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/func/conveyor.qh"
31 #include "../common/triggers/teleporters.qh"
33 #include "../common/vehicles/all.qh"
35 #include "weapons/hitplot.qh"
36 #include "weapons/weaponsystem.qh"
38 #include "../common/net_notice.qh"
39 #include "../common/physics/player.qh"
41 #include "../common/items/_mod.qh"
43 #include "../common/mutators/mutator/waypoints/all.qh"
45 #include "../common/triggers/subs.qh"
46 #include "../common/triggers/triggers.qh"
47 #include "../common/triggers/trigger/secret.qh"
49 #include "../common/minigames/sv_minigames.qh"
51 #include "../common/items/inventory.qh"
53 #include "../common/monsters/sv_monsters.qh"
55 #include "../lib/warpzone/server.qh"
57 STATIC_METHOD(Client, Add, void(Client this, int _team))
60 TRANSMUTE(Player, this);
63 PutClientInServer(this);
66 void PutObserverInServer(entity this);
68 STATIC_METHOD(Client, Remove, void(Client this))
70 TRANSMUTE(Observer, this);
71 PutClientInServer(this);
72 ClientDisconnect(this);
75 void send_CSQC_teamnagger() {
76 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
79 int CountSpectators(entity player, entity to)
81 if(!player) { return 0; } // not sure how, but best to be safe
85 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
93 void WriteSpectators(entity player, entity to)
95 if(!player) { return; } // not sure how, but best to be safe
97 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
99 WriteByte(MSG_ENTITY, num_for_edict(it));
103 bool ClientData_Send(entity this, entity to, int sf)
105 assert(to == this.owner, return false);
108 if (IS_SPEC(e)) e = e.enemy;
111 if (e.race_completed) sf |= 1; // forced scoreboard
112 if (to.spectatee_status) sf |= 2; // spectator ent number follows
113 if (e.zoomstate) sf |= 4; // zoomed
114 if (e.porto_v_angle_held) sf |= 8; // angles held
115 if (autocvar_sv_showspectators) sf |= 16; // show spectators
117 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
118 WriteByte(MSG_ENTITY, sf);
122 WriteByte(MSG_ENTITY, to.spectatee_status);
126 WriteAngle(MSG_ENTITY, e.v_angle.x);
127 WriteAngle(MSG_ENTITY, e.v_angle.y);
132 float specs = CountSpectators(e, to);
133 WriteByte(MSG_ENTITY, specs);
134 WriteSpectators(e, to);
140 void ClientData_Attach(entity this)
142 Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
143 this.clientdata.drawonlytoclient = this;
144 this.clientdata.owner = this;
147 void ClientData_Detach(entity this)
149 delete(this.clientdata);
150 this.clientdata = NULL;
153 void ClientData_Touch(entity e)
155 e.clientdata.SendFlags = 1;
157 // make it spectatable
158 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
161 .string netname_previous;
163 void SetSpectatee(entity this, entity spectatee);
164 void SetSpectatee_status(entity this, int spectatee_num);
171 Checks if the argument string can be a valid playermodel.
172 Returns a valid one in doubt.
175 string FallbackPlayerModel;
176 string CheckPlayerModel(string plyermodel) {
177 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
179 // note: we cannot summon Don Strunzone here, some player may
180 // still have the model string set. In case anyone manages how
181 // to change a cvar default, we'll have a small leak here.
182 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
184 // only in right path
185 if( substring(plyermodel,0,14) != "models/player/")
186 return FallbackPlayerModel;
187 // only good file extensions
188 if(substring(plyermodel,-4,4) != ".zym")
189 if(substring(plyermodel,-4,4) != ".dpm")
190 if(substring(plyermodel,-4,4) != ".iqm")
191 if(substring(plyermodel,-4,4) != ".md3")
192 if(substring(plyermodel,-4,4) != ".psk")
193 return FallbackPlayerModel;
194 // forbid the LOD models
195 if(substring(plyermodel, -9,5) == "_lod1")
196 return FallbackPlayerModel;
197 if(substring(plyermodel, -9,5) == "_lod2")
198 return FallbackPlayerModel;
199 if(plyermodel != strtolower(plyermodel))
200 return FallbackPlayerModel;
201 // also, restrict to server models
202 if(autocvar_sv_servermodelsonly)
204 if(!fexists(plyermodel))
205 return FallbackPlayerModel;
210 void setplayermodel(entity e, string modelname)
212 precache_model(modelname);
213 _setmodel(e, modelname);
214 player_setupanimsformodel(e);
215 if(!autocvar_g_debug_globalsounds)
216 UpdatePlayerSounds(e);
219 void FixPlayermodel(entity player);
220 /** putting a client as observer in the server */
221 void PutObserverInServer(entity this)
223 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
224 PlayerState_detach(this);
226 if (IS_PLAYER(this) && this.health >= 1) {
228 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
232 entity spot = SelectSpawnPoint(this, true);
233 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
234 this.angles = spot.angles;
236 this.fixangle = true;
237 // offset it so that the spectator spawns higher off the ground, looks better this way
238 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
239 this.prevorigin = this.origin;
240 if (IS_REAL_CLIENT(this))
243 WriteByte(MSG_ONE, SVC_SETVIEW);
244 WriteEntity(MSG_ONE, this);
246 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
247 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
248 if(!autocvar_g_debug_globalsounds)
250 // needed for player sounds
252 FixPlayermodel(this);
254 setmodel(this, MDL_Null);
255 setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
256 this.view_ofs = '0 0 0';
259 RemoveGrapplingHook(this);
260 Portal_ClearAll(this);
262 SetSpectatee(this, NULL);
267 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
271 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
273 WaypointSprite_PlayerDead(this);
275 if (mutator_returnvalue) {
276 // mutator prevents resetting teams+score
278 this.team = -1; // move this as it is needed to log the player spectating in eventlog
279 this.frags = FRAGS_SPECTATOR;
280 PlayerScore_Clear(this); // clear scores when needed
283 if (this.killcount != FRAGS_SPECTATOR)
285 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
286 if(!intermission_running)
287 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
288 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
290 if(this.just_joined == false) {
291 LogTeamchange(this.playerid, -1, 4);
293 this.just_joined = false;
296 accuracy_resend(this);
298 this.spectatortime = time;
300 IL_REMOVE(g_bot_targets, this);
301 this.bot_attack = false;
302 this.hud = HUD_NORMAL;
303 TRANSMUTE(Observer, this);
304 this.iscreature = false;
305 this.teleportable = TELEPORT_SIMPLE;
306 if(this.damagedbycontents)
307 IL_REMOVE(g_damagedbycontents, this);
308 this.damagedbycontents = false;
309 this.health = FRAGS_SPECTATOR;
310 SetSpectatee_status(this, etof(this));
311 this.takedamage = DAMAGE_NO;
312 this.solid = SOLID_NOT;
313 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
314 this.flags = FL_CLIENT | FL_NOTARGET;
315 this.armorvalue = 666;
317 this.armorvalue = autocvar_g_balance_armor_start;
318 this.pauserotarmor_finished = 0;
319 this.pauserothealth_finished = 0;
320 this.pauseregen_finished = 0;
321 this.damageforcescale = 0;
323 this.respawn_flags = 0;
324 this.respawn_time = 0;
325 this.stat_respawn_time = 0;
330 this.pain_finished = 0;
331 this.strength_finished = 0;
332 this.invincible_finished = 0;
333 this.superweapons_finished = 0;
336 setthink(this, func_null);
339 this.deadflag = DEAD_NO;
341 this.revival_time = 0;
344 this.weapons = '0 0 0';
345 this.drawonlytoclient = this;
347 this.weaponname = "";
348 this.weaponmodel = "";
349 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
351 this.weaponentities[slot] = NULL;
353 this.exteriorweaponentity = NULL;
354 this.killcount = FRAGS_SPECTATOR;
355 this.velocity = '0 0 0';
356 this.avelocity = '0 0 0';
357 this.punchangle = '0 0 0';
358 this.punchvector = '0 0 0';
359 this.oldvelocity = this.velocity;
360 this.fire_endtime = -1;
361 this.event_damage = func_null;
363 STAT(ACTIVEWEAPON, this) = WEP_Null.m_id;
364 STAT(SWITCHINGWEAPON, this) = WEP_Null.m_id;
365 STAT(SWITCHWEAPON, this) = WEP_Null.m_id;
368 int player_getspecies(entity this)
370 get_model_parameters(this.model, this.skin);
371 int s = get_model_parameters_species;
372 get_model_parameters(string_null, 0);
373 if (s < 0) return SPECIES_HUMAN;
377 .float model_randomizer;
378 void FixPlayermodel(entity player)
380 string defaultmodel = "";
382 if(autocvar_sv_defaultcharacter)
386 string s = Static_Team_ColorName_Lower(player.team);
389 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
390 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
394 if(defaultmodel == "")
396 defaultmodel = autocvar_sv_defaultplayermodel;
397 defaultskin = autocvar_sv_defaultplayerskin;
400 int n = tokenize_console(defaultmodel);
403 defaultmodel = argv(floor(n * player.model_randomizer));
404 // However, do NOT randomize if the player-selected model is in the list.
405 for (int i = 0; i < n; ++i)
406 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
407 defaultmodel = argv(i);
410 int i = strstrofs(defaultmodel, ":", 0);
413 defaultskin = stof(substring(defaultmodel, i+1, -1));
414 defaultmodel = substring(defaultmodel, 0, i);
417 if(autocvar_sv_defaultcharacterskin && !defaultskin)
421 string s = Static_Team_ColorName_Lower(player.team);
423 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
427 defaultskin = autocvar_sv_defaultplayerskin;
430 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
431 defaultmodel = M_ARGV(0, string);
432 defaultskin = M_ARGV(1, int);
436 if(defaultmodel != "")
438 if (defaultmodel != player.model)
440 vector m1 = player.mins;
441 vector m2 = player.maxs;
442 setplayermodel (player, defaultmodel);
443 setsize (player, m1, m2);
447 oldskin = player.skin;
448 player.skin = defaultskin;
450 if (player.playermodel != player.model || player.playermodel == "")
452 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
453 vector m1 = player.mins;
454 vector m2 = player.maxs;
455 setplayermodel (player, player.playermodel);
456 setsize (player, m1, m2);
460 if(!autocvar_sv_defaultcharacterskin)
462 oldskin = player.skin;
463 player.skin = stof(player.playerskin);
467 oldskin = player.skin;
468 player.skin = defaultskin;
472 if(chmdl || oldskin != player.skin) // model or skin has changed
474 player.species = player_getspecies(player); // update species
475 if(!autocvar_g_debug_globalsounds)
476 UpdatePlayerSounds(player); // update skin sounds
480 if(strlen(autocvar_sv_defaultplayercolors))
481 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
482 setcolor(player, stof(autocvar_sv_defaultplayercolors));
486 /** Called when a client spawns in the server */
487 void PutClientInServer(entity this)
489 if (IS_BOT_CLIENT(this)) {
490 TRANSMUTE(Player, this);
491 } else if (IS_REAL_CLIENT(this)) {
493 WriteByte(MSG_ONE, SVC_SETVIEW);
494 WriteEntity(MSG_ONE, this);
497 TRANSMUTE(Observer, this);
500 SetSpectatee(this, NULL);
505 MUTATOR_CALLHOOK(PutClientInServer, this);
507 if (IS_OBSERVER(this)) {
508 PutObserverInServer(this);
509 } else if (IS_PLAYER(this)) {
510 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
512 PlayerState_attach(this);
513 accuracy_resend(this);
516 JoinBestTeam(this, false, true);
518 entity spot = SelectSpawnPoint(this, false);
520 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
521 return; // spawn failed
524 TRANSMUTE(Player, this);
526 this.wasplayer = true;
527 this.iscreature = true;
528 this.teleportable = TELEPORT_NORMAL;
529 if(!this.damagedbycontents)
530 IL_PUSH(g_damagedbycontents, this);
531 this.damagedbycontents = true;
532 set_movetype(this, MOVETYPE_WALK);
533 this.solid = SOLID_SLIDEBOX;
534 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
535 if (autocvar_g_playerclip_collisions)
536 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
537 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
538 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
539 this.frags = FRAGS_PLAYER;
540 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
541 this.flags = FL_CLIENT | FL_PICKUPITEMS;
542 if (autocvar__notarget)
543 this.flags |= FL_NOTARGET;
544 this.takedamage = DAMAGE_AIM;
545 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
549 this.ammo_shells = warmup_start_ammo_shells;
550 this.ammo_nails = warmup_start_ammo_nails;
551 this.ammo_rockets = warmup_start_ammo_rockets;
552 this.ammo_cells = warmup_start_ammo_cells;
553 this.ammo_plasma = warmup_start_ammo_plasma;
554 this.ammo_fuel = warmup_start_ammo_fuel;
555 this.health = warmup_start_health;
556 this.armorvalue = warmup_start_armorvalue;
557 this.weapons = WARMUP_START_WEAPONS;
559 this.ammo_shells = start_ammo_shells;
560 this.ammo_nails = start_ammo_nails;
561 this.ammo_rockets = start_ammo_rockets;
562 this.ammo_cells = start_ammo_cells;
563 this.ammo_plasma = start_ammo_plasma;
564 this.ammo_fuel = start_ammo_fuel;
565 this.health = start_health;
566 this.armorvalue = start_armorvalue;
567 this.weapons = start_weapons;
569 SetSpectatee_status(this, 0);
571 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
573 this.items = start_items;
575 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
576 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
577 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
578 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
579 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
580 // extend the pause of rotting if client was reset at the beginning of the countdown
581 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
582 float f = game_starttime - time;
583 this.spawnshieldtime += f;
584 this.pauserotarmor_finished += f;
585 this.pauserothealth_finished += f;
586 this.pauseregen_finished += f;
588 this.damageforcescale = 2;
590 this.respawn_flags = 0;
591 this.respawn_time = 0;
592 this.stat_respawn_time = 0;
593 this.scale = autocvar_sv_player_scale;
596 this.pain_finished = 0;
598 setthink(this, func_null); // players have no think function
601 this.ballistics_density = autocvar_g_ballistics_density_player;
603 this.deadflag = DEAD_NO;
605 this.angles = spot.angles;
606 this.angles_z = 0; // never spawn tilted even if the spot says to
607 if (IS_BOT_CLIENT(this))
608 this.v_angle = this.angles;
609 this.fixangle = true; // turn this way immediately
610 this.oldvelocity = this.velocity = '0 0 0';
611 this.avelocity = '0 0 0';
612 this.punchangle = '0 0 0';
613 this.punchvector = '0 0 0';
615 this.strength_finished = 0;
616 this.invincible_finished = 0;
617 this.fire_endtime = -1;
618 this.revival_time = 0;
619 this.air_finished = time + 12;
621 entity spawnevent = new_pure(spawnevent);
622 spawnevent.owner = this;
623 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
625 // Cut off any still running player sounds.
626 stopsound(this, CH_PLAYER_SINGLE);
629 FixPlayermodel(this);
630 this.drawonlytoclient = NULL;
633 this.view_ofs = STAT(PL_VIEW_OFS, NULL);
634 setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
635 this.spawnorigin = spot.origin;
636 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
637 // don't reset back to last position, even if new position is stuck in solid
638 this.oldorigin = this.origin;
639 this.prevorigin = this.origin;
640 this.lastteleporttime = time; // prevent insane speeds due to changing origin
642 IL_REMOVE(g_conveyed, this);
643 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
644 this.hud = HUD_NORMAL;
646 this.event_damage = PlayerDamage;
649 IL_PUSH(g_bot_targets, this);
650 this.bot_attack = true;
651 this.monster_attack = true;
653 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
655 if (this.killcount == FRAGS_SPECTATOR) {
656 PlayerScore_Clear(this);
660 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
662 CL_SpawnWeaponentity(this, weaponentities[slot]);
664 this.alpha = default_player_alpha;
665 this.colormod = '1 1 1' * autocvar_g_player_brightness;
666 this.exteriorweaponentity.alpha = default_weapon_alpha;
668 this.speedrunning = false;
670 target_voicescript_clear(this);
672 // reset fields the weapons may use
673 FOREACH(Weapons, true, LAMBDA(
674 it.wr_resetplayer(it, this);
675 // reload all reloadable weapons
676 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
677 this.weapon_load[it.m_id] = it.reloading_ammo;
682 string s = spot.target;
683 spot.target = string_null;
684 SUB_UseTargets(spot, this, NULL);
690 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
692 if (autocvar_spawn_debug)
694 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
695 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
698 PS(this).m_switchweapon = w_getbestweapon(this);
699 this.cnt = -1; // W_LastWeapon will not complain
700 PS(this).m_weapon = WEP_Null;
701 this.weaponname = "";
702 PS(this).m_switchingweapon = WEP_Null;
704 if (!warmup_stage && !this.alivetime)
705 this.alivetime = time;
707 antilag_clear(this, CS(this));
711 void ClientInit_misc(entity this);
713 .float ebouncefactor, ebouncestop; // electro's values
714 // TODO do we need all these fields, or should we stop autodetecting runtime
715 // changes and just have a console command to update this?
716 bool ClientInit_SendEntity(entity this, entity to, int sf)
718 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
721 // MSG_INIT replacement
722 // TODO: make easier to use
724 W_PROP_reload(MSG_ONE, to);
725 ClientInit_misc(this);
726 MUTATOR_CALLHOOK(Ent_Init);
728 void ClientInit_misc(entity this)
730 int channel = MSG_ONE;
731 WriteHeader(channel, ENT_CLIENT_INIT);
732 WriteByte(channel, g_nexball_meter_period * 32);
733 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
734 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
735 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
736 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
737 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
738 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
739 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
740 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
742 if(sv_foginterval && world.fog != "")
743 WriteString(channel, world.fog);
745 WriteString(channel, "");
746 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
747 WriteByte(channel, serverflags);
748 WriteCoord(channel, autocvar_g_trueaim_minrange);
751 void ClientInit_CheckUpdate(entity this)
753 this.nextthink = time;
754 if(this.count != autocvar_g_balance_armor_blockpercent)
756 this.count = autocvar_g_balance_armor_blockpercent;
761 void ClientInit_Spawn()
763 entity e = new_pure(clientinit);
764 setthink(e, ClientInit_CheckUpdate);
765 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
767 ClientInit_CheckUpdate(e);
777 // initialize parms for a new player
778 parm1 = -(86400 * 366);
780 MUTATOR_CALLHOOK(SetNewParms);
788 void SetChangeParms (entity this)
790 // save parms for level change
791 parm1 = this.parm_idlesince - time;
793 MUTATOR_CALLHOOK(SetChangeParms);
801 void DecodeLevelParms(entity this)
804 this.parm_idlesince = parm1;
805 if (this.parm_idlesince == -(86400 * 366))
806 this.parm_idlesince = time;
808 // whatever happens, allow 60 seconds of idling directly after connect for map loading
809 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
811 MUTATOR_CALLHOOK(DecodeLevelParms);
818 Called when a client types 'kill' in the console
822 .float clientkill_nexttime;
823 void ClientKill_Now_TeamChange(entity this)
825 if(this.killindicator_teamchange == -1)
827 JoinBestTeam( this, false, true );
829 else if(this.killindicator_teamchange == -2)
832 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
833 PutObserverInServer(this);
836 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
837 this.killindicator_teamchange = 0;
840 void ClientKill_Now(entity this)
844 vehicles_exit(this.vehicle, VHEF_RELEASE);
845 if(!this.killindicator_teamchange)
847 this.vehicle_health = -1;
848 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
852 if(this.killindicator && !wasfreed(this.killindicator))
853 delete(this.killindicator);
855 this.killindicator = NULL;
857 if(this.killindicator_teamchange)
858 ClientKill_Now_TeamChange(this);
860 if(!IS_SPEC(this) && !IS_OBSERVER(this))
861 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
863 // now I am sure the player IS dead
865 void KillIndicator_Think(entity this)
869 this.owner.killindicator = NULL;
874 if (this.owner.alpha < 0 && !this.owner.vehicle)
876 this.owner.killindicator = NULL;
883 ClientKill_Now(this.owner);
886 else if(g_cts && this.health == 1) // health == 1 means that it's silent
888 this.nextthink = time + 1;
894 setmodel(this, MDL_NUM(this.cnt));
895 if(IS_REAL_CLIENT(this.owner))
898 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
900 this.nextthink = time + 1;
905 float clientkilltime;
906 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
914 killtime = autocvar_g_balance_kill_delay;
916 if(g_race_qualifying || g_cts)
919 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
922 this.killindicator_teamchange = targetteam;
924 if(!this.killindicator)
928 killtime = max(killtime, this.clientkill_nexttime - time);
929 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
932 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
934 ClientKill_Now(this);
938 starttime = max(time, clientkilltime);
940 this.killindicator = spawn();
941 this.killindicator.owner = this;
942 this.killindicator.scale = 0.5;
943 setattachment(this.killindicator, this, "");
944 setorigin(this.killindicator, '0 0 52');
945 setthink(this.killindicator, KillIndicator_Think);
946 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
947 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
948 this.killindicator.cnt = ceil(killtime);
949 this.killindicator.count = bound(0, ceil(killtime), 10);
950 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
952 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
954 it.killindicator = spawn();
955 it.killindicator.owner = it;
956 it.killindicator.scale = 0.5;
957 setattachment(it.killindicator, it, "");
958 setorigin(it.killindicator, '0 0 52');
959 setthink(it.killindicator, KillIndicator_Think);
960 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
961 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
962 it.killindicator.cnt = ceil(killtime);
967 if(this.killindicator)
969 if(targetteam == 0) // just die
971 this.killindicator.colormod = '0 0 0';
972 if(IS_REAL_CLIENT(this))
973 if(this.killindicator.cnt > 0)
974 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
976 else if(targetteam == -1) // auto
978 this.killindicator.colormod = '0 1 0';
979 if(IS_REAL_CLIENT(this))
980 if(this.killindicator.cnt > 0)
981 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
983 else if(targetteam == -2) // spectate
985 this.killindicator.colormod = '0.5 0.5 0.5';
986 if(IS_REAL_CLIENT(this))
987 if(this.killindicator.cnt > 0)
988 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
992 this.killindicator.colormod = Team_ColorRGB(targetteam);
993 if(IS_REAL_CLIENT(this))
994 if(this.killindicator.cnt > 0)
995 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1001 void ClientKill (entity this)
1003 if(gameover) return;
1004 if(this.player_blocked) return;
1005 if(STAT(FROZEN, this)) return;
1007 ClientKill_TeamChange(this, 0);
1010 void FixClientCvars(entity e)
1012 // send prediction settings to the client
1013 stuffcmd(e, "\nin_bindmap 0 0\n");
1014 if(autocvar_g_antilag == 3) // client side hitscan
1015 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1016 if(autocvar_sv_gentle)
1017 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1019 MUTATOR_CALLHOOK(FixClientCvars, e);
1022 float PlayerInIDList(entity p, string idlist)
1027 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1031 // this function allows abbreviated player IDs too!
1032 n = tokenize_console(idlist);
1033 for(i = 0; i < n; ++i)
1036 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1043 #ifdef DP_EXT_PRECONNECT
1048 Called once (not at each match start) when a client begins a connection to the server
1051 void ClientPreConnect ()
1053 if(autocvar_sv_eventlog)
1055 GameLogEcho(sprintf(":connect:%d:%d:%s",
1058 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1068 Called when a client connects to the server
1071 void ClientConnect(entity this)
1073 if (Ban_MaybeEnforceBanOnce(this)) return;
1074 assert(!IS_CLIENT(this), return);
1075 this.flags |= FL_CLIENT;
1076 assert(player_count >= 0, player_count = 0);
1079 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1081 this.version_nagtime = time + 10 + random() * 10;
1082 TRANSMUTE(Client, this);
1084 // identify the right forced team
1085 if (autocvar_g_campaign)
1087 if (IS_REAL_CLIENT(this)) // only players, not bots
1089 switch (autocvar_g_campaign_forceteam)
1091 case 1: this.team_forced = NUM_TEAM_1; break;
1092 case 2: this.team_forced = NUM_TEAM_2; break;
1093 case 3: this.team_forced = NUM_TEAM_3; break;
1094 case 4: this.team_forced = NUM_TEAM_4; break;
1095 default: this.team_forced = 0;
1099 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1100 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1101 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1102 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1103 else switch (autocvar_g_forced_team_otherwise)
1105 default: this.team_forced = 0; break;
1106 case "red": this.team_forced = NUM_TEAM_1; break;
1107 case "blue": this.team_forced = NUM_TEAM_2; break;
1108 case "yellow": this.team_forced = NUM_TEAM_3; break;
1109 case "pink": this.team_forced = NUM_TEAM_4; break;
1112 this.team_forced = -1;
1115 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1118 int id = this.playerid;
1119 this.playerid = 0; // silent
1120 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1124 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1125 TRANSMUTE(Observer, this);
1127 if (!teamplay || autocvar_g_balance_teams) {
1128 TRANSMUTE(Player, this);
1129 campaign_bots_may_start = true;
1131 TRANSMUTE(Observer, this); // do it anyway
1135 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1137 // always track bots, don't ask for cl_allow_uidtracking
1138 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1140 if (autocvar_sv_eventlog)
1141 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1143 LogTeamchange(this.playerid, this.team, 1);
1145 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1147 this.netname_previous = strzone(this.netname);
1149 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && IS_PLAYER(this)) ? APP_TEAM_ENT(this, INFO_JOIN_CONNECT_TEAM) : INFO_JOIN_CONNECT), this.netname);
1151 stuffcmd(this, clientstuff, "\n");
1152 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1154 FixClientCvars(this);
1156 // get version info from player
1157 stuffcmd(this, "cmd clientversion $gameversion\n");
1159 // notify about available teams
1162 CheckAllowedTeams(this);
1164 if (c1 >= 0) t |= BIT(0);
1165 if (c2 >= 0) t |= BIT(1);
1166 if (c3 >= 0) t |= BIT(2);
1167 if (c4 >= 0) t |= BIT(3);
1168 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1172 stuffcmd(this, "set _teams_available 0\n");
1175 bot_relinkplayerlist();
1177 this.spectatortime = time;
1178 if (blockSpectators)
1180 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1183 this.jointime = time;
1184 this.allowed_timeouts = autocvar_sv_timeout_number;
1186 if (IS_REAL_CLIENT(this))
1188 if (!autocvar_g_campaign)
1190 this.motd_actived_time = -1;
1191 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1194 if (g_weaponarena_weapons == WEPSET(TUBA))
1195 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1198 if (!sv_foginterval && world.fog != "")
1199 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1201 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1202 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1203 send_CSQC_teamnagger();
1205 CSQCMODEL_AUTOINIT(this);
1207 this.model_randomizer = random();
1209 if (IS_REAL_CLIENT(this))
1210 sv_notice_join(this);
1212 IL_EACH(g_initforplayer, it.init_for_player, {
1213 it.init_for_player(it, this);
1216 MUTATOR_CALLHOOK(ClientConnect, this);
1222 Called when a client disconnects from the server
1225 .entity chatbubbleentity;
1227 void ClientDisconnect(entity this)
1229 assert(IS_CLIENT(this), return);
1231 PlayerStats_GameReport_FinalizePlayer(this);
1232 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1233 if (this.active_minigame) part_minigame(this);
1234 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1236 if (autocvar_sv_eventlog)
1237 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1239 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1241 SetSpectatee(this, NULL);
1243 MUTATOR_CALLHOOK(ClientDisconnect, this);
1245 ClientState_detach(this);
1247 Portal_ClearAll(this);
1251 RemoveGrapplingHook(this);
1253 // Here, everything has been done that requires this player to be a client.
1255 this.flags &= ~FL_CLIENT;
1257 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1258 if (this.killindicator) delete(this.killindicator);
1260 WaypointSprite_PlayerGone(this);
1262 bot_relinkplayerlist();
1264 if (this.netname_previous) strunzone(this.netname_previous);
1265 if (this.clientstatus) strunzone(this.clientstatus);
1266 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1267 if (this.personal) delete(this.personal);
1271 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1274 void ChatBubbleThink(entity this)
1276 this.nextthink = time;
1277 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1279 if(this.owner) // but why can that ever be NULL?
1280 this.owner.chatbubbleentity = NULL;
1287 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1289 if ( this.owner.active_minigame )
1290 this.mdl = "models/sprites/minigame_busy.iqm";
1291 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1292 this.mdl = "models/misc/chatbubble.spr";
1295 if ( this.model != this.mdl )
1296 _setmodel(this, this.mdl);
1300 void UpdateChatBubble(entity this)
1304 // spawn a chatbubble entity if needed
1305 if (!this.chatbubbleentity)
1307 this.chatbubbleentity = new(chatbubbleentity);
1308 this.chatbubbleentity.owner = this;
1309 this.chatbubbleentity.exteriormodeltoclient = this;
1310 setthink(this.chatbubbleentity, ChatBubbleThink);
1311 this.chatbubbleentity.nextthink = time;
1312 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1313 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1314 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1315 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1316 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1317 //this.chatbubbleentity.model = "";
1318 this.chatbubbleentity.effects = EF_LOWPRECISION;
1323 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1324 // added to the model skins
1325 /*void UpdateColorModHack()
1328 c = this.clientcolors & 15;
1329 // LordHavoc: only bothering to support white, green, red, yellow, blue
1330 if (!teamplay) this.colormod = '0 0 0';
1331 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1332 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1333 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1334 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1335 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1336 else this.colormod = '1 1 1';
1339 void respawn(entity this)
1341 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1343 this.solid = SOLID_NOT;
1344 this.takedamage = DAMAGE_NO;
1345 set_movetype(this, MOVETYPE_FLY);
1346 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1347 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1348 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1349 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1350 if(autocvar_g_respawn_ghosts_maxtime)
1351 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1356 this.effects |= EF_NODRAW; // prevent another CopyBody
1357 PutClientInServer(this);
1360 void play_countdown(entity this, float finished, Sound samp)
1363 if(IS_REAL_CLIENT(this))
1364 if(floor(finished - time - frametime) != floor(finished - time))
1365 if(finished - time < 6)
1366 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1369 void player_powerups(entity this)
1371 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1372 int items_prev = this.items;
1374 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !gameover)
1375 this.modelflags |= MF_ROCKET;
1377 this.modelflags &= ~MF_ROCKET;
1379 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1381 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1384 Fire_ApplyDamage(this);
1385 Fire_ApplyEffect(this);
1389 if (this.items & ITEM_Strength.m_itemid)
1391 play_countdown(this, this.strength_finished, SND_POWEROFF);
1392 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1393 if (time > this.strength_finished)
1395 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1396 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1397 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1402 if (time < this.strength_finished)
1404 this.items = this.items | ITEM_Strength.m_itemid;
1405 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1406 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1409 if (this.items & ITEM_Shield.m_itemid)
1411 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1412 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1413 if (time > this.invincible_finished)
1415 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1416 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1417 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1422 if (time < this.invincible_finished)
1424 this.items = this.items | ITEM_Shield.m_itemid;
1425 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1426 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1429 if (this.items & IT_SUPERWEAPON)
1431 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1433 this.superweapons_finished = 0;
1434 this.items = this.items - (this.items & IT_SUPERWEAPON);
1435 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1436 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1438 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1440 // don't let them run out
1444 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1445 if (time > this.superweapons_finished)
1447 this.items = this.items - (this.items & IT_SUPERWEAPON);
1448 this.weapons &= ~WEPSET_SUPERWEAPONS;
1449 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1450 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1454 else if(this.weapons & WEPSET_SUPERWEAPONS)
1456 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1458 this.items = this.items | IT_SUPERWEAPON;
1459 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1460 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1464 this.superweapons_finished = 0;
1465 this.weapons &= ~WEPSET_SUPERWEAPONS;
1470 this.superweapons_finished = 0;
1474 if(autocvar_g_nodepthtestplayers)
1475 this.effects = this.effects | EF_NODEPTHTEST;
1477 if(autocvar_g_fullbrightplayers)
1478 this.effects = this.effects | EF_FULLBRIGHT;
1480 if (time >= game_starttime)
1481 if (time < this.spawnshieldtime)
1482 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1484 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1487 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1489 if(current > stable)
1491 else if(current > stable - 0.25) // when close enough, "snap"
1494 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1497 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1499 if(current < stable)
1501 else if(current < stable + 0.25) // when close enough, "snap"
1504 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1507 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1509 if(current > rotstable)
1511 if(rotframetime > 0)
1513 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1514 current = max(rotstable, current - rotlinear * rotframetime);
1517 else if(current < regenstable)
1519 if(regenframetime > 0)
1521 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1522 current = min(regenstable, current + regenlinear * regenframetime);
1532 void player_regen(entity this)
1534 float max_mod, regen_mod, rot_mod, limit_mod;
1535 max_mod = regen_mod = rot_mod = limit_mod = 1;
1537 float regen_health = autocvar_g_balance_health_regen;
1538 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1539 float regen_health_rot = autocvar_g_balance_health_rot;
1540 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1541 float regen_health_stable = autocvar_g_balance_health_regenstable;
1542 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1543 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1544 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1545 max_mod = M_ARGV(1, float);
1546 regen_mod = M_ARGV(2, float);
1547 rot_mod = M_ARGV(3, float);
1548 limit_mod = M_ARGV(4, float);
1549 regen_health = M_ARGV(5, float);
1550 regen_health_linear = M_ARGV(6, float);
1551 regen_health_rot = M_ARGV(7, float);
1552 regen_health_rotlinear = M_ARGV(8, float);
1553 regen_health_stable = M_ARGV(9, float);
1554 regen_health_rotstable = M_ARGV(10, float);
1557 if(!mutator_returnvalue)
1558 if(!STAT(FROZEN, this))
1560 float mina, maxa, limith, limita;
1561 maxa = autocvar_g_balance_armor_rotstable;
1562 mina = autocvar_g_balance_armor_regenstable;
1563 limith = autocvar_g_balance_health_limit;
1564 limita = autocvar_g_balance_armor_limit;
1566 regen_health_rotstable = regen_health_rotstable * max_mod;
1567 regen_health_stable = regen_health_stable * max_mod;
1568 limith = limith * limit_mod;
1569 limita = limita * limit_mod;
1571 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);
1572 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);
1575 // if player rotted to death... die!
1576 // check this outside above checks, as player may still be able to rot to death
1580 vehicles_exit(this.vehicle, VHEF_RELEASE);
1581 if(this.event_damage)
1582 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1585 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1587 float minf, maxf, limitf;
1589 maxf = autocvar_g_balance_fuel_rotstable;
1590 minf = autocvar_g_balance_fuel_regenstable;
1591 limitf = autocvar_g_balance_fuel_limit;
1593 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);
1598 void SetZoomState(entity this, float z)
1600 if(z != this.zoomstate)
1603 ClientData_Touch(this);
1605 zoomstate_set = true;
1608 void GetPressedKeys(entity this)
1610 MUTATOR_CALLHOOK(GetPressedKeys, this);
1611 int keys = this.pressedkeys;
1612 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1613 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1614 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1615 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1617 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1618 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1619 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1620 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1621 this.pressedkeys = keys;
1625 ======================
1626 spectate mode routines
1627 ======================
1630 void SpectateCopy(entity this, entity spectatee)
1632 TC(Client, this); TC(Client, spectatee);
1634 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1635 PS(this) = PS(spectatee);
1636 this.armortype = spectatee.armortype;
1637 this.armorvalue = spectatee.armorvalue;
1638 this.ammo_cells = spectatee.ammo_cells;
1639 this.ammo_plasma = spectatee.ammo_plasma;
1640 this.ammo_shells = spectatee.ammo_shells;
1641 this.ammo_nails = spectatee.ammo_nails;
1642 this.ammo_rockets = spectatee.ammo_rockets;
1643 this.ammo_fuel = spectatee.ammo_fuel;
1644 this.clip_load = spectatee.clip_load;
1645 this.clip_size = spectatee.clip_size;
1646 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1647 this.health = spectatee.health;
1649 this.items = spectatee.items;
1650 this.last_pickup = spectatee.last_pickup;
1651 this.hit_time = spectatee.hit_time;
1652 this.strength_finished = spectatee.strength_finished;
1653 this.invincible_finished = spectatee.invincible_finished;
1654 this.pressedkeys = spectatee.pressedkeys;
1655 this.weapons = spectatee.weapons;
1656 this.vortex_charge = spectatee.vortex_charge;
1657 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1658 this.hagar_load = spectatee.hagar_load;
1659 this.arc_heat_percent = spectatee.arc_heat_percent;
1660 this.minelayer_mines = spectatee.minelayer_mines;
1661 this.punchangle = spectatee.punchangle;
1662 this.view_ofs = spectatee.view_ofs;
1663 this.velocity = spectatee.velocity;
1664 this.dmg_take = spectatee.dmg_take;
1665 this.dmg_save = spectatee.dmg_save;
1666 this.dmg_inflictor = spectatee.dmg_inflictor;
1667 this.v_angle = spectatee.v_angle;
1668 this.angles = spectatee.v_angle;
1669 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1670 this.revive_progress = spectatee.revive_progress;
1671 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1672 this.fixangle = true;
1673 setorigin(this, spectatee.origin);
1674 setsize(this, spectatee.mins, spectatee.maxs);
1675 SetZoomState(this, spectatee.zoomstate);
1677 anticheat_spectatecopy(this, spectatee);
1678 this.hud = spectatee.hud;
1679 if(spectatee.vehicle)
1681 this.angles = spectatee.v_angle;
1683 //this.fixangle = false;
1684 //this.velocity = spectatee.vehicle.velocity;
1685 this.vehicle_health = spectatee.vehicle_health;
1686 this.vehicle_shield = spectatee.vehicle_shield;
1687 this.vehicle_energy = spectatee.vehicle_energy;
1688 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1689 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1690 this.vehicle_reload1 = spectatee.vehicle_reload1;
1691 this.vehicle_reload2 = spectatee.vehicle_reload2;
1693 //msg_entity = this;
1695 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1696 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1697 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1698 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1700 //WriteByte (MSG_ONE, SVC_SETVIEW);
1701 // WriteEntity(MSG_ONE, this);
1702 //makevectors(spectatee.v_angle);
1703 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1707 bool SpectateUpdate(entity this)
1712 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1714 SetSpectatee(this, NULL);
1718 SpectateCopy(this, this.enemy);
1723 bool SpectateSet(entity this)
1725 if(!IS_PLAYER(this.enemy))
1728 ClientData_Touch(this.enemy);
1731 WriteByte(MSG_ONE, SVC_SETVIEW);
1732 WriteEntity(MSG_ONE, this.enemy);
1733 set_movetype(this, MOVETYPE_NONE);
1734 accuracy_resend(this);
1736 if(!SpectateUpdate(this))
1737 PutObserverInServer(this);
1742 void SetSpectatee_status(entity this, int spectatee_num)
1744 int oldspectatee_status = this.spectatee_status;
1745 this.spectatee_status = spectatee_num;
1747 if (this.spectatee_status != oldspectatee_status)
1749 ClientData_Touch(this);
1750 if (g_race || g_cts) race_InitSpectator();
1754 void SetSpectatee(entity this, entity spectatee)
1756 entity old_spectatee = this.enemy;
1758 this.enemy = spectatee;
1761 // these are required to fix the spectator bug with arc
1764 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1766 .entity weaponentity = weaponentities[slot];
1767 if(old_spectatee.(weaponentity).arc_beam)
1768 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1773 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1775 .entity weaponentity = weaponentities[slot];
1776 if(this.enemy.(weaponentity).arc_beam)
1777 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1782 SetSpectatee_status(this, etof(this.enemy));
1784 // needed to update spectator list
1785 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1788 bool Spectate(entity this, entity pl)
1790 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1792 pl = M_ARGV(1, entity);
1794 SetSpectatee(this, pl);
1795 return SpectateSet(this);
1798 bool SpectateNext(entity this)
1800 entity ent = find(this.enemy, classname, STR_PLAYER);
1802 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1803 ent = M_ARGV(1, entity);
1805 ent = find(ent, classname, STR_PLAYER);
1807 if(ent) { SetSpectatee(this, ent); }
1809 return SpectateSet(this);
1812 bool SpectatePrev(entity this)
1814 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1815 entity ent = findchain(classname, STR_PLAYER);
1816 if (!ent) // no player
1820 // skip players until current spectated player
1822 while(ent && ent != this.enemy)
1825 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1827 case MUT_SPECPREV_FOUND:
1828 ent = M_ARGV(1, entity);
1830 case MUT_SPECPREV_RETURN:
1832 case MUT_SPECPREV_CONTINUE:
1843 SetSpectatee(this, ent);
1844 return SpectateSet(this);
1849 ShowRespawnCountdown()
1851 Update a respawn countdown display.
1854 void ShowRespawnCountdown(entity this)
1857 if(!IS_DEAD(this)) // just respawned?
1861 number = ceil(this.respawn_time - time);
1864 if(number <= this.respawn_countdown)
1866 this.respawn_countdown = number - 1;
1867 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
1868 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1875 void LeaveSpectatorMode(entity this)
1879 if(nJoinAllowed(this, this))
1881 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1883 TRANSMUTE(Player, this);
1885 SetSpectatee(this, NULL);
1887 if(autocvar_g_campaign || autocvar_g_balance_teams)
1888 { JoinBestTeam(this, false, true); }
1890 if(autocvar_g_campaign)
1891 { campaign_bots_may_start = true; }
1893 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1895 PutClientInServer(this);
1897 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); }
1900 stuffcmd(this, "menu_showteamselect\n");
1904 // Player may not join because g_maxplayers is set
1905 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1910 * Determines whether the player is allowed to join. This depends on cvar
1911 * g_maxplayers, if it isn't used this function always return true, otherwise
1912 * it checks whether the number of currently playing players exceeds g_maxplayers.
1913 * @return int number of free slots for players, 0 if none
1915 bool nJoinAllowed(entity this, entity ignore)
1918 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1919 // so report 0 free slots if restricted
1921 if(autocvar_g_forced_team_otherwise == "spectate")
1923 if(autocvar_g_forced_team_otherwise == "spectator")
1927 if(this.team_forced < 0)
1928 return false; // forced spectators can never join
1930 // TODO simplify this
1931 int totalClients = 0;
1932 int currentlyPlaying = 0;
1933 FOREACH_CLIENT(true, LAMBDA(
1936 if(IS_REAL_CLIENT(it))
1937 if(IS_PLAYER(it) || it.caplayer)
1941 if (!autocvar_g_maxplayers)
1942 return maxclients - totalClients;
1944 if(currentlyPlaying < autocvar_g_maxplayers)
1945 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1951 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1952 * g_maxplayers_spectator_blocktime seconds
1954 void checkSpectatorBlock(entity this)
1956 if(IS_SPEC(this) || IS_OBSERVER(this))
1958 if(IS_REAL_CLIENT(this))
1960 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1961 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1967 void PrintWelcomeMessage(entity this)
1969 if(this.motd_actived_time == 0)
1971 if (autocvar_g_campaign) {
1972 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1973 this.motd_actived_time = time;
1974 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1977 if (PHYS_INPUT_BUTTON_INFO(this)) {
1978 this.motd_actived_time = time;
1979 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1983 else if(this.motd_actived_time > 0) // showing MOTD or campaign message
1985 if (autocvar_g_campaign) {
1986 if (PHYS_INPUT_BUTTON_INFO(this))
1987 this.motd_actived_time = time;
1988 else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
1989 this.motd_actived_time = 0;
1990 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1993 if (PHYS_INPUT_BUTTON_INFO(this))
1994 this.motd_actived_time = time;
1995 else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1996 this.motd_actived_time = 0;
1997 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2001 else //if(this.motd_actived_time < 0) // just connected, motd is active
2003 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2004 this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2005 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2007 // instanctly hide MOTD
2008 this.motd_actived_time = 0;
2009 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2014 void ObserverThink(entity this)
2018 MinigameImpulse(this, this.impulse);
2021 if (this.flags & FL_JUMPRELEASED) {
2022 if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
2023 this.flags &= ~FL_JUMPRELEASED;
2024 this.flags |= FL_SPAWNING;
2025 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
2026 this.flags &= ~FL_JUMPRELEASED;
2027 if(SpectateNext(this)) {
2028 TRANSMUTE(Spectator, this);
2031 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2032 set_movetype(this, preferred_movetype);
2035 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2036 this.flags |= FL_JUMPRELEASED;
2037 if(this.flags & FL_SPAWNING)
2039 this.flags &= ~FL_SPAWNING;
2040 LeaveSpectatorMode(this);
2047 void SpectatorThink(entity this)
2051 if(MinigameImpulse(this, this.impulse))
2054 if (this.impulse == IMP_weapon_drop.impulse)
2056 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2061 if (this.flags & FL_JUMPRELEASED) {
2062 if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
2063 this.flags &= ~FL_JUMPRELEASED;
2064 this.flags |= FL_SPAWNING;
2065 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
2066 this.flags &= ~FL_JUMPRELEASED;
2067 if(SpectateNext(this)) {
2068 TRANSMUTE(Spectator, this);
2070 TRANSMUTE(Observer, this);
2071 PutClientInServer(this);
2074 } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
2075 this.flags &= ~FL_JUMPRELEASED;
2076 if(SpectatePrev(this)) {
2077 TRANSMUTE(Spectator, this);
2079 TRANSMUTE(Observer, this);
2080 PutClientInServer(this);
2083 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2084 this.flags &= ~FL_JUMPRELEASED;
2085 TRANSMUTE(Observer, this);
2086 PutClientInServer(this);
2088 if(!SpectateUpdate(this))
2089 PutObserverInServer(this);
2092 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2093 this.flags |= FL_JUMPRELEASED;
2094 if(this.flags & FL_SPAWNING)
2096 this.flags &= ~FL_SPAWNING;
2097 LeaveSpectatorMode(this);
2101 if(!SpectateUpdate(this))
2102 PutObserverInServer(this);
2105 this.flags |= FL_CLIENT | FL_NOTARGET;
2108 void vehicles_enter (entity pl, entity veh);
2109 void PlayerUseKey(entity this)
2111 if (!IS_PLAYER(this))
2118 vehicles_exit(this.vehicle, VHEF_NORMAL);
2122 else if(autocvar_g_vehicles_enter)
2124 if(!STAT(FROZEN, this))
2128 entity head, closest_target = NULL;
2129 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2131 while(head) // find the closest acceptable target to enter
2133 if(IS_VEHICLE(head))
2135 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2136 if(head.takedamage != DAMAGE_NO)
2140 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2141 { closest_target = head; }
2143 else { closest_target = head; }
2149 if(closest_target) { vehicles_enter(this, closest_target); return; }
2153 // a use key was pressed; call handlers
2154 MUTATOR_CALLHOOK(PlayerUseKey, this);
2162 Called every frame for each client before the physics are run
2165 .float usekeypressed;
2166 .float last_vehiclecheck;
2168 void PlayerPreThink (entity this)
2170 WarpZone_PlayerPhysics_FixVAngle(this);
2172 STAT(GAMESTARTTIME, this) = game_starttime;
2173 STAT(ROUNDSTARTTIME, this) = round_starttime;
2174 STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2175 STAT(LEADLIMIT, this) = autocvar_leadlimit;
2177 STAT(WEAPONSINMAP, this) = weaponsInMap;
2180 // physics frames: update anticheat stuff
2181 anticheat_prethink(this);
2184 if (blockSpectators && frametime) {
2185 // WORKAROUND: only use dropclient in server frames (frametime set).
2186 // Never use it in cl_movement frames (frametime zero).
2187 checkSpectatorBlock(this);
2190 zoomstate_set = false;
2192 // Check for nameless players
2193 if (isInvisibleString(this.netname)) {
2194 this.netname = strzone(sprintf("Player#%d", this.playerid));
2195 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2197 if (this.netname != this.netname_previous) {
2198 if (autocvar_sv_eventlog) {
2199 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", this.netname));
2201 if (this.netname_previous) strunzone(this.netname_previous);
2202 this.netname_previous = strzone(this.netname);
2206 if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2207 this.version_nagtime = 0;
2208 if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2210 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2212 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2214 int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2215 if (r < 0) { // old client
2216 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2217 } else if (r > 0) { // old server
2218 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2224 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2226 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2227 this.max_armorvalue = 0;
2230 if (STAT(FROZEN, this) == 2)
2232 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2233 this.health = max(1, this.revive_progress * start_health);
2234 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2236 if (this.revive_progress >= 1)
2239 else if (STAT(FROZEN, this) == 3)
2241 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2242 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2244 if (this.health < 1)
2247 vehicles_exit(this.vehicle, VHEF_RELEASE);
2248 if(this.event_damage)
2249 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2251 else if (this.revive_progress <= 0)
2255 MUTATOR_CALLHOOK(PlayerPreThink, this);
2257 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !gameover && !this.vehicle)
2258 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2260 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2262 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2263 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2265 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2269 if(!it.team || SAME_TEAM(this, it))
2270 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2271 else if(autocvar_g_vehicles_steal)
2272 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2276 this.last_vehiclecheck = time + 1;
2279 if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2281 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2283 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2286 if (IS_REAL_CLIENT(this))
2287 PrintWelcomeMessage(this);
2289 if (IS_PLAYER(this)) {
2290 CheckRules_Player(this);
2292 if (intermission_running) {
2293 IntermissionThink(this);
2297 if (timeout_status == TIMEOUT_ACTIVE) {
2298 // don't allow the player to turn around while game is paused
2299 // FIXME turn this into CSQC stuff
2300 this.v_angle = this.lastV_angle;
2301 this.angles = this.lastV_angle;
2302 this.fixangle = true;
2305 if (frametime) player_powerups(this);
2307 if (IS_DEAD(this)) {
2308 if (this.personal && g_race_qualifying) {
2309 if (time > this.respawn_time) {
2310 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2312 this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2315 if (frametime) player_anim(this);
2316 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));
2318 switch(this.deadflag)
2322 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2323 this.deadflag = DEAD_RESPAWNING;
2324 else if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2325 this.deadflag = DEAD_DEAD;
2331 this.deadflag = DEAD_RESPAWNABLE;
2332 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2333 this.deadflag = DEAD_RESPAWNING;
2336 case DEAD_RESPAWNABLE:
2338 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2339 this.deadflag = DEAD_RESPAWNING;
2342 case DEAD_RESPAWNING:
2344 if (time > this.respawn_time)
2346 this.respawn_time = time + 1; // only retry once a second
2347 this.respawn_time_max = this.respawn_time;
2354 ShowRespawnCountdown(this);
2356 if (this.respawn_flags & RESPAWN_SILENT)
2357 STAT(RESPAWN_TIME, this) = 0;
2358 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2360 if (time < this.respawn_time)
2361 STAT(RESPAWN_TIME, this) = this.respawn_time;
2362 else if (this.deadflag != DEAD_RESPAWNING)
2363 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2366 STAT(RESPAWN_TIME, this) = this.respawn_time;
2369 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2370 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2371 STAT(RESPAWN_TIME, this) *= -1;
2376 this.prevorigin = this.origin;
2378 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2379 if (this.hook.state) {
2381 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2383 } else if (this.vehicle) {
2385 } else if (STAT(FROZEN, this)) {
2392 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2393 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2394 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2396 } else if (this.crouch) {
2397 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2398 if (!trace_startsolid) {
2399 this.crouch = false;
2400 this.view_ofs = STAT(PL_VIEW_OFS, this);
2401 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2405 FixPlayermodel(this);
2407 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2410 this.items &= ~this.items_added;
2412 //for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2414 //.entity weaponentity = weaponentities[slot];
2415 //W_WeaponFrame(this, weaponentity);
2417 .entity weaponentity = weaponentities[0]; // TODO
2418 W_WeaponFrame(this, weaponentity);
2420 this.items_added = 0;
2421 if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2422 this.items_added |= IT_FUEL;
2424 this.items |= this.items_added;
2429 // WEAPONTODO: Add a weapon request for this
2430 // rot vortex charge to the charge limit
2431 if (WEP_CVAR(vortex, charge_rot_rate) && this.vortex_charge > WEP_CVAR(vortex, charge_limit) && this.vortex_charge_rottime < time)
2432 this.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2434 if (frametime) player_anim(this);
2437 secrets_setstatus(this);
2440 monsters_setstatus(this);
2442 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2444 else if (gameover) {
2445 if (intermission_running) IntermissionThink(this);
2448 else if (IS_OBSERVER(this)) {
2449 ObserverThink(this);
2451 else if (IS_SPEC(this)) {
2452 SpectatorThink(this);
2455 // WEAPONTODO: Add weapon request for this
2456 if (!zoomstate_set) {
2458 PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this)
2459 || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_VORTEX)
2460 || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
2464 if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2466 this.teamkill_soundtime = 0;
2468 entity e = this.teamkill_soundsource;
2469 entity oldpusher = e.pusher;
2471 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2472 e.pusher = oldpusher;
2475 if (this.taunt_soundtime && time > this.taunt_soundtime) {
2476 this.taunt_soundtime = 0;
2477 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2480 target_voicescript_next(this);
2482 // WEAPONTODO: Move into weaponsystem somehow
2483 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2484 if (PS(this).m_weapon == WEP_Null)
2485 this.clip_load = this.clip_size = 0;
2488 void DrownPlayer(entity this)
2493 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2495 if(this.air_finished < time)
2496 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2497 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2500 else if (this.air_finished < time)
2502 if (this.pain_finished < time)
2504 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2505 this.pain_finished = time + 0.5;
2510 .bool move_qcphysics;
2512 void Player_Physics(entity this)
2514 set_movetype(this, this.move_movetype);
2516 if(!this.move_qcphysics)
2519 if(!frametime && !this.pm_frametime)
2522 Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
2524 this.pm_frametime = 0;
2531 Called every frame for each client after the physics are run
2534 .float idlekick_lasttimeleft;
2535 void PlayerPostThink (entity this)
2537 Player_Physics(this);
2540 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2541 if (IS_REAL_CLIENT(this))
2542 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2544 int totalClients = 0;
2545 if(sv_maxidle_slots > 0)
2547 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2553 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2554 { /* do nothing */ }
2555 else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2557 if (this.idlekick_lasttimeleft)
2559 this.idlekick_lasttimeleft = 0;
2560 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2565 float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2566 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2567 if (!this.idlekick_lasttimeleft)
2568 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2570 if (timeleft <= 0) {
2571 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2575 else if (timeleft <= 10) {
2576 if (timeleft != this.idlekick_lasttimeleft) {
2577 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2579 this.idlekick_lasttimeleft = timeleft;
2586 //CheckPlayerJump();
2588 if (IS_PLAYER(this)) {
2590 CheckRules_Player(this);
2591 UpdateChatBubble(this);
2592 if (this.impulse) ImpulseCommands(this);
2593 if (intermission_running) return; // intermission or finale
2594 GetPressedKeys(this);
2597 if (this.waypointsprite_attachedforcarrier) {
2598 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2599 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2602 playerdemo_write(this);
2604 CSQCMODEL_AUTOUPDATE(this);