3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/qc/globalsound.qh>
7 #include <common/ent_cs.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/lms/sv_lms.qh>
10 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
11 #include <common/items/_mod.qh>
12 #include <common/items/inventory.qh>
13 #include <common/mapobjects/func/conveyor.qh>
14 #include <common/mapobjects/func/ladder.qh>
15 #include <common/mapobjects/subs.qh>
16 #include <common/mapobjects/target/spawnpoint.qh>
17 #include <common/mapobjects/teleporters.qh>
18 #include <common/mapobjects/trigger/counter.qh>
19 #include <common/mapobjects/trigger/secret.qh>
20 #include <common/mapobjects/trigger/swamp.qh>
21 #include <common/mapobjects/triggers.qh>
22 #include <common/minigames/sv_minigames.qh>
23 #include <common/monsters/sv_monsters.qh>
24 #include <common/mutators/mutator/instagib/sv_instagib.qh>
25 #include <common/mutators/mutator/nades/nades.qh>
26 #include <common/mutators/mutator/overkill/oknex.qh>
27 #include <common/mutators/mutator/status_effects/_mod.qh>
28 #include <common/mutators/mutator/waypoints/all.qh>
29 #include <common/net_linked.qh>
30 #include <common/net_notice.qh>
31 #include <common/notifications/all.qh>
32 #include <common/physics/player.qh>
33 #include <common/playerstats.qh>
34 #include <common/state.qh>
35 #include <common/stats.qh>
36 #include <common/vehicles/all.qh>
37 #include <common/vehicles/sv_vehicles.qh>
38 #include <common/viewloc.qh>
39 #include <common/weapons/_all.qh>
40 #include <common/weapons/weapon/vortex.qh>
41 #include <common/wepent.qh>
42 #include <lib/csqcmodel/sv_model.qh>
43 #include <lib/warpzone/common.qh>
44 #include <lib/warpzone/server.qh>
45 #include <server/anticheat.qh>
46 #include <server/antilag.qh>
47 #include <server/bot/api.qh>
48 #include <server/bot/default/cvars.qh>
49 #include <server/campaign.qh>
50 #include <server/chat.qh>
51 #include <server/cheats.qh>
52 #include <server/clientkill.qh>
53 #include <server/command/common.qh>
54 #include <server/command/common.qh>
55 #include <server/command/vote.qh>
56 #include <server/compat/quake3.qh>
57 #include <server/damage.qh>
58 #include <server/gamelog.qh>
59 #include <server/handicap.qh>
60 #include <server/hook.qh>
61 #include <server/impulse.qh>
62 #include <server/intermission.qh>
63 #include <server/ipban.qh>
64 #include <server/main.qh>
65 #include <server/mutators/_mod.qh>
66 #include <server/player.qh>
67 #include <server/portals.qh>
68 #include <server/race.qh>
69 #include <server/resources.qh>
70 #include <server/scores.qh>
71 #include <server/scores_rules.qh>
72 #include <server/spawnpoints.qh>
73 #include <server/teamplay.qh>
74 #include <server/weapons/accuracy.qh>
75 #include <server/weapons/common.qh>
76 #include <server/weapons/hitplot.qh>
77 #include <server/weapons/selection.qh>
78 #include <server/weapons/tracing.qh>
79 #include <server/weapons/weaponsystem.qh>
80 #include <server/world.qh>
82 STATIC_METHOD(Client, Add, void(Client this, int _team))
85 TRANSMUTE(Player, this);
88 PutClientInServer(this);
91 STATIC_METHOD(Client, Remove, void(Client this))
93 TRANSMUTE(Observer, this);
94 PutClientInServer(this);
95 ClientDisconnect(this);
98 void send_CSQC_teamnagger() {
99 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
102 int CountSpectators(entity player, entity to)
104 if(!player) { return 0; } // not sure how, but best to be safe
108 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
116 void WriteSpectators(entity player, entity to)
118 if(!player) { return; } // not sure how, but best to be safe
121 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
123 if(spec_count >= MAX_SPECTATORS)
125 WriteByte(MSG_ENTITY, num_for_edict(it));
130 bool ClientData_Send(entity this, entity to, int sf)
132 assert(to == this.owner, return false);
135 if (IS_SPEC(e)) e = e.enemy;
138 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
139 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
140 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
141 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
143 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
144 WriteByte(MSG_ENTITY, sf);
147 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
151 float specs = CountSpectators(e, to);
152 WriteByte(MSG_ENTITY, specs);
153 WriteSpectators(e, to);
159 void ClientData_Attach(entity this)
161 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
162 CS(this).clientdata.drawonlytoclient = this;
163 CS(this).clientdata.owner = this;
166 void ClientData_Detach(entity this)
168 delete(CS(this).clientdata);
169 CS(this).clientdata = NULL;
172 void ClientData_Touch(entity e)
174 entity cd = CS(e).clientdata;
175 if (cd) { cd.SendFlags = 1; }
177 // make it spectatable
178 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
180 entity cd = CS(it).clientdata;
181 if (cd) { cd.SendFlags = 1; }
190 Checks if the argument string can be a valid playermodel.
191 Returns a valid one in doubt.
194 string FallbackPlayerModel;
195 string CheckPlayerModel(string plyermodel) {
196 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
198 // note: we cannot summon Don Strunzone here, some player may
199 // still have the model string set. In case anyone manages how
200 // to change a cvar default, we'll have a small leak here.
201 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
203 // only in right path
204 if(substring(plyermodel, 0, 14) != "models/player/")
205 return FallbackPlayerModel;
206 // only good file extensions
207 if(substring(plyermodel, -4, 4) != ".iqm"
208 && substring(plyermodel, -4, 4) != ".zym"
209 && substring(plyermodel, -4, 4) != ".dpm"
210 && substring(plyermodel, -4, 4) != ".md3"
211 && substring(plyermodel, -4, 4) != ".psk")
213 return FallbackPlayerModel;
215 // forbid the LOD models
216 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
217 return FallbackPlayerModel;
218 if(plyermodel != strtolower(plyermodel))
219 return FallbackPlayerModel;
220 // also, restrict to server models
221 if(autocvar_sv_servermodelsonly)
223 if(!fexists(plyermodel))
224 return FallbackPlayerModel;
229 void setplayermodel(entity e, string modelname)
231 precache_model(modelname);
232 _setmodel(e, modelname);
233 player_setupanimsformodel(e);
234 if(!autocvar_g_debug_globalsounds)
235 UpdatePlayerSounds(e);
238 /** putting a client as observer in the server */
239 void PutObserverInServer(entity this)
241 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
242 PlayerState_detach(this);
246 if(GetResource(this, RES_HEALTH) >= 1)
249 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
252 // was a player, recount votes and ready status
253 if(IS_REAL_CLIENT(this))
255 if (vote_called) { VoteCount(false); }
258 entcs_update_players(this);
261 entity spot = SelectSpawnPoint(this, true);
262 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
263 this.angles = vec2(spot.angles);
264 this.fixangle = true;
265 // offset it so that the spectator spawns higher off the ground, looks better this way
266 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
267 if (IS_REAL_CLIENT(this))
270 WriteByte(MSG_ONE, SVC_SETVIEW);
271 WriteEntity(MSG_ONE, this);
273 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
274 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
275 if(!autocvar_g_debug_globalsounds)
277 // needed for player sounds
279 FixPlayermodel(this);
281 setmodel(this, MDL_Null);
282 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
283 this.view_ofs = '0 0 0';
285 RemoveGrapplingHooks(this);
286 Portal_ClearAll(this);
287 Unfreeze(this, false);
288 SetSpectatee(this, NULL);
293 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
297 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
299 WaypointSprite_PlayerDead(this);
301 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
302 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
304 accuracy_resend(this);
306 CS(this).spectatortime = time;
308 IL_REMOVE(g_bot_targets, this);
309 this.bot_attack = false;
310 if(this.monster_attack)
311 IL_REMOVE(g_monster_targets, this);
312 this.monster_attack = false;
313 STAT(HUD, this) = HUD_NORMAL;
314 TRANSMUTE(Observer, this);
315 this.iscreature = false;
316 this.teleportable = TELEPORT_SIMPLE;
317 if(this.damagedbycontents)
318 IL_REMOVE(g_damagedbycontents, this);
319 this.damagedbycontents = false;
320 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
321 SetSpectatee_status(this, etof(this));
322 this.takedamage = DAMAGE_NO;
323 this.solid = SOLID_NOT;
324 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
325 this.flags = FL_CLIENT | FL_NOTARGET;
327 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
328 this.pauserotarmor_finished = 0;
329 this.pauserothealth_finished = 0;
330 this.pauseregen_finished = 0;
331 this.damageforcescale = 0;
333 this.respawn_flags = 0;
334 this.respawn_time = 0;
335 STAT(RESPAWN_TIME, this) = 0;
339 this.pain_finished = 0;
340 STAT(AIR_FINISHED, this) = 0;
341 //this.dphitcontentsmask = 0;
342 this.dphitcontentsmask = DPCONTENTS_SOLID;
343 if (autocvar_g_playerclip_collisions)
344 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
347 setthink(this, func_null);
349 this.deadflag = DEAD_NO;
351 STAT(REVIVE_PROGRESS, this) = 0;
352 this.revival_time = 0;
353 this.draggable = drag_undraggable;
356 STAT(WEAPONS, this) = '0 0 0';
357 this.drawonlytoclient = this;
361 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
363 this.weaponmodel = "";
364 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
366 this.weaponentities[slot] = NULL;
368 this.exteriorweaponentity = NULL;
369 CS(this).killcount = FRAGS_SPECTATOR;
370 this.velocity = '0 0 0';
371 this.avelocity = '0 0 0';
372 this.punchangle = '0 0 0';
373 this.punchvector = '0 0 0';
374 this.oldvelocity = this.velocity;
375 this.event_damage = func_null;
376 this.event_heal = func_null;
378 for(int slot = 0; slot < MAX_AXH; ++slot)
380 entity axh = this.(AuxiliaryXhair[slot]);
381 this.(AuxiliaryXhair[slot]) = NULL;
383 if(axh.owner == this && axh != NULL && !wasfreed(axh))
387 if (mutator_returnvalue)
389 // mutator prevents resetting teams+score
393 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
394 this.frags = FRAGS_SPECTATOR;
397 bot_relinkplayerlist();
399 if (CS(this).just_joined)
400 CS(this).just_joined = false;
403 int player_getspecies(entity this)
405 get_model_parameters(this.model, this.skin);
406 int s = get_model_parameters_species;
407 get_model_parameters(string_null, 0);
408 if (s < 0) return SPECIES_HUMAN;
412 .float model_randomizer;
413 void FixPlayermodel(entity player)
415 string defaultmodel = "";
417 if(autocvar_sv_defaultcharacter)
423 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
424 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
425 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
426 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
430 if(defaultmodel == "")
432 defaultmodel = autocvar_sv_defaultplayermodel;
433 defaultskin = autocvar_sv_defaultplayerskin;
436 int n = tokenize_console(defaultmodel);
439 defaultmodel = argv(floor(n * CS(player).model_randomizer));
440 // However, do NOT randomize if the player-selected model is in the list.
441 for (int i = 0; i < n; ++i)
442 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
443 defaultmodel = argv(i);
446 int i = strstrofs(defaultmodel, ":", 0);
449 defaultskin = stof(substring(defaultmodel, i+1, -1));
450 defaultmodel = substring(defaultmodel, 0, i);
453 if(autocvar_sv_defaultcharacterskin && !defaultskin)
459 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
460 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
461 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
462 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
467 defaultskin = autocvar_sv_defaultplayerskin;
470 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
471 defaultmodel = M_ARGV(0, string);
472 defaultskin = M_ARGV(1, int);
476 if(defaultmodel != "")
478 if (defaultmodel != player.model)
480 vector m1 = player.mins;
481 vector m2 = player.maxs;
482 setplayermodel (player, defaultmodel);
483 setsize (player, m1, m2);
487 oldskin = player.skin;
488 player.skin = defaultskin;
490 if (player.playermodel != player.model || player.playermodel == "")
492 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
493 vector m1 = player.mins;
494 vector m2 = player.maxs;
495 setplayermodel (player, player.playermodel);
496 setsize (player, m1, m2);
500 if(!autocvar_sv_defaultcharacterskin)
502 oldskin = player.skin;
503 player.skin = stof(player.playerskin);
507 oldskin = player.skin;
508 player.skin = defaultskin;
512 if(chmdl || oldskin != player.skin) // model or skin has changed
514 player.species = player_getspecies(player); // update species
515 if(!autocvar_g_debug_globalsounds)
516 UpdatePlayerSounds(player); // update skin sounds
520 if(strlen(autocvar_sv_defaultplayercolors))
521 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
522 setcolor(player, stof(autocvar_sv_defaultplayercolors));
525 void PutPlayerInServer(entity this)
527 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
529 PlayerState_attach(this);
530 accuracy_resend(this);
533 TeamBalance_JoinBestTeam(this);
535 entity spot = SelectSpawnPoint(this, false);
537 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
538 return; // spawn failed
541 TRANSMUTE(Player, this);
543 CS(this).wasplayer = true;
544 this.iscreature = true;
545 this.teleportable = TELEPORT_NORMAL;
546 if(!this.damagedbycontents)
547 IL_PUSH(g_damagedbycontents, this);
548 this.damagedbycontents = true;
549 set_movetype(this, MOVETYPE_WALK);
550 this.solid = SOLID_SLIDEBOX;
551 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
552 if (autocvar_g_playerclip_collisions)
553 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
554 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
555 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
556 this.frags = FRAGS_PLAYER;
557 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
558 this.flags = FL_CLIENT | FL_PICKUPITEMS;
559 if (autocvar__notarget)
560 this.flags |= FL_NOTARGET;
561 this.takedamage = DAMAGE_AIM;
562 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
565 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
566 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
567 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
568 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
569 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
570 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
571 SetResource(this, RES_HEALTH, warmup_start_health);
572 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
573 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
575 SetResource(this, RES_SHELLS, start_ammo_shells);
576 SetResource(this, RES_BULLETS, start_ammo_nails);
577 SetResource(this, RES_ROCKETS, start_ammo_rockets);
578 SetResource(this, RES_CELLS, start_ammo_cells);
579 SetResource(this, RES_PLASMA, start_ammo_plasma);
580 SetResource(this, RES_FUEL, start_ammo_fuel);
581 SetResource(this, RES_HEALTH, start_health);
582 SetResource(this, RES_ARMOR, start_armorvalue);
583 STAT(WEAPONS, this) = start_weapons;
584 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
586 GiveRandomWeapons(this, random_start_weapons_count,
587 autocvar_g_random_start_weapons, random_start_ammo);
590 SetSpectatee_status(this, 0);
592 PS(this).dual_weapons = '0 0 0';
594 this.items = start_items;
596 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
597 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
598 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
599 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
600 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
601 if (!sv_ready_restart_after_countdown && time < game_starttime)
603 float f = game_starttime - time;
604 this.spawnshieldtime += f;
605 this.pauserotarmor_finished += f;
606 this.pauserothealth_finished += f;
607 this.pauseregen_finished += f;
610 this.damageforcescale = autocvar_g_player_damageforcescale;
612 this.respawn_flags = 0;
613 this.respawn_time = 0;
614 STAT(RESPAWN_TIME, this) = 0;
615 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
616 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
618 this.pain_finished = 0;
620 setthink(this, func_null); // players have no think function
623 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
625 this.deadflag = DEAD_NO;
627 this.angles = spot.angles;
628 this.angles_z = 0; // never spawn tilted even if the spot says to
629 if (IS_BOT_CLIENT(this))
631 this.v_angle = this.angles;
634 this.fixangle = true; // turn this way immediately
635 this.oldvelocity = this.velocity = '0 0 0';
636 this.avelocity = '0 0 0';
637 this.punchangle = '0 0 0';
638 this.punchvector = '0 0 0';
640 STAT(REVIVE_PROGRESS, this) = 0;
641 this.revival_time = 0;
643 STAT(AIR_FINISHED, this) = 0;
644 this.waterlevel = WATERLEVEL_NONE;
645 this.watertype = CONTENT_EMPTY;
647 entity spawnevent = new_pure(spawnevent);
648 spawnevent.owner = this;
649 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
651 // Cut off any still running player sounds.
652 stopsound(this, CH_PLAYER_SINGLE);
655 FixPlayermodel(this);
656 this.drawonlytoclient = NULL;
660 for(int slot = 0; slot < MAX_AXH; ++slot)
662 entity axh = this.(AuxiliaryXhair[slot]);
663 this.(AuxiliaryXhair[slot]) = NULL;
665 if(axh.owner == this && axh != NULL && !wasfreed(axh))
669 this.spawnpoint_targ = NULL;
672 this.view_ofs = STAT(PL_VIEW_OFS, this);
673 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
674 this.spawnorigin = spot.origin;
675 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
676 // don't reset back to last position, even if new position is stuck in solid
677 this.oldorigin = this.origin;
679 IL_REMOVE(g_conveyed, this);
680 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
682 IL_REMOVE(g_swamped, this);
683 this.swampslug = NULL;
684 this.swamp_interval = 0;
685 if(this.ladder_entity)
686 IL_REMOVE(g_ladderents, this);
687 this.ladder_entity = NULL;
688 IL_EACH(g_counters, it.realowner == this,
692 STAT(HUD, this) = HUD_NORMAL;
694 this.event_damage = PlayerDamage;
695 this.event_heal = PlayerHeal;
697 this.draggable = func_null;
700 IL_PUSH(g_bot_targets, this);
701 this.bot_attack = true;
702 if(!this.monster_attack)
703 IL_PUSH(g_monster_targets, this);
704 this.monster_attack = true;
705 navigation_dynamicgoal_init(this, false);
707 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
709 // player was spectator
710 if (CS(this).killcount == FRAGS_SPECTATOR) {
711 PlayerScore_Clear(this);
712 CS(this).killcount = 0;
713 CS(this).startplaytime = time;
716 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
718 .entity weaponentity = weaponentities[slot];
719 CL_SpawnWeaponentity(this, weaponentity);
721 this.alpha = default_player_alpha;
722 this.colormod = '1 1 1' * autocvar_g_player_brightness;
723 this.exteriorweaponentity.alpha = default_weapon_alpha;
725 this.speedrunning = false;
727 this.counter_cnt = 0;
728 this.fragsfilter_cnt = 0;
730 target_voicescript_clear(this);
732 // reset fields the weapons may use
733 FOREACH(Weapons, true, {
734 it.wr_resetplayer(it, this);
735 // reload all reloadable weapons
736 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
737 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
739 .entity weaponentity = weaponentities[slot];
740 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
745 Unfreeze(this, false);
747 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
750 string s = spot.target;
751 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
752 spot.target = string_null;
753 SUB_UseTargets(spot, this, NULL);
754 if(g_assault || g_race)
758 if (autocvar_spawn_debug)
760 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
761 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
764 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
766 .entity weaponentity = weaponentities[slot];
767 entity w_ent = this.(weaponentity);
768 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
769 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
771 w_ent.m_switchweapon = WEP_Null;
772 w_ent.m_weapon = WEP_Null;
773 w_ent.weaponname = "";
774 w_ent.m_switchingweapon = WEP_Null;
778 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
780 if (CS(this).impulse) ImpulseCommands(this);
782 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
783 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
785 .entity weaponentity = weaponentities[slot];
786 W_WeaponFrame(this, weaponentity);
789 if (!warmup_stage && !this.alivetime)
790 this.alivetime = time;
792 antilag_clear(this, CS(this));
795 /** Called when a client spawns in the server */
796 void PutClientInServer(entity this)
798 if (IS_BOT_CLIENT(this)) {
799 TRANSMUTE(Player, this);
800 } else if (IS_REAL_CLIENT(this)) {
802 WriteByte(MSG_ONE, SVC_SETVIEW);
803 WriteEntity(MSG_ONE, this);
806 TRANSMUTE(Observer, this);
808 SetSpectatee(this, NULL);
812 PS(this).itemkeys = 0;
814 MUTATOR_CALLHOOK(PutClientInServer, this);
816 if (IS_OBSERVER(this)) {
817 PutObserverInServer(this);
818 } else if (IS_PLAYER(this)) {
819 PutPlayerInServer(this);
822 bot_relinkplayerlist();
825 // TODO do we need all these fields, or should we stop autodetecting runtime
826 // changes and just have a console command to update this?
827 bool ClientInit_SendEntity(entity this, entity to, int sf)
829 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
832 // MSG_INIT replacement
833 // TODO: make easier to use
835 W_PROP_reload(MSG_ONE, to);
836 ClientInit_misc(this);
837 MUTATOR_CALLHOOK(Ent_Init);
839 void ClientInit_misc(entity this)
841 int channel = MSG_ONE;
842 WriteHeader(channel, ENT_CLIENT_INIT);
843 WriteByte(channel, g_nexball_meter_period * 32);
844 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
845 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
846 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
847 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
848 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
849 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
850 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
851 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
853 if(autocvar_sv_foginterval && world.fog != "")
854 WriteString(channel, world.fog);
856 WriteString(channel, "");
857 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
858 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
859 WriteByte(channel, serverflags);
860 WriteCoord(channel, autocvar_g_trueaim_minrange);
863 void ClientInit_CheckUpdate(entity this)
865 this.nextthink = time;
866 if(this.count != autocvar_g_balance_armor_blockpercent)
868 this.count = autocvar_g_balance_armor_blockpercent;
871 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
873 this.cnt = autocvar_g_balance_damagepush_speedfactor;
878 void ClientInit_Spawn()
880 entity e = new_pure(clientinit);
881 setthink(e, ClientInit_CheckUpdate);
882 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
884 ClientInit_CheckUpdate(e);
894 // initialize parms for a new player
895 parm1 = -(86400 * 366);
897 MUTATOR_CALLHOOK(SetNewParms);
905 void SetChangeParms (entity this)
907 // save parms for level change
908 parm1 = CS(this).parm_idlesince - time;
910 MUTATOR_CALLHOOK(SetChangeParms);
918 void DecodeLevelParms(entity this)
921 CS(this).parm_idlesince = parm1;
922 if (CS(this).parm_idlesince == -(86400 * 366))
923 CS(this).parm_idlesince = time;
925 // whatever happens, allow 60 seconds of idling directly after connect for map loading
926 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
928 MUTATOR_CALLHOOK(DecodeLevelParms);
931 void FixClientCvars(entity e)
933 // send prediction settings to the client
934 stuffcmd(e, "\nin_bindmap 0 0\n");
935 if(autocvar_g_antilag == 3) // client side hitscan
936 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
937 if(autocvar_sv_gentle)
938 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
940 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
941 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
943 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
945 MUTATOR_CALLHOOK(FixClientCvars, e);
948 bool findinlist_abbrev(string tofind, string list)
950 if(list == "" || tofind == "")
951 return false; // empty list or search, just return
953 // this function allows abbreviated strings!
954 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
962 bool PlayerInIPList(entity p, string iplist)
964 // some safety checks (never allow local?)
965 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
968 return findinlist_abbrev(p.netaddress, iplist);
971 bool PlayerInIDList(entity p, string idlist)
973 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
977 return findinlist_abbrev(p.crypto_idfp, idlist);
980 bool PlayerInList(entity player, string list)
982 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
985 #ifdef DP_EXT_PRECONNECT
990 Called once (not at each match start) when a client begins a connection to the server
993 void ClientPreConnect(entity this)
995 if(autocvar_sv_eventlog)
997 GameLogEcho(sprintf(":connect:%d:%d:%s",
1000 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1006 string GetClientVersionMessage(entity this)
1008 if (CS(this).version_mismatch) {
1009 if(CS(this).version < autocvar_gameversion) {
1010 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1011 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1013 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1014 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1017 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1021 string getwelcomemessage(entity this)
1023 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1024 string modifications = M_ARGV(0, string);
1028 if(g_weaponarena_random)
1029 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1031 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1033 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1034 modifications = strcat(modifications, ", No start weapons");
1035 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1036 modifications = strcat(modifications, ", Low gravity");
1037 if(g_weapon_stay && !g_cts)
1038 modifications = strcat(modifications, ", Weapons stay");
1039 if(autocvar_g_jetpack)
1040 modifications = strcat(modifications, ", Jet pack");
1041 if(autocvar_g_powerups == 0)
1042 modifications = strcat(modifications, ", No powerups");
1043 if(autocvar_g_powerups > 0)
1044 modifications = strcat(modifications, ", Powerups");
1045 modifications = substring(modifications, 2, strlen(modifications) - 2);
1047 string versionmessage = GetClientVersionMessage(this);
1048 string s = strcat(versionmessage, "^8\n^8\nserver is ^9", autocvar_hostname, "^8\n");
1050 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1052 if(modifications != "")
1053 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1055 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1057 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1058 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1061 if (cache_mutatormsg != "") {
1062 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1065 string mutator_msg = "";
1066 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1067 mutator_msg = M_ARGV(0, string);
1069 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1071 string motd = autocvar_sv_motd;
1073 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1078 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1084 Called when a client connects to the server
1087 void ClientConnect(entity this)
1089 if (Ban_MaybeEnforceBanOnce(this)) return;
1090 assert(!IS_CLIENT(this), return);
1091 this.flags |= FL_CLIENT;
1092 assert(player_count >= 0, player_count = 0);
1094 TRANSMUTE(Client, this);
1095 CS(this).version_nagtime = time + 10 + random() * 10;
1097 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1099 bot_clientconnect(this);
1101 Player_DetermineForcedTeam(this);
1103 TRANSMUTE(Observer, this);
1105 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1107 // always track bots, don't ask for cl_allow_uidtracking
1108 if (IS_BOT_CLIENT(this))
1109 PlayerStats_GameReport_AddPlayer(this);
1111 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1113 if (autocvar_sv_eventlog)
1114 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1116 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1118 stuffcmd(this, clientstuff, "\n");
1119 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1121 FixClientCvars(this);
1123 // get version info from player
1124 stuffcmd(this, "cmd clientversion $gameversion\n");
1126 // notify about available teams
1129 entity balance = TeamBalance_CheckAllowedTeams(this);
1130 int t = TeamBalance_GetAllowedTeams(balance);
1131 TeamBalance_Destroy(balance);
1132 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1136 stuffcmd(this, "set _teams_available 0\n");
1139 bot_relinkplayerlist();
1141 CS(this).spectatortime = time;
1142 if (blockSpectators)
1144 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1147 CS(this).jointime = time;
1149 if (IS_REAL_CLIENT(this))
1151 if (g_weaponarena_weapons == WEPSET(TUBA))
1152 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1155 if (!autocvar_sv_foginterval && world.fog != "")
1156 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1158 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1159 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1160 send_CSQC_teamnagger();
1162 CSQCMODEL_AUTOINIT(this);
1164 CS(this).model_randomizer = random();
1166 if (IS_REAL_CLIENT(this))
1167 sv_notice_join(this);
1169 this.move_qcphysics = autocvar_sv_qcphysics;
1171 // update physics stats (players can spawn before physics runs)
1172 Physics_UpdateStats(this);
1174 IL_EACH(g_initforplayer, it.init_for_player, {
1175 it.init_for_player(it, this);
1178 Handicap_Initialize(this);
1180 MUTATOR_CALLHOOK(ClientConnect, this);
1182 if (IS_REAL_CLIENT(this))
1184 if (!autocvar_g_campaign && !IS_PLAYER(this))
1186 CS(this).motd_actived_time = -1;
1187 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1195 Called when a client disconnects from the server
1198 .entity chatbubbleentity;
1199 void player_powerups_remove_all(entity this);
1201 void ClientDisconnect(entity this)
1203 assert(IS_CLIENT(this), return);
1205 PlayerStats_GameReport_FinalizePlayer(this);
1206 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1207 if (CS(this).active_minigame) part_minigame(this);
1208 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1210 if (autocvar_sv_eventlog)
1211 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1213 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1216 SetSpectatee(this, NULL);
1218 MUTATOR_CALLHOOK(ClientDisconnect, this);
1220 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1221 strfree(CS_CVAR(this).weaponorder_byimpulse);
1222 ClientState_detach(this);
1224 Portal_ClearAll(this);
1226 Unfreeze(this, false);
1228 RemoveGrapplingHooks(this);
1230 // Here, everything has been done that requires this player to be a client.
1232 this.flags &= ~FL_CLIENT;
1234 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1235 if (this.killindicator) delete(this.killindicator);
1237 IL_EACH(g_counters, it.realowner == this,
1242 WaypointSprite_PlayerGone(this);
1244 bot_relinkplayerlist();
1246 strfree(this.clientstatus);
1247 if (this.personal) delete(this.personal);
1251 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1253 player_powerups_remove_all(this); // stop powerup sound
1258 void ChatBubbleThink(entity this)
1260 this.nextthink = time;
1261 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1263 if(this.owner) // but why can that ever be NULL?
1264 this.owner.chatbubbleentity = NULL;
1271 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1273 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1274 this.mdl = "models/sprites/minigame_busy.iqm";
1275 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1276 this.mdl = "models/misc/chatbubble.spr";
1279 if ( this.model != this.mdl )
1280 _setmodel(this, this.mdl);
1284 void UpdateChatBubble(entity this)
1288 // spawn a chatbubble entity if needed
1289 if (!this.chatbubbleentity)
1291 this.chatbubbleentity = new(chatbubbleentity);
1292 this.chatbubbleentity.owner = this;
1293 this.chatbubbleentity.exteriormodeltoclient = this;
1294 setthink(this.chatbubbleentity, ChatBubbleThink);
1295 this.chatbubbleentity.nextthink = time;
1296 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1297 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1298 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1299 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1300 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1301 //this.chatbubbleentity.model = "";
1302 this.chatbubbleentity.effects = EF_LOWPRECISION;
1306 void calculate_player_respawn_time(entity this)
1308 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1311 float gametype_setting_tmp;
1312 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1313 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1314 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1315 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1316 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1317 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1319 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1322 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1323 if(it.team == this.team)
1326 if (sdelay_small_count == 0)
1327 sdelay_small_count = 1;
1328 if (sdelay_large_count == 0)
1329 sdelay_large_count = 1;
1333 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1336 if (sdelay_small_count == 0)
1338 if (IS_INDEPENDENT_PLAYER(this))
1340 // Players play independently. No point in requiring enemies.
1341 sdelay_small_count = 1;
1345 // Players play AGAINST each other. Enemies required.
1346 sdelay_small_count = 2;
1349 if (sdelay_large_count == 0)
1351 if (IS_INDEPENDENT_PLAYER(this))
1353 // Players play independently. No point in requiring enemies.
1354 sdelay_large_count = 1;
1358 // Players play AGAINST each other. Enemies required.
1359 sdelay_large_count = 2;
1366 if (pcount <= sdelay_small_count)
1367 sdelay = sdelay_small;
1368 else if (pcount >= sdelay_large_count)
1369 sdelay = sdelay_large;
1370 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1371 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1374 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1376 this.respawn_time = time + sdelay;
1378 if(sdelay < sdelay_max)
1379 this.respawn_time_max = time + sdelay_max;
1381 this.respawn_time_max = this.respawn_time;
1383 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1384 this.respawn_countdown = 10; // first number to count down from is 10
1386 this.respawn_countdown = -1; // do not count down
1388 if(autocvar_g_forced_respawn)
1389 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1392 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1393 // added to the model skins
1394 /*void UpdateColorModHack()
1397 c = this.clientcolors & 15;
1398 // LordHavoc: only bothering to support white, green, red, yellow, blue
1399 if (!teamplay) this.colormod = '0 0 0';
1400 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1401 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1402 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1403 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1404 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1405 else this.colormod = '1 1 1';
1408 void respawn(entity this)
1410 bool damagedbycontents_prev = this.damagedbycontents;
1413 if(autocvar_g_respawn_ghosts)
1415 this.solid = SOLID_NOT;
1416 this.takedamage = DAMAGE_NO;
1417 this.damagedbycontents = false;
1418 set_movetype(this, MOVETYPE_FLY);
1419 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1420 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1421 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1422 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1423 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1424 if(autocvar_g_respawn_ghosts_time > 0)
1425 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1428 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1432 this.damagedbycontents = damagedbycontents_prev;
1434 this.effects |= EF_NODRAW; // prevent another CopyBody
1435 PutClientInServer(this);
1438 void play_countdown(entity this, float finished, Sound samp)
1441 if(IS_REAL_CLIENT(this))
1442 if(floor(finished - time - frametime) != floor(finished - time))
1443 if(finished - time < 6)
1444 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1447 void player_powerups_remove_all(entity this)
1449 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1451 // don't play the poweroff sound when the game restarts or the player disconnects
1452 if (time > game_starttime + 1 && IS_CLIENT(this))
1453 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1454 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1455 this.items &= ~ITEM_Strength.m_itemid;
1456 this.items &= ~ITEM_Shield.m_itemid;
1457 this.items -= (this.items & IT_SUPERWEAPON);
1461 void player_powerups(entity this)
1463 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1464 this.modelflags |= MF_ROCKET;
1466 this.modelflags &= ~MF_ROCKET;
1468 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST);
1471 player_powerups_remove_all(this);
1473 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1476 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1477 int items_prev = this.items;
1479 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1481 if (this.items & ITEM_Strength.m_itemid)
1483 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Strength, this), SND_POWEROFF);
1484 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1485 if (time > StatusEffects_gettime(STATUSEFFECT_Strength, this))
1487 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1488 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1489 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1494 if (time < StatusEffects_gettime(STATUSEFFECT_Strength, this))
1496 this.items = this.items | ITEM_Strength.m_itemid;
1498 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1499 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1502 if (this.items & ITEM_Shield.m_itemid)
1504 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Shield, this), SND_POWEROFF);
1505 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1506 if (time > StatusEffects_gettime(STATUSEFFECT_Shield, this))
1508 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1509 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1510 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1515 if (time < StatusEffects_gettime(STATUSEFFECT_Shield, this))
1517 this.items = this.items | ITEM_Shield.m_itemid;
1519 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1520 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1523 if (this.items & IT_SUPERWEAPON)
1525 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1527 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1528 this.items = this.items - (this.items & IT_SUPERWEAPON);
1529 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1530 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1532 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1534 // don't let them run out
1538 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1539 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1541 this.items = this.items - (this.items & IT_SUPERWEAPON);
1542 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1543 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1544 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1548 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1550 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1552 this.items = this.items | IT_SUPERWEAPON;
1553 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1556 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1557 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1562 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1563 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1564 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1567 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1569 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1573 if(autocvar_g_nodepthtestplayers)
1574 this.effects = this.effects | EF_NODEPTHTEST;
1576 if(autocvar_g_fullbrightplayers)
1577 this.effects = this.effects | EF_FULLBRIGHT;
1579 if (time >= game_starttime)
1580 if (time < this.spawnshieldtime)
1581 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1583 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1586 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1588 if(current > stable)
1590 else if(current > stable - 0.25) // when close enough, "snap"
1593 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1596 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1598 if(current < stable)
1600 else if(current < stable + 0.25) // when close enough, "snap"
1603 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1606 void RotRegen(entity this, int res, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit_mod)
1608 float old = GetResource(this, res);
1609 float current = old;
1610 if(current > rotstable)
1612 if(rotframetime > 0)
1614 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1615 current = max(rotstable, current - rotlinear * rotframetime);
1618 else if(current < regenstable)
1620 if(regenframetime > 0)
1622 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1623 current = min(regenstable, current + regenlinear * regenframetime);
1627 float limit = GetResourceLimit(this, res) * limit_mod;
1632 SetResource(this, res, current);
1635 void player_regen(entity this)
1637 float max_mod, regen_mod, rot_mod, limit_mod;
1638 max_mod = regen_mod = rot_mod = limit_mod = 1;
1640 float regen_health = autocvar_g_balance_health_regen;
1641 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1642 float regen_health_rot = autocvar_g_balance_health_rot;
1643 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1644 float regen_health_stable = autocvar_g_balance_health_regenstable;
1645 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1646 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1647 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1648 max_mod = M_ARGV(1, float);
1649 regen_mod = M_ARGV(2, float);
1650 rot_mod = M_ARGV(3, float);
1651 limit_mod = M_ARGV(4, float);
1652 regen_health = M_ARGV(5, float);
1653 regen_health_linear = M_ARGV(6, float);
1654 regen_health_rot = M_ARGV(7, float);
1655 regen_health_rotlinear = M_ARGV(8, float);
1656 regen_health_stable = M_ARGV(9, float);
1657 regen_health_rotstable = M_ARGV(10, float);
1659 if(!mutator_returnvalue)
1660 if(!STAT(FROZEN, this))
1662 float maxa = autocvar_g_balance_armor_rotstable;
1663 float mina = autocvar_g_balance_armor_regenstable;
1665 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1666 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1667 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1669 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1670 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1671 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1674 // if player rotted to death... die!
1675 // check this outside above checks, as player may still be able to rot to death
1676 if(GetResource(this, RES_HEALTH) < 1)
1679 vehicles_exit(this.vehicle, VHEF_RELEASE);
1680 if(this.event_damage)
1681 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1684 if (!(this.items & IT_UNLIMITED_AMMO))
1686 float maxf = autocvar_g_balance_fuel_rotstable;
1687 float minf = autocvar_g_balance_fuel_regenstable;
1689 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1690 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1691 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1696 void SetZoomState(entity this, float newzoom)
1698 if(newzoom != CS(this).zoomstate)
1700 CS(this).zoomstate = newzoom;
1701 ClientData_Touch(this);
1703 zoomstate_set = true;
1706 void GetPressedKeys(entity this)
1708 MUTATOR_CALLHOOK(GetPressedKeys, this);
1711 CS(this).pressedkeys = 0;
1712 STAT(PRESSED_KEYS, this) = 0;
1716 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1717 int keys = STAT(PRESSED_KEYS, this);
1718 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1719 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1720 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1721 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1723 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1724 keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1725 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1726 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1727 CS(this).pressedkeys = keys; // store for other users
1729 STAT(PRESSED_KEYS, this) = keys;
1733 ======================
1734 spectate mode routines
1735 ======================
1738 void SpectateCopy(entity this, entity spectatee)
1740 TC(Client, this); TC(Client, spectatee);
1742 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1743 PS(this) = PS(spectatee);
1744 this.armortype = spectatee.armortype;
1745 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1746 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1747 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1748 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1749 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1750 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1751 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1752 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1753 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1754 CS(this).impulse = 0;
1755 this.disableclientprediction = 1; // no need to run prediction on a spectator
1756 this.items = spectatee.items;
1757 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1758 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1759 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1760 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1761 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1762 this.punchangle = spectatee.punchangle;
1763 this.view_ofs = spectatee.view_ofs;
1764 this.velocity = spectatee.velocity;
1765 this.dmg_take = spectatee.dmg_take;
1766 this.dmg_save = spectatee.dmg_save;
1767 this.dmg_inflictor = spectatee.dmg_inflictor;
1768 this.v_angle = spectatee.v_angle;
1769 this.angles = spectatee.v_angle;
1770 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1771 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1772 this.viewloc = spectatee.viewloc;
1773 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1774 this.fixangle = true;
1775 setorigin(this, spectatee.origin);
1776 setsize(this, spectatee.mins, spectatee.maxs);
1777 SetZoomState(this, CS(spectatee).zoomstate);
1779 anticheat_spectatecopy(this, spectatee);
1780 STAT(HUD, this) = STAT(HUD, spectatee);
1781 if(spectatee.vehicle)
1783 this.angles = spectatee.v_angle;
1785 //this.fixangle = false;
1786 //this.velocity = spectatee.vehicle.velocity;
1787 this.vehicle_health = spectatee.vehicle_health;
1788 this.vehicle_shield = spectatee.vehicle_shield;
1789 this.vehicle_energy = spectatee.vehicle_energy;
1790 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1791 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1792 this.vehicle_reload1 = spectatee.vehicle_reload1;
1793 this.vehicle_reload2 = spectatee.vehicle_reload2;
1795 //msg_entity = this;
1797 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1798 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1799 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1800 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1802 //WriteByte (MSG_ONE, SVC_SETVIEW);
1803 // WriteEntity(MSG_ONE, this);
1804 //makevectors(spectatee.v_angle);
1805 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1809 bool SpectateUpdate(entity this)
1814 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1816 SetSpectatee(this, NULL);
1820 SpectateCopy(this, this.enemy);
1825 bool SpectateSet(entity this)
1827 if(!IS_PLAYER(this.enemy))
1830 ClientData_Touch(this.enemy);
1833 WriteByte(MSG_ONE, SVC_SETVIEW);
1834 WriteEntity(MSG_ONE, this.enemy);
1835 set_movetype(this, MOVETYPE_NONE);
1836 accuracy_resend(this);
1838 if(!SpectateUpdate(this))
1839 PutObserverInServer(this);
1844 void SetSpectatee_status(entity this, int spectatee_num)
1846 int oldspectatee_status = CS(this).spectatee_status;
1847 CS(this).spectatee_status = spectatee_num;
1849 if (CS(this).spectatee_status != oldspectatee_status)
1851 if (STAT(PRESSED_KEYS, this))
1853 CS(this).pressedkeys = 0;
1854 STAT(PRESSED_KEYS, this) = 0;
1856 ClientData_Touch(this);
1857 if (g_race || g_cts) race_InitSpectator();
1861 void SetSpectatee(entity this, entity spectatee)
1863 if(IS_BOT_CLIENT(this))
1864 return; // bots abuse .enemy, this code is useless to them
1866 entity old_spectatee = this.enemy;
1868 this.enemy = spectatee;
1871 // these are required to fix the spectator bug with arc
1874 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1876 .entity weaponentity = weaponentities[slot];
1877 if(old_spectatee.(weaponentity).arc_beam)
1878 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1883 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1885 .entity weaponentity = weaponentities[slot];
1886 if(this.enemy.(weaponentity).arc_beam)
1887 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1892 SetSpectatee_status(this, etof(this.enemy));
1894 // needed to update spectator list
1895 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1898 bool Spectate(entity this, entity pl)
1900 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1902 pl = M_ARGV(1, entity);
1904 SetSpectatee(this, pl);
1905 return SpectateSet(this);
1908 bool SpectateNext(entity this)
1910 entity ent = find(this.enemy, classname, STR_PLAYER);
1912 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1913 ent = M_ARGV(1, entity);
1915 ent = find(ent, classname, STR_PLAYER);
1917 if(ent) { SetSpectatee(this, ent); }
1919 return SpectateSet(this);
1922 bool SpectatePrev(entity this)
1924 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1925 entity ent = findchain(classname, STR_PLAYER);
1926 if (!ent) // no player
1930 // skip players until current spectated player
1932 while(ent && ent != this.enemy)
1935 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1937 case MUT_SPECPREV_FOUND:
1938 ent = M_ARGV(1, entity);
1940 case MUT_SPECPREV_RETURN:
1942 case MUT_SPECPREV_CONTINUE:
1953 SetSpectatee(this, ent);
1954 return SpectateSet(this);
1959 ShowRespawnCountdown()
1961 Update a respawn countdown display.
1964 void ShowRespawnCountdown(entity this)
1967 if(!IS_DEAD(this)) // just respawned?
1971 number = ceil(this.respawn_time - time);
1974 if(number <= this.respawn_countdown)
1976 this.respawn_countdown = number - 1;
1977 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
1978 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1983 .bool team_selected;
1984 bool ShowTeamSelection(entity this)
1986 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1988 stuffcmd(this, "menu_showteamselect\n");
1991 void Join(entity this)
1993 TRANSMUTE(Player, this);
1995 if(!this.team_selected)
1996 if(autocvar_g_campaign || autocvar_g_balance_teams)
1997 TeamBalance_JoinBestTeam(this);
1999 if(autocvar_g_campaign)
2000 campaign_bots_may_start = true;
2002 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2004 PutClientInServer(this);
2007 if(teamplay && this.team != -1)
2011 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2012 this.team_selected = false;
2015 int GetPlayerLimit()
2018 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
2019 int player_limit = autocvar_g_maxplayers;
2020 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2021 player_limit = M_ARGV(0, int);
2022 return player_limit;
2026 * Determines whether the player is allowed to join. This depends on cvar
2027 * g_maxplayers, if it isn't used this function always return true, otherwise
2028 * it checks whether the number of currently playing players exceeds g_maxplayers.
2029 * @return int number of free slots for players, 0 if none
2031 int nJoinAllowed(entity this, entity ignore)
2034 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2035 // so report 0 free slots if restricted
2037 if(autocvar_g_forced_team_otherwise == "spectate")
2039 if(autocvar_g_forced_team_otherwise == "spectator")
2043 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2044 return 0; // forced spectators can never join
2046 // TODO simplify this
2047 int totalClients = 0;
2048 int currentlyPlaying = 0;
2049 FOREACH_CLIENT(true, {
2052 if(IS_REAL_CLIENT(it))
2053 if(IS_PLAYER(it) || it.caplayer)
2057 int player_limit = GetPlayerLimit();
2061 free_slots = maxclients - totalClients;
2062 else if(player_limit > 0 && currentlyPlaying < player_limit)
2063 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2065 static float msg_time = 0;
2066 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2068 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2069 msg_time = time + 0.5;
2075 void PrintWelcomeMessage(entity this)
2077 if(CS(this).motd_actived_time == 0)
2079 if (autocvar_g_campaign) {
2080 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2081 CS(this).motd_actived_time = time;
2082 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2085 if (PHYS_INPUT_BUTTON_INFO(this)) {
2086 CS(this).motd_actived_time = time;
2087 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2091 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2093 if (autocvar_g_campaign) {
2094 if (PHYS_INPUT_BUTTON_INFO(this))
2095 CS(this).motd_actived_time = time;
2096 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2097 CS(this).motd_actived_time = 0;
2098 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2101 if (PHYS_INPUT_BUTTON_INFO(this))
2102 CS(this).motd_actived_time = time;
2103 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2104 CS(this).motd_actived_time = 0;
2105 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2109 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2111 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2112 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2113 else if (CS(this).motd_actived_time == -2)
2115 // instantly hide MOTD
2116 CS(this).motd_actived_time = 0;
2117 if (autocvar_g_campaign)
2118 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2120 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2122 else if (IS_PLAYER(this) || IS_SPEC(this))
2124 // FIXME occasionally for some reason MOTD never goes away
2125 // delay MOTD removal a little bit in the hope it fixes this bug
2126 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2127 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2128 else //if (CS(this).motd_actived_time < -2)
2129 CS(this).motd_actived_time++;
2134 bool joinAllowed(entity this)
2136 if (CS(this).version_mismatch) return false;
2137 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2138 if (!nJoinAllowed(this, this)) return false;
2139 if (teamplay && lockteams) return false;
2140 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2141 if (ShowTeamSelection(this)) return false;
2145 .string shootfromfixedorigin;
2146 .bool dualwielding_prev;
2147 bool PlayerThink(entity this)
2149 if (game_stopped || intermission_running) {
2150 this.modelflags &= ~MF_ROCKET;
2151 if(intermission_running)
2152 IntermissionThink(this);
2156 if (timeout_status == TIMEOUT_ACTIVE) {
2157 // don't allow the player to turn around while game is paused
2158 // FIXME turn this into CSQC stuff
2159 this.v_angle = this.lastV_angle;
2160 this.angles = this.lastV_angle;
2161 this.fixangle = true;
2164 if (frametime) player_powerups(this);
2166 if (IS_DEAD(this)) {
2167 if (this.personal && g_race_qualifying) {
2168 if (time > this.respawn_time) {
2169 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2171 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2174 if (frametime) player_anim(this);
2176 if (this.respawn_flags & RESPAWN_DENY)
2178 STAT(RESPAWN_TIME, this) = 0;
2182 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));
2184 switch(this.deadflag)
2188 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2189 this.deadflag = DEAD_RESPAWNING;
2190 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2191 this.deadflag = DEAD_DEAD;
2197 this.deadflag = DEAD_RESPAWNABLE;
2198 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2199 this.deadflag = DEAD_RESPAWNING;
2202 case DEAD_RESPAWNABLE:
2204 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2205 this.deadflag = DEAD_RESPAWNING;
2208 case DEAD_RESPAWNING:
2210 if (time > this.respawn_time)
2212 this.respawn_time = time + 1; // only retry once a second
2213 this.respawn_time_max = this.respawn_time;
2220 ShowRespawnCountdown(this);
2222 if (this.respawn_flags & RESPAWN_SILENT)
2223 STAT(RESPAWN_TIME, this) = 0;
2224 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2226 if (time < this.respawn_time)
2227 STAT(RESPAWN_TIME, this) = this.respawn_time;
2228 else if (this.deadflag != DEAD_RESPAWNING)
2229 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2232 STAT(RESPAWN_TIME, this) = this.respawn_time;
2235 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2236 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2237 STAT(RESPAWN_TIME, this) *= -1;
2242 FixPlayermodel(this);
2244 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2245 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2246 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2249 // reset gun alignment when dual wielding status changes
2250 // to ensure guns are always aligned right and left
2251 bool dualwielding = W_DualWielding(this);
2252 if(this.dualwielding_prev != dualwielding)
2254 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2255 this.dualwielding_prev = dualwielding;
2258 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2261 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2263 .entity weaponentity = weaponentities[slot];
2264 if(WEP_CVAR(vortex, charge_always))
2265 W_Vortex_Charge(this, weaponentity, frametime);
2266 W_WeaponFrame(this, weaponentity);
2272 // WEAPONTODO: Add a weapon request for this
2273 // rot vortex charge to the charge limit
2274 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2276 .entity weaponentity = weaponentities[slot];
2277 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2278 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2283 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2286 monsters_setstatus(this);
2291 .bool would_spectate;
2292 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2293 void ObserverOrSpectatorThink(entity this)
2295 bool is_spec = IS_SPEC(this);
2296 if ( CS(this).impulse )
2298 int r = MinigameImpulse(this, CS(this).impulse);
2300 CS(this).impulse = 0;
2302 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2304 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2305 CS(this).impulse = 0;
2310 if (this.flags & FL_JUMPRELEASED) {
2311 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2312 this.flags &= ~FL_JUMPRELEASED;
2313 this.flags |= FL_SPAWNING;
2314 } else if((is_spec && (PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)))
2315 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2316 this.flags &= ~FL_JUMPRELEASED;
2317 if(SpectateNext(this)) {
2318 TRANSMUTE(Spectator, this);
2319 } else if (is_spec) {
2320 TRANSMUTE(Observer, this);
2321 PutClientInServer(this);
2324 this.would_spectate = false; // unable to spectate anyone
2326 CS(this).impulse = 0;
2327 } else if (is_spec) {
2328 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2329 this.flags &= ~FL_JUMPRELEASED;
2330 if(SpectatePrev(this)) {
2331 TRANSMUTE(Spectator, this);
2333 TRANSMUTE(Observer, this);
2334 PutClientInServer(this);
2336 CS(this).impulse = 0;
2337 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2338 this.would_spectate = false;
2339 this.flags &= ~FL_JUMPRELEASED;
2340 TRANSMUTE(Observer, this);
2341 PutClientInServer(this);
2342 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2343 PutObserverInServer(this);
2344 this.would_spectate = true;
2348 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2349 if (PHYS_INPUT_BUTTON_USE(this))
2350 wouldclip = !wouldclip;
2351 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2352 set_movetype(this, preferred_movetype);
2354 } else { // jump pressed
2355 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2356 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2357 this.flags |= FL_JUMPRELEASED;
2358 if(this.flags & FL_SPAWNING)
2360 this.flags &= ~FL_SPAWNING;
2361 if(joinAllowed(this))
2363 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2364 CS(this).autojoin_checked = -1;
2368 if(is_spec && !SpectateUpdate(this))
2369 PutObserverInServer(this);
2372 this.flags |= FL_CLIENT | FL_NOTARGET;
2375 void PlayerUseKey(entity this)
2377 if (!IS_PLAYER(this))
2384 vehicles_exit(this.vehicle, VHEF_NORMAL);
2388 else if(autocvar_g_vehicles_enter)
2390 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2392 entity head, closest_target = NULL;
2393 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2395 while(head) // find the closest acceptable target to enter
2397 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2398 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2402 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2403 { closest_target = head; }
2405 else { closest_target = head; }
2411 if(closest_target) { vehicles_enter(this, closest_target); return; }
2415 // a use key was pressed; call handlers
2416 MUTATOR_CALLHOOK(PlayerUseKey, this);
2424 Called every frame for each client before the physics are run
2427 .float last_vehiclecheck;
2428 void PlayerPreThink (entity this)
2430 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2431 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2433 WarpZone_PlayerPhysics_FixVAngle(this);
2436 // physics frames: update anticheat stuff
2437 anticheat_prethink(this);
2439 // WORKAROUND: only use dropclient in server frames (frametime set).
2440 // Never use it in cl_movement frames (frametime zero).
2441 if (blockSpectators && IS_REAL_CLIENT(this)
2442 && (IS_SPEC(this) || IS_OBSERVER(this)) && !this.caplayer
2443 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2445 if (dropclient_schedule(this))
2446 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2450 zoomstate_set = false;
2452 // Check for nameless players
2453 if (this.netname == "" || this.netname != CS(this).netname_previous)
2455 bool assume_unchanged = (CS(this).netname_previous == "");
2456 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2458 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2459 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2460 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2461 assume_unchanged = false;
2462 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2464 if (isInvisibleString(this.netname))
2466 this.netname = strzone(sprintf("Player#%d", this.playerid));
2467 sprint(this, "Warning: invisible names are not allowed.\n");
2468 assume_unchanged = false;
2469 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2471 if (!assume_unchanged && autocvar_sv_eventlog)
2472 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2473 strcpy(CS(this).netname_previous, this.netname);
2477 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2478 CS(this).version_nagtime = 0;
2479 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2481 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2483 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2485 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2486 if (r < 0) { // old client
2487 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2488 } else if (r > 0) { // old server
2489 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2495 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2497 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2498 this.max_armorvalue = 0;
2501 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2503 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2505 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2506 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2508 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2510 if (STAT(REVIVE_PROGRESS, this) >= 1)
2511 Unfreeze(this, false);
2513 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2515 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2516 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2518 if (GetResource(this, RES_HEALTH) < 1)
2521 vehicles_exit(this.vehicle, VHEF_RELEASE);
2522 if(this.event_damage)
2523 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2525 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2526 Unfreeze(this, false);
2530 MUTATOR_CALLHOOK(PlayerPreThink, this);
2532 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2533 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2535 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2539 if(!it.team || SAME_TEAM(this, it))
2540 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2541 else if(autocvar_g_vehicles_steal)
2542 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2544 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2546 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2550 this.last_vehiclecheck = time + 1;
2553 if(!CS_CVAR(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2555 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2557 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2560 if (IS_REAL_CLIENT(this))
2561 PrintWelcomeMessage(this);
2563 if (IS_PLAYER(this)) {
2564 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2565 error("Client can't be spawned as player on connection!");
2566 if(!PlayerThink(this))
2569 else if (game_stopped || intermission_running) {
2570 if(intermission_running)
2571 IntermissionThink(this);
2574 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2576 bool early_join_requested = (CS(this).autojoin_checked < 0);
2577 CS(this).autojoin_checked = 1;
2578 // don't do this in ClientConnect
2579 // many things can go wrong if a client is spawned as player on connection
2580 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2581 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2582 && (!teamplay || autocvar_g_balance_teams)))
2584 campaign_bots_may_start = true;
2585 if(joinAllowed(this))
2590 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2591 ObserverOrSpectatorThink(this);
2594 // WEAPONTODO: Add weapon request for this
2595 if (!zoomstate_set) {
2596 bool wep_zoomed = false;
2597 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2599 .entity weaponentity = weaponentities[slot];
2600 Weapon thiswep = this.(weaponentity).m_weapon;
2601 if(thiswep != WEP_Null && thiswep.wr_zoom)
2602 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2604 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2607 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2609 CS(this).teamkill_soundtime = 0;
2611 entity e = CS(this).teamkill_soundsource;
2612 entity oldpusher = e.pusher;
2614 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2615 e.pusher = oldpusher;
2618 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2619 CS(this).taunt_soundtime = 0;
2620 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2623 target_voicescript_next(this);
2626 void DrownPlayer(entity this)
2628 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2629 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2631 STAT(AIR_FINISHED, this) = 0;
2635 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2637 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2638 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2639 STAT(AIR_FINISHED, this) = 0;
2643 if (!STAT(AIR_FINISHED, this))
2644 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2645 if (STAT(AIR_FINISHED, this) < time)
2647 if (this.pain_finished < time)
2649 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');
2650 this.pain_finished = time + 0.5;
2656 .bool move_qcphysics;
2658 void Player_Physics(entity this)
2660 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2662 if(!this.move_qcphysics)
2665 if(!frametime && !CS(this).pm_frametime)
2668 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2670 CS(this).pm_frametime = 0;
2677 Called every frame for each client after the physics are run
2680 void PlayerPostThink (entity this)
2682 Player_Physics(this);
2684 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2685 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2686 if (IS_REAL_CLIENT(this))
2687 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2688 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2690 int totalClients = 0;
2691 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2693 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2699 if (autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
2700 { /* do nothing */ }
2701 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2703 if (CS(this).idlekick_lasttimeleft)
2705 CS(this).idlekick_lasttimeleft = 0;
2706 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2711 float maxidle_time = autocvar_sv_maxidle;
2712 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2713 maxidle_time = autocvar_sv_maxidle_playertospectator;
2714 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2715 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2716 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2718 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2719 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2721 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2723 if (timeleft <= 0) {
2724 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2726 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2729 this.lms_spectate_warning = 2; // TODO: mutator hook for players forcibly moved to spectator?
2730 PutObserverInServer(this);
2734 if (dropclient_schedule(this))
2735 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2739 else if (timeleft <= countdown_time) {
2740 if (timeleft != CS(this).idlekick_lasttimeleft)
2741 play2(this, SND(TALK2));
2742 CS(this).idlekick_lasttimeleft = timeleft;
2751 this.solid = SOLID_NOT;
2752 this.takedamage = DAMAGE_NO;
2753 set_movetype(this, MOVETYPE_NONE);
2754 CS(this).teamkill_complain = 0;
2755 CS(this).teamkill_soundtime = 0;
2756 CS(this).teamkill_soundsource = NULL;
2759 if (IS_PLAYER(this)) {
2760 if(this.death_time == time && IS_DEAD(this))
2762 // player's bbox gets resized now, instead of in the damage event that killed the player,
2763 // once all the damage events of this frame have been processed with normal size
2765 setsize(this, this.mins, this.maxs);
2768 UpdateChatBubble(this);
2769 if (CS(this).impulse) ImpulseCommands(this);
2770 GetPressedKeys(this);
2773 CSQCMODEL_AUTOUPDATE(this);
2777 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2779 CS(this).pressedkeys = 0;
2780 STAT(PRESSED_KEYS, this) = 0;
2783 if (this.waypointsprite_attachedforcarrier) {
2784 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2785 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2788 CSQCMODEL_AUTOUPDATE(this);
2791 // hack to copy the button fields from the client entity to the Client State
2792 void PM_UpdateButtons(entity this, entity store)
2795 store.impulse = this.impulse;
2798 bool typing = this.buttonchat || this.button12;
2800 store.button0 = (typing) ? 0 : this.button0;
2802 store.button2 = (typing) ? 0 : this.button2;
2803 store.button3 = (typing) ? 0 : this.button3;
2804 store.button4 = this.button4;
2805 store.button5 = (typing) ? 0 : this.button5;
2806 store.button6 = this.button6;
2807 store.button7 = this.button7;
2808 store.button8 = this.button8;
2809 store.button9 = this.button9;
2810 store.button10 = this.button10;
2811 store.button11 = this.button11;
2812 store.button12 = this.button12;
2813 store.button13 = this.button13;
2814 store.button14 = this.button14;
2815 store.button15 = this.button15;
2816 store.button16 = this.button16;
2817 store.buttonuse = this.buttonuse;
2818 store.buttonchat = this.buttonchat;
2820 store.cursor_active = this.cursor_active;
2821 store.cursor_screen = this.cursor_screen;
2822 store.cursor_trace_start = this.cursor_trace_start;
2823 store.cursor_trace_endpos = this.cursor_trace_endpos;
2824 store.cursor_trace_ent = this.cursor_trace_ent;
2826 store.ping = this.ping;
2827 store.ping_packetloss = this.ping_packetloss;
2828 store.ping_movementloss = this.ping_movementloss;
2830 store.v_angle = this.v_angle;
2831 store.movement = this.movement;
2834 NET_HANDLE(fpsreport, bool)
2836 int fps = ReadShort();
2837 PlayerScore_Set(sender, SP_FPS, fps);