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 1632 of file client.qc.

1633{
1634 if(current > stable)
1635 return current;
1636 else if(current > stable - 0.25) // when close enough, "snap"
1637 return stable;
1638 else
1639 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1640}
float min(float f,...)

References min().

Referenced by RotRegen().

◆ CalcRot()

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

Definition at line 1642 of file client.qc.

1643{
1644 if(current < stable)
1645 return current;
1646 else if(current < stable + 0.25) // when close enough, "snap"
1647 return stable;
1648 else
1649 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1650}
float max(float f,...)

References max().

Referenced by RotRegen().

◆ calculate_player_respawn_time()

void calculate_player_respawn_time ( entity this)

Definition at line 1394 of file client.qc.

1395{
1396 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1397 return;
1398
1399 float gametype_setting_tmp;
1400 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1401 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1402 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1403 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1404 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1405 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1406
1407 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1408 if (teamplay)
1409 {
1410 FOREACH_CLIENT(IS_PLAYER(it) && it != this,
1411 {
1412 if(it.team == this.team)
1413 ++pcount;
1414 });
1415 if (sdelay_small_count == 0)
1416 sdelay_small_count = 1;
1417 if (sdelay_large_count == 0)
1418 sdelay_large_count = 1;
1419 }
1420 else
1421 {
1422 FOREACH_CLIENT(IS_PLAYER(it) && it != this,
1423 {
1424 ++pcount;
1425 });
1426 if (sdelay_small_count == 0)
1427 {
1428 if (IS_INDEPENDENT_PLAYER(this))
1429 {
1430 // Players play independently. No point in requiring enemies.
1431 sdelay_small_count = 1;
1432 }
1433 else
1434 {
1435 // Players play AGAINST each other. Enemies required.
1436 sdelay_small_count = 2;
1437 }
1438 }
1439 if (sdelay_large_count == 0)
1440 {
1441 if (IS_INDEPENDENT_PLAYER(this))
1442 {
1443 // Players play independently. No point in requiring enemies.
1444 sdelay_large_count = 1;
1445 }
1446 else
1447 {
1448 // Players play AGAINST each other. Enemies required.
1449 sdelay_large_count = 2;
1450 }
1451 }
1452 }
1453
1454 float sdelay;
1455
1456 if (pcount <= sdelay_small_count)
1457 sdelay = sdelay_small;
1458 else if (pcount >= sdelay_large_count)
1459 sdelay = sdelay_large;
1460 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1461 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1462
1463 if(waves)
1464 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1465 else
1466 this.respawn_time = time + sdelay;
1467
1468 if(sdelay < sdelay_max)
1469 this.respawn_time_max = time + sdelay_max;
1470 else
1471 this.respawn_time_max = this.respawn_time;
1472
1473 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1474 this.respawn_countdown = 10; // first number to count down from is 10
1475 else
1476 this.respawn_countdown = -1; // do not count down
1477
1480}
#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 1346 of file client.qc.

1347{
1348 this.nextthink = time;
1349 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1350 {
1351 if(this.owner) // but why can that ever be NULL?
1352 this.owner.chatbubbleentity = NULL;
1353 delete(this);
1354 return;
1355 }
1356
1357 this.mdl = "";
1358
1359 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) && !MUTATOR_CALLHOOK(ShowChatBubble, this.owner, this) )
1360 {
1362 this.mdl = "models/sprites/minigame_busy.iqm";
1363 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1364 this.mdl = "models/misc/chatbubble.spr";
1365 }
1366
1367 if ( this.model != this.mdl )
1368 _setmodel(this, this.mdl);
1369
1370}
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 this.team = -1;
1159
1160 TRANSMUTE(Observer, this);
1161
1162 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1163
1164 // always track bots, don't ask for cl_allow_uidtracking
1165 if (IS_BOT_CLIENT(this))
1167 else
1168 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1169
1171 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1172
1173 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1174 this.wants_join = 0;
1175
1176 stuffcmd(this, clientstuff, "\n");
1177 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1178
1179 FixClientCvars(this);
1180
1181 // get version info from player
1182 stuffcmd(this, "cmd clientversion $gameversion\n");
1183
1184 // notify about available teams
1185 if (teamplay)
1186 {
1187 entity balance = TeamBalance_CheckAllowedTeams(this);
1188 int t = TeamBalance_GetAllowedTeams(balance);
1189 TeamBalance_Destroy(balance);
1190 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1191 }
1192 else
1193 {
1194 stuffcmd(this, "set _teams_available 0\n");
1195 }
1196
1198
1199 CS(this).spectatortime = time;
1200 CS(this).jointime = time;
1201
1202 if (IS_REAL_CLIENT(this))
1203 {
1205
1206 if (g_weaponarena_weapons == WEPSET(TUBA))
1207 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1208 // quickmenu file must be put in a subfolder with an unique name
1209 // to reduce chances of overriding custom client quickmenus
1211 stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", "wpeditor.txt"));
1213 stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", autocvar_sv_quickmenu_file));
1214 }
1215
1216 if (!autocvar_sv_foginterval && world.fog != "")
1217 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1218
1219 CSQCMODEL_AUTOINIT(this);
1220
1221 CS(this).model_randomizer = random();
1222
1223 if (IS_REAL_CLIENT(this))
1224 sv_notice_join(this);
1225
1226 this.move_qcphysics = true;
1227
1228 // update physics stats (players can spawn before physics runs)
1229 Physics_UpdateStats(this);
1230
1231 IL_EACH(g_initforplayer, it.init_for_player,
1232 {
1233 it.init_for_player(it, this);
1234 });
1235
1236 Handicap_Initialize(this);
1237
1238 // playban
1240 TRANSMUTE(Observer, this);
1241
1242 if (PlayerInList(this, autocvar_g_chatban_list)) // chatban
1243 CS(this).muted = true;
1244
1246
1247 if (player_count == 1)
1248 {
1250 setpause(0);
1251 localcmd("\nsv_hook_firstjoin\n");
1252 }
1253
1254 if (get_nextmap() != "")
1256
1257 // cvar hook/callback TODO: recheck this when the cvar is changed
1260 this.vote_master = true;
1261}
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
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
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
#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:597
void Player_DetermineForcedTeam(entity player)
Determines the forced team of the player using current global config.
Definition teamplay.qc:377
int TeamBalance_GetAllowedTeams(entity balance)
Returns the bitmask of allowed teams.
Definition teamplay.qc:610
entity TeamBalance_CheckAllowedTeams(entity for_whom)
Checks whether the player can join teams according to global configuration and mutator settings.
Definition teamplay.qc:488
#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(), 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 1274 of file client.qc.

1275{
1276 assert(IS_CLIENT(this), return);
1277
1278 strfree(this.ignore_list);
1280 {
1281 // don't remove permanent ignores from db, only from list
1282 ignore_remove_player(it, this, false);
1283 });
1284
1286 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1287 if (CS(this).active_minigame) part_minigame(this);
1288 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN, this.origin, '0 0 0', 1);
1289
1291 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1292
1293 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1294
1295 if(IS_SPEC(this))
1296 SetSpectatee(this, NULL);
1297
1299
1300 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1302 ClientState_detach(this);
1303
1304 Portal_ClearAll(this);
1305
1307
1309
1310 // Here, everything has been done that requires this player to be a client.
1311
1312 this.flags &= ~FL_CLIENT;
1313
1314 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1315 if (this.killindicator) delete(this.killindicator);
1316
1317 IL_EACH(g_counters, it.realowner == this,
1318 {
1319 delete(it);
1320 });
1321
1323
1325
1326 strfree(this.clientstatus);
1327 if (this.personal) delete(this.personal);
1328
1329 this.playerid = 0;
1330 if (warmup_stage || game_starttime > time) /* warmup OR countdown */ ReadyCount();
1331 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1332
1333 player_powerups_remove_all(this, IS_PLAYER(this)); // stop powerup sound
1334
1335 ONREMOVE(this);
1336
1337 if (player_count == 0)
1338 localcmd("\nsv_hook_lastleave\n");
1339
1344}
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:1536
entity chatbubbleentity
Definition client.qc:1264
string shootfromfixedorigin
Definition client.qc:1263
void SetSpectatee(entity this, entity spectatee)
Definition client.qc:1934
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:763
void TeamBalance_RemoveExcessPlayers(entity ignore)
Definition teamplay.qc:700
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 2752 of file client.qc.

2753{
2754 // TODO: mutator hook to prevent drowning?
2755 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2756 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2757 {
2758 STAT(AIR_FINISHED, this) = 0;
2759 return;
2760 }
2761
2762 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2763 {
2764 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2765 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND, 1);
2766 STAT(AIR_FINISHED, this) = 0;
2767 }
2768 else
2769 {
2770 if (!STAT(AIR_FINISHED, this))
2771 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2772 if (STAT(AIR_FINISHED, this) < time)
2773 { // drown!
2774 if (this.pain_finished < time)
2775 {
2777 this.pain_finished = time + 0.5;
2778 }
2779 }
2780 }
2781}
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:493
#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 2150 of file client.qc.

2151{
2152 if(g_duel)
2153 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)
2154 // don't return map_maxplayers during intermission as it would interfere with MapHasRightSize()
2156 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2157 player_limit = M_ARGV(0, int);
2158 return player_limit < maxclients && player_limit > 0 ? player_limit : 0;
2159}
#define g_duel
Definition duel.qh:32
int map_maxplayers
Definition mapinfo.qh:191
int GetPlayerLimit()
Definition client.qc:2150
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 1762 of file client.qc.

1763{
1765 if (game_stopped)
1766 {
1767 CS(this).pressedkeys = 0;
1768 STAT(PRESSED_KEYS, this) = 0;
1769 return;
1770 }
1771
1772 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1773 int keys = STAT(PRESSED_KEYS, this);
1774 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1775 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1776 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1777 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1778
1779 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1780 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
1781 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1782 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1783 CS(this).pressedkeys = keys; // store for other users
1784
1785 STAT(PRESSED_KEYS, this) = keys;
1786}
#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:1762

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 2069 of file client.qc.

2070{
2071 entity player_with_dibs = NULL;
2072
2074 {
2076 ReadyRestart(true);
2078 }
2079
2080 // If teams aren't equal and a player is queued then they chose a biggest team so they can't join yet.
2081 if (queued_join && TeamBalance_AreEqual(this, true))
2082 {
2083 int clients_remaining = AVAILABLE_TEAMS;
2084 // First we must join player(s) queued for specific team(s) (they chose first)
2085 // so TeamBalance_JoinBestTeam() won't select the same team(s).
2086 // Assumes `this` was already assigned a team via ClientCommand_selectteam() or is using autoselect.
2087 FOREACH_CLIENT(it != this && it.wants_join > 0,
2088 {
2089 // detect any conflict between `this` and a queued player (queuePlayer() handles other conflicts)
2090 if (this.team < 0 && this.team_selected > 0 // `this` can't have their preference
2091 && it.wants_join == this.team_selected) // `it` is the player who already chose the team `this` wanted
2092 player_with_dibs = it;
2093
2094 Join(it, false);
2095 --clients_remaining;
2096 });
2097
2098 // Second pass: queued players whose team will be autoselected
2099 // in order of strongest to weakest for optimal balance.
2100 for (; clients_remaining; --clients_remaining)
2101 {
2102 entity strongest_autoselect_client = NULL;
2103 float strongest_autoselect_client_skill = 0;
2104 FOREACH_CLIENT(it.wants_join < 0 || (it == this && it.team <= 0),
2105 {
2106 float it_skill = it.m_skill_mu ? it.m_skill_mu : server_skill_average; // average was set by TeamBalance_AreEqual()
2107 if (it_skill > strongest_autoselect_client_skill)
2108 {
2109 strongest_autoselect_client = it;
2110 strongest_autoselect_client_skill = it_skill;
2111 }
2112 });
2113 if (strongest_autoselect_client == this) // can't just Join(); return; due to player_with_dibs
2114 {
2115 entity balance = TeamBalance_CheckAllowedTeams(this);
2116 int best_team_index = TeamBalance_FindBestTeam(balance, this, true);
2117 TeamBalance_Destroy(balance);
2118 SetPlayerTeam(this, best_team_index, TEAM_CHANGE_AUTO);
2119 }
2120 else if (strongest_autoselect_client)
2121 Join(strongest_autoselect_client, false);
2122 }
2123 }
2124
2125 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2126
2127 TRANSMUTE(Player, this);
2128 PutClientInServer(this);
2129
2130 if(IS_PLAYER(this)) // could be false due to PutClientInServer() mutator hook
2131 {
2132 if (!teamplay)
2133 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2134 else if (player_with_dibs)
2135 // limitation: notifications support only 1 translated team name
2136 // so the team `this` preferred can't be mentioned, only the team they got assigned to.
2137 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_JOIN_PLAY_TEAM_QUEUECONFLICT), player_with_dibs.netname);
2138 else
2139 {
2140 if (this.wants_join && game_starttime < time && !warmup_stage) // No countdown running && not returning to warmup via ReadyRestart_force
2141 Send_Notification(NOTIF_ONE_ONLY, this, MSG_ANNCE, ANNCE_BEGIN); // Get queued player's attention
2142 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_JOIN_PLAY_TEAM));
2143 }
2144 }
2145
2146 this.team_selected = 0;
2147 this.wants_join = 0;
2148}
#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:735
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:2069
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:284
bool TeamBalance_AreEqual(entity ignore, bool would_leave)
Definition teamplay.qc:654
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:962
@ 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 2253 of file client.qc.

2254{
2255 if (CS(this).version_mismatch)
2256 {
2257 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT_VERSIONMISMATCH);
2258 return false;
2259 }
2260 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2261 if (teamplay && lockteams)
2262 {
2263 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_LOCKED);
2264 return false;
2265 }
2266
2267 if (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR) return false;
2268
2269 if (!INGAME(this) && PlayerInList(this, autocvar_g_playban_list))
2270 {
2271 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PLAYBAN);
2272 return false;
2273 }
2274
2275 // IS_PLAYER for most gametypes, INGAME for ca, lms, surv
2276 if (autocvar_g_maxping && !(IS_PLAYER(this) || INGAME(this)) && !this.wants_join)
2277 {
2278 if (this.ping <= 0) return false; // too soon
2279 if (this.ping > autocvar_g_maxping)
2280 {
2281 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT_PING);
2282 return false;
2283 }
2284 }
2285
2286 if (QueueNeeded(this, team_index))
2287 {
2288 if (team_index == 0) // so ClientCommand_selectteam() can check joinAllowed() before calling SetPlayerTeam() without chicken/egg problem
2289 if (ShowTeamSelection(this)) return false; // only needed by callsites other than selectteam
2290 // queuePlayer called here so that only conditions above block queuing (g_maxplayers shouldn't)
2291 if (queuePlayer(this, team_index)) return false;
2292 if (!nJoinAllowed(this)) return false;
2293 }
2294 else
2295 {
2296 if (!nJoinAllowed(this)) return false;
2297 if (team_index == 0) // so ClientCommand_selectteam() can check joinAllowed() before calling SetPlayerTeam() without chicken/egg problem
2298 if (ShowTeamSelection(this)) return false; // only needed by callsites other than selectteam
2299 }
2300
2301 return true;
2302}
float ping
Definition main.qh:169
bool ShowTeamSelection(entity this)
Definition client.qc:2057
float autocvar_g_maxping
Definition client.qc:2252
bool queuePlayer(entity this, int team_index)
Definition client.qc:2204
int nJoinAllowed(entity this)
Determines how many player slots are free.
Definition client.qc:2166
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:1333
int Player_GetForcedTeamIndex(entity player)
Returns the index of the forced team of the given player.
Definition teamplay.qc:347
@ 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 3124 of file client.qc.

3125{
3126 int fps = ReadShort();
3127 PlayerScore_Set(sender, SP_FPS, fps);
3128 return true;
3129}
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 2166 of file client.qc.

2167{
2168 if(!this)
2169 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2170 // so report 0 free slots if restricted
2171 {
2172 if(autocvar_g_forced_team_otherwise == "spectate"
2173 || autocvar_g_forced_team_otherwise == "spectator"
2174 || (teamplay && lockteams))
2175 return 0;
2176 }
2177
2178 int totalClients = 0;
2179 int currentlyPlaying = 0;
2180 FOREACH_CLIENT(it != this,
2181 {
2182 ++totalClients;
2183 if(IS_PLAYER(it) || INGAME(it))
2184 ++currentlyPlaying;
2185 });
2186
2187 int player_limit = GetPlayerLimit();
2188
2189 int free_slots = max(0, (player_limit ? player_limit : maxclients) - currentlyPlaying);
2190 if (this || maxclients - totalClients) // don't add bot slots in the getstatus case if nobody can connect
2191 free_slots += bots_would_leave;
2192 if (!this) // getstatus case
2193 free_slots = min(free_slots, maxclients - totalClients);
2194
2195 if(this && !free_slots)
2196 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT, player_limit);
2197
2198 return free_slots;
2199}
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 2488 of file client.qc.

2489{
2490 bool is_spec = IS_SPEC(this);
2491 if ( CS(this).impulse )
2492 {
2493 int r = MinigameImpulse(this, CS(this).impulse);
2494 if (!is_spec || r)
2495 CS(this).impulse = 0;
2496
2497 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2498 {
2499 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2500 CS(this).impulse = 0;
2501 return;
2502 }
2503 }
2504
2506
2507 if (IS_BOT_CLIENT(this) && !CS(this).autojoin_checked)
2508 {
2509 CS(this).autojoin_checked = 1;
2510 TRANSMUTE(Player, this);
2511 PutClientInServer(this);
2512
2513 .entity weaponentity = weaponentities[0];
2514 if(this.(weaponentity).m_weapon == WEP_Null)
2515 W_NextWeapon(this, 0, weaponentity);
2516
2517 return;
2518 }
2519
2520 if (this.flags & FL_JUMPRELEASED)
2521 {
2522 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this, this.wants_join) || time < CS(this).jointime + MIN_SPEC_TIME))
2523 {
2524 this.flags &= ~FL_JUMPRELEASED;
2525 this.flags |= FL_SPAWNING;
2526 }
2527 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)))
2528 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate)))
2529 {
2530 this.flags &= ~FL_JUMPRELEASED;
2531 if (autocvar_sv_spectate == 2 && !warmup_stage && !this.vote_master)
2532 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_SPECTATE_SPEC_NOTALLOWED);
2533 else if(SpectateNext(this))
2534 { }
2535 else if (is_spec)
2536 {
2537 TRANSMUTE(Observer, this);
2538 PutClientInServer(this);
2539 }
2540 else
2541 this.would_spectate = false; // unable to spectate anyone
2542
2543 if (is_spec)
2544 CS(this).impulse = 0;
2545 }
2546 else if (is_spec)
2547 {
2548 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229))
2549 {
2550 this.flags &= ~FL_JUMPRELEASED;
2551 if (!SpectatePrev(this))
2552 {
2553 TRANSMUTE(Observer, this);
2554 PutClientInServer(this);
2555 }
2556 CS(this).impulse = 0;
2557 }
2558 else if(PHYS_INPUT_BUTTON_ATCK2(this))
2559 {
2561 {
2562 this.would_spectate = false;
2563 this.flags &= ~FL_JUMPRELEASED;
2564 TRANSMUTE(Observer, this);
2565 PutClientInServer(this);
2566 }
2567 }
2568 else if(!SpectateUpdate(this) && !SpectateNext(this))
2569 {
2570 PutObserverInServer(this, false, true);
2571 this.would_spectate = true;
2572 }
2573 }
2574 else
2575 {
2576 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2577 if (PHYS_INPUT_BUTTON_USE(this))
2578 wouldclip = !wouldclip;
2579 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2580 set_movetype(this, preferred_movetype);
2581 }
2582 }
2583 else
2584 { // jump pressed
2585 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2586 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))))
2587 {
2588 this.flags |= FL_JUMPRELEASED;
2589 // primary attack pressed
2590 if(this.flags & FL_SPAWNING)
2591 {
2592 this.flags &= ~FL_SPAWNING;
2593 if(joinAllowed(this, this.wants_join))
2594 Join(this, teamplay);
2595 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2596 CS(this).autojoin_checked = -1;
2597 return;
2598 }
2599 }
2600 if(is_spec && !SpectateUpdate(this))
2601 PutObserverInServer(this, false, true);
2602 }
2603 if (is_spec)
2604 this.flags |= FL_CLIENT | FL_NOTARGET;
2605}
#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:143
const int MOVETYPE_NOCLIP
Definition movetypes.qh:137
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:1862
bool would_spectate
Definition client.qc:2486
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:1982
bool joinAllowed(entity this, int team_index)
Definition client.qc:2253
bool SpectatePrev(entity this)
Definition client.qc:1996
void show_entnum(entity this)
Definition client.qc:2304
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 1527 of file client.qc.

1528{
1529 TC(Sound, samp);
1530 float time_left = finished - time;
1531 if(IS_REAL_CLIENT(this) && time_left < 6 && floor(time_left - frametime) != floor(time_left))
1532 sound(this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1533}
#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 2785 of file client.qc.

2786{
2788
2789 if(!this.move_qcphysics)
2790 return;
2791
2792 if(!frametime && !CS(this).pm_frametime)
2793 return;
2794
2795 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2796}
float movetype
void Movetype_Physics_NoMatchTicrate(entity this, float movedt, bool isclient)
Definition movetypes.qc:779
const int MOVETYPE_QCPLAYER
Definition movetypes.qh:150
float move_movetype
Definition movetypes.qh:76
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 1552 of file client.qc.

1553{
1554 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1555 this.modelflags |= MF_ROCKET;
1556 else
1557 this.modelflags &= ~MF_ROCKET;
1558
1559 this.effects &= ~EF_NODEPTHTEST;
1560
1561 if (IS_DEAD(this))
1562 player_powerups_remove_all(this, true);
1563
1564 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1565 return;
1566
1567 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1568 int items_prev = this.items;
1569
1570 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1571 {
1572 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1573 if (this.items & IT_SUPERWEAPON)
1574 {
1575 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1576 {
1577 StatusEffects_remove(STATUSEFFECT_Superweapon, this, STATUSEFFECT_REMOVE_NORMAL);
1578 this.items &= ~IT_SUPERWEAPON;
1579 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1580 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1581 }
1582 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1583 {
1584 // don't let them run out
1585 }
1586 else
1587 {
1588 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapon, this), SND_POWEROFF);
1589 if (time >= StatusEffects_gettime(STATUSEFFECT_Superweapon, this))
1590 {
1591 this.items &= ~IT_SUPERWEAPON;
1592 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1593 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1594 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1595 }
1596 }
1597 }
1598 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1599 {
1600 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapon, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1601 {
1602 this.items |= IT_SUPERWEAPON;
1603 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1604 {
1605 if(!g_cts)
1606 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1607 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1608 }
1609 }
1610 else
1611 {
1612 if(StatusEffects_active(STATUSEFFECT_Superweapon, this))
1613 StatusEffects_remove(STATUSEFFECT_Superweapon, this, STATUSEFFECT_REMOVE_TIMEOUT);
1614 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1615 }
1616 }
1617 else if(StatusEffects_active(STATUSEFFECT_Superweapon, this)) // cheaper to check than to update each frame!
1618 {
1619 StatusEffects_remove(STATUSEFFECT_Superweapon, this, STATUSEFFECT_REMOVE_CLEAR);
1620 }
1621 }
1622
1624 this.effects |= EF_NODEPTHTEST;
1625
1627 this.effects |= EF_FULLBRIGHT;
1628
1629 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1630}
#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:1527
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 1536 of file client.qc.

1537{
1539 {
1540 // don't play the poweroff sound when the game restarts or the player disconnects
1541 if (allow_poweroff_sound && time > game_starttime + 1 && IS_CLIENT(this)
1543 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1544
1546 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1547
1549 }
1550}
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 1683 of file client.qc.

1684{
1685 float max_mod, regen_mod, rot_mod, limit_mod;
1686 max_mod = regen_mod = rot_mod = limit_mod = 1;
1687
1688 float regen_health = autocvar_g_balance_health_regen;
1689 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1690 float regen_health_rot = autocvar_g_balance_health_rot;
1691 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1692 float regen_health_stable = autocvar_g_balance_health_regenstable;
1693 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1694 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1695 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1696 max_mod = M_ARGV(1, float);
1697 regen_mod = M_ARGV(2, float);
1698 rot_mod = M_ARGV(3, float);
1699 limit_mod = M_ARGV(4, float);
1700 regen_health = M_ARGV(5, float);
1701 regen_health_linear = M_ARGV(6, float);
1702 regen_health_rot = M_ARGV(7, float);
1703 regen_health_rotlinear = M_ARGV(8, float);
1704 regen_health_stable = M_ARGV(9, float);
1705 regen_health_rotstable = M_ARGV(10, float);
1706
1707 float rotstable, regenstable, rotframetime, regenframetime;
1708
1709 if(!mutator_returnvalue)
1710 {
1713 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1714 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1715 RotRegen(this, RES_ARMOR, limit_mod,
1718
1719 // NOTE: max_mod is only applied to health
1720 regenstable = regen_health_stable * max_mod;
1721 rotstable = regen_health_rotstable * max_mod;
1722 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1723 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1724 RotRegen(this, RES_HEALTH, limit_mod,
1725 regenstable, regen_health, regen_health_linear, regenframetime,
1726 rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1727 }
1728
1729 // if player rotted to death... die!
1730 // check this outside above checks, as player may still be able to rot to death
1731 if(GetResource(this, RES_HEALTH) < 1)
1732 {
1733 if(this.vehicle)
1735 if(this.event_damage)
1736 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1737 }
1738
1739 if (!(this.items & IT_UNLIMITED_AMMO))
1740 {
1743 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_FuelRegen.m_itemid)) ? frametime : 0;
1744 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1745 RotRegen(this, RES_FUEL, 1,
1748 }
1749}
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:1652
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 2839 of file client.qc.

2840{
2841 Physics_UpdateStats(this);
2842
2843 // Don't accumulate alivetime whilst afk as xonstat skill ratings are based on score per second.
2844 // Time accumulated so far (including the 30s) is retained in the event of a move to spec, disconnect, etc.
2845 if (this.alivetime_start && time - CS(this).parm_idlesince >= 30)
2846 this.alivetime_start += frametime;
2847
2848// formerly PreThink code
2849
2850 if (this.score_frame_dmg)
2851 {
2853 GameRules_scoring_add(this, DMG, this.score_frame_dmg);
2854 this.score_frame_dmg = 0;
2855 }
2856 if (this.score_frame_dmgtaken)
2857 {
2859 GameRules_scoring_add(this, DMGTAKEN, this.score_frame_dmgtaken);
2860 this.score_frame_dmgtaken = 0;
2861 }
2862
2863 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2864 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2865
2866 // physics frames: update anticheat stuff
2867 anticheat_prethink(this);
2868
2869 // Check if spectating is allowed
2870 // cvar hook/callback TODO: make this event-driven
2872 && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this))
2873 {
2874 float cutoff = CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime;
2875 if (time > cutoff + MIN_SPEC_TIME * 0.5 // sv_spectate was disabled recently (or the server was stalled far too long)
2876 || CS(this).autojoin_checked == 0) // or too soon to have tried to autojoin
2877 {
2878 CS(this).spectatortime = time; // reset the grace period
2879 if (CS(this).autojoin_checked) // only notify when sv_spectate was disabled recently, to prevent spam
2880 Send_Notification(NOTIF_ONE_ONLY, this, MSG_MULTI, SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
2881 }
2882 else if (time > cutoff)
2883 if (dropclient_schedule(this))
2884 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2885 }
2886
2887 // Check for nameless players
2888 if (this.netname == "" || this.netname != CS(this).netname_previous)
2889 {
2890 bool assume_unchanged = (CS(this).netname_previous == "");
2891 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2892 {
2893 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2894 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2895 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2896 assume_unchanged = false;
2897 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2898 }
2899 if (isInvisibleString(this.netname))
2900 {
2901 this.netname = strzone(sprintf("Player#%d", this.playerid));
2902 sprint(this, "Warning: invisible names are not allowed.\n");
2903 assume_unchanged = false;
2904 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2905 }
2906 if (!assume_unchanged && autocvar_sv_eventlog)
2907 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2908 strcpy(CS(this).netname_previous, this.netname);
2909 }
2910
2911 // version nagging
2912 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime)
2913 {
2914 CS(this).version_nagtime = 0;
2915 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0)
2916 {
2917 // git client
2918 }
2919 else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2920 {
2921 // git server
2922 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2923 }
2924 else
2925 {
2926 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2927 if (r < 0) // old client
2928 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2929 else if (r > 0) // old server
2930 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2931 }
2932 }
2933
2934 if (this.ignore_list_send_time > 0 && time > this.ignore_list_send_time)
2935 ignore_list_send(this);
2936
2937 // GOD MODE info
2938 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2939 {
2940 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2941 this.max_armorvalue = 0;
2942 }
2943
2944 // Vehicles
2945 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2946 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !StatusEffects_active(STATUSEFFECT_Frozen, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2947 {
2949 {
2950 if(!it.owner)
2951 {
2952 if(!it.team || SAME_TEAM(this, it))
2953 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2954 else if(autocvar_g_vehicles_steal)
2955 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2956 }
2957 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2958 {
2959 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2960 }
2961 });
2962
2963 this.last_vehiclecheck = time + 1;
2964 }
2965
2966
2967
2968// formerly PostThink code
2970 if (IS_REAL_CLIENT(this))
2972 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2973 {
2974 int totalClients = 0;
2976 {
2977 // maxidle disabled in local matches by not counting clients (totalClients 0)
2979 {
2981 {
2982 ++totalClients;
2983 });
2984 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2985 totalClients = 0;
2986 }
2987 }
2988 else if ((IS_PLAYER(this) || this.wants_join) && autocvar_sv_maxidle_playertospectator > 0)
2989 {
2991 {
2992 ++totalClients;
2993 });
2994 }
2995
2996 if (totalClients < autocvar_sv_maxidle_minplayers)
2997 {
2998 // idle kick disabled
2999 CS(this).parm_idlesince = time;
3000 }
3001 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
3002 {
3003 if (CS(this).idlekick_lasttimeleft)
3004 {
3005 CS(this).idlekick_lasttimeleft = 0;
3006 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
3007 }
3008 }
3009 else
3010 {
3011 float maxidle_time = autocvar_sv_maxidle;
3012 if ((IS_PLAYER(this) || this.wants_join)
3015 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
3016 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
3017 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
3018 {
3020 {
3021 if (!this.wants_join) // no countdown centreprint when getting kicked off the join queue
3022 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
3023 }
3024 else
3025 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
3026 }
3027 if (timeleft <= 0)
3028 {
3029 if ((IS_PLAYER(this) || this.wants_join)
3031 {
3032 if (this.wants_join)
3033 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING_QUEUE, this.netname, maxidle_time);
3034 else
3035 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
3036 PutObserverInServer(this, true, true);
3037 // Can't do this in PutObserverInServer() or SetPlayerTeam() cos it causes
3038 // mouse2 (change spectate mode) to kick the player off the join queue.
3039 this.wants_join = 0;
3040 this.team_selected = 0;
3041 // when the player is kicked off the server, these are called in ClientDisconnect()
3045 }
3046 else
3047 {
3048 if (dropclient_schedule(this))
3049 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
3050 }
3051 return;
3052 }
3053 else if (timeleft <= countdown_time
3054 && !this.wants_join) // no countdown bangs when getting kicked off the join queue
3055 {
3056 if (timeleft != CS(this).idlekick_lasttimeleft)
3057 play2(this, SND(TALK2));
3058 CS(this).idlekick_lasttimeleft = timeleft;
3059 }
3060 }
3061 }
3062
3063 CheatFrame(this);
3064
3065 if (game_stopped)
3066 {
3067 this.solid = SOLID_NOT;
3068 this.takedamage = DAMAGE_NO;
3070 CS(this).teamkill_complain = 0;
3071 CS(this).teamkill_soundtime = 0;
3072 CS(this).teamkill_soundsource = NULL;
3073 }
3074
3076 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
3078 }
3079}
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:129
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:693
float last_vehiclecheck
Definition client.qc:2669
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 2808 of file client.qc.

2809{
2810 Player_Physics(this);
2811
2812 if (IS_PLAYER(this))
2813 {
2814 DrownPlayer(this);
2815 UpdateChatBubble(this);
2816 if (CS(this).impulse)
2817 ImpulseCommands(this);
2818 GetPressedKeys(this);
2819 }
2820 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2821 {
2822 CS(this).pressedkeys = 0;
2823 STAT(PRESSED_KEYS, this) = 0;
2824 }
2825
2827 CS(this).pm_frametime = 0; // CSQCModel_CheckUpdate() and Player_Physics() both read it
2828}
#define CSQCMODEL_AUTOUPDATE(e)
void DrownPlayer(entity this)
Definition client.qc:2752
void UpdateChatBubble(entity this)
Definition client.qc:1372
void Player_Physics(entity this)
Definition client.qc:2785
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 2670 of file client.qc.

2671{
2673
2674 zoomstate_set = false;
2675
2677
2678 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2679 PlayerUseKey(this);
2680 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2681
2682 if (IS_PLAYER(this))
2683 {
2684 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2685 error("Client can't be spawned as player on connection!");
2686 if(!PlayerThink(this))
2687 return;
2688 }
2690 {
2692 IntermissionThink(this);
2693 return;
2694 }
2695 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME
2696 && this.ping > 0) // delay until centreprints could work (still on loading screen but timers start when it disappears)
2697 {
2698 bool early_join_requested = (CS(this).autojoin_checked < 0);
2699 CS(this).autojoin_checked = 1;
2700 // don't do this in ClientConnect
2701 // many things can go wrong if a client is spawned as player on connection
2702 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2705 {
2706 if(joinAllowed(this, this.wants_join))
2707 Join(this, teamplay);
2708 else if (!autocvar_sv_spectate) // we really want to join and some blockers may be brief (g_maxping)
2709 if (time < CS(this).spectatortime + MIN_SPEC_TIME) // centreprints don't appear while spamming
2710 CS(this).autojoin_checked = -1; // keep trying for MIN_SPEC_TIME
2711 return;
2712 }
2713 }
2714 else if (IS_OBSERVER(this) || IS_SPEC(this))
2716
2717 // WEAPONTODO: Add weapon request for this
2718 if (!zoomstate_set)
2719 {
2720 bool wep_zoomed = false;
2721 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2722 {
2723 .entity weaponentity = weaponentities[slot];
2724 Weapon thiswep = this.(weaponentity).m_weapon;
2725 if(thiswep != WEP_Null && thiswep.wr_zoom)
2726 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2727 }
2728 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2729 }
2730
2731 // Voice sound effects
2732 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2733 {
2734 CS(this).teamkill_soundtime = 0;
2735
2736 entity e = CS(this).teamkill_soundsource;
2737 entity oldpusher = e.pusher;
2738 e.pusher = this;
2739 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY, 1);
2740 e.pusher = oldpusher;
2741 }
2742
2743 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime)
2744 {
2745 CS(this).taunt_soundtime = 0;
2746 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT, 1);
2747 }
2748
2750}
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:2607
bool zoomstate_set
Definition client.qc:1751
void SetZoomState(entity this, float newzoom)
Definition client.qc:1752
bool PlayerThink(entity this)
Definition client.qc:2331
void ObserverOrSpectatorThink(entity this)
Definition client.qc:2488
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 2331 of file client.qc.

2332{
2334 {
2335 this.modelflags &= ~MF_ROCKET;
2337 IntermissionThink(this);
2338 return false;
2339 }
2340
2342 {
2343 // don't allow the player to turn around while game is paused
2344 // FIXME turn this into CSQC stuff
2345 this.v_angle = this.lastV_angle;
2346 this.angles = this.lastV_angle;
2347 this.fixangle = true;
2348 }
2349
2350 if (frametime) player_powerups(this);
2351
2353
2354 if (IS_DEAD(this))
2355 {
2356 if (this.personal && g_race_qualifying
2357 && (autocvar_g_allow_checkpoints || CheatsAllowed(this, CHIMPULSE_SPEEDRUN.impulse, 0, 0, false, true)))
2358 {
2359 if (time > this.respawn_time)
2360 {
2361 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2362 respawn(this);
2363 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2364 }
2365 }
2366 else
2367 {
2368 if (frametime) player_anim(this);
2369
2370 if (this.respawn_flags & RESPAWN_DENY)
2371 {
2372 STAT(RESPAWN_TIME, this) = 0;
2373 return false;
2374 }
2375
2376 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));
2377
2378 switch(this.deadflag)
2379 {
2380 case DEAD_DYING:
2381 {
2382 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2384 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2385 this.deadflag = DEAD_DEAD;
2386 break;
2387 }
2388 case DEAD_DEAD:
2389 {
2390 if (button_pressed)
2392 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2394 break;
2395 }
2396 case DEAD_RESPAWNABLE:
2397 {
2398 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2400 break;
2401 }
2402 case DEAD_RESPAWNING:
2403 {
2404 if (time > this.respawn_time)
2405 {
2406 this.respawn_time = time + 1; // only retry once a second
2407 this.respawn_time_max = this.respawn_time;
2408 respawn(this);
2409 }
2410 break;
2411 }
2412 }
2413
2415
2416 if (this.respawn_flags & RESPAWN_SILENT)
2417 STAT(RESPAWN_TIME, this) = 0;
2418 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2419 {
2420 if (time < this.respawn_time)
2421 STAT(RESPAWN_TIME, this) = this.respawn_time;
2422 else if (this.deadflag != DEAD_RESPAWNING)
2423 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2424 }
2425 else
2426 STAT(RESPAWN_TIME, this) = this.respawn_time;
2427 }
2428
2429 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2430 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2431 STAT(RESPAWN_TIME, this) *= -1;
2432
2433 return false;
2434 }
2435
2436 FixPlayermodel(this);
2437
2439 {
2441 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2442 }
2443
2444 // reset gun alignment when dual wielding status changes
2445 // to ensure guns are always aligned right and left
2446 bool dualwielding = W_DualWielding(this);
2447 if(this.dualwielding_prev != dualwielding)
2448 {
2449 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2450 this.dualwielding_prev = dualwielding;
2451 }
2452
2453 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2454 //if(frametime)
2455 {
2456 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2457 {
2458 .entity weaponentity = weaponentities[slot];
2459 if(WEP_CVAR(WEP_VORTEX, charge_always))
2460 W_Vortex_Charge(this, weaponentity, frametime);
2461 W_WeaponFrame(this, weaponentity);
2462 }
2463 }
2464
2465 if (frametime)
2466 {
2467 // WEAPONTODO: Add a weapon request for this
2468 // rot vortex charge to the charge limit
2469 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2470 {
2471 .entity weaponentity = weaponentities[slot];
2472 if (WEP_CVAR(WEP_VORTEX, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(WEP_VORTEX, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2473 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);
2474 }
2475
2476 player_regen(this);
2477 player_anim(this);
2479 }
2480
2481 monsters_setstatus(this);
2482
2483 return true;
2484}
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:1552
void player_regen(entity this)
Definition client.qc:1683
void respawn(entity this)
Definition client.qc:1497
void ShowRespawnCountdown(entity this)
Definition client.qc:2038
bool dualwielding_prev
Definition client.qc:2330
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 2607 of file client.qc.

2608{
2609 if (!IS_PLAYER(this))
2610 return;
2611
2612 if(this.vehicle)
2613 {
2614 if(!game_stopped)
2615 {
2617 return;
2618 }
2619 }
2620 else if(autocvar_g_vehicles_enter)
2621 {
2622 if(!game_stopped && !STAT(FROZEN, this) && !StatusEffects_active(STATUSEFFECT_Frozen, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2623 {
2624 entity head, closest_target = NULL;
2626
2627 while(head) // find the closest acceptable target to enter
2628 {
2629 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2630 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2631 {
2632 if(closest_target)
2633 {
2634 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2635 closest_target = head;
2636 }
2637 else
2638 closest_target = head;
2639 }
2640
2641 head = head.chain;
2642 }
2643
2644 if(closest_target)
2645 {
2646 vehicles_enter(this, closest_target);
2647 return;
2648 }
2649 }
2650 }
2651
2652 // a use key was pressed; call handlers
2654}
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 3082 of file client.qc.

3083{
3084 if(this.impulse)
3085 store.impulse = this.impulse;
3086 this.impulse = 0;
3087
3088 bool typing = this.buttonchat || this.button12;
3089
3090 store.button0 = (typing) ? 0 : this.button0;
3091 //button1?!
3092 store.button2 = (typing) ? 0 : this.button2;
3093 store.button3 = (typing) ? 0 : this.button3;
3094 store.button4 = this.button4;
3095 store.button5 = (typing) ? 0 : this.button5;
3096 store.button6 = this.button6;
3097 store.button7 = this.button7;
3098 store.button8 = this.button8;
3099 store.button9 = this.button9;
3100 store.button10 = this.button10;
3101 store.button11 = this.button11;
3102 store.button12 = this.button12;
3103 store.button13 = this.button13;
3104 store.button14 = this.button14;
3105 store.button15 = this.button15;
3106 store.button16 = this.button16;
3107 store.buttonuse = this.buttonuse;
3108 store.buttonchat = this.buttonchat;
3109
3110 store.cursor_active = this.cursor_active;
3111 store.cursor_screen = this.cursor_screen;
3112 store.cursor_trace_start = this.cursor_trace_start;
3113 store.cursor_trace_endpos = this.cursor_trace_endpos;
3114 store.cursor_trace_ent = this.cursor_trace_ent;
3115
3116 store.ping = this.ping;
3117 store.ping_packetloss = this.ping_packetloss;
3118 store.ping_movementloss = this.ping_movementloss;
3119
3120 store.v_angle = this.v_angle;
3121 store.movement = this.movement;
3122}
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:1899
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:132
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:452
@ 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 2204 of file client.qc.

2205{
2206 // check if a queued player already chose the selected team
2207 if (team_index > 0)
2208 {
2209 FOREACH_CLIENT(it != this && it.wants_join == team_index,
2210 {
2211 if (QueuedPlayersReady(this, false))
2212 {
2213 // Join() will handle the notification so it can mention the team `player` will actually get
2214 this.team = -1; // force autoselect in Join() (last player skips queue)
2215 this.team_selected = team_index; // tell it which team to check for to find the conflict
2216 }
2217 else // > 2 teams
2218 {
2219 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(Team_IndexToTeam(team_index), CENTER_JOIN_PREVENT_QUEUE_TEAM_CONFLICT), it.netname);
2220 this.wants_join = -1; // force autoselect in Join()
2221 this.team_selected = -1; // prevents clobbering by CENTER_JOIN_PREVENT_QUEUE
2222 }
2223 return true;
2224 });
2225 }
2226
2227 if (QueuedPlayersReady(this, false))
2228 return false;
2229
2230 if (team_index <= 0) // team auto select deferred until Join()
2231 {
2232 if (team_index != this.wants_join || !this.wants_join) // prevents chatcon spam
2233 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_WANTS, this.netname);
2234 if (this.team_selected >= 0) // prevents CENTER_JOIN_PREVENT_QUEUE_TEAM_CONFLICT getting clobbered
2235 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT_QUEUE);
2236 this.wants_join = -1;
2237 this.team_selected = 0;
2238 }
2239 else
2240 {
2241 int team_num = Team_IndexToTeam(team_index);
2242 if (team_index != this.wants_join) // prevents chatcon spam
2243 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(team_num, INFO_JOIN_WANTS_TEAM), this.netname);
2244 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(team_num, CENTER_JOIN_PREVENT_QUEUE_TEAM));
2245 this.wants_join = team_index; // Player queued to join
2246 this.team_selected = team_index;
2247 }
2248
2249 return true;
2250}
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:267
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 1497 of file client.qc.

1498{
1499 bool damagedbycontents_prev = this.damagedbycontents;
1500 if(this.alpha >= 0)
1501 {
1503 {
1504 this.solid = SOLID_NOT;
1505 this.takedamage = DAMAGE_NO;
1506 this.damagedbycontents = false;
1512 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1515 }
1516 else
1517 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1518 }
1519
1520 CopyBody(this, 1);
1521 this.damagedbycontents = damagedbycontents_prev;
1522
1523 this.effects |= EF_NODRAW; // prevent another CopyBody
1524 PutClientInServer(this);
1525}
const float EF_NODRAW
#define CSQCMODEL_EF_RESPAWNGHOST
vector randomvec(void)
const int MOVETYPE_FLY
Definition movetypes.qh:134
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 1652 of file client.qc.

1655{
1656 float old = GetResource(this, res);
1657 float current = old;
1658 if(current > rotstable)
1659 {
1660 if(rotframetime > 0)
1661 {
1662 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1663 current = max(rotstable, current - rotlinear * rotframetime);
1664 }
1665 }
1666 else if(current < regenstable)
1667 {
1668 if(regenframetime > 0)
1669 {
1670 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1671 current = min(regenstable, current + regenlinear * regenframetime);
1672 }
1673 }
1674
1675 float limit = GetResourceLimit(this, res) * limit_mod;
1676 if(current > limit)
1677 current = limit;
1678
1679 if (current != old)
1680 SetResource(this, res, current);
1681}
float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
Definition client.qc:1632
float CalcRot(float current, float stable, float rotfactor, float rotframetime)
Definition client.qc:1642
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 1934 of file client.qc.

1935{
1936 if(IS_BOT_CLIENT(this))
1937 return; // bots abuse .enemy, this code is useless to them
1938
1939 entity old_spectatee = this.enemy;
1940
1941 this.enemy = spectatee;
1942
1943 // WEAPONTODO
1944 // these are required to fix the spectator bug with arc
1945 if(old_spectatee)
1946 {
1947 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1948 {
1949 .entity weaponentity = weaponentities[slot];
1950 if(old_spectatee.(weaponentity).arc_beam)
1951 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_UPDATE;
1952 }
1953 }
1954 if(spectatee)
1955 {
1956 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1957 {
1958 .entity weaponentity = weaponentities[slot];
1959 if(spectatee.(weaponentity).arc_beam)
1960 spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_UPDATE;
1961 }
1962 }
1963
1964 if (spectatee)
1965 SetSpectatee_status(this, etof(spectatee));
1966
1967 // needed to update spectator list
1968 if(old_spectatee)
1969 ClientData_Touch(old_spectatee, true);
1970}
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 1899 of file client.qc.

1900{
1901 int oldspectatee_status = CS(this).spectatee_status;
1902 CS(this).spectatee_status = spectatee_num;
1903
1904 if (CS(this).spectatee_status != oldspectatee_status)
1905 {
1906 if (STAT(PRESSED_KEYS, this))
1907 {
1908 CS(this).pressedkeys = 0;
1909 STAT(PRESSED_KEYS, this) = 0;
1910 }
1911
1912 ClientData_Touch(this, true);
1913
1914 // init or clear race data
1915 if ((g_race || g_cts) && g_race_qualifying && IS_REAL_CLIENT(this))
1916 {
1917 msg_entity = this;
1918
1919 if (this.enemy && this.enemy.race_laptime)
1920 {
1921 // init
1923 }
1924 else
1925 {
1926 // send reset to this spectator
1927 WriteHeader(MSG_ONE, TE_CSQC_RACE);
1929 }
1930 }
1931 }
1932}
@ 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 1752 of file client.qc.

1753{
1754 if(newzoom != CS(this).zoomstate)
1755 {
1756 CS(this).zoomstate = newzoom;
1757 ClientData_Touch(this, true);
1758 }
1759 zoomstate_set = true;
1760}

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

Referenced by PlayerPreThink(), and SpectateCopy().

◆ show_entnum()

void show_entnum ( entity this)

Definition at line 2304 of file client.qc.

2305{
2306 // waypoint editor implements a similar feature for waypoints
2308 return;
2309
2310 if (wasfreed(this.wp_aimed))
2311 this.wp_aimed = NULL;
2312
2314 entity ent = NULL;
2315 if (trace_ent)
2316 {
2317 ent = trace_ent;
2318 if (ent != this.wp_aimed)
2319 {
2320 string str = sprintf(
2321 "^7ent #%d\n^8 netname: ^3%s\n^8 classname: ^5%s\n^8 origin: ^2'%s'",
2322 etof(ent), ent.netname, ent.classname, vtos(ent.origin));
2323 debug_text_3d((ent.absmin + ent.absmax) * 0.5, str, 0, 7, '0 0 0');
2324 }
2325 }
2326 if (this.wp_aimed != ent)
2327 this.wp_aimed = ent;
2328}
#define debug_text_3d(...)
Definition debug.qh:486
entity trace_ent
void WarpZone_crosshair_trace_plusvisibletriggers(entity pl)
Definition tracing.qc:552
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 2038 of file client.qc.

2039{
2040 float number;
2041 if(!IS_DEAD(this)) // just respawned?
2042 return;
2043 else
2044 {
2045 number = ceil(this.respawn_time - time);
2046 if(number <= 0)
2047 return;
2048 if(number <= this.respawn_countdown)
2049 {
2050 this.respawn_countdown = number - 1;
2051 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
2052 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number));
2053 }
2054 }
2055}
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 2057 of file client.qc.

2058{
2060 return false;
2061 if (QueuedPlayersReady(this, true))
2062 return false;
2063 if (frametime) // once per frame is more than enough
2064 stuffcmd(this, "_scoreboard_team_selection 1\n");
2065 return true;
2066}
bool Player_HasRealForcedTeam(entity player)
Returns whether player has real forced team.
Definition teamplay.qc:342

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 1972 of file client.qc.

1973{
1974 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1975 return false;
1976 pl = M_ARGV(1, entity);
1977
1978 SetSpectatee(this, pl);
1979 return SpectateSet(this);
1980}
bool SpectateSet(entity this)
Definition client.qc:1880

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 1794 of file client.qc.

1795{
1796 TC(Client, this); TC(Client, spectatee);
1797
1798 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1799 PS(this) = PS(spectatee);
1800 this.armortype = spectatee.armortype;
1802 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1803 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1804 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1805 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1806 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1807 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1808 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1809 CS(this).impulse = 0;
1810 this.disableclientprediction = 1; // no need to run prediction on a spectator
1811 this.items = spectatee.items;
1812 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1813 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1814 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1815 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1816 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1817 this.punchangle = spectatee.punchangle;
1818 this.view_ofs = spectatee.view_ofs;
1819 this.velocity = spectatee.velocity;
1820 this.dmg_take = spectatee.dmg_take;
1821 this.dmg_save = spectatee.dmg_save;
1822 this.dmg_inflictor = spectatee.dmg_inflictor;
1823 this.v_angle = spectatee.v_angle;
1824 this.angles = spectatee.v_angle;
1825 this.viewloc = spectatee.viewloc;
1826 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1827 this.fixangle = true;
1828 setorigin(this, spectatee.origin);
1829 setsize(this, spectatee.mins, spectatee.maxs);
1830 SetZoomState(this, CS(spectatee).zoomstate);
1831
1832 anticheat_spectatecopy(this, spectatee);
1833 STAT(HUD, this) = STAT(HUD, spectatee);
1834 if(spectatee.vehicle)
1835 {
1836 this.angles = spectatee.v_angle;
1837
1838 //this.fixangle = false;
1839 //this.velocity = spectatee.vehicle.velocity;
1840 this.vehicle_health = spectatee.vehicle_health;
1841 this.vehicle_shield = spectatee.vehicle_shield;
1842 this.vehicle_energy = spectatee.vehicle_energy;
1843 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1844 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1845 this.vehicle_reload1 = spectatee.vehicle_reload1;
1846 this.vehicle_reload2 = spectatee.vehicle_reload2;
1847
1848 //msg_entity = this;
1849
1850 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1851 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1852 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1853 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1854
1855 //WriteByte (MSG_ONE, SVC_SETVIEW);
1856 // WriteEntity(MSG_ONE, this);
1857 //makevectors(spectatee.v_angle);
1858 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1859 }
1860}
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:1794
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 1982 of file client.qc.

1983{
1984 entity ent = find(this.enemy, classname, STR_PLAYER);
1985
1986 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1987 ent = M_ARGV(1, entity);
1988 else if (!ent)
1989 ent = find(ent, classname, STR_PLAYER);
1990
1991 if(ent) SetSpectatee(this, ent);
1992
1993 return SpectateSet(this);
1994}
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 1996 of file client.qc.

1997{
1998 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1999 entity ent = findchain(classname, STR_PLAYER);
2000 if (!ent) // no player
2001 return false;
2002
2003 entity first = ent;
2004 // skip players until current spectated player
2005 if(this.enemy)
2006 while(ent && ent != this.enemy)
2007 ent = ent.chain;
2008
2009 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
2010 {
2011 case MUT_SPECPREV_FOUND:
2012 ent = M_ARGV(1, entity);
2013 break;
2015 return true;
2017 default:
2018 {
2019 if(ent.chain)
2020 ent = ent.chain;
2021 else
2022 ent = first;
2023 break;
2024 }
2025 }
2026
2027 SetSpectatee(this, ent);
2028 return SpectateSet(this);
2029}
@ 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 1880 of file client.qc.

1881{
1882 if(!IS_PLAYER(this.enemy))
1883 return false;
1884
1885 ClientData_Touch(this.enemy, true);
1886
1887 msg_entity = this;
1889 WriteEntity(MSG_ONE, this.enemy);
1891 accuracy_resend(this);
1892
1893 if(!SpectateUpdate(this))
1894 PutObserverInServer(this, false, true);
1895
1896 return true;
1897}

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 1862 of file client.qc.

1863{
1864 if(!this.enemy)
1865 return false;
1866
1867 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1868 {
1869 SetSpectatee(this, NULL);
1870 return false;
1871 }
1872
1873 SpectateCopy(this, this.enemy);
1874 if (IS_OBSERVER(this))
1875 TRANSMUTE(Spectator, this);
1876
1877 return true;
1878}

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 1372 of file client.qc.

1373{
1374 if (this.alpha < 0)
1375 return;
1376 // spawn a chatbubble entity if needed
1377 if (!this.chatbubbleentity)
1378 {
1380 this.chatbubbleentity.owner = this;
1381 this.chatbubbleentity.exteriormodeltoclient = this;
1383 this.chatbubbleentity.nextthink = time;
1384 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1385 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1386 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1387 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1388 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1389 //this.chatbubbleentity.model = "";
1390 this.chatbubbleentity.effects = EF_LOWPRECISION;
1391 }
1392}
float EF_LOWPRECISION
void ChatBubbleThink(entity this)
Definition client.qc:1346

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 2252 of file client.qc.

Referenced by joinAllowed().

◆ chatbubbleentity

entity chatbubbleentity

Definition at line 1264 of file client.qc.

Referenced by ClientDisconnect(), and UpdateChatBubble().

◆ dualwielding_prev

bool dualwielding_prev

Definition at line 2330 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 2669 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 2783 of file client.qc.

◆ shootfromfixedorigin

string shootfromfixedorigin

Definition at line 1263 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 2486 of file client.qc.

Referenced by ObserverOrSpectatorThink().

◆ zoomstate_set

bool zoomstate_set

Definition at line 1751 of file client.qc.

Referenced by PlayerPreThink(), and SetZoomState().