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 "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "g_damage.qh"
17 #include "command/common.qh"
22 #include "campaign.qh"
23 #include "command/common.qh"
24 #include "scores_rules.qh"
28 #include "../common/ent_cs.qh"
29 #include "../common/wepent.qh"
30 #include <common/state.qh>
32 #include <common/effects/qc/globalsound.qh>
34 #include "../common/triggers/func/conveyor.qh"
35 #include "../common/triggers/teleporters.qh"
37 #include "../common/vehicles/all.qh"
39 #include "weapons/hitplot.qh"
40 #include "weapons/weaponsystem.qh"
42 #include "../common/net_notice.qh"
43 #include "../common/net_linked.qh"
44 #include "../common/physics/player.qh"
46 #include "../common/items/_mod.qh"
48 #include "../common/mutators/mutator/waypoints/all.qh"
50 #include "../common/triggers/subs.qh"
51 #include "../common/triggers/triggers.qh"
52 #include "../common/triggers/trigger/secret.qh"
54 #include "../common/minigames/sv_minigames.qh"
56 #include "../common/items/inventory.qh"
58 #include "../common/monsters/sv_monsters.qh"
60 #include "../lib/warpzone/server.qh"
62 STATIC_METHOD(Client, Add, void(Client this, int _team))
65 TRANSMUTE(Player, this);
68 PutClientInServer(this);
71 void PutObserverInServer(entity this);
73 STATIC_METHOD(Client, Remove, void(Client this))
75 TRANSMUTE(Observer, this);
76 PutClientInServer(this);
77 ClientDisconnect(this);
80 void send_CSQC_teamnagger() {
81 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
84 int CountSpectators(entity player, entity to)
86 if(!player) { return 0; } // not sure how, but best to be safe
90 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
98 void WriteSpectators(entity player, entity to)
100 if(!player) { return; } // not sure how, but best to be safe
102 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
104 WriteByte(MSG_ENTITY, num_for_edict(it));
108 bool ClientData_Send(entity this, entity to, int sf)
110 assert(to == this.owner, return false);
113 if (IS_SPEC(e)) e = e.enemy;
116 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
117 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
118 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
119 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
121 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
122 WriteByte(MSG_ENTITY, sf);
125 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
129 float specs = CountSpectators(e, to);
130 WriteByte(MSG_ENTITY, specs);
131 WriteSpectators(e, to);
137 void ClientData_Attach(entity this)
139 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
140 CS(this).clientdata.drawonlytoclient = this;
141 CS(this).clientdata.owner = this;
144 void ClientData_Detach(entity this)
146 delete(CS(this).clientdata);
147 CS(this).clientdata = NULL;
150 void ClientData_Touch(entity e)
152 CS(e).clientdata.SendFlags = 1;
154 // make it spectatable
155 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
158 void SetSpectatee(entity this, entity spectatee);
159 void SetSpectatee_status(entity this, int spectatee_num);
166 Checks if the argument string can be a valid playermodel.
167 Returns a valid one in doubt.
170 string FallbackPlayerModel;
171 string CheckPlayerModel(string plyermodel) {
172 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
174 // note: we cannot summon Don Strunzone here, some player may
175 // still have the model string set. In case anyone manages how
176 // to change a cvar default, we'll have a small leak here.
177 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
179 // only in right path
180 if( substring(plyermodel,0,14) != "models/player/")
181 return FallbackPlayerModel;
182 // only good file extensions
183 if(substring(plyermodel,-4,4) != ".zym")
184 if(substring(plyermodel,-4,4) != ".dpm")
185 if(substring(plyermodel,-4,4) != ".iqm")
186 if(substring(plyermodel,-4,4) != ".md3")
187 if(substring(plyermodel,-4,4) != ".psk")
188 return FallbackPlayerModel;
189 // forbid the LOD models
190 if(substring(plyermodel, -9,5) == "_lod1")
191 return FallbackPlayerModel;
192 if(substring(plyermodel, -9,5) == "_lod2")
193 return FallbackPlayerModel;
194 if(plyermodel != strtolower(plyermodel))
195 return FallbackPlayerModel;
196 // also, restrict to server models
197 if(autocvar_sv_servermodelsonly)
199 if(!fexists(plyermodel))
200 return FallbackPlayerModel;
205 void setplayermodel(entity e, string modelname)
207 precache_model(modelname);
208 _setmodel(e, modelname);
209 player_setupanimsformodel(e);
210 if(!autocvar_g_debug_globalsounds)
211 UpdatePlayerSounds(e);
214 void FixPlayermodel(entity player);
215 /** putting a client as observer in the server */
216 void PutObserverInServer(entity this)
218 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
219 PlayerState_detach(this);
221 if (IS_PLAYER(this) && this.health >= 1) {
223 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
227 entity spot = SelectSpawnPoint(this, true);
228 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
229 this.angles = vec2(spot.angles);
230 this.fixangle = true;
231 // offset it so that the spectator spawns higher off the ground, looks better this way
232 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
233 if (IS_REAL_CLIENT(this))
236 WriteByte(MSG_ONE, SVC_SETVIEW);
237 WriteEntity(MSG_ONE, this);
239 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
240 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
241 if(!autocvar_g_debug_globalsounds)
243 // needed for player sounds
245 FixPlayermodel(this);
247 setmodel(this, MDL_Null);
248 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
249 this.view_ofs = '0 0 0';
252 RemoveGrapplingHooks(this);
253 Portal_ClearAll(this);
255 SetSpectatee(this, NULL);
260 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
264 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
266 WaypointSprite_PlayerDead(this);
268 if (mutator_returnvalue) {
269 // mutator prevents resetting teams+score
271 this.team = -1; // move this as it is needed to log the player spectating in eventlog
272 this.frags = FRAGS_SPECTATOR;
273 PlayerScore_Clear(this); // clear scores when needed
276 if (CS(this).killcount != FRAGS_SPECTATOR)
278 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
280 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
281 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
283 if(!CS(this).just_joined)
284 LogTeamchange(this.playerid, -1, 4);
286 CS(this).just_joined = false;
289 accuracy_resend(this);
291 CS(this).spectatortime = time;
293 IL_REMOVE(g_bot_targets, this);
294 this.bot_attack = false;
295 this.hud = HUD_NORMAL;
296 TRANSMUTE(Observer, this);
297 this.iscreature = false;
298 this.teleportable = TELEPORT_SIMPLE;
299 if(this.damagedbycontents)
300 IL_REMOVE(g_damagedbycontents, this);
301 this.damagedbycontents = false;
302 this.health = FRAGS_SPECTATOR;
303 SetSpectatee_status(this, etof(this));
304 this.takedamage = DAMAGE_NO;
305 this.solid = SOLID_NOT;
306 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
307 this.flags = FL_CLIENT | FL_NOTARGET;
308 this.armorvalue = 666;
310 this.armorvalue = autocvar_g_balance_armor_start;
311 this.pauserotarmor_finished = 0;
312 this.pauserothealth_finished = 0;
313 this.pauseregen_finished = 0;
314 this.damageforcescale = 0;
316 this.respawn_flags = 0;
317 this.respawn_time = 0;
318 this.stat_respawn_time = 0;
323 this.pain_finished = 0;
324 this.strength_finished = 0;
325 this.invincible_finished = 0;
326 this.superweapons_finished = 0;
329 setthink(this, func_null);
331 this.deadflag = DEAD_NO;
333 this.revive_progress = 0;
334 this.revival_time = 0;
337 this.weapons = '0 0 0';
338 this.drawonlytoclient = this;
340 this.weaponmodel = "";
341 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
343 this.weaponentities[slot] = NULL;
345 this.exteriorweaponentity = NULL;
346 CS(this).killcount = FRAGS_SPECTATOR;
347 this.velocity = '0 0 0';
348 this.avelocity = '0 0 0';
349 this.punchangle = '0 0 0';
350 this.punchvector = '0 0 0';
351 this.oldvelocity = this.velocity;
352 this.fire_endtime = -1;
353 this.event_damage = func_null;
355 for(int slot = 0; slot < MAX_AXH; ++slot)
357 entity axh = this.(AuxiliaryXhair[slot]);
358 this.(AuxiliaryXhair[slot]) = NULL;
360 if(axh.owner == this && axh != NULL && !wasfreed(axh))
365 int player_getspecies(entity this)
367 get_model_parameters(this.model, this.skin);
368 int s = get_model_parameters_species;
369 get_model_parameters(string_null, 0);
370 if (s < 0) return SPECIES_HUMAN;
374 .float model_randomizer;
375 void FixPlayermodel(entity player)
377 string defaultmodel = "";
379 if(autocvar_sv_defaultcharacter)
385 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
386 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
387 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
388 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
392 if(defaultmodel == "")
394 defaultmodel = autocvar_sv_defaultplayermodel;
395 defaultskin = autocvar_sv_defaultplayerskin;
398 int n = tokenize_console(defaultmodel);
401 defaultmodel = argv(floor(n * CS(player).model_randomizer));
402 // However, do NOT randomize if the player-selected model is in the list.
403 for (int i = 0; i < n; ++i)
404 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
405 defaultmodel = argv(i);
408 int i = strstrofs(defaultmodel, ":", 0);
411 defaultskin = stof(substring(defaultmodel, i+1, -1));
412 defaultmodel = substring(defaultmodel, 0, i);
415 if(autocvar_sv_defaultcharacterskin && !defaultskin)
421 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
422 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
423 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
424 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
429 defaultskin = autocvar_sv_defaultplayerskin;
432 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
433 defaultmodel = M_ARGV(0, string);
434 defaultskin = M_ARGV(1, int);
438 if(defaultmodel != "")
440 if (defaultmodel != player.model)
442 vector m1 = player.mins;
443 vector m2 = player.maxs;
444 setplayermodel (player, defaultmodel);
445 setsize (player, m1, m2);
449 oldskin = player.skin;
450 player.skin = defaultskin;
452 if (player.playermodel != player.model || player.playermodel == "")
454 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
455 vector m1 = player.mins;
456 vector m2 = player.maxs;
457 setplayermodel (player, player.playermodel);
458 setsize (player, m1, m2);
462 if(!autocvar_sv_defaultcharacterskin)
464 oldskin = player.skin;
465 player.skin = stof(player.playerskin);
469 oldskin = player.skin;
470 player.skin = defaultskin;
474 if(chmdl || oldskin != player.skin) // model or skin has changed
476 player.species = player_getspecies(player); // update species
477 if(!autocvar_g_debug_globalsounds)
478 UpdatePlayerSounds(player); // update skin sounds
482 if(strlen(autocvar_sv_defaultplayercolors))
483 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
484 setcolor(player, stof(autocvar_sv_defaultplayercolors));
487 void PutPlayerInServer(entity this)
489 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
491 PlayerState_attach(this);
492 accuracy_resend(this);
495 JoinBestTeam(this, false, true);
497 entity spot = SelectSpawnPoint(this, false);
499 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
500 return; // spawn failed
503 TRANSMUTE(Player, this);
505 CS(this).wasplayer = true;
506 this.iscreature = true;
507 this.teleportable = TELEPORT_NORMAL;
508 if(!this.damagedbycontents)
509 IL_PUSH(g_damagedbycontents, this);
510 this.damagedbycontents = true;
511 set_movetype(this, MOVETYPE_WALK);
512 this.solid = SOLID_SLIDEBOX;
513 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
514 if (autocvar_g_playerclip_collisions)
515 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
516 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
517 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
518 this.frags = FRAGS_PLAYER;
519 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
520 this.flags = FL_CLIENT | FL_PICKUPITEMS;
521 if (autocvar__notarget)
522 this.flags |= FL_NOTARGET;
523 this.takedamage = DAMAGE_AIM;
524 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
528 this.ammo_shells = warmup_start_ammo_shells;
529 this.ammo_nails = warmup_start_ammo_nails;
530 this.ammo_rockets = warmup_start_ammo_rockets;
531 this.ammo_cells = warmup_start_ammo_cells;
532 this.ammo_plasma = warmup_start_ammo_plasma;
533 this.ammo_fuel = warmup_start_ammo_fuel;
534 this.health = warmup_start_health;
535 this.armorvalue = warmup_start_armorvalue;
536 this.weapons = WARMUP_START_WEAPONS;
538 this.ammo_shells = start_ammo_shells;
539 this.ammo_nails = start_ammo_nails;
540 this.ammo_rockets = start_ammo_rockets;
541 this.ammo_cells = start_ammo_cells;
542 this.ammo_plasma = start_ammo_plasma;
543 this.ammo_fuel = start_ammo_fuel;
544 this.health = start_health;
545 this.armorvalue = start_armorvalue;
546 this.weapons = start_weapons;
548 SetSpectatee_status(this, 0);
550 PS(this).dual_weapons = '0 0 0';
552 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
554 this.items = start_items;
556 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
557 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
558 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
559 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
560 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
561 // extend the pause of rotting if client was reset at the beginning of the countdown
562 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
563 float f = game_starttime - time;
564 this.spawnshieldtime += f;
565 this.pauserotarmor_finished += f;
566 this.pauserothealth_finished += f;
567 this.pauseregen_finished += f;
569 this.damageforcescale = 2;
571 this.respawn_flags = 0;
572 this.respawn_time = 0;
573 this.stat_respawn_time = 0;
574 this.scale = autocvar_sv_player_scale;
577 this.pain_finished = 0;
579 setthink(this, func_null); // players have no think function
582 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
584 this.deadflag = DEAD_NO;
586 this.angles = spot.angles;
587 this.angles_z = 0; // never spawn tilted even if the spot says to
588 if (IS_BOT_CLIENT(this))
589 this.v_angle = this.angles;
590 this.fixangle = true; // turn this way immediately
591 this.oldvelocity = this.velocity = '0 0 0';
592 this.avelocity = '0 0 0';
593 this.punchangle = '0 0 0';
594 this.punchvector = '0 0 0';
596 this.strength_finished = 0;
597 this.invincible_finished = 0;
598 this.fire_endtime = -1;
599 this.revive_progress = 0;
600 this.revival_time = 0;
601 this.air_finished = time + 12;
603 entity spawnevent = new_pure(spawnevent);
604 spawnevent.owner = this;
605 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
607 // Cut off any still running player sounds.
608 stopsound(this, CH_PLAYER_SINGLE);
611 FixPlayermodel(this);
612 this.drawonlytoclient = NULL;
617 this.view_ofs = STAT(PL_VIEW_OFS, this);
618 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
619 this.spawnorigin = spot.origin;
620 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
621 // don't reset back to last position, even if new position is stuck in solid
622 this.oldorigin = this.origin;
623 this.lastteleporttime = time; // prevent insane speeds due to changing origin
625 IL_REMOVE(g_conveyed, this);
626 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
627 this.hud = HUD_NORMAL;
629 this.event_damage = PlayerDamage;
632 IL_PUSH(g_bot_targets, this);
633 this.bot_attack = true;
634 if(!this.monster_attack)
635 IL_PUSH(g_monster_targets, this);
636 this.monster_attack = true;
637 navigation_dynamicgoal_init(this, false);
639 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
641 if (CS(this).killcount == FRAGS_SPECTATOR) {
642 PlayerScore_Clear(this);
643 CS(this).killcount = 0;
646 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
648 .entity weaponentity = weaponentities[slot];
649 entity oldwep = this.(weaponentity);
650 CL_SpawnWeaponentity(this, weaponentity);
651 if(oldwep && oldwep.owner == this)
652 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
654 this.alpha = default_player_alpha;
655 this.colormod = '1 1 1' * autocvar_g_player_brightness;
656 this.exteriorweaponentity.alpha = default_weapon_alpha;
658 this.speedrunning = false;
660 target_voicescript_clear(this);
662 // reset fields the weapons may use
663 FOREACH(Weapons, true, {
664 it.wr_resetplayer(it, this);
665 // reload all reloadable weapons
666 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
667 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
669 .entity weaponentity = weaponentities[slot];
670 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
676 string s = spot.target;
677 spot.target = string_null;
678 SUB_UseTargets(spot, this, NULL);
684 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
686 if (autocvar_spawn_debug)
688 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
689 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
692 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
694 .entity weaponentity = weaponentities[slot];
695 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
696 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
698 this.(weaponentity).m_switchweapon = WEP_Null;
699 this.(weaponentity).m_weapon = WEP_Null;
700 this.(weaponentity).weaponname = "";
701 this.(weaponentity).m_switchingweapon = WEP_Null;
702 this.(weaponentity).cnt = -1;
705 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
707 if (!warmup_stage && !this.alivetime)
708 this.alivetime = time;
710 antilag_clear(this, CS(this));
713 /** Called when a client spawns in the server */
714 void PutClientInServer(entity this)
716 if (IS_BOT_CLIENT(this)) {
717 TRANSMUTE(Player, this);
718 } else if (IS_REAL_CLIENT(this)) {
720 WriteByte(MSG_ONE, SVC_SETVIEW);
721 WriteEntity(MSG_ONE, this);
724 TRANSMUTE(Observer, this);
726 SetSpectatee(this, NULL);
730 PS(this).itemkeys = 0;
732 MUTATOR_CALLHOOK(PutClientInServer, this);
734 if (IS_OBSERVER(this)) {
735 PutObserverInServer(this);
736 } else if (IS_PLAYER(this)) {
737 PutPlayerInServer(this);
741 void ClientInit_misc(entity this);
743 // TODO do we need all these fields, or should we stop autodetecting runtime
744 // changes and just have a console command to update this?
745 bool ClientInit_SendEntity(entity this, entity to, int sf)
747 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
750 // MSG_INIT replacement
751 // TODO: make easier to use
753 W_PROP_reload(MSG_ONE, to);
754 ClientInit_misc(this);
755 MUTATOR_CALLHOOK(Ent_Init);
757 void ClientInit_misc(entity this)
759 int channel = MSG_ONE;
760 WriteHeader(channel, ENT_CLIENT_INIT);
761 WriteByte(channel, g_nexball_meter_period * 32);
762 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
763 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
764 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
765 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
766 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
767 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
768 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
769 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
771 if(sv_foginterval && world.fog != "")
772 WriteString(channel, world.fog);
774 WriteString(channel, "");
775 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
776 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
777 WriteByte(channel, serverflags);
778 WriteCoord(channel, autocvar_g_trueaim_minrange);
781 void ClientInit_CheckUpdate(entity this)
783 this.nextthink = time;
784 if(this.count != autocvar_g_balance_armor_blockpercent)
786 this.count = autocvar_g_balance_armor_blockpercent;
789 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
791 this.cnt = autocvar_g_balance_damagepush_speedfactor;
796 void ClientInit_Spawn()
798 entity e = new_pure(clientinit);
799 setthink(e, ClientInit_CheckUpdate);
800 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
802 ClientInit_CheckUpdate(e);
812 // initialize parms for a new player
813 parm1 = -(86400 * 366);
815 MUTATOR_CALLHOOK(SetNewParms);
823 void SetChangeParms (entity this)
825 // save parms for level change
826 parm1 = CS(this).parm_idlesince - time;
828 MUTATOR_CALLHOOK(SetChangeParms);
836 void DecodeLevelParms(entity this)
839 CS(this).parm_idlesince = parm1;
840 if (CS(this).parm_idlesince == -(86400 * 366))
841 CS(this).parm_idlesince = time;
843 // whatever happens, allow 60 seconds of idling directly after connect for map loading
844 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
846 MUTATOR_CALLHOOK(DecodeLevelParms);
853 Called when a client types 'kill' in the console
857 .float clientkill_nexttime;
858 void ClientKill_Now_TeamChange(entity this)
860 if(CS(this).killindicator_teamchange == -1)
862 JoinBestTeam( this, false, true );
864 else if(CS(this).killindicator_teamchange == -2)
867 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
868 PutObserverInServer(this);
871 SV_ChangeTeam(this, CS(this).killindicator_teamchange - 1);
872 CS(this).killindicator_teamchange = 0;
875 void ClientKill_Now(entity this)
879 vehicles_exit(this.vehicle, VHEF_RELEASE);
880 if(!CS(this).killindicator_teamchange)
882 this.vehicle_health = -1;
883 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
887 if(this.killindicator && !wasfreed(this.killindicator))
888 delete(this.killindicator);
890 this.killindicator = NULL;
892 if(CS(this).killindicator_teamchange)
893 ClientKill_Now_TeamChange(this);
895 if(!IS_SPEC(this) && !IS_OBSERVER(this))
896 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
898 // now I am sure the player IS dead
900 void KillIndicator_Think(entity this)
904 this.owner.killindicator = NULL;
909 if (this.owner.alpha < 0 && !this.owner.vehicle)
911 this.owner.killindicator = NULL;
918 ClientKill_Now(this.owner);
921 else if(this.health == 1) // health == 1 means that it's silent
923 this.nextthink = time + 1;
929 setmodel(this, MDL_NUM(this.cnt));
930 if(IS_REAL_CLIENT(this.owner))
933 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
935 this.nextthink = time + 1;
940 float clientkilltime;
941 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
949 killtime = autocvar_g_balance_kill_delay;
951 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
953 killtime = M_ARGV(1, float);
955 CS(this).killindicator_teamchange = targetteam;
957 if(!this.killindicator)
961 killtime = max(killtime, this.clientkill_nexttime - time);
962 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
965 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
967 ClientKill_Now(this);
971 starttime = max(time, clientkilltime);
973 this.killindicator = spawn();
974 this.killindicator.owner = this;
975 this.killindicator.scale = 0.5;
976 setattachment(this.killindicator, this, "");
977 setorigin(this.killindicator, '0 0 52');
978 setthink(this.killindicator, KillIndicator_Think);
979 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
980 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
981 this.killindicator.cnt = ceil(killtime);
982 this.killindicator.count = bound(0, ceil(killtime), 10);
983 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
985 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
987 it.killindicator = spawn();
988 it.killindicator.owner = it;
989 it.killindicator.scale = 0.5;
990 setattachment(it.killindicator, it, "");
991 setorigin(it.killindicator, '0 0 52');
992 setthink(it.killindicator, KillIndicator_Think);
993 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
994 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
995 it.killindicator.cnt = ceil(killtime);
1000 if(this.killindicator)
1002 if(targetteam == 0) // just die
1004 this.killindicator.colormod = '0 0 0';
1005 if(IS_REAL_CLIENT(this))
1006 if(this.killindicator.cnt > 0)
1007 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1009 else if(targetteam == -1) // auto
1011 this.killindicator.colormod = '0 1 0';
1012 if(IS_REAL_CLIENT(this))
1013 if(this.killindicator.cnt > 0)
1014 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1016 else if(targetteam == -2) // spectate
1018 this.killindicator.colormod = '0.5 0.5 0.5';
1019 if(IS_REAL_CLIENT(this))
1020 if(this.killindicator.cnt > 0)
1021 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1025 this.killindicator.colormod = Team_ColorRGB(targetteam);
1026 if(IS_REAL_CLIENT(this))
1027 if(this.killindicator.cnt > 0)
1028 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1034 void ClientKill (entity this)
1036 if(game_stopped) return;
1037 if(this.player_blocked) return;
1038 if(STAT(FROZEN, this)) return;
1040 ClientKill_TeamChange(this, 0);
1043 void FixClientCvars(entity e)
1045 // send prediction settings to the client
1046 stuffcmd(e, "\nin_bindmap 0 0\n");
1047 if(autocvar_g_antilag == 3) // client side hitscan
1048 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1049 if(autocvar_sv_gentle)
1050 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1052 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1053 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1055 MUTATOR_CALLHOOK(FixClientCvars, e);
1058 bool findinlist_abbrev(string tofind, string list)
1060 if(list == "" || tofind == "")
1061 return false; // empty list or search, just return
1063 // this function allows abbreviated strings!
1064 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1072 bool PlayerInIPList(entity p, string iplist)
1074 // some safety checks (never allow local?)
1075 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1078 return findinlist_abbrev(p.netaddress, iplist);
1081 bool PlayerInIDList(entity p, string idlist)
1083 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1087 return findinlist_abbrev(p.crypto_idfp, idlist);
1090 bool PlayerInList(entity player, string list)
1092 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1095 #ifdef DP_EXT_PRECONNECT
1100 Called once (not at each match start) when a client begins a connection to the server
1103 void ClientPreConnect(entity this)
1105 if(autocvar_sv_eventlog)
1107 GameLogEcho(sprintf(":connect:%d:%d:%s",
1110 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1120 Called when a client connects to the server
1123 void ClientConnect(entity this)
1125 if (Ban_MaybeEnforceBanOnce(this)) return;
1126 assert(!IS_CLIENT(this), return);
1127 this.flags |= FL_CLIENT;
1128 assert(player_count >= 0, player_count = 0);
1131 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1133 TRANSMUTE(Client, this);
1134 CS(this).version_nagtime = time + 10 + random() * 10;
1136 // identify the right forced team
1137 if (autocvar_g_campaign)
1139 if (IS_REAL_CLIENT(this)) // only players, not bots
1141 switch (autocvar_g_campaign_forceteam)
1143 case 1: this.team_forced = NUM_TEAM_1; break;
1144 case 2: this.team_forced = NUM_TEAM_2; break;
1145 case 3: this.team_forced = NUM_TEAM_3; break;
1146 case 4: this.team_forced = NUM_TEAM_4; break;
1147 default: this.team_forced = 0;
1151 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1152 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1153 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1154 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1155 else switch (autocvar_g_forced_team_otherwise)
1157 default: this.team_forced = 0; break;
1158 case "red": this.team_forced = NUM_TEAM_1; break;
1159 case "blue": this.team_forced = NUM_TEAM_2; break;
1160 case "yellow": this.team_forced = NUM_TEAM_3; break;
1161 case "pink": this.team_forced = NUM_TEAM_4; break;
1164 this.team_forced = -1;
1167 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1170 int id = this.playerid;
1171 this.playerid = 0; // silent
1172 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1176 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1177 TRANSMUTE(Observer, this);
1179 if (!teamplay || autocvar_g_balance_teams) {
1180 TRANSMUTE(Player, this);
1181 campaign_bots_may_start = true;
1183 TRANSMUTE(Observer, this); // do it anyway
1187 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1189 // always track bots, don't ask for cl_allow_uidtracking
1190 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1192 if (autocvar_sv_eventlog)
1193 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1195 LogTeamchange(this.playerid, this.team, 1);
1197 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1199 CS(this).netname_previous = strzone(this.netname);
1201 if(teamplay && IS_PLAYER(this))
1202 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1204 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1206 stuffcmd(this, clientstuff, "\n");
1207 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1209 FixClientCvars(this);
1211 // get version info from player
1212 stuffcmd(this, "cmd clientversion $gameversion\n");
1214 // notify about available teams
1217 CheckAllowedTeams(this);
1219 if (c1 >= 0) t |= BIT(0);
1220 if (c2 >= 0) t |= BIT(1);
1221 if (c3 >= 0) t |= BIT(2);
1222 if (c4 >= 0) t |= BIT(3);
1223 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1227 stuffcmd(this, "set _teams_available 0\n");
1230 bot_relinkplayerlist();
1232 CS(this).spectatortime = time;
1233 if (blockSpectators)
1235 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1238 CS(this).jointime = time;
1239 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1241 if (IS_REAL_CLIENT(this))
1243 if (g_weaponarena_weapons == WEPSET(TUBA))
1244 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1247 if (!sv_foginterval && world.fog != "")
1248 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1250 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1251 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1252 send_CSQC_teamnagger();
1254 CSQCMODEL_AUTOINIT(this);
1256 CS(this).model_randomizer = random();
1258 if (IS_REAL_CLIENT(this))
1259 sv_notice_join(this);
1261 // update physics stats (players can spawn before physics runs)
1262 Physics_UpdateStats(this);
1264 IL_EACH(g_initforplayer, it.init_for_player, {
1265 it.init_for_player(it, this);
1268 MUTATOR_CALLHOOK(ClientConnect, this);
1270 if (IS_REAL_CLIENT(this))
1272 if (!autocvar_g_campaign && !IS_PLAYER(this))
1274 CS(this).motd_actived_time = -1;
1275 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1283 Called when a client disconnects from the server
1286 .entity chatbubbleentity;
1288 void ClientDisconnect(entity this)
1290 assert(IS_CLIENT(this), return);
1292 PlayerStats_GameReport_FinalizePlayer(this);
1293 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1294 if (CS(this).active_minigame) part_minigame(this);
1295 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1297 if (autocvar_sv_eventlog)
1298 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1300 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1303 SetSpectatee(this, NULL);
1305 MUTATOR_CALLHOOK(ClientDisconnect, this);
1307 if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
1308 ClientState_detach(this);
1310 Portal_ClearAll(this);
1314 RemoveGrapplingHooks(this);
1316 // Here, everything has been done that requires this player to be a client.
1318 this.flags &= ~FL_CLIENT;
1320 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1321 if (this.killindicator) delete(this.killindicator);
1323 WaypointSprite_PlayerGone(this);
1325 bot_relinkplayerlist();
1327 if (this.clientstatus) strunzone(this.clientstatus);
1328 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1329 if (this.personal) delete(this.personal);
1333 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1338 void ChatBubbleThink(entity this)
1340 this.nextthink = time;
1341 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1343 if(this.owner) // but why can that ever be NULL?
1344 this.owner.chatbubbleentity = NULL;
1351 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1353 if ( CS(this.owner).active_minigame )
1354 this.mdl = "models/sprites/minigame_busy.iqm";
1355 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1356 this.mdl = "models/misc/chatbubble.spr";
1359 if ( this.model != this.mdl )
1360 _setmodel(this, this.mdl);
1364 void UpdateChatBubble(entity this)
1368 // spawn a chatbubble entity if needed
1369 if (!this.chatbubbleentity)
1371 this.chatbubbleentity = new(chatbubbleentity);
1372 this.chatbubbleentity.owner = this;
1373 this.chatbubbleentity.exteriormodeltoclient = this;
1374 setthink(this.chatbubbleentity, ChatBubbleThink);
1375 this.chatbubbleentity.nextthink = time;
1376 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1377 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1378 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1379 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1380 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1381 //this.chatbubbleentity.model = "";
1382 this.chatbubbleentity.effects = EF_LOWPRECISION;
1387 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1388 // added to the model skins
1389 /*void UpdateColorModHack()
1392 c = this.clientcolors & 15;
1393 // LordHavoc: only bothering to support white, green, red, yellow, blue
1394 if (!teamplay) this.colormod = '0 0 0';
1395 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1396 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1397 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1398 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1399 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1400 else this.colormod = '1 1 1';
1403 void respawn(entity this)
1405 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1407 this.solid = SOLID_NOT;
1408 this.takedamage = DAMAGE_NO;
1409 set_movetype(this, MOVETYPE_FLY);
1410 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1411 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1412 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1413 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1414 if(autocvar_g_respawn_ghosts_maxtime)
1415 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1420 this.effects |= EF_NODRAW; // prevent another CopyBody
1421 PutClientInServer(this);
1424 void play_countdown(entity this, float finished, Sound samp)
1427 if(IS_REAL_CLIENT(this))
1428 if(floor(finished - time - frametime) != floor(finished - time))
1429 if(finished - time < 6)
1430 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1433 void player_powerups(entity this)
1435 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1436 int items_prev = this.items;
1438 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1439 this.modelflags |= MF_ROCKET;
1441 this.modelflags &= ~MF_ROCKET;
1443 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1445 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1448 Fire_ApplyDamage(this);
1449 Fire_ApplyEffect(this);
1453 if (this.items & ITEM_Strength.m_itemid)
1455 play_countdown(this, this.strength_finished, SND_POWEROFF);
1456 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1457 if (time > this.strength_finished)
1459 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1460 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1461 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1466 if (time < this.strength_finished)
1468 this.items = this.items | ITEM_Strength.m_itemid;
1470 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1471 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1474 if (this.items & ITEM_Shield.m_itemid)
1476 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1477 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1478 if (time > this.invincible_finished)
1480 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1481 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1482 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1487 if (time < this.invincible_finished)
1489 this.items = this.items | ITEM_Shield.m_itemid;
1491 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1492 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1495 if (this.items & IT_SUPERWEAPON)
1497 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1499 this.superweapons_finished = 0;
1500 this.items = this.items - (this.items & IT_SUPERWEAPON);
1501 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1502 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1504 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1506 // don't let them run out
1510 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1511 if (time > this.superweapons_finished)
1513 this.items = this.items - (this.items & IT_SUPERWEAPON);
1514 this.weapons &= ~WEPSET_SUPERWEAPONS;
1515 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1516 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1520 else if(this.weapons & WEPSET_SUPERWEAPONS)
1522 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1524 this.items = this.items | IT_SUPERWEAPON;
1526 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1527 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1531 this.superweapons_finished = 0;
1532 this.weapons &= ~WEPSET_SUPERWEAPONS;
1537 this.superweapons_finished = 0;
1541 if(autocvar_g_nodepthtestplayers)
1542 this.effects = this.effects | EF_NODEPTHTEST;
1544 if(autocvar_g_fullbrightplayers)
1545 this.effects = this.effects | EF_FULLBRIGHT;
1547 if (time >= game_starttime)
1548 if (time < this.spawnshieldtime)
1549 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1551 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1554 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1556 if(current > stable)
1558 else if(current > stable - 0.25) // when close enough, "snap"
1561 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1564 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1566 if(current < stable)
1568 else if(current < stable + 0.25) // when close enough, "snap"
1571 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1574 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1576 if(current > rotstable)
1578 if(rotframetime > 0)
1580 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1581 current = max(rotstable, current - rotlinear * rotframetime);
1584 else if(current < regenstable)
1586 if(regenframetime > 0)
1588 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1589 current = min(regenstable, current + regenlinear * regenframetime);
1599 void player_regen(entity this)
1601 float max_mod, regen_mod, rot_mod, limit_mod;
1602 max_mod = regen_mod = rot_mod = limit_mod = 1;
1604 float regen_health = autocvar_g_balance_health_regen;
1605 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1606 float regen_health_rot = autocvar_g_balance_health_rot;
1607 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1608 float regen_health_stable = autocvar_g_balance_health_regenstable;
1609 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1610 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1611 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1612 max_mod = M_ARGV(1, float);
1613 regen_mod = M_ARGV(2, float);
1614 rot_mod = M_ARGV(3, float);
1615 limit_mod = M_ARGV(4, float);
1616 regen_health = M_ARGV(5, float);
1617 regen_health_linear = M_ARGV(6, float);
1618 regen_health_rot = M_ARGV(7, float);
1619 regen_health_rotlinear = M_ARGV(8, float);
1620 regen_health_stable = M_ARGV(9, float);
1621 regen_health_rotstable = M_ARGV(10, float);
1624 if(!mutator_returnvalue)
1625 if(!STAT(FROZEN, this))
1627 float mina, maxa, limith, limita;
1628 maxa = autocvar_g_balance_armor_rotstable;
1629 mina = autocvar_g_balance_armor_regenstable;
1630 limith = autocvar_g_balance_health_limit;
1631 limita = autocvar_g_balance_armor_limit;
1633 regen_health_rotstable = regen_health_rotstable * max_mod;
1634 regen_health_stable = regen_health_stable * max_mod;
1635 limith = limith * limit_mod;
1636 limita = limita * limit_mod;
1638 this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
1639 this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
1642 // if player rotted to death... die!
1643 // check this outside above checks, as player may still be able to rot to death
1647 vehicles_exit(this.vehicle, VHEF_RELEASE);
1648 if(this.event_damage)
1649 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1652 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1654 float minf, maxf, limitf;
1656 maxf = autocvar_g_balance_fuel_rotstable;
1657 minf = autocvar_g_balance_fuel_regenstable;
1658 limitf = autocvar_g_balance_fuel_limit;
1660 this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
1665 void SetZoomState(entity this, float newzoom)
1667 if(newzoom != CS(this).zoomstate)
1669 CS(this).zoomstate = newzoom;
1670 ClientData_Touch(this);
1672 zoomstate_set = true;
1675 void GetPressedKeys(entity this)
1677 MUTATOR_CALLHOOK(GetPressedKeys, this);
1678 int keys = STAT(PRESSED_KEYS, this);
1679 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1680 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1681 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1682 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1684 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1685 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1686 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1687 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1688 CS(this).pressedkeys = keys; // store for other users
1690 STAT(PRESSED_KEYS, this) = keys;
1694 ======================
1695 spectate mode routines
1696 ======================
1699 void SpectateCopy(entity this, entity spectatee)
1701 TC(Client, this); TC(Client, spectatee);
1703 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1704 PS(this) = PS(spectatee);
1705 this.armortype = spectatee.armortype;
1706 this.armorvalue = spectatee.armorvalue;
1707 this.ammo_cells = spectatee.ammo_cells;
1708 this.ammo_plasma = spectatee.ammo_plasma;
1709 this.ammo_shells = spectatee.ammo_shells;
1710 this.ammo_nails = spectatee.ammo_nails;
1711 this.ammo_rockets = spectatee.ammo_rockets;
1712 this.ammo_fuel = spectatee.ammo_fuel;
1713 this.clip_load = spectatee.clip_load;
1714 this.clip_size = spectatee.clip_size;
1715 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1716 this.health = spectatee.health;
1717 CS(this).impulse = 0;
1718 this.items = spectatee.items;
1719 this.last_pickup = spectatee.last_pickup;
1720 this.hit_time = spectatee.hit_time;
1721 this.strength_finished = spectatee.strength_finished;
1722 this.invincible_finished = spectatee.invincible_finished;
1723 this.superweapons_finished = spectatee.superweapons_finished;
1724 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1725 this.weapons = spectatee.weapons;
1726 this.vortex_charge = spectatee.vortex_charge;
1727 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1728 this.hagar_load = spectatee.hagar_load;
1729 this.arc_heat_percent = spectatee.arc_heat_percent;
1730 this.minelayer_mines = spectatee.minelayer_mines;
1731 this.punchangle = spectatee.punchangle;
1732 this.view_ofs = spectatee.view_ofs;
1733 this.velocity = spectatee.velocity;
1734 this.dmg_take = spectatee.dmg_take;
1735 this.dmg_save = spectatee.dmg_save;
1736 this.dmg_inflictor = spectatee.dmg_inflictor;
1737 this.v_angle = spectatee.v_angle;
1738 this.angles = spectatee.v_angle;
1739 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1740 this.revive_progress = spectatee.revive_progress;
1741 this.viewloc = spectatee.viewloc;
1742 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1743 this.fixangle = true;
1744 setorigin(this, spectatee.origin);
1745 setsize(this, spectatee.mins, spectatee.maxs);
1746 SetZoomState(this, CS(spectatee).zoomstate);
1748 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1750 .entity weaponentity = weaponentities[slot];
1751 this.(weaponentity) = spectatee.(weaponentity);
1754 for(int slot = 0; slot < MAX_AXH; ++slot)
1756 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1759 anticheat_spectatecopy(this, spectatee);
1760 this.hud = spectatee.hud;
1761 if(spectatee.vehicle)
1763 this.angles = spectatee.v_angle;
1765 //this.fixangle = false;
1766 //this.velocity = spectatee.vehicle.velocity;
1767 this.vehicle_health = spectatee.vehicle_health;
1768 this.vehicle_shield = spectatee.vehicle_shield;
1769 this.vehicle_energy = spectatee.vehicle_energy;
1770 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1771 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1772 this.vehicle_reload1 = spectatee.vehicle_reload1;
1773 this.vehicle_reload2 = spectatee.vehicle_reload2;
1775 //msg_entity = this;
1777 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1778 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1779 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1780 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1782 //WriteByte (MSG_ONE, SVC_SETVIEW);
1783 // WriteEntity(MSG_ONE, this);
1784 //makevectors(spectatee.v_angle);
1785 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1789 bool SpectateUpdate(entity this)
1794 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1796 SetSpectatee(this, NULL);
1800 SpectateCopy(this, this.enemy);
1805 bool SpectateSet(entity this)
1807 if(!IS_PLAYER(this.enemy))
1810 ClientData_Touch(this.enemy);
1813 WriteByte(MSG_ONE, SVC_SETVIEW);
1814 WriteEntity(MSG_ONE, this.enemy);
1815 set_movetype(this, MOVETYPE_NONE);
1816 accuracy_resend(this);
1818 if(!SpectateUpdate(this))
1819 PutObserverInServer(this);
1824 void SetSpectatee_status(entity this, int spectatee_num)
1826 int oldspectatee_status = CS(this).spectatee_status;
1827 CS(this).spectatee_status = spectatee_num;
1829 if (CS(this).spectatee_status != oldspectatee_status)
1831 ClientData_Touch(this);
1832 if (g_race || g_cts) race_InitSpectator();
1836 void SetSpectatee(entity this, entity spectatee)
1838 if(IS_BOT_CLIENT(this))
1839 return; // bots abuse .enemy, this code is useless to them
1841 entity old_spectatee = this.enemy;
1843 this.enemy = spectatee;
1846 // these are required to fix the spectator bug with arc
1849 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1851 .entity weaponentity = weaponentities[slot];
1852 if(old_spectatee.(weaponentity).arc_beam)
1853 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1858 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1860 .entity weaponentity = weaponentities[slot];
1861 if(this.enemy.(weaponentity).arc_beam)
1862 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1867 SetSpectatee_status(this, etof(this.enemy));
1869 // needed to update spectator list
1870 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1873 bool Spectate(entity this, entity pl)
1875 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1877 pl = M_ARGV(1, entity);
1879 SetSpectatee(this, pl);
1880 return SpectateSet(this);
1883 bool SpectateNext(entity this)
1885 entity ent = find(this.enemy, classname, STR_PLAYER);
1887 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1888 ent = M_ARGV(1, entity);
1890 ent = find(ent, classname, STR_PLAYER);
1892 if(ent) { SetSpectatee(this, ent); }
1894 return SpectateSet(this);
1897 bool SpectatePrev(entity this)
1899 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1900 entity ent = findchain(classname, STR_PLAYER);
1901 if (!ent) // no player
1905 // skip players until current spectated player
1907 while(ent && ent != this.enemy)
1910 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1912 case MUT_SPECPREV_FOUND:
1913 ent = M_ARGV(1, entity);
1915 case MUT_SPECPREV_RETURN:
1917 case MUT_SPECPREV_CONTINUE:
1928 SetSpectatee(this, ent);
1929 return SpectateSet(this);
1934 ShowRespawnCountdown()
1936 Update a respawn countdown display.
1939 void ShowRespawnCountdown(entity this)
1942 if(!IS_DEAD(this)) // just respawned?
1946 number = ceil(this.respawn_time - time);
1949 if(number <= this.respawn_countdown)
1951 this.respawn_countdown = number - 1;
1952 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
1953 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1958 .bool team_selected;
1959 bool ShowTeamSelection(entity this)
1961 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1963 stuffcmd(this, "menu_showteamselect\n");
1966 void Join(entity this)
1968 TRANSMUTE(Player, this);
1970 if(!this.team_selected)
1971 if(autocvar_g_campaign || autocvar_g_balance_teams)
1972 JoinBestTeam(this, false, true);
1974 if(autocvar_g_campaign)
1975 campaign_bots_may_start = true;
1977 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1979 PutClientInServer(this);
1982 if(teamplay && this.team != -1)
1983 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1985 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1986 this.team_selected = false;
1990 * Determines whether the player is allowed to join. This depends on cvar
1991 * g_maxplayers, if it isn't used this function always return true, otherwise
1992 * it checks whether the number of currently playing players exceeds g_maxplayers.
1993 * @return int number of free slots for players, 0 if none
1995 int nJoinAllowed(entity this, entity ignore)
1998 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1999 // so report 0 free slots if restricted
2001 if(autocvar_g_forced_team_otherwise == "spectate")
2003 if(autocvar_g_forced_team_otherwise == "spectator")
2007 if(this && this.team_forced < 0)
2008 return 0; // forced spectators can never join
2010 // TODO simplify this
2011 int totalClients = 0;
2012 int currentlyPlaying = 0;
2013 FOREACH_CLIENT(true, {
2016 if(IS_REAL_CLIENT(it))
2017 if(IS_PLAYER(it) || it.caplayer)
2021 float free_slots = 0;
2022 if (!autocvar_g_maxplayers)
2023 free_slots = maxclients - totalClients;
2024 else if(currentlyPlaying < autocvar_g_maxplayers)
2025 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2027 static float join_prevent_msg_time = 0;
2028 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2030 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2031 join_prevent_msg_time = time + 3;
2038 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2039 * g_maxplayers_spectator_blocktime seconds
2041 void checkSpectatorBlock(entity this)
2043 if(IS_SPEC(this) || IS_OBSERVER(this))
2045 if(IS_REAL_CLIENT(this))
2047 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2048 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2054 void PrintWelcomeMessage(entity this)
2056 if(CS(this).motd_actived_time == 0)
2058 if (autocvar_g_campaign) {
2059 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2060 CS(this).motd_actived_time = time;
2061 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2064 if (PHYS_INPUT_BUTTON_INFO(this)) {
2065 CS(this).motd_actived_time = time;
2066 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2070 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2072 if (autocvar_g_campaign) {
2073 if (PHYS_INPUT_BUTTON_INFO(this))
2074 CS(this).motd_actived_time = time;
2075 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2076 CS(this).motd_actived_time = 0;
2077 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2080 if (PHYS_INPUT_BUTTON_INFO(this))
2081 CS(this).motd_actived_time = time;
2082 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2083 CS(this).motd_actived_time = 0;
2084 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2088 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2090 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2091 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2092 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2094 // instanctly hide MOTD
2095 CS(this).motd_actived_time = 0;
2096 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2101 bool joinAllowed(entity this)
2103 if (CS(this).version_mismatch) return false;
2104 if (!nJoinAllowed(this, this)) return false;
2105 if (teamplay && lockteams) return false;
2106 if (ShowTeamSelection(this)) return false;
2107 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2112 bool PlayerThink(entity this)
2114 if (game_stopped || intermission_running) {
2115 this.modelflags &= ~MF_ROCKET;
2116 if(intermission_running)
2117 IntermissionThink(this);
2121 if (timeout_status == TIMEOUT_ACTIVE) {
2122 // don't allow the player to turn around while game is paused
2123 // FIXME turn this into CSQC stuff
2124 this.v_angle = this.lastV_angle;
2125 this.angles = this.lastV_angle;
2126 this.fixangle = true;
2129 if (frametime) player_powerups(this);
2131 if (IS_DEAD(this)) {
2132 if (this.personal && g_race_qualifying) {
2133 if (time > this.respawn_time) {
2134 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2136 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2139 if (frametime) player_anim(this);
2141 if (this.respawn_flags & RESPAWN_DENY)
2143 STAT(RESPAWN_TIME, this) = 0;
2147 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));
2149 switch(this.deadflag)
2153 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2154 this.deadflag = DEAD_RESPAWNING;
2155 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2156 this.deadflag = DEAD_DEAD;
2162 this.deadflag = DEAD_RESPAWNABLE;
2163 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2164 this.deadflag = DEAD_RESPAWNING;
2167 case DEAD_RESPAWNABLE:
2169 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2170 this.deadflag = DEAD_RESPAWNING;
2173 case DEAD_RESPAWNING:
2175 if (time > this.respawn_time)
2177 this.respawn_time = time + 1; // only retry once a second
2178 this.respawn_time_max = this.respawn_time;
2185 ShowRespawnCountdown(this);
2187 if (this.respawn_flags & RESPAWN_SILENT)
2188 STAT(RESPAWN_TIME, this) = 0;
2189 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2191 if (time < this.respawn_time)
2192 STAT(RESPAWN_TIME, this) = this.respawn_time;
2193 else if (this.deadflag != DEAD_RESPAWNING)
2194 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2197 STAT(RESPAWN_TIME, this) = this.respawn_time;
2200 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2201 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2202 STAT(RESPAWN_TIME, this) *= -1;
2207 bool have_hook = false;
2208 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2210 .entity weaponentity = weaponentities[slot];
2211 if(this.(weaponentity).hook.state)
2217 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2220 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2222 } else if (this.vehicle) {
2224 } else if (STAT(FROZEN, this)) {
2231 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2232 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2233 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2235 } else if (this.crouch) {
2236 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2237 if (!trace_startsolid) {
2238 this.crouch = false;
2239 this.view_ofs = STAT(PL_VIEW_OFS, this);
2240 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2244 FixPlayermodel(this);
2246 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2249 this.items &= ~this.items_added;
2251 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2253 .entity weaponentity = weaponentities[slot];
2254 W_WeaponFrame(this, weaponentity);
2258 this.clip_load = this.(weaponentity).clip_load;
2259 this.clip_size = this.(weaponentity).clip_size;
2263 this.items_added = 0;
2264 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2265 this.items_added |= IT_FUEL;
2267 this.items |= this.items_added;
2272 // WEAPONTODO: Add a weapon request for this
2273 // rot vortex charge to the charge limit
2274 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2276 .entity weaponentity = weaponentities[slot];
2277 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2278 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2281 if (frametime) player_anim(this);
2284 secrets_setstatus(this);
2287 monsters_setstatus(this);
2289 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2294 void ObserverThink(entity this)
2296 if ( CS(this).impulse )
2298 MinigameImpulse(this, CS(this).impulse);
2299 CS(this).impulse = 0;
2302 if (this.flags & FL_JUMPRELEASED) {
2303 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2304 this.flags &= ~FL_JUMPRELEASED;
2305 this.flags |= FL_SPAWNING;
2306 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2307 this.flags &= ~FL_JUMPRELEASED;
2308 if(SpectateNext(this)) {
2309 TRANSMUTE(Spectator, this);
2312 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2313 set_movetype(this, preferred_movetype);
2316 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2317 this.flags |= FL_JUMPRELEASED;
2318 if(this.flags & FL_SPAWNING)
2320 this.flags &= ~FL_SPAWNING;
2328 void SpectatorThink(entity this)
2330 if ( CS(this).impulse )
2332 if(MinigameImpulse(this, CS(this).impulse))
2333 CS(this).impulse = 0;
2335 if (CS(this).impulse == IMP_weapon_drop.impulse)
2337 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2338 CS(this).impulse = 0;
2343 if (this.flags & FL_JUMPRELEASED) {
2344 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2345 this.flags &= ~FL_JUMPRELEASED;
2346 this.flags |= FL_SPAWNING;
2347 } 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)) {
2348 this.flags &= ~FL_JUMPRELEASED;
2349 if(SpectateNext(this)) {
2350 TRANSMUTE(Spectator, this);
2352 TRANSMUTE(Observer, this);
2353 PutClientInServer(this);
2355 CS(this).impulse = 0;
2356 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2357 this.flags &= ~FL_JUMPRELEASED;
2358 if(SpectatePrev(this)) {
2359 TRANSMUTE(Spectator, this);
2361 TRANSMUTE(Observer, this);
2362 PutClientInServer(this);
2364 CS(this).impulse = 0;
2365 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2366 this.flags &= ~FL_JUMPRELEASED;
2367 TRANSMUTE(Observer, this);
2368 PutClientInServer(this);
2370 if(!SpectateUpdate(this))
2371 PutObserverInServer(this);
2374 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2375 this.flags |= FL_JUMPRELEASED;
2376 if(this.flags & FL_SPAWNING)
2378 this.flags &= ~FL_SPAWNING;
2383 if(!SpectateUpdate(this))
2384 PutObserverInServer(this);
2387 this.flags |= FL_CLIENT | FL_NOTARGET;
2390 void vehicles_enter (entity pl, entity veh);
2391 void PlayerUseKey(entity this)
2393 if (!IS_PLAYER(this))
2400 vehicles_exit(this.vehicle, VHEF_NORMAL);
2404 else if(autocvar_g_vehicles_enter)
2406 if(!STAT(FROZEN, this))
2410 entity head, closest_target = NULL;
2411 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2413 while(head) // find the closest acceptable target to enter
2415 if(IS_VEHICLE(head))
2417 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2418 if(head.takedamage != DAMAGE_NO)
2422 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2423 { closest_target = head; }
2425 else { closest_target = head; }
2431 if(closest_target) { vehicles_enter(this, closest_target); return; }
2435 // a use key was pressed; call handlers
2436 MUTATOR_CALLHOOK(PlayerUseKey, this);
2444 Called every frame for each client before the physics are run
2447 .float last_vehiclecheck;
2448 void PlayerPreThink (entity this)
2450 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2451 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2453 WarpZone_PlayerPhysics_FixVAngle(this);
2456 // physics frames: update anticheat stuff
2457 anticheat_prethink(this);
2460 if (blockSpectators && frametime) {
2461 // WORKAROUND: only use dropclient in server frames (frametime set).
2462 // Never use it in cl_movement frames (frametime zero).
2463 checkSpectatorBlock(this);
2466 zoomstate_set = false;
2468 // Check for nameless players
2469 if (isInvisibleString(this.netname)) {
2470 this.netname = strzone(sprintf("Player#%d", this.playerid));
2471 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2473 if (this.netname != CS(this).netname_previous) {
2474 if (autocvar_sv_eventlog) {
2475 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2477 if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
2478 CS(this).netname_previous = strzone(this.netname);
2482 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2483 CS(this).version_nagtime = 0;
2484 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2486 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2488 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2490 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2491 if (r < 0) { // old client
2492 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2493 } else if (r > 0) { // old server
2494 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2500 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2502 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2503 this.max_armorvalue = 0;
2508 if (STAT(FROZEN, this) == 2)
2510 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2511 this.health = max(1, this.revive_progress * start_health);
2512 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2514 if (this.revive_progress >= 1)
2517 else if (STAT(FROZEN, this) == 3)
2519 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2520 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2522 if (this.health < 1)
2525 vehicles_exit(this.vehicle, VHEF_RELEASE);
2526 if(this.event_damage)
2527 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2529 else if (this.revive_progress <= 0)
2534 MUTATOR_CALLHOOK(PlayerPreThink, this);
2536 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2537 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2539 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2541 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2542 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2544 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2548 if(!it.team || SAME_TEAM(this, it))
2549 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2550 else if(autocvar_g_vehicles_steal)
2551 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2555 this.last_vehiclecheck = time + 1;
2558 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2560 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2562 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2565 if (IS_REAL_CLIENT(this))
2566 PrintWelcomeMessage(this);
2568 if (IS_PLAYER(this)) {
2569 if(!PlayerThink(this))
2572 else if (game_stopped || intermission_running) {
2573 if(intermission_running)
2574 IntermissionThink(this);
2577 else if (IS_OBSERVER(this)) {
2578 ObserverThink(this);
2580 else if (IS_SPEC(this)) {
2581 SpectatorThink(this);
2584 // WEAPONTODO: Add weapon request for this
2585 if (!zoomstate_set) {
2586 bool wep_zoomed = false;
2587 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2589 .entity weaponentity = weaponentities[slot];
2590 Weapon thiswep = this.(weaponentity).m_weapon;
2591 if(thiswep != WEP_Null && thiswep.wr_zoom)
2592 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2594 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2597 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2599 CS(this).teamkill_soundtime = 0;
2601 entity e = CS(this).teamkill_soundsource;
2602 entity oldpusher = e.pusher;
2604 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2605 e.pusher = oldpusher;
2608 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2609 CS(this).taunt_soundtime = 0;
2610 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2613 target_voicescript_next(this);
2615 // WEAPONTODO: Move into weaponsystem somehow
2616 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2617 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2619 .entity weaponentity = weaponentities[slot];
2620 if(this.(weaponentity).m_weapon == WEP_Null)
2621 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2625 void DrownPlayer(entity this)
2630 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2632 if(this.air_finished < time)
2633 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2634 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2637 else if (this.air_finished < time)
2639 if (this.pain_finished < time)
2641 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2642 this.pain_finished = time + 0.5;
2647 .bool move_qcphysics;
2649 void Player_Physics(entity this)
2651 set_movetype(this, this.move_movetype);
2653 if(!this.move_qcphysics)
2656 if(!frametime && !CS(this).pm_frametime)
2659 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2661 CS(this).pm_frametime = 0;
2668 Called every frame for each client after the physics are run
2671 void PlayerPostThink (entity this)
2673 Player_Physics(this);
2676 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2677 if (IS_REAL_CLIENT(this))
2678 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2680 int totalClients = 0;
2681 if(sv_maxidle_slots > 0)
2683 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2689 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2690 { /* do nothing */ }
2691 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2693 if (CS(this).idlekick_lasttimeleft)
2695 CS(this).idlekick_lasttimeleft = 0;
2696 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2701 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2702 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2703 if (!CS(this).idlekick_lasttimeleft)
2704 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2706 if (timeleft <= 0) {
2707 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2711 else if (timeleft <= 10) {
2712 if (timeleft != CS(this).idlekick_lasttimeleft) {
2713 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2715 CS(this).idlekick_lasttimeleft = timeleft;
2724 this.solid = SOLID_NOT;
2725 this.takedamage = DAMAGE_NO;
2726 set_movetype(this, MOVETYPE_NONE);
2729 if (IS_PLAYER(this)) {
2731 UpdateChatBubble(this);
2732 if (CS(this).impulse) ImpulseCommands(this);
2735 CSQCMODEL_AUTOUPDATE(this);
2738 GetPressedKeys(this);
2741 if (this.waypointsprite_attachedforcarrier) {
2742 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2743 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2746 playerdemo_write(this);
2748 CSQCMODEL_AUTOUPDATE(this);
2751 // hack to copy the button fields from the client entity to the Client State
2752 void PM_UpdateButtons(entity this, entity store)
2755 store.impulse = this.impulse;
2758 store.button0 = this.button0;
2759 store.button2 = this.button2;
2760 store.button3 = this.button3;
2761 store.button4 = this.button4;
2762 store.button5 = this.button5;
2763 store.button6 = this.button6;
2764 store.button7 = this.button7;
2765 store.button8 = this.button8;
2766 store.button9 = this.button9;
2767 store.button10 = this.button10;
2768 store.button11 = this.button11;
2769 store.button12 = this.button12;
2770 store.button13 = this.button13;
2771 store.button14 = this.button14;
2772 store.button15 = this.button15;
2773 store.button16 = this.button16;
2774 store.buttonuse = this.buttonuse;
2775 store.buttonchat = this.buttonchat;
2777 store.cursor_active = this.cursor_active;
2778 store.cursor_screen = this.cursor_screen;
2779 store.cursor_trace_start = this.cursor_trace_start;
2780 store.cursor_trace_endpos = this.cursor_trace_endpos;
2781 store.cursor_trace_ent = this.cursor_trace_ent;
2783 store.ping = this.ping;
2784 store.ping_packetloss = this.ping_packetloss;
2785 store.ping_movementloss = this.ping_movementloss;
2787 store.v_angle = this.v_angle;
2788 store.movement = this.movement;