3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/qc/globalsound.qh>
7 #include <common/ent_cs.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
10 #include <common/items/_mod.qh>
11 #include <common/items/inventory.qh>
12 #include <common/mapobjects/func/conveyor.qh>
13 #include <common/mapobjects/func/ladder.qh>
14 #include <common/mapobjects/subs.qh>
15 #include <common/mapobjects/target/spawnpoint.qh>
16 #include <common/mapobjects/teleporters.qh>
17 #include <common/mapobjects/trigger/counter.qh>
18 #include <common/mapobjects/trigger/secret.qh>
19 #include <common/mapobjects/trigger/swamp.qh>
20 #include <common/mapobjects/triggers.qh>
21 #include <common/minigames/sv_minigames.qh>
22 #include <common/monsters/sv_monsters.qh>
23 #include <common/mutators/mutator/instagib/sv_instagib.qh>
24 #include <common/mutators/mutator/overkill/oknex.qh>
25 #include <common/mutators/mutator/waypoints/all.qh>
26 #include <common/net_linked.qh>
27 #include <common/net_notice.qh>
28 #include <common/notifications/all.qh>
29 #include <common/physics/player.qh>
30 #include <common/playerstats.qh>
31 #include <common/state.qh>
32 #include <common/stats.qh>
33 #include <common/vehicles/all.qh>
34 #include <common/vehicles/sv_vehicles.qh>
35 #include <common/viewloc.qh>
36 #include <common/weapons/_all.qh>
37 #include <common/weapons/weapon/vortex.qh>
38 #include <common/wepent.qh>
39 #include <lib/csqcmodel/sv_model.qh>
40 #include <lib/warpzone/common.qh>
41 #include <lib/warpzone/server.qh>
42 #include <server/anticheat.qh>
43 #include <server/antilag.qh>
44 #include <server/bot/api.qh>
45 #include <server/campaign.qh>
46 #include <server/chat.qh>
47 #include <server/cheats.qh>
48 #include <server/clientkill.qh>
49 #include <server/command/common.qh>
50 #include <server/command/common.qh>
51 #include <server/command/vote.qh>
52 #include <server/compat/quake3.qh>
53 #include <server/damage.qh>
54 #include <server/gamelog.qh>
55 #include <server/handicap.qh>
56 #include <server/hook.qh>
57 #include <server/impulse.qh>
58 #include <server/intermission.qh>
59 #include <server/ipban.qh>
60 #include <server/main.qh>
61 #include <server/mutators/_mod.qh>
62 #include <server/player.qh>
63 #include <server/portals.qh>
64 #include <server/race.qh>
65 #include <server/resources.qh>
66 #include <server/scores.qh>
67 #include <server/scores_rules.qh>
68 #include <server/spawnpoints.qh>
69 #include <server/teamplay.qh>
70 #include <server/weapons/accuracy.qh>
71 #include <server/weapons/common.qh>
72 #include <server/weapons/hitplot.qh>
73 #include <server/weapons/selection.qh>
74 #include <server/weapons/weaponsystem.qh>
75 #include <server/world.qh>
77 STATIC_METHOD(Client, Add, void(Client this, int _team))
80 TRANSMUTE(Player, this);
83 PutClientInServer(this);
86 STATIC_METHOD(Client, Remove, void(Client this))
88 TRANSMUTE(Observer, this);
89 PutClientInServer(this);
90 ClientDisconnect(this);
93 void send_CSQC_teamnagger() {
94 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
97 int CountSpectators(entity player, entity to)
99 if(!player) { return 0; } // not sure how, but best to be safe
103 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
111 void WriteSpectators(entity player, entity to)
113 if(!player) { return; } // not sure how, but best to be safe
116 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
118 if(spec_count >= MAX_SPECTATORS)
120 WriteByte(MSG_ENTITY, num_for_edict(it));
125 bool ClientData_Send(entity this, entity to, int sf)
127 assert(to == this.owner, return false);
130 if (IS_SPEC(e)) e = e.enemy;
133 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
134 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
135 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
136 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
138 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
139 WriteByte(MSG_ENTITY, sf);
142 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
146 float specs = CountSpectators(e, to);
147 WriteByte(MSG_ENTITY, specs);
148 WriteSpectators(e, to);
154 void ClientData_Attach(entity this)
156 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
157 CS(this).clientdata.drawonlytoclient = this;
158 CS(this).clientdata.owner = this;
161 void ClientData_Detach(entity this)
163 delete(CS(this).clientdata);
164 CS(this).clientdata = NULL;
167 void ClientData_Touch(entity e)
169 entity cd = CS(e).clientdata;
170 if (cd) { cd.SendFlags = 1; }
172 // make it spectatable
173 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
175 entity cd = CS(it).clientdata;
176 if (cd) { cd.SendFlags = 1; }
185 Checks if the argument string can be a valid playermodel.
186 Returns a valid one in doubt.
189 string FallbackPlayerModel;
190 string CheckPlayerModel(string plyermodel) {
191 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
193 // note: we cannot summon Don Strunzone here, some player may
194 // still have the model string set. In case anyone manages how
195 // to change a cvar default, we'll have a small leak here.
196 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
198 // only in right path
199 if( substring(plyermodel,0,14) != "models/player/")
200 return FallbackPlayerModel;
201 // only good file extensions
202 if(substring(plyermodel,-4,4) != ".zym")
203 if(substring(plyermodel,-4,4) != ".dpm")
204 if(substring(plyermodel,-4,4) != ".iqm")
205 if(substring(plyermodel,-4,4) != ".md3")
206 if(substring(plyermodel,-4,4) != ".psk")
207 return FallbackPlayerModel;
208 // forbid the LOD models
209 if(substring(plyermodel, -9,5) == "_lod1")
210 return FallbackPlayerModel;
211 if(substring(plyermodel, -9,5) == "_lod2")
212 return FallbackPlayerModel;
213 if(plyermodel != strtolower(plyermodel))
214 return FallbackPlayerModel;
215 // also, restrict to server models
216 if(autocvar_sv_servermodelsonly)
218 if(!fexists(plyermodel))
219 return FallbackPlayerModel;
224 void setplayermodel(entity e, string modelname)
226 precache_model(modelname);
227 _setmodel(e, modelname);
228 player_setupanimsformodel(e);
229 if(!autocvar_g_debug_globalsounds)
230 UpdatePlayerSounds(e);
233 /** putting a client as observer in the server */
234 void PutObserverInServer(entity this)
236 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
237 PlayerState_detach(this);
241 if(GetResource(this, RES_HEALTH) >= 1)
244 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
247 // was a player, recount votes and ready status
248 if(IS_REAL_CLIENT(this))
250 if (vote_called) { VoteCount(false); }
255 entity spot = SelectSpawnPoint(this, true);
256 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
257 this.angles = vec2(spot.angles);
258 this.fixangle = true;
259 // offset it so that the spectator spawns higher off the ground, looks better this way
260 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
261 if (IS_REAL_CLIENT(this))
264 WriteByte(MSG_ONE, SVC_SETVIEW);
265 WriteEntity(MSG_ONE, this);
267 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
268 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
269 if(!autocvar_g_debug_globalsounds)
271 // needed for player sounds
273 FixPlayermodel(this);
275 setmodel(this, MDL_Null);
276 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
277 this.view_ofs = '0 0 0';
279 RemoveGrapplingHooks(this);
280 Portal_ClearAll(this);
281 Unfreeze(this, false);
282 SetSpectatee(this, NULL);
287 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
291 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
293 WaypointSprite_PlayerDead(this);
295 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
296 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
298 accuracy_resend(this);
300 CS(this).spectatortime = time;
302 IL_REMOVE(g_bot_targets, this);
303 this.bot_attack = false;
304 if(this.monster_attack)
305 IL_REMOVE(g_monster_targets, this);
306 this.monster_attack = false;
307 STAT(HUD, this) = HUD_NORMAL;
308 TRANSMUTE(Observer, this);
309 this.iscreature = false;
310 this.teleportable = TELEPORT_SIMPLE;
311 if(this.damagedbycontents)
312 IL_REMOVE(g_damagedbycontents, this);
313 this.damagedbycontents = false;
314 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
315 SetSpectatee_status(this, etof(this));
316 this.takedamage = DAMAGE_NO;
317 this.solid = SOLID_NOT;
318 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
319 this.flags = FL_CLIENT | FL_NOTARGET;
321 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
322 this.pauserotarmor_finished = 0;
323 this.pauserothealth_finished = 0;
324 this.pauseregen_finished = 0;
325 this.damageforcescale = 0;
327 this.respawn_flags = 0;
328 this.respawn_time = 0;
329 STAT(RESPAWN_TIME, this) = 0;
333 this.pain_finished = 0;
334 STAT(STRENGTH_FINISHED, this) = 0;
335 STAT(INVINCIBLE_FINISHED, this) = 0;
336 STAT(SUPERWEAPONS_FINISHED, this) = 0;
337 STAT(AIR_FINISHED, this) = 0;
338 //this.dphitcontentsmask = 0;
339 this.dphitcontentsmask = DPCONTENTS_SOLID;
340 if (autocvar_g_playerclip_collisions)
341 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
344 setthink(this, func_null);
346 this.deadflag = DEAD_NO;
348 STAT(REVIVE_PROGRESS, this) = 0;
349 this.revival_time = 0;
350 this.draggable = drag_undraggable;
353 STAT(WEAPONS, this) = '0 0 0';
354 this.drawonlytoclient = this;
358 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
360 this.weaponmodel = "";
361 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
363 this.weaponentities[slot] = NULL;
365 this.exteriorweaponentity = NULL;
366 CS(this).killcount = FRAGS_SPECTATOR;
367 this.velocity = '0 0 0';
368 this.avelocity = '0 0 0';
369 this.punchangle = '0 0 0';
370 this.punchvector = '0 0 0';
371 this.oldvelocity = this.velocity;
372 this.fire_endtime = -1;
373 this.event_damage = func_null;
374 this.event_heal = func_null;
376 for(int slot = 0; slot < MAX_AXH; ++slot)
378 entity axh = this.(AuxiliaryXhair[slot]);
379 this.(AuxiliaryXhair[slot]) = NULL;
381 if(axh.owner == this && axh != NULL && !wasfreed(axh))
385 if (mutator_returnvalue)
387 // mutator prevents resetting teams+score
391 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
392 this.frags = FRAGS_SPECTATOR;
394 if (CS(this).just_joined)
395 CS(this).just_joined = false;
398 int player_getspecies(entity this)
400 get_model_parameters(this.model, this.skin);
401 int s = get_model_parameters_species;
402 get_model_parameters(string_null, 0);
403 if (s < 0) return SPECIES_HUMAN;
407 .float model_randomizer;
408 void FixPlayermodel(entity player)
410 string defaultmodel = "";
412 if(autocvar_sv_defaultcharacter)
418 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
419 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
420 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
421 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
425 if(defaultmodel == "")
427 defaultmodel = autocvar_sv_defaultplayermodel;
428 defaultskin = autocvar_sv_defaultplayerskin;
431 int n = tokenize_console(defaultmodel);
434 defaultmodel = argv(floor(n * CS(player).model_randomizer));
435 // However, do NOT randomize if the player-selected model is in the list.
436 for (int i = 0; i < n; ++i)
437 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
438 defaultmodel = argv(i);
441 int i = strstrofs(defaultmodel, ":", 0);
444 defaultskin = stof(substring(defaultmodel, i+1, -1));
445 defaultmodel = substring(defaultmodel, 0, i);
448 if(autocvar_sv_defaultcharacterskin && !defaultskin)
454 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
455 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
456 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
457 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
462 defaultskin = autocvar_sv_defaultplayerskin;
465 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
466 defaultmodel = M_ARGV(0, string);
467 defaultskin = M_ARGV(1, int);
471 if(defaultmodel != "")
473 if (defaultmodel != player.model)
475 vector m1 = player.mins;
476 vector m2 = player.maxs;
477 setplayermodel (player, defaultmodel);
478 setsize (player, m1, m2);
482 oldskin = player.skin;
483 player.skin = defaultskin;
485 if (player.playermodel != player.model || player.playermodel == "")
487 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
488 vector m1 = player.mins;
489 vector m2 = player.maxs;
490 setplayermodel (player, player.playermodel);
491 setsize (player, m1, m2);
495 if(!autocvar_sv_defaultcharacterskin)
497 oldskin = player.skin;
498 player.skin = stof(player.playerskin);
502 oldskin = player.skin;
503 player.skin = defaultskin;
507 if(chmdl || oldskin != player.skin) // model or skin has changed
509 player.species = player_getspecies(player); // update species
510 if(!autocvar_g_debug_globalsounds)
511 UpdatePlayerSounds(player); // update skin sounds
515 if(strlen(autocvar_sv_defaultplayercolors))
516 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
517 setcolor(player, stof(autocvar_sv_defaultplayercolors));
520 void PutPlayerInServer(entity this)
522 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
524 PlayerState_attach(this);
525 accuracy_resend(this);
528 TeamBalance_JoinBestTeam(this);
530 entity spot = SelectSpawnPoint(this, false);
532 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
533 return; // spawn failed
536 TRANSMUTE(Player, this);
538 CS(this).wasplayer = true;
539 this.iscreature = true;
540 this.teleportable = TELEPORT_NORMAL;
541 if(!this.damagedbycontents)
542 IL_PUSH(g_damagedbycontents, this);
543 this.damagedbycontents = true;
544 set_movetype(this, MOVETYPE_WALK);
545 this.solid = SOLID_SLIDEBOX;
546 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
547 if (autocvar_g_playerclip_collisions)
548 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
549 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
550 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
551 this.frags = FRAGS_PLAYER;
552 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
553 this.flags = FL_CLIENT | FL_PICKUPITEMS;
554 if (autocvar__notarget)
555 this.flags |= FL_NOTARGET;
556 this.takedamage = DAMAGE_AIM;
557 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
560 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
561 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
562 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
563 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
564 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
565 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
566 SetResource(this, RES_HEALTH, warmup_start_health);
567 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
568 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
570 SetResource(this, RES_SHELLS, start_ammo_shells);
571 SetResource(this, RES_BULLETS, start_ammo_nails);
572 SetResource(this, RES_ROCKETS, start_ammo_rockets);
573 SetResource(this, RES_CELLS, start_ammo_cells);
574 SetResource(this, RES_PLASMA, start_ammo_plasma);
575 SetResource(this, RES_FUEL, start_ammo_fuel);
576 SetResource(this, RES_HEALTH, start_health);
577 SetResource(this, RES_ARMOR, start_armorvalue);
578 STAT(WEAPONS, this) = start_weapons;
579 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
581 GiveRandomWeapons(this, random_start_weapons_count,
582 autocvar_g_random_start_weapons, random_start_ammo);
585 SetSpectatee_status(this, 0);
587 PS(this).dual_weapons = '0 0 0';
589 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
591 this.items = start_items;
593 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
594 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
595 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
596 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
597 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
598 if (!sv_ready_restart_after_countdown && time < game_starttime)
600 float f = game_starttime - time;
601 this.spawnshieldtime += f;
602 this.pauserotarmor_finished += f;
603 this.pauserothealth_finished += f;
604 this.pauseregen_finished += f;
607 this.damageforcescale = autocvar_g_player_damageforcescale;
609 this.respawn_flags = 0;
610 this.respawn_time = 0;
611 STAT(RESPAWN_TIME, this) = 0;
612 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
613 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
615 this.pain_finished = 0;
617 setthink(this, func_null); // players have no think function
620 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
622 this.deadflag = DEAD_NO;
624 this.angles = spot.angles;
625 this.angles_z = 0; // never spawn tilted even if the spot says to
626 if (IS_BOT_CLIENT(this))
628 this.v_angle = this.angles;
631 this.fixangle = true; // turn this way immediately
632 this.oldvelocity = this.velocity = '0 0 0';
633 this.avelocity = '0 0 0';
634 this.punchangle = '0 0 0';
635 this.punchvector = '0 0 0';
637 STAT(STRENGTH_FINISHED, this) = 0;
638 STAT(INVINCIBLE_FINISHED, this) = 0;
639 this.fire_endtime = -1;
640 STAT(REVIVE_PROGRESS, this) = 0;
641 this.revival_time = 0;
643 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
644 STAT(BUFFS, this) = 0;
645 STAT(BUFF_TIME, this) = 0;
647 STAT(AIR_FINISHED, this) = 0;
648 this.waterlevel = WATERLEVEL_NONE;
649 this.watertype = CONTENT_EMPTY;
651 entity spawnevent = new_pure(spawnevent);
652 spawnevent.owner = this;
653 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
655 // Cut off any still running player sounds.
656 stopsound(this, CH_PLAYER_SINGLE);
659 FixPlayermodel(this);
660 this.drawonlytoclient = NULL;
664 for(int slot = 0; slot < MAX_AXH; ++slot)
666 entity axh = this.(AuxiliaryXhair[slot]);
667 this.(AuxiliaryXhair[slot]) = NULL;
669 if(axh.owner == this && axh != NULL && !wasfreed(axh))
673 this.spawnpoint_targ = NULL;
676 this.view_ofs = STAT(PL_VIEW_OFS, this);
677 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
678 this.spawnorigin = spot.origin;
679 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
680 // don't reset back to last position, even if new position is stuck in solid
681 this.oldorigin = this.origin;
683 IL_REMOVE(g_conveyed, this);
684 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
686 IL_REMOVE(g_swamped, this);
687 this.swampslug = NULL;
688 this.swamp_interval = 0;
689 if(this.ladder_entity)
690 IL_REMOVE(g_ladderents, this);
691 this.ladder_entity = NULL;
692 IL_EACH(g_counters, it.realowner == this,
696 STAT(HUD, this) = HUD_NORMAL;
698 this.event_damage = PlayerDamage;
699 this.event_heal = PlayerHeal;
701 this.draggable = func_null;
704 IL_PUSH(g_bot_targets, this);
705 this.bot_attack = true;
706 if(!this.monster_attack)
707 IL_PUSH(g_monster_targets, this);
708 this.monster_attack = true;
709 navigation_dynamicgoal_init(this, false);
711 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
713 // player was spectator
714 if (CS(this).killcount == FRAGS_SPECTATOR) {
715 PlayerScore_Clear(this);
716 CS(this).killcount = 0;
717 CS(this).startplaytime = time;
720 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
722 .entity weaponentity = weaponentities[slot];
723 CL_SpawnWeaponentity(this, weaponentity);
725 this.alpha = default_player_alpha;
726 this.colormod = '1 1 1' * autocvar_g_player_brightness;
727 this.exteriorweaponentity.alpha = default_weapon_alpha;
729 this.speedrunning = false;
731 this.counter_cnt = 0;
732 this.fragsfilter_cnt = 0;
734 target_voicescript_clear(this);
736 // reset fields the weapons may use
737 FOREACH(Weapons, true, {
738 it.wr_resetplayer(it, this);
739 // reload all reloadable weapons
740 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
741 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
743 .entity weaponentity = weaponentities[slot];
744 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
750 string s = spot.target;
751 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
752 spot.target = string_null;
753 SUB_UseTargets(spot, this, NULL);
754 if(g_assault || g_race)
758 Unfreeze(this, false);
760 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
762 if (autocvar_spawn_debug)
764 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
765 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
768 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
770 .entity weaponentity = weaponentities[slot];
771 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
772 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
774 this.(weaponentity).m_switchweapon = WEP_Null;
775 this.(weaponentity).m_weapon = WEP_Null;
776 this.(weaponentity).weaponname = "";
777 this.(weaponentity).m_switchingweapon = WEP_Null;
778 this.(weaponentity).cnt = -1;
781 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
783 if (CS(this).impulse) ImpulseCommands(this);
785 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
786 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
788 .entity weaponentity = weaponentities[slot];
789 W_WeaponFrame(this, weaponentity);
792 if (!warmup_stage && !this.alivetime)
793 this.alivetime = time;
795 antilag_clear(this, CS(this));
798 /** Called when a client spawns in the server */
799 void PutClientInServer(entity this)
801 if (IS_BOT_CLIENT(this)) {
802 TRANSMUTE(Player, this);
803 } else if (IS_REAL_CLIENT(this)) {
805 WriteByte(MSG_ONE, SVC_SETVIEW);
806 WriteEntity(MSG_ONE, this);
809 TRANSMUTE(Observer, this);
811 SetSpectatee(this, NULL);
815 PS(this).itemkeys = 0;
817 MUTATOR_CALLHOOK(PutClientInServer, this);
819 if (IS_OBSERVER(this)) {
820 PutObserverInServer(this);
821 } else if (IS_PLAYER(this)) {
822 PutPlayerInServer(this);
826 // TODO do we need all these fields, or should we stop autodetecting runtime
827 // changes and just have a console command to update this?
828 bool ClientInit_SendEntity(entity this, entity to, int sf)
830 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
833 // MSG_INIT replacement
834 // TODO: make easier to use
836 W_PROP_reload(MSG_ONE, to);
837 ClientInit_misc(this);
838 MUTATOR_CALLHOOK(Ent_Init);
840 void ClientInit_misc(entity this)
842 int channel = MSG_ONE;
843 WriteHeader(channel, ENT_CLIENT_INIT);
844 WriteByte(channel, g_nexball_meter_period * 32);
845 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
846 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
847 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
848 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
849 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
850 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
851 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
852 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
854 if(autocvar_sv_foginterval && world.fog != "")
855 WriteString(channel, world.fog);
857 WriteString(channel, "");
858 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
859 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
860 WriteByte(channel, serverflags);
861 WriteCoord(channel, autocvar_g_trueaim_minrange);
864 void ClientInit_CheckUpdate(entity this)
866 this.nextthink = time;
867 if(this.count != autocvar_g_balance_armor_blockpercent)
869 this.count = autocvar_g_balance_armor_blockpercent;
872 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
874 this.cnt = autocvar_g_balance_damagepush_speedfactor;
879 void ClientInit_Spawn()
881 entity e = new_pure(clientinit);
882 setthink(e, ClientInit_CheckUpdate);
883 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
885 ClientInit_CheckUpdate(e);
895 // initialize parms for a new player
896 parm1 = -(86400 * 366);
898 MUTATOR_CALLHOOK(SetNewParms);
906 void SetChangeParms (entity this)
908 // save parms for level change
909 parm1 = CS(this).parm_idlesince - time;
911 MUTATOR_CALLHOOK(SetChangeParms);
919 void DecodeLevelParms(entity this)
922 CS(this).parm_idlesince = parm1;
923 if (CS(this).parm_idlesince == -(86400 * 366))
924 CS(this).parm_idlesince = time;
926 // whatever happens, allow 60 seconds of idling directly after connect for map loading
927 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
929 MUTATOR_CALLHOOK(DecodeLevelParms);
932 void FixClientCvars(entity e)
934 // send prediction settings to the client
935 stuffcmd(e, "\nin_bindmap 0 0\n");
936 if(autocvar_g_antilag == 3) // client side hitscan
937 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
938 if(autocvar_sv_gentle)
939 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
941 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
942 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
944 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
946 MUTATOR_CALLHOOK(FixClientCvars, e);
949 bool findinlist_abbrev(string tofind, string list)
951 if(list == "" || tofind == "")
952 return false; // empty list or search, just return
954 // this function allows abbreviated strings!
955 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
963 bool PlayerInIPList(entity p, string iplist)
965 // some safety checks (never allow local?)
966 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
969 return findinlist_abbrev(p.netaddress, iplist);
972 bool PlayerInIDList(entity p, string idlist)
974 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
978 return findinlist_abbrev(p.crypto_idfp, idlist);
981 bool PlayerInList(entity player, string list)
983 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
986 #ifdef DP_EXT_PRECONNECT
991 Called once (not at each match start) when a client begins a connection to the server
994 void ClientPreConnect(entity this)
996 if(autocvar_sv_eventlog)
998 GameLogEcho(sprintf(":connect:%d:%d:%s",
1001 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1007 string GetClientVersionMessage(entity this)
1009 if (CS(this).version_mismatch) {
1010 if(CS(this).version < autocvar_gameversion) {
1011 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1012 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1014 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1015 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1018 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1022 string getwelcomemessage(entity this)
1024 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1025 string modifications = M_ARGV(0, string);
1029 if(g_weaponarena_random)
1030 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1032 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1034 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1035 modifications = strcat(modifications, ", No start weapons");
1036 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1037 modifications = strcat(modifications, ", Low gravity");
1038 if(g_weapon_stay && !g_cts)
1039 modifications = strcat(modifications, ", Weapons stay");
1040 if(autocvar_g_jetpack)
1041 modifications = strcat(modifications, ", Jet pack");
1042 if(autocvar_g_powerups == 0)
1043 modifications = strcat(modifications, ", No powerups");
1044 if(autocvar_g_powerups > 0)
1045 modifications = strcat(modifications, ", Powerups");
1046 modifications = substring(modifications, 2, strlen(modifications) - 2);
1048 string versionmessage = GetClientVersionMessage(this);
1049 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1051 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1053 if(modifications != "")
1054 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1056 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1058 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1059 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1062 if (cache_mutatormsg != "") {
1063 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1066 string mutator_msg = "";
1067 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1068 mutator_msg = M_ARGV(0, string);
1070 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1072 string motd = autocvar_sv_motd;
1074 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1079 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1085 Called when a client connects to the server
1088 void ClientConnect(entity this)
1090 if (Ban_MaybeEnforceBanOnce(this)) return;
1091 assert(!IS_CLIENT(this), return);
1092 this.flags |= FL_CLIENT;
1093 assert(player_count >= 0, player_count = 0);
1095 TRANSMUTE(Client, this);
1096 CS(this).version_nagtime = time + 10 + random() * 10;
1098 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1100 bot_clientconnect(this);
1102 Player_DetermineForcedTeam(this);
1104 TRANSMUTE(Observer, this);
1106 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1108 // always track bots, don't ask for cl_allow_uidtracking
1109 if (IS_BOT_CLIENT(this))
1110 PlayerStats_GameReport_AddPlayer(this);
1112 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1114 if (autocvar_sv_eventlog)
1115 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1117 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1119 stuffcmd(this, clientstuff, "\n");
1120 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1122 FixClientCvars(this);
1124 // get version info from player
1125 stuffcmd(this, "cmd clientversion $gameversion\n");
1127 // notify about available teams
1130 entity balance = TeamBalance_CheckAllowedTeams(this);
1131 int t = TeamBalance_GetAllowedTeams(balance);
1132 TeamBalance_Destroy(balance);
1133 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1137 stuffcmd(this, "set _teams_available 0\n");
1140 bot_relinkplayerlist();
1142 CS(this).spectatortime = time;
1143 if (blockSpectators)
1145 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1148 CS(this).jointime = time;
1150 if (IS_REAL_CLIENT(this))
1152 if (g_weaponarena_weapons == WEPSET(TUBA))
1153 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1156 if (!autocvar_sv_foginterval && world.fog != "")
1157 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1159 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1160 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1161 send_CSQC_teamnagger();
1163 CSQCMODEL_AUTOINIT(this);
1165 CS(this).model_randomizer = random();
1167 if (IS_REAL_CLIENT(this))
1168 sv_notice_join(this);
1170 this.move_qcphysics = autocvar_sv_qcphysics;
1172 // update physics stats (players can spawn before physics runs)
1173 Physics_UpdateStats(this);
1175 IL_EACH(g_initforplayer, it.init_for_player, {
1176 it.init_for_player(it, this);
1179 Handicap_Initialize(this);
1181 MUTATOR_CALLHOOK(ClientConnect, this);
1183 if (IS_REAL_CLIENT(this))
1185 if (!autocvar_g_campaign && !IS_PLAYER(this))
1187 CS(this).motd_actived_time = -1;
1188 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1196 Called when a client disconnects from the server
1199 .entity chatbubbleentity;
1200 void ClientDisconnect(entity this)
1202 assert(IS_CLIENT(this), return);
1204 PlayerStats_GameReport_FinalizePlayer(this);
1205 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1206 if (CS(this).active_minigame) part_minigame(this);
1207 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1209 if (autocvar_sv_eventlog)
1210 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1212 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1215 SetSpectatee(this, NULL);
1217 MUTATOR_CALLHOOK(ClientDisconnect, this);
1219 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1220 strfree(CS(this).weaponorder_byimpulse);
1221 ClientState_detach(this);
1223 Portal_ClearAll(this);
1225 Unfreeze(this, false);
1227 RemoveGrapplingHooks(this);
1229 // Here, everything has been done that requires this player to be a client.
1231 this.flags &= ~FL_CLIENT;
1233 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1234 if (this.killindicator) delete(this.killindicator);
1236 IL_EACH(g_counters, it.realowner == this,
1241 WaypointSprite_PlayerGone(this);
1243 bot_relinkplayerlist();
1245 strfree(this.clientstatus);
1246 if (this.personal) delete(this.personal);
1250 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1255 void ChatBubbleThink(entity this)
1257 this.nextthink = time;
1258 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1260 if(this.owner) // but why can that ever be NULL?
1261 this.owner.chatbubbleentity = NULL;
1268 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1270 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1271 this.mdl = "models/sprites/minigame_busy.iqm";
1272 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1273 this.mdl = "models/misc/chatbubble.spr";
1276 if ( this.model != this.mdl )
1277 _setmodel(this, this.mdl);
1281 void UpdateChatBubble(entity this)
1285 // spawn a chatbubble entity if needed
1286 if (!this.chatbubbleentity)
1288 this.chatbubbleentity = new(chatbubbleentity);
1289 this.chatbubbleentity.owner = this;
1290 this.chatbubbleentity.exteriormodeltoclient = this;
1291 setthink(this.chatbubbleentity, ChatBubbleThink);
1292 this.chatbubbleentity.nextthink = time;
1293 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1294 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1295 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1296 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1297 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1298 //this.chatbubbleentity.model = "";
1299 this.chatbubbleentity.effects = EF_LOWPRECISION;
1303 void calculate_player_respawn_time(entity this)
1305 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1308 float gametype_setting_tmp;
1309 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1310 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1311 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1312 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1313 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1314 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1316 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1319 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1320 if(it.team == this.team)
1323 if (sdelay_small_count == 0)
1324 sdelay_small_count = 1;
1325 if (sdelay_large_count == 0)
1326 sdelay_large_count = 1;
1330 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1333 if (sdelay_small_count == 0)
1335 if (IS_INDEPENDENT_PLAYER(this))
1337 // Players play independently. No point in requiring enemies.
1338 sdelay_small_count = 1;
1342 // Players play AGAINST each other. Enemies required.
1343 sdelay_small_count = 2;
1346 if (sdelay_large_count == 0)
1348 if (IS_INDEPENDENT_PLAYER(this))
1350 // Players play independently. No point in requiring enemies.
1351 sdelay_large_count = 1;
1355 // Players play AGAINST each other. Enemies required.
1356 sdelay_large_count = 2;
1363 if (pcount <= sdelay_small_count)
1364 sdelay = sdelay_small;
1365 else if (pcount >= sdelay_large_count)
1366 sdelay = sdelay_large;
1367 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1368 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1371 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1373 this.respawn_time = time + sdelay;
1375 if(sdelay < sdelay_max)
1376 this.respawn_time_max = time + sdelay_max;
1378 this.respawn_time_max = this.respawn_time;
1380 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1381 this.respawn_countdown = 10; // first number to count down from is 10
1383 this.respawn_countdown = -1; // do not count down
1385 if(autocvar_g_forced_respawn)
1386 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1389 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1390 // added to the model skins
1391 /*void UpdateColorModHack()
1394 c = this.clientcolors & 15;
1395 // LordHavoc: only bothering to support white, green, red, yellow, blue
1396 if (!teamplay) this.colormod = '0 0 0';
1397 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1398 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1399 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1400 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1401 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1402 else this.colormod = '1 1 1';
1405 void respawn(entity this)
1407 bool damagedbycontents_prev = this.damagedbycontents;
1410 if(autocvar_g_respawn_ghosts)
1412 this.solid = SOLID_NOT;
1413 this.takedamage = DAMAGE_NO;
1414 this.damagedbycontents = false;
1415 set_movetype(this, MOVETYPE_FLY);
1416 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1417 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1418 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1419 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1420 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1421 if(autocvar_g_respawn_ghosts_time > 0)
1422 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1425 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1429 this.damagedbycontents = damagedbycontents_prev;
1431 this.effects |= EF_NODRAW; // prevent another CopyBody
1432 PutClientInServer(this);
1435 void play_countdown(entity this, float finished, Sound samp)
1438 if(IS_REAL_CLIENT(this))
1439 if(floor(finished - time - frametime) != floor(finished - time))
1440 if(finished - time < 6)
1441 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1444 void player_powerups(entity this)
1446 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1447 this.modelflags |= MF_ROCKET;
1449 this.modelflags &= ~MF_ROCKET;
1451 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1455 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1457 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1458 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1459 this.items &= ~ITEM_Strength.m_itemid;
1460 this.items &= ~ITEM_Shield.m_itemid;
1461 this.items -= (this.items & IT_SUPERWEAPON);
1465 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1468 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1469 int items_prev = this.items;
1471 Fire_ApplyDamage(this);
1472 Fire_ApplyEffect(this);
1474 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1476 if (this.items & ITEM_Strength.m_itemid)
1478 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1479 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1480 if (time > STAT(STRENGTH_FINISHED, this))
1482 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1483 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1484 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1489 if (time < STAT(STRENGTH_FINISHED, this))
1491 this.items = this.items | ITEM_Strength.m_itemid;
1493 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1494 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1497 if (this.items & ITEM_Shield.m_itemid)
1499 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1500 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1501 if (time > STAT(INVINCIBLE_FINISHED, this))
1503 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1504 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1505 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1510 if (time < STAT(INVINCIBLE_FINISHED, this))
1512 this.items = this.items | ITEM_Shield.m_itemid;
1514 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1515 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1518 if (this.items & IT_SUPERWEAPON)
1520 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1522 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1523 this.items = this.items - (this.items & IT_SUPERWEAPON);
1524 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1525 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1527 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1529 // don't let them run out
1533 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1534 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1536 this.items = this.items - (this.items & IT_SUPERWEAPON);
1537 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1538 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1539 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1543 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1545 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1547 this.items = this.items | IT_SUPERWEAPON;
1548 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1551 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1552 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1557 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1558 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1563 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1567 if(autocvar_g_nodepthtestplayers)
1568 this.effects = this.effects | EF_NODEPTHTEST;
1570 if(autocvar_g_fullbrightplayers)
1571 this.effects = this.effects | EF_FULLBRIGHT;
1573 if (time >= game_starttime)
1574 if (time < this.spawnshieldtime)
1575 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1577 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1580 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1582 if(current > stable)
1584 else if(current > stable - 0.25) // when close enough, "snap"
1587 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1590 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1592 if(current < stable)
1594 else if(current < stable + 0.25) // when close enough, "snap"
1597 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1600 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)
1602 float old = GetResource(this, res);
1603 float current = old;
1604 if(current > rotstable)
1606 if(rotframetime > 0)
1608 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1609 current = max(rotstable, current - rotlinear * rotframetime);
1612 else if(current < regenstable)
1614 if(regenframetime > 0)
1616 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1617 current = min(regenstable, current + regenlinear * regenframetime);
1621 float limit = GetResourceLimit(this, res) * limit_mod;
1626 SetResource(this, res, current);
1629 void player_regen(entity this)
1631 float max_mod, regen_mod, rot_mod, limit_mod;
1632 max_mod = regen_mod = rot_mod = limit_mod = 1;
1634 float regen_health = autocvar_g_balance_health_regen;
1635 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1636 float regen_health_rot = autocvar_g_balance_health_rot;
1637 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1638 float regen_health_stable = autocvar_g_balance_health_regenstable;
1639 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1640 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1641 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1642 max_mod = M_ARGV(1, float);
1643 regen_mod = M_ARGV(2, float);
1644 rot_mod = M_ARGV(3, float);
1645 limit_mod = M_ARGV(4, float);
1646 regen_health = M_ARGV(5, float);
1647 regen_health_linear = M_ARGV(6, float);
1648 regen_health_rot = M_ARGV(7, float);
1649 regen_health_rotlinear = M_ARGV(8, float);
1650 regen_health_stable = M_ARGV(9, float);
1651 regen_health_rotstable = M_ARGV(10, float);
1653 if(!mutator_returnvalue)
1654 if(!STAT(FROZEN, this))
1656 float maxa = autocvar_g_balance_armor_rotstable;
1657 float mina = autocvar_g_balance_armor_regenstable;
1659 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1660 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1661 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1663 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1664 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1665 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1668 // if player rotted to death... die!
1669 // check this outside above checks, as player may still be able to rot to death
1670 if(GetResource(this, RES_HEALTH) < 1)
1673 vehicles_exit(this.vehicle, VHEF_RELEASE);
1674 if(this.event_damage)
1675 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1678 if (!(this.items & IT_UNLIMITED_AMMO))
1680 float maxf = autocvar_g_balance_fuel_rotstable;
1681 float minf = autocvar_g_balance_fuel_regenstable;
1683 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1684 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1685 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1690 void SetZoomState(entity this, float newzoom)
1692 if(newzoom != CS(this).zoomstate)
1694 CS(this).zoomstate = newzoom;
1695 ClientData_Touch(this);
1697 zoomstate_set = true;
1700 void GetPressedKeys(entity this)
1702 MUTATOR_CALLHOOK(GetPressedKeys, this);
1703 int keys = STAT(PRESSED_KEYS, this);
1704 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1705 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1706 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1707 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1709 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1710 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
1711 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1712 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1713 CS(this).pressedkeys = keys; // store for other users
1715 STAT(PRESSED_KEYS, this) = keys;
1719 ======================
1720 spectate mode routines
1721 ======================
1724 void SpectateCopy(entity this, entity spectatee)
1726 TC(Client, this); TC(Client, spectatee);
1728 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1729 PS(this) = PS(spectatee);
1730 this.armortype = spectatee.armortype;
1731 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1732 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1733 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1734 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1735 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1736 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1737 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1738 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1739 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1740 CS(this).impulse = 0;
1741 this.disableclientprediction = 1; // no need to run prediction on a spectator
1742 this.items = spectatee.items;
1743 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1744 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1745 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1746 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1747 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1748 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1749 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1750 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1751 this.punchangle = spectatee.punchangle;
1752 this.view_ofs = spectatee.view_ofs;
1753 this.velocity = spectatee.velocity;
1754 this.dmg_take = spectatee.dmg_take;
1755 this.dmg_save = spectatee.dmg_save;
1756 this.dmg_inflictor = spectatee.dmg_inflictor;
1757 this.v_angle = spectatee.v_angle;
1758 this.angles = spectatee.v_angle;
1759 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1760 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1761 this.viewloc = spectatee.viewloc;
1762 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1763 this.fixangle = true;
1764 setorigin(this, spectatee.origin);
1765 setsize(this, spectatee.mins, spectatee.maxs);
1766 SetZoomState(this, CS(spectatee).zoomstate);
1768 anticheat_spectatecopy(this, spectatee);
1769 STAT(HUD, this) = STAT(HUD, spectatee);
1770 if(spectatee.vehicle)
1772 this.angles = spectatee.v_angle;
1774 //this.fixangle = false;
1775 //this.velocity = spectatee.vehicle.velocity;
1776 this.vehicle_health = spectatee.vehicle_health;
1777 this.vehicle_shield = spectatee.vehicle_shield;
1778 this.vehicle_energy = spectatee.vehicle_energy;
1779 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1780 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1781 this.vehicle_reload1 = spectatee.vehicle_reload1;
1782 this.vehicle_reload2 = spectatee.vehicle_reload2;
1784 //msg_entity = this;
1786 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1787 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1788 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1789 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1791 //WriteByte (MSG_ONE, SVC_SETVIEW);
1792 // WriteEntity(MSG_ONE, this);
1793 //makevectors(spectatee.v_angle);
1794 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1798 bool SpectateUpdate(entity this)
1803 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1805 SetSpectatee(this, NULL);
1809 SpectateCopy(this, this.enemy);
1814 bool SpectateSet(entity this)
1816 if(!IS_PLAYER(this.enemy))
1819 ClientData_Touch(this.enemy);
1822 WriteByte(MSG_ONE, SVC_SETVIEW);
1823 WriteEntity(MSG_ONE, this.enemy);
1824 set_movetype(this, MOVETYPE_NONE);
1825 accuracy_resend(this);
1827 if(!SpectateUpdate(this))
1828 PutObserverInServer(this);
1833 void SetSpectatee_status(entity this, int spectatee_num)
1835 int oldspectatee_status = CS(this).spectatee_status;
1836 CS(this).spectatee_status = spectatee_num;
1838 if (CS(this).spectatee_status != oldspectatee_status)
1840 if (STAT(PRESSED_KEYS, this))
1842 CS(this).pressedkeys = 0;
1843 STAT(PRESSED_KEYS, this) = 0;
1845 ClientData_Touch(this);
1846 if (g_race || g_cts) race_InitSpectator();
1850 void SetSpectatee(entity this, entity spectatee)
1852 if(IS_BOT_CLIENT(this))
1853 return; // bots abuse .enemy, this code is useless to them
1855 entity old_spectatee = this.enemy;
1857 this.enemy = spectatee;
1860 // these are required to fix the spectator bug with arc
1863 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1865 .entity weaponentity = weaponentities[slot];
1866 if(old_spectatee.(weaponentity).arc_beam)
1867 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1872 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1874 .entity weaponentity = weaponentities[slot];
1875 if(this.enemy.(weaponentity).arc_beam)
1876 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1881 SetSpectatee_status(this, etof(this.enemy));
1883 // needed to update spectator list
1884 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1887 bool Spectate(entity this, entity pl)
1889 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1891 pl = M_ARGV(1, entity);
1893 SetSpectatee(this, pl);
1894 return SpectateSet(this);
1897 bool SpectateNext(entity this)
1899 entity ent = find(this.enemy, classname, STR_PLAYER);
1901 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1902 ent = M_ARGV(1, entity);
1904 ent = find(ent, classname, STR_PLAYER);
1906 if(ent) { SetSpectatee(this, ent); }
1908 return SpectateSet(this);
1911 bool SpectatePrev(entity this)
1913 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1914 entity ent = findchain(classname, STR_PLAYER);
1915 if (!ent) // no player
1919 // skip players until current spectated player
1921 while(ent && ent != this.enemy)
1924 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1926 case MUT_SPECPREV_FOUND:
1927 ent = M_ARGV(1, entity);
1929 case MUT_SPECPREV_RETURN:
1931 case MUT_SPECPREV_CONTINUE:
1942 SetSpectatee(this, ent);
1943 return SpectateSet(this);
1948 ShowRespawnCountdown()
1950 Update a respawn countdown display.
1953 void ShowRespawnCountdown(entity this)
1956 if(!IS_DEAD(this)) // just respawned?
1960 number = ceil(this.respawn_time - time);
1963 if(number <= this.respawn_countdown)
1965 this.respawn_countdown = number - 1;
1966 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
1967 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1972 .bool team_selected;
1973 bool ShowTeamSelection(entity this)
1975 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1977 stuffcmd(this, "menu_showteamselect\n");
1980 void Join(entity this)
1982 TRANSMUTE(Player, this);
1984 if(!this.team_selected)
1985 if(autocvar_g_campaign || autocvar_g_balance_teams)
1986 TeamBalance_JoinBestTeam(this);
1988 if(autocvar_g_campaign)
1989 campaign_bots_may_start = true;
1991 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1993 PutClientInServer(this);
1996 if(teamplay && this.team != -1)
2000 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2001 this.team_selected = false;
2004 int GetPlayerLimit()
2007 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)
2008 int player_limit = autocvar_g_maxplayers;
2009 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2010 player_limit = M_ARGV(0, int);
2011 return player_limit;
2015 * Determines whether the player is allowed to join. This depends on cvar
2016 * g_maxplayers, if it isn't used this function always return true, otherwise
2017 * it checks whether the number of currently playing players exceeds g_maxplayers.
2018 * @return int number of free slots for players, 0 if none
2020 int nJoinAllowed(entity this, entity ignore)
2023 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2024 // so report 0 free slots if restricted
2026 if(autocvar_g_forced_team_otherwise == "spectate")
2028 if(autocvar_g_forced_team_otherwise == "spectator")
2032 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2033 return 0; // forced spectators can never join
2035 // TODO simplify this
2036 int totalClients = 0;
2037 int currentlyPlaying = 0;
2038 FOREACH_CLIENT(true, {
2041 if(IS_REAL_CLIENT(it))
2042 if(IS_PLAYER(it) || it.caplayer)
2046 int player_limit = GetPlayerLimit();
2050 free_slots = maxclients - totalClients;
2051 else if(player_limit > 0 && currentlyPlaying < player_limit)
2052 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2054 static float msg_time = 0;
2055 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2057 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2058 msg_time = time + 0.5;
2065 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2066 * g_maxplayers_spectator_blocktime seconds
2068 void checkSpectatorBlock(entity this)
2070 if(IS_SPEC(this) || IS_OBSERVER(this))
2072 if(IS_REAL_CLIENT(this))
2074 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2075 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2081 void PrintWelcomeMessage(entity this)
2083 if(CS(this).motd_actived_time == 0)
2085 if (autocvar_g_campaign) {
2086 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2087 CS(this).motd_actived_time = time;
2088 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2091 if (PHYS_INPUT_BUTTON_INFO(this)) {
2092 CS(this).motd_actived_time = time;
2093 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2097 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2099 if (autocvar_g_campaign) {
2100 if (PHYS_INPUT_BUTTON_INFO(this))
2101 CS(this).motd_actived_time = time;
2102 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2103 CS(this).motd_actived_time = 0;
2104 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2107 if (PHYS_INPUT_BUTTON_INFO(this))
2108 CS(this).motd_actived_time = time;
2109 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2110 CS(this).motd_actived_time = 0;
2111 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2115 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2117 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2118 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2119 else if (CS(this).motd_actived_time == -2)
2121 // instantly hide MOTD
2122 CS(this).motd_actived_time = 0;
2123 if (autocvar_g_campaign)
2124 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2126 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2128 else if (IS_PLAYER(this) || IS_SPEC(this))
2130 // FIXME occasionally for some reason MOTD never goes away
2131 // delay MOTD removal a little bit in the hope it fixes this bug
2132 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2133 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2134 else //if (CS(this).motd_actived_time < -2)
2135 CS(this).motd_actived_time++;
2140 bool joinAllowed(entity this)
2142 if (CS(this).version_mismatch) return false;
2143 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2144 if (!nJoinAllowed(this, this)) return false;
2145 if (teamplay && lockteams) return false;
2146 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2147 if (ShowTeamSelection(this)) return false;
2151 .string shootfromfixedorigin;
2152 .bool dualwielding_prev;
2153 bool PlayerThink(entity this)
2155 if (game_stopped || intermission_running) {
2156 this.modelflags &= ~MF_ROCKET;
2157 if(intermission_running)
2158 IntermissionThink(this);
2162 if (timeout_status == TIMEOUT_ACTIVE) {
2163 // don't allow the player to turn around while game is paused
2164 // FIXME turn this into CSQC stuff
2165 this.v_angle = this.lastV_angle;
2166 this.angles = this.lastV_angle;
2167 this.fixangle = true;
2170 if (frametime) player_powerups(this);
2172 if (IS_DEAD(this)) {
2173 if (this.personal && g_race_qualifying) {
2174 if (time > this.respawn_time) {
2175 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2177 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2180 if (frametime) player_anim(this);
2182 if (this.respawn_flags & RESPAWN_DENY)
2184 STAT(RESPAWN_TIME, this) = 0;
2188 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));
2190 switch(this.deadflag)
2194 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2195 this.deadflag = DEAD_RESPAWNING;
2196 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2197 this.deadflag = DEAD_DEAD;
2203 this.deadflag = DEAD_RESPAWNABLE;
2204 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2205 this.deadflag = DEAD_RESPAWNING;
2208 case DEAD_RESPAWNABLE:
2210 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2211 this.deadflag = DEAD_RESPAWNING;
2214 case DEAD_RESPAWNING:
2216 if (time > this.respawn_time)
2218 this.respawn_time = time + 1; // only retry once a second
2219 this.respawn_time_max = this.respawn_time;
2226 ShowRespawnCountdown(this);
2228 if (this.respawn_flags & RESPAWN_SILENT)
2229 STAT(RESPAWN_TIME, this) = 0;
2230 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2232 if (time < this.respawn_time)
2233 STAT(RESPAWN_TIME, this) = this.respawn_time;
2234 else if (this.deadflag != DEAD_RESPAWNING)
2235 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2238 STAT(RESPAWN_TIME, this) = this.respawn_time;
2241 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2242 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2243 STAT(RESPAWN_TIME, this) *= -1;
2248 FixPlayermodel(this);
2250 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2251 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2252 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2255 // reset gun alignment when dual wielding status changes
2256 // to ensure guns are always aligned right and left
2257 bool dualwielding = W_DualWielding(this);
2258 if(this.dualwielding_prev != dualwielding)
2260 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2261 this.dualwielding_prev = dualwielding;
2264 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2267 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2269 .entity weaponentity = weaponentities[slot];
2270 if(WEP_CVAR(vortex, charge_always))
2271 W_Vortex_Charge(this, weaponentity, frametime);
2272 W_WeaponFrame(this, weaponentity);
2278 // WEAPONTODO: Add a weapon request for this
2279 // rot vortex charge to the charge limit
2280 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2282 .entity weaponentity = weaponentities[slot];
2283 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2284 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2289 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2292 monsters_setstatus(this);
2297 .bool would_spectate;
2298 void ObserverOrSpectatorThink(entity this)
2300 bool is_spec = IS_SPEC(this);
2301 if ( CS(this).impulse )
2303 int r = MinigameImpulse(this, CS(this).impulse);
2305 CS(this).impulse = 0;
2307 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2309 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2310 CS(this).impulse = 0;
2315 if (this.flags & FL_JUMPRELEASED) {
2316 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2317 this.flags &= ~FL_JUMPRELEASED;
2318 this.flags |= FL_SPAWNING;
2319 } 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)))
2320 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2321 this.flags &= ~FL_JUMPRELEASED;
2322 if(SpectateNext(this)) {
2323 TRANSMUTE(Spectator, this);
2324 } else if (is_spec) {
2325 TRANSMUTE(Observer, this);
2326 PutClientInServer(this);
2329 CS(this).impulse = 0;
2330 } else if (is_spec) {
2331 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2332 this.flags &= ~FL_JUMPRELEASED;
2333 if(SpectatePrev(this)) {
2334 TRANSMUTE(Spectator, this);
2336 TRANSMUTE(Observer, this);
2337 PutClientInServer(this);
2339 CS(this).impulse = 0;
2340 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2341 this.would_spectate = false;
2342 this.flags &= ~FL_JUMPRELEASED;
2343 TRANSMUTE(Observer, this);
2344 PutClientInServer(this);
2345 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2346 PutObserverInServer(this);
2347 this.would_spectate = true;
2351 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2352 set_movetype(this, preferred_movetype);
2355 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2356 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2357 this.flags |= FL_JUMPRELEASED;
2358 if(this.flags & FL_SPAWNING)
2360 this.flags &= ~FL_SPAWNING;
2361 if(joinAllowed(this))
2363 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2364 CS(this).autojoin_checked = -1;
2368 if(is_spec && !SpectateUpdate(this))
2369 PutObserverInServer(this);
2372 this.flags |= FL_CLIENT | FL_NOTARGET;
2375 void PlayerUseKey(entity this)
2377 if (!IS_PLAYER(this))
2384 vehicles_exit(this.vehicle, VHEF_NORMAL);
2388 else if(autocvar_g_vehicles_enter)
2390 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2392 entity head, closest_target = NULL;
2393 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2395 while(head) // find the closest acceptable target to enter
2397 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2398 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2402 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2403 { closest_target = head; }
2405 else { closest_target = head; }
2411 if(closest_target) { vehicles_enter(this, closest_target); return; }
2415 // a use key was pressed; call handlers
2416 MUTATOR_CALLHOOK(PlayerUseKey, this);
2424 Called every frame for each client before the physics are run
2427 .float last_vehiclecheck;
2428 void PlayerPreThink (entity this)
2430 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2431 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2433 WarpZone_PlayerPhysics_FixVAngle(this);
2436 // physics frames: update anticheat stuff
2437 anticheat_prethink(this);
2440 if (blockSpectators && frametime) {
2441 // WORKAROUND: only use dropclient in server frames (frametime set).
2442 // Never use it in cl_movement frames (frametime zero).
2443 checkSpectatorBlock(this);
2446 zoomstate_set = false;
2448 // Check for nameless players
2449 if (this.netname == "" || this.netname != CS(this).netname_previous)
2451 bool assume_unchanged = (CS(this).netname_previous == "");
2452 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2454 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2455 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2456 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2457 assume_unchanged = false;
2458 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2460 if (isInvisibleString(this.netname))
2462 this.netname = strzone(sprintf("Player#%d", this.playerid));
2463 sprint(this, "Warning: invisible names are not allowed.\n");
2464 assume_unchanged = false;
2465 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2467 if (!assume_unchanged && autocvar_sv_eventlog)
2468 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2469 strcpy(CS(this).netname_previous, this.netname);
2473 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2474 CS(this).version_nagtime = 0;
2475 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2477 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2479 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2481 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2482 if (r < 0) { // old client
2483 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2484 } else if (r > 0) { // old server
2485 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2491 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2493 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2494 this.max_armorvalue = 0;
2497 if (frametime && IS_PLAYER(this))
2499 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2501 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2502 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2504 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2506 if (STAT(REVIVE_PROGRESS, this) >= 1)
2507 Unfreeze(this, false);
2509 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2511 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2512 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2514 if (GetResource(this, RES_HEALTH) < 1)
2517 vehicles_exit(this.vehicle, VHEF_RELEASE);
2518 if(this.event_damage)
2519 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2521 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2522 Unfreeze(this, false);
2526 MUTATOR_CALLHOOK(PlayerPreThink, this);
2528 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2529 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2531 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2535 if(!it.team || SAME_TEAM(this, it))
2536 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2537 else if(autocvar_g_vehicles_steal)
2538 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2540 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2542 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2546 this.last_vehiclecheck = time + 1;
2549 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2551 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2553 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2556 if (IS_REAL_CLIENT(this))
2557 PrintWelcomeMessage(this);
2559 if (IS_PLAYER(this)) {
2560 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2561 error("Client can't be spawned as player on connection!");
2562 if(!PlayerThink(this))
2565 else if (game_stopped || intermission_running) {
2566 if(intermission_running)
2567 IntermissionThink(this);
2570 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2572 bool early_join_requested = (CS(this).autojoin_checked < 0);
2573 CS(this).autojoin_checked = 1;
2574 // don't do this in ClientConnect
2575 // many things can go wrong if a client is spawned as player on connection
2576 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2577 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2578 && (!teamplay || autocvar_g_balance_teams)))
2580 campaign_bots_may_start = true;
2581 if(joinAllowed(this))
2586 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2587 ObserverOrSpectatorThink(this);
2590 // WEAPONTODO: Add weapon request for this
2591 if (!zoomstate_set) {
2592 bool wep_zoomed = false;
2593 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2595 .entity weaponentity = weaponentities[slot];
2596 Weapon thiswep = this.(weaponentity).m_weapon;
2597 if(thiswep != WEP_Null && thiswep.wr_zoom)
2598 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2600 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2603 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2605 CS(this).teamkill_soundtime = 0;
2607 entity e = CS(this).teamkill_soundsource;
2608 entity oldpusher = e.pusher;
2610 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2611 e.pusher = oldpusher;
2614 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2615 CS(this).taunt_soundtime = 0;
2616 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2619 target_voicescript_next(this);
2621 // WEAPONTODO: Move into weaponsystem somehow
2622 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2623 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2625 .entity weaponentity = weaponentities[slot];
2626 if(this.(weaponentity).m_weapon == WEP_Null)
2627 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2631 void DrownPlayer(entity this)
2633 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2634 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2636 STAT(AIR_FINISHED, this) = 0;
2640 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2642 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2643 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2644 STAT(AIR_FINISHED, this) = 0;
2648 if (!STAT(AIR_FINISHED, this))
2649 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2650 if (STAT(AIR_FINISHED, this) < time)
2652 if (this.pain_finished < time)
2654 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');
2655 this.pain_finished = time + 0.5;
2661 .bool move_qcphysics;
2663 void Player_Physics(entity this)
2665 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2667 if(!this.move_qcphysics)
2670 if(!frametime && !CS(this).pm_frametime)
2673 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2675 CS(this).pm_frametime = 0;
2682 Called every frame for each client after the physics are run
2685 void PlayerPostThink (entity this)
2687 Player_Physics(this);
2689 if (autocvar_sv_maxidle > 0)
2690 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2691 if (IS_REAL_CLIENT(this))
2692 if (IS_PLAYER(this) || autocvar_sv_maxidle_spectatorsareidle)
2694 int totalClients = 0;
2695 if(autocvar_sv_maxidle_slots > 0)
2697 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2703 if (autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
2704 { /* do nothing */ }
2705 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2707 if (CS(this).idlekick_lasttimeleft)
2709 CS(this).idlekick_lasttimeleft = 0;
2710 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2715 float timeleft = ceil(autocvar_sv_maxidle - (time - CS(this).parm_idlesince));
2716 if (timeleft == min(10, autocvar_sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2717 if (!CS(this).idlekick_lasttimeleft)
2718 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2720 if (timeleft <= 0) {
2721 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2725 else if (timeleft <= 10) {
2726 if (timeleft != CS(this).idlekick_lasttimeleft)
2727 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2728 CS(this).idlekick_lasttimeleft = timeleft;
2737 this.solid = SOLID_NOT;
2738 this.takedamage = DAMAGE_NO;
2739 set_movetype(this, MOVETYPE_NONE);
2740 CS(this).teamkill_complain = 0;
2741 CS(this).teamkill_soundtime = 0;
2742 CS(this).teamkill_soundsource = NULL;
2745 if (IS_PLAYER(this)) {
2746 if(this.death_time == time && IS_DEAD(this))
2748 // player's bbox gets resized now, instead of in the damage event that killed the player,
2749 // once all the damage events of this frame have been processed with normal size
2751 setsize(this, this.mins, this.maxs);
2754 UpdateChatBubble(this);
2755 if (CS(this).impulse) ImpulseCommands(this);
2758 CSQCMODEL_AUTOUPDATE(this);
2761 GetPressedKeys(this);
2763 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2765 CS(this).pressedkeys = 0;
2766 STAT(PRESSED_KEYS, this) = 0;
2769 if (this.waypointsprite_attachedforcarrier) {
2770 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2771 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2774 CSQCMODEL_AUTOUPDATE(this);
2777 // hack to copy the button fields from the client entity to the Client State
2778 void PM_UpdateButtons(entity this, entity store)
2781 store.impulse = this.impulse;
2784 bool typing = this.buttonchat || this.button12;
2786 store.button0 = (typing) ? 0 : this.button0;
2788 store.button2 = (typing) ? 0 : this.button2;
2789 store.button3 = (typing) ? 0 : this.button3;
2790 store.button4 = this.button4;
2791 store.button5 = (typing) ? 0 : this.button5;
2792 store.button6 = this.button6;
2793 store.button7 = this.button7;
2794 store.button8 = this.button8;
2795 store.button9 = this.button9;
2796 store.button10 = this.button10;
2797 store.button11 = this.button11;
2798 store.button12 = this.button12;
2799 store.button13 = this.button13;
2800 store.button14 = this.button14;
2801 store.button15 = this.button15;
2802 store.button16 = this.button16;
2803 store.buttonuse = this.buttonuse;
2804 store.buttonchat = this.buttonchat;
2806 store.cursor_active = this.cursor_active;
2807 store.cursor_screen = this.cursor_screen;
2808 store.cursor_trace_start = this.cursor_trace_start;
2809 store.cursor_trace_endpos = this.cursor_trace_endpos;
2810 store.cursor_trace_ent = this.cursor_trace_ent;
2812 store.ping = this.ping;
2813 store.ping_packetloss = this.ping_packetloss;
2814 store.ping_movementloss = this.ping_movementloss;
2816 store.v_angle = this.v_angle;
2817 store.movement = this.movement;
2820 NET_HANDLE(fpsreport, bool)
2822 int fps = ReadShort();
2823 PlayerScore_Set(sender, SP_FPS, fps);