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 "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "clientkill.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
27 #include "scores_rules.qh"
31 #include "../common/ent_cs.qh"
32 #include "../common/wepent.qh"
33 #include <common/state.qh>
35 #include <common/effects/qc/globalsound.qh>
37 #include "../common/mapobjects/func/conveyor.qh"
38 #include "../common/mapobjects/teleporters.qh"
39 #include "../common/mapobjects/target/spawnpoint.qh"
41 #include "../common/vehicles/all.qh"
43 #include "weapons/hitplot.qh"
44 #include "weapons/weaponsystem.qh"
46 #include "../common/net_notice.qh"
47 #include "../common/net_linked.qh"
48 #include "../common/physics/player.qh"
50 #include <common/vehicles/sv_vehicles.qh>
52 #include "../common/items/_mod.qh"
54 #include "../common/mutators/mutator/waypoints/all.qh"
55 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
56 #include <common/gamemodes/_mod.qh>
58 #include "../common/mapobjects/subs.qh"
59 #include "../common/mapobjects/triggers.qh"
60 #include "../common/mapobjects/trigger/secret.qh"
62 #include "../common/minigames/sv_minigames.qh"
64 #include "../common/items/inventory.qh"
66 #include "../common/monsters/sv_monsters.qh"
68 #include "../lib/warpzone/server.qh"
70 #include <common/mutators/mutator/overkill/oknex.qh>
72 STATIC_METHOD(Client, Add, void(Client this, int _team))
75 TRANSMUTE(Player, this);
78 PutClientInServer(this);
81 STATIC_METHOD(Client, Remove, void(Client this))
83 TRANSMUTE(Observer, this);
84 PutClientInServer(this);
85 ClientDisconnect(this);
88 void send_CSQC_teamnagger() {
89 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
92 int CountSpectators(entity player, entity to)
94 if(!player) { return 0; } // not sure how, but best to be safe
98 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
106 void WriteSpectators(entity player, entity to)
108 if(!player) { return; } // not sure how, but best to be safe
110 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
112 WriteByte(MSG_ENTITY, num_for_edict(it));
116 bool ClientData_Send(entity this, entity to, int sf)
118 assert(to == this.owner, return false);
121 if (IS_SPEC(e)) e = e.enemy;
124 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
125 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
126 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
127 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
129 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
130 WriteByte(MSG_ENTITY, sf);
133 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
137 float specs = CountSpectators(e, to);
138 WriteByte(MSG_ENTITY, specs);
139 WriteSpectators(e, to);
145 void ClientData_Attach(entity this)
147 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
148 CS(this).clientdata.drawonlytoclient = this;
149 CS(this).clientdata.owner = this;
152 void ClientData_Detach(entity this)
154 delete(CS(this).clientdata);
155 CS(this).clientdata = NULL;
158 void ClientData_Touch(entity e)
160 entity cd = CS(e).clientdata;
161 if (cd) { cd.SendFlags = 1; }
163 // make it spectatable
164 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
166 entity cd = CS(it).clientdata;
167 if (cd) { cd.SendFlags = 1; }
176 Checks if the argument string can be a valid playermodel.
177 Returns a valid one in doubt.
180 string FallbackPlayerModel;
181 string CheckPlayerModel(string plyermodel) {
182 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
184 // note: we cannot summon Don Strunzone here, some player may
185 // still have the model string set. In case anyone manages how
186 // to change a cvar default, we'll have a small leak here.
187 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
189 // only in right path
190 if( substring(plyermodel,0,14) != "models/player/")
191 return FallbackPlayerModel;
192 // only good file extensions
193 if(substring(plyermodel,-4,4) != ".zym")
194 if(substring(plyermodel,-4,4) != ".dpm")
195 if(substring(plyermodel,-4,4) != ".iqm")
196 if(substring(plyermodel,-4,4) != ".md3")
197 if(substring(plyermodel,-4,4) != ".psk")
198 return FallbackPlayerModel;
199 // forbid the LOD models
200 if(substring(plyermodel, -9,5) == "_lod1")
201 return FallbackPlayerModel;
202 if(substring(plyermodel, -9,5) == "_lod2")
203 return FallbackPlayerModel;
204 if(plyermodel != strtolower(plyermodel))
205 return FallbackPlayerModel;
206 // also, restrict to server models
207 if(autocvar_sv_servermodelsonly)
209 if(!fexists(plyermodel))
210 return FallbackPlayerModel;
215 void setplayermodel(entity e, string modelname)
217 precache_model(modelname);
218 _setmodel(e, modelname);
219 player_setupanimsformodel(e);
220 if(!autocvar_g_debug_globalsounds)
221 UpdatePlayerSounds(e);
224 /** putting a client as observer in the server */
225 void PutObserverInServer(entity this)
227 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
228 PlayerState_detach(this);
232 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
235 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
238 // was a player, recount votes and ready status
239 if(IS_REAL_CLIENT(this))
241 if (vote_called) { VoteCount(false); }
247 entity spot = SelectSpawnPoint(this, true);
248 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
249 this.angles = vec2(spot.angles);
250 this.fixangle = true;
251 // offset it so that the spectator spawns higher off the ground, looks better this way
252 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
253 if (IS_REAL_CLIENT(this))
256 WriteByte(MSG_ONE, SVC_SETVIEW);
257 WriteEntity(MSG_ONE, this);
259 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
260 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
261 if(!autocvar_g_debug_globalsounds)
263 // needed for player sounds
265 FixPlayermodel(this);
267 setmodel(this, MDL_Null);
268 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
269 this.view_ofs = '0 0 0';
272 RemoveGrapplingHooks(this);
273 Portal_ClearAll(this);
275 SetSpectatee(this, NULL);
280 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
284 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
286 WaypointSprite_PlayerDead(this);
288 if (mutator_returnvalue) {
289 // mutator prevents resetting teams+score
291 Player_SetTeamIndex(this, -1);
292 this.frags = FRAGS_SPECTATOR;
293 PlayerScore_Clear(this); // clear scores when needed
296 if (CS(this).killcount != FRAGS_SPECTATOR)
298 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
300 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
301 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
303 if(!CS(this).just_joined)
304 LogTeamchange(this.playerid, -1, TEAM_CHANGE_SPECTATOR);
306 CS(this).just_joined = false;
309 accuracy_resend(this);
311 CS(this).spectatortime = time;
313 IL_REMOVE(g_bot_targets, this);
314 this.bot_attack = false;
315 if(this.monster_attack)
316 IL_REMOVE(g_monster_targets, this);
317 this.monster_attack = false;
318 STAT(HUD, this) = HUD_NORMAL;
319 TRANSMUTE(Observer, this);
320 this.iscreature = false;
321 this.teleportable = TELEPORT_SIMPLE;
322 if(this.damagedbycontents)
323 IL_REMOVE(g_damagedbycontents, this);
324 this.damagedbycontents = false;
325 SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
326 SetSpectatee_status(this, etof(this));
327 this.takedamage = DAMAGE_NO;
328 this.solid = SOLID_NOT;
329 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
330 this.flags = FL_CLIENT | FL_NOTARGET;
332 SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
333 this.pauserotarmor_finished = 0;
334 this.pauserothealth_finished = 0;
335 this.pauseregen_finished = 0;
336 this.damageforcescale = 0;
338 this.respawn_flags = 0;
339 this.respawn_time = 0;
340 STAT(RESPAWN_TIME, this) = 0;
345 this.pain_finished = 0;
346 this.strength_finished = 0;
347 this.invincible_finished = 0;
348 this.superweapons_finished = 0;
349 this.dphitcontentsmask = 0;
352 setthink(this, func_null);
354 this.deadflag = DEAD_NO;
356 STAT(REVIVE_PROGRESS, this) = 0;
357 this.revival_time = 0;
360 STAT(WEAPONS, this) = '0 0 0';
361 this.drawonlytoclient = this;
365 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
367 this.weaponmodel = "";
368 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
370 this.weaponentities[slot] = NULL;
372 this.exteriorweaponentity = NULL;
373 CS(this).killcount = FRAGS_SPECTATOR;
374 this.velocity = '0 0 0';
375 this.avelocity = '0 0 0';
376 this.punchangle = '0 0 0';
377 this.punchvector = '0 0 0';
378 this.oldvelocity = this.velocity;
379 this.fire_endtime = -1;
380 this.event_damage = func_null;
381 this.event_heal = func_null;
383 for(int slot = 0; slot < MAX_AXH; ++slot)
385 entity axh = this.(AuxiliaryXhair[slot]);
386 this.(AuxiliaryXhair[slot]) = NULL;
388 if(axh.owner == this && axh != NULL && !wasfreed(axh))
393 int player_getspecies(entity this)
395 get_model_parameters(this.model, this.skin);
396 int s = get_model_parameters_species;
397 get_model_parameters(string_null, 0);
398 if (s < 0) return SPECIES_HUMAN;
402 .float model_randomizer;
403 void FixPlayermodel(entity player)
405 string defaultmodel = "";
407 if(autocvar_sv_defaultcharacter)
413 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
414 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
415 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
416 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
420 if(defaultmodel == "")
422 defaultmodel = autocvar_sv_defaultplayermodel;
423 defaultskin = autocvar_sv_defaultplayerskin;
426 int n = tokenize_console(defaultmodel);
429 defaultmodel = argv(floor(n * CS(player).model_randomizer));
430 // However, do NOT randomize if the player-selected model is in the list.
431 for (int i = 0; i < n; ++i)
432 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
433 defaultmodel = argv(i);
436 int i = strstrofs(defaultmodel, ":", 0);
439 defaultskin = stof(substring(defaultmodel, i+1, -1));
440 defaultmodel = substring(defaultmodel, 0, i);
443 if(autocvar_sv_defaultcharacterskin && !defaultskin)
449 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
450 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
451 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
452 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
457 defaultskin = autocvar_sv_defaultplayerskin;
460 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
461 defaultmodel = M_ARGV(0, string);
462 defaultskin = M_ARGV(1, int);
466 if(defaultmodel != "")
468 if (defaultmodel != player.model)
470 vector m1 = player.mins;
471 vector m2 = player.maxs;
472 setplayermodel (player, defaultmodel);
473 setsize (player, m1, m2);
477 oldskin = player.skin;
478 player.skin = defaultskin;
480 if (player.playermodel != player.model || player.playermodel == "")
482 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
483 vector m1 = player.mins;
484 vector m2 = player.maxs;
485 setplayermodel (player, player.playermodel);
486 setsize (player, m1, m2);
490 if(!autocvar_sv_defaultcharacterskin)
492 oldskin = player.skin;
493 player.skin = stof(player.playerskin);
497 oldskin = player.skin;
498 player.skin = defaultskin;
502 if(chmdl || oldskin != player.skin) // model or skin has changed
504 player.species = player_getspecies(player); // update species
505 if(!autocvar_g_debug_globalsounds)
506 UpdatePlayerSounds(player); // update skin sounds
510 if(strlen(autocvar_sv_defaultplayercolors))
511 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
512 setcolor(player, stof(autocvar_sv_defaultplayercolors));
515 void PutPlayerInServer(entity this)
517 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
519 PlayerState_attach(this);
520 accuracy_resend(this);
523 TeamBalance_JoinBestTeam(this);
525 entity spot = SelectSpawnPoint(this, false);
527 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
528 return; // spawn failed
531 TRANSMUTE(Player, this);
533 CS(this).wasplayer = true;
534 this.iscreature = true;
535 this.teleportable = TELEPORT_NORMAL;
536 if(!this.damagedbycontents)
537 IL_PUSH(g_damagedbycontents, this);
538 this.damagedbycontents = true;
539 set_movetype(this, MOVETYPE_WALK);
540 this.solid = SOLID_SLIDEBOX;
541 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
542 if (autocvar_g_playerclip_collisions)
543 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
544 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
545 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
546 this.frags = FRAGS_PLAYER;
547 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
548 this.flags = FL_CLIENT | FL_PICKUPITEMS;
549 if (autocvar__notarget)
550 this.flags |= FL_NOTARGET;
551 this.takedamage = DAMAGE_AIM;
552 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
555 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
556 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
557 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
558 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
559 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
560 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
561 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
562 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
563 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
565 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
566 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
567 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
568 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
569 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
570 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
571 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
572 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
573 STAT(WEAPONS, this) = start_weapons;
574 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
576 GiveRandomWeapons(this, random_start_weapons_count,
577 autocvar_g_random_start_weapons, random_start_ammo);
580 SetSpectatee_status(this, 0);
582 PS(this).dual_weapons = '0 0 0';
584 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
586 this.items = start_items;
588 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
589 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
590 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
591 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
592 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
593 if (!sv_ready_restart_after_countdown && time < game_starttime)
595 float f = game_starttime - time;
596 this.spawnshieldtime += f;
597 this.pauserotarmor_finished += f;
598 this.pauserothealth_finished += f;
599 this.pauseregen_finished += f;
602 this.damageforcescale = 2;
604 this.respawn_flags = 0;
605 this.respawn_time = 0;
606 STAT(RESPAWN_TIME, this) = 0;
607 this.scale = autocvar_sv_player_scale;
610 this.pain_finished = 0;
612 setthink(this, func_null); // players have no think function
615 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
617 this.deadflag = DEAD_NO;
619 this.angles = spot.angles;
620 this.angles_z = 0; // never spawn tilted even if the spot says to
621 if (IS_BOT_CLIENT(this))
622 this.v_angle = this.angles;
623 this.fixangle = true; // turn this way immediately
624 this.oldvelocity = this.velocity = '0 0 0';
625 this.avelocity = '0 0 0';
626 this.punchangle = '0 0 0';
627 this.punchvector = '0 0 0';
629 this.strength_finished = 0;
630 this.invincible_finished = 0;
631 this.fire_endtime = -1;
632 STAT(REVIVE_PROGRESS, this) = 0;
633 this.revival_time = 0;
635 this.air_finished = time + 12;
636 this.waterlevel = WATERLEVEL_NONE;
637 this.watertype = CONTENT_EMPTY;
639 entity spawnevent = new_pure(spawnevent);
640 spawnevent.owner = this;
641 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
643 // Cut off any still running player sounds.
644 stopsound(this, CH_PLAYER_SINGLE);
647 FixPlayermodel(this);
648 this.drawonlytoclient = NULL;
652 for(int slot = 0; slot < MAX_AXH; ++slot)
654 entity axh = this.(AuxiliaryXhair[slot]);
655 this.(AuxiliaryXhair[slot]) = NULL;
657 if(axh.owner == this && axh != NULL && !wasfreed(axh))
661 this.spawnpoint_targ = NULL;
664 this.view_ofs = STAT(PL_VIEW_OFS, this);
665 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
666 this.spawnorigin = spot.origin;
667 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
668 // don't reset back to last position, even if new position is stuck in solid
669 this.oldorigin = this.origin;
671 IL_REMOVE(g_conveyed, this);
672 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
673 STAT(HUD, this) = HUD_NORMAL;
675 this.event_damage = PlayerDamage;
676 this.event_heal = PlayerHeal;
679 IL_PUSH(g_bot_targets, this);
680 this.bot_attack = true;
681 if(!this.monster_attack)
682 IL_PUSH(g_monster_targets, this);
683 this.monster_attack = true;
684 navigation_dynamicgoal_init(this, false);
686 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
688 // player was spectator
689 if (CS(this).killcount == FRAGS_SPECTATOR) {
690 PlayerScore_Clear(this);
691 CS(this).killcount = 0;
692 CS(this).startplaytime = time;
695 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
697 .entity weaponentity = weaponentities[slot];
698 entity oldwep = this.(weaponentity);
699 CL_SpawnWeaponentity(this, weaponentity);
700 if(oldwep && oldwep.owner == this)
701 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
703 this.alpha = default_player_alpha;
704 this.colormod = '1 1 1' * autocvar_g_player_brightness;
705 this.exteriorweaponentity.alpha = default_weapon_alpha;
707 this.speedrunning = false;
709 target_voicescript_clear(this);
711 // reset fields the weapons may use
712 FOREACH(Weapons, true, {
713 it.wr_resetplayer(it, this);
714 // reload all reloadable weapons
715 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
716 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
718 .entity weaponentity = weaponentities[slot];
719 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
725 string s = spot.target;
726 spot.target = string_null;
727 SUB_UseTargets(spot, this, NULL);
733 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
735 if (autocvar_spawn_debug)
737 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
738 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
741 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
743 .entity weaponentity = weaponentities[slot];
744 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
745 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
747 this.(weaponentity).m_switchweapon = WEP_Null;
748 this.(weaponentity).m_weapon = WEP_Null;
749 this.(weaponentity).weaponname = "";
750 this.(weaponentity).m_switchingweapon = WEP_Null;
751 this.(weaponentity).cnt = -1;
754 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
756 if (CS(this).impulse) ImpulseCommands(this);
758 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
760 .entity weaponentity = weaponentities[slot];
761 W_WeaponFrame(this, weaponentity);
764 if (!warmup_stage && !this.alivetime)
765 this.alivetime = time;
767 antilag_clear(this, CS(this));
770 /** Called when a client spawns in the server */
771 void PutClientInServer(entity this)
773 if (IS_BOT_CLIENT(this)) {
774 TRANSMUTE(Player, this);
775 } else if (IS_REAL_CLIENT(this)) {
777 WriteByte(MSG_ONE, SVC_SETVIEW);
778 WriteEntity(MSG_ONE, this);
781 TRANSMUTE(Observer, this);
783 SetSpectatee(this, NULL);
787 PS(this).itemkeys = 0;
789 MUTATOR_CALLHOOK(PutClientInServer, this);
791 if (IS_OBSERVER(this)) {
792 PutObserverInServer(this);
793 } else if (IS_PLAYER(this)) {
794 PutPlayerInServer(this);
798 // TODO do we need all these fields, or should we stop autodetecting runtime
799 // changes and just have a console command to update this?
800 bool ClientInit_SendEntity(entity this, entity to, int sf)
802 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
805 // MSG_INIT replacement
806 // TODO: make easier to use
808 W_PROP_reload(MSG_ONE, to);
809 ClientInit_misc(this);
810 MUTATOR_CALLHOOK(Ent_Init);
812 void ClientInit_misc(entity this)
814 int channel = MSG_ONE;
815 WriteHeader(channel, ENT_CLIENT_INIT);
816 WriteByte(channel, g_nexball_meter_period * 32);
817 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
818 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
819 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
820 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
821 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
822 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
823 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
824 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
826 if(sv_foginterval && world.fog != "")
827 WriteString(channel, world.fog);
829 WriteString(channel, "");
830 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
831 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
832 WriteByte(channel, serverflags);
833 WriteCoord(channel, autocvar_g_trueaim_minrange);
836 void ClientInit_CheckUpdate(entity this)
838 this.nextthink = time;
839 if(this.count != autocvar_g_balance_armor_blockpercent)
841 this.count = autocvar_g_balance_armor_blockpercent;
844 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
846 this.cnt = autocvar_g_balance_damagepush_speedfactor;
851 void ClientInit_Spawn()
853 entity e = new_pure(clientinit);
854 setthink(e, ClientInit_CheckUpdate);
855 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
857 ClientInit_CheckUpdate(e);
867 // initialize parms for a new player
868 parm1 = -(86400 * 366);
870 MUTATOR_CALLHOOK(SetNewParms);
878 void SetChangeParms (entity this)
880 // save parms for level change
881 parm1 = CS(this).parm_idlesince - time;
883 MUTATOR_CALLHOOK(SetChangeParms);
891 void DecodeLevelParms(entity this)
894 CS(this).parm_idlesince = parm1;
895 if (CS(this).parm_idlesince == -(86400 * 366))
896 CS(this).parm_idlesince = time;
898 // whatever happens, allow 60 seconds of idling directly after connect for map loading
899 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
901 MUTATOR_CALLHOOK(DecodeLevelParms);
904 void FixClientCvars(entity e)
906 // send prediction settings to the client
907 stuffcmd(e, "\nin_bindmap 0 0\n");
908 if(autocvar_g_antilag == 3) // client side hitscan
909 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
910 if(autocvar_sv_gentle)
911 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
913 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
914 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
916 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
918 MUTATOR_CALLHOOK(FixClientCvars, e);
921 bool findinlist_abbrev(string tofind, string list)
923 if(list == "" || tofind == "")
924 return false; // empty list or search, just return
926 // this function allows abbreviated strings!
927 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
935 bool PlayerInIPList(entity p, string iplist)
937 // some safety checks (never allow local?)
938 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
941 return findinlist_abbrev(p.netaddress, iplist);
944 bool PlayerInIDList(entity p, string idlist)
946 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
950 return findinlist_abbrev(p.crypto_idfp, idlist);
953 bool PlayerInList(entity player, string list)
955 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
958 #ifdef DP_EXT_PRECONNECT
963 Called once (not at each match start) when a client begins a connection to the server
966 void ClientPreConnect(entity this)
968 if(autocvar_sv_eventlog)
970 GameLogEcho(sprintf(":connect:%d:%d:%s",
973 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
979 string GetClientVersionMessage(entity this)
981 if (CS(this).version_mismatch) {
982 if(CS(this).version < autocvar_gameversion) {
983 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
984 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
986 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
987 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
990 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
994 string getwelcomemessage(entity this)
996 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
997 string modifications = M_ARGV(0, string);
1001 if(g_weaponarena_random)
1002 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1004 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1006 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1007 modifications = strcat(modifications, ", No start weapons");
1008 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1009 modifications = strcat(modifications, ", Low gravity");
1010 if(g_weapon_stay && !g_cts)
1011 modifications = strcat(modifications, ", Weapons stay");
1013 modifications = strcat(modifications, ", Jet pack");
1014 if(autocvar_g_powerups == 0)
1015 modifications = strcat(modifications, ", No powerups");
1016 if(autocvar_g_powerups > 0)
1017 modifications = strcat(modifications, ", Powerups");
1018 modifications = substring(modifications, 2, strlen(modifications) - 2);
1020 string versionmessage = GetClientVersionMessage(this);
1021 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1023 if(modifications != "")
1024 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1026 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1028 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1029 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1032 if (cache_mutatormsg != "") {
1033 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1036 string mutator_msg = "";
1037 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1038 mutator_msg = M_ARGV(0, string);
1040 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1042 string motd = autocvar_sv_motd;
1044 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1053 Called when a client connects to the server
1056 void ClientConnect(entity this)
1058 if (Ban_MaybeEnforceBanOnce(this)) return;
1059 assert(!IS_CLIENT(this), return);
1060 this.flags |= FL_CLIENT;
1061 assert(player_count >= 0, player_count = 0);
1064 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1066 TRANSMUTE(Client, this);
1067 CS(this).version_nagtime = time + 10 + random() * 10;
1069 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1071 bot_clientconnect(this);
1073 // identify the right forced team
1074 if (autocvar_g_campaign)
1076 if (IS_REAL_CLIENT(this)) // only players, not bots
1078 switch (autocvar_g_campaign_forceteam)
1080 case 1: this.team_forced = NUM_TEAM_1; break;
1081 case 2: this.team_forced = NUM_TEAM_2; break;
1082 case 3: this.team_forced = NUM_TEAM_3; break;
1083 case 4: this.team_forced = NUM_TEAM_4; break;
1084 default: this.team_forced = 0;
1088 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1089 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1090 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1091 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1092 else switch (autocvar_g_forced_team_otherwise)
1094 default: this.team_forced = 0; break;
1095 case "red": this.team_forced = NUM_TEAM_1; break;
1096 case "blue": this.team_forced = NUM_TEAM_2; break;
1097 case "yellow": this.team_forced = NUM_TEAM_3; break;
1098 case "pink": this.team_forced = NUM_TEAM_4; break;
1101 this.team_forced = -1;
1104 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1106 TRANSMUTE(Observer, this);
1108 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1110 // always track bots, don't ask for cl_allow_uidtracking
1111 if (IS_BOT_CLIENT(this))
1112 PlayerStats_GameReport_AddPlayer(this);
1114 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1116 if (autocvar_sv_eventlog)
1117 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1119 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1121 stuffcmd(this, clientstuff, "\n");
1122 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1124 FixClientCvars(this);
1126 // get version info from player
1127 stuffcmd(this, "cmd clientversion $gameversion\n");
1129 // notify about available teams
1132 entity balance = TeamBalance_CheckAllowedTeams(this);
1133 int t = TeamBalance_GetAllowedTeams(balance);
1134 TeamBalance_Destroy(balance);
1135 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1139 stuffcmd(this, "set _teams_available 0\n");
1142 bot_relinkplayerlist();
1144 CS(this).spectatortime = time;
1145 if (blockSpectators)
1147 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1150 CS(this).jointime = time;
1152 if (IS_REAL_CLIENT(this))
1154 if (g_weaponarena_weapons == WEPSET(TUBA))
1155 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1158 if (!sv_foginterval && world.fog != "")
1159 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1161 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1162 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1163 send_CSQC_teamnagger();
1165 CSQCMODEL_AUTOINIT(this);
1167 CS(this).model_randomizer = random();
1169 if (IS_REAL_CLIENT(this))
1170 sv_notice_join(this);
1172 // update physics stats (players can spawn before physics runs)
1173 Physics_UpdateStats(this);
1175 IL_EACH(g_initforplayer, it.init_for_player, {
1176 it.init_for_player(it, this);
1179 Handicap_Initialize(this);
1181 MUTATOR_CALLHOOK(ClientConnect, this);
1183 if (IS_REAL_CLIENT(this))
1185 if (!autocvar_g_campaign && !IS_PLAYER(this))
1187 CS(this).motd_actived_time = -1;
1188 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1196 Called when a client disconnects from the server
1199 .entity chatbubbleentity;
1200 void ClientDisconnect(entity this)
1202 assert(IS_CLIENT(this), return);
1204 PlayerStats_GameReport_FinalizePlayer(this);
1205 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1206 if (CS(this).active_minigame) part_minigame(this);
1207 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1209 if (autocvar_sv_eventlog)
1210 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1212 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1215 SetSpectatee(this, NULL);
1217 MUTATOR_CALLHOOK(ClientDisconnect, this);
1219 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1220 strfree(CS(this).weaponorder_byimpulse);
1221 ClientState_detach(this);
1223 Portal_ClearAll(this);
1227 RemoveGrapplingHooks(this);
1229 // Here, everything has been done that requires this player to be a client.
1231 this.flags &= ~FL_CLIENT;
1233 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1234 if (this.killindicator) delete(this.killindicator);
1236 WaypointSprite_PlayerGone(this);
1238 bot_relinkplayerlist();
1240 strfree(this.clientstatus);
1241 if (this.personal) delete(this.personal);
1245 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1250 void ChatBubbleThink(entity this)
1252 this.nextthink = time;
1253 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1255 if(this.owner) // but why can that ever be NULL?
1256 this.owner.chatbubbleentity = NULL;
1263 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1265 if ( CS(this.owner).active_minigame )
1266 this.mdl = "models/sprites/minigame_busy.iqm";
1267 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1268 this.mdl = "models/misc/chatbubble.spr";
1271 if ( this.model != this.mdl )
1272 _setmodel(this, this.mdl);
1276 void UpdateChatBubble(entity this)
1280 // spawn a chatbubble entity if needed
1281 if (!this.chatbubbleentity)
1283 this.chatbubbleentity = new(chatbubbleentity);
1284 this.chatbubbleentity.owner = this;
1285 this.chatbubbleentity.exteriormodeltoclient = this;
1286 setthink(this.chatbubbleentity, ChatBubbleThink);
1287 this.chatbubbleentity.nextthink = time;
1288 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1289 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1290 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1291 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1292 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1293 //this.chatbubbleentity.model = "";
1294 this.chatbubbleentity.effects = EF_LOWPRECISION;
1299 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1300 // added to the model skins
1301 /*void UpdateColorModHack()
1304 c = this.clientcolors & 15;
1305 // LordHavoc: only bothering to support white, green, red, yellow, blue
1306 if (!teamplay) this.colormod = '0 0 0';
1307 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1308 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1309 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1310 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1311 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1312 else this.colormod = '1 1 1';
1315 void respawn(entity this)
1317 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1319 this.solid = SOLID_NOT;
1320 this.takedamage = DAMAGE_NO;
1321 set_movetype(this, MOVETYPE_FLY);
1322 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1323 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1324 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1325 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1326 if(autocvar_g_respawn_ghosts_maxtime)
1327 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1332 this.effects |= EF_NODRAW; // prevent another CopyBody
1333 PutClientInServer(this);
1336 void PrintToChat(entity client, string text)
1338 text = strcat("\{1}^7", text, "\n");
1339 sprint(client, text);
1342 void DebugPrintToChat(entity client, string text)
1344 if (autocvar_developer)
1346 PrintToChat(client, text);
1350 void PrintToChatAll(string text)
1352 text = strcat("\{1}^7", text, "\n");
1356 void DebugPrintToChatAll(string text)
1358 if (autocvar_developer)
1360 PrintToChatAll(text);
1364 void PrintToChatTeam(int team_num, string text)
1366 text = strcat("\{1}^7", text, "\n");
1367 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1369 if (it.team == team_num)
1376 void DebugPrintToChatTeam(int team_num, string text)
1378 if (autocvar_developer)
1380 PrintToChatTeam(team_num, text);
1384 void play_countdown(entity this, float finished, Sound samp)
1387 if(IS_REAL_CLIENT(this))
1388 if(floor(finished - time - frametime) != floor(finished - time))
1389 if(finished - time < 6)
1390 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1393 void player_powerups(entity this)
1395 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1396 int items_prev = this.items;
1398 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1399 this.modelflags |= MF_ROCKET;
1401 this.modelflags &= ~MF_ROCKET;
1403 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1405 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1408 Fire_ApplyDamage(this);
1409 Fire_ApplyEffect(this);
1411 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1413 if (this.items & ITEM_Strength.m_itemid)
1415 play_countdown(this, this.strength_finished, SND_POWEROFF);
1416 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1417 if (time > this.strength_finished)
1419 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1420 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1421 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1426 if (time < this.strength_finished)
1428 this.items = this.items | ITEM_Strength.m_itemid;
1430 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1431 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1434 if (this.items & ITEM_Shield.m_itemid)
1436 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1437 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1438 if (time > this.invincible_finished)
1440 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1441 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1442 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1447 if (time < this.invincible_finished)
1449 this.items = this.items | ITEM_Shield.m_itemid;
1451 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1452 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1455 if (this.items & IT_SUPERWEAPON)
1457 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1459 this.superweapons_finished = 0;
1460 this.items = this.items - (this.items & IT_SUPERWEAPON);
1461 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1462 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1464 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1466 // don't let them run out
1470 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1471 if (time > this.superweapons_finished)
1473 this.items = this.items - (this.items & IT_SUPERWEAPON);
1474 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1475 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1476 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1480 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1482 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1484 this.items = this.items | IT_SUPERWEAPON;
1486 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1487 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1491 this.superweapons_finished = 0;
1492 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1497 this.superweapons_finished = 0;
1501 if(autocvar_g_nodepthtestplayers)
1502 this.effects = this.effects | EF_NODEPTHTEST;
1504 if(autocvar_g_fullbrightplayers)
1505 this.effects = this.effects | EF_FULLBRIGHT;
1507 if (time >= game_starttime)
1508 if (time < this.spawnshieldtime)
1509 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1511 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1514 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1516 if(current > stable)
1518 else if(current > stable - 0.25) // when close enough, "snap"
1521 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1524 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1526 if(current < stable)
1528 else if(current < stable + 0.25) // when close enough, "snap"
1531 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1534 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1536 if(current > rotstable)
1538 if(rotframetime > 0)
1540 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1541 current = max(rotstable, current - rotlinear * rotframetime);
1544 else if(current < regenstable)
1546 if(regenframetime > 0)
1548 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1549 current = min(regenstable, current + regenlinear * regenframetime);
1559 void player_regen(entity this)
1561 float max_mod, regen_mod, rot_mod, limit_mod;
1562 max_mod = regen_mod = rot_mod = limit_mod = 1;
1564 float regen_health = autocvar_g_balance_health_regen;
1565 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1566 float regen_health_rot = autocvar_g_balance_health_rot;
1567 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1568 float regen_health_stable = autocvar_g_balance_health_regenstable;
1569 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1570 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1571 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1572 max_mod = M_ARGV(1, float);
1573 regen_mod = M_ARGV(2, float);
1574 rot_mod = M_ARGV(3, float);
1575 limit_mod = M_ARGV(4, float);
1576 regen_health = M_ARGV(5, float);
1577 regen_health_linear = M_ARGV(6, float);
1578 regen_health_rot = M_ARGV(7, float);
1579 regen_health_rotlinear = M_ARGV(8, float);
1580 regen_health_stable = M_ARGV(9, float);
1581 regen_health_rotstable = M_ARGV(10, float);
1583 if(!mutator_returnvalue)
1584 if(!STAT(FROZEN, this))
1586 float mina, maxa, limith, limita;
1587 maxa = autocvar_g_balance_armor_rotstable;
1588 mina = autocvar_g_balance_armor_regenstable;
1589 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1590 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1592 regen_health_rotstable = regen_health_rotstable * max_mod;
1593 regen_health_stable = regen_health_stable * max_mod;
1594 limith = limith * limit_mod;
1595 limita = limita * limit_mod;
1597 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1598 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1599 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1600 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1601 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1602 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1605 // if player rotted to death... die!
1606 // check this outside above checks, as player may still be able to rot to death
1607 if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1610 vehicles_exit(this.vehicle, VHEF_RELEASE);
1611 if(this.event_damage)
1612 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1615 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1617 float minf, maxf, limitf;
1619 maxf = autocvar_g_balance_fuel_rotstable;
1620 minf = autocvar_g_balance_fuel_regenstable;
1621 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1623 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1624 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1625 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1630 void SetZoomState(entity this, float newzoom)
1632 if(newzoom != CS(this).zoomstate)
1634 CS(this).zoomstate = newzoom;
1635 ClientData_Touch(this);
1637 zoomstate_set = true;
1640 void GetPressedKeys(entity this)
1642 MUTATOR_CALLHOOK(GetPressedKeys, this);
1643 int keys = STAT(PRESSED_KEYS, this);
1644 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1645 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1646 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1647 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1649 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1650 keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1651 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1652 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1653 CS(this).pressedkeys = keys; // store for other users
1655 STAT(PRESSED_KEYS, this) = keys;
1659 ======================
1660 spectate mode routines
1661 ======================
1664 void SpectateCopy(entity this, entity spectatee)
1666 TC(Client, this); TC(Client, spectatee);
1668 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1669 PS(this) = PS(spectatee);
1670 this.armortype = spectatee.armortype;
1671 SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1672 SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1673 SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1674 SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1675 SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1676 SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1677 SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1678 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1679 SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1680 CS(this).impulse = 0;
1681 this.items = spectatee.items;
1682 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1683 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1684 this.strength_finished = spectatee.strength_finished;
1685 this.invincible_finished = spectatee.invincible_finished;
1686 this.superweapons_finished = spectatee.superweapons_finished;
1687 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1688 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1689 this.punchangle = spectatee.punchangle;
1690 this.view_ofs = spectatee.view_ofs;
1691 this.velocity = spectatee.velocity;
1692 this.dmg_take = spectatee.dmg_take;
1693 this.dmg_save = spectatee.dmg_save;
1694 this.dmg_inflictor = spectatee.dmg_inflictor;
1695 this.v_angle = spectatee.v_angle;
1696 this.angles = spectatee.v_angle;
1697 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1698 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1699 this.viewloc = spectatee.viewloc;
1700 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1701 this.fixangle = true;
1702 setorigin(this, spectatee.origin);
1703 setsize(this, spectatee.mins, spectatee.maxs);
1704 SetZoomState(this, CS(spectatee).zoomstate);
1706 anticheat_spectatecopy(this, spectatee);
1707 STAT(HUD, this) = STAT(HUD, spectatee);
1708 if(spectatee.vehicle)
1710 this.angles = spectatee.v_angle;
1712 //this.fixangle = false;
1713 //this.velocity = spectatee.vehicle.velocity;
1714 this.vehicle_health = spectatee.vehicle_health;
1715 this.vehicle_shield = spectatee.vehicle_shield;
1716 this.vehicle_energy = spectatee.vehicle_energy;
1717 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1718 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1719 this.vehicle_reload1 = spectatee.vehicle_reload1;
1720 this.vehicle_reload2 = spectatee.vehicle_reload2;
1722 //msg_entity = this;
1724 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1725 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1726 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1727 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1729 //WriteByte (MSG_ONE, SVC_SETVIEW);
1730 // WriteEntity(MSG_ONE, this);
1731 //makevectors(spectatee.v_angle);
1732 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1736 bool SpectateUpdate(entity this)
1741 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1743 SetSpectatee(this, NULL);
1747 SpectateCopy(this, this.enemy);
1752 bool SpectateSet(entity this)
1754 if(!IS_PLAYER(this.enemy))
1757 ClientData_Touch(this.enemy);
1760 WriteByte(MSG_ONE, SVC_SETVIEW);
1761 WriteEntity(MSG_ONE, this.enemy);
1762 set_movetype(this, MOVETYPE_NONE);
1763 accuracy_resend(this);
1765 if(!SpectateUpdate(this))
1766 PutObserverInServer(this);
1771 void SetSpectatee_status(entity this, int spectatee_num)
1773 int oldspectatee_status = CS(this).spectatee_status;
1774 CS(this).spectatee_status = spectatee_num;
1776 if (CS(this).spectatee_status != oldspectatee_status)
1778 ClientData_Touch(this);
1779 if (g_race || g_cts) race_InitSpectator();
1783 void SetSpectatee(entity this, entity spectatee)
1785 if(IS_BOT_CLIENT(this))
1786 return; // bots abuse .enemy, this code is useless to them
1788 entity old_spectatee = this.enemy;
1790 this.enemy = spectatee;
1793 // these are required to fix the spectator bug with arc
1796 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1798 .entity weaponentity = weaponentities[slot];
1799 if(old_spectatee.(weaponentity).arc_beam)
1800 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1805 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1807 .entity weaponentity = weaponentities[slot];
1808 if(this.enemy.(weaponentity).arc_beam)
1809 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1814 SetSpectatee_status(this, etof(this.enemy));
1816 // needed to update spectator list
1817 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1820 bool Spectate(entity this, entity pl)
1822 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1824 pl = M_ARGV(1, entity);
1826 SetSpectatee(this, pl);
1827 return SpectateSet(this);
1830 bool SpectateNext(entity this)
1832 entity ent = find(this.enemy, classname, STR_PLAYER);
1834 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1835 ent = M_ARGV(1, entity);
1837 ent = find(ent, classname, STR_PLAYER);
1839 if(ent) { SetSpectatee(this, ent); }
1841 return SpectateSet(this);
1844 bool SpectatePrev(entity this)
1846 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1847 entity ent = findchain(classname, STR_PLAYER);
1848 if (!ent) // no player
1852 // skip players until current spectated player
1854 while(ent && ent != this.enemy)
1857 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1859 case MUT_SPECPREV_FOUND:
1860 ent = M_ARGV(1, entity);
1862 case MUT_SPECPREV_RETURN:
1864 case MUT_SPECPREV_CONTINUE:
1875 SetSpectatee(this, ent);
1876 return SpectateSet(this);
1881 ShowRespawnCountdown()
1883 Update a respawn countdown display.
1886 void ShowRespawnCountdown(entity this)
1889 if(!IS_DEAD(this)) // just respawned?
1893 number = ceil(this.respawn_time - time);
1896 if(number <= this.respawn_countdown)
1898 this.respawn_countdown = number - 1;
1899 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
1900 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1905 .bool team_selected;
1906 bool ShowTeamSelection(entity this)
1908 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1910 stuffcmd(this, "menu_showteamselect\n");
1913 void Join(entity this)
1915 TRANSMUTE(Player, this);
1917 if(!this.team_selected)
1918 if(autocvar_g_campaign || autocvar_g_balance_teams)
1919 TeamBalance_JoinBestTeam(this);
1921 if(autocvar_g_campaign)
1922 campaign_bots_may_start = true;
1924 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1926 PutClientInServer(this);
1929 if(teamplay && this.team != -1)
1931 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1934 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1935 this.team_selected = false;
1939 * Determines whether the player is allowed to join. This depends on cvar
1940 * g_maxplayers, if it isn't used this function always return true, otherwise
1941 * it checks whether the number of currently playing players exceeds g_maxplayers.
1942 * @return int number of free slots for players, 0 if none
1944 int nJoinAllowed(entity this, entity ignore)
1947 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1948 // so report 0 free slots if restricted
1950 if(autocvar_g_forced_team_otherwise == "spectate")
1952 if(autocvar_g_forced_team_otherwise == "spectator")
1956 if(this && this.team_forced < 0)
1957 return 0; // forced spectators can never join
1959 // TODO simplify this
1960 int totalClients = 0;
1961 int currentlyPlaying = 0;
1962 FOREACH_CLIENT(true, {
1965 if(IS_REAL_CLIENT(it))
1966 if(IS_PLAYER(it) || it.caplayer)
1970 float free_slots = 0;
1971 if (!autocvar_g_maxplayers)
1972 free_slots = maxclients - totalClients;
1973 else if(currentlyPlaying < autocvar_g_maxplayers)
1974 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1976 static float join_prevent_msg_time = 0;
1977 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1979 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1980 join_prevent_msg_time = time + 3;
1987 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1988 * g_maxplayers_spectator_blocktime seconds
1990 void checkSpectatorBlock(entity this)
1992 if(IS_SPEC(this) || IS_OBSERVER(this))
1994 if(IS_REAL_CLIENT(this))
1996 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1997 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2003 void PrintWelcomeMessage(entity this)
2005 if(CS(this).motd_actived_time == 0)
2007 if (autocvar_g_campaign) {
2008 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2009 CS(this).motd_actived_time = time;
2010 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2013 if (PHYS_INPUT_BUTTON_INFO(this)) {
2014 CS(this).motd_actived_time = time;
2015 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2019 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2021 if (autocvar_g_campaign) {
2022 if (PHYS_INPUT_BUTTON_INFO(this))
2023 CS(this).motd_actived_time = time;
2024 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2025 CS(this).motd_actived_time = 0;
2026 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2029 if (PHYS_INPUT_BUTTON_INFO(this))
2030 CS(this).motd_actived_time = time;
2031 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2032 CS(this).motd_actived_time = 0;
2033 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2037 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2039 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2040 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2041 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2043 // instanctly hide MOTD
2044 CS(this).motd_actived_time = 0;
2045 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2050 const int MIN_SPEC_TIME = 1;
2051 bool joinAllowed(entity this)
2053 if (CS(this).version_mismatch) return false;
2054 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2055 if (!nJoinAllowed(this, this)) return false;
2056 if (teamplay && lockteams) return false;
2057 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2058 if (ShowTeamSelection(this)) return false;
2063 .string shootfromfixedorigin;
2064 bool PlayerThink(entity this)
2066 if (game_stopped || intermission_running) {
2067 this.modelflags &= ~MF_ROCKET;
2068 if(intermission_running)
2069 IntermissionThink(this);
2073 if (timeout_status == TIMEOUT_ACTIVE) {
2074 // don't allow the player to turn around while game is paused
2075 // FIXME turn this into CSQC stuff
2076 this.v_angle = this.lastV_angle;
2077 this.angles = this.lastV_angle;
2078 this.fixangle = true;
2081 if (frametime) player_powerups(this);
2083 if (IS_DEAD(this)) {
2084 if (this.personal && g_race_qualifying) {
2085 if (time > this.respawn_time) {
2086 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2088 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2091 if (frametime) player_anim(this);
2093 if (this.respawn_flags & RESPAWN_DENY)
2095 STAT(RESPAWN_TIME, this) = 0;
2099 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));
2101 switch(this.deadflag)
2105 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2106 this.deadflag = DEAD_RESPAWNING;
2107 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2108 this.deadflag = DEAD_DEAD;
2114 this.deadflag = DEAD_RESPAWNABLE;
2115 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2116 this.deadflag = DEAD_RESPAWNING;
2119 case DEAD_RESPAWNABLE:
2121 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2122 this.deadflag = DEAD_RESPAWNING;
2125 case DEAD_RESPAWNING:
2127 if (time > this.respawn_time)
2129 this.respawn_time = time + 1; // only retry once a second
2130 this.respawn_time_max = this.respawn_time;
2137 ShowRespawnCountdown(this);
2139 if (this.respawn_flags & RESPAWN_SILENT)
2140 STAT(RESPAWN_TIME, this) = 0;
2141 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2143 if (time < this.respawn_time)
2144 STAT(RESPAWN_TIME, this) = this.respawn_time;
2145 else if (this.deadflag != DEAD_RESPAWNING)
2146 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2149 STAT(RESPAWN_TIME, this) = this.respawn_time;
2152 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2153 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2154 STAT(RESPAWN_TIME, this) *= -1;
2159 FixPlayermodel(this);
2161 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2162 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2163 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2166 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2169 this.items &= ~this.items_added;
2171 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2173 .entity weaponentity = weaponentities[slot];
2174 W_WeaponFrame(this, weaponentity);
2177 this.items_added = 0;
2178 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2179 this.items_added |= IT_FUEL;
2181 this.items |= this.items_added;
2186 // WEAPONTODO: Add a weapon request for this
2187 // rot vortex charge to the charge limit
2188 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2190 .entity weaponentity = weaponentities[slot];
2191 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2192 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2195 if (frametime) player_anim(this);
2198 secrets_setstatus(this);
2201 monsters_setstatus(this);
2203 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2208 .bool would_spectate;
2209 void ObserverThink(entity this)
2211 if ( CS(this).impulse )
2213 MinigameImpulse(this, CS(this).impulse);
2214 CS(this).impulse = 0;
2217 if (this.flags & FL_JUMPRELEASED) {
2218 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2219 this.flags &= ~FL_JUMPRELEASED;
2220 this.flags |= FL_SPAWNING;
2221 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2222 this.flags &= ~FL_JUMPRELEASED;
2223 if(SpectateNext(this)) {
2224 TRANSMUTE(Spectator, this);
2227 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2228 set_movetype(this, preferred_movetype);
2231 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2232 this.flags |= FL_JUMPRELEASED;
2233 if(this.flags & FL_SPAWNING)
2235 this.flags &= ~FL_SPAWNING;
2243 void SpectatorThink(entity this)
2245 if ( CS(this).impulse )
2247 if(MinigameImpulse(this, CS(this).impulse))
2248 CS(this).impulse = 0;
2250 if (CS(this).impulse == IMP_weapon_drop.impulse)
2252 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2253 CS(this).impulse = 0;
2258 if (this.flags & FL_JUMPRELEASED) {
2259 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2260 this.flags &= ~FL_JUMPRELEASED;
2261 this.flags |= FL_SPAWNING;
2262 } 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)) {
2263 this.flags &= ~FL_JUMPRELEASED;
2264 if(SpectateNext(this)) {
2265 TRANSMUTE(Spectator, this);
2267 TRANSMUTE(Observer, this);
2268 PutClientInServer(this);
2270 CS(this).impulse = 0;
2271 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2272 this.flags &= ~FL_JUMPRELEASED;
2273 if(SpectatePrev(this)) {
2274 TRANSMUTE(Spectator, this);
2276 TRANSMUTE(Observer, this);
2277 PutClientInServer(this);
2279 CS(this).impulse = 0;
2280 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2281 this.would_spectate = false;
2282 this.flags &= ~FL_JUMPRELEASED;
2283 TRANSMUTE(Observer, this);
2284 PutClientInServer(this);
2286 if(!SpectateUpdate(this))
2288 if(!SpectateNext(this))
2290 PutObserverInServer(this);
2291 this.would_spectate = true;
2296 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2297 this.flags |= FL_JUMPRELEASED;
2298 if(this.flags & FL_SPAWNING)
2300 this.flags &= ~FL_SPAWNING;
2305 if(!SpectateUpdate(this))
2306 PutObserverInServer(this);
2309 this.flags |= FL_CLIENT | FL_NOTARGET;
2312 void PlayerUseKey(entity this)
2314 if (!IS_PLAYER(this))
2321 vehicles_exit(this.vehicle, VHEF_NORMAL);
2325 else if(autocvar_g_vehicles_enter)
2327 if(!STAT(FROZEN, this))
2331 entity head, closest_target = NULL;
2332 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2334 while(head) // find the closest acceptable target to enter
2336 if(IS_VEHICLE(head))
2338 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2339 if(head.takedamage != DAMAGE_NO)
2343 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2344 { closest_target = head; }
2346 else { closest_target = head; }
2352 if(closest_target) { vehicles_enter(this, closest_target); return; }
2356 // a use key was pressed; call handlers
2357 MUTATOR_CALLHOOK(PlayerUseKey, this);
2365 Called every frame for each client before the physics are run
2368 .float last_vehiclecheck;
2369 void PlayerPreThink (entity this)
2371 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2372 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2374 WarpZone_PlayerPhysics_FixVAngle(this);
2377 // physics frames: update anticheat stuff
2378 anticheat_prethink(this);
2381 if (blockSpectators && frametime) {
2382 // WORKAROUND: only use dropclient in server frames (frametime set).
2383 // Never use it in cl_movement frames (frametime zero).
2384 checkSpectatorBlock(this);
2387 zoomstate_set = false;
2389 // Check for nameless players
2390 if (this.netname == "" || this.netname != CS(this).netname_previous)
2392 bool assume_unchanged = (CS(this).netname_previous == "");
2393 if (isInvisibleString(this.netname))
2395 this.netname = strzone(sprintf("Player#%d", this.playerid));
2396 assume_unchanged = false;
2397 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2399 if (!assume_unchanged && autocvar_sv_eventlog)
2400 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2401 strcpy(CS(this).netname_previous, this.netname);
2405 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2406 CS(this).version_nagtime = 0;
2407 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2409 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2411 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2413 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2414 if (r < 0) { // old client
2415 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2416 } else if (r > 0) { // old server
2417 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2423 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2425 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2426 this.max_armorvalue = 0;
2431 if (STAT(FROZEN, this) == 2)
2433 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2434 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2435 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2437 if (STAT(REVIVE_PROGRESS, this) >= 1)
2440 else if (STAT(FROZEN, this) == 3)
2442 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2443 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2445 if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2448 vehicles_exit(this.vehicle, VHEF_RELEASE);
2449 if(this.event_damage)
2450 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2452 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2457 MUTATOR_CALLHOOK(PlayerPreThink, this);
2459 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2460 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2462 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2464 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2465 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2467 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2471 if(!it.team || SAME_TEAM(this, it))
2472 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2473 else if(autocvar_g_vehicles_steal)
2474 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2478 this.last_vehiclecheck = time + 1;
2481 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2483 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2485 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2488 if (IS_REAL_CLIENT(this))
2489 PrintWelcomeMessage(this);
2491 if (IS_PLAYER(this)) {
2492 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2493 error("Client can't be spawned as player on connection!");
2494 if(!PlayerThink(this))
2497 else if (game_stopped || intermission_running) {
2498 if(intermission_running)
2499 IntermissionThink(this);
2502 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2504 CS(this).autojoin_checked = true;
2505 // don't do this in ClientConnect
2506 // many things can go wrong if a client is spawned as player on connection
2507 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2508 || (!(autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0)
2509 && (!teamplay || autocvar_g_balance_teams)))
2511 campaign_bots_may_start = true;
2516 else if (IS_OBSERVER(this)) {
2517 ObserverThink(this);
2519 else if (IS_SPEC(this)) {
2520 SpectatorThink(this);
2523 // WEAPONTODO: Add weapon request for this
2524 if (!zoomstate_set) {
2525 bool wep_zoomed = false;
2526 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2528 .entity weaponentity = weaponentities[slot];
2529 Weapon thiswep = this.(weaponentity).m_weapon;
2530 if(thiswep != WEP_Null && thiswep.wr_zoom)
2531 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2533 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2536 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2538 CS(this).teamkill_soundtime = 0;
2540 entity e = CS(this).teamkill_soundsource;
2541 entity oldpusher = e.pusher;
2543 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2544 e.pusher = oldpusher;
2547 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2548 CS(this).taunt_soundtime = 0;
2549 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2552 target_voicescript_next(this);
2554 // WEAPONTODO: Move into weaponsystem somehow
2555 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2556 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2558 .entity weaponentity = weaponentities[slot];
2559 if(this.(weaponentity).m_weapon == WEP_Null)
2560 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2564 void DrownPlayer(entity this)
2566 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2569 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2571 if(this.air_finished < time)
2572 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2573 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2575 else if (this.air_finished < time)
2577 if (this.pain_finished < time)
2579 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
2580 this.pain_finished = time + 0.5;
2585 .bool move_qcphysics;
2587 void Player_Physics(entity this)
2589 set_movetype(this, this.move_movetype);
2591 if(!this.move_qcphysics)
2594 if(!frametime && !CS(this).pm_frametime)
2597 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2599 CS(this).pm_frametime = 0;
2606 Called every frame for each client after the physics are run
2609 void PlayerPostThink (entity this)
2611 Player_Physics(this);
2614 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2615 if (IS_REAL_CLIENT(this))
2616 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2618 int totalClients = 0;
2619 if(sv_maxidle_slots > 0)
2621 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2627 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2628 { /* do nothing */ }
2629 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2631 if (CS(this).idlekick_lasttimeleft)
2633 CS(this).idlekick_lasttimeleft = 0;
2634 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2639 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2640 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2641 if (!CS(this).idlekick_lasttimeleft)
2642 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2644 if (timeleft <= 0) {
2645 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2649 else if (timeleft <= 10) {
2650 if (timeleft != CS(this).idlekick_lasttimeleft) {
2651 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2653 CS(this).idlekick_lasttimeleft = timeleft;
2662 this.solid = SOLID_NOT;
2663 this.takedamage = DAMAGE_NO;
2664 set_movetype(this, MOVETYPE_NONE);
2667 if (IS_PLAYER(this)) {
2668 if(this.death_time == time && IS_DEAD(this))
2670 // player's bbox gets resized now, instead of in the damage event that killed the player,
2671 // once all the damage events of this frame have been processed with normal size
2673 setsize(this, this.mins, this.maxs);
2676 UpdateChatBubble(this);
2677 if (CS(this).impulse) ImpulseCommands(this);
2680 CSQCMODEL_AUTOUPDATE(this);
2683 GetPressedKeys(this);
2686 if (this.waypointsprite_attachedforcarrier) {
2687 vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2688 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2691 CSQCMODEL_AUTOUPDATE(this);
2694 // hack to copy the button fields from the client entity to the Client State
2695 void PM_UpdateButtons(entity this, entity store)
2698 store.impulse = this.impulse;
2701 bool typing = this.buttonchat;
2703 store.button0 = (typing) ? 0 : this.button0;
2705 store.button2 = (typing) ? 0 : this.button2;
2706 store.button3 = (typing) ? 0 : this.button3;
2707 store.button4 = this.button4;
2708 store.button5 = (typing) ? 0 : this.button5;
2709 store.button6 = this.button6;
2710 store.button7 = this.button7;
2711 store.button8 = this.button8;
2712 store.button9 = this.button9;
2713 store.button10 = this.button10;
2714 store.button11 = this.button11;
2715 store.button12 = this.button12;
2716 store.button13 = this.button13;
2717 store.button14 = this.button14;
2718 store.button15 = this.button15;
2719 store.button16 = this.button16;
2720 store.buttonuse = this.buttonuse;
2721 store.buttonchat = this.buttonchat;
2723 store.cursor_active = this.cursor_active;
2724 store.cursor_screen = this.cursor_screen;
2725 store.cursor_trace_start = this.cursor_trace_start;
2726 store.cursor_trace_endpos = this.cursor_trace_endpos;
2727 store.cursor_trace_ent = this.cursor_trace_ent;
2729 store.ping = this.ping;
2730 store.ping_packetloss = this.ping_packetloss;
2731 store.ping_movementloss = this.ping_movementloss;
2733 store.v_angle = this.v_angle;
2734 store.movement = (typing) ? '0 0 0' : this.movement;
2737 NET_HANDLE(fpsreport, bool)
2739 int fps = ReadShort();
2740 PlayerScore_Set(sender, SP_FPS, fps);