToChatAll(string text)
1476 if (autocvar_developer > 0)
1478 PrintToChatAll(text);
1483 void PrintToChatTeam(int team_num, string text)
1485 text = strcat("\{1}^7", text, "\n");
1486 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1488 if (it.team == team_num)
1496 void DebugPrintToChatTeam(int team_num, string text)
1498 if (autocvar_developer > 0)
1500 PrintToChatTeam(team_num, text);
1504 void play_countdown(entity this, float finished, Sound samp)
1507 if(IS_REAL_CLIENT(this))
1508 if(floor(finished - time - frametime) != floor(finished - time))
1509 if(finished - time < 6)
1510 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1513 void player_powerups(entity this)
1515 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1516 this.modelflags |= MF_ROCKET;
1518 this.modelflags &= ~MF_ROCKET;
1520 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1524 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1526 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1527 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1528 this.items &= ~ITEM_Strength.m_itemid;
1529 this.items &= ~ITEM_Shield.m_itemid;
1530 this.items -= (this.items & IT_SUPERWEAPON);
1534 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1537 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1538 int items_prev = this.items;
1540 Fire_ApplyDamage(this);
1541 Fire_ApplyEffect(this);
1543 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1545 if (this.items & ITEM_Strength.m_itemid)
1547 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1548 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1549 if (time > STAT(STRENGTH_FINISHED, this))
1551 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1552 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1553 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1558 if (time < STAT(STRENGTH_FINISHED, this))
1560 this.items = this.items | ITEM_Strength.m_itemid;
1562 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1563 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1566 if (this.items & ITEM_Shield.m_itemid)
1568 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1569 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1570 if (time > STAT(INVINCIBLE_FINISHED, this))
1572 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1573 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1574 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1579 if (time < STAT(INVINCIBLE_FINISHED, this))
1581 this.items = this.items | ITEM_Shield.m_itemid;
1583 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1584 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1587 if (this.items & IT_SUPERWEAPON)
1589 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1591 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1592 this.items = this.items - (this.items & IT_SUPERWEAPON);
1593 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1594 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1596 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1598 // don't let them run out
1602 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1603 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1605 this.items = this.items - (this.items & IT_SUPERWEAPON);
1606 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1607 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1608 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1612 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1614 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1616 this.items = this.items | IT_SUPERWEAPON;
1617 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1620 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1621 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1626 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1627 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1632 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1636 if(autocvar_g_nodepthtestplayers)
1637 this.effects = this.effects | EF_NODEPTHTEST;
1639 if(autocvar_g_fullbrightplayers)
1640 this.effects = this.effects | EF_FULLBRIGHT;
1642 if (time >= game_starttime)
1643 if (time < this.spawnshieldtime)
1644 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1646 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1649 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1651 if(current > stable)
1653 else if(current > stable - 0.25) // when close enough, "snap"
1656 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1659 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1661 if(current < stable)
1663 else if(current < stable + 0.25) // when close enough, "snap"
1666 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1669 void RotRegen(entity this, int res, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit_mod)
1671 float old = GetResource(this, res);
1672 float current = old;
1673 if(current > rotstable)
1675 if(rotframetime > 0)
1677 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1678 current = max(rotstable, current - rotlinear * rotframetime);
1681 else if(current < regenstable)
1683 if(regenframetime > 0)
1685 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1686 current = min(regenstable, current + regenlinear * regenframetime);
1690 float limit = GetResourceLimit(this, res) * limit_mod;
1695 SetResource(this, res, current);
1698 void player_regen(entity this)
1700 float max_mod, regen_mod, rot_mod, limit_mod;
1701 max_mod = regen_mod = rot_mod = limit_mod = 1;
1703 float regen_health = autocvar_g_balance_health_regen;
1704 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1705 float regen_health_rot = autocvar_g_balance_health_rot;
1706 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1707 float regen_health_stable = autocvar_g_balance_health_regenstable;
1708 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1709 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1710 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1711 max_mod = M_ARGV(1, float);
1712 regen_mod = M_ARGV(2, float);
1713 rot_mod = M_ARGV(3, float);
1714 limit_mod = M_ARGV(4, float);
1715 regen_health = M_ARGV(5, float);
1716 regen_health_linear = M_ARGV(6, float);
1717 regen_health_rot = M_ARGV(7, float);
1718 regen_health_rotlinear = M_ARGV(8, float);
1719 regen_health_stable = M_ARGV(9, float);
1720 regen_health_rotstable = M_ARGV(10, float);
1722 if(!mutator_returnvalue)
1723 if(!STAT(FROZEN, this))
1725 float maxa = autocvar_g_balance_armor_rotstable;
1726 float mina = autocvar_g_balance_armor_regenstable;
1728 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1729 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1730 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1732 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1733 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1734 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1737 // if player rotted to death... die!
1738 // check this outside above checks, as player may still be able to rot to death
1739 if(GetResource(this, RES_HEALTH) < 1)
1742 vehicles_exit(this.vehicle, VHEF_RELEASE);
1743 if(this.event_damage)
1744 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1747 if (!(this.items & IT_UNLIMITED_AMMO))
1749 float maxf = autocvar_g_balance_fuel_rotstable;
1750 float minf = autocvar_g_balance_fuel_regenstable;
1752 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1753 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1754 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1759 void SetZoomState(entity this, float newzoom)
1761 if(newzoom != CS(this).zoomstate)
1763 CS(this).zoomstate = newzoom;
1764 ClientData_Touch(this);
1766 zoomstate_set = true;
1769 void GetPressedKeys(entity this)
1771 MUTATOR_CALLHOOK(GetPressedKeys, this);
1772 int keys = STAT(PRESSED_KEYS, this);
1773 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1774 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1775 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1776 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1778 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1779 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
1780 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1781 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1782 CS(this).pressedkeys = keys; // store for other users
1784 STAT(PRESSED_KEYS, this) = keys;
1788 ======================
1789 spectate mode routines
1790 ======================
1793 void SpectateCopy(entity this, entity spectatee)
1795 TC(Client, this); TC(Client, spectatee);
1797 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1798 PS(this) = PS(spectatee);
1799 this.armortype = spectatee.armortype;
1800 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1801 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1802 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1803 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1804 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1805 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1806 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1807 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1808 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1809 CS(this).impulse = 0;
1810 this.disableclientprediction = 1; // no need to run prediction on a spectator
1811 this.items = spectatee.items;
1812 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1813 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1814 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1815 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1816 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1817 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1818 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1819 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1820 this.punchangle = spectatee.punchangle;
1821 this.view_ofs = spectatee.view_ofs;
1822 this.velocity = spectatee.velocity;
1823 this.dmg_take = spectatee.dmg_take;
1824 this.dmg_save = spectatee.dmg_save;
1825 this.dmg_inflictor = spectatee.dmg_inflictor;
1826 this.v_angle = spectatee.v_angle;
1827 this.angles = spectatee.v_angle;
1828 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1829 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1830 this.viewloc = spectatee.viewloc;
1831 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1832 this.fixangle = true;
1833 setorigin(this, spectatee.origin);
1834 setsize(this, spectatee.mins, spectatee.maxs);
1835 SetZoomState(this, CS(spectatee).zoomstate);
1837 anticheat_spectatecopy(this, spectatee);
1838 STAT(HUD, this) = STAT(HUD, spectatee);
1839 if(spectatee.vehicle)
1841 this.angles = spectatee.v_angle;
1843 //this.fixangle = false;
1844 //this.velocity = spectatee.vehicle.velocity;
1845 this.vehicle_health = spectatee.vehicle_health;
1846 this.vehicle_shield = spectatee.vehicle_shield;
1847 this.vehicle_energy = spectatee.vehicle_energy;
1848 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1849 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1850 this.vehicle_reload1 = spectatee.vehicle_reload1;
1851 this.vehicle_reload2 = spectatee.vehicle_reload2;
1853 //msg_entity = this;
1855 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1856 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1857 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1858 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1860 //WriteByte (MSG_ONE, SVC_SETVIEW);
1861 // WriteEntity(MSG_ONE, this);
1862 //makevectors(spectatee.v_angle);
1863 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1867 bool SpectateUpdate(entity this)
1872 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1874 SetSpectatee(this, NULL);
1878 SpectateCopy(this, this.enemy);
1883 bool SpectateSet(entity this)
1885 if(!IS_PLAYER(this.enemy))
1888 ClientData_Touch(this.enemy);
1891 WriteByte(MSG_ONE, SVC_SETVIEW);
1892 WriteEntity(MSG_ONE, this.enemy);
1893 set_movetype(this, MOVETYPE_NONE);
1894 accuracy_resend(this);
1896 if(!SpectateUpdate(this))
1897 PutObserverInServer(this);
1902 void SetSpectatee_status(entity this, int spectatee_num)
1904 int oldspectatee_status = CS(this).spectatee_status;
1905 CS(this).spectatee_status = spectatee_num;
1907 if (CS(this).spectatee_status != oldspectatee_status)
1909 if (STAT(PRESSED_KEYS, this))
1911 CS(this).pressedkeys = 0;
1912 STAT(PRESSED_KEYS, this) = 0;
1914 ClientData_Touch(this);
1915 if (g_race || g_cts) race_InitSpectator();
1919 void SetSpectatee(entity this, entity spectatee)
1921 if(IS_BOT_CLIENT(this))
1922 return; // bots abuse .enemy, this code is useless to them
1924 entity old_spectatee = this.enemy;
1926 this.enemy = spectatee;
1929 // these are required to fix the spectator bug with arc
1932 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1934 .entity weaponentity = weaponentities[slot];
1935 if(old_spectatee.(weaponentity).arc_beam)
1936 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1941 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1943 .entity weaponentity = weaponentities[slot];
1944 if(this.enemy.(weaponentity).arc_beam)
1945 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1950 SetSpectatee_status(this, etof(this.enemy));
1952 // needed to update spectator list
1953 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1956 bool Spectate(entity this, entity pl)
1958 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1960 pl = M_ARGV(1, entity);
1962 SetSpectatee(this, pl);
1963 return SpectateSet(this);
1966 bool SpectateNext(entity this)
1968 entity ent = find(this.enemy, classname, STR_PLAYER);
1970 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1971 ent = M_ARGV(1, entity);
1973 ent = find(ent, classname, STR_PLAYER);
1975 if(ent) { SetSpectatee(this, ent); }
1977 return SpectateSet(this);
1980 bool SpectatePrev(entity this)
1982 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1983 entity ent = findchain(classname, STR_PLAYER);
1984 if (!ent) // no player
1988 // skip players until current spectated player
1990 while(ent && ent != this.enemy)
1993 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1995 case MUT_SPECPREV_FOUND:
1996 ent = M_ARGV(1, entity);
1998 case MUT_SPECPREV_RETURN:
2000 case MUT_SPECPREV_CONTINUE:
2011 SetSpectatee(this, ent);
2012 return SpectateSet(this);
2017 ShowRespawnCountdown()
2019 Update a respawn countdown display.
2022 void ShowRespawnCountdown(entity this)
2025 if(!IS_DEAD(this)) // just respawned?
2029 number = ceil(this.respawn_time - time);
2032 if(number <= this.respawn_countdown)
2034 this.respawn_countdown = number - 1;
2035 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
2036 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2041 .bool team_selected;
2042 bool ShowTeamSelection(entity this)
2044 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
2046 stuffcmd(this, "menu_showteamselect\n");
2049 void Join(entity this)
2051 TRANSMUTE(Player, this);
2053 if(!this.team_selected)
2054 if(autocvar_g_campaign || autocvar_g_balance_teams)
2055 TeamBalance_JoinBestTeam(this);
2057 if(autocvar_g_campaign)
2058 campaign_bots_may_start = true;
2060 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2062 PutClientInServer(this);
2065 if(teamplay && this.team != -1)
2069 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2070 this.team_selected = false;
2073 int GetPlayerLimit()
2076 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
2077 int player_limit = autocvar_g_maxplayers;
2078 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2079 player_limit = M_ARGV(0, int);
2080 return player_limit;
2084 * Determines whether the player is allowed to join. This depends on cvar
2085 * g_maxplayers, if it isn't used this function always return true, otherwise
2086 * it checks whether the number of currently playing players exceeds g_maxplayers.
2087 * @return int number of free slots for players, 0 if none
2089 int nJoinAllowed(entity this, entity ignore)
2092 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2093 // so report 0 free slots if restricted
2095 if(autocvar_g_forced_team_otherwise == "spectate")
2097 if(autocvar_g_forced_team_otherwise == "spectator")
2101 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2102 return 0; // forced spectators can never join
2104 // TODO simplify this
2105 int totalClients = 0;
2106 int currentlyPlaying = 0;
2107 FOREACH_CLIENT(true, {
2110 if(IS_REAL_CLIENT(it))
2111 if(IS_PLAYER(it) || it.caplayer)
2115 int player_limit = GetPlayerLimit();
2119 free_slots = maxclients - totalClients;
2120 else if(player_limit > 0 && currentlyPlaying < player_limit)
2121 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2123 static float msg_time = 0;
2124 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2126 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2127 msg_time = time + 0.5;
2134 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2135 * g_maxplayers_spectator_blocktime seconds
2137 void checkSpectatorBlock(entity this)
2139 if(IS_SPEC(this) || IS_OBSERVER(this))
2141 if(IS_REAL_CLIENT(this))
2143 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2144 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2150 void PrintWelcomeMessage(entity this)
2152 if(CS(this).motd_actived_time == 0)
2154 if (autocvar_g_campaign) {
2155 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2156 CS(this).motd_actived_time = time;
2157 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2160 if (PHYS_INPUT_BUTTON_INFO(this)) {
2161 CS(this).motd_actived_time = time;
2162 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2166 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2168 if (autocvar_g_campaign) {
2169 if (PHYS_INPUT_BUTTON_INFO(this))
2170 CS(this).motd_actived_time = time;
2171 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2172 CS(this).motd_actived_time = 0;
2173 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2176 if (PHYS_INPUT_BUTTON_INFO(this))
2177 CS(this).motd_actived_time = time;
2178 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2179 CS(this).motd_actived_time = 0;
2180 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2184 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2186 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2187 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2188 else if (CS(this).motd_actived_time == -2)
2190 // instantly hide MOTD
2191 CS(this).motd_actived_time = 0;
2192 if (autocvar_g_campaign)
2193 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2195 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2197 else if (IS_PLAYER(this) || IS_SPEC(this))
2199 // FIXME occasionally for some reason MOTD never goes away
2200 // delay MOTD removal a little bit in the hope it fixes this bug
2201 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2202 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2203 else //if (CS(this).motd_actived_time < -2)
2204 CS(this).motd_actived_time++;
2209 bool joinAllowed(entity this)
2211 if (CS(this).version_mismatch) return false;
2212 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2213 if (!nJoinAllowed(this, this)) return false;
2214 if (teamplay && lockteams) return false;
2215 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2216 if (ShowTeamSelection(this)) return false;
2220 .string shootfromfixedorigin;
2221 .bool dualwielding_prev;
2222 bool PlayerThink(entity this)
2224 if (game_stopped || intermission_running) {
2225 this.modelflags &= ~MF_ROCKET;
2226 if(intermission_running)
2227 IntermissionThink(this);
2231 if (timeout_status == TIMEOUT_ACTIVE) {
2232 // don't allow the player to turn around while game is paused
2233 // FIXME turn this into CSQC stuff
2234 this.v_angle = this.lastV_angle;
2235 this.angles = this.lastV_angle;
2236 this.fixangle = true;
2239 if (frametime) player_powerups(this);
2241 if (IS_DEAD(this)) {
2242 if (this.personal && g_race_qualifying) {
2243 if (time > this.respawn_time) {
2244 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2246 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2249 if (frametime) player_anim(this);
2251 if (this.respawn_flags & RESPAWN_DENY)
2253 STAT(RESPAWN_TIME, this) = 0;
2257 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));
2259 switch(this.deadflag)
2263 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2264 this.deadflag = DEAD_RESPAWNING;
2265 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2266 this.deadflag = DEAD_DEAD;
2272 this.deadflag = DEAD_RESPAWNABLE;
2273 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2274 this.deadflag = DEAD_RESPAWNING;
2277 case DEAD_RESPAWNABLE:
2279 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2280 this.deadflag = DEAD_RESPAWNING;
2283 case DEAD_RESPAWNING:
2285 if (time > this.respawn_time)
2287 this.respawn_time = time + 1; // only retry once a second
2288 this.respawn_time_max = this.respawn_time;
2295 ShowRespawnCountdown(this);
2297 if (this.respawn_flags & RESPAWN_SILENT)
2298 STAT(RESPAWN_TIME, this) = 0;
2299 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2301 if (time < this.respawn_time)
2302 STAT(RESPAWN_TIME, this) = this.respawn_time;
2303 else if (this.deadflag != DEAD_RESPAWNING)
2304 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2307 STAT(RESPAWN_TIME, this) = this.respawn_time;
2310 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2311 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2312 STAT(RESPAWN_TIME, this) *= -1;
2317 FixPlayermodel(this);
2319 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2320 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2321 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2324 // reset gun alignment when dual wielding status changes
2325 // to ensure guns are always aligned right and left
2326 bool dualwielding = W_DualWielding(this);
2327 if(this.dualwielding_prev != dualwielding)
2329 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2330 this.dualwielding_prev = dualwielding;
2333 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2336 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2338 .entity weaponentity = weaponentities[slot];
2339 if(WEP_CVAR(vortex, charge_always))
2340 W_Vortex_Charge(this, weaponentity, frametime);
2341 W_WeaponFrame(this, weaponentity);
2347 // WEAPONTODO: Add a weapon request for this
2348 // rot vortex charge to the charge limit
2349 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2351 .entity weaponentity = weaponentities[slot];
2352 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2353 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2358 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2361 monsters_setstatus(this);
2366 .bool would_spectate;
2367 void ObserverOrSpectatorThink(entity this)
2369 bool is_spec = IS_SPEC(this);
2370 if ( CS(this).impulse )
2372 int r = MinigameImpulse(this, CS(this).impulse);
2374 CS(this).impulse = 0;
2376 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2378 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2379 CS(this).impulse = 0;
2384 if (this.flags & FL_JUMPRELEASED) {
2385 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2386 this.flags &= ~FL_JUMPRELEASED;
2387 this.flags |= FL_SPAWNING;
2388 } else if((is_spec && (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)))
2389 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2390 this.flags &= ~FL_JUMPRELEASED;
2391 if(SpectateNext(this)) {
2392 TRANSMUTE(Spectator, this);
2393 } else if (is_spec) {
2394 TRANSMUTE(Observer, this);
2395 PutClientInServer(this);
2398 CS(this).impulse = 0;
2399 } else if (is_spec) {
2400 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2401 this.flags &= ~FL_JUMPRELEASED;
2402 if(SpectatePrev(this)) {
2403 TRANSMUTE(Spectator, this);
2405 TRANSMUTE(Observer, this);
2406 PutClientInServer(this);
2408 CS(this).impulse = 0;
2409 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2410 this.would_spectate = false;
2411 this.flags &= ~FL_JUMPRELEASED;
2412 TRANSMUTE(Observer, this);
2413 PutClientInServer(this);
2414 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2415 PutObserverInServer(this);
2416 this.would_spectate = true;
2420 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2421 set_movetype(this, preferred_movetype);
2424 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2425 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2426 this.flags |= FL_JUMPRELEASED;
2427 if(this.flags & FL_SPAWNING)
2429 this.flags &= ~FL_SPAWNING;
2430 if(joinAllowed(this))
2432 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2433 CS(this).autojoin_checked = -1;
2437 if(is_spec && !SpectateUpdate(this))
2438 PutObserverInServer(this);
2441 this.flags |= FL_CLIENT | FL_NOTARGET;
2444 void PlayerUseKey(entity this)
2446 if (!IS_PLAYER(this))
2453 vehicles_exit(this.vehicle, VHEF_NORMAL);
2457 else if(autocvar_g_vehicles_enter)
2459 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2461 entity head, closest_target = NULL;
2462 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2464 while(head) // find the closest acceptable target to enter
2466 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2467 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2471 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2472 { closest_target = head; }
2474 else { closest_target = head; }
2480 if(closest_target) { vehicles_enter(this, closest_target); return; }
2484 // a use key was pressed; call handlers
2485 MUTATOR_CALLHOOK(PlayerUseKey, this);
2493 Called every frame for each client before the physics are run
2496 .float last_vehiclecheck;
2497 void PlayerPreThink (entity this)
2499 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2500 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2502 WarpZone_PlayerPhysics_FixVAngle(this);
2505 // physics frames: update anticheat stuff
2506 anticheat_prethink(this);
2509 if (blockSpectators && frametime) {
2510 // WORKAROUND: only use dropclient in server frames (frametime set).
2511 // Never use it in cl_movement frames (frametime zero).
2512 checkSpectatorBlock(this);
2515 zoomstate_set = false;
2517 // Check for nameless players
2518 if (this.netname == "" || this.netname != CS(this).netname_previous)
2520 bool assume_unchanged = (CS(this).netname_previous == "");
2521 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2523 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2524 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2525 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2526 assume_unchanged = false;
2527 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2529 if (isInvisibleString(this.netname))
2531 this.netname = strzone(sprintf("Player#%d", this.playerid));
2532 sprint(this, "Warning: invisible names are not allowed.\n");
2533 assume_unchanged = false;
2534 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2536 if (!assume_unchanged && autocvar_sv_eventlog)
2537 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2538 strcpy(CS(this).netname_previous, this.netname);
2542 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2543 CS(this).version_nagtime = 0;
2544 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2546 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2548 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2550 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2551 if (r < 0) { // old client
2552 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2553 } else if (r > 0) { // old server
2554 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2560 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2562 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2563 this.max_armorvalue = 0;
2566 if (frametime && IS_PLAYER(this))
2568 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2570 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2571 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2573 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2575 if (STAT(REVIVE_PROGRESS, this) >= 1)
2576 Unfreeze(this, false);
2578 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2580 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2581 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2583 if (GetResource(this, RES_HEALTH) < 1)
2586 vehicles_exit(this.vehicle, VHEF_RELEASE);
2587 if(this.event_damage)
2588 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2590 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2591 Unfreeze(this, false);
2595 MUTATOR_CALLHOOK(PlayerPreThink, this);
2597 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2598 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2600 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2604 if(!it.team || SAME_TEAM(this, it))
2605 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2606 else if(autocvar_g_vehicles_steal)
2607 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2609 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2611 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2615 this.last_vehiclecheck = time + 1;
2618 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2620 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2622 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2625 if (IS_REAL_CLIENT(this))
2626 PrintWelcomeMessage(this);
2628 if (IS_PLAYER(this)) {
2629 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2630 error("Client can't be spawned as player on connection!");
2631 if(!PlayerThink(this))
2634 else if (game_stopped || intermission_running) {
2635 if(intermission_running)
2636 IntermissionThink(this);
2639 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2641 bool early_join_requested = (CS(this).autojoin_checked < 0);
2642 CS(this).autojoin_checked = 1;
2643 // don't do this in ClientConnect
2644 // many things can go wrong if a client is spawned as player on connection
2645 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2646 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2647 && (!teamplay || autocvar_g_balance_teams)))
2649 campaign_bots_may_start = true;
2650 if(joinAllowed(this))
2655 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2656 ObserverOrSpectatorThink(this);
2659 // WEAPONTODO: Add weapon request for this
2660 if (!zoomstate_set) {
2661 bool wep_zoomed = false;
2662 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2664 .entity weaponentity = weaponentities[slot];
2665 Weapon thiswep = this.(weaponentity).m_weapon;
2666 if(thiswep != WEP_Null && thiswep.wr_zoom)
2667 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2669 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2672 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2674 CS(this).teamkill_soundtime = 0;
2676 entity e = CS(this).teamkill_soundsource;
2677 entity oldpusher = e.pusher;
2679 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2680 e.pusher = oldpusher;
2683 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2684 CS(this).taunt_soundtime = 0;
2685 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2688 target_voicescript_next(this);
2690 // WEAPONTODO: Move into weaponsystem somehow
2691 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2692 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2694 .entity weaponentity = weaponentities[slot];
2695 if(this.(weaponentity).m_weapon == WEP_Null)
2696 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2700 void DrownPlayer(entity this)
2702 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2703 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2705 STAT(AIR_FINISHED, this) = 0;
2709 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2711 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2712 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2713 STAT(AIR_FINISHED, this) = 0;
2717 if (!STAT(AIR_FINISHED, this))
2718 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2719 if (STAT(AIR_FINISHED, this) < time)
2721 if (this.pain_finished < time)
2723 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');
2724 this.pain_finished = time + 0.5;
2730 .bool move_qcphysics;
2732 void Player_Physics(entity this)
2734 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2736 if(!this.move_qcphysics)
2739 if(!frametime && !CS(this).pm_frametime)
2742 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2744 CS(this).pm_frametime = 0;
2751 Called every frame for each client after the physics are run
2754 void PlayerPostThink (entity this)
2756 Player_Physics(this);
2758 if (autocvar_sv_maxidle > 0)
2759 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2760 if (IS_REAL_CLIENT(this))
2761 if (IS_PLAYER(this) || autocvar_sv_maxidle_spectatorsareidle)
2763 int totalClients = 0;
2764 if(autocvar_sv_maxidle_slots > 0)
2766 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2772 if (autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
2773 { /* do nothing */ }
2774 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2776 if (CS(this).idlekick_lasttimeleft)
2778 CS(this).idlekick_lasttimeleft = 0;
2779 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2784 float timeleft = ceil(autocvar_sv_maxidle - (time - CS(this).parm_idlesince));
2785 if (timeleft == min(10, autocvar_sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2786 if (!CS(this).idlekick_lasttimeleft)
2787 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2789 if (timeleft <= 0) {
2790 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2794 else if (timeleft <= 10) {
2795 if (timeleft != CS(this).idlekick_lasttimeleft)
2796 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2797 CS(this).idlekick_lasttimeleft = timeleft;
2806 this.solid = SOLID_NOT;
2807 this.takedamage = DAMAGE_NO;
2808 set_movetype(this, MOVETYPE_NONE);
2809 CS(this).teamkill_complain = 0;
2810 CS(this).teamkill_soundtime = 0;
2811 CS(this).teamkill_soundsource = NULL;
2814 if (IS_PLAYER(this)) {
2815 if(this.death_time == time && IS_DEAD(this))
2817 // player's bbox gets resized now, instead of in the damage event that killed the player,
2818 // once all the damage events of this frame have been processed with normal size
2820 setsize(this, this.mins, this.maxs);
2823 UpdateChatBubble(this);
2824 if (CS(this).impulse) ImpulseCommands(this);
2827 CSQCMODEL_AUTOUPDATE(this);
2830 GetPressedKeys(this);
2832 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2834 CS(this).pressedkeys = 0;
2835 STAT(PRESSED_KEYS, this) = 0;
2838 if (this.waypointsprite_attachedforcarrier) {
2839 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2840 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2843 CSQCMODEL_AUTOUPDATE(this);
2847 * message "": do not say, just test flood control
2853 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2855 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2856 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2859 msgin = formatmessage(source, msgin);
2862 if (!(IS_PLAYER(source) || source.caplayer))
2863 colorstr = "^0"; // black for spectators
2865 colorstr = Team_ColorCode(source.team);
2878 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2881 * using bprint solves this... me stupid
2882 // how can we prevent the message from appearing in a listen server?
2883 // for now, just give "say" back and only handle say_team
2886 clientcommand(source, strcat("say ", msgin));
2891 string namestr = "";
2893 namestr = playername(source, autocvar_g_chat_teamcolors);
2895 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2897 string msgstr = "", cmsgstr = "";
2898 string privatemsgprefix = string_null;
2899 int privatemsgprefixlen = 0;
2902 bool found_me = false;
2903 if(strstrofs(msgin, "/me", 0) >= 0)
2905 string newmsgin = "";
2906 string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2907 FOREACH_WORD(msgin, true,
2909 if(strdecolorize(it) == "/me")
2912 newmsgin = cons(newmsgin, newnamestr);
2915 newmsgin = cons(newmsgin, it);
2922 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2923 privatemsgprefixlen = strlen(msgstr);
2924 msgstr = strcat(msgstr, msgin);
2925 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2926 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2932 //msgin = strreplace("/me", "", msgin);
2933 //msgin = substring(msgin, 3, strlen(msgin));
2934 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2935 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2938 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2939 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2945 //msgin = strreplace("/me", "", msgin);
2946 //msgin = substring(msgin, 3, strlen(msgin));
2947 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2948 msgstr = strcat("\{1}^4* ^7", msgin);
2952 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2953 msgstr = strcat(msgstr, msgin);
2957 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2960 string fullmsgstr = msgstr;
2961 string fullcmsgstr = cmsgstr;
2965 var .float flood_field = floodcontrol_chat;
2966 if(floodcontrol && source)
2968 float flood_spl, flood_burst, flood_lmax;
2971 flood_spl = autocvar_g_chat_flood_spl_tell;
2972 flood_burst = autocvar_g_chat_flood_burst_tell;
2973 flood_lmax = autocvar_g_chat_flood_lmax_tell;
2974 flood_field = floodcontrol_chattell;
2978 flood_spl = autocvar_g_chat_flood_spl_team;
2979 flood_burst = autocvar_g_chat_flood_burst_team;
2980 flood_lmax = autocvar_g_chat_flood_lmax_team;
2981 flood_field = floodcontrol_chatteam;
2985 flood_spl = autocvar_g_chat_flood_spl;
2986 flood_burst = autocvar_g_chat_flood_burst;
2987 flood_lmax = autocvar_g_chat_flood_lmax;
2988 flood_field = floodcontrol_chat;
2990 flood_burst = max(0, flood_burst - 1);
2991 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2993 // do flood control for the default line size
2996 getWrappedLine_remaining = msgstr;
2999 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
3001 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
3004 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
3006 if(getWrappedLine_remaining != "")
3008 msgstr = strcat(msgstr, "\n");
3012 if (time >= source.(flood_field))
3014 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
3019 msgstr = fullmsgstr;
3024 if (time >= source.(flood_field))
3025 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
3030 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
3031 source.(flood_field) = flood = 0;
3034 string sourcemsgstr, sourcecmsgstr;
3035 if(flood == 2) // cannot happen for empty msgstr
3037 if(autocvar_g_chat_flood_notify_flooder)
3039 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
3044 sourcemsgstr = fullmsgstr;
3045 sourcecmsgstr = fullcmsgstr;
3051 sourcemsgstr = msgstr;
3052 sourcecmsgstr = cmsgstr;
3055 if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer) && !game_stopped
3056 && (teamsay || CHAT_NOSPECTATORS()))
3058 teamsay = -1; // spectators
3062 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
3064 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
3066 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
3069 if(source && CS(source).muted)
3071 // always fake the message
3076 if (autocvar_g_chat_flood_notify_flooder)
3078 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
3089 if (privatesay && source && !(IS_PLAYER(source) || source.caplayer) && !game_stopped
3090 && (IS_PLAYER(privatesay) || privatesay.caplayer) && CHAT_NOSPECTATORS())
3092 ret = -1; // just hide the message completely
3095 MUTATOR_CALLHOOK(ChatMessage, source, ret);
3096 ret = M_ARGV(1, int);
3098 string event_log_msg = "";
3100 if(sourcemsgstr != "" && ret != 0)
3102 if(ret < 0) // faked message, because the player is muted
3104 sprint(source, sourcemsgstr);
3105 if(sourcecmsgstr != "" && !privatesay)
3106 centerprint(source, sourcecmsgstr);
3108 else if(privatesay) // private message, between 2 people only
3110 sprint(source, sourcemsgstr);
3111 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
3112 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
3114 sprint(privatesay, msgstr);
3116 centerprint(privatesay, cmsgstr);
3119 else if ( teamsay && CS(source).active_minigame )
3121 sprint(source, sourcemsgstr);
3122 dedicated_print(msgstr); // send to server console too
3123 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3126 event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
3129 else if(teamsay > 0) // team message, only sent to team mates
3131 sprint(source, sourcemsgstr);
3132 dedicated_print(msgstr); // send to server console too
3133 if(sourcecmsgstr != "")
3134 centerprint(source, sourcecmsgstr);
3135 FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3138 centerprint(it, cmsgstr);
3140 event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3142 else if(teamsay < 0) // spectator message, only sent to spectators
3144 sprint(source, sourcemsgstr);
3145 dedicated_print(msgstr); // send to server console too
3146 FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3149 event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3154 sprint(source, sourcemsgstr);
3155 dedicated_print(msgstr); // send to server console too
3156 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3158 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3161 event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3165 if (autocvar_sv_eventlog && (event_log_msg != "")) {
3166 GameLogEcho(event_log_msg);
3172 // hack to copy the button fields from the client entity to the Client State
3173 void PM_UpdateButtons(entity this, entity store)
3176 store.impulse = this.impulse;
3179 bool typing = this.buttonchat || this.button12;
3181 store.button0 = (typing) ? 0 : this.button0;
3183 store.button2 = (typing) ? 0 : this.button2;
3184 store.button3 = (typing) ? 0 : this.button3;
3185 store.button4 = this.button4;
3186 store.button5 = (typing) ? 0 : this.button5;
3187 store.button6 = this.button6;
3188 store.button7 = this.button7;
3189 store.button8 = this.button8;
3190 store.button9 = this.button9;
3191 store.button10 = this.button10;
3192 store.button11 = this.button11;
3193 store.button12 = this.button12;
3194 store.button13 = this.button13;
3195 store.button14 = this.button14;
3196 store.button15 = this.button15;
3197 store.button16 = this.button16;
3198 store.buttonuse = this.buttonuse;
3199 store.buttonchat = this.buttonchat;
3201 store.cursor_active = this.cursor_active;
3202 store.cursor_screen = this.cursor_screen;
3203 store.cursor_trace_start = this.cursor_trace_start;
3204 store.cursor_trace_endpos = this.cursor_trace_endpos;
3205 store.cursor_trace_ent = this.cursor_trace_ent;
3207 store.ping = this.ping;
3208 store.ping_packetloss = this.ping_packetloss;
3209 store.ping_movementloss = this.ping_movementloss;
3211 store.v_angle = this.v_angle;
3212 store.movement = this.movement;
3215 NET_HANDLE(fpsreport, bool)
3217 int fps = ReadShort();
3218 PlayerScore_Set(sender, SP_FPS, fps);