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 #include <common/mutators/mutator/overkill/okvortex.qh>
64 STATIC_METHOD(Client, Add, void(Client this, int _team))
67 TRANSMUTE(Player, this);
70 PutClientInServer(this);
73 void PutObserverInServer(entity this);
75 STATIC_METHOD(Client, Remove, void(Client this))
77 TRANSMUTE(Observer, this);
78 PutClientInServer(this);
79 ClientDisconnect(this);
82 void send_CSQC_teamnagger() {
83 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
86 int CountSpectators(entity player, entity to)
88 if(!player) { return 0; } // not sure how, but best to be safe
92 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
100 void WriteSpectators(entity player, entity to)
102 if(!player) { return; } // not sure how, but best to be safe
104 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
106 WriteByte(MSG_ENTITY, num_for_edict(it));
110 bool ClientData_Send(entity this, entity to, int sf)
112 assert(to == this.owner, return false);
115 if (IS_SPEC(e)) e = e.enemy;
118 if (CS(e).race_completed) sf |= 1; // forced scoreboard
119 if (CS(to).spectatee_status) sf |= 2; // spectator ent number follows
120 if (CS(e).zoomstate) sf |= 4; // zoomed
121 if (autocvar_sv_showspectators) sf |= 16; // show spectators
123 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
124 WriteByte(MSG_ENTITY, sf);
128 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
133 float specs = CountSpectators(e, to);
134 WriteByte(MSG_ENTITY, specs);
135 WriteSpectators(e, to);
141 void ClientData_Attach(entity this)
143 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
144 CS(this).clientdata.drawonlytoclient = this;
145 CS(this).clientdata.owner = this;
148 void ClientData_Detach(entity this)
150 delete(CS(this).clientdata);
151 CS(this).clientdata = NULL;
154 void ClientData_Touch(entity e)
156 CS(e).clientdata.SendFlags = 1;
158 // make it spectatable
159 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
162 void SetSpectatee(entity this, entity spectatee);
163 void SetSpectatee_status(entity this, int spectatee_num);
170 Checks if the argument string can be a valid playermodel.
171 Returns a valid one in doubt.
174 string FallbackPlayerModel;
175 string CheckPlayerModel(string plyermodel) {
176 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
178 // note: we cannot summon Don Strunzone here, some player may
179 // still have the model string set. In case anyone manages how
180 // to change a cvar default, we'll have a small leak here.
181 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
183 // only in right path
184 if( substring(plyermodel,0,14) != "models/player/")
185 return FallbackPlayerModel;
186 // only good file extensions
187 if(substring(plyermodel,-4,4) != ".zym")
188 if(substring(plyermodel,-4,4) != ".dpm")
189 if(substring(plyermodel,-4,4) != ".iqm")
190 if(substring(plyermodel,-4,4) != ".md3")
191 if(substring(plyermodel,-4,4) != ".psk")
192 return FallbackPlayerModel;
193 // forbid the LOD models
194 if(substring(plyermodel, -9,5) == "_lod1")
195 return FallbackPlayerModel;
196 if(substring(plyermodel, -9,5) == "_lod2")
197 return FallbackPlayerModel;
198 if(plyermodel != strtolower(plyermodel))
199 return FallbackPlayerModel;
200 // also, restrict to server models
201 if(autocvar_sv_servermodelsonly)
203 if(!fexists(plyermodel))
204 return FallbackPlayerModel;
209 void setplayermodel(entity e, string modelname)
211 precache_model(modelname);
212 _setmodel(e, modelname);
213 player_setupanimsformodel(e);
214 if(!autocvar_g_debug_globalsounds)
215 UpdatePlayerSounds(e);
218 void FixPlayermodel(entity player);
219 /** putting a client as observer in the server */
220 void PutObserverInServer(entity this)
222 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
223 PlayerState_detach(this);
225 if (IS_PLAYER(this) && this.health >= 1) {
227 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
231 entity spot = SelectSpawnPoint(this, true);
232 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
233 this.angles = vec2(spot.angles);
234 this.fixangle = true;
235 // offset it so that the spectator spawns higher off the ground, looks better this way
236 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
237 if (IS_REAL_CLIENT(this))
240 WriteByte(MSG_ONE, SVC_SETVIEW);
241 WriteEntity(MSG_ONE, this);
243 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
244 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
245 if(!autocvar_g_debug_globalsounds)
247 // needed for player sounds
249 FixPlayermodel(this);
251 setmodel(this, MDL_Null);
252 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
253 this.view_ofs = '0 0 0';
256 RemoveGrapplingHooks(this);
257 Portal_ClearAll(this);
259 SetSpectatee(this, NULL);
264 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
268 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
270 WaypointSprite_PlayerDead(this);
272 if (mutator_returnvalue) {
273 // mutator prevents resetting teams+score
275 this.team = -1; // move this as it is needed to log the player spectating in eventlog
276 this.frags = FRAGS_SPECTATOR;
277 PlayerScore_Clear(this); // clear scores when needed
280 if (CS(this).killcount != FRAGS_SPECTATOR)
282 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
284 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
285 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
287 if(!CS(this).just_joined)
288 LogTeamchange(this.playerid, -1, 4);
290 CS(this).just_joined = false;
293 accuracy_resend(this);
295 CS(this).spectatortime = time;
297 IL_REMOVE(g_bot_targets, this);
298 this.bot_attack = false;
299 this.hud = HUD_NORMAL;
300 TRANSMUTE(Observer, this);
301 this.iscreature = false;
302 this.teleportable = TELEPORT_SIMPLE;
303 if(this.damagedbycontents)
304 IL_REMOVE(g_damagedbycontents, this);
305 this.damagedbycontents = false;
306 this.health = FRAGS_SPECTATOR;
307 SetSpectatee_status(this, etof(this));
308 this.takedamage = DAMAGE_NO;
309 this.solid = SOLID_NOT;
310 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
311 this.flags = FL_CLIENT | FL_NOTARGET;
312 this.armorvalue = 666;
314 this.armorvalue = autocvar_g_balance_armor_start;
315 this.pauserotarmor_finished = 0;
316 this.pauserothealth_finished = 0;
317 this.pauseregen_finished = 0;
318 this.damageforcescale = 0;
320 this.respawn_flags = 0;
321 this.respawn_time = 0;
322 this.stat_respawn_time = 0;
327 this.pain_finished = 0;
328 this.strength_finished = 0;
329 this.invincible_finished = 0;
330 this.superweapons_finished = 0;
333 setthink(this, func_null);
335 this.deadflag = DEAD_NO;
337 this.revive_progress = 0;
338 this.revival_time = 0;
341 this.weapons = '0 0 0';
342 this.drawonlytoclient = this;
344 this.weaponmodel = "";
345 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
347 this.weaponentities[slot] = NULL;
349 this.exteriorweaponentity = NULL;
350 CS(this).killcount = FRAGS_SPECTATOR;
351 this.velocity = '0 0 0';
352 this.avelocity = '0 0 0';
353 this.punchangle = '0 0 0';
354 this.punchvector = '0 0 0';
355 this.oldvelocity = this.velocity;
356 this.fire_endtime = -1;
357 this.event_damage = func_null;
359 for(int slot = 0; slot < MAX_AXH; ++slot)
361 entity axh = this.(AuxiliaryXhair[slot]);
362 this.(AuxiliaryXhair[slot]) = NULL;
364 if(axh.owner == this && axh != NULL && !wasfreed(axh))
369 int player_getspecies(entity this)
371 get_model_parameters(this.model, this.skin);
372 int s = get_model_parameters_species;
373 get_model_parameters(string_null, 0);
374 if (s < 0) return SPECIES_HUMAN;
378 .float model_randomizer;
379 void FixPlayermodel(entity player)
381 string defaultmodel = "";
383 if(autocvar_sv_defaultcharacter)
389 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
390 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
391 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
392 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
396 if(defaultmodel == "")
398 defaultmodel = autocvar_sv_defaultplayermodel;
399 defaultskin = autocvar_sv_defaultplayerskin;
402 int n = tokenize_console(defaultmodel);
405 defaultmodel = argv(floor(n * CS(player).model_randomizer));
406 // However, do NOT randomize if the player-selected model is in the list.
407 for (int i = 0; i < n; ++i)
408 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
409 defaultmodel = argv(i);
412 int i = strstrofs(defaultmodel, ":", 0);
415 defaultskin = stof(substring(defaultmodel, i+1, -1));
416 defaultmodel = substring(defaultmodel, 0, i);
419 if(autocvar_sv_defaultcharacterskin && !defaultskin)
425 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
426 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
427 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
428 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
433 defaultskin = autocvar_sv_defaultplayerskin;
436 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
437 defaultmodel = M_ARGV(0, string);
438 defaultskin = M_ARGV(1, int);
442 if(defaultmodel != "")
444 if (defaultmodel != player.model)
446 vector m1 = player.mins;
447 vector m2 = player.maxs;
448 setplayermodel (player, defaultmodel);
449 setsize (player, m1, m2);
453 oldskin = player.skin;
454 player.skin = defaultskin;
456 if (player.playermodel != player.model || player.playermodel == "")
458 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
459 vector m1 = player.mins;
460 vector m2 = player.maxs;
461 setplayermodel (player, player.playermodel);
462 setsize (player, m1, m2);
466 if(!autocvar_sv_defaultcharacterskin)
468 oldskin = player.skin;
469 player.skin = stof(player.playerskin);
473 oldskin = player.skin;
474 player.skin = defaultskin;
478 if(chmdl || oldskin != player.skin) // model or skin has changed
480 player.species = player_getspecies(player); // update species
481 if(!autocvar_g_debug_globalsounds)
482 UpdatePlayerSounds(player); // update skin sounds
486 if(strlen(autocvar_sv_defaultplayercolors))
487 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
488 setcolor(player, stof(autocvar_sv_defaultplayercolors));
491 void PutPlayerInServer(entity this)
493 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
495 PlayerState_attach(this);
496 accuracy_resend(this);
499 JoinBestTeam(this, false, true);
501 entity spot = SelectSpawnPoint(this, false);
503 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
504 return; // spawn failed
507 TRANSMUTE(Player, this);
509 CS(this).wasplayer = true;
510 this.iscreature = true;
511 this.teleportable = TELEPORT_NORMAL;
512 if(!this.damagedbycontents)
513 IL_PUSH(g_damagedbycontents, this);
514 this.damagedbycontents = true;
515 set_movetype(this, MOVETYPE_WALK);
516 this.solid = SOLID_SLIDEBOX;
517 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
518 if (autocvar_g_playerclip_collisions)
519 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
520 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
521 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
522 this.frags = FRAGS_PLAYER;
523 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
524 this.flags = FL_CLIENT | FL_PICKUPITEMS;
525 if (autocvar__notarget)
526 this.flags |= FL_NOTARGET;
527 this.takedamage = DAMAGE_AIM;
528 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
532 this.ammo_shells = warmup_start_ammo_shells;
533 this.ammo_nails = warmup_start_ammo_nails;
534 this.ammo_rockets = warmup_start_ammo_rockets;
535 this.ammo_cells = warmup_start_ammo_cells;
536 this.ammo_plasma = warmup_start_ammo_plasma;
537 this.ammo_fuel = warmup_start_ammo_fuel;
538 this.health = warmup_start_health;
539 this.armorvalue = warmup_start_armorvalue;
540 this.weapons = WARMUP_START_WEAPONS;
542 this.ammo_shells = start_ammo_shells;
543 this.ammo_nails = start_ammo_nails;
544 this.ammo_rockets = start_ammo_rockets;
545 this.ammo_cells = start_ammo_cells;
546 this.ammo_plasma = start_ammo_plasma;
547 this.ammo_fuel = start_ammo_fuel;
548 this.health = start_health;
549 this.armorvalue = start_armorvalue;
550 this.weapons = start_weapons;
552 SetSpectatee_status(this, 0);
554 PS(this).dual_weapons = '0 0 0';
556 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
558 this.items = start_items;
560 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
561 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
562 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
563 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
564 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
565 // extend the pause of rotting if client was reset at the beginning of the countdown
566 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
567 float f = game_starttime - time;
568 this.spawnshieldtime += f;
569 this.pauserotarmor_finished += f;
570 this.pauserothealth_finished += f;
571 this.pauseregen_finished += f;
573 this.damageforcescale = 2;
575 this.respawn_flags = 0;
576 this.respawn_time = 0;
577 this.stat_respawn_time = 0;
578 this.scale = autocvar_sv_player_scale;
581 this.pain_finished = 0;
583 setthink(this, func_null); // players have no think function
586 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
588 this.deadflag = DEAD_NO;
590 this.angles = spot.angles;
591 this.angles_z = 0; // never spawn tilted even if the spot says to
592 if (IS_BOT_CLIENT(this))
593 this.v_angle = this.angles;
594 this.fixangle = true; // turn this way immediately
595 this.oldvelocity = this.velocity = '0 0 0';
596 this.avelocity = '0 0 0';
597 this.punchangle = '0 0 0';
598 this.punchvector = '0 0 0';
600 this.strength_finished = 0;
601 this.invincible_finished = 0;
602 this.fire_endtime = -1;
603 this.revive_progress = 0;
604 this.revival_time = 0;
605 this.air_finished = time + 12;
607 entity spawnevent = new_pure(spawnevent);
608 spawnevent.owner = this;
609 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
611 // Cut off any still running player sounds.
612 stopsound(this, CH_PLAYER_SINGLE);
615 FixPlayermodel(this);
616 this.drawonlytoclient = NULL;
621 this.view_ofs = STAT(PL_VIEW_OFS, this);
622 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
623 this.spawnorigin = spot.origin;
624 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
625 // don't reset back to last position, even if new position is stuck in solid
626 this.oldorigin = this.origin;
627 this.lastteleporttime = time; // prevent insane speeds due to changing origin
629 IL_REMOVE(g_conveyed, this);
630 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
631 this.hud = HUD_NORMAL;
633 this.event_damage = PlayerDamage;
636 IL_PUSH(g_bot_targets, this);
637 this.bot_attack = true;
638 if(!this.monster_attack)
639 IL_PUSH(g_monster_targets, this);
640 this.monster_attack = true;
641 navigation_dynamicgoal_init(this, false);
643 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
645 if (CS(this).killcount == FRAGS_SPECTATOR) {
646 PlayerScore_Clear(this);
647 CS(this).killcount = 0;
650 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
652 .entity weaponentity = weaponentities[slot];
653 entity oldwep = this.(weaponentity);
654 CL_SpawnWeaponentity(this, weaponentity);
655 if(oldwep && oldwep.owner == this)
656 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
658 this.alpha = default_player_alpha;
659 this.colormod = '1 1 1' * autocvar_g_player_brightness;
660 this.exteriorweaponentity.alpha = default_weapon_alpha;
662 this.speedrunning = false;
664 target_voicescript_clear(this);
666 // reset fields the weapons may use
667 FOREACH(Weapons, true, {
668 it.wr_resetplayer(it, this);
669 // reload all reloadable weapons
670 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
671 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
673 .entity weaponentity = weaponentities[slot];
674 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
680 string s = spot.target;
681 spot.target = string_null;
682 SUB_UseTargets(spot, this, NULL);
688 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
690 if (autocvar_spawn_debug)
692 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
693 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
696 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
698 .entity weaponentity = weaponentities[slot];
699 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
700 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
702 this.(weaponentity).m_switchweapon = WEP_Null;
703 this.(weaponentity).m_weapon = WEP_Null;
704 this.(weaponentity).weaponname = "";
705 this.(weaponentity).m_switchingweapon = WEP_Null;
706 this.(weaponentity).cnt = -1;
709 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
711 if (!warmup_stage && !this.alivetime)
712 this.alivetime = time;
714 antilag_clear(this, CS(this));
717 /** Called when a client spawns in the server */
718 void PutClientInServer(entity this)
720 if (IS_BOT_CLIENT(this)) {
721 TRANSMUTE(Player, this);
722 } else if (IS_REAL_CLIENT(this)) {
724 WriteByte(MSG_ONE, SVC_SETVIEW);
725 WriteEntity(MSG_ONE, this);
728 TRANSMUTE(Observer, this);
730 SetSpectatee(this, NULL);
734 PS(this).itemkeys = 0;
736 MUTATOR_CALLHOOK(PutClientInServer, this);
738 if (IS_OBSERVER(this)) {
739 PutObserverInServer(this);
740 } else if (IS_PLAYER(this)) {
741 PutPlayerInServer(this);
745 void ClientInit_misc(entity this);
747 // TODO do we need all these fields, or should we stop autodetecting runtime
748 // changes and just have a console command to update this?
749 bool ClientInit_SendEntity(entity this, entity to, int sf)
751 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
754 // MSG_INIT replacement
755 // TODO: make easier to use
757 W_PROP_reload(MSG_ONE, to);
758 ClientInit_misc(this);
759 MUTATOR_CALLHOOK(Ent_Init);
761 void ClientInit_misc(entity this)
763 int channel = MSG_ONE;
764 WriteHeader(channel, ENT_CLIENT_INIT);
765 WriteByte(channel, g_nexball_meter_period * 32);
766 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
767 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
768 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
769 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
770 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
771 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
772 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
773 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
775 if(sv_foginterval && world.fog != "")
776 WriteString(channel, world.fog);
778 WriteString(channel, "");
779 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
780 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
781 WriteByte(channel, serverflags);
782 WriteCoord(channel, autocvar_g_trueaim_minrange);
785 void ClientInit_CheckUpdate(entity this)
787 this.nextthink = time;
788 if(this.count != autocvar_g_balance_armor_blockpercent)
790 this.count = autocvar_g_balance_armor_blockpercent;
793 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
795 this.cnt = autocvar_g_balance_damagepush_speedfactor;
800 void ClientInit_Spawn()
802 entity e = new_pure(clientinit);
803 setthink(e, ClientInit_CheckUpdate);
804 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
806 ClientInit_CheckUpdate(e);
816 // initialize parms for a new player
817 parm1 = -(86400 * 366);
819 MUTATOR_CALLHOOK(SetNewParms);
827 void SetChangeParms (entity this)
829 // save parms for level change
830 parm1 = CS(this).parm_idlesince - time;
832 MUTATOR_CALLHOOK(SetChangeParms);
840 void DecodeLevelParms(entity this)
843 CS(this).parm_idlesince = parm1;
844 if (CS(this).parm_idlesince == -(86400 * 366))
845 CS(this).parm_idlesince = time;
847 // whatever happens, allow 60 seconds of idling directly after connect for map loading
848 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
850 MUTATOR_CALLHOOK(DecodeLevelParms);
857 Called when a client types 'kill' in the console
861 .float clientkill_nexttime;
862 void ClientKill_Now_TeamChange(entity this)
864 if(CS(this).killindicator_teamchange == -1)
866 JoinBestTeam( this, false, true );
868 else if(CS(this).killindicator_teamchange == -2)
871 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
872 PutObserverInServer(this);
875 SV_ChangeTeam(this, CS(this).killindicator_teamchange - 1);
876 CS(this).killindicator_teamchange = 0;
879 void ClientKill_Now(entity this)
883 vehicles_exit(this.vehicle, VHEF_RELEASE);
884 if(!CS(this).killindicator_teamchange)
886 this.vehicle_health = -1;
887 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
891 if(this.killindicator && !wasfreed(this.killindicator))
892 delete(this.killindicator);
894 this.killindicator = NULL;
896 if(CS(this).killindicator_teamchange)
897 ClientKill_Now_TeamChange(this);
899 if(!IS_SPEC(this) && !IS_OBSERVER(this))
900 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
902 // now I am sure the player IS dead
904 void KillIndicator_Think(entity this)
908 this.owner.killindicator = NULL;
913 if (this.owner.alpha < 0 && !this.owner.vehicle)
915 this.owner.killindicator = NULL;
922 ClientKill_Now(this.owner);
925 else if(this.health == 1) // health == 1 means that it's silent
927 this.nextthink = time + 1;
933 setmodel(this, MDL_NUM(this.cnt));
934 if(IS_REAL_CLIENT(this.owner))
937 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
939 this.nextthink = time + 1;
944 float clientkilltime;
945 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
953 killtime = autocvar_g_balance_kill_delay;
955 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
957 killtime = M_ARGV(1, float);
959 CS(this).killindicator_teamchange = targetteam;
961 if(!this.killindicator)
965 killtime = max(killtime, this.clientkill_nexttime - time);
966 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
969 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
971 ClientKill_Now(this);
975 starttime = max(time, clientkilltime);
977 this.killindicator = spawn();
978 this.killindicator.owner = this;
979 this.killindicator.scale = 0.5;
980 setattachment(this.killindicator, this, "");
981 setorigin(this.killindicator, '0 0 52');
982 setthink(this.killindicator, KillIndicator_Think);
983 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
984 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
985 this.killindicator.cnt = ceil(killtime);
986 this.killindicator.count = bound(0, ceil(killtime), 10);
987 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
989 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
991 it.killindicator = spawn();
992 it.killindicator.owner = it;
993 it.killindicator.scale = 0.5;
994 setattachment(it.killindicator, it, "");
995 setorigin(it.killindicator, '0 0 52');
996 setthink(it.killindicator, KillIndicator_Think);
997 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
998 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
999 it.killindicator.cnt = ceil(killtime);
1004 if(this.killindicator)
1006 if(targetteam == 0) // just die
1008 this.killindicator.colormod = '0 0 0';
1009 if(IS_REAL_CLIENT(this))
1010 if(this.killindicator.cnt > 0)
1011 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1013 else if(targetteam == -1) // auto
1015 this.killindicator.colormod = '0 1 0';
1016 if(IS_REAL_CLIENT(this))
1017 if(this.killindicator.cnt > 0)
1018 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1020 else if(targetteam == -2) // spectate
1022 this.killindicator.colormod = '0.5 0.5 0.5';
1023 if(IS_REAL_CLIENT(this))
1024 if(this.killindicator.cnt > 0)
1025 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1029 this.killindicator.colormod = Team_ColorRGB(targetteam);
1030 if(IS_REAL_CLIENT(this))
1031 if(this.killindicator.cnt > 0)
1032 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1038 void ClientKill (entity this)
1040 if(game_stopped) return;
1041 if(this.player_blocked) return;
1042 if(STAT(FROZEN, this)) return;
1044 ClientKill_TeamChange(this, 0);
1047 void FixClientCvars(entity e)
1049 // send prediction settings to the client
1050 stuffcmd(e, "\nin_bindmap 0 0\n");
1051 if(autocvar_g_antilag == 3) // client side hitscan
1052 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1053 if(autocvar_sv_gentle)
1054 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1056 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1057 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1059 MUTATOR_CALLHOOK(FixClientCvars, e);
1062 bool findinlist_abbrev(string tofind, string list)
1064 if(list == "" || tofind == "")
1065 return false; // empty list or search, just return
1067 // this function allows abbreviated strings!
1068 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1076 bool PlayerInIPList(entity p, string iplist)
1078 // some safety checks (never allow local?)
1079 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1082 return findinlist_abbrev(p.netaddress, iplist);
1085 bool PlayerInIDList(entity p, string idlist)
1087 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1091 return findinlist_abbrev(p.crypto_idfp, idlist);
1094 bool PlayerInList(entity player, string list)
1096 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1099 #ifdef DP_EXT_PRECONNECT
1104 Called once (not at each match start) when a client begins a connection to the server
1107 void ClientPreConnect(entity this)
1109 if(autocvar_sv_eventlog)
1111 GameLogEcho(sprintf(":connect:%d:%d:%s",
1114 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1124 Called when a client connects to the server
1127 void ClientConnect(entity this)
1129 if (Ban_MaybeEnforceBanOnce(this)) return;
1130 assert(!IS_CLIENT(this), return);
1131 this.flags |= FL_CLIENT;
1132 assert(player_count >= 0, player_count = 0);
1135 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1137 TRANSMUTE(Client, this);
1138 CS(this).version_nagtime = time + 10 + random() * 10;
1140 // identify the right forced team
1141 if (autocvar_g_campaign)
1143 if (IS_REAL_CLIENT(this)) // only players, not bots
1145 switch (autocvar_g_campaign_forceteam)
1147 case 1: this.team_forced = NUM_TEAM_1; break;
1148 case 2: this.team_forced = NUM_TEAM_2; break;
1149 case 3: this.team_forced = NUM_TEAM_3; break;
1150 case 4: this.team_forced = NUM_TEAM_4; break;
1151 default: this.team_forced = 0;
1155 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1156 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1157 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1158 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1159 else switch (autocvar_g_forced_team_otherwise)
1161 default: this.team_forced = 0; break;
1162 case "red": this.team_forced = NUM_TEAM_1; break;
1163 case "blue": this.team_forced = NUM_TEAM_2; break;
1164 case "yellow": this.team_forced = NUM_TEAM_3; break;
1165 case "pink": this.team_forced = NUM_TEAM_4; break;
1168 this.team_forced = -1;
1171 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1174 int id = this.playerid;
1175 this.playerid = 0; // silent
1176 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1180 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1181 TRANSMUTE(Observer, this);
1183 if (!teamplay || autocvar_g_balance_teams) {
1184 TRANSMUTE(Player, this);
1185 campaign_bots_may_start = true;
1187 TRANSMUTE(Observer, this); // do it anyway
1191 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1193 // always track bots, don't ask for cl_allow_uidtracking
1194 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1196 if (autocvar_sv_eventlog)
1197 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1199 LogTeamchange(this.playerid, this.team, 1);
1201 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1203 CS(this).netname_previous = strzone(this.netname);
1205 if(teamplay && IS_PLAYER(this))
1206 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1208 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1210 stuffcmd(this, clientstuff, "\n");
1211 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1213 FixClientCvars(this);
1215 // get version info from player
1216 stuffcmd(this, "cmd clientversion $gameversion\n");
1218 // notify about available teams
1221 CheckAllowedTeams(this);
1223 if (c1 >= 0) t |= BIT(0);
1224 if (c2 >= 0) t |= BIT(1);
1225 if (c3 >= 0) t |= BIT(2);
1226 if (c4 >= 0) t |= BIT(3);
1227 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1231 stuffcmd(this, "set _teams_available 0\n");
1234 bot_relinkplayerlist();
1236 CS(this).spectatortime = time;
1237 if (blockSpectators)
1239 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1242 CS(this).jointime = time;
1243 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1245 if (IS_REAL_CLIENT(this))
1247 if (g_weaponarena_weapons == WEPSET(TUBA))
1248 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1251 if (!sv_foginterval && world.fog != "")
1252 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1254 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1255 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1256 send_CSQC_teamnagger();
1258 CSQCMODEL_AUTOINIT(this);
1260 CS(this).model_randomizer = random();
1262 if (IS_REAL_CLIENT(this))
1263 sv_notice_join(this);
1265 // update physics stats (players can spawn before physics runs)
1266 Physics_UpdateStats(this);
1268 IL_EACH(g_initforplayer, it.init_for_player, {
1269 it.init_for_player(it, this);
1272 MUTATOR_CALLHOOK(ClientConnect, this);
1274 if (IS_REAL_CLIENT(this))
1276 if (!autocvar_g_campaign && !IS_PLAYER(this))
1278 CS(this).motd_actived_time = -1;
1279 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1287 Called when a client disconnects from the server
1290 .entity chatbubbleentity;
1292 void ClientDisconnect(entity this)
1294 assert(IS_CLIENT(this), return);
1296 PlayerStats_GameReport_FinalizePlayer(this);
1297 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1298 if (CS(this).active_minigame) part_minigame(this);
1299 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1301 if (autocvar_sv_eventlog)
1302 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1304 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1307 SetSpectatee(this, NULL);
1309 MUTATOR_CALLHOOK(ClientDisconnect, this);
1311 if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
1312 ClientState_detach(this);
1314 Portal_ClearAll(this);
1318 RemoveGrapplingHooks(this);
1320 // Here, everything has been done that requires this player to be a client.
1322 this.flags &= ~FL_CLIENT;
1324 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1325 if (this.killindicator) delete(this.killindicator);
1327 WaypointSprite_PlayerGone(this);
1329 bot_relinkplayerlist();
1331 if (this.clientstatus) strunzone(this.clientstatus);
1332 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1333 if (this.personal) delete(this.personal);
1337 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1342 void ChatBubbleThink(entity this)
1344 this.nextthink = time;
1345 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1347 if(this.owner) // but why can that ever be NULL?
1348 this.owner.chatbubbleentity = NULL;
1355 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1357 if ( CS(this.owner).active_minigame )
1358 this.mdl = "models/sprites/minigame_busy.iqm";
1359 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1360 this.mdl = "models/misc/chatbubble.spr";
1363 if ( this.model != this.mdl )
1364 _setmodel(this, this.mdl);
1368 void UpdateChatBubble(entity this)
1372 // spawn a chatbubble entity if needed
1373 if (!this.chatbubbleentity)
1375 this.chatbubbleentity = new(chatbubbleentity);
1376 this.chatbubbleentity.owner = this;
1377 this.chatbubbleentity.exteriormodeltoclient = this;
1378 setthink(this.chatbubbleentity, ChatBubbleThink);
1379 this.chatbubbleentity.nextthink = time;
1380 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1381 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1382 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1383 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1384 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1385 //this.chatbubbleentity.model = "";
1386 this.chatbubbleentity.effects = EF_LOWPRECISION;
1391 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1392 // added to the model skins
1393 /*void UpdateColorModHack()
1396 c = this.clientcolors & 15;
1397 // LordHavoc: only bothering to support white, green, red, yellow, blue
1398 if (!teamplay) this.colormod = '0 0 0';
1399 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1400 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1401 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1402 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1403 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1404 else this.colormod = '1 1 1';
1407 void respawn(entity this)
1409 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1411 this.solid = SOLID_NOT;
1412 this.takedamage = DAMAGE_NO;
1413 set_movetype(this, MOVETYPE_FLY);
1414 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1415 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1416 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1417 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1418 if(autocvar_g_respawn_ghosts_maxtime)
1419 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1424 this.effects |= EF_NODRAW; // prevent another CopyBody
1425 PutClientInServer(this);
1428 void play_countdown(entity this, float finished, Sound samp)
1431 if(IS_REAL_CLIENT(this))
1432 if(floor(finished - time - frametime) != floor(finished - time))
1433 if(finished - time < 6)
1434 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1437 void player_powerups(entity this)
1439 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1440 int items_prev = this.items;
1442 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1443 this.modelflags |= MF_ROCKET;
1445 this.modelflags &= ~MF_ROCKET;
1447 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1449 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1452 Fire_ApplyDamage(this);
1453 Fire_ApplyEffect(this);
1457 if (this.items & ITEM_Strength.m_itemid)
1459 play_countdown(this, this.strength_finished, SND_POWEROFF);
1460 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1461 if (time > this.strength_finished)
1463 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1464 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1465 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1470 if (time < this.strength_finished)
1472 this.items = this.items | ITEM_Strength.m_itemid;
1474 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1475 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1478 if (this.items & ITEM_Shield.m_itemid)
1480 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1481 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1482 if (time > this.invincible_finished)
1484 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1485 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1486 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1491 if (time < this.invincible_finished)
1493 this.items = this.items | ITEM_Shield.m_itemid;
1495 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1496 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1499 if (this.items & IT_SUPERWEAPON)
1501 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1503 this.superweapons_finished = 0;
1504 this.items = this.items - (this.items & IT_SUPERWEAPON);
1505 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1506 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1508 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1510 // don't let them run out
1514 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1515 if (time > this.superweapons_finished)
1517 this.items = this.items - (this.items & IT_SUPERWEAPON);
1518 this.weapons &= ~WEPSET_SUPERWEAPONS;
1519 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1520 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1524 else if(this.weapons & WEPSET_SUPERWEAPONS)
1526 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1528 this.items = this.items | IT_SUPERWEAPON;
1530 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1531 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1535 this.superweapons_finished = 0;
1536 this.weapons &= ~WEPSET_SUPERWEAPONS;
1541 this.superweapons_finished = 0;
1545 if(autocvar_g_nodepthtestplayers)
1546 this.effects = this.effects | EF_NODEPTHTEST;
1548 if(autocvar_g_fullbrightplayers)
1549 this.effects = this.effects | EF_FULLBRIGHT;
1551 if (time >= game_starttime)
1552 if (time < this.spawnshieldtime)
1553 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1555 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1558 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1560 if(current > stable)
1562 else if(current > stable - 0.25) // when close enough, "snap"
1565 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1568 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1570 if(current < stable)
1572 else if(current < stable + 0.25) // when close enough, "snap"
1575 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1578 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1580 if(current > rotstable)
1582 if(rotframetime > 0)
1584 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1585 current = max(rotstable, current - rotlinear * rotframetime);
1588 else if(current < regenstable)
1590 if(regenframetime > 0)
1592 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1593 current = min(regenstable, current + regenlinear * regenframetime);
1603 void player_regen(entity this)
1605 float max_mod, regen_mod, rot_mod, limit_mod;
1606 max_mod = regen_mod = rot_mod = limit_mod = 1;
1608 float regen_health = autocvar_g_balance_health_regen;
1609 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1610 float regen_health_rot = autocvar_g_balance_health_rot;
1611 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1612 float regen_health_stable = autocvar_g_balance_health_regenstable;
1613 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1614 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1615 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1616 max_mod = M_ARGV(1, float);
1617 regen_mod = M_ARGV(2, float);
1618 rot_mod = M_ARGV(3, float);
1619 limit_mod = M_ARGV(4, float);
1620 regen_health = M_ARGV(5, float);
1621 regen_health_linear = M_ARGV(6, float);
1622 regen_health_rot = M_ARGV(7, float);
1623 regen_health_rotlinear = M_ARGV(8, float);
1624 regen_health_stable = M_ARGV(9, float);
1625 regen_health_rotstable = M_ARGV(10, float);
1628 if(!mutator_returnvalue)
1629 if(!STAT(FROZEN, this))
1631 float mina, maxa, limith, limita;
1632 maxa = autocvar_g_balance_armor_rotstable;
1633 mina = autocvar_g_balance_armor_regenstable;
1634 limith = autocvar_g_balance_health_limit;
1635 limita = autocvar_g_balance_armor_limit;
1637 regen_health_rotstable = regen_health_rotstable * max_mod;
1638 regen_health_stable = regen_health_stable * max_mod;
1639 limith = limith * limit_mod;
1640 limita = limita * limit_mod;
1642 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);
1643 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);
1646 // if player rotted to death... die!
1647 // check this outside above checks, as player may still be able to rot to death
1651 vehicles_exit(this.vehicle, VHEF_RELEASE);
1652 if(this.event_damage)
1653 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1656 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1658 float minf, maxf, limitf;
1660 maxf = autocvar_g_balance_fuel_rotstable;
1661 minf = autocvar_g_balance_fuel_regenstable;
1662 limitf = autocvar_g_balance_fuel_limit;
1664 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);
1669 void SetZoomState(entity this, float newzoom)
1671 if(newzoom != CS(this).zoomstate)
1673 CS(this).zoomstate = newzoom;
1674 ClientData_Touch(this);
1676 zoomstate_set = true;
1679 void GetPressedKeys(entity this)
1681 MUTATOR_CALLHOOK(GetPressedKeys, this);
1682 int keys = STAT(PRESSED_KEYS, this);
1683 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1684 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1685 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1686 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1688 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1689 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1690 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1691 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1692 CS(this).pressedkeys = keys; // store for other users
1694 STAT(PRESSED_KEYS, this) = keys;
1698 ======================
1699 spectate mode routines
1700 ======================
1703 void SpectateCopy(entity this, entity spectatee)
1705 TC(Client, this); TC(Client, spectatee);
1707 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1708 PS(this) = PS(spectatee);
1709 this.armortype = spectatee.armortype;
1710 this.armorvalue = spectatee.armorvalue;
1711 this.ammo_cells = spectatee.ammo_cells;
1712 this.ammo_plasma = spectatee.ammo_plasma;
1713 this.ammo_shells = spectatee.ammo_shells;
1714 this.ammo_nails = spectatee.ammo_nails;
1715 this.ammo_rockets = spectatee.ammo_rockets;
1716 this.ammo_fuel = spectatee.ammo_fuel;
1717 this.clip_load = spectatee.clip_load;
1718 this.clip_size = spectatee.clip_size;
1719 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1720 this.health = spectatee.health;
1721 CS(this).impulse = 0;
1722 this.items = spectatee.items;
1723 this.last_pickup = spectatee.last_pickup;
1724 this.hit_time = spectatee.hit_time;
1725 this.strength_finished = spectatee.strength_finished;
1726 this.invincible_finished = spectatee.invincible_finished;
1727 this.superweapons_finished = spectatee.superweapons_finished;
1728 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1729 this.weapons = spectatee.weapons;
1730 this.vortex_charge = spectatee.vortex_charge;
1731 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1732 this.okvortex_charge = spectatee.okvortex_charge;
1733 this.okvortex_chargepool_ammo = spectatee.okvortex_chargepool_ammo;
1734 this.hagar_load = spectatee.hagar_load;
1735 this.arc_heat_percent = spectatee.arc_heat_percent;
1736 this.minelayer_mines = spectatee.minelayer_mines;
1737 this.punchangle = spectatee.punchangle;
1738 this.view_ofs = spectatee.view_ofs;
1739 this.velocity = spectatee.velocity;
1740 this.dmg_take = spectatee.dmg_take;
1741 this.dmg_save = spectatee.dmg_save;
1742 this.dmg_inflictor = spectatee.dmg_inflictor;
1743 this.v_angle = spectatee.v_angle;
1744 this.angles = spectatee.v_angle;
1745 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1746 this.revive_progress = spectatee.revive_progress;
1747 this.viewloc = spectatee.viewloc;
1748 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1749 this.fixangle = true;
1750 setorigin(this, spectatee.origin);
1751 setsize(this, spectatee.mins, spectatee.maxs);
1752 SetZoomState(this, CS(spectatee).zoomstate);
1754 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1756 .entity weaponentity = weaponentities[slot];
1757 this.(weaponentity) = spectatee.(weaponentity);
1760 for(int slot = 0; slot < MAX_AXH; ++slot)
1762 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1765 anticheat_spectatecopy(this, spectatee);
1766 this.hud = spectatee.hud;
1767 if(spectatee.vehicle)
1769 this.angles = spectatee.v_angle;
1771 //this.fixangle = false;
1772 //this.velocity = spectatee.vehicle.velocity;
1773 this.vehicle_health = spectatee.vehicle_health;
1774 this.vehicle_shield = spectatee.vehicle_shield;
1775 this.vehicle_energy = spectatee.vehicle_energy;
1776 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1777 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1778 this.vehicle_reload1 = spectatee.vehicle_reload1;
1779 this.vehicle_reload2 = spectatee.vehicle_reload2;
1781 //msg_entity = this;
1783 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1784 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1785 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1786 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1788 //WriteByte (MSG_ONE, SVC_SETVIEW);
1789 // WriteEntity(MSG_ONE, this);
1790 //makevectors(spectatee.v_angle);
1791 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1795 bool SpectateUpdate(entity this)
1800 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1802 SetSpectatee(this, NULL);
1806 SpectateCopy(this, this.enemy);
1811 bool SpectateSet(entity this)
1813 if(!IS_PLAYER(this.enemy))
1816 ClientData_Touch(this.enemy);
1819 WriteByte(MSG_ONE, SVC_SETVIEW);
1820 WriteEntity(MSG_ONE, this.enemy);
1821 set_movetype(this, MOVETYPE_NONE);
1822 accuracy_resend(this);
1824 if(!SpectateUpdate(this))
1825 PutObserverInServer(this);
1830 void SetSpectatee_status(entity this, int spectatee_num)
1832 int oldspectatee_status = CS(this).spectatee_status;
1833 CS(this).spectatee_status = spectatee_num;
1835 if (CS(this).spectatee_status != oldspectatee_status)
1837 ClientData_Touch(this);
1838 if (g_race || g_cts) race_InitSpectator();
1842 void SetSpectatee(entity this, entity spectatee)
1844 if(IS_BOT_CLIENT(this))
1845 return; // bots abuse .enemy, this code is useless to them
1847 entity old_spectatee = this.enemy;
1849 this.enemy = spectatee;
1852 // these are required to fix the spectator bug with arc
1855 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1857 .entity weaponentity = weaponentities[slot];
1858 if(old_spectatee.(weaponentity).arc_beam)
1859 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1864 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1866 .entity weaponentity = weaponentities[slot];
1867 if(this.enemy.(weaponentity).arc_beam)
1868 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1873 SetSpectatee_status(this, etof(this.enemy));
1875 // needed to update spectator list
1876 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1879 bool Spectate(entity this, entity pl)
1881 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1883 pl = M_ARGV(1, entity);
1885 SetSpectatee(this, pl);
1886 return SpectateSet(this);
1889 bool SpectateNext(entity this)
1891 entity ent = find(this.enemy, classname, STR_PLAYER);
1893 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1894 ent = M_ARGV(1, entity);
1896 ent = find(ent, classname, STR_PLAYER);
1898 if(ent) { SetSpectatee(this, ent); }
1900 return SpectateSet(this);
1903 bool SpectatePrev(entity this)
1905 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1906 entity ent = findchain(classname, STR_PLAYER);
1907 if (!ent) // no player
1911 // skip players until current spectated player
1913 while(ent && ent != this.enemy)
1916 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1918 case MUT_SPECPREV_FOUND:
1919 ent = M_ARGV(1, entity);
1921 case MUT_SPECPREV_RETURN:
1923 case MUT_SPECPREV_CONTINUE:
1934 SetSpectatee(this, ent);
1935 return SpectateSet(this);
1940 ShowRespawnCountdown()
1942 Update a respawn countdown display.
1945 void ShowRespawnCountdown(entity this)
1948 if(!IS_DEAD(this)) // just respawned?
1952 number = ceil(this.respawn_time - time);
1955 if(number <= this.respawn_countdown)
1957 this.respawn_countdown = number - 1;
1958 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
1959 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1964 .bool team_selected;
1965 bool ShowTeamSelection(entity this)
1967 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1969 stuffcmd(this, "menu_showteamselect\n");
1972 void Join(entity this)
1974 TRANSMUTE(Player, this);
1976 if(!this.team_selected)
1977 if(autocvar_g_campaign || autocvar_g_balance_teams)
1978 JoinBestTeam(this, false, true);
1980 if(autocvar_g_campaign)
1981 campaign_bots_may_start = true;
1983 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1985 PutClientInServer(this);
1988 if(teamplay && this.team != -1)
1989 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1991 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1992 this.team_selected = false;
1996 * Determines whether the player is allowed to join. This depends on cvar
1997 * g_maxplayers, if it isn't used this function always return true, otherwise
1998 * it checks whether the number of currently playing players exceeds g_maxplayers.
1999 * @return int number of free slots for players, 0 if none
2001 int nJoinAllowed(entity this, entity ignore)
2004 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2005 // so report 0 free slots if restricted
2007 if(autocvar_g_forced_team_otherwise == "spectate")
2009 if(autocvar_g_forced_team_otherwise == "spectator")
2013 if(this && this.team_forced < 0)
2014 return 0; // forced spectators can never join
2016 // TODO simplify this
2017 int totalClients = 0;
2018 int currentlyPlaying = 0;
2019 FOREACH_CLIENT(true, {
2022 if(IS_REAL_CLIENT(it))
2023 if(IS_PLAYER(it) || it.caplayer)
2027 float free_slots = 0;
2028 if (!autocvar_g_maxplayers)
2029 free_slots = maxclients - totalClients;
2030 else if(currentlyPlaying < autocvar_g_maxplayers)
2031 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2033 static float join_prevent_msg_time = 0;
2034 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2036 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2037 join_prevent_msg_time = time + 3;
2044 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2045 * g_maxplayers_spectator_blocktime seconds
2047 void checkSpectatorBlock(entity this)
2049 if(IS_SPEC(this) || IS_OBSERVER(this))
2051 if(IS_REAL_CLIENT(this))
2053 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2054 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2060 void PrintWelcomeMessage(entity this)
2062 if(CS(this).motd_actived_time == 0)
2064 if (autocvar_g_campaign) {
2065 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2066 CS(this).motd_actived_time = time;
2067 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2070 if (PHYS_INPUT_BUTTON_INFO(this)) {
2071 CS(this).motd_actived_time = time;
2072 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2076 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2078 if (autocvar_g_campaign) {
2079 if (PHYS_INPUT_BUTTON_INFO(this))
2080 CS(this).motd_actived_time = time;
2081 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2082 CS(this).motd_actived_time = 0;
2083 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2086 if (PHYS_INPUT_BUTTON_INFO(this))
2087 CS(this).motd_actived_time = time;
2088 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2089 CS(this).motd_actived_time = 0;
2090 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2094 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2096 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2097 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2098 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2100 // instanctly hide MOTD
2101 CS(this).motd_actived_time = 0;
2102 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2107 bool joinAllowed(entity this)
2109 if (CS(this).version_mismatch) return false;
2110 if (!nJoinAllowed(this, this)) return false;
2111 if (teamplay && lockteams) return false;
2112 if (ShowTeamSelection(this)) return false;
2113 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2118 bool PlayerThink(entity this)
2120 if (game_stopped || intermission_running) {
2121 this.modelflags &= ~MF_ROCKET;
2122 if(intermission_running)
2123 IntermissionThink(this);
2127 if (timeout_status == TIMEOUT_ACTIVE) {
2128 // don't allow the player to turn around while game is paused
2129 // FIXME turn this into CSQC stuff
2130 this.v_angle = this.lastV_angle;
2131 this.angles = this.lastV_angle;
2132 this.fixangle = true;
2135 if (frametime) player_powerups(this);
2137 if (IS_DEAD(this)) {
2138 if (this.personal && g_race_qualifying) {
2139 if (time > this.respawn_time) {
2140 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2142 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2145 if (frametime) player_anim(this);
2147 if (this.respawn_flags & RESPAWN_DENY)
2149 STAT(RESPAWN_TIME, this) = 0;
2153 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));
2155 switch(this.deadflag)
2159 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2160 this.deadflag = DEAD_RESPAWNING;
2161 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2162 this.deadflag = DEAD_DEAD;
2168 this.deadflag = DEAD_RESPAWNABLE;
2169 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2170 this.deadflag = DEAD_RESPAWNING;
2173 case DEAD_RESPAWNABLE:
2175 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2176 this.deadflag = DEAD_RESPAWNING;
2179 case DEAD_RESPAWNING:
2181 if (time > this.respawn_time)
2183 this.respawn_time = time + 1; // only retry once a second
2184 this.respawn_time_max = this.respawn_time;
2191 ShowRespawnCountdown(this);
2193 if (this.respawn_flags & RESPAWN_SILENT)
2194 STAT(RESPAWN_TIME, this) = 0;
2195 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2197 if (time < this.respawn_time)
2198 STAT(RESPAWN_TIME, this) = this.respawn_time;
2199 else if (this.deadflag != DEAD_RESPAWNING)
2200 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2203 STAT(RESPAWN_TIME, this) = this.respawn_time;
2206 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2207 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2208 STAT(RESPAWN_TIME, this) *= -1;
2213 bool have_hook = false;
2214 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2216 .entity weaponentity = weaponentities[slot];
2217 if(this.(weaponentity).hook.state)
2223 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2226 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2228 } else if (this.vehicle) {
2230 } else if (STAT(FROZEN, this)) {
2237 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2238 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2239 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2241 } else if (this.crouch) {
2242 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2243 if (!trace_startsolid) {
2244 this.crouch = false;
2245 this.view_ofs = STAT(PL_VIEW_OFS, this);
2246 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2250 FixPlayermodel(this);
2252 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2255 this.items &= ~this.items_added;
2257 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2259 .entity weaponentity = weaponentities[slot];
2260 W_WeaponFrame(this, weaponentity);
2264 this.clip_load = this.(weaponentity).clip_load;
2265 this.clip_size = this.(weaponentity).clip_size;
2269 this.items_added = 0;
2270 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2271 this.items_added |= IT_FUEL;
2273 this.items |= this.items_added;
2278 // WEAPONTODO: Add a weapon request for this
2279 // rot vortex charge to the charge limit
2280 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2282 .entity weaponentity = weaponentities[slot];
2283 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2284 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2287 if (frametime) player_anim(this);
2290 secrets_setstatus(this);
2293 monsters_setstatus(this);
2295 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2300 void ObserverThink(entity this)
2302 if ( CS(this).impulse )
2304 MinigameImpulse(this, CS(this).impulse);
2305 CS(this).impulse = 0;
2308 if (this.flags & FL_JUMPRELEASED) {
2309 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2310 this.flags &= ~FL_JUMPRELEASED;
2311 this.flags |= FL_SPAWNING;
2312 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2313 this.flags &= ~FL_JUMPRELEASED;
2314 if(SpectateNext(this)) {
2315 TRANSMUTE(Spectator, this);
2318 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2319 set_movetype(this, preferred_movetype);
2322 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2323 this.flags |= FL_JUMPRELEASED;
2324 if(this.flags & FL_SPAWNING)
2326 this.flags &= ~FL_SPAWNING;
2334 void SpectatorThink(entity this)
2336 if ( CS(this).impulse )
2338 if(MinigameImpulse(this, CS(this).impulse))
2339 CS(this).impulse = 0;
2341 if (CS(this).impulse == IMP_weapon_drop.impulse)
2343 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2344 CS(this).impulse = 0;
2349 if (this.flags & FL_JUMPRELEASED) {
2350 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2351 this.flags &= ~FL_JUMPRELEASED;
2352 this.flags |= FL_SPAWNING;
2353 } 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)) {
2354 this.flags &= ~FL_JUMPRELEASED;
2355 if(SpectateNext(this)) {
2356 TRANSMUTE(Spectator, this);
2358 TRANSMUTE(Observer, this);
2359 PutClientInServer(this);
2361 CS(this).impulse = 0;
2362 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2363 this.flags &= ~FL_JUMPRELEASED;
2364 if(SpectatePrev(this)) {
2365 TRANSMUTE(Spectator, this);
2367 TRANSMUTE(Observer, this);
2368 PutClientInServer(this);
2370 CS(this).impulse = 0;
2371 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2372 this.flags &= ~FL_JUMPRELEASED;
2373 TRANSMUTE(Observer, this);
2374 PutClientInServer(this);
2376 if(!SpectateUpdate(this))
2377 PutObserverInServer(this);
2380 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2381 this.flags |= FL_JUMPRELEASED;
2382 if(this.flags & FL_SPAWNING)
2384 this.flags &= ~FL_SPAWNING;
2389 if(!SpectateUpdate(this))
2390 PutObserverInServer(this);
2393 this.flags |= FL_CLIENT | FL_NOTARGET;
2396 void vehicles_enter (entity pl, entity veh);
2397 void PlayerUseKey(entity this)
2399 if (!IS_PLAYER(this))
2406 vehicles_exit(this.vehicle, VHEF_NORMAL);
2410 else if(autocvar_g_vehicles_enter)
2412 if(!STAT(FROZEN, this))
2416 entity head, closest_target = NULL;
2417 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2419 while(head) // find the closest acceptable target to enter
2421 if(IS_VEHICLE(head))
2423 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2424 if(head.takedamage != DAMAGE_NO)
2428 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2429 { closest_target = head; }
2431 else { closest_target = head; }
2437 if(closest_target) { vehicles_enter(this, closest_target); return; }
2441 // a use key was pressed; call handlers
2442 MUTATOR_CALLHOOK(PlayerUseKey, this);
2450 Called every frame for each client before the physics are run
2453 .float last_vehiclecheck;
2454 void PlayerPreThink (entity this)
2456 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2457 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2459 WarpZone_PlayerPhysics_FixVAngle(this);
2462 // physics frames: update anticheat stuff
2463 anticheat_prethink(this);
2466 if (blockSpectators && frametime) {
2467 // WORKAROUND: only use dropclient in server frames (frametime set).
2468 // Never use it in cl_movement frames (frametime zero).
2469 checkSpectatorBlock(this);
2472 zoomstate_set = false;
2474 // Check for nameless players
2475 if (isInvisibleString(this.netname)) {
2476 this.netname = strzone(sprintf("Player#%d", this.playerid));
2477 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2479 if (this.netname != CS(this).netname_previous) {
2480 if (autocvar_sv_eventlog) {
2481 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2483 if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
2484 CS(this).netname_previous = strzone(this.netname);
2488 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2489 CS(this).version_nagtime = 0;
2490 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2492 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2494 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2496 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2497 if (r < 0) { // old client
2498 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2499 } else if (r > 0) { // old server
2500 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2506 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2508 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2509 this.max_armorvalue = 0;
2514 if (STAT(FROZEN, this) == 2)
2516 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2517 this.health = max(1, this.revive_progress * start_health);
2518 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2520 if (this.revive_progress >= 1)
2523 else if (STAT(FROZEN, this) == 3)
2525 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2526 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2528 if (this.health < 1)
2531 vehicles_exit(this.vehicle, VHEF_RELEASE);
2532 if(this.event_damage)
2533 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2535 else if (this.revive_progress <= 0)
2540 MUTATOR_CALLHOOK(PlayerPreThink, this);
2542 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2543 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2545 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2547 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2548 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2550 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2554 if(!it.team || SAME_TEAM(this, it))
2555 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2556 else if(autocvar_g_vehicles_steal)
2557 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2561 this.last_vehiclecheck = time + 1;
2564 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2566 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2568 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2571 if (IS_REAL_CLIENT(this))
2572 PrintWelcomeMessage(this);
2574 if (IS_PLAYER(this)) {
2575 if(!PlayerThink(this))
2578 else if (game_stopped || intermission_running) {
2579 if(intermission_running)
2580 IntermissionThink(this);
2583 else if (IS_OBSERVER(this)) {
2584 ObserverThink(this);
2586 else if (IS_SPEC(this)) {
2587 SpectatorThink(this);
2590 // WEAPONTODO: Add weapon request for this
2591 if (!zoomstate_set) {
2592 bool wep_zoomed = false;
2593 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2595 .entity weaponentity = weaponentities[slot];
2596 Weapon thiswep = this.(weaponentity).m_weapon;
2597 if(thiswep != WEP_Null && thiswep.wr_zoom)
2598 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2600 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2603 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2605 CS(this).teamkill_soundtime = 0;
2607 entity e = CS(this).teamkill_soundsource;
2608 entity oldpusher = e.pusher;
2610 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2611 e.pusher = oldpusher;
2614 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2615 CS(this).taunt_soundtime = 0;
2616 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2619 target_voicescript_next(this);
2621 // WEAPONTODO: Move into weaponsystem somehow
2622 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2623 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2625 .entity weaponentity = weaponentities[slot];
2626 if(this.(weaponentity).m_weapon == WEP_Null)
2627 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2631 void DrownPlayer(entity this)
2636 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2638 if(this.air_finished < time)
2639 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2640 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2643 else if (this.air_finished < time)
2645 if (this.pain_finished < time)
2647 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2648 this.pain_finished = time + 0.5;
2653 .bool move_qcphysics;
2655 void Player_Physics(entity this)
2657 set_movetype(this, this.move_movetype);
2659 if(!this.move_qcphysics)
2662 if(!frametime && !CS(this).pm_frametime)
2665 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2667 CS(this).pm_frametime = 0;
2674 Called every frame for each client after the physics are run
2677 void PlayerPostThink (entity this)
2679 Player_Physics(this);
2682 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2683 if (IS_REAL_CLIENT(this))
2684 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2686 int totalClients = 0;
2687 if(sv_maxidle_slots > 0)
2689 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2695 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2696 { /* do nothing */ }
2697 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2699 if (CS(this).idlekick_lasttimeleft)
2701 CS(this).idlekick_lasttimeleft = 0;
2702 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2707 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2708 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2709 if (!CS(this).idlekick_lasttimeleft)
2710 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2712 if (timeleft <= 0) {
2713 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2717 else if (timeleft <= 10) {
2718 if (timeleft != CS(this).idlekick_lasttimeleft) {
2719 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2721 CS(this).idlekick_lasttimeleft = timeleft;
2730 this.solid = SOLID_NOT;
2731 this.takedamage = DAMAGE_NO;
2732 set_movetype(this, MOVETYPE_NONE);
2735 if (IS_PLAYER(this)) {
2737 UpdateChatBubble(this);
2738 if (CS(this).impulse) ImpulseCommands(this);
2741 CSQCMODEL_AUTOUPDATE(this);
2744 GetPressedKeys(this);
2747 if (this.waypointsprite_attachedforcarrier) {
2748 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2749 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2752 playerdemo_write(this);
2754 CSQCMODEL_AUTOUPDATE(this);
2757 // hack to copy the button fields from the client entity to the Client State
2758 void PM_UpdateButtons(entity this, entity store)
2761 store.impulse = this.impulse;
2764 store.button0 = this.button0;
2765 store.button2 = this.button2;
2766 store.button3 = this.button3;
2767 store.button4 = this.button4;
2768 store.button5 = this.button5;
2769 store.button6 = this.button6;
2770 store.button7 = this.button7;
2771 store.button8 = this.button8;
2772 store.button9 = this.button9;
2773 store.button10 = this.button10;
2774 store.button11 = this.button11;
2775 store.button12 = this.button12;
2776 store.button13 = this.button13;
2777 store.button14 = this.button14;
2778 store.button15 = this.button15;
2779 store.button16 = this.button16;
2780 store.buttonuse = this.buttonuse;
2781 store.buttonchat = this.buttonchat;
2783 store.cursor_active = this.cursor_active;
2784 store.cursor_screen = this.cursor_screen;
2785 store.cursor_trace_start = this.cursor_trace_start;
2786 store.cursor_trace_endpos = this.cursor_trace_endpos;
2787 store.cursor_trace_ent = this.cursor_trace_ent;
2789 store.ping = this.ping;
2790 store.ping_packetloss = this.ping_packetloss;
2791 store.ping_movementloss = this.ping_movementloss;
2793 store.v_angle = this.v_angle;
2794 store.movement = this.movement;