3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "resources.qh"
16 #include "g_damage.qh"
17 #include "handicap.qh"
19 #include "command/common.qh"
24 #include "campaign.qh"
25 #include "command/common.qh"
26 #include "scores_rules.qh"
30 #include "../common/ent_cs.qh"
31 #include "../common/wepent.qh"
32 #include <common/state.qh>
34 #include <common/effects/qc/globalsound.qh>
36 #include "../common/triggers/func/conveyor.qh"
37 #include "../common/triggers/teleporters.qh"
38 #include "../common/triggers/target/spawnpoint.qh"
40 #include "../common/vehicles/all.qh"
42 #include "weapons/hitplot.qh"
43 #include "weapons/weaponsystem.qh"
45 #include "../common/net_notice.qh"
46 #include "../common/net_linked.qh"
47 #include "../common/physics/player.qh"
49 #include "../common/items/_mod.qh"
51 #include "../common/mutators/mutator/waypoints/all.qh"
53 #include "../common/triggers/subs.qh"
54 #include "../common/triggers/triggers.qh"
55 #include "../common/triggers/trigger/secret.qh"
57 #include "../common/minigames/sv_minigames.qh"
59 #include "../common/items/inventory.qh"
61 #include "../common/monsters/sv_monsters.qh"
63 #include "../lib/warpzone/server.qh"
65 #include <common/mutators/mutator/overkill/oknex.qh>
67 STATIC_METHOD(Client, Add, void(Client this, int _team))
70 TRANSMUTE(Player, this);
73 PutClientInServer(this);
76 void PutObserverInServer(entity this);
78 STATIC_METHOD(Client, Remove, void(Client this))
80 TRANSMUTE(Observer, this);
81 PutClientInServer(this);
82 ClientDisconnect(this);
85 void send_CSQC_teamnagger() {
86 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
89 int CountSpectators(entity player, entity to)
91 if(!player) { return 0; } // not sure how, but best to be safe
95 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
103 void WriteSpectators(entity player, entity to)
105 if(!player) { return; } // not sure how, but best to be safe
107 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
109 WriteByte(MSG_ENTITY, num_for_edict(it));
113 bool ClientData_Send(entity this, entity to, int sf)
115 assert(to == this.owner, return false);
118 if (IS_SPEC(e)) e = e.enemy;
121 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
122 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
123 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
124 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
126 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
127 WriteByte(MSG_ENTITY, sf);
130 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
134 float specs = CountSpectators(e, to);
135 WriteByte(MSG_ENTITY, specs);
136 WriteSpectators(e, to);
142 void ClientData_Attach(entity this)
144 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
145 CS(this).clientdata.drawonlytoclient = this;
146 CS(this).clientdata.owner = this;
149 void ClientData_Detach(entity this)
151 delete(CS(this).clientdata);
152 CS(this).clientdata = NULL;
155 void ClientData_Touch(entity e)
157 entity cd = CS(e).clientdata;
158 if (cd) { cd.SendFlags = 1; }
160 // make it spectatable
161 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
163 entity cd = CS(it).clientdata;
164 if (cd) { cd.SendFlags = 1; }
168 void SetSpectatee(entity this, entity spectatee);
169 void SetSpectatee_status(entity this, int spectatee_num);
176 Checks if the argument string can be a valid playermodel.
177 Returns a valid one in doubt.
180 string FallbackPlayerModel;
181 string CheckPlayerModel(string plyermodel) {
182 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
184 // note: we cannot summon Don Strunzone here, some player may
185 // still have the model string set. In case anyone manages how
186 // to change a cvar default, we'll have a small leak here.
187 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
189 // only in right path
190 if( substring(plyermodel,0,14) != "models/player/")
191 return FallbackPlayerModel;
192 // only good file extensions
193 if(substring(plyermodel,-4,4) != ".zym")
194 if(substring(plyermodel,-4,4) != ".dpm")
195 if(substring(plyermodel,-4,4) != ".iqm")
196 if(substring(plyermodel,-4,4) != ".md3")
197 if(substring(plyermodel,-4,4) != ".psk")
198 return FallbackPlayerModel;
199 // forbid the LOD models
200 if(substring(plyermodel, -9,5) == "_lod1")
201 return FallbackPlayerModel;
202 if(substring(plyermodel, -9,5) == "_lod2")
203 return FallbackPlayerModel;
204 if(plyermodel != strtolower(plyermodel))
205 return FallbackPlayerModel;
206 // also, restrict to server models
207 if(autocvar_sv_servermodelsonly)
209 if(!fexists(plyermodel))
210 return FallbackPlayerModel;
215 void setplayermodel(entity e, string modelname)
217 precache_model(modelname);
218 _setmodel(e, modelname);
219 player_setupanimsformodel(e);
220 if(!autocvar_g_debug_globalsounds)
221 UpdatePlayerSounds(e);
224 void FixPlayermodel(entity player);
225 /** putting a client as observer in the server */
226 void PutObserverInServer(entity this)
228 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
229 PlayerState_detach(this);
236 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
239 // was a player, recount votes and ready status
240 if(IS_REAL_CLIENT(this))
242 if (vote_called) { VoteCount(false); }
248 entity spot = SelectSpawnPoint(this, true);
249 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
250 this.angles = vec2(spot.angles);
251 this.fixangle = true;
252 // offset it so that the spectator spawns higher off the ground, looks better this way
253 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
254 if (IS_REAL_CLIENT(this))
257 WriteByte(MSG_ONE, SVC_SETVIEW);
258 WriteEntity(MSG_ONE, this);
260 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
261 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
262 if(!autocvar_g_debug_globalsounds)
264 // needed for player sounds
266 FixPlayermodel(this);
268 setmodel(this, MDL_Null);
269 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
270 this.view_ofs = '0 0 0';
273 RemoveGrapplingHooks(this);
274 Portal_ClearAll(this);
276 SetSpectatee(this, NULL);
281 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
285 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
287 WaypointSprite_PlayerDead(this);
289 if (mutator_returnvalue) {
290 // mutator prevents resetting teams+score
292 int oldteam = this.team;
293 this.team = -1; // move this as it is needed to log the player spectating in eventlog
294 MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
295 this.frags = FRAGS_SPECTATOR;
296 PlayerScore_Clear(this); // clear scores when needed
299 if (CS(this).killcount != FRAGS_SPECTATOR)
301 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
303 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
304 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
306 if(!CS(this).just_joined)
307 LogTeamchange(this.playerid, -1, 4);
309 CS(this).just_joined = false;
312 accuracy_resend(this);
314 CS(this).spectatortime = time;
316 IL_REMOVE(g_bot_targets, this);
317 this.bot_attack = false;
318 if(this.monster_attack)
319 IL_REMOVE(g_monster_targets, this);
320 this.monster_attack = false;
321 STAT(HUD, this) = HUD_NORMAL;
322 TRANSMUTE(Observer, this);
323 this.iscreature = false;
324 this.teleportable = TELEPORT_SIMPLE;
325 if(this.damagedbycontents)
326 IL_REMOVE(g_damagedbycontents, this);
327 this.damagedbycontents = false;
328 this.health = FRAGS_SPECTATOR;
329 SetSpectatee_status(this, etof(this));
330 this.takedamage = DAMAGE_NO;
331 this.solid = SOLID_NOT;
332 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
333 this.flags = FL_CLIENT | FL_NOTARGET;
334 this.armorvalue = 666;
336 this.armorvalue = autocvar_g_balance_armor_start;
337 this.pauserotarmor_finished = 0;
338 this.pauserothealth_finished = 0;
339 this.pauseregen_finished = 0;
340 this.damageforcescale = 0;
342 this.respawn_flags = 0;
343 this.respawn_time = 0;
344 STAT(RESPAWN_TIME, this) = 0;
349 this.pain_finished = 0;
350 this.strength_finished = 0;
351 this.invincible_finished = 0;
352 this.superweapons_finished = 0;
353 this.dphitcontentsmask = 0;
356 setthink(this, func_null);
358 this.deadflag = DEAD_NO;
360 STAT(REVIVE_PROGRESS, this) = 0;
361 this.revival_time = 0;
364 this.weapons = '0 0 0';
365 this.drawonlytoclient = this;
369 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
371 this.weaponmodel = "";
372 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
374 this.weaponentities[slot] = NULL;
376 this.exteriorweaponentity = NULL;
377 CS(this).killcount = FRAGS_SPECTATOR;
378 this.velocity = '0 0 0';
379 this.avelocity = '0 0 0';
380 this.punchangle = '0 0 0';
381 this.punchvector = '0 0 0';
382 this.oldvelocity = this.velocity;
383 this.fire_endtime = -1;
384 this.event_damage = func_null;
386 for(int slot = 0; slot < MAX_AXH; ++slot)
388 entity axh = this.(AuxiliaryXhair[slot]);
389 this.(AuxiliaryXhair[slot]) = NULL;
391 if(axh.owner == this && axh != NULL && !wasfreed(axh))
396 int player_getspecies(entity this)
398 get_model_parameters(this.model, this.skin);
399 int s = get_model_parameters_species;
400 get_model_parameters(string_null, 0);
401 if (s < 0) return SPECIES_HUMAN;
405 .float model_randomizer;
406 void FixPlayermodel(entity player)
408 string defaultmodel = "";
410 if(autocvar_sv_defaultcharacter)
416 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
417 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
418 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
419 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
423 if(defaultmodel == "")
425 defaultmodel = autocvar_sv_defaultplayermodel;
426 defaultskin = autocvar_sv_defaultplayerskin;
429 int n = tokenize_console(defaultmodel);
432 defaultmodel = argv(floor(n * CS(player).model_randomizer));
433 // However, do NOT randomize if the player-selected model is in the list.
434 for (int i = 0; i < n; ++i)
435 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
436 defaultmodel = argv(i);
439 int i = strstrofs(defaultmodel, ":", 0);
442 defaultskin = stof(substring(defaultmodel, i+1, -1));
443 defaultmodel = substring(defaultmodel, 0, i);
446 if(autocvar_sv_defaultcharacterskin && !defaultskin)
452 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
453 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
454 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
455 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
460 defaultskin = autocvar_sv_defaultplayerskin;
463 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
464 defaultmodel = M_ARGV(0, string);
465 defaultskin = M_ARGV(1, int);
469 if(defaultmodel != "")
471 if (defaultmodel != player.model)
473 vector m1 = player.mins;
474 vector m2 = player.maxs;
475 setplayermodel (player, defaultmodel);
476 setsize (player, m1, m2);
480 oldskin = player.skin;
481 player.skin = defaultskin;
483 if (player.playermodel != player.model || player.playermodel == "")
485 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
486 vector m1 = player.mins;
487 vector m2 = player.maxs;
488 setplayermodel (player, player.playermodel);
489 setsize (player, m1, m2);
493 if(!autocvar_sv_defaultcharacterskin)
495 oldskin = player.skin;
496 player.skin = stof(player.playerskin);
500 oldskin = player.skin;
501 player.skin = defaultskin;
505 if(chmdl || oldskin != player.skin) // model or skin has changed
507 player.species = player_getspecies(player); // update species
508 if(!autocvar_g_debug_globalsounds)
509 UpdatePlayerSounds(player); // update skin sounds
513 if(strlen(autocvar_sv_defaultplayercolors))
514 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
515 setcolor(player, stof(autocvar_sv_defaultplayercolors));
518 void PutPlayerInServer(entity this)
520 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
522 PlayerState_attach(this);
523 accuracy_resend(this);
526 JoinBestTeam(this, true);
528 entity spot = SelectSpawnPoint(this, false);
530 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
531 return; // spawn failed
534 TRANSMUTE(Player, this);
536 CS(this).wasplayer = true;
537 this.iscreature = true;
538 this.teleportable = TELEPORT_NORMAL;
539 if(!this.damagedbycontents)
540 IL_PUSH(g_damagedbycontents, this);
541 this.damagedbycontents = true;
542 set_movetype(this, MOVETYPE_WALK);
543 this.solid = SOLID_SLIDEBOX;
544 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
545 if (autocvar_g_playerclip_collisions)
546 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
547 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
548 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
549 this.frags = FRAGS_PLAYER;
550 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
551 this.flags = FL_CLIENT | FL_PICKUPITEMS;
552 if (autocvar__notarget)
553 this.flags |= FL_NOTARGET;
554 this.takedamage = DAMAGE_AIM;
555 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
558 this.ammo_shells = warmup_start_ammo_shells;
559 this.ammo_nails = warmup_start_ammo_nails;
560 this.ammo_rockets = warmup_start_ammo_rockets;
561 this.ammo_cells = warmup_start_ammo_cells;
562 this.ammo_plasma = warmup_start_ammo_plasma;
563 this.ammo_fuel = warmup_start_ammo_fuel;
564 this.health = warmup_start_health;
565 this.armorvalue = warmup_start_armorvalue;
566 this.weapons = WARMUP_START_WEAPONS;
568 this.ammo_shells = start_ammo_shells;
569 this.ammo_nails = start_ammo_nails;
570 this.ammo_rockets = start_ammo_rockets;
571 this.ammo_cells = start_ammo_cells;
572 this.ammo_plasma = start_ammo_plasma;
573 this.ammo_fuel = start_ammo_fuel;
574 this.health = start_health;
575 this.armorvalue = start_armorvalue;
576 this.weapons = start_weapons;
577 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
579 GiveRandomWeapons(this, random_start_weapons_count,
580 autocvar_g_random_start_weapons, random_start_ammo);
583 SetSpectatee_status(this, 0);
585 PS(this).dual_weapons = '0 0 0';
587 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
589 this.items = start_items;
591 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
592 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
593 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
594 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
595 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
596 if (!sv_ready_restart_after_countdown && time < game_starttime)
598 float f = game_starttime - time;
599 this.spawnshieldtime += f;
600 this.pauserotarmor_finished += f;
601 this.pauserothealth_finished += f;
602 this.pauseregen_finished += f;
605 this.damageforcescale = 2;
607 this.respawn_flags = 0;
608 this.respawn_time = 0;
609 STAT(RESPAWN_TIME, this) = 0;
610 this.scale = autocvar_sv_player_scale;
613 this.pain_finished = 0;
615 setthink(this, func_null); // players have no think function
618 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
620 this.deadflag = DEAD_NO;
622 this.angles = spot.angles;
623 this.angles_z = 0; // never spawn tilted even if the spot says to
624 if (IS_BOT_CLIENT(this))
625 this.v_angle = this.angles;
626 this.fixangle = true; // turn this way immediately
627 this.oldvelocity = this.velocity = '0 0 0';
628 this.avelocity = '0 0 0';
629 this.punchangle = '0 0 0';
630 this.punchvector = '0 0 0';
632 this.strength_finished = 0;
633 this.invincible_finished = 0;
634 this.fire_endtime = -1;
635 STAT(REVIVE_PROGRESS, this) = 0;
636 this.revival_time = 0;
638 this.air_finished = time + 12;
639 this.waterlevel = WATERLEVEL_NONE;
640 this.watertype = CONTENT_EMPTY;
642 entity spawnevent = new_pure(spawnevent);
643 spawnevent.owner = this;
644 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
646 // Cut off any still running player sounds.
647 stopsound(this, CH_PLAYER_SINGLE);
650 FixPlayermodel(this);
651 this.drawonlytoclient = NULL;
655 for(int slot = 0; slot < MAX_AXH; ++slot)
657 entity axh = this.(AuxiliaryXhair[slot]);
658 this.(AuxiliaryXhair[slot]) = NULL;
660 if(axh.owner == this && axh != NULL && !wasfreed(axh))
664 this.spawnpoint_targ = NULL;
667 this.view_ofs = STAT(PL_VIEW_OFS, this);
668 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
669 this.spawnorigin = spot.origin;
670 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
671 // don't reset back to last position, even if new position is stuck in solid
672 this.oldorigin = this.origin;
674 IL_REMOVE(g_conveyed, this);
675 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
676 STAT(HUD, this) = HUD_NORMAL;
678 this.event_damage = PlayerDamage;
681 IL_PUSH(g_bot_targets, this);
682 this.bot_attack = true;
683 if(!this.monster_attack)
684 IL_PUSH(g_monster_targets, this);
685 this.monster_attack = true;
686 navigation_dynamicgoal_init(this, false);
688 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
690 // player was spectator
691 if (CS(this).killcount == FRAGS_SPECTATOR) {
692 PlayerScore_Clear(this);
693 CS(this).killcount = 0;
694 CS(this).startplaytime = time;
697 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
699 .entity weaponentity = weaponentities[slot];
700 entity oldwep = this.(weaponentity);
701 CL_SpawnWeaponentity(this, weaponentity);
702 if(oldwep && oldwep.owner == this)
703 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
705 this.alpha = default_player_alpha;
706 this.colormod = '1 1 1' * autocvar_g_player_brightness;
707 this.exteriorweaponentity.alpha = default_weapon_alpha;
709 this.speedrunning = false;
711 target_voicescript_clear(this);
713 // reset fields the weapons may use
714 FOREACH(Weapons, true, {
715 it.wr_resetplayer(it, this);
716 // reload all reloadable weapons
717 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
718 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
720 .entity weaponentity = weaponentities[slot];
721 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
727 string s = spot.target;
728 spot.target = string_null;
729 SUB_UseTargets(spot, this, NULL);
735 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
737 if (autocvar_spawn_debug)
739 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
740 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
743 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
745 .entity weaponentity = weaponentities[slot];
746 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
747 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
749 this.(weaponentity).m_switchweapon = WEP_Null;
750 this.(weaponentity).m_weapon = WEP_Null;
751 this.(weaponentity).weaponname = "";
752 this.(weaponentity).m_switchingweapon = WEP_Null;
753 this.(weaponentity).cnt = -1;
756 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
758 if (!warmup_stage && !this.alivetime)
759 this.alivetime = time;
761 antilag_clear(this, CS(this));
764 /** Called when a client spawns in the server */
765 void PutClientInServer(entity this)
767 if (IS_BOT_CLIENT(this)) {
768 TRANSMUTE(Player, this);
769 } else if (IS_REAL_CLIENT(this)) {
771 WriteByte(MSG_ONE, SVC_SETVIEW);
772 WriteEntity(MSG_ONE, this);
775 TRANSMUTE(Observer, this);
777 SetSpectatee(this, NULL);
781 PS(this).itemkeys = 0;
783 MUTATOR_CALLHOOK(PutClientInServer, this);
785 if (IS_OBSERVER(this)) {
786 PutObserverInServer(this);
787 } else if (IS_PLAYER(this)) {
788 PutPlayerInServer(this);
792 void ClientInit_misc(entity this);
794 // TODO do we need all these fields, or should we stop autodetecting runtime
795 // changes and just have a console command to update this?
796 bool ClientInit_SendEntity(entity this, entity to, int sf)
798 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
801 // MSG_INIT replacement
802 // TODO: make easier to use
804 W_PROP_reload(MSG_ONE, to);
805 ClientInit_misc(this);
806 MUTATOR_CALLHOOK(Ent_Init);
808 void ClientInit_misc(entity this)
810 int channel = MSG_ONE;
811 WriteHeader(channel, ENT_CLIENT_INIT);
812 WriteByte(channel, g_nexball_meter_period * 32);
813 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
814 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
815 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
816 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
817 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
818 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
819 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
820 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
822 if(sv_foginterval && world.fog != "")
823 WriteString(channel, world.fog);
825 WriteString(channel, "");
826 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
827 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
828 WriteByte(channel, serverflags);
829 WriteCoord(channel, autocvar_g_trueaim_minrange);
832 void ClientInit_CheckUpdate(entity this)
834 this.nextthink = time;
835 if(this.count != autocvar_g_balance_armor_blockpercent)
837 this.count = autocvar_g_balance_armor_blockpercent;
840 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
842 this.cnt = autocvar_g_balance_damagepush_speedfactor;
847 void ClientInit_Spawn()
849 entity e = new_pure(clientinit);
850 setthink(e, ClientInit_CheckUpdate);
851 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
853 ClientInit_CheckUpdate(e);
863 // initialize parms for a new player
864 parm1 = -(86400 * 366);
866 MUTATOR_CALLHOOK(SetNewParms);
874 void SetChangeParms (entity this)
876 // save parms for level change
877 parm1 = CS(this).parm_idlesince - time;
879 MUTATOR_CALLHOOK(SetChangeParms);
887 void DecodeLevelParms(entity this)
890 CS(this).parm_idlesince = parm1;
891 if (CS(this).parm_idlesince == -(86400 * 366))
892 CS(this).parm_idlesince = time;
894 // whatever happens, allow 60 seconds of idling directly after connect for map loading
895 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
897 MUTATOR_CALLHOOK(DecodeLevelParms);
904 Called when a client types 'kill' in the console
908 .float clientkill_nexttime;
909 void ClientKill_Now_TeamChange(entity this)
911 if(this.killindicator_teamchange == -1)
913 JoinBestTeam( this, true );
915 else if(this.killindicator_teamchange == -2)
918 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
919 PutObserverInServer(this);
922 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
923 this.killindicator_teamchange = 0;
926 void ClientKill_Now(entity this)
930 vehicles_exit(this.vehicle, VHEF_RELEASE);
931 if(!this.killindicator_teamchange)
933 this.vehicle_health = -1;
934 Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
938 if(this.killindicator && !wasfreed(this.killindicator))
939 delete(this.killindicator);
941 this.killindicator = NULL;
943 if(this.killindicator_teamchange)
944 ClientKill_Now_TeamChange(this);
946 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
948 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
951 // now I am sure the player IS dead
953 void KillIndicator_Think(entity this)
957 this.owner.killindicator = NULL;
962 if (this.owner.alpha < 0 && !this.owner.vehicle)
964 this.owner.killindicator = NULL;
971 ClientKill_Now(this.owner);
974 else if(this.health == 1) // health == 1 means that it's silent
976 this.nextthink = time + 1;
982 setmodel(this, MDL_NUM(this.cnt));
983 if(IS_REAL_CLIENT(this.owner))
986 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
988 this.nextthink = time + 1;
993 float clientkilltime;
994 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1002 killtime = autocvar_g_balance_kill_delay;
1004 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
1006 killtime = M_ARGV(1, float);
1008 this.killindicator_teamchange = targetteam;
1010 if(!this.killindicator)
1014 killtime = max(killtime, this.clientkill_nexttime - time);
1015 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1018 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1020 ClientKill_Now(this);
1024 starttime = max(time, clientkilltime);
1026 this.killindicator = spawn();
1027 this.killindicator.owner = this;
1028 this.killindicator.scale = 0.5;
1029 setattachment(this.killindicator, this, "");
1030 setorigin(this.killindicator, '0 0 52');
1031 setthink(this.killindicator, KillIndicator_Think);
1032 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1033 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1034 this.killindicator.cnt = ceil(killtime);
1035 this.killindicator.count = bound(0, ceil(killtime), 10);
1036 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1038 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1040 it.killindicator = spawn();
1041 it.killindicator.owner = it;
1042 it.killindicator.scale = 0.5;
1043 setattachment(it.killindicator, it, "");
1044 setorigin(it.killindicator, '0 0 52');
1045 setthink(it.killindicator, KillIndicator_Think);
1046 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1047 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1048 it.killindicator.cnt = ceil(killtime);
1053 if(this.killindicator)
1055 if(targetteam == 0) // just die
1057 this.killindicator.colormod = '0 0 0';
1058 if(IS_REAL_CLIENT(this))
1059 if(this.killindicator.cnt > 0)
1060 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1062 else if(targetteam == -1) // auto
1064 this.killindicator.colormod = '0 1 0';
1065 if(IS_REAL_CLIENT(this))
1066 if(this.killindicator.cnt > 0)
1067 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1069 else if(targetteam == -2) // spectate
1071 this.killindicator.colormod = '0.5 0.5 0.5';
1072 if(IS_REAL_CLIENT(this))
1073 if(this.killindicator.cnt > 0)
1074 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1078 this.killindicator.colormod = Team_ColorRGB(targetteam);
1079 if(IS_REAL_CLIENT(this))
1080 if(this.killindicator.cnt > 0)
1081 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1087 void ClientKill (entity this)
1089 if(game_stopped) return;
1090 if(this.player_blocked) return;
1091 if(STAT(FROZEN, this)) return;
1093 ClientKill_TeamChange(this, 0);
1096 void FixClientCvars(entity e)
1098 // send prediction settings to the client
1099 stuffcmd(e, "\nin_bindmap 0 0\n");
1100 if(autocvar_g_antilag == 3) // client side hitscan
1101 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1102 if(autocvar_sv_gentle)
1103 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1105 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1106 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1108 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1110 MUTATOR_CALLHOOK(FixClientCvars, e);
1113 bool findinlist_abbrev(string tofind, string list)
1115 if(list == "" || tofind == "")
1116 return false; // empty list or search, just return
1118 // this function allows abbreviated strings!
1119 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1127 bool PlayerInIPList(entity p, string iplist)
1129 // some safety checks (never allow local?)
1130 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1133 return findinlist_abbrev(p.netaddress, iplist);
1136 bool PlayerInIDList(entity p, string idlist)
1138 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1142 return findinlist_abbrev(p.crypto_idfp, idlist);
1145 bool PlayerInList(entity player, string list)
1147 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1150 #ifdef DP_EXT_PRECONNECT
1155 Called once (not at each match start) when a client begins a connection to the server
1158 void ClientPreConnect(entity this)
1160 if(autocvar_sv_eventlog)
1162 GameLogEcho(sprintf(":connect:%d:%d:%s",
1165 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1175 Called when a client connects to the server
1178 void ClientConnect(entity this)
1180 if (Ban_MaybeEnforceBanOnce(this)) return;
1181 assert(!IS_CLIENT(this), return);
1182 this.flags |= FL_CLIENT;
1183 assert(player_count >= 0, player_count = 0);
1186 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1188 TRANSMUTE(Client, this);
1189 CS(this).version_nagtime = time + 10 + random() * 10;
1191 // identify the right forced team
1192 if (autocvar_g_campaign)
1194 if (IS_REAL_CLIENT(this)) // only players, not bots
1196 switch (autocvar_g_campaign_forceteam)
1198 case 1: this.team_forced = NUM_TEAM_1; break;
1199 case 2: this.team_forced = NUM_TEAM_2; break;
1200 case 3: this.team_forced = NUM_TEAM_3; break;
1201 case 4: this.team_forced = NUM_TEAM_4; break;
1202 default: this.team_forced = 0;
1206 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1207 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1208 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1209 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1210 else switch (autocvar_g_forced_team_otherwise)
1212 default: this.team_forced = 0; break;
1213 case "red": this.team_forced = NUM_TEAM_1; break;
1214 case "blue": this.team_forced = NUM_TEAM_2; break;
1215 case "yellow": this.team_forced = NUM_TEAM_3; break;
1216 case "pink": this.team_forced = NUM_TEAM_4; break;
1219 this.team_forced = -1;
1222 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1224 int playerid_save = this.playerid;
1225 this.playerid = 0; // silent
1226 JoinBestTeam(this, false); // if the team number is valid, keep it
1227 this.playerid = playerid_save;
1229 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1230 TRANSMUTE(Observer, this);
1232 if (!teamplay || autocvar_g_balance_teams) {
1233 TRANSMUTE(Player, this);
1234 campaign_bots_may_start = true;
1236 TRANSMUTE(Observer, this); // do it anyway
1240 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1242 // always track bots, don't ask for cl_allow_uidtracking
1243 if (IS_BOT_CLIENT(this))
1244 PlayerStats_GameReport_AddPlayer(this);
1246 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1248 if (autocvar_sv_eventlog)
1249 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1251 LogTeamchange(this.playerid, this.team, 1);
1253 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1255 if(teamplay && IS_PLAYER(this))
1256 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1258 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1260 stuffcmd(this, clientstuff, "\n");
1261 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1263 FixClientCvars(this);
1265 // get version info from player
1266 stuffcmd(this, "cmd clientversion $gameversion\n");
1268 // notify about available teams
1271 CheckAllowedTeams(this);
1273 if (c1 >= 0) t |= BIT(0);
1274 if (c2 >= 0) t |= BIT(1);
1275 if (c3 >= 0) t |= BIT(2);
1276 if (c4 >= 0) t |= BIT(3);
1277 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1281 stuffcmd(this, "set _teams_available 0\n");
1284 bot_relinkplayerlist();
1286 CS(this).spectatortime = time;
1287 if (blockSpectators)
1289 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1292 CS(this).jointime = time;
1294 if (IS_REAL_CLIENT(this))
1296 if (g_weaponarena_weapons == WEPSET(TUBA))
1297 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1300 if (!sv_foginterval && world.fog != "")
1301 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1303 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1304 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1305 send_CSQC_teamnagger();
1307 CSQCMODEL_AUTOINIT(this);
1309 CS(this).model_randomizer = random();
1311 if (IS_REAL_CLIENT(this))
1312 sv_notice_join(this);
1314 // update physics stats (players can spawn before physics runs)
1315 Physics_UpdateStats(this);
1317 IL_EACH(g_initforplayer, it.init_for_player, {
1318 it.init_for_player(it, this);
1321 Handicap_Initialize(this);
1323 MUTATOR_CALLHOOK(ClientConnect, this);
1325 if (IS_REAL_CLIENT(this))
1327 if (!autocvar_g_campaign && !IS_PLAYER(this))
1329 CS(this).motd_actived_time = -1;
1330 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1338 Called when a client disconnects from the server
1341 .entity chatbubbleentity;
1343 void ClientDisconnect(entity this)
1345 assert(IS_CLIENT(this), return);
1347 PlayerStats_GameReport_FinalizePlayer(this);
1348 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1349 if (CS(this).active_minigame) part_minigame(this);
1350 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1352 if (autocvar_sv_eventlog)
1353 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1355 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1358 SetSpectatee(this, NULL);
1360 MUTATOR_CALLHOOK(ClientDisconnect, this);
1362 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1363 strfree(CS(this).weaponorder_byimpulse);
1364 ClientState_detach(this);
1366 Portal_ClearAll(this);
1370 RemoveGrapplingHooks(this);
1372 // Here, everything has been done that requires this player to be a client.
1374 this.flags &= ~FL_CLIENT;
1376 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1377 if (this.killindicator) delete(this.killindicator);
1379 WaypointSprite_PlayerGone(this);
1381 bot_relinkplayerlist();
1383 strfree(this.clientstatus);
1384 if (this.personal) delete(this.personal);
1388 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1393 void ChatBubbleThink(entity this)
1395 this.nextthink = time;
1396 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1398 if(this.owner) // but why can that ever be NULL?
1399 this.owner.chatbubbleentity = NULL;
1406 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1408 if ( CS(this.owner).active_minigame )
1409 this.mdl = "models/sprites/minigame_busy.iqm";
1410 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1411 this.mdl = "models/misc/chatbubble.spr";
1414 if ( this.model != this.mdl )
1415 _setmodel(this, this.mdl);
1419 void UpdateChatBubble(entity this)
1423 // spawn a chatbubble entity if needed
1424 if (!this.chatbubbleentity)
1426 this.chatbubbleentity = new(chatbubbleentity);
1427 this.chatbubbleentity.owner = this;
1428 this.chatbubbleentity.exteriormodeltoclient = this;
1429 setthink(this.chatbubbleentity, ChatBubbleThink);
1430 this.chatbubbleentity.nextthink = time;
1431 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1432 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1433 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1434 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1435 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1436 //this.chatbubbleentity.model = "";
1437 this.chatbubbleentity.effects = EF_LOWPRECISION;
1442 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1443 // added to the model skins
1444 /*void UpdateColorModHack()
1447 c = this.clientcolors & 15;
1448 // LordHavoc: only bothering to support white, green, red, yellow, blue
1449 if (!teamplay) this.colormod = '0 0 0';
1450 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1451 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1452 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1453 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1454 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1455 else this.colormod = '1 1 1';
1458 void respawn(entity this)
1460 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1462 this.solid = SOLID_NOT;
1463 this.takedamage = DAMAGE_NO;
1464 set_movetype(this, MOVETYPE_FLY);
1465 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1466 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1467 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1468 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1469 if(autocvar_g_respawn_ghosts_maxtime)
1470 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1475 this.effects |= EF_NODRAW; // prevent another CopyBody
1476 PutClientInServer(this);
1479 void play_countdown(entity this, float finished, Sound samp)
1482 if(IS_REAL_CLIENT(this))
1483 if(floor(finished - time - frametime) != floor(finished - time))
1484 if(finished - time < 6)
1485 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1488 void player_powerups(entity this)
1490 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1491 int items_prev = this.items;
1493 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1494 this.modelflags |= MF_ROCKET;
1496 this.modelflags &= ~MF_ROCKET;
1498 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1500 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1503 Fire_ApplyDamage(this);
1504 Fire_ApplyEffect(this);
1506 if (!autocvar_g_instagib)
1508 if (this.items & ITEM_Strength.m_itemid)
1510 play_countdown(this, this.strength_finished, SND_POWEROFF);
1511 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1512 if (time > this.strength_finished)
1514 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1515 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1516 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1521 if (time < this.strength_finished)
1523 this.items = this.items | ITEM_Strength.m_itemid;
1525 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1526 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1529 if (this.items & ITEM_Shield.m_itemid)
1531 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1532 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1533 if (time > this.invincible_finished)
1535 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1536 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1537 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1542 if (time < this.invincible_finished)
1544 this.items = this.items | ITEM_Shield.m_itemid;
1546 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1547 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1550 if (this.items & IT_SUPERWEAPON)
1552 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1554 this.superweapons_finished = 0;
1555 this.items = this.items - (this.items & IT_SUPERWEAPON);
1556 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1557 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1559 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1561 // don't let them run out
1565 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1566 if (time > this.superweapons_finished)
1568 this.items = this.items - (this.items & IT_SUPERWEAPON);
1569 this.weapons &= ~WEPSET_SUPERWEAPONS;
1570 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1571 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1575 else if(this.weapons & WEPSET_SUPERWEAPONS)
1577 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1579 this.items = this.items | IT_SUPERWEAPON;
1581 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1582 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1586 this.superweapons_finished = 0;
1587 this.weapons &= ~WEPSET_SUPERWEAPONS;
1592 this.superweapons_finished = 0;
1596 if(autocvar_g_nodepthtestplayers)
1597 this.effects = this.effects | EF_NODEPTHTEST;
1599 if(autocvar_g_fullbrightplayers)
1600 this.effects = this.effects | EF_FULLBRIGHT;
1602 if (time >= game_starttime)
1603 if (time < this.spawnshieldtime)
1604 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1606 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1609 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1611 if(current > stable)
1613 else if(current > stable - 0.25) // when close enough, "snap"
1616 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1619 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1621 if(current < stable)
1623 else if(current < stable + 0.25) // when close enough, "snap"
1626 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1629 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1631 if(current > rotstable)
1633 if(rotframetime > 0)
1635 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1636 current = max(rotstable, current - rotlinear * rotframetime);
1639 else if(current < regenstable)
1641 if(regenframetime > 0)
1643 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1644 current = min(regenstable, current + regenlinear * regenframetime);
1654 void player_regen(entity this)
1656 float max_mod, regen_mod, rot_mod, limit_mod;
1657 max_mod = regen_mod = rot_mod = limit_mod = 1;
1659 float regen_health = autocvar_g_balance_health_regen;
1660 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1661 float regen_health_rot = autocvar_g_balance_health_rot;
1662 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1663 float regen_health_stable = autocvar_g_balance_health_regenstable;
1664 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1665 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1666 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1667 max_mod = M_ARGV(1, float);
1668 regen_mod = M_ARGV(2, float);
1669 rot_mod = M_ARGV(3, float);
1670 limit_mod = M_ARGV(4, float);
1671 regen_health = M_ARGV(5, float);
1672 regen_health_linear = M_ARGV(6, float);
1673 regen_health_rot = M_ARGV(7, float);
1674 regen_health_rotlinear = M_ARGV(8, float);
1675 regen_health_stable = M_ARGV(9, float);
1676 regen_health_rotstable = M_ARGV(10, float);
1678 if(!mutator_returnvalue)
1679 if(!STAT(FROZEN, this))
1681 float mina, maxa, limith, limita;
1682 maxa = autocvar_g_balance_armor_rotstable;
1683 mina = autocvar_g_balance_armor_regenstable;
1684 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1685 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1687 regen_health_rotstable = regen_health_rotstable * max_mod;
1688 regen_health_stable = regen_health_stable * max_mod;
1689 limith = limith * limit_mod;
1690 limita = limita * limit_mod;
1692 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);
1693 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);
1696 // if player rotted to death... die!
1697 // check this outside above checks, as player may still be able to rot to death
1701 vehicles_exit(this.vehicle, VHEF_RELEASE);
1702 if(this.event_damage)
1703 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1706 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1708 float minf, maxf, limitf;
1710 maxf = autocvar_g_balance_fuel_rotstable;
1711 minf = autocvar_g_balance_fuel_regenstable;
1712 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1714 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);
1716 // Ugly hack to make sure the health and armor don't go beyond hard limit.
1717 // TODO: Remove this hack when all code uses GivePlayerHealth and
1719 if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1721 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1723 if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1725 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1731 void SetZoomState(entity this, float newzoom)
1733 if(newzoom != CS(this).zoomstate)
1735 CS(this).zoomstate = newzoom;
1736 ClientData_Touch(this);
1738 zoomstate_set = true;
1741 void GetPressedKeys(entity this)
1743 MUTATOR_CALLHOOK(GetPressedKeys, this);
1744 int keys = STAT(PRESSED_KEYS, this);
1745 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1746 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1747 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1748 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1750 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1751 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1752 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1753 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1754 CS(this).pressedkeys = keys; // store for other users
1756 STAT(PRESSED_KEYS, this) = keys;
1760 ======================
1761 spectate mode routines
1762 ======================
1765 void SpectateCopy(entity this, entity spectatee)
1767 TC(Client, this); TC(Client, spectatee);
1769 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1770 PS(this) = PS(spectatee);
1771 this.armortype = spectatee.armortype;
1772 this.armorvalue = spectatee.armorvalue;
1773 this.ammo_cells = spectatee.ammo_cells;
1774 this.ammo_plasma = spectatee.ammo_plasma;
1775 this.ammo_shells = spectatee.ammo_shells;
1776 this.ammo_nails = spectatee.ammo_nails;
1777 this.ammo_rockets = spectatee.ammo_rockets;
1778 this.ammo_fuel = spectatee.ammo_fuel;
1779 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1780 this.health = spectatee.health;
1781 CS(this).impulse = 0;
1782 this.items = spectatee.items;
1783 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1784 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1785 this.strength_finished = spectatee.strength_finished;
1786 this.invincible_finished = spectatee.invincible_finished;
1787 this.superweapons_finished = spectatee.superweapons_finished;
1788 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1789 this.weapons = spectatee.weapons;
1790 this.punchangle = spectatee.punchangle;
1791 this.view_ofs = spectatee.view_ofs;
1792 this.velocity = spectatee.velocity;
1793 this.dmg_take = spectatee.dmg_take;
1794 this.dmg_save = spectatee.dmg_save;
1795 this.dmg_inflictor = spectatee.dmg_inflictor;
1796 this.v_angle = spectatee.v_angle;
1797 this.angles = spectatee.v_angle;
1798 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1799 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1800 this.viewloc = spectatee.viewloc;
1801 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1802 this.fixangle = true;
1803 setorigin(this, spectatee.origin);
1804 setsize(this, spectatee.mins, spectatee.maxs);
1805 SetZoomState(this, CS(spectatee).zoomstate);
1807 anticheat_spectatecopy(this, spectatee);
1808 STAT(HUD, this) = STAT(HUD, spectatee);
1809 if(spectatee.vehicle)
1811 this.angles = spectatee.v_angle;
1813 //this.fixangle = false;
1814 //this.velocity = spectatee.vehicle.velocity;
1815 this.vehicle_health = spectatee.vehicle_health;
1816 this.vehicle_shield = spectatee.vehicle_shield;
1817 this.vehicle_energy = spectatee.vehicle_energy;
1818 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1819 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1820 this.vehicle_reload1 = spectatee.vehicle_reload1;
1821 this.vehicle_reload2 = spectatee.vehicle_reload2;
1823 //msg_entity = this;
1825 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1826 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1827 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1828 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1830 //WriteByte (MSG_ONE, SVC_SETVIEW);
1831 // WriteEntity(MSG_ONE, this);
1832 //makevectors(spectatee.v_angle);
1833 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1837 bool SpectateUpdate(entity this)
1842 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1844 SetSpectatee(this, NULL);
1848 SpectateCopy(this, this.enemy);
1853 bool SpectateSet(entity this)
1855 if(!IS_PLAYER(this.enemy))
1858 ClientData_Touch(this.enemy);
1861 WriteByte(MSG_ONE, SVC_SETVIEW);
1862 WriteEntity(MSG_ONE, this.enemy);
1863 set_movetype(this, MOVETYPE_NONE);
1864 accuracy_resend(this);
1866 if(!SpectateUpdate(this))
1867 PutObserverInServer(this);
1872 void SetSpectatee_status(entity this, int spectatee_num)
1874 int oldspectatee_status = CS(this).spectatee_status;
1875 CS(this).spectatee_status = spectatee_num;
1877 if (CS(this).spectatee_status != oldspectatee_status)
1879 ClientData_Touch(this);
1880 if (g_race || g_cts) race_InitSpectator();
1884 void SetSpectatee(entity this, entity spectatee)
1886 if(IS_BOT_CLIENT(this))
1887 return; // bots abuse .enemy, this code is useless to them
1889 entity old_spectatee = this.enemy;
1891 this.enemy = spectatee;
1894 // these are required to fix the spectator bug with arc
1897 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1899 .entity weaponentity = weaponentities[slot];
1900 if(old_spectatee.(weaponentity).arc_beam)
1901 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1906 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1908 .entity weaponentity = weaponentities[slot];
1909 if(this.enemy.(weaponentity).arc_beam)
1910 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1915 SetSpectatee_status(this, etof(this.enemy));
1917 // needed to update spectator list
1918 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1921 bool Spectate(entity this, entity pl)
1923 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1925 pl = M_ARGV(1, entity);
1927 SetSpectatee(this, pl);
1928 return SpectateSet(this);
1931 bool SpectateNext(entity this)
1933 entity ent = find(this.enemy, classname, STR_PLAYER);
1935 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1936 ent = M_ARGV(1, entity);
1938 ent = find(ent, classname, STR_PLAYER);
1940 if(ent) { SetSpectatee(this, ent); }
1942 return SpectateSet(this);
1945 bool SpectatePrev(entity this)
1947 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1948 entity ent = findchain(classname, STR_PLAYER);
1949 if (!ent) // no player
1953 // skip players until current spectated player
1955 while(ent && ent != this.enemy)
1958 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1960 case MUT_SPECPREV_FOUND:
1961 ent = M_ARGV(1, entity);
1963 case MUT_SPECPREV_RETURN:
1965 case MUT_SPECPREV_CONTINUE:
1976 SetSpectatee(this, ent);
1977 return SpectateSet(this);
1982 ShowRespawnCountdown()
1984 Update a respawn countdown display.
1987 void ShowRespawnCountdown(entity this)
1990 if(!IS_DEAD(this)) // just respawned?
1994 number = ceil(this.respawn_time - time);
1997 if(number <= this.respawn_countdown)
1999 this.respawn_countdown = number - 1;
2000 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
2001 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2006 .bool team_selected;
2007 bool ShowTeamSelection(entity this)
2009 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2011 stuffcmd(this, "menu_showteamselect\n");
2014 void Join(entity this)
2016 TRANSMUTE(Player, this);
2018 if(!this.team_selected)
2019 if(autocvar_g_campaign || autocvar_g_balance_teams)
2020 JoinBestTeam(this, true);
2022 if(autocvar_g_campaign)
2023 campaign_bots_may_start = true;
2025 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2027 PutClientInServer(this);
2030 if(teamplay && this.team != -1)
2031 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2033 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2034 this.team_selected = false;
2038 * Determines whether the player is allowed to join. This depends on cvar
2039 * g_maxplayers, if it isn't used this function always return true, otherwise
2040 * it checks whether the number of currently playing players exceeds g_maxplayers.
2041 * @return int number of free slots for players, 0 if none
2043 int nJoinAllowed(entity this, entity ignore)
2046 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2047 // so report 0 free slots if restricted
2049 if(autocvar_g_forced_team_otherwise == "spectate")
2051 if(autocvar_g_forced_team_otherwise == "spectator")
2055 if(this && this.team_forced < 0)
2056 return 0; // forced spectators can never join
2058 // TODO simplify this
2059 int totalClients = 0;
2060 int currentlyPlaying = 0;
2061 FOREACH_CLIENT(true, {
2064 if(IS_REAL_CLIENT(it))
2065 if(IS_PLAYER(it) || it.caplayer)
2069 float free_slots = 0;
2070 if (!autocvar_g_maxplayers)
2071 free_slots = maxclients - totalClients;
2072 else if(currentlyPlaying < autocvar_g_maxplayers)
2073 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2075 static float join_prevent_msg_time = 0;
2076 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2078 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2079 join_prevent_msg_time = time + 3;
2086 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2087 * g_maxplayers_spectator_blocktime seconds
2089 void checkSpectatorBlock(entity this)
2091 if(IS_SPEC(this) || IS_OBSERVER(this))
2093 if(IS_REAL_CLIENT(this))
2095 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2096 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2102 void PrintWelcomeMessage(entity this)
2104 if(CS(this).motd_actived_time == 0)
2106 if (autocvar_g_campaign) {
2107 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2108 CS(this).motd_actived_time = time;
2109 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2112 if (PHYS_INPUT_BUTTON_INFO(this)) {
2113 CS(this).motd_actived_time = time;
2114 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2118 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2120 if (autocvar_g_campaign) {
2121 if (PHYS_INPUT_BUTTON_INFO(this))
2122 CS(this).motd_actived_time = time;
2123 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2124 CS(this).motd_actived_time = 0;
2125 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2128 if (PHYS_INPUT_BUTTON_INFO(this))
2129 CS(this).motd_actived_time = time;
2130 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2131 CS(this).motd_actived_time = 0;
2132 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2136 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2138 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2139 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2140 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2142 // instanctly hide MOTD
2143 CS(this).motd_actived_time = 0;
2144 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2149 bool joinAllowed(entity this)
2151 if (CS(this).version_mismatch) return false;
2152 if (!nJoinAllowed(this, this)) return false;
2153 if (teamplay && lockteams) return false;
2154 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2155 if (ShowTeamSelection(this)) return false;
2160 .string shootfromfixedorigin;
2161 bool PlayerThink(entity this)
2163 if (game_stopped || intermission_running) {
2164 this.modelflags &= ~MF_ROCKET;
2165 if(intermission_running)
2166 IntermissionThink(this);
2170 if (timeout_status == TIMEOUT_ACTIVE) {
2171 // don't allow the player to turn around while game is paused
2172 // FIXME turn this into CSQC stuff
2173 this.v_angle = this.lastV_angle;
2174 this.angles = this.lastV_angle;
2175 this.fixangle = true;
2178 if (frametime) player_powerups(this);
2180 if (IS_DEAD(this)) {
2181 if (this.personal && g_race_qualifying) {
2182 if (time > this.respawn_time) {
2183 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2185 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2188 if (frametime) player_anim(this);
2190 if (this.respawn_flags & RESPAWN_DENY)
2192 STAT(RESPAWN_TIME, this) = 0;
2196 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));
2198 switch(this.deadflag)
2202 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2203 this.deadflag = DEAD_RESPAWNING;
2204 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2205 this.deadflag = DEAD_DEAD;
2211 this.deadflag = DEAD_RESPAWNABLE;
2212 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2213 this.deadflag = DEAD_RESPAWNING;
2216 case DEAD_RESPAWNABLE:
2218 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2219 this.deadflag = DEAD_RESPAWNING;
2222 case DEAD_RESPAWNING:
2224 if (time > this.respawn_time)
2226 this.respawn_time = time + 1; // only retry once a second
2227 this.respawn_time_max = this.respawn_time;
2234 ShowRespawnCountdown(this);
2236 if (this.respawn_flags & RESPAWN_SILENT)
2237 STAT(RESPAWN_TIME, this) = 0;
2238 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2240 if (time < this.respawn_time)
2241 STAT(RESPAWN_TIME, this) = this.respawn_time;
2242 else if (this.deadflag != DEAD_RESPAWNING)
2243 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2246 STAT(RESPAWN_TIME, this) = this.respawn_time;
2249 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2250 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2251 STAT(RESPAWN_TIME, this) *= -1;
2256 FixPlayermodel(this);
2258 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2259 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2260 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2263 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2266 this.items &= ~this.items_added;
2268 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2270 .entity weaponentity = weaponentities[slot];
2271 W_WeaponFrame(this, weaponentity);
2274 this.items_added = 0;
2275 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2276 this.items_added |= IT_FUEL;
2278 this.items |= this.items_added;
2283 // WEAPONTODO: Add a weapon request for this
2284 // rot vortex charge to the charge limit
2285 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2287 .entity weaponentity = weaponentities[slot];
2288 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2289 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2292 if (frametime) player_anim(this);
2295 secrets_setstatus(this);
2298 monsters_setstatus(this);
2300 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2305 void ObserverThink(entity this)
2307 if ( CS(this).impulse )
2309 MinigameImpulse(this, CS(this).impulse);
2310 CS(this).impulse = 0;
2313 if (this.flags & FL_JUMPRELEASED) {
2314 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2315 this.flags &= ~FL_JUMPRELEASED;
2316 this.flags |= FL_SPAWNING;
2317 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2318 this.flags &= ~FL_JUMPRELEASED;
2319 if(SpectateNext(this)) {
2320 TRANSMUTE(Spectator, this);
2323 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2324 set_movetype(this, preferred_movetype);
2327 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2328 this.flags |= FL_JUMPRELEASED;
2329 if(this.flags & FL_SPAWNING)
2331 this.flags &= ~FL_SPAWNING;
2339 void SpectatorThink(entity this)
2341 if ( CS(this).impulse )
2343 if(MinigameImpulse(this, CS(this).impulse))
2344 CS(this).impulse = 0;
2346 if (CS(this).impulse == IMP_weapon_drop.impulse)
2348 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2349 CS(this).impulse = 0;
2354 if (this.flags & FL_JUMPRELEASED) {
2355 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2356 this.flags &= ~FL_JUMPRELEASED;
2357 this.flags |= FL_SPAWNING;
2358 } 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)) {
2359 this.flags &= ~FL_JUMPRELEASED;
2360 if(SpectateNext(this)) {
2361 TRANSMUTE(Spectator, this);
2363 TRANSMUTE(Observer, this);
2364 PutClientInServer(this);
2366 CS(this).impulse = 0;
2367 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2368 this.flags &= ~FL_JUMPRELEASED;
2369 if(SpectatePrev(this)) {
2370 TRANSMUTE(Spectator, this);
2372 TRANSMUTE(Observer, this);
2373 PutClientInServer(this);
2375 CS(this).impulse = 0;
2376 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2377 this.flags &= ~FL_JUMPRELEASED;
2378 TRANSMUTE(Observer, this);
2379 PutClientInServer(this);
2381 if(!SpectateUpdate(this))
2382 PutObserverInServer(this);
2385 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2386 this.flags |= FL_JUMPRELEASED;
2387 if(this.flags & FL_SPAWNING)
2389 this.flags &= ~FL_SPAWNING;
2394 if(!SpectateUpdate(this))
2395 PutObserverInServer(this);
2398 this.flags |= FL_CLIENT | FL_NOTARGET;
2401 void vehicles_enter (entity pl, entity veh);
2402 void PlayerUseKey(entity this)
2404 if (!IS_PLAYER(this))
2411 vehicles_exit(this.vehicle, VHEF_NORMAL);
2415 else if(autocvar_g_vehicles_enter)
2417 if(!STAT(FROZEN, this))
2421 entity head, closest_target = NULL;
2422 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2424 while(head) // find the closest acceptable target to enter
2426 if(IS_VEHICLE(head))
2428 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2429 if(head.takedamage != DAMAGE_NO)
2433 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2434 { closest_target = head; }
2436 else { closest_target = head; }
2442 if(closest_target) { vehicles_enter(this, closest_target); return; }
2446 // a use key was pressed; call handlers
2447 MUTATOR_CALLHOOK(PlayerUseKey, this);
2455 Called every frame for each client before the physics are run
2458 .float last_vehiclecheck;
2459 void PlayerPreThink (entity this)
2461 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2462 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2464 WarpZone_PlayerPhysics_FixVAngle(this);
2467 // physics frames: update anticheat stuff
2468 anticheat_prethink(this);
2471 if (blockSpectators && frametime) {
2472 // WORKAROUND: only use dropclient in server frames (frametime set).
2473 // Never use it in cl_movement frames (frametime zero).
2474 checkSpectatorBlock(this);
2477 zoomstate_set = false;
2479 // Check for nameless players
2480 if (this.netname == "" || this.netname != CS(this).netname_previous)
2482 bool assume_unchanged = (CS(this).netname_previous == "");
2483 if (isInvisibleString(this.netname))
2485 this.netname = strzone(sprintf("Player#%d", this.playerid));
2486 assume_unchanged = false;
2487 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2489 if (!assume_unchanged && autocvar_sv_eventlog)
2490 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2491 strcpy(CS(this).netname_previous, this.netname);
2495 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2496 CS(this).version_nagtime = 0;
2497 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2499 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2501 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2503 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2504 if (r < 0) { // old client
2505 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2506 } else if (r > 0) { // old server
2507 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2513 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2515 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2516 this.max_armorvalue = 0;
2521 if (STAT(FROZEN, this) == 2)
2523 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2524 this.health = max(1, STAT(REVIVE_PROGRESS, this) * start_health);
2525 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2527 if (STAT(REVIVE_PROGRESS, this) >= 1)
2530 else if (STAT(FROZEN, this) == 3)
2532 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2533 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this) );
2535 if (this.health < 1)
2538 vehicles_exit(this.vehicle, VHEF_RELEASE);
2539 if(this.event_damage)
2540 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2542 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2547 MUTATOR_CALLHOOK(PlayerPreThink, this);
2549 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2550 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2552 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2554 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2555 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2557 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2561 if(!it.team || SAME_TEAM(this, it))
2562 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2563 else if(autocvar_g_vehicles_steal)
2564 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2568 this.last_vehiclecheck = time + 1;
2571 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2573 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2575 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2578 if (IS_REAL_CLIENT(this))
2579 PrintWelcomeMessage(this);
2581 if (IS_PLAYER(this)) {
2582 if(!PlayerThink(this))
2585 else if (game_stopped || intermission_running) {
2586 if(intermission_running)
2587 IntermissionThink(this);
2590 else if (IS_OBSERVER(this)) {
2591 ObserverThink(this);
2593 else if (IS_SPEC(this)) {
2594 SpectatorThink(this);
2597 // WEAPONTODO: Add weapon request for this
2598 if (!zoomstate_set) {
2599 bool wep_zoomed = false;
2600 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2602 .entity weaponentity = weaponentities[slot];
2603 Weapon thiswep = this.(weaponentity).m_weapon;
2604 if(thiswep != WEP_Null && thiswep.wr_zoom)
2605 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2607 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2610 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2612 CS(this).teamkill_soundtime = 0;
2614 entity e = CS(this).teamkill_soundsource;
2615 entity oldpusher = e.pusher;
2617 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2618 e.pusher = oldpusher;
2621 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2622 CS(this).taunt_soundtime = 0;
2623 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2626 target_voicescript_next(this);
2628 // WEAPONTODO: Move into weaponsystem somehow
2629 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2630 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2632 .entity weaponentity = weaponentities[slot];
2633 if(this.(weaponentity).m_weapon == WEP_Null)
2634 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2638 void DrownPlayer(entity this)
2640 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2643 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2645 if(this.air_finished < time)
2646 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2647 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2649 else if (this.air_finished < time)
2651 if (this.pain_finished < time)
2653 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');
2654 this.pain_finished = time + 0.5;
2659 .bool move_qcphysics;
2661 void Player_Physics(entity this)
2663 set_movetype(this, this.move_movetype);
2665 if(!this.move_qcphysics)
2668 if(!frametime && !CS(this).pm_frametime)
2671 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2673 CS(this).pm_frametime = 0;
2680 Called every frame for each client after the physics are run
2683 void PlayerPostThink (entity this)
2685 Player_Physics(this);
2688 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2689 if (IS_REAL_CLIENT(this))
2690 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2692 int totalClients = 0;
2693 if(sv_maxidle_slots > 0)
2695 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2701 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2702 { /* do nothing */ }
2703 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2705 if (CS(this).idlekick_lasttimeleft)
2707 CS(this).idlekick_lasttimeleft = 0;
2708 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2713 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2714 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2715 if (!CS(this).idlekick_lasttimeleft)
2716 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2718 if (timeleft <= 0) {
2719 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2723 else if (timeleft <= 10) {
2724 if (timeleft != CS(this).idlekick_lasttimeleft) {
2725 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2727 CS(this).idlekick_lasttimeleft = timeleft;
2736 this.solid = SOLID_NOT;
2737 this.takedamage = DAMAGE_NO;
2738 set_movetype(this, MOVETYPE_NONE);
2741 if (IS_PLAYER(this)) {
2742 if(this.death_time == time && IS_DEAD(this))
2744 // player's bbox gets resized now, instead of in the damage event that killed the player,
2745 // once all the damage events of this frame have been processed with normal size
2747 setsize(this, this.mins, this.maxs);
2750 UpdateChatBubble(this);
2751 if (CS(this).impulse) ImpulseCommands(this);
2754 CSQCMODEL_AUTOUPDATE(this);
2757 GetPressedKeys(this);
2760 if (this.waypointsprite_attachedforcarrier) {
2761 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2762 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2765 playerdemo_write(this);
2767 CSQCMODEL_AUTOUPDATE(this);
2770 // hack to copy the button fields from the client entity to the Client State
2771 void PM_UpdateButtons(entity this, entity store)
2774 store.impulse = this.impulse;
2777 bool typing = this.buttonchat;
2779 store.button0 = (typing) ? 0 : this.button0;
2781 store.button2 = (typing) ? 0 : this.button2;
2782 store.button3 = (typing) ? 0 : this.button3;
2783 store.button4 = this.button4;
2784 store.button5 = (typing) ? 0 : this.button5;
2785 store.button6 = this.button6;
2786 store.button7 = this.button7;
2787 store.button8 = this.button8;
2788 store.button9 = this.button9;
2789 store.button10 = this.button10;
2790 store.button11 = this.button11;
2791 store.button12 = this.button12;
2792 store.button13 = this.button13;
2793 store.button14 = this.button14;
2794 store.button15 = this.button15;
2795 store.button16 = this.button16;
2796 store.buttonuse = this.buttonuse;
2797 store.buttonchat = this.buttonchat;
2799 store.cursor_active = this.cursor_active;
2800 store.cursor_screen = this.cursor_screen;
2801 store.cursor_trace_start = this.cursor_trace_start;
2802 store.cursor_trace_endpos = this.cursor_trace_endpos;
2803 store.cursor_trace_ent = this.cursor_trace_ent;
2805 store.ping = this.ping;
2806 store.ping_packetloss = this.ping_packetloss;
2807 store.ping_movementloss = this.ping_movementloss;
2809 store.v_angle = this.v_angle;
2810 store.movement = (typing) ? '0 0 0' : this.movement;
2813 NET_HANDLE(fpsreport, bool)
2815 int fps = ReadShort();
2816 PlayerScore_Set(sender, SP_FPS, fps);