#include "client.qh" #include "anticheat.qh" #include "impulse.qh" #include "player.qh" #include "ipban.qh" #include "miscfunctions.qh" #include "portals.qh" #include "teamplay.qh" #include "playerdemo.qh" #include "spawnpoints.qh" #include "g_damage.qh" #include "g_hook.qh" #include "command/common.qh" #include "cheats.qh" #include "g_world.qh" #include "race.qh" #include "antilag.qh" #include "campaign.qh" #include "command/common.qh" #include "scores_rules.qh" #include "bot/api.qh" #include "../common/ent_cs.qh" #include #include #include "../common/triggers/func/conveyor.qh" #include "../common/triggers/teleporters.qh" #include "../common/vehicles/all.qh" #include "weapons/hitplot.qh" #include "weapons/weaponsystem.qh" #include "../common/net_notice.qh" #include "../common/net_linked.qh" #include "../common/physics/player.qh" #include "../common/items/_mod.qh" #include "../common/mutators/mutator/waypoints/all.qh" #include "../common/triggers/subs.qh" #include "../common/triggers/triggers.qh" #include "../common/triggers/trigger/secret.qh" #include "../common/minigames/sv_minigames.qh" #include "../common/items/inventory.qh" #include "../common/monsters/sv_monsters.qh" #include "../lib/warpzone/server.qh" STATIC_METHOD(Client, Add, void(Client this, int _team)) { ClientConnect(this); TRANSMUTE(Player, this); this.frame = 12; // 7 this.team = _team; PutClientInServer(this); } void PutObserverInServer(entity 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 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player, { WriteByte(MSG_ENTITY, num_for_edict(it)); }); } 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 (e.race_completed) sf |= 1; // forced scoreboard if (to.spectatee_status) sf |= 2; // spectator ent number follows if (e.zoomstate) sf |= 4; // zoomed if (e.porto_v_angle_held) sf |= 8; // angles held if (autocvar_sv_showspectators) sf |= 16; // show spectators WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA); WriteByte(MSG_ENTITY, sf); if (sf & 2) { WriteByte(MSG_ENTITY, to.spectatee_status); } if (sf & 8) { WriteAngle(MSG_ENTITY, e.v_angle.x); WriteAngle(MSG_ENTITY, e.v_angle.y); } if(sf & 16) { float specs = CountSpectators(e, to); WriteByte(MSG_ENTITY, specs); WriteSpectators(e, to); } return true; } void ClientData_Attach(entity this) { Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send); this.clientdata.drawonlytoclient = this; this.clientdata.owner = this; } void ClientData_Detach(entity this) { delete(this.clientdata); this.clientdata = NULL; } void ClientData_Touch(entity e) { e.clientdata.SendFlags = 1; // make it spectatable FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1)); } .string netname_previous; void SetSpectatee(entity this, entity spectatee); void SetSpectatee_status(entity this, int spectatee_num); /* ============= 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) != ".zym") if(substring(plyermodel,-4,4) != ".dpm") if(substring(plyermodel,-4,4) != ".iqm") if(substring(plyermodel,-4,4) != ".md3") if(substring(plyermodel,-4,4) != ".psk") return FallbackPlayerModel; // forbid the LOD models if(substring(plyermodel, -9,5) == "_lod1") return FallbackPlayerModel; if(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); } void FixPlayermodel(entity player); /** putting a client as observer in the server */ void PutObserverInServer(entity this) { bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this); PlayerState_detach(this); if (IS_PLAYER(this) && this.health >= 1) { // despawn effect Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1); } { entity spot = SelectSpawnPoint(this, true); if (!spot) LOG_FATAL("No spawnpoints for observers?!?"); this.angles = spot.angles; this.angles_z = 0; this.fixangle = true; // offset it so that the spectator spawns higher off the ground, looks better this way setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this)); this.prevorigin = this.origin; 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'; } RemoveGrapplingHook(this); Portal_ClearAll(this); Unfreeze(this); SetSpectatee(this, NULL); if (this.alivetime) { if (!warmup_stage) PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime); this.alivetime = 0; } if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE); WaypointSprite_PlayerDead(this); if (mutator_returnvalue) { // mutator prevents resetting teams+score } else { this.team = -1; // move this as it is needed to log the player spectating in eventlog this.frags = FRAGS_SPECTATOR; PlayerScore_Clear(this); // clear scores when needed } if (this.killcount != FRAGS_SPECTATOR) { Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname); if(!gameover) if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2)) Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS); if(this.just_joined == false) { LogTeamchange(this.playerid, -1, 4); } else this.just_joined = false; } accuracy_resend(this); this.spectatortime = time; if(this.bot_attack) IL_REMOVE(g_bot_targets, this); this.bot_attack = false; this.hud = HUD_NORMAL; TRANSMUTE(Observer, this); this.iscreature = false; this.teleportable = TELEPORT_SIMPLE; if(this.damagedbycontents) IL_REMOVE(g_damagedbycontents, this); this.damagedbycontents = false; this.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.armorvalue = 666; this.effects = 0; this.armorvalue = autocvar_g_balance_armor_start; 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; this.stat_respawn_time = 0; this.alpha = 0; this.scale = 0; this.fade_time = 0; this.pain_frame = 0; this.pain_finished = 0; this.strength_finished = 0; this.invincible_finished = 0; this.superweapons_finished = 0; this.pushltime = 0; this.istypefrag = 0; setthink(this, func_null); this.nextthink = 0; this.hook_time = 0; this.deadflag = DEAD_NO; this.crouch = false; this.revive_progress = 0; this.revival_time = 0; this.items = 0; this.weapons = '0 0 0'; this.drawonlytoclient = this; this.weaponname = ""; this.weaponmodel = ""; for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { this.weaponentities[slot] = NULL; } this.exteriorweaponentity = NULL; 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.fire_endtime = -1; this.event_damage = func_null; STAT(ACTIVEWEAPON, this) = WEP_Null.m_id; STAT(SWITCHINGWEAPON, this) = WEP_Null.m_id; STAT(SWITCHWEAPON, this) = WEP_Null.m_id; } 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) { string s = Static_Team_ColorName_Lower(player.team); if (s != "neutral") { defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s)); defaultskin = cvar(strcat("sv_defaultplayerskin_", s)); } } if(defaultmodel == "") { defaultmodel = autocvar_sv_defaultplayermodel; defaultskin = autocvar_sv_defaultplayerskin; } int n = tokenize_console(defaultmodel); if(n > 0) { defaultmodel = argv(floor(n * 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) { string s = Static_Team_ColorName_Lower(player.team); if (s != "neutral") defaultskin = cvar(strcat("sv_defaultplayerskin_", s)); } 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)); } /** Called when a client spawns in the server */ void PutClientInServer(entity this) { if (IS_BOT_CLIENT(this)) { TRANSMUTE(Player, this); } else if (IS_REAL_CLIENT(this)) { msg_entity = this; WriteByte(MSG_ONE, SVC_SETVIEW); WriteEntity(MSG_ONE, this); } if (gameover) { TRANSMUTE(Observer, this); } SetSpectatee(this, NULL); // reset player keys this.itemkeys = 0; MUTATOR_CALLHOOK(PutClientInServer, this); if (IS_OBSERVER(this)) { PutObserverInServer(this); } else if (IS_PLAYER(this)) { if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE); PlayerState_attach(this); accuracy_resend(this); if (this.team < 0) JoinBestTeam(this, false, true); entity spot = SelectSpawnPoint(this, false); if (!spot) { Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS); return; // spawn failed } TRANSMUTE(Player, this); 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; this.dmg = 2; // WTF if (warmup_stage) { this.ammo_shells = warmup_start_ammo_shells; this.ammo_nails = warmup_start_ammo_nails; this.ammo_rockets = warmup_start_ammo_rockets; this.ammo_cells = warmup_start_ammo_cells; this.ammo_plasma = warmup_start_ammo_plasma; this.ammo_fuel = warmup_start_ammo_fuel; this.health = warmup_start_health; this.armorvalue = warmup_start_armorvalue; this.weapons = WARMUP_START_WEAPONS; } else { this.ammo_shells = start_ammo_shells; this.ammo_nails = start_ammo_nails; this.ammo_rockets = start_ammo_rockets; this.ammo_cells = start_ammo_cells; this.ammo_plasma = start_ammo_plasma; this.ammo_fuel = start_ammo_fuel; this.health = start_health; this.armorvalue = start_armorvalue; this.weapons = start_weapons; } SetSpectatee_status(this, 0); this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0; this.items = start_items; this.spawnshieldtime = 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; // extend the pause of rotting if client was reset at the beginning of the countdown if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted? float f = game_starttime - time; this.spawnshieldtime += f; this.pauserotarmor_finished += f; this.pauserothealth_finished += f; this.pauseregen_finished += f; } this.damageforcescale = 2; this.death_time = 0; this.respawn_flags = 0; this.respawn_time = 0; this.stat_respawn_time = 0; this.scale = autocvar_sv_player_scale; this.fade_time = 0; this.pain_frame = 0; this.pain_finished = 0; this.pushltime = 0; setthink(this, func_null); // players have no think function this.nextthink = 0; this.dmg_team = 0; 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; 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'; this.strength_finished = 0; this.invincible_finished = 0; this.fire_endtime = -1; this.revive_progress = 0; this.revival_time = 0; this.air_finished = time + 12; 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; this.crouch = false; 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; this.prevorigin = this.origin; this.lastteleporttime = time; // prevent insane speeds due to changing origin if(this.conveyor) IL_REMOVE(g_conveyed, this); this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player this.hud = HUD_NORMAL; this.event_damage = PlayerDamage; if(!this.bot_attack) IL_PUSH(g_bot_targets, this); this.bot_attack = true; this.monster_attack = true; PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false; if (this.killcount == FRAGS_SPECTATOR) { PlayerScore_Clear(this); this.killcount = 0; } for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { CL_SpawnWeaponentity(this, weaponentities[slot]); } this.alpha = default_player_alpha; this.colormod = '1 1 1' * autocvar_g_player_brightness; this.exteriorweaponentity.alpha = default_weapon_alpha; this.speedrunning = false; target_voicescript_clear(this); // reset fields the weapons may use FOREACH(Weapons, true, LAMBDA( it.wr_resetplayer(it, this); // reload all reloadable weapons if (it.spawnflags & WEP_FLAG_RELOADABLE) { this.weapon_load[it.m_id] = it.reloading_ammo; } )); { string s = spot.target; spot.target = string_null; SUB_UseTargets(spot, this, NULL); spot.target = s; } Unfreeze(this); MUTATOR_CALLHOOK(PlayerSpawn, this, spot); 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 } PS(this).m_switchweapon = w_getbestweapon(this); this.cnt = -1; // W_LastWeapon will not complain PS(this).m_weapon = WEP_Null; this.weaponname = ""; PS(this).m_switchingweapon = WEP_Null; if (!warmup_stage && !this.alivetime) this.alivetime = time; antilag_clear(this, CS(this)); } } void ClientInit_misc(entity this); // 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(sv_foginterval && world.fog != "") WriteString(channel, world.fog); else WriteString(channel, ""); WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent 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; } } 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 = this.parm_idlesince - time; MUTATOR_CALLHOOK(SetChangeParms); } /* ============= DecodeLevelParms ============= */ void DecodeLevelParms(entity this) { // load parms this.parm_idlesince = parm1; if (this.parm_idlesince == -(86400 * 366)) this.parm_idlesince = time; // whatever happens, allow 60 seconds of idling directly after connect for map loading this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60); MUTATOR_CALLHOOK(DecodeLevelParms); } /* ============= ClientKill Called when a client types 'kill' in the console ============= */ .float clientkill_nexttime; void ClientKill_Now_TeamChange(entity this) { if(this.killindicator_teamchange == -1) { JoinBestTeam( this, false, true ); } else if(this.killindicator_teamchange == -2) { if(blockSpectators) Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime); PutObserverInServer(this); } else SV_ChangeTeam(this, this.killindicator_teamchange - 1); this.killindicator_teamchange = 0; } void ClientKill_Now(entity this) { if(this.vehicle) { vehicles_exit(this.vehicle, VHEF_RELEASE); if(!this.killindicator_teamchange) { this.vehicle_health = -1; Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0'); } } if(this.killindicator && !wasfreed(this.killindicator)) delete(this.killindicator); this.killindicator = NULL; if(this.killindicator_teamchange) ClientKill_Now_TeamChange(this); if(!IS_SPEC(this) && !IS_OBSERVER(this)) Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0'); // now I am sure the player IS dead } void KillIndicator_Think(entity this) { if (gameover) { this.owner.killindicator = NULL; delete(this); return; } if (this.owner.alpha < 0 && !this.owner.vehicle) { this.owner.killindicator = NULL; delete(this); return; } if(this.cnt <= 0) { ClientKill_Now(this.owner); return; } else if(g_cts && this.health == 1) // health == 1 means that it's silent { this.nextthink = time + 1; this.cnt -= 1; } else { if(this.cnt <= 10) setmodel(this, MDL_NUM(this.cnt)); if(IS_REAL_CLIENT(this.owner)) { if(this.cnt <= 10) { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); } } this.nextthink = time + 1; this.cnt -= 1; } } float clientkilltime; void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec { float killtime; float starttime; if (gameover) return; killtime = autocvar_g_balance_kill_delay; if(g_race_qualifying || g_cts) killtime = 0; if(MUTATOR_CALLHOOK(ClientKill, this, killtime)) return; this.killindicator_teamchange = targetteam; if(!this.killindicator) { if(!IS_DEAD(this)) { killtime = max(killtime, this.clientkill_nexttime - time); this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam; } if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this)) { ClientKill_Now(this); } else { starttime = max(time, clientkilltime); this.killindicator = spawn(); this.killindicator.owner = this; this.killindicator.scale = 0.5; setattachment(this.killindicator, this, ""); setorigin(this.killindicator, '0 0 52'); setthink(this.killindicator, KillIndicator_Think); this.killindicator.nextthink = starttime + (this.lip) * 0.05; clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05); this.killindicator.cnt = ceil(killtime); this.killindicator.count = bound(0, ceil(killtime), 10); //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n")); IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST), { it.killindicator = spawn(); it.killindicator.owner = it; it.killindicator.scale = 0.5; setattachment(it.killindicator, it, ""); setorigin(it.killindicator, '0 0 52'); setthink(it.killindicator, KillIndicator_Think); it.killindicator.nextthink = starttime + (it.lip) * 0.05; //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05); it.killindicator.cnt = ceil(killtime); }); this.lip = 0; } } if(this.killindicator) { if(targetteam == 0) // just die { this.killindicator.colormod = '0 0 0'; if(IS_REAL_CLIENT(this)) if(this.killindicator.cnt > 0) Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt); } else if(targetteam == -1) // auto { this.killindicator.colormod = '0 1 0'; if(IS_REAL_CLIENT(this)) if(this.killindicator.cnt > 0) Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt); } else if(targetteam == -2) // spectate { this.killindicator.colormod = '0.5 0.5 0.5'; if(IS_REAL_CLIENT(this)) if(this.killindicator.cnt > 0) Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt); } else { this.killindicator.colormod = Team_ColorRGB(targetteam); if(IS_REAL_CLIENT(this)) if(this.killindicator.cnt > 0) Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt); } } } void ClientKill (entity this) { if(gameover) return; if(this.player_blocked) return; if(STAT(FROZEN, this)) return; ClientKill_TeamChange(this, 0); } void FixClientCvars(entity e) { // send prediction settings to the client stuffcmd(e, "\nin_bindmap 0 0\n"); 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"); MUTATOR_CALLHOOK(FixClientCvars, e); } float PlayerInIDList(entity p, string idlist) { float n, i; string s; // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this if (!p.crypto_idfp) return 0; // this function allows abbreviated player IDs too! n = tokenize_console(idlist); for(i = 0; i < n; ++i) { s = argv(i); if(s == substring(p.crypto_idfp, 0, strlen(s))) return 1; } return 0; } #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 /** ============= 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); #ifdef WATERMARK Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK); #endif this.version_nagtime = time + 10 + random() * 10; TRANSMUTE(Client, this); // identify the right forced team if (autocvar_g_campaign) { if (IS_REAL_CLIENT(this)) // only players, not bots { switch (autocvar_g_campaign_forceteam) { case 1: this.team_forced = NUM_TEAM_1; break; case 2: this.team_forced = NUM_TEAM_2; break; case 3: this.team_forced = NUM_TEAM_3; break; case 4: this.team_forced = NUM_TEAM_4; break; default: this.team_forced = 0; } } } else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1; else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2; else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3; else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4; else switch (autocvar_g_forced_team_otherwise) { default: this.team_forced = 0; break; case "red": this.team_forced = NUM_TEAM_1; break; case "blue": this.team_forced = NUM_TEAM_2; break; case "yellow": this.team_forced = NUM_TEAM_3; break; case "pink": this.team_forced = NUM_TEAM_4; break; case "spectate": case "spectator": this.team_forced = -1; break; } if (!teamplay && this.team_forced > 0) this.team_forced = 0; { int id = this.playerid; this.playerid = 0; // silent JoinBestTeam(this, false, false); // if the team number is valid, keep it this.playerid = id; } if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) { TRANSMUTE(Observer, this); } else { if (!teamplay || autocvar_g_balance_teams) { TRANSMUTE(Player, this); campaign_bots_may_start = true; } else { TRANSMUTE(Observer, this); // do it anyway } } 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); if (autocvar_sv_eventlog) GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname)); LogTeamchange(this.playerid, this.team, 1); this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects this.netname_previous = strzone(this.netname); if(teamplay && IS_PLAYER(this)) Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname); else Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname); 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) { CheckAllowedTeams(this); int t = 0; if (c1 >= 0) t |= BIT(0); if (c2 >= 0) t |= BIT(1); if (c3 >= 0) t |= BIT(2); if (c4 >= 0) t |= BIT(3); stuffcmd(this, sprintf("set _teams_available %d\n", t)); } else { stuffcmd(this, "set _teams_available 0\n"); } bot_relinkplayerlist(); this.spectatortime = time; if (blockSpectators) { Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime); } this.jointime = time; this.allowed_timeouts = autocvar_sv_timeout_number; if (IS_REAL_CLIENT(this)) { if (g_weaponarena_weapons == WEPSET(TUBA)) stuffcmd(this, "cl_cmd settemp chase_active 1\n"); } if (!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 && AvailableTeams() == 2)) if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts send_CSQC_teamnagger(); CSQCMODEL_AUTOINIT(this); this.model_randomizer = random(); if (IS_REAL_CLIENT(this)) sv_notice_join(this); // update physics stats (players can spawn before physics runs) Physics_UpdateStats(this, PHYS_HIGHSPEED(this)); IL_EACH(g_initforplayer, it.init_for_player, { it.init_for_player(it, this); }); MUTATOR_CALLHOOK(ClientConnect, this); if (IS_REAL_CLIENT(this)) { if (!autocvar_g_campaign && !IS_PLAYER(this)) { this.motd_actived_time = -1; Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this)); } } } /* ============= ClientDisconnect Called when a client disconnects from the server ============= */ .entity chatbubbleentity; void ReadyCount(); void ClientDisconnect(entity this) { assert(IS_CLIENT(this), return); PlayerStats_GameReport_FinalizePlayer(this); if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE); if (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); SetSpectatee(this, NULL); MUTATOR_CALLHOOK(ClientDisconnect, this); ClientState_detach(this); Portal_ClearAll(this); Unfreeze(this); RemoveGrapplingHook(this); // 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); WaypointSprite_PlayerGone(this); bot_relinkplayerlist(); if (this.netname_previous) strunzone(this.netname_previous); if (this.clientstatus) strunzone(this.clientstatus); if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse); if (this.personal) delete(this.personal); this.playerid = 0; ReadyCount(); if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false); ONREMOVE(this); } 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 ( this.owner.active_minigame ) 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; } } // 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) { if(this.alpha >= 0 && autocvar_g_respawn_ghosts) { this.solid = SOLID_NOT; this.takedamage = DAMAGE_NO; 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; Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1); if(autocvar_g_respawn_ghosts_maxtime) SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5); } CopyBody(this, 1); this.effects |= EF_NODRAW; // prevent another CopyBody PutClientInServer(this); } void play_countdown(entity this, float finished, Sound samp) { TC(Sound, samp); if(IS_REAL_CLIENT(this)) if(floor(finished - time - frametime) != floor(finished - time)) if(finished - time < 6) sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM); } void player_powerups(entity this) { // add a way to see what the items were BEFORE all of these checks for the mutator hook int items_prev = this.items; if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !gameover) this.modelflags |= MF_ROCKET; else this.modelflags &= ~MF_ROCKET; this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST); if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed return; Fire_ApplyDamage(this); Fire_ApplyEffect(this); if (!g_instagib) { if (this.items & ITEM_Strength.m_itemid) { play_countdown(this, this.strength_finished, SND_POWEROFF); this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT); if (time > this.strength_finished) { this.items = this.items - (this.items & ITEM_Strength.m_itemid); //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname); Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH); } } else { if (time < this.strength_finished) { this.items = this.items | ITEM_Strength.m_itemid; Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname); Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH); } } if (this.items & ITEM_Shield.m_itemid) { play_countdown(this, this.invincible_finished, SND_POWEROFF); this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT); if (time > this.invincible_finished) { this.items = this.items - (this.items & ITEM_Shield.m_itemid); //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname); Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD); } } else { if (time < this.invincible_finished) { this.items = this.items | ITEM_Shield.m_itemid; Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname); Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD); } } if (this.items & IT_SUPERWEAPON) { if (!(this.weapons & WEPSET_SUPERWEAPONS)) { this.superweapons_finished = 0; 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, this.superweapons_finished, SND_POWEROFF); if (time > this.superweapons_finished) { this.items = this.items - (this.items & IT_SUPERWEAPON); this.weapons &= ~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(this.weapons & WEPSET_SUPERWEAPONS) { if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS)) { this.items = this.items | IT_SUPERWEAPON; Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname); Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP); } else { this.superweapons_finished = 0; this.weapons &= ~WEPSET_SUPERWEAPONS; } } else { this.superweapons_finished = 0; } } if(autocvar_g_nodepthtestplayers) this.effects = this.effects | EF_NODEPTHTEST; if(autocvar_g_fullbrightplayers) this.effects = this.effects | EF_FULLBRIGHT; if (time >= game_starttime) if (time < this.spawnshieldtime) this.effects = this.effects | (EF_ADDITIVE | 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); } float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit) { 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); } } if(current > limit) current = limit; return 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); if(!mutator_returnvalue) if(!STAT(FROZEN, this)) { float mina, maxa, limith, limita; maxa = autocvar_g_balance_armor_rotstable; mina = autocvar_g_balance_armor_regenstable; limith = autocvar_g_balance_health_limit; limita = autocvar_g_balance_armor_limit; regen_health_rotstable = regen_health_rotstable * max_mod; regen_health_stable = regen_health_stable * max_mod; limith = limith * limit_mod; limita = limita * limit_mod; 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); 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); } // if player rotted to death... die! // check this outside above checks, as player may still be able to rot to death if(this.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, this.origin, '0 0 0'); } if (!(this.items & IT_UNLIMITED_WEAPON_AMMO)) { float minf, maxf, limitf; maxf = autocvar_g_balance_fuel_rotstable; minf = autocvar_g_balance_fuel_regenstable; limitf = autocvar_g_balance_fuel_limit; 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); } } bool zoomstate_set; void SetZoomState(entity this, float newzoom) { if(newzoom != this.zoomstate) { this.zoomstate = newzoom; ClientData_Touch(this); } zoomstate_set = true; } void GetPressedKeys(entity this) { MUTATOR_CALLHOOK(GetPressedKeys, this); int keys = STAT(PRESSED_KEYS, this); keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0); keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0); keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0); keys = BITSET(keys, KEY_LEFT, this.movement.y < 0); keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this)); keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this)); keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this)); keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this)); 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; this.armorvalue = spectatee.armorvalue; this.ammo_cells = spectatee.ammo_cells; this.ammo_plasma = spectatee.ammo_plasma; this.ammo_shells = spectatee.ammo_shells; this.ammo_nails = spectatee.ammo_nails; this.ammo_rockets = spectatee.ammo_rockets; this.ammo_fuel = spectatee.ammo_fuel; this.clip_load = spectatee.clip_load; this.clip_size = spectatee.clip_size; this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance this.health = spectatee.health; this.impulse = 0; this.items = spectatee.items; this.last_pickup = spectatee.last_pickup; this.hit_time = spectatee.hit_time; this.strength_finished = spectatee.strength_finished; this.invincible_finished = spectatee.invincible_finished; STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee); this.weapons = spectatee.weapons; this.vortex_charge = spectatee.vortex_charge; this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo; this.hagar_load = spectatee.hagar_load; this.arc_heat_percent = spectatee.arc_heat_percent; this.minelayer_mines = spectatee.minelayer_mines; 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); this.revive_progress = spectatee.revive_progress; 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, spectatee.zoomstate); anticheat_spectatecopy(this, spectatee); this.hud = spectatee.hud; 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); return true; } void SetSpectatee_status(entity this, int spectatee_num) { int oldspectatee_status = this.spectatee_status; this.spectatee_status = spectatee_num; if (this.spectatee_status != oldspectatee_status) { ClientData_Touch(this); if (g_race || g_cts) race_InitSpectator(); } } void SetSpectatee(entity this, entity spectatee) { 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(this.enemy) { for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if(this.enemy.(weaponentity).arc_beam) this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS; } } if (this.enemy) SetSpectatee_status(this, etof(this.enemy)); // 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 || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0) return false; stuffcmd(this, "menu_showteamselect\n"); return true; } void Join(entity this) { TRANSMUTE(Player, this); if(!this.team_selected) if(autocvar_g_campaign || autocvar_g_balance_teams) JoinBestTeam(this, false, true); if(autocvar_g_campaign) campaign_bots_may_start = true; Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN); PutClientInServer(this); if(teamplay && this.team != -1) Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname); else Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname); this.team_selected = false; } /** * 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 && this.team_forced < 0) return 0; // forced spectators can never join // TODO simplify this int totalClients = 0; int currentlyPlaying = 0; FOREACH_CLIENT(true, LAMBDA( if(it != ignore) ++totalClients; if(IS_REAL_CLIENT(it)) if(IS_PLAYER(it) || it.caplayer) ++currentlyPlaying; )); float free_slots = 0; if (!autocvar_g_maxplayers) free_slots = maxclients - totalClients; else if(currentlyPlaying < autocvar_g_maxplayers) free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying); static float join_prevent_msg_time = 0; if(this && ignore && !free_slots && time > join_prevent_msg_time) { Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT); join_prevent_msg_time = time + 3; } return free_slots; } /** * Checks whether the client is an observer or spectator, if so, he will get kicked after * g_maxplayers_spectator_blocktime seconds */ void checkSpectatorBlock(entity this) { if(IS_SPEC(this) || IS_OBSERVER(this)) if(!this.caplayer) if(IS_REAL_CLIENT(this)) { if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) { Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING); dropclient(this); } } } void PrintWelcomeMessage(entity this) { if(this.motd_actived_time == 0) { if (autocvar_g_campaign) { if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) { this.motd_actived_time = time; Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message); } } else { if (PHYS_INPUT_BUTTON_INFO(this)) { this.motd_actived_time = time; Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this)); } } } else if(this.motd_actived_time > 0) // showing MOTD or campaign message { if (autocvar_g_campaign) { if (PHYS_INPUT_BUTTON_INFO(this)) this.motd_actived_time = time; else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released this.motd_actived_time = 0; Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD); } } else { if (PHYS_INPUT_BUTTON_INFO(this)) this.motd_actived_time = time; else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released this.motd_actived_time = 0; Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD); } } } else //if(this.motd_actived_time < 0) // just connected, motd is active { if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD this.motd_actived_time = -2; // wait until BUTTON_INFO gets released else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this)) { // instanctly hide MOTD this.motd_actived_time = 0; Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD); } } } bool joinAllowed(entity this) { if (this.version_mismatch) return false; if (!nJoinAllowed(this, this)) return false; if (teamplay && lockteams) return false; if (ShowTeamSelection(this)) return false; if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false; return true; } void ObserverThink(entity this) { if ( this.impulse ) { MinigameImpulse(this, this.impulse); this.impulse = 0; } if (this.flags & FL_JUMPRELEASED) { if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) { this.flags &= ~FL_JUMPRELEASED; this.flags |= FL_SPAWNING; } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) { this.flags &= ~FL_JUMPRELEASED; if(SpectateNext(this)) { TRANSMUTE(Spectator, this); } } else { int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP); set_movetype(this, preferred_movetype); } } else { if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) { this.flags |= FL_JUMPRELEASED; if(this.flags & FL_SPAWNING) { this.flags &= ~FL_SPAWNING; Join(this); return; } } } } void SpectatorThink(entity this) { if ( this.impulse ) { if(MinigameImpulse(this, this.impulse)) this.impulse = 0; if (this.impulse == IMP_weapon_drop.impulse) { STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3; this.impulse = 0; return; } } if (this.flags & FL_JUMPRELEASED) { if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) { this.flags &= ~FL_JUMPRELEASED; this.flags |= FL_SPAWNING; } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) { this.flags &= ~FL_JUMPRELEASED; if(SpectateNext(this)) { TRANSMUTE(Spectator, this); } else { TRANSMUTE(Observer, this); PutClientInServer(this); } this.impulse = 0; } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) { this.flags &= ~FL_JUMPRELEASED; if(SpectatePrev(this)) { TRANSMUTE(Spectator, this); } else { TRANSMUTE(Observer, this); PutClientInServer(this); } this.impulse = 0; } else if (PHYS_INPUT_BUTTON_ATCK2(this)) { this.flags &= ~FL_JUMPRELEASED; TRANSMUTE(Observer, this); PutClientInServer(this); } else { if(!SpectateUpdate(this)) PutObserverInServer(this); } } else { if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) { this.flags |= FL_JUMPRELEASED; if(this.flags & FL_SPAWNING) { this.flags &= ~FL_SPAWNING; Join(this); return; } } if(!SpectateUpdate(this)) PutObserverInServer(this); } this.flags |= FL_CLIENT | FL_NOTARGET; } void vehicles_enter (entity pl, entity veh); void PlayerUseKey(entity this) { if (!IS_PLAYER(this)) return; if(this.vehicle) { if(!gameover) { vehicles_exit(this.vehicle, VHEF_NORMAL); return; } } else if(autocvar_g_vehicles_enter) { if(!STAT(FROZEN, this)) if(!IS_DEAD(this)) if(!gameover) { 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)) if(!IS_DEAD(head)) if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this))) if(head.takedamage != DAMAGE_NO) { 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 client before the physics are run ============= */ .float usekeypressed; .float last_vehiclecheck; .int items_added; void PlayerPreThink (entity this) { WarpZone_PlayerPhysics_FixVAngle(this); STAT(GAMESTARTTIME, this) = game_starttime; STAT(ROUNDSTARTTIME, this) = round_starttime; STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam; STAT(LEADLIMIT, this) = autocvar_leadlimit; STAT(WEAPONSINMAP, this) = weaponsInMap; if (frametime) { // physics frames: update anticheat stuff anticheat_prethink(this); } if (blockSpectators && frametime) { // WORKAROUND: only use dropclient in server frames (frametime set). // Never use it in cl_movement frames (frametime zero). checkSpectatorBlock(this); } zoomstate_set = false; // Check for nameless players if (isInvisibleString(this.netname)) { this.netname = strzone(sprintf("Player#%d", this.playerid)); // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe? } if (this.netname != this.netname_previous) { if (autocvar_sv_eventlog) { GameLogEcho(strcat(":name:", ftos(this.playerid), ":", this.netname)); } if (this.netname_previous) strunzone(this.netname_previous); this.netname_previous = strzone(this.netname); } // version nagging if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) { this.version_nagtime = 0; if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(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, this.cvar_g_xonoticversion); } else { int r = vercmp(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, this.cvar_g_xonoticversion); } else if (r > 0) { // old server Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, 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; } if (STAT(FROZEN, this) == 2) { this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1); this.health = max(1, this.revive_progress * start_health); this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1); if (this.revive_progress >= 1) Unfreeze(this); } else if (STAT(FROZEN, this) == 3) { this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1); this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress ); if (this.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, this.origin, '0 0 0'); } else if (this.revive_progress <= 0) Unfreeze(this); } MUTATOR_CALLHOOK(PlayerPreThink, this); if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !gameover && !this.vehicle) if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this)) { FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it), { if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO) if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this)) { Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER); } else 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); } }); this.last_vehiclecheck = time + 1; } if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button { if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed) PlayerUseKey(this); this.usekeypressed = PHYS_INPUT_BUTTON_USE(this); } if (IS_REAL_CLIENT(this)) PrintWelcomeMessage(this); if (IS_PLAYER(this)) { CheckRules_Player(this); if (gameover || intermission_running) { if(intermission_running) IntermissionThink(this); return; } 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 (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); this.impulse = CHIMPULSE_SPEEDRUN.impulse; } } else { if (frametime) player_anim(this); 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; } this.prevorigin = this.origin; bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this); if (this.hook.state) { do_crouch = false; } else if (this.waterlevel >= WATERLEVEL_SWIMMING) { do_crouch = false; } else if (this.vehicle) { do_crouch = false; } else if (STAT(FROZEN, this)) { do_crouch = false; } if (do_crouch) { if (!this.crouch) { this.crouch = true; this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this); setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this)); // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway } } else if (this.crouch) { tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this); if (!trace_startsolid) { this.crouch = false; this.view_ofs = STAT(PL_VIEW_OFS, this); setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this)); } } FixPlayermodel(this); // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers //if(frametime) { this.items &= ~this.items_added; //for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) //{ //.entity weaponentity = weaponentities[slot]; //W_WeaponFrame(this, weaponentity); //} .entity weaponentity = weaponentities[0]; // TODO W_WeaponFrame(this, weaponentity); this.items_added = 0; if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01)) this.items_added |= IT_FUEL; this.items |= this.items_added; } player_regen(this); // WEAPONTODO: Add a weapon request for this // rot vortex charge to the charge limit if (WEP_CVAR(vortex, charge_rot_rate) && this.vortex_charge > WEP_CVAR(vortex, charge_limit) && this.vortex_charge_rottime < time) this.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1); if (frametime) player_anim(this); // secret status secrets_setstatus(this); // monsters status monsters_setstatus(this); this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime); } else if (gameover || intermission_running) { if(intermission_running) IntermissionThink(this); return; } else if (IS_OBSERVER(this)) { ObserverThink(this); } else if (IS_SPEC(this)) { SpectatorThink(this); } // WEAPONTODO: Add weapon request for this if (!zoomstate_set) { SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_VORTEX) || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0) ); } if (this.teamkill_soundtime && time > this.teamkill_soundtime) { this.teamkill_soundtime = 0; entity e = 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 (this.taunt_soundtime && time > this.taunt_soundtime) { this.taunt_soundtime = 0; PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT); } target_voicescript_next(this); // WEAPONTODO: Move into weaponsystem somehow // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring if (PS(this).m_weapon == WEP_Null) this.clip_load = this.clip_size = 0; } void DrownPlayer(entity this) { if(IS_DEAD(this)) return; if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle) { if(this.air_finished < time) PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND); this.air_finished = time + autocvar_g_balance_contents_drowndelay; this.dmg = 2; } else if (this.air_finished < 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, this.origin, '0 0 0'); this.pain_finished = time + 0.5; } } } .bool move_qcphysics; void Player_Physics(entity this) { set_movetype(this, this.move_movetype); if(!this.move_qcphysics) return; if(!frametime && !this.pm_frametime) return; Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true); this.pm_frametime = 0; } /* ============= PlayerPostThink Called every frame for each client after the physics are run ============= */ .float idlekick_lasttimeleft; void PlayerPostThink (entity this) { Player_Physics(this); if (sv_maxidle > 0) if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero). if (IS_REAL_CLIENT(this)) if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle) { int totalClients = 0; if(sv_maxidle_slots > 0) { FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots, { ++totalClients; }); } if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots) { /* do nothing */ } else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10 { if (this.idlekick_lasttimeleft) { this.idlekick_lasttimeleft = 0; Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING); } } else { float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince)); if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10 if (!this.idlekick_lasttimeleft) Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft); } if (timeleft <= 0) { Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname); dropclient(this); return; } else if (timeleft <= 10) { if (timeleft != this.idlekick_lasttimeleft) { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); } this.idlekick_lasttimeleft = timeleft; } } } CheatFrame(this); //CheckPlayerJump(); if (gameover) { this.solid = SOLID_NOT; this.takedamage = DAMAGE_NO; set_movetype(this, MOVETYPE_NONE); } if (IS_PLAYER(this)) { DrownPlayer(this); CheckRules_Player(this); UpdateChatBubble(this); if (this.impulse) ImpulseCommands(this); if (gameover) { CSQCMODEL_AUTOUPDATE(this); return; } GetPressedKeys(this); } if (this.waypointsprite_attachedforcarrier) { vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id); WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v); } playerdemo_write(this); CSQCMODEL_AUTOUPDATE(this); }