3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/qc/globalsound.qh>
7 #include <common/ent_cs.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
10 #include <common/items/_mod.qh>
11 #include <common/items/inventory.qh>
12 #include <common/mapobjects/func/conveyor.qh>
13 #include <common/mapobjects/func/ladder.qh>
14 #include <common/mapobjects/subs.qh>
15 #include <common/mapobjects/target/spawnpoint.qh>
16 #include <common/mapobjects/teleporters.qh>
17 #include <common/mapobjects/trigger/counter.qh>
18 #include <common/mapobjects/trigger/secret.qh>
19 #include <common/mapobjects/trigger/swamp.qh>
20 #include <common/mapobjects/triggers.qh>
21 #include <common/minigames/sv_minigames.qh>
22 #include <common/monsters/sv_monsters.qh>
23 #include <common/mutators/mutator/instagib/sv_instagib.qh>
24 #include <common/mutators/mutator/nades/nades.qh>
25 #include <common/mutators/mutator/overkill/oknex.qh>
26 #include <common/mutators/mutator/status_effects/_mod.qh>
27 #include <common/mutators/mutator/waypoints/all.qh>
28 #include <common/net_linked.qh>
29 #include <common/net_notice.qh>
30 #include <common/notifications/all.qh>
31 #include <common/physics/player.qh>
32 #include <common/playerstats.qh>
33 #include <common/resources/sv_resources.qh>
34 #include <common/state.qh>
35 #include <common/stats.qh>
36 #include <common/vehicles/all.qh>
37 #include <common/vehicles/sv_vehicles.qh>
38 #include <common/viewloc.qh>
39 #include <common/weapons/_all.qh>
40 #include <common/weapons/weapon/vortex.qh>
41 #include <common/wepent.qh>
42 #include <lib/csqcmodel/sv_model.qh>
43 #include <lib/warpzone/common.qh>
44 #include <lib/warpzone/server.qh>
45 #include <server/anticheat.qh>
46 #include <server/antilag.qh>
47 #include <server/bot/api.qh>
48 #include <server/bot/default/cvars.qh>
49 #include <server/campaign.qh>
50 #include <server/chat.qh>
51 #include <server/cheats.qh>
52 #include <server/clientkill.qh>
53 #include <server/command/common.qh>
54 #include <server/command/common.qh>
55 #include <server/command/vote.qh>
56 #include <server/compat/quake3.qh>
57 #include <server/damage.qh>
58 #include <server/gamelog.qh>
59 #include <server/handicap.qh>
60 #include <server/hook.qh>
61 #include <server/impulse.qh>
62 #include <server/intermission.qh>
63 #include <server/ipban.qh>
64 #include <server/main.qh>
65 #include <server/mutators/_mod.qh>
66 #include <server/player.qh>
67 #include <server/portals.qh>
68 #include <server/race.qh>
69 #include <server/scores.qh>
70 #include <server/scores_rules.qh>
71 #include <server/spawnpoints.qh>
72 #include <server/teamplay.qh>
73 #include <server/weapons/accuracy.qh>
74 #include <server/weapons/common.qh>
75 #include <server/weapons/hitplot.qh>
76 #include <server/weapons/selection.qh>
77 #include <server/weapons/tracing.qh>
78 #include <server/weapons/weaponsystem.qh>
79 #include <server/world.qh>
81 STATIC_METHOD(Client, Add, void(Client this, int _team))
84 TRANSMUTE(Player, this);
87 PutClientInServer(this);
90 STATIC_METHOD(Client, Remove, void(Client this))
92 TRANSMUTE(Observer, this);
93 PutClientInServer(this);
94 ClientDisconnect(this);
97 void send_CSQC_teamnagger() {
98 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
101 int CountSpectators(entity player, entity to)
103 if(!player) { return 0; } // not sure how, but best to be safe
107 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
115 void WriteSpectators(entity player, entity to)
117 if(!player) { return; } // not sure how, but best to be safe
120 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
122 if(spec_count >= MAX_SPECTATORS)
124 WriteByte(MSG_ENTITY, num_for_edict(it));
129 bool ClientData_Send(entity this, entity to, int sf)
131 assert(to == this.owner, return false);
134 if (IS_SPEC(e)) e = e.enemy;
137 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
138 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
139 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
140 if (autocvar_sv_showspectators == 1 || (autocvar_sv_showspectators && IS_SPEC(to)))
141 sf |= BIT(4); // show spectators
143 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
144 WriteByte(MSG_ENTITY, sf);
147 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
151 float specs = CountSpectators(e, to);
152 WriteByte(MSG_ENTITY, specs);
153 WriteSpectators(e, to);
159 void ClientData_Attach(entity this)
161 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
162 CS(this).clientdata.drawonlytoclient = this;
163 CS(this).clientdata.owner = this;
166 void ClientData_Detach(entity this)
168 delete(CS(this).clientdata);
169 CS(this).clientdata = NULL;
172 void ClientData_Touch(entity e)
174 entity cd = CS(e).clientdata;
175 if (cd) { cd.SendFlags = 1; }
177 // make it spectatable
178 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
180 entity cd = CS(it).clientdata;
181 if (cd) { cd.SendFlags = 1; }
190 Checks if the argument string can be a valid playermodel.
191 Returns a valid one in doubt.
194 string FallbackPlayerModel;
195 string CheckPlayerModel(string plyermodel) {
196 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
198 // note: we cannot summon Don Strunzone here, some player may
199 // still have the model string set. In case anyone manages how
200 // to change a cvar default, we'll have a small leak here.
201 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
203 // only in right path
204 if(substring(plyermodel, 0, 14) != "models/player/")
205 return FallbackPlayerModel;
206 // only good file extensions
207 if(substring(plyermodel, -4, 4) != ".iqm"
208 && substring(plyermodel, -4, 4) != ".zym"
209 && substring(plyermodel, -4, 4) != ".dpm"
210 && substring(plyermodel, -4, 4) != ".md3"
211 && substring(plyermodel, -4, 4) != ".psk")
213 return FallbackPlayerModel;
215 // forbid the LOD models
216 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
217 return FallbackPlayerModel;
218 if(plyermodel != strtolower(plyermodel))
219 return FallbackPlayerModel;
220 // also, restrict to server models
221 if(autocvar_sv_servermodelsonly)
223 if(!fexists(plyermodel))
224 return FallbackPlayerModel;
229 void setplayermodel(entity e, string modelname)
231 precache_model(modelname);
232 _setmodel(e, modelname);
233 player_setupanimsformodel(e);
234 if(!autocvar_g_debug_globalsounds)
235 UpdatePlayerSounds(e);
238 bool SpectateNext(entity this);
240 /** putting a client as observer in the server */
241 void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
243 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
244 bool recount_ready = false;
245 PlayerState_detach(this);
249 if(GetResource(this, RES_HEALTH) >= 1)
252 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
255 // was a player, recount votes and ready status
256 if(IS_REAL_CLIENT(this))
258 if (vote_called) { VoteCount(false); }
260 recount_ready = true;
262 entcs_update_players(this);
267 entity spot = SelectSpawnPoint(this, true);
268 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
269 this.angles = vec2(spot.angles);
270 // offset it so that the spectator spawns higher off the ground, looks better this way
271 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
273 else // change origin to restore previous view origin
274 setorigin(this, this.origin + STAT(PL_VIEW_OFS, this) - STAT(PL_CROUCH_VIEW_OFS, this));
275 this.fixangle = true;
277 if (IS_REAL_CLIENT(this))
280 WriteByte(MSG_ONE, SVC_SETVIEW);
281 WriteEntity(MSG_ONE, this);
283 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
284 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
285 if(!autocvar_g_debug_globalsounds)
287 // needed for player sounds
289 FixPlayermodel(this);
291 setmodel(this, MDL_Null);
292 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
293 this.view_ofs = '0 0 0';
295 RemoveGrapplingHooks(this);
296 Portal_ClearAll(this);
297 Unfreeze(this, false);
298 SetSpectatee(this, NULL);
303 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
307 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
309 TRANSMUTE(Observer, this);
311 if(recount_ready) ReadyCount();
313 WaypointSprite_PlayerDead(this);
314 accuracy_resend(this);
316 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
317 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
319 CS(this).spectatortime = time;
321 IL_REMOVE(g_bot_targets, this);
322 this.bot_attack = false;
323 if(this.monster_attack)
324 IL_REMOVE(g_monster_targets, this);
325 this.monster_attack = false;
326 STAT(HUD, this) = HUD_NORMAL;
327 this.iscreature = false;
328 this.teleportable = TELEPORT_SIMPLE;
329 if(this.damagedbycontents)
330 IL_REMOVE(g_damagedbycontents, this);
331 this.damagedbycontents = false;
332 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
333 SetSpectatee_status(this, etof(this));
334 this.takedamage = DAMAGE_NO;
335 this.solid = SOLID_NOT;
336 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
337 this.flags = FL_CLIENT | FL_NOTARGET;
339 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
340 this.pauserotarmor_finished = 0;
341 this.pauserothealth_finished = 0;
342 this.pauseregen_finished = 0;
343 this.damageforcescale = 0;
345 this.respawn_flags = 0;
346 this.respawn_time = 0;
347 STAT(RESPAWN_TIME, this) = 0;
351 this.pain_finished = 0;
352 STAT(AIR_FINISHED, this) = 0;
353 //this.dphitcontentsmask = 0;
354 this.dphitcontentsmask = DPCONTENTS_SOLID;
355 if (autocvar_g_playerclip_collisions)
356 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
359 setthink(this, func_null);
361 this.deadflag = DEAD_NO;
363 STAT(REVIVE_PROGRESS, this) = 0;
364 this.revival_time = 0;
365 this.draggable = drag_undraggable;
367 player_powerups_remove_all(this);
369 STAT(WEAPONS, this) = '0 0 0';
370 this.drawonlytoclient = this;
374 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
376 this.weaponmodel = "";
377 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
379 this.weaponentities[slot] = NULL;
381 this.exteriorweaponentity = NULL;
382 CS(this).killcount = FRAGS_SPECTATOR;
383 this.velocity = '0 0 0';
384 this.avelocity = '0 0 0';
385 this.punchangle = '0 0 0';
386 this.punchvector = '0 0 0';
387 this.oldvelocity = this.velocity;
388 this.event_damage = func_null;
389 this.event_heal = func_null;
391 for(int slot = 0; slot < MAX_AXH; ++slot)
393 entity axh = this.(AuxiliaryXhair[slot]);
394 this.(AuxiliaryXhair[slot]) = NULL;
396 if(axh.owner == this && axh != NULL && !wasfreed(axh))
400 if (mutator_returnvalue)
402 // mutator prevents resetting teams+score
406 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR); // clears scores too in game modes without teams
407 this.frags = FRAGS_SPECTATOR;
410 bot_relinkplayerlist();
412 if (CS(this).just_joined)
413 CS(this).just_joined = false;
415 // force members of alive squads to spectate another squadmate
416 if(IS_REAL_CLIENT(this) && IN_SQUAD(this) && !this.br_squad.br_squad_dead)
419 TRANSMUTE(Spectator, this);
423 int player_getspecies(entity this)
425 get_model_parameters(this.model, this.skin);
426 int s = get_model_parameters_species;
427 get_model_parameters(string_null, 0);
428 if (s < 0) return SPECIES_HUMAN;
432 .float model_randomizer;
433 void FixPlayermodel(entity player)
435 string defaultmodel = "";
437 if(autocvar_sv_defaultcharacter)
443 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
444 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
445 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
446 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
450 if(defaultmodel == "")
452 defaultmodel = autocvar_sv_defaultplayermodel;
453 defaultskin = autocvar_sv_defaultplayerskin;
456 int n = tokenize_console(defaultmodel);
459 defaultmodel = argv(floor(n * CS(player).model_randomizer));
460 // However, do NOT randomize if the player-selected model is in the list.
461 for (int i = 0; i < n; ++i)
462 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
463 defaultmodel = argv(i);
466 int i = strstrofs(defaultmodel, ":", 0);
469 defaultskin = stof(substring(defaultmodel, i+1, -1));
470 defaultmodel = substring(defaultmodel, 0, i);
473 if(autocvar_sv_defaultcharacterskin && !defaultskin)
479 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
480 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
481 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
482 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
487 defaultskin = autocvar_sv_defaultplayerskin;
490 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
491 defaultmodel = M_ARGV(0, string);
492 defaultskin = M_ARGV(1, int);
496 if(defaultmodel != "")
498 if (defaultmodel != player.model)
500 vector m1 = player.mins;
501 vector m2 = player.maxs;
502 setplayermodel (player, defaultmodel);
503 setsize (player, m1, m2);
507 oldskin = player.skin;
508 player.skin = defaultskin;
510 if (player.playermodel != player.model || player.playermodel == "")
512 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
513 vector m1 = player.mins;
514 vector m2 = player.maxs;
515 setplayermodel (player, player.playermodel);
516 setsize (player, m1, m2);
520 if(!autocvar_sv_defaultcharacterskin)
522 oldskin = player.skin;
523 player.skin = stof(player.playerskin);
527 oldskin = player.skin;
528 player.skin = defaultskin;
532 if(chmdl || oldskin != player.skin) // model or skin has changed
534 player.species = player_getspecies(player); // update species
535 if(!autocvar_g_debug_globalsounds)
536 UpdatePlayerSounds(player); // update skin sounds
540 if(strlen(autocvar_sv_defaultplayercolors))
541 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
542 setcolor(player, stof(autocvar_sv_defaultplayercolors));
545 void PutPlayerInServer(entity this)
547 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
549 PlayerState_attach(this);
550 accuracy_resend(this);
552 if (teamplay && this.bot_forced_team)
553 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
556 TeamBalance_JoinBestTeam(this);
558 entity spot = SelectSpawnPoint(this, false);
560 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
561 return; // spawn failed
564 TRANSMUTE(Player, this);
566 CS(this).wasplayer = true;
567 this.iscreature = true;
568 this.teleportable = TELEPORT_NORMAL;
569 if(!this.damagedbycontents)
570 IL_PUSH(g_damagedbycontents, this);
571 this.damagedbycontents = true;
572 set_movetype(this, MOVETYPE_WALK);
573 this.solid = SOLID_SLIDEBOX;
574 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
575 if (autocvar_g_playerclip_collisions)
576 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
577 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
578 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
579 this.frags = FRAGS_PLAYER;
580 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
581 this.flags = FL_CLIENT | FL_PICKUPITEMS;
582 if (autocvar__notarget)
583 this.flags |= FL_NOTARGET;
584 this.takedamage = DAMAGE_AIM;
585 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
588 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
589 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
590 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
591 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
592 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
593 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
594 SetResource(this, RES_HEALTH, warmup_start_health);
595 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
596 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
598 SetResource(this, RES_SHELLS, start_ammo_shells);
599 SetResource(this, RES_BULLETS, start_ammo_nails);
600 SetResource(this, RES_ROCKETS, start_ammo_rockets);
601 SetResource(this, RES_CELLS, start_ammo_cells);
602 SetResource(this, RES_PLASMA, start_ammo_plasma);
603 SetResource(this, RES_FUEL, start_ammo_fuel);
604 SetResource(this, RES_HEALTH, start_health);
605 SetResource(this, RES_ARMOR, start_armorvalue);
606 STAT(WEAPONS, this) = start_weapons;
607 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
609 GiveRandomWeapons(this, random_start_weapons_count,
610 autocvar_g_random_start_weapons, random_start_ammo);
613 SetSpectatee_status(this, 0);
615 PS(this).dual_weapons = '0 0 0';
617 if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
618 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
620 this.items = start_items;
622 float shieldtime = time + autocvar_g_spawnshieldtime;
624 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
625 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
626 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
627 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
628 if (!sv_ready_restart_after_countdown && time < game_starttime)
630 float f = game_starttime - time;
632 this.pauserotarmor_finished += f;
633 this.pauserothealth_finished += f;
634 this.pauseregen_finished += f;
637 StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
639 this.damageforcescale = autocvar_g_player_damageforcescale;
641 this.respawn_flags = 0;
642 this.respawn_time = 0;
643 STAT(RESPAWN_TIME, this) = 0;
644 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
646 this.pain_finished = 0;
648 setthink(this, func_null); // players have no think function
651 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
653 this.deadflag = DEAD_NO;
655 this.angles = spot.angles;
656 this.angles_z = 0; // never spawn tilted even if the spot says to
657 if (IS_BOT_CLIENT(this))
659 this.v_angle = this.angles;
662 this.fixangle = true; // turn this way immediately
663 this.oldvelocity = this.velocity = '0 0 0';
664 this.avelocity = '0 0 0';
665 this.punchangle = '0 0 0';
666 this.punchvector = '0 0 0';
668 STAT(REVIVE_PROGRESS, this) = 0;
669 this.revival_time = 0;
671 STAT(AIR_FINISHED, this) = 0;
672 this.waterlevel = WATERLEVEL_NONE;
673 this.watertype = CONTENT_EMPTY;
675 if(STAT(DROP, this) != DROP_TRANSPORT)
677 entity spawnevent = new_pure(spawnevent);
678 spawnevent.owner = this;
679 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
682 // Cut off any still running player sounds.
683 stopsound(this, CH_PLAYER_SINGLE);
686 FixPlayermodel(this);
687 this.drawonlytoclient = NULL;
691 for(int slot = 0; slot < MAX_AXH; ++slot)
693 entity axh = this.(AuxiliaryXhair[slot]);
694 this.(AuxiliaryXhair[slot]) = NULL;
696 if(axh.owner == this && axh != NULL && !wasfreed(axh))
700 this.spawnpoint_targ = NULL;
703 this.view_ofs = STAT(PL_VIEW_OFS, this);
704 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
705 this.spawnorigin = spot.origin;
706 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
707 // don't reset back to last position, even if new position is stuck in solid
708 this.oldorigin = this.origin;
710 IL_REMOVE(g_conveyed, this);
711 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
713 IL_REMOVE(g_swamped, this);
714 this.swampslug = NULL;
715 this.swamp_interval = 0;
716 if(this.ladder_entity)
717 IL_REMOVE(g_ladderents, this);
718 this.ladder_entity = NULL;
719 IL_EACH(g_counters, it.realowner == this,
723 STAT(HUD, this) = HUD_NORMAL;
725 this.event_damage = PlayerDamage;
726 this.event_heal = PlayerHeal;
728 this.draggable = func_null;
731 IL_PUSH(g_bot_targets, this);
732 this.bot_attack = true;
733 if(!this.monster_attack)
734 IL_PUSH(g_monster_targets, this);
735 this.monster_attack = true;
736 navigation_dynamicgoal_init(this, false);
738 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
740 // player was spectator
741 if (CS(this).killcount == FRAGS_SPECTATOR) {
742 PlayerScore_Clear(this);
743 CS(this).killcount = 0;
744 CS(this).startplaytime = time;
747 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
749 .entity weaponentity = weaponentities[slot];
750 CL_SpawnWeaponentity(this, weaponentity);
752 this.alpha = default_player_alpha;
753 this.colormod = '1 1 1' * autocvar_g_player_brightness;
754 this.exteriorweaponentity.alpha = default_weapon_alpha;
756 this.speedrunning = false;
758 this.counter_cnt = 0;
759 this.fragsfilter_cnt = 0;
761 target_voicescript_clear(this);
763 // reset fields the weapons may use
764 FOREACH(Weapons, true, {
765 it.wr_resetplayer(it, this);
766 // reload all reloadable weapons
767 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
768 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
770 .entity weaponentity = weaponentities[slot];
771 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
776 Unfreeze(this, false);
778 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
780 string s = spot.target;
781 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
782 spot.target = string_null;
783 SUB_UseTargets(spot, this, NULL);
784 if(g_assault || g_race)
788 if (autocvar_spawn_debug)
790 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
791 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
794 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
796 .entity weaponentity = weaponentities[slot];
797 entity w_ent = this.(weaponentity);
798 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
799 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
801 w_ent.m_switchweapon = WEP_Null;
802 w_ent.m_weapon = WEP_Null;
803 w_ent.weaponname = "";
804 w_ent.m_switchingweapon = WEP_Null;
808 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
810 if (CS(this).impulse) ImpulseCommands(this);
812 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
813 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
815 .entity weaponentity = weaponentities[slot];
816 W_WeaponFrame(this, weaponentity);
819 if (!warmup_stage && !this.alivetime)
820 this.alivetime = time;
822 antilag_clear(this, CS(this));
825 /** Called when a client spawns in the server */
826 void PutClientInServer(entity this)
828 if (IS_REAL_CLIENT(this)) {
830 WriteByte(MSG_ONE, SVC_SETVIEW);
831 WriteEntity(MSG_ONE, this);
834 TRANSMUTE(Observer, this);
836 bool use_spawnpoint = (!this.enemy); // check this.enemy here since SetSpectatee will clear it
837 SetSpectatee(this, NULL);
841 PS(this).itemkeys = 0;
843 MUTATOR_CALLHOOK(PutClientInServer, this);
845 if (IS_OBSERVER(this)) {
846 PutObserverInServer(this, false, use_spawnpoint);
847 } else if (IS_PLAYER(this)) {
848 PutPlayerInServer(this);
851 bot_relinkplayerlist();
854 // TODO do we need all these fields, or should we stop autodetecting runtime
855 // changes and just have a console command to update this?
856 bool ClientInit_SendEntity(entity this, entity to, int sf)
858 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
861 // MSG_INIT replacement
862 // TODO: make easier to use
864 W_PROP_reload(MSG_ONE, to);
865 ClientInit_misc(this);
866 MUTATOR_CALLHOOK(Ent_Init);
868 void ClientInit_misc(entity this)
870 int channel = MSG_ONE;
871 WriteHeader(channel, ENT_CLIENT_INIT);
872 WriteByte(channel, g_nexball_meter_period * 32);
873 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
874 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
875 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
876 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
877 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
878 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
879 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
880 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
882 if(autocvar_sv_foginterval && world.fog != "")
883 WriteString(channel, world.fog);
885 WriteString(channel, "");
886 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
887 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
888 WriteByte(channel, serverflags);
889 WriteCoord(channel, autocvar_g_trueaim_minrange);
892 void ClientInit_CheckUpdate(entity this)
894 this.nextthink = time;
895 if(this.count != autocvar_g_balance_armor_blockpercent)
897 this.count = autocvar_g_balance_armor_blockpercent;
900 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
902 this.cnt = autocvar_g_balance_damagepush_speedfactor;
907 void ClientInit_Spawn()
909 entity e = new_pure(clientinit);
910 setthink(e, ClientInit_CheckUpdate);
911 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
913 ClientInit_CheckUpdate(e);
923 // initialize parms for a new player
924 parm1 = -(86400 * 366);
926 MUTATOR_CALLHOOK(SetNewParms);
934 void SetChangeParms (entity this)
936 // save parms for level change
937 parm1 = CS(this).parm_idlesince - time;
939 MUTATOR_CALLHOOK(SetChangeParms);
947 void DecodeLevelParms(entity this)
950 CS(this).parm_idlesince = parm1;
951 if (CS(this).parm_idlesince == -(86400 * 366))
952 CS(this).parm_idlesince = time;
954 // whatever happens, allow 60 seconds of idling directly after connect for map loading
955 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
957 MUTATOR_CALLHOOK(DecodeLevelParms);
960 void FixClientCvars(entity e)
962 // send prediction settings to the client
963 if(autocvar_g_antilag == 3) // client side hitscan
964 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
965 if(autocvar_sv_gentle)
966 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
968 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
969 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
971 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
973 MUTATOR_CALLHOOK(FixClientCvars, e);
976 bool findinlist_abbrev(string tofind, string list)
978 if(list == "" || tofind == "")
979 return false; // empty list or search, just return
981 // this function allows abbreviated strings!
982 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
990 bool PlayerInIPList(entity p, string iplist)
992 // some safety checks (never allow local?)
993 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
996 return findinlist_abbrev(p.netaddress, iplist);
999 bool PlayerInIDList(entity p, string idlist)
1001 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1005 return findinlist_abbrev(p.crypto_idfp, idlist);
1008 bool PlayerInList(entity player, string list)
1010 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1013 #ifdef DP_EXT_PRECONNECT
1018 Called once (not at each match start) when a client begins a connection to the server
1021 void ClientPreConnect(entity this)
1023 if(autocvar_sv_eventlog)
1025 GameLogEcho(sprintf(":connect:%d:%d:%s",
1028 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1034 void SendWelcomemessage(entity this, bool force_centerprint)
1037 WriteHeader(MSG_ONE, TE_CSQC_SERVERWELCOME);
1038 SendWelcomemessage_msg_type(this, force_centerprint, MSG_ONE);
1041 // NOTE csqc uses the active mutators list sent by this function
1042 // to understand which mutators are enabled
1043 // also note that they aren't all registered mutators, e.g. jetpack, low gravity
1044 void SendWelcomemessage_msg_type(entity this, bool force_centerprint, int msg_type)
1046 WriteByte(msg_type, boolean(autocvar_g_campaign));
1047 if (boolean(autocvar_g_campaign))
1049 WriteString(msg_type, Campaign_GetTitle());
1050 WriteByte(msg_type, Campaign_GetLevelNum());
1051 WriteString(msg_type, Campaign_GetMessage());
1054 WriteByte(msg_type, force_centerprint);
1055 WriteString(msg_type, autocvar_hostname);
1056 WriteString(msg_type, autocvar_g_xonoticversion);
1057 WriteByte(msg_type, CS(this).version_mismatch);
1058 WriteByte(msg_type, (CS(this).version < autocvar_gameversion));
1060 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1061 string modifications = M_ARGV(0, string);
1063 if (!g_weaponarena && cvar("g_balance_blaster_weaponstartoverride") == 0)
1064 modifications = strcat(modifications, ", No start weapons");
1065 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1066 modifications = strcat(modifications, ", Low gravity");
1067 if(g_weapon_stay && !g_cts)
1068 modifications = strcat(modifications, ", Weapons stay");
1069 if(autocvar_g_jetpack)
1070 modifications = strcat(modifications, ", Jetpack");
1071 modifications = substring(modifications, 2, strlen(modifications) - 2);
1073 WriteString(msg_type, modifications);
1075 WriteString(msg_type, g_weaponarena_list);
1077 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1079 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1080 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1083 WriteString(msg_type, cache_mutatormsg);
1085 WriteString(msg_type, strreplace("\\n", "\n", autocvar_sv_motd));
1092 Called when a client connects to the server
1095 void ClientConnect(entity this)
1097 if (Ban_MaybeEnforceBanOnce(this)) return;
1098 assert(!IS_CLIENT(this), return);
1099 this.flags |= FL_CLIENT;
1100 assert(player_count >= 0, player_count = 0);
1102 TRANSMUTE(Client, this);
1103 CS(this).version_nagtime = time + 10 + random() * 10;
1105 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1107 bot_clientconnect(this);
1109 Player_DetermineForcedTeam(this);
1111 TRANSMUTE(Observer, this);
1113 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1115 // always track bots, don't ask for cl_allow_uidtracking
1116 if (IS_BOT_CLIENT(this))
1117 PlayerStats_GameReport_AddPlayer(this);
1119 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1121 if (autocvar_sv_eventlog)
1122 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1124 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1126 stuffcmd(this, clientstuff, "\n");
1127 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1129 FixClientCvars(this);
1131 // get version info from player
1132 stuffcmd(this, "cmd clientversion $gameversion\n");
1134 // notify about available teams
1137 entity balance = TeamBalance_CheckAllowedTeams(this);
1138 int t = TeamBalance_GetAllowedTeams(balance);
1139 TeamBalance_Destroy(balance);
1140 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1144 stuffcmd(this, "set _teams_available 0\n");
1147 bot_relinkplayerlist();
1149 CS(this).spectatortime = time;
1150 if (blockSpectators)
1152 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1155 CS(this).jointime = time;
1157 if (IS_REAL_CLIENT(this))
1159 if (g_weaponarena_weapons == WEPSET(TUBA))
1160 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1163 if (!autocvar_sv_foginterval && world.fog != "")
1164 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1166 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1167 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1168 send_CSQC_teamnagger();
1170 CSQCMODEL_AUTOINIT(this);
1172 CS(this).model_randomizer = random();
1174 if (IS_REAL_CLIENT(this))
1175 sv_notice_join(this);
1177 this.move_qcphysics = autocvar_sv_qcphysics;
1179 // update physics stats (players can spawn before physics runs)
1180 Physics_UpdateStats(this);
1182 IL_EACH(g_initforplayer, it.init_for_player, {
1183 it.init_for_player(it, this);
1186 Handicap_Initialize(this);
1188 MUTATOR_CALLHOOK(ClientConnect, this);
1190 if (player_count == 1)
1191 localcmd("\nsv_hook_firstjoin\n");
1193 if (IS_REAL_CLIENT(this) && !IS_PLAYER(this) && !autocvar_g_campaign)
1194 CS(this).motd_actived_time = -1; // the welcome message is shown by the client
1200 Called when a client disconnects from the server
1203 .entity chatbubbleentity;
1204 void player_powerups_remove_all(entity this);
1206 void ClientDisconnect(entity this)
1208 assert(IS_CLIENT(this), return);
1210 PlayerStats_GameReport_FinalizePlayer(this);
1211 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1212 if (CS(this).active_minigame) part_minigame(this);
1213 if (IS_PLAYER(this) && (STAT(DROP, this) != DROP_TRANSPORT)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1215 if (autocvar_sv_eventlog)
1216 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1218 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1221 SetSpectatee(this, NULL);
1223 MUTATOR_CALLHOOK(ClientDisconnect, this);
1225 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1226 strfree(CS_CVAR(this).weaponorder_byimpulse);
1227 ClientState_detach(this);
1229 Portal_ClearAll(this);
1231 Unfreeze(this, false);
1233 RemoveGrapplingHooks(this);
1235 // Here, everything has been done that requires this player to be a client.
1237 this.flags &= ~FL_CLIENT;
1239 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1240 if (this.killindicator) delete(this.killindicator);
1242 IL_EACH(g_counters, it.realowner == this,
1247 WaypointSprite_PlayerGone(this);
1249 bot_relinkplayerlist();
1251 strfree(this.clientstatus);
1252 if (this.personal) delete(this.personal);
1256 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1258 player_powerups_remove_all(this); // stop powerup sound
1262 if (player_count == 0)
1263 localcmd("\nsv_hook_lastleave\n");
1266 void ChatBubbleThink(entity this)
1268 this.nextthink = time;
1269 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1271 if(this.owner) // but why can that ever be NULL?
1272 this.owner.chatbubbleentity = NULL;
1279 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1281 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1282 this.mdl = "models/sprites/minigame_busy.iqm";
1283 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1284 this.mdl = "models/misc/chatbubble.spr";
1287 if ( this.model != this.mdl )
1288 _setmodel(this, this.mdl);
1292 void UpdateChatBubble(entity this)
1296 // spawn a chatbubble entity if needed
1297 if (!this.chatbubbleentity)
1299 this.chatbubbleentity = new(chatbubbleentity);
1300 this.chatbubbleentity.owner = this;
1301 this.chatbubbleentity.exteriormodeltoclient = this;
1302 setthink(this.chatbubbleentity, ChatBubbleThink);
1303 this.chatbubbleentity.nextthink = time;
1304 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1305 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1306 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1307 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1308 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1309 //this.chatbubbleentity.model = "";
1310 this.chatbubbleentity.effects = EF_LOWPRECISION;
1314 void calculate_player_respawn_time(entity this)
1316 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1319 float gametype_setting_tmp;
1320 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1321 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1322 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1323 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1324 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1325 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1327 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1330 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1331 if(it.team == this.team)
1334 if (sdelay_small_count == 0)
1335 sdelay_small_count = 1;
1336 if (sdelay_large_count == 0)
1337 sdelay_large_count = 1;
1341 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1344 if (sdelay_small_count == 0)
1346 if (IS_INDEPENDENT_PLAYER(this))
1348 // Players play independently. No point in requiring enemies.
1349 sdelay_small_count = 1;
1353 // Players play AGAINST each other. Enemies required.
1354 sdelay_small_count = 2;
1357 if (sdelay_large_count == 0)
1359 if (IS_INDEPENDENT_PLAYER(this))
1361 // Players play independently. No point in requiring enemies.
1362 sdelay_large_count = 1;
1366 // Players play AGAINST each other. Enemies required.
1367 sdelay_large_count = 2;
1374 if (pcount <= sdelay_small_count)
1375 sdelay = sdelay_small;
1376 else if (pcount >= sdelay_large_count)
1377 sdelay = sdelay_large;
1378 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1379 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1382 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1384 this.respawn_time = time + sdelay;
1386 if(sdelay < sdelay_max)
1387 this.respawn_time_max = time + sdelay_max;
1389 this.respawn_time_max = this.respawn_time;
1391 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1392 this.respawn_countdown = 10; // first number to count down from is 10
1394 this.respawn_countdown = -1; // do not count down
1396 if(autocvar_g_forced_respawn)
1397 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1400 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1401 // added to the model skins
1402 /*void UpdateColorModHack()
1405 c = this.clientcolors & 15;
1406 // LordHavoc: only bothering to support white, green, red, yellow, blue
1407 if (!teamplay) this.colormod = '0 0 0';
1408 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1409 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1410 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1411 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1412 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1413 else this.colormod = '1 1 1';
1416 void respawn(entity this)
1418 bool damagedbycontents_prev = this.damagedbycontents;
1421 if(autocvar_g_respawn_ghosts)
1423 this.solid = SOLID_NOT;
1424 this.takedamage = DAMAGE_NO;
1425 this.damagedbycontents = false;
1426 set_movetype(this, MOVETYPE_FLY);
1427 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1428 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1429 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1430 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1431 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1432 if(autocvar_g_respawn_ghosts_time > 0)
1433 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1436 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1440 this.damagedbycontents = damagedbycontents_prev;
1442 this.effects |= EF_NODRAW; // prevent another CopyBody
1443 PutClientInServer(this);
1446 void play_countdown(entity this, float finished, Sound samp)
1449 float time_left = finished - time;
1450 if(IS_REAL_CLIENT(this) && time_left < 6 && floor(time_left - frametime) != floor(time_left))
1451 sound(this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1454 // it removes special powerups not handled by StatusEffects
1455 void player_powerups_remove_all(entity this)
1457 if (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1459 // don't play the poweroff sound when the game restarts or the player disconnects
1460 if (time > game_starttime + 1 && IS_CLIENT(this)
1461 && !(start_items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS)))
1463 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1465 if (this.items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1466 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1467 this.items -= (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS));
1471 void player_powerups(entity this)
1473 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1474 this.modelflags |= MF_ROCKET;
1476 this.modelflags &= ~MF_ROCKET;
1478 this.effects &= ~EF_NODEPTHTEST;
1481 player_powerups_remove_all(this);
1483 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1486 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1487 int items_prev = this.items;
1489 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1491 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1492 if (this.items & IT_SUPERWEAPON)
1494 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1496 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1497 this.items = this.items - (this.items & IT_SUPERWEAPON);
1498 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1499 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1501 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1503 // don't let them run out
1507 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1508 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1510 this.items = this.items - (this.items & IT_SUPERWEAPON);
1511 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1512 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1513 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1517 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1519 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1521 this.items = this.items | IT_SUPERWEAPON;
1522 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1525 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1526 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1531 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1532 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1533 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1536 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1538 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1542 if(autocvar_g_nodepthtestplayers)
1543 this.effects = this.effects | EF_NODEPTHTEST;
1545 if(autocvar_g_fullbrightplayers)
1546 this.effects = this.effects | EF_FULLBRIGHT;
1548 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1551 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1553 if(current > stable)
1555 else if(current > stable - 0.25) // when close enough, "snap"
1558 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1561 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1563 if(current < stable)
1565 else if(current < stable + 0.25) // when close enough, "snap"
1568 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1571 void RotRegen(entity this, Resource res, float limit_mod,
1572 float regenstable, float regenfactor, float regenlinear, float regenframetime,
1573 float rotstable, float rotfactor, float rotlinear, float rotframetime)
1575 float old = GetResource(this, res);
1576 float current = old;
1577 if(current > rotstable)
1579 if(rotframetime > 0)
1581 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1582 current = max(rotstable, current - rotlinear * rotframetime);
1585 else if(current < regenstable)
1587 if(regenframetime > 0)
1589 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1590 current = min(regenstable, current + regenlinear * regenframetime);
1594 float limit = GetResourceLimit(this, res) * limit_mod;
1599 SetResource(this, res, current);
1602 void player_regen(entity this)
1604 float max_mod, regen_mod, rot_mod, limit_mod;
1605 max_mod = regen_mod = rot_mod = limit_mod = 1;
1607 float regen_health = autocvar_g_balance_health_regen;
1608 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1609 float regen_health_rot = autocvar_g_balance_health_rot;
1610 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1611 float regen_health_stable = autocvar_g_balance_health_regenstable;
1612 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1613 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1614 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1615 max_mod = M_ARGV(1, float);
1616 regen_mod = M_ARGV(2, float);
1617 rot_mod = M_ARGV(3, float);
1618 limit_mod = M_ARGV(4, float);
1619 regen_health = M_ARGV(5, float);
1620 regen_health_linear = M_ARGV(6, float);
1621 regen_health_rot = M_ARGV(7, float);
1622 regen_health_rotlinear = M_ARGV(8, float);
1623 regen_health_stable = M_ARGV(9, float);
1624 regen_health_rotstable = M_ARGV(10, float);
1626 float rotstable, regenstable, rotframetime, regenframetime;
1628 if(!mutator_returnvalue)
1629 if(!STAT(FROZEN, this))
1631 regenstable = autocvar_g_balance_armor_regenstable;
1632 rotstable = autocvar_g_balance_armor_rotstable;
1633 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1634 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1635 RotRegen(this, RES_ARMOR, limit_mod,
1636 regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime,
1637 rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime);
1639 // NOTE: max_mod is only applied to health
1640 regenstable = regen_health_stable * max_mod;
1641 rotstable = regen_health_rotstable * max_mod;
1642 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1643 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1644 RotRegen(this, RES_HEALTH, limit_mod,
1645 regenstable, regen_health, regen_health_linear, regenframetime,
1646 rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1649 // if player rotted to death... die!
1650 // check this outside above checks, as player may still be able to rot to death
1651 if(GetResource(this, RES_HEALTH) < 1)
1654 vehicles_exit(this.vehicle, VHEF_RELEASE);
1655 if(this.event_damage)
1656 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1659 if (!(this.items & IT_UNLIMITED_AMMO))
1661 regenstable = autocvar_g_balance_fuel_regenstable;
1662 rotstable = autocvar_g_balance_fuel_rotstable;
1663 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0;
1664 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1665 RotRegen(this, RES_FUEL, 1,
1666 regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime,
1667 rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime);
1672 void SetZoomState(entity this, float newzoom)
1674 if(newzoom != CS(this).zoomstate)
1676 CS(this).zoomstate = newzoom;
1677 ClientData_Touch(this);
1679 zoomstate_set = true;
1682 void GetPressedKeys(entity this)
1684 MUTATOR_CALLHOOK(GetPressedKeys, this);
1687 CS(this).pressedkeys = 0;
1688 STAT(PRESSED_KEYS, this) = 0;
1692 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1693 int keys = STAT(PRESSED_KEYS, this);
1694 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1695 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1696 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1697 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1699 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1700 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
1701 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1702 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1703 CS(this).pressedkeys = keys; // store for other users
1705 STAT(PRESSED_KEYS, this) = keys;
1709 ======================
1710 spectate mode routines
1711 ======================
1714 void SpectateCopy(entity this, entity spectatee)
1716 TC(Client, this); TC(Client, spectatee);
1718 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1719 PS(this) = PS(spectatee);
1720 this.armortype = spectatee.armortype;
1721 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1722 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1723 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1724 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1725 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1726 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1727 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1728 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1729 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1730 CS(this).impulse = 0;
1731 this.disableclientprediction = 1; // no need to run prediction on a spectator
1732 this.items = spectatee.items;
1733 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1734 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1735 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1736 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1737 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1738 this.punchangle = spectatee.punchangle;
1739 this.view_ofs = spectatee.view_ofs;
1740 this.velocity = spectatee.velocity;
1741 this.dmg_take = spectatee.dmg_take;
1742 this.dmg_save = spectatee.dmg_save;
1743 this.dmg_inflictor = spectatee.dmg_inflictor;
1744 this.v_angle = spectatee.v_angle;
1745 this.angles = spectatee.v_angle;
1746 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1747 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1748 this.viewloc = spectatee.viewloc;
1749 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1750 this.fixangle = true;
1751 setorigin(this, spectatee.origin);
1752 setsize(this, spectatee.mins, spectatee.maxs);
1753 SetZoomState(this, CS(spectatee).zoomstate);
1755 anticheat_spectatecopy(this, spectatee);
1756 STAT(HUD, this) = STAT(HUD, spectatee);
1757 if(spectatee.vehicle)
1759 this.angles = spectatee.v_angle;
1761 //this.fixangle = false;
1762 //this.velocity = spectatee.vehicle.velocity;
1763 this.vehicle_health = spectatee.vehicle_health;
1764 this.vehicle_shield = spectatee.vehicle_shield;
1765 this.vehicle_energy = spectatee.vehicle_energy;
1766 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1767 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1768 this.vehicle_reload1 = spectatee.vehicle_reload1;
1769 this.vehicle_reload2 = spectatee.vehicle_reload2;
1771 //msg_entity = this;
1773 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1774 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1775 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1776 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1778 //WriteByte (MSG_ONE, SVC_SETVIEW);
1779 // WriteEntity(MSG_ONE, this);
1780 //makevectors(spectatee.v_angle);
1781 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1785 bool SpectateUpdate(entity this)
1790 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1792 SetSpectatee(this, NULL);
1796 SpectateCopy(this, this.enemy);
1801 bool SpectateSet(entity this)
1803 if(!IS_PLAYER(this.enemy))
1806 ClientData_Touch(this.enemy);
1809 WriteByte(MSG_ONE, SVC_SETVIEW);
1810 WriteEntity(MSG_ONE, this.enemy);
1811 set_movetype(this, MOVETYPE_NONE);
1812 accuracy_resend(this);
1814 if(!SpectateUpdate(this))
1815 PutObserverInServer(this, false, true);
1820 void SetSpectatee_status(entity this, int spectatee_num)
1822 int oldspectatee_status = CS(this).spectatee_status;
1823 CS(this).spectatee_status = spectatee_num;
1825 if (CS(this).spectatee_status != oldspectatee_status)
1827 if (STAT(PRESSED_KEYS, this))
1829 CS(this).pressedkeys = 0;
1830 STAT(PRESSED_KEYS, this) = 0;
1832 ClientData_Touch(this);
1833 if (g_race || g_cts) race_InitSpectator();
1837 void SetSpectatee(entity this, entity spectatee)
1839 if(IS_BOT_CLIENT(this))
1840 return; // bots abuse .enemy, this code is useless to them
1842 entity old_spectatee = this.enemy;
1844 this.enemy = spectatee;
1847 // these are required to fix the spectator bug with arc
1850 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1852 .entity weaponentity = weaponentities[slot];
1853 if(old_spectatee.(weaponentity).arc_beam)
1854 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1859 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1861 .entity weaponentity = weaponentities[slot];
1862 if(spectatee.(weaponentity).arc_beam)
1863 spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1868 SetSpectatee_status(this, etof(spectatee));
1870 // needed to update spectator list
1871 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1874 bool Spectate(entity this, entity pl)
1876 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1878 pl = M_ARGV(1, entity);
1880 SetSpectatee(this, pl);
1881 return SpectateSet(this);
1884 bool SpectateNext(entity this)
1886 entity ent = find(this.enemy, classname, STR_PLAYER);
1888 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1889 ent = M_ARGV(1, entity);
1891 ent = find(ent, classname, STR_PLAYER);
1893 if(ent) { SetSpectatee(this, ent); }
1895 return SpectateSet(this);
1898 bool SpectatePrev(entity this)
1900 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1901 entity ent = findchain(classname, STR_PLAYER);
1902 if (!ent) // no player
1906 // skip players until current spectated player
1908 while(ent && ent != this.enemy)
1911 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1913 case MUT_SPECPREV_FOUND:
1914 ent = M_ARGV(1, entity);
1916 case MUT_SPECPREV_RETURN:
1918 case MUT_SPECPREV_CONTINUE:
1929 SetSpectatee(this, ent);
1930 return SpectateSet(this);
1935 ShowRespawnCountdown()
1937 Update a respawn countdown display.
1940 void ShowRespawnCountdown(entity this)
1943 if(!IS_DEAD(this)) // just respawned?
1947 number = ceil(this.respawn_time - time);
1950 if(number <= this.respawn_countdown)
1952 this.respawn_countdown = number - 1;
1953 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
1954 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1959 .bool team_selected;
1960 bool ShowTeamSelection(entity this)
1962 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1964 stuffcmd(this, "menu_showteamselect\n");
1967 void Join(entity this)
1969 if (autocvar_g_campaign && !campaign_bots_may_start && !game_stopped && time >= game_starttime)
1972 TRANSMUTE(Player, this);
1974 if(!this.team_selected)
1975 if(autocvar_g_campaign || autocvar_g_balance_teams)
1976 TeamBalance_JoinBestTeam(this);
1978 if(autocvar_g_campaign)
1979 campaign_bots_may_start = true;
1981 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1983 PutClientInServer(this);
1986 if(teamplay && this.team != -1)
1990 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1991 this.team_selected = false;
1994 int GetPlayerLimit()
1997 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
1998 int player_limit = autocvar_g_maxplayers;
1999 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2000 player_limit = M_ARGV(0, int);
2001 return player_limit;
2005 * Determines whether the player is allowed to join. This depends on cvar
2006 * g_maxplayers, if it isn't used this function always return true, otherwise
2007 * it checks whether the number of currently playing players exceeds g_maxplayers.
2008 * @return int number of free slots for players, 0 if none
2010 int nJoinAllowed(entity this, entity ignore)
2013 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2014 // so report 0 free slots if restricted
2016 if(autocvar_g_forced_team_otherwise == "spectate")
2018 if(autocvar_g_forced_team_otherwise == "spectator")
2022 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2023 return 0; // forced spectators can never join
2025 // TODO simplify this
2026 int totalClients = 0;
2027 int currentlyPlaying = 0;
2028 FOREACH_CLIENT(true, {
2031 if(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME(it)))
2035 int player_limit = GetPlayerLimit();
2039 free_slots = maxclients - totalClients;
2040 else if(player_limit > 0 && currentlyPlaying < player_limit)
2041 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2043 static float msg_time = 0;
2044 if(this && !INGAME(this) && ignore && !free_slots && time > msg_time)
2046 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2047 msg_time = time + 0.5;
2053 void PrintWelcomeMessage(entity this)
2055 if(CS(this).motd_actived_time == 0)
2057 if (autocvar_g_campaign) {
2058 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2059 CS(this).motd_actived_time = time;
2060 SendWelcomemessage(this, false);
2063 if (PHYS_INPUT_BUTTON_INFO(this)) {
2064 CS(this).motd_actived_time = time;
2065 SendWelcomemessage(this, true);
2069 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2071 if (autocvar_g_campaign) {
2072 if (PHYS_INPUT_BUTTON_INFO(this))
2073 CS(this).motd_actived_time = time;
2074 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2075 CS(this).motd_actived_time = 0;
2076 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2079 if (PHYS_INPUT_BUTTON_INFO(this))
2080 CS(this).motd_actived_time = time;
2081 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2082 CS(this).motd_actived_time = 0;
2083 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2087 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2089 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2090 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2091 else if (CS(this).motd_actived_time == -2)
2093 // instantly hide MOTD
2094 CS(this).motd_actived_time = 0;
2095 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2097 else if (IS_PLAYER(this) || IS_SPEC(this))
2099 // FIXME occasionally for some reason MOTD never goes away
2100 // delay MOTD removal a little bit in the hope it fixes this bug
2101 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2102 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2103 else //if (CS(this).motd_actived_time < -2)
2104 CS(this).motd_actived_time++;
2109 bool joinAllowed(entity this)
2111 if (CS(this).version_mismatch) return false;
2112 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2113 if (!nJoinAllowed(this, this)) return false;
2114 if (teamplay && lockteams) return false;
2115 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2116 if (ShowTeamSelection(this)) return false;
2120 .string shootfromfixedorigin;
2121 .bool dualwielding_prev;
2122 bool PlayerThink(entity this)
2124 if (game_stopped || intermission_running) {
2125 this.modelflags &= ~MF_ROCKET;
2126 if(intermission_running)
2127 IntermissionThink(this);
2131 if (timeout_status == TIMEOUT_ACTIVE) {
2132 // don't allow the player to turn around while game is paused
2133 // FIXME turn this into CSQC stuff
2134 this.v_angle = this.lastV_angle;
2135 this.angles = this.lastV_angle;
2136 this.fixangle = true;
2139 if (frametime) player_powerups(this);
2141 if (IS_DEAD(this)) {
2142 if (this.personal && g_race_qualifying) {
2143 if (time > this.respawn_time) {
2144 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2146 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2149 if (frametime) player_anim(this);
2151 if (this.respawn_flags & RESPAWN_DENY)
2153 STAT(RESPAWN_TIME, this) = 0;
2157 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));
2159 switch(this.deadflag)
2163 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2164 this.deadflag = DEAD_RESPAWNING;
2165 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2166 this.deadflag = DEAD_DEAD;
2172 this.deadflag = DEAD_RESPAWNABLE;
2173 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2174 this.deadflag = DEAD_RESPAWNING;
2177 case DEAD_RESPAWNABLE:
2179 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2180 this.deadflag = DEAD_RESPAWNING;
2183 case DEAD_RESPAWNING:
2185 if (time > this.respawn_time)
2187 this.respawn_time = time + 1; // only retry once a second
2188 this.respawn_time_max = this.respawn_time;
2195 ShowRespawnCountdown(this);
2197 if (this.respawn_flags & RESPAWN_SILENT)
2198 STAT(RESPAWN_TIME, this) = 0;
2199 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2201 if (time < this.respawn_time)
2202 STAT(RESPAWN_TIME, this) = this.respawn_time;
2203 else if (this.deadflag != DEAD_RESPAWNING)
2204 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2207 STAT(RESPAWN_TIME, this) = this.respawn_time;
2210 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2211 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2212 STAT(RESPAWN_TIME, this) *= -1;
2217 FixPlayermodel(this);
2219 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2220 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2221 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2224 // reset gun alignment when dual wielding status changes
2225 // to ensure guns are always aligned right and left
2226 bool dualwielding = W_DualWielding(this);
2227 if(this.dualwielding_prev != dualwielding)
2229 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2230 this.dualwielding_prev = dualwielding;
2233 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2236 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2238 .entity weaponentity = weaponentities[slot];
2239 if(WEP_CVAR(vortex, charge_always))
2240 W_Vortex_Charge(this, weaponentity, frametime);
2241 W_WeaponFrame(this, weaponentity);
2247 // WEAPONTODO: Add a weapon request for this
2248 // rot vortex charge to the charge limit
2249 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2251 .entity weaponentity = weaponentities[slot];
2252 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2253 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2258 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2261 monsters_setstatus(this);
2266 .bool would_spectate;
2267 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2268 void ObserverOrSpectatorThink(entity this)
2270 bool is_spec = IS_SPEC(this);
2271 if ( CS(this).impulse )
2273 int r = MinigameImpulse(this, CS(this).impulse);
2275 CS(this).impulse = 0;
2277 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2279 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2280 CS(this).impulse = 0;
2285 if (IS_BOT_CLIENT(this) && !CS(this).autojoin_checked)
2287 CS(this).autojoin_checked = true;
2288 TRANSMUTE(Player, this);
2289 PutClientInServer(this);
2293 if (this.flags & FL_JUMPRELEASED) {
2294 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2295 this.flags &= ~FL_JUMPRELEASED;
2296 this.flags |= FL_SPAWNING;
2297 } else if((is_spec && (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)))
2298 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2299 this.flags &= ~FL_JUMPRELEASED;
2300 if(SpectateNext(this)) {
2301 TRANSMUTE(Spectator, this);
2302 } else if (is_spec) {
2303 TRANSMUTE(Observer, this);
2304 PutClientInServer(this);
2307 this.would_spectate = false; // unable to spectate anyone
2309 CS(this).impulse = 0;
2310 } else if (is_spec) {
2311 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2312 this.flags &= ~FL_JUMPRELEASED;
2313 if(SpectatePrev(this)) {
2314 TRANSMUTE(Spectator, this);
2316 TRANSMUTE(Observer, this);
2317 PutClientInServer(this);
2319 CS(this).impulse = 0;
2320 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2321 this.would_spectate = false;
2322 this.flags &= ~FL_JUMPRELEASED;
2323 TRANSMUTE(Observer, this);
2324 PutClientInServer(this);
2325 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2326 PutObserverInServer(this, false, true);
2327 this.would_spectate = true;
2331 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2332 if (PHYS_INPUT_BUTTON_USE(this))
2333 wouldclip = !wouldclip;
2334 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2335 set_movetype(this, preferred_movetype);
2337 } else { // jump pressed
2338 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2339 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2340 this.flags |= FL_JUMPRELEASED;
2341 if(this.flags & FL_SPAWNING)
2343 this.flags &= ~FL_SPAWNING;
2344 if(joinAllowed(this))
2346 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2347 CS(this).autojoin_checked = -1;
2351 if(is_spec && !SpectateUpdate(this))
2352 PutObserverInServer(this, false, true);
2355 this.flags |= FL_CLIENT | FL_NOTARGET;
2358 void PlayerUseKey(entity this)
2360 if (!IS_PLAYER(this))
2367 vehicles_exit(this.vehicle, VHEF_NORMAL);
2371 else if(autocvar_g_vehicles_enter)
2373 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2375 entity head, closest_target = NULL;
2376 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2378 while(head) // find the closest acceptable target to enter
2380 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2381 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2385 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2386 { closest_target = head; }
2388 else { closest_target = head; }
2394 if(closest_target) { vehicles_enter(this, closest_target); return; }
2398 // a use key was pressed; call handlers
2399 MUTATOR_CALLHOOK(PlayerUseKey, this);
2407 Called every frame for each client before the physics are run
2410 .float last_vehiclecheck;
2411 void PlayerPreThink (entity this)
2413 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2414 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2416 WarpZone_PlayerPhysics_FixVAngle(this);
2419 // physics frames: update anticheat stuff
2420 anticheat_prethink(this);
2422 // WORKAROUND: only use dropclient in server frames (frametime set).
2423 // Never use it in cl_movement frames (frametime zero).
2424 if (blockSpectators && IS_REAL_CLIENT(this)
2425 && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this)
2426 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2428 if (dropclient_schedule(this))
2429 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2433 zoomstate_set = false;
2435 // Check for nameless players
2436 if (this.netname == "" || this.netname != CS(this).netname_previous)
2438 bool assume_unchanged = (CS(this).netname_previous == "");
2439 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2441 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2442 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2443 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2444 assume_unchanged = false;
2445 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2447 if (isInvisibleString(this.netname))
2449 this.netname = strzone(sprintf("Player#%d", this.playerid));
2450 sprint(this, "Warning: invisible names are not allowed.\n");
2451 assume_unchanged = false;
2452 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2454 if (!assume_unchanged && autocvar_sv_eventlog)
2455 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2456 strcpy(CS(this).netname_previous, this.netname);
2460 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2461 CS(this).version_nagtime = 0;
2462 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2464 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2466 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2468 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2469 if (r < 0) { // old client
2470 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2471 } else if (r > 0) { // old server
2472 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2478 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2480 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2481 this.max_armorvalue = 0;
2484 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2486 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2488 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2489 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2491 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2493 if (STAT(REVIVE_PROGRESS, this) >= 1)
2494 Unfreeze(this, false);
2496 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2498 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2499 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2501 if (GetResource(this, RES_HEALTH) < 1)
2504 vehicles_exit(this.vehicle, VHEF_RELEASE);
2505 if(this.event_damage)
2506 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2508 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2509 Unfreeze(this, false);
2513 MUTATOR_CALLHOOK(PlayerPreThink, this);
2515 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2516 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2518 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2522 if(!it.team || SAME_TEAM(this, it))
2523 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2524 else if(autocvar_g_vehicles_steal)
2525 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2527 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2529 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2533 this.last_vehiclecheck = time + 1;
2536 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2538 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2540 if (IS_REAL_CLIENT(this))
2541 PrintWelcomeMessage(this);
2543 if (IS_PLAYER(this)) {
2544 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2545 error("Client can't be spawned as player on connection!");
2546 if(!PlayerThink(this))
2549 else if (game_stopped || intermission_running) {
2550 if(intermission_running)
2551 IntermissionThink(this);
2554 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2556 bool early_join_requested = (CS(this).autojoin_checked < 0);
2557 CS(this).autojoin_checked = 1;
2558 // don't do this in ClientConnect
2559 // many things can go wrong if a client is spawned as player on connection
2560 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2561 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2562 && (!teamplay || autocvar_g_balance_teams)))
2564 if(joinAllowed(this))
2569 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2570 ObserverOrSpectatorThink(this);
2573 // WEAPONTODO: Add weapon request for this
2574 if (!zoomstate_set) {
2575 bool wep_zoomed = false;
2576 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2578 .entity weaponentity = weaponentities[slot];
2579 Weapon thiswep = this.(weaponentity).m_weapon;
2580 if(thiswep != WEP_Null && thiswep.wr_zoom)
2581 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2583 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2586 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2588 CS(this).teamkill_soundtime = 0;
2590 entity e = CS(this).teamkill_soundsource;
2591 entity oldpusher = e.pusher;
2593 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2594 e.pusher = oldpusher;
2597 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2598 CS(this).taunt_soundtime = 0;
2599 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2602 target_voicescript_next(this);
2605 void DrownPlayer(entity this)
2607 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2608 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2610 STAT(AIR_FINISHED, this) = 0;
2614 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2616 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2617 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2618 STAT(AIR_FINISHED, this) = 0;
2622 if (!STAT(AIR_FINISHED, this))
2623 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2624 if (STAT(AIR_FINISHED, this) < time)
2626 if (this.pain_finished < time)
2628 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');
2629 this.pain_finished = time + 0.5;
2635 .bool move_qcphysics;
2637 void Player_Physics(entity this)
2639 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2641 if(!this.move_qcphysics)
2644 if(!frametime && !CS(this).pm_frametime)
2647 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2649 CS(this).pm_frametime = 0;
2656 Called every frame for each client after the physics are run
2659 void PlayerPostThink (entity this)
2661 Player_Physics(this);
2663 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2664 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2665 if (IS_REAL_CLIENT(this))
2666 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2667 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2669 int totalClients = 0;
2670 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2672 // maxidle disabled in local matches by not counting clients (totalClients 0)
2673 if (server_is_dedicated)
2675 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2679 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2683 else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2685 FOREACH_CLIENT(IS_REAL_CLIENT(it),
2691 if ((totalClients < autocvar_sv_maxidle_minplayers) || IS_GAMETYPE(BR))
2693 // idle kick disabled
2694 CS(this).parm_idlesince = time;
2696 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2698 if (CS(this).idlekick_lasttimeleft)
2700 CS(this).idlekick_lasttimeleft = 0;
2701 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2706 float maxidle_time = autocvar_sv_maxidle;
2707 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2708 maxidle_time = autocvar_sv_maxidle_playertospectator;
2709 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2710 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2711 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2713 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2714 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2716 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2718 if (timeleft <= 0) {
2719 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2721 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2722 PutObserverInServer(this, true, true);
2726 if (dropclient_schedule(this))
2727 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2731 else if (timeleft <= countdown_time) {
2732 if (timeleft != CS(this).idlekick_lasttimeleft)
2733 play2(this, SND(TALK2));
2734 CS(this).idlekick_lasttimeleft = timeleft;
2743 this.solid = SOLID_NOT;
2744 this.takedamage = DAMAGE_NO;
2745 set_movetype(this, MOVETYPE_NONE);
2746 CS(this).teamkill_complain = 0;
2747 CS(this).teamkill_soundtime = 0;
2748 CS(this).teamkill_soundsource = NULL;
2751 if (IS_PLAYER(this)) {
2752 if(this.death_time == time && IS_DEAD(this))
2754 // player's bbox gets resized now, instead of in the damage event that killed the player,
2755 // once all the damage events of this frame have been processed with normal size
2757 setsize(this, this.mins, this.maxs);
2760 UpdateChatBubble(this);
2761 if (CS(this).impulse) ImpulseCommands(this);
2762 GetPressedKeys(this);
2765 CSQCMODEL_AUTOUPDATE(this);
2769 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2771 CS(this).pressedkeys = 0;
2772 STAT(PRESSED_KEYS, this) = 0;
2775 if (this.waypointsprite_attachedforcarrier) {
2776 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2777 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2780 CSQCMODEL_AUTOUPDATE(this);
2783 // hack to copy the button fields from the client entity to the Client State
2784 void PM_UpdateButtons(entity this, entity store)
2787 store.impulse = this.impulse;
2790 bool typing = this.buttonchat || this.button12;
2792 store.button0 = (typing) ? 0 : this.button0;
2794 store.button2 = (typing) ? 0 : this.button2;
2795 store.button3 = (typing) ? 0 : this.button3;
2796 store.button4 = this.button4;
2797 store.button5 = (typing) ? 0 : this.button5;
2798 store.button6 = this.button6;
2799 store.button7 = this.button7;
2800 store.button8 = this.button8;
2801 store.button9 = this.button9;
2802 store.button10 = this.button10;
2803 store.button11 = this.button11;
2804 store.button12 = this.button12;
2805 store.button13 = this.button13;
2806 store.button14 = this.button14;
2807 store.button15 = this.button15;
2808 store.button16 = this.button16;
2809 store.buttonuse = this.buttonuse;
2810 store.buttonchat = this.buttonchat;
2812 store.cursor_active = this.cursor_active;
2813 store.cursor_screen = this.cursor_screen;
2814 store.cursor_trace_start = this.cursor_trace_start;
2815 store.cursor_trace_endpos = this.cursor_trace_endpos;
2816 store.cursor_trace_ent = this.cursor_trace_ent;
2818 store.ping = this.ping;
2819 store.ping_packetloss = this.ping_packetloss;
2820 store.ping_movementloss = this.ping_movementloss;
2822 store.v_angle = this.v_angle;
2823 store.movement = this.movement;
2826 NET_HANDLE(fpsreport, bool)
2828 int fps = ReadShort();
2829 PlayerScore_Set(sender, SP_FPS, fps);