#include "client.qh" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include STATIC_METHOD(Client, Add, void(Client this, int _team)) { ClientConnect(this); TRANSMUTE(Player, this); this.frame = 12; // 7 this.team = _team; PutClientInServer(this); } STATIC_METHOD(Client, Remove, void(Client this)) { TRANSMUTE(Observer, this); PutClientInServer(this); ClientDisconnect(this); } void send_CSQC_teamnagger() { WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER); } int CountSpectators(entity player, entity to) { if(!player) { return 0; } // not sure how, but best to be safe int spec_count = 0; FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player, { spec_count++; }); return spec_count; } void WriteSpectators(entity player, entity to) { if(!player) { return; } // not sure how, but best to be safe int spec_count = 0; FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player, { if(spec_count >= MAX_SPECTATORS) break; WriteByte(MSG_ENTITY, num_for_edict(it)); ++spec_count; }); } bool ClientData_Send(entity this, entity to, int sf) { assert(to == this.owner, return false); entity e = to; if (IS_SPEC(e)) e = e.enemy; sf = 0; if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows if (CS(e).zoomstate) sf |= BIT(2); // zoomed if (observe_blocked_if_eliminated && INGAME(to)) sf |= BIT(3); // observing blocked if (autocvar_sv_showspectators == 1 || (autocvar_sv_showspectators && IS_SPEC(to))) sf |= BIT(4); // show spectators WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA); WriteByte(MSG_ENTITY, sf); if (sf & BIT(1)) WriteByte(MSG_ENTITY, CS(to).spectatee_status); if(sf & BIT(4)) { float specs = CountSpectators(e, to); WriteByte(MSG_ENTITY, specs); WriteSpectators(e, to); } return true; } void ClientData_Attach(entity this) { Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send); CS(this).clientdata.drawonlytoclient = this; CS(this).clientdata.owner = this; } void ClientData_Detach(entity this) { delete(CS(this).clientdata); CS(this).clientdata = NULL; } void ClientData_Touch(entity e) { entity cd = CS(e).clientdata; if (cd) { cd.SendFlags = 1; } // make it spectatable FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { entity cd = CS(it).clientdata; if (cd) { cd.SendFlags = 1; } }); } /* ============= CheckPlayerModel Checks if the argument string can be a valid playermodel. Returns a valid one in doubt. ============= */ string FallbackPlayerModel; string CheckPlayerModel(string plyermodel) { if(FallbackPlayerModel != cvar_defstring("_cl_playermodel")) { // note: we cannot summon Don Strunzone here, some player may // still have the model string set. In case anyone manages how // to change a cvar default, we'll have a small leak here. FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel")); } // only in right path if(substring(plyermodel, 0, 14) != "models/player/") return FallbackPlayerModel; // only good file extensions if(substring(plyermodel, -4, 4) != ".iqm" && substring(plyermodel, -4, 4) != ".zym" && substring(plyermodel, -4, 4) != ".dpm" && substring(plyermodel, -4, 4) != ".md3" && substring(plyermodel, -4, 4) != ".psk") { return FallbackPlayerModel; } // forbid the LOD models if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2") return FallbackPlayerModel; if(plyermodel != strtolower(plyermodel)) return FallbackPlayerModel; // also, restrict to server models if(autocvar_sv_servermodelsonly) { if(!fexists(plyermodel)) return FallbackPlayerModel; } return plyermodel; } void setplayermodel(entity e, string modelname) { precache_model(modelname); _setmodel(e, modelname); player_setupanimsformodel(e); if(!autocvar_g_debug_globalsounds) UpdatePlayerSounds(e); } /** putting a client as observer in the server */ void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint) { bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced); bool recount_ready = false; PlayerState_detach(this); if (IS_PLAYER(this)) { if(GetResource(this, RES_HEALTH) >= 1) { // despawn effect Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1); } // was a player, recount votes and ready status if(IS_REAL_CLIENT(this)) { if (vote_called) { VoteCount(false); } this.ready = false; if (warmup_stage || game_starttime > time) recount_ready = true; } entcs_update_players(this); } if (use_spawnpoint) { entity spot = SelectSpawnPoint(this, true); if (!spot) LOG_FATAL("No spawnpoints for observers?!?"); this.angles = vec2(spot.angles); // offset it so that the spectator spawns higher off the ground, looks better this way setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this)); } else // change origin to restore previous view origin setorigin(this, this.origin + STAT(PL_VIEW_OFS, this) - STAT(PL_CROUCH_VIEW_OFS, this)); this.fixangle = true; if (IS_REAL_CLIENT(this)) { msg_entity = this; WriteByte(MSG_ONE, SVC_SETVIEW); WriteEntity(MSG_ONE, this); } // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS" if(!autocvar_g_debug_globalsounds) { // needed for player sounds this.model = ""; FixPlayermodel(this); } setmodel(this, MDL_Null); setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this)); this.view_ofs = '0 0 0'; RemoveGrapplingHooks(this); Portal_ClearAll(this); Unfreeze(this, false); SetSpectatee(this, NULL); if (this.alivetime) { if (!warmup_stage) PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime); this.alivetime = 0; } if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE); TRANSMUTE(Observer, this); if(recount_ready) ReadyCount(); // FIXME: please add comment about why this is delayed WaypointSprite_PlayerDead(this); accuracy_resend(this); if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS()) Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS); CS(this).spectatortime = time; if(this.bot_attack) IL_REMOVE(g_bot_targets, this); this.bot_attack = false; if(this.monster_attack) IL_REMOVE(g_monster_targets, this); this.monster_attack = false; STAT(HUD, this) = HUD_NORMAL; this.iscreature = false; this.teleportable = TELEPORT_SIMPLE; if(this.damagedbycontents) IL_REMOVE(g_damagedbycontents, this); this.damagedbycontents = false; SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR); SetSpectatee_status(this, etof(this)); this.takedamage = DAMAGE_NO; this.solid = SOLID_NOT; set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink this.flags = FL_CLIENT | FL_NOTARGET; this.effects = 0; SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?! this.pauserotarmor_finished = 0; this.pauserothealth_finished = 0; this.pauseregen_finished = 0; this.damageforcescale = 0; this.death_time = 0; this.respawn_flags = 0; this.respawn_time = 0; STAT(RESPAWN_TIME, this) = 0; this.alpha = 0; this.scale = 0; this.fade_time = 0; this.pain_finished = 0; STAT(AIR_FINISHED, this) = 0; //this.dphitcontentsmask = 0; this.dphitcontentsmask = DPCONTENTS_SOLID; if (autocvar_g_playerclip_collisions) this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP; this.pushltime = 0; this.istypefrag = 0; setthink(this, func_null); this.nextthink = 0; this.deadflag = DEAD_NO; UNSET_DUCKED(this); STAT(REVIVE_PROGRESS, this) = 0; this.revival_time = 0; this.draggable = drag_undraggable; player_powerups_remove_all(this); this.items = 0; STAT(WEAPONS, this) = '0 0 0'; this.drawonlytoclient = this; this.viewloc = NULL; //this.spawnpoint_targ = NULL; // keep it so they can return to where they were? this.weaponmodel = ""; for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { this.weaponentities[slot] = NULL; } this.exteriorweaponentity = NULL; CS(this).killcount = FRAGS_SPECTATOR; this.velocity = '0 0 0'; this.avelocity = '0 0 0'; this.punchangle = '0 0 0'; this.punchvector = '0 0 0'; this.oldvelocity = this.velocity; this.event_damage = func_null; this.event_heal = func_null; for(int slot = 0; slot < MAX_AXH; ++slot) { entity axh = this.(AuxiliaryXhair[slot]); this.(AuxiliaryXhair[slot]) = NULL; if(axh.owner == this && axh != NULL && !wasfreed(axh)) delete(axh); } if (mutator_returnvalue) { // mutator prevents resetting teams+score } else { SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR); // clears scores too in game modes without teams this.frags = FRAGS_SPECTATOR; } bot_relinkplayerlist(); if (CS(this).just_joined) CS(this).just_joined = false; } int player_getspecies(entity this) { get_model_parameters(this.model, this.skin); int s = get_model_parameters_species; get_model_parameters(string_null, 0); if (s < 0) return SPECIES_HUMAN; return s; } .float model_randomizer; void FixPlayermodel(entity player) { string defaultmodel = ""; int defaultskin = 0; if(autocvar_sv_defaultcharacter) { if(teamplay) { switch(player.team) { case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break; case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break; case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break; case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break; } } if(defaultmodel == "") { defaultmodel = autocvar_sv_defaultplayermodel; defaultskin = autocvar_sv_defaultplayerskin; } int n = tokenize_console(defaultmodel); if(n > 0) { defaultmodel = argv(floor(n * CS(player).model_randomizer)); // However, do NOT randomize if the player-selected model is in the list. for (int i = 0; i < n; ++i) if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin)) defaultmodel = argv(i); } int i = strstrofs(defaultmodel, ":", 0); if(i >= 0) { defaultskin = stof(substring(defaultmodel, i+1, -1)); defaultmodel = substring(defaultmodel, 0, i); } } if(autocvar_sv_defaultcharacterskin && !defaultskin) { if(teamplay) { switch(player.team) { case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break; case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break; case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break; case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break; } } if(!defaultskin) defaultskin = autocvar_sv_defaultplayerskin; } MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player); defaultmodel = M_ARGV(0, string); defaultskin = M_ARGV(1, int); bool chmdl = false; int oldskin; if(defaultmodel != "") { if (defaultmodel != player.model) { vector m1 = player.mins; vector m2 = player.maxs; setplayermodel (player, defaultmodel); setsize (player, m1, m2); chmdl = true; } oldskin = player.skin; player.skin = defaultskin; } else { if (player.playermodel != player.model || player.playermodel == "") { player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop vector m1 = player.mins; vector m2 = player.maxs; setplayermodel (player, player.playermodel); setsize (player, m1, m2); chmdl = true; } if(!autocvar_sv_defaultcharacterskin) { oldskin = player.skin; player.skin = stof(player.playerskin); } else { oldskin = player.skin; player.skin = defaultskin; } } if(chmdl || oldskin != player.skin) // model or skin has changed { player.species = player_getspecies(player); // update species if(!autocvar_g_debug_globalsounds) UpdatePlayerSounds(player); // update skin sounds } if(!teamplay) if(strlen(autocvar_sv_defaultplayercolors)) if(player.clientcolors != stof(autocvar_sv_defaultplayercolors)) setcolor(player, stof(autocvar_sv_defaultplayercolors)); } void GiveWarmupResources(entity this) { SetResource(this, RES_SHELLS, warmup_start_ammo_shells); SetResource(this, RES_BULLETS, warmup_start_ammo_nails); SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets); SetResource(this, RES_CELLS, warmup_start_ammo_cells); SetResource(this, RES_PLASMA, warmup_start_ammo_plasma); SetResource(this, RES_FUEL, warmup_start_ammo_fuel); SetResource(this, RES_HEALTH, warmup_start_health); SetResource(this, RES_ARMOR, warmup_start_armorvalue); STAT(WEAPONS, this) = WARMUP_START_WEAPONS; } void PutPlayerInServer(entity this) { if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE); PlayerState_attach(this); accuracy_resend(this); if (teamplay && this.bot_forced_team) SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL); if (this.team < 0) TeamBalance_JoinBestTeam(this); entity spot = SelectSpawnPoint(this, false); if (!spot) { Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS); return; // spawn failed } TRANSMUTE(Player, this); CS(this).wasplayer = true; this.iscreature = true; this.teleportable = TELEPORT_NORMAL; if(!this.damagedbycontents) IL_PUSH(g_damagedbycontents, this); this.damagedbycontents = true; set_movetype(this, MOVETYPE_WALK); this.solid = SOLID_SLIDEBOX; this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID; if (autocvar_g_playerclip_collisions) this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP; if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions) this.dphitcontentsmask |= DPCONTENTS_BOTCLIP; this.frags = FRAGS_PLAYER; if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this); this.flags = FL_CLIENT | FL_PICKUPITEMS; if (autocvar__notarget) this.flags |= FL_NOTARGET; this.takedamage = DAMAGE_AIM; this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT; if (warmup_stage) GiveWarmupResources(this); else { SetResource(this, RES_SHELLS, start_ammo_shells); SetResource(this, RES_BULLETS, start_ammo_nails); SetResource(this, RES_ROCKETS, start_ammo_rockets); SetResource(this, RES_CELLS, start_ammo_cells); SetResource(this, RES_PLASMA, start_ammo_plasma); SetResource(this, RES_FUEL, start_ammo_fuel); SetResource(this, RES_HEALTH, start_health); SetResource(this, RES_ARMOR, start_armorvalue); STAT(WEAPONS, this) = start_weapons; if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false) { GiveRandomWeapons(this, random_start_weapons_count, autocvar_g_random_start_weapons, random_start_ammo); } } SetSpectatee_status(this, 0); PS(this).dual_weapons = '0 0 0'; if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0); this.items = start_items; float shieldtime = time + autocvar_g_spawnshieldtime; this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn; this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn; this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn; this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn; if (!sv_ready_restart_after_countdown && time < game_starttime) { float f = game_starttime - time; shieldtime += f; this.pauserotarmor_finished += f; this.pauserothealth_finished += f; this.pauseregen_finished += f; } StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0); this.damageforcescale = autocvar_g_player_damageforcescale; this.death_time = 0; this.respawn_flags = 0; this.respawn_time = 0; STAT(RESPAWN_TIME, this) = 0; // DP model scaling uses 1/16 accuracy and 13/16 is closest to 56/69 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.8125 : autocvar_sv_player_scale); this.fade_time = 0; this.pain_finished = 0; this.pushltime = 0; setthink(this, func_null); // players have no think function this.nextthink = 0; this.dmg_team = 0; PS(this).ballistics_density = autocvar_g_ballistics_density_player; this.deadflag = DEAD_NO; this.angles = spot.angles; this.angles_z = 0; // never spawn tilted even if the spot says to if (IS_BOT_CLIENT(this)) { this.v_angle = this.angles; bot_aim_reset(this); } this.fixangle = true; // turn this way immediately this.oldvelocity = this.velocity = '0 0 0'; this.avelocity = '0 0 0'; this.punchangle = '0 0 0'; this.punchvector = '0 0 0'; STAT(REVIVE_PROGRESS, this) = 0; this.revival_time = 0; STAT(AIR_FINISHED, this) = 0; this.waterlevel = WATERLEVEL_NONE; this.watertype = CONTENT_EMPTY; entity spawnevent = new_pure(spawnevent); spawnevent.owner = this; Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send); // Cut off any still running player sounds. stopsound(this, CH_PLAYER_SINGLE); this.model = ""; FixPlayermodel(this); this.drawonlytoclient = NULL; this.viewloc = NULL; for(int slot = 0; slot < MAX_AXH; ++slot) { entity axh = this.(AuxiliaryXhair[slot]); this.(AuxiliaryXhair[slot]) = NULL; if(axh.owner == this && axh != NULL && !wasfreed(axh)) delete(axh); } this.spawnpoint_targ = NULL; UNSET_DUCKED(this); this.view_ofs = STAT(PL_VIEW_OFS, this); setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this)); this.spawnorigin = spot.origin; setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24)); // don't reset back to last position, even if new position is stuck in solid this.oldorigin = this.origin; if(this.conveyor) IL_REMOVE(g_conveyed, this); this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player if(this.swampslug) IL_REMOVE(g_swamped, this); this.swampslug = NULL; this.swamp_interval = 0; if(this.ladder_entity) IL_REMOVE(g_ladderents, this); this.ladder_entity = NULL; IL_EACH(g_counters, it.realowner == this, { delete(it); }); STAT(HUD, this) = HUD_NORMAL; this.event_damage = PlayerDamage; this.event_heal = PlayerHeal; this.draggable = func_null; if(!this.bot_attack) IL_PUSH(g_bot_targets, this); this.bot_attack = true; if(!this.monster_attack) IL_PUSH(g_monster_targets, this); this.monster_attack = true; navigation_dynamicgoal_init(this, false); PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false; // player was spectator if (CS(this).killcount == FRAGS_SPECTATOR) { PlayerScore_Clear(this); CS(this).killcount = 0; CS(this).startplaytime = time; } for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; CL_SpawnWeaponentity(this, weaponentity); } this.alpha = default_player_alpha; this.colormod = '1 1 1' * autocvar_g_player_brightness; this.exteriorweaponentity.alpha = default_weapon_alpha; this.speedrunning = false; this.counter_cnt = 0; this.fragsfilter_cnt = 0; target_voicescript_clear(this); // reset fields the weapons may use FOREACH(Weapons, true, { it.wr_resetplayer(it, this); // reload all reloadable weapons if (it.spawnflags & WEP_FLAG_RELOADABLE) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo; } } }); Unfreeze(this, false); MUTATOR_CALLHOOK(PlayerSpawn, this, spot); { string s = spot.target; if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack spot.target = string_null; SUB_UseTargets(spot, this, NULL); if(g_assault || g_race) spot.target = s; } if (autocvar_spawn_debug) { sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n")); delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor } for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; entity w_ent = this.(weaponentity); if(slot == 0 || autocvar_g_weaponswitch_debug == 1) w_ent.m_switchweapon = w_getbestweapon(this, weaponentity); else w_ent.m_switchweapon = WEP_Null; w_ent.m_weapon = WEP_Null; w_ent.weaponname = ""; w_ent.m_switchingweapon = WEP_Null; w_ent.cnt = -1; } MUTATOR_CALLHOOK(PlayerWeaponSelect, this); if (CS(this).impulse) ImpulseCommands(this); W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign); for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; W_WeaponFrame(this, weaponentity); } if (!warmup_stage && !this.alivetime) this.alivetime = time; antilag_clear(this, CS(this)); if (warmup_stage < 0 || warmup_stage > 1) ReadyCount(); } /** Called when a client spawns in the server */ void PutClientInServer(entity this) { if (IS_REAL_CLIENT(this)) { msg_entity = this; WriteByte(MSG_ONE, SVC_SETVIEW); WriteEntity(MSG_ONE, this); } if (game_stopped) TRANSMUTE(Observer, this); bool use_spawnpoint = (!this.enemy); // check this.enemy here since SetSpectatee will clear it SetSpectatee(this, NULL); // reset player keys if(PS(this)) PS(this).itemkeys = 0; MUTATOR_CALLHOOK(PutClientInServer, this); if (IS_OBSERVER(this)) { PutObserverInServer(this, false, use_spawnpoint); } else if (IS_PLAYER(this)) { PutPlayerInServer(this); } bot_relinkplayerlist(); } // TODO do we need all these fields, or should we stop autodetecting runtime // changes and just have a console command to update this? bool ClientInit_SendEntity(entity this, entity to, int sf) { WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT); return = true; msg_entity = to; // MSG_INIT replacement // TODO: make easier to use Registry_send_all(); W_PROP_reload(MSG_ONE, to); ClientInit_misc(this); MUTATOR_CALLHOOK(Ent_Init); } void ClientInit_misc(entity this) { int channel = MSG_ONE; WriteHeader(channel, ENT_CLIENT_INIT); WriteByte(channel, g_nexball_meter_period * 32); WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0])); WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1])); WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2])); WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3])); WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0])); WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1])); WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2])); WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3])); if(autocvar_sv_foginterval && world.fog != "") WriteString(channel, world.fog); else WriteString(channel, ""); WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor WriteByte(channel, serverflags); WriteCoord(channel, autocvar_g_trueaim_minrange); } void ClientInit_CheckUpdate(entity this) { this.nextthink = time; if(this.count != autocvar_g_balance_armor_blockpercent) { this.count = autocvar_g_balance_armor_blockpercent; this.SendFlags |= 1; } if(this.cnt != autocvar_g_balance_damagepush_speedfactor) { this.cnt = autocvar_g_balance_damagepush_speedfactor; this.SendFlags |= 1; } } void ClientInit_Spawn() { entity e = new_pure(clientinit); setthink(e, ClientInit_CheckUpdate); Net_LinkEntity(e, false, 0, ClientInit_SendEntity); ClientInit_CheckUpdate(e); } /* ============= SetNewParms ============= */ void SetNewParms () { // initialize parms for a new player parm1 = -(86400 * 366); MUTATOR_CALLHOOK(SetNewParms); } /* ============= SetChangeParms ============= */ void SetChangeParms (entity this) { // save parms for level change parm1 = CS(this).parm_idlesince - time; MUTATOR_CALLHOOK(SetChangeParms); } /* ============= DecodeLevelParms ============= */ void DecodeLevelParms(entity this) { // load parms CS(this).parm_idlesince = parm1; if (CS(this).parm_idlesince == -(86400 * 366)) CS(this).parm_idlesince = time; // whatever happens, allow 60 seconds of idling directly after connect for map loading CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60); MUTATOR_CALLHOOK(DecodeLevelParms); } void FixClientCvars(entity e) { // send prediction settings to the client if(autocvar_g_antilag == 3) // client side hitscan stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n"); if(autocvar_sv_gentle) stuffcmd(e, "cl_cmd settemp cl_gentle 1\n"); stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min)); stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max)); stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin)); MUTATOR_CALLHOOK(FixClientCvars, e); } bool findinlist_abbrev(string tofind, string list) { if(list == "" || tofind == "") return false; // empty list or search, just return // this function allows abbreviated strings! FOREACH_WORD(list, it != "" && it == substring(tofind, 0, strlen(it)), { return true; }); return false; } bool PlayerInIPList(entity p, string iplist) { // some safety checks (never allow local?) if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p)) return false; return findinlist_abbrev(p.netaddress, iplist); } bool PlayerInIDList(entity p, string idlist) { // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this if(!p.crypto_idfp) return false; return findinlist_abbrev(p.crypto_idfp, idlist); } bool PlayerInList(entity player, string list) { if (list == "") return false; return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list)); } #ifdef DP_EXT_PRECONNECT /* ============= ClientPreConnect Called once (not at each match start) when a client begins a connection to the server ============= */ void ClientPreConnect(entity this) { if(autocvar_sv_eventlog) { GameLogEcho(sprintf(":connect:%d:%d:%s", this.playerid, etof(this), ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot") )); } } #endif // NOTE csqc uses the active mutators list sent by this function // to understand which mutators are enabled // also note that they aren't all registered mutators, e.g. jetpack, low gravity void SendWelcomeMessage(entity this, int msg_type) { WriteByte(msg_type, boolean(autocvar_g_campaign)); if (boolean(autocvar_g_campaign)) { WriteByte(msg_type, Campaign_GetLevelNum()); return; } WriteString(msg_type, autocvar_hostname); WriteString(msg_type, autocvar_g_xonoticversion); WriteByte(msg_type, CS(this).version_mismatch); WriteByte(msg_type, (CS(this).version < autocvar_gameversion)); WriteByte(msg_type, autocvar_g_warmup > 1 ? autocvar_g_warmup : map_minplayers); WriteByte(msg_type, GetPlayerLimit()); MUTATOR_CALLHOOK(BuildMutatorsPrettyString, ""); string modifications = M_ARGV(0, string); if (!g_weaponarena && cvar("g_balance_blaster_weaponstartoverride") == 0) modifications = strcat(modifications, ", No start weapons"); if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity"))) modifications = strcat(modifications, ", Low gravity"); if(g_weapon_stay && !g_cts) modifications = strcat(modifications, ", Weapons stay"); if(autocvar_g_jetpack) modifications = strcat(modifications, ", Jetpack"); modifications = substring(modifications, 2, strlen(modifications) - 2); WriteString(msg_type, modifications); WriteString(msg_type, g_weaponarena_list); if(cache_lastmutatormsg != autocvar_g_mutatormsg) { strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg); strcpy(cache_mutatormsg, cache_lastmutatormsg); } WriteString(msg_type, cache_mutatormsg); WriteString(msg_type, strreplace("\\n", "\n", autocvar_sv_motd)); } /** ============= ClientConnect Called when a client connects to the server ============= */ void ClientConnect(entity this) { if (Ban_MaybeEnforceBanOnce(this)) return; assert(!IS_CLIENT(this), return); this.flags |= FL_CLIENT; assert(player_count >= 0, player_count = 0); TRANSMUTE(Client, this); CS(this).version_nagtime = time + 10 + random() * 10; Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname); bot_clientconnect(this); Player_DetermineForcedTeam(this); TRANSMUTE(Observer, this); PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid)); // always track bots, don't ask for cl_allow_uidtracking if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this); else CS(this).allowed_timeouts = autocvar_sv_timeout_number; if (autocvar_sv_eventlog) GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false))); CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects stuffcmd(this, clientstuff, "\n"); stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this? FixClientCvars(this); // get version info from player stuffcmd(this, "cmd clientversion $gameversion\n"); // notify about available teams if (teamplay) { entity balance = TeamBalance_CheckAllowedTeams(this); int t = TeamBalance_GetAllowedTeams(balance); TeamBalance_Destroy(balance); stuffcmd(this, sprintf("set _teams_available %d\n", t)); } else { stuffcmd(this, "set _teams_available 0\n"); } bot_relinkplayerlist(); CS(this).spectatortime = time; if (blockSpectators) { Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime); } CS(this).jointime = time; if (IS_REAL_CLIENT(this)) { if (g_weaponarena_weapons == WEPSET(TUBA)) stuffcmd(this, "cl_cmd settemp chase_active 1\n"); // quickmenu file must be put in a subfolder with an unique name // to reduce chances of overriding custom client quickmenus if (waypointeditor_enabled) stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", "wpeditor.txt")); else if (autocvar_sv_quickmenu_file != "" && strstrofs(autocvar_sv_quickmenu_file, "/", 0) && fexists(autocvar_sv_quickmenu_file)) stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", autocvar_sv_quickmenu_file)); } if (!autocvar_sv_foginterval && world.fog != "") stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n")); if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2)) if(!MUTATOR_CALLHOOK(HideTeamNagger, this)) send_CSQC_teamnagger(); CSQCMODEL_AUTOINIT(this); CS(this).model_randomizer = random(); if (IS_REAL_CLIENT(this)) sv_notice_join(this); this.move_qcphysics = true; // update physics stats (players can spawn before physics runs) Physics_UpdateStats(this); IL_EACH(g_initforplayer, it.init_for_player, { it.init_for_player(it, this); }); Handicap_Initialize(this); // playban if (PlayerInList(this, autocvar_g_playban_list)) TRANSMUTE(Observer, this); if (PlayerInList(this, autocvar_g_chatban_list)) // chatban CS(this).muted = true; MUTATOR_CALLHOOK(ClientConnect, this); if (player_count == 1) { if (autocvar_sv_autopause && server_is_dedicated) setpause(0); localcmd("\nsv_hook_firstjoin\n"); } } .string shootfromfixedorigin; .entity chatbubbleentity; void player_powerups_remove_all(entity this); /* ============= ClientDisconnect Called when a client disconnects from the server ============= */ void ClientDisconnect(entity this) { assert(IS_CLIENT(this), return); /* from "ignore" command */ strfree(this.ignore_list); FOREACH_CLIENT(IS_REAL_CLIENT(it) && it.ignore_list, { if(it.crypto_idfp && it.crypto_idfp != "") continue; string mylist = ignore_removefromlist(it, this); if(it.ignore_list) strunzone(it.ignore_list); it.ignore_list = strzone(mylist); }); /* from "ignore" command */ PlayerStats_GameReport_FinalizePlayer(this); if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE); if (CS(this).active_minigame) part_minigame(this); if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1); if (autocvar_sv_eventlog) GameLogEcho(strcat(":part:", ftos(this.playerid))); Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname); if(IS_SPEC(this)) SetSpectatee(this, NULL); MUTATOR_CALLHOOK(ClientDisconnect, this); strfree(CS(this).netname_previous); // needs to be before the CS entity is removed! strfree(CS_CVAR(this).weaponorder_byimpulse); ClientState_detach(this); Portal_ClearAll(this); Unfreeze(this, false); RemoveGrapplingHooks(this); strfree(this.shootfromfixedorigin); // Here, everything has been done that requires this player to be a client. this.flags &= ~FL_CLIENT; if (this.chatbubbleentity) delete(this.chatbubbleentity); if (this.killindicator) delete(this.killindicator); IL_EACH(g_counters, it.realowner == this, { delete(it); }); WaypointSprite_PlayerGone(this); bot_relinkplayerlist(); strfree(this.clientstatus); if (this.personal) delete(this.personal); this.playerid = 0; if (warmup_stage || game_starttime > time) ReadyCount(); if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false); player_powerups_remove_all(this); // stop powerup sound ONREMOVE(this); if (player_count == 0) localcmd("\nsv_hook_lastleave\n"); } void ChatBubbleThink(entity this) { this.nextthink = time; if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this) { if(this.owner) // but why can that ever be NULL? this.owner.chatbubbleentity = NULL; delete(this); return; } this.mdl = ""; if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) ) { if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) ) this.mdl = "models/sprites/minigame_busy.iqm"; else if (PHYS_INPUT_BUTTON_CHAT(this.owner)) this.mdl = "models/misc/chatbubble.spr"; } if ( this.model != this.mdl ) _setmodel(this, this.mdl); } void UpdateChatBubble(entity this) { if (this.alpha < 0) return; // spawn a chatbubble entity if needed if (!this.chatbubbleentity) { this.chatbubbleentity = new(chatbubbleentity); this.chatbubbleentity.owner = this; this.chatbubbleentity.exteriormodeltoclient = this; setthink(this.chatbubbleentity, ChatBubbleThink); this.chatbubbleentity.nextthink = time; setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1'); setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1'); setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth this.chatbubbleentity.mdl = this.chatbubbleentity.model; //this.chatbubbleentity.model = ""; this.chatbubbleentity.effects = EF_LOWPRECISION; } } void calculate_player_respawn_time(entity this) { if(MUTATOR_CALLHOOK(CalculateRespawnTime, this)) return; float gametype_setting_tmp; float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max); float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small); float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large); float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count); float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count); float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves); float pcount = 1; // Include myself whether or not team is already set right and I'm a "player". if (teamplay) { FOREACH_CLIENT(IS_PLAYER(it) && it != this, { if(it.team == this.team) ++pcount; }); if (sdelay_small_count == 0) sdelay_small_count = 1; if (sdelay_large_count == 0) sdelay_large_count = 1; } else { FOREACH_CLIENT(IS_PLAYER(it) && it != this, { ++pcount; }); if (sdelay_small_count == 0) { if (IS_INDEPENDENT_PLAYER(this)) { // Players play independently. No point in requiring enemies. sdelay_small_count = 1; } else { // Players play AGAINST each other. Enemies required. sdelay_small_count = 2; } } if (sdelay_large_count == 0) { if (IS_INDEPENDENT_PLAYER(this)) { // Players play independently. No point in requiring enemies. sdelay_large_count = 1; } else { // Players play AGAINST each other. Enemies required. sdelay_large_count = 2; } } } float sdelay; if (pcount <= sdelay_small_count) sdelay = sdelay_small; else if (pcount >= sdelay_large_count) sdelay = sdelay_large; else // NOTE: this case implies sdelay_large_count > sdelay_small_count. sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count); if(waves) this.respawn_time = ceil((time + sdelay) / waves) * waves; else this.respawn_time = time + sdelay; if(sdelay < sdelay_max) this.respawn_time_max = time + sdelay_max; else this.respawn_time_max = this.respawn_time; if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75)) this.respawn_countdown = 10; // first number to count down from is 10 else this.respawn_countdown = -1; // do not count down if(autocvar_g_forced_respawn) this.respawn_flags = this.respawn_flags | RESPAWN_FORCE; } // LordHavoc: this hack will be removed when proper _pants/_shirt layers are // added to the model skins /*void UpdateColorModHack() { float c; c = this.clientcolors & 15; // LordHavoc: only bothering to support white, green, red, yellow, blue if (!teamplay) this.colormod = '0 0 0'; else if (c == 0) this.colormod = '1.00 1.00 1.00'; else if (c == 3) this.colormod = '0.10 1.73 0.10'; else if (c == 4) this.colormod = '1.73 0.10 0.10'; else if (c == 12) this.colormod = '1.22 1.22 0.10'; else if (c == 13) this.colormod = '0.10 0.10 1.73'; else this.colormod = '1 1 1'; }*/ void respawn(entity this) { bool damagedbycontents_prev = this.damagedbycontents; if(this.alpha >= 0) { if(autocvar_g_respawn_ghosts) { this.solid = SOLID_NOT; this.takedamage = DAMAGE_NO; this.damagedbycontents = false; set_movetype(this, MOVETYPE_FLY); this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed; this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3; this.effects |= CSQCMODEL_EF_RESPAWNGHOST; this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha); Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1); if(autocvar_g_respawn_ghosts_time > 0) SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime); } else SUB_SetFade (this, time, 1); // fade out the corpse immediately } CopyBody(this, 1); this.damagedbycontents = damagedbycontents_prev; this.effects |= EF_NODRAW; // prevent another CopyBody PutClientInServer(this); } void play_countdown(entity this, float finished, Sound samp) { TC(Sound, samp); float time_left = finished - time; if(IS_REAL_CLIENT(this) && time_left < 6 && floor(time_left - frametime) != floor(time_left)) sound(this, CH_INFO, samp, VOL_BASE, ATTEN_NORM); } // it removes special powerups not handled by StatusEffects void player_powerups_remove_all(entity this) { if (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS)) { // don't play the poweroff sound when the game restarts or the player disconnects if (time > game_starttime + 1 && IS_CLIENT(this) && !(start_items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))) { sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM); } if (this.items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS)) stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound this.items -= (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS)); } } void player_powerups(entity this) { if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped) this.modelflags |= MF_ROCKET; else this.modelflags &= ~MF_ROCKET; this.effects &= ~EF_NODEPTHTEST; if (IS_DEAD(this)) player_powerups_remove_all(this); if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed return; // add a way to see what the items were BEFORE all of these checks for the mutator hook int items_prev = this.items; if (!MUTATOR_IS_ENABLED(mutator_instagib)) { // NOTE: superweapons are a special case and as such are handled here instead of the status effects system if (this.items & IT_SUPERWEAPON) { if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) { StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL); this.items = this.items - (this.items & IT_SUPERWEAPON); //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname); Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST); } else if (this.items & IT_UNLIMITED_SUPERWEAPONS) { // don't let them run out } else { play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF); if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this)) { this.items = this.items - (this.items & IT_SUPERWEAPON); STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS; //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname); Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN); } } } else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) { if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS)) { this.items = this.items | IT_SUPERWEAPON; if(!(this.items & IT_UNLIMITED_SUPERWEAPONS)) { if(!g_cts) Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname); Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP); } } else { if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT); STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS; } } else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame! { StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR); } } if(autocvar_g_nodepthtestplayers) this.effects = this.effects | EF_NODEPTHTEST; if(autocvar_g_fullbrightplayers) this.effects = this.effects | EF_FULLBRIGHT; MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev); } float CalcRegen(float current, float stable, float regenfactor, float regenframetime) { if(current > stable) return current; else if(current > stable - 0.25) // when close enough, "snap" return stable; else return min(stable, current + (stable - current) * regenfactor * regenframetime); } float CalcRot(float current, float stable, float rotfactor, float rotframetime) { if(current < stable) return current; else if(current < stable + 0.25) // when close enough, "snap" return stable; else return max(stable, current + (stable - current) * rotfactor * rotframetime); } void RotRegen(entity this, Resource res, float limit_mod, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime) { float old = GetResource(this, res); float current = old; if(current > rotstable) { if(rotframetime > 0) { current = CalcRot(current, rotstable, rotfactor, rotframetime); current = max(rotstable, current - rotlinear * rotframetime); } } else if(current < regenstable) { if(regenframetime > 0) { current = CalcRegen(current, regenstable, regenfactor, regenframetime); current = min(regenstable, current + regenlinear * regenframetime); } } float limit = GetResourceLimit(this, res) * limit_mod; if(current > limit) current = limit; if (current != old) SetResource(this, res, current); } void player_regen(entity this) { float max_mod, regen_mod, rot_mod, limit_mod; max_mod = regen_mod = rot_mod = limit_mod = 1; float regen_health = autocvar_g_balance_health_regen; float regen_health_linear = autocvar_g_balance_health_regenlinear; float regen_health_rot = autocvar_g_balance_health_rot; float regen_health_rotlinear = autocvar_g_balance_health_rotlinear; float regen_health_stable = autocvar_g_balance_health_regenstable; float regen_health_rotstable = autocvar_g_balance_health_rotstable; bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot, regen_health_rotlinear, regen_health_stable, regen_health_rotstable); max_mod = M_ARGV(1, float); regen_mod = M_ARGV(2, float); rot_mod = M_ARGV(3, float); limit_mod = M_ARGV(4, float); regen_health = M_ARGV(5, float); regen_health_linear = M_ARGV(6, float); regen_health_rot = M_ARGV(7, float); regen_health_rotlinear = M_ARGV(8, float); regen_health_stable = M_ARGV(9, float); regen_health_rotstable = M_ARGV(10, float); float rotstable, regenstable, rotframetime, regenframetime; if(!mutator_returnvalue) if(!STAT(FROZEN, this)) { regenstable = autocvar_g_balance_armor_regenstable; rotstable = autocvar_g_balance_armor_rotstable; regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0; rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0; RotRegen(this, RES_ARMOR, limit_mod, regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime, rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime); // NOTE: max_mod is only applied to health regenstable = regen_health_stable * max_mod; rotstable = regen_health_rotstable * max_mod; regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0; rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0; RotRegen(this, RES_HEALTH, limit_mod, regenstable, regen_health, regen_health_linear, regenframetime, rotstable, regen_health_rot, regen_health_rotlinear, rotframetime); } // if player rotted to death... die! // check this outside above checks, as player may still be able to rot to death if(GetResource(this, RES_HEALTH) < 1) { if(this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE); if(this.event_damage) this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0'); } if (!(this.items & IT_UNLIMITED_AMMO)) { regenstable = autocvar_g_balance_fuel_regenstable; rotstable = autocvar_g_balance_fuel_rotstable; regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0; rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0; RotRegen(this, RES_FUEL, 1, regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime, rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime); } } bool zoomstate_set; void SetZoomState(entity this, float newzoom) { if(newzoom != CS(this).zoomstate) { CS(this).zoomstate = newzoom; ClientData_Touch(this); } zoomstate_set = true; } void GetPressedKeys(entity this) { MUTATOR_CALLHOOK(GetPressedKeys, this); if (game_stopped) { CS(this).pressedkeys = 0; STAT(PRESSED_KEYS, this) = 0; return; } // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code int keys = STAT(PRESSED_KEYS, this); keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0); keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0); keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0); keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0); keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this)); keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this)); keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this)); CS(this).pressedkeys = keys; // store for other users STAT(PRESSED_KEYS, this) = keys; } /* ====================== spectate mode routines ====================== */ void SpectateCopy(entity this, entity spectatee) { TC(Client, this); TC(Client, spectatee); MUTATOR_CALLHOOK(SpectateCopy, spectatee, this); PS(this) = PS(spectatee); this.armortype = spectatee.armortype; SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR)); SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS)); SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA)); SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS)); SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS)); SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS)); SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL)); this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH)); CS(this).impulse = 0; this.disableclientprediction = 1; // no need to run prediction on a spectator this.items = spectatee.items; STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee); STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee); STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee); STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee); STAT(WEAPONS, this) = STAT(WEAPONS, spectatee); this.punchangle = spectatee.punchangle; this.view_ofs = spectatee.view_ofs; this.velocity = spectatee.velocity; this.dmg_take = spectatee.dmg_take; this.dmg_save = spectatee.dmg_save; this.dmg_inflictor = spectatee.dmg_inflictor; this.v_angle = spectatee.v_angle; this.angles = spectatee.v_angle; STAT(FROZEN, this) = STAT(FROZEN, spectatee); STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee); this.viewloc = spectatee.viewloc; if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2) this.fixangle = true; setorigin(this, spectatee.origin); setsize(this, spectatee.mins, spectatee.maxs); SetZoomState(this, CS(spectatee).zoomstate); anticheat_spectatecopy(this, spectatee); STAT(HUD, this) = STAT(HUD, spectatee); if(spectatee.vehicle) { this.angles = spectatee.v_angle; //this.fixangle = false; //this.velocity = spectatee.vehicle.velocity; this.vehicle_health = spectatee.vehicle_health; this.vehicle_shield = spectatee.vehicle_shield; this.vehicle_energy = spectatee.vehicle_energy; this.vehicle_ammo1 = spectatee.vehicle_ammo1; this.vehicle_ammo2 = spectatee.vehicle_ammo2; this.vehicle_reload1 = spectatee.vehicle_reload1; this.vehicle_reload2 = spectatee.vehicle_reload2; //msg_entity = this; // WriteByte (MSG_ONE, SVC_SETVIEWANGLES); //WriteAngle(MSG_ONE, spectatee.v_angle.x); // WriteAngle(MSG_ONE, spectatee.v_angle.y); // WriteAngle(MSG_ONE, spectatee.v_angle.z); //WriteByte (MSG_ONE, SVC_SETVIEW); // WriteEntity(MSG_ONE, this); //makevectors(spectatee.v_angle); //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/ } } bool SpectateUpdate(entity this) { if(!this.enemy) return false; if(!IS_PLAYER(this.enemy) || this == this.enemy) { SetSpectatee(this, NULL); return false; } SpectateCopy(this, this.enemy); return true; } bool SpectateSet(entity this) { if(!IS_PLAYER(this.enemy)) return false; ClientData_Touch(this.enemy); msg_entity = this; WriteByte(MSG_ONE, SVC_SETVIEW); WriteEntity(MSG_ONE, this.enemy); set_movetype(this, MOVETYPE_NONE); accuracy_resend(this); if(!SpectateUpdate(this)) PutObserverInServer(this, false, true); return true; } void SetSpectatee_status(entity this, int spectatee_num) { int oldspectatee_status = CS(this).spectatee_status; CS(this).spectatee_status = spectatee_num; if (CS(this).spectatee_status != oldspectatee_status) { if (STAT(PRESSED_KEYS, this)) { CS(this).pressedkeys = 0; STAT(PRESSED_KEYS, this) = 0; } ClientData_Touch(this); if (g_race || g_cts) race_InitSpectator(); } } void SetSpectatee(entity this, entity spectatee) { if(IS_BOT_CLIENT(this)) return; // bots abuse .enemy, this code is useless to them entity old_spectatee = this.enemy; this.enemy = spectatee; // WEAPONTODO // these are required to fix the spectator bug with arc if(old_spectatee) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(old_spectatee.(weaponentity).arc_beam) old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS; } } if(spectatee) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(spectatee.(weaponentity).arc_beam) spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS; } } if (spectatee) SetSpectatee_status(this, etof(spectatee)); // needed to update spectator list if(old_spectatee) { ClientData_Touch(old_spectatee); } } bool Spectate(entity this, entity pl) { if(MUTATOR_CALLHOOK(SpectateSet, this, pl)) return false; pl = M_ARGV(1, entity); SetSpectatee(this, pl); return SpectateSet(this); } bool SpectateNext(entity this) { entity ent = find(this.enemy, classname, STR_PLAYER); if (MUTATOR_CALLHOOK(SpectateNext, this, ent)) ent = M_ARGV(1, entity); else if (!ent) ent = find(ent, classname, STR_PLAYER); if(ent) { SetSpectatee(this, ent); } return SpectateSet(this); } bool SpectatePrev(entity this) { // NOTE: chain order is from the highest to the lower entnum (unlike find) entity ent = findchain(classname, STR_PLAYER); if (!ent) // no player return false; entity first = ent; // skip players until current spectated player if(this.enemy) while(ent && ent != this.enemy) ent = ent.chain; switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first)) { case MUT_SPECPREV_FOUND: ent = M_ARGV(1, entity); break; case MUT_SPECPREV_RETURN: return true; case MUT_SPECPREV_CONTINUE: default: { if(ent.chain) ent = ent.chain; else ent = first; break; } } SetSpectatee(this, ent); return SpectateSet(this); } /* ============= ShowRespawnCountdown() Update a respawn countdown display. ============= */ void ShowRespawnCountdown(entity this) { float number; if(!IS_DEAD(this)) // just respawned? return; else { number = ceil(this.respawn_time - time); if(number <= 0) return; if(number <= this.respawn_countdown) { this.respawn_countdown = number - 1; 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 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); } } } } .bool team_selected; bool ShowTeamSelection(entity this) { if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this)) return false; if (frametime) // once per frame is more than enough stuffcmd(this, "_scoreboard_team_selection 1\n"); return true; } void Join(entity this) { if (autocvar_g_campaign && !campaign_bots_may_start && !game_stopped && time >= game_starttime) ReadyRestart(true); TRANSMUTE(Player, this); if(!this.team_selected) if(autocvar_g_campaign || autocvar_g_balance_teams) TeamBalance_JoinBestTeam(this); if(autocvar_g_campaign) campaign_bots_may_start = true; Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN); PutClientInServer(this); if(IS_PLAYER(this)) if(teamplay && this.team != -1) { } else Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname); this.team_selected = false; } int GetPlayerLimit() { if(g_duel) return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen) // don't return map_maxplayers during intermission as it would interfere with MapHasRightSize() int player_limit = (autocvar_g_maxplayers >= 0 || intermission_running) ? autocvar_g_maxplayers : map_maxplayers; MUTATOR_CALLHOOK(GetPlayerLimit, player_limit); player_limit = M_ARGV(0, int); return player_limit < maxclients ? player_limit : 0; } /** * Determines whether the player is allowed to join. This depends on cvar * g_maxplayers, if it isn't used this function always return true, otherwise * it checks whether the number of currently playing players exceeds g_maxplayers. * @return int number of free slots for players, 0 if none */ int nJoinAllowed(entity this, entity ignore) { if(!ignore) // this is called that way when checking if anyone may be able to join (to build qcstatus) // so report 0 free slots if restricted { if(autocvar_g_forced_team_otherwise == "spectate") return 0; if(autocvar_g_forced_team_otherwise == "spectator") return 0; } if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR)) return 0; // forced spectators can never join static float msg_time = 0; if(this && !INGAME(this) && ignore && PlayerInList(this, autocvar_g_playban_list)) { if(time > msg_time) { Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PLAYBAN); msg_time = time + 0.5; } return 0; } // TODO simplify this int totalClients = 0; int currentlyPlaying = 0; FOREACH_CLIENT(true, { if(it != ignore) ++totalClients; if(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME(it))) ++currentlyPlaying; }); int player_limit = GetPlayerLimit(); int free_slots = 0; if (!player_limit) free_slots = maxclients - totalClients; else if(player_limit > 0 && currentlyPlaying < player_limit) free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying); if(this && !INGAME(this) && ignore && !free_slots && time > msg_time) { Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT, player_limit); msg_time = time + 0.5; } return free_slots; } bool joinAllowed(entity this) { if (CS(this).version_mismatch) return false; if (time < CS(this).jointime + MIN_SPEC_TIME) return false; if (!nJoinAllowed(this, this)) return false; if (teamplay && lockteams) return false; if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false; if (ShowTeamSelection(this)) return false; return true; } void show_entnum(entity this) { // waypoint editor implements a similar feature for waypoints if (waypointeditor_enabled) return; if (wasfreed(this.wp_aimed)) this.wp_aimed = NULL; WarpZone_crosshair_trace_plusvisibletriggers(this); entity ent = NULL; if (trace_ent) { ent = trace_ent; if (ent != this.wp_aimed) { string str = sprintf( "^7ent #%d\n^8 netname: ^3%s\n^8 classname: ^5%s\n^8 origin: ^2'%s'", etof(ent), ent.netname, ent.classname, vtos(ent.origin)); debug_text_3d((ent.absmin + ent.absmax) * 0.5, str, 0, 7, '0 0 0'); } } if (this.wp_aimed != ent) this.wp_aimed = ent; } .bool dualwielding_prev; bool PlayerThink(entity this) { if (game_stopped || intermission_running) { this.modelflags &= ~MF_ROCKET; if(intermission_running) IntermissionThink(this); return false; } if (timeout_status == TIMEOUT_ACTIVE) { // don't allow the player to turn around while game is paused // FIXME turn this into CSQC stuff this.v_angle = this.lastV_angle; this.angles = this.lastV_angle; this.fixangle = true; } if (frametime) player_powerups(this); if (frametime && autocvar_sv_show_entnum) show_entnum(this); if (IS_DEAD(this)) { if (this.personal && g_race_qualifying) { if (time > this.respawn_time) { STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second respawn(this); CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse; } } else { if (frametime) player_anim(this); if (this.respawn_flags & RESPAWN_DENY) { STAT(RESPAWN_TIME, this) = 0; return false; } 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)); switch(this.deadflag) { case DEAD_DYING: { if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max)) this.deadflag = DEAD_RESPAWNING; else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))) this.deadflag = DEAD_DEAD; break; } case DEAD_DEAD: { if (button_pressed) this.deadflag = DEAD_RESPAWNABLE; else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)) this.deadflag = DEAD_RESPAWNING; break; } case DEAD_RESPAWNABLE: { if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE)) this.deadflag = DEAD_RESPAWNING; break; } case DEAD_RESPAWNING: { if (time > this.respawn_time) { this.respawn_time = time + 1; // only retry once a second this.respawn_time_max = this.respawn_time; respawn(this); } break; } } ShowRespawnCountdown(this); if (this.respawn_flags & RESPAWN_SILENT) STAT(RESPAWN_TIME, this) = 0; else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max) { if (time < this.respawn_time) STAT(RESPAWN_TIME, this) = this.respawn_time; else if (this.deadflag != DEAD_RESPAWNING) STAT(RESPAWN_TIME, this) = -this.respawn_time_max; } else STAT(RESPAWN_TIME, this) = this.respawn_time; } // if respawning, invert stat_respawn_time to indicate this, the client translates it if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0) STAT(RESPAWN_TIME, this) *= -1; return false; } FixPlayermodel(this); if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) { strcpy(this.shootfromfixedorigin, autocvar_g_shootfromfixedorigin); stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin)); } // reset gun alignment when dual wielding status changes // to ensure guns are always aligned right and left bool dualwielding = W_DualWielding(this); if(this.dualwielding_prev != dualwielding) { W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign); this.dualwielding_prev = dualwielding; } // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers //if(frametime) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(WEP_CVAR(vortex, charge_always)) W_Vortex_Charge(this, weaponentity, frametime); W_WeaponFrame(this, weaponentity); } } if (frametime) { // WEAPONTODO: Add a weapon request for this // rot vortex charge to the charge limit for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time) this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1); } player_regen(this); player_anim(this); this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime); } monsters_setstatus(this); return true; } .bool would_spectate; // merged SpectatorThink and ObserverThink (old names are here so you can grep for them) void ObserverOrSpectatorThink(entity this) { bool is_spec = IS_SPEC(this); if ( CS(this).impulse ) { int r = MinigameImpulse(this, CS(this).impulse); if (!is_spec || r) CS(this).impulse = 0; if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse) { STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3; CS(this).impulse = 0; return; } } if (frametime && autocvar_sv_show_entnum) show_entnum(this); if (IS_BOT_CLIENT(this) && !CS(this).autojoin_checked) { CS(this).autojoin_checked = true; TRANSMUTE(Player, this); PutClientInServer(this); .entity weaponentity = weaponentities[0]; if(this.(weaponentity).m_weapon == WEP_Null) W_NextWeapon(this, 0, weaponentity); return; } if (this.flags & FL_JUMPRELEASED) { if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) { this.flags &= ~FL_JUMPRELEASED; this.flags |= FL_SPAWNING; } else if((is_spec && (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))) || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) { this.flags &= ~FL_JUMPRELEASED; if(SpectateNext(this)) { TRANSMUTE(Spectator, this); } else if (is_spec) { TRANSMUTE(Observer, this); PutClientInServer(this); } else this.would_spectate = false; // unable to spectate anyone if (is_spec) CS(this).impulse = 0; } else if (is_spec) { if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) { this.flags &= ~FL_JUMPRELEASED; if(SpectatePrev(this)) { TRANSMUTE(Spectator, this); } else { TRANSMUTE(Observer, this); PutClientInServer(this); } CS(this).impulse = 0; } else if(PHYS_INPUT_BUTTON_ATCK2(this)) { if(!observe_blocked_if_eliminated || !INGAME(this)) { this.would_spectate = false; this.flags &= ~FL_JUMPRELEASED; TRANSMUTE(Observer, this); PutClientInServer(this); } } else if(!SpectateUpdate(this) && !SpectateNext(this)) { PutObserverInServer(this, false, true); this.would_spectate = true; } } else { bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating; if (PHYS_INPUT_BUTTON_USE(this)) wouldclip = !wouldclip; int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP); set_movetype(this, preferred_movetype); } } else { // jump pressed if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) { this.flags |= FL_JUMPRELEASED; // primary attack pressed if(this.flags & FL_SPAWNING) { this.flags &= ~FL_SPAWNING; if(joinAllowed(this)) Join(this); else if(time < CS(this).jointime + MIN_SPEC_TIME) CS(this).autojoin_checked = -1; return; } } if(is_spec && !SpectateUpdate(this)) PutObserverInServer(this, false, true); } if (is_spec) this.flags |= FL_CLIENT | FL_NOTARGET; } void PlayerUseKey(entity this) { if (!IS_PLAYER(this)) return; if(this.vehicle) { if(!game_stopped) { vehicles_exit(this.vehicle, VHEF_NORMAL); return; } } else if(autocvar_g_vehicles_enter) { if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this)) { entity head, closest_target = NULL; head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true); while(head) // find the closest acceptable target to enter { if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO) if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this))) { if(closest_target) { if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin)) { closest_target = head; } } else { closest_target = head; } } head = head.chain; } if(closest_target) { vehicles_enter(this, closest_target); return; } } } // a use key was pressed; call handlers MUTATOR_CALLHOOK(PlayerUseKey, this); } /* ============= PlayerPreThink Called every frame for each real client by DP (and for each bot by StartFrame()), and when executing every asynchronous move, so only include things that MUST be done then. Use PlayerFrame() instead for code that only needs to run once per server frame. frametime == 0 in the asynchronous code path. TODO: move more stuff from here and PlayerThink() and ObserverOrSpectatorThink() to PlayerFrame() (frametime is always set there) ============= */ .float last_vehiclecheck; void PlayerPreThink (entity this) { WarpZone_PlayerPhysics_FixVAngle(this); zoomstate_set = false; MUTATOR_CALLHOOK(PlayerPreThink, this); if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed) PlayerUseKey(this); CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this); if (IS_PLAYER(this)) { if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME) error("Client can't be spawned as player on connection!"); if(!PlayerThink(this)) return; } else if (game_stopped || intermission_running) { if(intermission_running) IntermissionThink(this); return; } else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME) { bool early_join_requested = (CS(this).autojoin_checked < 0); CS(this).autojoin_checked = 1; // don't do this in ClientConnect // many things can go wrong if a client is spawned as player on connection if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this) || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR)) && (!teamplay || autocvar_g_balance_teams))) { if(joinAllowed(this)) Join(this); return; } } else if (IS_OBSERVER(this) || IS_SPEC(this)) { ObserverOrSpectatorThink(this); } // WEAPONTODO: Add weapon request for this if (!zoomstate_set) { bool wep_zoomed = false; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; Weapon thiswep = this.(weaponentity).m_weapon; if(thiswep != WEP_Null && thiswep.wr_zoom) wep_zoomed += thiswep.wr_zoom(thiswep, this); } SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed); } // Voice sound effects if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime) { CS(this).teamkill_soundtime = 0; entity e = CS(this).teamkill_soundsource; entity oldpusher = e.pusher; e.pusher = this; PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY); e.pusher = oldpusher; } if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) { CS(this).taunt_soundtime = 0; PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT); } target_voicescript_next(this); } void DrownPlayer(entity this) { if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle || STAT(FROZEN, this) || this.watertype != CONTENT_WATER) { STAT(AIR_FINISHED, this) = 0; return; } if (this.waterlevel != WATERLEVEL_SUBMERGED) { if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time) PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND); STAT(AIR_FINISHED, this) = 0; } else { if (!STAT(AIR_FINISHED, this)) STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay; if (STAT(AIR_FINISHED, this) < time) { // drown! if (this.pain_finished < time) { Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0'); this.pain_finished = time + 0.5; } } } } .bool move_qcphysics; void Player_Physics(entity this) { this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype; if(!this.move_qcphysics) return; if(!frametime && !CS(this).pm_frametime) return; Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true); CS(this).pm_frametime = 0; } /* ============= PlayerPostThink Called every frame for each real client by DP (and for each bot by StartFrame()), and when executing every asynchronous move, so only include things that MUST be done then. Use PlayerFrame() instead for code that only needs to run once per server frame. frametime == 0 in the asynchronous code path. ============= */ void PlayerPostThink (entity this) { Player_Physics(this); if (IS_PLAYER(this)) { if(this.death_time == time && IS_DEAD(this)) { // player's bbox gets resized now, instead of in the damage event that killed the player, // once all the damage events of this frame have been processed with normal size this.maxs.z = 5; setsize(this, this.mins, this.maxs); } DrownPlayer(this); UpdateChatBubble(this); if (CS(this).impulse) ImpulseCommands(this); GetPressedKeys(this); if (game_stopped) { CSQCMODEL_AUTOUPDATE(this); return; } } else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this)) { CS(this).pressedkeys = 0; STAT(PRESSED_KEYS, this) = 0; } CSQCMODEL_AUTOUPDATE(this); } /* ============= PlayerFrame Called every frame for each client by StartFrame(). Use this for code that only needs to run once per server frame. frametime is always set here. ============= */ void PlayerFrame (entity this) { // formerly PreThink code STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump; // physics frames: update anticheat stuff anticheat_prethink(this); // Check if spectating is allowed if (blockSpectators && IS_REAL_CLIENT(this) && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this) && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime)) { if (dropclient_schedule(this)) Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING); } // Check for nameless players if (this.netname == "" || this.netname != CS(this).netname_previous) { bool assume_unchanged = (CS(this).netname_previous == ""); if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength) { int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol); this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7")); sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength)); assume_unchanged = false; // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe? } if (isInvisibleString(this.netname)) { this.netname = strzone(sprintf("Player#%d", this.playerid)); sprint(this, "Warning: invisible names are not allowed.\n"); assume_unchanged = false; // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe? } if (!assume_unchanged && autocvar_sv_eventlog) GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false))); strcpy(CS(this).netname_previous, this.netname); } // version nagging if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) { CS(this).version_nagtime = 0; if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) { // git client } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) { // git server Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion); } else { int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion); if (r < 0) // old client Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion); else if (r > 0) // old server Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion); } } // GOD MODE info if (!(this.flags & FL_GODMODE) && this.max_armorvalue) { Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue); this.max_armorvalue = 0; } // FreezeTag if (IS_PLAYER(this) && time >= game_starttime) { if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING) { STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1); SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health)); if (this.iceblock) this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1); if (STAT(REVIVE_PROGRESS, this) >= 1) Unfreeze(this, false); } else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING) { STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1); SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this))); if (GetResource(this, RES_HEALTH) < 1) { if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE); if(this.event_damage) this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0'); } else if (STAT(REVIVE_PROGRESS, this) <= 0) Unfreeze(this, false); } } // Vehicles if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle) if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this)) { FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO, { if(!it.owner) { if(!it.team || SAME_TEAM(this, it)) Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER); else if(autocvar_g_vehicles_steal) Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL); } else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this)) { Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER); } }); this.last_vehiclecheck = time + 1; } // formerly PostThink code if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)) if (IS_REAL_CLIENT(this)) if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators) if (!intermission_running) // NextLevel() kills all centerprints after setting this true { int totalClients = 0; if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0) { // maxidle disabled in local matches by not counting clients (totalClients 0) if (server_is_dedicated) { FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots, { ++totalClients; }); if (maxclients - totalClients > autocvar_sv_maxidle_slots) totalClients = 0; } } else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0) { FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++totalClients; }); } if (totalClients < autocvar_sv_maxidle_minplayers) { // idle kick disabled CS(this).parm_idlesince = time; } else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10 { if (CS(this).idlekick_lasttimeleft) { CS(this).idlekick_lasttimeleft = 0; Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING); } } else { float maxidle_time = autocvar_sv_maxidle; if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0) maxidle_time = autocvar_sv_maxidle_playertospectator; float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince)); float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft) { if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0) Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft); else Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft); } if (timeleft <= 0) { if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0) { Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time); PutObserverInServer(this, true, true); } else { if (dropclient_schedule(this)) Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time); } return; } else if (timeleft <= countdown_time) { if (timeleft != CS(this).idlekick_lasttimeleft) play2(this, SND(TALK2)); CS(this).idlekick_lasttimeleft = timeleft; } } } CheatFrame(this); if (game_stopped) { this.solid = SOLID_NOT; this.takedamage = DAMAGE_NO; set_movetype(this, MOVETYPE_NONE); CS(this).teamkill_complain = 0; CS(this).teamkill_soundtime = 0; CS(this).teamkill_soundsource = NULL; } if (this.waypointsprite_attachedforcarrier) { float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x; WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp); } } // hack to copy the button fields from the client entity to the Client State void PM_UpdateButtons(entity this, entity store) { if(this.impulse) store.impulse = this.impulse; this.impulse = 0; bool typing = this.buttonchat || this.button12; store.button0 = (typing) ? 0 : this.button0; //button1?! store.button2 = (typing) ? 0 : this.button2; store.button3 = (typing) ? 0 : this.button3; store.button4 = this.button4; store.button5 = (typing) ? 0 : this.button5; store.button6 = this.button6; store.button7 = this.button7; store.button8 = this.button8; store.button9 = this.button9; store.button10 = this.button10; store.button11 = this.button11; store.button12 = this.button12; store.button13 = this.button13; store.button14 = this.button14; store.button15 = this.button15; store.button16 = this.button16; store.buttonuse = this.buttonuse; store.buttonchat = this.buttonchat; store.cursor_active = this.cursor_active; store.cursor_screen = this.cursor_screen; store.cursor_trace_start = this.cursor_trace_start; store.cursor_trace_endpos = this.cursor_trace_endpos; store.cursor_trace_ent = this.cursor_trace_ent; store.ping = this.ping; store.ping_packetloss = this.ping_packetloss; store.ping_movementloss = this.ping_movementloss; store.v_angle = this.v_angle; store.movement = this.movement; } NET_HANDLE(fpsreport, bool) { int fps = ReadShort(); PlayerScore_Set(sender, SP_FPS, fps); return true; }