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/wepent.qh"
27 #include <common/state.qh>
29 #include <common/effects/qc/globalsound.qh>
31 #include "../common/triggers/func/conveyor.qh"
32 #include "../common/triggers/teleporters.qh"
34 #include "../common/vehicles/all.qh"
36 #include "weapons/hitplot.qh"
37 #include "weapons/weaponsystem.qh"
39 #include "../common/net_notice.qh"
40 #include "../common/net_linked.qh"
41 #include "../common/physics/player.qh"
43 #include "../common/items/_mod.qh"
45 #include "../common/mutators/mutator/waypoints/all.qh"
47 #include "../common/triggers/subs.qh"
48 #include "../common/triggers/triggers.qh"
49 #include "../common/triggers/trigger/secret.qh"
51 #include "../common/minigames/sv_minigames.qh"
53 #include "../common/items/inventory.qh"
55 #include "../common/monsters/sv_monsters.qh"
57 #include "../lib/warpzone/server.qh"
59 STATIC_METHOD(Client, Add, void(Client this, int _team))
62 TRANSMUTE(Player, this);
65 PutClientInServer(this);
68 void PutObserverInServer(entity this);
70 STATIC_METHOD(Client, Remove, void(Client this))
72 TRANSMUTE(Observer, this);
73 PutClientInServer(this);
74 ClientDisconnect(this);
77 void send_CSQC_teamnagger() {
78 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
81 int CountSpectators(entity player, entity to)
83 if(!player) { return 0; } // not sure how, but best to be safe
87 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
95 void WriteSpectators(entity player, entity to)
97 if(!player) { return; } // not sure how, but best to be safe
99 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
101 WriteByte(MSG_ENTITY, num_for_edict(it));
105 bool ClientData_Send(entity this, entity to, int sf)
107 assert(to == this.owner, return false);
110 if (IS_SPEC(e)) e = e.enemy;
113 if (e.race_completed) sf |= 1; // forced scoreboard
114 if (to.spectatee_status) sf |= 2; // spectator ent number follows
115 if (e.zoomstate) sf |= 4; // zoomed
116 if (autocvar_sv_showspectators) sf |= 16; // show spectators
118 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
119 WriteByte(MSG_ENTITY, sf);
123 WriteByte(MSG_ENTITY, to.spectatee_status);
128 float specs = CountSpectators(e, to);
129 WriteByte(MSG_ENTITY, specs);
130 WriteSpectators(e, to);
136 void ClientData_Attach(entity this)
138 Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
139 this.clientdata.drawonlytoclient = this;
140 this.clientdata.owner = this;
143 void ClientData_Detach(entity this)
145 delete(this.clientdata);
146 this.clientdata = NULL;
149 void ClientData_Touch(entity e)
151 e.clientdata.SendFlags = 1;
153 // make it spectatable
154 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
157 .string netname_previous;
159 void SetSpectatee(entity this, entity spectatee);
160 void SetSpectatee_status(entity this, int spectatee_num);
167 Checks if the argument string can be a valid playermodel.
168 Returns a valid one in doubt.
171 string FallbackPlayerModel;
172 string CheckPlayerModel(string plyermodel) {
173 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
175 // note: we cannot summon Don Strunzone here, some player may
176 // still have the model string set. In case anyone manages how
177 // to change a cvar default, we'll have a small leak here.
178 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
180 // only in right path
181 if( substring(plyermodel,0,14) != "models/player/")
182 return FallbackPlayerModel;
183 // only good file extensions
184 if(substring(plyermodel,-4,4) != ".zym")
185 if(substring(plyermodel,-4,4) != ".dpm")
186 if(substring(plyermodel,-4,4) != ".iqm")
187 if(substring(plyermodel,-4,4) != ".md3")
188 if(substring(plyermodel,-4,4) != ".psk")
189 return FallbackPlayerModel;
190 // forbid the LOD models
191 if(substring(plyermodel, -9,5) == "_lod1")
192 return FallbackPlayerModel;
193 if(substring(plyermodel, -9,5) == "_lod2")
194 return FallbackPlayerModel;
195 if(plyermodel != strtolower(plyermodel))
196 return FallbackPlayerModel;
197 // also, restrict to server models
198 if(autocvar_sv_servermodelsonly)
200 if(!fexists(plyermodel))
201 return FallbackPlayerModel;
206 void setplayermodel(entity e, string modelname)
208 precache_model(modelname);
209 _setmodel(e, modelname);
210 player_setupanimsformodel(e);
211 if(!autocvar_g_debug_globalsounds)
212 UpdatePlayerSounds(e);
215 void FixPlayermodel(entity player);
216 /** putting a client as observer in the server */
217 void PutObserverInServer(entity this)
219 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
220 PlayerState_detach(this);
222 if (IS_PLAYER(this) && this.health >= 1) {
224 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
228 entity spot = SelectSpawnPoint(this, true);
229 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
230 this.angles = spot.angles;
232 this.fixangle = true;
233 // offset it so that the spectator spawns higher off the ground, looks better this way
234 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
235 this.prevorigin = this.origin;
236 if (IS_REAL_CLIENT(this))
239 WriteByte(MSG_ONE, SVC_SETVIEW);
240 WriteEntity(MSG_ONE, this);
242 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
243 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
244 if(!autocvar_g_debug_globalsounds)
246 // needed for player sounds
248 FixPlayermodel(this);
250 setmodel(this, MDL_Null);
251 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
252 this.view_ofs = '0 0 0';
255 RemoveGrapplingHooks(this);
256 Portal_ClearAll(this);
258 SetSpectatee(this, NULL);
263 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
267 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
269 WaypointSprite_PlayerDead(this);
271 if (mutator_returnvalue) {
272 // mutator prevents resetting teams+score
274 this.team = -1; // move this as it is needed to log the player spectating in eventlog
275 this.frags = FRAGS_SPECTATOR;
276 PlayerScore_Clear(this); // clear scores when needed
279 if (this.killcount != FRAGS_SPECTATOR)
281 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
283 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
284 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
286 if(this.just_joined == false) {
287 LogTeamchange(this.playerid, -1, 4);
289 this.just_joined = false;
292 accuracy_resend(this);
294 this.spectatortime = time;
296 IL_REMOVE(g_bot_targets, this);
297 this.bot_attack = false;
298 this.hud = HUD_NORMAL;
299 TRANSMUTE(Observer, this);
300 this.iscreature = false;
301 this.teleportable = TELEPORT_SIMPLE;
302 if(this.damagedbycontents)
303 IL_REMOVE(g_damagedbycontents, this);
304 this.damagedbycontents = false;
305 this.health = FRAGS_SPECTATOR;
306 SetSpectatee_status(this, etof(this));
307 this.takedamage = DAMAGE_NO;
308 this.solid = SOLID_NOT;
309 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
310 this.flags = FL_CLIENT | FL_NOTARGET;
311 this.armorvalue = 666;
313 this.armorvalue = autocvar_g_balance_armor_start;
314 this.pauserotarmor_finished = 0;
315 this.pauserothealth_finished = 0;
316 this.pauseregen_finished = 0;
317 this.damageforcescale = 0;
319 this.respawn_flags = 0;
320 this.respawn_time = 0;
321 this.stat_respawn_time = 0;
326 this.pain_finished = 0;
327 this.strength_finished = 0;
328 this.invincible_finished = 0;
329 this.superweapons_finished = 0;
332 setthink(this, func_null);
334 this.deadflag = DEAD_NO;
336 this.revive_progress = 0;
337 this.revival_time = 0;
340 this.weapons = '0 0 0';
341 this.drawonlytoclient = this;
343 this.weaponmodel = "";
344 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
346 this.weaponentities[slot] = NULL;
348 this.exteriorweaponentity = NULL;
349 this.killcount = FRAGS_SPECTATOR;
350 this.velocity = '0 0 0';
351 this.avelocity = '0 0 0';
352 this.punchangle = '0 0 0';
353 this.punchvector = '0 0 0';
354 this.oldvelocity = this.velocity;
355 this.fire_endtime = -1;
356 this.event_damage = func_null;
358 for(int slot = 0; slot < MAX_AXH; ++slot)
360 entity axh = this.(AuxiliaryXhair[slot]);
361 this.(AuxiliaryXhair[slot]) = NULL;
363 if(axh.owner == this && axh != NULL && !wasfreed(axh))
368 int player_getspecies(entity this)
370 get_model_parameters(this.model, this.skin);
371 int s = get_model_parameters_species;
372 get_model_parameters(string_null, 0);
373 if (s < 0) return SPECIES_HUMAN;
377 .float model_randomizer;
378 void FixPlayermodel(entity player)
380 string defaultmodel = "";
382 if(autocvar_sv_defaultcharacter)
386 string s = Static_Team_ColorName_Lower(player.team);
389 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
390 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
394 if(defaultmodel == "")
396 defaultmodel = autocvar_sv_defaultplayermodel;
397 defaultskin = autocvar_sv_defaultplayerskin;
400 int n = tokenize_console(defaultmodel);
403 defaultmodel = argv(floor(n * player.model_randomizer));
404 // However, do NOT randomize if the player-selected model is in the list.
405 for (int i = 0; i < n; ++i)
406 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
407 defaultmodel = argv(i);
410 int i = strstrofs(defaultmodel, ":", 0);
413 defaultskin = stof(substring(defaultmodel, i+1, -1));
414 defaultmodel = substring(defaultmodel, 0, i);
417 if(autocvar_sv_defaultcharacterskin && !defaultskin)
421 string s = Static_Team_ColorName_Lower(player.team);
423 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
427 defaultskin = autocvar_sv_defaultplayerskin;
430 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
431 defaultmodel = M_ARGV(0, string);
432 defaultskin = M_ARGV(1, int);
436 if(defaultmodel != "")
438 if (defaultmodel != player.model)
440 vector m1 = player.mins;
441 vector m2 = player.maxs;
442 setplayermodel (player, defaultmodel);
443 setsize (player, m1, m2);
447 oldskin = player.skin;
448 player.skin = defaultskin;
450 if (player.playermodel != player.model || player.playermodel == "")
452 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
453 vector m1 = player.mins;
454 vector m2 = player.maxs;
455 setplayermodel (player, player.playermodel);
456 setsize (player, m1, m2);
460 if(!autocvar_sv_defaultcharacterskin)
462 oldskin = player.skin;
463 player.skin = stof(player.playerskin);
467 oldskin = player.skin;
468 player.skin = defaultskin;
472 if(chmdl || oldskin != player.skin) // model or skin has changed
474 player.species = player_getspecies(player); // update species
475 if(!autocvar_g_debug_globalsounds)
476 UpdatePlayerSounds(player); // update skin sounds
480 if(strlen(autocvar_sv_defaultplayercolors))
481 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
482 setcolor(player, stof(autocvar_sv_defaultplayercolors));
486 /** Called when a client spawns in the server */
487 void PutClientInServer(entity this)
489 if (IS_BOT_CLIENT(this)) {
490 TRANSMUTE(Player, this);
491 } else if (IS_REAL_CLIENT(this)) {
493 WriteByte(MSG_ONE, SVC_SETVIEW);
494 WriteEntity(MSG_ONE, this);
497 TRANSMUTE(Observer, this);
499 SetSpectatee(this, NULL);
504 MUTATOR_CALLHOOK(PutClientInServer, this);
506 if (IS_OBSERVER(this)) {
507 PutObserverInServer(this);
508 } else if (IS_PLAYER(this)) {
509 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
511 PlayerState_attach(this);
512 accuracy_resend(this);
515 JoinBestTeam(this, false, true);
517 entity spot = SelectSpawnPoint(this, false);
519 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
520 return; // spawn failed
523 TRANSMUTE(Player, this);
525 this.wasplayer = true;
526 this.iscreature = true;
527 this.teleportable = TELEPORT_NORMAL;
528 if(!this.damagedbycontents)
529 IL_PUSH(g_damagedbycontents, this);
530 this.damagedbycontents = true;
531 set_movetype(this, MOVETYPE_WALK);
532 this.solid = SOLID_SLIDEBOX;
533 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
534 if (autocvar_g_playerclip_collisions)
535 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
536 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
537 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
538 this.frags = FRAGS_PLAYER;
539 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
540 this.flags = FL_CLIENT | FL_PICKUPITEMS;
541 if (autocvar__notarget)
542 this.flags |= FL_NOTARGET;
543 this.takedamage = DAMAGE_AIM;
544 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
548 this.ammo_shells = warmup_start_ammo_shells;
549 this.ammo_nails = warmup_start_ammo_nails;
550 this.ammo_rockets = warmup_start_ammo_rockets;
551 this.ammo_cells = warmup_start_ammo_cells;
552 this.ammo_plasma = warmup_start_ammo_plasma;
553 this.ammo_fuel = warmup_start_ammo_fuel;
554 this.health = warmup_start_health;
555 this.armorvalue = warmup_start_armorvalue;
556 this.weapons = WARMUP_START_WEAPONS;
558 this.ammo_shells = start_ammo_shells;
559 this.ammo_nails = start_ammo_nails;
560 this.ammo_rockets = start_ammo_rockets;
561 this.ammo_cells = start_ammo_cells;
562 this.ammo_plasma = start_ammo_plasma;
563 this.ammo_fuel = start_ammo_fuel;
564 this.health = start_health;
565 this.armorvalue = start_armorvalue;
566 this.weapons = start_weapons;
568 SetSpectatee_status(this, 0);
570 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
572 this.items = start_items;
574 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
575 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
576 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
577 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
578 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
579 // extend the pause of rotting if client was reset at the beginning of the countdown
580 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
581 float f = game_starttime - time;
582 this.spawnshieldtime += f;
583 this.pauserotarmor_finished += f;
584 this.pauserothealth_finished += f;
585 this.pauseregen_finished += f;
587 this.damageforcescale = 2;
589 this.respawn_flags = 0;
590 this.respawn_time = 0;
591 this.stat_respawn_time = 0;
592 this.scale = autocvar_sv_player_scale;
595 this.pain_finished = 0;
597 setthink(this, func_null); // players have no think function
600 this.ballistics_density = autocvar_g_ballistics_density_player;
602 this.deadflag = DEAD_NO;
604 this.angles = spot.angles;
605 this.angles_z = 0; // never spawn tilted even if the spot says to
606 if (IS_BOT_CLIENT(this))
607 this.v_angle = this.angles;
608 this.fixangle = true; // turn this way immediately
609 this.oldvelocity = this.velocity = '0 0 0';
610 this.avelocity = '0 0 0';
611 this.punchangle = '0 0 0';
612 this.punchvector = '0 0 0';
614 this.strength_finished = 0;
615 this.invincible_finished = 0;
616 this.fire_endtime = -1;
617 this.revive_progress = 0;
618 this.revival_time = 0;
619 this.air_finished = time + 12;
621 entity spawnevent = new_pure(spawnevent);
622 spawnevent.owner = this;
623 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
625 // Cut off any still running player sounds.
626 stopsound(this, CH_PLAYER_SINGLE);
629 FixPlayermodel(this);
630 this.drawonlytoclient = NULL;
635 this.view_ofs = STAT(PL_VIEW_OFS, this);
636 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
637 this.spawnorigin = spot.origin;
638 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
639 // don't reset back to last position, even if new position is stuck in solid
640 this.oldorigin = this.origin;
641 this.prevorigin = this.origin;
642 this.lastteleporttime = time; // prevent insane speeds due to changing origin
644 IL_REMOVE(g_conveyed, this);
645 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
646 this.hud = HUD_NORMAL;
648 this.event_damage = PlayerDamage;
651 IL_PUSH(g_bot_targets, this);
652 this.bot_attack = true;
653 this.monster_attack = true;
655 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
657 if (this.killcount == FRAGS_SPECTATOR) {
658 PlayerScore_Clear(this);
662 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
664 .entity weaponentity = weaponentities[slot];
665 entity oldwep = this.(weaponentity);
666 CL_SpawnWeaponentity(this, weaponentity);
667 if(oldwep && oldwep.owner == this)
668 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
670 this.alpha = default_player_alpha;
671 this.colormod = '1 1 1' * autocvar_g_player_brightness;
672 this.exteriorweaponentity.alpha = default_weapon_alpha;
674 this.speedrunning = false;
676 target_voicescript_clear(this);
678 // reset fields the weapons may use
679 FOREACH(Weapons, true, LAMBDA(
680 it.wr_resetplayer(it, this);
681 // reload all reloadable weapons
682 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
683 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
685 .entity weaponentity = weaponentities[slot];
686 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
692 string s = spot.target;
693 spot.target = string_null;
694 SUB_UseTargets(spot, this, NULL);
700 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
702 if (autocvar_spawn_debug)
704 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
705 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
708 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
710 .entity weaponentity = weaponentities[slot];
712 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
714 this.(weaponentity).m_switchweapon = WEP_Null;
715 this.(weaponentity).m_weapon = WEP_Null;
716 this.(weaponentity).weaponname = "";
717 this.(weaponentity).m_switchingweapon = WEP_Null;
718 this.(weaponentity).cnt = -1;
721 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
723 if (!warmup_stage && !this.alivetime)
724 this.alivetime = time;
726 antilag_clear(this, CS(this));
730 void ClientInit_misc(entity this);
732 // TODO do we need all these fields, or should we stop autodetecting runtime
733 // changes and just have a console command to update this?
734 bool ClientInit_SendEntity(entity this, entity to, int sf)
736 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
739 // MSG_INIT replacement
740 // TODO: make easier to use
742 W_PROP_reload(MSG_ONE, to);
743 ClientInit_misc(this);
744 MUTATOR_CALLHOOK(Ent_Init);
746 void ClientInit_misc(entity this)
748 int channel = MSG_ONE;
749 WriteHeader(channel, ENT_CLIENT_INIT);
750 WriteByte(channel, g_nexball_meter_period * 32);
751 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
752 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
753 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
754 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
755 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
756 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
757 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
758 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
760 if(sv_foginterval && world.fog != "")
761 WriteString(channel, world.fog);
763 WriteString(channel, "");
764 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
765 WriteByte(channel, serverflags);
766 WriteCoord(channel, autocvar_g_trueaim_minrange);
769 void ClientInit_CheckUpdate(entity this)
771 this.nextthink = time;
772 if(this.count != autocvar_g_balance_armor_blockpercent)
774 this.count = autocvar_g_balance_armor_blockpercent;
779 void ClientInit_Spawn()
781 entity e = new_pure(clientinit);
782 setthink(e, ClientInit_CheckUpdate);
783 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
785 ClientInit_CheckUpdate(e);
795 // initialize parms for a new player
796 parm1 = -(86400 * 366);
798 MUTATOR_CALLHOOK(SetNewParms);
806 void SetChangeParms (entity this)
808 // save parms for level change
809 parm1 = this.parm_idlesince - time;
811 MUTATOR_CALLHOOK(SetChangeParms);
819 void DecodeLevelParms(entity this)
822 this.parm_idlesince = parm1;
823 if (this.parm_idlesince == -(86400 * 366))
824 this.parm_idlesince = time;
826 // whatever happens, allow 60 seconds of idling directly after connect for map loading
827 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
829 MUTATOR_CALLHOOK(DecodeLevelParms);
836 Called when a client types 'kill' in the console
840 .float clientkill_nexttime;
841 void ClientKill_Now_TeamChange(entity this)
843 if(this.killindicator_teamchange == -1)
845 JoinBestTeam( this, false, true );
847 else if(this.killindicator_teamchange == -2)
850 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
851 PutObserverInServer(this);
854 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
855 this.killindicator_teamchange = 0;
858 void ClientKill_Now(entity this)
862 vehicles_exit(this.vehicle, VHEF_RELEASE);
863 if(!this.killindicator_teamchange)
865 this.vehicle_health = -1;
866 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
870 if(this.killindicator && !wasfreed(this.killindicator))
871 delete(this.killindicator);
873 this.killindicator = NULL;
875 if(this.killindicator_teamchange)
876 ClientKill_Now_TeamChange(this);
878 if(!IS_SPEC(this) && !IS_OBSERVER(this))
879 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
881 // now I am sure the player IS dead
883 void KillIndicator_Think(entity this)
887 this.owner.killindicator = NULL;
892 if (this.owner.alpha < 0 && !this.owner.vehicle)
894 this.owner.killindicator = NULL;
901 ClientKill_Now(this.owner);
904 else if(g_cts && this.health == 1) // health == 1 means that it's silent
906 this.nextthink = time + 1;
912 setmodel(this, MDL_NUM(this.cnt));
913 if(IS_REAL_CLIENT(this.owner))
916 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
918 this.nextthink = time + 1;
923 float clientkilltime;
924 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
932 killtime = autocvar_g_balance_kill_delay;
934 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
936 killtime = M_ARGV(1, float);
938 this.killindicator_teamchange = targetteam;
940 if(!this.killindicator)
944 killtime = max(killtime, this.clientkill_nexttime - time);
945 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
948 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
950 ClientKill_Now(this);
954 starttime = max(time, clientkilltime);
956 this.killindicator = spawn();
957 this.killindicator.owner = this;
958 this.killindicator.scale = 0.5;
959 setattachment(this.killindicator, this, "");
960 setorigin(this.killindicator, '0 0 52');
961 setthink(this.killindicator, KillIndicator_Think);
962 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
963 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
964 this.killindicator.cnt = ceil(killtime);
965 this.killindicator.count = bound(0, ceil(killtime), 10);
966 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
968 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
970 it.killindicator = spawn();
971 it.killindicator.owner = it;
972 it.killindicator.scale = 0.5;
973 setattachment(it.killindicator, it, "");
974 setorigin(it.killindicator, '0 0 52');
975 setthink(it.killindicator, KillIndicator_Think);
976 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
977 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
978 it.killindicator.cnt = ceil(killtime);
983 if(this.killindicator)
985 if(targetteam == 0) // just die
987 this.killindicator.colormod = '0 0 0';
988 if(IS_REAL_CLIENT(this))
989 if(this.killindicator.cnt > 0)
990 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
992 else if(targetteam == -1) // auto
994 this.killindicator.colormod = '0 1 0';
995 if(IS_REAL_CLIENT(this))
996 if(this.killindicator.cnt > 0)
997 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
999 else if(targetteam == -2) // spectate
1001 this.killindicator.colormod = '0.5 0.5 0.5';
1002 if(IS_REAL_CLIENT(this))
1003 if(this.killindicator.cnt > 0)
1004 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1008 this.killindicator.colormod = Team_ColorRGB(targetteam);
1009 if(IS_REAL_CLIENT(this))
1010 if(this.killindicator.cnt > 0)
1011 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1017 void ClientKill (entity this)
1019 if(game_stopped) return;
1020 if(this.player_blocked) return;
1021 if(STAT(FROZEN, this)) return;
1023 ClientKill_TeamChange(this, 0);
1026 void FixClientCvars(entity e)
1028 // send prediction settings to the client
1029 stuffcmd(e, "\nin_bindmap 0 0\n");
1030 if(autocvar_g_antilag == 3) // client side hitscan
1031 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1032 if(autocvar_sv_gentle)
1033 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1035 MUTATOR_CALLHOOK(FixClientCvars, e);
1038 float PlayerInIDList(entity p, string idlist)
1043 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1047 // this function allows abbreviated player IDs too!
1048 n = tokenize_console(idlist);
1049 for(i = 0; i < n; ++i)
1052 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1059 #ifdef DP_EXT_PRECONNECT
1064 Called once (not at each match start) when a client begins a connection to the server
1067 void ClientPreConnect(entity this)
1069 if(autocvar_sv_eventlog)
1071 GameLogEcho(sprintf(":connect:%d:%d:%s",
1074 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1084 Called when a client connects to the server
1087 void ClientConnect(entity this)
1089 if (Ban_MaybeEnforceBanOnce(this)) return;
1090 assert(!IS_CLIENT(this), return);
1091 this.flags |= FL_CLIENT;
1092 assert(player_count >= 0, player_count = 0);
1095 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1097 this.version_nagtime = time + 10 + random() * 10;
1098 TRANSMUTE(Client, this);
1100 // identify the right forced team
1101 if (autocvar_g_campaign)
1103 if (IS_REAL_CLIENT(this)) // only players, not bots
1105 switch (autocvar_g_campaign_forceteam)
1107 case 1: this.team_forced = NUM_TEAM_1; break;
1108 case 2: this.team_forced = NUM_TEAM_2; break;
1109 case 3: this.team_forced = NUM_TEAM_3; break;
1110 case 4: this.team_forced = NUM_TEAM_4; break;
1111 default: this.team_forced = 0;
1115 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1116 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1117 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1118 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1119 else switch (autocvar_g_forced_team_otherwise)
1121 default: this.team_forced = 0; break;
1122 case "red": this.team_forced = NUM_TEAM_1; break;
1123 case "blue": this.team_forced = NUM_TEAM_2; break;
1124 case "yellow": this.team_forced = NUM_TEAM_3; break;
1125 case "pink": this.team_forced = NUM_TEAM_4; break;
1128 this.team_forced = -1;
1131 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1134 int id = this.playerid;
1135 this.playerid = 0; // silent
1136 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1140 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1141 TRANSMUTE(Observer, this);
1143 if (!teamplay || autocvar_g_balance_teams) {
1144 TRANSMUTE(Player, this);
1145 campaign_bots_may_start = true;
1147 TRANSMUTE(Observer, this); // do it anyway
1151 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1153 // always track bots, don't ask for cl_allow_uidtracking
1154 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1156 if (autocvar_sv_eventlog)
1157 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1159 LogTeamchange(this.playerid, this.team, 1);
1161 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1163 this.netname_previous = strzone(this.netname);
1165 if(teamplay && IS_PLAYER(this))
1166 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1168 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1170 stuffcmd(this, clientstuff, "\n");
1171 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1173 FixClientCvars(this);
1175 // get version info from player
1176 stuffcmd(this, "cmd clientversion $gameversion\n");
1178 // notify about available teams
1181 CheckAllowedTeams(this);
1183 if (c1 >= 0) t |= BIT(0);
1184 if (c2 >= 0) t |= BIT(1);
1185 if (c3 >= 0) t |= BIT(2);
1186 if (c4 >= 0) t |= BIT(3);
1187 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1191 stuffcmd(this, "set _teams_available 0\n");
1194 bot_relinkplayerlist();
1196 this.spectatortime = time;
1197 if (blockSpectators)
1199 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1202 this.jointime = time;
1203 this.allowed_timeouts = autocvar_sv_timeout_number;
1205 if (IS_REAL_CLIENT(this))
1207 if (g_weaponarena_weapons == WEPSET(TUBA))
1208 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1211 if (!sv_foginterval && world.fog != "")
1212 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1214 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1215 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1216 send_CSQC_teamnagger();
1218 CSQCMODEL_AUTOINIT(this);
1220 this.model_randomizer = random();
1222 if (IS_REAL_CLIENT(this))
1223 sv_notice_join(this);
1225 // update physics stats (players can spawn before physics runs)
1226 Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
1228 IL_EACH(g_initforplayer, it.init_for_player, {
1229 it.init_for_player(it, this);
1232 MUTATOR_CALLHOOK(ClientConnect, this);
1234 if (IS_REAL_CLIENT(this))
1236 if (!autocvar_g_campaign && !IS_PLAYER(this))
1238 this.motd_actived_time = -1;
1239 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1247 Called when a client disconnects from the server
1250 .entity chatbubbleentity;
1252 void ClientDisconnect(entity this)
1254 assert(IS_CLIENT(this), return);
1256 PlayerStats_GameReport_FinalizePlayer(this);
1257 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1258 if (this.active_minigame) part_minigame(this);
1259 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1261 if (autocvar_sv_eventlog)
1262 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1264 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1267 SetSpectatee(this, NULL);
1269 MUTATOR_CALLHOOK(ClientDisconnect, this);
1271 ClientState_detach(this);
1273 Portal_ClearAll(this);
1277 RemoveGrapplingHooks(this);
1279 // Here, everything has been done that requires this player to be a client.
1281 this.flags &= ~FL_CLIENT;
1283 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1284 if (this.killindicator) delete(this.killindicator);
1286 WaypointSprite_PlayerGone(this);
1288 bot_relinkplayerlist();
1290 if (this.netname_previous) strunzone(this.netname_previous);
1291 if (this.clientstatus) strunzone(this.clientstatus);
1292 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1293 if (this.personal) delete(this.personal);
1297 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1302 void ChatBubbleThink(entity this)
1304 this.nextthink = time;
1305 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1307 if(this.owner) // but why can that ever be NULL?
1308 this.owner.chatbubbleentity = NULL;
1315 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1317 if ( this.owner.active_minigame )
1318 this.mdl = "models/sprites/minigame_busy.iqm";
1319 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1320 this.mdl = "models/misc/chatbubble.spr";
1323 if ( this.model != this.mdl )
1324 _setmodel(this, this.mdl);
1328 void UpdateChatBubble(entity this)
1332 // spawn a chatbubble entity if needed
1333 if (!this.chatbubbleentity)
1335 this.chatbubbleentity = new(chatbubbleentity);
1336 this.chatbubbleentity.owner = this;
1337 this.chatbubbleentity.exteriormodeltoclient = this;
1338 setthink(this.chatbubbleentity, ChatBubbleThink);
1339 this.chatbubbleentity.nextthink = time;
1340 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1341 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1342 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1343 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1344 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1345 //this.chatbubbleentity.model = "";
1346 this.chatbubbleentity.effects = EF_LOWPRECISION;
1351 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1352 // added to the model skins
1353 /*void UpdateColorModHack()
1356 c = this.clientcolors & 15;
1357 // LordHavoc: only bothering to support white, green, red, yellow, blue
1358 if (!teamplay) this.colormod = '0 0 0';
1359 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1360 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1361 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1362 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1363 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1364 else this.colormod = '1 1 1';
1367 void respawn(entity this)
1369 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1371 this.solid = SOLID_NOT;
1372 this.takedamage = DAMAGE_NO;
1373 set_movetype(this, MOVETYPE_FLY);
1374 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1375 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1376 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1377 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1378 if(autocvar_g_respawn_ghosts_maxtime)
1379 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1384 this.effects |= EF_NODRAW; // prevent another CopyBody
1385 PutClientInServer(this);
1388 void play_countdown(entity this, float finished, Sound samp)
1391 if(IS_REAL_CLIENT(this))
1392 if(floor(finished - time - frametime) != floor(finished - time))
1393 if(finished - time < 6)
1394 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1397 void player_powerups(entity this)
1399 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1400 int items_prev = this.items;
1402 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1403 this.modelflags |= MF_ROCKET;
1405 this.modelflags &= ~MF_ROCKET;
1407 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1409 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1412 Fire_ApplyDamage(this);
1413 Fire_ApplyEffect(this);
1417 if (this.items & ITEM_Strength.m_itemid)
1419 play_countdown(this, this.strength_finished, SND_POWEROFF);
1420 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1421 if (time > this.strength_finished)
1423 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1424 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1425 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1430 if (time < this.strength_finished)
1432 this.items = this.items | ITEM_Strength.m_itemid;
1433 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1434 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1437 if (this.items & ITEM_Shield.m_itemid)
1439 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1440 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1441 if (time > this.invincible_finished)
1443 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1444 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1445 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1450 if (time < this.invincible_finished)
1452 this.items = this.items | ITEM_Shield.m_itemid;
1453 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1454 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1457 if (this.items & IT_SUPERWEAPON)
1459 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1461 this.superweapons_finished = 0;
1462 this.items = this.items - (this.items & IT_SUPERWEAPON);
1463 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1464 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1466 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1468 // don't let them run out
1472 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1473 if (time > this.superweapons_finished)
1475 this.items = this.items - (this.items & IT_SUPERWEAPON);
1476 this.weapons &= ~WEPSET_SUPERWEAPONS;
1477 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1478 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1482 else if(this.weapons & WEPSET_SUPERWEAPONS)
1484 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1486 this.items = this.items | IT_SUPERWEAPON;
1487 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1488 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1492 this.superweapons_finished = 0;
1493 this.weapons &= ~WEPSET_SUPERWEAPONS;
1498 this.superweapons_finished = 0;
1502 if(autocvar_g_nodepthtestplayers)
1503 this.effects = this.effects | EF_NODEPTHTEST;
1505 if(autocvar_g_fullbrightplayers)
1506 this.effects = this.effects | EF_FULLBRIGHT;
1508 if (time >= game_starttime)
1509 if (time < this.spawnshieldtime)
1510 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1512 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1515 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1517 if(current > stable)
1519 else if(current > stable - 0.25) // when close enough, "snap"
1522 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1525 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1527 if(current < stable)
1529 else if(current < stable + 0.25) // when close enough, "snap"
1532 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1535 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1537 if(current > rotstable)
1539 if(rotframetime > 0)
1541 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1542 current = max(rotstable, current - rotlinear * rotframetime);
1545 else if(current < regenstable)
1547 if(regenframetime > 0)
1549 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1550 current = min(regenstable, current + regenlinear * regenframetime);
1560 void player_regen(entity this)
1562 float max_mod, regen_mod, rot_mod, limit_mod;
1563 max_mod = regen_mod = rot_mod = limit_mod = 1;
1565 float regen_health = autocvar_g_balance_health_regen;
1566 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1567 float regen_health_rot = autocvar_g_balance_health_rot;
1568 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1569 float regen_health_stable = autocvar_g_balance_health_regenstable;
1570 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1571 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1572 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1573 max_mod = M_ARGV(1, float);
1574 regen_mod = M_ARGV(2, float);
1575 rot_mod = M_ARGV(3, float);
1576 limit_mod = M_ARGV(4, float);
1577 regen_health = M_ARGV(5, float);
1578 regen_health_linear = M_ARGV(6, float);
1579 regen_health_rot = M_ARGV(7, float);
1580 regen_health_rotlinear = M_ARGV(8, float);
1581 regen_health_stable = M_ARGV(9, float);
1582 regen_health_rotstable = M_ARGV(10, float);
1585 if(!mutator_returnvalue)
1586 if(!STAT(FROZEN, this))
1588 float mina, maxa, limith, limita;
1589 maxa = autocvar_g_balance_armor_rotstable;
1590 mina = autocvar_g_balance_armor_regenstable;
1591 limith = autocvar_g_balance_health_limit;
1592 limita = autocvar_g_balance_armor_limit;
1594 regen_health_rotstable = regen_health_rotstable * max_mod;
1595 regen_health_stable = regen_health_stable * max_mod;
1596 limith = limith * limit_mod;
1597 limita = limita * limit_mod;
1599 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);
1600 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);
1603 // if player rotted to death... die!
1604 // check this outside above checks, as player may still be able to rot to death
1608 vehicles_exit(this.vehicle, VHEF_RELEASE);
1609 if(this.event_damage)
1610 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1613 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1615 float minf, maxf, limitf;
1617 maxf = autocvar_g_balance_fuel_rotstable;
1618 minf = autocvar_g_balance_fuel_regenstable;
1619 limitf = autocvar_g_balance_fuel_limit;
1621 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);
1626 void SetZoomState(entity this, float newzoom)
1628 if(newzoom != this.zoomstate)
1630 this.zoomstate = newzoom;
1631 ClientData_Touch(this);
1633 zoomstate_set = true;
1636 void GetPressedKeys(entity this)
1638 MUTATOR_CALLHOOK(GetPressedKeys, this);
1639 int keys = STAT(PRESSED_KEYS, this);
1640 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1641 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1642 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1643 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1645 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1646 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1647 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1648 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1649 this.pressedkeys = keys; // store for other users
1651 STAT(PRESSED_KEYS, this) = keys;
1655 ======================
1656 spectate mode routines
1657 ======================
1660 void SpectateCopy(entity this, entity spectatee)
1662 TC(Client, this); TC(Client, spectatee);
1664 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1665 PS(this) = PS(spectatee);
1666 this.armortype = spectatee.armortype;
1667 this.armorvalue = spectatee.armorvalue;
1668 this.ammo_cells = spectatee.ammo_cells;
1669 this.ammo_plasma = spectatee.ammo_plasma;
1670 this.ammo_shells = spectatee.ammo_shells;
1671 this.ammo_nails = spectatee.ammo_nails;
1672 this.ammo_rockets = spectatee.ammo_rockets;
1673 this.ammo_fuel = spectatee.ammo_fuel;
1674 this.clip_load = spectatee.clip_load;
1675 this.clip_size = spectatee.clip_size;
1676 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1677 this.health = spectatee.health;
1679 this.items = spectatee.items;
1680 this.last_pickup = spectatee.last_pickup;
1681 this.hit_time = spectatee.hit_time;
1682 this.strength_finished = spectatee.strength_finished;
1683 this.invincible_finished = spectatee.invincible_finished;
1684 this.superweapons_finished = spectatee.superweapons_finished;
1685 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1686 this.weapons = spectatee.weapons;
1687 this.vortex_charge = spectatee.vortex_charge;
1688 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1689 this.hagar_load = spectatee.hagar_load;
1690 this.arc_heat_percent = spectatee.arc_heat_percent;
1691 this.minelayer_mines = spectatee.minelayer_mines;
1692 this.punchangle = spectatee.punchangle;
1693 this.view_ofs = spectatee.view_ofs;
1694 this.velocity = spectatee.velocity;
1695 this.dmg_take = spectatee.dmg_take;
1696 this.dmg_save = spectatee.dmg_save;
1697 this.dmg_inflictor = spectatee.dmg_inflictor;
1698 this.v_angle = spectatee.v_angle;
1699 this.angles = spectatee.v_angle;
1700 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1701 this.revive_progress = spectatee.revive_progress;
1702 this.viewloc = spectatee.viewloc;
1703 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1704 this.fixangle = true;
1705 setorigin(this, spectatee.origin);
1706 setsize(this, spectatee.mins, spectatee.maxs);
1707 SetZoomState(this, spectatee.zoomstate);
1709 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1711 .entity weaponentity = weaponentities[slot];
1712 this.(weaponentity) = spectatee.(weaponentity);
1715 for(int slot = 0; slot < MAX_AXH; ++slot)
1717 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1720 anticheat_spectatecopy(this, spectatee);
1721 this.hud = spectatee.hud;
1722 if(spectatee.vehicle)
1724 this.angles = spectatee.v_angle;
1726 //this.fixangle = false;
1727 //this.velocity = spectatee.vehicle.velocity;
1728 this.vehicle_health = spectatee.vehicle_health;
1729 this.vehicle_shield = spectatee.vehicle_shield;
1730 this.vehicle_energy = spectatee.vehicle_energy;
1731 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1732 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1733 this.vehicle_reload1 = spectatee.vehicle_reload1;
1734 this.vehicle_reload2 = spectatee.vehicle_reload2;
1736 //msg_entity = this;
1738 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1739 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1740 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1741 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1743 //WriteByte (MSG_ONE, SVC_SETVIEW);
1744 // WriteEntity(MSG_ONE, this);
1745 //makevectors(spectatee.v_angle);
1746 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1750 bool SpectateUpdate(entity this)
1755 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1757 SetSpectatee(this, NULL);
1761 SpectateCopy(this, this.enemy);
1766 bool SpectateSet(entity this)
1768 if(!IS_PLAYER(this.enemy))
1771 ClientData_Touch(this.enemy);
1774 WriteByte(MSG_ONE, SVC_SETVIEW);
1775 WriteEntity(MSG_ONE, this.enemy);
1776 set_movetype(this, MOVETYPE_NONE);
1777 accuracy_resend(this);
1779 if(!SpectateUpdate(this))
1780 PutObserverInServer(this);
1785 void SetSpectatee_status(entity this, int spectatee_num)
1787 int oldspectatee_status = this.spectatee_status;
1788 this.spectatee_status = spectatee_num;
1790 if (this.spectatee_status != oldspectatee_status)
1792 ClientData_Touch(this);
1793 if (g_race || g_cts) race_InitSpectator();
1797 void SetSpectatee(entity this, entity spectatee)
1799 entity old_spectatee = this.enemy;
1801 this.enemy = spectatee;
1804 // these are required to fix the spectator bug with arc
1807 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1809 .entity weaponentity = weaponentities[slot];
1810 if(old_spectatee.(weaponentity).arc_beam)
1811 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1816 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1818 .entity weaponentity = weaponentities[slot];
1819 if(this.enemy.(weaponentity).arc_beam)
1820 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1825 SetSpectatee_status(this, etof(this.enemy));
1827 // needed to update spectator list
1828 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1831 bool Spectate(entity this, entity pl)
1833 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1835 pl = M_ARGV(1, entity);
1837 SetSpectatee(this, pl);
1838 return SpectateSet(this);
1841 bool SpectateNext(entity this)
1843 entity ent = find(this.enemy, classname, STR_PLAYER);
1845 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1846 ent = M_ARGV(1, entity);
1848 ent = find(ent, classname, STR_PLAYER);
1850 if(ent) { SetSpectatee(this, ent); }
1852 return SpectateSet(this);
1855 bool SpectatePrev(entity this)
1857 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1858 entity ent = findchain(classname, STR_PLAYER);
1859 if (!ent) // no player
1863 // skip players until current spectated player
1865 while(ent && ent != this.enemy)
1868 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1870 case MUT_SPECPREV_FOUND:
1871 ent = M_ARGV(1, entity);
1873 case MUT_SPECPREV_RETURN:
1875 case MUT_SPECPREV_CONTINUE:
1886 SetSpectatee(this, ent);
1887 return SpectateSet(this);
1892 ShowRespawnCountdown()
1894 Update a respawn countdown display.
1897 void ShowRespawnCountdown(entity this)
1900 if(!IS_DEAD(this)) // just respawned?
1904 number = ceil(this.respawn_time - time);
1907 if(number <= this.respawn_countdown)
1909 this.respawn_countdown = number - 1;
1910 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
1911 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1916 .bool team_selected;
1917 bool ShowTeamSelection(entity this)
1919 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1921 stuffcmd(this, "menu_showteamselect\n");
1924 void Join(entity this)
1926 TRANSMUTE(Player, this);
1928 if(!this.team_selected)
1929 if(autocvar_g_campaign || autocvar_g_balance_teams)
1930 JoinBestTeam(this, false, true);
1932 if(autocvar_g_campaign)
1933 campaign_bots_may_start = true;
1935 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1937 PutClientInServer(this);
1939 if(teamplay && this.team != -1)
1940 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1942 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1943 this.team_selected = false;
1947 * Determines whether the player is allowed to join. This depends on cvar
1948 * g_maxplayers, if it isn't used this function always return true, otherwise
1949 * it checks whether the number of currently playing players exceeds g_maxplayers.
1950 * @return int number of free slots for players, 0 if none
1952 int nJoinAllowed(entity this, entity ignore)
1955 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1956 // so report 0 free slots if restricted
1958 if(autocvar_g_forced_team_otherwise == "spectate")
1960 if(autocvar_g_forced_team_otherwise == "spectator")
1964 if(this && this.team_forced < 0)
1965 return 0; // forced spectators can never join
1967 // TODO simplify this
1968 int totalClients = 0;
1969 int currentlyPlaying = 0;
1970 FOREACH_CLIENT(true, LAMBDA(
1973 if(IS_REAL_CLIENT(it))
1974 if(IS_PLAYER(it) || it.caplayer)
1978 float free_slots = 0;
1979 if (!autocvar_g_maxplayers)
1980 free_slots = maxclients - totalClients;
1981 else if(currentlyPlaying < autocvar_g_maxplayers)
1982 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1984 static float join_prevent_msg_time = 0;
1985 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1987 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1988 join_prevent_msg_time = time + 3;
1995 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1996 * g_maxplayers_spectator_blocktime seconds
1998 void checkSpectatorBlock(entity this)
2000 if(IS_SPEC(this) || IS_OBSERVER(this))
2002 if(IS_REAL_CLIENT(this))
2004 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2005 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2011 void PrintWelcomeMessage(entity this)
2013 if(this.motd_actived_time == 0)
2015 if (autocvar_g_campaign) {
2016 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2017 this.motd_actived_time = time;
2018 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2021 if (PHYS_INPUT_BUTTON_INFO(this)) {
2022 this.motd_actived_time = time;
2023 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2027 else if(this.motd_actived_time > 0) // showing MOTD or campaign message
2029 if (autocvar_g_campaign) {
2030 if (PHYS_INPUT_BUTTON_INFO(this))
2031 this.motd_actived_time = time;
2032 else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2033 this.motd_actived_time = 0;
2034 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2037 if (PHYS_INPUT_BUTTON_INFO(this))
2038 this.motd_actived_time = time;
2039 else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2040 this.motd_actived_time = 0;
2041 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2045 else //if(this.motd_actived_time < 0) // just connected, motd is active
2047 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2048 this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2049 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2051 // instanctly hide MOTD
2052 this.motd_actived_time = 0;
2053 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2058 bool joinAllowed(entity this)
2060 if (this.version_mismatch) return false;
2061 if (!nJoinAllowed(this, this)) return false;
2062 if (teamplay && lockteams) return false;
2063 if (ShowTeamSelection(this)) return false;
2064 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2068 void ObserverThink(entity this)
2072 MinigameImpulse(this, this.impulse);
2076 if (this.flags & FL_JUMPRELEASED) {
2077 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2078 this.flags &= ~FL_JUMPRELEASED;
2079 this.flags |= FL_SPAWNING;
2080 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
2081 this.flags &= ~FL_JUMPRELEASED;
2082 if(SpectateNext(this)) {
2083 TRANSMUTE(Spectator, this);
2086 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2087 set_movetype(this, preferred_movetype);
2090 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2091 this.flags |= FL_JUMPRELEASED;
2092 if(this.flags & FL_SPAWNING)
2094 this.flags &= ~FL_SPAWNING;
2102 void SpectatorThink(entity this)
2106 if(MinigameImpulse(this, this.impulse))
2109 if (this.impulse == IMP_weapon_drop.impulse)
2111 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2117 if (this.flags & FL_JUMPRELEASED) {
2118 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2119 this.flags &= ~FL_JUMPRELEASED;
2120 this.flags |= FL_SPAWNING;
2121 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
2122 this.flags &= ~FL_JUMPRELEASED;
2123 if(SpectateNext(this)) {
2124 TRANSMUTE(Spectator, this);
2126 TRANSMUTE(Observer, this);
2127 PutClientInServer(this);
2130 } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
2131 this.flags &= ~FL_JUMPRELEASED;
2132 if(SpectatePrev(this)) {
2133 TRANSMUTE(Spectator, this);
2135 TRANSMUTE(Observer, this);
2136 PutClientInServer(this);
2139 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2140 this.flags &= ~FL_JUMPRELEASED;
2141 TRANSMUTE(Observer, this);
2142 PutClientInServer(this);
2144 if(!SpectateUpdate(this))
2145 PutObserverInServer(this);
2148 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2149 this.flags |= FL_JUMPRELEASED;
2150 if(this.flags & FL_SPAWNING)
2152 this.flags &= ~FL_SPAWNING;
2157 if(!SpectateUpdate(this))
2158 PutObserverInServer(this);
2161 this.flags |= FL_CLIENT | FL_NOTARGET;
2164 void vehicles_enter (entity pl, entity veh);
2165 void PlayerUseKey(entity this)
2167 if (!IS_PLAYER(this))
2174 vehicles_exit(this.vehicle, VHEF_NORMAL);
2178 else if(autocvar_g_vehicles_enter)
2180 if(!STAT(FROZEN, this))
2184 entity head, closest_target = NULL;
2185 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2187 while(head) // find the closest acceptable target to enter
2189 if(IS_VEHICLE(head))
2191 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2192 if(head.takedamage != DAMAGE_NO)
2196 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2197 { closest_target = head; }
2199 else { closest_target = head; }
2205 if(closest_target) { vehicles_enter(this, closest_target); return; }
2209 // a use key was pressed; call handlers
2210 MUTATOR_CALLHOOK(PlayerUseKey, this);
2218 Called every frame for each client before the physics are run
2221 .float usekeypressed;
2222 .float last_vehiclecheck;
2224 void PlayerPreThink (entity this)
2226 WarpZone_PlayerPhysics_FixVAngle(this);
2228 STAT(GAMESTARTTIME, this) = game_starttime;
2229 STAT(ROUNDSTARTTIME, this) = round_starttime;
2230 STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2231 STAT(LEADLIMIT, this) = autocvar_leadlimit;
2233 STAT(WEAPONSINMAP, this) = weaponsInMap;
2236 // physics frames: update anticheat stuff
2237 anticheat_prethink(this);
2240 if (blockSpectators && frametime) {
2241 // WORKAROUND: only use dropclient in server frames (frametime set).
2242 // Never use it in cl_movement frames (frametime zero).
2243 checkSpectatorBlock(this);
2246 zoomstate_set = false;
2248 // Check for nameless players
2249 if (isInvisibleString(this.netname)) {
2250 this.netname = strzone(sprintf("Player#%d", this.playerid));
2251 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2253 if (this.netname != this.netname_previous) {
2254 if (autocvar_sv_eventlog) {
2255 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2257 if (this.netname_previous) strunzone(this.netname_previous);
2258 this.netname_previous = strzone(this.netname);
2262 if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2263 this.version_nagtime = 0;
2264 if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2266 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2268 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2270 int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2271 if (r < 0) { // old client
2272 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2273 } else if (r > 0) { // old server
2274 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2280 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2282 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2283 this.max_armorvalue = 0;
2286 if (STAT(FROZEN, this) == 2)
2288 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2289 this.health = max(1, this.revive_progress * start_health);
2290 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2292 if (this.revive_progress >= 1)
2295 else if (STAT(FROZEN, this) == 3)
2297 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2298 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2300 if (this.health < 1)
2303 vehicles_exit(this.vehicle, VHEF_RELEASE);
2304 if(this.event_damage)
2305 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2307 else if (this.revive_progress <= 0)
2311 MUTATOR_CALLHOOK(PlayerPreThink, this);
2313 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2314 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2316 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2318 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2319 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2321 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2325 if(!it.team || SAME_TEAM(this, it))
2326 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2327 else if(autocvar_g_vehicles_steal)
2328 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2332 this.last_vehiclecheck = time + 1;
2335 if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2337 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2339 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2342 if (IS_REAL_CLIENT(this))
2343 PrintWelcomeMessage(this);
2345 if (IS_PLAYER(this)) {
2346 CheckRules_Player(this);
2348 if (game_stopped || intermission_running) {
2349 this.modelflags &= ~MF_ROCKET;
2350 if(intermission_running)
2351 IntermissionThink(this);
2355 if (timeout_status == TIMEOUT_ACTIVE) {
2356 // don't allow the player to turn around while game is paused
2357 // FIXME turn this into CSQC stuff
2358 this.v_angle = this.lastV_angle;
2359 this.angles = this.lastV_angle;
2360 this.fixangle = true;
2363 if (frametime) player_powerups(this);
2365 if (IS_DEAD(this)) {
2366 if (this.personal && g_race_qualifying) {
2367 if (time > this.respawn_time) {
2368 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2370 this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2373 if (frametime) player_anim(this);
2374 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));
2376 switch(this.deadflag)
2380 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2381 this.deadflag = DEAD_RESPAWNING;
2382 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2383 this.deadflag = DEAD_DEAD;
2389 this.deadflag = DEAD_RESPAWNABLE;
2390 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2391 this.deadflag = DEAD_RESPAWNING;
2394 case DEAD_RESPAWNABLE:
2396 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2397 this.deadflag = DEAD_RESPAWNING;
2400 case DEAD_RESPAWNING:
2402 if (time > this.respawn_time)
2404 this.respawn_time = time + 1; // only retry once a second
2405 this.respawn_time_max = this.respawn_time;
2412 ShowRespawnCountdown(this);
2414 if (this.respawn_flags & RESPAWN_SILENT)
2415 STAT(RESPAWN_TIME, this) = 0;
2416 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2418 if (time < this.respawn_time)
2419 STAT(RESPAWN_TIME, this) = this.respawn_time;
2420 else if (this.deadflag != DEAD_RESPAWNING)
2421 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2424 STAT(RESPAWN_TIME, this) = this.respawn_time;
2427 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2428 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2429 STAT(RESPAWN_TIME, this) *= -1;
2434 this.prevorigin = this.origin;
2436 bool have_hook = false;
2437 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2439 .entity weaponentity = weaponentities[slot];
2440 if(this.(weaponentity).hook.state)
2446 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2449 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2451 } else if (this.vehicle) {
2453 } else if (STAT(FROZEN, this)) {
2460 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2461 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2462 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2464 } else if (this.crouch) {
2465 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2466 if (!trace_startsolid) {
2467 this.crouch = false;
2468 this.view_ofs = STAT(PL_VIEW_OFS, this);
2469 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2473 FixPlayermodel(this);
2475 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2478 this.items &= ~this.items_added;
2480 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2482 .entity weaponentity = weaponentities[slot];
2483 W_WeaponFrame(this, weaponentity);
2487 this.clip_load = this.(weaponentity).clip_load;
2488 this.clip_size = this.(weaponentity).clip_size;
2492 this.items_added = 0;
2493 if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2494 this.items_added |= IT_FUEL;
2496 this.items |= this.items_added;
2501 // WEAPONTODO: Add a weapon request for this
2502 // rot vortex charge to the charge limit
2503 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2505 .entity weaponentity = weaponentities[slot];
2506 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2507 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2510 if (frametime) player_anim(this);
2513 secrets_setstatus(this);
2516 monsters_setstatus(this);
2518 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2520 else if (game_stopped || intermission_running) {
2521 if(intermission_running)
2522 IntermissionThink(this);
2525 else if (IS_OBSERVER(this)) {
2526 ObserverThink(this);
2528 else if (IS_SPEC(this)) {
2529 SpectatorThink(this);
2532 // WEAPONTODO: Add weapon request for this
2533 if (!zoomstate_set) {
2534 bool wep_zoomed = false;
2535 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2537 .entity weaponentity = weaponentities[slot];
2538 Weapon thiswep = this.(weaponentity).m_weapon;
2539 if(thiswep != WEP_Null && thiswep.wr_zoom)
2540 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2542 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2545 if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2547 this.teamkill_soundtime = 0;
2549 entity e = this.teamkill_soundsource;
2550 entity oldpusher = e.pusher;
2552 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2553 e.pusher = oldpusher;
2556 if (this.taunt_soundtime && time > this.taunt_soundtime) {
2557 this.taunt_soundtime = 0;
2558 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2561 target_voicescript_next(this);
2563 // WEAPONTODO: Move into weaponsystem somehow
2564 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2565 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2567 .entity weaponentity = weaponentities[slot];
2568 if(this.(weaponentity).m_weapon == WEP_Null)
2569 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2573 void DrownPlayer(entity this)
2578 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2580 if(this.air_finished < time)
2581 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2582 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2585 else if (this.air_finished < time)
2587 if (this.pain_finished < time)
2589 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2590 this.pain_finished = time + 0.5;
2595 .bool move_qcphysics;
2597 void Player_Physics(entity this)
2599 set_movetype(this, this.move_movetype);
2601 if(!this.move_qcphysics)
2604 if(!frametime && !this.pm_frametime)
2607 Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
2609 this.pm_frametime = 0;
2616 Called every frame for each client after the physics are run
2619 .float idlekick_lasttimeleft;
2620 void PlayerPostThink (entity this)
2622 Player_Physics(this);
2625 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2626 if (IS_REAL_CLIENT(this))
2627 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2629 int totalClients = 0;
2630 if(sv_maxidle_slots > 0)
2632 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2638 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2639 { /* do nothing */ }
2640 else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2642 if (this.idlekick_lasttimeleft)
2644 this.idlekick_lasttimeleft = 0;
2645 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2650 float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2651 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2652 if (!this.idlekick_lasttimeleft)
2653 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2655 if (timeleft <= 0) {
2656 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2660 else if (timeleft <= 10) {
2661 if (timeleft != this.idlekick_lasttimeleft) {
2662 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2664 this.idlekick_lasttimeleft = timeleft;
2671 //CheckPlayerJump();
2674 this.solid = SOLID_NOT;
2675 this.takedamage = DAMAGE_NO;
2676 set_movetype(this, MOVETYPE_NONE);
2679 if (IS_PLAYER(this)) {
2681 CheckRules_Player(this);
2682 UpdateChatBubble(this);
2683 if (this.impulse) ImpulseCommands(this);
2686 CSQCMODEL_AUTOUPDATE(this);
2689 GetPressedKeys(this);
2692 if (this.waypointsprite_attachedforcarrier) {
2693 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2694 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2697 playerdemo_write(this);
2699 CSQCMODEL_AUTOUPDATE(this);