102 if(!player)
return 0;
121 if(spec_count >= MAX_SPECTATORS)
123 WriteByte(MSG_ENTITY, num_for_edict(it));
165 to.ignore_list_send_time = 0;
175 CS(
this).clientdata.drawonlytoclient =
this;
176 CS(
this).clientdata.owner =
this;
181 delete(
CS(
this).clientdata);
182 CS(
this).clientdata =
NULL;
188 if (cd) cd.SendFlags = 1;
190 if (to_spectators_too)
193 entity cd_spec = CS(it).clientdata;
194 if (cd_spec) cd_spec.SendFlags = cd.SendFlags;
218 if(
substring(plyermodel, 0, 14) !=
"models/player/")
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")
229 if(
substring(plyermodel, -9, 5) ==
"_lod1" ||
substring(plyermodel, -9, 5) ==
"_lod2")
243 precache_model(modelname);
244 _setmodel(e, modelname);
263 bool mutator_returnvalue =
MUTATOR_CALLHOOK(MakePlayerObserver,
this, is_forced);
264 bool recount_ready =
false;
267 bool was_player =
false;
291 bool is_observepoint = (spot !=
NULL);
294 if (!spot)
LOG_FATAL(
"No spawnpoints for observers?!?");
301 setorigin(
this, this.
origin +
STAT(PL_VIEW_OFS,
this) -
STAT(PL_CROUCH_VIEW_OFS,
this));
319 setsize(
this,
STAT(PL_CROUCH_MIN,
this),
STAT(PL_CROUCH_MAX,
this));
343 CS(
this).spectatortime =
time;
374 STAT(RESPAWN_TIME,
this) = 0;
379 STAT(AIR_FINISHED,
this) = 0;
394 STAT(WEAPONS,
this) =
'0 0 0';
416 for(
int slot = 0; slot <
MAX_AXH; ++slot)
421 if(axh.owner ==
this && axh !=
NULL && !wasfreed(axh))
425 if (mutator_returnvalue)
438 CS(
this).just_joined =
false;
456 string defaultmodel =
"";
471 if(defaultmodel ==
"")
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);
491 defaultmodel =
substring(defaultmodel, 0, i);
512 defaultmodel =
M_ARGV(0,
string);
513 defaultskin =
M_ARGV(1,
int);
517 if(defaultmodel !=
"")
519 if (defaultmodel != player.model)
524 setsize (player, m1, m2);
529 player.skin = defaultskin;
533 if (player.playermodel != player.model || player.playermodel ==
"")
539 setsize (player, m1, m2);
546 player.skin =
stof(player.playerskin);
551 player.skin = defaultskin;
555 if(chmdl ||
oldskin != player.skin)
594 else if (this.
team <= 0)
652 PS(
this).dual_weapons =
'0 0 0';
680 STAT(RESPAWN_TIME,
this) = 0;
694 this.
angles = spot.angles;
707 STAT(AIR_FINISHED,
this) = 0;
712 spawnevent.owner =
this;
724 for(
int slot = 0; slot <
MAX_AXH; ++slot)
729 if(axh.owner ==
this && axh !=
NULL && !wasfreed(axh))
737 setsize(
this,
STAT(PL_MIN,
this),
STAT(PL_MAX,
this));
739 setorigin(
this, spot.origin +
'0 0 1' * (1 -
this.mins.z - 24));
777 CS(
this).killcount = 0;
778 CS(
this).startplaytime =
time;
800 it.wr_resetplayer(it,
this);
807 this.(weaponentity).
weapon_load[it.m_id] = it.reloading_ammo;
814 string s = spot.target;
831 entity w_ent = this.(weaponentity);
835 w_ent.m_switchweapon = WEP_Null;
836 w_ent.m_weapon = WEP_Null;
837 w_ent.weaponname =
"";
838 w_ent.m_switchingweapon = WEP_Null;
874 bool use_spawnpoint = (!this.
enemy);
879 PS(
this).itemkeys = 0;
961 parm1 = -(86400 * 366);
987 CS(
this).parm_idlesince =
parm1;
988 if (
CS(
this).parm_idlesince == -(86400 * 366))
989 CS(
this).parm_idlesince =
time;
1001 stuffcmd(e,
"cl_cmd settemp cl_prydoncursor_notrace 0\n");
1002 if(autocvar_sv_gentle)
1003 stuffcmd(e,
"cl_cmd settemp cl_gentle 1\n");
1015 if(list ==
"" || tofind ==
"")
1030 if(p.netaddress ==
"local" || p.netaddress ==
"" || !
IS_REAL_CLIENT(p))
1052#ifdef DP_EXT_PRECONNECT
1060void ClientPreConnect(
entity this)
1085 if (
CS(
this).version_mismatch)
1106 string modifications =
M_ARGV(0,
string);
1109 modifications =
strcat(modifications,
", No start weapons");
1111 modifications =
strcat(modifications,
", Low gravity");
1113 modifications =
strcat(modifications,
", Weapons stay");
1115 modifications =
strcat(modifications,
", Jetpack");
1116 modifications =
substring(modifications, 2,
strlen(modifications) - 2);
1171 CS(
this).just_joined =
true;
1175 stuffcmd(
this,
"cl_particles_reloadeffects\n");
1180 stuffcmd(
this,
"cmd clientversion $gameversion\n");
1188 stuffcmd(
this, sprintf(
"set _teams_available %d\n", t));
1192 stuffcmd(
this,
"set _teams_available 0\n");
1197 CS(
this).spectatortime =
time;
1198 CS(
this).jointime =
time;
1205 stuffcmd(
this,
"cl_cmd settemp chase_active 1\n");
1209 stuffcmd(
this, sprintf(
"cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n",
"wpeditor.txt"));
1219 CS(
this).model_randomizer =
random();
1231 it.init_for_player(it, this);
1241 CS(
this).muted =
true;
1347 if ((this.
owner.alpha < 0) ||
this.owner.chatbubbleentity !=
this)
1360 this.
mdl =
"models/sprites/minigame_busy.iqm";
1362 this.
mdl =
"models/misc/chatbubble.spr";
1366 _setmodel(
this, this.
mdl);
1397 float gametype_setting_tmp;
1410 if(it.team ==
this.team)
1413 if (sdelay_small_count == 0)
1414 sdelay_small_count = 1;
1415 if (sdelay_large_count == 0)
1416 sdelay_large_count = 1;
1424 if (sdelay_small_count == 0)
1429 sdelay_small_count = 1;
1434 sdelay_small_count = 2;
1437 if (sdelay_large_count == 0)
1442 sdelay_large_count = 1;
1447 sdelay_large_count = 2;
1454 if (pcount <= sdelay_small_count)
1455 sdelay = sdelay_small;
1456 else if (pcount >= sdelay_large_count)
1457 sdelay = sdelay_large;
1459 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1466 if(sdelay < sdelay_max)
1529 float time_left = finished -
time;
1567 int items_prev = this.
items;
1631float CalcRegen(
float current,
float stable,
float regenfactor,
float regenframetime)
1633 if(current > stable)
1635 else if(current > stable - 0.25)
1638 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1641float CalcRot(
float current,
float stable,
float rotfactor,
float rotframetime)
1643 if(current < stable)
1645 else if(current < stable + 0.25)
1648 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1652 float regenstable,
float regenfactor,
float regenlinear,
float regenframetime,
1653 float rotstable,
float rotfactor,
float rotlinear,
float rotframetime)
1656 float current = old;
1657 if(current > rotstable)
1659 if(rotframetime > 0)
1661 current =
CalcRot(current, rotstable, rotfactor, rotframetime);
1662 current =
max(rotstable, current - rotlinear * rotframetime);
1665 else if(current < regenstable)
1667 if(regenframetime > 0)
1669 current =
CalcRegen(current, regenstable, regenfactor, regenframetime);
1670 current =
min(regenstable, current + regenlinear * regenframetime);
1684 float max_mod, regen_mod, rot_mod, limit_mod;
1685 max_mod = regen_mod = rot_mod = limit_mod = 1;
1693 bool mutator_returnvalue =
MUTATOR_CALLHOOK(PlayerRegen,
this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1694 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1695 max_mod =
M_ARGV(1,
float);
1696 regen_mod =
M_ARGV(2,
float);
1697 rot_mod =
M_ARGV(3,
float);
1698 limit_mod =
M_ARGV(4,
float);
1699 regen_health =
M_ARGV(5,
float);
1700 regen_health_linear =
M_ARGV(6,
float);
1701 regen_health_rot =
M_ARGV(7,
float);
1702 regen_health_rotlinear =
M_ARGV(8,
float);
1703 regen_health_stable =
M_ARGV(9,
float);
1704 regen_health_rotstable =
M_ARGV(10,
float);
1706 float rotstable, regenstable, rotframetime, regenframetime;
1708 if(!mutator_returnvalue)
1719 regenstable = regen_health_stable * max_mod;
1720 rotstable = regen_health_rotstable * max_mod;
1723 RotRegen(
this, RES_HEALTH, limit_mod,
1724 regenstable, regen_health, regen_health_linear, regenframetime,
1725 rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1734 if(this.event_damage)
1735 this.event_damage(
this,
this,
this, 1, DEATH_ROT.m_id,
DMG_NOWEP,
this.origin,
'0 0 0');
1755 CS(
this).zoomstate = newzoom;
1766 CS(
this).pressedkeys = 0;
1767 STAT(PRESSED_KEYS,
this) = 0;
1772 int keys =
STAT(PRESSED_KEYS,
this);
1782 CS(
this).pressedkeys = keys;
1784 STAT(PRESSED_KEYS,
this) = keys;
1798 PS(
this) =
PS(spectatee);
1808 CS(
this).impulse = 0;
1810 this.
items = spectatee.items;
1811 STAT(LAST_PICKUP,
this) =
STAT(LAST_PICKUP, spectatee);
1812 STAT(HIT_TIME,
this) =
STAT(HIT_TIME, spectatee);
1813 STAT(AIR_FINISHED,
this) =
STAT(AIR_FINISHED, spectatee);
1814 STAT(PRESSED_KEYS,
this) =
STAT(PRESSED_KEYS, spectatee);
1815 STAT(WEAPONS,
this) =
STAT(WEAPONS, spectatee);
1817 this.
view_ofs = spectatee.view_ofs;
1818 this.
velocity = spectatee.velocity;
1819 this.
dmg_take = spectatee.dmg_take;
1820 this.
dmg_save = spectatee.dmg_save;
1822 this.
v_angle = spectatee.v_angle;
1823 this.
angles = spectatee.v_angle;
1824 this.
viewloc = spectatee.viewloc;
1827 setorigin(
this, spectatee.origin);
1828 setsize(
this, spectatee.mins, spectatee.maxs);
1832 STAT(HUD,
this) =
STAT(HUD, spectatee);
1833 if(spectatee.vehicle)
1835 this.
angles = spectatee.v_angle;
1900 int oldspectatee_status =
CS(
this).spectatee_status;
1901 CS(
this).spectatee_status = spectatee_num;
1905 if (
STAT(PRESSED_KEYS,
this))
1907 CS(
this).pressedkeys = 0;
1908 STAT(PRESSED_KEYS,
this) = 0;
1940 this.
enemy = spectatee;
1949 if(old_spectatee.(weaponentity).arc_beam)
1958 if(spectatee.(weaponentity).arc_beam)
2005 while(ent && ent != this.
enemy)
2063 stuffcmd(
this,
"_scoreboard_team_selection 1\n");
2088 if (this.team < 0 && this.team_selected > 0
2089 && it.wants_join == this.team_selected)
2090 player_with_dibs = it;
2111 else if (player_with_dibs)
2134 player_limit =
M_ARGV(0,
int);
2135 return player_limit < maxclients && player_limit > 0 ? player_limit : 0;
2155 int totalClients = 0;
2156 int currentlyPlaying = 0;
2166 int free_slots =
max(0, (player_limit ? player_limit :
maxclients) - currentlyPlaying);
2172 if(
this && !free_slots)
2173 Send_Notification(NOTIF_ONE_ONLY,
this, MSG_CENTER, CENTER_JOIN_PREVENT, player_limit);
2188 if (QueuedPlayersReady(this, false))
2192 this.team_selected = team_index;
2196 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(Team_IndexToTeam(team_index), CENTER_JOIN_PREVENT_QUEUE_TEAM_CONFLICT), it.netname);
2197 this.wants_join = -1;
2198 this.team_selected = -1;
2207 if (team_index <= 0)
2232 if (
CS(
this).version_mismatch)
2234 Send_Notification(NOTIF_ONE_ONLY,
this, MSG_CENTER, CENTER_JOIN_PREVENT_VERSIONMISMATCH);
2255 if (this.
ping <= 0)
return false;
2265 if (team_index == 0)
2274 if (team_index == 0)
2297 string str = sprintf(
2298 "^7ent #%d\n^8 netname: ^3%s\n^8 classname: ^5%s\n^8 origin: ^2'%s'",
2299 etof(ent), ent.netname, ent.classname,
vtos(ent.origin));
2300 debug_text_3d((ent.absmin + ent.absmax) * 0.5, str, 0, 7,
'0 0 0');
2340 CS(
this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2349 STAT(RESPAWN_TIME,
this) = 0;
2394 STAT(RESPAWN_TIME,
this) = 0;
2408 STAT(RESPAWN_TIME,
this) *= -1;
2436 if(
WEP_CVAR(WEP_VORTEX, charge_always))
2472 CS(
this).impulse = 0;
2474 if (is_spec &&
CS(
this).
impulse == IMP_weapon_drop.impulse)
2476 STAT(CAMERA_SPECTATOR,
this) = (
STAT(CAMERA_SPECTATOR,
this) + 1) % 3;
2477 CS(
this).impulse = 0;
2486 CS(
this).autojoin_checked = 1;
2491 if(this.(weaponentity).
m_weapon == WEP_Null)
2509 Send_Notification(NOTIF_ONE_ONLY,
this, MSG_CENTER, CENTER_SPECTATE_SPEC_NOTALLOWED);
2521 CS(
this).impulse = 0;
2533 CS(
this).impulse = 0;
2553 bool wouldclip =
CS_CVAR(
this).cvar_cl_clippedspectating;
2555 wouldclip = !wouldclip;
2573 CS(
this).autojoin_checked = -1;
2597 else if(autocvar_g_vehicles_enter)
2612 closest_target = head;
2615 closest_target = head;
2662 error(
"Client can't be spawned as player on connection!");
2675 bool early_join_requested = (
CS(
this).autojoin_checked < 0);
2676 CS(
this).autojoin_checked = 1;
2687 CS(
this).autojoin_checked = -1;
2697 bool wep_zoomed =
false;
2702 if(thiswep != WEP_Null && thiswep.
wr_zoom)
2703 wep_zoomed += thiswep.
wr_zoom(thiswep,
this);
2711 CS(
this).teamkill_soundtime = 0;
2713 entity e =
CS(
this).teamkill_soundsource;
2714 entity oldpusher = e.pusher;
2717 e.pusher = oldpusher;
2722 CS(
this).taunt_soundtime = 0;
2735 STAT(AIR_FINISHED,
this) = 0;
2741 if(
STAT(AIR_FINISHED,
this) &&
STAT(AIR_FINISHED,
this) <
time)
2743 STAT(AIR_FINISHED,
this) = 0;
2747 if (!
STAT(AIR_FINISHED,
this))
2749 if (
STAT(AIR_FINISHED,
this) <
time)
2774 CS(
this).pm_frametime = 0;
2806 CS(
this).pressedkeys = 0;
2807 STAT(PRESSED_KEYS,
this) = 0;
2839 STAT(GUNALIGN,
this) =
CS_CVAR(
this).cvar_cl_gunalign;
2840 STAT(MOVEVARS_CL_TRACK_CANJUMP,
this) =
CS_CVAR(
this).cvar_cl_movement_track_canjump;
2852 ||
CS(
this).autojoin_checked == 0)
2854 CS(
this).spectatortime =
time;
2855 if (
CS(
this).autojoin_checked)
2858 else if (
time > cutoff)
2866 bool assume_unchanged = (
CS(
this).netname_previous ==
"");
2872 assume_unchanged =
false;
2878 sprint(
this,
"Warning: invisible names are not allowed.\n");
2879 assume_unchanged =
false;
2888 if (
CS(
this).version_nagtime &&
CS_CVAR(
this).cvar_g_xonoticversion &&
time >
CS(
this).version_nagtime)
2890 CS(
this).version_nagtime = 0;
2928 if(!it.team || SAME_TEAM(this, it))
2929 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2930 else if(autocvar_g_vehicles_steal)
2931 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2935 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2950 int totalClients = 0;
2975 CS(
this).parm_idlesince =
time;
2977 else if (
time -
CS(
this).parm_idlesince < 1)
2979 if (
CS(
this).idlekick_lasttimeleft)
2981 CS(
this).idlekick_lasttimeleft = 0;
2991 float timeleft =
ceil(maxidle_time - (
time -
CS(
this).parm_idlesince));
2992 float countdown_time =
max(
min(10, maxidle_time - 1),
ceil(maxidle_time * 0.33));
2993 if (timeleft == countdown_time && !
CS(
this).idlekick_lasttimeleft)
2998 Send_Notification(NOTIF_ONE_ONLY,
this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
3001 Send_Notification(NOTIF_ONE_ONLY,
this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
3029 else if (timeleft <= countdown_time
3032 if (timeleft !=
CS(
this).idlekick_lasttimeleft)
3034 CS(
this).idlekick_lasttimeleft = timeleft;
3046 CS(
this).teamkill_complain = 0;
3047 CS(
this).teamkill_soundtime = 0;
3048 CS(
this).teamkill_soundsource =
NULL;
3066 store.button0 = (typing) ? 0 : this.
button0;
3068 store.button2 = (typing) ? 0 : this.
button2;
3069 store.button3 = (typing) ? 0 : this.
button3;
3071 store.button5 = (typing) ? 0 : this.
button5;
3092 store.ping = this.
ping;
3102 int fps = ReadShort();
void accuracy_resend(entity e)
force a resend of a player's accuracy stats
float frame
primary framegroup animation (strength = 1 - lerpfrac - lerpfrac3 - lerpfrac4)
void anticheat_spectatecopy(entity this, entity spectatee)
void anticheat_prethink(entity this)
void antilag_clear(entity e, entity store)
void navigation_dynamicgoal_init(entity this, bool initially_static)
IntrusiveList g_bot_targets
void bot_aim_reset(entity this)
int bots_would_leave
how many bots would leave so humans can replace them
void bot_relinkplayerlist()
string autocvar_g_playban_list
string autocvar_g_chatban_list
#define MUTATOR_CALLHOOK(id,...)
#define MUTATOR_IS_ENABLED(this)
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
#define BITSET(var, mask, flag)
float CheatFrame(entity this)
bool drag_undraggable(entity draggee, entity dragger)
float CheatsAllowed(entity this, float imp, int argc, float cheatframe, bool logattempt, bool ignoredead)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void SetResource(entity e, Resource res_type, float amount)
Sets the current amount of resource the given entity will have.
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
bool SetResourceExplicit(entity e, Resource res_type, float amount)
Sets the resource amount of an entity without calling any hooks.
entity AuxiliaryXhair[MAX_AXH]
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
virtual void wr_zoom()
(BOTH) weapon specific zoom reticle
int spectatee_status
the -1 disables HUD panels before CSQC receives necessary data
vector hook_shotorigin[4]
void ignore_list_update_on_connection(entity this)
Updates ignore list of all the players.
void ignore_list_send(entity this)
void ignore_remove_player(entity this, entity ignore, bool from_db_too)
Removes a player from the ignore list of another player.
float ignore_list_send_time
const int IGNORE_LIST_SEND_NOW
#define debug_text_3d(...)
const int IT_USING_JETPACK
const int IT_UNLIMITED_AMMO
const int IT_UNLIMITED_SUPERWEAPONS
#define setmodel(this, m)
void Physics_UpdateStats(entity this)
string autocvar_sv_jumpspeedcap_max
vector autocvar_sv_player_viewoffset
#define PHYS_INPUT_BUTTON_JUMP(s)
#define PHYS_INPUT_BUTTON_HOOK(s)
#define PHYS_INPUT_BUTTON_CHAT(s)
#define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s)
#define PHYS_INPUT_BUTTON_MINIGAME(s)
string autocvar_sv_jumpspeedcap_min
#define PHYS_INPUT_BUTTON_USE(s)
#define PHYS_INPUT_BUTTON_ATCK(s)
#define PHYS_INPUT_BUTTON_ZOOM(s)
#define PHYS_INPUT_BUTTON_ATCK2(s)
string playername(string thename, int teamid, bool team_colorize)
vector healtharmor_maxdamage(float h, float a, float armorblock, int deathtype)
Notification Announcer_PickNumber(int type, int num)
float compressShotOrigin(vector v)
float textLengthUpToLength(string theText, int maxLength, textLengthUpToLength_lenFunction_t w)
float get_model_parameters(string m, float sk)
float get_model_parameters_species
string strtolower(string s)
const int FL_JUMPRELEASED
const int FRAGS_SPECTATOR
const float SOLID_SLIDEBOX
const float CONTENT_WATER
const float EF_FULLBRIGHT
float DPCONTENTS_PLAYERCLIP
const float EF_NODEPTHTEST
const float CONTENT_EMPTY
const int EF_TELEPORT_BIT
const int EF_RESTARTANIM_BIT
#define CSQCMODEL_AUTOUPDATE(e)
#define CSQCMODEL_EF_RESPAWNGHOST
#define CSQCMODEL_AUTOINIT(e)
int autocvar_bot_vs_human
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
float autocvar_g_balance_armor_blockpercent
IntrusiveList g_damagedbycontents
float autocvar_g_teamdamage_resetspeed
float autocvar_g_balance_damagepush_speedfactor
float disableclientprediction
vector cursor_trace_start
vector cursor_trace_endpos
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
void entcs_update_players(entity player)
ERASEABLE bool fexists(string f)
string GameLog_ProcessIP(string s)
void GameLogEcho(string s)
bool autocvar_sv_eventlog
void UpdatePlayerSounds(entity this)
const int VOICETYPE_LASTATTACKER_ONLY
#define PlayerSound(this, def, chan, vol, voicetype)
bool autocvar_g_debug_globalsounds
Use new sound handling.
const int VOICETYPE_PLAYERSOUND
const int VOICETYPE_AUTOTAUNT
void Handicap_Initialize(entity player)
Initializes handicap to its default value.
float Handicap_GetTotalHandicap(entity player, bool receiving)
Returns the total handicap of the player.
Header file that describes the handicap system.
float handicap_avg_taken_sum
float handicap_avg_given_sum
void IntermissionThink(entity this)
void Send_NextMap_To_Player(entity pl)
bool intermission_running
ERASEABLE void IL_REMOVE(IntrusiveList this, entity it)
Remove any element, anywhere in the list.
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
#define IL_EACH(this, cond, body)
bool Ban_MaybeEnforceBanOnce(entity client)
#define FOREACH_WORD(words, cond, body)
#define FOREACH_ENTITY_RADIUS(org, dist, cond, body)
#define FOREACH(list, cond, body)
void SUB_UseTargets(entity this, entity actor, entity trigger)
IntrusiveList g_ladderents
#define PutClientInServer
#define NET_HANDLE(id, param)
#define WriteHeader(to, id)
void Net_LinkEntity(entity e, bool docull, float dt, bool(entity this, entity to, int sendflags) sendfunc)
entity WarpZone_FindRadius(vector org, float rad, bool needlineofsight)
int MapInfo_Get_ByName(string pFilename, float pAllowGenerate, Gametype pGametypeToSet)
void MapInfo_ClearTemps()
string MapInfo_Map_author
string MapInfo_Map_titlestring
void set_movetype(entity this, int mt)
void Movetype_Physics_NoMatchTicrate(entity this, float movedt, bool isclient)
const int MOVETYPE_QCPLAYER
const int WATERLEVEL_SUBMERGED
const int WATERLEVEL_NONE
const int MOVETYPE_FLY_WORLDONLY
const int MOVETYPE_NOCLIP
@ STATUSEFFECT_REMOVE_CLEAR
Effect is being forcibly removed without calling any additional mechanics.
@ STATUSEFFECT_REMOVE_NORMAL
Effect is being removed by a function, calls regular removal mechanics.
@ STATUSEFFECT_REMOVE_TIMEOUT
const int RACE_NET_CHECKPOINT_CLEAR
void sv_notice_join(entity _to)
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
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
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
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
void Kill_Notification(NOTIF broadcast, entity client, MSG net_type, CPID net_cpid)
#define APP_TEAM_NUM(num, prefix)
#define TRANSMUTE(cname, this,...)
#define new_pure(class)
purely logical entities (not linked to the area grid)
#define STATIC_METHOD(cname, name, prototype)
void PlayerStats_GameReport_FinalizePlayer(entity p)
void PlayerStats_GameReport_AddPlayer(entity e)
void PlayerStats_GameReport_AddEvent(string event_id)
const string PLAYERSTATS_ALIVETIME
#define PlayerStats_GameReport_Event_Player(ent, eventid, val)
void Portal_ClearAll(entity own)
bool autocvar_sv_q3compat_changehitbox
ERASEABLE void RandomSelection_Init()
#define RandomSelection_AddEnt(e, weight, priority)
entity RandomSelection_chosen_ent
ERASEABLE ACCUMULATE void Registry_send_all()
float PlayerScore_Set(entity player, PlayerScoreField scorefield, float score)
Sets the player's score to the score parameter.
bool PlayerScore_Clear(entity player)
Initialize the score of this player if needed.
void W_NextWeapon(entity this, int list,.entity weaponentity)
#define w_getbestweapon(ent, wepent)
bool autocvar_g_weaponswitch_debug
int Campaign_GetLevelNum()
bool campaign_bots_may_start
campaign mode: bots shall spawn but wait for the player to spawn before they do anything in other gam...
#define CHAT_NOSPECTATORS()
void player_powerups_remove_all(entity this, bool allow_poweroff_sound)
int player_getspecies(entity this)
bool SpectateSet(entity this)
void play_countdown(entity this, float finished, Sound samp)
void SpectateCopy(entity this, entity spectatee)
void WriteSpectators(entity player, entity to)
int CountSpectators(entity player, entity to)
float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
void GiveWarmupResources(entity this)
entity SelectObservePoint(entity this)
bool ShowTeamSelection(entity this)
bool SpectateUpdate(entity this)
void DrownPlayer(entity this)
void GetPressedKeys(entity this)
void PlayerUseKey(entity this)
void ClientData_Detach(entity this)
void player_powerups(entity this)
void SendWelcomeMessage(entity this, int msg_type)
void UpdateChatBubble(entity this)
void FixClientCvars(entity e)
bool PlayerInIDList(entity p, string idlist)
void SetZoomState(entity this, float newzoom)
string CheckPlayerModel(string plyermodel)
void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
putting a client as observer in the server
void player_regen(entity this)
void Player_Physics(entity this)
bool SpectateNext(entity this)
void ChatBubbleThink(entity this)
void respawn(entity this)
void PutPlayerInServer(entity this)
void calculate_player_respawn_time(entity this)
float CalcRot(float current, float stable, float rotfactor, float rotframetime)
void ClientInit_CheckUpdate(entity this)
bool PlayerThink(entity this)
bool ClientInit_SendEntity(entity this, entity to, int sf)
void ObserverOrSpectatorThink(entity this)
bool PlayerInIPList(entity p, string iplist)
bool queuePlayer(entity this, int team_index)
void ShowRespawnCountdown(entity this)
int nJoinAllowed(entity this)
Determines how many player slots are free.
void PM_UpdateButtons(entity this, entity store)
void SetSpectatee_status(entity this, int spectatee_num)
bool Spectate(entity this, entity pl)
bool joinAllowed(entity this, int team_index)
bool findinlist_abbrev(string tofind, string list)
void FixPlayermodel(entity player)
bool SpectatePrev(entity this)
void PlayerFrame(entity this)
bool PlayerInList(entity player, string list)
void ClientData_Attach(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)
void DecodeLevelParms(entity this)
void show_entnum(entity this)
string shootfromfixedorigin
void Join(entity this, bool queued_join)
it's assumed this isn't called for bots (campaign_bots_may_start, centreprints)
void ClientInit_misc(entity this)
void SetSpectatee(entity this, entity spectatee)
void setplayermodel(entity e, string modelname)
string FallbackPlayerModel
void ClientData_Touch(entity e, bool to_spectators_too)
bool ClientData_Send(entity this, entity to, int sf)
string autocvar_sv_quickmenu_file
float autocvar_sv_foginterval
float autocvar_sv_maxidle
string autocvar_g_xonoticversion
bool autocvar_g_respawn_ghosts
bool autocvar_g_forced_respawn
string weaponorder_byimpulse
float autocvar_g_balance_pause_health_rot_spawn
bool autocvar_sv_servermodelsonly
bool autocvar_sv_teamnagger
string autocvar_g_mutatormsg
bool autocvar_sv_spectate
#define INDEPENDENT_PLAYERS
bool autocvar_g_fullbrightplayers
IntrusiveList g_observepoints
bool autocvar_g_botclip_collisions
float autocvar_sv_player_scale
float autocvar_g_balance_pause_armor_rot_spawn
int autocvar_sv_maxidle_minplayers
IntrusiveList g_initforplayer
int autocvar_g_balance_armor_start
float autocvar_sv_maxidle_playertospectator
float autocvar_g_balance_pause_fuel_rot_spawn
float autocvar_g_maxplayers_spectator_blocktime
#define IS_INDEPENDENT_PLAYER(e)
float pauserotfuel_finished
float autocvar_g_respawn_ghosts_time
float autocvar_g_respawn_ghosts_alpha
bool autocvar_sv_maxidle_slots_countbots
bool autocvar_g_playerclip_collisions
bool autocvar_g_nodepthtestplayers
float pauseregen_finished
#define GAMETYPE_DEFAULTED_SETTING(str)
#define MAKE_INDEPENDENT_PLAYER(e)
int autocvar_g_maxplayers
float pauserothealth_finished
float autocvar_g_respawn_ghosts_speed
float autocvar_g_player_brightness
float autocvar_g_player_damageforcescale
float pauserotarmor_finished
int autocvar_sv_name_maxlength
float autocvar_gameversion
int autocvar_sv_maxidle_slots
float autocvar_g_respawn_ghosts_fadetime
bool autocvar_sv_show_entnum
float autocvar_g_balance_pause_health_regen_spawn
bool autocvar_sv_maxidle_alsokickspectators
bool autocvar_sv_showspectators
int autocvar_sv_timeout_number
const float TIMEOUT_ACTIVE
void VoteCount(float first_count)
void ReadyRestart(bool forceWarmupEnd)
string autocvar_sv_vote_master_ids
void RemoveGrapplingHooks(entity pl)
void ImpulseCommands(entity this)
void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names, entity ammo_entity)
Give several random weapons and ammo to the entity.
float autocvar_g_balance_superweapons_time
bool dropclient_schedule(entity this)
Schedules dropclient for a player and returns true; if dropclient is already scheduled (for that play...
bool autocvar_sv_autopause
int autocvar_g_balance_contents_playerdamage_drowning
float autocvar_g_balance_contents_drowndelay
float autocvar_g_balance_contents_damagerate
void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
void player_anim(entity this)
bool PlayerHeal(entity targ, entity inflictor, float amount, float limit)
void player_setupanimsformodel(entity this)
void CopyBody(entity this, float keepvelocity)
string autocvar_sv_defaultplayermodel_blue
int autocvar_sv_defaultplayerskin_pink
float score_frame_dmgtaken
int autocvar_sv_defaultplayerskin_yellow
string autocvar_sv_defaultplayermodel_yellow
string autocvar_sv_defaultplayermodel_red
string autocvar_sv_defaultplayercolors
bool autocvar_sv_defaultcharacter
int autocvar_sv_defaultplayerskin_blue
float autocvar_g_spawnshieldtime
int autocvar_sv_defaultplayerskin_red
int autocvar_sv_defaultplayerskin
string autocvar_sv_defaultplayermodel
string autocvar_sv_defaultplayermodel_pink
bool autocvar_sv_defaultcharacterskin
void race_SendNextCheckpoint(entity e, float spec)
bool autocvar_g_allow_checkpoints
bool SpawnEvent_Send(entity this, entity to, int sf)
entity SelectSpawnPoint(entity this, bool anypoint)
bool W_DualWielding(entity player)
void WarpZone_PlayerPhysics_FixVAngle(entity this)
const float VOL_BASEVOICE
const int CH_TRIGGER_SINGLE
const int CH_PLAYER_SINGLE
#define sound(e, c, s, v, a)
void play2(entity e, string filename)
void stopsound(entity e, int chan)
void PlayerState_attach(entity this)
void bot_clientconnect(entity this)
void ClientState_detach(entity this)
void PlayerState_detach(entity this)
void DecodeLevelParms(entity this)
ClientState CS(Client this)
void StatusEffects_remove(StatusEffect this, entity actor, int removal_type)
float StatusEffects_gettime(StatusEffect this, entity actor)
bool StatusEffects_active(StatusEffect this, entity actor)
void StatusEffects_apply(StatusEffect this, entity actor, float eff_time, int eff_flags)
void ONREMOVE(entity this)
ERASEABLE int vercmp(string v1, string v2)
ERASEABLE bool isInvisibleString(string s)
void SUB_SetFade(entity ent, float vanish_time, float fading_time)
bool MinigameImpulse(entity this, int imp)
void part_minigame(entity player)
void monsters_setstatus(entity this)
IntrusiveList g_monster_targets
float g_nexball_meter_period
float GetResourceLimit(entity e, Resource res_type)
Returns the maximum amount of the given resource.
Header file that describes the resource system.
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
#define GameRules_scoring_add(client, fld, value)
void vehicles_enter(entity pl, entity veh)
void vehicles_exit(entity vehic, bool eject)
const float vehicle_shield
If ent is player this is 0..100 indicating precentage of energy left on vehicle. If ent is vehicle,...
const float vehicle_reload2
If ent is player this is 0..100 indicating percentage of secondary ammo left. If ent is vehicle,...
const float vehicle_ammo1
If ent is player this is 0..100 indicating precentage of shield left on vehicle. If ent is vehicle,...
const float vehicle_health
const float vehicle_energy
If ent is player this is 0..100 indicating precentage of health left on vehicle. Vehicle's value is t...
const int VHEF_RELEASE
User pressed exit key 3 times fast (not implemented) or vehicle is dying.
entity vehicle
Entity to disply the shild effect on damage.
const float vehicle_ammo2
If ent is player this is 0..100 indicating percentage of primary reload status. If ent is vehicle,...
float autocvar_g_vehicles_enter_radius
const float vehicle_reload1
If ent is player this is 0..100 indicating percentage of primary ammo left UNLESS value is already st...
bool QueuedPlayersReady(entity this, bool checkspecificteam)
Returns true when enough players are queued that the next will join directly to the only available te...
bool TeamBalance_QueuedPlayersTagIn(entity ignore)
Joins queued player(s) to team(s) with a shortage, this should be more robust than only replacing the...
void TeamBalance_Destroy(entity balance)
Destroy the team balance entity.
void TeamBalance_RemoveExcessPlayers(entity ignore)
void Player_DetermineForcedTeam(entity player)
Determines the forced team of the player using current global config.
void TeamBalance_JoinBestTeam(entity player)
Assigns the given player to a team that will make the game most balanced.
bool Player_HasRealForcedTeam(entity player)
Returns whether player has real forced team.
bool QueueNeeded(entity ignore)
bool SetPlayerTeam(entity player, int team_index, int type)
Sets the team of the player.
int Player_GetForcedTeamIndex(entity player)
Returns the index of the forced team of the given player.
int TeamBalance_GetAllowedTeams(entity balance)
Returns the bitmask of allowed teams.
entity TeamBalance_CheckAllowedTeams(entity for_whom)
Checks whether the player can join teams according to global configuration and mutator settings.
bool TeamBalance_AreEqual(entity ignore, bool would_leave)
string autocvar_g_forced_team_otherwise
@ TEAM_FORCE_SPECTATOR
Force the player to spectator team.
bool autocvar_g_balance_teams_remove
@ TEAM_CHANGE_MANUAL
Player has manually selected their team.
@ TEAM_CHANGE_SPECTATOR
Player is joining spectators. //TODO: Remove?
bool autocvar_g_balance_teams
int Team_IndexToTeam(int index)
Converts team index into team value.
const int TELEPORT_NORMAL
const int TELEPORT_SIMPLE
void WarpZone_crosshair_trace_plusvisibletriggers(entity pl)
float autocvar_g_trueaim_minrange
float autocvar_g_ballistics_density_player
#define IS_REAL_CLIENT(v)
#define FOREACH_CLIENT(cond, body)
#define IS_BOT_CLIENT(v)
want: (IS_CLIENT(v) && !IS_REAL_CLIENT(v))
const int VHF_MULTISLOT
Add random head angles each frame if health < 50%.
void target_voicescript_next(entity pl)
void target_voicescript_clear(entity pl)
void W_Vortex_Charge(entity actor,.entity weaponentity, float dt)
float vortex_charge_rottime
bool waypointeditor_enabled
void WaypointSprite_PlayerGone(entity this)
void WaypointSprite_PlayerDead(entity this)
void WaypointSprite_UpdateHealth(entity e, float f)
entity waypointsprite_attachedforcarrier
void W_PROP_reload(int chan, entity to)
string autocvar_g_shootfromfixedorigin
entity exteriorweaponentity
#define WEP_CVAR(wep, name)
WepSet WEPSET_SUPERWEAPONS
const int MAX_WEAPONSLOTS
const int WEP_FLAG_RELOADABLE
entity weaponentities[MAX_WEAPONSLOTS]
void W_WeaponFrame(Player actor,.entity weaponentity)
void CL_SpawnWeaponentity(entity actor,.entity weaponentity)
void W_ResetGunAlign(entity player, int preferred_alignment)
float weapon_load[REGISTRY_MAX(Weapons)]
float warmup_start_ammo_cells
#define WARMUP_START_WEAPONS
entity random_start_ammo
Entity that contains amount of ammo to give with random start weapons.
string autocvar_g_random_start_weapons
Holds a list of possible random start weapons.
float warmup_start_ammo_rockets
float warmup_start_ammo_shells
bool autocvar_sv_mapformat_is_quake3
int random_start_weapons_count
Number of random start weapons to give to players.
float warmup_start_ammo_nails
float default_weapon_alpha
WepSet g_weaponarena_weapons
float default_player_alpha
string cache_lastmutatormsg
float warmup_start_health
bool autocvar_sv_dedicated
bool observe_blocked_if_eliminated
float warmup_start_ammo_fuel
string g_weaponarena_list
bool sv_ready_restart_after_countdown
float warmup_start_armorvalue