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 "resources.qh"
16 #include "g_damage.qh"
17 #include "handicap.qh"
19 #include "command/common.qh"
24 #include "campaign.qh"
25 #include "command/common.qh"
26 #include "scores_rules.qh"
30 #include "../common/ent_cs.qh"
31 #include "../common/wepent.qh"
32 #include <common/state.qh>
34 #include <common/effects/qc/globalsound.qh>
36 #include "../common/triggers/func/conveyor.qh"
37 #include "../common/triggers/teleporters.qh"
38 #include "../common/triggers/target/spawnpoint.qh"
40 #include "../common/vehicles/all.qh"
42 #include "weapons/hitplot.qh"
43 #include "weapons/weaponsystem.qh"
45 #include "../common/net_notice.qh"
46 #include "../common/net_linked.qh"
47 #include "../common/physics/player.qh"
49 #include "../common/items/_mod.qh"
51 #include "../common/mutators/mutator/waypoints/all.qh"
52 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
54 #include "../common/triggers/subs.qh"
55 #include "../common/triggers/triggers.qh"
56 #include "../common/triggers/trigger/secret.qh"
58 #include "../common/minigames/sv_minigames.qh"
60 #include "../common/items/inventory.qh"
62 #include "../common/monsters/sv_monsters.qh"
64 #include "../lib/warpzone/server.qh"
66 #include <common/mutators/mutator/overkill/oknex.qh>
68 STATIC_METHOD(Client, Add, void(Client this, int _team))
71 TRANSMUTE(Player, this);
74 PutClientInServer(this);
77 void PutObserverInServer(entity this);
79 STATIC_METHOD(Client, Remove, void(Client this))
81 TRANSMUTE(Observer, this);
82 PutClientInServer(this);
83 ClientDisconnect(this);
86 void send_CSQC_teamnagger() {
87 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
90 int CountSpectators(entity player, entity to)
92 if(!player) { return 0; } // not sure how, but best to be safe
96 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
104 void WriteSpectators(entity player, entity to)
106 if(!player) { return; } // not sure how, but best to be safe
108 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
110 WriteByte(MSG_ENTITY, num_for_edict(it));
114 bool ClientData_Send(entity this, entity to, int sf)
116 assert(to == this.owner, return false);
119 if (IS_SPEC(e)) e = e.enemy;
122 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
123 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
124 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
125 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
127 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
128 WriteByte(MSG_ENTITY, sf);
131 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
135 float specs = CountSpectators(e, to);
136 WriteByte(MSG_ENTITY, specs);
137 WriteSpectators(e, to);
143 void ClientData_Attach(entity this)
145 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
146 CS(this).clientdata.drawonlytoclient = this;
147 CS(this).clientdata.owner = this;
150 void ClientData_Detach(entity this)
152 delete(CS(this).clientdata);
153 CS(this).clientdata = NULL;
156 void ClientData_Touch(entity e)
158 entity cd = CS(e).clientdata;
159 if (cd) { cd.SendFlags = 1; }
161 // make it spectatable
162 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
164 entity cd = CS(it).clientdata;
165 if (cd) { cd.SendFlags = 1; }
169 void SetSpectatee(entity this, entity spectatee);
170 void SetSpectatee_status(entity this, int spectatee_num);
177 Checks if the argument string can be a valid playermodel.
178 Returns a valid one in doubt.
181 string FallbackPlayerModel;
182 string CheckPlayerModel(string plyermodel) {
183 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
185 // note: we cannot summon Don Strunzone here, some player may
186 // still have the model string set. In case anyone manages how
187 // to change a cvar default, we'll have a small leak here.
188 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
190 // only in right path
191 if( substring(plyermodel,0,14) != "models/player/")
192 return FallbackPlayerModel;
193 // only good file extensions
194 if(substring(plyermodel,-4,4) != ".zym")
195 if(substring(plyermodel,-4,4) != ".dpm")
196 if(substring(plyermodel,-4,4) != ".iqm")
197 if(substring(plyermodel,-4,4) != ".md3")
198 if(substring(plyermodel,-4,4) != ".psk")
199 return FallbackPlayerModel;
200 // forbid the LOD models
201 if(substring(plyermodel, -9,5) == "_lod1")
202 return FallbackPlayerModel;
203 if(substring(plyermodel, -9,5) == "_lod2")
204 return FallbackPlayerModel;
205 if(plyermodel != strtolower(plyermodel))
206 return FallbackPlayerModel;
207 // also, restrict to server models
208 if(autocvar_sv_servermodelsonly)
210 if(!fexists(plyermodel))
211 return FallbackPlayerModel;
216 void setplayermodel(entity e, string modelname)
218 precache_model(modelname);
219 _setmodel(e, modelname);
220 player_setupanimsformodel(e);
221 if(!autocvar_g_debug_globalsounds)
222 UpdatePlayerSounds(e);
225 void FixPlayermodel(entity player);
226 /** putting a client as observer in the server */
227 void PutObserverInServer(entity this)
229 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
230 PlayerState_detach(this);
237 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
240 // was a player, recount votes and ready status
241 if(IS_REAL_CLIENT(this))
243 if (vote_called) { VoteCount(false); }
249 entity spot = SelectSpawnPoint(this, true);
250 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
251 this.angles = vec2(spot.angles);
252 this.fixangle = true;
253 // offset it so that the spectator spawns higher off the ground, looks better this way
254 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
255 if (IS_REAL_CLIENT(this))
258 WriteByte(MSG_ONE, SVC_SETVIEW);
259 WriteEntity(MSG_ONE, this);
261 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
262 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
263 if(!autocvar_g_debug_globalsounds)
265 // needed for player sounds
267 FixPlayermodel(this);
269 setmodel(this, MDL_Null);
270 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
271 this.view_ofs = '0 0 0';
274 RemoveGrapplingHooks(this);
275 Portal_ClearAll(this);
277 SetSpectatee(this, NULL);
282 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
286 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
288 WaypointSprite_PlayerDead(this);
290 if (mutator_returnvalue) {
291 // mutator prevents resetting teams+score
293 Player_SetTeamIndex(this, -1);
294 this.frags = FRAGS_SPECTATOR;
295 PlayerScore_Clear(this); // clear scores when needed
298 if (CS(this).killcount != FRAGS_SPECTATOR)
300 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
302 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
303 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
305 if(!CS(this).just_joined)
306 LogTeamchange(this.playerid, -1, TEAM_CHANGE_SPECTATOR);
308 CS(this).just_joined = false;
311 accuracy_resend(this);
313 CS(this).spectatortime = time;
315 IL_REMOVE(g_bot_targets, this);
316 this.bot_attack = false;
317 if(this.monster_attack)
318 IL_REMOVE(g_monster_targets, this);
319 this.monster_attack = false;
320 STAT(HUD, this) = HUD_NORMAL;
321 TRANSMUTE(Observer, this);
322 this.iscreature = false;
323 this.teleportable = TELEPORT_SIMPLE;
324 if(this.damagedbycontents)
325 IL_REMOVE(g_damagedbycontents, this);
326 this.damagedbycontents = false;
327 this.health = FRAGS_SPECTATOR;
328 SetSpectatee_status(this, etof(this));
329 this.takedamage = DAMAGE_NO;
330 this.solid = SOLID_NOT;
331 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
332 this.flags = FL_CLIENT | FL_NOTARGET;
333 this.armorvalue = 666;
335 this.armorvalue = autocvar_g_balance_armor_start;
336 this.pauserotarmor_finished = 0;
337 this.pauserothealth_finished = 0;
338 this.pauseregen_finished = 0;
339 this.damageforcescale = 0;
341 this.respawn_flags = 0;
342 this.respawn_time = 0;
343 STAT(RESPAWN_TIME, this) = 0;
348 this.pain_finished = 0;
349 this.strength_finished = 0;
350 this.invincible_finished = 0;
351 this.superweapons_finished = 0;
352 this.dphitcontentsmask = 0;
355 setthink(this, func_null);
357 this.deadflag = DEAD_NO;
359 STAT(REVIVE_PROGRESS, this) = 0;
360 this.revival_time = 0;
363 STAT(WEAPONS, this) = '0 0 0';
364 this.drawonlytoclient = this;
368 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
370 this.weaponmodel = "";
371 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
373 this.weaponentities[slot] = NULL;
375 this.exteriorweaponentity = NULL;
376 CS(this).killcount = FRAGS_SPECTATOR;
377 this.velocity = '0 0 0';
378 this.avelocity = '0 0 0';
379 this.punchangle = '0 0 0';
380 this.punchvector = '0 0 0';
381 this.oldvelocity = this.velocity;
382 this.fire_endtime = -1;
383 this.event_damage = func_null;
385 for(int slot = 0; slot < MAX_AXH; ++slot)
387 entity axh = this.(AuxiliaryXhair[slot]);
388 this.(AuxiliaryXhair[slot]) = NULL;
390 if(axh.owner == this && axh != NULL && !wasfreed(axh))
395 int player_getspecies(entity this)
397 get_model_parameters(this.model, this.skin);
398 int s = get_model_parameters_species;
399 get_model_parameters(string_null, 0);
400 if (s < 0) return SPECIES_HUMAN;
404 .float model_randomizer;
405 void FixPlayermodel(entity player)
407 string defaultmodel = "";
409 if(autocvar_sv_defaultcharacter)
415 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
416 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
417 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
418 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
422 if(defaultmodel == "")
424 defaultmodel = autocvar_sv_defaultplayermodel;
425 defaultskin = autocvar_sv_defaultplayerskin;
428 int n = tokenize_console(defaultmodel);
431 defaultmodel = argv(floor(n * CS(player).model_randomizer));
432 // However, do NOT randomize if the player-selected model is in the list.
433 for (int i = 0; i < n; ++i)
434 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
435 defaultmodel = argv(i);
438 int i = strstrofs(defaultmodel, ":", 0);
441 defaultskin = stof(substring(defaultmodel, i+1, -1));
442 defaultmodel = substring(defaultmodel, 0, i);
445 if(autocvar_sv_defaultcharacterskin && !defaultskin)
451 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
452 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
453 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
454 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
459 defaultskin = autocvar_sv_defaultplayerskin;
462 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
463 defaultmodel = M_ARGV(0, string);
464 defaultskin = M_ARGV(1, int);
468 if(defaultmodel != "")
470 if (defaultmodel != player.model)
472 vector m1 = player.mins;
473 vector m2 = player.maxs;
474 setplayermodel (player, defaultmodel);
475 setsize (player, m1, m2);
479 oldskin = player.skin;
480 player.skin = defaultskin;
482 if (player.playermodel != player.model || player.playermodel == "")
484 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
485 vector m1 = player.mins;
486 vector m2 = player.maxs;
487 setplayermodel (player, player.playermodel);
488 setsize (player, m1, m2);
492 if(!autocvar_sv_defaultcharacterskin)
494 oldskin = player.skin;
495 player.skin = stof(player.playerskin);
499 oldskin = player.skin;
500 player.skin = defaultskin;
504 if(chmdl || oldskin != player.skin) // model or skin has changed
506 player.species = player_getspecies(player); // update species
507 if(!autocvar_g_debug_globalsounds)
508 UpdatePlayerSounds(player); // update skin sounds
512 if(strlen(autocvar_sv_defaultplayercolors))
513 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
514 setcolor(player, stof(autocvar_sv_defaultplayercolors));
517 void PutPlayerInServer(entity this)
519 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
521 PlayerState_attach(this);
522 accuracy_resend(this);
525 TeamBalance_JoinBestTeam(this, true);
527 entity spot = SelectSpawnPoint(this, false);
529 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
530 return; // spawn failed
533 TRANSMUTE(Player, this);
535 CS(this).wasplayer = true;
536 this.iscreature = true;
537 this.teleportable = TELEPORT_NORMAL;
538 if(!this.damagedbycontents)
539 IL_PUSH(g_damagedbycontents, this);
540 this.damagedbycontents = true;
541 set_movetype(this, MOVETYPE_WALK);
542 this.solid = SOLID_SLIDEBOX;
543 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
544 if (autocvar_g_playerclip_collisions)
545 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
546 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
547 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
548 this.frags = FRAGS_PLAYER;
549 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
550 this.flags = FL_CLIENT | FL_PICKUPITEMS;
551 if (autocvar__notarget)
552 this.flags |= FL_NOTARGET;
553 this.takedamage = DAMAGE_AIM;
554 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
557 this.ammo_shells = warmup_start_ammo_shells;
558 this.ammo_nails = warmup_start_ammo_nails;
559 this.ammo_rockets = warmup_start_ammo_rockets;
560 this.ammo_cells = warmup_start_ammo_cells;
561 this.ammo_plasma = warmup_start_ammo_plasma;
562 this.ammo_fuel = warmup_start_ammo_fuel;
563 this.health = warmup_start_health;
564 this.armorvalue = warmup_start_armorvalue;
565 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
567 this.ammo_shells = start_ammo_shells;
568 this.ammo_nails = start_ammo_nails;
569 this.ammo_rockets = start_ammo_rockets;
570 this.ammo_cells = start_ammo_cells;
571 this.ammo_plasma = start_ammo_plasma;
572 this.ammo_fuel = start_ammo_fuel;
573 this.health = start_health;
574 this.armorvalue = start_armorvalue;
575 STAT(WEAPONS, this) = start_weapons;
576 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
578 GiveRandomWeapons(this, random_start_weapons_count,
579 autocvar_g_random_start_weapons, random_start_ammo);
582 SetSpectatee_status(this, 0);
584 PS(this).dual_weapons = '0 0 0';
586 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
588 this.items = start_items;
590 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
591 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
592 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
593 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
594 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
595 if (!sv_ready_restart_after_countdown && time < game_starttime)
597 float f = game_starttime - time;
598 this.spawnshieldtime += f;
599 this.pauserotarmor_finished += f;
600 this.pauserothealth_finished += f;
601 this.pauseregen_finished += f;
604 this.damageforcescale = 2;
606 this.respawn_flags = 0;
607 this.respawn_time = 0;
608 STAT(RESPAWN_TIME, this) = 0;
609 this.scale = autocvar_sv_player_scale;
612 this.pain_finished = 0;
614 setthink(this, func_null); // players have no think function
617 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
619 this.deadflag = DEAD_NO;
621 this.angles = spot.angles;
622 this.angles_z = 0; // never spawn tilted even if the spot says to
623 if (IS_BOT_CLIENT(this))
624 this.v_angle = this.angles;
625 this.fixangle = true; // turn this way immediately
626 this.oldvelocity = this.velocity = '0 0 0';
627 this.avelocity = '0 0 0';
628 this.punchangle = '0 0 0';
629 this.punchvector = '0 0 0';
631 this.strength_finished = 0;
632 this.invincible_finished = 0;
633 this.fire_endtime = -1;
634 STAT(REVIVE_PROGRESS, this) = 0;
635 this.revival_time = 0;
637 this.air_finished = time + 12;
638 this.waterlevel = WATERLEVEL_NONE;
639 this.watertype = CONTENT_EMPTY;
641 entity spawnevent = new_pure(spawnevent);
642 spawnevent.owner = this;
643 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
645 // Cut off any still running player sounds.
646 stopsound(this, CH_PLAYER_SINGLE);
649 FixPlayermodel(this);
650 this.drawonlytoclient = NULL;
654 for(int slot = 0; slot < MAX_AXH; ++slot)
656 entity axh = this.(AuxiliaryXhair[slot]);
657 this.(AuxiliaryXhair[slot]) = NULL;
659 if(axh.owner == this && axh != NULL && !wasfreed(axh))
663 this.spawnpoint_targ = NULL;
666 this.view_ofs = STAT(PL_VIEW_OFS, this);
667 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
668 this.spawnorigin = spot.origin;
669 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
670 // don't reset back to last position, even if new position is stuck in solid
671 this.oldorigin = this.origin;
673 IL_REMOVE(g_conveyed, this);
674 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
675 STAT(HUD, this) = HUD_NORMAL;
677 this.event_damage = PlayerDamage;
680 IL_PUSH(g_bot_targets, this);
681 this.bot_attack = true;
682 if(!this.monster_attack)
683 IL_PUSH(g_monster_targets, this);
684 this.monster_attack = true;
685 navigation_dynamicgoal_init(this, false);
687 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
689 // player was spectator
690 if (CS(this).killcount == FRAGS_SPECTATOR) {
691 PlayerScore_Clear(this);
692 CS(this).killcount = 0;
693 CS(this).startplaytime = time;
696 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
698 .entity weaponentity = weaponentities[slot];
699 entity oldwep = this.(weaponentity);
700 CL_SpawnWeaponentity(this, weaponentity);
701 if(oldwep && oldwep.owner == this)
702 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
704 this.alpha = default_player_alpha;
705 this.colormod = '1 1 1' * autocvar_g_player_brightness;
706 this.exteriorweaponentity.alpha = default_weapon_alpha;
708 this.speedrunning = false;
710 target_voicescript_clear(this);
712 // reset fields the weapons may use
713 FOREACH(Weapons, true, {
714 it.wr_resetplayer(it, this);
715 // reload all reloadable weapons
716 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
717 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
719 .entity weaponentity = weaponentities[slot];
720 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
726 string s = spot.target;
727 spot.target = string_null;
728 SUB_UseTargets(spot, this, NULL);
734 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
736 if (autocvar_spawn_debug)
738 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
739 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
742 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
744 .entity weaponentity = weaponentities[slot];
745 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
746 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
748 this.(weaponentity).m_switchweapon = WEP_Null;
749 this.(weaponentity).m_weapon = WEP_Null;
750 this.(weaponentity).weaponname = "";
751 this.(weaponentity).m_switchingweapon = WEP_Null;
752 this.(weaponentity).cnt = -1;
755 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
757 if (!warmup_stage && !this.alivetime)
758 this.alivetime = time;
760 antilag_clear(this, CS(this));
763 /** Called when a client spawns in the server */
764 void PutClientInServer(entity this)
766 if (IS_BOT_CLIENT(this)) {
767 TRANSMUTE(Player, this);
768 } else if (IS_REAL_CLIENT(this)) {
770 WriteByte(MSG_ONE, SVC_SETVIEW);
771 WriteEntity(MSG_ONE, this);
774 TRANSMUTE(Observer, this);
776 SetSpectatee(this, NULL);
780 PS(this).itemkeys = 0;
782 MUTATOR_CALLHOOK(PutClientInServer, this);
784 if (IS_OBSERVER(this)) {
785 PutObserverInServer(this);
786 } else if (IS_PLAYER(this)) {
787 PutPlayerInServer(this);
791 void ClientInit_misc(entity this);
793 // TODO do we need all these fields, or should we stop autodetecting runtime
794 // changes and just have a console command to update this?
795 bool ClientInit_SendEntity(entity this, entity to, int sf)
797 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
800 // MSG_INIT replacement
801 // TODO: make easier to use
803 W_PROP_reload(MSG_ONE, to);
804 ClientInit_misc(this);
805 MUTATOR_CALLHOOK(Ent_Init);
807 void ClientInit_misc(entity this)
809 int channel = MSG_ONE;
810 WriteHeader(channel, ENT_CLIENT_INIT);
811 WriteByte(channel, g_nexball_meter_period * 32);
812 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
813 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
814 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
815 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
816 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
817 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
818 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
819 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
821 if(sv_foginterval && world.fog != "")
822 WriteString(channel, world.fog);
824 WriteString(channel, "");
825 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
826 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
827 WriteByte(channel, serverflags);
828 WriteCoord(channel, autocvar_g_trueaim_minrange);
831 void ClientInit_CheckUpdate(entity this)
833 this.nextthink = time;
834 if(this.count != autocvar_g_balance_armor_blockpercent)
836 this.count = autocvar_g_balance_armor_blockpercent;
839 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
841 this.cnt = autocvar_g_balance_damagepush_speedfactor;
846 void ClientInit_Spawn()
848 entity e = new_pure(clientinit);
849 setthink(e, ClientInit_CheckUpdate);
850 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
852 ClientInit_CheckUpdate(e);
862 // initialize parms for a new player
863 parm1 = -(86400 * 366);
865 MUTATOR_CALLHOOK(SetNewParms);
873 void SetChangeParms (entity this)
875 // save parms for level change
876 parm1 = CS(this).parm_idlesince - time;
878 MUTATOR_CALLHOOK(SetChangeParms);
886 void DecodeLevelParms(entity this)
889 CS(this).parm_idlesince = parm1;
890 if (CS(this).parm_idlesince == -(86400 * 366))
891 CS(this).parm_idlesince = time;
893 // whatever happens, allow 60 seconds of idling directly after connect for map loading
894 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
896 MUTATOR_CALLHOOK(DecodeLevelParms);
903 Called when a client types 'kill' in the console
907 .float clientkill_nexttime;
908 void ClientKill_Now_TeamChange(entity this)
910 if(this.killindicator_teamchange == -1)
912 TeamBalance_JoinBestTeam(this, true);
914 else if(this.killindicator_teamchange == -2)
917 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
918 PutObserverInServer(this);
921 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
922 this.killindicator_teamchange = 0;
925 void ClientKill_Now(entity this)
929 vehicles_exit(this.vehicle, VHEF_RELEASE);
930 if(!this.killindicator_teamchange)
932 this.vehicle_health = -1;
933 Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
937 if(this.killindicator && !wasfreed(this.killindicator))
938 delete(this.killindicator);
940 this.killindicator = NULL;
942 if(this.killindicator_teamchange)
943 ClientKill_Now_TeamChange(this);
945 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
947 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
950 // now I am sure the player IS dead
952 void KillIndicator_Think(entity this)
956 this.owner.killindicator = NULL;
961 if (this.owner.alpha < 0 && !this.owner.vehicle)
963 this.owner.killindicator = NULL;
970 ClientKill_Now(this.owner);
973 else if(this.health == 1) // health == 1 means that it's silent
975 this.nextthink = time + 1;
981 setmodel(this, MDL_NUM(this.cnt));
982 if(IS_REAL_CLIENT(this.owner))
985 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
987 this.nextthink = time + 1;
992 float clientkilltime;
993 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1001 killtime = autocvar_g_balance_kill_delay;
1003 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
1005 killtime = M_ARGV(1, float);
1007 this.killindicator_teamchange = targetteam;
1009 if(!this.killindicator)
1013 killtime = max(killtime, this.clientkill_nexttime - time);
1014 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1017 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1019 ClientKill_Now(this);
1023 starttime = max(time, clientkilltime);
1025 this.killindicator = spawn();
1026 this.killindicator.owner = this;
1027 this.killindicator.scale = 0.5;
1028 setattachment(this.killindicator, this, "");
1029 setorigin(this.killindicator, '0 0 52');
1030 setthink(this.killindicator, KillIndicator_Think);
1031 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1032 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1033 this.killindicator.cnt = ceil(killtime);
1034 this.killindicator.count = bound(0, ceil(killtime), 10);
1035 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1037 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1039 it.killindicator = spawn();
1040 it.killindicator.owner = it;
1041 it.killindicator.scale = 0.5;
1042 setattachment(it.killindicator, it, "");
1043 setorigin(it.killindicator, '0 0 52');
1044 setthink(it.killindicator, KillIndicator_Think);
1045 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1046 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1047 it.killindicator.cnt = ceil(killtime);
1052 if(this.killindicator)
1054 if(targetteam == 0) // just die
1056 this.killindicator.colormod = '0 0 0';
1057 if(IS_REAL_CLIENT(this))
1058 if(this.killindicator.cnt > 0)
1059 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1061 else if(targetteam == -1) // auto
1063 this.killindicator.colormod = '0 1 0';
1064 if(IS_REAL_CLIENT(this))
1065 if(this.killindicator.cnt > 0)
1066 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1068 else if(targetteam == -2) // spectate
1070 this.killindicator.colormod = '0.5 0.5 0.5';
1071 if(IS_REAL_CLIENT(this))
1072 if(this.killindicator.cnt > 0)
1073 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1077 this.killindicator.colormod = Team_ColorRGB(targetteam);
1078 if(IS_REAL_CLIENT(this))
1079 if(this.killindicator.cnt > 0)
1080 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1086 void ClientKill (entity this)
1088 if(game_stopped) return;
1089 if(this.player_blocked) return;
1090 if(STAT(FROZEN, this)) return;
1092 ClientKill_TeamChange(this, 0);
1095 void FixClientCvars(entity e)
1097 // send prediction settings to the client
1098 stuffcmd(e, "\nin_bindmap 0 0\n");
1099 if(autocvar_g_antilag == 3) // client side hitscan
1100 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1101 if(autocvar_sv_gentle)
1102 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1104 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1105 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1107 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1109 MUTATOR_CALLHOOK(FixClientCvars, e);
1112 bool findinlist_abbrev(string tofind, string list)
1114 if(list == "" || tofind == "")
1115 return false; // empty list or search, just return
1117 // this function allows abbreviated strings!
1118 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1126 bool PlayerInIPList(entity p, string iplist)
1128 // some safety checks (never allow local?)
1129 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1132 return findinlist_abbrev(p.netaddress, iplist);
1135 bool PlayerInIDList(entity p, string idlist)
1137 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1141 return findinlist_abbrev(p.crypto_idfp, idlist);
1144 bool PlayerInList(entity player, string list)
1146 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1149 #ifdef DP_EXT_PRECONNECT
1154 Called once (not at each match start) when a client begins a connection to the server
1157 void ClientPreConnect(entity this)
1159 if(autocvar_sv_eventlog)
1161 GameLogEcho(sprintf(":connect:%d:%d:%s",
1164 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1170 string GetClientVersionMessage(entity this)
1172 if (CS(this).version_mismatch) {
1173 if(CS(this).version < autocvar_gameversion) {
1174 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1175 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1177 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1178 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1181 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1185 string getwelcomemessage(entity this)
1187 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1188 string modifications = M_ARGV(0, string);
1192 if(g_weaponarena_random)
1193 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1195 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1197 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1198 modifications = strcat(modifications, ", No start weapons");
1199 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1200 modifications = strcat(modifications, ", Low gravity");
1201 if(g_weapon_stay && !g_cts)
1202 modifications = strcat(modifications, ", Weapons stay");
1204 modifications = strcat(modifications, ", Jet pack");
1205 if(autocvar_g_powerups == 0)
1206 modifications = strcat(modifications, ", No powerups");
1207 if(autocvar_g_powerups > 0)
1208 modifications = strcat(modifications, ", Powerups");
1209 modifications = substring(modifications, 2, strlen(modifications) - 2);
1211 string versionmessage = GetClientVersionMessage(this);
1212 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1214 if(modifications != "")
1215 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1217 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1219 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1220 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1223 if (cache_mutatormsg != "") {
1224 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1227 string mutator_msg = "";
1228 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1229 mutator_msg = M_ARGV(0, string);
1231 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1233 string motd = autocvar_sv_motd;
1235 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1244 Called when a client connects to the server
1247 void ClientConnect(entity this)
1249 if (Ban_MaybeEnforceBanOnce(this)) return;
1250 assert(!IS_CLIENT(this), return);
1251 this.flags |= FL_CLIENT;
1252 assert(player_count >= 0, player_count = 0);
1255 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1257 TRANSMUTE(Client, this);
1258 CS(this).version_nagtime = time + 10 + random() * 10;
1260 // identify the right forced team
1261 if (autocvar_g_campaign)
1263 if (IS_REAL_CLIENT(this)) // only players, not bots
1265 switch (autocvar_g_campaign_forceteam)
1267 case 1: this.team_forced = NUM_TEAM_1; break;
1268 case 2: this.team_forced = NUM_TEAM_2; break;
1269 case 3: this.team_forced = NUM_TEAM_3; break;
1270 case 4: this.team_forced = NUM_TEAM_4; break;
1271 default: this.team_forced = 0;
1275 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1276 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1277 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1278 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1279 else switch (autocvar_g_forced_team_otherwise)
1281 default: this.team_forced = 0; break;
1282 case "red": this.team_forced = NUM_TEAM_1; break;
1283 case "blue": this.team_forced = NUM_TEAM_2; break;
1284 case "yellow": this.team_forced = NUM_TEAM_3; break;
1285 case "pink": this.team_forced = NUM_TEAM_4; break;
1288 this.team_forced = -1;
1291 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1293 int playerid_save = this.playerid;
1294 this.playerid = 0; // silent
1295 TeamBalance_JoinBestTeam(this, false); // if the team number is valid, keep it
1296 this.playerid = playerid_save;
1298 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1299 TRANSMUTE(Observer, this);
1301 if (!teamplay || autocvar_g_balance_teams) {
1302 TRANSMUTE(Player, this);
1303 campaign_bots_may_start = true;
1305 TRANSMUTE(Observer, this); // do it anyway
1309 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1311 // always track bots, don't ask for cl_allow_uidtracking
1312 if (IS_BOT_CLIENT(this))
1313 PlayerStats_GameReport_AddPlayer(this);
1315 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1317 if (autocvar_sv_eventlog)
1318 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1320 LogTeamchange(this.playerid, this.team, TEAM_CHANGE_CONNECT);
1322 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1324 if(teamplay && IS_PLAYER(this))
1325 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1327 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1329 stuffcmd(this, clientstuff, "\n");
1330 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1332 FixClientCvars(this);
1334 // get version info from player
1335 stuffcmd(this, "cmd clientversion $gameversion\n");
1337 // notify about available teams
1340 entity balance = TeamBalance_CheckAllowedTeams(this);
1341 int t = TeamBalance_GetAllowedTeams(balance);
1342 TeamBalance_Destroy(balance);
1343 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1347 stuffcmd(this, "set _teams_available 0\n");
1350 bot_relinkplayerlist();
1352 CS(this).spectatortime = time;
1353 if (blockSpectators)
1355 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1358 CS(this).jointime = time;
1360 if (IS_REAL_CLIENT(this))
1362 if (g_weaponarena_weapons == WEPSET(TUBA))
1363 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1366 if (!sv_foginterval && world.fog != "")
1367 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1369 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1370 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1371 send_CSQC_teamnagger();
1373 CSQCMODEL_AUTOINIT(this);
1375 CS(this).model_randomizer = random();
1377 if (IS_REAL_CLIENT(this))
1378 sv_notice_join(this);
1380 // update physics stats (players can spawn before physics runs)
1381 Physics_UpdateStats(this);
1383 IL_EACH(g_initforplayer, it.init_for_player, {
1384 it.init_for_player(it, this);
1387 Handicap_Initialize(this);
1389 MUTATOR_CALLHOOK(ClientConnect, this);
1391 if (IS_REAL_CLIENT(this))
1393 if (!autocvar_g_campaign && !IS_PLAYER(this))
1395 CS(this).motd_actived_time = -1;
1396 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1404 Called when a client disconnects from the server
1407 .entity chatbubbleentity;
1409 void ClientDisconnect(entity this)
1411 assert(IS_CLIENT(this), return);
1413 PlayerStats_GameReport_FinalizePlayer(this);
1414 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1415 if (CS(this).active_minigame) part_minigame(this);
1416 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1418 if (autocvar_sv_eventlog)
1419 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1421 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1424 SetSpectatee(this, NULL);
1426 MUTATOR_CALLHOOK(ClientDisconnect, this);
1428 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1429 strfree(CS(this).weaponorder_byimpulse);
1430 ClientState_detach(this);
1432 Portal_ClearAll(this);
1436 RemoveGrapplingHooks(this);
1438 // Here, everything has been done that requires this player to be a client.
1440 this.flags &= ~FL_CLIENT;
1442 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1443 if (this.killindicator) delete(this.killindicator);
1445 WaypointSprite_PlayerGone(this);
1447 bot_relinkplayerlist();
1449 strfree(this.clientstatus);
1450 if (this.personal) delete(this.personal);
1454 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1459 void ChatBubbleThink(entity this)
1461 this.nextthink = time;
1462 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1464 if(this.owner) // but why can that ever be NULL?
1465 this.owner.chatbubbleentity = NULL;
1472 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1474 if ( CS(this.owner).active_minigame )
1475 this.mdl = "models/sprites/minigame_busy.iqm";
1476 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1477 this.mdl = "models/misc/chatbubble.spr";
1480 if ( this.model != this.mdl )
1481 _setmodel(this, this.mdl);
1485 void UpdateChatBubble(entity this)
1489 // spawn a chatbubble entity if needed
1490 if (!this.chatbubbleentity)
1492 this.chatbubbleentity = new(chatbubbleentity);
1493 this.chatbubbleentity.owner = this;
1494 this.chatbubbleentity.exteriormodeltoclient = this;
1495 setthink(this.chatbubbleentity, ChatBubbleThink);
1496 this.chatbubbleentity.nextthink = time;
1497 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1498 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1499 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1500 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1501 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1502 //this.chatbubbleentity.model = "";
1503 this.chatbubbleentity.effects = EF_LOWPRECISION;
1508 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1509 // added to the model skins
1510 /*void UpdateColorModHack()
1513 c = this.clientcolors & 15;
1514 // LordHavoc: only bothering to support white, green, red, yellow, blue
1515 if (!teamplay) this.colormod = '0 0 0';
1516 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1517 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1518 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1519 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1520 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1521 else this.colormod = '1 1 1';
1524 void respawn(entity this)
1526 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1528 this.solid = SOLID_NOT;
1529 this.takedamage = DAMAGE_NO;
1530 set_movetype(this, MOVETYPE_FLY);
1531 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1532 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1533 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1534 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1535 if(autocvar_g_respawn_ghosts_maxtime)
1536 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1541 this.effects |= EF_NODRAW; // prevent another CopyBody
1542 PutClientInServer(this);
1545 void play_countdown(entity this, float finished, Sound samp)
1548 if(IS_REAL_CLIENT(this))
1549 if(floor(finished - time - frametime) != floor(finished - time))
1550 if(finished - time < 6)
1551 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1554 void player_powerups(entity this)
1556 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1557 int items_prev = this.items;
1559 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1560 this.modelflags |= MF_ROCKET;
1562 this.modelflags &= ~MF_ROCKET;
1564 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1566 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1569 Fire_ApplyDamage(this);
1570 Fire_ApplyEffect(this);
1572 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1574 if (this.items & ITEM_Strength.m_itemid)
1576 play_countdown(this, this.strength_finished, SND_POWEROFF);
1577 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1578 if (time > this.strength_finished)
1580 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1581 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1582 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1587 if (time < this.strength_finished)
1589 this.items = this.items | ITEM_Strength.m_itemid;
1591 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1592 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1595 if (this.items & ITEM_Shield.m_itemid)
1597 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1598 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1599 if (time > this.invincible_finished)
1601 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1602 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1603 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1608 if (time < this.invincible_finished)
1610 this.items = this.items | ITEM_Shield.m_itemid;
1612 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1613 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1616 if (this.items & IT_SUPERWEAPON)
1618 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1620 this.superweapons_finished = 0;
1621 this.items = this.items - (this.items & IT_SUPERWEAPON);
1622 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1623 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1625 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1627 // don't let them run out
1631 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1632 if (time > this.superweapons_finished)
1634 this.items = this.items - (this.items & IT_SUPERWEAPON);
1635 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1636 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1637 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1641 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1643 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1645 this.items = this.items | IT_SUPERWEAPON;
1647 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1648 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1652 this.superweapons_finished = 0;
1653 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1658 this.superweapons_finished = 0;
1662 if(autocvar_g_nodepthtestplayers)
1663 this.effects = this.effects | EF_NODEPTHTEST;
1665 if(autocvar_g_fullbrightplayers)
1666 this.effects = this.effects | EF_FULLBRIGHT;
1668 if (time >= game_starttime)
1669 if (time < this.spawnshieldtime)
1670 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1672 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1675 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1677 if(current > stable)
1679 else if(current > stable - 0.25) // when close enough, "snap"
1682 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1685 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1687 if(current < stable)
1689 else if(current < stable + 0.25) // when close enough, "snap"
1692 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1695 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1697 if(current > rotstable)
1699 if(rotframetime > 0)
1701 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1702 current = max(rotstable, current - rotlinear * rotframetime);
1705 else if(current < regenstable)
1707 if(regenframetime > 0)
1709 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1710 current = min(regenstable, current + regenlinear * regenframetime);
1720 void player_regen(entity this)
1722 float max_mod, regen_mod, rot_mod, limit_mod;
1723 max_mod = regen_mod = rot_mod = limit_mod = 1;
1725 float regen_health = autocvar_g_balance_health_regen;
1726 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1727 float regen_health_rot = autocvar_g_balance_health_rot;
1728 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1729 float regen_health_stable = autocvar_g_balance_health_regenstable;
1730 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1731 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1732 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1733 max_mod = M_ARGV(1, float);
1734 regen_mod = M_ARGV(2, float);
1735 rot_mod = M_ARGV(3, float);
1736 limit_mod = M_ARGV(4, float);
1737 regen_health = M_ARGV(5, float);
1738 regen_health_linear = M_ARGV(6, float);
1739 regen_health_rot = M_ARGV(7, float);
1740 regen_health_rotlinear = M_ARGV(8, float);
1741 regen_health_stable = M_ARGV(9, float);
1742 regen_health_rotstable = M_ARGV(10, float);
1744 if(!mutator_returnvalue)
1745 if(!STAT(FROZEN, this))
1747 float mina, maxa, limith, limita;
1748 maxa = autocvar_g_balance_armor_rotstable;
1749 mina = autocvar_g_balance_armor_regenstable;
1750 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1751 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1753 regen_health_rotstable = regen_health_rotstable * max_mod;
1754 regen_health_stable = regen_health_stable * max_mod;
1755 limith = limith * limit_mod;
1756 limita = limita * limit_mod;
1758 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);
1759 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);
1762 // if player rotted to death... die!
1763 // check this outside above checks, as player may still be able to rot to death
1767 vehicles_exit(this.vehicle, VHEF_RELEASE);
1768 if(this.event_damage)
1769 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1772 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1774 float minf, maxf, limitf;
1776 maxf = autocvar_g_balance_fuel_rotstable;
1777 minf = autocvar_g_balance_fuel_regenstable;
1778 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1780 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);
1782 // Ugly hack to make sure the health and armor don't go beyond hard limit.
1783 // TODO: Remove this hack when all code uses GivePlayerHealth and
1785 if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1787 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1789 if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1791 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1797 void SetZoomState(entity this, float newzoom)
1799 if(newzoom != CS(this).zoomstate)
1801 CS(this).zoomstate = newzoom;
1802 ClientData_Touch(this);
1804 zoomstate_set = true;
1807 void GetPressedKeys(entity this)
1809 MUTATOR_CALLHOOK(GetPressedKeys, this);
1810 int keys = STAT(PRESSED_KEYS, this);
1811 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1812 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1813 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1814 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1816 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1817 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1818 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1819 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1820 CS(this).pressedkeys = keys; // store for other users
1822 STAT(PRESSED_KEYS, this) = keys;
1826 ======================
1827 spectate mode routines
1828 ======================
1831 void SpectateCopy(entity this, entity spectatee)
1833 TC(Client, this); TC(Client, spectatee);
1835 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1836 PS(this) = PS(spectatee);
1837 this.armortype = spectatee.armortype;
1838 this.armorvalue = spectatee.armorvalue;
1839 this.ammo_cells = spectatee.ammo_cells;
1840 this.ammo_plasma = spectatee.ammo_plasma;
1841 this.ammo_shells = spectatee.ammo_shells;
1842 this.ammo_nails = spectatee.ammo_nails;
1843 this.ammo_rockets = spectatee.ammo_rockets;
1844 this.ammo_fuel = spectatee.ammo_fuel;
1845 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1846 this.health = spectatee.health;
1847 CS(this).impulse = 0;
1848 this.items = spectatee.items;
1849 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1850 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1851 this.strength_finished = spectatee.strength_finished;
1852 this.invincible_finished = spectatee.invincible_finished;
1853 this.superweapons_finished = spectatee.superweapons_finished;
1854 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1855 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1856 this.punchangle = spectatee.punchangle;
1857 this.view_ofs = spectatee.view_ofs;
1858 this.velocity = spectatee.velocity;
1859 this.dmg_take = spectatee.dmg_take;
1860 this.dmg_save = spectatee.dmg_save;
1861 this.dmg_inflictor = spectatee.dmg_inflictor;
1862 this.v_angle = spectatee.v_angle;
1863 this.angles = spectatee.v_angle;
1864 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1865 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1866 this.viewloc = spectatee.viewloc;
1867 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1868 this.fixangle = true;
1869 setorigin(this, spectatee.origin);
1870 setsize(this, spectatee.mins, spectatee.maxs);
1871 SetZoomState(this, CS(spectatee).zoomstate);
1873 anticheat_spectatecopy(this, spectatee);
1874 STAT(HUD, this) = STAT(HUD, spectatee);
1875 if(spectatee.vehicle)
1877 this.angles = spectatee.v_angle;
1879 //this.fixangle = false;
1880 //this.velocity = spectatee.vehicle.velocity;
1881 this.vehicle_health = spectatee.vehicle_health;
1882 this.vehicle_shield = spectatee.vehicle_shield;
1883 this.vehicle_energy = spectatee.vehicle_energy;
1884 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1885 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1886 this.vehicle_reload1 = spectatee.vehicle_reload1;
1887 this.vehicle_reload2 = spectatee.vehicle_reload2;
1889 //msg_entity = this;
1891 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1892 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1893 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1894 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1896 //WriteByte (MSG_ONE, SVC_SETVIEW);
1897 // WriteEntity(MSG_ONE, this);
1898 //makevectors(spectatee.v_angle);
1899 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1903 bool SpectateUpdate(entity this)
1908 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1910 SetSpectatee(this, NULL);
1914 SpectateCopy(this, this.enemy);
1919 bool SpectateSet(entity this)
1921 if(!IS_PLAYER(this.enemy))
1924 ClientData_Touch(this.enemy);
1927 WriteByte(MSG_ONE, SVC_SETVIEW);
1928 WriteEntity(MSG_ONE, this.enemy);
1929 set_movetype(this, MOVETYPE_NONE);
1930 accuracy_resend(this);
1932 if(!SpectateUpdate(this))
1933 PutObserverInServer(this);
1938 void SetSpectatee_status(entity this, int spectatee_num)
1940 int oldspectatee_status = CS(this).spectatee_status;
1941 CS(this).spectatee_status = spectatee_num;
1943 if (CS(this).spectatee_status != oldspectatee_status)
1945 ClientData_Touch(this);
1946 if (g_race || g_cts) race_InitSpectator();
1950 void SetSpectatee(entity this, entity spectatee)
1952 if(IS_BOT_CLIENT(this))
1953 return; // bots abuse .enemy, this code is useless to them
1955 entity old_spectatee = this.enemy;
1957 this.enemy = spectatee;
1960 // these are required to fix the spectator bug with arc
1963 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1965 .entity weaponentity = weaponentities[slot];
1966 if(old_spectatee.(weaponentity).arc_beam)
1967 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1972 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1974 .entity weaponentity = weaponentities[slot];
1975 if(this.enemy.(weaponentity).arc_beam)
1976 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1981 SetSpectatee_status(this, etof(this.enemy));
1983 // needed to update spectator list
1984 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1987 bool Spectate(entity this, entity pl)
1989 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1991 pl = M_ARGV(1, entity);
1993 SetSpectatee(this, pl);
1994 return SpectateSet(this);
1997 bool SpectateNext(entity this)
1999 entity ent = find(this.enemy, classname, STR_PLAYER);
2001 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
2002 ent = M_ARGV(1, entity);
2004 ent = find(ent, classname, STR_PLAYER);
2006 if(ent) { SetSpectatee(this, ent); }
2008 return SpectateSet(this);
2011 bool SpectatePrev(entity this)
2013 // NOTE: chain order is from the highest to the lower entnum (unlike find)
2014 entity ent = findchain(classname, STR_PLAYER);
2015 if (!ent) // no player
2019 // skip players until current spectated player
2021 while(ent && ent != this.enemy)
2024 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
2026 case MUT_SPECPREV_FOUND:
2027 ent = M_ARGV(1, entity);
2029 case MUT_SPECPREV_RETURN:
2031 case MUT_SPECPREV_CONTINUE:
2042 SetSpectatee(this, ent);
2043 return SpectateSet(this);
2048 ShowRespawnCountdown()
2050 Update a respawn countdown display.
2053 void ShowRespawnCountdown(entity this)
2056 if(!IS_DEAD(this)) // just respawned?
2060 number = ceil(this.respawn_time - time);
2063 if(number <= this.respawn_countdown)
2065 this.respawn_countdown = number - 1;
2066 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
2067 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2072 .bool team_selected;
2073 bool ShowTeamSelection(entity this)
2075 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2077 stuffcmd(this, "menu_showteamselect\n");
2080 void Join(entity this)
2082 TRANSMUTE(Player, this);
2084 if(!this.team_selected)
2085 if(autocvar_g_campaign || autocvar_g_balance_teams)
2086 TeamBalance_JoinBestTeam(this, true);
2088 if(autocvar_g_campaign)
2089 campaign_bots_may_start = true;
2091 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2093 PutClientInServer(this);
2096 if(teamplay && this.team != -1)
2098 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2101 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2102 this.team_selected = false;
2106 * Determines whether the player is allowed to join. This depends on cvar
2107 * g_maxplayers, if it isn't used this function always return true, otherwise
2108 * it checks whether the number of currently playing players exceeds g_maxplayers.
2109 * @return int number of free slots for players, 0 if none
2111 int nJoinAllowed(entity this, entity ignore)
2114 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2115 // so report 0 free slots if restricted
2117 if(autocvar_g_forced_team_otherwise == "spectate")
2119 if(autocvar_g_forced_team_otherwise == "spectator")
2123 if(this && this.team_forced < 0)
2124 return 0; // forced spectators can never join
2126 // TODO simplify this
2127 int totalClients = 0;
2128 int currentlyPlaying = 0;
2129 FOREACH_CLIENT(true, {
2132 if(IS_REAL_CLIENT(it))
2133 if(IS_PLAYER(it) || it.caplayer)
2137 float free_slots = 0;
2138 if (!autocvar_g_maxplayers)
2139 free_slots = maxclients - totalClients;
2140 else if(currentlyPlaying < autocvar_g_maxplayers)
2141 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2143 static float join_prevent_msg_time = 0;
2144 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2146 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2147 join_prevent_msg_time = time + 3;
2154 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2155 * g_maxplayers_spectator_blocktime seconds
2157 void checkSpectatorBlock(entity this)
2159 if(IS_SPEC(this) || IS_OBSERVER(this))
2161 if(IS_REAL_CLIENT(this))
2163 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2164 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2170 void PrintWelcomeMessage(entity this)
2172 if(CS(this).motd_actived_time == 0)
2174 if (autocvar_g_campaign) {
2175 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2176 CS(this).motd_actived_time = time;
2177 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2180 if (PHYS_INPUT_BUTTON_INFO(this)) {
2181 CS(this).motd_actived_time = time;
2182 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2186 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2188 if (autocvar_g_campaign) {
2189 if (PHYS_INPUT_BUTTON_INFO(this))
2190 CS(this).motd_actived_time = time;
2191 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2192 CS(this).motd_actived_time = 0;
2193 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2196 if (PHYS_INPUT_BUTTON_INFO(this))
2197 CS(this).motd_actived_time = time;
2198 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2199 CS(this).motd_actived_time = 0;
2200 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2204 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2206 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2207 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2208 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2210 // instanctly hide MOTD
2211 CS(this).motd_actived_time = 0;
2212 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2217 bool joinAllowed(entity this)
2219 if (CS(this).version_mismatch) return false;
2220 if (!nJoinAllowed(this, this)) return false;
2221 if (teamplay && lockteams) return false;
2222 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2223 if (ShowTeamSelection(this)) return false;
2228 .string shootfromfixedorigin;
2229 bool PlayerThink(entity this)
2231 if (game_stopped || intermission_running) {
2232 this.modelflags &= ~MF_ROCKET;
2233 if(intermission_running)
2234 IntermissionThink(this);
2238 if (timeout_status == TIMEOUT_ACTIVE) {
2239 // don't allow the player to turn around while game is paused
2240 // FIXME turn this into CSQC stuff
2241 this.v_angle = this.lastV_angle;
2242 this.angles = this.lastV_angle;
2243 this.fixangle = true;
2246 if (frametime) player_powerups(this);
2248 if (IS_DEAD(this)) {
2249 if (this.personal && g_race_qualifying) {
2250 if (time > this.respawn_time) {
2251 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2253 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2256 if (frametime) player_anim(this);
2258 if (this.respawn_flags & RESPAWN_DENY)
2260 STAT(RESPAWN_TIME, this) = 0;
2264 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));
2266 switch(this.deadflag)
2270 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2271 this.deadflag = DEAD_RESPAWNING;
2272 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2273 this.deadflag = DEAD_DEAD;
2279 this.deadflag = DEAD_RESPAWNABLE;
2280 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2281 this.deadflag = DEAD_RESPAWNING;
2284 case DEAD_RESPAWNABLE:
2286 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2287 this.deadflag = DEAD_RESPAWNING;
2290 case DEAD_RESPAWNING:
2292 if (time > this.respawn_time)
2294 this.respawn_time = time + 1; // only retry once a second
2295 this.respawn_time_max = this.respawn_time;
2302 ShowRespawnCountdown(this);
2304 if (this.respawn_flags & RESPAWN_SILENT)
2305 STAT(RESPAWN_TIME, this) = 0;
2306 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2308 if (time < this.respawn_time)
2309 STAT(RESPAWN_TIME, this) = this.respawn_time;
2310 else if (this.deadflag != DEAD_RESPAWNING)
2311 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2314 STAT(RESPAWN_TIME, this) = this.respawn_time;
2317 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2318 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2319 STAT(RESPAWN_TIME, this) *= -1;
2324 FixPlayermodel(this);
2326 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2327 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2328 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2331 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2334 this.items &= ~this.items_added;
2336 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2338 .entity weaponentity = weaponentities[slot];
2339 W_WeaponFrame(this, weaponentity);
2342 this.items_added = 0;
2343 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2344 this.items_added |= IT_FUEL;
2346 this.items |= this.items_added;
2351 // WEAPONTODO: Add a weapon request for this
2352 // rot vortex charge to the charge limit
2353 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2355 .entity weaponentity = weaponentities[slot];
2356 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2357 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2360 if (frametime) player_anim(this);
2363 secrets_setstatus(this);
2366 monsters_setstatus(this);
2368 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2373 .bool would_spectate;
2374 void ObserverThink(entity this)
2376 if ( CS(this).impulse )
2378 MinigameImpulse(this, CS(this).impulse);
2379 CS(this).impulse = 0;
2382 if (this.flags & FL_JUMPRELEASED) {
2383 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2384 this.flags &= ~FL_JUMPRELEASED;
2385 this.flags |= FL_SPAWNING;
2386 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2387 this.flags &= ~FL_JUMPRELEASED;
2388 if(SpectateNext(this)) {
2389 TRANSMUTE(Spectator, this);
2392 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2393 set_movetype(this, preferred_movetype);
2396 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2397 this.flags |= FL_JUMPRELEASED;
2398 if(this.flags & FL_SPAWNING)
2400 this.flags &= ~FL_SPAWNING;
2408 void SpectatorThink(entity this)
2410 if ( CS(this).impulse )
2412 if(MinigameImpulse(this, CS(this).impulse))
2413 CS(this).impulse = 0;
2415 if (CS(this).impulse == IMP_weapon_drop.impulse)
2417 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2418 CS(this).impulse = 0;
2423 if (this.flags & FL_JUMPRELEASED) {
2424 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2425 this.flags &= ~FL_JUMPRELEASED;
2426 this.flags |= FL_SPAWNING;
2427 } 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)) {
2428 this.flags &= ~FL_JUMPRELEASED;
2429 if(SpectateNext(this)) {
2430 TRANSMUTE(Spectator, this);
2432 TRANSMUTE(Observer, this);
2433 PutClientInServer(this);
2435 CS(this).impulse = 0;
2436 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2437 this.flags &= ~FL_JUMPRELEASED;
2438 if(SpectatePrev(this)) {
2439 TRANSMUTE(Spectator, this);
2441 TRANSMUTE(Observer, this);
2442 PutClientInServer(this);
2444 CS(this).impulse = 0;
2445 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2446 this.would_spectate = false;
2447 this.flags &= ~FL_JUMPRELEASED;
2448 TRANSMUTE(Observer, this);
2449 PutClientInServer(this);
2451 if(!SpectateUpdate(this))
2453 if(!SpectateNext(this))
2455 PutObserverInServer(this);
2456 this.would_spectate = true;
2461 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2462 this.flags |= FL_JUMPRELEASED;
2463 if(this.flags & FL_SPAWNING)
2465 this.flags &= ~FL_SPAWNING;
2470 if(!SpectateUpdate(this))
2471 PutObserverInServer(this);
2474 this.flags |= FL_CLIENT | FL_NOTARGET;
2477 void vehicles_enter (entity pl, entity veh);
2478 void PlayerUseKey(entity this)
2480 if (!IS_PLAYER(this))
2487 vehicles_exit(this.vehicle, VHEF_NORMAL);
2491 else if(autocvar_g_vehicles_enter)
2493 if(!STAT(FROZEN, this))
2497 entity head, closest_target = NULL;
2498 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2500 while(head) // find the closest acceptable target to enter
2502 if(IS_VEHICLE(head))
2504 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2505 if(head.takedamage != DAMAGE_NO)
2509 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2510 { closest_target = head; }
2512 else { closest_target = head; }
2518 if(closest_target) { vehicles_enter(this, closest_target); return; }
2522 // a use key was pressed; call handlers
2523 MUTATOR_CALLHOOK(PlayerUseKey, this);
2531 Called every frame for each client before the physics are run
2534 .float last_vehiclecheck;
2535 void PlayerPreThink (entity this)
2537 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2538 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2540 WarpZone_PlayerPhysics_FixVAngle(this);
2543 // physics frames: update anticheat stuff
2544 anticheat_prethink(this);
2547 if (blockSpectators && frametime) {
2548 // WORKAROUND: only use dropclient in server frames (frametime set).
2549 // Never use it in cl_movement frames (frametime zero).
2550 checkSpectatorBlock(this);
2553 zoomstate_set = false;
2555 // Check for nameless players
2556 if (this.netname == "" || this.netname != CS(this).netname_previous)
2558 bool assume_unchanged = (CS(this).netname_previous == "");
2559 if (isInvisibleString(this.netname))
2561 this.netname = strzone(sprintf("Player#%d", this.playerid));
2562 assume_unchanged = false;
2563 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2565 if (!assume_unchanged && autocvar_sv_eventlog)
2566 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2567 strcpy(CS(this).netname_previous, this.netname);
2571 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2572 CS(this).version_nagtime = 0;
2573 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2575 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2577 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2579 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2580 if (r < 0) { // old client
2581 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2582 } else if (r > 0) { // old server
2583 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2589 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2591 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2592 this.max_armorvalue = 0;
2597 if (STAT(FROZEN, this) == 2)
2599 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2600 this.health = max(1, STAT(REVIVE_PROGRESS, this) * start_health);
2601 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2603 if (STAT(REVIVE_PROGRESS, this) >= 1)
2606 else if (STAT(FROZEN, this) == 3)
2608 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2609 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this) );
2611 if (this.health < 1)
2614 vehicles_exit(this.vehicle, VHEF_RELEASE);
2615 if(this.event_damage)
2616 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2618 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2623 MUTATOR_CALLHOOK(PlayerPreThink, this);
2625 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2626 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2628 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2630 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2631 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2633 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2637 if(!it.team || SAME_TEAM(this, it))
2638 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2639 else if(autocvar_g_vehicles_steal)
2640 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2644 this.last_vehiclecheck = time + 1;
2647 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2649 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2651 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2654 if (IS_REAL_CLIENT(this))
2655 PrintWelcomeMessage(this);
2657 if (IS_PLAYER(this)) {
2658 if(!PlayerThink(this))
2661 else if (game_stopped || intermission_running) {
2662 if(intermission_running)
2663 IntermissionThink(this);
2666 else if (IS_OBSERVER(this)) {
2667 ObserverThink(this);
2669 else if (IS_SPEC(this)) {
2670 SpectatorThink(this);
2673 // WEAPONTODO: Add weapon request for this
2674 if (!zoomstate_set) {
2675 bool wep_zoomed = false;
2676 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2678 .entity weaponentity = weaponentities[slot];
2679 Weapon thiswep = this.(weaponentity).m_weapon;
2680 if(thiswep != WEP_Null && thiswep.wr_zoom)
2681 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2683 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2686 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2688 CS(this).teamkill_soundtime = 0;
2690 entity e = CS(this).teamkill_soundsource;
2691 entity oldpusher = e.pusher;
2693 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2694 e.pusher = oldpusher;
2697 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2698 CS(this).taunt_soundtime = 0;
2699 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2702 target_voicescript_next(this);
2704 // WEAPONTODO: Move into weaponsystem somehow
2705 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2706 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2708 .entity weaponentity = weaponentities[slot];
2709 if(this.(weaponentity).m_weapon == WEP_Null)
2710 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2714 void DrownPlayer(entity this)
2716 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2719 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2721 if(this.air_finished < time)
2722 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2723 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2725 else if (this.air_finished < time)
2727 if (this.pain_finished < time)
2729 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');
2730 this.pain_finished = time + 0.5;
2735 .bool move_qcphysics;
2737 void Player_Physics(entity this)
2739 set_movetype(this, this.move_movetype);
2741 if(!this.move_qcphysics)
2744 if(!frametime && !CS(this).pm_frametime)
2747 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2749 CS(this).pm_frametime = 0;
2756 Called every frame for each client after the physics are run
2759 void PlayerPostThink (entity this)
2761 Player_Physics(this);
2764 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2765 if (IS_REAL_CLIENT(this))
2766 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2768 int totalClients = 0;
2769 if(sv_maxidle_slots > 0)
2771 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2777 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2778 { /* do nothing */ }
2779 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2781 if (CS(this).idlekick_lasttimeleft)
2783 CS(this).idlekick_lasttimeleft = 0;
2784 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2789 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2790 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2791 if (!CS(this).idlekick_lasttimeleft)
2792 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2794 if (timeleft <= 0) {
2795 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2799 else if (timeleft <= 10) {
2800 if (timeleft != CS(this).idlekick_lasttimeleft) {
2801 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2803 CS(this).idlekick_lasttimeleft = timeleft;
2812 this.solid = SOLID_NOT;
2813 this.takedamage = DAMAGE_NO;
2814 set_movetype(this, MOVETYPE_NONE);
2817 if (IS_PLAYER(this)) {
2818 if(this.death_time == time && IS_DEAD(this))
2820 // player's bbox gets resized now, instead of in the damage event that killed the player,
2821 // once all the damage events of this frame have been processed with normal size
2823 setsize(this, this.mins, this.maxs);
2826 UpdateChatBubble(this);
2827 if (CS(this).impulse) ImpulseCommands(this);
2830 CSQCMODEL_AUTOUPDATE(this);
2833 GetPressedKeys(this);
2836 if (this.waypointsprite_attachedforcarrier) {
2837 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2838 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2841 playerdemo_write(this);
2843 CSQCMODEL_AUTOUPDATE(this);
2846 // hack to copy the button fields from the client entity to the Client State
2847 void PM_UpdateButtons(entity this, entity store)
2850 store.impulse = this.impulse;
2853 bool typing = this.buttonchat;
2855 store.button0 = (typing) ? 0 : this.button0;
2857 store.button2 = (typing) ? 0 : this.button2;
2858 store.button3 = (typing) ? 0 : this.button3;
2859 store.button4 = this.button4;
2860 store.button5 = (typing) ? 0 : this.button5;
2861 store.button6 = this.button6;
2862 store.button7 = this.button7;
2863 store.button8 = this.button8;
2864 store.button9 = this.button9;
2865 store.button10 = this.button10;
2866 store.button11 = this.button11;
2867 store.button12 = this.button12;
2868 store.button13 = this.button13;
2869 store.button14 = this.button14;
2870 store.button15 = this.button15;
2871 store.button16 = this.button16;
2872 store.buttonuse = this.buttonuse;
2873 store.buttonchat = this.buttonchat;
2875 store.cursor_active = this.cursor_active;
2876 store.cursor_screen = this.cursor_screen;
2877 store.cursor_trace_start = this.cursor_trace_start;
2878 store.cursor_trace_endpos = this.cursor_trace_endpos;
2879 store.cursor_trace_ent = this.cursor_trace_ent;
2881 store.ping = this.ping;
2882 store.ping_packetloss = this.ping_packetloss;
2883 store.ping_movementloss = this.ping_movementloss;
2885 store.v_angle = this.v_angle;
2886 store.movement = (typing) ? '0 0 0' : this.movement;
2889 NET_HANDLE(fpsreport, bool)
2891 int fps = ReadShort();
2892 PlayerScore_Set(sender, SP_FPS, fps);