3 #include "anticheat.qh"
7 #include "miscfunctions.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
14 #include "command/common.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
21 #include "scores_rules.qh"
25 #include "../common/ent_cs.qh"
26 #include "../common/wepent.qh"
27 #include <common/state.qh>
29 #include <common/effects/qc/globalsound.qh>
31 #include "../common/triggers/func/conveyor.qh"
32 #include "../common/triggers/teleporters.qh"
34 #include "../common/vehicles/all.qh"
36 #include "weapons/hitplot.qh"
37 #include "weapons/weaponsystem.qh"
39 #include "../common/net_notice.qh"
40 #include "../common/physics/player.qh"
42 #include "../common/items/_mod.qh"
44 #include "../common/mutators/mutator/waypoints/all.qh"
46 #include "../common/triggers/subs.qh"
47 #include "../common/triggers/triggers.qh"
48 #include "../common/triggers/trigger/secret.qh"
50 #include "../common/minigames/sv_minigames.qh"
52 #include "../common/items/inventory.qh"
54 #include "../common/monsters/sv_monsters.qh"
56 #include "../lib/warpzone/server.qh"
58 STATIC_METHOD(Client, Add, void(Client this, int _team))
61 TRANSMUTE(Player, this);
64 PutClientInServer(this);
67 void PutObserverInServer(entity this);
69 STATIC_METHOD(Client, Remove, void(Client this))
71 TRANSMUTE(Observer, this);
72 PutClientInServer(this);
73 ClientDisconnect(this);
76 void send_CSQC_teamnagger() {
77 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
80 int CountSpectators(entity player, entity to)
82 if(!player) { return 0; } // not sure how, but best to be safe
86 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
94 void WriteSpectators(entity player, entity to)
96 if(!player) { return; } // not sure how, but best to be safe
98 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
100 WriteByte(MSG_ENTITY, num_for_edict(it));
104 bool ClientData_Send(entity this, entity to, int sf)
106 assert(to == this.owner, return false);
109 if (IS_SPEC(e)) e = e.enemy;
112 if (e.race_completed) sf |= 1; // forced scoreboard
113 if (to.spectatee_status) sf |= 2; // spectator ent number follows
114 if (e.zoomstate) sf |= 4; // zoomed
115 if (e.porto_v_angle_held) sf |= 8; // angles held
116 if (autocvar_sv_showspectators) sf |= 16; // show spectators
118 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
119 WriteByte(MSG_ENTITY, sf);
123 WriteByte(MSG_ENTITY, to.spectatee_status);
127 WriteAngle(MSG_ENTITY, e.v_angle.x);
128 WriteAngle(MSG_ENTITY, e.v_angle.y);
133 float specs = CountSpectators(e, to);
134 WriteByte(MSG_ENTITY, specs);
135 WriteSpectators(e, to);
141 void ClientData_Attach(entity this)
143 Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
144 this.clientdata.drawonlytoclient = this;
145 this.clientdata.owner = this;
148 void ClientData_Detach(entity this)
150 delete(this.clientdata);
151 this.clientdata = NULL;
154 void ClientData_Touch(entity e)
156 e.clientdata.SendFlags = 1;
158 // make it spectatable
159 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
162 .string netname_previous;
164 void SetSpectatee(entity this, entity spectatee);
165 void SetSpectatee_status(entity this, int spectatee_num);
172 Checks if the argument string can be a valid playermodel.
173 Returns a valid one in doubt.
176 string FallbackPlayerModel;
177 string CheckPlayerModel(string plyermodel) {
178 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
180 // note: we cannot summon Don Strunzone here, some player may
181 // still have the model string set. In case anyone manages how
182 // to change a cvar default, we'll have a small leak here.
183 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
185 // only in right path
186 if( substring(plyermodel,0,14) != "models/player/")
187 return FallbackPlayerModel;
188 // only good file extensions
189 if(substring(plyermodel,-4,4) != ".zym")
190 if(substring(plyermodel,-4,4) != ".dpm")
191 if(substring(plyermodel,-4,4) != ".iqm")
192 if(substring(plyermodel,-4,4) != ".md3")
193 if(substring(plyermodel,-4,4) != ".psk")
194 return FallbackPlayerModel;
195 // forbid the LOD models
196 if(substring(plyermodel, -9,5) == "_lod1")
197 return FallbackPlayerModel;
198 if(substring(plyermodel, -9,5) == "_lod2")
199 return FallbackPlayerModel;
200 if(plyermodel != strtolower(plyermodel))
201 return FallbackPlayerModel;
202 // also, restrict to server models
203 if(autocvar_sv_servermodelsonly)
205 if(!fexists(plyermodel))
206 return FallbackPlayerModel;
211 void setplayermodel(entity e, string modelname)
213 precache_model(modelname);
214 _setmodel(e, modelname);
215 player_setupanimsformodel(e);
216 if(!autocvar_g_debug_globalsounds)
217 UpdatePlayerSounds(e);
220 void FixPlayermodel(entity player);
221 /** putting a client as observer in the server */
222 void PutObserverInServer(entity this)
224 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
225 PlayerState_detach(this);
227 if (IS_PLAYER(this) && this.health >= 1) {
229 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
233 entity spot = SelectSpawnPoint(this, true);
234 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
235 this.angles = spot.angles;
237 this.fixangle = true;
238 // offset it so that the spectator spawns higher off the ground, looks better this way
239 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
240 this.prevorigin = this.origin;
241 if (IS_REAL_CLIENT(this))
244 WriteByte(MSG_ONE, SVC_SETVIEW);
245 WriteEntity(MSG_ONE, this);
247 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
248 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
249 if(!autocvar_g_debug_globalsounds)
251 // needed for player sounds
253 FixPlayermodel(this);
255 setmodel(this, MDL_Null);
256 setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
257 this.view_ofs = '0 0 0';
260 RemoveGrapplingHooks(this);
261 Portal_ClearAll(this);
263 SetSpectatee(this, NULL);
268 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
272 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
274 WaypointSprite_PlayerDead(this);
276 if (mutator_returnvalue) {
277 // mutator prevents resetting teams+score
279 this.team = -1; // move this as it is needed to log the player spectating in eventlog
280 this.frags = FRAGS_SPECTATOR;
281 PlayerScore_Clear(this); // clear scores when needed
284 if (this.killcount != FRAGS_SPECTATOR)
286 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
287 if(!intermission_running)
288 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
289 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
291 if(this.just_joined == false) {
292 LogTeamchange(this.playerid, -1, 4);
294 this.just_joined = false;
297 accuracy_resend(this);
299 this.spectatortime = time;
301 IL_REMOVE(g_bot_targets, this);
302 this.bot_attack = false;
303 this.hud = HUD_NORMAL;
304 TRANSMUTE(Observer, this);
305 this.iscreature = false;
306 this.teleportable = TELEPORT_SIMPLE;
307 this.damagedbycontents = false;
308 this.health = FRAGS_SPECTATOR;
309 SetSpectatee_status(this, etof(this));
310 this.takedamage = DAMAGE_NO;
311 this.solid = SOLID_NOT;
312 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
313 this.flags = FL_CLIENT | FL_NOTARGET;
314 this.armorvalue = 666;
316 this.armorvalue = autocvar_g_balance_armor_start;
317 this.pauserotarmor_finished = 0;
318 this.pauserothealth_finished = 0;
319 this.pauseregen_finished = 0;
320 this.damageforcescale = 0;
322 this.respawn_flags = 0;
323 this.respawn_time = 0;
324 this.stat_respawn_time = 0;
329 this.pain_finished = 0;
330 this.strength_finished = 0;
331 this.invincible_finished = 0;
332 this.superweapons_finished = 0;
335 setthink(this, func_null);
337 this.deadflag = DEAD_NO;
339 this.revival_time = 0;
342 this.weapons = '0 0 0';
343 this.drawonlytoclient = this;
345 this.weaponmodel = "";
346 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
348 this.weaponentities[slot].hook_time = 0;
349 this.weaponentities[slot].weaponname = "";
350 this.weaponentities[slot] = NULL;
352 this.exteriorweaponentity = NULL;
353 this.killcount = FRAGS_SPECTATOR;
354 this.velocity = '0 0 0';
355 this.avelocity = '0 0 0';
356 this.punchangle = '0 0 0';
357 this.punchvector = '0 0 0';
358 this.oldvelocity = this.velocity;
359 this.fire_endtime = -1;
360 this.event_damage = func_null;
363 int player_getspecies(entity this)
365 get_model_parameters(this.model, this.skin);
366 int s = get_model_parameters_species;
367 get_model_parameters(string_null, 0);
368 if (s < 0) return SPECIES_HUMAN;
372 .float model_randomizer;
373 void FixPlayermodel(entity player)
375 string defaultmodel = "";
377 if(autocvar_sv_defaultcharacter)
381 string s = Static_Team_ColorName_Lower(player.team);
384 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
385 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
389 if(defaultmodel == "")
391 defaultmodel = autocvar_sv_defaultplayermodel;
392 defaultskin = autocvar_sv_defaultplayerskin;
395 int n = tokenize_console(defaultmodel);
398 defaultmodel = argv(floor(n * player.model_randomizer));
399 // However, do NOT randomize if the player-selected model is in the list.
400 for (int i = 0; i < n; ++i)
401 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
402 defaultmodel = argv(i);
405 int i = strstrofs(defaultmodel, ":", 0);
408 defaultskin = stof(substring(defaultmodel, i+1, -1));
409 defaultmodel = substring(defaultmodel, 0, i);
412 if(autocvar_sv_defaultcharacterskin && !defaultskin)
416 string s = Static_Team_ColorName_Lower(player.team);
418 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
422 defaultskin = autocvar_sv_defaultplayerskin;
425 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
426 defaultmodel = M_ARGV(0, string);
427 defaultskin = M_ARGV(1, int);
431 if(defaultmodel != "")
433 if (defaultmodel != player.model)
435 vector m1 = player.mins;
436 vector m2 = player.maxs;
437 setplayermodel (player, defaultmodel);
438 setsize (player, m1, m2);
442 oldskin = player.skin;
443 player.skin = defaultskin;
445 if (player.playermodel != player.model || player.playermodel == "")
447 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
448 vector m1 = player.mins;
449 vector m2 = player.maxs;
450 setplayermodel (player, player.playermodel);
451 setsize (player, m1, m2);
455 if(!autocvar_sv_defaultcharacterskin)
457 oldskin = player.skin;
458 player.skin = stof(player.playerskin);
462 oldskin = player.skin;
463 player.skin = defaultskin;
467 if(chmdl || oldskin != player.skin) // model or skin has changed
469 player.species = player_getspecies(player); // update species
470 if(!autocvar_g_debug_globalsounds)
471 UpdatePlayerSounds(player); // update skin sounds
475 if(strlen(autocvar_sv_defaultplayercolors))
476 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
477 setcolor(player, stof(autocvar_sv_defaultplayercolors));
481 /** Called when a client spawns in the server */
482 void PutClientInServer(entity this)
484 if (IS_BOT_CLIENT(this)) {
485 TRANSMUTE(Player, this);
486 } else if (IS_REAL_CLIENT(this)) {
488 WriteByte(MSG_ONE, SVC_SETVIEW);
489 WriteEntity(MSG_ONE, this);
492 TRANSMUTE(Observer, this);
495 SetSpectatee(this, NULL);
500 MUTATOR_CALLHOOK(PutClientInServer, this);
502 if (IS_OBSERVER(this)) {
503 PutObserverInServer(this);
504 } else if (IS_PLAYER(this)) {
505 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
507 PlayerState_attach(this);
508 accuracy_resend(this);
511 JoinBestTeam(this, false, true);
513 entity spot = SelectSpawnPoint(this, false);
515 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
516 return; // spawn failed
519 TRANSMUTE(Player, this);
521 this.wasplayer = true;
522 this.iscreature = true;
523 this.teleportable = TELEPORT_NORMAL;
524 this.damagedbycontents = true;
525 set_movetype(this, MOVETYPE_WALK);
526 this.solid = SOLID_SLIDEBOX;
527 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
528 if (autocvar_g_playerclip_collisions)
529 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
530 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
531 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
532 this.frags = FRAGS_PLAYER;
533 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
534 this.flags = FL_CLIENT | FL_PICKUPITEMS;
535 if (autocvar__notarget)
536 this.flags |= FL_NOTARGET;
537 this.takedamage = DAMAGE_AIM;
538 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
542 this.ammo_shells = warmup_start_ammo_shells;
543 this.ammo_nails = warmup_start_ammo_nails;
544 this.ammo_rockets = warmup_start_ammo_rockets;
545 this.ammo_cells = warmup_start_ammo_cells;
546 this.ammo_plasma = warmup_start_ammo_plasma;
547 this.ammo_fuel = warmup_start_ammo_fuel;
548 this.health = warmup_start_health;
549 this.armorvalue = warmup_start_armorvalue;
550 this.weapons = WARMUP_START_WEAPONS;
552 this.ammo_shells = start_ammo_shells;
553 this.ammo_nails = start_ammo_nails;
554 this.ammo_rockets = start_ammo_rockets;
555 this.ammo_cells = start_ammo_cells;
556 this.ammo_plasma = start_ammo_plasma;
557 this.ammo_fuel = start_ammo_fuel;
558 this.health = start_health;
559 this.armorvalue = start_armorvalue;
560 this.weapons = start_weapons;
562 SetSpectatee_status(this, 0);
564 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
566 this.items = start_items;
568 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
569 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
570 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
571 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
572 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
573 // extend the pause of rotting if client was reset at the beginning of the countdown
574 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
575 float f = game_starttime - time;
576 this.spawnshieldtime += f;
577 this.pauserotarmor_finished += f;
578 this.pauserothealth_finished += f;
579 this.pauseregen_finished += f;
581 this.damageforcescale = 2;
583 this.respawn_flags = 0;
584 this.respawn_time = 0;
585 this.stat_respawn_time = 0;
586 this.scale = autocvar_sv_player_scale;
589 this.pain_finished = 0;
591 setthink(this, func_null); // players have no think function
594 this.ballistics_density = autocvar_g_ballistics_density_player;
596 this.deadflag = DEAD_NO;
598 this.angles = spot.angles;
599 this.angles_z = 0; // never spawn tilted even if the spot says to
600 if (IS_BOT_CLIENT(this))
601 this.v_angle = this.angles;
602 this.fixangle = true; // turn this way immediately
603 this.oldvelocity = this.velocity = '0 0 0';
604 this.avelocity = '0 0 0';
605 this.punchangle = '0 0 0';
606 this.punchvector = '0 0 0';
608 this.strength_finished = 0;
609 this.invincible_finished = 0;
610 this.fire_endtime = -1;
611 this.revival_time = 0;
612 this.air_finished = time + 12;
614 entity spawnevent = new_pure(spawnevent);
615 spawnevent.owner = this;
616 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
618 // Cut off any still running player sounds.
619 stopsound(this, CH_PLAYER_SINGLE);
622 FixPlayermodel(this);
623 this.drawonlytoclient = NULL;
626 this.view_ofs = STAT(PL_VIEW_OFS, NULL);
627 setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
628 this.spawnorigin = spot.origin;
629 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
630 // don't reset back to last position, even if new position is stuck in solid
631 this.oldorigin = this.origin;
632 this.prevorigin = this.origin;
633 this.lastteleporttime = time; // prevent insane speeds due to changing origin
635 IL_REMOVE(g_conveyed, this);
636 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
637 this.hud = HUD_NORMAL;
639 this.event_damage = PlayerDamage;
642 IL_PUSH(g_bot_targets, this);
643 this.bot_attack = true;
644 this.monster_attack = true;
646 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
648 if (this.killcount == FRAGS_SPECTATOR) {
649 PlayerScore_Clear(this);
653 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
655 .entity weaponentity = weaponentities[slot];
656 CL_SpawnWeaponentity(this, weaponentity);
658 this.alpha = default_player_alpha;
659 this.colormod = '1 1 1' * autocvar_g_player_brightness;
660 this.exteriorweaponentity.alpha = default_weapon_alpha;
662 this.speedrunning = false;
664 target_voicescript_clear(this);
666 // reset fields the weapons may use
667 FOREACH(Weapons, true, LAMBDA(
668 it.wr_resetplayer(it, this);
669 // reload all reloadable weapons
670 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
671 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
673 .entity weaponentity = weaponentities[slot];
674 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
680 string s = spot.target;
681 spot.target = string_null;
682 SUB_UseTargets(spot, this, NULL);
688 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
690 if (autocvar_spawn_debug)
692 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
693 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
696 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
698 .entity weaponentity = weaponentities[slot];
700 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
702 this.(weaponentity).m_switchweapon = WEP_Null;
703 this.(weaponentity).m_weapon = WEP_Null;
704 this.(weaponentity).weaponname = "";
705 this.(weaponentity).m_switchingweapon = WEP_Null;
706 this.(weaponentity).cnt = -1;
709 if (!warmup_stage && !this.alivetime)
710 this.alivetime = time;
712 antilag_clear(this, CS(this));
716 void ClientInit_misc(entity this);
718 .float ebouncefactor, ebouncestop; // electro's values
719 // TODO do we need all these fields, or should we stop autodetecting runtime
720 // changes and just have a console command to update this?
721 bool ClientInit_SendEntity(entity this, entity to, int sf)
723 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
726 // MSG_INIT replacement
727 // TODO: make easier to use
729 W_PROP_reload(MSG_ONE, to);
730 ClientInit_misc(this);
731 MUTATOR_CALLHOOK(Ent_Init);
733 void ClientInit_misc(entity this)
735 int channel = MSG_ONE;
736 WriteHeader(channel, ENT_CLIENT_INIT);
737 WriteByte(channel, g_nexball_meter_period * 32);
738 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
739 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
740 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
741 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
742 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
743 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
744 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
745 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
747 if(sv_foginterval && world.fog != "")
748 WriteString(channel, world.fog);
750 WriteString(channel, "");
751 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
752 WriteByte(channel, serverflags);
753 WriteCoord(channel, autocvar_g_trueaim_minrange);
756 void ClientInit_CheckUpdate(entity this)
758 this.nextthink = time;
759 if(this.count != autocvar_g_balance_armor_blockpercent)
761 this.count = autocvar_g_balance_armor_blockpercent;
766 void ClientInit_Spawn()
768 entity e = new_pure(clientinit);
769 setthink(e, ClientInit_CheckUpdate);
770 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
772 ClientInit_CheckUpdate(e);
782 // initialize parms for a new player
783 parm1 = -(86400 * 366);
785 MUTATOR_CALLHOOK(SetNewParms);
793 void SetChangeParms (entity this)
795 // save parms for level change
796 parm1 = this.parm_idlesince - time;
798 MUTATOR_CALLHOOK(SetChangeParms);
806 void DecodeLevelParms(entity this)
809 this.parm_idlesince = parm1;
810 if (this.parm_idlesince == -(86400 * 366))
811 this.parm_idlesince = time;
813 // whatever happens, allow 60 seconds of idling directly after connect for map loading
814 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
816 MUTATOR_CALLHOOK(DecodeLevelParms);
823 Called when a client types 'kill' in the console
827 .float clientkill_nexttime;
828 void ClientKill_Now_TeamChange(entity this)
830 if(this.killindicator_teamchange == -1)
832 JoinBestTeam( this, false, true );
834 else if(this.killindicator_teamchange == -2)
837 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
838 PutObserverInServer(this);
841 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
842 this.killindicator_teamchange = 0;
845 void ClientKill_Now(entity this)
849 vehicles_exit(this.vehicle, VHEF_RELEASE);
850 if(!this.killindicator_teamchange)
852 this.vehicle_health = -1;
853 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
857 if(this.killindicator && !wasfreed(this.killindicator))
858 delete(this.killindicator);
860 this.killindicator = NULL;
862 if(this.killindicator_teamchange)
863 ClientKill_Now_TeamChange(this);
865 if(!IS_SPEC(this) && !IS_OBSERVER(this))
866 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
868 // now I am sure the player IS dead
870 void KillIndicator_Think(entity this)
874 this.owner.killindicator = NULL;
879 if (this.owner.alpha < 0 && !this.owner.vehicle)
881 this.owner.killindicator = NULL;
888 ClientKill_Now(this.owner);
891 else if(g_cts && this.health == 1) // health == 1 means that it's silent
893 this.nextthink = time + 1;
899 setmodel(this, MDL_NUM(this.cnt));
900 if(IS_REAL_CLIENT(this.owner))
903 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
905 this.nextthink = time + 1;
910 float clientkilltime;
911 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
919 killtime = autocvar_g_balance_kill_delay;
921 if(g_race_qualifying || g_cts)
924 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
927 this.killindicator_teamchange = targetteam;
929 if(!this.killindicator)
933 killtime = max(killtime, this.clientkill_nexttime - time);
934 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
937 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
939 ClientKill_Now(this);
943 starttime = max(time, clientkilltime);
945 this.killindicator = spawn();
946 this.killindicator.owner = this;
947 this.killindicator.scale = 0.5;
948 setattachment(this.killindicator, this, "");
949 setorigin(this.killindicator, '0 0 52');
950 setthink(this.killindicator, KillIndicator_Think);
951 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
952 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
953 this.killindicator.cnt = ceil(killtime);
954 this.killindicator.count = bound(0, ceil(killtime), 10);
955 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
957 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
959 it.killindicator = spawn();
960 it.killindicator.owner = it;
961 it.killindicator.scale = 0.5;
962 setattachment(it.killindicator, it, "");
963 setorigin(it.killindicator, '0 0 52');
964 setthink(it.killindicator, KillIndicator_Think);
965 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
966 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
967 it.killindicator.cnt = ceil(killtime);
972 if(this.killindicator)
974 if(targetteam == 0) // just die
976 this.killindicator.colormod = '0 0 0';
977 if(IS_REAL_CLIENT(this))
978 if(this.killindicator.cnt > 0)
979 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
981 else if(targetteam == -1) // auto
983 this.killindicator.colormod = '0 1 0';
984 if(IS_REAL_CLIENT(this))
985 if(this.killindicator.cnt > 0)
986 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
988 else if(targetteam == -2) // spectate
990 this.killindicator.colormod = '0.5 0.5 0.5';
991 if(IS_REAL_CLIENT(this))
992 if(this.killindicator.cnt > 0)
993 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
997 this.killindicator.colormod = Team_ColorRGB(targetteam);
998 if(IS_REAL_CLIENT(this))
999 if(this.killindicator.cnt > 0)
1000 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1006 void ClientKill (entity this)
1008 if(gameover) return;
1009 if(this.player_blocked) return;
1010 if(STAT(FROZEN, this)) return;
1012 ClientKill_TeamChange(this, 0);
1015 void FixClientCvars(entity e)
1017 // send prediction settings to the client
1018 stuffcmd(e, "\nin_bindmap 0 0\n");
1019 if(autocvar_g_antilag == 3) // client side hitscan
1020 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1021 if(autocvar_sv_gentle)
1022 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1024 MUTATOR_CALLHOOK(FixClientCvars, e);
1027 float PlayerInIDList(entity p, string idlist)
1032 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1036 // this function allows abbreviated player IDs too!
1037 n = tokenize_console(idlist);
1038 for(i = 0; i < n; ++i)
1041 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1048 #ifdef DP_EXT_PRECONNECT
1053 Called once (not at each match start) when a client begins a connection to the server
1056 void ClientPreConnect ()
1058 if(autocvar_sv_eventlog)
1060 GameLogEcho(sprintf(":connect:%d:%d:%s",
1063 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1073 Called when a client connects to the server
1076 void ClientConnect(entity this)
1078 if (Ban_MaybeEnforceBanOnce(this)) return;
1079 assert(!IS_CLIENT(this), return);
1080 this.flags |= FL_CLIENT;
1081 assert(player_count >= 0, player_count = 0);
1084 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1086 this.version_nagtime = time + 10 + random() * 10;
1087 TRANSMUTE(Client, this);
1089 // identify the right forced team
1090 if (autocvar_g_campaign)
1092 if (IS_REAL_CLIENT(this)) // only players, not bots
1094 switch (autocvar_g_campaign_forceteam)
1096 case 1: this.team_forced = NUM_TEAM_1; break;
1097 case 2: this.team_forced = NUM_TEAM_2; break;
1098 case 3: this.team_forced = NUM_TEAM_3; break;
1099 case 4: this.team_forced = NUM_TEAM_4; break;
1100 default: this.team_forced = 0;
1104 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1105 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1106 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1107 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1108 else switch (autocvar_g_forced_team_otherwise)
1110 default: this.team_forced = 0; break;
1111 case "red": this.team_forced = NUM_TEAM_1; break;
1112 case "blue": this.team_forced = NUM_TEAM_2; break;
1113 case "yellow": this.team_forced = NUM_TEAM_3; break;
1114 case "pink": this.team_forced = NUM_TEAM_4; break;
1117 this.team_forced = -1;
1120 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1123 int id = this.playerid;
1124 this.playerid = 0; // silent
1125 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1129 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1130 TRANSMUTE(Observer, this);
1132 if (!teamplay || autocvar_g_balance_teams) {
1133 TRANSMUTE(Player, this);
1134 campaign_bots_may_start = true;
1136 TRANSMUTE(Observer, this); // do it anyway
1140 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1142 // always track bots, don't ask for cl_allow_uidtracking
1143 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1145 if (autocvar_sv_eventlog)
1146 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1148 LogTeamchange(this.playerid, this.team, 1);
1150 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1152 this.netname_previous = strzone(this.netname);
1154 if(teamplay && IS_PLAYER(this))
1155 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1157 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1159 stuffcmd(this, clientstuff, "\n");
1160 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1162 FixClientCvars(this);
1164 // get version info from player
1165 stuffcmd(this, "cmd clientversion $gameversion\n");
1167 // notify about available teams
1170 CheckAllowedTeams(this);
1172 if (c1 >= 0) t |= BIT(0);
1173 if (c2 >= 0) t |= BIT(1);
1174 if (c3 >= 0) t |= BIT(2);
1175 if (c4 >= 0) t |= BIT(3);
1176 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1180 stuffcmd(this, "set _teams_available 0\n");
1183 bot_relinkplayerlist();
1185 this.spectatortime = time;
1186 if (blockSpectators)
1188 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1191 this.jointime = time;
1192 this.allowed_timeouts = autocvar_sv_timeout_number;
1194 if (IS_REAL_CLIENT(this))
1196 if (!autocvar_g_campaign)
1198 this.motd_actived_time = -1;
1199 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1202 if (g_weaponarena_weapons == WEPSET(TUBA))
1203 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1206 if (!sv_foginterval && world.fog != "")
1207 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1209 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1210 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1211 send_CSQC_teamnagger();
1213 CSQCMODEL_AUTOINIT(this);
1215 this.model_randomizer = random();
1217 if (IS_REAL_CLIENT(this))
1218 sv_notice_join(this);
1220 IL_EACH(g_initforplayer, it.init_for_player, {
1221 it.init_for_player(it, this);
1224 MUTATOR_CALLHOOK(ClientConnect, this);
1230 Called when a client disconnects from the server
1233 .entity chatbubbleentity;
1235 void ClientDisconnect(entity this)
1237 assert(IS_CLIENT(this), return);
1239 PlayerStats_GameReport_FinalizePlayer(this);
1240 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1241 if (this.active_minigame) part_minigame(this);
1242 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1244 if (autocvar_sv_eventlog)
1245 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1247 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1249 SetSpectatee(this, NULL);
1251 MUTATOR_CALLHOOK(ClientDisconnect, this);
1253 ClientState_detach(this);
1255 Portal_ClearAll(this);
1259 RemoveGrapplingHooks(this);
1261 // Here, everything has been done that requires this player to be a client.
1263 this.flags &= ~FL_CLIENT;
1265 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1266 if (this.killindicator) delete(this.killindicator);
1268 WaypointSprite_PlayerGone(this);
1270 bot_relinkplayerlist();
1272 if (this.netname_previous) strunzone(this.netname_previous);
1273 if (this.clientstatus) strunzone(this.clientstatus);
1274 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1275 if (this.personal) delete(this.personal);
1279 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1282 void ChatBubbleThink(entity this)
1284 this.nextthink = time;
1285 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1287 if(this.owner) // but why can that ever be NULL?
1288 this.owner.chatbubbleentity = NULL;
1295 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1297 if ( this.owner.active_minigame )
1298 this.mdl = "models/sprites/minigame_busy.iqm";
1299 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1300 this.mdl = "models/misc/chatbubble.spr";
1303 if ( this.model != this.mdl )
1304 _setmodel(this, this.mdl);
1308 void UpdateChatBubble(entity this)
1312 // spawn a chatbubble entity if needed
1313 if (!this.chatbubbleentity)
1315 this.chatbubbleentity = new(chatbubbleentity);
1316 this.chatbubbleentity.owner = this;
1317 this.chatbubbleentity.exteriormodeltoclient = this;
1318 setthink(this.chatbubbleentity, ChatBubbleThink);
1319 this.chatbubbleentity.nextthink = time;
1320 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1321 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1322 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1323 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1324 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1325 //this.chatbubbleentity.model = "";
1326 this.chatbubbleentity.effects = EF_LOWPRECISION;
1331 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1332 // added to the model skins
1333 /*void UpdateColorModHack()
1336 c = this.clientcolors & 15;
1337 // LordHavoc: only bothering to support white, green, red, yellow, blue
1338 if (!teamplay) this.colormod = '0 0 0';
1339 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1340 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1341 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1342 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1343 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1344 else this.colormod = '1 1 1';
1347 void respawn(entity this)
1349 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1351 this.solid = SOLID_NOT;
1352 this.takedamage = DAMAGE_NO;
1353 set_movetype(this, MOVETYPE_FLY);
1354 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1355 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1356 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1357 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1358 if(autocvar_g_respawn_ghosts_maxtime)
1359 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1364 this.effects |= EF_NODRAW; // prevent another CopyBody
1365 PutClientInServer(this);
1368 void play_countdown(entity this, float finished, Sound samp)
1371 if(IS_REAL_CLIENT(this))
1372 if(floor(finished - time - frametime) != floor(finished - time))
1373 if(finished - time < 6)
1374 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1377 void player_powerups(entity this)
1379 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1380 int items_prev = this.items;
1382 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !gameover)
1383 this.modelflags |= MF_ROCKET;
1385 this.modelflags &= ~MF_ROCKET;
1387 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1389 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1392 Fire_ApplyDamage(this);
1393 Fire_ApplyEffect(this);
1397 if (this.items & ITEM_Strength.m_itemid)
1399 play_countdown(this, this.strength_finished, SND_POWEROFF);
1400 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1401 if (time > this.strength_finished)
1403 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1404 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1405 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1410 if (time < this.strength_finished)
1412 this.items = this.items | ITEM_Strength.m_itemid;
1413 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1414 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1417 if (this.items & ITEM_Shield.m_itemid)
1419 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1420 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1421 if (time > this.invincible_finished)
1423 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1424 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1425 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1430 if (time < this.invincible_finished)
1432 this.items = this.items | ITEM_Shield.m_itemid;
1433 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1434 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1437 if (this.items & IT_SUPERWEAPON)
1439 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1441 this.superweapons_finished = 0;
1442 this.items = this.items - (this.items & IT_SUPERWEAPON);
1443 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1444 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1446 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1448 // don't let them run out
1452 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1453 if (time > this.superweapons_finished)
1455 this.items = this.items - (this.items & IT_SUPERWEAPON);
1456 this.weapons &= ~WEPSET_SUPERWEAPONS;
1457 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1458 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1462 else if(this.weapons & WEPSET_SUPERWEAPONS)
1464 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1466 this.items = this.items | IT_SUPERWEAPON;
1467 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1468 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1472 this.superweapons_finished = 0;
1473 this.weapons &= ~WEPSET_SUPERWEAPONS;
1478 this.superweapons_finished = 0;
1482 if(autocvar_g_nodepthtestplayers)
1483 this.effects = this.effects | EF_NODEPTHTEST;
1485 if(autocvar_g_fullbrightplayers)
1486 this.effects = this.effects | EF_FULLBRIGHT;
1488 if (time >= game_starttime)
1489 if (time < this.spawnshieldtime)
1490 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1492 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1495 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1497 if(current > stable)
1499 else if(current > stable - 0.25) // when close enough, "snap"
1502 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1505 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1507 if(current < stable)
1509 else if(current < stable + 0.25) // when close enough, "snap"
1512 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1515 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1517 if(current > rotstable)
1519 if(rotframetime > 0)
1521 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1522 current = max(rotstable, current - rotlinear * rotframetime);
1525 else if(current < regenstable)
1527 if(regenframetime > 0)
1529 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1530 current = min(regenstable, current + regenlinear * regenframetime);
1540 void player_regen(entity this)
1542 float max_mod, regen_mod, rot_mod, limit_mod;
1543 max_mod = regen_mod = rot_mod = limit_mod = 1;
1545 float regen_health = autocvar_g_balance_health_regen;
1546 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1547 float regen_health_rot = autocvar_g_balance_health_rot;
1548 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1549 float regen_health_stable = autocvar_g_balance_health_regenstable;
1550 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1551 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1552 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1553 max_mod = M_ARGV(1, float);
1554 regen_mod = M_ARGV(2, float);
1555 rot_mod = M_ARGV(3, float);
1556 limit_mod = M_ARGV(4, float);
1557 regen_health = M_ARGV(5, float);
1558 regen_health_linear = M_ARGV(6, float);
1559 regen_health_rot = M_ARGV(7, float);
1560 regen_health_rotlinear = M_ARGV(8, float);
1561 regen_health_stable = M_ARGV(9, float);
1562 regen_health_rotstable = M_ARGV(10, float);
1565 if(!mutator_returnvalue)
1566 if(!STAT(FROZEN, this))
1568 float mina, maxa, limith, limita;
1569 maxa = autocvar_g_balance_armor_rotstable;
1570 mina = autocvar_g_balance_armor_regenstable;
1571 limith = autocvar_g_balance_health_limit;
1572 limita = autocvar_g_balance_armor_limit;
1574 regen_health_rotstable = regen_health_rotstable * max_mod;
1575 regen_health_stable = regen_health_stable * max_mod;
1576 limith = limith * limit_mod;
1577 limita = limita * limit_mod;
1579 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);
1580 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);
1583 // if player rotted to death... die!
1584 // check this outside above checks, as player may still be able to rot to death
1588 vehicles_exit(this.vehicle, VHEF_RELEASE);
1589 if(this.event_damage)
1590 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1593 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1595 float minf, maxf, limitf;
1597 maxf = autocvar_g_balance_fuel_rotstable;
1598 minf = autocvar_g_balance_fuel_regenstable;
1599 limitf = autocvar_g_balance_fuel_limit;
1601 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);
1606 void SetZoomState(entity this, float z)
1608 if(z != this.zoomstate)
1611 ClientData_Touch(this);
1613 zoomstate_set = true;
1616 void GetPressedKeys(entity this)
1618 MUTATOR_CALLHOOK(GetPressedKeys, this);
1619 int keys = this.pressedkeys;
1620 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1621 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1622 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1623 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1625 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1626 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1627 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1628 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1629 this.pressedkeys = keys;
1633 ======================
1634 spectate mode routines
1635 ======================
1638 void SpectateCopy(entity this, entity spectatee)
1640 TC(Client, this); TC(Client, spectatee);
1642 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1643 PS(this) = PS(spectatee);
1644 this.armortype = spectatee.armortype;
1645 this.armorvalue = spectatee.armorvalue;
1646 this.ammo_cells = spectatee.ammo_cells;
1647 this.ammo_plasma = spectatee.ammo_plasma;
1648 this.ammo_shells = spectatee.ammo_shells;
1649 this.ammo_nails = spectatee.ammo_nails;
1650 this.ammo_rockets = spectatee.ammo_rockets;
1651 this.ammo_fuel = spectatee.ammo_fuel;
1652 this.clip_load = spectatee.clip_load;
1653 this.clip_size = spectatee.clip_size;
1654 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1655 this.health = spectatee.health;
1657 this.items = spectatee.items;
1658 this.last_pickup = spectatee.last_pickup;
1659 this.hit_time = spectatee.hit_time;
1660 this.strength_finished = spectatee.strength_finished;
1661 this.invincible_finished = spectatee.invincible_finished;
1662 this.pressedkeys = spectatee.pressedkeys;
1663 this.weapons = spectatee.weapons;
1664 this.vortex_charge = spectatee.vortex_charge;
1665 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1666 this.hagar_load = spectatee.hagar_load;
1667 this.arc_heat_percent = spectatee.arc_heat_percent;
1668 this.minelayer_mines = spectatee.minelayer_mines;
1669 this.punchangle = spectatee.punchangle;
1670 this.view_ofs = spectatee.view_ofs;
1671 this.velocity = spectatee.velocity;
1672 this.dmg_take = spectatee.dmg_take;
1673 this.dmg_save = spectatee.dmg_save;
1674 this.dmg_inflictor = spectatee.dmg_inflictor;
1675 this.v_angle = spectatee.v_angle;
1676 this.angles = spectatee.v_angle;
1677 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1678 this.revive_progress = spectatee.revive_progress;
1679 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1680 this.fixangle = true;
1681 setorigin(this, spectatee.origin);
1682 setsize(this, spectatee.mins, spectatee.maxs);
1683 SetZoomState(this, spectatee.zoomstate);
1685 anticheat_spectatecopy(this, spectatee);
1686 this.hud = spectatee.hud;
1687 if(spectatee.vehicle)
1689 this.angles = spectatee.v_angle;
1691 //this.fixangle = false;
1692 //this.velocity = spectatee.vehicle.velocity;
1693 this.vehicle_health = spectatee.vehicle_health;
1694 this.vehicle_shield = spectatee.vehicle_shield;
1695 this.vehicle_energy = spectatee.vehicle_energy;
1696 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1697 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1698 this.vehicle_reload1 = spectatee.vehicle_reload1;
1699 this.vehicle_reload2 = spectatee.vehicle_reload2;
1701 //msg_entity = this;
1703 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1704 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1705 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1706 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1708 //WriteByte (MSG_ONE, SVC_SETVIEW);
1709 // WriteEntity(MSG_ONE, this);
1710 //makevectors(spectatee.v_angle);
1711 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1715 bool SpectateUpdate(entity this)
1720 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1722 SetSpectatee(this, NULL);
1726 SpectateCopy(this, this.enemy);
1731 bool SpectateSet(entity this)
1733 if(!IS_PLAYER(this.enemy))
1736 ClientData_Touch(this.enemy);
1739 WriteByte(MSG_ONE, SVC_SETVIEW);
1740 WriteEntity(MSG_ONE, this.enemy);
1741 set_movetype(this, MOVETYPE_NONE);
1742 accuracy_resend(this);
1744 if(!SpectateUpdate(this))
1745 PutObserverInServer(this);
1750 void SetSpectatee_status(entity this, int spectatee_num)
1752 int oldspectatee_status = this.spectatee_status;
1753 this.spectatee_status = spectatee_num;
1755 if (this.spectatee_status != oldspectatee_status)
1757 ClientData_Touch(this);
1758 if (g_race || g_cts) race_InitSpectator();
1762 void SetSpectatee(entity this, entity spectatee)
1764 entity old_spectatee = this.enemy;
1766 this.enemy = spectatee;
1769 // these are required to fix the spectator bug with arc
1772 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1774 .entity weaponentity = weaponentities[slot];
1775 if(old_spectatee.(weaponentity).arc_beam)
1776 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1781 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1783 .entity weaponentity = weaponentities[slot];
1784 if(this.enemy.(weaponentity).arc_beam)
1785 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1790 SetSpectatee_status(this, etof(this.enemy));
1792 // needed to update spectator list
1793 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1796 bool Spectate(entity this, entity pl)
1798 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1800 pl = M_ARGV(1, entity);
1802 SetSpectatee(this, pl);
1803 return SpectateSet(this);
1806 bool SpectateNext(entity this)
1808 entity ent = find(this.enemy, classname, STR_PLAYER);
1810 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1811 ent = M_ARGV(1, entity);
1813 ent = find(ent, classname, STR_PLAYER);
1815 if(ent) { SetSpectatee(this, ent); }
1817 return SpectateSet(this);
1820 bool SpectatePrev(entity this)
1822 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1823 entity ent = findchain(classname, STR_PLAYER);
1824 if (!ent) // no player
1828 // skip players until current spectated player
1830 while(ent && ent != this.enemy)
1833 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1835 case MUT_SPECPREV_FOUND:
1836 ent = M_ARGV(1, entity);
1838 case MUT_SPECPREV_RETURN:
1840 case MUT_SPECPREV_CONTINUE:
1851 SetSpectatee(this, ent);
1852 return SpectateSet(this);
1857 ShowRespawnCountdown()
1859 Update a respawn countdown display.
1862 void ShowRespawnCountdown(entity this)
1865 if(!IS_DEAD(this)) // just respawned?
1869 number = ceil(this.respawn_time - time);
1872 if(number <= this.respawn_countdown)
1874 this.respawn_countdown = number - 1;
1875 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
1876 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1881 .bool team_selected;
1882 bool ShowTeamSelection(entity this)
1884 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1886 stuffcmd(this, "menu_showteamselect\n");
1889 void Join(entity this)
1891 TRANSMUTE(Player, this);
1893 if(!this.team_selected)
1894 if(autocvar_g_campaign || autocvar_g_balance_teams)
1895 JoinBestTeam(this, false, true);
1897 if(autocvar_g_campaign)
1898 campaign_bots_may_start = true;
1900 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1902 PutClientInServer(this);
1904 if(teamplay && this.team != -1)
1905 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1907 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1908 this.team_selected = false;
1912 * Determines whether the player is allowed to join. This depends on cvar
1913 * g_maxplayers, if it isn't used this function always return true, otherwise
1914 * it checks whether the number of currently playing players exceeds g_maxplayers.
1915 * @return int number of free slots for players, 0 if none
1917 int nJoinAllowed(entity this, entity ignore)
1920 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1921 // so report 0 free slots if restricted
1923 if(autocvar_g_forced_team_otherwise == "spectate")
1925 if(autocvar_g_forced_team_otherwise == "spectator")
1929 if(this && this.team_forced < 0)
1930 return 0; // forced spectators can never join
1932 // TODO simplify this
1933 int totalClients = 0;
1934 int currentlyPlaying = 0;
1935 FOREACH_CLIENT(true, LAMBDA(
1938 if(IS_REAL_CLIENT(it))
1939 if(IS_PLAYER(it) || it.caplayer)
1943 float free_slots = 0;
1944 if (!autocvar_g_maxplayers)
1945 free_slots = maxclients - totalClients;
1946 else if(currentlyPlaying < autocvar_g_maxplayers)
1947 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1949 static float join_prevent_msg_time = 0;
1950 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1952 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1953 join_prevent_msg_time = time + 3;
1960 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1961 * g_maxplayers_spectator_blocktime seconds
1963 void checkSpectatorBlock(entity this)
1965 if(IS_SPEC(this) || IS_OBSERVER(this))
1967 if(IS_REAL_CLIENT(this))
1969 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1970 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1976 void PrintWelcomeMessage(entity this)
1978 if(this.motd_actived_time == 0)
1980 if (autocvar_g_campaign) {
1981 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1982 this.motd_actived_time = time;
1983 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1986 if (PHYS_INPUT_BUTTON_INFO(this)) {
1987 this.motd_actived_time = time;
1988 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1992 else if(this.motd_actived_time > 0) // showing MOTD or campaign message
1994 if (autocvar_g_campaign) {
1995 if (PHYS_INPUT_BUTTON_INFO(this))
1996 this.motd_actived_time = time;
1997 else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
1998 this.motd_actived_time = 0;
1999 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2002 if (PHYS_INPUT_BUTTON_INFO(this))
2003 this.motd_actived_time = time;
2004 else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2005 this.motd_actived_time = 0;
2006 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2010 else //if(this.motd_actived_time < 0) // just connected, motd is active
2012 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2013 this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2014 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2016 // instanctly hide MOTD
2017 this.motd_actived_time = 0;
2018 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2023 bool joinAllowed(entity this)
2025 if (this.version_mismatch) return false;
2026 if (!nJoinAllowed(this, this)) return false;
2027 if (teamplay && lockteams) return false;
2028 if (ShowTeamSelection(this)) return false;
2029 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2033 void ObserverThink(entity this)
2037 MinigameImpulse(this, this.impulse);
2041 if (this.flags & FL_JUMPRELEASED) {
2042 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2043 this.flags &= ~FL_JUMPRELEASED;
2044 this.flags |= FL_SPAWNING;
2045 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
2046 this.flags &= ~FL_JUMPRELEASED;
2047 if(SpectateNext(this)) {
2048 TRANSMUTE(Spectator, this);
2051 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2052 set_movetype(this, preferred_movetype);
2055 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2056 this.flags |= FL_JUMPRELEASED;
2057 if(this.flags & FL_SPAWNING)
2059 this.flags &= ~FL_SPAWNING;
2067 void SpectatorThink(entity this)
2071 if(MinigameImpulse(this, this.impulse))
2074 if (this.impulse == IMP_weapon_drop.impulse)
2076 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2082 if (this.flags & FL_JUMPRELEASED) {
2083 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2084 this.flags &= ~FL_JUMPRELEASED;
2085 this.flags |= FL_SPAWNING;
2086 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
2087 this.flags &= ~FL_JUMPRELEASED;
2088 if(SpectateNext(this)) {
2089 TRANSMUTE(Spectator, this);
2091 TRANSMUTE(Observer, this);
2092 PutClientInServer(this);
2095 } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
2096 this.flags &= ~FL_JUMPRELEASED;
2097 if(SpectatePrev(this)) {
2098 TRANSMUTE(Spectator, this);
2100 TRANSMUTE(Observer, this);
2101 PutClientInServer(this);
2104 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2105 this.flags &= ~FL_JUMPRELEASED;
2106 TRANSMUTE(Observer, this);
2107 PutClientInServer(this);
2109 if(!SpectateUpdate(this))
2110 PutObserverInServer(this);
2113 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2114 this.flags |= FL_JUMPRELEASED;
2115 if(this.flags & FL_SPAWNING)
2117 this.flags &= ~FL_SPAWNING;
2122 if(!SpectateUpdate(this))
2123 PutObserverInServer(this);
2126 this.flags |= FL_CLIENT | FL_NOTARGET;
2129 void vehicles_enter (entity pl, entity veh);
2130 void PlayerUseKey(entity this)
2132 if (!IS_PLAYER(this))
2139 vehicles_exit(this.vehicle, VHEF_NORMAL);
2143 else if(autocvar_g_vehicles_enter)
2145 if(!STAT(FROZEN, this))
2149 entity head, closest_target = NULL;
2150 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2152 while(head) // find the closest acceptable target to enter
2154 if(IS_VEHICLE(head))
2156 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2157 if(head.takedamage != DAMAGE_NO)
2161 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2162 { closest_target = head; }
2164 else { closest_target = head; }
2170 if(closest_target) { vehicles_enter(this, closest_target); return; }
2174 // a use key was pressed; call handlers
2175 MUTATOR_CALLHOOK(PlayerUseKey, this);
2183 Called every frame for each client before the physics are run
2186 .float usekeypressed;
2187 .float last_vehiclecheck;
2189 void PlayerPreThink (entity this)
2191 WarpZone_PlayerPhysics_FixVAngle(this);
2193 STAT(GAMESTARTTIME, this) = game_starttime;
2194 STAT(ROUNDSTARTTIME, this) = round_starttime;
2195 STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2196 STAT(LEADLIMIT, this) = autocvar_leadlimit;
2198 STAT(WEAPONSINMAP, this) = weaponsInMap;
2201 // physics frames: update anticheat stuff
2202 anticheat_prethink(this);
2205 if (blockSpectators && frametime) {
2206 // WORKAROUND: only use dropclient in server frames (frametime set).
2207 // Never use it in cl_movement frames (frametime zero).
2208 checkSpectatorBlock(this);
2211 zoomstate_set = false;
2213 // Check for nameless players
2214 if (isInvisibleString(this.netname)) {
2215 this.netname = strzone(sprintf("Player#%d", this.playerid));
2216 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2218 if (this.netname != this.netname_previous) {
2219 if (autocvar_sv_eventlog) {
2220 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", this.netname));
2222 if (this.netname_previous) strunzone(this.netname_previous);
2223 this.netname_previous = strzone(this.netname);
2227 if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2228 this.version_nagtime = 0;
2229 if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2231 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2233 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2235 int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2236 if (r < 0) { // old client
2237 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2238 } else if (r > 0) { // old server
2239 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2245 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2247 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2248 this.max_armorvalue = 0;
2251 if (STAT(FROZEN, this) == 2)
2253 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2254 this.health = max(1, this.revive_progress * start_health);
2255 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2257 if (this.revive_progress >= 1)
2260 else if (STAT(FROZEN, this) == 3)
2262 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2263 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2265 if (this.health < 1)
2268 vehicles_exit(this.vehicle, VHEF_RELEASE);
2269 if(this.event_damage)
2270 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2272 else if (this.revive_progress <= 0)
2276 MUTATOR_CALLHOOK(PlayerPreThink, this);
2278 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !gameover && !this.vehicle)
2279 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2281 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2283 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2284 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2286 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2290 if(!it.team || SAME_TEAM(this, it))
2291 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2292 else if(autocvar_g_vehicles_steal)
2293 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2297 this.last_vehiclecheck = time + 1;
2300 if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2302 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2304 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2307 if (IS_REAL_CLIENT(this))
2308 PrintWelcomeMessage(this);
2310 if (IS_PLAYER(this)) {
2311 CheckRules_Player(this);
2313 if (intermission_running) {
2314 IntermissionThink(this);
2318 if (timeout_status == TIMEOUT_ACTIVE) {
2319 // don't allow the player to turn around while game is paused
2320 // FIXME turn this into CSQC stuff
2321 this.v_angle = this.lastV_angle;
2322 this.angles = this.lastV_angle;
2323 this.fixangle = true;
2326 if (frametime) player_powerups(this);
2328 if (IS_DEAD(this)) {
2329 if (this.personal && g_race_qualifying) {
2330 if (time > this.respawn_time) {
2331 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2333 this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2336 if (frametime) player_anim(this);
2337 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));
2339 switch(this.deadflag)
2343 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2344 this.deadflag = DEAD_RESPAWNING;
2345 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2346 this.deadflag = DEAD_DEAD;
2352 this.deadflag = DEAD_RESPAWNABLE;
2353 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2354 this.deadflag = DEAD_RESPAWNING;
2357 case DEAD_RESPAWNABLE:
2359 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2360 this.deadflag = DEAD_RESPAWNING;
2363 case DEAD_RESPAWNING:
2365 if (time > this.respawn_time)
2367 this.respawn_time = time + 1; // only retry once a second
2368 this.respawn_time_max = this.respawn_time;
2375 ShowRespawnCountdown(this);
2377 if (this.respawn_flags & RESPAWN_SILENT)
2378 STAT(RESPAWN_TIME, this) = 0;
2379 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2381 if (time < this.respawn_time)
2382 STAT(RESPAWN_TIME, this) = this.respawn_time;
2383 else if (this.deadflag != DEAD_RESPAWNING)
2384 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2387 STAT(RESPAWN_TIME, this) = this.respawn_time;
2390 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2391 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2392 STAT(RESPAWN_TIME, this) *= -1;
2397 this.prevorigin = this.origin;
2399 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2400 if (this.hook.state) {
2402 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2404 } else if (this.vehicle) {
2406 } else if (STAT(FROZEN, this)) {
2413 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2414 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2415 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2417 } else if (this.crouch) {
2418 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2419 if (!trace_startsolid) {
2420 this.crouch = false;
2421 this.view_ofs = STAT(PL_VIEW_OFS, this);
2422 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2426 FixPlayermodel(this);
2428 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2431 this.items &= ~this.items_added;
2433 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2435 .entity weaponentity = weaponentities[slot];
2436 W_WeaponFrame(this, weaponentity);
2440 this.clip_load = this.(weaponentity).clip_load;
2441 this.clip_size = this.(weaponentity).clip_size;
2445 this.items_added = 0;
2446 if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2447 this.items_added |= IT_FUEL;
2449 this.items |= this.items_added;
2454 // WEAPONTODO: Add a weapon request for this
2455 // rot vortex charge to the charge limit
2456 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2458 .entity weaponentity = weaponentities[slot];
2459 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2460 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2463 if (frametime) player_anim(this);
2466 secrets_setstatus(this);
2469 monsters_setstatus(this);
2471 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2473 else if (gameover) {
2474 if (intermission_running) IntermissionThink(this);
2477 else if (IS_OBSERVER(this)) {
2478 ObserverThink(this);
2480 else if (IS_SPEC(this)) {
2481 SpectatorThink(this);
2484 // WEAPONTODO: Add weapon request for this
2485 if (!zoomstate_set) {
2486 bool wep_zoomed = false;
2487 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2489 .entity weaponentity = weaponentities[slot];
2490 Weapon thiswep = this.(weaponentity).m_weapon;
2491 if(thiswep != WEP_Null && thiswep.wr_zoom)
2492 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2494 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2497 if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2499 this.teamkill_soundtime = 0;
2501 entity e = this.teamkill_soundsource;
2502 entity oldpusher = e.pusher;
2504 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2505 e.pusher = oldpusher;
2508 if (this.taunt_soundtime && time > this.taunt_soundtime) {
2509 this.taunt_soundtime = 0;
2510 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2513 target_voicescript_next(this);
2515 // WEAPONTODO: Move into weaponsystem somehow
2516 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2517 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2519 .entity weaponentity = weaponentities[slot];
2520 if(this.(weaponentity).m_weapon == WEP_Null)
2521 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2525 void DrownPlayer(entity this)
2530 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2532 if(this.air_finished < time)
2533 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2534 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2537 else if (this.air_finished < time)
2539 if (this.pain_finished < time)
2541 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2542 this.pain_finished = time + 0.5;
2547 .bool move_qcphysics;
2549 void Player_Physics(entity this)
2551 set_movetype(this, this.move_movetype);
2553 if(!this.move_qcphysics)
2556 if(!frametime && !this.pm_frametime)
2559 Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
2561 this.pm_frametime = 0;
2568 Called every frame for each client after the physics are run
2571 .float idlekick_lasttimeleft;
2572 void PlayerPostThink (entity this)
2574 Player_Physics(this);
2577 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2578 if (IS_REAL_CLIENT(this))
2579 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2581 int totalClients = 0;
2582 if(sv_maxidle_slots > 0)
2584 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2590 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2591 { /* do nothing */ }
2592 else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2594 if (this.idlekick_lasttimeleft)
2596 this.idlekick_lasttimeleft = 0;
2597 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2602 float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2603 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2604 if (!this.idlekick_lasttimeleft)
2605 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2607 if (timeleft <= 0) {
2608 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2612 else if (timeleft <= 10) {
2613 if (timeleft != this.idlekick_lasttimeleft) {
2614 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2616 this.idlekick_lasttimeleft = timeleft;
2623 //CheckPlayerJump();
2625 if (IS_PLAYER(this)) {
2627 CheckRules_Player(this);
2628 UpdateChatBubble(this);
2629 if (this.impulse) ImpulseCommands(this);
2630 if (intermission_running) return; // intermission or finale
2631 GetPressedKeys(this);
2634 if (this.waypointsprite_attachedforcarrier) {
2635 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2636 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2639 playerdemo_write(this);
2641 CSQCMODEL_AUTOUPDATE(this);