3 #include <common/weapons/_all.qh>
4 #include <common/stats.qh>
5 #include <server/chat.qh>
6 #include <common/effects/all.qh>
7 #include "anticheat.qh"
12 #include "teamplay.qh"
13 #include "spawnpoints.qh"
14 #include "resources.qh"
16 #include "handicap.qh"
18 #include <server/intermission.qh>
19 #include "command/common.qh"
20 #include "command/vote.qh"
21 #include "clientkill.qh"
24 #include <server/gamelog.qh>
26 #include <server/main.qh>
27 #include <server/mutators/_mod.qh>
29 #include "campaign.qh"
30 #include "command/common.qh"
31 #include "scores_rules.qh"
32 #include "weapons/common.qh"
36 #include "../common/ent_cs.qh"
37 #include "../common/wepent.qh"
38 #include <common/state.qh>
40 #include "compat/quake3.qh"
42 #include <common/effects/qc/globalsound.qh>
44 #include "../common/mapobjects/func/conveyor.qh"
45 #include <common/mapobjects/func/ladder.qh>
46 #include "../common/mapobjects/teleporters.qh"
47 #include "../common/mapobjects/target/spawnpoint.qh"
48 #include <common/mapobjects/trigger/counter.qh>
49 #include <common/mapobjects/trigger/swamp.qh>
51 #include "../common/vehicles/all.qh"
53 #include "weapons/hitplot.qh"
54 #include "weapons/selection.qh"
55 #include "weapons/weaponsystem.qh"
57 #include "../common/net_notice.qh"
58 #include "../common/net_linked.qh"
59 #include "../common/physics/player.qh"
61 #include <common/vehicles/sv_vehicles.qh>
63 #include "../common/items/_mod.qh"
65 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
67 #include "../common/mutators/mutator/waypoints/all.qh"
68 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
69 #include <common/gamemodes/_mod.qh>
71 #include "../common/mapobjects/subs.qh"
72 #include "../common/mapobjects/triggers.qh"
73 #include "../common/mapobjects/trigger/secret.qh"
75 #include "../common/minigames/sv_minigames.qh"
77 #include "../common/items/inventory.qh"
79 #include "../common/monsters/sv_monsters.qh"
81 #include "../lib/warpzone/server.qh"
83 #include <common/mutators/mutator/overkill/oknex.qh>
85 #include <common/weapons/weapon/vortex.qh>
87 STATIC_METHOD(Client, Add, void(Client this, int _team))
90 TRANSMUTE(Player, this);
93 PutClientInServer(this);
96 STATIC_METHOD(Client, Remove, void(Client this))
98 TRANSMUTE(Observer, this);
99 PutClientInServer(this);
100 ClientDisconnect(this);
103 void send_CSQC_teamnagger() {
104 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
107 int CountSpectators(entity player, entity to)
109 if(!player) { return 0; } // not sure how, but best to be safe
113 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
121 void WriteSpectators(entity player, entity to)
123 if(!player) { return; } // not sure how, but best to be safe
126 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
128 if(spec_count >= MAX_SPECTATORS)
130 WriteByte(MSG_ENTITY, num_for_edict(it));
135 bool ClientData_Send(entity this, entity to, int sf)
137 assert(to == this.owner, return false);
140 if (IS_SPEC(e)) e = e.enemy;
143 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
144 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
145 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
146 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
148 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
149 WriteByte(MSG_ENTITY, sf);
152 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
156 float specs = CountSpectators(e, to);
157 WriteByte(MSG_ENTITY, specs);
158 WriteSpectators(e, to);
164 void ClientData_Attach(entity this)
166 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
167 CS(this).clientdata.drawonlytoclient = this;
168 CS(this).clientdata.owner = this;
171 void ClientData_Detach(entity this)
173 delete(CS(this).clientdata);
174 CS(this).clientdata = NULL;
177 void ClientData_Touch(entity e)
179 entity cd = CS(e).clientdata;
180 if (cd) { cd.SendFlags = 1; }
182 // make it spectatable
183 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
185 entity cd = CS(it).clientdata;
186 if (cd) { cd.SendFlags = 1; }
195 Checks if the argument string can be a valid playermodel.
196 Returns a valid one in doubt.
199 string FallbackPlayerModel;
200 string CheckPlayerModel(string plyermodel) {
201 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
203 // note: we cannot summon Don Strunzone here, some player may
204 // still have the model string set. In case anyone manages how
205 // to change a cvar default, we'll have a small leak here.
206 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
208 // only in right path
209 if( substring(plyermodel,0,14) != "models/player/")
210 return FallbackPlayerModel;
211 // only good file extensions
212 if(substring(plyermodel,-4,4) != ".zym")
213 if(substring(plyermodel,-4,4) != ".dpm")
214 if(substring(plyermodel,-4,4) != ".iqm")
215 if(substring(plyermodel,-4,4) != ".md3")
216 if(substring(plyermodel,-4,4) != ".psk")
217 return FallbackPlayerModel;
218 // forbid the LOD models
219 if(substring(plyermodel, -9,5) == "_lod1")
220 return FallbackPlayerModel;
221 if(substring(plyermodel, -9,5) == "_lod2")
222 return FallbackPlayerModel;
223 if(plyermodel != strtolower(plyermodel))
224 return FallbackPlayerModel;
225 // also, restrict to server models
226 if(autocvar_sv_servermodelsonly)
228 if(!fexists(plyermodel))
229 return FallbackPlayerModel;
234 void setplayermodel(entity e, string modelname)
236 precache_model(modelname);
237 _setmodel(e, modelname);
238 player_setupanimsformodel(e);
239 if(!autocvar_g_debug_globalsounds)
240 UpdatePlayerSounds(e);
243 /** putting a client as observer in the server */
244 void PutObserverInServer(entity this)
246 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
247 PlayerState_detach(this);
251 if(GetResource(this, RES_HEALTH) >= 1)
254 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
257 // was a player, recount votes and ready status
258 if(IS_REAL_CLIENT(this))
260 if (vote_called) { VoteCount(false); }
265 entity spot = SelectSpawnPoint(this, true);
266 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
267 this.angles = vec2(spot.angles);
268 this.fixangle = true;
269 // offset it so that the spectator spawns higher off the ground, looks better this way
270 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
271 if (IS_REAL_CLIENT(this))
274 WriteByte(MSG_ONE, SVC_SETVIEW);
275 WriteEntity(MSG_ONE, this);
277 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
278 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
279 if(!autocvar_g_debug_globalsounds)
281 // needed for player sounds
283 FixPlayermodel(this);
285 setmodel(this, MDL_Null);
286 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
287 this.view_ofs = '0 0 0';
289 RemoveGrapplingHooks(this);
290 Portal_ClearAll(this);
291 Unfreeze(this, false);
292 SetSpectatee(this, NULL);
297 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
301 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
303 WaypointSprite_PlayerDead(this);
305 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
306 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
308 accuracy_resend(this);
310 CS(this).spectatortime = time;
312 IL_REMOVE(g_bot_targets, this);
313 this.bot_attack = false;
314 if(this.monster_attack)
315 IL_REMOVE(g_monster_targets, this);
316 this.monster_attack = false;
317 STAT(HUD, this) = HUD_NORMAL;
318 TRANSMUTE(Observer, this);
319 this.iscreature = false;
320 this.teleportable = TELEPORT_SIMPLE;
321 if(this.damagedbycontents)
322 IL_REMOVE(g_damagedbycontents, this);
323 this.damagedbycontents = false;
324 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
325 SetSpectatee_status(this, etof(this));
326 this.takedamage = DAMAGE_NO;
327 this.solid = SOLID_NOT;
328 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
329 this.flags = FL_CLIENT | FL_NOTARGET;
331 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
332 this.pauserotarmor_finished = 0;
333 this.pauserothealth_finished = 0;
334 this.pauseregen_finished = 0;
335 this.damageforcescale = 0;
337 this.respawn_flags = 0;
338 this.respawn_time = 0;
339 STAT(RESPAWN_TIME, this) = 0;
343 this.pain_finished = 0;
344 STAT(STRENGTH_FINISHED, this) = 0;
345 STAT(INVINCIBLE_FINISHED, this) = 0;
346 STAT(SUPERWEAPONS_FINISHED, this) = 0;
347 STAT(AIR_FINISHED, this) = 0;
348 //this.dphitcontentsmask = 0;
349 this.dphitcontentsmask = DPCONTENTS_SOLID;
350 if (autocvar_g_playerclip_collisions)
351 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
354 setthink(this, func_null);
356 this.deadflag = DEAD_NO;
358 STAT(REVIVE_PROGRESS, this) = 0;
359 this.revival_time = 0;
360 this.draggable = drag_undraggable;
363 STAT(WEAPONS, this) = '0 0 0';
364 this.drawonlytoclient = this;
368 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
370 this.weaponmodel = "";
371 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
373 this.weaponentities[slot] = NULL;
375 this.exteriorweaponentity = NULL;
376 CS(this).killcount = FRAGS_SPECTATOR;
377 this.velocity = '0 0 0';
378 this.avelocity = '0 0 0';
379 this.punchangle = '0 0 0';
380 this.punchvector = '0 0 0';
381 this.oldvelocity = this.velocity;
382 this.fire_endtime = -1;
383 this.event_damage = func_null;
384 this.event_heal = func_null;
386 for(int slot = 0; slot < MAX_AXH; ++slot)
388 entity axh = this.(AuxiliaryXhair[slot]);
389 this.(AuxiliaryXhair[slot]) = NULL;
391 if(axh.owner == this && axh != NULL && !wasfreed(axh))
395 if (mutator_returnvalue)
397 // mutator prevents resetting teams+score
401 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
402 this.frags = FRAGS_SPECTATOR;
404 if (CS(this).just_joined)
405 CS(this).just_joined = false;
408 int player_getspecies(entity this)
410 get_model_parameters(this.model, this.skin);
411 int s = get_model_parameters_species;
412 get_model_parameters(string_null, 0);
413 if (s < 0) return SPECIES_HUMAN;
417 .float model_randomizer;
418 void FixPlayermodel(entity player)
420 string defaultmodel = "";
422 if(autocvar_sv_defaultcharacter)
428 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
429 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
430 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
431 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
435 if(defaultmodel == "")
437 defaultmodel = autocvar_sv_defaultplayermodel;
438 defaultskin = autocvar_sv_defaultplayerskin;
441 int n = tokenize_console(defaultmodel);
444 defaultmodel = argv(floor(n * CS(player).model_randomizer));
445 // However, do NOT randomize if the player-selected model is in the list.
446 for (int i = 0; i < n; ++i)
447 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
448 defaultmodel = argv(i);
451 int i = strstrofs(defaultmodel, ":", 0);
454 defaultskin = stof(substring(defaultmodel, i+1, -1));
455 defaultmodel = substring(defaultmodel, 0, i);
458 if(autocvar_sv_defaultcharacterskin && !defaultskin)
464 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
465 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
466 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
467 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
472 defaultskin = autocvar_sv_defaultplayerskin;
475 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
476 defaultmodel = M_ARGV(0, string);
477 defaultskin = M_ARGV(1, int);
481 if(defaultmodel != "")
483 if (defaultmodel != player.model)
485 vector m1 = player.mins;
486 vector m2 = player.maxs;
487 setplayermodel (player, defaultmodel);
488 setsize (player, m1, m2);
492 oldskin = player.skin;
493 player.skin = defaultskin;
495 if (player.playermodel != player.model || player.playermodel == "")
497 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
498 vector m1 = player.mins;
499 vector m2 = player.maxs;
500 setplayermodel (player, player.playermodel);
501 setsize (player, m1, m2);
505 if(!autocvar_sv_defaultcharacterskin)
507 oldskin = player.skin;
508 player.skin = stof(player.playerskin);
512 oldskin = player.skin;
513 player.skin = defaultskin;
517 if(chmdl || oldskin != player.skin) // model or skin has changed
519 player.species = player_getspecies(player); // update species
520 if(!autocvar_g_debug_globalsounds)
521 UpdatePlayerSounds(player); // update skin sounds
525 if(strlen(autocvar_sv_defaultplayercolors))
526 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
527 setcolor(player, stof(autocvar_sv_defaultplayercolors));
530 void PutPlayerInServer(entity this)
532 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
534 PlayerState_attach(this);
535 accuracy_resend(this);
538 TeamBalance_JoinBestTeam(this);
540 entity spot = SelectSpawnPoint(this, false);
542 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
543 return; // spawn failed
546 TRANSMUTE(Player, this);
548 CS(this).wasplayer = true;
549 this.iscreature = true;
550 this.teleportable = TELEPORT_NORMAL;
551 if(!this.damagedbycontents)
552 IL_PUSH(g_damagedbycontents, this);
553 this.damagedbycontents = true;
554 set_movetype(this, MOVETYPE_WALK);
555 this.solid = SOLID_SLIDEBOX;
556 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
557 if (autocvar_g_playerclip_collisions)
558 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
559 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
560 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
561 this.frags = FRAGS_PLAYER;
562 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
563 this.flags = FL_CLIENT | FL_PICKUPITEMS;
564 if (autocvar__notarget)
565 this.flags |= FL_NOTARGET;
566 this.takedamage = DAMAGE_AIM;
567 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
570 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
571 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
572 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
573 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
574 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
575 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
576 SetResource(this, RES_HEALTH, warmup_start_health);
577 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
578 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
580 SetResource(this, RES_SHELLS, start_ammo_shells);
581 SetResource(this, RES_BULLETS, start_ammo_nails);
582 SetResource(this, RES_ROCKETS, start_ammo_rockets);
583 SetResource(this, RES_CELLS, start_ammo_cells);
584 SetResource(this, RES_PLASMA, start_ammo_plasma);
585 SetResource(this, RES_FUEL, start_ammo_fuel);
586 SetResource(this, RES_HEALTH, start_health);
587 SetResource(this, RES_ARMOR, start_armorvalue);
588 STAT(WEAPONS, this) = start_weapons;
589 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
591 GiveRandomWeapons(this, random_start_weapons_count,
592 autocvar_g_random_start_weapons, random_start_ammo);
595 SetSpectatee_status(this, 0);
597 PS(this).dual_weapons = '0 0 0';
599 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
601 this.items = start_items;
603 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
604 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
605 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
606 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
607 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
608 if (!sv_ready_restart_after_countdown && time < game_starttime)
610 float f = game_starttime - time;
611 this.spawnshieldtime += f;
612 this.pauserotarmor_finished += f;
613 this.pauserothealth_finished += f;
614 this.pauseregen_finished += f;
617 this.damageforcescale = autocvar_g_player_damageforcescale;
619 this.respawn_flags = 0;
620 this.respawn_time = 0;
621 STAT(RESPAWN_TIME, this) = 0;
622 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
624 this.pain_finished = 0;
626 setthink(this, func_null); // players have no think function
629 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
631 this.deadflag = DEAD_NO;
633 this.angles = spot.angles;
634 this.angles_z = 0; // never spawn tilted even if the spot says to
635 if (IS_BOT_CLIENT(this))
637 this.v_angle = this.angles;
640 this.fixangle = true; // turn this way immediately
641 this.oldvelocity = this.velocity = '0 0 0';
642 this.avelocity = '0 0 0';
643 this.punchangle = '0 0 0';
644 this.punchvector = '0 0 0';
646 STAT(STRENGTH_FINISHED, this) = 0;
647 STAT(INVINCIBLE_FINISHED, this) = 0;
648 this.fire_endtime = -1;
649 STAT(REVIVE_PROGRESS, this) = 0;
650 this.revival_time = 0;
652 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
653 STAT(BUFFS, this) = 0;
654 STAT(BUFF_TIME, this) = 0;
656 STAT(AIR_FINISHED, this) = 0;
657 this.waterlevel = WATERLEVEL_NONE;
658 this.watertype = CONTENT_EMPTY;
660 entity spawnevent = new_pure(spawnevent);
661 spawnevent.owner = this;
662 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
664 // Cut off any still running player sounds.
665 stopsound(this, CH_PLAYER_SINGLE);
668 FixPlayermodel(this);
669 this.drawonlytoclient = NULL;
673 for(int slot = 0; slot < MAX_AXH; ++slot)
675 entity axh = this.(AuxiliaryXhair[slot]);
676 this.(AuxiliaryXhair[slot]) = NULL;
678 if(axh.owner == this && axh != NULL && !wasfreed(axh))
682 this.spawnpoint_targ = NULL;
685 this.view_ofs = STAT(PL_VIEW_OFS, this);
686 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
687 this.spawnorigin = spot.origin;
688 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
689 // don't reset back to last position, even if new position is stuck in solid
690 this.oldorigin = this.origin;
692 IL_REMOVE(g_conveyed, this);
693 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
695 IL_REMOVE(g_swamped, this);
696 this.swampslug = NULL;
697 this.swamp_interval = 0;
698 if(this.ladder_entity)
699 IL_REMOVE(g_ladderents, this);
700 this.ladder_entity = NULL;
701 IL_EACH(g_counters, it.realowner == this,
705 STAT(HUD, this) = HUD_NORMAL;
707 this.event_damage = PlayerDamage;
708 this.event_heal = PlayerHeal;
710 this.draggable = func_null;
713 IL_PUSH(g_bot_targets, this);
714 this.bot_attack = true;
715 if(!this.monster_attack)
716 IL_PUSH(g_monster_targets, this);
717 this.monster_attack = true;
718 navigation_dynamicgoal_init(this, false);
720 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
722 // player was spectator
723 if (CS(this).killcount == FRAGS_SPECTATOR) {
724 PlayerScore_Clear(this);
725 CS(this).killcount = 0;
726 CS(this).startplaytime = time;
729 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
731 .entity weaponentity = weaponentities[slot];
732 CL_SpawnWeaponentity(this, weaponentity);
734 this.alpha = default_player_alpha;
735 this.colormod = '1 1 1' * autocvar_g_player_brightness;
736 this.exteriorweaponentity.alpha = default_weapon_alpha;
738 this.speedrunning = false;
740 this.counter_cnt = 0;
741 this.fragsfilter_cnt = 0;
743 target_voicescript_clear(this);
745 // reset fields the weapons may use
746 FOREACH(Weapons, true, {
747 it.wr_resetplayer(it, this);
748 // reload all reloadable weapons
749 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
750 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
752 .entity weaponentity = weaponentities[slot];
753 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
759 string s = spot.target;
760 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
761 spot.target = string_null;
762 SUB_UseTargets(spot, this, NULL);
763 if(g_assault || g_race)
767 Unfreeze(this, false);
769 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
771 if (autocvar_spawn_debug)
773 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
774 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
777 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
779 .entity weaponentity = weaponentities[slot];
780 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
781 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
783 this.(weaponentity).m_switchweapon = WEP_Null;
784 this.(weaponentity).m_weapon = WEP_Null;
785 this.(weaponentity).weaponname = "";
786 this.(weaponentity).m_switchingweapon = WEP_Null;
787 this.(weaponentity).cnt = -1;
790 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
792 if (CS(this).impulse) ImpulseCommands(this);
794 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
795 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
797 .entity weaponentity = weaponentities[slot];
798 W_WeaponFrame(this, weaponentity);
801 if (!warmup_stage && !this.alivetime)
802 this.alivetime = time;
804 antilag_clear(this, CS(this));
807 /** Called when a client spawns in the server */
808 void PutClientInServer(entity this)
810 if (IS_BOT_CLIENT(this)) {
811 TRANSMUTE(Player, this);
812 } else if (IS_REAL_CLIENT(this)) {
814 WriteByte(MSG_ONE, SVC_SETVIEW);
815 WriteEntity(MSG_ONE, this);
818 TRANSMUTE(Observer, this);
820 SetSpectatee(this, NULL);
824 PS(this).itemkeys = 0;
826 MUTATOR_CALLHOOK(PutClientInServer, this);
828 if (IS_OBSERVER(this)) {
829 PutObserverInServer(this);
830 } else if (IS_PLAYER(this)) {
831 PutPlayerInServer(this);
835 // TODO do we need all these fields, or should we stop autodetecting runtime
836 // changes and just have a console command to update this?
837 bool ClientInit_SendEntity(entity this, entity to, int sf)
839 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
842 // MSG_INIT replacement
843 // TODO: make easier to use
845 W_PROP_reload(MSG_ONE, to);
846 ClientInit_misc(this);
847 MUTATOR_CALLHOOK(Ent_Init);
849 void ClientInit_misc(entity this)
851 int channel = MSG_ONE;
852 WriteHeader(channel, ENT_CLIENT_INIT);
853 WriteByte(channel, g_nexball_meter_period * 32);
854 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
855 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
856 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
857 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
858 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
859 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
860 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
861 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
863 if(autocvar_sv_foginterval && world.fog != "")
864 WriteString(channel, world.fog);
866 WriteString(channel, "");
867 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
868 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
869 WriteByte(channel, serverflags);
870 WriteCoord(channel, autocvar_g_trueaim_minrange);
873 void ClientInit_CheckUpdate(entity this)
875 this.nextthink = time;
876 if(this.count != autocvar_g_balance_armor_blockpercent)
878 this.count = autocvar_g_balance_armor_blockpercent;
881 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
883 this.cnt = autocvar_g_balance_damagepush_speedfactor;
888 void ClientInit_Spawn()
890 entity e = new_pure(clientinit);
891 setthink(e, ClientInit_CheckUpdate);
892 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
894 ClientInit_CheckUpdate(e);
904 // initialize parms for a new player
905 parm1 = -(86400 * 366);
907 MUTATOR_CALLHOOK(SetNewParms);
915 void SetChangeParms (entity this)
917 // save parms for level change
918 parm1 = CS(this).parm_idlesince - time;
920 MUTATOR_CALLHOOK(SetChangeParms);
928 void DecodeLevelParms(entity this)
931 CS(this).parm_idlesince = parm1;
932 if (CS(this).parm_idlesince == -(86400 * 366))
933 CS(this).parm_idlesince = time;
935 // whatever happens, allow 60 seconds of idling directly after connect for map loading
936 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
938 MUTATOR_CALLHOOK(DecodeLevelParms);
941 void FixClientCvars(entity e)
943 // send prediction settings to the client
944 stuffcmd(e, "\nin_bindmap 0 0\n");
945 if(autocvar_g_antilag == 3) // client side hitscan
946 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
947 if(autocvar_sv_gentle)
948 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
950 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
951 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
953 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
955 MUTATOR_CALLHOOK(FixClientCvars, e);
958 bool findinlist_abbrev(string tofind, string list)
960 if(list == "" || tofind == "")
961 return false; // empty list or search, just return
963 // this function allows abbreviated strings!
964 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
972 bool PlayerInIPList(entity p, string iplist)
974 // some safety checks (never allow local?)
975 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
978 return findinlist_abbrev(p.netaddress, iplist);
981 bool PlayerInIDList(entity p, string idlist)
983 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
987 return findinlist_abbrev(p.crypto_idfp, idlist);
990 bool PlayerInList(entity player, string list)
992 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
995 #ifdef DP_EXT_PRECONNECT
1000 Called once (not at each match start) when a client begins a connection to the server
1003 void ClientPreConnect(entity this)
1005 if(autocvar_sv_eventlog)
1007 GameLogEcho(sprintf(":connect:%d:%d:%s",
1010 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1016 string GetClientVersionMessage(entity this)
1018 if (CS(this).version_mismatch) {
1019 if(CS(this).version < autocvar_gameversion) {
1020 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1021 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1023 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1024 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1027 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1031 string getwelcomemessage(entity this)
1033 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1034 string modifications = M_ARGV(0, string);
1038 if(g_weaponarena_random)
1039 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1041 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1043 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1044 modifications = strcat(modifications, ", No start weapons");
1045 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1046 modifications = strcat(modifications, ", Low gravity");
1047 if(g_weapon_stay && !g_cts)
1048 modifications = strcat(modifications, ", Weapons stay");
1049 if(autocvar_g_jetpack)
1050 modifications = strcat(modifications, ", Jet pack");
1051 if(autocvar_g_powerups == 0)
1052 modifications = strcat(modifications, ", No powerups");
1053 if(autocvar_g_powerups > 0)
1054 modifications = strcat(modifications, ", Powerups");
1055 modifications = substring(modifications, 2, strlen(modifications) - 2);
1057 string versionmessage = GetClientVersionMessage(this);
1058 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1060 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1062 if(modifications != "")
1063 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1065 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1067 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1068 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1071 if (cache_mutatormsg != "") {
1072 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1075 string mutator_msg = "";
1076 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1077 mutator_msg = M_ARGV(0, string);
1079 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1081 string motd = autocvar_sv_motd;
1083 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1088 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1094 Called when a client connects to the server
1097 void ClientConnect(entity this)
1099 if (Ban_MaybeEnforceBanOnce(this)) return;
1100 assert(!IS_CLIENT(this), return);
1101 this.flags |= FL_CLIENT;
1102 assert(player_count >= 0, player_count = 0);
1104 TRANSMUTE(Client, this);
1105 CS(this).version_nagtime = time + 10 + random() * 10;
1107 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1109 bot_clientconnect(this);
1111 Player_DetermineForcedTeam(this);
1113 TRANSMUTE(Observer, this);
1115 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1117 // always track bots, don't ask for cl_allow_uidtracking
1118 if (IS_BOT_CLIENT(this))
1119 PlayerStats_GameReport_AddPlayer(this);
1121 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1123 if (autocvar_sv_eventlog)
1124 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1126 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1128 stuffcmd(this, clientstuff, "\n");
1129 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1131 FixClientCvars(this);
1133 // get version info from player
1134 stuffcmd(this, "cmd clientversion $gameversion\n");
1136 // notify about available teams
1139 entity balance = TeamBalance_CheckAllowedTeams(this);
1140 int t = TeamBalance_GetAllowedTeams(balance);
1141 TeamBalance_Destroy(balance);
1142 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1146 stuffcmd(this, "set _teams_available 0\n");
1149 bot_relinkplayerlist();
1151 CS(this).spectatortime = time;
1152 if (blockSpectators)
1154 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1157 CS(this).jointime = time;
1159 if (IS_REAL_CLIENT(this))
1161 if (g_weaponarena_weapons == WEPSET(TUBA))
1162 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1165 if (!autocvar_sv_foginterval && world.fog != "")
1166 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1168 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1169 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1170 send_CSQC_teamnagger();
1172 CSQCMODEL_AUTOINIT(this);
1174 CS(this).model_randomizer = random();
1176 if (IS_REAL_CLIENT(this))
1177 sv_notice_join(this);
1179 this.move_qcphysics = autocvar_sv_qcphysics;
1181 // update physics stats (players can spawn before physics runs)
1182 Physics_UpdateStats(this);
1184 IL_EACH(g_initforplayer, it.init_for_player, {
1185 it.init_for_player(it, this);
1188 Handicap_Initialize(this);
1190 MUTATOR_CALLHOOK(ClientConnect, this);
1192 if (IS_REAL_CLIENT(this))
1194 if (!autocvar_g_campaign && !IS_PLAYER(this))
1196 CS(this).motd_actived_time = -1;
1197 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1205 Called when a client disconnects from the server
1208 .entity chatbubbleentity;
1209 void ClientDisconnect(entity this)
1211 assert(IS_CLIENT(this), return);
1213 PlayerStats_GameReport_FinalizePlayer(this);
1214 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1215 if (CS(this).active_minigame) part_minigame(this);
1216 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1218 if (autocvar_sv_eventlog)
1219 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1221 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1224 SetSpectatee(this, NULL);
1226 MUTATOR_CALLHOOK(ClientDisconnect, this);
1228 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1229 strfree(CS(this).weaponorder_byimpulse);
1230 ClientState_detach(this);
1232 Portal_ClearAll(this);
1234 Unfreeze(this, false);
1236 RemoveGrapplingHooks(this);
1238 // Here, everything has been done that requires this player to be a client.
1240 this.flags &= ~FL_CLIENT;
1242 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1243 if (this.killindicator) delete(this.killindicator);
1245 IL_EACH(g_counters, it.realowner == this,
1250 WaypointSprite_PlayerGone(this);
1252 bot_relinkplayerlist();
1254 strfree(this.clientstatus);
1255 if (this.personal) delete(this.personal);
1259 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1264 void ChatBubbleThink(entity this)
1266 this.nextthink = time;
1267 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1269 if(this.owner) // but why can that ever be NULL?
1270 this.owner.chatbubbleentity = NULL;
1277 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1279 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1280 this.mdl = "models/sprites/minigame_busy.iqm";
1281 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1282 this.mdl = "models/misc/chatbubble.spr";
1285 if ( this.model != this.mdl )
1286 _setmodel(this, this.mdl);
1290 void UpdateChatBubble(entity this)
1294 // spawn a chatbubble entity if needed
1295 if (!this.chatbubbleentity)
1297 this.chatbubbleentity = new(chatbubbleentity);
1298 this.chatbubbleentity.owner = this;
1299 this.chatbubbleentity.exteriormodeltoclient = this;
1300 setthink(this.chatbubbleentity, ChatBubbleThink);
1301 this.chatbubbleentity.nextthink = time;
1302 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1303 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1304 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1305 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1306 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1307 //this.chatbubbleentity.model = "";
1308 this.chatbubbleentity.effects = EF_LOWPRECISION;
1312 void calculate_player_respawn_time(entity this)
1314 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1317 float gametype_setting_tmp;
1318 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1319 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1320 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1321 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1322 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1323 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1325 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1328 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1329 if(it.team == this.team)
1332 if (sdelay_small_count == 0)
1333 sdelay_small_count = 1;
1334 if (sdelay_large_count == 0)
1335 sdelay_large_count = 1;
1339 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1342 if (sdelay_small_count == 0)
1344 if (IS_INDEPENDENT_PLAYER(this))
1346 // Players play independently. No point in requiring enemies.
1347 sdelay_small_count = 1;
1351 // Players play AGAINST each other. Enemies required.
1352 sdelay_small_count = 2;
1355 if (sdelay_large_count == 0)
1357 if (IS_INDEPENDENT_PLAYER(this))
1359 // Players play independently. No point in requiring enemies.
1360 sdelay_large_count = 1;
1364 // Players play AGAINST each other. Enemies required.
1365 sdelay_large_count = 2;
1372 if (pcount <= sdelay_small_count)
1373 sdelay = sdelay_small;
1374 else if (pcount >= sdelay_large_count)
1375 sdelay = sdelay_large;
1376 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1377 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1380 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1382 this.respawn_time = time + sdelay;
1384 if(sdelay < sdelay_max)
1385 this.respawn_time_max = time + sdelay_max;
1387 this.respawn_time_max = this.respawn_time;
1389 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1390 this.respawn_countdown = 10; // first number to count down from is 10
1392 this.respawn_countdown = -1; // do not count down
1394 if(autocvar_g_forced_respawn)
1395 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1398 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1399 // added to the model skins
1400 /*void UpdateColorModHack()
1403 c = this.clientcolors & 15;
1404 // LordHavoc: only bothering to support white, green, red, yellow, blue
1405 if (!teamplay) this.colormod = '0 0 0';
1406 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1407 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1408 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1409 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1410 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1411 else this.colormod = '1 1 1';
1414 void respawn(entity this)
1416 bool damagedbycontents_prev = this.damagedbycontents;
1419 if(autocvar_g_respawn_ghosts)
1421 this.solid = SOLID_NOT;
1422 this.takedamage = DAMAGE_NO;
1423 this.damagedbycontents = false;
1424 set_movetype(this, MOVETYPE_FLY);
1425 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1426 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1427 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1428 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1429 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1430 if(autocvar_g_respawn_ghosts_time > 0)
1431 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1434 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1438 this.damagedbycontents = damagedbycontents_prev;
1440 this.effects |= EF_NODRAW; // prevent another CopyBody
1441 PutClientInServer(this);
1444 void play_countdown(entity this, float finished, Sound samp)
1447 if(IS_REAL_CLIENT(this))
1448 if(floor(finished - time - frametime) != floor(finished - time))
1449 if(finished - time < 6)
1450 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1453 void player_powerups(entity this)
1455 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1456 this.modelflags |= MF_ROCKET;
1458 this.modelflags &= ~MF_ROCKET;
1460 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1464 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1466 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1467 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1468 this.items &= ~ITEM_Strength.m_itemid;
1469 this.items &= ~ITEM_Shield.m_itemid;
1470 this.items -= (this.items & IT_SUPERWEAPON);
1474 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1477 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1478 int items_prev = this.items;
1480 Fire_ApplyDamage(this);
1481 Fire_ApplyEffect(this);
1483 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1485 if (this.items & ITEM_Strength.m_itemid)
1487 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1488 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1489 if (time > STAT(STRENGTH_FINISHED, this))
1491 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1492 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1493 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1498 if (time < STAT(STRENGTH_FINISHED, this))
1500 this.items = this.items | ITEM_Strength.m_itemid;
1502 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1503 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1506 if (this.items & ITEM_Shield.m_itemid)
1508 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1509 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1510 if (time > STAT(INVINCIBLE_FINISHED, this))
1512 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1513 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1514 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1519 if (time < STAT(INVINCIBLE_FINISHED, this))
1521 this.items = this.items | ITEM_Shield.m_itemid;
1523 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1524 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1527 if (this.items & IT_SUPERWEAPON)
1529 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1531 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1532 this.items = this.items - (this.items & IT_SUPERWEAPON);
1533 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1534 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1536 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1538 // don't let them run out
1542 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1543 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1545 this.items = this.items - (this.items & IT_SUPERWEAPON);
1546 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1547 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1548 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1552 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1554 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1556 this.items = this.items | IT_SUPERWEAPON;
1557 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1560 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1561 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1566 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1567 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1572 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1576 if(autocvar_g_nodepthtestplayers)
1577 this.effects = this.effects | EF_NODEPTHTEST;
1579 if(autocvar_g_fullbrightplayers)
1580 this.effects = this.effects | EF_FULLBRIGHT;
1582 if (time >= game_starttime)
1583 if (time < this.spawnshieldtime)
1584 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1586 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1589 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1591 if(current > stable)
1593 else if(current > stable - 0.25) // when close enough, "snap"
1596 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1599 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1601 if(current < stable)
1603 else if(current < stable + 0.25) // when close enough, "snap"
1606 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1609 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)
1611 float old = GetResource(this, res);
1612 float current = old;
1613 if(current > rotstable)
1615 if(rotframetime > 0)
1617 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1618 current = max(rotstable, current - rotlinear * rotframetime);
1621 else if(current < regenstable)
1623 if(regenframetime > 0)
1625 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1626 current = min(regenstable, current + regenlinear * regenframetime);
1630 float limit = GetResourceLimit(this, res) * limit_mod;
1635 SetResource(this, res, current);
1638 void player_regen(entity this)
1640 float max_mod, regen_mod, rot_mod, limit_mod;
1641 max_mod = regen_mod = rot_mod = limit_mod = 1;
1643 float regen_health = autocvar_g_balance_health_regen;
1644 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1645 float regen_health_rot = autocvar_g_balance_health_rot;
1646 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1647 float regen_health_stable = autocvar_g_balance_health_regenstable;
1648 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1649 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1650 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1651 max_mod = M_ARGV(1, float);
1652 regen_mod = M_ARGV(2, float);
1653 rot_mod = M_ARGV(3, float);
1654 limit_mod = M_ARGV(4, float);
1655 regen_health = M_ARGV(5, float);
1656 regen_health_linear = M_ARGV(6, float);
1657 regen_health_rot = M_ARGV(7, float);
1658 regen_health_rotlinear = M_ARGV(8, float);
1659 regen_health_stable = M_ARGV(9, float);
1660 regen_health_rotstable = M_ARGV(10, float);
1662 if(!mutator_returnvalue)
1663 if(!STAT(FROZEN, this))
1665 float maxa = autocvar_g_balance_armor_rotstable;
1666 float mina = autocvar_g_balance_armor_regenstable;
1668 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1669 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1670 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1672 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1673 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1674 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1677 // if player rotted to death... die!
1678 // check this outside above checks, as player may still be able to rot to death
1679 if(GetResource(this, RES_HEALTH) < 1)
1682 vehicles_exit(this.vehicle, VHEF_RELEASE);
1683 if(this.event_damage)
1684 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1687 if (!(this.items & IT_UNLIMITED_AMMO))
1689 float maxf = autocvar_g_balance_fuel_rotstable;
1690 float minf = autocvar_g_balance_fuel_regenstable;
1692 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1693 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1694 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1699 void SetZoomState(entity this, float newzoom)
1701 if(newzoom != CS(this).zoomstate)
1703 CS(this).zoomstate = newzoom;
1704 ClientData_Touch(this);
1706 zoomstate_set = true;
1709 void GetPressedKeys(entity this)
1711 MUTATOR_CALLHOOK(GetPressedKeys, this);
1712 int keys = STAT(PRESSED_KEYS, this);
1713 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1714 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1715 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1716 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1718 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1719 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
1720 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1721 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1722 CS(this).pressedkeys = keys; // store for other users
1724 STAT(PRESSED_KEYS, this) = keys;
1728 ======================
1729 spectate mode routines
1730 ======================
1733 void SpectateCopy(entity this, entity spectatee)
1735 TC(Client, this); TC(Client, spectatee);
1737 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1738 PS(this) = PS(spectatee);
1739 this.armortype = spectatee.armortype;
1740 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1741 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1742 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1743 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1744 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1745 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1746 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1747 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1748 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1749 CS(this).impulse = 0;
1750 this.disableclientprediction = 1; // no need to run prediction on a spectator
1751 this.items = spectatee.items;
1752 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1753 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1754 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1755 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1756 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1757 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1758 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1759 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1760 this.punchangle = spectatee.punchangle;
1761 this.view_ofs = spectatee.view_ofs;
1762 this.velocity = spectatee.velocity;
1763 this.dmg_take = spectatee.dmg_take;
1764 this.dmg_save = spectatee.dmg_save;
1765 this.dmg_inflictor = spectatee.dmg_inflictor;
1766 this.v_angle = spectatee.v_angle;
1767 this.angles = spectatee.v_angle;
1768 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1769 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1770 this.viewloc = spectatee.viewloc;
1771 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1772 this.fixangle = true;
1773 setorigin(this, spectatee.origin);
1774 setsize(this, spectatee.mins, spectatee.maxs);
1775 SetZoomState(this, CS(spectatee).zoomstate);
1777 anticheat_spectatecopy(this, spectatee);
1778 STAT(HUD, this) = STAT(HUD, spectatee);
1779 if(spectatee.vehicle)
1781 this.angles = spectatee.v_angle;
1783 //this.fixangle = false;
1784 //this.velocity = spectatee.vehicle.velocity;
1785 this.vehicle_health = spectatee.vehicle_health;
1786 this.vehicle_shield = spectatee.vehicle_shield;
1787 this.vehicle_energy = spectatee.vehicle_energy;
1788 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1789 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1790 this.vehicle_reload1 = spectatee.vehicle_reload1;
1791 this.vehicle_reload2 = spectatee.vehicle_reload2;
1793 //msg_entity = this;
1795 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1796 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1797 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1798 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1800 //WriteByte (MSG_ONE, SVC_SETVIEW);
1801 // WriteEntity(MSG_ONE, this);
1802 //makevectors(spectatee.v_angle);
1803 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1807 bool SpectateUpdate(entity this)
1812 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1814 SetSpectatee(this, NULL);
1818 SpectateCopy(this, this.enemy);
1823 bool SpectateSet(entity this)
1825 if(!IS_PLAYER(this.enemy))
1828 ClientData_Touch(this.enemy);
1831 WriteByte(MSG_ONE, SVC_SETVIEW);
1832 WriteEntity(MSG_ONE, this.enemy);
1833 set_movetype(this, MOVETYPE_NONE);
1834 accuracy_resend(this);
1836 if(!SpectateUpdate(this))
1837 PutObserverInServer(this);
1842 void SetSpectatee_status(entity this, int spectatee_num)
1844 int oldspectatee_status = CS(this).spectatee_status;
1845 CS(this).spectatee_status = spectatee_num;
1847 if (CS(this).spectatee_status != oldspectatee_status)
1849 if (STAT(PRESSED_KEYS, this))
1851 CS(this).pressedkeys = 0;
1852 STAT(PRESSED_KEYS, this) = 0;
1854 ClientData_Touch(this);
1855 if (g_race || g_cts) race_InitSpectator();
1859 void SetSpectatee(entity this, entity spectatee)
1861 if(IS_BOT_CLIENT(this))
1862 return; // bots abuse .enemy, this code is useless to them
1864 entity old_spectatee = this.enemy;
1866 this.enemy = spectatee;
1869 // these are required to fix the spectator bug with arc
1872 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1874 .entity weaponentity = weaponentities[slot];
1875 if(old_spectatee.(weaponentity).arc_beam)
1876 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1881 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1883 .entity weaponentity = weaponentities[slot];
1884 if(this.enemy.(weaponentity).arc_beam)
1885 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1890 SetSpectatee_status(this, etof(this.enemy));
1892 // needed to update spectator list
1893 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1896 bool Spectate(entity this, entity pl)
1898 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1900 pl = M_ARGV(1, entity);
1902 SetSpectatee(this, pl);
1903 return SpectateSet(this);
1906 bool SpectateNext(entity this)
1908 entity ent = find(this.enemy, classname, STR_PLAYER);
1910 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1911 ent = M_ARGV(1, entity);
1913 ent = find(ent, classname, STR_PLAYER);
1915 if(ent) { SetSpectatee(this, ent); }
1917 return SpectateSet(this);
1920 bool SpectatePrev(entity this)
1922 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1923 entity ent = findchain(classname, STR_PLAYER);
1924 if (!ent) // no player
1928 // skip players until current spectated player
1930 while(ent && ent != this.enemy)
1933 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1935 case MUT_SPECPREV_FOUND:
1936 ent = M_ARGV(1, entity);
1938 case MUT_SPECPREV_RETURN:
1940 case MUT_SPECPREV_CONTINUE:
1951 SetSpectatee(this, ent);
1952 return SpectateSet(this);
1957 ShowRespawnCountdown()
1959 Update a respawn countdown display.
1962 void ShowRespawnCountdown(entity this)
1965 if(!IS_DEAD(this)) // just respawned?
1969 number = ceil(this.respawn_time - time);
1972 if(number <= this.respawn_countdown)
1974 this.respawn_countdown = number - 1;
1975 if(ceil(this.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
1976 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1981 .bool team_selected;
1982 bool ShowTeamSelection(entity this)
1984 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1986 stuffcmd(this, "menu_showteamselect\n");
1989 void Join(entity this)
1991 TRANSMUTE(Player, this);
1993 if(!this.team_selected)
1994 if(autocvar_g_campaign || autocvar_g_balance_teams)
1995 TeamBalance_JoinBestTeam(this);
1997 if(autocvar_g_campaign)
1998 campaign_bots_may_start = true;
2000 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2002 PutClientInServer(this);
2005 if(teamplay && this.team != -1)
2009 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2010 this.team_selected = false;
2013 int GetPlayerLimit()
2016 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
2017 int player_limit = autocvar_g_maxplayers;
2018 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2019 player_limit = M_ARGV(0, int);
2020 return player_limit;
2024 * Determines whether the player is allowed to join. This depends on cvar
2025 * g_maxplayers, if it isn't used this function always return true, otherwise
2026 * it checks whether the number of currently playing players exceeds g_maxplayers.
2027 * @return int number of free slots for players, 0 if none
2029 int nJoinAllowed(entity this, entity ignore)
2032 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2033 // so report 0 free slots if restricted
2035 if(autocvar_g_forced_team_otherwise == "spectate")
2037 if(autocvar_g_forced_team_otherwise == "spectator")
2041 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2042 return 0; // forced spectators can never join
2044 // TODO simplify this
2045 int totalClients = 0;
2046 int currentlyPlaying = 0;
2047 FOREACH_CLIENT(true, {
2050 if(IS_REAL_CLIENT(it))
2051 if(IS_PLAYER(it) || it.caplayer)
2055 int player_limit = GetPlayerLimit();
2059 free_slots = maxclients - totalClients;
2060 else if(player_limit > 0 && currentlyPlaying < player_limit)
2061 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2063 static float msg_time = 0;
2064 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2066 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2067 msg_time = time + 0.5;
2074 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2075 * g_maxplayers_spectator_blocktime seconds
2077 void checkSpectatorBlock(entity this)
2079 if(IS_SPEC(this) || IS_OBSERVER(this))
2081 if(IS_REAL_CLIENT(this))
2083 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2084 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2090 void PrintWelcomeMessage(entity this)
2092 if(CS(this).motd_actived_time == 0)
2094 if (autocvar_g_campaign) {
2095 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2096 CS(this).motd_actived_time = time;
2097 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2100 if (PHYS_INPUT_BUTTON_INFO(this)) {
2101 CS(this).motd_actived_time = time;
2102 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2106 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2108 if (autocvar_g_campaign) {
2109 if (PHYS_INPUT_BUTTON_INFO(this))
2110 CS(this).motd_actived_time = time;
2111 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2112 CS(this).motd_actived_time = 0;
2113 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2116 if (PHYS_INPUT_BUTTON_INFO(this))
2117 CS(this).motd_actived_time = time;
2118 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2119 CS(this).motd_actived_time = 0;
2120 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2124 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2126 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2127 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2128 else if (CS(this).motd_actived_time == -2)
2130 // instantly hide MOTD
2131 CS(this).motd_actived_time = 0;
2132 if (autocvar_g_campaign)
2133 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2135 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2137 else if (IS_PLAYER(this) || IS_SPEC(this))
2139 // FIXME occasionally for some reason MOTD never goes away
2140 // delay MOTD removal a little bit in the hope it fixes this bug
2141 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2142 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2143 else //if (CS(this).motd_actived_time < -2)
2144 CS(this).motd_actived_time++;
2149 bool joinAllowed(entity this)
2151 if (CS(this).version_mismatch) return false;
2152 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2153 if (!nJoinAllowed(this, this)) return false;
2154 if (teamplay && lockteams) return false;
2155 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2156 if (ShowTeamSelection(this)) return false;
2160 .string shootfromfixedorigin;
2161 .bool dualwielding_prev;
2162 bool PlayerThink(entity this)
2164 if (game_stopped || intermission_running) {
2165 this.modelflags &= ~MF_ROCKET;
2166 if(intermission_running)
2167 IntermissionThink(this);
2171 if (timeout_status == TIMEOUT_ACTIVE) {
2172 // don't allow the player to turn around while game is paused
2173 // FIXME turn this into CSQC stuff
2174 this.v_angle = this.lastV_angle;
2175 this.angles = this.lastV_angle;
2176 this.fixangle = true;
2179 if (frametime) player_powerups(this);
2181 if (IS_DEAD(this)) {
2182 if (this.personal && g_race_qualifying) {
2183 if (time > this.respawn_time) {
2184 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2186 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2189 if (frametime) player_anim(this);
2191 if (this.respawn_flags & RESPAWN_DENY)
2193 STAT(RESPAWN_TIME, this) = 0;
2197 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));
2199 switch(this.deadflag)
2203 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2204 this.deadflag = DEAD_RESPAWNING;
2205 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2206 this.deadflag = DEAD_DEAD;
2212 this.deadflag = DEAD_RESPAWNABLE;
2213 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2214 this.deadflag = DEAD_RESPAWNING;
2217 case DEAD_RESPAWNABLE:
2219 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2220 this.deadflag = DEAD_RESPAWNING;
2223 case DEAD_RESPAWNING:
2225 if (time > this.respawn_time)
2227 this.respawn_time = time + 1; // only retry once a second
2228 this.respawn_time_max = this.respawn_time;
2235 ShowRespawnCountdown(this);
2237 if (this.respawn_flags & RESPAWN_SILENT)
2238 STAT(RESPAWN_TIME, this) = 0;
2239 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2241 if (time < this.respawn_time)
2242 STAT(RESPAWN_TIME, this) = this.respawn_time;
2243 else if (this.deadflag != DEAD_RESPAWNING)
2244 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2247 STAT(RESPAWN_TIME, this) = this.respawn_time;
2250 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2251 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2252 STAT(RESPAWN_TIME, this) *= -1;
2257 FixPlayermodel(this);
2259 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2260 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2261 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2264 // reset gun alignment when dual wielding status changes
2265 // to ensure guns are always aligned right and left
2266 bool dualwielding = W_DualWielding(this);
2267 if(this.dualwielding_prev != dualwielding)
2269 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2270 this.dualwielding_prev = dualwielding;
2273 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2276 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2278 .entity weaponentity = weaponentities[slot];
2279 if(WEP_CVAR(vortex, charge_always))
2280 W_Vortex_Charge(this, weaponentity, frametime);
2281 W_WeaponFrame(this, weaponentity);
2287 // WEAPONTODO: Add a weapon request for this
2288 // rot vortex charge to the charge limit
2289 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2291 .entity weaponentity = weaponentities[slot];
2292 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2293 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2298 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2301 monsters_setstatus(this);
2306 .bool would_spectate;
2307 void ObserverOrSpectatorThink(entity this)
2309 bool is_spec = IS_SPEC(this);
2310 if ( CS(this).impulse )
2312 int r = MinigameImpulse(this, CS(this).impulse);
2314 CS(this).impulse = 0;
2316 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2318 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2319 CS(this).impulse = 0;
2324 if (this.flags & FL_JUMPRELEASED) {
2325 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2326 this.flags &= ~FL_JUMPRELEASED;
2327 this.flags |= FL_SPAWNING;
2328 } 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)))
2329 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2330 this.flags &= ~FL_JUMPRELEASED;
2331 if(SpectateNext(this)) {
2332 TRANSMUTE(Spectator, this);
2333 } else if (is_spec) {
2334 TRANSMUTE(Observer, this);
2335 PutClientInServer(this);
2338 CS(this).impulse = 0;
2339 } else if (is_spec) {
2340 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2341 this.flags &= ~FL_JUMPRELEASED;
2342 if(SpectatePrev(this)) {
2343 TRANSMUTE(Spectator, this);
2345 TRANSMUTE(Observer, this);
2346 PutClientInServer(this);
2348 CS(this).impulse = 0;
2349 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2350 this.would_spectate = false;
2351 this.flags &= ~FL_JUMPRELEASED;
2352 TRANSMUTE(Observer, this);
2353 PutClientInServer(this);
2354 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2355 PutObserverInServer(this);
2356 this.would_spectate = true;
2360 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2361 set_movetype(this, preferred_movetype);
2364 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2365 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2366 this.flags |= FL_JUMPRELEASED;
2367 if(this.flags & FL_SPAWNING)
2369 this.flags &= ~FL_SPAWNING;
2370 if(joinAllowed(this))
2372 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2373 CS(this).autojoin_checked = -1;
2377 if(is_spec && !SpectateUpdate(this))
2378 PutObserverInServer(this);
2381 this.flags |= FL_CLIENT | FL_NOTARGET;
2384 void PlayerUseKey(entity this)
2386 if (!IS_PLAYER(this))
2393 vehicles_exit(this.vehicle, VHEF_NORMAL);
2397 else if(autocvar_g_vehicles_enter)
2399 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2401 entity head, closest_target = NULL;
2402 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2404 while(head) // find the closest acceptable target to enter
2406 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2407 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2411 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2412 { closest_target = head; }
2414 else { closest_target = head; }
2420 if(closest_target) { vehicles_enter(this, closest_target); return; }
2424 // a use key was pressed; call handlers
2425 MUTATOR_CALLHOOK(PlayerUseKey, this);
2433 Called every frame for each client before the physics are run
2436 .float last_vehiclecheck;
2437 void PlayerPreThink (entity this)
2439 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2440 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2442 WarpZone_PlayerPhysics_FixVAngle(this);
2445 // physics frames: update anticheat stuff
2446 anticheat_prethink(this);
2449 if (blockSpectators && frametime) {
2450 // WORKAROUND: only use dropclient in server frames (frametime set).
2451 // Never use it in cl_movement frames (frametime zero).
2452 checkSpectatorBlock(this);
2455 zoomstate_set = false;
2457 // Check for nameless players
2458 if (this.netname == "" || this.netname != CS(this).netname_previous)
2460 bool assume_unchanged = (CS(this).netname_previous == "");
2461 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2463 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2464 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2465 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2466 assume_unchanged = false;
2467 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2469 if (isInvisibleString(this.netname))
2471 this.netname = strzone(sprintf("Player#%d", this.playerid));
2472 sprint(this, "Warning: invisible names are not allowed.\n");
2473 assume_unchanged = false;
2474 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2476 if (!assume_unchanged && autocvar_sv_eventlog)
2477 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2478 strcpy(CS(this).netname_previous, this.netname);
2482 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2483 CS(this).version_nagtime = 0;
2484 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2486 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2488 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2490 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2491 if (r < 0) { // old client
2492 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2493 } else if (r > 0) { // old server
2494 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2500 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2502 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2503 this.max_armorvalue = 0;
2506 if (frametime && IS_PLAYER(this))
2508 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2510 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2511 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2513 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2515 if (STAT(REVIVE_PROGRESS, this) >= 1)
2516 Unfreeze(this, false);
2518 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2520 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2521 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2523 if (GetResource(this, RES_HEALTH) < 1)
2526 vehicles_exit(this.vehicle, VHEF_RELEASE);
2527 if(this.event_damage)
2528 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2530 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2531 Unfreeze(this, false);
2535 MUTATOR_CALLHOOK(PlayerPreThink, this);
2537 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2538 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2540 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2544 if(!it.team || SAME_TEAM(this, it))
2545 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2546 else if(autocvar_g_vehicles_steal)
2547 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2549 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2551 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2555 this.last_vehiclecheck = time + 1;
2558 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2560 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2562 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2565 if (IS_REAL_CLIENT(this))
2566 PrintWelcomeMessage(this);
2568 if (IS_PLAYER(this)) {
2569 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2570 error("Client can't be spawned as player on connection!");
2571 if(!PlayerThink(this))
2574 else if (game_stopped || intermission_running) {
2575 if(intermission_running)
2576 IntermissionThink(this);
2579 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2581 bool early_join_requested = (CS(this).autojoin_checked < 0);
2582 CS(this).autojoin_checked = 1;
2583 // don't do this in ClientConnect
2584 // many things can go wrong if a client is spawned as player on connection
2585 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2586 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2587 && (!teamplay || autocvar_g_balance_teams)))
2589 campaign_bots_may_start = true;
2590 if(joinAllowed(this))
2595 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2596 ObserverOrSpectatorThink(this);
2599 // WEAPONTODO: Add weapon request for this
2600 if (!zoomstate_set) {
2601 bool wep_zoomed = false;
2602 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2604 .entity weaponentity = weaponentities[slot];
2605 Weapon thiswep = this.(weaponentity).m_weapon;
2606 if(thiswep != WEP_Null && thiswep.wr_zoom)
2607 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2609 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2612 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2614 CS(this).teamkill_soundtime = 0;
2616 entity e = CS(this).teamkill_soundsource;
2617 entity oldpusher = e.pusher;
2619 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2620 e.pusher = oldpusher;
2623 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2624 CS(this).taunt_soundtime = 0;
2625 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2628 target_voicescript_next(this);
2630 // WEAPONTODO: Move into weaponsystem somehow
2631 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2632 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2634 .entity weaponentity = weaponentities[slot];
2635 if(this.(weaponentity).m_weapon == WEP_Null)
2636 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2640 void DrownPlayer(entity this)
2642 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2643 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2645 STAT(AIR_FINISHED, this) = 0;
2649 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2651 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2652 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2653 STAT(AIR_FINISHED, this) = 0;
2657 if (!STAT(AIR_FINISHED, this))
2658 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2659 if (STAT(AIR_FINISHED, this) < time)
2661 if (this.pain_finished < time)
2663 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
2664 this.pain_finished = time + 0.5;
2670 .bool move_qcphysics;
2672 void Player_Physics(entity this)
2674 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2676 if(!this.move_qcphysics)
2679 if(!frametime && !CS(this).pm_frametime)
2682 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2684 CS(this).pm_frametime = 0;
2691 Called every frame for each client after the physics are run
2694 void PlayerPostThink (entity this)
2696 Player_Physics(this);
2698 if (autocvar_sv_maxidle > 0)
2699 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2700 if (IS_REAL_CLIENT(this))
2701 if (IS_PLAYER(this) || autocvar_sv_maxidle_spectatorsareidle)
2703 int totalClients = 0;
2704 if(autocvar_sv_maxidle_slots > 0)
2706 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2712 if (autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
2713 { /* do nothing */ }
2714 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2716 if (CS(this).idlekick_lasttimeleft)
2718 CS(this).idlekick_lasttimeleft = 0;
2719 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2724 float timeleft = ceil(autocvar_sv_maxidle - (time - CS(this).parm_idlesince));
2725 if (timeleft == min(10, autocvar_sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2726 if (!CS(this).idlekick_lasttimeleft)
2727 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2729 if (timeleft <= 0) {
2730 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2734 else if (timeleft <= 10) {
2735 if (timeleft != CS(this).idlekick_lasttimeleft)
2736 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2737 CS(this).idlekick_lasttimeleft = timeleft;
2746 this.solid = SOLID_NOT;
2747 this.takedamage = DAMAGE_NO;
2748 set_movetype(this, MOVETYPE_NONE);
2749 CS(this).teamkill_complain = 0;
2750 CS(this).teamkill_soundtime = 0;
2751 CS(this).teamkill_soundsource = NULL;
2754 if (IS_PLAYER(this)) {
2755 if(this.death_time == time && IS_DEAD(this))
2757 // player's bbox gets resized now, instead of in the damage event that killed the player,
2758 // once all the damage events of this frame have been processed with normal size
2760 setsize(this, this.mins, this.maxs);
2763 UpdateChatBubble(this);
2764 if (CS(this).impulse) ImpulseCommands(this);
2767 CSQCMODEL_AUTOUPDATE(this);
2770 GetPressedKeys(this);
2772 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2774 CS(this).pressedkeys = 0;
2775 STAT(PRESSED_KEYS, this) = 0;
2778 if (this.waypointsprite_attachedforcarrier) {
2779 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2780 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2783 CSQCMODEL_AUTOUPDATE(this);
2786 // hack to copy the button fields from the client entity to the Client State
2787 void PM_UpdateButtons(entity this, entity store)
2790 store.impulse = this.impulse;
2793 bool typing = this.buttonchat || this.button12;
2795 store.button0 = (typing) ? 0 : this.button0;
2797 store.button2 = (typing) ? 0 : this.button2;
2798 store.button3 = (typing) ? 0 : this.button3;
2799 store.button4 = this.button4;
2800 store.button5 = (typing) ? 0 : this.button5;
2801 store.button6 = this.button6;
2802 store.button7 = this.button7;
2803 store.button8 = this.button8;
2804 store.button9 = this.button9;
2805 store.button10 = this.button10;
2806 store.button11 = this.button11;
2807 store.button12 = this.button12;
2808 store.button13 = this.button13;
2809 store.button14 = this.button14;
2810 store.button15 = this.button15;
2811 store.button16 = this.button16;
2812 store.buttonuse = this.buttonuse;
2813 store.buttonchat = this.buttonchat;
2815 store.cursor_active = this.cursor_active;
2816 store.cursor_screen = this.cursor_screen;
2817 store.cursor_trace_start = this.cursor_trace_start;
2818 store.cursor_trace_endpos = this.cursor_trace_endpos;
2819 store.cursor_trace_ent = this.cursor_trace_ent;
2821 store.ping = this.ping;
2822 store.ping_packetloss = this.ping_packetloss;
2823 store.ping_movementloss = this.ping_movementloss;
2825 store.v_angle = this.v_angle;
2826 store.movement = this.movement;
2829 NET_HANDLE(fpsreport, bool)
2831 int fps = ReadShort();
2832 PlayerScore_Set(sender, SP_FPS, fps);