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 int oldteam = this.team;
273 this.team = -1; // move this as it is needed to log the player spectating in eventlog
274 MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
275 this.frags = FRAGS_SPECTATOR;
276 PlayerScore_Clear(this); // clear scores when needed
279 if (CS(this).killcount != FRAGS_SPECTATOR)
281 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
283 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
284 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
286 if(!CS(this).just_joined)
287 LogTeamchange(this.playerid, -1, 4);
289 CS(this).just_joined = false;
292 accuracy_resend(this);
294 CS(this).spectatortime = time;
296 IL_REMOVE(g_bot_targets, this);
297 this.bot_attack = false;
298 this.hud = HUD_NORMAL;
299 TRANSMUTE(Observer, this);
300 this.iscreature = false;
301 this.teleportable = TELEPORT_SIMPLE;
302 if(this.damagedbycontents)
303 IL_REMOVE(g_damagedbycontents, this);
304 this.damagedbycontents = false;
305 this.health = FRAGS_SPECTATOR;
306 SetSpectatee_status(this, etof(this));
307 this.takedamage = DAMAGE_NO;
308 this.solid = SOLID_NOT;
309 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
310 this.flags = FL_CLIENT | FL_NOTARGET;
311 this.armorvalue = 666;
313 this.armorvalue = autocvar_g_balance_armor_start;
314 this.pauserotarmor_finished = 0;
315 this.pauserothealth_finished = 0;
316 this.pauseregen_finished = 0;
317 this.damageforcescale = 0;
319 this.respawn_flags = 0;
320 this.respawn_time = 0;
321 this.stat_respawn_time = 0;
326 this.pain_finished = 0;
327 this.strength_finished = 0;
328 this.invincible_finished = 0;
329 this.superweapons_finished = 0;
332 setthink(this, func_null);
334 this.deadflag = DEAD_NO;
336 this.revive_progress = 0;
337 this.revival_time = 0;
340 this.weapons = '0 0 0';
341 this.drawonlytoclient = this;
343 this.weaponmodel = "";
344 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
346 this.weaponentities[slot] = NULL;
348 this.exteriorweaponentity = NULL;
349 CS(this).killcount = FRAGS_SPECTATOR;
350 this.velocity = '0 0 0';
351 this.avelocity = '0 0 0';
352 this.punchangle = '0 0 0';
353 this.punchvector = '0 0 0';
354 this.oldvelocity = this.velocity;
355 this.fire_endtime = -1;
356 this.event_damage = func_null;
358 for(int slot = 0; slot < MAX_AXH; ++slot)
360 entity axh = this.(AuxiliaryXhair[slot]);
361 this.(AuxiliaryXhair[slot]) = NULL;
363 if(axh.owner == this && axh != NULL && !wasfreed(axh))
368 int player_getspecies(entity this)
370 get_model_parameters(this.model, this.skin);
371 int s = get_model_parameters_species;
372 get_model_parameters(string_null, 0);
373 if (s < 0) return SPECIES_HUMAN;
377 .float model_randomizer;
378 void FixPlayermodel(entity player)
380 string defaultmodel = "";
382 if(autocvar_sv_defaultcharacter)
388 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
389 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
390 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
391 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
395 if(defaultmodel == "")
397 defaultmodel = autocvar_sv_defaultplayermodel;
398 defaultskin = autocvar_sv_defaultplayerskin;
401 int n = tokenize_console(defaultmodel);
404 defaultmodel = argv(floor(n * CS(player).model_randomizer));
405 // However, do NOT randomize if the player-selected model is in the list.
406 for (int i = 0; i < n; ++i)
407 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
408 defaultmodel = argv(i);
411 int i = strstrofs(defaultmodel, ":", 0);
414 defaultskin = stof(substring(defaultmodel, i+1, -1));
415 defaultmodel = substring(defaultmodel, 0, i);
418 if(autocvar_sv_defaultcharacterskin && !defaultskin)
424 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
425 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
426 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
427 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
432 defaultskin = autocvar_sv_defaultplayerskin;
435 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
436 defaultmodel = M_ARGV(0, string);
437 defaultskin = M_ARGV(1, int);
441 if(defaultmodel != "")
443 if (defaultmodel != player.model)
445 vector m1 = player.mins;
446 vector m2 = player.maxs;
447 setplayermodel (player, defaultmodel);
448 setsize (player, m1, m2);
452 oldskin = player.skin;
453 player.skin = defaultskin;
455 if (player.playermodel != player.model || player.playermodel == "")
457 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
458 vector m1 = player.mins;
459 vector m2 = player.maxs;
460 setplayermodel (player, player.playermodel);
461 setsize (player, m1, m2);
465 if(!autocvar_sv_defaultcharacterskin)
467 oldskin = player.skin;
468 player.skin = stof(player.playerskin);
472 oldskin = player.skin;
473 player.skin = defaultskin;
477 if(chmdl || oldskin != player.skin) // model or skin has changed
479 player.species = player_getspecies(player); // update species
480 if(!autocvar_g_debug_globalsounds)
481 UpdatePlayerSounds(player); // update skin sounds
485 if(strlen(autocvar_sv_defaultplayercolors))
486 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
487 setcolor(player, stof(autocvar_sv_defaultplayercolors));
490 void PutPlayerInServer(entity this)
492 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
494 PlayerState_attach(this);
495 accuracy_resend(this);
498 JoinBestTeam(this, false, true);
500 entity spot = SelectSpawnPoint(this, false);
502 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
503 return; // spawn failed
506 TRANSMUTE(Player, this);
508 CS(this).wasplayer = true;
509 this.iscreature = true;
510 this.teleportable = TELEPORT_NORMAL;
511 if(!this.damagedbycontents)
512 IL_PUSH(g_damagedbycontents, this);
513 this.damagedbycontents = true;
514 set_movetype(this, MOVETYPE_WALK);
515 this.solid = SOLID_SLIDEBOX;
516 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
517 if (autocvar_g_playerclip_collisions)
518 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
519 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
520 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
521 this.frags = FRAGS_PLAYER;
522 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
523 this.flags = FL_CLIENT | FL_PICKUPITEMS;
524 if (autocvar__notarget)
525 this.flags |= FL_NOTARGET;
526 this.takedamage = DAMAGE_AIM;
527 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
531 this.ammo_shells = warmup_start_ammo_shells;
532 this.ammo_nails = warmup_start_ammo_nails;
533 this.ammo_rockets = warmup_start_ammo_rockets;
534 this.ammo_cells = warmup_start_ammo_cells;
535 this.ammo_plasma = warmup_start_ammo_plasma;
536 this.ammo_fuel = warmup_start_ammo_fuel;
537 this.health = warmup_start_health;
538 this.armorvalue = warmup_start_armorvalue;
539 this.weapons = WARMUP_START_WEAPONS;
541 this.ammo_shells = start_ammo_shells;
542 this.ammo_nails = start_ammo_nails;
543 this.ammo_rockets = start_ammo_rockets;
544 this.ammo_cells = start_ammo_cells;
545 this.ammo_plasma = start_ammo_plasma;
546 this.ammo_fuel = start_ammo_fuel;
547 this.health = start_health;
548 this.armorvalue = start_armorvalue;
549 this.weapons = start_weapons;
550 GiveRandomWeapons(this, random_start_weapons_count,
551 cvar_string("g_random_start_weapons"), random_start_ammo);
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) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
902 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
905 // now I am sure the player IS dead
907 void KillIndicator_Think(entity this)
911 this.owner.killindicator = NULL;
916 if (this.owner.alpha < 0 && !this.owner.vehicle)
918 this.owner.killindicator = NULL;
925 ClientKill_Now(this.owner);
928 else if(this.health == 1) // health == 1 means that it's silent
930 this.nextthink = time + 1;
936 setmodel(this, MDL_NUM(this.cnt));
937 if(IS_REAL_CLIENT(this.owner))
940 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
942 this.nextthink = time + 1;
947 float clientkilltime;
948 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
956 killtime = autocvar_g_balance_kill_delay;
958 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
960 killtime = M_ARGV(1, float);
962 CS(this).killindicator_teamchange = targetteam;
964 if(!this.killindicator)
968 killtime = max(killtime, this.clientkill_nexttime - time);
969 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
972 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
974 ClientKill_Now(this);
978 starttime = max(time, clientkilltime);
980 this.killindicator = spawn();
981 this.killindicator.owner = this;
982 this.killindicator.scale = 0.5;
983 setattachment(this.killindicator, this, "");
984 setorigin(this.killindicator, '0 0 52');
985 setthink(this.killindicator, KillIndicator_Think);
986 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
987 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
988 this.killindicator.cnt = ceil(killtime);
989 this.killindicator.count = bound(0, ceil(killtime), 10);
990 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
992 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
994 it.killindicator = spawn();
995 it.killindicator.owner = it;
996 it.killindicator.scale = 0.5;
997 setattachment(it.killindicator, it, "");
998 setorigin(it.killindicator, '0 0 52');
999 setthink(it.killindicator, KillIndicator_Think);
1000 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1001 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1002 it.killindicator.cnt = ceil(killtime);
1007 if(this.killindicator)
1009 if(targetteam == 0) // just die
1011 this.killindicator.colormod = '0 0 0';
1012 if(IS_REAL_CLIENT(this))
1013 if(this.killindicator.cnt > 0)
1014 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1016 else if(targetteam == -1) // auto
1018 this.killindicator.colormod = '0 1 0';
1019 if(IS_REAL_CLIENT(this))
1020 if(this.killindicator.cnt > 0)
1021 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1023 else if(targetteam == -2) // spectate
1025 this.killindicator.colormod = '0.5 0.5 0.5';
1026 if(IS_REAL_CLIENT(this))
1027 if(this.killindicator.cnt > 0)
1028 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1032 this.killindicator.colormod = Team_ColorRGB(targetteam);
1033 if(IS_REAL_CLIENT(this))
1034 if(this.killindicator.cnt > 0)
1035 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1041 void ClientKill (entity this)
1043 if(game_stopped) return;
1044 if(this.player_blocked) return;
1045 if(STAT(FROZEN, this)) return;
1047 ClientKill_TeamChange(this, 0);
1050 void FixClientCvars(entity e)
1052 // send prediction settings to the client
1053 stuffcmd(e, "\nin_bindmap 0 0\n");
1054 if(autocvar_g_antilag == 3) // client side hitscan
1055 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1056 if(autocvar_sv_gentle)
1057 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1059 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1060 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1062 MUTATOR_CALLHOOK(FixClientCvars, e);
1065 bool findinlist_abbrev(string tofind, string list)
1067 if(list == "" || tofind == "")
1068 return false; // empty list or search, just return
1070 // this function allows abbreviated strings!
1071 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1079 bool PlayerInIPList(entity p, string iplist)
1081 // some safety checks (never allow local?)
1082 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1085 return findinlist_abbrev(p.netaddress, iplist);
1088 bool PlayerInIDList(entity p, string idlist)
1090 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1094 return findinlist_abbrev(p.crypto_idfp, idlist);
1097 bool PlayerInList(entity player, string list)
1099 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1102 #ifdef DP_EXT_PRECONNECT
1107 Called once (not at each match start) when a client begins a connection to the server
1110 void ClientPreConnect(entity this)
1112 if(autocvar_sv_eventlog)
1114 GameLogEcho(sprintf(":connect:%d:%d:%s",
1117 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1127 Called when a client connects to the server
1130 void ClientConnect(entity this)
1132 if (Ban_MaybeEnforceBanOnce(this)) return;
1133 assert(!IS_CLIENT(this), return);
1134 this.flags |= FL_CLIENT;
1135 assert(player_count >= 0, player_count = 0);
1138 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1140 TRANSMUTE(Client, this);
1141 CS(this).version_nagtime = time + 10 + random() * 10;
1143 // identify the right forced team
1144 if (autocvar_g_campaign)
1146 if (IS_REAL_CLIENT(this)) // only players, not bots
1148 switch (autocvar_g_campaign_forceteam)
1150 case 1: this.team_forced = NUM_TEAM_1; break;
1151 case 2: this.team_forced = NUM_TEAM_2; break;
1152 case 3: this.team_forced = NUM_TEAM_3; break;
1153 case 4: this.team_forced = NUM_TEAM_4; break;
1154 default: this.team_forced = 0;
1158 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1159 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1160 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1161 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1162 else switch (autocvar_g_forced_team_otherwise)
1164 default: this.team_forced = 0; break;
1165 case "red": this.team_forced = NUM_TEAM_1; break;
1166 case "blue": this.team_forced = NUM_TEAM_2; break;
1167 case "yellow": this.team_forced = NUM_TEAM_3; break;
1168 case "pink": this.team_forced = NUM_TEAM_4; break;
1171 this.team_forced = -1;
1174 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1177 int id = this.playerid;
1178 this.playerid = 0; // silent
1179 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1183 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1184 TRANSMUTE(Observer, this);
1186 if (!teamplay || autocvar_g_balance_teams) {
1187 TRANSMUTE(Player, this);
1188 campaign_bots_may_start = true;
1190 TRANSMUTE(Observer, this); // do it anyway
1194 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1196 // always track bots, don't ask for cl_allow_uidtracking
1197 if (IS_BOT_CLIENT(this))
1198 PlayerStats_GameReport_AddPlayer(this);
1200 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1202 if (autocvar_sv_eventlog)
1203 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1205 LogTeamchange(this.playerid, this.team, 1);
1207 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1209 CS(this).netname_previous = strzone(this.netname);
1211 if(teamplay && IS_PLAYER(this))
1212 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1214 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1216 stuffcmd(this, clientstuff, "\n");
1217 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1219 FixClientCvars(this);
1221 // get version info from player
1222 stuffcmd(this, "cmd clientversion $gameversion\n");
1224 // notify about available teams
1227 CheckAllowedTeams(this);
1229 if (c1 >= 0) t |= BIT(0);
1230 if (c2 >= 0) t |= BIT(1);
1231 if (c3 >= 0) t |= BIT(2);
1232 if (c4 >= 0) t |= BIT(3);
1233 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1237 stuffcmd(this, "set _teams_available 0\n");
1240 bot_relinkplayerlist();
1242 CS(this).spectatortime = time;
1243 if (blockSpectators)
1245 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1248 CS(this).jointime = time;
1250 if (IS_REAL_CLIENT(this))
1252 if (g_weaponarena_weapons == WEPSET(TUBA))
1253 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1256 if (!sv_foginterval && world.fog != "")
1257 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1259 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1260 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1261 send_CSQC_teamnagger();
1263 CSQCMODEL_AUTOINIT(this);
1265 CS(this).model_randomizer = random();
1267 if (IS_REAL_CLIENT(this))
1268 sv_notice_join(this);
1270 // update physics stats (players can spawn before physics runs)
1271 Physics_UpdateStats(this);
1273 IL_EACH(g_initforplayer, it.init_for_player, {
1274 it.init_for_player(it, this);
1277 MUTATOR_CALLHOOK(ClientConnect, this);
1279 if (IS_REAL_CLIENT(this))
1281 if (!autocvar_g_campaign && !IS_PLAYER(this))
1283 CS(this).motd_actived_time = -1;
1284 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1292 Called when a client disconnects from the server
1295 .entity chatbubbleentity;
1297 void ClientDisconnect(entity this)
1299 assert(IS_CLIENT(this), return);
1301 PlayerStats_GameReport_FinalizePlayer(this);
1302 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1303 if (CS(this).active_minigame) part_minigame(this);
1304 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1306 if (autocvar_sv_eventlog)
1307 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1309 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1312 SetSpectatee(this, NULL);
1314 MUTATOR_CALLHOOK(ClientDisconnect, this);
1316 if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
1317 ClientState_detach(this);
1319 Portal_ClearAll(this);
1323 RemoveGrapplingHooks(this);
1325 // Here, everything has been done that requires this player to be a client.
1327 this.flags &= ~FL_CLIENT;
1329 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1330 if (this.killindicator) delete(this.killindicator);
1332 WaypointSprite_PlayerGone(this);
1334 bot_relinkplayerlist();
1336 if (this.clientstatus) strunzone(this.clientstatus);
1337 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1338 if (this.personal) delete(this.personal);
1342 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1347 void ChatBubbleThink(entity this)
1349 this.nextthink = time;
1350 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1352 if(this.owner) // but why can that ever be NULL?
1353 this.owner.chatbubbleentity = NULL;
1360 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1362 if ( CS(this.owner).active_minigame )
1363 this.mdl = "models/sprites/minigame_busy.iqm";
1364 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1365 this.mdl = "models/misc/chatbubble.spr";
1368 if ( this.model != this.mdl )
1369 _setmodel(this, this.mdl);
1373 void UpdateChatBubble(entity this)
1377 // spawn a chatbubble entity if needed
1378 if (!this.chatbubbleentity)
1380 this.chatbubbleentity = new(chatbubbleentity);
1381 this.chatbubbleentity.owner = this;
1382 this.chatbubbleentity.exteriormodeltoclient = this;
1383 setthink(this.chatbubbleentity, ChatBubbleThink);
1384 this.chatbubbleentity.nextthink = time;
1385 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1386 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1387 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1388 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1389 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1390 //this.chatbubbleentity.model = "";
1391 this.chatbubbleentity.effects = EF_LOWPRECISION;
1396 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1397 // added to the model skins
1398 /*void UpdateColorModHack()
1401 c = this.clientcolors & 15;
1402 // LordHavoc: only bothering to support white, green, red, yellow, blue
1403 if (!teamplay) this.colormod = '0 0 0';
1404 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1405 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1406 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1407 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1408 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1409 else this.colormod = '1 1 1';
1412 void respawn(entity this)
1414 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1416 this.solid = SOLID_NOT;
1417 this.takedamage = DAMAGE_NO;
1418 set_movetype(this, MOVETYPE_FLY);
1419 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1420 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1421 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1422 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1423 if(autocvar_g_respawn_ghosts_maxtime)
1424 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1429 this.effects |= EF_NODRAW; // prevent another CopyBody
1430 PutClientInServer(this);
1433 void play_countdown(entity this, float finished, Sound samp)
1436 if(IS_REAL_CLIENT(this))
1437 if(floor(finished - time - frametime) != floor(finished - time))
1438 if(finished - time < 6)
1439 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1442 void player_powerups(entity this)
1444 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1445 int items_prev = this.items;
1447 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1448 this.modelflags |= MF_ROCKET;
1450 this.modelflags &= ~MF_ROCKET;
1452 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1454 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1457 Fire_ApplyDamage(this);
1458 Fire_ApplyEffect(this);
1462 if (this.items & ITEM_Strength.m_itemid)
1464 play_countdown(this, this.strength_finished, SND_POWEROFF);
1465 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1466 if (time > this.strength_finished)
1468 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1469 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1470 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1475 if (time < this.strength_finished)
1477 this.items = this.items | ITEM_Strength.m_itemid;
1479 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1480 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1483 if (this.items & ITEM_Shield.m_itemid)
1485 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1486 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1487 if (time > this.invincible_finished)
1489 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1490 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1491 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1496 if (time < this.invincible_finished)
1498 this.items = this.items | ITEM_Shield.m_itemid;
1500 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1501 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1504 if (this.items & IT_SUPERWEAPON)
1506 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1508 this.superweapons_finished = 0;
1509 this.items = this.items - (this.items & IT_SUPERWEAPON);
1510 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1511 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1513 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1515 // don't let them run out
1519 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1520 if (time > this.superweapons_finished)
1522 this.items = this.items - (this.items & IT_SUPERWEAPON);
1523 this.weapons &= ~WEPSET_SUPERWEAPONS;
1524 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1525 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1529 else if(this.weapons & WEPSET_SUPERWEAPONS)
1531 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1533 this.items = this.items | IT_SUPERWEAPON;
1535 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1536 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1540 this.superweapons_finished = 0;
1541 this.weapons &= ~WEPSET_SUPERWEAPONS;
1546 this.superweapons_finished = 0;
1550 if(autocvar_g_nodepthtestplayers)
1551 this.effects = this.effects | EF_NODEPTHTEST;
1553 if(autocvar_g_fullbrightplayers)
1554 this.effects = this.effects | EF_FULLBRIGHT;
1556 if (time >= game_starttime)
1557 if (time < this.spawnshieldtime)
1558 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1560 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1563 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1565 if(current > stable)
1567 else if(current > stable - 0.25) // when close enough, "snap"
1570 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1573 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1575 if(current < stable)
1577 else if(current < stable + 0.25) // when close enough, "snap"
1580 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1583 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1585 if(current > rotstable)
1587 if(rotframetime > 0)
1589 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1590 current = max(rotstable, current - rotlinear * rotframetime);
1593 else if(current < regenstable)
1595 if(regenframetime > 0)
1597 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1598 current = min(regenstable, current + regenlinear * regenframetime);
1608 void player_regen(entity this)
1610 float max_mod, regen_mod, rot_mod, limit_mod;
1611 max_mod = regen_mod = rot_mod = limit_mod = 1;
1613 float regen_health = autocvar_g_balance_health_regen;
1614 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1615 float regen_health_rot = autocvar_g_balance_health_rot;
1616 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1617 float regen_health_stable = autocvar_g_balance_health_regenstable;
1618 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1619 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1620 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1621 max_mod = M_ARGV(1, float);
1622 regen_mod = M_ARGV(2, float);
1623 rot_mod = M_ARGV(3, float);
1624 limit_mod = M_ARGV(4, float);
1625 regen_health = M_ARGV(5, float);
1626 regen_health_linear = M_ARGV(6, float);
1627 regen_health_rot = M_ARGV(7, float);
1628 regen_health_rotlinear = M_ARGV(8, float);
1629 regen_health_stable = M_ARGV(9, float);
1630 regen_health_rotstable = M_ARGV(10, float);
1632 if(!mutator_returnvalue)
1633 if(!STAT(FROZEN, this))
1635 float mina, maxa, limith, limita;
1636 maxa = autocvar_g_balance_armor_rotstable;
1637 mina = autocvar_g_balance_armor_regenstable;
1638 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1639 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1641 regen_health_rotstable = regen_health_rotstable * max_mod;
1642 regen_health_stable = regen_health_stable * max_mod;
1643 limith = limith * limit_mod;
1644 limita = limita * limit_mod;
1646 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);
1647 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);
1650 // if player rotted to death... die!
1651 // check this outside above checks, as player may still be able to rot to death
1655 vehicles_exit(this.vehicle, VHEF_RELEASE);
1656 if(this.event_damage)
1657 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1660 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1662 float minf, maxf, limitf;
1664 maxf = autocvar_g_balance_fuel_rotstable;
1665 minf = autocvar_g_balance_fuel_regenstable;
1666 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1668 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);
1670 // Ugly hack to make sure the health and armor don't go beyond hard limit.
1671 // TODO: Remove this hack when all code uses GivePlayerHealth and
1673 if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1675 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1677 if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1679 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1685 void SetZoomState(entity this, float newzoom)
1687 if(newzoom != CS(this).zoomstate)
1689 CS(this).zoomstate = newzoom;
1690 ClientData_Touch(this);
1692 zoomstate_set = true;
1695 void GetPressedKeys(entity this)
1697 MUTATOR_CALLHOOK(GetPressedKeys, this);
1698 int keys = STAT(PRESSED_KEYS, this);
1699 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1700 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1701 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1702 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1704 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1705 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1706 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1707 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1708 CS(this).pressedkeys = keys; // store for other users
1710 STAT(PRESSED_KEYS, this) = keys;
1714 ======================
1715 spectate mode routines
1716 ======================
1719 void SpectateCopy(entity this, entity spectatee)
1721 TC(Client, this); TC(Client, spectatee);
1723 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1724 PS(this) = PS(spectatee);
1725 this.armortype = spectatee.armortype;
1726 this.armorvalue = spectatee.armorvalue;
1727 this.ammo_cells = spectatee.ammo_cells;
1728 this.ammo_plasma = spectatee.ammo_plasma;
1729 this.ammo_shells = spectatee.ammo_shells;
1730 this.ammo_nails = spectatee.ammo_nails;
1731 this.ammo_rockets = spectatee.ammo_rockets;
1732 this.ammo_fuel = spectatee.ammo_fuel;
1733 this.clip_load = spectatee.clip_load;
1734 this.clip_size = spectatee.clip_size;
1735 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1736 this.health = spectatee.health;
1737 CS(this).impulse = 0;
1738 this.items = spectatee.items;
1739 this.last_pickup = spectatee.last_pickup;
1740 this.hit_time = spectatee.hit_time;
1741 this.strength_finished = spectatee.strength_finished;
1742 this.invincible_finished = spectatee.invincible_finished;
1743 this.superweapons_finished = spectatee.superweapons_finished;
1744 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1745 this.weapons = spectatee.weapons;
1746 this.vortex_charge = spectatee.vortex_charge;
1747 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1748 this.hagar_load = spectatee.hagar_load;
1749 this.arc_heat_percent = spectatee.arc_heat_percent;
1750 this.minelayer_mines = spectatee.minelayer_mines;
1751 this.punchangle = spectatee.punchangle;
1752 this.view_ofs = spectatee.view_ofs;
1753 this.velocity = spectatee.velocity;
1754 this.dmg_take = spectatee.dmg_take;
1755 this.dmg_save = spectatee.dmg_save;
1756 this.dmg_inflictor = spectatee.dmg_inflictor;
1757 this.v_angle = spectatee.v_angle;
1758 this.angles = spectatee.v_angle;
1759 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1760 this.revive_progress = spectatee.revive_progress;
1761 this.viewloc = spectatee.viewloc;
1762 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1763 this.fixangle = true;
1764 setorigin(this, spectatee.origin);
1765 setsize(this, spectatee.mins, spectatee.maxs);
1766 SetZoomState(this, CS(spectatee).zoomstate);
1768 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1770 .entity weaponentity = weaponentities[slot];
1771 this.(weaponentity) = spectatee.(weaponentity);
1774 for(int slot = 0; slot < MAX_AXH; ++slot)
1776 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1779 anticheat_spectatecopy(this, spectatee);
1780 this.hud = spectatee.hud;
1781 if(spectatee.vehicle)
1783 this.angles = spectatee.v_angle;
1785 //this.fixangle = false;
1786 //this.velocity = spectatee.vehicle.velocity;
1787 this.vehicle_health = spectatee.vehicle_health;
1788 this.vehicle_shield = spectatee.vehicle_shield;
1789 this.vehicle_energy = spectatee.vehicle_energy;
1790 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1791 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1792 this.vehicle_reload1 = spectatee.vehicle_reload1;
1793 this.vehicle_reload2 = spectatee.vehicle_reload2;
1795 //msg_entity = this;
1797 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1798 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1799 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1800 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1802 //WriteByte (MSG_ONE, SVC_SETVIEW);
1803 // WriteEntity(MSG_ONE, this);
1804 //makevectors(spectatee.v_angle);
1805 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1809 bool SpectateUpdate(entity this)
1814 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1816 SetSpectatee(this, NULL);
1820 SpectateCopy(this, this.enemy);
1825 bool SpectateSet(entity this)
1827 if(!IS_PLAYER(this.enemy))
1830 ClientData_Touch(this.enemy);
1833 WriteByte(MSG_ONE, SVC_SETVIEW);
1834 WriteEntity(MSG_ONE, this.enemy);
1835 set_movetype(this, MOVETYPE_NONE);
1836 accuracy_resend(this);
1838 if(!SpectateUpdate(this))
1839 PutObserverInServer(this);
1844 void SetSpectatee_status(entity this, int spectatee_num)
1846 int oldspectatee_status = CS(this).spectatee_status;
1847 CS(this).spectatee_status = spectatee_num;
1849 if (CS(this).spectatee_status != oldspectatee_status)
1851 ClientData_Touch(this);
1852 if (g_race || g_cts) race_InitSpectator();
1856 void SetSpectatee(entity this, entity spectatee)
1858 if(IS_BOT_CLIENT(this))
1859 return; // bots abuse .enemy, this code is useless to them
1861 entity old_spectatee = this.enemy;
1863 this.enemy = spectatee;
1866 // these are required to fix the spectator bug with arc
1869 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1871 .entity weaponentity = weaponentities[slot];
1872 if(old_spectatee.(weaponentity).arc_beam)
1873 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1878 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1880 .entity weaponentity = weaponentities[slot];
1881 if(this.enemy.(weaponentity).arc_beam)
1882 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1887 SetSpectatee_status(this, etof(this.enemy));
1889 // needed to update spectator list
1890 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1893 bool Spectate(entity this, entity pl)
1895 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1897 pl = M_ARGV(1, entity);
1899 SetSpectatee(this, pl);
1900 return SpectateSet(this);
1903 bool SpectateNext(entity this)
1905 entity ent = find(this.enemy, classname, STR_PLAYER);
1907 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1908 ent = M_ARGV(1, entity);
1910 ent = find(ent, classname, STR_PLAYER);
1912 if(ent) { SetSpectatee(this, ent); }
1914 return SpectateSet(this);
1917 bool SpectatePrev(entity this)
1919 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1920 entity ent = findchain(classname, STR_PLAYER);
1921 if (!ent) // no player
1925 // skip players until current spectated player
1927 while(ent && ent != this.enemy)
1930 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1932 case MUT_SPECPREV_FOUND:
1933 ent = M_ARGV(1, entity);
1935 case MUT_SPECPREV_RETURN:
1937 case MUT_SPECPREV_CONTINUE:
1948 SetSpectatee(this, ent);
1949 return SpectateSet(this);
1954 ShowRespawnCountdown()
1956 Update a respawn countdown display.
1959 void ShowRespawnCountdown(entity this)
1962 if(!IS_DEAD(this)) // just respawned?
1966 number = ceil(this.respawn_time - time);
1969 if(number <= this.respawn_countdown)
1971 this.respawn_countdown = number - 1;
1972 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
1973 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1978 .bool team_selected;
1979 bool ShowTeamSelection(entity this)
1981 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1983 stuffcmd(this, "menu_showteamselect\n");
1986 void Join(entity this)
1988 TRANSMUTE(Player, this);
1990 if(!this.team_selected)
1991 if(autocvar_g_campaign || autocvar_g_balance_teams)
1992 JoinBestTeam(this, false, true);
1994 if(autocvar_g_campaign)
1995 campaign_bots_may_start = true;
1997 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1999 PutClientInServer(this);
2002 if(teamplay && this.team != -1)
2003 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2005 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2006 this.team_selected = false;
2010 * Determines whether the player is allowed to join. This depends on cvar
2011 * g_maxplayers, if it isn't used this function always return true, otherwise
2012 * it checks whether the number of currently playing players exceeds g_maxplayers.
2013 * @return int number of free slots for players, 0 if none
2015 int nJoinAllowed(entity this, entity ignore)
2018 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2019 // so report 0 free slots if restricted
2021 if(autocvar_g_forced_team_otherwise == "spectate")
2023 if(autocvar_g_forced_team_otherwise == "spectator")
2027 if(this && this.team_forced < 0)
2028 return 0; // forced spectators can never join
2030 // TODO simplify this
2031 int totalClients = 0;
2032 int currentlyPlaying = 0;
2033 FOREACH_CLIENT(true, {
2036 if(IS_REAL_CLIENT(it))
2037 if(IS_PLAYER(it) || it.caplayer)
2041 float free_slots = 0;
2042 if (!autocvar_g_maxplayers)
2043 free_slots = maxclients - totalClients;
2044 else if(currentlyPlaying < autocvar_g_maxplayers)
2045 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2047 static float join_prevent_msg_time = 0;
2048 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2050 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2051 join_prevent_msg_time = time + 3;
2058 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2059 * g_maxplayers_spectator_blocktime seconds
2061 void checkSpectatorBlock(entity this)
2063 if(IS_SPEC(this) || IS_OBSERVER(this))
2065 if(IS_REAL_CLIENT(this))
2067 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2068 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2074 void PrintWelcomeMessage(entity this)
2076 if(CS(this).motd_actived_time == 0)
2078 if (autocvar_g_campaign) {
2079 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2080 CS(this).motd_actived_time = time;
2081 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2084 if (PHYS_INPUT_BUTTON_INFO(this)) {
2085 CS(this).motd_actived_time = time;
2086 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2090 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2092 if (autocvar_g_campaign) {
2093 if (PHYS_INPUT_BUTTON_INFO(this))
2094 CS(this).motd_actived_time = time;
2095 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2096 CS(this).motd_actived_time = 0;
2097 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2100 if (PHYS_INPUT_BUTTON_INFO(this))
2101 CS(this).motd_actived_time = time;
2102 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2103 CS(this).motd_actived_time = 0;
2104 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2108 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2110 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2111 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2112 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2114 // instanctly hide MOTD
2115 CS(this).motd_actived_time = 0;
2116 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2121 bool joinAllowed(entity this)
2123 if (CS(this).version_mismatch) return false;
2124 if (!nJoinAllowed(this, this)) return false;
2125 if (teamplay && lockteams) return false;
2126 if (ShowTeamSelection(this)) return false;
2127 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2132 bool PlayerThink(entity this)
2134 if (game_stopped || intermission_running) {
2135 this.modelflags &= ~MF_ROCKET;
2136 if(intermission_running)
2137 IntermissionThink(this);
2141 if (timeout_status == TIMEOUT_ACTIVE) {
2142 // don't allow the player to turn around while game is paused
2143 // FIXME turn this into CSQC stuff
2144 this.v_angle = this.lastV_angle;
2145 this.angles = this.lastV_angle;
2146 this.fixangle = true;
2149 if (frametime) player_powerups(this);
2151 if (IS_DEAD(this)) {
2152 if (this.personal && g_race_qualifying) {
2153 if (time > this.respawn_time) {
2154 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2156 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2159 if (frametime) player_anim(this);
2161 if (this.respawn_flags & RESPAWN_DENY)
2163 STAT(RESPAWN_TIME, this) = 0;
2167 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));
2169 switch(this.deadflag)
2173 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2174 this.deadflag = DEAD_RESPAWNING;
2175 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2176 this.deadflag = DEAD_DEAD;
2182 this.deadflag = DEAD_RESPAWNABLE;
2183 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2184 this.deadflag = DEAD_RESPAWNING;
2187 case DEAD_RESPAWNABLE:
2189 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2190 this.deadflag = DEAD_RESPAWNING;
2193 case DEAD_RESPAWNING:
2195 if (time > this.respawn_time)
2197 this.respawn_time = time + 1; // only retry once a second
2198 this.respawn_time_max = this.respawn_time;
2205 ShowRespawnCountdown(this);
2207 if (this.respawn_flags & RESPAWN_SILENT)
2208 STAT(RESPAWN_TIME, this) = 0;
2209 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2211 if (time < this.respawn_time)
2212 STAT(RESPAWN_TIME, this) = this.respawn_time;
2213 else if (this.deadflag != DEAD_RESPAWNING)
2214 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2217 STAT(RESPAWN_TIME, this) = this.respawn_time;
2220 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2221 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2222 STAT(RESPAWN_TIME, this) *= -1;
2227 bool have_hook = false;
2228 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2230 .entity weaponentity = weaponentities[slot];
2231 if(this.(weaponentity).hook.state)
2237 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2240 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2242 } else if (this.vehicle) {
2244 } else if (STAT(FROZEN, this)) {
2251 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2252 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2253 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2255 } else if (this.crouch) {
2256 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2257 if (!trace_startsolid) {
2258 this.crouch = false;
2259 this.view_ofs = STAT(PL_VIEW_OFS, this);
2260 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2264 FixPlayermodel(this);
2266 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2269 this.items &= ~this.items_added;
2271 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2273 .entity weaponentity = weaponentities[slot];
2274 W_WeaponFrame(this, weaponentity);
2278 this.clip_load = this.(weaponentity).clip_load;
2279 this.clip_size = this.(weaponentity).clip_size;
2283 this.items_added = 0;
2284 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2285 this.items_added |= IT_FUEL;
2287 this.items |= this.items_added;
2292 // WEAPONTODO: Add a weapon request for this
2293 // rot vortex charge to the charge limit
2294 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2296 .entity weaponentity = weaponentities[slot];
2297 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2298 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2301 if (frametime) player_anim(this);
2304 secrets_setstatus(this);
2307 monsters_setstatus(this);
2309 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2314 void ObserverThink(entity this)
2316 if ( CS(this).impulse )
2318 MinigameImpulse(this, CS(this).impulse);
2319 CS(this).impulse = 0;
2322 if (this.flags & FL_JUMPRELEASED) {
2323 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2324 this.flags &= ~FL_JUMPRELEASED;
2325 this.flags |= FL_SPAWNING;
2326 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2327 this.flags &= ~FL_JUMPRELEASED;
2328 if(SpectateNext(this)) {
2329 TRANSMUTE(Spectator, this);
2332 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2333 set_movetype(this, preferred_movetype);
2336 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2337 this.flags |= FL_JUMPRELEASED;
2338 if(this.flags & FL_SPAWNING)
2340 this.flags &= ~FL_SPAWNING;
2348 void SpectatorThink(entity this)
2350 if ( CS(this).impulse )
2352 if(MinigameImpulse(this, CS(this).impulse))
2353 CS(this).impulse = 0;
2355 if (CS(this).impulse == IMP_weapon_drop.impulse)
2357 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2358 CS(this).impulse = 0;
2363 if (this.flags & FL_JUMPRELEASED) {
2364 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2365 this.flags &= ~FL_JUMPRELEASED;
2366 this.flags |= FL_SPAWNING;
2367 } 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)) {
2368 this.flags &= ~FL_JUMPRELEASED;
2369 if(SpectateNext(this)) {
2370 TRANSMUTE(Spectator, this);
2372 TRANSMUTE(Observer, this);
2373 PutClientInServer(this);
2375 CS(this).impulse = 0;
2376 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2377 this.flags &= ~FL_JUMPRELEASED;
2378 if(SpectatePrev(this)) {
2379 TRANSMUTE(Spectator, this);
2381 TRANSMUTE(Observer, this);
2382 PutClientInServer(this);
2384 CS(this).impulse = 0;
2385 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2386 this.flags &= ~FL_JUMPRELEASED;
2387 TRANSMUTE(Observer, this);
2388 PutClientInServer(this);
2390 if(!SpectateUpdate(this))
2391 PutObserverInServer(this);
2394 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2395 this.flags |= FL_JUMPRELEASED;
2396 if(this.flags & FL_SPAWNING)
2398 this.flags &= ~FL_SPAWNING;
2403 if(!SpectateUpdate(this))
2404 PutObserverInServer(this);
2407 this.flags |= FL_CLIENT | FL_NOTARGET;
2410 void vehicles_enter (entity pl, entity veh);
2411 void PlayerUseKey(entity this)
2413 if (!IS_PLAYER(this))
2420 vehicles_exit(this.vehicle, VHEF_NORMAL);
2424 else if(autocvar_g_vehicles_enter)
2426 if(!STAT(FROZEN, this))
2430 entity head, closest_target = NULL;
2431 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2433 while(head) // find the closest acceptable target to enter
2435 if(IS_VEHICLE(head))
2437 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2438 if(head.takedamage != DAMAGE_NO)
2442 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2443 { closest_target = head; }
2445 else { closest_target = head; }
2451 if(closest_target) { vehicles_enter(this, closest_target); return; }
2455 // a use key was pressed; call handlers
2456 MUTATOR_CALLHOOK(PlayerUseKey, this);
2464 Called every frame for each client before the physics are run
2467 .float last_vehiclecheck;
2468 void PlayerPreThink (entity this)
2470 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2471 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2473 WarpZone_PlayerPhysics_FixVAngle(this);
2476 // physics frames: update anticheat stuff
2477 anticheat_prethink(this);
2480 if (blockSpectators && frametime) {
2481 // WORKAROUND: only use dropclient in server frames (frametime set).
2482 // Never use it in cl_movement frames (frametime zero).
2483 checkSpectatorBlock(this);
2486 zoomstate_set = false;
2488 // Check for nameless players
2489 if (isInvisibleString(this.netname)) {
2490 this.netname = strzone(sprintf("Player#%d", this.playerid));
2491 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2493 if (this.netname != CS(this).netname_previous) {
2494 if (autocvar_sv_eventlog) {
2495 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2497 if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
2498 CS(this).netname_previous = strzone(this.netname);
2502 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2503 CS(this).version_nagtime = 0;
2504 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2506 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2508 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2510 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2511 if (r < 0) { // old client
2512 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2513 } else if (r > 0) { // old server
2514 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2520 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2522 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2523 this.max_armorvalue = 0;
2528 if (STAT(FROZEN, this) == 2)
2530 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2531 this.health = max(1, this.revive_progress * start_health);
2532 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2534 if (this.revive_progress >= 1)
2537 else if (STAT(FROZEN, this) == 3)
2539 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2540 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2542 if (this.health < 1)
2545 vehicles_exit(this.vehicle, VHEF_RELEASE);
2546 if(this.event_damage)
2547 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2549 else if (this.revive_progress <= 0)
2554 MUTATOR_CALLHOOK(PlayerPreThink, this);
2556 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2557 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2559 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2561 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2562 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2564 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2568 if(!it.team || SAME_TEAM(this, it))
2569 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2570 else if(autocvar_g_vehicles_steal)
2571 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2575 this.last_vehiclecheck = time + 1;
2578 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2580 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2582 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2585 if (IS_REAL_CLIENT(this))
2586 PrintWelcomeMessage(this);
2588 if (IS_PLAYER(this)) {
2589 if(!PlayerThink(this))
2592 else if (game_stopped || intermission_running) {
2593 if(intermission_running)
2594 IntermissionThink(this);
2597 else if (IS_OBSERVER(this)) {
2598 ObserverThink(this);
2600 else if (IS_SPEC(this)) {
2601 SpectatorThink(this);
2604 // WEAPONTODO: Add weapon request for this
2605 if (!zoomstate_set) {
2606 bool wep_zoomed = false;
2607 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2609 .entity weaponentity = weaponentities[slot];
2610 Weapon thiswep = this.(weaponentity).m_weapon;
2611 if(thiswep != WEP_Null && thiswep.wr_zoom)
2612 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2614 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2617 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2619 CS(this).teamkill_soundtime = 0;
2621 entity e = CS(this).teamkill_soundsource;
2622 entity oldpusher = e.pusher;
2624 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2625 e.pusher = oldpusher;
2628 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2629 CS(this).taunt_soundtime = 0;
2630 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2633 target_voicescript_next(this);
2635 // WEAPONTODO: Move into weaponsystem somehow
2636 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2637 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2639 .entity weaponentity = weaponentities[slot];
2640 if(this.(weaponentity).m_weapon == WEP_Null)
2641 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2645 void DrownPlayer(entity this)
2650 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2652 if(this.air_finished < time)
2653 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2654 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2657 else if (this.air_finished < time)
2659 if (this.pain_finished < time)
2661 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2662 this.pain_finished = time + 0.5;
2667 .bool move_qcphysics;
2669 void Player_Physics(entity this)
2671 set_movetype(this, this.move_movetype);
2673 if(!this.move_qcphysics)
2676 if(!frametime && !CS(this).pm_frametime)
2679 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2681 CS(this).pm_frametime = 0;
2688 Called every frame for each client after the physics are run
2691 void PlayerPostThink (entity this)
2693 Player_Physics(this);
2696 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2697 if (IS_REAL_CLIENT(this))
2698 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2700 int totalClients = 0;
2701 if(sv_maxidle_slots > 0)
2703 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2709 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2710 { /* do nothing */ }
2711 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2713 if (CS(this).idlekick_lasttimeleft)
2715 CS(this).idlekick_lasttimeleft = 0;
2716 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2721 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2722 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2723 if (!CS(this).idlekick_lasttimeleft)
2724 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2726 if (timeleft <= 0) {
2727 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2731 else if (timeleft <= 10) {
2732 if (timeleft != CS(this).idlekick_lasttimeleft) {
2733 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2735 CS(this).idlekick_lasttimeleft = timeleft;
2744 this.solid = SOLID_NOT;
2745 this.takedamage = DAMAGE_NO;
2746 set_movetype(this, MOVETYPE_NONE);
2749 if (IS_PLAYER(this)) {
2751 UpdateChatBubble(this);
2752 if (CS(this).impulse) ImpulseCommands(this);
2755 CSQCMODEL_AUTOUPDATE(this);
2758 GetPressedKeys(this);
2761 if (this.waypointsprite_attachedforcarrier) {
2762 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2763 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2766 playerdemo_write(this);
2768 CSQCMODEL_AUTOUPDATE(this);
2771 // hack to copy the button fields from the client entity to the Client State
2772 void PM_UpdateButtons(entity this, entity store)
2775 store.impulse = this.impulse;
2778 store.button0 = this.button0;
2779 store.button2 = this.button2;
2780 store.button3 = this.button3;
2781 store.button4 = this.button4;
2782 store.button5 = this.button5;
2783 store.button6 = this.button6;
2784 store.button7 = this.button7;
2785 store.button8 = this.button8;
2786 store.button9 = this.button9;
2787 store.button10 = this.button10;
2788 store.button11 = this.button11;
2789 store.button12 = this.button12;
2790 store.button13 = this.button13;
2791 store.button14 = this.button14;
2792 store.button15 = this.button15;
2793 store.button16 = this.button16;
2794 store.buttonuse = this.buttonuse;
2795 store.buttonchat = this.buttonchat;
2797 store.cursor_active = this.cursor_active;
2798 store.cursor_screen = this.cursor_screen;
2799 store.cursor_trace_start = this.cursor_trace_start;
2800 store.cursor_trace_endpos = this.cursor_trace_endpos;
2801 store.cursor_trace_ent = this.cursor_trace_ent;
2803 store.ping = this.ping;
2804 store.ping_packetloss = this.ping_packetloss;
2805 store.ping_movementloss = this.ping_movementloss;
2807 store.v_angle = this.v_angle;
2808 store.movement = this.movement;