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;
696 this.
angles = spot.angles;
709 STAT(AIR_FINISHED,
this) = 0;
714 spawnevent.owner =
this;
726 for(
int slot = 0; slot <
MAX_AXH; ++slot)
731 if(axh.owner ==
this && axh !=
NULL && !wasfreed(axh))
739 setsize(
this,
STAT(PL_MIN,
this),
STAT(PL_MAX,
this));
741 setorigin(
this, spot.origin +
'0 0 1' * (1 -
this.mins.z - 24));
779 CS(
this).killcount = 0;
780 CS(
this).startplaytime =
time;
802 it.wr_resetplayer(it,
this);
809 this.(weaponentity).
weapon_load[it.m_id] = it.reloading_ammo;
816 string s = spot.target;
833 entity w_ent = this.(weaponentity);
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;
876 bool use_spawnpoint = (!this.
enemy);
881 PS(
this).itemkeys = 0;
963 parm1 = -(86400 * 366);
989 CS(
this).parm_idlesince =
parm1;
990 if (
CS(
this).parm_idlesince == -(86400 * 366))
991 CS(
this).parm_idlesince =
time;
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");
1017 if(list ==
"" || tofind ==
"")
1032 if(p.netaddress ==
"local" || p.netaddress ==
"" || !
IS_REAL_CLIENT(p))
1054#ifdef DP_EXT_PRECONNECT
1062void ClientPreConnect(
entity this)
1087 if (
CS(
this).version_mismatch)
1108 string modifications =
M_ARGV(0,
string);
1111 modifications =
strcat(modifications,
", No start weapons");
1113 modifications =
strcat(modifications,
", Low gravity");
1115 modifications =
strcat(modifications,
", Weapons stay");
1117 modifications =
strcat(modifications,
", Jetpack");
1118 modifications =
substring(modifications, 2,
strlen(modifications) - 2);
1173 CS(
this).just_joined =
true;
1177 stuffcmd(
this,
"cl_particles_reloadeffects\n");
1182 stuffcmd(
this,
"cmd clientversion $gameversion\n");
1190 stuffcmd(
this, sprintf(
"set _teams_available %d\n", t));
1194 stuffcmd(
this,
"set _teams_available 0\n");
1199 CS(
this).spectatortime =
time;
1200 CS(
this).jointime =
time;
1207 stuffcmd(
this,
"cl_cmd settemp chase_active 1\n");
1211 stuffcmd(
this, sprintf(
"cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n",
"wpeditor.txt"));
1221 CS(
this).model_randomizer =
random();
1233 it.init_for_player(it, this);
1243 CS(
this).muted =
true;
1349 if ((this.
owner.alpha < 0) ||
this.owner.chatbubbleentity !=
this)
1362 this.
mdl =
"models/sprites/minigame_busy.iqm";
1364 this.
mdl =
"models/misc/chatbubble.spr";
1368 _setmodel(
this, this.
mdl);
1399 float gametype_setting_tmp;
1412 if(it.team ==
this.team)
1415 if (sdelay_small_count == 0)
1416 sdelay_small_count = 1;
1417 if (sdelay_large_count == 0)
1418 sdelay_large_count = 1;
1426 if (sdelay_small_count == 0)
1431 sdelay_small_count = 1;
1436 sdelay_small_count = 2;
1439 if (sdelay_large_count == 0)
1444 sdelay_large_count = 1;
1449 sdelay_large_count = 2;
1456 if (pcount <= sdelay_small_count)
1457 sdelay = sdelay_small;
1458 else if (pcount >= sdelay_large_count)
1459 sdelay = sdelay_large;
1461 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1468 if(sdelay < sdelay_max)
1531 float time_left = finished -
time;
1569 int items_prev = this.
items;
1633float CalcRegen(
float current,
float stable,
float regenfactor,
float regenframetime)
1635 if(current > stable)
1637 else if(current > stable - 0.25)
1640 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1643float CalcRot(
float current,
float stable,
float rotfactor,
float rotframetime)
1645 if(current < stable)
1647 else if(current < stable + 0.25)
1650 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1654 float regenstable,
float regenfactor,
float regenlinear,
float regenframetime,
1655 float rotstable,
float rotfactor,
float rotlinear,
float rotframetime)
1658 float current = old;
1659 if(current > rotstable)
1661 if(rotframetime > 0)
1663 current =
CalcRot(current, rotstable, rotfactor, rotframetime);
1664 current =
max(rotstable, current - rotlinear * rotframetime);
1667 else if(current < regenstable)
1669 if(regenframetime > 0)
1671 current =
CalcRegen(current, regenstable, regenfactor, regenframetime);
1672 current =
min(regenstable, current + regenlinear * regenframetime);
1686 float max_mod, regen_mod, rot_mod, limit_mod;
1687 max_mod = regen_mod = rot_mod = limit_mod = 1;
1695 bool mutator_returnvalue =
MUTATOR_CALLHOOK(PlayerRegen,
this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1696 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1697 max_mod =
M_ARGV(1,
float);
1698 regen_mod =
M_ARGV(2,
float);
1699 rot_mod =
M_ARGV(3,
float);
1700 limit_mod =
M_ARGV(4,
float);
1701 regen_health =
M_ARGV(5,
float);
1702 regen_health_linear =
M_ARGV(6,
float);
1703 regen_health_rot =
M_ARGV(7,
float);
1704 regen_health_rotlinear =
M_ARGV(8,
float);
1705 regen_health_stable =
M_ARGV(9,
float);
1706 regen_health_rotstable =
M_ARGV(10,
float);
1708 float rotstable, regenstable, rotframetime, regenframetime;
1710 if(!mutator_returnvalue)
1721 regenstable = regen_health_stable * max_mod;
1722 rotstable = regen_health_rotstable * max_mod;
1725 RotRegen(
this, RES_HEALTH, limit_mod,
1726 regenstable, regen_health, regen_health_linear, regenframetime,
1727 rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1736 if(this.event_damage)
1737 this.event_damage(
this,
this,
this, 1, DEATH_ROT.m_id,
DMG_NOWEP,
this.origin,
'0 0 0');
1757 CS(
this).zoomstate = newzoom;
1768 CS(
this).pressedkeys = 0;
1769 STAT(PRESSED_KEYS,
this) = 0;
1774 int keys =
STAT(PRESSED_KEYS,
this);
1784 CS(
this).pressedkeys = keys;
1786 STAT(PRESSED_KEYS,
this) = keys;
1800 PS(
this) =
PS(spectatee);
1810 CS(
this).impulse = 0;
1812 this.
items = spectatee.items;
1813 STAT(LAST_PICKUP,
this) =
STAT(LAST_PICKUP, spectatee);
1814 STAT(HIT_TIME,
this) =
STAT(HIT_TIME, spectatee);
1815 STAT(AIR_FINISHED,
this) =
STAT(AIR_FINISHED, spectatee);
1816 STAT(PRESSED_KEYS,
this) =
STAT(PRESSED_KEYS, spectatee);
1817 STAT(WEAPONS,
this) =
STAT(WEAPONS, spectatee);
1819 this.
view_ofs = spectatee.view_ofs;
1820 this.
velocity = spectatee.velocity;
1821 this.
dmg_take = spectatee.dmg_take;
1822 this.
dmg_save = spectatee.dmg_save;
1824 this.
v_angle = spectatee.v_angle;
1825 this.
angles = spectatee.v_angle;
1826 this.
viewloc = spectatee.viewloc;
1829 setorigin(
this, spectatee.origin);
1830 setsize(
this, spectatee.mins, spectatee.maxs);
1834 STAT(HUD,
this) =
STAT(HUD, spectatee);
1835 if(spectatee.vehicle)
1837 this.
angles = spectatee.v_angle;
1902 int oldspectatee_status =
CS(
this).spectatee_status;
1903 CS(
this).spectatee_status = spectatee_num;
1907 if (
STAT(PRESSED_KEYS,
this))
1909 CS(
this).pressedkeys = 0;
1910 STAT(PRESSED_KEYS,
this) = 0;
1942 this.
enemy = spectatee;
1951 if(old_spectatee.(weaponentity).arc_beam)
1960 if(spectatee.(weaponentity).arc_beam)
2007 while(ent && ent != this.
enemy)
2065 stuffcmd(
this,
"_scoreboard_team_selection 1\n");
2090 if (this.team < 0 && this.team_selected > 0
2091 && it.wants_join == this.team_selected)
2092 player_with_dibs = it;
2113 else if (player_with_dibs)
2136 player_limit =
M_ARGV(0,
int);
2137 return player_limit < maxclients && player_limit > 0 ? player_limit : 0;
2157 int totalClients = 0;
2158 int currentlyPlaying = 0;
2168 int free_slots =
max(0, (player_limit ? player_limit :
maxclients) - currentlyPlaying);
2174 if(
this && !free_slots)
2175 Send_Notification(NOTIF_ONE_ONLY,
this, MSG_CENTER, CENTER_JOIN_PREVENT, player_limit);
2190 if (QueuedPlayersReady(this, false))
2194 this.team_selected = team_index;
2198 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(Team_IndexToTeam(team_index), CENTER_JOIN_PREVENT_QUEUE_TEAM_CONFLICT), it.netname);
2199 this.wants_join = -1;
2200 this.team_selected = -1;
2209 if (team_index <= 0)
2234 if (
CS(
this).version_mismatch)
2236 Send_Notification(NOTIF_ONE_ONLY,
this, MSG_CENTER, CENTER_JOIN_PREVENT_VERSIONMISMATCH);
2257 if (this.
ping <= 0)
return false;
2267 if (team_index == 0)
2276 if (team_index == 0)
2299 string str = sprintf(
2300 "^7ent #%d\n^8 netname: ^3%s\n^8 classname: ^5%s\n^8 origin: ^2'%s'",
2301 etof(ent), ent.netname, ent.classname,
vtos(ent.origin));
2302 debug_text_3d((ent.absmin + ent.absmax) * 0.5, str, 0, 7,
'0 0 0');
2342 CS(
this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2351 STAT(RESPAWN_TIME,
this) = 0;
2396 STAT(RESPAWN_TIME,
this) = 0;
2410 STAT(RESPAWN_TIME,
this) *= -1;
2438 if(
WEP_CVAR(WEP_VORTEX, charge_always))
2474 CS(
this).impulse = 0;
2476 if (is_spec &&
CS(
this).
impulse == IMP_weapon_drop.impulse)
2478 STAT(CAMERA_SPECTATOR,
this) = (
STAT(CAMERA_SPECTATOR,
this) + 1) % 3;
2479 CS(
this).impulse = 0;
2488 CS(
this).autojoin_checked = 1;
2493 if(this.(weaponentity).
m_weapon == WEP_Null)
2511 Send_Notification(NOTIF_ONE_ONLY,
this, MSG_CENTER, CENTER_SPECTATE_SPEC_NOTALLOWED);
2523 CS(
this).impulse = 0;
2535 CS(
this).impulse = 0;
2555 bool wouldclip =
CS_CVAR(
this).cvar_cl_clippedspectating;
2557 wouldclip = !wouldclip;
2575 CS(
this).autojoin_checked = -1;
2599 else if(autocvar_g_vehicles_enter)
2614 closest_target = head;
2617 closest_target = head;
2664 error(
"Client can't be spawned as player on connection!");
2677 bool early_join_requested = (
CS(
this).autojoin_checked < 0);
2678 CS(
this).autojoin_checked = 1;
2689 CS(
this).autojoin_checked = -1;
2699 bool wep_zoomed =
false;
2704 if(thiswep != WEP_Null && thiswep.
wr_zoom)
2705 wep_zoomed += thiswep.
wr_zoom(thiswep,
this);
2713 CS(
this).teamkill_soundtime = 0;
2715 entity e =
CS(
this).teamkill_soundsource;
2716 entity oldpusher = e.pusher;
2719 e.pusher = oldpusher;
2724 CS(
this).taunt_soundtime = 0;
2737 STAT(AIR_FINISHED,
this) = 0;
2743 if(
STAT(AIR_FINISHED,
this) &&
STAT(AIR_FINISHED,
this) <
time)
2745 STAT(AIR_FINISHED,
this) = 0;
2749 if (!
STAT(AIR_FINISHED,
this))
2751 if (
STAT(AIR_FINISHED,
this) <
time)
2801 CS(
this).pressedkeys = 0;
2802 STAT(PRESSED_KEYS,
this) = 0;
2806 CS(
this).pm_frametime = 0;
2837 STAT(GUNALIGN,
this) =
CS_CVAR(
this).cvar_cl_gunalign;
2838 STAT(MOVEVARS_CL_TRACK_CANJUMP,
this) =
CS_CVAR(
this).cvar_cl_movement_track_canjump;
2850 ||
CS(
this).autojoin_checked == 0)
2852 CS(
this).spectatortime =
time;
2853 if (
CS(
this).autojoin_checked)
2856 else if (
time > cutoff)
2864 bool assume_unchanged = (
CS(
this).netname_previous ==
"");
2870 assume_unchanged =
false;
2876 sprint(
this,
"Warning: invisible names are not allowed.\n");
2877 assume_unchanged =
false;
2886 if (
CS(
this).version_nagtime &&
CS_CVAR(
this).cvar_g_xonoticversion &&
time >
CS(
this).version_nagtime)
2888 CS(
this).version_nagtime = 0;
2926 if(!it.team || SAME_TEAM(this, it))
2927 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2928 else if(autocvar_g_vehicles_steal)
2929 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2933 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2948 int totalClients = 0;
2973 CS(
this).parm_idlesince =
time;
2975 else if (
time -
CS(
this).parm_idlesince < 1)
2977 if (
CS(
this).idlekick_lasttimeleft)
2979 CS(
this).idlekick_lasttimeleft = 0;
2989 float timeleft =
ceil(maxidle_time - (
time -
CS(
this).parm_idlesince));
2990 float countdown_time =
max(
min(10, maxidle_time - 1),
ceil(maxidle_time * 0.33));
2991 if (timeleft == countdown_time && !
CS(
this).idlekick_lasttimeleft)
2996 Send_Notification(NOTIF_ONE_ONLY,
this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2999 Send_Notification(NOTIF_ONE_ONLY,
this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
3027 else if (timeleft <= countdown_time
3030 if (timeleft !=
CS(
this).idlekick_lasttimeleft)
3032 CS(
this).idlekick_lasttimeleft = timeleft;
3044 CS(
this).teamkill_complain = 0;
3045 CS(
this).teamkill_soundtime = 0;
3046 CS(
this).teamkill_soundsource =
NULL;
3064 store.button0 = (typing) ? 0 : this.
button0;
3066 store.button2 = (typing) ? 0 : this.
button2;
3067 store.button3 = (typing) ? 0 : this.
button3;
3069 store.button5 = (typing) ? 0 : this.
button5;
3090 store.ping = this.
ping;
3100 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)
vector autocvar_sv_player_viewoffset
#define PHYS_INPUT_BUTTON_JUMP(s)
float autocvar_sv_jumpspeedcap_min
#define PHYS_INPUT_BUTTON_HOOK(s)
#define PHYS_INPUT_BUTTON_CHAT(s)
#define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s)
#define PHYS_INPUT_BUTTON_MINIGAME(s)
float autocvar_sv_jumpspeedcap_max
#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
bool autocvar_g_debug_globalsounds
Use new sound handling.
const int VOICETYPE_PLAYERSOUND
#define PlayerSound(this, def, chan, vol, voicetype, pitchscale)
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