3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "clientkill.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
27 #include "scores_rules.qh"
31 #include "../common/ent_cs.qh"
32 #include "../common/wepent.qh"
33 #include <common/state.qh>
35 #include "compat/quake3.qh"
37 #include <common/effects/qc/globalsound.qh>
39 #include "../common/mapobjects/func/conveyor.qh"
40 #include "../common/mapobjects/teleporters.qh"
41 #include "../common/mapobjects/target/spawnpoint.qh"
42 #include <common/mapobjects/trigger/counter.qh>
44 #include "../common/vehicles/all.qh"
46 #include "weapons/hitplot.qh"
47 #include "weapons/weaponsystem.qh"
49 #include "../common/net_notice.qh"
50 #include "../common/net_linked.qh"
51 #include "../common/physics/player.qh"
53 #include <common/vehicles/sv_vehicles.qh>
55 #include "../common/items/_mod.qh"
57 #include "../common/mutators/mutator/waypoints/all.qh"
58 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
59 #include <common/gamemodes/_mod.qh>
61 #include "../common/mapobjects/subs.qh"
62 #include "../common/mapobjects/triggers.qh"
63 #include "../common/mapobjects/trigger/secret.qh"
65 #include "../common/minigames/sv_minigames.qh"
67 #include "../common/items/inventory.qh"
69 #include "../common/monsters/sv_monsters.qh"
71 #include "../lib/warpzone/server.qh"
73 #include <common/mutators/mutator/overkill/oknex.qh>
75 STATIC_METHOD(Client, Add, void(Client this, int _team))
78 TRANSMUTE(Player, this);
81 PutClientInServer(this);
84 STATIC_METHOD(Client, Remove, void(Client this))
86 TRANSMUTE(Observer, this);
87 PutClientInServer(this);
88 ClientDisconnect(this);
91 void send_CSQC_teamnagger() {
92 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
95 int CountSpectators(entity player, entity to)
97 if(!player) { return 0; } // not sure how, but best to be safe
101 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
109 void WriteSpectators(entity player, entity to)
111 if(!player) { return; } // not sure how, but best to be safe
113 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
115 WriteByte(MSG_ENTITY, num_for_edict(it));
119 bool ClientData_Send(entity this, entity to, int sf)
121 assert(to == this.owner, return false);
124 if (IS_SPEC(e)) e = e.enemy;
127 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
128 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
129 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
130 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
132 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
133 WriteByte(MSG_ENTITY, sf);
136 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
140 float specs = CountSpectators(e, to);
141 WriteByte(MSG_ENTITY, specs);
142 WriteSpectators(e, to);
148 void ClientData_Attach(entity this)
150 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
151 CS(this).clientdata.drawonlytoclient = this;
152 CS(this).clientdata.owner = this;
155 void ClientData_Detach(entity this)
157 delete(CS(this).clientdata);
158 CS(this).clientdata = NULL;
161 void ClientData_Touch(entity e)
163 entity cd = CS(e).clientdata;
164 if (cd) { cd.SendFlags = 1; }
166 // make it spectatable
167 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
169 entity cd = CS(it).clientdata;
170 if (cd) { cd.SendFlags = 1; }
179 Checks if the argument string can be a valid playermodel.
180 Returns a valid one in doubt.
183 string FallbackPlayerModel;
184 string CheckPlayerModel(string plyermodel) {
185 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
187 // note: we cannot summon Don Strunzone here, some player may
188 // still have the model string set. In case anyone manages how
189 // to change a cvar default, we'll have a small leak here.
190 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
192 // only in right path
193 if( substring(plyermodel,0,14) != "models/player/")
194 return FallbackPlayerModel;
195 // only good file extensions
196 if(substring(plyermodel,-4,4) != ".zym")
197 if(substring(plyermodel,-4,4) != ".dpm")
198 if(substring(plyermodel,-4,4) != ".iqm")
199 if(substring(plyermodel,-4,4) != ".md3")
200 if(substring(plyermodel,-4,4) != ".psk")
201 return FallbackPlayerModel;
202 // forbid the LOD models
203 if(substring(plyermodel, -9,5) == "_lod1")
204 return FallbackPlayerModel;
205 if(substring(plyermodel, -9,5) == "_lod2")
206 return FallbackPlayerModel;
207 if(plyermodel != strtolower(plyermodel))
208 return FallbackPlayerModel;
209 // also, restrict to server models
210 if(autocvar_sv_servermodelsonly)
212 if(!fexists(plyermodel))
213 return FallbackPlayerModel;
218 void setplayermodel(entity e, string modelname)
220 precache_model(modelname);
221 _setmodel(e, modelname);
222 player_setupanimsformodel(e);
223 if(!autocvar_g_debug_globalsounds)
224 UpdatePlayerSounds(e);
227 /** putting a client as observer in the server */
228 void PutObserverInServer(entity this)
230 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
231 PlayerState_detach(this);
235 if(GetResource(this, RES_HEALTH) >= 1)
238 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
241 // was a player, recount votes and ready status
242 if(IS_REAL_CLIENT(this))
244 if (vote_called) { VoteCount(false); }
250 entity spot = SelectSpawnPoint(this, true);
251 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
252 this.angles = vec2(spot.angles);
253 this.fixangle = true;
254 // offset it so that the spectator spawns higher off the ground, looks better this way
255 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
256 if (IS_REAL_CLIENT(this))
259 WriteByte(MSG_ONE, SVC_SETVIEW);
260 WriteEntity(MSG_ONE, this);
262 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
263 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
264 if(!autocvar_g_debug_globalsounds)
266 // needed for player sounds
268 FixPlayermodel(this);
270 setmodel(this, MDL_Null);
271 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
272 this.view_ofs = '0 0 0';
275 RemoveGrapplingHooks(this);
276 Portal_ClearAll(this);
277 Unfreeze(this, false);
278 SetSpectatee(this, NULL);
283 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
287 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
289 WaypointSprite_PlayerDead(this);
291 if (CS(this).killcount != FRAGS_SPECTATOR)
294 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
295 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;
334 this.pain_finished = 0;
335 this.strength_finished = 0;
336 this.invincible_finished = 0;
337 this.superweapons_finished = 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 this.superweapons_finished = (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 = 2;
609 this.respawn_flags = 0;
610 this.respawn_time = 0;
611 STAT(RESPAWN_TIME, this) = 0;
612 this.scale = 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 this.strength_finished = 0;
638 this.invincible_finished = 0;
639 this.fire_endtime = -1;
640 STAT(REVIVE_PROGRESS, this) = 0;
641 this.revival_time = 0;
643 this.air_finished = time + 12;
644 this.waterlevel = WATERLEVEL_NONE;
645 this.watertype = CONTENT_EMPTY;
647 entity spawnevent = new_pure(spawnevent);
648 spawnevent.owner = this;
649 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
651 // Cut off any still running player sounds.
652 stopsound(this, CH_PLAYER_SINGLE);
655 FixPlayermodel(this);
656 this.drawonlytoclient = NULL;
660 for(int slot = 0; slot < MAX_AXH; ++slot)
662 entity axh = this.(AuxiliaryXhair[slot]);
663 this.(AuxiliaryXhair[slot]) = NULL;
665 if(axh.owner == this && axh != NULL && !wasfreed(axh))
669 this.spawnpoint_targ = NULL;
672 this.view_ofs = STAT(PL_VIEW_OFS, this);
673 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
674 this.spawnorigin = spot.origin;
675 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
676 // don't reset back to last position, even if new position is stuck in solid
677 this.oldorigin = this.origin;
679 IL_REMOVE(g_conveyed, this);
680 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
681 STAT(HUD, this) = HUD_NORMAL;
683 this.event_damage = PlayerDamage;
684 this.event_heal = PlayerHeal;
686 this.draggable = func_null;
689 IL_PUSH(g_bot_targets, this);
690 this.bot_attack = true;
691 if(!this.monster_attack)
692 IL_PUSH(g_monster_targets, this);
693 this.monster_attack = true;
694 navigation_dynamicgoal_init(this, false);
696 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
698 // player was spectator
699 if (CS(this).killcount == FRAGS_SPECTATOR) {
700 PlayerScore_Clear(this);
701 CS(this).killcount = 0;
702 CS(this).startplaytime = time;
705 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
707 .entity weaponentity = weaponentities[slot];
708 entity oldwep = this.(weaponentity);
709 CL_SpawnWeaponentity(this, weaponentity);
710 if(oldwep && oldwep.owner == this)
711 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
713 this.alpha = default_player_alpha;
714 this.colormod = '1 1 1' * autocvar_g_player_brightness;
715 this.exteriorweaponentity.alpha = default_weapon_alpha;
717 this.speedrunning = false;
719 this.counter_cnt = 0;
720 this.fragsfilter_cnt = 0;
722 target_voicescript_clear(this);
724 // reset fields the weapons may use
725 FOREACH(Weapons, true, {
726 it.wr_resetplayer(it, this);
727 // reload all reloadable weapons
728 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
729 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
731 .entity weaponentity = weaponentities[slot];
732 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
738 //string s = spot.target;
739 //spot.target = string_null;
740 SUB_UseTargets(spot, this, NULL);
744 Unfreeze(this, false);
746 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
748 if (autocvar_spawn_debug)
750 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
751 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
754 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
756 .entity weaponentity = weaponentities[slot];
757 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
758 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
760 this.(weaponentity).m_switchweapon = WEP_Null;
761 this.(weaponentity).m_weapon = WEP_Null;
762 this.(weaponentity).weaponname = "";
763 this.(weaponentity).m_switchingweapon = WEP_Null;
764 this.(weaponentity).cnt = -1;
767 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
769 if (CS(this).impulse) ImpulseCommands(this);
771 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
773 .entity weaponentity = weaponentities[slot];
774 W_WeaponFrame(this, weaponentity);
777 if (!warmup_stage && !this.alivetime)
778 this.alivetime = time;
780 antilag_clear(this, CS(this));
783 /** Called when a client spawns in the server */
784 void PutClientInServer(entity this)
786 if (IS_BOT_CLIENT(this)) {
787 TRANSMUTE(Player, this);
788 } else if (IS_REAL_CLIENT(this)) {
790 WriteByte(MSG_ONE, SVC_SETVIEW);
791 WriteEntity(MSG_ONE, this);
794 TRANSMUTE(Observer, this);
796 SetSpectatee(this, NULL);
800 PS(this).itemkeys = 0;
802 MUTATOR_CALLHOOK(PutClientInServer, this);
804 if (IS_OBSERVER(this)) {
805 PutObserverInServer(this);
806 } else if (IS_PLAYER(this)) {
807 PutPlayerInServer(this);
811 // TODO do we need all these fields, or should we stop autodetecting runtime
812 // changes and just have a console command to update this?
813 bool ClientInit_SendEntity(entity this, entity to, int sf)
815 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
818 // MSG_INIT replacement
819 // TODO: make easier to use
821 W_PROP_reload(MSG_ONE, to);
822 ClientInit_misc(this);
823 MUTATOR_CALLHOOK(Ent_Init);
825 void ClientInit_misc(entity this)
827 int channel = MSG_ONE;
828 WriteHeader(channel, ENT_CLIENT_INIT);
829 WriteByte(channel, g_nexball_meter_period * 32);
830 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
831 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
832 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
833 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
834 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
835 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
836 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
837 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
839 if(sv_foginterval && world.fog != "")
840 WriteString(channel, world.fog);
842 WriteString(channel, "");
843 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
844 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
845 WriteByte(channel, serverflags);
846 WriteCoord(channel, autocvar_g_trueaim_minrange);
849 void ClientInit_CheckUpdate(entity this)
851 this.nextthink = time;
852 if(this.count != autocvar_g_balance_armor_blockpercent)
854 this.count = autocvar_g_balance_armor_blockpercent;
857 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
859 this.cnt = autocvar_g_balance_damagepush_speedfactor;
864 void ClientInit_Spawn()
866 entity e = new_pure(clientinit);
867 setthink(e, ClientInit_CheckUpdate);
868 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
870 ClientInit_CheckUpdate(e);
880 // initialize parms for a new player
881 parm1 = -(86400 * 366);
883 MUTATOR_CALLHOOK(SetNewParms);
891 void SetChangeParms (entity this)
893 // save parms for level change
894 parm1 = CS(this).parm_idlesince - time;
896 MUTATOR_CALLHOOK(SetChangeParms);
904 void DecodeLevelParms(entity this)
907 CS(this).parm_idlesince = parm1;
908 if (CS(this).parm_idlesince == -(86400 * 366))
909 CS(this).parm_idlesince = time;
911 // whatever happens, allow 60 seconds of idling directly after connect for map loading
912 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
914 MUTATOR_CALLHOOK(DecodeLevelParms);
917 void FixClientCvars(entity e)
919 // send prediction settings to the client
920 stuffcmd(e, "\nin_bindmap 0 0\n");
921 if(autocvar_g_antilag == 3) // client side hitscan
922 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
923 if(autocvar_sv_gentle)
924 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
926 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
927 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
929 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
931 MUTATOR_CALLHOOK(FixClientCvars, e);
934 bool findinlist_abbrev(string tofind, string list)
936 if(list == "" || tofind == "")
937 return false; // empty list or search, just return
939 // this function allows abbreviated strings!
940 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
948 bool PlayerInIPList(entity p, string iplist)
950 // some safety checks (never allow local?)
951 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
954 return findinlist_abbrev(p.netaddress, iplist);
957 bool PlayerInIDList(entity p, string idlist)
959 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
963 return findinlist_abbrev(p.crypto_idfp, idlist);
966 bool PlayerInList(entity player, string list)
968 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
971 #ifdef DP_EXT_PRECONNECT
976 Called once (not at each match start) when a client begins a connection to the server
979 void ClientPreConnect(entity this)
981 if(autocvar_sv_eventlog)
983 GameLogEcho(sprintf(":connect:%d:%d:%s",
986 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
992 string GetClientVersionMessage(entity this)
994 if (CS(this).version_mismatch) {
995 if(CS(this).version < autocvar_gameversion) {
996 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
997 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
999 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1000 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1003 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1007 string getwelcomemessage(entity this)
1009 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1010 string modifications = M_ARGV(0, string);
1014 if(g_weaponarena_random)
1015 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1017 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1019 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1020 modifications = strcat(modifications, ", No start weapons");
1021 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1022 modifications = strcat(modifications, ", Low gravity");
1023 if(g_weapon_stay && !g_cts)
1024 modifications = strcat(modifications, ", Weapons stay");
1026 modifications = strcat(modifications, ", Jet pack");
1027 if(autocvar_g_powerups == 0)
1028 modifications = strcat(modifications, ", No powerups");
1029 if(autocvar_g_powerups > 0)
1030 modifications = strcat(modifications, ", Powerups");
1031 modifications = substring(modifications, 2, strlen(modifications) - 2);
1033 string versionmessage = GetClientVersionMessage(this);
1034 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1036 if(modifications != "")
1037 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1039 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1041 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1042 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1045 if (cache_mutatormsg != "") {
1046 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1049 string mutator_msg = "";
1050 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1051 mutator_msg = M_ARGV(0, string);
1053 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1055 string motd = autocvar_sv_motd;
1057 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1062 bool autocvar_sv_qcphysics = false; // TODO this is for testing - remove when qcphysics work
1068 Called when a client connects to the server
1071 void ClientConnect(entity this)
1073 if (Ban_MaybeEnforceBanOnce(this)) return;
1074 assert(!IS_CLIENT(this), return);
1075 this.flags |= FL_CLIENT;
1076 assert(player_count >= 0, player_count = 0);
1079 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1081 TRANSMUTE(Client, this);
1082 CS(this).version_nagtime = time + 10 + random() * 10;
1084 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1086 bot_clientconnect(this);
1088 Player_DetermineForcedTeam(this);
1090 TRANSMUTE(Observer, this);
1092 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1094 // always track bots, don't ask for cl_allow_uidtracking
1095 if (IS_BOT_CLIENT(this))
1096 PlayerStats_GameReport_AddPlayer(this);
1098 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1100 if (autocvar_sv_eventlog)
1101 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1103 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1105 stuffcmd(this, clientstuff, "\n");
1106 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1108 FixClientCvars(this);
1110 // get version info from player
1111 stuffcmd(this, "cmd clientversion $gameversion\n");
1113 // notify about available teams
1116 entity balance = TeamBalance_CheckAllowedTeams(this);
1117 int t = TeamBalance_GetAllowedTeams(balance);
1118 TeamBalance_Destroy(balance);
1119 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1123 stuffcmd(this, "set _teams_available 0\n");
1126 bot_relinkplayerlist();
1128 CS(this).spectatortime = time;
1129 if (blockSpectators)
1131 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1134 CS(this).jointime = time;
1136 if (IS_REAL_CLIENT(this))
1138 if (g_weaponarena_weapons == WEPSET(TUBA))
1139 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1142 if (!sv_foginterval && world.fog != "")
1143 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1145 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1146 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1147 send_CSQC_teamnagger();
1149 CSQCMODEL_AUTOINIT(this);
1151 CS(this).model_randomizer = random();
1153 if (IS_REAL_CLIENT(this))
1154 sv_notice_join(this);
1156 this.move_qcphysics = autocvar_sv_qcphysics;
1158 // update physics stats (players can spawn before physics runs)
1159 Physics_UpdateStats(this);
1161 IL_EACH(g_initforplayer, it.init_for_player, {
1162 it.init_for_player(it, this);
1165 Handicap_Initialize(this);
1167 MUTATOR_CALLHOOK(ClientConnect, this);
1169 if (IS_REAL_CLIENT(this))
1171 if (!autocvar_g_campaign && !IS_PLAYER(this))
1173 CS(this).motd_actived_time = -1;
1174 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1182 Called when a client disconnects from the server
1185 .entity chatbubbleentity;
1186 void ClientDisconnect(entity this)
1188 assert(IS_CLIENT(this), return);
1190 PlayerStats_GameReport_FinalizePlayer(this);
1191 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1192 if (CS(this).active_minigame) part_minigame(this);
1193 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1195 if (autocvar_sv_eventlog)
1196 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1198 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1201 SetSpectatee(this, NULL);
1203 MUTATOR_CALLHOOK(ClientDisconnect, this);
1205 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1206 strfree(CS(this).weaponorder_byimpulse);
1207 ClientState_detach(this);
1209 Portal_ClearAll(this);
1211 Unfreeze(this, false);
1213 RemoveGrapplingHooks(this);
1215 // Here, everything has been done that requires this player to be a client.
1217 this.flags &= ~FL_CLIENT;
1219 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1220 if (this.killindicator) delete(this.killindicator);
1222 WaypointSprite_PlayerGone(this);
1224 bot_relinkplayerlist();
1226 strfree(this.clientstatus);
1227 if (this.personal) delete(this.personal);
1231 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1236 void ChatBubbleThink(entity this)
1238 this.nextthink = time;
1239 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1241 if(this.owner) // but why can that ever be NULL?
1242 this.owner.chatbubbleentity = NULL;
1249 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1251 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1252 this.mdl = "models/sprites/minigame_busy.iqm";
1253 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1254 this.mdl = "models/misc/chatbubble.spr";
1257 if ( this.model != this.mdl )
1258 _setmodel(this, this.mdl);
1262 void UpdateChatBubble(entity this)
1266 // spawn a chatbubble entity if needed
1267 if (!this.chatbubbleentity)
1269 this.chatbubbleentity = new(chatbubbleentity);
1270 this.chatbubbleentity.owner = this;
1271 this.chatbubbleentity.exteriormodeltoclient = this;
1272 setthink(this.chatbubbleentity, ChatBubbleThink);
1273 this.chatbubbleentity.nextthink = time;
1274 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1275 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1276 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1277 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1278 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1279 //this.chatbubbleentity.model = "";
1280 this.chatbubbleentity.effects = EF_LOWPRECISION;
1285 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1286 // added to the model skins
1287 /*void UpdateColorModHack()
1290 c = this.clientcolors & 15;
1291 // LordHavoc: only bothering to support white, green, red, yellow, blue
1292 if (!teamplay) this.colormod = '0 0 0';
1293 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1294 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1295 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1296 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1297 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1298 else this.colormod = '1 1 1';
1301 void respawn(entity this)
1303 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1305 this.solid = SOLID_NOT;
1306 this.takedamage = DAMAGE_NO;
1307 set_movetype(this, MOVETYPE_FLY);
1308 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1309 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1310 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1311 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1312 if(autocvar_g_respawn_ghosts_maxtime)
1313 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1318 this.effects |= EF_NODRAW; // prevent another CopyBody
1319 PutClientInServer(this);
1322 void PrintToChat(entity client, string text)
1324 text = strcat("\{1}^7", text, "\n");
1325 sprint(client, text);
1328 void DebugPrintToChat(entity client, string text)
1330 if (autocvar_developer)
1332 PrintToChat(client, text);
1336 void PrintToChatAll(string text)
1338 text = strcat("\{1}^7", text, "\n");
1342 void DebugPrintToChatAll(string text)
1344 if (autocvar_developer)
1346 PrintToChatAll(text);
1350 void PrintToChatTeam(int team_num, string text)
1352 text = strcat("\{1}^7", text, "\n");
1353 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1355 if (it.team == team_num)
1362 void DebugPrintToChatTeam(int team_num, string text)
1364 if (autocvar_developer)
1366 PrintToChatTeam(team_num, text);
1370 void play_countdown(entity this, float finished, Sound samp)
1373 if(IS_REAL_CLIENT(this))
1374 if(floor(finished - time - frametime) != floor(finished - time))
1375 if(finished - time < 6)
1376 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1379 void player_powerups(entity this)
1381 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1382 int items_prev = this.items;
1384 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1385 this.modelflags |= MF_ROCKET;
1387 this.modelflags &= ~MF_ROCKET;
1389 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1391 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1394 Fire_ApplyDamage(this);
1395 Fire_ApplyEffect(this);
1397 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1399 if (this.items & ITEM_Strength.m_itemid)
1401 play_countdown(this, this.strength_finished, SND_POWEROFF);
1402 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1403 if (time > this.strength_finished)
1405 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1406 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1407 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1412 if (time < this.strength_finished)
1414 this.items = this.items | ITEM_Strength.m_itemid;
1416 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1417 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1420 if (this.items & ITEM_Shield.m_itemid)
1422 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1423 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1424 if (time > this.invincible_finished)
1426 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1427 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1428 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1433 if (time < this.invincible_finished)
1435 this.items = this.items | ITEM_Shield.m_itemid;
1437 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1438 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1441 if (this.items & IT_SUPERWEAPON)
1443 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1445 this.superweapons_finished = 0;
1446 this.items = this.items - (this.items & IT_SUPERWEAPON);
1447 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1448 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1450 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1452 // don't let them run out
1456 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1457 if (time > this.superweapons_finished)
1459 this.items = this.items - (this.items & IT_SUPERWEAPON);
1460 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1461 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1462 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1466 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1468 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1470 this.items = this.items | IT_SUPERWEAPON;
1471 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1474 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1475 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1480 this.superweapons_finished = 0;
1481 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1486 this.superweapons_finished = 0;
1490 if(autocvar_g_nodepthtestplayers)
1491 this.effects = this.effects | EF_NODEPTHTEST;
1493 if(autocvar_g_fullbrightplayers)
1494 this.effects = this.effects | EF_FULLBRIGHT;
1496 if (time >= game_starttime)
1497 if (time < this.spawnshieldtime)
1498 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1500 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1503 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1505 if(current > stable)
1507 else if(current > stable - 0.25) // when close enough, "snap"
1510 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1513 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1515 if(current < stable)
1517 else if(current < stable + 0.25) // when close enough, "snap"
1520 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1523 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1525 if(current > rotstable)
1527 if(rotframetime > 0)
1529 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1530 current = max(rotstable, current - rotlinear * rotframetime);
1533 else if(current < regenstable)
1535 if(regenframetime > 0)
1537 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1538 current = min(regenstable, current + regenlinear * regenframetime);
1548 void player_regen(entity this)
1550 float max_mod, regen_mod, rot_mod, limit_mod;
1551 max_mod = regen_mod = rot_mod = limit_mod = 1;
1553 float regen_health = autocvar_g_balance_health_regen;
1554 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1555 float regen_health_rot = autocvar_g_balance_health_rot;
1556 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1557 float regen_health_stable = autocvar_g_balance_health_regenstable;
1558 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1559 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1560 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1561 max_mod = M_ARGV(1, float);
1562 regen_mod = M_ARGV(2, float);
1563 rot_mod = M_ARGV(3, float);
1564 limit_mod = M_ARGV(4, float);
1565 regen_health = M_ARGV(5, float);
1566 regen_health_linear = M_ARGV(6, float);
1567 regen_health_rot = M_ARGV(7, float);
1568 regen_health_rotlinear = M_ARGV(8, float);
1569 regen_health_stable = M_ARGV(9, float);
1570 regen_health_rotstable = M_ARGV(10, float);
1572 if(!mutator_returnvalue)
1573 if(!STAT(FROZEN, this))
1575 float mina, maxa, limith, limita;
1576 maxa = autocvar_g_balance_armor_rotstable;
1577 mina = autocvar_g_balance_armor_regenstable;
1578 limith = GetResourceLimit(this, RES_HEALTH);
1579 limita = GetResourceLimit(this, RES_ARMOR);
1581 regen_health_rotstable = regen_health_rotstable * max_mod;
1582 regen_health_stable = regen_health_stable * max_mod;
1583 limith = limith * limit_mod;
1584 limita = limita * limit_mod;
1586 SetResource(this, RES_ARMOR, CalcRotRegen(GetResource(this, RES_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1587 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1588 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1589 SetResource(this, RES_HEALTH, CalcRotRegen(GetResource(this, RES_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1590 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1591 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1594 // if player rotted to death... die!
1595 // check this outside above checks, as player may still be able to rot to death
1596 if(GetResource(this, RES_HEALTH) < 1)
1599 vehicles_exit(this.vehicle, VHEF_RELEASE);
1600 if(this.event_damage)
1601 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1604 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1606 float minf, maxf, limitf;
1608 maxf = autocvar_g_balance_fuel_rotstable;
1609 minf = autocvar_g_balance_fuel_regenstable;
1610 limitf = GetResourceLimit(this, RES_FUEL);
1612 SetResource(this, RES_FUEL, CalcRotRegen(GetResource(this, RES_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1613 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1614 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1619 void SetZoomState(entity this, float newzoom)
1621 if(newzoom != CS(this).zoomstate)
1623 CS(this).zoomstate = newzoom;
1624 ClientData_Touch(this);
1626 zoomstate_set = true;
1629 void GetPressedKeys(entity this)
1631 MUTATOR_CALLHOOK(GetPressedKeys, this);
1632 int keys = STAT(PRESSED_KEYS, this);
1633 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1634 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1635 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1636 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1638 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1639 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
1640 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1641 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1642 CS(this).pressedkeys = keys; // store for other users
1644 STAT(PRESSED_KEYS, this) = keys;
1648 ======================
1649 spectate mode routines
1650 ======================
1653 void SpectateCopy(entity this, entity spectatee)
1655 TC(Client, this); TC(Client, spectatee);
1657 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1658 PS(this) = PS(spectatee);
1659 this.armortype = spectatee.armortype;
1660 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1661 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1662 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1663 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1664 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1665 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1666 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1667 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1668 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1669 CS(this).impulse = 0;
1670 this.items = spectatee.items;
1671 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1672 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1673 this.strength_finished = spectatee.strength_finished;
1674 this.invincible_finished = spectatee.invincible_finished;
1675 this.superweapons_finished = spectatee.superweapons_finished;
1676 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1677 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1678 this.punchangle = spectatee.punchangle;
1679 this.view_ofs = spectatee.view_ofs;
1680 this.velocity = spectatee.velocity;
1681 this.dmg_take = spectatee.dmg_take;
1682 this.dmg_save = spectatee.dmg_save;
1683 this.dmg_inflictor = spectatee.dmg_inflictor;
1684 this.v_angle = spectatee.v_angle;
1685 this.angles = spectatee.v_angle;
1686 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1687 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1688 this.viewloc = spectatee.viewloc;
1689 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1690 this.fixangle = true;
1691 setorigin(this, spectatee.origin);
1692 setsize(this, spectatee.mins, spectatee.maxs);
1693 SetZoomState(this, CS(spectatee).zoomstate);
1695 anticheat_spectatecopy(this, spectatee);
1696 STAT(HUD, this) = STAT(HUD, spectatee);
1697 if(spectatee.vehicle)
1699 this.angles = spectatee.v_angle;
1701 //this.fixangle = false;
1702 //this.velocity = spectatee.vehicle.velocity;
1703 this.vehicle_health = spectatee.vehicle_health;
1704 this.vehicle_shield = spectatee.vehicle_shield;
1705 this.vehicle_energy = spectatee.vehicle_energy;
1706 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1707 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1708 this.vehicle_reload1 = spectatee.vehicle_reload1;
1709 this.vehicle_reload2 = spectatee.vehicle_reload2;
1711 //msg_entity = this;
1713 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1714 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1715 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1716 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1718 //WriteByte (MSG_ONE, SVC_SETVIEW);
1719 // WriteEntity(MSG_ONE, this);
1720 //makevectors(spectatee.v_angle);
1721 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1725 bool SpectateUpdate(entity this)
1730 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1732 SetSpectatee(this, NULL);
1736 SpectateCopy(this, this.enemy);
1741 bool SpectateSet(entity this)
1743 if(!IS_PLAYER(this.enemy))
1746 ClientData_Touch(this.enemy);
1749 WriteByte(MSG_ONE, SVC_SETVIEW);
1750 WriteEntity(MSG_ONE, this.enemy);
1751 set_movetype(this, MOVETYPE_NONE);
1752 accuracy_resend(this);
1754 if(!SpectateUpdate(this))
1755 PutObserverInServer(this);
1760 void SetSpectatee_status(entity this, int spectatee_num)
1762 int oldspectatee_status = CS(this).spectatee_status;
1763 CS(this).spectatee_status = spectatee_num;
1765 if (CS(this).spectatee_status != oldspectatee_status)
1767 ClientData_Touch(this);
1768 if (g_race || g_cts) race_InitSpectator();
1772 void SetSpectatee(entity this, entity spectatee)
1774 if(IS_BOT_CLIENT(this))
1775 return; // bots abuse .enemy, this code is useless to them
1777 entity old_spectatee = this.enemy;
1779 this.enemy = spectatee;
1782 // these are required to fix the spectator bug with arc
1785 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1787 .entity weaponentity = weaponentities[slot];
1788 if(old_spectatee.(weaponentity).arc_beam)
1789 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1794 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1796 .entity weaponentity = weaponentities[slot];
1797 if(this.enemy.(weaponentity).arc_beam)
1798 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1803 SetSpectatee_status(this, etof(this.enemy));
1805 // needed to update spectator list
1806 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1809 bool Spectate(entity this, entity pl)
1811 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1813 pl = M_ARGV(1, entity);
1815 SetSpectatee(this, pl);
1816 return SpectateSet(this);
1819 bool SpectateNext(entity this)
1821 entity ent = find(this.enemy, classname, STR_PLAYER);
1823 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1824 ent = M_ARGV(1, entity);
1826 ent = find(ent, classname, STR_PLAYER);
1828 if(ent) { SetSpectatee(this, ent); }
1830 return SpectateSet(this);
1833 bool SpectatePrev(entity this)
1835 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1836 entity ent = findchain(classname, STR_PLAYER);
1837 if (!ent) // no player
1841 // skip players until current spectated player
1843 while(ent && ent != this.enemy)
1846 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1848 case MUT_SPECPREV_FOUND:
1849 ent = M_ARGV(1, entity);
1851 case MUT_SPECPREV_RETURN:
1853 case MUT_SPECPREV_CONTINUE:
1864 SetSpectatee(this, ent);
1865 return SpectateSet(this);
1870 ShowRespawnCountdown()
1872 Update a respawn countdown display.
1875 void ShowRespawnCountdown(entity this)
1878 if(!IS_DEAD(this)) // just respawned?
1882 number = ceil(this.respawn_time - time);
1885 if(number <= this.respawn_countdown)
1887 this.respawn_countdown = number - 1;
1888 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
1889 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1894 .bool team_selected;
1895 bool ShowTeamSelection(entity this)
1897 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1899 stuffcmd(this, "menu_showteamselect\n");
1902 void Join(entity this)
1904 TRANSMUTE(Player, this);
1906 if(!this.team_selected)
1907 if(autocvar_g_campaign || autocvar_g_balance_teams)
1908 TeamBalance_JoinBestTeam(this);
1910 if(autocvar_g_campaign)
1911 campaign_bots_may_start = true;
1913 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1915 PutClientInServer(this);
1918 if(teamplay && this.team != -1)
1922 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1923 this.team_selected = false;
1926 int GetPlayerLimit()
1928 int player_limit = autocvar_g_maxplayers;
1929 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1930 player_limit = M_ARGV(0, int);
1931 return player_limit;
1935 * Determines whether the player is allowed to join. This depends on cvar
1936 * g_maxplayers, if it isn't used this function always return true, otherwise
1937 * it checks whether the number of currently playing players exceeds g_maxplayers.
1938 * @return int number of free slots for players, 0 if none
1940 int nJoinAllowed(entity this, entity ignore)
1943 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1944 // so report 0 free slots if restricted
1946 if(autocvar_g_forced_team_otherwise == "spectate")
1948 if(autocvar_g_forced_team_otherwise == "spectator")
1952 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1953 return 0; // forced spectators can never join
1955 // TODO simplify this
1956 int totalClients = 0;
1957 int currentlyPlaying = 0;
1958 FOREACH_CLIENT(true, {
1961 if(IS_REAL_CLIENT(it))
1962 if(IS_PLAYER(it) || it.caplayer)
1966 int player_limit = GetPlayerLimit();
1968 float free_slots = 0;
1970 free_slots = maxclients - totalClients;
1971 else if(currentlyPlaying < player_limit)
1972 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
1974 static float join_prevent_msg_time = 0;
1975 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1977 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1978 join_prevent_msg_time = time + 3;
1985 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1986 * g_maxplayers_spectator_blocktime seconds
1988 void checkSpectatorBlock(entity this)
1990 if(IS_SPEC(this) || IS_OBSERVER(this))
1992 if(IS_REAL_CLIENT(this))
1994 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1995 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2001 void PrintWelcomeMessage(entity this)
2003 if(CS(this).motd_actived_time == 0)
2005 if (autocvar_g_campaign) {
2006 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2007 CS(this).motd_actived_time = time;
2008 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2011 if (PHYS_INPUT_BUTTON_INFO(this)) {
2012 CS(this).motd_actived_time = time;
2013 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2017 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2019 if (autocvar_g_campaign) {
2020 if (PHYS_INPUT_BUTTON_INFO(this))
2021 CS(this).motd_actived_time = time;
2022 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2023 CS(this).motd_actived_time = 0;
2024 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2027 if (PHYS_INPUT_BUTTON_INFO(this))
2028 CS(this).motd_actived_time = time;
2029 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2030 CS(this).motd_actived_time = 0;
2031 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2035 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2037 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2038 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2039 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2041 // instanctly hide MOTD
2042 CS(this).motd_actived_time = 0;
2043 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2048 const int MIN_SPEC_TIME = 1;
2049 bool joinAllowed(entity this)
2051 if (CS(this).version_mismatch) return false;
2052 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2053 if (!nJoinAllowed(this, this)) return false;
2054 if (teamplay && lockteams) return false;
2055 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2056 if (ShowTeamSelection(this)) return false;
2061 .string shootfromfixedorigin;
2062 bool PlayerThink(entity this)
2064 if (game_stopped || intermission_running) {
2065 this.modelflags &= ~MF_ROCKET;
2066 if(intermission_running)
2067 IntermissionThink(this);
2071 if (timeout_status == TIMEOUT_ACTIVE) {
2072 // don't allow the player to turn around while game is paused
2073 // FIXME turn this into CSQC stuff
2074 this.v_angle = this.lastV_angle;
2075 this.angles = this.lastV_angle;
2076 this.fixangle = true;
2079 if (frametime) player_powerups(this);
2081 if (IS_DEAD(this)) {
2082 if (this.personal && g_race_qualifying) {
2083 if (time > this.respawn_time) {
2084 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2086 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2089 if (frametime) player_anim(this);
2091 if (this.respawn_flags & RESPAWN_DENY)
2093 STAT(RESPAWN_TIME, this) = 0;
2097 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));
2099 switch(this.deadflag)
2103 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2104 this.deadflag = DEAD_RESPAWNING;
2105 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2106 this.deadflag = DEAD_DEAD;
2112 this.deadflag = DEAD_RESPAWNABLE;
2113 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2114 this.deadflag = DEAD_RESPAWNING;
2117 case DEAD_RESPAWNABLE:
2119 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2120 this.deadflag = DEAD_RESPAWNING;
2123 case DEAD_RESPAWNING:
2125 if (time > this.respawn_time)
2127 this.respawn_time = time + 1; // only retry once a second
2128 this.respawn_time_max = this.respawn_time;
2135 ShowRespawnCountdown(this);
2137 if (this.respawn_flags & RESPAWN_SILENT)
2138 STAT(RESPAWN_TIME, this) = 0;
2139 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2141 if (time < this.respawn_time)
2142 STAT(RESPAWN_TIME, this) = this.respawn_time;
2143 else if (this.deadflag != DEAD_RESPAWNING)
2144 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2147 STAT(RESPAWN_TIME, this) = this.respawn_time;
2150 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2151 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2152 STAT(RESPAWN_TIME, this) *= -1;
2157 FixPlayermodel(this);
2159 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2160 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2161 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2164 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2167 this.items &= ~this.items_added;
2169 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2171 .entity weaponentity = weaponentities[slot];
2172 W_WeaponFrame(this, weaponentity);
2175 this.items_added = 0;
2176 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResource(this, RES_FUEL) >= 0.01))
2177 this.items_added |= IT_FUEL;
2179 this.items |= this.items_added;
2184 // WEAPONTODO: Add a weapon request for this
2185 // rot vortex charge to the charge limit
2186 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2188 .entity weaponentity = weaponentities[slot];
2189 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2190 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2193 if (frametime) player_anim(this);
2196 secrets_setstatus(this);
2199 monsters_setstatus(this);
2201 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2206 .bool would_spectate;
2207 void ObserverThink(entity this)
2209 if ( CS(this).impulse )
2211 MinigameImpulse(this, CS(this).impulse);
2212 CS(this).impulse = 0;
2215 if (this.flags & FL_JUMPRELEASED) {
2216 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2217 this.flags &= ~FL_JUMPRELEASED;
2218 this.flags |= FL_SPAWNING;
2219 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2220 this.flags &= ~FL_JUMPRELEASED;
2221 if(SpectateNext(this)) {
2222 TRANSMUTE(Spectator, this);
2225 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2226 set_movetype(this, preferred_movetype);
2229 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2230 this.flags |= FL_JUMPRELEASED;
2231 if(this.flags & FL_SPAWNING)
2233 this.flags &= ~FL_SPAWNING;
2241 void SpectatorThink(entity this)
2243 if ( CS(this).impulse )
2245 if(MinigameImpulse(this, CS(this).impulse))
2246 CS(this).impulse = 0;
2248 if (CS(this).impulse == IMP_weapon_drop.impulse)
2250 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2251 CS(this).impulse = 0;
2256 if (this.flags & FL_JUMPRELEASED) {
2257 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2258 this.flags &= ~FL_JUMPRELEASED;
2259 this.flags |= FL_SPAWNING;
2260 } 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)) {
2261 this.flags &= ~FL_JUMPRELEASED;
2262 if(SpectateNext(this)) {
2263 TRANSMUTE(Spectator, this);
2265 TRANSMUTE(Observer, this);
2266 PutClientInServer(this);
2268 CS(this).impulse = 0;
2269 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2270 this.flags &= ~FL_JUMPRELEASED;
2271 if(SpectatePrev(this)) {
2272 TRANSMUTE(Spectator, this);
2274 TRANSMUTE(Observer, this);
2275 PutClientInServer(this);
2277 CS(this).impulse = 0;
2278 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2279 this.would_spectate = false;
2280 this.flags &= ~FL_JUMPRELEASED;
2281 TRANSMUTE(Observer, this);
2282 PutClientInServer(this);
2284 if(!SpectateUpdate(this))
2286 if(!SpectateNext(this))
2288 PutObserverInServer(this);
2289 this.would_spectate = true;
2294 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2295 this.flags |= FL_JUMPRELEASED;
2296 if(this.flags & FL_SPAWNING)
2298 this.flags &= ~FL_SPAWNING;
2303 if(!SpectateUpdate(this))
2304 PutObserverInServer(this);
2307 this.flags |= FL_CLIENT | FL_NOTARGET;
2310 void PlayerUseKey(entity this)
2312 if (!IS_PLAYER(this))
2319 vehicles_exit(this.vehicle, VHEF_NORMAL);
2323 else if(autocvar_g_vehicles_enter)
2325 if(!STAT(FROZEN, this))
2329 entity head, closest_target = NULL;
2330 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2332 while(head) // find the closest acceptable target to enter
2334 if(IS_VEHICLE(head))
2336 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2337 if(head.takedamage != DAMAGE_NO)
2341 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2342 { closest_target = head; }
2344 else { closest_target = head; }
2350 if(closest_target) { vehicles_enter(this, closest_target); return; }
2354 // a use key was pressed; call handlers
2355 MUTATOR_CALLHOOK(PlayerUseKey, this);
2363 Called every frame for each client before the physics are run
2366 .float last_vehiclecheck;
2367 void PlayerPreThink (entity this)
2369 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2370 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2372 WarpZone_PlayerPhysics_FixVAngle(this);
2375 // physics frames: update anticheat stuff
2376 anticheat_prethink(this);
2379 if (blockSpectators && frametime) {
2380 // WORKAROUND: only use dropclient in server frames (frametime set).
2381 // Never use it in cl_movement frames (frametime zero).
2382 checkSpectatorBlock(this);
2385 zoomstate_set = false;
2387 // Check for nameless players
2388 if (this.netname == "" || this.netname != CS(this).netname_previous)
2390 bool assume_unchanged = (CS(this).netname_previous == "");
2391 if (isInvisibleString(this.netname))
2393 this.netname = strzone(sprintf("Player#%d", this.playerid));
2394 assume_unchanged = false;
2395 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2397 if (!assume_unchanged && autocvar_sv_eventlog)
2398 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2399 strcpy(CS(this).netname_previous, this.netname);
2403 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2404 CS(this).version_nagtime = 0;
2405 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2407 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2409 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2411 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2412 if (r < 0) { // old client
2413 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2414 } else if (r > 0) { // old server
2415 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2421 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2423 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2424 this.max_armorvalue = 0;
2429 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2431 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2432 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2433 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2435 if (STAT(REVIVE_PROGRESS, this) >= 1)
2436 Unfreeze(this, false);
2438 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2440 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2441 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2443 if (GetResource(this, RES_HEALTH) < 1)
2446 vehicles_exit(this.vehicle, VHEF_RELEASE);
2447 if(this.event_damage)
2448 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2450 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2451 Unfreeze(this, false);
2455 MUTATOR_CALLHOOK(PlayerPreThink, this);
2457 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2458 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2460 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2462 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2463 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2465 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2469 if(!it.team || SAME_TEAM(this, it))
2470 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2471 else if(autocvar_g_vehicles_steal)
2472 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2476 this.last_vehiclecheck = time + 1;
2479 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2481 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2483 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2486 if (IS_REAL_CLIENT(this))
2487 PrintWelcomeMessage(this);
2489 if (IS_PLAYER(this)) {
2490 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2491 error("Client can't be spawned as player on connection!");
2492 if(!PlayerThink(this))
2495 else if (game_stopped || intermission_running) {
2496 if(intermission_running)
2497 IntermissionThink(this);
2500 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2502 CS(this).autojoin_checked = true;
2503 // don't do this in ClientConnect
2504 // many things can go wrong if a client is spawned as player on connection
2505 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2506 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2507 && (!teamplay || autocvar_g_balance_teams)))
2509 campaign_bots_may_start = true;
2514 else if (IS_OBSERVER(this)) {
2515 ObserverThink(this);
2517 else if (IS_SPEC(this)) {
2518 SpectatorThink(this);
2521 // WEAPONTODO: Add weapon request for this
2522 if (!zoomstate_set) {
2523 bool wep_zoomed = false;
2524 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2526 .entity weaponentity = weaponentities[slot];
2527 Weapon thiswep = this.(weaponentity).m_weapon;
2528 if(thiswep != WEP_Null && thiswep.wr_zoom)
2529 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2531 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2534 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2536 CS(this).teamkill_soundtime = 0;
2538 entity e = CS(this).teamkill_soundsource;
2539 entity oldpusher = e.pusher;
2541 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2542 e.pusher = oldpusher;
2545 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2546 CS(this).taunt_soundtime = 0;
2547 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2550 target_voicescript_next(this);
2552 // WEAPONTODO: Move into weaponsystem somehow
2553 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2554 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2556 .entity weaponentity = weaponentities[slot];
2557 if(this.(weaponentity).m_weapon == WEP_Null)
2558 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2562 void DrownPlayer(entity this)
2564 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2567 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2569 if(this.air_finished < time)
2570 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2571 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2573 else if (this.air_finished < time)
2575 if (this.pain_finished < time)
2577 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');
2578 this.pain_finished = time + 0.5;
2583 .bool move_qcphysics;
2585 void Player_Physics(entity this)
2587 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2589 if(!this.move_qcphysics)
2592 if(!frametime && !CS(this).pm_frametime)
2595 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2597 CS(this).pm_frametime = 0;
2604 Called every frame for each client after the physics are run
2607 void PlayerPostThink (entity this)
2609 Player_Physics(this);
2612 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2613 if (IS_REAL_CLIENT(this))
2614 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2616 int totalClients = 0;
2617 if(sv_maxidle_slots > 0)
2619 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2625 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2626 { /* do nothing */ }
2627 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2629 if (CS(this).idlekick_lasttimeleft)
2631 CS(this).idlekick_lasttimeleft = 0;
2632 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2637 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2638 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2639 if (!CS(this).idlekick_lasttimeleft)
2640 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2642 if (timeleft <= 0) {
2643 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2647 else if (timeleft <= 10) {
2648 if (timeleft != CS(this).idlekick_lasttimeleft) {
2649 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2651 CS(this).idlekick_lasttimeleft = timeleft;
2660 this.solid = SOLID_NOT;
2661 this.takedamage = DAMAGE_NO;
2662 set_movetype(this, MOVETYPE_NONE);
2665 if (IS_PLAYER(this)) {
2666 if(this.death_time == time && IS_DEAD(this))
2668 // player's bbox gets resized now, instead of in the damage event that killed the player,
2669 // once all the damage events of this frame have been processed with normal size
2671 setsize(this, this.mins, this.maxs);
2674 UpdateChatBubble(this);
2675 if (CS(this).impulse) ImpulseCommands(this);
2678 CSQCMODEL_AUTOUPDATE(this);
2681 GetPressedKeys(this);
2684 if (this.waypointsprite_attachedforcarrier) {
2685 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2686 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2689 CSQCMODEL_AUTOUPDATE(this);
2693 * message "": do not say, just test flood control
2699 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2701 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2702 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2705 msgin = formatmessage(source, msgin);
2708 if (!(IS_PLAYER(source) || source.caplayer))
2709 colorstr = "^0"; // black for spectators
2711 colorstr = Team_ColorCode(source.team);
2724 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2727 * using bprint solves this... me stupid
2728 // how can we prevent the message from appearing in a listen server?
2729 // for now, just give "say" back and only handle say_team
2732 clientcommand(source, strcat("say ", msgin));
2737 string namestr = "";
2739 namestr = playername(source, autocvar_g_chat_teamcolors);
2741 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2743 string msgstr = "", cmsgstr = "";
2744 string privatemsgprefix = string_null;
2745 int privatemsgprefixlen = 0;
2748 bool found_me = false;
2749 if(strstrofs(msgin, "/me", 0) >= 0)
2751 string newmsgin = "";
2752 string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2753 FOREACH_WORD(msgin, true,
2755 if(strdecolorize(it) == "/me")
2758 newmsgin = cons(newmsgin, newnamestr);
2761 newmsgin = cons(newmsgin, it);
2768 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2769 privatemsgprefixlen = strlen(msgstr);
2770 msgstr = strcat(msgstr, msgin);
2771 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2772 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2778 //msgin = strreplace("/me", "", msgin);
2779 //msgin = substring(msgin, 3, strlen(msgin));
2780 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2781 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2784 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2785 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2791 //msgin = strreplace("/me", "", msgin);
2792 //msgin = substring(msgin, 3, strlen(msgin));
2793 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2794 msgstr = strcat("\{1}^4* ^7", msgin);
2798 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2799 msgstr = strcat(msgstr, msgin);
2803 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2806 string fullmsgstr = msgstr;
2807 string fullcmsgstr = cmsgstr;
2811 var .float flood_field = floodcontrol_chat;
2812 if(floodcontrol && source)
2820 flood_spl = autocvar_g_chat_flood_spl_tell;
2821 flood_burst = autocvar_g_chat_flood_burst_tell;
2822 flood_lmax = autocvar_g_chat_flood_lmax_tell;
2823 flood_field = floodcontrol_chattell;
2827 flood_spl = autocvar_g_chat_flood_spl_team;
2828 flood_burst = autocvar_g_chat_flood_burst_team;
2829 flood_lmax = autocvar_g_chat_flood_lmax_team;
2830 flood_field = floodcontrol_chatteam;
2834 flood_spl = autocvar_g_chat_flood_spl;
2835 flood_burst = autocvar_g_chat_flood_burst;
2836 flood_lmax = autocvar_g_chat_flood_lmax;
2837 flood_field = floodcontrol_chat;
2839 flood_burst = max(0, flood_burst - 1);
2840 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2842 // do flood control for the default line size
2845 getWrappedLine_remaining = msgstr;
2848 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
2850 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
2853 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
2855 if(getWrappedLine_remaining != "")
2857 msgstr = strcat(msgstr, "\n");
2861 if (time >= source.(flood_field))
2863 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
2868 msgstr = fullmsgstr;
2873 if (time >= source.(flood_field))
2874 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
2879 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
2880 source.(flood_field) = flood = 0;
2883 string sourcemsgstr, sourcecmsgstr;
2884 if(flood == 2) // cannot happen for empty msgstr
2886 if(autocvar_g_chat_flood_notify_flooder)
2888 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
2893 sourcemsgstr = fullmsgstr;
2894 sourcecmsgstr = fullcmsgstr;
2900 sourcemsgstr = msgstr;
2901 sourcecmsgstr = cmsgstr;
2904 if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2907 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
2908 teamsay = -1; // spectators
2912 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
2914 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
2916 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
2919 if(source && CS(source).muted)
2921 // always fake the message
2926 if (autocvar_g_chat_flood_notify_flooder)
2928 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
2939 if (privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2942 if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
2943 ret = -1; // just hide the message completely
2946 MUTATOR_CALLHOOK(ChatMessage, source, ret);
2947 ret = M_ARGV(1, int);
2949 string event_log_msg = "";
2951 if(sourcemsgstr != "" && ret != 0)
2953 if(ret < 0) // faked message, because the player is muted
2955 sprint(source, sourcemsgstr);
2956 if(sourcecmsgstr != "" && !privatesay)
2957 centerprint(source, sourcecmsgstr);
2959 else if(privatesay) // private message, between 2 people only
2961 sprint(source, sourcemsgstr);
2962 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
2963 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
2965 sprint(privatesay, msgstr);
2967 centerprint(privatesay, cmsgstr);
2970 else if ( teamsay && CS(source).active_minigame )
2972 sprint(source, sourcemsgstr);
2973 dedicated_print(msgstr); // send to server console too
2974 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
2977 event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
2980 else if(teamsay > 0) // team message, only sent to team mates
2982 sprint(source, sourcemsgstr);
2983 dedicated_print(msgstr); // send to server console too
2984 if(sourcecmsgstr != "")
2985 centerprint(source, sourcecmsgstr);
2986 FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
2989 centerprint(it, cmsgstr);
2991 event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
2993 else if(teamsay < 0) // spectator message, only sent to spectators
2995 sprint(source, sourcemsgstr);
2996 dedicated_print(msgstr); // send to server console too
2997 FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3000 event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3005 sprint(source, sourcemsgstr);
3006 dedicated_print(msgstr); // send to server console too
3007 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3009 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3012 event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3016 if (autocvar_sv_eventlog && (event_log_msg != "")) {
3017 GameLogEcho(event_log_msg);
3023 // hack to copy the button fields from the client entity to the Client State
3024 void PM_UpdateButtons(entity this, entity store)
3027 store.impulse = this.impulse;
3030 bool typing = this.buttonchat || this.button14;
3032 store.button0 = (typing) ? 0 : this.button0;
3034 store.button2 = (typing) ? 0 : this.button2;
3035 store.button3 = (typing) ? 0 : this.button3;
3036 store.button4 = this.button4;
3037 store.button5 = (typing) ? 0 : this.button5;
3038 store.button6 = this.button6;
3039 store.button7 = this.button7;
3040 store.button8 = this.button8;
3041 store.button9 = this.button9;
3042 store.button10 = this.button10;
3043 store.button11 = this.button11;
3044 store.button12 = this.button12;
3045 store.button13 = this.button13;
3046 store.button14 = this.button14;
3047 store.button15 = this.button15;
3048 store.button16 = this.button16;
3049 store.buttonuse = this.buttonuse;
3050 store.buttonchat = this.buttonchat;
3052 store.cursor_active = this.cursor_active;
3053 store.cursor_screen = this.cursor_screen;
3054 store.cursor_trace_start = this.cursor_trace_start;
3055 store.cursor_trace_endpos = this.cursor_trace_endpos;
3056 store.cursor_trace_ent = this.cursor_trace_ent;
3058 store.ping = this.ping;
3059 store.ping_packetloss = this.ping_packetloss;
3060 store.ping_movementloss = this.ping_movementloss;
3062 store.v_angle = this.v_angle;
3063 store.movement = (typing) ? '0 0 0' : this.movement;
3066 NET_HANDLE(fpsreport, bool)
3068 int fps = ReadShort();
3069 PlayerScore_Set(sender, SP_FPS, fps);