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"
18 #include "command/common.qh"
23 #include "campaign.qh"
24 #include "command/common.qh"
25 #include "scores_rules.qh"
29 #include "../common/ent_cs.qh"
30 #include "../common/wepent.qh"
31 #include <common/state.qh>
33 #include <common/effects/qc/globalsound.qh>
35 #include "../common/triggers/func/conveyor.qh"
36 #include "../common/triggers/teleporters.qh"
38 #include "../common/vehicles/all.qh"
40 #include "weapons/hitplot.qh"
41 #include "weapons/weaponsystem.qh"
43 #include "../common/net_notice.qh"
44 #include "../common/net_linked.qh"
45 #include "../common/physics/player.qh"
47 #include "../common/items/_mod.qh"
49 #include "../common/mutators/mutator/waypoints/all.qh"
51 #include "../common/triggers/subs.qh"
52 #include "../common/triggers/triggers.qh"
53 #include "../common/triggers/trigger/secret.qh"
55 #include "../common/minigames/sv_minigames.qh"
57 #include "../common/items/inventory.qh"
59 #include "../common/monsters/sv_monsters.qh"
61 #include "../lib/warpzone/server.qh"
63 STATIC_METHOD(Client, Add, void(Client this, int _team))
66 TRANSMUTE(Player, this);
69 PutClientInServer(this);
72 void PutObserverInServer(entity this);
74 STATIC_METHOD(Client, Remove, void(Client this))
76 TRANSMUTE(Observer, this);
77 PutClientInServer(this);
78 ClientDisconnect(this);
81 void send_CSQC_teamnagger() {
82 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
85 int CountSpectators(entity player, entity to)
87 if(!player) { return 0; } // not sure how, but best to be safe
91 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
99 void WriteSpectators(entity player, entity to)
101 if(!player) { return; } // not sure how, but best to be safe
103 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
105 WriteByte(MSG_ENTITY, num_for_edict(it));
109 bool ClientData_Send(entity this, entity to, int sf)
111 assert(to == this.owner, return false);
114 if (IS_SPEC(e)) e = e.enemy;
117 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
118 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
119 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
120 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
122 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
123 WriteByte(MSG_ENTITY, sf);
126 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
130 float specs = CountSpectators(e, to);
131 WriteByte(MSG_ENTITY, specs);
132 WriteSpectators(e, to);
138 void ClientData_Attach(entity this)
140 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
141 CS(this).clientdata.drawonlytoclient = this;
142 CS(this).clientdata.owner = this;
145 void ClientData_Detach(entity this)
147 delete(CS(this).clientdata);
148 CS(this).clientdata = NULL;
151 void ClientData_Touch(entity e)
153 CS(e).clientdata.SendFlags = 1;
155 // make it spectatable
156 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
159 void SetSpectatee(entity this, entity spectatee);
160 void SetSpectatee_status(entity this, int spectatee_num);
167 Checks if the argument string can be a valid playermodel.
168 Returns a valid one in doubt.
171 string FallbackPlayerModel;
172 string CheckPlayerModel(string plyermodel) {
173 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
175 // note: we cannot summon Don Strunzone here, some player may
176 // still have the model string set. In case anyone manages how
177 // to change a cvar default, we'll have a small leak here.
178 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
180 // only in right path
181 if( substring(plyermodel,0,14) != "models/player/")
182 return FallbackPlayerModel;
183 // only good file extensions
184 if(substring(plyermodel,-4,4) != ".zym")
185 if(substring(plyermodel,-4,4) != ".dpm")
186 if(substring(plyermodel,-4,4) != ".iqm")
187 if(substring(plyermodel,-4,4) != ".md3")
188 if(substring(plyermodel,-4,4) != ".psk")
189 return FallbackPlayerModel;
190 // forbid the LOD models
191 if(substring(plyermodel, -9,5) == "_lod1")
192 return FallbackPlayerModel;
193 if(substring(plyermodel, -9,5) == "_lod2")
194 return FallbackPlayerModel;
195 if(plyermodel != strtolower(plyermodel))
196 return FallbackPlayerModel;
197 // also, restrict to server models
198 if(autocvar_sv_servermodelsonly)
200 if(!fexists(plyermodel))
201 return FallbackPlayerModel;
206 void setplayermodel(entity e, string modelname)
208 precache_model(modelname);
209 _setmodel(e, modelname);
210 player_setupanimsformodel(e);
211 if(!autocvar_g_debug_globalsounds)
212 UpdatePlayerSounds(e);
215 void FixPlayermodel(entity player);
216 /** putting a client as observer in the server */
217 void PutObserverInServer(entity this)
219 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
220 PlayerState_detach(this);
222 if (IS_PLAYER(this) && this.health >= 1) {
224 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
228 entity spot = SelectSpawnPoint(this, true);
229 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
230 this.angles = vec2(spot.angles);
231 this.fixangle = true;
232 // offset it so that the spectator spawns higher off the ground, looks better this way
233 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
234 if (IS_REAL_CLIENT(this))
237 WriteByte(MSG_ONE, SVC_SETVIEW);
238 WriteEntity(MSG_ONE, this);
240 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
241 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
242 if(!autocvar_g_debug_globalsounds)
244 // needed for player sounds
246 FixPlayermodel(this);
248 setmodel(this, MDL_Null);
249 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
250 this.view_ofs = '0 0 0';
253 RemoveGrapplingHooks(this);
254 Portal_ClearAll(this);
256 SetSpectatee(this, NULL);
261 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
265 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
267 WaypointSprite_PlayerDead(this);
269 if (mutator_returnvalue) {
270 // mutator prevents resetting teams+score
272 this.team = -1; // move this as it is needed to log the player spectating in eventlog
273 this.frags = FRAGS_SPECTATOR;
274 PlayerScore_Clear(this); // clear scores when needed
277 if (CS(this).killcount != FRAGS_SPECTATOR)
279 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
281 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
282 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
284 if(!CS(this).just_joined)
285 LogTeamchange(this.playerid, -1, 4);
287 CS(this).just_joined = false;
290 accuracy_resend(this);
292 CS(this).spectatortime = time;
294 IL_REMOVE(g_bot_targets, this);
295 this.bot_attack = false;
296 this.hud = HUD_NORMAL;
297 TRANSMUTE(Observer, this);
298 this.iscreature = false;
299 this.teleportable = TELEPORT_SIMPLE;
300 if(this.damagedbycontents)
301 IL_REMOVE(g_damagedbycontents, this);
302 this.damagedbycontents = false;
303 this.health = FRAGS_SPECTATOR;
304 SetSpectatee_status(this, etof(this));
305 this.takedamage = DAMAGE_NO;
306 this.solid = SOLID_NOT;
307 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
308 this.flags = FL_CLIENT | FL_NOTARGET;
309 this.armorvalue = 666;
311 this.armorvalue = autocvar_g_balance_armor_start;
312 this.pauserotarmor_finished = 0;
313 this.pauserothealth_finished = 0;
314 this.pauseregen_finished = 0;
315 this.damageforcescale = 0;
317 this.respawn_flags = 0;
318 this.respawn_time = 0;
319 this.stat_respawn_time = 0;
324 this.pain_finished = 0;
325 this.strength_finished = 0;
326 this.invincible_finished = 0;
327 this.superweapons_finished = 0;
330 setthink(this, func_null);
332 this.deadflag = DEAD_NO;
334 this.revive_progress = 0;
335 this.revival_time = 0;
338 this.weapons = '0 0 0';
339 this.drawonlytoclient = this;
341 this.weaponmodel = "";
342 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
344 this.weaponentities[slot] = NULL;
346 this.exteriorweaponentity = NULL;
347 CS(this).killcount = FRAGS_SPECTATOR;
348 this.velocity = '0 0 0';
349 this.avelocity = '0 0 0';
350 this.punchangle = '0 0 0';
351 this.punchvector = '0 0 0';
352 this.oldvelocity = this.velocity;
353 this.fire_endtime = -1;
354 this.event_damage = func_null;
356 for(int slot = 0; slot < MAX_AXH; ++slot)
358 entity axh = this.(AuxiliaryXhair[slot]);
359 this.(AuxiliaryXhair[slot]) = NULL;
361 if(axh.owner == this && axh != NULL && !wasfreed(axh))
366 int player_getspecies(entity this)
368 get_model_parameters(this.model, this.skin);
369 int s = get_model_parameters_species;
370 get_model_parameters(string_null, 0);
371 if (s < 0) return SPECIES_HUMAN;
375 .float model_randomizer;
376 void FixPlayermodel(entity player)
378 string defaultmodel = "";
380 if(autocvar_sv_defaultcharacter)
386 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
387 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
388 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
389 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
393 if(defaultmodel == "")
395 defaultmodel = autocvar_sv_defaultplayermodel;
396 defaultskin = autocvar_sv_defaultplayerskin;
399 int n = tokenize_console(defaultmodel);
402 defaultmodel = argv(floor(n * CS(player).model_randomizer));
403 // However, do NOT randomize if the player-selected model is in the list.
404 for (int i = 0; i < n; ++i)
405 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
406 defaultmodel = argv(i);
409 int i = strstrofs(defaultmodel, ":", 0);
412 defaultskin = stof(substring(defaultmodel, i+1, -1));
413 defaultmodel = substring(defaultmodel, 0, i);
416 if(autocvar_sv_defaultcharacterskin && !defaultskin)
422 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
423 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
424 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
425 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
430 defaultskin = autocvar_sv_defaultplayerskin;
433 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
434 defaultmodel = M_ARGV(0, string);
435 defaultskin = M_ARGV(1, int);
439 if(defaultmodel != "")
441 if (defaultmodel != player.model)
443 vector m1 = player.mins;
444 vector m2 = player.maxs;
445 setplayermodel (player, defaultmodel);
446 setsize (player, m1, m2);
450 oldskin = player.skin;
451 player.skin = defaultskin;
453 if (player.playermodel != player.model || player.playermodel == "")
455 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
456 vector m1 = player.mins;
457 vector m2 = player.maxs;
458 setplayermodel (player, player.playermodel);
459 setsize (player, m1, m2);
463 if(!autocvar_sv_defaultcharacterskin)
465 oldskin = player.skin;
466 player.skin = stof(player.playerskin);
470 oldskin = player.skin;
471 player.skin = defaultskin;
475 if(chmdl || oldskin != player.skin) // model or skin has changed
477 player.species = player_getspecies(player); // update species
478 if(!autocvar_g_debug_globalsounds)
479 UpdatePlayerSounds(player); // update skin sounds
483 if(strlen(autocvar_sv_defaultplayercolors))
484 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
485 setcolor(player, stof(autocvar_sv_defaultplayercolors));
488 void PutPlayerInServer(entity this)
490 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
492 PlayerState_attach(this);
493 accuracy_resend(this);
496 JoinBestTeam(this, false, true);
498 entity spot = SelectSpawnPoint(this, false);
500 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
501 return; // spawn failed
504 TRANSMUTE(Player, this);
506 CS(this).wasplayer = true;
507 this.iscreature = true;
508 this.teleportable = TELEPORT_NORMAL;
509 if(!this.damagedbycontents)
510 IL_PUSH(g_damagedbycontents, this);
511 this.damagedbycontents = true;
512 set_movetype(this, MOVETYPE_WALK);
513 this.solid = SOLID_SLIDEBOX;
514 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
515 if (autocvar_g_playerclip_collisions)
516 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
517 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
518 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
519 this.frags = FRAGS_PLAYER;
520 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
521 this.flags = FL_CLIENT | FL_PICKUPITEMS;
522 if (autocvar__notarget)
523 this.flags |= FL_NOTARGET;
524 this.takedamage = DAMAGE_AIM;
525 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
529 this.ammo_shells = warmup_start_ammo_shells;
530 this.ammo_nails = warmup_start_ammo_nails;
531 this.ammo_rockets = warmup_start_ammo_rockets;
532 this.ammo_cells = warmup_start_ammo_cells;
533 this.ammo_plasma = warmup_start_ammo_plasma;
534 this.ammo_fuel = warmup_start_ammo_fuel;
535 this.health = warmup_start_health;
536 this.armorvalue = warmup_start_armorvalue;
537 this.weapons = WARMUP_START_WEAPONS;
539 this.ammo_shells = start_ammo_shells;
540 this.ammo_nails = start_ammo_nails;
541 this.ammo_rockets = start_ammo_rockets;
542 this.ammo_cells = start_ammo_cells;
543 this.ammo_plasma = start_ammo_plasma;
544 this.ammo_fuel = start_ammo_fuel;
545 this.health = start_health;
546 this.armorvalue = start_armorvalue;
547 this.weapons = start_weapons;
548 GiveRandomWeapons(this, random_start_weapons_count,
549 cvar_string("g_random_start_weapons"), random_start_shells,
550 random_start_bullets, random_start_rockets, random_start_cells,
551 random_start_plasma);
553 SetSpectatee_status(this, 0);
555 PS(this).dual_weapons = '0 0 0';
557 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
559 this.items = start_items;
561 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
562 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
563 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
564 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
565 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
566 // extend the pause of rotting if client was reset at the beginning of the countdown
567 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
568 float f = game_starttime - time;
569 this.spawnshieldtime += f;
570 this.pauserotarmor_finished += f;
571 this.pauserothealth_finished += f;
572 this.pauseregen_finished += f;
574 this.damageforcescale = 2;
576 this.respawn_flags = 0;
577 this.respawn_time = 0;
578 this.stat_respawn_time = 0;
579 this.scale = autocvar_sv_player_scale;
582 this.pain_finished = 0;
584 setthink(this, func_null); // players have no think function
587 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
589 this.deadflag = DEAD_NO;
591 this.angles = spot.angles;
592 this.angles_z = 0; // never spawn tilted even if the spot says to
593 if (IS_BOT_CLIENT(this))
594 this.v_angle = this.angles;
595 this.fixangle = true; // turn this way immediately
596 this.oldvelocity = this.velocity = '0 0 0';
597 this.avelocity = '0 0 0';
598 this.punchangle = '0 0 0';
599 this.punchvector = '0 0 0';
601 this.strength_finished = 0;
602 this.invincible_finished = 0;
603 this.fire_endtime = -1;
604 this.revive_progress = 0;
605 this.revival_time = 0;
606 this.air_finished = time + 12;
608 entity spawnevent = new_pure(spawnevent);
609 spawnevent.owner = this;
610 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
612 // Cut off any still running player sounds.
613 stopsound(this, CH_PLAYER_SINGLE);
616 FixPlayermodel(this);
617 this.drawonlytoclient = NULL;
622 this.view_ofs = STAT(PL_VIEW_OFS, this);
623 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
624 this.spawnorigin = spot.origin;
625 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
626 // don't reset back to last position, even if new position is stuck in solid
627 this.oldorigin = this.origin;
628 this.lastteleporttime = time; // prevent insane speeds due to changing origin
630 IL_REMOVE(g_conveyed, this);
631 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
632 this.hud = HUD_NORMAL;
634 this.event_damage = PlayerDamage;
637 IL_PUSH(g_bot_targets, this);
638 this.bot_attack = true;
639 if(!this.monster_attack)
640 IL_PUSH(g_monster_targets, this);
641 this.monster_attack = true;
642 navigation_dynamicgoal_init(this, false);
644 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
646 if (CS(this).killcount == FRAGS_SPECTATOR) {
647 PlayerScore_Clear(this);
648 CS(this).killcount = 0;
651 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
653 .entity weaponentity = weaponentities[slot];
654 entity oldwep = this.(weaponentity);
655 CL_SpawnWeaponentity(this, weaponentity);
656 if(oldwep && oldwep.owner == this)
657 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
659 this.alpha = default_player_alpha;
660 this.colormod = '1 1 1' * autocvar_g_player_brightness;
661 this.exteriorweaponentity.alpha = default_weapon_alpha;
663 this.speedrunning = false;
665 target_voicescript_clear(this);
667 // reset fields the weapons may use
668 FOREACH(Weapons, true, {
669 it.wr_resetplayer(it, this);
670 // reload all reloadable weapons
671 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
672 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
674 .entity weaponentity = weaponentities[slot];
675 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
681 string s = spot.target;
682 spot.target = string_null;
683 SUB_UseTargets(spot, this, NULL);
689 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
691 if (autocvar_spawn_debug)
693 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
694 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
697 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
699 .entity weaponentity = weaponentities[slot];
700 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
701 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
703 this.(weaponentity).m_switchweapon = WEP_Null;
704 this.(weaponentity).m_weapon = WEP_Null;
705 this.(weaponentity).weaponname = "";
706 this.(weaponentity).m_switchingweapon = WEP_Null;
707 this.(weaponentity).cnt = -1;
710 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
712 if (!warmup_stage && !this.alivetime)
713 this.alivetime = time;
715 antilag_clear(this, CS(this));
718 /** Called when a client spawns in the server */
719 void PutClientInServer(entity this)
721 if (IS_BOT_CLIENT(this)) {
722 TRANSMUTE(Player, this);
723 } else if (IS_REAL_CLIENT(this)) {
725 WriteByte(MSG_ONE, SVC_SETVIEW);
726 WriteEntity(MSG_ONE, this);
729 TRANSMUTE(Observer, this);
731 SetSpectatee(this, NULL);
735 PS(this).itemkeys = 0;
737 MUTATOR_CALLHOOK(PutClientInServer, this);
739 if (IS_OBSERVER(this)) {
740 PutObserverInServer(this);
741 } else if (IS_PLAYER(this)) {
742 PutPlayerInServer(this);
746 void ClientInit_misc(entity this);
748 // TODO do we need all these fields, or should we stop autodetecting runtime
749 // changes and just have a console command to update this?
750 bool ClientInit_SendEntity(entity this, entity to, int sf)
752 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
755 // MSG_INIT replacement
756 // TODO: make easier to use
758 W_PROP_reload(MSG_ONE, to);
759 ClientInit_misc(this);
760 MUTATOR_CALLHOOK(Ent_Init);
762 void ClientInit_misc(entity this)
764 int channel = MSG_ONE;
765 WriteHeader(channel, ENT_CLIENT_INIT);
766 WriteByte(channel, g_nexball_meter_period * 32);
767 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
768 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
769 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
770 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
771 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
772 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
773 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
774 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
776 if(sv_foginterval && world.fog != "")
777 WriteString(channel, world.fog);
779 WriteString(channel, "");
780 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
781 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
782 WriteByte(channel, serverflags);
783 WriteCoord(channel, autocvar_g_trueaim_minrange);
786 void ClientInit_CheckUpdate(entity this)
788 this.nextthink = time;
789 if(this.count != autocvar_g_balance_armor_blockpercent)
791 this.count = autocvar_g_balance_armor_blockpercent;
794 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
796 this.cnt = autocvar_g_balance_damagepush_speedfactor;
801 void ClientInit_Spawn()
803 entity e = new_pure(clientinit);
804 setthink(e, ClientInit_CheckUpdate);
805 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
807 ClientInit_CheckUpdate(e);
817 // initialize parms for a new player
818 parm1 = -(86400 * 366);
820 MUTATOR_CALLHOOK(SetNewParms);
828 void SetChangeParms (entity this)
830 // save parms for level change
831 parm1 = CS(this).parm_idlesince - time;
833 MUTATOR_CALLHOOK(SetChangeParms);
841 void DecodeLevelParms(entity this)
844 CS(this).parm_idlesince = parm1;
845 if (CS(this).parm_idlesince == -(86400 * 366))
846 CS(this).parm_idlesince = time;
848 // whatever happens, allow 60 seconds of idling directly after connect for map loading
849 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
851 MUTATOR_CALLHOOK(DecodeLevelParms);
858 Called when a client types 'kill' in the console
862 .float clientkill_nexttime;
863 void ClientKill_Now_TeamChange(entity this)
865 if(CS(this).killindicator_teamchange == -1)
867 JoinBestTeam( this, false, true );
869 else if(CS(this).killindicator_teamchange == -2)
872 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
873 PutObserverInServer(this);
876 SV_ChangeTeam(this, CS(this).killindicator_teamchange - 1);
877 CS(this).killindicator_teamchange = 0;
880 void ClientKill_Now(entity this)
884 vehicles_exit(this.vehicle, VHEF_RELEASE);
885 if(!CS(this).killindicator_teamchange)
887 this.vehicle_health = -1;
888 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
892 if(this.killindicator && !wasfreed(this.killindicator))
893 delete(this.killindicator);
895 this.killindicator = NULL;
897 if(CS(this).killindicator_teamchange)
898 ClientKill_Now_TeamChange(this);
900 if(!IS_SPEC(this) && !IS_OBSERVER(this))
901 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
903 // now I am sure the player IS dead
905 void KillIndicator_Think(entity this)
909 this.owner.killindicator = NULL;
914 if (this.owner.alpha < 0 && !this.owner.vehicle)
916 this.owner.killindicator = NULL;
923 ClientKill_Now(this.owner);
926 else if(this.health == 1) // health == 1 means that it's silent
928 this.nextthink = time + 1;
934 setmodel(this, MDL_NUM(this.cnt));
935 if(IS_REAL_CLIENT(this.owner))
938 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
940 this.nextthink = time + 1;
945 float clientkilltime;
946 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
954 killtime = autocvar_g_balance_kill_delay;
956 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
958 killtime = M_ARGV(1, float);
960 CS(this).killindicator_teamchange = targetteam;
962 if(!this.killindicator)
966 killtime = max(killtime, this.clientkill_nexttime - time);
967 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
970 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
972 ClientKill_Now(this);
976 starttime = max(time, clientkilltime);
978 this.killindicator = spawn();
979 this.killindicator.owner = this;
980 this.killindicator.scale = 0.5;
981 setattachment(this.killindicator, this, "");
982 setorigin(this.killindicator, '0 0 52');
983 setthink(this.killindicator, KillIndicator_Think);
984 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
985 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
986 this.killindicator.cnt = ceil(killtime);
987 this.killindicator.count = bound(0, ceil(killtime), 10);
988 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
990 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
992 it.killindicator = spawn();
993 it.killindicator.owner = it;
994 it.killindicator.scale = 0.5;
995 setattachment(it.killindicator, it, "");
996 setorigin(it.killindicator, '0 0 52');
997 setthink(it.killindicator, KillIndicator_Think);
998 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
999 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1000 it.killindicator.cnt = ceil(killtime);
1005 if(this.killindicator)
1007 if(targetteam == 0) // just die
1009 this.killindicator.colormod = '0 0 0';
1010 if(IS_REAL_CLIENT(this))
1011 if(this.killindicator.cnt > 0)
1012 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1014 else if(targetteam == -1) // auto
1016 this.killindicator.colormod = '0 1 0';
1017 if(IS_REAL_CLIENT(this))
1018 if(this.killindicator.cnt > 0)
1019 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1021 else if(targetteam == -2) // spectate
1023 this.killindicator.colormod = '0.5 0.5 0.5';
1024 if(IS_REAL_CLIENT(this))
1025 if(this.killindicator.cnt > 0)
1026 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1030 this.killindicator.colormod = Team_ColorRGB(targetteam);
1031 if(IS_REAL_CLIENT(this))
1032 if(this.killindicator.cnt > 0)
1033 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1039 void ClientKill (entity this)
1041 if(game_stopped) return;
1042 if(this.player_blocked) return;
1043 if(STAT(FROZEN, this)) return;
1045 ClientKill_TeamChange(this, 0);
1048 void FixClientCvars(entity e)
1050 // send prediction settings to the client
1051 stuffcmd(e, "\nin_bindmap 0 0\n");
1052 if(autocvar_g_antilag == 3) // client side hitscan
1053 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1054 if(autocvar_sv_gentle)
1055 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1057 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1058 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1060 MUTATOR_CALLHOOK(FixClientCvars, e);
1063 bool findinlist_abbrev(string tofind, string list)
1065 if(list == "" || tofind == "")
1066 return false; // empty list or search, just return
1068 // this function allows abbreviated strings!
1069 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1077 bool PlayerInIPList(entity p, string iplist)
1079 // some safety checks (never allow local?)
1080 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1083 return findinlist_abbrev(p.netaddress, iplist);
1086 bool PlayerInIDList(entity p, string idlist)
1088 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1092 return findinlist_abbrev(p.crypto_idfp, idlist);
1095 bool PlayerInList(entity player, string list)
1097 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1100 #ifdef DP_EXT_PRECONNECT
1105 Called once (not at each match start) when a client begins a connection to the server
1108 void ClientPreConnect(entity this)
1110 if(autocvar_sv_eventlog)
1112 GameLogEcho(sprintf(":connect:%d:%d:%s",
1115 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1125 Called when a client connects to the server
1128 void ClientConnect(entity this)
1130 if (Ban_MaybeEnforceBanOnce(this)) return;
1131 assert(!IS_CLIENT(this), return);
1132 this.flags |= FL_CLIENT;
1133 assert(player_count >= 0, player_count = 0);
1136 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1138 TRANSMUTE(Client, this);
1139 CS(this).version_nagtime = time + 10 + random() * 10;
1141 // identify the right forced team
1142 if (autocvar_g_campaign)
1144 if (IS_REAL_CLIENT(this)) // only players, not bots
1146 switch (autocvar_g_campaign_forceteam)
1148 case 1: this.team_forced = NUM_TEAM_1; break;
1149 case 2: this.team_forced = NUM_TEAM_2; break;
1150 case 3: this.team_forced = NUM_TEAM_3; break;
1151 case 4: this.team_forced = NUM_TEAM_4; break;
1152 default: this.team_forced = 0;
1156 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1157 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1158 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1159 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1160 else switch (autocvar_g_forced_team_otherwise)
1162 default: this.team_forced = 0; break;
1163 case "red": this.team_forced = NUM_TEAM_1; break;
1164 case "blue": this.team_forced = NUM_TEAM_2; break;
1165 case "yellow": this.team_forced = NUM_TEAM_3; break;
1166 case "pink": this.team_forced = NUM_TEAM_4; break;
1169 this.team_forced = -1;
1172 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1175 int id = this.playerid;
1176 this.playerid = 0; // silent
1177 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1181 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1182 TRANSMUTE(Observer, this);
1184 if (!teamplay || autocvar_g_balance_teams) {
1185 TRANSMUTE(Player, this);
1186 campaign_bots_may_start = true;
1188 TRANSMUTE(Observer, this); // do it anyway
1192 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1194 // always track bots, don't ask for cl_allow_uidtracking
1195 if (IS_BOT_CLIENT(this))
1196 PlayerStats_GameReport_AddPlayer(this);
1198 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1200 if (autocvar_sv_eventlog)
1201 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1203 LogTeamchange(this.playerid, this.team, 1);
1205 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1207 CS(this).netname_previous = strzone(this.netname);
1209 if(teamplay && IS_PLAYER(this))
1210 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1212 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1214 stuffcmd(this, clientstuff, "\n");
1215 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1217 FixClientCvars(this);
1219 // get version info from player
1220 stuffcmd(this, "cmd clientversion $gameversion\n");
1222 // notify about available teams
1225 CheckAllowedTeams(this);
1227 if (c1 >= 0) t |= BIT(0);
1228 if (c2 >= 0) t |= BIT(1);
1229 if (c3 >= 0) t |= BIT(2);
1230 if (c4 >= 0) t |= BIT(3);
1231 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1235 stuffcmd(this, "set _teams_available 0\n");
1238 bot_relinkplayerlist();
1240 CS(this).spectatortime = time;
1241 if (blockSpectators)
1243 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1246 CS(this).jointime = time;
1248 if (IS_REAL_CLIENT(this))
1250 if (g_weaponarena_weapons == WEPSET(TUBA))
1251 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1254 if (!sv_foginterval && world.fog != "")
1255 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1257 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1258 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1259 send_CSQC_teamnagger();
1261 CSQCMODEL_AUTOINIT(this);
1263 CS(this).model_randomizer = random();
1265 if (IS_REAL_CLIENT(this))
1266 sv_notice_join(this);
1268 // update physics stats (players can spawn before physics runs)
1269 Physics_UpdateStats(this);
1271 IL_EACH(g_initforplayer, it.init_for_player, {
1272 it.init_for_player(it, this);
1275 MUTATOR_CALLHOOK(ClientConnect, this);
1277 if (IS_REAL_CLIENT(this))
1279 if (!autocvar_g_campaign && !IS_PLAYER(this))
1281 CS(this).motd_actived_time = -1;
1282 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1290 Called when a client disconnects from the server
1293 .entity chatbubbleentity;
1295 void ClientDisconnect(entity this)
1297 assert(IS_CLIENT(this), return);
1299 PlayerStats_GameReport_FinalizePlayer(this);
1300 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1301 if (CS(this).active_minigame) part_minigame(this);
1302 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1304 if (autocvar_sv_eventlog)
1305 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1307 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1310 SetSpectatee(this, NULL);
1312 MUTATOR_CALLHOOK(ClientDisconnect, this);
1314 if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
1315 ClientState_detach(this);
1317 Portal_ClearAll(this);
1321 RemoveGrapplingHooks(this);
1323 // Here, everything has been done that requires this player to be a client.
1325 this.flags &= ~FL_CLIENT;
1327 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1328 if (this.killindicator) delete(this.killindicator);
1330 WaypointSprite_PlayerGone(this);
1332 bot_relinkplayerlist();
1334 if (this.clientstatus) strunzone(this.clientstatus);
1335 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1336 if (this.personal) delete(this.personal);
1340 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1345 void ChatBubbleThink(entity this)
1347 this.nextthink = time;
1348 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1350 if(this.owner) // but why can that ever be NULL?
1351 this.owner.chatbubbleentity = NULL;
1358 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1360 if ( CS(this.owner).active_minigame )
1361 this.mdl = "models/sprites/minigame_busy.iqm";
1362 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1363 this.mdl = "models/misc/chatbubble.spr";
1366 if ( this.model != this.mdl )
1367 _setmodel(this, this.mdl);
1371 void UpdateChatBubble(entity this)
1375 // spawn a chatbubble entity if needed
1376 if (!this.chatbubbleentity)
1378 this.chatbubbleentity = new(chatbubbleentity);
1379 this.chatbubbleentity.owner = this;
1380 this.chatbubbleentity.exteriormodeltoclient = this;
1381 setthink(this.chatbubbleentity, ChatBubbleThink);
1382 this.chatbubbleentity.nextthink = time;
1383 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1384 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1385 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1386 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1387 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1388 //this.chatbubbleentity.model = "";
1389 this.chatbubbleentity.effects = EF_LOWPRECISION;
1394 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1395 // added to the model skins
1396 /*void UpdateColorModHack()
1399 c = this.clientcolors & 15;
1400 // LordHavoc: only bothering to support white, green, red, yellow, blue
1401 if (!teamplay) this.colormod = '0 0 0';
1402 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1403 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1404 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1405 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1406 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1407 else this.colormod = '1 1 1';
1410 void respawn(entity this)
1412 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1414 this.solid = SOLID_NOT;
1415 this.takedamage = DAMAGE_NO;
1416 set_movetype(this, MOVETYPE_FLY);
1417 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1418 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1419 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1420 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1421 if(autocvar_g_respawn_ghosts_maxtime)
1422 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1427 this.effects |= EF_NODRAW; // prevent another CopyBody
1428 PutClientInServer(this);
1431 void play_countdown(entity this, float finished, Sound samp)
1434 if(IS_REAL_CLIENT(this))
1435 if(floor(finished - time - frametime) != floor(finished - time))
1436 if(finished - time < 6)
1437 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1440 void player_powerups(entity this)
1442 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1443 int items_prev = this.items;
1445 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1446 this.modelflags |= MF_ROCKET;
1448 this.modelflags &= ~MF_ROCKET;
1450 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1452 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1455 Fire_ApplyDamage(this);
1456 Fire_ApplyEffect(this);
1460 if (this.items & ITEM_Strength.m_itemid)
1462 play_countdown(this, this.strength_finished, SND_POWEROFF);
1463 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1464 if (time > this.strength_finished)
1466 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1467 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1468 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1473 if (time < this.strength_finished)
1475 this.items = this.items | ITEM_Strength.m_itemid;
1477 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1478 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1481 if (this.items & ITEM_Shield.m_itemid)
1483 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1484 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1485 if (time > this.invincible_finished)
1487 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1488 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1489 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1494 if (time < this.invincible_finished)
1496 this.items = this.items | ITEM_Shield.m_itemid;
1498 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1499 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1502 if (this.items & IT_SUPERWEAPON)
1504 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1506 this.superweapons_finished = 0;
1507 this.items = this.items - (this.items & IT_SUPERWEAPON);
1508 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1509 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1511 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1513 // don't let them run out
1517 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1518 if (time > this.superweapons_finished)
1520 this.items = this.items - (this.items & IT_SUPERWEAPON);
1521 this.weapons &= ~WEPSET_SUPERWEAPONS;
1522 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1523 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1527 else if(this.weapons & WEPSET_SUPERWEAPONS)
1529 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1531 this.items = this.items | IT_SUPERWEAPON;
1533 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1534 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1538 this.superweapons_finished = 0;
1539 this.weapons &= ~WEPSET_SUPERWEAPONS;
1544 this.superweapons_finished = 0;
1548 if(autocvar_g_nodepthtestplayers)
1549 this.effects = this.effects | EF_NODEPTHTEST;
1551 if(autocvar_g_fullbrightplayers)
1552 this.effects = this.effects | EF_FULLBRIGHT;
1554 if (time >= game_starttime)
1555 if (time < this.spawnshieldtime)
1556 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1558 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1561 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1563 if(current > stable)
1565 else if(current > stable - 0.25) // when close enough, "snap"
1568 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1571 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1573 if(current < stable)
1575 else if(current < stable + 0.25) // when close enough, "snap"
1578 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1581 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1583 if(current > rotstable)
1585 if(rotframetime > 0)
1587 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1588 current = max(rotstable, current - rotlinear * rotframetime);
1591 else if(current < regenstable)
1593 if(regenframetime > 0)
1595 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1596 current = min(regenstable, current + regenlinear * regenframetime);
1606 void player_regen(entity this)
1608 float max_mod, regen_mod, rot_mod, limit_mod;
1609 max_mod = regen_mod = rot_mod = limit_mod = 1;
1611 float regen_health = autocvar_g_balance_health_regen;
1612 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1613 float regen_health_rot = autocvar_g_balance_health_rot;
1614 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1615 float regen_health_stable = autocvar_g_balance_health_regenstable;
1616 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1617 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1618 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1619 max_mod = M_ARGV(1, float);
1620 regen_mod = M_ARGV(2, float);
1621 rot_mod = M_ARGV(3, float);
1622 limit_mod = M_ARGV(4, float);
1623 regen_health = M_ARGV(5, float);
1624 regen_health_linear = M_ARGV(6, float);
1625 regen_health_rot = M_ARGV(7, float);
1626 regen_health_rotlinear = M_ARGV(8, float);
1627 regen_health_stable = M_ARGV(9, float);
1628 regen_health_rotstable = M_ARGV(10, float);
1630 if(!mutator_returnvalue)
1631 if(!STAT(FROZEN, this))
1633 float mina, maxa, limith, limita;
1634 maxa = autocvar_g_balance_armor_rotstable;
1635 mina = autocvar_g_balance_armor_regenstable;
1636 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1637 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1639 regen_health_rotstable = regen_health_rotstable * max_mod;
1640 regen_health_stable = regen_health_stable * max_mod;
1641 limith = limith * limit_mod;
1642 limita = limita * limit_mod;
1644 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);
1645 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);
1648 // if player rotted to death... die!
1649 // check this outside above checks, as player may still be able to rot to death
1653 vehicles_exit(this.vehicle, VHEF_RELEASE);
1654 if(this.event_damage)
1655 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1658 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1660 float minf, maxf, limitf;
1662 maxf = autocvar_g_balance_fuel_rotstable;
1663 minf = autocvar_g_balance_fuel_regenstable;
1664 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1666 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);
1668 // Ugly hack to make sure the health and armor don't go beyond hard limit.
1669 // TODO: Remove this hack when all code uses GivePlayerHealth and
1671 if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1673 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1675 if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1677 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1683 void SetZoomState(entity this, float newzoom)
1685 if(newzoom != CS(this).zoomstate)
1687 CS(this).zoomstate = newzoom;
1688 ClientData_Touch(this);
1690 zoomstate_set = true;
1693 void GetPressedKeys(entity this)
1695 MUTATOR_CALLHOOK(GetPressedKeys, this);
1696 int keys = STAT(PRESSED_KEYS, this);
1697 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1698 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1699 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1700 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1702 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1703 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1704 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1705 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1706 CS(this).pressedkeys = keys; // store for other users
1708 STAT(PRESSED_KEYS, this) = keys;
1712 ======================
1713 spectate mode routines
1714 ======================
1717 void SpectateCopy(entity this, entity spectatee)
1719 TC(Client, this); TC(Client, spectatee);
1721 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1722 PS(this) = PS(spectatee);
1723 this.armortype = spectatee.armortype;
1724 this.armorvalue = spectatee.armorvalue;
1725 this.ammo_cells = spectatee.ammo_cells;
1726 this.ammo_plasma = spectatee.ammo_plasma;
1727 this.ammo_shells = spectatee.ammo_shells;
1728 this.ammo_nails = spectatee.ammo_nails;
1729 this.ammo_rockets = spectatee.ammo_rockets;
1730 this.ammo_fuel = spectatee.ammo_fuel;
1731 this.clip_load = spectatee.clip_load;
1732 this.clip_size = spectatee.clip_size;
1733 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1734 this.health = spectatee.health;
1735 CS(this).impulse = 0;
1736 this.items = spectatee.items;
1737 this.last_pickup = spectatee.last_pickup;
1738 this.hit_time = spectatee.hit_time;
1739 this.strength_finished = spectatee.strength_finished;
1740 this.invincible_finished = spectatee.invincible_finished;
1741 this.superweapons_finished = spectatee.superweapons_finished;
1742 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1743 this.weapons = spectatee.weapons;
1744 this.vortex_charge = spectatee.vortex_charge;
1745 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1746 this.hagar_load = spectatee.hagar_load;
1747 this.arc_heat_percent = spectatee.arc_heat_percent;
1748 this.minelayer_mines = spectatee.minelayer_mines;
1749 this.punchangle = spectatee.punchangle;
1750 this.view_ofs = spectatee.view_ofs;
1751 this.velocity = spectatee.velocity;
1752 this.dmg_take = spectatee.dmg_take;
1753 this.dmg_save = spectatee.dmg_save;
1754 this.dmg_inflictor = spectatee.dmg_inflictor;
1755 this.v_angle = spectatee.v_angle;
1756 this.angles = spectatee.v_angle;
1757 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1758 this.revive_progress = spectatee.revive_progress;
1759 this.viewloc = spectatee.viewloc;
1760 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1761 this.fixangle = true;
1762 setorigin(this, spectatee.origin);
1763 setsize(this, spectatee.mins, spectatee.maxs);
1764 SetZoomState(this, CS(spectatee).zoomstate);
1766 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1768 .entity weaponentity = weaponentities[slot];
1769 this.(weaponentity) = spectatee.(weaponentity);
1772 for(int slot = 0; slot < MAX_AXH; ++slot)
1774 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1777 anticheat_spectatecopy(this, spectatee);
1778 this.hud = spectatee.hud;
1779 if(spectatee.vehicle)
1781 this.angles = spectatee.v_angle;
1783 //this.fixangle = false;
1784 //this.velocity = spectatee.vehicle.velocity;
1785 this.vehicle_health = spectatee.vehicle_health;
1786 this.vehicle_shield = spectatee.vehicle_shield;
1787 this.vehicle_energy = spectatee.vehicle_energy;
1788 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1789 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1790 this.vehicle_reload1 = spectatee.vehicle_reload1;
1791 this.vehicle_reload2 = spectatee.vehicle_reload2;
1793 //msg_entity = this;
1795 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1796 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1797 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1798 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1800 //WriteByte (MSG_ONE, SVC_SETVIEW);
1801 // WriteEntity(MSG_ONE, this);
1802 //makevectors(spectatee.v_angle);
1803 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1807 bool SpectateUpdate(entity this)
1812 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1814 SetSpectatee(this, NULL);
1818 SpectateCopy(this, this.enemy);
1823 bool SpectateSet(entity this)
1825 if(!IS_PLAYER(this.enemy))
1828 ClientData_Touch(this.enemy);
1831 WriteByte(MSG_ONE, SVC_SETVIEW);
1832 WriteEntity(MSG_ONE, this.enemy);
1833 set_movetype(this, MOVETYPE_NONE);
1834 accuracy_resend(this);
1836 if(!SpectateUpdate(this))
1837 PutObserverInServer(this);
1842 void SetSpectatee_status(entity this, int spectatee_num)
1844 int oldspectatee_status = CS(this).spectatee_status;
1845 CS(this).spectatee_status = spectatee_num;
1847 if (CS(this).spectatee_status != oldspectatee_status)
1849 ClientData_Touch(this);
1850 if (g_race || g_cts) race_InitSpectator();
1854 void SetSpectatee(entity this, entity spectatee)
1856 if(IS_BOT_CLIENT(this))
1857 return; // bots abuse .enemy, this code is useless to them
1859 entity old_spectatee = this.enemy;
1861 this.enemy = spectatee;
1864 // these are required to fix the spectator bug with arc
1867 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1869 .entity weaponentity = weaponentities[slot];
1870 if(old_spectatee.(weaponentity).arc_beam)
1871 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1876 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1878 .entity weaponentity = weaponentities[slot];
1879 if(this.enemy.(weaponentity).arc_beam)
1880 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1885 SetSpectatee_status(this, etof(this.enemy));
1887 // needed to update spectator list
1888 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1891 bool Spectate(entity this, entity pl)
1893 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1895 pl = M_ARGV(1, entity);
1897 SetSpectatee(this, pl);
1898 return SpectateSet(this);
1901 bool SpectateNext(entity this)
1903 entity ent = find(this.enemy, classname, STR_PLAYER);
1905 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1906 ent = M_ARGV(1, entity);
1908 ent = find(ent, classname, STR_PLAYER);
1910 if(ent) { SetSpectatee(this, ent); }
1912 return SpectateSet(this);
1915 bool SpectatePrev(entity this)
1917 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1918 entity ent = findchain(classname, STR_PLAYER);
1919 if (!ent) // no player
1923 // skip players until current spectated player
1925 while(ent && ent != this.enemy)
1928 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1930 case MUT_SPECPREV_FOUND:
1931 ent = M_ARGV(1, entity);
1933 case MUT_SPECPREV_RETURN:
1935 case MUT_SPECPREV_CONTINUE:
1946 SetSpectatee(this, ent);
1947 return SpectateSet(this);
1952 ShowRespawnCountdown()
1954 Update a respawn countdown display.
1957 void ShowRespawnCountdown(entity this)
1960 if(!IS_DEAD(this)) // just respawned?
1964 number = ceil(this.respawn_time - time);
1967 if(number <= this.respawn_countdown)
1969 this.respawn_countdown = number - 1;
1970 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
1971 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1976 .bool team_selected;
1977 bool ShowTeamSelection(entity this)
1979 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1981 stuffcmd(this, "menu_showteamselect\n");
1984 void Join(entity this)
1986 TRANSMUTE(Player, this);
1988 if(!this.team_selected)
1989 if(autocvar_g_campaign || autocvar_g_balance_teams)
1990 JoinBestTeam(this, false, true);
1992 if(autocvar_g_campaign)
1993 campaign_bots_may_start = true;
1995 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1997 PutClientInServer(this);
2000 if(teamplay && this.team != -1)
2001 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2003 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2004 this.team_selected = false;
2008 * Determines whether the player is allowed to join. This depends on cvar
2009 * g_maxplayers, if it isn't used this function always return true, otherwise
2010 * it checks whether the number of currently playing players exceeds g_maxplayers.
2011 * @return int number of free slots for players, 0 if none
2013 int nJoinAllowed(entity this, entity ignore)
2016 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2017 // so report 0 free slots if restricted
2019 if(autocvar_g_forced_team_otherwise == "spectate")
2021 if(autocvar_g_forced_team_otherwise == "spectator")
2025 if(this && this.team_forced < 0)
2026 return 0; // forced spectators can never join
2028 // TODO simplify this
2029 int totalClients = 0;
2030 int currentlyPlaying = 0;
2031 FOREACH_CLIENT(true, {
2034 if(IS_REAL_CLIENT(it))
2035 if(IS_PLAYER(it) || it.caplayer)
2039 float free_slots = 0;
2040 if (!autocvar_g_maxplayers)
2041 free_slots = maxclients - totalClients;
2042 else if(currentlyPlaying < autocvar_g_maxplayers)
2043 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2045 static float join_prevent_msg_time = 0;
2046 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2048 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2049 join_prevent_msg_time = time + 3;
2056 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2057 * g_maxplayers_spectator_blocktime seconds
2059 void checkSpectatorBlock(entity this)
2061 if(IS_SPEC(this) || IS_OBSERVER(this))
2063 if(IS_REAL_CLIENT(this))
2065 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2066 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2072 void PrintWelcomeMessage(entity this)
2074 if(CS(this).motd_actived_time == 0)
2076 if (autocvar_g_campaign) {
2077 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2078 CS(this).motd_actived_time = time;
2079 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2082 if (PHYS_INPUT_BUTTON_INFO(this)) {
2083 CS(this).motd_actived_time = time;
2084 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2088 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2090 if (autocvar_g_campaign) {
2091 if (PHYS_INPUT_BUTTON_INFO(this))
2092 CS(this).motd_actived_time = time;
2093 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2094 CS(this).motd_actived_time = 0;
2095 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2098 if (PHYS_INPUT_BUTTON_INFO(this))
2099 CS(this).motd_actived_time = time;
2100 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2101 CS(this).motd_actived_time = 0;
2102 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2106 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2108 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2109 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2110 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2112 // instanctly hide MOTD
2113 CS(this).motd_actived_time = 0;
2114 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2119 bool joinAllowed(entity this)
2121 if (CS(this).version_mismatch) return false;
2122 if (!nJoinAllowed(this, this)) return false;
2123 if (teamplay && lockteams) return false;
2124 if (ShowTeamSelection(this)) return false;
2125 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2130 bool PlayerThink(entity this)
2132 if (game_stopped || intermission_running) {
2133 this.modelflags &= ~MF_ROCKET;
2134 if(intermission_running)
2135 IntermissionThink(this);
2139 if (timeout_status == TIMEOUT_ACTIVE) {
2140 // don't allow the player to turn around while game is paused
2141 // FIXME turn this into CSQC stuff
2142 this.v_angle = this.lastV_angle;
2143 this.angles = this.lastV_angle;
2144 this.fixangle = true;
2147 if (frametime) player_powerups(this);
2149 if (IS_DEAD(this)) {
2150 if (this.personal && g_race_qualifying) {
2151 if (time > this.respawn_time) {
2152 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2154 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2157 if (frametime) player_anim(this);
2159 if (this.respawn_flags & RESPAWN_DENY)
2161 STAT(RESPAWN_TIME, this) = 0;
2165 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));
2167 switch(this.deadflag)
2171 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2172 this.deadflag = DEAD_RESPAWNING;
2173 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2174 this.deadflag = DEAD_DEAD;
2180 this.deadflag = DEAD_RESPAWNABLE;
2181 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2182 this.deadflag = DEAD_RESPAWNING;
2185 case DEAD_RESPAWNABLE:
2187 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2188 this.deadflag = DEAD_RESPAWNING;
2191 case DEAD_RESPAWNING:
2193 if (time > this.respawn_time)
2195 this.respawn_time = time + 1; // only retry once a second
2196 this.respawn_time_max = this.respawn_time;
2203 ShowRespawnCountdown(this);
2205 if (this.respawn_flags & RESPAWN_SILENT)
2206 STAT(RESPAWN_TIME, this) = 0;
2207 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2209 if (time < this.respawn_time)
2210 STAT(RESPAWN_TIME, this) = this.respawn_time;
2211 else if (this.deadflag != DEAD_RESPAWNING)
2212 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2215 STAT(RESPAWN_TIME, this) = this.respawn_time;
2218 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2219 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2220 STAT(RESPAWN_TIME, this) *= -1;
2225 bool have_hook = false;
2226 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2228 .entity weaponentity = weaponentities[slot];
2229 if(this.(weaponentity).hook.state)
2235 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2238 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2240 } else if (this.vehicle) {
2242 } else if (STAT(FROZEN, this)) {
2249 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2250 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2251 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2253 } else if (this.crouch) {
2254 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2255 if (!trace_startsolid) {
2256 this.crouch = false;
2257 this.view_ofs = STAT(PL_VIEW_OFS, this);
2258 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2262 FixPlayermodel(this);
2264 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2267 this.items &= ~this.items_added;
2269 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2271 .entity weaponentity = weaponentities[slot];
2272 W_WeaponFrame(this, weaponentity);
2276 this.clip_load = this.(weaponentity).clip_load;
2277 this.clip_size = this.(weaponentity).clip_size;
2281 this.items_added = 0;
2282 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2283 this.items_added |= IT_FUEL;
2285 this.items |= this.items_added;
2290 // WEAPONTODO: Add a weapon request for this
2291 // rot vortex charge to the charge limit
2292 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2294 .entity weaponentity = weaponentities[slot];
2295 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2296 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2299 if (frametime) player_anim(this);
2302 secrets_setstatus(this);
2305 monsters_setstatus(this);
2307 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2312 void ObserverThink(entity this)
2314 if ( CS(this).impulse )
2316 MinigameImpulse(this, CS(this).impulse);
2317 CS(this).impulse = 0;
2320 if (this.flags & FL_JUMPRELEASED) {
2321 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2322 this.flags &= ~FL_JUMPRELEASED;
2323 this.flags |= FL_SPAWNING;
2324 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2325 this.flags &= ~FL_JUMPRELEASED;
2326 if(SpectateNext(this)) {
2327 TRANSMUTE(Spectator, this);
2330 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2331 set_movetype(this, preferred_movetype);
2334 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2335 this.flags |= FL_JUMPRELEASED;
2336 if(this.flags & FL_SPAWNING)
2338 this.flags &= ~FL_SPAWNING;
2346 void SpectatorThink(entity this)
2348 if ( CS(this).impulse )
2350 if(MinigameImpulse(this, CS(this).impulse))
2351 CS(this).impulse = 0;
2353 if (CS(this).impulse == IMP_weapon_drop.impulse)
2355 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2356 CS(this).impulse = 0;
2361 if (this.flags & FL_JUMPRELEASED) {
2362 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2363 this.flags &= ~FL_JUMPRELEASED;
2364 this.flags |= FL_SPAWNING;
2365 } 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)) {
2366 this.flags &= ~FL_JUMPRELEASED;
2367 if(SpectateNext(this)) {
2368 TRANSMUTE(Spectator, this);
2370 TRANSMUTE(Observer, this);
2371 PutClientInServer(this);
2373 CS(this).impulse = 0;
2374 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2375 this.flags &= ~FL_JUMPRELEASED;
2376 if(SpectatePrev(this)) {
2377 TRANSMUTE(Spectator, this);
2379 TRANSMUTE(Observer, this);
2380 PutClientInServer(this);
2382 CS(this).impulse = 0;
2383 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2384 this.flags &= ~FL_JUMPRELEASED;
2385 TRANSMUTE(Observer, this);
2386 PutClientInServer(this);
2388 if(!SpectateUpdate(this))
2389 PutObserverInServer(this);
2392 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2393 this.flags |= FL_JUMPRELEASED;
2394 if(this.flags & FL_SPAWNING)
2396 this.flags &= ~FL_SPAWNING;
2401 if(!SpectateUpdate(this))
2402 PutObserverInServer(this);
2405 this.flags |= FL_CLIENT | FL_NOTARGET;
2408 void vehicles_enter (entity pl, entity veh);
2409 void PlayerUseKey(entity this)
2411 if (!IS_PLAYER(this))
2418 vehicles_exit(this.vehicle, VHEF_NORMAL);
2422 else if(autocvar_g_vehicles_enter)
2424 if(!STAT(FROZEN, this))
2428 entity head, closest_target = NULL;
2429 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2431 while(head) // find the closest acceptable target to enter
2433 if(IS_VEHICLE(head))
2435 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2436 if(head.takedamage != DAMAGE_NO)
2440 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2441 { closest_target = head; }
2443 else { closest_target = head; }
2449 if(closest_target) { vehicles_enter(this, closest_target); return; }
2453 // a use key was pressed; call handlers
2454 MUTATOR_CALLHOOK(PlayerUseKey, this);
2462 Called every frame for each client before the physics are run
2465 .float last_vehiclecheck;
2466 void PlayerPreThink (entity this)
2468 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2469 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2471 WarpZone_PlayerPhysics_FixVAngle(this);
2474 // physics frames: update anticheat stuff
2475 anticheat_prethink(this);
2478 if (blockSpectators && frametime) {
2479 // WORKAROUND: only use dropclient in server frames (frametime set).
2480 // Never use it in cl_movement frames (frametime zero).
2481 checkSpectatorBlock(this);
2484 zoomstate_set = false;
2486 // Check for nameless players
2487 if (isInvisibleString(this.netname)) {
2488 this.netname = strzone(sprintf("Player#%d", this.playerid));
2489 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2491 if (this.netname != CS(this).netname_previous) {
2492 if (autocvar_sv_eventlog) {
2493 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2495 if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
2496 CS(this).netname_previous = strzone(this.netname);
2500 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2501 CS(this).version_nagtime = 0;
2502 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2504 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2506 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2508 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2509 if (r < 0) { // old client
2510 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2511 } else if (r > 0) { // old server
2512 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2518 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2520 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2521 this.max_armorvalue = 0;
2526 if (STAT(FROZEN, this) == 2)
2528 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2529 this.health = max(1, this.revive_progress * start_health);
2530 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2532 if (this.revive_progress >= 1)
2535 else if (STAT(FROZEN, this) == 3)
2537 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2538 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2540 if (this.health < 1)
2543 vehicles_exit(this.vehicle, VHEF_RELEASE);
2544 if(this.event_damage)
2545 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2547 else if (this.revive_progress <= 0)
2552 MUTATOR_CALLHOOK(PlayerPreThink, this);
2554 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2555 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2557 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2559 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2560 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2562 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2566 if(!it.team || SAME_TEAM(this, it))
2567 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2568 else if(autocvar_g_vehicles_steal)
2569 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2573 this.last_vehiclecheck = time + 1;
2576 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2578 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2580 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2583 if (IS_REAL_CLIENT(this))
2584 PrintWelcomeMessage(this);
2586 if (IS_PLAYER(this)) {
2587 if(!PlayerThink(this))
2590 else if (game_stopped || intermission_running) {
2591 if(intermission_running)
2592 IntermissionThink(this);
2595 else if (IS_OBSERVER(this)) {
2596 ObserverThink(this);
2598 else if (IS_SPEC(this)) {
2599 SpectatorThink(this);
2602 // WEAPONTODO: Add weapon request for this
2603 if (!zoomstate_set) {
2604 bool wep_zoomed = false;
2605 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2607 .entity weaponentity = weaponentities[slot];
2608 Weapon thiswep = this.(weaponentity).m_weapon;
2609 if(thiswep != WEP_Null && thiswep.wr_zoom)
2610 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2612 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2615 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2617 CS(this).teamkill_soundtime = 0;
2619 entity e = CS(this).teamkill_soundsource;
2620 entity oldpusher = e.pusher;
2622 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2623 e.pusher = oldpusher;
2626 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2627 CS(this).taunt_soundtime = 0;
2628 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2631 target_voicescript_next(this);
2633 // WEAPONTODO: Move into weaponsystem somehow
2634 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2635 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2637 .entity weaponentity = weaponentities[slot];
2638 if(this.(weaponentity).m_weapon == WEP_Null)
2639 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2643 void DrownPlayer(entity this)
2648 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2650 if(this.air_finished < time)
2651 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2652 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2655 else if (this.air_finished < time)
2657 if (this.pain_finished < time)
2659 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2660 this.pain_finished = time + 0.5;
2665 .bool move_qcphysics;
2667 void Player_Physics(entity this)
2669 set_movetype(this, this.move_movetype);
2671 if(!this.move_qcphysics)
2674 if(!frametime && !CS(this).pm_frametime)
2677 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2679 CS(this).pm_frametime = 0;
2686 Called every frame for each client after the physics are run
2689 void PlayerPostThink (entity this)
2691 Player_Physics(this);
2694 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2695 if (IS_REAL_CLIENT(this))
2696 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2698 int totalClients = 0;
2699 if(sv_maxidle_slots > 0)
2701 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2707 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2708 { /* do nothing */ }
2709 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2711 if (CS(this).idlekick_lasttimeleft)
2713 CS(this).idlekick_lasttimeleft = 0;
2714 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2719 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2720 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2721 if (!CS(this).idlekick_lasttimeleft)
2722 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2724 if (timeleft <= 0) {
2725 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2729 else if (timeleft <= 10) {
2730 if (timeleft != CS(this).idlekick_lasttimeleft) {
2731 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2733 CS(this).idlekick_lasttimeleft = timeleft;
2742 this.solid = SOLID_NOT;
2743 this.takedamage = DAMAGE_NO;
2744 set_movetype(this, MOVETYPE_NONE);
2747 if (IS_PLAYER(this)) {
2749 UpdateChatBubble(this);
2750 if (CS(this).impulse) ImpulseCommands(this);
2753 CSQCMODEL_AUTOUPDATE(this);
2756 GetPressedKeys(this);
2759 if (this.waypointsprite_attachedforcarrier) {
2760 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2761 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2764 playerdemo_write(this);
2766 CSQCMODEL_AUTOUPDATE(this);
2769 // hack to copy the button fields from the client entity to the Client State
2770 void PM_UpdateButtons(entity this, entity store)
2773 store.impulse = this.impulse;
2776 store.button0 = this.button0;
2777 store.button2 = this.button2;
2778 store.button3 = this.button3;
2779 store.button4 = this.button4;
2780 store.button5 = this.button5;
2781 store.button6 = this.button6;
2782 store.button7 = this.button7;
2783 store.button8 = this.button8;
2784 store.button9 = this.button9;
2785 store.button10 = this.button10;
2786 store.button11 = this.button11;
2787 store.button12 = this.button12;
2788 store.button13 = this.button13;
2789 store.button14 = this.button14;
2790 store.button15 = this.button15;
2791 store.button16 = this.button16;
2792 store.buttonuse = this.buttonuse;
2793 store.buttonchat = this.buttonchat;
2795 store.cursor_active = this.cursor_active;
2796 store.cursor_screen = this.cursor_screen;
2797 store.cursor_trace_start = this.cursor_trace_start;
2798 store.cursor_trace_endpos = this.cursor_trace_endpos;
2799 store.cursor_trace_ent = this.cursor_trace_ent;
2801 store.ping = this.ping;
2802 store.ping_packetloss = this.ping_packetloss;
2803 store.ping_movementloss = this.ping_movementloss;
2805 store.v_angle = this.v_angle;
2806 store.movement = this.movement;