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); }
268 entity spot = SelectSpawnPoint(this, true);
269 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
270 this.angles = vec2(spot.angles);
271 this.fixangle = true;
272 // offset it so that the spectator spawns higher off the ground, looks better this way
273 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
274 if (IS_REAL_CLIENT(this))
277 WriteByte(MSG_ONE, SVC_SETVIEW);
278 WriteEntity(MSG_ONE, this);
280 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
281 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
282 if(!autocvar_g_debug_globalsounds)
284 // needed for player sounds
286 FixPlayermodel(this);
288 setmodel(this, MDL_Null);
289 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
290 this.view_ofs = '0 0 0';
292 RemoveGrapplingHooks(this);
293 Portal_ClearAll(this);
294 Unfreeze(this, false);
295 SetSpectatee(this, NULL);
300 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
304 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
306 WaypointSprite_PlayerDead(this);
308 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
309 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
311 accuracy_resend(this);
313 CS(this).spectatortime = time;
315 IL_REMOVE(g_bot_targets, this);
316 this.bot_attack = false;
317 if(this.monster_attack)
318 IL_REMOVE(g_monster_targets, this);
319 this.monster_attack = false;
320 STAT(HUD, this) = HUD_NORMAL;
321 TRANSMUTE(Observer, this);
322 this.iscreature = false;
323 this.teleportable = TELEPORT_SIMPLE;
324 if(this.damagedbycontents)
325 IL_REMOVE(g_damagedbycontents, this);
326 this.damagedbycontents = false;
327 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
328 SetSpectatee_status(this, etof(this));
329 this.takedamage = DAMAGE_NO;
330 this.solid = SOLID_NOT;
331 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
332 this.flags = FL_CLIENT | FL_NOTARGET;
334 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
335 this.pauserotarmor_finished = 0;
336 this.pauserothealth_finished = 0;
337 this.pauseregen_finished = 0;
338 this.damageforcescale = 0;
340 this.respawn_flags = 0;
341 this.respawn_time = 0;
342 STAT(RESPAWN_TIME, this) = 0;
346 this.pain_finished = 0;
347 STAT(STRENGTH_FINISHED, this) = 0;
348 STAT(INVINCIBLE_FINISHED, this) = 0;
349 STAT(SUPERWEAPONS_FINISHED, this) = 0;
350 STAT(AIR_FINISHED, this) = 0;
351 //this.dphitcontentsmask = 0;
352 this.dphitcontentsmask = DPCONTENTS_SOLID;
353 if (autocvar_g_playerclip_collisions)
354 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
357 setthink(this, func_null);
359 this.deadflag = DEAD_NO;
361 STAT(REVIVE_PROGRESS, this) = 0;
362 this.revival_time = 0;
363 this.draggable = drag_undraggable;
366 STAT(WEAPONS, this) = '0 0 0';
367 this.drawonlytoclient = this;
371 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
373 this.weaponmodel = "";
374 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
376 this.weaponentities[slot] = NULL;
378 this.exteriorweaponentity = NULL;
379 CS(this).killcount = FRAGS_SPECTATOR;
380 this.velocity = '0 0 0';
381 this.avelocity = '0 0 0';
382 this.punchangle = '0 0 0';
383 this.punchvector = '0 0 0';
384 this.oldvelocity = this.velocity;
385 this.fire_endtime = -1;
386 this.event_damage = func_null;
387 this.event_heal = func_null;
389 for(int slot = 0; slot < MAX_AXH; ++slot)
391 entity axh = this.(AuxiliaryXhair[slot]);
392 this.(AuxiliaryXhair[slot]) = NULL;
394 if(axh.owner == this && axh != NULL && !wasfreed(axh))
398 if (mutator_returnvalue)
400 // mutator prevents resetting teams+score
404 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
405 this.frags = FRAGS_SPECTATOR;
407 if (CS(this).just_joined)
408 CS(this).just_joined = false;
411 int player_getspecies(entity this)
413 get_model_parameters(this.model, this.skin);
414 int s = get_model_parameters_species;
415 get_model_parameters(string_null, 0);
416 if (s < 0) return SPECIES_HUMAN;
420 .float model_randomizer;
421 void FixPlayermodel(entity player)
423 string defaultmodel = "";
425 if(autocvar_sv_defaultcharacter)
431 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
432 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
433 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
434 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
438 if(defaultmodel == "")
440 defaultmodel = autocvar_sv_defaultplayermodel;
441 defaultskin = autocvar_sv_defaultplayerskin;
444 int n = tokenize_console(defaultmodel);
447 defaultmodel = argv(floor(n * CS(player).model_randomizer));
448 // However, do NOT randomize if the player-selected model is in the list.
449 for (int i = 0; i < n; ++i)
450 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
451 defaultmodel = argv(i);
454 int i = strstrofs(defaultmodel, ":", 0);
457 defaultskin = stof(substring(defaultmodel, i+1, -1));
458 defaultmodel = substring(defaultmodel, 0, i);
461 if(autocvar_sv_defaultcharacterskin && !defaultskin)
467 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
468 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
469 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
470 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
475 defaultskin = autocvar_sv_defaultplayerskin;
478 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
479 defaultmodel = M_ARGV(0, string);
480 defaultskin = M_ARGV(1, int);
484 if(defaultmodel != "")
486 if (defaultmodel != player.model)
488 vector m1 = player.mins;
489 vector m2 = player.maxs;
490 setplayermodel (player, defaultmodel);
491 setsize (player, m1, m2);
495 oldskin = player.skin;
496 player.skin = defaultskin;
498 if (player.playermodel != player.model || player.playermodel == "")
500 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
501 vector m1 = player.mins;
502 vector m2 = player.maxs;
503 setplayermodel (player, player.playermodel);
504 setsize (player, m1, m2);
508 if(!autocvar_sv_defaultcharacterskin)
510 oldskin = player.skin;
511 player.skin = stof(player.playerskin);
515 oldskin = player.skin;
516 player.skin = defaultskin;
520 if(chmdl || oldskin != player.skin) // model or skin has changed
522 player.species = player_getspecies(player); // update species
523 if(!autocvar_g_debug_globalsounds)
524 UpdatePlayerSounds(player); // update skin sounds
528 if(strlen(autocvar_sv_defaultplayercolors))
529 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
530 setcolor(player, stof(autocvar_sv_defaultplayercolors));
533 void ResetPlayerResources(entity this)
536 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
537 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
538 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
539 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
540 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
541 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
542 SetResource(this, RES_HEALTH, warmup_start_health);
543 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
544 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
546 SetResource(this, RES_SHELLS, start_ammo_shells);
547 SetResource(this, RES_BULLETS, start_ammo_nails);
548 SetResource(this, RES_ROCKETS, start_ammo_rockets);
549 SetResource(this, RES_CELLS, start_ammo_cells);
550 SetResource(this, RES_PLASMA, start_ammo_plasma);
551 SetResource(this, RES_FUEL, start_ammo_fuel);
552 SetResource(this, RES_HEALTH, start_health);
553 SetResource(this, RES_ARMOR, start_armorvalue);
554 STAT(WEAPONS, this) = start_weapons;
555 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
557 GiveRandomWeapons(this, random_start_weapons_count,
558 autocvar_g_random_start_weapons, random_start_ammo);
563 void PutPlayerInServer(entity this)
565 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
567 PlayerState_attach(this);
568 accuracy_resend(this);
571 TeamBalance_JoinBestTeam(this);
573 entity spot = SelectSpawnPoint(this, false);
575 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
576 return; // spawn failed
579 TRANSMUTE(Player, this);
581 CS(this).wasplayer = true;
582 this.iscreature = true;
583 this.teleportable = TELEPORT_NORMAL;
584 if(!this.damagedbycontents)
585 IL_PUSH(g_damagedbycontents, this);
586 this.damagedbycontents = true;
587 set_movetype(this, MOVETYPE_WALK);
588 this.solid = SOLID_SLIDEBOX;
589 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
590 if (autocvar_g_playerclip_collisions)
591 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
592 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
593 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
594 this.frags = FRAGS_PLAYER;
595 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
596 this.flags = FL_CLIENT | FL_PICKUPITEMS;
597 if (autocvar__notarget)
598 this.flags |= FL_NOTARGET;
599 this.takedamage = DAMAGE_AIM;
600 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
602 ResetPlayerResources(this);
604 SetSpectatee_status(this, 0);
606 PS(this).dual_weapons = '0 0 0';
608 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
610 this.items = start_items;
612 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
613 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
614 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
615 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
616 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
617 if (!sv_ready_restart_after_countdown && time < game_starttime)
619 float f = game_starttime - time;
620 this.spawnshieldtime += f;
621 this.pauserotarmor_finished += f;
622 this.pauserothealth_finished += f;
623 this.pauseregen_finished += f;
626 this.damageforcescale = autocvar_g_player_damageforcescale;
628 this.respawn_flags = 0;
629 this.respawn_time = 0;
630 STAT(RESPAWN_TIME, this) = 0;
631 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
632 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
634 this.pain_finished = 0;
636 setthink(this, func_null); // players have no think function
639 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
641 this.deadflag = DEAD_NO;
643 this.angles = spot.angles;
644 this.angles_z = 0; // never spawn tilted even if the spot says to
645 if (IS_BOT_CLIENT(this))
647 this.v_angle = this.angles;
650 this.fixangle = true; // turn this way immediately
651 this.oldvelocity = this.velocity = '0 0 0';
652 this.avelocity = '0 0 0';
653 this.punchangle = '0 0 0';
654 this.punchvector = '0 0 0';
656 STAT(STRENGTH_FINISHED, this) = 0;
657 STAT(INVINCIBLE_FINISHED, this) = 0;
658 this.fire_endtime = -1;
659 STAT(REVIVE_PROGRESS, this) = 0;
660 this.revival_time = 0;
662 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
663 STAT(BUFFS, this) = 0;
664 STAT(BUFF_TIME, this) = 0;
666 STAT(AIR_FINISHED, this) = 0;
667 this.waterlevel = WATERLEVEL_NONE;
668 this.watertype = CONTENT_EMPTY;
670 entity spawnevent = new_pure(spawnevent);
671 spawnevent.owner = this;
672 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
674 // Cut off any still running player sounds.
675 stopsound(this, CH_PLAYER_SINGLE);
678 FixPlayermodel(this);
679 this.drawonlytoclient = NULL;
683 for(int slot = 0; slot < MAX_AXH; ++slot)
685 entity axh = this.(AuxiliaryXhair[slot]);
686 this.(AuxiliaryXhair[slot]) = NULL;
688 if(axh.owner == this && axh != NULL && !wasfreed(axh))
692 this.spawnpoint_targ = NULL;
695 this.view_ofs = STAT(PL_VIEW_OFS, this);
696 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
697 this.spawnorigin = spot.origin;
698 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
699 // don't reset back to last position, even if new position is stuck in solid
700 this.oldorigin = this.origin;
702 IL_REMOVE(g_conveyed, this);
703 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
705 IL_REMOVE(g_swamped, this);
706 this.swampslug = NULL;
707 this.swamp_interval = 0;
708 if(this.ladder_entity)
709 IL_REMOVE(g_ladderents, this);
710 this.ladder_entity = NULL;
711 IL_EACH(g_counters, it.realowner == this,
715 STAT(HUD, this) = HUD_NORMAL;
717 this.event_damage = PlayerDamage;
718 this.event_heal = PlayerHeal;
720 this.draggable = func_null;
723 IL_PUSH(g_bot_targets, this);
724 this.bot_attack = true;
725 if(!this.monster_attack)
726 IL_PUSH(g_monster_targets, this);
727 this.monster_attack = true;
728 navigation_dynamicgoal_init(this, false);
730 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
732 // player was spectator
733 if (CS(this).killcount == FRAGS_SPECTATOR) {
734 PlayerScore_Clear(this);
735 CS(this).killcount = 0;
736 CS(this).startplaytime = time;
739 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
741 .entity weaponentity = weaponentities[slot];
742 CL_SpawnWeaponentity(this, weaponentity);
744 this.alpha = default_player_alpha;
745 this.colormod = '1 1 1' * autocvar_g_player_brightness;
746 this.exteriorweaponentity.alpha = default_weapon_alpha;
748 this.speedrunning = false;
750 this.counter_cnt = 0;
751 this.fragsfilter_cnt = 0;
753 target_voicescript_clear(this);
755 // reset fields the weapons may use
756 FOREACH(Weapons, true, {
757 it.wr_resetplayer(it, this);
758 // reload all reloadable weapons
759 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
760 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
762 .entity weaponentity = weaponentities[slot];
763 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
769 string s = spot.target;
770 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
771 spot.target = string_null;
772 SUB_UseTargets(spot, this, NULL);
773 if(g_assault || g_race)
777 Unfreeze(this, false);
779 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
781 if (autocvar_spawn_debug)
783 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
784 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
787 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
789 .entity weaponentity = weaponentities[slot];
790 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
791 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
793 this.(weaponentity).m_switchweapon = WEP_Null;
794 this.(weaponentity).m_weapon = WEP_Null;
795 this.(weaponentity).weaponname = "";
796 this.(weaponentity).m_switchingweapon = WEP_Null;
797 this.(weaponentity).cnt = -1;
800 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
802 if (CS(this).impulse) ImpulseCommands(this);
804 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
805 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
807 .entity weaponentity = weaponentities[slot];
808 W_WeaponFrame(this, weaponentity);
811 if (!warmup_stage && !this.alivetime)
812 this.alivetime = time;
814 antilag_clear(this, CS(this));
817 /** Called when a client spawns in the server */
818 void PutClientInServer(entity this)
820 if (IS_BOT_CLIENT(this)) {
821 TRANSMUTE(Player, this);
822 } else if (IS_REAL_CLIENT(this)) {
824 WriteByte(MSG_ONE, SVC_SETVIEW);
825 WriteEntity(MSG_ONE, this);
828 TRANSMUTE(Observer, this);
830 SetSpectatee(this, NULL);
834 PS(this).itemkeys = 0;
836 MUTATOR_CALLHOOK(PutClientInServer, this);
838 if (IS_OBSERVER(this)) {
839 PutObserverInServer(this);
840 } else if (IS_PLAYER(this)) {
841 PutPlayerInServer(this);
845 if(teamplay && IS_REAL_CLIENT(this))
846 send_TeamNames(MSG_ONE, this);
849 // TODO do we need all these fields, or should we stop autodetecting runtime
850 // changes and just have a console command to update this?
851 bool ClientInit_SendEntity(entity this, entity to, int sf)
853 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
856 // MSG_INIT replacement
857 // TODO: make easier to use
859 W_PROP_reload(MSG_ONE, to);
860 ClientInit_misc(this);
861 MUTATOR_CALLHOOK(Ent_Init);
863 void ClientInit_misc(entity this)
865 int channel = MSG_ONE;
866 WriteHeader(channel, ENT_CLIENT_INIT);
867 WriteByte(channel, g_nexball_meter_period * 32);
868 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
869 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
870 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
871 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
872 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
873 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
874 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
875 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
877 if(autocvar_sv_foginterval && world.fog != "")
878 WriteString(channel, world.fog);
880 WriteString(channel, "");
881 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
882 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
883 WriteByte(channel, serverflags);
884 WriteCoord(channel, autocvar_g_trueaim_minrange);
886 // z411 send full hostname
887 WriteString(channel, (autocvar_hostname_full ? autocvar_hostname_full : autocvar_hostname));
890 void ClientInit_CheckUpdate(entity this)
892 this.nextthink = time;
893 if(this.count != autocvar_g_balance_armor_blockpercent)
895 this.count = autocvar_g_balance_armor_blockpercent;
898 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
900 this.cnt = autocvar_g_balance_damagepush_speedfactor;
905 void ClientInit_Spawn()
907 entity e = new_pure(clientinit);
908 setthink(e, ClientInit_CheckUpdate);
909 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
911 ClientInit_CheckUpdate(e);
921 // initialize parms for a new player
922 parm1 = -(86400 * 366);
924 MUTATOR_CALLHOOK(SetNewParms);
932 void SetChangeParms (entity this)
934 // save parms for level change
935 parm1 = CS(this).parm_idlesince - time;
937 MUTATOR_CALLHOOK(SetChangeParms);
945 void DecodeLevelParms(entity this)
948 CS(this).parm_idlesince = parm1;
949 if (CS(this).parm_idlesince == -(86400 * 366))
950 CS(this).parm_idlesince = time;
952 // whatever happens, allow 60 seconds of idling directly after connect for map loading
953 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
955 MUTATOR_CALLHOOK(DecodeLevelParms);
958 void FixClientCvars(entity e)
960 // send prediction settings to the client
961 stuffcmd(e, "\nin_bindmap 0 0\n");
962 if(autocvar_g_antilag == 3) // client side hitscan
963 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
964 if(autocvar_sv_gentle)
965 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
967 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
968 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
970 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
972 MUTATOR_CALLHOOK(FixClientCvars, e);
975 bool findinlist_abbrev(string tofind, string list)
977 if(list == "" || tofind == "")
978 return false; // empty list or search, just return
980 // this function allows abbreviated strings!
981 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
989 bool PlayerInIPList(entity p, string iplist)
991 // some safety checks (never allow local?)
992 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
995 return findinlist_abbrev(p.netaddress, iplist);
998 bool PlayerInIDList(entity p, string idlist)
1000 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1004 return findinlist_abbrev(p.crypto_idfp, idlist);
1007 bool PlayerInList(entity player, string list)
1009 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1012 #ifdef DP_EXT_PRECONNECT
1017 Called once (not at each match start) when a client begins a connection to the server
1020 void ClientPreConnect(entity this)
1022 if(autocvar_sv_eventlog)
1024 GameLogEcho(sprintf(":connect:%d:%d:%s",
1027 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1033 string GetClientVersionMessage(entity this)
1035 if (CS(this).version_mismatch) {
1036 if(CS(this).version < autocvar_gameversion) {
1037 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1038 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1040 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1041 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1044 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1048 string getwelcomemessage(entity this)
1050 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1051 string modifications = M_ARGV(0, string);
1055 if(g_weaponarena_random)
1056 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1058 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1060 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1061 modifications = strcat(modifications, ", No start weapons");
1062 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1063 modifications = strcat(modifications, ", Low gravity");
1064 if(g_weapon_stay && !g_cts)
1065 modifications = strcat(modifications, ", Weapons stay");
1066 if(autocvar_g_jetpack)
1067 modifications = strcat(modifications, ", Jet pack");
1068 if(autocvar_g_powerups == 0)
1069 modifications = strcat(modifications, ", No powerups");
1070 if(autocvar_g_powerups > 0)
1071 modifications = strcat(modifications, ", Powerups");
1072 modifications = substring(modifications, 2, strlen(modifications) - 2);
1074 //string versionmessage = GetClientVersionMessage(this);
1075 //string s = strcat(versionmessage, "^8\n^9", (autocvar_hostname_full ? autocvar_hostname_full : autocvar_hostname));
1076 string s = (autocvar_hostname_full ? autocvar_hostname_full : autocvar_hostname);
1078 s = strcat(s, "^8\n^7", gamemode_name);
1080 if(modifications != "")
1081 s = strcat(s, "^7 | ^3", modifications);
1083 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1085 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1086 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1089 if (cache_mutatormsg != "") {
1090 s = strcat(s, "\n^8tips: ^7", cache_mutatormsg);
1093 string mutator_msg = "";
1094 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1095 mutator_msg = M_ARGV(0, string);
1097 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1099 string motd = autocvar_sv_motd;
1101 s = strcat(s, "\n\n^7", strreplace("\\n", "\n", motd));
1106 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1112 Called when a client connects to the server
1115 void ClientConnect(entity this)
1117 if (Ban_MaybeEnforceBanOnce(this)) return;
1118 assert(!IS_CLIENT(this), return);
1119 this.flags |= FL_CLIENT;
1120 assert(player_count >= 0, player_count = 0);
1122 TRANSMUTE(Client, this);
1123 CS(this).version_nagtime = time + 10 + random() * 10;
1125 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1127 bot_clientconnect(this);
1129 Player_DetermineForcedTeam(this);
1131 TRANSMUTE(Observer, this);
1133 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1135 // always track bots, don't ask for cl_allow_uidtracking
1136 if (IS_BOT_CLIENT(this))
1137 PlayerStats_GameReport_AddPlayer(this);
1139 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1141 if (autocvar_sv_eventlog)
1142 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1144 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1146 stuffcmd(this, clientstuff, "\n");
1147 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1149 FixClientCvars(this);
1151 // get version info from player
1152 stuffcmd(this, "cmd clientversion $gameversion\n");
1154 // notify about available teams
1157 entity balance = TeamBalance_CheckAllowedTeams(this);
1158 int t = TeamBalance_GetAllowedTeams(balance);
1159 TeamBalance_Destroy(balance);
1160 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1164 stuffcmd(this, "set _teams_available 0\n");
1167 bot_relinkplayerlist();
1169 CS(this).spectatortime = time;
1170 if (blockSpectators)
1172 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1175 CS(this).jointime = time;
1177 if (IS_REAL_CLIENT(this))
1179 if (g_weaponarena_weapons == WEPSET(TUBA))
1180 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1183 if (!autocvar_sv_foginterval && world.fog != "")
1184 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1186 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1187 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1188 send_CSQC_teamnagger();
1190 CSQCMODEL_AUTOINIT(this);
1192 CS(this).model_randomizer = random();
1194 if (IS_REAL_CLIENT(this))
1195 sv_notice_join(this);
1197 this.move_qcphysics = autocvar_sv_qcphysics;
1199 // update physics stats (players can spawn before physics runs)
1200 Physics_UpdateStats(this);
1202 IL_EACH(g_initforplayer, it.init_for_player, {
1203 it.init_for_player(it, this);
1206 Handicap_Initialize(this);
1208 MUTATOR_CALLHOOK(ClientConnect, this);
1210 if (IS_REAL_CLIENT(this))
1212 if (!autocvar_g_campaign && !IS_PLAYER(this))
1214 CS(this).motd_actived_time = -1;
1215 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1223 Called when a client disconnects from the server
1226 .entity chatbubbleentity;
1227 void ClientDisconnect(entity this)
1229 assert(IS_CLIENT(this), return);
1231 PlayerStats_GameReport_FinalizePlayer(this);
1232 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1233 if (CS(this).active_minigame) part_minigame(this);
1234 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1236 if (autocvar_sv_eventlog)
1237 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1239 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1242 SetSpectatee(this, NULL);
1244 MUTATOR_CALLHOOK(ClientDisconnect, this);
1246 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1247 strfree(CS_CVAR(this).weaponorder_byimpulse);
1248 ClientState_detach(this);
1250 Portal_ClearAll(this);
1252 Unfreeze(this, false);
1254 RemoveGrapplingHooks(this);
1256 // Here, everything has been done that requires this player to be a client.
1258 this.flags &= ~FL_CLIENT;
1260 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1261 if (this.killindicator) delete(this.killindicator);
1263 IL_EACH(g_counters, it.realowner == this,
1268 WaypointSprite_PlayerGone(this);
1270 bot_relinkplayerlist();
1272 strfree(this.clientstatus);
1273 if (this.personal) delete(this.personal);
1277 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1282 void ChatBubbleThink(entity this)
1284 this.nextthink = time;
1285 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1287 if(this.owner) // but why can that ever be NULL?
1288 this.owner.chatbubbleentity = NULL;
1295 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1297 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1298 this.mdl = "models/sprites/minigame_busy.iqm";
1299 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1300 this.mdl = "models/misc/chatbubble.spr";
1303 if ( this.model != this.mdl )
1304 _setmodel(this, this.mdl);
1308 void UpdateChatBubble(entity this)
1312 // spawn a chatbubble entity if needed
1313 if (!this.chatbubbleentity)
1315 this.chatbubbleentity = new(chatbubbleentity);
1316 this.chatbubbleentity.owner = this;
1317 this.chatbubbleentity.exteriormodeltoclient = this;
1318 setthink(this.chatbubbleentity, ChatBubbleThink);
1319 this.chatbubbleentity.nextthink = time;
1320 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1321 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1322 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1323 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1324 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1325 //this.chatbubbleentity.model = "";
1326 this.chatbubbleentity.effects = EF_LOWPRECISION;
1330 void calculate_player_respawn_time(entity this)
1332 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1335 float gametype_setting_tmp;
1336 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1337 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1338 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1339 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1340 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1341 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1343 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1346 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1347 if(it.team == this.team)
1350 if (sdelay_small_count == 0)
1351 sdelay_small_count = 1;
1352 if (sdelay_large_count == 0)
1353 sdelay_large_count = 1;
1357 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1360 if (sdelay_small_count == 0)
1362 if (IS_INDEPENDENT_PLAYER(this))
1364 // Players play independently. No point in requiring enemies.
1365 sdelay_small_count = 1;
1369 // Players play AGAINST each other. Enemies required.
1370 sdelay_small_count = 2;
1373 if (sdelay_large_count == 0)
1375 if (IS_INDEPENDENT_PLAYER(this))
1377 // Players play independently. No point in requiring enemies.
1378 sdelay_large_count = 1;
1382 // Players play AGAINST each other. Enemies required.
1383 sdelay_large_count = 2;
1390 if (pcount <= sdelay_small_count)
1391 sdelay = sdelay_small;
1392 else if (pcount >= sdelay_large_count)
1393 sdelay = sdelay_large;
1394 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1395 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1398 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1400 this.respawn_time = time + sdelay;
1402 if(sdelay < sdelay_max)
1403 this.respawn_time_max = time + sdelay_max;
1405 this.respawn_time_max = this.respawn_time;
1407 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1408 this.respawn_countdown = 10; // first number to count down from is 10
1410 this.respawn_countdown = -1; // do not count down
1412 if(autocvar_g_forced_respawn)
1413 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1416 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1417 // added to the model skins
1418 /*void UpdateColorModHack()
1421 c = this.clientcolors & 15;
1422 // LordHavoc: only bothering to support white, green, red, yellow, blue
1423 if (!teamplay) this.colormod = '0 0 0';
1424 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1425 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1426 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1427 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1428 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1429 else this.colormod = '1 1 1';
1432 void respawn(entity this)
1434 bool damagedbycontents_prev = this.damagedbycontents;
1437 if(autocvar_g_respawn_ghosts)
1439 this.solid = SOLID_NOT;
1440 this.takedamage = DAMAGE_NO;
1441 this.damagedbycontents = false;
1442 set_movetype(this, MOVETYPE_FLY);
1443 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1444 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1445 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1446 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1447 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1448 if(autocvar_g_respawn_ghosts_time > 0)
1449 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1452 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1456 this.damagedbycontents = damagedbycontents_prev;
1458 this.effects |= EF_NODRAW; // prevent another CopyBody
1459 PutClientInServer(this);
1462 void play_countdown(entity this, float finished, Sound samp)
1465 if(IS_REAL_CLIENT(this))
1466 if(floor(finished - time - frametime) != floor(finished - time))
1467 if(finished - time < 6)
1468 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1471 void player_powerups_remove_all(entity this)
1473 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1475 if (time > game_starttime + 1)
1476 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1477 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1478 this.items &= ~ITEM_Strength.m_itemid;
1479 this.items &= ~ITEM_Shield.m_itemid;
1480 this.items -= (this.items & IT_SUPERWEAPON);
1484 void player_powerups(entity this)
1486 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1487 this.modelflags |= MF_ROCKET;
1489 this.modelflags &= ~MF_ROCKET;
1491 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1494 player_powerups_remove_all(this);
1496 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1499 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1500 int items_prev = this.items;
1502 Fire_ApplyDamage(this);
1503 Fire_ApplyEffect(this);
1505 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1507 if (this.items & ITEM_Strength.m_itemid)
1509 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1510 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1511 if (time > STAT(STRENGTH_FINISHED, this))
1513 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1514 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1515 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1520 if (time < STAT(STRENGTH_FINISHED, this))
1522 this.items = this.items | ITEM_Strength.m_itemid;
1524 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1525 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1528 if (this.items & ITEM_Shield.m_itemid)
1530 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1531 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1532 if (time > STAT(INVINCIBLE_FINISHED, this))
1534 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1535 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1536 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1541 if (time < STAT(INVINCIBLE_FINISHED, this))
1543 this.items = this.items | ITEM_Shield.m_itemid;
1545 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1546 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1549 if (this.items & IT_SUPERWEAPON)
1551 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1553 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1554 this.items = this.items - (this.items & IT_SUPERWEAPON);
1555 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1556 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1558 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1560 // don't let them run out
1564 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1565 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1567 this.items = this.items - (this.items & IT_SUPERWEAPON);
1568 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1569 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1570 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1574 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1576 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1578 this.items = this.items | IT_SUPERWEAPON;
1579 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1582 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1583 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1588 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1589 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1594 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1598 if(autocvar_g_nodepthtestplayers)
1599 this.effects = this.effects | EF_NODEPTHTEST;
1601 if(autocvar_g_fullbrightplayers)
1602 this.effects = this.effects | EF_FULLBRIGHT;
1604 if (time >= game_starttime)
1605 if (time < this.spawnshieldtime)
1606 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1608 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1611 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1613 if(current > stable)
1615 else if(current > stable - 0.25) // when close enough, "snap"
1618 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1621 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1623 if(current < stable)
1625 else if(current < stable + 0.25) // when close enough, "snap"
1628 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1631 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)
1633 float old = GetResource(this, res);
1634 float current = old;
1635 if(current > rotstable)
1637 if(rotframetime > 0)
1639 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1640 current = max(rotstable, current - rotlinear * rotframetime);
1643 else if(current < regenstable)
1645 if(regenframetime > 0)
1647 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1648 current = min(regenstable, current + regenlinear * regenframetime);
1652 float limit = GetResourceLimit(this, res) * limit_mod;
1657 SetResource(this, res, current);
1660 void player_regen(entity this)
1662 float max_mod, regen_mod, rot_mod, limit_mod;
1663 max_mod = regen_mod = rot_mod = limit_mod = 1;
1665 float regen_health = autocvar_g_balance_health_regen;
1666 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1667 float regen_health_rot = autocvar_g_balance_health_rot;
1668 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1669 float regen_health_stable = autocvar_g_balance_health_regenstable;
1670 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1671 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1672 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1673 max_mod = M_ARGV(1, float);
1674 regen_mod = M_ARGV(2, float);
1675 rot_mod = M_ARGV(3, float);
1676 limit_mod = M_ARGV(4, float);
1677 regen_health = M_ARGV(5, float);
1678 regen_health_linear = M_ARGV(6, float);
1679 regen_health_rot = M_ARGV(7, float);
1680 regen_health_rotlinear = M_ARGV(8, float);
1681 regen_health_stable = M_ARGV(9, float);
1682 regen_health_rotstable = M_ARGV(10, float);
1684 if(!mutator_returnvalue)
1685 if(!STAT(FROZEN, this))
1687 float maxa = autocvar_g_balance_armor_rotstable;
1688 float mina = autocvar_g_balance_armor_regenstable;
1690 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1691 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1692 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1694 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1695 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1696 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1699 // if player rotted to death... die!
1700 // check this outside above checks, as player may still be able to rot to death
1701 if(GetResource(this, RES_HEALTH) < 1)
1704 vehicles_exit(this.vehicle, VHEF_RELEASE);
1705 if(this.event_damage)
1706 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1709 if (!(this.items & IT_UNLIMITED_AMMO))
1711 float maxf = autocvar_g_balance_fuel_rotstable;
1712 float minf = autocvar_g_balance_fuel_regenstable;
1714 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1715 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1716 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1721 void SetZoomState(entity this, float newzoom)
1723 if(newzoom != CS(this).zoomstate)
1725 CS(this).zoomstate = newzoom;
1726 ClientData_Touch(this);
1728 zoomstate_set = true;
1731 void GetPressedKeys(entity this)
1733 MUTATOR_CALLHOOK(GetPressedKeys, this);
1736 CS(this).pressedkeys = 0;
1737 STAT(PRESSED_KEYS, this) = 0;
1741 int keys = STAT(PRESSED_KEYS, this);
1742 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1743 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1744 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1745 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1747 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1748 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
1749 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1750 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1751 CS(this).pressedkeys = keys; // store for other users
1753 STAT(PRESSED_KEYS, this) = keys;
1757 ======================
1758 spectate mode routines
1759 ======================
1762 void SpectateCopy(entity this, entity spectatee)
1764 TC(Client, this); TC(Client, spectatee);
1766 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1767 PS(this) = PS(spectatee);
1768 this.armortype = spectatee.armortype;
1769 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1770 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1771 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1772 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1773 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1774 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1775 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1776 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1777 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1778 CS(this).impulse = 0;
1779 this.disableclientprediction = 1; // no need to run prediction on a spectator
1780 this.items = spectatee.items;
1781 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1782 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1783 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1784 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1785 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1786 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1787 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1788 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1789 this.punchangle = spectatee.punchangle;
1790 this.view_ofs = spectatee.view_ofs;
1791 this.velocity = spectatee.velocity;
1792 this.dmg_take = spectatee.dmg_take;
1793 this.dmg_save = spectatee.dmg_save;
1794 this.dmg_inflictor = spectatee.dmg_inflictor;
1795 this.v_angle = spectatee.v_angle;
1796 this.angles = spectatee.v_angle;
1797 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1798 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1799 this.viewloc = spectatee.viewloc;
1800 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1801 this.fixangle = true;
1802 setorigin(this, spectatee.origin);
1803 setsize(this, spectatee.mins, spectatee.maxs);
1804 SetZoomState(this, CS(spectatee).zoomstate);
1806 anticheat_spectatecopy(this, spectatee);
1807 STAT(HUD, this) = STAT(HUD, spectatee);
1808 if(spectatee.vehicle)
1810 this.angles = spectatee.v_angle;
1812 //this.fixangle = false;
1813 //this.velocity = spectatee.vehicle.velocity;
1814 this.vehicle_health = spectatee.vehicle_health;
1815 this.vehicle_shield = spectatee.vehicle_shield;
1816 this.vehicle_energy = spectatee.vehicle_energy;
1817 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1818 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1819 this.vehicle_reload1 = spectatee.vehicle_reload1;
1820 this.vehicle_reload2 = spectatee.vehicle_reload2;
1822 //msg_entity = this;
1824 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1825 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1826 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1827 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1829 //WriteByte (MSG_ONE, SVC_SETVIEW);
1830 // WriteEntity(MSG_ONE, this);
1831 //makevectors(spectatee.v_angle);
1832 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1836 bool SpectateUpdate(entity this)
1841 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1843 SetSpectatee(this, NULL);
1847 SpectateCopy(this, this.enemy);
1852 bool SpectateSet(entity this)
1854 if(!IS_PLAYER(this.enemy))
1857 ClientData_Touch(this.enemy);
1860 WriteByte(MSG_ONE, SVC_SETVIEW);
1861 WriteEntity(MSG_ONE, this.enemy);
1862 set_movetype(this, MOVETYPE_NONE);
1863 accuracy_resend(this);
1865 if(!SpectateUpdate(this))
1866 PutObserverInServer(this);
1871 void SetSpectatee_status(entity this, int spectatee_num)
1873 int oldspectatee_status = CS(this).spectatee_status;
1874 CS(this).spectatee_status = spectatee_num;
1876 if (CS(this).spectatee_status != oldspectatee_status)
1878 if (STAT(PRESSED_KEYS, this))
1880 CS(this).pressedkeys = 0;
1881 STAT(PRESSED_KEYS, this) = 0;
1883 ClientData_Touch(this);
1884 if (g_race || g_cts) race_InitSpectator();
1888 void SetSpectatee(entity this, entity spectatee)
1890 if(IS_BOT_CLIENT(this))
1891 return; // bots abuse .enemy, this code is useless to them
1893 entity old_spectatee = this.enemy;
1895 this.enemy = spectatee;
1898 // these are required to fix the spectator bug with arc
1901 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1903 .entity weaponentity = weaponentities[slot];
1904 if(old_spectatee.(weaponentity).arc_beam)
1905 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1910 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1912 .entity weaponentity = weaponentities[slot];
1913 if(this.enemy.(weaponentity).arc_beam)
1914 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1919 SetSpectatee_status(this, etof(this.enemy));
1921 // needed to update spectator list
1922 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1925 bool Spectate(entity this, entity pl)
1927 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1929 pl = M_ARGV(1, entity);
1931 SetSpectatee(this, pl);
1932 return SpectateSet(this);
1935 bool SpectateNext(entity this)
1937 entity ent = find(this.enemy, classname, STR_PLAYER);
1939 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1940 ent = M_ARGV(1, entity);
1942 ent = find(ent, classname, STR_PLAYER);
1944 if(ent) { SetSpectatee(this, ent); }
1946 return SpectateSet(this);
1949 bool SpectatePrev(entity this)
1951 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1952 entity ent = findchain(classname, STR_PLAYER);
1953 if (!ent) // no player
1957 // skip players until current spectated player
1959 while(ent && ent != this.enemy)
1962 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1964 case MUT_SPECPREV_FOUND:
1965 ent = M_ARGV(1, entity);
1967 case MUT_SPECPREV_RETURN:
1969 case MUT_SPECPREV_CONTINUE:
1980 SetSpectatee(this, ent);
1981 return SpectateSet(this);
1986 ShowRespawnCountdown()
1988 Update a respawn countdown display.
1991 void ShowRespawnCountdown(entity this)
1994 if(!IS_DEAD(this)) // just respawned?
1998 number = ceil(this.respawn_time - time);
2001 if(number <= this.respawn_countdown)
2003 this.respawn_countdown = number - 1;
2004 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
2005 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2010 .bool team_selected;
2011 bool ShowTeamSelection(entity this)
2013 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
2015 stuffcmd(this, "menu_showteamselect\n");
2018 void Join(entity this)
2020 TRANSMUTE(Player, this);
2022 if(!this.team_selected)
2023 if(autocvar_g_campaign || autocvar_g_balance_teams)
2024 TeamBalance_JoinBestTeam(this);
2026 if(autocvar_g_campaign)
2027 campaign_bots_may_start = true;
2029 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2031 PutClientInServer(this);
2034 if(teamplay && this.team != -1)
2038 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2039 this.team_selected = false;
2042 // send constant ready notification
2044 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MISSING_READY);
2047 int GetPlayerLimit()
2050 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)
2051 int player_limit = autocvar_g_maxplayers;
2052 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2053 player_limit = M_ARGV(0, int);
2054 return player_limit;
2058 * Determines whether the player is allowed to join. This depends on cvar
2059 * g_maxplayers, if it isn't used this function always return true, otherwise
2060 * it checks whether the number of currently playing players exceeds g_maxplayers.
2061 * @return int number of free slots for players, 0 if none
2063 int nJoinAllowed(entity this, entity ignore)
2066 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2067 // so report 0 free slots if restricted
2069 if(autocvar_g_forced_team_otherwise == "spectate")
2071 if(autocvar_g_forced_team_otherwise == "spectator")
2075 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2076 return 0; // forced spectators can never join
2078 // TODO simplify this
2079 int totalClients = 0;
2080 int currentlyPlaying = 0;
2081 FOREACH_CLIENT(true, {
2084 if(IS_REAL_CLIENT(it))
2085 if(IS_PLAYER(it) || it.caplayer)
2089 int player_limit = GetPlayerLimit();
2093 free_slots = maxclients - totalClients;
2094 else if(player_limit > 0 && currentlyPlaying < player_limit)
2095 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2097 static float msg_time = 0;
2098 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2100 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2101 msg_time = time + 0.5;
2108 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2109 * g_maxplayers_spectator_blocktime seconds
2111 void checkSpectatorBlock(entity this)
2113 if(IS_SPEC(this) || IS_OBSERVER(this))
2115 if(IS_REAL_CLIENT(this))
2117 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2118 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2124 void PrintWelcomeMessage(entity this)
2126 if(CS(this).motd_actived_time == 0)
2128 if (autocvar_g_campaign) {
2129 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2130 CS(this).motd_actived_time = time;
2131 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2134 if (PHYS_INPUT_BUTTON_INFO(this)) {
2135 CS(this).motd_actived_time = time;
2136 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2140 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2142 if (autocvar_g_campaign) {
2143 if (PHYS_INPUT_BUTTON_INFO(this))
2144 CS(this).motd_actived_time = time;
2145 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2146 CS(this).motd_actived_time = 0;
2147 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2150 if (PHYS_INPUT_BUTTON_INFO(this))
2151 CS(this).motd_actived_time = time;
2152 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2153 CS(this).motd_actived_time = 0;
2154 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2158 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2160 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2161 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2162 else if (CS(this).motd_actived_time == -2)
2164 // instantly hide MOTD
2165 CS(this).motd_actived_time = 0;
2166 if (autocvar_g_campaign)
2167 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2169 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2171 else if (IS_PLAYER(this) || IS_SPEC(this))
2173 // FIXME occasionally for some reason MOTD never goes away
2174 // delay MOTD removal a little bit in the hope it fixes this bug
2175 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2176 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2177 else //if (CS(this).motd_actived_time < -2)
2178 CS(this).motd_actived_time++;
2183 bool joinAllowed(entity this)
2185 if (CS(this).version_mismatch) return false;
2186 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2187 if (!nJoinAllowed(this, this)) return false;
2188 if (teamplay && lockteams) return false;
2189 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2190 if (ShowTeamSelection(this)) return false;
2194 .string shootfromfixedorigin;
2195 .bool dualwielding_prev;
2196 bool PlayerThink(entity this)
2198 if (game_stopped || intermission_running) {
2199 this.modelflags &= ~MF_ROCKET;
2200 if(intermission_running)
2201 IntermissionThink(this);
2206 // don't allow the player to turn around while game is paused
2207 // FIXME turn this into CSQC stuff
2208 this.v_angle = this.lastV_angle;
2209 this.angles = this.lastV_angle;
2210 this.fixangle = true;
2214 if (frametime) player_powerups(this);
2216 if (IS_DEAD(this)) {
2217 if (this.personal && g_race_qualifying) {
2218 if (time > this.respawn_time) {
2219 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2221 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2224 if (frametime) player_anim(this);
2226 if (this.respawn_flags & RESPAWN_DENY)
2228 STAT(RESPAWN_TIME, this) = 0;
2232 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));
2234 switch(this.deadflag)
2238 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2239 this.deadflag = DEAD_RESPAWNING;
2240 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2241 this.deadflag = DEAD_DEAD;
2247 this.deadflag = DEAD_RESPAWNABLE;
2248 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2249 this.deadflag = DEAD_RESPAWNING;
2252 case DEAD_RESPAWNABLE:
2254 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2255 this.deadflag = DEAD_RESPAWNING;
2258 case DEAD_RESPAWNING:
2260 if (time > this.respawn_time)
2262 this.respawn_time = time + 1; // only retry once a second
2263 this.respawn_time_max = this.respawn_time;
2270 ShowRespawnCountdown(this);
2272 if (this.respawn_flags & RESPAWN_SILENT)
2273 STAT(RESPAWN_TIME, this) = 0;
2274 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2276 if (time < this.respawn_time)
2277 STAT(RESPAWN_TIME, this) = this.respawn_time;
2278 else if (this.deadflag != DEAD_RESPAWNING)
2279 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2282 STAT(RESPAWN_TIME, this) = this.respawn_time;
2285 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2286 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2287 STAT(RESPAWN_TIME, this) *= -1;
2292 FixPlayermodel(this);
2294 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2295 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2296 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2299 // reset gun alignment when dual wielding status changes
2300 // to ensure guns are always aligned right and left
2301 bool dualwielding = W_DualWielding(this);
2302 if(this.dualwielding_prev != dualwielding)
2304 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2305 this.dualwielding_prev = dualwielding;
2308 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2311 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2313 .entity weaponentity = weaponentities[slot];
2314 if(WEP_CVAR(vortex, charge_always))
2315 W_Vortex_Charge(this, weaponentity, frametime);
2316 W_WeaponFrame(this, weaponentity);
2322 // WEAPONTODO: Add a weapon request for this
2323 // rot vortex charge to the charge limit
2324 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2326 .entity weaponentity = weaponentities[slot];
2327 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2328 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2333 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2336 monsters_setstatus(this);
2341 .bool would_spectate;
2342 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2343 void ObserverOrSpectatorThink(entity this)
2345 bool is_spec = IS_SPEC(this);
2346 if ( CS(this).impulse )
2348 int r = MinigameImpulse(this, CS(this).impulse);
2350 CS(this).impulse = 0;
2352 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2354 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2355 CS(this).impulse = 0;
2360 if (this.flags & FL_JUMPRELEASED) {
2361 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2362 this.flags &= ~FL_JUMPRELEASED;
2363 this.flags |= FL_SPAWNING;
2364 } 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)))
2365 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2366 this.flags &= ~FL_JUMPRELEASED;
2367 if(SpectateNext(this)) {
2368 TRANSMUTE(Spectator, this);
2369 } else if (is_spec) {
2370 TRANSMUTE(Observer, this);
2371 PutClientInServer(this);
2374 CS(this).impulse = 0;
2375 } else if (is_spec) {
2376 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2377 this.flags &= ~FL_JUMPRELEASED;
2378 if(SpectatePrev(this)) {
2379 TRANSMUTE(Spectator, this);
2381 TRANSMUTE(Observer, this);
2382 PutClientInServer(this);
2384 CS(this).impulse = 0;
2385 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2386 this.would_spectate = false;
2387 this.flags &= ~FL_JUMPRELEASED;
2388 TRANSMUTE(Observer, this);
2389 PutClientInServer(this);
2390 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2391 PutObserverInServer(this);
2392 this.would_spectate = true;
2396 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS_CVAR(this).cvar_cl_clippedspectating : !CS_CVAR(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2397 set_movetype(this, preferred_movetype);
2399 } else { // jump pressed
2400 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2401 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2402 this.flags |= FL_JUMPRELEASED;
2403 if(this.flags & FL_SPAWNING)
2405 this.flags &= ~FL_SPAWNING;
2406 if(joinAllowed(this))
2408 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2409 CS(this).autojoin_checked = -1;
2413 if(is_spec && !SpectateUpdate(this))
2414 PutObserverInServer(this);
2417 this.flags |= FL_CLIENT | FL_NOTARGET;
2420 void PlayerUseKey(entity this)
2422 if (!IS_PLAYER(this))
2429 vehicles_exit(this.vehicle, VHEF_NORMAL);
2433 else if(autocvar_g_vehicles_enter)
2435 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2437 entity head, closest_target = NULL;
2438 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2440 while(head) // find the closest acceptable target to enter
2442 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2443 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2447 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2448 { closest_target = head; }
2450 else { closest_target = head; }
2456 if(closest_target) { vehicles_enter(this, closest_target); return; }
2460 // a use key was pressed; call handlers
2461 MUTATOR_CALLHOOK(PlayerUseKey, this);
2469 Called every frame for each client before the physics are run
2472 .float last_vehiclecheck;
2473 void PlayerPreThink (entity this)
2475 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2476 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2478 WarpZone_PlayerPhysics_FixVAngle(this);
2481 // physics frames: update anticheat stuff
2482 anticheat_prethink(this);
2485 if (blockSpectators && frametime) {
2486 // WORKAROUND: only use dropclient in server frames (frametime set).
2487 // Never use it in cl_movement frames (frametime zero).
2488 checkSpectatorBlock(this);
2491 zoomstate_set = false;
2493 // Check for nameless players
2494 if (this.netname == "" || this.netname != CS(this).netname_previous)
2496 bool assume_unchanged = (CS(this).netname_previous == "");
2497 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2499 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2500 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2501 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2502 assume_unchanged = false;
2503 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2505 if (isInvisibleString(this.netname))
2507 this.netname = strzone(sprintf("Player#%d", this.playerid));
2508 sprint(this, "Warning: invisible names are not allowed.\n");
2509 assume_unchanged = false;
2510 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2512 if (!assume_unchanged && autocvar_sv_eventlog)
2513 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2514 strcpy(CS(this).netname_previous, this.netname);
2518 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2519 CS(this).version_nagtime = 0;
2520 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2522 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2524 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2526 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2527 if (r < 0) { // old client
2528 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2529 } else if (r > 0) { // old server
2530 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2536 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2538 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2539 this.max_armorvalue = 0;
2542 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2544 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2546 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2547 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2549 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2551 if (STAT(REVIVE_PROGRESS, this) >= 1)
2552 Unfreeze(this, false);
2554 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2556 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2557 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2559 if (GetResource(this, RES_HEALTH) < 1)
2562 vehicles_exit(this.vehicle, VHEF_RELEASE);
2563 if(this.event_damage)
2564 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2566 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2567 Unfreeze(this, false);
2571 MUTATOR_CALLHOOK(PlayerPreThink, this);
2573 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2574 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2576 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2580 if(!it.team || SAME_TEAM(this, it))
2581 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2582 else if(autocvar_g_vehicles_steal)
2583 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2585 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2587 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2591 this.last_vehiclecheck = time + 1;
2594 if(!CS_CVAR(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2596 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2598 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2601 if (IS_REAL_CLIENT(this))
2602 PrintWelcomeMessage(this);
2604 if (IS_PLAYER(this)) {
2605 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2606 error("Client can't be spawned as player on connection!");
2607 if(!PlayerThink(this))
2610 else if (game_stopped || intermission_running) {
2611 if(intermission_running)
2612 IntermissionThink(this);
2615 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2617 bool early_join_requested = (CS(this).autojoin_checked < 0);
2618 CS(this).autojoin_checked = 1;
2619 // don't do this in ClientConnect
2620 // many things can go wrong if a client is spawned as player on connection
2621 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2622 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2623 && (!teamplay || autocvar_g_balance_teams)))
2625 campaign_bots_may_start = true;
2626 if(joinAllowed(this))
2631 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2632 ObserverOrSpectatorThink(this);
2635 // WEAPONTODO: Add weapon request for this
2636 if (!zoomstate_set) {
2637 bool wep_zoomed = false;
2638 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2640 .entity weaponentity = weaponentities[slot];
2641 Weapon thiswep = this.(weaponentity).m_weapon;
2642 if(thiswep != WEP_Null && thiswep.wr_zoom)
2643 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2645 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2648 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2650 CS(this).teamkill_soundtime = 0;
2652 entity e = CS(this).teamkill_soundsource;
2653 entity oldpusher = e.pusher;
2655 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2656 e.pusher = oldpusher;
2659 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2660 CS(this).taunt_soundtime = 0;
2661 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2664 target_voicescript_next(this);
2666 // WEAPONTODO: Move into weaponsystem somehow
2667 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2668 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2670 .entity weaponentity = weaponentities[slot];
2671 if(this.(weaponentity).m_weapon == WEP_Null)
2672 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2676 void DrownPlayer(entity this)
2678 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2679 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2681 STAT(AIR_FINISHED, this) = 0;
2685 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2687 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2688 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2689 STAT(AIR_FINISHED, this) = 0;
2693 if (!STAT(AIR_FINISHED, this))
2694 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2695 if (STAT(AIR_FINISHED, this) < time)
2697 if (this.pain_finished < time)
2699 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');
2700 this.pain_finished = time + 0.5;
2706 .bool move_qcphysics;
2708 void Player_Physics(entity this)
2710 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2712 if(!this.move_qcphysics)
2715 if(!frametime && !CS(this).pm_frametime)
2718 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2720 CS(this).pm_frametime = 0;
2727 Called every frame for each client after the physics are run
2730 void PlayerPostThink (entity this)
2732 Player_Physics(this);
2734 if (autocvar_sv_maxidle > 0)
2735 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2736 if (IS_REAL_CLIENT(this))
2737 if (IS_PLAYER(this) || autocvar_sv_maxidle_spectatorsareidle)
2739 int totalClients = 0;
2740 if(autocvar_sv_maxidle_slots > 0)
2742 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2748 if (autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
2749 { /* do nothing */ }
2750 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2752 if (CS(this).idlekick_lasttimeleft)
2754 CS(this).idlekick_lasttimeleft = 0;
2755 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2760 float timeleft = ceil(autocvar_sv_maxidle - (time - CS(this).parm_idlesince));
2761 if (timeleft == min(10, autocvar_sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2762 if (!CS(this).idlekick_lasttimeleft)
2763 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2765 if (timeleft <= 0) {
2766 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2770 else if (timeleft <= 10) {
2771 if (timeleft != CS(this).idlekick_lasttimeleft)
2772 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2773 CS(this).idlekick_lasttimeleft = timeleft;
2782 this.solid = SOLID_NOT;
2783 this.takedamage = DAMAGE_NO;
2784 set_movetype(this, MOVETYPE_NONE);
2785 CS(this).teamkill_complain = 0;
2786 CS(this).teamkill_soundtime = 0;
2787 CS(this).teamkill_soundsource = NULL;
2790 if (IS_PLAYER(this)) {
2791 if(this.death_time == time && IS_DEAD(this))
2793 // player's bbox gets resized now, instead of in the damage event that killed the player,
2794 // once all the damage events of this frame have been processed with normal size
2796 setsize(this, this.mins, this.maxs);
2799 UpdateChatBubble(this);
2800 if (CS(this).impulse) ImpulseCommands(this);
2801 GetPressedKeys(this);
2804 CSQCMODEL_AUTOUPDATE(this);
2808 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2810 CS(this).pressedkeys = 0;
2811 STAT(PRESSED_KEYS, this) = 0;
2814 if (this.waypointsprite_attachedforcarrier) {
2815 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2816 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2819 CSQCMODEL_AUTOUPDATE(this);
2822 // hack to copy the button fields from the client entity to the Client State
2823 void PM_UpdateButtons(entity this, entity store)
2826 store.impulse = this.impulse;
2829 bool typing = this.buttonchat || this.button12;
2831 store.button0 = (typing) ? 0 : this.button0;
2833 store.button2 = (typing) ? 0 : this.button2;
2834 store.button3 = (typing) ? 0 : this.button3;
2835 store.button4 = this.button4;
2836 store.button5 = (typing) ? 0 : this.button5;
2837 store.button6 = this.button6;
2838 store.button7 = this.button7;
2839 store.button8 = this.button8;
2840 store.button9 = this.button9;
2841 store.button10 = this.button10;
2842 store.button11 = this.button11;
2843 store.button12 = this.button12;
2844 store.button13 = this.button13;
2845 store.button14 = this.button14;
2846 store.button15 = this.button15;
2847 store.button16 = this.button16;
2848 store.buttonuse = this.buttonuse;
2849 store.buttonchat = this.buttonchat;
2851 store.cursor_active = this.cursor_active;
2852 store.cursor_screen = this.cursor_screen;
2853 store.cursor_trace_start = this.cursor_trace_start;
2854 store.cursor_trace_endpos = this.cursor_trace_endpos;
2855 store.cursor_trace_ent = this.cursor_trace_ent;
2857 store.ping = this.ping;
2858 store.ping_packetloss = this.ping_packetloss;
2859 store.ping_movementloss = this.ping_movementloss;
2861 store.v_angle = this.v_angle;
2862 store.movement = this.movement;
2865 NET_HANDLE(fpsreport, bool)
2867 int fps = ReadShort();
2868 PlayerScore_Set(sender, SP_FPS, fps);