1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
4 void send_CSQC_teamnagger() {
5 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
9 float ClientData_Send(entity to, float sf)
26 sf |= 1; // forced scoreboard
27 if(to.spectatee_status)
28 sf |= 2; // spectator ent number follows
31 if(e.porto_v_angle_held)
32 sf |= 8; // angles held
34 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
35 WriteByte(MSG_ENTITY, sf);
38 WriteByte(MSG_ENTITY, to.spectatee_status);
42 WriteAngle(MSG_ENTITY, e.v_angle_x);
43 WriteAngle(MSG_ENTITY, e.v_angle_y);
49 void ClientData_Attach()
51 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
52 self.clientdata.drawonlytoclient = self;
53 self.clientdata.owner = self;
56 void ClientData_Detach()
58 remove(self.clientdata);
59 self.clientdata = world;
62 void ClientData_Touch(entity e)
64 e.clientdata.SendFlags = 1;
66 // make it spectatable
68 FOR_EACH_REALCLIENT(e2)
73 e2.clientdata.SendFlags = 1;
77 .string netname_previous;
84 Checks if the argument string can be a valid playermodel.
85 Returns a valid one in doubt.
88 string FallbackPlayerModel;
89 string CheckPlayerModel(string plyermodel) {
90 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
92 // note: we cannot summon Don Strunzone here, some player may
93 // still have the model string set. In case anyone manages how
94 // to change a cvar default, we'll have a small leak here.
95 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
98 if( substring(plyermodel,0,14) != "models/player/")
99 return FallbackPlayerModel;
100 // only good file extensions
101 if(substring(plyermodel,-4,4) != ".zym")
102 if(substring(plyermodel,-4,4) != ".dpm")
103 if(substring(plyermodel,-4,4) != ".iqm")
104 if(substring(plyermodel,-4,4) != ".md3")
105 if(substring(plyermodel,-4,4) != ".psk")
106 return FallbackPlayerModel;
107 // forbid the LOD models
108 if(substring(plyermodel, -9,5) == "_lod1")
109 return FallbackPlayerModel;
110 if(substring(plyermodel, -9,5) == "_lod2")
111 return FallbackPlayerModel;
112 if(plyermodel != strtolower(plyermodel))
113 return FallbackPlayerModel;
114 // also, restrict to server models
115 if(autocvar_sv_servermodelsonly)
117 if(!fexists(plyermodel))
118 return FallbackPlayerModel;
123 void setplayermodel(entity e, string modelname)
125 precache_model(modelname);
126 setmodel(e, modelname);
127 player_setupanimsformodel();
128 UpdatePlayerSounds();
135 putting a client as observer in the server
138 void FixPlayermodel();
139 void PutObserverInServer (void)
142 self.hud = HUD_NORMAL;
143 race_PreSpawnObserver();
145 spot = SelectSpawnPoint (TRUE);
147 error("No spawnpoints for observers?!?\n");
148 RemoveGrapplingHook(self); // Wazat's Grappling Hook
150 if(IS_REAL_CLIENT(self))
153 WriteByte(MSG_ONE, SVC_SETVIEW);
154 WriteEntity(MSG_ONE, self);
157 if((g_race && g_race_qualifying) || g_cts)
159 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
160 self.frags = FRAGS_LMS_LOSER;
162 self.frags = FRAGS_SPECTATOR;
165 self.frags = FRAGS_SPECTATOR;
167 MUTATOR_CALLHOOK(MakePlayerObserver);
169 Portal_ClearAll(self);
174 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
179 vehicles_exit(VHEF_RELESE);
181 WaypointSprite_PlayerDead();
183 if (!g_ca) // don't reset teams when moving a ca player to the spectators
184 self.team = -1; // move this as it is needed to log the player spectating in eventlog
186 if(self.killcount != -666)
188 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
190 if(self.just_joined == FALSE) {
191 LogTeamchange(self.playerid, -1, 4);
193 self.just_joined = FALSE;
196 PlayerScore_Clear(self); // clear scores when needed
198 accuracy_resend(self);
200 self.spectatortime = time;
202 self.classname = "observer";
203 self.iscreature = FALSE;
204 self.teleportable = TELEPORT_SIMPLE;
205 self.damagedbycontents = FALSE;
207 self.takedamage = DAMAGE_NO;
208 self.solid = SOLID_NOT;
209 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
210 self.flags = FL_CLIENT | FL_NOTARGET;
211 self.armorvalue = 666;
213 self.armorvalue = autocvar_g_balance_armor_start;
214 self.pauserotarmor_finished = 0;
215 self.pauserothealth_finished = 0;
216 self.pauseregen_finished = 0;
217 self.damageforcescale = 0;
219 self.respawn_flags = 0;
220 self.respawn_time = 0;
221 self.stat_respawn_time = 0;
226 self.pain_finished = 0;
227 self.strength_finished = 0;
228 self.invincible_finished = 0;
229 self.superweapons_finished = 0;
232 self.think = func_null;
235 self.deadflag = DEAD_NO;
236 self.angles = spot.angles;
238 self.fixangle = TRUE;
241 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
242 self.prevorigin = self.origin;
244 self.weapons = '0 0 0';
247 setmodel(self, "null");
248 self.drawonlytoclient = self;
250 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
251 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
254 self.weaponname = "";
255 self.switchingweapon = 0;
256 self.weaponmodel = "";
257 self.weaponentity = world;
258 self.exteriorweaponentity = world;
259 self.killcount = -666;
260 self.velocity = '0 0 0';
261 self.avelocity = '0 0 0';
262 self.punchangle = '0 0 0';
263 self.punchvector = '0 0 0';
264 self.oldvelocity = self.velocity;
265 self.fire_endtime = -1;
268 .float model_randomizer;
269 void FixPlayermodel()
272 float defaultskin, chmdl, oldskin, n, i;
279 if(autocvar_sv_defaultcharacter == 1)
284 s = Team_ColorName_Lower(self.team);
287 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
288 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
292 if(defaultmodel == "")
294 defaultmodel = autocvar_sv_defaultplayermodel;
295 defaultskin = autocvar_sv_defaultplayerskin;
298 n = tokenize_console(defaultmodel);
301 defaultmodel = argv(floor(n * self.model_randomizer));
302 // However, do NOT randomize if the player-selected model is in the list.
303 for (i = 0; i < n; ++i)
304 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
305 defaultmodel = argv(i);
308 i = strstrofs(defaultmodel, ":", 0);
311 defaultskin = stof(substring(defaultmodel, i+1, -1));
312 defaultmodel = substring(defaultmodel, 0, i);
316 if(defaultmodel != "")
318 if (defaultmodel != self.model)
322 setplayermodel (self, defaultmodel);
323 setsize (self, m1, m2);
328 self.skin = defaultskin;
330 if (self.playermodel != self.model || self.playermodel == "")
332 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
335 setplayermodel (self, self.playermodel);
336 setsize (self, m1, m2);
341 self.skin = stof(self.playerskin);
344 if(chmdl || oldskin != self.skin) // model or skin has changed
346 self.species = player_getspecies(); // update species
347 UpdatePlayerSounds(); // update skin sounds
351 if(strlen(autocvar_sv_defaultplayercolors))
352 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
353 setcolor(self, stof(autocvar_sv_defaultplayercolors));
360 Called when a client spawns in the server
363 void PutClientInServer (void)
365 if(IS_BOT_CLIENT(self))
366 self.classname = "player";
367 else if(IS_REAL_CLIENT(self))
370 WriteByte(MSG_ONE, SVC_SETVIEW);
371 WriteEntity(MSG_ONE, self);
377 MUTATOR_CALLHOOK(PutClientInServer);
380 self.classname = "observer";
384 entity spot, oldself;
387 accuracy_resend(self);
390 JoinBestTeam(self, FALSE, TRUE);
394 spot = SelectSpawnPoint (FALSE);
397 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
398 return; // spawn failed
401 RemoveGrapplingHook(self); // Wazat's Grappling Hook
403 self.classname = "player";
404 self.wasplayer = TRUE;
405 self.iscreature = TRUE;
406 self.teleportable = TELEPORT_NORMAL;
407 self.damagedbycontents = TRUE;
408 self.movetype = MOVETYPE_WALK;
409 self.solid = SOLID_SLIDEBOX;
410 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
411 if(autocvar_g_playerclip_collisions)
412 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
413 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
414 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
415 self.frags = FRAGS_PLAYER;
416 if(INDEPENDENT_PLAYERS)
417 MAKE_INDEPENDENT_PLAYER(self);
418 self.flags = FL_CLIENT;
419 if(autocvar__notarget)
420 self.flags |= FL_NOTARGET;
421 self.takedamage = DAMAGE_AIM;
423 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
424 self.air_finished = time + 12;
426 if(WEP_CVAR(vortex, charge))
428 if(WEP_CVAR_SEC(vortex, chargepool))
429 self.vortex_chargepool_ammo = 1;
430 self.vortex_charge = WEP_CVAR(vortex, charge_start);
435 self.ammo_shells = warmup_start_ammo_shells;
436 self.ammo_nails = warmup_start_ammo_nails;
437 self.ammo_rockets = warmup_start_ammo_rockets;
438 self.ammo_cells = warmup_start_ammo_cells;
439 self.ammo_fuel = warmup_start_ammo_fuel;
440 self.health = warmup_start_health;
441 self.armorvalue = warmup_start_armorvalue;
442 self.weapons = WARMUP_START_WEAPONS;
446 self.ammo_shells = start_ammo_shells;
447 self.ammo_nails = start_ammo_nails;
448 self.ammo_rockets = start_ammo_rockets;
449 self.ammo_cells = start_ammo_cells;
450 self.ammo_fuel = start_ammo_fuel;
451 self.health = start_health;
452 self.armorvalue = start_armorvalue;
453 self.weapons = start_weapons;
456 if(self.weapons & WEPSET_SUPERWEAPONS)
457 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
459 self.superweapons_finished = 0;
461 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
463 if(g_weaponarena_random_with_laser)
464 self.weapons &= ~WEPSET_BLASTER;
465 W_RandomWeapons(self, g_weaponarena_random);
466 if(g_weaponarena_random_with_laser)
467 self.weapons |= WEPSET_BLASTER;
470 self.items = start_items;
472 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
473 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
474 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
475 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
476 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
477 //extend the pause of rotting if client was reset at the beginning of the countdown
478 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
479 self.spawnshieldtime += game_starttime - time;
480 self.pauserotarmor_finished += game_starttime - time;
481 self.pauserothealth_finished += game_starttime - time;
482 self.pauseregen_finished += game_starttime - time;
484 self.damageforcescale = 2;
486 self.respawn_flags = 0;
487 self.respawn_time = 0;
488 self.stat_respawn_time = 0;
492 self.pain_finished = 0;
493 self.strength_finished = 0;
494 self.invincible_finished = 0;
496 // players have no think function
497 self.think = func_null;
501 self.ballistics_density = autocvar_g_ballistics_density_player;
505 self.deadflag = DEAD_NO;
507 self.angles = spot.angles;
509 self.angles_z = 0; // never spawn tilted even if the spot says to
510 self.fixangle = TRUE; // turn this way immediately
511 self.velocity = '0 0 0';
512 self.avelocity = '0 0 0';
513 self.punchangle = '0 0 0';
514 self.punchvector = '0 0 0';
515 self.oldvelocity = self.velocity;
516 self.fire_endtime = -1;
518 entity spawnevent = spawn();
519 spawnevent.owner = self;
520 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
524 self.drawonlytoclient = world;
527 self.view_ofs = PL_VIEW_OFS;
528 setsize (self, PL_MIN, PL_MAX);
529 self.spawnorigin = spot.origin;
530 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
531 // don't reset back to last position, even if new position is stuck in solid
532 self.oldorigin = self.origin;
533 self.prevorigin = self.origin;
534 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
535 self.lastteleporttime = time; // prevent insane speeds due to changing origin
536 self.hud = HUD_NORMAL;
538 self.event_damage = PlayerDamage;
540 self.bot_attack = TRUE;
542 self.statdraintime = time + 5;
543 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
545 if(self.killcount == -666) {
546 PlayerScore_Clear(self);
550 CL_SpawnWeaponentity();
551 self.alpha = default_player_alpha;
552 self.colormod = '1 1 1' * autocvar_g_player_brightness;
553 self.exteriorweaponentity.alpha = default_weapon_alpha;
555 self.speedrunning = FALSE;
557 race_PostSpawn(spot);
559 //stuffcmd(self, "chase_active 0");
560 //stuffcmd(self, "set viewsize $tmpviewsize \n");
562 target_voicescript_clear(self);
564 // reset fields the weapons may use
565 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
567 WEP_ACTION(j, WR_RESETPLAYER);
569 // all weapons must be fully loaded when we spawn
571 e = get_weaponinfo(j);
572 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
573 self.(weapon_load[j]) = e.reloading_ammo;
581 self.target = string_null;
588 MUTATOR_CALLHOOK(PlayerSpawn);
590 if(autocvar_spawn_debug)
592 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
593 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
596 self.switchweapon = w_getbestweapon(self);
597 self.cnt = -1; // W_LastWeapon will not complain
599 self.weaponname = "";
600 self.switchingweapon = 0;
604 self.alivetime = time;
608 else if(IS_OBSERVER(self))
610 PutObserverInServer ();
614 .float ebouncefactor, ebouncestop; // electro's values
615 // TODO do we need all these fields, or should we stop autodetecting runtime
616 // changes and just have a console command to update this?
617 float ClientInit_SendEntity(entity to, float sf)
619 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
620 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
621 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
622 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
623 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
624 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
625 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
626 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
627 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
628 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
630 if(sv_foginterval && world.fog != "")
631 WriteString(MSG_ENTITY, world.fog);
633 WriteString(MSG_ENTITY, "");
634 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
635 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
636 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
637 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
638 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
639 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
640 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
641 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
642 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
643 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
644 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
645 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
649 void ClientInit_CheckUpdate()
651 self.nextthink = time;
652 if(self.count != autocvar_g_balance_armor_blockpercent)
654 self.count = autocvar_g_balance_armor_blockpercent;
657 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
659 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
662 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
664 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
667 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
669 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
672 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
674 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
679 void ClientInit_Spawn()
684 e.classname = "clientinit";
685 e.think = ClientInit_CheckUpdate;
686 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
690 ClientInit_CheckUpdate();
699 void SetNewParms (void)
701 // initialize parms for a new player
702 parm1 = -(86400 * 366);
710 void SetChangeParms (void)
712 // save parms for level change
713 parm1 = self.parm_idlesince - time;
721 void DecodeLevelParms (void)
724 self.parm_idlesince = parm1;
725 if(self.parm_idlesince == -(86400 * 366))
726 self.parm_idlesince = time;
728 // whatever happens, allow 60 seconds of idling directly after connect for map loading
729 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
736 Called when a client types 'kill' in the console
740 .float clientkill_nexttime;
741 void ClientKill_Now_TeamChange()
743 if(self.killindicator_teamchange == -1)
745 JoinBestTeam( self, FALSE, TRUE );
747 else if(self.killindicator_teamchange == -2)
750 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
751 PutObserverInServer();
754 SV_ChangeTeam(self.killindicator_teamchange - 1);
755 self.killindicator_teamchange = 0;
758 void ClientKill_Now()
762 vehicles_exit(VHEF_RELESE);
763 if(!self.killindicator_teamchange)
765 self.vehicle_health = -1;
766 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
770 if(self.killindicator && !wasfreed(self.killindicator))
771 remove(self.killindicator);
773 self.killindicator = world;
775 if(self.killindicator_teamchange)
776 ClientKill_Now_TeamChange();
779 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
781 // now I am sure the player IS dead
783 void KillIndicator_Think()
787 self.owner.killindicator = world;
792 if (self.owner.alpha < 0 && !self.owner.vehicle)
794 self.owner.killindicator = world;
802 ClientKill_Now(); // no oldself needed
805 else if(g_cts && self.health == 1) // health == 1 means that it's silent
807 self.nextthink = time + 1;
813 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
814 if(IS_REAL_CLIENT(self.owner))
817 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
819 self.nextthink = time + 1;
824 float clientkilltime;
825 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
834 killtime = autocvar_g_balance_kill_delay;
836 if(g_race_qualifying || g_cts)
839 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
841 remove(self.killindicator);
842 self.killindicator = world;
844 ClientKill_Now(); // allow instant kill in this case
848 self.killindicator_teamchange = targetteam;
850 if(!self.killindicator)
852 if(self.deadflag == DEAD_NO)
854 killtime = max(killtime, self.clientkill_nexttime - time);
855 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
858 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
864 starttime = max(time, clientkilltime);
866 self.killindicator = spawn();
867 self.killindicator.owner = self;
868 self.killindicator.scale = 0.5;
869 setattachment(self.killindicator, self, "");
870 setorigin(self.killindicator, '0 0 52');
871 self.killindicator.think = KillIndicator_Think;
872 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
873 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
874 self.killindicator.cnt = ceil(killtime);
875 self.killindicator.count = bound(0, ceil(killtime), 10);
876 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
878 for(e = world; (e = find(e, classname, "body")) != world; )
882 e.killindicator = spawn();
883 e.killindicator.owner = e;
884 e.killindicator.scale = 0.5;
885 setattachment(e.killindicator, e, "");
886 setorigin(e.killindicator, '0 0 52');
887 e.killindicator.think = KillIndicator_Think;
888 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
889 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
890 e.killindicator.cnt = ceil(killtime);
895 if(self.killindicator)
897 if(targetteam == 0) // just die
899 self.killindicator.colormod = '0 0 0';
900 if(IS_REAL_CLIENT(self))
901 if(self.killindicator.cnt > 0)
902 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
904 else if(targetteam == -1) // auto
906 self.killindicator.colormod = '0 1 0';
907 if(IS_REAL_CLIENT(self))
908 if(self.killindicator.cnt > 0)
909 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
911 else if(targetteam == -2) // spectate
913 self.killindicator.colormod = '0.5 0.5 0.5';
914 if(IS_REAL_CLIENT(self))
915 if(self.killindicator.cnt > 0)
916 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
920 self.killindicator.colormod = Team_ColorRGB(targetteam);
921 if(IS_REAL_CLIENT(self))
922 if(self.killindicator.cnt > 0)
923 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
929 void ClientKill (void)
932 if(self.player_blocked) return;
933 if(self.freezetag_frozen) return;
935 ClientKill_TeamChange(0);
938 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
940 e.killindicator = spawn();
941 e.killindicator.owner = e;
942 e.killindicator.think = KillIndicator_Think;
943 e.killindicator.nextthink = time + (e.lip) * 0.05;
944 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
945 e.killindicator.health = 1; // this is used to indicate that it should be silent
949 void FixClientCvars(entity e)
951 // send prediction settings to the client
952 stuffcmd(e, "\nin_bindmap 0 0\n");
954 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
955 if(autocvar_g_antilag == 3) // client side hitscan
956 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
957 if(autocvar_sv_gentle)
958 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
960 * we no longer need to stuff this. Remove this comment block if you feel
961 * 2.3 and higher (or was it 2.2.3?) don't need these any more
962 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
963 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
964 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
965 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
966 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
967 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
968 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
969 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
970 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
971 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
972 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
973 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
974 stuffcmd(e, "cl_movement_edgefriction 1\n");
978 float PlayerInIDList(entity p, string idlist)
983 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
987 // this function allows abbreviated player IDs too!
988 n = tokenize_console(idlist);
989 for(i = 0; i < n; ++i)
992 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1003 Called when a client connects to the server
1006 void DecodeLevelParms (void);
1007 //void dom_player_join_team(entity pl);
1008 void set_dom_state(entity e);
1009 void ClientConnect (void)
1015 print("Warning: ClientConnect, but already connected!\n");
1019 if(Ban_MaybeEnforceBanOnce(self))
1025 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1028 self.classname = "player_joining";
1030 self.flags = FL_CLIENT;
1031 self.version_nagtime = time + 10 + random() * 10;
1035 dprint("BUG player count is lower than zero, this cannot happen!\n");
1039 PlayerScore_Attach(self);
1040 ClientData_Attach();
1041 accuracy_init(self);
1043 bot_clientconnect();
1049 race_PreSpawnObserver();
1051 // identify the right forced team
1052 if(autocvar_g_campaign)
1054 if(IS_REAL_CLIENT(self)) // only players, not bots
1056 switch(autocvar_g_campaign_forceteam)
1058 case 1: self.team_forced = NUM_TEAM_1; break;
1059 case 2: self.team_forced = NUM_TEAM_2; break;
1060 case 3: self.team_forced = NUM_TEAM_3; break;
1061 case 4: self.team_forced = NUM_TEAM_4; break;
1062 default: self.team_forced = 0;
1066 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1067 self.team_forced = NUM_TEAM_1;
1068 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1069 self.team_forced = NUM_TEAM_2;
1070 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1071 self.team_forced = NUM_TEAM_3;
1072 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1073 self.team_forced = NUM_TEAM_4;
1074 else if(autocvar_g_forced_team_otherwise == "red")
1075 self.team_forced = NUM_TEAM_1;
1076 else if(autocvar_g_forced_team_otherwise == "blue")
1077 self.team_forced = NUM_TEAM_2;
1078 else if(autocvar_g_forced_team_otherwise == "yellow")
1079 self.team_forced = NUM_TEAM_3;
1080 else if(autocvar_g_forced_team_otherwise == "pink")
1081 self.team_forced = NUM_TEAM_4;
1082 else if(autocvar_g_forced_team_otherwise == "spectate")
1083 self.team_forced = -1;
1084 else if(autocvar_g_forced_team_otherwise == "spectator")
1085 self.team_forced = -1;
1087 self.team_forced = 0;
1090 if(self.team_forced > 0)
1091 self.team_forced = 0;
1093 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1095 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1096 self.classname = "observer";
1100 if(autocvar_g_balance_teams)
1102 self.classname = "player";
1103 campaign_bots_may_start = 1;
1107 self.classname = "observer"; // do it anyway
1112 self.classname = "player";
1113 campaign_bots_may_start = 1;
1117 self.playerid = (playerid_last = playerid_last + 1);
1119 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1121 if(IS_BOT_CLIENT(self))
1122 PlayerStats_AddPlayer(self);
1124 if(autocvar_sv_eventlog)
1125 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1127 LogTeamchange(self.playerid, self.team, 1);
1129 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1131 self.netname_previous = strzone(self.netname);
1133 if(IS_PLAYER(self) && teamplay)
1134 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1136 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1138 stuffcmd(self, strcat(clientstuff, "\n"));
1139 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1141 FixClientCvars(self);
1143 // spawnfunc_waypoint sprites
1144 WaypointSprite_InitClient(self);
1146 // Wazat's grappling hook
1147 SetGrappleHookBindings();
1149 // get version info from player
1150 stuffcmd(self, "cmd clientversion $gameversion\n");
1152 // get other cvars from player
1155 // notify about available teams
1158 CheckAllowedTeams(self);
1159 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1160 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1163 stuffcmd(self, "set _teams_available 0\n");
1167 bot_relinkplayerlist();
1169 self.spectatortime = time;
1172 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1175 self.jointime = time;
1176 self.allowed_timeouts = autocvar_sv_timeout_number;
1178 if(IS_REAL_CLIENT(self))
1180 if(!autocvar_g_campaign)
1182 self.motd_actived_time = -1;
1183 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1186 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1187 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1190 if(!sv_foginterval && world.fog != "")
1191 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1193 W_HitPlotOpen(self);
1195 if(g_race || g_cts) {
1203 race_send_recordtime(MSG_ONE);
1204 race_send_speedaward(MSG_ONE);
1206 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1207 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1208 race_send_speedaward_alltimebest(MSG_ONE);
1211 for (i = 1; i <= RANKINGS_CNT; ++i) {
1212 race_SendRankings(i, 0, 0, MSG_ONE);
1215 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1216 send_CSQC_teamnagger();
1220 CSQCMODEL_AUTOINIT();
1222 self.model_randomizer = random();
1224 if(IS_REAL_CLIENT(self))
1227 MUTATOR_CALLHOOK(ClientConnect);
1233 Called when a client disconnects from the server
1236 .entity chatbubbleentity;
1238 void ClientDisconnect (void)
1241 vehicles_exit(VHEF_RELESE);
1243 if (!IS_CLIENT(self))
1245 print("Warning: ClientDisconnect without ClientConnect\n");
1249 PlayerStats_AddGlobalInfo(self);
1251 CheatShutdownClient();
1253 W_HitPlotClose(self);
1256 anticheat_shutdown();
1258 playerdemo_shutdown();
1260 bot_clientdisconnect();
1265 if(autocvar_sv_eventlog)
1266 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1268 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1270 MUTATOR_CALLHOOK(ClientDisconnect);
1272 Portal_ClearAll(self);
1274 RemoveGrapplingHook(self);
1276 // Here, everything has been done that requires this player to be a client.
1278 self.flags &= ~FL_CLIENT;
1280 if (self.chatbubbleentity)
1281 remove (self.chatbubbleentity);
1283 if (self.killindicator)
1284 remove (self.killindicator);
1286 WaypointSprite_PlayerGone();
1288 bot_relinkplayerlist();
1290 accuracy_free(self);
1291 ClientData_Detach();
1292 PlayerScore_Detach(self);
1294 if(self.netname_previous)
1295 strunzone(self.netname_previous);
1296 if(self.clientstatus)
1297 strunzone(self.clientstatus);
1298 if(self.weaponorder_byimpulse)
1299 strunzone(self.weaponorder_byimpulse);
1301 ClearPlayerSounds();
1304 remove(self.personal);
1314 void ChatBubbleThink()
1316 self.nextthink = time;
1317 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1319 if(self.owner) // but why can that ever be world?
1320 self.owner.chatbubbleentity = world;
1324 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1326 || self.owner.tetris_on
1329 self.model = self.mdl;
1334 void UpdateChatBubble()
1338 // spawn a chatbubble entity if needed
1339 if (!self.chatbubbleentity)
1341 self.chatbubbleentity = spawn();
1342 self.chatbubbleentity.owner = self;
1343 self.chatbubbleentity.exteriormodeltoclient = self;
1344 self.chatbubbleentity.think = ChatBubbleThink;
1345 self.chatbubbleentity.nextthink = time;
1346 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1347 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1348 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1349 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1350 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1351 self.chatbubbleentity.model = "";
1352 self.chatbubbleentity.effects = EF_LOWPRECISION;
1357 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1358 // added to the model skins
1359 /*void UpdateColorModHack()
1362 c = self.clientcolors & 15;
1363 // LordHavoc: only bothering to support white, green, red, yellow, blue
1364 if (!teamplay) self.colormod = '0 0 0';
1365 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1366 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1367 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1368 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1369 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1370 else self.colormod = '1 1 1';
1375 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1377 self.solid = SOLID_NOT;
1378 self.takedamage = DAMAGE_NO;
1379 self.movetype = MOVETYPE_FLY;
1380 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1381 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1382 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1383 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1384 if(autocvar_g_respawn_ghosts_maxtime)
1385 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1390 self.effects |= EF_NODRAW; // prevent another CopyBody
1391 PutClientInServer();
1394 void play_countdown(float finished, string samp)
1396 if(IS_REAL_CLIENT(self))
1397 if(floor(finished - time - frametime) != floor(finished - time))
1398 if(finished - time < 6)
1399 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1402 void player_powerups (void)
1404 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1405 olditems = self.items;
1407 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1408 self.modelflags |= MF_ROCKET;
1410 self.modelflags &= ~MF_ROCKET;
1412 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1414 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1417 Fire_ApplyDamage(self);
1418 Fire_ApplyEffect(self);
1422 if (self.items & IT_STRENGTH)
1424 play_countdown(self.strength_finished, "misc/poweroff.wav");
1425 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1426 if (time > self.strength_finished)
1428 self.items = self.items - (self.items & IT_STRENGTH);
1429 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1430 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1435 if (time < self.strength_finished)
1437 self.items = self.items | IT_STRENGTH;
1438 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1439 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1442 if (self.items & IT_INVINCIBLE)
1444 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1445 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1446 if (time > self.invincible_finished)
1448 self.items = self.items - (self.items & IT_INVINCIBLE);
1449 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1450 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1455 if (time < self.invincible_finished)
1457 self.items = self.items | IT_INVINCIBLE;
1458 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1459 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1462 if (self.items & IT_SUPERWEAPON)
1464 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1466 self.superweapons_finished = 0;
1467 self.items = self.items - (self.items & IT_SUPERWEAPON);
1468 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1469 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1471 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1473 // don't let them run out
1477 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1478 if (time > self.superweapons_finished)
1480 self.items = self.items - (self.items & IT_SUPERWEAPON);
1481 self.weapons &= ~WEPSET_SUPERWEAPONS;
1482 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1483 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1487 else if(self.weapons & WEPSET_SUPERWEAPONS)
1489 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1491 self.items = self.items | IT_SUPERWEAPON;
1492 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1493 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1497 self.superweapons_finished = 0;
1498 self.weapons &= ~WEPSET_SUPERWEAPONS;
1503 self.superweapons_finished = 0;
1507 if(autocvar_g_nodepthtestplayers)
1508 self.effects = self.effects | EF_NODEPTHTEST;
1510 if(autocvar_g_fullbrightplayers)
1511 self.effects = self.effects | EF_FULLBRIGHT;
1513 if (time >= game_starttime)
1514 if (time < self.spawnshieldtime)
1515 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1517 MUTATOR_CALLHOOK(PlayerPowerups);
1520 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1522 if(current > stable)
1524 else if(current > stable - 0.25) // when close enough, "snap"
1527 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1530 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1532 if(current < stable)
1534 else if(current < stable + 0.25) // when close enough, "snap"
1537 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1540 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1542 if(current > rotstable)
1544 if(rotframetime > 0)
1546 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1547 current = max(rotstable, current - rotlinear * rotframetime);
1550 else if(current < regenstable)
1552 if(regenframetime > 0)
1554 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1555 current = min(regenstable, current + regenlinear * regenframetime);
1565 void player_regen (void)
1567 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1568 maxh = autocvar_g_balance_health_rotstable;
1569 maxa = autocvar_g_balance_armor_rotstable;
1570 maxf = autocvar_g_balance_fuel_rotstable;
1571 minh = autocvar_g_balance_health_regenstable;
1572 mina = autocvar_g_balance_armor_regenstable;
1573 minf = autocvar_g_balance_fuel_regenstable;
1574 limith = autocvar_g_balance_health_limit;
1575 limita = autocvar_g_balance_armor_limit;
1576 limitf = autocvar_g_balance_fuel_limit;
1578 max_mod = regen_mod = rot_mod = limit_mod = 1;
1580 maxh = maxh * max_mod;
1581 //maxa = maxa * max_mod;
1582 //maxf = maxf * max_mod;
1583 minh = minh * max_mod;
1584 //mina = mina * max_mod;
1585 //minf = minf * max_mod;
1586 limith = limith * limit_mod;
1587 limita = limita * limit_mod;
1588 //limitf = limitf * limit_mod;
1593 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
1595 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);
1596 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);
1598 // if player rotted to death... die!
1600 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1603 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1604 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
1607 float zoomstate_set;
1608 void SetZoomState(float z)
1610 if(z != self.zoomstate)
1613 ClientData_Touch(self);
1618 void GetPressedKeys(void) {
1619 MUTATOR_CALLHOOK(GetPressedKeys);
1620 if (self.movement_x > 0) // get if movement keys are pressed
1621 { // forward key pressed
1622 self.pressedkeys |= KEY_FORWARD;
1623 self.pressedkeys &= ~KEY_BACKWARD;
1625 else if (self.movement_x < 0)
1626 { // backward key pressed
1627 self.pressedkeys |= KEY_BACKWARD;
1628 self.pressedkeys &= ~KEY_FORWARD;
1632 self.pressedkeys &= ~KEY_FORWARD;
1633 self.pressedkeys &= ~KEY_BACKWARD;
1636 if (self.movement_y > 0)
1637 { // right key pressed
1638 self.pressedkeys |= KEY_RIGHT;
1639 self.pressedkeys &= ~KEY_LEFT;
1641 else if (self.movement_y < 0)
1642 { // left key pressed
1643 self.pressedkeys |= KEY_LEFT;
1644 self.pressedkeys &= ~KEY_RIGHT;
1648 self.pressedkeys &= ~KEY_RIGHT;
1649 self.pressedkeys &= ~KEY_LEFT;
1652 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1653 self.pressedkeys |= KEY_JUMP;
1655 self.pressedkeys &= ~KEY_JUMP;
1656 if (self.BUTTON_CROUCH)
1657 self.pressedkeys |= KEY_CROUCH;
1659 self.pressedkeys &= ~KEY_CROUCH;
1661 if (self.BUTTON_ATCK)
1662 self.pressedkeys |= KEY_ATCK;
1664 self.pressedkeys &= ~KEY_ATCK;
1665 if (self.BUTTON_ATCK2)
1666 self.pressedkeys |= KEY_ATCK2;
1668 self.pressedkeys &= ~KEY_ATCK2;
1672 ======================
1673 spectate mode routines
1674 ======================
1677 void SpectateCopy(entity spectatee) {
1679 MUTATOR_CALLHOOK(SpectateCopy);
1680 self.armortype = spectatee.armortype;
1681 self.armorvalue = spectatee.armorvalue;
1682 self.ammo_cells = spectatee.ammo_cells;
1683 self.ammo_shells = spectatee.ammo_shells;
1684 self.ammo_nails = spectatee.ammo_nails;
1685 self.ammo_rockets = spectatee.ammo_rockets;
1686 self.ammo_fuel = spectatee.ammo_fuel;
1687 self.clip_load = spectatee.clip_load;
1688 self.clip_size = spectatee.clip_size;
1689 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1690 self.health = spectatee.health;
1692 self.items = spectatee.items;
1693 self.last_pickup = spectatee.last_pickup;
1694 self.hit_time = spectatee.hit_time;
1695 self.metertime = spectatee.metertime;
1696 self.strength_finished = spectatee.strength_finished;
1697 self.invincible_finished = spectatee.invincible_finished;
1698 self.pressedkeys = spectatee.pressedkeys;
1699 self.weapons = spectatee.weapons;
1700 self.switchweapon = spectatee.switchweapon;
1701 self.switchingweapon = spectatee.switchingweapon;
1702 self.weapon = spectatee.weapon;
1703 self.vortex_charge = spectatee.vortex_charge;
1704 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1705 self.hagar_load = spectatee.hagar_load;
1706 self.minelayer_mines = spectatee.minelayer_mines;
1707 self.punchangle = spectatee.punchangle;
1708 self.view_ofs = spectatee.view_ofs;
1709 self.velocity = spectatee.velocity;
1710 self.dmg_take = spectatee.dmg_take;
1711 self.dmg_save = spectatee.dmg_save;
1712 self.dmg_inflictor = spectatee.dmg_inflictor;
1713 self.v_angle = spectatee.v_angle;
1714 self.angles = spectatee.v_angle;
1715 if(!self.BUTTON_USE)
1716 self.fixangle = TRUE;
1717 setorigin(self, spectatee.origin);
1718 setsize(self, spectatee.mins, spectatee.maxs);
1719 SetZoomState(spectatee.zoomstate);
1721 anticheat_spectatecopy(spectatee);
1722 self.hud = spectatee.hud;
1723 if(spectatee.vehicle)
1725 self.fixangle = FALSE;
1726 //self.velocity = spectatee.vehicle.velocity;
1727 self.vehicle_health = spectatee.vehicle_health;
1728 self.vehicle_shield = spectatee.vehicle_shield;
1729 self.vehicle_energy = spectatee.vehicle_energy;
1730 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1731 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1732 self.vehicle_reload1 = spectatee.vehicle_reload1;
1733 self.vehicle_reload2 = spectatee.vehicle_reload2;
1737 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1738 WriteAngle(MSG_ONE, spectatee.v_angle_x);
1739 WriteAngle(MSG_ONE, spectatee.v_angle_y);
1740 WriteAngle(MSG_ONE, spectatee.v_angle_z);
1742 //WriteByte (MSG_ONE, SVC_SETVIEW);
1743 // WriteEntity(MSG_ONE, self);
1744 //makevectors(spectatee.v_angle);
1745 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1749 float SpectateUpdate() {
1753 if (self == self.enemy)
1756 if (!IS_PLAYER(self.enemy))
1759 SpectateCopy(self.enemy);
1767 if(self.enemy.classname != "player")
1769 /*if(self.enemy.vehicle)
1773 WriteByte(MSG_ONE, SVC_SETVIEW);
1774 WriteEntity(MSG_ONE, self.enemy);
1775 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1777 self.movetype = MOVETYPE_NONE;
1778 accuracy_resend(self);
1783 WriteByte(MSG_ONE, SVC_SETVIEW);
1784 WriteEntity(MSG_ONE, self.enemy);
1785 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1786 self.movetype = MOVETYPE_NONE;
1787 accuracy_resend(self);
1789 if(!SpectateUpdate())
1790 PutObserverInServer();
1795 float Spectate(entity pl)
1797 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1798 if(pl.team != self.team)
1802 return SpectateSet();
1805 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1806 entity CA_SpectateNext(entity start) {
1807 if (start.team == self.team) {
1812 // continue from current player
1813 while(other && other.team != self.team) {
1814 other = find(other, classname, "player");
1818 // restart from begining
1819 other = find(other, classname, "player");
1820 while(other && other.team != self.team) {
1821 other = find(other, classname, "player");
1828 float SpectateNext()
1830 other = find(self.enemy, classname, "player");
1832 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1833 // CA and ca players when spectating enemies is forbidden
1834 other = CA_SpectateNext(other);
1836 // other modes and ca spectators or spectating enemies is allowed
1838 other = find(other, classname, "player");
1844 return SpectateSet();
1847 float SpectatePrev()
1849 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1850 other = findchain(classname, "player");
1851 if (!other) // no player
1854 entity first = other;
1855 // skip players until current spectated player
1857 while(other && other != self.enemy)
1858 other = other.chain;
1860 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1862 do { other = other.chain; }
1863 while(other && other.team != self.team);
1868 while(other.team != self.team)
1869 other = other.chain;
1870 if(other == self.enemy)
1877 other = other.chain;
1882 return SpectateSet();
1887 ShowRespawnCountdown()
1889 Update a respawn countdown display.
1892 void ShowRespawnCountdown()
1895 if(self.deadflag == DEAD_NO) // just respawned?
1899 number = ceil(self.respawn_time - time);
1902 if(number <= self.respawn_countdown)
1904 self.respawn_countdown = number - 1;
1905 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
1906 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1911 void LeaveSpectatorMode()
1915 if(nJoinAllowed(self))
1917 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1919 self.classname = "player";
1921 if(autocvar_g_campaign || autocvar_g_balance_teams)
1922 { JoinBestTeam(self, FALSE, TRUE); }
1924 if(autocvar_g_campaign)
1925 { campaign_bots_may_start = 1; }
1927 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1929 PutClientInServer();
1931 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1934 stuffcmd(self, "menu_showteamselect\n");
1938 // Player may not join because g_maxplayers is set
1939 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1944 * Determines whether the player is allowed to join. This depends on cvar
1945 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1946 * it checks whether the number of currently playing players exceeds g_maxplayers.
1947 * @return int number of free slots for players, 0 if none
1949 float nJoinAllowed(entity ignore) {
1951 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1952 // so report 0 free slots if restricted
1954 if(autocvar_g_forced_team_otherwise == "spectate")
1956 if(autocvar_g_forced_team_otherwise == "spectator")
1960 if(self.team_forced < 0)
1961 return 0; // forced spectators can never join
1963 // TODO simplify this
1965 float totalClients = 0;
1970 if (!autocvar_g_maxplayers)
1971 return maxclients - totalClients;
1973 float currentlyPlaying = 0;
1974 FOR_EACH_REALCLIENT(e)
1975 if(IS_PLAYER(e) || e.caplayer == 1)
1976 currentlyPlaying += 1;
1978 if(currentlyPlaying < autocvar_g_maxplayers)
1979 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1985 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1986 * g_maxplayers_spectator_blocktime seconds
1988 void checkSpectatorBlock() {
1989 if(IS_SPEC(self) || IS_OBSERVER(self)) {
1990 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1991 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1997 void PrintWelcomeMessage()
1999 if(self.motd_actived_time == 0)
2001 if (autocvar_g_campaign) {
2002 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2003 self.motd_actived_time = time;
2004 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2007 if (self.BUTTON_INFO) {
2008 self.motd_actived_time = time;
2009 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2013 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2015 if (autocvar_g_campaign) {
2016 if (self.BUTTON_INFO)
2017 self.motd_actived_time = time;
2018 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2019 self.motd_actived_time = 0;
2020 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2023 if (self.BUTTON_INFO)
2024 self.motd_actived_time = time;
2025 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2026 self.motd_actived_time = 0;
2027 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2031 else //if(self.motd_actived_time < 0) // just connected, motd is active
2033 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2034 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2035 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2037 // instanctly hide MOTD
2038 self.motd_actived_time = 0;
2039 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2044 void ObserverThink()
2046 float prefered_movetype;
2047 if (self.flags & FL_JUMPRELEASED) {
2048 if (self.BUTTON_JUMP && !self.version_mismatch) {
2049 self.flags &= ~FL_JUMPRELEASED;
2050 self.flags |= FL_SPAWNING;
2051 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2052 self.flags &= ~FL_JUMPRELEASED;
2053 if(SpectateNext()) {
2054 self.classname = "spectator";
2057 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2058 if (self.movetype != prefered_movetype)
2059 self.movetype = prefered_movetype;
2062 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2063 self.flags |= FL_JUMPRELEASED;
2064 if(self.flags & FL_SPAWNING)
2066 self.flags &= ~FL_SPAWNING;
2067 LeaveSpectatorMode();
2074 void SpectatorThink()
2076 if (self.flags & FL_JUMPRELEASED) {
2077 if (self.BUTTON_JUMP && !self.version_mismatch) {
2078 self.flags &= ~FL_JUMPRELEASED;
2079 self.flags |= FL_SPAWNING;
2080 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2081 self.flags &= ~FL_JUMPRELEASED;
2082 if(SpectateNext()) {
2083 self.classname = "spectator";
2085 self.classname = "observer";
2086 PutClientInServer();
2089 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2090 self.flags &= ~FL_JUMPRELEASED;
2091 if(SpectatePrev()) {
2092 self.classname = "spectator";
2094 self.classname = "observer";
2095 PutClientInServer();
2098 } else if (self.BUTTON_ATCK2) {
2099 self.flags &= ~FL_JUMPRELEASED;
2100 self.classname = "observer";
2101 PutClientInServer();
2103 if(!SpectateUpdate())
2104 PutObserverInServer();
2107 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2108 self.flags |= FL_JUMPRELEASED;
2109 if(self.flags & FL_SPAWNING)
2111 self.flags &= ~FL_SPAWNING;
2112 LeaveSpectatorMode();
2116 if(!SpectateUpdate())
2117 PutObserverInServer();
2120 self.flags |= FL_CLIENT | FL_NOTARGET;
2125 if (!IS_PLAYER(self))
2130 vehicles_exit(VHEF_NORMAL);
2134 // a use key was pressed; call handlers
2135 MUTATOR_CALLHOOK(PlayerUseKey);
2142 Called every frame for each client before the physics are run
2145 .float usekeypressed;
2146 void() nexball_setstatus;
2148 void PlayerPreThink (void)
2150 WarpZone_PlayerPhysics_FixVAngle();
2152 self.stat_game_starttime = game_starttime;
2153 self.stat_round_starttime = round_starttime;
2154 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2155 self.stat_leadlimit = autocvar_leadlimit;
2159 // physics frames: update anticheat stuff
2160 anticheat_prethink();
2163 if(blockSpectators && frametime)
2164 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2165 checkSpectatorBlock();
2169 if(self.netname_previous != self.netname)
2171 if(autocvar_sv_eventlog)
2172 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2173 if(self.netname_previous)
2174 strunzone(self.netname_previous);
2175 self.netname_previous = strzone(self.netname);
2179 if(self.version_nagtime)
2180 if(self.cvar_g_xonoticversion)
2181 if(time > self.version_nagtime)
2183 // don't notify git users
2184 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2186 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2188 // notify release users if connecting to git
2189 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");
2190 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2195 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2198 // give users new version
2199 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");
2200 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2204 // notify users about old server version
2205 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");
2206 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2210 self.version_nagtime = 0;
2214 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2216 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2217 self.max_armorvalue = 0;
2221 if (TetrisPreFrame())
2225 MUTATOR_CALLHOOK(PlayerPreThink);
2227 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2229 if(self.BUTTON_USE && !self.usekeypressed)
2231 self.usekeypressed = self.BUTTON_USE;
2234 if(IS_REAL_CLIENT(self))
2235 PrintWelcomeMessage();
2240 CheckRules_Player();
2242 if (intermission_running)
2244 IntermissionThink (); // otherwise a button could be missed between
2245 return; // the think tics
2248 //don't allow the player to turn around while game is paused!
2249 if(timeout_status == TIMEOUT_ACTIVE) {
2250 // FIXME turn this into CSQC stuff
2251 self.v_angle = self.lastV_angle;
2252 self.angles = self.lastV_angle;
2253 self.fixangle = TRUE;
2258 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2260 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2261 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2262 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2264 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2266 self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2267 self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2268 self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2272 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2277 if (self.deadflag != DEAD_NO)
2279 if(self.personal && g_race_qualifying)
2281 if(time > self.respawn_time)
2283 self.respawn_time = time + 1; // only retry once a second
2284 self.stat_respawn_time = self.respawn_time;
2291 float button_pressed;
2294 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2296 if (self.deadflag == DEAD_DYING)
2298 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2299 self.deadflag = DEAD_RESPAWNING;
2300 else if(!button_pressed)
2301 self.deadflag = DEAD_DEAD;
2303 else if (self.deadflag == DEAD_DEAD)
2306 self.deadflag = DEAD_RESPAWNABLE;
2307 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2308 self.deadflag = DEAD_RESPAWNING;
2310 else if (self.deadflag == DEAD_RESPAWNABLE)
2313 self.deadflag = DEAD_RESPAWNING;
2315 else if (self.deadflag == DEAD_RESPAWNING)
2317 if(time > self.respawn_time)
2319 self.respawn_time = time + 1; // only retry once a second
2320 self.respawn_time_max = self.respawn_time;
2325 ShowRespawnCountdown();
2327 if(self.respawn_flags & RESPAWN_SILENT)
2328 self.stat_respawn_time = 0;
2329 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2330 self.stat_respawn_time = self.respawn_time_max;
2332 self.stat_respawn_time = self.respawn_time;
2335 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2336 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2337 self.stat_respawn_time *= -1;
2342 self.prevorigin = self.origin;
2344 float do_crouch = self.BUTTON_CROUCH;
2349 if(self.freezetag_frozen)
2351 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink) // WEAPONTODO
2359 self.view_ofs = PL_CROUCH_VIEW_OFS;
2360 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2361 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2368 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2369 if (!trace_startsolid)
2371 self.crouch = FALSE;
2372 self.view_ofs = PL_VIEW_OFS;
2373 setsize (self, PL_MIN, PL_MAX);
2380 GrapplingHookFrame();
2382 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2385 self.items &= ~self.items_added;
2389 self.items_added = 0;
2390 if(self.items & IT_JETPACK)
2391 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2392 self.items_added |= IT_FUEL;
2394 self.items |= self.items_added;
2399 // rot nex charge to the charge limit
2400 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2401 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2407 secrets_setstatus();
2409 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2411 //self.angles_y=self.v_angle_y + 90; // temp
2412 } else if(gameover) {
2413 if (intermission_running)
2414 IntermissionThink (); // otherwise a button could be missed between
2416 } else if(IS_OBSERVER(self)) {
2418 } else if(IS_SPEC(self)) {
2423 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2425 float oldspectatee_status;
2426 oldspectatee_status = self.spectatee_status;
2428 self.spectatee_status = num_for_edict(self.enemy);
2429 else if(IS_OBSERVER(self))
2430 self.spectatee_status = num_for_edict(self);
2432 self.spectatee_status = 0;
2433 if(self.spectatee_status != oldspectatee_status)
2435 ClientData_Touch(self);
2437 race_InitSpectator();
2440 if(self.teamkill_soundtime)
2441 if(time > self.teamkill_soundtime)
2443 self.teamkill_soundtime = 0;
2445 entity oldpusher, oldself;
2447 oldself = self; self = self.teamkill_soundsource;
2448 oldpusher = self.pusher; self.pusher = oldself;
2450 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2452 self.pusher = oldpusher;
2456 if(self.taunt_soundtime)
2457 if(time > self.taunt_soundtime)
2459 self.taunt_soundtime = 0;
2460 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2463 target_voicescript_next(self);
2465 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2467 self.clip_load = self.clip_size = 0;
2470 float isInvisibleString(string s)
2473 s = strdecolorize(s);
2474 for((i = 0), (n = strlen(s)); i < n; ++i)
2482 case 192: // charmap space
2483 if (!autocvar_utf8_enable)
2486 case 160: // space in unicode fonts
2487 case 0xE000 + 192: // utf8 charmap space
2488 if (autocvar_utf8_enable)
2501 Called every frame for each client after the physics are run
2504 .float idlekick_lasttimeleft;
2505 void PlayerPostThink (void)
2507 // Savage: Check for nameless players
2508 if (isInvisibleString(self.netname)) {
2509 self.netname = "Player";
2510 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2513 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2514 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2516 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2518 if(self.idlekick_lasttimeleft)
2520 self.idlekick_lasttimeleft = 0;
2521 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2527 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2528 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2530 if(!self.idlekick_lasttimeleft)
2531 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2535 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2539 else if(timeleft <= 10)
2541 if(timeleft != self.idlekick_lasttimeleft)
2542 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2543 self.idlekick_lasttimeleft = timeleft;
2549 if(self.impulse == 100)
2551 if (!TetrisPostFrame())
2557 //CheckPlayerJump();
2559 if(IS_PLAYER(self)) {
2560 CheckRules_Player();
2564 if (intermission_running)
2565 return; // intermission or finale
2575 for(i = 0; i < 1000; ++i)
2578 end = self.origin + '0 0 1024' + 512 * randomvec();
2579 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2580 if(trace_fraction < 1)
2581 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2583 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2589 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2591 if(self.waypointsprite_attachedforcarrier)
2592 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2596 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2598 if (!self.stored_netname)
2599 self.stored_netname = strzone(uid2name(self.crypto_idfp));
2600 if(self.stored_netname != self.netname)
2602 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
2603 strunzone(self.stored_netname);
2604 self.stored_netname = strzone(self.netname);
2610 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
2613 CSQCMODEL_AUTOUPDATE();