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 void send_TeamNames(int channel, entity to) {
105 WriteHeader(channel, TE_CSQC_TEAMNAMES);
106 WriteString(channel, autocvar_g_teamnames_red);
107 WriteString(channel, autocvar_g_teamnames_blue);
108 WriteString(channel, autocvar_g_teamnames_yellow);
109 WriteString(channel, autocvar_g_teamnames_pink);
112 int CountSpectators(entity player, entity to)
114 if(!player) { return 0; } // not sure how, but best to be safe
118 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
126 void WriteSpectators(entity player, entity to)
128 if(!player) { return; } // not sure how, but best to be safe
131 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
133 if(spec_count >= MAX_SPECTATORS)
135 WriteByte(MSG_ENTITY, num_for_edict(it));
140 bool ClientData_Send(entity this, entity to, int sf)
142 assert(to == this.owner, return false);
145 if (IS_SPEC(e)) e = e.enemy;
148 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
149 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
150 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
151 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
153 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
154 WriteByte(MSG_ENTITY, sf);
157 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
161 float specs = CountSpectators(e, to);
162 WriteByte(MSG_ENTITY, specs);
163 WriteSpectators(e, to);
169 void ClientData_Attach(entity this)
171 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
172 CS(this).clientdata.drawonlytoclient = this;
173 CS(this).clientdata.owner = this;
176 void ClientData_Detach(entity this)
178 delete(CS(this).clientdata);
179 CS(this).clientdata = NULL;
182 void ClientData_Touch(entity e)
184 entity cd = CS(e).clientdata;
185 if (cd) { cd.SendFlags = 1; }
187 // make it spectatable
188 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
190 entity cd = CS(it).clientdata;
191 if (cd) { cd.SendFlags = 1; }
200 Checks if the argument string can be a valid playermodel.
201 Returns a valid one in doubt.
204 string FallbackPlayerModel;
205 string CheckPlayerModel(string plyermodel) {
206 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
208 // note: we cannot summon Don Strunzone here, some player may
209 // still have the model string set. In case anyone manages how
210 // to change a cvar default, we'll have a small leak here.
211 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
213 // only in right path
214 if(substring(plyermodel, 0, 14) != "models/player/")
215 return FallbackPlayerModel;
216 // only good file extensions
217 if(substring(plyermodel, -4, 4) != ".iqm"
218 && substring(plyermodel, -4, 4) != ".zym"
219 && substring(plyermodel, -4, 4) != ".dpm"
220 && substring(plyermodel, -4, 4) != ".md3"
221 && substring(plyermodel, -4, 4) != ".psk")
223 return FallbackPlayerModel;
225 // forbid the LOD models
226 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
227 return FallbackPlayerModel;
228 if(plyermodel != strtolower(plyermodel))
229 return FallbackPlayerModel;
230 // also, restrict to server models
231 if(autocvar_sv_servermodelsonly)
233 if(!fexists(plyermodel))
234 return FallbackPlayerModel;
239 void setplayermodel(entity e, string modelname)
241 precache_model(modelname);
242 _setmodel(e, modelname);
243 player_setupanimsformodel(e);
244 if(!autocvar_g_debug_globalsounds)
245 UpdatePlayerSounds(e);
248 /** putting a client as observer in the server */
249 void PutObserverInServer(entity this)
251 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
252 PlayerState_detach(this);
256 if(GetResource(this, RES_HEALTH) >= 1)
259 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
262 // was a player, recount votes and ready status
263 if(IS_REAL_CLIENT(this))
265 if (vote_called) { VoteCount(false); }
268 entcs_update_players(this);
271 entity spot = SelectSpawnPoint(this, true);
272 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
273 this.angles = vec2(spot.angles);
274 this.fixangle = true;
275 // offset it so that the spectator spawns higher off the ground, looks better this way
276 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
277 if (IS_REAL_CLIENT(this))
280 WriteByte(MSG_ONE, SVC_SETVIEW);
281 WriteEntity(MSG_ONE, this);
283 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
284 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
285 if(!autocvar_g_debug_globalsounds)
287 // needed for player sounds
289 FixPlayermodel(this);
291 setmodel(this, MDL_Null);
292 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
293 this.view_ofs = '0 0 0';
295 RemoveGrapplingHooks(this);
296 Portal_ClearAll(this);
297 Unfreeze(this, false);
298 SetSpectatee(this, NULL);
303 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
307 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
309 WaypointSprite_PlayerDead(this);
311 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
312 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
314 accuracy_resend(this);
316 CS(this).spectatortime = time;
318 IL_REMOVE(g_bot_targets, this);
319 this.bot_attack = false;
320 if(this.monster_attack)
321 IL_REMOVE(g_monster_targets, this);
322 this.monster_attack = false;
323 STAT(HUD, this) = HUD_NORMAL;
324 TRANSMUTE(Observer, this);
325 this.iscreature = false;
326 this.teleportable = TELEPORT_SIMPLE;
327 if(this.damagedbycontents)
328 IL_REMOVE(g_damagedbycontents, this);
329 this.damagedbycontents = false;
330 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
331 SetSpectatee_status(this, etof(this));
332 this.takedamage = DAMAGE_NO;
333 this.solid = SOLID_NOT;
334 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
335 this.flags = FL_CLIENT | FL_NOTARGET;
337 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
338 this.pauserotarmor_finished = 0;
339 this.pauserothealth_finished = 0;
340 this.pauseregen_finished = 0;
341 this.damageforcescale = 0;
343 this.respawn_flags = 0;
344 this.respawn_time = 0;
345 STAT(RESPAWN_TIME, this) = 0;
349 this.pain_finished = 0;
350 STAT(AIR_FINISHED, this) = 0;
351 //this.dphitcontentsmask = 0;
352 this.dphitcontentsmask = DPCONTENTS_SOLID;
353 if (autocvar_g_playerclip_collisions)
354 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
357 setthink(this, func_null);
359 this.deadflag = DEAD_NO;
361 STAT(REVIVE_PROGRESS, this) = 0;
362 this.revival_time = 0;
363 this.draggable = drag_undraggable;
366 STAT(WEAPONS, this) = '0 0 0';
367 this.drawonlytoclient = this;
371 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
373 this.weaponmodel = "";
374 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
376 this.weaponentities[slot] = NULL;
378 this.exteriorweaponentity = NULL;
379 CS(this).killcount = FRAGS_SPECTATOR;
380 this.velocity = '0 0 0';
381 this.avelocity = '0 0 0';
382 this.punchangle = '0 0 0';
383 this.punchvector = '0 0 0';
384 this.oldvelocity = this.velocity;
385 this.event_damage = func_null;
386 this.event_heal = func_null;
388 for(int slot = 0; slot < MAX_AXH; ++slot)
390 entity axh = this.(AuxiliaryXhair[slot]);
391 this.(AuxiliaryXhair[slot]) = NULL;
393 if(axh.owner == this && axh != NULL && !wasfreed(axh))
397 if (mutator_returnvalue)
399 // mutator prevents resetting teams+score
403 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
404 this.frags = FRAGS_SPECTATOR;
407 bot_relinkplayerlist();
409 if (CS(this).just_joined)
410 CS(this).just_joined = false;
413 int player_getspecies(entity this)
415 get_model_parameters(this.model, this.skin);
416 int s = get_model_parameters_species;
417 get_model_parameters(string_null, 0);
418 if (s < 0) return SPECIES_HUMAN;
422 .float model_randomizer;
423 void FixPlayermodel(entity player)
425 string defaultmodel = "";
427 if(autocvar_sv_defaultcharacter)
433 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
434 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
435 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
436 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
440 if(defaultmodel == "")
442 defaultmodel = autocvar_sv_defaultplayermodel;
443 defaultskin = autocvar_sv_defaultplayerskin;
446 int n = tokenize_console(defaultmodel);
449 defaultmodel = argv(floor(n * CS(player).model_randomizer));
450 // However, do NOT randomize if the player-selected model is in the list.
451 for (int i = 0; i < n; ++i)
452 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
453 defaultmodel = argv(i);
456 int i = strstrofs(defaultmodel, ":", 0);
459 defaultskin = stof(substring(defaultmodel, i+1, -1));
460 defaultmodel = substring(defaultmodel, 0, i);
463 if(autocvar_sv_defaultcharacterskin && !defaultskin)
469 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
470 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
471 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
472 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
477 defaultskin = autocvar_sv_defaultplayerskin;
480 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
481 defaultmodel = M_ARGV(0, string);
482 defaultskin = M_ARGV(1, int);
486 if(defaultmodel != "")
488 if (defaultmodel != player.model)
490 vector m1 = player.mins;
491 vector m2 = player.maxs;
492 setplayermodel (player, defaultmodel);
493 setsize (player, m1, m2);
497 oldskin = player.skin;
498 player.skin = defaultskin;
500 if (player.playermodel != player.model || player.playermodel == "")
502 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
503 vector m1 = player.mins;
504 vector m2 = player.maxs;
505 setplayermodel (player, player.playermodel);
506 setsize (player, m1, m2);
510 if(!autocvar_sv_defaultcharacterskin)
512 oldskin = player.skin;
513 player.skin = stof(player.playerskin);
517 oldskin = player.skin;
518 player.skin = defaultskin;
522 if(chmdl || oldskin != player.skin) // model or skin has changed
524 player.species = player_getspecies(player); // update species
525 if(!autocvar_g_debug_globalsounds)
526 UpdatePlayerSounds(player); // update skin sounds
530 if(strlen(autocvar_sv_defaultplayercolors))
531 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
532 setcolor(player, stof(autocvar_sv_defaultplayercolors));
535 void ResetPlayerResources(entity this)
538 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
539 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
540 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
541 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
542 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
543 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
544 SetResource(this, RES_HEALTH, warmup_start_health);
545 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
546 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
548 SetResource(this, RES_SHELLS, start_ammo_shells);
549 SetResource(this, RES_BULLETS, start_ammo_nails);
550 SetResource(this, RES_ROCKETS, start_ammo_rockets);
551 SetResource(this, RES_CELLS, start_ammo_cells);
552 SetResource(this, RES_PLASMA, start_ammo_plasma);
553 SetResource(this, RES_FUEL, start_ammo_fuel);
554 SetResource(this, RES_HEALTH, start_health);
555 SetResource(this, RES_ARMOR, start_armorvalue);
556 STAT(WEAPONS, this) = start_weapons;
557 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
559 GiveRandomWeapons(this, random_start_weapons_count,
560 autocvar_g_random_start_weapons, random_start_ammo);
565 void PutPlayerInServer(entity this)
567 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
569 PlayerState_attach(this);
570 accuracy_resend(this);
573 TeamBalance_JoinBestTeam(this);
575 entity spot = SelectSpawnPoint(this, false);
577 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
578 return; // spawn failed
581 TRANSMUTE(Player, this);
583 CS(this).wasplayer = true;
584 this.iscreature = true;
585 this.teleportable = TELEPORT_NORMAL;
586 if(!this.damagedbycontents)
587 IL_PUSH(g_damagedbycontents, this);
588 this.damagedbycontents = true;
589 set_movetype(this, MOVETYPE_WALK);
590 this.solid = SOLID_SLIDEBOX;
591 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
592 if (autocvar_g_playerclip_collisions)
593 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
594 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
595 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
596 this.frags = FRAGS_PLAYER;
597 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
598 this.flags = FL_CLIENT | FL_PICKUPITEMS;
599 if (autocvar__notarget)
600 this.flags |= FL_NOTARGET;
601 this.takedamage = DAMAGE_AIM;
602 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
604 ResetPlayerResources(this);
606 SetSpectatee_status(this, 0);
608 PS(this).dual_weapons = '0 0 0';
610 if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
611 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
613 this.items = start_items;
615 float shieldtime = time + autocvar_g_spawnshieldtime;
617 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
618 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
619 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
620 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
621 if (!sv_ready_restart_after_countdown && time < game_starttime)
623 float f = game_starttime - time;
625 this.pauserotarmor_finished += f;
626 this.pauserothealth_finished += f;
627 this.pauseregen_finished += f;
630 StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
632 this.damageforcescale = autocvar_g_player_damageforcescale;
634 this.respawn_flags = 0;
635 this.respawn_time = 0;
636 STAT(RESPAWN_TIME, this) = 0;
637 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
638 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
640 this.pain_finished = 0;
642 setthink(this, func_null); // players have no think function
645 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
647 this.deadflag = DEAD_NO;
649 this.angles = spot.angles;
650 this.angles_z = 0; // never spawn tilted even if the spot says to
651 if (IS_BOT_CLIENT(this))
653 this.v_angle = this.angles;
656 this.fixangle = true; // turn this way immediately
657 this.oldvelocity = this.velocity = '0 0 0';
658 this.avelocity = '0 0 0';
659 this.punchangle = '0 0 0';
660 this.punchvector = '0 0 0';
662 STAT(REVIVE_PROGRESS, this) = 0;
663 this.revival_time = 0;
665 STAT(AIR_FINISHED, this) = 0;
666 this.waterlevel = WATERLEVEL_NONE;
667 this.watertype = CONTENT_EMPTY;
669 entity spawnevent = new_pure(spawnevent);
670 spawnevent.owner = this;
671 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
673 // Cut off any still running player sounds.
674 stopsound(this, CH_PLAYER_SINGLE);
677 FixPlayermodel(this);
678 this.drawonlytoclient = NULL;
682 for(int slot = 0; slot < MAX_AXH; ++slot)
684 entity axh = this.(AuxiliaryXhair[slot]);
685 this.(AuxiliaryXhair[slot]) = NULL;
687 if(axh.owner == this && axh != NULL && !wasfreed(axh))
691 this.spawnpoint_targ = NULL;
694 this.view_ofs = STAT(PL_VIEW_OFS, this);
695 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
696 this.spawnorigin = spot.origin;
697 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
698 // don't reset back to last position, even if new position is stuck in solid
699 this.oldorigin = this.origin;
701 IL_REMOVE(g_conveyed, this);
702 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
704 IL_REMOVE(g_swamped, this);
705 this.swampslug = NULL;
706 this.swamp_interval = 0;
707 if(this.ladder_entity)
708 IL_REMOVE(g_ladderents, this);
709 this.ladder_entity = NULL;
710 IL_EACH(g_counters, it.realowner == this,
714 STAT(HUD, this) = HUD_NORMAL;
716 this.event_damage = PlayerDamage;
717 this.event_heal = PlayerHeal;
719 this.draggable = func_null;
722 IL_PUSH(g_bot_targets, this);
723 this.bot_attack = true;
724 if(!this.monster_attack)
725 IL_PUSH(g_monster_targets, this);
726 this.monster_attack = true;
727 navigation_dynamicgoal_init(this, false);
729 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
731 // player was spectator
732 if (CS(this).killcount == FRAGS_SPECTATOR) {
733 PlayerScore_Clear(this);
734 CS(this).killcount = 0;
735 CS(this).startplaytime = time;
738 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
740 .entity weaponentity = weaponentities[slot];
741 CL_SpawnWeaponentity(this, weaponentity);
743 this.alpha = default_player_alpha;
744 this.colormod = '1 1 1' * autocvar_g_player_brightness;
745 this.exteriorweaponentity.alpha = default_weapon_alpha;
747 this.speedrunning = false;
749 this.counter_cnt = 0;
750 this.fragsfilter_cnt = 0;
752 target_voicescript_clear(this);
754 // reset fields the weapons may use
755 FOREACH(Weapons, true, {
756 it.wr_resetplayer(it, this);
757 // reload all reloadable weapons
758 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
759 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
761 .entity weaponentity = weaponentities[slot];
762 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
767 Unfreeze(this, false);
769 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
772 string s = spot.target;
773 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
774 spot.target = string_null;
775 SUB_UseTargets(spot, this, NULL);
776 if(g_assault || g_race)
780 if (autocvar_spawn_debug)
782 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
783 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
786 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
788 .entity weaponentity = weaponentities[slot];
789 entity w_ent = this.(weaponentity);
790 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
791 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
793 w_ent.m_switchweapon = WEP_Null;
794 w_ent.m_weapon = WEP_Null;
795 w_ent.weaponname = "";
796 w_ent.m_switchingweapon = WEP_Null;
800 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
802 if (CS(this).impulse) ImpulseCommands(this);
804 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
805 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
807 .entity weaponentity = weaponentities[slot];
808 W_WeaponFrame(this, weaponentity);
811 if (!warmup_stage && !this.alivetime)
812 this.alivetime = time;
814 antilag_clear(this, CS(this));
817 /** Called when a client spawns in the server */
818 void PutClientInServer(entity this)
820 if (IS_BOT_CLIENT(this)) {
821 TRANSMUTE(Player, this);
822 } else if (IS_REAL_CLIENT(this)) {
824 WriteByte(MSG_ONE, SVC_SETVIEW);
825 WriteEntity(MSG_ONE, this);
828 TRANSMUTE(Observer, this);
830 SetSpectatee(this, NULL);
834 PS(this).itemkeys = 0;
836 MUTATOR_CALLHOOK(PutClientInServer, this);
838 if (IS_OBSERVER(this)) {
839 PutObserverInServer(this);
840 } else if (IS_PLAYER(this)) {
841 PutPlayerInServer(this);
844 if(teamplay && IS_REAL_CLIENT(this))
845 send_TeamNames(MSG_ONE, this);
846 bot_relinkplayerlist();
849 // TODO do we need all these fields, or should we stop autodetecting runtime
850 // changes and just have a console command to update this?
851 bool ClientInit_SendEntity(entity this, entity to, int sf)
853 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
856 // MSG_INIT replacement
857 // TODO: make easier to use
859 W_PROP_reload(MSG_ONE, to);
860 ClientInit_misc(this);
861 MUTATOR_CALLHOOK(Ent_Init);
863 void ClientInit_misc(entity this)
865 int channel = MSG_ONE;
866 WriteHeader(channel, ENT_CLIENT_INIT);
867 WriteByte(channel, g_nexball_meter_period * 32);
868 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
869 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
870 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
871 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
872 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
873 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
874 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
875 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
877 if(autocvar_sv_foginterval && world.fog != "")
878 WriteString(channel, world.fog);
880 WriteString(channel, "");
881 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
882 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
883 WriteByte(channel, serverflags);
884 WriteCoord(channel, autocvar_g_trueaim_minrange);
886 // z411 send full hostname
887 WriteString(channel, (autocvar_hostname_full != "" ? autocvar_hostname_full : autocvar_hostname));
888 WriteString(channel, autocvar_sv_motd_permanent);
891 void ClientInit_CheckUpdate(entity this)
893 this.nextthink = time;
894 if(this.count != autocvar_g_balance_armor_blockpercent)
896 this.count = autocvar_g_balance_armor_blockpercent;
899 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
901 this.cnt = autocvar_g_balance_damagepush_speedfactor;
906 void ClientInit_Spawn()
908 entity e = new_pure(clientinit);
909 setthink(e, ClientInit_CheckUpdate);
910 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
912 ClientInit_CheckUpdate(e);
922 // initialize parms for a new player
923 parm1 = -(86400 * 366);
925 MUTATOR_CALLHOOK(SetNewParms);
933 void SetChangeParms (entity this)
935 // save parms for level change
936 parm1 = CS(this).parm_idlesince - time;
938 MUTATOR_CALLHOOK(SetChangeParms);
946 void DecodeLevelParms(entity this)
949 CS(this).parm_idlesince = parm1;
950 if (CS(this).parm_idlesince == -(86400 * 366))
951 CS(this).parm_idlesince = time;
953 // whatever happens, allow 60 seconds of idling directly after connect for map loading
954 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
956 MUTATOR_CALLHOOK(DecodeLevelParms);
959 void FixClientCvars(entity e)
961 // send prediction settings to the client
962 stuffcmd(e, "\nin_bindmap 0 0\n");
963 if(autocvar_g_antilag == 3) // client side hitscan
964 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
965 if(autocvar_sv_gentle)
966 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
968 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
969 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
971 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
973 MUTATOR_CALLHOOK(FixClientCvars, e);
976 bool findinlist_abbrev(string tofind, string list)
978 if(list == "" || tofind == "")
979 return false; // empty list or search, just return
981 // this function allows abbreviated strings!
982 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
990 bool PlayerInIPList(entity p, string iplist)
992 // some safety checks (never allow local?)
993 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
996 return findinlist_abbrev(p.netaddress, iplist);
999 bool PlayerInIDList(entity p, string idlist)
1001 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1005 return findinlist_abbrev(p.crypto_idfp, idlist);
1008 bool PlayerInList(entity player, string list)
1010 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1013 #ifdef DP_EXT_PRECONNECT
1018 Called once (not at each match start) when a client begins a connection to the server
1021 void ClientPreConnect(entity this)
1023 if(autocvar_sv_eventlog)
1025 GameLogEcho(sprintf(":connect:%d:%d:%s",
1028 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1034 string GetClientVersionMessage(entity this)
1036 if (CS(this).version_mismatch) {
1037 if(CS(this).version < autocvar_gameversion) {
1038 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1039 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1041 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1042 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1045 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1049 string getwelcomemessage(entity this)
1051 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1052 string modifications = M_ARGV(0, string);
1056 if(g_weaponarena_random)
1057 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1059 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1061 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1062 modifications = strcat(modifications, ", No start weapons");
1063 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1064 modifications = strcat(modifications, ", Low gravity");
1065 if(g_weapon_stay && !g_cts)
1066 modifications = strcat(modifications, ", Weapons stay");
1067 if(autocvar_g_jetpack)
1068 modifications = strcat(modifications, ", Jet pack");
1069 modifications = substring(modifications, 2, strlen(modifications) - 2);
1071 //string versionmessage = GetClientVersionMessage(this);
1072 //string s = strcat(versionmessage, "^8\n^9", (autocvar_hostname_full ? autocvar_hostname_full : autocvar_hostname));
1073 //string s = strcat(versionmessage, "^8\n^8\nserver is ^9", autocvar_hostname, "^8\n");
1074 string s = (autocvar_hostname_full != "" ? autocvar_hostname_full : autocvar_hostname);
1076 s = strcat(s, "^8\n^7", gamemode_name);
1078 if(modifications != "")
1079 s = strcat(s, "^7 | ^3", modifications);
1081 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1083 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1084 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1087 if (cache_mutatormsg != "") {
1088 s = strcat(s, "\n^8tips: ^7", cache_mutatormsg);
1091 string mutator_msg = "";
1092 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1093 mutator_msg = M_ARGV(0, string);
1095 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1097 string motd = autocvar_sv_motd;
1099 s = strcat(s, "\n\n^7", strreplace("\\n", "\n", motd));
1108 Called when a client connects to the server
1111 void ClientConnect(entity this)
1113 if (Ban_MaybeEnforceBanOnce(this)) return;
1114 assert(!IS_CLIENT(this), return);
1115 this.flags |= FL_CLIENT;
1116 assert(player_count >= 0, player_count = 0);
1118 TRANSMUTE(Client, this);
1119 CS(this).version_nagtime = time + 10 + random() * 10;
1121 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1123 bot_clientconnect(this);
1125 Player_DetermineForcedTeam(this);
1127 TRANSMUTE(Observer, this);
1129 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1131 // always track bots, don't ask for cl_allow_uidtracking
1132 if (IS_BOT_CLIENT(this))
1133 PlayerStats_GameReport_AddPlayer(this);
1135 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1137 if (autocvar_sv_eventlog)
1138 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1140 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1142 stuffcmd(this, clientstuff, "\n");
1143 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1145 FixClientCvars(this);
1147 // get version info from player
1148 stuffcmd(this, "cmd clientversion $gameversion\n");
1150 // notify about available teams
1153 entity balance = TeamBalance_CheckAllowedTeams(this);
1154 int t = TeamBalance_GetAllowedTeams(balance);
1155 TeamBalance_Destroy(balance);
1156 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1160 stuffcmd(this, "set _teams_available 0\n");
1163 bot_relinkplayerlist();
1165 CS(this).spectatortime = time;
1166 if (blockSpectators)
1168 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1171 CS(this).jointime = time;
1173 if (IS_REAL_CLIENT(this))
1175 if (g_weaponarena_weapons == WEPSET(TUBA))
1176 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1179 if (!autocvar_sv_foginterval && world.fog != "")
1180 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1182 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1183 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1184 send_CSQC_teamnagger();
1186 CSQCMODEL_AUTOINIT(this);
1188 CS(this).model_randomizer = random();
1190 if (IS_REAL_CLIENT(this))
1191 sv_notice_join(this);
1193 this.move_qcphysics = autocvar_sv_qcphysics;
1195 // update physics stats (players can spawn before physics runs)
1196 Physics_UpdateStats(this);
1198 IL_EACH(g_initforplayer, it.init_for_player, {
1199 it.init_for_player(it, this);
1202 Handicap_Initialize(this);
1204 MUTATOR_CALLHOOK(ClientConnect, this);
1206 if (IS_REAL_CLIENT(this))
1208 if (!autocvar_g_campaign && !IS_PLAYER(this))
1210 CS(this).motd_actived_time = -1;
1211 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1219 Called when a client disconnects from the server
1222 .entity chatbubbleentity;
1223 void player_powerups_remove_all(entity this);
1225 void ClientDisconnect(entity this)
1227 assert(IS_CLIENT(this), return);
1229 PlayerStats_GameReport_FinalizePlayer(this);
1230 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1231 if (CS(this).active_minigame) part_minigame(this);
1232 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1234 if (autocvar_sv_eventlog)
1235 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1237 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1240 SetSpectatee(this, NULL);
1242 MUTATOR_CALLHOOK(ClientDisconnect, this);
1244 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1245 strfree(CS_CVAR(this).weaponorder_byimpulse);
1246 ClientState_detach(this);
1248 Portal_ClearAll(this);
1250 Unfreeze(this, false);
1252 RemoveGrapplingHooks(this);
1254 // Here, everything has been done that requires this player to be a client.
1256 this.flags &= ~FL_CLIENT;
1258 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1259 if (this.killindicator) delete(this.killindicator);
1261 IL_EACH(g_counters, it.realowner == this,
1266 WaypointSprite_PlayerGone(this);
1268 bot_relinkplayerlist();
1270 strfree(this.clientstatus);
1271 if (this.personal) delete(this.personal);
1275 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1277 player_powerups_remove_all(this); // stop powerup sound
1282 void ChatBubbleThink(entity this)
1284 this.nextthink = time;
1285 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1287 if(this.owner) // but why can that ever be NULL?
1288 this.owner.chatbubbleentity = NULL;
1295 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1297 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1298 this.mdl = "models/sprites/minigame_busy.iqm";
1299 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1300 this.mdl = "models/misc/chatbubble.spr";
1303 if ( this.model != this.mdl )
1304 _setmodel(this, this.mdl);
1308 void UpdateChatBubble(entity this)
1312 // spawn a chatbubble entity if needed
1313 if (!this.chatbubbleentity)
1315 this.chatbubbleentity = new(chatbubbleentity);
1316 this.chatbubbleentity.owner = this;
1317 this.chatbubbleentity.exteriormodeltoclient = this;
1318 setthink(this.chatbubbleentity, ChatBubbleThink);
1319 this.chatbubbleentity.nextthink = time;
1320 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1321 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1322 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1323 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1324 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1325 //this.chatbubbleentity.model = "";
1326 this.chatbubbleentity.effects = EF_LOWPRECISION;
1330 void calculate_player_respawn_time(entity this)
1332 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1335 float gametype_setting_tmp;
1336 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1337 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1338 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1339 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1340 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1341 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1343 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1346 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1347 if(it.team == this.team)
1350 if (sdelay_small_count == 0)
1351 sdelay_small_count = 1;
1352 if (sdelay_large_count == 0)
1353 sdelay_large_count = 1;
1357 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1360 if (sdelay_small_count == 0)
1362 if (IS_INDEPENDENT_PLAYER(this))
1364 // Players play independently. No point in requiring enemies.
1365 sdelay_small_count = 1;
1369 // Players play AGAINST each other. Enemies required.
1370 sdelay_small_count = 2;
1373 if (sdelay_large_count == 0)
1375 if (IS_INDEPENDENT_PLAYER(this))
1377 // Players play independently. No point in requiring enemies.
1378 sdelay_large_count = 1;
1382 // Players play AGAINST each other. Enemies required.
1383 sdelay_large_count = 2;
1390 if (pcount <= sdelay_small_count)
1391 sdelay = sdelay_small;
1392 else if (pcount >= sdelay_large_count)
1393 sdelay = sdelay_large;
1394 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1395 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1398 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1400 this.respawn_time = time + sdelay;
1402 if(sdelay < sdelay_max)
1403 this.respawn_time_max = time + sdelay_max;
1405 this.respawn_time_max = this.respawn_time;
1407 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1408 this.respawn_countdown = 10; // first number to count down from is 10
1410 this.respawn_countdown = -1; // do not count down
1412 if(autocvar_g_forced_respawn)
1413 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1416 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1417 // added to the model skins
1418 /*void UpdateColorModHack()
1421 c = this.clientcolors & 15;
1422 // LordHavoc: only bothering to support white, green, red, yellow, blue
1423 if (!teamplay) this.colormod = '0 0 0';
1424 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1425 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1426 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1427 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1428 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1429 else this.colormod = '1 1 1';
1432 void respawn(entity this)
1434 bool damagedbycontents_prev = this.damagedbycontents;
1437 if(autocvar_g_respawn_ghosts)
1439 this.solid = SOLID_NOT;
1440 this.takedamage = DAMAGE_NO;
1441 this.damagedbycontents = false;
1442 set_movetype(this, MOVETYPE_FLY);
1443 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1444 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1445 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1446 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1447 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1448 if(autocvar_g_respawn_ghosts_time > 0)
1449 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1452 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1456 this.damagedbycontents = damagedbycontents_prev;
1458 this.effects |= EF_NODRAW; // prevent another CopyBody
1459 PutClientInServer(this);
1462 void play_countdown(entity this, float finished, Sound samp)
1465 if(IS_REAL_CLIENT(this))
1466 if(floor(finished - time - frametime) != floor(finished - time))
1467 if(finished - time < 6)
1468 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1471 void player_powerups_remove_all(entity this)
1473 if (this.items & IT_SUPERWEAPON)
1475 // don't play the poweroff sound when the game restarts or the player disconnects
1476 if (time > game_starttime + 1 && IS_CLIENT(this))
1477 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1478 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1479 this.items -= (this.items & IT_SUPERWEAPON);
1483 void player_powerups(entity this)
1485 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1486 this.modelflags |= MF_ROCKET;
1488 this.modelflags &= ~MF_ROCKET;
1490 this.effects &= ~EF_NODEPTHTEST;
1493 player_powerups_remove_all(this);
1495 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1498 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1499 int items_prev = this.items;
1501 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1503 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1504 if (this.items & IT_SUPERWEAPON)
1506 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1508 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1509 this.items = this.items - (this.items & IT_SUPERWEAPON);
1510 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1511 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1513 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1515 // don't let them run out
1519 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1520 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1522 this.items = this.items - (this.items & IT_SUPERWEAPON);
1523 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1524 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1525 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1529 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1531 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1533 this.items = this.items | IT_SUPERWEAPON;
1534 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1537 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1538 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1543 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1544 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1545 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1548 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1550 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1554 if(autocvar_g_nodepthtestplayers)
1555 this.effects = this.effects | EF_NODEPTHTEST;
1557 if(autocvar_g_fullbrightplayers)
1558 this.effects = this.effects | EF_FULLBRIGHT;
1560 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1563 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1565 if(current > stable)
1567 else if(current > stable - 0.25) // when close enough, "snap"
1570 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1573 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1575 if(current < stable)
1577 else if(current < stable + 0.25) // when close enough, "snap"
1580 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1583 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)
1585 float old = GetResource(this, res);
1586 float current = old;
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);
1604 float limit = GetResourceLimit(this, res) * limit_mod;
1609 SetResource(this, res, current);
1612 void player_regen(entity this)
1614 float max_mod, regen_mod, rot_mod, limit_mod;
1615 max_mod = regen_mod = rot_mod = limit_mod = 1;
1617 float regen_health = autocvar_g_balance_health_regen;
1618 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1619 float regen_health_rot = autocvar_g_balance_health_rot;
1620 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1621 float regen_health_stable = autocvar_g_balance_health_regenstable;
1622 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1623 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1624 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1625 max_mod = M_ARGV(1, float);
1626 regen_mod = M_ARGV(2, float);
1627 rot_mod = M_ARGV(3, float);
1628 limit_mod = M_ARGV(4, float);
1629 regen_health = M_ARGV(5, float);
1630 regen_health_linear = M_ARGV(6, float);
1631 regen_health_rot = M_ARGV(7, float);
1632 regen_health_rotlinear = M_ARGV(8, float);
1633 regen_health_stable = M_ARGV(9, float);
1634 regen_health_rotstable = M_ARGV(10, float);
1636 if(!mutator_returnvalue)
1637 if(!STAT(FROZEN, this))
1639 float maxa = autocvar_g_balance_armor_rotstable;
1640 float mina = autocvar_g_balance_armor_regenstable;
1642 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1643 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1644 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1646 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1647 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1648 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1651 // if player rotted to death... die!
1652 // check this outside above checks, as player may still be able to rot to death
1653 if(GetResource(this, RES_HEALTH) < 1)
1656 vehicles_exit(this.vehicle, VHEF_RELEASE);
1657 if(this.event_damage)
1658 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1661 if (!(this.items & IT_UNLIMITED_AMMO))
1663 float maxf = autocvar_g_balance_fuel_rotstable;
1664 float minf = autocvar_g_balance_fuel_regenstable;
1666 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1667 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1668 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1673 void SetZoomState(entity this, float newzoom)
1675 if(newzoom != CS(this).zoomstate)
1677 CS(this).zoomstate = newzoom;
1678 ClientData_Touch(this);
1680 zoomstate_set = true;
1683 void GetPressedKeys(entity this)
1685 MUTATOR_CALLHOOK(GetPressedKeys, this);
1688 CS(this).pressedkeys = 0;
1689 STAT(PRESSED_KEYS, this) = 0;
1693 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1694 int keys = STAT(PRESSED_KEYS, this);
1695 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1696 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1697 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1698 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1700 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1701 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
1702 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1703 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1704 CS(this).pressedkeys = keys; // store for other users
1706 STAT(PRESSED_KEYS, this) = keys;
1710 ======================
1711 spectate mode routines
1712 ======================
1715 void SpectateCopy(entity this, entity spectatee)
1717 TC(Client, this); TC(Client, spectatee);
1719 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1720 PS(this) = PS(spectatee);
1721 this.armortype = spectatee.armortype;
1722 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1723 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1724 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1725 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1726 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1727 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1728 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1729 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1730 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1731 CS(this).impulse = 0;
1732 this.disableclientprediction = 1; // no need to run prediction on a spectator
1733 this.items = spectatee.items;
1734 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1735 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1736 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1737 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1738 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1739 this.punchangle = spectatee.punchangle;
1740 this.view_ofs = spectatee.view_ofs;
1741 this.velocity = spectatee.velocity;
1742 this.dmg_take = spectatee.dmg_take;
1743 this.dmg_save = spectatee.dmg_save;
1744 this.dmg_inflictor = spectatee.dmg_inflictor;
1745 this.v_angle = spectatee.v_angle;
1746 this.angles = spectatee.v_angle;
1747 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1748 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1749 this.viewloc = spectatee.viewloc;
1750 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1751 this.fixangle = true;
1752 setorigin(this, spectatee.origin);
1753 setsize(this, spectatee.mins, spectatee.maxs);
1754 SetZoomState(this, CS(spectatee).zoomstate);
1756 anticheat_spectatecopy(this, spectatee);
1757 STAT(HUD, this) = STAT(HUD, spectatee);
1758 if(spectatee.vehicle)
1760 this.angles = spectatee.v_angle;
1762 //this.fixangle = false;
1763 //this.velocity = spectatee.vehicle.velocity;
1764 this.vehicle_health = spectatee.vehicle_health;
1765 this.vehicle_shield = spectatee.vehicle_shield;
1766 this.vehicle_energy = spectatee.vehicle_energy;
1767 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1768 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1769 this.vehicle_reload1 = spectatee.vehicle_reload1;
1770 this.vehicle_reload2 = spectatee.vehicle_reload2;
1772 //msg_entity = this;
1774 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1775 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1776 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1777 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1779 //WriteByte (MSG_ONE, SVC_SETVIEW);
1780 // WriteEntity(MSG_ONE, this);
1781 //makevectors(spectatee.v_angle);
1782 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1786 bool SpectateUpdate(entity this)
1791 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1793 SetSpectatee(this, NULL);
1797 SpectateCopy(this, this.enemy);
1802 bool SpectateSet(entity this)
1804 if(!IS_PLAYER(this.enemy))
1807 ClientData_Touch(this.enemy);
1810 WriteByte(MSG_ONE, SVC_SETVIEW);
1811 WriteEntity(MSG_ONE, this.enemy);
1812 set_movetype(this, MOVETYPE_NONE);
1813 accuracy_resend(this);
1815 if(!SpectateUpdate(this))
1816 PutObserverInServer(this);
1821 void SetSpectatee_status(entity this, int spectatee_num)
1823 int oldspectatee_status = CS(this).spectatee_status;
1824 CS(this).spectatee_status = spectatee_num;
1826 if (CS(this).spectatee_status != oldspectatee_status)
1828 if (STAT(PRESSED_KEYS, this))
1830 CS(this).pressedkeys = 0;
1831 STAT(PRESSED_KEYS, this) = 0;
1833 ClientData_Touch(this);
1834 if (g_race || g_cts) race_InitSpectator();
1838 void SetSpectatee(entity this, entity spectatee)
1840 if(IS_BOT_CLIENT(this))
1841 return; // bots abuse .enemy, this code is useless to them
1843 entity old_spectatee = this.enemy;
1845 this.enemy = spectatee;
1848 // these are required to fix the spectator bug with arc
1851 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1853 .entity weaponentity = weaponentities[slot];
1854 if(old_spectatee.(weaponentity).arc_beam)
1855 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1860 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1862 .entity weaponentity = weaponentities[slot];
1863 if(this.enemy.(weaponentity).arc_beam)
1864 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1869 SetSpectatee_status(this, etof(this.enemy));
1871 // needed to update spectator list
1872 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1875 bool Spectate(entity this, entity pl)
1877 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1879 pl = M_ARGV(1, entity);
1881 SetSpectatee(this, pl);
1882 return SpectateSet(this);
1885 bool SpectateNext(entity this)
1887 entity ent = find(this.enemy, classname, STR_PLAYER);
1889 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1890 ent = M_ARGV(1, entity);
1892 ent = find(ent, classname, STR_PLAYER);
1894 if(ent) { SetSpectatee(this, ent); }
1896 return SpectateSet(this);
1899 bool SpectatePrev(entity this)
1901 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1902 entity ent = findchain(classname, STR_PLAYER);
1903 if (!ent) // no player
1907 // skip players until current spectated player
1909 while(ent && ent != this.enemy)
1912 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1914 case MUT_SPECPREV_FOUND:
1915 ent = M_ARGV(1, entity);
1917 case MUT_SPECPREV_RETURN:
1919 case MUT_SPECPREV_CONTINUE:
1930 SetSpectatee(this, ent);
1931 return SpectateSet(this);
1936 ShowRespawnCountdown()
1938 Update a respawn countdown display.
1941 void ShowRespawnCountdown(entity this)
1944 if(!IS_DEAD(this)) // just respawned?
1948 number = ceil(this.respawn_time - time);
1951 if(number <= this.respawn_countdown)
1953 this.respawn_countdown = number - 1;
1954 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
1955 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1960 .bool team_selected;
1961 bool ShowTeamSelection(entity this)
1963 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1965 stuffcmd(this, "menu_showteamselect\n");
1968 void Join(entity this)
1970 TRANSMUTE(Player, this);
1972 if(!this.team_selected)
1973 if(autocvar_g_campaign || autocvar_g_balance_teams)
1974 TeamBalance_JoinBestTeam(this);
1976 if(autocvar_g_campaign)
1977 campaign_bots_may_start = true;
1979 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1981 PutClientInServer(this);
1984 if(teamplay && this.team != -1)
1988 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1989 this.team_selected = false;
1992 // send constant ready notification
1994 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MISSING_READY);
1997 int GetPlayerLimit()
2000 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)
2001 int player_limit = autocvar_g_maxplayers;
2002 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2003 player_limit = M_ARGV(0, int);
2004 return player_limit;
2008 * Determines whether the player is allowed to join. This depends on cvar
2009 * g_maxplayers, if it isn't used this function always return true, otherwise
2010 * it checks whether the number of currently playing players exceeds g_maxplayers.
2011 * @return int number of free slots for players, 0 if none
2013 int nJoinAllowed(entity this, entity ignore)
2016 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2017 // so report 0 free slots if restricted
2019 if(autocvar_g_forced_team_otherwise == "spectate")
2021 if(autocvar_g_forced_team_otherwise == "spectator")
2025 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2026 return 0; // forced spectators can never join
2028 // TODO simplify this
2029 int totalClients = 0;
2030 int currentlyPlaying = 0;
2031 FOREACH_CLIENT(true, {
2034 if(IS_REAL_CLIENT(it))
2035 if(IS_PLAYER(it) || it.caplayer)
2039 int player_limit = GetPlayerLimit();
2043 free_slots = maxclients - totalClients;
2044 else if(player_limit > 0 && currentlyPlaying < player_limit)
2045 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2047 static float msg_time = 0;
2048 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2050 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2051 msg_time = time + 0.5;
2057 void PrintWelcomeMessage(entity this)
2059 if(CS(this).motd_actived_time == 0)
2061 if (autocvar_g_campaign) {
2062 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2063 CS(this).motd_actived_time = time;
2064 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2067 if (PHYS_INPUT_BUTTON_INFO(this)) {
2068 CS(this).motd_actived_time = time;
2069 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2073 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2075 if (autocvar_g_campaign) {
2076 if (PHYS_INPUT_BUTTON_INFO(this))
2077 CS(this).motd_actived_time = time;
2078 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2079 CS(this).motd_actived_time = 0;
2080 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2083 if (PHYS_INPUT_BUTTON_INFO(this))
2084 CS(this).motd_actived_time = time;
2085 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2086 CS(this).motd_actived_time = 0;
2087 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2091 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2093 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2094 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2095 else if (CS(this).motd_actived_time == -2)
2097 // instantly hide MOTD
2098 CS(this).motd_actived_time = 0;
2099 if (autocvar_g_campaign)
2100 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2102 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2104 else if (IS_PLAYER(this) || IS_SPEC(this))
2106 // FIXME occasionally for some reason MOTD never goes away
2107 // delay MOTD removal a little bit in the hope it fixes this bug
2108 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2109 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2110 else //if (CS(this).motd_actived_time < -2)
2111 CS(this).motd_actived_time++;
2116 bool joinAllowed(entity this)
2118 if (CS(this).version_mismatch) return false;
2119 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2120 if (!nJoinAllowed(this, this)) return false;
2121 if (teamplay && lockteams) return false;
2122 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2123 if (ShowTeamSelection(this)) return false;
2127 .string shootfromfixedorigin;
2128 .bool dualwielding_prev;
2129 bool PlayerThink(entity this)
2131 if (game_stopped || intermission_running) {
2132 this.modelflags &= ~MF_ROCKET;
2133 if(intermission_running)
2134 IntermissionThink(this);
2139 // don't allow the player to turn around while game is paused
2140 // FIXME turn this into CSQC stuff
2141 this.v_angle = this.lastV_angle;
2142 this.angles = this.lastV_angle;
2143 this.fixangle = true;
2147 if (frametime) player_powerups(this);
2149 if (IS_DEAD(this)) {
2150 if (this.personal && g_race_qualifying) {
2151 if (time > this.respawn_time) {
2152 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2154 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2157 if (frametime) player_anim(this);
2159 if (this.respawn_flags & RESPAWN_DENY)
2161 STAT(RESPAWN_TIME, this) = 0;
2165 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));
2167 switch(this.deadflag)
2171 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2172 this.deadflag = DEAD_RESPAWNING;
2173 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2174 this.deadflag = DEAD_DEAD;
2180 this.deadflag = DEAD_RESPAWNABLE;
2181 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2182 this.deadflag = DEAD_RESPAWNING;
2185 case DEAD_RESPAWNABLE:
2187 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2188 this.deadflag = DEAD_RESPAWNING;
2191 case DEAD_RESPAWNING:
2193 if (time > this.respawn_time)
2195 this.respawn_time = time + 1; // only retry once a second
2196 this.respawn_time_max = this.respawn_time;
2203 ShowRespawnCountdown(this);
2205 if (this.respawn_flags & RESPAWN_SILENT)
2206 STAT(RESPAWN_TIME, this) = 0;
2207 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2209 if (time < this.respawn_time)
2210 STAT(RESPAWN_TIME, this) = this.respawn_time;
2211 else if (this.deadflag != DEAD_RESPAWNING)
2212 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2215 STAT(RESPAWN_TIME, this) = this.respawn_time;
2218 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2219 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2220 STAT(RESPAWN_TIME, this) *= -1;
2225 FixPlayermodel(this);
2227 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2228 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2229 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2232 // reset gun alignment when dual wielding status changes
2233 // to ensure guns are always aligned right and left
2234 bool dualwielding = W_DualWielding(this);
2235 if(this.dualwielding_prev != dualwielding)
2237 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2238 this.dualwielding_prev = dualwielding;
2241 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2244 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2246 .entity weaponentity = weaponentities[slot];
2247 if(WEP_CVAR(vortex, charge_always))
2248 W_Vortex_Charge(this, weaponentity, frametime);
2249 W_WeaponFrame(this, weaponentity);
2255 // WEAPONTODO: Add a weapon request for this
2256 // rot vortex charge to the charge limit
2257 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2259 .entity weaponentity = weaponentities[slot];
2260 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2261 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2266 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2269 monsters_setstatus(this);
2274 .bool would_spectate;
2275 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2276 void ObserverOrSpectatorThink(entity this)
2278 bool is_spec = IS_SPEC(this);
2279 if ( CS(this).impulse )
2281 int r = MinigameImpulse(this, CS(this).impulse);
2283 CS(this).impulse = 0;
2285 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2287 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2288 CS(this).impulse = 0;
2293 if (this.flags & FL_JUMPRELEASED) {
2294 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2295 this.flags &= ~FL_JUMPRELEASED;
2296 this.flags |= FL_SPAWNING;
2297 } 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)))
2298 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2299 this.flags &= ~FL_JUMPRELEASED;
2300 if(SpectateNext(this)) {
2301 TRANSMUTE(Spectator, this);
2302 } else if (is_spec) {
2303 TRANSMUTE(Observer, this);
2304 PutClientInServer(this);
2307 this.would_spectate = false; // unable to spectate anyone
2309 CS(this).impulse = 0;
2310 } else if (is_spec) {
2311 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2312 this.flags &= ~FL_JUMPRELEASED;
2313 if(SpectatePrev(this)) {
2314 TRANSMUTE(Spectator, this);
2316 TRANSMUTE(Observer, this);
2317 PutClientInServer(this);
2319 CS(this).impulse = 0;
2320 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2321 this.would_spectate = false;
2322 this.flags &= ~FL_JUMPRELEASED;
2323 TRANSMUTE(Observer, this);
2324 PutClientInServer(this);
2325 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2326 PutObserverInServer(this);
2327 this.would_spectate = true;
2331 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2332 if (PHYS_INPUT_BUTTON_USE(this))
2333 wouldclip = !wouldclip;
2334 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2335 set_movetype(this, preferred_movetype);
2337 } else { // jump pressed
2338 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2339 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2340 this.flags |= FL_JUMPRELEASED;
2341 if(this.flags & FL_SPAWNING)
2343 this.flags &= ~FL_SPAWNING;
2344 if(joinAllowed(this))
2346 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2347 CS(this).autojoin_checked = -1;
2351 if(is_spec && !SpectateUpdate(this))
2352 PutObserverInServer(this);
2355 this.flags |= FL_CLIENT | FL_NOTARGET;
2358 void PlayerUseKey(entity this)
2360 if (!IS_PLAYER(this))
2367 vehicles_exit(this.vehicle, VHEF_NORMAL);
2371 else if(autocvar_g_vehicles_enter)
2373 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2375 entity head, closest_target = NULL;
2376 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2378 while(head) // find the closest acceptable target to enter
2380 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2381 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2385 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2386 { closest_target = head; }
2388 else { closest_target = head; }
2394 if(closest_target) { vehicles_enter(this, closest_target); return; }
2398 // a use key was pressed; call handlers
2399 MUTATOR_CALLHOOK(PlayerUseKey, this);
2407 Called every frame for each client before the physics are run
2410 .float last_vehiclecheck;
2411 void PlayerPreThink (entity this)
2413 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2414 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2416 WarpZone_PlayerPhysics_FixVAngle(this);
2419 // physics frames: update anticheat stuff
2420 anticheat_prethink(this);
2422 // WORKAROUND: only use dropclient in server frames (frametime set).
2423 // Never use it in cl_movement frames (frametime zero).
2424 if (blockSpectators && IS_REAL_CLIENT(this)
2425 && (IS_SPEC(this) || IS_OBSERVER(this)) && !this.caplayer
2426 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2428 if (dropclient_schedule(this))
2429 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2433 zoomstate_set = false;
2435 // Check for nameless players
2436 if (this.netname == "" || this.netname != CS(this).netname_previous)
2438 bool assume_unchanged = (CS(this).netname_previous == "");
2439 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2441 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2442 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2443 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2444 assume_unchanged = false;
2445 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2447 if (isInvisibleString(this.netname))
2449 this.netname = strzone(sprintf("Player#%d", this.playerid));
2450 sprint(this, "Warning: invisible names are not allowed.\n");
2451 assume_unchanged = false;
2452 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2454 if (!assume_unchanged && autocvar_sv_eventlog)
2455 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2456 strcpy(CS(this).netname_previous, this.netname);
2460 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2461 CS(this).version_nagtime = 0;
2462 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2464 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2466 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2468 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2469 if (r < 0) { // old client
2470 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2471 } else if (r > 0) { // old server
2472 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2478 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2480 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2481 this.max_armorvalue = 0;
2484 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2486 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2488 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2489 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2491 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2493 if (STAT(REVIVE_PROGRESS, this) >= 1)
2494 Unfreeze(this, false);
2496 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2498 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2499 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2501 if (GetResource(this, RES_HEALTH) < 1)
2504 vehicles_exit(this.vehicle, VHEF_RELEASE);
2505 if(this.event_damage)
2506 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2508 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2509 Unfreeze(this, false);
2513 MUTATOR_CALLHOOK(PlayerPreThink, this);
2515 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2516 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2518 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2522 if(!it.team || SAME_TEAM(this, it))
2523 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2524 else if(autocvar_g_vehicles_steal)
2525 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2527 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2529 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2533 this.last_vehiclecheck = time + 1;
2536 if(!CS_CVAR(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2538 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2540 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2543 if (IS_REAL_CLIENT(this))
2544 PrintWelcomeMessage(this);
2546 if (IS_PLAYER(this)) {
2547 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2548 error("Client can't be spawned as player on connection!");
2549 if(!PlayerThink(this))
2552 else if (game_stopped || intermission_running) {
2553 if(intermission_running)
2554 IntermissionThink(this);
2557 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2559 bool early_join_requested = (CS(this).autojoin_checked < 0);
2560 CS(this).autojoin_checked = 1;
2561 // don't do this in ClientConnect
2562 // many things can go wrong if a client is spawned as player on connection
2563 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2564 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2565 && (!teamplay || autocvar_g_balance_teams)))
2567 campaign_bots_may_start = true;
2568 if(joinAllowed(this))
2573 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2574 ObserverOrSpectatorThink(this);
2577 // WEAPONTODO: Add weapon request for this
2578 if (!zoomstate_set) {
2579 bool wep_zoomed = false;
2580 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2582 .entity weaponentity = weaponentities[slot];
2583 Weapon thiswep = this.(weaponentity).m_weapon;
2584 if(thiswep != WEP_Null && thiswep.wr_zoom)
2585 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2587 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2590 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2592 CS(this).teamkill_soundtime = 0;
2594 entity e = CS(this).teamkill_soundsource;
2595 entity oldpusher = e.pusher;
2597 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2598 e.pusher = oldpusher;
2601 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2602 CS(this).taunt_soundtime = 0;
2603 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2606 target_voicescript_next(this);
2609 void DrownPlayer(entity this)
2611 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2612 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2614 STAT(AIR_FINISHED, this) = 0;
2618 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2620 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2621 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2622 STAT(AIR_FINISHED, this) = 0;
2626 if (!STAT(AIR_FINISHED, this))
2627 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2628 if (STAT(AIR_FINISHED, this) < time)
2630 if (this.pain_finished < time)
2632 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');
2633 this.pain_finished = time + 0.5;
2639 .bool move_qcphysics;
2641 void Player_Physics(entity this)
2643 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2645 if(!this.move_qcphysics)
2648 if(!frametime && !CS(this).pm_frametime)
2651 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2653 CS(this).pm_frametime = 0;
2660 Called every frame for each client after the physics are run
2663 void PlayerPostThink (entity this)
2665 Player_Physics(this);
2667 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2668 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2669 if (IS_REAL_CLIENT(this))
2670 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2671 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2673 int totalClients = 0;
2674 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2676 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2682 if (autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
2683 { /* do nothing */ }
2684 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2686 if (CS(this).idlekick_lasttimeleft)
2688 CS(this).idlekick_lasttimeleft = 0;
2689 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2694 float maxidle_time = autocvar_sv_maxidle;
2695 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2696 maxidle_time = autocvar_sv_maxidle_playertospectator;
2697 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2698 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2699 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2701 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2702 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2704 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2706 if (timeleft <= 0) {
2707 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2709 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2712 this.lms_spectate_warning = 2; // TODO: mutator hook for players forcibly moved to spectator?
2713 PutObserverInServer(this);
2717 if (dropclient_schedule(this))
2718 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2722 else if (timeleft <= countdown_time) {
2723 if (timeleft != CS(this).idlekick_lasttimeleft)
2724 play2(this, SND(TALK2));
2725 CS(this).idlekick_lasttimeleft = timeleft;
2734 this.solid = SOLID_NOT;
2735 this.takedamage = DAMAGE_NO;
2736 set_movetype(this, MOVETYPE_NONE);
2737 CS(this).teamkill_complain = 0;
2738 CS(this).teamkill_soundtime = 0;
2739 CS(this).teamkill_soundsource = NULL;
2742 if (IS_PLAYER(this)) {
2743 if(this.death_time == time && IS_DEAD(this))
2745 // player's bbox gets resized now, instead of in the damage event that killed the player,
2746 // once all the damage events of this frame have been processed with normal size
2748 setsize(this, this.mins, this.maxs);
2751 UpdateChatBubble(this);
2752 if (CS(this).impulse) ImpulseCommands(this);
2753 GetPressedKeys(this);
2756 CSQCMODEL_AUTOUPDATE(this);
2760 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2762 CS(this).pressedkeys = 0;
2763 STAT(PRESSED_KEYS, this) = 0;
2766 if (this.waypointsprite_attachedforcarrier) {
2767 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2768 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2771 CSQCMODEL_AUTOUPDATE(this);
2774 // hack to copy the button fields from the client entity to the Client State
2775 void PM_UpdateButtons(entity this, entity store)
2778 store.impulse = this.impulse;
2781 bool typing = this.buttonchat || this.button12;
2783 store.button0 = (typing) ? 0 : this.button0;
2785 store.button2 = (typing) ? 0 : this.button2;
2786 store.button3 = (typing) ? 0 : this.button3;
2787 store.button4 = this.button4;
2788 store.button5 = (typing) ? 0 : this.button5;
2789 store.button6 = this.button6;
2790 store.button7 = this.button7;
2791 store.button8 = this.button8;
2792 store.button9 = this.button9;
2793 store.button10 = this.button10;
2794 store.button11 = this.button11;
2795 store.button12 = this.button12;
2796 store.button13 = this.button13;
2797 store.button14 = this.button14;
2798 store.button15 = this.button15;
2799 store.button16 = this.button16;
2800 store.buttonuse = this.buttonuse;
2801 store.buttonchat = this.buttonchat;
2803 store.cursor_active = this.cursor_active;
2804 store.cursor_screen = this.cursor_screen;
2805 store.cursor_trace_start = this.cursor_trace_start;
2806 store.cursor_trace_endpos = this.cursor_trace_endpos;
2807 store.cursor_trace_ent = this.cursor_trace_ent;
2809 store.ping = this.ping;
2810 store.ping_packetloss = this.ping_packetloss;
2811 store.ping_movementloss = this.ping_movementloss;
2813 store.v_angle = this.v_angle;
2814 store.movement = this.movement;
2817 NET_HANDLE(fpsreport, bool)
2819 int fps = ReadShort();
2820 PlayerScore_Set(sender, SP_FPS, fps);