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 player, entity spectatee);
169 Checks if the argument string can be a valid playermodel.
170 Returns a valid one in doubt.
173 string FallbackPlayerModel;
174 string CheckPlayerModel(string plyermodel) {
175 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
177 // note: we cannot summon Don Strunzone here, some player may
178 // still have the model string set. In case anyone manages how
179 // to change a cvar default, we'll have a small leak here.
180 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
182 // only in right path
183 if( substring(plyermodel,0,14) != "models/player/")
184 return FallbackPlayerModel;
185 // only good file extensions
186 if(substring(plyermodel,-4,4) != ".zym")
187 if(substring(plyermodel,-4,4) != ".dpm")
188 if(substring(plyermodel,-4,4) != ".iqm")
189 if(substring(plyermodel,-4,4) != ".md3")
190 if(substring(plyermodel,-4,4) != ".psk")
191 return FallbackPlayerModel;
192 // forbid the LOD models
193 if(substring(plyermodel, -9,5) == "_lod1")
194 return FallbackPlayerModel;
195 if(substring(plyermodel, -9,5) == "_lod2")
196 return FallbackPlayerModel;
197 if(plyermodel != strtolower(plyermodel))
198 return FallbackPlayerModel;
199 // also, restrict to server models
200 if(autocvar_sv_servermodelsonly)
202 if(!fexists(plyermodel))
203 return FallbackPlayerModel;
208 void setplayermodel(entity e, string modelname)
210 precache_model(modelname);
211 _setmodel(e, modelname);
212 player_setupanimsformodel(e);
213 if(!autocvar_g_debug_globalsounds)
214 UpdatePlayerSounds(e);
217 void FixPlayermodel(entity player);
218 /** putting a client as observer in the server */
219 void PutObserverInServer(entity this)
221 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
222 PlayerState_detach(this);
224 if (IS_PLAYER(this) && this.health >= 1) {
226 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
230 entity spot = SelectSpawnPoint(this, true);
231 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
232 this.angles = spot.angles;
234 this.fixangle = true;
235 // offset it so that the spectator spawns higher off the ground, looks better this way
236 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
237 this.prevorigin = this.origin;
238 if (IS_REAL_CLIENT(this))
241 WriteByte(MSG_ONE, SVC_SETVIEW);
242 WriteEntity(MSG_ONE, this);
244 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
245 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
246 if(!autocvar_g_debug_globalsounds)
248 // needed for player sounds
250 FixPlayermodel(this);
252 setmodel(this, MDL_Null);
253 setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
254 this.view_ofs = '0 0 0';
257 RemoveGrapplingHook(this);
258 Portal_ClearAll(this);
260 SetSpectatee(this, NULL);
265 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
269 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
271 WaypointSprite_PlayerDead(this);
273 if (mutator_returnvalue) {
274 // mutator prevents resetting teams+score
276 this.team = -1; // move this as it is needed to log the player spectating in eventlog
277 this.frags = FRAGS_SPECTATOR;
278 PlayerScore_Clear(this); // clear scores when needed
281 if (this.killcount != FRAGS_SPECTATOR)
283 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
284 if(!intermission_running)
285 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
286 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
288 if(this.just_joined == false) {
289 LogTeamchange(this.playerid, -1, 4);
291 this.just_joined = false;
294 accuracy_resend(this);
296 this.spectatortime = time;
297 this.bot_attack = false;
298 this.hud = HUD_NORMAL;
299 TRANSMUTE(Observer, this);
300 this.iscreature = false;
301 this.teleportable = TELEPORT_SIMPLE;
302 this.damagedbycontents = false;
303 this.health = FRAGS_SPECTATOR;
304 this.takedamage = DAMAGE_NO;
305 this.solid = SOLID_NOT;
306 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
307 this.flags = FL_CLIENT | FL_NOTARGET;
308 this.armorvalue = 666;
310 this.armorvalue = autocvar_g_balance_armor_start;
311 this.pauserotarmor_finished = 0;
312 this.pauserothealth_finished = 0;
313 this.pauseregen_finished = 0;
314 this.damageforcescale = 0;
316 this.respawn_flags = 0;
317 this.respawn_time = 0;
318 this.stat_respawn_time = 0;
323 this.pain_finished = 0;
324 this.strength_finished = 0;
325 this.invincible_finished = 0;
326 this.superweapons_finished = 0;
329 setthink(this, func_null);
332 this.deadflag = DEAD_NO;
334 this.revival_time = 0;
337 this.weapons = '0 0 0';
338 this.drawonlytoclient = this;
340 this.weaponname = "";
341 this.weaponmodel = "";
342 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
344 this.weaponentities[slot] = NULL;
346 this.exteriorweaponentity = NULL;
347 this.killcount = FRAGS_SPECTATOR;
348 this.velocity = '0 0 0';
349 this.avelocity = '0 0 0';
350 this.punchangle = '0 0 0';
351 this.punchvector = '0 0 0';
352 this.oldvelocity = this.velocity;
353 this.fire_endtime = -1;
354 this.event_damage = func_null;
356 STAT(ACTIVEWEAPON, this) = WEP_Null.m_id;
357 STAT(SWITCHINGWEAPON, this) = WEP_Null.m_id;
358 STAT(SWITCHWEAPON, this) = WEP_Null.m_id;
361 int player_getspecies(entity this)
363 get_model_parameters(this.model, this.skin);
364 int s = get_model_parameters_species;
365 get_model_parameters(string_null, 0);
366 if (s < 0) return SPECIES_HUMAN;
370 .float model_randomizer;
371 void FixPlayermodel(entity player)
373 string defaultmodel = "";
375 if(autocvar_sv_defaultcharacter)
379 string s = Static_Team_ColorName_Lower(player.team);
382 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
383 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
387 if(defaultmodel == "")
389 defaultmodel = autocvar_sv_defaultplayermodel;
390 defaultskin = autocvar_sv_defaultplayerskin;
393 int n = tokenize_console(defaultmodel);
396 defaultmodel = argv(floor(n * player.model_randomizer));
397 // However, do NOT randomize if the player-selected model is in the list.
398 for (int i = 0; i < n; ++i)
399 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
400 defaultmodel = argv(i);
403 int i = strstrofs(defaultmodel, ":", 0);
406 defaultskin = stof(substring(defaultmodel, i+1, -1));
407 defaultmodel = substring(defaultmodel, 0, i);
410 if(autocvar_sv_defaultcharacterskin && !defaultskin)
414 string s = Static_Team_ColorName_Lower(player.team);
416 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
420 defaultskin = autocvar_sv_defaultplayerskin;
423 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
424 defaultmodel = M_ARGV(0, string);
425 defaultskin = M_ARGV(1, int);
429 if(defaultmodel != "")
431 if (defaultmodel != player.model)
433 vector m1 = player.mins;
434 vector m2 = player.maxs;
435 setplayermodel (player, defaultmodel);
436 setsize (player, m1, m2);
440 oldskin = player.skin;
441 player.skin = defaultskin;
443 if (player.playermodel != player.model || player.playermodel == "")
445 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
446 vector m1 = player.mins;
447 vector m2 = player.maxs;
448 setplayermodel (player, player.playermodel);
449 setsize (player, m1, m2);
453 if(!autocvar_sv_defaultcharacterskin)
455 oldskin = player.skin;
456 player.skin = stof(player.playerskin);
460 oldskin = player.skin;
461 player.skin = defaultskin;
465 if(chmdl || oldskin != player.skin) // model or skin has changed
467 player.species = player_getspecies(player); // update species
468 if(!autocvar_g_debug_globalsounds)
469 UpdatePlayerSounds(player); // update skin sounds
473 if(strlen(autocvar_sv_defaultplayercolors))
474 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
475 setcolor(player, stof(autocvar_sv_defaultplayercolors));
479 /** Called when a client spawns in the server */
480 void PutClientInServer(entity this)
482 if (IS_BOT_CLIENT(this)) {
483 TRANSMUTE(Player, this);
484 } else if (IS_REAL_CLIENT(this)) {
486 WriteByte(MSG_ONE, SVC_SETVIEW);
487 WriteEntity(MSG_ONE, this);
490 TRANSMUTE(Observer, this);
493 SetSpectatee(this, NULL);
498 MUTATOR_CALLHOOK(PutClientInServer, this);
500 if (IS_OBSERVER(this)) {
501 PutObserverInServer(this);
502 } else if (IS_PLAYER(this)) {
503 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
505 PlayerState_attach(this);
506 accuracy_resend(this);
509 JoinBestTeam(this, false, true);
511 entity spot = SelectSpawnPoint(this, false);
513 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
514 return; // spawn failed
517 TRANSMUTE(Player, this);
518 this.wasplayer = true;
519 this.iscreature = true;
520 this.teleportable = TELEPORT_NORMAL;
521 this.damagedbycontents = true;
522 set_movetype(this, MOVETYPE_WALK);
523 this.solid = SOLID_SLIDEBOX;
524 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
525 if (autocvar_g_playerclip_collisions)
526 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
527 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
528 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
529 this.frags = FRAGS_PLAYER;
530 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
531 this.flags = FL_CLIENT | FL_PICKUPITEMS;
532 if (autocvar__notarget)
533 this.flags |= FL_NOTARGET;
534 this.takedamage = DAMAGE_AIM;
535 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
539 this.ammo_shells = warmup_start_ammo_shells;
540 this.ammo_nails = warmup_start_ammo_nails;
541 this.ammo_rockets = warmup_start_ammo_rockets;
542 this.ammo_cells = warmup_start_ammo_cells;
543 this.ammo_plasma = warmup_start_ammo_plasma;
544 this.ammo_fuel = warmup_start_ammo_fuel;
545 this.health = warmup_start_health;
546 this.armorvalue = warmup_start_armorvalue;
547 this.weapons = WARMUP_START_WEAPONS;
549 this.ammo_shells = start_ammo_shells;
550 this.ammo_nails = start_ammo_nails;
551 this.ammo_rockets = start_ammo_rockets;
552 this.ammo_cells = start_ammo_cells;
553 this.ammo_plasma = start_ammo_plasma;
554 this.ammo_fuel = start_ammo_fuel;
555 this.health = start_health;
556 this.armorvalue = start_armorvalue;
557 this.weapons = start_weapons;
560 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
562 this.items = start_items;
564 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
565 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
566 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
567 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
568 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
569 // extend the pause of rotting if client was reset at the beginning of the countdown
570 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
571 float f = game_starttime - time;
572 this.spawnshieldtime += f;
573 this.pauserotarmor_finished += f;
574 this.pauserothealth_finished += f;
575 this.pauseregen_finished += f;
577 this.damageforcescale = 2;
579 this.respawn_flags = 0;
580 this.respawn_time = 0;
581 this.stat_respawn_time = 0;
582 this.scale = autocvar_sv_player_scale;
585 this.pain_finished = 0;
587 setthink(this, func_null); // players have no think function
590 this.ballistics_density = autocvar_g_ballistics_density_player;
592 this.deadflag = DEAD_NO;
594 this.angles = spot.angles;
595 this.angles_z = 0; // never spawn tilted even if the spot says to
596 if (IS_BOT_CLIENT(this))
597 this.v_angle = this.angles;
598 this.fixangle = true; // turn this way immediately
599 this.oldvelocity = this.velocity = '0 0 0';
600 this.avelocity = '0 0 0';
601 this.punchangle = '0 0 0';
602 this.punchvector = '0 0 0';
604 this.strength_finished = 0;
605 this.invincible_finished = 0;
606 this.fire_endtime = -1;
607 this.revival_time = 0;
608 this.air_finished = time + 12;
610 entity spawnevent = new_pure(spawnevent);
611 spawnevent.owner = this;
612 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
614 // Cut off any still running player sounds.
615 stopsound(this, CH_PLAYER_SINGLE);
618 FixPlayermodel(this);
619 this.drawonlytoclient = NULL;
622 this.view_ofs = STAT(PL_VIEW_OFS, NULL);
623 setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
624 this.spawnorigin = spot.origin;
625 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
626 // don't reset back to last position, even if new position is stuck in solid
627 this.oldorigin = this.origin;
628 this.prevorigin = this.origin;
629 this.lastteleporttime = time; // prevent insane speeds due to changing origin
630 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
631 this.hud = HUD_NORMAL;
633 this.event_damage = PlayerDamage;
635 this.bot_attack = true;
636 this.monster_attack = true;
638 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
640 if (this.killcount == FRAGS_SPECTATOR) {
641 PlayerScore_Clear(this);
645 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
647 CL_SpawnWeaponentity(this, weaponentities[slot]);
649 this.alpha = default_player_alpha;
650 this.colormod = '1 1 1' * autocvar_g_player_brightness;
651 this.exteriorweaponentity.alpha = default_weapon_alpha;
653 this.speedrunning = false;
655 target_voicescript_clear(this);
657 // reset fields the weapons may use
658 FOREACH(Weapons, true, LAMBDA(
659 it.wr_resetplayer(it, this);
660 // reload all reloadable weapons
661 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
662 this.weapon_load[it.m_id] = it.reloading_ammo;
667 string s = spot.target;
668 spot.target = string_null;
669 SUB_UseTargets(spot, this, NULL);
675 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
677 if (autocvar_spawn_debug)
679 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
680 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
683 PS(this).m_switchweapon = w_getbestweapon(this);
684 this.cnt = -1; // W_LastWeapon will not complain
685 PS(this).m_weapon = WEP_Null;
686 this.weaponname = "";
687 PS(this).m_switchingweapon = WEP_Null;
689 if (!warmup_stage && !this.alivetime)
690 this.alivetime = time;
692 antilag_clear(this, CS(this));
696 void ClientInit_misc(entity this);
698 .float ebouncefactor, ebouncestop; // electro's values
699 // TODO do we need all these fields, or should we stop autodetecting runtime
700 // changes and just have a console command to update this?
701 bool ClientInit_SendEntity(entity this, entity to, int sf)
703 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
706 // MSG_INIT replacement
707 // TODO: make easier to use
709 W_PROP_reload(MSG_ONE, to);
710 ClientInit_misc(this);
711 MUTATOR_CALLHOOK(Ent_Init);
713 void ClientInit_misc(entity this)
715 int channel = MSG_ONE;
716 WriteHeader(channel, ENT_CLIENT_INIT);
717 WriteByte(channel, g_nexball_meter_period * 32);
718 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
719 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
720 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
721 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
722 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
723 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
724 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
725 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
727 if(sv_foginterval && world.fog != "")
728 WriteString(channel, world.fog);
730 WriteString(channel, "");
731 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
732 WriteByte(channel, serverflags); // client has to know if it should zoom or not
733 WriteCoord(channel, autocvar_g_trueaim_minrange);
736 void ClientInit_CheckUpdate(entity this)
738 this.nextthink = time;
739 if(this.count != autocvar_g_balance_armor_blockpercent)
741 this.count = autocvar_g_balance_armor_blockpercent;
746 void ClientInit_Spawn()
748 entity e = new_pure(clientinit);
749 setthink(e, ClientInit_CheckUpdate);
750 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
752 ClientInit_CheckUpdate(e);
762 // initialize parms for a new player
763 parm1 = -(86400 * 366);
765 MUTATOR_CALLHOOK(SetNewParms);
773 void SetChangeParms (entity this)
775 // save parms for level change
776 parm1 = this.parm_idlesince - time;
778 MUTATOR_CALLHOOK(SetChangeParms);
786 void DecodeLevelParms(entity this)
789 this.parm_idlesince = parm1;
790 if (this.parm_idlesince == -(86400 * 366))
791 this.parm_idlesince = time;
793 // whatever happens, allow 60 seconds of idling directly after connect for map loading
794 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
796 MUTATOR_CALLHOOK(DecodeLevelParms);
803 Called when a client types 'kill' in the console
807 .float clientkill_nexttime;
808 void ClientKill_Now_TeamChange(entity this)
810 if(this.killindicator_teamchange == -1)
812 JoinBestTeam( this, false, true );
814 else if(this.killindicator_teamchange == -2)
817 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
818 PutObserverInServer(this);
821 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
822 this.killindicator_teamchange = 0;
825 void ClientKill_Now(entity this)
829 vehicles_exit(this.vehicle, VHEF_RELEASE);
830 if(!this.killindicator_teamchange)
832 this.vehicle_health = -1;
833 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
837 if(this.killindicator && !wasfreed(this.killindicator))
838 delete(this.killindicator);
840 this.killindicator = NULL;
842 if(this.killindicator_teamchange)
843 ClientKill_Now_TeamChange(this);
845 if(!IS_SPEC(this) && !IS_OBSERVER(this))
846 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
848 // now I am sure the player IS dead
850 void KillIndicator_Think(entity this)
854 this.owner.killindicator = NULL;
859 if (this.owner.alpha < 0 && !this.owner.vehicle)
861 this.owner.killindicator = NULL;
868 ClientKill_Now(this.owner);
871 else if(g_cts && this.health == 1) // health == 1 means that it's silent
873 this.nextthink = time + 1;
879 setmodel(this, MDL_NUM(this.cnt));
880 if(IS_REAL_CLIENT(this.owner))
883 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
885 this.nextthink = time + 1;
890 float clientkilltime;
891 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
899 killtime = autocvar_g_balance_kill_delay;
901 if(g_race_qualifying || g_cts)
904 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
907 this.killindicator_teamchange = targetteam;
909 if(!this.killindicator)
913 killtime = max(killtime, this.clientkill_nexttime - time);
914 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
917 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
919 ClientKill_Now(this);
923 starttime = max(time, clientkilltime);
925 this.killindicator = spawn();
926 this.killindicator.owner = this;
927 this.killindicator.scale = 0.5;
928 setattachment(this.killindicator, this, "");
929 setorigin(this.killindicator, '0 0 52');
930 setthink(this.killindicator, KillIndicator_Think);
931 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
932 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
933 this.killindicator.cnt = ceil(killtime);
934 this.killindicator.count = bound(0, ceil(killtime), 10);
935 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
937 FOREACH_ENTITY_ENT(enemy, this,
939 if(it.classname != "body")
941 it.killindicator = spawn();
942 it.killindicator.owner = it;
943 it.killindicator.scale = 0.5;
944 setattachment(it.killindicator, it, "");
945 setorigin(it.killindicator, '0 0 52');
946 setthink(it.killindicator, KillIndicator_Think);
947 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
948 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
949 it.killindicator.cnt = ceil(killtime);
954 if(this.killindicator)
956 if(targetteam == 0) // just die
958 this.killindicator.colormod = '0 0 0';
959 if(IS_REAL_CLIENT(this))
960 if(this.killindicator.cnt > 0)
961 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
963 else if(targetteam == -1) // auto
965 this.killindicator.colormod = '0 1 0';
966 if(IS_REAL_CLIENT(this))
967 if(this.killindicator.cnt > 0)
968 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
970 else if(targetteam == -2) // spectate
972 this.killindicator.colormod = '0.5 0.5 0.5';
973 if(IS_REAL_CLIENT(this))
974 if(this.killindicator.cnt > 0)
975 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
979 this.killindicator.colormod = Team_ColorRGB(targetteam);
980 if(IS_REAL_CLIENT(this))
981 if(this.killindicator.cnt > 0)
982 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
988 void ClientKill (entity this)
991 if(this.player_blocked) return;
992 if(STAT(FROZEN, this)) return;
994 ClientKill_TeamChange(this, 0);
997 void FixClientCvars(entity e)
999 // send prediction settings to the client
1000 stuffcmd(e, "\nin_bindmap 0 0\n");
1001 if(autocvar_g_antilag == 3) // client side hitscan
1002 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1003 if(autocvar_sv_gentle)
1004 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1006 MUTATOR_CALLHOOK(FixClientCvars, e);
1009 float PlayerInIDList(entity p, string idlist)
1014 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1018 // this function allows abbreviated player IDs too!
1019 n = tokenize_console(idlist);
1020 for(i = 0; i < n; ++i)
1023 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1030 #ifdef DP_EXT_PRECONNECT
1035 Called once (not at each match start) when a client begins a connection to the server
1038 void ClientPreConnect ()
1040 if(autocvar_sv_eventlog)
1042 GameLogEcho(sprintf(":connect:%d:%d:%s",
1045 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1055 Called when a client connects to the server
1058 void ClientConnect(entity this)
1060 if (Ban_MaybeEnforceBanOnce(this)) return;
1061 assert(!IS_CLIENT(this), return);
1062 this.flags |= FL_CLIENT;
1063 assert(player_count >= 0, player_count = 0);
1066 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1068 this.version_nagtime = time + 10 + random() * 10;
1069 TRANSMUTE(Client, this);
1071 // identify the right forced team
1072 if (autocvar_g_campaign)
1074 if (IS_REAL_CLIENT(this)) // only players, not bots
1076 switch (autocvar_g_campaign_forceteam)
1078 case 1: this.team_forced = NUM_TEAM_1; break;
1079 case 2: this.team_forced = NUM_TEAM_2; break;
1080 case 3: this.team_forced = NUM_TEAM_3; break;
1081 case 4: this.team_forced = NUM_TEAM_4; break;
1082 default: this.team_forced = 0;
1086 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1087 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1088 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1089 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1090 else switch (autocvar_g_forced_team_otherwise)
1092 default: this.team_forced = 0; break;
1093 case "red": this.team_forced = NUM_TEAM_1; break;
1094 case "blue": this.team_forced = NUM_TEAM_2; break;
1095 case "yellow": this.team_forced = NUM_TEAM_3; break;
1096 case "pink": this.team_forced = NUM_TEAM_4; break;
1099 this.team_forced = -1;
1102 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1105 int id = this.playerid;
1106 this.playerid = 0; // silent
1107 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1111 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1112 TRANSMUTE(Observer, this);
1114 if (!teamplay || autocvar_g_balance_teams) {
1115 TRANSMUTE(Player, this);
1116 campaign_bots_may_start = true;
1118 TRANSMUTE(Observer, this); // do it anyway
1122 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1124 // always track bots, don't ask for cl_allow_uidtracking
1125 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1127 if (autocvar_sv_eventlog)
1128 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1130 LogTeamchange(this.playerid, this.team, 1);
1132 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1134 this.netname_previous = strzone(this.netname);
1136 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && IS_PLAYER(this)) ? APP_TEAM_ENT(this, INFO_JOIN_CONNECT_TEAM) : INFO_JOIN_CONNECT), this.netname);
1138 stuffcmd(this, clientstuff, "\n");
1139 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1141 FixClientCvars(this);
1143 // get version info from player
1144 stuffcmd(this, "cmd clientversion $gameversion\n");
1146 // notify about available teams
1149 CheckAllowedTeams(this);
1151 if (c1 >= 0) t |= BIT(0);
1152 if (c2 >= 0) t |= BIT(1);
1153 if (c3 >= 0) t |= BIT(2);
1154 if (c4 >= 0) t |= BIT(3);
1155 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1159 stuffcmd(this, "set _teams_available 0\n");
1162 bot_relinkplayerlist();
1164 this.spectatortime = time;
1165 if (blockSpectators)
1167 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1170 this.jointime = time;
1171 this.allowed_timeouts = autocvar_sv_timeout_number;
1173 if (IS_REAL_CLIENT(this))
1175 if (!autocvar_g_campaign)
1177 this.motd_actived_time = -1;
1178 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1181 if (g_weaponarena_weapons == WEPSET(TUBA))
1182 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1185 if (!sv_foginterval && world.fog != "")
1186 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1188 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1189 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1190 send_CSQC_teamnagger();
1192 CSQCMODEL_AUTOINIT(this);
1194 this.model_randomizer = random();
1196 if (IS_REAL_CLIENT(this))
1197 sv_notice_join(this);
1199 FOREACH_ENTITY_FLOAT(init_for_player_needed, true, {
1200 it.init_for_player(it, this);
1203 MUTATOR_CALLHOOK(ClientConnect, this);
1209 Called when a client disconnects from the server
1212 .entity chatbubbleentity;
1214 void ClientDisconnect(entity this)
1216 assert(IS_CLIENT(this), return);
1218 PlayerStats_GameReport_FinalizePlayer(this);
1219 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1220 if (this.active_minigame) part_minigame(this);
1221 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1223 if (autocvar_sv_eventlog)
1224 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1226 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1228 SetSpectatee(this, NULL);
1230 MUTATOR_CALLHOOK(ClientDisconnect, this);
1232 ClientState_detach(this);
1234 Portal_ClearAll(this);
1238 RemoveGrapplingHook(this);
1240 // Here, everything has been done that requires this player to be a client.
1242 this.flags &= ~FL_CLIENT;
1244 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1245 if (this.killindicator) delete(this.killindicator);
1247 WaypointSprite_PlayerGone(this);
1249 bot_relinkplayerlist();
1251 if (this.netname_previous) strunzone(this.netname_previous);
1252 if (this.clientstatus) strunzone(this.clientstatus);
1253 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1254 if (this.personal) delete(this.personal);
1258 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1261 void ChatBubbleThink(entity this)
1263 this.nextthink = time;
1264 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1266 if(this.owner) // but why can that ever be NULL?
1267 this.owner.chatbubbleentity = NULL;
1274 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1276 if ( this.owner.active_minigame )
1277 this.mdl = "models/sprites/minigame_busy.iqm";
1278 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1279 this.mdl = "models/misc/chatbubble.spr";
1282 if ( this.model != this.mdl )
1283 _setmodel(this, this.mdl);
1287 void UpdateChatBubble(entity this)
1291 // spawn a chatbubble entity if needed
1292 if (!this.chatbubbleentity)
1294 this.chatbubbleentity = new(chatbubbleentity);
1295 this.chatbubbleentity.owner = this;
1296 this.chatbubbleentity.exteriormodeltoclient = this;
1297 setthink(this.chatbubbleentity, ChatBubbleThink);
1298 this.chatbubbleentity.nextthink = time;
1299 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1300 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1301 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1302 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1303 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1304 //this.chatbubbleentity.model = "";
1305 this.chatbubbleentity.effects = EF_LOWPRECISION;
1310 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1311 // added to the model skins
1312 /*void UpdateColorModHack()
1315 c = this.clientcolors & 15;
1316 // LordHavoc: only bothering to support white, green, red, yellow, blue
1317 if (!teamplay) this.colormod = '0 0 0';
1318 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1319 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1320 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1321 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1322 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1323 else this.colormod = '1 1 1';
1326 void respawn(entity this)
1328 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1330 this.solid = SOLID_NOT;
1331 this.takedamage = DAMAGE_NO;
1332 set_movetype(this, MOVETYPE_FLY);
1333 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1334 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1335 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1336 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1337 if(autocvar_g_respawn_ghosts_maxtime)
1338 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1343 this.effects |= EF_NODRAW; // prevent another CopyBody
1344 PutClientInServer(this);
1347 void play_countdown(entity this, float finished, Sound samp)
1350 if(IS_REAL_CLIENT(this))
1351 if(floor(finished - time - frametime) != floor(finished - time))
1352 if(finished - time < 6)
1353 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1356 void player_powerups(entity this)
1358 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1359 int items_prev = this.items;
1361 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !gameover)
1362 this.modelflags |= MF_ROCKET;
1364 this.modelflags &= ~MF_ROCKET;
1366 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1368 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1371 Fire_ApplyDamage(this);
1372 Fire_ApplyEffect(this);
1376 if (this.items & ITEM_Strength.m_itemid)
1378 play_countdown(this, this.strength_finished, SND_POWEROFF);
1379 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1380 if (time > this.strength_finished)
1382 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1383 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1384 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1389 if (time < this.strength_finished)
1391 this.items = this.items | ITEM_Strength.m_itemid;
1392 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1393 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1396 if (this.items & ITEM_Shield.m_itemid)
1398 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1399 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1400 if (time > this.invincible_finished)
1402 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1403 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1404 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1409 if (time < this.invincible_finished)
1411 this.items = this.items | ITEM_Shield.m_itemid;
1412 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1413 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1416 if (this.items & IT_SUPERWEAPON)
1418 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1420 this.superweapons_finished = 0;
1421 this.items = this.items - (this.items & IT_SUPERWEAPON);
1422 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1423 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1425 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1427 // don't let them run out
1431 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1432 if (time > this.superweapons_finished)
1434 this.items = this.items - (this.items & IT_SUPERWEAPON);
1435 this.weapons &= ~WEPSET_SUPERWEAPONS;
1436 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1437 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1441 else if(this.weapons & WEPSET_SUPERWEAPONS)
1443 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1445 this.items = this.items | IT_SUPERWEAPON;
1446 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1447 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1451 this.superweapons_finished = 0;
1452 this.weapons &= ~WEPSET_SUPERWEAPONS;
1457 this.superweapons_finished = 0;
1461 if(autocvar_g_nodepthtestplayers)
1462 this.effects = this.effects | EF_NODEPTHTEST;
1464 if(autocvar_g_fullbrightplayers)
1465 this.effects = this.effects | EF_FULLBRIGHT;
1467 if (time >= game_starttime)
1468 if (time < this.spawnshieldtime)
1469 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1471 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1474 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1476 if(current > stable)
1478 else if(current > stable - 0.25) // when close enough, "snap"
1481 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1484 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1486 if(current < stable)
1488 else if(current < stable + 0.25) // when close enough, "snap"
1491 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1494 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1496 if(current > rotstable)
1498 if(rotframetime > 0)
1500 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1501 current = max(rotstable, current - rotlinear * rotframetime);
1504 else if(current < regenstable)
1506 if(regenframetime > 0)
1508 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1509 current = min(regenstable, current + regenlinear * regenframetime);
1519 void player_regen(entity this)
1521 float max_mod, regen_mod, rot_mod, limit_mod;
1522 max_mod = regen_mod = rot_mod = limit_mod = 1;
1524 float regen_health = autocvar_g_balance_health_regen;
1525 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1526 float regen_health_rot = autocvar_g_balance_health_rot;
1527 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1528 float regen_health_stable = autocvar_g_balance_health_regenstable;
1529 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1530 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1531 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1532 max_mod = M_ARGV(1, float);
1533 regen_mod = M_ARGV(2, float);
1534 rot_mod = M_ARGV(3, float);
1535 limit_mod = M_ARGV(4, float);
1536 regen_health = M_ARGV(5, float);
1537 regen_health_linear = M_ARGV(6, float);
1538 regen_health_rot = M_ARGV(7, float);
1539 regen_health_rotlinear = M_ARGV(8, float);
1540 regen_health_stable = M_ARGV(9, float);
1541 regen_health_rotstable = M_ARGV(10, float);
1544 if(!mutator_returnvalue)
1545 if(!STAT(FROZEN, this))
1547 float mina, maxa, limith, limita;
1548 maxa = autocvar_g_balance_armor_rotstable;
1549 mina = autocvar_g_balance_armor_regenstable;
1550 limith = autocvar_g_balance_health_limit;
1551 limita = autocvar_g_balance_armor_limit;
1553 regen_health_rotstable = regen_health_rotstable * max_mod;
1554 regen_health_stable = regen_health_stable * max_mod;
1555 limith = limith * limit_mod;
1556 limita = limita * limit_mod;
1558 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);
1559 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);
1562 // if player rotted to death... die!
1563 // check this outside above checks, as player may still be able to rot to death
1567 vehicles_exit(this.vehicle, VHEF_RELEASE);
1568 if(this.event_damage)
1569 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1572 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1574 float minf, maxf, limitf;
1576 maxf = autocvar_g_balance_fuel_rotstable;
1577 minf = autocvar_g_balance_fuel_regenstable;
1578 limitf = autocvar_g_balance_fuel_limit;
1580 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);
1585 void SetZoomState(entity this, float z)
1587 if(z != this.zoomstate)
1590 ClientData_Touch(this);
1592 zoomstate_set = true;
1595 void GetPressedKeys(entity this)
1597 MUTATOR_CALLHOOK(GetPressedKeys, this);
1598 int keys = this.pressedkeys;
1599 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1600 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1601 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1602 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1604 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1605 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1606 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1607 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1608 this.pressedkeys = keys;
1612 ======================
1613 spectate mode routines
1614 ======================
1617 void SpectateCopy(entity this, entity spectatee)
1619 TC(Client, this); TC(Client, spectatee);
1621 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1622 PS(this) = PS(spectatee);
1623 this.armortype = spectatee.armortype;
1624 this.armorvalue = spectatee.armorvalue;
1625 this.ammo_cells = spectatee.ammo_cells;
1626 this.ammo_plasma = spectatee.ammo_plasma;
1627 this.ammo_shells = spectatee.ammo_shells;
1628 this.ammo_nails = spectatee.ammo_nails;
1629 this.ammo_rockets = spectatee.ammo_rockets;
1630 this.ammo_fuel = spectatee.ammo_fuel;
1631 this.clip_load = spectatee.clip_load;
1632 this.clip_size = spectatee.clip_size;
1633 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1634 this.health = spectatee.health;
1636 this.items = spectatee.items;
1637 this.last_pickup = spectatee.last_pickup;
1638 this.hit_time = spectatee.hit_time;
1639 this.strength_finished = spectatee.strength_finished;
1640 this.invincible_finished = spectatee.invincible_finished;
1641 this.pressedkeys = spectatee.pressedkeys;
1642 this.weapons = spectatee.weapons;
1643 this.vortex_charge = spectatee.vortex_charge;
1644 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1645 this.hagar_load = spectatee.hagar_load;
1646 this.arc_heat_percent = spectatee.arc_heat_percent;
1647 this.minelayer_mines = spectatee.minelayer_mines;
1648 this.punchangle = spectatee.punchangle;
1649 this.view_ofs = spectatee.view_ofs;
1650 this.velocity = spectatee.velocity;
1651 this.dmg_take = spectatee.dmg_take;
1652 this.dmg_save = spectatee.dmg_save;
1653 this.dmg_inflictor = spectatee.dmg_inflictor;
1654 this.v_angle = spectatee.v_angle;
1655 this.angles = spectatee.v_angle;
1656 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1657 this.revive_progress = spectatee.revive_progress;
1658 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1659 this.fixangle = true;
1660 setorigin(this, spectatee.origin);
1661 setsize(this, spectatee.mins, spectatee.maxs);
1662 SetZoomState(this, spectatee.zoomstate);
1664 anticheat_spectatecopy(this, spectatee);
1665 this.hud = spectatee.hud;
1666 if(spectatee.vehicle)
1668 this.angles = spectatee.v_angle;
1670 //this.fixangle = false;
1671 //this.velocity = spectatee.vehicle.velocity;
1672 this.vehicle_health = spectatee.vehicle_health;
1673 this.vehicle_shield = spectatee.vehicle_shield;
1674 this.vehicle_energy = spectatee.vehicle_energy;
1675 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1676 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1677 this.vehicle_reload1 = spectatee.vehicle_reload1;
1678 this.vehicle_reload2 = spectatee.vehicle_reload2;
1680 //msg_entity = this;
1682 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1683 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1684 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1685 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1687 //WriteByte (MSG_ONE, SVC_SETVIEW);
1688 // WriteEntity(MSG_ONE, this);
1689 //makevectors(spectatee.v_angle);
1690 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1694 bool SpectateUpdate(entity this)
1699 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1701 SetSpectatee(this, NULL);
1705 SpectateCopy(this, this.enemy);
1710 bool SpectateSet(entity this)
1712 if(!IS_PLAYER(this.enemy))
1715 ClientData_Touch(this.enemy);
1718 WriteByte(MSG_ONE, SVC_SETVIEW);
1719 WriteEntity(MSG_ONE, this.enemy);
1720 set_movetype(this, MOVETYPE_NONE);
1721 accuracy_resend(this);
1723 if(!SpectateUpdate(this))
1724 PutObserverInServer(this);
1729 void SetSpectatee(entity this, entity spectatee)
1731 entity old_spectatee = this.enemy;
1733 this.enemy = spectatee;
1736 // these are required to fix the spectator bug with arc
1739 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1741 .entity weaponentity = weaponentities[slot];
1742 if(old_spectatee.(weaponentity).arc_beam)
1743 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1748 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1750 .entity weaponentity = weaponentities[slot];
1751 if(this.enemy.(weaponentity).arc_beam)
1752 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1756 // needed to update spectator list
1757 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1760 bool Spectate(entity this, entity pl)
1762 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1764 pl = M_ARGV(1, entity);
1766 SetSpectatee(this, pl);
1767 return SpectateSet(this);
1770 bool SpectateNext(entity this)
1772 entity ent = find(this.enemy, classname, STR_PLAYER);
1774 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1775 ent = M_ARGV(1, entity);
1777 ent = find(ent, classname, STR_PLAYER);
1779 if(ent) { SetSpectatee(this, ent); }
1781 return SpectateSet(this);
1784 bool SpectatePrev(entity this)
1786 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1787 entity ent = findchain(classname, STR_PLAYER);
1788 if (!ent) // no player
1792 // skip players until current spectated player
1794 while(ent && ent != this.enemy)
1797 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1799 case MUT_SPECPREV_FOUND:
1800 ent = M_ARGV(1, entity);
1802 case MUT_SPECPREV_RETURN:
1804 case MUT_SPECPREV_CONTINUE:
1815 SetSpectatee(this, ent);
1816 return SpectateSet(this);
1821 ShowRespawnCountdown()
1823 Update a respawn countdown display.
1826 void ShowRespawnCountdown(entity this)
1829 if(!IS_DEAD(this)) // just respawned?
1833 number = ceil(this.respawn_time - time);
1836 if(number <= this.respawn_countdown)
1838 this.respawn_countdown = number - 1;
1839 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
1840 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1847 void LeaveSpectatorMode(entity this)
1851 if(nJoinAllowed(this, this))
1853 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1855 TRANSMUTE(Player, this);
1857 SetSpectatee(this, NULL);
1859 if(autocvar_g_campaign || autocvar_g_balance_teams)
1860 { JoinBestTeam(this, false, true); }
1862 if(autocvar_g_campaign)
1863 { campaign_bots_may_start = true; }
1865 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1867 PutClientInServer(this);
1869 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); }
1872 stuffcmd(this, "menu_showteamselect\n");
1876 // Player may not join because g_maxplayers is set
1877 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1882 * Determines whether the player is allowed to join. This depends on cvar
1883 * g_maxplayers, if it isn't used this function always return true, otherwise
1884 * it checks whether the number of currently playing players exceeds g_maxplayers.
1885 * @return int number of free slots for players, 0 if none
1887 bool nJoinAllowed(entity this, entity ignore)
1890 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1891 // so report 0 free slots if restricted
1893 if(autocvar_g_forced_team_otherwise == "spectate")
1895 if(autocvar_g_forced_team_otherwise == "spectator")
1899 if(this.team_forced < 0)
1900 return false; // forced spectators can never join
1902 // TODO simplify this
1903 int totalClients = 0;
1904 int currentlyPlaying = 0;
1905 FOREACH_CLIENT(true, LAMBDA(
1908 if(IS_REAL_CLIENT(it))
1909 if(IS_PLAYER(it) || it.caplayer)
1913 if (!autocvar_g_maxplayers)
1914 return maxclients - totalClients;
1916 if(currentlyPlaying < autocvar_g_maxplayers)
1917 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1923 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1924 * g_maxplayers_spectator_blocktime seconds
1926 void checkSpectatorBlock(entity this)
1928 if(IS_SPEC(this) || IS_OBSERVER(this))
1930 if(IS_REAL_CLIENT(this))
1932 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1933 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1939 void PrintWelcomeMessage(entity this)
1941 if(this.motd_actived_time == 0)
1943 if (autocvar_g_campaign) {
1944 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1945 this.motd_actived_time = time;
1946 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1949 if (PHYS_INPUT_BUTTON_INFO(this)) {
1950 this.motd_actived_time = time;
1951 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1955 else if(this.motd_actived_time > 0) // showing MOTD or campaign message
1957 if (autocvar_g_campaign) {
1958 if (PHYS_INPUT_BUTTON_INFO(this))
1959 this.motd_actived_time = time;
1960 else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
1961 this.motd_actived_time = 0;
1962 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1965 if (PHYS_INPUT_BUTTON_INFO(this))
1966 this.motd_actived_time = time;
1967 else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1968 this.motd_actived_time = 0;
1969 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1973 else //if(this.motd_actived_time < 0) // just connected, motd is active
1975 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
1976 this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1977 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
1979 // instanctly hide MOTD
1980 this.motd_actived_time = 0;
1981 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1986 void ObserverThink(entity this)
1990 MinigameImpulse(this, this.impulse);
1993 if (this.flags & FL_JUMPRELEASED) {
1994 if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
1995 this.flags &= ~FL_JUMPRELEASED;
1996 this.flags |= FL_SPAWNING;
1997 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
1998 this.flags &= ~FL_JUMPRELEASED;
1999 if(SpectateNext(this)) {
2000 TRANSMUTE(Spectator, this);
2003 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2004 set_movetype(this, preferred_movetype);
2007 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2008 this.flags |= FL_JUMPRELEASED;
2009 if(this.flags & FL_SPAWNING)
2011 this.flags &= ~FL_SPAWNING;
2012 LeaveSpectatorMode(this);
2019 void SpectatorThink(entity this)
2023 if(MinigameImpulse(this, this.impulse))
2026 if (this.impulse == IMP_weapon_drop.impulse)
2028 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2033 if (this.flags & FL_JUMPRELEASED) {
2034 if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
2035 this.flags &= ~FL_JUMPRELEASED;
2036 this.flags |= FL_SPAWNING;
2037 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
2038 this.flags &= ~FL_JUMPRELEASED;
2039 if(SpectateNext(this)) {
2040 TRANSMUTE(Spectator, this);
2042 TRANSMUTE(Observer, this);
2043 PutClientInServer(this);
2046 } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
2047 this.flags &= ~FL_JUMPRELEASED;
2048 if(SpectatePrev(this)) {
2049 TRANSMUTE(Spectator, this);
2051 TRANSMUTE(Observer, this);
2052 PutClientInServer(this);
2055 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2056 this.flags &= ~FL_JUMPRELEASED;
2057 TRANSMUTE(Observer, this);
2058 PutClientInServer(this);
2060 if(!SpectateUpdate(this))
2061 PutObserverInServer(this);
2064 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2065 this.flags |= FL_JUMPRELEASED;
2066 if(this.flags & FL_SPAWNING)
2068 this.flags &= ~FL_SPAWNING;
2069 LeaveSpectatorMode(this);
2073 if(!SpectateUpdate(this))
2074 PutObserverInServer(this);
2077 this.flags |= FL_CLIENT | FL_NOTARGET;
2080 void vehicles_enter (entity pl, entity veh);
2081 void PlayerUseKey(entity this)
2083 if (!IS_PLAYER(this))
2090 vehicles_exit(this.vehicle, VHEF_NORMAL);
2094 else if(autocvar_g_vehicles_enter)
2096 if(!STAT(FROZEN, this))
2100 entity head, closest_target = NULL;
2101 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2103 while(head) // find the closest acceptable target to enter
2105 if(IS_VEHICLE(head))
2107 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2108 if(head.takedamage != DAMAGE_NO)
2112 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2113 { closest_target = head; }
2115 else { closest_target = head; }
2121 if(closest_target) { vehicles_enter(this, closest_target); return; }
2125 // a use key was pressed; call handlers
2126 MUTATOR_CALLHOOK(PlayerUseKey, this);
2134 Called every frame for each client before the physics are run
2137 .float usekeypressed;
2138 .float last_vehiclecheck;
2140 void PlayerPreThink (entity this)
2142 WarpZone_PlayerPhysics_FixVAngle(this);
2144 STAT(GAMESTARTTIME, this) = game_starttime;
2145 STAT(ROUNDSTARTTIME, this) = round_starttime;
2146 STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2147 STAT(LEADLIMIT, this) = autocvar_leadlimit;
2149 STAT(WEAPONSINMAP, this) = weaponsInMap;
2152 // physics frames: update anticheat stuff
2153 anticheat_prethink(this);
2156 if (blockSpectators && frametime) {
2157 // WORKAROUND: only use dropclient in server frames (frametime set).
2158 // Never use it in cl_movement frames (frametime zero).
2159 checkSpectatorBlock(this);
2162 zoomstate_set = false;
2164 // Check for nameless players
2165 if (isInvisibleString(this.netname)) {
2166 this.netname = strzone(sprintf("Player#%d", this.playerid));
2167 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2169 if (this.netname != this.netname_previous) {
2170 if (autocvar_sv_eventlog) {
2171 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", this.netname));
2173 if (this.netname_previous) strunzone(this.netname_previous);
2174 this.netname_previous = strzone(this.netname);
2178 if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2179 this.version_nagtime = 0;
2180 if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2182 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2184 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2186 int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2187 if (r < 0) { // old client
2188 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2189 } else if (r > 0) { // old server
2190 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2196 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2198 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2199 this.max_armorvalue = 0;
2202 if (STAT(FROZEN, this) == 2)
2204 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2205 this.health = max(1, this.revive_progress * start_health);
2206 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2208 if (this.revive_progress >= 1)
2211 else if (STAT(FROZEN, this) == 3)
2213 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2214 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2216 if (this.health < 1)
2219 vehicles_exit(this.vehicle, VHEF_RELEASE);
2220 if(this.event_damage)
2221 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2223 else if (this.revive_progress <= 0)
2227 MUTATOR_CALLHOOK(PlayerPreThink, this);
2229 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !gameover && !this.vehicle)
2230 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2232 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2234 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2235 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2237 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2241 if(!it.team || SAME_TEAM(this, it))
2242 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2243 else if(autocvar_g_vehicles_steal)
2244 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2248 this.last_vehiclecheck = time + 1;
2251 if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2253 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2255 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2258 if (IS_REAL_CLIENT(this))
2259 PrintWelcomeMessage(this);
2261 if (IS_PLAYER(this)) {
2262 CheckRules_Player(this);
2264 if (intermission_running) {
2265 IntermissionThink(this);
2269 if (timeout_status == TIMEOUT_ACTIVE) {
2270 // don't allow the player to turn around while game is paused
2271 // FIXME turn this into CSQC stuff
2272 this.v_angle = this.lastV_angle;
2273 this.angles = this.lastV_angle;
2274 this.fixangle = true;
2277 if (frametime) player_powerups(this);
2279 if (IS_DEAD(this)) {
2280 if (this.personal && g_race_qualifying) {
2281 if (time > this.respawn_time) {
2282 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2284 this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2287 if (frametime) player_anim(this);
2288 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));
2290 switch(this.deadflag)
2294 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2295 this.deadflag = DEAD_RESPAWNING;
2296 else if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2297 this.deadflag = DEAD_DEAD;
2303 this.deadflag = DEAD_RESPAWNABLE;
2304 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2305 this.deadflag = DEAD_RESPAWNING;
2308 case DEAD_RESPAWNABLE:
2310 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2311 this.deadflag = DEAD_RESPAWNING;
2314 case DEAD_RESPAWNING:
2316 if (time > this.respawn_time)
2318 this.respawn_time = time + 1; // only retry once a second
2319 this.respawn_time_max = this.respawn_time;
2326 ShowRespawnCountdown(this);
2328 if (this.respawn_flags & RESPAWN_SILENT)
2329 STAT(RESPAWN_TIME, this) = 0;
2330 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2332 if (time < this.respawn_time)
2333 STAT(RESPAWN_TIME, this) = this.respawn_time;
2334 else if (this.deadflag != DEAD_RESPAWNING)
2335 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2338 STAT(RESPAWN_TIME, this) = this.respawn_time;
2341 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2342 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2343 STAT(RESPAWN_TIME, this) *= -1;
2348 this.prevorigin = this.origin;
2350 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2351 if (this.hook.state) {
2353 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2355 } else if (this.vehicle) {
2357 } else if (STAT(FROZEN, this)) {
2364 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2365 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2366 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2368 } else if (this.crouch) {
2369 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2370 if (!trace_startsolid) {
2371 this.crouch = false;
2372 this.view_ofs = STAT(PL_VIEW_OFS, this);
2373 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2377 FixPlayermodel(this);
2379 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2382 this.items &= ~this.items_added;
2384 //for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2386 //.entity weaponentity = weaponentities[slot];
2387 //W_WeaponFrame(this, weaponentity);
2389 .entity weaponentity = weaponentities[0]; // TODO
2390 W_WeaponFrame(this, weaponentity);
2392 this.items_added = 0;
2393 if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2394 this.items_added |= IT_FUEL;
2396 this.items |= this.items_added;
2401 // WEAPONTODO: Add a weapon request for this
2402 // rot vortex charge to the charge limit
2403 if (WEP_CVAR(vortex, charge_rot_rate) && this.vortex_charge > WEP_CVAR(vortex, charge_limit) && this.vortex_charge_rottime < time)
2404 this.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2406 if (frametime) player_anim(this);
2409 secrets_setstatus(this);
2412 monsters_setstatus(this);
2414 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2416 else if (gameover) {
2417 if (intermission_running) IntermissionThink(this);
2420 else if (IS_OBSERVER(this)) {
2421 ObserverThink(this);
2423 else if (IS_SPEC(this)) {
2424 SpectatorThink(this);
2427 // WEAPONTODO: Add weapon request for this
2428 if (!zoomstate_set) {
2430 PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this)
2431 || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_VORTEX)
2432 || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
2436 int oldspectatee_status = this.spectatee_status;
2437 if (IS_SPEC(this)) {
2438 this.spectatee_status = etof(this.enemy);
2439 } else if (IS_OBSERVER(this)) {
2440 this.spectatee_status = etof(this);
2442 this.spectatee_status = 0;
2444 if (this.spectatee_status != oldspectatee_status) {
2445 ClientData_Touch(this);
2446 if (g_race || g_cts) race_InitSpectator();
2449 if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2451 this.teamkill_soundtime = 0;
2453 entity e = this.teamkill_soundsource;
2454 entity oldpusher = e.pusher;
2456 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2457 e.pusher = oldpusher;
2460 if (this.taunt_soundtime && time > this.taunt_soundtime) {
2461 this.taunt_soundtime = 0;
2462 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2465 target_voicescript_next(this);
2467 // WEAPONTODO: Move into weaponsystem somehow
2468 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2469 if (PS(this).m_weapon == WEP_Null)
2470 this.clip_load = this.clip_size = 0;
2473 void DrownPlayer(entity this)
2478 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2480 if(this.air_finished < time)
2481 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2482 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2485 else if (this.air_finished < time)
2487 if (this.pain_finished < time)
2489 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2490 this.pain_finished = time + 0.5;
2495 .bool move_qcphysics;
2497 void Player_Physics(entity this)
2499 set_movetype(this, ((this.move_qcphysics) ? MOVETYPE_NONE : this.move_movetype));
2501 if(!this.move_qcphysics)
2504 int mt = this.move_movetype;
2506 if(mt == MOVETYPE_PUSH || mt == MOVETYPE_FAKEPUSH || mt == MOVETYPE_PHYSICS)
2508 this.move_qcphysics = false;
2509 set_movetype(this, mt);
2513 if(!frametime && !this.pm_frametime)
2516 Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
2518 this.pm_frametime = 0;
2525 Called every frame for each client after the physics are run
2528 .float idlekick_lasttimeleft;
2529 void PlayerPostThink (entity this)
2531 Player_Physics(this);
2534 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2535 if (IS_REAL_CLIENT(this))
2536 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2538 int totalClients = 0;
2539 if(sv_maxidle_slots > 0)
2541 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2547 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2548 { /* do nothing */ }
2549 else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2551 if (this.idlekick_lasttimeleft)
2553 this.idlekick_lasttimeleft = 0;
2554 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2559 float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2560 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2561 if (!this.idlekick_lasttimeleft)
2562 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2564 if (timeleft <= 0) {
2565 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2569 else if (timeleft <= 10) {
2570 if (timeleft != this.idlekick_lasttimeleft) {
2571 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2573 this.idlekick_lasttimeleft = timeleft;
2580 //CheckPlayerJump();
2582 if (IS_PLAYER(this)) {
2584 CheckRules_Player(this);
2585 UpdateChatBubble(this);
2586 if (this.impulse) ImpulseCommands(this);
2587 if (intermission_running) return; // intermission or finale
2588 GetPressedKeys(this);
2591 if (this.waypointsprite_attachedforcarrier) {
2592 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2593 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2596 playerdemo_write(this);
2598 CSQCMODEL_AUTOUPDATE(this);