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/nexball/sv_nexball.qh>
10 #include <common/items/_mod.qh>
11 #include <common/items/inventory.qh>
12 #include <common/mapobjects/func/conveyor.qh>
13 #include <common/mapobjects/func/ladder.qh>
14 #include <common/mapobjects/subs.qh>
15 #include <common/mapobjects/target/spawnpoint.qh>
16 #include <common/mapobjects/teleporters.qh>
17 #include <common/mapobjects/trigger/counter.qh>
18 #include <common/mapobjects/trigger/secret.qh>
19 #include <common/mapobjects/trigger/swamp.qh>
20 #include <common/mapobjects/triggers.qh>
21 #include <common/minigames/sv_minigames.qh>
22 #include <common/monsters/sv_monsters.qh>
23 #include <common/mutators/mutator/instagib/sv_instagib.qh>
24 #include <common/mutators/mutator/nades/nades.qh>
25 #include <common/mutators/mutator/overkill/oknex.qh>
26 #include <common/mutators/mutator/status_effects/_mod.qh>
27 #include <common/mutators/mutator/waypoints/all.qh>
28 #include <common/net_linked.qh>
29 #include <common/net_notice.qh>
30 #include <common/notifications/all.qh>
31 #include <common/physics/player.qh>
32 #include <common/playerstats.qh>
33 #include <common/state.qh>
34 #include <common/stats.qh>
35 #include <common/vehicles/all.qh>
36 #include <common/vehicles/sv_vehicles.qh>
37 #include <common/viewloc.qh>
38 #include <common/weapons/_all.qh>
39 #include <common/weapons/weapon/vortex.qh>
40 #include <common/wepent.qh>
41 #include <lib/csqcmodel/sv_model.qh>
42 #include <lib/warpzone/common.qh>
43 #include <lib/warpzone/server.qh>
44 #include <server/anticheat.qh>
45 #include <server/antilag.qh>
46 #include <server/bot/api.qh>
47 #include <server/bot/default/cvars.qh>
48 #include <server/campaign.qh>
49 #include <server/chat.qh>
50 #include <server/cheats.qh>
51 #include <server/clientkill.qh>
52 #include <server/command/common.qh>
53 #include <server/command/common.qh>
54 #include <server/command/vote.qh>
55 #include <server/compat/quake3.qh>
56 #include <server/damage.qh>
57 #include <server/gamelog.qh>
58 #include <server/handicap.qh>
59 #include <server/hook.qh>
60 #include <server/impulse.qh>
61 #include <server/intermission.qh>
62 #include <server/ipban.qh>
63 #include <server/main.qh>
64 #include <server/mutators/_mod.qh>
65 #include <server/player.qh>
66 #include <server/portals.qh>
67 #include <server/race.qh>
68 #include <server/resources.qh>
69 #include <server/scores.qh>
70 #include <server/scores_rules.qh>
71 #include <server/spawnpoints.qh>
72 #include <server/teamplay.qh>
73 #include <server/weapons/accuracy.qh>
74 #include <server/weapons/common.qh>
75 #include <server/weapons/hitplot.qh>
76 #include <server/weapons/selection.qh>
77 #include <server/weapons/tracing.qh>
78 #include <server/weapons/weaponsystem.qh>
79 #include <server/world.qh>
81 STATIC_METHOD(Client, Add, void(Client this, int _team))
84 TRANSMUTE(Player, this);
87 PutClientInServer(this);
90 STATIC_METHOD(Client, Remove, void(Client this))
92 TRANSMUTE(Observer, this);
93 PutClientInServer(this);
94 ClientDisconnect(this);
97 void send_CSQC_teamnagger() {
98 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
101 int CountSpectators(entity player, entity to)
103 if(!player) { return 0; } // not sure how, but best to be safe
107 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
115 void WriteSpectators(entity player, entity to)
117 if(!player) { return; } // not sure how, but best to be safe
120 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
122 if(spec_count >= MAX_SPECTATORS)
124 WriteByte(MSG_ENTITY, num_for_edict(it));
129 bool ClientData_Send(entity this, entity to, int sf)
131 assert(to == this.owner, return false);
134 if (IS_SPEC(e)) e = e.enemy;
137 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
138 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
139 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
140 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
142 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
143 WriteByte(MSG_ENTITY, sf);
146 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
150 float specs = CountSpectators(e, to);
151 WriteByte(MSG_ENTITY, specs);
152 WriteSpectators(e, to);
158 void ClientData_Attach(entity this)
160 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
161 CS(this).clientdata.drawonlytoclient = this;
162 CS(this).clientdata.owner = this;
165 void ClientData_Detach(entity this)
167 delete(CS(this).clientdata);
168 CS(this).clientdata = NULL;
171 void ClientData_Touch(entity e)
173 entity cd = CS(e).clientdata;
174 if (cd) { cd.SendFlags = 1; }
176 // make it spectatable
177 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
179 entity cd = CS(it).clientdata;
180 if (cd) { cd.SendFlags = 1; }
189 Checks if the argument string can be a valid playermodel.
190 Returns a valid one in doubt.
193 string FallbackPlayerModel;
194 string CheckPlayerModel(string plyermodel) {
195 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
197 // note: we cannot summon Don Strunzone here, some player may
198 // still have the model string set. In case anyone manages how
199 // to change a cvar default, we'll have a small leak here.
200 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
202 // only in right path
203 if(substring(plyermodel, 0, 14) != "models/player/")
204 return FallbackPlayerModel;
205 // only good file extensions
206 if(substring(plyermodel, -4, 4) != ".iqm"
207 && substring(plyermodel, -4, 4) != ".zym"
208 && substring(plyermodel, -4, 4) != ".dpm"
209 && substring(plyermodel, -4, 4) != ".md3"
210 && substring(plyermodel, -4, 4) != ".psk")
212 return FallbackPlayerModel;
214 // forbid the LOD models
215 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
216 return FallbackPlayerModel;
217 if(plyermodel != strtolower(plyermodel))
218 return FallbackPlayerModel;
219 // also, restrict to server models
220 if(autocvar_sv_servermodelsonly)
222 if(!fexists(plyermodel))
223 return FallbackPlayerModel;
228 void setplayermodel(entity e, string modelname)
230 precache_model(modelname);
231 _setmodel(e, modelname);
232 player_setupanimsformodel(e);
233 if(!autocvar_g_debug_globalsounds)
234 UpdatePlayerSounds(e);
237 /** putting a client as observer in the server */
238 void PutObserverInServer(entity this)
240 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
241 PlayerState_detach(this);
245 if(GetResource(this, RES_HEALTH) >= 1)
248 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
251 // was a player, recount votes and ready status
252 if(IS_REAL_CLIENT(this))
254 if (vote_called) { VoteCount(false); }
257 entcs_update_players(this);
260 entity spot = SelectSpawnPoint(this, true);
261 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
262 this.angles = vec2(spot.angles);
263 this.fixangle = true;
264 // offset it so that the spectator spawns higher off the ground, looks better this way
265 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
266 if (IS_REAL_CLIENT(this))
269 WriteByte(MSG_ONE, SVC_SETVIEW);
270 WriteEntity(MSG_ONE, this);
272 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
273 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
274 if(!autocvar_g_debug_globalsounds)
276 // needed for player sounds
278 FixPlayermodel(this);
280 setmodel(this, MDL_Null);
281 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
282 this.view_ofs = '0 0 0';
284 RemoveGrapplingHooks(this);
285 Portal_ClearAll(this);
286 Unfreeze(this, false);
287 SetSpectatee(this, NULL);
292 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
296 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
298 WaypointSprite_PlayerDead(this);
300 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
301 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
303 accuracy_resend(this);
305 CS(this).spectatortime = time;
307 IL_REMOVE(g_bot_targets, this);
308 this.bot_attack = false;
309 if(this.monster_attack)
310 IL_REMOVE(g_monster_targets, this);
311 this.monster_attack = false;
312 STAT(HUD, this) = HUD_NORMAL;
313 TRANSMUTE(Observer, this);
314 this.iscreature = false;
315 this.teleportable = TELEPORT_SIMPLE;
316 if(this.damagedbycontents)
317 IL_REMOVE(g_damagedbycontents, this);
318 this.damagedbycontents = false;
319 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
320 SetSpectatee_status(this, etof(this));
321 this.takedamage = DAMAGE_NO;
322 this.solid = SOLID_NOT;
323 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
324 this.flags = FL_CLIENT | FL_NOTARGET;
326 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
327 this.pauserotarmor_finished = 0;
328 this.pauserothealth_finished = 0;
329 this.pauseregen_finished = 0;
330 this.damageforcescale = 0;
332 this.respawn_flags = 0;
333 this.respawn_time = 0;
334 STAT(RESPAWN_TIME, this) = 0;
338 this.pain_finished = 0;
339 STAT(AIR_FINISHED, this) = 0;
340 //this.dphitcontentsmask = 0;
341 this.dphitcontentsmask = DPCONTENTS_SOLID;
342 if (autocvar_g_playerclip_collisions)
343 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
346 setthink(this, func_null);
348 this.deadflag = DEAD_NO;
350 STAT(REVIVE_PROGRESS, this) = 0;
351 this.revival_time = 0;
352 this.draggable = drag_undraggable;
355 STAT(WEAPONS, this) = '0 0 0';
356 this.drawonlytoclient = this;
360 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
362 this.weaponmodel = "";
363 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
365 this.weaponentities[slot] = NULL;
367 this.exteriorweaponentity = NULL;
368 CS(this).killcount = FRAGS_SPECTATOR;
369 this.velocity = '0 0 0';
370 this.avelocity = '0 0 0';
371 this.punchangle = '0 0 0';
372 this.punchvector = '0 0 0';
373 this.oldvelocity = this.velocity;
374 this.event_damage = func_null;
375 this.event_heal = func_null;
377 for(int slot = 0; slot < MAX_AXH; ++slot)
379 entity axh = this.(AuxiliaryXhair[slot]);
380 this.(AuxiliaryXhair[slot]) = NULL;
382 if(axh.owner == this && axh != NULL && !wasfreed(axh))
386 if (mutator_returnvalue)
388 // mutator prevents resetting teams+score
392 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
393 this.frags = FRAGS_SPECTATOR;
396 bot_relinkplayerlist();
398 if (CS(this).just_joined)
399 CS(this).just_joined = false;
402 int player_getspecies(entity this)
404 get_model_parameters(this.model, this.skin);
405 int s = get_model_parameters_species;
406 get_model_parameters(string_null, 0);
407 if (s < 0) return SPECIES_HUMAN;
411 .float model_randomizer;
412 void FixPlayermodel(entity player)
414 string defaultmodel = "";
416 if(autocvar_sv_defaultcharacter)
422 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
423 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
424 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
425 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
429 if(defaultmodel == "")
431 defaultmodel = autocvar_sv_defaultplayermodel;
432 defaultskin = autocvar_sv_defaultplayerskin;
435 int n = tokenize_console(defaultmodel);
438 defaultmodel = argv(floor(n * CS(player).model_randomizer));
439 // However, do NOT randomize if the player-selected model is in the list.
440 for (int i = 0; i < n; ++i)
441 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
442 defaultmodel = argv(i);
445 int i = strstrofs(defaultmodel, ":", 0);
448 defaultskin = stof(substring(defaultmodel, i+1, -1));
449 defaultmodel = substring(defaultmodel, 0, i);
452 if(autocvar_sv_defaultcharacterskin && !defaultskin)
458 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
459 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
460 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
461 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
466 defaultskin = autocvar_sv_defaultplayerskin;
469 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
470 defaultmodel = M_ARGV(0, string);
471 defaultskin = M_ARGV(1, int);
475 if(defaultmodel != "")
477 if (defaultmodel != player.model)
479 vector m1 = player.mins;
480 vector m2 = player.maxs;
481 setplayermodel (player, defaultmodel);
482 setsize (player, m1, m2);
486 oldskin = player.skin;
487 player.skin = defaultskin;
489 if (player.playermodel != player.model || player.playermodel == "")
491 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
492 vector m1 = player.mins;
493 vector m2 = player.maxs;
494 setplayermodel (player, player.playermodel);
495 setsize (player, m1, m2);
499 if(!autocvar_sv_defaultcharacterskin)
501 oldskin = player.skin;
502 player.skin = stof(player.playerskin);
506 oldskin = player.skin;
507 player.skin = defaultskin;
511 if(chmdl || oldskin != player.skin) // model or skin has changed
513 player.species = player_getspecies(player); // update species
514 if(!autocvar_g_debug_globalsounds)
515 UpdatePlayerSounds(player); // update skin sounds
519 if(strlen(autocvar_sv_defaultplayercolors))
520 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
521 setcolor(player, stof(autocvar_sv_defaultplayercolors));
524 void PutPlayerInServer(entity this)
526 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
528 PlayerState_attach(this);
529 accuracy_resend(this);
532 TeamBalance_JoinBestTeam(this);
534 entity spot = SelectSpawnPoint(this, false);
536 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
537 return; // spawn failed
540 TRANSMUTE(Player, this);
542 CS(this).wasplayer = true;
543 this.iscreature = true;
544 this.teleportable = TELEPORT_NORMAL;
545 if(!this.damagedbycontents)
546 IL_PUSH(g_damagedbycontents, this);
547 this.damagedbycontents = true;
548 set_movetype(this, MOVETYPE_WALK);
549 this.solid = SOLID_SLIDEBOX;
550 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
551 if (autocvar_g_playerclip_collisions)
552 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
553 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
554 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
555 this.frags = FRAGS_PLAYER;
556 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
557 this.flags = FL_CLIENT | FL_PICKUPITEMS;
558 if (autocvar__notarget)
559 this.flags |= FL_NOTARGET;
560 this.takedamage = DAMAGE_AIM;
561 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
564 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
565 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
566 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
567 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
568 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
569 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
570 SetResource(this, RES_HEALTH, warmup_start_health);
571 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
572 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
574 SetResource(this, RES_SHELLS, start_ammo_shells);
575 SetResource(this, RES_BULLETS, start_ammo_nails);
576 SetResource(this, RES_ROCKETS, start_ammo_rockets);
577 SetResource(this, RES_CELLS, start_ammo_cells);
578 SetResource(this, RES_PLASMA, start_ammo_plasma);
579 SetResource(this, RES_FUEL, start_ammo_fuel);
580 SetResource(this, RES_HEALTH, start_health);
581 SetResource(this, RES_ARMOR, start_armorvalue);
582 STAT(WEAPONS, this) = start_weapons;
583 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
585 GiveRandomWeapons(this, random_start_weapons_count,
586 autocvar_g_random_start_weapons, random_start_ammo);
589 SetSpectatee_status(this, 0);
591 PS(this).dual_weapons = '0 0 0';
593 this.items = start_items;
595 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
596 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
597 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
598 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
599 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
600 if (!sv_ready_restart_after_countdown && time < game_starttime)
602 float f = game_starttime - time;
603 this.spawnshieldtime += f;
604 this.pauserotarmor_finished += f;
605 this.pauserothealth_finished += f;
606 this.pauseregen_finished += f;
609 this.damageforcescale = autocvar_g_player_damageforcescale;
611 this.respawn_flags = 0;
612 this.respawn_time = 0;
613 STAT(RESPAWN_TIME, this) = 0;
614 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
616 this.pain_finished = 0;
618 setthink(this, func_null); // players have no think function
621 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
623 this.deadflag = DEAD_NO;
625 this.angles = spot.angles;
626 this.angles_z = 0; // never spawn tilted even if the spot says to
627 if (IS_BOT_CLIENT(this))
629 this.v_angle = this.angles;
632 this.fixangle = true; // turn this way immediately
633 this.oldvelocity = this.velocity = '0 0 0';
634 this.avelocity = '0 0 0';
635 this.punchangle = '0 0 0';
636 this.punchvector = '0 0 0';
638 STAT(REVIVE_PROGRESS, this) = 0;
639 this.revival_time = 0;
641 STAT(AIR_FINISHED, this) = 0;
642 this.waterlevel = WATERLEVEL_NONE;
643 this.watertype = CONTENT_EMPTY;
645 entity spawnevent = new_pure(spawnevent);
646 spawnevent.owner = this;
647 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
649 // Cut off any still running player sounds.
650 stopsound(this, CH_PLAYER_SINGLE);
653 FixPlayermodel(this);
654 this.drawonlytoclient = NULL;
658 for(int slot = 0; slot < MAX_AXH; ++slot)
660 entity axh = this.(AuxiliaryXhair[slot]);
661 this.(AuxiliaryXhair[slot]) = NULL;
663 if(axh.owner == this && axh != NULL && !wasfreed(axh))
667 this.spawnpoint_targ = NULL;
670 this.view_ofs = STAT(PL_VIEW_OFS, this);
671 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
672 this.spawnorigin = spot.origin;
673 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
674 // don't reset back to last position, even if new position is stuck in solid
675 this.oldorigin = this.origin;
677 IL_REMOVE(g_conveyed, this);
678 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
680 IL_REMOVE(g_swamped, this);
681 this.swampslug = NULL;
682 this.swamp_interval = 0;
683 if(this.ladder_entity)
684 IL_REMOVE(g_ladderents, this);
685 this.ladder_entity = NULL;
686 IL_EACH(g_counters, it.realowner == this,
690 STAT(HUD, this) = HUD_NORMAL;
692 this.event_damage = PlayerDamage;
693 this.event_heal = PlayerHeal;
695 this.draggable = func_null;
698 IL_PUSH(g_bot_targets, this);
699 this.bot_attack = true;
700 if(!this.monster_attack)
701 IL_PUSH(g_monster_targets, this);
702 this.monster_attack = true;
703 navigation_dynamicgoal_init(this, false);
705 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
707 // player was spectator
708 if (CS(this).killcount == FRAGS_SPECTATOR) {
709 PlayerScore_Clear(this);
710 CS(this).killcount = 0;
711 CS(this).startplaytime = time;
714 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
716 .entity weaponentity = weaponentities[slot];
717 CL_SpawnWeaponentity(this, weaponentity);
719 this.alpha = default_player_alpha;
720 this.colormod = '1 1 1' * autocvar_g_player_brightness;
721 this.exteriorweaponentity.alpha = default_weapon_alpha;
723 this.speedrunning = false;
725 this.counter_cnt = 0;
726 this.fragsfilter_cnt = 0;
728 target_voicescript_clear(this);
730 // reset fields the weapons may use
731 FOREACH(Weapons, true, {
732 it.wr_resetplayer(it, this);
733 // reload all reloadable weapons
734 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
735 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
737 .entity weaponentity = weaponentities[slot];
738 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
743 Unfreeze(this, false);
745 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
748 string s = spot.target;
749 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
750 spot.target = string_null;
751 SUB_UseTargets(spot, this, NULL);
752 if(g_assault || g_race)
756 if (autocvar_spawn_debug)
758 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
759 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
762 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
764 .entity weaponentity = weaponentities[slot];
765 entity w_ent = this.(weaponentity);
766 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
767 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
769 w_ent.m_switchweapon = WEP_Null;
770 w_ent.m_weapon = WEP_Null;
771 w_ent.weaponname = "";
772 w_ent.m_switchingweapon = WEP_Null;
776 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
778 if (CS(this).impulse) ImpulseCommands(this);
780 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
781 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
783 .entity weaponentity = weaponentities[slot];
784 W_WeaponFrame(this, weaponentity);
787 if (!warmup_stage && !this.alivetime)
788 this.alivetime = time;
790 antilag_clear(this, CS(this));
793 /** Called when a client spawns in the server */
794 void PutClientInServer(entity this)
796 if (IS_BOT_CLIENT(this)) {
797 TRANSMUTE(Player, this);
798 } else if (IS_REAL_CLIENT(this)) {
800 WriteByte(MSG_ONE, SVC_SETVIEW);
801 WriteEntity(MSG_ONE, this);
804 TRANSMUTE(Observer, this);
806 SetSpectatee(this, NULL);
810 PS(this).itemkeys = 0;
812 MUTATOR_CALLHOOK(PutClientInServer, this);
814 if (IS_OBSERVER(this)) {
815 PutObserverInServer(this);
816 } else if (IS_PLAYER(this)) {
817 PutPlayerInServer(this);
820 bot_relinkplayerlist();
823 // TODO do we need all these fields, or should we stop autodetecting runtime
824 // changes and just have a console command to update this?
825 bool ClientInit_SendEntity(entity this, entity to, int sf)
827 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
830 // MSG_INIT replacement
831 // TODO: make easier to use
833 W_PROP_reload(MSG_ONE, to);
834 ClientInit_misc(this);
835 MUTATOR_CALLHOOK(Ent_Init);
837 void ClientInit_misc(entity this)
839 int channel = MSG_ONE;
840 WriteHeader(channel, ENT_CLIENT_INIT);
841 WriteByte(channel, g_nexball_meter_period * 32);
842 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
843 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
844 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
845 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
846 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
847 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
848 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
849 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
851 if(autocvar_sv_foginterval && world.fog != "")
852 WriteString(channel, world.fog);
854 WriteString(channel, "");
855 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
856 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
857 WriteByte(channel, serverflags);
858 WriteCoord(channel, autocvar_g_trueaim_minrange);
861 void ClientInit_CheckUpdate(entity this)
863 this.nextthink = time;
864 if(this.count != autocvar_g_balance_armor_blockpercent)
866 this.count = autocvar_g_balance_armor_blockpercent;
869 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
871 this.cnt = autocvar_g_balance_damagepush_speedfactor;
876 void ClientInit_Spawn()
878 entity e = new_pure(clientinit);
879 setthink(e, ClientInit_CheckUpdate);
880 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
882 ClientInit_CheckUpdate(e);
892 // initialize parms for a new player
893 parm1 = -(86400 * 366);
895 MUTATOR_CALLHOOK(SetNewParms);
903 void SetChangeParms (entity this)
905 // save parms for level change
906 parm1 = CS(this).parm_idlesince - time;
908 MUTATOR_CALLHOOK(SetChangeParms);
916 void DecodeLevelParms(entity this)
919 CS(this).parm_idlesince = parm1;
920 if (CS(this).parm_idlesince == -(86400 * 366))
921 CS(this).parm_idlesince = time;
923 // whatever happens, allow 60 seconds of idling directly after connect for map loading
924 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
926 MUTATOR_CALLHOOK(DecodeLevelParms);
929 void FixClientCvars(entity e)
931 // send prediction settings to the client
932 stuffcmd(e, "\nin_bindmap 0 0\n");
933 if(autocvar_g_antilag == 3) // client side hitscan
934 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
935 if(autocvar_sv_gentle)
936 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
938 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
939 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
941 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
943 MUTATOR_CALLHOOK(FixClientCvars, e);
946 bool findinlist_abbrev(string tofind, string list)
948 if(list == "" || tofind == "")
949 return false; // empty list or search, just return
951 // this function allows abbreviated strings!
952 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
960 bool PlayerInIPList(entity p, string iplist)
962 // some safety checks (never allow local?)
963 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
966 return findinlist_abbrev(p.netaddress, iplist);
969 bool PlayerInIDList(entity p, string idlist)
971 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
975 return findinlist_abbrev(p.crypto_idfp, idlist);
978 bool PlayerInList(entity player, string list)
980 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
983 #ifdef DP_EXT_PRECONNECT
988 Called once (not at each match start) when a client begins a connection to the server
991 void ClientPreConnect(entity this)
993 if(autocvar_sv_eventlog)
995 GameLogEcho(sprintf(":connect:%d:%d:%s",
998 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1004 string GetClientVersionMessage(entity this)
1006 if (CS(this).version_mismatch) {
1007 if(CS(this).version < autocvar_gameversion) {
1008 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1009 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1011 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1012 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1015 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1019 string getwelcomemessage(entity this)
1021 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1022 string modifications = M_ARGV(0, string);
1026 if(g_weaponarena_random)
1027 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1029 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1031 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1032 modifications = strcat(modifications, ", No start weapons");
1033 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1034 modifications = strcat(modifications, ", Low gravity");
1035 if(g_weapon_stay && !g_cts)
1036 modifications = strcat(modifications, ", Weapons stay");
1037 if(autocvar_g_jetpack)
1038 modifications = strcat(modifications, ", Jet pack");
1039 if(autocvar_g_powerups == 0)
1040 modifications = strcat(modifications, ", No powerups");
1041 if(autocvar_g_powerups > 0)
1042 modifications = strcat(modifications, ", Powerups");
1043 modifications = substring(modifications, 2, strlen(modifications) - 2);
1045 string versionmessage = GetClientVersionMessage(this);
1046 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1048 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1050 if(modifications != "")
1051 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1053 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1055 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1056 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1059 if (cache_mutatormsg != "") {
1060 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1063 string mutator_msg = "";
1064 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1065 mutator_msg = M_ARGV(0, string);
1067 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1069 string motd = autocvar_sv_motd;
1071 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1076 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1082 Called when a client connects to the server
1085 void ClientConnect(entity this)
1087 if (Ban_MaybeEnforceBanOnce(this)) return;
1088 assert(!IS_CLIENT(this), return);
1089 this.flags |= FL_CLIENT;
1090 assert(player_count >= 0, player_count = 0);
1092 TRANSMUTE(Client, this);
1093 CS(this).version_nagtime = time + 10 + random() * 10;
1095 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1097 bot_clientconnect(this);
1099 Player_DetermineForcedTeam(this);
1101 TRANSMUTE(Observer, this);
1103 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1105 // always track bots, don't ask for cl_allow_uidtracking
1106 if (IS_BOT_CLIENT(this))
1107 PlayerStats_GameReport_AddPlayer(this);
1109 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1111 if (autocvar_sv_eventlog)
1112 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1114 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1116 stuffcmd(this, clientstuff, "\n");
1117 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1119 FixClientCvars(this);
1121 // get version info from player
1122 stuffcmd(this, "cmd clientversion $gameversion\n");
1124 // notify about available teams
1127 entity balance = TeamBalance_CheckAllowedTeams(this);
1128 int t = TeamBalance_GetAllowedTeams(balance);
1129 TeamBalance_Destroy(balance);
1130 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1134 stuffcmd(this, "set _teams_available 0\n");
1137 bot_relinkplayerlist();
1139 CS(this).spectatortime = time;
1140 if (blockSpectators)
1142 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1145 CS(this).jointime = time;
1147 if (IS_REAL_CLIENT(this))
1149 if (g_weaponarena_weapons == WEPSET(TUBA))
1150 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1153 if (!autocvar_sv_foginterval && world.fog != "")
1154 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1156 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1157 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1158 send_CSQC_teamnagger();
1160 CSQCMODEL_AUTOINIT(this);
1162 CS(this).model_randomizer = random();
1164 if (IS_REAL_CLIENT(this))
1165 sv_notice_join(this);
1167 this.move_qcphysics = autocvar_sv_qcphysics;
1169 // update physics stats (players can spawn before physics runs)
1170 Physics_UpdateStats(this);
1172 IL_EACH(g_initforplayer, it.init_for_player, {
1173 it.init_for_player(it, this);
1176 Handicap_Initialize(this);
1178 MUTATOR_CALLHOOK(ClientConnect, this);
1180 if (IS_REAL_CLIENT(this))
1182 if (!autocvar_g_campaign && !IS_PLAYER(this))
1184 CS(this).motd_actived_time = -1;
1185 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1193 Called when a client disconnects from the server
1196 .entity chatbubbleentity;
1197 void player_powerups_remove_all(entity this);
1199 void ClientDisconnect(entity this)
1201 assert(IS_CLIENT(this), return);
1203 PlayerStats_GameReport_FinalizePlayer(this);
1204 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1205 if (CS(this).active_minigame) part_minigame(this);
1206 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1208 if (autocvar_sv_eventlog)
1209 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1211 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1214 SetSpectatee(this, NULL);
1216 MUTATOR_CALLHOOK(ClientDisconnect, this);
1218 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1219 strfree(CS_CVAR(this).weaponorder_byimpulse);
1220 ClientState_detach(this);
1222 Portal_ClearAll(this);
1224 Unfreeze(this, false);
1226 RemoveGrapplingHooks(this);
1228 // Here, everything has been done that requires this player to be a client.
1230 this.flags &= ~FL_CLIENT;
1232 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1233 if (this.killindicator) delete(this.killindicator);
1235 IL_EACH(g_counters, it.realowner == this,
1240 WaypointSprite_PlayerGone(this);
1242 bot_relinkplayerlist();
1244 strfree(this.clientstatus);
1245 if (this.personal) delete(this.personal);
1249 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1251 player_powerups_remove_all(this); // stop powerup sound
1256 void ChatBubbleThink(entity this)
1258 this.nextthink = time;
1259 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1261 if(this.owner) // but why can that ever be NULL?
1262 this.owner.chatbubbleentity = NULL;
1269 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1271 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1272 this.mdl = "models/sprites/minigame_busy.iqm";
1273 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1274 this.mdl = "models/misc/chatbubble.spr";
1277 if ( this.model != this.mdl )
1278 _setmodel(this, this.mdl);
1282 void UpdateChatBubble(entity this)
1286 // spawn a chatbubble entity if needed
1287 if (!this.chatbubbleentity)
1289 this.chatbubbleentity = new(chatbubbleentity);
1290 this.chatbubbleentity.owner = this;
1291 this.chatbubbleentity.exteriormodeltoclient = this;
1292 setthink(this.chatbubbleentity, ChatBubbleThink);
1293 this.chatbubbleentity.nextthink = time;
1294 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1295 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1296 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1297 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1298 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1299 //this.chatbubbleentity.model = "";
1300 this.chatbubbleentity.effects = EF_LOWPRECISION;
1304 void calculate_player_respawn_time(entity this)
1306 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1309 float gametype_setting_tmp;
1310 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1311 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1312 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1313 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1314 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1315 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1317 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1320 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1321 if(it.team == this.team)
1324 if (sdelay_small_count == 0)
1325 sdelay_small_count = 1;
1326 if (sdelay_large_count == 0)
1327 sdelay_large_count = 1;
1331 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1334 if (sdelay_small_count == 0)
1336 if (IS_INDEPENDENT_PLAYER(this))
1338 // Players play independently. No point in requiring enemies.
1339 sdelay_small_count = 1;
1343 // Players play AGAINST each other. Enemies required.
1344 sdelay_small_count = 2;
1347 if (sdelay_large_count == 0)
1349 if (IS_INDEPENDENT_PLAYER(this))
1351 // Players play independently. No point in requiring enemies.
1352 sdelay_large_count = 1;
1356 // Players play AGAINST each other. Enemies required.
1357 sdelay_large_count = 2;
1364 if (pcount <= sdelay_small_count)
1365 sdelay = sdelay_small;
1366 else if (pcount >= sdelay_large_count)
1367 sdelay = sdelay_large;
1368 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1369 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1372 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1374 this.respawn_time = time + sdelay;
1376 if(sdelay < sdelay_max)
1377 this.respawn_time_max = time + sdelay_max;
1379 this.respawn_time_max = this.respawn_time;
1381 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1382 this.respawn_countdown = 10; // first number to count down from is 10
1384 this.respawn_countdown = -1; // do not count down
1386 if(autocvar_g_forced_respawn)
1387 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1390 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1391 // added to the model skins
1392 /*void UpdateColorModHack()
1395 c = this.clientcolors & 15;
1396 // LordHavoc: only bothering to support white, green, red, yellow, blue
1397 if (!teamplay) this.colormod = '0 0 0';
1398 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1399 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1400 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1401 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1402 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1403 else this.colormod = '1 1 1';
1406 void respawn(entity this)
1408 bool damagedbycontents_prev = this.damagedbycontents;
1411 if(autocvar_g_respawn_ghosts)
1413 this.solid = SOLID_NOT;
1414 this.takedamage = DAMAGE_NO;
1415 this.damagedbycontents = false;
1416 set_movetype(this, MOVETYPE_FLY);
1417 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1418 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1419 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1420 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1421 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1422 if(autocvar_g_respawn_ghosts_time > 0)
1423 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1426 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1430 this.damagedbycontents = damagedbycontents_prev;
1432 this.effects |= EF_NODRAW; // prevent another CopyBody
1433 PutClientInServer(this);
1436 void play_countdown(entity this, float finished, Sound samp)
1439 if(IS_REAL_CLIENT(this))
1440 if(floor(finished - time - frametime) != floor(finished - time))
1441 if(finished - time < 6)
1442 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1445 void player_powerups_remove_all(entity this)
1447 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1449 // don't play the poweroff sound when the game restarts or the player disconnects
1450 if (time > game_starttime + 1 && IS_CLIENT(this))
1451 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1452 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1453 this.items &= ~ITEM_Strength.m_itemid;
1454 this.items &= ~ITEM_Shield.m_itemid;
1455 this.items -= (this.items & IT_SUPERWEAPON);
1459 void player_powerups(entity this)
1461 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1462 this.modelflags |= MF_ROCKET;
1464 this.modelflags &= ~MF_ROCKET;
1466 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST);
1469 player_powerups_remove_all(this);
1471 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1474 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1475 int items_prev = this.items;
1477 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1479 if (this.items & ITEM_Strength.m_itemid)
1481 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Strength, this), SND_POWEROFF);
1482 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1483 if (time > StatusEffects_gettime(STATUSEFFECT_Strength, this))
1485 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1486 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1487 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1492 if (time < StatusEffects_gettime(STATUSEFFECT_Strength, this))
1494 this.items = this.items | ITEM_Strength.m_itemid;
1496 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1497 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1500 if (this.items & ITEM_Shield.m_itemid)
1502 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Shield, this), SND_POWEROFF);
1503 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1504 if (time > StatusEffects_gettime(STATUSEFFECT_Shield, this))
1506 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1507 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1508 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1513 if (time < StatusEffects_gettime(STATUSEFFECT_Shield, this))
1515 this.items = this.items | ITEM_Shield.m_itemid;
1517 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1518 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1521 if (this.items & IT_SUPERWEAPON)
1523 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1525 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1526 this.items = this.items - (this.items & IT_SUPERWEAPON);
1527 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1528 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1530 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1532 // don't let them run out
1536 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1537 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1539 this.items = this.items - (this.items & IT_SUPERWEAPON);
1540 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1541 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1542 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1546 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1548 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1550 this.items = this.items | IT_SUPERWEAPON;
1551 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1554 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1555 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1560 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1561 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1562 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1565 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1567 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1571 if(autocvar_g_nodepthtestplayers)
1572 this.effects = this.effects | EF_NODEPTHTEST;
1574 if(autocvar_g_fullbrightplayers)
1575 this.effects = this.effects | EF_FULLBRIGHT;
1577 if (time >= game_starttime)
1578 if (time < this.spawnshieldtime)
1579 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1581 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1584 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1586 if(current > stable)
1588 else if(current > stable - 0.25) // when close enough, "snap"
1591 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1594 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1596 if(current < stable)
1598 else if(current < stable + 0.25) // when close enough, "snap"
1601 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1604 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)
1606 float old = GetResource(this, res);
1607 float current = old;
1608 if(current > rotstable)
1610 if(rotframetime > 0)
1612 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1613 current = max(rotstable, current - rotlinear * rotframetime);
1616 else if(current < regenstable)
1618 if(regenframetime > 0)
1620 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1621 current = min(regenstable, current + regenlinear * regenframetime);
1625 float limit = GetResourceLimit(this, res) * limit_mod;
1630 SetResource(this, res, current);
1633 void player_regen(entity this)
1635 float max_mod, regen_mod, rot_mod, limit_mod;
1636 max_mod = regen_mod = rot_mod = limit_mod = 1;
1638 float regen_health = autocvar_g_balance_health_regen;
1639 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1640 float regen_health_rot = autocvar_g_balance_health_rot;
1641 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1642 float regen_health_stable = autocvar_g_balance_health_regenstable;
1643 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1644 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1645 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1646 max_mod = M_ARGV(1, float);
1647 regen_mod = M_ARGV(2, float);
1648 rot_mod = M_ARGV(3, float);
1649 limit_mod = M_ARGV(4, float);
1650 regen_health = M_ARGV(5, float);
1651 regen_health_linear = M_ARGV(6, float);
1652 regen_health_rot = M_ARGV(7, float);
1653 regen_health_rotlinear = M_ARGV(8, float);
1654 regen_health_stable = M_ARGV(9, float);
1655 regen_health_rotstable = M_ARGV(10, float);
1657 if(!mutator_returnvalue)
1658 if(!STAT(FROZEN, this))
1660 float maxa = autocvar_g_balance_armor_rotstable;
1661 float mina = autocvar_g_balance_armor_regenstable;
1663 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1664 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1665 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1667 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1668 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1669 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1672 // if player rotted to death... die!
1673 // check this outside above checks, as player may still be able to rot to death
1674 if(GetResource(this, RES_HEALTH) < 1)
1677 vehicles_exit(this.vehicle, VHEF_RELEASE);
1678 if(this.event_damage)
1679 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1682 if (!(this.items & IT_UNLIMITED_AMMO))
1684 float maxf = autocvar_g_balance_fuel_rotstable;
1685 float minf = autocvar_g_balance_fuel_regenstable;
1687 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1688 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1689 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1694 void SetZoomState(entity this, float newzoom)
1696 if(newzoom != CS(this).zoomstate)
1698 CS(this).zoomstate = newzoom;
1699 ClientData_Touch(this);
1701 zoomstate_set = true;
1704 void GetPressedKeys(entity this)
1706 MUTATOR_CALLHOOK(GetPressedKeys, this);
1709 CS(this).pressedkeys = 0;
1710 STAT(PRESSED_KEYS, this) = 0;
1714 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1715 int keys = STAT(PRESSED_KEYS, this);
1716 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1717 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1718 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1719 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1721 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1722 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
1723 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1724 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1725 CS(this).pressedkeys = keys; // store for other users
1727 STAT(PRESSED_KEYS, this) = keys;
1731 ======================
1732 spectate mode routines
1733 ======================
1736 void SpectateCopy(entity this, entity spectatee)
1738 TC(Client, this); TC(Client, spectatee);
1740 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1741 PS(this) = PS(spectatee);
1742 this.armortype = spectatee.armortype;
1743 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1744 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1745 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1746 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1747 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1748 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1749 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1750 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1751 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1752 CS(this).impulse = 0;
1753 this.disableclientprediction = 1; // no need to run prediction on a spectator
1754 this.items = spectatee.items;
1755 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1756 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1757 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1758 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1759 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1760 this.punchangle = spectatee.punchangle;
1761 this.view_ofs = spectatee.view_ofs;
1762 this.velocity = spectatee.velocity;
1763 this.dmg_take = spectatee.dmg_take;
1764 this.dmg_save = spectatee.dmg_save;
1765 this.dmg_inflictor = spectatee.dmg_inflictor;
1766 this.v_angle = spectatee.v_angle;
1767 this.angles = spectatee.v_angle;
1768 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1769 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1770 this.viewloc = spectatee.viewloc;
1771 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1772 this.fixangle = true;
1773 setorigin(this, spectatee.origin);
1774 setsize(this, spectatee.mins, spectatee.maxs);
1775 SetZoomState(this, CS(spectatee).zoomstate);
1777 anticheat_spectatecopy(this, spectatee);
1778 STAT(HUD, this) = STAT(HUD, spectatee);
1779 if(spectatee.vehicle)
1781 this.angles = spectatee.v_angle;
1783 //this.fixangle = false;
1784 //this.velocity = spectatee.vehicle.velocity;
1785 this.vehicle_health = spectatee.vehicle_health;
1786 this.vehicle_shield = spectatee.vehicle_shield;
1787 this.vehicle_energy = spectatee.vehicle_energy;
1788 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1789 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1790 this.vehicle_reload1 = spectatee.vehicle_reload1;
1791 this.vehicle_reload2 = spectatee.vehicle_reload2;
1793 //msg_entity = this;
1795 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1796 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1797 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1798 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1800 //WriteByte (MSG_ONE, SVC_SETVIEW);
1801 // WriteEntity(MSG_ONE, this);
1802 //makevectors(spectatee.v_angle);
1803 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1807 bool SpectateUpdate(entity this)
1812 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1814 SetSpectatee(this, NULL);
1818 SpectateCopy(this, this.enemy);
1823 bool SpectateSet(entity this)
1825 if(!IS_PLAYER(this.enemy))
1828 ClientData_Touch(this.enemy);
1831 WriteByte(MSG_ONE, SVC_SETVIEW);
1832 WriteEntity(MSG_ONE, this.enemy);
1833 set_movetype(this, MOVETYPE_NONE);
1834 accuracy_resend(this);
1836 if(!SpectateUpdate(this))
1837 PutObserverInServer(this);
1842 void SetSpectatee_status(entity this, int spectatee_num)
1844 int oldspectatee_status = CS(this).spectatee_status;
1845 CS(this).spectatee_status = spectatee_num;
1847 if (CS(this).spectatee_status != oldspectatee_status)
1849 if (STAT(PRESSED_KEYS, this))
1851 CS(this).pressedkeys = 0;
1852 STAT(PRESSED_KEYS, this) = 0;
1854 ClientData_Touch(this);
1855 if (g_race || g_cts) race_InitSpectator();
1859 void SetSpectatee(entity this, entity spectatee)
1861 if(IS_BOT_CLIENT(this))
1862 return; // bots abuse .enemy, this code is useless to them
1864 entity old_spectatee = this.enemy;
1866 this.enemy = spectatee;
1869 // these are required to fix the spectator bug with arc
1872 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1874 .entity weaponentity = weaponentities[slot];
1875 if(old_spectatee.(weaponentity).arc_beam)
1876 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1881 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1883 .entity weaponentity = weaponentities[slot];
1884 if(this.enemy.(weaponentity).arc_beam)
1885 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1890 SetSpectatee_status(this, etof(this.enemy));
1892 // needed to update spectator list
1893 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1896 bool Spectate(entity this, entity pl)
1898 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1900 pl = M_ARGV(1, entity);
1902 SetSpectatee(this, pl);
1903 return SpectateSet(this);
1906 bool SpectateNext(entity this)
1908 entity ent = find(this.enemy, classname, STR_PLAYER);
1910 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1911 ent = M_ARGV(1, entity);
1913 ent = find(ent, classname, STR_PLAYER);
1915 if(ent) { SetSpectatee(this, ent); }
1917 return SpectateSet(this);
1920 bool SpectatePrev(entity this)
1922 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1923 entity ent = findchain(classname, STR_PLAYER);
1924 if (!ent) // no player
1928 // skip players until current spectated player
1930 while(ent && ent != this.enemy)
1933 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1935 case MUT_SPECPREV_FOUND:
1936 ent = M_ARGV(1, entity);
1938 case MUT_SPECPREV_RETURN:
1940 case MUT_SPECPREV_CONTINUE:
1951 SetSpectatee(this, ent);
1952 return SpectateSet(this);
1957 ShowRespawnCountdown()
1959 Update a respawn countdown display.
1962 void ShowRespawnCountdown(entity this)
1965 if(!IS_DEAD(this)) // just respawned?
1969 number = ceil(this.respawn_time - time);
1972 if(number <= this.respawn_countdown)
1974 this.respawn_countdown = number - 1;
1975 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
1976 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1981 .bool team_selected;
1982 bool ShowTeamSelection(entity this)
1984 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1986 stuffcmd(this, "menu_showteamselect\n");
1989 void Join(entity this)
1991 TRANSMUTE(Player, this);
1993 if(!this.team_selected)
1994 if(autocvar_g_campaign || autocvar_g_balance_teams)
1995 TeamBalance_JoinBestTeam(this);
1997 if(autocvar_g_campaign)
1998 campaign_bots_may_start = true;
2000 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2002 PutClientInServer(this);
2005 if(teamplay && this.team != -1)
2009 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2010 this.team_selected = false;
2013 int GetPlayerLimit()
2016 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)
2017 int player_limit = autocvar_g_maxplayers;
2018 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2019 player_limit = M_ARGV(0, int);
2020 return player_limit;
2024 * Determines whether the player is allowed to join. This depends on cvar
2025 * g_maxplayers, if it isn't used this function always return true, otherwise
2026 * it checks whether the number of currently playing players exceeds g_maxplayers.
2027 * @return int number of free slots for players, 0 if none
2029 int nJoinAllowed(entity this, entity ignore)
2032 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2033 // so report 0 free slots if restricted
2035 if(autocvar_g_forced_team_otherwise == "spectate")
2037 if(autocvar_g_forced_team_otherwise == "spectator")
2041 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2042 return 0; // forced spectators can never join
2044 // TODO simplify this
2045 int totalClients = 0;
2046 int currentlyPlaying = 0;
2047 FOREACH_CLIENT(true, {
2050 if(IS_REAL_CLIENT(it))
2051 if(IS_PLAYER(it) || it.caplayer)
2055 int player_limit = GetPlayerLimit();
2059 free_slots = maxclients - totalClients;
2060 else if(player_limit > 0 && currentlyPlaying < player_limit)
2061 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2063 static float msg_time = 0;
2064 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2066 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2067 msg_time = time + 0.5;
2073 void PrintWelcomeMessage(entity this)
2075 if(CS(this).motd_actived_time == 0)
2077 if (autocvar_g_campaign) {
2078 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2079 CS(this).motd_actived_time = time;
2080 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2083 if (PHYS_INPUT_BUTTON_INFO(this)) {
2084 CS(this).motd_actived_time = time;
2085 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2089 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2091 if (autocvar_g_campaign) {
2092 if (PHYS_INPUT_BUTTON_INFO(this))
2093 CS(this).motd_actived_time = time;
2094 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2095 CS(this).motd_actived_time = 0;
2096 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2099 if (PHYS_INPUT_BUTTON_INFO(this))
2100 CS(this).motd_actived_time = time;
2101 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2102 CS(this).motd_actived_time = 0;
2103 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2107 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2109 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2110 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2111 else if (CS(this).motd_actived_time == -2)
2113 // instantly hide MOTD
2114 CS(this).motd_actived_time = 0;
2115 if (autocvar_g_campaign)
2116 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2118 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2120 else if (IS_PLAYER(this) || IS_SPEC(this))
2122 // FIXME occasionally for some reason MOTD never goes away
2123 // delay MOTD removal a little bit in the hope it fixes this bug
2124 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2125 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2126 else //if (CS(this).motd_actived_time < -2)
2127 CS(this).motd_actived_time++;
2132 bool joinAllowed(entity this)
2134 if (CS(this).version_mismatch) return false;
2135 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2136 if (!nJoinAllowed(this, this)) return false;
2137 if (teamplay && lockteams) return false;
2138 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2139 if (ShowTeamSelection(this)) return false;
2143 .string shootfromfixedorigin;
2144 .bool dualwielding_prev;
2145 bool PlayerThink(entity this)
2147 if (game_stopped || intermission_running) {
2148 this.modelflags &= ~MF_ROCKET;
2149 if(intermission_running)
2150 IntermissionThink(this);
2154 if (timeout_status == TIMEOUT_ACTIVE) {
2155 // don't allow the player to turn around while game is paused
2156 // FIXME turn this into CSQC stuff
2157 this.v_angle = this.lastV_angle;
2158 this.angles = this.lastV_angle;
2159 this.fixangle = true;
2162 if (frametime) player_powerups(this);
2164 if (IS_DEAD(this)) {
2165 if (this.personal && g_race_qualifying) {
2166 if (time > this.respawn_time) {
2167 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2169 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2172 if (frametime) player_anim(this);
2174 if (this.respawn_flags & RESPAWN_DENY)
2176 STAT(RESPAWN_TIME, this) = 0;
2180 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));
2182 switch(this.deadflag)
2186 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2187 this.deadflag = DEAD_RESPAWNING;
2188 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2189 this.deadflag = DEAD_DEAD;
2195 this.deadflag = DEAD_RESPAWNABLE;
2196 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2197 this.deadflag = DEAD_RESPAWNING;
2200 case DEAD_RESPAWNABLE:
2202 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2203 this.deadflag = DEAD_RESPAWNING;
2206 case DEAD_RESPAWNING:
2208 if (time > this.respawn_time)
2210 this.respawn_time = time + 1; // only retry once a second
2211 this.respawn_time_max = this.respawn_time;
2218 ShowRespawnCountdown(this);
2220 if (this.respawn_flags & RESPAWN_SILENT)
2221 STAT(RESPAWN_TIME, this) = 0;
2222 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2224 if (time < this.respawn_time)
2225 STAT(RESPAWN_TIME, this) = this.respawn_time;
2226 else if (this.deadflag != DEAD_RESPAWNING)
2227 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2230 STAT(RESPAWN_TIME, this) = this.respawn_time;
2233 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2234 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2235 STAT(RESPAWN_TIME, this) *= -1;
2240 FixPlayermodel(this);
2242 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2243 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2244 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2247 // reset gun alignment when dual wielding status changes
2248 // to ensure guns are always aligned right and left
2249 bool dualwielding = W_DualWielding(this);
2250 if(this.dualwielding_prev != dualwielding)
2252 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2253 this.dualwielding_prev = dualwielding;
2256 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2259 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2261 .entity weaponentity = weaponentities[slot];
2262 if(WEP_CVAR(vortex, charge_always))
2263 W_Vortex_Charge(this, weaponentity, frametime);
2264 W_WeaponFrame(this, weaponentity);
2270 // WEAPONTODO: Add a weapon request for this
2271 // rot vortex charge to the charge limit
2272 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2274 .entity weaponentity = weaponentities[slot];
2275 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2276 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2281 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2284 monsters_setstatus(this);
2289 .bool would_spectate;
2290 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2291 void ObserverOrSpectatorThink(entity this)
2293 bool is_spec = IS_SPEC(this);
2294 if ( CS(this).impulse )
2296 int r = MinigameImpulse(this, CS(this).impulse);
2298 CS(this).impulse = 0;
2300 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2302 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2303 CS(this).impulse = 0;
2308 if (this.flags & FL_JUMPRELEASED) {
2309 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2310 this.flags &= ~FL_JUMPRELEASED;
2311 this.flags |= FL_SPAWNING;
2312 } 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)))
2313 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2314 this.flags &= ~FL_JUMPRELEASED;
2315 if(SpectateNext(this)) {
2316 TRANSMUTE(Spectator, this);
2317 } else if (is_spec) {
2318 TRANSMUTE(Observer, this);
2319 PutClientInServer(this);
2322 this.would_spectate = false; // unable to spectate anyone
2324 CS(this).impulse = 0;
2325 } else if (is_spec) {
2326 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2327 this.flags &= ~FL_JUMPRELEASED;
2328 if(SpectatePrev(this)) {
2329 TRANSMUTE(Spectator, this);
2331 TRANSMUTE(Observer, this);
2332 PutClientInServer(this);
2334 CS(this).impulse = 0;
2335 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2336 this.would_spectate = false;
2337 this.flags &= ~FL_JUMPRELEASED;
2338 TRANSMUTE(Observer, this);
2339 PutClientInServer(this);
2340 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2341 PutObserverInServer(this);
2342 this.would_spectate = true;
2346 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2347 if (PHYS_INPUT_BUTTON_USE(this))
2348 wouldclip = !wouldclip;
2349 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2350 set_movetype(this, preferred_movetype);
2352 } else { // jump pressed
2353 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2354 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2355 this.flags |= FL_JUMPRELEASED;
2356 if(this.flags & FL_SPAWNING)
2358 this.flags &= ~FL_SPAWNING;
2359 if(joinAllowed(this))
2361 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2362 CS(this).autojoin_checked = -1;
2366 if(is_spec && !SpectateUpdate(this))
2367 PutObserverInServer(this);
2370 this.flags |= FL_CLIENT | FL_NOTARGET;
2373 void PlayerUseKey(entity this)
2375 if (!IS_PLAYER(this))
2382 vehicles_exit(this.vehicle, VHEF_NORMAL);
2386 else if(autocvar_g_vehicles_enter)
2388 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2390 entity head, closest_target = NULL;
2391 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2393 while(head) // find the closest acceptable target to enter
2395 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2396 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2400 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2401 { closest_target = head; }
2403 else { closest_target = head; }
2409 if(closest_target) { vehicles_enter(this, closest_target); return; }
2413 // a use key was pressed; call handlers
2414 MUTATOR_CALLHOOK(PlayerUseKey, this);
2422 Called every frame for each client before the physics are run
2425 .float last_vehiclecheck;
2426 void PlayerPreThink (entity this)
2428 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2429 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2431 WarpZone_PlayerPhysics_FixVAngle(this);
2434 // physics frames: update anticheat stuff
2435 anticheat_prethink(this);
2437 // WORKAROUND: only use dropclient in server frames (frametime set).
2438 // Never use it in cl_movement frames (frametime zero).
2439 if (blockSpectators && IS_REAL_CLIENT(this)
2440 && (IS_SPEC(this) || IS_OBSERVER(this)) && !this.caplayer
2441 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2443 if (dropclient_schedule(this))
2444 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2448 zoomstate_set = false;
2450 // Check for nameless players
2451 if (this.netname == "" || this.netname != CS(this).netname_previous)
2453 bool assume_unchanged = (CS(this).netname_previous == "");
2454 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2456 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2457 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2458 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2459 assume_unchanged = false;
2460 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2462 if (isInvisibleString(this.netname))
2464 this.netname = strzone(sprintf("Player#%d", this.playerid));
2465 sprint(this, "Warning: invisible names are not allowed.\n");
2466 assume_unchanged = false;
2467 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2469 if (!assume_unchanged && autocvar_sv_eventlog)
2470 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2471 strcpy(CS(this).netname_previous, this.netname);
2475 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2476 CS(this).version_nagtime = 0;
2477 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2479 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2481 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2483 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2484 if (r < 0) { // old client
2485 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2486 } else if (r > 0) { // old server
2487 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2493 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2495 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2496 this.max_armorvalue = 0;
2499 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2501 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2503 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2504 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2506 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2508 if (STAT(REVIVE_PROGRESS, this) >= 1)
2509 Unfreeze(this, false);
2511 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2513 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2514 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2516 if (GetResource(this, RES_HEALTH) < 1)
2519 vehicles_exit(this.vehicle, VHEF_RELEASE);
2520 if(this.event_damage)
2521 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2523 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2524 Unfreeze(this, false);
2528 MUTATOR_CALLHOOK(PlayerPreThink, this);
2530 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2531 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2533 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2537 if(!it.team || SAME_TEAM(this, it))
2538 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2539 else if(autocvar_g_vehicles_steal)
2540 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2542 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2544 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2548 this.last_vehiclecheck = time + 1;
2551 if(!CS_CVAR(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2553 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2555 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2558 if (IS_REAL_CLIENT(this))
2559 PrintWelcomeMessage(this);
2561 if (IS_PLAYER(this)) {
2562 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2563 error("Client can't be spawned as player on connection!");
2564 if(!PlayerThink(this))
2567 else if (game_stopped || intermission_running) {
2568 if(intermission_running)
2569 IntermissionThink(this);
2572 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2574 bool early_join_requested = (CS(this).autojoin_checked < 0);
2575 CS(this).autojoin_checked = 1;
2576 // don't do this in ClientConnect
2577 // many things can go wrong if a client is spawned as player on connection
2578 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2579 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2580 && (!teamplay || autocvar_g_balance_teams)))
2582 campaign_bots_may_start = true;
2583 if(joinAllowed(this))
2588 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2589 ObserverOrSpectatorThink(this);
2592 // WEAPONTODO: Add weapon request for this
2593 if (!zoomstate_set) {
2594 bool wep_zoomed = false;
2595 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2597 .entity weaponentity = weaponentities[slot];
2598 Weapon thiswep = this.(weaponentity).m_weapon;
2599 if(thiswep != WEP_Null && thiswep.wr_zoom)
2600 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2602 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2605 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2607 CS(this).teamkill_soundtime = 0;
2609 entity e = CS(this).teamkill_soundsource;
2610 entity oldpusher = e.pusher;
2612 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2613 e.pusher = oldpusher;
2616 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2617 CS(this).taunt_soundtime = 0;
2618 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2621 target_voicescript_next(this);
2624 void DrownPlayer(entity this)
2626 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2627 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2629 STAT(AIR_FINISHED, this) = 0;
2633 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2635 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2636 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2637 STAT(AIR_FINISHED, this) = 0;
2641 if (!STAT(AIR_FINISHED, this))
2642 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2643 if (STAT(AIR_FINISHED, this) < time)
2645 if (this.pain_finished < time)
2647 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');
2648 this.pain_finished = time + 0.5;
2654 .bool move_qcphysics;
2656 void Player_Physics(entity this)
2658 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2660 if(!this.move_qcphysics)
2663 if(!frametime && !CS(this).pm_frametime)
2666 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2668 CS(this).pm_frametime = 0;
2675 Called every frame for each client after the physics are run
2678 void PlayerPostThink (entity this)
2680 Player_Physics(this);
2682 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2683 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2684 if (IS_REAL_CLIENT(this))
2685 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2686 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2688 int totalClients = 0;
2689 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2691 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2697 if (autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
2698 { /* do nothing */ }
2699 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2701 if (CS(this).idlekick_lasttimeleft)
2703 CS(this).idlekick_lasttimeleft = 0;
2704 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2709 float maxidle_time = autocvar_sv_maxidle;
2710 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2711 maxidle_time = autocvar_sv_maxidle_playertospectator;
2712 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2713 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2714 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2716 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2717 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2719 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2721 if (timeleft <= 0) {
2722 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2724 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2727 PutObserverInServer(this);
2731 if (dropclient_schedule(this))
2732 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2736 else if (timeleft <= countdown_time) {
2737 if (timeleft != CS(this).idlekick_lasttimeleft)
2738 play2(this, SND(TALK2));
2739 CS(this).idlekick_lasttimeleft = timeleft;
2748 this.solid = SOLID_NOT;
2749 this.takedamage = DAMAGE_NO;
2750 set_movetype(this, MOVETYPE_NONE);
2751 CS(this).teamkill_complain = 0;
2752 CS(this).teamkill_soundtime = 0;
2753 CS(this).teamkill_soundsource = NULL;
2756 if (IS_PLAYER(this)) {
2757 if(this.death_time == time && IS_DEAD(this))
2759 // player's bbox gets resized now, instead of in the damage event that killed the player,
2760 // once all the damage events of this frame have been processed with normal size
2762 setsize(this, this.mins, this.maxs);
2765 UpdateChatBubble(this);
2766 if (CS(this).impulse) ImpulseCommands(this);
2767 GetPressedKeys(this);
2770 CSQCMODEL_AUTOUPDATE(this);
2774 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2776 CS(this).pressedkeys = 0;
2777 STAT(PRESSED_KEYS, this) = 0;
2780 if (this.waypointsprite_attachedforcarrier) {
2781 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2782 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2785 CSQCMODEL_AUTOUPDATE(this);
2788 // hack to copy the button fields from the client entity to the Client State
2789 void PM_UpdateButtons(entity this, entity store)
2792 store.impulse = this.impulse;
2795 bool typing = this.buttonchat || this.button12;
2797 store.button0 = (typing) ? 0 : this.button0;
2799 store.button2 = (typing) ? 0 : this.button2;
2800 store.button3 = (typing) ? 0 : this.button3;
2801 store.button4 = this.button4;
2802 store.button5 = (typing) ? 0 : this.button5;
2803 store.button6 = this.button6;
2804 store.button7 = this.button7;
2805 store.button8 = this.button8;
2806 store.button9 = this.button9;
2807 store.button10 = this.button10;
2808 store.button11 = this.button11;
2809 store.button12 = this.button12;
2810 store.button13 = this.button13;
2811 store.button14 = this.button14;
2812 store.button15 = this.button15;
2813 store.button16 = this.button16;
2814 store.buttonuse = this.buttonuse;
2815 store.buttonchat = this.buttonchat;
2817 store.cursor_active = this.cursor_active;
2818 store.cursor_screen = this.cursor_screen;
2819 store.cursor_trace_start = this.cursor_trace_start;
2820 store.cursor_trace_endpos = this.cursor_trace_endpos;
2821 store.cursor_trace_ent = this.cursor_trace_ent;
2823 store.ping = this.ping;
2824 store.ping_packetloss = this.ping_packetloss;
2825 store.ping_movementloss = this.ping_movementloss;
2827 store.v_angle = this.v_angle;
2828 store.movement = this.movement;
2831 NET_HANDLE(fpsreport, bool)
2833 int fps = ReadShort();
2834 PlayerScore_Set(sender, SP_FPS, fps);