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);
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;
352 STAT(WEAPONS, this) = '0 0 0';
353 this.drawonlytoclient = this;
357 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
359 this.weaponmodel = "";
360 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
362 this.weaponentities[slot] = NULL;
364 this.exteriorweaponentity = NULL;
365 CS(this).killcount = FRAGS_SPECTATOR;
366 this.velocity = '0 0 0';
367 this.avelocity = '0 0 0';
368 this.punchangle = '0 0 0';
369 this.punchvector = '0 0 0';
370 this.oldvelocity = this.velocity;
371 this.fire_endtime = -1;
372 this.event_damage = func_null;
373 this.event_heal = func_null;
375 for(int slot = 0; slot < MAX_AXH; ++slot)
377 entity axh = this.(AuxiliaryXhair[slot]);
378 this.(AuxiliaryXhair[slot]) = NULL;
380 if(axh.owner == this && axh != NULL && !wasfreed(axh))
384 if (mutator_returnvalue)
386 // mutator prevents resetting teams+score
390 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
391 this.frags = FRAGS_SPECTATOR;
395 int player_getspecies(entity this)
397 get_model_parameters(this.model, this.skin);
398 int s = get_model_parameters_species;
399 get_model_parameters(string_null, 0);
400 if (s < 0) return SPECIES_HUMAN;
404 .float model_randomizer;
405 void FixPlayermodel(entity player)
407 string defaultmodel = "";
409 if(autocvar_sv_defaultcharacter)
415 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
416 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
417 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
418 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
422 if(defaultmodel == "")
424 defaultmodel = autocvar_sv_defaultplayermodel;
425 defaultskin = autocvar_sv_defaultplayerskin;
428 int n = tokenize_console(defaultmodel);
431 defaultmodel = argv(floor(n * CS(player).model_randomizer));
432 // However, do NOT randomize if the player-selected model is in the list.
433 for (int i = 0; i < n; ++i)
434 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
435 defaultmodel = argv(i);
438 int i = strstrofs(defaultmodel, ":", 0);
441 defaultskin = stof(substring(defaultmodel, i+1, -1));
442 defaultmodel = substring(defaultmodel, 0, i);
445 if(autocvar_sv_defaultcharacterskin && !defaultskin)
451 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
452 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
453 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
454 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
459 defaultskin = autocvar_sv_defaultplayerskin;
462 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
463 defaultmodel = M_ARGV(0, string);
464 defaultskin = M_ARGV(1, int);
468 if(defaultmodel != "")
470 if (defaultmodel != player.model)
472 vector m1 = player.mins;
473 vector m2 = player.maxs;
474 setplayermodel (player, defaultmodel);
475 setsize (player, m1, m2);
479 oldskin = player.skin;
480 player.skin = defaultskin;
482 if (player.playermodel != player.model || player.playermodel == "")
484 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
485 vector m1 = player.mins;
486 vector m2 = player.maxs;
487 setplayermodel (player, player.playermodel);
488 setsize (player, m1, m2);
492 if(!autocvar_sv_defaultcharacterskin)
494 oldskin = player.skin;
495 player.skin = stof(player.playerskin);
499 oldskin = player.skin;
500 player.skin = defaultskin;
504 if(chmdl || oldskin != player.skin) // model or skin has changed
506 player.species = player_getspecies(player); // update species
507 if(!autocvar_g_debug_globalsounds)
508 UpdatePlayerSounds(player); // update skin sounds
512 if(strlen(autocvar_sv_defaultplayercolors))
513 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
514 setcolor(player, stof(autocvar_sv_defaultplayercolors));
517 void PutPlayerInServer(entity this)
519 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
521 PlayerState_attach(this);
522 accuracy_resend(this);
525 TeamBalance_JoinBestTeam(this);
527 entity spot = SelectSpawnPoint(this, false);
529 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
530 return; // spawn failed
533 TRANSMUTE(Player, this);
535 CS(this).wasplayer = true;
536 this.iscreature = true;
537 this.teleportable = TELEPORT_NORMAL;
538 if(!this.damagedbycontents)
539 IL_PUSH(g_damagedbycontents, this);
540 this.damagedbycontents = true;
541 set_movetype(this, MOVETYPE_WALK);
542 this.solid = SOLID_SLIDEBOX;
543 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
544 if (autocvar_g_playerclip_collisions)
545 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
546 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
547 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
548 this.frags = FRAGS_PLAYER;
549 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
550 this.flags = FL_CLIENT | FL_PICKUPITEMS;
551 if (autocvar__notarget)
552 this.flags |= FL_NOTARGET;
553 this.takedamage = DAMAGE_AIM;
554 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
557 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
558 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
559 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
560 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
561 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
562 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
563 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
564 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
565 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
567 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
568 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
569 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
570 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
571 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
572 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
573 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
574 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
575 STAT(WEAPONS, this) = start_weapons;
576 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
578 GiveRandomWeapons(this, random_start_weapons_count,
579 autocvar_g_random_start_weapons, random_start_ammo);
582 SetSpectatee_status(this, 0);
584 PS(this).dual_weapons = '0 0 0';
586 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
588 this.items = start_items;
590 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
591 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
592 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
593 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
594 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
595 if (!sv_ready_restart_after_countdown && time < game_starttime)
597 float f = game_starttime - time;
598 this.spawnshieldtime += f;
599 this.pauserotarmor_finished += f;
600 this.pauserothealth_finished += f;
601 this.pauseregen_finished += f;
604 this.damageforcescale = 2;
606 this.respawn_flags = 0;
607 this.respawn_time = 0;
608 STAT(RESPAWN_TIME, this) = 0;
609 this.scale = autocvar_sv_player_scale;
612 this.pain_finished = 0;
614 setthink(this, func_null); // players have no think function
617 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
619 this.deadflag = DEAD_NO;
621 this.angles = spot.angles;
622 this.angles_z = 0; // never spawn tilted even if the spot says to
623 if (IS_BOT_CLIENT(this))
624 this.v_angle = this.angles;
625 this.fixangle = true; // turn this way immediately
626 this.oldvelocity = this.velocity = '0 0 0';
627 this.avelocity = '0 0 0';
628 this.punchangle = '0 0 0';
629 this.punchvector = '0 0 0';
631 this.strength_finished = 0;
632 this.invincible_finished = 0;
633 this.fire_endtime = -1;
634 STAT(REVIVE_PROGRESS, this) = 0;
635 this.revival_time = 0;
637 this.air_finished = time + 12;
638 this.waterlevel = WATERLEVEL_NONE;
639 this.watertype = CONTENT_EMPTY;
641 entity spawnevent = new_pure(spawnevent);
642 spawnevent.owner = this;
643 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
645 // Cut off any still running player sounds.
646 stopsound(this, CH_PLAYER_SINGLE);
649 FixPlayermodel(this);
650 this.drawonlytoclient = NULL;
654 for(int slot = 0; slot < MAX_AXH; ++slot)
656 entity axh = this.(AuxiliaryXhair[slot]);
657 this.(AuxiliaryXhair[slot]) = NULL;
659 if(axh.owner == this && axh != NULL && !wasfreed(axh))
663 this.spawnpoint_targ = NULL;
666 this.view_ofs = STAT(PL_VIEW_OFS, this);
667 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
668 this.spawnorigin = spot.origin;
669 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
670 // don't reset back to last position, even if new position is stuck in solid
671 this.oldorigin = this.origin;
673 IL_REMOVE(g_conveyed, this);
674 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
675 STAT(HUD, this) = HUD_NORMAL;
677 this.event_damage = PlayerDamage;
678 this.event_heal = PlayerHeal;
681 IL_PUSH(g_bot_targets, this);
682 this.bot_attack = true;
683 if(!this.monster_attack)
684 IL_PUSH(g_monster_targets, this);
685 this.monster_attack = true;
686 navigation_dynamicgoal_init(this, false);
688 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
690 // player was spectator
691 if (CS(this).killcount == FRAGS_SPECTATOR) {
692 PlayerScore_Clear(this);
693 CS(this).killcount = 0;
694 CS(this).startplaytime = time;
697 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
699 .entity weaponentity = weaponentities[slot];
700 entity oldwep = this.(weaponentity);
701 CL_SpawnWeaponentity(this, weaponentity);
702 if(oldwep && oldwep.owner == this)
703 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
705 this.alpha = default_player_alpha;
706 this.colormod = '1 1 1' * autocvar_g_player_brightness;
707 this.exteriorweaponentity.alpha = default_weapon_alpha;
709 this.speedrunning = false;
711 this.counter_cnt = 0;
712 this.fragsfilter_cnt = 0;
714 target_voicescript_clear(this);
716 // reset fields the weapons may use
717 FOREACH(Weapons, true, {
718 it.wr_resetplayer(it, this);
719 // reload all reloadable weapons
720 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
721 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
723 .entity weaponentity = weaponentities[slot];
724 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
730 //string s = spot.target;
731 //spot.target = string_null;
732 SUB_UseTargets(spot, this, NULL);
738 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
740 if (autocvar_spawn_debug)
742 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
743 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
746 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
748 .entity weaponentity = weaponentities[slot];
749 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
750 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
752 this.(weaponentity).m_switchweapon = WEP_Null;
753 this.(weaponentity).m_weapon = WEP_Null;
754 this.(weaponentity).weaponname = "";
755 this.(weaponentity).m_switchingweapon = WEP_Null;
756 this.(weaponentity).cnt = -1;
759 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
761 if (CS(this).impulse) ImpulseCommands(this);
763 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
765 .entity weaponentity = weaponentities[slot];
766 W_WeaponFrame(this, weaponentity);
769 if (!warmup_stage && !this.alivetime)
770 this.alivetime = time;
772 antilag_clear(this, CS(this));
775 /** Called when a client spawns in the server */
776 void PutClientInServer(entity this)
778 if (IS_BOT_CLIENT(this)) {
779 TRANSMUTE(Player, this);
780 } else if (IS_REAL_CLIENT(this)) {
782 WriteByte(MSG_ONE, SVC_SETVIEW);
783 WriteEntity(MSG_ONE, this);
786 TRANSMUTE(Observer, this);
788 SetSpectatee(this, NULL);
792 PS(this).itemkeys = 0;
794 MUTATOR_CALLHOOK(PutClientInServer, this);
796 if (IS_OBSERVER(this)) {
797 PutObserverInServer(this);
798 } else if (IS_PLAYER(this)) {
799 PutPlayerInServer(this);
803 // TODO do we need all these fields, or should we stop autodetecting runtime
804 // changes and just have a console command to update this?
805 bool ClientInit_SendEntity(entity this, entity to, int sf)
807 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
810 // MSG_INIT replacement
811 // TODO: make easier to use
813 W_PROP_reload(MSG_ONE, to);
814 ClientInit_misc(this);
815 MUTATOR_CALLHOOK(Ent_Init);
817 void ClientInit_misc(entity this)
819 int channel = MSG_ONE;
820 WriteHeader(channel, ENT_CLIENT_INIT);
821 WriteByte(channel, g_nexball_meter_period * 32);
822 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
823 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
824 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
825 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
826 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
827 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
828 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
829 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
831 if(sv_foginterval && world.fog != "")
832 WriteString(channel, world.fog);
834 WriteString(channel, "");
835 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
836 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
837 WriteByte(channel, serverflags);
838 WriteCoord(channel, autocvar_g_trueaim_minrange);
841 void ClientInit_CheckUpdate(entity this)
843 this.nextthink = time;
844 if(this.count != autocvar_g_balance_armor_blockpercent)
846 this.count = autocvar_g_balance_armor_blockpercent;
849 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
851 this.cnt = autocvar_g_balance_damagepush_speedfactor;
856 void ClientInit_Spawn()
858 entity e = new_pure(clientinit);
859 setthink(e, ClientInit_CheckUpdate);
860 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
862 ClientInit_CheckUpdate(e);
872 // initialize parms for a new player
873 parm1 = -(86400 * 366);
875 MUTATOR_CALLHOOK(SetNewParms);
883 void SetChangeParms (entity this)
885 // save parms for level change
886 parm1 = CS(this).parm_idlesince - time;
888 MUTATOR_CALLHOOK(SetChangeParms);
896 void DecodeLevelParms(entity this)
899 CS(this).parm_idlesince = parm1;
900 if (CS(this).parm_idlesince == -(86400 * 366))
901 CS(this).parm_idlesince = time;
903 // whatever happens, allow 60 seconds of idling directly after connect for map loading
904 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
906 MUTATOR_CALLHOOK(DecodeLevelParms);
909 void FixClientCvars(entity e)
911 // send prediction settings to the client
912 stuffcmd(e, "\nin_bindmap 0 0\n");
913 if(autocvar_g_antilag == 3) // client side hitscan
914 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
915 if(autocvar_sv_gentle)
916 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
918 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
919 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
921 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
923 MUTATOR_CALLHOOK(FixClientCvars, e);
926 bool findinlist_abbrev(string tofind, string list)
928 if(list == "" || tofind == "")
929 return false; // empty list or search, just return
931 // this function allows abbreviated strings!
932 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
940 bool PlayerInIPList(entity p, string iplist)
942 // some safety checks (never allow local?)
943 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
946 return findinlist_abbrev(p.netaddress, iplist);
949 bool PlayerInIDList(entity p, string idlist)
951 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
955 return findinlist_abbrev(p.crypto_idfp, idlist);
958 bool PlayerInList(entity player, string list)
960 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
963 #ifdef DP_EXT_PRECONNECT
968 Called once (not at each match start) when a client begins a connection to the server
971 void ClientPreConnect(entity this)
973 if(autocvar_sv_eventlog)
975 GameLogEcho(sprintf(":connect:%d:%d:%s",
978 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
984 string GetClientVersionMessage(entity this)
986 if (CS(this).version_mismatch) {
987 if(CS(this).version < autocvar_gameversion) {
988 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
989 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
991 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
992 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
995 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
999 string getwelcomemessage(entity this)
1001 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1002 string modifications = M_ARGV(0, string);
1006 if(g_weaponarena_random)
1007 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1009 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1011 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1012 modifications = strcat(modifications, ", No start weapons");
1013 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1014 modifications = strcat(modifications, ", Low gravity");
1015 if(g_weapon_stay && !g_cts)
1016 modifications = strcat(modifications, ", Weapons stay");
1018 modifications = strcat(modifications, ", Jet pack");
1019 if(autocvar_g_powerups == 0)
1020 modifications = strcat(modifications, ", No powerups");
1021 if(autocvar_g_powerups > 0)
1022 modifications = strcat(modifications, ", Powerups");
1023 modifications = substring(modifications, 2, strlen(modifications) - 2);
1025 string versionmessage = GetClientVersionMessage(this);
1026 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1028 if(modifications != "")
1029 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1031 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1033 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1034 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1037 if (cache_mutatormsg != "") {
1038 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1041 string mutator_msg = "";
1042 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1043 mutator_msg = M_ARGV(0, string);
1045 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1047 string motd = autocvar_sv_motd;
1049 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1058 Called when a client connects to the server
1061 void ClientConnect(entity this)
1063 if (Ban_MaybeEnforceBanOnce(this)) return;
1064 assert(!IS_CLIENT(this), return);
1065 this.flags |= FL_CLIENT;
1066 assert(player_count >= 0, player_count = 0);
1069 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1071 TRANSMUTE(Client, this);
1072 CS(this).version_nagtime = time + 10 + random() * 10;
1074 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1076 bot_clientconnect(this);
1078 Player_DetermineForcedTeam(this);
1080 TRANSMUTE(Observer, this);
1082 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1084 // always track bots, don't ask for cl_allow_uidtracking
1085 if (IS_BOT_CLIENT(this))
1086 PlayerStats_GameReport_AddPlayer(this);
1088 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1090 if (autocvar_sv_eventlog)
1091 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1093 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1095 stuffcmd(this, clientstuff, "\n");
1096 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1098 FixClientCvars(this);
1100 // get version info from player
1101 stuffcmd(this, "cmd clientversion $gameversion\n");
1103 // notify about available teams
1106 entity balance = TeamBalance_CheckAllowedTeams(this);
1107 int t = TeamBalance_GetAllowedTeams(balance);
1108 TeamBalance_Destroy(balance);
1109 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1113 stuffcmd(this, "set _teams_available 0\n");
1116 bot_relinkplayerlist();
1118 CS(this).spectatortime = time;
1119 if (blockSpectators)
1121 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1124 CS(this).jointime = time;
1126 if (IS_REAL_CLIENT(this))
1128 if (g_weaponarena_weapons == WEPSET(TUBA))
1129 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1132 if (!sv_foginterval && world.fog != "")
1133 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1135 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1136 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1137 send_CSQC_teamnagger();
1139 CSQCMODEL_AUTOINIT(this);
1141 CS(this).model_randomizer = random();
1143 if (IS_REAL_CLIENT(this))
1144 sv_notice_join(this);
1146 this.move_qcphysics = true;
1148 // update physics stats (players can spawn before physics runs)
1149 Physics_UpdateStats(this);
1151 IL_EACH(g_initforplayer, it.init_for_player, {
1152 it.init_for_player(it, this);
1155 Handicap_Initialize(this);
1157 MUTATOR_CALLHOOK(ClientConnect, this);
1159 if (IS_REAL_CLIENT(this))
1161 if (!autocvar_g_campaign && !IS_PLAYER(this))
1163 CS(this).motd_actived_time = -1;
1164 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1172 Called when a client disconnects from the server
1175 .entity chatbubbleentity;
1176 void ClientDisconnect(entity this)
1178 assert(IS_CLIENT(this), return);
1180 PlayerStats_GameReport_FinalizePlayer(this);
1181 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1182 if (CS(this).active_minigame) part_minigame(this);
1183 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1185 if (autocvar_sv_eventlog)
1186 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1188 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1191 SetSpectatee(this, NULL);
1193 MUTATOR_CALLHOOK(ClientDisconnect, this);
1195 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1196 strfree(CS(this).weaponorder_byimpulse);
1197 ClientState_detach(this);
1199 Portal_ClearAll(this);
1203 RemoveGrapplingHooks(this);
1205 // Here, everything has been done that requires this player to be a client.
1207 this.flags &= ~FL_CLIENT;
1209 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1210 if (this.killindicator) delete(this.killindicator);
1212 WaypointSprite_PlayerGone(this);
1214 bot_relinkplayerlist();
1216 strfree(this.clientstatus);
1217 if (this.personal) delete(this.personal);
1221 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1226 void ChatBubbleThink(entity this)
1228 this.nextthink = time;
1229 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1231 if(this.owner) // but why can that ever be NULL?
1232 this.owner.chatbubbleentity = NULL;
1239 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1241 if ( CS(this.owner).active_minigame )
1242 this.mdl = "models/sprites/minigame_busy.iqm";
1243 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1244 this.mdl = "models/misc/chatbubble.spr";
1247 if ( this.model != this.mdl )
1248 _setmodel(this, this.mdl);
1252 void UpdateChatBubble(entity this)
1256 // spawn a chatbubble entity if needed
1257 if (!this.chatbubbleentity)
1259 this.chatbubbleentity = new(chatbubbleentity);
1260 this.chatbubbleentity.owner = this;
1261 this.chatbubbleentity.exteriormodeltoclient = this;
1262 setthink(this.chatbubbleentity, ChatBubbleThink);
1263 this.chatbubbleentity.nextthink = time;
1264 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1265 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1266 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1267 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1268 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1269 //this.chatbubbleentity.model = "";
1270 this.chatbubbleentity.effects = EF_LOWPRECISION;
1275 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1276 // added to the model skins
1277 /*void UpdateColorModHack()
1280 c = this.clientcolors & 15;
1281 // LordHavoc: only bothering to support white, green, red, yellow, blue
1282 if (!teamplay) this.colormod = '0 0 0';
1283 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1284 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1285 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1286 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1287 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1288 else this.colormod = '1 1 1';
1291 void respawn(entity this)
1293 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1295 this.solid = SOLID_NOT;
1296 this.takedamage = DAMAGE_NO;
1297 set_movetype(this, MOVETYPE_FLY);
1298 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1299 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1300 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1301 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1302 if(autocvar_g_respawn_ghosts_maxtime)
1303 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1308 this.effects |= EF_NODRAW; // prevent another CopyBody
1309 PutClientInServer(this);
1312 void PrintToChat(entity client, string text)
1314 text = strcat("\{1}^7", text, "\n");
1315 sprint(client, text);
1318 void DebugPrintToChat(entity client, string text)
1320 if (autocvar_developer)
1322 PrintToChat(client, text);
1326 void PrintToChatAll(string text)
1328 text = strcat("\{1}^7", text, "\n");
1332 void DebugPrintToChatAll(string text)
1334 if (autocvar_developer)
1336 PrintToChatAll(text);
1340 void PrintToChatTeam(int team_num, string text)
1342 text = strcat("\{1}^7", text, "\n");
1343 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1345 if (it.team == team_num)
1352 void DebugPrintToChatTeam(int team_num, string text)
1354 if (autocvar_developer)
1356 PrintToChatTeam(team_num, text);
1360 void play_countdown(entity this, float finished, Sound samp)
1363 if(IS_REAL_CLIENT(this))
1364 if(floor(finished - time - frametime) != floor(finished - time))
1365 if(finished - time < 6)
1366 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1369 void player_powerups(entity this)
1371 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1372 int items_prev = this.items;
1374 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1375 this.modelflags |= MF_ROCKET;
1377 this.modelflags &= ~MF_ROCKET;
1379 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1381 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1384 Fire_ApplyDamage(this);
1385 Fire_ApplyEffect(this);
1387 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1389 if (this.items & ITEM_Strength.m_itemid)
1391 play_countdown(this, this.strength_finished, SND_POWEROFF);
1392 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1393 if (time > this.strength_finished)
1395 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1396 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1397 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1402 if (time < this.strength_finished)
1404 this.items = this.items | ITEM_Strength.m_itemid;
1406 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1407 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1410 if (this.items & ITEM_Shield.m_itemid)
1412 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1413 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1414 if (time > this.invincible_finished)
1416 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1417 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1418 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1423 if (time < this.invincible_finished)
1425 this.items = this.items | ITEM_Shield.m_itemid;
1427 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1428 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1431 if (this.items & IT_SUPERWEAPON)
1433 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1435 this.superweapons_finished = 0;
1436 this.items = this.items - (this.items & IT_SUPERWEAPON);
1437 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1438 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1440 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1442 // don't let them run out
1446 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1447 if (time > this.superweapons_finished)
1449 this.items = this.items - (this.items & IT_SUPERWEAPON);
1450 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1451 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1452 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1456 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1458 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1460 this.items = this.items | IT_SUPERWEAPON;
1461 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1464 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1465 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1470 this.superweapons_finished = 0;
1471 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1476 this.superweapons_finished = 0;
1480 if(autocvar_g_nodepthtestplayers)
1481 this.effects = this.effects | EF_NODEPTHTEST;
1483 if(autocvar_g_fullbrightplayers)
1484 this.effects = this.effects | EF_FULLBRIGHT;
1486 if (time >= game_starttime)
1487 if (time < this.spawnshieldtime)
1488 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1490 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1493 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1495 if(current > stable)
1497 else if(current > stable - 0.25) // when close enough, "snap"
1500 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1503 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1505 if(current < stable)
1507 else if(current < stable + 0.25) // when close enough, "snap"
1510 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1513 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1515 if(current > rotstable)
1517 if(rotframetime > 0)
1519 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1520 current = max(rotstable, current - rotlinear * rotframetime);
1523 else if(current < regenstable)
1525 if(regenframetime > 0)
1527 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1528 current = min(regenstable, current + regenlinear * regenframetime);
1538 void player_regen(entity this)
1540 float max_mod, regen_mod, rot_mod, limit_mod;
1541 max_mod = regen_mod = rot_mod = limit_mod = 1;
1543 float regen_health = autocvar_g_balance_health_regen;
1544 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1545 float regen_health_rot = autocvar_g_balance_health_rot;
1546 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1547 float regen_health_stable = autocvar_g_balance_health_regenstable;
1548 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1549 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1550 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1551 max_mod = M_ARGV(1, float);
1552 regen_mod = M_ARGV(2, float);
1553 rot_mod = M_ARGV(3, float);
1554 limit_mod = M_ARGV(4, float);
1555 regen_health = M_ARGV(5, float);
1556 regen_health_linear = M_ARGV(6, float);
1557 regen_health_rot = M_ARGV(7, float);
1558 regen_health_rotlinear = M_ARGV(8, float);
1559 regen_health_stable = M_ARGV(9, float);
1560 regen_health_rotstable = M_ARGV(10, float);
1562 if(!mutator_returnvalue)
1563 if(!STAT(FROZEN, this))
1565 float mina, maxa, limith, limita;
1566 maxa = autocvar_g_balance_armor_rotstable;
1567 mina = autocvar_g_balance_armor_regenstable;
1568 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1569 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1571 regen_health_rotstable = regen_health_rotstable * max_mod;
1572 regen_health_stable = regen_health_stable * max_mod;
1573 limith = limith * limit_mod;
1574 limita = limita * limit_mod;
1576 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1577 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1578 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1579 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1580 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1581 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1584 // if player rotted to death... die!
1585 // check this outside above checks, as player may still be able to rot to death
1586 if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1589 vehicles_exit(this.vehicle, VHEF_RELEASE);
1590 if(this.event_damage)
1591 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1594 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1596 float minf, maxf, limitf;
1598 maxf = autocvar_g_balance_fuel_rotstable;
1599 minf = autocvar_g_balance_fuel_regenstable;
1600 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1602 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1603 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1604 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1609 void SetZoomState(entity this, float newzoom)
1611 if(newzoom != CS(this).zoomstate)
1613 CS(this).zoomstate = newzoom;
1614 ClientData_Touch(this);
1616 zoomstate_set = true;
1619 void GetPressedKeys(entity this)
1621 MUTATOR_CALLHOOK(GetPressedKeys, this);
1622 int keys = STAT(PRESSED_KEYS, this);
1623 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1624 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1625 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1626 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1628 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1629 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
1630 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1631 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1632 CS(this).pressedkeys = keys; // store for other users
1634 STAT(PRESSED_KEYS, this) = keys;
1638 ======================
1639 spectate mode routines
1640 ======================
1643 void SpectateCopy(entity this, entity spectatee)
1645 TC(Client, this); TC(Client, spectatee);
1647 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1648 PS(this) = PS(spectatee);
1649 this.armortype = spectatee.armortype;
1650 SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1651 SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1652 SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1653 SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1654 SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1655 SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1656 SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1657 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1658 SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1659 CS(this).impulse = 0;
1660 this.items = spectatee.items;
1661 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1662 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1663 this.strength_finished = spectatee.strength_finished;
1664 this.invincible_finished = spectatee.invincible_finished;
1665 this.superweapons_finished = spectatee.superweapons_finished;
1666 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1667 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1668 this.punchangle = spectatee.punchangle;
1669 this.view_ofs = spectatee.view_ofs;
1670 this.velocity = spectatee.velocity;
1671 this.dmg_take = spectatee.dmg_take;
1672 this.dmg_save = spectatee.dmg_save;
1673 this.dmg_inflictor = spectatee.dmg_inflictor;
1674 this.v_angle = spectatee.v_angle;
1675 this.angles = spectatee.v_angle;
1676 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1677 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1678 this.viewloc = spectatee.viewloc;
1679 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1680 this.fixangle = true;
1681 setorigin(this, spectatee.origin);
1682 setsize(this, spectatee.mins, spectatee.maxs);
1683 SetZoomState(this, CS(spectatee).zoomstate);
1685 anticheat_spectatecopy(this, spectatee);
1686 STAT(HUD, this) = STAT(HUD, spectatee);
1687 if(spectatee.vehicle)
1689 this.angles = spectatee.v_angle;
1691 //this.fixangle = false;
1692 //this.velocity = spectatee.vehicle.velocity;
1693 this.vehicle_health = spectatee.vehicle_health;
1694 this.vehicle_shield = spectatee.vehicle_shield;
1695 this.vehicle_energy = spectatee.vehicle_energy;
1696 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1697 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1698 this.vehicle_reload1 = spectatee.vehicle_reload1;
1699 this.vehicle_reload2 = spectatee.vehicle_reload2;
1701 //msg_entity = this;
1703 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1704 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1705 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1706 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1708 //WriteByte (MSG_ONE, SVC_SETVIEW);
1709 // WriteEntity(MSG_ONE, this);
1710 //makevectors(spectatee.v_angle);
1711 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1715 bool SpectateUpdate(entity this)
1720 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1722 SetSpectatee(this, NULL);
1726 SpectateCopy(this, this.enemy);
1731 bool SpectateSet(entity this)
1733 if(!IS_PLAYER(this.enemy))
1736 ClientData_Touch(this.enemy);
1739 WriteByte(MSG_ONE, SVC_SETVIEW);
1740 WriteEntity(MSG_ONE, this.enemy);
1741 set_movetype(this, MOVETYPE_NONE);
1742 accuracy_resend(this);
1744 if(!SpectateUpdate(this))
1745 PutObserverInServer(this);
1750 void SetSpectatee_status(entity this, int spectatee_num)
1752 int oldspectatee_status = CS(this).spectatee_status;
1753 CS(this).spectatee_status = spectatee_num;
1755 if (CS(this).spectatee_status != oldspectatee_status)
1757 ClientData_Touch(this);
1758 if (g_race || g_cts) race_InitSpectator();
1762 void SetSpectatee(entity this, entity spectatee)
1764 if(IS_BOT_CLIENT(this))
1765 return; // bots abuse .enemy, this code is useless to them
1767 entity old_spectatee = this.enemy;
1769 this.enemy = spectatee;
1772 // these are required to fix the spectator bug with arc
1775 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1777 .entity weaponentity = weaponentities[slot];
1778 if(old_spectatee.(weaponentity).arc_beam)
1779 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1784 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1786 .entity weaponentity = weaponentities[slot];
1787 if(this.enemy.(weaponentity).arc_beam)
1788 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1793 SetSpectatee_status(this, etof(this.enemy));
1795 // needed to update spectator list
1796 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1799 bool Spectate(entity this, entity pl)
1801 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1803 pl = M_ARGV(1, entity);
1805 SetSpectatee(this, pl);
1806 return SpectateSet(this);
1809 bool SpectateNext(entity this)
1811 entity ent = find(this.enemy, classname, STR_PLAYER);
1813 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1814 ent = M_ARGV(1, entity);
1816 ent = find(ent, classname, STR_PLAYER);
1818 if(ent) { SetSpectatee(this, ent); }
1820 return SpectateSet(this);
1823 bool SpectatePrev(entity this)
1825 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1826 entity ent = findchain(classname, STR_PLAYER);
1827 if (!ent) // no player
1831 // skip players until current spectated player
1833 while(ent && ent != this.enemy)
1836 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1838 case MUT_SPECPREV_FOUND:
1839 ent = M_ARGV(1, entity);
1841 case MUT_SPECPREV_RETURN:
1843 case MUT_SPECPREV_CONTINUE:
1854 SetSpectatee(this, ent);
1855 return SpectateSet(this);
1860 ShowRespawnCountdown()
1862 Update a respawn countdown display.
1865 void ShowRespawnCountdown(entity this)
1868 if(!IS_DEAD(this)) // just respawned?
1872 number = ceil(this.respawn_time - time);
1875 if(number <= this.respawn_countdown)
1877 this.respawn_countdown = number - 1;
1878 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
1879 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1884 .bool team_selected;
1885 bool ShowTeamSelection(entity this)
1887 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1889 stuffcmd(this, "menu_showteamselect\n");
1892 void Join(entity this)
1894 TRANSMUTE(Player, this);
1896 if(!this.team_selected)
1897 if(autocvar_g_campaign || autocvar_g_balance_teams)
1898 TeamBalance_JoinBestTeam(this);
1900 if(autocvar_g_campaign)
1901 campaign_bots_may_start = true;
1903 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1905 PutClientInServer(this);
1908 if(teamplay && this.team != -1)
1912 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1913 this.team_selected = false;
1917 * Determines whether the player is allowed to join. This depends on cvar
1918 * g_maxplayers, if it isn't used this function always return true, otherwise
1919 * it checks whether the number of currently playing players exceeds g_maxplayers.
1920 * @return int number of free slots for players, 0 if none
1922 int nJoinAllowed(entity this, entity ignore)
1925 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1926 // so report 0 free slots if restricted
1928 if(autocvar_g_forced_team_otherwise == "spectate")
1930 if(autocvar_g_forced_team_otherwise == "spectator")
1934 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1935 return 0; // forced spectators can never join
1937 // TODO simplify this
1938 int totalClients = 0;
1939 int currentlyPlaying = 0;
1940 FOREACH_CLIENT(true, {
1943 if(IS_REAL_CLIENT(it))
1944 if(IS_PLAYER(it) || it.caplayer)
1948 float free_slots = 0;
1949 if (!autocvar_g_maxplayers)
1950 free_slots = maxclients - totalClients;
1951 else if(currentlyPlaying < autocvar_g_maxplayers)
1952 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1954 static float join_prevent_msg_time = 0;
1955 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1957 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1958 join_prevent_msg_time = time + 3;
1965 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1966 * g_maxplayers_spectator_blocktime seconds
1968 void checkSpectatorBlock(entity this)
1970 if(IS_SPEC(this) || IS_OBSERVER(this))
1972 if(IS_REAL_CLIENT(this))
1974 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1975 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1981 void PrintWelcomeMessage(entity this)
1983 if(CS(this).motd_actived_time == 0)
1985 if (autocvar_g_campaign) {
1986 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1987 CS(this).motd_actived_time = time;
1988 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1991 if (PHYS_INPUT_BUTTON_INFO(this)) {
1992 CS(this).motd_actived_time = time;
1993 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1997 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
1999 if (autocvar_g_campaign) {
2000 if (PHYS_INPUT_BUTTON_INFO(this))
2001 CS(this).motd_actived_time = time;
2002 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2003 CS(this).motd_actived_time = 0;
2004 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2007 if (PHYS_INPUT_BUTTON_INFO(this))
2008 CS(this).motd_actived_time = time;
2009 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2010 CS(this).motd_actived_time = 0;
2011 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2015 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2017 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2018 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2019 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2021 // instanctly hide MOTD
2022 CS(this).motd_actived_time = 0;
2023 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2028 const int MIN_SPEC_TIME = 1;
2029 bool joinAllowed(entity this)
2031 if (CS(this).version_mismatch) return false;
2032 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2033 if (!nJoinAllowed(this, this)) return false;
2034 if (teamplay && lockteams) return false;
2035 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2036 if (ShowTeamSelection(this)) return false;
2041 .string shootfromfixedorigin;
2042 bool PlayerThink(entity this)
2044 if (game_stopped || intermission_running) {
2045 this.modelflags &= ~MF_ROCKET;
2046 if(intermission_running)
2047 IntermissionThink(this);
2051 if (timeout_status == TIMEOUT_ACTIVE) {
2052 // don't allow the player to turn around while game is paused
2053 // FIXME turn this into CSQC stuff
2054 this.v_angle = this.lastV_angle;
2055 this.angles = this.lastV_angle;
2056 this.fixangle = true;
2059 if (frametime) player_powerups(this);
2061 if (IS_DEAD(this)) {
2062 if (this.personal && g_race_qualifying) {
2063 if (time > this.respawn_time) {
2064 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2066 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2069 if (frametime) player_anim(this);
2071 if (this.respawn_flags & RESPAWN_DENY)
2073 STAT(RESPAWN_TIME, this) = 0;
2077 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));
2079 switch(this.deadflag)
2083 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2084 this.deadflag = DEAD_RESPAWNING;
2085 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2086 this.deadflag = DEAD_DEAD;
2092 this.deadflag = DEAD_RESPAWNABLE;
2093 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2094 this.deadflag = DEAD_RESPAWNING;
2097 case DEAD_RESPAWNABLE:
2099 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2100 this.deadflag = DEAD_RESPAWNING;
2103 case DEAD_RESPAWNING:
2105 if (time > this.respawn_time)
2107 this.respawn_time = time + 1; // only retry once a second
2108 this.respawn_time_max = this.respawn_time;
2115 ShowRespawnCountdown(this);
2117 if (this.respawn_flags & RESPAWN_SILENT)
2118 STAT(RESPAWN_TIME, this) = 0;
2119 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2121 if (time < this.respawn_time)
2122 STAT(RESPAWN_TIME, this) = this.respawn_time;
2123 else if (this.deadflag != DEAD_RESPAWNING)
2124 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2127 STAT(RESPAWN_TIME, this) = this.respawn_time;
2130 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2131 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2132 STAT(RESPAWN_TIME, this) *= -1;
2137 FixPlayermodel(this);
2139 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2140 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2141 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2144 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2147 this.items &= ~this.items_added;
2149 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2151 .entity weaponentity = weaponentities[slot];
2152 W_WeaponFrame(this, weaponentity);
2155 this.items_added = 0;
2156 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2157 this.items_added |= IT_FUEL;
2159 this.items |= this.items_added;
2164 // WEAPONTODO: Add a weapon request for this
2165 // rot vortex charge to the charge limit
2166 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2168 .entity weaponentity = weaponentities[slot];
2169 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2170 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2173 if (frametime) player_anim(this);
2176 secrets_setstatus(this);
2179 monsters_setstatus(this);
2181 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2186 .bool would_spectate;
2187 void ObserverThink(entity this)
2189 if ( CS(this).impulse )
2191 MinigameImpulse(this, CS(this).impulse);
2192 CS(this).impulse = 0;
2195 if (this.flags & FL_JUMPRELEASED) {
2196 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2197 this.flags &= ~FL_JUMPRELEASED;
2198 this.flags |= FL_SPAWNING;
2199 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2200 this.flags &= ~FL_JUMPRELEASED;
2201 if(SpectateNext(this)) {
2202 TRANSMUTE(Spectator, this);
2205 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2206 set_movetype(this, preferred_movetype);
2209 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2210 this.flags |= FL_JUMPRELEASED;
2211 if(this.flags & FL_SPAWNING)
2213 this.flags &= ~FL_SPAWNING;
2221 void SpectatorThink(entity this)
2223 if ( CS(this).impulse )
2225 if(MinigameImpulse(this, CS(this).impulse))
2226 CS(this).impulse = 0;
2228 if (CS(this).impulse == IMP_weapon_drop.impulse)
2230 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2231 CS(this).impulse = 0;
2236 if (this.flags & FL_JUMPRELEASED) {
2237 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2238 this.flags &= ~FL_JUMPRELEASED;
2239 this.flags |= FL_SPAWNING;
2240 } 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)) {
2241 this.flags &= ~FL_JUMPRELEASED;
2242 if(SpectateNext(this)) {
2243 TRANSMUTE(Spectator, this);
2245 TRANSMUTE(Observer, this);
2246 PutClientInServer(this);
2248 CS(this).impulse = 0;
2249 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2250 this.flags &= ~FL_JUMPRELEASED;
2251 if(SpectatePrev(this)) {
2252 TRANSMUTE(Spectator, this);
2254 TRANSMUTE(Observer, this);
2255 PutClientInServer(this);
2257 CS(this).impulse = 0;
2258 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2259 this.would_spectate = false;
2260 this.flags &= ~FL_JUMPRELEASED;
2261 TRANSMUTE(Observer, this);
2262 PutClientInServer(this);
2264 if(!SpectateUpdate(this))
2266 if(!SpectateNext(this))
2268 PutObserverInServer(this);
2269 this.would_spectate = true;
2274 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2275 this.flags |= FL_JUMPRELEASED;
2276 if(this.flags & FL_SPAWNING)
2278 this.flags &= ~FL_SPAWNING;
2283 if(!SpectateUpdate(this))
2284 PutObserverInServer(this);
2287 this.flags |= FL_CLIENT | FL_NOTARGET;
2290 void PlayerUseKey(entity this)
2292 if (!IS_PLAYER(this))
2299 vehicles_exit(this.vehicle, VHEF_NORMAL);
2303 else if(autocvar_g_vehicles_enter)
2305 if(!STAT(FROZEN, this))
2309 entity head, closest_target = NULL;
2310 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2312 while(head) // find the closest acceptable target to enter
2314 if(IS_VEHICLE(head))
2316 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2317 if(head.takedamage != DAMAGE_NO)
2321 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2322 { closest_target = head; }
2324 else { closest_target = head; }
2330 if(closest_target) { vehicles_enter(this, closest_target); return; }
2334 // a use key was pressed; call handlers
2335 MUTATOR_CALLHOOK(PlayerUseKey, this);
2343 Called every frame for each client before the physics are run
2346 .float last_vehiclecheck;
2347 void PlayerPreThink (entity this)
2349 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2350 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2352 WarpZone_PlayerPhysics_FixVAngle(this);
2355 // physics frames: update anticheat stuff
2356 anticheat_prethink(this);
2359 if (blockSpectators && frametime) {
2360 // WORKAROUND: only use dropclient in server frames (frametime set).
2361 // Never use it in cl_movement frames (frametime zero).
2362 checkSpectatorBlock(this);
2365 zoomstate_set = false;
2367 // Check for nameless players
2368 if (this.netname == "" || this.netname != CS(this).netname_previous)
2370 bool assume_unchanged = (CS(this).netname_previous == "");
2371 if (isInvisibleString(this.netname))
2373 this.netname = strzone(sprintf("Player#%d", this.playerid));
2374 assume_unchanged = false;
2375 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2377 if (!assume_unchanged && autocvar_sv_eventlog)
2378 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2379 strcpy(CS(this).netname_previous, this.netname);
2383 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2384 CS(this).version_nagtime = 0;
2385 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2387 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2389 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2391 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2392 if (r < 0) { // old client
2393 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2394 } else if (r > 0) { // old server
2395 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2401 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2403 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2404 this.max_armorvalue = 0;
2409 if (STAT(FROZEN, this) == 2)
2411 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2412 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2413 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2415 if (STAT(REVIVE_PROGRESS, this) >= 1)
2418 else if (STAT(FROZEN, this) == 3)
2420 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2421 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2423 if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2426 vehicles_exit(this.vehicle, VHEF_RELEASE);
2427 if(this.event_damage)
2428 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2430 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2435 MUTATOR_CALLHOOK(PlayerPreThink, this);
2437 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2438 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2440 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2442 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2443 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2445 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2449 if(!it.team || SAME_TEAM(this, it))
2450 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2451 else if(autocvar_g_vehicles_steal)
2452 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2456 this.last_vehiclecheck = time + 1;
2459 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2461 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2463 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2466 if (IS_REAL_CLIENT(this))
2467 PrintWelcomeMessage(this);
2469 if (IS_PLAYER(this)) {
2470 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2471 error("Client can't be spawned as player on connection!");
2472 if(!PlayerThink(this))
2475 else if (game_stopped || intermission_running) {
2476 if(intermission_running)
2477 IntermissionThink(this);
2480 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2482 CS(this).autojoin_checked = true;
2483 // don't do this in ClientConnect
2484 // many things can go wrong if a client is spawned as player on connection
2485 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2486 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2487 && (!teamplay || autocvar_g_balance_teams)))
2489 campaign_bots_may_start = true;
2494 else if (IS_OBSERVER(this)) {
2495 ObserverThink(this);
2497 else if (IS_SPEC(this)) {
2498 SpectatorThink(this);
2501 // WEAPONTODO: Add weapon request for this
2502 if (!zoomstate_set) {
2503 bool wep_zoomed = false;
2504 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2506 .entity weaponentity = weaponentities[slot];
2507 Weapon thiswep = this.(weaponentity).m_weapon;
2508 if(thiswep != WEP_Null && thiswep.wr_zoom)
2509 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2511 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2514 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2516 CS(this).teamkill_soundtime = 0;
2518 entity e = CS(this).teamkill_soundsource;
2519 entity oldpusher = e.pusher;
2521 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2522 e.pusher = oldpusher;
2525 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2526 CS(this).taunt_soundtime = 0;
2527 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2530 target_voicescript_next(this);
2532 // WEAPONTODO: Move into weaponsystem somehow
2533 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2534 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2536 .entity weaponentity = weaponentities[slot];
2537 if(this.(weaponentity).m_weapon == WEP_Null)
2538 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2542 void DrownPlayer(entity this)
2544 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2547 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2549 if(this.air_finished < time)
2550 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2551 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2553 else if (this.air_finished < time)
2555 if (this.pain_finished < time)
2557 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');
2558 this.pain_finished = time + 0.5;
2563 .bool move_qcphysics;
2565 void Player_Physics(entity this)
2567 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2569 if(!this.move_qcphysics)
2572 if(!frametime && !CS(this).pm_frametime)
2575 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2577 CS(this).pm_frametime = 0;
2584 Called every frame for each client after the physics are run
2587 void PlayerPostThink (entity this)
2589 Player_Physics(this);
2592 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2593 if (IS_REAL_CLIENT(this))
2594 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2596 int totalClients = 0;
2597 if(sv_maxidle_slots > 0)
2599 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2605 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2606 { /* do nothing */ }
2607 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2609 if (CS(this).idlekick_lasttimeleft)
2611 CS(this).idlekick_lasttimeleft = 0;
2612 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2617 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2618 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2619 if (!CS(this).idlekick_lasttimeleft)
2620 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2622 if (timeleft <= 0) {
2623 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2627 else if (timeleft <= 10) {
2628 if (timeleft != CS(this).idlekick_lasttimeleft) {
2629 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2631 CS(this).idlekick_lasttimeleft = timeleft;
2640 this.solid = SOLID_NOT;
2641 this.takedamage = DAMAGE_NO;
2642 set_movetype(this, MOVETYPE_NONE);
2645 if (IS_PLAYER(this)) {
2646 if(this.death_time == time && IS_DEAD(this))
2648 // player's bbox gets resized now, instead of in the damage event that killed the player,
2649 // once all the damage events of this frame have been processed with normal size
2651 setsize(this, this.mins, this.maxs);
2654 UpdateChatBubble(this);
2655 if (CS(this).impulse) ImpulseCommands(this);
2658 CSQCMODEL_AUTOUPDATE(this);
2661 GetPressedKeys(this);
2664 if (this.waypointsprite_attachedforcarrier) {
2665 vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2666 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2669 CSQCMODEL_AUTOUPDATE(this);
2672 // hack to copy the button fields from the client entity to the Client State
2673 void PM_UpdateButtons(entity this, entity store)
2676 store.impulse = this.impulse;
2679 bool typing = this.buttonchat;
2681 store.button0 = (typing) ? 0 : this.button0;
2683 store.button2 = (typing) ? 0 : this.button2;
2684 store.button3 = (typing) ? 0 : this.button3;
2685 store.button4 = this.button4;
2686 store.button5 = (typing) ? 0 : this.button5;
2687 store.button6 = this.button6;
2688 store.button7 = this.button7;
2689 store.button8 = this.button8;
2690 store.button9 = this.button9;
2691 store.button10 = this.button10;
2692 store.button11 = this.button11;
2693 store.button12 = this.button12;
2694 store.button13 = this.button13;
2695 store.button14 = this.button14;
2696 store.button15 = this.button15;
2697 store.button16 = this.button16;
2698 store.buttonuse = this.buttonuse;
2699 store.buttonchat = this.buttonchat;
2701 store.cursor_active = this.cursor_active;
2702 store.cursor_screen = this.cursor_screen;
2703 store.cursor_trace_start = this.cursor_trace_start;
2704 store.cursor_trace_endpos = this.cursor_trace_endpos;
2705 store.cursor_trace_ent = this.cursor_trace_ent;
2707 store.ping = this.ping;
2708 store.ping_packetloss = this.ping_packetloss;
2709 store.ping_movementloss = this.ping_movementloss;
2711 store.v_angle = this.v_angle;
2712 store.movement = (typing) ? '0 0 0' : this.movement;
2715 NET_HANDLE(fpsreport, bool)
2717 int fps = ReadShort();
2718 PlayerScore_Set(sender, SP_FPS, fps);