Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
client.qc
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1#include "client.qh"
2
5#include <common/debug.qh>
8#include <common/ent_cs.qh>
11#include <common/items/_mod.qh>
29#include <common/net_linked.qh>
30#include <common/net_notice.qh>
33#include <common/playerstats.qh>
35#include <common/state.qh>
36#include <common/stats.qh>
39#include <common/viewloc.qh>
42#include <common/wepent.qh>
46#include <server/anticheat.qh>
47#include <server/antilag.qh>
48#include <server/bot/api.qh>
51#include <server/campaign.qh>
52#include <server/chat.qh>
53#include <server/cheats.qh>
54#include <server/clientkill.qh>
56#include <server/command/cmd.qh>
60#include <server/damage.qh>
61#include <server/gamelog.qh>
62#include <server/handicap.qh>
63#include <server/hook.qh>
64#include <server/impulse.qh>
66#include <server/ipban.qh>
67#include <server/main.qh>
69#include <server/player.qh>
70#include <server/portals.qh>
71#include <server/race.qh>
72#include <server/scores.qh>
74#include <server/spawnpoints.qh>
75#include <server/teamplay.qh>
82#include <server/world.qh>
83
84STATIC_METHOD(Client, Add, void(Client this, int _team))
85{
86 ClientConnect(this);
88 this.frame = 12; // 7
89 this.team = _team;
91}
92
93STATIC_METHOD(Client, Remove, void(Client this))
94{
95 TRANSMUTE(Observer, this);
98}
99
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}
113
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}
127
128bool ClientData_Send(entity this, entity to, int sf)
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}
171
173{
175 CS(this).clientdata.drawonlytoclient = this;
176 CS(this).clientdata.owner = this;
177}
178
180{
181 delete(CS(this).clientdata);
182 CS(this).clientdata = NULL;
183}
184
185void ClientData_Touch(entity e, bool to_spectators_too)
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}
197
198
199/*
200=============
201CheckPlayerModel
202
203Checks if the argument string can be a valid playermodel.
204Returns a valid one in doubt.
205=============
206*/
208string CheckPlayerModel(string plyermodel)
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}
240
241void setplayermodel(entity e, string modelname)
242{
243 precache_model(modelname);
244 _setmodel(e, modelname);
248}
249
251{
254 {
255 RandomSelection_AddEnt(it, 1, 1);
256 });
258}
259
261void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
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}
443
445{
446 get_model_parameters(this.model, this.skin);
449 if (s < 0) return SPECIES_HUMAN;
450 return s;
451}
452
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}
567
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}
579
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}
863
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}
892
893// TODO do we need all these fields, or should we stop autodetecting runtime
894// changes and just have a console command to update this?
895bool ClientInit_SendEntity(entity this, entity to, int sf)
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}
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}
930
932{
933 this.nextthink = time;
935 {
937 this.SendFlags |= 1;
938 }
940 {
942 this.SendFlags |= 1;
943 }
944}
945
947{
948 entity e = new_pure(clientinit);
951
953}
954
955/*
956=============
957SetNewParms
958=============
959*/
961{
962 // initialize parms for a new player
963 parm1 = -(86400 * 366);
964
966}
967
968/*
969=============
970SetChangeParms
971=============
972*/
974{
975 // save parms for level change
976 parm1 = CS(this).parm_idlesince - time;
977
979}
980
981/*
982=============
983DecodeLevelParms
984=============
985*/
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}
998
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}
1014
1015bool findinlist_abbrev(string tofind, string list)
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}
1028
1029bool PlayerInIPList(entity p, string iplist)
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}
1037
1038bool PlayerInIDList(entity p, string idlist)
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}
1046
1047bool PlayerInList(entity player, string list)
1048{
1049 if (list == "")
1050 return false;
1051 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1052}
1053
1054#ifdef DP_EXT_PRECONNECT
1055/*
1056=============
1057ClientPreConnect
1058
1059Called once (not at each match start) when a client begins a connection to the server
1060=============
1061*/
1062void ClientPreConnect(entity this)
1063{
1065 {
1066 GameLogEcho(sprintf(":connect:%d:%d:%s",
1067 this.playerid,
1068 etof(this),
1069 IS_REAL_CLIENT(this) ? this.netaddress : "bot"));
1070 }
1071}
1072#endif
1073
1074// NOTE csqc uses the active mutators list sent by this function
1075// to understand which mutators are enabled
1076// also note that they aren't all registered mutators, e.g. jetpack, low gravity
1077void SendWelcomeMessage(entity this, int msg_type)
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}
1134
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}
1262
1265void player_powerups_remove_all(entity this, bool allow_poweroff_sound);
1266
1267/*
1268=============
1269ClientDisconnect
1270
1271Called when a client disconnects from the server
1272=============
1273*/
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}
1345
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}
1371
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}
1393
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}
1481
1482// LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1483// added to the model skins
1484/*void UpdateColorModHack()
1485{
1486 float c = this.clientcolors & 15;
1487 // LordHavoc: only bothering to support white, green, red, yellow, blue
1488 if (!teamplay) this.colormod = '0 0 0';
1489 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1490 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1491 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1492 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1493 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1494 else this.colormod = '1 1 1';
1495}*/
1496
1497void respawn(entity this)
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}
1526
1527void play_countdown(entity this, float finished, Sound samp)
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}
1534
1535// it removes special powerups not handled by StatusEffects
1536void player_powerups_remove_all(entity this, bool allow_poweroff_sound)
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}
1551
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}
1631
1632float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
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}
1641
1642float CalcRot(float current, float stable, float rotfactor, float rotframetime)
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}
1651
1652void RotRegen(entity this, Resource res, float limit_mod,
1653 float regenstable, float regenfactor, float regenlinear, float regenframetime,
1654 float rotstable, float rotfactor, float rotlinear, float rotframetime)
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}
1682
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}
1750
1752void SetZoomState(entity this, float newzoom)
1753{
1754 if(newzoom != CS(this).zoomstate)
1755 {
1756 CS(this).zoomstate = newzoom;
1757 ClientData_Touch(this, true);
1758 }
1759 zoomstate_set = true;
1760}
1761
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}
1787
1788/*
1789======================
1790spectate mode routines
1791======================
1792*/
1793
1794void SpectateCopy(entity this, entity spectatee)
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}
1861
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}
1879
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}
1898
1899void SetSpectatee_status(entity this, int spectatee_num)
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}
1933
1934void SetSpectatee(entity this, entity spectatee)
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}
1971
1972bool Spectate(entity this, entity pl)
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}
1981
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}
1995
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}
2030
2031/*
2032=============
2033ShowRespawnCountdown()
2034
2035Update a respawn countdown display.
2036=============
2037*/
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}
2056
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}
2067
2069void Join(entity this, bool queued_join)
2070{
2071 entity player_with_dibs = NULL;
2072
2074 {
2076 ReadyRestart(true);
2078 }
2079
2080 if(queued_join
2081 && TeamBalance_AreEqual(this, true)) // if a player couldn't tag in for balance, don't join them here as it would cause a stack
2082 {
2083 // First we must join player(s) queued for specific team(s) (they chose first)
2084 // so TeamBalance_JoinBestTeam() (if necessary) won't select the same team(s).
2085 // Relies on `this` skipping the queue (this.team already set, this.wants_join not set) or using autoselect.
2086 FOREACH_CLIENT(it != this && it.wants_join > 0,
2087 {
2088 // detect any conflict between `this` and a queued player (queuePlayer() handles other conflicts)
2089 if (this.team < 0 && this.team_selected > 0 // `this` can't have their preference
2090 && it.wants_join == this.team_selected) // `it` is the player who already chose the team `this` wanted
2091 player_with_dibs = it;
2092
2093 Join(it, false);
2094 });
2095
2096 // Second pass: queued players whose team will be autoselected
2097 FOREACH_CLIENT(it != this && it.wants_join < 0,
2098 {
2099 Join(it, false);
2100 });
2101 }
2102
2103 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2104
2105 TRANSMUTE(Player, this);
2106 PutClientInServer(this);
2107
2108 if(IS_PLAYER(this)) // could be false due to PutClientInServer() mutator hook
2109 {
2110 if (!teamplay)
2111 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2112 else if (player_with_dibs)
2113 // limitation: notifications support only 1 translated team name
2114 // so the team `this` preferred can't be mentioned, only the team they got assigned to.
2115 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_JOIN_PLAY_TEAM_QUEUECONFLICT), player_with_dibs.netname);
2116 else
2117 {
2118 if (this.wants_join && game_starttime < time && !warmup_stage) // No countdown running && not returning to warmup via ReadyRestart_force
2119 Send_Notification(NOTIF_ONE_ONLY, this, MSG_ANNCE, ANNCE_BEGIN); // Get queued player's attention
2120 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_JOIN_PLAY_TEAM));
2121 }
2122 }
2123
2124 this.team_selected = 0;
2125 this.wants_join = 0;
2126}
2127
2129{
2130 if(g_duel)
2131 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)
2132 // don't return map_maxplayers during intermission as it would interfere with MapHasRightSize()
2134 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2135 player_limit = M_ARGV(0, int);
2136 return player_limit < maxclients && player_limit > 0 ? player_limit : 0;
2137}
2138
2145{
2146 if(!this)
2147 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2148 // so report 0 free slots if restricted
2149 {
2150 if(autocvar_g_forced_team_otherwise == "spectate"
2151 || autocvar_g_forced_team_otherwise == "spectator"
2152 || (teamplay && lockteams))
2153 return 0;
2154 }
2155
2156 int totalClients = 0;
2157 int currentlyPlaying = 0;
2158 FOREACH_CLIENT(it != this,
2159 {
2160 ++totalClients;
2161 if(IS_PLAYER(it) || INGAME(it))
2162 ++currentlyPlaying;
2163 });
2164
2165 int player_limit = GetPlayerLimit();
2166
2167 int free_slots = max(0, (player_limit ? player_limit : maxclients) - currentlyPlaying);
2168 if (this || maxclients - totalClients) // don't add bot slots in the getstatus case if nobody can connect
2169 free_slots += bots_would_leave;
2170 if (!this) // getstatus case
2171 free_slots = min(free_slots, maxclients - totalClients);
2172
2173 if(this && !free_slots)
2174 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT, player_limit);
2175
2176 return free_slots;
2177}
2178
2179// Callsites other than ClientCommand_selectteam() should pass this.wants_join as team_index
2180// so the player won't accidentally reset a specific preference by pressing +jump
2181// and will see the centreprint with their current preference each time they press +jump.
2182bool queuePlayer(entity this, int team_index)
2183{
2184 // check if a queued player already chose the selected team
2185 if (team_index > 0)
2186 {
2187 FOREACH_CLIENT(it != this && it.wants_join == team_index,
2188 {
2189 if (QueuedPlayersReady(this, false))
2190 {
2191 // Join() will handle the notification so it can mention the team `player` will actually get
2192 this.team = -1; // force autoselect in Join() (last player skips queue)
2193 this.team_selected = team_index; // tell it which team to check for to find the conflict
2194 }
2195 else // > 2 teams
2196 {
2197 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(Team_IndexToTeam(team_index), CENTER_JOIN_PREVENT_QUEUE_TEAM_CONFLICT), it.netname);
2198 this.wants_join = -1; // force autoselect in Join()
2199 this.team_selected = -1; // prevents clobbering by CENTER_JOIN_PREVENT_QUEUE
2200 }
2201 return true;
2202 });
2203 }
2204
2205 if (QueuedPlayersReady(this, false))
2206 return false;
2207
2208 if (team_index <= 0) // team auto select deferred until Join()
2209 {
2210 if (team_index != this.wants_join || !this.wants_join) // prevents chatcon spam
2211 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_WANTS, this.netname);
2212 if (this.team_selected >= 0) // prevents CENTER_JOIN_PREVENT_QUEUE_TEAM_CONFLICT getting clobbered
2213 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT_QUEUE);
2214 this.wants_join = -1;
2215 this.team_selected = 0;
2216 }
2217 else
2218 {
2219 int team_num = Team_IndexToTeam(team_index);
2220 if (team_index != this.wants_join) // prevents chatcon spam
2221 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(team_num, INFO_JOIN_WANTS_TEAM), this.netname);
2222 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(team_num, CENTER_JOIN_PREVENT_QUEUE_TEAM));
2223 this.wants_join = team_index; // Player queued to join
2224 this.team_selected = team_index;
2225 }
2226
2227 return true;
2228}
2229
2231bool joinAllowed(entity this, int team_index)
2232{
2233 if (CS(this).version_mismatch)
2234 {
2235 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT_VERSIONMISMATCH);
2236 return false;
2237 }
2238 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2239 if (teamplay && lockteams)
2240 {
2241 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_LOCKED);
2242 return false;
2243 }
2244
2245 if (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR) return false;
2246
2247 if (!INGAME(this) && PlayerInList(this, autocvar_g_playban_list))
2248 {
2249 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PLAYBAN);
2250 return false;
2251 }
2252
2253 // IS_PLAYER for most gametypes, INGAME for ca, lms, surv
2254 if (autocvar_g_maxping && !(IS_PLAYER(this) || INGAME(this)) && !this.wants_join)
2255 {
2256 if (this.ping <= 0) return false; // too soon
2257 if (this.ping > autocvar_g_maxping)
2258 {
2259 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT_PING);
2260 return false;
2261 }
2262 }
2263
2264 if (QueueNeeded(this))
2265 {
2266 if (team_index == 0) // so ClientCommand_selectteam() can check joinAllowed() before calling SetPlayerTeam() without chicken/egg problem
2267 if (ShowTeamSelection(this)) return false; // only needed by callsites other than selectteam
2268 // queuePlayer called here so that only conditions above block queuing (g_maxplayers shouldn't)
2269 if (queuePlayer(this, team_index)) return false;
2270 if (!nJoinAllowed(this)) return false;
2271 }
2272 else
2273 {
2274 if (!nJoinAllowed(this)) return false;
2275 if (team_index == 0) // so ClientCommand_selectteam() can check joinAllowed() before calling SetPlayerTeam() without chicken/egg problem
2276 if (ShowTeamSelection(this)) return false; // only needed by callsites other than selectteam
2277 }
2278
2279 return true;
2280}
2281
2283{
2284 // waypoint editor implements a similar feature for waypoints
2286 return;
2287
2288 if (wasfreed(this.wp_aimed))
2289 this.wp_aimed = NULL;
2290
2292 entity ent = NULL;
2293 if (trace_ent)
2294 {
2295 ent = trace_ent;
2296 if (ent != this.wp_aimed)
2297 {
2298 string str = sprintf(
2299 "^7ent #%d\n^8 netname: ^3%s\n^8 classname: ^5%s\n^8 origin: ^2'%s'",
2300 etof(ent), ent.netname, ent.classname, vtos(ent.origin));
2301 debug_text_3d((ent.absmin + ent.absmax) * 0.5, str, 0, 7, '0 0 0');
2302 }
2303 }
2304 if (this.wp_aimed != ent)
2305 this.wp_aimed = ent;
2306}
2307
2310{
2312 {
2313 this.modelflags &= ~MF_ROCKET;
2315 IntermissionThink(this);
2316 return false;
2317 }
2318
2320 {
2321 // don't allow the player to turn around while game is paused
2322 // FIXME turn this into CSQC stuff
2323 this.v_angle = this.lastV_angle;
2324 this.angles = this.lastV_angle;
2325 this.fixangle = true;
2326 }
2327
2328 if (frametime) player_powerups(this);
2329
2331
2332 if (IS_DEAD(this))
2333 {
2334 if (this.personal && g_race_qualifying
2335 && (autocvar_g_allow_checkpoints || CheatsAllowed(this, CHIMPULSE_SPEEDRUN.impulse, 0, 0, false, true)))
2336 {
2337 if (time > this.respawn_time)
2338 {
2339 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2340 respawn(this);
2341 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2342 }
2343 }
2344 else
2345 {
2346 if (frametime) player_anim(this);
2347
2348 if (this.respawn_flags & RESPAWN_DENY)
2349 {
2350 STAT(RESPAWN_TIME, this) = 0;
2351 return false;
2352 }
2353
2354 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));
2355
2356 switch(this.deadflag)
2357 {
2358 case DEAD_DYING:
2359 {
2360 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2362 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2363 this.deadflag = DEAD_DEAD;
2364 break;
2365 }
2366 case DEAD_DEAD:
2367 {
2368 if (button_pressed)
2370 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2372 break;
2373 }
2374 case DEAD_RESPAWNABLE:
2375 {
2376 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2378 break;
2379 }
2380 case DEAD_RESPAWNING:
2381 {
2382 if (time > this.respawn_time)
2383 {
2384 this.respawn_time = time + 1; // only retry once a second
2385 this.respawn_time_max = this.respawn_time;
2386 respawn(this);
2387 }
2388 break;
2389 }
2390 }
2391
2393
2394 if (this.respawn_flags & RESPAWN_SILENT)
2395 STAT(RESPAWN_TIME, this) = 0;
2396 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2397 {
2398 if (time < this.respawn_time)
2399 STAT(RESPAWN_TIME, this) = this.respawn_time;
2400 else if (this.deadflag != DEAD_RESPAWNING)
2401 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2402 }
2403 else
2404 STAT(RESPAWN_TIME, this) = this.respawn_time;
2405 }
2406
2407 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2408 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2409 STAT(RESPAWN_TIME, this) *= -1;
2410
2411 return false;
2412 }
2413
2414 FixPlayermodel(this);
2415
2417 {
2419 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2420 }
2421
2422 // reset gun alignment when dual wielding status changes
2423 // to ensure guns are always aligned right and left
2424 bool dualwielding = W_DualWielding(this);
2425 if(this.dualwielding_prev != dualwielding)
2426 {
2427 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2428 this.dualwielding_prev = dualwielding;
2429 }
2430
2431 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2432 //if(frametime)
2433 {
2434 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2435 {
2436 .entity weaponentity = weaponentities[slot];
2437 if(WEP_CVAR(WEP_VORTEX, charge_always))
2438 W_Vortex_Charge(this, weaponentity, frametime);
2439 W_WeaponFrame(this, weaponentity);
2440 }
2441 }
2442
2443 if (frametime)
2444 {
2445 // WEAPONTODO: Add a weapon request for this
2446 // rot vortex charge to the charge limit
2447 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2448 {
2449 .entity weaponentity = weaponentities[slot];
2450 if (WEP_CVAR(WEP_VORTEX, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(WEP_VORTEX, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2451 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);
2452 }
2453
2454 player_regen(this);
2455 player_anim(this);
2457 }
2458
2459 monsters_setstatus(this);
2460
2461 return true;
2462}
2463
2465// merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2467{
2468 bool is_spec = IS_SPEC(this);
2469 if ( CS(this).impulse )
2470 {
2471 int r = MinigameImpulse(this, CS(this).impulse);
2472 if (!is_spec || r)
2473 CS(this).impulse = 0;
2474
2475 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2476 {
2477 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2478 CS(this).impulse = 0;
2479 return;
2480 }
2481 }
2482
2484
2485 if (IS_BOT_CLIENT(this) && !CS(this).autojoin_checked)
2486 {
2487 CS(this).autojoin_checked = 1;
2488 TRANSMUTE(Player, this);
2489 PutClientInServer(this);
2490
2491 .entity weaponentity = weaponentities[0];
2492 if(this.(weaponentity).m_weapon == WEP_Null)
2493 W_NextWeapon(this, 0, weaponentity);
2494
2495 return;
2496 }
2497
2498 if (this.flags & FL_JUMPRELEASED)
2499 {
2500 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this, this.wants_join) || time < CS(this).jointime + MIN_SPEC_TIME))
2501 {
2502 this.flags &= ~FL_JUMPRELEASED;
2503 this.flags |= FL_SPAWNING;
2504 }
2505 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)))
2506 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate)))
2507 {
2508 this.flags &= ~FL_JUMPRELEASED;
2509 if (autocvar_sv_spectate == 2 && !warmup_stage && !this.vote_master)
2510 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_SPECTATE_SPEC_NOTALLOWED);
2511 else if(SpectateNext(this))
2512 { }
2513 else if (is_spec)
2514 {
2515 TRANSMUTE(Observer, this);
2516 PutClientInServer(this);
2517 }
2518 else
2519 this.would_spectate = false; // unable to spectate anyone
2520
2521 if (is_spec)
2522 CS(this).impulse = 0;
2523 }
2524 else if (is_spec)
2525 {
2526 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229))
2527 {
2528 this.flags &= ~FL_JUMPRELEASED;
2529 if (!SpectatePrev(this))
2530 {
2531 TRANSMUTE(Observer, this);
2532 PutClientInServer(this);
2533 }
2534 CS(this).impulse = 0;
2535 }
2536 else if(PHYS_INPUT_BUTTON_ATCK2(this))
2537 {
2539 {
2540 this.would_spectate = false;
2541 this.flags &= ~FL_JUMPRELEASED;
2542 TRANSMUTE(Observer, this);
2543 PutClientInServer(this);
2544 }
2545 }
2546 else if(!SpectateUpdate(this) && !SpectateNext(this))
2547 {
2548 PutObserverInServer(this, false, true);
2549 this.would_spectate = true;
2550 }
2551 }
2552 else
2553 {
2554 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2555 if (PHYS_INPUT_BUTTON_USE(this))
2556 wouldclip = !wouldclip;
2557 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2558 set_movetype(this, preferred_movetype);
2559 }
2560 }
2561 else
2562 { // jump pressed
2563 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2564 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))))
2565 {
2566 this.flags |= FL_JUMPRELEASED;
2567 // primary attack pressed
2568 if(this.flags & FL_SPAWNING)
2569 {
2570 this.flags &= ~FL_SPAWNING;
2571 if(joinAllowed(this, this.wants_join))
2572 Join(this, teamplay);
2573 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2574 CS(this).autojoin_checked = -1;
2575 return;
2576 }
2577 }
2578 if(is_spec && !SpectateUpdate(this))
2579 PutObserverInServer(this, false, true);
2580 }
2581 if (is_spec)
2582 this.flags |= FL_CLIENT | FL_NOTARGET;
2583}
2584
2586{
2587 if (!IS_PLAYER(this))
2588 return;
2589
2590 if(this.vehicle)
2591 {
2592 if(!game_stopped)
2593 {
2595 return;
2596 }
2597 }
2598 else if(autocvar_g_vehicles_enter)
2599 {
2600 if(!game_stopped && !STAT(FROZEN, this) && !StatusEffects_active(STATUSEFFECT_Frozen, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2601 {
2602 entity head, closest_target = NULL;
2604
2605 while(head) // find the closest acceptable target to enter
2606 {
2607 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2608 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2609 {
2610 if(closest_target)
2611 {
2612 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2613 closest_target = head;
2614 }
2615 else
2616 closest_target = head;
2617 }
2618
2619 head = head.chain;
2620 }
2621
2622 if(closest_target)
2623 {
2624 vehicles_enter(this, closest_target);
2625 return;
2626 }
2627 }
2628 }
2629
2630 // a use key was pressed; call handlers
2632}
2633
2634
2635/*
2636=============
2637PlayerPreThink
2638
2639Called every frame for each real client by DP (and for each bot by StartFrame()),
2640and when executing every asynchronous move, so only include things that MUST be done then.
2641Use PlayerFrame() instead for code that only needs to run once per server frame.
2642frametime == 0 in the asynchronous code path.
2643
2644TODO: move more stuff from here and PlayerThink() and ObserverOrSpectatorThink() to PlayerFrame() (frametime is always set there)
2645=============
2646*/
2649{
2651
2652 zoomstate_set = false;
2653
2655
2656 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2657 PlayerUseKey(this);
2658 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2659
2660 if (IS_PLAYER(this))
2661 {
2662 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2663 error("Client can't be spawned as player on connection!");
2664 if(!PlayerThink(this))
2665 return;
2666 }
2668 {
2670 IntermissionThink(this);
2671 return;
2672 }
2673 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME
2674 && this.ping > 0) // delay until centreprints could work (still on loading screen but timers start when it disappears)
2675 {
2676 bool early_join_requested = (CS(this).autojoin_checked < 0);
2677 CS(this).autojoin_checked = 1;
2678 // don't do this in ClientConnect
2679 // many things can go wrong if a client is spawned as player on connection
2680 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2683 {
2684 if(joinAllowed(this, this.wants_join))
2685 Join(this, teamplay);
2686 else if (!autocvar_sv_spectate) // we really want to join and some blockers may be brief (g_maxping)
2687 if (time < CS(this).spectatortime + MIN_SPEC_TIME) // centreprints don't appear while spamming
2688 CS(this).autojoin_checked = -1; // keep trying for MIN_SPEC_TIME
2689 return;
2690 }
2691 }
2692 else if (IS_OBSERVER(this) || IS_SPEC(this))
2694
2695 // WEAPONTODO: Add weapon request for this
2696 if (!zoomstate_set)
2697 {
2698 bool wep_zoomed = false;
2699 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2700 {
2701 .entity weaponentity = weaponentities[slot];
2702 Weapon thiswep = this.(weaponentity).m_weapon;
2703 if(thiswep != WEP_Null && thiswep.wr_zoom)
2704 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2705 }
2706 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2707 }
2708
2709 // Voice sound effects
2710 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2711 {
2712 CS(this).teamkill_soundtime = 0;
2713
2714 entity e = CS(this).teamkill_soundsource;
2715 entity oldpusher = e.pusher;
2716 e.pusher = this;
2717 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY, 1);
2718 e.pusher = oldpusher;
2719 }
2720
2721 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime)
2722 {
2723 CS(this).taunt_soundtime = 0;
2724 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT, 1);
2725 }
2726
2728}
2729
2731{
2732 // TODO: mutator hook to prevent drowning?
2733 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2734 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2735 {
2736 STAT(AIR_FINISHED, this) = 0;
2737 return;
2738 }
2739
2740 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2741 {
2742 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2743 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND, 1);
2744 STAT(AIR_FINISHED, this) = 0;
2745 }
2746 else
2747 {
2748 if (!STAT(AIR_FINISHED, this))
2749 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2750 if (STAT(AIR_FINISHED, this) < time)
2751 { // drown!
2752 if (this.pain_finished < time)
2753 {
2755 this.pain_finished = time + 0.5;
2756 }
2757 }
2758 }
2759}
2760
2762
2764{
2766
2767 if(!this.move_qcphysics)
2768 return;
2769
2770 if(!frametime && !CS(this).pm_frametime)
2771 return;
2772
2773 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2774}
2775
2776/*
2777=============
2778PlayerPostThink
2779
2780Called every frame for each real client by DP (and for each bot by StartFrame()),
2781and when executing every asynchronous move, so only include things that MUST be done then.
2782Use PlayerFrame() instead for code that only needs to run once per server frame.
2783frametime == 0 in the asynchronous code path.
2784=============
2785*/
2787{
2788 Player_Physics(this);
2789
2790 if (IS_PLAYER(this))
2791 {
2792 DrownPlayer(this);
2793 UpdateChatBubble(this);
2794 if (CS(this).impulse)
2795 ImpulseCommands(this);
2796 GetPressedKeys(this);
2797 }
2798 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2799 {
2800 CS(this).pressedkeys = 0;
2801 STAT(PRESSED_KEYS, this) = 0;
2802 }
2803
2805 CS(this).pm_frametime = 0; // CSQCModel_CheckUpdate() and Player_Physics() both read it
2806}
2807
2808/*
2809=============
2810PlayerFrame
2811
2812Called every frame for each client by StartFrame().
2813Use this for code that only needs to run once per server frame.
2814frametime is always set here.
2815=============
2816*/
2818{
2819 Physics_UpdateStats(this);
2820
2821 // Don't accumulate alivetime whilst afk as xonstat skill ratings are based on score per second.
2822 // Time accumulated so far (including the 30s) is retained in the event of a move to spec, disconnect, etc.
2823 if (this.alivetime_start && time - CS(this).parm_idlesince >= 30)
2824 this.alivetime_start += frametime;
2825
2826// formerly PreThink code
2827
2828 if (this.score_frame_dmg)
2829 {
2831 GameRules_scoring_add(this, DMG, this.score_frame_dmg);
2832 this.score_frame_dmg = 0;
2833 }
2834 if (this.score_frame_dmgtaken)
2835 {
2837 GameRules_scoring_add(this, DMGTAKEN, this.score_frame_dmgtaken);
2838 this.score_frame_dmgtaken = 0;
2839 }
2840
2841 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2842 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2843
2844 // physics frames: update anticheat stuff
2845 anticheat_prethink(this);
2846
2847 // Check if spectating is allowed
2848 // cvar hook/callback TODO: make this event-driven
2850 && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this))
2851 {
2852 float cutoff = CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime;
2853 if (time > cutoff + MIN_SPEC_TIME * 0.5 // sv_spectate was disabled recently (or the server was stalled far too long)
2854 || CS(this).autojoin_checked == 0) // or too soon to have tried to autojoin
2855 {
2856 CS(this).spectatortime = time; // reset the grace period
2857 if (CS(this).autojoin_checked) // only notify when sv_spectate was disabled recently, to prevent spam
2858 Send_Notification(NOTIF_ONE_ONLY, this, MSG_MULTI, SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
2859 }
2860 else if (time > cutoff)
2861 if (dropclient_schedule(this))
2862 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2863 }
2864
2865 // Check for nameless players
2866 if (this.netname == "" || this.netname != CS(this).netname_previous)
2867 {
2868 bool assume_unchanged = (CS(this).netname_previous == "");
2869 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2870 {
2871 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2872 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2873 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2874 assume_unchanged = false;
2875 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2876 }
2877 if (isInvisibleString(this.netname))
2878 {
2879 this.netname = strzone(sprintf("Player#%d", this.playerid));
2880 sprint(this, "Warning: invisible names are not allowed.\n");
2881 assume_unchanged = false;
2882 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2883 }
2884 if (!assume_unchanged && autocvar_sv_eventlog)
2885 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2886 strcpy(CS(this).netname_previous, this.netname);
2887 }
2888
2889 // version nagging
2890 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime)
2891 {
2892 CS(this).version_nagtime = 0;
2893 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0)
2894 {
2895 // git client
2896 }
2897 else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2898 {
2899 // git server
2900 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2901 }
2902 else
2903 {
2904 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2905 if (r < 0) // old client
2906 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2907 else if (r > 0) // old server
2908 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2909 }
2910 }
2911
2912 if (this.ignore_list_send_time > 0 && time > this.ignore_list_send_time)
2913 ignore_list_send(this);
2914
2915 // GOD MODE info
2916 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2917 {
2918 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2919 this.max_armorvalue = 0;
2920 }
2921
2922 // Vehicles
2923 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2924 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !StatusEffects_active(STATUSEFFECT_Frozen, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2925 {
2927 {
2928 if(!it.owner)
2929 {
2930 if(!it.team || SAME_TEAM(this, it))
2931 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2932 else if(autocvar_g_vehicles_steal)
2933 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2934 }
2935 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2936 {
2937 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2938 }
2939 });
2940
2941 this.last_vehiclecheck = time + 1;
2942 }
2943
2944
2945
2946// formerly PostThink code
2948 if (IS_REAL_CLIENT(this))
2950 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2951 {
2952 int totalClients = 0;
2954 {
2955 // maxidle disabled in local matches by not counting clients (totalClients 0)
2957 {
2959 {
2960 ++totalClients;
2961 });
2962 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2963 totalClients = 0;
2964 }
2965 }
2966 else if ((IS_PLAYER(this) || this.wants_join) && autocvar_sv_maxidle_playertospectator > 0)
2967 {
2969 {
2970 ++totalClients;
2971 });
2972 }
2973
2974 if (totalClients < autocvar_sv_maxidle_minplayers)
2975 {
2976 // idle kick disabled
2977 CS(this).parm_idlesince = time;
2978 }
2979 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2980 {
2981 if (CS(this).idlekick_lasttimeleft)
2982 {
2983 CS(this).idlekick_lasttimeleft = 0;
2984 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2985 }
2986 }
2987 else
2988 {
2989 float maxidle_time = autocvar_sv_maxidle;
2990 if ((IS_PLAYER(this) || this.wants_join)
2993 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2994 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2995 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2996 {
2998 {
2999 if (!this.wants_join) // no countdown centreprint when getting kicked off the join queue
3000 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
3001 }
3002 else
3003 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
3004 }
3005 if (timeleft <= 0)
3006 {
3007 if ((IS_PLAYER(this) || this.wants_join)
3009 {
3010 if (this.wants_join)
3011 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING_QUEUE, this.netname, maxidle_time);
3012 else
3013 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
3014 PutObserverInServer(this, true, true);
3015 // Can't do this in PutObserverInServer() or SetPlayerTeam() cos it causes
3016 // mouse2 (change spectate mode) to kick the player off the join queue.
3017 this.wants_join = 0;
3018 this.team_selected = 0;
3019 // when the player is kicked off the server, these are called in ClientDisconnect()
3023 }
3024 else
3025 {
3026 if (dropclient_schedule(this))
3027 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
3028 }
3029 return;
3030 }
3031 else if (timeleft <= countdown_time
3032 && !this.wants_join) // no countdown bangs when getting kicked off the join queue
3033 {
3034 if (timeleft != CS(this).idlekick_lasttimeleft)
3035 play2(this, SND(TALK2));
3036 CS(this).idlekick_lasttimeleft = timeleft;
3037 }
3038 }
3039 }
3040
3041 CheatFrame(this);
3042
3043 if (game_stopped)
3044 {
3045 this.solid = SOLID_NOT;
3046 this.takedamage = DAMAGE_NO;
3048 CS(this).teamkill_complain = 0;
3049 CS(this).teamkill_soundtime = 0;
3050 CS(this).teamkill_soundsource = NULL;
3051 }
3052
3054 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
3056 }
3057}
3058
3059// hack to copy the button fields from the client entity to the Client State
3061{
3062 if(this.impulse)
3063 store.impulse = this.impulse;
3064 this.impulse = 0;
3065
3066 bool typing = this.buttonchat || this.button12;
3067
3068 store.button0 = (typing) ? 0 : this.button0;
3069 //button1?!
3070 store.button2 = (typing) ? 0 : this.button2;
3071 store.button3 = (typing) ? 0 : this.button3;
3072 store.button4 = this.button4;
3073 store.button5 = (typing) ? 0 : this.button5;
3074 store.button6 = this.button6;
3075 store.button7 = this.button7;
3076 store.button8 = this.button8;
3077 store.button9 = this.button9;
3078 store.button10 = this.button10;
3079 store.button11 = this.button11;
3080 store.button12 = this.button12;
3081 store.button13 = this.button13;
3082 store.button14 = this.button14;
3083 store.button15 = this.button15;
3084 store.button16 = this.button16;
3085 store.buttonuse = this.buttonuse;
3086 store.buttonchat = this.buttonchat;
3087
3088 store.cursor_active = this.cursor_active;
3089 store.cursor_screen = this.cursor_screen;
3090 store.cursor_trace_start = this.cursor_trace_start;
3091 store.cursor_trace_endpos = this.cursor_trace_endpos;
3092 store.cursor_trace_ent = this.cursor_trace_ent;
3093
3094 store.ping = this.ping;
3095 store.ping_packetloss = this.ping_packetloss;
3096 store.ping_movementloss = this.ping_movementloss;
3097
3098 store.v_angle = this.v_angle;
3099 store.movement = this.movement;
3100}
3101
3102NET_HANDLE(fpsreport, bool)
3103{
3104 int fps = ReadShort();
3105 PlayerScore_Set(sender, SP_FPS, fps);
3106 return true;
3107}
void accuracy_resend(entity e)
force a resend of a player's accuracy stats
Definition accuracy.qc:80
float frame
primary framegroup animation (strength = 1 - lerpfrac - lerpfrac3 - lerpfrac4)
Definition anim.qh:6
void anticheat_spectatecopy(entity this, entity spectatee)
Definition anticheat.qc:166
void anticheat_prethink(entity this)
Definition anticheat.qc:172
void antilag_clear(entity e, entity store)
Definition antilag.qc:114
int autocvar_g_antilag
Definition antilag.qh:3
float bot_forced_team
Definition api.qh:41
void navigation_dynamicgoal_init(entity this, bool initially_static)
Definition navigation.qc:77
float bot_attack
Definition api.qh:38
IntrusiveList g_bot_targets
Definition api.qh:149
void bot_aim_reset(entity this)
Definition aim.qc:134
int bots_would_leave
how many bots would leave so humans can replace them
Definition api.qh:101
int player_count
Definition api.qh:103
void bot_relinkplayerlist()
Definition bot.qc:424
const int ARC_SF_UPDATE
Definition arc.qh:124
vector arc_shotorigin[4]
Definition arc.qh:108
entity arc_beam
Definition arc.qh:132
#define g_assault
Definition assault.qh:27
string autocvar_g_playban_list
Definition banning.qh:14
string autocvar_g_chatban_list
Definition banning.qh:13
#define MUTATOR_CALLHOOK(id,...)
Definition base.qh:143
#define MUTATOR_IS_ENABLED(this)
Definition base.qh:193
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
Definition bits.qh:8
#define BITSET(var, mask, flag)
Definition bits.qh:11
#define boolean(value)
Definition bool.qh:9
float CheatFrame(entity this)
Definition cheats.qc:707
bool drag_undraggable(entity draggee, entity dragger)
Definition cheats.qc:900
float CheatsAllowed(entity this, float imp, int argc, float cheatframe, bool logattempt, bool ignoredead)
Definition cheats.qc:59
bool speedrunning
Definition cheats.qh:22
entity personal
Definition cheats.qh:24
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
vector punchangle
float pain_finished
entity active_minigame
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.
const int MAX_AXH
entity AuxiliaryXhair[MAX_AXH]
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
string netname
Definition powerups.qc:20
float cnt
Definition powerups.qc:24
vector colormod
Definition powerups.qc:21
float count
Definition powerups.qc:22
float alpha
Definition items.qc:13
float ping
Definition main.qh:169
float ping_movementloss
Definition main.qh:169
float ping_packetloss
Definition main.qh:169
entity owner
Definition main.qh:87
bool ready
Definition main.qh:88
int spectatee_status
the -1 disables HUD panels before CSQC receives necessary data
Definition main.qh:197
string ignore_list
Definition main.qh:130
bool warmup_stage
Definition main.qh:120
int serverflags
Definition main.qh:211
vector hook_shotorigin[4]
Definition main.qh:205
int team
Definition main.qh:188
entity killindicator
Definition clientkill.qh:7
void ignore_list_update_on_connection(entity this)
Updates ignore list of all the players.
Definition cmd.qc:153
void ignore_list_send(entity this)
Definition cmd.qc:168
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 ignore_list_send_time
Definition cmd.qh:9
const int IGNORE_LIST_SEND_NOW
Definition cmd.qh:8
#define debug_text_3d(...)
Definition debug.qh:486
#define g_race
Definition race.qh:48
const int IT_USING_JETPACK
Definition item.qh:27
const int IT_SUPERWEAPON
Definition item.qh:41
string mdl
Definition item.qh:89
const int IT_UNLIMITED_AMMO
Definition item.qh:23
const int IT_UNLIMITED_SUPERWEAPONS
Definition item.qh:24
#define setmodel(this, m)
Definition model.qh:26
#define M_ARGV(x, type)
Definition events.qh:17
void Physics_UpdateStats(entity this)
Definition player.qc:44
int items
Definition player.qh:226
vector autocvar_sv_player_viewoffset
Definition player.qh:337
vector movement
Definition player.qh:228
#define IS_CLIENT(s)
Definition player.qh:241
#define IS_DEAD(s)
Definition player.qh:244
#define UNSET_DUCKED(s)
Definition player.qh:214
#define PHYS_INPUT_BUTTON_JUMP(s)
Definition player.qh:153
float autocvar_sv_jumpspeedcap_min
Definition player.qh:49
#define PHYS_INPUT_BUTTON_HOOK(s)
Definition player.qh:157
#define PHYS_INPUT_BUTTON_CHAT(s)
Definition player.qh:161
vector v_angle
Definition player.qh:236
float watertype
Definition player.qh:224
float waterlevel
Definition player.qh:225
#define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s)
Definition player.qh:163
#define IS_DUCKED(s)
Definition player.qh:212
#define PHYS_INPUT_BUTTON_MINIGAME(s)
Definition player.qh:166
#define IS_PLAYER(s)
Definition player.qh:242
float autocvar_sv_jumpspeedcap_max
Definition player.qh:47
#define PHYS_INPUT_BUTTON_USE(s)
Definition player.qh:160
#define PHYS_INPUT_BUTTON_ATCK(s)
Definition player.qh:152
#define PHYS_INPUT_BUTTON_ZOOM(s)
Definition player.qh:155
entity conveyor
Definition player.qh:57
#define PHYS_INPUT_BUTTON_ATCK2(s)
Definition player.qh:154
int timeout_status
Definition stats.qh:87
float game_starttime
Definition stats.qh:82
float game_stopped
Definition stats.qh:81
string playername(string thename, int teamid, bool team_colorize)
Definition util.qc:2178
vector healtharmor_maxdamage(float h, float a, float armorblock, int deathtype)
Definition util.qc:1389
Notification Announcer_PickNumber(int type, int num)
Definition util.qc:1924
float compressShotOrigin(vector v)
Definition util.qc:1348
float textLengthUpToLength(string theText, int maxLength, textLengthUpToLength_lenFunction_t w)
Definition util.qc:918
float get_model_parameters(string m, float sk)
Definition util.qc:1492
string mi_shortname
Definition util.qh:126
float get_model_parameters_species
Definition util.qh:180
string strtolower(string s)
const int CNT_RESPAWN
Definition util.qh:255
const int FL_CLIENT
Definition constants.qh:72
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 FL_PICKUPITEMS
Definition constants.qh:88
const int FL_NOTARGET
Definition constants.qh:76
const int FL_JUMPRELEASED
Definition constants.qh:81
const int KEY_BACKWARD
Definition constants.qh:36
const int FL_SPAWNING
Definition constants.qh:87
const int HUD_NORMAL
Definition constants.qh:47
const int KEY_FORWARD
Definition constants.qh:35
const int FL_GODMODE
Definition constants.qh:75
const int KEY_LEFT
Definition constants.qh:37
const int KEY_CROUCH
Definition constants.qh:40
const int FRAGS_PLAYER
Definition constants.qh:3
const int KEY_ATCK
Definition constants.qh:41
const int SPECIES_HUMAN
Definition constants.qh:22
const int FRAGS_SPECTATOR
Definition constants.qh:4
#define EFMASK_CHEAP
Definition constants.qh:107
IntrusiveList g_conveyed
Definition conveyor.qh:4
float counter_cnt
Definition counter.qh:6
IntrusiveList g_counters
Definition counter.qh:8
string classname
float movetype
float flags
const float SOLID_SLIDEBOX
float maxclients
entity trace_ent
float DPCONTENTS_BOTCLIP
float DPCONTENTS_SOLID
vector avelocity
float frametime
vector velocity
float DPCONTENTS_BODY
const float CONTENT_WATER
const float EF_FULLBRIGHT
const float SOLID_NOT
float effects
float DPCONTENTS_PLAYERCLIP
float skin
float time
float nextthink
const float EF_NODEPTHTEST
vector origin
vector oldorigin
const float CONTENT_EMPTY
const float EF_NODRAW
float dphitcontentsmask
int modelflags
float death_time
const int EF_TELEPORT_BIT
const int MF_ROCKET
const int EF_RESTARTANIM_BIT
#define CSQCMODEL_AUTOUPDATE(e)
#define CSQCMODEL_EF_RESPAWNGHOST
#define CSQCMODEL_AUTOINIT(e)
#define g_cts
Definition cts.qh:36
int autocvar_bot_vs_human
Definition cvars.qh:67
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
Definition damage.qc:493
float taunt_soundtime
Definition damage.qh:59
float dmg_team
Definition damage.qh:53
float damagedbycontents
Definition damage.qh:45
float autocvar_g_balance_armor_blockpercent
Definition damage.qh:21
IntrusiveList g_damagedbycontents
Definition damage.qh:143
float autocvar_g_teamdamage_resetspeed
Definition damage.qh:22
float teamkill_soundtime
Definition damage.qh:55
#define DMG_NOWEP
Definition damage.qh:104
float autocvar_g_balance_damagepush_speedfactor
Definition damage.qh:18
float damageforcescale
string clientstatus
float disableclientprediction
float button10
float button12
float button3
float button7
float button11
float button16
entity drawonlytoclient
float button4
vector cursor_screen
float button6
string netaddress
string crypto_idfp
entity cursor_trace_ent
float EF_LOWPRECISION
float button8
float buttonchat
float buttonuse
float crypto_idfp_signed
float button9
float button15
float button13
vector punchvector
float button14
vector cursor_trace_start
float button5
vector cursor_trace_endpos
#define strstrofs
#define strlen
#define tokenize_console
#define g_duel
Definition duel.qh:32
bool move_qcphysics
Definition physics.qh:25
void Send_Effect(entity eff, vector eff_loc, vector eff_vel, int eff_cnt)
Definition all.qc:120
RES_ARMOR
Definition ent_cs.qc:130
ent angles
Definition ent_cs.qc:121
model
Definition ent_cs.qc:139
solid
Definition ent_cs.qc:165
void entcs_update_players(entity player)
Definition ent_cs.qc:183
int frags
Definition ent_cs.qh:71
int wants_join
Definition ent_cs.qh:73
ERASEABLE bool fexists(string f)
Definition file.qh:4
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 UpdatePlayerSounds(entity this)
const int VOICETYPE_LASTATTACKER_ONLY
bool autocvar_g_debug_globalsounds
Use new sound handling.
Definition globalsound.qh:9
const int VOICETYPE_PLAYERSOUND
#define PlayerSound(this, def, chan, vol, voicetype, pitchscale)
const int VOICETYPE_AUTOTAUNT
Weapons
Definition guide.qh:113
void Handicap_Initialize(entity player)
Initializes handicap to its default value.
Definition handicap.qc:16
float Handicap_GetTotalHandicap(entity player, bool receiving)
Returns the total handicap of the player.
Definition handicap.qc:96
Header file that describes the handicap system.
float handicap_avg_taken_sum
Definition handicap.qh:72
float handicap_avg_given_sum
Definition handicap.qh:71
void IntermissionThink(entity this)
void Send_NextMap_To_Player(entity pl)
bool intermission_running
#define get_nextmap()
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)
Definition ipban.qc:471
#define FOREACH_WORD(words, cond, body)
Definition iter.qh:33
#define FOREACH_ENTITY_RADIUS(org, dist, cond, body)
Definition iter.qh:160
#define FOREACH(list, cond, body)
Definition iter.qh:19
void SUB_UseTargets(entity this, entity actor, entity trigger)
Definition triggers.qc:344
float pushltime
Definition jumppads.qh:21
bool istypefrag
Definition jumppads.qh:22
entity ladder_entity
Definition ladder.qh:11
IntrusiveList g_ladderents
Definition ladder.qh:3
#define PlayerPostThink
Definition _all.inc:258
#define ClientConnect
Definition _all.inc:238
#define PlayerPreThink
Definition _all.inc:254
#define SetChangeParms
Definition _all.inc:228
#define PutClientInServer
Definition _all.inc:246
#define ClientDisconnect
Definition _all.inc:242
#define TC(T, sym)
Definition _all.inc:82
#define SetNewParms
Definition _all.inc:224
int SendFlags
Definition net.qh:159
#define NET_HANDLE(id, param)
Definition net.qh:15
const int MSG_ENTITY
Definition net.qh:156
#define WriteHeader(to, id)
Definition net.qh:265
void Net_LinkEntity(entity e, bool docull, float dt, bool(entity this, entity to, int sendflags) sendfunc)
Definition net.qh:167
#define STAT(...)
Definition stats.qh:82
entity WarpZone_FindRadius(vector org, float rad, bool needlineofsight)
Definition common.qc:684
#define LOG_FATAL(...)
Definition log.qh:53
#define assert(expr,...)
Definition log.qh:8
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
int map_maxplayers
Definition mapinfo.qh:191
string MapInfo_Map_author
Definition mapinfo.qh:10
string MapInfo_Map_titlestring
Definition mapinfo.qh:8
entity viewloc
Definition viewloc.qh:13
bool autocvar_g_campaign
Definition menu.qc:752
void localcmd(string command,...)
float ceil(float f)
float MSG_ONE
Definition menudefs.qc:56
float stof(string val,...)
float bound(float min, float value, float max)
string substring(string s, float start, float length)
void WriteString(string data, float dest, float desto)
float cvar(string name)
void sprint(float clientnum, string text,...)
entity find(entity start,.string field, string match)
float random(void)
void WriteEntity(entity data, float dest, float desto)
vector randomvec(void)
void WriteCoord(float data, float dest, float desto)
string vtos(vector v)
float min(float f,...)
string ftos(float f)
void WriteByte(float data, float dest, float desto)
float floor(float f)
const string cvar_defstring(string name)
string strzone(string s)
string argv(float n)
float max(float f,...)
#define etof(e)
Definition misc.qh:25
void set_movetype(entity this, int mt)
Definition movetypes.qc:4
void Movetype_Physics_NoMatchTicrate(entity this, float movedt, bool isclient)
Definition movetypes.qc:779
const int MOVETYPE_WALK
Definition movetypes.qh:132
const int MOVETYPE_NONE
Definition movetypes.qh:129
const int MOVETYPE_QCPLAYER
Definition movetypes.qh:150
const int WATERLEVEL_SUBMERGED
Definition movetypes.qh:14
const int WATERLEVEL_NONE
Definition movetypes.qh:11
const int MOVETYPE_FLY_WORLDONLY
Definition movetypes.qh:143
float move_movetype
Definition movetypes.qh:76
const int MOVETYPE_NOCLIP
Definition movetypes.qh:137
const int MOVETYPE_FLY
Definition movetypes.qh:134
@ 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
@ RACE_NET_CHECKPOINT_CLEAR
Definition net_linked.qh:15
void sv_notice_join(entity _to)
Definition net_notice.qc:14
var void func_null()
string string_null
Definition nil.qh:9
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:732
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
Definition all.inc:690
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
Definition all.qc:1573
void Kill_Notification(NOTIF broadcast, entity client, MSG net_type, CPID net_cpid)
Definition all.qc:1537
#define APP_TEAM_NUM(num, prefix)
Definition all.qh:84
#define TRANSMUTE(cname, this,...)
Definition oo.qh:136
#define new_pure(class)
purely logical entities (not linked to the area grid)
Definition oo.qh:67
#define STATIC_METHOD(cname, name, prototype)
Definition oo.qh:278
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)
Definition portals.qc:586
#define NULL
Definition post.qh:14
#define world
Definition post.qh:15
#define error
Definition pre.qh:6
#define setcolor
Definition pre.qh:11
float DEAD_DYING
Definition progsdefs.qc:275
float parm1
Definition progsdefs.qc:45
float button2
Definition progsdefs.qc:156
float button0
Definition progsdefs.qc:154
entity msg_entity
Definition progsdefs.qc:63
vector view_ofs
Definition progsdefs.qc:151
float DEAD_NO
Definition progsdefs.qc:274
float fixangle
Definition progsdefs.qc:160
float deadflag
Definition progsdefs.qc:149
float DEAD_RESPAWNABLE
Definition progsdefs.qc:277
float impulse
Definition progsdefs.qc:158
float DEAD_RESPAWNING
Definition progsdefs.qc:278
string weaponmodel
Definition progsdefs.qc:140
float dmg_save
Definition progsdefs.qc:199
float DEAD_DEAD
Definition progsdefs.qc:276
float armortype
Definition progsdefs.qc:178
entity dmg_inflictor
Definition progsdefs.qc:200
#define stuffcmd(cl,...)
Definition progsdefs.qh:23
float scale
Definition projectile.qc:14
q3compat
Definition quake3.qc:59
bool autocvar_sv_q3compat_changehitbox
Definition quake3.qh:7
int fragsfilter_cnt
Definition quake3.qh:11
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
ERASEABLE ACCUMULATE void Registry_send_all()
Definition registry.qh:167
float PlayerScore_Set(entity player, PlayerScoreField scorefield, float score)
Sets the player's score to the score parameter.
Definition scores.qc:381
bool PlayerScore_Clear(entity player)
Initialize the score of this player if needed.
Definition scores.qc:286
#define AVAILABLE_TEAMS
void W_NextWeapon(entity this, int list,.entity weaponentity)
Goto next weapon.
Definition selection.qc:310
#define w_getbestweapon(ent, wepent)
Definition selection.qh:23
bool autocvar_g_weaponswitch_debug
Definition selection.qh:7
#define setthink(e, f)
vector
Definition self.qh:92
int Campaign_GetLevelNum()
Definition campaign.qc:44
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
#define CHAT_NOSPECTATORS()
Definition chat.qh:30
void player_powerups_remove_all(entity this, bool allow_poweroff_sound)
Definition client.qc:1536
int player_getspecies(entity this)
Definition client.qc:444
bool SpectateSet(entity this)
Definition client.qc:1880
void play_countdown(entity this, float finished, Sound samp)
Definition client.qc:1527
entity chatbubbleentity
Definition client.qc:1264
void SpectateCopy(entity this, entity spectatee)
Definition client.qc:1794
void WriteSpectators(entity player, entity to)
Definition client.qc:114
int CountSpectators(entity player, entity to)
Definition client.qc:100
float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
Definition client.qc:1632
void GiveWarmupResources(entity this)
Definition client.qc:568
entity SelectObservePoint(entity this)
Definition client.qc:250
bool ShowTeamSelection(entity this)
Definition client.qc:2057
int GetPlayerLimit()
Definition client.qc:2128
bool SpectateUpdate(entity this)
Definition client.qc:1862
void DrownPlayer(entity this)
Definition client.qc:2730
void GetPressedKeys(entity this)
Definition client.qc:1762
void PlayerUseKey(entity this)
Definition client.qc:2585
float autocvar_g_maxping
Definition client.qc:2230
void ClientData_Detach(entity this)
Definition client.qc:179
void player_powerups(entity this)
Definition client.qc:1552
void SetNewParms()
Definition client.qc:960
void SendWelcomeMessage(entity this, int msg_type)
Definition client.qc:1077
bool zoomstate_set
Definition client.qc:1751
void UpdateChatBubble(entity this)
Definition client.qc:1372
void FixClientCvars(entity e)
Definition client.qc:999
bool PlayerInIDList(entity p, string idlist)
Definition client.qc:1038
bool would_spectate
Definition client.qc:2464
void SetZoomState(entity this, float newzoom)
Definition client.qc:1752
float model_randomizer
Definition client.qc:453
string CheckPlayerModel(string plyermodel)
Definition client.qc:208
void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
putting a client as observer in the server
Definition client.qc:261
void player_regen(entity this)
Definition client.qc:1683
float last_vehiclecheck
Definition client.qc:2647
void Player_Physics(entity this)
Definition client.qc:2763
bool SpectateNext(entity this)
Definition client.qc:1982
void ChatBubbleThink(entity this)
Definition client.qc:1346
void respawn(entity this)
Definition client.qc:1497
void PutPlayerInServer(entity this)
Definition client.qc:580
void calculate_player_respawn_time(entity this)
Definition client.qc:1394
float CalcRot(float current, float stable, float rotfactor, float rotframetime)
Definition client.qc:1642
void ClientInit_CheckUpdate(entity this)
Definition client.qc:931
bool PlayerThink(entity this)
Definition client.qc:2309
bool ClientInit_SendEntity(entity this, entity to, int sf)
Definition client.qc:895
void ObserverOrSpectatorThink(entity this)
Definition client.qc:2466
bool PlayerInIPList(entity p, string iplist)
Definition client.qc:1029
bool queuePlayer(entity this, int team_index)
Definition client.qc:2182
void ShowRespawnCountdown(entity this)
Definition client.qc:2038
int nJoinAllowed(entity this)
Determines how many player slots are free.
Definition client.qc:2144
void PM_UpdateButtons(entity this, entity store)
Definition client.qc:3060
void SetSpectatee_status(entity this, int spectatee_num)
Definition client.qc:1899
bool Spectate(entity this, entity pl)
Definition client.qc:1972
bool joinAllowed(entity this, int team_index)
Definition client.qc:2231
bool dualwielding_prev
Definition client.qc:2308
bool findinlist_abbrev(string tofind, string list)
Definition client.qc:1015
void FixPlayermodel(entity player)
Definition client.qc:454
bool SpectatePrev(entity this)
Definition client.qc:1996
void PlayerFrame(entity this)
Definition client.qc:2817
bool PlayerInList(entity player, string list)
Definition client.qc:1047
void ClientInit_Spawn()
Definition client.qc:946
void ClientData_Attach(entity this)
Definition client.qc:172
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
void DecodeLevelParms(entity this)
Definition client.qc:986
void show_entnum(entity this)
Definition client.qc:2282
string shootfromfixedorigin
Definition client.qc:1263
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
void ClientInit_misc(entity this)
Definition client.qc:907
void SetSpectatee(entity this, entity spectatee)
Definition client.qc:1934
void setplayermodel(entity e, string modelname)
Definition client.qc:241
string FallbackPlayerModel
Definition client.qc:207
void ClientData_Touch(entity e, bool to_spectators_too)
Definition client.qc:185
bool ClientData_Send(entity this, entity to, int sf)
Definition client.qc:128
int killcount
Definition client.qh:315
string autocvar_sv_quickmenu_file
Definition client.qh:54
float autocvar_sv_foginterval
Definition client.qh:36
float autocvar_sv_maxidle
Definition client.qh:37
float respawn_time_max
Definition client.qh:322
string autocvar_g_xonoticversion
Definition client.qh:46
int respawn_flags
Definition client.qh:320
const int RESPAWN_SILENT
Definition client.qh:327
bool autocvar_g_respawn_ghosts
Definition client.qh:28
bool autocvar_g_forced_respawn
Definition client.qh:43
string weaponorder_byimpulse
Definition client.qh:62
float autocvar_g_balance_pause_health_rot_spawn
Definition client.qh:15
string autocvar_sv_motd
Definition client.qh:52
bool autocvar_sv_servermodelsonly
Definition client.qh:55
int playerid
Definition client.qh:82
bool autocvar_sv_teamnagger
Definition client.qh:58
string autocvar_g_mutatormsg
Definition client.qh:35
bool autocvar_sv_spectate
Definition client.qh:57
#define INDEPENDENT_PLAYERS
Definition client.qh:311
bool autocvar_g_fullbrightplayers
Definition client.qh:17
const int MIN_SPEC_TIME
Definition client.qh:403
IntrusiveList g_observepoints
Definition client.qh:371
int team_selected
Definition client.qh:75
bool autocvar_g_botclip_collisions
Definition client.qh:16
float autocvar_sv_player_scale
Definition client.qh:59
bool just_joined
Definition client.qh:76
float autocvar_g_balance_pause_armor_rot_spawn
Definition client.qh:12
int autocvar_sv_maxidle_minplayers
Definition client.qh:38
IntrusiveList g_initforplayer
Definition client.qh:370
int autocvar_g_balance_armor_start
Definition client.qh:11
float autocvar_sv_maxidle_playertospectator
Definition client.qh:39
float autocvar_g_balance_pause_fuel_rot_spawn
Definition client.qh:13
bool autocvar__notarget
Definition client.qh:9
float autocvar_g_maxplayers_spectator_blocktime
Definition client.qh:45
#define IS_INDEPENDENT_PLAYER(e)
Definition client.qh:312
string autocvar_hostname
Definition client.qh:50
const int RESPAWN_DENY
Definition client.qh:328
float jointime
Definition client.qh:66
float pauserotfuel_finished
Definition client.qh:340
float autocvar_g_respawn_ghosts_time
Definition client.qh:31
bool zoomstate
Definition client.qh:72
float respawn_time
Definition client.qh:321
float autocvar_g_respawn_ghosts_alpha
Definition client.qh:29
bool autocvar_sv_maxidle_slots_countbots
Definition client.qh:42
int autocvar_spawn_debug
Definition client.qh:51
bool autocvar_g_playerclip_collisions
Definition client.qh:18
bool autocvar_g_nodepthtestplayers
Definition client.qh:34
float pauseregen_finished
Definition client.qh:337
#define GAMETYPE_DEFAULTED_SETTING(str)
Definition client.qh:347
#define MAKE_INDEPENDENT_PLAYER(e)
Definition client.qh:313
int autocvar_g_maxplayers
Definition client.qh:44
float pauserothealth_finished
Definition client.qh:338
float autocvar_g_respawn_ghosts_speed
Definition client.qh:32
const int SVC_SETVIEW
Definition client.qh:334
float respawn_countdown
Definition client.qh:324
float autocvar_g_player_brightness
Definition client.qh:20
float autocvar_g_player_damageforcescale
Definition client.qh:21
float pauserotarmor_finished
Definition client.qh:339
float spectatortime
Definition client.qh:330
const int RESPAWN_FORCE
Definition client.qh:326
int autocvar_sv_name_maxlength
Definition client.qh:53
float autocvar_gameversion
Definition client.qh:47
int autocvar_sv_maxidle_slots
Definition client.qh:41
float autocvar_g_respawn_ghosts_fadetime
Definition client.qh:30
bool autocvar_sv_show_entnum
Definition client.qh:10
float autocvar_g_balance_pause_health_regen_spawn
Definition client.qh:14
entity clientdata
Definition client.qh:64
bool autocvar_sv_maxidle_alsokickspectators
Definition client.qh:40
float alivetime_start
Definition client.qh:68
bool autocvar_sv_showspectators
Definition client.qh:56
int autocvar_sv_timeout_number
Definition common.qh:8
vector lastV_angle
Definition common.qh:62
const float TIMEOUT_ACTIVE
Definition common.qh:49
void ReadyCount()
Definition vote.qc:553
void VoteCount(float first_count)
Definition vote.qc:220
void ReadyRestart(bool forceWarmupEnd)
Definition vote.qc:526
string autocvar_sv_vote_master_ids
Definition vote.qh:14
bool vote_master
Definition vote.qh:51
int vote_called
Definition vote.qh:45
void RemoveGrapplingHooks(entity pl)
Definition hook.qc:30
void ImpulseCommands(entity this)
Definition impulse.qc:371
int int number
Definition impulse.qc:89
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
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
bool autocvar_sv_autopause
Definition main.qh:19
int autocvar_g_balance_contents_playerdamage_drowning
Definition main.qh:5
vector oldvelocity
Definition main.qh:42
float autocvar_g_balance_contents_drowndelay
Definition main.qh:4
float autocvar_g_balance_contents_damagerate
Definition main.qh:3
bool iscreature
Definition main.qh:46
@ MUT_SPECPREV_RETURN
Definition events.qh:985
@ MUT_SPECPREV_CONTINUE
Definition events.qh:984
@ MUT_SPECPREV_FOUND
Definition events.qh:986
void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
Definition player.qc:234
void player_anim(entity this)
Definition player.qc:153
bool PlayerHeal(entity targ, entity inflictor, float amount, float limit)
Definition player.qc:615
void player_setupanimsformodel(entity this)
Definition player.qc:146
void CopyBody(entity this, float keepvelocity)
Definition player.qc:64
string autocvar_sv_defaultplayermodel_blue
Definition player.qh:14
int autocvar_sv_defaultplayerskin_pink
Definition player.qh:9
float score_frame_dmgtaken
Definition player.qh:26
float score_frame_dmg
Definition player.qh:25
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
float autocvar_g_spawnshieldtime
Definition player.qh:3
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
void race_SendNextCheckpoint(entity e, float spec)
Definition race.qc:208
bool autocvar_g_allow_checkpoints
Definition race.qh:3
float race_completed
Definition race.qh:26
int g_race_qualifying
Definition race.qh:13
bool SpawnEvent_Send(entity this, entity to, int sf)
entity SelectSpawnPoint(entity this, bool anypoint)
bool W_DualWielding(entity player)
Definition common.qc:20
float fade_time
Definition common.qh:23
void WarpZone_PlayerPhysics_FixVAngle(entity this)
Definition server.qc:862
const float VOL_BASEVOICE
Definition sound.qh:37
const int CH_TRIGGER_SINGLE
Definition sound.qh:13
const int CH_PLAYER_SINGLE
Definition sound.qh:21
const float VOL_BASE
Definition sound.qh:36
const int CH_INFO
Definition sound.qh:6
const int CH_VOICE
Definition sound.qh:10
const float ATTEN_NORM
Definition sound.qh:30
#define sound(e, c, s, v, a)
Definition sound.qh:52
const int CH_PLAYER
Definition sound.qh:20
void play2(entity e, string filename)
Definition all.qc:116
void stopsound(entity e, int chan)
Definition all.qc:109
#define SND(id)
Definition all.qh:35
entity spawnpoint_targ
Definition spawnpoint.qh:4
void PlayerState_attach(entity this)
Definition state.qc:12
void bot_clientconnect(entity this)
Definition bot.qc:469
void ClientState_detach(entity this)
Definition state.qc:73
void PlayerState_detach(entity this)
Definition state.qc:22
void DecodeLevelParms(entity this)
Definition client.qc:986
#define CS_CVAR(this)
Definition state.qh:51
#define PS(this)
Definition state.qh:18
ClientState CS(Client this)
Definition state.qh:47
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)
#define strfree(this)
Definition string.qh:59
ERASEABLE int vercmp(string v1, string v2)
Definition string.qh:556
#define strcpy(this, s)
Definition string.qh:52
ERASEABLE bool isInvisibleString(string s)
Definition string.qh:387
void SUB_SetFade(entity ent, float vanish_time, float fading_time)
Definition subs.qc:77
const int DAMAGE_NO
Definition subs.qh:79
const int DAMAGE_AIM
Definition subs.qh:81
float takedamage
Definition subs.qh:78
entity enemy
Definition sv_ctf.qh:153
bool MinigameImpulse(entity this, int imp)
void part_minigame(entity player)
void monsters_setstatus(entity this)
bool monster_attack
indicates whether an entity can be attacked by monsters
float spawn_time
delay monster thinking until spawn animation has completed
IntrusiveList g_monster_targets
int oldskin
float g_nexball_meter_period
Definition sv_nexball.qh:54
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 INGAME(it)
Definition sv_rules.qh:24
#define GameRules_scoring_add(client, fld, value)
Definition sv_rules.qh:85
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 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 int VHEF_NORMAL
User pressed exit key.
const int VHEF_RELEASE
Release ownership, client possibly allready dissconnected / went spec / changed team / used "kill" (n...
entity vehicle
const float vehicle_ammo2
If ent is player this is 0..100 indicating percentage of secondary ammo left. 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 reload status. If ent is vehicle,...
entity swampslug
Definition swamp.qh:7
float swamp_interval
Definition swamp.qh:9
IntrusiveList g_swamped
Definition swamp.qh:4
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:238
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:775
void TeamBalance_Destroy(entity balance)
Destroy the team balance entity.
Definition teamplay.qc:599
void TeamBalance_RemoveExcessPlayers(entity ignore)
Definition teamplay.qc:712
void Player_DetermineForcedTeam(entity player)
Determines the forced team of the player using current global config.
Definition teamplay.qc:348
void TeamBalance_JoinBestTeam(entity player)
Assigns the given player to a team that will make the game most balanced.
Definition teamplay.qc:423
bool Player_HasRealForcedTeam(entity player)
Returns whether player has real forced team.
Definition teamplay.qc:313
bool QueueNeeded(entity ignore)
Definition teamplay.qc:1325
bool SetPlayerTeam(entity player, int team_index, int type)
Sets the team of the player.
Definition teamplay.qc:255
int Player_GetForcedTeamIndex(entity player)
Returns the index of the forced team of the given player.
Definition teamplay.qc:318
int TeamBalance_GetAllowedTeams(entity balance)
Returns the bitmask of allowed teams.
Definition teamplay.qc:612
entity TeamBalance_CheckAllowedTeams(entity for_whom)
Checks whether the player can join teams according to global configuration and mutator settings.
Definition teamplay.qc:459
bool TeamBalance_AreEqual(entity ignore, bool would_leave)
Definition teamplay.qc:656
string autocvar_g_forced_team_otherwise
Definition teamplay.qh:13
@ TEAM_FORCE_SPECTATOR
Force the player to spectator team.
Definition teamplay.qh:137
bool autocvar_g_balance_teams_remove
Definition teamplay.qh:10
@ TEAM_CHANGE_MANUAL
Player has manually selected their team.
Definition teamplay.qh:115
@ TEAM_CHANGE_SPECTATOR
Player is joining spectators. //TODO: Remove?
Definition teamplay.qh:116
bool autocvar_g_balance_teams
Definition teamplay.qh:7
bool lockteams
Definition teamplay.qh:15
#define SAME_TEAM(a, b)
Definition teams.qh:241
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
int Team_IndexToTeam(int index)
Converts team index into team value.
Definition teams.qh:169
bool teamplay
Definition teams.qh:59
const int NUM_TEAM_1
Definition teams.qh:13
const int TELEPORT_NORMAL
float teleportable
const int TELEPORT_SIMPLE
void WarpZone_crosshair_trace_plusvisibletriggers(entity pl)
Definition tracing.qc:552
float autocvar_g_trueaim_minrange
Definition tracing.qh:17
float autocvar_g_ballistics_density_player
Definition tracing.qh:7
#define IS_OBSERVER(v)
Definition utils.qh:11
#define IS_SPEC(v)
Definition utils.qh:10
const string STR_PLAYER
Definition utils.qh:5
#define IS_REAL_CLIENT(v)
Definition utils.qh:17
#define FOREACH_CLIENT(cond, body)
Definition utils.qh:52
#define IS_VEHICLE(v)
Definition utils.qh:24
#define IS_BOT_CLIENT(v)
want: (IS_CLIENT(v) && !IS_REAL_CLIENT(v))
Definition utils.qh:15
#define vlen2(v)
Definition vector.qh:4
#define vec2(...)
Definition vector.qh:90
const int VHF_MULTISLOT
Vehicle has multiple player slots.
Definition vehicle.qh:106
int cursor_active
Definition view.qh:112
float dmg_take
Definition view.qh:123
void target_voicescript_next(entity pl)
void target_voicescript_clear(entity pl)
Definition voicescript.qc:8
void W_Vortex_Charge(entity actor,.entity weaponentity, float dt)
Definition vortex.qc:174
float vortex_charge_rottime
Definition vortex.qh:92
bool waypointeditor_enabled
Definition waypoints.qh:3
entity wp_aimed
Definition waypoints.qh:47
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)
Definition all.qh:110
#define WEPSET(id)
Definition all.qh:47
string autocvar_g_shootfromfixedorigin
Definition all.qh:442
entity exteriorweaponentity
Definition all.qh:401
#define WEP_CVAR(wep, name)
Definition all.qh:337
WepSet WEPSET_SUPERWEAPONS
Definition all.qh:345
vector spawnorigin
Definition all.qh:416
const int MAX_WEAPONSLOTS
Definition weapon.qh:16
const int WEP_FLAG_RELOADABLE
Definition weapon.qh:259
entity weaponentities[MAX_WEAPONSLOTS]
Definition weapon.qh:17
void W_WeaponFrame(Player actor,.entity weaponentity)
void CL_SpawnWeaponentity(entity actor,.entity weaponentity)
Spawn weaponentity for client.
void W_ResetGunAlign(entity player, int preferred_alignment)
const int W_TICSPERFRAME
float weapon_load[REGISTRY_MAX(Weapons)]
float vortex_charge
Definition wepent.qh:6
Weapon m_weapon
Definition wepent.qh:26
WepSet start_weapons
Definition world.qh:80
float warmup_start_ammo_cells
Definition world.qh:105
string clientstuff
Definition world.qh:61
#define WARMUP_START_WEAPONS
Definition world.qh:101
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
bool autocvar_g_jetpack
Definition world.qh:8
float start_ammo_shells
Definition world.qh:84
float warmup_start_ammo_rockets
Definition world.qh:104
float warmup_start_ammo_shells
Definition world.qh:102
float start_ammo_fuel
Definition world.qh:88
int start_items
Definition world.qh:83
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 warmup_start_ammo_nails
Definition world.qh:103
float default_weapon_alpha
Definition world.qh:73
WepSet g_weaponarena_weapons
Definition world.qh:76
float default_player_alpha
Definition world.qh:72
float start_ammo_cells
Definition world.qh:87
string cache_lastmutatormsg
Definition world.qh:70
float g_weaponarena
Definition world.qh:75
float warmup_start_health
Definition world.qh:107
bool autocvar_sv_dedicated
Definition world.qh:41
float start_ammo_rockets
Definition world.qh:86
float g_weapon_stay
Definition world.qh:109
float start_armorvalue
Definition world.qh:97
int autocvar_g_warmup
Definition world.qh:9
bool observe_blocked_if_eliminated
Definition world.qh:160
float warmup_start_ammo_fuel
Definition world.qh:106
string g_weaponarena_list
Definition world.qh:78
float start_health
Definition world.qh:96
bool sv_ready_restart_after_countdown
Definition world.qh:116
float warmup_start_armorvalue
Definition world.qh:108
float start_ammo_nails
Definition world.qh:85
string cache_mutatormsg
Definition world.qh:69