3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "clientkill.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
27 #include "scores_rules.qh"
31 #include "../common/ent_cs.qh"
32 #include "../common/wepent.qh"
33 #include <common/state.qh>
35 #include "compat/quake3.qh"
37 #include <common/effects/qc/globalsound.qh>
39 #include "../common/mapobjects/func/conveyor.qh"
40 #include "../common/mapobjects/teleporters.qh"
41 #include "../common/mapobjects/target/spawnpoint.qh"
42 #include <common/mapobjects/trigger/counter.qh>
43 #include <common/mapobjects/trigger/swamp.qh>
45 #include "../common/vehicles/all.qh"
47 #include "weapons/hitplot.qh"
48 #include "weapons/weaponsystem.qh"
50 #include "../common/net_notice.qh"
51 #include "../common/net_linked.qh"
52 #include "../common/physics/player.qh"
54 #include <common/vehicles/sv_vehicles.qh>
56 #include "../common/items/_mod.qh"
58 #include "../common/mutators/mutator/waypoints/all.qh"
59 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
60 #include <common/gamemodes/_mod.qh>
62 #include "../common/mapobjects/subs.qh"
63 #include "../common/mapobjects/triggers.qh"
64 #include "../common/mapobjects/trigger/secret.qh"
66 #include "../common/minigames/sv_minigames.qh"
68 #include "../common/items/inventory.qh"
70 #include "../common/monsters/sv_monsters.qh"
72 #include "../lib/warpzone/server.qh"
74 #include <common/mutators/mutator/overkill/oknex.qh>
76 STATIC_METHOD(Client, Add, void(Client this, int _team))
79 TRANSMUTE(Player, this);
82 PutClientInServer(this);
85 STATIC_METHOD(Client, Remove, void(Client this))
87 TRANSMUTE(Observer, this);
88 PutClientInServer(this);
89 ClientDisconnect(this);
92 void send_CSQC_teamnagger() {
93 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
96 int CountSpectators(entity player, entity to)
98 if(!player) { return 0; } // not sure how, but best to be safe
102 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
110 void WriteSpectators(entity player, entity to)
112 if(!player) { return; } // not sure how, but best to be safe
114 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
116 WriteByte(MSG_ENTITY, num_for_edict(it));
120 bool ClientData_Send(entity this, entity to, int sf)
122 assert(to == this.owner, return false);
125 if (IS_SPEC(e)) e = e.enemy;
128 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
129 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
130 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
131 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
133 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
134 WriteByte(MSG_ENTITY, sf);
137 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
141 float specs = CountSpectators(e, to);
142 WriteByte(MSG_ENTITY, specs);
143 WriteSpectators(e, to);
149 void ClientData_Attach(entity this)
151 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
152 CS(this).clientdata.drawonlytoclient = this;
153 CS(this).clientdata.owner = this;
156 void ClientData_Detach(entity this)
158 delete(CS(this).clientdata);
159 CS(this).clientdata = NULL;
162 void ClientData_Touch(entity e)
164 entity cd = CS(e).clientdata;
165 if (cd) { cd.SendFlags = 1; }
167 // make it spectatable
168 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
170 entity cd = CS(it).clientdata;
171 if (cd) { cd.SendFlags = 1; }
180 Checks if the argument string can be a valid playermodel.
181 Returns a valid one in doubt.
184 string FallbackPlayerModel;
185 string CheckPlayerModel(string plyermodel) {
186 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
188 // note: we cannot summon Don Strunzone here, some player may
189 // still have the model string set. In case anyone manages how
190 // to change a cvar default, we'll have a small leak here.
191 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
193 // only in right path
194 if( substring(plyermodel,0,14) != "models/player/")
195 return FallbackPlayerModel;
196 // only good file extensions
197 if(substring(plyermodel,-4,4) != ".zym")
198 if(substring(plyermodel,-4,4) != ".dpm")
199 if(substring(plyermodel,-4,4) != ".iqm")
200 if(substring(plyermodel,-4,4) != ".md3")
201 if(substring(plyermodel,-4,4) != ".psk")
202 return FallbackPlayerModel;
203 // forbid the LOD models
204 if(substring(plyermodel, -9,5) == "_lod1")
205 return FallbackPlayerModel;
206 if(substring(plyermodel, -9,5) == "_lod2")
207 return FallbackPlayerModel;
208 if(plyermodel != strtolower(plyermodel))
209 return FallbackPlayerModel;
210 // also, restrict to server models
211 if(autocvar_sv_servermodelsonly)
213 if(!fexists(plyermodel))
214 return FallbackPlayerModel;
219 void setplayermodel(entity e, string modelname)
221 precache_model(modelname);
222 _setmodel(e, modelname);
223 player_setupanimsformodel(e);
224 if(!autocvar_g_debug_globalsounds)
225 UpdatePlayerSounds(e);
228 /** putting a client as observer in the server */
229 void PutObserverInServer(entity this)
231 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
232 PlayerState_detach(this);
236 if(GetResource(this, RES_HEALTH) >= 1)
239 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
242 // was a player, recount votes and ready status
243 if(IS_REAL_CLIENT(this))
245 if (vote_called) { VoteCount(false); }
251 entity spot = SelectSpawnPoint(this, true);
252 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
253 this.angles = vec2(spot.angles);
254 this.fixangle = true;
255 // offset it so that the spectator spawns higher off the ground, looks better this way
256 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
257 if (IS_REAL_CLIENT(this))
260 WriteByte(MSG_ONE, SVC_SETVIEW);
261 WriteEntity(MSG_ONE, this);
263 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
264 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
265 if(!autocvar_g_debug_globalsounds)
267 // needed for player sounds
269 FixPlayermodel(this);
271 setmodel(this, MDL_Null);
272 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
273 this.view_ofs = '0 0 0';
276 RemoveGrapplingHooks(this);
277 Portal_ClearAll(this);
278 Unfreeze(this, false);
279 SetSpectatee(this, NULL);
284 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
288 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
290 WaypointSprite_PlayerDead(this);
292 if (CS(this).killcount != FRAGS_SPECTATOR)
295 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
296 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
299 accuracy_resend(this);
301 CS(this).spectatortime = time;
303 IL_REMOVE(g_bot_targets, this);
304 this.bot_attack = false;
305 if(this.monster_attack)
306 IL_REMOVE(g_monster_targets, this);
307 this.monster_attack = false;
308 STAT(HUD, this) = HUD_NORMAL;
309 TRANSMUTE(Observer, this);
310 this.iscreature = false;
311 this.teleportable = TELEPORT_SIMPLE;
312 if(this.damagedbycontents)
313 IL_REMOVE(g_damagedbycontents, this);
314 this.damagedbycontents = false;
315 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
316 SetSpectatee_status(this, etof(this));
317 this.takedamage = DAMAGE_NO;
318 this.solid = SOLID_NOT;
319 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
320 this.flags = FL_CLIENT | FL_NOTARGET;
322 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
323 this.pauserotarmor_finished = 0;
324 this.pauserothealth_finished = 0;
325 this.pauseregen_finished = 0;
326 this.damageforcescale = 0;
328 this.respawn_flags = 0;
329 this.respawn_time = 0;
330 STAT(RESPAWN_TIME, this) = 0;
335 this.pain_finished = 0;
336 this.strength_finished = 0;
337 this.invincible_finished = 0;
338 this.superweapons_finished = 0;
339 //this.dphitcontentsmask = 0;
340 this.dphitcontentsmask = DPCONTENTS_SOLID;
341 if (autocvar_g_playerclip_collisions)
342 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
345 setthink(this, func_null);
347 this.deadflag = DEAD_NO;
349 STAT(REVIVE_PROGRESS, this) = 0;
350 this.revival_time = 0;
351 this.draggable = drag_undraggable;
354 STAT(WEAPONS, this) = '0 0 0';
355 this.drawonlytoclient = this;
359 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
361 this.weaponmodel = "";
362 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
364 this.weaponentities[slot] = NULL;
366 this.exteriorweaponentity = NULL;
367 CS(this).killcount = FRAGS_SPECTATOR;
368 this.velocity = '0 0 0';
369 this.avelocity = '0 0 0';
370 this.punchangle = '0 0 0';
371 this.punchvector = '0 0 0';
372 this.oldvelocity = this.velocity;
373 this.fire_endtime = -1;
374 this.event_damage = func_null;
375 this.event_heal = func_null;
377 for(int slot = 0; slot < MAX_AXH; ++slot)
379 entity axh = this.(AuxiliaryXhair[slot]);
380 this.(AuxiliaryXhair[slot]) = NULL;
382 if(axh.owner == this && axh != NULL && !wasfreed(axh))
386 if (mutator_returnvalue)
388 // mutator prevents resetting teams+score
392 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
393 this.frags = FRAGS_SPECTATOR;
395 if (CS(this).just_joined)
396 CS(this).just_joined = false;
399 int player_getspecies(entity this)
401 get_model_parameters(this.model, this.skin);
402 int s = get_model_parameters_species;
403 get_model_parameters(string_null, 0);
404 if (s < 0) return SPECIES_HUMAN;
408 .float model_randomizer;
409 void FixPlayermodel(entity player)
411 string defaultmodel = "";
413 if(autocvar_sv_defaultcharacter)
419 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
420 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
421 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
422 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
426 if(defaultmodel == "")
428 defaultmodel = autocvar_sv_defaultplayermodel;
429 defaultskin = autocvar_sv_defaultplayerskin;
432 int n = tokenize_console(defaultmodel);
435 defaultmodel = argv(floor(n * CS(player).model_randomizer));
436 // However, do NOT randomize if the player-selected model is in the list.
437 for (int i = 0; i < n; ++i)
438 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
439 defaultmodel = argv(i);
442 int i = strstrofs(defaultmodel, ":", 0);
445 defaultskin = stof(substring(defaultmodel, i+1, -1));
446 defaultmodel = substring(defaultmodel, 0, i);
449 if(autocvar_sv_defaultcharacterskin && !defaultskin)
455 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
456 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
457 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
458 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
463 defaultskin = autocvar_sv_defaultplayerskin;
466 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
467 defaultmodel = M_ARGV(0, string);
468 defaultskin = M_ARGV(1, int);
472 if(defaultmodel != "")
474 if (defaultmodel != player.model)
476 vector m1 = player.mins;
477 vector m2 = player.maxs;
478 setplayermodel (player, defaultmodel);
479 setsize (player, m1, m2);
483 oldskin = player.skin;
484 player.skin = defaultskin;
486 if (player.playermodel != player.model || player.playermodel == "")
488 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
489 vector m1 = player.mins;
490 vector m2 = player.maxs;
491 setplayermodel (player, player.playermodel);
492 setsize (player, m1, m2);
496 if(!autocvar_sv_defaultcharacterskin)
498 oldskin = player.skin;
499 player.skin = stof(player.playerskin);
503 oldskin = player.skin;
504 player.skin = defaultskin;
508 if(chmdl || oldskin != player.skin) // model or skin has changed
510 player.species = player_getspecies(player); // update species
511 if(!autocvar_g_debug_globalsounds)
512 UpdatePlayerSounds(player); // update skin sounds
516 if(strlen(autocvar_sv_defaultplayercolors))
517 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
518 setcolor(player, stof(autocvar_sv_defaultplayercolors));
521 void PutPlayerInServer(entity this)
523 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
525 PlayerState_attach(this);
526 accuracy_resend(this);
529 TeamBalance_JoinBestTeam(this);
531 entity spot = SelectSpawnPoint(this, false);
533 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
534 return; // spawn failed
537 TRANSMUTE(Player, this);
539 CS(this).wasplayer = true;
540 this.iscreature = true;
541 this.teleportable = TELEPORT_NORMAL;
542 if(!this.damagedbycontents)
543 IL_PUSH(g_damagedbycontents, this);
544 this.damagedbycontents = true;
545 set_movetype(this, MOVETYPE_WALK);
546 this.solid = SOLID_SLIDEBOX;
547 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
548 if (autocvar_g_playerclip_collisions)
549 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
550 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
551 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
552 this.frags = FRAGS_PLAYER;
553 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
554 this.flags = FL_CLIENT | FL_PICKUPITEMS;
555 if (autocvar__notarget)
556 this.flags |= FL_NOTARGET;
557 this.takedamage = DAMAGE_AIM;
558 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
561 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
562 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
563 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
564 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
565 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
566 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
567 SetResource(this, RES_HEALTH, warmup_start_health);
568 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
569 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
571 SetResource(this, RES_SHELLS, start_ammo_shells);
572 SetResource(this, RES_BULLETS, start_ammo_nails);
573 SetResource(this, RES_ROCKETS, start_ammo_rockets);
574 SetResource(this, RES_CELLS, start_ammo_cells);
575 SetResource(this, RES_PLASMA, start_ammo_plasma);
576 SetResource(this, RES_FUEL, start_ammo_fuel);
577 SetResource(this, RES_HEALTH, start_health);
578 SetResource(this, RES_ARMOR, start_armorvalue);
579 STAT(WEAPONS, this) = start_weapons;
580 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
582 GiveRandomWeapons(this, random_start_weapons_count,
583 autocvar_g_random_start_weapons, random_start_ammo);
586 SetSpectatee_status(this, 0);
588 PS(this).dual_weapons = '0 0 0';
590 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
592 this.items = start_items;
594 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
595 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
596 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
597 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
598 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
599 if (!sv_ready_restart_after_countdown && time < game_starttime)
601 float f = game_starttime - time;
602 this.spawnshieldtime += f;
603 this.pauserotarmor_finished += f;
604 this.pauserothealth_finished += f;
605 this.pauseregen_finished += f;
608 this.damageforcescale = autocvar_g_player_damageforcescale;
610 this.respawn_flags = 0;
611 this.respawn_time = 0;
612 STAT(RESPAWN_TIME, this) = 0;
613 this.scale = autocvar_sv_player_scale;
616 this.pain_finished = 0;
618 setthink(this, func_null); // players have no think function
621 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
623 this.deadflag = DEAD_NO;
625 this.angles = spot.angles;
626 this.angles_z = 0; // never spawn tilted even if the spot says to
627 if (IS_BOT_CLIENT(this))
629 this.v_angle = this.angles;
632 this.fixangle = true; // turn this way immediately
633 this.oldvelocity = this.velocity = '0 0 0';
634 this.avelocity = '0 0 0';
635 this.punchangle = '0 0 0';
636 this.punchvector = '0 0 0';
638 this.strength_finished = 0;
639 this.invincible_finished = 0;
640 this.fire_endtime = -1;
641 STAT(REVIVE_PROGRESS, this) = 0;
642 this.revival_time = 0;
644 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
645 STAT(BUFFS, this) = 0;
646 STAT(BUFF_TIME, this) = 0;
648 this.air_finished = time + 12;
649 this.waterlevel = WATERLEVEL_NONE;
650 this.watertype = CONTENT_EMPTY;
652 entity spawnevent = new_pure(spawnevent);
653 spawnevent.owner = this;
654 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
656 // Cut off any still running player sounds.
657 stopsound(this, CH_PLAYER_SINGLE);
660 FixPlayermodel(this);
661 this.drawonlytoclient = NULL;
665 for(int slot = 0; slot < MAX_AXH; ++slot)
667 entity axh = this.(AuxiliaryXhair[slot]);
668 this.(AuxiliaryXhair[slot]) = NULL;
670 if(axh.owner == this && axh != NULL && !wasfreed(axh))
674 this.spawnpoint_targ = NULL;
677 this.view_ofs = STAT(PL_VIEW_OFS, this);
678 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
679 this.spawnorigin = spot.origin;
680 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
681 // don't reset back to last position, even if new position is stuck in solid
682 this.oldorigin = this.origin;
684 IL_REMOVE(g_conveyed, this);
685 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
687 delete(this.swampslug);
688 this.in_swamp = false;
689 STAT(HUD, this) = HUD_NORMAL;
691 this.event_damage = PlayerDamage;
692 this.event_heal = PlayerHeal;
694 this.draggable = func_null;
697 IL_PUSH(g_bot_targets, this);
698 this.bot_attack = true;
699 if(!this.monster_attack)
700 IL_PUSH(g_monster_targets, this);
701 this.monster_attack = true;
702 navigation_dynamicgoal_init(this, false);
704 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
706 // player was spectator
707 if (CS(this).killcount == FRAGS_SPECTATOR) {
708 PlayerScore_Clear(this);
709 CS(this).killcount = 0;
710 CS(this).startplaytime = time;
713 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
715 .entity weaponentity = weaponentities[slot];
716 CL_SpawnWeaponentity(this, weaponentity);
718 this.alpha = default_player_alpha;
719 this.colormod = '1 1 1' * autocvar_g_player_brightness;
720 this.exteriorweaponentity.alpha = default_weapon_alpha;
722 this.speedrunning = false;
724 this.counter_cnt = 0;
725 this.fragsfilter_cnt = 0;
727 target_voicescript_clear(this);
729 // reset fields the weapons may use
730 FOREACH(Weapons, true, {
731 it.wr_resetplayer(it, this);
732 // reload all reloadable weapons
733 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
734 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
736 .entity weaponentity = weaponentities[slot];
737 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
743 string s = spot.target;
744 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
745 spot.target = string_null;
746 SUB_UseTargets(spot, this, NULL);
747 if(g_assault || g_race)
751 Unfreeze(this, false);
753 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
755 if (autocvar_spawn_debug)
757 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
758 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
761 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
763 .entity weaponentity = weaponentities[slot];
764 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
765 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
767 this.(weaponentity).m_switchweapon = WEP_Null;
768 this.(weaponentity).m_weapon = WEP_Null;
769 this.(weaponentity).weaponname = "";
770 this.(weaponentity).m_switchingweapon = WEP_Null;
771 this.(weaponentity).cnt = -1;
774 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
776 if (CS(this).impulse) ImpulseCommands(this);
778 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
779 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
781 .entity weaponentity = weaponentities[slot];
782 W_WeaponFrame(this, weaponentity);
785 if (!warmup_stage && !this.alivetime)
786 this.alivetime = time;
788 antilag_clear(this, CS(this));
791 /** Called when a client spawns in the server */
792 void PutClientInServer(entity this)
794 if (IS_BOT_CLIENT(this)) {
795 TRANSMUTE(Player, this);
796 } else if (IS_REAL_CLIENT(this)) {
798 WriteByte(MSG_ONE, SVC_SETVIEW);
799 WriteEntity(MSG_ONE, this);
802 TRANSMUTE(Observer, this);
804 SetSpectatee(this, NULL);
808 PS(this).itemkeys = 0;
810 MUTATOR_CALLHOOK(PutClientInServer, this);
812 if (IS_OBSERVER(this)) {
813 PutObserverInServer(this);
814 } else if (IS_PLAYER(this)) {
815 PutPlayerInServer(this);
819 // TODO do we need all these fields, or should we stop autodetecting runtime
820 // changes and just have a console command to update this?
821 bool ClientInit_SendEntity(entity this, entity to, int sf)
823 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
826 // MSG_INIT replacement
827 // TODO: make easier to use
829 W_PROP_reload(MSG_ONE, to);
830 ClientInit_misc(this);
831 MUTATOR_CALLHOOK(Ent_Init);
833 void ClientInit_misc(entity this)
835 int channel = MSG_ONE;
836 WriteHeader(channel, ENT_CLIENT_INIT);
837 WriteByte(channel, g_nexball_meter_period * 32);
838 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
839 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
840 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
841 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
842 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
843 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
844 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
845 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
847 if(sv_foginterval && world.fog != "")
848 WriteString(channel, world.fog);
850 WriteString(channel, "");
851 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
852 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
853 WriteByte(channel, serverflags);
854 WriteCoord(channel, autocvar_g_trueaim_minrange);
857 void ClientInit_CheckUpdate(entity this)
859 this.nextthink = time;
860 if(this.count != autocvar_g_balance_armor_blockpercent)
862 this.count = autocvar_g_balance_armor_blockpercent;
865 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
867 this.cnt = autocvar_g_balance_damagepush_speedfactor;
872 void ClientInit_Spawn()
874 entity e = new_pure(clientinit);
875 setthink(e, ClientInit_CheckUpdate);
876 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
878 ClientInit_CheckUpdate(e);
888 // initialize parms for a new player
889 parm1 = -(86400 * 366);
891 MUTATOR_CALLHOOK(SetNewParms);
899 void SetChangeParms (entity this)
901 // save parms for level change
902 parm1 = CS(this).parm_idlesince - time;
904 MUTATOR_CALLHOOK(SetChangeParms);
912 void DecodeLevelParms(entity this)
915 CS(this).parm_idlesince = parm1;
916 if (CS(this).parm_idlesince == -(86400 * 366))
917 CS(this).parm_idlesince = time;
919 // whatever happens, allow 60 seconds of idling directly after connect for map loading
920 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
922 MUTATOR_CALLHOOK(DecodeLevelParms);
925 void FixClientCvars(entity e)
927 // send prediction settings to the client
928 stuffcmd(e, "\nin_bindmap 0 0\n");
929 if(autocvar_g_antilag == 3) // client side hitscan
930 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
931 if(autocvar_sv_gentle)
932 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
934 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
935 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
937 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
939 MUTATOR_CALLHOOK(FixClientCvars, e);
942 bool findinlist_abbrev(string tofind, string list)
944 if(list == "" || tofind == "")
945 return false; // empty list or search, just return
947 // this function allows abbreviated strings!
948 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
956 bool PlayerInIPList(entity p, string iplist)
958 // some safety checks (never allow local?)
959 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
962 return findinlist_abbrev(p.netaddress, iplist);
965 bool PlayerInIDList(entity p, string idlist)
967 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
971 return findinlist_abbrev(p.crypto_idfp, idlist);
974 bool PlayerInList(entity player, string list)
976 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
979 #ifdef DP_EXT_PRECONNECT
984 Called once (not at each match start) when a client begins a connection to the server
987 void ClientPreConnect(entity this)
989 if(autocvar_sv_eventlog)
991 GameLogEcho(sprintf(":connect:%d:%d:%s",
994 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1000 string GetClientVersionMessage(entity this)
1002 if (CS(this).version_mismatch) {
1003 if(CS(this).version < autocvar_gameversion) {
1004 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1005 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1007 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1008 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1011 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1015 string getwelcomemessage(entity this)
1017 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1018 string modifications = M_ARGV(0, string);
1022 if(g_weaponarena_random)
1023 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1025 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1027 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1028 modifications = strcat(modifications, ", No start weapons");
1029 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1030 modifications = strcat(modifications, ", Low gravity");
1031 if(g_weapon_stay && !g_cts)
1032 modifications = strcat(modifications, ", Weapons stay");
1034 modifications = strcat(modifications, ", Jet pack");
1035 if(autocvar_g_powerups == 0)
1036 modifications = strcat(modifications, ", No powerups");
1037 if(autocvar_g_powerups > 0)
1038 modifications = strcat(modifications, ", Powerups");
1039 modifications = substring(modifications, 2, strlen(modifications) - 2);
1041 string versionmessage = GetClientVersionMessage(this);
1042 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1044 if(modifications != "")
1045 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1047 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1049 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1050 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1053 if (cache_mutatormsg != "") {
1054 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1057 string mutator_msg = "";
1058 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1059 mutator_msg = M_ARGV(0, string);
1061 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1063 string motd = autocvar_sv_motd;
1065 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1070 bool autocvar_sv_qcphysics = false; // TODO this is for testing - remove when qcphysics work
1076 Called when a client connects to the server
1079 void ClientConnect(entity this)
1081 if (Ban_MaybeEnforceBanOnce(this)) return;
1082 assert(!IS_CLIENT(this), return);
1083 this.flags |= FL_CLIENT;
1084 assert(player_count >= 0, player_count = 0);
1087 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1089 TRANSMUTE(Client, this);
1090 CS(this).version_nagtime = time + 10 + random() * 10;
1092 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1094 bot_clientconnect(this);
1096 Player_DetermineForcedTeam(this);
1098 TRANSMUTE(Observer, this);
1100 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1102 // always track bots, don't ask for cl_allow_uidtracking
1103 if (IS_BOT_CLIENT(this))
1104 PlayerStats_GameReport_AddPlayer(this);
1106 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1108 if (autocvar_sv_eventlog)
1109 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1111 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1113 stuffcmd(this, clientstuff, "\n");
1114 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1116 FixClientCvars(this);
1118 // get version info from player
1119 stuffcmd(this, "cmd clientversion $gameversion\n");
1121 // notify about available teams
1124 entity balance = TeamBalance_CheckAllowedTeams(this);
1125 int t = TeamBalance_GetAllowedTeams(balance);
1126 TeamBalance_Destroy(balance);
1127 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1131 stuffcmd(this, "set _teams_available 0\n");
1134 bot_relinkplayerlist();
1136 CS(this).spectatortime = time;
1137 if (blockSpectators)
1139 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1142 CS(this).jointime = time;
1144 if (IS_REAL_CLIENT(this))
1146 if (g_weaponarena_weapons == WEPSET(TUBA))
1147 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1150 if (!sv_foginterval && world.fog != "")
1151 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1153 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1154 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1155 send_CSQC_teamnagger();
1157 CSQCMODEL_AUTOINIT(this);
1159 CS(this).model_randomizer = random();
1161 if (IS_REAL_CLIENT(this))
1162 sv_notice_join(this);
1164 this.move_qcphysics = autocvar_sv_qcphysics;
1166 // update physics stats (players can spawn before physics runs)
1167 Physics_UpdateStats(this);
1169 IL_EACH(g_initforplayer, it.init_for_player, {
1170 it.init_for_player(it, this);
1173 Handicap_Initialize(this);
1175 MUTATOR_CALLHOOK(ClientConnect, this);
1177 if (IS_REAL_CLIENT(this))
1179 if (!autocvar_g_campaign && !IS_PLAYER(this))
1181 CS(this).motd_actived_time = -1;
1182 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1190 Called when a client disconnects from the server
1193 .entity chatbubbleentity;
1194 void ClientDisconnect(entity this)
1196 assert(IS_CLIENT(this), return);
1198 PlayerStats_GameReport_FinalizePlayer(this);
1199 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1200 if (CS(this).active_minigame) part_minigame(this);
1201 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1203 if (autocvar_sv_eventlog)
1204 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1206 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1209 SetSpectatee(this, NULL);
1211 MUTATOR_CALLHOOK(ClientDisconnect, this);
1213 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1214 strfree(CS(this).weaponorder_byimpulse);
1215 ClientState_detach(this);
1217 Portal_ClearAll(this);
1219 Unfreeze(this, false);
1221 RemoveGrapplingHooks(this);
1223 // Here, everything has been done that requires this player to be a client.
1225 this.flags &= ~FL_CLIENT;
1227 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1228 if (this.killindicator) delete(this.killindicator);
1230 WaypointSprite_PlayerGone(this);
1232 bot_relinkplayerlist();
1234 strfree(this.clientstatus);
1235 if (this.personal) delete(this.personal);
1239 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1244 void ChatBubbleThink(entity this)
1246 this.nextthink = time;
1247 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1249 if(this.owner) // but why can that ever be NULL?
1250 this.owner.chatbubbleentity = NULL;
1257 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1259 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1260 this.mdl = "models/sprites/minigame_busy.iqm";
1261 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1262 this.mdl = "models/misc/chatbubble.spr";
1265 if ( this.model != this.mdl )
1266 _setmodel(this, this.mdl);
1270 void UpdateChatBubble(entity this)
1274 // spawn a chatbubble entity if needed
1275 if (!this.chatbubbleentity)
1277 this.chatbubbleentity = new(chatbubbleentity);
1278 this.chatbubbleentity.owner = this;
1279 this.chatbubbleentity.exteriormodeltoclient = this;
1280 setthink(this.chatbubbleentity, ChatBubbleThink);
1281 this.chatbubbleentity.nextthink = time;
1282 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1283 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1284 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1285 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1286 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1287 //this.chatbubbleentity.model = "";
1288 this.chatbubbleentity.effects = EF_LOWPRECISION;
1293 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1294 // added to the model skins
1295 /*void UpdateColorModHack()
1298 c = this.clientcolors & 15;
1299 // LordHavoc: only bothering to support white, green, red, yellow, blue
1300 if (!teamplay) this.colormod = '0 0 0';
1301 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1302 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1303 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1304 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1305 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1306 else this.colormod = '1 1 1';
1309 void respawn(entity this)
1311 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1313 this.solid = SOLID_NOT;
1314 this.takedamage = DAMAGE_NO;
1315 set_movetype(this, MOVETYPE_FLY);
1316 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1317 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1318 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1319 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1320 if(autocvar_g_respawn_ghosts_maxtime)
1321 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1326 this.effects |= EF_NODRAW; // prevent another CopyBody
1327 PutClientInServer(this);
1331 void PrintToChat(entity client, string text)
1333 text = strcat("\{1}^7", text, "\n");
1334 sprint(client, text);
1338 void DebugPrintToChat(entity client, string text)
1340 if (autocvar_developer > 0)
1342 PrintToChat(client, text);
1347 void PrintToChatAll(string text)
1349 text = strcat("\{1}^7", text, "\n");
1354 void DebugPrintToChatAll(string text)
1356 if (autocvar_developer > 0)
1358 PrintToChatAll(text);
1363 void PrintToChatTeam(int team_num, string text)
1365 text = strcat("\{1}^7", text, "\n");
1366 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1368 if (it.team == team_num)
1376 void DebugPrintToChatTeam(int team_num, string text)
1378 if (autocvar_developer > 0)
1380 PrintToChatTeam(team_num, text);
1384 void play_countdown(entity this, float finished, Sound samp)
1387 if(IS_REAL_CLIENT(this))
1388 if(floor(finished - time - frametime) != floor(finished - time))
1389 if(finished - time < 6)
1390 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1393 void player_powerups(entity this)
1395 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1396 int items_prev = this.items;
1398 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1399 this.modelflags |= MF_ROCKET;
1401 this.modelflags &= ~MF_ROCKET;
1403 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1405 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1408 Fire_ApplyDamage(this);
1409 Fire_ApplyEffect(this);
1411 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1413 if (this.items & ITEM_Strength.m_itemid)
1415 play_countdown(this, this.strength_finished, SND_POWEROFF);
1416 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1417 if (time > this.strength_finished)
1419 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1420 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1421 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1426 if (time < this.strength_finished)
1428 this.items = this.items | ITEM_Strength.m_itemid;
1430 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1431 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1434 if (this.items & ITEM_Shield.m_itemid)
1436 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1437 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1438 if (time > this.invincible_finished)
1440 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1441 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1442 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1447 if (time < this.invincible_finished)
1449 this.items = this.items | ITEM_Shield.m_itemid;
1451 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1452 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1455 if (this.items & IT_SUPERWEAPON)
1457 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1459 this.superweapons_finished = 0;
1460 this.items = this.items - (this.items & IT_SUPERWEAPON);
1461 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1462 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1464 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1466 // don't let them run out
1470 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1471 if (time > this.superweapons_finished)
1473 this.items = this.items - (this.items & IT_SUPERWEAPON);
1474 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1475 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1476 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1480 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1482 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1484 this.items = this.items | IT_SUPERWEAPON;
1485 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1488 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1489 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1494 this.superweapons_finished = 0;
1495 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1500 this.superweapons_finished = 0;
1504 if(autocvar_g_nodepthtestplayers)
1505 this.effects = this.effects | EF_NODEPTHTEST;
1507 if(autocvar_g_fullbrightplayers)
1508 this.effects = this.effects | EF_FULLBRIGHT;
1510 if (time >= game_starttime)
1511 if (time < this.spawnshieldtime)
1512 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1514 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1517 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1519 if(current > stable)
1521 else if(current > stable - 0.25) // when close enough, "snap"
1524 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1527 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1529 if(current < stable)
1531 else if(current < stable + 0.25) // when close enough, "snap"
1534 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1537 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1539 if(current > rotstable)
1541 if(rotframetime > 0)
1543 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1544 current = max(rotstable, current - rotlinear * rotframetime);
1547 else if(current < regenstable)
1549 if(regenframetime > 0)
1551 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1552 current = min(regenstable, current + regenlinear * regenframetime);
1562 void player_regen(entity this)
1564 float max_mod, regen_mod, rot_mod, limit_mod;
1565 max_mod = regen_mod = rot_mod = limit_mod = 1;
1567 float regen_health = autocvar_g_balance_health_regen;
1568 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1569 float regen_health_rot = autocvar_g_balance_health_rot;
1570 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1571 float regen_health_stable = autocvar_g_balance_health_regenstable;
1572 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1573 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1574 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1575 max_mod = M_ARGV(1, float);
1576 regen_mod = M_ARGV(2, float);
1577 rot_mod = M_ARGV(3, float);
1578 limit_mod = M_ARGV(4, float);
1579 regen_health = M_ARGV(5, float);
1580 regen_health_linear = M_ARGV(6, float);
1581 regen_health_rot = M_ARGV(7, float);
1582 regen_health_rotlinear = M_ARGV(8, float);
1583 regen_health_stable = M_ARGV(9, float);
1584 regen_health_rotstable = M_ARGV(10, float);
1586 if(!mutator_returnvalue)
1587 if(!STAT(FROZEN, this))
1589 float mina, maxa, limith, limita;
1590 maxa = autocvar_g_balance_armor_rotstable;
1591 mina = autocvar_g_balance_armor_regenstable;
1592 limith = GetResourceLimit(this, RES_HEALTH);
1593 limita = GetResourceLimit(this, RES_ARMOR);
1595 regen_health_rotstable = regen_health_rotstable * max_mod;
1596 regen_health_stable = regen_health_stable * max_mod;
1597 limith = limith * limit_mod;
1598 limita = limita * limit_mod;
1600 SetResource(this, RES_ARMOR, CalcRotRegen(GetResource(this, RES_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1601 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1602 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1603 SetResource(this, RES_HEALTH, CalcRotRegen(GetResource(this, RES_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1604 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1605 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1608 // if player rotted to death... die!
1609 // check this outside above checks, as player may still be able to rot to death
1610 if(GetResource(this, RES_HEALTH) < 1)
1613 vehicles_exit(this.vehicle, VHEF_RELEASE);
1614 if(this.event_damage)
1615 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1618 if (!(this.items & IT_UNLIMITED_AMMO))
1620 float minf, maxf, limitf;
1622 maxf = autocvar_g_balance_fuel_rotstable;
1623 minf = autocvar_g_balance_fuel_regenstable;
1624 limitf = GetResourceLimit(this, RES_FUEL);
1626 SetResource(this, RES_FUEL, CalcRotRegen(GetResource(this, RES_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1627 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1628 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1633 void SetZoomState(entity this, float newzoom)
1635 if(newzoom != CS(this).zoomstate)
1637 CS(this).zoomstate = newzoom;
1638 ClientData_Touch(this);
1640 zoomstate_set = true;
1643 void GetPressedKeys(entity this)
1645 MUTATOR_CALLHOOK(GetPressedKeys, this);
1646 int keys = STAT(PRESSED_KEYS, this);
1647 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1648 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1649 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1650 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1652 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1653 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
1654 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1655 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1656 CS(this).pressedkeys = keys; // store for other users
1658 STAT(PRESSED_KEYS, this) = keys;
1662 ======================
1663 spectate mode routines
1664 ======================
1667 void SpectateCopy(entity this, entity spectatee)
1669 TC(Client, this); TC(Client, spectatee);
1671 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1672 PS(this) = PS(spectatee);
1673 this.armortype = spectatee.armortype;
1674 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1675 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1676 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1677 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1678 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1679 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1680 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1681 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1682 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1683 CS(this).impulse = 0;
1684 this.disableclientprediction = 1; // no need to run prediction on a spectator
1685 this.items = spectatee.items;
1686 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1687 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1688 this.strength_finished = spectatee.strength_finished;
1689 this.invincible_finished = spectatee.invincible_finished;
1690 this.superweapons_finished = spectatee.superweapons_finished;
1691 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1692 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1693 this.punchangle = spectatee.punchangle;
1694 this.view_ofs = spectatee.view_ofs;
1695 this.velocity = spectatee.velocity;
1696 this.dmg_take = spectatee.dmg_take;
1697 this.dmg_save = spectatee.dmg_save;
1698 this.dmg_inflictor = spectatee.dmg_inflictor;
1699 this.v_angle = spectatee.v_angle;
1700 this.angles = spectatee.v_angle;
1701 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1702 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1703 this.viewloc = spectatee.viewloc;
1704 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1705 this.fixangle = true;
1706 setorigin(this, spectatee.origin);
1707 setsize(this, spectatee.mins, spectatee.maxs);
1708 SetZoomState(this, CS(spectatee).zoomstate);
1710 anticheat_spectatecopy(this, spectatee);
1711 STAT(HUD, this) = STAT(HUD, spectatee);
1712 if(spectatee.vehicle)
1714 this.angles = spectatee.v_angle;
1716 //this.fixangle = false;
1717 //this.velocity = spectatee.vehicle.velocity;
1718 this.vehicle_health = spectatee.vehicle_health;
1719 this.vehicle_shield = spectatee.vehicle_shield;
1720 this.vehicle_energy = spectatee.vehicle_energy;
1721 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1722 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1723 this.vehicle_reload1 = spectatee.vehicle_reload1;
1724 this.vehicle_reload2 = spectatee.vehicle_reload2;
1726 //msg_entity = this;
1728 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1729 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1730 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1731 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1733 //WriteByte (MSG_ONE, SVC_SETVIEW);
1734 // WriteEntity(MSG_ONE, this);
1735 //makevectors(spectatee.v_angle);
1736 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1740 bool SpectateUpdate(entity this)
1745 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1747 SetSpectatee(this, NULL);
1751 SpectateCopy(this, this.enemy);
1756 bool SpectateSet(entity this)
1758 if(!IS_PLAYER(this.enemy))
1761 ClientData_Touch(this.enemy);
1764 WriteByte(MSG_ONE, SVC_SETVIEW);
1765 WriteEntity(MSG_ONE, this.enemy);
1766 set_movetype(this, MOVETYPE_NONE);
1767 accuracy_resend(this);
1769 if(!SpectateUpdate(this))
1770 PutObserverInServer(this);
1775 void SetSpectatee_status(entity this, int spectatee_num)
1777 int oldspectatee_status = CS(this).spectatee_status;
1778 CS(this).spectatee_status = spectatee_num;
1780 if (CS(this).spectatee_status != oldspectatee_status)
1782 ClientData_Touch(this);
1783 if (g_race || g_cts) race_InitSpectator();
1787 void SetSpectatee(entity this, entity spectatee)
1789 if(IS_BOT_CLIENT(this))
1790 return; // bots abuse .enemy, this code is useless to them
1792 entity old_spectatee = this.enemy;
1794 this.enemy = spectatee;
1797 // these are required to fix the spectator bug with arc
1800 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1802 .entity weaponentity = weaponentities[slot];
1803 if(old_spectatee.(weaponentity).arc_beam)
1804 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1809 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1811 .entity weaponentity = weaponentities[slot];
1812 if(this.enemy.(weaponentity).arc_beam)
1813 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1818 SetSpectatee_status(this, etof(this.enemy));
1820 // needed to update spectator list
1821 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1824 bool Spectate(entity this, entity pl)
1826 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1828 pl = M_ARGV(1, entity);
1830 SetSpectatee(this, pl);
1831 return SpectateSet(this);
1834 bool SpectateNext(entity this)
1836 entity ent = find(this.enemy, classname, STR_PLAYER);
1838 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1839 ent = M_ARGV(1, entity);
1841 ent = find(ent, classname, STR_PLAYER);
1843 if(ent) { SetSpectatee(this, ent); }
1845 return SpectateSet(this);
1848 bool SpectatePrev(entity this)
1850 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1851 entity ent = findchain(classname, STR_PLAYER);
1852 if (!ent) // no player
1856 // skip players until current spectated player
1858 while(ent && ent != this.enemy)
1861 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1863 case MUT_SPECPREV_FOUND:
1864 ent = M_ARGV(1, entity);
1866 case MUT_SPECPREV_RETURN:
1868 case MUT_SPECPREV_CONTINUE:
1879 SetSpectatee(this, ent);
1880 return SpectateSet(this);
1885 ShowRespawnCountdown()
1887 Update a respawn countdown display.
1890 void ShowRespawnCountdown(entity this)
1893 if(!IS_DEAD(this)) // just respawned?
1897 number = ceil(this.respawn_time - time);
1900 if(number <= this.respawn_countdown)
1902 this.respawn_countdown = number - 1;
1903 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
1904 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1909 .bool team_selected;
1910 bool ShowTeamSelection(entity this)
1912 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1914 stuffcmd(this, "menu_showteamselect\n");
1917 void Join(entity this)
1919 TRANSMUTE(Player, this);
1921 if(!this.team_selected)
1922 if(autocvar_g_campaign || autocvar_g_balance_teams)
1923 TeamBalance_JoinBestTeam(this);
1925 if(autocvar_g_campaign)
1926 campaign_bots_may_start = true;
1928 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1930 PutClientInServer(this);
1933 if(teamplay && this.team != -1)
1937 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1938 this.team_selected = false;
1941 int GetPlayerLimit()
1943 int player_limit = autocvar_g_maxplayers;
1944 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1945 player_limit = M_ARGV(0, int);
1946 return player_limit;
1950 * Determines whether the player is allowed to join. This depends on cvar
1951 * g_maxplayers, if it isn't used this function always return true, otherwise
1952 * it checks whether the number of currently playing players exceeds g_maxplayers.
1953 * @return int number of free slots for players, 0 if none
1955 int nJoinAllowed(entity this, entity ignore)
1958 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1959 // so report 0 free slots if restricted
1961 if(autocvar_g_forced_team_otherwise == "spectate")
1963 if(autocvar_g_forced_team_otherwise == "spectator")
1967 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1968 return 0; // forced spectators can never join
1970 // TODO simplify this
1971 int totalClients = 0;
1972 int currentlyPlaying = 0;
1973 FOREACH_CLIENT(true, {
1976 if(IS_REAL_CLIENT(it))
1977 if(IS_PLAYER(it) || it.caplayer)
1981 int player_limit = GetPlayerLimit();
1983 float free_slots = 0;
1985 free_slots = maxclients - totalClients;
1986 else if(currentlyPlaying < player_limit)
1987 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
1989 static float join_prevent_msg_time = 0;
1990 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1992 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1993 join_prevent_msg_time = time + 3;
2000 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2001 * g_maxplayers_spectator_blocktime seconds
2003 void checkSpectatorBlock(entity this)
2005 if(IS_SPEC(this) || IS_OBSERVER(this))
2007 if(IS_REAL_CLIENT(this))
2009 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2010 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2016 void PrintWelcomeMessage(entity this)
2018 if(CS(this).motd_actived_time == 0)
2020 if (autocvar_g_campaign) {
2021 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2022 CS(this).motd_actived_time = time;
2023 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2026 if (PHYS_INPUT_BUTTON_INFO(this)) {
2027 CS(this).motd_actived_time = time;
2028 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2032 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2034 if (autocvar_g_campaign) {
2035 if (PHYS_INPUT_BUTTON_INFO(this))
2036 CS(this).motd_actived_time = time;
2037 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2038 CS(this).motd_actived_time = 0;
2039 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2042 if (PHYS_INPUT_BUTTON_INFO(this))
2043 CS(this).motd_actived_time = time;
2044 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2045 CS(this).motd_actived_time = 0;
2046 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2050 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2052 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2053 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2054 else if (CS(this).motd_actived_time == -2)
2056 // instantly hide MOTD
2057 CS(this).motd_actived_time = 0;
2058 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2060 else if (IS_PLAYER(this) || IS_SPEC(this))
2062 // FIXME occasionally for some reason MOTD never goes away
2063 // delay MOTD removal a little bit in the hope it fixes this bug
2064 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2065 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2066 else //if (CS(this).motd_actived_time < -2)
2067 CS(this).motd_actived_time++;
2072 const int MIN_SPEC_TIME = 1;
2073 bool joinAllowed(entity this)
2075 if (CS(this).version_mismatch) return false;
2076 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2077 if (!nJoinAllowed(this, this)) return false;
2078 if (teamplay && lockteams) return false;
2079 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2080 if (ShowTeamSelection(this)) return false;
2085 .string shootfromfixedorigin;
2086 .bool dualwielding_prev;
2087 bool PlayerThink(entity this)
2089 if (game_stopped || intermission_running) {
2090 this.modelflags &= ~MF_ROCKET;
2091 if(intermission_running)
2092 IntermissionThink(this);
2096 if (timeout_status == TIMEOUT_ACTIVE) {
2097 // don't allow the player to turn around while game is paused
2098 // FIXME turn this into CSQC stuff
2099 this.v_angle = this.lastV_angle;
2100 this.angles = this.lastV_angle;
2101 this.fixangle = true;
2104 if (frametime) player_powerups(this);
2106 if (IS_DEAD(this)) {
2107 if (this.personal && g_race_qualifying) {
2108 if (time > this.respawn_time) {
2109 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2111 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2114 if (frametime) player_anim(this);
2116 if (this.respawn_flags & RESPAWN_DENY)
2118 STAT(RESPAWN_TIME, this) = 0;
2122 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));
2124 switch(this.deadflag)
2128 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2129 this.deadflag = DEAD_RESPAWNING;
2130 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2131 this.deadflag = DEAD_DEAD;
2137 this.deadflag = DEAD_RESPAWNABLE;
2138 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2139 this.deadflag = DEAD_RESPAWNING;
2142 case DEAD_RESPAWNABLE:
2144 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2145 this.deadflag = DEAD_RESPAWNING;
2148 case DEAD_RESPAWNING:
2150 if (time > this.respawn_time)
2152 this.respawn_time = time + 1; // only retry once a second
2153 this.respawn_time_max = this.respawn_time;
2160 ShowRespawnCountdown(this);
2162 if (this.respawn_flags & RESPAWN_SILENT)
2163 STAT(RESPAWN_TIME, this) = 0;
2164 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2166 if (time < this.respawn_time)
2167 STAT(RESPAWN_TIME, this) = this.respawn_time;
2168 else if (this.deadflag != DEAD_RESPAWNING)
2169 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2172 STAT(RESPAWN_TIME, this) = this.respawn_time;
2175 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2176 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2177 STAT(RESPAWN_TIME, this) *= -1;
2182 FixPlayermodel(this);
2184 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2185 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2186 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2189 // reset gun alignment when dual wielding status changes
2190 // to ensure guns are always aligned right and left
2191 bool dualwielding = W_DualWielding(this);
2192 if(this.dualwielding_prev != dualwielding)
2194 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2195 this.dualwielding_prev = dualwielding;
2198 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2201 this.items &= ~this.items_added;
2203 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2205 .entity weaponentity = weaponentities[slot];
2206 if(WEP_CVAR(vortex, charge_always))
2207 W_Vortex_Charge(this, weaponentity, frametime);
2208 W_WeaponFrame(this, weaponentity);
2211 this.items_added = 0;
2212 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResource(this, RES_FUEL) >= 0.01))
2213 this.items_added |= IT_FUEL;
2215 this.items |= this.items_added;
2220 // WEAPONTODO: Add a weapon request for this
2221 // rot vortex charge to the charge limit
2222 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2224 .entity weaponentity = weaponentities[slot];
2225 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2226 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2229 if (frametime) player_anim(this);
2232 secrets_setstatus(this);
2235 monsters_setstatus(this);
2237 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2242 .bool would_spectate;
2243 void ObserverThink(entity this)
2245 if ( CS(this).impulse )
2247 MinigameImpulse(this, CS(this).impulse);
2248 CS(this).impulse = 0;
2251 if (this.flags & FL_JUMPRELEASED) {
2252 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2253 this.flags &= ~FL_JUMPRELEASED;
2254 this.flags |= FL_SPAWNING;
2255 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2256 this.flags &= ~FL_JUMPRELEASED;
2257 if(SpectateNext(this)) {
2258 TRANSMUTE(Spectator, this);
2261 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2262 set_movetype(this, preferred_movetype);
2265 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2266 this.flags |= FL_JUMPRELEASED;
2267 if(this.flags & FL_SPAWNING)
2269 this.flags &= ~FL_SPAWNING;
2277 void SpectatorThink(entity this)
2279 if ( CS(this).impulse )
2281 if(MinigameImpulse(this, CS(this).impulse))
2282 CS(this).impulse = 0;
2284 if (CS(this).impulse == IMP_weapon_drop.impulse)
2286 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2287 CS(this).impulse = 0;
2292 if (this.flags & FL_JUMPRELEASED) {
2293 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2294 this.flags &= ~FL_JUMPRELEASED;
2295 this.flags |= FL_SPAWNING;
2296 } else if(PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)) {
2297 this.flags &= ~FL_JUMPRELEASED;
2298 if(SpectateNext(this)) {
2299 TRANSMUTE(Spectator, this);
2301 TRANSMUTE(Observer, this);
2302 PutClientInServer(this);
2304 CS(this).impulse = 0;
2305 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2306 this.flags &= ~FL_JUMPRELEASED;
2307 if(SpectatePrev(this)) {
2308 TRANSMUTE(Spectator, this);
2310 TRANSMUTE(Observer, this);
2311 PutClientInServer(this);
2313 CS(this).impulse = 0;
2314 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2315 this.would_spectate = false;
2316 this.flags &= ~FL_JUMPRELEASED;
2317 TRANSMUTE(Observer, this);
2318 PutClientInServer(this);
2320 if(!SpectateUpdate(this))
2322 if(!SpectateNext(this))
2324 PutObserverInServer(this);
2325 this.would_spectate = true;
2330 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2331 this.flags |= FL_JUMPRELEASED;
2332 if(this.flags & FL_SPAWNING)
2334 this.flags &= ~FL_SPAWNING;
2339 if(!SpectateUpdate(this))
2340 PutObserverInServer(this);
2343 this.flags |= FL_CLIENT | FL_NOTARGET;
2346 void PlayerUseKey(entity this)
2348 if (!IS_PLAYER(this))
2355 vehicles_exit(this.vehicle, VHEF_NORMAL);
2359 else if(autocvar_g_vehicles_enter)
2361 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2363 entity head, closest_target = NULL;
2364 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2366 while(head) // find the closest acceptable target to enter
2368 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2369 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2373 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2374 { closest_target = head; }
2376 else { closest_target = head; }
2382 if(closest_target) { vehicles_enter(this, closest_target); return; }
2386 // a use key was pressed; call handlers
2387 MUTATOR_CALLHOOK(PlayerUseKey, this);
2395 Called every frame for each client before the physics are run
2398 .float last_vehiclecheck;
2399 void PlayerPreThink (entity this)
2401 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2402 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2404 WarpZone_PlayerPhysics_FixVAngle(this);
2407 // physics frames: update anticheat stuff
2408 anticheat_prethink(this);
2411 if (blockSpectators && frametime) {
2412 // WORKAROUND: only use dropclient in server frames (frametime set).
2413 // Never use it in cl_movement frames (frametime zero).
2414 checkSpectatorBlock(this);
2417 zoomstate_set = false;
2419 // Check for nameless players
2420 if (this.netname == "" || this.netname != CS(this).netname_previous)
2422 bool assume_unchanged = (CS(this).netname_previous == "");
2423 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2425 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2426 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2427 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2428 assume_unchanged = false;
2429 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2431 if (isInvisibleString(this.netname))
2433 this.netname = strzone(sprintf("Player#%d", this.playerid));
2434 sprint(this, "Warning: invisible names are not allowed.\n");
2435 assume_unchanged = false;
2436 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2438 if (!assume_unchanged && autocvar_sv_eventlog)
2439 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2440 strcpy(CS(this).netname_previous, this.netname);
2444 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2445 CS(this).version_nagtime = 0;
2446 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2448 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2450 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2452 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2453 if (r < 0) { // old client
2454 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2455 } else if (r > 0) { // old server
2456 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2462 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2464 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2465 this.max_armorvalue = 0;
2470 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2472 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2473 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2474 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2476 if (STAT(REVIVE_PROGRESS, this) >= 1)
2477 Unfreeze(this, false);
2479 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2481 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2482 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2484 if (GetResource(this, RES_HEALTH) < 1)
2487 vehicles_exit(this.vehicle, VHEF_RELEASE);
2488 if(this.event_damage)
2489 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2491 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2492 Unfreeze(this, false);
2496 MUTATOR_CALLHOOK(PlayerPreThink, this);
2498 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2499 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2501 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2505 if(!it.team || SAME_TEAM(this, it))
2506 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2507 else if(autocvar_g_vehicles_steal)
2508 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2510 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2512 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2516 this.last_vehiclecheck = time + 1;
2519 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2521 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2523 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2526 if (IS_REAL_CLIENT(this))
2527 PrintWelcomeMessage(this);
2529 if (IS_PLAYER(this)) {
2530 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2531 error("Client can't be spawned as player on connection!");
2532 if(!PlayerThink(this))
2535 else if (game_stopped || intermission_running) {
2536 if(intermission_running)
2537 IntermissionThink(this);
2540 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2542 CS(this).autojoin_checked = true;
2543 // don't do this in ClientConnect
2544 // many things can go wrong if a client is spawned as player on connection
2545 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2546 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2547 && (!teamplay || autocvar_g_balance_teams)))
2549 campaign_bots_may_start = true;
2554 else if (IS_OBSERVER(this)) {
2555 ObserverThink(this);
2557 else if (IS_SPEC(this)) {
2558 SpectatorThink(this);
2561 // WEAPONTODO: Add weapon request for this
2562 if (!zoomstate_set) {
2563 bool wep_zoomed = false;
2564 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2566 .entity weaponentity = weaponentities[slot];
2567 Weapon thiswep = this.(weaponentity).m_weapon;
2568 if(thiswep != WEP_Null && thiswep.wr_zoom)
2569 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2571 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2574 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2576 CS(this).teamkill_soundtime = 0;
2578 entity e = CS(this).teamkill_soundsource;
2579 entity oldpusher = e.pusher;
2581 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2582 e.pusher = oldpusher;
2585 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2586 CS(this).taunt_soundtime = 0;
2587 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2590 target_voicescript_next(this);
2592 // WEAPONTODO: Move into weaponsystem somehow
2593 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2594 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2596 .entity weaponentity = weaponentities[slot];
2597 if(this.(weaponentity).m_weapon == WEP_Null)
2598 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2602 void DrownPlayer(entity this)
2604 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2607 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2609 if(this.air_finished < time)
2610 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2611 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2613 else if (this.air_finished < time)
2615 if (this.pain_finished < time)
2617 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');
2618 this.pain_finished = time + 0.5;
2623 .bool move_qcphysics;
2625 void Player_Physics(entity this)
2627 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2629 if(!this.move_qcphysics)
2632 if(!frametime && !CS(this).pm_frametime)
2635 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2637 CS(this).pm_frametime = 0;
2644 Called every frame for each client after the physics are run
2647 void PlayerPostThink (entity this)
2649 Player_Physics(this);
2652 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2653 if (IS_REAL_CLIENT(this))
2654 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2656 int totalClients = 0;
2657 if(sv_maxidle_slots > 0)
2659 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2665 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2666 { /* do nothing */ }
2667 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2669 if (CS(this).idlekick_lasttimeleft)
2671 CS(this).idlekick_lasttimeleft = 0;
2672 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2677 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2678 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2679 if (!CS(this).idlekick_lasttimeleft)
2680 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2682 if (timeleft <= 0) {
2683 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2687 else if (timeleft <= 10) {
2688 if (timeleft != CS(this).idlekick_lasttimeleft) {
2689 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2691 CS(this).idlekick_lasttimeleft = timeleft;
2700 this.solid = SOLID_NOT;
2701 this.takedamage = DAMAGE_NO;
2702 set_movetype(this, MOVETYPE_NONE);
2705 if (IS_PLAYER(this)) {
2706 if(this.death_time == time && IS_DEAD(this))
2708 // player's bbox gets resized now, instead of in the damage event that killed the player,
2709 // once all the damage events of this frame have been processed with normal size
2711 setsize(this, this.mins, this.maxs);
2714 UpdateChatBubble(this);
2715 if (CS(this).impulse) ImpulseCommands(this);
2718 CSQCMODEL_AUTOUPDATE(this);
2721 GetPressedKeys(this);
2724 if (this.waypointsprite_attachedforcarrier) {
2725 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2726 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2729 CSQCMODEL_AUTOUPDATE(this);
2733 * message "": do not say, just test flood control
2739 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2741 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2742 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2745 msgin = formatmessage(source, msgin);
2748 if (!(IS_PLAYER(source) || source.caplayer))
2749 colorstr = "^0"; // black for spectators
2751 colorstr = Team_ColorCode(source.team);
2764 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2767 * using bprint solves this... me stupid
2768 // how can we prevent the message from appearing in a listen server?
2769 // for now, just give "say" back and only handle say_team
2772 clientcommand(source, strcat("say ", msgin));
2777 string namestr = "";
2779 namestr = playername(source, autocvar_g_chat_teamcolors);
2781 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2783 string msgstr = "", cmsgstr = "";
2784 string privatemsgprefix = string_null;
2785 int privatemsgprefixlen = 0;
2788 bool found_me = false;
2789 if(strstrofs(msgin, "/me", 0) >= 0)
2791 string newmsgin = "";
2792 string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2793 FOREACH_WORD(msgin, true,
2795 if(strdecolorize(it) == "/me")
2798 newmsgin = cons(newmsgin, newnamestr);
2801 newmsgin = cons(newmsgin, it);
2808 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2809 privatemsgprefixlen = strlen(msgstr);
2810 msgstr = strcat(msgstr, msgin);
2811 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2812 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2818 //msgin = strreplace("/me", "", msgin);
2819 //msgin = substring(msgin, 3, strlen(msgin));
2820 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2821 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2824 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2825 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2831 //msgin = strreplace("/me", "", msgin);
2832 //msgin = substring(msgin, 3, strlen(msgin));
2833 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2834 msgstr = strcat("\{1}^4* ^7", msgin);
2838 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2839 msgstr = strcat(msgstr, msgin);
2843 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2846 string fullmsgstr = msgstr;
2847 string fullcmsgstr = cmsgstr;
2851 var .float flood_field = floodcontrol_chat;
2852 if(floodcontrol && source)
2860 flood_spl = autocvar_g_chat_flood_spl_tell;
2861 flood_burst = autocvar_g_chat_flood_burst_tell;
2862 flood_lmax = autocvar_g_chat_flood_lmax_tell;
2863 flood_field = floodcontrol_chattell;
2867 flood_spl = autocvar_g_chat_flood_spl_team;
2868 flood_burst = autocvar_g_chat_flood_burst_team;
2869 flood_lmax = autocvar_g_chat_flood_lmax_team;
2870 flood_field = floodcontrol_chatteam;
2874 flood_spl = autocvar_g_chat_flood_spl;
2875 flood_burst = autocvar_g_chat_flood_burst;
2876 flood_lmax = autocvar_g_chat_flood_lmax;
2877 flood_field = floodcontrol_chat;
2879 flood_burst = max(0, flood_burst - 1);
2880 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2882 // do flood control for the default line size
2885 getWrappedLine_remaining = msgstr;
2888 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
2890 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
2893 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
2895 if(getWrappedLine_remaining != "")
2897 msgstr = strcat(msgstr, "\n");
2901 if (time >= source.(flood_field))
2903 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
2908 msgstr = fullmsgstr;
2913 if (time >= source.(flood_field))
2914 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
2919 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
2920 source.(flood_field) = flood = 0;
2923 string sourcemsgstr, sourcecmsgstr;
2924 if(flood == 2) // cannot happen for empty msgstr
2926 if(autocvar_g_chat_flood_notify_flooder)
2928 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
2933 sourcemsgstr = fullmsgstr;
2934 sourcecmsgstr = fullcmsgstr;
2940 sourcemsgstr = msgstr;
2941 sourcecmsgstr = cmsgstr;
2944 if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2947 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
2948 teamsay = -1; // spectators
2952 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
2954 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
2956 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
2959 if(source && CS(source).muted)
2961 // always fake the message
2966 if (autocvar_g_chat_flood_notify_flooder)
2968 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
2979 if (privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2982 if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
2983 ret = -1; // just hide the message completely
2986 MUTATOR_CALLHOOK(ChatMessage, source, ret);
2987 ret = M_ARGV(1, int);
2989 string event_log_msg = "";
2991 if(sourcemsgstr != "" && ret != 0)
2993 if(ret < 0) // faked message, because the player is muted
2995 sprint(source, sourcemsgstr);
2996 if(sourcecmsgstr != "" && !privatesay)
2997 centerprint(source, sourcecmsgstr);
2999 else if(privatesay) // private message, between 2 people only
3001 sprint(source, sourcemsgstr);
3002 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
3003 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
3005 sprint(privatesay, msgstr);
3007 centerprint(privatesay, cmsgstr);
3010 else if ( teamsay && CS(source).active_minigame )
3012 sprint(source, sourcemsgstr);
3013 dedicated_print(msgstr); // send to server console too
3014 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3017 event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
3020 else if(teamsay > 0) // team message, only sent to team mates
3022 sprint(source, sourcemsgstr);
3023 dedicated_print(msgstr); // send to server console too
3024 if(sourcecmsgstr != "")
3025 centerprint(source, sourcecmsgstr);
3026 FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3029 centerprint(it, cmsgstr);
3031 event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3033 else if(teamsay < 0) // spectator message, only sent to spectators
3035 sprint(source, sourcemsgstr);
3036 dedicated_print(msgstr); // send to server console too
3037 FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3040 event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3045 sprint(source, sourcemsgstr);
3046 dedicated_print(msgstr); // send to server console too
3047 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3049 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3052 event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3056 if (autocvar_sv_eventlog && (event_log_msg != "")) {
3057 GameLogEcho(event_log_msg);
3063 // hack to copy the button fields from the client entity to the Client State
3064 void PM_UpdateButtons(entity this, entity store)
3067 store.impulse = this.impulse;
3070 bool typing = this.buttonchat || this.button12;
3072 store.button0 = (typing) ? 0 : this.button0;
3074 store.button2 = (typing) ? 0 : this.button2;
3075 store.button3 = (typing) ? 0 : this.button3;
3076 store.button4 = this.button4;
3077 store.button5 = (typing) ? 0 : this.button5;
3078 store.button6 = this.button6;
3079 store.button7 = this.button7;
3080 store.button8 = this.button8;
3081 store.button9 = this.button9;
3082 store.button10 = this.button10;
3083 store.button11 = this.button11;
3084 store.button12 = this.button12;
3085 store.button13 = this.button13;
3086 store.button14 = this.button14;
3087 store.button15 = this.button15;
3088 store.button16 = this.button16;
3089 store.buttonuse = this.buttonuse;
3090 store.buttonchat = this.buttonchat;
3092 store.cursor_active = this.cursor_active;
3093 store.cursor_screen = this.cursor_screen;
3094 store.cursor_trace_start = this.cursor_trace_start;
3095 store.cursor_trace_endpos = this.cursor_trace_endpos;
3096 store.cursor_trace_ent = this.cursor_trace_ent;
3098 store.ping = this.ping;
3099 store.ping_packetloss = this.ping_packetloss;
3100 store.ping_movementloss = this.ping_movementloss;
3102 store.v_angle = this.v_angle;
3103 store.movement = (typing) ? '0 0 0' : this.movement;
3106 NET_HANDLE(fpsreport, bool)
3108 int fps = ReadShort();
3109 PlayerScore_Set(sender, SP_FPS, fps);