3 #include "anticheat.qh"
7 #include "miscfunctions.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
14 #include "command/common.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
21 #include "scores_rules.qh"
25 #include "../common/ent_cs.qh"
26 #include <common/state.qh>
28 #include <common/effects/qc/globalsound.qh>
30 #include "../common/triggers/func/conveyor.qh"
31 #include "../common/triggers/teleporters.qh"
33 #include "../common/vehicles/all.qh"
35 #include "weapons/hitplot.qh"
36 #include "weapons/weaponsystem.qh"
38 #include "../common/net_notice.qh"
39 #include "../common/physics/player.qh"
41 #include "../common/items/_mod.qh"
43 #include "../common/mutators/mutator/waypoints/all.qh"
45 #include "../common/triggers/subs.qh"
46 #include "../common/triggers/triggers.qh"
47 #include "../common/triggers/trigger/secret.qh"
49 #include "../common/minigames/sv_minigames.qh"
51 #include "../common/items/inventory.qh"
53 #include "../common/monsters/sv_monsters.qh"
55 #include "../lib/warpzone/server.qh"
57 STATIC_METHOD(Client, Add, void(Client this, int _team))
60 TRANSMUTE(Player, this);
63 PutClientInServer(this);
66 void PutObserverInServer(entity this);
68 STATIC_METHOD(Client, Remove, void(Client this))
70 TRANSMUTE(Observer, this);
71 PutClientInServer(this);
72 ClientDisconnect(this);
75 void send_CSQC_teamnagger() {
76 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
79 int CountSpectators(entity player, entity to)
81 if(!player) { return 0; } // not sure how, but best to be safe
85 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
93 void WriteSpectators(entity player, entity to)
95 if(!player) { return; } // not sure how, but best to be safe
97 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
99 WriteByte(MSG_ENTITY, num_for_edict(it));
103 bool ClientData_Send(entity this, entity to, int sf)
105 assert(to == this.owner, return false);
108 if (IS_SPEC(e)) e = e.enemy;
111 if (e.race_completed) sf |= 1; // forced scoreboard
112 if (to.spectatee_status) sf |= 2; // spectator ent number follows
113 if (e.zoomstate) sf |= 4; // zoomed
114 if (e.porto_v_angle_held) sf |= 8; // angles held
115 if (autocvar_sv_showspectators) sf |= 16; // show spectators
117 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
118 WriteByte(MSG_ENTITY, sf);
122 WriteByte(MSG_ENTITY, to.spectatee_status);
126 WriteAngle(MSG_ENTITY, e.v_angle.x);
127 WriteAngle(MSG_ENTITY, e.v_angle.y);
132 float specs = CountSpectators(e, to);
133 WriteByte(MSG_ENTITY, specs);
134 WriteSpectators(e, to);
140 void ClientData_Attach(entity this)
142 Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
143 this.clientdata.drawonlytoclient = this;
144 this.clientdata.owner = this;
147 void ClientData_Detach(entity this)
149 delete(this.clientdata);
150 this.clientdata = NULL;
153 void ClientData_Touch(entity e)
155 e.clientdata.SendFlags = 1;
157 // make it spectatable
158 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
161 .string netname_previous;
163 void SetSpectatee(entity this, entity spectatee);
164 void SetSpectatee_status(entity this, int spectatee_num);
171 Checks if the argument string can be a valid playermodel.
172 Returns a valid one in doubt.
175 string FallbackPlayerModel;
176 string CheckPlayerModel(string plyermodel) {
177 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
179 // note: we cannot summon Don Strunzone here, some player may
180 // still have the model string set. In case anyone manages how
181 // to change a cvar default, we'll have a small leak here.
182 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
184 // only in right path
185 if( substring(plyermodel,0,14) != "models/player/")
186 return FallbackPlayerModel;
187 // only good file extensions
188 if(substring(plyermodel,-4,4) != ".zym")
189 if(substring(plyermodel,-4,4) != ".dpm")
190 if(substring(plyermodel,-4,4) != ".iqm")
191 if(substring(plyermodel,-4,4) != ".md3")
192 if(substring(plyermodel,-4,4) != ".psk")
193 return FallbackPlayerModel;
194 // forbid the LOD models
195 if(substring(plyermodel, -9,5) == "_lod1")
196 return FallbackPlayerModel;
197 if(substring(plyermodel, -9,5) == "_lod2")
198 return FallbackPlayerModel;
199 if(plyermodel != strtolower(plyermodel))
200 return FallbackPlayerModel;
201 // also, restrict to server models
202 if(autocvar_sv_servermodelsonly)
204 if(!fexists(plyermodel))
205 return FallbackPlayerModel;
210 void setplayermodel(entity e, string modelname)
212 precache_model(modelname);
213 _setmodel(e, modelname);
214 player_setupanimsformodel(e);
215 if(!autocvar_g_debug_globalsounds)
216 UpdatePlayerSounds(e);
219 void FixPlayermodel(entity player);
220 /** putting a client as observer in the server */
221 void PutObserverInServer(entity this)
223 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
224 PlayerState_detach(this);
226 if (IS_PLAYER(this) && this.health >= 1) {
228 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
232 entity spot = SelectSpawnPoint(this, true);
233 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
234 this.angles = spot.angles;
236 this.fixangle = true;
237 // offset it so that the spectator spawns higher off the ground, looks better this way
238 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
239 this.prevorigin = this.origin;
240 if (IS_REAL_CLIENT(this))
243 WriteByte(MSG_ONE, SVC_SETVIEW);
244 WriteEntity(MSG_ONE, this);
246 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
247 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
248 if(!autocvar_g_debug_globalsounds)
250 // needed for player sounds
252 FixPlayermodel(this);
254 setmodel(this, MDL_Null);
255 setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
256 this.view_ofs = '0 0 0';
259 RemoveGrapplingHook(this);
260 Portal_ClearAll(this);
262 SetSpectatee(this, NULL);
267 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
271 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
273 WaypointSprite_PlayerDead(this);
275 if (mutator_returnvalue) {
276 // mutator prevents resetting teams+score
278 this.team = -1; // move this as it is needed to log the player spectating in eventlog
279 this.frags = FRAGS_SPECTATOR;
280 PlayerScore_Clear(this); // clear scores when needed
283 if (this.killcount != FRAGS_SPECTATOR)
285 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
286 if(!intermission_running)
287 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
288 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
290 if(this.just_joined == false) {
291 LogTeamchange(this.playerid, -1, 4);
293 this.just_joined = false;
296 accuracy_resend(this);
298 this.spectatortime = time;
300 IL_REMOVE(g_bot_targets, this);
301 this.bot_attack = false;
302 this.hud = HUD_NORMAL;
303 TRANSMUTE(Observer, this);
304 this.iscreature = false;
305 this.teleportable = TELEPORT_SIMPLE;
306 if(this.damagedbycontents)
307 IL_REMOVE(g_damagedbycontents, this);
308 this.damagedbycontents = false;
309 this.health = FRAGS_SPECTATOR;
310 SetSpectatee_status(this, etof(this));
311 this.takedamage = DAMAGE_NO;
312 this.solid = SOLID_NOT;
313 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
314 this.flags = FL_CLIENT | FL_NOTARGET;
315 this.armorvalue = 666;
317 this.armorvalue = autocvar_g_balance_armor_start;
318 this.pauserotarmor_finished = 0;
319 this.pauserothealth_finished = 0;
320 this.pauseregen_finished = 0;
321 this.damageforcescale = 0;
323 this.respawn_flags = 0;
324 this.respawn_time = 0;
325 this.stat_respawn_time = 0;
330 this.pain_finished = 0;
331 this.strength_finished = 0;
332 this.invincible_finished = 0;
333 this.superweapons_finished = 0;
336 setthink(this, func_null);
339 this.deadflag = DEAD_NO;
341 this.revival_time = 0;
344 this.weapons = '0 0 0';
345 this.drawonlytoclient = this;
347 this.weaponname = "";
348 this.weaponmodel = "";
349 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
351 this.weaponentities[slot] = NULL;
353 this.exteriorweaponentity = NULL;
354 this.killcount = FRAGS_SPECTATOR;
355 this.velocity = '0 0 0';
356 this.avelocity = '0 0 0';
357 this.punchangle = '0 0 0';
358 this.punchvector = '0 0 0';
359 this.oldvelocity = this.velocity;
360 this.fire_endtime = -1;
361 this.event_damage = func_null;
363 STAT(ACTIVEWEAPON, this) = WEP_Null.m_id;
364 STAT(SWITCHINGWEAPON, this) = WEP_Null.m_id;
365 STAT(SWITCHWEAPON, this) = WEP_Null.m_id;
368 int player_getspecies(entity this)
370 get_model_parameters(this.model, this.skin);
371 int s = get_model_parameters_species;
372 get_model_parameters(string_null, 0);
373 if (s < 0) return SPECIES_HUMAN;
377 .float model_randomizer;
378 void FixPlayermodel(entity player)
380 string defaultmodel = "";
382 if(autocvar_sv_defaultcharacter)
386 string s = Static_Team_ColorName_Lower(player.team);
389 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
390 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
394 if(defaultmodel == "")
396 defaultmodel = autocvar_sv_defaultplayermodel;
397 defaultskin = autocvar_sv_defaultplayerskin;
400 int n = tokenize_console(defaultmodel);
403 defaultmodel = argv(floor(n * player.model_randomizer));
404 // However, do NOT randomize if the player-selected model is in the list.
405 for (int i = 0; i < n; ++i)
406 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
407 defaultmodel = argv(i);
410 int i = strstrofs(defaultmodel, ":", 0);
413 defaultskin = stof(substring(defaultmodel, i+1, -1));
414 defaultmodel = substring(defaultmodel, 0, i);
417 if(autocvar_sv_defaultcharacterskin && !defaultskin)
421 string s = Static_Team_ColorName_Lower(player.team);
423 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
427 defaultskin = autocvar_sv_defaultplayerskin;
430 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
431 defaultmodel = M_ARGV(0, string);
432 defaultskin = M_ARGV(1, int);
436 if(defaultmodel != "")
438 if (defaultmodel != player.model)
440 vector m1 = player.mins;
441 vector m2 = player.maxs;
442 setplayermodel (player, defaultmodel);
443 setsize (player, m1, m2);
447 oldskin = player.skin;
448 player.skin = defaultskin;
450 if (player.playermodel != player.model || player.playermodel == "")
452 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
453 vector m1 = player.mins;
454 vector m2 = player.maxs;
455 setplayermodel (player, player.playermodel);
456 setsize (player, m1, m2);
460 if(!autocvar_sv_defaultcharacterskin)
462 oldskin = player.skin;
463 player.skin = stof(player.playerskin);
467 oldskin = player.skin;
468 player.skin = defaultskin;
472 if(chmdl || oldskin != player.skin) // model or skin has changed
474 player.species = player_getspecies(player); // update species
475 if(!autocvar_g_debug_globalsounds)
476 UpdatePlayerSounds(player); // update skin sounds
480 if(strlen(autocvar_sv_defaultplayercolors))
481 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
482 setcolor(player, stof(autocvar_sv_defaultplayercolors));
486 /** Called when a client spawns in the server */
487 void PutClientInServer(entity this)
489 if (IS_BOT_CLIENT(this)) {
490 TRANSMUTE(Player, this);
491 } else if (IS_REAL_CLIENT(this)) {
493 WriteByte(MSG_ONE, SVC_SETVIEW);
494 WriteEntity(MSG_ONE, this);
497 TRANSMUTE(Observer, this);
500 SetSpectatee(this, NULL);
505 MUTATOR_CALLHOOK(PutClientInServer, this);
507 if (IS_OBSERVER(this)) {
508 PutObserverInServer(this);
509 } else if (IS_PLAYER(this)) {
510 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
512 PlayerState_attach(this);
513 accuracy_resend(this);
516 JoinBestTeam(this, false, true);
518 entity spot = SelectSpawnPoint(this, false);
520 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
521 return; // spawn failed
524 TRANSMUTE(Player, this);
526 this.wasplayer = true;
527 this.iscreature = true;
528 this.teleportable = TELEPORT_NORMAL;
529 if(!this.damagedbycontents)
530 IL_PUSH(g_damagedbycontents, this);
531 this.damagedbycontents = true;
532 set_movetype(this, MOVETYPE_WALK);
533 this.solid = SOLID_SLIDEBOX;
534 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
535 if (autocvar_g_playerclip_collisions)
536 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
537 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
538 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
539 this.frags = FRAGS_PLAYER;
540 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
541 this.flags = FL_CLIENT | FL_PICKUPITEMS;
542 if (autocvar__notarget)
543 this.flags |= FL_NOTARGET;
544 this.takedamage = DAMAGE_AIM;
545 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
549 this.ammo_shells = warmup_start_ammo_shells;
550 this.ammo_nails = warmup_start_ammo_nails;
551 this.ammo_rockets = warmup_start_ammo_rockets;
552 this.ammo_cells = warmup_start_ammo_cells;
553 this.ammo_plasma = warmup_start_ammo_plasma;
554 this.ammo_fuel = warmup_start_ammo_fuel;
555 this.health = warmup_start_health;
556 this.armorvalue = warmup_start_armorvalue;
557 this.weapons = WARMUP_START_WEAPONS;
559 this.ammo_shells = start_ammo_shells;
560 this.ammo_nails = start_ammo_nails;
561 this.ammo_rockets = start_ammo_rockets;
562 this.ammo_cells = start_ammo_cells;
563 this.ammo_plasma = start_ammo_plasma;
564 this.ammo_fuel = start_ammo_fuel;
565 this.health = start_health;
566 this.armorvalue = start_armorvalue;
567 this.weapons = start_weapons;
569 SetSpectatee_status(this, 0);
571 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
573 this.items = start_items;
575 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
576 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
577 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
578 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
579 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
580 // extend the pause of rotting if client was reset at the beginning of the countdown
581 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
582 float f = game_starttime - time;
583 this.spawnshieldtime += f;
584 this.pauserotarmor_finished += f;
585 this.pauserothealth_finished += f;
586 this.pauseregen_finished += f;
588 this.damageforcescale = 2;
590 this.respawn_flags = 0;
591 this.respawn_time = 0;
592 this.stat_respawn_time = 0;
593 this.scale = autocvar_sv_player_scale;
596 this.pain_finished = 0;
598 setthink(this, func_null); // players have no think function
601 this.ballistics_density = autocvar_g_ballistics_density_player;
603 this.deadflag = DEAD_NO;
605 this.angles = spot.angles;
606 this.angles_z = 0; // never spawn tilted even if the spot says to
607 if (IS_BOT_CLIENT(this))
608 this.v_angle = this.angles;
609 this.fixangle = true; // turn this way immediately
610 this.oldvelocity = this.velocity = '0 0 0';
611 this.avelocity = '0 0 0';
612 this.punchangle = '0 0 0';
613 this.punchvector = '0 0 0';
615 this.strength_finished = 0;
616 this.invincible_finished = 0;
617 this.fire_endtime = -1;
618 this.revival_time = 0;
619 this.air_finished = time + 12;
621 entity spawnevent = new_pure(spawnevent);
622 spawnevent.owner = this;
623 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
625 // Cut off any still running player sounds.
626 stopsound(this, CH_PLAYER_SINGLE);
629 FixPlayermodel(this);
630 this.drawonlytoclient = NULL;
635 this.view_ofs = STAT(PL_VIEW_OFS, this);
636 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
637 this.spawnorigin = spot.origin;
638 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
639 // don't reset back to last position, even if new position is stuck in solid
640 this.oldorigin = this.origin;
641 this.prevorigin = this.origin;
642 this.lastteleporttime = time; // prevent insane speeds due to changing origin
644 IL_REMOVE(g_conveyed, this);
645 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
646 this.hud = HUD_NORMAL;
648 this.event_damage = PlayerDamage;
651 IL_PUSH(g_bot_targets, this);
652 this.bot_attack = true;
653 this.monster_attack = true;
655 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
657 if (this.killcount == FRAGS_SPECTATOR) {
658 PlayerScore_Clear(this);
662 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
664 CL_SpawnWeaponentity(this, weaponentities[slot]);
666 this.alpha = default_player_alpha;
667 this.colormod = '1 1 1' * autocvar_g_player_brightness;
668 this.exteriorweaponentity.alpha = default_weapon_alpha;
670 this.speedrunning = false;
672 target_voicescript_clear(this);
674 // reset fields the weapons may use
675 FOREACH(Weapons, true, LAMBDA(
676 it.wr_resetplayer(it, this);
677 // reload all reloadable weapons
678 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
679 this.weapon_load[it.m_id] = it.reloading_ammo;
684 string s = spot.target;
685 spot.target = string_null;
686 SUB_UseTargets(spot, this, NULL);
692 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
694 if (autocvar_spawn_debug)
696 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
697 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
700 PS(this).m_switchweapon = w_getbestweapon(this);
701 this.cnt = -1; // W_LastWeapon will not complain
702 PS(this).m_weapon = WEP_Null;
703 this.weaponname = "";
704 PS(this).m_switchingweapon = WEP_Null;
706 if (!warmup_stage && !this.alivetime)
707 this.alivetime = time;
709 antilag_clear(this, CS(this));
713 void ClientInit_misc(entity this);
715 // TODO do we need all these fields, or should we stop autodetecting runtime
716 // changes and just have a console command to update this?
717 bool ClientInit_SendEntity(entity this, entity to, int sf)
719 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
722 // MSG_INIT replacement
723 // TODO: make easier to use
725 W_PROP_reload(MSG_ONE, to);
726 ClientInit_misc(this);
727 MUTATOR_CALLHOOK(Ent_Init);
729 void ClientInit_misc(entity this)
731 int channel = MSG_ONE;
732 WriteHeader(channel, ENT_CLIENT_INIT);
733 WriteByte(channel, g_nexball_meter_period * 32);
734 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
735 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
736 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
737 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
738 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
739 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
740 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
741 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
743 if(sv_foginterval && world.fog != "")
744 WriteString(channel, world.fog);
746 WriteString(channel, "");
747 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
748 WriteByte(channel, serverflags);
749 WriteCoord(channel, autocvar_g_trueaim_minrange);
752 void ClientInit_CheckUpdate(entity this)
754 this.nextthink = time;
755 if(this.count != autocvar_g_balance_armor_blockpercent)
757 this.count = autocvar_g_balance_armor_blockpercent;
762 void ClientInit_Spawn()
764 entity e = new_pure(clientinit);
765 setthink(e, ClientInit_CheckUpdate);
766 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
768 ClientInit_CheckUpdate(e);
778 // initialize parms for a new player
779 parm1 = -(86400 * 366);
781 MUTATOR_CALLHOOK(SetNewParms);
789 void SetChangeParms (entity this)
791 // save parms for level change
792 parm1 = this.parm_idlesince - time;
794 MUTATOR_CALLHOOK(SetChangeParms);
802 void DecodeLevelParms(entity this)
805 this.parm_idlesince = parm1;
806 if (this.parm_idlesince == -(86400 * 366))
807 this.parm_idlesince = time;
809 // whatever happens, allow 60 seconds of idling directly after connect for map loading
810 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
812 MUTATOR_CALLHOOK(DecodeLevelParms);
819 Called when a client types 'kill' in the console
823 .float clientkill_nexttime;
824 void ClientKill_Now_TeamChange(entity this)
826 if(this.killindicator_teamchange == -1)
828 JoinBestTeam( this, false, true );
830 else if(this.killindicator_teamchange == -2)
833 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
834 PutObserverInServer(this);
837 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
838 this.killindicator_teamchange = 0;
841 void ClientKill_Now(entity this)
845 vehicles_exit(this.vehicle, VHEF_RELEASE);
846 if(!this.killindicator_teamchange)
848 this.vehicle_health = -1;
849 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
853 if(this.killindicator && !wasfreed(this.killindicator))
854 delete(this.killindicator);
856 this.killindicator = NULL;
858 if(this.killindicator_teamchange)
859 ClientKill_Now_TeamChange(this);
861 if(!IS_SPEC(this) && !IS_OBSERVER(this))
862 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
864 // now I am sure the player IS dead
866 void KillIndicator_Think(entity this)
870 this.owner.killindicator = NULL;
875 if (this.owner.alpha < 0 && !this.owner.vehicle)
877 this.owner.killindicator = NULL;
884 ClientKill_Now(this.owner);
887 else if(g_cts && this.health == 1) // health == 1 means that it's silent
889 this.nextthink = time + 1;
895 setmodel(this, MDL_NUM(this.cnt));
896 if(IS_REAL_CLIENT(this.owner))
899 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
901 this.nextthink = time + 1;
906 float clientkilltime;
907 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
915 killtime = autocvar_g_balance_kill_delay;
917 if(g_race_qualifying || g_cts)
920 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
923 this.killindicator_teamchange = targetteam;
925 if(!this.killindicator)
929 killtime = max(killtime, this.clientkill_nexttime - time);
930 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
933 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
935 ClientKill_Now(this);
939 starttime = max(time, clientkilltime);
941 this.killindicator = spawn();
942 this.killindicator.owner = this;
943 this.killindicator.scale = 0.5;
944 setattachment(this.killindicator, this, "");
945 setorigin(this.killindicator, '0 0 52');
946 setthink(this.killindicator, KillIndicator_Think);
947 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
948 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
949 this.killindicator.cnt = ceil(killtime);
950 this.killindicator.count = bound(0, ceil(killtime), 10);
951 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
953 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
955 it.killindicator = spawn();
956 it.killindicator.owner = it;
957 it.killindicator.scale = 0.5;
958 setattachment(it.killindicator, it, "");
959 setorigin(it.killindicator, '0 0 52');
960 setthink(it.killindicator, KillIndicator_Think);
961 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
962 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
963 it.killindicator.cnt = ceil(killtime);
968 if(this.killindicator)
970 if(targetteam == 0) // just die
972 this.killindicator.colormod = '0 0 0';
973 if(IS_REAL_CLIENT(this))
974 if(this.killindicator.cnt > 0)
975 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
977 else if(targetteam == -1) // auto
979 this.killindicator.colormod = '0 1 0';
980 if(IS_REAL_CLIENT(this))
981 if(this.killindicator.cnt > 0)
982 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
984 else if(targetteam == -2) // spectate
986 this.killindicator.colormod = '0.5 0.5 0.5';
987 if(IS_REAL_CLIENT(this))
988 if(this.killindicator.cnt > 0)
989 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
993 this.killindicator.colormod = Team_ColorRGB(targetteam);
994 if(IS_REAL_CLIENT(this))
995 if(this.killindicator.cnt > 0)
996 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1002 void ClientKill (entity this)
1004 if(gameover) return;
1005 if(this.player_blocked) return;
1006 if(STAT(FROZEN, this)) return;
1008 ClientKill_TeamChange(this, 0);
1011 void FixClientCvars(entity e)
1013 // send prediction settings to the client
1014 stuffcmd(e, "\nin_bindmap 0 0\n");
1015 if(autocvar_g_antilag == 3) // client side hitscan
1016 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1017 if(autocvar_sv_gentle)
1018 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1020 MUTATOR_CALLHOOK(FixClientCvars, e);
1023 float PlayerInIDList(entity p, string idlist)
1028 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1032 // this function allows abbreviated player IDs too!
1033 n = tokenize_console(idlist);
1034 for(i = 0; i < n; ++i)
1037 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1044 #ifdef DP_EXT_PRECONNECT
1049 Called once (not at each match start) when a client begins a connection to the server
1052 void ClientPreConnect ()
1054 if(autocvar_sv_eventlog)
1056 GameLogEcho(sprintf(":connect:%d:%d:%s",
1059 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1069 Called when a client connects to the server
1072 void ClientConnect(entity this)
1074 if (Ban_MaybeEnforceBanOnce(this)) return;
1075 assert(!IS_CLIENT(this), return);
1076 this.flags |= FL_CLIENT;
1077 assert(player_count >= 0, player_count = 0);
1080 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1082 this.version_nagtime = time + 10 + random() * 10;
1083 TRANSMUTE(Client, this);
1085 // identify the right forced team
1086 if (autocvar_g_campaign)
1088 if (IS_REAL_CLIENT(this)) // only players, not bots
1090 switch (autocvar_g_campaign_forceteam)
1092 case 1: this.team_forced = NUM_TEAM_1; break;
1093 case 2: this.team_forced = NUM_TEAM_2; break;
1094 case 3: this.team_forced = NUM_TEAM_3; break;
1095 case 4: this.team_forced = NUM_TEAM_4; break;
1096 default: this.team_forced = 0;
1100 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1101 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1102 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1103 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1104 else switch (autocvar_g_forced_team_otherwise)
1106 default: this.team_forced = 0; break;
1107 case "red": this.team_forced = NUM_TEAM_1; break;
1108 case "blue": this.team_forced = NUM_TEAM_2; break;
1109 case "yellow": this.team_forced = NUM_TEAM_3; break;
1110 case "pink": this.team_forced = NUM_TEAM_4; break;
1113 this.team_forced = -1;
1116 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1119 int id = this.playerid;
1120 this.playerid = 0; // silent
1121 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1125 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1126 TRANSMUTE(Observer, this);
1128 if (!teamplay || autocvar_g_balance_teams) {
1129 TRANSMUTE(Player, this);
1130 campaign_bots_may_start = true;
1132 TRANSMUTE(Observer, this); // do it anyway
1136 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1138 // always track bots, don't ask for cl_allow_uidtracking
1139 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1141 if (autocvar_sv_eventlog)
1142 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1144 LogTeamchange(this.playerid, this.team, 1);
1146 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1148 this.netname_previous = strzone(this.netname);
1150 if(teamplay && IS_PLAYER(this))
1151 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1153 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1155 stuffcmd(this, clientstuff, "\n");
1156 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1158 FixClientCvars(this);
1160 // get version info from player
1161 stuffcmd(this, "cmd clientversion $gameversion\n");
1163 // notify about available teams
1166 CheckAllowedTeams(this);
1168 if (c1 >= 0) t |= BIT(0);
1169 if (c2 >= 0) t |= BIT(1);
1170 if (c3 >= 0) t |= BIT(2);
1171 if (c4 >= 0) t |= BIT(3);
1172 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1176 stuffcmd(this, "set _teams_available 0\n");
1179 bot_relinkplayerlist();
1181 this.spectatortime = time;
1182 if (blockSpectators)
1184 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1187 this.jointime = time;
1188 this.allowed_timeouts = autocvar_sv_timeout_number;
1190 if (IS_REAL_CLIENT(this))
1192 if (!autocvar_g_campaign)
1194 this.motd_actived_time = -1;
1195 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1198 if (g_weaponarena_weapons == WEPSET(TUBA))
1199 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1202 if (!sv_foginterval && world.fog != "")
1203 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1205 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1206 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1207 send_CSQC_teamnagger();
1209 CSQCMODEL_AUTOINIT(this);
1211 this.model_randomizer = random();
1213 if (IS_REAL_CLIENT(this))
1214 sv_notice_join(this);
1216 // update physics stats (players can spawn before physics runs)
1217 Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
1219 IL_EACH(g_initforplayer, it.init_for_player, {
1220 it.init_for_player(it, this);
1223 MUTATOR_CALLHOOK(ClientConnect, this);
1229 Called when a client disconnects from the server
1232 .entity chatbubbleentity;
1234 void ClientDisconnect(entity this)
1236 assert(IS_CLIENT(this), return);
1238 PlayerStats_GameReport_FinalizePlayer(this);
1239 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1240 if (this.active_minigame) part_minigame(this);
1241 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1243 if (autocvar_sv_eventlog)
1244 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1246 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1248 SetSpectatee(this, NULL);
1250 MUTATOR_CALLHOOK(ClientDisconnect, this);
1252 ClientState_detach(this);
1254 Portal_ClearAll(this);
1258 RemoveGrapplingHook(this);
1260 // Here, everything has been done that requires this player to be a client.
1262 this.flags &= ~FL_CLIENT;
1264 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1265 if (this.killindicator) delete(this.killindicator);
1267 WaypointSprite_PlayerGone(this);
1269 bot_relinkplayerlist();
1271 if (this.netname_previous) strunzone(this.netname_previous);
1272 if (this.clientstatus) strunzone(this.clientstatus);
1273 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1274 if (this.personal) delete(this.personal);
1278 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1283 void ChatBubbleThink(entity this)
1285 this.nextthink = time;
1286 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1288 if(this.owner) // but why can that ever be NULL?
1289 this.owner.chatbubbleentity = NULL;
1296 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1298 if ( this.owner.active_minigame )
1299 this.mdl = "models/sprites/minigame_busy.iqm";
1300 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1301 this.mdl = "models/misc/chatbubble.spr";
1304 if ( this.model != this.mdl )
1305 _setmodel(this, this.mdl);
1309 void UpdateChatBubble(entity this)
1313 // spawn a chatbubble entity if needed
1314 if (!this.chatbubbleentity)
1316 this.chatbubbleentity = new(chatbubbleentity);
1317 this.chatbubbleentity.owner = this;
1318 this.chatbubbleentity.exteriormodeltoclient = this;
1319 setthink(this.chatbubbleentity, ChatBubbleThink);
1320 this.chatbubbleentity.nextthink = time;
1321 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1322 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1323 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1324 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1325 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1326 //this.chatbubbleentity.model = "";
1327 this.chatbubbleentity.effects = EF_LOWPRECISION;
1332 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1333 // added to the model skins
1334 /*void UpdateColorModHack()
1337 c = this.clientcolors & 15;
1338 // LordHavoc: only bothering to support white, green, red, yellow, blue
1339 if (!teamplay) this.colormod = '0 0 0';
1340 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1341 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1342 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1343 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1344 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1345 else this.colormod = '1 1 1';
1348 void respawn(entity this)
1350 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1352 this.solid = SOLID_NOT;
1353 this.takedamage = DAMAGE_NO;
1354 set_movetype(this, MOVETYPE_FLY);
1355 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1356 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1357 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1358 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1359 if(autocvar_g_respawn_ghosts_maxtime)
1360 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1365 this.effects |= EF_NODRAW; // prevent another CopyBody
1366 PutClientInServer(this);
1369 void play_countdown(entity this, float finished, Sound samp)
1372 if(IS_REAL_CLIENT(this))
1373 if(floor(finished - time - frametime) != floor(finished - time))
1374 if(finished - time < 6)
1375 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1378 void player_powerups(entity this)
1380 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1381 int items_prev = this.items;
1383 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !gameover)
1384 this.modelflags |= MF_ROCKET;
1386 this.modelflags &= ~MF_ROCKET;
1388 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1390 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1393 Fire_ApplyDamage(this);
1394 Fire_ApplyEffect(this);
1398 if (this.items & ITEM_Strength.m_itemid)
1400 play_countdown(this, this.strength_finished, SND_POWEROFF);
1401 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1402 if (time > this.strength_finished)
1404 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1405 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1406 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1411 if (time < this.strength_finished)
1413 this.items = this.items | ITEM_Strength.m_itemid;
1414 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1415 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1418 if (this.items & ITEM_Shield.m_itemid)
1420 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1421 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1422 if (time > this.invincible_finished)
1424 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1425 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1426 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1431 if (time < this.invincible_finished)
1433 this.items = this.items | ITEM_Shield.m_itemid;
1434 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1435 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1438 if (this.items & IT_SUPERWEAPON)
1440 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1442 this.superweapons_finished = 0;
1443 this.items = this.items - (this.items & IT_SUPERWEAPON);
1444 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1445 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1447 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1449 // don't let them run out
1453 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1454 if (time > this.superweapons_finished)
1456 this.items = this.items - (this.items & IT_SUPERWEAPON);
1457 this.weapons &= ~WEPSET_SUPERWEAPONS;
1458 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1459 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1463 else if(this.weapons & WEPSET_SUPERWEAPONS)
1465 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1467 this.items = this.items | IT_SUPERWEAPON;
1468 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1469 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1473 this.superweapons_finished = 0;
1474 this.weapons &= ~WEPSET_SUPERWEAPONS;
1479 this.superweapons_finished = 0;
1483 if(autocvar_g_nodepthtestplayers)
1484 this.effects = this.effects | EF_NODEPTHTEST;
1486 if(autocvar_g_fullbrightplayers)
1487 this.effects = this.effects | EF_FULLBRIGHT;
1489 if (time >= game_starttime)
1490 if (time < this.spawnshieldtime)
1491 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1493 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1496 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1498 if(current > stable)
1500 else if(current > stable - 0.25) // when close enough, "snap"
1503 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1506 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1508 if(current < stable)
1510 else if(current < stable + 0.25) // when close enough, "snap"
1513 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1516 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1518 if(current > rotstable)
1520 if(rotframetime > 0)
1522 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1523 current = max(rotstable, current - rotlinear * rotframetime);
1526 else if(current < regenstable)
1528 if(regenframetime > 0)
1530 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1531 current = min(regenstable, current + regenlinear * regenframetime);
1541 void player_regen(entity this)
1543 float max_mod, regen_mod, rot_mod, limit_mod;
1544 max_mod = regen_mod = rot_mod = limit_mod = 1;
1546 float regen_health = autocvar_g_balance_health_regen;
1547 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1548 float regen_health_rot = autocvar_g_balance_health_rot;
1549 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1550 float regen_health_stable = autocvar_g_balance_health_regenstable;
1551 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1552 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1553 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1554 max_mod = M_ARGV(1, float);
1555 regen_mod = M_ARGV(2, float);
1556 rot_mod = M_ARGV(3, float);
1557 limit_mod = M_ARGV(4, float);
1558 regen_health = M_ARGV(5, float);
1559 regen_health_linear = M_ARGV(6, float);
1560 regen_health_rot = M_ARGV(7, float);
1561 regen_health_rotlinear = M_ARGV(8, float);
1562 regen_health_stable = M_ARGV(9, float);
1563 regen_health_rotstable = M_ARGV(10, float);
1566 if(!mutator_returnvalue)
1567 if(!STAT(FROZEN, this))
1569 float mina, maxa, limith, limita;
1570 maxa = autocvar_g_balance_armor_rotstable;
1571 mina = autocvar_g_balance_armor_regenstable;
1572 limith = autocvar_g_balance_health_limit;
1573 limita = autocvar_g_balance_armor_limit;
1575 regen_health_rotstable = regen_health_rotstable * max_mod;
1576 regen_health_stable = regen_health_stable * max_mod;
1577 limith = limith * limit_mod;
1578 limita = limita * limit_mod;
1580 this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
1581 this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
1584 // if player rotted to death... die!
1585 // check this outside above checks, as player may still be able to rot to death
1589 vehicles_exit(this.vehicle, VHEF_RELEASE);
1590 if(this.event_damage)
1591 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1594 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1596 float minf, maxf, limitf;
1598 maxf = autocvar_g_balance_fuel_rotstable;
1599 minf = autocvar_g_balance_fuel_regenstable;
1600 limitf = autocvar_g_balance_fuel_limit;
1602 this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
1607 void SetZoomState(entity this, float z)
1609 if(z != this.zoomstate)
1612 ClientData_Touch(this);
1614 zoomstate_set = true;
1617 void GetPressedKeys(entity this)
1619 MUTATOR_CALLHOOK(GetPressedKeys, this);
1620 int keys = STAT(PRESSED_KEYS, this);
1621 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1622 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1623 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1624 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1626 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1627 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1628 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1629 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1630 this.pressedkeys = keys; // store for other users
1632 STAT(PRESSED_KEYS, this) = keys;
1636 ======================
1637 spectate mode routines
1638 ======================
1641 void SpectateCopy(entity this, entity spectatee)
1643 TC(Client, this); TC(Client, spectatee);
1645 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1646 PS(this) = PS(spectatee);
1647 this.armortype = spectatee.armortype;
1648 this.armorvalue = spectatee.armorvalue;
1649 this.ammo_cells = spectatee.ammo_cells;
1650 this.ammo_plasma = spectatee.ammo_plasma;
1651 this.ammo_shells = spectatee.ammo_shells;
1652 this.ammo_nails = spectatee.ammo_nails;
1653 this.ammo_rockets = spectatee.ammo_rockets;
1654 this.ammo_fuel = spectatee.ammo_fuel;
1655 this.clip_load = spectatee.clip_load;
1656 this.clip_size = spectatee.clip_size;
1657 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1658 this.health = spectatee.health;
1660 this.items = spectatee.items;
1661 this.last_pickup = spectatee.last_pickup;
1662 this.hit_time = spectatee.hit_time;
1663 this.strength_finished = spectatee.strength_finished;
1664 this.invincible_finished = spectatee.invincible_finished;
1665 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1666 this.weapons = spectatee.weapons;
1667 this.vortex_charge = spectatee.vortex_charge;
1668 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1669 this.hagar_load = spectatee.hagar_load;
1670 this.arc_heat_percent = spectatee.arc_heat_percent;
1671 this.minelayer_mines = spectatee.minelayer_mines;
1672 this.punchangle = spectatee.punchangle;
1673 this.view_ofs = spectatee.view_ofs;
1674 this.velocity = spectatee.velocity;
1675 this.dmg_take = spectatee.dmg_take;
1676 this.dmg_save = spectatee.dmg_save;
1677 this.dmg_inflictor = spectatee.dmg_inflictor;
1678 this.v_angle = spectatee.v_angle;
1679 this.angles = spectatee.v_angle;
1680 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1681 this.revive_progress = spectatee.revive_progress;
1682 this.viewloc = spectatee.viewloc;
1683 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1684 this.fixangle = true;
1685 setorigin(this, spectatee.origin);
1686 setsize(this, spectatee.mins, spectatee.maxs);
1687 SetZoomState(this, spectatee.zoomstate);
1689 anticheat_spectatecopy(this, spectatee);
1690 this.hud = spectatee.hud;
1691 if(spectatee.vehicle)
1693 this.angles = spectatee.v_angle;
1695 //this.fixangle = false;
1696 //this.velocity = spectatee.vehicle.velocity;
1697 this.vehicle_health = spectatee.vehicle_health;
1698 this.vehicle_shield = spectatee.vehicle_shield;
1699 this.vehicle_energy = spectatee.vehicle_energy;
1700 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1701 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1702 this.vehicle_reload1 = spectatee.vehicle_reload1;
1703 this.vehicle_reload2 = spectatee.vehicle_reload2;
1705 //msg_entity = this;
1707 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1708 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1709 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1710 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1712 //WriteByte (MSG_ONE, SVC_SETVIEW);
1713 // WriteEntity(MSG_ONE, this);
1714 //makevectors(spectatee.v_angle);
1715 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1719 bool SpectateUpdate(entity this)
1724 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1726 SetSpectatee(this, NULL);
1730 SpectateCopy(this, this.enemy);
1735 bool SpectateSet(entity this)
1737 if(!IS_PLAYER(this.enemy))
1740 ClientData_Touch(this.enemy);
1743 WriteByte(MSG_ONE, SVC_SETVIEW);
1744 WriteEntity(MSG_ONE, this.enemy);
1745 set_movetype(this, MOVETYPE_NONE);
1746 accuracy_resend(this);
1748 if(!SpectateUpdate(this))
1749 PutObserverInServer(this);
1754 void SetSpectatee_status(entity this, int spectatee_num)
1756 int oldspectatee_status = this.spectatee_status;
1757 this.spectatee_status = spectatee_num;
1759 if (this.spectatee_status != oldspectatee_status)
1761 ClientData_Touch(this);
1762 if (g_race || g_cts) race_InitSpectator();
1766 void SetSpectatee(entity this, entity spectatee)
1768 entity old_spectatee = this.enemy;
1770 this.enemy = spectatee;
1773 // these are required to fix the spectator bug with arc
1776 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1778 .entity weaponentity = weaponentities[slot];
1779 if(old_spectatee.(weaponentity).arc_beam)
1780 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1785 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1787 .entity weaponentity = weaponentities[slot];
1788 if(this.enemy.(weaponentity).arc_beam)
1789 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1794 SetSpectatee_status(this, etof(this.enemy));
1796 // needed to update spectator list
1797 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1800 bool Spectate(entity this, entity pl)
1802 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1804 pl = M_ARGV(1, entity);
1806 SetSpectatee(this, pl);
1807 return SpectateSet(this);
1810 bool SpectateNext(entity this)
1812 entity ent = find(this.enemy, classname, STR_PLAYER);
1814 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1815 ent = M_ARGV(1, entity);
1817 ent = find(ent, classname, STR_PLAYER);
1819 if(ent) { SetSpectatee(this, ent); }
1821 return SpectateSet(this);
1824 bool SpectatePrev(entity this)
1826 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1827 entity ent = findchain(classname, STR_PLAYER);
1828 if (!ent) // no player
1832 // skip players until current spectated player
1834 while(ent && ent != this.enemy)
1837 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1839 case MUT_SPECPREV_FOUND:
1840 ent = M_ARGV(1, entity);
1842 case MUT_SPECPREV_RETURN:
1844 case MUT_SPECPREV_CONTINUE:
1855 SetSpectatee(this, ent);
1856 return SpectateSet(this);
1861 ShowRespawnCountdown()
1863 Update a respawn countdown display.
1866 void ShowRespawnCountdown(entity this)
1869 if(!IS_DEAD(this)) // just respawned?
1873 number = ceil(this.respawn_time - time);
1876 if(number <= this.respawn_countdown)
1878 this.respawn_countdown = number - 1;
1879 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
1880 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1885 .bool team_selected;
1886 bool ShowTeamSelection(entity this)
1888 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1890 stuffcmd(this, "menu_showteamselect\n");
1893 void Join(entity this)
1895 TRANSMUTE(Player, this);
1897 if(!this.team_selected)
1898 if(autocvar_g_campaign || autocvar_g_balance_teams)
1899 JoinBestTeam(this, false, true);
1901 if(autocvar_g_campaign)
1902 campaign_bots_may_start = true;
1904 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1906 PutClientInServer(this);
1908 if(teamplay && this.team != -1)
1909 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1911 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1912 this.team_selected = false;
1916 * Determines whether the player is allowed to join. This depends on cvar
1917 * g_maxplayers, if it isn't used this function always return true, otherwise
1918 * it checks whether the number of currently playing players exceeds g_maxplayers.
1919 * @return int number of free slots for players, 0 if none
1921 int nJoinAllowed(entity this, entity ignore)
1924 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1925 // so report 0 free slots if restricted
1927 if(autocvar_g_forced_team_otherwise == "spectate")
1929 if(autocvar_g_forced_team_otherwise == "spectator")
1933 if(this && this.team_forced < 0)
1934 return 0; // forced spectators can never join
1936 // TODO simplify this
1937 int totalClients = 0;
1938 int currentlyPlaying = 0;
1939 FOREACH_CLIENT(true, LAMBDA(
1942 if(IS_REAL_CLIENT(it))
1943 if(IS_PLAYER(it) || it.caplayer)
1947 float free_slots = 0;
1948 if (!autocvar_g_maxplayers)
1949 free_slots = maxclients - totalClients;
1950 else if(currentlyPlaying < autocvar_g_maxplayers)
1951 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1953 static float join_prevent_msg_time = 0;
1954 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1956 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1957 join_prevent_msg_time = time + 3;
1964 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1965 * g_maxplayers_spectator_blocktime seconds
1967 void checkSpectatorBlock(entity this)
1969 if(IS_SPEC(this) || IS_OBSERVER(this))
1971 if(IS_REAL_CLIENT(this))
1973 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1974 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1980 void PrintWelcomeMessage(entity this)
1982 if(this.motd_actived_time == 0)
1984 if (autocvar_g_campaign) {
1985 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1986 this.motd_actived_time = time;
1987 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1990 if (PHYS_INPUT_BUTTON_INFO(this)) {
1991 this.motd_actived_time = time;
1992 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1996 else if(this.motd_actived_time > 0) // showing MOTD or campaign message
1998 if (autocvar_g_campaign) {
1999 if (PHYS_INPUT_BUTTON_INFO(this))
2000 this.motd_actived_time = time;
2001 else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2002 this.motd_actived_time = 0;
2003 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2006 if (PHYS_INPUT_BUTTON_INFO(this))
2007 this.motd_actived_time = time;
2008 else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2009 this.motd_actived_time = 0;
2010 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2014 else //if(this.motd_actived_time < 0) // just connected, motd is active
2016 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2017 this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2018 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2020 // instanctly hide MOTD
2021 this.motd_actived_time = 0;
2022 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2027 bool joinAllowed(entity this)
2029 if (this.version_mismatch) return false;
2030 if (!nJoinAllowed(this, this)) return false;
2031 if (teamplay && lockteams) return false;
2032 if (ShowTeamSelection(this)) return false;
2033 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2037 void ObserverThink(entity this)
2041 MinigameImpulse(this, this.impulse);
2045 if (this.flags & FL_JUMPRELEASED) {
2046 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2047 this.flags &= ~FL_JUMPRELEASED;
2048 this.flags |= FL_SPAWNING;
2049 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
2050 this.flags &= ~FL_JUMPRELEASED;
2051 if(SpectateNext(this)) {
2052 TRANSMUTE(Spectator, this);
2055 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2056 set_movetype(this, preferred_movetype);
2059 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2060 this.flags |= FL_JUMPRELEASED;
2061 if(this.flags & FL_SPAWNING)
2063 this.flags &= ~FL_SPAWNING;
2071 void SpectatorThink(entity this)
2075 if(MinigameImpulse(this, this.impulse))
2078 if (this.impulse == IMP_weapon_drop.impulse)
2080 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2086 if (this.flags & FL_JUMPRELEASED) {
2087 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2088 this.flags &= ~FL_JUMPRELEASED;
2089 this.flags |= FL_SPAWNING;
2090 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
2091 this.flags &= ~FL_JUMPRELEASED;
2092 if(SpectateNext(this)) {
2093 TRANSMUTE(Spectator, this);
2095 TRANSMUTE(Observer, this);
2096 PutClientInServer(this);
2099 } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
2100 this.flags &= ~FL_JUMPRELEASED;
2101 if(SpectatePrev(this)) {
2102 TRANSMUTE(Spectator, this);
2104 TRANSMUTE(Observer, this);
2105 PutClientInServer(this);
2108 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2109 this.flags &= ~FL_JUMPRELEASED;
2110 TRANSMUTE(Observer, this);
2111 PutClientInServer(this);
2113 if(!SpectateUpdate(this))
2114 PutObserverInServer(this);
2117 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2118 this.flags |= FL_JUMPRELEASED;
2119 if(this.flags & FL_SPAWNING)
2121 this.flags &= ~FL_SPAWNING;
2126 if(!SpectateUpdate(this))
2127 PutObserverInServer(this);
2130 this.flags |= FL_CLIENT | FL_NOTARGET;
2133 void vehicles_enter (entity pl, entity veh);
2134 void PlayerUseKey(entity this)
2136 if (!IS_PLAYER(this))
2143 vehicles_exit(this.vehicle, VHEF_NORMAL);
2147 else if(autocvar_g_vehicles_enter)
2149 if(!STAT(FROZEN, this))
2153 entity head, closest_target = NULL;
2154 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2156 while(head) // find the closest acceptable target to enter
2158 if(IS_VEHICLE(head))
2160 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2161 if(head.takedamage != DAMAGE_NO)
2165 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2166 { closest_target = head; }
2168 else { closest_target = head; }
2174 if(closest_target) { vehicles_enter(this, closest_target); return; }
2178 // a use key was pressed; call handlers
2179 MUTATOR_CALLHOOK(PlayerUseKey, this);
2187 Called every frame for each client before the physics are run
2190 .float usekeypressed;
2191 .float last_vehiclecheck;
2193 void PlayerPreThink (entity this)
2195 WarpZone_PlayerPhysics_FixVAngle(this);
2197 STAT(GAMESTARTTIME, this) = game_starttime;
2198 STAT(ROUNDSTARTTIME, this) = round_starttime;
2199 STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2200 STAT(LEADLIMIT, this) = autocvar_leadlimit;
2202 STAT(WEAPONSINMAP, this) = weaponsInMap;
2205 // physics frames: update anticheat stuff
2206 anticheat_prethink(this);
2209 if (blockSpectators && frametime) {
2210 // WORKAROUND: only use dropclient in server frames (frametime set).
2211 // Never use it in cl_movement frames (frametime zero).
2212 checkSpectatorBlock(this);
2215 zoomstate_set = false;
2217 // Check for nameless players
2218 if (isInvisibleString(this.netname)) {
2219 this.netname = strzone(sprintf("Player#%d", this.playerid));
2220 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2222 if (this.netname != this.netname_previous) {
2223 if (autocvar_sv_eventlog) {
2224 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", this.netname));
2226 if (this.netname_previous) strunzone(this.netname_previous);
2227 this.netname_previous = strzone(this.netname);
2231 if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2232 this.version_nagtime = 0;
2233 if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2235 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2237 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2239 int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2240 if (r < 0) { // old client
2241 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2242 } else if (r > 0) { // old server
2243 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2249 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2251 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2252 this.max_armorvalue = 0;
2255 if (STAT(FROZEN, this) == 2)
2257 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2258 this.health = max(1, this.revive_progress * start_health);
2259 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2261 if (this.revive_progress >= 1)
2264 else if (STAT(FROZEN, this) == 3)
2266 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2267 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2269 if (this.health < 1)
2272 vehicles_exit(this.vehicle, VHEF_RELEASE);
2273 if(this.event_damage)
2274 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2276 else if (this.revive_progress <= 0)
2280 MUTATOR_CALLHOOK(PlayerPreThink, this);
2282 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !gameover && !this.vehicle)
2283 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2285 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2287 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2288 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2290 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2294 if(!it.team || SAME_TEAM(this, it))
2295 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2296 else if(autocvar_g_vehicles_steal)
2297 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2301 this.last_vehiclecheck = time + 1;
2304 if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2306 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2308 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2311 if (IS_REAL_CLIENT(this))
2312 PrintWelcomeMessage(this);
2314 if (IS_PLAYER(this)) {
2315 CheckRules_Player(this);
2317 if (intermission_running) {
2318 IntermissionThink(this);
2322 if (timeout_status == TIMEOUT_ACTIVE) {
2323 // don't allow the player to turn around while game is paused
2324 // FIXME turn this into CSQC stuff
2325 this.v_angle = this.lastV_angle;
2326 this.angles = this.lastV_angle;
2327 this.fixangle = true;
2330 if (frametime) player_powerups(this);
2332 if (IS_DEAD(this)) {
2333 if (this.personal && g_race_qualifying) {
2334 if (time > this.respawn_time) {
2335 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2337 this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2340 if (frametime) player_anim(this);
2341 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));
2343 switch(this.deadflag)
2347 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2348 this.deadflag = DEAD_RESPAWNING;
2349 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2350 this.deadflag = DEAD_DEAD;
2356 this.deadflag = DEAD_RESPAWNABLE;
2357 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2358 this.deadflag = DEAD_RESPAWNING;
2361 case DEAD_RESPAWNABLE:
2363 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2364 this.deadflag = DEAD_RESPAWNING;
2367 case DEAD_RESPAWNING:
2369 if (time > this.respawn_time)
2371 this.respawn_time = time + 1; // only retry once a second
2372 this.respawn_time_max = this.respawn_time;
2379 ShowRespawnCountdown(this);
2381 if (this.respawn_flags & RESPAWN_SILENT)
2382 STAT(RESPAWN_TIME, this) = 0;
2383 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2385 if (time < this.respawn_time)
2386 STAT(RESPAWN_TIME, this) = this.respawn_time;
2387 else if (this.deadflag != DEAD_RESPAWNING)
2388 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2391 STAT(RESPAWN_TIME, this) = this.respawn_time;
2394 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2395 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2396 STAT(RESPAWN_TIME, this) *= -1;
2401 this.prevorigin = this.origin;
2403 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2404 if (this.hook.state) {
2406 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2408 } else if (this.vehicle) {
2410 } else if (STAT(FROZEN, this)) {
2417 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2418 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2419 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2421 } else if (this.crouch) {
2422 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2423 if (!trace_startsolid) {
2424 this.crouch = false;
2425 this.view_ofs = STAT(PL_VIEW_OFS, this);
2426 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2430 FixPlayermodel(this);
2432 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2435 this.items &= ~this.items_added;
2437 //for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2439 //.entity weaponentity = weaponentities[slot];
2440 //W_WeaponFrame(this, weaponentity);
2442 .entity weaponentity = weaponentities[0]; // TODO
2443 W_WeaponFrame(this, weaponentity);
2445 this.items_added = 0;
2446 if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2447 this.items_added |= IT_FUEL;
2449 this.items |= this.items_added;
2454 // WEAPONTODO: Add a weapon request for this
2455 // rot vortex charge to the charge limit
2456 if (WEP_CVAR(vortex, charge_rot_rate) && this.vortex_charge > WEP_CVAR(vortex, charge_limit) && this.vortex_charge_rottime < time)
2457 this.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2459 if (frametime) player_anim(this);
2462 secrets_setstatus(this);
2465 monsters_setstatus(this);
2467 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2469 else if (gameover) {
2470 if (intermission_running) IntermissionThink(this);
2473 else if (IS_OBSERVER(this)) {
2474 ObserverThink(this);
2476 else if (IS_SPEC(this)) {
2477 SpectatorThink(this);
2480 // WEAPONTODO: Add weapon request for this
2481 if (!zoomstate_set) {
2483 PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this)
2484 || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_VORTEX)
2485 || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
2489 if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2491 this.teamkill_soundtime = 0;
2493 entity e = this.teamkill_soundsource;
2494 entity oldpusher = e.pusher;
2496 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2497 e.pusher = oldpusher;
2500 if (this.taunt_soundtime && time > this.taunt_soundtime) {
2501 this.taunt_soundtime = 0;
2502 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2505 target_voicescript_next(this);
2507 // WEAPONTODO: Move into weaponsystem somehow
2508 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2509 if (PS(this).m_weapon == WEP_Null)
2510 this.clip_load = this.clip_size = 0;
2513 void DrownPlayer(entity this)
2518 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2520 if(this.air_finished < time)
2521 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2522 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2525 else if (this.air_finished < time)
2527 if (this.pain_finished < time)
2529 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2530 this.pain_finished = time + 0.5;
2535 .bool move_qcphysics;
2537 void Player_Physics(entity this)
2539 set_movetype(this, this.move_movetype);
2541 if(!this.move_qcphysics)
2544 if(!frametime && !this.pm_frametime)
2547 Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
2549 this.pm_frametime = 0;
2556 Called every frame for each client after the physics are run
2559 .float idlekick_lasttimeleft;
2560 void PlayerPostThink (entity this)
2562 Player_Physics(this);
2565 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2566 if (IS_REAL_CLIENT(this))
2567 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2569 int totalClients = 0;
2570 if(sv_maxidle_slots > 0)
2572 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2578 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2579 { /* do nothing */ }
2580 else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2582 if (this.idlekick_lasttimeleft)
2584 this.idlekick_lasttimeleft = 0;
2585 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2590 float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2591 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2592 if (!this.idlekick_lasttimeleft)
2593 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2595 if (timeleft <= 0) {
2596 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2600 else if (timeleft <= 10) {
2601 if (timeleft != this.idlekick_lasttimeleft) {
2602 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2604 this.idlekick_lasttimeleft = timeleft;
2611 //CheckPlayerJump();
2613 if (IS_PLAYER(this)) {
2615 CheckRules_Player(this);
2616 UpdateChatBubble(this);
2617 if (this.impulse) ImpulseCommands(this);
2618 if (intermission_running) return; // intermission or finale
2619 GetPressedKeys(this);
2622 if (this.waypointsprite_attachedforcarrier) {
2623 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2624 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2627 playerdemo_write(this);
2629 CSQCMODEL_AUTOUPDATE(this);