3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/qc/globalsound.qh>
7 #include <common/ent_cs.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
10 #include <common/items/_mod.qh>
11 #include <common/items/inventory.qh>
12 #include <common/mapobjects/func/conveyor.qh>
13 #include <common/mapobjects/func/ladder.qh>
14 #include <common/mapobjects/subs.qh>
15 #include <common/mapobjects/target/spawnpoint.qh>
16 #include <common/mapobjects/teleporters.qh>
17 #include <common/mapobjects/trigger/counter.qh>
18 #include <common/mapobjects/trigger/secret.qh>
19 #include <common/mapobjects/trigger/swamp.qh>
20 #include <common/mapobjects/triggers.qh>
21 #include <common/minigames/sv_minigames.qh>
22 #include <common/monsters/sv_monsters.qh>
23 #include <common/mutators/mutator/instagib/sv_instagib.qh>
24 #include <common/mutators/mutator/nades/nades.qh>
25 #include <common/mutators/mutator/overkill/oknex.qh>
26 #include <common/mutators/mutator/status_effects/_mod.qh>
27 #include <common/mutators/mutator/waypoints/all.qh>
28 #include <common/net_linked.qh>
29 #include <common/net_notice.qh>
30 #include <common/notifications/all.qh>
31 #include <common/physics/player.qh>
32 #include <common/playerstats.qh>
33 #include <common/resources/sv_resources.qh>
34 #include <common/state.qh>
35 #include <common/stats.qh>
36 #include <common/vehicles/all.qh>
37 #include <common/vehicles/sv_vehicles.qh>
38 #include <common/viewloc.qh>
39 #include <common/weapons/_all.qh>
40 #include <common/weapons/weapon/vortex.qh>
41 #include <common/wepent.qh>
42 #include <lib/csqcmodel/sv_model.qh>
43 #include <lib/warpzone/common.qh>
44 #include <lib/warpzone/server.qh>
45 #include <server/anticheat.qh>
46 #include <server/antilag.qh>
47 #include <server/bot/api.qh>
48 #include <server/bot/default/cvars.qh>
49 #include <server/campaign.qh>
50 #include <server/chat.qh>
51 #include <server/cheats.qh>
52 #include <server/clientkill.qh>
53 #include <server/command/common.qh>
54 #include <server/command/common.qh>
55 #include <server/command/vote.qh>
56 #include <server/compat/quake3.qh>
57 #include <server/damage.qh>
58 #include <server/gamelog.qh>
59 #include <server/handicap.qh>
60 #include <server/hook.qh>
61 #include <server/impulse.qh>
62 #include <server/intermission.qh>
63 #include <server/ipban.qh>
64 #include <server/main.qh>
65 #include <server/mutators/_mod.qh>
66 #include <server/player.qh>
67 #include <server/portals.qh>
68 #include <server/race.qh>
69 #include <server/scores.qh>
70 #include <server/scores_rules.qh>
71 #include <server/spawnpoints.qh>
72 #include <server/teamplay.qh>
73 #include <server/weapons/accuracy.qh>
74 #include <server/weapons/common.qh>
75 #include <server/weapons/hitplot.qh>
76 #include <server/weapons/selection.qh>
77 #include <server/weapons/tracing.qh>
78 #include <server/weapons/weaponsystem.qh>
79 #include <server/world.qh>
81 STATIC_METHOD(Client, Add, void(Client this, int _team))
84 TRANSMUTE(Player, this);
87 PutClientInServer(this);
90 STATIC_METHOD(Client, Remove, void(Client this))
92 TRANSMUTE(Observer, this);
93 PutClientInServer(this);
94 ClientDisconnect(this);
97 void send_CSQC_teamnagger() {
98 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
101 int CountSpectators(entity player, entity to)
103 if(!player) { return 0; } // not sure how, but best to be safe
107 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
115 void WriteSpectators(entity player, entity to)
117 if(!player) { return; } // not sure how, but best to be safe
120 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
122 if(spec_count >= MAX_SPECTATORS)
124 WriteByte(MSG_ENTITY, num_for_edict(it));
129 bool ClientData_Send(entity this, entity to, int sf)
131 assert(to == this.owner, return false);
134 if (IS_SPEC(e)) e = e.enemy;
137 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
138 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
139 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
140 if (autocvar_sv_showspectators == 1 || (autocvar_sv_showspectators && IS_SPEC(to)))
141 sf |= BIT(4); // show spectators
143 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
144 WriteByte(MSG_ENTITY, sf);
147 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
151 float specs = CountSpectators(e, to);
152 WriteByte(MSG_ENTITY, specs);
153 WriteSpectators(e, to);
159 void ClientData_Attach(entity this)
161 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
162 CS(this).clientdata.drawonlytoclient = this;
163 CS(this).clientdata.owner = this;
166 void ClientData_Detach(entity this)
168 delete(CS(this).clientdata);
169 CS(this).clientdata = NULL;
172 void ClientData_Touch(entity e)
174 entity cd = CS(e).clientdata;
175 if (cd) { cd.SendFlags = 1; }
177 // make it spectatable
178 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
180 entity cd = CS(it).clientdata;
181 if (cd) { cd.SendFlags = 1; }
190 Checks if the argument string can be a valid playermodel.
191 Returns a valid one in doubt.
194 string FallbackPlayerModel;
195 string CheckPlayerModel(string plyermodel) {
196 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
198 // note: we cannot summon Don Strunzone here, some player may
199 // still have the model string set. In case anyone manages how
200 // to change a cvar default, we'll have a small leak here.
201 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
203 // only in right path
204 if(substring(plyermodel, 0, 14) != "models/player/")
205 return FallbackPlayerModel;
206 // only good file extensions
207 if(substring(plyermodel, -4, 4) != ".iqm"
208 && substring(plyermodel, -4, 4) != ".zym"
209 && substring(plyermodel, -4, 4) != ".dpm"
210 && substring(plyermodel, -4, 4) != ".md3"
211 && substring(plyermodel, -4, 4) != ".psk")
213 return FallbackPlayerModel;
215 // forbid the LOD models
216 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
217 return FallbackPlayerModel;
218 if(plyermodel != strtolower(plyermodel))
219 return FallbackPlayerModel;
220 // also, restrict to server models
221 if(autocvar_sv_servermodelsonly)
223 if(!fexists(plyermodel))
224 return FallbackPlayerModel;
229 void setplayermodel(entity e, string modelname)
231 precache_model(modelname);
232 _setmodel(e, modelname);
233 player_setupanimsformodel(e);
234 if(!autocvar_g_debug_globalsounds)
235 UpdatePlayerSounds(e);
238 /** putting a client as observer in the server */
239 void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
241 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
242 bool recount_ready = false;
243 PlayerState_detach(this);
247 if(GetResource(this, RES_HEALTH) >= 1)
250 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
253 // was a player, recount votes and ready status
254 if(IS_REAL_CLIENT(this))
256 if (vote_called) { VoteCount(false); }
258 recount_ready = true;
260 entcs_update_players(this);
265 entity spot = SelectSpawnPoint(this, true);
266 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
267 this.angles = vec2(spot.angles);
268 // offset it so that the spectator spawns higher off the ground, looks better this way
269 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
271 else // change origin to restore previous view origin
272 setorigin(this, this.origin + STAT(PL_VIEW_OFS, this) - STAT(PL_CROUCH_VIEW_OFS, this));
273 this.fixangle = true;
275 if (IS_REAL_CLIENT(this))
278 WriteByte(MSG_ONE, SVC_SETVIEW);
279 WriteEntity(MSG_ONE, this);
281 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
282 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
283 if(!autocvar_g_debug_globalsounds)
285 // needed for player sounds
287 FixPlayermodel(this);
289 setmodel(this, MDL_Null);
290 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
291 this.view_ofs = '0 0 0';
293 RemoveGrapplingHooks(this);
294 Portal_ClearAll(this);
295 Unfreeze(this, false);
296 SetSpectatee(this, NULL);
301 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
305 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
307 TRANSMUTE(Observer, this);
309 if(recount_ready) ReadyCount();
311 WaypointSprite_PlayerDead(this);
312 accuracy_resend(this);
314 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
315 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
317 CS(this).spectatortime = time;
319 IL_REMOVE(g_bot_targets, this);
320 this.bot_attack = false;
321 if(this.monster_attack)
322 IL_REMOVE(g_monster_targets, this);
323 this.monster_attack = false;
324 STAT(HUD, this) = HUD_NORMAL;
325 this.iscreature = false;
326 this.teleportable = TELEPORT_SIMPLE;
327 if(this.damagedbycontents)
328 IL_REMOVE(g_damagedbycontents, this);
329 this.damagedbycontents = false;
330 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
331 SetSpectatee_status(this, etof(this));
332 this.takedamage = DAMAGE_NO;
333 this.solid = SOLID_NOT;
334 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
335 this.flags = FL_CLIENT | FL_NOTARGET;
337 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
338 this.pauserotarmor_finished = 0;
339 this.pauserothealth_finished = 0;
340 this.pauseregen_finished = 0;
341 this.damageforcescale = 0;
343 this.respawn_flags = 0;
344 this.respawn_time = 0;
345 STAT(RESPAWN_TIME, this) = 0;
349 this.pain_finished = 0;
350 STAT(AIR_FINISHED, this) = 0;
351 //this.dphitcontentsmask = 0;
352 this.dphitcontentsmask = DPCONTENTS_SOLID;
353 if (autocvar_g_playerclip_collisions)
354 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
357 setthink(this, func_null);
359 this.deadflag = DEAD_NO;
361 STAT(REVIVE_PROGRESS, this) = 0;
362 this.revival_time = 0;
363 this.draggable = drag_undraggable;
365 player_powerups_remove_all(this);
367 STAT(WEAPONS, this) = '0 0 0';
368 this.drawonlytoclient = this;
372 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
374 this.weaponmodel = "";
375 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
377 this.weaponentities[slot] = NULL;
379 this.exteriorweaponentity = NULL;
380 CS(this).killcount = FRAGS_SPECTATOR;
381 this.velocity = '0 0 0';
382 this.avelocity = '0 0 0';
383 this.punchangle = '0 0 0';
384 this.punchvector = '0 0 0';
385 this.oldvelocity = this.velocity;
386 this.event_damage = func_null;
387 this.event_heal = func_null;
389 for(int slot = 0; slot < MAX_AXH; ++slot)
391 entity axh = this.(AuxiliaryXhair[slot]);
392 this.(AuxiliaryXhair[slot]) = NULL;
394 if(axh.owner == this && axh != NULL && !wasfreed(axh))
398 if (mutator_returnvalue)
400 // mutator prevents resetting teams+score
404 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR); // clears scores too in game modes without teams
405 this.frags = FRAGS_SPECTATOR;
408 bot_relinkplayerlist();
410 if (CS(this).just_joined)
411 CS(this).just_joined = false;
414 int player_getspecies(entity this)
416 get_model_parameters(this.model, this.skin);
417 int s = get_model_parameters_species;
418 get_model_parameters(string_null, 0);
419 if (s < 0) return SPECIES_HUMAN;
423 .float model_randomizer;
424 void FixPlayermodel(entity player)
426 string defaultmodel = "";
428 if(autocvar_sv_defaultcharacter)
434 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
435 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
436 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
437 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
441 if(defaultmodel == "")
443 defaultmodel = autocvar_sv_defaultplayermodel;
444 defaultskin = autocvar_sv_defaultplayerskin;
447 int n = tokenize_console(defaultmodel);
450 defaultmodel = argv(floor(n * CS(player).model_randomizer));
451 // However, do NOT randomize if the player-selected model is in the list.
452 for (int i = 0; i < n; ++i)
453 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
454 defaultmodel = argv(i);
457 int i = strstrofs(defaultmodel, ":", 0);
460 defaultskin = stof(substring(defaultmodel, i+1, -1));
461 defaultmodel = substring(defaultmodel, 0, i);
464 if(autocvar_sv_defaultcharacterskin && !defaultskin)
470 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
471 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
472 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
473 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
478 defaultskin = autocvar_sv_defaultplayerskin;
481 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
482 defaultmodel = M_ARGV(0, string);
483 defaultskin = M_ARGV(1, int);
487 if(defaultmodel != "")
489 if (defaultmodel != player.model)
491 vector m1 = player.mins;
492 vector m2 = player.maxs;
493 setplayermodel (player, defaultmodel);
494 setsize (player, m1, m2);
498 oldskin = player.skin;
499 player.skin = defaultskin;
501 if (player.playermodel != player.model || player.playermodel == "")
503 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
504 vector m1 = player.mins;
505 vector m2 = player.maxs;
506 setplayermodel (player, player.playermodel);
507 setsize (player, m1, m2);
511 if(!autocvar_sv_defaultcharacterskin)
513 oldskin = player.skin;
514 player.skin = stof(player.playerskin);
518 oldskin = player.skin;
519 player.skin = defaultskin;
523 if(chmdl || oldskin != player.skin) // model or skin has changed
525 player.species = player_getspecies(player); // update species
526 if(!autocvar_g_debug_globalsounds)
527 UpdatePlayerSounds(player); // update skin sounds
531 if(strlen(autocvar_sv_defaultplayercolors))
532 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
533 setcolor(player, stof(autocvar_sv_defaultplayercolors));
536 void PutPlayerInServer(entity this)
538 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
540 PlayerState_attach(this);
541 accuracy_resend(this);
543 if (IS_BOT_CLIENT(this))
545 if (teamplay && Team_IsValidIndex(this.bot_forced_team))
546 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
548 this.bot_forced_team = 0;
552 TeamBalance_JoinBestTeam(this);
554 entity spot = SelectSpawnPoint(this, false);
556 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
557 return; // spawn failed
560 TRANSMUTE(Player, this);
562 CS(this).wasplayer = true;
563 this.iscreature = true;
564 this.teleportable = TELEPORT_NORMAL;
565 if(!this.damagedbycontents)
566 IL_PUSH(g_damagedbycontents, this);
567 this.damagedbycontents = true;
568 set_movetype(this, MOVETYPE_WALK);
569 this.solid = SOLID_SLIDEBOX;
570 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
571 if (autocvar_g_playerclip_collisions)
572 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
573 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
574 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
575 this.frags = FRAGS_PLAYER;
576 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
577 this.flags = FL_CLIENT | FL_PICKUPITEMS;
578 if (autocvar__notarget)
579 this.flags |= FL_NOTARGET;
580 this.takedamage = DAMAGE_AIM;
581 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
584 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
585 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
586 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
587 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
588 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
589 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
590 SetResource(this, RES_HEALTH, warmup_start_health);
591 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
592 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
594 SetResource(this, RES_SHELLS, start_ammo_shells);
595 SetResource(this, RES_BULLETS, start_ammo_nails);
596 SetResource(this, RES_ROCKETS, start_ammo_rockets);
597 SetResource(this, RES_CELLS, start_ammo_cells);
598 SetResource(this, RES_PLASMA, start_ammo_plasma);
599 SetResource(this, RES_FUEL, start_ammo_fuel);
600 SetResource(this, RES_HEALTH, start_health);
601 SetResource(this, RES_ARMOR, start_armorvalue);
602 STAT(WEAPONS, this) = start_weapons;
603 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
605 GiveRandomWeapons(this, random_start_weapons_count,
606 autocvar_g_random_start_weapons, random_start_ammo);
609 SetSpectatee_status(this, 0);
611 PS(this).dual_weapons = '0 0 0';
613 if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
614 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
616 this.items = start_items;
618 float shieldtime = time + autocvar_g_spawnshieldtime;
620 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
621 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
622 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
623 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
624 if (!sv_ready_restart_after_countdown && time < game_starttime)
626 float f = game_starttime - time;
628 this.pauserotarmor_finished += f;
629 this.pauserothealth_finished += f;
630 this.pauseregen_finished += f;
633 StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
635 this.damageforcescale = autocvar_g_player_damageforcescale;
637 this.respawn_flags = 0;
638 this.respawn_time = 0;
639 STAT(RESPAWN_TIME, this) = 0;
640 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
642 this.pain_finished = 0;
644 setthink(this, func_null); // players have no think function
647 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
649 this.deadflag = DEAD_NO;
651 this.angles = spot.angles;
652 this.angles_z = 0; // never spawn tilted even if the spot says to
653 if (IS_BOT_CLIENT(this))
655 this.v_angle = this.angles;
658 this.fixangle = true; // turn this way immediately
659 this.oldvelocity = this.velocity = '0 0 0';
660 this.avelocity = '0 0 0';
661 this.punchangle = '0 0 0';
662 this.punchvector = '0 0 0';
664 STAT(REVIVE_PROGRESS, this) = 0;
665 this.revival_time = 0;
667 STAT(AIR_FINISHED, this) = 0;
668 this.waterlevel = WATERLEVEL_NONE;
669 this.watertype = CONTENT_EMPTY;
671 entity spawnevent = new_pure(spawnevent);
672 spawnevent.owner = this;
673 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
675 // Cut off any still running player sounds.
676 stopsound(this, CH_PLAYER_SINGLE);
679 FixPlayermodel(this);
680 this.drawonlytoclient = NULL;
684 for(int slot = 0; slot < MAX_AXH; ++slot)
686 entity axh = this.(AuxiliaryXhair[slot]);
687 this.(AuxiliaryXhair[slot]) = NULL;
689 if(axh.owner == this && axh != NULL && !wasfreed(axh))
693 this.spawnpoint_targ = NULL;
696 this.view_ofs = STAT(PL_VIEW_OFS, this);
697 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
698 this.spawnorigin = spot.origin;
699 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
700 // don't reset back to last position, even if new position is stuck in solid
701 this.oldorigin = this.origin;
703 IL_REMOVE(g_conveyed, this);
704 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
706 IL_REMOVE(g_swamped, this);
707 this.swampslug = NULL;
708 this.swamp_interval = 0;
709 if(this.ladder_entity)
710 IL_REMOVE(g_ladderents, this);
711 this.ladder_entity = NULL;
712 IL_EACH(g_counters, it.realowner == this,
716 STAT(HUD, this) = HUD_NORMAL;
718 this.event_damage = PlayerDamage;
719 this.event_heal = PlayerHeal;
721 this.draggable = func_null;
724 IL_PUSH(g_bot_targets, this);
725 this.bot_attack = true;
726 if(!this.monster_attack)
727 IL_PUSH(g_monster_targets, this);
728 this.monster_attack = true;
729 navigation_dynamicgoal_init(this, false);
731 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
733 // player was spectator
734 if (CS(this).killcount == FRAGS_SPECTATOR) {
735 PlayerScore_Clear(this);
736 CS(this).killcount = 0;
737 CS(this).startplaytime = time;
740 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
742 .entity weaponentity = weaponentities[slot];
743 CL_SpawnWeaponentity(this, weaponentity);
745 this.alpha = default_player_alpha;
746 this.colormod = '1 1 1' * autocvar_g_player_brightness;
747 this.exteriorweaponentity.alpha = default_weapon_alpha;
749 this.speedrunning = false;
751 this.counter_cnt = 0;
752 this.fragsfilter_cnt = 0;
754 target_voicescript_clear(this);
756 // reset fields the weapons may use
757 FOREACH(Weapons, true, {
758 it.wr_resetplayer(it, this);
759 // reload all reloadable weapons
760 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
761 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
763 .entity weaponentity = weaponentities[slot];
764 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
769 Unfreeze(this, false);
771 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
773 string s = spot.target;
774 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
775 spot.target = string_null;
776 SUB_UseTargets(spot, this, NULL);
777 if(g_assault || g_race)
781 if (autocvar_spawn_debug)
783 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
784 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
787 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
789 .entity weaponentity = weaponentities[slot];
790 entity w_ent = this.(weaponentity);
791 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
792 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
794 w_ent.m_switchweapon = WEP_Null;
795 w_ent.m_weapon = WEP_Null;
796 w_ent.weaponname = "";
797 w_ent.m_switchingweapon = WEP_Null;
801 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
803 if (CS(this).impulse) ImpulseCommands(this);
805 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
806 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
808 .entity weaponentity = weaponentities[slot];
809 W_WeaponFrame(this, weaponentity);
812 if (!warmup_stage && !this.alivetime)
813 this.alivetime = time;
815 antilag_clear(this, CS(this));
818 /** Called when a client spawns in the server */
819 void PutClientInServer(entity this)
821 if (IS_REAL_CLIENT(this)) {
823 WriteByte(MSG_ONE, SVC_SETVIEW);
824 WriteEntity(MSG_ONE, this);
827 TRANSMUTE(Observer, this);
829 bool use_spawnpoint = (!this.enemy); // check this.enemy here since SetSpectatee will clear it
830 SetSpectatee(this, NULL);
834 PS(this).itemkeys = 0;
836 MUTATOR_CALLHOOK(PutClientInServer, this);
838 if (IS_OBSERVER(this)) {
839 PutObserverInServer(this, false, use_spawnpoint);
840 } else if (IS_PLAYER(this)) {
841 PutPlayerInServer(this);
844 bot_relinkplayerlist();
847 // TODO do we need all these fields, or should we stop autodetecting runtime
848 // changes and just have a console command to update this?
849 bool ClientInit_SendEntity(entity this, entity to, int sf)
851 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
854 // MSG_INIT replacement
855 // TODO: make easier to use
857 W_PROP_reload(MSG_ONE, to);
858 ClientInit_misc(this);
859 MUTATOR_CALLHOOK(Ent_Init);
861 void ClientInit_misc(entity this)
863 int channel = MSG_ONE;
864 WriteHeader(channel, ENT_CLIENT_INIT);
865 WriteByte(channel, g_nexball_meter_period * 32);
866 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
867 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
868 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
869 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
870 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
871 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
872 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
873 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
875 if(autocvar_sv_foginterval && world.fog != "")
876 WriteString(channel, world.fog);
878 WriteString(channel, "");
879 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
880 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
881 WriteByte(channel, serverflags);
882 WriteCoord(channel, autocvar_g_trueaim_minrange);
885 void ClientInit_CheckUpdate(entity this)
887 this.nextthink = time;
888 if(this.count != autocvar_g_balance_armor_blockpercent)
890 this.count = autocvar_g_balance_armor_blockpercent;
893 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
895 this.cnt = autocvar_g_balance_damagepush_speedfactor;
900 void ClientInit_Spawn()
902 entity e = new_pure(clientinit);
903 setthink(e, ClientInit_CheckUpdate);
904 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
906 ClientInit_CheckUpdate(e);
916 // initialize parms for a new player
917 parm1 = -(86400 * 366);
919 MUTATOR_CALLHOOK(SetNewParms);
927 void SetChangeParms (entity this)
929 // save parms for level change
930 parm1 = CS(this).parm_idlesince - time;
932 MUTATOR_CALLHOOK(SetChangeParms);
940 void DecodeLevelParms(entity this)
943 CS(this).parm_idlesince = parm1;
944 if (CS(this).parm_idlesince == -(86400 * 366))
945 CS(this).parm_idlesince = time;
947 // whatever happens, allow 60 seconds of idling directly after connect for map loading
948 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
950 MUTATOR_CALLHOOK(DecodeLevelParms);
953 void FixClientCvars(entity e)
955 // send prediction settings to the client
956 if(autocvar_g_antilag == 3) // client side hitscan
957 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
958 if(autocvar_sv_gentle)
959 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
961 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
962 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
964 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
966 MUTATOR_CALLHOOK(FixClientCvars, e);
969 bool findinlist_abbrev(string tofind, string list)
971 if(list == "" || tofind == "")
972 return false; // empty list or search, just return
974 // this function allows abbreviated strings!
975 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
983 bool PlayerInIPList(entity p, string iplist)
985 // some safety checks (never allow local?)
986 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
989 return findinlist_abbrev(p.netaddress, iplist);
992 bool PlayerInIDList(entity p, string idlist)
994 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
998 return findinlist_abbrev(p.crypto_idfp, idlist);
1001 bool PlayerInList(entity player, string list)
1003 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1006 #ifdef DP_EXT_PRECONNECT
1011 Called once (not at each match start) when a client begins a connection to the server
1014 void ClientPreConnect(entity this)
1016 if(autocvar_sv_eventlog)
1018 GameLogEcho(sprintf(":connect:%d:%d:%s",
1021 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1027 void SendWelcomemessage(entity this, bool force_centerprint)
1030 WriteHeader(MSG_ONE, TE_CSQC_SERVERWELCOME);
1031 SendWelcomemessage_msg_type(this, force_centerprint, MSG_ONE);
1034 // NOTE csqc uses the active mutators list sent by this function
1035 // to understand which mutators are enabled
1036 // also note that they aren't all registered mutators, e.g. jetpack, low gravity
1037 void SendWelcomemessage_msg_type(entity this, bool force_centerprint, int msg_type)
1039 WriteByte(msg_type, boolean(autocvar_g_campaign));
1040 if (boolean(autocvar_g_campaign))
1042 WriteString(msg_type, Campaign_GetTitle());
1043 WriteByte(msg_type, Campaign_GetLevelNum());
1044 WriteString(msg_type, Campaign_GetMessage());
1047 WriteByte(msg_type, force_centerprint);
1048 WriteString(msg_type, autocvar_hostname);
1049 WriteString(msg_type, autocvar_g_xonoticversion);
1050 WriteByte(msg_type, CS(this).version_mismatch);
1051 WriteByte(msg_type, (CS(this).version < autocvar_gameversion));
1053 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1054 string modifications = M_ARGV(0, string);
1056 if (!g_weaponarena && cvar("g_balance_blaster_weaponstartoverride") == 0)
1057 modifications = strcat(modifications, ", No start weapons");
1058 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1059 modifications = strcat(modifications, ", Low gravity");
1060 if(g_weapon_stay && !g_cts)
1061 modifications = strcat(modifications, ", Weapons stay");
1062 if(autocvar_g_jetpack)
1063 modifications = strcat(modifications, ", Jetpack");
1064 modifications = substring(modifications, 2, strlen(modifications) - 2);
1066 WriteString(msg_type, modifications);
1068 WriteString(msg_type, g_weaponarena_list);
1070 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1072 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1073 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1076 WriteString(msg_type, cache_mutatormsg);
1078 WriteString(msg_type, strreplace("\\n", "\n", autocvar_sv_motd));
1085 Called when a client connects to the server
1088 void ClientConnect(entity this)
1090 if (Ban_MaybeEnforceBanOnce(this)) return;
1091 assert(!IS_CLIENT(this), return);
1092 this.flags |= FL_CLIENT;
1093 assert(player_count >= 0, player_count = 0);
1095 TRANSMUTE(Client, this);
1096 CS(this).version_nagtime = time + 10 + random() * 10;
1098 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1100 bot_clientconnect(this);
1102 Player_DetermineForcedTeam(this);
1104 TRANSMUTE(Observer, this);
1106 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1108 // always track bots, don't ask for cl_allow_uidtracking
1109 if (IS_BOT_CLIENT(this))
1110 PlayerStats_GameReport_AddPlayer(this);
1112 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1114 if (autocvar_sv_eventlog)
1115 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1117 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1119 stuffcmd(this, clientstuff, "\n");
1120 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1122 FixClientCvars(this);
1124 // get version info from player
1125 stuffcmd(this, "cmd clientversion $gameversion\n");
1127 // notify about available teams
1130 entity balance = TeamBalance_CheckAllowedTeams(this);
1131 int t = TeamBalance_GetAllowedTeams(balance);
1132 TeamBalance_Destroy(balance);
1133 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1137 stuffcmd(this, "set _teams_available 0\n");
1140 bot_relinkplayerlist();
1142 CS(this).spectatortime = time;
1143 if (blockSpectators)
1145 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1148 CS(this).jointime = time;
1150 if (IS_REAL_CLIENT(this))
1152 if (g_weaponarena_weapons == WEPSET(TUBA))
1153 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1156 if (!autocvar_sv_foginterval && world.fog != "")
1157 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1159 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1160 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1161 send_CSQC_teamnagger();
1163 CSQCMODEL_AUTOINIT(this);
1165 CS(this).model_randomizer = random();
1167 if (IS_REAL_CLIENT(this))
1168 sv_notice_join(this);
1170 this.move_qcphysics = autocvar_sv_qcphysics;
1172 // update physics stats (players can spawn before physics runs)
1173 Physics_UpdateStats(this);
1175 IL_EACH(g_initforplayer, it.init_for_player, {
1176 it.init_for_player(it, this);
1179 Handicap_Initialize(this);
1181 MUTATOR_CALLHOOK(ClientConnect, this);
1183 if (player_count == 1)
1184 localcmd("\nsv_hook_firstjoin\n");
1186 if (IS_REAL_CLIENT(this) && !IS_PLAYER(this) && !autocvar_g_campaign)
1187 CS(this).motd_actived_time = -1; // the welcome message is shown by the client
1193 Called when a client disconnects from the server
1196 .entity chatbubbleentity;
1197 void player_powerups_remove_all(entity this);
1199 void ClientDisconnect(entity this)
1201 assert(IS_CLIENT(this), return);
1203 PlayerStats_GameReport_FinalizePlayer(this);
1204 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1205 if (CS(this).active_minigame) part_minigame(this);
1206 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1208 if (autocvar_sv_eventlog)
1209 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1211 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1214 SetSpectatee(this, NULL);
1216 MUTATOR_CALLHOOK(ClientDisconnect, this);
1218 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1219 strfree(CS_CVAR(this).weaponorder_byimpulse);
1220 ClientState_detach(this);
1222 Portal_ClearAll(this);
1224 Unfreeze(this, false);
1226 RemoveGrapplingHooks(this);
1228 // Here, everything has been done that requires this player to be a client.
1230 this.flags &= ~FL_CLIENT;
1232 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1233 if (this.killindicator) delete(this.killindicator);
1235 IL_EACH(g_counters, it.realowner == this,
1240 WaypointSprite_PlayerGone(this);
1242 bot_relinkplayerlist();
1244 strfree(this.clientstatus);
1245 if (this.personal) delete(this.personal);
1249 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1251 player_powerups_remove_all(this); // stop powerup sound
1255 if (player_count == 0)
1256 localcmd("\nsv_hook_lastleave\n");
1259 void ChatBubbleThink(entity this)
1261 this.nextthink = time;
1262 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1264 if(this.owner) // but why can that ever be NULL?
1265 this.owner.chatbubbleentity = NULL;
1272 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1274 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1275 this.mdl = "models/sprites/minigame_busy.iqm";
1276 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1277 this.mdl = "models/misc/chatbubble.spr";
1280 if ( this.model != this.mdl )
1281 _setmodel(this, this.mdl);
1285 void UpdateChatBubble(entity this)
1289 // spawn a chatbubble entity if needed
1290 if (!this.chatbubbleentity)
1292 this.chatbubbleentity = new(chatbubbleentity);
1293 this.chatbubbleentity.owner = this;
1294 this.chatbubbleentity.exteriormodeltoclient = this;
1295 setthink(this.chatbubbleentity, ChatBubbleThink);
1296 this.chatbubbleentity.nextthink = time;
1297 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1298 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1299 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1300 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1301 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1302 //this.chatbubbleentity.model = "";
1303 this.chatbubbleentity.effects = EF_LOWPRECISION;
1307 void calculate_player_respawn_time(entity this)
1309 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1312 float gametype_setting_tmp;
1313 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1314 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1315 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1316 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1317 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1318 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1320 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1323 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1324 if(it.team == this.team)
1327 if (sdelay_small_count == 0)
1328 sdelay_small_count = 1;
1329 if (sdelay_large_count == 0)
1330 sdelay_large_count = 1;
1334 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1337 if (sdelay_small_count == 0)
1339 if (IS_INDEPENDENT_PLAYER(this))
1341 // Players play independently. No point in requiring enemies.
1342 sdelay_small_count = 1;
1346 // Players play AGAINST each other. Enemies required.
1347 sdelay_small_count = 2;
1350 if (sdelay_large_count == 0)
1352 if (IS_INDEPENDENT_PLAYER(this))
1354 // Players play independently. No point in requiring enemies.
1355 sdelay_large_count = 1;
1359 // Players play AGAINST each other. Enemies required.
1360 sdelay_large_count = 2;
1367 if (pcount <= sdelay_small_count)
1368 sdelay = sdelay_small;
1369 else if (pcount >= sdelay_large_count)
1370 sdelay = sdelay_large;
1371 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1372 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1375 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1377 this.respawn_time = time + sdelay;
1379 if(sdelay < sdelay_max)
1380 this.respawn_time_max = time + sdelay_max;
1382 this.respawn_time_max = this.respawn_time;
1384 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1385 this.respawn_countdown = 10; // first number to count down from is 10
1387 this.respawn_countdown = -1; // do not count down
1389 if(autocvar_g_forced_respawn)
1390 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1393 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1394 // added to the model skins
1395 /*void UpdateColorModHack()
1398 c = this.clientcolors & 15;
1399 // LordHavoc: only bothering to support white, green, red, yellow, blue
1400 if (!teamplay) this.colormod = '0 0 0';
1401 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1402 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1403 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1404 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1405 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1406 else this.colormod = '1 1 1';
1409 void respawn(entity this)
1411 bool damagedbycontents_prev = this.damagedbycontents;
1414 if(autocvar_g_respawn_ghosts)
1416 this.solid = SOLID_NOT;
1417 this.takedamage = DAMAGE_NO;
1418 this.damagedbycontents = false;
1419 set_movetype(this, MOVETYPE_FLY);
1420 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1421 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1422 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1423 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1424 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1425 if(autocvar_g_respawn_ghosts_time > 0)
1426 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1429 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1433 this.damagedbycontents = damagedbycontents_prev;
1435 this.effects |= EF_NODRAW; // prevent another CopyBody
1436 PutClientInServer(this);
1439 void play_countdown(entity this, float finished, Sound samp)
1442 float time_left = finished - time;
1443 if(IS_REAL_CLIENT(this) && time_left < 6 && floor(time_left - frametime) != floor(time_left))
1444 sound(this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1447 // it removes special powerups not handled by StatusEffects
1448 void player_powerups_remove_all(entity this)
1450 if (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1452 // don't play the poweroff sound when the game restarts or the player disconnects
1453 if (time > game_starttime + 1 && IS_CLIENT(this)
1454 && !(start_items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS)))
1456 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1458 if (this.items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1459 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1460 this.items -= (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS));
1464 void player_powerups(entity this)
1466 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1467 this.modelflags |= MF_ROCKET;
1469 this.modelflags &= ~MF_ROCKET;
1471 this.effects &= ~EF_NODEPTHTEST;
1474 player_powerups_remove_all(this);
1476 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1479 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1480 int items_prev = this.items;
1482 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1484 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1485 if (this.items & IT_SUPERWEAPON)
1487 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1489 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1490 this.items = this.items - (this.items & IT_SUPERWEAPON);
1491 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1492 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1494 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1496 // don't let them run out
1500 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1501 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1503 this.items = this.items - (this.items & IT_SUPERWEAPON);
1504 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1505 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1506 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1510 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1512 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1514 this.items = this.items | IT_SUPERWEAPON;
1515 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1518 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1519 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1524 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1525 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1526 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1529 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1531 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1535 if(autocvar_g_nodepthtestplayers)
1536 this.effects = this.effects | EF_NODEPTHTEST;
1538 if(autocvar_g_fullbrightplayers)
1539 this.effects = this.effects | EF_FULLBRIGHT;
1541 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1544 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1546 if(current > stable)
1548 else if(current > stable - 0.25) // when close enough, "snap"
1551 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1554 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1556 if(current < stable)
1558 else if(current < stable + 0.25) // when close enough, "snap"
1561 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1564 void RotRegen(entity this, Resource res, float limit_mod,
1565 float regenstable, float regenfactor, float regenlinear, float regenframetime,
1566 float rotstable, float rotfactor, float rotlinear, float rotframetime)
1568 float old = GetResource(this, res);
1569 float current = old;
1570 if(current > rotstable)
1572 if(rotframetime > 0)
1574 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1575 current = max(rotstable, current - rotlinear * rotframetime);
1578 else if(current < regenstable)
1580 if(regenframetime > 0)
1582 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1583 current = min(regenstable, current + regenlinear * regenframetime);
1587 float limit = GetResourceLimit(this, res) * limit_mod;
1592 SetResource(this, res, current);
1595 void player_regen(entity this)
1597 float max_mod, regen_mod, rot_mod, limit_mod;
1598 max_mod = regen_mod = rot_mod = limit_mod = 1;
1600 float regen_health = autocvar_g_balance_health_regen;
1601 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1602 float regen_health_rot = autocvar_g_balance_health_rot;
1603 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1604 float regen_health_stable = autocvar_g_balance_health_regenstable;
1605 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1606 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1607 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1608 max_mod = M_ARGV(1, float);
1609 regen_mod = M_ARGV(2, float);
1610 rot_mod = M_ARGV(3, float);
1611 limit_mod = M_ARGV(4, float);
1612 regen_health = M_ARGV(5, float);
1613 regen_health_linear = M_ARGV(6, float);
1614 regen_health_rot = M_ARGV(7, float);
1615 regen_health_rotlinear = M_ARGV(8, float);
1616 regen_health_stable = M_ARGV(9, float);
1617 regen_health_rotstable = M_ARGV(10, float);
1619 float rotstable, regenstable, rotframetime, regenframetime;
1621 if(!mutator_returnvalue)
1622 if(!STAT(FROZEN, this))
1624 regenstable = autocvar_g_balance_armor_regenstable;
1625 rotstable = autocvar_g_balance_armor_rotstable;
1626 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1627 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1628 RotRegen(this, RES_ARMOR, limit_mod,
1629 regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime,
1630 rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime);
1632 // NOTE: max_mod is only applied to health
1633 regenstable = regen_health_stable * max_mod;
1634 rotstable = regen_health_rotstable * max_mod;
1635 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1636 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1637 RotRegen(this, RES_HEALTH, limit_mod,
1638 regenstable, regen_health, regen_health_linear, regenframetime,
1639 rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1642 // if player rotted to death... die!
1643 // check this outside above checks, as player may still be able to rot to death
1644 if(GetResource(this, RES_HEALTH) < 1)
1647 vehicles_exit(this.vehicle, VHEF_RELEASE);
1648 if(this.event_damage)
1649 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1652 if (!(this.items & IT_UNLIMITED_AMMO))
1654 regenstable = autocvar_g_balance_fuel_regenstable;
1655 rotstable = autocvar_g_balance_fuel_rotstable;
1656 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0;
1657 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1658 RotRegen(this, RES_FUEL, 1,
1659 regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime,
1660 rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime);
1665 void SetZoomState(entity this, float newzoom)
1667 if(newzoom != CS(this).zoomstate)
1669 CS(this).zoomstate = newzoom;
1670 ClientData_Touch(this);
1672 zoomstate_set = true;
1675 void GetPressedKeys(entity this)
1677 MUTATOR_CALLHOOK(GetPressedKeys, this);
1680 CS(this).pressedkeys = 0;
1681 STAT(PRESSED_KEYS, this) = 0;
1685 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1686 int keys = STAT(PRESSED_KEYS, this);
1687 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1688 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1689 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1690 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1692 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1693 keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1694 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1695 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1696 CS(this).pressedkeys = keys; // store for other users
1698 STAT(PRESSED_KEYS, this) = keys;
1702 ======================
1703 spectate mode routines
1704 ======================
1707 void SpectateCopy(entity this, entity spectatee)
1709 TC(Client, this); TC(Client, spectatee);
1711 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1712 PS(this) = PS(spectatee);
1713 this.armortype = spectatee.armortype;
1714 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1715 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1716 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1717 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1718 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1719 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1720 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1721 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1722 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1723 CS(this).impulse = 0;
1724 this.disableclientprediction = 1; // no need to run prediction on a spectator
1725 this.items = spectatee.items;
1726 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1727 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1728 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1729 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1730 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1731 this.punchangle = spectatee.punchangle;
1732 this.view_ofs = spectatee.view_ofs;
1733 this.velocity = spectatee.velocity;
1734 this.dmg_take = spectatee.dmg_take;
1735 this.dmg_save = spectatee.dmg_save;
1736 this.dmg_inflictor = spectatee.dmg_inflictor;
1737 this.v_angle = spectatee.v_angle;
1738 this.angles = spectatee.v_angle;
1739 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1740 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1741 this.viewloc = spectatee.viewloc;
1742 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1743 this.fixangle = true;
1744 setorigin(this, spectatee.origin);
1745 setsize(this, spectatee.mins, spectatee.maxs);
1746 SetZoomState(this, CS(spectatee).zoomstate);
1748 anticheat_spectatecopy(this, spectatee);
1749 STAT(HUD, this) = STAT(HUD, spectatee);
1750 if(spectatee.vehicle)
1752 this.angles = spectatee.v_angle;
1754 //this.fixangle = false;
1755 //this.velocity = spectatee.vehicle.velocity;
1756 this.vehicle_health = spectatee.vehicle_health;
1757 this.vehicle_shield = spectatee.vehicle_shield;
1758 this.vehicle_energy = spectatee.vehicle_energy;
1759 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1760 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1761 this.vehicle_reload1 = spectatee.vehicle_reload1;
1762 this.vehicle_reload2 = spectatee.vehicle_reload2;
1764 //msg_entity = this;
1766 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1767 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1768 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1769 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1771 //WriteByte (MSG_ONE, SVC_SETVIEW);
1772 // WriteEntity(MSG_ONE, this);
1773 //makevectors(spectatee.v_angle);
1774 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1778 bool SpectateUpdate(entity this)
1783 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1785 SetSpectatee(this, NULL);
1789 SpectateCopy(this, this.enemy);
1794 bool SpectateSet(entity this)
1796 if(!IS_PLAYER(this.enemy))
1799 ClientData_Touch(this.enemy);
1802 WriteByte(MSG_ONE, SVC_SETVIEW);
1803 WriteEntity(MSG_ONE, this.enemy);
1804 set_movetype(this, MOVETYPE_NONE);
1805 accuracy_resend(this);
1807 if(!SpectateUpdate(this))
1808 PutObserverInServer(this, false, true);
1813 void SetSpectatee_status(entity this, int spectatee_num)
1815 int oldspectatee_status = CS(this).spectatee_status;
1816 CS(this).spectatee_status = spectatee_num;
1818 if (CS(this).spectatee_status != oldspectatee_status)
1820 if (STAT(PRESSED_KEYS, this))
1822 CS(this).pressedkeys = 0;
1823 STAT(PRESSED_KEYS, this) = 0;
1825 ClientData_Touch(this);
1826 if (g_race || g_cts) race_InitSpectator();
1830 void SetSpectatee(entity this, entity spectatee)
1832 if(IS_BOT_CLIENT(this))
1833 return; // bots abuse .enemy, this code is useless to them
1835 entity old_spectatee = this.enemy;
1837 this.enemy = spectatee;
1840 // these are required to fix the spectator bug with arc
1843 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1845 .entity weaponentity = weaponentities[slot];
1846 if(old_spectatee.(weaponentity).arc_beam)
1847 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1852 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1854 .entity weaponentity = weaponentities[slot];
1855 if(spectatee.(weaponentity).arc_beam)
1856 spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1861 SetSpectatee_status(this, etof(spectatee));
1863 // needed to update spectator list
1864 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1867 bool Spectate(entity this, entity pl)
1869 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1871 pl = M_ARGV(1, entity);
1873 SetSpectatee(this, pl);
1874 return SpectateSet(this);
1877 bool SpectateNext(entity this)
1879 entity ent = find(this.enemy, classname, STR_PLAYER);
1881 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1882 ent = M_ARGV(1, entity);
1884 ent = find(ent, classname, STR_PLAYER);
1886 if(ent) { SetSpectatee(this, ent); }
1888 return SpectateSet(this);
1891 bool SpectatePrev(entity this)
1893 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1894 entity ent = findchain(classname, STR_PLAYER);
1895 if (!ent) // no player
1899 // skip players until current spectated player
1901 while(ent && ent != this.enemy)
1904 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1906 case MUT_SPECPREV_FOUND:
1907 ent = M_ARGV(1, entity);
1909 case MUT_SPECPREV_RETURN:
1911 case MUT_SPECPREV_CONTINUE:
1922 SetSpectatee(this, ent);
1923 return SpectateSet(this);
1928 ShowRespawnCountdown()
1930 Update a respawn countdown display.
1933 void ShowRespawnCountdown(entity this)
1936 if(!IS_DEAD(this)) // just respawned?
1940 number = ceil(this.respawn_time - time);
1943 if(number <= this.respawn_countdown)
1945 this.respawn_countdown = number - 1;
1946 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
1947 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1952 .bool team_selected;
1953 bool ShowTeamSelection(entity this)
1955 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1957 stuffcmd(this, "menu_showteamselect\n");
1960 void Join(entity this)
1962 if (autocvar_g_campaign && !campaign_bots_may_start && !game_stopped && time >= game_starttime)
1965 TRANSMUTE(Player, this);
1967 if(!this.team_selected)
1968 if(autocvar_g_campaign || autocvar_g_balance_teams)
1969 TeamBalance_JoinBestTeam(this);
1971 if(autocvar_g_campaign)
1972 campaign_bots_may_start = true;
1974 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1976 PutClientInServer(this);
1979 if(teamplay && this.team != -1)
1983 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1984 this.team_selected = false;
1987 int GetPlayerLimit()
1990 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
1991 int player_limit = autocvar_g_maxplayers;
1992 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1993 player_limit = M_ARGV(0, int);
1994 return player_limit;
1998 * Determines whether the player is allowed to join. This depends on cvar
1999 * g_maxplayers, if it isn't used this function always return true, otherwise
2000 * it checks whether the number of currently playing players exceeds g_maxplayers.
2001 * @return int number of free slots for players, 0 if none
2003 int nJoinAllowed(entity this, entity ignore)
2006 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2007 // so report 0 free slots if restricted
2009 if(autocvar_g_forced_team_otherwise == "spectate")
2011 if(autocvar_g_forced_team_otherwise == "spectator")
2015 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2016 return 0; // forced spectators can never join
2018 // TODO simplify this
2019 int totalClients = 0;
2020 int currentlyPlaying = 0;
2021 FOREACH_CLIENT(true, {
2024 if(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME(it)))
2028 int player_limit = GetPlayerLimit();
2032 free_slots = maxclients - totalClients;
2033 else if(player_limit > 0 && currentlyPlaying < player_limit)
2034 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2036 static float msg_time = 0;
2037 if(this && !INGAME(this) && ignore && !free_slots && time > msg_time)
2039 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2040 msg_time = time + 0.5;
2046 void PrintWelcomeMessage(entity this)
2048 if(CS(this).motd_actived_time == 0)
2050 if (autocvar_g_campaign) {
2051 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2052 CS(this).motd_actived_time = time;
2053 SendWelcomemessage(this, false);
2056 if (PHYS_INPUT_BUTTON_INFO(this)) {
2057 CS(this).motd_actived_time = time;
2058 SendWelcomemessage(this, true);
2062 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2064 if (autocvar_g_campaign) {
2065 if (PHYS_INPUT_BUTTON_INFO(this))
2066 CS(this).motd_actived_time = time;
2067 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2068 CS(this).motd_actived_time = 0;
2069 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2072 if (PHYS_INPUT_BUTTON_INFO(this))
2073 CS(this).motd_actived_time = time;
2074 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2075 CS(this).motd_actived_time = 0;
2076 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2080 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2082 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2083 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2084 else if (CS(this).motd_actived_time == -2)
2086 // instantly hide MOTD
2087 CS(this).motd_actived_time = 0;
2088 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2090 else if (IS_PLAYER(this) || IS_SPEC(this))
2092 // FIXME occasionally for some reason MOTD never goes away
2093 // delay MOTD removal a little bit in the hope it fixes this bug
2094 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2095 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2096 else //if (CS(this).motd_actived_time < -2)
2097 CS(this).motd_actived_time++;
2102 bool joinAllowed(entity this)
2104 if (CS(this).version_mismatch) return false;
2105 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2106 if (!nJoinAllowed(this, this)) return false;
2107 if (teamplay && lockteams) return false;
2108 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2109 if (ShowTeamSelection(this)) return false;
2113 .string shootfromfixedorigin;
2114 .bool dualwielding_prev;
2115 bool PlayerThink(entity this)
2117 if (game_stopped || intermission_running) {
2118 this.modelflags &= ~MF_ROCKET;
2119 if(intermission_running)
2120 IntermissionThink(this);
2124 if (timeout_status == TIMEOUT_ACTIVE) {
2125 // don't allow the player to turn around while game is paused
2126 // FIXME turn this into CSQC stuff
2127 this.v_angle = this.lastV_angle;
2128 this.angles = this.lastV_angle;
2129 this.fixangle = true;
2132 if (frametime) player_powerups(this);
2134 if (IS_DEAD(this)) {
2135 if (this.personal && g_race_qualifying) {
2136 if (time > this.respawn_time) {
2137 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2139 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2142 if (frametime) player_anim(this);
2144 if (this.respawn_flags & RESPAWN_DENY)
2146 STAT(RESPAWN_TIME, this) = 0;
2150 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));
2152 switch(this.deadflag)
2156 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2157 this.deadflag = DEAD_RESPAWNING;
2158 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2159 this.deadflag = DEAD_DEAD;
2165 this.deadflag = DEAD_RESPAWNABLE;
2166 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2167 this.deadflag = DEAD_RESPAWNING;
2170 case DEAD_RESPAWNABLE:
2172 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2173 this.deadflag = DEAD_RESPAWNING;
2176 case DEAD_RESPAWNING:
2178 if (time > this.respawn_time)
2180 this.respawn_time = time + 1; // only retry once a second
2181 this.respawn_time_max = this.respawn_time;
2188 ShowRespawnCountdown(this);
2190 if (this.respawn_flags & RESPAWN_SILENT)
2191 STAT(RESPAWN_TIME, this) = 0;
2192 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2194 if (time < this.respawn_time)
2195 STAT(RESPAWN_TIME, this) = this.respawn_time;
2196 else if (this.deadflag != DEAD_RESPAWNING)
2197 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2200 STAT(RESPAWN_TIME, this) = this.respawn_time;
2203 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2204 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2205 STAT(RESPAWN_TIME, this) *= -1;
2210 FixPlayermodel(this);
2212 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2213 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2214 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2217 // reset gun alignment when dual wielding status changes
2218 // to ensure guns are always aligned right and left
2219 bool dualwielding = W_DualWielding(this);
2220 if(this.dualwielding_prev != dualwielding)
2222 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2223 this.dualwielding_prev = dualwielding;
2226 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2229 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2231 .entity weaponentity = weaponentities[slot];
2232 if(WEP_CVAR(vortex, charge_always))
2233 W_Vortex_Charge(this, weaponentity, frametime);
2234 W_WeaponFrame(this, weaponentity);
2240 // WEAPONTODO: Add a weapon request for this
2241 // rot vortex charge to the charge limit
2242 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2244 .entity weaponentity = weaponentities[slot];
2245 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2246 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2251 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2254 monsters_setstatus(this);
2259 .bool would_spectate;
2260 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2261 void ObserverOrSpectatorThink(entity this)
2263 bool is_spec = IS_SPEC(this);
2264 if ( CS(this).impulse )
2266 int r = MinigameImpulse(this, CS(this).impulse);
2268 CS(this).impulse = 0;
2270 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2272 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2273 CS(this).impulse = 0;
2278 if (IS_BOT_CLIENT(this) && !CS(this).autojoin_checked)
2280 CS(this).autojoin_checked = true;
2281 TRANSMUTE(Player, this);
2282 PutClientInServer(this);
2286 if (this.flags & FL_JUMPRELEASED) {
2287 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2288 this.flags &= ~FL_JUMPRELEASED;
2289 this.flags |= FL_SPAWNING;
2290 } else if((is_spec && (PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)))
2291 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2292 this.flags &= ~FL_JUMPRELEASED;
2293 if(SpectateNext(this)) {
2294 TRANSMUTE(Spectator, this);
2295 } else if (is_spec) {
2296 TRANSMUTE(Observer, this);
2297 PutClientInServer(this);
2300 this.would_spectate = false; // unable to spectate anyone
2302 CS(this).impulse = 0;
2303 } else if (is_spec) {
2304 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2305 this.flags &= ~FL_JUMPRELEASED;
2306 if(SpectatePrev(this)) {
2307 TRANSMUTE(Spectator, this);
2309 TRANSMUTE(Observer, this);
2310 PutClientInServer(this);
2312 CS(this).impulse = 0;
2313 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2314 this.would_spectate = false;
2315 this.flags &= ~FL_JUMPRELEASED;
2316 TRANSMUTE(Observer, this);
2317 PutClientInServer(this);
2318 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2319 PutObserverInServer(this, false, true);
2320 this.would_spectate = true;
2324 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2325 if (PHYS_INPUT_BUTTON_USE(this))
2326 wouldclip = !wouldclip;
2327 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2328 set_movetype(this, preferred_movetype);
2330 } else { // jump pressed
2331 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2332 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2333 this.flags |= FL_JUMPRELEASED;
2334 if(this.flags & FL_SPAWNING)
2336 this.flags &= ~FL_SPAWNING;
2337 if(joinAllowed(this))
2339 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2340 CS(this).autojoin_checked = -1;
2344 if(is_spec && !SpectateUpdate(this))
2345 PutObserverInServer(this, false, true);
2348 this.flags |= FL_CLIENT | FL_NOTARGET;
2351 void PlayerUseKey(entity this)
2353 if (!IS_PLAYER(this))
2360 vehicles_exit(this.vehicle, VHEF_NORMAL);
2364 else if(autocvar_g_vehicles_enter)
2366 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2368 entity head, closest_target = NULL;
2369 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2371 while(head) // find the closest acceptable target to enter
2373 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2374 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2378 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2379 { closest_target = head; }
2381 else { closest_target = head; }
2387 if(closest_target) { vehicles_enter(this, closest_target); return; }
2391 // a use key was pressed; call handlers
2392 MUTATOR_CALLHOOK(PlayerUseKey, this);
2400 Called every frame for each client before the physics are run
2403 .float last_vehiclecheck;
2404 void PlayerPreThink (entity this)
2406 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2407 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2409 WarpZone_PlayerPhysics_FixVAngle(this);
2412 // physics frames: update anticheat stuff
2413 anticheat_prethink(this);
2415 // WORKAROUND: only use dropclient in server frames (frametime set).
2416 // Never use it in cl_movement frames (frametime zero).
2417 if (blockSpectators && IS_REAL_CLIENT(this)
2418 && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this)
2419 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2421 if (dropclient_schedule(this))
2422 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2426 zoomstate_set = false;
2428 // Check for nameless players
2429 if (this.netname == "" || this.netname != CS(this).netname_previous)
2431 bool assume_unchanged = (CS(this).netname_previous == "");
2432 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2434 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2435 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2436 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2437 assume_unchanged = false;
2438 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2440 if (isInvisibleString(this.netname))
2442 this.netname = strzone(sprintf("Player#%d", this.playerid));
2443 sprint(this, "Warning: invisible names are not allowed.\n");
2444 assume_unchanged = false;
2445 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2447 if (!assume_unchanged && autocvar_sv_eventlog)
2448 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2449 strcpy(CS(this).netname_previous, this.netname);
2453 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2454 CS(this).version_nagtime = 0;
2455 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2457 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2459 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2461 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2462 if (r < 0) { // old client
2463 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2464 } else if (r > 0) { // old server
2465 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2471 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2473 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2474 this.max_armorvalue = 0;
2477 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2479 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2481 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2482 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2484 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2486 if (STAT(REVIVE_PROGRESS, this) >= 1)
2487 Unfreeze(this, false);
2489 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2491 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2492 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2494 if (GetResource(this, RES_HEALTH) < 1)
2497 vehicles_exit(this.vehicle, VHEF_RELEASE);
2498 if(this.event_damage)
2499 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2501 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2502 Unfreeze(this, false);
2506 MUTATOR_CALLHOOK(PlayerPreThink, this);
2508 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2509 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2511 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2515 if(!it.team || SAME_TEAM(this, it))
2516 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2517 else if(autocvar_g_vehicles_steal)
2518 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2520 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2522 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2526 this.last_vehiclecheck = time + 1;
2529 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2531 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2533 if (IS_REAL_CLIENT(this))
2534 PrintWelcomeMessage(this);
2536 if (IS_PLAYER(this)) {
2537 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2538 error("Client can't be spawned as player on connection!");
2539 if(!PlayerThink(this))
2542 else if (game_stopped || intermission_running) {
2543 if(intermission_running)
2544 IntermissionThink(this);
2547 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2549 bool early_join_requested = (CS(this).autojoin_checked < 0);
2550 CS(this).autojoin_checked = 1;
2551 // don't do this in ClientConnect
2552 // many things can go wrong if a client is spawned as player on connection
2553 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2554 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2555 && (!teamplay || autocvar_g_balance_teams)))
2557 if(joinAllowed(this))
2562 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2563 ObserverOrSpectatorThink(this);
2566 // WEAPONTODO: Add weapon request for this
2567 if (!zoomstate_set) {
2568 bool wep_zoomed = false;
2569 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2571 .entity weaponentity = weaponentities[slot];
2572 Weapon thiswep = this.(weaponentity).m_weapon;
2573 if(thiswep != WEP_Null && thiswep.wr_zoom)
2574 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2576 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2579 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2581 CS(this).teamkill_soundtime = 0;
2583 entity e = CS(this).teamkill_soundsource;
2584 entity oldpusher = e.pusher;
2586 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2587 e.pusher = oldpusher;
2590 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2591 CS(this).taunt_soundtime = 0;
2592 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2595 target_voicescript_next(this);
2598 void DrownPlayer(entity this)
2600 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2601 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2603 STAT(AIR_FINISHED, this) = 0;
2607 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2609 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2610 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2611 STAT(AIR_FINISHED, this) = 0;
2615 if (!STAT(AIR_FINISHED, this))
2616 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2617 if (STAT(AIR_FINISHED, this) < time)
2619 if (this.pain_finished < time)
2621 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
2622 this.pain_finished = time + 0.5;
2628 .bool move_qcphysics;
2630 void Player_Physics(entity this)
2632 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2634 if(!this.move_qcphysics)
2637 if(!frametime && !CS(this).pm_frametime)
2640 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2642 CS(this).pm_frametime = 0;
2649 Called every frame for each client after the physics are run
2652 void PlayerPostThink (entity this)
2654 Player_Physics(this);
2656 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2657 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2658 if (IS_REAL_CLIENT(this))
2659 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2660 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2662 int totalClients = 0;
2663 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2665 // maxidle disabled in local matches by not counting clients (totalClients 0)
2666 if (server_is_dedicated)
2668 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2672 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2676 else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2678 FOREACH_CLIENT(IS_REAL_CLIENT(it),
2684 if (totalClients < autocvar_sv_maxidle_minplayers)
2686 // idle kick disabled
2687 CS(this).parm_idlesince = time;
2689 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2691 if (CS(this).idlekick_lasttimeleft)
2693 CS(this).idlekick_lasttimeleft = 0;
2694 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2699 float maxidle_time = autocvar_sv_maxidle;
2700 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2701 maxidle_time = autocvar_sv_maxidle_playertospectator;
2702 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2703 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2704 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2706 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2707 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2709 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2711 if (timeleft <= 0) {
2712 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2714 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2715 PutObserverInServer(this, true, true);
2719 if (dropclient_schedule(this))
2720 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2724 else if (timeleft <= countdown_time) {
2725 if (timeleft != CS(this).idlekick_lasttimeleft)
2726 play2(this, SND(TALK2));
2727 CS(this).idlekick_lasttimeleft = timeleft;
2736 this.solid = SOLID_NOT;
2737 this.takedamage = DAMAGE_NO;
2738 set_movetype(this, MOVETYPE_NONE);
2739 CS(this).teamkill_complain = 0;
2740 CS(this).teamkill_soundtime = 0;
2741 CS(this).teamkill_soundsource = NULL;
2744 if (IS_PLAYER(this)) {
2745 if(this.death_time == time && IS_DEAD(this))
2747 // player's bbox gets resized now, instead of in the damage event that killed the player,
2748 // once all the damage events of this frame have been processed with normal size
2750 setsize(this, this.mins, this.maxs);
2753 UpdateChatBubble(this);
2754 if (CS(this).impulse) ImpulseCommands(this);
2755 GetPressedKeys(this);
2758 CSQCMODEL_AUTOUPDATE(this);
2762 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2764 CS(this).pressedkeys = 0;
2765 STAT(PRESSED_KEYS, this) = 0;
2768 if (this.waypointsprite_attachedforcarrier) {
2769 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2770 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2773 CSQCMODEL_AUTOUPDATE(this);
2776 // hack to copy the button fields from the client entity to the Client State
2777 void PM_UpdateButtons(entity this, entity store)
2780 store.impulse = this.impulse;
2783 bool typing = this.buttonchat || this.button12;
2785 store.button0 = (typing) ? 0 : this.button0;
2787 store.button2 = (typing) ? 0 : this.button2;
2788 store.button3 = (typing) ? 0 : this.button3;
2789 store.button4 = this.button4;
2790 store.button5 = (typing) ? 0 : this.button5;
2791 store.button6 = this.button6;
2792 store.button7 = this.button7;
2793 store.button8 = this.button8;
2794 store.button9 = this.button9;
2795 store.button10 = this.button10;
2796 store.button11 = this.button11;
2797 store.button12 = this.button12;
2798 store.button13 = this.button13;
2799 store.button14 = this.button14;
2800 store.button15 = this.button15;
2801 store.button16 = this.button16;
2802 store.buttonuse = this.buttonuse;
2803 store.buttonchat = this.buttonchat;
2805 store.cursor_active = this.cursor_active;
2806 store.cursor_screen = this.cursor_screen;
2807 store.cursor_trace_start = this.cursor_trace_start;
2808 store.cursor_trace_endpos = this.cursor_trace_endpos;
2809 store.cursor_trace_ent = this.cursor_trace_ent;
2811 store.ping = this.ping;
2812 store.ping_packetloss = this.ping_packetloss;
2813 store.ping_movementloss = this.ping_movementloss;
2815 store.v_angle = this.v_angle;
2816 store.movement = this.movement;
2819 NET_HANDLE(fpsreport, bool)
2821 int fps = ReadShort();
2822 PlayerScore_Set(sender, SP_FPS, fps);