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/teleporters.qh"
32 #include "../common/vehicles/all.qh"
34 #include "weapons/hitplot.qh"
35 #include "weapons/weaponsystem.qh"
37 #include "../common/net_notice.qh"
38 #include "../common/physics/player.qh"
40 #include "../common/items/_mod.qh"
42 #include "../common/mutators/mutator/waypoints/all.qh"
44 #include "../common/triggers/subs.qh"
45 #include "../common/triggers/triggers.qh"
46 #include "../common/triggers/trigger/secret.qh"
48 #include "../common/minigames/sv_minigames.qh"
50 #include "../common/items/inventory.qh"
52 #include "../common/monsters/sv_monsters.qh"
54 #include "../lib/warpzone/server.qh"
56 STATIC_METHOD(Client, Add, void(Client this, int _team))
59 TRANSMUTE(Player, this);
62 PutClientInServer(this);
65 void PutObserverInServer(entity this);
67 STATIC_METHOD(Client, Remove, void(Client this))
69 TRANSMUTE(Observer, this);
70 PutClientInServer(this);
71 ClientDisconnect(this);
74 void send_CSQC_teamnagger() {
75 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
78 int CountSpectators(entity player, entity to)
80 if(!player) { return 0; } // not sure how, but best to be safe
84 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
92 void WriteSpectators(entity player, entity to)
94 if(!player) { return; } // not sure how, but best to be safe
96 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
98 WriteByte(MSG_ENTITY, num_for_edict(it));
102 bool ClientData_Send(entity this, entity to, int sf)
104 assert(to == this.owner, return false);
107 if (IS_SPEC(e)) e = e.enemy;
110 if (e.race_completed) sf |= 1; // forced scoreboard
111 if (to.spectatee_status) sf |= 2; // spectator ent number follows
112 if (e.zoomstate) sf |= 4; // zoomed
113 if (e.porto_v_angle_held) sf |= 8; // angles held
114 if (autocvar_sv_showspectators) sf |= 16; // show spectators
116 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
117 WriteByte(MSG_ENTITY, sf);
121 WriteByte(MSG_ENTITY, to.spectatee_status);
125 WriteAngle(MSG_ENTITY, e.v_angle.x);
126 WriteAngle(MSG_ENTITY, e.v_angle.y);
131 float specs = CountSpectators(e, to);
132 WriteByte(MSG_ENTITY, specs);
133 WriteSpectators(e, to);
139 void ClientData_Attach(entity this)
141 Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
142 this.clientdata.drawonlytoclient = this;
143 this.clientdata.owner = this;
146 void ClientData_Detach(entity this)
148 delete(this.clientdata);
149 this.clientdata = NULL;
152 void ClientData_Touch(entity e)
154 e.clientdata.SendFlags = 1;
156 // make it spectatable
157 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
160 .string netname_previous;
162 void SetSpectatee(entity this, entity spectatee);
163 void SetSpectatee_status(entity this, int spectatee_num);
170 Checks if the argument string can be a valid playermodel.
171 Returns a valid one in doubt.
174 string FallbackPlayerModel;
175 string CheckPlayerModel(string plyermodel) {
176 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
178 // note: we cannot summon Don Strunzone here, some player may
179 // still have the model string set. In case anyone manages how
180 // to change a cvar default, we'll have a small leak here.
181 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
183 // only in right path
184 if( substring(plyermodel,0,14) != "models/player/")
185 return FallbackPlayerModel;
186 // only good file extensions
187 if(substring(plyermodel,-4,4) != ".zym")
188 if(substring(plyermodel,-4,4) != ".dpm")
189 if(substring(plyermodel,-4,4) != ".iqm")
190 if(substring(plyermodel,-4,4) != ".md3")
191 if(substring(plyermodel,-4,4) != ".psk")
192 return FallbackPlayerModel;
193 // forbid the LOD models
194 if(substring(plyermodel, -9,5) == "_lod1")
195 return FallbackPlayerModel;
196 if(substring(plyermodel, -9,5) == "_lod2")
197 return FallbackPlayerModel;
198 if(plyermodel != strtolower(plyermodel))
199 return FallbackPlayerModel;
200 // also, restrict to server models
201 if(autocvar_sv_servermodelsonly)
203 if(!fexists(plyermodel))
204 return FallbackPlayerModel;
209 void setplayermodel(entity e, string modelname)
211 precache_model(modelname);
212 _setmodel(e, modelname);
213 player_setupanimsformodel(e);
214 if(!autocvar_g_debug_globalsounds)
215 UpdatePlayerSounds(e);
218 void FixPlayermodel(entity player);
219 /** putting a client as observer in the server */
220 void PutObserverInServer(entity this)
222 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
223 PlayerState_detach(this);
225 if (IS_PLAYER(this) && this.health >= 1) {
227 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
231 entity spot = SelectSpawnPoint(this, true);
232 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
233 this.angles = spot.angles;
235 this.fixangle = true;
236 // offset it so that the spectator spawns higher off the ground, looks better this way
237 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
238 this.prevorigin = this.origin;
239 if (IS_REAL_CLIENT(this))
242 WriteByte(MSG_ONE, SVC_SETVIEW);
243 WriteEntity(MSG_ONE, this);
245 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
246 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
247 if(!autocvar_g_debug_globalsounds)
249 // needed for player sounds
251 FixPlayermodel(this);
253 setmodel(this, MDL_Null);
254 setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
255 this.view_ofs = '0 0 0';
258 RemoveGrapplingHook(this);
259 Portal_ClearAll(this);
261 SetSpectatee(this, NULL);
266 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
270 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
272 WaypointSprite_PlayerDead(this);
274 if (mutator_returnvalue) {
275 // mutator prevents resetting teams+score
277 this.team = -1; // move this as it is needed to log the player spectating in eventlog
278 this.frags = FRAGS_SPECTATOR;
279 PlayerScore_Clear(this); // clear scores when needed
282 if (this.killcount != FRAGS_SPECTATOR)
284 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
285 if(!intermission_running)
286 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
287 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
289 if(this.just_joined == false) {
290 LogTeamchange(this.playerid, -1, 4);
292 this.just_joined = false;
295 accuracy_resend(this);
297 this.spectatortime = time;
298 this.bot_attack = false;
299 this.hud = HUD_NORMAL;
300 TRANSMUTE(Observer, this);
301 this.iscreature = false;
302 this.teleportable = TELEPORT_SIMPLE;
303 this.damagedbycontents = false;
304 this.health = FRAGS_SPECTATOR;
305 SetSpectatee_status(this, etof(this));
306 this.takedamage = DAMAGE_NO;
307 this.solid = SOLID_NOT;
308 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
309 this.flags = FL_CLIENT | FL_NOTARGET;
310 this.armorvalue = 666;
312 this.armorvalue = autocvar_g_balance_armor_start;
313 this.pauserotarmor_finished = 0;
314 this.pauserothealth_finished = 0;
315 this.pauseregen_finished = 0;
316 this.damageforcescale = 0;
318 this.respawn_flags = 0;
319 this.respawn_time = 0;
320 this.stat_respawn_time = 0;
325 this.pain_finished = 0;
326 this.strength_finished = 0;
327 this.invincible_finished = 0;
328 this.superweapons_finished = 0;
331 setthink(this, func_null);
334 this.deadflag = DEAD_NO;
336 this.revival_time = 0;
339 this.weapons = '0 0 0';
340 this.drawonlytoclient = this;
342 this.weaponname = "";
343 this.weaponmodel = "";
344 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
346 this.weaponentities[slot] = NULL;
348 this.exteriorweaponentity = NULL;
349 this.killcount = FRAGS_SPECTATOR;
350 this.velocity = '0 0 0';
351 this.avelocity = '0 0 0';
352 this.punchangle = '0 0 0';
353 this.punchvector = '0 0 0';
354 this.oldvelocity = this.velocity;
355 this.fire_endtime = -1;
356 this.event_damage = func_null;
358 STAT(ACTIVEWEAPON, this) = WEP_Null.m_id;
359 STAT(SWITCHINGWEAPON, this) = WEP_Null.m_id;
360 STAT(SWITCHWEAPON, this) = WEP_Null.m_id;
363 int player_getspecies(entity this)
365 get_model_parameters(this.model, this.skin);
366 int s = get_model_parameters_species;
367 get_model_parameters(string_null, 0);
368 if (s < 0) return SPECIES_HUMAN;
372 .float model_randomizer;
373 void FixPlayermodel(entity player)
375 string defaultmodel = "";
377 if(autocvar_sv_defaultcharacter)
381 string s = Static_Team_ColorName_Lower(player.team);
384 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
385 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
389 if(defaultmodel == "")
391 defaultmodel = autocvar_sv_defaultplayermodel;
392 defaultskin = autocvar_sv_defaultplayerskin;
395 int n = tokenize_console(defaultmodel);
398 defaultmodel = argv(floor(n * player.model_randomizer));
399 // However, do NOT randomize if the player-selected model is in the list.
400 for (int i = 0; i < n; ++i)
401 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
402 defaultmodel = argv(i);
405 int i = strstrofs(defaultmodel, ":", 0);
408 defaultskin = stof(substring(defaultmodel, i+1, -1));
409 defaultmodel = substring(defaultmodel, 0, i);
412 if(autocvar_sv_defaultcharacterskin && !defaultskin)
416 string s = Static_Team_ColorName_Lower(player.team);
418 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
422 defaultskin = autocvar_sv_defaultplayerskin;
425 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
426 defaultmodel = M_ARGV(0, string);
427 defaultskin = M_ARGV(1, int);
431 if(defaultmodel != "")
433 if (defaultmodel != player.model)
435 vector m1 = player.mins;
436 vector m2 = player.maxs;
437 setplayermodel (player, defaultmodel);
438 setsize (player, m1, m2);
442 oldskin = player.skin;
443 player.skin = defaultskin;
445 if (player.playermodel != player.model || player.playermodel == "")
447 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
448 vector m1 = player.mins;
449 vector m2 = player.maxs;
450 setplayermodel (player, player.playermodel);
451 setsize (player, m1, m2);
455 if(!autocvar_sv_defaultcharacterskin)
457 oldskin = player.skin;
458 player.skin = stof(player.playerskin);
462 oldskin = player.skin;
463 player.skin = defaultskin;
467 if(chmdl || oldskin != player.skin) // model or skin has changed
469 player.species = player_getspecies(player); // update species
470 if(!autocvar_g_debug_globalsounds)
471 UpdatePlayerSounds(player); // update skin sounds
475 if(strlen(autocvar_sv_defaultplayercolors))
476 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
477 setcolor(player, stof(autocvar_sv_defaultplayercolors));
481 /** Called when a client spawns in the server */
482 void PutClientInServer(entity this)
484 if (IS_BOT_CLIENT(this)) {
485 TRANSMUTE(Player, this);
486 } else if (IS_REAL_CLIENT(this)) {
488 WriteByte(MSG_ONE, SVC_SETVIEW);
489 WriteEntity(MSG_ONE, this);
492 TRANSMUTE(Observer, this);
495 SetSpectatee(this, NULL);
500 MUTATOR_CALLHOOK(PutClientInServer, this);
502 if (IS_OBSERVER(this)) {
503 PutObserverInServer(this);
504 } else if (IS_PLAYER(this)) {
505 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
507 PlayerState_attach(this);
508 accuracy_resend(this);
511 JoinBestTeam(this, false, true);
513 entity spot = SelectSpawnPoint(this, false);
515 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
516 return; // spawn failed
519 TRANSMUTE(Player, this);
521 this.wasplayer = true;
522 this.iscreature = true;
523 this.teleportable = TELEPORT_NORMAL;
524 this.damagedbycontents = true;
525 set_movetype(this, MOVETYPE_WALK);
526 this.solid = SOLID_SLIDEBOX;
527 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
528 if (autocvar_g_playerclip_collisions)
529 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
530 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
531 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
532 this.frags = FRAGS_PLAYER;
533 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
534 this.flags = FL_CLIENT | FL_PICKUPITEMS;
535 if (autocvar__notarget)
536 this.flags |= FL_NOTARGET;
537 this.takedamage = DAMAGE_AIM;
538 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
542 this.ammo_shells = warmup_start_ammo_shells;
543 this.ammo_nails = warmup_start_ammo_nails;
544 this.ammo_rockets = warmup_start_ammo_rockets;
545 this.ammo_cells = warmup_start_ammo_cells;
546 this.ammo_plasma = warmup_start_ammo_plasma;
547 this.ammo_fuel = warmup_start_ammo_fuel;
548 this.health = warmup_start_health;
549 this.armorvalue = warmup_start_armorvalue;
550 this.weapons = WARMUP_START_WEAPONS;
552 this.ammo_shells = start_ammo_shells;
553 this.ammo_nails = start_ammo_nails;
554 this.ammo_rockets = start_ammo_rockets;
555 this.ammo_cells = start_ammo_cells;
556 this.ammo_plasma = start_ammo_plasma;
557 this.ammo_fuel = start_ammo_fuel;
558 this.health = start_health;
559 this.armorvalue = start_armorvalue;
560 this.weapons = start_weapons;
562 SetSpectatee_status(this, 0);
564 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
566 this.items = start_items;
568 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
569 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
570 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
571 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
572 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
573 // extend the pause of rotting if client was reset at the beginning of the countdown
574 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
575 float f = game_starttime - time;
576 this.spawnshieldtime += f;
577 this.pauserotarmor_finished += f;
578 this.pauserothealth_finished += f;
579 this.pauseregen_finished += f;
581 this.damageforcescale = 2;
583 this.respawn_flags = 0;
584 this.respawn_time = 0;
585 this.stat_respawn_time = 0;
586 this.scale = autocvar_sv_player_scale;
589 this.pain_finished = 0;
591 setthink(this, func_null); // players have no think function
594 this.ballistics_density = autocvar_g_ballistics_density_player;
596 this.deadflag = DEAD_NO;
598 this.angles = spot.angles;
599 this.angles_z = 0; // never spawn tilted even if the spot says to
600 if (IS_BOT_CLIENT(this))
601 this.v_angle = this.angles;
602 this.fixangle = true; // turn this way immediately
603 this.oldvelocity = this.velocity = '0 0 0';
604 this.avelocity = '0 0 0';
605 this.punchangle = '0 0 0';
606 this.punchvector = '0 0 0';
608 this.strength_finished = 0;
609 this.invincible_finished = 0;
610 this.fire_endtime = -1;
611 this.revival_time = 0;
612 this.air_finished = time + 12;
614 entity spawnevent = new_pure(spawnevent);
615 spawnevent.owner = this;
616 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
618 // Cut off any still running player sounds.
619 stopsound(this, CH_PLAYER_SINGLE);
622 FixPlayermodel(this);
623 this.drawonlytoclient = NULL;
626 this.view_ofs = STAT(PL_VIEW_OFS, NULL);
627 setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
628 this.spawnorigin = spot.origin;
629 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
630 // don't reset back to last position, even if new position is stuck in solid
631 this.oldorigin = this.origin;
632 this.prevorigin = this.origin;
633 this.lastteleporttime = time; // prevent insane speeds due to changing origin
634 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
635 this.hud = HUD_NORMAL;
637 this.event_damage = PlayerDamage;
639 this.bot_attack = true;
640 this.monster_attack = true;
642 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
644 if (this.killcount == FRAGS_SPECTATOR) {
645 PlayerScore_Clear(this);
649 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
651 CL_SpawnWeaponentity(this, weaponentities[slot]);
653 this.alpha = default_player_alpha;
654 this.colormod = '1 1 1' * autocvar_g_player_brightness;
655 this.exteriorweaponentity.alpha = default_weapon_alpha;
657 this.speedrunning = false;
659 target_voicescript_clear(this);
661 // reset fields the weapons may use
662 FOREACH(Weapons, true, LAMBDA(
663 it.wr_resetplayer(it, this);
664 // reload all reloadable weapons
665 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
666 this.weapon_load[it.m_id] = it.reloading_ammo;
671 string s = spot.target;
672 spot.target = string_null;
673 SUB_UseTargets(spot, this, NULL);
679 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
681 if (autocvar_spawn_debug)
683 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
684 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
687 PS(this).m_switchweapon = w_getbestweapon(this);
688 this.cnt = -1; // W_LastWeapon will not complain
689 PS(this).m_weapon = WEP_Null;
690 this.weaponname = "";
691 PS(this).m_switchingweapon = WEP_Null;
693 if (!warmup_stage && !this.alivetime)
694 this.alivetime = time;
696 antilag_clear(this, CS(this));
700 void ClientInit_misc(entity this);
702 .float ebouncefactor, ebouncestop; // electro's values
703 // TODO do we need all these fields, or should we stop autodetecting runtime
704 // changes and just have a console command to update this?
705 bool ClientInit_SendEntity(entity this, entity to, int sf)
707 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
710 // MSG_INIT replacement
711 // TODO: make easier to use
713 W_PROP_reload(MSG_ONE, to);
714 ClientInit_misc(this);
715 MUTATOR_CALLHOOK(Ent_Init);
717 void ClientInit_misc(entity this)
719 int channel = MSG_ONE;
720 WriteHeader(channel, ENT_CLIENT_INIT);
721 WriteByte(channel, g_nexball_meter_period * 32);
722 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
723 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
724 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
725 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
726 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
727 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
728 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
729 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
731 if(sv_foginterval && world.fog != "")
732 WriteString(channel, world.fog);
734 WriteString(channel, "");
735 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
736 WriteByte(channel, serverflags); // client has to know if it should zoom or not
737 WriteCoord(channel, autocvar_g_trueaim_minrange);
740 void ClientInit_CheckUpdate(entity this)
742 this.nextthink = time;
743 if(this.count != autocvar_g_balance_armor_blockpercent)
745 this.count = autocvar_g_balance_armor_blockpercent;
750 void ClientInit_Spawn()
752 entity e = new_pure(clientinit);
753 setthink(e, ClientInit_CheckUpdate);
754 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
756 ClientInit_CheckUpdate(e);
766 // initialize parms for a new player
767 parm1 = -(86400 * 366);
769 MUTATOR_CALLHOOK(SetNewParms);
777 void SetChangeParms (entity this)
779 // save parms for level change
780 parm1 = this.parm_idlesince - time;
782 MUTATOR_CALLHOOK(SetChangeParms);
790 void DecodeLevelParms(entity this)
793 this.parm_idlesince = parm1;
794 if (this.parm_idlesince == -(86400 * 366))
795 this.parm_idlesince = time;
797 // whatever happens, allow 60 seconds of idling directly after connect for map loading
798 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
800 MUTATOR_CALLHOOK(DecodeLevelParms);
807 Called when a client types 'kill' in the console
811 .float clientkill_nexttime;
812 void ClientKill_Now_TeamChange(entity this)
814 if(this.killindicator_teamchange == -1)
816 JoinBestTeam( this, false, true );
818 else if(this.killindicator_teamchange == -2)
821 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
822 PutObserverInServer(this);
825 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
826 this.killindicator_teamchange = 0;
829 void ClientKill_Now(entity this)
833 vehicles_exit(this.vehicle, VHEF_RELEASE);
834 if(!this.killindicator_teamchange)
836 this.vehicle_health = -1;
837 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
841 if(this.killindicator && !wasfreed(this.killindicator))
842 delete(this.killindicator);
844 this.killindicator = NULL;
846 if(this.killindicator_teamchange)
847 ClientKill_Now_TeamChange(this);
849 if(!IS_SPEC(this) && !IS_OBSERVER(this))
850 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
852 // now I am sure the player IS dead
854 void KillIndicator_Think(entity this)
858 this.owner.killindicator = NULL;
863 if (this.owner.alpha < 0 && !this.owner.vehicle)
865 this.owner.killindicator = NULL;
872 ClientKill_Now(this.owner);
875 else if(g_cts && this.health == 1) // health == 1 means that it's silent
877 this.nextthink = time + 1;
883 setmodel(this, MDL_NUM(this.cnt));
884 if(IS_REAL_CLIENT(this.owner))
887 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
889 this.nextthink = time + 1;
894 float clientkilltime;
895 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
903 killtime = autocvar_g_balance_kill_delay;
905 if(g_race_qualifying || g_cts)
908 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
911 this.killindicator_teamchange = targetteam;
913 if(!this.killindicator)
917 killtime = max(killtime, this.clientkill_nexttime - time);
918 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
921 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
923 ClientKill_Now(this);
927 starttime = max(time, clientkilltime);
929 this.killindicator = spawn();
930 this.killindicator.owner = this;
931 this.killindicator.scale = 0.5;
932 setattachment(this.killindicator, this, "");
933 setorigin(this.killindicator, '0 0 52');
934 setthink(this.killindicator, KillIndicator_Think);
935 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
936 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
937 this.killindicator.cnt = ceil(killtime);
938 this.killindicator.count = bound(0, ceil(killtime), 10);
939 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
941 FOREACH_ENTITY_ENT(enemy, this,
943 if(it.classname != "body")
945 it.killindicator = spawn();
946 it.killindicator.owner = it;
947 it.killindicator.scale = 0.5;
948 setattachment(it.killindicator, it, "");
949 setorigin(it.killindicator, '0 0 52');
950 setthink(it.killindicator, KillIndicator_Think);
951 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
952 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
953 it.killindicator.cnt = ceil(killtime);
958 if(this.killindicator)
960 if(targetteam == 0) // just die
962 this.killindicator.colormod = '0 0 0';
963 if(IS_REAL_CLIENT(this))
964 if(this.killindicator.cnt > 0)
965 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
967 else if(targetteam == -1) // auto
969 this.killindicator.colormod = '0 1 0';
970 if(IS_REAL_CLIENT(this))
971 if(this.killindicator.cnt > 0)
972 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
974 else if(targetteam == -2) // spectate
976 this.killindicator.colormod = '0.5 0.5 0.5';
977 if(IS_REAL_CLIENT(this))
978 if(this.killindicator.cnt > 0)
979 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
983 this.killindicator.colormod = Team_ColorRGB(targetteam);
984 if(IS_REAL_CLIENT(this))
985 if(this.killindicator.cnt > 0)
986 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
992 void ClientKill (entity this)
995 if(this.player_blocked) return;
996 if(STAT(FROZEN, this)) return;
998 ClientKill_TeamChange(this, 0);
1001 void FixClientCvars(entity e)
1003 // send prediction settings to the client
1004 stuffcmd(e, "\nin_bindmap 0 0\n");
1005 if(autocvar_g_antilag == 3) // client side hitscan
1006 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1007 if(autocvar_sv_gentle)
1008 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1010 MUTATOR_CALLHOOK(FixClientCvars, e);
1013 float PlayerInIDList(entity p, string idlist)
1018 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1022 // this function allows abbreviated player IDs too!
1023 n = tokenize_console(idlist);
1024 for(i = 0; i < n; ++i)
1027 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1034 #ifdef DP_EXT_PRECONNECT
1039 Called once (not at each match start) when a client begins a connection to the server
1042 void ClientPreConnect ()
1044 if(autocvar_sv_eventlog)
1046 GameLogEcho(sprintf(":connect:%d:%d:%s",
1049 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1059 Called when a client connects to the server
1062 void ClientConnect(entity this)
1064 if (Ban_MaybeEnforceBanOnce(this)) return;
1065 assert(!IS_CLIENT(this), return);
1066 this.flags |= FL_CLIENT;
1067 assert(player_count >= 0, player_count = 0);
1070 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1072 this.version_nagtime = time + 10 + random() * 10;
1073 TRANSMUTE(Client, this);
1075 // identify the right forced team
1076 if (autocvar_g_campaign)
1078 if (IS_REAL_CLIENT(this)) // only players, not bots
1080 switch (autocvar_g_campaign_forceteam)
1082 case 1: this.team_forced = NUM_TEAM_1; break;
1083 case 2: this.team_forced = NUM_TEAM_2; break;
1084 case 3: this.team_forced = NUM_TEAM_3; break;
1085 case 4: this.team_forced = NUM_TEAM_4; break;
1086 default: this.team_forced = 0;
1090 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1091 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1092 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1093 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1094 else switch (autocvar_g_forced_team_otherwise)
1096 default: this.team_forced = 0; break;
1097 case "red": this.team_forced = NUM_TEAM_1; break;
1098 case "blue": this.team_forced = NUM_TEAM_2; break;
1099 case "yellow": this.team_forced = NUM_TEAM_3; break;
1100 case "pink": this.team_forced = NUM_TEAM_4; break;
1103 this.team_forced = -1;
1106 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1109 int id = this.playerid;
1110 this.playerid = 0; // silent
1111 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1115 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1116 TRANSMUTE(Observer, this);
1118 if (!teamplay || autocvar_g_balance_teams) {
1119 TRANSMUTE(Player, this);
1120 campaign_bots_may_start = true;
1122 TRANSMUTE(Observer, this); // do it anyway
1126 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1128 // always track bots, don't ask for cl_allow_uidtracking
1129 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1131 if (autocvar_sv_eventlog)
1132 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1134 LogTeamchange(this.playerid, this.team, 1);
1136 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1138 this.netname_previous = strzone(this.netname);
1140 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && IS_PLAYER(this)) ? APP_TEAM_ENT(this, INFO_JOIN_CONNECT_TEAM) : INFO_JOIN_CONNECT), this.netname);
1142 stuffcmd(this, clientstuff, "\n");
1143 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1145 FixClientCvars(this);
1147 // get version info from player
1148 stuffcmd(this, "cmd clientversion $gameversion\n");
1150 // notify about available teams
1153 CheckAllowedTeams(this);
1155 if (c1 >= 0) t |= BIT(0);
1156 if (c2 >= 0) t |= BIT(1);
1157 if (c3 >= 0) t |= BIT(2);
1158 if (c4 >= 0) t |= BIT(3);
1159 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1163 stuffcmd(this, "set _teams_available 0\n");
1166 bot_relinkplayerlist();
1168 this.spectatortime = time;
1169 if (blockSpectators)
1171 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1174 this.jointime = time;
1175 this.allowed_timeouts = autocvar_sv_timeout_number;
1177 if (IS_REAL_CLIENT(this))
1179 if (!autocvar_g_campaign)
1181 this.motd_actived_time = -1;
1182 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1185 if (g_weaponarena_weapons == WEPSET(TUBA))
1186 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1189 if (!sv_foginterval && world.fog != "")
1190 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1192 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1193 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1194 send_CSQC_teamnagger();
1196 CSQCMODEL_AUTOINIT(this);
1198 this.model_randomizer = random();
1200 if (IS_REAL_CLIENT(this))
1201 sv_notice_join(this);
1203 FOREACH_ENTITY_FLOAT(init_for_player_needed, true, {
1204 it.init_for_player(it, this);
1207 MUTATOR_CALLHOOK(ClientConnect, this);
1213 Called when a client disconnects from the server
1216 .entity chatbubbleentity;
1218 void ClientDisconnect(entity this)
1220 assert(IS_CLIENT(this), return);
1222 PlayerStats_GameReport_FinalizePlayer(this);
1223 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1224 if (this.active_minigame) part_minigame(this);
1225 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1227 if (autocvar_sv_eventlog)
1228 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1230 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1232 SetSpectatee(this, NULL);
1234 MUTATOR_CALLHOOK(ClientDisconnect, this);
1236 ClientState_detach(this);
1238 Portal_ClearAll(this);
1242 RemoveGrapplingHook(this);
1244 // Here, everything has been done that requires this player to be a client.
1246 this.flags &= ~FL_CLIENT;
1248 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1249 if (this.killindicator) delete(this.killindicator);
1251 WaypointSprite_PlayerGone(this);
1253 bot_relinkplayerlist();
1255 if (this.netname_previous) strunzone(this.netname_previous);
1256 if (this.clientstatus) strunzone(this.clientstatus);
1257 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1258 if (this.personal) delete(this.personal);
1262 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1265 void ChatBubbleThink(entity this)
1267 this.nextthink = time;
1268 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1270 if(this.owner) // but why can that ever be NULL?
1271 this.owner.chatbubbleentity = NULL;
1278 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1280 if ( this.owner.active_minigame )
1281 this.mdl = "models/sprites/minigame_busy.iqm";
1282 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1283 this.mdl = "models/misc/chatbubble.spr";
1286 if ( this.model != this.mdl )
1287 _setmodel(this, this.mdl);
1291 void UpdateChatBubble(entity this)
1295 // spawn a chatbubble entity if needed
1296 if (!this.chatbubbleentity)
1298 this.chatbubbleentity = new(chatbubbleentity);
1299 this.chatbubbleentity.owner = this;
1300 this.chatbubbleentity.exteriormodeltoclient = this;
1301 setthink(this.chatbubbleentity, ChatBubbleThink);
1302 this.chatbubbleentity.nextthink = time;
1303 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1304 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1305 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1306 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1307 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1308 //this.chatbubbleentity.model = "";
1309 this.chatbubbleentity.effects = EF_LOWPRECISION;
1314 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1315 // added to the model skins
1316 /*void UpdateColorModHack()
1319 c = this.clientcolors & 15;
1320 // LordHavoc: only bothering to support white, green, red, yellow, blue
1321 if (!teamplay) this.colormod = '0 0 0';
1322 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1323 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1324 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1325 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1326 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1327 else this.colormod = '1 1 1';
1330 void respawn(entity this)
1332 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1334 this.solid = SOLID_NOT;
1335 this.takedamage = DAMAGE_NO;
1336 set_movetype(this, MOVETYPE_FLY);
1337 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1338 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1339 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1340 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1341 if(autocvar_g_respawn_ghosts_maxtime)
1342 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1347 this.effects |= EF_NODRAW; // prevent another CopyBody
1348 PutClientInServer(this);
1351 void play_countdown(entity this, float finished, Sound samp)
1354 if(IS_REAL_CLIENT(this))
1355 if(floor(finished - time - frametime) != floor(finished - time))
1356 if(finished - time < 6)
1357 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1360 void player_powerups(entity this)
1362 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1363 int items_prev = this.items;
1365 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !gameover)
1366 this.modelflags |= MF_ROCKET;
1368 this.modelflags &= ~MF_ROCKET;
1370 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1372 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1375 Fire_ApplyDamage(this);
1376 Fire_ApplyEffect(this);
1380 if (this.items & ITEM_Strength.m_itemid)
1382 play_countdown(this, this.strength_finished, SND_POWEROFF);
1383 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1384 if (time > this.strength_finished)
1386 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1387 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1388 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1393 if (time < this.strength_finished)
1395 this.items = this.items | ITEM_Strength.m_itemid;
1396 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1397 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1400 if (this.items & ITEM_Shield.m_itemid)
1402 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1403 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1404 if (time > this.invincible_finished)
1406 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1407 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1408 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1413 if (time < this.invincible_finished)
1415 this.items = this.items | ITEM_Shield.m_itemid;
1416 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1417 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1420 if (this.items & IT_SUPERWEAPON)
1422 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1424 this.superweapons_finished = 0;
1425 this.items = this.items - (this.items & IT_SUPERWEAPON);
1426 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1427 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1429 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1431 // don't let them run out
1435 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1436 if (time > this.superweapons_finished)
1438 this.items = this.items - (this.items & IT_SUPERWEAPON);
1439 this.weapons &= ~WEPSET_SUPERWEAPONS;
1440 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1441 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1445 else if(this.weapons & WEPSET_SUPERWEAPONS)
1447 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1449 this.items = this.items | IT_SUPERWEAPON;
1450 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1451 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1455 this.superweapons_finished = 0;
1456 this.weapons &= ~WEPSET_SUPERWEAPONS;
1461 this.superweapons_finished = 0;
1465 if(autocvar_g_nodepthtestplayers)
1466 this.effects = this.effects | EF_NODEPTHTEST;
1468 if(autocvar_g_fullbrightplayers)
1469 this.effects = this.effects | EF_FULLBRIGHT;
1471 if (time >= game_starttime)
1472 if (time < this.spawnshieldtime)
1473 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1475 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1478 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1480 if(current > stable)
1482 else if(current > stable - 0.25) // when close enough, "snap"
1485 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1488 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1490 if(current < stable)
1492 else if(current < stable + 0.25) // when close enough, "snap"
1495 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1498 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1500 if(current > rotstable)
1502 if(rotframetime > 0)
1504 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1505 current = max(rotstable, current - rotlinear * rotframetime);
1508 else if(current < regenstable)
1510 if(regenframetime > 0)
1512 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1513 current = min(regenstable, current + regenlinear * regenframetime);
1523 void player_regen(entity this)
1525 float max_mod, regen_mod, rot_mod, limit_mod;
1526 max_mod = regen_mod = rot_mod = limit_mod = 1;
1528 float regen_health = autocvar_g_balance_health_regen;
1529 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1530 float regen_health_rot = autocvar_g_balance_health_rot;
1531 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1532 float regen_health_stable = autocvar_g_balance_health_regenstable;
1533 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1534 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1535 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1536 max_mod = M_ARGV(1, float);
1537 regen_mod = M_ARGV(2, float);
1538 rot_mod = M_ARGV(3, float);
1539 limit_mod = M_ARGV(4, float);
1540 regen_health = M_ARGV(5, float);
1541 regen_health_linear = M_ARGV(6, float);
1542 regen_health_rot = M_ARGV(7, float);
1543 regen_health_rotlinear = M_ARGV(8, float);
1544 regen_health_stable = M_ARGV(9, float);
1545 regen_health_rotstable = M_ARGV(10, float);
1548 if(!mutator_returnvalue)
1549 if(!STAT(FROZEN, this))
1551 float mina, maxa, limith, limita;
1552 maxa = autocvar_g_balance_armor_rotstable;
1553 mina = autocvar_g_balance_armor_regenstable;
1554 limith = autocvar_g_balance_health_limit;
1555 limita = autocvar_g_balance_armor_limit;
1557 regen_health_rotstable = regen_health_rotstable * max_mod;
1558 regen_health_stable = regen_health_stable * max_mod;
1559 limith = limith * limit_mod;
1560 limita = limita * limit_mod;
1562 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);
1563 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);
1566 // if player rotted to death... die!
1567 // check this outside above checks, as player may still be able to rot to death
1571 vehicles_exit(this.vehicle, VHEF_RELEASE);
1572 if(this.event_damage)
1573 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1576 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1578 float minf, maxf, limitf;
1580 maxf = autocvar_g_balance_fuel_rotstable;
1581 minf = autocvar_g_balance_fuel_regenstable;
1582 limitf = autocvar_g_balance_fuel_limit;
1584 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);
1589 void SetZoomState(entity this, float z)
1591 if(z != this.zoomstate)
1594 ClientData_Touch(this);
1596 zoomstate_set = true;
1599 void GetPressedKeys(entity this)
1601 MUTATOR_CALLHOOK(GetPressedKeys, this);
1602 int keys = this.pressedkeys;
1603 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1604 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1605 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1606 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1608 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1609 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1610 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1611 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1612 this.pressedkeys = keys;
1616 ======================
1617 spectate mode routines
1618 ======================
1621 void SpectateCopy(entity this, entity spectatee)
1623 TC(Client, this); TC(Client, spectatee);
1625 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1626 PS(this) = PS(spectatee);
1627 this.armortype = spectatee.armortype;
1628 this.armorvalue = spectatee.armorvalue;
1629 this.ammo_cells = spectatee.ammo_cells;
1630 this.ammo_plasma = spectatee.ammo_plasma;
1631 this.ammo_shells = spectatee.ammo_shells;
1632 this.ammo_nails = spectatee.ammo_nails;
1633 this.ammo_rockets = spectatee.ammo_rockets;
1634 this.ammo_fuel = spectatee.ammo_fuel;
1635 this.clip_load = spectatee.clip_load;
1636 this.clip_size = spectatee.clip_size;
1637 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1638 this.health = spectatee.health;
1640 this.items = spectatee.items;
1641 this.last_pickup = spectatee.last_pickup;
1642 this.hit_time = spectatee.hit_time;
1643 this.strength_finished = spectatee.strength_finished;
1644 this.invincible_finished = spectatee.invincible_finished;
1645 this.pressedkeys = spectatee.pressedkeys;
1646 this.weapons = spectatee.weapons;
1647 this.vortex_charge = spectatee.vortex_charge;
1648 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1649 this.hagar_load = spectatee.hagar_load;
1650 this.arc_heat_percent = spectatee.arc_heat_percent;
1651 this.minelayer_mines = spectatee.minelayer_mines;
1652 this.punchangle = spectatee.punchangle;
1653 this.view_ofs = spectatee.view_ofs;
1654 this.velocity = spectatee.velocity;
1655 this.dmg_take = spectatee.dmg_take;
1656 this.dmg_save = spectatee.dmg_save;
1657 this.dmg_inflictor = spectatee.dmg_inflictor;
1658 this.v_angle = spectatee.v_angle;
1659 this.angles = spectatee.v_angle;
1660 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1661 this.revive_progress = spectatee.revive_progress;
1662 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1663 this.fixangle = true;
1664 setorigin(this, spectatee.origin);
1665 setsize(this, spectatee.mins, spectatee.maxs);
1666 SetZoomState(this, spectatee.zoomstate);
1668 anticheat_spectatecopy(this, spectatee);
1669 this.hud = spectatee.hud;
1670 if(spectatee.vehicle)
1672 this.angles = spectatee.v_angle;
1674 //this.fixangle = false;
1675 //this.velocity = spectatee.vehicle.velocity;
1676 this.vehicle_health = spectatee.vehicle_health;
1677 this.vehicle_shield = spectatee.vehicle_shield;
1678 this.vehicle_energy = spectatee.vehicle_energy;
1679 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1680 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1681 this.vehicle_reload1 = spectatee.vehicle_reload1;
1682 this.vehicle_reload2 = spectatee.vehicle_reload2;
1684 //msg_entity = this;
1686 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1687 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1688 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1689 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1691 //WriteByte (MSG_ONE, SVC_SETVIEW);
1692 // WriteEntity(MSG_ONE, this);
1693 //makevectors(spectatee.v_angle);
1694 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1698 bool SpectateUpdate(entity this)
1703 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1705 SetSpectatee(this, NULL);
1709 SpectateCopy(this, this.enemy);
1714 bool SpectateSet(entity this)
1716 if(!IS_PLAYER(this.enemy))
1719 ClientData_Touch(this.enemy);
1722 WriteByte(MSG_ONE, SVC_SETVIEW);
1723 WriteEntity(MSG_ONE, this.enemy);
1724 set_movetype(this, MOVETYPE_NONE);
1725 accuracy_resend(this);
1727 if(!SpectateUpdate(this))
1728 PutObserverInServer(this);
1733 void SetSpectatee_status(entity this, int spectatee_num)
1735 int oldspectatee_status = this.spectatee_status;
1736 this.spectatee_status = spectatee_num;
1738 if (this.spectatee_status != oldspectatee_status)
1740 ClientData_Touch(this);
1741 if (g_race || g_cts) race_InitSpectator();
1745 void SetSpectatee(entity this, entity spectatee)
1747 entity old_spectatee = this.enemy;
1749 this.enemy = spectatee;
1752 // these are required to fix the spectator bug with arc
1755 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1757 .entity weaponentity = weaponentities[slot];
1758 if(old_spectatee.(weaponentity).arc_beam)
1759 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1764 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1766 .entity weaponentity = weaponentities[slot];
1767 if(this.enemy.(weaponentity).arc_beam)
1768 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1773 SetSpectatee_status(this, etof(this.enemy));
1775 // needed to update spectator list
1776 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1779 bool Spectate(entity this, entity pl)
1781 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1783 pl = M_ARGV(1, entity);
1785 SetSpectatee(this, pl);
1786 return SpectateSet(this);
1789 bool SpectateNext(entity this)
1791 entity ent = find(this.enemy, classname, STR_PLAYER);
1793 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1794 ent = M_ARGV(1, entity);
1796 ent = find(ent, classname, STR_PLAYER);
1798 if(ent) { SetSpectatee(this, ent); }
1800 return SpectateSet(this);
1803 bool SpectatePrev(entity this)
1805 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1806 entity ent = findchain(classname, STR_PLAYER);
1807 if (!ent) // no player
1811 // skip players until current spectated player
1813 while(ent && ent != this.enemy)
1816 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1818 case MUT_SPECPREV_FOUND:
1819 ent = M_ARGV(1, entity);
1821 case MUT_SPECPREV_RETURN:
1823 case MUT_SPECPREV_CONTINUE:
1834 SetSpectatee(this, ent);
1835 return SpectateSet(this);
1840 ShowRespawnCountdown()
1842 Update a respawn countdown display.
1845 void ShowRespawnCountdown(entity this)
1848 if(!IS_DEAD(this)) // just respawned?
1852 number = ceil(this.respawn_time - time);
1855 if(number <= this.respawn_countdown)
1857 this.respawn_countdown = number - 1;
1858 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
1859 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1866 void LeaveSpectatorMode(entity this)
1870 if(nJoinAllowed(this, this))
1872 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1874 TRANSMUTE(Player, this);
1876 SetSpectatee(this, NULL);
1878 if(autocvar_g_campaign || autocvar_g_balance_teams)
1879 { JoinBestTeam(this, false, true); }
1881 if(autocvar_g_campaign)
1882 { campaign_bots_may_start = true; }
1884 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1886 PutClientInServer(this);
1888 if(IS_PLAYER(this)) { Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && this.team != -1) ? APP_TEAM_ENT(this, INFO_JOIN_PLAY_TEAM) : INFO_JOIN_PLAY), this.netname); }
1891 stuffcmd(this, "menu_showteamselect\n");
1895 // Player may not join because g_maxplayers is set
1896 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1901 * Determines whether the player is allowed to join. This depends on cvar
1902 * g_maxplayers, if it isn't used this function always return true, otherwise
1903 * it checks whether the number of currently playing players exceeds g_maxplayers.
1904 * @return int number of free slots for players, 0 if none
1906 bool nJoinAllowed(entity this, entity ignore)
1909 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1910 // so report 0 free slots if restricted
1912 if(autocvar_g_forced_team_otherwise == "spectate")
1914 if(autocvar_g_forced_team_otherwise == "spectator")
1918 if(this.team_forced < 0)
1919 return false; // forced spectators can never join
1921 // TODO simplify this
1922 int totalClients = 0;
1923 int currentlyPlaying = 0;
1924 FOREACH_CLIENT(true, LAMBDA(
1927 if(IS_REAL_CLIENT(it))
1928 if(IS_PLAYER(it) || it.caplayer)
1932 if (!autocvar_g_maxplayers)
1933 return maxclients - totalClients;
1935 if(currentlyPlaying < autocvar_g_maxplayers)
1936 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1942 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1943 * g_maxplayers_spectator_blocktime seconds
1945 void checkSpectatorBlock(entity this)
1947 if(IS_SPEC(this) || IS_OBSERVER(this))
1949 if(IS_REAL_CLIENT(this))
1951 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1952 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1958 void PrintWelcomeMessage(entity this)
1960 if(this.motd_actived_time == 0)
1962 if (autocvar_g_campaign) {
1963 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1964 this.motd_actived_time = time;
1965 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1968 if (PHYS_INPUT_BUTTON_INFO(this)) {
1969 this.motd_actived_time = time;
1970 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1974 else if(this.motd_actived_time > 0) // showing MOTD or campaign message
1976 if (autocvar_g_campaign) {
1977 if (PHYS_INPUT_BUTTON_INFO(this))
1978 this.motd_actived_time = time;
1979 else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
1980 this.motd_actived_time = 0;
1981 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1984 if (PHYS_INPUT_BUTTON_INFO(this))
1985 this.motd_actived_time = time;
1986 else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1987 this.motd_actived_time = 0;
1988 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1992 else //if(this.motd_actived_time < 0) // just connected, motd is active
1994 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
1995 this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1996 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
1998 // instanctly hide MOTD
1999 this.motd_actived_time = 0;
2000 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2005 void ObserverThink(entity this)
2009 MinigameImpulse(this, this.impulse);
2012 if (this.flags & FL_JUMPRELEASED) {
2013 if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
2014 this.flags &= ~FL_JUMPRELEASED;
2015 this.flags |= FL_SPAWNING;
2016 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
2017 this.flags &= ~FL_JUMPRELEASED;
2018 if(SpectateNext(this)) {
2019 TRANSMUTE(Spectator, this);
2022 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2023 set_movetype(this, preferred_movetype);
2026 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2027 this.flags |= FL_JUMPRELEASED;
2028 if(this.flags & FL_SPAWNING)
2030 this.flags &= ~FL_SPAWNING;
2031 LeaveSpectatorMode(this);
2038 void SpectatorThink(entity this)
2042 if(MinigameImpulse(this, this.impulse))
2045 if (this.impulse == IMP_weapon_drop.impulse)
2047 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2052 if (this.flags & FL_JUMPRELEASED) {
2053 if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
2054 this.flags &= ~FL_JUMPRELEASED;
2055 this.flags |= FL_SPAWNING;
2056 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
2057 this.flags &= ~FL_JUMPRELEASED;
2058 if(SpectateNext(this)) {
2059 TRANSMUTE(Spectator, this);
2061 TRANSMUTE(Observer, this);
2062 PutClientInServer(this);
2065 } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
2066 this.flags &= ~FL_JUMPRELEASED;
2067 if(SpectatePrev(this)) {
2068 TRANSMUTE(Spectator, this);
2070 TRANSMUTE(Observer, this);
2071 PutClientInServer(this);
2074 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2075 this.flags &= ~FL_JUMPRELEASED;
2076 TRANSMUTE(Observer, this);
2077 PutClientInServer(this);
2079 if(!SpectateUpdate(this))
2080 PutObserverInServer(this);
2083 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2084 this.flags |= FL_JUMPRELEASED;
2085 if(this.flags & FL_SPAWNING)
2087 this.flags &= ~FL_SPAWNING;
2088 LeaveSpectatorMode(this);
2092 if(!SpectateUpdate(this))
2093 PutObserverInServer(this);
2096 this.flags |= FL_CLIENT | FL_NOTARGET;
2099 void vehicles_enter (entity pl, entity veh);
2100 void PlayerUseKey(entity this)
2102 if (!IS_PLAYER(this))
2109 vehicles_exit(this.vehicle, VHEF_NORMAL);
2113 else if(autocvar_g_vehicles_enter)
2115 if(!STAT(FROZEN, this))
2119 entity head, closest_target = NULL;
2120 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2122 while(head) // find the closest acceptable target to enter
2124 if(IS_VEHICLE(head))
2126 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2127 if(head.takedamage != DAMAGE_NO)
2131 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2132 { closest_target = head; }
2134 else { closest_target = head; }
2140 if(closest_target) { vehicles_enter(this, closest_target); return; }
2144 // a use key was pressed; call handlers
2145 MUTATOR_CALLHOOK(PlayerUseKey, this);
2153 Called every frame for each client before the physics are run
2156 .float usekeypressed;
2157 .float last_vehiclecheck;
2159 void PlayerPreThink (entity this)
2161 WarpZone_PlayerPhysics_FixVAngle(this);
2163 STAT(GAMESTARTTIME, this) = game_starttime;
2164 STAT(ROUNDSTARTTIME, this) = round_starttime;
2165 STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2166 STAT(LEADLIMIT, this) = autocvar_leadlimit;
2168 STAT(WEAPONSINMAP, this) = weaponsInMap;
2171 // physics frames: update anticheat stuff
2172 anticheat_prethink(this);
2175 if (blockSpectators && frametime) {
2176 // WORKAROUND: only use dropclient in server frames (frametime set).
2177 // Never use it in cl_movement frames (frametime zero).
2178 checkSpectatorBlock(this);
2181 zoomstate_set = false;
2183 // Check for nameless players
2184 if (isInvisibleString(this.netname)) {
2185 this.netname = strzone(sprintf("Player#%d", this.playerid));
2186 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2188 if (this.netname != this.netname_previous) {
2189 if (autocvar_sv_eventlog) {
2190 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", this.netname));
2192 if (this.netname_previous) strunzone(this.netname_previous);
2193 this.netname_previous = strzone(this.netname);
2197 if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2198 this.version_nagtime = 0;
2199 if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2201 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2203 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2205 int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2206 if (r < 0) { // old client
2207 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2208 } else if (r > 0) { // old server
2209 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2215 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2217 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2218 this.max_armorvalue = 0;
2221 if (STAT(FROZEN, this) == 2)
2223 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2224 this.health = max(1, this.revive_progress * start_health);
2225 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2227 if (this.revive_progress >= 1)
2230 else if (STAT(FROZEN, this) == 3)
2232 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2233 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2235 if (this.health < 1)
2238 vehicles_exit(this.vehicle, VHEF_RELEASE);
2239 if(this.event_damage)
2240 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2242 else if (this.revive_progress <= 0)
2246 MUTATOR_CALLHOOK(PlayerPreThink, this);
2248 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !gameover && !this.vehicle)
2249 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2251 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2253 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2254 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2256 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2260 if(!it.team || SAME_TEAM(this, it))
2261 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2262 else if(autocvar_g_vehicles_steal)
2263 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2267 this.last_vehiclecheck = time + 1;
2270 if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2272 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2274 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2277 if (IS_REAL_CLIENT(this))
2278 PrintWelcomeMessage(this);
2280 if (IS_PLAYER(this)) {
2281 CheckRules_Player(this);
2283 if (intermission_running) {
2284 IntermissionThink(this);
2288 if (timeout_status == TIMEOUT_ACTIVE) {
2289 // don't allow the player to turn around while game is paused
2290 // FIXME turn this into CSQC stuff
2291 this.v_angle = this.lastV_angle;
2292 this.angles = this.lastV_angle;
2293 this.fixangle = true;
2296 if (frametime) player_powerups(this);
2298 if (IS_DEAD(this)) {
2299 if (this.personal && g_race_qualifying) {
2300 if (time > this.respawn_time) {
2301 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2303 this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2306 if (frametime) player_anim(this);
2307 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));
2309 switch(this.deadflag)
2313 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2314 this.deadflag = DEAD_RESPAWNING;
2315 else if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2316 this.deadflag = DEAD_DEAD;
2322 this.deadflag = DEAD_RESPAWNABLE;
2323 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2324 this.deadflag = DEAD_RESPAWNING;
2327 case DEAD_RESPAWNABLE:
2329 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2330 this.deadflag = DEAD_RESPAWNING;
2333 case DEAD_RESPAWNING:
2335 if (time > this.respawn_time)
2337 this.respawn_time = time + 1; // only retry once a second
2338 this.respawn_time_max = this.respawn_time;
2345 ShowRespawnCountdown(this);
2347 if (this.respawn_flags & RESPAWN_SILENT)
2348 STAT(RESPAWN_TIME, this) = 0;
2349 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2351 if (time < this.respawn_time)
2352 STAT(RESPAWN_TIME, this) = this.respawn_time;
2353 else if (this.deadflag != DEAD_RESPAWNING)
2354 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2357 STAT(RESPAWN_TIME, this) = this.respawn_time;
2360 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2361 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2362 STAT(RESPAWN_TIME, this) *= -1;
2367 this.prevorigin = this.origin;
2369 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2370 if (this.hook.state) {
2372 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2374 } else if (this.vehicle) {
2376 } else if (STAT(FROZEN, this)) {
2383 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2384 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2385 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2387 } else if (this.crouch) {
2388 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2389 if (!trace_startsolid) {
2390 this.crouch = false;
2391 this.view_ofs = STAT(PL_VIEW_OFS, this);
2392 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2396 FixPlayermodel(this);
2398 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2401 this.items &= ~this.items_added;
2403 //for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2405 //.entity weaponentity = weaponentities[slot];
2406 //W_WeaponFrame(this, weaponentity);
2408 .entity weaponentity = weaponentities[0]; // TODO
2409 W_WeaponFrame(this, weaponentity);
2411 this.items_added = 0;
2412 if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2413 this.items_added |= IT_FUEL;
2415 this.items |= this.items_added;
2420 // WEAPONTODO: Add a weapon request for this
2421 // rot vortex charge to the charge limit
2422 if (WEP_CVAR(vortex, charge_rot_rate) && this.vortex_charge > WEP_CVAR(vortex, charge_limit) && this.vortex_charge_rottime < time)
2423 this.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2425 if (frametime) player_anim(this);
2428 secrets_setstatus(this);
2431 monsters_setstatus(this);
2433 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2435 else if (gameover) {
2436 if (intermission_running) IntermissionThink(this);
2439 else if (IS_OBSERVER(this)) {
2440 ObserverThink(this);
2442 else if (IS_SPEC(this)) {
2443 SpectatorThink(this);
2446 // WEAPONTODO: Add weapon request for this
2447 if (!zoomstate_set) {
2449 PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this)
2450 || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_VORTEX)
2451 || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
2455 if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2457 this.teamkill_soundtime = 0;
2459 entity e = this.teamkill_soundsource;
2460 entity oldpusher = e.pusher;
2462 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2463 e.pusher = oldpusher;
2466 if (this.taunt_soundtime && time > this.taunt_soundtime) {
2467 this.taunt_soundtime = 0;
2468 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2471 target_voicescript_next(this);
2473 // WEAPONTODO: Move into weaponsystem somehow
2474 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2475 if (PS(this).m_weapon == WEP_Null)
2476 this.clip_load = this.clip_size = 0;
2479 void DrownPlayer(entity this)
2484 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2486 if(this.air_finished < time)
2487 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2488 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2491 else if (this.air_finished < time)
2493 if (this.pain_finished < time)
2495 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2496 this.pain_finished = time + 0.5;
2501 .bool move_qcphysics;
2503 void Player_Physics(entity this)
2505 set_movetype(this, ((this.move_qcphysics) ? MOVETYPE_NONE : this.move_movetype));
2507 if(!this.move_qcphysics)
2510 int mt = this.move_movetype;
2512 if(mt == MOVETYPE_PUSH || mt == MOVETYPE_FAKEPUSH || mt == MOVETYPE_PHYSICS)
2514 this.move_qcphysics = false;
2515 set_movetype(this, mt);
2519 if(!frametime && !this.pm_frametime)
2522 Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
2524 this.pm_frametime = 0;
2531 Called every frame for each client after the physics are run
2534 .float idlekick_lasttimeleft;
2535 void PlayerPostThink (entity this)
2537 Player_Physics(this);
2540 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2541 if (IS_REAL_CLIENT(this))
2542 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2544 int totalClients = 0;
2545 if(sv_maxidle_slots > 0)
2547 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2553 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2554 { /* do nothing */ }
2555 else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2557 if (this.idlekick_lasttimeleft)
2559 this.idlekick_lasttimeleft = 0;
2560 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2565 float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2566 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2567 if (!this.idlekick_lasttimeleft)
2568 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2570 if (timeleft <= 0) {
2571 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2575 else if (timeleft <= 10) {
2576 if (timeleft != this.idlekick_lasttimeleft) {
2577 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2579 this.idlekick_lasttimeleft = timeleft;
2586 //CheckPlayerJump();
2588 if (IS_PLAYER(this)) {
2590 CheckRules_Player(this);
2591 UpdateChatBubble(this);
2592 if (this.impulse) ImpulseCommands(this);
2593 if (intermission_running) return; // intermission or finale
2594 GetPressedKeys(this);
2597 if (this.waypointsprite_attachedforcarrier) {
2598 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2599 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2602 playerdemo_write(this);
2604 CSQCMODEL_AUTOUPDATE(this);