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/waypoints/all.qh>
27 #include <common/net_linked.qh>
28 #include <common/net_notice.qh>
29 #include <common/notifications/all.qh>
30 #include <common/physics/player.qh>
31 #include <common/playerstats.qh>
32 #include <common/state.qh>
33 #include <common/stats.qh>
34 #include <common/vehicles/all.qh>
35 #include <common/vehicles/sv_vehicles.qh>
36 #include <common/viewloc.qh>
37 #include <common/weapons/_all.qh>
38 #include <common/weapons/weapon/vortex.qh>
39 #include <common/wepent.qh>
40 #include <lib/csqcmodel/sv_model.qh>
41 #include <lib/warpzone/common.qh>
42 #include <lib/warpzone/server.qh>
43 #include <server/anticheat.qh>
44 #include <server/antilag.qh>
45 #include <server/bot/api.qh>
46 #include <server/bot/default/cvars.qh>
47 #include <server/campaign.qh>
48 #include <server/chat.qh>
49 #include <server/cheats.qh>
50 #include <server/clientkill.qh>
51 #include <server/command/common.qh>
52 #include <server/command/common.qh>
53 #include <server/command/vote.qh>
54 #include <server/compat/quake3.qh>
55 #include <server/damage.qh>
56 #include <server/gamelog.qh>
57 #include <server/handicap.qh>
58 #include <server/hook.qh>
59 #include <server/impulse.qh>
60 #include <server/intermission.qh>
61 #include <server/ipban.qh>
62 #include <server/main.qh>
63 #include <server/mutators/_mod.qh>
64 #include <server/player.qh>
65 #include <server/portals.qh>
66 #include <server/race.qh>
67 #include <server/resources.qh>
68 #include <server/scores.qh>
69 #include <server/scores_rules.qh>
70 #include <server/spawnpoints.qh>
71 #include <server/teamplay.qh>
72 #include <server/weapons/accuracy.qh>
73 #include <server/weapons/common.qh>
74 #include <server/weapons/hitplot.qh>
75 #include <server/weapons/selection.qh>
76 #include <server/weapons/tracing.qh>
77 #include <server/weapons/weaponsystem.qh>
78 #include <server/world.qh>
80 STATIC_METHOD(Client, Add, void(Client this, int _team))
83 TRANSMUTE(Player, this);
86 PutClientInServer(this);
89 STATIC_METHOD(Client, Remove, void(Client this))
91 TRANSMUTE(Observer, this);
92 PutClientInServer(this);
93 ClientDisconnect(this);
96 void send_CSQC_teamnagger() {
97 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
100 void send_TeamNames(int channel, entity to) {
103 WriteHeader(channel, TE_CSQC_TEAMNAMES);
104 WriteString(channel, autocvar_g_teamnames_red);
105 WriteString(channel, autocvar_g_teamnames_blue);
106 WriteString(channel, autocvar_g_teamnames_yellow);
107 WriteString(channel, autocvar_g_teamnames_pink);
110 int CountSpectators(entity player, entity to)
112 if(!player) { return 0; } // not sure how, but best to be safe
116 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
124 void WriteSpectators(entity player, entity to)
126 if(!player) { return; } // not sure how, but best to be safe
129 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
131 if(spec_count >= MAX_SPECTATORS)
133 WriteByte(MSG_ENTITY, num_for_edict(it));
138 bool ClientData_Send(entity this, entity to, int sf)
140 assert(to == this.owner, return false);
143 if (IS_SPEC(e)) e = e.enemy;
146 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
147 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
148 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
149 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
151 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
152 WriteByte(MSG_ENTITY, sf);
155 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
159 float specs = CountSpectators(e, to);
160 WriteByte(MSG_ENTITY, specs);
161 WriteSpectators(e, to);
167 void ClientData_Attach(entity this)
169 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
170 CS(this).clientdata.drawonlytoclient = this;
171 CS(this).clientdata.owner = this;
174 void ClientData_Detach(entity this)
176 delete(CS(this).clientdata);
177 CS(this).clientdata = NULL;
180 void ClientData_Touch(entity e)
182 entity cd = CS(e).clientdata;
183 if (cd) { cd.SendFlags = 1; }
185 // make it spectatable
186 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
188 entity cd = CS(it).clientdata;
189 if (cd) { cd.SendFlags = 1; }
198 Checks if the argument string can be a valid playermodel.
199 Returns a valid one in doubt.
202 string FallbackPlayerModel;
203 string CheckPlayerModel(string plyermodel) {
204 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
206 // note: we cannot summon Don Strunzone here, some player may
207 // still have the model string set. In case anyone manages how
208 // to change a cvar default, we'll have a small leak here.
209 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
211 // only in right path
212 if(substring(plyermodel, 0, 14) != "models/player/")
213 return FallbackPlayerModel;
214 // only good file extensions
215 if(substring(plyermodel, -4, 4) != ".iqm"
216 && substring(plyermodel, -4, 4) != ".zym"
217 && substring(plyermodel, -4, 4) != ".dpm"
218 && substring(plyermodel, -4, 4) != ".md3"
219 && substring(plyermodel, -4, 4) != ".psk")
221 return FallbackPlayerModel;
223 // forbid the LOD models
224 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
225 return FallbackPlayerModel;
226 if(plyermodel != strtolower(plyermodel))
227 return FallbackPlayerModel;
228 // also, restrict to server models
229 if(autocvar_sv_servermodelsonly)
231 if(!fexists(plyermodel))
232 return FallbackPlayerModel;
237 void setplayermodel(entity e, string modelname)
239 precache_model(modelname);
240 _setmodel(e, modelname);
241 player_setupanimsformodel(e);
242 if(!autocvar_g_debug_globalsounds)
243 UpdatePlayerSounds(e);
246 /** putting a client as observer in the server */
247 void PutObserverInServer(entity this)
249 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
250 PlayerState_detach(this);
254 if(GetResource(this, RES_HEALTH) >= 1)
257 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
260 // was a player, recount votes and ready status
261 if(IS_REAL_CLIENT(this))
263 if (vote_called) { VoteCount(false); }
266 entcs_update_players(this);
269 entity spot = SelectSpawnPoint(this, true);
270 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
271 this.angles = vec2(spot.angles);
272 this.fixangle = true;
273 // offset it so that the spectator spawns higher off the ground, looks better this way
274 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
275 if (IS_REAL_CLIENT(this))
278 WriteByte(MSG_ONE, SVC_SETVIEW);
279 WriteEntity(MSG_ONE, this);
281 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
282 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
283 if(!autocvar_g_debug_globalsounds)
285 // needed for player sounds
287 FixPlayermodel(this);
289 setmodel(this, MDL_Null);
290 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
291 this.view_ofs = '0 0 0';
293 RemoveGrapplingHooks(this);
294 Portal_ClearAll(this);
295 Unfreeze(this, false);
296 SetSpectatee(this, NULL);
301 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
305 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
307 WaypointSprite_PlayerDead(this);
309 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
310 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
312 accuracy_resend(this);
314 CS(this).spectatortime = time;
316 IL_REMOVE(g_bot_targets, this);
317 this.bot_attack = false;
318 if(this.monster_attack)
319 IL_REMOVE(g_monster_targets, this);
320 this.monster_attack = false;
321 STAT(HUD, this) = HUD_NORMAL;
322 TRANSMUTE(Observer, this);
323 this.iscreature = false;
324 this.teleportable = TELEPORT_SIMPLE;
325 if(this.damagedbycontents)
326 IL_REMOVE(g_damagedbycontents, this);
327 this.damagedbycontents = false;
328 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
329 SetSpectatee_status(this, etof(this));
330 this.takedamage = DAMAGE_NO;
331 this.solid = SOLID_NOT;
332 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
333 this.flags = FL_CLIENT | FL_NOTARGET;
335 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
336 this.pauserotarmor_finished = 0;
337 this.pauserothealth_finished = 0;
338 this.pauseregen_finished = 0;
339 this.damageforcescale = 0;
341 this.respawn_flags = 0;
342 this.respawn_time = 0;
343 STAT(RESPAWN_TIME, this) = 0;
347 this.pain_finished = 0;
348 STAT(STRENGTH_FINISHED, this) = 0;
349 STAT(INVINCIBLE_FINISHED, this) = 0;
350 STAT(SUPERWEAPONS_FINISHED, this) = 0;
351 STAT(AIR_FINISHED, this) = 0;
352 //this.dphitcontentsmask = 0;
353 this.dphitcontentsmask = DPCONTENTS_SOLID;
354 if (autocvar_g_playerclip_collisions)
355 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
358 setthink(this, func_null);
360 this.deadflag = DEAD_NO;
362 STAT(REVIVE_PROGRESS, this) = 0;
363 this.revival_time = 0;
364 this.draggable = drag_undraggable;
367 STAT(WEAPONS, this) = '0 0 0';
368 this.drawonlytoclient = this;
372 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
374 this.weaponmodel = "";
375 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
377 this.weaponentities[slot] = NULL;
379 this.exteriorweaponentity = NULL;
380 CS(this).killcount = FRAGS_SPECTATOR;
381 this.velocity = '0 0 0';
382 this.avelocity = '0 0 0';
383 this.punchangle = '0 0 0';
384 this.punchvector = '0 0 0';
385 this.oldvelocity = this.velocity;
386 this.fire_endtime = -1;
387 this.event_damage = func_null;
388 this.event_heal = func_null;
390 for(int slot = 0; slot < MAX_AXH; ++slot)
392 entity axh = this.(AuxiliaryXhair[slot]);
393 this.(AuxiliaryXhair[slot]) = NULL;
395 if(axh.owner == this && axh != NULL && !wasfreed(axh))
399 if (mutator_returnvalue)
401 // mutator prevents resetting teams+score
405 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
406 this.frags = FRAGS_SPECTATOR;
409 bot_relinkplayerlist();
411 if (CS(this).just_joined)
412 CS(this).just_joined = false;
415 int player_getspecies(entity this)
417 get_model_parameters(this.model, this.skin);
418 int s = get_model_parameters_species;
419 get_model_parameters(string_null, 0);
420 if (s < 0) return SPECIES_HUMAN;
424 .float model_randomizer;
425 void FixPlayermodel(entity player)
427 string defaultmodel = "";
429 if(autocvar_sv_defaultcharacter)
435 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
436 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
437 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
438 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
442 if(defaultmodel == "")
444 defaultmodel = autocvar_sv_defaultplayermodel;
445 defaultskin = autocvar_sv_defaultplayerskin;
448 int n = tokenize_console(defaultmodel);
451 defaultmodel = argv(floor(n * CS(player).model_randomizer));
452 // However, do NOT randomize if the player-selected model is in the list.
453 for (int i = 0; i < n; ++i)
454 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
455 defaultmodel = argv(i);
458 int i = strstrofs(defaultmodel, ":", 0);
461 defaultskin = stof(substring(defaultmodel, i+1, -1));
462 defaultmodel = substring(defaultmodel, 0, i);
465 if(autocvar_sv_defaultcharacterskin && !defaultskin)
471 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
472 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
473 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
474 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
479 defaultskin = autocvar_sv_defaultplayerskin;
482 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
483 defaultmodel = M_ARGV(0, string);
484 defaultskin = M_ARGV(1, int);
488 if(defaultmodel != "")
490 if (defaultmodel != player.model)
492 vector m1 = player.mins;
493 vector m2 = player.maxs;
494 setplayermodel (player, defaultmodel);
495 setsize (player, m1, m2);
499 oldskin = player.skin;
500 player.skin = defaultskin;
502 if (player.playermodel != player.model || player.playermodel == "")
504 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
505 vector m1 = player.mins;
506 vector m2 = player.maxs;
507 setplayermodel (player, player.playermodel);
508 setsize (player, m1, m2);
512 if(!autocvar_sv_defaultcharacterskin)
514 oldskin = player.skin;
515 player.skin = stof(player.playerskin);
519 oldskin = player.skin;
520 player.skin = defaultskin;
524 if(chmdl || oldskin != player.skin) // model or skin has changed
526 player.species = player_getspecies(player); // update species
527 if(!autocvar_g_debug_globalsounds)
528 UpdatePlayerSounds(player); // update skin sounds
532 if(strlen(autocvar_sv_defaultplayercolors))
533 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
534 setcolor(player, stof(autocvar_sv_defaultplayercolors));
537 void ResetPlayerResources(entity this)
540 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
541 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
542 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
543 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
544 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
545 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
546 SetResource(this, RES_HEALTH, warmup_start_health);
547 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
548 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
550 SetResource(this, RES_SHELLS, start_ammo_shells);
551 SetResource(this, RES_BULLETS, start_ammo_nails);
552 SetResource(this, RES_ROCKETS, start_ammo_rockets);
553 SetResource(this, RES_CELLS, start_ammo_cells);
554 SetResource(this, RES_PLASMA, start_ammo_plasma);
555 SetResource(this, RES_FUEL, start_ammo_fuel);
556 SetResource(this, RES_HEALTH, start_health);
557 SetResource(this, RES_ARMOR, start_armorvalue);
558 STAT(WEAPONS, this) = start_weapons;
559 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
561 GiveRandomWeapons(this, random_start_weapons_count,
562 autocvar_g_random_start_weapons, random_start_ammo);
567 void PutPlayerInServer(entity this)
569 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
571 PlayerState_attach(this);
572 accuracy_resend(this);
575 TeamBalance_JoinBestTeam(this);
577 entity spot = SelectSpawnPoint(this, false);
579 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
580 return; // spawn failed
583 TRANSMUTE(Player, this);
585 CS(this).wasplayer = true;
586 this.iscreature = true;
587 this.teleportable = TELEPORT_NORMAL;
588 if(!this.damagedbycontents)
589 IL_PUSH(g_damagedbycontents, this);
590 this.damagedbycontents = true;
591 set_movetype(this, MOVETYPE_WALK);
592 this.solid = SOLID_SLIDEBOX;
593 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
594 if (autocvar_g_playerclip_collisions)
595 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
596 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
597 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
598 this.frags = FRAGS_PLAYER;
599 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
600 this.flags = FL_CLIENT | FL_PICKUPITEMS;
601 if (autocvar__notarget)
602 this.flags |= FL_NOTARGET;
603 this.takedamage = DAMAGE_AIM;
604 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
606 ResetPlayerResources(this);
608 SetSpectatee_status(this, 0);
610 PS(this).dual_weapons = '0 0 0';
612 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
614 this.items = start_items;
616 this.spawnshieldtime = 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;
624 this.spawnshieldtime += f;
625 this.pauserotarmor_finished += f;
626 this.pauserothealth_finished += f;
627 this.pauseregen_finished += f;
630 this.damageforcescale = autocvar_g_player_damageforcescale;
632 this.respawn_flags = 0;
633 this.respawn_time = 0;
634 STAT(RESPAWN_TIME, this) = 0;
635 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
636 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
638 this.pain_finished = 0;
640 setthink(this, func_null); // players have no think function
643 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
645 this.deadflag = DEAD_NO;
647 this.angles = spot.angles;
648 this.angles_z = 0; // never spawn tilted even if the spot says to
649 if (IS_BOT_CLIENT(this))
651 this.v_angle = this.angles;
654 this.fixangle = true; // turn this way immediately
655 this.oldvelocity = this.velocity = '0 0 0';
656 this.avelocity = '0 0 0';
657 this.punchangle = '0 0 0';
658 this.punchvector = '0 0 0';
660 STAT(STRENGTH_FINISHED, this) = 0;
661 STAT(INVINCIBLE_FINISHED, this) = 0;
662 this.fire_endtime = -1;
663 STAT(REVIVE_PROGRESS, this) = 0;
664 this.revival_time = 0;
666 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
667 STAT(BUFFS, this) = 0;
668 STAT(BUFF_TIME, this) = 0;
670 STAT(AIR_FINISHED, this) = 0;
671 this.waterlevel = WATERLEVEL_NONE;
672 this.watertype = CONTENT_EMPTY;
674 entity spawnevent = new_pure(spawnevent);
675 spawnevent.owner = this;
676 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
678 // Cut off any still running player sounds.
679 stopsound(this, CH_PLAYER_SINGLE);
682 FixPlayermodel(this);
683 this.drawonlytoclient = NULL;
687 for(int slot = 0; slot < MAX_AXH; ++slot)
689 entity axh = this.(AuxiliaryXhair[slot]);
690 this.(AuxiliaryXhair[slot]) = NULL;
692 if(axh.owner == this && axh != NULL && !wasfreed(axh))
696 this.spawnpoint_targ = NULL;
699 this.view_ofs = STAT(PL_VIEW_OFS, this);
700 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
701 this.spawnorigin = spot.origin;
702 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
703 // don't reset back to last position, even if new position is stuck in solid
704 this.oldorigin = this.origin;
706 IL_REMOVE(g_conveyed, this);
707 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
709 IL_REMOVE(g_swamped, this);
710 this.swampslug = NULL;
711 this.swamp_interval = 0;
712 if(this.ladder_entity)
713 IL_REMOVE(g_ladderents, this);
714 this.ladder_entity = NULL;
715 IL_EACH(g_counters, it.realowner == this,
719 STAT(HUD, this) = HUD_NORMAL;
721 this.event_damage = PlayerDamage;
722 this.event_heal = PlayerHeal;
724 this.draggable = func_null;
727 IL_PUSH(g_bot_targets, this);
728 this.bot_attack = true;
729 if(!this.monster_attack)
730 IL_PUSH(g_monster_targets, this);
731 this.monster_attack = true;
732 navigation_dynamicgoal_init(this, false);
734 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
736 // player was spectator
737 if (CS(this).killcount == FRAGS_SPECTATOR) {
738 PlayerScore_Clear(this);
739 CS(this).killcount = 0;
740 CS(this).startplaytime = time;
743 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
745 .entity weaponentity = weaponentities[slot];
746 CL_SpawnWeaponentity(this, weaponentity);
748 this.alpha = default_player_alpha;
749 this.colormod = '1 1 1' * autocvar_g_player_brightness;
750 this.exteriorweaponentity.alpha = default_weapon_alpha;
752 this.speedrunning = false;
754 this.counter_cnt = 0;
755 this.fragsfilter_cnt = 0;
757 target_voicescript_clear(this);
759 // reset fields the weapons may use
760 FOREACH(Weapons, true, {
761 it.wr_resetplayer(it, this);
762 // reload all reloadable weapons
763 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
764 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
766 .entity weaponentity = weaponentities[slot];
767 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
773 string s = spot.target;
774 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
775 spot.target = string_null;
776 SUB_UseTargets(spot, this, NULL);
777 if(g_assault || g_race)
781 Unfreeze(this, false);
783 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
785 if (autocvar_spawn_debug)
787 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
788 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
791 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
793 .entity weaponentity = weaponentities[slot];
794 entity w_ent = this.(weaponentity);
795 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
796 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
798 w_ent.m_switchweapon = WEP_Null;
799 w_ent.m_weapon = WEP_Null;
800 w_ent.weaponname = "";
801 w_ent.m_switchingweapon = WEP_Null;
805 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
807 if (CS(this).impulse) ImpulseCommands(this);
809 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
810 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
812 .entity weaponentity = weaponentities[slot];
813 W_WeaponFrame(this, weaponentity);
816 if (!warmup_stage && !this.alivetime)
817 this.alivetime = time;
819 antilag_clear(this, CS(this));
822 /** Called when a client spawns in the server */
823 void PutClientInServer(entity this)
825 if (IS_BOT_CLIENT(this)) {
826 TRANSMUTE(Player, this);
827 } else if (IS_REAL_CLIENT(this)) {
829 WriteByte(MSG_ONE, SVC_SETVIEW);
830 WriteEntity(MSG_ONE, this);
833 TRANSMUTE(Observer, this);
835 SetSpectatee(this, NULL);
839 PS(this).itemkeys = 0;
841 MUTATOR_CALLHOOK(PutClientInServer, this);
843 if (IS_OBSERVER(this)) {
844 PutObserverInServer(this);
845 } else if (IS_PLAYER(this)) {
846 PutPlayerInServer(this);
849 if(teamplay && IS_REAL_CLIENT(this))
850 send_TeamNames(MSG_ONE, this);
851 bot_relinkplayerlist();
854 // TODO do we need all these fields, or should we stop autodetecting runtime
855 // changes and just have a console command to update this?
856 bool ClientInit_SendEntity(entity this, entity to, int sf)
858 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
861 // MSG_INIT replacement
862 // TODO: make easier to use
864 W_PROP_reload(MSG_ONE, to);
865 ClientInit_misc(this);
866 MUTATOR_CALLHOOK(Ent_Init);
868 void ClientInit_misc(entity this)
870 int channel = MSG_ONE;
871 WriteHeader(channel, ENT_CLIENT_INIT);
872 WriteByte(channel, g_nexball_meter_period * 32);
873 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
874 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
875 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
876 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
877 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
878 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
879 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
880 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
882 if(autocvar_sv_foginterval && world.fog != "")
883 WriteString(channel, world.fog);
885 WriteString(channel, "");
886 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
887 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
888 WriteByte(channel, serverflags);
889 WriteCoord(channel, autocvar_g_trueaim_minrange);
891 // z411 send full hostname
892 WriteString(channel, (autocvar_hostname_full != "" ? autocvar_hostname_full : autocvar_hostname));
893 WriteString(channel, autocvar_sv_motd_permanent);
896 void ClientInit_CheckUpdate(entity this)
898 this.nextthink = time;
899 if(this.count != autocvar_g_balance_armor_blockpercent)
901 this.count = autocvar_g_balance_armor_blockpercent;
904 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
906 this.cnt = autocvar_g_balance_damagepush_speedfactor;
911 void ClientInit_Spawn()
913 entity e = new_pure(clientinit);
914 setthink(e, ClientInit_CheckUpdate);
915 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
917 ClientInit_CheckUpdate(e);
927 // initialize parms for a new player
928 parm1 = -(86400 * 366);
930 MUTATOR_CALLHOOK(SetNewParms);
938 void SetChangeParms (entity this)
940 // save parms for level change
941 parm1 = CS(this).parm_idlesince - time;
943 MUTATOR_CALLHOOK(SetChangeParms);
951 void DecodeLevelParms(entity this)
954 CS(this).parm_idlesince = parm1;
955 if (CS(this).parm_idlesince == -(86400 * 366))
956 CS(this).parm_idlesince = time;
958 // whatever happens, allow 60 seconds of idling directly after connect for map loading
959 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
961 MUTATOR_CALLHOOK(DecodeLevelParms);
964 void FixClientCvars(entity e)
966 // send prediction settings to the client
967 stuffcmd(e, "\nin_bindmap 0 0\n");
968 if(autocvar_g_antilag == 3) // client side hitscan
969 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
970 if(autocvar_sv_gentle)
971 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
973 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
974 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
976 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
978 MUTATOR_CALLHOOK(FixClientCvars, e);
981 bool findinlist_abbrev(string tofind, string list)
983 if(list == "" || tofind == "")
984 return false; // empty list or search, just return
986 // this function allows abbreviated strings!
987 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
995 bool PlayerInIPList(entity p, string iplist)
997 // some safety checks (never allow local?)
998 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1001 return findinlist_abbrev(p.netaddress, iplist);
1004 bool PlayerInIDList(entity p, string idlist)
1006 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1010 return findinlist_abbrev(p.crypto_idfp, idlist);
1013 bool PlayerInList(entity player, string list)
1015 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1018 #ifdef DP_EXT_PRECONNECT
1023 Called once (not at each match start) when a client begins a connection to the server
1026 void ClientPreConnect(entity this)
1028 if(autocvar_sv_eventlog)
1030 GameLogEcho(sprintf(":connect:%d:%d:%s",
1033 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1039 string GetClientVersionMessage(entity this)
1041 if (CS(this).version_mismatch) {
1042 if(CS(this).version < autocvar_gameversion) {
1043 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1044 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1046 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1047 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1050 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1054 string getwelcomemessage(entity this)
1056 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1057 string modifications = M_ARGV(0, string);
1061 if(g_weaponarena_random)
1062 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1064 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1066 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1067 modifications = strcat(modifications, ", No start weapons");
1068 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1069 modifications = strcat(modifications, ", Low gravity");
1070 if(g_weapon_stay && !g_cts)
1071 modifications = strcat(modifications, ", Weapons stay");
1072 if(autocvar_g_jetpack)
1073 modifications = strcat(modifications, ", Jet pack");
1074 if(autocvar_g_powerups == 0)
1075 modifications = strcat(modifications, ", No powerups");
1076 if(autocvar_g_powerups > 0)
1077 modifications = strcat(modifications, ", Powerups");
1078 modifications = substring(modifications, 2, strlen(modifications) - 2);
1080 //string versionmessage = GetClientVersionMessage(this);
1081 //string s = strcat(versionmessage, "^8\n^9", (autocvar_hostname_full ? autocvar_hostname_full : autocvar_hostname));
1082 //string s = strcat(versionmessage, "^8\n^8\nserver is ^9", autocvar_hostname, "^8\n");
1083 string s = (autocvar_hostname_full != "" ? autocvar_hostname_full : autocvar_hostname);
1085 s = strcat(s, "^8\n^7", gamemode_name);
1087 if(modifications != "")
1088 s = strcat(s, "^7 | ^3", modifications);
1090 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1092 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1093 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1096 if (cache_mutatormsg != "") {
1097 s = strcat(s, "\n^8tips: ^7", cache_mutatormsg);
1100 string mutator_msg = "";
1101 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1102 mutator_msg = M_ARGV(0, string);
1104 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1106 string motd = autocvar_sv_motd;
1108 s = strcat(s, "\n\n^7", strreplace("\\n", "\n", motd));
1113 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1119 Called when a client connects to the server
1122 void ClientConnect(entity this)
1124 if (Ban_MaybeEnforceBanOnce(this)) return;
1125 assert(!IS_CLIENT(this), return);
1126 this.flags |= FL_CLIENT;
1127 assert(player_count >= 0, player_count = 0);
1129 TRANSMUTE(Client, this);
1130 CS(this).version_nagtime = time + 10 + random() * 10;
1132 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1134 bot_clientconnect(this);
1136 Player_DetermineForcedTeam(this);
1138 TRANSMUTE(Observer, this);
1140 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1142 // always track bots, don't ask for cl_allow_uidtracking
1143 if (IS_BOT_CLIENT(this))
1144 PlayerStats_GameReport_AddPlayer(this);
1146 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1148 if (autocvar_sv_eventlog)
1149 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1151 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1153 stuffcmd(this, clientstuff, "\n");
1154 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1156 FixClientCvars(this);
1158 // get version info from player
1159 stuffcmd(this, "cmd clientversion $gameversion\n");
1161 // notify about available teams
1164 entity balance = TeamBalance_CheckAllowedTeams(this);
1165 int t = TeamBalance_GetAllowedTeams(balance);
1166 TeamBalance_Destroy(balance);
1167 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1171 stuffcmd(this, "set _teams_available 0\n");
1174 bot_relinkplayerlist();
1176 CS(this).spectatortime = time;
1177 if (blockSpectators)
1179 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1182 CS(this).jointime = time;
1184 if (IS_REAL_CLIENT(this))
1186 if (g_weaponarena_weapons == WEPSET(TUBA))
1187 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1190 if (!autocvar_sv_foginterval && world.fog != "")
1191 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1193 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1194 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1195 send_CSQC_teamnagger();
1197 CSQCMODEL_AUTOINIT(this);
1199 CS(this).model_randomizer = random();
1201 if (IS_REAL_CLIENT(this))
1202 sv_notice_join(this);
1204 this.move_qcphysics = autocvar_sv_qcphysics;
1206 // update physics stats (players can spawn before physics runs)
1207 Physics_UpdateStats(this);
1209 IL_EACH(g_initforplayer, it.init_for_player, {
1210 it.init_for_player(it, this);
1213 Handicap_Initialize(this);
1215 MUTATOR_CALLHOOK(ClientConnect, this);
1217 if (IS_REAL_CLIENT(this))
1219 if (!autocvar_g_campaign && !IS_PLAYER(this))
1221 CS(this).motd_actived_time = -1;
1222 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1230 Called when a client disconnects from the server
1233 .entity chatbubbleentity;
1234 void player_powerups_remove_all(entity this);
1236 void ClientDisconnect(entity this)
1238 assert(IS_CLIENT(this), return);
1240 PlayerStats_GameReport_FinalizePlayer(this);
1241 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1242 if (CS(this).active_minigame) part_minigame(this);
1243 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1245 if (autocvar_sv_eventlog)
1246 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1248 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1251 SetSpectatee(this, NULL);
1253 MUTATOR_CALLHOOK(ClientDisconnect, this);
1255 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1256 strfree(CS_CVAR(this).weaponorder_byimpulse);
1257 ClientState_detach(this);
1259 Portal_ClearAll(this);
1261 Unfreeze(this, false);
1263 RemoveGrapplingHooks(this);
1265 // Here, everything has been done that requires this player to be a client.
1267 this.flags &= ~FL_CLIENT;
1269 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1270 if (this.killindicator) delete(this.killindicator);
1272 IL_EACH(g_counters, it.realowner == this,
1277 WaypointSprite_PlayerGone(this);
1279 bot_relinkplayerlist();
1281 strfree(this.clientstatus);
1282 if (this.personal) delete(this.personal);
1286 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1288 player_powerups_remove_all(this); // stop powerup sound
1293 void ChatBubbleThink(entity this)
1295 this.nextthink = time;
1296 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1298 if(this.owner) // but why can that ever be NULL?
1299 this.owner.chatbubbleentity = NULL;
1306 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1308 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1309 this.mdl = "models/sprites/minigame_busy.iqm";
1310 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1311 this.mdl = "models/misc/chatbubble.spr";
1314 if ( this.model != this.mdl )
1315 _setmodel(this, this.mdl);
1319 void UpdateChatBubble(entity this)
1323 // spawn a chatbubble entity if needed
1324 if (!this.chatbubbleentity)
1326 this.chatbubbleentity = new(chatbubbleentity);
1327 this.chatbubbleentity.owner = this;
1328 this.chatbubbleentity.exteriormodeltoclient = this;
1329 setthink(this.chatbubbleentity, ChatBubbleThink);
1330 this.chatbubbleentity.nextthink = time;
1331 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1332 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1333 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1334 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1335 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1336 //this.chatbubbleentity.model = "";
1337 this.chatbubbleentity.effects = EF_LOWPRECISION;
1341 void calculate_player_respawn_time(entity this)
1343 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1346 float gametype_setting_tmp;
1347 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1348 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1349 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1350 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1351 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1352 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1354 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1357 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1358 if(it.team == this.team)
1361 if (sdelay_small_count == 0)
1362 sdelay_small_count = 1;
1363 if (sdelay_large_count == 0)
1364 sdelay_large_count = 1;
1368 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1371 if (sdelay_small_count == 0)
1373 if (IS_INDEPENDENT_PLAYER(this))
1375 // Players play independently. No point in requiring enemies.
1376 sdelay_small_count = 1;
1380 // Players play AGAINST each other. Enemies required.
1381 sdelay_small_count = 2;
1384 if (sdelay_large_count == 0)
1386 if (IS_INDEPENDENT_PLAYER(this))
1388 // Players play independently. No point in requiring enemies.
1389 sdelay_large_count = 1;
1393 // Players play AGAINST each other. Enemies required.
1394 sdelay_large_count = 2;
1401 if (pcount <= sdelay_small_count)
1402 sdelay = sdelay_small;
1403 else if (pcount >= sdelay_large_count)
1404 sdelay = sdelay_large;
1405 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1406 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1409 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1411 this.respawn_time = time + sdelay;
1413 if(sdelay < sdelay_max)
1414 this.respawn_time_max = time + sdelay_max;
1416 this.respawn_time_max = this.respawn_time;
1418 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1419 this.respawn_countdown = 10; // first number to count down from is 10
1421 this.respawn_countdown = -1; // do not count down
1423 if(autocvar_g_forced_respawn)
1424 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1427 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1428 // added to the model skins
1429 /*void UpdateColorModHack()
1432 c = this.clientcolors & 15;
1433 // LordHavoc: only bothering to support white, green, red, yellow, blue
1434 if (!teamplay) this.colormod = '0 0 0';
1435 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1436 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1437 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1438 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1439 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1440 else this.colormod = '1 1 1';
1443 void respawn(entity this)
1445 bool damagedbycontents_prev = this.damagedbycontents;
1448 if(autocvar_g_respawn_ghosts)
1450 this.solid = SOLID_NOT;
1451 this.takedamage = DAMAGE_NO;
1452 this.damagedbycontents = false;
1453 set_movetype(this, MOVETYPE_FLY);
1454 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1455 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1456 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1457 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1458 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1459 if(autocvar_g_respawn_ghosts_time > 0)
1460 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1463 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1467 this.damagedbycontents = damagedbycontents_prev;
1469 this.effects |= EF_NODRAW; // prevent another CopyBody
1470 PutClientInServer(this);
1473 void play_countdown(entity this, float finished, Sound samp)
1476 if(IS_REAL_CLIENT(this))
1477 if(floor(finished - time - frametime) != floor(finished - time))
1478 if(finished - time < 6)
1479 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1482 void player_powerups_remove_all(entity this)
1484 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1486 // don't play the poweroff sound when the game restarts or the player disconnects
1487 if (time > game_starttime + 1 && IS_CLIENT(this))
1488 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1489 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1490 this.items &= ~ITEM_Strength.m_itemid;
1491 this.items &= ~ITEM_Shield.m_itemid;
1492 this.items -= (this.items & IT_SUPERWEAPON);
1496 void player_powerups(entity this)
1498 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1499 this.modelflags |= MF_ROCKET;
1501 this.modelflags &= ~MF_ROCKET;
1503 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1506 player_powerups_remove_all(this);
1508 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1511 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1512 int items_prev = this.items;
1514 Fire_ApplyDamage(this);
1515 Fire_ApplyEffect(this);
1517 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1519 if (this.items & ITEM_Strength.m_itemid)
1521 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1522 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1523 if (time > STAT(STRENGTH_FINISHED, this))
1525 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1526 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1527 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1532 if (time < STAT(STRENGTH_FINISHED, this))
1534 this.items = this.items | ITEM_Strength.m_itemid;
1536 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1537 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1540 if (this.items & ITEM_Shield.m_itemid)
1542 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1543 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1544 if (time > STAT(INVINCIBLE_FINISHED, this))
1546 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1547 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1548 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1553 if (time < STAT(INVINCIBLE_FINISHED, this))
1555 this.items = this.items | ITEM_Shield.m_itemid;
1557 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1558 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1561 if (this.items & IT_SUPERWEAPON)
1563 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1565 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1566 this.items = this.items - (this.items & IT_SUPERWEAPON);
1567 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1568 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1570 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1572 // don't let them run out
1576 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1577 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1579 this.items = this.items - (this.items & IT_SUPERWEAPON);
1580 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1581 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1582 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1586 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1588 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1590 this.items = this.items | IT_SUPERWEAPON;
1591 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1594 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1595 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1600 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1601 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1606 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1610 if(autocvar_g_nodepthtestplayers)
1611 this.effects = this.effects | EF_NODEPTHTEST;
1613 if(autocvar_g_fullbrightplayers)
1614 this.effects = this.effects | EF_FULLBRIGHT;
1616 if (time >= game_starttime)
1617 if (time < this.spawnshieldtime)
1618 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1620 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1623 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1625 if(current > stable)
1627 else if(current > stable - 0.25) // when close enough, "snap"
1630 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1633 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1635 if(current < stable)
1637 else if(current < stable + 0.25) // when close enough, "snap"
1640 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1643 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)
1645 float old = GetResource(this, res);
1646 float current = old;
1647 if(current > rotstable)
1649 if(rotframetime > 0)
1651 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1652 current = max(rotstable, current - rotlinear * rotframetime);
1655 else if(current < regenstable)
1657 if(regenframetime > 0)
1659 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1660 current = min(regenstable, current + regenlinear * regenframetime);
1664 float limit = GetResourceLimit(this, res) * limit_mod;
1669 SetResource(this, res, current);
1672 void player_regen(entity this)
1674 float max_mod, regen_mod, rot_mod, limit_mod;
1675 max_mod = regen_mod = rot_mod = limit_mod = 1;
1677 float regen_health = autocvar_g_balance_health_regen;
1678 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1679 float regen_health_rot = autocvar_g_balance_health_rot;
1680 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1681 float regen_health_stable = autocvar_g_balance_health_regenstable;
1682 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1683 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1684 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1685 max_mod = M_ARGV(1, float);
1686 regen_mod = M_ARGV(2, float);
1687 rot_mod = M_ARGV(3, float);
1688 limit_mod = M_ARGV(4, float);
1689 regen_health = M_ARGV(5, float);
1690 regen_health_linear = M_ARGV(6, float);
1691 regen_health_rot = M_ARGV(7, float);
1692 regen_health_rotlinear = M_ARGV(8, float);
1693 regen_health_stable = M_ARGV(9, float);
1694 regen_health_rotstable = M_ARGV(10, float);
1696 if(!mutator_returnvalue)
1697 if(!STAT(FROZEN, this))
1699 float maxa = autocvar_g_balance_armor_rotstable;
1700 float mina = autocvar_g_balance_armor_regenstable;
1702 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1703 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1704 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1706 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1707 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1708 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1711 // if player rotted to death... die!
1712 // check this outside above checks, as player may still be able to rot to death
1713 if(GetResource(this, RES_HEALTH) < 1)
1716 vehicles_exit(this.vehicle, VHEF_RELEASE);
1717 if(this.event_damage)
1718 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1721 if (!(this.items & IT_UNLIMITED_AMMO))
1723 float maxf = autocvar_g_balance_fuel_rotstable;
1724 float minf = autocvar_g_balance_fuel_regenstable;
1726 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1727 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1728 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1733 void SetZoomState(entity this, float newzoom)
1735 if(newzoom != CS(this).zoomstate)
1737 CS(this).zoomstate = newzoom;
1738 ClientData_Touch(this);
1740 zoomstate_set = true;
1743 void GetPressedKeys(entity this)
1745 MUTATOR_CALLHOOK(GetPressedKeys, this);
1748 CS(this).pressedkeys = 0;
1749 STAT(PRESSED_KEYS, this) = 0;
1753 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1754 int keys = STAT(PRESSED_KEYS, this);
1755 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1756 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1757 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1758 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1760 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1761 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
1762 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1763 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1764 CS(this).pressedkeys = keys; // store for other users
1766 STAT(PRESSED_KEYS, this) = keys;
1770 ======================
1771 spectate mode routines
1772 ======================
1775 void SpectateCopy(entity this, entity spectatee)
1777 TC(Client, this); TC(Client, spectatee);
1779 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1780 PS(this) = PS(spectatee);
1781 this.armortype = spectatee.armortype;
1782 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1783 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1784 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1785 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1786 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1787 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1788 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1789 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1790 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1791 CS(this).impulse = 0;
1792 this.disableclientprediction = 1; // no need to run prediction on a spectator
1793 this.items = spectatee.items;
1794 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1795 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1796 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1797 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1798 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1799 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1800 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1801 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1802 this.punchangle = spectatee.punchangle;
1803 this.view_ofs = spectatee.view_ofs;
1804 this.velocity = spectatee.velocity;
1805 this.dmg_take = spectatee.dmg_take;
1806 this.dmg_save = spectatee.dmg_save;
1807 this.dmg_inflictor = spectatee.dmg_inflictor;
1808 this.v_angle = spectatee.v_angle;
1809 this.angles = spectatee.v_angle;
1810 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1811 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1812 this.viewloc = spectatee.viewloc;
1813 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1814 this.fixangle = true;
1815 setorigin(this, spectatee.origin);
1816 setsize(this, spectatee.mins, spectatee.maxs);
1817 SetZoomState(this, CS(spectatee).zoomstate);
1819 anticheat_spectatecopy(this, spectatee);
1820 STAT(HUD, this) = STAT(HUD, spectatee);
1821 if(spectatee.vehicle)
1823 this.angles = spectatee.v_angle;
1825 //this.fixangle = false;
1826 //this.velocity = spectatee.vehicle.velocity;
1827 this.vehicle_health = spectatee.vehicle_health;
1828 this.vehicle_shield = spectatee.vehicle_shield;
1829 this.vehicle_energy = spectatee.vehicle_energy;
1830 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1831 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1832 this.vehicle_reload1 = spectatee.vehicle_reload1;
1833 this.vehicle_reload2 = spectatee.vehicle_reload2;
1835 //msg_entity = this;
1837 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1838 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1839 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1840 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1842 //WriteByte (MSG_ONE, SVC_SETVIEW);
1843 // WriteEntity(MSG_ONE, this);
1844 //makevectors(spectatee.v_angle);
1845 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1849 bool SpectateUpdate(entity this)
1854 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1856 SetSpectatee(this, NULL);
1860 SpectateCopy(this, this.enemy);
1865 bool SpectateSet(entity this)
1867 if(!IS_PLAYER(this.enemy))
1870 ClientData_Touch(this.enemy);
1873 WriteByte(MSG_ONE, SVC_SETVIEW);
1874 WriteEntity(MSG_ONE, this.enemy);
1875 set_movetype(this, MOVETYPE_NONE);
1876 accuracy_resend(this);
1878 if(!SpectateUpdate(this))
1879 PutObserverInServer(this);
1884 void SetSpectatee_status(entity this, int spectatee_num)
1886 int oldspectatee_status = CS(this).spectatee_status;
1887 CS(this).spectatee_status = spectatee_num;
1889 if (CS(this).spectatee_status != oldspectatee_status)
1891 if (STAT(PRESSED_KEYS, this))
1893 CS(this).pressedkeys = 0;
1894 STAT(PRESSED_KEYS, this) = 0;
1896 ClientData_Touch(this);
1897 if (g_race || g_cts) race_InitSpectator();
1901 void SetSpectatee(entity this, entity spectatee)
1903 if(IS_BOT_CLIENT(this))
1904 return; // bots abuse .enemy, this code is useless to them
1906 entity old_spectatee = this.enemy;
1908 this.enemy = spectatee;
1911 // these are required to fix the spectator bug with arc
1914 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1916 .entity weaponentity = weaponentities[slot];
1917 if(old_spectatee.(weaponentity).arc_beam)
1918 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1923 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1925 .entity weaponentity = weaponentities[slot];
1926 if(this.enemy.(weaponentity).arc_beam)
1927 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1932 SetSpectatee_status(this, etof(this.enemy));
1934 // needed to update spectator list
1935 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1938 bool Spectate(entity this, entity pl)
1940 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1942 pl = M_ARGV(1, entity);
1944 SetSpectatee(this, pl);
1945 return SpectateSet(this);
1948 bool SpectateNext(entity this)
1950 entity ent = find(this.enemy, classname, STR_PLAYER);
1952 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1953 ent = M_ARGV(1, entity);
1955 ent = find(ent, classname, STR_PLAYER);
1957 if(ent) { SetSpectatee(this, ent); }
1959 return SpectateSet(this);
1962 bool SpectatePrev(entity this)
1964 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1965 entity ent = findchain(classname, STR_PLAYER);
1966 if (!ent) // no player
1970 // skip players until current spectated player
1972 while(ent && ent != this.enemy)
1975 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1977 case MUT_SPECPREV_FOUND:
1978 ent = M_ARGV(1, entity);
1980 case MUT_SPECPREV_RETURN:
1982 case MUT_SPECPREV_CONTINUE:
1993 SetSpectatee(this, ent);
1994 return SpectateSet(this);
1999 ShowRespawnCountdown()
2001 Update a respawn countdown display.
2004 void ShowRespawnCountdown(entity this)
2007 if(!IS_DEAD(this)) // just respawned?
2011 number = ceil(this.respawn_time - time);
2014 if(number <= this.respawn_countdown)
2016 this.respawn_countdown = number - 1;
2017 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
2018 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2023 .bool team_selected;
2024 bool ShowTeamSelection(entity this)
2026 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
2028 stuffcmd(this, "menu_showteamselect\n");
2031 void Join(entity this)
2033 TRANSMUTE(Player, this);
2035 if(!this.team_selected)
2036 if(autocvar_g_campaign || autocvar_g_balance_teams)
2037 TeamBalance_JoinBestTeam(this);
2039 if(autocvar_g_campaign)
2040 campaign_bots_may_start = true;
2042 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2044 PutClientInServer(this);
2047 if(teamplay && this.team != -1)
2051 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2052 this.team_selected = false;
2055 // send constant ready notification
2057 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MISSING_READY);
2060 int GetPlayerLimit()
2063 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)
2064 int player_limit = autocvar_g_maxplayers;
2065 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2066 player_limit = M_ARGV(0, int);
2067 return player_limit;
2071 * Determines whether the player is allowed to join. This depends on cvar
2072 * g_maxplayers, if it isn't used this function always return true, otherwise
2073 * it checks whether the number of currently playing players exceeds g_maxplayers.
2074 * @return int number of free slots for players, 0 if none
2076 int nJoinAllowed(entity this, entity ignore)
2079 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2080 // so report 0 free slots if restricted
2082 if(autocvar_g_forced_team_otherwise == "spectate")
2084 if(autocvar_g_forced_team_otherwise == "spectator")
2088 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2089 return 0; // forced spectators can never join
2091 // TODO simplify this
2092 int totalClients = 0;
2093 int currentlyPlaying = 0;
2094 FOREACH_CLIENT(true, {
2097 if(IS_REAL_CLIENT(it))
2098 if(IS_PLAYER(it) || it.caplayer)
2102 int player_limit = GetPlayerLimit();
2106 free_slots = maxclients - totalClients;
2107 else if(player_limit > 0 && currentlyPlaying < player_limit)
2108 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2110 static float msg_time = 0;
2111 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2113 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2114 msg_time = time + 0.5;
2120 void PrintWelcomeMessage(entity this)
2122 if(CS(this).motd_actived_time == 0)
2124 if (autocvar_g_campaign) {
2125 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2126 CS(this).motd_actived_time = time;
2127 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2130 if (PHYS_INPUT_BUTTON_INFO(this)) {
2131 CS(this).motd_actived_time = time;
2132 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2136 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2138 if (autocvar_g_campaign) {
2139 if (PHYS_INPUT_BUTTON_INFO(this))
2140 CS(this).motd_actived_time = time;
2141 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2142 CS(this).motd_actived_time = 0;
2143 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2146 if (PHYS_INPUT_BUTTON_INFO(this))
2147 CS(this).motd_actived_time = time;
2148 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2149 CS(this).motd_actived_time = 0;
2150 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2154 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2156 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2157 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2158 else if (CS(this).motd_actived_time == -2)
2160 // instantly hide MOTD
2161 CS(this).motd_actived_time = 0;
2162 if (autocvar_g_campaign)
2163 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2165 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2167 else if (IS_PLAYER(this) || IS_SPEC(this))
2169 // FIXME occasionally for some reason MOTD never goes away
2170 // delay MOTD removal a little bit in the hope it fixes this bug
2171 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2172 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2173 else //if (CS(this).motd_actived_time < -2)
2174 CS(this).motd_actived_time++;
2179 bool joinAllowed(entity this)
2181 if (CS(this).version_mismatch) return false;
2182 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2183 if (!nJoinAllowed(this, this)) return false;
2184 if (teamplay && lockteams) return false;
2185 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2186 if (ShowTeamSelection(this)) return false;
2190 .string shootfromfixedorigin;
2191 .bool dualwielding_prev;
2192 bool PlayerThink(entity this)
2194 if (game_stopped || intermission_running) {
2195 this.modelflags &= ~MF_ROCKET;
2196 if(intermission_running)
2197 IntermissionThink(this);
2202 // don't allow the player to turn around while game is paused
2203 // FIXME turn this into CSQC stuff
2204 this.v_angle = this.lastV_angle;
2205 this.angles = this.lastV_angle;
2206 this.fixangle = true;
2210 if (frametime) player_powerups(this);
2212 if (IS_DEAD(this)) {
2213 if (this.personal && g_race_qualifying) {
2214 if (time > this.respawn_time) {
2215 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2217 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2220 if (frametime) player_anim(this);
2222 if (this.respawn_flags & RESPAWN_DENY)
2224 STAT(RESPAWN_TIME, this) = 0;
2228 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));
2230 switch(this.deadflag)
2234 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2235 this.deadflag = DEAD_RESPAWNING;
2236 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2237 this.deadflag = DEAD_DEAD;
2243 this.deadflag = DEAD_RESPAWNABLE;
2244 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2245 this.deadflag = DEAD_RESPAWNING;
2248 case DEAD_RESPAWNABLE:
2250 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2251 this.deadflag = DEAD_RESPAWNING;
2254 case DEAD_RESPAWNING:
2256 if (time > this.respawn_time)
2258 this.respawn_time = time + 1; // only retry once a second
2259 this.respawn_time_max = this.respawn_time;
2266 ShowRespawnCountdown(this);
2268 if (this.respawn_flags & RESPAWN_SILENT)
2269 STAT(RESPAWN_TIME, this) = 0;
2270 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2272 if (time < this.respawn_time)
2273 STAT(RESPAWN_TIME, this) = this.respawn_time;
2274 else if (this.deadflag != DEAD_RESPAWNING)
2275 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2278 STAT(RESPAWN_TIME, this) = this.respawn_time;
2281 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2282 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2283 STAT(RESPAWN_TIME, this) *= -1;
2288 FixPlayermodel(this);
2290 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2291 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2292 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2295 // reset gun alignment when dual wielding status changes
2296 // to ensure guns are always aligned right and left
2297 bool dualwielding = W_DualWielding(this);
2298 if(this.dualwielding_prev != dualwielding)
2300 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2301 this.dualwielding_prev = dualwielding;
2304 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2307 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2309 .entity weaponentity = weaponentities[slot];
2310 if(WEP_CVAR(vortex, charge_always))
2311 W_Vortex_Charge(this, weaponentity, frametime);
2312 W_WeaponFrame(this, weaponentity);
2318 // WEAPONTODO: Add a weapon request for this
2319 // rot vortex charge to the charge limit
2320 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2322 .entity weaponentity = weaponentities[slot];
2323 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2324 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2329 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2332 monsters_setstatus(this);
2337 .bool would_spectate;
2338 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2339 void ObserverOrSpectatorThink(entity this)
2341 bool is_spec = IS_SPEC(this);
2342 if ( CS(this).impulse )
2344 int r = MinigameImpulse(this, CS(this).impulse);
2346 CS(this).impulse = 0;
2348 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2350 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2351 CS(this).impulse = 0;
2356 if (this.flags & FL_JUMPRELEASED) {
2357 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2358 this.flags &= ~FL_JUMPRELEASED;
2359 this.flags |= FL_SPAWNING;
2360 } 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)))
2361 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2362 this.flags &= ~FL_JUMPRELEASED;
2363 if(SpectateNext(this)) {
2364 TRANSMUTE(Spectator, this);
2365 } else if (is_spec) {
2366 TRANSMUTE(Observer, this);
2367 PutClientInServer(this);
2370 this.would_spectate = false; // unable to spectate anyone
2372 CS(this).impulse = 0;
2373 } else if (is_spec) {
2374 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2375 this.flags &= ~FL_JUMPRELEASED;
2376 if(SpectatePrev(this)) {
2377 TRANSMUTE(Spectator, this);
2379 TRANSMUTE(Observer, this);
2380 PutClientInServer(this);
2382 CS(this).impulse = 0;
2383 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2384 this.would_spectate = false;
2385 this.flags &= ~FL_JUMPRELEASED;
2386 TRANSMUTE(Observer, this);
2387 PutClientInServer(this);
2388 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2389 PutObserverInServer(this);
2390 this.would_spectate = true;
2394 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2395 if (PHYS_INPUT_BUTTON_USE(this))
2396 wouldclip = !wouldclip;
2397 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2398 set_movetype(this, preferred_movetype);
2400 } else { // jump pressed
2401 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2402 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2403 this.flags |= FL_JUMPRELEASED;
2404 if(this.flags & FL_SPAWNING)
2406 this.flags &= ~FL_SPAWNING;
2407 if(joinAllowed(this))
2409 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2410 CS(this).autojoin_checked = -1;
2414 if(is_spec && !SpectateUpdate(this))
2415 PutObserverInServer(this);
2418 this.flags |= FL_CLIENT | FL_NOTARGET;
2421 void PlayerUseKey(entity this)
2423 if (!IS_PLAYER(this))
2430 vehicles_exit(this.vehicle, VHEF_NORMAL);
2434 else if(autocvar_g_vehicles_enter)
2436 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2438 entity head, closest_target = NULL;
2439 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2441 while(head) // find the closest acceptable target to enter
2443 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2444 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2448 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2449 { closest_target = head; }
2451 else { closest_target = head; }
2457 if(closest_target) { vehicles_enter(this, closest_target); return; }
2461 // a use key was pressed; call handlers
2462 MUTATOR_CALLHOOK(PlayerUseKey, this);
2470 Called every frame for each client before the physics are run
2473 .float last_vehiclecheck;
2474 void PlayerPreThink (entity this)
2476 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2477 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2479 WarpZone_PlayerPhysics_FixVAngle(this);
2482 // physics frames: update anticheat stuff
2483 anticheat_prethink(this);
2485 // WORKAROUND: only use dropclient in server frames (frametime set).
2486 // Never use it in cl_movement frames (frametime zero).
2487 if (blockSpectators && IS_REAL_CLIENT(this)
2488 && (IS_SPEC(this) || IS_OBSERVER(this)) && !this.caplayer
2489 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2491 if (dropclient_schedule(this))
2492 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2496 zoomstate_set = false;
2498 // Check for nameless players
2499 if (this.netname == "" || this.netname != CS(this).netname_previous)
2501 bool assume_unchanged = (CS(this).netname_previous == "");
2502 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2504 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2505 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2506 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2507 assume_unchanged = false;
2508 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2510 if (isInvisibleString(this.netname))
2512 this.netname = strzone(sprintf("Player#%d", this.playerid));
2513 sprint(this, "Warning: invisible names are not allowed.\n");
2514 assume_unchanged = false;
2515 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2517 if (!assume_unchanged && autocvar_sv_eventlog)
2518 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2519 strcpy(CS(this).netname_previous, this.netname);
2523 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2524 CS(this).version_nagtime = 0;
2525 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2527 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2529 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2531 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2532 if (r < 0) { // old client
2533 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2534 } else if (r > 0) { // old server
2535 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2541 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2543 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2544 this.max_armorvalue = 0;
2547 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2549 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2551 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2552 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2554 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2556 if (STAT(REVIVE_PROGRESS, this) >= 1)
2557 Unfreeze(this, false);
2559 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2561 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2562 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2564 if (GetResource(this, RES_HEALTH) < 1)
2567 vehicles_exit(this.vehicle, VHEF_RELEASE);
2568 if(this.event_damage)
2569 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2571 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2572 Unfreeze(this, false);
2576 MUTATOR_CALLHOOK(PlayerPreThink, this);
2578 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2579 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2581 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2585 if(!it.team || SAME_TEAM(this, it))
2586 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2587 else if(autocvar_g_vehicles_steal)
2588 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2590 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2592 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2596 this.last_vehiclecheck = time + 1;
2599 if(!CS_CVAR(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2601 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2603 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2606 if (IS_REAL_CLIENT(this))
2607 PrintWelcomeMessage(this);
2609 if (IS_PLAYER(this)) {
2610 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2611 error("Client can't be spawned as player on connection!");
2612 if(!PlayerThink(this))
2615 else if (game_stopped || intermission_running) {
2616 if(intermission_running)
2617 IntermissionThink(this);
2620 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2622 bool early_join_requested = (CS(this).autojoin_checked < 0);
2623 CS(this).autojoin_checked = 1;
2624 // don't do this in ClientConnect
2625 // many things can go wrong if a client is spawned as player on connection
2626 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2627 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2628 && (!teamplay || autocvar_g_balance_teams)))
2630 campaign_bots_may_start = true;
2631 if(joinAllowed(this))
2636 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2637 ObserverOrSpectatorThink(this);
2640 // WEAPONTODO: Add weapon request for this
2641 if (!zoomstate_set) {
2642 bool wep_zoomed = false;
2643 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2645 .entity weaponentity = weaponentities[slot];
2646 Weapon thiswep = this.(weaponentity).m_weapon;
2647 if(thiswep != WEP_Null && thiswep.wr_zoom)
2648 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2650 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2653 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2655 CS(this).teamkill_soundtime = 0;
2657 entity e = CS(this).teamkill_soundsource;
2658 entity oldpusher = e.pusher;
2660 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2661 e.pusher = oldpusher;
2664 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2665 CS(this).taunt_soundtime = 0;
2666 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2669 target_voicescript_next(this);
2672 void DrownPlayer(entity this)
2674 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2675 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2677 STAT(AIR_FINISHED, this) = 0;
2681 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2683 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2684 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2685 STAT(AIR_FINISHED, this) = 0;
2689 if (!STAT(AIR_FINISHED, this))
2690 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2691 if (STAT(AIR_FINISHED, this) < time)
2693 if (this.pain_finished < time)
2695 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');
2696 this.pain_finished = time + 0.5;
2702 .bool move_qcphysics;
2704 void Player_Physics(entity this)
2706 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2708 if(!this.move_qcphysics)
2711 if(!frametime && !CS(this).pm_frametime)
2714 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2716 CS(this).pm_frametime = 0;
2723 Called every frame for each client after the physics are run
2726 void PlayerPostThink (entity this)
2728 Player_Physics(this);
2730 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2731 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2732 if (IS_REAL_CLIENT(this))
2733 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2734 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2736 int totalClients = 0;
2737 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2739 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2745 if (autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
2746 { /* do nothing */ }
2747 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2749 if (CS(this).idlekick_lasttimeleft)
2751 CS(this).idlekick_lasttimeleft = 0;
2752 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2757 float maxidle_time = autocvar_sv_maxidle;
2758 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2759 maxidle_time = autocvar_sv_maxidle_playertospectator;
2760 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2761 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2762 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2764 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2765 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2767 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2769 if (timeleft <= 0) {
2770 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2772 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2775 PutObserverInServer(this);
2779 if (dropclient_schedule(this))
2780 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2784 else if (timeleft <= countdown_time) {
2785 if (timeleft != CS(this).idlekick_lasttimeleft)
2786 play2(this, SND(TALK2));
2787 CS(this).idlekick_lasttimeleft = timeleft;
2796 this.solid = SOLID_NOT;
2797 this.takedamage = DAMAGE_NO;
2798 set_movetype(this, MOVETYPE_NONE);
2799 CS(this).teamkill_complain = 0;
2800 CS(this).teamkill_soundtime = 0;
2801 CS(this).teamkill_soundsource = NULL;
2804 if (IS_PLAYER(this)) {
2805 if(this.death_time == time && IS_DEAD(this))
2807 // player's bbox gets resized now, instead of in the damage event that killed the player,
2808 // once all the damage events of this frame have been processed with normal size
2810 setsize(this, this.mins, this.maxs);
2813 UpdateChatBubble(this);
2814 if (CS(this).impulse) ImpulseCommands(this);
2815 GetPressedKeys(this);
2818 CSQCMODEL_AUTOUPDATE(this);
2822 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2824 CS(this).pressedkeys = 0;
2825 STAT(PRESSED_KEYS, this) = 0;
2828 if (this.waypointsprite_attachedforcarrier) {
2829 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2830 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2833 CSQCMODEL_AUTOUPDATE(this);
2836 // hack to copy the button fields from the client entity to the Client State
2837 void PM_UpdateButtons(entity this, entity store)
2840 store.impulse = this.impulse;
2843 bool typing = this.buttonchat || this.button12;
2845 store.button0 = (typing) ? 0 : this.button0;
2847 store.button2 = (typing) ? 0 : this.button2;
2848 store.button3 = (typing) ? 0 : this.button3;
2849 store.button4 = this.button4;
2850 store.button5 = (typing) ? 0 : this.button5;
2851 store.button6 = this.button6;
2852 store.button7 = this.button7;
2853 store.button8 = this.button8;
2854 store.button9 = this.button9;
2855 store.button10 = this.button10;
2856 store.button11 = this.button11;
2857 store.button12 = this.button12;
2858 store.button13 = this.button13;
2859 store.button14 = this.button14;
2860 store.button15 = this.button15;
2861 store.button16 = this.button16;
2862 store.buttonuse = this.buttonuse;
2863 store.buttonchat = this.buttonchat;
2865 store.cursor_active = this.cursor_active;
2866 store.cursor_screen = this.cursor_screen;
2867 store.cursor_trace_start = this.cursor_trace_start;
2868 store.cursor_trace_endpos = this.cursor_trace_endpos;
2869 store.cursor_trace_ent = this.cursor_trace_ent;
2871 store.ping = this.ping;
2872 store.ping_packetloss = this.ping_packetloss;
2873 store.ping_movementloss = this.ping_movementloss;
2875 store.v_angle = this.v_angle;
2876 store.movement = this.movement;
2879 NET_HANDLE(fpsreport, bool)
2881 int fps = ReadShort();
2882 PlayerScore_Set(sender, SP_FPS, fps);