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 <common/effects/qc/globalsound.qh>
37 #include "../common/mapobjects/func/conveyor.qh"
38 #include "../common/mapobjects/teleporters.qh"
39 #include "../common/mapobjects/target/spawnpoint.qh"
41 #include "../common/vehicles/all.qh"
43 #include "weapons/hitplot.qh"
44 #include "weapons/weaponsystem.qh"
46 #include "../common/net_notice.qh"
47 #include "../common/net_linked.qh"
48 #include "../common/physics/player.qh"
50 #include <common/vehicles/sv_vehicles.qh>
52 #include "../common/items/_mod.qh"
54 #include "../common/mutators/mutator/waypoints/all.qh"
55 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
56 #include <common/gamemodes/_mod.qh>
58 #include "../common/mapobjects/subs.qh"
59 #include "../common/mapobjects/triggers.qh"
60 #include "../common/mapobjects/trigger/secret.qh"
62 #include "../common/minigames/sv_minigames.qh"
64 #include "../common/items/inventory.qh"
66 #include "../common/monsters/sv_monsters.qh"
68 #include "../lib/warpzone/server.qh"
70 #include <common/mutators/mutator/overkill/oknex.qh>
72 STATIC_METHOD(Client, Add, void(Client this, int _team))
75 TRANSMUTE(Player, this);
78 PutClientInServer(this);
81 STATIC_METHOD(Client, Remove, void(Client this))
83 TRANSMUTE(Observer, this);
84 PutClientInServer(this);
85 ClientDisconnect(this);
88 void send_CSQC_teamnagger() {
89 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
92 int CountSpectators(entity player, entity to)
94 if(!player) { return 0; } // not sure how, but best to be safe
98 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
106 void WriteSpectators(entity player, entity to)
108 if(!player) { return; } // not sure how, but best to be safe
110 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
112 WriteByte(MSG_ENTITY, num_for_edict(it));
116 bool ClientData_Send(entity this, entity to, int sf)
118 assert(to == this.owner, return false);
121 if (IS_SPEC(e)) e = e.enemy;
124 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
125 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
126 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
127 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
129 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
130 WriteByte(MSG_ENTITY, sf);
133 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
137 float specs = CountSpectators(e, to);
138 WriteByte(MSG_ENTITY, specs);
139 WriteSpectators(e, to);
145 void ClientData_Attach(entity this)
147 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
148 CS(this).clientdata.drawonlytoclient = this;
149 CS(this).clientdata.owner = this;
152 void ClientData_Detach(entity this)
154 delete(CS(this).clientdata);
155 CS(this).clientdata = NULL;
158 void ClientData_Touch(entity e)
160 entity cd = CS(e).clientdata;
161 if (cd) { cd.SendFlags = 1; }
163 // make it spectatable
164 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
166 entity cd = CS(it).clientdata;
167 if (cd) { cd.SendFlags = 1; }
176 Checks if the argument string can be a valid playermodel.
177 Returns a valid one in doubt.
180 string FallbackPlayerModel;
181 string CheckPlayerModel(string plyermodel) {
182 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
184 // note: we cannot summon Don Strunzone here, some player may
185 // still have the model string set. In case anyone manages how
186 // to change a cvar default, we'll have a small leak here.
187 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
189 // only in right path
190 if( substring(plyermodel,0,14) != "models/player/")
191 return FallbackPlayerModel;
192 // only good file extensions
193 if(substring(plyermodel,-4,4) != ".zym")
194 if(substring(plyermodel,-4,4) != ".dpm")
195 if(substring(plyermodel,-4,4) != ".iqm")
196 if(substring(plyermodel,-4,4) != ".md3")
197 if(substring(plyermodel,-4,4) != ".psk")
198 return FallbackPlayerModel;
199 // forbid the LOD models
200 if(substring(plyermodel, -9,5) == "_lod1")
201 return FallbackPlayerModel;
202 if(substring(plyermodel, -9,5) == "_lod2")
203 return FallbackPlayerModel;
204 if(plyermodel != strtolower(plyermodel))
205 return FallbackPlayerModel;
206 // also, restrict to server models
207 if(autocvar_sv_servermodelsonly)
209 if(!fexists(plyermodel))
210 return FallbackPlayerModel;
215 void setplayermodel(entity e, string modelname)
217 precache_model(modelname);
218 _setmodel(e, modelname);
219 player_setupanimsformodel(e);
220 if(!autocvar_g_debug_globalsounds)
221 UpdatePlayerSounds(e);
224 /** putting a client as observer in the server */
225 void PutObserverInServer(entity this)
227 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
228 PlayerState_detach(this);
232 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
235 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
238 // was a player, recount votes and ready status
239 if(IS_REAL_CLIENT(this))
241 if (vote_called) { VoteCount(false); }
247 entity spot = SelectSpawnPoint(this, true);
248 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
249 this.angles = vec2(spot.angles);
250 this.fixangle = true;
251 // offset it so that the spectator spawns higher off the ground, looks better this way
252 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
253 if (IS_REAL_CLIENT(this))
256 WriteByte(MSG_ONE, SVC_SETVIEW);
257 WriteEntity(MSG_ONE, this);
259 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
260 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
261 if(!autocvar_g_debug_globalsounds)
263 // needed for player sounds
265 FixPlayermodel(this);
267 setmodel(this, MDL_Null);
268 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
269 this.view_ofs = '0 0 0';
272 RemoveGrapplingHooks(this);
273 Portal_ClearAll(this);
275 SetSpectatee(this, NULL);
280 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
284 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
286 WaypointSprite_PlayerDead(this);
288 if (CS(this).killcount != FRAGS_SPECTATOR)
291 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
292 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
295 accuracy_resend(this);
297 CS(this).spectatortime = time;
299 IL_REMOVE(g_bot_targets, this);
300 this.bot_attack = false;
301 if(this.monster_attack)
302 IL_REMOVE(g_monster_targets, this);
303 this.monster_attack = false;
304 STAT(HUD, this) = HUD_NORMAL;
305 TRANSMUTE(Observer, this);
306 this.iscreature = false;
307 this.teleportable = TELEPORT_SIMPLE;
308 if(this.damagedbycontents)
309 IL_REMOVE(g_damagedbycontents, this);
310 this.damagedbycontents = false;
311 SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
312 SetSpectatee_status(this, etof(this));
313 this.takedamage = DAMAGE_NO;
314 this.solid = SOLID_NOT;
315 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
316 this.flags = FL_CLIENT | FL_NOTARGET;
318 SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
319 this.pauserotarmor_finished = 0;
320 this.pauserothealth_finished = 0;
321 this.pauseregen_finished = 0;
322 this.damageforcescale = 0;
324 this.respawn_flags = 0;
325 this.respawn_time = 0;
326 STAT(RESPAWN_TIME, this) = 0;
331 this.pain_finished = 0;
332 this.strength_finished = 0;
333 this.invincible_finished = 0;
334 this.superweapons_finished = 0;
335 this.dphitcontentsmask = 0;
338 setthink(this, func_null);
340 this.deadflag = DEAD_NO;
342 STAT(REVIVE_PROGRESS, this) = 0;
343 this.revival_time = 0;
346 STAT(WEAPONS, this) = '0 0 0';
347 this.drawonlytoclient = this;
351 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
353 this.weaponmodel = "";
354 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
356 this.weaponentities[slot] = NULL;
358 this.exteriorweaponentity = NULL;
359 CS(this).killcount = FRAGS_SPECTATOR;
360 this.velocity = '0 0 0';
361 this.avelocity = '0 0 0';
362 this.punchangle = '0 0 0';
363 this.punchvector = '0 0 0';
364 this.oldvelocity = this.velocity;
365 this.fire_endtime = -1;
366 this.event_damage = func_null;
367 this.event_heal = func_null;
369 for(int slot = 0; slot < MAX_AXH; ++slot)
371 entity axh = this.(AuxiliaryXhair[slot]);
372 this.(AuxiliaryXhair[slot]) = NULL;
374 if(axh.owner == this && axh != NULL && !wasfreed(axh))
378 if (mutator_returnvalue)
380 // mutator prevents resetting teams+score
384 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
385 this.frags = FRAGS_SPECTATOR;
389 int player_getspecies(entity this)
391 get_model_parameters(this.model, this.skin);
392 int s = get_model_parameters_species;
393 get_model_parameters(string_null, 0);
394 if (s < 0) return SPECIES_HUMAN;
398 .float model_randomizer;
399 void FixPlayermodel(entity player)
401 string defaultmodel = "";
403 if(autocvar_sv_defaultcharacter)
409 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
410 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
411 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
412 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
416 if(defaultmodel == "")
418 defaultmodel = autocvar_sv_defaultplayermodel;
419 defaultskin = autocvar_sv_defaultplayerskin;
422 int n = tokenize_console(defaultmodel);
425 defaultmodel = argv(floor(n * CS(player).model_randomizer));
426 // However, do NOT randomize if the player-selected model is in the list.
427 for (int i = 0; i < n; ++i)
428 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
429 defaultmodel = argv(i);
432 int i = strstrofs(defaultmodel, ":", 0);
435 defaultskin = stof(substring(defaultmodel, i+1, -1));
436 defaultmodel = substring(defaultmodel, 0, i);
439 if(autocvar_sv_defaultcharacterskin && !defaultskin)
445 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
446 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
447 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
448 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
453 defaultskin = autocvar_sv_defaultplayerskin;
456 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
457 defaultmodel = M_ARGV(0, string);
458 defaultskin = M_ARGV(1, int);
462 if(defaultmodel != "")
464 if (defaultmodel != player.model)
466 vector m1 = player.mins;
467 vector m2 = player.maxs;
468 setplayermodel (player, defaultmodel);
469 setsize (player, m1, m2);
473 oldskin = player.skin;
474 player.skin = defaultskin;
476 if (player.playermodel != player.model || player.playermodel == "")
478 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
479 vector m1 = player.mins;
480 vector m2 = player.maxs;
481 setplayermodel (player, player.playermodel);
482 setsize (player, m1, m2);
486 if(!autocvar_sv_defaultcharacterskin)
488 oldskin = player.skin;
489 player.skin = stof(player.playerskin);
493 oldskin = player.skin;
494 player.skin = defaultskin;
498 if(chmdl || oldskin != player.skin) // model or skin has changed
500 player.species = player_getspecies(player); // update species
501 if(!autocvar_g_debug_globalsounds)
502 UpdatePlayerSounds(player); // update skin sounds
506 if(strlen(autocvar_sv_defaultplayercolors))
507 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
508 setcolor(player, stof(autocvar_sv_defaultplayercolors));
511 void PutPlayerInServer(entity this)
513 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
515 PlayerState_attach(this);
516 accuracy_resend(this);
519 TeamBalance_JoinBestTeam(this);
521 entity spot = SelectSpawnPoint(this, false);
523 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
524 return; // spawn failed
527 TRANSMUTE(Player, this);
529 CS(this).wasplayer = true;
530 this.iscreature = true;
531 this.teleportable = TELEPORT_NORMAL;
532 if(!this.damagedbycontents)
533 IL_PUSH(g_damagedbycontents, this);
534 this.damagedbycontents = true;
535 set_movetype(this, MOVETYPE_WALK);
536 this.solid = SOLID_SLIDEBOX;
537 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
538 if (autocvar_g_playerclip_collisions)
539 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
540 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
541 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
542 this.frags = FRAGS_PLAYER;
543 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
544 this.flags = FL_CLIENT | FL_PICKUPITEMS;
545 if (autocvar__notarget)
546 this.flags |= FL_NOTARGET;
547 this.takedamage = DAMAGE_AIM;
548 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
551 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
552 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
553 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
554 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
555 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
556 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
557 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
558 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
559 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
561 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
562 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
563 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
564 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
565 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
566 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
567 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
568 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
569 STAT(WEAPONS, this) = start_weapons;
570 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
572 GiveRandomWeapons(this, random_start_weapons_count,
573 autocvar_g_random_start_weapons, random_start_ammo);
576 SetSpectatee_status(this, 0);
578 PS(this).dual_weapons = '0 0 0';
580 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
582 this.items = start_items;
584 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
585 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
586 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
587 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
588 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
589 if (!sv_ready_restart_after_countdown && time < game_starttime)
591 float f = game_starttime - time;
592 this.spawnshieldtime += f;
593 this.pauserotarmor_finished += f;
594 this.pauserothealth_finished += f;
595 this.pauseregen_finished += f;
598 this.damageforcescale = 2;
600 this.respawn_flags = 0;
601 this.respawn_time = 0;
602 STAT(RESPAWN_TIME, this) = 0;
603 this.scale = autocvar_sv_player_scale;
606 this.pain_finished = 0;
608 setthink(this, func_null); // players have no think function
611 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
613 this.deadflag = DEAD_NO;
615 this.angles = spot.angles;
616 this.angles_z = 0; // never spawn tilted even if the spot says to
617 if (IS_BOT_CLIENT(this))
618 this.v_angle = this.angles;
619 this.fixangle = true; // turn this way immediately
620 this.oldvelocity = this.velocity = '0 0 0';
621 this.avelocity = '0 0 0';
622 this.punchangle = '0 0 0';
623 this.punchvector = '0 0 0';
625 this.strength_finished = 0;
626 this.invincible_finished = 0;
627 this.fire_endtime = -1;
628 STAT(REVIVE_PROGRESS, this) = 0;
629 this.revival_time = 0;
631 this.air_finished = time + 12;
632 this.waterlevel = WATERLEVEL_NONE;
633 this.watertype = CONTENT_EMPTY;
635 entity spawnevent = new_pure(spawnevent);
636 spawnevent.owner = this;
637 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
639 // Cut off any still running player sounds.
640 stopsound(this, CH_PLAYER_SINGLE);
643 FixPlayermodel(this);
644 this.drawonlytoclient = NULL;
648 for(int slot = 0; slot < MAX_AXH; ++slot)
650 entity axh = this.(AuxiliaryXhair[slot]);
651 this.(AuxiliaryXhair[slot]) = NULL;
653 if(axh.owner == this && axh != NULL && !wasfreed(axh))
657 this.spawnpoint_targ = NULL;
660 this.view_ofs = STAT(PL_VIEW_OFS, this);
661 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
662 this.spawnorigin = spot.origin;
663 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
664 // don't reset back to last position, even if new position is stuck in solid
665 this.oldorigin = this.origin;
667 IL_REMOVE(g_conveyed, this);
668 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
669 STAT(HUD, this) = HUD_NORMAL;
671 this.event_damage = PlayerDamage;
672 this.event_heal = PlayerHeal;
675 IL_PUSH(g_bot_targets, this);
676 this.bot_attack = true;
677 if(!this.monster_attack)
678 IL_PUSH(g_monster_targets, this);
679 this.monster_attack = true;
680 navigation_dynamicgoal_init(this, false);
682 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
684 // player was spectator
685 if (CS(this).killcount == FRAGS_SPECTATOR) {
686 PlayerScore_Clear(this);
687 CS(this).killcount = 0;
688 CS(this).startplaytime = time;
691 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
693 .entity weaponentity = weaponentities[slot];
694 entity oldwep = this.(weaponentity);
695 CL_SpawnWeaponentity(this, weaponentity);
696 if(oldwep && oldwep.owner == this)
697 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
699 this.alpha = default_player_alpha;
700 this.colormod = '1 1 1' * autocvar_g_player_brightness;
701 this.exteriorweaponentity.alpha = default_weapon_alpha;
703 this.speedrunning = false;
705 target_voicescript_clear(this);
707 // reset fields the weapons may use
708 FOREACH(Weapons, true, {
709 it.wr_resetplayer(it, this);
710 // reload all reloadable weapons
711 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
712 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
714 .entity weaponentity = weaponentities[slot];
715 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
721 string s = spot.target;
722 spot.target = string_null;
723 SUB_UseTargets(spot, this, NULL);
729 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
731 if (autocvar_spawn_debug)
733 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
734 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
737 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
739 .entity weaponentity = weaponentities[slot];
740 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
741 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
743 this.(weaponentity).m_switchweapon = WEP_Null;
744 this.(weaponentity).m_weapon = WEP_Null;
745 this.(weaponentity).weaponname = "";
746 this.(weaponentity).m_switchingweapon = WEP_Null;
747 this.(weaponentity).cnt = -1;
750 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
752 if (CS(this).impulse) ImpulseCommands(this);
754 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
756 .entity weaponentity = weaponentities[slot];
757 W_WeaponFrame(this, weaponentity);
760 if (!warmup_stage && !this.alivetime)
761 this.alivetime = time;
763 antilag_clear(this, CS(this));
766 /** Called when a client spawns in the server */
767 void PutClientInServer(entity this)
769 if (IS_BOT_CLIENT(this)) {
770 TRANSMUTE(Player, this);
771 } else if (IS_REAL_CLIENT(this)) {
773 WriteByte(MSG_ONE, SVC_SETVIEW);
774 WriteEntity(MSG_ONE, this);
777 TRANSMUTE(Observer, this);
779 SetSpectatee(this, NULL);
783 PS(this).itemkeys = 0;
785 MUTATOR_CALLHOOK(PutClientInServer, this);
787 if (IS_OBSERVER(this)) {
788 PutObserverInServer(this);
789 } else if (IS_PLAYER(this)) {
790 PutPlayerInServer(this);
794 // TODO do we need all these fields, or should we stop autodetecting runtime
795 // changes and just have a console command to update this?
796 bool ClientInit_SendEntity(entity this, entity to, int sf)
798 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
801 // MSG_INIT replacement
802 // TODO: make easier to use
804 W_PROP_reload(MSG_ONE, to);
805 ClientInit_misc(this);
806 MUTATOR_CALLHOOK(Ent_Init);
808 void ClientInit_misc(entity this)
810 int channel = MSG_ONE;
811 WriteHeader(channel, ENT_CLIENT_INIT);
812 WriteByte(channel, g_nexball_meter_period * 32);
813 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
814 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
815 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
816 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
817 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
818 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
819 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
820 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
822 if(sv_foginterval && world.fog != "")
823 WriteString(channel, world.fog);
825 WriteString(channel, "");
826 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
827 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
828 WriteByte(channel, serverflags);
829 WriteCoord(channel, autocvar_g_trueaim_minrange);
832 void ClientInit_CheckUpdate(entity this)
834 this.nextthink = time;
835 if(this.count != autocvar_g_balance_armor_blockpercent)
837 this.count = autocvar_g_balance_armor_blockpercent;
840 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
842 this.cnt = autocvar_g_balance_damagepush_speedfactor;
847 void ClientInit_Spawn()
849 entity e = new_pure(clientinit);
850 setthink(e, ClientInit_CheckUpdate);
851 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
853 ClientInit_CheckUpdate(e);
863 // initialize parms for a new player
864 parm1 = -(86400 * 366);
866 MUTATOR_CALLHOOK(SetNewParms);
874 void SetChangeParms (entity this)
876 // save parms for level change
877 parm1 = CS(this).parm_idlesince - time;
879 MUTATOR_CALLHOOK(SetChangeParms);
887 void DecodeLevelParms(entity this)
890 CS(this).parm_idlesince = parm1;
891 if (CS(this).parm_idlesince == -(86400 * 366))
892 CS(this).parm_idlesince = time;
894 // whatever happens, allow 60 seconds of idling directly after connect for map loading
895 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
897 MUTATOR_CALLHOOK(DecodeLevelParms);
900 void FixClientCvars(entity e)
902 // send prediction settings to the client
903 stuffcmd(e, "\nin_bindmap 0 0\n");
904 if(autocvar_g_antilag == 3) // client side hitscan
905 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
906 if(autocvar_sv_gentle)
907 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
909 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
910 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
912 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
914 MUTATOR_CALLHOOK(FixClientCvars, e);
917 bool findinlist_abbrev(string tofind, string list)
919 if(list == "" || tofind == "")
920 return false; // empty list or search, just return
922 // this function allows abbreviated strings!
923 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
931 bool PlayerInIPList(entity p, string iplist)
933 // some safety checks (never allow local?)
934 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
937 return findinlist_abbrev(p.netaddress, iplist);
940 bool PlayerInIDList(entity p, string idlist)
942 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
946 return findinlist_abbrev(p.crypto_idfp, idlist);
949 bool PlayerInList(entity player, string list)
951 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
954 #ifdef DP_EXT_PRECONNECT
959 Called once (not at each match start) when a client begins a connection to the server
962 void ClientPreConnect(entity this)
964 if(autocvar_sv_eventlog)
966 GameLogEcho(sprintf(":connect:%d:%d:%s",
969 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
975 string GetClientVersionMessage(entity this)
977 if (CS(this).version_mismatch) {
978 if(CS(this).version < autocvar_gameversion) {
979 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
980 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
982 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
983 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
986 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
990 string getwelcomemessage(entity this)
992 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
993 string modifications = M_ARGV(0, string);
997 if(g_weaponarena_random)
998 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1000 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1002 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1003 modifications = strcat(modifications, ", No start weapons");
1004 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1005 modifications = strcat(modifications, ", Low gravity");
1006 if(g_weapon_stay && !g_cts)
1007 modifications = strcat(modifications, ", Weapons stay");
1009 modifications = strcat(modifications, ", Jet pack");
1010 if(autocvar_g_powerups == 0)
1011 modifications = strcat(modifications, ", No powerups");
1012 if(autocvar_g_powerups > 0)
1013 modifications = strcat(modifications, ", Powerups");
1014 modifications = substring(modifications, 2, strlen(modifications) - 2);
1016 string versionmessage = GetClientVersionMessage(this);
1017 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1019 if(modifications != "")
1020 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1022 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1024 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1025 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1028 if (cache_mutatormsg != "") {
1029 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1032 string mutator_msg = "";
1033 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1034 mutator_msg = M_ARGV(0, string);
1036 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1038 string motd = autocvar_sv_motd;
1040 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1049 Called when a client connects to the server
1052 void ClientConnect(entity this)
1054 if (Ban_MaybeEnforceBanOnce(this)) return;
1055 assert(!IS_CLIENT(this), return);
1056 this.flags |= FL_CLIENT;
1057 assert(player_count >= 0, player_count = 0);
1060 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1062 TRANSMUTE(Client, this);
1063 CS(this).version_nagtime = time + 10 + random() * 10;
1065 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1067 bot_clientconnect(this);
1069 Player_DetermineForcedTeam(this);
1071 TRANSMUTE(Observer, this);
1073 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1075 // always track bots, don't ask for cl_allow_uidtracking
1076 if (IS_BOT_CLIENT(this))
1077 PlayerStats_GameReport_AddPlayer(this);
1079 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1081 if (autocvar_sv_eventlog)
1082 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1084 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1086 stuffcmd(this, clientstuff, "\n");
1087 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1089 FixClientCvars(this);
1091 // get version info from player
1092 stuffcmd(this, "cmd clientversion $gameversion\n");
1094 // notify about available teams
1097 entity balance = TeamBalance_CheckAllowedTeams(this);
1098 int t = TeamBalance_GetAllowedTeams(balance);
1099 TeamBalance_Destroy(balance);
1100 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1104 stuffcmd(this, "set _teams_available 0\n");
1107 bot_relinkplayerlist();
1109 CS(this).spectatortime = time;
1110 if (blockSpectators)
1112 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1115 CS(this).jointime = time;
1117 if (IS_REAL_CLIENT(this))
1119 if (g_weaponarena_weapons == WEPSET(TUBA))
1120 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1123 if (!sv_foginterval && world.fog != "")
1124 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1126 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1127 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1128 send_CSQC_teamnagger();
1130 CSQCMODEL_AUTOINIT(this);
1132 CS(this).model_randomizer = random();
1134 if (IS_REAL_CLIENT(this))
1135 sv_notice_join(this);
1137 // update physics stats (players can spawn before physics runs)
1138 Physics_UpdateStats(this);
1140 IL_EACH(g_initforplayer, it.init_for_player, {
1141 it.init_for_player(it, this);
1144 Handicap_Initialize(this);
1146 MUTATOR_CALLHOOK(ClientConnect, this);
1148 if (IS_REAL_CLIENT(this))
1150 if (!autocvar_g_campaign && !IS_PLAYER(this))
1152 CS(this).motd_actived_time = -1;
1153 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1161 Called when a client disconnects from the server
1164 .entity chatbubbleentity;
1165 void ClientDisconnect(entity this)
1167 assert(IS_CLIENT(this), return);
1169 PlayerStats_GameReport_FinalizePlayer(this);
1170 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1171 if (CS(this).active_minigame) part_minigame(this);
1172 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1174 if (autocvar_sv_eventlog)
1175 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1177 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1180 SetSpectatee(this, NULL);
1182 MUTATOR_CALLHOOK(ClientDisconnect, this);
1184 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1185 strfree(CS(this).weaponorder_byimpulse);
1186 ClientState_detach(this);
1188 Portal_ClearAll(this);
1192 RemoveGrapplingHooks(this);
1194 // Here, everything has been done that requires this player to be a client.
1196 this.flags &= ~FL_CLIENT;
1198 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1199 if (this.killindicator) delete(this.killindicator);
1201 WaypointSprite_PlayerGone(this);
1203 bot_relinkplayerlist();
1205 strfree(this.clientstatus);
1206 if (this.personal) delete(this.personal);
1210 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1215 void ChatBubbleThink(entity this)
1217 this.nextthink = time;
1218 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1220 if(this.owner) // but why can that ever be NULL?
1221 this.owner.chatbubbleentity = NULL;
1228 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1230 if ( CS(this.owner).active_minigame )
1231 this.mdl = "models/sprites/minigame_busy.iqm";
1232 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1233 this.mdl = "models/misc/chatbubble.spr";
1236 if ( this.model != this.mdl )
1237 _setmodel(this, this.mdl);
1241 void UpdateChatBubble(entity this)
1245 // spawn a chatbubble entity if needed
1246 if (!this.chatbubbleentity)
1248 this.chatbubbleentity = new(chatbubbleentity);
1249 this.chatbubbleentity.owner = this;
1250 this.chatbubbleentity.exteriormodeltoclient = this;
1251 setthink(this.chatbubbleentity, ChatBubbleThink);
1252 this.chatbubbleentity.nextthink = time;
1253 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1254 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1255 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1256 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1257 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1258 //this.chatbubbleentity.model = "";
1259 this.chatbubbleentity.effects = EF_LOWPRECISION;
1264 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1265 // added to the model skins
1266 /*void UpdateColorModHack()
1269 c = this.clientcolors & 15;
1270 // LordHavoc: only bothering to support white, green, red, yellow, blue
1271 if (!teamplay) this.colormod = '0 0 0';
1272 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1273 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1274 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1275 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1276 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1277 else this.colormod = '1 1 1';
1280 void respawn(entity this)
1282 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1284 this.solid = SOLID_NOT;
1285 this.takedamage = DAMAGE_NO;
1286 set_movetype(this, MOVETYPE_FLY);
1287 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1288 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1289 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1290 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1291 if(autocvar_g_respawn_ghosts_maxtime)
1292 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1297 this.effects |= EF_NODRAW; // prevent another CopyBody
1298 PutClientInServer(this);
1301 void PrintToChat(entity client, string text)
1303 text = strcat("\{1}^7", text, "\n");
1304 sprint(client, text);
1307 void DebugPrintToChat(entity client, string text)
1309 if (autocvar_developer)
1311 PrintToChat(client, text);
1315 void PrintToChatAll(string text)
1317 text = strcat("\{1}^7", text, "\n");
1321 void DebugPrintToChatAll(string text)
1323 if (autocvar_developer)
1325 PrintToChatAll(text);
1329 void PrintToChatTeam(int team_num, string text)
1331 text = strcat("\{1}^7", text, "\n");
1332 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1334 if (it.team == team_num)
1341 void DebugPrintToChatTeam(int team_num, string text)
1343 if (autocvar_developer)
1345 PrintToChatTeam(team_num, text);
1349 void play_countdown(entity this, float finished, Sound samp)
1352 if(IS_REAL_CLIENT(this))
1353 if(floor(finished - time - frametime) != floor(finished - time))
1354 if(finished - time < 6)
1355 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1358 void player_powerups(entity this)
1360 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1361 int items_prev = this.items;
1363 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1364 this.modelflags |= MF_ROCKET;
1366 this.modelflags &= ~MF_ROCKET;
1368 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1370 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1373 Fire_ApplyDamage(this);
1374 Fire_ApplyEffect(this);
1376 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1378 if (this.items & ITEM_Strength.m_itemid)
1380 play_countdown(this, this.strength_finished, SND_POWEROFF);
1381 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1382 if (time > this.strength_finished)
1384 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1385 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1386 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1391 if (time < this.strength_finished)
1393 this.items = this.items | ITEM_Strength.m_itemid;
1395 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1396 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1399 if (this.items & ITEM_Shield.m_itemid)
1401 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1402 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1403 if (time > this.invincible_finished)
1405 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1406 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1407 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1412 if (time < this.invincible_finished)
1414 this.items = this.items | ITEM_Shield.m_itemid;
1416 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1417 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1420 if (this.items & IT_SUPERWEAPON)
1422 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1424 this.superweapons_finished = 0;
1425 this.items = this.items - (this.items & IT_SUPERWEAPON);
1426 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1427 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1429 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1431 // don't let them run out
1435 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1436 if (time > this.superweapons_finished)
1438 this.items = this.items - (this.items & IT_SUPERWEAPON);
1439 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1440 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1441 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1445 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1447 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1449 this.items = this.items | IT_SUPERWEAPON;
1451 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1452 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1456 this.superweapons_finished = 0;
1457 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1462 this.superweapons_finished = 0;
1466 if(autocvar_g_nodepthtestplayers)
1467 this.effects = this.effects | EF_NODEPTHTEST;
1469 if(autocvar_g_fullbrightplayers)
1470 this.effects = this.effects | EF_FULLBRIGHT;
1472 if (time >= game_starttime)
1473 if (time < this.spawnshieldtime)
1474 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1476 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1479 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1481 if(current > stable)
1483 else if(current > stable - 0.25) // when close enough, "snap"
1486 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1489 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1491 if(current < stable)
1493 else if(current < stable + 0.25) // when close enough, "snap"
1496 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1499 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1501 if(current > rotstable)
1503 if(rotframetime > 0)
1505 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1506 current = max(rotstable, current - rotlinear * rotframetime);
1509 else if(current < regenstable)
1511 if(regenframetime > 0)
1513 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1514 current = min(regenstable, current + regenlinear * regenframetime);
1524 void player_regen(entity this)
1526 float max_mod, regen_mod, rot_mod, limit_mod;
1527 max_mod = regen_mod = rot_mod = limit_mod = 1;
1529 float regen_health = autocvar_g_balance_health_regen;
1530 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1531 float regen_health_rot = autocvar_g_balance_health_rot;
1532 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1533 float regen_health_stable = autocvar_g_balance_health_regenstable;
1534 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1535 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1536 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1537 max_mod = M_ARGV(1, float);
1538 regen_mod = M_ARGV(2, float);
1539 rot_mod = M_ARGV(3, float);
1540 limit_mod = M_ARGV(4, float);
1541 regen_health = M_ARGV(5, float);
1542 regen_health_linear = M_ARGV(6, float);
1543 regen_health_rot = M_ARGV(7, float);
1544 regen_health_rotlinear = M_ARGV(8, float);
1545 regen_health_stable = M_ARGV(9, float);
1546 regen_health_rotstable = M_ARGV(10, float);
1548 if(!mutator_returnvalue)
1549 if(!STAT(FROZEN, this))
1551 float mina, maxa, limith, limita;
1552 maxa = autocvar_g_balance_armor_rotstable;
1553 mina = autocvar_g_balance_armor_regenstable;
1554 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1555 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1557 regen_health_rotstable = regen_health_rotstable * max_mod;
1558 regen_health_stable = regen_health_stable * max_mod;
1559 limith = limith * limit_mod;
1560 limita = limita * limit_mod;
1562 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1563 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1564 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1565 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1566 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1567 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1570 // if player rotted to death... die!
1571 // check this outside above checks, as player may still be able to rot to death
1572 if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1575 vehicles_exit(this.vehicle, VHEF_RELEASE);
1576 if(this.event_damage)
1577 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1580 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1582 float minf, maxf, limitf;
1584 maxf = autocvar_g_balance_fuel_rotstable;
1585 minf = autocvar_g_balance_fuel_regenstable;
1586 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1588 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1589 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1590 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1595 void SetZoomState(entity this, float newzoom)
1597 if(newzoom != CS(this).zoomstate)
1599 CS(this).zoomstate = newzoom;
1600 ClientData_Touch(this);
1602 zoomstate_set = true;
1605 void GetPressedKeys(entity this)
1607 MUTATOR_CALLHOOK(GetPressedKeys, this);
1608 int keys = STAT(PRESSED_KEYS, this);
1609 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1610 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1611 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1612 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1614 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1615 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1616 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1617 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1618 CS(this).pressedkeys = keys; // store for other users
1620 STAT(PRESSED_KEYS, this) = keys;
1624 ======================
1625 spectate mode routines
1626 ======================
1629 void SpectateCopy(entity this, entity spectatee)
1631 TC(Client, this); TC(Client, spectatee);
1633 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1634 PS(this) = PS(spectatee);
1635 this.armortype = spectatee.armortype;
1636 SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1637 SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1638 SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1639 SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1640 SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1641 SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1642 SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1643 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1644 SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1645 CS(this).impulse = 0;
1646 this.items = spectatee.items;
1647 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1648 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1649 this.strength_finished = spectatee.strength_finished;
1650 this.invincible_finished = spectatee.invincible_finished;
1651 this.superweapons_finished = spectatee.superweapons_finished;
1652 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1653 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1654 this.punchangle = spectatee.punchangle;
1655 this.view_ofs = spectatee.view_ofs;
1656 this.velocity = spectatee.velocity;
1657 this.dmg_take = spectatee.dmg_take;
1658 this.dmg_save = spectatee.dmg_save;
1659 this.dmg_inflictor = spectatee.dmg_inflictor;
1660 this.v_angle = spectatee.v_angle;
1661 this.angles = spectatee.v_angle;
1662 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1663 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1664 this.viewloc = spectatee.viewloc;
1665 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1666 this.fixangle = true;
1667 setorigin(this, spectatee.origin);
1668 setsize(this, spectatee.mins, spectatee.maxs);
1669 SetZoomState(this, CS(spectatee).zoomstate);
1671 anticheat_spectatecopy(this, spectatee);
1672 STAT(HUD, this) = STAT(HUD, spectatee);
1673 if(spectatee.vehicle)
1675 this.angles = spectatee.v_angle;
1677 //this.fixangle = false;
1678 //this.velocity = spectatee.vehicle.velocity;
1679 this.vehicle_health = spectatee.vehicle_health;
1680 this.vehicle_shield = spectatee.vehicle_shield;
1681 this.vehicle_energy = spectatee.vehicle_energy;
1682 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1683 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1684 this.vehicle_reload1 = spectatee.vehicle_reload1;
1685 this.vehicle_reload2 = spectatee.vehicle_reload2;
1687 //msg_entity = this;
1689 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1690 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1691 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1692 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1694 //WriteByte (MSG_ONE, SVC_SETVIEW);
1695 // WriteEntity(MSG_ONE, this);
1696 //makevectors(spectatee.v_angle);
1697 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1701 bool SpectateUpdate(entity this)
1706 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1708 SetSpectatee(this, NULL);
1712 SpectateCopy(this, this.enemy);
1717 bool SpectateSet(entity this)
1719 if(!IS_PLAYER(this.enemy))
1722 ClientData_Touch(this.enemy);
1725 WriteByte(MSG_ONE, SVC_SETVIEW);
1726 WriteEntity(MSG_ONE, this.enemy);
1727 set_movetype(this, MOVETYPE_NONE);
1728 accuracy_resend(this);
1730 if(!SpectateUpdate(this))
1731 PutObserverInServer(this);
1736 void SetSpectatee_status(entity this, int spectatee_num)
1738 int oldspectatee_status = CS(this).spectatee_status;
1739 CS(this).spectatee_status = spectatee_num;
1741 if (CS(this).spectatee_status != oldspectatee_status)
1743 ClientData_Touch(this);
1744 if (g_race || g_cts) race_InitSpectator();
1748 void SetSpectatee(entity this, entity spectatee)
1750 if(IS_BOT_CLIENT(this))
1751 return; // bots abuse .enemy, this code is useless to them
1753 entity old_spectatee = this.enemy;
1755 this.enemy = spectatee;
1758 // these are required to fix the spectator bug with arc
1761 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1763 .entity weaponentity = weaponentities[slot];
1764 if(old_spectatee.(weaponentity).arc_beam)
1765 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1770 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1772 .entity weaponentity = weaponentities[slot];
1773 if(this.enemy.(weaponentity).arc_beam)
1774 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1779 SetSpectatee_status(this, etof(this.enemy));
1781 // needed to update spectator list
1782 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1785 bool Spectate(entity this, entity pl)
1787 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1789 pl = M_ARGV(1, entity);
1791 SetSpectatee(this, pl);
1792 return SpectateSet(this);
1795 bool SpectateNext(entity this)
1797 entity ent = find(this.enemy, classname, STR_PLAYER);
1799 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1800 ent = M_ARGV(1, entity);
1802 ent = find(ent, classname, STR_PLAYER);
1804 if(ent) { SetSpectatee(this, ent); }
1806 return SpectateSet(this);
1809 bool SpectatePrev(entity this)
1811 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1812 entity ent = findchain(classname, STR_PLAYER);
1813 if (!ent) // no player
1817 // skip players until current spectated player
1819 while(ent && ent != this.enemy)
1822 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1824 case MUT_SPECPREV_FOUND:
1825 ent = M_ARGV(1, entity);
1827 case MUT_SPECPREV_RETURN:
1829 case MUT_SPECPREV_CONTINUE:
1840 SetSpectatee(this, ent);
1841 return SpectateSet(this);
1846 ShowRespawnCountdown()
1848 Update a respawn countdown display.
1851 void ShowRespawnCountdown(entity this)
1854 if(!IS_DEAD(this)) // just respawned?
1858 number = ceil(this.respawn_time - time);
1861 if(number <= this.respawn_countdown)
1863 this.respawn_countdown = number - 1;
1864 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
1865 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1870 .bool team_selected;
1871 bool ShowTeamSelection(entity this)
1873 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1875 stuffcmd(this, "menu_showteamselect\n");
1878 void Join(entity this)
1880 TRANSMUTE(Player, this);
1882 if(!this.team_selected)
1883 if(autocvar_g_campaign || autocvar_g_balance_teams)
1884 TeamBalance_JoinBestTeam(this);
1886 if(autocvar_g_campaign)
1887 campaign_bots_may_start = true;
1889 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1891 PutClientInServer(this);
1894 if(teamplay && this.team != -1)
1898 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1899 this.team_selected = false;
1903 * Determines whether the player is allowed to join. This depends on cvar
1904 * g_maxplayers, if it isn't used this function always return true, otherwise
1905 * it checks whether the number of currently playing players exceeds g_maxplayers.
1906 * @return int number of free slots for players, 0 if none
1908 int nJoinAllowed(entity this, entity ignore)
1911 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1912 // so report 0 free slots if restricted
1914 if(autocvar_g_forced_team_otherwise == "spectate")
1916 if(autocvar_g_forced_team_otherwise == "spectator")
1920 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1921 return 0; // forced spectators can never join
1923 // TODO simplify this
1924 int totalClients = 0;
1925 int currentlyPlaying = 0;
1926 FOREACH_CLIENT(true, {
1929 if(IS_REAL_CLIENT(it))
1930 if(IS_PLAYER(it) || it.caplayer)
1934 float free_slots = 0;
1935 if (!autocvar_g_maxplayers)
1936 free_slots = maxclients - totalClients;
1937 else if(currentlyPlaying < autocvar_g_maxplayers)
1938 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1940 static float join_prevent_msg_time = 0;
1941 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1943 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1944 join_prevent_msg_time = time + 3;
1951 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1952 * g_maxplayers_spectator_blocktime seconds
1954 void checkSpectatorBlock(entity this)
1956 if(IS_SPEC(this) || IS_OBSERVER(this))
1958 if(IS_REAL_CLIENT(this))
1960 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1961 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1967 void PrintWelcomeMessage(entity this)
1969 if(CS(this).motd_actived_time == 0)
1971 if (autocvar_g_campaign) {
1972 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1973 CS(this).motd_actived_time = time;
1974 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1977 if (PHYS_INPUT_BUTTON_INFO(this)) {
1978 CS(this).motd_actived_time = time;
1979 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1983 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
1985 if (autocvar_g_campaign) {
1986 if (PHYS_INPUT_BUTTON_INFO(this))
1987 CS(this).motd_actived_time = time;
1988 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
1989 CS(this).motd_actived_time = 0;
1990 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1993 if (PHYS_INPUT_BUTTON_INFO(this))
1994 CS(this).motd_actived_time = time;
1995 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1996 CS(this).motd_actived_time = 0;
1997 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2001 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2003 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2004 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2005 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2007 // instanctly hide MOTD
2008 CS(this).motd_actived_time = 0;
2009 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2014 const int MIN_SPEC_TIME = 1;
2015 bool joinAllowed(entity this)
2017 if (CS(this).version_mismatch) return false;
2018 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2019 if (!nJoinAllowed(this, this)) return false;
2020 if (teamplay && lockteams) return false;
2021 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2022 if (ShowTeamSelection(this)) return false;
2027 .string shootfromfixedorigin;
2028 bool PlayerThink(entity this)
2030 if (game_stopped || intermission_running) {
2031 this.modelflags &= ~MF_ROCKET;
2032 if(intermission_running)
2033 IntermissionThink(this);
2037 if (timeout_status == TIMEOUT_ACTIVE) {
2038 // don't allow the player to turn around while game is paused
2039 // FIXME turn this into CSQC stuff
2040 this.v_angle = this.lastV_angle;
2041 this.angles = this.lastV_angle;
2042 this.fixangle = true;
2045 if (frametime) player_powerups(this);
2047 if (IS_DEAD(this)) {
2048 if (this.personal && g_race_qualifying) {
2049 if (time > this.respawn_time) {
2050 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2052 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2055 if (frametime) player_anim(this);
2057 if (this.respawn_flags & RESPAWN_DENY)
2059 STAT(RESPAWN_TIME, this) = 0;
2063 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));
2065 switch(this.deadflag)
2069 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2070 this.deadflag = DEAD_RESPAWNING;
2071 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2072 this.deadflag = DEAD_DEAD;
2078 this.deadflag = DEAD_RESPAWNABLE;
2079 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2080 this.deadflag = DEAD_RESPAWNING;
2083 case DEAD_RESPAWNABLE:
2085 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2086 this.deadflag = DEAD_RESPAWNING;
2089 case DEAD_RESPAWNING:
2091 if (time > this.respawn_time)
2093 this.respawn_time = time + 1; // only retry once a second
2094 this.respawn_time_max = this.respawn_time;
2101 ShowRespawnCountdown(this);
2103 if (this.respawn_flags & RESPAWN_SILENT)
2104 STAT(RESPAWN_TIME, this) = 0;
2105 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2107 if (time < this.respawn_time)
2108 STAT(RESPAWN_TIME, this) = this.respawn_time;
2109 else if (this.deadflag != DEAD_RESPAWNING)
2110 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2113 STAT(RESPAWN_TIME, this) = this.respawn_time;
2116 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2117 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2118 STAT(RESPAWN_TIME, this) *= -1;
2123 FixPlayermodel(this);
2125 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2126 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2127 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2130 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2133 this.items &= ~this.items_added;
2135 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2137 .entity weaponentity = weaponentities[slot];
2138 W_WeaponFrame(this, weaponentity);
2141 this.items_added = 0;
2142 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2143 this.items_added |= IT_FUEL;
2145 this.items |= this.items_added;
2150 // WEAPONTODO: Add a weapon request for this
2151 // rot vortex charge to the charge limit
2152 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2154 .entity weaponentity = weaponentities[slot];
2155 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2156 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2159 if (frametime) player_anim(this);
2162 secrets_setstatus(this);
2165 monsters_setstatus(this);
2167 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2172 .bool would_spectate;
2173 void ObserverThink(entity this)
2175 if ( CS(this).impulse )
2177 MinigameImpulse(this, CS(this).impulse);
2178 CS(this).impulse = 0;
2181 if (this.flags & FL_JUMPRELEASED) {
2182 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2183 this.flags &= ~FL_JUMPRELEASED;
2184 this.flags |= FL_SPAWNING;
2185 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2186 this.flags &= ~FL_JUMPRELEASED;
2187 if(SpectateNext(this)) {
2188 TRANSMUTE(Spectator, this);
2191 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2192 set_movetype(this, preferred_movetype);
2195 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2196 this.flags |= FL_JUMPRELEASED;
2197 if(this.flags & FL_SPAWNING)
2199 this.flags &= ~FL_SPAWNING;
2207 void SpectatorThink(entity this)
2209 if ( CS(this).impulse )
2211 if(MinigameImpulse(this, CS(this).impulse))
2212 CS(this).impulse = 0;
2214 if (CS(this).impulse == IMP_weapon_drop.impulse)
2216 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2217 CS(this).impulse = 0;
2222 if (this.flags & FL_JUMPRELEASED) {
2223 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2224 this.flags &= ~FL_JUMPRELEASED;
2225 this.flags |= FL_SPAWNING;
2226 } 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)) {
2227 this.flags &= ~FL_JUMPRELEASED;
2228 if(SpectateNext(this)) {
2229 TRANSMUTE(Spectator, this);
2231 TRANSMUTE(Observer, this);
2232 PutClientInServer(this);
2234 CS(this).impulse = 0;
2235 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2236 this.flags &= ~FL_JUMPRELEASED;
2237 if(SpectatePrev(this)) {
2238 TRANSMUTE(Spectator, this);
2240 TRANSMUTE(Observer, this);
2241 PutClientInServer(this);
2243 CS(this).impulse = 0;
2244 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2245 this.would_spectate = false;
2246 this.flags &= ~FL_JUMPRELEASED;
2247 TRANSMUTE(Observer, this);
2248 PutClientInServer(this);
2250 if(!SpectateUpdate(this))
2252 if(!SpectateNext(this))
2254 PutObserverInServer(this);
2255 this.would_spectate = true;
2260 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2261 this.flags |= FL_JUMPRELEASED;
2262 if(this.flags & FL_SPAWNING)
2264 this.flags &= ~FL_SPAWNING;
2269 if(!SpectateUpdate(this))
2270 PutObserverInServer(this);
2273 this.flags |= FL_CLIENT | FL_NOTARGET;
2276 void PlayerUseKey(entity this)
2278 if (!IS_PLAYER(this))
2285 vehicles_exit(this.vehicle, VHEF_NORMAL);
2289 else if(autocvar_g_vehicles_enter)
2291 if(!STAT(FROZEN, this))
2295 entity head, closest_target = NULL;
2296 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2298 while(head) // find the closest acceptable target to enter
2300 if(IS_VEHICLE(head))
2302 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2303 if(head.takedamage != DAMAGE_NO)
2307 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2308 { closest_target = head; }
2310 else { closest_target = head; }
2316 if(closest_target) { vehicles_enter(this, closest_target); return; }
2320 // a use key was pressed; call handlers
2321 MUTATOR_CALLHOOK(PlayerUseKey, this);
2329 Called every frame for each client before the physics are run
2332 .float last_vehiclecheck;
2333 void PlayerPreThink (entity this)
2335 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2336 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2338 WarpZone_PlayerPhysics_FixVAngle(this);
2341 // physics frames: update anticheat stuff
2342 anticheat_prethink(this);
2345 if (blockSpectators && frametime) {
2346 // WORKAROUND: only use dropclient in server frames (frametime set).
2347 // Never use it in cl_movement frames (frametime zero).
2348 checkSpectatorBlock(this);
2351 zoomstate_set = false;
2353 // Check for nameless players
2354 if (this.netname == "" || this.netname != CS(this).netname_previous)
2356 bool assume_unchanged = (CS(this).netname_previous == "");
2357 if (isInvisibleString(this.netname))
2359 this.netname = strzone(sprintf("Player#%d", this.playerid));
2360 assume_unchanged = false;
2361 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2363 if (!assume_unchanged && autocvar_sv_eventlog)
2364 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2365 strcpy(CS(this).netname_previous, this.netname);
2369 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2370 CS(this).version_nagtime = 0;
2371 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2373 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2375 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2377 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2378 if (r < 0) { // old client
2379 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2380 } else if (r > 0) { // old server
2381 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2387 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2389 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2390 this.max_armorvalue = 0;
2395 if (STAT(FROZEN, this) == 2)
2397 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2398 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2399 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2401 if (STAT(REVIVE_PROGRESS, this) >= 1)
2404 else if (STAT(FROZEN, this) == 3)
2406 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2407 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2409 if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2412 vehicles_exit(this.vehicle, VHEF_RELEASE);
2413 if(this.event_damage)
2414 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2416 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2421 MUTATOR_CALLHOOK(PlayerPreThink, this);
2423 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2424 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2426 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2428 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2429 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2431 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2435 if(!it.team || SAME_TEAM(this, it))
2436 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2437 else if(autocvar_g_vehicles_steal)
2438 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2442 this.last_vehiclecheck = time + 1;
2445 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2447 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2449 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2452 if (IS_REAL_CLIENT(this))
2453 PrintWelcomeMessage(this);
2455 if (IS_PLAYER(this)) {
2456 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2457 error("Client can't be spawned as player on connection!");
2458 if(!PlayerThink(this))
2461 else if (game_stopped || intermission_running) {
2462 if(intermission_running)
2463 IntermissionThink(this);
2466 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2468 CS(this).autojoin_checked = true;
2469 // don't do this in ClientConnect
2470 // many things can go wrong if a client is spawned as player on connection
2471 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2472 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2473 && (!teamplay || autocvar_g_balance_teams)))
2475 campaign_bots_may_start = true;
2480 else if (IS_OBSERVER(this)) {
2481 ObserverThink(this);
2483 else if (IS_SPEC(this)) {
2484 SpectatorThink(this);
2487 // WEAPONTODO: Add weapon request for this
2488 if (!zoomstate_set) {
2489 bool wep_zoomed = false;
2490 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2492 .entity weaponentity = weaponentities[slot];
2493 Weapon thiswep = this.(weaponentity).m_weapon;
2494 if(thiswep != WEP_Null && thiswep.wr_zoom)
2495 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2497 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2500 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2502 CS(this).teamkill_soundtime = 0;
2504 entity e = CS(this).teamkill_soundsource;
2505 entity oldpusher = e.pusher;
2507 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2508 e.pusher = oldpusher;
2511 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2512 CS(this).taunt_soundtime = 0;
2513 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2516 target_voicescript_next(this);
2518 // WEAPONTODO: Move into weaponsystem somehow
2519 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2520 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2522 .entity weaponentity = weaponentities[slot];
2523 if(this.(weaponentity).m_weapon == WEP_Null)
2524 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2528 void DrownPlayer(entity this)
2530 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2533 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2535 if(this.air_finished < time)
2536 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2537 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2539 else if (this.air_finished < time)
2541 if (this.pain_finished < time)
2543 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');
2544 this.pain_finished = time + 0.5;
2549 .bool move_qcphysics;
2551 void Player_Physics(entity this)
2553 set_movetype(this, this.move_movetype);
2555 if(!this.move_qcphysics)
2558 if(!frametime && !CS(this).pm_frametime)
2561 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2563 CS(this).pm_frametime = 0;
2570 Called every frame for each client after the physics are run
2573 void PlayerPostThink (entity this)
2575 Player_Physics(this);
2578 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2579 if (IS_REAL_CLIENT(this))
2580 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2582 int totalClients = 0;
2583 if(sv_maxidle_slots > 0)
2585 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2591 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2592 { /* do nothing */ }
2593 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2595 if (CS(this).idlekick_lasttimeleft)
2597 CS(this).idlekick_lasttimeleft = 0;
2598 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2603 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2604 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2605 if (!CS(this).idlekick_lasttimeleft)
2606 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2608 if (timeleft <= 0) {
2609 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2613 else if (timeleft <= 10) {
2614 if (timeleft != CS(this).idlekick_lasttimeleft) {
2615 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2617 CS(this).idlekick_lasttimeleft = timeleft;
2626 this.solid = SOLID_NOT;
2627 this.takedamage = DAMAGE_NO;
2628 set_movetype(this, MOVETYPE_NONE);
2631 if (IS_PLAYER(this)) {
2632 if(this.death_time == time && IS_DEAD(this))
2634 // player's bbox gets resized now, instead of in the damage event that killed the player,
2635 // once all the damage events of this frame have been processed with normal size
2637 setsize(this, this.mins, this.maxs);
2640 UpdateChatBubble(this);
2641 if (CS(this).impulse) ImpulseCommands(this);
2644 CSQCMODEL_AUTOUPDATE(this);
2647 GetPressedKeys(this);
2650 if (this.waypointsprite_attachedforcarrier) {
2651 vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2652 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2655 CSQCMODEL_AUTOUPDATE(this);
2658 // hack to copy the button fields from the client entity to the Client State
2659 void PM_UpdateButtons(entity this, entity store)
2662 store.impulse = this.impulse;
2665 bool typing = this.buttonchat;
2667 store.button0 = (typing) ? 0 : this.button0;
2669 store.button2 = (typing) ? 0 : this.button2;
2670 store.button3 = (typing) ? 0 : this.button3;
2671 store.button4 = this.button4;
2672 store.button5 = (typing) ? 0 : this.button5;
2673 store.button6 = this.button6;
2674 store.button7 = this.button7;
2675 store.button8 = this.button8;
2676 store.button9 = this.button9;
2677 store.button10 = this.button10;
2678 store.button11 = this.button11;
2679 store.button12 = this.button12;
2680 store.button13 = this.button13;
2681 store.button14 = this.button14;
2682 store.button15 = this.button15;
2683 store.button16 = this.button16;
2684 store.buttonuse = this.buttonuse;
2685 store.buttonchat = this.buttonchat;
2687 store.cursor_active = this.cursor_active;
2688 store.cursor_screen = this.cursor_screen;
2689 store.cursor_trace_start = this.cursor_trace_start;
2690 store.cursor_trace_endpos = this.cursor_trace_endpos;
2691 store.cursor_trace_ent = this.cursor_trace_ent;
2693 store.ping = this.ping;
2694 store.ping_packetloss = this.ping_packetloss;
2695 store.ping_movementloss = this.ping_movementloss;
2697 store.v_angle = this.v_angle;
2698 store.movement = (typing) ? '0 0 0' : this.movement;
2701 NET_HANDLE(fpsreport, bool)
2703 int fps = ReadShort();
2704 PlayerScore_Set(sender, SP_FPS, fps);