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"
24 #include "campaign.qh"
25 #include "command/common.qh"
26 #include "scores_rules.qh"
30 #include "../common/ent_cs.qh"
31 #include "../common/wepent.qh"
32 #include <common/state.qh>
34 #include <common/effects/qc/globalsound.qh>
36 #include "../common/mapobjects/func/conveyor.qh"
37 #include "../common/mapobjects/teleporters.qh"
38 #include "../common/mapobjects/target/spawnpoint.qh"
40 #include "../common/vehicles/all.qh"
42 #include "weapons/hitplot.qh"
43 #include "weapons/weaponsystem.qh"
45 #include "../common/net_notice.qh"
46 #include "../common/net_linked.qh"
47 #include "../common/physics/player.qh"
49 #include <common/vehicles/sv_vehicles.qh>
51 #include "../common/items/_mod.qh"
53 #include "../common/mutators/mutator/waypoints/all.qh"
54 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
55 #include <common/gamemodes/_mod.qh>
57 #include "../common/mapobjects/subs.qh"
58 #include "../common/mapobjects/triggers.qh"
59 #include "../common/mapobjects/trigger/secret.qh"
61 #include "../common/minigames/sv_minigames.qh"
63 #include "../common/items/inventory.qh"
65 #include "../common/monsters/sv_monsters.qh"
67 #include "../lib/warpzone/server.qh"
69 #include <common/mutators/mutator/overkill/oknex.qh>
71 STATIC_METHOD(Client, Add, void(Client this, int _team))
74 TRANSMUTE(Player, this);
77 PutClientInServer(this);
80 STATIC_METHOD(Client, Remove, void(Client this))
82 TRANSMUTE(Observer, this);
83 PutClientInServer(this);
84 ClientDisconnect(this);
87 void send_CSQC_teamnagger() {
88 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
91 int CountSpectators(entity player, entity to)
93 if(!player) { return 0; } // not sure how, but best to be safe
97 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
105 void WriteSpectators(entity player, entity to)
107 if(!player) { return; } // not sure how, but best to be safe
109 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
111 WriteByte(MSG_ENTITY, num_for_edict(it));
115 bool ClientData_Send(entity this, entity to, int sf)
117 assert(to == this.owner, return false);
120 if (IS_SPEC(e)) e = e.enemy;
123 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
124 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
125 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
126 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
128 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
129 WriteByte(MSG_ENTITY, sf);
132 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
136 float specs = CountSpectators(e, to);
137 WriteByte(MSG_ENTITY, specs);
138 WriteSpectators(e, to);
144 void ClientData_Attach(entity this)
146 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
147 CS(this).clientdata.drawonlytoclient = this;
148 CS(this).clientdata.owner = this;
151 void ClientData_Detach(entity this)
153 delete(CS(this).clientdata);
154 CS(this).clientdata = NULL;
157 void ClientData_Touch(entity e)
159 entity cd = CS(e).clientdata;
160 if (cd) { cd.SendFlags = 1; }
162 // make it spectatable
163 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
165 entity cd = CS(it).clientdata;
166 if (cd) { cd.SendFlags = 1; }
175 Checks if the argument string can be a valid playermodel.
176 Returns a valid one in doubt.
179 string FallbackPlayerModel;
180 string CheckPlayerModel(string plyermodel) {
181 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
183 // note: we cannot summon Don Strunzone here, some player may
184 // still have the model string set. In case anyone manages how
185 // to change a cvar default, we'll have a small leak here.
186 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
188 // only in right path
189 if( substring(plyermodel,0,14) != "models/player/")
190 return FallbackPlayerModel;
191 // only good file extensions
192 if(substring(plyermodel,-4,4) != ".zym")
193 if(substring(plyermodel,-4,4) != ".dpm")
194 if(substring(plyermodel,-4,4) != ".iqm")
195 if(substring(plyermodel,-4,4) != ".md3")
196 if(substring(plyermodel,-4,4) != ".psk")
197 return FallbackPlayerModel;
198 // forbid the LOD models
199 if(substring(plyermodel, -9,5) == "_lod1")
200 return FallbackPlayerModel;
201 if(substring(plyermodel, -9,5) == "_lod2")
202 return FallbackPlayerModel;
203 if(plyermodel != strtolower(plyermodel))
204 return FallbackPlayerModel;
205 // also, restrict to server models
206 if(autocvar_sv_servermodelsonly)
208 if(!fexists(plyermodel))
209 return FallbackPlayerModel;
214 void setplayermodel(entity e, string modelname)
216 precache_model(modelname);
217 _setmodel(e, modelname);
218 player_setupanimsformodel(e);
219 if(!autocvar_g_debug_globalsounds)
220 UpdatePlayerSounds(e);
223 /** putting a client as observer in the server */
224 void PutObserverInServer(entity this)
226 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
227 PlayerState_detach(this);
231 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
234 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
237 // was a player, recount votes and ready status
238 if(IS_REAL_CLIENT(this))
240 if (vote_called) { VoteCount(false); }
246 entity spot = SelectSpawnPoint(this, true);
247 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
248 this.angles = vec2(spot.angles);
249 this.fixangle = true;
250 // offset it so that the spectator spawns higher off the ground, looks better this way
251 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
252 if (IS_REAL_CLIENT(this))
255 WriteByte(MSG_ONE, SVC_SETVIEW);
256 WriteEntity(MSG_ONE, this);
258 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
259 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
260 if(!autocvar_g_debug_globalsounds)
262 // needed for player sounds
264 FixPlayermodel(this);
266 setmodel(this, MDL_Null);
267 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
268 this.view_ofs = '0 0 0';
271 RemoveGrapplingHooks(this);
272 Portal_ClearAll(this);
274 SetSpectatee(this, NULL);
279 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
283 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
285 WaypointSprite_PlayerDead(this);
287 if (mutator_returnvalue) {
288 // mutator prevents resetting teams+score
290 Player_SetTeamIndex(this, -1);
291 this.frags = FRAGS_SPECTATOR;
292 PlayerScore_Clear(this); // clear scores when needed
295 if (CS(this).killcount != FRAGS_SPECTATOR)
297 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
299 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
300 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
302 if(!CS(this).just_joined)
303 LogTeamchange(this.playerid, -1, TEAM_CHANGE_SPECTATOR);
305 CS(this).just_joined = false;
308 accuracy_resend(this);
310 CS(this).spectatortime = time;
312 IL_REMOVE(g_bot_targets, this);
313 this.bot_attack = false;
314 if(this.monster_attack)
315 IL_REMOVE(g_monster_targets, this);
316 this.monster_attack = false;
317 STAT(HUD, this) = HUD_NORMAL;
318 TRANSMUTE(Observer, this);
319 this.iscreature = false;
320 this.teleportable = TELEPORT_SIMPLE;
321 if(this.damagedbycontents)
322 IL_REMOVE(g_damagedbycontents, this);
323 this.damagedbycontents = false;
324 SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
325 SetSpectatee_status(this, etof(this));
326 this.takedamage = DAMAGE_NO;
327 this.solid = SOLID_NOT;
328 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
329 this.flags = FL_CLIENT | FL_NOTARGET;
331 SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
332 this.pauserotarmor_finished = 0;
333 this.pauserothealth_finished = 0;
334 this.pauseregen_finished = 0;
335 this.damageforcescale = 0;
337 this.respawn_flags = 0;
338 this.respawn_time = 0;
339 STAT(RESPAWN_TIME, this) = 0;
344 this.pain_finished = 0;
345 this.strength_finished = 0;
346 this.invincible_finished = 0;
347 this.superweapons_finished = 0;
348 this.dphitcontentsmask = 0;
351 setthink(this, func_null);
353 this.deadflag = DEAD_NO;
355 STAT(REVIVE_PROGRESS, this) = 0;
356 this.revival_time = 0;
359 STAT(WEAPONS, this) = '0 0 0';
360 this.drawonlytoclient = this;
364 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
366 this.weaponmodel = "";
367 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
369 this.weaponentities[slot] = NULL;
371 this.exteriorweaponentity = NULL;
372 CS(this).killcount = FRAGS_SPECTATOR;
373 this.velocity = '0 0 0';
374 this.avelocity = '0 0 0';
375 this.punchangle = '0 0 0';
376 this.punchvector = '0 0 0';
377 this.oldvelocity = this.velocity;
378 this.fire_endtime = -1;
379 this.event_damage = func_null;
380 this.event_heal = func_null;
382 for(int slot = 0; slot < MAX_AXH; ++slot)
384 entity axh = this.(AuxiliaryXhair[slot]);
385 this.(AuxiliaryXhair[slot]) = NULL;
387 if(axh.owner == this && axh != NULL && !wasfreed(axh))
392 int player_getspecies(entity this)
394 get_model_parameters(this.model, this.skin);
395 int s = get_model_parameters_species;
396 get_model_parameters(string_null, 0);
397 if (s < 0) return SPECIES_HUMAN;
401 .float model_randomizer;
402 void FixPlayermodel(entity player)
404 string defaultmodel = "";
406 if(autocvar_sv_defaultcharacter)
412 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
413 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
414 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
415 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
419 if(defaultmodel == "")
421 defaultmodel = autocvar_sv_defaultplayermodel;
422 defaultskin = autocvar_sv_defaultplayerskin;
425 int n = tokenize_console(defaultmodel);
428 defaultmodel = argv(floor(n * CS(player).model_randomizer));
429 // However, do NOT randomize if the player-selected model is in the list.
430 for (int i = 0; i < n; ++i)
431 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
432 defaultmodel = argv(i);
435 int i = strstrofs(defaultmodel, ":", 0);
438 defaultskin = stof(substring(defaultmodel, i+1, -1));
439 defaultmodel = substring(defaultmodel, 0, i);
442 if(autocvar_sv_defaultcharacterskin && !defaultskin)
448 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
449 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
450 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
451 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
456 defaultskin = autocvar_sv_defaultplayerskin;
459 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
460 defaultmodel = M_ARGV(0, string);
461 defaultskin = M_ARGV(1, int);
465 if(defaultmodel != "")
467 if (defaultmodel != player.model)
469 vector m1 = player.mins;
470 vector m2 = player.maxs;
471 setplayermodel (player, defaultmodel);
472 setsize (player, m1, m2);
476 oldskin = player.skin;
477 player.skin = defaultskin;
479 if (player.playermodel != player.model || player.playermodel == "")
481 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
482 vector m1 = player.mins;
483 vector m2 = player.maxs;
484 setplayermodel (player, player.playermodel);
485 setsize (player, m1, m2);
489 if(!autocvar_sv_defaultcharacterskin)
491 oldskin = player.skin;
492 player.skin = stof(player.playerskin);
496 oldskin = player.skin;
497 player.skin = defaultskin;
501 if(chmdl || oldskin != player.skin) // model or skin has changed
503 player.species = player_getspecies(player); // update species
504 if(!autocvar_g_debug_globalsounds)
505 UpdatePlayerSounds(player); // update skin sounds
509 if(strlen(autocvar_sv_defaultplayercolors))
510 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
511 setcolor(player, stof(autocvar_sv_defaultplayercolors));
514 void PutPlayerInServer(entity this)
516 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
518 PlayerState_attach(this);
519 accuracy_resend(this);
522 TeamBalance_JoinBestTeam(this);
524 entity spot = SelectSpawnPoint(this, false);
526 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
527 return; // spawn failed
530 TRANSMUTE(Player, this);
532 CS(this).wasplayer = true;
533 this.iscreature = true;
534 this.teleportable = TELEPORT_NORMAL;
535 if(!this.damagedbycontents)
536 IL_PUSH(g_damagedbycontents, this);
537 this.damagedbycontents = true;
538 set_movetype(this, MOVETYPE_WALK);
539 this.solid = SOLID_SLIDEBOX;
540 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
541 if (autocvar_g_playerclip_collisions)
542 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
543 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
544 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
545 this.frags = FRAGS_PLAYER;
546 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
547 this.flags = FL_CLIENT | FL_PICKUPITEMS;
548 if (autocvar__notarget)
549 this.flags |= FL_NOTARGET;
550 this.takedamage = DAMAGE_AIM;
551 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
554 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
555 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
556 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
557 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
558 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
559 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
560 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
561 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
562 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
564 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
565 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
566 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
567 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
568 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
569 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
570 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
571 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
572 STAT(WEAPONS, this) = start_weapons;
573 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
575 GiveRandomWeapons(this, random_start_weapons_count,
576 autocvar_g_random_start_weapons, random_start_ammo);
579 SetSpectatee_status(this, 0);
581 PS(this).dual_weapons = '0 0 0';
583 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
585 this.items = start_items;
587 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
588 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
589 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
590 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
591 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
592 if (!sv_ready_restart_after_countdown && time < game_starttime)
594 float f = game_starttime - time;
595 this.spawnshieldtime += f;
596 this.pauserotarmor_finished += f;
597 this.pauserothealth_finished += f;
598 this.pauseregen_finished += f;
601 this.damageforcescale = 2;
603 this.respawn_flags = 0;
604 this.respawn_time = 0;
605 STAT(RESPAWN_TIME, this) = 0;
606 this.scale = autocvar_sv_player_scale;
609 this.pain_finished = 0;
611 setthink(this, func_null); // players have no think function
614 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
616 this.deadflag = DEAD_NO;
618 this.angles = spot.angles;
619 this.angles_z = 0; // never spawn tilted even if the spot says to
620 if (IS_BOT_CLIENT(this))
621 this.v_angle = this.angles;
622 this.fixangle = true; // turn this way immediately
623 this.oldvelocity = this.velocity = '0 0 0';
624 this.avelocity = '0 0 0';
625 this.punchangle = '0 0 0';
626 this.punchvector = '0 0 0';
628 this.strength_finished = 0;
629 this.invincible_finished = 0;
630 this.fire_endtime = -1;
631 STAT(REVIVE_PROGRESS, this) = 0;
632 this.revival_time = 0;
634 this.air_finished = time + 12;
635 this.waterlevel = WATERLEVEL_NONE;
636 this.watertype = CONTENT_EMPTY;
638 entity spawnevent = new_pure(spawnevent);
639 spawnevent.owner = this;
640 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
642 // Cut off any still running player sounds.
643 stopsound(this, CH_PLAYER_SINGLE);
646 FixPlayermodel(this);
647 this.drawonlytoclient = NULL;
651 for(int slot = 0; slot < MAX_AXH; ++slot)
653 entity axh = this.(AuxiliaryXhair[slot]);
654 this.(AuxiliaryXhair[slot]) = NULL;
656 if(axh.owner == this && axh != NULL && !wasfreed(axh))
660 this.spawnpoint_targ = NULL;
663 this.view_ofs = STAT(PL_VIEW_OFS, this);
664 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
665 this.spawnorigin = spot.origin;
666 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
667 // don't reset back to last position, even if new position is stuck in solid
668 this.oldorigin = this.origin;
670 IL_REMOVE(g_conveyed, this);
671 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
672 STAT(HUD, this) = HUD_NORMAL;
674 this.event_damage = PlayerDamage;
675 this.event_heal = PlayerHeal;
678 IL_PUSH(g_bot_targets, this);
679 this.bot_attack = true;
680 if(!this.monster_attack)
681 IL_PUSH(g_monster_targets, this);
682 this.monster_attack = true;
683 navigation_dynamicgoal_init(this, false);
685 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
687 // player was spectator
688 if (CS(this).killcount == FRAGS_SPECTATOR) {
689 PlayerScore_Clear(this);
690 CS(this).killcount = 0;
691 CS(this).startplaytime = time;
694 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
696 .entity weaponentity = weaponentities[slot];
697 entity oldwep = this.(weaponentity);
698 CL_SpawnWeaponentity(this, weaponentity);
699 if(oldwep && oldwep.owner == this)
700 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
702 this.alpha = default_player_alpha;
703 this.colormod = '1 1 1' * autocvar_g_player_brightness;
704 this.exteriorweaponentity.alpha = default_weapon_alpha;
706 this.speedrunning = false;
708 target_voicescript_clear(this);
710 // reset fields the weapons may use
711 FOREACH(Weapons, true, {
712 it.wr_resetplayer(it, this);
713 // reload all reloadable weapons
714 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
715 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
717 .entity weaponentity = weaponentities[slot];
718 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
724 string s = spot.target;
725 spot.target = string_null;
726 SUB_UseTargets(spot, this, NULL);
732 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
734 if (autocvar_spawn_debug)
736 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
737 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
740 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
742 .entity weaponentity = weaponentities[slot];
743 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
744 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
746 this.(weaponentity).m_switchweapon = WEP_Null;
747 this.(weaponentity).m_weapon = WEP_Null;
748 this.(weaponentity).weaponname = "";
749 this.(weaponentity).m_switchingweapon = WEP_Null;
750 this.(weaponentity).cnt = -1;
753 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
755 if (CS(this).impulse) ImpulseCommands(this);
757 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
759 .entity weaponentity = weaponentities[slot];
760 W_WeaponFrame(this, weaponentity);
763 if (!warmup_stage && !this.alivetime)
764 this.alivetime = time;
766 antilag_clear(this, CS(this));
769 /** Called when a client spawns in the server */
770 void PutClientInServer(entity this)
772 if (IS_BOT_CLIENT(this)) {
773 TRANSMUTE(Player, this);
774 } else if (IS_REAL_CLIENT(this)) {
776 WriteByte(MSG_ONE, SVC_SETVIEW);
777 WriteEntity(MSG_ONE, this);
780 TRANSMUTE(Observer, this);
782 SetSpectatee(this, NULL);
786 PS(this).itemkeys = 0;
788 MUTATOR_CALLHOOK(PutClientInServer, this);
790 if (IS_OBSERVER(this)) {
791 PutObserverInServer(this);
792 } else if (IS_PLAYER(this)) {
793 PutPlayerInServer(this);
797 // TODO do we need all these fields, or should we stop autodetecting runtime
798 // changes and just have a console command to update this?
799 bool ClientInit_SendEntity(entity this, entity to, int sf)
801 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
804 // MSG_INIT replacement
805 // TODO: make easier to use
807 W_PROP_reload(MSG_ONE, to);
808 ClientInit_misc(this);
809 MUTATOR_CALLHOOK(Ent_Init);
811 void ClientInit_misc(entity this)
813 int channel = MSG_ONE;
814 WriteHeader(channel, ENT_CLIENT_INIT);
815 WriteByte(channel, g_nexball_meter_period * 32);
816 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
817 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
818 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
819 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
820 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
821 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
822 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
823 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
825 if(sv_foginterval && world.fog != "")
826 WriteString(channel, world.fog);
828 WriteString(channel, "");
829 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
830 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
831 WriteByte(channel, serverflags);
832 WriteCoord(channel, autocvar_g_trueaim_minrange);
835 void ClientInit_CheckUpdate(entity this)
837 this.nextthink = time;
838 if(this.count != autocvar_g_balance_armor_blockpercent)
840 this.count = autocvar_g_balance_armor_blockpercent;
843 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
845 this.cnt = autocvar_g_balance_damagepush_speedfactor;
850 void ClientInit_Spawn()
852 entity e = new_pure(clientinit);
853 setthink(e, ClientInit_CheckUpdate);
854 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
856 ClientInit_CheckUpdate(e);
866 // initialize parms for a new player
867 parm1 = -(86400 * 366);
869 MUTATOR_CALLHOOK(SetNewParms);
877 void SetChangeParms (entity this)
879 // save parms for level change
880 parm1 = CS(this).parm_idlesince - time;
882 MUTATOR_CALLHOOK(SetChangeParms);
890 void DecodeLevelParms(entity this)
893 CS(this).parm_idlesince = parm1;
894 if (CS(this).parm_idlesince == -(86400 * 366))
895 CS(this).parm_idlesince = time;
897 // whatever happens, allow 60 seconds of idling directly after connect for map loading
898 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
900 MUTATOR_CALLHOOK(DecodeLevelParms);
907 Called when a client types 'kill' in the console
911 .float clientkill_nexttime;
912 void ClientKill_Now_TeamChange(entity this)
914 if(this.killindicator_teamchange == -1)
916 TeamBalance_JoinBestTeam(this);
918 else if(this.killindicator_teamchange == -2)
921 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
922 PutObserverInServer(this);
925 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
926 this.killindicator_teamchange = 0;
929 void ClientKill_Now(entity this)
933 vehicles_exit(this.vehicle, VHEF_RELEASE);
934 if(!this.killindicator_teamchange)
936 this.vehicle_health = -1;
937 Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
941 if(this.killindicator && !wasfreed(this.killindicator))
942 delete(this.killindicator);
944 this.killindicator = NULL;
946 if(this.killindicator_teamchange)
947 ClientKill_Now_TeamChange(this);
949 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
951 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
954 // now I am sure the player IS dead
956 void KillIndicator_Think(entity this)
960 this.owner.killindicator = NULL;
965 if (this.owner.alpha < 0 && !this.owner.vehicle)
967 this.owner.killindicator = NULL;
974 ClientKill_Now(this.owner);
977 else if(this.count == 1) // count == 1 means that it's silent
979 this.nextthink = time + 1;
985 setmodel(this, MDL_NUM(this.cnt));
986 if(IS_REAL_CLIENT(this.owner))
989 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
991 this.nextthink = time + 1;
996 float clientkilltime;
997 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1005 killtime = autocvar_g_balance_kill_delay;
1007 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
1009 killtime = M_ARGV(1, float);
1011 this.killindicator_teamchange = targetteam;
1013 if(!this.killindicator)
1017 killtime = max(killtime, this.clientkill_nexttime - time);
1018 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1021 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1023 ClientKill_Now(this);
1027 starttime = max(time, clientkilltime);
1029 this.killindicator = spawn();
1030 this.killindicator.owner = this;
1031 this.killindicator.scale = 0.5;
1032 setattachment(this.killindicator, this, "");
1033 setorigin(this.killindicator, '0 0 52');
1034 setthink(this.killindicator, KillIndicator_Think);
1035 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1036 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1037 this.killindicator.cnt = ceil(killtime);
1038 this.killindicator.count = bound(0, ceil(killtime), 10);
1039 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1041 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1043 it.killindicator = spawn();
1044 it.killindicator.owner = it;
1045 it.killindicator.scale = 0.5;
1046 setattachment(it.killindicator, it, "");
1047 setorigin(it.killindicator, '0 0 52');
1048 setthink(it.killindicator, KillIndicator_Think);
1049 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1050 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1051 it.killindicator.cnt = ceil(killtime);
1056 if(this.killindicator)
1058 if(targetteam == 0) // just die
1060 this.killindicator.colormod = '0 0 0';
1061 if(IS_REAL_CLIENT(this))
1062 if(this.killindicator.cnt > 0)
1063 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1065 else if(targetteam == -1) // auto
1067 this.killindicator.colormod = '0 1 0';
1068 if(IS_REAL_CLIENT(this))
1069 if(this.killindicator.cnt > 0)
1070 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1072 else if(targetteam == -2) // spectate
1074 this.killindicator.colormod = '0.5 0.5 0.5';
1075 if(IS_REAL_CLIENT(this))
1076 if(this.killindicator.cnt > 0)
1077 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1081 this.killindicator.colormod = Team_ColorRGB(targetteam);
1082 if(IS_REAL_CLIENT(this))
1083 if(this.killindicator.cnt > 0)
1084 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1090 void ClientKill (entity this)
1092 // TODO: once .health is removed, will need to check it here for the "already dead" message!
1094 if(game_stopped) return;
1095 if(this.player_blocked) return;
1096 if(STAT(FROZEN, this)) return;
1098 ClientKill_TeamChange(this, 0);
1101 void FixClientCvars(entity e)
1103 // send prediction settings to the client
1104 stuffcmd(e, "\nin_bindmap 0 0\n");
1105 if(autocvar_g_antilag == 3) // client side hitscan
1106 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1107 if(autocvar_sv_gentle)
1108 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1110 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1111 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1113 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1115 MUTATOR_CALLHOOK(FixClientCvars, e);
1118 bool findinlist_abbrev(string tofind, string list)
1120 if(list == "" || tofind == "")
1121 return false; // empty list or search, just return
1123 // this function allows abbreviated strings!
1124 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1132 bool PlayerInIPList(entity p, string iplist)
1134 // some safety checks (never allow local?)
1135 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1138 return findinlist_abbrev(p.netaddress, iplist);
1141 bool PlayerInIDList(entity p, string idlist)
1143 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1147 return findinlist_abbrev(p.crypto_idfp, idlist);
1150 bool PlayerInList(entity player, string list)
1152 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1155 #ifdef DP_EXT_PRECONNECT
1160 Called once (not at each match start) when a client begins a connection to the server
1163 void ClientPreConnect(entity this)
1165 if(autocvar_sv_eventlog)
1167 GameLogEcho(sprintf(":connect:%d:%d:%s",
1170 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1176 string GetClientVersionMessage(entity this)
1178 if (CS(this).version_mismatch) {
1179 if(CS(this).version < autocvar_gameversion) {
1180 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1181 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1183 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1184 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1187 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1191 string getwelcomemessage(entity this)
1193 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1194 string modifications = M_ARGV(0, string);
1198 if(g_weaponarena_random)
1199 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1201 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1203 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1204 modifications = strcat(modifications, ", No start weapons");
1205 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1206 modifications = strcat(modifications, ", Low gravity");
1207 if(g_weapon_stay && !g_cts)
1208 modifications = strcat(modifications, ", Weapons stay");
1210 modifications = strcat(modifications, ", Jet pack");
1211 if(autocvar_g_powerups == 0)
1212 modifications = strcat(modifications, ", No powerups");
1213 if(autocvar_g_powerups > 0)
1214 modifications = strcat(modifications, ", Powerups");
1215 modifications = substring(modifications, 2, strlen(modifications) - 2);
1217 string versionmessage = GetClientVersionMessage(this);
1218 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1220 if(modifications != "")
1221 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1223 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1225 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1226 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1229 if (cache_mutatormsg != "") {
1230 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1233 string mutator_msg = "";
1234 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1235 mutator_msg = M_ARGV(0, string);
1237 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1239 string motd = autocvar_sv_motd;
1241 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1250 Called when a client connects to the server
1253 void ClientConnect(entity this)
1255 if (Ban_MaybeEnforceBanOnce(this)) return;
1256 assert(!IS_CLIENT(this), return);
1257 this.flags |= FL_CLIENT;
1258 assert(player_count >= 0, player_count = 0);
1261 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1263 TRANSMUTE(Client, this);
1264 CS(this).version_nagtime = time + 10 + random() * 10;
1266 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1268 bot_clientconnect(this);
1270 // identify the right forced team
1271 if (autocvar_g_campaign)
1273 if (IS_REAL_CLIENT(this)) // only players, not bots
1275 switch (autocvar_g_campaign_forceteam)
1277 case 1: this.team_forced = NUM_TEAM_1; break;
1278 case 2: this.team_forced = NUM_TEAM_2; break;
1279 case 3: this.team_forced = NUM_TEAM_3; break;
1280 case 4: this.team_forced = NUM_TEAM_4; break;
1281 default: this.team_forced = 0;
1285 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1286 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1287 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1288 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1289 else switch (autocvar_g_forced_team_otherwise)
1291 default: this.team_forced = 0; break;
1292 case "red": this.team_forced = NUM_TEAM_1; break;
1293 case "blue": this.team_forced = NUM_TEAM_2; break;
1294 case "yellow": this.team_forced = NUM_TEAM_3; break;
1295 case "pink": this.team_forced = NUM_TEAM_4; break;
1298 this.team_forced = -1;
1301 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1303 TRANSMUTE(Observer, this);
1305 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1307 // always track bots, don't ask for cl_allow_uidtracking
1308 if (IS_BOT_CLIENT(this))
1309 PlayerStats_GameReport_AddPlayer(this);
1311 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1313 if (autocvar_sv_eventlog)
1314 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1316 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1318 stuffcmd(this, clientstuff, "\n");
1319 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1321 FixClientCvars(this);
1323 // get version info from player
1324 stuffcmd(this, "cmd clientversion $gameversion\n");
1326 // notify about available teams
1329 entity balance = TeamBalance_CheckAllowedTeams(this);
1330 int t = TeamBalance_GetAllowedTeams(balance);
1331 TeamBalance_Destroy(balance);
1332 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1336 stuffcmd(this, "set _teams_available 0\n");
1339 bot_relinkplayerlist();
1341 CS(this).spectatortime = time;
1342 if (blockSpectators)
1344 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1347 CS(this).jointime = time;
1349 if (IS_REAL_CLIENT(this))
1351 if (g_weaponarena_weapons == WEPSET(TUBA))
1352 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1355 if (!sv_foginterval && world.fog != "")
1356 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1358 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1359 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1360 send_CSQC_teamnagger();
1362 CSQCMODEL_AUTOINIT(this);
1364 CS(this).model_randomizer = random();
1366 if (IS_REAL_CLIENT(this))
1367 sv_notice_join(this);
1369 // update physics stats (players can spawn before physics runs)
1370 Physics_UpdateStats(this);
1372 IL_EACH(g_initforplayer, it.init_for_player, {
1373 it.init_for_player(it, this);
1376 Handicap_Initialize(this);
1378 MUTATOR_CALLHOOK(ClientConnect, this);
1380 if (IS_REAL_CLIENT(this))
1382 if (!autocvar_g_campaign && !IS_PLAYER(this))
1384 CS(this).motd_actived_time = -1;
1385 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1393 Called when a client disconnects from the server
1396 .entity chatbubbleentity;
1397 void ClientDisconnect(entity this)
1399 assert(IS_CLIENT(this), return);
1401 PlayerStats_GameReport_FinalizePlayer(this);
1402 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1403 if (CS(this).active_minigame) part_minigame(this);
1404 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1406 if (autocvar_sv_eventlog)
1407 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1409 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1412 SetSpectatee(this, NULL);
1414 MUTATOR_CALLHOOK(ClientDisconnect, this);
1416 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1417 strfree(CS(this).weaponorder_byimpulse);
1418 ClientState_detach(this);
1420 Portal_ClearAll(this);
1424 RemoveGrapplingHooks(this);
1426 // Here, everything has been done that requires this player to be a client.
1428 this.flags &= ~FL_CLIENT;
1430 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1431 if (this.killindicator) delete(this.killindicator);
1433 WaypointSprite_PlayerGone(this);
1435 bot_relinkplayerlist();
1437 strfree(this.clientstatus);
1438 if (this.personal) delete(this.personal);
1442 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1447 void ChatBubbleThink(entity this)
1449 this.nextthink = time;
1450 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1452 if(this.owner) // but why can that ever be NULL?
1453 this.owner.chatbubbleentity = NULL;
1460 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1462 if ( CS(this.owner).active_minigame )
1463 this.mdl = "models/sprites/minigame_busy.iqm";
1464 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1465 this.mdl = "models/misc/chatbubble.spr";
1468 if ( this.model != this.mdl )
1469 _setmodel(this, this.mdl);
1473 void UpdateChatBubble(entity this)
1477 // spawn a chatbubble entity if needed
1478 if (!this.chatbubbleentity)
1480 this.chatbubbleentity = new(chatbubbleentity);
1481 this.chatbubbleentity.owner = this;
1482 this.chatbubbleentity.exteriormodeltoclient = this;
1483 setthink(this.chatbubbleentity, ChatBubbleThink);
1484 this.chatbubbleentity.nextthink = time;
1485 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1486 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1487 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1488 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1489 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1490 //this.chatbubbleentity.model = "";
1491 this.chatbubbleentity.effects = EF_LOWPRECISION;
1496 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1497 // added to the model skins
1498 /*void UpdateColorModHack()
1501 c = this.clientcolors & 15;
1502 // LordHavoc: only bothering to support white, green, red, yellow, blue
1503 if (!teamplay) this.colormod = '0 0 0';
1504 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1505 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1506 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1507 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1508 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1509 else this.colormod = '1 1 1';
1512 void respawn(entity this)
1514 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1516 this.solid = SOLID_NOT;
1517 this.takedamage = DAMAGE_NO;
1518 set_movetype(this, MOVETYPE_FLY);
1519 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1520 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1521 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1522 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1523 if(autocvar_g_respawn_ghosts_maxtime)
1524 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1529 this.effects |= EF_NODRAW; // prevent another CopyBody
1530 PutClientInServer(this);
1533 void PrintToChat(entity client, string text)
1535 text = strcat("\{1}^7", text, "\n");
1536 sprint(client, text);
1539 void DebugPrintToChat(entity client, string text)
1541 if (autocvar_developer)
1543 PrintToChat(client, text);
1547 void PrintToChatAll(string text)
1549 text = strcat("\{1}^7", text, "\n");
1553 void DebugPrintToChatAll(string text)
1555 if (autocvar_developer)
1557 PrintToChatAll(text);
1561 void PrintToChatTeam(int team_num, string text)
1563 text = strcat("\{1}^7", text, "\n");
1564 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1566 if (it.team == team_num)
1573 void DebugPrintToChatTeam(int team_num, string text)
1575 if (autocvar_developer)
1577 PrintToChatTeam(team_num, text);
1581 void play_countdown(entity this, float finished, Sound samp)
1584 if(IS_REAL_CLIENT(this))
1585 if(floor(finished - time - frametime) != floor(finished - time))
1586 if(finished - time < 6)
1587 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1590 void player_powerups(entity this)
1592 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1593 int items_prev = this.items;
1595 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1596 this.modelflags |= MF_ROCKET;
1598 this.modelflags &= ~MF_ROCKET;
1600 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1602 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1605 Fire_ApplyDamage(this);
1606 Fire_ApplyEffect(this);
1608 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1610 if (this.items & ITEM_Strength.m_itemid)
1612 play_countdown(this, this.strength_finished, SND_POWEROFF);
1613 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1614 if (time > this.strength_finished)
1616 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1617 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1618 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1623 if (time < this.strength_finished)
1625 this.items = this.items | ITEM_Strength.m_itemid;
1627 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1628 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1631 if (this.items & ITEM_Shield.m_itemid)
1633 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1634 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1635 if (time > this.invincible_finished)
1637 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1638 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1639 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1644 if (time < this.invincible_finished)
1646 this.items = this.items | ITEM_Shield.m_itemid;
1648 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1649 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1652 if (this.items & IT_SUPERWEAPON)
1654 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1656 this.superweapons_finished = 0;
1657 this.items = this.items - (this.items & IT_SUPERWEAPON);
1658 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1659 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1661 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1663 // don't let them run out
1667 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1668 if (time > this.superweapons_finished)
1670 this.items = this.items - (this.items & IT_SUPERWEAPON);
1671 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1672 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1673 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1677 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1679 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1681 this.items = this.items | IT_SUPERWEAPON;
1683 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1684 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1688 this.superweapons_finished = 0;
1689 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1694 this.superweapons_finished = 0;
1698 if(autocvar_g_nodepthtestplayers)
1699 this.effects = this.effects | EF_NODEPTHTEST;
1701 if(autocvar_g_fullbrightplayers)
1702 this.effects = this.effects | EF_FULLBRIGHT;
1704 if (time >= game_starttime)
1705 if (time < this.spawnshieldtime)
1706 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1708 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1711 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1713 if(current > stable)
1715 else if(current > stable - 0.25) // when close enough, "snap"
1718 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1721 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1723 if(current < stable)
1725 else if(current < stable + 0.25) // when close enough, "snap"
1728 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1731 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1733 if(current > rotstable)
1735 if(rotframetime > 0)
1737 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1738 current = max(rotstable, current - rotlinear * rotframetime);
1741 else if(current < regenstable)
1743 if(regenframetime > 0)
1745 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1746 current = min(regenstable, current + regenlinear * regenframetime);
1756 void player_regen(entity this)
1758 float max_mod, regen_mod, rot_mod, limit_mod;
1759 max_mod = regen_mod = rot_mod = limit_mod = 1;
1761 float regen_health = autocvar_g_balance_health_regen;
1762 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1763 float regen_health_rot = autocvar_g_balance_health_rot;
1764 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1765 float regen_health_stable = autocvar_g_balance_health_regenstable;
1766 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1767 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1768 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1769 max_mod = M_ARGV(1, float);
1770 regen_mod = M_ARGV(2, float);
1771 rot_mod = M_ARGV(3, float);
1772 limit_mod = M_ARGV(4, float);
1773 regen_health = M_ARGV(5, float);
1774 regen_health_linear = M_ARGV(6, float);
1775 regen_health_rot = M_ARGV(7, float);
1776 regen_health_rotlinear = M_ARGV(8, float);
1777 regen_health_stable = M_ARGV(9, float);
1778 regen_health_rotstable = M_ARGV(10, float);
1780 if(!mutator_returnvalue)
1781 if(!STAT(FROZEN, this))
1783 float mina, maxa, limith, limita;
1784 maxa = autocvar_g_balance_armor_rotstable;
1785 mina = autocvar_g_balance_armor_regenstable;
1786 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1787 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1789 regen_health_rotstable = regen_health_rotstable * max_mod;
1790 regen_health_stable = regen_health_stable * max_mod;
1791 limith = limith * limit_mod;
1792 limita = limita * limit_mod;
1794 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1795 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1796 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1797 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1798 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1799 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1802 // if player rotted to death... die!
1803 // check this outside above checks, as player may still be able to rot to death
1804 if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1807 vehicles_exit(this.vehicle, VHEF_RELEASE);
1808 if(this.event_damage)
1809 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1812 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1814 float minf, maxf, limitf;
1816 maxf = autocvar_g_balance_fuel_rotstable;
1817 minf = autocvar_g_balance_fuel_regenstable;
1818 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1820 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1821 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1822 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1827 void SetZoomState(entity this, float newzoom)
1829 if(newzoom != CS(this).zoomstate)
1831 CS(this).zoomstate = newzoom;
1832 ClientData_Touch(this);
1834 zoomstate_set = true;
1837 void GetPressedKeys(entity this)
1839 MUTATOR_CALLHOOK(GetPressedKeys, this);
1840 int keys = STAT(PRESSED_KEYS, this);
1841 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1842 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1843 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1844 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1846 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1847 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1848 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1849 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1850 CS(this).pressedkeys = keys; // store for other users
1852 STAT(PRESSED_KEYS, this) = keys;
1856 ======================
1857 spectate mode routines
1858 ======================
1861 void SpectateCopy(entity this, entity spectatee)
1863 TC(Client, this); TC(Client, spectatee);
1865 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1866 PS(this) = PS(spectatee);
1867 this.armortype = spectatee.armortype;
1868 SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1869 SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1870 SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1871 SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1872 SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1873 SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1874 SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1875 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1876 SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1877 CS(this).impulse = 0;
1878 this.items = spectatee.items;
1879 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1880 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1881 this.strength_finished = spectatee.strength_finished;
1882 this.invincible_finished = spectatee.invincible_finished;
1883 this.superweapons_finished = spectatee.superweapons_finished;
1884 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1885 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1886 this.punchangle = spectatee.punchangle;
1887 this.view_ofs = spectatee.view_ofs;
1888 this.velocity = spectatee.velocity;
1889 this.dmg_take = spectatee.dmg_take;
1890 this.dmg_save = spectatee.dmg_save;
1891 this.dmg_inflictor = spectatee.dmg_inflictor;
1892 this.v_angle = spectatee.v_angle;
1893 this.angles = spectatee.v_angle;
1894 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1895 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1896 this.viewloc = spectatee.viewloc;
1897 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1898 this.fixangle = true;
1899 setorigin(this, spectatee.origin);
1900 setsize(this, spectatee.mins, spectatee.maxs);
1901 SetZoomState(this, CS(spectatee).zoomstate);
1903 anticheat_spectatecopy(this, spectatee);
1904 STAT(HUD, this) = STAT(HUD, spectatee);
1905 if(spectatee.vehicle)
1907 this.angles = spectatee.v_angle;
1909 //this.fixangle = false;
1910 //this.velocity = spectatee.vehicle.velocity;
1911 this.vehicle_health = spectatee.vehicle_health;
1912 this.vehicle_shield = spectatee.vehicle_shield;
1913 this.vehicle_energy = spectatee.vehicle_energy;
1914 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1915 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1916 this.vehicle_reload1 = spectatee.vehicle_reload1;
1917 this.vehicle_reload2 = spectatee.vehicle_reload2;
1919 //msg_entity = this;
1921 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1922 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1923 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1924 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1926 //WriteByte (MSG_ONE, SVC_SETVIEW);
1927 // WriteEntity(MSG_ONE, this);
1928 //makevectors(spectatee.v_angle);
1929 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1933 bool SpectateUpdate(entity this)
1938 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1940 SetSpectatee(this, NULL);
1944 SpectateCopy(this, this.enemy);
1949 bool SpectateSet(entity this)
1951 if(!IS_PLAYER(this.enemy))
1954 ClientData_Touch(this.enemy);
1957 WriteByte(MSG_ONE, SVC_SETVIEW);
1958 WriteEntity(MSG_ONE, this.enemy);
1959 set_movetype(this, MOVETYPE_NONE);
1960 accuracy_resend(this);
1962 if(!SpectateUpdate(this))
1963 PutObserverInServer(this);
1968 void SetSpectatee_status(entity this, int spectatee_num)
1970 int oldspectatee_status = CS(this).spectatee_status;
1971 CS(this).spectatee_status = spectatee_num;
1973 if (CS(this).spectatee_status != oldspectatee_status)
1975 ClientData_Touch(this);
1976 if (g_race || g_cts) race_InitSpectator();
1980 void SetSpectatee(entity this, entity spectatee)
1982 if(IS_BOT_CLIENT(this))
1983 return; // bots abuse .enemy, this code is useless to them
1985 entity old_spectatee = this.enemy;
1987 this.enemy = spectatee;
1990 // these are required to fix the spectator bug with arc
1993 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1995 .entity weaponentity = weaponentities[slot];
1996 if(old_spectatee.(weaponentity).arc_beam)
1997 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
2002 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2004 .entity weaponentity = weaponentities[slot];
2005 if(this.enemy.(weaponentity).arc_beam)
2006 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
2011 SetSpectatee_status(this, etof(this.enemy));
2013 // needed to update spectator list
2014 if(old_spectatee) { ClientData_Touch(old_spectatee); }
2017 bool Spectate(entity this, entity pl)
2019 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
2021 pl = M_ARGV(1, entity);
2023 SetSpectatee(this, pl);
2024 return SpectateSet(this);
2027 bool SpectateNext(entity this)
2029 entity ent = find(this.enemy, classname, STR_PLAYER);
2031 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
2032 ent = M_ARGV(1, entity);
2034 ent = find(ent, classname, STR_PLAYER);
2036 if(ent) { SetSpectatee(this, ent); }
2038 return SpectateSet(this);
2041 bool SpectatePrev(entity this)
2043 // NOTE: chain order is from the highest to the lower entnum (unlike find)
2044 entity ent = findchain(classname, STR_PLAYER);
2045 if (!ent) // no player
2049 // skip players until current spectated player
2051 while(ent && ent != this.enemy)
2054 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
2056 case MUT_SPECPREV_FOUND:
2057 ent = M_ARGV(1, entity);
2059 case MUT_SPECPREV_RETURN:
2061 case MUT_SPECPREV_CONTINUE:
2072 SetSpectatee(this, ent);
2073 return SpectateSet(this);
2078 ShowRespawnCountdown()
2080 Update a respawn countdown display.
2083 void ShowRespawnCountdown(entity this)
2086 if(!IS_DEAD(this)) // just respawned?
2090 number = ceil(this.respawn_time - time);
2093 if(number <= this.respawn_countdown)
2095 this.respawn_countdown = number - 1;
2096 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
2097 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2102 .bool team_selected;
2103 bool ShowTeamSelection(entity this)
2105 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2107 stuffcmd(this, "menu_showteamselect\n");
2110 void Join(entity this)
2112 TRANSMUTE(Player, this);
2114 if(!this.team_selected)
2115 if(autocvar_g_campaign || autocvar_g_balance_teams)
2116 TeamBalance_JoinBestTeam(this);
2118 if(autocvar_g_campaign)
2119 campaign_bots_may_start = true;
2121 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2123 PutClientInServer(this);
2126 if(teamplay && this.team != -1)
2128 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2131 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2132 this.team_selected = false;
2136 * Determines whether the player is allowed to join. This depends on cvar
2137 * g_maxplayers, if it isn't used this function always return true, otherwise
2138 * it checks whether the number of currently playing players exceeds g_maxplayers.
2139 * @return int number of free slots for players, 0 if none
2141 int nJoinAllowed(entity this, entity ignore)
2144 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2145 // so report 0 free slots if restricted
2147 if(autocvar_g_forced_team_otherwise == "spectate")
2149 if(autocvar_g_forced_team_otherwise == "spectator")
2153 if(this && this.team_forced < 0)
2154 return 0; // forced spectators can never join
2156 // TODO simplify this
2157 int totalClients = 0;
2158 int currentlyPlaying = 0;
2159 FOREACH_CLIENT(true, {
2162 if(IS_REAL_CLIENT(it))
2163 if(IS_PLAYER(it) || it.caplayer)
2167 float free_slots = 0;
2168 if (!autocvar_g_maxplayers)
2169 free_slots = maxclients - totalClients;
2170 else if(currentlyPlaying < autocvar_g_maxplayers)
2171 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2173 static float join_prevent_msg_time = 0;
2174 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2176 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2177 join_prevent_msg_time = time + 3;
2184 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2185 * g_maxplayers_spectator_blocktime seconds
2187 void checkSpectatorBlock(entity this)
2189 if(IS_SPEC(this) || IS_OBSERVER(this))
2191 if(IS_REAL_CLIENT(this))
2193 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2194 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2200 void PrintWelcomeMessage(entity this)
2202 if(CS(this).motd_actived_time == 0)
2204 if (autocvar_g_campaign) {
2205 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2206 CS(this).motd_actived_time = time;
2207 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2210 if (PHYS_INPUT_BUTTON_INFO(this)) {
2211 CS(this).motd_actived_time = time;
2212 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2216 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2218 if (autocvar_g_campaign) {
2219 if (PHYS_INPUT_BUTTON_INFO(this))
2220 CS(this).motd_actived_time = time;
2221 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2222 CS(this).motd_actived_time = 0;
2223 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2226 if (PHYS_INPUT_BUTTON_INFO(this))
2227 CS(this).motd_actived_time = time;
2228 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2229 CS(this).motd_actived_time = 0;
2230 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2234 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2236 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2237 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2238 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2240 // instanctly hide MOTD
2241 CS(this).motd_actived_time = 0;
2242 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2247 const int MIN_SPEC_TIME = 1;
2248 bool joinAllowed(entity this)
2250 if (CS(this).version_mismatch) return false;
2251 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2252 if (!nJoinAllowed(this, this)) return false;
2253 if (teamplay && lockteams) return false;
2254 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2255 if (ShowTeamSelection(this)) return false;
2260 .string shootfromfixedorigin;
2261 bool PlayerThink(entity this)
2263 if (game_stopped || intermission_running) {
2264 this.modelflags &= ~MF_ROCKET;
2265 if(intermission_running)
2266 IntermissionThink(this);
2270 if (timeout_status == TIMEOUT_ACTIVE) {
2271 // don't allow the player to turn around while game is paused
2272 // FIXME turn this into CSQC stuff
2273 this.v_angle = this.lastV_angle;
2274 this.angles = this.lastV_angle;
2275 this.fixangle = true;
2278 if (frametime) player_powerups(this);
2280 if (IS_DEAD(this)) {
2281 if (this.personal && g_race_qualifying) {
2282 if (time > this.respawn_time) {
2283 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2285 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2288 if (frametime) player_anim(this);
2290 if (this.respawn_flags & RESPAWN_DENY)
2292 STAT(RESPAWN_TIME, this) = 0;
2296 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));
2298 switch(this.deadflag)
2302 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2303 this.deadflag = DEAD_RESPAWNING;
2304 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2305 this.deadflag = DEAD_DEAD;
2311 this.deadflag = DEAD_RESPAWNABLE;
2312 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2313 this.deadflag = DEAD_RESPAWNING;
2316 case DEAD_RESPAWNABLE:
2318 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2319 this.deadflag = DEAD_RESPAWNING;
2322 case DEAD_RESPAWNING:
2324 if (time > this.respawn_time)
2326 this.respawn_time = time + 1; // only retry once a second
2327 this.respawn_time_max = this.respawn_time;
2334 ShowRespawnCountdown(this);
2336 if (this.respawn_flags & RESPAWN_SILENT)
2337 STAT(RESPAWN_TIME, this) = 0;
2338 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2340 if (time < this.respawn_time)
2341 STAT(RESPAWN_TIME, this) = this.respawn_time;
2342 else if (this.deadflag != DEAD_RESPAWNING)
2343 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2346 STAT(RESPAWN_TIME, this) = this.respawn_time;
2349 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2350 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2351 STAT(RESPAWN_TIME, this) *= -1;
2356 FixPlayermodel(this);
2358 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2359 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2360 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2363 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2366 this.items &= ~this.items_added;
2368 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2370 .entity weaponentity = weaponentities[slot];
2371 W_WeaponFrame(this, weaponentity);
2374 this.items_added = 0;
2375 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2376 this.items_added |= IT_FUEL;
2378 this.items |= this.items_added;
2383 // WEAPONTODO: Add a weapon request for this
2384 // rot vortex charge to the charge limit
2385 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2387 .entity weaponentity = weaponentities[slot];
2388 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2389 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2392 if (frametime) player_anim(this);
2395 secrets_setstatus(this);
2398 monsters_setstatus(this);
2400 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2405 .bool would_spectate;
2406 void ObserverThink(entity this)
2408 if ( CS(this).impulse )
2410 MinigameImpulse(this, CS(this).impulse);
2411 CS(this).impulse = 0;
2414 if (this.flags & FL_JUMPRELEASED) {
2415 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2416 this.flags &= ~FL_JUMPRELEASED;
2417 this.flags |= FL_SPAWNING;
2418 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2419 this.flags &= ~FL_JUMPRELEASED;
2420 if(SpectateNext(this)) {
2421 TRANSMUTE(Spectator, this);
2424 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2425 set_movetype(this, preferred_movetype);
2428 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2429 this.flags |= FL_JUMPRELEASED;
2430 if(this.flags & FL_SPAWNING)
2432 this.flags &= ~FL_SPAWNING;
2440 void SpectatorThink(entity this)
2442 if ( CS(this).impulse )
2444 if(MinigameImpulse(this, CS(this).impulse))
2445 CS(this).impulse = 0;
2447 if (CS(this).impulse == IMP_weapon_drop.impulse)
2449 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2450 CS(this).impulse = 0;
2455 if (this.flags & FL_JUMPRELEASED) {
2456 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2457 this.flags &= ~FL_JUMPRELEASED;
2458 this.flags |= FL_SPAWNING;
2459 } 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)) {
2460 this.flags &= ~FL_JUMPRELEASED;
2461 if(SpectateNext(this)) {
2462 TRANSMUTE(Spectator, this);
2464 TRANSMUTE(Observer, this);
2465 PutClientInServer(this);
2467 CS(this).impulse = 0;
2468 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2469 this.flags &= ~FL_JUMPRELEASED;
2470 if(SpectatePrev(this)) {
2471 TRANSMUTE(Spectator, this);
2473 TRANSMUTE(Observer, this);
2474 PutClientInServer(this);
2476 CS(this).impulse = 0;
2477 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2478 this.would_spectate = false;
2479 this.flags &= ~FL_JUMPRELEASED;
2480 TRANSMUTE(Observer, this);
2481 PutClientInServer(this);
2483 if(!SpectateUpdate(this))
2485 if(!SpectateNext(this))
2487 PutObserverInServer(this);
2488 this.would_spectate = true;
2493 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2494 this.flags |= FL_JUMPRELEASED;
2495 if(this.flags & FL_SPAWNING)
2497 this.flags &= ~FL_SPAWNING;
2502 if(!SpectateUpdate(this))
2503 PutObserverInServer(this);
2506 this.flags |= FL_CLIENT | FL_NOTARGET;
2509 void PlayerUseKey(entity this)
2511 if (!IS_PLAYER(this))
2518 vehicles_exit(this.vehicle, VHEF_NORMAL);
2522 else if(autocvar_g_vehicles_enter)
2524 if(!STAT(FROZEN, this))
2528 entity head, closest_target = NULL;
2529 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2531 while(head) // find the closest acceptable target to enter
2533 if(IS_VEHICLE(head))
2535 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2536 if(head.takedamage != DAMAGE_NO)
2540 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2541 { closest_target = head; }
2543 else { closest_target = head; }
2549 if(closest_target) { vehicles_enter(this, closest_target); return; }
2553 // a use key was pressed; call handlers
2554 MUTATOR_CALLHOOK(PlayerUseKey, this);
2562 Called every frame for each client before the physics are run
2565 .float last_vehiclecheck;
2566 void PlayerPreThink (entity this)
2568 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2569 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2571 WarpZone_PlayerPhysics_FixVAngle(this);
2574 // physics frames: update anticheat stuff
2575 anticheat_prethink(this);
2578 if (blockSpectators && frametime) {
2579 // WORKAROUND: only use dropclient in server frames (frametime set).
2580 // Never use it in cl_movement frames (frametime zero).
2581 checkSpectatorBlock(this);
2584 zoomstate_set = false;
2586 // Check for nameless players
2587 if (this.netname == "" || this.netname != CS(this).netname_previous)
2589 bool assume_unchanged = (CS(this).netname_previous == "");
2590 if (isInvisibleString(this.netname))
2592 this.netname = strzone(sprintf("Player#%d", this.playerid));
2593 assume_unchanged = false;
2594 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2596 if (!assume_unchanged && autocvar_sv_eventlog)
2597 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2598 strcpy(CS(this).netname_previous, this.netname);
2602 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2603 CS(this).version_nagtime = 0;
2604 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2606 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2608 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2610 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2611 if (r < 0) { // old client
2612 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2613 } else if (r > 0) { // old server
2614 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2620 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2622 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2623 this.max_armorvalue = 0;
2628 if (STAT(FROZEN, this) == 2)
2630 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2631 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2632 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2634 if (STAT(REVIVE_PROGRESS, this) >= 1)
2637 else if (STAT(FROZEN, this) == 3)
2639 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2640 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2642 if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2645 vehicles_exit(this.vehicle, VHEF_RELEASE);
2646 if(this.event_damage)
2647 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2649 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2654 MUTATOR_CALLHOOK(PlayerPreThink, this);
2656 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2657 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2659 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2661 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2662 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2664 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2668 if(!it.team || SAME_TEAM(this, it))
2669 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2670 else if(autocvar_g_vehicles_steal)
2671 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2675 this.last_vehiclecheck = time + 1;
2678 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2680 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2682 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2685 if (IS_REAL_CLIENT(this))
2686 PrintWelcomeMessage(this);
2688 if (IS_PLAYER(this)) {
2689 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2690 error("Client can't be spawned as player on connection!");
2691 if(!PlayerThink(this))
2694 else if (game_stopped || intermission_running) {
2695 if(intermission_running)
2696 IntermissionThink(this);
2699 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2701 CS(this).autojoin_checked = true;
2702 // don't do this in ClientConnect
2703 // many things can go wrong if a client is spawned as player on connection
2704 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2705 || (!(autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0)
2706 && (!teamplay || autocvar_g_balance_teams)))
2708 campaign_bots_may_start = true;
2713 else if (IS_OBSERVER(this)) {
2714 ObserverThink(this);
2716 else if (IS_SPEC(this)) {
2717 SpectatorThink(this);
2720 // WEAPONTODO: Add weapon request for this
2721 if (!zoomstate_set) {
2722 bool wep_zoomed = false;
2723 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2725 .entity weaponentity = weaponentities[slot];
2726 Weapon thiswep = this.(weaponentity).m_weapon;
2727 if(thiswep != WEP_Null && thiswep.wr_zoom)
2728 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2730 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2733 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2735 CS(this).teamkill_soundtime = 0;
2737 entity e = CS(this).teamkill_soundsource;
2738 entity oldpusher = e.pusher;
2740 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2741 e.pusher = oldpusher;
2744 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2745 CS(this).taunt_soundtime = 0;
2746 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2749 target_voicescript_next(this);
2751 // WEAPONTODO: Move into weaponsystem somehow
2752 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2753 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2755 .entity weaponentity = weaponentities[slot];
2756 if(this.(weaponentity).m_weapon == WEP_Null)
2757 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2761 void DrownPlayer(entity this)
2763 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2766 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2768 if(this.air_finished < time)
2769 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2770 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2772 else if (this.air_finished < time)
2774 if (this.pain_finished < time)
2776 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');
2777 this.pain_finished = time + 0.5;
2782 .bool move_qcphysics;
2784 void Player_Physics(entity this)
2786 set_movetype(this, this.move_movetype);
2788 if(!this.move_qcphysics)
2791 if(!frametime && !CS(this).pm_frametime)
2794 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2796 CS(this).pm_frametime = 0;
2803 Called every frame for each client after the physics are run
2806 void PlayerPostThink (entity this)
2808 Player_Physics(this);
2811 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2812 if (IS_REAL_CLIENT(this))
2813 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2815 int totalClients = 0;
2816 if(sv_maxidle_slots > 0)
2818 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2824 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2825 { /* do nothing */ }
2826 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2828 if (CS(this).idlekick_lasttimeleft)
2830 CS(this).idlekick_lasttimeleft = 0;
2831 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2836 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2837 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2838 if (!CS(this).idlekick_lasttimeleft)
2839 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2841 if (timeleft <= 0) {
2842 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2846 else if (timeleft <= 10) {
2847 if (timeleft != CS(this).idlekick_lasttimeleft) {
2848 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2850 CS(this).idlekick_lasttimeleft = timeleft;
2859 this.solid = SOLID_NOT;
2860 this.takedamage = DAMAGE_NO;
2861 set_movetype(this, MOVETYPE_NONE);
2864 if (IS_PLAYER(this)) {
2865 if(this.death_time == time && IS_DEAD(this))
2867 // player's bbox gets resized now, instead of in the damage event that killed the player,
2868 // once all the damage events of this frame have been processed with normal size
2870 setsize(this, this.mins, this.maxs);
2873 UpdateChatBubble(this);
2874 if (CS(this).impulse) ImpulseCommands(this);
2877 CSQCMODEL_AUTOUPDATE(this);
2880 GetPressedKeys(this);
2883 if (this.waypointsprite_attachedforcarrier) {
2884 vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2885 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2888 CSQCMODEL_AUTOUPDATE(this);
2891 // hack to copy the button fields from the client entity to the Client State
2892 void PM_UpdateButtons(entity this, entity store)
2895 store.impulse = this.impulse;
2898 bool typing = this.buttonchat;
2900 store.button0 = (typing) ? 0 : this.button0;
2902 store.button2 = (typing) ? 0 : this.button2;
2903 store.button3 = (typing) ? 0 : this.button3;
2904 store.button4 = this.button4;
2905 store.button5 = (typing) ? 0 : this.button5;
2906 store.button6 = this.button6;
2907 store.button7 = this.button7;
2908 store.button8 = this.button8;
2909 store.button9 = this.button9;
2910 store.button10 = this.button10;
2911 store.button11 = this.button11;
2912 store.button12 = this.button12;
2913 store.button13 = this.button13;
2914 store.button14 = this.button14;
2915 store.button15 = this.button15;
2916 store.button16 = this.button16;
2917 store.buttonuse = this.buttonuse;
2918 store.buttonchat = this.buttonchat;
2920 store.cursor_active = this.cursor_active;
2921 store.cursor_screen = this.cursor_screen;
2922 store.cursor_trace_start = this.cursor_trace_start;
2923 store.cursor_trace_endpos = this.cursor_trace_endpos;
2924 store.cursor_trace_ent = this.cursor_trace_ent;
2926 store.ping = this.ping;
2927 store.ping_packetloss = this.ping_packetloss;
2928 store.ping_movementloss = this.ping_movementloss;
2930 store.v_angle = this.v_angle;
2931 store.movement = (typing) ? '0 0 0' : this.movement;
2934 NET_HANDLE(fpsreport, bool)
2936 int fps = ReadShort();
2937 PlayerScore_Set(sender, SP_FPS, fps);