From: Mario Date: Mon, 22 Aug 2016 04:13:45 +0000 (+1000) Subject: Merge branch 'master' into terencehill/spectatee_status_update X-Git-Tag: xonotic-v0.8.2~682^2 X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=commitdiff_plain;h=e424ba544c41fc40b241b17bd7c1d9c2fc930705;hp=-c Merge branch 'master' into terencehill/spectatee_status_update --- e424ba544c41fc40b241b17bd7c1d9c2fc930705 diff --combined qcsrc/server/client.qc index 0000000000,0c6f66a2cc..06254c42a0 mode 000000,100644..100644 --- a/qcsrc/server/client.qc +++ b/qcsrc/server/client.qc @@@ -1,0 -1,2599 +1,2605 @@@ + #include "client.qh" + + #include "anticheat.qh" + #include "impulse.qh" + #include "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 "scores_rules.qh" + + #include "bot/api.qh" + + #include "../common/ent_cs.qh" + #include + + #include + + #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/_mod.qh" + + #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); ++void SetSpectatee(entity this, entity spectatee); ++void SetSpectatee_status(entity this, int spectatee_num); + + + /* + ============= + 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; ++ SetSpectatee_status(this, etof(this)); + 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; + } ++ SetSpectatee_status(this, 0); + + 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_status(entity this, int spectatee_num) ++{ ++ int oldspectatee_status = this.spectatee_status; ++ this.spectatee_status = spectatee_num; ++ ++ if (this.spectatee_status != oldspectatee_status) ++ { ++ ClientData_Touch(this); ++ if (g_race || g_cts) race_InitSpectator(); ++ } ++} ++ + 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; + } + } + ++ if (this.enemy) ++ SetSpectatee_status(this, etof(this.enemy)); ++ + // 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)); } + } + } + } + + .float caplayer; + + 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); + }