-#include "cl_client.qh"
-
-#include "anticheat.qh"
-#include "cl_impulse.qh"
-#include "cl_player.qh"
-#include "ipban.qh"
-#include "miscfunctions.qh"
-#include "portals.qh"
-#include "teamplay.qh"
-#include "playerdemo.qh"
-#include "spawnpoints.qh"
-#include "g_damage.qh"
-#include "g_hook.qh"
-#include "command/common.qh"
-#include "cheats.qh"
-#include "g_world.qh"
-#include "race.qh"
-#include "antilag.qh"
-#include "campaign.qh"
-#include "command/common.qh"
-
-#include "bot/api.qh"
-
-#include "../common/ent_cs.qh"
-#include <common/state.qh>
-
-#include <common/effects/qc/globalsound.qh>
-
-#include "../common/triggers/teleporters.qh"
-
-#include "../common/vehicles/all.qh"
-
-#include "weapons/hitplot.qh"
-#include "weapons/weaponsystem.qh"
-
-#include "../common/net_notice.qh"
-#include "../common/physics/player.qh"
-
-#include "../common/items/all.qc"
-
-#include "../common/mutators/mutator/waypoints/all.qh"
-
-#include "../common/triggers/subs.qh"
-#include "../common/triggers/triggers.qh"
-#include "../common/triggers/trigger/secret.qh"
-
-#include "../common/minigames/sv_minigames.qh"
-
-#include "../common/items/inventory.qh"
-
-#include "../common/monsters/sv_monsters.qh"
-
-#include "../lib/warpzone/server.qh"
-
-STATIC_METHOD(Client, Add, void(Client this, int _team))
-{
- ClientConnect(this);
- TRANSMUTE(Player, this);
- this.frame = 12; // 7
- this.team = _team;
- PutClientInServer(this);
-}
-
-void PutObserverInServer(entity this);
-
-STATIC_METHOD(Client, Remove, void(Client this))
-{
- TRANSMUTE(Observer, this);
- PutClientInServer(this);
- ClientDisconnect(this);
-}
-
-void send_CSQC_teamnagger() {
- WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
-}
-
-int CountSpectators(entity player, entity to)
-{
- if(!player) { return 0; } // not sure how, but best to be safe
-
- int spec_count = 0;
-
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
- {
- spec_count++;
- });
-
- return spec_count;
-}
-
-void WriteSpectators(entity player, entity to)
-{
- if(!player) { return; } // not sure how, but best to be safe
-
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
- {
- WriteByte(MSG_ENTITY, num_for_edict(it));
- });
-}
-
-bool ClientData_Send(entity this, entity to, int sf)
-{
- assert(to == this.owner, return false);
-
- entity e = to;
- if (IS_SPEC(e)) e = e.enemy;
-
- sf = 0;
- if (e.race_completed) sf |= 1; // forced scoreboard
- if (to.spectatee_status) sf |= 2; // spectator ent number follows
- if (e.zoomstate) sf |= 4; // zoomed
- if (e.porto_v_angle_held) sf |= 8; // angles held
- if (autocvar_sv_showspectators) sf |= 16; // show spectators
-
- WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
- WriteByte(MSG_ENTITY, sf);
-
- if (sf & 2)
- {
- WriteByte(MSG_ENTITY, to.spectatee_status);
- }
- if (sf & 8)
- {
- WriteAngle(MSG_ENTITY, e.v_angle.x);
- WriteAngle(MSG_ENTITY, e.v_angle.y);
- }
-
- if(sf & 16)
- {
- float specs = CountSpectators(e, to);
- WriteByte(MSG_ENTITY, specs);
- WriteSpectators(e, to);
- }
-
- return true;
-}
-
-void ClientData_Attach(entity this)
-{
- Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
- this.clientdata.drawonlytoclient = this;
- this.clientdata.owner = this;
-}
-
-void ClientData_Detach(entity this)
-{
- delete(this.clientdata);
- this.clientdata = NULL;
-}
-
-void ClientData_Touch(entity e)
-{
- e.clientdata.SendFlags = 1;
-
- // make it spectatable
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
-}
-
-.string netname_previous;
-
-void SetSpectatee(entity player, entity spectatee);
-
-
-/*
-=============
-CheckPlayerModel
-
-Checks if the argument string can be a valid playermodel.
-Returns a valid one in doubt.
-=============
-*/
-string FallbackPlayerModel;
-string CheckPlayerModel(string plyermodel) {
- if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
- {
- // note: we cannot summon Don Strunzone here, some player may
- // still have the model string set. In case anyone manages how
- // to change a cvar default, we'll have a small leak here.
- FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
- }
- // only in right path
- if( substring(plyermodel,0,14) != "models/player/")
- return FallbackPlayerModel;
- // only good file extensions
- if(substring(plyermodel,-4,4) != ".zym")
- if(substring(plyermodel,-4,4) != ".dpm")
- if(substring(plyermodel,-4,4) != ".iqm")
- if(substring(plyermodel,-4,4) != ".md3")
- if(substring(plyermodel,-4,4) != ".psk")
- return FallbackPlayerModel;
- // forbid the LOD models
- if(substring(plyermodel, -9,5) == "_lod1")
- return FallbackPlayerModel;
- if(substring(plyermodel, -9,5) == "_lod2")
- return FallbackPlayerModel;
- if(plyermodel != strtolower(plyermodel))
- return FallbackPlayerModel;
- // also, restrict to server models
- if(autocvar_sv_servermodelsonly)
- {
- if(!fexists(plyermodel))
- return FallbackPlayerModel;
- }
- return plyermodel;
-}
-
-void setplayermodel(entity e, string modelname)
-{
- precache_model(modelname);
- _setmodel(e, modelname);
- player_setupanimsformodel(e);
- if(!autocvar_g_debug_globalsounds)
- UpdatePlayerSounds(e);
-}
-
-void FixPlayermodel(entity player);
-/** putting a client as observer in the server */
-void PutObserverInServer(entity this)
-{
- bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
- PlayerState_detach(this);
-
- if (IS_PLAYER(this) && this.health >= 1) {
- // despawn effect
- Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
- }
-
- {
- entity spot = SelectSpawnPoint(this, true);
- if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
- this.angles = spot.angles;
- this.angles_z = 0;
- this.fixangle = true;
- // offset it so that the spectator spawns higher off the ground, looks better this way
- setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
- this.prevorigin = this.origin;
- if (IS_REAL_CLIENT(this))
- {
- msg_entity = this;
- WriteByte(MSG_ONE, SVC_SETVIEW);
- WriteEntity(MSG_ONE, this);
- }
- // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
- // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
- if(!autocvar_g_debug_globalsounds)
- {
- // needed for player sounds
- this.model = "";
- FixPlayermodel(this);
- }
- setmodel(this, MDL_Null);
- setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
- this.view_ofs = '0 0 0';
- }
-
- RemoveGrapplingHook(this);
- Portal_ClearAll(this);
- Unfreeze(this);
- SetSpectatee(this, NULL);
-
- if (this.alivetime)
- {
- if (!warmup_stage)
- PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
- this.alivetime = 0;
- }
-
- if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
-
- WaypointSprite_PlayerDead(this);
-
- if (mutator_returnvalue) {
- // mutator prevents resetting teams+score
- } else {
- this.team = -1; // move this as it is needed to log the player spectating in eventlog
- this.frags = FRAGS_SPECTATOR;
- PlayerScore_Clear(this); // clear scores when needed
- }
-
- if (this.killcount != FRAGS_SPECTATOR)
- {
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
- if(!intermission_running)
- if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
-
- if(this.just_joined == false) {
- LogTeamchange(this.playerid, -1, 4);
- } else
- this.just_joined = false;
- }
-
- accuracy_resend(this);
-
- this.spectatortime = time;
- this.bot_attack = false;
- this.hud = HUD_NORMAL;
- TRANSMUTE(Observer, this);
- this.iscreature = false;
- this.teleportable = TELEPORT_SIMPLE;
- this.damagedbycontents = false;
- this.health = FRAGS_SPECTATOR;
- this.takedamage = DAMAGE_NO;
- this.solid = SOLID_NOT;
- set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
- this.flags = FL_CLIENT | FL_NOTARGET;
- this.armorvalue = 666;
- this.effects = 0;
- this.armorvalue = autocvar_g_balance_armor_start;
- this.pauserotarmor_finished = 0;
- this.pauserothealth_finished = 0;
- this.pauseregen_finished = 0;
- this.damageforcescale = 0;
- this.death_time = 0;
- this.respawn_flags = 0;
- this.respawn_time = 0;
- this.stat_respawn_time = 0;
- this.alpha = 0;
- this.scale = 0;
- this.fade_time = 0;
- this.pain_frame = 0;
- this.pain_finished = 0;
- this.strength_finished = 0;
- this.invincible_finished = 0;
- this.superweapons_finished = 0;
- this.pushltime = 0;
- this.istypefrag = 0;
- setthink(this, func_null);
- this.nextthink = 0;
- this.hook_time = 0;
- this.deadflag = DEAD_NO;
- this.crouch = false;
- this.revival_time = 0;
-
- this.items = 0;
- this.weapons = '0 0 0';
- this.drawonlytoclient = this;
-
- this.weaponname = "";
- this.weaponmodel = "";
- for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- this.weaponentities[slot] = NULL;
- }
- this.exteriorweaponentity = NULL;
- this.killcount = FRAGS_SPECTATOR;
- this.velocity = '0 0 0';
- this.avelocity = '0 0 0';
- this.punchangle = '0 0 0';
- this.punchvector = '0 0 0';
- this.oldvelocity = this.velocity;
- this.fire_endtime = -1;
- this.event_damage = func_null;
-
- STAT(ACTIVEWEAPON, this) = WEP_Null.m_id;
- STAT(SWITCHINGWEAPON, this) = WEP_Null.m_id;
- STAT(SWITCHWEAPON, this) = WEP_Null.m_id;
-}
-
-int player_getspecies(entity this)
-{
- get_model_parameters(this.model, this.skin);
- int s = get_model_parameters_species;
- get_model_parameters(string_null, 0);
- if (s < 0) return SPECIES_HUMAN;
- return s;
-}
-
-.float model_randomizer;
-void FixPlayermodel(entity player)
-{
- string defaultmodel = "";
- int defaultskin = 0;
- if(autocvar_sv_defaultcharacter)
- {
- if(teamplay)
- {
- string s = Static_Team_ColorName_Lower(player.team);
- if (s != "neutral")
- {
- defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
- defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
- }
- }
-
- if(defaultmodel == "")
- {
- defaultmodel = autocvar_sv_defaultplayermodel;
- defaultskin = autocvar_sv_defaultplayerskin;
- }
-
- int n = tokenize_console(defaultmodel);
- if(n > 0)
- {
- defaultmodel = argv(floor(n * player.model_randomizer));
- // However, do NOT randomize if the player-selected model is in the list.
- for (int i = 0; i < n; ++i)
- if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
- defaultmodel = argv(i);
- }
-
- int i = strstrofs(defaultmodel, ":", 0);
- if(i >= 0)
- {
- defaultskin = stof(substring(defaultmodel, i+1, -1));
- defaultmodel = substring(defaultmodel, 0, i);
- }
- }
- if(autocvar_sv_defaultcharacterskin && !defaultskin)
- {
- if(teamplay)
- {
- string s = Static_Team_ColorName_Lower(player.team);
- if (s != "neutral")
- defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
- }
-
- if(!defaultskin)
- defaultskin = autocvar_sv_defaultplayerskin;
- }
-
- MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
- defaultmodel = M_ARGV(0, string);
- defaultskin = M_ARGV(1, int);
-
- bool chmdl = false;
- int oldskin;
- if(defaultmodel != "")
- {
- if (defaultmodel != player.model)
- {
- vector m1 = player.mins;
- vector m2 = player.maxs;
- setplayermodel (player, defaultmodel);
- setsize (player, m1, m2);
- chmdl = true;
- }
-
- oldskin = player.skin;
- player.skin = defaultskin;
- } else {
- if (player.playermodel != player.model || player.playermodel == "")
- {
- player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
- vector m1 = player.mins;
- vector m2 = player.maxs;
- setplayermodel (player, player.playermodel);
- setsize (player, m1, m2);
- chmdl = true;
- }
-
- if(!autocvar_sv_defaultcharacterskin)
- {
- oldskin = player.skin;
- player.skin = stof(player.playerskin);
- }
- else
- {
- oldskin = player.skin;
- player.skin = defaultskin;
- }
- }
-
- if(chmdl || oldskin != player.skin) // model or skin has changed
- {
- player.species = player_getspecies(player); // update species
- if(!autocvar_g_debug_globalsounds)
- UpdatePlayerSounds(player); // update skin sounds
- }
-
- if(!teamplay)
- if(strlen(autocvar_sv_defaultplayercolors))
- if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
- setcolor(player, stof(autocvar_sv_defaultplayercolors));
-}
-
-
-/** Called when a client spawns in the server */
-void PutClientInServer(entity this)
-{
- if (IS_BOT_CLIENT(this)) {
- TRANSMUTE(Player, this);
- } else if (IS_REAL_CLIENT(this)) {
- msg_entity = this;
- WriteByte(MSG_ONE, SVC_SETVIEW);
- WriteEntity(MSG_ONE, this);
- }
- if (gameover) {
- TRANSMUTE(Observer, this);
- }
-
- SetSpectatee(this, NULL);
-
- // reset player keys
- this.itemkeys = 0;
-
- MUTATOR_CALLHOOK(PutClientInServer, this);
-
- if (IS_OBSERVER(this)) {
- PutObserverInServer(this);
- } else if (IS_PLAYER(this)) {
- if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
-
- PlayerState_attach(this);
- accuracy_resend(this);
-
- if (this.team < 0)
- JoinBestTeam(this, false, true);
-
- entity spot = SelectSpawnPoint(this, false);
- if (!spot) {
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
- return; // spawn failed
- }
-
- TRANSMUTE(Player, this);
- this.wasplayer = true;
- this.iscreature = true;
- this.teleportable = TELEPORT_NORMAL;
- this.damagedbycontents = true;
- set_movetype(this, MOVETYPE_WALK);
- this.solid = SOLID_SLIDEBOX;
- this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
- if (autocvar_g_playerclip_collisions)
- this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
- if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
- this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
- this.frags = FRAGS_PLAYER;
- if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
- this.flags = FL_CLIENT | FL_PICKUPITEMS;
- if (autocvar__notarget)
- this.flags |= FL_NOTARGET;
- this.takedamage = DAMAGE_AIM;
- this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
- this.dmg = 2; // WTF
-
- if (warmup_stage) {
- this.ammo_shells = warmup_start_ammo_shells;
- this.ammo_nails = warmup_start_ammo_nails;
- this.ammo_rockets = warmup_start_ammo_rockets;
- this.ammo_cells = warmup_start_ammo_cells;
- this.ammo_plasma = warmup_start_ammo_plasma;
- this.ammo_fuel = warmup_start_ammo_fuel;
- this.health = warmup_start_health;
- this.armorvalue = warmup_start_armorvalue;
- this.weapons = WARMUP_START_WEAPONS;
- } else {
- this.ammo_shells = start_ammo_shells;
- this.ammo_nails = start_ammo_nails;
- this.ammo_rockets = start_ammo_rockets;
- this.ammo_cells = start_ammo_cells;
- this.ammo_plasma = start_ammo_plasma;
- this.ammo_fuel = start_ammo_fuel;
- this.health = start_health;
- this.armorvalue = start_armorvalue;
- this.weapons = start_weapons;
- }
-
- this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
-
- this.items = start_items;
-
- this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
- this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
- this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
- this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
- this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
- // extend the pause of rotting if client was reset at the beginning of the countdown
- if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
- float f = game_starttime - time;
- this.spawnshieldtime += f;
- this.pauserotarmor_finished += f;
- this.pauserothealth_finished += f;
- this.pauseregen_finished += f;
- }
- this.damageforcescale = 2;
- this.death_time = 0;
- this.respawn_flags = 0;
- this.respawn_time = 0;
- this.stat_respawn_time = 0;
- this.scale = autocvar_sv_player_scale;
- this.fade_time = 0;
- this.pain_frame = 0;
- this.pain_finished = 0;
- this.pushltime = 0;
- setthink(this, func_null); // players have no think function
- this.nextthink = 0;
- this.dmg_team = 0;
- this.ballistics_density = autocvar_g_ballistics_density_player;
-
- this.deadflag = DEAD_NO;
-
- this.angles = spot.angles;
- this.angles_z = 0; // never spawn tilted even if the spot says to
- if (IS_BOT_CLIENT(this))
- this.v_angle = this.angles;
- this.fixangle = true; // turn this way immediately
- this.oldvelocity = this.velocity = '0 0 0';
- this.avelocity = '0 0 0';
- this.punchangle = '0 0 0';
- this.punchvector = '0 0 0';
-
- this.strength_finished = 0;
- this.invincible_finished = 0;
- this.fire_endtime = -1;
- this.revival_time = 0;
- this.air_finished = time + 12;
-
- entity spawnevent = new_pure(spawnevent);
- spawnevent.owner = this;
- Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
-
- // Cut off any still running player sounds.
- stopsound(this, CH_PLAYER_SINGLE);
-
- this.model = "";
- FixPlayermodel(this);
- this.drawonlytoclient = NULL;
-
- this.crouch = false;
- this.view_ofs = STAT(PL_VIEW_OFS, NULL);
- setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
- this.spawnorigin = spot.origin;
- setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
- // don't reset back to last position, even if new position is stuck in solid
- this.oldorigin = this.origin;
- this.prevorigin = this.origin;
- this.lastteleporttime = time; // prevent insane speeds due to changing origin
- this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
- this.hud = HUD_NORMAL;
-
- this.event_damage = PlayerDamage;
-
- this.bot_attack = true;
- this.monster_attack = true;
-
- PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
-
- if (this.killcount == FRAGS_SPECTATOR) {
- PlayerScore_Clear(this);
- this.killcount = 0;
- }
-
- for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- CL_SpawnWeaponentity(this, weaponentities[slot]);
- }
- this.alpha = default_player_alpha;
- this.colormod = '1 1 1' * autocvar_g_player_brightness;
- this.exteriorweaponentity.alpha = default_weapon_alpha;
-
- this.speedrunning = false;
-
- target_voicescript_clear(this);
-
- // reset fields the weapons may use
- FOREACH(Weapons, true, LAMBDA(
- it.wr_resetplayer(it, this);
- // reload all reloadable weapons
- if (it.spawnflags & WEP_FLAG_RELOADABLE) {
- this.weapon_load[it.m_id] = it.reloading_ammo;
- }
- ));
-
- {
- string s = spot.target;
- spot.target = string_null;
- SUB_UseTargets(spot, this, NULL);
- spot.target = s;
- }
-
- Unfreeze(this);
-
- MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
-
- if (autocvar_spawn_debug)
- {
- sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
- delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
- }
-
- PS(this).m_switchweapon = w_getbestweapon(this);
- this.cnt = -1; // W_LastWeapon will not complain
- PS(this).m_weapon = WEP_Null;
- this.weaponname = "";
- PS(this).m_switchingweapon = WEP_Null;
-
- if (!warmup_stage && !this.alivetime)
- this.alivetime = time;
-
- antilag_clear(this, CS(this));
- }
-}
-
-void ClientInit_misc(entity this);
-
-.float ebouncefactor, ebouncestop; // electro's values
-// TODO do we need all these fields, or should we stop autodetecting runtime
-// changes and just have a console command to update this?
-bool ClientInit_SendEntity(entity this, entity to, int sf)
-{
- WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
- return = true;
- msg_entity = to;
- // MSG_INIT replacement
- // TODO: make easier to use
- Registry_send_all();
- W_PROP_reload(MSG_ONE, to);
- ClientInit_misc(this);
- MUTATOR_CALLHOOK(Ent_Init);
-}
-void ClientInit_misc(entity this)
-{
- int channel = MSG_ONE;
- WriteHeader(channel, ENT_CLIENT_INIT);
- WriteByte(channel, g_nexball_meter_period * 32);
- WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
- WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
- WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
- WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
- WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
- WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
- WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
- WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
-
- if(sv_foginterval && world.fog != "")
- WriteString(channel, world.fog);
- else
- WriteString(channel, "");
- WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
- WriteByte(channel, serverflags); // client has to know if it should zoom or not
- WriteCoord(channel, autocvar_g_trueaim_minrange);
-}
-
-void ClientInit_CheckUpdate(entity this)
-{
- this.nextthink = time;
- if(this.count != autocvar_g_balance_armor_blockpercent)
- {
- this.count = autocvar_g_balance_armor_blockpercent;
- this.SendFlags |= 1;
- }
-}
-
-void ClientInit_Spawn()
-{
- entity e = new_pure(clientinit);
- setthink(e, ClientInit_CheckUpdate);
- Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
-
- ClientInit_CheckUpdate(e);
-}
-
-/*
-=============
-SetNewParms
-=============
-*/
-void SetNewParms ()
-{
- // initialize parms for a new player
- parm1 = -(86400 * 366);
-
- MUTATOR_CALLHOOK(SetNewParms);
-}
-
-/*
-=============
-SetChangeParms
-=============
-*/
-void SetChangeParms (entity this)
-{
- // save parms for level change
- parm1 = this.parm_idlesince - time;
-
- MUTATOR_CALLHOOK(SetChangeParms);
-}
-
-/*
-=============
-DecodeLevelParms
-=============
-*/
-void DecodeLevelParms(entity this)
-{
- // load parms
- this.parm_idlesince = parm1;
- if (this.parm_idlesince == -(86400 * 366))
- this.parm_idlesince = time;
-
- // whatever happens, allow 60 seconds of idling directly after connect for map loading
- this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
-
- MUTATOR_CALLHOOK(DecodeLevelParms);
-}
-
-/*
-=============
-ClientKill
-
-Called when a client types 'kill' in the console
-=============
-*/
-
-.float clientkill_nexttime;
-void ClientKill_Now_TeamChange(entity this)
-{
- if(this.killindicator_teamchange == -1)
- {
- JoinBestTeam( this, false, true );
- }
- else if(this.killindicator_teamchange == -2)
- {
- if(blockSpectators)
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
- PutObserverInServer(this);
- }
- else
- SV_ChangeTeam(this, this.killindicator_teamchange - 1);
- this.killindicator_teamchange = 0;
-}
-
-void ClientKill_Now(entity this)
-{
- if(this.vehicle)
- {
- vehicles_exit(this.vehicle, VHEF_RELEASE);
- if(!this.killindicator_teamchange)
- {
- this.vehicle_health = -1;
- Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
- }
- }
-
- if(this.killindicator && !wasfreed(this.killindicator))
- delete(this.killindicator);
-
- this.killindicator = NULL;
-
- if(this.killindicator_teamchange)
- ClientKill_Now_TeamChange(this);
-
- if(!IS_SPEC(this) && !IS_OBSERVER(this))
- Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
-
- // now I am sure the player IS dead
-}
-void KillIndicator_Think(entity this)
-{
- if (gameover)
- {
- this.owner.killindicator = NULL;
- delete(this);
- return;
- }
-
- if (this.owner.alpha < 0 && !this.owner.vehicle)
- {
- this.owner.killindicator = NULL;
- delete(this);
- return;
- }
-
- if(this.cnt <= 0)
- {
- ClientKill_Now(this.owner);
- return;
- }
- else if(g_cts && this.health == 1) // health == 1 means that it's silent
- {
- this.nextthink = time + 1;
- this.cnt -= 1;
- }
- else
- {
- if(this.cnt <= 10)
- setmodel(this, MDL_NUM(this.cnt));
- if(IS_REAL_CLIENT(this.owner))
- {
- if(this.cnt <= 10)
- { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
- }
- this.nextthink = time + 1;
- this.cnt -= 1;
- }
-}
-
-float clientkilltime;
-void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
-{
- float killtime;
- float starttime;
-
- if (gameover)
- return;
-
- killtime = autocvar_g_balance_kill_delay;
-
- if(g_race_qualifying || g_cts)
- killtime = 0;
-
- if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
- return;
-
- this.killindicator_teamchange = targetteam;
-
- if(!this.killindicator)
- {
- if(!IS_DEAD(this))
- {
- killtime = max(killtime, this.clientkill_nexttime - time);
- this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
- }
-
- if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
- {
- ClientKill_Now(this);
- }
- else
- {
- starttime = max(time, clientkilltime);
-
- this.killindicator = spawn();
- this.killindicator.owner = this;
- this.killindicator.scale = 0.5;
- setattachment(this.killindicator, this, "");
- setorigin(this.killindicator, '0 0 52');
- setthink(this.killindicator, KillIndicator_Think);
- this.killindicator.nextthink = starttime + (this.lip) * 0.05;
- clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
- this.killindicator.cnt = ceil(killtime);
- this.killindicator.count = bound(0, ceil(killtime), 10);
- //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
-
- FOREACH_ENTITY_ENT(enemy, this,
- {
- if(it.classname != "body")
- continue;
- it.killindicator = spawn();
- it.killindicator.owner = it;
- it.killindicator.scale = 0.5;
- setattachment(it.killindicator, it, "");
- setorigin(it.killindicator, '0 0 52');
- setthink(it.killindicator, KillIndicator_Think);
- it.killindicator.nextthink = starttime + (it.lip) * 0.05;
- //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
- it.killindicator.cnt = ceil(killtime);
- });
- this.lip = 0;
- }
- }
- if(this.killindicator)
- {
- if(targetteam == 0) // just die
- {
- this.killindicator.colormod = '0 0 0';
- if(IS_REAL_CLIENT(this))
- if(this.killindicator.cnt > 0)
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
- }
- else if(targetteam == -1) // auto
- {
- this.killindicator.colormod = '0 1 0';
- if(IS_REAL_CLIENT(this))
- if(this.killindicator.cnt > 0)
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
- }
- else if(targetteam == -2) // spectate
- {
- this.killindicator.colormod = '0.5 0.5 0.5';
- if(IS_REAL_CLIENT(this))
- if(this.killindicator.cnt > 0)
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
- }
- else
- {
- this.killindicator.colormod = Team_ColorRGB(targetteam);
- if(IS_REAL_CLIENT(this))
- if(this.killindicator.cnt > 0)
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
- }
- }
-
-}
-
-void ClientKill (entity this)
-{
- if(gameover) return;
- if(this.player_blocked) return;
- if(STAT(FROZEN, this)) return;
-
- ClientKill_TeamChange(this, 0);
-}
-
-void FixClientCvars(entity e)
-{
- // send prediction settings to the client
- stuffcmd(e, "\nin_bindmap 0 0\n");
- if(autocvar_g_antilag == 3) // client side hitscan
- stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
- if(autocvar_sv_gentle)
- stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
-
- MUTATOR_CALLHOOK(FixClientCvars, e);
-}
-
-float PlayerInIDList(entity p, string idlist)
-{
- float n, i;
- string s;
-
- // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
- if (!p.crypto_idfp)
- return 0;
-
- // this function allows abbreviated player IDs too!
- n = tokenize_console(idlist);
- for(i = 0; i < n; ++i)
- {
- s = argv(i);
- if(s == substring(p.crypto_idfp, 0, strlen(s)))
- return 1;
- }
-
- return 0;
-}
-
-#ifdef DP_EXT_PRECONNECT
-/*
-=============
-ClientPreConnect
-
-Called once (not at each match start) when a client begins a connection to the server
-=============
-*/
-void ClientPreConnect ()
-{ENGINE_EVENT();
- if(autocvar_sv_eventlog)
- {
- GameLogEcho(sprintf(":connect:%d:%d:%s",
- this.playerid,
- etof(this),
- ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
- ));
- }
-}
-#endif
-
-/**
-=============
-ClientConnect
-
-Called when a client connects to the server
-=============
-*/
-void ClientConnect(entity this)
-{
- if (Ban_MaybeEnforceBanOnce(this)) return;
- assert(!IS_CLIENT(this), return);
- this.flags |= FL_CLIENT;
- assert(player_count >= 0, player_count = 0);
-
-#ifdef WATERMARK
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
-#endif
- this.version_nagtime = time + 10 + random() * 10;
- TRANSMUTE(Client, this);
-
- // identify the right forced team
- if (autocvar_g_campaign)
- {
- if (IS_REAL_CLIENT(this)) // only players, not bots
- {
- switch (autocvar_g_campaign_forceteam)
- {
- case 1: this.team_forced = NUM_TEAM_1; break;
- case 2: this.team_forced = NUM_TEAM_2; break;
- case 3: this.team_forced = NUM_TEAM_3; break;
- case 4: this.team_forced = NUM_TEAM_4; break;
- default: this.team_forced = 0;
- }
- }
- }
- else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
- else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
- else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
- else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
- else switch (autocvar_g_forced_team_otherwise)
- {
- default: this.team_forced = 0; break;
- case "red": this.team_forced = NUM_TEAM_1; break;
- case "blue": this.team_forced = NUM_TEAM_2; break;
- case "yellow": this.team_forced = NUM_TEAM_3; break;
- case "pink": this.team_forced = NUM_TEAM_4; break;
- case "spectate":
- case "spectator":
- this.team_forced = -1;
- break;
- }
- if (!teamplay && this.team_forced > 0) this.team_forced = 0;
-
- {
- int id = this.playerid;
- this.playerid = 0; // silent
- JoinBestTeam(this, false, false); // if the team number is valid, keep it
- this.playerid = id;
- }
-
- if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
- TRANSMUTE(Observer, this);
- } else {
- if (!teamplay || autocvar_g_balance_teams) {
- TRANSMUTE(Player, this);
- campaign_bots_may_start = true;
- } else {
- TRANSMUTE(Observer, this); // do it anyway
- }
- }
-
- PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
-
- // always track bots, don't ask for cl_allow_uidtracking
- if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
-
- if (autocvar_sv_eventlog)
- GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
-
- LogTeamchange(this.playerid, this.team, 1);
-
- this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
-
- this.netname_previous = strzone(this.netname);
-
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && IS_PLAYER(this)) ? APP_TEAM_ENT(this, INFO_JOIN_CONNECT_TEAM) : INFO_JOIN_CONNECT), this.netname);
-
- stuffcmd(this, clientstuff, "\n");
- stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
-
- FixClientCvars(this);
-
- // get version info from player
- stuffcmd(this, "cmd clientversion $gameversion\n");
-
- // notify about available teams
- if (teamplay)
- {
- CheckAllowedTeams(this);
- int t = 0;
- if (c1 >= 0) t |= BIT(0);
- if (c2 >= 0) t |= BIT(1);
- if (c3 >= 0) t |= BIT(2);
- if (c4 >= 0) t |= BIT(3);
- stuffcmd(this, sprintf("set _teams_available %d\n", t));
- }
- else
- {
- stuffcmd(this, "set _teams_available 0\n");
- }
-
- bot_relinkplayerlist();
-
- this.spectatortime = time;
- if (blockSpectators)
- {
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
- }
-
- this.jointime = time;
- this.allowed_timeouts = autocvar_sv_timeout_number;
-
- if (IS_REAL_CLIENT(this))
- {
- if (!autocvar_g_campaign)
- {
- this.motd_actived_time = -1;
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
- }
-
- if (g_weaponarena_weapons == WEPSET(TUBA))
- stuffcmd(this, "cl_cmd settemp chase_active 1\n");
- }
-
- if (!sv_foginterval && world.fog != "")
- stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
-
- if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
- if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
- send_CSQC_teamnagger();
-
- CSQCMODEL_AUTOINIT(this);
-
- this.model_randomizer = random();
-
- if (IS_REAL_CLIENT(this))
- sv_notice_join(this);
-
- FOREACH_ENTITY_FLOAT(init_for_player_needed, true, {
- it.init_for_player(it, this);
- });
-
- MUTATOR_CALLHOOK(ClientConnect, this);
-}
-/*
-=============
-ClientDisconnect
-
-Called when a client disconnects from the server
-=============
-*/
-.entity chatbubbleentity;
-void ReadyCount();
-void ClientDisconnect(entity this)
-{
- assert(IS_CLIENT(this), return);
-
- PlayerStats_GameReport_FinalizePlayer(this);
- if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
- if (this.active_minigame) part_minigame(this);
- if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
-
- if (autocvar_sv_eventlog)
- GameLogEcho(strcat(":part:", ftos(this.playerid)));
-
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
-
- SetSpectatee(this, NULL);
-
- MUTATOR_CALLHOOK(ClientDisconnect, this);
-
- ClientState_detach(this);
-
- Portal_ClearAll(this);
-
- Unfreeze(this);
-
- RemoveGrapplingHook(this);
-
- // Here, everything has been done that requires this player to be a client.
-
- this.flags &= ~FL_CLIENT;
-
- if (this.chatbubbleentity) delete(this.chatbubbleentity);
- if (this.killindicator) delete(this.killindicator);
-
- WaypointSprite_PlayerGone(this);
-
- bot_relinkplayerlist();
-
- if (this.netname_previous) strunzone(this.netname_previous);
- if (this.clientstatus) strunzone(this.clientstatus);
- if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
- if (this.personal) delete(this.personal);
-
- this.playerid = 0;
- ReadyCount();
- if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
-}
-
-void ChatBubbleThink(entity this)
-{
- this.nextthink = time;
- if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
- {
- if(this.owner) // but why can that ever be NULL?
- this.owner.chatbubbleentity = NULL;
- delete(this);
- return;
- }
-
- this.mdl = "";
-
- if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
- {
- if ( this.owner.active_minigame )
- this.mdl = "models/sprites/minigame_busy.iqm";
- else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
- this.mdl = "models/misc/chatbubble.spr";
- }
-
- if ( this.model != this.mdl )
- _setmodel(this, this.mdl);
-
-}
-
-void UpdateChatBubble(entity this)
-{
- if (this.alpha < 0)
- return;
- // spawn a chatbubble entity if needed
- if (!this.chatbubbleentity)
- {
- this.chatbubbleentity = new(chatbubbleentity);
- this.chatbubbleentity.owner = this;
- this.chatbubbleentity.exteriormodeltoclient = this;
- setthink(this.chatbubbleentity, ChatBubbleThink);
- this.chatbubbleentity.nextthink = time;
- setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
- //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
- setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
- setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
- this.chatbubbleentity.mdl = this.chatbubbleentity.model;
- //this.chatbubbleentity.model = "";
- this.chatbubbleentity.effects = EF_LOWPRECISION;
- }
-}
-
-
-// LordHavoc: this hack will be removed when proper _pants/_shirt layers are
-// added to the model skins
-/*void UpdateColorModHack()
-{
- float c;
- c = this.clientcolors & 15;
- // LordHavoc: only bothering to support white, green, red, yellow, blue
- if (!teamplay) this.colormod = '0 0 0';
- else if (c == 0) this.colormod = '1.00 1.00 1.00';
- else if (c == 3) this.colormod = '0.10 1.73 0.10';
- else if (c == 4) this.colormod = '1.73 0.10 0.10';
- else if (c == 12) this.colormod = '1.22 1.22 0.10';
- else if (c == 13) this.colormod = '0.10 0.10 1.73';
- else this.colormod = '1 1 1';
-}*/
-
-void respawn(entity this)
-{
- if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
- {
- this.solid = SOLID_NOT;
- this.takedamage = DAMAGE_NO;
- set_movetype(this, MOVETYPE_FLY);
- this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
- this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
- this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
- Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
- if(autocvar_g_respawn_ghosts_maxtime)
- SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
- }
-
- CopyBody(this, 1);
-
- this.effects |= EF_NODRAW; // prevent another CopyBody
- PutClientInServer(this);
-}
-
-void play_countdown(entity this, float finished, Sound samp)
-{
- TC(Sound, samp);
- if(IS_REAL_CLIENT(this))
- if(floor(finished - time - frametime) != floor(finished - time))
- if(finished - time < 6)
- sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
-}
-
-void player_powerups(entity this)
-{
- // add a way to see what the items were BEFORE all of these checks for the mutator hook
- int items_prev = this.items;
-
- if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !gameover)
- this.modelflags |= MF_ROCKET;
- else
- this.modelflags &= ~MF_ROCKET;
-
- this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
-
- if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
- return;
-
- Fire_ApplyDamage(this);
- Fire_ApplyEffect(this);
-
- if (!g_instagib)
- {
- if (this.items & ITEM_Strength.m_itemid)
- {
- play_countdown(this, this.strength_finished, SND_POWEROFF);
- this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
- if (time > this.strength_finished)
- {
- this.items = this.items - (this.items & ITEM_Strength.m_itemid);
- //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
- }
- }
- else
- {
- if (time < this.strength_finished)
- {
- this.items = this.items | ITEM_Strength.m_itemid;
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
- }
- }
- if (this.items & ITEM_Shield.m_itemid)
- {
- play_countdown(this, this.invincible_finished, SND_POWEROFF);
- this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
- if (time > this.invincible_finished)
- {
- this.items = this.items - (this.items & ITEM_Shield.m_itemid);
- //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
- }
- }
- else
- {
- if (time < this.invincible_finished)
- {
- this.items = this.items | ITEM_Shield.m_itemid;
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
- }
- }
- if (this.items & IT_SUPERWEAPON)
- {
- if (!(this.weapons & WEPSET_SUPERWEAPONS))
- {
- this.superweapons_finished = 0;
- this.items = this.items - (this.items & IT_SUPERWEAPON);
- //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
- }
- else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
- {
- // don't let them run out
- }
- else
- {
- play_countdown(this, this.superweapons_finished, SND_POWEROFF);
- if (time > this.superweapons_finished)
- {
- this.items = this.items - (this.items & IT_SUPERWEAPON);
- this.weapons &= ~WEPSET_SUPERWEAPONS;
- //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
- }
- }
- }
- else if(this.weapons & WEPSET_SUPERWEAPONS)
- {
- if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
- {
- this.items = this.items | IT_SUPERWEAPON;
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
- }
- else
- {
- this.superweapons_finished = 0;
- this.weapons &= ~WEPSET_SUPERWEAPONS;
- }
- }
- else
- {
- this.superweapons_finished = 0;
- }
- }
-
- if(autocvar_g_nodepthtestplayers)
- this.effects = this.effects | EF_NODEPTHTEST;
-
- if(autocvar_g_fullbrightplayers)
- this.effects = this.effects | EF_FULLBRIGHT;
-
- if (time >= game_starttime)
- if (time < this.spawnshieldtime)
- this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
-
- MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
-}
-
-float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
-{
- if(current > stable)
- return current;
- else if(current > stable - 0.25) // when close enough, "snap"
- return stable;
- else
- return min(stable, current + (stable - current) * regenfactor * regenframetime);
-}
-
-float CalcRot(float current, float stable, float rotfactor, float rotframetime)
-{
- if(current < stable)
- return current;
- else if(current < stable + 0.25) // when close enough, "snap"
- return stable;
- else
- return max(stable, current + (stable - current) * rotfactor * rotframetime);
-}
-
-float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
-{
- if(current > rotstable)
- {
- if(rotframetime > 0)
- {
- current = CalcRot(current, rotstable, rotfactor, rotframetime);
- current = max(rotstable, current - rotlinear * rotframetime);
- }
- }
- else if(current < regenstable)
- {
- if(regenframetime > 0)
- {
- current = CalcRegen(current, regenstable, regenfactor, regenframetime);
- current = min(regenstable, current + regenlinear * regenframetime);
- }
- }
-
- if(current > limit)
- current = limit;
-
- return current;
-}
-
-void player_regen(entity this)
-{
- float max_mod, regen_mod, rot_mod, limit_mod;
- max_mod = regen_mod = rot_mod = limit_mod = 1;
-
- float regen_health = autocvar_g_balance_health_regen;
- float regen_health_linear = autocvar_g_balance_health_regenlinear;
- float regen_health_rot = autocvar_g_balance_health_rot;
- float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
- float regen_health_stable = autocvar_g_balance_health_regenstable;
- float regen_health_rotstable = autocvar_g_balance_health_rotstable;
- bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
- regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
- max_mod = M_ARGV(1, float);
- regen_mod = M_ARGV(2, float);
- rot_mod = M_ARGV(3, float);
- limit_mod = M_ARGV(4, float);
- regen_health = M_ARGV(5, float);
- regen_health_linear = M_ARGV(6, float);
- regen_health_rot = M_ARGV(7, float);
- regen_health_rotlinear = M_ARGV(8, float);
- regen_health_stable = M_ARGV(9, float);
- regen_health_rotstable = M_ARGV(10, float);
-
-
- if(!mutator_returnvalue)
- if(!STAT(FROZEN, this))
- {
- float mina, maxa, limith, limita;
- maxa = autocvar_g_balance_armor_rotstable;
- mina = autocvar_g_balance_armor_regenstable;
- limith = autocvar_g_balance_health_limit;
- limita = autocvar_g_balance_armor_limit;
-
- regen_health_rotstable = regen_health_rotstable * max_mod;
- regen_health_stable = regen_health_stable * max_mod;
- limith = limith * limit_mod;
- limita = limita * limit_mod;
-
- 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);
- 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);
- }
-
- // if player rotted to death... die!
- // check this outside above checks, as player may still be able to rot to death
- if(this.health < 1)
- {
- if(this.vehicle)
- vehicles_exit(this.vehicle, VHEF_RELEASE);
- if(this.event_damage)
- this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
- }
-
- if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
- {
- float minf, maxf, limitf;
-
- maxf = autocvar_g_balance_fuel_rotstable;
- minf = autocvar_g_balance_fuel_regenstable;
- limitf = autocvar_g_balance_fuel_limit;
-
- 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);
- }
-}
-
-bool zoomstate_set;
-void SetZoomState(entity this, float z)
-{
- if(z != this.zoomstate)
- {
- this.zoomstate = z;
- ClientData_Touch(this);
- }
- zoomstate_set = true;
-}
-
-void GetPressedKeys(entity this)
-{
- MUTATOR_CALLHOOK(GetPressedKeys, this);
- int keys = this.pressedkeys;
- keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
- keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
- keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
- keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
-
- keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
- keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
- keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
- keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
- this.pressedkeys = keys;
-}
-
-/*
-======================
-spectate mode routines
-======================
-*/
-
-void SpectateCopy(entity this, entity spectatee)
-{
- TC(Client, this); TC(Client, spectatee);
-
- MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
- PS(this) = PS(spectatee);
- this.armortype = spectatee.armortype;
- this.armorvalue = spectatee.armorvalue;
- this.ammo_cells = spectatee.ammo_cells;
- this.ammo_plasma = spectatee.ammo_plasma;
- this.ammo_shells = spectatee.ammo_shells;
- this.ammo_nails = spectatee.ammo_nails;
- this.ammo_rockets = spectatee.ammo_rockets;
- this.ammo_fuel = spectatee.ammo_fuel;
- this.clip_load = spectatee.clip_load;
- this.clip_size = spectatee.clip_size;
- this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
- this.health = spectatee.health;
- this.impulse = 0;
- this.items = spectatee.items;
- this.last_pickup = spectatee.last_pickup;
- this.hit_time = spectatee.hit_time;
- this.strength_finished = spectatee.strength_finished;
- this.invincible_finished = spectatee.invincible_finished;
- this.pressedkeys = spectatee.pressedkeys;
- this.weapons = spectatee.weapons;
- this.vortex_charge = spectatee.vortex_charge;
- this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
- this.hagar_load = spectatee.hagar_load;
- this.arc_heat_percent = spectatee.arc_heat_percent;
- this.minelayer_mines = spectatee.minelayer_mines;
- this.punchangle = spectatee.punchangle;
- this.view_ofs = spectatee.view_ofs;
- this.velocity = spectatee.velocity;
- this.dmg_take = spectatee.dmg_take;
- this.dmg_save = spectatee.dmg_save;
- this.dmg_inflictor = spectatee.dmg_inflictor;
- this.v_angle = spectatee.v_angle;
- this.angles = spectatee.v_angle;
- STAT(FROZEN, this) = STAT(FROZEN, spectatee);
- this.revive_progress = spectatee.revive_progress;
- if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
- this.fixangle = true;
- setorigin(this, spectatee.origin);
- setsize(this, spectatee.mins, spectatee.maxs);
- SetZoomState(this, spectatee.zoomstate);
-
- anticheat_spectatecopy(this, spectatee);
- this.hud = spectatee.hud;
- if(spectatee.vehicle)
- {
- this.angles = spectatee.v_angle;
-
- //this.fixangle = false;
- //this.velocity = spectatee.vehicle.velocity;
- this.vehicle_health = spectatee.vehicle_health;
- this.vehicle_shield = spectatee.vehicle_shield;
- this.vehicle_energy = spectatee.vehicle_energy;
- this.vehicle_ammo1 = spectatee.vehicle_ammo1;
- this.vehicle_ammo2 = spectatee.vehicle_ammo2;
- this.vehicle_reload1 = spectatee.vehicle_reload1;
- this.vehicle_reload2 = spectatee.vehicle_reload2;
-
- //msg_entity = this;
-
- // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
- //WriteAngle(MSG_ONE, spectatee.v_angle.x);
- // WriteAngle(MSG_ONE, spectatee.v_angle.y);
- // WriteAngle(MSG_ONE, spectatee.v_angle.z);
-
- //WriteByte (MSG_ONE, SVC_SETVIEW);
- // WriteEntity(MSG_ONE, this);
- //makevectors(spectatee.v_angle);
- //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
- }
-}
-
-bool SpectateUpdate(entity this)
-{
- if(!this.enemy)
- return false;
-
- if(!IS_PLAYER(this.enemy) || this == this.enemy)
- {
- SetSpectatee(this, NULL);
- return false;
- }
-
- SpectateCopy(this, this.enemy);
-
- return true;
-}
-
-bool SpectateSet(entity this)
-{
- if(!IS_PLAYER(this.enemy))
- return false;
-
- ClientData_Touch(this.enemy);
-
- msg_entity = this;
- WriteByte(MSG_ONE, SVC_SETVIEW);
- WriteEntity(MSG_ONE, this.enemy);
- set_movetype(this, MOVETYPE_NONE);
- accuracy_resend(this);
-
- if(!SpectateUpdate(this))
- PutObserverInServer(this);
-
- return true;
-}
-
-void SetSpectatee(entity this, entity spectatee)
-{
- entity old_spectatee = this.enemy;
-
- this.enemy = spectatee;
-
- // WEAPONTODO
- // these are required to fix the spectator bug with arc
- if(old_spectatee)
- {
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if(old_spectatee.(weaponentity).arc_beam)
- old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
- }
- }
- if(this.enemy)
- {
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if(this.enemy.(weaponentity).arc_beam)
- this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
- }
- }
-
- // needed to update spectator list
- if(old_spectatee) { ClientData_Touch(old_spectatee); }
-}
-
-bool Spectate(entity this, entity pl)
-{
- if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
- return false;
- pl = M_ARGV(1, entity);
-
- SetSpectatee(this, pl);
- return SpectateSet(this);
-}
-
-bool SpectateNext(entity this)
-{
- entity ent = find(this.enemy, classname, STR_PLAYER);
-
- if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
- ent = M_ARGV(1, entity);
- else if (!ent)
- ent = find(ent, classname, STR_PLAYER);
-
- if(ent) { SetSpectatee(this, ent); }
-
- return SpectateSet(this);
-}
-
-bool SpectatePrev(entity this)
-{
- // NOTE: chain order is from the highest to the lower entnum (unlike find)
- entity ent = findchain(classname, STR_PLAYER);
- if (!ent) // no player
- return false;
-
- entity first = ent;
- // skip players until current spectated player
- if(this.enemy)
- while(ent && ent != this.enemy)
- ent = ent.chain;
-
- switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
- {
- case MUT_SPECPREV_FOUND:
- ent = M_ARGV(1, entity);
- break;
- case MUT_SPECPREV_RETURN:
- return true;
- case MUT_SPECPREV_CONTINUE:
- default:
- {
- if(ent.chain)
- ent = ent.chain;
- else
- ent = first;
- break;
- }
- }
-
- SetSpectatee(this, ent);
- return SpectateSet(this);
-}
-
-/*
-=============
-ShowRespawnCountdown()
-
-Update a respawn countdown display.
-=============
-*/
-void ShowRespawnCountdown(entity this)
-{
- float number;
- if(!IS_DEAD(this)) // just respawned?
- return;
- else
- {
- number = ceil(this.respawn_time - time);
- if(number <= 0)
- return;
- if(number <= this.respawn_countdown)
- {
- this.respawn_countdown = number - 1;
- 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
- { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
- }
- }
-}
-
-void LeaveSpectatorMode(entity this)
-{
- if(this.caplayer)
- return;
- if(nJoinAllowed(this, this))
- {
- if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
- {
- TRANSMUTE(Player, this);
-
- SetSpectatee(this, NULL);
-
- if(autocvar_g_campaign || autocvar_g_balance_teams)
- { JoinBestTeam(this, false, true); }
-
- if(autocvar_g_campaign)
- { campaign_bots_may_start = true; }
-
- Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
-
- PutClientInServer(this);
-
- if(IS_PLAYER(this)) { Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && this.team != -1) ? APP_TEAM_ENT(this, INFO_JOIN_PLAY_TEAM) : INFO_JOIN_PLAY), this.netname); }
- }
- else
- stuffcmd(this, "menu_showteamselect\n");
- }
- else
- {
- // Player may not join because g_maxplayers is set
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
- }
-}
-
-/**
- * Determines whether the player is allowed to join. This depends on cvar
- * g_maxplayers, if it isn't used this function always return true, otherwise
- * it checks whether the number of currently playing players exceeds g_maxplayers.
- * @return int number of free slots for players, 0 if none
- */
-bool nJoinAllowed(entity this, entity ignore)
-{
- if(!ignore)
- // this is called that way when checking if anyone may be able to join (to build qcstatus)
- // so report 0 free slots if restricted
- {
- if(autocvar_g_forced_team_otherwise == "spectate")
- return false;
- if(autocvar_g_forced_team_otherwise == "spectator")
- return false;
- }
-
- if(this.team_forced < 0)
- return false; // forced spectators can never join
-
- // TODO simplify this
- int totalClients = 0;
- int currentlyPlaying = 0;
- FOREACH_CLIENT(true, LAMBDA(
- if(it != ignore)
- ++totalClients;
- if(IS_REAL_CLIENT(it))
- if(IS_PLAYER(it) || it.caplayer)
- ++currentlyPlaying;
- ));
-
- if (!autocvar_g_maxplayers)
- return maxclients - totalClients;
-
- if(currentlyPlaying < autocvar_g_maxplayers)
- return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
-
- return false;
-}
-
-/**
- * Checks whether the client is an observer or spectator, if so, he will get kicked after
- * g_maxplayers_spectator_blocktime seconds
- */
-void checkSpectatorBlock(entity this)
-{
- if(IS_SPEC(this) || IS_OBSERVER(this))
- if(!this.caplayer)
- if(IS_REAL_CLIENT(this))
- {
- if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
- dropclient(this);
- }
- }
-}
-
-void PrintWelcomeMessage(entity this)
-{
- if(this.motd_actived_time == 0)
- {
- if (autocvar_g_campaign) {
- if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
- this.motd_actived_time = time;
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
- }
- } else {
- if (PHYS_INPUT_BUTTON_INFO(this)) {
- this.motd_actived_time = time;
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
- }
- }
- }
- else if(this.motd_actived_time > 0) // showing MOTD or campaign message
- {
- if (autocvar_g_campaign) {
- if (PHYS_INPUT_BUTTON_INFO(this))
- this.motd_actived_time = time;
- else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
- this.motd_actived_time = 0;
- Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
- }
- } else {
- if (PHYS_INPUT_BUTTON_INFO(this))
- this.motd_actived_time = time;
- else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
- this.motd_actived_time = 0;
- Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
- }
- }
- }
- else //if(this.motd_actived_time < 0) // just connected, motd is active
- {
- if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
- this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
- else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
- {
- // instanctly hide MOTD
- this.motd_actived_time = 0;
- Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
- }
- }
-}
-
-void ObserverThink(entity this)
-{
- if ( this.impulse )
- {
- MinigameImpulse(this, this.impulse);
- this.impulse = 0;
- }
- if (this.flags & FL_JUMPRELEASED) {
- if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
- this.flags &= ~FL_JUMPRELEASED;
- this.flags |= FL_SPAWNING;
- } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
- this.flags &= ~FL_JUMPRELEASED;
- if(SpectateNext(this)) {
- TRANSMUTE(Spectator, this);
- }
- } else {
- int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
- set_movetype(this, preferred_movetype);
- }
- } else {
- if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
- this.flags |= FL_JUMPRELEASED;
- if(this.flags & FL_SPAWNING)
- {
- this.flags &= ~FL_SPAWNING;
- LeaveSpectatorMode(this);
- return;
- }
- }
- }
-}
-
-void SpectatorThink(entity this)
-{
- if ( this.impulse )
- {
- if(MinigameImpulse(this, this.impulse))
- this.impulse = 0;
-
- if (this.impulse == IMP_weapon_drop.impulse)
- {
- STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
- this.impulse = 0;
- return;
- }
- }
- if (this.flags & FL_JUMPRELEASED) {
- if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
- this.flags &= ~FL_JUMPRELEASED;
- this.flags |= FL_SPAWNING;
- } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
- this.flags &= ~FL_JUMPRELEASED;
- if(SpectateNext(this)) {
- TRANSMUTE(Spectator, this);
- } else {
- TRANSMUTE(Observer, this);
- PutClientInServer(this);
- }
- this.impulse = 0;
- } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
- this.flags &= ~FL_JUMPRELEASED;
- if(SpectatePrev(this)) {
- TRANSMUTE(Spectator, this);
- } else {
- TRANSMUTE(Observer, this);
- PutClientInServer(this);
- }
- this.impulse = 0;
- } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
- this.flags &= ~FL_JUMPRELEASED;
- TRANSMUTE(Observer, this);
- PutClientInServer(this);
- } else {
- if(!SpectateUpdate(this))
- PutObserverInServer(this);
- }
- } else {
- if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
- this.flags |= FL_JUMPRELEASED;
- if(this.flags & FL_SPAWNING)
- {
- this.flags &= ~FL_SPAWNING;
- LeaveSpectatorMode(this);
- return;
- }
- }
- if(!SpectateUpdate(this))
- PutObserverInServer(this);
- }
-
- this.flags |= FL_CLIENT | FL_NOTARGET;
-}
-
-void vehicles_enter (entity pl, entity veh);
-void PlayerUseKey(entity this)
-{
- if (!IS_PLAYER(this))
- return;
-
- if(this.vehicle)
- {
- if(!gameover)
- {
- vehicles_exit(this.vehicle, VHEF_NORMAL);
- return;
- }
- }
- else if(autocvar_g_vehicles_enter)
- {
- if(!STAT(FROZEN, this))
- if(!IS_DEAD(this))
- if(!gameover)
- {
- entity head, closest_target = NULL;
- head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
-
- while(head) // find the closest acceptable target to enter
- {
- if(IS_VEHICLE(head))
- if(!IS_DEAD(head))
- if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
- if(head.takedamage != DAMAGE_NO)
- {
- if(closest_target)
- {
- if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
- { closest_target = head; }
- }
- else { closest_target = head; }
- }
-
- head = head.chain;
- }
-
- if(closest_target) { vehicles_enter(this, closest_target); return; }
- }
- }
-
- // a use key was pressed; call handlers
- MUTATOR_CALLHOOK(PlayerUseKey, this);
-}
-
-
-/*
-=============
-PlayerPreThink
-
-Called every frame for each client before the physics are run
-=============
-*/
-.float usekeypressed;
-.float last_vehiclecheck;
-.int items_added;
-void PlayerPreThink (entity this)
-{
- WarpZone_PlayerPhysics_FixVAngle(this);
-
- STAT(GAMESTARTTIME, this) = game_starttime;
- STAT(ROUNDSTARTTIME, this) = round_starttime;
- STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
- STAT(LEADLIMIT, this) = autocvar_leadlimit;
-
- STAT(WEAPONSINMAP, this) = weaponsInMap;
-
- if (frametime) {
- // physics frames: update anticheat stuff
- anticheat_prethink(this);
- }
-
- if (blockSpectators && frametime) {
- // WORKAROUND: only use dropclient in server frames (frametime set).
- // Never use it in cl_movement frames (frametime zero).
- checkSpectatorBlock(this);
- }
-
- zoomstate_set = false;
-
- // Check for nameless players
- if (isInvisibleString(this.netname)) {
- this.netname = strzone(sprintf("Player#%d", this.playerid));
- // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
- }
- if (this.netname != this.netname_previous) {
- if (autocvar_sv_eventlog) {
- GameLogEcho(strcat(":name:", ftos(this.playerid), ":", this.netname));
- }
- if (this.netname_previous) strunzone(this.netname_previous);
- this.netname_previous = strzone(this.netname);
- }
-
- // version nagging
- if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
- this.version_nagtime = 0;
- if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
- // git client
- } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
- // git server
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
- } else {
- int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
- if (r < 0) { // old client
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
- } else if (r > 0) { // old server
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
- }
- }
- }
-
- // GOD MODE info
- if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
- {
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
- this.max_armorvalue = 0;
- }
-
- if (STAT(FROZEN, this) == 2)
- {
- this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
- this.health = max(1, this.revive_progress * start_health);
- this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
-
- if (this.revive_progress >= 1)
- Unfreeze(this);
- }
- else if (STAT(FROZEN, this) == 3)
- {
- this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
- this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
-
- if (this.health < 1)
- {
- if (this.vehicle)
- vehicles_exit(this.vehicle, VHEF_RELEASE);
- if(this.event_damage)
- this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
- }
- else if (this.revive_progress <= 0)
- Unfreeze(this);
- }
-
- MUTATOR_CALLHOOK(PlayerPreThink, this);
-
- if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !gameover && !this.vehicle)
- if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
- {
- FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
- {
- if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
- if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
- {
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
- }
- else if(!it.owner)
- {
- if(!it.team || SAME_TEAM(this, it))
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
- else if(autocvar_g_vehicles_steal)
- Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
- }
- });
-
- this.last_vehiclecheck = time + 1;
- }
-
- if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
- {
- if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
- PlayerUseKey(this);
- this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
- }
-
- if (IS_REAL_CLIENT(this))
- PrintWelcomeMessage(this);
-
- if (IS_PLAYER(this)) {
- CheckRules_Player(this);
-
- if (intermission_running) {
- IntermissionThink(this);
- return;
- }
-
- if (timeout_status == TIMEOUT_ACTIVE) {
- // don't allow the player to turn around while game is paused
- // FIXME turn this into CSQC stuff
- this.v_angle = this.lastV_angle;
- this.angles = this.lastV_angle;
- this.fixangle = true;
- }
-
- if (frametime) player_powerups(this);
-
- if (IS_DEAD(this)) {
- if (this.personal && g_race_qualifying) {
- if (time > this.respawn_time) {
- STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
- respawn(this);
- this.impulse = CHIMPULSE_SPEEDRUN.impulse;
- }
- } else {
- if (frametime) player_anim(this);
- 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));
-
- switch(this.deadflag)
- {
- case DEAD_DYING:
- {
- if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
- this.deadflag = DEAD_RESPAWNING;
- else if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
- this.deadflag = DEAD_DEAD;
- break;
- }
- case DEAD_DEAD:
- {
- if (button_pressed)
- this.deadflag = DEAD_RESPAWNABLE;
- else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
- this.deadflag = DEAD_RESPAWNING;
- break;
- }
- case DEAD_RESPAWNABLE:
- {
- if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
- this.deadflag = DEAD_RESPAWNING;
- break;
- }
- case DEAD_RESPAWNING:
- {
- if (time > this.respawn_time)
- {
- this.respawn_time = time + 1; // only retry once a second
- this.respawn_time_max = this.respawn_time;
- respawn(this);
- }
- break;
- }
- }
-
- ShowRespawnCountdown(this);
-
- if (this.respawn_flags & RESPAWN_SILENT)
- STAT(RESPAWN_TIME, this) = 0;
- else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
- {
- if (time < this.respawn_time)
- STAT(RESPAWN_TIME, this) = this.respawn_time;
- else if (this.deadflag != DEAD_RESPAWNING)
- STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
- }
- else
- STAT(RESPAWN_TIME, this) = this.respawn_time;
- }
-
- // if respawning, invert stat_respawn_time to indicate this, the client translates it
- if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
- STAT(RESPAWN_TIME, this) *= -1;
-
- return;
- }
-
- this.prevorigin = this.origin;
-
- bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
- if (this.hook.state) {
- do_crouch = false;
- } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
- do_crouch = false;
- } else if (this.vehicle) {
- do_crouch = false;
- } else if (STAT(FROZEN, this)) {
- do_crouch = false;
- }
-
- if (do_crouch) {
- if (!this.crouch) {
- this.crouch = true;
- this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
- setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
- // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
- }
- } else if (this.crouch) {
- tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
- if (!trace_startsolid) {
- this.crouch = false;
- this.view_ofs = STAT(PL_VIEW_OFS, this);
- setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
- }
- }
-
- FixPlayermodel(this);
-
- // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
- //if(frametime)
- {
- this.items &= ~this.items_added;
-
- //for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- //{
- //.entity weaponentity = weaponentities[slot];
- //W_WeaponFrame(this, weaponentity);
- //}
- .entity weaponentity = weaponentities[0]; // TODO
- W_WeaponFrame(this, weaponentity);
-
- this.items_added = 0;
- if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
- this.items_added |= IT_FUEL;
-
- this.items |= this.items_added;
- }
-
- player_regen(this);
-
- // WEAPONTODO: Add a weapon request for this
- // rot vortex charge to the charge limit
- if (WEP_CVAR(vortex, charge_rot_rate) && this.vortex_charge > WEP_CVAR(vortex, charge_limit) && this.vortex_charge_rottime < time)
- this.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
-
- if (frametime) player_anim(this);
-
- // secret status
- secrets_setstatus(this);
-
- // monsters status
- monsters_setstatus(this);
-
- this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
- }
- else if (gameover) {
- if (intermission_running) IntermissionThink(this);
- return;
- }
- else if (IS_OBSERVER(this)) {
- ObserverThink(this);
- }
- else if (IS_SPEC(this)) {
- SpectatorThink(this);
- }
-
- // WEAPONTODO: Add weapon request for this
- if (!zoomstate_set) {
- SetZoomState(this,
- PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this)
- || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_VORTEX)
- || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
- );
- }
-
- int oldspectatee_status = this.spectatee_status;
- if (IS_SPEC(this)) {
- this.spectatee_status = etof(this.enemy);
- } else if (IS_OBSERVER(this)) {
- this.spectatee_status = etof(this);
- } else {
- this.spectatee_status = 0;
- }
- if (this.spectatee_status != oldspectatee_status) {
- ClientData_Touch(this);
- if (g_race || g_cts) race_InitSpectator();
- }
-
- if (this.teamkill_soundtime && time > this.teamkill_soundtime)
- {
- this.teamkill_soundtime = 0;
-
- entity e = this.teamkill_soundsource;
- entity oldpusher = e.pusher;
- e.pusher = this;
- PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
- e.pusher = oldpusher;
- }
-
- if (this.taunt_soundtime && time > this.taunt_soundtime) {
- this.taunt_soundtime = 0;
- PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
- }
-
- target_voicescript_next(this);
-
- // WEAPONTODO: Move into weaponsystem somehow
- // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
- if (PS(this).m_weapon == WEP_Null)
- this.clip_load = this.clip_size = 0;
-}
-
-void DrownPlayer(entity this)
-{
- if(IS_DEAD(this))
- return;
-
- if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
- {
- if(this.air_finished < time)
- PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
- this.air_finished = time + autocvar_g_balance_contents_drowndelay;
- this.dmg = 2;
- }
- else if (this.air_finished < time)
- { // drown!
- if (this.pain_finished < time)
- {
- Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
- this.pain_finished = time + 0.5;
- }
- }
-}
-
-.bool move_qcphysics;
-
-void Player_Physics(entity this)
-{
- set_movetype(this, ((this.move_qcphysics) ? MOVETYPE_NONE : this.move_movetype));
-
- if(!this.move_qcphysics)
- return;
-
- int mt = this.move_movetype;
-
- if(mt == MOVETYPE_PUSH || mt == MOVETYPE_FAKEPUSH || mt == MOVETYPE_PHYSICS)
- {
- this.move_qcphysics = false;
- set_movetype(this, mt);
- return;
- }
-
- if(!frametime && !this.pm_frametime)
- return;
-
- Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
-
- this.pm_frametime = 0;
-}
-
-/*
-=============
-PlayerPostThink
-
-Called every frame for each client after the physics are run
-=============
-*/
-.float idlekick_lasttimeleft;
-void PlayerPostThink (entity this)
-{
- Player_Physics(this);
-
- if (sv_maxidle > 0)
- if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
- if (IS_REAL_CLIENT(this))
- if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
- {
- int totalClients = 0;
- if(sv_maxidle_slots > 0)
- {
- FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
- {
- ++totalClients;
- });
- }
-
- if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
- { /* do nothing */ }
- else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
- {
- if (this.idlekick_lasttimeleft)
- {
- this.idlekick_lasttimeleft = 0;
- Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
- }
- }
- else
- {
- float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
- if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
- if (!this.idlekick_lasttimeleft)
- Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
- }
- if (timeleft <= 0) {
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
- dropclient(this);
- return;
- }
- else if (timeleft <= 10) {
- if (timeleft != this.idlekick_lasttimeleft) {
- Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
- }
- this.idlekick_lasttimeleft = timeleft;
- }
- }
- }
-
- CheatFrame(this);
-
- //CheckPlayerJump();
-
- if (IS_PLAYER(this)) {
- DrownPlayer(this);
- CheckRules_Player(this);
- UpdateChatBubble(this);
- if (this.impulse) ImpulseCommands(this);
- if (intermission_running) return; // intermission or finale
- GetPressedKeys(this);
- }
-
- if (this.waypointsprite_attachedforcarrier) {
- vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
- WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
- }
-
- playerdemo_write(this);
-
- CSQCMODEL_AUTOUPDATE(this);
-}