1 void send_CSQC_teamnagger() {
2 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
3 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
6 float ClientData_Send(entity to, float sf)
23 sf |= 1; // forced scoreboard
24 if(to.spectatee_status)
25 sf |= 2; // spectator ent number follows
28 if(e.porto_v_angle_held)
29 sf |= 8; // angles held
31 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
32 WriteByte(MSG_ENTITY, sf);
35 WriteByte(MSG_ENTITY, to.spectatee_status);
39 WriteAngle(MSG_ENTITY, e.v_angle_x);
40 WriteAngle(MSG_ENTITY, e.v_angle_y);
46 void ClientData_Attach()
48 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
49 self.clientdata.drawonlytoclient = self;
50 self.clientdata.owner = self;
53 void ClientData_Detach()
55 remove(self.clientdata);
56 self.clientdata = world;
59 void ClientData_Touch(entity e)
61 e.clientdata.SendFlags = 1;
63 // make it spectatable
65 FOR_EACH_REALCLIENT(e2)
70 e2.clientdata.SendFlags = 1;
74 .string netname_previous;
81 Checks if the argument string can be a valid playermodel.
82 Returns a valid one in doubt.
85 string FallbackPlayerModel;
86 string CheckPlayerModel(string plyermodel) {
87 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
89 // note: we cannot summon Don Strunzone here, some player may
90 // still have the model string set. In case anyone manages how
91 // to change a cvar default, we'll have a small leak here.
92 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
95 if( substring(plyermodel,0,14) != "models/player/")
96 return FallbackPlayerModel;
97 // only good file extensions
98 if(substring(plyermodel,-4,4) != ".zym")
99 if(substring(plyermodel,-4,4) != ".dpm")
100 if(substring(plyermodel,-4,4) != ".iqm")
101 if(substring(plyermodel,-4,4) != ".md3")
102 if(substring(plyermodel,-4,4) != ".psk")
103 return FallbackPlayerModel;
104 // forbid the LOD models
105 if(substring(plyermodel, -9,5) == "_lod1")
106 return FallbackPlayerModel;
107 if(substring(plyermodel, -9,5) == "_lod2")
108 return FallbackPlayerModel;
109 if(plyermodel != strtolower(plyermodel))
110 return FallbackPlayerModel;
111 // also, restrict to server models
112 if(autocvar_sv_servermodelsonly)
114 if(!fexists(plyermodel))
115 return FallbackPlayerModel;
120 void setplayermodel(entity e, string modelname)
122 precache_model(modelname);
123 setmodel(e, modelname);
124 player_setupanimsformodel();
125 UpdatePlayerSounds();
132 putting a client as observer in the server
135 void FixPlayermodel();
136 void PutObserverInServer (void)
139 self.hud = HUD_NORMAL;
141 spot = SelectSpawnPoint (TRUE);
143 error("No spawnpoints for observers?!?\n");
144 RemoveGrapplingHook(self); // Wazat's Grappling Hook
146 if(IS_REAL_CLIENT(self))
149 WriteByte(MSG_ONE, SVC_SETVIEW);
150 WriteEntity(MSG_ONE, self);
153 self.frags = FRAGS_SPECTATOR;
155 MUTATOR_CALLHOOK(MakePlayerObserver);
157 Portal_ClearAll(self);
164 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
169 vehicles_exit(VHEF_RELEASE);
171 WaypointSprite_PlayerDead();
173 if (!g_ca) // don't reset teams when moving a ca player to the spectators
174 self.team = -1; // move this as it is needed to log the player spectating in eventlog
176 if(self.killcount != -666)
178 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
179 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
180 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
182 if(self.just_joined == FALSE) {
183 LogTeamchange(self.playerid, -1, 4);
185 self.just_joined = FALSE;
188 PlayerScore_Clear(self); // clear scores when needed
190 accuracy_resend(self);
192 self.spectatortime = time;
194 self.classname = "observer";
195 self.iscreature = FALSE;
196 self.teleportable = TELEPORT_SIMPLE;
197 self.damagedbycontents = FALSE;
199 self.takedamage = DAMAGE_NO;
200 self.solid = SOLID_NOT;
201 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
202 self.flags = FL_CLIENT | FL_NOTARGET;
203 self.armorvalue = 666;
205 self.armorvalue = autocvar_g_balance_armor_start;
206 self.pauserotarmor_finished = 0;
207 self.pauserothealth_finished = 0;
208 self.pauseregen_finished = 0;
209 self.damageforcescale = 0;
211 self.respawn_flags = 0;
212 self.respawn_time = 0;
213 self.stat_respawn_time = 0;
218 self.pain_finished = 0;
219 self.strength_finished = 0;
220 self.invincible_finished = 0;
221 self.superweapons_finished = 0;
224 self.think = func_null;
227 self.deadflag = DEAD_NO;
228 self.angles = spot.angles;
230 self.fixangle = TRUE;
232 self.revival_time = 0;
234 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
235 self.prevorigin = self.origin;
237 self.weapons = '0 0 0';
240 setmodel(self, "null");
241 self.drawonlytoclient = self;
243 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
244 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
247 self.weaponname = "";
248 self.switchingweapon = 0;
249 self.weaponmodel = "";
250 self.weaponentity = world;
251 self.exteriorweaponentity = world;
252 self.killcount = -666;
253 self.velocity = '0 0 0';
254 self.avelocity = '0 0 0';
255 self.punchangle = '0 0 0';
256 self.punchvector = '0 0 0';
257 self.oldvelocity = self.velocity;
258 self.fire_endtime = -1;
261 .float model_randomizer;
262 void FixPlayermodel()
265 float defaultskin, chmdl, oldskin, n, i;
272 if(autocvar_sv_defaultcharacter == 1)
277 s = Static_Team_ColorName_Lower(self.team);
280 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
281 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
285 if(defaultmodel == "")
287 defaultmodel = autocvar_sv_defaultplayermodel;
288 defaultskin = autocvar_sv_defaultplayerskin;
291 n = tokenize_console(defaultmodel);
294 defaultmodel = argv(floor(n * self.model_randomizer));
295 // However, do NOT randomize if the player-selected model is in the list.
296 for (i = 0; i < n; ++i)
297 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
298 defaultmodel = argv(i);
301 i = strstrofs(defaultmodel, ":", 0);
304 defaultskin = stof(substring(defaultmodel, i+1, -1));
305 defaultmodel = substring(defaultmodel, 0, i);
309 if(defaultmodel != "")
311 if (defaultmodel != self.model)
315 setplayermodel (self, defaultmodel);
316 setsize (self, m1, m2);
321 self.skin = defaultskin;
323 if (self.playermodel != self.model || self.playermodel == "")
325 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
328 setplayermodel (self, self.playermodel);
329 setsize (self, m1, m2);
334 self.skin = stof(self.playerskin);
337 if(chmdl || oldskin != self.skin) // model or skin has changed
339 self.species = player_getspecies(); // update species
340 UpdatePlayerSounds(); // update skin sounds
344 if(strlen(autocvar_sv_defaultplayercolors))
345 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
346 setcolor(self, stof(autocvar_sv_defaultplayercolors));
353 Called when a client spawns in the server
356 void PutClientInServer (void)
358 if(IS_BOT_CLIENT(self))
359 self.classname = "player";
360 else if(IS_REAL_CLIENT(self))
363 WriteByte(MSG_ONE, SVC_SETVIEW);
364 WriteEntity(MSG_ONE, self);
370 MUTATOR_CALLHOOK(PutClientInServer);
373 self.classname = "observer";
377 entity spot, oldself;
380 accuracy_resend(self);
383 JoinBestTeam(self, FALSE, TRUE);
385 spot = SelectSpawnPoint (FALSE);
388 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
389 return; // spawn failed
392 RemoveGrapplingHook(self); // Wazat's Grappling Hook
394 self.classname = "player";
395 self.wasplayer = TRUE;
396 self.iscreature = TRUE;
397 self.teleportable = TELEPORT_NORMAL;
398 self.damagedbycontents = TRUE;
399 self.movetype = MOVETYPE_WALK;
400 self.solid = SOLID_SLIDEBOX;
401 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
402 if(autocvar_g_playerclip_collisions)
403 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
404 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
405 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
406 self.frags = FRAGS_PLAYER;
407 if(INDEPENDENT_PLAYERS)
408 MAKE_INDEPENDENT_PLAYER(self);
409 self.flags = FL_CLIENT;
410 if(autocvar__notarget)
411 self.flags |= FL_NOTARGET;
412 self.takedamage = DAMAGE_AIM;
414 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
415 self.air_finished = time + 12;
417 if(autocvar_g_balance_nex_charge)
419 if(autocvar_g_balance_nex_secondary_chargepool)
420 self.nex_chargepool_ammo = 1;
421 self.nex_charge = autocvar_g_balance_nex_charge_start;
426 self.ammo_shells = warmup_start_ammo_shells;
427 self.ammo_nails = warmup_start_ammo_nails;
428 self.ammo_rockets = warmup_start_ammo_rockets;
429 self.ammo_cells = warmup_start_ammo_cells;
430 self.ammo_fuel = warmup_start_ammo_fuel;
431 self.health = warmup_start_health;
432 self.armorvalue = warmup_start_armorvalue;
433 self.weapons = WARMUP_START_WEAPONS;
437 self.ammo_shells = start_ammo_shells;
438 self.ammo_nails = start_ammo_nails;
439 self.ammo_rockets = start_ammo_rockets;
440 self.ammo_cells = start_ammo_cells;
441 self.ammo_fuel = start_ammo_fuel;
442 self.health = start_health;
443 self.armorvalue = start_armorvalue;
444 self.weapons = start_weapons;
447 if(self.weapons & WEPSET_SUPERWEAPONS)
448 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
450 self.superweapons_finished = 0;
452 if(g_weaponarena_random)
454 if(g_weaponarena_random_with_laser)
455 self.weapons &= ~WEPSET_LASER;
456 W_RandomWeapons(self, g_weaponarena_random);
457 if(g_weaponarena_random_with_laser)
458 self.weapons |= WEPSET_LASER;
461 self.items = start_items;
463 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
464 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
465 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
466 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
467 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
468 //extend the pause of rotting if client was reset at the beginning of the countdown
469 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
470 self.spawnshieldtime += game_starttime - time;
471 self.pauserotarmor_finished += game_starttime - time;
472 self.pauserothealth_finished += game_starttime - time;
473 self.pauseregen_finished += game_starttime - time;
475 self.damageforcescale = 2;
477 self.respawn_flags = 0;
478 self.respawn_time = 0;
479 self.stat_respawn_time = 0;
483 self.pain_finished = 0;
484 self.strength_finished = 0;
485 self.invincible_finished = 0;
487 // players have no think function
488 self.think = func_null;
492 self.ballistics_density = autocvar_g_ballistics_density_player;
496 self.deadflag = DEAD_NO;
498 self.angles = spot.angles;
500 self.angles_z = 0; // never spawn tilted even if the spot says to
501 self.fixangle = TRUE; // turn this way immediately
502 self.velocity = '0 0 0';
503 self.avelocity = '0 0 0';
504 self.punchangle = '0 0 0';
505 self.punchvector = '0 0 0';
506 self.oldvelocity = self.velocity;
507 self.fire_endtime = -1;
508 self.revival_time = 0;
510 entity spawnevent = spawn();
511 spawnevent.owner = self;
512 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
514 // Cut off any still running player sounds.
515 stopsound(self, CH_PLAYER_SINGLE);
519 self.drawonlytoclient = world;
522 self.view_ofs = PL_VIEW_OFS;
523 setsize (self, PL_MIN, PL_MAX);
524 self.spawnorigin = spot.origin;
525 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
526 // don't reset back to last position, even if new position is stuck in solid
527 self.oldorigin = self.origin;
528 self.prevorigin = self.origin;
529 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
530 self.lastteleporttime = time; // prevent insane speeds due to changing origin
531 self.hud = HUD_NORMAL;
533 self.event_damage = PlayerDamage;
535 self.bot_attack = TRUE;
536 self.monster_attack = TRUE;
538 self.spider_slowness = 0;
540 self.statdraintime = time + 5;
541 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
543 if(self.killcount == -666) {
544 PlayerScore_Clear(self);
548 CL_SpawnWeaponentity();
549 self.alpha = default_player_alpha;
550 self.colormod = '1 1 1' * autocvar_g_player_brightness;
551 self.exteriorweaponentity.alpha = default_weapon_alpha;
553 self.speedrunning = FALSE;
555 //stuffcmd(self, "chase_active 0");
556 //stuffcmd(self, "set viewsize $tmpviewsize \n");
558 target_voicescript_clear(self);
560 // reset fields the weapons may use
561 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
563 weapon_action(j, WR_RESETPLAYER);
565 // all weapons must be fully loaded when we spawn
567 e = get_weaponinfo(j);
568 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
569 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
577 self.target = string_null;
586 MUTATOR_CALLHOOK(PlayerSpawn);
588 if(autocvar_spawn_debug)
590 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
591 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
594 self.switchweapon = w_getbestweapon(self);
595 self.cnt = -1; // W_LastWeapon will not complain
597 self.weaponname = "";
598 self.switchingweapon = 0;
602 self.alivetime = time;
606 else if(IS_OBSERVER(self))
608 PutObserverInServer ();
612 .float ebouncefactor, ebouncestop; // electro's values
613 // TODO do we need all these fields, or should we stop autodetecting runtime
614 // changes and just have a console command to update this?
615 float ClientInit_SendEntity(entity to, float sf)
617 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
618 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
619 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
620 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
621 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
622 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
623 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
624 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
625 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
626 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
627 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
628 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
629 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
630 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
631 if(sv_foginterval && world.fog != "")
632 WriteString(MSG_ENTITY, world.fog);
634 WriteString(MSG_ENTITY, "");
635 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
636 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
637 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
638 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
639 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
640 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
641 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
642 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
643 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
644 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
645 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
646 WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
650 void ClientInit_CheckUpdate()
652 self.nextthink = time;
653 if(self.count != autocvar_g_balance_armor_blockpercent)
655 self.count = autocvar_g_balance_armor_blockpercent;
658 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
660 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
663 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
665 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
668 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
670 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
673 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
675 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
680 void ClientInit_Spawn()
685 e.classname = "clientinit";
686 e.think = ClientInit_CheckUpdate;
687 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
691 ClientInit_CheckUpdate();
700 void SetNewParms (void)
702 // initialize parms for a new player
703 parm1 = -(86400 * 366);
711 void SetChangeParms (void)
713 // save parms for level change
714 parm1 = self.parm_idlesince - time;
722 void DecodeLevelParms (void)
725 self.parm_idlesince = parm1;
726 if(self.parm_idlesince == -(86400 * 366))
727 self.parm_idlesince = time;
729 // whatever happens, allow 60 seconds of idling directly after connect for map loading
730 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
737 Called when a client types 'kill' in the console
741 .float clientkill_nexttime;
742 void ClientKill_Now_TeamChange()
744 if(self.killindicator_teamchange == -1)
746 JoinBestTeam( self, FALSE, TRUE );
748 else if(self.killindicator_teamchange == -2)
751 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
752 PutObserverInServer();
755 SV_ChangeTeam(self.killindicator_teamchange - 1);
756 self.killindicator_teamchange = 0;
759 void ClientKill_Now()
763 vehicles_exit(VHEF_RELEASE);
764 if(!self.killindicator_teamchange)
766 self.vehicle_health = -1;
767 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
771 if(self.killindicator && !wasfreed(self.killindicator))
772 remove(self.killindicator);
774 self.killindicator = world;
776 if(self.killindicator_teamchange)
777 ClientKill_Now_TeamChange();
780 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
782 // now I am sure the player IS dead
784 void KillIndicator_Think()
788 self.owner.killindicator = world;
793 if (self.owner.alpha < 0 && !self.owner.vehicle)
795 self.owner.killindicator = world;
803 ClientKill_Now(); // no oldself needed
806 else if(g_cts && self.health == 1) // health == 1 means that it's silent
808 self.nextthink = time + 1;
814 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
815 if(IS_REAL_CLIENT(self.owner))
818 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
820 self.nextthink = time + 1;
825 float clientkilltime;
826 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
835 killtime = autocvar_g_balance_kill_delay;
837 if(g_race_qualifying || g_cts)
840 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
842 remove(self.killindicator);
843 self.killindicator = world;
845 ClientKill_Now(); // allow instant kill in this case
849 self.killindicator_teamchange = targetteam;
851 if(!self.killindicator)
853 if(self.deadflag == DEAD_NO)
855 killtime = max(killtime, self.clientkill_nexttime - time);
856 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
859 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
865 starttime = max(time, clientkilltime);
867 self.killindicator = spawn();
868 self.killindicator.owner = self;
869 self.killindicator.scale = 0.5;
870 setattachment(self.killindicator, self, "");
871 setorigin(self.killindicator, '0 0 52');
872 self.killindicator.think = KillIndicator_Think;
873 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
874 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
875 self.killindicator.cnt = ceil(killtime);
876 self.killindicator.count = bound(0, ceil(killtime), 10);
877 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
879 for(e = world; (e = find(e, classname, "body")) != world; )
883 e.killindicator = spawn();
884 e.killindicator.owner = e;
885 e.killindicator.scale = 0.5;
886 setattachment(e.killindicator, e, "");
887 setorigin(e.killindicator, '0 0 52');
888 e.killindicator.think = KillIndicator_Think;
889 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
890 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
891 e.killindicator.cnt = ceil(killtime);
896 if(self.killindicator)
898 if(targetteam == 0) // just die
900 self.killindicator.colormod = '0 0 0';
901 if(IS_REAL_CLIENT(self))
902 if(self.killindicator.cnt > 0)
903 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
905 else if(targetteam == -1) // auto
907 self.killindicator.colormod = '0 1 0';
908 if(IS_REAL_CLIENT(self))
909 if(self.killindicator.cnt > 0)
910 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
912 else if(targetteam == -2) // spectate
914 self.killindicator.colormod = '0.5 0.5 0.5';
915 if(IS_REAL_CLIENT(self))
916 if(self.killindicator.cnt > 0)
917 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
921 self.killindicator.colormod = Team_ColorRGB(targetteam);
922 if(IS_REAL_CLIENT(self))
923 if(self.killindicator.cnt > 0)
924 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
930 void ClientKill (void)
933 if(self.player_blocked) return;
934 if(self.frozen) return;
936 ClientKill_TeamChange(0);
939 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
941 e.killindicator = spawn();
942 e.killindicator.owner = e;
943 e.killindicator.think = KillIndicator_Think;
944 e.killindicator.nextthink = time + (e.lip) * 0.05;
945 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
946 e.killindicator.health = 1; // this is used to indicate that it should be silent
950 void FixClientCvars(entity e)
952 // send prediction settings to the client
953 stuffcmd(e, "\nin_bindmap 0 0\n");
955 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
956 if(autocvar_g_antilag == 3) // client side hitscan
957 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
958 if(autocvar_sv_gentle)
959 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
961 * we no longer need to stuff this. Remove this comment block if you feel
962 * 2.3 and higher (or was it 2.2.3?) don't need these any more
963 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
964 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
965 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
966 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
967 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
968 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
969 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
970 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
971 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
972 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
973 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
974 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
975 stuffcmd(e, "cl_movement_edgefriction 1\n");
979 float PlayerInIDList(entity p, string idlist)
984 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
988 // this function allows abbreviated player IDs too!
989 n = tokenize_console(idlist);
990 for(i = 0; i < n; ++i)
993 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1004 Called when a client connects to the server
1007 void DecodeLevelParms (void);
1008 //void dom_player_join_team(entity pl);
1009 void set_dom_state(entity e);
1010 void ClientConnect (void)
1016 print("Warning: ClientConnect, but already connected!\n");
1020 if(Ban_MaybeEnforceBanOnce(self))
1026 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1029 self.classname = "player_joining";
1031 self.flags = FL_CLIENT;
1032 self.version_nagtime = time + 10 + random() * 10;
1036 dprint("BUG player count is lower than zero, this cannot happen!\n");
1040 PlayerScore_Attach(self);
1041 ClientData_Attach();
1042 accuracy_init(self);
1044 bot_clientconnect();
1050 // identify the right forced team
1051 if(autocvar_g_campaign)
1053 if(IS_REAL_CLIENT(self)) // only players, not bots
1055 switch(autocvar_g_campaign_forceteam)
1057 case 1: self.team_forced = NUM_TEAM_1; break;
1058 case 2: self.team_forced = NUM_TEAM_2; break;
1059 case 3: self.team_forced = NUM_TEAM_3; break;
1060 case 4: self.team_forced = NUM_TEAM_4; break;
1061 default: self.team_forced = 0;
1065 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1066 self.team_forced = NUM_TEAM_1;
1067 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1068 self.team_forced = NUM_TEAM_2;
1069 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1070 self.team_forced = NUM_TEAM_3;
1071 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1072 self.team_forced = NUM_TEAM_4;
1073 else if(autocvar_g_forced_team_otherwise == "red")
1074 self.team_forced = NUM_TEAM_1;
1075 else if(autocvar_g_forced_team_otherwise == "blue")
1076 self.team_forced = NUM_TEAM_2;
1077 else if(autocvar_g_forced_team_otherwise == "yellow")
1078 self.team_forced = NUM_TEAM_3;
1079 else if(autocvar_g_forced_team_otherwise == "pink")
1080 self.team_forced = NUM_TEAM_4;
1081 else if(autocvar_g_forced_team_otherwise == "spectate")
1082 self.team_forced = -1;
1083 else if(autocvar_g_forced_team_otherwise == "spectator")
1084 self.team_forced = -1;
1086 self.team_forced = 0;
1089 if(self.team_forced > 0)
1090 self.team_forced = 0;
1092 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1094 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1095 self.classname = "observer";
1099 if(autocvar_g_balance_teams)
1101 self.classname = "player";
1102 campaign_bots_may_start = 1;
1106 self.classname = "observer"; // do it anyway
1111 self.classname = "player";
1112 campaign_bots_may_start = 1;
1116 self.playerid = (playerid_last = playerid_last + 1);
1118 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1120 if(IS_BOT_CLIENT(self))
1121 PlayerStats_AddPlayer(self);
1123 if(autocvar_sv_eventlog)
1124 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1126 LogTeamchange(self.playerid, self.team, 1);
1128 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1130 self.netname_previous = strzone(self.netname);
1132 if(IS_PLAYER(self) && teamplay)
1133 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1135 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1137 stuffcmd(self, strcat(clientstuff, "\n"));
1138 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1140 FixClientCvars(self);
1142 // spawnfunc_waypoint sprites
1143 WaypointSprite_InitClient(self);
1145 // Wazat's grappling hook
1146 SetGrappleHookBindings();
1148 // get version info from player
1149 stuffcmd(self, "cmd clientversion $gameversion\n");
1151 // get other cvars from player
1154 // notify about available teams
1157 CheckAllowedTeams(self);
1158 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1159 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1162 stuffcmd(self, "set _teams_available 0\n");
1166 bot_relinkplayerlist();
1168 self.spectatortime = time;
1171 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1174 self.jointime = time;
1175 self.allowed_timeouts = autocvar_sv_timeout_number;
1177 if(IS_REAL_CLIENT(self))
1179 if(!autocvar_g_campaign)
1181 self.motd_actived_time = -1;
1182 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1185 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1186 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1189 if(!sv_foginterval && world.fog != "")
1190 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1192 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1194 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1195 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1198 self.hitplotfh = -1;
1200 if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1201 send_CSQC_teamnagger();
1205 CSQCMODEL_AUTOINIT();
1207 self.model_randomizer = random();
1209 if(IS_REAL_CLIENT(self))
1212 MUTATOR_CALLHOOK(ClientConnect);
1218 Called when a client disconnects from the server
1221 .entity chatbubbleentity;
1223 void ClientDisconnect (void)
1226 vehicles_exit(VHEF_RELEASE);
1228 if (!IS_CLIENT(self))
1230 print("Warning: ClientDisconnect without ClientConnect\n");
1234 PlayerStats_AddGlobalInfo(self);
1236 CheatShutdownClient();
1238 if(self.hitplotfh >= 0)
1240 fclose(self.hitplotfh);
1241 self.hitplotfh = -1;
1245 anticheat_shutdown();
1247 playerdemo_shutdown();
1249 bot_clientdisconnect();
1254 if(autocvar_sv_eventlog)
1255 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1257 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1259 MUTATOR_CALLHOOK(ClientDisconnect);
1261 Portal_ClearAll(self);
1265 RemoveGrapplingHook(self);
1267 // Here, everything has been done that requires this player to be a client.
1269 self.flags &= ~FL_CLIENT;
1271 if (self.chatbubbleentity)
1272 remove (self.chatbubbleentity);
1274 if (self.killindicator)
1275 remove (self.killindicator);
1277 WaypointSprite_PlayerGone();
1279 bot_relinkplayerlist();
1281 accuracy_free(self);
1282 ClientData_Detach();
1283 PlayerScore_Detach(self);
1285 if(self.netname_previous)
1286 strunzone(self.netname_previous);
1287 if(self.clientstatus)
1288 strunzone(self.clientstatus);
1289 if(self.weaponorder_byimpulse)
1290 strunzone(self.weaponorder_byimpulse);
1292 ClearPlayerSounds();
1295 remove(self.personal);
1305 void ChatBubbleThink()
1307 self.nextthink = time;
1308 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1310 if(self.owner) // but why can that ever be world?
1311 self.owner.chatbubbleentity = world;
1315 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1317 || self.owner.tetris_on
1320 self.model = self.mdl;
1325 void UpdateChatBubble()
1329 // spawn a chatbubble entity if needed
1330 if (!self.chatbubbleentity)
1332 self.chatbubbleentity = spawn();
1333 self.chatbubbleentity.owner = self;
1334 self.chatbubbleentity.exteriormodeltoclient = self;
1335 self.chatbubbleentity.think = ChatBubbleThink;
1336 self.chatbubbleentity.nextthink = time;
1337 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1338 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1339 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1340 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1341 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1342 self.chatbubbleentity.model = "";
1343 self.chatbubbleentity.effects = EF_LOWPRECISION;
1348 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1349 // added to the model skins
1350 /*void UpdateColorModHack()
1353 c = self.clientcolors & 15;
1354 // LordHavoc: only bothering to support white, green, red, yellow, blue
1355 if (!teamplay) self.colormod = '0 0 0';
1356 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1357 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1358 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1359 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1360 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1361 else self.colormod = '1 1 1';
1366 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1368 self.solid = SOLID_NOT;
1369 self.takedamage = DAMAGE_NO;
1370 self.movetype = MOVETYPE_FLY;
1371 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1372 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1373 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1374 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1375 if(autocvar_g_respawn_ghosts_maxtime)
1376 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1381 self.effects |= EF_NODRAW; // prevent another CopyBody
1382 PutClientInServer();
1385 void play_countdown(float finished, string samp)
1387 if(IS_REAL_CLIENT(self))
1388 if(floor(finished - time - frametime) != floor(finished - time))
1389 if(finished - time < 6)
1390 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1393 void player_powerups (void)
1395 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1396 olditems = self.items;
1398 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1399 self.modelflags |= MF_ROCKET;
1401 self.modelflags &= ~MF_ROCKET;
1403 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1405 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1408 Fire_ApplyDamage(self);
1409 Fire_ApplyEffect(self);
1413 if (self.items & IT_STRENGTH)
1415 play_countdown(self.strength_finished, "misc/poweroff.wav");
1416 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1417 if (time > self.strength_finished)
1419 self.items = self.items - (self.items & IT_STRENGTH);
1420 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1421 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1426 if (time < self.strength_finished)
1428 self.items = self.items | IT_STRENGTH;
1429 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1430 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1433 if (self.items & IT_INVINCIBLE)
1435 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1436 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1437 if (time > self.invincible_finished)
1439 self.items = self.items - (self.items & IT_INVINCIBLE);
1440 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1441 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1446 if (time < self.invincible_finished)
1448 self.items = self.items | IT_INVINCIBLE;
1449 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1450 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1453 if (self.items & IT_SUPERWEAPON)
1455 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1457 self.superweapons_finished = 0;
1458 self.items = self.items - (self.items & IT_SUPERWEAPON);
1459 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1460 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1462 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1464 // don't let them run out
1468 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1469 if (time > self.superweapons_finished)
1471 self.items = self.items - (self.items & IT_SUPERWEAPON);
1472 self.weapons &= ~WEPSET_SUPERWEAPONS;
1473 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1474 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1478 else if(self.weapons & WEPSET_SUPERWEAPONS)
1480 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1482 self.items = self.items | IT_SUPERWEAPON;
1483 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1484 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1488 self.superweapons_finished = 0;
1489 self.weapons &= ~WEPSET_SUPERWEAPONS;
1494 self.superweapons_finished = 0;
1498 if(autocvar_g_nodepthtestplayers)
1499 self.effects = self.effects | EF_NODEPTHTEST;
1501 if(autocvar_g_fullbrightplayers)
1502 self.effects = self.effects | EF_FULLBRIGHT;
1504 if (time >= game_starttime)
1505 if (time < self.spawnshieldtime)
1506 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1508 MUTATOR_CALLHOOK(PlayerPowerups);
1511 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1513 if(current > stable)
1515 else if(current > stable - 0.25) // when close enough, "snap"
1518 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1521 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1523 if(current < stable)
1525 else if(current < stable + 0.25) // when close enough, "snap"
1528 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1531 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1533 if(current > rotstable)
1535 if(rotframetime > 0)
1537 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1538 current = max(rotstable, current - rotlinear * rotframetime);
1541 else if(current < regenstable)
1543 if(regenframetime > 0)
1545 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1546 current = min(regenstable, current + regenlinear * regenframetime);
1556 void player_regen (void)
1558 float max_mod, regen_mod, rot_mod, limit_mod;
1559 max_mod = regen_mod = rot_mod = limit_mod = 1;
1560 regen_mod_max = max_mod;
1561 regen_mod_regen = regen_mod;
1562 regen_mod_rot = rot_mod;
1563 regen_mod_limit = limit_mod;
1564 if(!MUTATOR_CALLHOOK(PlayerRegen))
1567 float minh, mina, maxh, maxa, limith, limita;
1568 maxh = autocvar_g_balance_health_rotstable;
1569 maxa = autocvar_g_balance_armor_rotstable;
1570 minh = autocvar_g_balance_health_regenstable;
1571 mina = autocvar_g_balance_armor_regenstable;
1572 limith = autocvar_g_balance_health_limit;
1573 limita = autocvar_g_balance_armor_limit;
1575 max_mod = regen_mod_max;
1576 regen_mod = regen_mod_regen;
1577 rot_mod = regen_mod_rot;
1578 limit_mod = regen_mod_limit;
1580 maxh = maxh * max_mod;
1581 minh = minh * max_mod;
1582 limith = limith * limit_mod;
1583 limita = limita * limit_mod;
1585 self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
1586 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1589 // if player rotted to death... die!
1590 // check this outside above checks, as player may still be able to rot to death
1594 vehicles_exit(VHEF_RELEASE);
1595 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1598 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1600 float minf, maxf, limitf;
1602 maxf = autocvar_g_balance_fuel_rotstable;
1603 minf = autocvar_g_balance_fuel_regenstable;
1604 limitf = autocvar_g_balance_fuel_limit;
1606 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1610 float zoomstate_set;
1611 void SetZoomState(float z)
1613 if(z != self.zoomstate)
1616 ClientData_Touch(self);
1621 void GetPressedKeys(void) {
1622 MUTATOR_CALLHOOK(GetPressedKeys);
1623 if (self.movement_x > 0) // get if movement keys are pressed
1624 { // forward key pressed
1625 self.pressedkeys |= KEY_FORWARD;
1626 self.pressedkeys &= ~KEY_BACKWARD;
1628 else if (self.movement_x < 0)
1629 { // backward key pressed
1630 self.pressedkeys |= KEY_BACKWARD;
1631 self.pressedkeys &= ~KEY_FORWARD;
1635 self.pressedkeys &= ~KEY_FORWARD;
1636 self.pressedkeys &= ~KEY_BACKWARD;
1639 if (self.movement_y > 0)
1640 { // right key pressed
1641 self.pressedkeys |= KEY_RIGHT;
1642 self.pressedkeys &= ~KEY_LEFT;
1644 else if (self.movement_y < 0)
1645 { // left key pressed
1646 self.pressedkeys |= KEY_LEFT;
1647 self.pressedkeys &= ~KEY_RIGHT;
1651 self.pressedkeys &= ~KEY_RIGHT;
1652 self.pressedkeys &= ~KEY_LEFT;
1655 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1656 self.pressedkeys |= KEY_JUMP;
1658 self.pressedkeys &= ~KEY_JUMP;
1659 if (self.BUTTON_CROUCH)
1660 self.pressedkeys |= KEY_CROUCH;
1662 self.pressedkeys &= ~KEY_CROUCH;
1664 if (self.BUTTON_ATCK)
1665 self.pressedkeys |= KEY_ATCK;
1667 self.pressedkeys &= ~KEY_ATCK;
1668 if (self.BUTTON_ATCK2)
1669 self.pressedkeys |= KEY_ATCK2;
1671 self.pressedkeys &= ~KEY_ATCK2;
1675 ======================
1676 spectate mode routines
1677 ======================
1680 void SpectateCopy(entity spectatee) {
1682 MUTATOR_CALLHOOK(SpectateCopy);
1683 self.armortype = spectatee.armortype;
1684 self.armorvalue = spectatee.armorvalue;
1685 self.ammo_cells = spectatee.ammo_cells;
1686 self.ammo_shells = spectatee.ammo_shells;
1687 self.ammo_nails = spectatee.ammo_nails;
1688 self.ammo_rockets = spectatee.ammo_rockets;
1689 self.ammo_fuel = spectatee.ammo_fuel;
1690 self.clip_load = spectatee.clip_load;
1691 self.clip_size = spectatee.clip_size;
1692 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1693 self.health = spectatee.health;
1695 self.items = spectatee.items;
1696 self.last_pickup = spectatee.last_pickup;
1697 self.hit_time = spectatee.hit_time;
1698 self.metertime = spectatee.metertime;
1699 self.strength_finished = spectatee.strength_finished;
1700 self.invincible_finished = spectatee.invincible_finished;
1701 self.pressedkeys = spectatee.pressedkeys;
1702 self.weapons = spectatee.weapons;
1703 self.switchweapon = spectatee.switchweapon;
1704 self.switchingweapon = spectatee.switchingweapon;
1705 self.weapon = spectatee.weapon;
1706 self.nex_charge = spectatee.nex_charge;
1707 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
1708 self.hagar_load = spectatee.hagar_load;
1709 self.minelayer_mines = spectatee.minelayer_mines;
1710 self.punchangle = spectatee.punchangle;
1711 self.view_ofs = spectatee.view_ofs;
1712 self.velocity = spectatee.velocity;
1713 self.dmg_take = spectatee.dmg_take;
1714 self.dmg_save = spectatee.dmg_save;
1715 self.dmg_inflictor = spectatee.dmg_inflictor;
1716 self.v_angle = spectatee.v_angle;
1717 self.angles = spectatee.v_angle;
1718 self.frozen = spectatee.frozen;
1719 self.revive_progress = spectatee.revive_progress;
1720 if(!self.BUTTON_USE)
1721 self.fixangle = TRUE;
1722 setorigin(self, spectatee.origin);
1723 setsize(self, spectatee.mins, spectatee.maxs);
1724 SetZoomState(spectatee.zoomstate);
1726 anticheat_spectatecopy(spectatee);
1727 self.hud = spectatee.hud;
1728 if(spectatee.vehicle)
1730 self.fixangle = FALSE;
1731 //self.velocity = spectatee.vehicle.velocity;
1732 self.vehicle_health = spectatee.vehicle_health;
1733 self.vehicle_shield = spectatee.vehicle_shield;
1734 self.vehicle_energy = spectatee.vehicle_energy;
1735 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1736 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1737 self.vehicle_reload1 = spectatee.vehicle_reload1;
1738 self.vehicle_reload2 = spectatee.vehicle_reload2;
1742 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1743 WriteAngle(MSG_ONE, spectatee.v_angle_x);
1744 WriteAngle(MSG_ONE, spectatee.v_angle_y);
1745 WriteAngle(MSG_ONE, spectatee.v_angle_z);
1747 //WriteByte (MSG_ONE, SVC_SETVIEW);
1748 // WriteEntity(MSG_ONE, self);
1749 //makevectors(spectatee.v_angle);
1750 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1754 float SpectateUpdate() {
1758 if (self == self.enemy)
1761 if (!IS_PLAYER(self.enemy))
1764 SpectateCopy(self.enemy);
1772 if(self.enemy.classname != "player")
1774 /*if(self.enemy.vehicle)
1778 WriteByte(MSG_ONE, SVC_SETVIEW);
1779 WriteEntity(MSG_ONE, self.enemy);
1780 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1782 self.movetype = MOVETYPE_NONE;
1783 accuracy_resend(self);
1788 WriteByte(MSG_ONE, SVC_SETVIEW);
1789 WriteEntity(MSG_ONE, self.enemy);
1790 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1791 self.movetype = MOVETYPE_NONE;
1792 accuracy_resend(self);
1794 if(!SpectateUpdate())
1795 PutObserverInServer();
1800 float Spectate(entity pl)
1802 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1803 if(pl.team != self.team)
1807 return SpectateSet();
1810 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1811 entity CA_SpectateNext(entity start) {
1812 if (start.team == self.team) {
1817 // continue from current player
1818 while(other && other.team != self.team) {
1819 other = find(other, classname, "player");
1823 // restart from begining
1824 other = find(other, classname, "player");
1825 while(other && other.team != self.team) {
1826 other = find(other, classname, "player");
1833 float SpectateNext()
1835 other = find(self.enemy, classname, "player");
1837 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1838 // CA and ca players when spectating enemies is forbidden
1839 other = CA_SpectateNext(other);
1841 // other modes and ca spectators or spectating enemies is allowed
1843 other = find(other, classname, "player");
1849 return SpectateSet();
1852 float SpectatePrev()
1854 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1855 other = findchain(classname, "player");
1856 if (!other) // no player
1859 entity first = other;
1860 // skip players until current spectated player
1862 while(other && other != self.enemy)
1863 other = other.chain;
1865 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1867 do { other = other.chain; }
1868 while(other && other.team != self.team);
1873 while(other.team != self.team)
1874 other = other.chain;
1875 if(other == self.enemy)
1882 other = other.chain;
1887 return SpectateSet();
1892 ShowRespawnCountdown()
1894 Update a respawn countdown display.
1897 void ShowRespawnCountdown()
1900 if(self.deadflag == DEAD_NO) // just respawned?
1904 number = ceil(self.respawn_time - time);
1907 if(number <= self.respawn_countdown)
1909 self.respawn_countdown = number - 1;
1910 if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
1911 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1916 void LeaveSpectatorMode()
1920 if(nJoinAllowed(self))
1922 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1924 self.classname = "player";
1925 nades_RemoveBonus(self);
1927 if(autocvar_g_campaign || autocvar_g_balance_teams)
1928 { JoinBestTeam(self, FALSE, TRUE); }
1930 if(autocvar_g_campaign)
1931 { campaign_bots_may_start = 1; }
1933 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1935 PutClientInServer();
1937 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1940 stuffcmd(self, "menu_showteamselect\n");
1944 // Player may not join because g_maxplayers is set
1945 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1950 * Determines whether the player is allowed to join. This depends on cvar
1951 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1952 * it checks whether the number of currently playing players exceeds g_maxplayers.
1953 * @return int number of free slots for players, 0 if none
1955 float nJoinAllowed(entity ignore) {
1957 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1958 // so report 0 free slots if restricted
1960 if(autocvar_g_forced_team_otherwise == "spectate")
1962 if(autocvar_g_forced_team_otherwise == "spectator")
1966 if(self.team_forced < 0)
1967 return 0; // forced spectators can never join
1969 // TODO simplify this
1971 float totalClients = 0;
1976 if (!autocvar_g_maxplayers)
1977 return maxclients - totalClients;
1979 float currentlyPlaying = 0;
1980 FOR_EACH_REALCLIENT(e)
1981 if(IS_PLAYER(e) || e.caplayer == 1)
1982 currentlyPlaying += 1;
1984 if(currentlyPlaying < autocvar_g_maxplayers)
1985 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1991 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1992 * g_maxplayers_spectator_blocktime seconds
1994 void checkSpectatorBlock() {
1995 if(IS_SPEC(self) || IS_OBSERVER(self)) {
1996 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1997 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2003 void PrintWelcomeMessage()
2005 if(self.motd_actived_time == 0)
2007 if (autocvar_g_campaign) {
2008 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2009 self.motd_actived_time = time;
2010 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2013 if (self.BUTTON_INFO) {
2014 self.motd_actived_time = time;
2015 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2019 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2021 if (autocvar_g_campaign) {
2022 if (self.BUTTON_INFO)
2023 self.motd_actived_time = time;
2024 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2025 self.motd_actived_time = 0;
2026 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2029 if (self.BUTTON_INFO)
2030 self.motd_actived_time = time;
2031 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2032 self.motd_actived_time = 0;
2033 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2037 else //if(self.motd_actived_time < 0) // just connected, motd is active
2039 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2040 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2041 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2043 // instanctly hide MOTD
2044 self.motd_actived_time = 0;
2045 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2050 void ObserverThink()
2052 float prefered_movetype;
2053 if (self.flags & FL_JUMPRELEASED) {
2054 if (self.BUTTON_JUMP && !self.version_mismatch) {
2055 self.flags &= ~FL_JUMPRELEASED;
2056 self.flags |= FL_SPAWNING;
2057 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2058 self.flags &= ~FL_JUMPRELEASED;
2059 if(SpectateNext()) {
2060 self.classname = "spectator";
2063 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2064 if (self.movetype != prefered_movetype)
2065 self.movetype = prefered_movetype;
2068 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2069 self.flags |= FL_JUMPRELEASED;
2070 if(self.flags & FL_SPAWNING)
2072 self.flags &= ~FL_SPAWNING;
2073 LeaveSpectatorMode();
2080 void SpectatorThink()
2082 if (self.flags & FL_JUMPRELEASED) {
2083 if (self.BUTTON_JUMP && !self.version_mismatch) {
2084 self.flags &= ~FL_JUMPRELEASED;
2085 self.flags |= FL_SPAWNING;
2086 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2087 self.flags &= ~FL_JUMPRELEASED;
2088 if(SpectateNext()) {
2089 self.classname = "spectator";
2091 self.classname = "observer";
2092 PutClientInServer();
2095 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2096 self.flags &= ~FL_JUMPRELEASED;
2097 if(SpectatePrev()) {
2098 self.classname = "spectator";
2100 self.classname = "observer";
2101 PutClientInServer();
2104 } else if (self.BUTTON_ATCK2) {
2105 self.flags &= ~FL_JUMPRELEASED;
2106 self.classname = "observer";
2107 PutClientInServer();
2109 if(!SpectateUpdate())
2110 PutObserverInServer();
2113 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2114 self.flags |= FL_JUMPRELEASED;
2115 if(self.flags & FL_SPAWNING)
2117 self.flags &= ~FL_SPAWNING;
2118 LeaveSpectatorMode();
2122 if(!SpectateUpdate())
2123 PutObserverInServer();
2126 self.flags |= FL_CLIENT | FL_NOTARGET;
2129 void vehicles_enter (entity pl, entity veh);
2132 if (!IS_PLAYER(self))
2139 vehicles_exit(VHEF_NORMAL);
2143 else if(autocvar_g_vehicles_enter)
2146 if(self.deadflag == DEAD_NO)
2149 entity head, closest_target = world;
2150 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2152 while(head) // find the closest acceptable target to enter
2154 if(head.vehicle_flags & VHF_ISVEHICLE)
2155 if(head.deadflag == DEAD_NO)
2156 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2157 if(head.takedamage != DAMAGE_NO)
2161 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2162 { closest_target = head; }
2164 else { closest_target = head; }
2170 if(closest_target) { vehicles_enter(self, closest_target); return; }
2174 // a use key was pressed; call handlers
2175 MUTATOR_CALLHOOK(PlayerUseKey);
2182 Called every frame for each client before the physics are run
2185 .float usekeypressed;
2186 void() nexball_setstatus;
2188 .float last_vehiclecheck;
2189 void PlayerPreThink (void)
2191 WarpZone_PlayerPhysics_FixVAngle();
2193 self.stat_game_starttime = game_starttime;
2194 self.stat_round_starttime = round_starttime;
2195 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2196 self.stat_leadlimit = autocvar_leadlimit;
2200 // physics frames: update anticheat stuff
2201 anticheat_prethink();
2204 if(blockSpectators && frametime)
2205 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2206 checkSpectatorBlock();
2210 if(self.netname_previous != self.netname)
2212 if(autocvar_sv_eventlog)
2213 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2214 if(self.netname_previous)
2215 strunzone(self.netname_previous);
2216 self.netname_previous = strzone(self.netname);
2220 if(self.version_nagtime)
2221 if(self.cvar_g_xonoticversion)
2222 if(time > self.version_nagtime)
2224 // don't notify git users
2225 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2227 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2229 // notify release users if connecting to git
2230 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2231 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2236 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2239 // give users new version
2240 dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2241 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2245 // notify users about old server version
2246 print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2247 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2251 self.version_nagtime = 0;
2255 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2257 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2258 self.max_armorvalue = 0;
2262 if (TetrisPreFrame())
2266 if(self.frozen == 2)
2268 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2269 self.health = max(1, self.revive_progress * start_health);
2270 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2272 if(self.revive_progress >= 1)
2275 else if(self.frozen == 3)
2277 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2278 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2283 vehicles_exit(VHEF_RELEASE);
2284 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2286 else if ( self.revive_progress <= 0 )
2290 MUTATOR_CALLHOOK(PlayerPreThink);
2292 if(autocvar_g_vehicles_enter)
2293 if(time > self.last_vehiclecheck)
2298 if(self.deadflag == DEAD_NO)
2301 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2302 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2303 if(veh.deadflag == DEAD_NO)
2304 if(veh.takedamage != DAMAGE_NO)
2305 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2306 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2308 if(!veh.team || SAME_TEAM(self, veh))
2309 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2310 else if(autocvar_g_vehicles_steal)
2311 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2313 self.last_vehiclecheck = time + 1;
2316 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2318 if(self.BUTTON_USE && !self.usekeypressed)
2320 self.usekeypressed = self.BUTTON_USE;
2323 if(IS_REAL_CLIENT(self))
2324 PrintWelcomeMessage();
2329 CheckRules_Player();
2331 if (intermission_running)
2333 IntermissionThink (); // otherwise a button could be missed between
2334 return; // the think tics
2337 //don't allow the player to turn around while game is paused!
2338 if(timeout_status == TIMEOUT_ACTIVE) {
2339 // FIXME turn this into CSQC stuff
2340 self.v_angle = self.lastV_angle;
2341 self.angles = self.lastV_angle;
2342 self.fixangle = TRUE;
2347 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2349 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2350 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2351 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2353 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2355 self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2356 self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2357 self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2361 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2366 if (self.deadflag != DEAD_NO)
2368 if(self.personal && g_race_qualifying)
2370 if(time > self.respawn_time)
2372 self.respawn_time = time + 1; // only retry once a second
2373 self.stat_respawn_time = self.respawn_time;
2380 float button_pressed;
2383 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2385 if (self.deadflag == DEAD_DYING)
2387 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2388 self.deadflag = DEAD_RESPAWNING;
2389 else if(!button_pressed)
2390 self.deadflag = DEAD_DEAD;
2392 else if (self.deadflag == DEAD_DEAD)
2395 self.deadflag = DEAD_RESPAWNABLE;
2396 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2397 self.deadflag = DEAD_RESPAWNING;
2399 else if (self.deadflag == DEAD_RESPAWNABLE)
2402 self.deadflag = DEAD_RESPAWNING;
2404 else if (self.deadflag == DEAD_RESPAWNING)
2406 if(time > self.respawn_time)
2408 self.respawn_time = time + 1; // only retry once a second
2409 self.respawn_time_max = self.respawn_time;
2414 ShowRespawnCountdown();
2416 if(self.respawn_flags & RESPAWN_SILENT)
2417 self.stat_respawn_time = 0;
2418 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2419 self.stat_respawn_time = self.respawn_time_max;
2421 self.stat_respawn_time = self.respawn_time;
2424 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2425 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2426 self.stat_respawn_time *= -1;
2431 self.prevorigin = self.origin;
2433 float do_crouch = self.BUTTON_CROUCH;
2440 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2448 self.view_ofs = PL_CROUCH_VIEW_OFS;
2449 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2450 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2457 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2458 if (!trace_startsolid)
2460 self.crouch = FALSE;
2461 self.view_ofs = PL_VIEW_OFS;
2462 setsize (self, PL_MIN, PL_MAX);
2469 GrapplingHookFrame();
2471 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2474 self.items &= ~self.items_added;
2478 self.items_added = 0;
2479 if(self.items & IT_JETPACK)
2480 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2481 self.items_added |= IT_FUEL;
2483 self.items |= self.items_added;
2488 // rot nex charge to the charge limit
2489 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2490 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2496 secrets_setstatus();
2499 monsters_setstatus();
2501 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2503 //self.angles_y=self.v_angle_y + 90; // temp
2504 } else if(gameover) {
2505 if (intermission_running)
2506 IntermissionThink (); // otherwise a button could be missed between
2508 } else if(IS_OBSERVER(self)) {
2510 } else if(IS_SPEC(self)) {
2515 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2517 float oldspectatee_status;
2518 oldspectatee_status = self.spectatee_status;
2520 self.spectatee_status = num_for_edict(self.enemy);
2521 else if(IS_OBSERVER(self))
2522 self.spectatee_status = num_for_edict(self);
2524 self.spectatee_status = 0;
2525 if(self.spectatee_status != oldspectatee_status)
2527 ClientData_Touch(self);
2530 if(self.teamkill_soundtime)
2531 if(time > self.teamkill_soundtime)
2533 self.teamkill_soundtime = 0;
2535 entity oldpusher, oldself;
2537 oldself = self; self = self.teamkill_soundsource;
2538 oldpusher = self.pusher; self.pusher = oldself;
2540 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2542 self.pusher = oldpusher;
2546 if(self.taunt_soundtime)
2547 if(time > self.taunt_soundtime)
2549 self.taunt_soundtime = 0;
2550 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2553 target_voicescript_next(self);
2555 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2557 self.clip_load = self.clip_size = 0;
2560 float isInvisibleString(string s)
2563 s = strdecolorize(s);
2564 for((i = 0), (n = strlen(s)); i < n; ++i)
2572 case 192: // charmap space
2573 if (!autocvar_utf8_enable)
2576 case 160: // space in unicode fonts
2577 case 0xE000 + 192: // utf8 charmap space
2578 if (autocvar_utf8_enable)
2591 Called every frame for each client after the physics are run
2594 .float idlekick_lasttimeleft;
2595 void PlayerPostThink (void)
2597 // Savage: Check for nameless players
2598 if (isInvisibleString(self.netname)) {
2599 self.netname = "Player";
2600 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2603 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2604 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2606 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2608 if(self.idlekick_lasttimeleft)
2610 self.idlekick_lasttimeleft = 0;
2611 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2617 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2618 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2620 if(!self.idlekick_lasttimeleft)
2621 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2625 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2629 else if(timeleft <= 10)
2631 if(timeleft != self.idlekick_lasttimeleft)
2632 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2633 self.idlekick_lasttimeleft = timeleft;
2639 if(self.impulse == 100)
2641 if (!TetrisPostFrame())
2647 //CheckPlayerJump();
2649 if(IS_PLAYER(self)) {
2650 CheckRules_Player();
2654 if (intermission_running)
2655 return; // intermission or finale
2665 for(i = 0; i < 1000; ++i)
2668 end = self.origin + '0 0 1024' + 512 * randomvec();
2669 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2670 if(trace_fraction < 1)
2671 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2673 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2679 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2681 if(self.waypointsprite_attachedforcarrier)
2682 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2686 CSQCMODEL_AUTOUPDATE();