Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
client.qc
Go to the documentation of this file.
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 // bones_was_here: this MUST succeed, PutClientInServer->PutPlayerInServer
593 // can't handle failures (must only be called if they'd succeed).
594 if (this.bot_forced_team)
596 else if (this.team <= 0)
597 {
598 if (this.wants_join > 0)
600 else
602 }
603 }
604
605 entity spot = SelectSpawnPoint(this, false);
606 if (!spot)
607 {
608 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
609 return; // spawn failed
610 }
611
612 TRANSMUTE(Player, this);
613
614 this.iscreature = true;
616 if(!this.damagedbycontents)
618 this.damagedbycontents = true;
620 this.solid = SOLID_SLIDEBOX;
626 this.frags = FRAGS_PLAYER;
630 this.flags |= FL_NOTARGET;
631 this.takedamage = DAMAGE_AIM;
633
634 if (warmup_stage)
636 else
637 {
638 SetResource(this, RES_SHELLS, start_ammo_shells);
639 SetResource(this, RES_BULLETS, start_ammo_nails);
640 SetResource(this, RES_ROCKETS, start_ammo_rockets);
641 SetResource(this, RES_CELLS, start_ammo_cells);
642 SetResource(this, RES_FUEL, start_ammo_fuel);
643 SetResource(this, RES_HEALTH, start_health);
645 STAT(WEAPONS, this) = start_weapons;
646 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
647 {
650 }
651 }
652 SetSpectatee_status(this, 0);
653
654 PS(this).dual_weapons = '0 0 0';
655
656 if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
657 StatusEffects_apply(STATUSEFFECT_Superweapon, this, time + autocvar_g_balance_superweapons_time, 0);
658
659 this.items = start_items;
660
661 float shieldtime = time + autocvar_g_spawnshieldtime;
662
668 {
669 float f = game_starttime - time;
670 shieldtime += f;
671 this.pauserotarmor_finished += f;
672 this.pauserothealth_finished += f;
673 this.pauseregen_finished += f;
674 }
675
676 StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
677
679 this.death_time = 0;
680 this.respawn_flags = 0;
681 this.respawn_time = 0;
682 STAT(RESPAWN_TIME, this) = 0;
684 ? 0.8125 // DP model scaling uses 1/16 accuracy and 13/16 is closest to 56/69
686 this.fade_time = 0;
687 this.pain_finished = 0;
688 this.pushltime = 0;
689 setthink(this, func_null); // players have no think function
690 this.nextthink = 0;
691 this.dmg_team = 0;
692 this.spawn_time = time;
693
694 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
695
696 this.deadflag = DEAD_NO;
697
698 this.angles = spot.angles;
699 this.angles_z = 0; // never spawn tilted even if the spot says to
700 if (IS_BOT_CLIENT(this))
701 {
702 this.v_angle = this.angles;
703 bot_aim_reset(this);
704 }
705 this.fixangle = true; // turn this way immediately
706 this.oldvelocity = this.velocity = '0 0 0';
707 this.avelocity = '0 0 0';
708 this.punchangle = '0 0 0';
709 this.punchvector = '0 0 0';
710
711 STAT(AIR_FINISHED, this) = 0;
714
715 entity spawnevent = new_pure(spawnevent);
716 spawnevent.owner = this;
717 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
718
719 // Cut off any still running player sounds.
721
722 this.model = "";
723 FixPlayermodel(this);
724 this.drawonlytoclient = NULL;
725
726 this.viewloc = NULL;
727
728 for(int slot = 0; slot < MAX_AXH; ++slot)
729 {
730 entity axh = this.(AuxiliaryXhair[slot]);
731 this.(AuxiliaryXhair[slot]) = NULL;
732
733 if(axh.owner == this && axh != NULL && !wasfreed(axh))
734 delete(axh);
735 }
736
737 this.spawnpoint_targ = NULL;
738
739 UNSET_DUCKED(this);
740 this.view_ofs = STAT(PL_VIEW_OFS, this);
741 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
742 this.spawnorigin = spot.origin;
743 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
744 // don't reset back to last position, even if new position is stuck in solid
745 this.oldorigin = this.origin;
746 if(this.conveyor)
747 IL_REMOVE(g_conveyed, this);
748 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
749 if(this.swampslug)
750 IL_REMOVE(g_swamped, this);
751 this.swampslug = NULL;
752 this.swamp_interval = 0;
753 if(this.ladder_entity)
754 IL_REMOVE(g_ladderents, this);
755 this.ladder_entity = NULL;
756 IL_EACH(g_counters, it.realowner == this,
757 {
758 delete(it);
759 });
760 STAT(HUD, this) = HUD_NORMAL;
761
762 this.event_damage = PlayerDamage;
763 this.event_heal = PlayerHeal;
764
765 this.draggable = func_null;
766
767 if(!this.bot_attack)
768 IL_PUSH(g_bot_targets, this);
769 this.bot_attack = true;
770 if(!this.monster_attack)
772 this.monster_attack = true;
773 navigation_dynamicgoal_init(this, false);
774
776
777 // player was spectator
778 if (CS(this).killcount == FRAGS_SPECTATOR)
779 {
780 PlayerScore_Clear(this);
781 CS(this).killcount = 0;
782 CS(this).startplaytime = time;
783 }
784
785 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
786 {
787 .entity weaponentity = weaponentities[slot];
788 CL_SpawnWeaponentity(this, weaponentity);
789 }
791 this.colormod = '1 1 1' * autocvar_g_player_brightness;
793
794 this.speedrunning = false;
795
796 this.counter_cnt = 0;
797 this.fragsfilter_cnt = 0;
798
800
801 // reset fields the weapons may use
802 FOREACH(Weapons, true,
803 {
804 it.wr_resetplayer(it, this);
805 // reload all reloadable weapons
806 if (it.spawnflags & WEP_FLAG_RELOADABLE)
807 {
808 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
809 {
810 .entity weaponentity = weaponentities[slot];
811 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
812 }
813 }
814 });
815
816 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
817 {
818 string s = spot.target;
819 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
820 spot.target = string_null;
821 SUB_UseTargets(spot, this, NULL);
822 if(g_assault || g_race)
823 spot.target = s;
824 }
825
827 {
828 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
829 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
830 }
831
832 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
833 {
834 .entity weaponentity = weaponentities[slot];
835 entity w_ent = this.(weaponentity);
836 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
837 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
838 else
839 w_ent.m_switchweapon = WEP_Null;
840 w_ent.m_weapon = WEP_Null;
841 w_ent.weaponname = "";
842 w_ent.m_switchingweapon = WEP_Null;
843 w_ent.cnt = -1;
844 }
845
846 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
847
848 if (CS(this).impulse) ImpulseCommands(this);
849
850 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
851 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
852 {
853 .entity weaponentity = weaponentities[slot];
854 W_WeaponFrame(this, weaponentity);
855 }
856
857 if (!warmup_stage && !this.alivetime_start)
859
860 antilag_clear(this, CS(this));
861
862 if (warmup_stage)
863 ReadyCount();
864}
865
868{
869 if (IS_REAL_CLIENT(this))
870 {
871 msg_entity = this;
873 WriteEntity(MSG_ONE, this);
874 }
875 if (game_stopped)
876 TRANSMUTE(Observer, this);
877
878 bool use_spawnpoint = (!this.enemy); // check this.enemy here since SetSpectatee will clear it
879 SetSpectatee(this, NULL);
880
881 // reset player keys
882 if(PS(this))
883 PS(this).itemkeys = 0;
884
886
887 if (IS_OBSERVER(this))
888 PutObserverInServer(this, false, use_spawnpoint);
889 else if (IS_PLAYER(this))
890 PutPlayerInServer(this);
891
893}
894
895// TODO do we need all these fields, or should we stop autodetecting runtime
896// changes and just have a console command to update this?
897bool ClientInit_SendEntity(entity this, entity to, int sf)
898{
899 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
900 return = true;
901 msg_entity = to;
902 // MSG_INIT replacement
903 // TODO: make easier to use
906 ClientInit_misc(this);
907 MUTATOR_CALLHOOK(Ent_Init);
908}
910{
911 int channel = MSG_ONE;
912 WriteHeader(channel, ENT_CLIENT_INIT);
913 WriteByte(channel, g_nexball_meter_period * 32);
914 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
915 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
916 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
917 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
918 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
919 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
920 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
921 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
922
923 if(autocvar_sv_foginterval && world.fog != "")
924 WriteString(channel, world.fog);
925 else
926 WriteString(channel, "");
927 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
928 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
929 WriteByte(channel, serverflags);
931}
932
934{
935 this.nextthink = time;
937 {
939 this.SendFlags |= 1;
940 }
942 {
944 this.SendFlags |= 1;
945 }
946}
947
949{
950 entity e = new_pure(clientinit);
953
955}
956
957/*
958=============
959SetNewParms
960=============
961*/
963{
964 // initialize parms for a new player
965 parm1 = -(86400 * 366);
966
968}
969
970/*
971=============
972SetChangeParms
973=============
974*/
976{
977 // save parms for level change
978 parm1 = CS(this).parm_idlesince - time;
979
981}
982
983/*
984=============
985DecodeLevelParms
986=============
987*/
989{
990 // load parms
991 CS(this).parm_idlesince = parm1;
992 if (CS(this).parm_idlesince == -(86400 * 366))
993 CS(this).parm_idlesince = time;
994
995 // whatever happens, allow 60 seconds of idling directly after connect for map loading
996 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
997
999}
1000
1002{
1003 // send prediction settings to the client
1004 if(autocvar_g_antilag == 3) // client side hitscan
1005 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1006 if(autocvar_sv_gentle)
1007 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1008
1009 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1010 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1011
1012 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1013
1015}
1016
1017bool findinlist_abbrev(string tofind, string list)
1018{
1019 if(list == "" || tofind == "")
1020 return false; // empty list or search, just return
1021
1022 // this function allows abbreviated strings!
1023 FOREACH_WORD(list, it != "" && it == substring(tofind, 0, strlen(it)),
1024 {
1025 return true;
1026 });
1027
1028 return false;
1029}
1030
1031bool PlayerInIPList(entity p, string iplist)
1032{
1033 // some safety checks (never allow local?)
1034 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1035 return false;
1036
1037 return findinlist_abbrev(p.netaddress, iplist);
1038}
1039
1040bool PlayerInIDList(entity p, string idlist)
1041{
1042 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1043 if(!p.crypto_idfp)
1044 return false;
1045
1046 return findinlist_abbrev(p.crypto_idfp, idlist);
1047}
1048
1049bool PlayerInList(entity player, string list)
1050{
1051 if (list == "")
1052 return false;
1053 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1054}
1055
1056#ifdef DP_EXT_PRECONNECT
1057/*
1058=============
1059ClientPreConnect
1060
1061Called once (not at each match start) when a client begins a connection to the server
1062=============
1063*/
1064void ClientPreConnect(entity this)
1065{
1067 {
1068 GameLogEcho(sprintf(":connect:%d:%d:%s",
1069 this.playerid,
1070 etof(this),
1071 IS_REAL_CLIENT(this) ? this.netaddress : "bot"));
1072 }
1073}
1074#endif
1075
1076// NOTE csqc uses the active mutators list sent by this function
1077// to understand which mutators are enabled
1078// also note that they aren't all registered mutators, e.g. jetpack, low gravity
1079void SendWelcomeMessage(entity this, int msg_type)
1080{
1081 if (boolean(autocvar_g_campaign))
1082 {
1083 WriteByte(msg_type, 1);
1084 WriteByte(msg_type, Campaign_GetLevelNum());
1085 return;
1086 }
1087
1088 int flags = 0;
1089 if (CS(this).version_mismatch)
1090 flags |= 2;
1091 if (CS(this).version < autocvar_gameversion)
1092 flags |= 4;
1094 if (MapInfo_Map_author != "")
1095 flags |= 8;
1096 WriteByte(msg_type, flags);
1097
1098 WriteString(msg_type, autocvar_hostname);
1100
1102 if (flags & 8)
1105
1107 WriteByte(msg_type, GetPlayerLimit());
1108
1109 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1110 string modifications = M_ARGV(0, string);
1111
1112 if (!g_weaponarena && cvar("g_balance_blaster_weaponstartoverride") == 0)
1113 modifications = strcat(modifications, ", No start weapons");
1114 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1115 modifications = strcat(modifications, ", Low gravity");
1116 if(g_weapon_stay && !g_cts)
1117 modifications = strcat(modifications, ", Weapons stay");
1119 modifications = strcat(modifications, ", Jetpack");
1120 modifications = substring(modifications, 2, strlen(modifications) - 2);
1121
1122 WriteString(msg_type, modifications);
1123
1125
1127 {
1130 }
1131
1132 WriteString(msg_type, cache_mutatormsg);
1133
1134 WriteString(msg_type, strreplace("\\n", "\n", autocvar_sv_motd));
1135}
1136
1146{
1147 if (Ban_MaybeEnforceBanOnce(this)) return;
1148 assert(!IS_CLIENT(this), return);
1149 this.flags |= FL_CLIENT;
1150 assert(player_count >= 0, player_count = 0);
1151
1152 TRANSMUTE(Client, this);
1153 CS(this).version_nagtime = time + 10 + random() * 10;
1154
1155 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1156
1157 bot_clientconnect(this);
1158
1159 // after bot_clientconnect
1160 if (teamplay)
1161 this.clientcolors = 0;
1162
1163 this.team = -1;
1164
1165 TRANSMUTE(Observer, this);
1166
1167 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1168
1169 // always track bots, don't ask for cl_allow_uidtracking
1170 if (IS_BOT_CLIENT(this))
1172 else
1173 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1174
1176 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1177
1178 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1179 this.wants_join = 0;
1180
1181 stuffcmd(this, clientstuff, "\n");
1182 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1183
1184 FixClientCvars(this);
1185
1186 // get version info from player
1187 stuffcmd(this, "cmd clientversion $gameversion\n");
1188
1189 // notify about available teams
1190 if (teamplay)
1191 {
1192 entity balance = TeamBalance_CheckAllowedTeams(this);
1193 int t = TeamBalance_GetAllowedTeams(balance);
1194 TeamBalance_Destroy(balance);
1195 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1196 }
1197 else
1198 {
1199 stuffcmd(this, "set _teams_available 0\n");
1200 }
1201
1203
1204 CS(this).spectatortime = time;
1205 CS(this).jointime = time;
1206
1207 if (IS_REAL_CLIENT(this))
1208 {
1210
1211 if (g_weaponarena_weapons == WEPSET(TUBA))
1212 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1213 // quickmenu file must be put in a subfolder with an unique name
1214 // to reduce chances of overriding custom client quickmenus
1216 stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", "wpeditor.txt"));
1218 stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", autocvar_sv_quickmenu_file));
1219 }
1220
1221 if (!autocvar_sv_foginterval && world.fog != "")
1222 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1223
1224 CSQCMODEL_AUTOINIT(this);
1225
1226 CS(this).model_randomizer = random();
1227
1228 if (IS_REAL_CLIENT(this))
1229 sv_notice_join(this);
1230
1231 this.move_qcphysics = true;
1232
1233 // update physics stats (players can spawn before physics runs)
1234 Physics_UpdateStats(this);
1235
1236 IL_EACH(g_initforplayer, it.init_for_player,
1237 {
1238 it.init_for_player(it, this);
1239 });
1240
1241 Handicap_Initialize(this);
1242
1243 // playban
1245 TRANSMUTE(Observer, this);
1246
1247 if (PlayerInList(this, autocvar_g_chatban_list)) // chatban
1248 CS(this).muted = true;
1249
1251
1252 if (player_count == 1)
1253 {
1255 setpause(0);
1256 localcmd("\nsv_hook_firstjoin\n");
1257 }
1258
1259 if (get_nextmap() != "")
1261
1262 // cvar hook/callback TODO: recheck this when the cvar is changed
1265 this.vote_master = true;
1266}
1267
1270void player_powerups_remove_all(entity this, bool allow_poweroff_sound);
1271
1272/*
1273=============
1274ClientDisconnect
1275
1276Called when a client disconnects from the server
1277=============
1278*/
1280{
1281 assert(IS_CLIENT(this), return);
1282
1283 strfree(this.ignore_list);
1285 {
1286 // don't remove permanent ignores from db, only from list
1287 ignore_remove_player(it, this, false);
1288 });
1289
1291 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1292 if (CS(this).active_minigame) part_minigame(this);
1293 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN, this.origin, '0 0 0', 1);
1294
1296 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1297
1298 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1299
1300 if(IS_SPEC(this))
1301 SetSpectatee(this, NULL);
1302
1304
1305 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1307 ClientState_detach(this);
1308
1309 Portal_ClearAll(this);
1310
1312
1314
1315 // Here, everything has been done that requires this player to be a client.
1316
1317 this.flags &= ~FL_CLIENT;
1318
1319 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1320 if (this.killindicator) delete(this.killindicator);
1321
1322 IL_EACH(g_counters, it.realowner == this,
1323 {
1324 delete(it);
1325 });
1326
1328
1330
1331 strfree(this.clientstatus);
1332 if (this.personal) delete(this.personal);
1333
1334 this.playerid = 0;
1335 if (warmup_stage || game_starttime > time) /* warmup OR countdown */ ReadyCount();
1336 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1337
1338 player_powerups_remove_all(this, IS_PLAYER(this)); // stop powerup sound
1339
1340 ONREMOVE(this);
1341
1342 if (player_count == 0)
1343 localcmd("\nsv_hook_lastleave\n");
1344
1349}
1350
1352{
1353 this.nextthink = time;
1354
1355 entity ownr = this.owner;
1356 if (ownr.alpha < 0 || ownr.chatbubbleentity != this)
1357 {
1358 if (ownr) // but why can that ever be NULL?
1359 ownr.chatbubbleentity = NULL;
1360 delete(this);
1361 return;
1362 }
1363
1364 this.mdl = "";
1365
1366 if (!IS_DEAD(ownr) && IS_PLAYER(ownr) && !MUTATOR_CALLHOOK(ShowChatBubble, ownr, this))
1367 {
1369 this.mdl = "models/sprites/minigame_busy.iqm";
1370 else if (PHYS_INPUT_BUTTON_CHAT(ownr))
1371 this.mdl = "models/misc/chatbubble.spr";
1372 }
1373
1374 if (this.model != this.mdl)
1375 _setmodel(this, this.mdl);
1376}
1377
1379{
1380 if (this.alpha < 0)
1381 return;
1382 // spawn a chatbubble entity if needed
1383 if (!this.chatbubbleentity)
1384 {
1386 this.chatbubbleentity.owner = this;
1387 this.chatbubbleentity.exteriormodeltoclient = this;
1389 this.chatbubbleentity.nextthink = time;
1390 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1391 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1392 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1393 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1394 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1395 //this.chatbubbleentity.model = "";
1396 this.chatbubbleentity.effects = EF_LOWPRECISION;
1397 }
1398}
1399
1401{
1402 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1403 return;
1404
1405 float gametype_setting_tmp;
1406 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1407 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1408 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1409 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1410 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1411 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1412
1413 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1414 if (teamplay)
1415 {
1416 FOREACH_CLIENT(IS_PLAYER(it) && it != this,
1417 {
1418 if(it.team == this.team)
1419 ++pcount;
1420 });
1421 if (sdelay_small_count == 0)
1422 sdelay_small_count = 1;
1423 if (sdelay_large_count == 0)
1424 sdelay_large_count = 1;
1425 }
1426 else
1427 {
1428 FOREACH_CLIENT(IS_PLAYER(it) && it != this,
1429 {
1430 ++pcount;
1431 });
1432 if (sdelay_small_count == 0)
1433 {
1434 if (IS_INDEPENDENT_PLAYER(this))
1435 {
1436 // Players play independently. No point in requiring enemies.
1437 sdelay_small_count = 1;
1438 }
1439 else
1440 {
1441 // Players play AGAINST each other. Enemies required.
1442 sdelay_small_count = 2;
1443 }
1444 }
1445 if (sdelay_large_count == 0)
1446 {
1447 if (IS_INDEPENDENT_PLAYER(this))
1448 {
1449 // Players play independently. No point in requiring enemies.
1450 sdelay_large_count = 1;
1451 }
1452 else
1453 {
1454 // Players play AGAINST each other. Enemies required.
1455 sdelay_large_count = 2;
1456 }
1457 }
1458 }
1459
1460 float sdelay;
1461
1462 if (pcount <= sdelay_small_count)
1463 sdelay = sdelay_small;
1464 else if (pcount >= sdelay_large_count)
1465 sdelay = sdelay_large;
1466 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1467 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1468
1469 if(waves)
1470 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1471 else
1472 this.respawn_time = time + sdelay;
1473
1474 if(sdelay < sdelay_max)
1475 this.respawn_time_max = time + sdelay_max;
1476 else
1477 this.respawn_time_max = this.respawn_time;
1478
1479 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1480 this.respawn_countdown = 10; // first number to count down from is 10
1481 else
1482 this.respawn_countdown = -1; // do not count down
1483
1486}
1487
1488// LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1489// added to the model skins
1490/*void UpdateColorModHack()
1491{
1492 float c = this.clientcolors & 15;
1493 // LordHavoc: only bothering to support white, green, red, yellow, blue
1494 if (!teamplay) this.colormod = '0 0 0';
1495 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1496 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1497 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1498 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1499 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1500 else this.colormod = '1 1 1';
1501}*/
1502
1503void respawn(entity this)
1504{
1505 bool damagedbycontents_prev = this.damagedbycontents;
1506 if(this.alpha >= 0)
1507 {
1509 {
1510 this.solid = SOLID_NOT;
1511 this.takedamage = DAMAGE_NO;
1512 this.damagedbycontents = false;
1518 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1521 }
1522 else
1523 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1524 }
1525
1526 CopyBody(this, 1);
1527 this.damagedbycontents = damagedbycontents_prev;
1528
1529 this.effects |= EF_NODRAW; // prevent another CopyBody
1530 PutClientInServer(this);
1531}
1532
1533void play_countdown(entity this, float finished, Sound samp)
1534{
1535 TC(Sound, samp);
1536 float time_left = finished - time;
1537 if(IS_REAL_CLIENT(this) && time_left < 6 && floor(time_left - frametime) != floor(time_left))
1538 sound(this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1539}
1540
1541// it removes special powerups not handled by StatusEffects
1542void player_powerups_remove_all(entity this, bool allow_poweroff_sound)
1543{
1545 {
1546 // don't play the poweroff sound when the game restarts or the player disconnects
1547 if (allow_poweroff_sound && time > game_starttime + 1 && IS_CLIENT(this)
1549 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1550
1552 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1553
1555 }
1556}
1557
1559{
1560 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1561 this.modelflags |= MF_ROCKET;
1562 else
1563 this.modelflags &= ~MF_ROCKET;
1564
1565 this.effects &= ~EF_NODEPTHTEST;
1566
1567 if (IS_DEAD(this))
1568 player_powerups_remove_all(this, true);
1569
1570 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1571 return;
1572
1573 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1574 int items_prev = this.items;
1575
1576 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1577 {
1578 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1579 if (this.items & IT_SUPERWEAPON)
1580 {
1581 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1582 {
1583 StatusEffects_remove(STATUSEFFECT_Superweapon, this, STATUSEFFECT_REMOVE_NORMAL);
1584 this.items &= ~IT_SUPERWEAPON;
1585 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1586 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1587 }
1588 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1589 {
1590 // don't let them run out
1591 }
1592 else
1593 {
1594 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapon, this), SND_POWEROFF);
1595 if (time >= StatusEffects_gettime(STATUSEFFECT_Superweapon, this))
1596 {
1597 this.items &= ~IT_SUPERWEAPON;
1598 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1599 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1600 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1601 }
1602 }
1603 }
1604 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1605 {
1606 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapon, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1607 {
1608 this.items |= IT_SUPERWEAPON;
1609 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1610 {
1611 if(!g_cts)
1612 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1613 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1614 }
1615 }
1616 else
1617 {
1618 if(StatusEffects_active(STATUSEFFECT_Superweapon, this))
1619 StatusEffects_remove(STATUSEFFECT_Superweapon, this, STATUSEFFECT_REMOVE_TIMEOUT);
1620 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1621 }
1622 }
1623 else if(StatusEffects_active(STATUSEFFECT_Superweapon, this)) // cheaper to check than to update each frame!
1624 {
1625 StatusEffects_remove(STATUSEFFECT_Superweapon, this, STATUSEFFECT_REMOVE_CLEAR);
1626 }
1627 }
1628
1630 this.effects |= EF_NODEPTHTEST;
1631
1633 this.effects |= EF_FULLBRIGHT;
1634
1635 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1636}
1637
1638float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1639{
1640 if(current > stable)
1641 return current;
1642 else if(current > stable - 0.25) // when close enough, "snap"
1643 return stable;
1644 else
1645 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1646}
1647
1648float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1649{
1650 if(current < stable)
1651 return current;
1652 else if(current < stable + 0.25) // when close enough, "snap"
1653 return stable;
1654 else
1655 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1656}
1657
1658void RotRegen(entity this, Resource res, float limit_mod,
1659 float regenstable, float regenfactor, float regenlinear, float regenframetime,
1660 float rotstable, float rotfactor, float rotlinear, float rotframetime)
1661{
1662 float old = GetResource(this, res);
1663 float current = old;
1664 if(current > rotstable)
1665 {
1666 if(rotframetime > 0)
1667 {
1668 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1669 current = max(rotstable, current - rotlinear * rotframetime);
1670 }
1671 }
1672 else if(current < regenstable)
1673 {
1674 if(regenframetime > 0)
1675 {
1676 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1677 current = min(regenstable, current + regenlinear * regenframetime);
1678 }
1679 }
1680
1681 float limit = GetResourceLimit(this, res) * limit_mod;
1682 if(current > limit)
1683 current = limit;
1684
1685 if (current != old)
1686 SetResource(this, res, current);
1687}
1688
1690{
1691 float max_mod, regen_mod, rot_mod, limit_mod;
1692 max_mod = regen_mod = rot_mod = limit_mod = 1;
1693
1694 float regen_health = autocvar_g_balance_health_regen;
1695 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1696 float regen_health_rot = autocvar_g_balance_health_rot;
1697 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1698 float regen_health_stable = autocvar_g_balance_health_regenstable;
1699 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1700 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1701 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1702 max_mod = M_ARGV(1, float);
1703 regen_mod = M_ARGV(2, float);
1704 rot_mod = M_ARGV(3, float);
1705 limit_mod = M_ARGV(4, float);
1706 regen_health = M_ARGV(5, float);
1707 regen_health_linear = M_ARGV(6, float);
1708 regen_health_rot = M_ARGV(7, float);
1709 regen_health_rotlinear = M_ARGV(8, float);
1710 regen_health_stable = M_ARGV(9, float);
1711 regen_health_rotstable = M_ARGV(10, float);
1712
1713 float rotstable, regenstable, rotframetime, regenframetime;
1714
1715 if(!mutator_returnvalue)
1716 {
1719 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1720 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1721 RotRegen(this, RES_ARMOR, limit_mod,
1724
1725 // NOTE: max_mod is only applied to health
1726 regenstable = regen_health_stable * max_mod;
1727 rotstable = regen_health_rotstable * max_mod;
1728 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1729 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1730 RotRegen(this, RES_HEALTH, limit_mod,
1731 regenstable, regen_health, regen_health_linear, regenframetime,
1732 rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1733 }
1734
1735 // if player rotted to death... die!
1736 // check this outside above checks, as player may still be able to rot to death
1737 if(GetResource(this, RES_HEALTH) < 1)
1738 {
1739 if(this.vehicle)
1741 if(this.event_damage)
1742 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1743 }
1744
1745 if (!(this.items & IT_UNLIMITED_AMMO))
1746 {
1749 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_FuelRegen.m_itemid)) ? frametime : 0;
1750 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1751 RotRegen(this, RES_FUEL, 1,
1754 }
1755}
1756
1758void SetZoomState(entity this, float newzoom)
1759{
1760 if(newzoom != CS(this).zoomstate)
1761 {
1762 CS(this).zoomstate = newzoom;
1763 ClientData_Touch(this, true);
1764 }
1765 zoomstate_set = true;
1766}
1767
1769{
1771 if (game_stopped)
1772 {
1773 CS(this).pressedkeys = 0;
1774 STAT(PRESSED_KEYS, this) = 0;
1775 return;
1776 }
1777
1778 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1779 int keys = STAT(PRESSED_KEYS, this);
1780 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1781 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1782 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1783 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1784
1785 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1786 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
1787 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1788 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1789 CS(this).pressedkeys = keys; // store for other users
1790
1791 STAT(PRESSED_KEYS, this) = keys;
1792}
1793
1794/*
1795======================
1796spectate mode routines
1797======================
1798*/
1799
1800void SpectateCopy(entity this, entity spectatee)
1801{
1802 TC(Client, this); TC(Client, spectatee);
1803
1804 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1805 PS(this) = PS(spectatee);
1806 this.armortype = spectatee.armortype;
1808 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1809 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1810 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1811 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1812 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1813 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1814 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1815 CS(this).impulse = 0;
1816 this.disableclientprediction = 1; // no need to run prediction on a spectator
1817 this.items = spectatee.items;
1818 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1819 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1820 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1821 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1822 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1823 this.punchangle = spectatee.punchangle;
1824 this.view_ofs = spectatee.view_ofs;
1825 this.velocity = spectatee.velocity;
1826 this.dmg_take = spectatee.dmg_take;
1827 this.dmg_save = spectatee.dmg_save;
1828 this.dmg_inflictor = spectatee.dmg_inflictor;
1829 this.v_angle = spectatee.v_angle;
1830 this.angles = spectatee.v_angle;
1831 this.viewloc = spectatee.viewloc;
1832 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1833 this.fixangle = true;
1834 setorigin(this, spectatee.origin);
1835 setsize(this, spectatee.mins, spectatee.maxs);
1836 SetZoomState(this, CS(spectatee).zoomstate);
1837
1838 anticheat_spectatecopy(this, spectatee);
1839 STAT(HUD, this) = STAT(HUD, spectatee);
1840 if(spectatee.vehicle)
1841 {
1842 this.angles = spectatee.v_angle;
1843
1844 //this.fixangle = false;
1845 //this.velocity = spectatee.vehicle.velocity;
1846 this.vehicle_health = spectatee.vehicle_health;
1847 this.vehicle_shield = spectatee.vehicle_shield;
1848 this.vehicle_energy = spectatee.vehicle_energy;
1849 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1850 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1851 this.vehicle_reload1 = spectatee.vehicle_reload1;
1852 this.vehicle_reload2 = spectatee.vehicle_reload2;
1853
1854 //msg_entity = this;
1855
1856 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1857 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1858 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1859 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1860
1861 //WriteByte (MSG_ONE, SVC_SETVIEW);
1862 // WriteEntity(MSG_ONE, this);
1863 //makevectors(spectatee.v_angle);
1864 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1865 }
1866}
1867
1869{
1870 if(!this.enemy)
1871 return false;
1872
1873 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1874 {
1875 SetSpectatee(this, NULL);
1876 return false;
1877 }
1878
1879 SpectateCopy(this, this.enemy);
1880 if (IS_OBSERVER(this))
1881 TRANSMUTE(Spectator, this);
1882
1883 return true;
1884}
1885
1887{
1888 if(!IS_PLAYER(this.enemy))
1889 return false;
1890
1891 ClientData_Touch(this.enemy, true);
1892
1893 msg_entity = this;
1895 WriteEntity(MSG_ONE, this.enemy);
1897 accuracy_resend(this);
1898
1899 if(!SpectateUpdate(this))
1900 PutObserverInServer(this, false, true);
1901
1902 return true;
1903}
1904
1905void SetSpectatee_status(entity this, int spectatee_num)
1906{
1907 int oldspectatee_status = CS(this).spectatee_status;
1908 CS(this).spectatee_status = spectatee_num;
1909
1910 if (CS(this).spectatee_status != oldspectatee_status)
1911 {
1912 if (STAT(PRESSED_KEYS, this))
1913 {
1914 CS(this).pressedkeys = 0;
1915 STAT(PRESSED_KEYS, this) = 0;
1916 }
1917
1918 ClientData_Touch(this, true);
1919
1920 // init or clear race data
1921 if ((g_race || g_cts) && g_race_qualifying && IS_REAL_CLIENT(this))
1922 {
1923 msg_entity = this;
1924
1925 if (this.enemy && this.enemy.race_laptime)
1926 {
1927 // init
1929 }
1930 else
1931 {
1932 // send reset to this spectator
1933 WriteHeader(MSG_ONE, TE_CSQC_RACE);
1935 }
1936 }
1937 }
1938}
1939
1940void SetSpectatee(entity this, entity spectatee)
1941{
1942 if(IS_BOT_CLIENT(this))
1943 return; // bots abuse .enemy, this code is useless to them
1944
1945 entity old_spectatee = this.enemy;
1946
1947 this.enemy = spectatee;
1948
1949 // WEAPONTODO
1950 // these are required to fix the spectator bug with arc
1951 if(old_spectatee)
1952 {
1953 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1954 {
1955 .entity weaponentity = weaponentities[slot];
1956 if(old_spectatee.(weaponentity).arc_beam)
1957 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_UPDATE;
1958 }
1959 }
1960 if(spectatee)
1961 {
1962 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1963 {
1964 .entity weaponentity = weaponentities[slot];
1965 if(spectatee.(weaponentity).arc_beam)
1966 spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_UPDATE;
1967 }
1968 }
1969
1970 if (spectatee)
1971 SetSpectatee_status(this, etof(spectatee));
1972
1973 // needed to update spectator list
1974 if(old_spectatee)
1975 ClientData_Touch(old_spectatee, true);
1976}
1977
1978bool Spectate(entity this, entity pl)
1979{
1980 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1981 return false;
1982 pl = M_ARGV(1, entity);
1983
1984 SetSpectatee(this, pl);
1985 return SpectateSet(this);
1986}
1987
1989{
1990 entity ent = find(this.enemy, classname, STR_PLAYER);
1991
1992 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1993 ent = M_ARGV(1, entity);
1994 else if (!ent)
1995 ent = find(ent, classname, STR_PLAYER);
1996
1997 if(ent) SetSpectatee(this, ent);
1998
1999 return SpectateSet(this);
2000}
2001
2003{
2004 // NOTE: chain order is from the highest to the lower entnum (unlike find)
2005 entity ent = findchain(classname, STR_PLAYER);
2006 if (!ent) // no player
2007 return false;
2008
2009 entity first = ent;
2010 // skip players until current spectated player
2011 if(this.enemy)
2012 while(ent && ent != this.enemy)
2013 ent = ent.chain;
2014
2015 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
2016 {
2017 case MUT_SPECPREV_FOUND:
2018 ent = M_ARGV(1, entity);
2019 break;
2021 return true;
2023 default:
2024 {
2025 if(ent.chain)
2026 ent = ent.chain;
2027 else
2028 ent = first;
2029 break;
2030 }
2031 }
2032
2033 SetSpectatee(this, ent);
2034 return SpectateSet(this);
2035}
2036
2037/*
2038=============
2039ShowRespawnCountdown()
2040
2041Update a respawn countdown display.
2042=============
2043*/
2045{
2046 float number;
2047 if(!IS_DEAD(this)) // just respawned?
2048 return;
2049 else
2050 {
2051 number = ceil(this.respawn_time - time);
2052 if(number <= 0)
2053 return;
2054 if(number <= this.respawn_countdown)
2055 {
2056 this.respawn_countdown = number - 1;
2057 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
2058 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number));
2059 }
2060 }
2061}
2062
2064{
2066 return false;
2067 if (QueuedPlayersReady(this, true))
2068 return false;
2069 if (frametime) // once per frame is more than enough
2070 stuffcmd(this, "_scoreboard_team_selection 1\n");
2071 return true;
2072}
2073
2075void Join(entity this, bool queued_join)
2076{
2077 entity player_with_dibs = NULL;
2078
2080 {
2082 ReadyRestart(true);
2084 }
2085
2086 // If teams aren't equal and a player is queued then they chose a biggest team so they can't join yet.
2087 if (queued_join && TeamBalance_AreEqual(this, true))
2088 {
2089 int clients_remaining = AVAILABLE_TEAMS;
2090 // First we must join player(s) queued for specific team(s) (they chose first)
2091 // so TeamBalance_JoinBestTeam() won't select the same team(s).
2092 // Assumes `this` was already assigned a team or is using autoselect.
2093 FOREACH_CLIENT(it != this && it.wants_join > 0,
2094 {
2095 // detect any conflict between `this` and a queued player (queuePlayer() handles other conflicts)
2096 if (this.team < 0 && this.team_selected > 0 // `this` can't have their preference
2097 && it.wants_join == this.team_selected) // `it` is the player who already chose the team `this` wanted
2098 player_with_dibs = it;
2099
2100 Join(it, false);
2101 --clients_remaining;
2102 });
2103
2104 // Second pass: queued players whose team will be autoselected
2105 // in order of strongest to weakest for optimal balance.
2106 for (; clients_remaining; --clients_remaining)
2107 {
2108 entity strongest_autoselect_client = NULL;
2109 float strongest_autoselect_client_skill = 0;
2110 FOREACH_CLIENT(it.wants_join < 0 || (it == this && it.team <= 0),
2111 {
2112 float it_skill = it.m_skill_mu ? it.m_skill_mu : server_skill_average; // average was set by TeamBalance_AreEqual()
2113 if (it_skill > strongest_autoselect_client_skill)
2114 {
2115 strongest_autoselect_client = it;
2116 strongest_autoselect_client_skill = it_skill;
2117 }
2118 });
2119 if (strongest_autoselect_client == this) // can't just Join(); return; due to player_with_dibs
2120 {
2121 entity balance = TeamBalance_CheckAllowedTeams(this);
2122 int best_team_index = TeamBalance_FindBestTeam(balance, this, true);
2123 TeamBalance_Destroy(balance);
2124 SetPlayerTeam(this, best_team_index, TEAM_CHANGE_AUTO);
2125 }
2126 else if (strongest_autoselect_client)
2127 Join(strongest_autoselect_client, false);
2128 }
2129 }
2130
2131 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2132
2133 TRANSMUTE(Player, this);
2134 PutClientInServer(this);
2135
2136 if(IS_PLAYER(this)) // could be false due to PutClientInServer() mutator hook
2137 {
2138 if (!teamplay)
2139 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2140 else if (player_with_dibs)
2141 // limitation: notifications support only 1 translated team name
2142 // so the team `this` preferred can't be mentioned, only the team they got assigned to.
2143 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_JOIN_PLAY_TEAM_QUEUECONFLICT), player_with_dibs.netname);
2144 else
2145 {
2146 if (this.wants_join && game_starttime < time && !warmup_stage) // No countdown running && not returning to warmup via ReadyRestart_force
2147 Send_Notification(NOTIF_ONE_ONLY, this, MSG_ANNCE, ANNCE_BEGIN); // Get queued player's attention
2148 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(this.team, CENTER_JOIN_PLAY_TEAM));
2149 }
2150 }
2151
2152 this.team_selected = 0;
2153 this.wants_join = 0;
2154}
2155
2157{
2158 if(g_duel)
2159 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)
2160
2161 // don't return map_maxplayers during intermission as it would interfere with MapHasRightSize()
2162 int player_limit = autocvar_g_maxplayers > 0 ? autocvar_g_maxplayers : maxclients;
2164 {
2165 if (autocvar_g_maxplayers == -1 && map_maxplayers > 0)
2166 player_limit = map_maxplayers;
2167 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2168 player_limit = M_ARGV(0, int);
2169 }
2170 return bound(0, player_limit, maxclients);
2171}
2172
2179{
2180 if(!this)
2181 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2182 // so report 0 free slots if restricted
2183 {
2184 if(autocvar_g_forced_team_otherwise == "spectate"
2185 || autocvar_g_forced_team_otherwise == "spectator"
2186 || (teamplay && lockteams))
2187 return 0;
2188 }
2189
2190 int totalClients = 0;
2191 int currentlyPlaying = 0;
2192 FOREACH_CLIENT(it != this,
2193 {
2194 ++totalClients;
2195 if(IS_PLAYER(it) || INGAME(it))
2196 ++currentlyPlaying;
2197 });
2198
2199 int player_limit = GetPlayerLimit();
2200
2201 int free_slots = max(0, player_limit - currentlyPlaying);
2202 if (this || maxclients - totalClients) // don't add bot slots in the getstatus case if nobody can connect
2203 free_slots += bots_would_leave;
2204 if (!this) // getstatus case
2205 free_slots = min(free_slots, maxclients - totalClients);
2206
2207 if(this && !free_slots)
2208 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT_MAXPLAYERS, player_limit);
2209
2210 return free_slots;
2211}
2212
2213// Callsites other than ClientCommand_join() teamplay should pass this.wants_join as team_index
2214// so the player won't accidentally reset a specific preference by pressing +jump
2215// and will see the centreprint with their current preference each time they press +jump.
2216bool queuePlayer(entity this, int team_index)
2217{
2218 // check if a queued player already chose the selected team
2219 if (team_index > 0)
2220 {
2221 FOREACH_CLIENT(it != this && it.wants_join == team_index,
2222 {
2223 if (QueuedPlayersReady(this, false))
2224 {
2225 // Join() will handle the notification so it can mention the team `player` will actually get
2226 this.team = -1; // force autoselect in Join() (last player skips queue)
2227 this.team_selected = team_index; // tell it which team to check for to find the conflict
2228 }
2229 else // > 2 teams
2230 {
2231 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(Team_IndexToTeam(team_index), CENTER_JOIN_PREVENT_QUEUE_TEAM_CONFLICT), it.netname);
2232 this.wants_join = -1; // force autoselect in Join()
2233 this.team_selected = -1; // prevents clobbering by CENTER_JOIN_PREVENT_QUEUE
2234 }
2235 return true;
2236 });
2237 }
2238
2239 if (QueuedPlayersReady(this, false))
2240 return false;
2241
2242 if (team_index <= 0) // team auto select deferred until Join()
2243 {
2244 if (team_index != this.wants_join || !this.wants_join) // prevents chatcon spam
2245 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_WANTS, this.netname);
2246 if (this.team_selected >= 0) // prevents CENTER_JOIN_PREVENT_QUEUE_TEAM_CONFLICT getting clobbered
2247 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT_QUEUE);
2248 this.wants_join = -1;
2249 this.team_selected = 0;
2250 }
2251 else
2252 {
2253 int team_num = Team_IndexToTeam(team_index);
2254 if (team_index != this.wants_join) // prevents chatcon spam
2255 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(team_num, INFO_JOIN_WANTS_TEAM), this.netname);
2256 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(team_num, CENTER_JOIN_PREVENT_QUEUE_TEAM));
2257 this.wants_join = team_index; // Player queued to join
2258 this.team_selected = team_index;
2259 }
2260
2261 return true;
2262}
2263
2265bool joinAllowed(entity this, int team_index)
2266{
2267 if (CS(this).version_mismatch)
2268 {
2269 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT_VERSIONMISMATCH);
2270 return false;
2271 }
2272 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2273 if (teamplay && lockteams)
2274 {
2275 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_LOCKED);
2276 return false;
2277 }
2278
2279 int forced_team_index = Player_GetForcedTeamIndex(this);
2280 if (forced_team_index < TEAM_FORCE_DEFAULT || (teamplay && forced_team_index > AVAILABLE_TEAMS)) // PutPlayerInServer would bug out
2281 {
2282 if (forced_team_index > AVAILABLE_TEAMS)
2283 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(Team_IndexToTeam(forced_team_index), CENTER_TEAMCHANGE_FORCEDTEAM));
2284 else // handles !teamplay case too
2285 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT_FORCEDSPEC);
2286 return false;
2287 }
2288
2289 if (!INGAME(this) && PlayerInList(this, autocvar_g_playban_list))
2290 {
2291 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PLAYBAN);
2292 return false;
2293 }
2294
2295 // IS_PLAYER for most gametypes, INGAME for ca, lms, surv
2296 if (autocvar_g_maxping && !(IS_PLAYER(this) || INGAME(this)) && !this.wants_join)
2297 {
2298 if (this.ping <= 0) return false; // too soon
2299 if (this.ping > autocvar_g_maxping)
2300 {
2301 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT_PING);
2302 return false;
2303 }
2304 }
2305
2306 if (QueueNeeded(this, team_index))
2307 {
2308 if (team_index == 0) // so ClientCommand_join() can check joinAllowed() before calling SetPlayerTeam() without chicken/egg problem
2309 if (ShowTeamSelection(this)) return false; // only needed by callsites other than ClientCommand_join() teamplay
2310 // queuePlayer called here so that only conditions above block queuing (g_maxplayers shouldn't)
2311 if (queuePlayer(this, team_index)) return false;
2312 if (!nJoinAllowed(this)) return false;
2313 }
2314 else
2315 {
2316 if (!nJoinAllowed(this)) return false;
2317 if (team_index == 0) // so ClientCommand_join() can check joinAllowed() before calling SetPlayerTeam() without chicken/egg problem
2318 if (ShowTeamSelection(this)) return false; // only needed by callsites other than ClientCommand_join() teamplay
2319 }
2320
2321 return true;
2322}
2323
2325{
2326 // waypoint editor implements a similar feature for waypoints
2328 return;
2329
2330 if (wasfreed(this.wp_aimed))
2331 this.wp_aimed = NULL;
2332
2334 entity ent = NULL;
2335 if (trace_ent)
2336 {
2337 ent = trace_ent;
2338 if (ent != this.wp_aimed)
2339 {
2340 string str = sprintf(
2341 "^7ent #%d\n^8 netname: ^3%s\n^8 classname: ^5%s\n^8 origin: ^2'%s'",
2342 etof(ent), ent.netname, ent.classname, vtos(ent.origin));
2343 debug_text_3d((ent.absmin + ent.absmax) * 0.5, str, 0, 7, '0 0 0');
2344 }
2345 }
2346 if (this.wp_aimed != ent)
2347 this.wp_aimed = ent;
2348}
2349
2352{
2354 {
2355 this.modelflags &= ~MF_ROCKET;
2357 IntermissionThink(this);
2358 return false;
2359 }
2360
2362 {
2363 // don't allow the player to turn around while game is paused
2364 // FIXME turn this into CSQC stuff
2365 this.v_angle = this.lastV_angle;
2366 this.angles = this.lastV_angle;
2367 this.fixangle = true;
2368 }
2369
2370 if (frametime) player_powerups(this);
2371
2373
2374 if (IS_DEAD(this))
2375 {
2376 if (this.personal && g_race_qualifying
2377 && (autocvar_g_allow_checkpoints || CheatsAllowed(this, CHIMPULSE_SPEEDRUN.impulse, 0, 0, false, true)))
2378 {
2379 if (time > this.respawn_time)
2380 {
2381 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2382 respawn(this);
2383 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2384 }
2385 }
2386 else
2387 {
2388 if (frametime) player_anim(this);
2389
2390 if (this.respawn_flags & RESPAWN_DENY)
2391 {
2392 STAT(RESPAWN_TIME, this) = 0;
2393 return false;
2394 }
2395
2396 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));
2397
2398 switch(this.deadflag)
2399 {
2400 case DEAD_DYING:
2401 {
2402 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2404 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2405 this.deadflag = DEAD_DEAD;
2406 break;
2407 }
2408 case DEAD_DEAD:
2409 {
2410 if (button_pressed)
2412 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2414 break;
2415 }
2416 case DEAD_RESPAWNABLE:
2417 {
2418 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2420 break;
2421 }
2422 case DEAD_RESPAWNING:
2423 {
2424 if (time > this.respawn_time)
2425 {
2426 this.respawn_time = time + 1; // only retry once a second
2427 this.respawn_time_max = this.respawn_time;
2428 respawn(this);
2429 }
2430 break;
2431 }
2432 }
2433
2435
2436 if (this.respawn_flags & RESPAWN_SILENT)
2437 STAT(RESPAWN_TIME, this) = 0;
2438 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2439 {
2440 if (time < this.respawn_time)
2441 STAT(RESPAWN_TIME, this) = this.respawn_time;
2442 else if (this.deadflag != DEAD_RESPAWNING)
2443 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2444 }
2445 else
2446 STAT(RESPAWN_TIME, this) = this.respawn_time;
2447 }
2448
2449 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2450 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2451 STAT(RESPAWN_TIME, this) *= -1;
2452
2453 return false;
2454 }
2455
2456 FixPlayermodel(this);
2457
2459 {
2461 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2462 }
2463
2464 // reset gun alignment when dual wielding status changes
2465 // to ensure guns are always aligned right and left
2466 bool dualwielding = W_DualWielding(this);
2467 if(this.dualwielding_prev != dualwielding)
2468 {
2469 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2470 this.dualwielding_prev = dualwielding;
2471 }
2472
2473 if (frametime)
2474 {
2475 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2476 {
2477 .entity weaponentity = weaponentities[slot];
2478 if(WEP_CVAR(WEP_VORTEX, charge_always))
2479 W_Vortex_Charge(this, weaponentity, frametime);
2480 W_WeaponFrame(this, weaponentity);
2481 }
2482
2483 // WEAPONTODO: Add a weapon request for this
2484 // rot vortex charge to the charge limit
2485 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2486 {
2487 .entity weaponentity = weaponentities[slot];
2488 float chargelimit = WEP_CVAR(WEP_VORTEX, charge_limit);
2489 float chargerate = WEP_CVAR(WEP_VORTEX, charge_rot_rate);
2490 if(WEP_CVAR(WEP_VORTEX, charge_rot_unequipped_rate) && this.(weaponentity).m_weapon != WEP_VORTEX)
2491 {
2492 chargelimit = WEP_CVAR(WEP_VORTEX, charge_rot_unequipped_limit);
2493 chargerate = WEP_CVAR(WEP_VORTEX, charge_rot_unequipped_rate);
2494 }
2495
2496 if (chargerate && this.(weaponentity).vortex_charge > chargelimit && this.(weaponentity).vortex_charge_rottime < time)
2497 this.(weaponentity).vortex_charge = bound(chargelimit, this.(weaponentity).vortex_charge - chargerate * frametime / W_TICSPERFRAME, 1);
2498 }
2499
2500 player_regen(this);
2501 player_anim(this);
2503 }
2504
2505 monsters_setstatus(this);
2506
2507 return true;
2508}
2509
2511// merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2513{
2514 bool is_spec = IS_SPEC(this);
2515 if ( CS(this).impulse )
2516 {
2517 int r = MinigameImpulse(this, CS(this).impulse);
2518 if (!is_spec || r)
2519 CS(this).impulse = 0;
2520
2521 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2522 {
2523 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2524 CS(this).impulse = 0;
2525 return;
2526 }
2527 }
2528
2530
2531 if (IS_BOT_CLIENT(this) && !CS(this).autojoin_checked)
2532 {
2533 CS(this).autojoin_checked = 1;
2534 TRANSMUTE(Player, this);
2535 PutClientInServer(this);
2536
2537 .entity weaponentity = weaponentities[0];
2538 if(this.(weaponentity).m_weapon == WEP_Null)
2539 W_NextWeapon(this, 0, weaponentity);
2540
2541 return;
2542 }
2543
2544 if (this.flags & FL_JUMPRELEASED)
2545 {
2546 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this, this.wants_join) || time < CS(this).jointime + MIN_SPEC_TIME))
2547 {
2548 this.flags &= ~FL_JUMPRELEASED;
2549 this.flags |= FL_SPAWNING;
2550 }
2551 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)))
2552 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate)))
2553 {
2554 this.flags &= ~FL_JUMPRELEASED;
2555 if (autocvar_sv_spectate == 2 && !warmup_stage && !this.vote_master)
2556 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_SPECTATE_SPEC_NOTALLOWED);
2557 else if(SpectateNext(this))
2558 { }
2559 else if (is_spec)
2560 {
2561 TRANSMUTE(Observer, this);
2562 PutClientInServer(this);
2563 }
2564 else
2565 this.would_spectate = false; // unable to spectate anyone
2566
2567 if (is_spec)
2568 CS(this).impulse = 0;
2569 }
2570 else if (is_spec)
2571 {
2572 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229))
2573 {
2574 this.flags &= ~FL_JUMPRELEASED;
2575 if (!SpectatePrev(this))
2576 {
2577 TRANSMUTE(Observer, this);
2578 PutClientInServer(this);
2579 }
2580 CS(this).impulse = 0;
2581 }
2582 else if(PHYS_INPUT_BUTTON_ATCK2(this))
2583 {
2585 {
2586 this.would_spectate = false;
2587 this.flags &= ~FL_JUMPRELEASED;
2588 TRANSMUTE(Observer, this);
2589 PutClientInServer(this);
2590 }
2591 }
2592 else if(!SpectateUpdate(this) && !SpectateNext(this))
2593 {
2594 PutObserverInServer(this, false, true);
2595 this.would_spectate = true;
2596 }
2597 }
2598 else
2599 {
2600 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2601 if (PHYS_INPUT_BUTTON_USE(this))
2602 wouldclip = !wouldclip;
2603 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2604 set_movetype(this, preferred_movetype);
2605 }
2606 }
2607 else
2608 { // jump pressed
2609 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2610 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))))
2611 {
2612 this.flags |= FL_JUMPRELEASED;
2613 // primary attack pressed
2614 if(this.flags & FL_SPAWNING)
2615 {
2616 this.flags &= ~FL_SPAWNING;
2617 if(joinAllowed(this, this.wants_join))
2618 Join(this, teamplay);
2619 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2620 CS(this).autojoin_checked = -1;
2621 return;
2622 }
2623 }
2624 if(is_spec && !SpectateUpdate(this))
2625 PutObserverInServer(this, false, true);
2626 }
2627 if (is_spec)
2628 this.flags |= FL_CLIENT | FL_NOTARGET;
2629}
2630
2632{
2633 if (!IS_PLAYER(this))
2634 return;
2635
2636 if(this.vehicle)
2637 {
2638 if(!game_stopped)
2639 {
2641 return;
2642 }
2643 }
2644 else if(autocvar_g_vehicles_enter)
2645 {
2646 if(!game_stopped && !STAT(FROZEN, this) && !StatusEffects_active(STATUSEFFECT_Frozen, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2647 {
2648 entity head, closest_target = NULL;
2650
2651 while(head) // find the closest acceptable target to enter
2652 {
2653 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2654 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2655 {
2656 if(closest_target)
2657 {
2658 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2659 closest_target = head;
2660 }
2661 else
2662 closest_target = head;
2663 }
2664
2665 head = head.chain;
2666 }
2667
2668 if(closest_target)
2669 {
2670 vehicles_enter(this, closest_target);
2671 return;
2672 }
2673 }
2674 }
2675
2676 // a use key was pressed; call handlers
2678}
2679
2680
2681/*
2682=============
2683PlayerPreThink
2684
2685Called every frame for each real client by DP (and for each bot by StartFrame()),
2686and when executing every asynchronous move, so only include things that MUST be done then.
2687Use PlayerFrame() instead for code that only needs to run once per server frame.
2688frametime == 0 in the asynchronous code path.
2689
2690TODO: move more stuff from here and PlayerThink() and ObserverOrSpectatorThink() to PlayerFrame() (frametime is always set there)
2691=============
2692*/
2695{
2697
2698 zoomstate_set = false;
2699
2701
2702 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2703 PlayerUseKey(this);
2704 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2705
2706 if (IS_PLAYER(this))
2707 {
2708 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2709 error("Client can't be spawned as player on connection!");
2710 if(!PlayerThink(this))
2711 return;
2712 }
2714 {
2716 IntermissionThink(this);
2717 return;
2718 }
2719 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME
2720 && this.ping > 0) // delay until centreprints could work (still on loading screen but timers start when it disappears)
2721 {
2722 bool early_join_requested = (CS(this).autojoin_checked < 0);
2723 CS(this).autojoin_checked = 1;
2724 // don't do this in ClientConnect
2725 // many things can go wrong if a client is spawned as player on connection
2726 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2728 {
2729 if(joinAllowed(this, this.wants_join))
2730 Join(this, teamplay);
2731 else if (!autocvar_sv_spectate) // we really want to join and some blockers may be brief (g_maxping)
2732 if (time < CS(this).spectatortime + MIN_SPEC_TIME) // centreprints don't appear while spamming
2733 CS(this).autojoin_checked = -1; // keep trying for MIN_SPEC_TIME
2734 return;
2735 }
2736 }
2737 else if (IS_OBSERVER(this) || IS_SPEC(this))
2739
2740 // WEAPONTODO: Add weapon request for this
2741 if (!zoomstate_set)
2742 {
2743 bool wep_zoomed = false;
2744 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2745 {
2746 .entity weaponentity = weaponentities[slot];
2747 Weapon thiswep = this.(weaponentity).m_weapon;
2748 if(thiswep != WEP_Null && thiswep.wr_zoom)
2749 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2750 }
2751 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2752 }
2753
2754 // Voice sound effects
2755 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2756 {
2757 CS(this).teamkill_soundtime = 0;
2758
2759 entity e = CS(this).teamkill_soundsource;
2760 entity oldpusher = e.pusher;
2761 e.pusher = this;
2762 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY, 1);
2763 e.pusher = oldpusher;
2764 }
2765
2766 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime)
2767 {
2768 CS(this).taunt_soundtime = 0;
2769 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT, 1);
2770 }
2771
2773}
2774
2776{
2777 // TODO: mutator hook to prevent drowning?
2778 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2779 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2780 {
2781 STAT(AIR_FINISHED, this) = 0;
2782 return;
2783 }
2784
2785 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2786 {
2787 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2788 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND, 1);
2789 STAT(AIR_FINISHED, this) = 0;
2790 }
2791 else
2792 {
2793 if (!STAT(AIR_FINISHED, this))
2794 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2795 if (STAT(AIR_FINISHED, this) < time)
2796 { // drown!
2797 if (this.pain_finished < time)
2798 {
2800 this.pain_finished = time + 0.5;
2801 }
2802 }
2803 }
2804}
2805
2807
2809{
2811
2812 if(!this.move_qcphysics)
2813 return;
2814
2815 if(!frametime && !CS(this).pm_frametime)
2816 return;
2817
2818 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2819}
2820
2821/*
2822=============
2823PlayerPostThink
2824
2825Called every frame for each real client by DP (and for each bot by StartFrame()),
2826and when executing every asynchronous move, so only include things that MUST be done then.
2827Use PlayerFrame() instead for code that only needs to run once per server frame.
2828frametime == 0 in the asynchronous code path.
2829=============
2830*/
2832{
2833 Player_Physics(this);
2834
2835 if (IS_PLAYER(this))
2836 {
2837 DrownPlayer(this);
2838 UpdateChatBubble(this);
2839 if (CS(this).impulse)
2840 ImpulseCommands(this);
2841 GetPressedKeys(this);
2842 }
2843 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2844 {
2845 CS(this).pressedkeys = 0;
2846 STAT(PRESSED_KEYS, this) = 0;
2847 }
2848
2850 CS(this).pm_frametime = 0; // CSQCModel_CheckUpdate() and Player_Physics() both read it
2851}
2852
2853/*
2854=============
2855PlayerFrame
2856
2857Called every frame for each client by StartFrame().
2858Use this for code that only needs to run once per server frame.
2859frametime is always set here.
2860=============
2861*/
2863{
2864 Physics_UpdateStats(this);
2865
2866 // Don't accumulate alivetime whilst afk as xonstat skill ratings are based on score per second.
2867 // Time accumulated so far (including the 30s) is retained in the event of a move to spec, disconnect, etc.
2868 if (this.alivetime_start && time - CS(this).parm_idlesince >= 30)
2869 this.alivetime_start += frametime;
2870
2871// formerly PreThink code
2872
2873 if (this.score_frame_dmg)
2874 {
2876 GameRules_scoring_add(this, DMG, this.score_frame_dmg);
2877 this.score_frame_dmg = 0;
2878 }
2879 if (this.score_frame_dmgtaken)
2880 {
2882 GameRules_scoring_add(this, DMGTAKEN, this.score_frame_dmgtaken);
2883 this.score_frame_dmgtaken = 0;
2884 }
2885
2886 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2887 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2888
2889 // physics frames: update anticheat stuff
2890 anticheat_prethink(this);
2891
2892 // Check if spectating is allowed
2893 // cvar hook/callback TODO: make this event-driven
2895 && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this))
2896 {
2897 float cutoff = CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime;
2898 if (time > cutoff + MIN_SPEC_TIME * 0.5 // sv_spectate was disabled recently (or the server was stalled far too long)
2899 || CS(this).autojoin_checked == 0) // or too soon to have tried to autojoin
2900 {
2901 CS(this).spectatortime = time; // reset the grace period
2902 if (CS(this).autojoin_checked) // only notify when sv_spectate was disabled recently, to prevent spam
2903 Send_Notification(NOTIF_ONE_ONLY, this, MSG_MULTI, SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
2904 }
2905 else if (time > cutoff)
2906 if (dropclient_schedule(this))
2907 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2908 }
2909
2910 // Check for nameless players
2911 if (this.netname == "" || this.netname != CS(this).netname_previous)
2912 {
2913 bool assume_unchanged = (CS(this).netname_previous == "");
2914 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2915 {
2916 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2917 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2918 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2919 assume_unchanged = false;
2920 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2921 }
2922 if (isInvisibleString(this.netname))
2923 {
2924 this.netname = strzone(sprintf("Player#%d", this.playerid));
2925 sprint(this, "Warning: invisible names are not allowed.\n");
2926 assume_unchanged = false;
2927 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2928 }
2929 if (!assume_unchanged && autocvar_sv_eventlog)
2930 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2931 strcpy(CS(this).netname_previous, this.netname);
2932 }
2933
2934 // version nagging
2935 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime)
2936 {
2937 CS(this).version_nagtime = 0;
2938 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0)
2939 {
2940 // git client
2941 }
2942 else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2943 {
2944 // git server
2945 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2946 }
2947 else
2948 {
2949 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2950 if (r < 0) // old client
2951 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2952 else if (r > 0) // old server
2953 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2954 }
2955 }
2956
2957 if (this.ignore_list_send_time > 0 && time > this.ignore_list_send_time)
2958 ignore_list_send(this);
2959
2960 // GOD MODE info
2961 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2962 {
2963 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2964 this.max_armorvalue = 0;
2965 }
2966
2967 // Vehicles
2968 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2969 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !StatusEffects_active(STATUSEFFECT_Frozen, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2970 {
2972 {
2973 if(!it.owner)
2974 {
2975 if(!it.team || SAME_TEAM(this, it))
2976 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2977 else if(autocvar_g_vehicles_steal)
2978 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2979 }
2980 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2981 {
2982 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2983 }
2984 });
2985
2986 this.last_vehiclecheck = time + 1;
2987 }
2988
2989
2990
2991// formerly PostThink code
2993 if (IS_REAL_CLIENT(this))
2995 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2996 {
2997 int totalClients = 0;
2999 {
3000 // maxidle disabled in local matches by not counting clients (totalClients 0)
3002 {
3004 {
3005 ++totalClients;
3006 });
3007 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
3008 totalClients = 0;
3009 }
3010 }
3011 else if ((IS_PLAYER(this) || this.wants_join) && autocvar_sv_maxidle_playertospectator > 0)
3012 {
3014 {
3015 ++totalClients;
3016 });
3017 }
3018
3019 if (totalClients < autocvar_sv_maxidle_minplayers)
3020 {
3021 // idle kick disabled
3022 CS(this).parm_idlesince = time;
3023 }
3024 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
3025 {
3026 if (CS(this).idlekick_lasttimeleft)
3027 {
3028 CS(this).idlekick_lasttimeleft = 0;
3029 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
3030 }
3031 }
3032 else
3033 {
3034 float maxidle_time = autocvar_sv_maxidle;
3035 if ((IS_PLAYER(this) || this.wants_join)
3038 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
3039 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
3040 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
3041 {
3043 {
3044 if (!this.wants_join) // no countdown centreprint when getting kicked off the join queue
3045 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
3046 }
3047 else
3048 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
3049 }
3050 if (timeleft <= 0)
3051 {
3052 if ((IS_PLAYER(this) || this.wants_join)
3054 {
3055 if (this.wants_join)
3056 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING_QUEUE, this.netname, maxidle_time);
3057 else
3058 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
3059 PutObserverInServer(this, true, true);
3060 // Can't do this in PutObserverInServer() or SetPlayerTeam() cos it causes
3061 // mouse2 (change spectate mode) to kick the player off the join queue.
3062 this.wants_join = 0;
3063 this.team_selected = 0;
3064 // when the player is kicked off the server, these are called in ClientDisconnect()
3068 }
3069 else
3070 {
3071 if (dropclient_schedule(this))
3072 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
3073 }
3074 return;
3075 }
3076 else if (timeleft <= countdown_time
3077 && !this.wants_join) // no countdown bangs when getting kicked off the join queue
3078 {
3079 if (timeleft != CS(this).idlekick_lasttimeleft)
3080 play2(this, SND(TALK2));
3081 CS(this).idlekick_lasttimeleft = timeleft;
3082 }
3083 }
3084 }
3085
3086 CheatFrame(this);
3087
3088 if (game_stopped)
3089 {
3090 this.solid = SOLID_NOT;
3091 this.takedamage = DAMAGE_NO;
3093 CS(this).teamkill_complain = 0;
3094 CS(this).teamkill_soundtime = 0;
3095 CS(this).teamkill_soundsource = NULL;
3096 }
3097
3099 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
3101 }
3102}
3103
3104// hack to copy the button fields from the client entity to the Client State
3106{
3107 if(this.impulse)
3108 store.impulse = this.impulse;
3109 this.impulse = 0;
3110
3111 bool typing = this.buttonchat || this.button12;
3112
3113 store.button0 = (typing) ? 0 : this.button0;
3114 //button1?!
3115 store.button2 = (typing) ? 0 : this.button2;
3116 store.button3 = (typing) ? 0 : this.button3;
3117 store.button4 = this.button4;
3118 store.button5 = (typing) ? 0 : this.button5;
3119 store.button6 = this.button6;
3120 store.button7 = this.button7;
3121 store.button8 = this.button8;
3122 store.button9 = this.button9;
3123 store.button10 = this.button10;
3124 store.button11 = this.button11;
3125 store.button12 = this.button12;
3126 store.button13 = this.button13;
3127 store.button14 = this.button14;
3128 store.button15 = this.button15;
3129 store.button16 = this.button16;
3130 store.buttonuse = this.buttonuse;
3131 store.buttonchat = this.buttonchat;
3132
3133 store.cursor_active = this.cursor_active;
3134 store.cursor_screen = this.cursor_screen;
3135 store.cursor_trace_start = this.cursor_trace_start;
3136 store.cursor_trace_endpos = this.cursor_trace_endpos;
3137 store.cursor_trace_ent = this.cursor_trace_ent;
3138
3139 store.ping = this.ping;
3140 store.ping_packetloss = this.ping_packetloss;
3141 store.ping_movementloss = this.ping_movementloss;
3142
3143 store.v_angle = this.v_angle;
3144 store.movement = this.movement;
3145}
3146
3147NET_HANDLE(fpsreport, bool)
3148{
3149 int fps = ReadShort();
3150 PlayerScore_Set(sender, SP_FPS, fps);
3151 return true;
3152}
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.
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:2190
vector healtharmor_maxdamage(float h, float a, float armorblock, int deathtype)
Definition util.qc:1401
Notification Announcer_PickNumber(int type, int num)
Definition util.qc:1936
float compressShotOrigin(vector v)
Definition util.qc:1360
float textLengthUpToLength(string theText, int maxLength, textLengthUpToLength_lenFunction_t w)
Definition util.qc:930
float get_model_parameters(string m, float sk)
Definition util.qc:1504
string mi_shortname
Definition util.qh:128
float get_model_parameters_species
Definition util.qh:182
string strtolower(string s)
const int CNT_RESPAWN
Definition util.qh:257
const int FL_CLIENT
Definition constants.qh:64
const int KEY_JUMP
Definition constants.qh:40
const int KEY_ATCK2
Definition constants.qh:43
const int KEY_RIGHT
Definition constants.qh:39
const int FL_PICKUPITEMS
Definition constants.qh:80
const int FL_NOTARGET
Definition constants.qh:68
const int FL_JUMPRELEASED
Definition constants.qh:73
const int KEY_BACKWARD
Definition constants.qh:37
const int FL_SPAWNING
Definition constants.qh:79
const int HUD_NORMAL
Definition constants.qh:48
const int KEY_FORWARD
Definition constants.qh:36
const int FL_GODMODE
Definition constants.qh:67
const int KEY_LEFT
Definition constants.qh:38
const int KEY_CROUCH
Definition constants.qh:41
const int FRAGS_PLAYER
not 0 because all fields are initially 0
Definition constants.qh:3
const int KEY_ATCK
Definition constants.qh:42
const int SPECIES_HUMAN
Definition constants.qh:23
const int FRAGS_SPECTATOR
engine expects this value
Definition constants.qh:5
#define EFMASK_CHEAP
Definition constants.qh:100
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 time
float nextthink
const float EF_NODEPTHTEST
vector origin
vector oldorigin
float solid
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:484
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 clientcolors
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:155
RES_ARMOR
Definition ent_cs.qc:155
WriteString(chan, ent.netname)
ent angles
Definition ent_cs.qc:146
model
Definition ent_cs.qc:164
WriteByte(chan, ent.angles.y/DEC_FACTOR)
SetResourceExplicit(ent, RES_ARMOR, ReadByte() *DEC_FACTOR)) ENTCS_PROP(NAME
skin
Definition ent_cs.qc:168
void entcs_update_players(entity player)
Definition ent_cs.qc:208
int frags
Definition ent_cs.qh:67
int wants_join
Definition ent_cs.qh:69
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:262
#define ClientConnect
Definition _all.inc:242
#define PlayerPreThink
Definition _all.inc:258
#define SetChangeParms
Definition _all.inc:232
#define PutClientInServer
Definition _all.inc:250
#define ClientDisconnect
Definition _all.inc:246
#define TC(T, sym)
Definition _all.inc:82
#define SetNewParms
Definition _all.inc:228
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:94
entity WarpZone_FindRadius(vector org, float rad, bool needlineofsight)
Definition common.qc:651
#define LOG_FATAL(...)
Definition log.qh:50
#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)
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)
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:136
const int MOVETYPE_NONE
Definition movetypes.qh:133
const int MOVETYPE_QCPLAYER
Definition movetypes.qh:154
const int WATERLEVEL_SUBMERGED
Definition movetypes.qh:14
const int WATERLEVEL_NONE
Definition movetypes.qh:11
const int MOVETYPE_FLY_WORLDONLY
Definition movetypes.qh:147
float move_movetype
Definition movetypes.qh:80
const int MOVETYPE_NOCLIP
Definition movetypes.qh:141
const int MOVETYPE_FLY
Definition movetypes.qh:138
@ 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:14
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 NAME CPID_PREVENT_JOIN
Definition all.inc:743
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:696
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
Definition all.qc:1500
void Kill_Notification(NOTIF broadcast, entity client, MSG net_type, CPID net_cpid)
Definition all.qc:1464
#define APP_TEAM_NUM(num, prefix)
Definition all.qh:88
#define TRANSMUTE(cname, this,...)
Definition oo.qh:139
#define new_pure(class)
purely logical entities (not linked to the area grid)
Definition oo.qh:66
#define STATIC_METHOD(cname, name, prototype)
Definition oo.qh:283
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:205
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
Number of teams that exist currently.
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:96
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:1542
int player_getspecies(entity this)
Definition client.qc:444
bool SpectateSet(entity this)
Definition client.qc:1886
void play_countdown(entity this, float finished, Sound samp)
Definition client.qc:1533
entity chatbubbleentity
Definition client.qc:1269
void SpectateCopy(entity this, entity spectatee)
Definition client.qc:1800
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:1638
void GiveWarmupResources(entity this)
Definition client.qc:568
entity SelectObservePoint(entity this)
Definition client.qc:250
bool ShowTeamSelection(entity this)
Definition client.qc:2063
int GetPlayerLimit()
Definition client.qc:2156
bool SpectateUpdate(entity this)
Definition client.qc:1868
void DrownPlayer(entity this)
Definition client.qc:2775
void GetPressedKeys(entity this)
Definition client.qc:1768
void PlayerUseKey(entity this)
Definition client.qc:2631
float autocvar_g_maxping
Definition client.qc:2264
void ClientData_Detach(entity this)
Definition client.qc:179
void player_powerups(entity this)
Definition client.qc:1558
void SetNewParms()
Definition client.qc:962
void SendWelcomeMessage(entity this, int msg_type)
Definition client.qc:1079
bool zoomstate_set
Definition client.qc:1757
void UpdateChatBubble(entity this)
Definition client.qc:1378
void FixClientCvars(entity e)
Definition client.qc:1001
bool PlayerInIDList(entity p, string idlist)
Definition client.qc:1040
bool would_spectate
Definition client.qc:2510
void SetZoomState(entity this, float newzoom)
Definition client.qc:1758
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:1689
float last_vehiclecheck
Definition client.qc:2693
void Player_Physics(entity this)
Definition client.qc:2808
bool SpectateNext(entity this)
Definition client.qc:1988
void ChatBubbleThink(entity this)
Definition client.qc:1351
void respawn(entity this)
Definition client.qc:1503
void PutPlayerInServer(entity this)
Definition client.qc:580
void calculate_player_respawn_time(entity this)
Definition client.qc:1400
float CalcRot(float current, float stable, float rotfactor, float rotframetime)
Definition client.qc:1648
void ClientInit_CheckUpdate(entity this)
Definition client.qc:933
bool PlayerThink(entity this)
Definition client.qc:2351
bool ClientInit_SendEntity(entity this, entity to, int sf)
Definition client.qc:897
void ObserverOrSpectatorThink(entity this)
Definition client.qc:2512
bool PlayerInIPList(entity p, string iplist)
Definition client.qc:1031
bool queuePlayer(entity this, int team_index)
Definition client.qc:2216
void ShowRespawnCountdown(entity this)
Definition client.qc:2044
int nJoinAllowed(entity this)
Determines how many player slots are free.
Definition client.qc:2178
void PM_UpdateButtons(entity this, entity store)
Definition client.qc:3105
void SetSpectatee_status(entity this, int spectatee_num)
Definition client.qc:1905
bool Spectate(entity this, entity pl)
Definition client.qc:1978
bool joinAllowed(entity this, int team_index)
Definition client.qc:2265
bool dualwielding_prev
Definition client.qc:2350
bool findinlist_abbrev(string tofind, string list)
Definition client.qc:1017
void FixPlayermodel(entity player)
Definition client.qc:454
bool SpectatePrev(entity this)
Definition client.qc:2002
void PlayerFrame(entity this)
Definition client.qc:2862
bool PlayerInList(entity player, string list)
Definition client.qc:1049
void ClientInit_Spawn()
Definition client.qc:948
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:1658
void DecodeLevelParms(entity this)
Definition client.qc:988
void show_entnum(entity this)
Definition client.qc:2324
string shootfromfixedorigin
Definition client.qc:1268
void Join(entity this, bool queued_join)
it's assumed this isn't called for bots (campaign_bots_may_start, centreprints)
Definition client.qc:2075
void ClientInit_misc(entity this)
Definition client.qc:909
void SetSpectatee(entity this, entity spectatee)
Definition client.qc:1940
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:979
@ MUT_SPECPREV_CONTINUE
Definition events.qh:978
@ MUT_SPECPREV_FOUND
Definition events.qh:980
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:24
int g_race_qualifying
Definition race.qh:11
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:817
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:988
#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:57
ERASEABLE int vercmp(string v1, string v2)
Definition string.qh:563
#define strcpy(this, s)
Definition string.qh:51
ERASEABLE bool isInvisibleString(string s)
Definition string.qh:392
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:152
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:53
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:269
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:694
void TeamBalance_Destroy(entity balance)
Destroy the team balance entity.
Definition teamplay.qc:528
void TeamBalance_RemoveExcessPlayers(entity ignore)
Definition teamplay.qc:631
bool QueueNeeded(entity client, int team_index)
Definition teamplay.qc:1254
void TeamBalance_JoinBestTeam(entity player)
Assigns the given player to a team that will make the game most balanced.
Definition teamplay.qc:415
bool Player_HasRealForcedTeam(entity player)
Returns whether player has real forced team.
Definition teamplay.qc:340
bool SetPlayerTeam(entity player, int team_index, int type)
Sets the team of the player.
Definition teamplay.qc:286
int Player_GetForcedTeamIndex(entity player)
Returns the index of the forced team of the given player.
Definition teamplay.qc:370
int TeamBalance_GetAllowedTeams(entity balance)
Returns the bitmask of allowed teams.
Definition teamplay.qc:541
entity TeamBalance_CheckAllowedTeams(entity for_whom)
Checks whether the player can join teams according to global configuration and mutator settings.
Definition teamplay.qc:424
bool TeamBalance_AreEqual(entity ignore, bool would_leave)
Definition teamplay.qc:585
int TeamBalance_FindBestTeam(entity balance, entity player, bool ignore_player)
Finds the team that will make the game most balanced if the player joins it.
Definition teamplay.qc:892
string autocvar_g_forced_team_otherwise
Definition teamplay.qh:16
@ TEAM_FORCE_DEFAULT
Don't force any team.
Definition teamplay.qh:153
bool autocvar_g_balance_teams_remove
Definition teamplay.qh:10
@ TEAM_CHANGE_AUTO
The team was selected by autobalance.
Definition teamplay.qh:129
@ TEAM_CHANGE_MANUAL
Player has manually selected their team.
Definition teamplay.qh:130
@ TEAM_CHANGE_SPECTATOR
Player is joining spectators. //TODO: Remove?
Definition teamplay.qh:131
bool autocvar_g_balance_teams
Definition teamplay.qh:7
bool lockteams
Definition teamplay.qh:20
#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:559
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:95
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:94
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