3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "resources.qh"
16 #include "g_damage.qh"
18 #include "command/common.qh"
23 #include "campaign.qh"
24 #include "command/common.qh"
25 #include "scores_rules.qh"
29 #include "../common/ent_cs.qh"
30 #include "../common/wepent.qh"
31 #include <common/state.qh>
33 #include <common/effects/qc/globalsound.qh>
35 #include "../common/triggers/func/conveyor.qh"
36 #include "../common/triggers/teleporters.qh"
38 #include "../common/vehicles/all.qh"
40 #include "weapons/hitplot.qh"
41 #include "weapons/weaponsystem.qh"
43 #include "../common/net_notice.qh"
44 #include "../common/net_linked.qh"
45 #include "../common/physics/player.qh"
47 #include "../common/items/_mod.qh"
49 #include "../common/mutators/mutator/waypoints/all.qh"
51 #include "../common/triggers/subs.qh"
52 #include "../common/triggers/triggers.qh"
53 #include "../common/triggers/trigger/secret.qh"
55 #include "../common/minigames/sv_minigames.qh"
57 #include "../common/items/inventory.qh"
59 #include "../common/monsters/sv_monsters.qh"
61 #include "../lib/warpzone/server.qh"
63 STATIC_METHOD(Client, Add, void(Client this, int _team))
66 TRANSMUTE(Player, this);
69 PutClientInServer(this);
72 void PutObserverInServer(entity this);
74 STATIC_METHOD(Client, Remove, void(Client this))
76 TRANSMUTE(Observer, this);
77 PutClientInServer(this);
78 ClientDisconnect(this);
81 void send_CSQC_teamnagger() {
82 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
85 int CountSpectators(entity player, entity to)
87 if(!player) { return 0; } // not sure how, but best to be safe
91 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
99 void WriteSpectators(entity player, entity to)
101 if(!player) { return; } // not sure how, but best to be safe
103 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
105 WriteByte(MSG_ENTITY, num_for_edict(it));
109 bool ClientData_Send(entity this, entity to, int sf)
111 assert(to == this.owner, return false);
114 if (IS_SPEC(e)) e = e.enemy;
117 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
118 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
119 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
120 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
122 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
123 WriteByte(MSG_ENTITY, sf);
126 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
130 float specs = CountSpectators(e, to);
131 WriteByte(MSG_ENTITY, specs);
132 WriteSpectators(e, to);
138 void ClientData_Attach(entity this)
140 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
141 CS(this).clientdata.drawonlytoclient = this;
142 CS(this).clientdata.owner = this;
145 void ClientData_Detach(entity this)
147 delete(CS(this).clientdata);
148 CS(this).clientdata = NULL;
151 void ClientData_Touch(entity e)
153 CS(e).clientdata.SendFlags = 1;
155 // make it spectatable
156 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
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 = vec2(spot.angles);
231 this.fixangle = true;
232 // offset it so that the spectator spawns higher off the ground, looks better this way
233 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
234 if (IS_REAL_CLIENT(this))
237 WriteByte(MSG_ONE, SVC_SETVIEW);
238 WriteEntity(MSG_ONE, this);
240 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
241 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
242 if(!autocvar_g_debug_globalsounds)
244 // needed for player sounds
246 FixPlayermodel(this);
248 setmodel(this, MDL_Null);
249 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
250 this.view_ofs = '0 0 0';
253 RemoveGrapplingHooks(this);
254 Portal_ClearAll(this);
256 SetSpectatee(this, NULL);
261 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
265 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
267 WaypointSprite_PlayerDead(this);
269 if (mutator_returnvalue) {
270 // mutator prevents resetting teams+score
272 int oldteam = this.team;
273 this.team = -1; // move this as it is needed to log the player spectating in eventlog
274 MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
275 this.frags = FRAGS_SPECTATOR;
276 PlayerScore_Clear(this); // clear scores when needed
279 if (CS(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(!CS(this).just_joined)
287 LogTeamchange(this.playerid, -1, 4);
289 CS(this).just_joined = false;
292 accuracy_resend(this);
294 CS(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 CS(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 * CS(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));
490 void PutPlayerInServer(entity this)
492 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
494 PlayerState_attach(this);
495 accuracy_resend(this);
498 JoinBestTeam(this, false, true);
500 entity spot = SelectSpawnPoint(this, false);
502 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
503 return; // spawn failed
506 TRANSMUTE(Player, this);
508 CS(this).wasplayer = true;
509 this.iscreature = true;
510 this.teleportable = TELEPORT_NORMAL;
511 if(!this.damagedbycontents)
512 IL_PUSH(g_damagedbycontents, this);
513 this.damagedbycontents = true;
514 set_movetype(this, MOVETYPE_WALK);
515 this.solid = SOLID_SLIDEBOX;
516 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
517 if (autocvar_g_playerclip_collisions)
518 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
519 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
520 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
521 this.frags = FRAGS_PLAYER;
522 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
523 this.flags = FL_CLIENT | FL_PICKUPITEMS;
524 if (autocvar__notarget)
525 this.flags |= FL_NOTARGET;
526 this.takedamage = DAMAGE_AIM;
527 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
531 this.ammo_shells = warmup_start_ammo_shells;
532 this.ammo_nails = warmup_start_ammo_nails;
533 this.ammo_rockets = warmup_start_ammo_rockets;
534 this.ammo_cells = warmup_start_ammo_cells;
535 this.ammo_plasma = warmup_start_ammo_plasma;
536 this.ammo_fuel = warmup_start_ammo_fuel;
537 this.health = warmup_start_health;
538 this.armorvalue = warmup_start_armorvalue;
539 this.weapons = WARMUP_START_WEAPONS;
541 this.ammo_shells = start_ammo_shells;
542 this.ammo_nails = start_ammo_nails;
543 this.ammo_rockets = start_ammo_rockets;
544 this.ammo_cells = start_ammo_cells;
545 this.ammo_plasma = start_ammo_plasma;
546 this.ammo_fuel = start_ammo_fuel;
547 this.health = start_health;
548 this.armorvalue = start_armorvalue;
549 this.weapons = start_weapons;
550 GiveRandomWeapons(this, random_start_weapons_count,
551 cvar_string("g_random_start_weapons"), random_start_shells,
552 random_start_bullets, random_start_rockets, random_start_cells,
553 random_start_plasma);
555 SetSpectatee_status(this, 0);
557 PS(this).dual_weapons = '0 0 0';
559 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
561 this.items = start_items;
563 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
564 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
565 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
566 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
567 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
568 // extend the pause of rotting if client was reset at the beginning of the countdown
569 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
570 float f = game_starttime - time;
571 this.spawnshieldtime += f;
572 this.pauserotarmor_finished += f;
573 this.pauserothealth_finished += f;
574 this.pauseregen_finished += f;
576 this.damageforcescale = 2;
578 this.respawn_flags = 0;
579 this.respawn_time = 0;
580 this.stat_respawn_time = 0;
581 this.scale = autocvar_sv_player_scale;
584 this.pain_finished = 0;
586 setthink(this, func_null); // players have no think function
589 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
591 this.deadflag = DEAD_NO;
593 this.angles = spot.angles;
594 this.angles_z = 0; // never spawn tilted even if the spot says to
595 if (IS_BOT_CLIENT(this))
596 this.v_angle = this.angles;
597 this.fixangle = true; // turn this way immediately
598 this.oldvelocity = this.velocity = '0 0 0';
599 this.avelocity = '0 0 0';
600 this.punchangle = '0 0 0';
601 this.punchvector = '0 0 0';
603 this.strength_finished = 0;
604 this.invincible_finished = 0;
605 this.fire_endtime = -1;
606 this.revive_progress = 0;
607 this.revival_time = 0;
608 this.air_finished = time + 12;
610 entity spawnevent = new_pure(spawnevent);
611 spawnevent.owner = this;
612 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
614 // Cut off any still running player sounds.
615 stopsound(this, CH_PLAYER_SINGLE);
618 FixPlayermodel(this);
619 this.drawonlytoclient = NULL;
624 this.view_ofs = STAT(PL_VIEW_OFS, this);
625 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
626 this.spawnorigin = spot.origin;
627 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
628 // don't reset back to last position, even if new position is stuck in solid
629 this.oldorigin = this.origin;
630 this.lastteleporttime = time; // prevent insane speeds due to changing origin
632 IL_REMOVE(g_conveyed, this);
633 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
634 this.hud = HUD_NORMAL;
636 this.event_damage = PlayerDamage;
639 IL_PUSH(g_bot_targets, this);
640 this.bot_attack = true;
641 if(!this.monster_attack)
642 IL_PUSH(g_monster_targets, this);
643 this.monster_attack = true;
644 navigation_dynamicgoal_init(this, false);
646 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
648 if (CS(this).killcount == FRAGS_SPECTATOR) {
649 PlayerScore_Clear(this);
650 CS(this).killcount = 0;
653 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
655 .entity weaponentity = weaponentities[slot];
656 entity oldwep = this.(weaponentity);
657 CL_SpawnWeaponentity(this, weaponentity);
658 if(oldwep && oldwep.owner == this)
659 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
661 this.alpha = default_player_alpha;
662 this.colormod = '1 1 1' * autocvar_g_player_brightness;
663 this.exteriorweaponentity.alpha = default_weapon_alpha;
665 this.speedrunning = false;
667 target_voicescript_clear(this);
669 // reset fields the weapons may use
670 FOREACH(Weapons, true, {
671 it.wr_resetplayer(it, this);
672 // reload all reloadable weapons
673 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
674 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
676 .entity weaponentity = weaponentities[slot];
677 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
683 string s = spot.target;
684 spot.target = string_null;
685 SUB_UseTargets(spot, this, NULL);
691 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
693 if (autocvar_spawn_debug)
695 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
696 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
699 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
701 .entity weaponentity = weaponentities[slot];
702 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
703 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
705 this.(weaponentity).m_switchweapon = WEP_Null;
706 this.(weaponentity).m_weapon = WEP_Null;
707 this.(weaponentity).weaponname = "";
708 this.(weaponentity).m_switchingweapon = WEP_Null;
709 this.(weaponentity).cnt = -1;
712 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
714 if (!warmup_stage && !this.alivetime)
715 this.alivetime = time;
717 antilag_clear(this, CS(this));
720 /** Called when a client spawns in the server */
721 void PutClientInServer(entity this)
723 if (IS_BOT_CLIENT(this)) {
724 TRANSMUTE(Player, this);
725 } else if (IS_REAL_CLIENT(this)) {
727 WriteByte(MSG_ONE, SVC_SETVIEW);
728 WriteEntity(MSG_ONE, this);
731 TRANSMUTE(Observer, this);
733 SetSpectatee(this, NULL);
737 PS(this).itemkeys = 0;
739 MUTATOR_CALLHOOK(PutClientInServer, this);
741 if (IS_OBSERVER(this)) {
742 PutObserverInServer(this);
743 } else if (IS_PLAYER(this)) {
744 PutPlayerInServer(this);
748 void ClientInit_misc(entity this);
750 // TODO do we need all these fields, or should we stop autodetecting runtime
751 // changes and just have a console command to update this?
752 bool ClientInit_SendEntity(entity this, entity to, int sf)
754 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
757 // MSG_INIT replacement
758 // TODO: make easier to use
760 W_PROP_reload(MSG_ONE, to);
761 ClientInit_misc(this);
762 MUTATOR_CALLHOOK(Ent_Init);
764 void ClientInit_misc(entity this)
766 int channel = MSG_ONE;
767 WriteHeader(channel, ENT_CLIENT_INIT);
768 WriteByte(channel, g_nexball_meter_period * 32);
769 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
770 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
771 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
772 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
773 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
774 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
775 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
776 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
778 if(sv_foginterval && world.fog != "")
779 WriteString(channel, world.fog);
781 WriteString(channel, "");
782 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
783 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
784 WriteByte(channel, serverflags);
785 WriteCoord(channel, autocvar_g_trueaim_minrange);
788 void ClientInit_CheckUpdate(entity this)
790 this.nextthink = time;
791 if(this.count != autocvar_g_balance_armor_blockpercent)
793 this.count = autocvar_g_balance_armor_blockpercent;
796 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
798 this.cnt = autocvar_g_balance_damagepush_speedfactor;
803 void ClientInit_Spawn()
805 entity e = new_pure(clientinit);
806 setthink(e, ClientInit_CheckUpdate);
807 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
809 ClientInit_CheckUpdate(e);
819 // initialize parms for a new player
820 parm1 = -(86400 * 366);
822 MUTATOR_CALLHOOK(SetNewParms);
830 void SetChangeParms (entity this)
832 // save parms for level change
833 parm1 = CS(this).parm_idlesince - time;
835 MUTATOR_CALLHOOK(SetChangeParms);
843 void DecodeLevelParms(entity this)
846 CS(this).parm_idlesince = parm1;
847 if (CS(this).parm_idlesince == -(86400 * 366))
848 CS(this).parm_idlesince = time;
850 // whatever happens, allow 60 seconds of idling directly after connect for map loading
851 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
853 MUTATOR_CALLHOOK(DecodeLevelParms);
860 Called when a client types 'kill' in the console
864 .float clientkill_nexttime;
865 void ClientKill_Now_TeamChange(entity this)
867 if(CS(this).killindicator_teamchange == -1)
869 JoinBestTeam( this, false, true );
871 else if(CS(this).killindicator_teamchange == -2)
874 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
875 PutObserverInServer(this);
878 SV_ChangeTeam(this, CS(this).killindicator_teamchange - 1);
879 CS(this).killindicator_teamchange = 0;
882 void ClientKill_Now(entity this)
886 vehicles_exit(this.vehicle, VHEF_RELEASE);
887 if(!CS(this).killindicator_teamchange)
889 this.vehicle_health = -1;
890 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
894 if(this.killindicator && !wasfreed(this.killindicator))
895 delete(this.killindicator);
897 this.killindicator = NULL;
899 if(CS(this).killindicator_teamchange)
900 ClientKill_Now_TeamChange(this);
902 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
904 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
907 // now I am sure the player IS dead
909 void KillIndicator_Think(entity this)
913 this.owner.killindicator = NULL;
918 if (this.owner.alpha < 0 && !this.owner.vehicle)
920 this.owner.killindicator = NULL;
927 ClientKill_Now(this.owner);
930 else if(this.health == 1) // health == 1 means that it's silent
932 this.nextthink = time + 1;
938 setmodel(this, MDL_NUM(this.cnt));
939 if(IS_REAL_CLIENT(this.owner))
942 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
944 this.nextthink = time + 1;
949 float clientkilltime;
950 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
958 killtime = autocvar_g_balance_kill_delay;
960 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
962 killtime = M_ARGV(1, float);
964 CS(this).killindicator_teamchange = targetteam;
966 if(!this.killindicator)
970 killtime = max(killtime, this.clientkill_nexttime - time);
971 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
974 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
976 ClientKill_Now(this);
980 starttime = max(time, clientkilltime);
982 this.killindicator = spawn();
983 this.killindicator.owner = this;
984 this.killindicator.scale = 0.5;
985 setattachment(this.killindicator, this, "");
986 setorigin(this.killindicator, '0 0 52');
987 setthink(this.killindicator, KillIndicator_Think);
988 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
989 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
990 this.killindicator.cnt = ceil(killtime);
991 this.killindicator.count = bound(0, ceil(killtime), 10);
992 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
994 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
996 it.killindicator = spawn();
997 it.killindicator.owner = it;
998 it.killindicator.scale = 0.5;
999 setattachment(it.killindicator, it, "");
1000 setorigin(it.killindicator, '0 0 52');
1001 setthink(it.killindicator, KillIndicator_Think);
1002 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1003 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1004 it.killindicator.cnt = ceil(killtime);
1009 if(this.killindicator)
1011 if(targetteam == 0) // just die
1013 this.killindicator.colormod = '0 0 0';
1014 if(IS_REAL_CLIENT(this))
1015 if(this.killindicator.cnt > 0)
1016 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1018 else if(targetteam == -1) // auto
1020 this.killindicator.colormod = '0 1 0';
1021 if(IS_REAL_CLIENT(this))
1022 if(this.killindicator.cnt > 0)
1023 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1025 else if(targetteam == -2) // spectate
1027 this.killindicator.colormod = '0.5 0.5 0.5';
1028 if(IS_REAL_CLIENT(this))
1029 if(this.killindicator.cnt > 0)
1030 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1034 this.killindicator.colormod = Team_ColorRGB(targetteam);
1035 if(IS_REAL_CLIENT(this))
1036 if(this.killindicator.cnt > 0)
1037 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1043 void ClientKill (entity this)
1045 if(game_stopped) return;
1046 if(this.player_blocked) return;
1047 if(STAT(FROZEN, this)) return;
1049 ClientKill_TeamChange(this, 0);
1052 void FixClientCvars(entity e)
1054 // send prediction settings to the client
1055 stuffcmd(e, "\nin_bindmap 0 0\n");
1056 if(autocvar_g_antilag == 3) // client side hitscan
1057 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1058 if(autocvar_sv_gentle)
1059 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1061 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1062 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1064 MUTATOR_CALLHOOK(FixClientCvars, e);
1067 bool findinlist_abbrev(string tofind, string list)
1069 if(list == "" || tofind == "")
1070 return false; // empty list or search, just return
1072 // this function allows abbreviated strings!
1073 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1081 bool PlayerInIPList(entity p, string iplist)
1083 // some safety checks (never allow local?)
1084 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1087 return findinlist_abbrev(p.netaddress, iplist);
1090 bool PlayerInIDList(entity p, string idlist)
1092 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1096 return findinlist_abbrev(p.crypto_idfp, idlist);
1099 bool PlayerInList(entity player, string list)
1101 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1104 #ifdef DP_EXT_PRECONNECT
1109 Called once (not at each match start) when a client begins a connection to the server
1112 void ClientPreConnect(entity this)
1114 if(autocvar_sv_eventlog)
1116 GameLogEcho(sprintf(":connect:%d:%d:%s",
1119 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1129 Called when a client connects to the server
1132 void ClientConnect(entity this)
1134 if (Ban_MaybeEnforceBanOnce(this)) return;
1135 assert(!IS_CLIENT(this), return);
1136 this.flags |= FL_CLIENT;
1137 assert(player_count >= 0, player_count = 0);
1140 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1142 TRANSMUTE(Client, this);
1143 CS(this).version_nagtime = time + 10 + random() * 10;
1145 // identify the right forced team
1146 if (autocvar_g_campaign)
1148 if (IS_REAL_CLIENT(this)) // only players, not bots
1150 switch (autocvar_g_campaign_forceteam)
1152 case 1: this.team_forced = NUM_TEAM_1; break;
1153 case 2: this.team_forced = NUM_TEAM_2; break;
1154 case 3: this.team_forced = NUM_TEAM_3; break;
1155 case 4: this.team_forced = NUM_TEAM_4; break;
1156 default: this.team_forced = 0;
1160 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1161 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1162 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1163 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1164 else switch (autocvar_g_forced_team_otherwise)
1166 default: this.team_forced = 0; break;
1167 case "red": this.team_forced = NUM_TEAM_1; break;
1168 case "blue": this.team_forced = NUM_TEAM_2; break;
1169 case "yellow": this.team_forced = NUM_TEAM_3; break;
1170 case "pink": this.team_forced = NUM_TEAM_4; break;
1173 this.team_forced = -1;
1176 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1179 int id = this.playerid;
1180 this.playerid = 0; // silent
1181 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1185 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1186 TRANSMUTE(Observer, this);
1188 if (!teamplay || autocvar_g_balance_teams) {
1189 TRANSMUTE(Player, this);
1190 campaign_bots_may_start = true;
1192 TRANSMUTE(Observer, this); // do it anyway
1196 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1198 // always track bots, don't ask for cl_allow_uidtracking
1199 if (IS_BOT_CLIENT(this))
1200 PlayerStats_GameReport_AddPlayer(this);
1202 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1204 if (autocvar_sv_eventlog)
1205 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1207 LogTeamchange(this.playerid, this.team, 1);
1209 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1211 CS(this).netname_previous = strzone(this.netname);
1213 if(teamplay && IS_PLAYER(this))
1214 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1216 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1218 stuffcmd(this, clientstuff, "\n");
1219 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1221 FixClientCvars(this);
1223 // get version info from player
1224 stuffcmd(this, "cmd clientversion $gameversion\n");
1226 // notify about available teams
1229 CheckAllowedTeams(this);
1231 if (c1 >= 0) t |= BIT(0);
1232 if (c2 >= 0) t |= BIT(1);
1233 if (c3 >= 0) t |= BIT(2);
1234 if (c4 >= 0) t |= BIT(3);
1235 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1239 stuffcmd(this, "set _teams_available 0\n");
1242 bot_relinkplayerlist();
1244 CS(this).spectatortime = time;
1245 if (blockSpectators)
1247 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1250 CS(this).jointime = time;
1252 if (IS_REAL_CLIENT(this))
1254 if (g_weaponarena_weapons == WEPSET(TUBA))
1255 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1258 if (!sv_foginterval && world.fog != "")
1259 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1261 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1262 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1263 send_CSQC_teamnagger();
1265 CSQCMODEL_AUTOINIT(this);
1267 CS(this).model_randomizer = random();
1269 if (IS_REAL_CLIENT(this))
1270 sv_notice_join(this);
1272 // update physics stats (players can spawn before physics runs)
1273 Physics_UpdateStats(this);
1275 IL_EACH(g_initforplayer, it.init_for_player, {
1276 it.init_for_player(it, this);
1279 MUTATOR_CALLHOOK(ClientConnect, this);
1281 if (IS_REAL_CLIENT(this))
1283 if (!autocvar_g_campaign && !IS_PLAYER(this))
1285 CS(this).motd_actived_time = -1;
1286 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1294 Called when a client disconnects from the server
1297 .entity chatbubbleentity;
1299 void ClientDisconnect(entity this)
1301 assert(IS_CLIENT(this), return);
1303 PlayerStats_GameReport_FinalizePlayer(this);
1304 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1305 if (CS(this).active_minigame) part_minigame(this);
1306 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1308 if (autocvar_sv_eventlog)
1309 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1311 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1314 SetSpectatee(this, NULL);
1316 MUTATOR_CALLHOOK(ClientDisconnect, this);
1318 if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
1319 ClientState_detach(this);
1321 Portal_ClearAll(this);
1325 RemoveGrapplingHooks(this);
1327 // Here, everything has been done that requires this player to be a client.
1329 this.flags &= ~FL_CLIENT;
1331 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1332 if (this.killindicator) delete(this.killindicator);
1334 WaypointSprite_PlayerGone(this);
1336 bot_relinkplayerlist();
1338 if (this.clientstatus) strunzone(this.clientstatus);
1339 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1340 if (this.personal) delete(this.personal);
1344 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1349 void ChatBubbleThink(entity this)
1351 this.nextthink = time;
1352 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1354 if(this.owner) // but why can that ever be NULL?
1355 this.owner.chatbubbleentity = NULL;
1362 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1364 if ( CS(this.owner).active_minigame )
1365 this.mdl = "models/sprites/minigame_busy.iqm";
1366 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1367 this.mdl = "models/misc/chatbubble.spr";
1370 if ( this.model != this.mdl )
1371 _setmodel(this, this.mdl);
1375 void UpdateChatBubble(entity this)
1379 // spawn a chatbubble entity if needed
1380 if (!this.chatbubbleentity)
1382 this.chatbubbleentity = new(chatbubbleentity);
1383 this.chatbubbleentity.owner = this;
1384 this.chatbubbleentity.exteriormodeltoclient = this;
1385 setthink(this.chatbubbleentity, ChatBubbleThink);
1386 this.chatbubbleentity.nextthink = time;
1387 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1388 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1389 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1390 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1391 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1392 //this.chatbubbleentity.model = "";
1393 this.chatbubbleentity.effects = EF_LOWPRECISION;
1398 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1399 // added to the model skins
1400 /*void UpdateColorModHack()
1403 c = this.clientcolors & 15;
1404 // LordHavoc: only bothering to support white, green, red, yellow, blue
1405 if (!teamplay) this.colormod = '0 0 0';
1406 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1407 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1408 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1409 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1410 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1411 else this.colormod = '1 1 1';
1414 void respawn(entity this)
1416 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1418 this.solid = SOLID_NOT;
1419 this.takedamage = DAMAGE_NO;
1420 set_movetype(this, MOVETYPE_FLY);
1421 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1422 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1423 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1424 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1425 if(autocvar_g_respawn_ghosts_maxtime)
1426 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1431 this.effects |= EF_NODRAW; // prevent another CopyBody
1432 PutClientInServer(this);
1435 void play_countdown(entity this, float finished, Sound samp)
1438 if(IS_REAL_CLIENT(this))
1439 if(floor(finished - time - frametime) != floor(finished - time))
1440 if(finished - time < 6)
1441 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1444 void player_powerups(entity this)
1446 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1447 int items_prev = this.items;
1449 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1450 this.modelflags |= MF_ROCKET;
1452 this.modelflags &= ~MF_ROCKET;
1454 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1456 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1459 Fire_ApplyDamage(this);
1460 Fire_ApplyEffect(this);
1464 if (this.items & ITEM_Strength.m_itemid)
1466 play_countdown(this, this.strength_finished, SND_POWEROFF);
1467 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1468 if (time > this.strength_finished)
1470 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1471 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1472 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1477 if (time < this.strength_finished)
1479 this.items = this.items | ITEM_Strength.m_itemid;
1481 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1482 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1485 if (this.items & ITEM_Shield.m_itemid)
1487 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1488 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1489 if (time > this.invincible_finished)
1491 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1492 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1493 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1498 if (time < this.invincible_finished)
1500 this.items = this.items | ITEM_Shield.m_itemid;
1502 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1503 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1506 if (this.items & IT_SUPERWEAPON)
1508 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1510 this.superweapons_finished = 0;
1511 this.items = this.items - (this.items & IT_SUPERWEAPON);
1512 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1513 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1515 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1517 // don't let them run out
1521 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1522 if (time > this.superweapons_finished)
1524 this.items = this.items - (this.items & IT_SUPERWEAPON);
1525 this.weapons &= ~WEPSET_SUPERWEAPONS;
1526 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1527 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1531 else if(this.weapons & WEPSET_SUPERWEAPONS)
1533 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1535 this.items = this.items | IT_SUPERWEAPON;
1537 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1538 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1542 this.superweapons_finished = 0;
1543 this.weapons &= ~WEPSET_SUPERWEAPONS;
1548 this.superweapons_finished = 0;
1552 if(autocvar_g_nodepthtestplayers)
1553 this.effects = this.effects | EF_NODEPTHTEST;
1555 if(autocvar_g_fullbrightplayers)
1556 this.effects = this.effects | EF_FULLBRIGHT;
1558 if (time >= game_starttime)
1559 if (time < this.spawnshieldtime)
1560 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1562 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1565 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1567 if(current > stable)
1569 else if(current > stable - 0.25) // when close enough, "snap"
1572 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1575 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1577 if(current < stable)
1579 else if(current < stable + 0.25) // when close enough, "snap"
1582 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1585 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1587 if(current > rotstable)
1589 if(rotframetime > 0)
1591 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1592 current = max(rotstable, current - rotlinear * rotframetime);
1595 else if(current < regenstable)
1597 if(regenframetime > 0)
1599 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1600 current = min(regenstable, current + regenlinear * regenframetime);
1610 void player_regen(entity this)
1612 float max_mod, regen_mod, rot_mod, limit_mod;
1613 max_mod = regen_mod = rot_mod = limit_mod = 1;
1615 float regen_health = autocvar_g_balance_health_regen;
1616 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1617 float regen_health_rot = autocvar_g_balance_health_rot;
1618 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1619 float regen_health_stable = autocvar_g_balance_health_regenstable;
1620 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1621 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1622 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1623 max_mod = M_ARGV(1, float);
1624 regen_mod = M_ARGV(2, float);
1625 rot_mod = M_ARGV(3, float);
1626 limit_mod = M_ARGV(4, float);
1627 regen_health = M_ARGV(5, float);
1628 regen_health_linear = M_ARGV(6, float);
1629 regen_health_rot = M_ARGV(7, float);
1630 regen_health_rotlinear = M_ARGV(8, float);
1631 regen_health_stable = M_ARGV(9, float);
1632 regen_health_rotstable = M_ARGV(10, float);
1634 if(!mutator_returnvalue)
1635 if(!STAT(FROZEN, this))
1637 float mina, maxa, limith, limita;
1638 maxa = autocvar_g_balance_armor_rotstable;
1639 mina = autocvar_g_balance_armor_regenstable;
1640 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1641 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1643 regen_health_rotstable = regen_health_rotstable * max_mod;
1644 regen_health_stable = regen_health_stable * max_mod;
1645 limith = limith * limit_mod;
1646 limita = limita * limit_mod;
1648 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);
1649 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);
1652 // if player rotted to death... die!
1653 // check this outside above checks, as player may still be able to rot to death
1657 vehicles_exit(this.vehicle, VHEF_RELEASE);
1658 if(this.event_damage)
1659 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1662 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1664 float minf, maxf, limitf;
1666 maxf = autocvar_g_balance_fuel_rotstable;
1667 minf = autocvar_g_balance_fuel_regenstable;
1668 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1670 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);
1672 // Ugly hack to make sure the health and armor don't go beyond hard limit.
1673 // TODO: Remove this hack when all code uses GivePlayerHealth and
1675 if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1677 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1679 if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1681 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1687 void SetZoomState(entity this, float newzoom)
1689 if(newzoom != CS(this).zoomstate)
1691 CS(this).zoomstate = newzoom;
1692 ClientData_Touch(this);
1694 zoomstate_set = true;
1697 void GetPressedKeys(entity this)
1699 MUTATOR_CALLHOOK(GetPressedKeys, this);
1700 int keys = STAT(PRESSED_KEYS, this);
1701 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1702 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1703 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1704 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1706 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1707 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1708 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1709 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1710 CS(this).pressedkeys = keys; // store for other users
1712 STAT(PRESSED_KEYS, this) = keys;
1716 ======================
1717 spectate mode routines
1718 ======================
1721 void SpectateCopy(entity this, entity spectatee)
1723 TC(Client, this); TC(Client, spectatee);
1725 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1726 PS(this) = PS(spectatee);
1727 this.armortype = spectatee.armortype;
1728 this.armorvalue = spectatee.armorvalue;
1729 this.ammo_cells = spectatee.ammo_cells;
1730 this.ammo_plasma = spectatee.ammo_plasma;
1731 this.ammo_shells = spectatee.ammo_shells;
1732 this.ammo_nails = spectatee.ammo_nails;
1733 this.ammo_rockets = spectatee.ammo_rockets;
1734 this.ammo_fuel = spectatee.ammo_fuel;
1735 this.clip_load = spectatee.clip_load;
1736 this.clip_size = spectatee.clip_size;
1737 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1738 this.health = spectatee.health;
1739 CS(this).impulse = 0;
1740 this.items = spectatee.items;
1741 this.last_pickup = spectatee.last_pickup;
1742 this.hit_time = spectatee.hit_time;
1743 this.strength_finished = spectatee.strength_finished;
1744 this.invincible_finished = spectatee.invincible_finished;
1745 this.superweapons_finished = spectatee.superweapons_finished;
1746 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1747 this.weapons = spectatee.weapons;
1748 this.vortex_charge = spectatee.vortex_charge;
1749 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1750 this.hagar_load = spectatee.hagar_load;
1751 this.arc_heat_percent = spectatee.arc_heat_percent;
1752 this.minelayer_mines = spectatee.minelayer_mines;
1753 this.punchangle = spectatee.punchangle;
1754 this.view_ofs = spectatee.view_ofs;
1755 this.velocity = spectatee.velocity;
1756 this.dmg_take = spectatee.dmg_take;
1757 this.dmg_save = spectatee.dmg_save;
1758 this.dmg_inflictor = spectatee.dmg_inflictor;
1759 this.v_angle = spectatee.v_angle;
1760 this.angles = spectatee.v_angle;
1761 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1762 this.revive_progress = spectatee.revive_progress;
1763 this.viewloc = spectatee.viewloc;
1764 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1765 this.fixangle = true;
1766 setorigin(this, spectatee.origin);
1767 setsize(this, spectatee.mins, spectatee.maxs);
1768 SetZoomState(this, CS(spectatee).zoomstate);
1770 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1772 .entity weaponentity = weaponentities[slot];
1773 this.(weaponentity) = spectatee.(weaponentity);
1776 for(int slot = 0; slot < MAX_AXH; ++slot)
1778 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1781 anticheat_spectatecopy(this, spectatee);
1782 this.hud = spectatee.hud;
1783 if(spectatee.vehicle)
1785 this.angles = spectatee.v_angle;
1787 //this.fixangle = false;
1788 //this.velocity = spectatee.vehicle.velocity;
1789 this.vehicle_health = spectatee.vehicle_health;
1790 this.vehicle_shield = spectatee.vehicle_shield;
1791 this.vehicle_energy = spectatee.vehicle_energy;
1792 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1793 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1794 this.vehicle_reload1 = spectatee.vehicle_reload1;
1795 this.vehicle_reload2 = spectatee.vehicle_reload2;
1797 //msg_entity = this;
1799 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1800 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1801 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1802 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1804 //WriteByte (MSG_ONE, SVC_SETVIEW);
1805 // WriteEntity(MSG_ONE, this);
1806 //makevectors(spectatee.v_angle);
1807 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1811 bool SpectateUpdate(entity this)
1816 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1818 SetSpectatee(this, NULL);
1822 SpectateCopy(this, this.enemy);
1827 bool SpectateSet(entity this)
1829 if(!IS_PLAYER(this.enemy))
1832 ClientData_Touch(this.enemy);
1835 WriteByte(MSG_ONE, SVC_SETVIEW);
1836 WriteEntity(MSG_ONE, this.enemy);
1837 set_movetype(this, MOVETYPE_NONE);
1838 accuracy_resend(this);
1840 if(!SpectateUpdate(this))
1841 PutObserverInServer(this);
1846 void SetSpectatee_status(entity this, int spectatee_num)
1848 int oldspectatee_status = CS(this).spectatee_status;
1849 CS(this).spectatee_status = spectatee_num;
1851 if (CS(this).spectatee_status != oldspectatee_status)
1853 ClientData_Touch(this);
1854 if (g_race || g_cts) race_InitSpectator();
1858 void SetSpectatee(entity this, entity spectatee)
1860 if(IS_BOT_CLIENT(this))
1861 return; // bots abuse .enemy, this code is useless to them
1863 entity old_spectatee = this.enemy;
1865 this.enemy = spectatee;
1868 // these are required to fix the spectator bug with arc
1871 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1873 .entity weaponentity = weaponentities[slot];
1874 if(old_spectatee.(weaponentity).arc_beam)
1875 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1880 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1882 .entity weaponentity = weaponentities[slot];
1883 if(this.enemy.(weaponentity).arc_beam)
1884 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1889 SetSpectatee_status(this, etof(this.enemy));
1891 // needed to update spectator list
1892 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1895 bool Spectate(entity this, entity pl)
1897 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1899 pl = M_ARGV(1, entity);
1901 SetSpectatee(this, pl);
1902 return SpectateSet(this);
1905 bool SpectateNext(entity this)
1907 entity ent = find(this.enemy, classname, STR_PLAYER);
1909 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1910 ent = M_ARGV(1, entity);
1912 ent = find(ent, classname, STR_PLAYER);
1914 if(ent) { SetSpectatee(this, ent); }
1916 return SpectateSet(this);
1919 bool SpectatePrev(entity this)
1921 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1922 entity ent = findchain(classname, STR_PLAYER);
1923 if (!ent) // no player
1927 // skip players until current spectated player
1929 while(ent && ent != this.enemy)
1932 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1934 case MUT_SPECPREV_FOUND:
1935 ent = M_ARGV(1, entity);
1937 case MUT_SPECPREV_RETURN:
1939 case MUT_SPECPREV_CONTINUE:
1950 SetSpectatee(this, ent);
1951 return SpectateSet(this);
1956 ShowRespawnCountdown()
1958 Update a respawn countdown display.
1961 void ShowRespawnCountdown(entity this)
1964 if(!IS_DEAD(this)) // just respawned?
1968 number = ceil(this.respawn_time - time);
1971 if(number <= this.respawn_countdown)
1973 this.respawn_countdown = number - 1;
1974 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
1975 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1980 .bool team_selected;
1981 bool ShowTeamSelection(entity this)
1983 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1985 stuffcmd(this, "menu_showteamselect\n");
1988 void Join(entity this)
1990 TRANSMUTE(Player, this);
1992 if(!this.team_selected)
1993 if(autocvar_g_campaign || autocvar_g_balance_teams)
1994 JoinBestTeam(this, false, true);
1996 if(autocvar_g_campaign)
1997 campaign_bots_may_start = true;
1999 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2001 PutClientInServer(this);
2004 if(teamplay && this.team != -1)
2005 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2007 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2008 this.team_selected = false;
2012 * Determines whether the player is allowed to join. This depends on cvar
2013 * g_maxplayers, if it isn't used this function always return true, otherwise
2014 * it checks whether the number of currently playing players exceeds g_maxplayers.
2015 * @return int number of free slots for players, 0 if none
2017 int nJoinAllowed(entity this, entity ignore)
2020 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2021 // so report 0 free slots if restricted
2023 if(autocvar_g_forced_team_otherwise == "spectate")
2025 if(autocvar_g_forced_team_otherwise == "spectator")
2029 if(this && this.team_forced < 0)
2030 return 0; // forced spectators can never join
2032 // TODO simplify this
2033 int totalClients = 0;
2034 int currentlyPlaying = 0;
2035 FOREACH_CLIENT(true, {
2038 if(IS_REAL_CLIENT(it))
2039 if(IS_PLAYER(it) || it.caplayer)
2043 float free_slots = 0;
2044 if (!autocvar_g_maxplayers)
2045 free_slots = maxclients - totalClients;
2046 else if(currentlyPlaying < autocvar_g_maxplayers)
2047 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2049 static float join_prevent_msg_time = 0;
2050 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2052 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2053 join_prevent_msg_time = time + 3;
2060 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2061 * g_maxplayers_spectator_blocktime seconds
2063 void checkSpectatorBlock(entity this)
2065 if(IS_SPEC(this) || IS_OBSERVER(this))
2067 if(IS_REAL_CLIENT(this))
2069 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2070 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2076 void PrintWelcomeMessage(entity this)
2078 if(CS(this).motd_actived_time == 0)
2080 if (autocvar_g_campaign) {
2081 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2082 CS(this).motd_actived_time = time;
2083 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2086 if (PHYS_INPUT_BUTTON_INFO(this)) {
2087 CS(this).motd_actived_time = time;
2088 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2092 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2094 if (autocvar_g_campaign) {
2095 if (PHYS_INPUT_BUTTON_INFO(this))
2096 CS(this).motd_actived_time = time;
2097 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2098 CS(this).motd_actived_time = 0;
2099 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2102 if (PHYS_INPUT_BUTTON_INFO(this))
2103 CS(this).motd_actived_time = time;
2104 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2105 CS(this).motd_actived_time = 0;
2106 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2110 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2112 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2113 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2114 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2116 // instanctly hide MOTD
2117 CS(this).motd_actived_time = 0;
2118 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2123 bool joinAllowed(entity this)
2125 if (CS(this).version_mismatch) return false;
2126 if (!nJoinAllowed(this, this)) return false;
2127 if (teamplay && lockteams) return false;
2128 if (ShowTeamSelection(this)) return false;
2129 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2134 bool PlayerThink(entity this)
2136 if (game_stopped || intermission_running) {
2137 this.modelflags &= ~MF_ROCKET;
2138 if(intermission_running)
2139 IntermissionThink(this);
2143 if (timeout_status == TIMEOUT_ACTIVE) {
2144 // don't allow the player to turn around while game is paused
2145 // FIXME turn this into CSQC stuff
2146 this.v_angle = this.lastV_angle;
2147 this.angles = this.lastV_angle;
2148 this.fixangle = true;
2151 if (frametime) player_powerups(this);
2153 if (IS_DEAD(this)) {
2154 if (this.personal && g_race_qualifying) {
2155 if (time > this.respawn_time) {
2156 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2158 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2161 if (frametime) player_anim(this);
2163 if (this.respawn_flags & RESPAWN_DENY)
2165 STAT(RESPAWN_TIME, this) = 0;
2169 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));
2171 switch(this.deadflag)
2175 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2176 this.deadflag = DEAD_RESPAWNING;
2177 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2178 this.deadflag = DEAD_DEAD;
2184 this.deadflag = DEAD_RESPAWNABLE;
2185 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2186 this.deadflag = DEAD_RESPAWNING;
2189 case DEAD_RESPAWNABLE:
2191 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2192 this.deadflag = DEAD_RESPAWNING;
2195 case DEAD_RESPAWNING:
2197 if (time > this.respawn_time)
2199 this.respawn_time = time + 1; // only retry once a second
2200 this.respawn_time_max = this.respawn_time;
2207 ShowRespawnCountdown(this);
2209 if (this.respawn_flags & RESPAWN_SILENT)
2210 STAT(RESPAWN_TIME, this) = 0;
2211 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2213 if (time < this.respawn_time)
2214 STAT(RESPAWN_TIME, this) = this.respawn_time;
2215 else if (this.deadflag != DEAD_RESPAWNING)
2216 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2219 STAT(RESPAWN_TIME, this) = this.respawn_time;
2222 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2223 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2224 STAT(RESPAWN_TIME, this) *= -1;
2229 bool have_hook = false;
2230 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2232 .entity weaponentity = weaponentities[slot];
2233 if(this.(weaponentity).hook.state)
2239 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2242 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2244 } else if (this.vehicle) {
2246 } else if (STAT(FROZEN, this)) {
2253 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2254 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2255 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2257 } else if (this.crouch) {
2258 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2259 if (!trace_startsolid) {
2260 this.crouch = false;
2261 this.view_ofs = STAT(PL_VIEW_OFS, this);
2262 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2266 FixPlayermodel(this);
2268 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2271 this.items &= ~this.items_added;
2273 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2275 .entity weaponentity = weaponentities[slot];
2276 W_WeaponFrame(this, weaponentity);
2280 this.clip_load = this.(weaponentity).clip_load;
2281 this.clip_size = this.(weaponentity).clip_size;
2285 this.items_added = 0;
2286 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2287 this.items_added |= IT_FUEL;
2289 this.items |= this.items_added;
2294 // WEAPONTODO: Add a weapon request for this
2295 // rot vortex charge to the charge limit
2296 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2298 .entity weaponentity = weaponentities[slot];
2299 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2300 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2303 if (frametime) player_anim(this);
2306 secrets_setstatus(this);
2309 monsters_setstatus(this);
2311 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2316 void ObserverThink(entity this)
2318 if ( CS(this).impulse )
2320 MinigameImpulse(this, CS(this).impulse);
2321 CS(this).impulse = 0;
2324 if (this.flags & FL_JUMPRELEASED) {
2325 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2326 this.flags &= ~FL_JUMPRELEASED;
2327 this.flags |= FL_SPAWNING;
2328 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2329 this.flags &= ~FL_JUMPRELEASED;
2330 if(SpectateNext(this)) {
2331 TRANSMUTE(Spectator, this);
2334 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2335 set_movetype(this, preferred_movetype);
2338 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2339 this.flags |= FL_JUMPRELEASED;
2340 if(this.flags & FL_SPAWNING)
2342 this.flags &= ~FL_SPAWNING;
2350 void SpectatorThink(entity this)
2352 if ( CS(this).impulse )
2354 if(MinigameImpulse(this, CS(this).impulse))
2355 CS(this).impulse = 0;
2357 if (CS(this).impulse == IMP_weapon_drop.impulse)
2359 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2360 CS(this).impulse = 0;
2365 if (this.flags & FL_JUMPRELEASED) {
2366 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2367 this.flags &= ~FL_JUMPRELEASED;
2368 this.flags |= FL_SPAWNING;
2369 } else if(PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)) {
2370 this.flags &= ~FL_JUMPRELEASED;
2371 if(SpectateNext(this)) {
2372 TRANSMUTE(Spectator, this);
2374 TRANSMUTE(Observer, this);
2375 PutClientInServer(this);
2377 CS(this).impulse = 0;
2378 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2379 this.flags &= ~FL_JUMPRELEASED;
2380 if(SpectatePrev(this)) {
2381 TRANSMUTE(Spectator, this);
2383 TRANSMUTE(Observer, this);
2384 PutClientInServer(this);
2386 CS(this).impulse = 0;
2387 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2388 this.flags &= ~FL_JUMPRELEASED;
2389 TRANSMUTE(Observer, this);
2390 PutClientInServer(this);
2392 if(!SpectateUpdate(this))
2393 PutObserverInServer(this);
2396 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2397 this.flags |= FL_JUMPRELEASED;
2398 if(this.flags & FL_SPAWNING)
2400 this.flags &= ~FL_SPAWNING;
2405 if(!SpectateUpdate(this))
2406 PutObserverInServer(this);
2409 this.flags |= FL_CLIENT | FL_NOTARGET;
2412 void vehicles_enter (entity pl, entity veh);
2413 void PlayerUseKey(entity this)
2415 if (!IS_PLAYER(this))
2422 vehicles_exit(this.vehicle, VHEF_NORMAL);
2426 else if(autocvar_g_vehicles_enter)
2428 if(!STAT(FROZEN, this))
2432 entity head, closest_target = NULL;
2433 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2435 while(head) // find the closest acceptable target to enter
2437 if(IS_VEHICLE(head))
2439 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2440 if(head.takedamage != DAMAGE_NO)
2444 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2445 { closest_target = head; }
2447 else { closest_target = head; }
2453 if(closest_target) { vehicles_enter(this, closest_target); return; }
2457 // a use key was pressed; call handlers
2458 MUTATOR_CALLHOOK(PlayerUseKey, this);
2466 Called every frame for each client before the physics are run
2469 .float last_vehiclecheck;
2470 void PlayerPreThink (entity this)
2472 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2473 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2475 WarpZone_PlayerPhysics_FixVAngle(this);
2478 // physics frames: update anticheat stuff
2479 anticheat_prethink(this);
2482 if (blockSpectators && frametime) {
2483 // WORKAROUND: only use dropclient in server frames (frametime set).
2484 // Never use it in cl_movement frames (frametime zero).
2485 checkSpectatorBlock(this);
2488 zoomstate_set = false;
2490 // Check for nameless players
2491 if (isInvisibleString(this.netname)) {
2492 this.netname = strzone(sprintf("Player#%d", this.playerid));
2493 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2495 if (this.netname != CS(this).netname_previous) {
2496 if (autocvar_sv_eventlog) {
2497 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2499 if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
2500 CS(this).netname_previous = strzone(this.netname);
2504 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2505 CS(this).version_nagtime = 0;
2506 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2508 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2510 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2512 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2513 if (r < 0) { // old client
2514 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2515 } else if (r > 0) { // old server
2516 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2522 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2524 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2525 this.max_armorvalue = 0;
2530 if (STAT(FROZEN, this) == 2)
2532 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2533 this.health = max(1, this.revive_progress * start_health);
2534 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2536 if (this.revive_progress >= 1)
2539 else if (STAT(FROZEN, this) == 3)
2541 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2542 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2544 if (this.health < 1)
2547 vehicles_exit(this.vehicle, VHEF_RELEASE);
2548 if(this.event_damage)
2549 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2551 else if (this.revive_progress <= 0)
2556 MUTATOR_CALLHOOK(PlayerPreThink, this);
2558 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2559 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2561 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2563 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2564 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2566 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2570 if(!it.team || SAME_TEAM(this, it))
2571 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2572 else if(autocvar_g_vehicles_steal)
2573 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2577 this.last_vehiclecheck = time + 1;
2580 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2582 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2584 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2587 if (IS_REAL_CLIENT(this))
2588 PrintWelcomeMessage(this);
2590 if (IS_PLAYER(this)) {
2591 if(!PlayerThink(this))
2594 else if (game_stopped || intermission_running) {
2595 if(intermission_running)
2596 IntermissionThink(this);
2599 else if (IS_OBSERVER(this)) {
2600 ObserverThink(this);
2602 else if (IS_SPEC(this)) {
2603 SpectatorThink(this);
2606 // WEAPONTODO: Add weapon request for this
2607 if (!zoomstate_set) {
2608 bool wep_zoomed = false;
2609 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2611 .entity weaponentity = weaponentities[slot];
2612 Weapon thiswep = this.(weaponentity).m_weapon;
2613 if(thiswep != WEP_Null && thiswep.wr_zoom)
2614 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2616 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2619 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2621 CS(this).teamkill_soundtime = 0;
2623 entity e = CS(this).teamkill_soundsource;
2624 entity oldpusher = e.pusher;
2626 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2627 e.pusher = oldpusher;
2630 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2631 CS(this).taunt_soundtime = 0;
2632 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2635 target_voicescript_next(this);
2637 // WEAPONTODO: Move into weaponsystem somehow
2638 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2639 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2641 .entity weaponentity = weaponentities[slot];
2642 if(this.(weaponentity).m_weapon == WEP_Null)
2643 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2647 void DrownPlayer(entity this)
2652 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2654 if(this.air_finished < time)
2655 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2656 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2659 else if (this.air_finished < time)
2661 if (this.pain_finished < time)
2663 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2664 this.pain_finished = time + 0.5;
2669 .bool move_qcphysics;
2671 void Player_Physics(entity this)
2673 set_movetype(this, this.move_movetype);
2675 if(!this.move_qcphysics)
2678 if(!frametime && !CS(this).pm_frametime)
2681 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2683 CS(this).pm_frametime = 0;
2690 Called every frame for each client after the physics are run
2693 void PlayerPostThink (entity this)
2695 Player_Physics(this);
2698 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2699 if (IS_REAL_CLIENT(this))
2700 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2702 int totalClients = 0;
2703 if(sv_maxidle_slots > 0)
2705 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2711 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2712 { /* do nothing */ }
2713 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2715 if (CS(this).idlekick_lasttimeleft)
2717 CS(this).idlekick_lasttimeleft = 0;
2718 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2723 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2724 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2725 if (!CS(this).idlekick_lasttimeleft)
2726 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2728 if (timeleft <= 0) {
2729 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2733 else if (timeleft <= 10) {
2734 if (timeleft != CS(this).idlekick_lasttimeleft) {
2735 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2737 CS(this).idlekick_lasttimeleft = timeleft;
2746 this.solid = SOLID_NOT;
2747 this.takedamage = DAMAGE_NO;
2748 set_movetype(this, MOVETYPE_NONE);
2751 if (IS_PLAYER(this)) {
2753 UpdateChatBubble(this);
2754 if (CS(this).impulse) ImpulseCommands(this);
2757 CSQCMODEL_AUTOUPDATE(this);
2760 GetPressedKeys(this);
2763 if (this.waypointsprite_attachedforcarrier) {
2764 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2765 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2768 playerdemo_write(this);
2770 CSQCMODEL_AUTOUPDATE(this);
2773 // hack to copy the button fields from the client entity to the Client State
2774 void PM_UpdateButtons(entity this, entity store)
2777 store.impulse = this.impulse;
2780 store.button0 = this.button0;
2781 store.button2 = this.button2;
2782 store.button3 = this.button3;
2783 store.button4 = this.button4;
2784 store.button5 = this.button5;
2785 store.button6 = this.button6;
2786 store.button7 = this.button7;
2787 store.button8 = this.button8;
2788 store.button9 = this.button9;
2789 store.button10 = this.button10;
2790 store.button11 = this.button11;
2791 store.button12 = this.button12;
2792 store.button13 = this.button13;
2793 store.button14 = this.button14;
2794 store.button15 = this.button15;
2795 store.button16 = this.button16;
2796 store.buttonuse = this.buttonuse;
2797 store.buttonchat = this.buttonchat;
2799 store.cursor_active = this.cursor_active;
2800 store.cursor_screen = this.cursor_screen;
2801 store.cursor_trace_start = this.cursor_trace_start;
2802 store.cursor_trace_endpos = this.cursor_trace_endpos;
2803 store.cursor_trace_ent = this.cursor_trace_ent;
2805 store.ping = this.ping;
2806 store.ping_packetloss = this.ping_packetloss;
2807 store.ping_movementloss = this.ping_movementloss;
2809 store.v_angle = this.v_angle;
2810 store.movement = this.movement;