Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
client.qc File Reference
#include "client.qh"
#include <common/csqcmodel_settings.qh>
#include <common/deathtypes/all.qh>
#include <common/debug.qh>
#include <common/effects/all.qh>
#include <common/effects/qc/globalsound.qh>
#include <common/ent_cs.qh>
#include <common/gametypes/_mod.qh>
#include <common/gametypes/gametype/nexball/sv_nexball.qh>
#include <common/items/_mod.qh>
#include <common/items/inventory.qh>
#include <common/mapobjects/func/conveyor.qh>
#include <common/mapobjects/func/ladder.qh>
#include <common/mapobjects/subs.qh>
#include <common/mapobjects/target/spawnpoint.qh>
#include <common/mapobjects/teleporters.qh>
#include <common/mapobjects/trigger/counter.qh>
#include <common/mapobjects/trigger/secret.qh>
#include <common/mapobjects/trigger/swamp.qh>
#include <common/mapobjects/triggers.qh>
#include <common/minigames/sv_minigames.qh>
#include <common/monsters/sv_monsters.qh>
#include <common/mutators/mutator/instagib/sv_instagib.qh>
#include <common/mutators/mutator/nades/_mod.qh>
#include <common/mutators/mutator/overkill/oknex.qh>
#include <common/mutators/mutator/status_effects/_mod.qh>
#include <common/mutators/mutator/waypoints/all.qh>
#include <common/net_linked.qh>
#include <common/net_notice.qh>
#include <common/notifications/all.qh>
#include <common/physics/player.qh>
#include <common/playerstats.qh>
#include <common/resources/sv_resources.qh>
#include <common/state.qh>
#include <common/stats.qh>
#include <common/vehicles/all.qh>
#include <common/vehicles/sv_vehicles.qh>
#include <common/viewloc.qh>
#include <common/weapons/_all.qh>
#include <common/weapons/weapon/vortex.qh>
#include <common/wepent.qh>
#include <lib/csqcmodel/sv_model.qh>
#include <lib/warpzone/common.qh>
#include <lib/warpzone/server.qh>
#include <server/anticheat.qh>
#include <server/antilag.qh>
#include <server/bot/api.qh>
#include <server/bot/default/cvars.qh>
#include <server/bot/default/waypoints.qh>
#include <server/campaign.qh>
#include <server/chat.qh>
#include <server/cheats.qh>
#include <server/clientkill.qh>
#include <server/command/banning.qh>
#include <server/command/cmd.qh>
#include <server/command/common.qh>
#include <server/command/vote.qh>
#include <server/compat/quake3.qh>
#include <server/damage.qh>
#include <server/gamelog.qh>
#include <server/handicap.qh>
#include <server/hook.qh>
#include <server/impulse.qh>
#include <server/intermission.qh>
#include <server/ipban.qh>
#include <server/main.qh>
#include <server/mutators/_mod.qh>
#include <server/player.qh>
#include <server/portals.qh>
#include <server/race.qh>
#include <server/scores.qh>
#include <server/scores_rules.qh>
#include <server/spawnpoints.qh>
#include <server/teamplay.qh>
#include <server/weapons/accuracy.qh>
#include <server/weapons/common.qh>
#include <server/weapons/hitplot.qh>
#include <server/weapons/selection.qh>
#include <server/weapons/tracing.qh>
#include <server/weapons/weaponsystem.qh>
#include <server/world.qh>
Include dependency graph for client.qc:
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Functions

float CalcRegen (float current, float stable, float regenfactor, float regenframetime)
float CalcRot (float current, float stable, float rotfactor, float rotframetime)
void calculate_player_respawn_time (entity this)
void ChatBubbleThink (entity this)
string CheckPlayerModel (string plyermodel)
void ClientConnect (entity this)
void ClientData_Attach (entity this)
void ClientData_Detach (entity this)
bool ClientData_Send (entity this, entity to, int sf)
void ClientData_Touch (entity e, bool to_spectators_too)
void ClientDisconnect (entity this)
 ClientDisconnect (this)
void ClientInit_CheckUpdate (entity this)
void ClientInit_misc (entity this)
bool ClientInit_SendEntity (entity this, entity to, int sf)
void ClientInit_Spawn ()
int CountSpectators (entity player, entity to)
void DecodeLevelParms (entity this)
void DrownPlayer (entity this)
bool findinlist_abbrev (string tofind, string list)
void FixClientCvars (entity e)
void FixPlayermodel (entity player)
int GetPlayerLimit ()
void GetPressedKeys (entity this)
void GiveWarmupResources (entity this)
void Join (entity this, bool queued_join)
 it's assumed this isn't called for bots (campaign_bots_may_start, centreprints)
bool joinAllowed (entity this, int team_index)
 NET_HANDLE (fpsreport, bool)
int nJoinAllowed (entity this)
 Determines how many player slots are free.
void ObserverOrSpectatorThink (entity this)
void play_countdown (entity this, float finished, Sound samp)
int player_getspecies (entity this)
void Player_Physics (entity this)
void player_powerups (entity this)
void player_powerups_remove_all (entity this, bool allow_poweroff_sound)
void player_regen (entity this)
void PlayerFrame (entity this)
bool PlayerInIDList (entity p, string idlist)
bool PlayerInIPList (entity p, string iplist)
bool PlayerInList (entity player, string list)
void PlayerPostThink (entity this)
void PlayerPreThink (entity this)
bool PlayerThink (entity this)
void PlayerUseKey (entity this)
void PM_UpdateButtons (entity this, entity store)
void PutClientInServer (entity this)
 Called when a client spawns in the server.
 PutClientInServer (this)
void PutObserverInServer (entity this, bool is_forced, bool use_spawnpoint)
 putting a client as observer in the server
void PutPlayerInServer (entity this)
bool queuePlayer (entity this, int team_index)
void respawn (entity this)
void RotRegen (entity this, Resource res, float limit_mod, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime)
entity SelectObservePoint (entity this)
void SendWelcomeMessage (entity this, int msg_type)
void SetChangeParms (entity this)
void SetNewParms ()
void setplayermodel (entity e, string modelname)
void SetSpectatee (entity this, entity spectatee)
void SetSpectatee_status (entity this, int spectatee_num)
void SetZoomState (entity this, float newzoom)
void show_entnum (entity this)
void ShowRespawnCountdown (entity this)
bool ShowTeamSelection (entity this)
bool Spectate (entity this, entity pl)
void SpectateCopy (entity this, entity spectatee)
bool SpectateNext (entity this)
bool SpectatePrev (entity this)
bool SpectateSet (entity this)
bool SpectateUpdate (entity this)
 TRANSMUTE (Player, this)
void UpdateChatBubble (entity this)
void WriteSpectators (entity player, entity to)

Variables

float autocvar_g_maxping
entity chatbubbleentity
bool dualwielding_prev
string FallbackPlayerModel
this frame = 12
float last_vehiclecheck
float model_randomizer
bool move_qcphysics
string shootfromfixedorigin
this team = _team
bool would_spectate
bool zoomstate_set

Function Documentation

◆ CalcRegen()

float CalcRegen ( float current,
float stable,
float regenfactor,
float regenframetime )

Definition at line 1637 of file client.qc.

1638{
1639 if(current > stable)
1640 return current;
1641 else if(current > stable - 0.25) // when close enough, "snap"
1642 return stable;
1643 else
1644 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1645}
float min(float f,...)

References min().

Referenced by RotRegen().

◆ CalcRot()

float CalcRot ( float current,
float stable,
float rotfactor,
float rotframetime )

Definition at line 1647 of file client.qc.

1648{
1649 if(current < stable)
1650 return current;
1651 else if(current < stable + 0.25) // when close enough, "snap"
1652 return stable;
1653 else
1654 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1655}
float max(float f,...)

References max().

Referenced by RotRegen().

◆ calculate_player_respawn_time()

void calculate_player_respawn_time ( entity this)

Definition at line 1399 of file client.qc.

1400{
1401 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1402 return;
1403
1404 float gametype_setting_tmp;
1405 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1406 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1407 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1408 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1409 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1410 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1411
1412 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1413 if (teamplay)
1414 {
1415 FOREACH_CLIENT(IS_PLAYER(it) && it != this,
1416 {
1417 if(it.team == this.team)
1418 ++pcount;
1419 });
1420 if (sdelay_small_count == 0)
1421 sdelay_small_count = 1;
1422 if (sdelay_large_count == 0)
1423 sdelay_large_count = 1;
1424 }
1425 else
1426 {
1427 FOREACH_CLIENT(IS_PLAYER(it) && it != this,
1428 {
1429 ++pcount;
1430 });
1431 if (sdelay_small_count == 0)
1432 {
1433 if (IS_INDEPENDENT_PLAYER(this))
1434 {
1435 // Players play independently. No point in requiring enemies.
1436 sdelay_small_count = 1;
1437 }
1438 else
1439 {
1440 // Players play AGAINST each other. Enemies required.
1441 sdelay_small_count = 2;
1442 }
1443 }
1444 if (sdelay_large_count == 0)
1445 {
1446 if (IS_INDEPENDENT_PLAYER(this))
1447 {
1448 // Players play independently. No point in requiring enemies.
1449 sdelay_large_count = 1;
1450 }
1451 else
1452 {
1453 // Players play AGAINST each other. Enemies required.
1454 sdelay_large_count = 2;
1455 }
1456 }
1457 }
1458
1459 float sdelay;
1460
1461 if (pcount <= sdelay_small_count)
1462 sdelay = sdelay_small;
1463 else if (pcount >= sdelay_large_count)
1464 sdelay = sdelay_large;
1465 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1466 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1467
1468 if(waves)
1469 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1470 else
1471 this.respawn_time = time + sdelay;
1472
1473 if(sdelay < sdelay_max)
1474 this.respawn_time_max = time + sdelay_max;
1475 else
1476 this.respawn_time_max = this.respawn_time;
1477
1478 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1479 this.respawn_countdown = 10; // first number to count down from is 10
1480 else
1481 this.respawn_countdown = -1; // do not count down
1482
1485}
#define MUTATOR_CALLHOOK(id,...)
Definition base.qh:143
#define IS_PLAYER(s)
Definition player.qh:242
float time
float ceil(float f)
float respawn_time_max
Definition client.qh:322
int respawn_flags
Definition client.qh:320
bool autocvar_g_forced_respawn
Definition client.qh:43
#define IS_INDEPENDENT_PLAYER(e)
Definition client.qh:312
float respawn_time
Definition client.qh:321
#define GAMETYPE_DEFAULTED_SETTING(str)
Definition client.qh:347
float respawn_countdown
Definition client.qh:324
const int RESPAWN_FORCE
Definition client.qh:326
bool teamplay
Definition teams.qh:59
#define FOREACH_CLIENT(cond, body)
Definition utils.qh:52

References autocvar_g_forced_respawn, ceil(), entity(), FOREACH_CLIENT, GAMETYPE_DEFAULTED_SETTING, IS_INDEPENDENT_PLAYER, IS_PLAYER, MUTATOR_CALLHOOK, respawn_countdown, respawn_flags, RESPAWN_FORCE, respawn_time, respawn_time_max, teamplay, and time.

Referenced by PlayerDamage().

◆ ChatBubbleThink()

void ChatBubbleThink ( entity this)

Definition at line 1350 of file client.qc.

1351{
1352 this.nextthink = time;
1353
1354 entity ownr = this.owner;
1355 if (ownr.alpha < 0 || ownr.chatbubbleentity != this)
1356 {
1357 if (ownr) // but why can that ever be NULL?
1358 ownr.chatbubbleentity = NULL;
1359 delete(this);
1360 return;
1361 }
1362
1363 this.mdl = "";
1364
1365 if (!IS_DEAD(ownr) && IS_PLAYER(ownr) && !MUTATOR_CALLHOOK(ShowChatBubble, ownr, this))
1366 {
1368 this.mdl = "models/sprites/minigame_busy.iqm";
1369 else if (PHYS_INPUT_BUTTON_CHAT(ownr))
1370 this.mdl = "models/misc/chatbubble.spr";
1371 }
1372
1373 if (this.model != this.mdl)
1374 _setmodel(this, this.mdl);
1375}
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
entity active_minigame
entity owner
Definition main.qh:87
string mdl
Definition item.qh:89
#define IS_DEAD(s)
Definition player.qh:244
#define PHYS_INPUT_BUTTON_CHAT(s)
Definition player.qh:161
#define PHYS_INPUT_BUTTON_MINIGAME(s)
Definition player.qh:166
float nextthink
model
Definition ent_cs.qc:164
#define NULL
Definition post.qh:14
ClientState CS(Client this)
Definition state.qh:47

References active_minigame, CS(), entity(), IS_DEAD, IS_PLAYER, mdl, model, MUTATOR_CALLHOOK, nextthink, NULL, owner, PHYS_INPUT_BUTTON_CHAT, PHYS_INPUT_BUTTON_MINIGAME, and time.

Referenced by UpdateChatBubble().

◆ CheckPlayerModel()

string CheckPlayerModel ( string plyermodel)

Definition at line 208 of file client.qc.

209{
210 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
211 {
212 // note: we cannot summon Don Strunzone here, some player may
213 // still have the model string set. In case anyone manages how
214 // to change a cvar default, we'll have a small leak here.
215 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
216 }
217 // only in right path
218 if(substring(plyermodel, 0, 14) != "models/player/")
219 return FallbackPlayerModel;
220 // only good file extensions
221 if(substring(plyermodel, -4, 4) != ".iqm"
222 && substring(plyermodel, -4, 4) != ".zym"
223 && substring(plyermodel, -4, 4) != ".dpm"
224 && substring(plyermodel, -4, 4) != ".md3"
225 && substring(plyermodel, -4, 4) != ".psk")
226 return FallbackPlayerModel;
227
228 // forbid the LOD models
229 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
230 return FallbackPlayerModel;
231 if(plyermodel != strtolower(plyermodel))
232 return FallbackPlayerModel;
233 // also, restrict to server models
235 if(!fexists(plyermodel))
236 return FallbackPlayerModel;
237
238 return plyermodel;
239}
string strtolower(string s)
ERASEABLE bool fexists(string f)
Definition file.qh:4
string substring(string s, float start, float length)
const string cvar_defstring(string name)
string strzone(string s)
string FallbackPlayerModel
Definition client.qc:207
bool autocvar_sv_servermodelsonly
Definition client.qh:55

References autocvar_sv_servermodelsonly, cvar_defstring(), FallbackPlayerModel, fexists(), strtolower(), strzone(), and substring().

Referenced by FixPlayermodel().

◆ ClientConnect()

void ClientConnect ( entity this)

ClientConnect

Called when a client connects to the server

Do not send temp entity headers directly here, they may arrive before CSQC is ready.

Definition at line 1143 of file client.qc.

1144{
1145 if (Ban_MaybeEnforceBanOnce(this)) return;
1146 assert(!IS_CLIENT(this), return);
1147 this.flags |= FL_CLIENT;
1148 assert(player_count >= 0, player_count = 0);
1149
1150 TRANSMUTE(Client, this);
1151 CS(this).version_nagtime = time + 10 + random() * 10;
1152
1153 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1154
1155 bot_clientconnect(this);
1156
1157 // after bot_clientconnect
1158 if (teamplay)
1159 this.clientcolors = 0;
1160
1161 this.team = -1;
1163
1164 TRANSMUTE(Observer, this);
1165
1166 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1167
1168 // always track bots, don't ask for cl_allow_uidtracking
1169 if (IS_BOT_CLIENT(this))
1171 else
1172 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1173
1175 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1176
1177 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1178 this.wants_join = 0;
1179
1180 stuffcmd(this, clientstuff, "\n");
1181 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1182
1183 FixClientCvars(this);
1184
1185 // get version info from player
1186 stuffcmd(this, "cmd clientversion $gameversion\n");
1187
1188 // notify about available teams
1189 if (teamplay)
1190 {
1191 entity balance = TeamBalance_CheckAllowedTeams(this);
1192 int t = TeamBalance_GetAllowedTeams(balance);
1193 TeamBalance_Destroy(balance);
1194 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1195 }
1196 else
1197 {
1198 stuffcmd(this, "set _teams_available 0\n");
1199 }
1200
1202
1203 CS(this).spectatortime = time;
1204 CS(this).jointime = time;
1205
1206 if (IS_REAL_CLIENT(this))
1207 {
1209
1210 if (g_weaponarena_weapons == WEPSET(TUBA))
1211 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1212 // quickmenu file must be put in a subfolder with an unique name
1213 // to reduce chances of overriding custom client quickmenus
1215 stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", "wpeditor.txt"));
1217 stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", autocvar_sv_quickmenu_file));
1218 }
1219
1220 if (!autocvar_sv_foginterval && world.fog != "")
1221 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1222
1223 CSQCMODEL_AUTOINIT(this);
1224
1225 CS(this).model_randomizer = random();
1226
1227 if (IS_REAL_CLIENT(this))
1228 sv_notice_join(this);
1229
1230 this.move_qcphysics = true;
1231
1232 // update physics stats (players can spawn before physics runs)
1233 Physics_UpdateStats(this);
1234
1235 IL_EACH(g_initforplayer, it.init_for_player,
1236 {
1237 it.init_for_player(it, this);
1238 });
1239
1240 Handicap_Initialize(this);
1241
1242 // playban
1244 TRANSMUTE(Observer, this);
1245
1246 if (PlayerInList(this, autocvar_g_chatban_list)) // chatban
1247 CS(this).muted = true;
1248
1250
1251 if (player_count == 1)
1252 {
1254 setpause(0);
1255 localcmd("\nsv_hook_firstjoin\n");
1256 }
1257
1258 if (get_nextmap() != "")
1260
1261 // cvar hook/callback TODO: recheck this when the cvar is changed
1264 this.vote_master = true;
1265}
int player_count
Definition api.qh:103
void bot_relinkplayerlist()
Definition bot.qc:424
string autocvar_g_playban_list
Definition banning.qh:14
string autocvar_g_chatban_list
Definition banning.qh:13
string netname
Definition powerups.qc:20
int team
Definition main.qh:188
void ignore_list_update_on_connection(entity this)
Updates ignore list of all the players.
Definition cmd.qc:153
void Physics_UpdateStats(entity this)
Definition player.qc:44
#define IS_CLIENT(s)
Definition player.qh:241
string playername(string thename, int teamid, bool team_colorize)
Definition util.qc:2178
const int FL_CLIENT
Definition constants.qh:72
float flags
#define CSQCMODEL_AUTOINIT(e)
string netaddress
string crypto_idfp
float crypto_idfp_signed
float clientcolors
#define strstrofs
bool move_qcphysics
Definition physics.qh:25
int wants_join
Definition ent_cs.qh:69
string GameLog_ProcessIP(string s)
Definition gamelog.qc:8
void GameLogEcho(string s)
Definition gamelog.qc:15
bool autocvar_sv_eventlog
Definition gamelog.qh:3
void Handicap_Initialize(entity player)
Initializes handicap to its default value.
Definition handicap.qc:16
void Send_NextMap_To_Player(entity pl)
#define get_nextmap()
#define IL_EACH(this, cond, body)
bool Ban_MaybeEnforceBanOnce(entity client)
Definition ipban.qc:471
#define ClientConnect
Definition _all.inc:242
#define assert(expr,...)
Definition log.qh:8
void localcmd(string command,...)
float random(void)
string ftos(float f)
#define etof(e)
Definition misc.qh:25
void sv_notice_join(entity _to)
Definition net_notice.qc:14
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
Definition all.qc:1500
#define TRANSMUTE(cname, this,...)
Definition oo.qh:139
void PlayerStats_GameReport_AddPlayer(entity e)
void PlayerStats_GameReport_AddEvent(string event_id)
#define world
Definition post.qh:15
#define stuffcmd(cl,...)
Definition progsdefs.qh:23
void FixClientCvars(entity e)
Definition client.qc:999
bool PlayerInList(entity player, string list)
Definition client.qc:1047
string autocvar_sv_quickmenu_file
Definition client.qh:54
float autocvar_sv_foginterval
Definition client.qh:36
int playerid
Definition client.qh:82
IntrusiveList g_initforplayer
Definition client.qh:370
int autocvar_sv_timeout_number
Definition common.qh:8
string autocvar_sv_vote_master_ids
Definition vote.qh:14
bool vote_master
Definition vote.qh:51
bool autocvar_sv_autopause
Definition main.qh:19
void bot_clientconnect(entity this)
Definition bot.qc:469
void TeamBalance_Destroy(entity balance)
Destroy the team balance entity.
Definition teamplay.qc:599
void Player_DetermineForcedTeam(entity player)
Determines the forced team of the player using current global config.
Definition teamplay.qc:379
int TeamBalance_GetAllowedTeams(entity balance)
Returns the bitmask of allowed teams.
Definition teamplay.qc:612
entity TeamBalance_CheckAllowedTeams(entity for_whom)
Checks whether the player can join teams according to global configuration and mutator settings.
Definition teamplay.qc:490
#define IS_REAL_CLIENT(v)
Definition utils.qh:17
#define IS_BOT_CLIENT(v)
want: (IS_CLIENT(v) && !IS_REAL_CLIENT(v))
Definition utils.qh:15
bool waypointeditor_enabled
Definition waypoints.qh:3
#define WEPSET(id)
Definition all.qh:47
string clientstuff
Definition world.qh:61
WepSet g_weaponarena_weapons
Definition world.qh:76
bool autocvar_sv_dedicated
Definition world.qh:41

References assert, autocvar_g_chatban_list, autocvar_g_playban_list, autocvar_sv_autopause, autocvar_sv_dedicated, autocvar_sv_eventlog, autocvar_sv_foginterval, autocvar_sv_quickmenu_file, autocvar_sv_timeout_number, autocvar_sv_vote_master_ids, Ban_MaybeEnforceBanOnce(), bot_clientconnect(), bot_relinkplayerlist(), clientcolors, ClientConnect, clientstuff, crypto_idfp, crypto_idfp_signed, CS(), CSQCMODEL_AUTOINIT, entity(), etof, fexists(), FixClientCvars(), FL_CLIENT, flags, ftos(), g_initforplayer, g_weaponarena_weapons, GameLog_ProcessIP(), GameLogEcho(), get_nextmap, Handicap_Initialize(), ignore_list_update_on_connection(), IL_EACH, IS_BOT_CLIENT, IS_CLIENT, IS_REAL_CLIENT, localcmd(), move_qcphysics, MUTATOR_CALLHOOK, netaddress, netname, NULL, Physics_UpdateStats(), player_count, Player_DetermineForcedTeam(), playerid, PlayerInList(), playername(), PlayerStats_GameReport_AddEvent(), PlayerStats_GameReport_AddPlayer(), random(), Send_NextMap_To_Player(), Send_Notification(), strcat(), strstrofs, stuffcmd, sv_notice_join(), team, TeamBalance_CheckAllowedTeams(), TeamBalance_Destroy(), TeamBalance_GetAllowedTeams(), teamplay, time, TRANSMUTE, vote_master, wants_join, waypointeditor_enabled, WEPSET, and world.

◆ ClientData_Attach()

void ClientData_Attach ( entity this)

Definition at line 172 of file client.qc.

173{
175 CS(this).clientdata.drawonlytoclient = this;
176 CS(this).clientdata.owner = this;
177}
void Net_LinkEntity(entity e, bool docull, float dt, bool(entity this, entity to, int sendflags) sendfunc)
Definition net.qh:167
#define new_pure(class)
purely logical entities (not linked to the area grid)
Definition oo.qh:66
bool ClientData_Send(entity this, entity to, int sf)
Definition client.qc:128
entity clientdata
Definition client.qh:64

References clientdata, ClientData_Send(), CS(), entity(), Net_LinkEntity(), and new_pure.

Referenced by ClientState_attach().

◆ ClientData_Detach()

void ClientData_Detach ( entity this)

Definition at line 179 of file client.qc.

180{
181 delete(CS(this).clientdata);
182 CS(this).clientdata = NULL;
183}

References CS(), entity(), and NULL.

Referenced by ClientState_detach().

◆ ClientData_Send()

bool ClientData_Send ( entity this,
entity to,
int sf )

Definition at line 128 of file client.qc.

129{
130 assert(to == this.owner, return false);
131
132 entity e = to;
133 if (IS_SPEC(e)) e = e.enemy;
134
135 sf = 0;
136 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
137 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
138 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
140 sf |= BIT(3); // observing blocked
142 sf |= BIT(4); // show spectators
144 sf |= (autocvar_sv_teamnagger & 0x03) << 5; // BIT(5) | BIT(6)
145 if (to.ignore_list && to.ignore_list_send_time == IGNORE_LIST_SEND_NOW && !IS_SPEC(to))
146 sf |= BIT(7); // ignore list (private, won't be sent to spectators)
147
148 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
150
151 if (sf & BIT(1))
153
154 // spectator list is cleared on the client if this flag is not set
155 if(sf & BIT(4))
156 {
157 float specs = CountSpectators(e, to);
158 WriteByte(MSG_ENTITY, specs);
159 WriteSpectators(e, to);
160 }
161
162 // ignore list is NOT cleared on the client if this flag is not set
163 if (sf & BIT(7))
164 {
165 to.ignore_list_send_time = 0;
166 WriteString(MSG_ENTITY, strcat(to.ignore_list));
167 }
168
169 return true;
170}
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
Definition bits.qh:8
int spectatee_status
the -1 disables HUD panels before CSQC receives necessary data
Definition main.qh:197
const int IGNORE_LIST_SEND_NOW
Definition cmd.qh:8
int autocvar_bot_vs_human
Definition cvars.qh:67
WriteString(chan, ent.netname)
WriteByte(chan, ent.angles.y/DEC_FACTOR)
const int MSG_ENTITY
Definition net.qh:156
#define WriteHeader(to, id)
Definition net.qh:265
#define AVAILABLE_TEAMS
Number of teams that exist currently.
void WriteSpectators(entity player, entity to)
Definition client.qc:114
int CountSpectators(entity player, entity to)
Definition client.qc:100
bool autocvar_sv_teamnagger
Definition client.qh:58
bool zoomstate
Definition client.qh:72
bool autocvar_sv_showspectators
Definition client.qh:56
float race_completed
Definition race.qh:24
#define INGAME(it)
Definition sv_rules.qh:24
#define IS_SPEC(v)
Definition utils.qh:10
bool observe_blocked_if_eliminated
Definition world.qh:160

References assert, autocvar_bot_vs_human, autocvar_sv_showspectators, autocvar_sv_teamnagger, AVAILABLE_TEAMS, BIT, CountSpectators(), CS(), entity(), IGNORE_LIST_SEND_NOW, INGAME, IS_SPEC, MSG_ENTITY, observe_blocked_if_eliminated, owner, race_completed, spectatee_status, strcat(), teamplay, WriteByte(), WriteHeader, WriteSpectators(), WriteString(), and zoomstate.

Referenced by ClientData_Attach().

◆ ClientData_Touch()

void ClientData_Touch ( entity e,
bool to_spectators_too )

Definition at line 185 of file client.qc.

186{
187 entity cd = CS(e).clientdata;
188 if (cd) cd.SendFlags = 1;
189
190 if (to_spectators_too)
191 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
192 {
193 entity cd_spec = CS(it).clientdata;
194 if (cd_spec) cd_spec.SendFlags = cd.SendFlags;
195 });
196}

References CS(), entity(), FOREACH_CLIENT, IS_REAL_CLIENT, and IS_SPEC.

Referenced by ignore_list_send(), race_AbandonRaceCheck(), race_SendTime(), ReadyRestart_force(), SetSpectatee(), SetSpectatee_status(), SetZoomState(), and SpectateSet().

◆ ClientDisconnect() [1/2]

void ClientDisconnect ( entity this)

Definition at line 1278 of file client.qc.

1279{
1280 assert(IS_CLIENT(this), return);
1281
1282 strfree(this.ignore_list);
1284 {
1285 // don't remove permanent ignores from db, only from list
1286 ignore_remove_player(it, this, false);
1287 });
1288
1290 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1291 if (CS(this).active_minigame) part_minigame(this);
1292 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN, this.origin, '0 0 0', 1);
1293
1295 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1296
1297 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1298
1299 if(IS_SPEC(this))
1300 SetSpectatee(this, NULL);
1301
1303
1304 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1306 ClientState_detach(this);
1307
1308 Portal_ClearAll(this);
1309
1311
1313
1314 // Here, everything has been done that requires this player to be a client.
1315
1316 this.flags &= ~FL_CLIENT;
1317
1318 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1319 if (this.killindicator) delete(this.killindicator);
1320
1321 IL_EACH(g_counters, it.realowner == this,
1322 {
1323 delete(it);
1324 });
1325
1327
1329
1330 strfree(this.clientstatus);
1331 if (this.personal) delete(this.personal);
1332
1333 this.playerid = 0;
1334 if (warmup_stage || game_starttime > time) /* warmup OR countdown */ ReadyCount();
1335 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1336
1337 player_powerups_remove_all(this, IS_PLAYER(this)); // stop powerup sound
1338
1339 ONREMOVE(this);
1340
1341 if (player_count == 0)
1342 localcmd("\nsv_hook_lastleave\n");
1343
1348}
entity personal
Definition cheats.qh:24
string ignore_list
Definition main.qh:130
bool warmup_stage
Definition main.qh:120
entity killindicator
Definition clientkill.qh:7
void ignore_remove_player(entity this, entity ignore, bool from_db_too)
Removes a player from the ignore list of another player.
Definition cmd.qc:47
float game_starttime
Definition stats.qh:82
IntrusiveList g_counters
Definition counter.qh:8
vector origin
string clientstatus
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
Definition all.qc:120
bool intermission_running
#define ClientDisconnect
Definition _all.inc:246
void PlayerStats_GameReport_FinalizePlayer(entity p)
void Portal_ClearAll(entity own)
Definition portals.qc:586
void player_powerups_remove_all(entity this, bool allow_poweroff_sound)
Definition client.qc:1541
entity chatbubbleentity
Definition client.qc:1268
string shootfromfixedorigin
Definition client.qc:1267
void SetSpectatee(entity this, entity spectatee)
Definition client.qc:1939
string weaponorder_byimpulse
Definition client.qh:62
void ReadyCount()
Definition vote.qc:553
void VoteCount(float first_count)
Definition vote.qc:220
int vote_called
Definition vote.qh:45
void RemoveGrapplingHooks(entity pl)
Definition hook.qc:30
void ClientState_detach(entity this)
Definition state.qc:73
#define CS_CVAR(this)
Definition state.qh:51
void ONREMOVE(entity this)
#define strfree(this)
Definition string.qh:57
void part_minigame(entity player)
void vehicles_exit(entity vehic, bool eject)
const int VHEF_RELEASE
Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (n...
entity vehicle
bool TeamBalance_QueuedPlayersTagIn(entity ignore)
Joins queued player(s) to team(s) with a shortage, this should be more robust than only replacing the...
Definition teamplay.qc:765
void TeamBalance_RemoveExcessPlayers(entity ignore)
Definition teamplay.qc:702
bool autocvar_g_balance_teams_remove
Definition teamplay.qh:10
void WaypointSprite_PlayerGone(entity this)

References active_minigame, assert, autocvar_g_balance_teams_remove, autocvar_sv_eventlog, bot_relinkplayerlist(), chatbubbleentity, ClientDisconnect, ClientState_detach(), clientstatus, CS(), CS_CVAR, entity(), FL_CLIENT, flags, FOREACH_CLIENT, ftos(), g_counters, game_starttime, GameLogEcho(), ignore_list, ignore_remove_player(), IL_EACH, intermission_running, IS_CLIENT, IS_PLAYER, IS_REAL_CLIENT, IS_SPEC, killindicator, localcmd(), MUTATOR_CALLHOOK, netname, NULL, ONREMOVE(), origin, part_minigame(), personal, player_count, player_powerups_remove_all(), playerid, PlayerStats_GameReport_FinalizePlayer(), Portal_ClearAll(), ReadyCount(), RemoveGrapplingHooks(), Send_Effect(), Send_Notification(), SetSpectatee(), shootfromfixedorigin, strcat(), strfree, TeamBalance_QueuedPlayersTagIn(), TeamBalance_RemoveExcessPlayers(), time, vehicle, vehicles_exit(), VHEF_RELEASE, vote_called, VoteCount(), warmup_stage, WaypointSprite_PlayerGone(), and weaponorder_byimpulse.

◆ ClientDisconnect() [2/2]

ClientDisconnect ( this )

◆ ClientInit_CheckUpdate()

void ClientInit_CheckUpdate ( entity this)

Definition at line 931 of file client.qc.

932{
933 this.nextthink = time;
935 {
937 this.SendFlags |= 1;
938 }
940 {
942 this.SendFlags |= 1;
943 }
944}
float cnt
Definition powerups.qc:24
float count
Definition powerups.qc:22
float autocvar_g_balance_armor_blockpercent
Definition damage.qh:21
float autocvar_g_balance_damagepush_speedfactor
Definition damage.qh:18
int SendFlags
Definition net.qh:159

References autocvar_g_balance_armor_blockpercent, autocvar_g_balance_damagepush_speedfactor, cnt, count, entity(), nextthink, SendFlags, and time.

Referenced by ClientInit_Spawn().

◆ ClientInit_misc()

void ClientInit_misc ( entity this)

Definition at line 907 of file client.qc.

908{
909 int channel = MSG_ONE;
910 WriteHeader(channel, ENT_CLIENT_INIT);
911 WriteByte(channel, g_nexball_meter_period * 32);
912 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
913 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
914 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
915 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
916 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
917 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
918 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
919 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
920
921 if(autocvar_sv_foginterval && world.fog != "")
922 WriteString(channel, world.fog);
923 else
924 WriteString(channel, "");
925 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
926 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
927 WriteByte(channel, serverflags);
929}
vector arc_shotorigin[4]
Definition arc.qh:108
int serverflags
Definition main.qh:211
vector hook_shotorigin[4]
Definition main.qh:205
float compressShotOrigin(vector v)
Definition util.qc:1348
float MSG_ONE
Definition menudefs.qc:56
void WriteCoord(float data, float dest, float desto)
float g_nexball_meter_period
Definition sv_nexball.qh:53
float autocvar_g_trueaim_minrange
Definition tracing.qh:17

References arc_shotorigin, autocvar_g_trueaim_minrange, autocvar_sv_foginterval, cnt, compressShotOrigin(), count, entity(), g_nexball_meter_period, hook_shotorigin, MSG_ONE, serverflags, world, WriteByte(), WriteCoord(), WriteHeader, and WriteString().

Referenced by ClientInit_SendEntity().

◆ ClientInit_SendEntity()

bool ClientInit_SendEntity ( entity this,
entity to,
int sf )

Definition at line 895 of file client.qc.

896{
897 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
898 return = true;
899 msg_entity = to;
900 // MSG_INIT replacement
901 // TODO: make easier to use
904 ClientInit_misc(this);
905 MUTATOR_CALLHOOK(Ent_Init);
906}
entity msg_entity
Definition progsdefs.qc:63
ERASEABLE ACCUMULATE void Registry_send_all()
Definition registry.qh:205
void ClientInit_misc(entity this)
Definition client.qc:907
void W_PROP_reload(int chan, entity to)
Definition all.qh:110

References ClientInit_misc(), entity(), MSG_ENTITY, msg_entity, MSG_ONE, MUTATOR_CALLHOOK, Registry_send_all(), W_PROP_reload(), and WriteHeader.

Referenced by ClientInit_Spawn().

◆ ClientInit_Spawn()

void ClientInit_Spawn ( )

Definition at line 946 of file client.qc.

947{
948 entity e = new_pure(clientinit);
951
953}
#define setthink(e, f)
void ClientInit_CheckUpdate(entity this)
Definition client.qc:931
bool ClientInit_SendEntity(entity this, entity to, int sf)
Definition client.qc:895

References ClientInit_CheckUpdate(), ClientInit_SendEntity(), entity(), Net_LinkEntity(), new_pure, and setthink.

Referenced by spawnfunc().

◆ CountSpectators()

int CountSpectators ( entity player,
entity to )

Definition at line 100 of file client.qc.

101{
102 if(!player) return 0; // not sure how, but best to be safe
103
104 int spec_count = 0;
105
106 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
107 {
108 ++spec_count;
109 });
110
111 return spec_count;
112}

References entity(), FOREACH_CLIENT, IS_REAL_CLIENT, and IS_SPEC.

Referenced by ClientData_Send().

◆ DecodeLevelParms()

void DecodeLevelParms ( entity this)

Definition at line 986 of file client.qc.

987{
988 // load parms
989 CS(this).parm_idlesince = parm1;
990 if (CS(this).parm_idlesince == -(86400 * 366))
991 CS(this).parm_idlesince = time;
992
993 // whatever happens, allow 60 seconds of idling directly after connect for map loading
994 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
995
997}
float parm1
Definition progsdefs.qc:45
float autocvar_sv_maxidle
Definition client.qh:37
void DecodeLevelParms(entity this)
Definition client.qc:986

References autocvar_sv_maxidle, CS(), DecodeLevelParms(), entity(), max(), MUTATOR_CALLHOOK, parm1, and time.

Referenced by ClientState_attach(), DecodeLevelParms(), and MUTATOR_HOOKABLE().

◆ DrownPlayer()

void DrownPlayer ( entity this)

Definition at line 2757 of file client.qc.

2758{
2759 // TODO: mutator hook to prevent drowning?
2760 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2761 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2762 {
2763 STAT(AIR_FINISHED, this) = 0;
2764 return;
2765 }
2766
2767 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2768 {
2769 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2770 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND, 1);
2771 STAT(AIR_FINISHED, this) = 0;
2772 }
2773 else
2774 {
2775 if (!STAT(AIR_FINISHED, this))
2776 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2777 if (STAT(AIR_FINISHED, this) < time)
2778 { // drown!
2779 if (this.pain_finished < time)
2780 {
2782 this.pain_finished = time + 0.5;
2783 }
2784 }
2785 }
2786}
float pain_finished
float watertype
Definition player.qh:224
float waterlevel
Definition player.qh:225
float game_stopped
Definition stats.qh:81
const float CONTENT_WATER
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
Definition damage.qc:483
#define DMG_NOWEP
Definition damage.qh:104
const int VOICETYPE_PLAYERSOUND
#define PlayerSound(this, def, chan, vol, voicetype, pitchscale)
#define STAT(...)
Definition stats.qh:94
const int WATERLEVEL_SUBMERGED
Definition movetypes.qh:14
int autocvar_g_balance_contents_playerdamage_drowning
Definition main.qh:5
float autocvar_g_balance_contents_drowndelay
Definition main.qh:4
float autocvar_g_balance_contents_damagerate
Definition main.qh:3
const float VOL_BASE
Definition sound.qh:36
const int CH_PLAYER
Definition sound.qh:20

References autocvar_g_balance_contents_damagerate, autocvar_g_balance_contents_drowndelay, autocvar_g_balance_contents_playerdamage_drowning, CH_PLAYER, CONTENT_WATER, Damage(), DMG_NOWEP, entity(), game_starttime, game_stopped, IS_DEAD, NULL, pain_finished, PlayerSound, STAT, time, vehicle, VOICETYPE_PLAYERSOUND, VOL_BASE, waterlevel, WATERLEVEL_SUBMERGED, and watertype.

Referenced by PlayerPostThink().

◆ findinlist_abbrev()

bool findinlist_abbrev ( string tofind,
string list )

Definition at line 1015 of file client.qc.

1016{
1017 if(list == "" || tofind == "")
1018 return false; // empty list or search, just return
1019
1020 // this function allows abbreviated strings!
1021 FOREACH_WORD(list, it != "" && it == substring(tofind, 0, strlen(it)),
1022 {
1023 return true;
1024 });
1025
1026 return false;
1027}
#define strlen
#define FOREACH_WORD(words, cond, body)
Definition iter.qh:33

References FOREACH_WORD, strlen, and substring().

Referenced by PlayerInIDList(), and PlayerInIPList().

◆ FixClientCvars()

void FixClientCvars ( entity e)

Definition at line 999 of file client.qc.

1000{
1001 // send prediction settings to the client
1002 if(autocvar_g_antilag == 3) // client side hitscan
1003 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1004 if(autocvar_sv_gentle)
1005 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1006
1007 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1008 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1009
1010 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1011
1013}
int autocvar_g_antilag
Definition antilag.qh:3
float autocvar_sv_jumpspeedcap_min
Definition player.qh:49
float autocvar_sv_jumpspeedcap_max
Definition player.qh:47
string autocvar_g_shootfromfixedorigin
Definition all.qh:442

References autocvar_g_antilag, autocvar_g_shootfromfixedorigin, autocvar_sv_jumpspeedcap_max, autocvar_sv_jumpspeedcap_min, entity(), FixClientCvars(), MUTATOR_CALLHOOK, and stuffcmd.

Referenced by ClientConnect(), FixClientCvars(), MapVote_Finished(), MUTATOR_HOOKABLE(), MUTATOR_HOOKFUNCTION(), and MUTATOR_HOOKFUNCTION().

◆ FixPlayermodel()

void FixPlayermodel ( entity player)

Definition at line 454 of file client.qc.

455{
456 string defaultmodel = "";
457 int defaultskin = 0;
459 {
460 if(teamplay)
461 {
462 switch(player.team)
463 {
468 }
469 }
470
471 if(defaultmodel == "")
472 {
473 defaultmodel = autocvar_sv_defaultplayermodel;
474 defaultskin = autocvar_sv_defaultplayerskin;
475 }
476
477 int n = tokenize_console(defaultmodel);
478 if(n > 0)
479 {
480 defaultmodel = argv(floor(n * CS(player).model_randomizer));
481 // However, do NOT randomize if the player-selected model is in the list.
482 for (int i = 0; i < n; ++i)
483 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
484 defaultmodel = argv(i);
485 }
486
487 int i = strstrofs(defaultmodel, ":", 0);
488 if(i >= 0)
489 {
490 defaultskin = stof(substring(defaultmodel, i+1, -1));
491 defaultmodel = substring(defaultmodel, 0, i);
492 }
493 }
494 if(autocvar_sv_defaultcharacterskin && !defaultskin)
495 {
496 if(teamplay)
497 {
498 switch(player.team)
499 {
500 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
501 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
502 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
503 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
504 }
505 }
506
507 if(!defaultskin)
508 defaultskin = autocvar_sv_defaultplayerskin;
509 }
510
511 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
512 defaultmodel = M_ARGV(0, string);
513 defaultskin = M_ARGV(1, int);
514
515 bool chmdl = false;
516 int oldskin;
517 if(defaultmodel != "")
518 {
519 if (defaultmodel != player.model)
520 {
521 vector m1 = player.mins;
522 vector m2 = player.maxs;
523 setplayermodel (player, defaultmodel);
524 setsize (player, m1, m2);
525 chmdl = true;
526 }
527
528 oldskin = player.skin;
529 player.skin = defaultskin;
530 }
531 else
532 {
533 if (player.playermodel != player.model || player.playermodel == "")
534 {
535 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
536 vector m1 = player.mins;
537 vector m2 = player.maxs;
538 setplayermodel (player, player.playermodel);
539 setsize (player, m1, m2);
540 chmdl = true;
541 }
542
544 {
545 oldskin = player.skin;
546 player.skin = stof(player.playerskin);
547 }
548 else
549 {
550 oldskin = player.skin;
551 player.skin = defaultskin;
552 }
553 }
554
555 if(chmdl || oldskin != player.skin) // model or skin has changed
556 {
557 player.species = player_getspecies(player); // update species
559 UpdatePlayerSounds(player); // update skin sounds
560 }
561
562 if(!teamplay)
564 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
566}
#define M_ARGV(x, type)
Definition events.qh:17
#define tokenize_console
void UpdatePlayerSounds(entity this)
bool autocvar_g_debug_globalsounds
Use new sound handling.
Definition globalsound.qh:9
float stof(string val,...)
float floor(float f)
string argv(float n)
#define setcolor
Definition pre.qh:11
vector
Definition self.qh:96
int player_getspecies(entity this)
Definition client.qc:444
float model_randomizer
Definition client.qc:453
string CheckPlayerModel(string plyermodel)
Definition client.qc:208
void FixPlayermodel(entity player)
Definition client.qc:454
void setplayermodel(entity e, string modelname)
Definition client.qc:241
string autocvar_sv_defaultplayermodel_blue
Definition player.qh:14
int autocvar_sv_defaultplayerskin_pink
Definition player.qh:9
int autocvar_sv_defaultplayerskin_yellow
Definition player.qh:11
string autocvar_sv_defaultplayermodel_yellow
Definition player.qh:17
string autocvar_sv_defaultplayermodel_red
Definition player.qh:16
string autocvar_sv_defaultplayercolors
Definition player.qh:12
bool autocvar_sv_defaultcharacter
Definition player.qh:6
int autocvar_sv_defaultplayerskin_blue
Definition player.qh:8
int autocvar_sv_defaultplayerskin_red
Definition player.qh:10
int autocvar_sv_defaultplayerskin
Definition player.qh:18
string autocvar_sv_defaultplayermodel
Definition player.qh:13
string autocvar_sv_defaultplayermodel_pink
Definition player.qh:15
bool autocvar_sv_defaultcharacterskin
Definition player.qh:7
int oldskin
const int NUM_TEAM_2
Definition teams.qh:14
const int NUM_TEAM_4
Definition teams.qh:16
const int NUM_TEAM_3
Definition teams.qh:15
const int NUM_TEAM_1
Definition teams.qh:13

References argv(), autocvar_g_debug_globalsounds, autocvar_sv_defaultcharacter, autocvar_sv_defaultcharacterskin, autocvar_sv_defaultplayercolors, autocvar_sv_defaultplayermodel, autocvar_sv_defaultplayermodel_blue, autocvar_sv_defaultplayermodel_pink, autocvar_sv_defaultplayermodel_red, autocvar_sv_defaultplayermodel_yellow, autocvar_sv_defaultplayerskin, autocvar_sv_defaultplayerskin_blue, autocvar_sv_defaultplayerskin_pink, autocvar_sv_defaultplayerskin_red, autocvar_sv_defaultplayerskin_yellow, CheckPlayerModel(), CS(), entity(), FixPlayermodel(), floor(), M_ARGV, model_randomizer, MUTATOR_CALLHOOK, NUM_TEAM_1, NUM_TEAM_2, NUM_TEAM_3, NUM_TEAM_4, oldskin, player_getspecies(), setcolor, setplayermodel(), stof(), strcat(), strlen, strstrofs, substring(), teamplay, tokenize_console, UpdatePlayerSounds(), and vector.

Referenced by FixPlayermodel(), MUTATOR_HOOKABLE(), PlayerThink(), PutObserverInServer(), and PutPlayerInServer().

◆ GetPlayerLimit()

int GetPlayerLimit ( )

Definition at line 2155 of file client.qc.

2156{
2157 if(g_duel)
2158 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
2159 // don't return map_maxplayers during intermission as it would interfere with MapHasRightSize()
2161 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2162 player_limit = M_ARGV(0, int);
2163 return player_limit < maxclients && player_limit > 0 ? player_limit : 0;
2164}
#define g_duel
Definition duel.qh:32
int map_maxplayers
Definition mapinfo.qh:191
int GetPlayerLimit()
Definition client.qc:2155
int autocvar_g_maxplayers
Definition client.qh:44

References autocvar_g_maxplayers, g_duel, GetPlayerLimit(), intermission_running, M_ARGV, map_maxplayers, and MUTATOR_CALLHOOK.

Referenced by bot_fixcount(), GameplayMode_DelayedInit(), GetPlayerLimit(), MapHasRightSize(), MUTATOR_HOOKABLE(), MUTATOR_HOOKFUNCTION(), nJoinAllowed(), and SendWelcomeMessage().

◆ GetPressedKeys()

void GetPressedKeys ( entity this)

Definition at line 1767 of file client.qc.

1768{
1770 if (game_stopped)
1771 {
1772 CS(this).pressedkeys = 0;
1773 STAT(PRESSED_KEYS, this) = 0;
1774 return;
1775 }
1776
1777 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1778 int keys = STAT(PRESSED_KEYS, this);
1779 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1780 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1781 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1782 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1783
1784 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1785 keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1786 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1787 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1788 CS(this).pressedkeys = keys; // store for other users
1789
1790 STAT(PRESSED_KEYS, this) = keys;
1791}
#define BITSET(var, mask, flag)
Definition bits.qh:11
vector movement
Definition player.qh:228
#define PHYS_INPUT_BUTTON_JUMP(s)
Definition player.qh:153
#define IS_DUCKED(s)
Definition player.qh:212
#define PHYS_INPUT_BUTTON_ATCK(s)
Definition player.qh:152
#define PHYS_INPUT_BUTTON_ATCK2(s)
Definition player.qh:154
const int KEY_JUMP
Definition constants.qh:39
const int KEY_ATCK2
Definition constants.qh:42
const int KEY_RIGHT
Definition constants.qh:38
const int KEY_BACKWARD
Definition constants.qh:36
const int KEY_FORWARD
Definition constants.qh:35
const int KEY_LEFT
Definition constants.qh:37
const int KEY_CROUCH
Definition constants.qh:40
const int KEY_ATCK
Definition constants.qh:41
void GetPressedKeys(entity this)
Definition client.qc:1767

References BITSET, CS(), entity(), game_stopped, GetPressedKeys(), IS_DUCKED, KEY_ATCK, KEY_ATCK2, KEY_BACKWARD, KEY_CROUCH, KEY_FORWARD, KEY_JUMP, KEY_LEFT, KEY_RIGHT, movement, MUTATOR_CALLHOOK, PHYS_INPUT_BUTTON_ATCK, PHYS_INPUT_BUTTON_ATCK2, PHYS_INPUT_BUTTON_JUMP, and STAT.

Referenced by GetPressedKeys(), MUTATOR_HOOKABLE(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), and PlayerPostThink().

◆ GiveWarmupResources()

void GiveWarmupResources ( entity this)

Definition at line 568 of file client.qc.

569{
570 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
571 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
572 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
573 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
574 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
575 SetResource(this, RES_HEALTH, warmup_start_health);
577 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
578}
void SetResource(entity e, Resource res_type, float amount)
Sets the current amount of resource the given entity will have.
RES_ARMOR
Definition ent_cs.qc:155
float warmup_start_ammo_cells
Definition world.qh:105
#define WARMUP_START_WEAPONS
Definition world.qh:101
float warmup_start_ammo_rockets
Definition world.qh:104
float warmup_start_ammo_shells
Definition world.qh:102
float warmup_start_ammo_nails
Definition world.qh:103
float warmup_start_health
Definition world.qh:107
float warmup_start_ammo_fuel
Definition world.qh:106
float warmup_start_armorvalue
Definition world.qh:108

References entity(), RES_ARMOR, SetResource(), STAT, warmup_start_ammo_cells, warmup_start_ammo_fuel, warmup_start_ammo_nails, warmup_start_ammo_rockets, warmup_start_ammo_shells, warmup_start_armorvalue, warmup_start_health, and WARMUP_START_WEAPONS.

Referenced by PutPlayerInServer(), and ReadyCount().

◆ Join()

void Join ( entity this,
bool queued_join )

it's assumed this isn't called for bots (campaign_bots_may_start, centreprints)

Definition at line 2074 of file client.qc.

2075{
2076 entity player_with_dibs = NULL;
2077
2079 {
2081 ReadyRestart(true);
2083 }
2084
2085 // If teams aren't equal and a player is queued then they chose a biggest team so they can't join yet.
2086 if (queued_join && TeamBalance_AreEqual(this, true))
2087 {
2088 int clients_remaining = AVAILABLE_TEAMS;
2089 // First we must join player(s) queued for specific team(s) (they chose first)
2090 // so TeamBalance_JoinBestTeam() won't select the same team(s).
2091 // Assumes `this` was already assigned a team via ClientCommand_selectteam() or is using autoselect.
2092 FOREACH_CLIENT(it != this && it.wants_join > 0,
2093 {
2094 // detect any conflict between `this` and a queued player (queuePlayer() handles other conflicts)
2095 if (this.team < 0 && this.team_selected > 0 // `this` can't have their preference
2096 && it.wants_join == this.team_selected) // `it` is the player who already chose the team `this` wanted
2097 player_with_dibs = it;
2098
2099 Join(it, false);
2100 --clients_remaining;
2101 });
2102
2103 // Second pass: queued players whose team will be autoselected
2104 // in order of strongest to weakest for optimal balance.
2105 for (; clients_remaining; --clients_remaining)
2106 {
2107 entity strongest_autoselect_client = NULL;
2108 float strongest_autoselect_client_skill = 0;
2109 FOREACH_CLIENT(it.wants_join < 0 || (it == this && it.team <= 0),
2110 {
2111 float it_skill = it.m_skill_mu ? it.m_skill_mu : server_skill_average; // average was set by TeamBalance_AreEqual()
2112 if (it_skill > strongest_autoselect_client_skill)
2113 {
2114 strongest_autoselect_client = it;
2115 strongest_autoselect_client_skill = it_skill;
2116 }
2117 });
2118 if (strongest_autoselect_client == this) // can't just Join(); return; due to player_with_dibs
2119 {
2120 entity balance = TeamBalance_CheckAllowedTeams(this);
2121 int best_team_index = TeamBalance_FindBestTeam(balance, this, true);
2122 TeamBalance_Destroy(balance);
2123 SetPlayerTeam(this, best_team_index, TEAM_CHANGE_AUTO);
2124 }
2125 else if (strongest_autoselect_client)
2126 Join(strongest_autoselect_client, false);
2127 }
2128 }
2129
2130 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2131
2132 TRANSMUTE(Player, this);
2133 PutClientInServer(this);
2134
2135 if(IS_PLAYER(this)) // could be false due to PutClientInServer() mutator hook
2136 {
2137 if (!teamplay)
2138 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2139 else if (player_with_dibs)
2140 // limitation: notifications support only 1 translated team name
2141 // so the team `this` preferred can't be mentioned, only the team they got assigned to.
2142 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_JOIN_PLAY_TEAM_QUEUECONFLICT), player_with_dibs.netname);
2143 else
2144 {
2145 if (this.wants_join && game_starttime < time && !warmup_stage) // No countdown running && not returning to warmup via ReadyRestart_force
2146 Send_Notification(NOTIF_ONE_ONLY, this, MSG_ANNCE, ANNCE_BEGIN); // Get queued player's attention
2147 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_JOIN_PLAY_TEAM));
2148 }
2149 }
2150
2151 this.team_selected = 0;
2152 this.wants_join = 0;
2153}
#define PutClientInServer
Definition _all.inc:250
bool autocvar_g_campaign
Definition menu.qc:752
s1 s2 s1 s2 FLAG s1 s2 FLAG spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 CPID_PREVENT_JOIN
Definition all.inc:736
void Kill_Notification(NOTIF broadcast, entity client, MSG net_type, CPID net_cpid)
Definition all.qc:1464
#define APP_TEAM_NUM(num, prefix)
Definition all.qh:88
bool campaign_bots_may_start
campaign mode: bots shall spawn but wait for the player to spawn before they do anything in other gam...
Definition campaign.qh:26
void Join(entity this, bool queued_join)
it's assumed this isn't called for bots (campaign_bots_may_start, centreprints)
Definition client.qc:2074
int team_selected
Definition client.qh:75
void ReadyRestart(bool forceWarmupEnd)
Definition vote.qc:526
bool SetPlayerTeam(entity player, int team_index, int type)
Sets the team of the player.
Definition teamplay.qc:286
bool TeamBalance_AreEqual(entity ignore, bool would_leave)
Definition teamplay.qc:656
int TeamBalance_FindBestTeam(entity balance, entity player, bool ignore_player)
Finds the team that will make the game most balanced if the player joins it.
Definition teamplay.qc:964
@ TEAM_CHANGE_AUTO
The team was selected by autobalance.
Definition teamplay.qh:129

References autocvar_g_campaign, AVAILABLE_TEAMS, campaign_bots_may_start, entity(), FOREACH_CLIENT, game_starttime, game_stopped, Join(), NULL, ReadyRestart(), SetPlayerTeam(), TEAM_CHANGE_AUTO, TeamBalance_AreEqual(), TeamBalance_CheckAllowedTeams(), TeamBalance_Destroy(), TeamBalance_FindBestTeam(), and time.

Referenced by ClientCommand_join(), Join(), ObserverOrSpectatorThink(), PlayerPreThink(), ReadyRestart_force(), and TeamBalance_QueuedPlayersTagIn().

◆ joinAllowed()

bool joinAllowed ( entity this,
int team_index )

Definition at line 2258 of file client.qc.

2259{
2260 if (CS(this).version_mismatch)
2261 {
2262 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT_VERSIONMISMATCH);
2263 return false;
2264 }
2265 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2266 if (teamplay && lockteams)
2267 {
2268 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_LOCKED);
2269 return false;
2270 }
2271
2272 if (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR) return false;
2273
2274 if (!INGAME(this) && PlayerInList(this, autocvar_g_playban_list))
2275 {
2276 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PLAYBAN);
2277 return false;
2278 }
2279
2280 // IS_PLAYER for most gametypes, INGAME for ca, lms, surv
2281 if (autocvar_g_maxping && !(IS_PLAYER(this) || INGAME(this)) && !this.wants_join)
2282 {
2283 if (this.ping <= 0) return false; // too soon
2284 if (this.ping > autocvar_g_maxping)
2285 {
2286 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT_PING);
2287 return false;
2288 }
2289 }
2290
2291 if (QueueNeeded(this, team_index))
2292 {
2293 if (team_index == 0) // so ClientCommand_selectteam() can check joinAllowed() before calling SetPlayerTeam() without chicken/egg problem
2294 if (ShowTeamSelection(this)) return false; // only needed by callsites other than selectteam
2295 // queuePlayer called here so that only conditions above block queuing (g_maxplayers shouldn't)
2296 if (queuePlayer(this, team_index)) return false;
2297 if (!nJoinAllowed(this)) return false;
2298 }
2299 else
2300 {
2301 if (!nJoinAllowed(this)) return false;
2302 if (team_index == 0) // so ClientCommand_selectteam() can check joinAllowed() before calling SetPlayerTeam() without chicken/egg problem
2303 if (ShowTeamSelection(this)) return false; // only needed by callsites other than selectteam
2304 }
2305
2306 return true;
2307}
float ping
Definition main.qh:169
bool ShowTeamSelection(entity this)
Definition client.qc:2062
float autocvar_g_maxping
Definition client.qc:2257
bool queuePlayer(entity this, int team_index)
Definition client.qc:2209
int nJoinAllowed(entity this)
Determines how many player slots are free.
Definition client.qc:2171
const int MIN_SPEC_TIME
Definition client.qh:403
float jointime
Definition client.qh:66
bool QueueNeeded(entity client, int team_index)
Definition teamplay.qc:1335
int Player_GetForcedTeamIndex(entity player)
Returns the index of the forced team of the given player.
Definition teamplay.qc:349
@ TEAM_FORCE_SPECTATOR
Force the player to spectator team.
Definition teamplay.qh:152
bool lockteams
Definition teamplay.qh:20

References autocvar_g_maxping, autocvar_g_playban_list, CS(), entity(), INGAME, IS_PLAYER, jointime, lockteams, MIN_SPEC_TIME, nJoinAllowed(), ping, Player_GetForcedTeamIndex(), PlayerInList(), QueueNeeded(), queuePlayer(), Send_Notification(), ShowTeamSelection(), TEAM_FORCE_SPECTATOR, teamplay, time, and wants_join.

Referenced by ClientCommand_join(), ClientCommand_selectteam(), ObserverOrSpectatorThink(), and PlayerPreThink().

◆ NET_HANDLE()

NET_HANDLE ( fpsreport ,
bool  )

Definition at line 3129 of file client.qc.

3130{
3131 int fps = ReadShort();
3132 PlayerScore_Set(sender, SP_FPS, fps);
3133 return true;
3134}
float PlayerScore_Set(entity player, PlayerScoreField scorefield, float score)
Sets the player's score to the score parameter.
Definition scores.qc:381

References PlayerScore_Set().

◆ nJoinAllowed()

int nJoinAllowed ( entity this)

Determines how many player slots are free.

This depends on cvar g_maxplayers and other limits that apply to all clients which aren't specifically excepted.

Returns
int number of free slots for players, 0 if none

Definition at line 2171 of file client.qc.

2172{
2173 if(!this)
2174 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2175 // so report 0 free slots if restricted
2176 {
2177 if(autocvar_g_forced_team_otherwise == "spectate"
2178 || autocvar_g_forced_team_otherwise == "spectator"
2179 || (teamplay && lockteams))
2180 return 0;
2181 }
2182
2183 int totalClients = 0;
2184 int currentlyPlaying = 0;
2185 FOREACH_CLIENT(it != this,
2186 {
2187 ++totalClients;
2188 if(IS_PLAYER(it) || INGAME(it))
2189 ++currentlyPlaying;
2190 });
2191
2192 int player_limit = GetPlayerLimit();
2193
2194 int free_slots = max(0, (player_limit ? player_limit : maxclients) - currentlyPlaying);
2195 if (this || maxclients - totalClients) // don't add bot slots in the getstatus case if nobody can connect
2196 free_slots += bots_would_leave;
2197 if (!this) // getstatus case
2198 free_slots = min(free_slots, maxclients - totalClients);
2199
2200 if(this && !free_slots)
2201 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT, player_limit);
2202
2203 return free_slots;
2204}
int bots_would_leave
how many bots would leave so humans can replace them
Definition api.qh:101
float maxclients
string autocvar_g_forced_team_otherwise
Definition teamplay.qh:16

References autocvar_g_forced_team_otherwise, bots_would_leave, entity(), FOREACH_CLIENT, GetPlayerLimit(), INGAME, IS_PLAYER, lockteams, max(), maxclients, min(), Send_Notification(), and teamplay.

Referenced by joinAllowed(), and WinningConditionHelper().

◆ ObserverOrSpectatorThink()

void ObserverOrSpectatorThink ( entity this)

Definition at line 2493 of file client.qc.

2494{
2495 bool is_spec = IS_SPEC(this);
2496 if ( CS(this).impulse )
2497 {
2498 int r = MinigameImpulse(this, CS(this).impulse);
2499 if (!is_spec || r)
2500 CS(this).impulse = 0;
2501
2502 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2503 {
2504 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2505 CS(this).impulse = 0;
2506 return;
2507 }
2508 }
2509
2511
2512 if (IS_BOT_CLIENT(this) && !CS(this).autojoin_checked)
2513 {
2514 CS(this).autojoin_checked = 1;
2515 TRANSMUTE(Player, this);
2516 PutClientInServer(this);
2517
2518 .entity weaponentity = weaponentities[0];
2519 if(this.(weaponentity).m_weapon == WEP_Null)
2520 W_NextWeapon(this, 0, weaponentity);
2521
2522 return;
2523 }
2524
2525 if (this.flags & FL_JUMPRELEASED)
2526 {
2527 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this, this.wants_join) || time < CS(this).jointime + MIN_SPEC_TIME))
2528 {
2529 this.flags &= ~FL_JUMPRELEASED;
2530 this.flags |= FL_SPAWNING;
2531 }
2532 else if((is_spec && (PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)))
2533 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate)))
2534 {
2535 this.flags &= ~FL_JUMPRELEASED;
2536 if (autocvar_sv_spectate == 2 && !warmup_stage && !this.vote_master)
2537 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_SPECTATE_SPEC_NOTALLOWED);
2538 else if(SpectateNext(this))
2539 { }
2540 else if (is_spec)
2541 {
2542 TRANSMUTE(Observer, this);
2543 PutClientInServer(this);
2544 }
2545 else
2546 this.would_spectate = false; // unable to spectate anyone
2547
2548 if (is_spec)
2549 CS(this).impulse = 0;
2550 }
2551 else if (is_spec)
2552 {
2553 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229))
2554 {
2555 this.flags &= ~FL_JUMPRELEASED;
2556 if (!SpectatePrev(this))
2557 {
2558 TRANSMUTE(Observer, this);
2559 PutClientInServer(this);
2560 }
2561 CS(this).impulse = 0;
2562 }
2563 else if(PHYS_INPUT_BUTTON_ATCK2(this))
2564 {
2566 {
2567 this.would_spectate = false;
2568 this.flags &= ~FL_JUMPRELEASED;
2569 TRANSMUTE(Observer, this);
2570 PutClientInServer(this);
2571 }
2572 }
2573 else if(!SpectateUpdate(this) && !SpectateNext(this))
2574 {
2575 PutObserverInServer(this, false, true);
2576 this.would_spectate = true;
2577 }
2578 }
2579 else
2580 {
2581 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2582 if (PHYS_INPUT_BUTTON_USE(this))
2583 wouldclip = !wouldclip;
2584 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2585 set_movetype(this, preferred_movetype);
2586 }
2587 }
2588 else
2589 { // jump pressed
2590 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2591 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))))
2592 {
2593 this.flags |= FL_JUMPRELEASED;
2594 // primary attack pressed
2595 if(this.flags & FL_SPAWNING)
2596 {
2597 this.flags &= ~FL_SPAWNING;
2598 if(joinAllowed(this, this.wants_join))
2599 Join(this, teamplay);
2600 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2601 CS(this).autojoin_checked = -1;
2602 return;
2603 }
2604 }
2605 if(is_spec && !SpectateUpdate(this))
2606 PutObserverInServer(this, false, true);
2607 }
2608 if (is_spec)
2609 this.flags |= FL_CLIENT | FL_NOTARGET;
2610}
#define PHYS_INPUT_BUTTON_USE(s)
Definition player.qh:160
const int FL_NOTARGET
Definition constants.qh:76
const int FL_JUMPRELEASED
Definition constants.qh:81
const int FL_SPAWNING
Definition constants.qh:87
float frametime
void set_movetype(entity this, int mt)
Definition movetypes.qc:4
const int MOVETYPE_FLY_WORLDONLY
Definition movetypes.qh:147
const int MOVETYPE_NOCLIP
Definition movetypes.qh:141
float impulse
Definition progsdefs.qc:158
void W_NextWeapon(entity this, int list,.entity weaponentity)
Goto next weapon.
Definition selection.qc:310
bool SpectateUpdate(entity this)
Definition client.qc:1867
bool would_spectate
Definition client.qc:2491
void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
putting a client as observer in the server
Definition client.qc:261
bool SpectateNext(entity this)
Definition client.qc:1987
bool joinAllowed(entity this, int team_index)
Definition client.qc:2258
bool SpectatePrev(entity this)
Definition client.qc:2001
void show_entnum(entity this)
Definition client.qc:2309
bool autocvar_sv_spectate
Definition client.qh:57
bool autocvar_sv_show_entnum
Definition client.qh:10
bool MinigameImpulse(entity this, int imp)
entity weaponentities[MAX_WEAPONSLOTS]
Definition weapon.qh:17
Weapon m_weapon
Definition wepent.qh:26

References autocvar_sv_show_entnum, autocvar_sv_spectate, CS(), CS_CVAR, entity(), FL_CLIENT, FL_JUMPRELEASED, FL_NOTARGET, FL_SPAWNING, flags, frametime, impulse, INGAME, IS_BOT_CLIENT, IS_SPEC, Join(), joinAllowed(), jointime, m_weapon, MIN_SPEC_TIME, MinigameImpulse(), MOVETYPE_FLY_WORLDONLY, MOVETYPE_NOCLIP, observe_blocked_if_eliminated, PHYS_INPUT_BUTTON_ATCK, PHYS_INPUT_BUTTON_ATCK2, PHYS_INPUT_BUTTON_JUMP, PHYS_INPUT_BUTTON_USE, PutClientInServer, PutObserverInServer(), Send_Notification(), set_movetype(), show_entnum(), SpectateNext(), SpectatePrev(), SpectateUpdate(), STAT, teamplay, time, TRANSMUTE, vote_master, W_NextWeapon(), wants_join, warmup_stage, weaponentities, and would_spectate.

Referenced by PlayerPreThink().

◆ play_countdown()

void play_countdown ( entity this,
float finished,
Sound samp )

Definition at line 1532 of file client.qc.

1533{
1534 TC(Sound, samp);
1535 float time_left = finished - time;
1536 if(IS_REAL_CLIENT(this) && time_left < 6 && floor(time_left - frametime) != floor(time_left))
1537 sound(this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1538}
#define TC(T, sym)
Definition _all.inc:82
const int CH_INFO
Definition sound.qh:6
const float ATTEN_NORM
Definition sound.qh:30
#define sound(e, c, s, v, a)
Definition sound.qh:52

References ATTEN_NORM, CH_INFO, entity(), floor(), frametime, IS_REAL_CLIENT, sound, TC, time, and VOL_BASE.

Referenced by player_powerups().

◆ player_getspecies()

int player_getspecies ( entity this)

Definition at line 444 of file client.qc.

445{
446 get_model_parameters(this.model, this.skin);
449 if (s < 0) return SPECIES_HUMAN;
450 return s;
451}
float get_model_parameters(string m, float sk)
Definition util.qc:1492
float get_model_parameters_species
Definition util.qh:180
const int SPECIES_HUMAN
Definition constants.qh:22
skin
Definition ent_cs.qc:168
string string_null
Definition nil.qh:9

References entity(), get_model_parameters(), get_model_parameters_species, model, skin, SPECIES_HUMAN, and string_null.

Referenced by FixPlayermodel().

◆ Player_Physics()

void Player_Physics ( entity this)

Definition at line 2790 of file client.qc.

2791{
2793
2794 if(!this.move_qcphysics)
2795 return;
2796
2797 if(!frametime && !CS(this).pm_frametime)
2798 return;
2799
2800 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2801}
float movetype
void Movetype_Physics_NoMatchTicrate(entity this, float movedt, bool isclient)
Definition movetypes.qc:779
const int MOVETYPE_QCPLAYER
Definition movetypes.qh:154
float move_movetype
Definition movetypes.qh:80
entity this
Definition self.qh:76

References CS(), entity(), frametime, move_movetype, move_qcphysics, movetype, Movetype_Physics_NoMatchTicrate(), and MOVETYPE_QCPLAYER.

Referenced by PlayerPostThink().

◆ player_powerups()

void player_powerups ( entity this)

Definition at line 1557 of file client.qc.

1558{
1559 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1560 this.modelflags |= MF_ROCKET;
1561 else
1562 this.modelflags &= ~MF_ROCKET;
1563
1564 this.effects &= ~EF_NODEPTHTEST;
1565
1566 if (IS_DEAD(this))
1567 player_powerups_remove_all(this, true);
1568
1569 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1570 return;
1571
1572 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1573 int items_prev = this.items;
1574
1575 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1576 {
1577 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1578 if (this.items & IT_SUPERWEAPON)
1579 {
1580 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1581 {
1582 StatusEffects_remove(STATUSEFFECT_Superweapon, this, STATUSEFFECT_REMOVE_NORMAL);
1583 this.items &= ~IT_SUPERWEAPON;
1584 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1585 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1586 }
1587 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1588 {
1589 // don't let them run out
1590 }
1591 else
1592 {
1593 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapon, this), SND_POWEROFF);
1594 if (time >= StatusEffects_gettime(STATUSEFFECT_Superweapon, this))
1595 {
1596 this.items &= ~IT_SUPERWEAPON;
1597 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1598 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1599 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1600 }
1601 }
1602 }
1603 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1604 {
1605 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapon, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1606 {
1607 this.items |= IT_SUPERWEAPON;
1608 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1609 {
1610 if(!g_cts)
1611 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1612 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1613 }
1614 }
1615 else
1616 {
1617 if(StatusEffects_active(STATUSEFFECT_Superweapon, this))
1618 StatusEffects_remove(STATUSEFFECT_Superweapon, this, STATUSEFFECT_REMOVE_TIMEOUT);
1619 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1620 }
1621 }
1622 else if(StatusEffects_active(STATUSEFFECT_Superweapon, this)) // cheaper to check than to update each frame!
1623 {
1624 StatusEffects_remove(STATUSEFFECT_Superweapon, this, STATUSEFFECT_REMOVE_CLEAR);
1625 }
1626 }
1627
1629 this.effects |= EF_NODEPTHTEST;
1630
1632 this.effects |= EF_FULLBRIGHT;
1633
1634 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1635}
#define MUTATOR_IS_ENABLED(this)
Definition base.qh:193
float alpha
Definition items.qc:13
const int IT_USING_JETPACK
Definition item.qh:27
const int IT_SUPERWEAPON
Definition item.qh:41
const int IT_UNLIMITED_SUPERWEAPONS
Definition item.qh:24
int items
Definition player.qh:226
const float EF_FULLBRIGHT
float effects
const float EF_NODEPTHTEST
int modelflags
const int MF_ROCKET
#define g_cts
Definition cts.qh:36
@ STATUSEFFECT_REMOVE_CLEAR
Effect is being forcibly removed without calling any additional mechanics.
Definition all.qh:30
@ STATUSEFFECT_REMOVE_NORMAL
Effect is being removed by a function, calls regular removal mechanics.
Definition all.qh:28
@ STATUSEFFECT_REMOVE_TIMEOUT
Definition all.qh:29
void play_countdown(entity this, float finished, Sound samp)
Definition client.qc:1532
bool autocvar_g_fullbrightplayers
Definition client.qh:17
bool autocvar_g_nodepthtestplayers
Definition client.qh:34
void StatusEffects_remove(StatusEffect this, entity actor, int removal_type)
float StatusEffects_gettime(StatusEffect this, entity actor)
bool StatusEffects_active(StatusEffect this, entity actor)
WepSet WEPSET_SUPERWEAPONS
Definition all.qh:345

References alpha, autocvar_g_fullbrightplayers, autocvar_g_nodepthtestplayers, EF_FULLBRIGHT, EF_NODEPTHTEST, effects, entity(), g_cts, game_stopped, IS_DEAD, IT_SUPERWEAPON, IT_UNLIMITED_SUPERWEAPONS, IT_USING_JETPACK, items, MF_ROCKET, modelflags, MUTATOR_CALLHOOK, MUTATOR_IS_ENABLED, netname, NULL, play_countdown(), player_powerups_remove_all(), Send_Notification(), STAT, STATUSEFFECT_REMOVE_CLEAR, STATUSEFFECT_REMOVE_NORMAL, STATUSEFFECT_REMOVE_TIMEOUT, StatusEffects_active(), StatusEffects_gettime(), StatusEffects_remove(), time, vehicle, and WEPSET_SUPERWEAPONS.

Referenced by PlayerThink().

◆ player_powerups_remove_all()

void player_powerups_remove_all ( entity this,
bool allow_poweroff_sound )

Definition at line 1541 of file client.qc.

1542{
1544 {
1545 // don't play the poweroff sound when the game restarts or the player disconnects
1546 if (allow_poweroff_sound && time > game_starttime + 1 && IS_CLIENT(this)
1548 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1549
1551 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1552
1554 }
1555}
const int IT_UNLIMITED_AMMO
Definition item.qh:23
const int CH_TRIGGER_SINGLE
Definition sound.qh:13
void stopsound(entity e, int chan)
Definition all.qc:109
int start_items
Definition world.qh:83

References ATTEN_NORM, CH_INFO, CH_TRIGGER_SINGLE, entity(), game_starttime, IS_CLIENT, IT_SUPERWEAPON, IT_UNLIMITED_AMMO, IT_UNLIMITED_SUPERWEAPONS, items, sound, start_items, stopsound(), time, and VOL_BASE.

Referenced by ClientDisconnect(), player_powerups(), PutObserverInServer(), and reset_map().

◆ player_regen()

void player_regen ( entity this)

Definition at line 1688 of file client.qc.

1689{
1690 float max_mod, regen_mod, rot_mod, limit_mod;
1691 max_mod = regen_mod = rot_mod = limit_mod = 1;
1692
1693 float regen_health = autocvar_g_balance_health_regen;
1694 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1695 float regen_health_rot = autocvar_g_balance_health_rot;
1696 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1697 float regen_health_stable = autocvar_g_balance_health_regenstable;
1698 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1699 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1700 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1701 max_mod = M_ARGV(1, float);
1702 regen_mod = M_ARGV(2, float);
1703 rot_mod = M_ARGV(3, float);
1704 limit_mod = M_ARGV(4, float);
1705 regen_health = M_ARGV(5, float);
1706 regen_health_linear = M_ARGV(6, float);
1707 regen_health_rot = M_ARGV(7, float);
1708 regen_health_rotlinear = M_ARGV(8, float);
1709 regen_health_stable = M_ARGV(9, float);
1710 regen_health_rotstable = M_ARGV(10, float);
1711
1712 float rotstable, regenstable, rotframetime, regenframetime;
1713
1714 if(!mutator_returnvalue)
1715 {
1718 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1719 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1720 RotRegen(this, RES_ARMOR, limit_mod,
1723
1724 // NOTE: max_mod is only applied to health
1725 regenstable = regen_health_stable * max_mod;
1726 rotstable = regen_health_rotstable * max_mod;
1727 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1728 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1729 RotRegen(this, RES_HEALTH, limit_mod,
1730 regenstable, regen_health, regen_health_linear, regenframetime,
1731 rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1732 }
1733
1734 // if player rotted to death... die!
1735 // check this outside above checks, as player may still be able to rot to death
1736 if(GetResource(this, RES_HEALTH) < 1)
1737 {
1738 if(this.vehicle)
1740 if(this.event_damage)
1741 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1742 }
1743
1744 if (!(this.items & IT_UNLIMITED_AMMO))
1745 {
1748 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_FuelRegen.m_itemid)) ? frametime : 0;
1749 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1750 RotRegen(this, RES_FUEL, 1,
1753 }
1754}
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
void RotRegen(entity this, Resource res, float limit_mod, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime)
Definition client.qc:1657
float pauserotfuel_finished
Definition client.qh:340
float pauseregen_finished
Definition client.qh:337
float pauserothealth_finished
Definition client.qh:338
float pauserotarmor_finished
Definition client.qh:339
float autocvar_g_balance_armor_rotlinear
int autocvar_g_balance_fuel_rotstable
float autocvar_g_balance_fuel_regen
float autocvar_g_balance_armor_regen
float autocvar_g_balance_fuel_regenlinear
float autocvar_g_balance_health_rotstable
float autocvar_g_balance_health_regenstable
int autocvar_g_balance_armor_regenstable
float autocvar_g_balance_health_rotlinear
float autocvar_g_balance_health_regenlinear
float autocvar_g_balance_fuel_rotlinear
int autocvar_g_balance_fuel_regenstable
float autocvar_g_balance_armor_rot
float autocvar_g_balance_health_regen
int autocvar_g_balance_armor_rotstable
float autocvar_g_balance_health_rot
float autocvar_g_balance_fuel_rot
float autocvar_g_balance_armor_regenlinear

References autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, autocvar_g_balance_armor_regenstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, autocvar_g_balance_armor_rotstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, autocvar_g_balance_fuel_regenstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, autocvar_g_balance_fuel_rotstable, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, autocvar_g_balance_health_regenstable, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, autocvar_g_balance_health_rotstable, DMG_NOWEP, entity(), frametime, GetResource(), IT_UNLIMITED_AMMO, items, M_ARGV, MUTATOR_CALLHOOK, pauseregen_finished, pauserotarmor_finished, pauserotfuel_finished, pauserothealth_finished, RES_ARMOR, RotRegen(), time, vehicle, vehicles_exit(), and VHEF_RELEASE.

Referenced by PlayerThink().

◆ PlayerFrame()

void PlayerFrame ( entity this)

Definition at line 2844 of file client.qc.

2845{
2846 Physics_UpdateStats(this);
2847
2848 // Don't accumulate alivetime whilst afk as xonstat skill ratings are based on score per second.
2849 // Time accumulated so far (including the 30s) is retained in the event of a move to spec, disconnect, etc.
2850 if (this.alivetime_start && time - CS(this).parm_idlesince >= 30)
2851 this.alivetime_start += frametime;
2852
2853// formerly PreThink code
2854
2855 if (this.score_frame_dmg)
2856 {
2858 GameRules_scoring_add(this, DMG, this.score_frame_dmg);
2859 this.score_frame_dmg = 0;
2860 }
2861 if (this.score_frame_dmgtaken)
2862 {
2864 GameRules_scoring_add(this, DMGTAKEN, this.score_frame_dmgtaken);
2865 this.score_frame_dmgtaken = 0;
2866 }
2867
2868 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2869 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2870
2871 // physics frames: update anticheat stuff
2872 anticheat_prethink(this);
2873
2874 // Check if spectating is allowed
2875 // cvar hook/callback TODO: make this event-driven
2877 && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this))
2878 {
2879 float cutoff = CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime;
2880 if (time > cutoff + MIN_SPEC_TIME * 0.5 // sv_spectate was disabled recently (or the server was stalled far too long)
2881 || CS(this).autojoin_checked == 0) // or too soon to have tried to autojoin
2882 {
2883 CS(this).spectatortime = time; // reset the grace period
2884 if (CS(this).autojoin_checked) // only notify when sv_spectate was disabled recently, to prevent spam
2885 Send_Notification(NOTIF_ONE_ONLY, this, MSG_MULTI, SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
2886 }
2887 else if (time > cutoff)
2888 if (dropclient_schedule(this))
2889 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2890 }
2891
2892 // Check for nameless players
2893 if (this.netname == "" || this.netname != CS(this).netname_previous)
2894 {
2895 bool assume_unchanged = (CS(this).netname_previous == "");
2896 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2897 {
2898 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2899 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2900 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2901 assume_unchanged = false;
2902 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2903 }
2904 if (isInvisibleString(this.netname))
2905 {
2906 this.netname = strzone(sprintf("Player#%d", this.playerid));
2907 sprint(this, "Warning: invisible names are not allowed.\n");
2908 assume_unchanged = false;
2909 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2910 }
2911 if (!assume_unchanged && autocvar_sv_eventlog)
2912 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2913 strcpy(CS(this).netname_previous, this.netname);
2914 }
2915
2916 // version nagging
2917 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime)
2918 {
2919 CS(this).version_nagtime = 0;
2920 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0)
2921 {
2922 // git client
2923 }
2924 else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2925 {
2926 // git server
2927 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2928 }
2929 else
2930 {
2931 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2932 if (r < 0) // old client
2933 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2934 else if (r > 0) // old server
2935 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2936 }
2937 }
2938
2939 if (this.ignore_list_send_time > 0 && time > this.ignore_list_send_time)
2940 ignore_list_send(this);
2941
2942 // GOD MODE info
2943 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2944 {
2945 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2946 this.max_armorvalue = 0;
2947 }
2948
2949 // Vehicles
2950 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2951 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !StatusEffects_active(STATUSEFFECT_Frozen, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2952 {
2954 {
2955 if(!it.owner)
2956 {
2957 if(!it.team || SAME_TEAM(this, it))
2958 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2959 else if(autocvar_g_vehicles_steal)
2960 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2961 }
2962 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2963 {
2964 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2965 }
2966 });
2967
2968 this.last_vehiclecheck = time + 1;
2969 }
2970
2971
2972
2973// formerly PostThink code
2975 if (IS_REAL_CLIENT(this))
2977 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2978 {
2979 int totalClients = 0;
2981 {
2982 // maxidle disabled in local matches by not counting clients (totalClients 0)
2984 {
2986 {
2987 ++totalClients;
2988 });
2989 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2990 totalClients = 0;
2991 }
2992 }
2993 else if ((IS_PLAYER(this) || this.wants_join) && autocvar_sv_maxidle_playertospectator > 0)
2994 {
2996 {
2997 ++totalClients;
2998 });
2999 }
3000
3001 if (totalClients < autocvar_sv_maxidle_minplayers)
3002 {
3003 // idle kick disabled
3004 CS(this).parm_idlesince = time;
3005 }
3006 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
3007 {
3008 if (CS(this).idlekick_lasttimeleft)
3009 {
3010 CS(this).idlekick_lasttimeleft = 0;
3011 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
3012 }
3013 }
3014 else
3015 {
3016 float maxidle_time = autocvar_sv_maxidle;
3017 if ((IS_PLAYER(this) || this.wants_join)
3020 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
3021 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
3022 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
3023 {
3025 {
3026 if (!this.wants_join) // no countdown centreprint when getting kicked off the join queue
3027 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
3028 }
3029 else
3030 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
3031 }
3032 if (timeleft <= 0)
3033 {
3034 if ((IS_PLAYER(this) || this.wants_join)
3036 {
3037 if (this.wants_join)
3038 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING_QUEUE, this.netname, maxidle_time);
3039 else
3040 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
3041 PutObserverInServer(this, true, true);
3042 // Can't do this in PutObserverInServer() or SetPlayerTeam() cos it causes
3043 // mouse2 (change spectate mode) to kick the player off the join queue.
3044 this.wants_join = 0;
3045 this.team_selected = 0;
3046 // when the player is kicked off the server, these are called in ClientDisconnect()
3050 }
3051 else
3052 {
3053 if (dropclient_schedule(this))
3054 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
3055 }
3056 return;
3057 }
3058 else if (timeleft <= countdown_time
3059 && !this.wants_join) // no countdown bangs when getting kicked off the join queue
3060 {
3061 if (timeleft != CS(this).idlekick_lasttimeleft)
3062 play2(this, SND(TALK2));
3063 CS(this).idlekick_lasttimeleft = timeleft;
3064 }
3065 }
3066 }
3067
3068 CheatFrame(this);
3069
3070 if (game_stopped)
3071 {
3072 this.solid = SOLID_NOT;
3073 this.takedamage = DAMAGE_NO;
3075 CS(this).teamkill_complain = 0;
3076 CS(this).teamkill_soundtime = 0;
3077 CS(this).teamkill_soundsource = NULL;
3078 }
3079
3081 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
3083 }
3084}
void anticheat_prethink(entity this)
Definition anticheat.qc:172
float CheatFrame(entity this)
Definition cheats.qc:707
void ignore_list_send(entity this)
Definition cmd.qc:168
float ignore_list_send_time
Definition cmd.qh:9
vector healtharmor_maxdamage(float h, float a, float armorblock, int deathtype)
Definition util.qc:1389
float textLengthUpToLength(string theText, int maxLength, textLengthUpToLength_lenFunction_t w)
Definition util.qc:918
const int FL_GODMODE
Definition constants.qh:75
const float SOLID_NOT
float solid
float Handicap_GetTotalHandicap(entity player, bool receiving)
Returns the total handicap of the player.
Definition handicap.qc:96
float handicap_avg_taken_sum
Definition handicap.qh:72
float handicap_avg_given_sum
Definition handicap.qh:71
#define FOREACH_ENTITY_RADIUS(org, dist, cond, body)
Definition iter.qh:160
void sprint(float clientnum, string text,...)
const int MOVETYPE_NONE
Definition movetypes.qh:133
s1 s2 s1 s2 FLAG s1 s2 FLAG spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 CPID_IDLING
Definition all.inc:694
float last_vehiclecheck
Definition client.qc:2674
string autocvar_g_xonoticversion
Definition client.qh:46
int autocvar_sv_maxidle_minplayers
Definition client.qh:38
float autocvar_sv_maxidle_playertospectator
Definition client.qh:39
float autocvar_g_maxplayers_spectator_blocktime
Definition client.qh:45
bool autocvar_sv_maxidle_slots_countbots
Definition client.qh:42
int autocvar_sv_name_maxlength
Definition client.qh:53
int autocvar_sv_maxidle_slots
Definition client.qh:41
bool autocvar_sv_maxidle_alsokickspectators
Definition client.qh:40
float alivetime_start
Definition client.qh:68
float max_armorvalue
Definition items.qh:26
bool dropclient_schedule(entity this)
Schedules dropclient for a player and returns true; if dropclient is already scheduled (for that play...
Definition main.qc:44
float score_frame_dmgtaken
Definition player.qh:26
float score_frame_dmg
Definition player.qh:25
void play2(entity e, string filename)
Definition all.qc:116
#define SND(id)
Definition all.qh:35
ERASEABLE int vercmp(string v1, string v2)
Definition string.qh:563
#define strcpy(this, s)
Definition string.qh:51
ERASEABLE bool isInvisibleString(string s)
Definition string.qh:392
const int DAMAGE_NO
Definition subs.qh:79
float takedamage
Definition subs.qh:78
#define GameRules_scoring_add(client, fld, value)
Definition sv_rules.qh:85
float autocvar_g_vehicles_enter_radius
#define SAME_TEAM(a, b)
Definition teams.qh:241
#define IS_OBSERVER(v)
Definition utils.qh:11
#define IS_VEHICLE(v)
Definition utils.qh:24
const int VHF_MULTISLOT
Vehicle has multiple player slots.
Definition vehicle.qh:106
void WaypointSprite_UpdateHealth(entity e, float f)
entity waypointsprite_attachedforcarrier

References alivetime_start, anticheat_prethink(), autocvar_g_maxplayers_spectator_blocktime, autocvar_g_vehicles_enter_radius, autocvar_g_xonoticversion, autocvar_sv_eventlog, autocvar_sv_name_maxlength, autocvar_sv_spectate, CS(), CS_CVAR, DAMAGE_NO, dropclient_schedule(), entity(), FL_GODMODE, flags, FOREACH_ENTITY_RADIUS, frametime, ftos(), game_stopped, GameLogEcho(), GameRules_scoring_add, handicap_avg_given_sum, handicap_avg_taken_sum, Handicap_GetTotalHandicap(), ignore_list_send(), ignore_list_send_time, INGAME, IS_DEAD, IS_INDEPENDENT_PLAYER, IS_OBSERVER, IS_PLAYER, IS_REAL_CLIENT, IS_SPEC, IS_VEHICLE, isInvisibleString(), last_vehiclecheck, max_armorvalue, MIN_SPEC_TIME, netname, origin, Physics_UpdateStats(), playerid, playername(), SAME_TEAM, score_frame_dmg, score_frame_dmgtaken, Send_Notification(), sprint(), STAT, StatusEffects_active(), strcat(), strcpy, strstrofs, strzone(), substring(), team, textLengthUpToLength(), time, vehicle, vercmp(), and VHF_MULTISLOT.

Referenced by StartFrame().

◆ PlayerInIDList()

bool PlayerInIDList ( entity p,
string idlist )

Definition at line 1038 of file client.qc.

1039{
1040 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1041 if(!p.crypto_idfp)
1042 return false;
1043
1044 return findinlist_abbrev(p.crypto_idfp, idlist);
1045}
bool findinlist_abbrev(string tofind, string list)
Definition client.qc:1015

References entity(), and findinlist_abbrev().

Referenced by BanCommand_mute(), BanCommand_playban(), BanCommand_voteban(), MUTATOR_HOOKFUNCTION(), and PlayerInList().

◆ PlayerInIPList()

bool PlayerInIPList ( entity p,
string iplist )

Definition at line 1029 of file client.qc.

1030{
1031 // some safety checks (never allow local?)
1032 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1033 return false;
1034
1035 return findinlist_abbrev(p.netaddress, iplist);
1036}

References entity(), findinlist_abbrev(), and IS_REAL_CLIENT.

Referenced by BanCommand_mute(), BanCommand_playban(), BanCommand_voteban(), MUTATOR_HOOKFUNCTION(), and PlayerInList().

◆ PlayerInList()

bool PlayerInList ( entity player,
string list )

Definition at line 1047 of file client.qc.

1048{
1049 if (list == "")
1050 return false;
1051 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1052}
#define boolean(value)
Definition bool.qh:9
bool PlayerInIDList(entity p, string idlist)
Definition client.qc:1038
bool PlayerInIPList(entity p, string iplist)
Definition client.qc:1029

References boolean, entity(), PlayerInIDList(), and PlayerInIPList().

Referenced by ClientCommand_minigame(), ClientConnect(), ignore_playerindb(), invite_minigame(), joinAllowed(), MUTATOR_HOOKFUNCTION(), Player_DetermineForcedTeam(), VoteCommand_abstain(), VoteCommand_call(), VoteCommand_no(), and VoteCommand_yes().

◆ PlayerPostThink()

void PlayerPostThink ( entity this)

Definition at line 2813 of file client.qc.

2814{
2815 Player_Physics(this);
2816
2817 if (IS_PLAYER(this))
2818 {
2819 DrownPlayer(this);
2820 UpdateChatBubble(this);
2821 if (CS(this).impulse)
2822 ImpulseCommands(this);
2823 GetPressedKeys(this);
2824 }
2825 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2826 {
2827 CS(this).pressedkeys = 0;
2828 STAT(PRESSED_KEYS, this) = 0;
2829 }
2830
2832 CS(this).pm_frametime = 0; // CSQCModel_CheckUpdate() and Player_Physics() both read it
2833}
#define CSQCMODEL_AUTOUPDATE(e)
void DrownPlayer(entity this)
Definition client.qc:2757
void UpdateChatBubble(entity this)
Definition client.qc:1377
void Player_Physics(entity this)
Definition client.qc:2790
void ImpulseCommands(entity this)
Definition impulse.qc:371

References CS(), CSQCMODEL_AUTOUPDATE, DrownPlayer(), entity(), GetPressedKeys(), impulse, ImpulseCommands(), IS_OBSERVER, IS_PLAYER, Player_Physics(), STAT, and UpdateChatBubble().

◆ PlayerPreThink()

void PlayerPreThink ( entity this)

Definition at line 2675 of file client.qc.

2676{
2678
2679 zoomstate_set = false;
2680
2682
2683 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2684 PlayerUseKey(this);
2685 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2686
2687 if (IS_PLAYER(this))
2688 {
2689 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2690 error("Client can't be spawned as player on connection!");
2691 if(!PlayerThink(this))
2692 return;
2693 }
2695 {
2697 IntermissionThink(this);
2698 return;
2699 }
2700 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME
2701 && this.ping > 0) // delay until centreprints could work (still on loading screen but timers start when it disappears)
2702 {
2703 bool early_join_requested = (CS(this).autojoin_checked < 0);
2704 CS(this).autojoin_checked = 1;
2705 // don't do this in ClientConnect
2706 // many things can go wrong if a client is spawned as player on connection
2707 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2710 {
2711 if(joinAllowed(this, this.wants_join))
2712 Join(this, teamplay);
2713 else if (!autocvar_sv_spectate) // we really want to join and some blockers may be brief (g_maxping)
2714 if (time < CS(this).spectatortime + MIN_SPEC_TIME) // centreprints don't appear while spamming
2715 CS(this).autojoin_checked = -1; // keep trying for MIN_SPEC_TIME
2716 return;
2717 }
2718 }
2719 else if (IS_OBSERVER(this) || IS_SPEC(this))
2721
2722 // WEAPONTODO: Add weapon request for this
2723 if (!zoomstate_set)
2724 {
2725 bool wep_zoomed = false;
2726 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2727 {
2728 .entity weaponentity = weaponentities[slot];
2729 Weapon thiswep = this.(weaponentity).m_weapon;
2730 if(thiswep != WEP_Null && thiswep.wr_zoom)
2731 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2732 }
2733 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2734 }
2735
2736 // Voice sound effects
2737 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2738 {
2739 CS(this).teamkill_soundtime = 0;
2740
2741 entity e = CS(this).teamkill_soundsource;
2742 entity oldpusher = e.pusher;
2743 e.pusher = this;
2744 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY, 1);
2745 e.pusher = oldpusher;
2746 }
2747
2748 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime)
2749 {
2750 CS(this).taunt_soundtime = 0;
2751 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT, 1);
2752 }
2753
2755}
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:42
virtual void wr_zoom()
(BOTH) weapon specific zoom reticle
Definition weapon.qh:147
#define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s)
Definition player.qh:163
#define PHYS_INPUT_BUTTON_ZOOM(s)
Definition player.qh:155
float taunt_soundtime
Definition damage.qh:59
float teamkill_soundtime
Definition damage.qh:55
const int VOICETYPE_LASTATTACKER_ONLY
const int VOICETYPE_AUTOTAUNT
void IntermissionThink(entity this)
#define PlayerPreThink
Definition _all.inc:258
#define error
Definition pre.qh:6
void PlayerUseKey(entity this)
Definition client.qc:2612
bool zoomstate_set
Definition client.qc:1756
void SetZoomState(entity this, float newzoom)
Definition client.qc:1757
bool PlayerThink(entity this)
Definition client.qc:2336
void ObserverOrSpectatorThink(entity this)
Definition client.qc:2493
float spectatortime
Definition client.qh:330
void WarpZone_PlayerPhysics_FixVAngle(entity this)
Definition server.qc:817
const float VOL_BASEVOICE
Definition sound.qh:37
const int CH_VOICE
Definition sound.qh:10
bool autocvar_g_balance_teams
Definition teamplay.qh:7
void target_voicescript_next(entity pl)
const int MAX_WEAPONSLOTS
Definition weapon.qh:16

References autocvar_g_balance_teams, autocvar_g_campaign, autocvar_sv_spectate, CH_VOICE, CS(), entity(), error, game_stopped, intermission_running, IntermissionThink(), IS_OBSERVER, IS_PLAYER, IS_REAL_CLIENT, IS_SPEC, Join(), joinAllowed(), jointime, m_weapon, MAX_WEAPONSLOTS, MIN_SPEC_TIME, MUTATOR_CALLHOOK, ObserverOrSpectatorThink(), PHYS_INPUT_BUTTON_USE, PHYS_INPUT_BUTTON_ZOOM, PHYS_INPUT_BUTTON_ZOOMSCRIPT, ping, Player_GetForcedTeamIndex(), PlayerPreThink, PlayerSound, PlayerThink(), PlayerUseKey(), SetZoomState(), spectatortime, target_voicescript_next(), taunt_soundtime, TEAM_FORCE_SPECTATOR, teamkill_soundtime, teamplay, time, VOICETYPE_AUTOTAUNT, VOICETYPE_LASTATTACKER_ONLY, VOL_BASEVOICE, wants_join, WarpZone_PlayerPhysics_FixVAngle(), weaponentities, Weapon::wr_zoom(), and zoomstate_set.

◆ PlayerThink()

bool PlayerThink ( entity this)

Definition at line 2336 of file client.qc.

2337{
2339 {
2340 this.modelflags &= ~MF_ROCKET;
2342 IntermissionThink(this);
2343 return false;
2344 }
2345
2347 {
2348 // don't allow the player to turn around while game is paused
2349 // FIXME turn this into CSQC stuff
2350 this.v_angle = this.lastV_angle;
2351 this.angles = this.lastV_angle;
2352 this.fixangle = true;
2353 }
2354
2355 if (frametime) player_powerups(this);
2356
2358
2359 if (IS_DEAD(this))
2360 {
2361 if (this.personal && g_race_qualifying
2362 && (autocvar_g_allow_checkpoints || CheatsAllowed(this, CHIMPULSE_SPEEDRUN.impulse, 0, 0, false, true)))
2363 {
2364 if (time > this.respawn_time)
2365 {
2366 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2367 respawn(this);
2368 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2369 }
2370 }
2371 else
2372 {
2373 if (frametime) player_anim(this);
2374
2375 if (this.respawn_flags & RESPAWN_DENY)
2376 {
2377 STAT(RESPAWN_TIME, this) = 0;
2378 return false;
2379 }
2380
2381 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));
2382
2383 switch(this.deadflag)
2384 {
2385 case DEAD_DYING:
2386 {
2387 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2389 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2390 this.deadflag = DEAD_DEAD;
2391 break;
2392 }
2393 case DEAD_DEAD:
2394 {
2395 if (button_pressed)
2397 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2399 break;
2400 }
2401 case DEAD_RESPAWNABLE:
2402 {
2403 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2405 break;
2406 }
2407 case DEAD_RESPAWNING:
2408 {
2409 if (time > this.respawn_time)
2410 {
2411 this.respawn_time = time + 1; // only retry once a second
2412 this.respawn_time_max = this.respawn_time;
2413 respawn(this);
2414 }
2415 break;
2416 }
2417 }
2418
2420
2421 if (this.respawn_flags & RESPAWN_SILENT)
2422 STAT(RESPAWN_TIME, this) = 0;
2423 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2424 {
2425 if (time < this.respawn_time)
2426 STAT(RESPAWN_TIME, this) = this.respawn_time;
2427 else if (this.deadflag != DEAD_RESPAWNING)
2428 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2429 }
2430 else
2431 STAT(RESPAWN_TIME, this) = this.respawn_time;
2432 }
2433
2434 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2435 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2436 STAT(RESPAWN_TIME, this) *= -1;
2437
2438 return false;
2439 }
2440
2441 FixPlayermodel(this);
2442
2444 {
2446 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2447 }
2448
2449 // reset gun alignment when dual wielding status changes
2450 // to ensure guns are always aligned right and left
2451 bool dualwielding = W_DualWielding(this);
2452 if(this.dualwielding_prev != dualwielding)
2453 {
2454 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2455 this.dualwielding_prev = dualwielding;
2456 }
2457
2458 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2459 //if(frametime)
2460 {
2461 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2462 {
2463 .entity weaponentity = weaponentities[slot];
2464 if(WEP_CVAR(WEP_VORTEX, charge_always))
2465 W_Vortex_Charge(this, weaponentity, frametime);
2466 W_WeaponFrame(this, weaponentity);
2467 }
2468 }
2469
2470 if (frametime)
2471 {
2472 // WEAPONTODO: Add a weapon request for this
2473 // rot vortex charge to the charge limit
2474 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2475 {
2476 .entity weaponentity = weaponentities[slot];
2477 if (WEP_CVAR(WEP_VORTEX, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(WEP_VORTEX, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2478 this.(weaponentity).vortex_charge = bound(WEP_CVAR(WEP_VORTEX, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(WEP_VORTEX, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2479 }
2480
2481 player_regen(this);
2482 player_anim(this);
2484 }
2485
2486 monsters_setstatus(this);
2487
2488 return true;
2489}
float CheatsAllowed(entity this, float imp, int argc, float cheatframe, bool logattempt, bool ignoredead)
Definition cheats.qc:59
#define PHYS_INPUT_BUTTON_HOOK(s)
Definition player.qh:157
vector v_angle
Definition player.qh:236
int timeout_status
Definition stats.qh:87
float dmg_team
Definition damage.qh:53
float autocvar_g_teamdamage_resetspeed
Definition damage.qh:22
ent angles
Definition ent_cs.qc:146
float bound(float min, float value, float max)
float DEAD_DYING
Definition progsdefs.qc:275
float fixangle
Definition progsdefs.qc:160
float deadflag
Definition progsdefs.qc:149
float DEAD_RESPAWNABLE
Definition progsdefs.qc:277
float DEAD_RESPAWNING
Definition progsdefs.qc:278
float DEAD_DEAD
Definition progsdefs.qc:276
void player_powerups(entity this)
Definition client.qc:1557
void player_regen(entity this)
Definition client.qc:1688
void respawn(entity this)
Definition client.qc:1502
void ShowRespawnCountdown(entity this)
Definition client.qc:2043
bool dualwielding_prev
Definition client.qc:2335
const int RESPAWN_SILENT
Definition client.qh:327
const int RESPAWN_DENY
Definition client.qh:328
vector lastV_angle
Definition common.qh:62
const float TIMEOUT_ACTIVE
Definition common.qh:49
void player_anim(entity this)
Definition player.qc:153
bool autocvar_g_allow_checkpoints
Definition race.qh:3
int g_race_qualifying
Definition race.qh:11
bool W_DualWielding(entity player)
Definition common.qc:20
void monsters_setstatus(entity this)
void W_Vortex_Charge(entity actor,.entity weaponentity, float dt)
Definition vortex.qc:174
float vortex_charge_rottime
Definition vortex.qh:92
#define WEP_CVAR(wep, name)
Definition all.qh:337
void W_WeaponFrame(Player actor,.entity weaponentity)
void W_ResetGunAlign(entity player, int preferred_alignment)
const int W_TICSPERFRAME
float vortex_charge
Definition wepent.qh:6

References angles, autocvar_g_allow_checkpoints, autocvar_g_shootfromfixedorigin, autocvar_g_teamdamage_resetspeed, autocvar_sv_show_entnum, bound(), CheatsAllowed(), CS(), CS_CVAR, DEAD_DEAD, DEAD_DYING, DEAD_RESPAWNABLE, DEAD_RESPAWNING, deadflag, dmg_team, dualwielding_prev, entity(), fixangle, FixPlayermodel(), frametime, g_race_qualifying, game_stopped, intermission_running, IntermissionThink(), IS_DEAD, lastV_angle, max(), MAX_WEAPONSLOTS, MF_ROCKET, modelflags, monsters_setstatus(), personal, PHYS_INPUT_BUTTON_ATCK, PHYS_INPUT_BUTTON_ATCK2, PHYS_INPUT_BUTTON_HOOK, PHYS_INPUT_BUTTON_JUMP, PHYS_INPUT_BUTTON_USE, player_anim(), player_powerups(), player_regen(), respawn(), RESPAWN_DENY, respawn_flags, RESPAWN_FORCE, RESPAWN_SILENT, respawn_time, respawn_time_max, shootfromfixedorigin, show_entnum(), ShowRespawnCountdown(), STAT, strcpy, stuffcmd, time, TIMEOUT_ACTIVE, timeout_status, v_angle, vortex_charge, vortex_charge_rottime, W_DualWielding(), W_ResetGunAlign(), W_TICSPERFRAME, W_Vortex_Charge(), W_WeaponFrame(), weaponentities, and WEP_CVAR.

Referenced by PlayerPreThink().

◆ PlayerUseKey()

void PlayerUseKey ( entity this)

Definition at line 2612 of file client.qc.

2613{
2614 if (!IS_PLAYER(this))
2615 return;
2616
2617 if(this.vehicle)
2618 {
2619 if(!game_stopped)
2620 {
2622 return;
2623 }
2624 }
2625 else if(autocvar_g_vehicles_enter)
2626 {
2627 if(!game_stopped && !STAT(FROZEN, this) && !StatusEffects_active(STATUSEFFECT_Frozen, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2628 {
2629 entity head, closest_target = NULL;
2631
2632 while(head) // find the closest acceptable target to enter
2633 {
2634 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2635 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2636 {
2637 if(closest_target)
2638 {
2639 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2640 closest_target = head;
2641 }
2642 else
2643 closest_target = head;
2644 }
2645
2646 head = head.chain;
2647 }
2648
2649 if(closest_target)
2650 {
2651 vehicles_enter(this, closest_target);
2652 return;
2653 }
2654 }
2655 }
2656
2657 // a use key was pressed; call handlers
2659}
entity WarpZone_FindRadius(vector org, float rad, bool needlineofsight)
Definition common.qc:660
void vehicles_enter(entity pl, entity veh)
const int VHEF_NORMAL
User pressed exit key.
#define vlen2(v)
Definition vector.qh:4

References autocvar_g_vehicles_enter_radius, DAMAGE_NO, entity(), game_stopped, IS_DEAD, IS_INDEPENDENT_PLAYER, IS_PLAYER, IS_VEHICLE, MUTATOR_CALLHOOK, NULL, origin, PlayerUseKey(), SAME_TEAM, STAT, StatusEffects_active(), vehicle, vehicles_enter(), vehicles_exit(), VHEF_NORMAL, VHF_MULTISLOT, vlen2, and WarpZone_FindRadius().

Referenced by IMPULSE(), MUTATOR_HOOKABLE(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), PlayerPreThink(), and PlayerUseKey().

◆ PM_UpdateButtons()

void PM_UpdateButtons ( entity this,
entity store )

Definition at line 3087 of file client.qc.

3088{
3089 if(this.impulse)
3090 store.impulse = this.impulse;
3091 this.impulse = 0;
3092
3093 bool typing = this.buttonchat || this.button12;
3094
3095 store.button0 = (typing) ? 0 : this.button0;
3096 //button1?!
3097 store.button2 = (typing) ? 0 : this.button2;
3098 store.button3 = (typing) ? 0 : this.button3;
3099 store.button4 = this.button4;
3100 store.button5 = (typing) ? 0 : this.button5;
3101 store.button6 = this.button6;
3102 store.button7 = this.button7;
3103 store.button8 = this.button8;
3104 store.button9 = this.button9;
3105 store.button10 = this.button10;
3106 store.button11 = this.button11;
3107 store.button12 = this.button12;
3108 store.button13 = this.button13;
3109 store.button14 = this.button14;
3110 store.button15 = this.button15;
3111 store.button16 = this.button16;
3112 store.buttonuse = this.buttonuse;
3113 store.buttonchat = this.buttonchat;
3114
3115 store.cursor_active = this.cursor_active;
3116 store.cursor_screen = this.cursor_screen;
3117 store.cursor_trace_start = this.cursor_trace_start;
3118 store.cursor_trace_endpos = this.cursor_trace_endpos;
3119 store.cursor_trace_ent = this.cursor_trace_ent;
3120
3121 store.ping = this.ping;
3122 store.ping_packetloss = this.ping_packetloss;
3123 store.ping_movementloss = this.ping_movementloss;
3124
3125 store.v_angle = this.v_angle;
3126 store.movement = this.movement;
3127}
float ping_movementloss
Definition main.qh:169
float ping_packetloss
Definition main.qh:169
float button10
float button12
float button3
float button7
float button11
float button16
float button4
vector cursor_screen
float button6
entity cursor_trace_ent
float button8
float buttonchat
float buttonuse
float button9
float button15
float button13
float button14
vector cursor_trace_start
float button5
vector cursor_trace_endpos
float button2
Definition progsdefs.qc:156
float button0
Definition progsdefs.qc:154
int cursor_active
Definition view.qh:112

References button0, button10, button11, button12, button13, button14, button15, button16, button2, button3, button4, button5, button6, button7, button8, button9, buttonchat, buttonuse, cursor_active, cursor_screen, cursor_trace_endpos, cursor_trace_ent, cursor_trace_start, entity(), impulse, movement, ping, ping_movementloss, ping_packetloss, and v_angle.

Referenced by SV_PlayerPhysics().

◆ PutClientInServer() [1/2]

void PutClientInServer ( entity this)

Called when a client spawns in the server.

Definition at line 865 of file client.qc.

866{
867 if (IS_REAL_CLIENT(this))
868 {
869 msg_entity = this;
871 WriteEntity(MSG_ONE, this);
872 }
873 if (game_stopped)
874 TRANSMUTE(Observer, this);
875
876 bool use_spawnpoint = (!this.enemy); // check this.enemy here since SetSpectatee will clear it
877 SetSpectatee(this, NULL);
878
879 // reset player keys
880 if(PS(this))
881 PS(this).itemkeys = 0;
882
884
885 if (IS_OBSERVER(this))
886 PutObserverInServer(this, false, use_spawnpoint);
887 else if (IS_PLAYER(this))
888 PutPlayerInServer(this);
889
891}
void WriteEntity(entity data, float dest, float desto)
void PutPlayerInServer(entity this)
Definition client.qc:580
const int SVC_SETVIEW
Definition client.qh:334
#define PS(this)
Definition state.qh:18
entity enemy
Definition sv_ctf.qh:152

References bot_relinkplayerlist(), enemy, entity(), game_stopped, IS_OBSERVER, IS_PLAYER, IS_REAL_CLIENT, msg_entity, MSG_ONE, MUTATOR_CALLHOOK, NULL, PS, PutClientInServer, PutObserverInServer(), PutPlayerInServer(), SetSpectatee(), SVC_SETVIEW, TRANSMUTE, WriteByte(), and WriteEntity().

◆ PutClientInServer() [2/2]

PutClientInServer ( this )
Initial value:

◆ PutObserverInServer()

void PutObserverInServer ( entity this,
bool is_forced,
bool use_spawnpoint )

putting a client as observer in the server

Definition at line 261 of file client.qc.

262{
263 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
264 bool recount_ready = false;
265 PlayerState_detach(this);
266
267 bool was_player = false;
268 if (IS_PLAYER(this))
269 {
270 if(GetResource(this, RES_HEALTH) >= 1)
271 {
272 // despawn effect
273 Send_Effect(EFFECT_SPAWN, this.origin, '0 0 0', 1);
274 }
275
276 // was a player, recount votes and ready status
277 if(IS_REAL_CLIENT(this))
278 {
279 if (vote_called) { VoteCount(false); }
280 this.ready = false;
281 if (warmup_stage || game_starttime > time) /* warmup OR countdown */ recount_ready = true;
282 }
284 was_player = true;
285 }
286
287 if (use_spawnpoint)
288 {
289 // first try to find a random "nice" location to view from
290 entity spot = SelectObservePoint(this);
291 bool is_observepoint = (spot != NULL);
292 if(!spot) // otherwise just use the player spawn points
293 spot = SelectSpawnPoint(this, true);
294 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
295
296 this.angles = vec2(spot.angles);
297 // offset it so that the spectator spawns higher off the ground, looks better this way
298 setorigin(this, spot.origin + (is_observepoint ? '0 0 0' : autocvar_sv_player_viewoffset));
299 }
300 else // change origin to restore previous view origin
301 setorigin(this, this.origin + STAT(PL_VIEW_OFS, this) - STAT(PL_CROUCH_VIEW_OFS, this));
302 this.fixangle = true;
303
304 if (IS_REAL_CLIENT(this))
305 {
306 msg_entity = this;
308 WriteEntity(MSG_ONE, this);
309 }
310 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
311 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
313 {
314 // needed for player sounds
315 this.model = "";
316 FixPlayermodel(this);
317 }
318 setmodel(this, MDL_Null);
319 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
320 this.view_ofs = '0 0 0';
321
323 Portal_ClearAll(this);
324 SetSpectatee(this, NULL);
325
326 if (this.alivetime_start)
327 {
328 if (!warmup_stage)
330 this.alivetime_start = 0;
331 }
332
333 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
334
335 TRANSMUTE(Observer, this);
336
338 accuracy_resend(this);
339
341 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
342
343 CS(this).spectatortime = time;
344 if (!autocvar_sv_spectate && CS(this).autojoin_checked) // unnecessary if autojoin succeeds, on failure it notifies
345 Send_Notification(NOTIF_ONE_ONLY, this, MSG_MULTI, SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
346
347 if(this.bot_attack)
349 this.bot_attack = false;
350 if(this.monster_attack)
352 this.monster_attack = false;
353 STAT(HUD, this) = HUD_NORMAL;
354 this.iscreature = false;
356 if(this.damagedbycontents)
358 this.damagedbycontents = false;
359 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
360 SetSpectatee_status(this, etof(this));
361 this.takedamage = DAMAGE_NO;
362 this.solid = SOLID_NOT;
363 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
364 this.flags = FL_CLIENT | FL_NOTARGET;
365 this.effects = 0;
367 this.pauserotarmor_finished = 0;
369 this.pauseregen_finished = 0;
370 this.damageforcescale = 0;
371 this.death_time = 0;
372 this.respawn_flags = 0;
373 this.respawn_time = 0;
374 STAT(RESPAWN_TIME, this) = 0;
375 this.alpha = 0;
376 this.scale = 0;
377 this.fade_time = 0;
378 this.pain_finished = 0;
379 STAT(AIR_FINISHED, this) = 0;
380 //this.dphitcontentsmask = 0;
384 this.pushltime = 0;
385 this.istypefrag = 0;
386 setthink(this, func_null);
387 this.nextthink = 0;
388 this.deadflag = DEAD_NO;
389 UNSET_DUCKED(this);
390 this.draggable = drag_undraggable;
391
392 player_powerups_remove_all(this, was_player);
393 this.items = 0;
394 STAT(WEAPONS, this) = '0 0 0';
395 this.drawonlytoclient = this;
396
397 this.viewloc = NULL;
398
399 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
400
401 this.weaponmodel = "";
402 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
403 {
404 this.weaponentities[slot] = NULL;
405 }
407 CS(this).killcount = FRAGS_SPECTATOR;
408 this.velocity = '0 0 0';
409 this.avelocity = '0 0 0';
410 this.punchangle = '0 0 0';
411 this.punchvector = '0 0 0';
412 this.oldvelocity = this.velocity;
413 this.event_damage = func_null;
414 this.event_heal = func_null;
415
416 for(int slot = 0; slot < MAX_AXH; ++slot)
417 {
418 entity axh = this.(AuxiliaryXhair[slot]);
419 this.(AuxiliaryXhair[slot]) = NULL;
420
421 if(axh.owner == this && axh != NULL && !wasfreed(axh))
422 delete(axh);
423 }
424
425 if (mutator_returnvalue)
426 {
427 // mutator prevents resetting teams+score
428 }
429 else
430 {
431 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR); // clears scores too in gametypes without teams
432 this.frags = FRAGS_SPECTATOR;
433 }
434
436
437 if (CS(this).just_joined)
438 CS(this).just_joined = false;
439
440 if (recount_ready)
441 ReadyCount(); // must be called after SetPlayerTeam() and TRANSMUTE(Observer
442}
void accuracy_resend(entity e)
force a resend of a player's accuracy stats
Definition accuracy.qc:80
float bot_attack
Definition api.qh:38
IntrusiveList g_bot_targets
Definition api.qh:149
bool drag_undraggable(entity draggee, entity dragger)
Definition cheats.qc:900
vector punchangle
const int MAX_AXH
entity AuxiliaryXhair[MAX_AXH]
bool ready
Definition main.qh:88
#define setmodel(this, m)
Definition model.qh:26
vector autocvar_sv_player_viewoffset
Definition player.qh:337
#define UNSET_DUCKED(s)
Definition player.qh:214
const int HUD_NORMAL
Definition constants.qh:47
const int FRAGS_SPECTATOR
Definition constants.qh:4
float DPCONTENTS_SOLID
vector avelocity
vector velocity
float DPCONTENTS_PLAYERCLIP
float dphitcontentsmask
float death_time
float damagedbycontents
Definition damage.qh:45
IntrusiveList g_damagedbycontents
Definition damage.qh:143
float damageforcescale
entity drawonlytoclient
vector punchvector
SetResourceExplicit(ent, RES_ARMOR, ReadByte() *DEC_FACTOR)) ENTCS_PROP(NAME
void entcs_update_players(entity player)
Definition ent_cs.qc:208
int frags
Definition ent_cs.qh:67
ERASEABLE void IL_REMOVE(IntrusiveList this, entity it)
Remove any element, anywhere in the list.
float pushltime
Definition jumppads.qh:21
bool istypefrag
Definition jumppads.qh:22
#define LOG_FATAL(...)
Definition log.qh:50
entity viewloc
Definition viewloc.qh:13
var void func_null()
const string PLAYERSTATS_ALIVETIME
#define PlayerStats_GameReport_Event_Player(ent, eventid, val)
vector view_ofs
Definition progsdefs.qc:151
float DEAD_NO
Definition progsdefs.qc:274
string weaponmodel
Definition progsdefs.qc:140
float scale
Definition projectile.qc:14
#define CHAT_NOSPECTATORS()
Definition chat.qh:30
entity SelectObservePoint(entity this)
Definition client.qc:250
void SetSpectatee_status(entity this, int spectatee_num)
Definition client.qc:1904
int killcount
Definition client.qh:315
bool just_joined
Definition client.qh:76
int autocvar_g_balance_armor_start
Definition client.qh:11
bool autocvar_g_playerclip_collisions
Definition client.qh:18
vector oldvelocity
Definition main.qh:42
bool iscreature
Definition main.qh:46
entity SelectSpawnPoint(entity this, bool anypoint)
float fade_time
Definition common.qh:23
void PlayerState_detach(entity this)
Definition state.qc:22
bool monster_attack
indicates whether an entity can be attacked by monsters
IntrusiveList g_monster_targets
@ TEAM_CHANGE_SPECTATOR
Player is joining spectators. //TODO: Remove?
Definition teamplay.qh:131
float teleportable
const int TELEPORT_SIMPLE
#define vec2(...)
Definition vector.qh:95
void WaypointSprite_PlayerDead(entity this)
entity exteriorweaponentity
Definition all.qh:401

References accuracy_resend(), alivetime_start, alpha, angles, autocvar_g_balance_armor_start, autocvar_g_debug_globalsounds, autocvar_g_maxplayers_spectator_blocktime, autocvar_g_playerclip_collisions, autocvar_sv_player_viewoffset, autocvar_sv_spectate, AuxiliaryXhair, avelocity, bot_attack, bot_relinkplayerlist(), CHAT_NOSPECTATORS, CS(), DAMAGE_NO, damagedbycontents, damageforcescale, DEAD_NO, deadflag, death_time, DPCONTENTS_PLAYERCLIP, DPCONTENTS_SOLID, dphitcontentsmask, drag_undraggable(), drawonlytoclient, effects, entcs_update_players(), entity(), etof, exteriorweaponentity, fade_time, fixangle, FixPlayermodel(), FL_CLIENT, FL_NOTARGET, flags, frags, FRAGS_SPECTATOR, func_null(), g_bot_targets, g_damagedbycontents, g_monster_targets, game_starttime, game_stopped, GetResource(), HUD_NORMAL, IL_REMOVE(), IS_PLAYER, IS_REAL_CLIENT, iscreature, istypefrag, items, just_joined, killcount, LOG_FATAL, max(), MAX_AXH, MAX_WEAPONSLOTS, model, monster_attack, MOVETYPE_FLY_WORLDONLY, msg_entity, MSG_ONE, MUTATOR_CALLHOOK, nextthink, NULL, oldvelocity, origin, pain_finished, pauseregen_finished, pauserotarmor_finished, pauserothealth_finished, player_powerups_remove_all(), PlayerState_detach(), PLAYERSTATS_ALIVETIME, PlayerStats_GameReport_Event_Player, Portal_ClearAll(), punchangle, punchvector, pushltime, ready, ReadyCount(), RemoveGrapplingHooks(), RES_ARMOR, respawn_flags, respawn_time, scale, SelectObservePoint(), SelectSpawnPoint(), Send_Effect(), Send_Notification(), set_movetype(), setmodel, SetPlayerTeam(), SetResourceExplicit(), SetSpectatee(), SetSpectatee_status(), setthink, solid, SOLID_NOT, STAT, SVC_SETVIEW, takedamage, TEAM_CHANGE_SPECTATOR, TELEPORT_SIMPLE, teleportable, time, TRANSMUTE, UNSET_DUCKED, vec2, vehicle, vehicles_exit(), velocity, VHEF_RELEASE, view_ofs, viewloc, vote_called, VoteCount(), warmup_stage, WaypointSprite_PlayerDead(), weaponentities, weaponmodel, WriteByte(), and WriteEntity().

Referenced by BanCommand_playban(), ClientKill_Now_TeamChange(), GameCommand_allspec(), GameCommand_moveplayer(), MatchEnd_RestoreSpectatorAndTeamStatus(), minigame_addplayer(), MUTATOR_HOOKFUNCTION(), ObserverOrSpectatorThink(), PutClientInServer(), Remove_Countdown(), SpectateSet(), and TeamBalance_RemoveExcessPlayers().

◆ PutPlayerInServer()

void PutPlayerInServer ( entity this)

Definition at line 580 of file client.qc.

581{
582 if (MUTATOR_CALLHOOK(ForbidSpawn, this))
583 return;
584
585 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
586
587 PlayerState_attach(this);
588 accuracy_resend(this);
589
590 if (teamplay)
591 {
592 if (this.bot_forced_team)
594 else if (this.team <= 0)
595 {
596 if (this.wants_join > 0)
598 else
600 }
601 }
602
603 entity spot = SelectSpawnPoint(this, false);
604 if (!spot)
605 {
606 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
607 return; // spawn failed
608 }
609
610 TRANSMUTE(Player, this);
611
612 this.iscreature = true;
614 if(!this.damagedbycontents)
616 this.damagedbycontents = true;
618 this.solid = SOLID_SLIDEBOX;
624 this.frags = FRAGS_PLAYER;
628 this.flags |= FL_NOTARGET;
629 this.takedamage = DAMAGE_AIM;
631
632 if (warmup_stage)
634 else
635 {
636 SetResource(this, RES_SHELLS, start_ammo_shells);
637 SetResource(this, RES_BULLETS, start_ammo_nails);
638 SetResource(this, RES_ROCKETS, start_ammo_rockets);
639 SetResource(this, RES_CELLS, start_ammo_cells);
640 SetResource(this, RES_FUEL, start_ammo_fuel);
641 SetResource(this, RES_HEALTH, start_health);
643 STAT(WEAPONS, this) = start_weapons;
644 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
645 {
648 }
649 }
650 SetSpectatee_status(this, 0);
651
652 PS(this).dual_weapons = '0 0 0';
653
654 if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
655 StatusEffects_apply(STATUSEFFECT_Superweapon, this, time + autocvar_g_balance_superweapons_time, 0);
656
657 this.items = start_items;
658
659 float shieldtime = time + autocvar_g_spawnshieldtime;
660
666 {
667 float f = game_starttime - time;
668 shieldtime += f;
669 this.pauserotarmor_finished += f;
670 this.pauserothealth_finished += f;
671 this.pauseregen_finished += f;
672 }
673
674 StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
675
677 this.death_time = 0;
678 this.respawn_flags = 0;
679 this.respawn_time = 0;
680 STAT(RESPAWN_TIME, this) = 0;
682 ? 0.8125 // DP model scaling uses 1/16 accuracy and 13/16 is closest to 56/69
684 this.fade_time = 0;
685 this.pain_finished = 0;
686 this.pushltime = 0;
687 setthink(this, func_null); // players have no think function
688 this.nextthink = 0;
689 this.dmg_team = 0;
690 this.spawn_time = time;
691
692 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
693
694 this.deadflag = DEAD_NO;
695
696 this.angles = spot.angles;
697 this.angles_z = 0; // never spawn tilted even if the spot says to
698 if (IS_BOT_CLIENT(this))
699 {
700 this.v_angle = this.angles;
701 bot_aim_reset(this);
702 }
703 this.fixangle = true; // turn this way immediately
704 this.oldvelocity = this.velocity = '0 0 0';
705 this.avelocity = '0 0 0';
706 this.punchangle = '0 0 0';
707 this.punchvector = '0 0 0';
708
709 STAT(AIR_FINISHED, this) = 0;
712
713 entity spawnevent = new_pure(spawnevent);
714 spawnevent.owner = this;
715 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
716
717 // Cut off any still running player sounds.
719
720 this.model = "";
721 FixPlayermodel(this);
722 this.drawonlytoclient = NULL;
723
724 this.viewloc = NULL;
725
726 for(int slot = 0; slot < MAX_AXH; ++slot)
727 {
728 entity axh = this.(AuxiliaryXhair[slot]);
729 this.(AuxiliaryXhair[slot]) = NULL;
730
731 if(axh.owner == this && axh != NULL && !wasfreed(axh))
732 delete(axh);
733 }
734
735 this.spawnpoint_targ = NULL;
736
737 UNSET_DUCKED(this);
738 this.view_ofs = STAT(PL_VIEW_OFS, this);
739 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
740 this.spawnorigin = spot.origin;
741 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
742 // don't reset back to last position, even if new position is stuck in solid
743 this.oldorigin = this.origin;
744 if(this.conveyor)
745 IL_REMOVE(g_conveyed, this);
746 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
747 if(this.swampslug)
748 IL_REMOVE(g_swamped, this);
749 this.swampslug = NULL;
750 this.swamp_interval = 0;
751 if(this.ladder_entity)
752 IL_REMOVE(g_ladderents, this);
753 this.ladder_entity = NULL;
754 IL_EACH(g_counters, it.realowner == this,
755 {
756 delete(it);
757 });
758 STAT(HUD, this) = HUD_NORMAL;
759
760 this.event_damage = PlayerDamage;
761 this.event_heal = PlayerHeal;
762
763 this.draggable = func_null;
764
765 if(!this.bot_attack)
766 IL_PUSH(g_bot_targets, this);
767 this.bot_attack = true;
768 if(!this.monster_attack)
770 this.monster_attack = true;
771 navigation_dynamicgoal_init(this, false);
772
774
775 // player was spectator
776 if (CS(this).killcount == FRAGS_SPECTATOR)
777 {
778 PlayerScore_Clear(this);
779 CS(this).killcount = 0;
780 CS(this).startplaytime = time;
781 }
782
783 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
784 {
785 .entity weaponentity = weaponentities[slot];
786 CL_SpawnWeaponentity(this, weaponentity);
787 }
789 this.colormod = '1 1 1' * autocvar_g_player_brightness;
791
792 this.speedrunning = false;
793
794 this.counter_cnt = 0;
795 this.fragsfilter_cnt = 0;
796
798
799 // reset fields the weapons may use
800 FOREACH(Weapons, true,
801 {
802 it.wr_resetplayer(it, this);
803 // reload all reloadable weapons
804 if (it.spawnflags & WEP_FLAG_RELOADABLE)
805 {
806 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
807 {
808 .entity weaponentity = weaponentities[slot];
809 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
810 }
811 }
812 });
813
814 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
815 {
816 string s = spot.target;
817 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
818 spot.target = string_null;
819 SUB_UseTargets(spot, this, NULL);
820 if(g_assault || g_race)
821 spot.target = s;
822 }
823
825 {
826 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
827 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
828 }
829
830 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
831 {
832 .entity weaponentity = weaponentities[slot];
833 entity w_ent = this.(weaponentity);
834 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
835 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
836 else
837 w_ent.m_switchweapon = WEP_Null;
838 w_ent.m_weapon = WEP_Null;
839 w_ent.weaponname = "";
840 w_ent.m_switchingweapon = WEP_Null;
841 w_ent.cnt = -1;
842 }
843
844 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
845
846 if (CS(this).impulse) ImpulseCommands(this);
847
848 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
849 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
850 {
851 .entity weaponentity = weaponentities[slot];
852 W_WeaponFrame(this, weaponentity);
853 }
854
855 if (!warmup_stage && !this.alivetime_start)
857
858 antilag_clear(this, CS(this));
859
860 if (warmup_stage)
861 ReadyCount();
862}
void antilag_clear(entity e, entity store)
Definition antilag.qc:114
float bot_forced_team
Definition api.qh:41
void navigation_dynamicgoal_init(entity this, bool initially_static)
Definition navigation.qc:77
void bot_aim_reset(entity this)
Definition aim.qc:134
#define g_assault
Definition assault.qh:27
bool speedrunning
Definition cheats.qh:22
vector colormod
Definition powerups.qc:21
#define g_race
Definition race.qh:48
entity conveyor
Definition player.qh:57
const int FL_PICKUPITEMS
Definition constants.qh:88
const int FRAGS_PLAYER
Definition constants.qh:3
IntrusiveList g_conveyed
Definition conveyor.qh:4
float counter_cnt
Definition counter.qh:6
const float SOLID_SLIDEBOX
float DPCONTENTS_BOTCLIP
float DPCONTENTS_BODY
vector oldorigin
const float CONTENT_EMPTY
const int EF_TELEPORT_BIT
const int EF_RESTARTANIM_BIT
Weapons
Definition guide.qh:113
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
#define FOREACH(list, cond, body)
Definition iter.qh:19
void SUB_UseTargets(entity this, entity actor, entity trigger)
Definition triggers.qc:344
entity ladder_entity
Definition ladder.qh:11
IntrusiveList g_ladderents
Definition ladder.qh:3
string vtos(vector v)
const int MOVETYPE_WALK
Definition movetypes.qh:136
const int WATERLEVEL_NONE
Definition movetypes.qh:11
q3compat
Definition quake3.qc:59
bool autocvar_sv_q3compat_changehitbox
Definition quake3.qh:7
int fragsfilter_cnt
Definition quake3.qh:11
bool PlayerScore_Clear(entity player)
Initialize the score of this player if needed.
Definition scores.qc:286
#define w_getbestweapon(ent, wepent)
Definition selection.qh:23
bool autocvar_g_weaponswitch_debug
Definition selection.qh:7
void GiveWarmupResources(entity this)
Definition client.qc:568
float autocvar_g_balance_pause_health_rot_spawn
Definition client.qh:15
#define INDEPENDENT_PLAYERS
Definition client.qh:311
bool autocvar_g_botclip_collisions
Definition client.qh:16
float autocvar_sv_player_scale
Definition client.qh:59
float autocvar_g_balance_pause_armor_rot_spawn
Definition client.qh:12
float autocvar_g_balance_pause_fuel_rot_spawn
Definition client.qh:13
bool autocvar__notarget
Definition client.qh:9
int autocvar_spawn_debug
Definition client.qh:51
#define MAKE_INDEPENDENT_PLAYER(e)
Definition client.qh:313
float autocvar_g_player_brightness
Definition client.qh:20
float autocvar_g_player_damageforcescale
Definition client.qh:21
float autocvar_g_balance_pause_health_regen_spawn
Definition client.qh:14
void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, entity ammo_entity)
Give several random weapons and ammo to the entity.
Definition items.qc:440
float autocvar_g_balance_superweapons_time
Definition items.qh:7
void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
Definition player.qc:234
bool PlayerHeal(entity targ, entity inflictor, float amount, float limit)
Definition player.qc:615
float autocvar_g_spawnshieldtime
Definition player.qh:3
bool SpawnEvent_Send(entity this, entity to, int sf)
const int CH_PLAYER_SINGLE
Definition sound.qh:21
entity spawnpoint_targ
Definition spawnpoint.qh:4
void PlayerState_attach(entity this)
Definition state.qc:12
void StatusEffects_apply(StatusEffect this, entity actor, float eff_time, int eff_flags)
const int DAMAGE_AIM
Definition subs.qh:81
float spawn_time
delay monster thinking until spawn animation has completed
entity swampslug
Definition swamp.qh:7
float swamp_interval
Definition swamp.qh:9
IntrusiveList g_swamped
Definition swamp.qh:4
void TeamBalance_JoinBestTeam(entity player)
Assigns the given player to a team that will make the game most balanced.
Definition teamplay.qc:454
@ TEAM_CHANGE_MANUAL
Player has manually selected their team.
Definition teamplay.qh:130
const int TELEPORT_NORMAL
float autocvar_g_ballistics_density_player
Definition tracing.qh:7
void target_voicescript_clear(entity pl)
Definition voicescript.qc:8
vector spawnorigin
Definition all.qh:416
const int WEP_FLAG_RELOADABLE
Definition weapon.qh:259
void CL_SpawnWeaponentity(entity actor,.entity weaponentity)
Spawn weaponentity for client.
float weapon_load[REGISTRY_MAX(Weapons)]
WepSet start_weapons
Definition world.qh:80
entity random_start_ammo
Entity that contains amount of ammo to give with random start weapons.
Definition world.qh:95
string autocvar_g_random_start_weapons
Holds a list of possible random start weapons.
Definition world.qh:92
float start_ammo_shells
Definition world.qh:84
float start_ammo_fuel
Definition world.qh:88
bool autocvar_sv_mapformat_is_quake3
Definition world.qh:32
int random_start_weapons_count
Number of random start weapons to give to players.
Definition world.qh:90
float default_weapon_alpha
Definition world.qh:73
float default_player_alpha
Definition world.qh:72
float start_ammo_cells
Definition world.qh:87
float start_ammo_rockets
Definition world.qh:86
float start_armorvalue
Definition world.qh:97
float start_health
Definition world.qh:96
bool sv_ready_restart_after_countdown
Definition world.qh:116
float start_ammo_nails
Definition world.qh:85

References accuracy_resend(), alivetime_start, alpha, angles, antilag_clear(), autocvar__notarget, autocvar_g_balance_pause_armor_rot_spawn, autocvar_g_balance_pause_fuel_rot_spawn, autocvar_g_balance_pause_health_regen_spawn, autocvar_g_balance_pause_health_rot_spawn, autocvar_g_balance_superweapons_time, autocvar_g_ballistics_density_player, autocvar_g_botclip_collisions, autocvar_g_player_brightness, autocvar_g_player_damageforcescale, autocvar_g_playerclip_collisions, autocvar_g_random_start_weapons, autocvar_g_spawnshieldtime, autocvar_g_weaponswitch_debug, autocvar_spawn_debug, autocvar_sv_mapformat_is_quake3, autocvar_sv_player_scale, autocvar_sv_q3compat_changehitbox, AuxiliaryXhair, avelocity, bot_aim_reset(), bot_attack, bot_forced_team, CH_PLAYER_SINGLE, CL_SpawnWeaponentity(), colormod, CONTENT_EMPTY, conveyor, counter_cnt, CS(), CS_CVAR, DAMAGE_AIM, damagedbycontents, damageforcescale, DEAD_NO, deadflag, death_time, default_player_alpha, default_weapon_alpha, dmg_team, DPCONTENTS_BODY, DPCONTENTS_BOTCLIP, DPCONTENTS_PLAYERCLIP, DPCONTENTS_SOLID, dphitcontentsmask, drawonlytoclient, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, effects, entity(), exteriorweaponentity, fade_time, fixangle, FixPlayermodel(), FL_CLIENT, FL_NOTARGET, FL_PICKUPITEMS, flags, FOREACH, frags, FRAGS_PLAYER, FRAGS_SPECTATOR, fragsfilter_cnt, func_null(), g_assault, g_bot_targets, g_conveyed, g_counters, g_damagedbycontents, g_ladderents, g_monster_targets, g_race, g_swamped, game_starttime, GiveRandomWeapons(), GiveWarmupResources(), HUD_NORMAL, IL_EACH, IL_PUSH(), IL_REMOVE(), impulse, ImpulseCommands(), INDEPENDENT_PLAYERS, IS_BOT_CLIENT, iscreature, items, killcount, ladder_entity, MAKE_INDEPENDENT_PLAYER, max(), MAX_AXH, MAX_WEAPONSLOTS, model, monster_attack, MOVETYPE_WALK, MUTATOR_CALLHOOK, navigation_dynamicgoal_init(), Net_LinkEntity(), new_pure, nextthink, NULL, oldorigin, oldvelocity, origin, pain_finished, pauseregen_finished, pauserotarmor_finished, pauserotfuel_finished, pauserothealth_finished, PHYS_INPUT_BUTTON_ATCK, PHYS_INPUT_BUTTON_ATCK2, PHYS_INPUT_BUTTON_JUMP, PlayerDamage(), PlayerHeal(), PlayerScore_Clear(), PlayerState_attach(), PS, punchangle, punchvector, pushltime, q3compat, random_start_ammo, random_start_weapons_count, ReadyCount(), RES_ARMOR, respawn_flags, respawn_time, scale, SelectSpawnPoint(), Send_Notification(), set_movetype(), SetPlayerTeam(), SetResource(), SetSpectatee_status(), setthink, solid, SOLID_SLIDEBOX, spawn_time, SpawnEvent_Send(), spawnorigin, spawnpoint_targ, speedrunning, sprint(), start_ammo_cells, start_ammo_fuel, start_ammo_nails, start_ammo_rockets, start_ammo_shells, start_armorvalue, start_health, start_items, start_weapons, STAT, StatusEffects_apply(), stopsound(), strcat(), string_null, SUB_UseTargets(), sv_ready_restart_after_countdown, swamp_interval, swampslug, takedamage, target_voicescript_clear(), team, TEAM_CHANGE_MANUAL, TeamBalance_JoinBestTeam(), teamplay, TELEPORT_NORMAL, teleportable, time, TRANSMUTE, UNSET_DUCKED, v_angle, vehicle, vehicles_exit(), velocity, VHEF_RELEASE, view_ofs, viewloc, vtos(), w_getbestweapon, W_ResetGunAlign(), W_WeaponFrame(), wants_join, warmup_stage, waterlevel, WATERLEVEL_NONE, watertype, weapon_load, weaponentities, Weapons, WEP_FLAG_RELOADABLE, and WEPSET_SUPERWEAPONS.

Referenced by PutClientInServer().

◆ queuePlayer()

bool queuePlayer ( entity this,
int team_index )

Definition at line 2209 of file client.qc.

2210{
2211 // check if a queued player already chose the selected team
2212 if (team_index > 0)
2213 {
2214 FOREACH_CLIENT(it != this && it.wants_join == team_index,
2215 {
2216 if (QueuedPlayersReady(this, false))
2217 {
2218 // Join() will handle the notification so it can mention the team `player` will actually get
2219 this.team = -1; // force autoselect in Join() (last player skips queue)
2220 this.team_selected = team_index; // tell it which team to check for to find the conflict
2221 }
2222 else // > 2 teams
2223 {
2224 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(Team_IndexToTeam(team_index), CENTER_JOIN_PREVENT_QUEUE_TEAM_CONFLICT), it.netname);
2225 this.wants_join = -1; // force autoselect in Join()
2226 this.team_selected = -1; // prevents clobbering by CENTER_JOIN_PREVENT_QUEUE
2227 }
2228 return true;
2229 });
2230 }
2231
2232 if (QueuedPlayersReady(this, false))
2233 return false;
2234
2235 if (team_index <= 0) // team auto select deferred until Join()
2236 {
2237 if (team_index != this.wants_join || !this.wants_join) // prevents chatcon spam
2238 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_WANTS, this.netname);
2239 if (this.team_selected >= 0) // prevents CENTER_JOIN_PREVENT_QUEUE_TEAM_CONFLICT getting clobbered
2240 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT_QUEUE);
2241 this.wants_join = -1;
2242 this.team_selected = 0;
2243 }
2244 else
2245 {
2246 int team_num = Team_IndexToTeam(team_index);
2247 if (team_index != this.wants_join) // prevents chatcon spam
2248 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(team_num, INFO_JOIN_WANTS_TEAM), this.netname);
2249 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(team_num, CENTER_JOIN_PREVENT_QUEUE_TEAM));
2250 this.wants_join = team_index; // Player queued to join
2251 this.team_selected = team_index;
2252 }
2253
2254 return true;
2255}
bool QueuedPlayersReady(entity this, bool checkspecificteam)
Returns true when enough players are queued that the next will join directly to the only available te...
Definition teamplay.qc:269
int Team_IndexToTeam(int index)
Converts team index into team value.
Definition teams.qh:169

References entity(), and FOREACH_CLIENT.

Referenced by joinAllowed().

◆ respawn()

void respawn ( entity this)

Definition at line 1502 of file client.qc.

1503{
1504 bool damagedbycontents_prev = this.damagedbycontents;
1505 if(this.alpha >= 0)
1506 {
1508 {
1509 this.solid = SOLID_NOT;
1510 this.takedamage = DAMAGE_NO;
1511 this.damagedbycontents = false;
1517 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1520 }
1521 else
1522 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1523 }
1524
1525 CopyBody(this, 1);
1526 this.damagedbycontents = damagedbycontents_prev;
1527
1528 this.effects |= EF_NODRAW; // prevent another CopyBody
1529 PutClientInServer(this);
1530}
const float EF_NODRAW
#define CSQCMODEL_EF_RESPAWNGHOST
vector randomvec(void)
const int MOVETYPE_FLY
Definition movetypes.qh:138
bool autocvar_g_respawn_ghosts
Definition client.qh:28
float autocvar_g_respawn_ghosts_time
Definition client.qh:31
float autocvar_g_respawn_ghosts_alpha
Definition client.qh:29
float autocvar_g_respawn_ghosts_speed
Definition client.qh:32
float autocvar_g_respawn_ghosts_fadetime
Definition client.qh:30
void CopyBody(entity this, float keepvelocity)
Definition player.qc:64
void SUB_SetFade(entity ent, float vanish_time, float fading_time)
Definition subs.qc:77

References alpha, autocvar_g_respawn_ghosts, autocvar_g_respawn_ghosts_alpha, autocvar_g_respawn_ghosts_fadetime, autocvar_g_respawn_ghosts_speed, autocvar_g_respawn_ghosts_time, avelocity, CopyBody(), CSQCMODEL_EF_RESPAWNGHOST, DAMAGE_NO, damagedbycontents, EF_NODRAW, effects, entity(), min(), MOVETYPE_FLY, origin, PutClientInServer, randomvec(), Send_Effect(), set_movetype(), solid, SOLID_NOT, SUB_SetFade(), takedamage, time, and velocity.

Referenced by PlayerThink().

◆ RotRegen()

void RotRegen ( entity this,
Resource res,
float limit_mod,
float regenstable,
float regenfactor,
float regenlinear,
float regenframetime,
float rotstable,
float rotfactor,
float rotlinear,
float rotframetime )

Definition at line 1657 of file client.qc.

1660{
1661 float old = GetResource(this, res);
1662 float current = old;
1663 if(current > rotstable)
1664 {
1665 if(rotframetime > 0)
1666 {
1667 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1668 current = max(rotstable, current - rotlinear * rotframetime);
1669 }
1670 }
1671 else if(current < regenstable)
1672 {
1673 if(regenframetime > 0)
1674 {
1675 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1676 current = min(regenstable, current + regenlinear * regenframetime);
1677 }
1678 }
1679
1680 float limit = GetResourceLimit(this, res) * limit_mod;
1681 if(current > limit)
1682 current = limit;
1683
1684 if (current != old)
1685 SetResource(this, res, current);
1686}
float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
Definition client.qc:1637
float CalcRot(float current, float stable, float rotfactor, float rotframetime)
Definition client.qc:1647
float GetResourceLimit(entity e, Resource res_type)
Returns the maximum amount of the given resource.

References CalcRegen(), CalcRot(), entity(), GetResource(), GetResourceLimit(), max(), min(), and SetResource().

Referenced by player_regen().

◆ SelectObservePoint()

entity SelectObservePoint ( entity this)

Definition at line 250 of file client.qc.

251{
254 {
255 RandomSelection_AddEnt(it, 1, 1);
256 });
258}
ERASEABLE void RandomSelection_Init()
Definition random.qc:4
#define RandomSelection_AddEnt(e, weight, priority)
Definition random.qh:14
entity RandomSelection_chosen_ent
Definition random.qh:5
IntrusiveList g_observepoints
Definition client.qh:371

References entity(), g_observepoints, IL_EACH, RandomSelection_AddEnt, RandomSelection_chosen_ent, and RandomSelection_Init().

Referenced by PutObserverInServer().

◆ SendWelcomeMessage()

void SendWelcomeMessage ( entity this,
int msg_type )

Definition at line 1077 of file client.qc.

1078{
1079 if (boolean(autocvar_g_campaign))
1080 {
1081 WriteByte(msg_type, 1);
1082 WriteByte(msg_type, Campaign_GetLevelNum());
1083 return;
1084 }
1085
1086 int flags = 0;
1087 if (CS(this).version_mismatch)
1088 flags |= 2;
1089 if (CS(this).version < autocvar_gameversion)
1090 flags |= 4;
1092 if (MapInfo_Map_author != "")
1093 flags |= 8;
1094 WriteByte(msg_type, flags);
1095
1096 WriteString(msg_type, autocvar_hostname);
1098
1100 if (flags & 8)
1103
1105 WriteByte(msg_type, GetPlayerLimit());
1106
1107 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1108 string modifications = M_ARGV(0, string);
1109
1110 if (!g_weaponarena && cvar("g_balance_blaster_weaponstartoverride") == 0)
1111 modifications = strcat(modifications, ", No start weapons");
1112 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1113 modifications = strcat(modifications, ", Low gravity");
1114 if(g_weapon_stay && !g_cts)
1115 modifications = strcat(modifications, ", Weapons stay");
1117 modifications = strcat(modifications, ", Jetpack");
1118 modifications = substring(modifications, 2, strlen(modifications) - 2);
1119
1120 WriteString(msg_type, modifications);
1121
1123
1125 {
1128 }
1129
1130 WriteString(msg_type, cache_mutatormsg);
1131
1132 WriteString(msg_type, strreplace("\\n", "\n", autocvar_sv_motd));
1133}
string mi_shortname
Definition util.qh:126
int MapInfo_Get_ByName(string pFilename, float pAllowGenerate, Gametype pGametypeToSet)
Definition mapinfo.qc:1382
void MapInfo_ClearTemps()
Definition mapinfo.qc:1630
int map_minplayers
Definition mapinfo.qh:190
string MapInfo_Map_author
Definition mapinfo.qh:10
string MapInfo_Map_titlestring
Definition mapinfo.qh:8
float cvar(string name)
int Campaign_GetLevelNum()
Definition campaign.qc:44
string autocvar_sv_motd
Definition client.qh:52
string autocvar_g_mutatormsg
Definition client.qh:35
string autocvar_hostname
Definition client.qh:50
float autocvar_gameversion
Definition client.qh:47
bool autocvar_g_jetpack
Definition world.qh:8
string cache_lastmutatormsg
Definition world.qh:70
float g_weaponarena
Definition world.qh:75
float g_weapon_stay
Definition world.qh:109
int autocvar_g_warmup
Definition world.qh:9
string g_weaponarena_list
Definition world.qh:78
string cache_mutatormsg
Definition world.qh:69

References autocvar_g_campaign, autocvar_g_jetpack, autocvar_g_mutatormsg, autocvar_g_warmup, autocvar_g_xonoticversion, autocvar_gameversion, autocvar_hostname, autocvar_sv_motd, cache_lastmutatormsg, cache_mutatormsg, Campaign_GetLevelNum(), CS(), cvar(), cvar_defstring(), entity(), flags, g_cts, g_weapon_stay, g_weaponarena, g_weaponarena_list, GetPlayerLimit(), M_ARGV, map_minplayers, MapInfo_ClearTemps(), MapInfo_Get_ByName(), MapInfo_Map_author, MapInfo_Map_titlestring, mi_shortname, MUTATOR_CALLHOOK, NULL, stof(), strcat(), strcpy, strlen, substring(), WriteByte(), and WriteString().

Referenced by ScoreInfo_SendEntity().

◆ SetChangeParms()

void SetChangeParms ( entity this)

Definition at line 973 of file client.qc.

974{
975 // save parms for level change
976 parm1 = CS(this).parm_idlesince - time;
977
979}
#define SetChangeParms
Definition _all.inc:232

References CS(), entity(), MUTATOR_CALLHOOK, parm1, SetChangeParms, and time.

◆ SetNewParms()

void SetNewParms ( )

Definition at line 960 of file client.qc.

961{
962 // initialize parms for a new player
963 parm1 = -(86400 * 366);
964
966}
#define SetNewParms
Definition _all.inc:228

References MUTATOR_CALLHOOK, parm1, and SetNewParms.

◆ setplayermodel()

void setplayermodel ( entity e,
string modelname )

Definition at line 241 of file client.qc.

242{
243 precache_model(modelname);
244 _setmodel(e, modelname);
248}
void player_setupanimsformodel(entity this)
Definition player.qc:146

References autocvar_g_debug_globalsounds, entity(), player_setupanimsformodel(), and UpdatePlayerSounds().

Referenced by FixPlayermodel().

◆ SetSpectatee()

void SetSpectatee ( entity this,
entity spectatee )

Definition at line 1939 of file client.qc.

1940{
1941 if(IS_BOT_CLIENT(this))
1942 return; // bots abuse .enemy, this code is useless to them
1943
1944 entity old_spectatee = this.enemy;
1945
1946 this.enemy = spectatee;
1947
1948 // WEAPONTODO
1949 // these are required to fix the spectator bug with arc
1950 if(old_spectatee)
1951 {
1952 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1953 {
1954 .entity weaponentity = weaponentities[slot];
1955 if(old_spectatee.(weaponentity).arc_beam)
1956 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_UPDATE;
1957 }
1958 }
1959 if(spectatee)
1960 {
1961 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1962 {
1963 .entity weaponentity = weaponentities[slot];
1964 if(spectatee.(weaponentity).arc_beam)
1965 spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_UPDATE;
1966 }
1967 }
1968
1969 if (spectatee)
1970 SetSpectatee_status(this, etof(spectatee));
1971
1972 // needed to update spectator list
1973 if(old_spectatee)
1974 ClientData_Touch(old_spectatee, true);
1975}
const int ARC_SF_UPDATE
Definition arc.qh:124
entity arc_beam
Definition arc.qh:132
void ClientData_Touch(entity e, bool to_spectators_too)
Definition client.qc:185

References arc_beam, ARC_SF_UPDATE, ClientData_Touch(), enemy, entity(), etof, IS_BOT_CLIENT, MAX_WEAPONSLOTS, SetSpectatee_status(), and weaponentities.

Referenced by ClientDisconnect(), PutClientInServer(), PutObserverInServer(), Spectate(), SpectateNext(), SpectatePrev(), and SpectateUpdate().

◆ SetSpectatee_status()

void SetSpectatee_status ( entity this,
int spectatee_num )

Definition at line 1904 of file client.qc.

1905{
1906 int oldspectatee_status = CS(this).spectatee_status;
1907 CS(this).spectatee_status = spectatee_num;
1908
1909 if (CS(this).spectatee_status != oldspectatee_status)
1910 {
1911 if (STAT(PRESSED_KEYS, this))
1912 {
1913 CS(this).pressedkeys = 0;
1914 STAT(PRESSED_KEYS, this) = 0;
1915 }
1916
1917 ClientData_Touch(this, true);
1918
1919 // init or clear race data
1920 if ((g_race || g_cts) && g_race_qualifying && IS_REAL_CLIENT(this))
1921 {
1922 msg_entity = this;
1923
1924 if (this.enemy && this.enemy.race_laptime)
1925 {
1926 // init
1928 }
1929 else
1930 {
1931 // send reset to this spectator
1932 WriteHeader(MSG_ONE, TE_CSQC_RACE);
1934 }
1935 }
1936 }
1937}
@ RACE_NET_CHECKPOINT_CLEAR
Definition net_linked.qh:15
void race_SendNextCheckpoint(entity e, float spec)
Definition race.qc:208

References ClientData_Touch(), CS(), enemy, entity(), g_cts, g_race, g_race_qualifying, IS_REAL_CLIENT, msg_entity, MSG_ONE, RACE_NET_CHECKPOINT_CLEAR, race_SendNextCheckpoint(), spectatee_status, STAT, WriteByte(), and WriteHeader.

Referenced by PutObserverInServer(), PutPlayerInServer(), and SetSpectatee().

◆ SetZoomState()

void SetZoomState ( entity this,
float newzoom )

Definition at line 1757 of file client.qc.

1758{
1759 if(newzoom != CS(this).zoomstate)
1760 {
1761 CS(this).zoomstate = newzoom;
1762 ClientData_Touch(this, true);
1763 }
1764 zoomstate_set = true;
1765}

References ClientData_Touch(), CS(), entity(), zoomstate, and zoomstate_set.

Referenced by PlayerPreThink(), and SpectateCopy().

◆ show_entnum()

void show_entnum ( entity this)

Definition at line 2309 of file client.qc.

2310{
2311 // waypoint editor implements a similar feature for waypoints
2313 return;
2314
2315 if (wasfreed(this.wp_aimed))
2316 this.wp_aimed = NULL;
2317
2319 entity ent = NULL;
2320 if (trace_ent)
2321 {
2322 ent = trace_ent;
2323 if (ent != this.wp_aimed)
2324 {
2325 string str = sprintf(
2326 "^7ent #%d\n^8 netname: ^3%s\n^8 classname: ^5%s\n^8 origin: ^2'%s'",
2327 etof(ent), ent.netname, ent.classname, vtos(ent.origin));
2328 debug_text_3d((ent.absmin + ent.absmax) * 0.5, str, 0, 7, '0 0 0');
2329 }
2330 }
2331 if (this.wp_aimed != ent)
2332 this.wp_aimed = ent;
2333}
#define debug_text_3d(...)
Definition debug.qh:486
entity trace_ent
void WarpZone_crosshair_trace_plusvisibletriggers(entity pl)
Definition tracing.qc:559
entity wp_aimed
Definition waypoints.qh:47

References debug_text_3d, entity(), etof, NULL, trace_ent, vtos(), WarpZone_crosshair_trace_plusvisibletriggers(), waypointeditor_enabled, and wp_aimed.

Referenced by ObserverOrSpectatorThink(), and PlayerThink().

◆ ShowRespawnCountdown()

void ShowRespawnCountdown ( entity this)

Definition at line 2043 of file client.qc.

2044{
2045 float number;
2046 if(!IS_DEAD(this)) // just respawned?
2047 return;
2048 else
2049 {
2050 number = ceil(this.respawn_time - time);
2051 if(number <= 0)
2052 return;
2053 if(number <= this.respawn_countdown)
2054 {
2055 this.respawn_countdown = number - 1;
2056 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
2057 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number));
2058 }
2059 }
2060}
Notification Announcer_PickNumber(int type, int num)
Definition util.qc:1924
const int CNT_RESPAWN
Definition util.qh:255
int int number
Definition impulse.qc:89

References Announcer_PickNumber(), ceil(), CNT_RESPAWN, entity(), IS_DEAD, number, respawn_countdown, respawn_time, Send_Notification(), and time.

Referenced by PlayerThink().

◆ ShowTeamSelection()

bool ShowTeamSelection ( entity this)

Definition at line 2062 of file client.qc.

2063{
2065 return false;
2066 if (QueuedPlayersReady(this, true))
2067 return false;
2068 if (frametime) // once per frame is more than enough
2069 stuffcmd(this, "_scoreboard_team_selection 1\n");
2070 return true;
2071}
bool Player_HasRealForcedTeam(entity player)
Returns whether player has real forced team.
Definition teamplay.qc:344

References autocvar_g_balance_teams, autocvar_g_campaign, entity(), frametime, Player_HasRealForcedTeam(), QueuedPlayersReady(), stuffcmd, team_selected, and teamplay.

Referenced by joinAllowed().

◆ Spectate()

bool Spectate ( entity this,
entity pl )

Definition at line 1977 of file client.qc.

1978{
1979 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1980 return false;
1981 pl = M_ARGV(1, entity);
1982
1983 SetSpectatee(this, pl);
1984 return SpectateSet(this);
1985}
bool SpectateSet(entity this)
Definition client.qc:1885

References entity(), M_ARGV, MUTATOR_CALLHOOK, SetSpectatee(), and SpectateSet().

Referenced by ClientCommand_spectate(), and superspec_Spectate().

◆ SpectateCopy()

void SpectateCopy ( entity this,
entity spectatee )

Definition at line 1799 of file client.qc.

1800{
1801 TC(Client, this); TC(Client, spectatee);
1802
1803 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1804 PS(this) = PS(spectatee);
1805 this.armortype = spectatee.armortype;
1807 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1808 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1809 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1810 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1811 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1812 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1813 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1814 CS(this).impulse = 0;
1815 this.disableclientprediction = 1; // no need to run prediction on a spectator
1816 this.items = spectatee.items;
1817 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1818 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1819 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1820 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1821 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1822 this.punchangle = spectatee.punchangle;
1823 this.view_ofs = spectatee.view_ofs;
1824 this.velocity = spectatee.velocity;
1825 this.dmg_take = spectatee.dmg_take;
1826 this.dmg_save = spectatee.dmg_save;
1827 this.dmg_inflictor = spectatee.dmg_inflictor;
1828 this.v_angle = spectatee.v_angle;
1829 this.angles = spectatee.v_angle;
1830 this.viewloc = spectatee.viewloc;
1831 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1832 this.fixangle = true;
1833 setorigin(this, spectatee.origin);
1834 setsize(this, spectatee.mins, spectatee.maxs);
1835 SetZoomState(this, CS(spectatee).zoomstate);
1836
1837 anticheat_spectatecopy(this, spectatee);
1838 STAT(HUD, this) = STAT(HUD, spectatee);
1839 if(spectatee.vehicle)
1840 {
1841 this.angles = spectatee.v_angle;
1842
1843 //this.fixangle = false;
1844 //this.velocity = spectatee.vehicle.velocity;
1845 this.vehicle_health = spectatee.vehicle_health;
1846 this.vehicle_shield = spectatee.vehicle_shield;
1847 this.vehicle_energy = spectatee.vehicle_energy;
1848 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1849 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1850 this.vehicle_reload1 = spectatee.vehicle_reload1;
1851 this.vehicle_reload2 = spectatee.vehicle_reload2;
1852
1853 //msg_entity = this;
1854
1855 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1856 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1857 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1858 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1859
1860 //WriteByte (MSG_ONE, SVC_SETVIEW);
1861 // WriteEntity(MSG_ONE, this);
1862 //makevectors(spectatee.v_angle);
1863 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1864 }
1865}
void anticheat_spectatecopy(entity this, entity spectatee)
Definition anticheat.qc:166
#define EFMASK_CHEAP
Definition constants.qh:107
float disableclientprediction
float dmg_save
Definition progsdefs.qc:199
float armortype
Definition progsdefs.qc:178
entity dmg_inflictor
Definition progsdefs.qc:200
void SpectateCopy(entity this, entity spectatee)
Definition client.qc:1799
const float vehicle_shield
If ent is player this is 0..100 indicating precentage of shield left on vehicle. If ent is vehicle,...
const float vehicle_reload2
If ent is player this is 0..100 indicating percentage of secondary reload status. If ent is vehicle,...
const float vehicle_ammo1
If ent is player this is 0..100 indicating percentage of primary ammo left UNLESS value is already st...
const float vehicle_health
If ent is player this is 0..100 indicating precentage of health left on vehicle. Vehicle's value is t...
const float vehicle_energy
If ent is player this is 0..100 indicating precentage of energy left on vehicle. If ent is vehicle,...
const float vehicle_ammo2
If ent is player this is 0..100 indicating percentage of secondary ammo left. If ent is vehicle,...
const float vehicle_reload1
If ent is player this is 0..100 indicating percentage of primary reload status. If ent is vehicle,...
float dmg_take
Definition view.qh:123

References angles, anticheat_spectatecopy(), armortype, CS(), disableclientprediction, dmg_inflictor, dmg_save, dmg_take, effects, EFMASK_CHEAP, entity(), fixangle, GetResource(), items, MUTATOR_CALLHOOK, PHYS_INPUT_BUTTON_USE, PS, punchangle, RES_ARMOR, SetResourceExplicit(), SetZoomState(), SpectateCopy(), STAT, TC, v_angle, vehicle_ammo1, vehicle_ammo2, vehicle_energy, vehicle_health, vehicle_reload1, vehicle_reload2, vehicle_shield, velocity, view_ofs, viewloc, and zoomstate.

Referenced by MUTATOR_HOOKABLE(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), SpectateCopy(), and SpectateUpdate().

◆ SpectateNext()

bool SpectateNext ( entity this)

Definition at line 1987 of file client.qc.

1988{
1989 entity ent = find(this.enemy, classname, STR_PLAYER);
1990
1991 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1992 ent = M_ARGV(1, entity);
1993 else if (!ent)
1994 ent = find(ent, classname, STR_PLAYER);
1995
1996 if(ent) SetSpectatee(this, ent);
1997
1998 return SpectateSet(this);
1999}
string classname
entity find(entity start,.string field, string match)
const string STR_PLAYER
Definition utils.qh:5

References classname, enemy, entity(), find(), M_ARGV, MUTATOR_CALLHOOK, SetSpectatee(), SpectateNext(), SpectateSet(), and STR_PLAYER.

Referenced by MUTATOR_HOOKABLE(), MUTATOR_HOOKFUNCTION(), ObserverOrSpectatorThink(), and SpectateNext().

◆ SpectatePrev()

bool SpectatePrev ( entity this)

Definition at line 2001 of file client.qc.

2002{
2003 // NOTE: chain order is from the highest to the lower entnum (unlike find)
2004 entity ent = findchain(classname, STR_PLAYER);
2005 if (!ent) // no player
2006 return false;
2007
2008 entity first = ent;
2009 // skip players until current spectated player
2010 if(this.enemy)
2011 while(ent && ent != this.enemy)
2012 ent = ent.chain;
2013
2014 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
2015 {
2016 case MUT_SPECPREV_FOUND:
2017 ent = M_ARGV(1, entity);
2018 break;
2020 return true;
2022 default:
2023 {
2024 if(ent.chain)
2025 ent = ent.chain;
2026 else
2027 ent = first;
2028 break;
2029 }
2030 }
2031
2032 SetSpectatee(this, ent);
2033 return SpectateSet(this);
2034}
@ MUT_SPECPREV_RETURN
Definition events.qh:985
@ MUT_SPECPREV_CONTINUE
Definition events.qh:984
@ MUT_SPECPREV_FOUND
Definition events.qh:986

References classname, enemy, entity(), M_ARGV, MUT_SPECPREV_CONTINUE, MUT_SPECPREV_FOUND, MUT_SPECPREV_RETURN, MUTATOR_CALLHOOK, SetSpectatee(), SpectatePrev(), SpectateSet(), and STR_PLAYER.

Referenced by MUTATOR_HOOKABLE(), MUTATOR_HOOKFUNCTION(), ObserverOrSpectatorThink(), and SpectatePrev().

◆ SpectateSet()

bool SpectateSet ( entity this)

Definition at line 1885 of file client.qc.

1886{
1887 if(!IS_PLAYER(this.enemy))
1888 return false;
1889
1890 ClientData_Touch(this.enemy, true);
1891
1892 msg_entity = this;
1894 WriteEntity(MSG_ONE, this.enemy);
1896 accuracy_resend(this);
1897
1898 if(!SpectateUpdate(this))
1899 PutObserverInServer(this, false, true);
1900
1901 return true;
1902}

References accuracy_resend(), ClientData_Touch(), enemy, entity(), IS_PLAYER, MOVETYPE_NONE, msg_entity, MSG_ONE, PutObserverInServer(), set_movetype(), SpectateUpdate(), SVC_SETVIEW, WriteByte(), and WriteEntity().

Referenced by MUTATOR_HOOKABLE(), MUTATOR_HOOKFUNCTION(), Spectate(), SpectateNext(), and SpectatePrev().

◆ SpectateUpdate()

bool SpectateUpdate ( entity this)

Definition at line 1867 of file client.qc.

1868{
1869 if(!this.enemy)
1870 return false;
1871
1872 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1873 {
1874 SetSpectatee(this, NULL);
1875 return false;
1876 }
1877
1878 SpectateCopy(this, this.enemy);
1879 if (IS_OBSERVER(this))
1880 TRANSMUTE(Spectator, this);
1881
1882 return true;
1883}

References enemy, entity(), IS_OBSERVER, IS_PLAYER, NULL, SetSpectatee(), SpectateCopy(), and TRANSMUTE.

Referenced by ObserverOrSpectatorThink(), and SpectateSet().

◆ TRANSMUTE()

TRANSMUTE ( Player ,
this  )

◆ UpdateChatBubble()

void UpdateChatBubble ( entity this)

Definition at line 1377 of file client.qc.

1378{
1379 if (this.alpha < 0)
1380 return;
1381 // spawn a chatbubble entity if needed
1382 if (!this.chatbubbleentity)
1383 {
1385 this.chatbubbleentity.owner = this;
1386 this.chatbubbleentity.exteriormodeltoclient = this;
1388 this.chatbubbleentity.nextthink = time;
1389 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1390 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1391 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1392 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1393 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1394 //this.chatbubbleentity.model = "";
1395 this.chatbubbleentity.effects = EF_LOWPRECISION;
1396 }
1397}
float EF_LOWPRECISION
void ChatBubbleThink(entity this)
Definition client.qc:1350

References alpha, chatbubbleentity, ChatBubbleThink(), EF_LOWPRECISION, entity(), setmodel, setthink, and time.

Referenced by PlayerPostThink().

◆ WriteSpectators()

void WriteSpectators ( entity player,
entity to )

Definition at line 114 of file client.qc.

115{
116 if(!player) return; // not sure how, but best to be safe
117
118 int spec_count = 0;
119 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
120 {
121 if(spec_count >= MAX_SPECTATORS)
122 break;
123 WriteByte(MSG_ENTITY, num_for_edict(it));
124 ++spec_count;
125 });
126}

References entity(), FOREACH_CLIENT, IS_REAL_CLIENT, and IS_SPEC.

Referenced by ClientData_Send().

Variable Documentation

◆ autocvar_g_maxping

float autocvar_g_maxping

Definition at line 2257 of file client.qc.

Referenced by joinAllowed().

◆ chatbubbleentity

entity chatbubbleentity

Definition at line 1268 of file client.qc.

Referenced by ClientDisconnect(), and UpdateChatBubble().

◆ dualwielding_prev

bool dualwielding_prev

Definition at line 2335 of file client.qc.

Referenced by PlayerThink().

◆ FallbackPlayerModel

string FallbackPlayerModel

Definition at line 207 of file client.qc.

Referenced by CheckPlayerModel().

◆ frame

this frame = 12

Definition at line 88 of file client.qc.

◆ last_vehiclecheck

float last_vehiclecheck

Definition at line 2674 of file client.qc.

Referenced by PlayerFrame().

◆ model_randomizer

float model_randomizer

Definition at line 453 of file client.qc.

Referenced by FixPlayermodel().

◆ move_qcphysics

bool move_qcphysics

Definition at line 2788 of file client.qc.

◆ shootfromfixedorigin

string shootfromfixedorigin

Definition at line 1267 of file client.qc.

Referenced by ClientDisconnect(), and PlayerThink().

◆ team

this team = _team

Definition at line 89 of file client.qc.

◆ would_spectate

bool would_spectate

Definition at line 2491 of file client.qc.

Referenced by ObserverOrSpectatorThink().

◆ zoomstate_set

bool zoomstate_set

Definition at line 1756 of file client.qc.

Referenced by PlayerPreThink(), and SetZoomState().