199 ATTRIB(
Client, cvar_cl_allow_uid2name,
int, this.cvar_cl_allow_uid2name);
200 ATTRIB(
Client, cvar_cl_allow_uidtracking,
int, this.cvar_cl_allow_uidtracking);
201 ATTRIB(
Client, cvar_cl_autotaunt,
float, this.cvar_cl_autotaunt);
202 ATTRIB(
Client, cvar_cl_voice_directional,
int, this.cvar_cl_voice_directional);
203 ATTRIB(
Client, cvar_cl_voice_directional_taunt_attenuation,
float, this.cvar_cl_voice_directional_taunt_attenuation);
204 ATTRIB(
Client, cvar_cl_physics,
string, this.cvar_cl_physics);
205 ATTRIB(
Client, cvar_cl_buffs_autoreplace,
bool, this.cvar_cl_buffs_autoreplace);
208 ATTRIB(
Client, cvar_cl_spawn_near_teammate,
bool, this.cvar_cl_spawn_near_teammate);
209 ATTRIB(
Client, cvar_cl_gunalign,
int, this.cvar_cl_gunalign);
210 ATTRIB(
Client, cvar_cl_handicap_damage_given,
float, this.cvar_cl_handicap_damage_given);
211 ATTRIB(
Client, cvar_cl_handicap_damage_taken,
float, this.cvar_cl_handicap_damage_taken);
212 ATTRIB(
Client, cvar_cl_clippedspectating,
bool, this.cvar_cl_clippedspectating);
213 ATTRIB(
Client, cvar_cl_autoscreenshot,
int, this.cvar_cl_autoscreenshot);
214 ATTRIB(
Client, cvar_cl_jetpack_jump,
bool, this.cvar_cl_jetpack_jump);
215 ATTRIB(
Client, cvar_cl_noantilag,
bool, this.cvar_cl_noantilag);
216 ATTRIB(
Client, cvar_cl_movement_track_canjump,
bool, this.cvar_cl_movement_track_canjump);
217 ATTRIB(
Client, cvar_cl_weaponimpulsemode,
int, this.cvar_cl_weaponimpulsemode);
218 ATTRIB(
Client, cvar_g_xonoticversion,
string, this.cvar_g_xonoticversion);
219 ATTRIB(
Client, cvar_cl_autoswitch,
bool, this.cvar_cl_autoswitch);
220 ATTRIB(
Client, cvar_cl_casings,
bool, this.cvar_cl_casings);
221 ATTRIB(
Client, cvar_r_drawviewmodel,
bool, this.cvar_r_drawviewmodel);
222 ATTRIB(
Client, cvar_cl_dodging_timeout,
float, this.cvar_cl_dodging_timeout);
223 ATTRIB(
Client, cvar_cl_dodging,
float, this.cvar_cl_dodging);
224 ATTRIB(
Client, cvar_cl_multijump,
bool, this.cvar_cl_multijump);
225 ATTRIB(
Client, cvar_cl_accuracy_data_share,
bool, this.cvar_cl_accuracy_data_share);
226 ATTRIB(
Client, cvar_cl_accuracy_data_receive,
bool, this.cvar_cl_accuracy_data_receive);
228 ATTRIB(
Client, cvar_cl_weaponpriority,
string, this.cvar_cl_weaponpriority);
229 ATTRIB(
Client, cvar_cl_autoswitch_cts,
int, this.cvar_cl_autoswitch_cts);
230 ATTRIB(
Client, cvar_cl_weapon_switch_reload,
bool, this.cvar_cl_weapon_switch_reload);
231 ATTRIB(
Client, cvar_cl_weapon_switch_fallback_to_impulse,
bool, this.cvar_cl_weapon_switch_fallback_to_impulse);
240 if (this.
m_unwind(
this))
return this;
243 static int playerid_last;
244 this.playerid = ++playerid_last;
253 this.netaddress =
"local";
290 #define UNWIND(class) MACRO_BEGIN if (this.instanceOf##class) { METHOD_REFERENCE(class, dtorimpl)(this); } MACRO_END
311#define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
312#define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
313#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_OUT_OF_GAME))
347#define GAMETYPE_DEFAULTED_SETTING(str) \
348 ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
349 (gametype_setting_tmp < 0) ? 0 \
350 : (gametype_setting_tmp == 0 || autocvar_g_respawn_delay_forced) ? max(0, autocvar_g_##str) \
351 : gametype_setting_tmp)
383 float regenstable,
float regenfactor,
float regenlinear,
float regenframetime,
384 float rotstable,
float rotfactor,
float rotlinear,
float rotframetime);
410#define SPECTATE_COPY() ACCUMULATE void SpectateCopy(entity this, entity spectatee)
411#define SPECTATE_COPYFIELD(fld) SPECTATE_COPY() { this.(fld) = spectatee.(fld); }
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
entity teamkill_soundsource
string crypto_keyfp
fingerprint of CA key the player used to authenticate
bool crypto_idfp_signed
set if the player's ID has been signed
string crypto_encryptmethod
the string "AES128" if encrypting, and string_null if plaintext
float hasweapon_complain_spam
string netname
Client name.
STATIC_METHOD(Client, Add, void(Client this, int _team))
float idlekick_lasttimeleft
string crypto_idfp
fingerprint of ID used by the player entity, or string_null if not identified
string weaponorder_byimpulse
vector cursor_trace_start
string crypto_mykeyfp
fingerprint of CA key the server used to authenticate to the player
string netaddress
Client IP.
STATIC_METHOD(Client, Remove, void(Client this))
string crypto_signmethod
the string "HMAC-SHA256" if signing, and string_null if plaintext
vector cursor_trace_endpos
limitations: NULL cannot be present elements can only be present once a maximum of IL_MAX lists can e...
int spectatee_status
the -1 disables HUD panels before CSQC receives necessary data
int msg_choice_choices[NOTIF_CHOICE_MAX]
#define ATTRIBARRAY(cname, name, type, cnt)
#define DESTRUCTOR(cname)
#define METHOD(cname, name, prototype)
#define CONSTRUCTOR(cname,...)
#define CONSTRUCT(cname,...)
float autocvar_g_respawn_delay_small
void player_powerups_remove_all(entity this, bool allow_poweroff_sound)
void play_countdown(entity this, float finished, Sound samp)
string autocvar_sv_quickmenu_file
float autocvar_sv_foginterval
float autocvar_sv_maxidle
string autocvar_g_xonoticversion
float autocvar_g_player_alpha
bool autocvar_g_respawn_ghosts
bool autocvar_g_forced_respawn
int autocvar_g_respawn_waves
string weaponorder_byimpulse
float autocvar_g_balance_pause_health_rot_spawn
void GiveWarmupResources(entity this)
bool autocvar_sv_servermodelsonly
bool autocvar_sv_teamnagger
string autocvar_g_mutatormsg
float autocvar_gameversion_min
void PlayerUseKey(entity this)
bool autocvar_sv_spectate
bool autocvar_g_fullbrightplayers
IntrusiveList g_observepoints
void SendWelcomeMessage(entity this, int msg_type)
bool autocvar_g_botclip_collisions
float autocvar_sv_player_scale
void RotRegen(entity this, entity current, float limit_mod, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime)
void FixClientCvars(entity e)
bool PlayerInIDList(entity p, string idlist)
float autocvar_g_balance_pause_armor_rot_spawn
int autocvar_sv_maxidle_minplayers
IntrusiveList g_initforplayer
float autocvar_g_respawn_delay_large
int autocvar_g_balance_armor_start
float autocvar_sv_maxidle_playertospectator
float autocvar_g_balance_pause_fuel_rot_spawn
void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
putting a client as observer in the server
float autocvar_g_maxplayers_spectator_blocktime
bool autocvar_g_respawn_delay_forced
float pauserotfuel_finished
float autocvar_g_respawn_ghosts_time
void calculate_player_respawn_time(entity this)
float autocvar_g_respawn_ghosts_alpha
bool autocvar_sv_maxidle_slots_countbots
bool PlayerInIPList(entity p, string iplist)
bool autocvar_g_playerclip_collisions
bool autocvar_g_nodepthtestplayers
float pauseregen_finished
int autocvar_g_maxplayers
float pauserothealth_finished
float autocvar_g_respawn_ghosts_speed
int autocvar_g_respawn_delay_large_count
float autocvar_g_player_brightness
int nJoinAllowed(entity this)
Determines how many player slots are free.
float autocvar_g_respawn_delay_max
void SetSpectatee_status(entity this, int spectatee_num)
bool Spectate(entity this, entity pl)
float autocvar_g_player_damageforcescale
float pauserotarmor_finished
bool joinAllowed(entity this, int team_index)
void FixPlayermodel(entity player)
void PlayerFrame(entity this)
bool PlayerInList(entity player, string list)
int autocvar_sv_name_maxlength
float autocvar_gameversion
int autocvar_sv_maxidle_slots
float autocvar_g_respawn_ghosts_fadetime
bool autocvar_sv_show_entnum
int autocvar__independent_players
float autocvar_g_balance_pause_health_regen_spawn
void Join(entity this, bool queued_join)
it's assumed this isn't called for bots (campaign_bots_may_start, centreprints)
void ClientInit_misc(entity this)
void SetSpectatee(entity this, entity spectatee)
bool autocvar_sv_maxidle_alsokickspectators
int autocvar_g_respawn_delay_small_count
void ClientData_Touch(entity e, bool to_spectators_too)
bool autocvar_sv_showspectators
void ClientState_attach(entity this)
float autocvar_gameversion_max
#define STATIC_INIT(func)
during worldspawn
string cvar_cl_pokenade_type
const string STR_SPECTATOR
const string STR_OBSERVER