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"
20 #include "command/vote.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 <common/effects/qc/globalsound.qh>
37 #include "../common/mapobjects/func/conveyor.qh"
38 #include "../common/mapobjects/teleporters.qh"
39 #include "../common/mapobjects/target/spawnpoint.qh"
41 #include "../common/vehicles/all.qh"
43 #include "weapons/hitplot.qh"
44 #include "weapons/weaponsystem.qh"
46 #include "../common/net_notice.qh"
47 #include "../common/net_linked.qh"
48 #include "../common/physics/player.qh"
50 #include <common/vehicles/sv_vehicles.qh>
52 #include "../common/items/_mod.qh"
54 #include "../common/mutators/mutator/waypoints/all.qh"
55 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
56 #include <common/gamemodes/_mod.qh>
58 #include "../common/mapobjects/subs.qh"
59 #include "../common/mapobjects/triggers.qh"
60 #include "../common/mapobjects/trigger/secret.qh"
62 #include "../common/minigames/sv_minigames.qh"
64 #include "../common/items/inventory.qh"
66 #include "../common/monsters/sv_monsters.qh"
68 #include "../lib/warpzone/server.qh"
70 #include <common/mutators/mutator/overkill/oknex.qh>
72 STATIC_METHOD(Client, Add, void(Client this, int _team))
75 TRANSMUTE(Player, this);
78 PutClientInServer(this);
81 STATIC_METHOD(Client, Remove, void(Client this))
83 TRANSMUTE(Observer, this);
84 PutClientInServer(this);
85 ClientDisconnect(this);
88 void send_CSQC_teamnagger() {
89 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
92 int CountSpectators(entity player, entity to)
94 if(!player) { return 0; } // not sure how, but best to be safe
98 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
106 void WriteSpectators(entity player, entity to)
108 if(!player) { return; } // not sure how, but best to be safe
110 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
112 WriteByte(MSG_ENTITY, num_for_edict(it));
116 bool ClientData_Send(entity this, entity to, int sf)
118 assert(to == this.owner, return false);
121 if (IS_SPEC(e)) e = e.enemy;
124 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
125 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
126 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
127 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
129 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
130 WriteByte(MSG_ENTITY, sf);
133 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
137 float specs = CountSpectators(e, to);
138 WriteByte(MSG_ENTITY, specs);
139 WriteSpectators(e, to);
145 void ClientData_Attach(entity this)
147 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
148 CS(this).clientdata.drawonlytoclient = this;
149 CS(this).clientdata.owner = this;
152 void ClientData_Detach(entity this)
154 delete(CS(this).clientdata);
155 CS(this).clientdata = NULL;
158 void ClientData_Touch(entity e)
160 entity cd = CS(e).clientdata;
161 if (cd) { cd.SendFlags = 1; }
163 // make it spectatable
164 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
166 entity cd = CS(it).clientdata;
167 if (cd) { cd.SendFlags = 1; }
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 /** putting a client as observer in the server */
225 void PutObserverInServer(entity this)
227 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
228 PlayerState_detach(this);
232 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
235 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
238 // was a player, recount votes and ready status
239 if(IS_REAL_CLIENT(this))
241 if (vote_called) { VoteCount(false); }
247 entity spot = SelectSpawnPoint(this, true);
248 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
249 this.angles = vec2(spot.angles);
250 this.fixangle = true;
251 // offset it so that the spectator spawns higher off the ground, looks better this way
252 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
253 if (IS_REAL_CLIENT(this))
256 WriteByte(MSG_ONE, SVC_SETVIEW);
257 WriteEntity(MSG_ONE, this);
259 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
260 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
261 if(!autocvar_g_debug_globalsounds)
263 // needed for player sounds
265 FixPlayermodel(this);
267 setmodel(this, MDL_Null);
268 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
269 this.view_ofs = '0 0 0';
272 RemoveGrapplingHooks(this);
273 Portal_ClearAll(this);
275 SetSpectatee(this, NULL);
280 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
284 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
286 WaypointSprite_PlayerDead(this);
288 if (mutator_returnvalue) {
289 // mutator prevents resetting teams+score
291 int oldteam = this.team;
292 this.team = -1; // move this as it is needed to log the player spectating in eventlog
293 MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
294 this.frags = FRAGS_SPECTATOR;
295 PlayerScore_Clear(this); // clear scores when needed
298 if (CS(this).killcount != FRAGS_SPECTATOR)
300 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
302 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
303 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
305 if(!CS(this).just_joined)
306 LogTeamchange(this.playerid, -1, 4);
308 CS(this).just_joined = false;
311 accuracy_resend(this);
313 CS(this).spectatortime = time;
315 IL_REMOVE(g_bot_targets, this);
316 this.bot_attack = false;
317 if(this.monster_attack)
318 IL_REMOVE(g_monster_targets, this);
319 this.monster_attack = false;
320 STAT(HUD, this) = HUD_NORMAL;
321 TRANSMUTE(Observer, this);
322 this.iscreature = false;
323 this.teleportable = TELEPORT_SIMPLE;
324 if(this.damagedbycontents)
325 IL_REMOVE(g_damagedbycontents, this);
326 this.damagedbycontents = false;
327 SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
328 SetSpectatee_status(this, etof(this));
329 this.takedamage = DAMAGE_NO;
330 this.solid = SOLID_NOT;
331 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
332 this.flags = FL_CLIENT | FL_NOTARGET;
334 SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
335 this.pauserotarmor_finished = 0;
336 this.pauserothealth_finished = 0;
337 this.pauseregen_finished = 0;
338 this.damageforcescale = 0;
340 this.respawn_flags = 0;
341 this.respawn_time = 0;
342 STAT(RESPAWN_TIME, this) = 0;
347 this.pain_finished = 0;
348 this.strength_finished = 0;
349 this.invincible_finished = 0;
350 this.superweapons_finished = 0;
351 this.dphitcontentsmask = 0;
354 setthink(this, func_null);
356 this.deadflag = DEAD_NO;
358 STAT(REVIVE_PROGRESS, this) = 0;
359 this.revival_time = 0;
362 STAT(WEAPONS, this) = '0 0 0';
363 this.drawonlytoclient = this;
367 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
369 this.weaponmodel = "";
370 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
372 this.weaponentities[slot] = NULL;
374 this.exteriorweaponentity = NULL;
375 CS(this).killcount = FRAGS_SPECTATOR;
376 this.velocity = '0 0 0';
377 this.avelocity = '0 0 0';
378 this.punchangle = '0 0 0';
379 this.punchvector = '0 0 0';
380 this.oldvelocity = this.velocity;
381 this.fire_endtime = -1;
382 this.event_damage = func_null;
384 for(int slot = 0; slot < MAX_AXH; ++slot)
386 entity axh = this.(AuxiliaryXhair[slot]);
387 this.(AuxiliaryXhair[slot]) = NULL;
389 if(axh.owner == this && axh != NULL && !wasfreed(axh))
394 int player_getspecies(entity this)
396 get_model_parameters(this.model, this.skin);
397 int s = get_model_parameters_species;
398 get_model_parameters(string_null, 0);
399 if (s < 0) return SPECIES_HUMAN;
403 .float model_randomizer;
404 void FixPlayermodel(entity player)
406 string defaultmodel = "";
408 if(autocvar_sv_defaultcharacter)
414 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
415 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
416 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
417 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
421 if(defaultmodel == "")
423 defaultmodel = autocvar_sv_defaultplayermodel;
424 defaultskin = autocvar_sv_defaultplayerskin;
427 int n = tokenize_console(defaultmodel);
430 defaultmodel = argv(floor(n * CS(player).model_randomizer));
431 // However, do NOT randomize if the player-selected model is in the list.
432 for (int i = 0; i < n; ++i)
433 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
434 defaultmodel = argv(i);
437 int i = strstrofs(defaultmodel, ":", 0);
440 defaultskin = stof(substring(defaultmodel, i+1, -1));
441 defaultmodel = substring(defaultmodel, 0, i);
444 if(autocvar_sv_defaultcharacterskin && !defaultskin)
450 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
451 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
452 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
453 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
458 defaultskin = autocvar_sv_defaultplayerskin;
461 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
462 defaultmodel = M_ARGV(0, string);
463 defaultskin = M_ARGV(1, int);
467 if(defaultmodel != "")
469 if (defaultmodel != player.model)
471 vector m1 = player.mins;
472 vector m2 = player.maxs;
473 setplayermodel (player, defaultmodel);
474 setsize (player, m1, m2);
478 oldskin = player.skin;
479 player.skin = defaultskin;
481 if (player.playermodel != player.model || player.playermodel == "")
483 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
484 vector m1 = player.mins;
485 vector m2 = player.maxs;
486 setplayermodel (player, player.playermodel);
487 setsize (player, m1, m2);
491 if(!autocvar_sv_defaultcharacterskin)
493 oldskin = player.skin;
494 player.skin = stof(player.playerskin);
498 oldskin = player.skin;
499 player.skin = defaultskin;
503 if(chmdl || oldskin != player.skin) // model or skin has changed
505 player.species = player_getspecies(player); // update species
506 if(!autocvar_g_debug_globalsounds)
507 UpdatePlayerSounds(player); // update skin sounds
511 if(strlen(autocvar_sv_defaultplayercolors))
512 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
513 setcolor(player, stof(autocvar_sv_defaultplayercolors));
516 void PutPlayerInServer(entity this)
518 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
520 PlayerState_attach(this);
521 accuracy_resend(this);
524 JoinBestTeam(this, true);
526 entity spot = SelectSpawnPoint(this, false);
528 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
529 return; // spawn failed
532 TRANSMUTE(Player, this);
534 CS(this).wasplayer = true;
535 this.iscreature = true;
536 this.teleportable = TELEPORT_NORMAL;
537 if(!this.damagedbycontents)
538 IL_PUSH(g_damagedbycontents, this);
539 this.damagedbycontents = true;
540 set_movetype(this, MOVETYPE_WALK);
541 this.solid = SOLID_SLIDEBOX;
542 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
543 if (autocvar_g_playerclip_collisions)
544 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
545 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
546 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
547 this.frags = FRAGS_PLAYER;
548 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
549 this.flags = FL_CLIENT | FL_PICKUPITEMS;
550 if (autocvar__notarget)
551 this.flags |= FL_NOTARGET;
552 this.takedamage = DAMAGE_AIM;
553 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
556 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
557 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
558 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
559 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
560 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
561 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
562 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
563 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
564 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
566 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
567 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
568 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
569 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
570 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
571 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
572 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
573 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
574 STAT(WEAPONS, this) = start_weapons;
575 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
577 GiveRandomWeapons(this, random_start_weapons_count,
578 autocvar_g_random_start_weapons, random_start_ammo);
581 SetSpectatee_status(this, 0);
583 PS(this).dual_weapons = '0 0 0';
585 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
587 this.items = start_items;
589 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
590 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
591 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
592 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
593 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
594 if (!sv_ready_restart_after_countdown && time < game_starttime)
596 float f = game_starttime - time;
597 this.spawnshieldtime += f;
598 this.pauserotarmor_finished += f;
599 this.pauserothealth_finished += f;
600 this.pauseregen_finished += f;
603 this.damageforcescale = 2;
605 this.respawn_flags = 0;
606 this.respawn_time = 0;
607 STAT(RESPAWN_TIME, this) = 0;
608 this.scale = autocvar_sv_player_scale;
611 this.pain_finished = 0;
613 setthink(this, func_null); // players have no think function
616 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
618 this.deadflag = DEAD_NO;
620 this.angles = spot.angles;
621 this.angles_z = 0; // never spawn tilted even if the spot says to
622 if (IS_BOT_CLIENT(this))
623 this.v_angle = this.angles;
624 this.fixangle = true; // turn this way immediately
625 this.oldvelocity = this.velocity = '0 0 0';
626 this.avelocity = '0 0 0';
627 this.punchangle = '0 0 0';
628 this.punchvector = '0 0 0';
630 this.strength_finished = 0;
631 this.invincible_finished = 0;
632 this.fire_endtime = -1;
633 STAT(REVIVE_PROGRESS, this) = 0;
634 this.revival_time = 0;
636 this.air_finished = time + 12;
637 this.waterlevel = WATERLEVEL_NONE;
638 this.watertype = CONTENT_EMPTY;
640 entity spawnevent = new_pure(spawnevent);
641 spawnevent.owner = this;
642 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
644 // Cut off any still running player sounds.
645 stopsound(this, CH_PLAYER_SINGLE);
648 FixPlayermodel(this);
649 this.drawonlytoclient = NULL;
653 for(int slot = 0; slot < MAX_AXH; ++slot)
655 entity axh = this.(AuxiliaryXhair[slot]);
656 this.(AuxiliaryXhair[slot]) = NULL;
658 if(axh.owner == this && axh != NULL && !wasfreed(axh))
662 this.spawnpoint_targ = NULL;
665 this.view_ofs = STAT(PL_VIEW_OFS, this);
666 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
667 this.spawnorigin = spot.origin;
668 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
669 // don't reset back to last position, even if new position is stuck in solid
670 this.oldorigin = this.origin;
672 IL_REMOVE(g_conveyed, this);
673 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
674 STAT(HUD, this) = HUD_NORMAL;
676 this.event_damage = PlayerDamage;
679 IL_PUSH(g_bot_targets, this);
680 this.bot_attack = true;
681 if(!this.monster_attack)
682 IL_PUSH(g_monster_targets, this);
683 this.monster_attack = true;
684 navigation_dynamicgoal_init(this, false);
686 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
688 // player was spectator
689 if (CS(this).killcount == FRAGS_SPECTATOR) {
690 PlayerScore_Clear(this);
691 CS(this).killcount = 0;
692 CS(this).startplaytime = time;
695 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
697 .entity weaponentity = weaponentities[slot];
698 entity oldwep = this.(weaponentity);
699 CL_SpawnWeaponentity(this, weaponentity);
700 if(oldwep && oldwep.owner == this)
701 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
703 this.alpha = default_player_alpha;
704 this.colormod = '1 1 1' * autocvar_g_player_brightness;
705 this.exteriorweaponentity.alpha = default_weapon_alpha;
707 this.speedrunning = false;
709 target_voicescript_clear(this);
711 // reset fields the weapons may use
712 FOREACH(Weapons, true, {
713 it.wr_resetplayer(it, this);
714 // reload all reloadable weapons
715 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
716 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
718 .entity weaponentity = weaponentities[slot];
719 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
725 string s = spot.target;
726 spot.target = string_null;
727 SUB_UseTargets(spot, this, NULL);
733 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
735 if (autocvar_spawn_debug)
737 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
738 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
741 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
743 .entity weaponentity = weaponentities[slot];
744 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
745 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
747 this.(weaponentity).m_switchweapon = WEP_Null;
748 this.(weaponentity).m_weapon = WEP_Null;
749 this.(weaponentity).weaponname = "";
750 this.(weaponentity).m_switchingweapon = WEP_Null;
751 this.(weaponentity).cnt = -1;
754 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
756 if (!warmup_stage && !this.alivetime)
757 this.alivetime = time;
759 antilag_clear(this, CS(this));
762 /** Called when a client spawns in the server */
763 void PutClientInServer(entity this)
765 if (IS_BOT_CLIENT(this)) {
766 TRANSMUTE(Player, this);
767 } else if (IS_REAL_CLIENT(this)) {
769 WriteByte(MSG_ONE, SVC_SETVIEW);
770 WriteEntity(MSG_ONE, this);
773 TRANSMUTE(Observer, this);
775 SetSpectatee(this, NULL);
779 PS(this).itemkeys = 0;
781 MUTATOR_CALLHOOK(PutClientInServer, this);
783 if (IS_OBSERVER(this)) {
784 PutObserverInServer(this);
785 } else if (IS_PLAYER(this)) {
786 PutPlayerInServer(this);
790 // TODO do we need all these fields, or should we stop autodetecting runtime
791 // changes and just have a console command to update this?
792 bool ClientInit_SendEntity(entity this, entity to, int sf)
794 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
797 // MSG_INIT replacement
798 // TODO: make easier to use
800 W_PROP_reload(MSG_ONE, to);
801 ClientInit_misc(this);
802 MUTATOR_CALLHOOK(Ent_Init);
804 void ClientInit_misc(entity this)
806 int channel = MSG_ONE;
807 WriteHeader(channel, ENT_CLIENT_INIT);
808 WriteByte(channel, g_nexball_meter_period * 32);
809 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
810 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
811 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
812 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
813 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
814 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
815 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
816 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
818 if(sv_foginterval && world.fog != "")
819 WriteString(channel, world.fog);
821 WriteString(channel, "");
822 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
823 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
824 WriteByte(channel, serverflags);
825 WriteCoord(channel, autocvar_g_trueaim_minrange);
828 void ClientInit_CheckUpdate(entity this)
830 this.nextthink = time;
831 if(this.count != autocvar_g_balance_armor_blockpercent)
833 this.count = autocvar_g_balance_armor_blockpercent;
836 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
838 this.cnt = autocvar_g_balance_damagepush_speedfactor;
843 void ClientInit_Spawn()
845 entity e = new_pure(clientinit);
846 setthink(e, ClientInit_CheckUpdate);
847 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
849 ClientInit_CheckUpdate(e);
859 // initialize parms for a new player
860 parm1 = -(86400 * 366);
862 MUTATOR_CALLHOOK(SetNewParms);
870 void SetChangeParms (entity this)
872 // save parms for level change
873 parm1 = CS(this).parm_idlesince - time;
875 MUTATOR_CALLHOOK(SetChangeParms);
883 void DecodeLevelParms(entity this)
886 CS(this).parm_idlesince = parm1;
887 if (CS(this).parm_idlesince == -(86400 * 366))
888 CS(this).parm_idlesince = time;
890 // whatever happens, allow 60 seconds of idling directly after connect for map loading
891 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
893 MUTATOR_CALLHOOK(DecodeLevelParms);
900 Called when a client types 'kill' in the console
904 .float clientkill_nexttime;
905 void ClientKill_Now_TeamChange(entity this)
907 if(this.killindicator_teamchange == -1)
909 JoinBestTeam( this, true );
911 else if(this.killindicator_teamchange == -2)
914 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
915 PutObserverInServer(this);
918 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
919 this.killindicator_teamchange = 0;
922 void ClientKill_Now(entity this)
926 vehicles_exit(this.vehicle, VHEF_RELEASE);
927 if(!this.killindicator_teamchange)
929 this.vehicle_health = -1;
930 Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
934 if(this.killindicator && !wasfreed(this.killindicator))
935 delete(this.killindicator);
937 this.killindicator = NULL;
939 if(this.killindicator_teamchange)
940 ClientKill_Now_TeamChange(this);
942 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
944 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
947 // now I am sure the player IS dead
949 void KillIndicator_Think(entity this)
953 this.owner.killindicator = NULL;
958 if (this.owner.alpha < 0 && !this.owner.vehicle)
960 this.owner.killindicator = NULL;
967 ClientKill_Now(this.owner);
970 else if(this.count == 1) // count == 1 means that it's silent
972 this.nextthink = time + 1;
978 setmodel(this, MDL_NUM(this.cnt));
979 if(IS_REAL_CLIENT(this.owner))
982 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
984 this.nextthink = time + 1;
989 float clientkilltime;
990 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
998 killtime = autocvar_g_balance_kill_delay;
1000 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
1002 killtime = M_ARGV(1, float);
1004 this.killindicator_teamchange = targetteam;
1006 if(!this.killindicator)
1010 killtime = max(killtime, this.clientkill_nexttime - time);
1011 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1014 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1016 ClientKill_Now(this);
1020 starttime = max(time, clientkilltime);
1022 this.killindicator = spawn();
1023 this.killindicator.owner = this;
1024 this.killindicator.scale = 0.5;
1025 setattachment(this.killindicator, this, "");
1026 setorigin(this.killindicator, '0 0 52');
1027 setthink(this.killindicator, KillIndicator_Think);
1028 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1029 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1030 this.killindicator.cnt = ceil(killtime);
1031 this.killindicator.count = bound(0, ceil(killtime), 10);
1032 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1034 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1036 it.killindicator = spawn();
1037 it.killindicator.owner = it;
1038 it.killindicator.scale = 0.5;
1039 setattachment(it.killindicator, it, "");
1040 setorigin(it.killindicator, '0 0 52');
1041 setthink(it.killindicator, KillIndicator_Think);
1042 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1043 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1044 it.killindicator.cnt = ceil(killtime);
1049 if(this.killindicator)
1051 if(targetteam == 0) // just die
1053 this.killindicator.colormod = '0 0 0';
1054 if(IS_REAL_CLIENT(this))
1055 if(this.killindicator.cnt > 0)
1056 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1058 else if(targetteam == -1) // auto
1060 this.killindicator.colormod = '0 1 0';
1061 if(IS_REAL_CLIENT(this))
1062 if(this.killindicator.cnt > 0)
1063 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1065 else if(targetteam == -2) // spectate
1067 this.killindicator.colormod = '0.5 0.5 0.5';
1068 if(IS_REAL_CLIENT(this))
1069 if(this.killindicator.cnt > 0)
1070 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1074 this.killindicator.colormod = Team_ColorRGB(targetteam);
1075 if(IS_REAL_CLIENT(this))
1076 if(this.killindicator.cnt > 0)
1077 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1083 void ClientKill (entity this)
1085 // TODO: once .health is removed, will need to check it here for the "already dead" message!
1087 if(game_stopped) return;
1088 if(this.player_blocked) return;
1089 if(STAT(FROZEN, this)) return;
1091 ClientKill_TeamChange(this, 0);
1094 void FixClientCvars(entity e)
1096 // send prediction settings to the client
1097 stuffcmd(e, "\nin_bindmap 0 0\n");
1098 if(autocvar_g_antilag == 3) // client side hitscan
1099 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1100 if(autocvar_sv_gentle)
1101 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1103 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1104 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1106 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1108 MUTATOR_CALLHOOK(FixClientCvars, e);
1111 bool findinlist_abbrev(string tofind, string list)
1113 if(list == "" || tofind == "")
1114 return false; // empty list or search, just return
1116 // this function allows abbreviated strings!
1117 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1125 bool PlayerInIPList(entity p, string iplist)
1127 // some safety checks (never allow local?)
1128 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1131 return findinlist_abbrev(p.netaddress, iplist);
1134 bool PlayerInIDList(entity p, string idlist)
1136 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1140 return findinlist_abbrev(p.crypto_idfp, idlist);
1143 bool PlayerInList(entity player, string list)
1145 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1148 #ifdef DP_EXT_PRECONNECT
1153 Called once (not at each match start) when a client begins a connection to the server
1156 void ClientPreConnect(entity this)
1158 if(autocvar_sv_eventlog)
1160 GameLogEcho(sprintf(":connect:%d:%d:%s",
1163 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1173 Called when a client connects to the server
1176 void ClientConnect(entity this)
1178 if (Ban_MaybeEnforceBanOnce(this)) return;
1179 assert(!IS_CLIENT(this), return);
1180 this.flags |= FL_CLIENT;
1181 assert(player_count >= 0, player_count = 0);
1184 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1186 TRANSMUTE(Client, this);
1187 CS(this).version_nagtime = time + 10 + random() * 10;
1189 // identify the right forced team
1190 if (autocvar_g_campaign)
1192 if (IS_REAL_CLIENT(this)) // only players, not bots
1194 switch (autocvar_g_campaign_forceteam)
1196 case 1: this.team_forced = NUM_TEAM_1; break;
1197 case 2: this.team_forced = NUM_TEAM_2; break;
1198 case 3: this.team_forced = NUM_TEAM_3; break;
1199 case 4: this.team_forced = NUM_TEAM_4; break;
1200 default: this.team_forced = 0;
1204 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1205 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1206 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1207 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1208 else switch (autocvar_g_forced_team_otherwise)
1210 default: this.team_forced = 0; break;
1211 case "red": this.team_forced = NUM_TEAM_1; break;
1212 case "blue": this.team_forced = NUM_TEAM_2; break;
1213 case "yellow": this.team_forced = NUM_TEAM_3; break;
1214 case "pink": this.team_forced = NUM_TEAM_4; break;
1217 this.team_forced = -1;
1220 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1222 int playerid_save = this.playerid;
1223 this.playerid = 0; // silent
1224 JoinBestTeam(this, false); // if the team number is valid, keep it
1225 this.playerid = playerid_save;
1227 TRANSMUTE(Observer, this);
1229 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1231 // always track bots, don't ask for cl_allow_uidtracking
1232 if (IS_BOT_CLIENT(this))
1233 PlayerStats_GameReport_AddPlayer(this);
1235 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1237 if (autocvar_sv_eventlog)
1238 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1240 LogTeamchange(this.playerid, this.team, 1);
1242 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1244 if(teamplay && IS_PLAYER(this))
1245 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1247 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1249 stuffcmd(this, clientstuff, "\n");
1250 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1252 FixClientCvars(this);
1254 // get version info from player
1255 stuffcmd(this, "cmd clientversion $gameversion\n");
1257 // notify about available teams
1260 CheckAllowedTeams(this);
1262 if (c1 >= 0) t |= BIT(0);
1263 if (c2 >= 0) t |= BIT(1);
1264 if (c3 >= 0) t |= BIT(2);
1265 if (c4 >= 0) t |= BIT(3);
1266 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1270 stuffcmd(this, "set _teams_available 0\n");
1273 bot_relinkplayerlist();
1275 CS(this).spectatortime = time;
1276 if (blockSpectators)
1278 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1281 CS(this).jointime = time;
1283 if (IS_REAL_CLIENT(this))
1285 if (g_weaponarena_weapons == WEPSET(TUBA))
1286 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1289 if (!sv_foginterval && world.fog != "")
1290 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1292 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1293 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1294 send_CSQC_teamnagger();
1296 CSQCMODEL_AUTOINIT(this);
1298 CS(this).model_randomizer = random();
1300 if (IS_REAL_CLIENT(this))
1301 sv_notice_join(this);
1303 // update physics stats (players can spawn before physics runs)
1304 Physics_UpdateStats(this);
1306 IL_EACH(g_initforplayer, it.init_for_player, {
1307 it.init_for_player(it, this);
1310 Handicap_Initialize(this);
1312 MUTATOR_CALLHOOK(ClientConnect, this);
1314 if (IS_REAL_CLIENT(this))
1316 if (!autocvar_g_campaign && !IS_PLAYER(this))
1318 CS(this).motd_actived_time = -1;
1319 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1327 Called when a client disconnects from the server
1330 .entity chatbubbleentity;
1331 void ClientDisconnect(entity this)
1333 assert(IS_CLIENT(this), return);
1335 PlayerStats_GameReport_FinalizePlayer(this);
1336 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1337 if (CS(this).active_minigame) part_minigame(this);
1338 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1340 if (autocvar_sv_eventlog)
1341 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1343 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1346 SetSpectatee(this, NULL);
1348 MUTATOR_CALLHOOK(ClientDisconnect, this);
1350 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1351 strfree(CS(this).weaponorder_byimpulse);
1352 ClientState_detach(this);
1354 Portal_ClearAll(this);
1358 RemoveGrapplingHooks(this);
1360 // Here, everything has been done that requires this player to be a client.
1362 this.flags &= ~FL_CLIENT;
1364 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1365 if (this.killindicator) delete(this.killindicator);
1367 WaypointSprite_PlayerGone(this);
1369 bot_relinkplayerlist();
1371 strfree(this.clientstatus);
1372 if (this.personal) delete(this.personal);
1376 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1381 void ChatBubbleThink(entity this)
1383 this.nextthink = time;
1384 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1386 if(this.owner) // but why can that ever be NULL?
1387 this.owner.chatbubbleentity = NULL;
1394 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1396 if ( CS(this.owner).active_minigame )
1397 this.mdl = "models/sprites/minigame_busy.iqm";
1398 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1399 this.mdl = "models/misc/chatbubble.spr";
1402 if ( this.model != this.mdl )
1403 _setmodel(this, this.mdl);
1407 void UpdateChatBubble(entity this)
1411 // spawn a chatbubble entity if needed
1412 if (!this.chatbubbleentity)
1414 this.chatbubbleentity = new(chatbubbleentity);
1415 this.chatbubbleentity.owner = this;
1416 this.chatbubbleentity.exteriormodeltoclient = this;
1417 setthink(this.chatbubbleentity, ChatBubbleThink);
1418 this.chatbubbleentity.nextthink = time;
1419 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1420 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1421 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1422 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1423 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1424 //this.chatbubbleentity.model = "";
1425 this.chatbubbleentity.effects = EF_LOWPRECISION;
1430 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1431 // added to the model skins
1432 /*void UpdateColorModHack()
1435 c = this.clientcolors & 15;
1436 // LordHavoc: only bothering to support white, green, red, yellow, blue
1437 if (!teamplay) this.colormod = '0 0 0';
1438 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1439 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1440 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1441 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1442 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1443 else this.colormod = '1 1 1';
1446 void respawn(entity this)
1448 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1450 this.solid = SOLID_NOT;
1451 this.takedamage = DAMAGE_NO;
1452 set_movetype(this, MOVETYPE_FLY);
1453 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1454 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1455 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1456 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1457 if(autocvar_g_respawn_ghosts_maxtime)
1458 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1463 this.effects |= EF_NODRAW; // prevent another CopyBody
1464 PutClientInServer(this);
1467 void PrintToChat(entity client, string text)
1469 text = strcat("\{1}^7", text, "\n");
1470 sprint(client, text);
1473 void DebugPrintToChat(entity client, string text)
1475 if (autocvar_developer)
1477 PrintToChat(client, text);
1481 void PrintToChatAll(string text)
1483 text = strcat("\{1}^7", text, "\n");
1487 void DebugPrintToChatAll(string text)
1489 if (autocvar_developer)
1491 PrintToChatAll(text);
1495 void PrintToChatTeam(int team_num, string text)
1497 text = strcat("\{1}^7", text, "\n");
1498 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1500 if (it.team == team_num)
1507 void DebugPrintToChatTeam(int team_num, string text)
1509 if (autocvar_developer)
1511 PrintToChatTeam(team_num, text);
1515 void play_countdown(entity this, float finished, Sound samp)
1518 if(IS_REAL_CLIENT(this))
1519 if(floor(finished - time - frametime) != floor(finished - time))
1520 if(finished - time < 6)
1521 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1524 void player_powerups(entity this)
1526 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1527 int items_prev = this.items;
1529 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1530 this.modelflags |= MF_ROCKET;
1532 this.modelflags &= ~MF_ROCKET;
1534 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1536 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1539 Fire_ApplyDamage(this);
1540 Fire_ApplyEffect(this);
1542 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1544 if (this.items & ITEM_Strength.m_itemid)
1546 play_countdown(this, this.strength_finished, SND_POWEROFF);
1547 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1548 if (time > this.strength_finished)
1550 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1551 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1552 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1557 if (time < this.strength_finished)
1559 this.items = this.items | ITEM_Strength.m_itemid;
1561 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1562 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1565 if (this.items & ITEM_Shield.m_itemid)
1567 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1568 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1569 if (time > this.invincible_finished)
1571 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1572 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1573 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1578 if (time < this.invincible_finished)
1580 this.items = this.items | ITEM_Shield.m_itemid;
1582 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1583 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1586 if (this.items & IT_SUPERWEAPON)
1588 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1590 this.superweapons_finished = 0;
1591 this.items = this.items - (this.items & IT_SUPERWEAPON);
1592 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1593 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1595 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1597 // don't let them run out
1601 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1602 if (time > this.superweapons_finished)
1604 this.items = this.items - (this.items & IT_SUPERWEAPON);
1605 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1606 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1607 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1611 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1613 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1615 this.items = this.items | IT_SUPERWEAPON;
1617 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1618 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1622 this.superweapons_finished = 0;
1623 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1628 this.superweapons_finished = 0;
1632 if(autocvar_g_nodepthtestplayers)
1633 this.effects = this.effects | EF_NODEPTHTEST;
1635 if(autocvar_g_fullbrightplayers)
1636 this.effects = this.effects | EF_FULLBRIGHT;
1638 if (time >= game_starttime)
1639 if (time < this.spawnshieldtime)
1640 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1642 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1645 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1647 if(current > stable)
1649 else if(current > stable - 0.25) // when close enough, "snap"
1652 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1655 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1657 if(current < stable)
1659 else if(current < stable + 0.25) // when close enough, "snap"
1662 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1665 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1667 if(current > rotstable)
1669 if(rotframetime > 0)
1671 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1672 current = max(rotstable, current - rotlinear * rotframetime);
1675 else if(current < regenstable)
1677 if(regenframetime > 0)
1679 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1680 current = min(regenstable, current + regenlinear * regenframetime);
1690 void player_regen(entity this)
1692 float max_mod, regen_mod, rot_mod, limit_mod;
1693 max_mod = regen_mod = rot_mod = limit_mod = 1;
1695 float regen_health = autocvar_g_balance_health_regen;
1696 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1697 float regen_health_rot = autocvar_g_balance_health_rot;
1698 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1699 float regen_health_stable = autocvar_g_balance_health_regenstable;
1700 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1701 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1702 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1703 max_mod = M_ARGV(1, float);
1704 regen_mod = M_ARGV(2, float);
1705 rot_mod = M_ARGV(3, float);
1706 limit_mod = M_ARGV(4, float);
1707 regen_health = M_ARGV(5, float);
1708 regen_health_linear = M_ARGV(6, float);
1709 regen_health_rot = M_ARGV(7, float);
1710 regen_health_rotlinear = M_ARGV(8, float);
1711 regen_health_stable = M_ARGV(9, float);
1712 regen_health_rotstable = M_ARGV(10, float);
1714 if(!mutator_returnvalue)
1715 if(!STAT(FROZEN, this))
1717 float mina, maxa, limith, limita;
1718 maxa = autocvar_g_balance_armor_rotstable;
1719 mina = autocvar_g_balance_armor_regenstable;
1720 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1721 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1723 regen_health_rotstable = regen_health_rotstable * max_mod;
1724 regen_health_stable = regen_health_stable * max_mod;
1725 limith = limith * limit_mod;
1726 limita = limita * limit_mod;
1728 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1729 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1730 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1731 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1732 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1733 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1736 // if player rotted to death... die!
1737 // check this outside above checks, as player may still be able to rot to death
1738 if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1741 vehicles_exit(this.vehicle, VHEF_RELEASE);
1742 if(this.event_damage)
1743 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1746 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1748 float minf, maxf, limitf;
1750 maxf = autocvar_g_balance_fuel_rotstable;
1751 minf = autocvar_g_balance_fuel_regenstable;
1752 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1754 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1755 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1756 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1761 void SetZoomState(entity this, float newzoom)
1763 if(newzoom != CS(this).zoomstate)
1765 CS(this).zoomstate = newzoom;
1766 ClientData_Touch(this);
1768 zoomstate_set = true;
1771 void GetPressedKeys(entity this)
1773 MUTATOR_CALLHOOK(GetPressedKeys, this);
1774 int keys = STAT(PRESSED_KEYS, this);
1775 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1776 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1777 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1778 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1780 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1781 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1782 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1783 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1784 CS(this).pressedkeys = keys; // store for other users
1786 STAT(PRESSED_KEYS, this) = keys;
1790 ======================
1791 spectate mode routines
1792 ======================
1795 void SpectateCopy(entity this, entity spectatee)
1797 TC(Client, this); TC(Client, spectatee);
1799 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1800 PS(this) = PS(spectatee);
1801 this.armortype = spectatee.armortype;
1802 SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1803 SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1804 SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1805 SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1806 SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1807 SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1808 SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1809 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1810 SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1811 CS(this).impulse = 0;
1812 this.items = spectatee.items;
1813 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1814 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1815 this.strength_finished = spectatee.strength_finished;
1816 this.invincible_finished = spectatee.invincible_finished;
1817 this.superweapons_finished = spectatee.superweapons_finished;
1818 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1819 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1820 this.punchangle = spectatee.punchangle;
1821 this.view_ofs = spectatee.view_ofs;
1822 this.velocity = spectatee.velocity;
1823 this.dmg_take = spectatee.dmg_take;
1824 this.dmg_save = spectatee.dmg_save;
1825 this.dmg_inflictor = spectatee.dmg_inflictor;
1826 this.v_angle = spectatee.v_angle;
1827 this.angles = spectatee.v_angle;
1828 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1829 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1830 this.viewloc = spectatee.viewloc;
1831 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1832 this.fixangle = true;
1833 setorigin(this, spectatee.origin);
1834 setsize(this, spectatee.mins, spectatee.maxs);
1835 SetZoomState(this, CS(spectatee).zoomstate);
1837 anticheat_spectatecopy(this, spectatee);
1838 STAT(HUD, this) = STAT(HUD, spectatee);
1839 if(spectatee.vehicle)
1841 this.angles = spectatee.v_angle;
1843 //this.fixangle = false;
1844 //this.velocity = spectatee.vehicle.velocity;
1845 this.vehicle_health = spectatee.vehicle_health;
1846 this.vehicle_shield = spectatee.vehicle_shield;
1847 this.vehicle_energy = spectatee.vehicle_energy;
1848 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1849 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1850 this.vehicle_reload1 = spectatee.vehicle_reload1;
1851 this.vehicle_reload2 = spectatee.vehicle_reload2;
1853 //msg_entity = this;
1855 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1856 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1857 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1858 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1860 //WriteByte (MSG_ONE, SVC_SETVIEW);
1861 // WriteEntity(MSG_ONE, this);
1862 //makevectors(spectatee.v_angle);
1863 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1867 bool SpectateUpdate(entity this)
1872 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1874 SetSpectatee(this, NULL);
1878 SpectateCopy(this, this.enemy);
1883 bool SpectateSet(entity this)
1885 if(!IS_PLAYER(this.enemy))
1888 ClientData_Touch(this.enemy);
1891 WriteByte(MSG_ONE, SVC_SETVIEW);
1892 WriteEntity(MSG_ONE, this.enemy);
1893 set_movetype(this, MOVETYPE_NONE);
1894 accuracy_resend(this);
1896 if(!SpectateUpdate(this))
1897 PutObserverInServer(this);
1902 void SetSpectatee_status(entity this, int spectatee_num)
1904 int oldspectatee_status = CS(this).spectatee_status;
1905 CS(this).spectatee_status = spectatee_num;
1907 if (CS(this).spectatee_status != oldspectatee_status)
1909 ClientData_Touch(this);
1910 if (g_race || g_cts) race_InitSpectator();
1914 void SetSpectatee(entity this, entity spectatee)
1916 if(IS_BOT_CLIENT(this))
1917 return; // bots abuse .enemy, this code is useless to them
1919 entity old_spectatee = this.enemy;
1921 this.enemy = spectatee;
1924 // these are required to fix the spectator bug with arc
1927 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1929 .entity weaponentity = weaponentities[slot];
1930 if(old_spectatee.(weaponentity).arc_beam)
1931 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1936 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1938 .entity weaponentity = weaponentities[slot];
1939 if(this.enemy.(weaponentity).arc_beam)
1940 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1945 SetSpectatee_status(this, etof(this.enemy));
1947 // needed to update spectator list
1948 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1951 bool Spectate(entity this, entity pl)
1953 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1955 pl = M_ARGV(1, entity);
1957 SetSpectatee(this, pl);
1958 return SpectateSet(this);
1961 bool SpectateNext(entity this)
1963 entity ent = find(this.enemy, classname, STR_PLAYER);
1965 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1966 ent = M_ARGV(1, entity);
1968 ent = find(ent, classname, STR_PLAYER);
1970 if(ent) { SetSpectatee(this, ent); }
1972 return SpectateSet(this);
1975 bool SpectatePrev(entity this)
1977 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1978 entity ent = findchain(classname, STR_PLAYER);
1979 if (!ent) // no player
1983 // skip players until current spectated player
1985 while(ent && ent != this.enemy)
1988 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1990 case MUT_SPECPREV_FOUND:
1991 ent = M_ARGV(1, entity);
1993 case MUT_SPECPREV_RETURN:
1995 case MUT_SPECPREV_CONTINUE:
2006 SetSpectatee(this, ent);
2007 return SpectateSet(this);
2012 ShowRespawnCountdown()
2014 Update a respawn countdown display.
2017 void ShowRespawnCountdown(entity this)
2020 if(!IS_DEAD(this)) // just respawned?
2024 number = ceil(this.respawn_time - time);
2027 if(number <= this.respawn_countdown)
2029 this.respawn_countdown = number - 1;
2030 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
2031 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2036 .bool team_selected;
2037 bool ShowTeamSelection(entity this)
2039 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2041 stuffcmd(this, "menu_showteamselect\n");
2044 void Join(entity this)
2046 TRANSMUTE(Player, this);
2048 if(!this.team_selected)
2049 if(autocvar_g_campaign || autocvar_g_balance_teams)
2050 JoinBestTeam(this, true);
2052 if(autocvar_g_campaign)
2053 campaign_bots_may_start = true;
2055 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2057 PutClientInServer(this);
2060 if(teamplay && this.team != -1)
2061 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2063 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2064 this.team_selected = false;
2068 * Determines whether the player is allowed to join. This depends on cvar
2069 * g_maxplayers, if it isn't used this function always return true, otherwise
2070 * it checks whether the number of currently playing players exceeds g_maxplayers.
2071 * @return int number of free slots for players, 0 if none
2073 int nJoinAllowed(entity this, entity ignore)
2076 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2077 // so report 0 free slots if restricted
2079 if(autocvar_g_forced_team_otherwise == "spectate")
2081 if(autocvar_g_forced_team_otherwise == "spectator")
2085 if(this && this.team_forced < 0)
2086 return 0; // forced spectators can never join
2088 // TODO simplify this
2089 int totalClients = 0;
2090 int currentlyPlaying = 0;
2091 FOREACH_CLIENT(true, {
2094 if(IS_REAL_CLIENT(it))
2095 if(IS_PLAYER(it) || it.caplayer)
2099 float free_slots = 0;
2100 if (!autocvar_g_maxplayers)
2101 free_slots = maxclients - totalClients;
2102 else if(currentlyPlaying < autocvar_g_maxplayers)
2103 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2105 static float join_prevent_msg_time = 0;
2106 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2108 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2109 join_prevent_msg_time = time + 3;
2116 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2117 * g_maxplayers_spectator_blocktime seconds
2119 void checkSpectatorBlock(entity this)
2121 if(IS_SPEC(this) || IS_OBSERVER(this))
2123 if(IS_REAL_CLIENT(this))
2125 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2126 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2132 void PrintWelcomeMessage(entity this)
2134 if(CS(this).motd_actived_time == 0)
2136 if (autocvar_g_campaign) {
2137 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2138 CS(this).motd_actived_time = time;
2139 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2142 if (PHYS_INPUT_BUTTON_INFO(this)) {
2143 CS(this).motd_actived_time = time;
2144 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2148 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2150 if (autocvar_g_campaign) {
2151 if (PHYS_INPUT_BUTTON_INFO(this))
2152 CS(this).motd_actived_time = time;
2153 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2154 CS(this).motd_actived_time = 0;
2155 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2158 if (PHYS_INPUT_BUTTON_INFO(this))
2159 CS(this).motd_actived_time = time;
2160 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2161 CS(this).motd_actived_time = 0;
2162 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2166 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2168 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2169 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2170 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2172 // instanctly hide MOTD
2173 CS(this).motd_actived_time = 0;
2174 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2179 const int MIN_SPEC_TIME = 1;
2180 bool joinAllowed(entity this)
2182 if (CS(this).version_mismatch) return false;
2183 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2184 if (!nJoinAllowed(this, this)) return false;
2185 if (teamplay && lockteams) return false;
2186 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2187 if (ShowTeamSelection(this)) return false;
2192 .string shootfromfixedorigin;
2193 bool PlayerThink(entity this)
2195 if (game_stopped || intermission_running) {
2196 this.modelflags &= ~MF_ROCKET;
2197 if(intermission_running)
2198 IntermissionThink(this);
2202 if (timeout_status == TIMEOUT_ACTIVE) {
2203 // don't allow the player to turn around while game is paused
2204 // FIXME turn this into CSQC stuff
2205 this.v_angle = this.lastV_angle;
2206 this.angles = this.lastV_angle;
2207 this.fixangle = true;
2210 if (frametime) player_powerups(this);
2212 if (IS_DEAD(this)) {
2213 if (this.personal && g_race_qualifying) {
2214 if (time > this.respawn_time) {
2215 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2217 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2220 if (frametime) player_anim(this);
2222 if (this.respawn_flags & RESPAWN_DENY)
2224 STAT(RESPAWN_TIME, this) = 0;
2228 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));
2230 switch(this.deadflag)
2234 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2235 this.deadflag = DEAD_RESPAWNING;
2236 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2237 this.deadflag = DEAD_DEAD;
2243 this.deadflag = DEAD_RESPAWNABLE;
2244 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2245 this.deadflag = DEAD_RESPAWNING;
2248 case DEAD_RESPAWNABLE:
2250 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2251 this.deadflag = DEAD_RESPAWNING;
2254 case DEAD_RESPAWNING:
2256 if (time > this.respawn_time)
2258 this.respawn_time = time + 1; // only retry once a second
2259 this.respawn_time_max = this.respawn_time;
2266 ShowRespawnCountdown(this);
2268 if (this.respawn_flags & RESPAWN_SILENT)
2269 STAT(RESPAWN_TIME, this) = 0;
2270 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2272 if (time < this.respawn_time)
2273 STAT(RESPAWN_TIME, this) = this.respawn_time;
2274 else if (this.deadflag != DEAD_RESPAWNING)
2275 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2278 STAT(RESPAWN_TIME, this) = this.respawn_time;
2281 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2282 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2283 STAT(RESPAWN_TIME, this) *= -1;
2288 FixPlayermodel(this);
2290 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2291 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2292 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2295 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2298 this.items &= ~this.items_added;
2300 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2302 .entity weaponentity = weaponentities[slot];
2303 W_WeaponFrame(this, weaponentity);
2306 this.items_added = 0;
2307 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2308 this.items_added |= IT_FUEL;
2310 this.items |= this.items_added;
2315 // WEAPONTODO: Add a weapon request for this
2316 // rot vortex charge to the charge limit
2317 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2319 .entity weaponentity = weaponentities[slot];
2320 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2321 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2324 if (frametime) player_anim(this);
2327 secrets_setstatus(this);
2330 monsters_setstatus(this);
2332 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2337 .bool would_spectate;
2338 void ObserverThink(entity this)
2340 if ( CS(this).impulse )
2342 MinigameImpulse(this, CS(this).impulse);
2343 CS(this).impulse = 0;
2346 if (this.flags & FL_JUMPRELEASED) {
2347 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2348 this.flags &= ~FL_JUMPRELEASED;
2349 this.flags |= FL_SPAWNING;
2350 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2351 this.flags &= ~FL_JUMPRELEASED;
2352 if(SpectateNext(this)) {
2353 TRANSMUTE(Spectator, this);
2356 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2357 set_movetype(this, preferred_movetype);
2360 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2361 this.flags |= FL_JUMPRELEASED;
2362 if(this.flags & FL_SPAWNING)
2364 this.flags &= ~FL_SPAWNING;
2372 void SpectatorThink(entity this)
2374 if ( CS(this).impulse )
2376 if(MinigameImpulse(this, CS(this).impulse))
2377 CS(this).impulse = 0;
2379 if (CS(this).impulse == IMP_weapon_drop.impulse)
2381 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2382 CS(this).impulse = 0;
2387 if (this.flags & FL_JUMPRELEASED) {
2388 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2389 this.flags &= ~FL_JUMPRELEASED;
2390 this.flags |= FL_SPAWNING;
2391 } 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)) {
2392 this.flags &= ~FL_JUMPRELEASED;
2393 if(SpectateNext(this)) {
2394 TRANSMUTE(Spectator, this);
2396 TRANSMUTE(Observer, this);
2397 PutClientInServer(this);
2399 CS(this).impulse = 0;
2400 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2401 this.flags &= ~FL_JUMPRELEASED;
2402 if(SpectatePrev(this)) {
2403 TRANSMUTE(Spectator, this);
2405 TRANSMUTE(Observer, this);
2406 PutClientInServer(this);
2408 CS(this).impulse = 0;
2409 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2410 this.would_spectate = false;
2411 this.flags &= ~FL_JUMPRELEASED;
2412 TRANSMUTE(Observer, this);
2413 PutClientInServer(this);
2415 if(!SpectateUpdate(this))
2417 if(!SpectateNext(this))
2419 PutObserverInServer(this);
2420 this.would_spectate = true;
2425 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2426 this.flags |= FL_JUMPRELEASED;
2427 if(this.flags & FL_SPAWNING)
2429 this.flags &= ~FL_SPAWNING;
2434 if(!SpectateUpdate(this))
2435 PutObserverInServer(this);
2438 this.flags |= FL_CLIENT | FL_NOTARGET;
2441 void PlayerUseKey(entity this)
2443 if (!IS_PLAYER(this))
2450 vehicles_exit(this.vehicle, VHEF_NORMAL);
2454 else if(autocvar_g_vehicles_enter)
2456 if(!STAT(FROZEN, this))
2460 entity head, closest_target = NULL;
2461 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2463 while(head) // find the closest acceptable target to enter
2465 if(IS_VEHICLE(head))
2467 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2468 if(head.takedamage != DAMAGE_NO)
2472 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2473 { closest_target = head; }
2475 else { closest_target = head; }
2481 if(closest_target) { vehicles_enter(this, closest_target); return; }
2485 // a use key was pressed; call handlers
2486 MUTATOR_CALLHOOK(PlayerUseKey, this);
2494 Called every frame for each client before the physics are run
2497 .float last_vehiclecheck;
2498 void PlayerPreThink (entity this)
2500 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2501 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2503 WarpZone_PlayerPhysics_FixVAngle(this);
2506 // physics frames: update anticheat stuff
2507 anticheat_prethink(this);
2510 if (blockSpectators && frametime) {
2511 // WORKAROUND: only use dropclient in server frames (frametime set).
2512 // Never use it in cl_movement frames (frametime zero).
2513 checkSpectatorBlock(this);
2516 zoomstate_set = false;
2518 // Check for nameless players
2519 if (this.netname == "" || this.netname != CS(this).netname_previous)
2521 bool assume_unchanged = (CS(this).netname_previous == "");
2522 if (isInvisibleString(this.netname))
2524 this.netname = strzone(sprintf("Player#%d", this.playerid));
2525 assume_unchanged = false;
2526 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2528 if (!assume_unchanged && autocvar_sv_eventlog)
2529 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2530 strcpy(CS(this).netname_previous, this.netname);
2534 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2535 CS(this).version_nagtime = 0;
2536 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2538 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2540 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2542 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2543 if (r < 0) { // old client
2544 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2545 } else if (r > 0) { // old server
2546 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2552 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2554 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2555 this.max_armorvalue = 0;
2560 if (STAT(FROZEN, this) == 2)
2562 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2563 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2564 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2566 if (STAT(REVIVE_PROGRESS, this) >= 1)
2569 else if (STAT(FROZEN, this) == 3)
2571 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2572 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2574 if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2577 vehicles_exit(this.vehicle, VHEF_RELEASE);
2578 if(this.event_damage)
2579 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2581 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2586 MUTATOR_CALLHOOK(PlayerPreThink, this);
2588 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2589 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2591 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2593 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2594 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2596 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2600 if(!it.team || SAME_TEAM(this, it))
2601 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2602 else if(autocvar_g_vehicles_steal)
2603 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2607 this.last_vehiclecheck = time + 1;
2610 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2612 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2614 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2617 if (IS_REAL_CLIENT(this))
2618 PrintWelcomeMessage(this);
2620 if (IS_PLAYER(this)) {
2621 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2622 error("Client can't be spawned as player on connection!");
2623 if(!PlayerThink(this))
2626 else if (game_stopped || intermission_running) {
2627 if(intermission_running)
2628 IntermissionThink(this);
2631 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2633 CS(this).autojoin_checked = true;
2634 // don't do this in ClientConnect
2635 // many things can go wrong if a client is spawned as player on connection
2636 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2637 || (!(autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0)
2638 && (!teamplay || autocvar_g_balance_teams)))
2640 campaign_bots_may_start = true;
2645 else if (IS_OBSERVER(this)) {
2646 ObserverThink(this);
2648 else if (IS_SPEC(this)) {
2649 SpectatorThink(this);
2652 // WEAPONTODO: Add weapon request for this
2653 if (!zoomstate_set) {
2654 bool wep_zoomed = false;
2655 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2657 .entity weaponentity = weaponentities[slot];
2658 Weapon thiswep = this.(weaponentity).m_weapon;
2659 if(thiswep != WEP_Null && thiswep.wr_zoom)
2660 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2662 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2665 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2667 CS(this).teamkill_soundtime = 0;
2669 entity e = CS(this).teamkill_soundsource;
2670 entity oldpusher = e.pusher;
2672 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2673 e.pusher = oldpusher;
2676 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2677 CS(this).taunt_soundtime = 0;
2678 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2681 target_voicescript_next(this);
2683 // WEAPONTODO: Move into weaponsystem somehow
2684 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2685 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2687 .entity weaponentity = weaponentities[slot];
2688 if(this.(weaponentity).m_weapon == WEP_Null)
2689 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2693 void DrownPlayer(entity this)
2695 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2698 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2700 if(this.air_finished < time)
2701 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2702 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2704 else if (this.air_finished < time)
2706 if (this.pain_finished < time)
2708 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');
2709 this.pain_finished = time + 0.5;
2714 .bool move_qcphysics;
2716 void Player_Physics(entity this)
2718 set_movetype(this, this.move_movetype);
2720 if(!this.move_qcphysics)
2723 if(!frametime && !CS(this).pm_frametime)
2726 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2728 CS(this).pm_frametime = 0;
2735 Called every frame for each client after the physics are run
2738 void PlayerPostThink (entity this)
2740 Player_Physics(this);
2743 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2744 if (IS_REAL_CLIENT(this))
2745 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2747 int totalClients = 0;
2748 if(sv_maxidle_slots > 0)
2750 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2756 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2757 { /* do nothing */ }
2758 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2760 if (CS(this).idlekick_lasttimeleft)
2762 CS(this).idlekick_lasttimeleft = 0;
2763 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2768 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2769 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2770 if (!CS(this).idlekick_lasttimeleft)
2771 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2773 if (timeleft <= 0) {
2774 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2778 else if (timeleft <= 10) {
2779 if (timeleft != CS(this).idlekick_lasttimeleft) {
2780 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2782 CS(this).idlekick_lasttimeleft = timeleft;
2791 this.solid = SOLID_NOT;
2792 this.takedamage = DAMAGE_NO;
2793 set_movetype(this, MOVETYPE_NONE);
2796 if (IS_PLAYER(this)) {
2797 if(this.death_time == time && IS_DEAD(this))
2799 // player's bbox gets resized now, instead of in the damage event that killed the player,
2800 // once all the damage events of this frame have been processed with normal size
2802 setsize(this, this.mins, this.maxs);
2805 UpdateChatBubble(this);
2806 if (CS(this).impulse) ImpulseCommands(this);
2809 CSQCMODEL_AUTOUPDATE(this);
2812 GetPressedKeys(this);
2815 if (this.waypointsprite_attachedforcarrier) {
2816 vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2817 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2820 playerdemo_write(this);
2822 CSQCMODEL_AUTOUPDATE(this);
2825 // hack to copy the button fields from the client entity to the Client State
2826 void PM_UpdateButtons(entity this, entity store)
2829 store.impulse = this.impulse;
2832 bool typing = this.buttonchat;
2834 store.button0 = (typing) ? 0 : this.button0;
2836 store.button2 = (typing) ? 0 : this.button2;
2837 store.button3 = (typing) ? 0 : this.button3;
2838 store.button4 = this.button4;
2839 store.button5 = (typing) ? 0 : this.button5;
2840 store.button6 = this.button6;
2841 store.button7 = this.button7;
2842 store.button8 = this.button8;
2843 store.button9 = this.button9;
2844 store.button10 = this.button10;
2845 store.button11 = this.button11;
2846 store.button12 = this.button12;
2847 store.button13 = this.button13;
2848 store.button14 = this.button14;
2849 store.button15 = this.button15;
2850 store.button16 = this.button16;
2851 store.buttonuse = this.buttonuse;
2852 store.buttonchat = this.buttonchat;
2854 store.cursor_active = this.cursor_active;
2855 store.cursor_screen = this.cursor_screen;
2856 store.cursor_trace_start = this.cursor_trace_start;
2857 store.cursor_trace_endpos = this.cursor_trace_endpos;
2858 store.cursor_trace_ent = this.cursor_trace_ent;
2860 store.ping = this.ping;
2861 store.ping_packetloss = this.ping_packetloss;
2862 store.ping_movementloss = this.ping_movementloss;
2864 store.v_angle = this.v_angle;
2865 store.movement = (typing) ? '0 0 0' : this.movement;
2868 NET_HANDLE(fpsreport, bool)
2870 int fps = ReadShort();
2871 PlayerScore_Set(sender, SP_FPS, fps);