--- /dev/null
-void SetSpectatee(entity player, entity spectatee);
+ #include "client.qh"
+
+ #include "anticheat.qh"
+ #include "impulse.qh"
+ #include "player.qh"
+ #include "ipban.qh"
+ #include "miscfunctions.qh"
+ #include "portals.qh"
+ #include "teamplay.qh"
+ #include "playerdemo.qh"
+ #include "spawnpoints.qh"
+ #include "g_damage.qh"
+ #include "g_hook.qh"
+ #include "command/common.qh"
+ #include "cheats.qh"
+ #include "g_world.qh"
+ #include "race.qh"
+ #include "antilag.qh"
+ #include "campaign.qh"
+ #include "command/common.qh"
+ #include "scores_rules.qh"
+
+ #include "bot/api.qh"
+
+ #include "../common/ent_cs.qh"
+ #include <common/state.qh>
+
+ #include <common/effects/qc/globalsound.qh>
+
+ #include "../common/triggers/teleporters.qh"
+
+ #include "../common/vehicles/all.qh"
+
+ #include "weapons/hitplot.qh"
+ #include "weapons/weaponsystem.qh"
+
+ #include "../common/net_notice.qh"
+ #include "../common/physics/player.qh"
+
+ #include "../common/items/_mod.qh"
+
+ #include "../common/mutators/mutator/waypoints/all.qh"
+
+ #include "../common/triggers/subs.qh"
+ #include "../common/triggers/triggers.qh"
+ #include "../common/triggers/trigger/secret.qh"
+
+ #include "../common/minigames/sv_minigames.qh"
+
+ #include "../common/items/inventory.qh"
+
+ #include "../common/monsters/sv_monsters.qh"
+
+ #include "../lib/warpzone/server.qh"
+
+ STATIC_METHOD(Client, Add, void(Client this, int _team))
+ {
+ ClientConnect(this);
+ TRANSMUTE(Player, this);
+ this.frame = 12; // 7
+ this.team = _team;
+ PutClientInServer(this);
+ }
+
+ void PutObserverInServer(entity this);
+
+ STATIC_METHOD(Client, Remove, void(Client this))
+ {
+ TRANSMUTE(Observer, this);
+ PutClientInServer(this);
+ ClientDisconnect(this);
+ }
+
+ void send_CSQC_teamnagger() {
+ WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
+ }
+
+ int CountSpectators(entity player, entity to)
+ {
+ if(!player) { return 0; } // not sure how, but best to be safe
+
+ int spec_count = 0;
+
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
+ {
+ spec_count++;
+ });
+
+ return spec_count;
+ }
+
+ void WriteSpectators(entity player, entity to)
+ {
+ if(!player) { return; } // not sure how, but best to be safe
+
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
+ {
+ WriteByte(MSG_ENTITY, num_for_edict(it));
+ });
+ }
+
+ bool ClientData_Send(entity this, entity to, int sf)
+ {
+ assert(to == this.owner, return false);
+
+ entity e = to;
+ if (IS_SPEC(e)) e = e.enemy;
+
+ sf = 0;
+ if (e.race_completed) sf |= 1; // forced scoreboard
+ if (to.spectatee_status) sf |= 2; // spectator ent number follows
+ if (e.zoomstate) sf |= 4; // zoomed
+ if (e.porto_v_angle_held) sf |= 8; // angles held
+ if (autocvar_sv_showspectators) sf |= 16; // show spectators
+
+ WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
+ WriteByte(MSG_ENTITY, sf);
+
+ if (sf & 2)
+ {
+ WriteByte(MSG_ENTITY, to.spectatee_status);
+ }
+ if (sf & 8)
+ {
+ WriteAngle(MSG_ENTITY, e.v_angle.x);
+ WriteAngle(MSG_ENTITY, e.v_angle.y);
+ }
+
+ if(sf & 16)
+ {
+ float specs = CountSpectators(e, to);
+ WriteByte(MSG_ENTITY, specs);
+ WriteSpectators(e, to);
+ }
+
+ return true;
+ }
+
+ void ClientData_Attach(entity this)
+ {
+ Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
+ this.clientdata.drawonlytoclient = this;
+ this.clientdata.owner = this;
+ }
+
+ void ClientData_Detach(entity this)
+ {
+ delete(this.clientdata);
+ this.clientdata = NULL;
+ }
+
+ void ClientData_Touch(entity e)
+ {
+ e.clientdata.SendFlags = 1;
+
+ // make it spectatable
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
+ }
+
+ .string netname_previous;
+
- int oldspectatee_status = this.spectatee_status;
- if (IS_SPEC(this)) {
- this.spectatee_status = etof(this.enemy);
- } else if (IS_OBSERVER(this)) {
- this.spectatee_status = etof(this);
- } else {
- this.spectatee_status = 0;
- }
- if (this.spectatee_status != oldspectatee_status) {
- ClientData_Touch(this);
- if (g_race || g_cts) race_InitSpectator();
- }
-
++void SetSpectatee(entity this, entity spectatee);
++void SetSpectatee_status(entity this, int spectatee_num);
+
+
+ /*
+ =============
+ CheckPlayerModel
+
+ Checks if the argument string can be a valid playermodel.
+ Returns a valid one in doubt.
+ =============
+ */
+ string FallbackPlayerModel;
+ string CheckPlayerModel(string plyermodel) {
+ if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
+ {
+ // note: we cannot summon Don Strunzone here, some player may
+ // still have the model string set. In case anyone manages how
+ // to change a cvar default, we'll have a small leak here.
+ FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
+ }
+ // only in right path
+ if( substring(plyermodel,0,14) != "models/player/")
+ return FallbackPlayerModel;
+ // only good file extensions
+ if(substring(plyermodel,-4,4) != ".zym")
+ if(substring(plyermodel,-4,4) != ".dpm")
+ if(substring(plyermodel,-4,4) != ".iqm")
+ if(substring(plyermodel,-4,4) != ".md3")
+ if(substring(plyermodel,-4,4) != ".psk")
+ return FallbackPlayerModel;
+ // forbid the LOD models
+ if(substring(plyermodel, -9,5) == "_lod1")
+ return FallbackPlayerModel;
+ if(substring(plyermodel, -9,5) == "_lod2")
+ return FallbackPlayerModel;
+ if(plyermodel != strtolower(plyermodel))
+ return FallbackPlayerModel;
+ // also, restrict to server models
+ if(autocvar_sv_servermodelsonly)
+ {
+ if(!fexists(plyermodel))
+ return FallbackPlayerModel;
+ }
+ return plyermodel;
+ }
+
+ void setplayermodel(entity e, string modelname)
+ {
+ precache_model(modelname);
+ _setmodel(e, modelname);
+ player_setupanimsformodel(e);
+ if(!autocvar_g_debug_globalsounds)
+ UpdatePlayerSounds(e);
+ }
+
+ void FixPlayermodel(entity player);
+ /** putting a client as observer in the server */
+ void PutObserverInServer(entity this)
+ {
+ bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
+ PlayerState_detach(this);
+
+ if (IS_PLAYER(this) && this.health >= 1) {
+ // despawn effect
+ Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
+ }
+
+ {
+ entity spot = SelectSpawnPoint(this, true);
+ if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
+ this.angles = spot.angles;
+ this.angles_z = 0;
+ this.fixangle = true;
+ // offset it so that the spectator spawns higher off the ground, looks better this way
+ setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
+ this.prevorigin = this.origin;
+ if (IS_REAL_CLIENT(this))
+ {
+ msg_entity = this;
+ WriteByte(MSG_ONE, SVC_SETVIEW);
+ WriteEntity(MSG_ONE, this);
+ }
+ // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
+ // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
+ if(!autocvar_g_debug_globalsounds)
+ {
+ // needed for player sounds
+ this.model = "";
+ FixPlayermodel(this);
+ }
+ setmodel(this, MDL_Null);
+ setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
+ this.view_ofs = '0 0 0';
+ }
+
+ RemoveGrapplingHook(this);
+ Portal_ClearAll(this);
+ Unfreeze(this);
+ SetSpectatee(this, NULL);
+
+ if (this.alivetime)
+ {
+ if (!warmup_stage)
+ PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
+ this.alivetime = 0;
+ }
+
+ if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
+
+ WaypointSprite_PlayerDead(this);
+
+ if (mutator_returnvalue) {
+ // mutator prevents resetting teams+score
+ } else {
+ this.team = -1; // move this as it is needed to log the player spectating in eventlog
+ this.frags = FRAGS_SPECTATOR;
+ PlayerScore_Clear(this); // clear scores when needed
+ }
+
+ if (this.killcount != FRAGS_SPECTATOR)
+ {
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
+ if(!intermission_running)
+ if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
+
+ if(this.just_joined == false) {
+ LogTeamchange(this.playerid, -1, 4);
+ } else
+ this.just_joined = false;
+ }
+
+ accuracy_resend(this);
+
+ this.spectatortime = time;
+ this.bot_attack = false;
+ this.hud = HUD_NORMAL;
+ TRANSMUTE(Observer, this);
+ this.iscreature = false;
+ this.teleportable = TELEPORT_SIMPLE;
+ this.damagedbycontents = false;
+ this.health = FRAGS_SPECTATOR;
++ SetSpectatee_status(this, etof(this));
+ this.takedamage = DAMAGE_NO;
+ this.solid = SOLID_NOT;
+ set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
+ this.flags = FL_CLIENT | FL_NOTARGET;
+ this.armorvalue = 666;
+ this.effects = 0;
+ this.armorvalue = autocvar_g_balance_armor_start;
+ this.pauserotarmor_finished = 0;
+ this.pauserothealth_finished = 0;
+ this.pauseregen_finished = 0;
+ this.damageforcescale = 0;
+ this.death_time = 0;
+ this.respawn_flags = 0;
+ this.respawn_time = 0;
+ this.stat_respawn_time = 0;
+ this.alpha = 0;
+ this.scale = 0;
+ this.fade_time = 0;
+ this.pain_frame = 0;
+ this.pain_finished = 0;
+ this.strength_finished = 0;
+ this.invincible_finished = 0;
+ this.superweapons_finished = 0;
+ this.pushltime = 0;
+ this.istypefrag = 0;
+ setthink(this, func_null);
+ this.nextthink = 0;
+ this.hook_time = 0;
+ this.deadflag = DEAD_NO;
+ this.crouch = false;
+ this.revival_time = 0;
+
+ this.items = 0;
+ this.weapons = '0 0 0';
+ this.drawonlytoclient = this;
+
+ this.weaponname = "";
+ this.weaponmodel = "";
+ for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ this.weaponentities[slot] = NULL;
+ }
+ this.exteriorweaponentity = NULL;
+ this.killcount = FRAGS_SPECTATOR;
+ this.velocity = '0 0 0';
+ this.avelocity = '0 0 0';
+ this.punchangle = '0 0 0';
+ this.punchvector = '0 0 0';
+ this.oldvelocity = this.velocity;
+ this.fire_endtime = -1;
+ this.event_damage = func_null;
+
+ STAT(ACTIVEWEAPON, this) = WEP_Null.m_id;
+ STAT(SWITCHINGWEAPON, this) = WEP_Null.m_id;
+ STAT(SWITCHWEAPON, this) = WEP_Null.m_id;
+ }
+
+ int player_getspecies(entity this)
+ {
+ get_model_parameters(this.model, this.skin);
+ int s = get_model_parameters_species;
+ get_model_parameters(string_null, 0);
+ if (s < 0) return SPECIES_HUMAN;
+ return s;
+ }
+
+ .float model_randomizer;
+ void FixPlayermodel(entity player)
+ {
+ string defaultmodel = "";
+ int defaultskin = 0;
+ if(autocvar_sv_defaultcharacter)
+ {
+ if(teamplay)
+ {
+ string s = Static_Team_ColorName_Lower(player.team);
+ if (s != "neutral")
+ {
+ defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
+ defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
+ }
+ }
+
+ if(defaultmodel == "")
+ {
+ defaultmodel = autocvar_sv_defaultplayermodel;
+ defaultskin = autocvar_sv_defaultplayerskin;
+ }
+
+ int n = tokenize_console(defaultmodel);
+ if(n > 0)
+ {
+ defaultmodel = argv(floor(n * player.model_randomizer));
+ // However, do NOT randomize if the player-selected model is in the list.
+ for (int i = 0; i < n; ++i)
+ if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
+ defaultmodel = argv(i);
+ }
+
+ int i = strstrofs(defaultmodel, ":", 0);
+ if(i >= 0)
+ {
+ defaultskin = stof(substring(defaultmodel, i+1, -1));
+ defaultmodel = substring(defaultmodel, 0, i);
+ }
+ }
+ if(autocvar_sv_defaultcharacterskin && !defaultskin)
+ {
+ if(teamplay)
+ {
+ string s = Static_Team_ColorName_Lower(player.team);
+ if (s != "neutral")
+ defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
+ }
+
+ if(!defaultskin)
+ defaultskin = autocvar_sv_defaultplayerskin;
+ }
+
+ MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
+ defaultmodel = M_ARGV(0, string);
+ defaultskin = M_ARGV(1, int);
+
+ bool chmdl = false;
+ int oldskin;
+ if(defaultmodel != "")
+ {
+ if (defaultmodel != player.model)
+ {
+ vector m1 = player.mins;
+ vector m2 = player.maxs;
+ setplayermodel (player, defaultmodel);
+ setsize (player, m1, m2);
+ chmdl = true;
+ }
+
+ oldskin = player.skin;
+ player.skin = defaultskin;
+ } else {
+ if (player.playermodel != player.model || player.playermodel == "")
+ {
+ player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
+ vector m1 = player.mins;
+ vector m2 = player.maxs;
+ setplayermodel (player, player.playermodel);
+ setsize (player, m1, m2);
+ chmdl = true;
+ }
+
+ if(!autocvar_sv_defaultcharacterskin)
+ {
+ oldskin = player.skin;
+ player.skin = stof(player.playerskin);
+ }
+ else
+ {
+ oldskin = player.skin;
+ player.skin = defaultskin;
+ }
+ }
+
+ if(chmdl || oldskin != player.skin) // model or skin has changed
+ {
+ player.species = player_getspecies(player); // update species
+ if(!autocvar_g_debug_globalsounds)
+ UpdatePlayerSounds(player); // update skin sounds
+ }
+
+ if(!teamplay)
+ if(strlen(autocvar_sv_defaultplayercolors))
+ if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
+ setcolor(player, stof(autocvar_sv_defaultplayercolors));
+ }
+
+
+ /** Called when a client spawns in the server */
+ void PutClientInServer(entity this)
+ {
+ if (IS_BOT_CLIENT(this)) {
+ TRANSMUTE(Player, this);
+ } else if (IS_REAL_CLIENT(this)) {
+ msg_entity = this;
+ WriteByte(MSG_ONE, SVC_SETVIEW);
+ WriteEntity(MSG_ONE, this);
+ }
+ if (gameover) {
+ TRANSMUTE(Observer, this);
+ }
+
+ SetSpectatee(this, NULL);
+
+ // reset player keys
+ this.itemkeys = 0;
+
+ MUTATOR_CALLHOOK(PutClientInServer, this);
+
+ if (IS_OBSERVER(this)) {
+ PutObserverInServer(this);
+ } else if (IS_PLAYER(this)) {
+ if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
+
+ PlayerState_attach(this);
+ accuracy_resend(this);
+
+ if (this.team < 0)
+ JoinBestTeam(this, false, true);
+
+ entity spot = SelectSpawnPoint(this, false);
+ if (!spot) {
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
+ return; // spawn failed
+ }
+
+ TRANSMUTE(Player, this);
++
+ this.wasplayer = true;
+ this.iscreature = true;
+ this.teleportable = TELEPORT_NORMAL;
+ this.damagedbycontents = true;
+ set_movetype(this, MOVETYPE_WALK);
+ this.solid = SOLID_SLIDEBOX;
+ this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
+ if (autocvar_g_playerclip_collisions)
+ this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
+ if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
+ this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
+ this.frags = FRAGS_PLAYER;
+ if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
+ this.flags = FL_CLIENT | FL_PICKUPITEMS;
+ if (autocvar__notarget)
+ this.flags |= FL_NOTARGET;
+ this.takedamage = DAMAGE_AIM;
+ this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
+ this.dmg = 2; // WTF
+
+ if (warmup_stage) {
+ this.ammo_shells = warmup_start_ammo_shells;
+ this.ammo_nails = warmup_start_ammo_nails;
+ this.ammo_rockets = warmup_start_ammo_rockets;
+ this.ammo_cells = warmup_start_ammo_cells;
+ this.ammo_plasma = warmup_start_ammo_plasma;
+ this.ammo_fuel = warmup_start_ammo_fuel;
+ this.health = warmup_start_health;
+ this.armorvalue = warmup_start_armorvalue;
+ this.weapons = WARMUP_START_WEAPONS;
+ } else {
+ this.ammo_shells = start_ammo_shells;
+ this.ammo_nails = start_ammo_nails;
+ this.ammo_rockets = start_ammo_rockets;
+ this.ammo_cells = start_ammo_cells;
+ this.ammo_plasma = start_ammo_plasma;
+ this.ammo_fuel = start_ammo_fuel;
+ this.health = start_health;
+ this.armorvalue = start_armorvalue;
+ this.weapons = start_weapons;
+ }
++ SetSpectatee_status(this, 0);
+
+ this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
+
+ this.items = start_items;
+
+ this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
+ this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
+ this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
+ this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
+ this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
+ // extend the pause of rotting if client was reset at the beginning of the countdown
+ if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
+ float f = game_starttime - time;
+ this.spawnshieldtime += f;
+ this.pauserotarmor_finished += f;
+ this.pauserothealth_finished += f;
+ this.pauseregen_finished += f;
+ }
+ this.damageforcescale = 2;
+ this.death_time = 0;
+ this.respawn_flags = 0;
+ this.respawn_time = 0;
+ this.stat_respawn_time = 0;
+ this.scale = autocvar_sv_player_scale;
+ this.fade_time = 0;
+ this.pain_frame = 0;
+ this.pain_finished = 0;
+ this.pushltime = 0;
+ setthink(this, func_null); // players have no think function
+ this.nextthink = 0;
+ this.dmg_team = 0;
+ this.ballistics_density = autocvar_g_ballistics_density_player;
+
+ this.deadflag = DEAD_NO;
+
+ this.angles = spot.angles;
+ this.angles_z = 0; // never spawn tilted even if the spot says to
+ if (IS_BOT_CLIENT(this))
+ this.v_angle = this.angles;
+ this.fixangle = true; // turn this way immediately
+ this.oldvelocity = this.velocity = '0 0 0';
+ this.avelocity = '0 0 0';
+ this.punchangle = '0 0 0';
+ this.punchvector = '0 0 0';
+
+ this.strength_finished = 0;
+ this.invincible_finished = 0;
+ this.fire_endtime = -1;
+ this.revival_time = 0;
+ this.air_finished = time + 12;
+
+ entity spawnevent = new_pure(spawnevent);
+ spawnevent.owner = this;
+ Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
+
+ // Cut off any still running player sounds.
+ stopsound(this, CH_PLAYER_SINGLE);
+
+ this.model = "";
+ FixPlayermodel(this);
+ this.drawonlytoclient = NULL;
+
+ this.crouch = false;
+ this.view_ofs = STAT(PL_VIEW_OFS, NULL);
+ setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
+ this.spawnorigin = spot.origin;
+ setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
+ // don't reset back to last position, even if new position is stuck in solid
+ this.oldorigin = this.origin;
+ this.prevorigin = this.origin;
+ this.lastteleporttime = time; // prevent insane speeds due to changing origin
+ this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
+ this.hud = HUD_NORMAL;
+
+ this.event_damage = PlayerDamage;
+
+ this.bot_attack = true;
+ this.monster_attack = true;
+
+ PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
+
+ if (this.killcount == FRAGS_SPECTATOR) {
+ PlayerScore_Clear(this);
+ this.killcount = 0;
+ }
+
+ for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ CL_SpawnWeaponentity(this, weaponentities[slot]);
+ }
+ this.alpha = default_player_alpha;
+ this.colormod = '1 1 1' * autocvar_g_player_brightness;
+ this.exteriorweaponentity.alpha = default_weapon_alpha;
+
+ this.speedrunning = false;
+
+ target_voicescript_clear(this);
+
+ // reset fields the weapons may use
+ FOREACH(Weapons, true, LAMBDA(
+ it.wr_resetplayer(it, this);
+ // reload all reloadable weapons
+ if (it.spawnflags & WEP_FLAG_RELOADABLE) {
+ this.weapon_load[it.m_id] = it.reloading_ammo;
+ }
+ ));
+
+ {
+ string s = spot.target;
+ spot.target = string_null;
+ SUB_UseTargets(spot, this, NULL);
+ spot.target = s;
+ }
+
+ Unfreeze(this);
+
+ MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
+
+ if (autocvar_spawn_debug)
+ {
+ sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
+ delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
+ }
+
+ PS(this).m_switchweapon = w_getbestweapon(this);
+ this.cnt = -1; // W_LastWeapon will not complain
+ PS(this).m_weapon = WEP_Null;
+ this.weaponname = "";
+ PS(this).m_switchingweapon = WEP_Null;
+
+ if (!warmup_stage && !this.alivetime)
+ this.alivetime = time;
+
+ antilag_clear(this, CS(this));
+ }
+ }
+
+ void ClientInit_misc(entity this);
+
+ .float ebouncefactor, ebouncestop; // electro's values
+ // TODO do we need all these fields, or should we stop autodetecting runtime
+ // changes and just have a console command to update this?
+ bool ClientInit_SendEntity(entity this, entity to, int sf)
+ {
+ WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
+ return = true;
+ msg_entity = to;
+ // MSG_INIT replacement
+ // TODO: make easier to use
+ Registry_send_all();
+ W_PROP_reload(MSG_ONE, to);
+ ClientInit_misc(this);
+ MUTATOR_CALLHOOK(Ent_Init);
+ }
+ void ClientInit_misc(entity this)
+ {
+ int channel = MSG_ONE;
+ WriteHeader(channel, ENT_CLIENT_INIT);
+ WriteByte(channel, g_nexball_meter_period * 32);
+ WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
+ WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
+ WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
+ WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
+ WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
+ WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
+ WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
+ WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
+
+ if(sv_foginterval && world.fog != "")
+ WriteString(channel, world.fog);
+ else
+ WriteString(channel, "");
+ WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
+ WriteByte(channel, serverflags); // client has to know if it should zoom or not
+ WriteCoord(channel, autocvar_g_trueaim_minrange);
+ }
+
+ void ClientInit_CheckUpdate(entity this)
+ {
+ this.nextthink = time;
+ if(this.count != autocvar_g_balance_armor_blockpercent)
+ {
+ this.count = autocvar_g_balance_armor_blockpercent;
+ this.SendFlags |= 1;
+ }
+ }
+
+ void ClientInit_Spawn()
+ {
+ entity e = new_pure(clientinit);
+ setthink(e, ClientInit_CheckUpdate);
+ Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
+
+ ClientInit_CheckUpdate(e);
+ }
+
+ /*
+ =============
+ SetNewParms
+ =============
+ */
+ void SetNewParms ()
+ {
+ // initialize parms for a new player
+ parm1 = -(86400 * 366);
+
+ MUTATOR_CALLHOOK(SetNewParms);
+ }
+
+ /*
+ =============
+ SetChangeParms
+ =============
+ */
+ void SetChangeParms (entity this)
+ {
+ // save parms for level change
+ parm1 = this.parm_idlesince - time;
+
+ MUTATOR_CALLHOOK(SetChangeParms);
+ }
+
+ /*
+ =============
+ DecodeLevelParms
+ =============
+ */
+ void DecodeLevelParms(entity this)
+ {
+ // load parms
+ this.parm_idlesince = parm1;
+ if (this.parm_idlesince == -(86400 * 366))
+ this.parm_idlesince = time;
+
+ // whatever happens, allow 60 seconds of idling directly after connect for map loading
+ this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
+
+ MUTATOR_CALLHOOK(DecodeLevelParms);
+ }
+
+ /*
+ =============
+ ClientKill
+
+ Called when a client types 'kill' in the console
+ =============
+ */
+
+ .float clientkill_nexttime;
+ void ClientKill_Now_TeamChange(entity this)
+ {
+ if(this.killindicator_teamchange == -1)
+ {
+ JoinBestTeam( this, false, true );
+ }
+ else if(this.killindicator_teamchange == -2)
+ {
+ if(blockSpectators)
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
+ PutObserverInServer(this);
+ }
+ else
+ SV_ChangeTeam(this, this.killindicator_teamchange - 1);
+ this.killindicator_teamchange = 0;
+ }
+
+ void ClientKill_Now(entity this)
+ {
+ if(this.vehicle)
+ {
+ vehicles_exit(this.vehicle, VHEF_RELEASE);
+ if(!this.killindicator_teamchange)
+ {
+ this.vehicle_health = -1;
+ Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
+ }
+ }
+
+ if(this.killindicator && !wasfreed(this.killindicator))
+ delete(this.killindicator);
+
+ this.killindicator = NULL;
+
+ if(this.killindicator_teamchange)
+ ClientKill_Now_TeamChange(this);
+
+ if(!IS_SPEC(this) && !IS_OBSERVER(this))
+ Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
+
+ // now I am sure the player IS dead
+ }
+ void KillIndicator_Think(entity this)
+ {
+ if (gameover)
+ {
+ this.owner.killindicator = NULL;
+ delete(this);
+ return;
+ }
+
+ if (this.owner.alpha < 0 && !this.owner.vehicle)
+ {
+ this.owner.killindicator = NULL;
+ delete(this);
+ return;
+ }
+
+ if(this.cnt <= 0)
+ {
+ ClientKill_Now(this.owner);
+ return;
+ }
+ else if(g_cts && this.health == 1) // health == 1 means that it's silent
+ {
+ this.nextthink = time + 1;
+ this.cnt -= 1;
+ }
+ else
+ {
+ if(this.cnt <= 10)
+ setmodel(this, MDL_NUM(this.cnt));
+ if(IS_REAL_CLIENT(this.owner))
+ {
+ if(this.cnt <= 10)
+ { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
+ }
+ this.nextthink = time + 1;
+ this.cnt -= 1;
+ }
+ }
+
+ float clientkilltime;
+ void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
+ {
+ float killtime;
+ float starttime;
+
+ if (gameover)
+ return;
+
+ killtime = autocvar_g_balance_kill_delay;
+
+ if(g_race_qualifying || g_cts)
+ killtime = 0;
+
+ if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
+ return;
+
+ this.killindicator_teamchange = targetteam;
+
+ if(!this.killindicator)
+ {
+ if(!IS_DEAD(this))
+ {
+ killtime = max(killtime, this.clientkill_nexttime - time);
+ this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
+ }
+
+ if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
+ {
+ ClientKill_Now(this);
+ }
+ else
+ {
+ starttime = max(time, clientkilltime);
+
+ this.killindicator = spawn();
+ this.killindicator.owner = this;
+ this.killindicator.scale = 0.5;
+ setattachment(this.killindicator, this, "");
+ setorigin(this.killindicator, '0 0 52');
+ setthink(this.killindicator, KillIndicator_Think);
+ this.killindicator.nextthink = starttime + (this.lip) * 0.05;
+ clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
+ this.killindicator.cnt = ceil(killtime);
+ this.killindicator.count = bound(0, ceil(killtime), 10);
+ //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
+
+ FOREACH_ENTITY_ENT(enemy, this,
+ {
+ if(it.classname != "body")
+ continue;
+ it.killindicator = spawn();
+ it.killindicator.owner = it;
+ it.killindicator.scale = 0.5;
+ setattachment(it.killindicator, it, "");
+ setorigin(it.killindicator, '0 0 52');
+ setthink(it.killindicator, KillIndicator_Think);
+ it.killindicator.nextthink = starttime + (it.lip) * 0.05;
+ //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
+ it.killindicator.cnt = ceil(killtime);
+ });
+ this.lip = 0;
+ }
+ }
+ if(this.killindicator)
+ {
+ if(targetteam == 0) // just die
+ {
+ this.killindicator.colormod = '0 0 0';
+ if(IS_REAL_CLIENT(this))
+ if(this.killindicator.cnt > 0)
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
+ }
+ else if(targetteam == -1) // auto
+ {
+ this.killindicator.colormod = '0 1 0';
+ if(IS_REAL_CLIENT(this))
+ if(this.killindicator.cnt > 0)
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
+ }
+ else if(targetteam == -2) // spectate
+ {
+ this.killindicator.colormod = '0.5 0.5 0.5';
+ if(IS_REAL_CLIENT(this))
+ if(this.killindicator.cnt > 0)
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
+ }
+ else
+ {
+ this.killindicator.colormod = Team_ColorRGB(targetteam);
+ if(IS_REAL_CLIENT(this))
+ if(this.killindicator.cnt > 0)
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
+ }
+ }
+
+ }
+
+ void ClientKill (entity this)
+ {
+ if(gameover) return;
+ if(this.player_blocked) return;
+ if(STAT(FROZEN, this)) return;
+
+ ClientKill_TeamChange(this, 0);
+ }
+
+ void FixClientCvars(entity e)
+ {
+ // send prediction settings to the client
+ stuffcmd(e, "\nin_bindmap 0 0\n");
+ if(autocvar_g_antilag == 3) // client side hitscan
+ stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
+ if(autocvar_sv_gentle)
+ stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
+
+ MUTATOR_CALLHOOK(FixClientCvars, e);
+ }
+
+ float PlayerInIDList(entity p, string idlist)
+ {
+ float n, i;
+ string s;
+
+ // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
+ if (!p.crypto_idfp)
+ return 0;
+
+ // this function allows abbreviated player IDs too!
+ n = tokenize_console(idlist);
+ for(i = 0; i < n; ++i)
+ {
+ s = argv(i);
+ if(s == substring(p.crypto_idfp, 0, strlen(s)))
+ return 1;
+ }
+
+ return 0;
+ }
+
+ #ifdef DP_EXT_PRECONNECT
+ /*
+ =============
+ ClientPreConnect
+
+ Called once (not at each match start) when a client begins a connection to the server
+ =============
+ */
+ void ClientPreConnect ()
+ {ENGINE_EVENT();
+ if(autocvar_sv_eventlog)
+ {
+ GameLogEcho(sprintf(":connect:%d:%d:%s",
+ this.playerid,
+ etof(this),
+ ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
+ ));
+ }
+ }
+ #endif
+
+ /**
+ =============
+ ClientConnect
+
+ Called when a client connects to the server
+ =============
+ */
+ void ClientConnect(entity this)
+ {
+ if (Ban_MaybeEnforceBanOnce(this)) return;
+ assert(!IS_CLIENT(this), return);
+ this.flags |= FL_CLIENT;
+ assert(player_count >= 0, player_count = 0);
+
+ #ifdef WATERMARK
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
+ #endif
+ this.version_nagtime = time + 10 + random() * 10;
+ TRANSMUTE(Client, this);
+
+ // identify the right forced team
+ if (autocvar_g_campaign)
+ {
+ if (IS_REAL_CLIENT(this)) // only players, not bots
+ {
+ switch (autocvar_g_campaign_forceteam)
+ {
+ case 1: this.team_forced = NUM_TEAM_1; break;
+ case 2: this.team_forced = NUM_TEAM_2; break;
+ case 3: this.team_forced = NUM_TEAM_3; break;
+ case 4: this.team_forced = NUM_TEAM_4; break;
+ default: this.team_forced = 0;
+ }
+ }
+ }
+ else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
+ else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
+ else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
+ else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
+ else switch (autocvar_g_forced_team_otherwise)
+ {
+ default: this.team_forced = 0; break;
+ case "red": this.team_forced = NUM_TEAM_1; break;
+ case "blue": this.team_forced = NUM_TEAM_2; break;
+ case "yellow": this.team_forced = NUM_TEAM_3; break;
+ case "pink": this.team_forced = NUM_TEAM_4; break;
+ case "spectate":
+ case "spectator":
+ this.team_forced = -1;
+ break;
+ }
+ if (!teamplay && this.team_forced > 0) this.team_forced = 0;
+
+ {
+ int id = this.playerid;
+ this.playerid = 0; // silent
+ JoinBestTeam(this, false, false); // if the team number is valid, keep it
+ this.playerid = id;
+ }
+
+ if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
+ TRANSMUTE(Observer, this);
+ } else {
+ if (!teamplay || autocvar_g_balance_teams) {
+ TRANSMUTE(Player, this);
+ campaign_bots_may_start = true;
+ } else {
+ TRANSMUTE(Observer, this); // do it anyway
+ }
+ }
+
+ PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
+
+ // always track bots, don't ask for cl_allow_uidtracking
+ if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
+
+ if (autocvar_sv_eventlog)
+ GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
+
+ LogTeamchange(this.playerid, this.team, 1);
+
+ this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
+
+ this.netname_previous = strzone(this.netname);
+
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && IS_PLAYER(this)) ? APP_TEAM_ENT(this, INFO_JOIN_CONNECT_TEAM) : INFO_JOIN_CONNECT), this.netname);
+
+ stuffcmd(this, clientstuff, "\n");
+ stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
+
+ FixClientCvars(this);
+
+ // get version info from player
+ stuffcmd(this, "cmd clientversion $gameversion\n");
+
+ // notify about available teams
+ if (teamplay)
+ {
+ CheckAllowedTeams(this);
+ int t = 0;
+ if (c1 >= 0) t |= BIT(0);
+ if (c2 >= 0) t |= BIT(1);
+ if (c3 >= 0) t |= BIT(2);
+ if (c4 >= 0) t |= BIT(3);
+ stuffcmd(this, sprintf("set _teams_available %d\n", t));
+ }
+ else
+ {
+ stuffcmd(this, "set _teams_available 0\n");
+ }
+
+ bot_relinkplayerlist();
+
+ this.spectatortime = time;
+ if (blockSpectators)
+ {
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
+ }
+
+ this.jointime = time;
+ this.allowed_timeouts = autocvar_sv_timeout_number;
+
+ if (IS_REAL_CLIENT(this))
+ {
+ if (!autocvar_g_campaign)
+ {
+ this.motd_actived_time = -1;
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
+ }
+
+ if (g_weaponarena_weapons == WEPSET(TUBA))
+ stuffcmd(this, "cl_cmd settemp chase_active 1\n");
+ }
+
+ if (!sv_foginterval && world.fog != "")
+ stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
+
+ if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
+ if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
+ send_CSQC_teamnagger();
+
+ CSQCMODEL_AUTOINIT(this);
+
+ this.model_randomizer = random();
+
+ if (IS_REAL_CLIENT(this))
+ sv_notice_join(this);
+
+ FOREACH_ENTITY_FLOAT(init_for_player_needed, true, {
+ it.init_for_player(it, this);
+ });
+
+ MUTATOR_CALLHOOK(ClientConnect, this);
+ }
+ /*
+ =============
+ ClientDisconnect
+
+ Called when a client disconnects from the server
+ =============
+ */
+ .entity chatbubbleentity;
+ void ReadyCount();
+ void ClientDisconnect(entity this)
+ {
+ assert(IS_CLIENT(this), return);
+
+ PlayerStats_GameReport_FinalizePlayer(this);
+ if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
+ if (this.active_minigame) part_minigame(this);
+ if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
+
+ if (autocvar_sv_eventlog)
+ GameLogEcho(strcat(":part:", ftos(this.playerid)));
+
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
+
+ SetSpectatee(this, NULL);
+
+ MUTATOR_CALLHOOK(ClientDisconnect, this);
+
+ ClientState_detach(this);
+
+ Portal_ClearAll(this);
+
+ Unfreeze(this);
+
+ RemoveGrapplingHook(this);
+
+ // Here, everything has been done that requires this player to be a client.
+
+ this.flags &= ~FL_CLIENT;
+
+ if (this.chatbubbleentity) delete(this.chatbubbleentity);
+ if (this.killindicator) delete(this.killindicator);
+
+ WaypointSprite_PlayerGone(this);
+
+ bot_relinkplayerlist();
+
+ if (this.netname_previous) strunzone(this.netname_previous);
+ if (this.clientstatus) strunzone(this.clientstatus);
+ if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
+ if (this.personal) delete(this.personal);
+
+ this.playerid = 0;
+ ReadyCount();
+ if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
+ }
+
+ void ChatBubbleThink(entity this)
+ {
+ this.nextthink = time;
+ if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
+ {
+ if(this.owner) // but why can that ever be NULL?
+ this.owner.chatbubbleentity = NULL;
+ delete(this);
+ return;
+ }
+
+ this.mdl = "";
+
+ if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
+ {
+ if ( this.owner.active_minigame )
+ this.mdl = "models/sprites/minigame_busy.iqm";
+ else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
+ this.mdl = "models/misc/chatbubble.spr";
+ }
+
+ if ( this.model != this.mdl )
+ _setmodel(this, this.mdl);
+
+ }
+
+ void UpdateChatBubble(entity this)
+ {
+ if (this.alpha < 0)
+ return;
+ // spawn a chatbubble entity if needed
+ if (!this.chatbubbleentity)
+ {
+ this.chatbubbleentity = new(chatbubbleentity);
+ this.chatbubbleentity.owner = this;
+ this.chatbubbleentity.exteriormodeltoclient = this;
+ setthink(this.chatbubbleentity, ChatBubbleThink);
+ this.chatbubbleentity.nextthink = time;
+ setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
+ //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
+ setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
+ setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
+ this.chatbubbleentity.mdl = this.chatbubbleentity.model;
+ //this.chatbubbleentity.model = "";
+ this.chatbubbleentity.effects = EF_LOWPRECISION;
+ }
+ }
+
+
+ // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
+ // added to the model skins
+ /*void UpdateColorModHack()
+ {
+ float c;
+ c = this.clientcolors & 15;
+ // LordHavoc: only bothering to support white, green, red, yellow, blue
+ if (!teamplay) this.colormod = '0 0 0';
+ else if (c == 0) this.colormod = '1.00 1.00 1.00';
+ else if (c == 3) this.colormod = '0.10 1.73 0.10';
+ else if (c == 4) this.colormod = '1.73 0.10 0.10';
+ else if (c == 12) this.colormod = '1.22 1.22 0.10';
+ else if (c == 13) this.colormod = '0.10 0.10 1.73';
+ else this.colormod = '1 1 1';
+ }*/
+
+ void respawn(entity this)
+ {
+ if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
+ {
+ this.solid = SOLID_NOT;
+ this.takedamage = DAMAGE_NO;
+ set_movetype(this, MOVETYPE_FLY);
+ this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
+ this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
+ this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
+ Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
+ if(autocvar_g_respawn_ghosts_maxtime)
+ SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
+ }
+
+ CopyBody(this, 1);
+
+ this.effects |= EF_NODRAW; // prevent another CopyBody
+ PutClientInServer(this);
+ }
+
+ void play_countdown(entity this, float finished, Sound samp)
+ {
+ TC(Sound, samp);
+ if(IS_REAL_CLIENT(this))
+ if(floor(finished - time - frametime) != floor(finished - time))
+ if(finished - time < 6)
+ sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
+ }
+
+ void player_powerups(entity this)
+ {
+ // add a way to see what the items were BEFORE all of these checks for the mutator hook
+ int items_prev = this.items;
+
+ if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !gameover)
+ this.modelflags |= MF_ROCKET;
+ else
+ this.modelflags &= ~MF_ROCKET;
+
+ this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
+
+ if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
+ return;
+
+ Fire_ApplyDamage(this);
+ Fire_ApplyEffect(this);
+
+ if (!g_instagib)
+ {
+ if (this.items & ITEM_Strength.m_itemid)
+ {
+ play_countdown(this, this.strength_finished, SND_POWEROFF);
+ this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
+ if (time > this.strength_finished)
+ {
+ this.items = this.items - (this.items & ITEM_Strength.m_itemid);
+ //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
+ Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
+ }
+ }
+ else
+ {
+ if (time < this.strength_finished)
+ {
+ this.items = this.items | ITEM_Strength.m_itemid;
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
+ Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
+ }
+ }
+ if (this.items & ITEM_Shield.m_itemid)
+ {
+ play_countdown(this, this.invincible_finished, SND_POWEROFF);
+ this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
+ if (time > this.invincible_finished)
+ {
+ this.items = this.items - (this.items & ITEM_Shield.m_itemid);
+ //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
+ Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
+ }
+ }
+ else
+ {
+ if (time < this.invincible_finished)
+ {
+ this.items = this.items | ITEM_Shield.m_itemid;
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
+ Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
+ }
+ }
+ if (this.items & IT_SUPERWEAPON)
+ {
+ if (!(this.weapons & WEPSET_SUPERWEAPONS))
+ {
+ this.superweapons_finished = 0;
+ this.items = this.items - (this.items & IT_SUPERWEAPON);
+ //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
+ Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
+ }
+ else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
+ {
+ // don't let them run out
+ }
+ else
+ {
+ play_countdown(this, this.superweapons_finished, SND_POWEROFF);
+ if (time > this.superweapons_finished)
+ {
+ this.items = this.items - (this.items & IT_SUPERWEAPON);
+ this.weapons &= ~WEPSET_SUPERWEAPONS;
+ //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
+ Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
+ }
+ }
+ }
+ else if(this.weapons & WEPSET_SUPERWEAPONS)
+ {
+ if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
+ {
+ this.items = this.items | IT_SUPERWEAPON;
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
+ Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
+ }
+ else
+ {
+ this.superweapons_finished = 0;
+ this.weapons &= ~WEPSET_SUPERWEAPONS;
+ }
+ }
+ else
+ {
+ this.superweapons_finished = 0;
+ }
+ }
+
+ if(autocvar_g_nodepthtestplayers)
+ this.effects = this.effects | EF_NODEPTHTEST;
+
+ if(autocvar_g_fullbrightplayers)
+ this.effects = this.effects | EF_FULLBRIGHT;
+
+ if (time >= game_starttime)
+ if (time < this.spawnshieldtime)
+ this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
+
+ MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
+ }
+
+ float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
+ {
+ if(current > stable)
+ return current;
+ else if(current > stable - 0.25) // when close enough, "snap"
+ return stable;
+ else
+ return min(stable, current + (stable - current) * regenfactor * regenframetime);
+ }
+
+ float CalcRot(float current, float stable, float rotfactor, float rotframetime)
+ {
+ if(current < stable)
+ return current;
+ else if(current < stable + 0.25) // when close enough, "snap"
+ return stable;
+ else
+ return max(stable, current + (stable - current) * rotfactor * rotframetime);
+ }
+
+ float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
+ {
+ if(current > rotstable)
+ {
+ if(rotframetime > 0)
+ {
+ current = CalcRot(current, rotstable, rotfactor, rotframetime);
+ current = max(rotstable, current - rotlinear * rotframetime);
+ }
+ }
+ else if(current < regenstable)
+ {
+ if(regenframetime > 0)
+ {
+ current = CalcRegen(current, regenstable, regenfactor, regenframetime);
+ current = min(regenstable, current + regenlinear * regenframetime);
+ }
+ }
+
+ if(current > limit)
+ current = limit;
+
+ return current;
+ }
+
+ void player_regen(entity this)
+ {
+ float max_mod, regen_mod, rot_mod, limit_mod;
+ max_mod = regen_mod = rot_mod = limit_mod = 1;
+
+ float regen_health = autocvar_g_balance_health_regen;
+ float regen_health_linear = autocvar_g_balance_health_regenlinear;
+ float regen_health_rot = autocvar_g_balance_health_rot;
+ float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
+ float regen_health_stable = autocvar_g_balance_health_regenstable;
+ float regen_health_rotstable = autocvar_g_balance_health_rotstable;
+ bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
+ regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
+ max_mod = M_ARGV(1, float);
+ regen_mod = M_ARGV(2, float);
+ rot_mod = M_ARGV(3, float);
+ limit_mod = M_ARGV(4, float);
+ regen_health = M_ARGV(5, float);
+ regen_health_linear = M_ARGV(6, float);
+ regen_health_rot = M_ARGV(7, float);
+ regen_health_rotlinear = M_ARGV(8, float);
+ regen_health_stable = M_ARGV(9, float);
+ regen_health_rotstable = M_ARGV(10, float);
+
+
+ if(!mutator_returnvalue)
+ if(!STAT(FROZEN, this))
+ {
+ float mina, maxa, limith, limita;
+ maxa = autocvar_g_balance_armor_rotstable;
+ mina = autocvar_g_balance_armor_regenstable;
+ limith = autocvar_g_balance_health_limit;
+ limita = autocvar_g_balance_armor_limit;
+
+ regen_health_rotstable = regen_health_rotstable * max_mod;
+ regen_health_stable = regen_health_stable * max_mod;
+ limith = limith * limit_mod;
+ limita = limita * limit_mod;
+
+ this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
+ this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
+ }
+
+ // if player rotted to death... die!
+ // check this outside above checks, as player may still be able to rot to death
+ if(this.health < 1)
+ {
+ if(this.vehicle)
+ vehicles_exit(this.vehicle, VHEF_RELEASE);
+ if(this.event_damage)
+ this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
+ }
+
+ if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ float minf, maxf, limitf;
+
+ maxf = autocvar_g_balance_fuel_rotstable;
+ minf = autocvar_g_balance_fuel_regenstable;
+ limitf = autocvar_g_balance_fuel_limit;
+
+ this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
+ }
+ }
+
+ bool zoomstate_set;
+ void SetZoomState(entity this, float z)
+ {
+ if(z != this.zoomstate)
+ {
+ this.zoomstate = z;
+ ClientData_Touch(this);
+ }
+ zoomstate_set = true;
+ }
+
+ void GetPressedKeys(entity this)
+ {
+ MUTATOR_CALLHOOK(GetPressedKeys, this);
+ int keys = this.pressedkeys;
+ keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
+ keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
+ keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
+ keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
+
+ keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
+ keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
+ keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
+ keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
+ this.pressedkeys = keys;
+ }
+
+ /*
+ ======================
+ spectate mode routines
+ ======================
+ */
+
+ void SpectateCopy(entity this, entity spectatee)
+ {
+ TC(Client, this); TC(Client, spectatee);
+
+ MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
+ PS(this) = PS(spectatee);
+ this.armortype = spectatee.armortype;
+ this.armorvalue = spectatee.armorvalue;
+ this.ammo_cells = spectatee.ammo_cells;
+ this.ammo_plasma = spectatee.ammo_plasma;
+ this.ammo_shells = spectatee.ammo_shells;
+ this.ammo_nails = spectatee.ammo_nails;
+ this.ammo_rockets = spectatee.ammo_rockets;
+ this.ammo_fuel = spectatee.ammo_fuel;
+ this.clip_load = spectatee.clip_load;
+ this.clip_size = spectatee.clip_size;
+ this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
+ this.health = spectatee.health;
+ this.impulse = 0;
+ this.items = spectatee.items;
+ this.last_pickup = spectatee.last_pickup;
+ this.hit_time = spectatee.hit_time;
+ this.strength_finished = spectatee.strength_finished;
+ this.invincible_finished = spectatee.invincible_finished;
+ this.pressedkeys = spectatee.pressedkeys;
+ this.weapons = spectatee.weapons;
+ this.vortex_charge = spectatee.vortex_charge;
+ this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
+ this.hagar_load = spectatee.hagar_load;
+ this.arc_heat_percent = spectatee.arc_heat_percent;
+ this.minelayer_mines = spectatee.minelayer_mines;
+ this.punchangle = spectatee.punchangle;
+ this.view_ofs = spectatee.view_ofs;
+ this.velocity = spectatee.velocity;
+ this.dmg_take = spectatee.dmg_take;
+ this.dmg_save = spectatee.dmg_save;
+ this.dmg_inflictor = spectatee.dmg_inflictor;
+ this.v_angle = spectatee.v_angle;
+ this.angles = spectatee.v_angle;
+ STAT(FROZEN, this) = STAT(FROZEN, spectatee);
+ this.revive_progress = spectatee.revive_progress;
+ if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
+ this.fixangle = true;
+ setorigin(this, spectatee.origin);
+ setsize(this, spectatee.mins, spectatee.maxs);
+ SetZoomState(this, spectatee.zoomstate);
+
+ anticheat_spectatecopy(this, spectatee);
+ this.hud = spectatee.hud;
+ if(spectatee.vehicle)
+ {
+ this.angles = spectatee.v_angle;
+
+ //this.fixangle = false;
+ //this.velocity = spectatee.vehicle.velocity;
+ this.vehicle_health = spectatee.vehicle_health;
+ this.vehicle_shield = spectatee.vehicle_shield;
+ this.vehicle_energy = spectatee.vehicle_energy;
+ this.vehicle_ammo1 = spectatee.vehicle_ammo1;
+ this.vehicle_ammo2 = spectatee.vehicle_ammo2;
+ this.vehicle_reload1 = spectatee.vehicle_reload1;
+ this.vehicle_reload2 = spectatee.vehicle_reload2;
+
+ //msg_entity = this;
+
+ // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
+ //WriteAngle(MSG_ONE, spectatee.v_angle.x);
+ // WriteAngle(MSG_ONE, spectatee.v_angle.y);
+ // WriteAngle(MSG_ONE, spectatee.v_angle.z);
+
+ //WriteByte (MSG_ONE, SVC_SETVIEW);
+ // WriteEntity(MSG_ONE, this);
+ //makevectors(spectatee.v_angle);
+ //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
+ }
+ }
+
+ bool SpectateUpdate(entity this)
+ {
+ if(!this.enemy)
+ return false;
+
+ if(!IS_PLAYER(this.enemy) || this == this.enemy)
+ {
+ SetSpectatee(this, NULL);
+ return false;
+ }
+
+ SpectateCopy(this, this.enemy);
+
+ return true;
+ }
+
+ bool SpectateSet(entity this)
+ {
+ if(!IS_PLAYER(this.enemy))
+ return false;
+
+ ClientData_Touch(this.enemy);
+
+ msg_entity = this;
+ WriteByte(MSG_ONE, SVC_SETVIEW);
+ WriteEntity(MSG_ONE, this.enemy);
+ set_movetype(this, MOVETYPE_NONE);
+ accuracy_resend(this);
+
+ if(!SpectateUpdate(this))
+ PutObserverInServer(this);
+
+ return true;
+ }
+
++void SetSpectatee_status(entity this, int spectatee_num)
++{
++ int oldspectatee_status = this.spectatee_status;
++ this.spectatee_status = spectatee_num;
++
++ if (this.spectatee_status != oldspectatee_status)
++ {
++ ClientData_Touch(this);
++ if (g_race || g_cts) race_InitSpectator();
++ }
++}
++
+ void SetSpectatee(entity this, entity spectatee)
+ {
+ entity old_spectatee = this.enemy;
+
+ this.enemy = spectatee;
+
+ // WEAPONTODO
+ // these are required to fix the spectator bug with arc
+ if(old_spectatee)
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(old_spectatee.(weaponentity).arc_beam)
+ old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
+ }
+ }
+ if(this.enemy)
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(this.enemy.(weaponentity).arc_beam)
+ this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
+ }
+ }
+
++ if (this.enemy)
++ SetSpectatee_status(this, etof(this.enemy));
++
+ // needed to update spectator list
+ if(old_spectatee) { ClientData_Touch(old_spectatee); }
+ }
+
+ bool Spectate(entity this, entity pl)
+ {
+ if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
+ return false;
+ pl = M_ARGV(1, entity);
+
+ SetSpectatee(this, pl);
+ return SpectateSet(this);
+ }
+
+ bool SpectateNext(entity this)
+ {
+ entity ent = find(this.enemy, classname, STR_PLAYER);
+
+ if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
+ ent = M_ARGV(1, entity);
+ else if (!ent)
+ ent = find(ent, classname, STR_PLAYER);
+
+ if(ent) { SetSpectatee(this, ent); }
+
+ return SpectateSet(this);
+ }
+
+ bool SpectatePrev(entity this)
+ {
+ // NOTE: chain order is from the highest to the lower entnum (unlike find)
+ entity ent = findchain(classname, STR_PLAYER);
+ if (!ent) // no player
+ return false;
+
+ entity first = ent;
+ // skip players until current spectated player
+ if(this.enemy)
+ while(ent && ent != this.enemy)
+ ent = ent.chain;
+
+ switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
+ {
+ case MUT_SPECPREV_FOUND:
+ ent = M_ARGV(1, entity);
+ break;
+ case MUT_SPECPREV_RETURN:
+ return true;
+ case MUT_SPECPREV_CONTINUE:
+ default:
+ {
+ if(ent.chain)
+ ent = ent.chain;
+ else
+ ent = first;
+ break;
+ }
+ }
+
+ SetSpectatee(this, ent);
+ return SpectateSet(this);
+ }
+
+ /*
+ =============
+ ShowRespawnCountdown()
+
+ Update a respawn countdown display.
+ =============
+ */
+ void ShowRespawnCountdown(entity this)
+ {
+ float number;
+ if(!IS_DEAD(this)) // just respawned?
+ return;
+ else
+ {
+ number = ceil(this.respawn_time - time);
+ if(number <= 0)
+ return;
+ if(number <= this.respawn_countdown)
+ {
+ this.respawn_countdown = number - 1;
+ 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
+ { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
+ }
+ }
+ }
+
+ .float caplayer;
+
+ void LeaveSpectatorMode(entity this)
+ {
+ if(this.caplayer)
+ return;
+ if(nJoinAllowed(this, this))
+ {
+ if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
+ {
+ TRANSMUTE(Player, this);
+
+ SetSpectatee(this, NULL);
+
+ if(autocvar_g_campaign || autocvar_g_balance_teams)
+ { JoinBestTeam(this, false, true); }
+
+ if(autocvar_g_campaign)
+ { campaign_bots_may_start = true; }
+
+ Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
+
+ PutClientInServer(this);
+
+ if(IS_PLAYER(this)) { Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && this.team != -1) ? APP_TEAM_ENT(this, INFO_JOIN_PLAY_TEAM) : INFO_JOIN_PLAY), this.netname); }
+ }
+ else
+ stuffcmd(this, "menu_showteamselect\n");
+ }
+ else
+ {
+ // Player may not join because g_maxplayers is set
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
+ }
+ }
+
+ /**
+ * Determines whether the player is allowed to join. This depends on cvar
+ * g_maxplayers, if it isn't used this function always return true, otherwise
+ * it checks whether the number of currently playing players exceeds g_maxplayers.
+ * @return int number of free slots for players, 0 if none
+ */
+ bool nJoinAllowed(entity this, entity ignore)
+ {
+ if(!ignore)
+ // this is called that way when checking if anyone may be able to join (to build qcstatus)
+ // so report 0 free slots if restricted
+ {
+ if(autocvar_g_forced_team_otherwise == "spectate")
+ return false;
+ if(autocvar_g_forced_team_otherwise == "spectator")
+ return false;
+ }
+
+ if(this.team_forced < 0)
+ return false; // forced spectators can never join
+
+ // TODO simplify this
+ int totalClients = 0;
+ int currentlyPlaying = 0;
+ FOREACH_CLIENT(true, LAMBDA(
+ if(it != ignore)
+ ++totalClients;
+ if(IS_REAL_CLIENT(it))
+ if(IS_PLAYER(it) || it.caplayer)
+ ++currentlyPlaying;
+ ));
+
+ if (!autocvar_g_maxplayers)
+ return maxclients - totalClients;
+
+ if(currentlyPlaying < autocvar_g_maxplayers)
+ return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
+
+ return false;
+ }
+
+ /**
+ * Checks whether the client is an observer or spectator, if so, he will get kicked after
+ * g_maxplayers_spectator_blocktime seconds
+ */
+ void checkSpectatorBlock(entity this)
+ {
+ if(IS_SPEC(this) || IS_OBSERVER(this))
+ if(!this.caplayer)
+ if(IS_REAL_CLIENT(this))
+ {
+ if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
+ dropclient(this);
+ }
+ }
+ }
+
+ void PrintWelcomeMessage(entity this)
+ {
+ if(this.motd_actived_time == 0)
+ {
+ if (autocvar_g_campaign) {
+ if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
+ this.motd_actived_time = time;
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
+ }
+ } else {
+ if (PHYS_INPUT_BUTTON_INFO(this)) {
+ this.motd_actived_time = time;
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
+ }
+ }
+ }
+ else if(this.motd_actived_time > 0) // showing MOTD or campaign message
+ {
+ if (autocvar_g_campaign) {
+ if (PHYS_INPUT_BUTTON_INFO(this))
+ this.motd_actived_time = time;
+ else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
+ this.motd_actived_time = 0;
+ Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
+ }
+ } else {
+ if (PHYS_INPUT_BUTTON_INFO(this))
+ this.motd_actived_time = time;
+ else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
+ this.motd_actived_time = 0;
+ Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
+ }
+ }
+ }
+ else //if(this.motd_actived_time < 0) // just connected, motd is active
+ {
+ if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
+ this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
+ else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
+ {
+ // instanctly hide MOTD
+ this.motd_actived_time = 0;
+ Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
+ }
+ }
+ }
+
+ void ObserverThink(entity this)
+ {
+ if ( this.impulse )
+ {
+ MinigameImpulse(this, this.impulse);
+ this.impulse = 0;
+ }
+ if (this.flags & FL_JUMPRELEASED) {
+ if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
+ this.flags &= ~FL_JUMPRELEASED;
+ this.flags |= FL_SPAWNING;
+ } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
+ this.flags &= ~FL_JUMPRELEASED;
+ if(SpectateNext(this)) {
+ TRANSMUTE(Spectator, this);
+ }
+ } else {
+ int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
+ set_movetype(this, preferred_movetype);
+ }
+ } else {
+ if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
+ this.flags |= FL_JUMPRELEASED;
+ if(this.flags & FL_SPAWNING)
+ {
+ this.flags &= ~FL_SPAWNING;
+ LeaveSpectatorMode(this);
+ return;
+ }
+ }
+ }
+ }
+
+ void SpectatorThink(entity this)
+ {
+ if ( this.impulse )
+ {
+ if(MinigameImpulse(this, this.impulse))
+ this.impulse = 0;
+
+ if (this.impulse == IMP_weapon_drop.impulse)
+ {
+ STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
+ this.impulse = 0;
+ return;
+ }
+ }
+ if (this.flags & FL_JUMPRELEASED) {
+ if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
+ this.flags &= ~FL_JUMPRELEASED;
+ this.flags |= FL_SPAWNING;
+ } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
+ this.flags &= ~FL_JUMPRELEASED;
+ if(SpectateNext(this)) {
+ TRANSMUTE(Spectator, this);
+ } else {
+ TRANSMUTE(Observer, this);
+ PutClientInServer(this);
+ }
+ this.impulse = 0;
+ } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
+ this.flags &= ~FL_JUMPRELEASED;
+ if(SpectatePrev(this)) {
+ TRANSMUTE(Spectator, this);
+ } else {
+ TRANSMUTE(Observer, this);
+ PutClientInServer(this);
+ }
+ this.impulse = 0;
+ } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
+ this.flags &= ~FL_JUMPRELEASED;
+ TRANSMUTE(Observer, this);
+ PutClientInServer(this);
+ } else {
+ if(!SpectateUpdate(this))
+ PutObserverInServer(this);
+ }
+ } else {
+ if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
+ this.flags |= FL_JUMPRELEASED;
+ if(this.flags & FL_SPAWNING)
+ {
+ this.flags &= ~FL_SPAWNING;
+ LeaveSpectatorMode(this);
+ return;
+ }
+ }
+ if(!SpectateUpdate(this))
+ PutObserverInServer(this);
+ }
+
+ this.flags |= FL_CLIENT | FL_NOTARGET;
+ }
+
+ void vehicles_enter (entity pl, entity veh);
+ void PlayerUseKey(entity this)
+ {
+ if (!IS_PLAYER(this))
+ return;
+
+ if(this.vehicle)
+ {
+ if(!gameover)
+ {
+ vehicles_exit(this.vehicle, VHEF_NORMAL);
+ return;
+ }
+ }
+ else if(autocvar_g_vehicles_enter)
+ {
+ if(!STAT(FROZEN, this))
+ if(!IS_DEAD(this))
+ if(!gameover)
+ {
+ entity head, closest_target = NULL;
+ head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
+
+ while(head) // find the closest acceptable target to enter
+ {
+ if(IS_VEHICLE(head))
+ if(!IS_DEAD(head))
+ if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
+ if(head.takedamage != DAMAGE_NO)
+ {
+ if(closest_target)
+ {
+ if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
+ { closest_target = head; }
+ }
+ else { closest_target = head; }
+ }
+
+ head = head.chain;
+ }
+
+ if(closest_target) { vehicles_enter(this, closest_target); return; }
+ }
+ }
+
+ // a use key was pressed; call handlers
+ MUTATOR_CALLHOOK(PlayerUseKey, this);
+ }
+
+
+ /*
+ =============
+ PlayerPreThink
+
+ Called every frame for each client before the physics are run
+ =============
+ */
+ .float usekeypressed;
+ .float last_vehiclecheck;
+ .int items_added;
+ void PlayerPreThink (entity this)
+ {
+ WarpZone_PlayerPhysics_FixVAngle(this);
+
+ STAT(GAMESTARTTIME, this) = game_starttime;
+ STAT(ROUNDSTARTTIME, this) = round_starttime;
+ STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
+ STAT(LEADLIMIT, this) = autocvar_leadlimit;
+
+ STAT(WEAPONSINMAP, this) = weaponsInMap;
+
+ if (frametime) {
+ // physics frames: update anticheat stuff
+ anticheat_prethink(this);
+ }
+
+ if (blockSpectators && frametime) {
+ // WORKAROUND: only use dropclient in server frames (frametime set).
+ // Never use it in cl_movement frames (frametime zero).
+ checkSpectatorBlock(this);
+ }
+
+ zoomstate_set = false;
+
+ // Check for nameless players
+ if (isInvisibleString(this.netname)) {
+ this.netname = strzone(sprintf("Player#%d", this.playerid));
+ // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
+ }
+ if (this.netname != this.netname_previous) {
+ if (autocvar_sv_eventlog) {
+ GameLogEcho(strcat(":name:", ftos(this.playerid), ":", this.netname));
+ }
+ if (this.netname_previous) strunzone(this.netname_previous);
+ this.netname_previous = strzone(this.netname);
+ }
+
+ // version nagging
+ if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
+ this.version_nagtime = 0;
+ if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
+ // git client
+ } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
+ // git server
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
+ } else {
+ int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
+ if (r < 0) { // old client
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
+ } else if (r > 0) { // old server
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
+ }
+ }
+ }
+
+ // GOD MODE info
+ if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
+ {
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
+ this.max_armorvalue = 0;
+ }
+
+ if (STAT(FROZEN, this) == 2)
+ {
+ this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
+ this.health = max(1, this.revive_progress * start_health);
+ this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
+
+ if (this.revive_progress >= 1)
+ Unfreeze(this);
+ }
+ else if (STAT(FROZEN, this) == 3)
+ {
+ this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
+ this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
+
+ if (this.health < 1)
+ {
+ if (this.vehicle)
+ vehicles_exit(this.vehicle, VHEF_RELEASE);
+ if(this.event_damage)
+ this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
+ }
+ else if (this.revive_progress <= 0)
+ Unfreeze(this);
+ }
+
+ MUTATOR_CALLHOOK(PlayerPreThink, this);
+
+ if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !gameover && !this.vehicle)
+ if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
+ {
+ FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
+ {
+ if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
+ if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
+ {
+ Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
+ }
+ else if(!it.owner)
+ {
+ if(!it.team || SAME_TEAM(this, it))
+ Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
+ else if(autocvar_g_vehicles_steal)
+ Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
+ }
+ });
+
+ this.last_vehiclecheck = time + 1;
+ }
+
+ if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
+ {
+ if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
+ PlayerUseKey(this);
+ this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
+ }
+
+ if (IS_REAL_CLIENT(this))
+ PrintWelcomeMessage(this);
+
+ if (IS_PLAYER(this)) {
+ CheckRules_Player(this);
+
+ if (intermission_running) {
+ IntermissionThink(this);
+ return;
+ }
+
+ if (timeout_status == TIMEOUT_ACTIVE) {
+ // don't allow the player to turn around while game is paused
+ // FIXME turn this into CSQC stuff
+ this.v_angle = this.lastV_angle;
+ this.angles = this.lastV_angle;
+ this.fixangle = true;
+ }
+
+ if (frametime) player_powerups(this);
+
+ if (IS_DEAD(this)) {
+ if (this.personal && g_race_qualifying) {
+ if (time > this.respawn_time) {
+ STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
+ respawn(this);
+ this.impulse = CHIMPULSE_SPEEDRUN.impulse;
+ }
+ } else {
+ if (frametime) player_anim(this);
+ 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));
+
+ switch(this.deadflag)
+ {
+ case DEAD_DYING:
+ {
+ if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
+ this.deadflag = DEAD_RESPAWNING;
+ else if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
+ this.deadflag = DEAD_DEAD;
+ break;
+ }
+ case DEAD_DEAD:
+ {
+ if (button_pressed)
+ this.deadflag = DEAD_RESPAWNABLE;
+ else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
+ this.deadflag = DEAD_RESPAWNING;
+ break;
+ }
+ case DEAD_RESPAWNABLE:
+ {
+ if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
+ this.deadflag = DEAD_RESPAWNING;
+ break;
+ }
+ case DEAD_RESPAWNING:
+ {
+ if (time > this.respawn_time)
+ {
+ this.respawn_time = time + 1; // only retry once a second
+ this.respawn_time_max = this.respawn_time;
+ respawn(this);
+ }
+ break;
+ }
+ }
+
+ ShowRespawnCountdown(this);
+
+ if (this.respawn_flags & RESPAWN_SILENT)
+ STAT(RESPAWN_TIME, this) = 0;
+ else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
+ {
+ if (time < this.respawn_time)
+ STAT(RESPAWN_TIME, this) = this.respawn_time;
+ else if (this.deadflag != DEAD_RESPAWNING)
+ STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
+ }
+ else
+ STAT(RESPAWN_TIME, this) = this.respawn_time;
+ }
+
+ // if respawning, invert stat_respawn_time to indicate this, the client translates it
+ if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
+ STAT(RESPAWN_TIME, this) *= -1;
+
+ return;
+ }
+
+ this.prevorigin = this.origin;
+
+ bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
+ if (this.hook.state) {
+ do_crouch = false;
+ } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
+ do_crouch = false;
+ } else if (this.vehicle) {
+ do_crouch = false;
+ } else if (STAT(FROZEN, this)) {
+ do_crouch = false;
+ }
+
+ if (do_crouch) {
+ if (!this.crouch) {
+ this.crouch = true;
+ this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
+ setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
+ // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
+ }
+ } else if (this.crouch) {
+ tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
+ if (!trace_startsolid) {
+ this.crouch = false;
+ this.view_ofs = STAT(PL_VIEW_OFS, this);
+ setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
+ }
+ }
+
+ FixPlayermodel(this);
+
+ // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
+ //if(frametime)
+ {
+ this.items &= ~this.items_added;
+
+ //for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ //{
+ //.entity weaponentity = weaponentities[slot];
+ //W_WeaponFrame(this, weaponentity);
+ //}
+ .entity weaponentity = weaponentities[0]; // TODO
+ W_WeaponFrame(this, weaponentity);
+
+ this.items_added = 0;
+ if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
+ this.items_added |= IT_FUEL;
+
+ this.items |= this.items_added;
+ }
+
+ player_regen(this);
+
+ // WEAPONTODO: Add a weapon request for this
+ // rot vortex charge to the charge limit
+ if (WEP_CVAR(vortex, charge_rot_rate) && this.vortex_charge > WEP_CVAR(vortex, charge_limit) && this.vortex_charge_rottime < time)
+ this.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
+
+ if (frametime) player_anim(this);
+
+ // secret status
+ secrets_setstatus(this);
+
+ // monsters status
+ monsters_setstatus(this);
+
+ this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
+ }
+ else if (gameover) {
+ if (intermission_running) IntermissionThink(this);
+ return;
+ }
+ else if (IS_OBSERVER(this)) {
+ ObserverThink(this);
+ }
+ else if (IS_SPEC(this)) {
+ SpectatorThink(this);
+ }
+
+ // WEAPONTODO: Add weapon request for this
+ if (!zoomstate_set) {
+ SetZoomState(this,
+ PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this)
+ || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_VORTEX)
+ || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
+ );
+ }
+
+ if (this.teamkill_soundtime && time > this.teamkill_soundtime)
+ {
+ this.teamkill_soundtime = 0;
+
+ entity e = this.teamkill_soundsource;
+ entity oldpusher = e.pusher;
+ e.pusher = this;
+ PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
+ e.pusher = oldpusher;
+ }
+
+ if (this.taunt_soundtime && time > this.taunt_soundtime) {
+ this.taunt_soundtime = 0;
+ PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
+ }
+
+ target_voicescript_next(this);
+
+ // WEAPONTODO: Move into weaponsystem somehow
+ // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
+ if (PS(this).m_weapon == WEP_Null)
+ this.clip_load = this.clip_size = 0;
+ }
+
+ void DrownPlayer(entity this)
+ {
+ if(IS_DEAD(this))
+ return;
+
+ if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
+ {
+ if(this.air_finished < time)
+ PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
+ this.air_finished = time + autocvar_g_balance_contents_drowndelay;
+ this.dmg = 2;
+ }
+ else if (this.air_finished < time)
+ { // drown!
+ if (this.pain_finished < time)
+ {
+ Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
+ this.pain_finished = time + 0.5;
+ }
+ }
+ }
+
+ .bool move_qcphysics;
+
+ void Player_Physics(entity this)
+ {
+ set_movetype(this, ((this.move_qcphysics) ? MOVETYPE_NONE : this.move_movetype));
+
+ if(!this.move_qcphysics)
+ return;
+
+ int mt = this.move_movetype;
+
+ if(mt == MOVETYPE_PUSH || mt == MOVETYPE_FAKEPUSH || mt == MOVETYPE_PHYSICS)
+ {
+ this.move_qcphysics = false;
+ set_movetype(this, mt);
+ return;
+ }
+
+ if(!frametime && !this.pm_frametime)
+ return;
+
+ Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
+
+ this.pm_frametime = 0;
+ }
+
+ /*
+ =============
+ PlayerPostThink
+
+ Called every frame for each client after the physics are run
+ =============
+ */
+ .float idlekick_lasttimeleft;
+ void PlayerPostThink (entity this)
+ {
+ Player_Physics(this);
+
+ if (sv_maxidle > 0)
+ if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
+ if (IS_REAL_CLIENT(this))
+ if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
+ {
+ int totalClients = 0;
+ if(sv_maxidle_slots > 0)
+ {
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
+ {
+ ++totalClients;
+ });
+ }
+
+ if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
+ { /* do nothing */ }
+ else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
+ {
+ if (this.idlekick_lasttimeleft)
+ {
+ this.idlekick_lasttimeleft = 0;
+ Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
+ }
+ }
+ else
+ {
+ float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
+ if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
+ if (!this.idlekick_lasttimeleft)
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
+ }
+ if (timeleft <= 0) {
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
+ dropclient(this);
+ return;
+ }
+ else if (timeleft <= 10) {
+ if (timeleft != this.idlekick_lasttimeleft) {
+ Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
+ }
+ this.idlekick_lasttimeleft = timeleft;
+ }
+ }
+ }
+
+ CheatFrame(this);
+
+ //CheckPlayerJump();
+
+ if (IS_PLAYER(this)) {
+ DrownPlayer(this);
+ CheckRules_Player(this);
+ UpdateChatBubble(this);
+ if (this.impulse) ImpulseCommands(this);
+ if (intermission_running) return; // intermission or finale
+ GetPressedKeys(this);
+ }
+
+ if (this.waypointsprite_attachedforcarrier) {
+ vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
+ WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
+ }
+
+ playerdemo_write(this);
+
+ CSQCMODEL_AUTOUPDATE(this);
+ }