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/mapobjects/func/conveyor.qh"
37 #include "../common/mapobjects/teleporters.qh"
38 #include "../common/mapobjects/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"
53 #include <common/gamemodes/_mod.qh>
55 #include "../common/mapobjects/subs.qh"
56 #include "../common/mapobjects/triggers.qh"
57 #include "../common/mapobjects/trigger/secret.qh"
59 #include "../common/minigames/sv_minigames.qh"
61 #include "../common/items/inventory.qh"
63 #include "../common/monsters/sv_monsters.qh"
65 #include "../lib/warpzone/server.qh"
67 #include <common/mutators/mutator/overkill/oknex.qh>
69 STATIC_METHOD(Client, Add, void(Client this, int _team))
72 TRANSMUTE(Player, this);
75 PutClientInServer(this);
78 void PutObserverInServer(entity this);
80 STATIC_METHOD(Client, Remove, void(Client this))
82 TRANSMUTE(Observer, this);
83 PutClientInServer(this);
84 ClientDisconnect(this);
87 void send_CSQC_teamnagger() {
88 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
91 int CountSpectators(entity player, entity to)
93 if(!player) { return 0; } // not sure how, but best to be safe
97 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
105 void WriteSpectators(entity player, entity to)
107 if(!player) { return; } // not sure how, but best to be safe
109 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
111 WriteByte(MSG_ENTITY, num_for_edict(it));
115 bool ClientData_Send(entity this, entity to, int sf)
117 assert(to == this.owner, return false);
120 if (IS_SPEC(e)) e = e.enemy;
123 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
124 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
125 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
126 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
128 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
129 WriteByte(MSG_ENTITY, sf);
132 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
136 float specs = CountSpectators(e, to);
137 WriteByte(MSG_ENTITY, specs);
138 WriteSpectators(e, to);
144 void ClientData_Attach(entity this)
146 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
147 CS(this).clientdata.drawonlytoclient = this;
148 CS(this).clientdata.owner = this;
151 void ClientData_Detach(entity this)
153 delete(CS(this).clientdata);
154 CS(this).clientdata = NULL;
157 void ClientData_Touch(entity e)
159 entity cd = CS(e).clientdata;
160 if (cd) { cd.SendFlags = 1; }
162 // make it spectatable
163 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
165 entity cd = CS(it).clientdata;
166 if (cd) { cd.SendFlags = 1; }
170 void SetSpectatee(entity this, entity spectatee);
171 void SetSpectatee_status(entity this, int spectatee_num);
178 Checks if the argument string can be a valid playermodel.
179 Returns a valid one in doubt.
182 string FallbackPlayerModel;
183 string CheckPlayerModel(string plyermodel) {
184 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
186 // note: we cannot summon Don Strunzone here, some player may
187 // still have the model string set. In case anyone manages how
188 // to change a cvar default, we'll have a small leak here.
189 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
191 // only in right path
192 if( substring(plyermodel,0,14) != "models/player/")
193 return FallbackPlayerModel;
194 // only good file extensions
195 if(substring(plyermodel,-4,4) != ".zym")
196 if(substring(plyermodel,-4,4) != ".dpm")
197 if(substring(plyermodel,-4,4) != ".iqm")
198 if(substring(plyermodel,-4,4) != ".md3")
199 if(substring(plyermodel,-4,4) != ".psk")
200 return FallbackPlayerModel;
201 // forbid the LOD models
202 if(substring(plyermodel, -9,5) == "_lod1")
203 return FallbackPlayerModel;
204 if(substring(plyermodel, -9,5) == "_lod2")
205 return FallbackPlayerModel;
206 if(plyermodel != strtolower(plyermodel))
207 return FallbackPlayerModel;
208 // also, restrict to server models
209 if(autocvar_sv_servermodelsonly)
211 if(!fexists(plyermodel))
212 return FallbackPlayerModel;
217 void setplayermodel(entity e, string modelname)
219 precache_model(modelname);
220 _setmodel(e, modelname);
221 player_setupanimsformodel(e);
222 if(!autocvar_g_debug_globalsounds)
223 UpdatePlayerSounds(e);
226 void FixPlayermodel(entity player);
227 /** putting a client as observer in the server */
228 void PutObserverInServer(entity this)
230 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
231 PlayerState_detach(this);
238 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
241 // was a player, recount votes and ready status
242 if(IS_REAL_CLIENT(this))
244 if (vote_called) { VoteCount(false); }
250 entity spot = SelectSpawnPoint(this, true);
251 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
252 this.angles = vec2(spot.angles);
253 this.fixangle = true;
254 // offset it so that the spectator spawns higher off the ground, looks better this way
255 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
256 if (IS_REAL_CLIENT(this))
259 WriteByte(MSG_ONE, SVC_SETVIEW);
260 WriteEntity(MSG_ONE, this);
262 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
263 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
264 if(!autocvar_g_debug_globalsounds)
266 // needed for player sounds
268 FixPlayermodel(this);
270 setmodel(this, MDL_Null);
271 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
272 this.view_ofs = '0 0 0';
275 RemoveGrapplingHooks(this);
276 Portal_ClearAll(this);
278 SetSpectatee(this, NULL);
283 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
287 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
289 WaypointSprite_PlayerDead(this);
291 if (mutator_returnvalue) {
292 // mutator prevents resetting teams+score
294 Player_SetTeamIndex(this, -1);
295 this.frags = FRAGS_SPECTATOR;
296 PlayerScore_Clear(this); // clear scores when needed
299 if (CS(this).killcount != FRAGS_SPECTATOR)
301 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
303 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
304 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
306 if(!CS(this).just_joined)
307 LogTeamchange(this.playerid, -1, TEAM_CHANGE_SPECTATOR);
309 CS(this).just_joined = false;
312 accuracy_resend(this);
314 CS(this).spectatortime = time;
316 IL_REMOVE(g_bot_targets, this);
317 this.bot_attack = false;
318 if(this.monster_attack)
319 IL_REMOVE(g_monster_targets, this);
320 this.monster_attack = false;
321 STAT(HUD, this) = HUD_NORMAL;
322 TRANSMUTE(Observer, this);
323 this.iscreature = false;
324 this.teleportable = TELEPORT_SIMPLE;
325 if(this.damagedbycontents)
326 IL_REMOVE(g_damagedbycontents, this);
327 this.damagedbycontents = false;
328 this.health = FRAGS_SPECTATOR;
329 SetSpectatee_status(this, etof(this));
330 this.takedamage = DAMAGE_NO;
331 this.solid = SOLID_NOT;
332 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
333 this.flags = FL_CLIENT | FL_NOTARGET;
334 this.armorvalue = 666;
336 this.armorvalue = autocvar_g_balance_armor_start;
337 this.pauserotarmor_finished = 0;
338 this.pauserothealth_finished = 0;
339 this.pauseregen_finished = 0;
340 this.damageforcescale = 0;
342 this.respawn_flags = 0;
343 this.respawn_time = 0;
344 STAT(RESPAWN_TIME, this) = 0;
349 this.pain_finished = 0;
350 this.strength_finished = 0;
351 this.invincible_finished = 0;
352 this.superweapons_finished = 0;
353 this.dphitcontentsmask = 0;
356 setthink(this, func_null);
358 this.deadflag = DEAD_NO;
360 STAT(REVIVE_PROGRESS, this) = 0;
361 this.revival_time = 0;
364 STAT(WEAPONS, this) = '0 0 0';
365 this.drawonlytoclient = this;
369 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
371 this.weaponmodel = "";
372 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
374 this.weaponentities[slot] = NULL;
376 this.exteriorweaponentity = NULL;
377 CS(this).killcount = FRAGS_SPECTATOR;
378 this.velocity = '0 0 0';
379 this.avelocity = '0 0 0';
380 this.punchangle = '0 0 0';
381 this.punchvector = '0 0 0';
382 this.oldvelocity = this.velocity;
383 this.fire_endtime = -1;
384 this.event_damage = func_null;
386 for(int slot = 0; slot < MAX_AXH; ++slot)
388 entity axh = this.(AuxiliaryXhair[slot]);
389 this.(AuxiliaryXhair[slot]) = NULL;
391 if(axh.owner == this && axh != NULL && !wasfreed(axh))
396 int player_getspecies(entity this)
398 get_model_parameters(this.model, this.skin);
399 int s = get_model_parameters_species;
400 get_model_parameters(string_null, 0);
401 if (s < 0) return SPECIES_HUMAN;
405 .float model_randomizer;
406 void FixPlayermodel(entity player)
408 string defaultmodel = "";
410 if(autocvar_sv_defaultcharacter)
416 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
417 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
418 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
419 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
423 if(defaultmodel == "")
425 defaultmodel = autocvar_sv_defaultplayermodel;
426 defaultskin = autocvar_sv_defaultplayerskin;
429 int n = tokenize_console(defaultmodel);
432 defaultmodel = argv(floor(n * CS(player).model_randomizer));
433 // However, do NOT randomize if the player-selected model is in the list.
434 for (int i = 0; i < n; ++i)
435 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
436 defaultmodel = argv(i);
439 int i = strstrofs(defaultmodel, ":", 0);
442 defaultskin = stof(substring(defaultmodel, i+1, -1));
443 defaultmodel = substring(defaultmodel, 0, i);
446 if(autocvar_sv_defaultcharacterskin && !defaultskin)
452 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
453 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
454 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
455 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
460 defaultskin = autocvar_sv_defaultplayerskin;
463 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
464 defaultmodel = M_ARGV(0, string);
465 defaultskin = M_ARGV(1, int);
469 if(defaultmodel != "")
471 if (defaultmodel != player.model)
473 vector m1 = player.mins;
474 vector m2 = player.maxs;
475 setplayermodel (player, defaultmodel);
476 setsize (player, m1, m2);
480 oldskin = player.skin;
481 player.skin = defaultskin;
483 if (player.playermodel != player.model || player.playermodel == "")
485 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
486 vector m1 = player.mins;
487 vector m2 = player.maxs;
488 setplayermodel (player, player.playermodel);
489 setsize (player, m1, m2);
493 if(!autocvar_sv_defaultcharacterskin)
495 oldskin = player.skin;
496 player.skin = stof(player.playerskin);
500 oldskin = player.skin;
501 player.skin = defaultskin;
505 if(chmdl || oldskin != player.skin) // model or skin has changed
507 player.species = player_getspecies(player); // update species
508 if(!autocvar_g_debug_globalsounds)
509 UpdatePlayerSounds(player); // update skin sounds
513 if(strlen(autocvar_sv_defaultplayercolors))
514 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
515 setcolor(player, stof(autocvar_sv_defaultplayercolors));
518 void PutPlayerInServer(entity this)
520 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
522 PlayerState_attach(this);
523 accuracy_resend(this);
526 TeamBalance_JoinBestTeam(this, true);
528 entity spot = SelectSpawnPoint(this, false);
530 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
531 return; // spawn failed
534 TRANSMUTE(Player, this);
536 CS(this).wasplayer = true;
537 this.iscreature = true;
538 this.teleportable = TELEPORT_NORMAL;
539 if(!this.damagedbycontents)
540 IL_PUSH(g_damagedbycontents, this);
541 this.damagedbycontents = true;
542 set_movetype(this, MOVETYPE_WALK);
543 this.solid = SOLID_SLIDEBOX;
544 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
545 if (autocvar_g_playerclip_collisions)
546 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
547 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
548 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
549 this.frags = FRAGS_PLAYER;
550 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
551 this.flags = FL_CLIENT | FL_PICKUPITEMS;
552 if (autocvar__notarget)
553 this.flags |= FL_NOTARGET;
554 this.takedamage = DAMAGE_AIM;
555 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
558 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
559 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
560 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
561 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
562 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
563 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
564 this.health = warmup_start_health;
565 this.armorvalue = warmup_start_armorvalue;
566 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
568 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
569 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
570 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
571 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
572 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
573 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
574 this.health = start_health;
575 this.armorvalue = start_armorvalue;
576 STAT(WEAPONS, this) = start_weapons;
577 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
579 GiveRandomWeapons(this, random_start_weapons_count,
580 autocvar_g_random_start_weapons, random_start_ammo);
583 SetSpectatee_status(this, 0);
585 PS(this).dual_weapons = '0 0 0';
587 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
589 this.items = start_items;
591 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
592 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
593 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
594 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
595 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
596 if (!sv_ready_restart_after_countdown && time < game_starttime)
598 float f = game_starttime - time;
599 this.spawnshieldtime += f;
600 this.pauserotarmor_finished += f;
601 this.pauserothealth_finished += f;
602 this.pauseregen_finished += f;
605 this.damageforcescale = 2;
607 this.respawn_flags = 0;
608 this.respawn_time = 0;
609 STAT(RESPAWN_TIME, this) = 0;
610 this.scale = autocvar_sv_player_scale;
613 this.pain_finished = 0;
615 setthink(this, func_null); // players have no think function
618 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
620 this.deadflag = DEAD_NO;
622 this.angles = spot.angles;
623 this.angles_z = 0; // never spawn tilted even if the spot says to
624 if (IS_BOT_CLIENT(this))
625 this.v_angle = this.angles;
626 this.fixangle = true; // turn this way immediately
627 this.oldvelocity = this.velocity = '0 0 0';
628 this.avelocity = '0 0 0';
629 this.punchangle = '0 0 0';
630 this.punchvector = '0 0 0';
632 this.strength_finished = 0;
633 this.invincible_finished = 0;
634 this.fire_endtime = -1;
635 STAT(REVIVE_PROGRESS, this) = 0;
636 this.revival_time = 0;
638 this.air_finished = time + 12;
639 this.waterlevel = WATERLEVEL_NONE;
640 this.watertype = CONTENT_EMPTY;
642 entity spawnevent = new_pure(spawnevent);
643 spawnevent.owner = this;
644 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
646 // Cut off any still running player sounds.
647 stopsound(this, CH_PLAYER_SINGLE);
650 FixPlayermodel(this);
651 this.drawonlytoclient = NULL;
655 for(int slot = 0; slot < MAX_AXH; ++slot)
657 entity axh = this.(AuxiliaryXhair[slot]);
658 this.(AuxiliaryXhair[slot]) = NULL;
660 if(axh.owner == this && axh != NULL && !wasfreed(axh))
664 this.spawnpoint_targ = NULL;
667 this.view_ofs = STAT(PL_VIEW_OFS, this);
668 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
669 this.spawnorigin = spot.origin;
670 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
671 // don't reset back to last position, even if new position is stuck in solid
672 this.oldorigin = this.origin;
674 IL_REMOVE(g_conveyed, this);
675 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
676 STAT(HUD, this) = HUD_NORMAL;
678 this.event_damage = PlayerDamage;
681 IL_PUSH(g_bot_targets, this);
682 this.bot_attack = true;
683 if(!this.monster_attack)
684 IL_PUSH(g_monster_targets, this);
685 this.monster_attack = true;
686 navigation_dynamicgoal_init(this, false);
688 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
690 // player was spectator
691 if (CS(this).killcount == FRAGS_SPECTATOR) {
692 PlayerScore_Clear(this);
693 CS(this).killcount = 0;
694 CS(this).startplaytime = time;
697 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
699 .entity weaponentity = weaponentities[slot];
700 entity oldwep = this.(weaponentity);
701 CL_SpawnWeaponentity(this, weaponentity);
702 if(oldwep && oldwep.owner == this)
703 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
705 this.alpha = default_player_alpha;
706 this.colormod = '1 1 1' * autocvar_g_player_brightness;
707 this.exteriorweaponentity.alpha = default_weapon_alpha;
709 this.speedrunning = false;
711 target_voicescript_clear(this);
713 // reset fields the weapons may use
714 FOREACH(Weapons, true, {
715 it.wr_resetplayer(it, this);
716 // reload all reloadable weapons
717 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
718 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
720 .entity weaponentity = weaponentities[slot];
721 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
727 string s = spot.target;
728 spot.target = string_null;
729 SUB_UseTargets(spot, this, NULL);
735 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
737 if (autocvar_spawn_debug)
739 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
740 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
743 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
745 .entity weaponentity = weaponentities[slot];
746 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
747 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
749 this.(weaponentity).m_switchweapon = WEP_Null;
750 this.(weaponentity).m_weapon = WEP_Null;
751 this.(weaponentity).weaponname = "";
752 this.(weaponentity).m_switchingweapon = WEP_Null;
753 this.(weaponentity).cnt = -1;
756 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
758 if (!warmup_stage && !this.alivetime)
759 this.alivetime = time;
761 antilag_clear(this, CS(this));
764 /** Called when a client spawns in the server */
765 void PutClientInServer(entity this)
767 if (IS_BOT_CLIENT(this)) {
768 TRANSMUTE(Player, this);
769 } else if (IS_REAL_CLIENT(this)) {
771 WriteByte(MSG_ONE, SVC_SETVIEW);
772 WriteEntity(MSG_ONE, this);
775 TRANSMUTE(Observer, this);
777 SetSpectatee(this, NULL);
781 PS(this).itemkeys = 0;
783 MUTATOR_CALLHOOK(PutClientInServer, this);
785 if (IS_OBSERVER(this)) {
786 PutObserverInServer(this);
787 } else if (IS_PLAYER(this)) {
788 PutPlayerInServer(this);
792 void ClientInit_misc(entity this);
794 // TODO do we need all these fields, or should we stop autodetecting runtime
795 // changes and just have a console command to update this?
796 bool ClientInit_SendEntity(entity this, entity to, int sf)
798 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
801 // MSG_INIT replacement
802 // TODO: make easier to use
804 W_PROP_reload(MSG_ONE, to);
805 ClientInit_misc(this);
806 MUTATOR_CALLHOOK(Ent_Init);
808 void ClientInit_misc(entity this)
810 int channel = MSG_ONE;
811 WriteHeader(channel, ENT_CLIENT_INIT);
812 WriteByte(channel, g_nexball_meter_period * 32);
813 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
814 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
815 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
816 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
817 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
818 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
819 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
820 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
822 if(sv_foginterval && world.fog != "")
823 WriteString(channel, world.fog);
825 WriteString(channel, "");
826 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
827 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
828 WriteByte(channel, serverflags);
829 WriteCoord(channel, autocvar_g_trueaim_minrange);
832 void ClientInit_CheckUpdate(entity this)
834 this.nextthink = time;
835 if(this.count != autocvar_g_balance_armor_blockpercent)
837 this.count = autocvar_g_balance_armor_blockpercent;
840 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
842 this.cnt = autocvar_g_balance_damagepush_speedfactor;
847 void ClientInit_Spawn()
849 entity e = new_pure(clientinit);
850 setthink(e, ClientInit_CheckUpdate);
851 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
853 ClientInit_CheckUpdate(e);
863 // initialize parms for a new player
864 parm1 = -(86400 * 366);
866 MUTATOR_CALLHOOK(SetNewParms);
874 void SetChangeParms (entity this)
876 // save parms for level change
877 parm1 = CS(this).parm_idlesince - time;
879 MUTATOR_CALLHOOK(SetChangeParms);
887 void DecodeLevelParms(entity this)
890 CS(this).parm_idlesince = parm1;
891 if (CS(this).parm_idlesince == -(86400 * 366))
892 CS(this).parm_idlesince = time;
894 // whatever happens, allow 60 seconds of idling directly after connect for map loading
895 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
897 MUTATOR_CALLHOOK(DecodeLevelParms);
904 Called when a client types 'kill' in the console
908 .float clientkill_nexttime;
909 void ClientKill_Now_TeamChange(entity this)
911 if(this.killindicator_teamchange == -1)
913 TeamBalance_JoinBestTeam(this, true);
915 else if(this.killindicator_teamchange == -2)
918 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
919 PutObserverInServer(this);
922 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
923 this.killindicator_teamchange = 0;
926 void ClientKill_Now(entity this)
930 vehicles_exit(this.vehicle, VHEF_RELEASE);
931 if(!this.killindicator_teamchange)
933 this.vehicle_health = -1;
934 Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
938 if(this.killindicator && !wasfreed(this.killindicator))
939 delete(this.killindicator);
941 this.killindicator = NULL;
943 if(this.killindicator_teamchange)
944 ClientKill_Now_TeamChange(this);
946 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
948 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
951 // now I am sure the player IS dead
953 void KillIndicator_Think(entity this)
957 this.owner.killindicator = NULL;
962 if (this.owner.alpha < 0 && !this.owner.vehicle)
964 this.owner.killindicator = NULL;
971 ClientKill_Now(this.owner);
974 else if(this.health == 1) // health == 1 means that it's silent
976 this.nextthink = time + 1;
982 setmodel(this, MDL_NUM(this.cnt));
983 if(IS_REAL_CLIENT(this.owner))
986 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
988 this.nextthink = time + 1;
993 float clientkilltime;
994 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1002 killtime = autocvar_g_balance_kill_delay;
1004 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
1006 killtime = M_ARGV(1, float);
1008 this.killindicator_teamchange = targetteam;
1010 if(!this.killindicator)
1014 killtime = max(killtime, this.clientkill_nexttime - time);
1015 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1018 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1020 ClientKill_Now(this);
1024 starttime = max(time, clientkilltime);
1026 this.killindicator = spawn();
1027 this.killindicator.owner = this;
1028 this.killindicator.scale = 0.5;
1029 setattachment(this.killindicator, this, "");
1030 setorigin(this.killindicator, '0 0 52');
1031 setthink(this.killindicator, KillIndicator_Think);
1032 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1033 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1034 this.killindicator.cnt = ceil(killtime);
1035 this.killindicator.count = bound(0, ceil(killtime), 10);
1036 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1038 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1040 it.killindicator = spawn();
1041 it.killindicator.owner = it;
1042 it.killindicator.scale = 0.5;
1043 setattachment(it.killindicator, it, "");
1044 setorigin(it.killindicator, '0 0 52');
1045 setthink(it.killindicator, KillIndicator_Think);
1046 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1047 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1048 it.killindicator.cnt = ceil(killtime);
1053 if(this.killindicator)
1055 if(targetteam == 0) // just die
1057 this.killindicator.colormod = '0 0 0';
1058 if(IS_REAL_CLIENT(this))
1059 if(this.killindicator.cnt > 0)
1060 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1062 else if(targetteam == -1) // auto
1064 this.killindicator.colormod = '0 1 0';
1065 if(IS_REAL_CLIENT(this))
1066 if(this.killindicator.cnt > 0)
1067 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1069 else if(targetteam == -2) // spectate
1071 this.killindicator.colormod = '0.5 0.5 0.5';
1072 if(IS_REAL_CLIENT(this))
1073 if(this.killindicator.cnt > 0)
1074 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1078 this.killindicator.colormod = Team_ColorRGB(targetteam);
1079 if(IS_REAL_CLIENT(this))
1080 if(this.killindicator.cnt > 0)
1081 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1087 void ClientKill (entity this)
1089 if(game_stopped) return;
1090 if(this.player_blocked) return;
1091 if(STAT(FROZEN, this)) return;
1093 ClientKill_TeamChange(this, 0);
1096 void FixClientCvars(entity e)
1098 // send prediction settings to the client
1099 stuffcmd(e, "\nin_bindmap 0 0\n");
1100 if(autocvar_g_antilag == 3) // client side hitscan
1101 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1102 if(autocvar_sv_gentle)
1103 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1105 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1106 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1108 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1110 MUTATOR_CALLHOOK(FixClientCvars, e);
1113 bool findinlist_abbrev(string tofind, string list)
1115 if(list == "" || tofind == "")
1116 return false; // empty list or search, just return
1118 // this function allows abbreviated strings!
1119 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1127 bool PlayerInIPList(entity p, string iplist)
1129 // some safety checks (never allow local?)
1130 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1133 return findinlist_abbrev(p.netaddress, iplist);
1136 bool PlayerInIDList(entity p, string idlist)
1138 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1142 return findinlist_abbrev(p.crypto_idfp, idlist);
1145 bool PlayerInList(entity player, string list)
1147 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1150 #ifdef DP_EXT_PRECONNECT
1155 Called once (not at each match start) when a client begins a connection to the server
1158 void ClientPreConnect(entity this)
1160 if(autocvar_sv_eventlog)
1162 GameLogEcho(sprintf(":connect:%d:%d:%s",
1165 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1171 string GetClientVersionMessage(entity this)
1173 if (CS(this).version_mismatch) {
1174 if(CS(this).version < autocvar_gameversion) {
1175 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1176 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1178 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1179 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1182 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1186 string getwelcomemessage(entity this)
1188 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1189 string modifications = M_ARGV(0, string);
1193 if(g_weaponarena_random)
1194 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1196 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1198 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1199 modifications = strcat(modifications, ", No start weapons");
1200 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1201 modifications = strcat(modifications, ", Low gravity");
1202 if(g_weapon_stay && !g_cts)
1203 modifications = strcat(modifications, ", Weapons stay");
1205 modifications = strcat(modifications, ", Jet pack");
1206 if(autocvar_g_powerups == 0)
1207 modifications = strcat(modifications, ", No powerups");
1208 if(autocvar_g_powerups > 0)
1209 modifications = strcat(modifications, ", Powerups");
1210 modifications = substring(modifications, 2, strlen(modifications) - 2);
1212 string versionmessage = GetClientVersionMessage(this);
1213 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1215 if(modifications != "")
1216 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1218 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1220 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1221 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1224 if (cache_mutatormsg != "") {
1225 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1228 string mutator_msg = "";
1229 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1230 mutator_msg = M_ARGV(0, string);
1232 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1234 string motd = autocvar_sv_motd;
1236 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1245 Called when a client connects to the server
1248 void ClientConnect(entity this)
1250 if (Ban_MaybeEnforceBanOnce(this)) return;
1251 assert(!IS_CLIENT(this), return);
1252 this.flags |= FL_CLIENT;
1253 assert(player_count >= 0, player_count = 0);
1256 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1258 TRANSMUTE(Client, this);
1259 CS(this).version_nagtime = time + 10 + random() * 10;
1261 // identify the right forced team
1262 if (autocvar_g_campaign)
1264 if (IS_REAL_CLIENT(this)) // only players, not bots
1266 switch (autocvar_g_campaign_forceteam)
1268 case 1: this.team_forced = NUM_TEAM_1; break;
1269 case 2: this.team_forced = NUM_TEAM_2; break;
1270 case 3: this.team_forced = NUM_TEAM_3; break;
1271 case 4: this.team_forced = NUM_TEAM_4; break;
1272 default: this.team_forced = 0;
1276 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1277 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1278 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1279 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1280 else switch (autocvar_g_forced_team_otherwise)
1282 default: this.team_forced = 0; break;
1283 case "red": this.team_forced = NUM_TEAM_1; break;
1284 case "blue": this.team_forced = NUM_TEAM_2; break;
1285 case "yellow": this.team_forced = NUM_TEAM_3; break;
1286 case "pink": this.team_forced = NUM_TEAM_4; break;
1289 this.team_forced = -1;
1292 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1294 int playerid_save = this.playerid;
1295 this.playerid = 0; // silent
1296 TeamBalance_JoinBestTeam(this, false); // if the team number is valid, keep it
1297 this.playerid = playerid_save;
1299 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1300 TRANSMUTE(Observer, this);
1302 if (!teamplay || autocvar_g_balance_teams) {
1303 TRANSMUTE(Player, this);
1304 campaign_bots_may_start = true;
1306 TRANSMUTE(Observer, this); // do it anyway
1310 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1312 // always track bots, don't ask for cl_allow_uidtracking
1313 if (IS_BOT_CLIENT(this))
1314 PlayerStats_GameReport_AddPlayer(this);
1316 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1318 if (autocvar_sv_eventlog)
1319 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1321 LogTeamchange(this.playerid, this.team, TEAM_CHANGE_CONNECT);
1323 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1325 if(teamplay && IS_PLAYER(this))
1326 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1328 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1330 stuffcmd(this, clientstuff, "\n");
1331 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1333 FixClientCvars(this);
1335 // get version info from player
1336 stuffcmd(this, "cmd clientversion $gameversion\n");
1338 // notify about available teams
1341 entity balance = TeamBalance_CheckAllowedTeams(this);
1342 int t = TeamBalance_GetAllowedTeams(balance);
1343 TeamBalance_Destroy(balance);
1344 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1348 stuffcmd(this, "set _teams_available 0\n");
1351 bot_relinkplayerlist();
1353 CS(this).spectatortime = time;
1354 if (blockSpectators)
1356 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1359 CS(this).jointime = time;
1361 if (IS_REAL_CLIENT(this))
1363 if (g_weaponarena_weapons == WEPSET(TUBA))
1364 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1367 if (!sv_foginterval && world.fog != "")
1368 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1370 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1371 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1372 send_CSQC_teamnagger();
1374 CSQCMODEL_AUTOINIT(this);
1376 CS(this).model_randomizer = random();
1378 if (IS_REAL_CLIENT(this))
1379 sv_notice_join(this);
1381 // update physics stats (players can spawn before physics runs)
1382 Physics_UpdateStats(this);
1384 IL_EACH(g_initforplayer, it.init_for_player, {
1385 it.init_for_player(it, this);
1388 Handicap_Initialize(this);
1390 MUTATOR_CALLHOOK(ClientConnect, this);
1392 if (IS_REAL_CLIENT(this))
1394 if (!autocvar_g_campaign && !IS_PLAYER(this))
1396 CS(this).motd_actived_time = -1;
1397 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1405 Called when a client disconnects from the server
1408 .entity chatbubbleentity;
1410 void ClientDisconnect(entity this)
1412 assert(IS_CLIENT(this), return);
1414 PlayerStats_GameReport_FinalizePlayer(this);
1415 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1416 if (CS(this).active_minigame) part_minigame(this);
1417 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1419 if (autocvar_sv_eventlog)
1420 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1422 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1425 SetSpectatee(this, NULL);
1427 MUTATOR_CALLHOOK(ClientDisconnect, this);
1429 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1430 strfree(CS(this).weaponorder_byimpulse);
1431 ClientState_detach(this);
1433 Portal_ClearAll(this);
1437 RemoveGrapplingHooks(this);
1439 // Here, everything has been done that requires this player to be a client.
1441 this.flags &= ~FL_CLIENT;
1443 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1444 if (this.killindicator) delete(this.killindicator);
1446 WaypointSprite_PlayerGone(this);
1448 bot_relinkplayerlist();
1450 strfree(this.clientstatus);
1451 if (this.personal) delete(this.personal);
1455 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1460 void ChatBubbleThink(entity this)
1462 this.nextthink = time;
1463 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1465 if(this.owner) // but why can that ever be NULL?
1466 this.owner.chatbubbleentity = NULL;
1473 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1475 if ( CS(this.owner).active_minigame )
1476 this.mdl = "models/sprites/minigame_busy.iqm";
1477 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1478 this.mdl = "models/misc/chatbubble.spr";
1481 if ( this.model != this.mdl )
1482 _setmodel(this, this.mdl);
1486 void UpdateChatBubble(entity this)
1490 // spawn a chatbubble entity if needed
1491 if (!this.chatbubbleentity)
1493 this.chatbubbleentity = new(chatbubbleentity);
1494 this.chatbubbleentity.owner = this;
1495 this.chatbubbleentity.exteriormodeltoclient = this;
1496 setthink(this.chatbubbleentity, ChatBubbleThink);
1497 this.chatbubbleentity.nextthink = time;
1498 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1499 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1500 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1501 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1502 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1503 //this.chatbubbleentity.model = "";
1504 this.chatbubbleentity.effects = EF_LOWPRECISION;
1509 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1510 // added to the model skins
1511 /*void UpdateColorModHack()
1514 c = this.clientcolors & 15;
1515 // LordHavoc: only bothering to support white, green, red, yellow, blue
1516 if (!teamplay) this.colormod = '0 0 0';
1517 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1518 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1519 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1520 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1521 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1522 else this.colormod = '1 1 1';
1525 void respawn(entity this)
1527 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1529 this.solid = SOLID_NOT;
1530 this.takedamage = DAMAGE_NO;
1531 set_movetype(this, MOVETYPE_FLY);
1532 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1533 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1534 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1535 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1536 if(autocvar_g_respawn_ghosts_maxtime)
1537 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1542 this.effects |= EF_NODRAW; // prevent another CopyBody
1543 PutClientInServer(this);
1546 void PrintToChat(entity client, string text)
1548 text = strcat("\{1}^7", text, "\n");
1549 sprint(client, text);
1552 void DebugPrintToChat(entity client, string text)
1554 if (autocvar_developer)
1556 PrintToChat(client, text);
1560 void PrintToChatAll(string text)
1562 text = strcat("\{1}^7", text, "\n");
1566 void DebugPrintToChatAll(string text)
1568 if (autocvar_developer)
1570 PrintToChatAll(text);
1574 void PrintToChatTeam(int team_num, string text)
1576 text = strcat("\{1}^7", text, "\n");
1577 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1579 if (it.team == team_num)
1586 void DebugPrintToChatTeam(int team_num, string text)
1588 if (autocvar_developer)
1590 PrintToChatTeam(team_num, text);
1594 void play_countdown(entity this, float finished, Sound samp)
1597 if(IS_REAL_CLIENT(this))
1598 if(floor(finished - time - frametime) != floor(finished - time))
1599 if(finished - time < 6)
1600 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1603 void player_powerups(entity this)
1605 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1606 int items_prev = this.items;
1608 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1609 this.modelflags |= MF_ROCKET;
1611 this.modelflags &= ~MF_ROCKET;
1613 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1615 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1618 Fire_ApplyDamage(this);
1619 Fire_ApplyEffect(this);
1621 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1623 if (this.items & ITEM_Strength.m_itemid)
1625 play_countdown(this, this.strength_finished, SND_POWEROFF);
1626 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1627 if (time > this.strength_finished)
1629 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1630 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1631 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1636 if (time < this.strength_finished)
1638 this.items = this.items | ITEM_Strength.m_itemid;
1640 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1641 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1644 if (this.items & ITEM_Shield.m_itemid)
1646 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1647 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1648 if (time > this.invincible_finished)
1650 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1651 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1652 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1657 if (time < this.invincible_finished)
1659 this.items = this.items | ITEM_Shield.m_itemid;
1661 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1662 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1665 if (this.items & IT_SUPERWEAPON)
1667 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1669 this.superweapons_finished = 0;
1670 this.items = this.items - (this.items & IT_SUPERWEAPON);
1671 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1672 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1674 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1676 // don't let them run out
1680 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1681 if (time > this.superweapons_finished)
1683 this.items = this.items - (this.items & IT_SUPERWEAPON);
1684 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1685 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1686 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1690 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1692 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1694 this.items = this.items | IT_SUPERWEAPON;
1696 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1697 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1701 this.superweapons_finished = 0;
1702 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1707 this.superweapons_finished = 0;
1711 if(autocvar_g_nodepthtestplayers)
1712 this.effects = this.effects | EF_NODEPTHTEST;
1714 if(autocvar_g_fullbrightplayers)
1715 this.effects = this.effects | EF_FULLBRIGHT;
1717 if (time >= game_starttime)
1718 if (time < this.spawnshieldtime)
1719 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1721 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1724 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1726 if(current > stable)
1728 else if(current > stable - 0.25) // when close enough, "snap"
1731 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1734 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1736 if(current < stable)
1738 else if(current < stable + 0.25) // when close enough, "snap"
1741 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1744 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1746 if(current > rotstable)
1748 if(rotframetime > 0)
1750 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1751 current = max(rotstable, current - rotlinear * rotframetime);
1754 else if(current < regenstable)
1756 if(regenframetime > 0)
1758 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1759 current = min(regenstable, current + regenlinear * regenframetime);
1769 void player_regen(entity this)
1771 float max_mod, regen_mod, rot_mod, limit_mod;
1772 max_mod = regen_mod = rot_mod = limit_mod = 1;
1774 float regen_health = autocvar_g_balance_health_regen;
1775 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1776 float regen_health_rot = autocvar_g_balance_health_rot;
1777 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1778 float regen_health_stable = autocvar_g_balance_health_regenstable;
1779 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1780 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1781 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1782 max_mod = M_ARGV(1, float);
1783 regen_mod = M_ARGV(2, float);
1784 rot_mod = M_ARGV(3, float);
1785 limit_mod = M_ARGV(4, float);
1786 regen_health = M_ARGV(5, float);
1787 regen_health_linear = M_ARGV(6, float);
1788 regen_health_rot = M_ARGV(7, float);
1789 regen_health_rotlinear = M_ARGV(8, float);
1790 regen_health_stable = M_ARGV(9, float);
1791 regen_health_rotstable = M_ARGV(10, float);
1793 if(!mutator_returnvalue)
1794 if(!STAT(FROZEN, this))
1796 float mina, maxa, limith, limita;
1797 maxa = autocvar_g_balance_armor_rotstable;
1798 mina = autocvar_g_balance_armor_regenstable;
1799 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1800 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1802 regen_health_rotstable = regen_health_rotstable * max_mod;
1803 regen_health_stable = regen_health_stable * max_mod;
1804 limith = limith * limit_mod;
1805 limita = limita * limit_mod;
1807 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);
1808 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);
1811 // if player rotted to death... die!
1812 // check this outside above checks, as player may still be able to rot to death
1816 vehicles_exit(this.vehicle, VHEF_RELEASE);
1817 if(this.event_damage)
1818 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1821 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1823 float minf, maxf, limitf;
1825 maxf = autocvar_g_balance_fuel_rotstable;
1826 minf = autocvar_g_balance_fuel_regenstable;
1827 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1829 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);
1831 // Ugly hack to make sure the health and armor don't go beyond hard limit.
1832 // TODO: Remove this hack when all code uses GivePlayerHealth and
1834 if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1836 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1838 if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1840 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1846 void SetZoomState(entity this, float newzoom)
1848 if(newzoom != CS(this).zoomstate)
1850 CS(this).zoomstate = newzoom;
1851 ClientData_Touch(this);
1853 zoomstate_set = true;
1856 void GetPressedKeys(entity this)
1858 MUTATOR_CALLHOOK(GetPressedKeys, this);
1859 int keys = STAT(PRESSED_KEYS, this);
1860 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1861 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1862 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1863 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1865 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1866 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1867 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1868 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1869 CS(this).pressedkeys = keys; // store for other users
1871 STAT(PRESSED_KEYS, this) = keys;
1875 ======================
1876 spectate mode routines
1877 ======================
1880 void SpectateCopy(entity this, entity spectatee)
1882 TC(Client, this); TC(Client, spectatee);
1884 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1885 PS(this) = PS(spectatee);
1886 this.armortype = spectatee.armortype;
1887 this.armorvalue = spectatee.armorvalue;
1888 this.ammo_cells = spectatee.ammo_cells; // TODO: these will be a part of inventory, so no need to worry about setting them later!
1889 this.ammo_plasma = spectatee.ammo_plasma;
1890 this.ammo_shells = spectatee.ammo_shells;
1891 this.ammo_nails = spectatee.ammo_nails;
1892 this.ammo_rockets = spectatee.ammo_rockets;
1893 this.ammo_fuel = spectatee.ammo_fuel;
1894 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1895 this.health = spectatee.health;
1896 CS(this).impulse = 0;
1897 this.items = spectatee.items;
1898 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1899 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1900 this.strength_finished = spectatee.strength_finished;
1901 this.invincible_finished = spectatee.invincible_finished;
1902 this.superweapons_finished = spectatee.superweapons_finished;
1903 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1904 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1905 this.punchangle = spectatee.punchangle;
1906 this.view_ofs = spectatee.view_ofs;
1907 this.velocity = spectatee.velocity;
1908 this.dmg_take = spectatee.dmg_take;
1909 this.dmg_save = spectatee.dmg_save;
1910 this.dmg_inflictor = spectatee.dmg_inflictor;
1911 this.v_angle = spectatee.v_angle;
1912 this.angles = spectatee.v_angle;
1913 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1914 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1915 this.viewloc = spectatee.viewloc;
1916 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1917 this.fixangle = true;
1918 setorigin(this, spectatee.origin);
1919 setsize(this, spectatee.mins, spectatee.maxs);
1920 SetZoomState(this, CS(spectatee).zoomstate);
1922 anticheat_spectatecopy(this, spectatee);
1923 STAT(HUD, this) = STAT(HUD, spectatee);
1924 if(spectatee.vehicle)
1926 this.angles = spectatee.v_angle;
1928 //this.fixangle = false;
1929 //this.velocity = spectatee.vehicle.velocity;
1930 this.vehicle_health = spectatee.vehicle_health;
1931 this.vehicle_shield = spectatee.vehicle_shield;
1932 this.vehicle_energy = spectatee.vehicle_energy;
1933 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1934 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1935 this.vehicle_reload1 = spectatee.vehicle_reload1;
1936 this.vehicle_reload2 = spectatee.vehicle_reload2;
1938 //msg_entity = this;
1940 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1941 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1942 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1943 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1945 //WriteByte (MSG_ONE, SVC_SETVIEW);
1946 // WriteEntity(MSG_ONE, this);
1947 //makevectors(spectatee.v_angle);
1948 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1952 bool SpectateUpdate(entity this)
1957 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1959 SetSpectatee(this, NULL);
1963 SpectateCopy(this, this.enemy);
1968 bool SpectateSet(entity this)
1970 if(!IS_PLAYER(this.enemy))
1973 ClientData_Touch(this.enemy);
1976 WriteByte(MSG_ONE, SVC_SETVIEW);
1977 WriteEntity(MSG_ONE, this.enemy);
1978 set_movetype(this, MOVETYPE_NONE);
1979 accuracy_resend(this);
1981 if(!SpectateUpdate(this))
1982 PutObserverInServer(this);
1987 void SetSpectatee_status(entity this, int spectatee_num)
1989 int oldspectatee_status = CS(this).spectatee_status;
1990 CS(this).spectatee_status = spectatee_num;
1992 if (CS(this).spectatee_status != oldspectatee_status)
1994 ClientData_Touch(this);
1995 if (g_race || g_cts) race_InitSpectator();
1999 void SetSpectatee(entity this, entity spectatee)
2001 if(IS_BOT_CLIENT(this))
2002 return; // bots abuse .enemy, this code is useless to them
2004 entity old_spectatee = this.enemy;
2006 this.enemy = spectatee;
2009 // these are required to fix the spectator bug with arc
2012 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2014 .entity weaponentity = weaponentities[slot];
2015 if(old_spectatee.(weaponentity).arc_beam)
2016 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
2021 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2023 .entity weaponentity = weaponentities[slot];
2024 if(this.enemy.(weaponentity).arc_beam)
2025 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
2030 SetSpectatee_status(this, etof(this.enemy));
2032 // needed to update spectator list
2033 if(old_spectatee) { ClientData_Touch(old_spectatee); }
2036 bool Spectate(entity this, entity pl)
2038 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
2040 pl = M_ARGV(1, entity);
2042 SetSpectatee(this, pl);
2043 return SpectateSet(this);
2046 bool SpectateNext(entity this)
2048 entity ent = find(this.enemy, classname, STR_PLAYER);
2050 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
2051 ent = M_ARGV(1, entity);
2053 ent = find(ent, classname, STR_PLAYER);
2055 if(ent) { SetSpectatee(this, ent); }
2057 return SpectateSet(this);
2060 bool SpectatePrev(entity this)
2062 // NOTE: chain order is from the highest to the lower entnum (unlike find)
2063 entity ent = findchain(classname, STR_PLAYER);
2064 if (!ent) // no player
2068 // skip players until current spectated player
2070 while(ent && ent != this.enemy)
2073 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
2075 case MUT_SPECPREV_FOUND:
2076 ent = M_ARGV(1, entity);
2078 case MUT_SPECPREV_RETURN:
2080 case MUT_SPECPREV_CONTINUE:
2091 SetSpectatee(this, ent);
2092 return SpectateSet(this);
2097 ShowRespawnCountdown()
2099 Update a respawn countdown display.
2102 void ShowRespawnCountdown(entity this)
2105 if(!IS_DEAD(this)) // just respawned?
2109 number = ceil(this.respawn_time - time);
2112 if(number <= this.respawn_countdown)
2114 this.respawn_countdown = number - 1;
2115 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
2116 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2121 .bool team_selected;
2122 bool ShowTeamSelection(entity this)
2124 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2126 stuffcmd(this, "menu_showteamselect\n");
2129 void Join(entity this)
2131 TRANSMUTE(Player, this);
2133 if(!this.team_selected)
2134 if(autocvar_g_campaign || autocvar_g_balance_teams)
2135 TeamBalance_JoinBestTeam(this, true);
2137 if(autocvar_g_campaign)
2138 campaign_bots_may_start = true;
2140 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2142 PutClientInServer(this);
2145 if(teamplay && this.team != -1)
2147 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2150 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2151 this.team_selected = false;
2155 * Determines whether the player is allowed to join. This depends on cvar
2156 * g_maxplayers, if it isn't used this function always return true, otherwise
2157 * it checks whether the number of currently playing players exceeds g_maxplayers.
2158 * @return int number of free slots for players, 0 if none
2160 int nJoinAllowed(entity this, entity ignore)
2163 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2164 // so report 0 free slots if restricted
2166 if(autocvar_g_forced_team_otherwise == "spectate")
2168 if(autocvar_g_forced_team_otherwise == "spectator")
2172 if(this && this.team_forced < 0)
2173 return 0; // forced spectators can never join
2175 // TODO simplify this
2176 int totalClients = 0;
2177 int currentlyPlaying = 0;
2178 FOREACH_CLIENT(true, {
2181 if(IS_REAL_CLIENT(it))
2182 if(IS_PLAYER(it) || it.caplayer)
2186 float free_slots = 0;
2187 if (!autocvar_g_maxplayers)
2188 free_slots = maxclients - totalClients;
2189 else if(currentlyPlaying < autocvar_g_maxplayers)
2190 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2192 static float join_prevent_msg_time = 0;
2193 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2195 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2196 join_prevent_msg_time = time + 3;
2203 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2204 * g_maxplayers_spectator_blocktime seconds
2206 void checkSpectatorBlock(entity this)
2208 if(IS_SPEC(this) || IS_OBSERVER(this))
2210 if(IS_REAL_CLIENT(this))
2212 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2213 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2219 void PrintWelcomeMessage(entity this)
2221 if(CS(this).motd_actived_time == 0)
2223 if (autocvar_g_campaign) {
2224 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2225 CS(this).motd_actived_time = time;
2226 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2229 if (PHYS_INPUT_BUTTON_INFO(this)) {
2230 CS(this).motd_actived_time = time;
2231 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2235 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2237 if (autocvar_g_campaign) {
2238 if (PHYS_INPUT_BUTTON_INFO(this))
2239 CS(this).motd_actived_time = time;
2240 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2241 CS(this).motd_actived_time = 0;
2242 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2245 if (PHYS_INPUT_BUTTON_INFO(this))
2246 CS(this).motd_actived_time = time;
2247 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2248 CS(this).motd_actived_time = 0;
2249 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2253 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2255 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2256 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2257 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2259 // instanctly hide MOTD
2260 CS(this).motd_actived_time = 0;
2261 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2266 bool joinAllowed(entity this)
2268 if (CS(this).version_mismatch) return false;
2269 if (!nJoinAllowed(this, this)) return false;
2270 if (teamplay && lockteams) return false;
2271 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2272 if (ShowTeamSelection(this)) return false;
2277 .string shootfromfixedorigin;
2278 bool PlayerThink(entity this)
2280 if (game_stopped || intermission_running) {
2281 this.modelflags &= ~MF_ROCKET;
2282 if(intermission_running)
2283 IntermissionThink(this);
2287 if (timeout_status == TIMEOUT_ACTIVE) {
2288 // don't allow the player to turn around while game is paused
2289 // FIXME turn this into CSQC stuff
2290 this.v_angle = this.lastV_angle;
2291 this.angles = this.lastV_angle;
2292 this.fixangle = true;
2295 if (frametime) player_powerups(this);
2297 if (IS_DEAD(this)) {
2298 if (this.personal && g_race_qualifying) {
2299 if (time > this.respawn_time) {
2300 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2302 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2305 if (frametime) player_anim(this);
2307 if (this.respawn_flags & RESPAWN_DENY)
2309 STAT(RESPAWN_TIME, this) = 0;
2313 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));
2315 switch(this.deadflag)
2319 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2320 this.deadflag = DEAD_RESPAWNING;
2321 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2322 this.deadflag = DEAD_DEAD;
2328 this.deadflag = DEAD_RESPAWNABLE;
2329 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2330 this.deadflag = DEAD_RESPAWNING;
2333 case DEAD_RESPAWNABLE:
2335 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2336 this.deadflag = DEAD_RESPAWNING;
2339 case DEAD_RESPAWNING:
2341 if (time > this.respawn_time)
2343 this.respawn_time = time + 1; // only retry once a second
2344 this.respawn_time_max = this.respawn_time;
2351 ShowRespawnCountdown(this);
2353 if (this.respawn_flags & RESPAWN_SILENT)
2354 STAT(RESPAWN_TIME, this) = 0;
2355 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2357 if (time < this.respawn_time)
2358 STAT(RESPAWN_TIME, this) = this.respawn_time;
2359 else if (this.deadflag != DEAD_RESPAWNING)
2360 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2363 STAT(RESPAWN_TIME, this) = this.respawn_time;
2366 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2367 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2368 STAT(RESPAWN_TIME, this) *= -1;
2373 FixPlayermodel(this);
2375 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2376 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2377 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2380 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2383 this.items &= ~this.items_added;
2385 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2387 .entity weaponentity = weaponentities[slot];
2388 W_WeaponFrame(this, weaponentity);
2391 this.items_added = 0;
2392 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2393 this.items_added |= IT_FUEL;
2395 this.items |= this.items_added;
2400 // WEAPONTODO: Add a weapon request for this
2401 // rot vortex charge to the charge limit
2402 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2404 .entity weaponentity = weaponentities[slot];
2405 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2406 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2409 if (frametime) player_anim(this);
2412 secrets_setstatus(this);
2415 monsters_setstatus(this);
2417 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2422 .bool would_spectate;
2423 void ObserverThink(entity this)
2425 if ( CS(this).impulse )
2427 MinigameImpulse(this, CS(this).impulse);
2428 CS(this).impulse = 0;
2431 if (this.flags & FL_JUMPRELEASED) {
2432 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2433 this.flags &= ~FL_JUMPRELEASED;
2434 this.flags |= FL_SPAWNING;
2435 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2436 this.flags &= ~FL_JUMPRELEASED;
2437 if(SpectateNext(this)) {
2438 TRANSMUTE(Spectator, this);
2441 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2442 set_movetype(this, preferred_movetype);
2445 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2446 this.flags |= FL_JUMPRELEASED;
2447 if(this.flags & FL_SPAWNING)
2449 this.flags &= ~FL_SPAWNING;
2457 void SpectatorThink(entity this)
2459 if ( CS(this).impulse )
2461 if(MinigameImpulse(this, CS(this).impulse))
2462 CS(this).impulse = 0;
2464 if (CS(this).impulse == IMP_weapon_drop.impulse)
2466 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2467 CS(this).impulse = 0;
2472 if (this.flags & FL_JUMPRELEASED) {
2473 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2474 this.flags &= ~FL_JUMPRELEASED;
2475 this.flags |= FL_SPAWNING;
2476 } 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)) {
2477 this.flags &= ~FL_JUMPRELEASED;
2478 if(SpectateNext(this)) {
2479 TRANSMUTE(Spectator, this);
2481 TRANSMUTE(Observer, this);
2482 PutClientInServer(this);
2484 CS(this).impulse = 0;
2485 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2486 this.flags &= ~FL_JUMPRELEASED;
2487 if(SpectatePrev(this)) {
2488 TRANSMUTE(Spectator, this);
2490 TRANSMUTE(Observer, this);
2491 PutClientInServer(this);
2493 CS(this).impulse = 0;
2494 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2495 this.would_spectate = false;
2496 this.flags &= ~FL_JUMPRELEASED;
2497 TRANSMUTE(Observer, this);
2498 PutClientInServer(this);
2500 if(!SpectateUpdate(this))
2502 if(!SpectateNext(this))
2504 PutObserverInServer(this);
2505 this.would_spectate = true;
2510 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2511 this.flags |= FL_JUMPRELEASED;
2512 if(this.flags & FL_SPAWNING)
2514 this.flags &= ~FL_SPAWNING;
2519 if(!SpectateUpdate(this))
2520 PutObserverInServer(this);
2523 this.flags |= FL_CLIENT | FL_NOTARGET;
2526 void vehicles_enter (entity pl, entity veh);
2527 void PlayerUseKey(entity this)
2529 if (!IS_PLAYER(this))
2536 vehicles_exit(this.vehicle, VHEF_NORMAL);
2540 else if(autocvar_g_vehicles_enter)
2542 if(!STAT(FROZEN, this))
2546 entity head, closest_target = NULL;
2547 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2549 while(head) // find the closest acceptable target to enter
2551 if(IS_VEHICLE(head))
2553 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2554 if(head.takedamage != DAMAGE_NO)
2558 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2559 { closest_target = head; }
2561 else { closest_target = head; }
2567 if(closest_target) { vehicles_enter(this, closest_target); return; }
2571 // a use key was pressed; call handlers
2572 MUTATOR_CALLHOOK(PlayerUseKey, this);
2580 Called every frame for each client before the physics are run
2583 .float last_vehiclecheck;
2584 void PlayerPreThink (entity this)
2586 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2587 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2589 WarpZone_PlayerPhysics_FixVAngle(this);
2592 // physics frames: update anticheat stuff
2593 anticheat_prethink(this);
2596 if (blockSpectators && frametime) {
2597 // WORKAROUND: only use dropclient in server frames (frametime set).
2598 // Never use it in cl_movement frames (frametime zero).
2599 checkSpectatorBlock(this);
2602 zoomstate_set = false;
2604 // Check for nameless players
2605 if (this.netname == "" || this.netname != CS(this).netname_previous)
2607 bool assume_unchanged = (CS(this).netname_previous == "");
2608 if (isInvisibleString(this.netname))
2610 this.netname = strzone(sprintf("Player#%d", this.playerid));
2611 assume_unchanged = false;
2612 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2614 if (!assume_unchanged && autocvar_sv_eventlog)
2615 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2616 strcpy(CS(this).netname_previous, this.netname);
2620 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2621 CS(this).version_nagtime = 0;
2622 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2624 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2626 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2628 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2629 if (r < 0) { // old client
2630 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2631 } else if (r > 0) { // old server
2632 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2638 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2640 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2641 this.max_armorvalue = 0;
2646 if (STAT(FROZEN, this) == 2)
2648 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2649 this.health = max(1, STAT(REVIVE_PROGRESS, this) * start_health);
2650 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2652 if (STAT(REVIVE_PROGRESS, this) >= 1)
2655 else if (STAT(FROZEN, this) == 3)
2657 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2658 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this) );
2660 if (this.health < 1)
2663 vehicles_exit(this.vehicle, VHEF_RELEASE);
2664 if(this.event_damage)
2665 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2667 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2672 MUTATOR_CALLHOOK(PlayerPreThink, this);
2674 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2675 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2677 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2679 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2680 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2682 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2686 if(!it.team || SAME_TEAM(this, it))
2687 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2688 else if(autocvar_g_vehicles_steal)
2689 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2693 this.last_vehiclecheck = time + 1;
2696 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2698 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2700 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2703 if (IS_REAL_CLIENT(this))
2704 PrintWelcomeMessage(this);
2706 if (IS_PLAYER(this)) {
2707 if(!PlayerThink(this))
2710 else if (game_stopped || intermission_running) {
2711 if(intermission_running)
2712 IntermissionThink(this);
2715 else if (IS_OBSERVER(this)) {
2716 ObserverThink(this);
2718 else if (IS_SPEC(this)) {
2719 SpectatorThink(this);
2722 // WEAPONTODO: Add weapon request for this
2723 if (!zoomstate_set) {
2724 bool wep_zoomed = false;
2725 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2727 .entity weaponentity = weaponentities[slot];
2728 Weapon thiswep = this.(weaponentity).m_weapon;
2729 if(thiswep != WEP_Null && thiswep.wr_zoom)
2730 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2732 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2735 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2737 CS(this).teamkill_soundtime = 0;
2739 entity e = CS(this).teamkill_soundsource;
2740 entity oldpusher = e.pusher;
2742 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2743 e.pusher = oldpusher;
2746 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2747 CS(this).taunt_soundtime = 0;
2748 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2751 target_voicescript_next(this);
2753 // WEAPONTODO: Move into weaponsystem somehow
2754 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2755 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2757 .entity weaponentity = weaponentities[slot];
2758 if(this.(weaponentity).m_weapon == WEP_Null)
2759 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2763 void DrownPlayer(entity this)
2765 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2768 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2770 if(this.air_finished < time)
2771 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2772 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2774 else if (this.air_finished < time)
2776 if (this.pain_finished < time)
2778 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');
2779 this.pain_finished = time + 0.5;
2784 .bool move_qcphysics;
2786 void Player_Physics(entity this)
2788 set_movetype(this, this.move_movetype);
2790 if(!this.move_qcphysics)
2793 if(!frametime && !CS(this).pm_frametime)
2796 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2798 CS(this).pm_frametime = 0;
2805 Called every frame for each client after the physics are run
2808 void PlayerPostThink (entity this)
2810 Player_Physics(this);
2813 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2814 if (IS_REAL_CLIENT(this))
2815 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2817 int totalClients = 0;
2818 if(sv_maxidle_slots > 0)
2820 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2826 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2827 { /* do nothing */ }
2828 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2830 if (CS(this).idlekick_lasttimeleft)
2832 CS(this).idlekick_lasttimeleft = 0;
2833 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2838 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2839 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2840 if (!CS(this).idlekick_lasttimeleft)
2841 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2843 if (timeleft <= 0) {
2844 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2848 else if (timeleft <= 10) {
2849 if (timeleft != CS(this).idlekick_lasttimeleft) {
2850 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2852 CS(this).idlekick_lasttimeleft = timeleft;
2861 this.solid = SOLID_NOT;
2862 this.takedamage = DAMAGE_NO;
2863 set_movetype(this, MOVETYPE_NONE);
2866 if (IS_PLAYER(this)) {
2867 if(this.death_time == time && IS_DEAD(this))
2869 // player's bbox gets resized now, instead of in the damage event that killed the player,
2870 // once all the damage events of this frame have been processed with normal size
2872 setsize(this, this.mins, this.maxs);
2875 UpdateChatBubble(this);
2876 if (CS(this).impulse) ImpulseCommands(this);
2879 CSQCMODEL_AUTOUPDATE(this);
2882 GetPressedKeys(this);
2885 if (this.waypointsprite_attachedforcarrier) {
2886 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2887 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2890 playerdemo_write(this);
2892 CSQCMODEL_AUTOUPDATE(this);
2895 // hack to copy the button fields from the client entity to the Client State
2896 void PM_UpdateButtons(entity this, entity store)
2899 store.impulse = this.impulse;
2902 bool typing = this.buttonchat;
2904 store.button0 = (typing) ? 0 : this.button0;
2906 store.button2 = (typing) ? 0 : this.button2;
2907 store.button3 = (typing) ? 0 : this.button3;
2908 store.button4 = this.button4;
2909 store.button5 = (typing) ? 0 : this.button5;
2910 store.button6 = this.button6;
2911 store.button7 = this.button7;
2912 store.button8 = this.button8;
2913 store.button9 = this.button9;
2914 store.button10 = this.button10;
2915 store.button11 = this.button11;
2916 store.button12 = this.button12;
2917 store.button13 = this.button13;
2918 store.button14 = this.button14;
2919 store.button15 = this.button15;
2920 store.button16 = this.button16;
2921 store.buttonuse = this.buttonuse;
2922 store.buttonchat = this.buttonchat;
2924 store.cursor_active = this.cursor_active;
2925 store.cursor_screen = this.cursor_screen;
2926 store.cursor_trace_start = this.cursor_trace_start;
2927 store.cursor_trace_endpos = this.cursor_trace_endpos;
2928 store.cursor_trace_ent = this.cursor_trace_ent;
2930 store.ping = this.ping;
2931 store.ping_packetloss = this.ping_packetloss;
2932 store.ping_movementloss = this.ping_movementloss;
2934 store.v_angle = this.v_angle;
2935 store.movement = (typing) ? '0 0 0' : this.movement;
2938 NET_HANDLE(fpsreport, bool)
2940 int fps = ReadShort();
2941 PlayerScore_Set(sender, SP_FPS, fps);