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 (e.race_completed) sf |= 1; // forced scoreboard
114 if (to.spectatee_status) sf |= 2; // spectator ent number follows
115 if (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, 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(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
139 this.clientdata.drawonlytoclient = this;
140 this.clientdata.owner = this;
143 void ClientData_Detach(entity this)
145 delete(this.clientdata);
146 this.clientdata = NULL;
149 void ClientData_Touch(entity e)
151 e.clientdata.SendFlags = 1;
153 // make it spectatable
154 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
157 .string netname_previous;
159 void SetSpectatee(entity this, entity spectatee);
160 void SetSpectatee_status(entity this, int spectatee_num);
167 Checks if the argument string can be a valid playermodel.
168 Returns a valid one in doubt.
171 string FallbackPlayerModel;
172 string CheckPlayerModel(string plyermodel) {
173 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
175 // note: we cannot summon Don Strunzone here, some player may
176 // still have the model string set. In case anyone manages how
177 // to change a cvar default, we'll have a small leak here.
178 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
180 // only in right path
181 if( substring(plyermodel,0,14) != "models/player/")
182 return FallbackPlayerModel;
183 // only good file extensions
184 if(substring(plyermodel,-4,4) != ".zym")
185 if(substring(plyermodel,-4,4) != ".dpm")
186 if(substring(plyermodel,-4,4) != ".iqm")
187 if(substring(plyermodel,-4,4) != ".md3")
188 if(substring(plyermodel,-4,4) != ".psk")
189 return FallbackPlayerModel;
190 // forbid the LOD models
191 if(substring(plyermodel, -9,5) == "_lod1")
192 return FallbackPlayerModel;
193 if(substring(plyermodel, -9,5) == "_lod2")
194 return FallbackPlayerModel;
195 if(plyermodel != strtolower(plyermodel))
196 return FallbackPlayerModel;
197 // also, restrict to server models
198 if(autocvar_sv_servermodelsonly)
200 if(!fexists(plyermodel))
201 return FallbackPlayerModel;
206 void setplayermodel(entity e, string modelname)
208 precache_model(modelname);
209 _setmodel(e, modelname);
210 player_setupanimsformodel(e);
211 if(!autocvar_g_debug_globalsounds)
212 UpdatePlayerSounds(e);
215 void FixPlayermodel(entity player);
216 /** putting a client as observer in the server */
217 void PutObserverInServer(entity this)
219 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
220 PlayerState_detach(this);
222 if (IS_PLAYER(this) && this.health >= 1) {
224 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
228 entity spot = SelectSpawnPoint(this, true);
229 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
230 this.angles = spot.angles;
232 this.fixangle = true;
233 // offset it so that the spectator spawns higher off the ground, looks better this way
234 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
235 this.prevorigin = this.origin;
236 if (IS_REAL_CLIENT(this))
239 WriteByte(MSG_ONE, SVC_SETVIEW);
240 WriteEntity(MSG_ONE, this);
242 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
243 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
244 if(!autocvar_g_debug_globalsounds)
246 // needed for player sounds
248 FixPlayermodel(this);
250 setmodel(this, MDL_Null);
251 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
252 this.view_ofs = '0 0 0';
255 RemoveGrapplingHooks(this);
256 Portal_ClearAll(this);
258 SetSpectatee(this, NULL);
263 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
267 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
269 WaypointSprite_PlayerDead(this);
271 if (mutator_returnvalue) {
272 // mutator prevents resetting teams+score
274 this.team = -1; // move this as it is needed to log the player spectating in eventlog
275 this.frags = FRAGS_SPECTATOR;
276 PlayerScore_Clear(this); // clear scores when needed
279 if (this.killcount != FRAGS_SPECTATOR)
281 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
283 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
284 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
286 if(this.just_joined == false) {
287 LogTeamchange(this.playerid, -1, 4);
289 this.just_joined = false;
292 accuracy_resend(this);
294 this.spectatortime = time;
296 IL_REMOVE(g_bot_targets, this);
297 this.bot_attack = false;
298 this.hud = HUD_NORMAL;
299 TRANSMUTE(Observer, this);
300 this.iscreature = false;
301 this.teleportable = TELEPORT_SIMPLE;
302 if(this.damagedbycontents)
303 IL_REMOVE(g_damagedbycontents, this);
304 this.damagedbycontents = false;
305 this.health = FRAGS_SPECTATOR;
306 SetSpectatee_status(this, etof(this));
307 this.takedamage = DAMAGE_NO;
308 this.solid = SOLID_NOT;
309 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
310 this.flags = FL_CLIENT | FL_NOTARGET;
311 this.armorvalue = 666;
313 this.armorvalue = autocvar_g_balance_armor_start;
314 this.pauserotarmor_finished = 0;
315 this.pauserothealth_finished = 0;
316 this.pauseregen_finished = 0;
317 this.damageforcescale = 0;
319 this.respawn_flags = 0;
320 this.respawn_time = 0;
321 this.stat_respawn_time = 0;
326 this.pain_finished = 0;
327 this.strength_finished = 0;
328 this.invincible_finished = 0;
329 this.superweapons_finished = 0;
332 setthink(this, func_null);
334 this.deadflag = DEAD_NO;
336 this.revive_progress = 0;
337 this.revival_time = 0;
340 this.weapons = '0 0 0';
341 this.drawonlytoclient = this;
343 this.weaponmodel = "";
344 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
346 this.weaponentities[slot] = NULL;
348 this.exteriorweaponentity = NULL;
349 this.killcount = FRAGS_SPECTATOR;
350 this.velocity = '0 0 0';
351 this.avelocity = '0 0 0';
352 this.punchangle = '0 0 0';
353 this.punchvector = '0 0 0';
354 this.oldvelocity = this.velocity;
355 this.fire_endtime = -1;
356 this.event_damage = func_null;
358 for(int slot = 0; slot < MAX_AXH; ++slot)
360 entity axh = this.(AuxiliaryXhair[slot]);
361 this.(AuxiliaryXhair[slot]) = NULL;
363 if(axh.owner == this && axh != NULL && !wasfreed(axh))
368 int player_getspecies(entity this)
370 get_model_parameters(this.model, this.skin);
371 int s = get_model_parameters_species;
372 get_model_parameters(string_null, 0);
373 if (s < 0) return SPECIES_HUMAN;
377 .float model_randomizer;
378 void FixPlayermodel(entity player)
380 string defaultmodel = "";
382 if(autocvar_sv_defaultcharacter)
388 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
389 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
390 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
391 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
395 if(defaultmodel == "")
397 defaultmodel = autocvar_sv_defaultplayermodel;
398 defaultskin = autocvar_sv_defaultplayerskin;
401 int n = tokenize_console(defaultmodel);
404 defaultmodel = argv(floor(n * player.model_randomizer));
405 // However, do NOT randomize if the player-selected model is in the list.
406 for (int i = 0; i < n; ++i)
407 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
408 defaultmodel = argv(i);
411 int i = strstrofs(defaultmodel, ":", 0);
414 defaultskin = stof(substring(defaultmodel, i+1, -1));
415 defaultmodel = substring(defaultmodel, 0, i);
418 if(autocvar_sv_defaultcharacterskin && !defaultskin)
424 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
425 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
426 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
427 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
432 defaultskin = autocvar_sv_defaultplayerskin;
435 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
436 defaultmodel = M_ARGV(0, string);
437 defaultskin = M_ARGV(1, int);
441 if(defaultmodel != "")
443 if (defaultmodel != player.model)
445 vector m1 = player.mins;
446 vector m2 = player.maxs;
447 setplayermodel (player, defaultmodel);
448 setsize (player, m1, m2);
452 oldskin = player.skin;
453 player.skin = defaultskin;
455 if (player.playermodel != player.model || player.playermodel == "")
457 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
458 vector m1 = player.mins;
459 vector m2 = player.maxs;
460 setplayermodel (player, player.playermodel);
461 setsize (player, m1, m2);
465 if(!autocvar_sv_defaultcharacterskin)
467 oldskin = player.skin;
468 player.skin = stof(player.playerskin);
472 oldskin = player.skin;
473 player.skin = defaultskin;
477 if(chmdl || oldskin != player.skin) // model or skin has changed
479 player.species = player_getspecies(player); // update species
480 if(!autocvar_g_debug_globalsounds)
481 UpdatePlayerSounds(player); // update skin sounds
485 if(strlen(autocvar_sv_defaultplayercolors))
486 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
487 setcolor(player, stof(autocvar_sv_defaultplayercolors));
491 /** Called when a client spawns in the server */
492 void PutClientInServer(entity this)
494 if (IS_BOT_CLIENT(this)) {
495 TRANSMUTE(Player, this);
496 } else if (IS_REAL_CLIENT(this)) {
498 WriteByte(MSG_ONE, SVC_SETVIEW);
499 WriteEntity(MSG_ONE, this);
502 TRANSMUTE(Observer, this);
504 SetSpectatee(this, NULL);
509 MUTATOR_CALLHOOK(PutClientInServer, this);
511 if (IS_OBSERVER(this)) {
512 PutObserverInServer(this);
513 } else if (IS_PLAYER(this)) {
514 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
516 PlayerState_attach(this);
517 accuracy_resend(this);
520 JoinBestTeam(this, false, true);
522 entity spot = SelectSpawnPoint(this, false);
524 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
525 return; // spawn failed
528 TRANSMUTE(Player, this);
530 this.wasplayer = true;
531 this.iscreature = true;
532 this.teleportable = TELEPORT_NORMAL;
533 if(!this.damagedbycontents)
534 IL_PUSH(g_damagedbycontents, this);
535 this.damagedbycontents = true;
536 set_movetype(this, MOVETYPE_WALK);
537 this.solid = SOLID_SLIDEBOX;
538 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
539 if (autocvar_g_playerclip_collisions)
540 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
541 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
542 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
543 this.frags = FRAGS_PLAYER;
544 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
545 this.flags = FL_CLIENT | FL_PICKUPITEMS;
546 if (autocvar__notarget)
547 this.flags |= FL_NOTARGET;
548 this.takedamage = DAMAGE_AIM;
549 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
553 this.ammo_shells = warmup_start_ammo_shells;
554 this.ammo_nails = warmup_start_ammo_nails;
555 this.ammo_rockets = warmup_start_ammo_rockets;
556 this.ammo_cells = warmup_start_ammo_cells;
557 this.ammo_plasma = warmup_start_ammo_plasma;
558 this.ammo_fuel = warmup_start_ammo_fuel;
559 this.health = warmup_start_health;
560 this.armorvalue = warmup_start_armorvalue;
561 this.weapons = WARMUP_START_WEAPONS;
563 this.ammo_shells = start_ammo_shells;
564 this.ammo_nails = start_ammo_nails;
565 this.ammo_rockets = start_ammo_rockets;
566 this.ammo_cells = start_ammo_cells;
567 this.ammo_plasma = start_ammo_plasma;
568 this.ammo_fuel = start_ammo_fuel;
569 this.health = start_health;
570 this.armorvalue = start_armorvalue;
571 this.weapons = start_weapons;
573 SetSpectatee_status(this, 0);
575 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
577 this.items = start_items;
579 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
580 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
581 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
582 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
583 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
584 // extend the pause of rotting if client was reset at the beginning of the countdown
585 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
586 float f = game_starttime - time;
587 this.spawnshieldtime += f;
588 this.pauserotarmor_finished += f;
589 this.pauserothealth_finished += f;
590 this.pauseregen_finished += f;
592 this.damageforcescale = 2;
594 this.respawn_flags = 0;
595 this.respawn_time = 0;
596 this.stat_respawn_time = 0;
597 this.scale = autocvar_sv_player_scale;
600 this.pain_finished = 0;
602 setthink(this, func_null); // players have no think function
605 this.ballistics_density = autocvar_g_ballistics_density_player;
607 this.deadflag = DEAD_NO;
609 this.angles = spot.angles;
610 this.angles_z = 0; // never spawn tilted even if the spot says to
611 if (IS_BOT_CLIENT(this))
612 this.v_angle = this.angles;
613 this.fixangle = true; // turn this way immediately
614 this.oldvelocity = this.velocity = '0 0 0';
615 this.avelocity = '0 0 0';
616 this.punchangle = '0 0 0';
617 this.punchvector = '0 0 0';
619 this.strength_finished = 0;
620 this.invincible_finished = 0;
621 this.fire_endtime = -1;
622 this.revive_progress = 0;
623 this.revival_time = 0;
624 this.air_finished = time + 12;
626 entity spawnevent = new_pure(spawnevent);
627 spawnevent.owner = this;
628 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
630 // Cut off any still running player sounds.
631 stopsound(this, CH_PLAYER_SINGLE);
634 FixPlayermodel(this);
635 this.drawonlytoclient = NULL;
640 this.view_ofs = STAT(PL_VIEW_OFS, this);
641 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
642 this.spawnorigin = spot.origin;
643 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
644 // don't reset back to last position, even if new position is stuck in solid
645 this.oldorigin = this.origin;
646 this.prevorigin = this.origin;
647 this.lastteleporttime = time; // prevent insane speeds due to changing origin
649 IL_REMOVE(g_conveyed, this);
650 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
651 this.hud = HUD_NORMAL;
653 this.event_damage = PlayerDamage;
656 IL_PUSH(g_bot_targets, this);
657 this.bot_attack = true;
658 this.monster_attack = true;
659 navigation_dynamicgoal_init(this, false);
661 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
663 if (this.killcount == FRAGS_SPECTATOR) {
664 PlayerScore_Clear(this);
668 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
670 .entity weaponentity = weaponentities[slot];
671 entity oldwep = this.(weaponentity);
672 CL_SpawnWeaponentity(this, weaponentity);
673 if(oldwep && oldwep.owner == this)
674 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
676 this.alpha = default_player_alpha;
677 this.colormod = '1 1 1' * autocvar_g_player_brightness;
678 this.exteriorweaponentity.alpha = default_weapon_alpha;
680 this.speedrunning = false;
682 target_voicescript_clear(this);
684 // reset fields the weapons may use
685 FOREACH(Weapons, true, LAMBDA(
686 it.wr_resetplayer(it, this);
687 // reload all reloadable weapons
688 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
689 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
691 .entity weaponentity = weaponentities[slot];
692 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
698 string s = spot.target;
699 spot.target = string_null;
700 SUB_UseTargets(spot, this, NULL);
706 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
708 if (autocvar_spawn_debug)
710 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
711 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
714 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
716 .entity weaponentity = weaponentities[slot];
718 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
720 this.(weaponentity).m_switchweapon = WEP_Null;
721 this.(weaponentity).m_weapon = WEP_Null;
722 this.(weaponentity).weaponname = "";
723 this.(weaponentity).m_switchingweapon = WEP_Null;
724 this.(weaponentity).cnt = -1;
727 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
729 if (!warmup_stage && !this.alivetime)
730 this.alivetime = time;
732 antilag_clear(this, CS(this));
736 void ClientInit_misc(entity this);
738 // TODO do we need all these fields, or should we stop autodetecting runtime
739 // changes and just have a console command to update this?
740 bool ClientInit_SendEntity(entity this, entity to, int sf)
742 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
745 // MSG_INIT replacement
746 // TODO: make easier to use
748 W_PROP_reload(MSG_ONE, to);
749 ClientInit_misc(this);
750 MUTATOR_CALLHOOK(Ent_Init);
752 void ClientInit_misc(entity this)
754 int channel = MSG_ONE;
755 WriteHeader(channel, ENT_CLIENT_INIT);
756 WriteByte(channel, g_nexball_meter_period * 32);
757 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
758 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
759 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
760 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
761 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
762 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
763 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
764 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
766 if(sv_foginterval && world.fog != "")
767 WriteString(channel, world.fog);
769 WriteString(channel, "");
770 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
771 WriteByte(channel, serverflags);
772 WriteCoord(channel, autocvar_g_trueaim_minrange);
775 void ClientInit_CheckUpdate(entity this)
777 this.nextthink = time;
778 if(this.count != autocvar_g_balance_armor_blockpercent)
780 this.count = autocvar_g_balance_armor_blockpercent;
785 void ClientInit_Spawn()
787 entity e = new_pure(clientinit);
788 setthink(e, ClientInit_CheckUpdate);
789 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
791 ClientInit_CheckUpdate(e);
801 // initialize parms for a new player
802 parm1 = -(86400 * 366);
804 MUTATOR_CALLHOOK(SetNewParms);
812 void SetChangeParms (entity this)
814 // save parms for level change
815 parm1 = this.parm_idlesince - time;
817 MUTATOR_CALLHOOK(SetChangeParms);
825 void DecodeLevelParms(entity this)
828 this.parm_idlesince = parm1;
829 if (this.parm_idlesince == -(86400 * 366))
830 this.parm_idlesince = time;
832 // whatever happens, allow 60 seconds of idling directly after connect for map loading
833 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
835 MUTATOR_CALLHOOK(DecodeLevelParms);
842 Called when a client types 'kill' in the console
846 .float clientkill_nexttime;
847 void ClientKill_Now_TeamChange(entity this)
849 if(this.killindicator_teamchange == -1)
851 JoinBestTeam( this, false, true );
853 else if(this.killindicator_teamchange == -2)
856 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
857 PutObserverInServer(this);
860 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
861 this.killindicator_teamchange = 0;
864 void ClientKill_Now(entity this)
868 vehicles_exit(this.vehicle, VHEF_RELEASE);
869 if(!this.killindicator_teamchange)
871 this.vehicle_health = -1;
872 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
876 if(this.killindicator && !wasfreed(this.killindicator))
877 delete(this.killindicator);
879 this.killindicator = NULL;
881 if(this.killindicator_teamchange)
882 ClientKill_Now_TeamChange(this);
884 if(!IS_SPEC(this) && !IS_OBSERVER(this))
885 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
887 // now I am sure the player IS dead
889 void KillIndicator_Think(entity this)
893 this.owner.killindicator = NULL;
898 if (this.owner.alpha < 0 && !this.owner.vehicle)
900 this.owner.killindicator = NULL;
907 ClientKill_Now(this.owner);
910 else if(g_cts && this.health == 1) // health == 1 means that it's silent
912 this.nextthink = time + 1;
918 setmodel(this, MDL_NUM(this.cnt));
919 if(IS_REAL_CLIENT(this.owner))
922 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
924 this.nextthink = time + 1;
929 float clientkilltime;
930 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
938 killtime = autocvar_g_balance_kill_delay;
940 if(g_race_qualifying || g_cts)
943 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
946 this.killindicator_teamchange = targetteam;
948 if(!this.killindicator)
952 killtime = max(killtime, this.clientkill_nexttime - time);
953 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
956 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
958 ClientKill_Now(this);
962 starttime = max(time, clientkilltime);
964 this.killindicator = spawn();
965 this.killindicator.owner = this;
966 this.killindicator.scale = 0.5;
967 setattachment(this.killindicator, this, "");
968 setorigin(this.killindicator, '0 0 52');
969 setthink(this.killindicator, KillIndicator_Think);
970 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
971 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
972 this.killindicator.cnt = ceil(killtime);
973 this.killindicator.count = bound(0, ceil(killtime), 10);
974 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
976 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
978 it.killindicator = spawn();
979 it.killindicator.owner = it;
980 it.killindicator.scale = 0.5;
981 setattachment(it.killindicator, it, "");
982 setorigin(it.killindicator, '0 0 52');
983 setthink(it.killindicator, KillIndicator_Think);
984 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
985 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
986 it.killindicator.cnt = ceil(killtime);
991 if(this.killindicator)
993 if(targetteam == 0) // just die
995 this.killindicator.colormod = '0 0 0';
996 if(IS_REAL_CLIENT(this))
997 if(this.killindicator.cnt > 0)
998 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1000 else if(targetteam == -1) // auto
1002 this.killindicator.colormod = '0 1 0';
1003 if(IS_REAL_CLIENT(this))
1004 if(this.killindicator.cnt > 0)
1005 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1007 else if(targetteam == -2) // spectate
1009 this.killindicator.colormod = '0.5 0.5 0.5';
1010 if(IS_REAL_CLIENT(this))
1011 if(this.killindicator.cnt > 0)
1012 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1016 this.killindicator.colormod = Team_ColorRGB(targetteam);
1017 if(IS_REAL_CLIENT(this))
1018 if(this.killindicator.cnt > 0)
1019 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1025 void ClientKill (entity this)
1027 if(game_stopped) return;
1028 if(this.player_blocked) return;
1029 if(STAT(FROZEN, this)) return;
1031 ClientKill_TeamChange(this, 0);
1034 void FixClientCvars(entity e)
1036 // send prediction settings to the client
1037 stuffcmd(e, "\nin_bindmap 0 0\n");
1038 if(autocvar_g_antilag == 3) // client side hitscan
1039 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1040 if(autocvar_sv_gentle)
1041 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1043 MUTATOR_CALLHOOK(FixClientCvars, e);
1046 float PlayerInIDList(entity p, string idlist)
1051 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1055 // this function allows abbreviated player IDs too!
1056 n = tokenize_console(idlist);
1057 for(i = 0; i < n; ++i)
1060 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1067 #ifdef DP_EXT_PRECONNECT
1072 Called once (not at each match start) when a client begins a connection to the server
1075 void ClientPreConnect(entity this)
1077 if(autocvar_sv_eventlog)
1079 GameLogEcho(sprintf(":connect:%d:%d:%s",
1082 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1092 Called when a client connects to the server
1095 void ClientConnect(entity this)
1097 if (Ban_MaybeEnforceBanOnce(this)) return;
1098 assert(!IS_CLIENT(this), return);
1099 this.flags |= FL_CLIENT;
1100 assert(player_count >= 0, player_count = 0);
1103 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1105 this.version_nagtime = time + 10 + random() * 10;
1106 TRANSMUTE(Client, this);
1108 // identify the right forced team
1109 if (autocvar_g_campaign)
1111 if (IS_REAL_CLIENT(this)) // only players, not bots
1113 switch (autocvar_g_campaign_forceteam)
1115 case 1: this.team_forced = NUM_TEAM_1; break;
1116 case 2: this.team_forced = NUM_TEAM_2; break;
1117 case 3: this.team_forced = NUM_TEAM_3; break;
1118 case 4: this.team_forced = NUM_TEAM_4; break;
1119 default: this.team_forced = 0;
1123 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1124 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1125 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1126 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1127 else switch (autocvar_g_forced_team_otherwise)
1129 default: this.team_forced = 0; break;
1130 case "red": this.team_forced = NUM_TEAM_1; break;
1131 case "blue": this.team_forced = NUM_TEAM_2; break;
1132 case "yellow": this.team_forced = NUM_TEAM_3; break;
1133 case "pink": this.team_forced = NUM_TEAM_4; break;
1136 this.team_forced = -1;
1139 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1142 int id = this.playerid;
1143 this.playerid = 0; // silent
1144 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1148 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1149 TRANSMUTE(Observer, this);
1151 if (!teamplay || autocvar_g_balance_teams) {
1152 TRANSMUTE(Player, this);
1153 campaign_bots_may_start = true;
1155 TRANSMUTE(Observer, this); // do it anyway
1159 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1161 // always track bots, don't ask for cl_allow_uidtracking
1162 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1164 if (autocvar_sv_eventlog)
1165 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1167 LogTeamchange(this.playerid, this.team, 1);
1169 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1171 this.netname_previous = strzone(this.netname);
1173 if(teamplay && IS_PLAYER(this))
1174 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1176 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1178 stuffcmd(this, clientstuff, "\n");
1179 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1181 FixClientCvars(this);
1183 // get version info from player
1184 stuffcmd(this, "cmd clientversion $gameversion\n");
1186 // notify about available teams
1189 CheckAllowedTeams(this);
1191 if (c1 >= 0) t |= BIT(0);
1192 if (c2 >= 0) t |= BIT(1);
1193 if (c3 >= 0) t |= BIT(2);
1194 if (c4 >= 0) t |= BIT(3);
1195 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1199 stuffcmd(this, "set _teams_available 0\n");
1202 bot_relinkplayerlist();
1204 this.spectatortime = time;
1205 if (blockSpectators)
1207 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1210 this.jointime = time;
1211 this.allowed_timeouts = autocvar_sv_timeout_number;
1213 if (IS_REAL_CLIENT(this))
1215 if (g_weaponarena_weapons == WEPSET(TUBA))
1216 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1219 if (!sv_foginterval && world.fog != "")
1220 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1222 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1223 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1224 send_CSQC_teamnagger();
1226 CSQCMODEL_AUTOINIT(this);
1228 this.model_randomizer = random();
1230 if (IS_REAL_CLIENT(this))
1231 sv_notice_join(this);
1233 // update physics stats (players can spawn before physics runs)
1234 STAT(MOVEVARS_HIGHSPEED, this) = autocvar_g_movement_highspeed;
1235 MUTATOR_CALLHOOK(PlayerPhysics_UpdateStats, this); // do it BEFORE the function so we can modify highspeed!
1236 Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
1238 IL_EACH(g_initforplayer, it.init_for_player, {
1239 it.init_for_player(it, this);
1242 MUTATOR_CALLHOOK(ClientConnect, this);
1244 if (IS_REAL_CLIENT(this))
1246 if (!autocvar_g_campaign && !IS_PLAYER(this))
1248 this.motd_actived_time = -1;
1249 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1257 Called when a client disconnects from the server
1260 .entity chatbubbleentity;
1262 void ClientDisconnect(entity this)
1264 assert(IS_CLIENT(this), return);
1266 PlayerStats_GameReport_FinalizePlayer(this);
1267 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1268 if (this.active_minigame) part_minigame(this);
1269 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1271 if (autocvar_sv_eventlog)
1272 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1274 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1277 SetSpectatee(this, NULL);
1279 MUTATOR_CALLHOOK(ClientDisconnect, this);
1281 ClientState_detach(this);
1283 Portal_ClearAll(this);
1287 RemoveGrapplingHooks(this);
1289 // Here, everything has been done that requires this player to be a client.
1291 this.flags &= ~FL_CLIENT;
1293 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1294 if (this.killindicator) delete(this.killindicator);
1296 WaypointSprite_PlayerGone(this);
1298 bot_relinkplayerlist();
1300 if (this.netname_previous) strunzone(this.netname_previous);
1301 if (this.clientstatus) strunzone(this.clientstatus);
1302 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1303 if (this.personal) delete(this.personal);
1307 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1312 void ChatBubbleThink(entity this)
1314 this.nextthink = time;
1315 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1317 if(this.owner) // but why can that ever be NULL?
1318 this.owner.chatbubbleentity = NULL;
1325 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1327 if ( this.owner.active_minigame )
1328 this.mdl = "models/sprites/minigame_busy.iqm";
1329 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1330 this.mdl = "models/misc/chatbubble.spr";
1333 if ( this.model != this.mdl )
1334 _setmodel(this, this.mdl);
1338 void UpdateChatBubble(entity this)
1342 // spawn a chatbubble entity if needed
1343 if (!this.chatbubbleentity)
1345 this.chatbubbleentity = new(chatbubbleentity);
1346 this.chatbubbleentity.owner = this;
1347 this.chatbubbleentity.exteriormodeltoclient = this;
1348 setthink(this.chatbubbleentity, ChatBubbleThink);
1349 this.chatbubbleentity.nextthink = time;
1350 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1351 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1352 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1353 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1354 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1355 //this.chatbubbleentity.model = "";
1356 this.chatbubbleentity.effects = EF_LOWPRECISION;
1361 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1362 // added to the model skins
1363 /*void UpdateColorModHack()
1366 c = this.clientcolors & 15;
1367 // LordHavoc: only bothering to support white, green, red, yellow, blue
1368 if (!teamplay) this.colormod = '0 0 0';
1369 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1370 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1371 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1372 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1373 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1374 else this.colormod = '1 1 1';
1377 void respawn(entity this)
1379 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1381 this.solid = SOLID_NOT;
1382 this.takedamage = DAMAGE_NO;
1383 set_movetype(this, MOVETYPE_FLY);
1384 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1385 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1386 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1387 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1388 if(autocvar_g_respawn_ghosts_maxtime)
1389 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1394 this.effects |= EF_NODRAW; // prevent another CopyBody
1395 PutClientInServer(this);
1398 void play_countdown(entity this, float finished, Sound samp)
1401 if(IS_REAL_CLIENT(this))
1402 if(floor(finished - time - frametime) != floor(finished - time))
1403 if(finished - time < 6)
1404 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1407 void player_powerups(entity this)
1409 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1410 int items_prev = this.items;
1412 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1413 this.modelflags |= MF_ROCKET;
1415 this.modelflags &= ~MF_ROCKET;
1417 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1419 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1422 Fire_ApplyDamage(this);
1423 Fire_ApplyEffect(this);
1427 if (this.items & ITEM_Strength.m_itemid)
1429 play_countdown(this, this.strength_finished, SND_POWEROFF);
1430 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1431 if (time > this.strength_finished)
1433 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1434 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1435 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1440 if (time < this.strength_finished)
1442 this.items = this.items | ITEM_Strength.m_itemid;
1443 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1444 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1447 if (this.items & ITEM_Shield.m_itemid)
1449 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1450 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1451 if (time > this.invincible_finished)
1453 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1454 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1455 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1460 if (time < this.invincible_finished)
1462 this.items = this.items | ITEM_Shield.m_itemid;
1463 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1464 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1467 if (this.items & IT_SUPERWEAPON)
1469 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1471 this.superweapons_finished = 0;
1472 this.items = this.items - (this.items & IT_SUPERWEAPON);
1473 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1474 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1476 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1478 // don't let them run out
1482 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1483 if (time > this.superweapons_finished)
1485 this.items = this.items - (this.items & IT_SUPERWEAPON);
1486 this.weapons &= ~WEPSET_SUPERWEAPONS;
1487 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1488 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1492 else if(this.weapons & WEPSET_SUPERWEAPONS)
1494 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1496 this.items = this.items | IT_SUPERWEAPON;
1497 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1498 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1502 this.superweapons_finished = 0;
1503 this.weapons &= ~WEPSET_SUPERWEAPONS;
1508 this.superweapons_finished = 0;
1512 if(autocvar_g_nodepthtestplayers)
1513 this.effects = this.effects | EF_NODEPTHTEST;
1515 if(autocvar_g_fullbrightplayers)
1516 this.effects = this.effects | EF_FULLBRIGHT;
1518 if (time >= game_starttime)
1519 if (time < this.spawnshieldtime)
1520 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1522 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1525 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1527 if(current > stable)
1529 else if(current > stable - 0.25) // when close enough, "snap"
1532 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1535 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1537 if(current < stable)
1539 else if(current < stable + 0.25) // when close enough, "snap"
1542 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1545 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1547 if(current > rotstable)
1549 if(rotframetime > 0)
1551 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1552 current = max(rotstable, current - rotlinear * rotframetime);
1555 else if(current < regenstable)
1557 if(regenframetime > 0)
1559 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1560 current = min(regenstable, current + regenlinear * regenframetime);
1570 void player_regen(entity this)
1572 float max_mod, regen_mod, rot_mod, limit_mod;
1573 max_mod = regen_mod = rot_mod = limit_mod = 1;
1575 float regen_health = autocvar_g_balance_health_regen;
1576 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1577 float regen_health_rot = autocvar_g_balance_health_rot;
1578 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1579 float regen_health_stable = autocvar_g_balance_health_regenstable;
1580 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1581 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1582 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1583 max_mod = M_ARGV(1, float);
1584 regen_mod = M_ARGV(2, float);
1585 rot_mod = M_ARGV(3, float);
1586 limit_mod = M_ARGV(4, float);
1587 regen_health = M_ARGV(5, float);
1588 regen_health_linear = M_ARGV(6, float);
1589 regen_health_rot = M_ARGV(7, float);
1590 regen_health_rotlinear = M_ARGV(8, float);
1591 regen_health_stable = M_ARGV(9, float);
1592 regen_health_rotstable = M_ARGV(10, float);
1595 if(!mutator_returnvalue)
1596 if(!STAT(FROZEN, this))
1598 float mina, maxa, limith, limita;
1599 maxa = autocvar_g_balance_armor_rotstable;
1600 mina = autocvar_g_balance_armor_regenstable;
1601 limith = autocvar_g_balance_health_limit;
1602 limita = autocvar_g_balance_armor_limit;
1604 regen_health_rotstable = regen_health_rotstable * max_mod;
1605 regen_health_stable = regen_health_stable * max_mod;
1606 limith = limith * limit_mod;
1607 limita = limita * limit_mod;
1609 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);
1610 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);
1613 // if player rotted to death... die!
1614 // check this outside above checks, as player may still be able to rot to death
1618 vehicles_exit(this.vehicle, VHEF_RELEASE);
1619 if(this.event_damage)
1620 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1623 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1625 float minf, maxf, limitf;
1627 maxf = autocvar_g_balance_fuel_rotstable;
1628 minf = autocvar_g_balance_fuel_regenstable;
1629 limitf = autocvar_g_balance_fuel_limit;
1631 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);
1636 void SetZoomState(entity this, float newzoom)
1638 if(newzoom != this.zoomstate)
1640 this.zoomstate = newzoom;
1641 ClientData_Touch(this);
1643 zoomstate_set = true;
1646 void GetPressedKeys(entity this)
1648 MUTATOR_CALLHOOK(GetPressedKeys, this);
1649 int keys = STAT(PRESSED_KEYS, this);
1650 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1651 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1652 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1653 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1655 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1656 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1657 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1658 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1659 this.pressedkeys = keys; // store for other users
1661 STAT(PRESSED_KEYS, this) = keys;
1665 ======================
1666 spectate mode routines
1667 ======================
1670 void SpectateCopy(entity this, entity spectatee)
1672 TC(Client, this); TC(Client, spectatee);
1674 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1675 PS(this) = PS(spectatee);
1676 this.armortype = spectatee.armortype;
1677 this.armorvalue = spectatee.armorvalue;
1678 this.ammo_cells = spectatee.ammo_cells;
1679 this.ammo_plasma = spectatee.ammo_plasma;
1680 this.ammo_shells = spectatee.ammo_shells;
1681 this.ammo_nails = spectatee.ammo_nails;
1682 this.ammo_rockets = spectatee.ammo_rockets;
1683 this.ammo_fuel = spectatee.ammo_fuel;
1684 this.clip_load = spectatee.clip_load;
1685 this.clip_size = spectatee.clip_size;
1686 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1687 this.health = spectatee.health;
1689 this.items = spectatee.items;
1690 this.last_pickup = spectatee.last_pickup;
1691 this.hit_time = spectatee.hit_time;
1692 this.strength_finished = spectatee.strength_finished;
1693 this.invincible_finished = spectatee.invincible_finished;
1694 this.superweapons_finished = spectatee.superweapons_finished;
1695 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1696 this.weapons = spectatee.weapons;
1697 this.vortex_charge = spectatee.vortex_charge;
1698 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1699 this.hagar_load = spectatee.hagar_load;
1700 this.arc_heat_percent = spectatee.arc_heat_percent;
1701 this.minelayer_mines = spectatee.minelayer_mines;
1702 this.punchangle = spectatee.punchangle;
1703 this.view_ofs = spectatee.view_ofs;
1704 this.velocity = spectatee.velocity;
1705 this.dmg_take = spectatee.dmg_take;
1706 this.dmg_save = spectatee.dmg_save;
1707 this.dmg_inflictor = spectatee.dmg_inflictor;
1708 this.v_angle = spectatee.v_angle;
1709 this.angles = spectatee.v_angle;
1710 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1711 this.revive_progress = spectatee.revive_progress;
1712 this.viewloc = spectatee.viewloc;
1713 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1714 this.fixangle = true;
1715 setorigin(this, spectatee.origin);
1716 setsize(this, spectatee.mins, spectatee.maxs);
1717 SetZoomState(this, spectatee.zoomstate);
1719 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1721 .entity weaponentity = weaponentities[slot];
1722 this.(weaponentity) = spectatee.(weaponentity);
1725 for(int slot = 0; slot < MAX_AXH; ++slot)
1727 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1730 anticheat_spectatecopy(this, spectatee);
1731 this.hud = spectatee.hud;
1732 if(spectatee.vehicle)
1734 this.angles = spectatee.v_angle;
1736 //this.fixangle = false;
1737 //this.velocity = spectatee.vehicle.velocity;
1738 this.vehicle_health = spectatee.vehicle_health;
1739 this.vehicle_shield = spectatee.vehicle_shield;
1740 this.vehicle_energy = spectatee.vehicle_energy;
1741 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1742 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1743 this.vehicle_reload1 = spectatee.vehicle_reload1;
1744 this.vehicle_reload2 = spectatee.vehicle_reload2;
1746 //msg_entity = this;
1748 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1749 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1750 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1751 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1753 //WriteByte (MSG_ONE, SVC_SETVIEW);
1754 // WriteEntity(MSG_ONE, this);
1755 //makevectors(spectatee.v_angle);
1756 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1760 bool SpectateUpdate(entity this)
1765 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1767 SetSpectatee(this, NULL);
1771 SpectateCopy(this, this.enemy);
1776 bool SpectateSet(entity this)
1778 if(!IS_PLAYER(this.enemy))
1781 ClientData_Touch(this.enemy);
1784 WriteByte(MSG_ONE, SVC_SETVIEW);
1785 WriteEntity(MSG_ONE, this.enemy);
1786 set_movetype(this, MOVETYPE_NONE);
1787 accuracy_resend(this);
1789 if(!SpectateUpdate(this))
1790 PutObserverInServer(this);
1795 void SetSpectatee_status(entity this, int spectatee_num)
1797 int oldspectatee_status = this.spectatee_status;
1798 this.spectatee_status = spectatee_num;
1800 if (this.spectatee_status != oldspectatee_status)
1802 ClientData_Touch(this);
1803 if (g_race || g_cts) race_InitSpectator();
1807 void SetSpectatee(entity this, entity spectatee)
1809 entity old_spectatee = this.enemy;
1811 this.enemy = spectatee;
1814 // these are required to fix the spectator bug with arc
1817 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1819 .entity weaponentity = weaponentities[slot];
1820 if(old_spectatee.(weaponentity).arc_beam)
1821 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1826 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1828 .entity weaponentity = weaponentities[slot];
1829 if(this.enemy.(weaponentity).arc_beam)
1830 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1835 SetSpectatee_status(this, etof(this.enemy));
1837 // needed to update spectator list
1838 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1841 bool Spectate(entity this, entity pl)
1843 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1845 pl = M_ARGV(1, entity);
1847 SetSpectatee(this, pl);
1848 return SpectateSet(this);
1851 bool SpectateNext(entity this)
1853 entity ent = find(this.enemy, classname, STR_PLAYER);
1855 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1856 ent = M_ARGV(1, entity);
1858 ent = find(ent, classname, STR_PLAYER);
1860 if(ent) { SetSpectatee(this, ent); }
1862 return SpectateSet(this);
1865 bool SpectatePrev(entity this)
1867 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1868 entity ent = findchain(classname, STR_PLAYER);
1869 if (!ent) // no player
1873 // skip players until current spectated player
1875 while(ent && ent != this.enemy)
1878 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1880 case MUT_SPECPREV_FOUND:
1881 ent = M_ARGV(1, entity);
1883 case MUT_SPECPREV_RETURN:
1885 case MUT_SPECPREV_CONTINUE:
1896 SetSpectatee(this, ent);
1897 return SpectateSet(this);
1902 ShowRespawnCountdown()
1904 Update a respawn countdown display.
1907 void ShowRespawnCountdown(entity this)
1910 if(!IS_DEAD(this)) // just respawned?
1914 number = ceil(this.respawn_time - time);
1917 if(number <= this.respawn_countdown)
1919 this.respawn_countdown = number - 1;
1920 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
1921 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1926 .bool team_selected;
1927 bool ShowTeamSelection(entity this)
1929 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1931 stuffcmd(this, "menu_showteamselect\n");
1934 void Join(entity this)
1936 TRANSMUTE(Player, this);
1938 if(!this.team_selected)
1939 if(autocvar_g_campaign || autocvar_g_balance_teams)
1940 JoinBestTeam(this, false, true);
1942 if(autocvar_g_campaign)
1943 campaign_bots_may_start = true;
1945 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1947 PutClientInServer(this);
1949 if(teamplay && this.team != -1)
1950 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1952 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1953 this.team_selected = false;
1957 * Determines whether the player is allowed to join. This depends on cvar
1958 * g_maxplayers, if it isn't used this function always return true, otherwise
1959 * it checks whether the number of currently playing players exceeds g_maxplayers.
1960 * @return int number of free slots for players, 0 if none
1962 int nJoinAllowed(entity this, entity ignore)
1965 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1966 // so report 0 free slots if restricted
1968 if(autocvar_g_forced_team_otherwise == "spectate")
1970 if(autocvar_g_forced_team_otherwise == "spectator")
1974 if(this && this.team_forced < 0)
1975 return 0; // forced spectators can never join
1977 // TODO simplify this
1978 int totalClients = 0;
1979 int currentlyPlaying = 0;
1980 FOREACH_CLIENT(true, LAMBDA(
1983 if(IS_REAL_CLIENT(it))
1984 if(IS_PLAYER(it) || it.caplayer)
1988 float free_slots = 0;
1989 if (!autocvar_g_maxplayers)
1990 free_slots = maxclients - totalClients;
1991 else if(currentlyPlaying < autocvar_g_maxplayers)
1992 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1994 static float join_prevent_msg_time = 0;
1995 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1997 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1998 join_prevent_msg_time = time + 3;
2005 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2006 * g_maxplayers_spectator_blocktime seconds
2008 void checkSpectatorBlock(entity this)
2010 if(IS_SPEC(this) || IS_OBSERVER(this))
2012 if(IS_REAL_CLIENT(this))
2014 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2015 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2021 void PrintWelcomeMessage(entity this)
2023 if(this.motd_actived_time == 0)
2025 if (autocvar_g_campaign) {
2026 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2027 this.motd_actived_time = time;
2028 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2031 if (PHYS_INPUT_BUTTON_INFO(this)) {
2032 this.motd_actived_time = time;
2033 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2037 else if(this.motd_actived_time > 0) // showing MOTD or campaign message
2039 if (autocvar_g_campaign) {
2040 if (PHYS_INPUT_BUTTON_INFO(this))
2041 this.motd_actived_time = time;
2042 else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2043 this.motd_actived_time = 0;
2044 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2047 if (PHYS_INPUT_BUTTON_INFO(this))
2048 this.motd_actived_time = time;
2049 else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2050 this.motd_actived_time = 0;
2051 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2055 else //if(this.motd_actived_time < 0) // just connected, motd is active
2057 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2058 this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2059 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2061 // instanctly hide MOTD
2062 this.motd_actived_time = 0;
2063 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2068 bool joinAllowed(entity this)
2070 if (this.version_mismatch) return false;
2071 if (!nJoinAllowed(this, this)) return false;
2072 if (teamplay && lockteams) return false;
2073 if (ShowTeamSelection(this)) return false;
2074 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2078 void ObserverThink(entity this)
2082 MinigameImpulse(this, this.impulse);
2086 if (this.flags & FL_JUMPRELEASED) {
2087 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2088 this.flags &= ~FL_JUMPRELEASED;
2089 this.flags |= FL_SPAWNING;
2090 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
2091 this.flags &= ~FL_JUMPRELEASED;
2092 if(SpectateNext(this)) {
2093 TRANSMUTE(Spectator, this);
2096 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2097 set_movetype(this, preferred_movetype);
2100 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2101 this.flags |= FL_JUMPRELEASED;
2102 if(this.flags & FL_SPAWNING)
2104 this.flags &= ~FL_SPAWNING;
2112 void SpectatorThink(entity this)
2116 if(MinigameImpulse(this, this.impulse))
2119 if (this.impulse == IMP_weapon_drop.impulse)
2121 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2127 if (this.flags & FL_JUMPRELEASED) {
2128 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2129 this.flags &= ~FL_JUMPRELEASED;
2130 this.flags |= FL_SPAWNING;
2131 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
2132 this.flags &= ~FL_JUMPRELEASED;
2133 if(SpectateNext(this)) {
2134 TRANSMUTE(Spectator, this);
2136 TRANSMUTE(Observer, this);
2137 PutClientInServer(this);
2140 } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
2141 this.flags &= ~FL_JUMPRELEASED;
2142 if(SpectatePrev(this)) {
2143 TRANSMUTE(Spectator, this);
2145 TRANSMUTE(Observer, this);
2146 PutClientInServer(this);
2149 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2150 this.flags &= ~FL_JUMPRELEASED;
2151 TRANSMUTE(Observer, this);
2152 PutClientInServer(this);
2154 if(!SpectateUpdate(this))
2155 PutObserverInServer(this);
2158 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2159 this.flags |= FL_JUMPRELEASED;
2160 if(this.flags & FL_SPAWNING)
2162 this.flags &= ~FL_SPAWNING;
2167 if(!SpectateUpdate(this))
2168 PutObserverInServer(this);
2171 this.flags |= FL_CLIENT | FL_NOTARGET;
2174 void vehicles_enter (entity pl, entity veh);
2175 void PlayerUseKey(entity this)
2177 if (!IS_PLAYER(this))
2184 vehicles_exit(this.vehicle, VHEF_NORMAL);
2188 else if(autocvar_g_vehicles_enter)
2190 if(!STAT(FROZEN, this))
2194 entity head, closest_target = NULL;
2195 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2197 while(head) // find the closest acceptable target to enter
2199 if(IS_VEHICLE(head))
2201 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2202 if(head.takedamage != DAMAGE_NO)
2206 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2207 { closest_target = head; }
2209 else { closest_target = head; }
2215 if(closest_target) { vehicles_enter(this, closest_target); return; }
2219 // a use key was pressed; call handlers
2220 MUTATOR_CALLHOOK(PlayerUseKey, this);
2228 Called every frame for each client before the physics are run
2231 .float usekeypressed;
2232 .float last_vehiclecheck;
2234 void PlayerPreThink (entity this)
2236 WarpZone_PlayerPhysics_FixVAngle(this);
2238 STAT(GAMESTARTTIME, this) = game_starttime;
2239 STAT(ROUNDSTARTTIME, this) = round_starttime;
2240 STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2241 STAT(LEADLIMIT, this) = autocvar_leadlimit;
2243 STAT(WEAPONSINMAP, this) = weaponsInMap;
2246 // physics frames: update anticheat stuff
2247 anticheat_prethink(this);
2250 if (blockSpectators && frametime) {
2251 // WORKAROUND: only use dropclient in server frames (frametime set).
2252 // Never use it in cl_movement frames (frametime zero).
2253 checkSpectatorBlock(this);
2256 zoomstate_set = false;
2258 // Check for nameless players
2259 if (isInvisibleString(this.netname)) {
2260 this.netname = strzone(sprintf("Player#%d", this.playerid));
2261 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2263 if (this.netname != this.netname_previous) {
2264 if (autocvar_sv_eventlog) {
2265 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2267 if (this.netname_previous) strunzone(this.netname_previous);
2268 this.netname_previous = strzone(this.netname);
2272 if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2273 this.version_nagtime = 0;
2274 if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2276 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2278 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2280 int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2281 if (r < 0) { // old client
2282 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2283 } else if (r > 0) { // old server
2284 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2290 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2292 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2293 this.max_armorvalue = 0;
2296 if (STAT(FROZEN, this) == 2)
2298 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2299 this.health = max(1, this.revive_progress * start_health);
2300 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2302 if (this.revive_progress >= 1)
2305 else if (STAT(FROZEN, this) == 3)
2307 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2308 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2310 if (this.health < 1)
2313 vehicles_exit(this.vehicle, VHEF_RELEASE);
2314 if(this.event_damage)
2315 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2317 else if (this.revive_progress <= 0)
2321 MUTATOR_CALLHOOK(PlayerPreThink, this);
2323 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2324 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2326 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2328 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2329 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2331 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2335 if(!it.team || SAME_TEAM(this, it))
2336 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2337 else if(autocvar_g_vehicles_steal)
2338 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2342 this.last_vehiclecheck = time + 1;
2345 if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2347 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2349 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2352 if (IS_REAL_CLIENT(this))
2353 PrintWelcomeMessage(this);
2355 if (IS_PLAYER(this)) {
2356 CheckRules_Player(this);
2358 if (game_stopped || intermission_running) {
2359 this.modelflags &= ~MF_ROCKET;
2360 if(intermission_running)
2361 IntermissionThink(this);
2365 if (timeout_status == TIMEOUT_ACTIVE) {
2366 // don't allow the player to turn around while game is paused
2367 // FIXME turn this into CSQC stuff
2368 this.v_angle = this.lastV_angle;
2369 this.angles = this.lastV_angle;
2370 this.fixangle = true;
2373 if (frametime) player_powerups(this);
2375 if (IS_DEAD(this)) {
2376 if (this.personal && g_race_qualifying) {
2377 if (time > this.respawn_time) {
2378 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2380 this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2383 if (frametime) player_anim(this);
2384 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));
2386 switch(this.deadflag)
2390 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2391 this.deadflag = DEAD_RESPAWNING;
2392 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2393 this.deadflag = DEAD_DEAD;
2399 this.deadflag = DEAD_RESPAWNABLE;
2400 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2401 this.deadflag = DEAD_RESPAWNING;
2404 case DEAD_RESPAWNABLE:
2406 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2407 this.deadflag = DEAD_RESPAWNING;
2410 case DEAD_RESPAWNING:
2412 if (time > this.respawn_time)
2414 this.respawn_time = time + 1; // only retry once a second
2415 this.respawn_time_max = this.respawn_time;
2422 ShowRespawnCountdown(this);
2424 if (this.respawn_flags & RESPAWN_SILENT)
2425 STAT(RESPAWN_TIME, this) = 0;
2426 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2428 if (time < this.respawn_time)
2429 STAT(RESPAWN_TIME, this) = this.respawn_time;
2430 else if (this.deadflag != DEAD_RESPAWNING)
2431 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2434 STAT(RESPAWN_TIME, this) = this.respawn_time;
2437 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2438 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2439 STAT(RESPAWN_TIME, this) *= -1;
2444 this.prevorigin = this.origin;
2446 bool have_hook = false;
2447 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2449 .entity weaponentity = weaponentities[slot];
2450 if(this.(weaponentity).hook.state)
2456 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2459 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2461 } else if (this.vehicle) {
2463 } else if (STAT(FROZEN, this)) {
2470 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2471 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2472 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2474 } else if (this.crouch) {
2475 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2476 if (!trace_startsolid) {
2477 this.crouch = false;
2478 this.view_ofs = STAT(PL_VIEW_OFS, this);
2479 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2483 FixPlayermodel(this);
2485 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2488 this.items &= ~this.items_added;
2490 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2492 .entity weaponentity = weaponentities[slot];
2493 W_WeaponFrame(this, weaponentity);
2497 this.clip_load = this.(weaponentity).clip_load;
2498 this.clip_size = this.(weaponentity).clip_size;
2502 this.items_added = 0;
2503 if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2504 this.items_added |= IT_FUEL;
2506 this.items |= this.items_added;
2511 // WEAPONTODO: Add a weapon request for this
2512 // rot vortex charge to the charge limit
2513 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2515 .entity weaponentity = weaponentities[slot];
2516 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2517 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2520 if (frametime) player_anim(this);
2523 secrets_setstatus(this);
2526 monsters_setstatus(this);
2528 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2530 else if (game_stopped || intermission_running) {
2531 if(intermission_running)
2532 IntermissionThink(this);
2535 else if (IS_OBSERVER(this)) {
2536 ObserverThink(this);
2538 else if (IS_SPEC(this)) {
2539 SpectatorThink(this);
2542 // WEAPONTODO: Add weapon request for this
2543 if (!zoomstate_set) {
2544 bool wep_zoomed = false;
2545 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2547 .entity weaponentity = weaponentities[slot];
2548 Weapon thiswep = this.(weaponentity).m_weapon;
2549 if(thiswep != WEP_Null && thiswep.wr_zoom)
2550 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2552 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2555 if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2557 this.teamkill_soundtime = 0;
2559 entity e = this.teamkill_soundsource;
2560 entity oldpusher = e.pusher;
2562 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2563 e.pusher = oldpusher;
2566 if (this.taunt_soundtime && time > this.taunt_soundtime) {
2567 this.taunt_soundtime = 0;
2568 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2571 target_voicescript_next(this);
2573 // WEAPONTODO: Move into weaponsystem somehow
2574 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2575 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2577 .entity weaponentity = weaponentities[slot];
2578 if(this.(weaponentity).m_weapon == WEP_Null)
2579 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2583 void DrownPlayer(entity this)
2588 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2590 if(this.air_finished < time)
2591 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2592 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2595 else if (this.air_finished < time)
2597 if (this.pain_finished < time)
2599 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2600 this.pain_finished = time + 0.5;
2605 .bool move_qcphysics;
2607 void Player_Physics(entity this)
2609 set_movetype(this, this.move_movetype);
2611 if(!this.move_qcphysics)
2614 if(!frametime && !this.pm_frametime)
2617 Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
2619 this.pm_frametime = 0;
2626 Called every frame for each client after the physics are run
2629 .float idlekick_lasttimeleft;
2630 void PlayerPostThink (entity this)
2632 Player_Physics(this);
2635 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2636 if (IS_REAL_CLIENT(this))
2637 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2639 int totalClients = 0;
2640 if(sv_maxidle_slots > 0)
2642 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2648 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2649 { /* do nothing */ }
2650 else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2652 if (this.idlekick_lasttimeleft)
2654 this.idlekick_lasttimeleft = 0;
2655 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2660 float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2661 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2662 if (!this.idlekick_lasttimeleft)
2663 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2665 if (timeleft <= 0) {
2666 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2670 else if (timeleft <= 10) {
2671 if (timeleft != this.idlekick_lasttimeleft) {
2672 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2674 this.idlekick_lasttimeleft = timeleft;
2681 //CheckPlayerJump();
2684 this.solid = SOLID_NOT;
2685 this.takedamage = DAMAGE_NO;
2686 set_movetype(this, MOVETYPE_NONE);
2689 if (IS_PLAYER(this)) {
2691 CheckRules_Player(this);
2692 UpdateChatBubble(this);
2693 if (this.impulse) ImpulseCommands(this);
2696 CSQCMODEL_AUTOUPDATE(this);
2699 GetPressedKeys(this);
2702 if (this.waypointsprite_attachedforcarrier) {
2703 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2704 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2707 playerdemo_write(this);
2709 CSQCMODEL_AUTOUPDATE(this);