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"
28 #include "weapons/common.qh"
32 #include "../common/ent_cs.qh"
33 #include "../common/wepent.qh"
34 #include <common/state.qh>
36 #include "compat/quake3.qh"
38 #include <common/effects/qc/globalsound.qh>
40 #include "../common/mapobjects/func/conveyor.qh"
41 #include "../common/mapobjects/teleporters.qh"
42 #include "../common/mapobjects/target/spawnpoint.qh"
43 #include <common/mapobjects/trigger/counter.qh>
44 #include <common/mapobjects/trigger/swamp.qh>
46 #include "../common/vehicles/all.qh"
48 #include "weapons/hitplot.qh"
49 #include "weapons/weaponsystem.qh"
51 #include "../common/net_notice.qh"
52 #include "../common/net_linked.qh"
53 #include "../common/physics/player.qh"
55 #include <common/vehicles/sv_vehicles.qh>
57 #include "../common/items/_mod.qh"
59 #include "../common/mutators/mutator/waypoints/all.qh"
60 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
61 #include <common/gamemodes/_mod.qh>
63 #include "../common/mapobjects/subs.qh"
64 #include "../common/mapobjects/triggers.qh"
65 #include "../common/mapobjects/trigger/secret.qh"
67 #include "../common/minigames/sv_minigames.qh"
69 #include "../common/items/inventory.qh"
71 #include "../common/monsters/sv_monsters.qh"
73 #include "../lib/warpzone/server.qh"
75 #include <common/mutators/mutator/overkill/oknex.qh>
77 STATIC_METHOD(Client, Add, void(Client this, int _team))
80 TRANSMUTE(Player, this);
83 PutClientInServer(this);
86 STATIC_METHOD(Client, Remove, void(Client this))
88 TRANSMUTE(Observer, this);
89 PutClientInServer(this);
90 ClientDisconnect(this);
93 void send_CSQC_teamnagger() {
94 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
97 int CountSpectators(entity player, entity to)
99 if(!player) { return 0; } // not sure how, but best to be safe
103 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
111 void WriteSpectators(entity player, entity to)
113 if(!player) { return; } // not sure how, but best to be safe
115 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
117 WriteByte(MSG_ENTITY, num_for_edict(it));
121 bool ClientData_Send(entity this, entity to, int sf)
123 assert(to == this.owner, return false);
126 if (IS_SPEC(e)) e = e.enemy;
129 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
130 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
131 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
132 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
134 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
135 WriteByte(MSG_ENTITY, sf);
138 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
142 float specs = CountSpectators(e, to);
143 WriteByte(MSG_ENTITY, specs);
144 WriteSpectators(e, to);
150 void ClientData_Attach(entity this)
152 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
153 CS(this).clientdata.drawonlytoclient = this;
154 CS(this).clientdata.owner = this;
157 void ClientData_Detach(entity this)
159 delete(CS(this).clientdata);
160 CS(this).clientdata = NULL;
163 void ClientData_Touch(entity e)
165 entity cd = CS(e).clientdata;
166 if (cd) { cd.SendFlags = 1; }
168 // make it spectatable
169 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
171 entity cd = CS(it).clientdata;
172 if (cd) { cd.SendFlags = 1; }
181 Checks if the argument string can be a valid playermodel.
182 Returns a valid one in doubt.
185 string FallbackPlayerModel;
186 string CheckPlayerModel(string plyermodel) {
187 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
189 // note: we cannot summon Don Strunzone here, some player may
190 // still have the model string set. In case anyone manages how
191 // to change a cvar default, we'll have a small leak here.
192 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
194 // only in right path
195 if( substring(plyermodel,0,14) != "models/player/")
196 return FallbackPlayerModel;
197 // only good file extensions
198 if(substring(plyermodel,-4,4) != ".zym")
199 if(substring(plyermodel,-4,4) != ".dpm")
200 if(substring(plyermodel,-4,4) != ".iqm")
201 if(substring(plyermodel,-4,4) != ".md3")
202 if(substring(plyermodel,-4,4) != ".psk")
203 return FallbackPlayerModel;
204 // forbid the LOD models
205 if(substring(plyermodel, -9,5) == "_lod1")
206 return FallbackPlayerModel;
207 if(substring(plyermodel, -9,5) == "_lod2")
208 return FallbackPlayerModel;
209 if(plyermodel != strtolower(plyermodel))
210 return FallbackPlayerModel;
211 // also, restrict to server models
212 if(autocvar_sv_servermodelsonly)
214 if(!fexists(plyermodel))
215 return FallbackPlayerModel;
220 void setplayermodel(entity e, string modelname)
222 precache_model(modelname);
223 _setmodel(e, modelname);
224 player_setupanimsformodel(e);
225 if(!autocvar_g_debug_globalsounds)
226 UpdatePlayerSounds(e);
229 /** putting a client as observer in the server */
230 void PutObserverInServer(entity this)
232 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
233 PlayerState_detach(this);
237 if(GetResource(this, RES_HEALTH) >= 1)
240 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
243 // was a player, recount votes and ready status
244 if(IS_REAL_CLIENT(this))
246 if (vote_called) { VoteCount(false); }
252 entity spot = SelectSpawnPoint(this, true);
253 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
254 this.angles = vec2(spot.angles);
255 this.fixangle = true;
256 // offset it so that the spectator spawns higher off the ground, looks better this way
257 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
258 if (IS_REAL_CLIENT(this))
261 WriteByte(MSG_ONE, SVC_SETVIEW);
262 WriteEntity(MSG_ONE, this);
264 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
265 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
266 if(!autocvar_g_debug_globalsounds)
268 // needed for player sounds
270 FixPlayermodel(this);
272 setmodel(this, MDL_Null);
273 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
274 this.view_ofs = '0 0 0';
277 RemoveGrapplingHooks(this);
278 Portal_ClearAll(this);
279 Unfreeze(this, false);
280 SetSpectatee(this, NULL);
285 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
289 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
291 WaypointSprite_PlayerDead(this);
293 if (CS(this).killcount != FRAGS_SPECTATOR)
296 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
297 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
300 accuracy_resend(this);
302 CS(this).spectatortime = time;
304 IL_REMOVE(g_bot_targets, this);
305 this.bot_attack = false;
306 if(this.monster_attack)
307 IL_REMOVE(g_monster_targets, this);
308 this.monster_attack = false;
309 STAT(HUD, this) = HUD_NORMAL;
310 TRANSMUTE(Observer, this);
311 this.iscreature = false;
312 this.teleportable = TELEPORT_SIMPLE;
313 if(this.damagedbycontents)
314 IL_REMOVE(g_damagedbycontents, this);
315 this.damagedbycontents = false;
316 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
317 SetSpectatee_status(this, etof(this));
318 this.takedamage = DAMAGE_NO;
319 this.solid = SOLID_NOT;
320 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
321 this.flags = FL_CLIENT | FL_NOTARGET;
323 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
324 this.pauserotarmor_finished = 0;
325 this.pauserothealth_finished = 0;
326 this.pauseregen_finished = 0;
327 this.damageforcescale = 0;
329 this.respawn_flags = 0;
330 this.respawn_time = 0;
331 STAT(RESPAWN_TIME, this) = 0;
336 this.pain_finished = 0;
337 STAT(STRENGTH_FINISHED, this) = 0;
338 STAT(INVINCIBLE_FINISHED, this) = 0;
339 STAT(SUPERWEAPONS_FINISHED, this) = 0;
340 this.air_finished = 0;
341 //this.dphitcontentsmask = 0;
342 this.dphitcontentsmask = DPCONTENTS_SOLID;
343 if (autocvar_g_playerclip_collisions)
344 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
347 setthink(this, func_null);
349 this.deadflag = DEAD_NO;
351 STAT(REVIVE_PROGRESS, this) = 0;
352 this.revival_time = 0;
353 this.draggable = drag_undraggable;
356 STAT(WEAPONS, this) = '0 0 0';
357 this.drawonlytoclient = this;
361 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
363 this.weaponmodel = "";
364 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
366 this.weaponentities[slot] = NULL;
368 this.exteriorweaponentity = NULL;
369 CS(this).killcount = FRAGS_SPECTATOR;
370 this.velocity = '0 0 0';
371 this.avelocity = '0 0 0';
372 this.punchangle = '0 0 0';
373 this.punchvector = '0 0 0';
374 this.oldvelocity = this.velocity;
375 this.fire_endtime = -1;
376 this.event_damage = func_null;
377 this.event_heal = func_null;
379 for(int slot = 0; slot < MAX_AXH; ++slot)
381 entity axh = this.(AuxiliaryXhair[slot]);
382 this.(AuxiliaryXhair[slot]) = NULL;
384 if(axh.owner == this && axh != NULL && !wasfreed(axh))
388 if (mutator_returnvalue)
390 // mutator prevents resetting teams+score
394 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
395 this.frags = FRAGS_SPECTATOR;
397 if (CS(this).just_joined)
398 CS(this).just_joined = false;
401 int player_getspecies(entity this)
403 get_model_parameters(this.model, this.skin);
404 int s = get_model_parameters_species;
405 get_model_parameters(string_null, 0);
406 if (s < 0) return SPECIES_HUMAN;
410 .float model_randomizer;
411 void FixPlayermodel(entity player)
413 string defaultmodel = "";
415 if(autocvar_sv_defaultcharacter)
421 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
422 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
423 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
424 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
428 if(defaultmodel == "")
430 defaultmodel = autocvar_sv_defaultplayermodel;
431 defaultskin = autocvar_sv_defaultplayerskin;
434 int n = tokenize_console(defaultmodel);
437 defaultmodel = argv(floor(n * CS(player).model_randomizer));
438 // However, do NOT randomize if the player-selected model is in the list.
439 for (int i = 0; i < n; ++i)
440 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
441 defaultmodel = argv(i);
444 int i = strstrofs(defaultmodel, ":", 0);
447 defaultskin = stof(substring(defaultmodel, i+1, -1));
448 defaultmodel = substring(defaultmodel, 0, i);
451 if(autocvar_sv_defaultcharacterskin && !defaultskin)
457 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
458 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
459 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
460 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
465 defaultskin = autocvar_sv_defaultplayerskin;
468 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
469 defaultmodel = M_ARGV(0, string);
470 defaultskin = M_ARGV(1, int);
474 if(defaultmodel != "")
476 if (defaultmodel != player.model)
478 vector m1 = player.mins;
479 vector m2 = player.maxs;
480 setplayermodel (player, defaultmodel);
481 setsize (player, m1, m2);
485 oldskin = player.skin;
486 player.skin = defaultskin;
488 if (player.playermodel != player.model || player.playermodel == "")
490 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
491 vector m1 = player.mins;
492 vector m2 = player.maxs;
493 setplayermodel (player, player.playermodel);
494 setsize (player, m1, m2);
498 if(!autocvar_sv_defaultcharacterskin)
500 oldskin = player.skin;
501 player.skin = stof(player.playerskin);
505 oldskin = player.skin;
506 player.skin = defaultskin;
510 if(chmdl || oldskin != player.skin) // model or skin has changed
512 player.species = player_getspecies(player); // update species
513 if(!autocvar_g_debug_globalsounds)
514 UpdatePlayerSounds(player); // update skin sounds
518 if(strlen(autocvar_sv_defaultplayercolors))
519 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
520 setcolor(player, stof(autocvar_sv_defaultplayercolors));
523 void PutPlayerInServer(entity this)
525 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
527 PlayerState_attach(this);
528 accuracy_resend(this);
531 TeamBalance_JoinBestTeam(this);
533 entity spot = SelectSpawnPoint(this, false);
535 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
536 return; // spawn failed
539 TRANSMUTE(Player, this);
541 CS(this).wasplayer = true;
542 this.iscreature = true;
543 this.teleportable = TELEPORT_NORMAL;
544 if(!this.damagedbycontents)
545 IL_PUSH(g_damagedbycontents, this);
546 this.damagedbycontents = true;
547 set_movetype(this, MOVETYPE_WALK);
548 this.solid = SOLID_SLIDEBOX;
549 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
550 if (autocvar_g_playerclip_collisions)
551 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
552 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
553 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
554 this.frags = FRAGS_PLAYER;
555 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
556 this.flags = FL_CLIENT | FL_PICKUPITEMS;
557 if (autocvar__notarget)
558 this.flags |= FL_NOTARGET;
559 this.takedamage = DAMAGE_AIM;
560 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
563 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
564 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
565 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
566 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
567 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
568 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
569 SetResource(this, RES_HEALTH, warmup_start_health);
570 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
571 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
573 SetResource(this, RES_SHELLS, start_ammo_shells);
574 SetResource(this, RES_BULLETS, start_ammo_nails);
575 SetResource(this, RES_ROCKETS, start_ammo_rockets);
576 SetResource(this, RES_CELLS, start_ammo_cells);
577 SetResource(this, RES_PLASMA, start_ammo_plasma);
578 SetResource(this, RES_FUEL, start_ammo_fuel);
579 SetResource(this, RES_HEALTH, start_health);
580 SetResource(this, RES_ARMOR, start_armorvalue);
581 STAT(WEAPONS, this) = start_weapons;
582 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
584 GiveRandomWeapons(this, random_start_weapons_count,
585 autocvar_g_random_start_weapons, random_start_ammo);
588 SetSpectatee_status(this, 0);
590 PS(this).dual_weapons = '0 0 0';
592 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
594 this.items = start_items;
596 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
597 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
598 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
599 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
600 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
601 if (!sv_ready_restart_after_countdown && time < game_starttime)
603 float f = game_starttime - time;
604 this.spawnshieldtime += f;
605 this.pauserotarmor_finished += f;
606 this.pauserothealth_finished += f;
607 this.pauseregen_finished += f;
610 this.damageforcescale = autocvar_g_player_damageforcescale;
612 this.respawn_flags = 0;
613 this.respawn_time = 0;
614 STAT(RESPAWN_TIME, this) = 0;
615 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
616 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
619 this.pain_finished = 0;
621 setthink(this, func_null); // players have no think function
624 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
626 this.deadflag = DEAD_NO;
628 this.angles = spot.angles;
629 this.angles_z = 0; // never spawn tilted even if the spot says to
630 if (IS_BOT_CLIENT(this))
632 this.v_angle = this.angles;
635 this.fixangle = true; // turn this way immediately
636 this.oldvelocity = this.velocity = '0 0 0';
637 this.avelocity = '0 0 0';
638 this.punchangle = '0 0 0';
639 this.punchvector = '0 0 0';
641 STAT(STRENGTH_FINISHED, this) = 0;
642 STAT(INVINCIBLE_FINISHED, this) = 0;
643 this.fire_endtime = -1;
644 STAT(REVIVE_PROGRESS, this) = 0;
645 this.revival_time = 0;
647 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
648 STAT(BUFFS, this) = 0;
649 STAT(BUFF_TIME, this) = 0;
651 this.air_finished = 0;
652 this.waterlevel = WATERLEVEL_NONE;
653 this.watertype = CONTENT_EMPTY;
655 entity spawnevent = new_pure(spawnevent);
656 spawnevent.owner = this;
657 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
659 // Cut off any still running player sounds.
660 stopsound(this, CH_PLAYER_SINGLE);
663 FixPlayermodel(this);
664 this.drawonlytoclient = NULL;
668 for(int slot = 0; slot < MAX_AXH; ++slot)
670 entity axh = this.(AuxiliaryXhair[slot]);
671 this.(AuxiliaryXhair[slot]) = NULL;
673 if(axh.owner == this && axh != NULL && !wasfreed(axh))
677 this.spawnpoint_targ = NULL;
680 this.view_ofs = STAT(PL_VIEW_OFS, this);
681 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
682 this.spawnorigin = spot.origin;
683 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
684 // don't reset back to last position, even if new position is stuck in solid
685 this.oldorigin = this.origin;
687 IL_REMOVE(g_conveyed, this);
688 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
690 IL_REMOVE(g_swamped, this);
691 this.swampslug = NULL;
692 this.swamp_interval = 0;
693 STAT(HUD, this) = HUD_NORMAL;
695 this.event_damage = PlayerDamage;
696 this.event_heal = PlayerHeal;
698 this.draggable = func_null;
701 IL_PUSH(g_bot_targets, this);
702 this.bot_attack = true;
703 if(!this.monster_attack)
704 IL_PUSH(g_monster_targets, this);
705 this.monster_attack = true;
706 navigation_dynamicgoal_init(this, false);
708 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
710 // player was spectator
711 if (CS(this).killcount == FRAGS_SPECTATOR) {
712 PlayerScore_Clear(this);
713 CS(this).killcount = 0;
714 CS(this).startplaytime = time;
717 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
719 .entity weaponentity = weaponentities[slot];
720 CL_SpawnWeaponentity(this, weaponentity);
722 this.alpha = default_player_alpha;
723 this.colormod = '1 1 1' * autocvar_g_player_brightness;
724 this.exteriorweaponentity.alpha = default_weapon_alpha;
726 this.speedrunning = false;
728 this.counter_cnt = 0;
729 this.fragsfilter_cnt = 0;
731 target_voicescript_clear(this);
733 // reset fields the weapons may use
734 FOREACH(Weapons, true, {
735 it.wr_resetplayer(it, this);
736 // reload all reloadable weapons
737 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
738 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
740 .entity weaponentity = weaponentities[slot];
741 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
747 string s = spot.target;
748 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
749 spot.target = string_null;
750 SUB_UseTargets(spot, this, NULL);
751 if(g_assault || g_race)
755 Unfreeze(this, false);
757 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
759 if (autocvar_spawn_debug)
761 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
762 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
765 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
767 .entity weaponentity = weaponentities[slot];
768 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
769 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
771 this.(weaponentity).m_switchweapon = WEP_Null;
772 this.(weaponentity).m_weapon = WEP_Null;
773 this.(weaponentity).weaponname = "";
774 this.(weaponentity).m_switchingweapon = WEP_Null;
775 this.(weaponentity).cnt = -1;
778 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
780 if (CS(this).impulse) ImpulseCommands(this);
782 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
783 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
785 .entity weaponentity = weaponentities[slot];
786 W_WeaponFrame(this, weaponentity);
789 if (!warmup_stage && !this.alivetime)
790 this.alivetime = time;
792 antilag_clear(this, CS(this));
795 /** Called when a client spawns in the server */
796 void PutClientInServer(entity this)
798 if (IS_BOT_CLIENT(this)) {
799 TRANSMUTE(Player, this);
800 } else if (IS_REAL_CLIENT(this)) {
802 WriteByte(MSG_ONE, SVC_SETVIEW);
803 WriteEntity(MSG_ONE, this);
806 TRANSMUTE(Observer, this);
808 SetSpectatee(this, NULL);
812 PS(this).itemkeys = 0;
814 MUTATOR_CALLHOOK(PutClientInServer, this);
816 if (IS_OBSERVER(this)) {
817 PutObserverInServer(this);
818 } else if (IS_PLAYER(this)) {
819 PutPlayerInServer(this);
823 // TODO do we need all these fields, or should we stop autodetecting runtime
824 // changes and just have a console command to update this?
825 bool ClientInit_SendEntity(entity this, entity to, int sf)
827 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
830 // MSG_INIT replacement
831 // TODO: make easier to use
833 W_PROP_reload(MSG_ONE, to);
834 ClientInit_misc(this);
835 MUTATOR_CALLHOOK(Ent_Init);
837 void ClientInit_misc(entity this)
839 int channel = MSG_ONE;
840 WriteHeader(channel, ENT_CLIENT_INIT);
841 WriteByte(channel, g_nexball_meter_period * 32);
842 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
843 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
844 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
845 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
846 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
847 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
848 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
849 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
851 if(sv_foginterval && world.fog != "")
852 WriteString(channel, world.fog);
854 WriteString(channel, "");
855 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
856 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
857 WriteByte(channel, serverflags);
858 WriteCoord(channel, autocvar_g_trueaim_minrange);
861 void ClientInit_CheckUpdate(entity this)
863 this.nextthink = time;
864 if(this.count != autocvar_g_balance_armor_blockpercent)
866 this.count = autocvar_g_balance_armor_blockpercent;
869 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
871 this.cnt = autocvar_g_balance_damagepush_speedfactor;
876 void ClientInit_Spawn()
878 entity e = new_pure(clientinit);
879 setthink(e, ClientInit_CheckUpdate);
880 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
882 ClientInit_CheckUpdate(e);
892 // initialize parms for a new player
893 parm1 = -(86400 * 366);
895 MUTATOR_CALLHOOK(SetNewParms);
903 void SetChangeParms (entity this)
905 // save parms for level change
906 parm1 = CS(this).parm_idlesince - time;
908 MUTATOR_CALLHOOK(SetChangeParms);
916 void DecodeLevelParms(entity this)
919 CS(this).parm_idlesince = parm1;
920 if (CS(this).parm_idlesince == -(86400 * 366))
921 CS(this).parm_idlesince = time;
923 // whatever happens, allow 60 seconds of idling directly after connect for map loading
924 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
926 MUTATOR_CALLHOOK(DecodeLevelParms);
929 void FixClientCvars(entity e)
931 // send prediction settings to the client
932 stuffcmd(e, "\nin_bindmap 0 0\n");
933 if(autocvar_g_antilag == 3) // client side hitscan
934 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
935 if(autocvar_sv_gentle)
936 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
938 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
939 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
941 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
943 MUTATOR_CALLHOOK(FixClientCvars, e);
946 bool findinlist_abbrev(string tofind, string list)
948 if(list == "" || tofind == "")
949 return false; // empty list or search, just return
951 // this function allows abbreviated strings!
952 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
960 bool PlayerInIPList(entity p, string iplist)
962 // some safety checks (never allow local?)
963 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
966 return findinlist_abbrev(p.netaddress, iplist);
969 bool PlayerInIDList(entity p, string idlist)
971 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
975 return findinlist_abbrev(p.crypto_idfp, idlist);
978 bool PlayerInList(entity player, string list)
980 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
983 #ifdef DP_EXT_PRECONNECT
988 Called once (not at each match start) when a client begins a connection to the server
991 void ClientPreConnect(entity this)
993 if(autocvar_sv_eventlog)
995 GameLogEcho(sprintf(":connect:%d:%d:%s",
998 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1004 string GetClientVersionMessage(entity this)
1006 if (CS(this).version_mismatch) {
1007 if(CS(this).version < autocvar_gameversion) {
1008 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1009 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1011 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1012 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1015 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1019 string getwelcomemessage(entity this)
1021 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1022 string modifications = M_ARGV(0, string);
1026 if(g_weaponarena_random)
1027 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1029 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1031 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1032 modifications = strcat(modifications, ", No start weapons");
1033 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1034 modifications = strcat(modifications, ", Low gravity");
1035 if(g_weapon_stay && !g_cts)
1036 modifications = strcat(modifications, ", Weapons stay");
1038 modifications = strcat(modifications, ", Jet pack");
1039 if(autocvar_g_powerups == 0)
1040 modifications = strcat(modifications, ", No powerups");
1041 if(autocvar_g_powerups > 0)
1042 modifications = strcat(modifications, ", Powerups");
1043 modifications = substring(modifications, 2, strlen(modifications) - 2);
1045 string versionmessage = GetClientVersionMessage(this);
1046 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1048 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1050 if(modifications != "")
1051 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1053 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1055 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1056 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1059 if (cache_mutatormsg != "") {
1060 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1063 string mutator_msg = "";
1064 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1065 mutator_msg = M_ARGV(0, string);
1067 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1069 string motd = autocvar_sv_motd;
1071 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1076 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1082 Called when a client connects to the server
1085 void ClientConnect(entity this)
1087 if (Ban_MaybeEnforceBanOnce(this)) return;
1088 assert(!IS_CLIENT(this), return);
1089 this.flags |= FL_CLIENT;
1090 assert(player_count >= 0, player_count = 0);
1093 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1095 TRANSMUTE(Client, this);
1096 CS(this).version_nagtime = time + 10 + random() * 10;
1098 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1100 bot_clientconnect(this);
1102 Player_DetermineForcedTeam(this);
1104 TRANSMUTE(Observer, this);
1106 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1108 // always track bots, don't ask for cl_allow_uidtracking
1109 if (IS_BOT_CLIENT(this))
1110 PlayerStats_GameReport_AddPlayer(this);
1112 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1114 if (autocvar_sv_eventlog)
1115 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this, false)));
1117 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1119 stuffcmd(this, clientstuff, "\n");
1120 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1122 FixClientCvars(this);
1124 // get version info from player
1125 stuffcmd(this, "cmd clientversion $gameversion\n");
1127 // notify about available teams
1130 entity balance = TeamBalance_CheckAllowedTeams(this);
1131 int t = TeamBalance_GetAllowedTeams(balance);
1132 TeamBalance_Destroy(balance);
1133 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1137 stuffcmd(this, "set _teams_available 0\n");
1140 bot_relinkplayerlist();
1142 CS(this).spectatortime = time;
1143 if (blockSpectators)
1145 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1148 CS(this).jointime = time;
1150 if (IS_REAL_CLIENT(this))
1152 if (g_weaponarena_weapons == WEPSET(TUBA))
1153 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1156 if (!sv_foginterval && world.fog != "")
1157 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1159 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1160 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1161 send_CSQC_teamnagger();
1163 CSQCMODEL_AUTOINIT(this);
1165 CS(this).model_randomizer = random();
1167 if (IS_REAL_CLIENT(this))
1168 sv_notice_join(this);
1170 this.move_qcphysics = autocvar_sv_qcphysics;
1172 // update physics stats (players can spawn before physics runs)
1173 Physics_UpdateStats(this);
1175 IL_EACH(g_initforplayer, it.init_for_player, {
1176 it.init_for_player(it, this);
1179 Handicap_Initialize(this);
1181 MUTATOR_CALLHOOK(ClientConnect, this);
1183 if (IS_REAL_CLIENT(this))
1185 if (!autocvar_g_campaign && !IS_PLAYER(this))
1187 CS(this).motd_actived_time = -1;
1188 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1196 Called when a client disconnects from the server
1199 .entity chatbubbleentity;
1200 void ClientDisconnect(entity this)
1202 assert(IS_CLIENT(this), return);
1204 PlayerStats_GameReport_FinalizePlayer(this);
1205 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1206 if (CS(this).active_minigame) part_minigame(this);
1207 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1209 if (autocvar_sv_eventlog)
1210 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1212 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1215 SetSpectatee(this, NULL);
1217 MUTATOR_CALLHOOK(ClientDisconnect, this);
1219 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1220 strfree(CS(this).weaponorder_byimpulse);
1221 ClientState_detach(this);
1223 Portal_ClearAll(this);
1225 Unfreeze(this, false);
1227 RemoveGrapplingHooks(this);
1229 // Here, everything has been done that requires this player to be a client.
1231 this.flags &= ~FL_CLIENT;
1233 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1234 if (this.killindicator) delete(this.killindicator);
1236 WaypointSprite_PlayerGone(this);
1238 bot_relinkplayerlist();
1240 strfree(this.clientstatus);
1241 if (this.personal) delete(this.personal);
1245 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1250 void ChatBubbleThink(entity this)
1252 this.nextthink = time;
1253 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1255 if(this.owner) // but why can that ever be NULL?
1256 this.owner.chatbubbleentity = NULL;
1263 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1265 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1266 this.mdl = "models/sprites/minigame_busy.iqm";
1267 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1268 this.mdl = "models/misc/chatbubble.spr";
1271 if ( this.model != this.mdl )
1272 _setmodel(this, this.mdl);
1276 void UpdateChatBubble(entity this)
1280 // spawn a chatbubble entity if needed
1281 if (!this.chatbubbleentity)
1283 this.chatbubbleentity = new(chatbubbleentity);
1284 this.chatbubbleentity.owner = this;
1285 this.chatbubbleentity.exteriormodeltoclient = this;
1286 setthink(this.chatbubbleentity, ChatBubbleThink);
1287 this.chatbubbleentity.nextthink = time;
1288 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1289 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1290 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1291 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1292 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1293 //this.chatbubbleentity.model = "";
1294 this.chatbubbleentity.effects = EF_LOWPRECISION;
1299 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1300 // added to the model skins
1301 /*void UpdateColorModHack()
1304 c = this.clientcolors & 15;
1305 // LordHavoc: only bothering to support white, green, red, yellow, blue
1306 if (!teamplay) this.colormod = '0 0 0';
1307 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1308 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1309 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1310 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1311 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1312 else this.colormod = '1 1 1';
1315 void respawn(entity this)
1317 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1319 this.solid = SOLID_NOT;
1320 this.takedamage = DAMAGE_NO;
1321 set_movetype(this, MOVETYPE_FLY);
1322 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1323 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1324 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1325 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1326 if(autocvar_g_respawn_ghosts_maxtime)
1327 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1332 this.effects |= EF_NODRAW; // prevent another CopyBody
1333 PutClientInServer(this);
1337 void PrintToChat(entity client, string text)
1339 text = strcat("\{1}^7", text, "\n");
1340 sprint(client, text);
1344 void DebugPrintToChat(entity client, string text)
1346 if (autocvar_developer > 0)
1348 PrintToChat(client, text);
1353 void PrintToChatAll(string text)
1355 text = strcat("\{1}^7", text, "\n");
1360 void DebugPrintToChatAll(string text)
1362 if (autocvar_developer > 0)
1364 PrintToChatAll(text);
1369 void PrintToChatTeam(int team_num, string text)
1371 text = strcat("\{1}^7", text, "\n");
1372 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1374 if (it.team == team_num)
1382 void DebugPrintToChatTeam(int team_num, string text)
1384 if (autocvar_developer > 0)
1386 PrintToChatTeam(team_num, text);
1390 void play_countdown(entity this, float finished, Sound samp)
1393 if(IS_REAL_CLIENT(this))
1394 if(floor(finished - time - frametime) != floor(finished - time))
1395 if(finished - time < 6)
1396 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1399 void player_powerups(entity this)
1401 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1402 int items_prev = this.items;
1404 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1405 this.modelflags |= MF_ROCKET;
1407 this.modelflags &= ~MF_ROCKET;
1409 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1411 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1414 Fire_ApplyDamage(this);
1415 Fire_ApplyEffect(this);
1417 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1419 if (this.items & ITEM_Strength.m_itemid)
1421 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1422 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1423 if (time > STAT(STRENGTH_FINISHED, this))
1425 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1426 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1427 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1432 if (time < STAT(STRENGTH_FINISHED, this))
1434 this.items = this.items | ITEM_Strength.m_itemid;
1436 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1437 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1440 if (this.items & ITEM_Shield.m_itemid)
1442 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1443 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1444 if (time > STAT(INVINCIBLE_FINISHED, this))
1446 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1447 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1448 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1453 if (time < STAT(INVINCIBLE_FINISHED, this))
1455 this.items = this.items | ITEM_Shield.m_itemid;
1457 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1458 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1461 if (this.items & IT_SUPERWEAPON)
1463 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1465 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1466 this.items = this.items - (this.items & IT_SUPERWEAPON);
1467 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1468 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1470 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1472 // don't let them run out
1476 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1477 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1479 this.items = this.items - (this.items & IT_SUPERWEAPON);
1480 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1481 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1482 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1486 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1488 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1490 this.items = this.items | IT_SUPERWEAPON;
1491 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1494 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1495 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1500 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1501 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1506 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1510 if(autocvar_g_nodepthtestplayers)
1511 this.effects = this.effects | EF_NODEPTHTEST;
1513 if(autocvar_g_fullbrightplayers)
1514 this.effects = this.effects | EF_FULLBRIGHT;
1516 if (time >= game_starttime)
1517 if (time < this.spawnshieldtime)
1518 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1520 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1523 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1525 if(current > stable)
1527 else if(current > stable - 0.25) // when close enough, "snap"
1530 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1533 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1535 if(current < stable)
1537 else if(current < stable + 0.25) // when close enough, "snap"
1540 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1543 void RotRegen(entity this, int res, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit_mod)
1545 float old = GetResource(this, res);
1546 float current = old;
1547 if(current > rotstable)
1549 if(rotframetime > 0)
1551 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1552 current = max(rotstable, current - rotlinear * rotframetime);
1555 else if(current < regenstable)
1557 if(regenframetime > 0)
1559 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1560 current = min(regenstable, current + regenlinear * regenframetime);
1564 float limit = GetResourceLimit(this, res) * limit_mod;
1569 SetResource(this, res, current);
1572 void player_regen(entity this)
1574 float max_mod, regen_mod, rot_mod, limit_mod;
1575 max_mod = regen_mod = rot_mod = limit_mod = 1;
1577 float regen_health = autocvar_g_balance_health_regen;
1578 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1579 float regen_health_rot = autocvar_g_balance_health_rot;
1580 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1581 float regen_health_stable = autocvar_g_balance_health_regenstable;
1582 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1583 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1584 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1585 max_mod = M_ARGV(1, float);
1586 regen_mod = M_ARGV(2, float);
1587 rot_mod = M_ARGV(3, float);
1588 limit_mod = M_ARGV(4, float);
1589 regen_health = M_ARGV(5, float);
1590 regen_health_linear = M_ARGV(6, float);
1591 regen_health_rot = M_ARGV(7, float);
1592 regen_health_rotlinear = M_ARGV(8, float);
1593 regen_health_stable = M_ARGV(9, float);
1594 regen_health_rotstable = M_ARGV(10, float);
1596 if(!mutator_returnvalue)
1597 if(!STAT(FROZEN, this))
1599 float maxa = autocvar_g_balance_armor_rotstable;
1600 float mina = autocvar_g_balance_armor_regenstable;
1602 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1603 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1604 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1606 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1607 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1608 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1611 // if player rotted to death... die!
1612 // check this outside above checks, as player may still be able to rot to death
1613 if(GetResource(this, RES_HEALTH) < 1)
1616 vehicles_exit(this.vehicle, VHEF_RELEASE);
1617 if(this.event_damage)
1618 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1621 if (!(this.items & IT_UNLIMITED_AMMO))
1623 float maxf = autocvar_g_balance_fuel_rotstable;
1624 float minf = autocvar_g_balance_fuel_regenstable;
1626 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1627 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1628 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1633 void SetZoomState(entity this, float newzoom)
1635 if(newzoom != CS(this).zoomstate)
1637 CS(this).zoomstate = newzoom;
1638 ClientData_Touch(this);
1640 zoomstate_set = true;
1643 void GetPressedKeys(entity this)
1645 MUTATOR_CALLHOOK(GetPressedKeys, this);
1646 int keys = STAT(PRESSED_KEYS, this);
1647 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1648 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1649 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1650 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1652 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1653 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
1654 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1655 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1656 CS(this).pressedkeys = keys; // store for other users
1658 STAT(PRESSED_KEYS, this) = keys;
1662 ======================
1663 spectate mode routines
1664 ======================
1667 void SpectateCopy(entity this, entity spectatee)
1669 TC(Client, this); TC(Client, spectatee);
1671 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1672 PS(this) = PS(spectatee);
1673 this.armortype = spectatee.armortype;
1674 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1675 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1676 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1677 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1678 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1679 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1680 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1681 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1682 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1683 CS(this).impulse = 0;
1684 this.disableclientprediction = 1; // no need to run prediction on a spectator
1685 this.items = spectatee.items;
1686 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1687 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1688 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1689 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1690 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1691 this.air_finished = spectatee.air_finished;
1692 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1693 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1694 this.punchangle = spectatee.punchangle;
1695 this.view_ofs = spectatee.view_ofs;
1696 this.velocity = spectatee.velocity;
1697 this.dmg_take = spectatee.dmg_take;
1698 this.dmg_save = spectatee.dmg_save;
1699 this.dmg_inflictor = spectatee.dmg_inflictor;
1700 this.v_angle = spectatee.v_angle;
1701 this.angles = spectatee.v_angle;
1702 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1703 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1704 this.viewloc = spectatee.viewloc;
1705 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1706 this.fixangle = true;
1707 setorigin(this, spectatee.origin);
1708 setsize(this, spectatee.mins, spectatee.maxs);
1709 SetZoomState(this, CS(spectatee).zoomstate);
1711 anticheat_spectatecopy(this, spectatee);
1712 STAT(HUD, this) = STAT(HUD, spectatee);
1713 if(spectatee.vehicle)
1715 this.angles = spectatee.v_angle;
1717 //this.fixangle = false;
1718 //this.velocity = spectatee.vehicle.velocity;
1719 this.vehicle_health = spectatee.vehicle_health;
1720 this.vehicle_shield = spectatee.vehicle_shield;
1721 this.vehicle_energy = spectatee.vehicle_energy;
1722 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1723 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1724 this.vehicle_reload1 = spectatee.vehicle_reload1;
1725 this.vehicle_reload2 = spectatee.vehicle_reload2;
1727 //msg_entity = this;
1729 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1730 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1731 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1732 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1734 //WriteByte (MSG_ONE, SVC_SETVIEW);
1735 // WriteEntity(MSG_ONE, this);
1736 //makevectors(spectatee.v_angle);
1737 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1741 bool SpectateUpdate(entity this)
1746 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1748 SetSpectatee(this, NULL);
1752 SpectateCopy(this, this.enemy);
1757 bool SpectateSet(entity this)
1759 if(!IS_PLAYER(this.enemy))
1762 ClientData_Touch(this.enemy);
1765 WriteByte(MSG_ONE, SVC_SETVIEW);
1766 WriteEntity(MSG_ONE, this.enemy);
1767 set_movetype(this, MOVETYPE_NONE);
1768 accuracy_resend(this);
1770 if(!SpectateUpdate(this))
1771 PutObserverInServer(this);
1776 void SetSpectatee_status(entity this, int spectatee_num)
1778 int oldspectatee_status = CS(this).spectatee_status;
1779 CS(this).spectatee_status = spectatee_num;
1781 if (CS(this).spectatee_status != oldspectatee_status)
1783 if (STAT(PRESSED_KEYS, this))
1785 CS(this).pressedkeys = 0;
1786 STAT(PRESSED_KEYS, this) = 0;
1788 ClientData_Touch(this);
1789 if (g_race || g_cts) race_InitSpectator();
1793 void SetSpectatee(entity this, entity spectatee)
1795 if(IS_BOT_CLIENT(this))
1796 return; // bots abuse .enemy, this code is useless to them
1798 entity old_spectatee = this.enemy;
1800 this.enemy = spectatee;
1803 // these are required to fix the spectator bug with arc
1806 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1808 .entity weaponentity = weaponentities[slot];
1809 if(old_spectatee.(weaponentity).arc_beam)
1810 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1815 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1817 .entity weaponentity = weaponentities[slot];
1818 if(this.enemy.(weaponentity).arc_beam)
1819 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1824 SetSpectatee_status(this, etof(this.enemy));
1826 // needed to update spectator list
1827 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1830 bool Spectate(entity this, entity pl)
1832 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1834 pl = M_ARGV(1, entity);
1836 SetSpectatee(this, pl);
1837 return SpectateSet(this);
1840 bool SpectateNext(entity this)
1842 entity ent = find(this.enemy, classname, STR_PLAYER);
1844 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1845 ent = M_ARGV(1, entity);
1847 ent = find(ent, classname, STR_PLAYER);
1849 if(ent) { SetSpectatee(this, ent); }
1851 return SpectateSet(this);
1854 bool SpectatePrev(entity this)
1856 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1857 entity ent = findchain(classname, STR_PLAYER);
1858 if (!ent) // no player
1862 // skip players until current spectated player
1864 while(ent && ent != this.enemy)
1867 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1869 case MUT_SPECPREV_FOUND:
1870 ent = M_ARGV(1, entity);
1872 case MUT_SPECPREV_RETURN:
1874 case MUT_SPECPREV_CONTINUE:
1885 SetSpectatee(this, ent);
1886 return SpectateSet(this);
1891 ShowRespawnCountdown()
1893 Update a respawn countdown display.
1896 void ShowRespawnCountdown(entity this)
1899 if(!IS_DEAD(this)) // just respawned?
1903 number = ceil(this.respawn_time - time);
1906 if(number <= this.respawn_countdown)
1908 this.respawn_countdown = number - 1;
1909 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
1910 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1915 .bool team_selected;
1916 bool ShowTeamSelection(entity this)
1918 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1920 stuffcmd(this, "menu_showteamselect\n");
1923 void Join(entity this)
1925 TRANSMUTE(Player, this);
1927 if(!this.team_selected)
1928 if(autocvar_g_campaign || autocvar_g_balance_teams)
1929 TeamBalance_JoinBestTeam(this);
1931 if(autocvar_g_campaign)
1932 campaign_bots_may_start = true;
1934 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1936 PutClientInServer(this);
1939 if(teamplay && this.team != -1)
1943 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1944 this.team_selected = false;
1947 int GetPlayerLimit()
1949 int player_limit = autocvar_g_maxplayers;
1950 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1951 player_limit = M_ARGV(0, int);
1952 return player_limit;
1956 * Determines whether the player is allowed to join. This depends on cvar
1957 * g_maxplayers, if it isn't used this function always return true, otherwise
1958 * it checks whether the number of currently playing players exceeds g_maxplayers.
1959 * @return int number of free slots for players, 0 if none
1961 int nJoinAllowed(entity this, entity ignore)
1964 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1965 // so report 0 free slots if restricted
1967 if(autocvar_g_forced_team_otherwise == "spectate")
1969 if(autocvar_g_forced_team_otherwise == "spectator")
1973 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1974 return 0; // forced spectators can never join
1976 // TODO simplify this
1977 int totalClients = 0;
1978 int currentlyPlaying = 0;
1979 FOREACH_CLIENT(true, {
1982 if(IS_REAL_CLIENT(it))
1983 if(IS_PLAYER(it) || it.caplayer)
1987 int player_limit = GetPlayerLimit();
1989 float free_slots = 0;
1991 free_slots = maxclients - totalClients;
1992 else if(currentlyPlaying < player_limit)
1993 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
1995 static float msg_time = 0;
1996 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
1998 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1999 msg_time = time + 0.5;
2006 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2007 * g_maxplayers_spectator_blocktime seconds
2009 void checkSpectatorBlock(entity this)
2011 if(IS_SPEC(this) || IS_OBSERVER(this))
2013 if(IS_REAL_CLIENT(this))
2015 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2016 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2022 void PrintWelcomeMessage(entity this)
2024 if(CS(this).motd_actived_time == 0)
2026 if (autocvar_g_campaign) {
2027 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2028 CS(this).motd_actived_time = time;
2029 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2032 if (PHYS_INPUT_BUTTON_INFO(this)) {
2033 CS(this).motd_actived_time = time;
2034 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2038 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2040 if (autocvar_g_campaign) {
2041 if (PHYS_INPUT_BUTTON_INFO(this))
2042 CS(this).motd_actived_time = time;
2043 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2044 CS(this).motd_actived_time = 0;
2045 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2048 if (PHYS_INPUT_BUTTON_INFO(this))
2049 CS(this).motd_actived_time = time;
2050 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2051 CS(this).motd_actived_time = 0;
2052 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2056 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2058 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2059 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2060 else if (CS(this).motd_actived_time == -2)
2062 // instantly hide MOTD
2063 CS(this).motd_actived_time = 0;
2064 if (autocvar_g_campaign)
2065 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2067 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2069 else if (IS_PLAYER(this) || IS_SPEC(this))
2071 // FIXME occasionally for some reason MOTD never goes away
2072 // delay MOTD removal a little bit in the hope it fixes this bug
2073 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2074 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2075 else //if (CS(this).motd_actived_time < -2)
2076 CS(this).motd_actived_time++;
2081 const int MIN_SPEC_TIME = 1;
2082 bool joinAllowed(entity this)
2084 if (CS(this).version_mismatch) return false;
2085 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2086 if (!nJoinAllowed(this, this)) return false;
2087 if (teamplay && lockteams) return false;
2088 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2089 if (ShowTeamSelection(this)) return false;
2094 .string shootfromfixedorigin;
2095 .bool dualwielding_prev;
2096 bool PlayerThink(entity this)
2098 if (game_stopped || intermission_running) {
2099 this.modelflags &= ~MF_ROCKET;
2100 if(intermission_running)
2101 IntermissionThink(this);
2105 if (timeout_status == TIMEOUT_ACTIVE) {
2106 // don't allow the player to turn around while game is paused
2107 // FIXME turn this into CSQC stuff
2108 this.v_angle = this.lastV_angle;
2109 this.angles = this.lastV_angle;
2110 this.fixangle = true;
2113 if (frametime) player_powerups(this);
2115 if (IS_DEAD(this)) {
2116 if (this.personal && g_race_qualifying) {
2117 if (time > this.respawn_time) {
2118 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2120 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2123 if (frametime) player_anim(this);
2125 if (this.respawn_flags & RESPAWN_DENY)
2127 STAT(RESPAWN_TIME, this) = 0;
2131 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));
2133 switch(this.deadflag)
2137 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2138 this.deadflag = DEAD_RESPAWNING;
2139 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2140 this.deadflag = DEAD_DEAD;
2146 this.deadflag = DEAD_RESPAWNABLE;
2147 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2148 this.deadflag = DEAD_RESPAWNING;
2151 case DEAD_RESPAWNABLE:
2153 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2154 this.deadflag = DEAD_RESPAWNING;
2157 case DEAD_RESPAWNING:
2159 if (time > this.respawn_time)
2161 this.respawn_time = time + 1; // only retry once a second
2162 this.respawn_time_max = this.respawn_time;
2169 ShowRespawnCountdown(this);
2171 if (this.respawn_flags & RESPAWN_SILENT)
2172 STAT(RESPAWN_TIME, this) = 0;
2173 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2175 if (time < this.respawn_time)
2176 STAT(RESPAWN_TIME, this) = this.respawn_time;
2177 else if (this.deadflag != DEAD_RESPAWNING)
2178 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2181 STAT(RESPAWN_TIME, this) = this.respawn_time;
2184 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2185 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2186 STAT(RESPAWN_TIME, this) *= -1;
2191 FixPlayermodel(this);
2193 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2194 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2195 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2198 // reset gun alignment when dual wielding status changes
2199 // to ensure guns are always aligned right and left
2200 bool dualwielding = W_DualWielding(this);
2201 if(this.dualwielding_prev != dualwielding)
2203 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2204 this.dualwielding_prev = dualwielding;
2207 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2210 this.items &= ~this.items_added;
2212 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2214 .entity weaponentity = weaponentities[slot];
2215 if(WEP_CVAR(vortex, charge_always))
2216 W_Vortex_Charge(this, weaponentity, frametime);
2217 W_WeaponFrame(this, weaponentity);
2220 this.items_added = 0;
2221 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResource(this, RES_FUEL) >= 0.01))
2222 this.items_added |= IT_FUEL;
2224 this.items |= this.items_added;
2229 // WEAPONTODO: Add a weapon request for this
2230 // rot vortex charge to the charge limit
2231 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2233 .entity weaponentity = weaponentities[slot];
2234 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2235 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2240 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2243 secrets_setstatus(this);
2244 monsters_setstatus(this);
2249 .bool would_spectate;
2250 void ObserverThink(entity this)
2252 if ( CS(this).impulse )
2254 MinigameImpulse(this, CS(this).impulse);
2255 CS(this).impulse = 0;
2258 if (this.flags & FL_JUMPRELEASED) {
2259 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2260 this.flags &= ~FL_JUMPRELEASED;
2261 this.flags |= FL_SPAWNING;
2262 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2263 this.flags &= ~FL_JUMPRELEASED;
2264 if(SpectateNext(this)) {
2265 TRANSMUTE(Spectator, this);
2268 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2269 set_movetype(this, preferred_movetype);
2272 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2273 this.flags |= FL_JUMPRELEASED;
2274 if(this.flags & FL_SPAWNING)
2276 this.flags &= ~FL_SPAWNING;
2277 if(joinAllowed(this))
2285 void SpectatorThink(entity this)
2287 if ( CS(this).impulse )
2289 if(MinigameImpulse(this, CS(this).impulse))
2290 CS(this).impulse = 0;
2292 if (CS(this).impulse == IMP_weapon_drop.impulse)
2294 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2295 CS(this).impulse = 0;
2300 if (this.flags & FL_JUMPRELEASED) {
2301 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2302 this.flags &= ~FL_JUMPRELEASED;
2303 this.flags |= FL_SPAWNING;
2304 } 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)) {
2305 this.flags &= ~FL_JUMPRELEASED;
2306 if(SpectateNext(this)) {
2307 TRANSMUTE(Spectator, this);
2309 TRANSMUTE(Observer, this);
2310 PutClientInServer(this);
2312 CS(this).impulse = 0;
2313 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2314 this.flags &= ~FL_JUMPRELEASED;
2315 if(SpectatePrev(this)) {
2316 TRANSMUTE(Spectator, this);
2318 TRANSMUTE(Observer, this);
2319 PutClientInServer(this);
2321 CS(this).impulse = 0;
2322 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2323 this.would_spectate = false;
2324 this.flags &= ~FL_JUMPRELEASED;
2325 TRANSMUTE(Observer, this);
2326 PutClientInServer(this);
2328 if(!SpectateUpdate(this))
2330 if(!SpectateNext(this))
2332 PutObserverInServer(this);
2333 this.would_spectate = true;
2338 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2339 this.flags |= FL_JUMPRELEASED;
2340 if(this.flags & FL_SPAWNING)
2342 this.flags &= ~FL_SPAWNING;
2347 if(!SpectateUpdate(this))
2348 PutObserverInServer(this);
2351 this.flags |= FL_CLIENT | FL_NOTARGET;
2354 void PlayerUseKey(entity this)
2356 if (!IS_PLAYER(this))
2363 vehicles_exit(this.vehicle, VHEF_NORMAL);
2367 else if(autocvar_g_vehicles_enter)
2369 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2371 entity head, closest_target = NULL;
2372 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2374 while(head) // find the closest acceptable target to enter
2376 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2377 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2381 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2382 { closest_target = head; }
2384 else { closest_target = head; }
2390 if(closest_target) { vehicles_enter(this, closest_target); return; }
2394 // a use key was pressed; call handlers
2395 MUTATOR_CALLHOOK(PlayerUseKey, this);
2403 Called every frame for each client before the physics are run
2406 .float last_vehiclecheck;
2407 void PlayerPreThink (entity this)
2409 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2410 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2412 WarpZone_PlayerPhysics_FixVAngle(this);
2415 // physics frames: update anticheat stuff
2416 anticheat_prethink(this);
2419 if (blockSpectators && frametime) {
2420 // WORKAROUND: only use dropclient in server frames (frametime set).
2421 // Never use it in cl_movement frames (frametime zero).
2422 checkSpectatorBlock(this);
2425 zoomstate_set = false;
2427 // Check for nameless players
2428 if (this.netname == "" || this.netname != CS(this).netname_previous)
2430 bool assume_unchanged = (CS(this).netname_previous == "");
2431 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2433 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2434 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2435 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2436 assume_unchanged = false;
2437 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2439 if (isInvisibleString(this.netname))
2441 this.netname = strzone(sprintf("Player#%d", this.playerid));
2442 sprint(this, "Warning: invisible names are not allowed.\n");
2443 assume_unchanged = false;
2444 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2446 if (!assume_unchanged && autocvar_sv_eventlog)
2447 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2448 strcpy(CS(this).netname_previous, this.netname);
2452 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2453 CS(this).version_nagtime = 0;
2454 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2456 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2458 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2460 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2461 if (r < 0) { // old client
2462 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2463 } else if (r > 0) { // old server
2464 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2470 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2472 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2473 this.max_armorvalue = 0;
2476 if (frametime && IS_PLAYER(this))
2478 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2480 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2481 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2482 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2484 if (STAT(REVIVE_PROGRESS, this) >= 1)
2485 Unfreeze(this, false);
2487 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2489 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2490 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2492 if (GetResource(this, RES_HEALTH) < 1)
2495 vehicles_exit(this.vehicle, VHEF_RELEASE);
2496 if(this.event_damage)
2497 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2499 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2500 Unfreeze(this, false);
2504 MUTATOR_CALLHOOK(PlayerPreThink, this);
2506 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2507 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2509 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2513 if(!it.team || SAME_TEAM(this, it))
2514 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2515 else if(autocvar_g_vehicles_steal)
2516 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2518 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2520 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2524 this.last_vehiclecheck = time + 1;
2527 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2529 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2531 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2534 if (IS_REAL_CLIENT(this))
2535 PrintWelcomeMessage(this);
2537 if (IS_PLAYER(this)) {
2538 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2539 error("Client can't be spawned as player on connection!");
2540 if(!PlayerThink(this))
2543 else if (game_stopped || intermission_running) {
2544 if(intermission_running)
2545 IntermissionThink(this);
2548 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2550 CS(this).autojoin_checked = true;
2551 // don't do this in ClientConnect
2552 // many things can go wrong if a client is spawned as player on connection
2553 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2554 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2555 && (!teamplay || autocvar_g_balance_teams)))
2557 campaign_bots_may_start = true;
2562 else if (IS_OBSERVER(this)) {
2563 ObserverThink(this);
2565 else if (IS_SPEC(this)) {
2566 SpectatorThink(this);
2569 // WEAPONTODO: Add weapon request for this
2570 if (!zoomstate_set) {
2571 bool wep_zoomed = false;
2572 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2574 .entity weaponentity = weaponentities[slot];
2575 Weapon thiswep = this.(weaponentity).m_weapon;
2576 if(thiswep != WEP_Null && thiswep.wr_zoom)
2577 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2579 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2582 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2584 CS(this).teamkill_soundtime = 0;
2586 entity e = CS(this).teamkill_soundsource;
2587 entity oldpusher = e.pusher;
2589 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2590 e.pusher = oldpusher;
2593 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2594 CS(this).taunt_soundtime = 0;
2595 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2598 target_voicescript_next(this);
2600 // WEAPONTODO: Move into weaponsystem somehow
2601 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2602 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2604 .entity weaponentity = weaponentities[slot];
2605 if(this.(weaponentity).m_weapon == WEP_Null)
2606 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2610 void DrownPlayer(entity this)
2612 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2613 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2615 this.air_finished = 0;
2619 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2621 if(this.air_finished && this.air_finished < time)
2622 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2623 this.air_finished = 0;
2627 if (!this.air_finished)
2628 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2629 if (this.air_finished < time)
2631 if (this.pain_finished < time)
2633 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');
2634 this.pain_finished = time + 0.5;
2640 .bool move_qcphysics;
2642 void Player_Physics(entity this)
2644 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2646 if(!this.move_qcphysics)
2649 if(!frametime && !CS(this).pm_frametime)
2652 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2654 CS(this).pm_frametime = 0;
2661 Called every frame for each client after the physics are run
2664 void PlayerPostThink (entity this)
2666 Player_Physics(this);
2669 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2670 if (IS_REAL_CLIENT(this))
2671 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2673 int totalClients = 0;
2674 if(sv_maxidle_slots > 0)
2676 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2682 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2683 { /* do nothing */ }
2684 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2686 if (CS(this).idlekick_lasttimeleft)
2688 CS(this).idlekick_lasttimeleft = 0;
2689 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2694 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2695 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2696 if (!CS(this).idlekick_lasttimeleft)
2697 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2699 if (timeleft <= 0) {
2700 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2704 else if (timeleft <= 10) {
2705 if (timeleft != CS(this).idlekick_lasttimeleft) {
2706 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2708 CS(this).idlekick_lasttimeleft = timeleft;
2717 this.solid = SOLID_NOT;
2718 this.takedamage = DAMAGE_NO;
2719 set_movetype(this, MOVETYPE_NONE);
2722 if (IS_PLAYER(this)) {
2723 if(this.death_time == time && IS_DEAD(this))
2725 // player's bbox gets resized now, instead of in the damage event that killed the player,
2726 // once all the damage events of this frame have been processed with normal size
2728 setsize(this, this.mins, this.maxs);
2731 UpdateChatBubble(this);
2732 if (CS(this).impulse) ImpulseCommands(this);
2735 CSQCMODEL_AUTOUPDATE(this);
2738 GetPressedKeys(this);
2740 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2742 CS(this).pressedkeys = 0;
2743 STAT(PRESSED_KEYS, this) = 0;
2746 if (this.waypointsprite_attachedforcarrier) {
2747 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2748 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2751 CSQCMODEL_AUTOUPDATE(this);
2755 * message "": do not say, just test flood control
2761 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2763 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2764 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2767 msgin = formatmessage(source, msgin);
2770 if (!(IS_PLAYER(source) || source.caplayer))
2771 colorstr = "^0"; // black for spectators
2773 colorstr = Team_ColorCode(source.team);
2786 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2789 * using bprint solves this... me stupid
2790 // how can we prevent the message from appearing in a listen server?
2791 // for now, just give "say" back and only handle say_team
2794 clientcommand(source, strcat("say ", msgin));
2799 string namestr = "";
2801 namestr = playername(source, autocvar_g_chat_teamcolors);
2803 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2805 string msgstr = "", cmsgstr = "";
2806 string privatemsgprefix = string_null;
2807 int privatemsgprefixlen = 0;
2810 bool found_me = false;
2811 if(strstrofs(msgin, "/me", 0) >= 0)
2813 string newmsgin = "";
2814 string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2815 FOREACH_WORD(msgin, true,
2817 if(strdecolorize(it) == "/me")
2820 newmsgin = cons(newmsgin, newnamestr);
2823 newmsgin = cons(newmsgin, it);
2830 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2831 privatemsgprefixlen = strlen(msgstr);
2832 msgstr = strcat(msgstr, msgin);
2833 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2834 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2840 //msgin = strreplace("/me", "", msgin);
2841 //msgin = substring(msgin, 3, strlen(msgin));
2842 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2843 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2846 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2847 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2853 //msgin = strreplace("/me", "", msgin);
2854 //msgin = substring(msgin, 3, strlen(msgin));
2855 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2856 msgstr = strcat("\{1}^4* ^7", msgin);
2860 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2861 msgstr = strcat(msgstr, msgin);
2865 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2868 string fullmsgstr = msgstr;
2869 string fullcmsgstr = cmsgstr;
2873 var .float flood_field = floodcontrol_chat;
2874 if(floodcontrol && source)
2882 flood_spl = autocvar_g_chat_flood_spl_tell;
2883 flood_burst = autocvar_g_chat_flood_burst_tell;
2884 flood_lmax = autocvar_g_chat_flood_lmax_tell;
2885 flood_field = floodcontrol_chattell;
2889 flood_spl = autocvar_g_chat_flood_spl_team;
2890 flood_burst = autocvar_g_chat_flood_burst_team;
2891 flood_lmax = autocvar_g_chat_flood_lmax_team;
2892 flood_field = floodcontrol_chatteam;
2896 flood_spl = autocvar_g_chat_flood_spl;
2897 flood_burst = autocvar_g_chat_flood_burst;
2898 flood_lmax = autocvar_g_chat_flood_lmax;
2899 flood_field = floodcontrol_chat;
2901 flood_burst = max(0, flood_burst - 1);
2902 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2904 // do flood control for the default line size
2907 getWrappedLine_remaining = msgstr;
2910 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
2912 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
2915 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
2917 if(getWrappedLine_remaining != "")
2919 msgstr = strcat(msgstr, "\n");
2923 if (time >= source.(flood_field))
2925 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
2930 msgstr = fullmsgstr;
2935 if (time >= source.(flood_field))
2936 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
2941 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
2942 source.(flood_field) = flood = 0;
2945 string sourcemsgstr, sourcecmsgstr;
2946 if(flood == 2) // cannot happen for empty msgstr
2948 if(autocvar_g_chat_flood_notify_flooder)
2950 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
2955 sourcemsgstr = fullmsgstr;
2956 sourcecmsgstr = fullcmsgstr;
2962 sourcemsgstr = msgstr;
2963 sourcecmsgstr = cmsgstr;
2966 if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2969 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
2970 teamsay = -1; // spectators
2974 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
2976 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
2978 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
2981 if(source && CS(source).muted)
2983 // always fake the message
2988 if (autocvar_g_chat_flood_notify_flooder)
2990 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
3001 if (privatesay && source && !(IS_PLAYER(source) || source.caplayer))
3004 if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
3005 ret = -1; // just hide the message completely
3008 MUTATOR_CALLHOOK(ChatMessage, source, ret);
3009 ret = M_ARGV(1, int);
3011 string event_log_msg = "";
3013 if(sourcemsgstr != "" && ret != 0)
3015 if(ret < 0) // faked message, because the player is muted
3017 sprint(source, sourcemsgstr);
3018 if(sourcecmsgstr != "" && !privatesay)
3019 centerprint(source, sourcecmsgstr);
3021 else if(privatesay) // private message, between 2 people only
3023 sprint(source, sourcemsgstr);
3024 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
3025 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
3027 sprint(privatesay, msgstr);
3029 centerprint(privatesay, cmsgstr);
3032 else if ( teamsay && CS(source).active_minigame )
3034 sprint(source, sourcemsgstr);
3035 dedicated_print(msgstr); // send to server console too
3036 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3039 event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
3042 else if(teamsay > 0) // team message, only sent to team mates
3044 sprint(source, sourcemsgstr);
3045 dedicated_print(msgstr); // send to server console too
3046 if(sourcecmsgstr != "")
3047 centerprint(source, sourcecmsgstr);
3048 FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3051 centerprint(it, cmsgstr);
3053 event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3055 else if(teamsay < 0) // spectator message, only sent to spectators
3057 sprint(source, sourcemsgstr);
3058 dedicated_print(msgstr); // send to server console too
3059 FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3062 event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3067 sprint(source, sourcemsgstr);
3068 dedicated_print(msgstr); // send to server console too
3069 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3071 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3074 event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3078 if (autocvar_sv_eventlog && (event_log_msg != "")) {
3079 GameLogEcho(event_log_msg);
3085 // hack to copy the button fields from the client entity to the Client State
3086 void PM_UpdateButtons(entity this, entity store)
3089 store.impulse = this.impulse;
3092 bool typing = this.buttonchat || this.button12;
3094 store.button0 = (typing) ? 0 : this.button0;
3096 store.button2 = (typing) ? 0 : this.button2;
3097 store.button3 = (typing) ? 0 : this.button3;
3098 store.button4 = this.button4;
3099 store.button5 = (typing) ? 0 : this.button5;
3100 store.button6 = this.button6;
3101 store.button7 = this.button7;
3102 store.button8 = this.button8;
3103 store.button9 = this.button9;
3104 store.button10 = this.button10;
3105 store.button11 = this.button11;
3106 store.button12 = this.button12;
3107 store.button13 = this.button13;
3108 store.button14 = this.button14;
3109 store.button15 = this.button15;
3110 store.button16 = this.button16;
3111 store.buttonuse = this.buttonuse;
3112 store.buttonchat = this.buttonchat;
3114 store.cursor_active = this.cursor_active;
3115 store.cursor_screen = this.cursor_screen;
3116 store.cursor_trace_start = this.cursor_trace_start;
3117 store.cursor_trace_endpos = this.cursor_trace_endpos;
3118 store.cursor_trace_ent = this.cursor_trace_ent;
3120 store.ping = this.ping;
3121 store.ping_packetloss = this.ping_packetloss;
3122 store.ping_movementloss = this.ping_movementloss;
3124 store.v_angle = this.v_angle;
3125 store.movement = (typing) ? '0 0 0' : this.movement;
3128 NET_HANDLE(fpsreport, bool)
3130 int fps = ReadShort();
3131 PlayerScore_Set(sender, SP_FPS, fps);