3 #include "anticheat.qh"
7 #include "miscfunctions.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
14 #include "command/common.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
21 #include "scores_rules.qh"
25 #include "../common/ent_cs.qh"
26 #include "../common/wepent.qh"
27 #include <common/state.qh>
29 #include <common/effects/qc/globalsound.qh>
31 #include "../common/triggers/func/conveyor.qh"
32 #include "../common/triggers/teleporters.qh"
34 #include "../common/vehicles/all.qh"
36 #include "weapons/hitplot.qh"
37 #include "weapons/weaponsystem.qh"
39 #include "../common/net_notice.qh"
40 #include "../common/net_linked.qh"
41 #include "../common/physics/player.qh"
43 #include "../common/items/_mod.qh"
45 #include "../common/mutators/mutator/waypoints/all.qh"
47 #include "../common/triggers/subs.qh"
48 #include "../common/triggers/triggers.qh"
49 #include "../common/triggers/trigger/secret.qh"
51 #include "../common/minigames/sv_minigames.qh"
53 #include "../common/items/inventory.qh"
55 #include "../common/monsters/sv_monsters.qh"
57 #include "../lib/warpzone/server.qh"
59 STATIC_METHOD(Client, Add, void(Client this, int _team))
62 TRANSMUTE(Player, this);
65 PutClientInServer(this);
68 void PutObserverInServer(entity this);
70 STATIC_METHOD(Client, Remove, void(Client this))
72 TRANSMUTE(Observer, this);
73 PutClientInServer(this);
74 ClientDisconnect(this);
77 void send_CSQC_teamnagger() {
78 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
81 int CountSpectators(entity player, entity to)
83 if(!player) { return 0; } // not sure how, but best to be safe
87 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
95 void WriteSpectators(entity player, entity to)
97 if(!player) { return; } // not sure how, but best to be safe
99 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
101 WriteByte(MSG_ENTITY, num_for_edict(it));
105 bool ClientData_Send(entity this, entity to, int sf)
107 assert(to == this.owner, return false);
110 if (IS_SPEC(e)) e = e.enemy;
113 if (CS(e).race_completed) sf |= 1; // forced scoreboard
114 if (CS(to).spectatee_status) sf |= 2; // spectator ent number follows
115 if (CS(e).zoomstate) sf |= 4; // zoomed
116 if (autocvar_sv_showspectators) sf |= 16; // show spectators
118 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
119 WriteByte(MSG_ENTITY, sf);
123 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
128 float specs = CountSpectators(e, to);
129 WriteByte(MSG_ENTITY, specs);
130 WriteSpectators(e, to);
136 void ClientData_Attach(entity this)
138 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
139 CS(this).clientdata.drawonlytoclient = this;
140 CS(this).clientdata.owner = this;
143 void ClientData_Detach(entity this)
145 delete(CS(this).clientdata);
146 CS(this).clientdata = NULL;
149 void ClientData_Touch(entity e)
151 CS(e).clientdata.SendFlags = 1;
153 // make it spectatable
154 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(CS(it).clientdata.SendFlags = 1));
157 void SetSpectatee(entity this, entity spectatee);
158 void SetSpectatee_status(entity this, int spectatee_num);
165 Checks if the argument string can be a valid playermodel.
166 Returns a valid one in doubt.
169 string FallbackPlayerModel;
170 string CheckPlayerModel(string plyermodel) {
171 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
173 // note: we cannot summon Don Strunzone here, some player may
174 // still have the model string set. In case anyone manages how
175 // to change a cvar default, we'll have a small leak here.
176 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
178 // only in right path
179 if( substring(plyermodel,0,14) != "models/player/")
180 return FallbackPlayerModel;
181 // only good file extensions
182 if(substring(plyermodel,-4,4) != ".zym")
183 if(substring(plyermodel,-4,4) != ".dpm")
184 if(substring(plyermodel,-4,4) != ".iqm")
185 if(substring(plyermodel,-4,4) != ".md3")
186 if(substring(plyermodel,-4,4) != ".psk")
187 return FallbackPlayerModel;
188 // forbid the LOD models
189 if(substring(plyermodel, -9,5) == "_lod1")
190 return FallbackPlayerModel;
191 if(substring(plyermodel, -9,5) == "_lod2")
192 return FallbackPlayerModel;
193 if(plyermodel != strtolower(plyermodel))
194 return FallbackPlayerModel;
195 // also, restrict to server models
196 if(autocvar_sv_servermodelsonly)
198 if(!fexists(plyermodel))
199 return FallbackPlayerModel;
204 void setplayermodel(entity e, string modelname)
206 precache_model(modelname);
207 _setmodel(e, modelname);
208 player_setupanimsformodel(e);
209 if(!autocvar_g_debug_globalsounds)
210 UpdatePlayerSounds(e);
213 void FixPlayermodel(entity player);
214 /** putting a client as observer in the server */
215 void PutObserverInServer(entity this)
217 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
218 PlayerState_detach(this);
220 if (IS_PLAYER(this) && this.health >= 1) {
222 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
226 entity spot = SelectSpawnPoint(this, true);
227 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
228 this.angles = vec2(spot.angles);
229 this.fixangle = true;
230 // offset it so that the spectator spawns higher off the ground, looks better this way
231 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
232 if (IS_REAL_CLIENT(this))
235 WriteByte(MSG_ONE, SVC_SETVIEW);
236 WriteEntity(MSG_ONE, this);
238 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
239 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
240 if(!autocvar_g_debug_globalsounds)
242 // needed for player sounds
244 FixPlayermodel(this);
246 setmodel(this, MDL_Null);
247 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
248 this.view_ofs = '0 0 0';
251 RemoveGrapplingHooks(this);
252 Portal_ClearAll(this);
254 SetSpectatee(this, NULL);
259 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
263 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
265 WaypointSprite_PlayerDead(this);
267 if (mutator_returnvalue) {
268 // mutator prevents resetting teams+score
270 this.team = -1; // move this as it is needed to log the player spectating in eventlog
271 this.frags = FRAGS_SPECTATOR;
272 PlayerScore_Clear(this); // clear scores when needed
275 if (CS(this).killcount != FRAGS_SPECTATOR)
277 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
279 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
280 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
282 if(!CS(this).just_joined)
283 LogTeamchange(this.playerid, -1, 4);
285 CS(this).just_joined = false;
288 accuracy_resend(this);
290 CS(this).spectatortime = time;
292 IL_REMOVE(g_bot_targets, this);
293 this.bot_attack = false;
294 this.hud = HUD_NORMAL;
295 TRANSMUTE(Observer, this);
296 this.iscreature = false;
297 this.teleportable = TELEPORT_SIMPLE;
298 if(this.damagedbycontents)
299 IL_REMOVE(g_damagedbycontents, this);
300 this.damagedbycontents = false;
301 this.health = FRAGS_SPECTATOR;
302 SetSpectatee_status(this, etof(this));
303 this.takedamage = DAMAGE_NO;
304 this.solid = SOLID_NOT;
305 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
306 this.flags = FL_CLIENT | FL_NOTARGET;
307 this.armorvalue = 666;
309 this.armorvalue = autocvar_g_balance_armor_start;
310 this.pauserotarmor_finished = 0;
311 this.pauserothealth_finished = 0;
312 this.pauseregen_finished = 0;
313 this.damageforcescale = 0;
315 this.respawn_flags = 0;
316 this.respawn_time = 0;
317 this.stat_respawn_time = 0;
322 this.pain_finished = 0;
323 this.strength_finished = 0;
324 this.invincible_finished = 0;
325 this.superweapons_finished = 0;
328 setthink(this, func_null);
330 this.deadflag = DEAD_NO;
332 this.revive_progress = 0;
333 this.revival_time = 0;
336 this.weapons = '0 0 0';
337 this.drawonlytoclient = this;
339 this.weaponmodel = "";
340 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
342 this.weaponentities[slot] = NULL;
344 this.exteriorweaponentity = NULL;
345 CS(this).killcount = FRAGS_SPECTATOR;
346 this.velocity = '0 0 0';
347 this.avelocity = '0 0 0';
348 this.punchangle = '0 0 0';
349 this.punchvector = '0 0 0';
350 this.oldvelocity = this.velocity;
351 this.fire_endtime = -1;
352 this.event_damage = func_null;
354 for(int slot = 0; slot < MAX_AXH; ++slot)
356 entity axh = this.(AuxiliaryXhair[slot]);
357 this.(AuxiliaryXhair[slot]) = NULL;
359 if(axh.owner == this && axh != NULL && !wasfreed(axh))
364 int player_getspecies(entity this)
366 get_model_parameters(this.model, this.skin);
367 int s = get_model_parameters_species;
368 get_model_parameters(string_null, 0);
369 if (s < 0) return SPECIES_HUMAN;
373 .float model_randomizer;
374 void FixPlayermodel(entity player)
376 string defaultmodel = "";
378 if(autocvar_sv_defaultcharacter)
384 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
385 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
386 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
387 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
391 if(defaultmodel == "")
393 defaultmodel = autocvar_sv_defaultplayermodel;
394 defaultskin = autocvar_sv_defaultplayerskin;
397 int n = tokenize_console(defaultmodel);
400 defaultmodel = argv(floor(n * CS(player).model_randomizer));
401 // However, do NOT randomize if the player-selected model is in the list.
402 for (int i = 0; i < n; ++i)
403 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
404 defaultmodel = argv(i);
407 int i = strstrofs(defaultmodel, ":", 0);
410 defaultskin = stof(substring(defaultmodel, i+1, -1));
411 defaultmodel = substring(defaultmodel, 0, i);
414 if(autocvar_sv_defaultcharacterskin && !defaultskin)
420 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
421 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
422 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
423 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
428 defaultskin = autocvar_sv_defaultplayerskin;
431 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
432 defaultmodel = M_ARGV(0, string);
433 defaultskin = M_ARGV(1, int);
437 if(defaultmodel != "")
439 if (defaultmodel != player.model)
441 vector m1 = player.mins;
442 vector m2 = player.maxs;
443 setplayermodel (player, defaultmodel);
444 setsize (player, m1, m2);
448 oldskin = player.skin;
449 player.skin = defaultskin;
451 if (player.playermodel != player.model || player.playermodel == "")
453 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
454 vector m1 = player.mins;
455 vector m2 = player.maxs;
456 setplayermodel (player, player.playermodel);
457 setsize (player, m1, m2);
461 if(!autocvar_sv_defaultcharacterskin)
463 oldskin = player.skin;
464 player.skin = stof(player.playerskin);
468 oldskin = player.skin;
469 player.skin = defaultskin;
473 if(chmdl || oldskin != player.skin) // model or skin has changed
475 player.species = player_getspecies(player); // update species
476 if(!autocvar_g_debug_globalsounds)
477 UpdatePlayerSounds(player); // update skin sounds
481 if(strlen(autocvar_sv_defaultplayercolors))
482 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
483 setcolor(player, stof(autocvar_sv_defaultplayercolors));
486 void PutPlayerInServer(entity this)
488 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
490 PlayerState_attach(this);
491 accuracy_resend(this);
494 JoinBestTeam(this, false, true);
496 entity spot = SelectSpawnPoint(this, false);
498 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
499 return; // spawn failed
502 TRANSMUTE(Player, this);
504 CS(this).wasplayer = true;
505 this.iscreature = true;
506 this.teleportable = TELEPORT_NORMAL;
507 if(!this.damagedbycontents)
508 IL_PUSH(g_damagedbycontents, this);
509 this.damagedbycontents = true;
510 set_movetype(this, MOVETYPE_WALK);
511 this.solid = SOLID_SLIDEBOX;
512 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
513 if (autocvar_g_playerclip_collisions)
514 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
515 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
516 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
517 this.frags = FRAGS_PLAYER;
518 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
519 this.flags = FL_CLIENT | FL_PICKUPITEMS;
520 if (autocvar__notarget)
521 this.flags |= FL_NOTARGET;
522 this.takedamage = DAMAGE_AIM;
523 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
527 this.ammo_shells = warmup_start_ammo_shells;
528 this.ammo_nails = warmup_start_ammo_nails;
529 this.ammo_rockets = warmup_start_ammo_rockets;
530 this.ammo_cells = warmup_start_ammo_cells;
531 this.ammo_plasma = warmup_start_ammo_plasma;
532 this.ammo_fuel = warmup_start_ammo_fuel;
533 this.health = warmup_start_health;
534 this.armorvalue = warmup_start_armorvalue;
535 this.weapons = WARMUP_START_WEAPONS;
537 this.ammo_shells = start_ammo_shells;
538 this.ammo_nails = start_ammo_nails;
539 this.ammo_rockets = start_ammo_rockets;
540 this.ammo_cells = start_ammo_cells;
541 this.ammo_plasma = start_ammo_plasma;
542 this.ammo_fuel = start_ammo_fuel;
543 this.health = start_health;
544 this.armorvalue = start_armorvalue;
545 this.weapons = start_weapons;
547 SetSpectatee_status(this, 0);
549 PS(this).dual_weapons = '0 0 0';
551 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
553 this.items = start_items;
555 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
556 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
557 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
558 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
559 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
560 // extend the pause of rotting if client was reset at the beginning of the countdown
561 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
562 float f = game_starttime - time;
563 this.spawnshieldtime += f;
564 this.pauserotarmor_finished += f;
565 this.pauserothealth_finished += f;
566 this.pauseregen_finished += f;
568 this.damageforcescale = 2;
570 this.respawn_flags = 0;
571 this.respawn_time = 0;
572 this.stat_respawn_time = 0;
573 this.scale = autocvar_sv_player_scale;
576 this.pain_finished = 0;
578 setthink(this, func_null); // players have no think function
581 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
583 this.deadflag = DEAD_NO;
585 this.angles = spot.angles;
586 this.angles_z = 0; // never spawn tilted even if the spot says to
587 if (IS_BOT_CLIENT(this))
588 this.v_angle = this.angles;
589 this.fixangle = true; // turn this way immediately
590 this.oldvelocity = this.velocity = '0 0 0';
591 this.avelocity = '0 0 0';
592 this.punchangle = '0 0 0';
593 this.punchvector = '0 0 0';
595 this.strength_finished = 0;
596 this.invincible_finished = 0;
597 this.fire_endtime = -1;
598 this.revive_progress = 0;
599 this.revival_time = 0;
600 this.air_finished = time + 12;
602 entity spawnevent = new_pure(spawnevent);
603 spawnevent.owner = this;
604 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
606 // Cut off any still running player sounds.
607 stopsound(this, CH_PLAYER_SINGLE);
610 FixPlayermodel(this);
611 this.drawonlytoclient = NULL;
616 this.view_ofs = STAT(PL_VIEW_OFS, this);
617 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
618 this.spawnorigin = spot.origin;
619 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
620 // don't reset back to last position, even if new position is stuck in solid
621 this.oldorigin = this.origin;
622 this.lastteleporttime = time; // prevent insane speeds due to changing origin
624 IL_REMOVE(g_conveyed, this);
625 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
626 this.hud = HUD_NORMAL;
628 this.event_damage = PlayerDamage;
631 IL_PUSH(g_bot_targets, this);
632 this.bot_attack = true;
633 if(!this.monster_attack)
634 IL_PUSH(g_monster_targets, this);
635 this.monster_attack = true;
636 navigation_dynamicgoal_init(this, false);
638 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
640 if (CS(this).killcount == FRAGS_SPECTATOR) {
641 PlayerScore_Clear(this);
642 CS(this).killcount = 0;
645 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
647 .entity weaponentity = weaponentities[slot];
648 entity oldwep = this.(weaponentity);
649 CL_SpawnWeaponentity(this, weaponentity);
650 if(oldwep && oldwep.owner == this)
651 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
653 this.alpha = default_player_alpha;
654 this.colormod = '1 1 1' * autocvar_g_player_brightness;
655 this.exteriorweaponentity.alpha = default_weapon_alpha;
657 this.speedrunning = false;
659 target_voicescript_clear(this);
661 // reset fields the weapons may use
662 FOREACH(Weapons, true, LAMBDA(
663 it.wr_resetplayer(it, this);
664 // reload all reloadable weapons
665 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
666 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
668 .entity weaponentity = weaponentities[slot];
669 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
675 string s = spot.target;
676 spot.target = string_null;
677 SUB_UseTargets(spot, this, NULL);
683 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
685 if (autocvar_spawn_debug)
687 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
688 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
691 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
693 .entity weaponentity = weaponentities[slot];
694 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
695 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
697 this.(weaponentity).m_switchweapon = WEP_Null;
698 this.(weaponentity).m_weapon = WEP_Null;
699 this.(weaponentity).weaponname = "";
700 this.(weaponentity).m_switchingweapon = WEP_Null;
701 this.(weaponentity).cnt = -1;
704 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
706 if (!warmup_stage && !this.alivetime)
707 this.alivetime = time;
709 antilag_clear(this, CS(this));
712 /** Called when a client spawns in the server */
713 void PutClientInServer(entity this)
715 if (IS_BOT_CLIENT(this)) {
716 TRANSMUTE(Player, this);
717 } else if (IS_REAL_CLIENT(this)) {
719 WriteByte(MSG_ONE, SVC_SETVIEW);
720 WriteEntity(MSG_ONE, this);
723 TRANSMUTE(Observer, this);
725 SetSpectatee(this, NULL);
729 PS(this).itemkeys = 0;
731 MUTATOR_CALLHOOK(PutClientInServer, this);
733 if (IS_OBSERVER(this)) {
734 PutObserverInServer(this);
735 } else if (IS_PLAYER(this)) {
736 PutPlayerInServer(this);
740 void ClientInit_misc(entity this);
742 // TODO do we need all these fields, or should we stop autodetecting runtime
743 // changes and just have a console command to update this?
744 bool ClientInit_SendEntity(entity this, entity to, int sf)
746 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
749 // MSG_INIT replacement
750 // TODO: make easier to use
752 W_PROP_reload(MSG_ONE, to);
753 ClientInit_misc(this);
754 MUTATOR_CALLHOOK(Ent_Init);
756 void ClientInit_misc(entity this)
758 int channel = MSG_ONE;
759 WriteHeader(channel, ENT_CLIENT_INIT);
760 WriteByte(channel, g_nexball_meter_period * 32);
761 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
762 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
763 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
764 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
765 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
766 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
767 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
768 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
770 if(sv_foginterval && world.fog != "")
771 WriteString(channel, world.fog);
773 WriteString(channel, "");
774 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
775 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
776 WriteByte(channel, serverflags);
777 WriteCoord(channel, autocvar_g_trueaim_minrange);
780 void ClientInit_CheckUpdate(entity this)
782 this.nextthink = time;
783 if(this.count != autocvar_g_balance_armor_blockpercent)
785 this.count = autocvar_g_balance_armor_blockpercent;
788 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
790 this.cnt = autocvar_g_balance_damagepush_speedfactor;
795 void ClientInit_Spawn()
797 entity e = new_pure(clientinit);
798 setthink(e, ClientInit_CheckUpdate);
799 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
801 ClientInit_CheckUpdate(e);
811 // initialize parms for a new player
812 parm1 = -(86400 * 366);
814 MUTATOR_CALLHOOK(SetNewParms);
822 void SetChangeParms (entity this)
824 // save parms for level change
825 parm1 = CS(this).parm_idlesince - time;
827 MUTATOR_CALLHOOK(SetChangeParms);
835 void DecodeLevelParms(entity this)
838 CS(this).parm_idlesince = parm1;
839 if (CS(this).parm_idlesince == -(86400 * 366))
840 CS(this).parm_idlesince = time;
842 // whatever happens, allow 60 seconds of idling directly after connect for map loading
843 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
845 MUTATOR_CALLHOOK(DecodeLevelParms);
852 Called when a client types 'kill' in the console
856 .float clientkill_nexttime;
857 void ClientKill_Now_TeamChange(entity this)
859 if(CS(this).killindicator_teamchange == -1)
861 JoinBestTeam( this, false, true );
863 else if(CS(this).killindicator_teamchange == -2)
866 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
867 PutObserverInServer(this);
870 SV_ChangeTeam(this, CS(this).killindicator_teamchange - 1);
871 CS(this).killindicator_teamchange = 0;
874 void ClientKill_Now(entity this)
878 vehicles_exit(this.vehicle, VHEF_RELEASE);
879 if(!CS(this).killindicator_teamchange)
881 this.vehicle_health = -1;
882 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
886 if(this.killindicator && !wasfreed(this.killindicator))
887 delete(this.killindicator);
889 this.killindicator = NULL;
891 if(CS(this).killindicator_teamchange)
892 ClientKill_Now_TeamChange(this);
894 if(!IS_SPEC(this) && !IS_OBSERVER(this))
895 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
897 // now I am sure the player IS dead
899 void KillIndicator_Think(entity this)
903 this.owner.killindicator = NULL;
908 if (this.owner.alpha < 0 && !this.owner.vehicle)
910 this.owner.killindicator = NULL;
917 ClientKill_Now(this.owner);
920 else if(this.health == 1) // health == 1 means that it's silent
922 this.nextthink = time + 1;
928 setmodel(this, MDL_NUM(this.cnt));
929 if(IS_REAL_CLIENT(this.owner))
932 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
934 this.nextthink = time + 1;
939 float clientkilltime;
940 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
948 killtime = autocvar_g_balance_kill_delay;
950 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
952 killtime = M_ARGV(1, float);
954 CS(this).killindicator_teamchange = targetteam;
956 if(!this.killindicator)
960 killtime = max(killtime, this.clientkill_nexttime - time);
961 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
964 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
966 ClientKill_Now(this);
970 starttime = max(time, clientkilltime);
972 this.killindicator = spawn();
973 this.killindicator.owner = this;
974 this.killindicator.scale = 0.5;
975 setattachment(this.killindicator, this, "");
976 setorigin(this.killindicator, '0 0 52');
977 setthink(this.killindicator, KillIndicator_Think);
978 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
979 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
980 this.killindicator.cnt = ceil(killtime);
981 this.killindicator.count = bound(0, ceil(killtime), 10);
982 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
984 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
986 it.killindicator = spawn();
987 it.killindicator.owner = it;
988 it.killindicator.scale = 0.5;
989 setattachment(it.killindicator, it, "");
990 setorigin(it.killindicator, '0 0 52');
991 setthink(it.killindicator, KillIndicator_Think);
992 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
993 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
994 it.killindicator.cnt = ceil(killtime);
999 if(this.killindicator)
1001 if(targetteam == 0) // just die
1003 this.killindicator.colormod = '0 0 0';
1004 if(IS_REAL_CLIENT(this))
1005 if(this.killindicator.cnt > 0)
1006 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1008 else if(targetteam == -1) // auto
1010 this.killindicator.colormod = '0 1 0';
1011 if(IS_REAL_CLIENT(this))
1012 if(this.killindicator.cnt > 0)
1013 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1015 else if(targetteam == -2) // spectate
1017 this.killindicator.colormod = '0.5 0.5 0.5';
1018 if(IS_REAL_CLIENT(this))
1019 if(this.killindicator.cnt > 0)
1020 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1024 this.killindicator.colormod = Team_ColorRGB(targetteam);
1025 if(IS_REAL_CLIENT(this))
1026 if(this.killindicator.cnt > 0)
1027 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1033 void ClientKill (entity this)
1035 if(game_stopped) return;
1036 if(this.player_blocked) return;
1037 if(STAT(FROZEN, this)) return;
1039 ClientKill_TeamChange(this, 0);
1042 void FixClientCvars(entity e)
1044 // send prediction settings to the client
1045 stuffcmd(e, "\nin_bindmap 0 0\n");
1046 if(autocvar_g_antilag == 3) // client side hitscan
1047 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1048 if(autocvar_sv_gentle)
1049 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1051 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1052 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1054 MUTATOR_CALLHOOK(FixClientCvars, e);
1057 bool findinlist_abbrev(string tofind, string list)
1059 if(list == "" || tofind == "")
1060 return false; // empty list or search, just return
1062 // this function allows abbreviated strings!
1063 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1071 bool PlayerInIPList(entity p, string iplist)
1073 // some safety checks (never allow local?)
1074 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1077 return findinlist_abbrev(p.netaddress, iplist);
1080 bool PlayerInIDList(entity p, string idlist)
1082 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1086 return findinlist_abbrev(p.crypto_idfp, idlist);
1089 bool PlayerInList(entity player, string list)
1091 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1094 #ifdef DP_EXT_PRECONNECT
1099 Called once (not at each match start) when a client begins a connection to the server
1102 void ClientPreConnect(entity this)
1104 if(autocvar_sv_eventlog)
1106 GameLogEcho(sprintf(":connect:%d:%d:%s",
1109 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1119 Called when a client connects to the server
1122 void ClientConnect(entity this)
1124 if (Ban_MaybeEnforceBanOnce(this)) return;
1125 assert(!IS_CLIENT(this), return);
1126 this.flags |= FL_CLIENT;
1127 assert(player_count >= 0, player_count = 0);
1130 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1132 TRANSMUTE(Client, this);
1133 CS(this).version_nagtime = time + 10 + random() * 10;
1135 // identify the right forced team
1136 if (autocvar_g_campaign)
1138 if (IS_REAL_CLIENT(this)) // only players, not bots
1140 switch (autocvar_g_campaign_forceteam)
1142 case 1: this.team_forced = NUM_TEAM_1; break;
1143 case 2: this.team_forced = NUM_TEAM_2; break;
1144 case 3: this.team_forced = NUM_TEAM_3; break;
1145 case 4: this.team_forced = NUM_TEAM_4; break;
1146 default: this.team_forced = 0;
1150 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1151 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1152 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1153 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1154 else switch (autocvar_g_forced_team_otherwise)
1156 default: this.team_forced = 0; break;
1157 case "red": this.team_forced = NUM_TEAM_1; break;
1158 case "blue": this.team_forced = NUM_TEAM_2; break;
1159 case "yellow": this.team_forced = NUM_TEAM_3; break;
1160 case "pink": this.team_forced = NUM_TEAM_4; break;
1163 this.team_forced = -1;
1166 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1169 int id = this.playerid;
1170 this.playerid = 0; // silent
1171 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1175 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1176 TRANSMUTE(Observer, this);
1178 if (!teamplay || autocvar_g_balance_teams) {
1179 TRANSMUTE(Player, this);
1180 campaign_bots_may_start = true;
1182 TRANSMUTE(Observer, this); // do it anyway
1186 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1188 // always track bots, don't ask for cl_allow_uidtracking
1189 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1191 if (autocvar_sv_eventlog)
1192 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1194 LogTeamchange(this.playerid, this.team, 1);
1196 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1198 CS(this).netname_previous = strzone(this.netname);
1200 if(teamplay && IS_PLAYER(this))
1201 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1203 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1205 stuffcmd(this, clientstuff, "\n");
1206 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1208 FixClientCvars(this);
1210 // get version info from player
1211 stuffcmd(this, "cmd clientversion $gameversion\n");
1213 // notify about available teams
1216 CheckAllowedTeams(this);
1218 if (c1 >= 0) t |= BIT(0);
1219 if (c2 >= 0) t |= BIT(1);
1220 if (c3 >= 0) t |= BIT(2);
1221 if (c4 >= 0) t |= BIT(3);
1222 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1226 stuffcmd(this, "set _teams_available 0\n");
1229 bot_relinkplayerlist();
1231 CS(this).spectatortime = time;
1232 if (blockSpectators)
1234 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1237 CS(this).jointime = time;
1238 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1240 if (IS_REAL_CLIENT(this))
1242 if (g_weaponarena_weapons == WEPSET(TUBA))
1243 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1246 if (!sv_foginterval && world.fog != "")
1247 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1249 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1250 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1251 send_CSQC_teamnagger();
1253 CSQCMODEL_AUTOINIT(this);
1255 CS(this).model_randomizer = random();
1257 if (IS_REAL_CLIENT(this))
1258 sv_notice_join(this);
1260 // update physics stats (players can spawn before physics runs)
1261 Physics_UpdateStats(this);
1263 IL_EACH(g_initforplayer, it.init_for_player, {
1264 it.init_for_player(it, this);
1267 MUTATOR_CALLHOOK(ClientConnect, this);
1269 if (IS_REAL_CLIENT(this))
1271 if (!autocvar_g_campaign && !IS_PLAYER(this))
1273 CS(this).motd_actived_time = -1;
1274 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1282 Called when a client disconnects from the server
1285 .entity chatbubbleentity;
1287 void ClientDisconnect(entity this)
1289 assert(IS_CLIENT(this), return);
1291 PlayerStats_GameReport_FinalizePlayer(this);
1292 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1293 if (CS(this).active_minigame) part_minigame(this);
1294 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1296 if (autocvar_sv_eventlog)
1297 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1299 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1302 SetSpectatee(this, NULL);
1304 MUTATOR_CALLHOOK(ClientDisconnect, this);
1306 if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
1307 ClientState_detach(this);
1309 Portal_ClearAll(this);
1313 RemoveGrapplingHooks(this);
1315 // Here, everything has been done that requires this player to be a client.
1317 this.flags &= ~FL_CLIENT;
1319 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1320 if (this.killindicator) delete(this.killindicator);
1322 WaypointSprite_PlayerGone(this);
1324 bot_relinkplayerlist();
1326 if (this.clientstatus) strunzone(this.clientstatus);
1327 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1328 if (this.personal) delete(this.personal);
1332 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1337 void ChatBubbleThink(entity this)
1339 this.nextthink = time;
1340 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1342 if(this.owner) // but why can that ever be NULL?
1343 this.owner.chatbubbleentity = NULL;
1350 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1352 if ( CS(this.owner).active_minigame )
1353 this.mdl = "models/sprites/minigame_busy.iqm";
1354 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1355 this.mdl = "models/misc/chatbubble.spr";
1358 if ( this.model != this.mdl )
1359 _setmodel(this, this.mdl);
1363 void UpdateChatBubble(entity this)
1367 // spawn a chatbubble entity if needed
1368 if (!this.chatbubbleentity)
1370 this.chatbubbleentity = new(chatbubbleentity);
1371 this.chatbubbleentity.owner = this;
1372 this.chatbubbleentity.exteriormodeltoclient = this;
1373 setthink(this.chatbubbleentity, ChatBubbleThink);
1374 this.chatbubbleentity.nextthink = time;
1375 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1376 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1377 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1378 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1379 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1380 //this.chatbubbleentity.model = "";
1381 this.chatbubbleentity.effects = EF_LOWPRECISION;
1386 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1387 // added to the model skins
1388 /*void UpdateColorModHack()
1391 c = this.clientcolors & 15;
1392 // LordHavoc: only bothering to support white, green, red, yellow, blue
1393 if (!teamplay) this.colormod = '0 0 0';
1394 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1395 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1396 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1397 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1398 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1399 else this.colormod = '1 1 1';
1402 void respawn(entity this)
1404 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1406 this.solid = SOLID_NOT;
1407 this.takedamage = DAMAGE_NO;
1408 set_movetype(this, MOVETYPE_FLY);
1409 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1410 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1411 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1412 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1413 if(autocvar_g_respawn_ghosts_maxtime)
1414 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1419 this.effects |= EF_NODRAW; // prevent another CopyBody
1420 PutClientInServer(this);
1423 void play_countdown(entity this, float finished, Sound samp)
1426 if(IS_REAL_CLIENT(this))
1427 if(floor(finished - time - frametime) != floor(finished - time))
1428 if(finished - time < 6)
1429 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1432 void player_powerups(entity this)
1434 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1435 int items_prev = this.items;
1437 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1438 this.modelflags |= MF_ROCKET;
1440 this.modelflags &= ~MF_ROCKET;
1442 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1444 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1447 Fire_ApplyDamage(this);
1448 Fire_ApplyEffect(this);
1452 if (this.items & ITEM_Strength.m_itemid)
1454 play_countdown(this, this.strength_finished, SND_POWEROFF);
1455 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1456 if (time > this.strength_finished)
1458 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1459 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1460 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1465 if (time < this.strength_finished)
1467 this.items = this.items | ITEM_Strength.m_itemid;
1469 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1470 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1473 if (this.items & ITEM_Shield.m_itemid)
1475 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1476 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1477 if (time > this.invincible_finished)
1479 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1480 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1481 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1486 if (time < this.invincible_finished)
1488 this.items = this.items | ITEM_Shield.m_itemid;
1490 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1491 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1494 if (this.items & IT_SUPERWEAPON)
1496 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1498 this.superweapons_finished = 0;
1499 this.items = this.items - (this.items & IT_SUPERWEAPON);
1500 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1501 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1503 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1505 // don't let them run out
1509 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1510 if (time > this.superweapons_finished)
1512 this.items = this.items - (this.items & IT_SUPERWEAPON);
1513 this.weapons &= ~WEPSET_SUPERWEAPONS;
1514 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1515 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1519 else if(this.weapons & WEPSET_SUPERWEAPONS)
1521 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1523 this.items = this.items | IT_SUPERWEAPON;
1525 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1526 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1530 this.superweapons_finished = 0;
1531 this.weapons &= ~WEPSET_SUPERWEAPONS;
1536 this.superweapons_finished = 0;
1540 if(autocvar_g_nodepthtestplayers)
1541 this.effects = this.effects | EF_NODEPTHTEST;
1543 if(autocvar_g_fullbrightplayers)
1544 this.effects = this.effects | EF_FULLBRIGHT;
1546 if (time >= game_starttime)
1547 if (time < this.spawnshieldtime)
1548 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1550 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1553 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1555 if(current > stable)
1557 else if(current > stable - 0.25) // when close enough, "snap"
1560 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1563 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1565 if(current < stable)
1567 else if(current < stable + 0.25) // when close enough, "snap"
1570 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1573 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1575 if(current > rotstable)
1577 if(rotframetime > 0)
1579 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1580 current = max(rotstable, current - rotlinear * rotframetime);
1583 else if(current < regenstable)
1585 if(regenframetime > 0)
1587 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1588 current = min(regenstable, current + regenlinear * regenframetime);
1598 void player_regen(entity this)
1600 float max_mod, regen_mod, rot_mod, limit_mod;
1601 max_mod = regen_mod = rot_mod = limit_mod = 1;
1603 float regen_health = autocvar_g_balance_health_regen;
1604 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1605 float regen_health_rot = autocvar_g_balance_health_rot;
1606 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1607 float regen_health_stable = autocvar_g_balance_health_regenstable;
1608 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1609 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1610 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1611 max_mod = M_ARGV(1, float);
1612 regen_mod = M_ARGV(2, float);
1613 rot_mod = M_ARGV(3, float);
1614 limit_mod = M_ARGV(4, float);
1615 regen_health = M_ARGV(5, float);
1616 regen_health_linear = M_ARGV(6, float);
1617 regen_health_rot = M_ARGV(7, float);
1618 regen_health_rotlinear = M_ARGV(8, float);
1619 regen_health_stable = M_ARGV(9, float);
1620 regen_health_rotstable = M_ARGV(10, float);
1623 if(!mutator_returnvalue)
1624 if(!STAT(FROZEN, this))
1626 float mina, maxa, limith, limita;
1627 maxa = autocvar_g_balance_armor_rotstable;
1628 mina = autocvar_g_balance_armor_regenstable;
1629 limith = autocvar_g_balance_health_limit;
1630 limita = autocvar_g_balance_armor_limit;
1632 regen_health_rotstable = regen_health_rotstable * max_mod;
1633 regen_health_stable = regen_health_stable * max_mod;
1634 limith = limith * limit_mod;
1635 limita = limita * limit_mod;
1637 this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
1638 this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
1641 // if player rotted to death... die!
1642 // check this outside above checks, as player may still be able to rot to death
1646 vehicles_exit(this.vehicle, VHEF_RELEASE);
1647 if(this.event_damage)
1648 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1651 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1653 float minf, maxf, limitf;
1655 maxf = autocvar_g_balance_fuel_rotstable;
1656 minf = autocvar_g_balance_fuel_regenstable;
1657 limitf = autocvar_g_balance_fuel_limit;
1659 this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
1664 void SetZoomState(entity this, float newzoom)
1666 if(newzoom != CS(this).zoomstate)
1668 CS(this).zoomstate = newzoom;
1669 ClientData_Touch(this);
1671 zoomstate_set = true;
1674 void GetPressedKeys(entity this)
1676 MUTATOR_CALLHOOK(GetPressedKeys, this);
1677 int keys = STAT(PRESSED_KEYS, this);
1678 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1679 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1680 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1681 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1683 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1684 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1685 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1686 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1687 CS(this).pressedkeys = keys; // store for other users
1689 STAT(PRESSED_KEYS, this) = keys;
1693 ======================
1694 spectate mode routines
1695 ======================
1698 void SpectateCopy(entity this, entity spectatee)
1700 TC(Client, this); TC(Client, spectatee);
1702 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1703 PS(this) = PS(spectatee);
1704 this.armortype = spectatee.armortype;
1705 this.armorvalue = spectatee.armorvalue;
1706 this.ammo_cells = spectatee.ammo_cells;
1707 this.ammo_plasma = spectatee.ammo_plasma;
1708 this.ammo_shells = spectatee.ammo_shells;
1709 this.ammo_nails = spectatee.ammo_nails;
1710 this.ammo_rockets = spectatee.ammo_rockets;
1711 this.ammo_fuel = spectatee.ammo_fuel;
1712 this.clip_load = spectatee.clip_load;
1713 this.clip_size = spectatee.clip_size;
1714 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1715 this.health = spectatee.health;
1716 CS(this).impulse = 0;
1717 this.items = spectatee.items;
1718 this.last_pickup = spectatee.last_pickup;
1719 this.hit_time = spectatee.hit_time;
1720 this.strength_finished = spectatee.strength_finished;
1721 this.invincible_finished = spectatee.invincible_finished;
1722 this.superweapons_finished = spectatee.superweapons_finished;
1723 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1724 this.weapons = spectatee.weapons;
1725 this.vortex_charge = spectatee.vortex_charge;
1726 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1727 this.hagar_load = spectatee.hagar_load;
1728 this.arc_heat_percent = spectatee.arc_heat_percent;
1729 this.minelayer_mines = spectatee.minelayer_mines;
1730 this.punchangle = spectatee.punchangle;
1731 this.view_ofs = spectatee.view_ofs;
1732 this.velocity = spectatee.velocity;
1733 this.dmg_take = spectatee.dmg_take;
1734 this.dmg_save = spectatee.dmg_save;
1735 this.dmg_inflictor = spectatee.dmg_inflictor;
1736 this.v_angle = spectatee.v_angle;
1737 this.angles = spectatee.v_angle;
1738 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1739 this.revive_progress = spectatee.revive_progress;
1740 this.viewloc = spectatee.viewloc;
1741 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1742 this.fixangle = true;
1743 setorigin(this, spectatee.origin);
1744 setsize(this, spectatee.mins, spectatee.maxs);
1745 SetZoomState(this, CS(spectatee).zoomstate);
1747 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1749 .entity weaponentity = weaponentities[slot];
1750 this.(weaponentity) = spectatee.(weaponentity);
1753 for(int slot = 0; slot < MAX_AXH; ++slot)
1755 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1758 anticheat_spectatecopy(this, spectatee);
1759 this.hud = spectatee.hud;
1760 if(spectatee.vehicle)
1762 this.angles = spectatee.v_angle;
1764 //this.fixangle = false;
1765 //this.velocity = spectatee.vehicle.velocity;
1766 this.vehicle_health = spectatee.vehicle_health;
1767 this.vehicle_shield = spectatee.vehicle_shield;
1768 this.vehicle_energy = spectatee.vehicle_energy;
1769 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1770 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1771 this.vehicle_reload1 = spectatee.vehicle_reload1;
1772 this.vehicle_reload2 = spectatee.vehicle_reload2;
1774 //msg_entity = this;
1776 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1777 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1778 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1779 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1781 //WriteByte (MSG_ONE, SVC_SETVIEW);
1782 // WriteEntity(MSG_ONE, this);
1783 //makevectors(spectatee.v_angle);
1784 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1788 bool SpectateUpdate(entity this)
1793 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1795 SetSpectatee(this, NULL);
1799 SpectateCopy(this, this.enemy);
1804 bool SpectateSet(entity this)
1806 if(!IS_PLAYER(this.enemy))
1809 ClientData_Touch(this.enemy);
1812 WriteByte(MSG_ONE, SVC_SETVIEW);
1813 WriteEntity(MSG_ONE, this.enemy);
1814 set_movetype(this, MOVETYPE_NONE);
1815 accuracy_resend(this);
1817 if(!SpectateUpdate(this))
1818 PutObserverInServer(this);
1823 void SetSpectatee_status(entity this, int spectatee_num)
1825 int oldspectatee_status = CS(this).spectatee_status;
1826 CS(this).spectatee_status = spectatee_num;
1828 if (CS(this).spectatee_status != oldspectatee_status)
1830 ClientData_Touch(this);
1831 if (g_race || g_cts) race_InitSpectator();
1835 void SetSpectatee(entity this, entity spectatee)
1837 if(IS_BOT_CLIENT(this))
1838 return; // bots abuse .enemy, this code is useless to them
1840 entity old_spectatee = this.enemy;
1842 this.enemy = spectatee;
1845 // these are required to fix the spectator bug with arc
1848 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1850 .entity weaponentity = weaponentities[slot];
1851 if(old_spectatee.(weaponentity).arc_beam)
1852 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1857 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1859 .entity weaponentity = weaponentities[slot];
1860 if(this.enemy.(weaponentity).arc_beam)
1861 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1866 SetSpectatee_status(this, etof(this.enemy));
1868 // needed to update spectator list
1869 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1872 bool Spectate(entity this, entity pl)
1874 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1876 pl = M_ARGV(1, entity);
1878 SetSpectatee(this, pl);
1879 return SpectateSet(this);
1882 bool SpectateNext(entity this)
1884 entity ent = find(this.enemy, classname, STR_PLAYER);
1886 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1887 ent = M_ARGV(1, entity);
1889 ent = find(ent, classname, STR_PLAYER);
1891 if(ent) { SetSpectatee(this, ent); }
1893 return SpectateSet(this);
1896 bool SpectatePrev(entity this)
1898 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1899 entity ent = findchain(classname, STR_PLAYER);
1900 if (!ent) // no player
1904 // skip players until current spectated player
1906 while(ent && ent != this.enemy)
1909 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1911 case MUT_SPECPREV_FOUND:
1912 ent = M_ARGV(1, entity);
1914 case MUT_SPECPREV_RETURN:
1916 case MUT_SPECPREV_CONTINUE:
1927 SetSpectatee(this, ent);
1928 return SpectateSet(this);
1933 ShowRespawnCountdown()
1935 Update a respawn countdown display.
1938 void ShowRespawnCountdown(entity this)
1941 if(!IS_DEAD(this)) // just respawned?
1945 number = ceil(this.respawn_time - time);
1948 if(number <= this.respawn_countdown)
1950 this.respawn_countdown = number - 1;
1951 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
1952 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1957 .bool team_selected;
1958 bool ShowTeamSelection(entity this)
1960 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1962 stuffcmd(this, "menu_showteamselect\n");
1965 void Join(entity this)
1967 TRANSMUTE(Player, this);
1969 if(!this.team_selected)
1970 if(autocvar_g_campaign || autocvar_g_balance_teams)
1971 JoinBestTeam(this, false, true);
1973 if(autocvar_g_campaign)
1974 campaign_bots_may_start = true;
1976 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1978 PutClientInServer(this);
1981 if(teamplay && this.team != -1)
1982 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1984 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1985 this.team_selected = false;
1989 * Determines whether the player is allowed to join. This depends on cvar
1990 * g_maxplayers, if it isn't used this function always return true, otherwise
1991 * it checks whether the number of currently playing players exceeds g_maxplayers.
1992 * @return int number of free slots for players, 0 if none
1994 int nJoinAllowed(entity this, entity ignore)
1997 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1998 // so report 0 free slots if restricted
2000 if(autocvar_g_forced_team_otherwise == "spectate")
2002 if(autocvar_g_forced_team_otherwise == "spectator")
2006 if(this && this.team_forced < 0)
2007 return 0; // forced spectators can never join
2009 // TODO simplify this
2010 int totalClients = 0;
2011 int currentlyPlaying = 0;
2012 FOREACH_CLIENT(true, LAMBDA(
2015 if(IS_REAL_CLIENT(it))
2016 if(IS_PLAYER(it) || it.caplayer)
2020 float free_slots = 0;
2021 if (!autocvar_g_maxplayers)
2022 free_slots = maxclients - totalClients;
2023 else if(currentlyPlaying < autocvar_g_maxplayers)
2024 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2026 static float join_prevent_msg_time = 0;
2027 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2029 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2030 join_prevent_msg_time = time + 3;
2037 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2038 * g_maxplayers_spectator_blocktime seconds
2040 void checkSpectatorBlock(entity this)
2042 if(IS_SPEC(this) || IS_OBSERVER(this))
2044 if(IS_REAL_CLIENT(this))
2046 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2047 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
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 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2063 if (PHYS_INPUT_BUTTON_INFO(this)) {
2064 CS(this).motd_actived_time = time;
2065 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
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 || IS_PLAYER(this) || IS_SPEC(this))
2093 // instanctly hide MOTD
2094 CS(this).motd_actived_time = 0;
2095 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2100 bool joinAllowed(entity this)
2102 if (CS(this).version_mismatch) return false;
2103 if (!nJoinAllowed(this, this)) return false;
2104 if (teamplay && lockteams) return false;
2105 if (ShowTeamSelection(this)) return false;
2106 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2111 bool PlayerThink(entity this)
2113 if (game_stopped || intermission_running) {
2114 this.modelflags &= ~MF_ROCKET;
2115 if(intermission_running)
2116 IntermissionThink(this);
2120 if (timeout_status == TIMEOUT_ACTIVE) {
2121 // don't allow the player to turn around while game is paused
2122 // FIXME turn this into CSQC stuff
2123 this.v_angle = this.lastV_angle;
2124 this.angles = this.lastV_angle;
2125 this.fixangle = true;
2128 if (frametime) player_powerups(this);
2130 if (IS_DEAD(this)) {
2131 if (this.personal && g_race_qualifying) {
2132 if (time > this.respawn_time) {
2133 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2135 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2138 if (frametime) player_anim(this);
2140 if (this.respawn_flags & RESPAWN_DENY)
2142 STAT(RESPAWN_TIME, this) = 0;
2146 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));
2148 switch(this.deadflag)
2152 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2153 this.deadflag = DEAD_RESPAWNING;
2154 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2155 this.deadflag = DEAD_DEAD;
2161 this.deadflag = DEAD_RESPAWNABLE;
2162 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2163 this.deadflag = DEAD_RESPAWNING;
2166 case DEAD_RESPAWNABLE:
2168 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2169 this.deadflag = DEAD_RESPAWNING;
2172 case DEAD_RESPAWNING:
2174 if (time > this.respawn_time)
2176 this.respawn_time = time + 1; // only retry once a second
2177 this.respawn_time_max = this.respawn_time;
2184 ShowRespawnCountdown(this);
2186 if (this.respawn_flags & RESPAWN_SILENT)
2187 STAT(RESPAWN_TIME, this) = 0;
2188 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2190 if (time < this.respawn_time)
2191 STAT(RESPAWN_TIME, this) = this.respawn_time;
2192 else if (this.deadflag != DEAD_RESPAWNING)
2193 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2196 STAT(RESPAWN_TIME, this) = this.respawn_time;
2199 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2200 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2201 STAT(RESPAWN_TIME, this) *= -1;
2206 bool have_hook = false;
2207 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2209 .entity weaponentity = weaponentities[slot];
2210 if(this.(weaponentity).hook.state)
2216 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2219 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2221 } else if (this.vehicle) {
2223 } else if (STAT(FROZEN, this)) {
2230 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2231 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2232 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2234 } else if (this.crouch) {
2235 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2236 if (!trace_startsolid) {
2237 this.crouch = false;
2238 this.view_ofs = STAT(PL_VIEW_OFS, this);
2239 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2243 FixPlayermodel(this);
2245 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2248 this.items &= ~this.items_added;
2250 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2252 .entity weaponentity = weaponentities[slot];
2253 W_WeaponFrame(this, weaponentity);
2257 this.clip_load = this.(weaponentity).clip_load;
2258 this.clip_size = this.(weaponentity).clip_size;
2262 this.items_added = 0;
2263 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2264 this.items_added |= IT_FUEL;
2266 this.items |= this.items_added;
2271 // WEAPONTODO: Add a weapon request for this
2272 // rot vortex charge to the charge limit
2273 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2275 .entity weaponentity = weaponentities[slot];
2276 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2277 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2280 if (frametime) player_anim(this);
2283 secrets_setstatus(this);
2286 monsters_setstatus(this);
2288 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2293 void ObserverThink(entity this)
2295 if ( CS(this).impulse )
2297 MinigameImpulse(this, CS(this).impulse);
2298 CS(this).impulse = 0;
2301 if (this.flags & FL_JUMPRELEASED) {
2302 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2303 this.flags &= ~FL_JUMPRELEASED;
2304 this.flags |= FL_SPAWNING;
2305 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2306 this.flags &= ~FL_JUMPRELEASED;
2307 if(SpectateNext(this)) {
2308 TRANSMUTE(Spectator, this);
2311 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2312 set_movetype(this, preferred_movetype);
2315 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2316 this.flags |= FL_JUMPRELEASED;
2317 if(this.flags & FL_SPAWNING)
2319 this.flags &= ~FL_SPAWNING;
2327 void SpectatorThink(entity this)
2329 if ( CS(this).impulse )
2331 if(MinigameImpulse(this, CS(this).impulse))
2332 CS(this).impulse = 0;
2334 if (CS(this).impulse == IMP_weapon_drop.impulse)
2336 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2337 CS(this).impulse = 0;
2342 if (this.flags & FL_JUMPRELEASED) {
2343 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2344 this.flags &= ~FL_JUMPRELEASED;
2345 this.flags |= FL_SPAWNING;
2346 } 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)) {
2347 this.flags &= ~FL_JUMPRELEASED;
2348 if(SpectateNext(this)) {
2349 TRANSMUTE(Spectator, this);
2351 TRANSMUTE(Observer, this);
2352 PutClientInServer(this);
2354 CS(this).impulse = 0;
2355 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2356 this.flags &= ~FL_JUMPRELEASED;
2357 if(SpectatePrev(this)) {
2358 TRANSMUTE(Spectator, this);
2360 TRANSMUTE(Observer, this);
2361 PutClientInServer(this);
2363 CS(this).impulse = 0;
2364 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2365 this.flags &= ~FL_JUMPRELEASED;
2366 TRANSMUTE(Observer, this);
2367 PutClientInServer(this);
2369 if(!SpectateUpdate(this))
2370 PutObserverInServer(this);
2373 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2374 this.flags |= FL_JUMPRELEASED;
2375 if(this.flags & FL_SPAWNING)
2377 this.flags &= ~FL_SPAWNING;
2382 if(!SpectateUpdate(this))
2383 PutObserverInServer(this);
2386 this.flags |= FL_CLIENT | FL_NOTARGET;
2389 void vehicles_enter (entity pl, entity veh);
2390 void PlayerUseKey(entity this)
2392 if (!IS_PLAYER(this))
2399 vehicles_exit(this.vehicle, VHEF_NORMAL);
2403 else if(autocvar_g_vehicles_enter)
2405 if(!STAT(FROZEN, this))
2409 entity head, closest_target = NULL;
2410 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2412 while(head) // find the closest acceptable target to enter
2414 if(IS_VEHICLE(head))
2416 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2417 if(head.takedamage != DAMAGE_NO)
2421 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2422 { closest_target = head; }
2424 else { closest_target = head; }
2430 if(closest_target) { vehicles_enter(this, closest_target); return; }
2434 // a use key was pressed; call handlers
2435 MUTATOR_CALLHOOK(PlayerUseKey, this);
2443 Called every frame for each client before the physics are run
2446 .float last_vehiclecheck;
2447 void PlayerPreThink (entity this)
2449 WarpZone_PlayerPhysics_FixVAngle(this);
2452 // physics frames: update anticheat stuff
2453 anticheat_prethink(this);
2456 if (blockSpectators && frametime) {
2457 // WORKAROUND: only use dropclient in server frames (frametime set).
2458 // Never use it in cl_movement frames (frametime zero).
2459 checkSpectatorBlock(this);
2462 zoomstate_set = false;
2464 // Check for nameless players
2465 if (isInvisibleString(this.netname)) {
2466 this.netname = strzone(sprintf("Player#%d", this.playerid));
2467 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2469 if (this.netname != CS(this).netname_previous) {
2470 if (autocvar_sv_eventlog) {
2471 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2473 if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
2474 CS(this).netname_previous = strzone(this.netname);
2478 if (CS(this).version_nagtime && this.cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2479 CS(this).version_nagtime = 0;
2480 if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2482 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2484 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2486 int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2487 if (r < 0) { // old client
2488 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2489 } else if (r > 0) { // old server
2490 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2496 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2498 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2499 this.max_armorvalue = 0;
2504 if (STAT(FROZEN, this) == 2)
2506 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2507 this.health = max(1, this.revive_progress * start_health);
2508 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2510 if (this.revive_progress >= 1)
2513 else if (STAT(FROZEN, this) == 3)
2515 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2516 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2518 if (this.health < 1)
2521 vehicles_exit(this.vehicle, VHEF_RELEASE);
2522 if(this.event_damage)
2523 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2525 else if (this.revive_progress <= 0)
2530 MUTATOR_CALLHOOK(PlayerPreThink, this);
2532 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2533 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2535 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2537 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2538 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2540 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2544 if(!it.team || SAME_TEAM(this, it))
2545 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2546 else if(autocvar_g_vehicles_steal)
2547 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2551 this.last_vehiclecheck = time + 1;
2554 if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2556 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2558 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2561 if (IS_REAL_CLIENT(this))
2562 PrintWelcomeMessage(this);
2564 if (IS_PLAYER(this)) {
2565 if(!PlayerThink(this))
2568 else if (game_stopped || intermission_running) {
2569 if(intermission_running)
2570 IntermissionThink(this);
2573 else if (IS_OBSERVER(this)) {
2574 ObserverThink(this);
2576 else if (IS_SPEC(this)) {
2577 SpectatorThink(this);
2580 // WEAPONTODO: Add weapon request for this
2581 if (!zoomstate_set) {
2582 bool wep_zoomed = false;
2583 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2585 .entity weaponentity = weaponentities[slot];
2586 Weapon thiswep = this.(weaponentity).m_weapon;
2587 if(thiswep != WEP_Null && thiswep.wr_zoom)
2588 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2590 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2593 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2595 CS(this).teamkill_soundtime = 0;
2597 entity e = CS(this).teamkill_soundsource;
2598 entity oldpusher = e.pusher;
2600 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2601 e.pusher = oldpusher;
2604 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2605 CS(this).taunt_soundtime = 0;
2606 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2609 target_voicescript_next(this);
2611 // WEAPONTODO: Move into weaponsystem somehow
2612 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2613 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2615 .entity weaponentity = weaponentities[slot];
2616 if(this.(weaponentity).m_weapon == WEP_Null)
2617 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2621 void DrownPlayer(entity this)
2626 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2628 if(this.air_finished < time)
2629 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2630 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2633 else if (this.air_finished < time)
2635 if (this.pain_finished < time)
2637 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2638 this.pain_finished = time + 0.5;
2643 .bool move_qcphysics;
2645 void Player_Physics(entity this)
2647 set_movetype(this, this.move_movetype);
2649 if(!this.move_qcphysics)
2652 if(!frametime && !CS(this).pm_frametime)
2655 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2657 CS(this).pm_frametime = 0;
2664 Called every frame for each client after the physics are run
2667 void PlayerPostThink (entity this)
2669 Player_Physics(this);
2672 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2673 if (IS_REAL_CLIENT(this))
2674 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2676 int totalClients = 0;
2677 if(sv_maxidle_slots > 0)
2679 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2685 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2686 { /* do nothing */ }
2687 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2689 if (CS(this).idlekick_lasttimeleft)
2691 CS(this).idlekick_lasttimeleft = 0;
2692 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2697 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2698 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2699 if (!CS(this).idlekick_lasttimeleft)
2700 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2702 if (timeleft <= 0) {
2703 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2707 else if (timeleft <= 10) {
2708 if (timeleft != CS(this).idlekick_lasttimeleft) {
2709 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2711 CS(this).idlekick_lasttimeleft = timeleft;
2720 this.solid = SOLID_NOT;
2721 this.takedamage = DAMAGE_NO;
2722 set_movetype(this, MOVETYPE_NONE);
2725 if (IS_PLAYER(this)) {
2727 UpdateChatBubble(this);
2728 if (CS(this).impulse) ImpulseCommands(this);
2731 CSQCMODEL_AUTOUPDATE(this);
2734 GetPressedKeys(this);
2737 if (this.waypointsprite_attachedforcarrier) {
2738 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2739 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2742 playerdemo_write(this);
2744 CSQCMODEL_AUTOUPDATE(this);
2747 // hack to copy the button fields from the client entity to the Client State
2748 void PM_UpdateButtons(entity this, entity store)
2751 store.impulse = this.impulse;
2754 store.button0 = this.button0;
2755 store.button2 = this.button2;
2756 store.button3 = this.button3;
2757 store.button4 = this.button4;
2758 store.button5 = this.button5;
2759 store.button6 = this.button6;
2760 store.button7 = this.button7;
2761 store.button8 = this.button8;
2762 store.button9 = this.button9;
2763 store.button10 = this.button10;
2764 store.button11 = this.button11;
2765 store.button12 = this.button12;
2766 store.button13 = this.button13;
2767 store.button14 = this.button14;
2768 store.button15 = this.button15;
2769 store.button16 = this.button16;
2770 store.buttonuse = this.buttonuse;
2771 store.buttonchat = this.buttonchat;
2773 store.cursor_active = this.cursor_active;
2774 store.cursor_screen = this.cursor_screen;
2775 store.cursor_trace_start = this.cursor_trace_start;
2776 store.cursor_trace_endpos = this.cursor_trace_endpos;
2777 store.cursor_trace_ent = this.cursor_trace_ent;
2779 store.ping = this.ping;
2780 store.ping_packetloss = this.ping_packetloss;
2781 store.ping_movementloss = this.ping_movementloss;
2783 store.v_angle = this.v_angle;
2784 store.movement = this.movement;