3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "clientkill.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
27 #include "scores_rules.qh"
31 #include "../common/ent_cs.qh"
32 #include "../common/wepent.qh"
33 #include <common/state.qh>
35 #include <common/effects/qc/globalsound.qh>
37 #include "../common/mapobjects/func/conveyor.qh"
38 #include "../common/mapobjects/teleporters.qh"
39 #include "../common/mapobjects/target/spawnpoint.qh"
41 #include "../common/vehicles/all.qh"
43 #include "weapons/hitplot.qh"
44 #include "weapons/weaponsystem.qh"
46 #include "../common/net_notice.qh"
47 #include "../common/net_linked.qh"
48 #include "../common/physics/player.qh"
50 #include <common/vehicles/sv_vehicles.qh>
52 #include "../common/items/_mod.qh"
54 #include "../common/mutators/mutator/waypoints/all.qh"
55 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
56 #include <common/gamemodes/_mod.qh>
58 #include "../common/mapobjects/subs.qh"
59 #include "../common/mapobjects/triggers.qh"
60 #include "../common/mapobjects/trigger/secret.qh"
62 #include "../common/minigames/sv_minigames.qh"
64 #include "../common/items/inventory.qh"
66 #include "../common/monsters/sv_monsters.qh"
68 #include "../lib/warpzone/server.qh"
70 #include <common/mutators/mutator/overkill/oknex.qh>
72 STATIC_METHOD(Client, Add, void(Client this, int _team))
75 TRANSMUTE(Player, this);
78 PutClientInServer(this);
81 STATIC_METHOD(Client, Remove, void(Client this))
83 TRANSMUTE(Observer, this);
84 PutClientInServer(this);
85 ClientDisconnect(this);
88 void send_CSQC_teamnagger() {
89 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
92 int CountSpectators(entity player, entity to)
94 if(!player) { return 0; } // not sure how, but best to be safe
98 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
106 void WriteSpectators(entity player, entity to)
108 if(!player) { return; } // not sure how, but best to be safe
110 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
112 WriteByte(MSG_ENTITY, num_for_edict(it));
116 bool ClientData_Send(entity this, entity to, int sf)
118 assert(to == this.owner, return false);
121 if (IS_SPEC(e)) e = e.enemy;
124 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
125 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
126 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
127 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
129 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
130 WriteByte(MSG_ENTITY, sf);
133 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
137 float specs = CountSpectators(e, to);
138 WriteByte(MSG_ENTITY, specs);
139 WriteSpectators(e, to);
145 void ClientData_Attach(entity this)
147 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
148 CS(this).clientdata.drawonlytoclient = this;
149 CS(this).clientdata.owner = this;
152 void ClientData_Detach(entity this)
154 delete(CS(this).clientdata);
155 CS(this).clientdata = NULL;
158 void ClientData_Touch(entity e)
160 entity cd = CS(e).clientdata;
161 if (cd) { cd.SendFlags = 1; }
163 // make it spectatable
164 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
166 entity cd = CS(it).clientdata;
167 if (cd) { cd.SendFlags = 1; }
176 Checks if the argument string can be a valid playermodel.
177 Returns a valid one in doubt.
180 string FallbackPlayerModel;
181 string CheckPlayerModel(string plyermodel) {
182 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
184 // note: we cannot summon Don Strunzone here, some player may
185 // still have the model string set. In case anyone manages how
186 // to change a cvar default, we'll have a small leak here.
187 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
189 // only in right path
190 if( substring(plyermodel,0,14) != "models/player/")
191 return FallbackPlayerModel;
192 // only good file extensions
193 if(substring(plyermodel,-4,4) != ".zym")
194 if(substring(plyermodel,-4,4) != ".dpm")
195 if(substring(plyermodel,-4,4) != ".iqm")
196 if(substring(plyermodel,-4,4) != ".md3")
197 if(substring(plyermodel,-4,4) != ".psk")
198 return FallbackPlayerModel;
199 // forbid the LOD models
200 if(substring(plyermodel, -9,5) == "_lod1")
201 return FallbackPlayerModel;
202 if(substring(plyermodel, -9,5) == "_lod2")
203 return FallbackPlayerModel;
204 if(plyermodel != strtolower(plyermodel))
205 return FallbackPlayerModel;
206 // also, restrict to server models
207 if(autocvar_sv_servermodelsonly)
209 if(!fexists(plyermodel))
210 return FallbackPlayerModel;
215 void setplayermodel(entity e, string modelname)
217 precache_model(modelname);
218 _setmodel(e, modelname);
219 player_setupanimsformodel(e);
220 if(!autocvar_g_debug_globalsounds)
221 UpdatePlayerSounds(e);
224 /** putting a client as observer in the server */
225 void PutObserverInServer(entity this)
227 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
228 PlayerState_detach(this);
232 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
235 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
238 // was a player, recount votes and ready status
239 if(IS_REAL_CLIENT(this))
241 if (vote_called) { VoteCount(false); }
247 entity spot = SelectSpawnPoint(this, true);
248 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
249 this.angles = vec2(spot.angles);
250 this.fixangle = true;
251 // offset it so that the spectator spawns higher off the ground, looks better this way
252 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
253 if (IS_REAL_CLIENT(this))
256 WriteByte(MSG_ONE, SVC_SETVIEW);
257 WriteEntity(MSG_ONE, this);
259 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
260 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
261 if(!autocvar_g_debug_globalsounds)
263 // needed for player sounds
265 FixPlayermodel(this);
267 setmodel(this, MDL_Null);
268 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
269 this.view_ofs = '0 0 0';
272 RemoveGrapplingHooks(this);
273 Portal_ClearAll(this);
275 SetSpectatee(this, NULL);
280 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
284 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
286 WaypointSprite_PlayerDead(this);
288 if (CS(this).killcount != FRAGS_SPECTATOR)
291 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
292 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
294 if(CS(this).just_joined)
296 CS(this).just_joined = false;
300 accuracy_resend(this);
302 CS(this).spectatortime = time;
304 IL_REMOVE(g_bot_targets, this);
305 this.bot_attack = false;
306 if(this.monster_attack)
307 IL_REMOVE(g_monster_targets, this);
308 this.monster_attack = false;
309 STAT(HUD, this) = HUD_NORMAL;
310 TRANSMUTE(Observer, this);
311 this.iscreature = false;
312 this.teleportable = TELEPORT_SIMPLE;
313 if(this.damagedbycontents)
314 IL_REMOVE(g_damagedbycontents, this);
315 this.damagedbycontents = false;
316 SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
317 SetSpectatee_status(this, etof(this));
318 this.takedamage = DAMAGE_NO;
319 this.solid = SOLID_NOT;
320 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
321 this.flags = FL_CLIENT | FL_NOTARGET;
323 SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
324 this.pauserotarmor_finished = 0;
325 this.pauserothealth_finished = 0;
326 this.pauseregen_finished = 0;
327 this.damageforcescale = 0;
329 this.respawn_flags = 0;
330 this.respawn_time = 0;
331 STAT(RESPAWN_TIME, this) = 0;
336 this.pain_finished = 0;
337 this.strength_finished = 0;
338 this.invincible_finished = 0;
339 this.superweapons_finished = 0;
340 this.dphitcontentsmask = 0;
343 setthink(this, func_null);
345 this.deadflag = DEAD_NO;
347 STAT(REVIVE_PROGRESS, this) = 0;
348 this.revival_time = 0;
351 STAT(WEAPONS, this) = '0 0 0';
352 this.drawonlytoclient = this;
356 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
358 this.weaponmodel = "";
359 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
361 this.weaponentities[slot] = NULL;
363 this.exteriorweaponentity = NULL;
364 CS(this).killcount = FRAGS_SPECTATOR;
365 this.velocity = '0 0 0';
366 this.avelocity = '0 0 0';
367 this.punchangle = '0 0 0';
368 this.punchvector = '0 0 0';
369 this.oldvelocity = this.velocity;
370 this.fire_endtime = -1;
371 this.event_damage = func_null;
372 this.event_heal = func_null;
374 for(int slot = 0; slot < MAX_AXH; ++slot)
376 entity axh = this.(AuxiliaryXhair[slot]);
377 this.(AuxiliaryXhair[slot]) = NULL;
379 if(axh.owner == this && axh != NULL && !wasfreed(axh))
383 if (mutator_returnvalue)
385 // mutator prevents resetting teams+score
389 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
390 this.frags = FRAGS_SPECTATOR;
394 int player_getspecies(entity this)
396 get_model_parameters(this.model, this.skin);
397 int s = get_model_parameters_species;
398 get_model_parameters(string_null, 0);
399 if (s < 0) return SPECIES_HUMAN;
403 .float model_randomizer;
404 void FixPlayermodel(entity player)
406 string defaultmodel = "";
408 if(autocvar_sv_defaultcharacter)
414 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
415 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
416 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
417 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
421 if(defaultmodel == "")
423 defaultmodel = autocvar_sv_defaultplayermodel;
424 defaultskin = autocvar_sv_defaultplayerskin;
427 int n = tokenize_console(defaultmodel);
430 defaultmodel = argv(floor(n * CS(player).model_randomizer));
431 // However, do NOT randomize if the player-selected model is in the list.
432 for (int i = 0; i < n; ++i)
433 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
434 defaultmodel = argv(i);
437 int i = strstrofs(defaultmodel, ":", 0);
440 defaultskin = stof(substring(defaultmodel, i+1, -1));
441 defaultmodel = substring(defaultmodel, 0, i);
444 if(autocvar_sv_defaultcharacterskin && !defaultskin)
450 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
451 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
452 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
453 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
458 defaultskin = autocvar_sv_defaultplayerskin;
461 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
462 defaultmodel = M_ARGV(0, string);
463 defaultskin = M_ARGV(1, int);
467 if(defaultmodel != "")
469 if (defaultmodel != player.model)
471 vector m1 = player.mins;
472 vector m2 = player.maxs;
473 setplayermodel (player, defaultmodel);
474 setsize (player, m1, m2);
478 oldskin = player.skin;
479 player.skin = defaultskin;
481 if (player.playermodel != player.model || player.playermodel == "")
483 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
484 vector m1 = player.mins;
485 vector m2 = player.maxs;
486 setplayermodel (player, player.playermodel);
487 setsize (player, m1, m2);
491 if(!autocvar_sv_defaultcharacterskin)
493 oldskin = player.skin;
494 player.skin = stof(player.playerskin);
498 oldskin = player.skin;
499 player.skin = defaultskin;
503 if(chmdl || oldskin != player.skin) // model or skin has changed
505 player.species = player_getspecies(player); // update species
506 if(!autocvar_g_debug_globalsounds)
507 UpdatePlayerSounds(player); // update skin sounds
511 if(strlen(autocvar_sv_defaultplayercolors))
512 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
513 setcolor(player, stof(autocvar_sv_defaultplayercolors));
516 void PutPlayerInServer(entity this)
518 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
520 PlayerState_attach(this);
521 accuracy_resend(this);
524 TeamBalance_JoinBestTeam(this);
526 entity spot = SelectSpawnPoint(this, false);
528 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
529 return; // spawn failed
532 TRANSMUTE(Player, this);
534 CS(this).wasplayer = true;
535 this.iscreature = true;
536 this.teleportable = TELEPORT_NORMAL;
537 if(!this.damagedbycontents)
538 IL_PUSH(g_damagedbycontents, this);
539 this.damagedbycontents = true;
540 set_movetype(this, MOVETYPE_WALK);
541 this.solid = SOLID_SLIDEBOX;
542 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
543 if (autocvar_g_playerclip_collisions)
544 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
545 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
546 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
547 this.frags = FRAGS_PLAYER;
548 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
549 this.flags = FL_CLIENT | FL_PICKUPITEMS;
550 if (autocvar__notarget)
551 this.flags |= FL_NOTARGET;
552 this.takedamage = DAMAGE_AIM;
553 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
556 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
557 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
558 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
559 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
560 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
561 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
562 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
563 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
564 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
566 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
567 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
568 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
569 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
570 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
571 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
572 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
573 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
574 STAT(WEAPONS, this) = start_weapons;
575 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
577 GiveRandomWeapons(this, random_start_weapons_count,
578 autocvar_g_random_start_weapons, random_start_ammo);
581 SetSpectatee_status(this, 0);
583 PS(this).dual_weapons = '0 0 0';
585 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
587 this.items = start_items;
589 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
590 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
591 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
592 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
593 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
594 if (!sv_ready_restart_after_countdown && time < game_starttime)
596 float f = game_starttime - time;
597 this.spawnshieldtime += f;
598 this.pauserotarmor_finished += f;
599 this.pauserothealth_finished += f;
600 this.pauseregen_finished += f;
603 this.damageforcescale = 2;
605 this.respawn_flags = 0;
606 this.respawn_time = 0;
607 STAT(RESPAWN_TIME, this) = 0;
608 this.scale = autocvar_sv_player_scale;
611 this.pain_finished = 0;
613 setthink(this, func_null); // players have no think function
616 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
618 this.deadflag = DEAD_NO;
620 this.angles = spot.angles;
621 this.angles_z = 0; // never spawn tilted even if the spot says to
622 if (IS_BOT_CLIENT(this))
623 this.v_angle = this.angles;
624 this.fixangle = true; // turn this way immediately
625 this.oldvelocity = this.velocity = '0 0 0';
626 this.avelocity = '0 0 0';
627 this.punchangle = '0 0 0';
628 this.punchvector = '0 0 0';
630 this.strength_finished = 0;
631 this.invincible_finished = 0;
632 this.fire_endtime = -1;
633 STAT(REVIVE_PROGRESS, this) = 0;
634 this.revival_time = 0;
636 this.air_finished = time + 12;
637 this.waterlevel = WATERLEVEL_NONE;
638 this.watertype = CONTENT_EMPTY;
640 entity spawnevent = new_pure(spawnevent);
641 spawnevent.owner = this;
642 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
644 // Cut off any still running player sounds.
645 stopsound(this, CH_PLAYER_SINGLE);
648 FixPlayermodel(this);
649 this.drawonlytoclient = NULL;
653 for(int slot = 0; slot < MAX_AXH; ++slot)
655 entity axh = this.(AuxiliaryXhair[slot]);
656 this.(AuxiliaryXhair[slot]) = NULL;
658 if(axh.owner == this && axh != NULL && !wasfreed(axh))
662 this.spawnpoint_targ = NULL;
665 this.view_ofs = STAT(PL_VIEW_OFS, this);
666 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
667 this.spawnorigin = spot.origin;
668 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
669 // don't reset back to last position, even if new position is stuck in solid
670 this.oldorigin = this.origin;
672 IL_REMOVE(g_conveyed, this);
673 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
674 STAT(HUD, this) = HUD_NORMAL;
676 this.event_damage = PlayerDamage;
677 this.event_heal = PlayerHeal;
680 IL_PUSH(g_bot_targets, this);
681 this.bot_attack = true;
682 if(!this.monster_attack)
683 IL_PUSH(g_monster_targets, this);
684 this.monster_attack = true;
685 navigation_dynamicgoal_init(this, false);
687 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
689 // player was spectator
690 if (CS(this).killcount == FRAGS_SPECTATOR) {
691 PlayerScore_Clear(this);
692 CS(this).killcount = 0;
693 CS(this).startplaytime = time;
696 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
698 .entity weaponentity = weaponentities[slot];
699 entity oldwep = this.(weaponentity);
700 CL_SpawnWeaponentity(this, weaponentity);
701 if(oldwep && oldwep.owner == this)
702 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
704 this.alpha = default_player_alpha;
705 this.colormod = '1 1 1' * autocvar_g_player_brightness;
706 this.exteriorweaponentity.alpha = default_weapon_alpha;
708 this.speedrunning = false;
710 target_voicescript_clear(this);
712 // reset fields the weapons may use
713 FOREACH(Weapons, true, {
714 it.wr_resetplayer(it, this);
715 // reload all reloadable weapons
716 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
717 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
719 .entity weaponentity = weaponentities[slot];
720 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
726 string s = spot.target;
727 spot.target = string_null;
728 SUB_UseTargets(spot, this, NULL);
734 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
736 if (autocvar_spawn_debug)
738 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
739 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
742 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
744 .entity weaponentity = weaponentities[slot];
745 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
746 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
748 this.(weaponentity).m_switchweapon = WEP_Null;
749 this.(weaponentity).m_weapon = WEP_Null;
750 this.(weaponentity).weaponname = "";
751 this.(weaponentity).m_switchingweapon = WEP_Null;
752 this.(weaponentity).cnt = -1;
755 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
757 if (CS(this).impulse) ImpulseCommands(this);
759 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
761 .entity weaponentity = weaponentities[slot];
762 W_WeaponFrame(this, weaponentity);
765 if (!warmup_stage && !this.alivetime)
766 this.alivetime = time;
768 antilag_clear(this, CS(this));
771 /** Called when a client spawns in the server */
772 void PutClientInServer(entity this)
774 if (IS_BOT_CLIENT(this)) {
775 TRANSMUTE(Player, this);
776 } else if (IS_REAL_CLIENT(this)) {
778 WriteByte(MSG_ONE, SVC_SETVIEW);
779 WriteEntity(MSG_ONE, this);
782 TRANSMUTE(Observer, this);
784 SetSpectatee(this, NULL);
788 PS(this).itemkeys = 0;
790 MUTATOR_CALLHOOK(PutClientInServer, this);
792 if (IS_OBSERVER(this)) {
793 PutObserverInServer(this);
794 } else if (IS_PLAYER(this)) {
795 PutPlayerInServer(this);
799 // TODO do we need all these fields, or should we stop autodetecting runtime
800 // changes and just have a console command to update this?
801 bool ClientInit_SendEntity(entity this, entity to, int sf)
803 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
806 // MSG_INIT replacement
807 // TODO: make easier to use
809 W_PROP_reload(MSG_ONE, to);
810 ClientInit_misc(this);
811 MUTATOR_CALLHOOK(Ent_Init);
813 void ClientInit_misc(entity this)
815 int channel = MSG_ONE;
816 WriteHeader(channel, ENT_CLIENT_INIT);
817 WriteByte(channel, g_nexball_meter_period * 32);
818 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
819 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
820 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
821 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
822 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
823 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
824 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
825 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
827 if(sv_foginterval && world.fog != "")
828 WriteString(channel, world.fog);
830 WriteString(channel, "");
831 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
832 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
833 WriteByte(channel, serverflags);
834 WriteCoord(channel, autocvar_g_trueaim_minrange);
837 void ClientInit_CheckUpdate(entity this)
839 this.nextthink = time;
840 if(this.count != autocvar_g_balance_armor_blockpercent)
842 this.count = autocvar_g_balance_armor_blockpercent;
845 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
847 this.cnt = autocvar_g_balance_damagepush_speedfactor;
852 void ClientInit_Spawn()
854 entity e = new_pure(clientinit);
855 setthink(e, ClientInit_CheckUpdate);
856 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
858 ClientInit_CheckUpdate(e);
868 // initialize parms for a new player
869 parm1 = -(86400 * 366);
871 MUTATOR_CALLHOOK(SetNewParms);
879 void SetChangeParms (entity this)
881 // save parms for level change
882 parm1 = CS(this).parm_idlesince - time;
884 MUTATOR_CALLHOOK(SetChangeParms);
892 void DecodeLevelParms(entity this)
895 CS(this).parm_idlesince = parm1;
896 if (CS(this).parm_idlesince == -(86400 * 366))
897 CS(this).parm_idlesince = time;
899 // whatever happens, allow 60 seconds of idling directly after connect for map loading
900 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
902 MUTATOR_CALLHOOK(DecodeLevelParms);
905 void FixClientCvars(entity e)
907 // send prediction settings to the client
908 stuffcmd(e, "\nin_bindmap 0 0\n");
909 if(autocvar_g_antilag == 3) // client side hitscan
910 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
911 if(autocvar_sv_gentle)
912 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
914 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
915 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
917 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
919 MUTATOR_CALLHOOK(FixClientCvars, e);
922 bool findinlist_abbrev(string tofind, string list)
924 if(list == "" || tofind == "")
925 return false; // empty list or search, just return
927 // this function allows abbreviated strings!
928 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
936 bool PlayerInIPList(entity p, string iplist)
938 // some safety checks (never allow local?)
939 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
942 return findinlist_abbrev(p.netaddress, iplist);
945 bool PlayerInIDList(entity p, string idlist)
947 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
951 return findinlist_abbrev(p.crypto_idfp, idlist);
954 bool PlayerInList(entity player, string list)
956 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
959 #ifdef DP_EXT_PRECONNECT
964 Called once (not at each match start) when a client begins a connection to the server
967 void ClientPreConnect(entity this)
969 if(autocvar_sv_eventlog)
971 GameLogEcho(sprintf(":connect:%d:%d:%s",
974 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
980 string GetClientVersionMessage(entity this)
982 if (CS(this).version_mismatch) {
983 if(CS(this).version < autocvar_gameversion) {
984 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
985 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
987 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
988 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
991 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
995 string getwelcomemessage(entity this)
997 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
998 string modifications = M_ARGV(0, string);
1002 if(g_weaponarena_random)
1003 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1005 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1007 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1008 modifications = strcat(modifications, ", No start weapons");
1009 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1010 modifications = strcat(modifications, ", Low gravity");
1011 if(g_weapon_stay && !g_cts)
1012 modifications = strcat(modifications, ", Weapons stay");
1014 modifications = strcat(modifications, ", Jet pack");
1015 if(autocvar_g_powerups == 0)
1016 modifications = strcat(modifications, ", No powerups");
1017 if(autocvar_g_powerups > 0)
1018 modifications = strcat(modifications, ", Powerups");
1019 modifications = substring(modifications, 2, strlen(modifications) - 2);
1021 string versionmessage = GetClientVersionMessage(this);
1022 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1024 if(modifications != "")
1025 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1027 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1029 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1030 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1033 if (cache_mutatormsg != "") {
1034 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1037 string mutator_msg = "";
1038 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1039 mutator_msg = M_ARGV(0, string);
1041 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1043 string motd = autocvar_sv_motd;
1045 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1054 Called when a client connects to the server
1057 void ClientConnect(entity this)
1059 if (Ban_MaybeEnforceBanOnce(this)) return;
1060 assert(!IS_CLIENT(this), return);
1061 this.flags |= FL_CLIENT;
1062 assert(player_count >= 0, player_count = 0);
1065 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1067 TRANSMUTE(Client, this);
1068 CS(this).version_nagtime = time + 10 + random() * 10;
1070 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1072 bot_clientconnect(this);
1074 Player_DetermineForcedTeam(this);
1076 TRANSMUTE(Observer, this);
1078 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1080 // always track bots, don't ask for cl_allow_uidtracking
1081 if (IS_BOT_CLIENT(this))
1082 PlayerStats_GameReport_AddPlayer(this);
1084 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1086 if (autocvar_sv_eventlog)
1087 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1089 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1091 stuffcmd(this, clientstuff, "\n");
1092 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1094 FixClientCvars(this);
1096 // get version info from player
1097 stuffcmd(this, "cmd clientversion $gameversion\n");
1099 // notify about available teams
1102 entity balance = TeamBalance_CheckAllowedTeams(this);
1103 int t = TeamBalance_GetAllowedTeams(balance);
1104 TeamBalance_Destroy(balance);
1105 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1109 stuffcmd(this, "set _teams_available 0\n");
1112 bot_relinkplayerlist();
1114 CS(this).spectatortime = time;
1115 if (blockSpectators)
1117 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1120 CS(this).jointime = time;
1122 if (IS_REAL_CLIENT(this))
1124 if (g_weaponarena_weapons == WEPSET(TUBA))
1125 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1128 if (!sv_foginterval && world.fog != "")
1129 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1131 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1132 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1133 send_CSQC_teamnagger();
1135 CSQCMODEL_AUTOINIT(this);
1137 CS(this).model_randomizer = random();
1139 if (IS_REAL_CLIENT(this))
1140 sv_notice_join(this);
1142 // update physics stats (players can spawn before physics runs)
1143 Physics_UpdateStats(this);
1145 IL_EACH(g_initforplayer, it.init_for_player, {
1146 it.init_for_player(it, this);
1149 Handicap_Initialize(this);
1151 MUTATOR_CALLHOOK(ClientConnect, this);
1153 if (IS_REAL_CLIENT(this))
1155 if (!autocvar_g_campaign && !IS_PLAYER(this))
1157 CS(this).motd_actived_time = -1;
1158 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1166 Called when a client disconnects from the server
1169 .entity chatbubbleentity;
1170 void ClientDisconnect(entity this)
1172 assert(IS_CLIENT(this), return);
1174 PlayerStats_GameReport_FinalizePlayer(this);
1175 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1176 if (CS(this).active_minigame) part_minigame(this);
1177 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1179 if (autocvar_sv_eventlog)
1180 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1182 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1185 SetSpectatee(this, NULL);
1187 MUTATOR_CALLHOOK(ClientDisconnect, this);
1189 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1190 strfree(CS(this).weaponorder_byimpulse);
1191 ClientState_detach(this);
1193 Portal_ClearAll(this);
1197 RemoveGrapplingHooks(this);
1199 // Here, everything has been done that requires this player to be a client.
1201 this.flags &= ~FL_CLIENT;
1203 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1204 if (this.killindicator) delete(this.killindicator);
1206 WaypointSprite_PlayerGone(this);
1208 bot_relinkplayerlist();
1210 strfree(this.clientstatus);
1211 if (this.personal) delete(this.personal);
1215 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1220 void ChatBubbleThink(entity this)
1222 this.nextthink = time;
1223 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1225 if(this.owner) // but why can that ever be NULL?
1226 this.owner.chatbubbleentity = NULL;
1233 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1235 if ( CS(this.owner).active_minigame )
1236 this.mdl = "models/sprites/minigame_busy.iqm";
1237 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1238 this.mdl = "models/misc/chatbubble.spr";
1241 if ( this.model != this.mdl )
1242 _setmodel(this, this.mdl);
1246 void UpdateChatBubble(entity this)
1250 // spawn a chatbubble entity if needed
1251 if (!this.chatbubbleentity)
1253 this.chatbubbleentity = new(chatbubbleentity);
1254 this.chatbubbleentity.owner = this;
1255 this.chatbubbleentity.exteriormodeltoclient = this;
1256 setthink(this.chatbubbleentity, ChatBubbleThink);
1257 this.chatbubbleentity.nextthink = time;
1258 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1259 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1260 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1261 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1262 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1263 //this.chatbubbleentity.model = "";
1264 this.chatbubbleentity.effects = EF_LOWPRECISION;
1269 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1270 // added to the model skins
1271 /*void UpdateColorModHack()
1274 c = this.clientcolors & 15;
1275 // LordHavoc: only bothering to support white, green, red, yellow, blue
1276 if (!teamplay) this.colormod = '0 0 0';
1277 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1278 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1279 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1280 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1281 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1282 else this.colormod = '1 1 1';
1285 void respawn(entity this)
1287 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1289 this.solid = SOLID_NOT;
1290 this.takedamage = DAMAGE_NO;
1291 set_movetype(this, MOVETYPE_FLY);
1292 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1293 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1294 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1295 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1296 if(autocvar_g_respawn_ghosts_maxtime)
1297 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1302 this.effects |= EF_NODRAW; // prevent another CopyBody
1303 PutClientInServer(this);
1306 void PrintToChat(entity client, string text)
1308 text = strcat("\{1}^7", text, "\n");
1309 sprint(client, text);
1312 void DebugPrintToChat(entity client, string text)
1314 if (autocvar_developer)
1316 PrintToChat(client, text);
1320 void PrintToChatAll(string text)
1322 text = strcat("\{1}^7", text, "\n");
1326 void DebugPrintToChatAll(string text)
1328 if (autocvar_developer)
1330 PrintToChatAll(text);
1334 void PrintToChatTeam(int team_num, string text)
1336 text = strcat("\{1}^7", text, "\n");
1337 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1339 if (it.team == team_num)
1346 void DebugPrintToChatTeam(int team_num, string text)
1348 if (autocvar_developer)
1350 PrintToChatTeam(team_num, text);
1354 void play_countdown(entity this, float finished, Sound samp)
1357 if(IS_REAL_CLIENT(this))
1358 if(floor(finished - time - frametime) != floor(finished - time))
1359 if(finished - time < 6)
1360 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1363 void player_powerups(entity this)
1365 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1366 int items_prev = this.items;
1368 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1369 this.modelflags |= MF_ROCKET;
1371 this.modelflags &= ~MF_ROCKET;
1373 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1375 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1378 Fire_ApplyDamage(this);
1379 Fire_ApplyEffect(this);
1381 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1383 if (this.items & ITEM_Strength.m_itemid)
1385 play_countdown(this, this.strength_finished, SND_POWEROFF);
1386 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1387 if (time > this.strength_finished)
1389 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1390 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1391 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1396 if (time < this.strength_finished)
1398 this.items = this.items | ITEM_Strength.m_itemid;
1400 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1401 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1404 if (this.items & ITEM_Shield.m_itemid)
1406 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1407 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1408 if (time > this.invincible_finished)
1410 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1411 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1412 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1417 if (time < this.invincible_finished)
1419 this.items = this.items | ITEM_Shield.m_itemid;
1421 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1422 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1425 if (this.items & IT_SUPERWEAPON)
1427 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1429 this.superweapons_finished = 0;
1430 this.items = this.items - (this.items & IT_SUPERWEAPON);
1431 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1432 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1434 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1436 // don't let them run out
1440 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1441 if (time > this.superweapons_finished)
1443 this.items = this.items - (this.items & IT_SUPERWEAPON);
1444 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1445 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1446 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1450 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1452 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1454 this.items = this.items | IT_SUPERWEAPON;
1456 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1457 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1461 this.superweapons_finished = 0;
1462 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1467 this.superweapons_finished = 0;
1471 if(autocvar_g_nodepthtestplayers)
1472 this.effects = this.effects | EF_NODEPTHTEST;
1474 if(autocvar_g_fullbrightplayers)
1475 this.effects = this.effects | EF_FULLBRIGHT;
1477 if (time >= game_starttime)
1478 if (time < this.spawnshieldtime)
1479 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1481 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1484 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1486 if(current > stable)
1488 else if(current > stable - 0.25) // when close enough, "snap"
1491 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1494 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1496 if(current < stable)
1498 else if(current < stable + 0.25) // when close enough, "snap"
1501 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1504 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1506 if(current > rotstable)
1508 if(rotframetime > 0)
1510 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1511 current = max(rotstable, current - rotlinear * rotframetime);
1514 else if(current < regenstable)
1516 if(regenframetime > 0)
1518 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1519 current = min(regenstable, current + regenlinear * regenframetime);
1529 void player_regen(entity this)
1531 float max_mod, regen_mod, rot_mod, limit_mod;
1532 max_mod = regen_mod = rot_mod = limit_mod = 1;
1534 float regen_health = autocvar_g_balance_health_regen;
1535 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1536 float regen_health_rot = autocvar_g_balance_health_rot;
1537 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1538 float regen_health_stable = autocvar_g_balance_health_regenstable;
1539 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1540 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1541 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1542 max_mod = M_ARGV(1, float);
1543 regen_mod = M_ARGV(2, float);
1544 rot_mod = M_ARGV(3, float);
1545 limit_mod = M_ARGV(4, float);
1546 regen_health = M_ARGV(5, float);
1547 regen_health_linear = M_ARGV(6, float);
1548 regen_health_rot = M_ARGV(7, float);
1549 regen_health_rotlinear = M_ARGV(8, float);
1550 regen_health_stable = M_ARGV(9, float);
1551 regen_health_rotstable = M_ARGV(10, float);
1553 if(!mutator_returnvalue)
1554 if(!STAT(FROZEN, this))
1556 float mina, maxa, limith, limita;
1557 maxa = autocvar_g_balance_armor_rotstable;
1558 mina = autocvar_g_balance_armor_regenstable;
1559 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1560 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1562 regen_health_rotstable = regen_health_rotstable * max_mod;
1563 regen_health_stable = regen_health_stable * max_mod;
1564 limith = limith * limit_mod;
1565 limita = limita * limit_mod;
1567 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1568 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1569 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1570 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1571 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1572 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1575 // if player rotted to death... die!
1576 // check this outside above checks, as player may still be able to rot to death
1577 if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1580 vehicles_exit(this.vehicle, VHEF_RELEASE);
1581 if(this.event_damage)
1582 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1585 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1587 float minf, maxf, limitf;
1589 maxf = autocvar_g_balance_fuel_rotstable;
1590 minf = autocvar_g_balance_fuel_regenstable;
1591 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1593 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1594 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1595 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1600 void SetZoomState(entity this, float newzoom)
1602 if(newzoom != CS(this).zoomstate)
1604 CS(this).zoomstate = newzoom;
1605 ClientData_Touch(this);
1607 zoomstate_set = true;
1610 void GetPressedKeys(entity this)
1612 MUTATOR_CALLHOOK(GetPressedKeys, this);
1613 int keys = STAT(PRESSED_KEYS, this);
1614 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1615 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1616 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1617 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1619 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1620 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1621 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1622 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1623 CS(this).pressedkeys = keys; // store for other users
1625 STAT(PRESSED_KEYS, this) = keys;
1629 ======================
1630 spectate mode routines
1631 ======================
1634 void SpectateCopy(entity this, entity spectatee)
1636 TC(Client, this); TC(Client, spectatee);
1638 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1639 PS(this) = PS(spectatee);
1640 this.armortype = spectatee.armortype;
1641 SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1642 SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1643 SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1644 SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1645 SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1646 SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1647 SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1648 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1649 SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1650 CS(this).impulse = 0;
1651 this.items = spectatee.items;
1652 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1653 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1654 this.strength_finished = spectatee.strength_finished;
1655 this.invincible_finished = spectatee.invincible_finished;
1656 this.superweapons_finished = spectatee.superweapons_finished;
1657 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1658 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1659 this.punchangle = spectatee.punchangle;
1660 this.view_ofs = spectatee.view_ofs;
1661 this.velocity = spectatee.velocity;
1662 this.dmg_take = spectatee.dmg_take;
1663 this.dmg_save = spectatee.dmg_save;
1664 this.dmg_inflictor = spectatee.dmg_inflictor;
1665 this.v_angle = spectatee.v_angle;
1666 this.angles = spectatee.v_angle;
1667 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1668 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1669 this.viewloc = spectatee.viewloc;
1670 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1671 this.fixangle = true;
1672 setorigin(this, spectatee.origin);
1673 setsize(this, spectatee.mins, spectatee.maxs);
1674 SetZoomState(this, CS(spectatee).zoomstate);
1676 anticheat_spectatecopy(this, spectatee);
1677 STAT(HUD, this) = STAT(HUD, spectatee);
1678 if(spectatee.vehicle)
1680 this.angles = spectatee.v_angle;
1682 //this.fixangle = false;
1683 //this.velocity = spectatee.vehicle.velocity;
1684 this.vehicle_health = spectatee.vehicle_health;
1685 this.vehicle_shield = spectatee.vehicle_shield;
1686 this.vehicle_energy = spectatee.vehicle_energy;
1687 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1688 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1689 this.vehicle_reload1 = spectatee.vehicle_reload1;
1690 this.vehicle_reload2 = spectatee.vehicle_reload2;
1692 //msg_entity = this;
1694 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1695 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1696 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1697 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1699 //WriteByte (MSG_ONE, SVC_SETVIEW);
1700 // WriteEntity(MSG_ONE, this);
1701 //makevectors(spectatee.v_angle);
1702 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1706 bool SpectateUpdate(entity this)
1711 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1713 SetSpectatee(this, NULL);
1717 SpectateCopy(this, this.enemy);
1722 bool SpectateSet(entity this)
1724 if(!IS_PLAYER(this.enemy))
1727 ClientData_Touch(this.enemy);
1730 WriteByte(MSG_ONE, SVC_SETVIEW);
1731 WriteEntity(MSG_ONE, this.enemy);
1732 set_movetype(this, MOVETYPE_NONE);
1733 accuracy_resend(this);
1735 if(!SpectateUpdate(this))
1736 PutObserverInServer(this);
1741 void SetSpectatee_status(entity this, int spectatee_num)
1743 int oldspectatee_status = CS(this).spectatee_status;
1744 CS(this).spectatee_status = spectatee_num;
1746 if (CS(this).spectatee_status != oldspectatee_status)
1748 ClientData_Touch(this);
1749 if (g_race || g_cts) race_InitSpectator();
1753 void SetSpectatee(entity this, entity spectatee)
1755 if(IS_BOT_CLIENT(this))
1756 return; // bots abuse .enemy, this code is useless to them
1758 entity old_spectatee = this.enemy;
1760 this.enemy = spectatee;
1763 // these are required to fix the spectator bug with arc
1766 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1768 .entity weaponentity = weaponentities[slot];
1769 if(old_spectatee.(weaponentity).arc_beam)
1770 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1775 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1777 .entity weaponentity = weaponentities[slot];
1778 if(this.enemy.(weaponentity).arc_beam)
1779 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1784 SetSpectatee_status(this, etof(this.enemy));
1786 // needed to update spectator list
1787 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1790 bool Spectate(entity this, entity pl)
1792 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1794 pl = M_ARGV(1, entity);
1796 SetSpectatee(this, pl);
1797 return SpectateSet(this);
1800 bool SpectateNext(entity this)
1802 entity ent = find(this.enemy, classname, STR_PLAYER);
1804 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1805 ent = M_ARGV(1, entity);
1807 ent = find(ent, classname, STR_PLAYER);
1809 if(ent) { SetSpectatee(this, ent); }
1811 return SpectateSet(this);
1814 bool SpectatePrev(entity this)
1816 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1817 entity ent = findchain(classname, STR_PLAYER);
1818 if (!ent) // no player
1822 // skip players until current spectated player
1824 while(ent && ent != this.enemy)
1827 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1829 case MUT_SPECPREV_FOUND:
1830 ent = M_ARGV(1, entity);
1832 case MUT_SPECPREV_RETURN:
1834 case MUT_SPECPREV_CONTINUE:
1845 SetSpectatee(this, ent);
1846 return SpectateSet(this);
1851 ShowRespawnCountdown()
1853 Update a respawn countdown display.
1856 void ShowRespawnCountdown(entity this)
1859 if(!IS_DEAD(this)) // just respawned?
1863 number = ceil(this.respawn_time - time);
1866 if(number <= this.respawn_countdown)
1868 this.respawn_countdown = number - 1;
1869 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
1870 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1875 .bool team_selected;
1876 bool ShowTeamSelection(entity this)
1878 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1880 stuffcmd(this, "menu_showteamselect\n");
1883 void Join(entity this)
1885 TRANSMUTE(Player, this);
1887 if(!this.team_selected)
1888 if(autocvar_g_campaign || autocvar_g_balance_teams)
1889 TeamBalance_JoinBestTeam(this);
1891 if(autocvar_g_campaign)
1892 campaign_bots_may_start = true;
1894 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1896 PutClientInServer(this);
1899 if(teamplay && this.team != -1)
1903 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1904 this.team_selected = false;
1908 * Determines whether the player is allowed to join. This depends on cvar
1909 * g_maxplayers, if it isn't used this function always return true, otherwise
1910 * it checks whether the number of currently playing players exceeds g_maxplayers.
1911 * @return int number of free slots for players, 0 if none
1913 int nJoinAllowed(entity this, entity ignore)
1916 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1917 // so report 0 free slots if restricted
1919 if(autocvar_g_forced_team_otherwise == "spectate")
1921 if(autocvar_g_forced_team_otherwise == "spectator")
1925 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1926 return 0; // forced spectators can never join
1928 // TODO simplify this
1929 int totalClients = 0;
1930 int currentlyPlaying = 0;
1931 FOREACH_CLIENT(true, {
1934 if(IS_REAL_CLIENT(it))
1935 if(IS_PLAYER(it) || it.caplayer)
1939 float free_slots = 0;
1940 if (!autocvar_g_maxplayers)
1941 free_slots = maxclients - totalClients;
1942 else if(currentlyPlaying < autocvar_g_maxplayers)
1943 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1945 static float join_prevent_msg_time = 0;
1946 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1948 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1949 join_prevent_msg_time = time + 3;
1956 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1957 * g_maxplayers_spectator_blocktime seconds
1959 void checkSpectatorBlock(entity this)
1961 if(IS_SPEC(this) || IS_OBSERVER(this))
1963 if(IS_REAL_CLIENT(this))
1965 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1966 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1972 void PrintWelcomeMessage(entity this)
1974 if(CS(this).motd_actived_time == 0)
1976 if (autocvar_g_campaign) {
1977 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1978 CS(this).motd_actived_time = time;
1979 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1982 if (PHYS_INPUT_BUTTON_INFO(this)) {
1983 CS(this).motd_actived_time = time;
1984 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1988 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
1990 if (autocvar_g_campaign) {
1991 if (PHYS_INPUT_BUTTON_INFO(this))
1992 CS(this).motd_actived_time = time;
1993 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
1994 CS(this).motd_actived_time = 0;
1995 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1998 if (PHYS_INPUT_BUTTON_INFO(this))
1999 CS(this).motd_actived_time = time;
2000 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2001 CS(this).motd_actived_time = 0;
2002 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2006 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2008 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2009 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2010 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2012 // instanctly hide MOTD
2013 CS(this).motd_actived_time = 0;
2014 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2019 const int MIN_SPEC_TIME = 1;
2020 bool joinAllowed(entity this)
2022 if (CS(this).version_mismatch) return false;
2023 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2024 if (!nJoinAllowed(this, this)) return false;
2025 if (teamplay && lockteams) return false;
2026 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2027 if (ShowTeamSelection(this)) return false;
2032 .string shootfromfixedorigin;
2033 bool PlayerThink(entity this)
2035 if (game_stopped || intermission_running) {
2036 this.modelflags &= ~MF_ROCKET;
2037 if(intermission_running)
2038 IntermissionThink(this);
2042 if (timeout_status == TIMEOUT_ACTIVE) {
2043 // don't allow the player to turn around while game is paused
2044 // FIXME turn this into CSQC stuff
2045 this.v_angle = this.lastV_angle;
2046 this.angles = this.lastV_angle;
2047 this.fixangle = true;
2050 if (frametime) player_powerups(this);
2052 if (IS_DEAD(this)) {
2053 if (this.personal && g_race_qualifying) {
2054 if (time > this.respawn_time) {
2055 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2057 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2060 if (frametime) player_anim(this);
2062 if (this.respawn_flags & RESPAWN_DENY)
2064 STAT(RESPAWN_TIME, this) = 0;
2068 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));
2070 switch(this.deadflag)
2074 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2075 this.deadflag = DEAD_RESPAWNING;
2076 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2077 this.deadflag = DEAD_DEAD;
2083 this.deadflag = DEAD_RESPAWNABLE;
2084 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2085 this.deadflag = DEAD_RESPAWNING;
2088 case DEAD_RESPAWNABLE:
2090 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2091 this.deadflag = DEAD_RESPAWNING;
2094 case DEAD_RESPAWNING:
2096 if (time > this.respawn_time)
2098 this.respawn_time = time + 1; // only retry once a second
2099 this.respawn_time_max = this.respawn_time;
2106 ShowRespawnCountdown(this);
2108 if (this.respawn_flags & RESPAWN_SILENT)
2109 STAT(RESPAWN_TIME, this) = 0;
2110 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2112 if (time < this.respawn_time)
2113 STAT(RESPAWN_TIME, this) = this.respawn_time;
2114 else if (this.deadflag != DEAD_RESPAWNING)
2115 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2118 STAT(RESPAWN_TIME, this) = this.respawn_time;
2121 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2122 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2123 STAT(RESPAWN_TIME, this) *= -1;
2128 FixPlayermodel(this);
2130 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2131 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2132 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2135 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2138 this.items &= ~this.items_added;
2140 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2142 .entity weaponentity = weaponentities[slot];
2143 W_WeaponFrame(this, weaponentity);
2146 this.items_added = 0;
2147 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2148 this.items_added |= IT_FUEL;
2150 this.items |= this.items_added;
2155 // WEAPONTODO: Add a weapon request for this
2156 // rot vortex charge to the charge limit
2157 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2159 .entity weaponentity = weaponentities[slot];
2160 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2161 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2164 if (frametime) player_anim(this);
2167 secrets_setstatus(this);
2170 monsters_setstatus(this);
2172 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2177 .bool would_spectate;
2178 void ObserverThink(entity this)
2180 if ( CS(this).impulse )
2182 MinigameImpulse(this, CS(this).impulse);
2183 CS(this).impulse = 0;
2186 if (this.flags & FL_JUMPRELEASED) {
2187 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2188 this.flags &= ~FL_JUMPRELEASED;
2189 this.flags |= FL_SPAWNING;
2190 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2191 this.flags &= ~FL_JUMPRELEASED;
2192 if(SpectateNext(this)) {
2193 TRANSMUTE(Spectator, this);
2196 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2197 set_movetype(this, preferred_movetype);
2200 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2201 this.flags |= FL_JUMPRELEASED;
2202 if(this.flags & FL_SPAWNING)
2204 this.flags &= ~FL_SPAWNING;
2212 void SpectatorThink(entity this)
2214 if ( CS(this).impulse )
2216 if(MinigameImpulse(this, CS(this).impulse))
2217 CS(this).impulse = 0;
2219 if (CS(this).impulse == IMP_weapon_drop.impulse)
2221 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2222 CS(this).impulse = 0;
2227 if (this.flags & FL_JUMPRELEASED) {
2228 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2229 this.flags &= ~FL_JUMPRELEASED;
2230 this.flags |= FL_SPAWNING;
2231 } else if(PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)) {
2232 this.flags &= ~FL_JUMPRELEASED;
2233 if(SpectateNext(this)) {
2234 TRANSMUTE(Spectator, this);
2236 TRANSMUTE(Observer, this);
2237 PutClientInServer(this);
2239 CS(this).impulse = 0;
2240 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2241 this.flags &= ~FL_JUMPRELEASED;
2242 if(SpectatePrev(this)) {
2243 TRANSMUTE(Spectator, this);
2245 TRANSMUTE(Observer, this);
2246 PutClientInServer(this);
2248 CS(this).impulse = 0;
2249 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2250 this.would_spectate = false;
2251 this.flags &= ~FL_JUMPRELEASED;
2252 TRANSMUTE(Observer, this);
2253 PutClientInServer(this);
2255 if(!SpectateUpdate(this))
2257 if(!SpectateNext(this))
2259 PutObserverInServer(this);
2260 this.would_spectate = true;
2265 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2266 this.flags |= FL_JUMPRELEASED;
2267 if(this.flags & FL_SPAWNING)
2269 this.flags &= ~FL_SPAWNING;
2274 if(!SpectateUpdate(this))
2275 PutObserverInServer(this);
2278 this.flags |= FL_CLIENT | FL_NOTARGET;
2281 void PlayerUseKey(entity this)
2283 if (!IS_PLAYER(this))
2290 vehicles_exit(this.vehicle, VHEF_NORMAL);
2294 else if(autocvar_g_vehicles_enter)
2296 if(!STAT(FROZEN, this))
2300 entity head, closest_target = NULL;
2301 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2303 while(head) // find the closest acceptable target to enter
2305 if(IS_VEHICLE(head))
2307 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2308 if(head.takedamage != DAMAGE_NO)
2312 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2313 { closest_target = head; }
2315 else { closest_target = head; }
2321 if(closest_target) { vehicles_enter(this, closest_target); return; }
2325 // a use key was pressed; call handlers
2326 MUTATOR_CALLHOOK(PlayerUseKey, this);
2334 Called every frame for each client before the physics are run
2337 .float last_vehiclecheck;
2338 void PlayerPreThink (entity this)
2340 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2341 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2343 WarpZone_PlayerPhysics_FixVAngle(this);
2346 // physics frames: update anticheat stuff
2347 anticheat_prethink(this);
2350 if (blockSpectators && frametime) {
2351 // WORKAROUND: only use dropclient in server frames (frametime set).
2352 // Never use it in cl_movement frames (frametime zero).
2353 checkSpectatorBlock(this);
2356 zoomstate_set = false;
2358 // Check for nameless players
2359 if (this.netname == "" || this.netname != CS(this).netname_previous)
2361 bool assume_unchanged = (CS(this).netname_previous == "");
2362 if (isInvisibleString(this.netname))
2364 this.netname = strzone(sprintf("Player#%d", this.playerid));
2365 assume_unchanged = false;
2366 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2368 if (!assume_unchanged && autocvar_sv_eventlog)
2369 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2370 strcpy(CS(this).netname_previous, this.netname);
2374 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2375 CS(this).version_nagtime = 0;
2376 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2378 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2380 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2382 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2383 if (r < 0) { // old client
2384 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2385 } else if (r > 0) { // old server
2386 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2392 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2394 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2395 this.max_armorvalue = 0;
2400 if (STAT(FROZEN, this) == 2)
2402 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2403 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2404 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2406 if (STAT(REVIVE_PROGRESS, this) >= 1)
2409 else if (STAT(FROZEN, this) == 3)
2411 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2412 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2414 if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2417 vehicles_exit(this.vehicle, VHEF_RELEASE);
2418 if(this.event_damage)
2419 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2421 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2426 MUTATOR_CALLHOOK(PlayerPreThink, this);
2428 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2429 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2431 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2433 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2434 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2436 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2440 if(!it.team || SAME_TEAM(this, it))
2441 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2442 else if(autocvar_g_vehicles_steal)
2443 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2447 this.last_vehiclecheck = time + 1;
2450 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2452 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2454 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2457 if (IS_REAL_CLIENT(this))
2458 PrintWelcomeMessage(this);
2460 if (IS_PLAYER(this)) {
2461 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2462 error("Client can't be spawned as player on connection!");
2463 if(!PlayerThink(this))
2466 else if (game_stopped || intermission_running) {
2467 if(intermission_running)
2468 IntermissionThink(this);
2471 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2473 CS(this).autojoin_checked = true;
2474 // don't do this in ClientConnect
2475 // many things can go wrong if a client is spawned as player on connection
2476 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2477 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2478 && (!teamplay || autocvar_g_balance_teams)))
2480 campaign_bots_may_start = true;
2485 else if (IS_OBSERVER(this)) {
2486 ObserverThink(this);
2488 else if (IS_SPEC(this)) {
2489 SpectatorThink(this);
2492 // WEAPONTODO: Add weapon request for this
2493 if (!zoomstate_set) {
2494 bool wep_zoomed = false;
2495 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2497 .entity weaponentity = weaponentities[slot];
2498 Weapon thiswep = this.(weaponentity).m_weapon;
2499 if(thiswep != WEP_Null && thiswep.wr_zoom)
2500 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2502 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2505 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2507 CS(this).teamkill_soundtime = 0;
2509 entity e = CS(this).teamkill_soundsource;
2510 entity oldpusher = e.pusher;
2512 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2513 e.pusher = oldpusher;
2516 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2517 CS(this).taunt_soundtime = 0;
2518 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2521 target_voicescript_next(this);
2523 // WEAPONTODO: Move into weaponsystem somehow
2524 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2525 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2527 .entity weaponentity = weaponentities[slot];
2528 if(this.(weaponentity).m_weapon == WEP_Null)
2529 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2533 void DrownPlayer(entity this)
2535 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2538 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2540 if(this.air_finished < time)
2541 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2542 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2544 else if (this.air_finished < time)
2546 if (this.pain_finished < time)
2548 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');
2549 this.pain_finished = time + 0.5;
2554 .bool move_qcphysics;
2556 void Player_Physics(entity this)
2558 set_movetype(this, this.move_movetype);
2560 if(!this.move_qcphysics)
2563 if(!frametime && !CS(this).pm_frametime)
2566 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2568 CS(this).pm_frametime = 0;
2575 Called every frame for each client after the physics are run
2578 void PlayerPostThink (entity this)
2580 Player_Physics(this);
2583 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2584 if (IS_REAL_CLIENT(this))
2585 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2587 int totalClients = 0;
2588 if(sv_maxidle_slots > 0)
2590 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2596 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2597 { /* do nothing */ }
2598 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2600 if (CS(this).idlekick_lasttimeleft)
2602 CS(this).idlekick_lasttimeleft = 0;
2603 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2608 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2609 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2610 if (!CS(this).idlekick_lasttimeleft)
2611 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2613 if (timeleft <= 0) {
2614 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2618 else if (timeleft <= 10) {
2619 if (timeleft != CS(this).idlekick_lasttimeleft) {
2620 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2622 CS(this).idlekick_lasttimeleft = timeleft;
2631 this.solid = SOLID_NOT;
2632 this.takedamage = DAMAGE_NO;
2633 set_movetype(this, MOVETYPE_NONE);
2636 if (IS_PLAYER(this)) {
2637 if(this.death_time == time && IS_DEAD(this))
2639 // player's bbox gets resized now, instead of in the damage event that killed the player,
2640 // once all the damage events of this frame have been processed with normal size
2642 setsize(this, this.mins, this.maxs);
2645 UpdateChatBubble(this);
2646 if (CS(this).impulse) ImpulseCommands(this);
2649 CSQCMODEL_AUTOUPDATE(this);
2652 GetPressedKeys(this);
2655 if (this.waypointsprite_attachedforcarrier) {
2656 vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2657 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2660 CSQCMODEL_AUTOUPDATE(this);
2663 // hack to copy the button fields from the client entity to the Client State
2664 void PM_UpdateButtons(entity this, entity store)
2667 store.impulse = this.impulse;
2670 bool typing = this.buttonchat;
2672 store.button0 = (typing) ? 0 : this.button0;
2674 store.button2 = (typing) ? 0 : this.button2;
2675 store.button3 = (typing) ? 0 : this.button3;
2676 store.button4 = this.button4;
2677 store.button5 = (typing) ? 0 : this.button5;
2678 store.button6 = this.button6;
2679 store.button7 = this.button7;
2680 store.button8 = this.button8;
2681 store.button9 = this.button9;
2682 store.button10 = this.button10;
2683 store.button11 = this.button11;
2684 store.button12 = this.button12;
2685 store.button13 = this.button13;
2686 store.button14 = this.button14;
2687 store.button15 = this.button15;
2688 store.button16 = this.button16;
2689 store.buttonuse = this.buttonuse;
2690 store.buttonchat = this.buttonchat;
2692 store.cursor_active = this.cursor_active;
2693 store.cursor_screen = this.cursor_screen;
2694 store.cursor_trace_start = this.cursor_trace_start;
2695 store.cursor_trace_endpos = this.cursor_trace_endpos;
2696 store.cursor_trace_ent = this.cursor_trace_ent;
2698 store.ping = this.ping;
2699 store.ping_packetloss = this.ping_packetloss;
2700 store.ping_movementloss = this.ping_movementloss;
2702 store.v_angle = this.v_angle;
2703 store.movement = (typing) ? '0 0 0' : this.movement;
2706 NET_HANDLE(fpsreport, bool)
2708 int fps = ReadShort();
2709 PlayerScore_Set(sender, SP_FPS, fps);