3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "clientkill.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
27 #include "scores_rules.qh"
31 #include "../common/ent_cs.qh"
32 #include "../common/wepent.qh"
33 #include <common/state.qh>
35 #include "compat/quake3.qh"
37 #include <common/effects/qc/globalsound.qh>
39 #include "../common/mapobjects/func/conveyor.qh"
40 #include "../common/mapobjects/teleporters.qh"
41 #include "../common/mapobjects/target/spawnpoint.qh"
42 #include <common/mapobjects/trigger/counter.qh>
44 #include "../common/vehicles/all.qh"
46 #include "weapons/hitplot.qh"
47 #include "weapons/weaponsystem.qh"
49 #include "../common/net_notice.qh"
50 #include "../common/net_linked.qh"
51 #include "../common/physics/player.qh"
53 #include <common/vehicles/sv_vehicles.qh>
55 #include "../common/items/_mod.qh"
57 #include "../common/mutators/mutator/waypoints/all.qh"
58 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
59 #include <common/gamemodes/_mod.qh>
61 #include "../common/mapobjects/subs.qh"
62 #include "../common/mapobjects/triggers.qh"
63 #include "../common/mapobjects/trigger/secret.qh"
65 #include "../common/minigames/sv_minigames.qh"
67 #include "../common/items/inventory.qh"
69 #include "../common/monsters/sv_monsters.qh"
71 #include "../lib/warpzone/server.qh"
73 #include <common/mutators/mutator/overkill/oknex.qh>
75 STATIC_METHOD(Client, Add, void(Client this, int _team))
78 TRANSMUTE(Player, this);
81 PutClientInServer(this);
84 STATIC_METHOD(Client, Remove, void(Client this))
86 TRANSMUTE(Observer, this);
87 PutClientInServer(this);
88 ClientDisconnect(this);
91 void send_CSQC_teamnagger() {
92 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
95 int CountSpectators(entity player, entity to)
97 if(!player) { return 0; } // not sure how, but best to be safe
101 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
109 void WriteSpectators(entity player, entity to)
111 if(!player) { return; } // not sure how, but best to be safe
113 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
115 WriteByte(MSG_ENTITY, num_for_edict(it));
119 bool ClientData_Send(entity this, entity to, int sf)
121 assert(to == this.owner, return false);
124 if (IS_SPEC(e)) e = e.enemy;
127 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
128 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
129 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
130 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
132 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
133 WriteByte(MSG_ENTITY, sf);
136 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
140 float specs = CountSpectators(e, to);
141 WriteByte(MSG_ENTITY, specs);
142 WriteSpectators(e, to);
148 void ClientData_Attach(entity this)
150 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
151 CS(this).clientdata.drawonlytoclient = this;
152 CS(this).clientdata.owner = this;
155 void ClientData_Detach(entity this)
157 delete(CS(this).clientdata);
158 CS(this).clientdata = NULL;
161 void ClientData_Touch(entity e)
163 entity cd = CS(e).clientdata;
164 if (cd) { cd.SendFlags = 1; }
166 // make it spectatable
167 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
169 entity cd = CS(it).clientdata;
170 if (cd) { cd.SendFlags = 1; }
179 Checks if the argument string can be a valid playermodel.
180 Returns a valid one in doubt.
183 string FallbackPlayerModel;
184 string CheckPlayerModel(string plyermodel) {
185 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
187 // note: we cannot summon Don Strunzone here, some player may
188 // still have the model string set. In case anyone manages how
189 // to change a cvar default, we'll have a small leak here.
190 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
192 // only in right path
193 if( substring(plyermodel,0,14) != "models/player/")
194 return FallbackPlayerModel;
195 // only good file extensions
196 if(substring(plyermodel,-4,4) != ".zym")
197 if(substring(plyermodel,-4,4) != ".dpm")
198 if(substring(plyermodel,-4,4) != ".iqm")
199 if(substring(plyermodel,-4,4) != ".md3")
200 if(substring(plyermodel,-4,4) != ".psk")
201 return FallbackPlayerModel;
202 // forbid the LOD models
203 if(substring(plyermodel, -9,5) == "_lod1")
204 return FallbackPlayerModel;
205 if(substring(plyermodel, -9,5) == "_lod2")
206 return FallbackPlayerModel;
207 if(plyermodel != strtolower(plyermodel))
208 return FallbackPlayerModel;
209 // also, restrict to server models
210 if(autocvar_sv_servermodelsonly)
212 if(!fexists(plyermodel))
213 return FallbackPlayerModel;
218 void setplayermodel(entity e, string modelname)
220 precache_model(modelname);
221 _setmodel(e, modelname);
222 player_setupanimsformodel(e);
223 if(!autocvar_g_debug_globalsounds)
224 UpdatePlayerSounds(e);
227 /** putting a client as observer in the server */
228 void PutObserverInServer(entity this)
230 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
231 PlayerState_detach(this);
235 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
238 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
241 // was a player, recount votes and ready status
242 if(IS_REAL_CLIENT(this))
244 if (vote_called) { VoteCount(false); }
250 entity spot = SelectSpawnPoint(this, true);
251 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
252 this.angles = vec2(spot.angles);
253 this.fixangle = true;
254 // offset it so that the spectator spawns higher off the ground, looks better this way
255 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
256 if (IS_REAL_CLIENT(this))
259 WriteByte(MSG_ONE, SVC_SETVIEW);
260 WriteEntity(MSG_ONE, this);
262 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
263 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
264 if(!autocvar_g_debug_globalsounds)
266 // needed for player sounds
268 FixPlayermodel(this);
270 setmodel(this, MDL_Null);
271 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
272 this.view_ofs = '0 0 0';
275 RemoveGrapplingHooks(this);
276 Portal_ClearAll(this);
277 Unfreeze(this, false);
278 SetSpectatee(this, NULL);
283 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
287 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
289 WaypointSprite_PlayerDead(this);
291 if (CS(this).killcount != FRAGS_SPECTATOR)
294 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
295 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
298 accuracy_resend(this);
300 CS(this).spectatortime = time;
302 IL_REMOVE(g_bot_targets, this);
303 this.bot_attack = false;
304 if(this.monster_attack)
305 IL_REMOVE(g_monster_targets, this);
306 this.monster_attack = false;
307 STAT(HUD, this) = HUD_NORMAL;
308 TRANSMUTE(Observer, this);
309 this.iscreature = false;
310 this.teleportable = TELEPORT_SIMPLE;
311 if(this.damagedbycontents)
312 IL_REMOVE(g_damagedbycontents, this);
313 this.damagedbycontents = false;
314 SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
315 SetSpectatee_status(this, etof(this));
316 this.takedamage = DAMAGE_NO;
317 this.solid = SOLID_NOT;
318 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
319 this.flags = FL_CLIENT | FL_NOTARGET;
321 SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
322 this.pauserotarmor_finished = 0;
323 this.pauserothealth_finished = 0;
324 this.pauseregen_finished = 0;
325 this.damageforcescale = 0;
327 this.respawn_flags = 0;
328 this.respawn_time = 0;
329 STAT(RESPAWN_TIME, this) = 0;
334 this.pain_finished = 0;
335 this.strength_finished = 0;
336 this.invincible_finished = 0;
337 this.superweapons_finished = 0;
338 //this.dphitcontentsmask = 0;
339 this.dphitcontentsmask = DPCONTENTS_SOLID;
340 if (autocvar_g_playerclip_collisions)
341 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
344 setthink(this, func_null);
346 this.deadflag = DEAD_NO;
348 STAT(REVIVE_PROGRESS, this) = 0;
349 this.revival_time = 0;
350 this.draggable = drag_undraggable;
353 STAT(WEAPONS, this) = '0 0 0';
354 this.drawonlytoclient = this;
358 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
360 this.weaponmodel = "";
361 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
363 this.weaponentities[slot] = NULL;
365 this.exteriorweaponentity = NULL;
366 CS(this).killcount = FRAGS_SPECTATOR;
367 this.velocity = '0 0 0';
368 this.avelocity = '0 0 0';
369 this.punchangle = '0 0 0';
370 this.punchvector = '0 0 0';
371 this.oldvelocity = this.velocity;
372 this.fire_endtime = -1;
373 this.event_damage = func_null;
374 this.event_heal = func_null;
376 for(int slot = 0; slot < MAX_AXH; ++slot)
378 entity axh = this.(AuxiliaryXhair[slot]);
379 this.(AuxiliaryXhair[slot]) = NULL;
381 if(axh.owner == this && axh != NULL && !wasfreed(axh))
385 if (mutator_returnvalue)
387 // mutator prevents resetting teams+score
391 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
392 this.frags = FRAGS_SPECTATOR;
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 TeamBalance_JoinBestTeam(this);
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 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
559 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
560 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
561 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
562 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
563 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
564 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
565 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
566 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
568 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
569 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
570 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
571 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
572 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
573 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
574 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
575 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
576 STAT(WEAPONS, this) = 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 = (STAT(WEAPONS, this) & 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))
626 this.v_angle = this.angles;
629 this.fixangle = true; // turn this way immediately
630 this.oldvelocity = this.velocity = '0 0 0';
631 this.avelocity = '0 0 0';
632 this.punchangle = '0 0 0';
633 this.punchvector = '0 0 0';
635 this.strength_finished = 0;
636 this.invincible_finished = 0;
637 this.fire_endtime = -1;
638 STAT(REVIVE_PROGRESS, this) = 0;
639 this.revival_time = 0;
641 this.air_finished = time + 12;
642 this.waterlevel = WATERLEVEL_NONE;
643 this.watertype = CONTENT_EMPTY;
645 entity spawnevent = new_pure(spawnevent);
646 spawnevent.owner = this;
647 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
649 // Cut off any still running player sounds.
650 stopsound(this, CH_PLAYER_SINGLE);
653 FixPlayermodel(this);
654 this.drawonlytoclient = NULL;
658 for(int slot = 0; slot < MAX_AXH; ++slot)
660 entity axh = this.(AuxiliaryXhair[slot]);
661 this.(AuxiliaryXhair[slot]) = NULL;
663 if(axh.owner == this && axh != NULL && !wasfreed(axh))
667 this.spawnpoint_targ = NULL;
670 this.view_ofs = STAT(PL_VIEW_OFS, this);
671 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
672 this.spawnorigin = spot.origin;
673 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
674 // don't reset back to last position, even if new position is stuck in solid
675 this.oldorigin = this.origin;
677 IL_REMOVE(g_conveyed, this);
678 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
679 STAT(HUD, this) = HUD_NORMAL;
681 this.event_damage = PlayerDamage;
682 this.event_heal = PlayerHeal;
684 this.draggable = func_null;
687 IL_PUSH(g_bot_targets, this);
688 this.bot_attack = true;
689 if(!this.monster_attack)
690 IL_PUSH(g_monster_targets, this);
691 this.monster_attack = true;
692 navigation_dynamicgoal_init(this, false);
694 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
696 // player was spectator
697 if (CS(this).killcount == FRAGS_SPECTATOR) {
698 PlayerScore_Clear(this);
699 CS(this).killcount = 0;
700 CS(this).startplaytime = time;
703 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
705 .entity weaponentity = weaponentities[slot];
706 entity oldwep = this.(weaponentity);
707 CL_SpawnWeaponentity(this, weaponentity);
708 if(oldwep && oldwep.owner == this)
709 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
711 this.alpha = default_player_alpha;
712 this.colormod = '1 1 1' * autocvar_g_player_brightness;
713 this.exteriorweaponentity.alpha = default_weapon_alpha;
715 this.speedrunning = false;
717 this.counter_cnt = 0;
718 this.fragsfilter_cnt = 0;
720 target_voicescript_clear(this);
722 // reset fields the weapons may use
723 FOREACH(Weapons, true, {
724 it.wr_resetplayer(it, this);
725 // reload all reloadable weapons
726 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
727 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
729 .entity weaponentity = weaponentities[slot];
730 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
736 //string s = spot.target;
737 //spot.target = string_null;
738 SUB_UseTargets(spot, this, NULL);
742 Unfreeze(this, false);
744 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
746 if (autocvar_spawn_debug)
748 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
749 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
752 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
754 .entity weaponentity = weaponentities[slot];
755 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
756 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
758 this.(weaponentity).m_switchweapon = WEP_Null;
759 this.(weaponentity).m_weapon = WEP_Null;
760 this.(weaponentity).weaponname = "";
761 this.(weaponentity).m_switchingweapon = WEP_Null;
762 this.(weaponentity).cnt = -1;
765 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
767 if (CS(this).impulse) ImpulseCommands(this);
769 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
771 .entity weaponentity = weaponentities[slot];
772 W_WeaponFrame(this, weaponentity);
775 if (!warmup_stage && !this.alivetime)
776 this.alivetime = time;
778 antilag_clear(this, CS(this));
781 /** Called when a client spawns in the server */
782 void PutClientInServer(entity this)
784 if (IS_BOT_CLIENT(this)) {
785 TRANSMUTE(Player, this);
786 } else if (IS_REAL_CLIENT(this)) {
788 WriteByte(MSG_ONE, SVC_SETVIEW);
789 WriteEntity(MSG_ONE, this);
792 TRANSMUTE(Observer, this);
794 SetSpectatee(this, NULL);
798 PS(this).itemkeys = 0;
800 MUTATOR_CALLHOOK(PutClientInServer, this);
802 if (IS_OBSERVER(this)) {
803 PutObserverInServer(this);
804 } else if (IS_PLAYER(this)) {
805 PutPlayerInServer(this);
809 // TODO do we need all these fields, or should we stop autodetecting runtime
810 // changes and just have a console command to update this?
811 bool ClientInit_SendEntity(entity this, entity to, int sf)
813 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
816 // MSG_INIT replacement
817 // TODO: make easier to use
819 W_PROP_reload(MSG_ONE, to);
820 ClientInit_misc(this);
821 MUTATOR_CALLHOOK(Ent_Init);
823 void ClientInit_misc(entity this)
825 int channel = MSG_ONE;
826 WriteHeader(channel, ENT_CLIENT_INIT);
827 WriteByte(channel, g_nexball_meter_period * 32);
828 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
829 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
830 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
831 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
832 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
833 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
834 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
835 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
837 if(sv_foginterval && world.fog != "")
838 WriteString(channel, world.fog);
840 WriteString(channel, "");
841 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
842 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
843 WriteByte(channel, serverflags);
844 WriteCoord(channel, autocvar_g_trueaim_minrange);
847 void ClientInit_CheckUpdate(entity this)
849 this.nextthink = time;
850 if(this.count != autocvar_g_balance_armor_blockpercent)
852 this.count = autocvar_g_balance_armor_blockpercent;
855 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
857 this.cnt = autocvar_g_balance_damagepush_speedfactor;
862 void ClientInit_Spawn()
864 entity e = new_pure(clientinit);
865 setthink(e, ClientInit_CheckUpdate);
866 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
868 ClientInit_CheckUpdate(e);
878 // initialize parms for a new player
879 parm1 = -(86400 * 366);
881 MUTATOR_CALLHOOK(SetNewParms);
889 void SetChangeParms (entity this)
891 // save parms for level change
892 parm1 = CS(this).parm_idlesince - time;
894 MUTATOR_CALLHOOK(SetChangeParms);
902 void DecodeLevelParms(entity this)
905 CS(this).parm_idlesince = parm1;
906 if (CS(this).parm_idlesince == -(86400 * 366))
907 CS(this).parm_idlesince = time;
909 // whatever happens, allow 60 seconds of idling directly after connect for map loading
910 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
912 MUTATOR_CALLHOOK(DecodeLevelParms);
915 void FixClientCvars(entity e)
917 // send prediction settings to the client
918 stuffcmd(e, "\nin_bindmap 0 0\n");
919 if(autocvar_g_antilag == 3) // client side hitscan
920 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
921 if(autocvar_sv_gentle)
922 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
924 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
925 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
927 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
929 MUTATOR_CALLHOOK(FixClientCvars, e);
932 bool findinlist_abbrev(string tofind, string list)
934 if(list == "" || tofind == "")
935 return false; // empty list or search, just return
937 // this function allows abbreviated strings!
938 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
946 bool PlayerInIPList(entity p, string iplist)
948 // some safety checks (never allow local?)
949 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
952 return findinlist_abbrev(p.netaddress, iplist);
955 bool PlayerInIDList(entity p, string idlist)
957 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
961 return findinlist_abbrev(p.crypto_idfp, idlist);
964 bool PlayerInList(entity player, string list)
966 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
969 #ifdef DP_EXT_PRECONNECT
974 Called once (not at each match start) when a client begins a connection to the server
977 void ClientPreConnect(entity this)
979 if(autocvar_sv_eventlog)
981 GameLogEcho(sprintf(":connect:%d:%d:%s",
984 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
990 string GetClientVersionMessage(entity this)
992 if (CS(this).version_mismatch) {
993 if(CS(this).version < autocvar_gameversion) {
994 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
995 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
997 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
998 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1001 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1005 string getwelcomemessage(entity this)
1007 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1008 string modifications = M_ARGV(0, string);
1012 if(g_weaponarena_random)
1013 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1015 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1017 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1018 modifications = strcat(modifications, ", No start weapons");
1019 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1020 modifications = strcat(modifications, ", Low gravity");
1021 if(g_weapon_stay && !g_cts)
1022 modifications = strcat(modifications, ", Weapons stay");
1024 modifications = strcat(modifications, ", Jet pack");
1025 if(autocvar_g_powerups == 0)
1026 modifications = strcat(modifications, ", No powerups");
1027 if(autocvar_g_powerups > 0)
1028 modifications = strcat(modifications, ", Powerups");
1029 modifications = substring(modifications, 2, strlen(modifications) - 2);
1031 string versionmessage = GetClientVersionMessage(this);
1032 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1034 if(modifications != "")
1035 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1037 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1039 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1040 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1043 if (cache_mutatormsg != "") {
1044 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1047 string mutator_msg = "";
1048 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1049 mutator_msg = M_ARGV(0, string);
1051 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1053 string motd = autocvar_sv_motd;
1055 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1060 bool autocvar_sv_qcphysics = false; // TODO this is for testing - remove when qcphysics work
1066 Called when a client connects to the server
1069 void ClientConnect(entity this)
1071 if (Ban_MaybeEnforceBanOnce(this)) return;
1072 assert(!IS_CLIENT(this), return);
1073 this.flags |= FL_CLIENT;
1074 assert(player_count >= 0, player_count = 0);
1077 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1079 TRANSMUTE(Client, this);
1080 CS(this).version_nagtime = time + 10 + random() * 10;
1082 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1084 bot_clientconnect(this);
1086 Player_DetermineForcedTeam(this);
1088 TRANSMUTE(Observer, this);
1090 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1092 // always track bots, don't ask for cl_allow_uidtracking
1093 if (IS_BOT_CLIENT(this))
1094 PlayerStats_GameReport_AddPlayer(this);
1096 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1098 if (autocvar_sv_eventlog)
1099 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1101 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1103 stuffcmd(this, clientstuff, "\n");
1104 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1106 FixClientCvars(this);
1108 // get version info from player
1109 stuffcmd(this, "cmd clientversion $gameversion\n");
1111 // notify about available teams
1114 entity balance = TeamBalance_CheckAllowedTeams(this);
1115 int t = TeamBalance_GetAllowedTeams(balance);
1116 TeamBalance_Destroy(balance);
1117 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1121 stuffcmd(this, "set _teams_available 0\n");
1124 bot_relinkplayerlist();
1126 CS(this).spectatortime = time;
1127 if (blockSpectators)
1129 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1132 CS(this).jointime = time;
1134 if (IS_REAL_CLIENT(this))
1136 if (g_weaponarena_weapons == WEPSET(TUBA))
1137 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1140 if (!sv_foginterval && world.fog != "")
1141 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1143 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1144 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1145 send_CSQC_teamnagger();
1147 CSQCMODEL_AUTOINIT(this);
1149 CS(this).model_randomizer = random();
1151 if (IS_REAL_CLIENT(this))
1152 sv_notice_join(this);
1154 this.move_qcphysics = autocvar_sv_qcphysics;
1156 // update physics stats (players can spawn before physics runs)
1157 Physics_UpdateStats(this);
1159 IL_EACH(g_initforplayer, it.init_for_player, {
1160 it.init_for_player(it, this);
1163 Handicap_Initialize(this);
1165 MUTATOR_CALLHOOK(ClientConnect, this);
1167 if (IS_REAL_CLIENT(this))
1169 if (!autocvar_g_campaign && !IS_PLAYER(this))
1171 CS(this).motd_actived_time = -1;
1172 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1180 Called when a client disconnects from the server
1183 .entity chatbubbleentity;
1184 void ClientDisconnect(entity this)
1186 assert(IS_CLIENT(this), return);
1188 PlayerStats_GameReport_FinalizePlayer(this);
1189 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1190 if (CS(this).active_minigame) part_minigame(this);
1191 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1193 if (autocvar_sv_eventlog)
1194 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1196 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1199 SetSpectatee(this, NULL);
1201 MUTATOR_CALLHOOK(ClientDisconnect, this);
1203 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1204 strfree(CS(this).weaponorder_byimpulse);
1205 ClientState_detach(this);
1207 Portal_ClearAll(this);
1209 Unfreeze(this, false);
1211 RemoveGrapplingHooks(this);
1213 // Here, everything has been done that requires this player to be a client.
1215 this.flags &= ~FL_CLIENT;
1217 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1218 if (this.killindicator) delete(this.killindicator);
1220 WaypointSprite_PlayerGone(this);
1222 bot_relinkplayerlist();
1224 strfree(this.clientstatus);
1225 if (this.personal) delete(this.personal);
1229 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1234 void ChatBubbleThink(entity this)
1236 this.nextthink = time;
1237 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1239 if(this.owner) // but why can that ever be NULL?
1240 this.owner.chatbubbleentity = NULL;
1247 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1249 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1250 this.mdl = "models/sprites/minigame_busy.iqm";
1251 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1252 this.mdl = "models/misc/chatbubble.spr";
1255 if ( this.model != this.mdl )
1256 _setmodel(this, this.mdl);
1260 void UpdateChatBubble(entity this)
1264 // spawn a chatbubble entity if needed
1265 if (!this.chatbubbleentity)
1267 this.chatbubbleentity = new(chatbubbleentity);
1268 this.chatbubbleentity.owner = this;
1269 this.chatbubbleentity.exteriormodeltoclient = this;
1270 setthink(this.chatbubbleentity, ChatBubbleThink);
1271 this.chatbubbleentity.nextthink = time;
1272 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1273 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1274 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1275 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1276 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1277 //this.chatbubbleentity.model = "";
1278 this.chatbubbleentity.effects = EF_LOWPRECISION;
1283 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1284 // added to the model skins
1285 /*void UpdateColorModHack()
1288 c = this.clientcolors & 15;
1289 // LordHavoc: only bothering to support white, green, red, yellow, blue
1290 if (!teamplay) this.colormod = '0 0 0';
1291 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1292 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1293 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1294 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1295 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1296 else this.colormod = '1 1 1';
1299 void respawn(entity this)
1301 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1303 this.solid = SOLID_NOT;
1304 this.takedamage = DAMAGE_NO;
1305 set_movetype(this, MOVETYPE_FLY);
1306 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1307 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1308 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1309 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1310 if(autocvar_g_respawn_ghosts_maxtime)
1311 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1316 this.effects |= EF_NODRAW; // prevent another CopyBody
1317 PutClientInServer(this);
1320 void PrintToChat(entity client, string text)
1322 text = strcat("\{1}^7", text, "\n");
1323 sprint(client, text);
1326 void DebugPrintToChat(entity client, string text)
1328 if (autocvar_developer)
1330 PrintToChat(client, text);
1334 void PrintToChatAll(string text)
1336 text = strcat("\{1}^7", text, "\n");
1340 void DebugPrintToChatAll(string text)
1342 if (autocvar_developer)
1344 PrintToChatAll(text);
1348 void PrintToChatTeam(int team_num, string text)
1350 text = strcat("\{1}^7", text, "\n");
1351 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1353 if (it.team == team_num)
1360 void DebugPrintToChatTeam(int team_num, string text)
1362 if (autocvar_developer)
1364 PrintToChatTeam(team_num, text);
1368 void play_countdown(entity this, float finished, Sound samp)
1371 if(IS_REAL_CLIENT(this))
1372 if(floor(finished - time - frametime) != floor(finished - time))
1373 if(finished - time < 6)
1374 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1377 void player_powerups(entity this)
1379 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1380 int items_prev = this.items;
1382 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1383 this.modelflags |= MF_ROCKET;
1385 this.modelflags &= ~MF_ROCKET;
1387 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1389 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1392 Fire_ApplyDamage(this);
1393 Fire_ApplyEffect(this);
1395 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1397 if (this.items & ITEM_Strength.m_itemid)
1399 play_countdown(this, this.strength_finished, SND_POWEROFF);
1400 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1401 if (time > this.strength_finished)
1403 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1404 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1405 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1410 if (time < this.strength_finished)
1412 this.items = this.items | ITEM_Strength.m_itemid;
1414 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1415 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1418 if (this.items & ITEM_Shield.m_itemid)
1420 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1421 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1422 if (time > this.invincible_finished)
1424 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1425 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1426 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1431 if (time < this.invincible_finished)
1433 this.items = this.items | ITEM_Shield.m_itemid;
1435 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1436 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1439 if (this.items & IT_SUPERWEAPON)
1441 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1443 this.superweapons_finished = 0;
1444 this.items = this.items - (this.items & IT_SUPERWEAPON);
1445 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1446 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1448 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1450 // don't let them run out
1454 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1455 if (time > this.superweapons_finished)
1457 this.items = this.items - (this.items & IT_SUPERWEAPON);
1458 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1459 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1460 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1464 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1466 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1468 this.items = this.items | IT_SUPERWEAPON;
1469 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1472 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1473 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1478 this.superweapons_finished = 0;
1479 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1484 this.superweapons_finished = 0;
1488 if(autocvar_g_nodepthtestplayers)
1489 this.effects = this.effects | EF_NODEPTHTEST;
1491 if(autocvar_g_fullbrightplayers)
1492 this.effects = this.effects | EF_FULLBRIGHT;
1494 if (time >= game_starttime)
1495 if (time < this.spawnshieldtime)
1496 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1498 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1501 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1503 if(current > stable)
1505 else if(current > stable - 0.25) // when close enough, "snap"
1508 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1511 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1513 if(current < stable)
1515 else if(current < stable + 0.25) // when close enough, "snap"
1518 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1521 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1523 if(current > rotstable)
1525 if(rotframetime > 0)
1527 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1528 current = max(rotstable, current - rotlinear * rotframetime);
1531 else if(current < regenstable)
1533 if(regenframetime > 0)
1535 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1536 current = min(regenstable, current + regenlinear * regenframetime);
1546 void player_regen(entity this)
1548 float max_mod, regen_mod, rot_mod, limit_mod;
1549 max_mod = regen_mod = rot_mod = limit_mod = 1;
1551 float regen_health = autocvar_g_balance_health_regen;
1552 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1553 float regen_health_rot = autocvar_g_balance_health_rot;
1554 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1555 float regen_health_stable = autocvar_g_balance_health_regenstable;
1556 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1557 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1558 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1559 max_mod = M_ARGV(1, float);
1560 regen_mod = M_ARGV(2, float);
1561 rot_mod = M_ARGV(3, float);
1562 limit_mod = M_ARGV(4, float);
1563 regen_health = M_ARGV(5, float);
1564 regen_health_linear = M_ARGV(6, float);
1565 regen_health_rot = M_ARGV(7, float);
1566 regen_health_rotlinear = M_ARGV(8, float);
1567 regen_health_stable = M_ARGV(9, float);
1568 regen_health_rotstable = M_ARGV(10, float);
1570 if(!mutator_returnvalue)
1571 if(!STAT(FROZEN, this))
1573 float mina, maxa, limith, limita;
1574 maxa = autocvar_g_balance_armor_rotstable;
1575 mina = autocvar_g_balance_armor_regenstable;
1576 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1577 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1579 regen_health_rotstable = regen_health_rotstable * max_mod;
1580 regen_health_stable = regen_health_stable * max_mod;
1581 limith = limith * limit_mod;
1582 limita = limita * limit_mod;
1584 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1585 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1586 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1587 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1588 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1589 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1592 // if player rotted to death... die!
1593 // check this outside above checks, as player may still be able to rot to death
1594 if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1597 vehicles_exit(this.vehicle, VHEF_RELEASE);
1598 if(this.event_damage)
1599 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1602 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1604 float minf, maxf, limitf;
1606 maxf = autocvar_g_balance_fuel_rotstable;
1607 minf = autocvar_g_balance_fuel_regenstable;
1608 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1610 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1611 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1612 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1617 void SetZoomState(entity this, float newzoom)
1619 if(newzoom != CS(this).zoomstate)
1621 CS(this).zoomstate = newzoom;
1622 ClientData_Touch(this);
1624 zoomstate_set = true;
1627 void GetPressedKeys(entity this)
1629 MUTATOR_CALLHOOK(GetPressedKeys, this);
1630 int keys = STAT(PRESSED_KEYS, this);
1631 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1632 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1633 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1634 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1636 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1637 keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1638 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1639 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1640 CS(this).pressedkeys = keys; // store for other users
1642 STAT(PRESSED_KEYS, this) = keys;
1646 ======================
1647 spectate mode routines
1648 ======================
1651 void SpectateCopy(entity this, entity spectatee)
1653 TC(Client, this); TC(Client, spectatee);
1655 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1656 PS(this) = PS(spectatee);
1657 this.armortype = spectatee.armortype;
1658 SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1659 SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1660 SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1661 SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1662 SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1663 SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1664 SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1665 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1666 SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1667 CS(this).impulse = 0;
1668 this.items = spectatee.items;
1669 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1670 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1671 this.strength_finished = spectatee.strength_finished;
1672 this.invincible_finished = spectatee.invincible_finished;
1673 this.superweapons_finished = spectatee.superweapons_finished;
1674 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1675 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1676 this.punchangle = spectatee.punchangle;
1677 this.view_ofs = spectatee.view_ofs;
1678 this.velocity = spectatee.velocity;
1679 this.dmg_take = spectatee.dmg_take;
1680 this.dmg_save = spectatee.dmg_save;
1681 this.dmg_inflictor = spectatee.dmg_inflictor;
1682 this.v_angle = spectatee.v_angle;
1683 this.angles = spectatee.v_angle;
1684 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1685 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1686 this.viewloc = spectatee.viewloc;
1687 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1688 this.fixangle = true;
1689 setorigin(this, spectatee.origin);
1690 setsize(this, spectatee.mins, spectatee.maxs);
1691 SetZoomState(this, CS(spectatee).zoomstate);
1693 anticheat_spectatecopy(this, spectatee);
1694 STAT(HUD, this) = STAT(HUD, spectatee);
1695 if(spectatee.vehicle)
1697 this.angles = spectatee.v_angle;
1699 //this.fixangle = false;
1700 //this.velocity = spectatee.vehicle.velocity;
1701 this.vehicle_health = spectatee.vehicle_health;
1702 this.vehicle_shield = spectatee.vehicle_shield;
1703 this.vehicle_energy = spectatee.vehicle_energy;
1704 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1705 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1706 this.vehicle_reload1 = spectatee.vehicle_reload1;
1707 this.vehicle_reload2 = spectatee.vehicle_reload2;
1709 //msg_entity = this;
1711 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1712 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1713 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1714 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1716 //WriteByte (MSG_ONE, SVC_SETVIEW);
1717 // WriteEntity(MSG_ONE, this);
1718 //makevectors(spectatee.v_angle);
1719 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1723 bool SpectateUpdate(entity this)
1728 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1730 SetSpectatee(this, NULL);
1734 SpectateCopy(this, this.enemy);
1739 bool SpectateSet(entity this)
1741 if(!IS_PLAYER(this.enemy))
1744 ClientData_Touch(this.enemy);
1747 WriteByte(MSG_ONE, SVC_SETVIEW);
1748 WriteEntity(MSG_ONE, this.enemy);
1749 set_movetype(this, MOVETYPE_NONE);
1750 accuracy_resend(this);
1752 if(!SpectateUpdate(this))
1753 PutObserverInServer(this);
1758 void SetSpectatee_status(entity this, int spectatee_num)
1760 int oldspectatee_status = CS(this).spectatee_status;
1761 CS(this).spectatee_status = spectatee_num;
1763 if (CS(this).spectatee_status != oldspectatee_status)
1765 ClientData_Touch(this);
1766 if (g_race || g_cts) race_InitSpectator();
1770 void SetSpectatee(entity this, entity spectatee)
1772 if(IS_BOT_CLIENT(this))
1773 return; // bots abuse .enemy, this code is useless to them
1775 entity old_spectatee = this.enemy;
1777 this.enemy = spectatee;
1780 // these are required to fix the spectator bug with arc
1783 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1785 .entity weaponentity = weaponentities[slot];
1786 if(old_spectatee.(weaponentity).arc_beam)
1787 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1792 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1794 .entity weaponentity = weaponentities[slot];
1795 if(this.enemy.(weaponentity).arc_beam)
1796 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1801 SetSpectatee_status(this, etof(this.enemy));
1803 // needed to update spectator list
1804 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1807 bool Spectate(entity this, entity pl)
1809 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1811 pl = M_ARGV(1, entity);
1813 SetSpectatee(this, pl);
1814 return SpectateSet(this);
1817 bool SpectateNext(entity this)
1819 entity ent = find(this.enemy, classname, STR_PLAYER);
1821 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1822 ent = M_ARGV(1, entity);
1824 ent = find(ent, classname, STR_PLAYER);
1826 if(ent) { SetSpectatee(this, ent); }
1828 return SpectateSet(this);
1831 bool SpectatePrev(entity this)
1833 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1834 entity ent = findchain(classname, STR_PLAYER);
1835 if (!ent) // no player
1839 // skip players until current spectated player
1841 while(ent && ent != this.enemy)
1844 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1846 case MUT_SPECPREV_FOUND:
1847 ent = M_ARGV(1, entity);
1849 case MUT_SPECPREV_RETURN:
1851 case MUT_SPECPREV_CONTINUE:
1862 SetSpectatee(this, ent);
1863 return SpectateSet(this);
1868 ShowRespawnCountdown()
1870 Update a respawn countdown display.
1873 void ShowRespawnCountdown(entity this)
1876 if(!IS_DEAD(this)) // just respawned?
1880 number = ceil(this.respawn_time - time);
1883 if(number <= this.respawn_countdown)
1885 this.respawn_countdown = number - 1;
1886 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
1887 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1892 .bool team_selected;
1893 bool ShowTeamSelection(entity this)
1895 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1897 stuffcmd(this, "menu_showteamselect\n");
1900 void Join(entity this)
1902 TRANSMUTE(Player, this);
1904 if(!this.team_selected)
1905 if(autocvar_g_campaign || autocvar_g_balance_teams)
1906 TeamBalance_JoinBestTeam(this);
1908 if(autocvar_g_campaign)
1909 campaign_bots_may_start = true;
1911 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1913 PutClientInServer(this);
1916 if(teamplay && this.team != -1)
1920 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1921 this.team_selected = false;
1924 int GetPlayerLimit()
1926 int player_limit = autocvar_g_maxplayers;
1927 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1928 player_limit = M_ARGV(0, int);
1929 return player_limit;
1933 * Determines whether the player is allowed to join. This depends on cvar
1934 * g_maxplayers, if it isn't used this function always return true, otherwise
1935 * it checks whether the number of currently playing players exceeds g_maxplayers.
1936 * @return int number of free slots for players, 0 if none
1938 int nJoinAllowed(entity this, entity ignore)
1941 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1942 // so report 0 free slots if restricted
1944 if(autocvar_g_forced_team_otherwise == "spectate")
1946 if(autocvar_g_forced_team_otherwise == "spectator")
1950 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1951 return 0; // forced spectators can never join
1953 // TODO simplify this
1954 int totalClients = 0;
1955 int currentlyPlaying = 0;
1956 FOREACH_CLIENT(true, {
1959 if(IS_REAL_CLIENT(it))
1960 if(IS_PLAYER(it) || it.caplayer)
1964 int player_limit = GetPlayerLimit();
1966 float free_slots = 0;
1968 free_slots = maxclients - totalClients;
1969 else if(currentlyPlaying < player_limit)
1970 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
1972 static float join_prevent_msg_time = 0;
1973 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1975 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1976 join_prevent_msg_time = time + 3;
1983 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1984 * g_maxplayers_spectator_blocktime seconds
1986 void checkSpectatorBlock(entity this)
1988 if(IS_SPEC(this) || IS_OBSERVER(this))
1990 if(IS_REAL_CLIENT(this))
1992 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1993 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1999 void PrintWelcomeMessage(entity this)
2001 if(CS(this).motd_actived_time == 0)
2003 if (autocvar_g_campaign) {
2004 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2005 CS(this).motd_actived_time = time;
2006 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2009 if (PHYS_INPUT_BUTTON_INFO(this)) {
2010 CS(this).motd_actived_time = time;
2011 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2015 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2017 if (autocvar_g_campaign) {
2018 if (PHYS_INPUT_BUTTON_INFO(this))
2019 CS(this).motd_actived_time = time;
2020 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2021 CS(this).motd_actived_time = 0;
2022 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2025 if (PHYS_INPUT_BUTTON_INFO(this))
2026 CS(this).motd_actived_time = time;
2027 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2028 CS(this).motd_actived_time = 0;
2029 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2033 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2035 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2036 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2037 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2039 // instanctly hide MOTD
2040 CS(this).motd_actived_time = 0;
2041 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2046 const int MIN_SPEC_TIME = 1;
2047 bool joinAllowed(entity this)
2049 if (CS(this).version_mismatch) return false;
2050 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2051 if (!nJoinAllowed(this, this)) return false;
2052 if (teamplay && lockteams) return false;
2053 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2054 if (ShowTeamSelection(this)) return false;
2059 .string shootfromfixedorigin;
2060 bool PlayerThink(entity this)
2062 if (game_stopped || intermission_running) {
2063 this.modelflags &= ~MF_ROCKET;
2064 if(intermission_running)
2065 IntermissionThink(this);
2069 if (timeout_status == TIMEOUT_ACTIVE) {
2070 // don't allow the player to turn around while game is paused
2071 // FIXME turn this into CSQC stuff
2072 this.v_angle = this.lastV_angle;
2073 this.angles = this.lastV_angle;
2074 this.fixangle = true;
2077 if (frametime) player_powerups(this);
2079 if (IS_DEAD(this)) {
2080 if (this.personal && g_race_qualifying) {
2081 if (time > this.respawn_time) {
2082 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2084 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2087 if (frametime) player_anim(this);
2089 if (this.respawn_flags & RESPAWN_DENY)
2091 STAT(RESPAWN_TIME, this) = 0;
2095 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));
2097 switch(this.deadflag)
2101 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2102 this.deadflag = DEAD_RESPAWNING;
2103 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2104 this.deadflag = DEAD_DEAD;
2110 this.deadflag = DEAD_RESPAWNABLE;
2111 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2112 this.deadflag = DEAD_RESPAWNING;
2115 case DEAD_RESPAWNABLE:
2117 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2118 this.deadflag = DEAD_RESPAWNING;
2121 case DEAD_RESPAWNING:
2123 if (time > this.respawn_time)
2125 this.respawn_time = time + 1; // only retry once a second
2126 this.respawn_time_max = this.respawn_time;
2133 ShowRespawnCountdown(this);
2135 if (this.respawn_flags & RESPAWN_SILENT)
2136 STAT(RESPAWN_TIME, this) = 0;
2137 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2139 if (time < this.respawn_time)
2140 STAT(RESPAWN_TIME, this) = this.respawn_time;
2141 else if (this.deadflag != DEAD_RESPAWNING)
2142 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2145 STAT(RESPAWN_TIME, this) = this.respawn_time;
2148 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2149 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2150 STAT(RESPAWN_TIME, this) *= -1;
2155 FixPlayermodel(this);
2157 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2158 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2159 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2162 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2165 this.items &= ~this.items_added;
2167 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2169 .entity weaponentity = weaponentities[slot];
2170 W_WeaponFrame(this, weaponentity);
2173 this.items_added = 0;
2174 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2175 this.items_added |= IT_FUEL;
2177 this.items |= this.items_added;
2182 // WEAPONTODO: Add a weapon request for this
2183 // rot vortex charge to the charge limit
2184 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2186 .entity weaponentity = weaponentities[slot];
2187 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2188 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2191 if (frametime) player_anim(this);
2194 secrets_setstatus(this);
2197 monsters_setstatus(this);
2199 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2204 .bool would_spectate;
2205 void ObserverThink(entity this)
2207 if ( CS(this).impulse )
2209 MinigameImpulse(this, CS(this).impulse);
2210 CS(this).impulse = 0;
2213 if (this.flags & FL_JUMPRELEASED) {
2214 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2215 this.flags &= ~FL_JUMPRELEASED;
2216 this.flags |= FL_SPAWNING;
2217 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2218 this.flags &= ~FL_JUMPRELEASED;
2219 if(SpectateNext(this)) {
2220 TRANSMUTE(Spectator, this);
2223 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2224 set_movetype(this, preferred_movetype);
2227 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2228 this.flags |= FL_JUMPRELEASED;
2229 if(this.flags & FL_SPAWNING)
2231 this.flags &= ~FL_SPAWNING;
2239 void SpectatorThink(entity this)
2241 if ( CS(this).impulse )
2243 if(MinigameImpulse(this, CS(this).impulse))
2244 CS(this).impulse = 0;
2246 if (CS(this).impulse == IMP_weapon_drop.impulse)
2248 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2249 CS(this).impulse = 0;
2254 if (this.flags & FL_JUMPRELEASED) {
2255 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2256 this.flags &= ~FL_JUMPRELEASED;
2257 this.flags |= FL_SPAWNING;
2258 } 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)) {
2259 this.flags &= ~FL_JUMPRELEASED;
2260 if(SpectateNext(this)) {
2261 TRANSMUTE(Spectator, this);
2263 TRANSMUTE(Observer, this);
2264 PutClientInServer(this);
2266 CS(this).impulse = 0;
2267 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2268 this.flags &= ~FL_JUMPRELEASED;
2269 if(SpectatePrev(this)) {
2270 TRANSMUTE(Spectator, this);
2272 TRANSMUTE(Observer, this);
2273 PutClientInServer(this);
2275 CS(this).impulse = 0;
2276 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2277 this.would_spectate = false;
2278 this.flags &= ~FL_JUMPRELEASED;
2279 TRANSMUTE(Observer, this);
2280 PutClientInServer(this);
2282 if(!SpectateUpdate(this))
2284 if(!SpectateNext(this))
2286 PutObserverInServer(this);
2287 this.would_spectate = true;
2292 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2293 this.flags |= FL_JUMPRELEASED;
2294 if(this.flags & FL_SPAWNING)
2296 this.flags &= ~FL_SPAWNING;
2301 if(!SpectateUpdate(this))
2302 PutObserverInServer(this);
2305 this.flags |= FL_CLIENT | FL_NOTARGET;
2308 void PlayerUseKey(entity this)
2310 if (!IS_PLAYER(this))
2317 vehicles_exit(this.vehicle, VHEF_NORMAL);
2321 else if(autocvar_g_vehicles_enter)
2323 if(!STAT(FROZEN, this))
2327 entity head, closest_target = NULL;
2328 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2330 while(head) // find the closest acceptable target to enter
2332 if(IS_VEHICLE(head))
2334 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2335 if(head.takedamage != DAMAGE_NO)
2339 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2340 { closest_target = head; }
2342 else { closest_target = head; }
2348 if(closest_target) { vehicles_enter(this, closest_target); return; }
2352 // a use key was pressed; call handlers
2353 MUTATOR_CALLHOOK(PlayerUseKey, this);
2361 Called every frame for each client before the physics are run
2364 .float last_vehiclecheck;
2365 void PlayerPreThink (entity this)
2367 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2368 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2370 WarpZone_PlayerPhysics_FixVAngle(this);
2373 // physics frames: update anticheat stuff
2374 anticheat_prethink(this);
2377 if (blockSpectators && frametime) {
2378 // WORKAROUND: only use dropclient in server frames (frametime set).
2379 // Never use it in cl_movement frames (frametime zero).
2380 checkSpectatorBlock(this);
2383 zoomstate_set = false;
2385 // Check for nameless players
2386 if (this.netname == "" || this.netname != CS(this).netname_previous)
2388 bool assume_unchanged = (CS(this).netname_previous == "");
2389 if (isInvisibleString(this.netname))
2391 this.netname = strzone(sprintf("Player#%d", this.playerid));
2392 assume_unchanged = false;
2393 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2395 if (!assume_unchanged && autocvar_sv_eventlog)
2396 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2397 strcpy(CS(this).netname_previous, this.netname);
2401 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2402 CS(this).version_nagtime = 0;
2403 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2405 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2407 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2409 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2410 if (r < 0) { // old client
2411 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2412 } else if (r > 0) { // old server
2413 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2419 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2421 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2422 this.max_armorvalue = 0;
2427 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2429 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2430 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2431 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2433 if (STAT(REVIVE_PROGRESS, this) >= 1)
2434 Unfreeze(this, false);
2436 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2438 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2439 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2441 if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2444 vehicles_exit(this.vehicle, VHEF_RELEASE);
2445 if(this.event_damage)
2446 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2448 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2449 Unfreeze(this, false);
2453 MUTATOR_CALLHOOK(PlayerPreThink, this);
2455 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2456 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2458 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2460 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2461 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2463 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2467 if(!it.team || SAME_TEAM(this, it))
2468 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2469 else if(autocvar_g_vehicles_steal)
2470 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2474 this.last_vehiclecheck = time + 1;
2477 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2479 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2481 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2484 if (IS_REAL_CLIENT(this))
2485 PrintWelcomeMessage(this);
2487 if (IS_PLAYER(this)) {
2488 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2489 error("Client can't be spawned as player on connection!");
2490 if(!PlayerThink(this))
2493 else if (game_stopped || intermission_running) {
2494 if(intermission_running)
2495 IntermissionThink(this);
2498 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2500 CS(this).autojoin_checked = true;
2501 // don't do this in ClientConnect
2502 // many things can go wrong if a client is spawned as player on connection
2503 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2504 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2505 && (!teamplay || autocvar_g_balance_teams)))
2507 campaign_bots_may_start = true;
2512 else if (IS_OBSERVER(this)) {
2513 ObserverThink(this);
2515 else if (IS_SPEC(this)) {
2516 SpectatorThink(this);
2519 // WEAPONTODO: Add weapon request for this
2520 if (!zoomstate_set) {
2521 bool wep_zoomed = false;
2522 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2524 .entity weaponentity = weaponentities[slot];
2525 Weapon thiswep = this.(weaponentity).m_weapon;
2526 if(thiswep != WEP_Null && thiswep.wr_zoom)
2527 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2529 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2532 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2534 CS(this).teamkill_soundtime = 0;
2536 entity e = CS(this).teamkill_soundsource;
2537 entity oldpusher = e.pusher;
2539 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2540 e.pusher = oldpusher;
2543 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2544 CS(this).taunt_soundtime = 0;
2545 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2548 target_voicescript_next(this);
2550 // WEAPONTODO: Move into weaponsystem somehow
2551 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2552 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2554 .entity weaponentity = weaponentities[slot];
2555 if(this.(weaponentity).m_weapon == WEP_Null)
2556 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2560 void DrownPlayer(entity this)
2562 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2565 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2567 if(this.air_finished < time)
2568 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2569 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2571 else if (this.air_finished < time)
2573 if (this.pain_finished < time)
2575 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');
2576 this.pain_finished = time + 0.5;
2581 .bool move_qcphysics;
2583 void Player_Physics(entity this)
2585 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2587 if(!this.move_qcphysics)
2590 if(!frametime && !CS(this).pm_frametime)
2593 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2595 CS(this).pm_frametime = 0;
2602 Called every frame for each client after the physics are run
2605 void PlayerPostThink (entity this)
2607 Player_Physics(this);
2610 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2611 if (IS_REAL_CLIENT(this))
2612 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2614 int totalClients = 0;
2615 if(sv_maxidle_slots > 0)
2617 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2623 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2624 { /* do nothing */ }
2625 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2627 if (CS(this).idlekick_lasttimeleft)
2629 CS(this).idlekick_lasttimeleft = 0;
2630 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2635 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2636 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2637 if (!CS(this).idlekick_lasttimeleft)
2638 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2640 if (timeleft <= 0) {
2641 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2645 else if (timeleft <= 10) {
2646 if (timeleft != CS(this).idlekick_lasttimeleft) {
2647 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2649 CS(this).idlekick_lasttimeleft = timeleft;
2658 this.solid = SOLID_NOT;
2659 this.takedamage = DAMAGE_NO;
2660 set_movetype(this, MOVETYPE_NONE);
2663 if (IS_PLAYER(this)) {
2664 if(this.death_time == time && IS_DEAD(this))
2666 // player's bbox gets resized now, instead of in the damage event that killed the player,
2667 // once all the damage events of this frame have been processed with normal size
2669 setsize(this, this.mins, this.maxs);
2672 UpdateChatBubble(this);
2673 if (CS(this).impulse) ImpulseCommands(this);
2676 CSQCMODEL_AUTOUPDATE(this);
2679 GetPressedKeys(this);
2682 if (this.waypointsprite_attachedforcarrier) {
2683 vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2684 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2687 CSQCMODEL_AUTOUPDATE(this);
2691 * message "": do not say, just test flood control
2697 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2699 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2700 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2703 msgin = formatmessage(source, msgin);
2706 if (!(IS_PLAYER(source) || source.caplayer))
2707 colorstr = "^0"; // black for spectators
2709 colorstr = Team_ColorCode(source.team);
2716 if (intermission_running)
2725 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2728 * using bprint solves this... me stupid
2729 // how can we prevent the message from appearing in a listen server?
2730 // for now, just give "say" back and only handle say_team
2733 clientcommand(source, strcat("say ", msgin));
2738 string namestr = "";
2740 namestr = playername(source, autocvar_g_chat_teamcolors);
2742 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2744 string msgstr = "", cmsgstr = "";
2745 string privatemsgprefix = string_null;
2746 int privatemsgprefixlen = 0;
2751 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2752 privatemsgprefixlen = strlen(msgstr);
2753 msgstr = strcat(msgstr, msgin);
2754 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2755 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2759 if(strstrofs(msgin, "/me", 0) >= 0)
2761 //msgin = strreplace("/me", "", msgin);
2762 //msgin = substring(msgin, 3, strlen(msgin));
2763 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2764 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2767 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2768 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2772 if(strstrofs(msgin, "/me", 0) >= 0)
2774 //msgin = strreplace("/me", "", msgin);
2775 //msgin = substring(msgin, 3, strlen(msgin));
2776 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2777 msgstr = strcat("\{1}^4* ", "^7", msgin);
2781 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2782 msgstr = strcat(msgstr, msgin);
2786 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2789 string fullmsgstr = msgstr;
2790 string fullcmsgstr = cmsgstr;
2794 var .float flood_field = floodcontrol_chat;
2795 if(floodcontrol && source)
2803 flood_spl = autocvar_g_chat_flood_spl_tell;
2804 flood_burst = autocvar_g_chat_flood_burst_tell;
2805 flood_lmax = autocvar_g_chat_flood_lmax_tell;
2806 flood_field = floodcontrol_chattell;
2810 flood_spl = autocvar_g_chat_flood_spl_team;
2811 flood_burst = autocvar_g_chat_flood_burst_team;
2812 flood_lmax = autocvar_g_chat_flood_lmax_team;
2813 flood_field = floodcontrol_chatteam;
2817 flood_spl = autocvar_g_chat_flood_spl;
2818 flood_burst = autocvar_g_chat_flood_burst;
2819 flood_lmax = autocvar_g_chat_flood_lmax;
2820 flood_field = floodcontrol_chat;
2822 flood_burst = max(0, flood_burst - 1);
2823 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2825 // do flood control for the default line size
2828 getWrappedLine_remaining = msgstr;
2831 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
2833 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
2836 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
2838 if(getWrappedLine_remaining != "")
2840 msgstr = strcat(msgstr, "\n");
2844 if (time >= source.(flood_field))
2846 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
2851 msgstr = fullmsgstr;
2856 if (time >= source.(flood_field))
2857 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
2862 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
2863 source.(flood_field) = flood = 0;
2866 string sourcemsgstr, sourcecmsgstr;
2867 if(flood == 2) // cannot happen for empty msgstr
2869 if(autocvar_g_chat_flood_notify_flooder)
2871 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
2876 sourcemsgstr = fullmsgstr;
2877 sourcecmsgstr = fullcmsgstr;
2883 sourcemsgstr = msgstr;
2884 sourcecmsgstr = cmsgstr;
2887 if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2890 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
2891 teamsay = -1; // spectators
2895 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
2897 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
2899 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
2902 if(source && CS(source).muted)
2904 // always fake the message
2909 if (autocvar_g_chat_flood_notify_flooder)
2911 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
2922 if (privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2925 if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
2926 ret = -1; // just hide the message completely
2929 MUTATOR_CALLHOOK(ChatMessage, source, ret);
2930 ret = M_ARGV(1, int);
2932 string event_log_msg = "";
2934 if(sourcemsgstr != "" && ret != 0)
2936 if(ret < 0) // faked message, because the player is muted
2938 sprint(source, sourcemsgstr);
2939 if(sourcecmsgstr != "" && !privatesay)
2940 centerprint(source, sourcecmsgstr);
2942 else if(privatesay) // private message, between 2 people only
2944 sprint(source, sourcemsgstr);
2945 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
2946 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
2948 sprint(privatesay, msgstr);
2950 centerprint(privatesay, cmsgstr);
2953 else if ( teamsay && CS(source).active_minigame )
2955 sprint(source, sourcemsgstr);
2956 dedicated_print(msgstr); // send to server console too
2957 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
2960 event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
2963 else if(teamsay > 0) // team message, only sent to team mates
2965 sprint(source, sourcemsgstr);
2966 dedicated_print(msgstr); // send to server console too
2967 if(sourcecmsgstr != "")
2968 centerprint(source, sourcecmsgstr);
2969 FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
2972 centerprint(it, cmsgstr);
2974 event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
2976 else if(teamsay < 0) // spectator message, only sent to spectators
2978 sprint(source, sourcemsgstr);
2979 dedicated_print(msgstr); // send to server console too
2980 FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
2983 event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
2988 sprint(source, sourcemsgstr);
2989 dedicated_print(msgstr); // send to server console too
2990 MX_Say(strcat(playername(source, true), "^7: ", msgin));
2992 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
2995 event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
2999 if (autocvar_sv_eventlog && (event_log_msg != "")) {
3000 GameLogEcho(event_log_msg);
3006 // hack to copy the button fields from the client entity to the Client State
3007 void PM_UpdateButtons(entity this, entity store)
3010 store.impulse = this.impulse;
3013 bool typing = this.buttonchat || this.button14;
3015 store.button0 = (typing) ? 0 : this.button0;
3017 store.button2 = (typing) ? 0 : this.button2;
3018 store.button3 = (typing) ? 0 : this.button3;
3019 store.button4 = this.button4;
3020 store.button5 = (typing) ? 0 : this.button5;
3021 store.button6 = this.button6;
3022 store.button7 = this.button7;
3023 store.button8 = this.button8;
3024 store.button9 = this.button9;
3025 store.button10 = this.button10;
3026 store.button11 = this.button11;
3027 store.button12 = this.button12;
3028 store.button13 = this.button13;
3029 store.button14 = this.button14;
3030 store.button15 = this.button15;
3031 store.button16 = this.button16;
3032 store.buttonuse = this.buttonuse;
3033 store.buttonchat = this.buttonchat;
3035 store.cursor_active = this.cursor_active;
3036 store.cursor_screen = this.cursor_screen;
3037 store.cursor_trace_start = this.cursor_trace_start;
3038 store.cursor_trace_endpos = this.cursor_trace_endpos;
3039 store.cursor_trace_ent = this.cursor_trace_ent;
3041 store.ping = this.ping;
3042 store.ping_packetloss = this.ping_packetloss;
3043 store.ping_movementloss = this.ping_movementloss;
3045 store.v_angle = this.v_angle;
3046 store.movement = (typing) ? '0 0 0' : this.movement;
3049 NET_HANDLE(fpsreport, bool)
3051 int fps = ReadShort();
3052 PlayerScore_Set(sender, SP_FPS, fps);