1 #include "cl_client.qh"
3 #include "waypointsprites.qh"
5 #include "anticheat.qh"
6 #include "cl_impulse.qh"
7 #include "cl_player.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "g_damage.qh"
17 #include "command/common.qh"
22 #include "campaign.qh"
23 #include "command/common.qh"
26 #include "bot/navigation.qh"
28 #include "vehicles/vehicle.qh"
30 #include "weapons/hitplot.qh"
31 #include "weapons/weaponsystem.qh"
33 #include "../common/net_notice.qh"
34 #include "../common/physics.qh"
36 #include "../common/triggers/subs.qh"
37 #include "../common/triggers/triggers.qh"
38 #include "../common/triggers/trigger/secret.qh"
40 #include "../common/items/inventory.qh"
42 #include "../common/monsters/sv_monsters.qh"
44 #include "../warpzonelib/server.qh"
47 void send_CSQC_teamnagger() {
48 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
49 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
52 float ClientData_Send(entity to, int sf)
69 sf |= 1; // forced scoreboard
70 if(to.spectatee_status)
71 sf |= 2; // spectator ent number follows
74 if(e.porto_v_angle_held)
75 sf |= 8; // angles held
77 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
78 WriteByte(MSG_ENTITY, sf);
81 WriteByte(MSG_ENTITY, to.spectatee_status);
85 WriteAngle(MSG_ENTITY, e.v_angle.x);
86 WriteAngle(MSG_ENTITY, e.v_angle.y);
92 void ClientData_Attach()
94 Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
95 self.clientdata.drawonlytoclient = self;
96 self.clientdata.owner = self;
99 void ClientData_Detach()
101 remove(self.clientdata);
102 self.clientdata = world;
105 void ClientData_Touch(entity e)
107 e.clientdata.SendFlags = 1;
109 // make it spectatable
111 FOR_EACH_REALCLIENT(e2)
116 e2.clientdata.SendFlags = 1;
120 .string netname_previous;
122 void SetSpectator(entity player, entity spectatee);
129 Checks if the argument string can be a valid playermodel.
130 Returns a valid one in doubt.
133 string FallbackPlayerModel;
134 string CheckPlayerModel(string plyermodel) {
135 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
137 // note: we cannot summon Don Strunzone here, some player may
138 // still have the model string set. In case anyone manages how
139 // to change a cvar default, we'll have a small leak here.
140 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
142 // only in right path
143 if( substring(plyermodel,0,14) != "models/player/")
144 return FallbackPlayerModel;
145 // only good file extensions
146 if(substring(plyermodel,-4,4) != ".zym")
147 if(substring(plyermodel,-4,4) != ".dpm")
148 if(substring(plyermodel,-4,4) != ".iqm")
149 if(substring(plyermodel,-4,4) != ".md3")
150 if(substring(plyermodel,-4,4) != ".psk")
151 return FallbackPlayerModel;
152 // forbid the LOD models
153 if(substring(plyermodel, -9,5) == "_lod1")
154 return FallbackPlayerModel;
155 if(substring(plyermodel, -9,5) == "_lod2")
156 return FallbackPlayerModel;
157 if(plyermodel != strtolower(plyermodel))
158 return FallbackPlayerModel;
159 // also, restrict to server models
160 if(autocvar_sv_servermodelsonly)
162 if(!fexists(plyermodel))
163 return FallbackPlayerModel;
168 void setplayermodel(entity e, string modelname)
170 precache_model(modelname);
171 setmodel(e, modelname);
172 player_setupanimsformodel();
173 UpdatePlayerSounds();
180 putting a client as observer in the server
183 void FixPlayermodel();
184 void PutObserverInServer (void)
187 self.hud = HUD_NORMAL;
189 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
191 spot = SelectSpawnPoint (true);
193 error("No spawnpoints for observers?!?\n");
194 RemoveGrapplingHook(self); // Wazat's Grappling Hook
196 if(IS_REAL_CLIENT(self))
199 WriteByte(MSG_ONE, SVC_SETVIEW);
200 WriteEntity(MSG_ONE, self);
203 self.frags = FRAGS_SPECTATOR;
205 MUTATOR_CALLHOOK(MakePlayerObserver);
207 Portal_ClearAll(self);
214 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
219 vehicles_exit(VHEF_RELESE);
221 WaypointSprite_PlayerDead();
223 if (!g_ca) // don't reset teams when moving a ca player to the spectators
224 self.team = -1; // move this as it is needed to log the player spectating in eventlog
226 if(self.killcount != -666)
228 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
229 if(!intermission_running)
230 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
231 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
233 if(self.just_joined == false) {
234 LogTeamchange(self.playerid, -1, 4);
236 self.just_joined = false;
239 PlayerScore_Clear(self); // clear scores when needed
241 accuracy_resend(self);
243 self.spectatortime = time;
245 self.classname = "observer";
246 self.iscreature = false;
247 self.teleportable = TELEPORT_SIMPLE;
248 self.damagedbycontents = false;
250 self.takedamage = DAMAGE_NO;
251 self.solid = SOLID_NOT;
252 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
253 self.flags = FL_CLIENT | FL_NOTARGET;
254 self.armorvalue = 666;
256 self.armorvalue = autocvar_g_balance_armor_start;
257 self.pauserotarmor_finished = 0;
258 self.pauserothealth_finished = 0;
259 self.pauseregen_finished = 0;
260 self.damageforcescale = 0;
262 self.respawn_flags = 0;
263 self.respawn_time = 0;
264 self.stat_respawn_time = 0;
269 self.pain_finished = 0;
270 self.strength_finished = 0;
271 self.invincible_finished = 0;
272 self.superweapons_finished = 0;
275 self.think = func_null;
278 self.deadflag = DEAD_NO;
279 self.angles = spot.angles;
281 self.fixangle = true;
283 self.revival_time = 0;
285 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
286 self.prevorigin = self.origin;
288 self.weapons = '0 0 0';
291 setmodel(self, "null");
292 self.drawonlytoclient = self;
294 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
295 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
298 self.weaponname = "";
299 self.switchingweapon = 0;
300 self.weaponmodel = "";
301 self.weaponentity = world;
302 self.exteriorweaponentity = world;
303 self.killcount = -666;
304 self.velocity = '0 0 0';
305 self.avelocity = '0 0 0';
306 self.punchangle = '0 0 0';
307 self.punchvector = '0 0 0';
308 self.oldvelocity = self.velocity;
309 self.fire_endtime = -1;
310 self.event_damage = func_null;
313 .float model_randomizer;
314 void FixPlayermodel()
317 float defaultskin, chmdl, oldskin, n, i;
324 if(autocvar_sv_defaultcharacter)
329 s = Static_Team_ColorName_Lower(self.team);
332 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
333 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
337 if(defaultmodel == "")
339 defaultmodel = autocvar_sv_defaultplayermodel;
340 defaultskin = autocvar_sv_defaultplayerskin;
343 n = tokenize_console(defaultmodel);
346 defaultmodel = argv(floor(n * self.model_randomizer));
347 // However, do NOT randomize if the player-selected model is in the list.
348 for (i = 0; i < n; ++i)
349 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
350 defaultmodel = argv(i);
353 i = strstrofs(defaultmodel, ":", 0);
356 defaultskin = stof(substring(defaultmodel, i+1, -1));
357 defaultmodel = substring(defaultmodel, 0, i);
361 if(defaultmodel != "")
363 if (defaultmodel != self.model)
367 setplayermodel (self, defaultmodel);
368 setsize (self, m1, m2);
373 self.skin = defaultskin;
375 if (self.playermodel != self.model || self.playermodel == "")
377 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
380 setplayermodel (self, self.playermodel);
381 setsize (self, m1, m2);
386 self.skin = stof(self.playerskin);
389 if(chmdl || oldskin != self.skin) // model or skin has changed
391 self.species = player_getspecies(); // update species
392 UpdatePlayerSounds(); // update skin sounds
396 if(strlen(autocvar_sv_defaultplayercolors))
397 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
398 setcolor(self, stof(autocvar_sv_defaultplayercolors));
405 Called when a client spawns in the server
408 void PutClientInServer (void)
410 if(IS_BOT_CLIENT(self))
411 self.classname = "player";
412 else if(IS_REAL_CLIENT(self))
415 WriteByte(MSG_ONE, SVC_SETVIEW);
416 WriteEntity(MSG_ONE, self);
419 SetSpectator(self, world);
424 MUTATOR_CALLHOOK(PutClientInServer);
427 self.classname = "observer";
431 entity spot, oldself;
433 accuracy_resend(self);
436 JoinBestTeam(self, false, true);
438 spot = SelectSpawnPoint (false);
441 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
442 return; // spawn failed
445 RemoveGrapplingHook(self); // Wazat's Grappling Hook
448 vehicles_exit(VHEF_RELESE);
450 self.classname = "player";
451 self.wasplayer = true;
452 self.iscreature = true;
453 self.teleportable = TELEPORT_NORMAL;
454 self.damagedbycontents = true;
455 self.movetype = MOVETYPE_WALK;
456 self.solid = SOLID_SLIDEBOX;
457 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
458 if(autocvar_g_playerclip_collisions)
459 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
460 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
461 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
462 self.frags = FRAGS_PLAYER;
463 if(INDEPENDENT_PLAYERS)
464 MAKE_INDEPENDENT_PLAYER(self);
465 self.flags = FL_CLIENT;
466 if(autocvar__notarget)
467 self.flags |= FL_NOTARGET;
468 self.takedamage = DAMAGE_AIM;
470 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
471 self.air_finished = time + 12;
473 if(WEP_CVAR(vortex, charge))
475 if(WEP_CVAR_SEC(vortex, chargepool))
476 self.vortex_chargepool_ammo = 1;
477 self.vortex_charge = WEP_CVAR(vortex, charge_start);
482 self.ammo_shells = warmup_start_ammo_shells;
483 self.ammo_nails = warmup_start_ammo_nails;
484 self.ammo_rockets = warmup_start_ammo_rockets;
485 self.ammo_cells = warmup_start_ammo_cells;
486 self.ammo_plasma = warmup_start_ammo_plasma;
487 self.ammo_fuel = warmup_start_ammo_fuel;
488 self.health = warmup_start_health;
489 self.armorvalue = warmup_start_armorvalue;
490 self.weapons = WARMUP_START_WEAPONS;
494 self.ammo_shells = start_ammo_shells;
495 self.ammo_nails = start_ammo_nails;
496 self.ammo_rockets = start_ammo_rockets;
497 self.ammo_cells = start_ammo_cells;
498 self.ammo_plasma = start_ammo_plasma;
499 self.ammo_fuel = start_ammo_fuel;
500 self.health = start_health;
501 self.armorvalue = start_armorvalue;
502 self.weapons = start_weapons;
505 if(self.weapons & WEPSET_SUPERWEAPONS)
506 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
508 self.superweapons_finished = 0;
510 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
512 if(g_weaponarena_random_with_blaster)
513 self.weapons &= ~WEPSET_BLASTER;
514 W_RandomWeapons(self, g_weaponarena_random);
515 if(g_weaponarena_random_with_blaster)
516 self.weapons |= WEPSET_BLASTER;
519 self.items = start_items;
521 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
522 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
523 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
524 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
525 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
526 //extend the pause of rotting if client was reset at the beginning of the countdown
527 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
528 self.spawnshieldtime += game_starttime - time;
529 self.pauserotarmor_finished += game_starttime - time;
530 self.pauserothealth_finished += game_starttime - time;
531 self.pauseregen_finished += game_starttime - time;
533 self.damageforcescale = 2;
535 self.respawn_flags = 0;
536 self.respawn_time = 0;
537 self.stat_respawn_time = 0;
538 self.scale = autocvar_sv_player_scale;
541 self.pain_finished = 0;
542 self.strength_finished = 0;
543 self.invincible_finished = 0;
545 // players have no think function
546 self.think = func_null;
550 self.ballistics_density = autocvar_g_ballistics_density_player;
554 self.deadflag = DEAD_NO;
556 self.angles = spot.angles;
558 self.angles_z = 0; // never spawn tilted even if the spot says to
559 if(IS_BOT_CLIENT(self))
560 self.v_angle = self.angles;
561 self.fixangle = true; // turn this way immediately
562 self.velocity = '0 0 0';
563 self.avelocity = '0 0 0';
564 self.punchangle = '0 0 0';
565 self.punchvector = '0 0 0';
566 self.oldvelocity = self.velocity;
567 self.fire_endtime = -1;
568 self.revival_time = 0;
570 entity spawnevent = spawn();
571 spawnevent.owner = self;
572 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
574 // Cut off any still running player sounds.
575 stopsound(self, CH_PLAYER_SINGLE);
579 self.drawonlytoclient = world;
582 self.view_ofs = PL_VIEW_OFS;
583 setsize (self, PL_MIN, PL_MAX);
584 self.spawnorigin = spot.origin;
585 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
586 // don't reset back to last position, even if new position is stuck in solid
587 self.oldorigin = self.origin;
588 self.prevorigin = self.origin;
589 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
590 self.lastteleporttime = time; // prevent insane speeds due to changing origin
591 self.hud = HUD_NORMAL;
593 self.event_damage = PlayerDamage;
595 self.bot_attack = true;
596 self.monster_attack = true;
598 self.spider_slowness = 0;
600 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
602 if(self.killcount == -666) {
603 PlayerScore_Clear(self);
607 CL_SpawnWeaponentity();
608 self.alpha = default_player_alpha;
609 self.colormod = '1 1 1' * autocvar_g_player_brightness;
610 self.exteriorweaponentity.alpha = default_weapon_alpha;
612 self.speedrunning = false;
614 //stuffcmd(self, "chase_active 0");
615 //stuffcmd(self, "set viewsize $tmpviewsize \n");
617 target_voicescript_clear(self);
619 // reset fields the weapons may use
620 for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
622 WEP_ACTION(j, WR_RESETPLAYER);
624 // all weapons must be fully loaded when we spawn
625 entity e = get_weaponinfo(j);
626 if (e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
627 self.(weapon_load[j]) = e.reloading_ammo;
635 self.target = string_null;
644 MUTATOR_CALLHOOK(PlayerSpawn);
646 if(autocvar_spawn_debug)
648 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
649 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
652 self.switchweapon = w_getbestweapon(self);
653 self.cnt = -1; // W_LastWeapon will not complain
655 self.weaponname = "";
656 self.switchingweapon = 0;
660 self.alivetime = time;
664 else if(IS_OBSERVER(self))
666 PutObserverInServer ();
670 .float ebouncefactor, ebouncestop; // electro's values
671 // TODO do we need all these fields, or should we stop autodetecting runtime
672 // changes and just have a console command to update this?
673 float ClientInit_SendEntity(entity to, int sf)
675 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
676 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
677 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
678 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
679 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
680 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
681 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
682 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
683 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
684 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
686 if(sv_foginterval && world.fog != "")
687 WriteString(MSG_ENTITY, world.fog);
689 WriteString(MSG_ENTITY, "");
690 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
691 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
692 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
693 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
694 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
695 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
696 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
697 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
698 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
699 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
700 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
701 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
705 void ClientInit_CheckUpdate()
707 self.nextthink = time;
708 if(self.count != autocvar_g_balance_armor_blockpercent)
710 self.count = autocvar_g_balance_armor_blockpercent;
713 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
715 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
718 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
720 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
723 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
725 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
728 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
730 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
735 void ClientInit_Spawn()
740 e.classname = "clientinit";
741 e.think = ClientInit_CheckUpdate;
742 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
746 ClientInit_CheckUpdate();
755 void SetNewParms (void)
757 // initialize parms for a new player
758 parm1 = -(86400 * 366);
766 void SetChangeParms (void)
768 // save parms for level change
769 parm1 = self.parm_idlesince - time;
777 void DecodeLevelParms (void)
780 self.parm_idlesince = parm1;
781 if(self.parm_idlesince == -(86400 * 366))
782 self.parm_idlesince = time;
784 // whatever happens, allow 60 seconds of idling directly after connect for map loading
785 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
792 Called when a client types 'kill' in the console
796 .float clientkill_nexttime;
797 void ClientKill_Now_TeamChange()
799 if(self.killindicator_teamchange == -1)
801 JoinBestTeam( self, false, true );
803 else if(self.killindicator_teamchange == -2)
806 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
807 PutObserverInServer();
810 SV_ChangeTeam(self.killindicator_teamchange - 1);
811 self.killindicator_teamchange = 0;
814 void ClientKill_Now()
818 vehicles_exit(VHEF_RELESE);
819 if(!self.killindicator_teamchange)
821 self.vehicle_health = -1;
822 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
826 if(self.killindicator && !wasfreed(self.killindicator))
827 remove(self.killindicator);
829 self.killindicator = world;
831 if(self.killindicator_teamchange)
832 ClientKill_Now_TeamChange();
835 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
837 // now I am sure the player IS dead
839 void KillIndicator_Think()
843 self.owner.killindicator = world;
848 if (self.owner.alpha < 0 && !self.owner.vehicle)
850 self.owner.killindicator = world;
858 ClientKill_Now(); // no oldself needed
861 else if(g_cts && self.health == 1) // health == 1 means that it's silent
863 self.nextthink = time + 1;
869 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
870 if(IS_REAL_CLIENT(self.owner))
873 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
875 self.nextthink = time + 1;
880 float clientkilltime;
881 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
890 killtime = autocvar_g_balance_kill_delay;
892 if(g_race_qualifying || g_cts)
895 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
897 remove(self.killindicator);
898 self.killindicator = world;
900 ClientKill_Now(); // allow instant kill in this case
904 self.killindicator_teamchange = targetteam;
906 if(!self.killindicator)
908 if(self.deadflag == DEAD_NO)
910 killtime = max(killtime, self.clientkill_nexttime - time);
911 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
914 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
920 starttime = max(time, clientkilltime);
922 self.killindicator = spawn();
923 self.killindicator.owner = self;
924 self.killindicator.scale = 0.5;
925 setattachment(self.killindicator, self, "");
926 setorigin(self.killindicator, '0 0 52');
927 self.killindicator.think = KillIndicator_Think;
928 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
929 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
930 self.killindicator.cnt = ceil(killtime);
931 self.killindicator.count = bound(0, ceil(killtime), 10);
932 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
934 for(e = world; (e = find(e, classname, "body")) != world; )
938 e.killindicator = spawn();
939 e.killindicator.owner = e;
940 e.killindicator.scale = 0.5;
941 setattachment(e.killindicator, e, "");
942 setorigin(e.killindicator, '0 0 52');
943 e.killindicator.think = KillIndicator_Think;
944 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
945 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
946 e.killindicator.cnt = ceil(killtime);
951 if(self.killindicator)
953 if(targetteam == 0) // just die
955 self.killindicator.colormod = '0 0 0';
956 if(IS_REAL_CLIENT(self))
957 if(self.killindicator.cnt > 0)
958 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
960 else if(targetteam == -1) // auto
962 self.killindicator.colormod = '0 1 0';
963 if(IS_REAL_CLIENT(self))
964 if(self.killindicator.cnt > 0)
965 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
967 else if(targetteam == -2) // spectate
969 self.killindicator.colormod = '0.5 0.5 0.5';
970 if(IS_REAL_CLIENT(self))
971 if(self.killindicator.cnt > 0)
972 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
976 self.killindicator.colormod = Team_ColorRGB(targetteam);
977 if(IS_REAL_CLIENT(self))
978 if(self.killindicator.cnt > 0)
979 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
985 void ClientKill (void)
988 if(self.player_blocked) return;
989 if(self.frozen) return;
991 ClientKill_TeamChange(0);
994 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
996 e.killindicator = spawn();
997 e.killindicator.owner = e;
998 e.killindicator.think = KillIndicator_Think;
999 e.killindicator.nextthink = time + (e.lip) * 0.05;
1000 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1001 e.killindicator.health = 1; // this is used to indicate that it should be silent
1005 void FixClientCvars(entity e)
1007 // send prediction settings to the client
1008 stuffcmd(e, "\nin_bindmap 0 0\n");
1010 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1011 if(autocvar_g_antilag == 3) // client side hitscan
1012 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1013 if(autocvar_sv_gentle)
1014 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1017 float PlayerInIDList(entity p, string idlist)
1022 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1026 // this function allows abbreviated player IDs too!
1027 n = tokenize_console(idlist);
1028 for(i = 0; i < n; ++i)
1031 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1038 #ifdef DP_EXT_PRECONNECT
1043 Called once (not at each match start) when a client begins a connection to the server
1046 void ClientPreConnect (void)
1048 if(autocvar_sv_eventlog)
1050 GameLogEcho(sprintf(":connect:%d:%d:%s",
1052 num_for_edict(self),
1053 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1063 Called when a client connects to the server
1066 void DecodeLevelParms (void);
1067 //void dom_player_join_team(entity pl);
1068 void set_dom_state(entity e);
1069 void ClientConnect (void)
1075 print("Warning: ClientConnect, but already connected!\n");
1079 if(Ban_MaybeEnforceBanOnce(self))
1085 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1088 self.classname = "player_joining";
1090 self.flags = FL_CLIENT;
1091 self.version_nagtime = time + 10 + random() * 10;
1095 dprint("BUG player count is lower than zero, this cannot happen!\n");
1099 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1101 PlayerScore_Attach(self);
1102 ClientData_Attach();
1103 accuracy_init(self);
1104 Inventory_new(self);
1106 bot_clientconnect();
1112 // identify the right forced team
1113 if(autocvar_g_campaign)
1115 if(IS_REAL_CLIENT(self)) // only players, not bots
1117 switch(autocvar_g_campaign_forceteam)
1119 case 1: self.team_forced = NUM_TEAM_1; break;
1120 case 2: self.team_forced = NUM_TEAM_2; break;
1121 case 3: self.team_forced = NUM_TEAM_3; break;
1122 case 4: self.team_forced = NUM_TEAM_4; break;
1123 default: self.team_forced = 0;
1127 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1128 self.team_forced = NUM_TEAM_1;
1129 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1130 self.team_forced = NUM_TEAM_2;
1131 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1132 self.team_forced = NUM_TEAM_3;
1133 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1134 self.team_forced = NUM_TEAM_4;
1135 else if(autocvar_g_forced_team_otherwise == "red")
1136 self.team_forced = NUM_TEAM_1;
1137 else if(autocvar_g_forced_team_otherwise == "blue")
1138 self.team_forced = NUM_TEAM_2;
1139 else if(autocvar_g_forced_team_otherwise == "yellow")
1140 self.team_forced = NUM_TEAM_3;
1141 else if(autocvar_g_forced_team_otherwise == "pink")
1142 self.team_forced = NUM_TEAM_4;
1143 else if(autocvar_g_forced_team_otherwise == "spectate")
1144 self.team_forced = -1;
1145 else if(autocvar_g_forced_team_otherwise == "spectator")
1146 self.team_forced = -1;
1148 self.team_forced = 0;
1151 if(self.team_forced > 0)
1152 self.team_forced = 0;
1154 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1156 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1157 self.classname = "observer";
1161 if(autocvar_g_balance_teams)
1163 self.classname = "player";
1164 campaign_bots_may_start = 1;
1168 self.classname = "observer"; // do it anyway
1173 self.classname = "player";
1174 campaign_bots_may_start = 1;
1178 self.playerid = (playerid_last = playerid_last + 1);
1180 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1182 if(IS_BOT_CLIENT(self))
1183 PlayerStats_GameReport_AddPlayer(self);
1185 if(autocvar_sv_eventlog)
1186 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1188 LogTeamchange(self.playerid, self.team, 1);
1190 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1192 self.netname_previous = strzone(self.netname);
1194 if(IS_PLAYER(self) && teamplay)
1195 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1197 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1199 stuffcmd(self, strcat(clientstuff, "\n"));
1200 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1202 FixClientCvars(self);
1204 // spawnfunc_waypoint sprites
1205 WaypointSprite_InitClient(self);
1207 // Wazat's grappling hook
1208 SetGrappleHookBindings();
1211 stuffcmd(self, "alias +jetpack +button10\n");
1212 stuffcmd(self, "alias -jetpack -button10\n");
1214 // get version info from player
1215 stuffcmd(self, "cmd clientversion $gameversion\n");
1217 // get other cvars from player
1220 // notify about available teams
1223 CheckAllowedTeams(self);
1224 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1225 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1228 stuffcmd(self, "set _teams_available 0\n");
1232 bot_relinkplayerlist();
1234 self.spectatortime = time;
1237 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1240 self.jointime = time;
1241 self.allowed_timeouts = autocvar_sv_timeout_number;
1243 if(IS_REAL_CLIENT(self))
1245 if(!autocvar_g_campaign)
1247 self.motd_actived_time = -1;
1248 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1251 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1252 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1255 if(!sv_foginterval && world.fog != "")
1256 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1258 W_HitPlotOpen(self);
1260 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
1261 send_CSQC_teamnagger();
1265 CSQCMODEL_AUTOINIT();
1267 self.model_randomizer = random();
1269 if(IS_REAL_CLIENT(self))
1272 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1273 entity oldself = self;
1275 e.init_for_player(oldself);
1279 MUTATOR_CALLHOOK(ClientConnect);
1285 Called when a client disconnects from the server
1288 .entity chatbubbleentity;
1290 void ClientDisconnect (void)
1293 vehicles_exit(VHEF_RELESE);
1295 if (!IS_CLIENT(self))
1297 print("Warning: ClientDisconnect without ClientConnect\n");
1301 PlayerStats_GameReport_FinalizePlayer(self);
1303 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1305 CheatShutdownClient();
1307 W_HitPlotClose(self);
1310 anticheat_shutdown();
1312 playerdemo_shutdown();
1314 bot_clientdisconnect();
1319 if(autocvar_sv_eventlog)
1320 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1322 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1324 MUTATOR_CALLHOOK(ClientDisconnect);
1326 Portal_ClearAll(self);
1330 RemoveGrapplingHook(self);
1332 // Here, everything has been done that requires this player to be a client.
1334 self.flags &= ~FL_CLIENT;
1336 if (self.chatbubbleentity)
1337 remove (self.chatbubbleentity);
1339 if (self.killindicator)
1340 remove (self.killindicator);
1342 WaypointSprite_PlayerGone();
1344 bot_relinkplayerlist();
1346 accuracy_free(self);
1347 Inventory_delete(self);
1348 ClientData_Detach();
1349 PlayerScore_Detach(self);
1351 if(self.netname_previous)
1352 strunzone(self.netname_previous);
1353 if(self.clientstatus)
1354 strunzone(self.clientstatus);
1355 if(self.weaponorder_byimpulse)
1356 strunzone(self.weaponorder_byimpulse);
1358 ClearPlayerSounds();
1361 remove(self.personal);
1371 void ChatBubbleThink()
1373 self.nextthink = time;
1374 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1376 if(self.owner) // but why can that ever be world?
1377 self.owner.chatbubbleentity = world;
1381 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1383 || self.owner.tetris_on
1386 self.model = self.mdl;
1391 void UpdateChatBubble()
1395 // spawn a chatbubble entity if needed
1396 if (!self.chatbubbleentity)
1398 self.chatbubbleentity = spawn();
1399 self.chatbubbleentity.owner = self;
1400 self.chatbubbleentity.exteriormodeltoclient = self;
1401 self.chatbubbleentity.think = ChatBubbleThink;
1402 self.chatbubbleentity.nextthink = time;
1403 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1404 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1405 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs.z * '0 0 1');
1406 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1407 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1408 self.chatbubbleentity.model = "";
1409 self.chatbubbleentity.effects = EF_LOWPRECISION;
1414 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1415 // added to the model skins
1416 /*void UpdateColorModHack()
1419 c = self.clientcolors & 15;
1420 // LordHavoc: only bothering to support white, green, red, yellow, blue
1421 if (!teamplay) self.colormod = '0 0 0';
1422 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1423 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1424 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1425 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1426 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1427 else self.colormod = '1 1 1';
1432 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1434 self.solid = SOLID_NOT;
1435 self.takedamage = DAMAGE_NO;
1436 self.movetype = MOVETYPE_FLY;
1437 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1438 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1439 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1440 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1441 if(autocvar_g_respawn_ghosts_maxtime)
1442 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1447 self.effects |= EF_NODRAW; // prevent another CopyBody
1448 PutClientInServer();
1451 void play_countdown(float finished, string samp)
1453 if(IS_REAL_CLIENT(self))
1454 if(floor(finished - time - frametime) != floor(finished - time))
1455 if(finished - time < 6)
1456 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1459 void player_powerups (void)
1461 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1462 olditems = self.items;
1464 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1465 self.modelflags |= MF_ROCKET;
1467 self.modelflags &= ~MF_ROCKET;
1469 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1471 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1474 Fire_ApplyDamage(self);
1475 Fire_ApplyEffect(self);
1479 if (self.items & IT_STRENGTH)
1481 play_countdown(self.strength_finished, "misc/poweroff.wav");
1482 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1483 if (time > self.strength_finished)
1485 self.items = self.items - (self.items & IT_STRENGTH);
1486 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1487 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1492 if (time < self.strength_finished)
1494 self.items = self.items | IT_STRENGTH;
1495 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1496 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1499 if (self.items & IT_INVINCIBLE)
1501 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1502 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1503 if (time > self.invincible_finished)
1505 self.items = self.items - (self.items & IT_INVINCIBLE);
1506 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1507 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1512 if (time < self.invincible_finished)
1514 self.items = self.items | IT_INVINCIBLE;
1515 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1516 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1519 if (self.items & IT_SUPERWEAPON)
1521 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1523 self.superweapons_finished = 0;
1524 self.items = self.items - (self.items & IT_SUPERWEAPON);
1525 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1526 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1528 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1530 // don't let them run out
1534 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1535 if (time > self.superweapons_finished)
1537 self.items = self.items - (self.items & IT_SUPERWEAPON);
1538 self.weapons &= ~WEPSET_SUPERWEAPONS;
1539 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1540 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1544 else if(self.weapons & WEPSET_SUPERWEAPONS)
1546 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1548 self.items = self.items | IT_SUPERWEAPON;
1549 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1550 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1554 self.superweapons_finished = 0;
1555 self.weapons &= ~WEPSET_SUPERWEAPONS;
1560 self.superweapons_finished = 0;
1564 if(autocvar_g_nodepthtestplayers)
1565 self.effects = self.effects | EF_NODEPTHTEST;
1567 if(autocvar_g_fullbrightplayers)
1568 self.effects = self.effects | EF_FULLBRIGHT;
1570 if (time >= game_starttime)
1571 if (time < self.spawnshieldtime)
1572 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1574 MUTATOR_CALLHOOK(PlayerPowerups);
1577 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1579 if(current > stable)
1581 else if(current > stable - 0.25) // when close enough, "snap"
1584 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1587 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1589 if(current < stable)
1591 else if(current < stable + 0.25) // when close enough, "snap"
1594 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1597 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1599 if(current > rotstable)
1601 if(rotframetime > 0)
1603 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1604 current = max(rotstable, current - rotlinear * rotframetime);
1607 else if(current < regenstable)
1609 if(regenframetime > 0)
1611 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1612 current = min(regenstable, current + regenlinear * regenframetime);
1622 void player_regen (void)
1624 float max_mod, regen_mod, rot_mod, limit_mod;
1625 max_mod = regen_mod = rot_mod = limit_mod = 1;
1626 regen_mod_max = max_mod;
1627 regen_mod_regen = regen_mod;
1628 regen_mod_rot = rot_mod;
1629 regen_mod_limit = limit_mod;
1630 if(!MUTATOR_CALLHOOK(PlayerRegen))
1633 float minh, mina, maxh, maxa, limith, limita;
1634 maxh = autocvar_g_balance_health_rotstable;
1635 maxa = autocvar_g_balance_armor_rotstable;
1636 minh = autocvar_g_balance_health_regenstable;
1637 mina = autocvar_g_balance_armor_regenstable;
1638 limith = autocvar_g_balance_health_limit;
1639 limita = autocvar_g_balance_armor_limit;
1641 max_mod = regen_mod_max;
1642 regen_mod = regen_mod_regen;
1643 rot_mod = regen_mod_rot;
1644 limit_mod = regen_mod_limit;
1646 maxh = maxh * max_mod;
1647 minh = minh * max_mod;
1648 limith = limith * limit_mod;
1649 limita = limita * limit_mod;
1651 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);
1652 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);
1655 // if player rotted to death... die!
1656 // check this outside above checks, as player may still be able to rot to death
1658 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1660 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1662 float minf, maxf, limitf;
1664 maxf = autocvar_g_balance_fuel_rotstable;
1665 minf = autocvar_g_balance_fuel_regenstable;
1666 limitf = autocvar_g_balance_fuel_limit;
1668 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);
1672 float zoomstate_set;
1673 void SetZoomState(float z)
1675 if(z != self.zoomstate)
1678 ClientData_Touch(self);
1683 void GetPressedKeys(void) {
1684 MUTATOR_CALLHOOK(GetPressedKeys);
1685 #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
1686 X(self.pressedkeys, KEY_FORWARD, self.movement_x > 0);
1687 X(self.pressedkeys, KEY_BACKWARD, self.movement_x < 0);
1688 X(self.pressedkeys, KEY_RIGHT, self.movement_y > 0);
1689 X(self.pressedkeys, KEY_LEFT, self.movement_y < 0);
1691 X(self.pressedkeys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(self));
1692 X(self.pressedkeys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(self));
1693 X(self.pressedkeys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(self));
1694 X(self.pressedkeys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(self));
1699 ======================
1700 spectate mode routines
1701 ======================
1704 void SpectateCopy(entity spectatee) {
1706 MUTATOR_CALLHOOK(SpectateCopy);
1707 self.armortype = spectatee.armortype;
1708 self.armorvalue = spectatee.armorvalue;
1709 self.ammo_cells = spectatee.ammo_cells;
1710 self.ammo_plasma = spectatee.ammo_plasma;
1711 self.ammo_shells = spectatee.ammo_shells;
1712 self.ammo_nails = spectatee.ammo_nails;
1713 self.ammo_rockets = spectatee.ammo_rockets;
1714 self.ammo_fuel = spectatee.ammo_fuel;
1715 self.clip_load = spectatee.clip_load;
1716 self.clip_size = spectatee.clip_size;
1717 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1718 self.health = spectatee.health;
1720 self.items = spectatee.items;
1721 self.last_pickup = spectatee.last_pickup;
1722 self.hit_time = spectatee.hit_time;
1723 self.metertime = spectatee.metertime;
1724 self.strength_finished = spectatee.strength_finished;
1725 self.invincible_finished = spectatee.invincible_finished;
1726 self.pressedkeys = spectatee.pressedkeys;
1727 self.weapons = spectatee.weapons;
1728 self.switchweapon = spectatee.switchweapon;
1729 self.switchingweapon = spectatee.switchingweapon;
1730 self.weapon = spectatee.weapon;
1731 self.vortex_charge = spectatee.vortex_charge;
1732 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1733 self.hagar_load = spectatee.hagar_load;
1734 self.arc_heat_percent = spectatee.arc_heat_percent;
1735 self.minelayer_mines = spectatee.minelayer_mines;
1736 self.punchangle = spectatee.punchangle;
1737 self.view_ofs = spectatee.view_ofs;
1738 self.velocity = spectatee.velocity;
1739 self.dmg_take = spectatee.dmg_take;
1740 self.dmg_save = spectatee.dmg_save;
1741 self.dmg_inflictor = spectatee.dmg_inflictor;
1742 self.v_angle = spectatee.v_angle;
1743 self.angles = spectatee.v_angle;
1744 self.frozen = spectatee.frozen;
1745 self.revive_progress = spectatee.revive_progress;
1746 if(!self.BUTTON_USE)
1747 self.fixangle = true;
1748 setorigin(self, spectatee.origin);
1749 setsize(self, spectatee.mins, spectatee.maxs);
1750 SetZoomState(spectatee.zoomstate);
1752 anticheat_spectatecopy(spectatee);
1753 self.hud = spectatee.hud;
1754 if(spectatee.vehicle)
1756 self.fixangle = false;
1757 //self.velocity = spectatee.vehicle.velocity;
1758 self.vehicle_health = spectatee.vehicle_health;
1759 self.vehicle_shield = spectatee.vehicle_shield;
1760 self.vehicle_energy = spectatee.vehicle_energy;
1761 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1762 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1763 self.vehicle_reload1 = spectatee.vehicle_reload1;
1764 self.vehicle_reload2 = spectatee.vehicle_reload2;
1768 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1769 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1770 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1771 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1773 //WriteByte (MSG_ONE, SVC_SETVIEW);
1774 // WriteEntity(MSG_ONE, self);
1775 //makevectors(spectatee.v_angle);
1776 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1780 float SpectateUpdate()
1785 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1787 SetSpectator(self, world);
1791 SpectateCopy(self.enemy);
1798 if(self.enemy.classname != "player")
1800 /*if(self.enemy.vehicle)
1804 WriteByte(MSG_ONE, SVC_SETVIEW);
1805 WriteEntity(MSG_ONE, self.enemy);
1806 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1808 self.movetype = MOVETYPE_NONE;
1809 accuracy_resend(self);
1814 WriteByte(MSG_ONE, SVC_SETVIEW);
1815 WriteEntity(MSG_ONE, self.enemy);
1816 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1817 self.movetype = MOVETYPE_NONE;
1818 accuracy_resend(self);
1820 if(!SpectateUpdate())
1821 PutObserverInServer();
1826 void SetSpectator(entity player, entity spectatee)
1828 entity old_spectatee = player.enemy;
1830 player.enemy = spectatee;
1833 // these are required to fix the spectator bug with arc
1834 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1835 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1838 float Spectate(entity pl)
1840 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1841 if(pl.team != self.team)
1844 SetSpectator(self, pl);
1845 return SpectateSet();
1848 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1849 entity CA_SpectateNext(entity start) {
1850 if (start.team == self.team) {
1855 // continue from current player
1856 while(other && other.team != self.team) {
1857 other = find(other, classname, "player");
1861 // restart from begining
1862 other = find(other, classname, "player");
1863 while(other && other.team != self.team) {
1864 other = find(other, classname, "player");
1871 float SpectateNext()
1873 other = find(self.enemy, classname, "player");
1875 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1876 // CA and ca players when spectating enemies is forbidden
1877 other = CA_SpectateNext(other);
1879 // other modes and ca spectators or spectating enemies is allowed
1881 other = find(other, classname, "player");
1884 if(other) { SetSpectator(self, other); }
1886 return SpectateSet();
1889 float SpectatePrev()
1891 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1892 other = findchain(classname, "player");
1893 if (!other) // no player
1896 entity first = other;
1897 // skip players until current spectated player
1899 while(other && other != self.enemy)
1900 other = other.chain;
1902 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1904 do { other = other.chain; }
1905 while(other && other.team != self.team);
1910 while(other.team != self.team)
1911 other = other.chain;
1912 if(other == self.enemy)
1919 other = other.chain;
1923 SetSpectator(self, other);
1924 return SpectateSet();
1929 ShowRespawnCountdown()
1931 Update a respawn countdown display.
1934 void ShowRespawnCountdown()
1937 if(self.deadflag == DEAD_NO) // just respawned?
1941 number = ceil(self.respawn_time - time);
1944 if(number <= self.respawn_countdown)
1946 self.respawn_countdown = number - 1;
1947 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
1948 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1953 void LeaveSpectatorMode()
1957 if(nJoinAllowed(self))
1959 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1961 self.classname = "player";
1962 nades_RemoveBonus(self);
1964 if(autocvar_g_campaign || autocvar_g_balance_teams)
1965 { JoinBestTeam(self, false, true); }
1967 if(autocvar_g_campaign)
1968 { campaign_bots_may_start = 1; }
1970 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1972 PutClientInServer();
1974 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1977 stuffcmd(self, "menu_showteamselect\n");
1981 // Player may not join because g_maxplayers is set
1982 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1987 * Determines whether the player is allowed to join. This depends on cvar
1988 * g_maxplayers, if it isn't used this function always return true, otherwise
1989 * it checks whether the number of currently playing players exceeds g_maxplayers.
1990 * @return int number of free slots for players, 0 if none
1992 float nJoinAllowed(entity ignore) {
1994 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1995 // so report 0 free slots if restricted
1997 if(autocvar_g_forced_team_otherwise == "spectate")
1999 if(autocvar_g_forced_team_otherwise == "spectator")
2003 if(self.team_forced < 0)
2004 return 0; // forced spectators can never join
2006 // TODO simplify this
2008 float totalClients = 0;
2013 if (!autocvar_g_maxplayers)
2014 return maxclients - totalClients;
2016 float currentlyPlaying = 0;
2017 FOR_EACH_REALCLIENT(e)
2018 if(IS_PLAYER(e) || e.caplayer)
2019 currentlyPlaying += 1;
2021 if(currentlyPlaying < autocvar_g_maxplayers)
2022 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2028 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2029 * g_maxplayers_spectator_blocktime seconds
2031 void checkSpectatorBlock() {
2032 if(IS_SPEC(self) || IS_OBSERVER(self))
2034 if(IS_REAL_CLIENT(self))
2036 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2037 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2043 void PrintWelcomeMessage()
2045 if(self.motd_actived_time == 0)
2047 if (autocvar_g_campaign) {
2048 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2049 self.motd_actived_time = time;
2050 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2053 if (self.BUTTON_INFO) {
2054 self.motd_actived_time = time;
2055 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2059 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2061 if (autocvar_g_campaign) {
2062 if (self.BUTTON_INFO)
2063 self.motd_actived_time = time;
2064 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2065 self.motd_actived_time = 0;
2066 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2069 if (self.BUTTON_INFO)
2070 self.motd_actived_time = time;
2071 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2072 self.motd_actived_time = 0;
2073 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2077 else //if(self.motd_actived_time < 0) // just connected, motd is active
2079 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2080 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2081 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2083 // instanctly hide MOTD
2084 self.motd_actived_time = 0;
2085 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2090 void ObserverThink()
2092 float prefered_movetype;
2093 if (self.flags & FL_JUMPRELEASED) {
2094 if (self.BUTTON_JUMP && !self.version_mismatch) {
2095 self.flags &= ~FL_JUMPRELEASED;
2096 self.flags |= FL_SPAWNING;
2097 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2098 self.flags &= ~FL_JUMPRELEASED;
2099 if(SpectateNext()) {
2100 self.classname = "spectator";
2103 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2104 if (self.movetype != prefered_movetype)
2105 self.movetype = prefered_movetype;
2108 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2109 self.flags |= FL_JUMPRELEASED;
2110 if(self.flags & FL_SPAWNING)
2112 self.flags &= ~FL_SPAWNING;
2113 LeaveSpectatorMode();
2120 void SpectatorThink()
2122 if (self.flags & FL_JUMPRELEASED) {
2123 if (self.BUTTON_JUMP && !self.version_mismatch) {
2124 self.flags &= ~FL_JUMPRELEASED;
2125 self.flags |= FL_SPAWNING;
2126 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2127 self.flags &= ~FL_JUMPRELEASED;
2128 if(SpectateNext()) {
2129 self.classname = "spectator";
2131 self.classname = "observer";
2132 PutClientInServer();
2135 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2136 self.flags &= ~FL_JUMPRELEASED;
2137 if(SpectatePrev()) {
2138 self.classname = "spectator";
2140 self.classname = "observer";
2141 PutClientInServer();
2144 } else if (self.BUTTON_ATCK2) {
2145 self.flags &= ~FL_JUMPRELEASED;
2146 self.classname = "observer";
2147 PutClientInServer();
2149 if(!SpectateUpdate())
2150 PutObserverInServer();
2153 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2154 self.flags |= FL_JUMPRELEASED;
2155 if(self.flags & FL_SPAWNING)
2157 self.flags &= ~FL_SPAWNING;
2158 LeaveSpectatorMode();
2162 if(!SpectateUpdate())
2163 PutObserverInServer();
2166 self.flags |= FL_CLIENT | FL_NOTARGET;
2171 if (!IS_PLAYER(self))
2176 vehicles_exit(VHEF_NORMAL);
2180 // a use key was pressed; call handlers
2181 MUTATOR_CALLHOOK(PlayerUseKey);
2184 float isInvisibleString(string s)
2187 s = strdecolorize(s);
2188 for((i = 0), (n = strlen(s)); i < n; ++i)
2196 case 192: // charmap space
2197 if (!autocvar_utf8_enable)
2200 case 160: // space in unicode fonts
2201 case 0xE000 + 192: // utf8 charmap space
2202 if (autocvar_utf8_enable)
2215 Called every frame for each client before the physics are run
2218 .float usekeypressed;
2219 void() nexball_setstatus;
2221 void PlayerPreThink (void)
2223 WarpZone_PlayerPhysics_FixVAngle();
2225 self.stat_game_starttime = game_starttime;
2226 self.stat_round_starttime = round_starttime;
2227 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2228 self.stat_leadlimit = autocvar_leadlimit;
2230 self.weaponsinmap = weaponsInMap;
2234 // physics frames: update anticheat stuff
2235 anticheat_prethink();
2238 if(blockSpectators && frametime)
2239 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2240 checkSpectatorBlock();
2244 // Savage: Check for nameless players
2245 if (isInvisibleString(self.netname)) {
2246 string new_name = strzone(strcat("Player@", self.netaddress));
2247 if(autocvar_sv_eventlog)
2248 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2249 if(self.netname_previous)
2250 strunzone(self.netname_previous);
2251 self.netname_previous = strzone(new_name);
2252 self.netname = self.netname_previous;
2253 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2254 } else if(self.netname_previous != self.netname) {
2255 if(autocvar_sv_eventlog)
2256 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2257 if(self.netname_previous)
2258 strunzone(self.netname_previous);
2259 self.netname_previous = strzone(self.netname);
2263 if(self.version_nagtime)
2264 if(self.cvar_g_xonoticversion)
2265 if(time > self.version_nagtime)
2267 // don't notify git users
2268 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2270 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2272 // notify release users if connecting to git
2273 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");
2274 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2279 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2282 // give users new version
2283 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");
2284 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2288 // notify users about old server version
2289 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");
2290 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2294 self.version_nagtime = 0;
2298 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2300 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2301 self.max_armorvalue = 0;
2305 if (TetrisPreFrame())
2309 if(self.frozen == 2)
2311 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2312 self.health = max(1, self.revive_progress * start_health);
2313 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2315 if(self.revive_progress >= 1)
2318 else if(self.frozen == 3)
2320 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2321 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2326 vehicles_exit(VHEF_RELESE);
2327 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2329 else if ( self.revive_progress <= 0 )
2333 MUTATOR_CALLHOOK(PlayerPreThink);
2335 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2337 if(self.BUTTON_USE && !self.usekeypressed)
2339 self.usekeypressed = self.BUTTON_USE;
2342 if(IS_REAL_CLIENT(self))
2343 PrintWelcomeMessage();
2348 CheckRules_Player();
2350 if (intermission_running)
2352 IntermissionThink (); // otherwise a button could be missed between
2353 return; // the think tics
2356 //don't allow the player to turn around while game is paused!
2357 if(timeout_status == TIMEOUT_ACTIVE) {
2358 // FIXME turn this into CSQC stuff
2359 self.v_angle = self.lastV_angle;
2360 self.angles = self.lastV_angle;
2361 self.fixangle = true;
2366 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2368 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));
2369 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));
2370 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));
2372 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2374 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));
2375 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));
2376 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));
2380 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2385 if (self.deadflag != DEAD_NO)
2387 if(self.personal && g_race_qualifying)
2389 if(time > self.respawn_time)
2391 self.respawn_time = time + 1; // only retry once a second
2392 self.stat_respawn_time = self.respawn_time;
2399 float button_pressed;
2402 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2404 if (self.deadflag == DEAD_DYING)
2406 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2407 self.deadflag = DEAD_RESPAWNING;
2408 else if(!button_pressed)
2409 self.deadflag = DEAD_DEAD;
2411 else if (self.deadflag == DEAD_DEAD)
2414 self.deadflag = DEAD_RESPAWNABLE;
2415 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2416 self.deadflag = DEAD_RESPAWNING;
2418 else if (self.deadflag == DEAD_RESPAWNABLE)
2421 self.deadflag = DEAD_RESPAWNING;
2423 else if (self.deadflag == DEAD_RESPAWNING)
2425 if(time > self.respawn_time)
2427 self.respawn_time = time + 1; // only retry once a second
2428 self.respawn_time_max = self.respawn_time;
2433 ShowRespawnCountdown();
2435 if(self.respawn_flags & RESPAWN_SILENT)
2436 self.stat_respawn_time = 0;
2437 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2438 self.stat_respawn_time = self.respawn_time_max;
2440 self.stat_respawn_time = self.respawn_time;
2443 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2444 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2445 self.stat_respawn_time *= -1;
2450 self.prevorigin = self.origin;
2452 float do_crouch = self.BUTTON_CROUCH;
2460 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2461 // It cannot be predicted by the engine!
2462 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2470 self.view_ofs = self.stat_pl_crouch_view_ofs;
2471 setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
2472 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2479 tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
2480 if (!trace_startsolid)
2482 self.crouch = false;
2483 self.view_ofs = self.stat_pl_view_ofs;
2484 setsize (self, self.stat_pl_min, self.stat_pl_max);
2491 GrapplingHookFrame();
2493 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2496 self.items &= ~self.items_added;
2500 self.items_added = 0;
2501 if(self.items & IT_JETPACK)
2502 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2503 self.items_added |= IT_FUEL;
2505 self.items |= self.items_added;
2510 // WEAPONTODO: Add a weapon request for this
2511 // rot vortex charge to the charge limit
2512 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2513 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2519 secrets_setstatus();
2522 monsters_setstatus();
2524 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2526 //self.angles_y=self.v_angle_y + 90; // temp
2527 } else if(gameover) {
2528 if (intermission_running)
2529 IntermissionThink (); // otherwise a button could be missed between
2531 } else if(IS_OBSERVER(self)) {
2533 } else if(IS_SPEC(self)) {
2537 // WEAPONTODO: Add weapon request for this
2539 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
2541 float oldspectatee_status;
2542 oldspectatee_status = self.spectatee_status;
2544 self.spectatee_status = num_for_edict(self.enemy);
2545 else if(IS_OBSERVER(self))
2546 self.spectatee_status = num_for_edict(self);
2548 self.spectatee_status = 0;
2549 if(self.spectatee_status != oldspectatee_status)
2551 ClientData_Touch(self);
2554 if(self.teamkill_soundtime)
2555 if(time > self.teamkill_soundtime)
2557 self.teamkill_soundtime = 0;
2559 entity oldpusher, oldself;
2561 oldself = self; self = self.teamkill_soundsource;
2562 oldpusher = self.pusher; self.pusher = oldself;
2564 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2566 self.pusher = oldpusher;
2570 if(self.taunt_soundtime)
2571 if(time > self.taunt_soundtime)
2573 self.taunt_soundtime = 0;
2574 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2577 target_voicescript_next(self);
2579 // WEAPONTODO: Move into weaponsystem somehow
2580 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2582 self.clip_load = self.clip_size = 0;
2589 Called every frame for each client after the physics are run
2592 .float idlekick_lasttimeleft;
2593 void PlayerPostThink (void)
2595 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2596 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2598 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2600 if(self.idlekick_lasttimeleft)
2602 self.idlekick_lasttimeleft = 0;
2603 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2609 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2610 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2612 if(!self.idlekick_lasttimeleft)
2613 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2617 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2621 else if(timeleft <= 10)
2623 if(timeleft != self.idlekick_lasttimeleft)
2624 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2625 self.idlekick_lasttimeleft = timeleft;
2631 if(self.impulse == 100)
2633 if (!TetrisPostFrame())
2639 //CheckPlayerJump();
2641 if(IS_PLAYER(self)) {
2642 CheckRules_Player();
2646 if (intermission_running)
2647 return; // intermission or finale
2657 for(i = 0; i < 1000; ++i)
2660 end = self.origin + '0 0 1024' + 512 * randomvec();
2661 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2662 if(trace_fraction < 1)
2663 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2665 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2671 if(self.waypointsprite_attachedforcarrier)
2672 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2676 CSQCMODEL_AUTOUPDATE();