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 "command/common.qh"
20 #include "command/vote.qh"
21 #include "clientkill.qh"
24 #include <server/gamelog.qh>
26 #include <server/main.qh>
28 #include "campaign.qh"
29 #include "command/common.qh"
30 #include "scores_rules.qh"
31 #include "weapons/common.qh"
35 #include "../common/ent_cs.qh"
36 #include "../common/wepent.qh"
37 #include <common/state.qh>
39 #include "compat/quake3.qh"
41 #include <common/effects/qc/globalsound.qh>
43 #include "../common/mapobjects/func/conveyor.qh"
44 #include <common/mapobjects/func/ladder.qh>
45 #include "../common/mapobjects/teleporters.qh"
46 #include "../common/mapobjects/target/spawnpoint.qh"
47 #include <common/mapobjects/trigger/counter.qh>
48 #include <common/mapobjects/trigger/swamp.qh>
50 #include "../common/vehicles/all.qh"
52 #include "weapons/hitplot.qh"
53 #include "weapons/selection.qh"
54 #include "weapons/weaponsystem.qh"
56 #include "../common/net_notice.qh"
57 #include "../common/net_linked.qh"
58 #include "../common/physics/player.qh"
60 #include <common/vehicles/sv_vehicles.qh>
62 #include "../common/items/_mod.qh"
64 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
66 #include "../common/mutators/mutator/waypoints/all.qh"
67 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
68 #include <common/gamemodes/_mod.qh>
70 #include "../common/mapobjects/subs.qh"
71 #include "../common/mapobjects/triggers.qh"
72 #include "../common/mapobjects/trigger/secret.qh"
74 #include "../common/minigames/sv_minigames.qh"
76 #include "../common/items/inventory.qh"
78 #include "../common/monsters/sv_monsters.qh"
80 #include "../lib/warpzone/server.qh"
82 #include <common/mutators/mutator/overkill/oknex.qh>
84 #include <common/weapons/weapon/vortex.qh>
86 STATIC_METHOD(Client, Add, void(Client this, int _team))
89 TRANSMUTE(Player, this);
92 PutClientInServer(this);
95 STATIC_METHOD(Client, Remove, void(Client this))
97 TRANSMUTE(Observer, this);
98 PutClientInServer(this);
99 ClientDisconnect(this);
102 void send_CSQC_teamnagger() {
103 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
106 int CountSpectators(entity player, entity to)
108 if(!player) { return 0; } // not sure how, but best to be safe
112 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
120 void WriteSpectators(entity player, entity to)
122 if(!player) { return; } // not sure how, but best to be safe
125 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
127 if(spec_count >= MAX_SPECTATORS)
129 WriteByte(MSG_ENTITY, num_for_edict(it));
134 bool ClientData_Send(entity this, entity to, int sf)
136 assert(to == this.owner, return false);
139 if (IS_SPEC(e)) e = e.enemy;
142 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
143 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
144 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
145 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
147 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
148 WriteByte(MSG_ENTITY, sf);
151 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
155 float specs = CountSpectators(e, to);
156 WriteByte(MSG_ENTITY, specs);
157 WriteSpectators(e, to);
163 void ClientData_Attach(entity this)
165 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
166 CS(this).clientdata.drawonlytoclient = this;
167 CS(this).clientdata.owner = this;
170 void ClientData_Detach(entity this)
172 delete(CS(this).clientdata);
173 CS(this).clientdata = NULL;
176 void ClientData_Touch(entity e)
178 entity cd = CS(e).clientdata;
179 if (cd) { cd.SendFlags = 1; }
181 // make it spectatable
182 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
184 entity cd = CS(it).clientdata;
185 if (cd) { cd.SendFlags = 1; }
194 Checks if the argument string can be a valid playermodel.
195 Returns a valid one in doubt.
198 string FallbackPlayerModel;
199 string CheckPlayerModel(string plyermodel) {
200 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
202 // note: we cannot summon Don Strunzone here, some player may
203 // still have the model string set. In case anyone manages how
204 // to change a cvar default, we'll have a small leak here.
205 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
207 // only in right path
208 if( substring(plyermodel,0,14) != "models/player/")
209 return FallbackPlayerModel;
210 // only good file extensions
211 if(substring(plyermodel,-4,4) != ".zym")
212 if(substring(plyermodel,-4,4) != ".dpm")
213 if(substring(plyermodel,-4,4) != ".iqm")
214 if(substring(plyermodel,-4,4) != ".md3")
215 if(substring(plyermodel,-4,4) != ".psk")
216 return FallbackPlayerModel;
217 // forbid the LOD models
218 if(substring(plyermodel, -9,5) == "_lod1")
219 return FallbackPlayerModel;
220 if(substring(plyermodel, -9,5) == "_lod2")
221 return FallbackPlayerModel;
222 if(plyermodel != strtolower(plyermodel))
223 return FallbackPlayerModel;
224 // also, restrict to server models
225 if(autocvar_sv_servermodelsonly)
227 if(!fexists(plyermodel))
228 return FallbackPlayerModel;
233 void setplayermodel(entity e, string modelname)
235 precache_model(modelname);
236 _setmodel(e, modelname);
237 player_setupanimsformodel(e);
238 if(!autocvar_g_debug_globalsounds)
239 UpdatePlayerSounds(e);
242 /** putting a client as observer in the server */
243 void PutObserverInServer(entity this)
245 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
246 PlayerState_detach(this);
250 if(GetResource(this, RES_HEALTH) >= 1)
253 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
256 // was a player, recount votes and ready status
257 if(IS_REAL_CLIENT(this))
259 if (vote_called) { VoteCount(false); }
265 entity spot = SelectSpawnPoint(this, true);
266 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
267 this.angles = vec2(spot.angles);
268 this.fixangle = true;
269 // offset it so that the spectator spawns higher off the ground, looks better this way
270 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
271 if (IS_REAL_CLIENT(this))
274 WriteByte(MSG_ONE, SVC_SETVIEW);
275 WriteEntity(MSG_ONE, this);
277 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
278 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
279 if(!autocvar_g_debug_globalsounds)
281 // needed for player sounds
283 FixPlayermodel(this);
285 setmodel(this, MDL_Null);
286 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
287 this.view_ofs = '0 0 0';
290 RemoveGrapplingHooks(this);
291 Portal_ClearAll(this);
292 Unfreeze(this, false);
293 SetSpectatee(this, NULL);
298 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
302 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
304 WaypointSprite_PlayerDead(this);
306 if (CS(this).killcount != FRAGS_SPECTATOR)
309 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
310 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
313 accuracy_resend(this);
315 CS(this).spectatortime = time;
317 IL_REMOVE(g_bot_targets, this);
318 this.bot_attack = false;
319 if(this.monster_attack)
320 IL_REMOVE(g_monster_targets, this);
321 this.monster_attack = false;
322 STAT(HUD, this) = HUD_NORMAL;
323 TRANSMUTE(Observer, this);
324 this.iscreature = false;
325 this.teleportable = TELEPORT_SIMPLE;
326 if(this.damagedbycontents)
327 IL_REMOVE(g_damagedbycontents, this);
328 this.damagedbycontents = false;
329 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
330 SetSpectatee_status(this, etof(this));
331 this.takedamage = DAMAGE_NO;
332 this.solid = SOLID_NOT;
333 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
334 this.flags = FL_CLIENT | FL_NOTARGET;
336 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
337 this.pauserotarmor_finished = 0;
338 this.pauserothealth_finished = 0;
339 this.pauseregen_finished = 0;
340 this.damageforcescale = 0;
342 this.respawn_flags = 0;
343 this.respawn_time = 0;
344 STAT(RESPAWN_TIME, this) = 0;
348 this.pain_finished = 0;
349 STAT(STRENGTH_FINISHED, this) = 0;
350 STAT(INVINCIBLE_FINISHED, this) = 0;
351 STAT(SUPERWEAPONS_FINISHED, this) = 0;
352 STAT(AIR_FINISHED, this) = 0;
353 //this.dphitcontentsmask = 0;
354 this.dphitcontentsmask = DPCONTENTS_SOLID;
355 if (autocvar_g_playerclip_collisions)
356 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
359 setthink(this, func_null);
361 this.deadflag = DEAD_NO;
363 STAT(REVIVE_PROGRESS, this) = 0;
364 this.revival_time = 0;
365 this.draggable = drag_undraggable;
368 STAT(WEAPONS, this) = '0 0 0';
369 this.drawonlytoclient = this;
373 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
375 this.weaponmodel = "";
376 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
378 this.weaponentities[slot] = NULL;
380 this.exteriorweaponentity = NULL;
381 CS(this).killcount = FRAGS_SPECTATOR;
382 this.velocity = '0 0 0';
383 this.avelocity = '0 0 0';
384 this.punchangle = '0 0 0';
385 this.punchvector = '0 0 0';
386 this.oldvelocity = this.velocity;
387 this.fire_endtime = -1;
388 this.event_damage = func_null;
389 this.event_heal = func_null;
391 for(int slot = 0; slot < MAX_AXH; ++slot)
393 entity axh = this.(AuxiliaryXhair[slot]);
394 this.(AuxiliaryXhair[slot]) = NULL;
396 if(axh.owner == this && axh != NULL && !wasfreed(axh))
400 if (mutator_returnvalue)
402 // mutator prevents resetting teams+score
406 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
407 this.frags = FRAGS_SPECTATOR;
409 if (CS(this).just_joined)
410 CS(this).just_joined = false;
413 int player_getspecies(entity this)
415 get_model_parameters(this.model, this.skin);
416 int s = get_model_parameters_species;
417 get_model_parameters(string_null, 0);
418 if (s < 0) return SPECIES_HUMAN;
422 .float model_randomizer;
423 void FixPlayermodel(entity player)
425 string defaultmodel = "";
427 if(autocvar_sv_defaultcharacter)
433 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
434 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
435 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
436 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
440 if(defaultmodel == "")
442 defaultmodel = autocvar_sv_defaultplayermodel;
443 defaultskin = autocvar_sv_defaultplayerskin;
446 int n = tokenize_console(defaultmodel);
449 defaultmodel = argv(floor(n * CS(player).model_randomizer));
450 // However, do NOT randomize if the player-selected model is in the list.
451 for (int i = 0; i < n; ++i)
452 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
453 defaultmodel = argv(i);
456 int i = strstrofs(defaultmodel, ":", 0);
459 defaultskin = stof(substring(defaultmodel, i+1, -1));
460 defaultmodel = substring(defaultmodel, 0, i);
463 if(autocvar_sv_defaultcharacterskin && !defaultskin)
469 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
470 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
471 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
472 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
477 defaultskin = autocvar_sv_defaultplayerskin;
480 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
481 defaultmodel = M_ARGV(0, string);
482 defaultskin = M_ARGV(1, int);
486 if(defaultmodel != "")
488 if (defaultmodel != player.model)
490 vector m1 = player.mins;
491 vector m2 = player.maxs;
492 setplayermodel (player, defaultmodel);
493 setsize (player, m1, m2);
497 oldskin = player.skin;
498 player.skin = defaultskin;
500 if (player.playermodel != player.model || player.playermodel == "")
502 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
503 vector m1 = player.mins;
504 vector m2 = player.maxs;
505 setplayermodel (player, player.playermodel);
506 setsize (player, m1, m2);
510 if(!autocvar_sv_defaultcharacterskin)
512 oldskin = player.skin;
513 player.skin = stof(player.playerskin);
517 oldskin = player.skin;
518 player.skin = defaultskin;
522 if(chmdl || oldskin != player.skin) // model or skin has changed
524 player.species = player_getspecies(player); // update species
525 if(!autocvar_g_debug_globalsounds)
526 UpdatePlayerSounds(player); // update skin sounds
530 if(strlen(autocvar_sv_defaultplayercolors))
531 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
532 setcolor(player, stof(autocvar_sv_defaultplayercolors));
535 void PutPlayerInServer(entity this)
537 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
539 PlayerState_attach(this);
540 accuracy_resend(this);
543 TeamBalance_JoinBestTeam(this);
545 entity spot = SelectSpawnPoint(this, false);
547 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
548 return; // spawn failed
551 TRANSMUTE(Player, this);
553 CS(this).wasplayer = true;
554 this.iscreature = true;
555 this.teleportable = TELEPORT_NORMAL;
556 if(!this.damagedbycontents)
557 IL_PUSH(g_damagedbycontents, this);
558 this.damagedbycontents = true;
559 set_movetype(this, MOVETYPE_WALK);
560 this.solid = SOLID_SLIDEBOX;
561 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
562 if (autocvar_g_playerclip_collisions)
563 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
564 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
565 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
566 this.frags = FRAGS_PLAYER;
567 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
568 this.flags = FL_CLIENT | FL_PICKUPITEMS;
569 if (autocvar__notarget)
570 this.flags |= FL_NOTARGET;
571 this.takedamage = DAMAGE_AIM;
572 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
575 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
576 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
577 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
578 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
579 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
580 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
581 SetResource(this, RES_HEALTH, warmup_start_health);
582 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
583 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
585 SetResource(this, RES_SHELLS, start_ammo_shells);
586 SetResource(this, RES_BULLETS, start_ammo_nails);
587 SetResource(this, RES_ROCKETS, start_ammo_rockets);
588 SetResource(this, RES_CELLS, start_ammo_cells);
589 SetResource(this, RES_PLASMA, start_ammo_plasma);
590 SetResource(this, RES_FUEL, start_ammo_fuel);
591 SetResource(this, RES_HEALTH, start_health);
592 SetResource(this, RES_ARMOR, start_armorvalue);
593 STAT(WEAPONS, this) = start_weapons;
594 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
596 GiveRandomWeapons(this, random_start_weapons_count,
597 autocvar_g_random_start_weapons, random_start_ammo);
600 SetSpectatee_status(this, 0);
602 PS(this).dual_weapons = '0 0 0';
604 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
606 this.items = start_items;
608 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
609 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
610 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
611 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
612 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
613 if (!sv_ready_restart_after_countdown && time < game_starttime)
615 float f = game_starttime - time;
616 this.spawnshieldtime += f;
617 this.pauserotarmor_finished += f;
618 this.pauserothealth_finished += f;
619 this.pauseregen_finished += f;
622 this.damageforcescale = autocvar_g_player_damageforcescale;
624 this.respawn_flags = 0;
625 this.respawn_time = 0;
626 STAT(RESPAWN_TIME, this) = 0;
627 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
629 this.pain_finished = 0;
631 setthink(this, func_null); // players have no think function
634 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
636 this.deadflag = DEAD_NO;
638 this.angles = spot.angles;
639 this.angles_z = 0; // never spawn tilted even if the spot says to
640 if (IS_BOT_CLIENT(this))
642 this.v_angle = this.angles;
645 this.fixangle = true; // turn this way immediately
646 this.oldvelocity = this.velocity = '0 0 0';
647 this.avelocity = '0 0 0';
648 this.punchangle = '0 0 0';
649 this.punchvector = '0 0 0';
651 STAT(STRENGTH_FINISHED, this) = 0;
652 STAT(INVINCIBLE_FINISHED, this) = 0;
653 this.fire_endtime = -1;
654 STAT(REVIVE_PROGRESS, this) = 0;
655 this.revival_time = 0;
657 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
658 STAT(BUFFS, this) = 0;
659 STAT(BUFF_TIME, this) = 0;
661 STAT(AIR_FINISHED, this) = 0;
662 this.waterlevel = WATERLEVEL_NONE;
663 this.watertype = CONTENT_EMPTY;
665 entity spawnevent = new_pure(spawnevent);
666 spawnevent.owner = this;
667 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
669 // Cut off any still running player sounds.
670 stopsound(this, CH_PLAYER_SINGLE);
673 FixPlayermodel(this);
674 this.drawonlytoclient = NULL;
678 for(int slot = 0; slot < MAX_AXH; ++slot)
680 entity axh = this.(AuxiliaryXhair[slot]);
681 this.(AuxiliaryXhair[slot]) = NULL;
683 if(axh.owner == this && axh != NULL && !wasfreed(axh))
687 this.spawnpoint_targ = NULL;
690 this.view_ofs = STAT(PL_VIEW_OFS, this);
691 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
692 this.spawnorigin = spot.origin;
693 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
694 // don't reset back to last position, even if new position is stuck in solid
695 this.oldorigin = this.origin;
697 IL_REMOVE(g_conveyed, this);
698 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
700 IL_REMOVE(g_swamped, this);
701 this.swampslug = NULL;
702 this.swamp_interval = 0;
703 if(this.ladder_entity)
704 IL_REMOVE(g_ladderents, this);
705 this.ladder_entity = NULL;
706 IL_EACH(g_counters, it.realowner == this,
710 STAT(HUD, this) = HUD_NORMAL;
712 this.event_damage = PlayerDamage;
713 this.event_heal = PlayerHeal;
715 this.draggable = func_null;
718 IL_PUSH(g_bot_targets, this);
719 this.bot_attack = true;
720 if(!this.monster_attack)
721 IL_PUSH(g_monster_targets, this);
722 this.monster_attack = true;
723 navigation_dynamicgoal_init(this, false);
725 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
727 // player was spectator
728 if (CS(this).killcount == FRAGS_SPECTATOR) {
729 PlayerScore_Clear(this);
730 CS(this).killcount = 0;
731 CS(this).startplaytime = time;
734 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
736 .entity weaponentity = weaponentities[slot];
737 CL_SpawnWeaponentity(this, weaponentity);
739 this.alpha = default_player_alpha;
740 this.colormod = '1 1 1' * autocvar_g_player_brightness;
741 this.exteriorweaponentity.alpha = default_weapon_alpha;
743 this.speedrunning = false;
745 this.counter_cnt = 0;
746 this.fragsfilter_cnt = 0;
748 target_voicescript_clear(this);
750 // reset fields the weapons may use
751 FOREACH(Weapons, true, {
752 it.wr_resetplayer(it, this);
753 // reload all reloadable weapons
754 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
755 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
757 .entity weaponentity = weaponentities[slot];
758 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
764 string s = spot.target;
765 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
766 spot.target = string_null;
767 SUB_UseTargets(spot, this, NULL);
768 if(g_assault || g_race)
772 Unfreeze(this, false);
774 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
776 if (autocvar_spawn_debug)
778 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
779 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
782 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
784 .entity weaponentity = weaponentities[slot];
785 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
786 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
788 this.(weaponentity).m_switchweapon = WEP_Null;
789 this.(weaponentity).m_weapon = WEP_Null;
790 this.(weaponentity).weaponname = "";
791 this.(weaponentity).m_switchingweapon = WEP_Null;
792 this.(weaponentity).cnt = -1;
795 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
797 if (CS(this).impulse) ImpulseCommands(this);
799 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
800 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
802 .entity weaponentity = weaponentities[slot];
803 W_WeaponFrame(this, weaponentity);
806 if (!warmup_stage && !this.alivetime)
807 this.alivetime = time;
809 antilag_clear(this, CS(this));
812 /** Called when a client spawns in the server */
813 void PutClientInServer(entity this)
815 if (IS_BOT_CLIENT(this)) {
816 TRANSMUTE(Player, this);
817 } else if (IS_REAL_CLIENT(this)) {
819 WriteByte(MSG_ONE, SVC_SETVIEW);
820 WriteEntity(MSG_ONE, this);
823 TRANSMUTE(Observer, this);
825 SetSpectatee(this, NULL);
829 PS(this).itemkeys = 0;
831 MUTATOR_CALLHOOK(PutClientInServer, this);
833 if (IS_OBSERVER(this)) {
834 PutObserverInServer(this);
835 } else if (IS_PLAYER(this)) {
836 PutPlayerInServer(this);
840 // TODO do we need all these fields, or should we stop autodetecting runtime
841 // changes and just have a console command to update this?
842 bool ClientInit_SendEntity(entity this, entity to, int sf)
844 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
847 // MSG_INIT replacement
848 // TODO: make easier to use
850 W_PROP_reload(MSG_ONE, to);
851 ClientInit_misc(this);
852 MUTATOR_CALLHOOK(Ent_Init);
854 void ClientInit_misc(entity this)
856 int channel = MSG_ONE;
857 WriteHeader(channel, ENT_CLIENT_INIT);
858 WriteByte(channel, g_nexball_meter_period * 32);
859 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
860 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
861 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
862 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
863 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
864 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
865 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
866 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
868 if(sv_foginterval && world.fog != "")
869 WriteString(channel, world.fog);
871 WriteString(channel, "");
872 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
873 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
874 WriteByte(channel, serverflags);
875 WriteCoord(channel, autocvar_g_trueaim_minrange);
878 void ClientInit_CheckUpdate(entity this)
880 this.nextthink = time;
881 if(this.count != autocvar_g_balance_armor_blockpercent)
883 this.count = autocvar_g_balance_armor_blockpercent;
886 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
888 this.cnt = autocvar_g_balance_damagepush_speedfactor;
893 void ClientInit_Spawn()
895 entity e = new_pure(clientinit);
896 setthink(e, ClientInit_CheckUpdate);
897 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
899 ClientInit_CheckUpdate(e);
909 // initialize parms for a new player
910 parm1 = -(86400 * 366);
912 MUTATOR_CALLHOOK(SetNewParms);
920 void SetChangeParms (entity this)
922 // save parms for level change
923 parm1 = CS(this).parm_idlesince - time;
925 MUTATOR_CALLHOOK(SetChangeParms);
933 void DecodeLevelParms(entity this)
936 CS(this).parm_idlesince = parm1;
937 if (CS(this).parm_idlesince == -(86400 * 366))
938 CS(this).parm_idlesince = time;
940 // whatever happens, allow 60 seconds of idling directly after connect for map loading
941 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
943 MUTATOR_CALLHOOK(DecodeLevelParms);
946 void FixClientCvars(entity e)
948 // send prediction settings to the client
949 stuffcmd(e, "\nin_bindmap 0 0\n");
950 if(autocvar_g_antilag == 3) // client side hitscan
951 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
952 if(autocvar_sv_gentle)
953 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
955 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
956 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
958 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
960 MUTATOR_CALLHOOK(FixClientCvars, e);
963 bool findinlist_abbrev(string tofind, string list)
965 if(list == "" || tofind == "")
966 return false; // empty list or search, just return
968 // this function allows abbreviated strings!
969 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
977 bool PlayerInIPList(entity p, string iplist)
979 // some safety checks (never allow local?)
980 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
983 return findinlist_abbrev(p.netaddress, iplist);
986 bool PlayerInIDList(entity p, string idlist)
988 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
992 return findinlist_abbrev(p.crypto_idfp, idlist);
995 bool PlayerInList(entity player, string list)
997 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1000 #ifdef DP_EXT_PRECONNECT
1005 Called once (not at each match start) when a client begins a connection to the server
1008 void ClientPreConnect(entity this)
1010 if(autocvar_sv_eventlog)
1012 GameLogEcho(sprintf(":connect:%d:%d:%s",
1015 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1021 string GetClientVersionMessage(entity this)
1023 if (CS(this).version_mismatch) {
1024 if(CS(this).version < autocvar_gameversion) {
1025 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1026 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1028 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1029 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1032 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1036 string getwelcomemessage(entity this)
1038 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1039 string modifications = M_ARGV(0, string);
1043 if(g_weaponarena_random)
1044 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1046 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1048 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1049 modifications = strcat(modifications, ", No start weapons");
1050 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1051 modifications = strcat(modifications, ", Low gravity");
1052 if(g_weapon_stay && !g_cts)
1053 modifications = strcat(modifications, ", Weapons stay");
1055 modifications = strcat(modifications, ", Jet pack");
1056 if(autocvar_g_powerups == 0)
1057 modifications = strcat(modifications, ", No powerups");
1058 if(autocvar_g_powerups > 0)
1059 modifications = strcat(modifications, ", Powerups");
1060 modifications = substring(modifications, 2, strlen(modifications) - 2);
1062 string versionmessage = GetClientVersionMessage(this);
1063 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1065 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1067 if(modifications != "")
1068 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1070 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1072 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1073 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1076 if (cache_mutatormsg != "") {
1077 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1080 string mutator_msg = "";
1081 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1082 mutator_msg = M_ARGV(0, string);
1084 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1086 string motd = autocvar_sv_motd;
1088 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1093 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1099 Called when a client connects to the server
1102 void ClientConnect(entity this)
1104 if (Ban_MaybeEnforceBanOnce(this)) return;
1105 assert(!IS_CLIENT(this), return);
1106 this.flags |= FL_CLIENT;
1107 assert(player_count >= 0, player_count = 0);
1110 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1112 TRANSMUTE(Client, this);
1113 CS(this).version_nagtime = time + 10 + random() * 10;
1115 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1117 bot_clientconnect(this);
1119 Player_DetermineForcedTeam(this);
1121 TRANSMUTE(Observer, this);
1123 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1125 // always track bots, don't ask for cl_allow_uidtracking
1126 if (IS_BOT_CLIENT(this))
1127 PlayerStats_GameReport_AddPlayer(this);
1129 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1131 if (autocvar_sv_eventlog)
1132 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this, false)));
1134 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1136 stuffcmd(this, clientstuff, "\n");
1137 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1139 FixClientCvars(this);
1141 // get version info from player
1142 stuffcmd(this, "cmd clientversion $gameversion\n");
1144 // notify about available teams
1147 entity balance = TeamBalance_CheckAllowedTeams(this);
1148 int t = TeamBalance_GetAllowedTeams(balance);
1149 TeamBalance_Destroy(balance);
1150 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1154 stuffcmd(this, "set _teams_available 0\n");
1157 bot_relinkplayerlist();
1159 CS(this).spectatortime = time;
1160 if (blockSpectators)
1162 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1165 CS(this).jointime = time;
1167 if (IS_REAL_CLIENT(this))
1169 if (g_weaponarena_weapons == WEPSET(TUBA))
1170 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1173 if (!sv_foginterval && world.fog != "")
1174 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1176 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1177 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1178 send_CSQC_teamnagger();
1180 CSQCMODEL_AUTOINIT(this);
1182 CS(this).model_randomizer = random();
1184 if (IS_REAL_CLIENT(this))
1185 sv_notice_join(this);
1187 this.move_qcphysics = autocvar_sv_qcphysics;
1189 // update physics stats (players can spawn before physics runs)
1190 Physics_UpdateStats(this);
1192 IL_EACH(g_initforplayer, it.init_for_player, {
1193 it.init_for_player(it, this);
1196 Handicap_Initialize(this);
1198 MUTATOR_CALLHOOK(ClientConnect, this);
1200 if (IS_REAL_CLIENT(this))
1202 if (!autocvar_g_campaign && !IS_PLAYER(this))
1204 CS(this).motd_actived_time = -1;
1205 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1213 Called when a client disconnects from the server
1216 .entity chatbubbleentity;
1217 void ClientDisconnect(entity this)
1219 assert(IS_CLIENT(this), return);
1221 PlayerStats_GameReport_FinalizePlayer(this);
1222 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1223 if (CS(this).active_minigame) part_minigame(this);
1224 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1226 if (autocvar_sv_eventlog)
1227 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1229 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1232 SetSpectatee(this, NULL);
1234 MUTATOR_CALLHOOK(ClientDisconnect, this);
1236 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1237 strfree(CS(this).weaponorder_byimpulse);
1238 ClientState_detach(this);
1240 Portal_ClearAll(this);
1242 Unfreeze(this, false);
1244 RemoveGrapplingHooks(this);
1246 // Here, everything has been done that requires this player to be a client.
1248 this.flags &= ~FL_CLIENT;
1250 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1251 if (this.killindicator) delete(this.killindicator);
1253 IL_EACH(g_counters, it.realowner == this,
1258 WaypointSprite_PlayerGone(this);
1260 bot_relinkplayerlist();
1262 strfree(this.clientstatus);
1263 if (this.personal) delete(this.personal);
1267 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1272 void ChatBubbleThink(entity this)
1274 this.nextthink = time;
1275 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1277 if(this.owner) // but why can that ever be NULL?
1278 this.owner.chatbubbleentity = NULL;
1285 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1287 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1288 this.mdl = "models/sprites/minigame_busy.iqm";
1289 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1290 this.mdl = "models/misc/chatbubble.spr";
1293 if ( this.model != this.mdl )
1294 _setmodel(this, this.mdl);
1298 void UpdateChatBubble(entity this)
1302 // spawn a chatbubble entity if needed
1303 if (!this.chatbubbleentity)
1305 this.chatbubbleentity = new(chatbubbleentity);
1306 this.chatbubbleentity.owner = this;
1307 this.chatbubbleentity.exteriormodeltoclient = this;
1308 setthink(this.chatbubbleentity, ChatBubbleThink);
1309 this.chatbubbleentity.nextthink = time;
1310 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1311 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1312 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1313 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1314 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1315 //this.chatbubbleentity.model = "";
1316 this.chatbubbleentity.effects = EF_LOWPRECISION;
1320 void calculate_player_respawn_time(entity this)
1322 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1325 float gametype_setting_tmp;
1326 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1327 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1328 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1329 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1330 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1331 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1333 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1336 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1337 if(it.team == this.team)
1340 if (sdelay_small_count == 0)
1341 sdelay_small_count = 1;
1342 if (sdelay_large_count == 0)
1343 sdelay_large_count = 1;
1347 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1350 if (sdelay_small_count == 0)
1352 if (IS_INDEPENDENT_PLAYER(this))
1354 // Players play independently. No point in requiring enemies.
1355 sdelay_small_count = 1;
1359 // Players play AGAINST each other. Enemies required.
1360 sdelay_small_count = 2;
1363 if (sdelay_large_count == 0)
1365 if (IS_INDEPENDENT_PLAYER(this))
1367 // Players play independently. No point in requiring enemies.
1368 sdelay_large_count = 1;
1372 // Players play AGAINST each other. Enemies required.
1373 sdelay_large_count = 2;
1380 if (pcount <= sdelay_small_count)
1381 sdelay = sdelay_small;
1382 else if (pcount >= sdelay_large_count)
1383 sdelay = sdelay_large;
1384 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1385 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1388 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1390 this.respawn_time = time + sdelay;
1392 if(sdelay < sdelay_max)
1393 this.respawn_time_max = time + sdelay_max;
1395 this.respawn_time_max = this.respawn_time;
1397 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1398 this.respawn_countdown = 10; // first number to count down from is 10
1400 this.respawn_countdown = -1; // do not count down
1402 if(autocvar_g_forced_respawn)
1403 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1406 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1407 // added to the model skins
1408 /*void UpdateColorModHack()
1411 c = this.clientcolors & 15;
1412 // LordHavoc: only bothering to support white, green, red, yellow, blue
1413 if (!teamplay) this.colormod = '0 0 0';
1414 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1415 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1416 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1417 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1418 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1419 else this.colormod = '1 1 1';
1422 void respawn(entity this)
1424 bool damagedbycontents_prev = this.damagedbycontents;
1427 if(autocvar_g_respawn_ghosts)
1429 this.solid = SOLID_NOT;
1430 this.takedamage = DAMAGE_NO;
1431 this.damagedbycontents = false;
1432 set_movetype(this, MOVETYPE_FLY);
1433 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1434 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1435 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1436 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1437 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1438 if(autocvar_g_respawn_ghosts_time > 0)
1439 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1442 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1446 this.damagedbycontents = damagedbycontents_prev;
1448 this.effects |= EF_NODRAW; // prevent another CopyBody
1449 PutClientInServer(this);
1453 void PrintToChat(entity client, string text)
1455 text = strcat("\{1}^7", text, "\n");
1456 sprint(client, text);
1460 void DebugPrintToChat(entity client, string text)
1462 if (autocvar_developer > 0)
1464 PrintToChat(client, text);
1469 void PrintToChatAll(string text)
1471 text = strcat("\{1}^7", text, "\n");
1476 void DebugPrintToChatAll(string text)
1478 if (autocvar_developer > 0)
1480 PrintToChatAll(text);
1485 void PrintToChatTeam(int team_num, string text)
1487 text = strcat("\{1}^7", text, "\n");
1488 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1490 if (it.team == team_num)
1498 void DebugPrintToChatTeam(int team_num, string text)
1500 if (autocvar_developer > 0)
1502 PrintToChatTeam(team_num, text);
1506 void play_countdown(entity this, float finished, Sound samp)
1509 if(IS_REAL_CLIENT(this))
1510 if(floor(finished - time - frametime) != floor(finished - time))
1511 if(finished - time < 6)
1512 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1515 void player_powerups(entity this)
1517 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1518 this.modelflags |= MF_ROCKET;
1520 this.modelflags &= ~MF_ROCKET;
1522 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1526 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1528 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1529 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1530 this.items &= ~ITEM_Strength.m_itemid;
1531 this.items &= ~ITEM_Shield.m_itemid;
1532 this.items -= (this.items & IT_SUPERWEAPON);
1536 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1539 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1540 int items_prev = this.items;
1542 Fire_ApplyDamage(this);
1543 Fire_ApplyEffect(this);
1545 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1547 if (this.items & ITEM_Strength.m_itemid)
1549 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1550 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1551 if (time > STAT(STRENGTH_FINISHED, this))
1553 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1554 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1555 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1560 if (time < STAT(STRENGTH_FINISHED, this))
1562 this.items = this.items | ITEM_Strength.m_itemid;
1564 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1565 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1568 if (this.items & ITEM_Shield.m_itemid)
1570 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1571 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1572 if (time > STAT(INVINCIBLE_FINISHED, this))
1574 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1575 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1576 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1581 if (time < STAT(INVINCIBLE_FINISHED, this))
1583 this.items = this.items | ITEM_Shield.m_itemid;
1585 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1586 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1589 if (this.items & IT_SUPERWEAPON)
1591 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1593 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1594 this.items = this.items - (this.items & IT_SUPERWEAPON);
1595 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1596 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1598 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1600 // don't let them run out
1604 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1605 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1607 this.items = this.items - (this.items & IT_SUPERWEAPON);
1608 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1609 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1610 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1614 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1616 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1618 this.items = this.items | IT_SUPERWEAPON;
1619 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1622 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1623 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1628 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1629 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1634 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1638 if(autocvar_g_nodepthtestplayers)
1639 this.effects = this.effects | EF_NODEPTHTEST;
1641 if(autocvar_g_fullbrightplayers)
1642 this.effects = this.effects | EF_FULLBRIGHT;
1644 if (time >= game_starttime)
1645 if (time < this.spawnshieldtime)
1646 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1648 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1651 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1653 if(current > stable)
1655 else if(current > stable - 0.25) // when close enough, "snap"
1658 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1661 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1663 if(current < stable)
1665 else if(current < stable + 0.25) // when close enough, "snap"
1668 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1671 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)
1673 float old = GetResource(this, res);
1674 float current = old;
1675 if(current > rotstable)
1677 if(rotframetime > 0)
1679 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1680 current = max(rotstable, current - rotlinear * rotframetime);
1683 else if(current < regenstable)
1685 if(regenframetime > 0)
1687 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1688 current = min(regenstable, current + regenlinear * regenframetime);
1692 float limit = GetResourceLimit(this, res) * limit_mod;
1697 SetResource(this, res, current);
1700 void player_regen(entity this)
1702 float max_mod, regen_mod, rot_mod, limit_mod;
1703 max_mod = regen_mod = rot_mod = limit_mod = 1;
1705 float regen_health = autocvar_g_balance_health_regen;
1706 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1707 float regen_health_rot = autocvar_g_balance_health_rot;
1708 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1709 float regen_health_stable = autocvar_g_balance_health_regenstable;
1710 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1711 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1712 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1713 max_mod = M_ARGV(1, float);
1714 regen_mod = M_ARGV(2, float);
1715 rot_mod = M_ARGV(3, float);
1716 limit_mod = M_ARGV(4, float);
1717 regen_health = M_ARGV(5, float);
1718 regen_health_linear = M_ARGV(6, float);
1719 regen_health_rot = M_ARGV(7, float);
1720 regen_health_rotlinear = M_ARGV(8, float);
1721 regen_health_stable = M_ARGV(9, float);
1722 regen_health_rotstable = M_ARGV(10, float);
1724 if(!mutator_returnvalue)
1725 if(!STAT(FROZEN, this))
1727 float maxa = autocvar_g_balance_armor_rotstable;
1728 float mina = autocvar_g_balance_armor_regenstable;
1730 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1731 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1732 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1734 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1735 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1736 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1739 // if player rotted to death... die!
1740 // check this outside above checks, as player may still be able to rot to death
1741 if(GetResource(this, RES_HEALTH) < 1)
1744 vehicles_exit(this.vehicle, VHEF_RELEASE);
1745 if(this.event_damage)
1746 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1749 if (!(this.items & IT_UNLIMITED_AMMO))
1751 float maxf = autocvar_g_balance_fuel_rotstable;
1752 float minf = autocvar_g_balance_fuel_regenstable;
1754 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1755 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1756 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1761 void SetZoomState(entity this, float newzoom)
1763 if(newzoom != CS(this).zoomstate)
1765 CS(this).zoomstate = newzoom;
1766 ClientData_Touch(this);
1768 zoomstate_set = true;
1771 void GetPressedKeys(entity this)
1773 MUTATOR_CALLHOOK(GetPressedKeys, this);
1774 int keys = STAT(PRESSED_KEYS, this);
1775 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1776 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1777 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1778 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1780 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1781 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
1782 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1783 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1784 CS(this).pressedkeys = keys; // store for other users
1786 STAT(PRESSED_KEYS, this) = keys;
1790 ======================
1791 spectate mode routines
1792 ======================
1795 void SpectateCopy(entity this, entity spectatee)
1797 TC(Client, this); TC(Client, spectatee);
1799 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1800 PS(this) = PS(spectatee);
1801 this.armortype = spectatee.armortype;
1802 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1803 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1804 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1805 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1806 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1807 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1808 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1809 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1810 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1811 CS(this).impulse = 0;
1812 this.disableclientprediction = 1; // no need to run prediction on a spectator
1813 this.items = spectatee.items;
1814 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1815 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1816 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1817 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1818 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1819 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1820 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1821 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1822 this.punchangle = spectatee.punchangle;
1823 this.view_ofs = spectatee.view_ofs;
1824 this.velocity = spectatee.velocity;
1825 this.dmg_take = spectatee.dmg_take;
1826 this.dmg_save = spectatee.dmg_save;
1827 this.dmg_inflictor = spectatee.dmg_inflictor;
1828 this.v_angle = spectatee.v_angle;
1829 this.angles = spectatee.v_angle;
1830 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1831 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1832 this.viewloc = spectatee.viewloc;
1833 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1834 this.fixangle = true;
1835 setorigin(this, spectatee.origin);
1836 setsize(this, spectatee.mins, spectatee.maxs);
1837 SetZoomState(this, CS(spectatee).zoomstate);
1839 anticheat_spectatecopy(this, spectatee);
1840 STAT(HUD, this) = STAT(HUD, spectatee);
1841 if(spectatee.vehicle)
1843 this.angles = spectatee.v_angle;
1845 //this.fixangle = false;
1846 //this.velocity = spectatee.vehicle.velocity;
1847 this.vehicle_health = spectatee.vehicle_health;
1848 this.vehicle_shield = spectatee.vehicle_shield;
1849 this.vehicle_energy = spectatee.vehicle_energy;
1850 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1851 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1852 this.vehicle_reload1 = spectatee.vehicle_reload1;
1853 this.vehicle_reload2 = spectatee.vehicle_reload2;
1855 //msg_entity = this;
1857 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1858 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1859 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1860 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1862 //WriteByte (MSG_ONE, SVC_SETVIEW);
1863 // WriteEntity(MSG_ONE, this);
1864 //makevectors(spectatee.v_angle);
1865 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1869 bool SpectateUpdate(entity this)
1874 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1876 SetSpectatee(this, NULL);
1880 SpectateCopy(this, this.enemy);
1885 bool SpectateSet(entity this)
1887 if(!IS_PLAYER(this.enemy))
1890 ClientData_Touch(this.enemy);
1893 WriteByte(MSG_ONE, SVC_SETVIEW);
1894 WriteEntity(MSG_ONE, this.enemy);
1895 set_movetype(this, MOVETYPE_NONE);
1896 accuracy_resend(this);
1898 if(!SpectateUpdate(this))
1899 PutObserverInServer(this);
1904 void SetSpectatee_status(entity this, int spectatee_num)
1906 int oldspectatee_status = CS(this).spectatee_status;
1907 CS(this).spectatee_status = spectatee_num;
1909 if (CS(this).spectatee_status != oldspectatee_status)
1911 if (STAT(PRESSED_KEYS, this))
1913 CS(this).pressedkeys = 0;
1914 STAT(PRESSED_KEYS, this) = 0;
1916 ClientData_Touch(this);
1917 if (g_race || g_cts) race_InitSpectator();
1921 void SetSpectatee(entity this, entity spectatee)
1923 if(IS_BOT_CLIENT(this))
1924 return; // bots abuse .enemy, this code is useless to them
1926 entity old_spectatee = this.enemy;
1928 this.enemy = spectatee;
1931 // these are required to fix the spectator bug with arc
1934 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1936 .entity weaponentity = weaponentities[slot];
1937 if(old_spectatee.(weaponentity).arc_beam)
1938 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1943 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1945 .entity weaponentity = weaponentities[slot];
1946 if(this.enemy.(weaponentity).arc_beam)
1947 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1952 SetSpectatee_status(this, etof(this.enemy));
1954 // needed to update spectator list
1955 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1958 bool Spectate(entity this, entity pl)
1960 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1962 pl = M_ARGV(1, entity);
1964 SetSpectatee(this, pl);
1965 return SpectateSet(this);
1968 bool SpectateNext(entity this)
1970 entity ent = find(this.enemy, classname, STR_PLAYER);
1972 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1973 ent = M_ARGV(1, entity);
1975 ent = find(ent, classname, STR_PLAYER);
1977 if(ent) { SetSpectatee(this, ent); }
1979 return SpectateSet(this);
1982 bool SpectatePrev(entity this)
1984 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1985 entity ent = findchain(classname, STR_PLAYER);
1986 if (!ent) // no player
1990 // skip players until current spectated player
1992 while(ent && ent != this.enemy)
1995 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1997 case MUT_SPECPREV_FOUND:
1998 ent = M_ARGV(1, entity);
2000 case MUT_SPECPREV_RETURN:
2002 case MUT_SPECPREV_CONTINUE:
2013 SetSpectatee(this, ent);
2014 return SpectateSet(this);
2019 ShowRespawnCountdown()
2021 Update a respawn countdown display.
2024 void ShowRespawnCountdown(entity this)
2027 if(!IS_DEAD(this)) // just respawned?
2031 number = ceil(this.respawn_time - time);
2034 if(number <= this.respawn_countdown)
2036 this.respawn_countdown = number - 1;
2037 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
2038 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2043 .bool team_selected;
2044 bool ShowTeamSelection(entity this)
2046 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
2048 stuffcmd(this, "menu_showteamselect\n");
2051 void Join(entity this)
2053 TRANSMUTE(Player, this);
2055 if(!this.team_selected)
2056 if(autocvar_g_campaign || autocvar_g_balance_teams)
2057 TeamBalance_JoinBestTeam(this);
2059 if(autocvar_g_campaign)
2060 campaign_bots_may_start = true;
2062 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2064 PutClientInServer(this);
2067 if(teamplay && this.team != -1)
2071 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2072 this.team_selected = false;
2075 int GetPlayerLimit()
2078 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)
2079 int player_limit = autocvar_g_maxplayers;
2080 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2081 player_limit = M_ARGV(0, int);
2082 return player_limit;
2086 * Determines whether the player is allowed to join. This depends on cvar
2087 * g_maxplayers, if it isn't used this function always return true, otherwise
2088 * it checks whether the number of currently playing players exceeds g_maxplayers.
2089 * @return int number of free slots for players, 0 if none
2091 int nJoinAllowed(entity this, entity ignore)
2094 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2095 // so report 0 free slots if restricted
2097 if(autocvar_g_forced_team_otherwise == "spectate")
2099 if(autocvar_g_forced_team_otherwise == "spectator")
2103 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2104 return 0; // forced spectators can never join
2106 // TODO simplify this
2107 int totalClients = 0;
2108 int currentlyPlaying = 0;
2109 FOREACH_CLIENT(true, {
2112 if(IS_REAL_CLIENT(it))
2113 if(IS_PLAYER(it) || it.caplayer)
2117 int player_limit = GetPlayerLimit();
2121 free_slots = maxclients - totalClients;
2122 else if(player_limit > 0 && currentlyPlaying < player_limit)
2123 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2125 static float msg_time = 0;
2126 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2128 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2129 msg_time = time + 0.5;
2136 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2137 * g_maxplayers_spectator_blocktime seconds
2139 void checkSpectatorBlock(entity this)
2141 if(IS_SPEC(this) || IS_OBSERVER(this))
2143 if(IS_REAL_CLIENT(this))
2145 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2146 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2152 void PrintWelcomeMessage(entity this)
2154 if(CS(this).motd_actived_time == 0)
2156 if (autocvar_g_campaign) {
2157 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2158 CS(this).motd_actived_time = time;
2159 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2162 if (PHYS_INPUT_BUTTON_INFO(this)) {
2163 CS(this).motd_actived_time = time;
2164 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2168 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2170 if (autocvar_g_campaign) {
2171 if (PHYS_INPUT_BUTTON_INFO(this))
2172 CS(this).motd_actived_time = time;
2173 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2174 CS(this).motd_actived_time = 0;
2175 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2178 if (PHYS_INPUT_BUTTON_INFO(this))
2179 CS(this).motd_actived_time = time;
2180 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2181 CS(this).motd_actived_time = 0;
2182 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2186 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2188 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2189 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2190 else if (CS(this).motd_actived_time == -2)
2192 // instantly hide MOTD
2193 CS(this).motd_actived_time = 0;
2194 if (autocvar_g_campaign)
2195 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2197 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2199 else if (IS_PLAYER(this) || IS_SPEC(this))
2201 // FIXME occasionally for some reason MOTD never goes away
2202 // delay MOTD removal a little bit in the hope it fixes this bug
2203 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2204 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2205 else //if (CS(this).motd_actived_time < -2)
2206 CS(this).motd_actived_time++;
2211 bool joinAllowed(entity this)
2213 if (CS(this).version_mismatch) return false;
2214 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2215 if (!nJoinAllowed(this, this)) return false;
2216 if (teamplay && lockteams) return false;
2217 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2218 if (ShowTeamSelection(this)) return false;
2222 .string shootfromfixedorigin;
2223 .bool dualwielding_prev;
2224 bool PlayerThink(entity this)
2226 if (game_stopped || intermission_running) {
2227 this.modelflags &= ~MF_ROCKET;
2228 if(intermission_running)
2229 IntermissionThink(this);
2233 if (timeout_status == TIMEOUT_ACTIVE) {
2234 // don't allow the player to turn around while game is paused
2235 // FIXME turn this into CSQC stuff
2236 this.v_angle = this.lastV_angle;
2237 this.angles = this.lastV_angle;
2238 this.fixangle = true;
2241 if (frametime) player_powerups(this);
2243 if (IS_DEAD(this)) {
2244 if (this.personal && g_race_qualifying) {
2245 if (time > this.respawn_time) {
2246 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2248 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2251 if (frametime) player_anim(this);
2253 if (this.respawn_flags & RESPAWN_DENY)
2255 STAT(RESPAWN_TIME, this) = 0;
2259 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));
2261 switch(this.deadflag)
2265 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2266 this.deadflag = DEAD_RESPAWNING;
2267 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2268 this.deadflag = DEAD_DEAD;
2274 this.deadflag = DEAD_RESPAWNABLE;
2275 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2276 this.deadflag = DEAD_RESPAWNING;
2279 case DEAD_RESPAWNABLE:
2281 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2282 this.deadflag = DEAD_RESPAWNING;
2285 case DEAD_RESPAWNING:
2287 if (time > this.respawn_time)
2289 this.respawn_time = time + 1; // only retry once a second
2290 this.respawn_time_max = this.respawn_time;
2297 ShowRespawnCountdown(this);
2299 if (this.respawn_flags & RESPAWN_SILENT)
2300 STAT(RESPAWN_TIME, this) = 0;
2301 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2303 if (time < this.respawn_time)
2304 STAT(RESPAWN_TIME, this) = this.respawn_time;
2305 else if (this.deadflag != DEAD_RESPAWNING)
2306 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2309 STAT(RESPAWN_TIME, this) = this.respawn_time;
2312 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2313 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2314 STAT(RESPAWN_TIME, this) *= -1;
2319 FixPlayermodel(this);
2321 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2322 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2323 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2326 // reset gun alignment when dual wielding status changes
2327 // to ensure guns are always aligned right and left
2328 bool dualwielding = W_DualWielding(this);
2329 if(this.dualwielding_prev != dualwielding)
2331 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2332 this.dualwielding_prev = dualwielding;
2335 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2338 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2340 .entity weaponentity = weaponentities[slot];
2341 if(WEP_CVAR(vortex, charge_always))
2342 W_Vortex_Charge(this, weaponentity, frametime);
2343 W_WeaponFrame(this, weaponentity);
2349 // WEAPONTODO: Add a weapon request for this
2350 // rot vortex charge to the charge limit
2351 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2353 .entity weaponentity = weaponentities[slot];
2354 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2355 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2360 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2363 monsters_setstatus(this);
2368 .bool would_spectate;
2369 void ObserverOrSpectatorThink(entity this)
2371 bool is_spec = IS_SPEC(this);
2372 if ( CS(this).impulse )
2374 int r = MinigameImpulse(this, CS(this).impulse);
2376 CS(this).impulse = 0;
2378 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2380 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2381 CS(this).impulse = 0;
2386 if (this.flags & FL_JUMPRELEASED) {
2387 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2388 this.flags &= ~FL_JUMPRELEASED;
2389 this.flags |= FL_SPAWNING;
2390 } 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)))
2391 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2392 this.flags &= ~FL_JUMPRELEASED;
2393 if(SpectateNext(this)) {
2394 TRANSMUTE(Spectator, this);
2395 } else if (is_spec) {
2396 TRANSMUTE(Observer, this);
2397 PutClientInServer(this);
2400 CS(this).impulse = 0;
2401 } else if (is_spec) {
2402 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2403 this.flags &= ~FL_JUMPRELEASED;
2404 if(SpectatePrev(this)) {
2405 TRANSMUTE(Spectator, this);
2407 TRANSMUTE(Observer, this);
2408 PutClientInServer(this);
2410 CS(this).impulse = 0;
2411 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2412 this.would_spectate = false;
2413 this.flags &= ~FL_JUMPRELEASED;
2414 TRANSMUTE(Observer, this);
2415 PutClientInServer(this);
2416 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2417 PutObserverInServer(this);
2418 this.would_spectate = true;
2422 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2423 set_movetype(this, preferred_movetype);
2426 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2427 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2428 this.flags |= FL_JUMPRELEASED;
2429 if(this.flags & FL_SPAWNING)
2431 this.flags &= ~FL_SPAWNING;
2432 if(joinAllowed(this))
2434 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2435 CS(this).autojoin_checked = -1;
2439 if(is_spec && !SpectateUpdate(this))
2440 PutObserverInServer(this);
2443 this.flags |= FL_CLIENT | FL_NOTARGET;
2446 void PlayerUseKey(entity this)
2448 if (!IS_PLAYER(this))
2455 vehicles_exit(this.vehicle, VHEF_NORMAL);
2459 else if(autocvar_g_vehicles_enter)
2461 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2463 entity head, closest_target = NULL;
2464 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2466 while(head) // find the closest acceptable target to enter
2468 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2469 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2473 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2474 { closest_target = head; }
2476 else { closest_target = head; }
2482 if(closest_target) { vehicles_enter(this, closest_target); return; }
2486 // a use key was pressed; call handlers
2487 MUTATOR_CALLHOOK(PlayerUseKey, this);
2495 Called every frame for each client before the physics are run
2498 .float last_vehiclecheck;
2499 void PlayerPreThink (entity this)
2501 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2502 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2504 WarpZone_PlayerPhysics_FixVAngle(this);
2507 // physics frames: update anticheat stuff
2508 anticheat_prethink(this);
2511 if (blockSpectators && frametime) {
2512 // WORKAROUND: only use dropclient in server frames (frametime set).
2513 // Never use it in cl_movement frames (frametime zero).
2514 checkSpectatorBlock(this);
2517 zoomstate_set = false;
2519 // Check for nameless players
2520 if (this.netname == "" || this.netname != CS(this).netname_previous)
2522 bool assume_unchanged = (CS(this).netname_previous == "");
2523 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2525 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2526 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2527 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2528 assume_unchanged = false;
2529 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2531 if (isInvisibleString(this.netname))
2533 this.netname = strzone(sprintf("Player#%d", this.playerid));
2534 sprint(this, "Warning: invisible names are not allowed.\n");
2535 assume_unchanged = false;
2536 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2538 if (!assume_unchanged && autocvar_sv_eventlog)
2539 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2540 strcpy(CS(this).netname_previous, this.netname);
2544 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2545 CS(this).version_nagtime = 0;
2546 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2548 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2550 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2552 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2553 if (r < 0) { // old client
2554 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2555 } else if (r > 0) { // old server
2556 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2562 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2564 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2565 this.max_armorvalue = 0;
2568 if (frametime && IS_PLAYER(this))
2570 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2572 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2573 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2575 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2577 if (STAT(REVIVE_PROGRESS, this) >= 1)
2578 Unfreeze(this, false);
2580 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2582 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2583 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2585 if (GetResource(this, RES_HEALTH) < 1)
2588 vehicles_exit(this.vehicle, VHEF_RELEASE);
2589 if(this.event_damage)
2590 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2592 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2593 Unfreeze(this, false);
2597 MUTATOR_CALLHOOK(PlayerPreThink, this);
2599 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2600 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2602 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2606 if(!it.team || SAME_TEAM(this, it))
2607 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2608 else if(autocvar_g_vehicles_steal)
2609 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2611 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2613 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2617 this.last_vehiclecheck = time + 1;
2620 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2622 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2624 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2627 if (IS_REAL_CLIENT(this))
2628 PrintWelcomeMessage(this);
2630 if (IS_PLAYER(this)) {
2631 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2632 error("Client can't be spawned as player on connection!");
2633 if(!PlayerThink(this))
2636 else if (game_stopped || intermission_running) {
2637 if(intermission_running)
2638 IntermissionThink(this);
2641 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2643 bool early_join_requested = (CS(this).autojoin_checked < 0);
2644 CS(this).autojoin_checked = 1;
2645 // don't do this in ClientConnect
2646 // many things can go wrong if a client is spawned as player on connection
2647 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2648 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2649 && (!teamplay || autocvar_g_balance_teams)))
2651 campaign_bots_may_start = true;
2652 if(joinAllowed(this))
2657 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2658 ObserverOrSpectatorThink(this);
2661 // WEAPONTODO: Add weapon request for this
2662 if (!zoomstate_set) {
2663 bool wep_zoomed = false;
2664 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2666 .entity weaponentity = weaponentities[slot];
2667 Weapon thiswep = this.(weaponentity).m_weapon;
2668 if(thiswep != WEP_Null && thiswep.wr_zoom)
2669 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2671 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2674 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2676 CS(this).teamkill_soundtime = 0;
2678 entity e = CS(this).teamkill_soundsource;
2679 entity oldpusher = e.pusher;
2681 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2682 e.pusher = oldpusher;
2685 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2686 CS(this).taunt_soundtime = 0;
2687 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2690 target_voicescript_next(this);
2692 // WEAPONTODO: Move into weaponsystem somehow
2693 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2694 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2696 .entity weaponentity = weaponentities[slot];
2697 if(this.(weaponentity).m_weapon == WEP_Null)
2698 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2702 void DrownPlayer(entity this)
2704 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2705 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2707 STAT(AIR_FINISHED, this) = 0;
2711 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2713 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2714 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2715 STAT(AIR_FINISHED, this) = 0;
2719 if (!STAT(AIR_FINISHED, this))
2720 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2721 if (STAT(AIR_FINISHED, this) < time)
2723 if (this.pain_finished < time)
2725 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');
2726 this.pain_finished = time + 0.5;
2732 .bool move_qcphysics;
2734 void Player_Physics(entity this)
2736 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2738 if(!this.move_qcphysics)
2741 if(!frametime && !CS(this).pm_frametime)
2744 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2746 CS(this).pm_frametime = 0;
2753 Called every frame for each client after the physics are run
2756 void PlayerPostThink (entity this)
2758 Player_Physics(this);
2761 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2762 if (IS_REAL_CLIENT(this))
2763 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2765 int totalClients = 0;
2766 if(sv_maxidle_slots > 0)
2768 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2774 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2775 { /* do nothing */ }
2776 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2778 if (CS(this).idlekick_lasttimeleft)
2780 CS(this).idlekick_lasttimeleft = 0;
2781 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2786 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2787 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2788 if (!CS(this).idlekick_lasttimeleft)
2789 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2791 if (timeleft <= 0) {
2792 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2796 else if (timeleft <= 10) {
2797 if (timeleft != CS(this).idlekick_lasttimeleft) {
2798 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2800 CS(this).idlekick_lasttimeleft = timeleft;
2809 this.solid = SOLID_NOT;
2810 this.takedamage = DAMAGE_NO;
2811 set_movetype(this, MOVETYPE_NONE);
2812 CS(this).teamkill_complain = 0;
2813 CS(this).teamkill_soundtime = 0;
2814 CS(this).teamkill_soundsource = NULL;
2817 if (IS_PLAYER(this)) {
2818 if(this.death_time == time && IS_DEAD(this))
2820 // player's bbox gets resized now, instead of in the damage event that killed the player,
2821 // once all the damage events of this frame have been processed with normal size
2823 setsize(this, this.mins, this.maxs);
2826 UpdateChatBubble(this);
2827 if (CS(this).impulse) ImpulseCommands(this);
2830 CSQCMODEL_AUTOUPDATE(this);
2833 GetPressedKeys(this);
2835 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2837 CS(this).pressedkeys = 0;
2838 STAT(PRESSED_KEYS, this) = 0;
2841 if (this.waypointsprite_attachedforcarrier) {
2842 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2843 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2846 CSQCMODEL_AUTOUPDATE(this);
2850 * message "": do not say, just test flood control
2856 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2858 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2859 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2862 msgin = formatmessage(source, msgin);
2865 if (!(IS_PLAYER(source) || source.caplayer))
2866 colorstr = "^0"; // black for spectators
2868 colorstr = Team_ColorCode(source.team);
2881 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2884 * using bprint solves this... me stupid
2885 // how can we prevent the message from appearing in a listen server?
2886 // for now, just give "say" back and only handle say_team
2889 clientcommand(source, strcat("say ", msgin));
2894 string namestr = "";
2896 namestr = playername(source, autocvar_g_chat_teamcolors);
2898 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2900 string msgstr = "", cmsgstr = "";
2901 string privatemsgprefix = string_null;
2902 int privatemsgprefixlen = 0;
2905 bool found_me = false;
2906 if(strstrofs(msgin, "/me", 0) >= 0)
2908 string newmsgin = "";
2909 string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2910 FOREACH_WORD(msgin, true,
2912 if(strdecolorize(it) == "/me")
2915 newmsgin = cons(newmsgin, newnamestr);
2918 newmsgin = cons(newmsgin, it);
2925 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2926 privatemsgprefixlen = strlen(msgstr);
2927 msgstr = strcat(msgstr, msgin);
2928 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2929 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2935 //msgin = strreplace("/me", "", msgin);
2936 //msgin = substring(msgin, 3, strlen(msgin));
2937 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2938 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2941 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2942 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2948 //msgin = strreplace("/me", "", msgin);
2949 //msgin = substring(msgin, 3, strlen(msgin));
2950 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2951 msgstr = strcat("\{1}^4* ^7", msgin);
2955 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2956 msgstr = strcat(msgstr, msgin);
2960 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2963 string fullmsgstr = msgstr;
2964 string fullcmsgstr = cmsgstr;
2968 var .float flood_field = floodcontrol_chat;
2969 if(floodcontrol && source)
2977 flood_spl = autocvar_g_chat_flood_spl_tell;
2978 flood_burst = autocvar_g_chat_flood_burst_tell;
2979 flood_lmax = autocvar_g_chat_flood_lmax_tell;
2980 flood_field = floodcontrol_chattell;
2984 flood_spl = autocvar_g_chat_flood_spl_team;
2985 flood_burst = autocvar_g_chat_flood_burst_team;
2986 flood_lmax = autocvar_g_chat_flood_lmax_team;
2987 flood_field = floodcontrol_chatteam;
2991 flood_spl = autocvar_g_chat_flood_spl;
2992 flood_burst = autocvar_g_chat_flood_burst;
2993 flood_lmax = autocvar_g_chat_flood_lmax;
2994 flood_field = floodcontrol_chat;
2996 flood_burst = max(0, flood_burst - 1);
2997 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2999 // do flood control for the default line size
3002 getWrappedLine_remaining = msgstr;
3005 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
3007 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
3010 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
3012 if(getWrappedLine_remaining != "")
3014 msgstr = strcat(msgstr, "\n");
3018 if (time >= source.(flood_field))
3020 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
3025 msgstr = fullmsgstr;
3030 if (time >= source.(flood_field))
3031 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
3036 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
3037 source.(flood_field) = flood = 0;
3040 string sourcemsgstr, sourcecmsgstr;
3041 if(flood == 2) // cannot happen for empty msgstr
3043 if(autocvar_g_chat_flood_notify_flooder)
3045 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
3050 sourcemsgstr = fullmsgstr;
3051 sourcecmsgstr = fullcmsgstr;
3057 sourcemsgstr = msgstr;
3058 sourcecmsgstr = cmsgstr;
3061 if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
3064 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
3065 teamsay = -1; // spectators
3069 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
3071 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
3073 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
3076 if(source && CS(source).muted)
3078 // always fake the message
3083 if (autocvar_g_chat_flood_notify_flooder)
3085 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
3096 if (privatesay && source && !(IS_PLAYER(source) || source.caplayer))
3099 if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
3100 ret = -1; // just hide the message completely
3103 MUTATOR_CALLHOOK(ChatMessage, source, ret);
3104 ret = M_ARGV(1, int);
3106 string event_log_msg = "";
3108 if(sourcemsgstr != "" && ret != 0)
3110 if(ret < 0) // faked message, because the player is muted
3112 sprint(source, sourcemsgstr);
3113 if(sourcecmsgstr != "" && !privatesay)
3114 centerprint(source, sourcecmsgstr);
3116 else if(privatesay) // private message, between 2 people only
3118 sprint(source, sourcemsgstr);
3119 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
3120 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
3122 sprint(privatesay, msgstr);
3124 centerprint(privatesay, cmsgstr);
3127 else if ( teamsay && CS(source).active_minigame )
3129 sprint(source, sourcemsgstr);
3130 dedicated_print(msgstr); // send to server console too
3131 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3134 event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
3137 else if(teamsay > 0) // team message, only sent to team mates
3139 sprint(source, sourcemsgstr);
3140 dedicated_print(msgstr); // send to server console too
3141 if(sourcecmsgstr != "")
3142 centerprint(source, sourcecmsgstr);
3143 FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3146 centerprint(it, cmsgstr);
3148 event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3150 else if(teamsay < 0) // spectator message, only sent to spectators
3152 sprint(source, sourcemsgstr);
3153 dedicated_print(msgstr); // send to server console too
3154 FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3157 event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3162 sprint(source, sourcemsgstr);
3163 dedicated_print(msgstr); // send to server console too
3164 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3166 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3169 event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3173 if (autocvar_sv_eventlog && (event_log_msg != "")) {
3174 GameLogEcho(event_log_msg);
3180 // hack to copy the button fields from the client entity to the Client State
3181 void PM_UpdateButtons(entity this, entity store)
3184 store.impulse = this.impulse;
3187 bool typing = this.buttonchat || this.button12;
3189 store.button0 = (typing) ? 0 : this.button0;
3191 store.button2 = (typing) ? 0 : this.button2;
3192 store.button3 = (typing) ? 0 : this.button3;
3193 store.button4 = this.button4;
3194 store.button5 = (typing) ? 0 : this.button5;
3195 store.button6 = this.button6;
3196 store.button7 = this.button7;
3197 store.button8 = this.button8;
3198 store.button9 = this.button9;
3199 store.button10 = this.button10;
3200 store.button11 = this.button11;
3201 store.button12 = this.button12;
3202 store.button13 = this.button13;
3203 store.button14 = this.button14;
3204 store.button15 = this.button15;
3205 store.button16 = this.button16;
3206 store.buttonuse = this.buttonuse;
3207 store.buttonchat = this.buttonchat;
3209 store.cursor_active = this.cursor_active;
3210 store.cursor_screen = this.cursor_screen;
3211 store.cursor_trace_start = this.cursor_trace_start;
3212 store.cursor_trace_endpos = this.cursor_trace_endpos;
3213 store.cursor_trace_ent = this.cursor_trace_ent;
3215 store.ping = this.ping;
3216 store.ping_packetloss = this.ping_packetloss;
3217 store.ping_movementloss = this.ping_movementloss;
3219 store.v_angle = this.v_angle;
3220 store.movement = this.movement;
3223 NET_HANDLE(fpsreport, bool)
3225 int fps = ReadShort();
3226 PlayerScore_Set(sender, SP_FPS, fps);