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/state.qh>
28 #include <common/effects/qc/globalsound.qh>
30 #include "../common/triggers/teleporters.qh"
32 #include "../common/vehicles/all.qh"
34 #include "weapons/hitplot.qh"
35 #include "weapons/weaponsystem.qh"
37 #include "../common/net_notice.qh"
38 #include "../common/physics/player.qh"
40 #include "../common/items/_mod.qh"
42 #include "../common/mutators/mutator/waypoints/all.qh"
44 #include "../common/triggers/subs.qh"
45 #include "../common/triggers/triggers.qh"
46 #include "../common/triggers/trigger/secret.qh"
48 #include "../common/minigames/sv_minigames.qh"
50 #include "../common/items/inventory.qh"
52 #include "../common/monsters/sv_monsters.qh"
54 #include "../lib/warpzone/server.qh"
56 STATIC_METHOD(Client, Add, void(Client this, int _team))
59 TRANSMUTE(Player, this);
62 PutClientInServer(this);
65 void PutObserverInServer(entity this);
67 STATIC_METHOD(Client, Remove, void(Client this))
69 TRANSMUTE(Observer, this);
70 PutClientInServer(this);
71 ClientDisconnect(this);
74 void send_CSQC_teamnagger() {
75 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
78 int CountSpectators(entity player, entity to)
80 if(!player) { return 0; } // not sure how, but best to be safe
84 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
92 void WriteSpectators(entity player, entity to)
94 if(!player) { return; } // not sure how, but best to be safe
96 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
98 WriteByte(MSG_ENTITY, num_for_edict(it));
102 bool ClientData_Send(entity this, entity to, int sf)
104 assert(to == this.owner, return false);
107 if (IS_SPEC(e)) e = e.enemy;
110 if (e.race_completed) sf |= 1; // forced scoreboard
111 if (to.spectatee_status) sf |= 2; // spectator ent number follows
112 if (e.zoomstate) sf |= 4; // zoomed
113 if (e.porto_v_angle_held) sf |= 8; // angles held
114 if (autocvar_sv_showspectators) sf |= 16; // show spectators
116 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
117 WriteByte(MSG_ENTITY, sf);
121 WriteByte(MSG_ENTITY, to.spectatee_status);
125 WriteAngle(MSG_ENTITY, e.v_angle.x);
126 WriteAngle(MSG_ENTITY, e.v_angle.y);
131 float specs = CountSpectators(e, to);
132 WriteByte(MSG_ENTITY, specs);
133 WriteSpectators(e, to);
139 void ClientData_Attach(entity this)
141 Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
142 this.clientdata.drawonlytoclient = this;
143 this.clientdata.owner = this;
146 void ClientData_Detach(entity this)
148 delete(this.clientdata);
149 this.clientdata = NULL;
152 void ClientData_Touch(entity e)
154 e.clientdata.SendFlags = 1;
156 // make it spectatable
157 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
160 .string netname_previous;
162 void SetSpectatee(entity this, entity spectatee);
163 void SetSpectatee_status(entity this, int spectatee_num);
170 Checks if the argument string can be a valid playermodel.
171 Returns a valid one in doubt.
174 string FallbackPlayerModel;
175 string CheckPlayerModel(string plyermodel) {
176 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
178 // note: we cannot summon Don Strunzone here, some player may
179 // still have the model string set. In case anyone manages how
180 // to change a cvar default, we'll have a small leak here.
181 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
183 // only in right path
184 if( substring(plyermodel,0,14) != "models/player/")
185 return FallbackPlayerModel;
186 // only good file extensions
187 if(substring(plyermodel,-4,4) != ".zym")
188 if(substring(plyermodel,-4,4) != ".dpm")
189 if(substring(plyermodel,-4,4) != ".iqm")
190 if(substring(plyermodel,-4,4) != ".md3")
191 if(substring(plyermodel,-4,4) != ".psk")
192 return FallbackPlayerModel;
193 // forbid the LOD models
194 if(substring(plyermodel, -9,5) == "_lod1")
195 return FallbackPlayerModel;
196 if(substring(plyermodel, -9,5) == "_lod2")
197 return FallbackPlayerModel;
198 if(plyermodel != strtolower(plyermodel))
199 return FallbackPlayerModel;
200 // also, restrict to server models
201 if(autocvar_sv_servermodelsonly)
203 if(!fexists(plyermodel))
204 return FallbackPlayerModel;
209 void setplayermodel(entity e, string modelname)
211 precache_model(modelname);
212 _setmodel(e, modelname);
213 player_setupanimsformodel(e);
214 if(!autocvar_g_debug_globalsounds)
215 UpdatePlayerSounds(e);
218 void FixPlayermodel(entity player);
219 /** putting a client as observer in the server */
220 void PutObserverInServer(entity this)
222 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
223 PlayerState_detach(this);
225 if (IS_PLAYER(this) && this.health >= 1) {
227 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
231 entity spot = SelectSpawnPoint(this, true);
232 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
233 this.angles = spot.angles;
235 this.fixangle = true;
236 // offset it so that the spectator spawns higher off the ground, looks better this way
237 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
238 this.prevorigin = this.origin;
239 if (IS_REAL_CLIENT(this))
242 WriteByte(MSG_ONE, SVC_SETVIEW);
243 WriteEntity(MSG_ONE, this);
245 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
246 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
247 if(!autocvar_g_debug_globalsounds)
249 // needed for player sounds
251 FixPlayermodel(this);
253 setmodel(this, MDL_Null);
254 setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
255 this.view_ofs = '0 0 0';
258 RemoveGrapplingHook(this);
259 Portal_ClearAll(this);
261 SetSpectatee(this, NULL);
266 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
270 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
272 WaypointSprite_PlayerDead(this);
274 if (mutator_returnvalue) {
275 // mutator prevents resetting teams+score
277 this.team = -1; // move this as it is needed to log the player spectating in eventlog
278 this.frags = FRAGS_SPECTATOR;
279 PlayerScore_Clear(this); // clear scores when needed
282 if (this.killcount != FRAGS_SPECTATOR)
284 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
285 if(!intermission_running)
286 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
287 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
289 if(this.just_joined == false) {
290 LogTeamchange(this.playerid, -1, 4);
292 this.just_joined = false;
295 accuracy_resend(this);
297 this.spectatortime = time;
298 this.bot_attack = false;
299 this.hud = HUD_NORMAL;
300 TRANSMUTE(Observer, this);
301 this.iscreature = false;
302 this.teleportable = TELEPORT_SIMPLE;
303 if(this.damagedbycontents)
304 IL_REMOVE(g_damagedbycontents, this);
305 this.damagedbycontents = false;
306 this.health = FRAGS_SPECTATOR;
307 SetSpectatee_status(this, etof(this));
308 this.takedamage = DAMAGE_NO;
309 this.solid = SOLID_NOT;
310 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
311 this.flags = FL_CLIENT | FL_NOTARGET;
312 this.armorvalue = 666;
314 this.armorvalue = autocvar_g_balance_armor_start;
315 this.pauserotarmor_finished = 0;
316 this.pauserothealth_finished = 0;
317 this.pauseregen_finished = 0;
318 this.damageforcescale = 0;
320 this.respawn_flags = 0;
321 this.respawn_time = 0;
322 this.stat_respawn_time = 0;
327 this.pain_finished = 0;
328 this.strength_finished = 0;
329 this.invincible_finished = 0;
330 this.superweapons_finished = 0;
333 setthink(this, func_null);
336 this.deadflag = DEAD_NO;
338 this.revival_time = 0;
341 this.weapons = '0 0 0';
342 this.drawonlytoclient = this;
344 this.weaponname = "";
345 this.weaponmodel = "";
346 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
348 this.weaponentities[slot] = NULL;
350 this.exteriorweaponentity = NULL;
351 this.killcount = FRAGS_SPECTATOR;
352 this.velocity = '0 0 0';
353 this.avelocity = '0 0 0';
354 this.punchangle = '0 0 0';
355 this.punchvector = '0 0 0';
356 this.oldvelocity = this.velocity;
357 this.fire_endtime = -1;
358 this.event_damage = func_null;
360 STAT(ACTIVEWEAPON, this) = WEP_Null.m_id;
361 STAT(SWITCHINGWEAPON, this) = WEP_Null.m_id;
362 STAT(SWITCHWEAPON, this) = WEP_Null.m_id;
365 int player_getspecies(entity this)
367 get_model_parameters(this.model, this.skin);
368 int s = get_model_parameters_species;
369 get_model_parameters(string_null, 0);
370 if (s < 0) return SPECIES_HUMAN;
374 .float model_randomizer;
375 void FixPlayermodel(entity player)
377 string defaultmodel = "";
379 if(autocvar_sv_defaultcharacter)
383 string s = Static_Team_ColorName_Lower(player.team);
386 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
387 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
391 if(defaultmodel == "")
393 defaultmodel = autocvar_sv_defaultplayermodel;
394 defaultskin = autocvar_sv_defaultplayerskin;
397 int n = tokenize_console(defaultmodel);
400 defaultmodel = argv(floor(n * player.model_randomizer));
401 // However, do NOT randomize if the player-selected model is in the list.
402 for (int i = 0; i < n; ++i)
403 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
404 defaultmodel = argv(i);
407 int i = strstrofs(defaultmodel, ":", 0);
410 defaultskin = stof(substring(defaultmodel, i+1, -1));
411 defaultmodel = substring(defaultmodel, 0, i);
414 if(autocvar_sv_defaultcharacterskin && !defaultskin)
418 string s = Static_Team_ColorName_Lower(player.team);
420 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
424 defaultskin = autocvar_sv_defaultplayerskin;
427 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
428 defaultmodel = M_ARGV(0, string);
429 defaultskin = M_ARGV(1, int);
433 if(defaultmodel != "")
435 if (defaultmodel != player.model)
437 vector m1 = player.mins;
438 vector m2 = player.maxs;
439 setplayermodel (player, defaultmodel);
440 setsize (player, m1, m2);
444 oldskin = player.skin;
445 player.skin = defaultskin;
447 if (player.playermodel != player.model || player.playermodel == "")
449 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
450 vector m1 = player.mins;
451 vector m2 = player.maxs;
452 setplayermodel (player, player.playermodel);
453 setsize (player, m1, m2);
457 if(!autocvar_sv_defaultcharacterskin)
459 oldskin = player.skin;
460 player.skin = stof(player.playerskin);
464 oldskin = player.skin;
465 player.skin = defaultskin;
469 if(chmdl || oldskin != player.skin) // model or skin has changed
471 player.species = player_getspecies(player); // update species
472 if(!autocvar_g_debug_globalsounds)
473 UpdatePlayerSounds(player); // update skin sounds
477 if(strlen(autocvar_sv_defaultplayercolors))
478 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
479 setcolor(player, stof(autocvar_sv_defaultplayercolors));
483 /** Called when a client spawns in the server */
484 void PutClientInServer(entity this)
486 if (IS_BOT_CLIENT(this)) {
487 TRANSMUTE(Player, this);
488 } else if (IS_REAL_CLIENT(this)) {
490 WriteByte(MSG_ONE, SVC_SETVIEW);
491 WriteEntity(MSG_ONE, this);
494 TRANSMUTE(Observer, this);
497 SetSpectatee(this, NULL);
502 MUTATOR_CALLHOOK(PutClientInServer, this);
504 if (IS_OBSERVER(this)) {
505 PutObserverInServer(this);
506 } else if (IS_PLAYER(this)) {
507 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
509 PlayerState_attach(this);
510 accuracy_resend(this);
513 JoinBestTeam(this, false, true);
515 entity spot = SelectSpawnPoint(this, false);
517 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
518 return; // spawn failed
521 TRANSMUTE(Player, this);
523 this.wasplayer = true;
524 this.iscreature = true;
525 this.teleportable = TELEPORT_NORMAL;
526 if(!this.damagedbycontents)
527 IL_PUSH(g_damagedbycontents, this);
528 this.damagedbycontents = true;
529 set_movetype(this, MOVETYPE_WALK);
530 this.solid = SOLID_SLIDEBOX;
531 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
532 if (autocvar_g_playerclip_collisions)
533 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
534 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
535 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
536 this.frags = FRAGS_PLAYER;
537 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
538 this.flags = FL_CLIENT | FL_PICKUPITEMS;
539 if (autocvar__notarget)
540 this.flags |= FL_NOTARGET;
541 this.takedamage = DAMAGE_AIM;
542 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
546 this.ammo_shells = warmup_start_ammo_shells;
547 this.ammo_nails = warmup_start_ammo_nails;
548 this.ammo_rockets = warmup_start_ammo_rockets;
549 this.ammo_cells = warmup_start_ammo_cells;
550 this.ammo_plasma = warmup_start_ammo_plasma;
551 this.ammo_fuel = warmup_start_ammo_fuel;
552 this.health = warmup_start_health;
553 this.armorvalue = warmup_start_armorvalue;
554 this.weapons = WARMUP_START_WEAPONS;
556 this.ammo_shells = start_ammo_shells;
557 this.ammo_nails = start_ammo_nails;
558 this.ammo_rockets = start_ammo_rockets;
559 this.ammo_cells = start_ammo_cells;
560 this.ammo_plasma = start_ammo_plasma;
561 this.ammo_fuel = start_ammo_fuel;
562 this.health = start_health;
563 this.armorvalue = start_armorvalue;
564 this.weapons = start_weapons;
566 SetSpectatee_status(this, 0);
568 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
570 this.items = start_items;
572 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
573 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
574 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
575 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
576 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
577 // extend the pause of rotting if client was reset at the beginning of the countdown
578 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
579 float f = game_starttime - time;
580 this.spawnshieldtime += f;
581 this.pauserotarmor_finished += f;
582 this.pauserothealth_finished += f;
583 this.pauseregen_finished += f;
585 this.damageforcescale = 2;
587 this.respawn_flags = 0;
588 this.respawn_time = 0;
589 this.stat_respawn_time = 0;
590 this.scale = autocvar_sv_player_scale;
593 this.pain_finished = 0;
595 setthink(this, func_null); // players have no think function
598 this.ballistics_density = autocvar_g_ballistics_density_player;
600 this.deadflag = DEAD_NO;
602 this.angles = spot.angles;
603 this.angles_z = 0; // never spawn tilted even if the spot says to
604 if (IS_BOT_CLIENT(this))
605 this.v_angle = this.angles;
606 this.fixangle = true; // turn this way immediately
607 this.oldvelocity = this.velocity = '0 0 0';
608 this.avelocity = '0 0 0';
609 this.punchangle = '0 0 0';
610 this.punchvector = '0 0 0';
612 this.strength_finished = 0;
613 this.invincible_finished = 0;
614 this.fire_endtime = -1;
615 this.revival_time = 0;
616 this.air_finished = time + 12;
618 entity spawnevent = new_pure(spawnevent);
619 spawnevent.owner = this;
620 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
622 // Cut off any still running player sounds.
623 stopsound(this, CH_PLAYER_SINGLE);
626 FixPlayermodel(this);
627 this.drawonlytoclient = NULL;
630 this.view_ofs = STAT(PL_VIEW_OFS, NULL);
631 setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
632 this.spawnorigin = spot.origin;
633 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
634 // don't reset back to last position, even if new position is stuck in solid
635 this.oldorigin = this.origin;
636 this.prevorigin = this.origin;
637 this.lastteleporttime = time; // prevent insane speeds due to changing origin
638 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
639 this.hud = HUD_NORMAL;
641 this.event_damage = PlayerDamage;
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 CL_SpawnWeaponentity(this, weaponentities[slot]);
657 this.alpha = default_player_alpha;
658 this.colormod = '1 1 1' * autocvar_g_player_brightness;
659 this.exteriorweaponentity.alpha = default_weapon_alpha;
661 this.speedrunning = false;
663 target_voicescript_clear(this);
665 // reset fields the weapons may use
666 FOREACH(Weapons, true, LAMBDA(
667 it.wr_resetplayer(it, this);
668 // reload all reloadable weapons
669 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
670 this.weapon_load[it.m_id] = it.reloading_ammo;
675 string s = spot.target;
676 spot.target = string_null;
677 SUB_UseTargets(spot, this, NULL);
683 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
685 if (autocvar_spawn_debug)
687 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
688 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
691 PS(this).m_switchweapon = w_getbestweapon(this);
692 this.cnt = -1; // W_LastWeapon will not complain
693 PS(this).m_weapon = WEP_Null;
694 this.weaponname = "";
695 PS(this).m_switchingweapon = WEP_Null;
697 if (!warmup_stage && !this.alivetime)
698 this.alivetime = time;
700 antilag_clear(this, CS(this));
704 void ClientInit_misc(entity this);
706 .float ebouncefactor, ebouncestop; // electro's values
707 // TODO do we need all these fields, or should we stop autodetecting runtime
708 // changes and just have a console command to update this?
709 bool ClientInit_SendEntity(entity this, entity to, int sf)
711 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
714 // MSG_INIT replacement
715 // TODO: make easier to use
717 W_PROP_reload(MSG_ONE, to);
718 ClientInit_misc(this);
719 MUTATOR_CALLHOOK(Ent_Init);
721 void ClientInit_misc(entity this)
723 int channel = MSG_ONE;
724 WriteHeader(channel, ENT_CLIENT_INIT);
725 WriteByte(channel, g_nexball_meter_period * 32);
726 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
727 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
728 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
729 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
730 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
731 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
732 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
733 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
735 if(sv_foginterval && world.fog != "")
736 WriteString(channel, world.fog);
738 WriteString(channel, "");
739 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
740 WriteByte(channel, serverflags);
741 WriteCoord(channel, autocvar_g_trueaim_minrange);
744 void ClientInit_CheckUpdate(entity this)
746 this.nextthink = time;
747 if(this.count != autocvar_g_balance_armor_blockpercent)
749 this.count = autocvar_g_balance_armor_blockpercent;
754 void ClientInit_Spawn()
756 entity e = new_pure(clientinit);
757 setthink(e, ClientInit_CheckUpdate);
758 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
760 ClientInit_CheckUpdate(e);
770 // initialize parms for a new player
771 parm1 = -(86400 * 366);
773 MUTATOR_CALLHOOK(SetNewParms);
781 void SetChangeParms (entity this)
783 // save parms for level change
784 parm1 = this.parm_idlesince - time;
786 MUTATOR_CALLHOOK(SetChangeParms);
794 void DecodeLevelParms(entity this)
797 this.parm_idlesince = parm1;
798 if (this.parm_idlesince == -(86400 * 366))
799 this.parm_idlesince = time;
801 // whatever happens, allow 60 seconds of idling directly after connect for map loading
802 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
804 MUTATOR_CALLHOOK(DecodeLevelParms);
811 Called when a client types 'kill' in the console
815 .float clientkill_nexttime;
816 void ClientKill_Now_TeamChange(entity this)
818 if(this.killindicator_teamchange == -1)
820 JoinBestTeam( this, false, true );
822 else if(this.killindicator_teamchange == -2)
825 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
826 PutObserverInServer(this);
829 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
830 this.killindicator_teamchange = 0;
833 void ClientKill_Now(entity this)
837 vehicles_exit(this.vehicle, VHEF_RELEASE);
838 if(!this.killindicator_teamchange)
840 this.vehicle_health = -1;
841 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
845 if(this.killindicator && !wasfreed(this.killindicator))
846 delete(this.killindicator);
848 this.killindicator = NULL;
850 if(this.killindicator_teamchange)
851 ClientKill_Now_TeamChange(this);
853 if(!IS_SPEC(this) && !IS_OBSERVER(this))
854 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
856 // now I am sure the player IS dead
858 void KillIndicator_Think(entity this)
862 this.owner.killindicator = NULL;
867 if (this.owner.alpha < 0 && !this.owner.vehicle)
869 this.owner.killindicator = NULL;
876 ClientKill_Now(this.owner);
879 else if(g_cts && this.health == 1) // health == 1 means that it's silent
881 this.nextthink = time + 1;
887 setmodel(this, MDL_NUM(this.cnt));
888 if(IS_REAL_CLIENT(this.owner))
891 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
893 this.nextthink = time + 1;
898 float clientkilltime;
899 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
907 killtime = autocvar_g_balance_kill_delay;
909 if(g_race_qualifying || g_cts)
912 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
915 this.killindicator_teamchange = targetteam;
917 if(!this.killindicator)
921 killtime = max(killtime, this.clientkill_nexttime - time);
922 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
925 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
927 ClientKill_Now(this);
931 starttime = max(time, clientkilltime);
933 this.killindicator = spawn();
934 this.killindicator.owner = this;
935 this.killindicator.scale = 0.5;
936 setattachment(this.killindicator, this, "");
937 setorigin(this.killindicator, '0 0 52');
938 setthink(this.killindicator, KillIndicator_Think);
939 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
940 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
941 this.killindicator.cnt = ceil(killtime);
942 this.killindicator.count = bound(0, ceil(killtime), 10);
943 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
945 FOREACH_ENTITY_ENT(enemy, this,
947 if(it.classname != "body")
949 it.killindicator = spawn();
950 it.killindicator.owner = it;
951 it.killindicator.scale = 0.5;
952 setattachment(it.killindicator, it, "");
953 setorigin(it.killindicator, '0 0 52');
954 setthink(it.killindicator, KillIndicator_Think);
955 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
956 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
957 it.killindicator.cnt = ceil(killtime);
962 if(this.killindicator)
964 if(targetteam == 0) // just die
966 this.killindicator.colormod = '0 0 0';
967 if(IS_REAL_CLIENT(this))
968 if(this.killindicator.cnt > 0)
969 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
971 else if(targetteam == -1) // auto
973 this.killindicator.colormod = '0 1 0';
974 if(IS_REAL_CLIENT(this))
975 if(this.killindicator.cnt > 0)
976 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
978 else if(targetteam == -2) // spectate
980 this.killindicator.colormod = '0.5 0.5 0.5';
981 if(IS_REAL_CLIENT(this))
982 if(this.killindicator.cnt > 0)
983 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
987 this.killindicator.colormod = Team_ColorRGB(targetteam);
988 if(IS_REAL_CLIENT(this))
989 if(this.killindicator.cnt > 0)
990 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
996 void ClientKill (entity this)
999 if(this.player_blocked) return;
1000 if(STAT(FROZEN, this)) return;
1002 ClientKill_TeamChange(this, 0);
1005 void FixClientCvars(entity e)
1007 // send prediction settings to the client
1008 stuffcmd(e, "\nin_bindmap 0 0\n");
1009 if(autocvar_g_antilag == 3) // client side hitscan
1010 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1011 if(autocvar_sv_gentle)
1012 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1014 MUTATOR_CALLHOOK(FixClientCvars, e);
1017 float PlayerInIDList(entity p, string idlist)
1022 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1026 // this function allows abbreviated player IDs too!
1027 n = tokenize_console(idlist);
1028 for(i = 0; i < n; ++i)
1031 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1038 #ifdef DP_EXT_PRECONNECT
1043 Called once (not at each match start) when a client begins a connection to the server
1046 void ClientPreConnect ()
1048 if(autocvar_sv_eventlog)
1050 GameLogEcho(sprintf(":connect:%d:%d:%s",
1053 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1063 Called when a client connects to the server
1066 void ClientConnect(entity this)
1068 if (Ban_MaybeEnforceBanOnce(this)) return;
1069 assert(!IS_CLIENT(this), return);
1070 this.flags |= FL_CLIENT;
1071 assert(player_count >= 0, player_count = 0);
1074 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1076 this.version_nagtime = time + 10 + random() * 10;
1077 TRANSMUTE(Client, this);
1079 // identify the right forced team
1080 if (autocvar_g_campaign)
1082 if (IS_REAL_CLIENT(this)) // only players, not bots
1084 switch (autocvar_g_campaign_forceteam)
1086 case 1: this.team_forced = NUM_TEAM_1; break;
1087 case 2: this.team_forced = NUM_TEAM_2; break;
1088 case 3: this.team_forced = NUM_TEAM_3; break;
1089 case 4: this.team_forced = NUM_TEAM_4; break;
1090 default: this.team_forced = 0;
1094 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1095 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1096 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1097 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1098 else switch (autocvar_g_forced_team_otherwise)
1100 default: this.team_forced = 0; break;
1101 case "red": this.team_forced = NUM_TEAM_1; break;
1102 case "blue": this.team_forced = NUM_TEAM_2; break;
1103 case "yellow": this.team_forced = NUM_TEAM_3; break;
1104 case "pink": this.team_forced = NUM_TEAM_4; break;
1107 this.team_forced = -1;
1110 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1113 int id = this.playerid;
1114 this.playerid = 0; // silent
1115 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1119 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1120 TRANSMUTE(Observer, this);
1122 if (!teamplay || autocvar_g_balance_teams) {
1123 TRANSMUTE(Player, this);
1124 campaign_bots_may_start = true;
1126 TRANSMUTE(Observer, this); // do it anyway
1130 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1132 // always track bots, don't ask for cl_allow_uidtracking
1133 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1135 if (autocvar_sv_eventlog)
1136 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1138 LogTeamchange(this.playerid, this.team, 1);
1140 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1142 this.netname_previous = strzone(this.netname);
1144 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && IS_PLAYER(this)) ? APP_TEAM_ENT(this, INFO_JOIN_CONNECT_TEAM) : INFO_JOIN_CONNECT), this.netname);
1146 stuffcmd(this, clientstuff, "\n");
1147 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1149 FixClientCvars(this);
1151 // get version info from player
1152 stuffcmd(this, "cmd clientversion $gameversion\n");
1154 // notify about available teams
1157 CheckAllowedTeams(this);
1159 if (c1 >= 0) t |= BIT(0);
1160 if (c2 >= 0) t |= BIT(1);
1161 if (c3 >= 0) t |= BIT(2);
1162 if (c4 >= 0) t |= BIT(3);
1163 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1167 stuffcmd(this, "set _teams_available 0\n");
1170 bot_relinkplayerlist();
1172 this.spectatortime = time;
1173 if (blockSpectators)
1175 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1178 this.jointime = time;
1179 this.allowed_timeouts = autocvar_sv_timeout_number;
1181 if (IS_REAL_CLIENT(this))
1183 if (!autocvar_g_campaign)
1185 this.motd_actived_time = -1;
1186 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1189 if (g_weaponarena_weapons == WEPSET(TUBA))
1190 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1193 if (!sv_foginterval && world.fog != "")
1194 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1196 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1197 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1198 send_CSQC_teamnagger();
1200 CSQCMODEL_AUTOINIT(this);
1202 this.model_randomizer = random();
1204 if (IS_REAL_CLIENT(this))
1205 sv_notice_join(this);
1207 FOREACH_ENTITY_FLOAT(init_for_player_needed, true, {
1208 it.init_for_player(it, this);
1211 MUTATOR_CALLHOOK(ClientConnect, this);
1217 Called when a client disconnects from the server
1220 .entity chatbubbleentity;
1222 void ClientDisconnect(entity this)
1224 assert(IS_CLIENT(this), return);
1226 PlayerStats_GameReport_FinalizePlayer(this);
1227 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1228 if (this.active_minigame) part_minigame(this);
1229 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1231 if (autocvar_sv_eventlog)
1232 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1234 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1236 SetSpectatee(this, NULL);
1238 MUTATOR_CALLHOOK(ClientDisconnect, this);
1240 ClientState_detach(this);
1242 Portal_ClearAll(this);
1246 RemoveGrapplingHook(this);
1248 // Here, everything has been done that requires this player to be a client.
1250 this.flags &= ~FL_CLIENT;
1252 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1253 if (this.killindicator) delete(this.killindicator);
1255 WaypointSprite_PlayerGone(this);
1257 bot_relinkplayerlist();
1259 if (this.netname_previous) strunzone(this.netname_previous);
1260 if (this.clientstatus) strunzone(this.clientstatus);
1261 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1262 if (this.personal) delete(this.personal);
1266 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1269 void ChatBubbleThink(entity this)
1271 this.nextthink = time;
1272 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1274 if(this.owner) // but why can that ever be NULL?
1275 this.owner.chatbubbleentity = NULL;
1282 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1284 if ( this.owner.active_minigame )
1285 this.mdl = "models/sprites/minigame_busy.iqm";
1286 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1287 this.mdl = "models/misc/chatbubble.spr";
1290 if ( this.model != this.mdl )
1291 _setmodel(this, this.mdl);
1295 void UpdateChatBubble(entity this)
1299 // spawn a chatbubble entity if needed
1300 if (!this.chatbubbleentity)
1302 this.chatbubbleentity = new(chatbubbleentity);
1303 this.chatbubbleentity.owner = this;
1304 this.chatbubbleentity.exteriormodeltoclient = this;
1305 setthink(this.chatbubbleentity, ChatBubbleThink);
1306 this.chatbubbleentity.nextthink = time;
1307 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1308 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1309 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1310 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1311 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1312 //this.chatbubbleentity.model = "";
1313 this.chatbubbleentity.effects = EF_LOWPRECISION;
1318 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1319 // added to the model skins
1320 /*void UpdateColorModHack()
1323 c = this.clientcolors & 15;
1324 // LordHavoc: only bothering to support white, green, red, yellow, blue
1325 if (!teamplay) this.colormod = '0 0 0';
1326 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1327 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1328 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1329 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1330 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1331 else this.colormod = '1 1 1';
1334 void respawn(entity this)
1336 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1338 this.solid = SOLID_NOT;
1339 this.takedamage = DAMAGE_NO;
1340 set_movetype(this, MOVETYPE_FLY);
1341 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1342 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1343 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1344 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1345 if(autocvar_g_respawn_ghosts_maxtime)
1346 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1351 this.effects |= EF_NODRAW; // prevent another CopyBody
1352 PutClientInServer(this);
1355 void play_countdown(entity this, float finished, Sound samp)
1358 if(IS_REAL_CLIENT(this))
1359 if(floor(finished - time - frametime) != floor(finished - time))
1360 if(finished - time < 6)
1361 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1364 void player_powerups(entity this)
1366 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1367 int items_prev = this.items;
1369 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !gameover)
1370 this.modelflags |= MF_ROCKET;
1372 this.modelflags &= ~MF_ROCKET;
1374 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1376 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1379 Fire_ApplyDamage(this);
1380 Fire_ApplyEffect(this);
1384 if (this.items & ITEM_Strength.m_itemid)
1386 play_countdown(this, this.strength_finished, SND_POWEROFF);
1387 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1388 if (time > this.strength_finished)
1390 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1391 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1392 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1397 if (time < this.strength_finished)
1399 this.items = this.items | ITEM_Strength.m_itemid;
1400 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1401 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1404 if (this.items & ITEM_Shield.m_itemid)
1406 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1407 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1408 if (time > this.invincible_finished)
1410 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1411 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1412 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1417 if (time < this.invincible_finished)
1419 this.items = this.items | ITEM_Shield.m_itemid;
1420 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1421 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1424 if (this.items & IT_SUPERWEAPON)
1426 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1428 this.superweapons_finished = 0;
1429 this.items = this.items - (this.items & IT_SUPERWEAPON);
1430 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1431 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1433 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1435 // don't let them run out
1439 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1440 if (time > this.superweapons_finished)
1442 this.items = this.items - (this.items & IT_SUPERWEAPON);
1443 this.weapons &= ~WEPSET_SUPERWEAPONS;
1444 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1445 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1449 else if(this.weapons & WEPSET_SUPERWEAPONS)
1451 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1453 this.items = this.items | IT_SUPERWEAPON;
1454 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1455 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1459 this.superweapons_finished = 0;
1460 this.weapons &= ~WEPSET_SUPERWEAPONS;
1465 this.superweapons_finished = 0;
1469 if(autocvar_g_nodepthtestplayers)
1470 this.effects = this.effects | EF_NODEPTHTEST;
1472 if(autocvar_g_fullbrightplayers)
1473 this.effects = this.effects | EF_FULLBRIGHT;
1475 if (time >= game_starttime)
1476 if (time < this.spawnshieldtime)
1477 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1479 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1482 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1484 if(current > stable)
1486 else if(current > stable - 0.25) // when close enough, "snap"
1489 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1492 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1494 if(current < stable)
1496 else if(current < stable + 0.25) // when close enough, "snap"
1499 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1502 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1504 if(current > rotstable)
1506 if(rotframetime > 0)
1508 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1509 current = max(rotstable, current - rotlinear * rotframetime);
1512 else if(current < regenstable)
1514 if(regenframetime > 0)
1516 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1517 current = min(regenstable, current + regenlinear * regenframetime);
1527 void player_regen(entity this)
1529 float max_mod, regen_mod, rot_mod, limit_mod;
1530 max_mod = regen_mod = rot_mod = limit_mod = 1;
1532 float regen_health = autocvar_g_balance_health_regen;
1533 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1534 float regen_health_rot = autocvar_g_balance_health_rot;
1535 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1536 float regen_health_stable = autocvar_g_balance_health_regenstable;
1537 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1538 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1539 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1540 max_mod = M_ARGV(1, float);
1541 regen_mod = M_ARGV(2, float);
1542 rot_mod = M_ARGV(3, float);
1543 limit_mod = M_ARGV(4, float);
1544 regen_health = M_ARGV(5, float);
1545 regen_health_linear = M_ARGV(6, float);
1546 regen_health_rot = M_ARGV(7, float);
1547 regen_health_rotlinear = M_ARGV(8, float);
1548 regen_health_stable = M_ARGV(9, float);
1549 regen_health_rotstable = M_ARGV(10, float);
1552 if(!mutator_returnvalue)
1553 if(!STAT(FROZEN, this))
1555 float mina, maxa, limith, limita;
1556 maxa = autocvar_g_balance_armor_rotstable;
1557 mina = autocvar_g_balance_armor_regenstable;
1558 limith = autocvar_g_balance_health_limit;
1559 limita = autocvar_g_balance_armor_limit;
1561 regen_health_rotstable = regen_health_rotstable * max_mod;
1562 regen_health_stable = regen_health_stable * max_mod;
1563 limith = limith * limit_mod;
1564 limita = limita * limit_mod;
1566 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);
1567 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);
1570 // if player rotted to death... die!
1571 // check this outside above checks, as player may still be able to rot to death
1575 vehicles_exit(this.vehicle, VHEF_RELEASE);
1576 if(this.event_damage)
1577 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1580 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1582 float minf, maxf, limitf;
1584 maxf = autocvar_g_balance_fuel_rotstable;
1585 minf = autocvar_g_balance_fuel_regenstable;
1586 limitf = autocvar_g_balance_fuel_limit;
1588 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);
1593 void SetZoomState(entity this, float z)
1595 if(z != this.zoomstate)
1598 ClientData_Touch(this);
1600 zoomstate_set = true;
1603 void GetPressedKeys(entity this)
1605 MUTATOR_CALLHOOK(GetPressedKeys, this);
1606 int keys = this.pressedkeys;
1607 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1608 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1609 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1610 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1612 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1613 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1614 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1615 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1616 this.pressedkeys = keys;
1620 ======================
1621 spectate mode routines
1622 ======================
1625 void SpectateCopy(entity this, entity spectatee)
1627 TC(Client, this); TC(Client, spectatee);
1629 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1630 PS(this) = PS(spectatee);
1631 this.armortype = spectatee.armortype;
1632 this.armorvalue = spectatee.armorvalue;
1633 this.ammo_cells = spectatee.ammo_cells;
1634 this.ammo_plasma = spectatee.ammo_plasma;
1635 this.ammo_shells = spectatee.ammo_shells;
1636 this.ammo_nails = spectatee.ammo_nails;
1637 this.ammo_rockets = spectatee.ammo_rockets;
1638 this.ammo_fuel = spectatee.ammo_fuel;
1639 this.clip_load = spectatee.clip_load;
1640 this.clip_size = spectatee.clip_size;
1641 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1642 this.health = spectatee.health;
1644 this.items = spectatee.items;
1645 this.last_pickup = spectatee.last_pickup;
1646 this.hit_time = spectatee.hit_time;
1647 this.strength_finished = spectatee.strength_finished;
1648 this.invincible_finished = spectatee.invincible_finished;
1649 this.pressedkeys = spectatee.pressedkeys;
1650 this.weapons = spectatee.weapons;
1651 this.vortex_charge = spectatee.vortex_charge;
1652 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1653 this.hagar_load = spectatee.hagar_load;
1654 this.arc_heat_percent = spectatee.arc_heat_percent;
1655 this.minelayer_mines = spectatee.minelayer_mines;
1656 this.punchangle = spectatee.punchangle;
1657 this.view_ofs = spectatee.view_ofs;
1658 this.velocity = spectatee.velocity;
1659 this.dmg_take = spectatee.dmg_take;
1660 this.dmg_save = spectatee.dmg_save;
1661 this.dmg_inflictor = spectatee.dmg_inflictor;
1662 this.v_angle = spectatee.v_angle;
1663 this.angles = spectatee.v_angle;
1664 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1665 this.revive_progress = spectatee.revive_progress;
1666 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1667 this.fixangle = true;
1668 setorigin(this, spectatee.origin);
1669 setsize(this, spectatee.mins, spectatee.maxs);
1670 SetZoomState(this, spectatee.zoomstate);
1672 anticheat_spectatecopy(this, spectatee);
1673 this.hud = spectatee.hud;
1674 if(spectatee.vehicle)
1676 this.angles = spectatee.v_angle;
1678 //this.fixangle = false;
1679 //this.velocity = spectatee.vehicle.velocity;
1680 this.vehicle_health = spectatee.vehicle_health;
1681 this.vehicle_shield = spectatee.vehicle_shield;
1682 this.vehicle_energy = spectatee.vehicle_energy;
1683 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1684 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1685 this.vehicle_reload1 = spectatee.vehicle_reload1;
1686 this.vehicle_reload2 = spectatee.vehicle_reload2;
1688 //msg_entity = this;
1690 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1691 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1692 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1693 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1695 //WriteByte (MSG_ONE, SVC_SETVIEW);
1696 // WriteEntity(MSG_ONE, this);
1697 //makevectors(spectatee.v_angle);
1698 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1702 bool SpectateUpdate(entity this)
1707 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1709 SetSpectatee(this, NULL);
1713 SpectateCopy(this, this.enemy);
1718 bool SpectateSet(entity this)
1720 if(!IS_PLAYER(this.enemy))
1723 ClientData_Touch(this.enemy);
1726 WriteByte(MSG_ONE, SVC_SETVIEW);
1727 WriteEntity(MSG_ONE, this.enemy);
1728 set_movetype(this, MOVETYPE_NONE);
1729 accuracy_resend(this);
1731 if(!SpectateUpdate(this))
1732 PutObserverInServer(this);
1737 void SetSpectatee_status(entity this, int spectatee_num)
1739 int oldspectatee_status = this.spectatee_status;
1740 this.spectatee_status = spectatee_num;
1742 if (this.spectatee_status != oldspectatee_status)
1744 ClientData_Touch(this);
1745 if (g_race || g_cts) race_InitSpectator();
1749 void SetSpectatee(entity this, entity spectatee)
1751 entity old_spectatee = this.enemy;
1753 this.enemy = spectatee;
1756 // these are required to fix the spectator bug with arc
1759 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1761 .entity weaponentity = weaponentities[slot];
1762 if(old_spectatee.(weaponentity).arc_beam)
1763 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1768 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1770 .entity weaponentity = weaponentities[slot];
1771 if(this.enemy.(weaponentity).arc_beam)
1772 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1777 SetSpectatee_status(this, etof(this.enemy));
1779 // needed to update spectator list
1780 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1783 bool Spectate(entity this, entity pl)
1785 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1787 pl = M_ARGV(1, entity);
1789 SetSpectatee(this, pl);
1790 return SpectateSet(this);
1793 bool SpectateNext(entity this)
1795 entity ent = find(this.enemy, classname, STR_PLAYER);
1797 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1798 ent = M_ARGV(1, entity);
1800 ent = find(ent, classname, STR_PLAYER);
1802 if(ent) { SetSpectatee(this, ent); }
1804 return SpectateSet(this);
1807 bool SpectatePrev(entity this)
1809 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1810 entity ent = findchain(classname, STR_PLAYER);
1811 if (!ent) // no player
1815 // skip players until current spectated player
1817 while(ent && ent != this.enemy)
1820 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1822 case MUT_SPECPREV_FOUND:
1823 ent = M_ARGV(1, entity);
1825 case MUT_SPECPREV_RETURN:
1827 case MUT_SPECPREV_CONTINUE:
1838 SetSpectatee(this, ent);
1839 return SpectateSet(this);
1844 ShowRespawnCountdown()
1846 Update a respawn countdown display.
1849 void ShowRespawnCountdown(entity this)
1852 if(!IS_DEAD(this)) // just respawned?
1856 number = ceil(this.respawn_time - time);
1859 if(number <= this.respawn_countdown)
1861 this.respawn_countdown = number - 1;
1862 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
1863 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1870 void LeaveSpectatorMode(entity this)
1874 if(nJoinAllowed(this, this))
1876 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1878 TRANSMUTE(Player, this);
1880 SetSpectatee(this, NULL);
1882 if(autocvar_g_campaign || autocvar_g_balance_teams)
1883 { JoinBestTeam(this, false, true); }
1885 if(autocvar_g_campaign)
1886 { campaign_bots_may_start = true; }
1888 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1890 PutClientInServer(this);
1892 if(IS_PLAYER(this)) { Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && this.team != -1) ? APP_TEAM_ENT(this, INFO_JOIN_PLAY_TEAM) : INFO_JOIN_PLAY), this.netname); }
1895 stuffcmd(this, "menu_showteamselect\n");
1899 // Player may not join because g_maxplayers is set
1900 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1905 * Determines whether the player is allowed to join. This depends on cvar
1906 * g_maxplayers, if it isn't used this function always return true, otherwise
1907 * it checks whether the number of currently playing players exceeds g_maxplayers.
1908 * @return int number of free slots for players, 0 if none
1910 bool nJoinAllowed(entity this, entity ignore)
1913 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1914 // so report 0 free slots if restricted
1916 if(autocvar_g_forced_team_otherwise == "spectate")
1918 if(autocvar_g_forced_team_otherwise == "spectator")
1922 if(this.team_forced < 0)
1923 return false; // forced spectators can never join
1925 // TODO simplify this
1926 int totalClients = 0;
1927 int currentlyPlaying = 0;
1928 FOREACH_CLIENT(true, LAMBDA(
1931 if(IS_REAL_CLIENT(it))
1932 if(IS_PLAYER(it) || it.caplayer)
1936 if (!autocvar_g_maxplayers)
1937 return maxclients - totalClients;
1939 if(currentlyPlaying < autocvar_g_maxplayers)
1940 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1946 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1947 * g_maxplayers_spectator_blocktime seconds
1949 void checkSpectatorBlock(entity this)
1951 if(IS_SPEC(this) || IS_OBSERVER(this))
1953 if(IS_REAL_CLIENT(this))
1955 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1956 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1962 void PrintWelcomeMessage(entity this)
1964 if(this.motd_actived_time == 0)
1966 if (autocvar_g_campaign) {
1967 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1968 this.motd_actived_time = time;
1969 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1972 if (PHYS_INPUT_BUTTON_INFO(this)) {
1973 this.motd_actived_time = time;
1974 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1978 else if(this.motd_actived_time > 0) // showing MOTD or campaign message
1980 if (autocvar_g_campaign) {
1981 if (PHYS_INPUT_BUTTON_INFO(this))
1982 this.motd_actived_time = time;
1983 else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
1984 this.motd_actived_time = 0;
1985 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1988 if (PHYS_INPUT_BUTTON_INFO(this))
1989 this.motd_actived_time = time;
1990 else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1991 this.motd_actived_time = 0;
1992 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1996 else //if(this.motd_actived_time < 0) // just connected, motd is active
1998 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
1999 this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2000 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2002 // instanctly hide MOTD
2003 this.motd_actived_time = 0;
2004 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2009 void ObserverThink(entity this)
2013 MinigameImpulse(this, this.impulse);
2016 if (this.flags & FL_JUMPRELEASED) {
2017 if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
2018 this.flags &= ~FL_JUMPRELEASED;
2019 this.flags |= FL_SPAWNING;
2020 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
2021 this.flags &= ~FL_JUMPRELEASED;
2022 if(SpectateNext(this)) {
2023 TRANSMUTE(Spectator, this);
2026 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2027 set_movetype(this, preferred_movetype);
2030 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2031 this.flags |= FL_JUMPRELEASED;
2032 if(this.flags & FL_SPAWNING)
2034 this.flags &= ~FL_SPAWNING;
2035 LeaveSpectatorMode(this);
2042 void SpectatorThink(entity this)
2046 if(MinigameImpulse(this, this.impulse))
2049 if (this.impulse == IMP_weapon_drop.impulse)
2051 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2056 if (this.flags & FL_JUMPRELEASED) {
2057 if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
2058 this.flags &= ~FL_JUMPRELEASED;
2059 this.flags |= FL_SPAWNING;
2060 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
2061 this.flags &= ~FL_JUMPRELEASED;
2062 if(SpectateNext(this)) {
2063 TRANSMUTE(Spectator, this);
2065 TRANSMUTE(Observer, this);
2066 PutClientInServer(this);
2069 } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
2070 this.flags &= ~FL_JUMPRELEASED;
2071 if(SpectatePrev(this)) {
2072 TRANSMUTE(Spectator, this);
2074 TRANSMUTE(Observer, this);
2075 PutClientInServer(this);
2078 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2079 this.flags &= ~FL_JUMPRELEASED;
2080 TRANSMUTE(Observer, this);
2081 PutClientInServer(this);
2083 if(!SpectateUpdate(this))
2084 PutObserverInServer(this);
2087 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2088 this.flags |= FL_JUMPRELEASED;
2089 if(this.flags & FL_SPAWNING)
2091 this.flags &= ~FL_SPAWNING;
2092 LeaveSpectatorMode(this);
2096 if(!SpectateUpdate(this))
2097 PutObserverInServer(this);
2100 this.flags |= FL_CLIENT | FL_NOTARGET;
2103 void vehicles_enter (entity pl, entity veh);
2104 void PlayerUseKey(entity this)
2106 if (!IS_PLAYER(this))
2113 vehicles_exit(this.vehicle, VHEF_NORMAL);
2117 else if(autocvar_g_vehicles_enter)
2119 if(!STAT(FROZEN, this))
2123 entity head, closest_target = NULL;
2124 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2126 while(head) // find the closest acceptable target to enter
2128 if(IS_VEHICLE(head))
2130 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2131 if(head.takedamage != DAMAGE_NO)
2135 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2136 { closest_target = head; }
2138 else { closest_target = head; }
2144 if(closest_target) { vehicles_enter(this, closest_target); return; }
2148 // a use key was pressed; call handlers
2149 MUTATOR_CALLHOOK(PlayerUseKey, this);
2157 Called every frame for each client before the physics are run
2160 .float usekeypressed;
2161 .float last_vehiclecheck;
2163 void PlayerPreThink (entity this)
2165 WarpZone_PlayerPhysics_FixVAngle(this);
2167 STAT(GAMESTARTTIME, this) = game_starttime;
2168 STAT(ROUNDSTARTTIME, this) = round_starttime;
2169 STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2170 STAT(LEADLIMIT, this) = autocvar_leadlimit;
2172 STAT(WEAPONSINMAP, this) = weaponsInMap;
2175 // physics frames: update anticheat stuff
2176 anticheat_prethink(this);
2179 if (blockSpectators && frametime) {
2180 // WORKAROUND: only use dropclient in server frames (frametime set).
2181 // Never use it in cl_movement frames (frametime zero).
2182 checkSpectatorBlock(this);
2185 zoomstate_set = false;
2187 // Check for nameless players
2188 if (isInvisibleString(this.netname)) {
2189 this.netname = strzone(sprintf("Player#%d", this.playerid));
2190 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2192 if (this.netname != this.netname_previous) {
2193 if (autocvar_sv_eventlog) {
2194 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", this.netname));
2196 if (this.netname_previous) strunzone(this.netname_previous);
2197 this.netname_previous = strzone(this.netname);
2201 if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2202 this.version_nagtime = 0;
2203 if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2205 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2207 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2209 int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2210 if (r < 0) { // old client
2211 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2212 } else if (r > 0) { // old server
2213 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2219 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2221 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2222 this.max_armorvalue = 0;
2225 if (STAT(FROZEN, this) == 2)
2227 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2228 this.health = max(1, this.revive_progress * start_health);
2229 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2231 if (this.revive_progress >= 1)
2234 else if (STAT(FROZEN, this) == 3)
2236 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2237 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2239 if (this.health < 1)
2242 vehicles_exit(this.vehicle, VHEF_RELEASE);
2243 if(this.event_damage)
2244 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2246 else if (this.revive_progress <= 0)
2250 MUTATOR_CALLHOOK(PlayerPreThink, this);
2252 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !gameover && !this.vehicle)
2253 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2255 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2257 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2258 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2260 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2264 if(!it.team || SAME_TEAM(this, it))
2265 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2266 else if(autocvar_g_vehicles_steal)
2267 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2271 this.last_vehiclecheck = time + 1;
2274 if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2276 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2278 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2281 if (IS_REAL_CLIENT(this))
2282 PrintWelcomeMessage(this);
2284 if (IS_PLAYER(this)) {
2285 CheckRules_Player(this);
2287 if (intermission_running) {
2288 IntermissionThink(this);
2292 if (timeout_status == TIMEOUT_ACTIVE) {
2293 // don't allow the player to turn around while game is paused
2294 // FIXME turn this into CSQC stuff
2295 this.v_angle = this.lastV_angle;
2296 this.angles = this.lastV_angle;
2297 this.fixangle = true;
2300 if (frametime) player_powerups(this);
2302 if (IS_DEAD(this)) {
2303 if (this.personal && g_race_qualifying) {
2304 if (time > this.respawn_time) {
2305 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2307 this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2310 if (frametime) player_anim(this);
2311 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));
2313 switch(this.deadflag)
2317 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2318 this.deadflag = DEAD_RESPAWNING;
2319 else if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2320 this.deadflag = DEAD_DEAD;
2326 this.deadflag = DEAD_RESPAWNABLE;
2327 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2328 this.deadflag = DEAD_RESPAWNING;
2331 case DEAD_RESPAWNABLE:
2333 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2334 this.deadflag = DEAD_RESPAWNING;
2337 case DEAD_RESPAWNING:
2339 if (time > this.respawn_time)
2341 this.respawn_time = time + 1; // only retry once a second
2342 this.respawn_time_max = this.respawn_time;
2349 ShowRespawnCountdown(this);
2351 if (this.respawn_flags & RESPAWN_SILENT)
2352 STAT(RESPAWN_TIME, this) = 0;
2353 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2355 if (time < this.respawn_time)
2356 STAT(RESPAWN_TIME, this) = this.respawn_time;
2357 else if (this.deadflag != DEAD_RESPAWNING)
2358 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2361 STAT(RESPAWN_TIME, this) = this.respawn_time;
2364 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2365 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2366 STAT(RESPAWN_TIME, this) *= -1;
2371 this.prevorigin = this.origin;
2373 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2374 if (this.hook.state) {
2376 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2378 } else if (this.vehicle) {
2380 } else if (STAT(FROZEN, this)) {
2387 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2388 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2389 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2391 } else if (this.crouch) {
2392 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2393 if (!trace_startsolid) {
2394 this.crouch = false;
2395 this.view_ofs = STAT(PL_VIEW_OFS, this);
2396 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2400 FixPlayermodel(this);
2402 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2405 this.items &= ~this.items_added;
2407 //for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2409 //.entity weaponentity = weaponentities[slot];
2410 //W_WeaponFrame(this, weaponentity);
2412 .entity weaponentity = weaponentities[0]; // TODO
2413 W_WeaponFrame(this, weaponentity);
2415 this.items_added = 0;
2416 if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2417 this.items_added |= IT_FUEL;
2419 this.items |= this.items_added;
2424 // WEAPONTODO: Add a weapon request for this
2425 // rot vortex charge to the charge limit
2426 if (WEP_CVAR(vortex, charge_rot_rate) && this.vortex_charge > WEP_CVAR(vortex, charge_limit) && this.vortex_charge_rottime < time)
2427 this.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2429 if (frametime) player_anim(this);
2432 secrets_setstatus(this);
2435 monsters_setstatus(this);
2437 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2439 else if (gameover) {
2440 if (intermission_running) IntermissionThink(this);
2443 else if (IS_OBSERVER(this)) {
2444 ObserverThink(this);
2446 else if (IS_SPEC(this)) {
2447 SpectatorThink(this);
2450 // WEAPONTODO: Add weapon request for this
2451 if (!zoomstate_set) {
2453 PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this)
2454 || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_VORTEX)
2455 || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
2459 if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2461 this.teamkill_soundtime = 0;
2463 entity e = this.teamkill_soundsource;
2464 entity oldpusher = e.pusher;
2466 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2467 e.pusher = oldpusher;
2470 if (this.taunt_soundtime && time > this.taunt_soundtime) {
2471 this.taunt_soundtime = 0;
2472 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2475 target_voicescript_next(this);
2477 // WEAPONTODO: Move into weaponsystem somehow
2478 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2479 if (PS(this).m_weapon == WEP_Null)
2480 this.clip_load = this.clip_size = 0;
2483 void DrownPlayer(entity this)
2488 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2490 if(this.air_finished < time)
2491 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2492 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2495 else if (this.air_finished < time)
2497 if (this.pain_finished < time)
2499 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2500 this.pain_finished = time + 0.5;
2505 .bool move_qcphysics;
2507 void Player_Physics(entity this)
2509 set_movetype(this, ((this.move_qcphysics) ? MOVETYPE_NONE : this.move_movetype));
2511 if(!this.move_qcphysics)
2514 int mt = this.move_movetype;
2516 if(mt == MOVETYPE_PUSH || mt == MOVETYPE_FAKEPUSH || mt == MOVETYPE_PHYSICS)
2518 this.move_qcphysics = false;
2519 set_movetype(this, mt);
2523 if(!frametime && !this.pm_frametime)
2526 Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
2528 this.pm_frametime = 0;
2535 Called every frame for each client after the physics are run
2538 .float idlekick_lasttimeleft;
2539 void PlayerPostThink (entity this)
2541 Player_Physics(this);
2544 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2545 if (IS_REAL_CLIENT(this))
2546 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2548 int totalClients = 0;
2549 if(sv_maxidle_slots > 0)
2551 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2557 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2558 { /* do nothing */ }
2559 else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2561 if (this.idlekick_lasttimeleft)
2563 this.idlekick_lasttimeleft = 0;
2564 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2569 float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2570 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2571 if (!this.idlekick_lasttimeleft)
2572 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2574 if (timeleft <= 0) {
2575 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2579 else if (timeleft <= 10) {
2580 if (timeleft != this.idlekick_lasttimeleft) {
2581 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2583 this.idlekick_lasttimeleft = timeleft;
2590 //CheckPlayerJump();
2592 if (IS_PLAYER(this)) {
2594 CheckRules_Player(this);
2595 UpdateChatBubble(this);
2596 if (this.impulse) ImpulseCommands(this);
2597 if (intermission_running) return; // intermission or finale
2598 GetPressedKeys(this);
2601 if (this.waypointsprite_attachedforcarrier) {
2602 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2603 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2606 playerdemo_write(this);
2608 CSQCMODEL_AUTOUPDATE(this);