3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "g_damage.qh"
17 #include "command/common.qh"
22 #include "campaign.qh"
23 #include "command/common.qh"
24 #include "scores_rules.qh"
28 #include "../common/ent_cs.qh"
29 #include "../common/wepent.qh"
30 #include <common/state.qh>
32 #include <common/effects/qc/globalsound.qh>
34 #include "../common/triggers/func/conveyor.qh"
35 #include "../common/triggers/teleporters.qh"
37 #include "../common/vehicles/all.qh"
39 #include "weapons/hitplot.qh"
40 #include "weapons/weaponsystem.qh"
42 #include "../common/net_notice.qh"
43 #include "../common/net_linked.qh"
44 #include "../common/physics/player.qh"
46 #include "../common/items/_mod.qh"
48 #include "../common/mutators/mutator/waypoints/all.qh"
50 #include "../common/triggers/subs.qh"
51 #include "../common/triggers/triggers.qh"
52 #include "../common/triggers/trigger/secret.qh"
54 #include "../common/minigames/sv_minigames.qh"
56 #include "../common/items/inventory.qh"
58 #include "../common/monsters/sv_monsters.qh"
60 #include "../lib/warpzone/server.qh"
62 STATIC_METHOD(Client, Add, void(Client this, int _team))
65 TRANSMUTE(Player, this);
68 PutClientInServer(this);
71 void PutObserverInServer(entity this);
73 STATIC_METHOD(Client, Remove, void(Client this))
75 TRANSMUTE(Observer, this);
76 PutClientInServer(this);
77 ClientDisconnect(this);
80 void send_CSQC_teamnagger() {
81 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
84 int CountSpectators(entity player, entity to)
86 if(!player) { return 0; } // not sure how, but best to be safe
90 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
98 void WriteSpectators(entity player, entity to)
100 if(!player) { return; } // not sure how, but best to be safe
102 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
104 WriteByte(MSG_ENTITY, num_for_edict(it));
108 bool ClientData_Send(entity this, entity to, int sf)
110 assert(to == this.owner, return false);
113 if (IS_SPEC(e)) e = e.enemy;
116 if (CS(e).race_completed) sf |= 1; // forced scoreboard
117 if (CS(to).spectatee_status) sf |= 2; // spectator ent number follows
118 if (CS(e).zoomstate) sf |= 4; // zoomed
119 if (autocvar_sv_showspectators) sf |= 16; // show spectators
121 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
122 WriteByte(MSG_ENTITY, sf);
126 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
131 float specs = CountSpectators(e, to);
132 WriteByte(MSG_ENTITY, specs);
133 WriteSpectators(e, to);
139 void ClientData_Attach(entity this)
141 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
142 CS(this).clientdata.drawonlytoclient = this;
143 CS(this).clientdata.owner = this;
146 void ClientData_Detach(entity this)
148 delete(CS(this).clientdata);
149 CS(this).clientdata = NULL;
152 void ClientData_Touch(entity e)
154 CS(e).clientdata.SendFlags = 1;
156 // make it spectatable
157 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
160 void SetSpectatee(entity this, entity spectatee);
161 void SetSpectatee_status(entity this, int spectatee_num);
168 Checks if the argument string can be a valid playermodel.
169 Returns a valid one in doubt.
172 string FallbackPlayerModel;
173 string CheckPlayerModel(string plyermodel) {
174 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
176 // note: we cannot summon Don Strunzone here, some player may
177 // still have the model string set. In case anyone manages how
178 // to change a cvar default, we'll have a small leak here.
179 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
181 // only in right path
182 if( substring(plyermodel,0,14) != "models/player/")
183 return FallbackPlayerModel;
184 // only good file extensions
185 if(substring(plyermodel,-4,4) != ".zym")
186 if(substring(plyermodel,-4,4) != ".dpm")
187 if(substring(plyermodel,-4,4) != ".iqm")
188 if(substring(plyermodel,-4,4) != ".md3")
189 if(substring(plyermodel,-4,4) != ".psk")
190 return FallbackPlayerModel;
191 // forbid the LOD models
192 if(substring(plyermodel, -9,5) == "_lod1")
193 return FallbackPlayerModel;
194 if(substring(plyermodel, -9,5) == "_lod2")
195 return FallbackPlayerModel;
196 if(plyermodel != strtolower(plyermodel))
197 return FallbackPlayerModel;
198 // also, restrict to server models
199 if(autocvar_sv_servermodelsonly)
201 if(!fexists(plyermodel))
202 return FallbackPlayerModel;
207 void setplayermodel(entity e, string modelname)
209 precache_model(modelname);
210 _setmodel(e, modelname);
211 player_setupanimsformodel(e);
212 if(!autocvar_g_debug_globalsounds)
213 UpdatePlayerSounds(e);
216 void FixPlayermodel(entity player);
217 /** putting a client as observer in the server */
218 void PutObserverInServer(entity this)
220 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
221 PlayerState_detach(this);
223 if (IS_PLAYER(this) && this.health >= 1) {
225 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
229 entity spot = SelectSpawnPoint(this, true);
230 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
231 this.angles = vec2(spot.angles);
232 this.fixangle = true;
233 // offset it so that the spectator spawns higher off the ground, looks better this way
234 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
235 if (IS_REAL_CLIENT(this))
238 WriteByte(MSG_ONE, SVC_SETVIEW);
239 WriteEntity(MSG_ONE, this);
241 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
242 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
243 if(!autocvar_g_debug_globalsounds)
245 // needed for player sounds
247 FixPlayermodel(this);
249 setmodel(this, MDL_Null);
250 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
251 this.view_ofs = '0 0 0';
254 RemoveGrapplingHooks(this);
255 Portal_ClearAll(this);
257 SetSpectatee(this, NULL);
262 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
266 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
268 WaypointSprite_PlayerDead(this);
270 if (mutator_returnvalue) {
271 // mutator prevents resetting teams+score
273 this.team = -1; // move this as it is needed to log the player spectating in eventlog
274 this.frags = FRAGS_SPECTATOR;
275 PlayerScore_Clear(this); // clear scores when needed
278 if (CS(this).killcount != FRAGS_SPECTATOR)
280 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
282 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
283 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
285 if(!CS(this).just_joined)
286 LogTeamchange(this.playerid, -1, 4);
288 CS(this).just_joined = false;
291 accuracy_resend(this);
293 CS(this).spectatortime = time;
295 IL_REMOVE(g_bot_targets, this);
296 this.bot_attack = false;
297 this.hud = HUD_NORMAL;
298 TRANSMUTE(Observer, this);
299 this.iscreature = false;
300 this.teleportable = TELEPORT_SIMPLE;
301 if(this.damagedbycontents)
302 IL_REMOVE(g_damagedbycontents, this);
303 this.damagedbycontents = false;
304 this.health = FRAGS_SPECTATOR;
305 SetSpectatee_status(this, etof(this));
306 this.takedamage = DAMAGE_NO;
307 this.solid = SOLID_NOT;
308 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
309 this.flags = FL_CLIENT | FL_NOTARGET;
310 this.armorvalue = 666;
312 this.armorvalue = autocvar_g_balance_armor_start;
313 this.pauserotarmor_finished = 0;
314 this.pauserothealth_finished = 0;
315 this.pauseregen_finished = 0;
316 this.damageforcescale = 0;
318 this.respawn_flags = 0;
319 this.respawn_time = 0;
320 this.stat_respawn_time = 0;
325 this.pain_finished = 0;
326 this.strength_finished = 0;
327 this.invincible_finished = 0;
328 this.superweapons_finished = 0;
331 setthink(this, func_null);
333 this.deadflag = DEAD_NO;
335 this.revive_progress = 0;
336 this.revival_time = 0;
339 this.weapons = '0 0 0';
340 this.drawonlytoclient = this;
342 this.weaponmodel = "";
343 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
345 this.weaponentities[slot] = NULL;
347 this.exteriorweaponentity = NULL;
348 CS(this).killcount = FRAGS_SPECTATOR;
349 this.velocity = '0 0 0';
350 this.avelocity = '0 0 0';
351 this.punchangle = '0 0 0';
352 this.punchvector = '0 0 0';
353 this.oldvelocity = this.velocity;
354 this.fire_endtime = -1;
355 this.event_damage = func_null;
357 for(int slot = 0; slot < MAX_AXH; ++slot)
359 entity axh = this.(AuxiliaryXhair[slot]);
360 this.(AuxiliaryXhair[slot]) = NULL;
362 if(axh.owner == this && axh != NULL && !wasfreed(axh))
367 int player_getspecies(entity this)
369 get_model_parameters(this.model, this.skin);
370 int s = get_model_parameters_species;
371 get_model_parameters(string_null, 0);
372 if (s < 0) return SPECIES_HUMAN;
376 .float model_randomizer;
377 void FixPlayermodel(entity player)
379 string defaultmodel = "";
381 if(autocvar_sv_defaultcharacter)
387 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
388 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
389 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
390 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
394 if(defaultmodel == "")
396 defaultmodel = autocvar_sv_defaultplayermodel;
397 defaultskin = autocvar_sv_defaultplayerskin;
400 int n = tokenize_console(defaultmodel);
403 defaultmodel = argv(floor(n * CS(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)
423 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
424 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
425 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
426 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
431 defaultskin = autocvar_sv_defaultplayerskin;
434 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
435 defaultmodel = M_ARGV(0, string);
436 defaultskin = M_ARGV(1, int);
440 if(defaultmodel != "")
442 if (defaultmodel != player.model)
444 vector m1 = player.mins;
445 vector m2 = player.maxs;
446 setplayermodel (player, defaultmodel);
447 setsize (player, m1, m2);
451 oldskin = player.skin;
452 player.skin = defaultskin;
454 if (player.playermodel != player.model || player.playermodel == "")
456 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
457 vector m1 = player.mins;
458 vector m2 = player.maxs;
459 setplayermodel (player, player.playermodel);
460 setsize (player, m1, m2);
464 if(!autocvar_sv_defaultcharacterskin)
466 oldskin = player.skin;
467 player.skin = stof(player.playerskin);
471 oldskin = player.skin;
472 player.skin = defaultskin;
476 if(chmdl || oldskin != player.skin) // model or skin has changed
478 player.species = player_getspecies(player); // update species
479 if(!autocvar_g_debug_globalsounds)
480 UpdatePlayerSounds(player); // update skin sounds
484 if(strlen(autocvar_sv_defaultplayercolors))
485 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
486 setcolor(player, stof(autocvar_sv_defaultplayercolors));
489 void PutPlayerInServer(entity this)
491 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
493 PlayerState_attach(this);
494 accuracy_resend(this);
497 JoinBestTeam(this, false, true);
499 entity spot = SelectSpawnPoint(this, false);
501 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
502 return; // spawn failed
505 TRANSMUTE(Player, this);
507 CS(this).wasplayer = true;
508 this.iscreature = true;
509 this.teleportable = TELEPORT_NORMAL;
510 if(!this.damagedbycontents)
511 IL_PUSH(g_damagedbycontents, this);
512 this.damagedbycontents = true;
513 set_movetype(this, MOVETYPE_WALK);
514 this.solid = SOLID_SLIDEBOX;
515 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
516 if (autocvar_g_playerclip_collisions)
517 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
518 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
519 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
520 this.frags = FRAGS_PLAYER;
521 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
522 this.flags = FL_CLIENT | FL_PICKUPITEMS;
523 if (autocvar__notarget)
524 this.flags |= FL_NOTARGET;
525 this.takedamage = DAMAGE_AIM;
526 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
530 this.ammo_shells = warmup_start_ammo_shells;
531 this.ammo_nails = warmup_start_ammo_nails;
532 this.ammo_rockets = warmup_start_ammo_rockets;
533 this.ammo_cells = warmup_start_ammo_cells;
534 this.ammo_plasma = warmup_start_ammo_plasma;
535 this.ammo_fuel = warmup_start_ammo_fuel;
536 this.health = warmup_start_health;
537 this.armorvalue = warmup_start_armorvalue;
538 this.weapons = WARMUP_START_WEAPONS;
540 this.ammo_shells = start_ammo_shells;
541 this.ammo_nails = start_ammo_nails;
542 this.ammo_rockets = start_ammo_rockets;
543 this.ammo_cells = start_ammo_cells;
544 this.ammo_plasma = start_ammo_plasma;
545 this.ammo_fuel = start_ammo_fuel;
546 this.health = start_health;
547 this.armorvalue = start_armorvalue;
548 this.weapons = start_weapons;
550 SetSpectatee_status(this, 0);
552 PS(this).dual_weapons = '0 0 0';
554 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
556 this.items = start_items;
558 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
559 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
560 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
561 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
562 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
563 // extend the pause of rotting if client was reset at the beginning of the countdown
564 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
565 float f = game_starttime - time;
566 this.spawnshieldtime += f;
567 this.pauserotarmor_finished += f;
568 this.pauserothealth_finished += f;
569 this.pauseregen_finished += f;
571 this.damageforcescale = 2;
573 this.respawn_flags = 0;
574 this.respawn_time = 0;
575 this.stat_respawn_time = 0;
576 this.scale = autocvar_sv_player_scale;
579 this.pain_finished = 0;
581 setthink(this, func_null); // players have no think function
584 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
586 this.deadflag = DEAD_NO;
588 this.angles = spot.angles;
589 this.angles_z = 0; // never spawn tilted even if the spot says to
590 if (IS_BOT_CLIENT(this))
591 this.v_angle = this.angles;
592 this.fixangle = true; // turn this way immediately
593 this.oldvelocity = this.velocity = '0 0 0';
594 this.avelocity = '0 0 0';
595 this.punchangle = '0 0 0';
596 this.punchvector = '0 0 0';
598 this.strength_finished = 0;
599 this.invincible_finished = 0;
600 this.fire_endtime = -1;
601 this.revive_progress = 0;
602 this.revival_time = 0;
603 this.air_finished = time + 12;
605 entity spawnevent = new_pure(spawnevent);
606 spawnevent.owner = this;
607 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
609 // Cut off any still running player sounds.
610 stopsound(this, CH_PLAYER_SINGLE);
613 FixPlayermodel(this);
614 this.drawonlytoclient = NULL;
619 this.view_ofs = STAT(PL_VIEW_OFS, this);
620 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
621 this.spawnorigin = spot.origin;
622 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
623 // don't reset back to last position, even if new position is stuck in solid
624 this.oldorigin = this.origin;
625 this.lastteleporttime = time; // prevent insane speeds due to changing origin
627 IL_REMOVE(g_conveyed, this);
628 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
629 this.hud = HUD_NORMAL;
631 this.event_damage = PlayerDamage;
634 IL_PUSH(g_bot_targets, this);
635 this.bot_attack = true;
636 if(!this.monster_attack)
637 IL_PUSH(g_monster_targets, this);
638 this.monster_attack = true;
639 navigation_dynamicgoal_init(this, false);
641 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
643 if (CS(this).killcount == FRAGS_SPECTATOR) {
644 PlayerScore_Clear(this);
645 CS(this).killcount = 0;
648 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
650 .entity weaponentity = weaponentities[slot];
651 entity oldwep = this.(weaponentity);
652 CL_SpawnWeaponentity(this, weaponentity);
653 if(oldwep && oldwep.owner == this)
654 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
656 this.alpha = default_player_alpha;
657 this.colormod = '1 1 1' * autocvar_g_player_brightness;
658 this.exteriorweaponentity.alpha = default_weapon_alpha;
660 this.speedrunning = false;
662 target_voicescript_clear(this);
664 // reset fields the weapons may use
665 FOREACH(Weapons, true, {
666 it.wr_resetplayer(it, this);
667 // reload all reloadable weapons
668 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
669 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
671 .entity weaponentity = weaponentities[slot];
672 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
678 string s = spot.target;
679 spot.target = string_null;
680 SUB_UseTargets(spot, this, NULL);
686 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
688 if (autocvar_spawn_debug)
690 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
691 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
694 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
696 .entity weaponentity = weaponentities[slot];
697 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
698 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
700 this.(weaponentity).m_switchweapon = WEP_Null;
701 this.(weaponentity).m_weapon = WEP_Null;
702 this.(weaponentity).weaponname = "";
703 this.(weaponentity).m_switchingweapon = WEP_Null;
704 this.(weaponentity).cnt = -1;
707 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
709 if (!warmup_stage && !this.alivetime)
710 this.alivetime = time;
712 antilag_clear(this, CS(this));
715 /** Called when a client spawns in the server */
716 void PutClientInServer(entity this)
718 if (IS_BOT_CLIENT(this)) {
719 TRANSMUTE(Player, this);
720 } else if (IS_REAL_CLIENT(this)) {
722 WriteByte(MSG_ONE, SVC_SETVIEW);
723 WriteEntity(MSG_ONE, this);
726 TRANSMUTE(Observer, this);
728 SetSpectatee(this, NULL);
732 PS(this).itemkeys = 0;
734 MUTATOR_CALLHOOK(PutClientInServer, this);
736 if (IS_OBSERVER(this)) {
737 PutObserverInServer(this);
738 } else if (IS_PLAYER(this)) {
739 PutPlayerInServer(this);
743 void ClientInit_misc(entity this);
745 // TODO do we need all these fields, or should we stop autodetecting runtime
746 // changes and just have a console command to update this?
747 bool ClientInit_SendEntity(entity this, entity to, int sf)
749 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
752 // MSG_INIT replacement
753 // TODO: make easier to use
755 W_PROP_reload(MSG_ONE, to);
756 ClientInit_misc(this);
757 MUTATOR_CALLHOOK(Ent_Init);
759 void ClientInit_misc(entity this)
761 int channel = MSG_ONE;
762 WriteHeader(channel, ENT_CLIENT_INIT);
763 WriteByte(channel, g_nexball_meter_period * 32);
764 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
765 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
766 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
767 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
768 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
769 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
770 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
771 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
773 if(sv_foginterval && world.fog != "")
774 WriteString(channel, world.fog);
776 WriteString(channel, "");
777 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
778 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
779 WriteByte(channel, serverflags);
780 WriteCoord(channel, autocvar_g_trueaim_minrange);
783 void ClientInit_CheckUpdate(entity this)
785 this.nextthink = time;
786 if(this.count != autocvar_g_balance_armor_blockpercent)
788 this.count = autocvar_g_balance_armor_blockpercent;
791 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
793 this.cnt = autocvar_g_balance_damagepush_speedfactor;
798 void ClientInit_Spawn()
800 entity e = new_pure(clientinit);
801 setthink(e, ClientInit_CheckUpdate);
802 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
804 ClientInit_CheckUpdate(e);
814 // initialize parms for a new player
815 parm1 = -(86400 * 366);
817 MUTATOR_CALLHOOK(SetNewParms);
825 void SetChangeParms (entity this)
827 // save parms for level change
828 parm1 = CS(this).parm_idlesince - time;
830 MUTATOR_CALLHOOK(SetChangeParms);
838 void DecodeLevelParms(entity this)
841 CS(this).parm_idlesince = parm1;
842 if (CS(this).parm_idlesince == -(86400 * 366))
843 CS(this).parm_idlesince = time;
845 // whatever happens, allow 60 seconds of idling directly after connect for map loading
846 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
848 MUTATOR_CALLHOOK(DecodeLevelParms);
855 Called when a client types 'kill' in the console
859 .float clientkill_nexttime;
860 void ClientKill_Now_TeamChange(entity this)
862 if(CS(this).killindicator_teamchange == -1)
864 JoinBestTeam( this, false, true );
866 else if(CS(this).killindicator_teamchange == -2)
869 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
870 PutObserverInServer(this);
873 SV_ChangeTeam(this, CS(this).killindicator_teamchange - 1);
874 CS(this).killindicator_teamchange = 0;
877 void ClientKill_Now(entity this)
881 vehicles_exit(this.vehicle, VHEF_RELEASE);
882 if(!CS(this).killindicator_teamchange)
884 this.vehicle_health = -1;
885 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
889 if(this.killindicator && !wasfreed(this.killindicator))
890 delete(this.killindicator);
892 this.killindicator = NULL;
894 if(CS(this).killindicator_teamchange)
895 ClientKill_Now_TeamChange(this);
897 if(!IS_SPEC(this) && !IS_OBSERVER(this))
898 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
900 // now I am sure the player IS dead
902 void KillIndicator_Think(entity this)
906 this.owner.killindicator = NULL;
911 if (this.owner.alpha < 0 && !this.owner.vehicle)
913 this.owner.killindicator = NULL;
920 ClientKill_Now(this.owner);
923 else if(this.health == 1) // health == 1 means that it's silent
925 this.nextthink = time + 1;
931 setmodel(this, MDL_NUM(this.cnt));
932 if(IS_REAL_CLIENT(this.owner))
935 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
937 this.nextthink = time + 1;
942 float clientkilltime;
943 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
951 killtime = autocvar_g_balance_kill_delay;
953 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
955 killtime = M_ARGV(1, float);
957 CS(this).killindicator_teamchange = targetteam;
959 if(!this.killindicator)
963 killtime = max(killtime, this.clientkill_nexttime - time);
964 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
967 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
969 ClientKill_Now(this);
973 starttime = max(time, clientkilltime);
975 this.killindicator = spawn();
976 this.killindicator.owner = this;
977 this.killindicator.scale = 0.5;
978 setattachment(this.killindicator, this, "");
979 setorigin(this.killindicator, '0 0 52');
980 setthink(this.killindicator, KillIndicator_Think);
981 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
982 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
983 this.killindicator.cnt = ceil(killtime);
984 this.killindicator.count = bound(0, ceil(killtime), 10);
985 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
987 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
989 it.killindicator = spawn();
990 it.killindicator.owner = it;
991 it.killindicator.scale = 0.5;
992 setattachment(it.killindicator, it, "");
993 setorigin(it.killindicator, '0 0 52');
994 setthink(it.killindicator, KillIndicator_Think);
995 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
996 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
997 it.killindicator.cnt = ceil(killtime);
1002 if(this.killindicator)
1004 if(targetteam == 0) // just die
1006 this.killindicator.colormod = '0 0 0';
1007 if(IS_REAL_CLIENT(this))
1008 if(this.killindicator.cnt > 0)
1009 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1011 else if(targetteam == -1) // auto
1013 this.killindicator.colormod = '0 1 0';
1014 if(IS_REAL_CLIENT(this))
1015 if(this.killindicator.cnt > 0)
1016 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1018 else if(targetteam == -2) // spectate
1020 this.killindicator.colormod = '0.5 0.5 0.5';
1021 if(IS_REAL_CLIENT(this))
1022 if(this.killindicator.cnt > 0)
1023 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1027 this.killindicator.colormod = Team_ColorRGB(targetteam);
1028 if(IS_REAL_CLIENT(this))
1029 if(this.killindicator.cnt > 0)
1030 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1036 void ClientKill (entity this)
1038 if(game_stopped) return;
1039 if(this.player_blocked) return;
1040 if(STAT(FROZEN, this)) return;
1042 ClientKill_TeamChange(this, 0);
1045 void FixClientCvars(entity e)
1047 // send prediction settings to the client
1048 stuffcmd(e, "\nin_bindmap 0 0\n");
1049 if(autocvar_g_antilag == 3) // client side hitscan
1050 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1051 if(autocvar_sv_gentle)
1052 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1054 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1055 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1057 MUTATOR_CALLHOOK(FixClientCvars, e);
1060 bool findinlist_abbrev(string tofind, string list)
1062 if(list == "" || tofind == "")
1063 return false; // empty list or search, just return
1065 // this function allows abbreviated strings!
1066 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1074 bool PlayerInIPList(entity p, string iplist)
1076 // some safety checks (never allow local?)
1077 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1080 return findinlist_abbrev(p.netaddress, iplist);
1083 bool PlayerInIDList(entity p, string idlist)
1085 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1089 return findinlist_abbrev(p.crypto_idfp, idlist);
1092 bool PlayerInList(entity player, string list)
1094 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1097 #ifdef DP_EXT_PRECONNECT
1102 Called once (not at each match start) when a client begins a connection to the server
1105 void ClientPreConnect(entity this)
1107 if(autocvar_sv_eventlog)
1109 GameLogEcho(sprintf(":connect:%d:%d:%s",
1112 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1122 Called when a client connects to the server
1125 void ClientConnect(entity this)
1127 if (Ban_MaybeEnforceBanOnce(this)) return;
1128 assert(!IS_CLIENT(this), return);
1129 this.flags |= FL_CLIENT;
1130 assert(player_count >= 0, player_count = 0);
1133 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1135 TRANSMUTE(Client, this);
1136 CS(this).version_nagtime = time + 10 + random() * 10;
1138 // identify the right forced team
1139 if (autocvar_g_campaign)
1141 if (IS_REAL_CLIENT(this)) // only players, not bots
1143 switch (autocvar_g_campaign_forceteam)
1145 case 1: this.team_forced = NUM_TEAM_1; break;
1146 case 2: this.team_forced = NUM_TEAM_2; break;
1147 case 3: this.team_forced = NUM_TEAM_3; break;
1148 case 4: this.team_forced = NUM_TEAM_4; break;
1149 default: this.team_forced = 0;
1153 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1154 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1155 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1156 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1157 else switch (autocvar_g_forced_team_otherwise)
1159 default: this.team_forced = 0; break;
1160 case "red": this.team_forced = NUM_TEAM_1; break;
1161 case "blue": this.team_forced = NUM_TEAM_2; break;
1162 case "yellow": this.team_forced = NUM_TEAM_3; break;
1163 case "pink": this.team_forced = NUM_TEAM_4; break;
1166 this.team_forced = -1;
1169 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1172 int id = this.playerid;
1173 this.playerid = 0; // silent
1174 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1178 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1179 TRANSMUTE(Observer, this);
1181 if (!teamplay || autocvar_g_balance_teams) {
1182 TRANSMUTE(Player, this);
1183 campaign_bots_may_start = true;
1185 TRANSMUTE(Observer, this); // do it anyway
1189 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1191 // always track bots, don't ask for cl_allow_uidtracking
1192 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1194 if (autocvar_sv_eventlog)
1195 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1197 LogTeamchange(this.playerid, this.team, 1);
1199 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1201 CS(this).netname_previous = strzone(this.netname);
1203 if(teamplay && IS_PLAYER(this))
1204 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1206 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1208 stuffcmd(this, clientstuff, "\n");
1209 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1211 FixClientCvars(this);
1213 // get version info from player
1214 stuffcmd(this, "cmd clientversion $gameversion\n");
1216 // notify about available teams
1219 CheckAllowedTeams(this);
1221 if (c1 >= 0) t |= BIT(0);
1222 if (c2 >= 0) t |= BIT(1);
1223 if (c3 >= 0) t |= BIT(2);
1224 if (c4 >= 0) t |= BIT(3);
1225 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1229 stuffcmd(this, "set _teams_available 0\n");
1232 bot_relinkplayerlist();
1234 CS(this).spectatortime = time;
1235 if (blockSpectators)
1237 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1240 CS(this).jointime = time;
1241 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1243 if (IS_REAL_CLIENT(this))
1245 if (g_weaponarena_weapons == WEPSET(TUBA))
1246 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1249 if (!sv_foginterval && world.fog != "")
1250 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1252 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1253 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1254 send_CSQC_teamnagger();
1256 CSQCMODEL_AUTOINIT(this);
1258 CS(this).model_randomizer = random();
1260 if (IS_REAL_CLIENT(this))
1261 sv_notice_join(this);
1263 // update physics stats (players can spawn before physics runs)
1264 Physics_UpdateStats(this);
1266 IL_EACH(g_initforplayer, it.init_for_player, {
1267 it.init_for_player(it, this);
1270 MUTATOR_CALLHOOK(ClientConnect, this);
1272 if (IS_REAL_CLIENT(this))
1274 if (!autocvar_g_campaign && !IS_PLAYER(this))
1276 CS(this).motd_actived_time = -1;
1277 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1285 Called when a client disconnects from the server
1288 .entity chatbubbleentity;
1290 void ClientDisconnect(entity this)
1292 assert(IS_CLIENT(this), return);
1294 PlayerStats_GameReport_FinalizePlayer(this);
1295 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1296 if (CS(this).active_minigame) part_minigame(this);
1297 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1299 if (autocvar_sv_eventlog)
1300 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1302 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1305 SetSpectatee(this, NULL);
1307 MUTATOR_CALLHOOK(ClientDisconnect, this);
1309 if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
1310 ClientState_detach(this);
1312 Portal_ClearAll(this);
1316 RemoveGrapplingHooks(this);
1318 // Here, everything has been done that requires this player to be a client.
1320 this.flags &= ~FL_CLIENT;
1322 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1323 if (this.killindicator) delete(this.killindicator);
1325 WaypointSprite_PlayerGone(this);
1327 bot_relinkplayerlist();
1329 if (this.clientstatus) strunzone(this.clientstatus);
1330 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1331 if (this.personal) delete(this.personal);
1335 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1340 void ChatBubbleThink(entity this)
1342 this.nextthink = time;
1343 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1345 if(this.owner) // but why can that ever be NULL?
1346 this.owner.chatbubbleentity = NULL;
1353 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1355 if ( CS(this.owner).active_minigame )
1356 this.mdl = "models/sprites/minigame_busy.iqm";
1357 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1358 this.mdl = "models/misc/chatbubble.spr";
1361 if ( this.model != this.mdl )
1362 _setmodel(this, this.mdl);
1366 void UpdateChatBubble(entity this)
1370 // spawn a chatbubble entity if needed
1371 if (!this.chatbubbleentity)
1373 this.chatbubbleentity = new(chatbubbleentity);
1374 this.chatbubbleentity.owner = this;
1375 this.chatbubbleentity.exteriormodeltoclient = this;
1376 setthink(this.chatbubbleentity, ChatBubbleThink);
1377 this.chatbubbleentity.nextthink = time;
1378 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1379 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1380 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1381 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1382 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1383 //this.chatbubbleentity.model = "";
1384 this.chatbubbleentity.effects = EF_LOWPRECISION;
1389 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1390 // added to the model skins
1391 /*void UpdateColorModHack()
1394 c = this.clientcolors & 15;
1395 // LordHavoc: only bothering to support white, green, red, yellow, blue
1396 if (!teamplay) this.colormod = '0 0 0';
1397 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1398 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1399 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1400 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1401 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1402 else this.colormod = '1 1 1';
1405 void respawn(entity this)
1407 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1409 this.solid = SOLID_NOT;
1410 this.takedamage = DAMAGE_NO;
1411 set_movetype(this, MOVETYPE_FLY);
1412 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1413 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1414 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1415 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1416 if(autocvar_g_respawn_ghosts_maxtime)
1417 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1422 this.effects |= EF_NODRAW; // prevent another CopyBody
1423 PutClientInServer(this);
1426 void play_countdown(entity this, float finished, Sound samp)
1429 if(IS_REAL_CLIENT(this))
1430 if(floor(finished - time - frametime) != floor(finished - time))
1431 if(finished - time < 6)
1432 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1435 void player_powerups(entity this)
1437 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1438 int items_prev = this.items;
1440 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1441 this.modelflags |= MF_ROCKET;
1443 this.modelflags &= ~MF_ROCKET;
1445 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1447 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1450 Fire_ApplyDamage(this);
1451 Fire_ApplyEffect(this);
1455 if (this.items & ITEM_Strength.m_itemid)
1457 play_countdown(this, this.strength_finished, SND_POWEROFF);
1458 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1459 if (time > this.strength_finished)
1461 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1462 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1463 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1468 if (time < this.strength_finished)
1470 this.items = this.items | ITEM_Strength.m_itemid;
1472 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1473 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1476 if (this.items & ITEM_Shield.m_itemid)
1478 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1479 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1480 if (time > this.invincible_finished)
1482 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1483 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1484 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1489 if (time < this.invincible_finished)
1491 this.items = this.items | ITEM_Shield.m_itemid;
1493 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1494 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1497 if (this.items & IT_SUPERWEAPON)
1499 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1501 this.superweapons_finished = 0;
1502 this.items = this.items - (this.items & IT_SUPERWEAPON);
1503 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1504 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1506 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1508 // don't let them run out
1512 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1513 if (time > this.superweapons_finished)
1515 this.items = this.items - (this.items & IT_SUPERWEAPON);
1516 this.weapons &= ~WEPSET_SUPERWEAPONS;
1517 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1518 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1522 else if(this.weapons & WEPSET_SUPERWEAPONS)
1524 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1526 this.items = this.items | IT_SUPERWEAPON;
1528 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1529 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1533 this.superweapons_finished = 0;
1534 this.weapons &= ~WEPSET_SUPERWEAPONS;
1539 this.superweapons_finished = 0;
1543 if(autocvar_g_nodepthtestplayers)
1544 this.effects = this.effects | EF_NODEPTHTEST;
1546 if(autocvar_g_fullbrightplayers)
1547 this.effects = this.effects | EF_FULLBRIGHT;
1549 if (time >= game_starttime)
1550 if (time < this.spawnshieldtime)
1551 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1553 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1556 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1558 if(current > stable)
1560 else if(current > stable - 0.25) // when close enough, "snap"
1563 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1566 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1568 if(current < stable)
1570 else if(current < stable + 0.25) // when close enough, "snap"
1573 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1576 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1578 if(current > rotstable)
1580 if(rotframetime > 0)
1582 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1583 current = max(rotstable, current - rotlinear * rotframetime);
1586 else if(current < regenstable)
1588 if(regenframetime > 0)
1590 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1591 current = min(regenstable, current + regenlinear * regenframetime);
1601 void player_regen(entity this)
1603 float max_mod, regen_mod, rot_mod, limit_mod;
1604 max_mod = regen_mod = rot_mod = limit_mod = 1;
1606 float regen_health = autocvar_g_balance_health_regen;
1607 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1608 float regen_health_rot = autocvar_g_balance_health_rot;
1609 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1610 float regen_health_stable = autocvar_g_balance_health_regenstable;
1611 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1612 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1613 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1614 max_mod = M_ARGV(1, float);
1615 regen_mod = M_ARGV(2, float);
1616 rot_mod = M_ARGV(3, float);
1617 limit_mod = M_ARGV(4, float);
1618 regen_health = M_ARGV(5, float);
1619 regen_health_linear = M_ARGV(6, float);
1620 regen_health_rot = M_ARGV(7, float);
1621 regen_health_rotlinear = M_ARGV(8, float);
1622 regen_health_stable = M_ARGV(9, float);
1623 regen_health_rotstable = M_ARGV(10, float);
1625 if(!mutator_returnvalue)
1626 if(!STAT(FROZEN, this))
1628 float mina, maxa, limith, limita;
1629 maxa = autocvar_g_balance_armor_rotstable;
1630 mina = autocvar_g_balance_armor_regenstable;
1631 limith = autocvar_g_balance_health_limit;
1632 limita = autocvar_g_balance_armor_limit;
1634 regen_health_rotstable = regen_health_rotstable * max_mod;
1635 regen_health_stable = regen_health_stable * max_mod;
1636 limith = limith * limit_mod;
1637 limita = limita * limit_mod;
1639 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);
1640 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);
1643 // if player rotted to death... die!
1644 // check this outside above checks, as player may still be able to rot to death
1648 vehicles_exit(this.vehicle, VHEF_RELEASE);
1649 if(this.event_damage)
1650 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1653 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1655 float minf, maxf, limitf;
1657 maxf = autocvar_g_balance_fuel_rotstable;
1658 minf = autocvar_g_balance_fuel_regenstable;
1659 limitf = autocvar_g_balance_fuel_limit;
1661 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);
1663 // Ugly hack to make sure the haelth and armor don't go beyond hard limit.
1664 // TODO: Remove this hack when all code uses GivePlayerHealth and
1666 this.health = bound(0, this.health, ITEM_COUNT_HARD_LIMIT);
1667 this.armorvalue = bound(0, this.armorvalue, ITEM_COUNT_HARD_LIMIT);
1672 void SetZoomState(entity this, float newzoom)
1674 if(newzoom != CS(this).zoomstate)
1676 CS(this).zoomstate = newzoom;
1677 ClientData_Touch(this);
1679 zoomstate_set = true;
1682 void GetPressedKeys(entity this)
1684 MUTATOR_CALLHOOK(GetPressedKeys, this);
1685 int keys = STAT(PRESSED_KEYS, this);
1686 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1687 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1688 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1689 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1691 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1692 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1693 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1694 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1695 CS(this).pressedkeys = keys; // store for other users
1697 STAT(PRESSED_KEYS, this) = keys;
1701 ======================
1702 spectate mode routines
1703 ======================
1706 void SpectateCopy(entity this, entity spectatee)
1708 TC(Client, this); TC(Client, spectatee);
1710 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1711 PS(this) = PS(spectatee);
1712 this.armortype = spectatee.armortype;
1713 this.armorvalue = spectatee.armorvalue;
1714 this.ammo_cells = spectatee.ammo_cells;
1715 this.ammo_plasma = spectatee.ammo_plasma;
1716 this.ammo_shells = spectatee.ammo_shells;
1717 this.ammo_nails = spectatee.ammo_nails;
1718 this.ammo_rockets = spectatee.ammo_rockets;
1719 this.ammo_fuel = spectatee.ammo_fuel;
1720 this.clip_load = spectatee.clip_load;
1721 this.clip_size = spectatee.clip_size;
1722 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1723 this.health = spectatee.health;
1724 CS(this).impulse = 0;
1725 this.items = spectatee.items;
1726 this.last_pickup = spectatee.last_pickup;
1727 this.hit_time = spectatee.hit_time;
1728 this.strength_finished = spectatee.strength_finished;
1729 this.invincible_finished = spectatee.invincible_finished;
1730 this.superweapons_finished = spectatee.superweapons_finished;
1731 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1732 this.weapons = spectatee.weapons;
1733 this.vortex_charge = spectatee.vortex_charge;
1734 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1735 this.hagar_load = spectatee.hagar_load;
1736 this.arc_heat_percent = spectatee.arc_heat_percent;
1737 this.minelayer_mines = spectatee.minelayer_mines;
1738 this.punchangle = spectatee.punchangle;
1739 this.view_ofs = spectatee.view_ofs;
1740 this.velocity = spectatee.velocity;
1741 this.dmg_take = spectatee.dmg_take;
1742 this.dmg_save = spectatee.dmg_save;
1743 this.dmg_inflictor = spectatee.dmg_inflictor;
1744 this.v_angle = spectatee.v_angle;
1745 this.angles = spectatee.v_angle;
1746 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1747 this.revive_progress = spectatee.revive_progress;
1748 this.viewloc = spectatee.viewloc;
1749 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1750 this.fixangle = true;
1751 setorigin(this, spectatee.origin);
1752 setsize(this, spectatee.mins, spectatee.maxs);
1753 SetZoomState(this, CS(spectatee).zoomstate);
1755 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1757 .entity weaponentity = weaponentities[slot];
1758 this.(weaponentity) = spectatee.(weaponentity);
1761 for(int slot = 0; slot < MAX_AXH; ++slot)
1763 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1766 anticheat_spectatecopy(this, spectatee);
1767 this.hud = spectatee.hud;
1768 if(spectatee.vehicle)
1770 this.angles = spectatee.v_angle;
1772 //this.fixangle = false;
1773 //this.velocity = spectatee.vehicle.velocity;
1774 this.vehicle_health = spectatee.vehicle_health;
1775 this.vehicle_shield = spectatee.vehicle_shield;
1776 this.vehicle_energy = spectatee.vehicle_energy;
1777 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1778 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1779 this.vehicle_reload1 = spectatee.vehicle_reload1;
1780 this.vehicle_reload2 = spectatee.vehicle_reload2;
1782 //msg_entity = this;
1784 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1785 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1786 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1787 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1789 //WriteByte (MSG_ONE, SVC_SETVIEW);
1790 // WriteEntity(MSG_ONE, this);
1791 //makevectors(spectatee.v_angle);
1792 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1796 bool SpectateUpdate(entity this)
1801 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1803 SetSpectatee(this, NULL);
1807 SpectateCopy(this, this.enemy);
1812 bool SpectateSet(entity this)
1814 if(!IS_PLAYER(this.enemy))
1817 ClientData_Touch(this.enemy);
1820 WriteByte(MSG_ONE, SVC_SETVIEW);
1821 WriteEntity(MSG_ONE, this.enemy);
1822 set_movetype(this, MOVETYPE_NONE);
1823 accuracy_resend(this);
1825 if(!SpectateUpdate(this))
1826 PutObserverInServer(this);
1831 void SetSpectatee_status(entity this, int spectatee_num)
1833 int oldspectatee_status = CS(this).spectatee_status;
1834 CS(this).spectatee_status = spectatee_num;
1836 if (CS(this).spectatee_status != oldspectatee_status)
1838 ClientData_Touch(this);
1839 if (g_race || g_cts) race_InitSpectator();
1843 void SetSpectatee(entity this, entity spectatee)
1845 if(IS_BOT_CLIENT(this))
1846 return; // bots abuse .enemy, this code is useless to them
1848 entity old_spectatee = this.enemy;
1850 this.enemy = spectatee;
1853 // these are required to fix the spectator bug with arc
1856 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1858 .entity weaponentity = weaponentities[slot];
1859 if(old_spectatee.(weaponentity).arc_beam)
1860 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1865 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1867 .entity weaponentity = weaponentities[slot];
1868 if(this.enemy.(weaponentity).arc_beam)
1869 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1874 SetSpectatee_status(this, etof(this.enemy));
1876 // needed to update spectator list
1877 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1880 bool Spectate(entity this, entity pl)
1882 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1884 pl = M_ARGV(1, entity);
1886 SetSpectatee(this, pl);
1887 return SpectateSet(this);
1890 bool SpectateNext(entity this)
1892 entity ent = find(this.enemy, classname, STR_PLAYER);
1894 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1895 ent = M_ARGV(1, entity);
1897 ent = find(ent, classname, STR_PLAYER);
1899 if(ent) { SetSpectatee(this, ent); }
1901 return SpectateSet(this);
1904 bool SpectatePrev(entity this)
1906 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1907 entity ent = findchain(classname, STR_PLAYER);
1908 if (!ent) // no player
1912 // skip players until current spectated player
1914 while(ent && ent != this.enemy)
1917 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1919 case MUT_SPECPREV_FOUND:
1920 ent = M_ARGV(1, entity);
1922 case MUT_SPECPREV_RETURN:
1924 case MUT_SPECPREV_CONTINUE:
1935 SetSpectatee(this, ent);
1936 return SpectateSet(this);
1941 ShowRespawnCountdown()
1943 Update a respawn countdown display.
1946 void ShowRespawnCountdown(entity this)
1949 if(!IS_DEAD(this)) // just respawned?
1953 number = ceil(this.respawn_time - time);
1956 if(number <= this.respawn_countdown)
1958 this.respawn_countdown = number - 1;
1959 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
1960 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1965 .bool team_selected;
1966 bool ShowTeamSelection(entity this)
1968 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1970 stuffcmd(this, "menu_showteamselect\n");
1973 void Join(entity this)
1975 TRANSMUTE(Player, this);
1977 if(!this.team_selected)
1978 if(autocvar_g_campaign || autocvar_g_balance_teams)
1979 JoinBestTeam(this, false, true);
1981 if(autocvar_g_campaign)
1982 campaign_bots_may_start = true;
1984 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1986 PutClientInServer(this);
1989 if(teamplay && this.team != -1)
1990 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1992 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1993 this.team_selected = false;
1997 * Determines whether the player is allowed to join. This depends on cvar
1998 * g_maxplayers, if it isn't used this function always return true, otherwise
1999 * it checks whether the number of currently playing players exceeds g_maxplayers.
2000 * @return int number of free slots for players, 0 if none
2002 int nJoinAllowed(entity this, entity ignore)
2005 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2006 // so report 0 free slots if restricted
2008 if(autocvar_g_forced_team_otherwise == "spectate")
2010 if(autocvar_g_forced_team_otherwise == "spectator")
2014 if(this && this.team_forced < 0)
2015 return 0; // forced spectators can never join
2017 // TODO simplify this
2018 int totalClients = 0;
2019 int currentlyPlaying = 0;
2020 FOREACH_CLIENT(true, {
2023 if(IS_REAL_CLIENT(it))
2024 if(IS_PLAYER(it) || it.caplayer)
2028 float free_slots = 0;
2029 if (!autocvar_g_maxplayers)
2030 free_slots = maxclients - totalClients;
2031 else if(currentlyPlaying < autocvar_g_maxplayers)
2032 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2034 static float join_prevent_msg_time = 0;
2035 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2037 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2038 join_prevent_msg_time = time + 3;
2045 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2046 * g_maxplayers_spectator_blocktime seconds
2048 void checkSpectatorBlock(entity this)
2050 if(IS_SPEC(this) || IS_OBSERVER(this))
2052 if(IS_REAL_CLIENT(this))
2054 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2055 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2061 void PrintWelcomeMessage(entity this)
2063 if(CS(this).motd_actived_time == 0)
2065 if (autocvar_g_campaign) {
2066 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2067 CS(this).motd_actived_time = time;
2068 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2071 if (PHYS_INPUT_BUTTON_INFO(this)) {
2072 CS(this).motd_actived_time = time;
2073 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2077 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2079 if (autocvar_g_campaign) {
2080 if (PHYS_INPUT_BUTTON_INFO(this))
2081 CS(this).motd_actived_time = time;
2082 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2083 CS(this).motd_actived_time = 0;
2084 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2087 if (PHYS_INPUT_BUTTON_INFO(this))
2088 CS(this).motd_actived_time = time;
2089 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2090 CS(this).motd_actived_time = 0;
2091 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2095 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2097 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2098 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2099 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2101 // instanctly hide MOTD
2102 CS(this).motd_actived_time = 0;
2103 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2108 bool joinAllowed(entity this)
2110 if (CS(this).version_mismatch) return false;
2111 if (!nJoinAllowed(this, this)) return false;
2112 if (teamplay && lockteams) return false;
2113 if (ShowTeamSelection(this)) return false;
2114 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2119 bool PlayerThink(entity this)
2121 if (game_stopped || intermission_running) {
2122 this.modelflags &= ~MF_ROCKET;
2123 if(intermission_running)
2124 IntermissionThink(this);
2128 if (timeout_status == TIMEOUT_ACTIVE) {
2129 // don't allow the player to turn around while game is paused
2130 // FIXME turn this into CSQC stuff
2131 this.v_angle = this.lastV_angle;
2132 this.angles = this.lastV_angle;
2133 this.fixangle = true;
2136 if (frametime) player_powerups(this);
2138 if (IS_DEAD(this)) {
2139 if (this.personal && g_race_qualifying) {
2140 if (time > this.respawn_time) {
2141 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2143 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2146 if (frametime) player_anim(this);
2148 if (this.respawn_flags & RESPAWN_DENY)
2150 STAT(RESPAWN_TIME, this) = 0;
2154 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));
2156 switch(this.deadflag)
2160 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2161 this.deadflag = DEAD_RESPAWNING;
2162 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2163 this.deadflag = DEAD_DEAD;
2169 this.deadflag = DEAD_RESPAWNABLE;
2170 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2171 this.deadflag = DEAD_RESPAWNING;
2174 case DEAD_RESPAWNABLE:
2176 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2177 this.deadflag = DEAD_RESPAWNING;
2180 case DEAD_RESPAWNING:
2182 if (time > this.respawn_time)
2184 this.respawn_time = time + 1; // only retry once a second
2185 this.respawn_time_max = this.respawn_time;
2192 ShowRespawnCountdown(this);
2194 if (this.respawn_flags & RESPAWN_SILENT)
2195 STAT(RESPAWN_TIME, this) = 0;
2196 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2198 if (time < this.respawn_time)
2199 STAT(RESPAWN_TIME, this) = this.respawn_time;
2200 else if (this.deadflag != DEAD_RESPAWNING)
2201 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2204 STAT(RESPAWN_TIME, this) = this.respawn_time;
2207 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2208 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2209 STAT(RESPAWN_TIME, this) *= -1;
2214 bool have_hook = false;
2215 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2217 .entity weaponentity = weaponentities[slot];
2218 if(this.(weaponentity).hook.state)
2224 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2227 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2229 } else if (this.vehicle) {
2231 } else if (STAT(FROZEN, this)) {
2238 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2239 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2240 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2242 } else if (this.crouch) {
2243 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2244 if (!trace_startsolid) {
2245 this.crouch = false;
2246 this.view_ofs = STAT(PL_VIEW_OFS, this);
2247 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2251 FixPlayermodel(this);
2253 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2256 this.items &= ~this.items_added;
2258 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2260 .entity weaponentity = weaponentities[slot];
2261 W_WeaponFrame(this, weaponentity);
2265 this.clip_load = this.(weaponentity).clip_load;
2266 this.clip_size = this.(weaponentity).clip_size;
2270 this.items_added = 0;
2271 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2272 this.items_added |= IT_FUEL;
2274 this.items |= this.items_added;
2279 // WEAPONTODO: Add a weapon request for this
2280 // rot vortex charge to the charge limit
2281 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2283 .entity weaponentity = weaponentities[slot];
2284 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2285 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2288 if (frametime) player_anim(this);
2291 secrets_setstatus(this);
2294 monsters_setstatus(this);
2296 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2301 void ObserverThink(entity this)
2303 if ( CS(this).impulse )
2305 MinigameImpulse(this, CS(this).impulse);
2306 CS(this).impulse = 0;
2309 if (this.flags & FL_JUMPRELEASED) {
2310 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2311 this.flags &= ~FL_JUMPRELEASED;
2312 this.flags |= FL_SPAWNING;
2313 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2314 this.flags &= ~FL_JUMPRELEASED;
2315 if(SpectateNext(this)) {
2316 TRANSMUTE(Spectator, this);
2319 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2320 set_movetype(this, preferred_movetype);
2323 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2324 this.flags |= FL_JUMPRELEASED;
2325 if(this.flags & FL_SPAWNING)
2327 this.flags &= ~FL_SPAWNING;
2335 void SpectatorThink(entity this)
2337 if ( CS(this).impulse )
2339 if(MinigameImpulse(this, CS(this).impulse))
2340 CS(this).impulse = 0;
2342 if (CS(this).impulse == IMP_weapon_drop.impulse)
2344 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2345 CS(this).impulse = 0;
2350 if (this.flags & FL_JUMPRELEASED) {
2351 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2352 this.flags &= ~FL_JUMPRELEASED;
2353 this.flags |= FL_SPAWNING;
2354 } else if(PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)) {
2355 this.flags &= ~FL_JUMPRELEASED;
2356 if(SpectateNext(this)) {
2357 TRANSMUTE(Spectator, this);
2359 TRANSMUTE(Observer, this);
2360 PutClientInServer(this);
2362 CS(this).impulse = 0;
2363 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2364 this.flags &= ~FL_JUMPRELEASED;
2365 if(SpectatePrev(this)) {
2366 TRANSMUTE(Spectator, this);
2368 TRANSMUTE(Observer, this);
2369 PutClientInServer(this);
2371 CS(this).impulse = 0;
2372 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2373 this.flags &= ~FL_JUMPRELEASED;
2374 TRANSMUTE(Observer, this);
2375 PutClientInServer(this);
2377 if(!SpectateUpdate(this))
2378 PutObserverInServer(this);
2381 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2382 this.flags |= FL_JUMPRELEASED;
2383 if(this.flags & FL_SPAWNING)
2385 this.flags &= ~FL_SPAWNING;
2390 if(!SpectateUpdate(this))
2391 PutObserverInServer(this);
2394 this.flags |= FL_CLIENT | FL_NOTARGET;
2397 void vehicles_enter (entity pl, entity veh);
2398 void PlayerUseKey(entity this)
2400 if (!IS_PLAYER(this))
2407 vehicles_exit(this.vehicle, VHEF_NORMAL);
2411 else if(autocvar_g_vehicles_enter)
2413 if(!STAT(FROZEN, this))
2417 entity head, closest_target = NULL;
2418 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2420 while(head) // find the closest acceptable target to enter
2422 if(IS_VEHICLE(head))
2424 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2425 if(head.takedamage != DAMAGE_NO)
2429 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2430 { closest_target = head; }
2432 else { closest_target = head; }
2438 if(closest_target) { vehicles_enter(this, closest_target); return; }
2442 // a use key was pressed; call handlers
2443 MUTATOR_CALLHOOK(PlayerUseKey, this);
2451 Called every frame for each client before the physics are run
2454 .float last_vehiclecheck;
2455 void PlayerPreThink (entity this)
2457 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2458 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2460 WarpZone_PlayerPhysics_FixVAngle(this);
2463 // physics frames: update anticheat stuff
2464 anticheat_prethink(this);
2467 if (blockSpectators && frametime) {
2468 // WORKAROUND: only use dropclient in server frames (frametime set).
2469 // Never use it in cl_movement frames (frametime zero).
2470 checkSpectatorBlock(this);
2473 zoomstate_set = false;
2475 // Check for nameless players
2476 if (isInvisibleString(this.netname)) {
2477 this.netname = strzone(sprintf("Player#%d", this.playerid));
2478 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2480 if (this.netname != CS(this).netname_previous) {
2481 if (autocvar_sv_eventlog) {
2482 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2484 if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
2485 CS(this).netname_previous = strzone(this.netname);
2489 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2490 CS(this).version_nagtime = 0;
2491 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2493 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2495 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2497 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2498 if (r < 0) { // old client
2499 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2500 } else if (r > 0) { // old server
2501 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2507 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2509 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2510 this.max_armorvalue = 0;
2515 if (STAT(FROZEN, this) == 2)
2517 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2518 this.health = max(1, this.revive_progress * start_health);
2519 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2521 if (this.revive_progress >= 1)
2524 else if (STAT(FROZEN, this) == 3)
2526 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2527 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2529 if (this.health < 1)
2532 vehicles_exit(this.vehicle, VHEF_RELEASE);
2533 if(this.event_damage)
2534 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2536 else if (this.revive_progress <= 0)
2541 MUTATOR_CALLHOOK(PlayerPreThink, this);
2543 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2544 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2546 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2548 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2549 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2551 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2555 if(!it.team || SAME_TEAM(this, it))
2556 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2557 else if(autocvar_g_vehicles_steal)
2558 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2562 this.last_vehiclecheck = time + 1;
2565 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2567 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2569 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2572 if (IS_REAL_CLIENT(this))
2573 PrintWelcomeMessage(this);
2575 if (IS_PLAYER(this)) {
2576 if(!PlayerThink(this))
2579 else if (game_stopped || intermission_running) {
2580 if(intermission_running)
2581 IntermissionThink(this);
2584 else if (IS_OBSERVER(this)) {
2585 ObserverThink(this);
2587 else if (IS_SPEC(this)) {
2588 SpectatorThink(this);
2591 // WEAPONTODO: Add weapon request for this
2592 if (!zoomstate_set) {
2593 bool wep_zoomed = false;
2594 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2596 .entity weaponentity = weaponentities[slot];
2597 Weapon thiswep = this.(weaponentity).m_weapon;
2598 if(thiswep != WEP_Null && thiswep.wr_zoom)
2599 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2601 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2604 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2606 CS(this).teamkill_soundtime = 0;
2608 entity e = CS(this).teamkill_soundsource;
2609 entity oldpusher = e.pusher;
2611 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2612 e.pusher = oldpusher;
2615 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2616 CS(this).taunt_soundtime = 0;
2617 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2620 target_voicescript_next(this);
2622 // WEAPONTODO: Move into weaponsystem somehow
2623 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2624 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2626 .entity weaponentity = weaponentities[slot];
2627 if(this.(weaponentity).m_weapon == WEP_Null)
2628 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2632 void DrownPlayer(entity this)
2637 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2639 if(this.air_finished < time)
2640 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2641 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2644 else if (this.air_finished < time)
2646 if (this.pain_finished < time)
2648 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2649 this.pain_finished = time + 0.5;
2654 .bool move_qcphysics;
2656 void Player_Physics(entity this)
2658 set_movetype(this, this.move_movetype);
2660 if(!this.move_qcphysics)
2663 if(!frametime && !CS(this).pm_frametime)
2666 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2668 CS(this).pm_frametime = 0;
2675 Called every frame for each client after the physics are run
2678 void PlayerPostThink (entity this)
2680 Player_Physics(this);
2683 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2684 if (IS_REAL_CLIENT(this))
2685 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2687 int totalClients = 0;
2688 if(sv_maxidle_slots > 0)
2690 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2696 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2697 { /* do nothing */ }
2698 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2700 if (CS(this).idlekick_lasttimeleft)
2702 CS(this).idlekick_lasttimeleft = 0;
2703 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2708 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2709 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2710 if (!CS(this).idlekick_lasttimeleft)
2711 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2713 if (timeleft <= 0) {
2714 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2718 else if (timeleft <= 10) {
2719 if (timeleft != CS(this).idlekick_lasttimeleft) {
2720 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2722 CS(this).idlekick_lasttimeleft = timeleft;
2731 this.solid = SOLID_NOT;
2732 this.takedamage = DAMAGE_NO;
2733 set_movetype(this, MOVETYPE_NONE);
2736 if (IS_PLAYER(this)) {
2738 UpdateChatBubble(this);
2739 if (CS(this).impulse) ImpulseCommands(this);
2742 CSQCMODEL_AUTOUPDATE(this);
2745 GetPressedKeys(this);
2748 if (this.waypointsprite_attachedforcarrier) {
2749 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2750 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2753 playerdemo_write(this);
2755 CSQCMODEL_AUTOUPDATE(this);
2758 // hack to copy the button fields from the client entity to the Client State
2759 void PM_UpdateButtons(entity this, entity store)
2762 store.impulse = this.impulse;
2765 store.button0 = this.button0;
2766 store.button2 = this.button2;
2767 store.button3 = this.button3;
2768 store.button4 = this.button4;
2769 store.button5 = this.button5;
2770 store.button6 = this.button6;
2771 store.button7 = this.button7;
2772 store.button8 = this.button8;
2773 store.button9 = this.button9;
2774 store.button10 = this.button10;
2775 store.button11 = this.button11;
2776 store.button12 = this.button12;
2777 store.button13 = this.button13;
2778 store.button14 = this.button14;
2779 store.button15 = this.button15;
2780 store.button16 = this.button16;
2781 store.buttonuse = this.buttonuse;
2782 store.buttonchat = this.buttonchat;
2784 store.cursor_active = this.cursor_active;
2785 store.cursor_screen = this.cursor_screen;
2786 store.cursor_trace_start = this.cursor_trace_start;
2787 store.cursor_trace_endpos = this.cursor_trace_endpos;
2788 store.cursor_trace_ent = this.cursor_trace_ent;
2790 store.ping = this.ping;
2791 store.ping_packetloss = this.ping_packetloss;
2792 store.ping_movementloss = this.ping_movementloss;
2794 store.v_angle = this.v_angle;
2795 store.movement = this.movement;