1 void send_CSQC_teamnagger() {
2 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
3 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
6 float ClientData_Send(entity to, float sf)
23 sf |= 1; // forced scoreboard
24 if(to.spectatee_status)
25 sf |= 2; // spectator ent number follows
28 if(e.porto_v_angle_held)
29 sf |= 8; // angles held
31 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
32 WriteByte(MSG_ENTITY, sf);
35 WriteByte(MSG_ENTITY, to.spectatee_status);
39 WriteAngle(MSG_ENTITY, e.v_angle_x);
40 WriteAngle(MSG_ENTITY, e.v_angle_y);
46 void ClientData_Attach()
48 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
49 self.clientdata.drawonlytoclient = self;
50 self.clientdata.owner = self;
53 void ClientData_Detach()
55 remove(self.clientdata);
56 self.clientdata = world;
59 void ClientData_Touch(entity e)
61 e.clientdata.SendFlags = 1;
63 // make it spectatable
65 FOR_EACH_REALCLIENT(e2)
70 e2.clientdata.SendFlags = 1;
74 .string netname_previous;
76 void SetSpectator(entity player, entity spectatee);
83 Checks if the argument string can be a valid playermodel.
84 Returns a valid one in doubt.
87 string FallbackPlayerModel;
88 string CheckPlayerModel(string plyermodel) {
89 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
91 // note: we cannot summon Don Strunzone here, some player may
92 // still have the model string set. In case anyone manages how
93 // to change a cvar default, we'll have a small leak here.
94 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
97 if( substring(plyermodel,0,14) != "models/player/")
98 return FallbackPlayerModel;
99 // only good file extensions
100 if(substring(plyermodel,-4,4) != ".zym")
101 if(substring(plyermodel,-4,4) != ".dpm")
102 if(substring(plyermodel,-4,4) != ".iqm")
103 if(substring(plyermodel,-4,4) != ".md3")
104 if(substring(plyermodel,-4,4) != ".psk")
105 return FallbackPlayerModel;
106 // forbid the LOD models
107 if(substring(plyermodel, -9,5) == "_lod1")
108 return FallbackPlayerModel;
109 if(substring(plyermodel, -9,5) == "_lod2")
110 return FallbackPlayerModel;
111 if(plyermodel != strtolower(plyermodel))
112 return FallbackPlayerModel;
113 // also, restrict to server models
114 if(autocvar_sv_servermodelsonly)
116 if(!fexists(plyermodel))
117 return FallbackPlayerModel;
122 void setplayermodel(entity e, string modelname)
124 precache_model(modelname);
125 setmodel(e, modelname);
126 player_setupanimsformodel();
127 UpdatePlayerSounds();
134 putting a client as observer in the server
137 void FixPlayermodel();
138 void PutObserverInServer (void)
141 self.hud = HUD_NORMAL;
143 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
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 self.frags = FRAGS_SPECTATOR;
159 MUTATOR_CALLHOOK(MakePlayerObserver);
161 Portal_ClearAll(self);
168 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
173 vehicles_exit(VHEF_RELESE);
175 WaypointSprite_PlayerDead();
177 if (!g_ca) // don't reset teams when moving a ca player to the spectators
178 self.team = -1; // move this as it is needed to log the player spectating in eventlog
180 if(self.killcount != -666)
182 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
183 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
184 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
186 if(self.just_joined == FALSE) {
187 LogTeamchange(self.playerid, -1, 4);
189 self.just_joined = FALSE;
192 PlayerScore_Clear(self); // clear scores when needed
194 accuracy_resend(self);
196 self.spectatortime = time;
198 self.classname = "observer";
199 self.iscreature = FALSE;
200 self.teleportable = TELEPORT_SIMPLE;
201 self.damagedbycontents = FALSE;
203 self.takedamage = DAMAGE_NO;
204 self.solid = SOLID_NOT;
205 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
206 self.flags = FL_CLIENT | FL_NOTARGET;
207 self.armorvalue = 666;
209 self.armorvalue = autocvar_g_balance_armor_start;
210 self.pauserotarmor_finished = 0;
211 self.pauserothealth_finished = 0;
212 self.pauseregen_finished = 0;
213 self.damageforcescale = 0;
215 self.respawn_flags = 0;
216 self.respawn_time = 0;
217 self.stat_respawn_time = 0;
222 self.pain_finished = 0;
223 self.strength_finished = 0;
224 self.invincible_finished = 0;
225 self.superweapons_finished = 0;
228 self.think = func_null;
231 self.deadflag = DEAD_NO;
232 self.angles = spot.angles;
234 self.fixangle = TRUE;
236 self.revival_time = 0;
238 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
239 self.prevorigin = self.origin;
241 self.weapons = '0 0 0';
244 setmodel(self, "null");
245 self.drawonlytoclient = self;
247 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
248 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
251 self.weaponname = "";
252 self.switchingweapon = 0;
253 self.weaponmodel = "";
254 self.weaponentity = world;
255 self.exteriorweaponentity = world;
256 self.killcount = -666;
257 self.velocity = '0 0 0';
258 self.avelocity = '0 0 0';
259 self.punchangle = '0 0 0';
260 self.punchvector = '0 0 0';
261 self.oldvelocity = self.velocity;
262 self.fire_endtime = -1;
263 self.event_damage = func_null;
266 .float model_randomizer;
267 void FixPlayermodel()
270 float defaultskin, chmdl, oldskin, n, i;
277 if(autocvar_sv_defaultcharacter == 1)
282 s = Static_Team_ColorName_Lower(self.team);
285 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
286 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
290 if(defaultmodel == "")
292 defaultmodel = autocvar_sv_defaultplayermodel;
293 defaultskin = autocvar_sv_defaultplayerskin;
296 n = tokenize_console(defaultmodel);
299 defaultmodel = argv(floor(n * self.model_randomizer));
300 // However, do NOT randomize if the player-selected model is in the list.
301 for (i = 0; i < n; ++i)
302 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
303 defaultmodel = argv(i);
306 i = strstrofs(defaultmodel, ":", 0);
309 defaultskin = stof(substring(defaultmodel, i+1, -1));
310 defaultmodel = substring(defaultmodel, 0, i);
314 if(defaultmodel != "")
316 if (defaultmodel != self.model)
320 setplayermodel (self, defaultmodel);
321 setsize (self, m1, m2);
326 self.skin = defaultskin;
328 if (self.playermodel != self.model || self.playermodel == "")
330 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
333 setplayermodel (self, self.playermodel);
334 setsize (self, m1, m2);
339 self.skin = stof(self.playerskin);
342 if(chmdl || oldskin != self.skin) // model or skin has changed
344 self.species = player_getspecies(); // update species
345 UpdatePlayerSounds(); // update skin sounds
349 if(strlen(autocvar_sv_defaultplayercolors))
350 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
351 setcolor(self, stof(autocvar_sv_defaultplayercolors));
358 Called when a client spawns in the server
361 void PutClientInServer (void)
363 if(IS_BOT_CLIENT(self))
364 self.classname = "player";
365 else if(IS_REAL_CLIENT(self))
368 WriteByte(MSG_ONE, SVC_SETVIEW);
369 WriteEntity(MSG_ONE, self);
372 SetSpectator(self, world);
377 MUTATOR_CALLHOOK(PutClientInServer);
380 self.classname = "observer";
384 entity spot, oldself;
387 accuracy_resend(self);
390 JoinBestTeam(self, FALSE, TRUE);
392 spot = SelectSpawnPoint (FALSE);
395 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
396 return; // spawn failed
399 RemoveGrapplingHook(self); // Wazat's Grappling Hook
402 vehicles_exit(VHEF_RELESE);
404 self.classname = "player";
405 self.wasplayer = TRUE;
406 self.iscreature = TRUE;
407 self.teleportable = TELEPORT_NORMAL;
408 self.damagedbycontents = TRUE;
409 self.movetype = MOVETYPE_WALK;
410 self.solid = SOLID_SLIDEBOX;
411 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
412 if(autocvar_g_playerclip_collisions)
413 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
414 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
415 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
416 self.frags = FRAGS_PLAYER;
417 if(INDEPENDENT_PLAYERS)
418 MAKE_INDEPENDENT_PLAYER(self);
419 self.flags = FL_CLIENT;
420 if(autocvar__notarget)
421 self.flags |= FL_NOTARGET;
422 self.takedamage = DAMAGE_AIM;
424 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
425 self.air_finished = time + 12;
427 if(WEP_CVAR(vortex, charge))
429 if(WEP_CVAR_SEC(vortex, chargepool))
430 self.vortex_chargepool_ammo = 1;
431 self.vortex_charge = WEP_CVAR(vortex, charge_start);
436 self.ammo_shells = warmup_start_ammo_shells;
437 self.ammo_nails = warmup_start_ammo_nails;
438 self.ammo_rockets = warmup_start_ammo_rockets;
439 self.ammo_cells = warmup_start_ammo_cells;
440 self.ammo_plasma = warmup_start_ammo_plasma;
441 self.ammo_fuel = warmup_start_ammo_fuel;
442 self.health = warmup_start_health;
443 self.armorvalue = warmup_start_armorvalue;
444 self.weapons = WARMUP_START_WEAPONS;
448 self.ammo_shells = start_ammo_shells;
449 self.ammo_nails = start_ammo_nails;
450 self.ammo_rockets = start_ammo_rockets;
451 self.ammo_cells = start_ammo_cells;
452 self.ammo_plasma = start_ammo_plasma;
453 self.ammo_fuel = start_ammo_fuel;
454 self.health = start_health;
455 self.armorvalue = start_armorvalue;
456 self.weapons = start_weapons;
459 if(self.weapons & WEPSET_SUPERWEAPONS)
460 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
462 self.superweapons_finished = 0;
464 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
466 if(g_weaponarena_random_with_blaster)
467 self.weapons &= ~WEPSET_BLASTER;
468 W_RandomWeapons(self, g_weaponarena_random);
469 if(g_weaponarena_random_with_blaster)
470 self.weapons |= WEPSET_BLASTER;
473 self.items = start_items;
475 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
476 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
477 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
478 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
479 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
480 //extend the pause of rotting if client was reset at the beginning of the countdown
481 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
482 self.spawnshieldtime += game_starttime - time;
483 self.pauserotarmor_finished += game_starttime - time;
484 self.pauserothealth_finished += game_starttime - time;
485 self.pauseregen_finished += game_starttime - time;
487 self.damageforcescale = 2;
489 self.respawn_flags = 0;
490 self.respawn_time = 0;
491 self.stat_respawn_time = 0;
495 self.pain_finished = 0;
496 self.strength_finished = 0;
497 self.invincible_finished = 0;
499 // players have no think function
500 self.think = func_null;
504 self.ballistics_density = autocvar_g_ballistics_density_player;
508 self.deadflag = DEAD_NO;
510 self.angles = spot.angles;
512 self.angles_z = 0; // never spawn tilted even if the spot says to
513 if(IS_BOT_CLIENT(self))
514 self.v_angle = self.angles;
515 self.fixangle = TRUE; // turn this way immediately
516 self.velocity = '0 0 0';
517 self.avelocity = '0 0 0';
518 self.punchangle = '0 0 0';
519 self.punchvector = '0 0 0';
520 self.oldvelocity = self.velocity;
521 self.fire_endtime = -1;
522 self.revival_time = 0;
524 entity spawnevent = spawn();
525 spawnevent.owner = self;
526 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
528 // Cut off any still running player sounds.
529 stopsound(self, CH_PLAYER_SINGLE);
533 self.drawonlytoclient = world;
536 self.view_ofs = PL_VIEW_OFS;
537 setsize (self, PL_MIN, PL_MAX);
538 self.spawnorigin = spot.origin;
539 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
540 // don't reset back to last position, even if new position is stuck in solid
541 self.oldorigin = self.origin;
542 self.prevorigin = self.origin;
543 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
544 self.lastteleporttime = time; // prevent insane speeds due to changing origin
545 self.hud = HUD_NORMAL;
547 self.event_damage = PlayerDamage;
549 self.bot_attack = TRUE;
550 self.monster_attack = TRUE;
552 self.spider_slowness = 0;
554 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
556 if(self.killcount == -666) {
557 PlayerScore_Clear(self);
561 CL_SpawnWeaponentity();
562 self.alpha = default_player_alpha;
563 self.colormod = '1 1 1' * autocvar_g_player_brightness;
564 self.exteriorweaponentity.alpha = default_weapon_alpha;
566 self.speedrunning = FALSE;
568 //stuffcmd(self, "chase_active 0");
569 //stuffcmd(self, "set viewsize $tmpviewsize \n");
571 target_voicescript_clear(self);
573 // reset fields the weapons may use
574 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
576 WEP_ACTION(j, WR_RESETPLAYER);
578 // all weapons must be fully loaded when we spawn
580 e = get_weaponinfo(j);
581 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
582 self.(weapon_load[j]) = e.reloading_ammo;
590 self.target = string_null;
599 MUTATOR_CALLHOOK(PlayerSpawn);
601 if(autocvar_spawn_debug)
603 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
604 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
607 self.switchweapon = w_getbestweapon(self);
608 self.cnt = -1; // W_LastWeapon will not complain
610 self.weaponname = "";
611 self.switchingweapon = 0;
615 self.alivetime = time;
619 else if(IS_OBSERVER(self))
621 PutObserverInServer ();
625 .float ebouncefactor, ebouncestop; // electro's values
626 // TODO do we need all these fields, or should we stop autodetecting runtime
627 // changes and just have a console command to update this?
628 float ClientInit_SendEntity(entity to, float sf)
630 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
631 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
632 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
633 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
634 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
635 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
636 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
637 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
638 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
639 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
641 if(sv_foginterval && world.fog != "")
642 WriteString(MSG_ENTITY, world.fog);
644 WriteString(MSG_ENTITY, "");
645 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
646 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
647 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
648 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
649 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
650 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
651 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
652 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
653 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
654 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
655 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
656 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
660 void ClientInit_CheckUpdate()
662 self.nextthink = time;
663 if(self.count != autocvar_g_balance_armor_blockpercent)
665 self.count = autocvar_g_balance_armor_blockpercent;
668 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
670 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
673 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
675 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
678 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
680 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
683 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
685 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
690 void ClientInit_Spawn()
695 e.classname = "clientinit";
696 e.think = ClientInit_CheckUpdate;
697 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
701 ClientInit_CheckUpdate();
710 void SetNewParms (void)
712 // initialize parms for a new player
713 parm1 = -(86400 * 366);
721 void SetChangeParms (void)
723 // save parms for level change
724 parm1 = self.parm_idlesince - time;
732 void DecodeLevelParms (void)
735 self.parm_idlesince = parm1;
736 if(self.parm_idlesince == -(86400 * 366))
737 self.parm_idlesince = time;
739 // whatever happens, allow 60 seconds of idling directly after connect for map loading
740 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
747 Called when a client types 'kill' in the console
751 .float clientkill_nexttime;
752 void ClientKill_Now_TeamChange()
754 if(self.killindicator_teamchange == -1)
756 JoinBestTeam( self, FALSE, TRUE );
758 else if(self.killindicator_teamchange == -2)
761 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
762 PutObserverInServer();
765 SV_ChangeTeam(self.killindicator_teamchange - 1);
766 self.killindicator_teamchange = 0;
769 void ClientKill_Now()
773 vehicles_exit(VHEF_RELESE);
774 if(!self.killindicator_teamchange)
776 self.vehicle_health = -1;
777 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
781 if(self.killindicator && !wasfreed(self.killindicator))
782 remove(self.killindicator);
784 self.killindicator = world;
786 if(self.killindicator_teamchange)
787 ClientKill_Now_TeamChange();
790 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
792 // now I am sure the player IS dead
794 void KillIndicator_Think()
798 self.owner.killindicator = world;
803 if (self.owner.alpha < 0 && !self.owner.vehicle)
805 self.owner.killindicator = world;
813 ClientKill_Now(); // no oldself needed
816 else if(g_cts && self.health == 1) // health == 1 means that it's silent
818 self.nextthink = time + 1;
824 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
825 if(IS_REAL_CLIENT(self.owner))
828 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
830 self.nextthink = time + 1;
835 float clientkilltime;
836 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
845 killtime = autocvar_g_balance_kill_delay;
847 if(g_race_qualifying || g_cts)
850 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
852 remove(self.killindicator);
853 self.killindicator = world;
855 ClientKill_Now(); // allow instant kill in this case
859 self.killindicator_teamchange = targetteam;
861 if(!self.killindicator)
863 if(self.deadflag == DEAD_NO)
865 killtime = max(killtime, self.clientkill_nexttime - time);
866 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
869 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
875 starttime = max(time, clientkilltime);
877 self.killindicator = spawn();
878 self.killindicator.owner = self;
879 self.killindicator.scale = 0.5;
880 setattachment(self.killindicator, self, "");
881 setorigin(self.killindicator, '0 0 52');
882 self.killindicator.think = KillIndicator_Think;
883 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
884 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
885 self.killindicator.cnt = ceil(killtime);
886 self.killindicator.count = bound(0, ceil(killtime), 10);
887 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
889 for(e = world; (e = find(e, classname, "body")) != world; )
893 e.killindicator = spawn();
894 e.killindicator.owner = e;
895 e.killindicator.scale = 0.5;
896 setattachment(e.killindicator, e, "");
897 setorigin(e.killindicator, '0 0 52');
898 e.killindicator.think = KillIndicator_Think;
899 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
900 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
901 e.killindicator.cnt = ceil(killtime);
906 if(self.killindicator)
908 if(targetteam == 0) // just die
910 self.killindicator.colormod = '0 0 0';
911 if(IS_REAL_CLIENT(self))
912 if(self.killindicator.cnt > 0)
913 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
915 else if(targetteam == -1) // auto
917 self.killindicator.colormod = '0 1 0';
918 if(IS_REAL_CLIENT(self))
919 if(self.killindicator.cnt > 0)
920 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
922 else if(targetteam == -2) // spectate
924 self.killindicator.colormod = '0.5 0.5 0.5';
925 if(IS_REAL_CLIENT(self))
926 if(self.killindicator.cnt > 0)
927 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
931 self.killindicator.colormod = Team_ColorRGB(targetteam);
932 if(IS_REAL_CLIENT(self))
933 if(self.killindicator.cnt > 0)
934 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
940 void ClientKill (void)
943 if(self.player_blocked) return;
944 if(self.frozen) return;
946 ClientKill_TeamChange(0);
949 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
951 e.killindicator = spawn();
952 e.killindicator.owner = e;
953 e.killindicator.think = KillIndicator_Think;
954 e.killindicator.nextthink = time + (e.lip) * 0.05;
955 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
956 e.killindicator.health = 1; // this is used to indicate that it should be silent
960 void FixClientCvars(entity e)
962 // send prediction settings to the client
963 stuffcmd(e, "\nin_bindmap 0 0\n");
965 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
966 if(autocvar_g_antilag == 3) // client side hitscan
967 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
968 if(autocvar_sv_gentle)
969 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
972 float PlayerInIDList(entity p, string idlist)
977 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
981 // this function allows abbreviated player IDs too!
982 n = tokenize_console(idlist);
983 for(i = 0; i < n; ++i)
986 if(s == substring(p.crypto_idfp, 0, strlen(s)))
997 Called when a client connects to the server
1000 void DecodeLevelParms (void);
1001 //void dom_player_join_team(entity pl);
1002 void set_dom_state(entity e);
1003 void ClientConnect (void)
1009 print("Warning: ClientConnect, but already connected!\n");
1013 if(Ban_MaybeEnforceBanOnce(self))
1019 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1022 self.classname = "player_joining";
1024 self.flags = FL_CLIENT;
1025 self.version_nagtime = time + 10 + random() * 10;
1029 dprint("BUG player count is lower than zero, this cannot happen!\n");
1033 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1035 PlayerScore_Attach(self);
1036 ClientData_Attach();
1037 accuracy_init(self);
1039 bot_clientconnect();
1045 // identify the right forced team
1046 if(autocvar_g_campaign)
1048 if(IS_REAL_CLIENT(self)) // only players, not bots
1050 switch(autocvar_g_campaign_forceteam)
1052 case 1: self.team_forced = NUM_TEAM_1; break;
1053 case 2: self.team_forced = NUM_TEAM_2; break;
1054 case 3: self.team_forced = NUM_TEAM_3; break;
1055 case 4: self.team_forced = NUM_TEAM_4; break;
1056 default: self.team_forced = 0;
1060 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1061 self.team_forced = NUM_TEAM_1;
1062 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1063 self.team_forced = NUM_TEAM_2;
1064 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1065 self.team_forced = NUM_TEAM_3;
1066 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1067 self.team_forced = NUM_TEAM_4;
1068 else if(autocvar_g_forced_team_otherwise == "red")
1069 self.team_forced = NUM_TEAM_1;
1070 else if(autocvar_g_forced_team_otherwise == "blue")
1071 self.team_forced = NUM_TEAM_2;
1072 else if(autocvar_g_forced_team_otherwise == "yellow")
1073 self.team_forced = NUM_TEAM_3;
1074 else if(autocvar_g_forced_team_otherwise == "pink")
1075 self.team_forced = NUM_TEAM_4;
1076 else if(autocvar_g_forced_team_otherwise == "spectate")
1077 self.team_forced = -1;
1078 else if(autocvar_g_forced_team_otherwise == "spectator")
1079 self.team_forced = -1;
1081 self.team_forced = 0;
1084 if(self.team_forced > 0)
1085 self.team_forced = 0;
1087 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1089 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1090 self.classname = "observer";
1094 if(autocvar_g_balance_teams)
1096 self.classname = "player";
1097 campaign_bots_may_start = 1;
1101 self.classname = "observer"; // do it anyway
1106 self.classname = "player";
1107 campaign_bots_may_start = 1;
1111 self.playerid = (playerid_last = playerid_last + 1);
1113 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1115 if(IS_BOT_CLIENT(self))
1116 PlayerStats_GameReport_AddPlayer(self);
1118 if(autocvar_sv_eventlog)
1119 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1121 LogTeamchange(self.playerid, self.team, 1);
1123 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1125 self.netname_previous = strzone(self.netname);
1127 if(IS_PLAYER(self) && teamplay)
1128 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1130 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1132 stuffcmd(self, strcat(clientstuff, "\n"));
1133 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1135 FixClientCvars(self);
1137 // spawnfunc_waypoint sprites
1138 WaypointSprite_InitClient(self);
1140 // Wazat's grappling hook
1141 SetGrappleHookBindings();
1143 // get version info from player
1144 stuffcmd(self, "cmd clientversion $gameversion\n");
1146 // get other cvars from player
1149 // notify about available teams
1152 CheckAllowedTeams(self);
1153 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1154 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1157 stuffcmd(self, "set _teams_available 0\n");
1161 bot_relinkplayerlist();
1163 self.spectatortime = time;
1166 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1169 self.jointime = time;
1170 self.allowed_timeouts = autocvar_sv_timeout_number;
1172 if(IS_REAL_CLIENT(self))
1174 if(!autocvar_g_campaign)
1176 self.motd_actived_time = -1;
1177 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1180 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1181 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1184 if(!sv_foginterval && world.fog != "")
1185 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1187 W_HitPlotOpen(self);
1189 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
1190 send_CSQC_teamnagger();
1194 CSQCMODEL_AUTOINIT();
1196 self.model_randomizer = random();
1198 if(IS_REAL_CLIENT(self))
1201 MUTATOR_CALLHOOK(ClientConnect);
1207 Called when a client disconnects from the server
1210 .entity chatbubbleentity;
1212 void ClientDisconnect (void)
1215 vehicles_exit(VHEF_RELESE);
1217 if (!IS_CLIENT(self))
1219 print("Warning: ClientDisconnect without ClientConnect\n");
1223 PlayerStats_GameReport_FinalizePlayer(self);
1225 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1227 CheatShutdownClient();
1229 W_HitPlotClose(self);
1232 anticheat_shutdown();
1234 playerdemo_shutdown();
1236 bot_clientdisconnect();
1241 if(autocvar_sv_eventlog)
1242 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1244 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1246 MUTATOR_CALLHOOK(ClientDisconnect);
1248 Portal_ClearAll(self);
1252 RemoveGrapplingHook(self);
1254 // Here, everything has been done that requires this player to be a client.
1256 self.flags &= ~FL_CLIENT;
1258 if (self.chatbubbleentity)
1259 remove (self.chatbubbleentity);
1261 if (self.killindicator)
1262 remove (self.killindicator);
1264 WaypointSprite_PlayerGone();
1266 bot_relinkplayerlist();
1268 accuracy_free(self);
1269 ClientData_Detach();
1270 PlayerScore_Detach(self);
1272 if(self.netname_previous)
1273 strunzone(self.netname_previous);
1274 if(self.clientstatus)
1275 strunzone(self.clientstatus);
1276 if(self.weaponorder_byimpulse)
1277 strunzone(self.weaponorder_byimpulse);
1279 ClearPlayerSounds();
1282 remove(self.personal);
1292 void ChatBubbleThink()
1294 self.nextthink = time;
1295 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1297 if(self.owner) // but why can that ever be world?
1298 self.owner.chatbubbleentity = world;
1302 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1304 || self.owner.tetris_on
1307 self.model = self.mdl;
1312 void UpdateChatBubble()
1316 // spawn a chatbubble entity if needed
1317 if (!self.chatbubbleentity)
1319 self.chatbubbleentity = spawn();
1320 self.chatbubbleentity.owner = self;
1321 self.chatbubbleentity.exteriormodeltoclient = self;
1322 self.chatbubbleentity.think = ChatBubbleThink;
1323 self.chatbubbleentity.nextthink = time;
1324 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1325 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1326 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1327 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1328 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1329 self.chatbubbleentity.model = "";
1330 self.chatbubbleentity.effects = EF_LOWPRECISION;
1335 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1336 // added to the model skins
1337 /*void UpdateColorModHack()
1340 c = self.clientcolors & 15;
1341 // LordHavoc: only bothering to support white, green, red, yellow, blue
1342 if (!teamplay) self.colormod = '0 0 0';
1343 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1344 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1345 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1346 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1347 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1348 else self.colormod = '1 1 1';
1353 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1355 self.solid = SOLID_NOT;
1356 self.takedamage = DAMAGE_NO;
1357 self.movetype = MOVETYPE_FLY;
1358 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1359 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1360 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1361 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1362 if(autocvar_g_respawn_ghosts_maxtime)
1363 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1368 self.effects |= EF_NODRAW; // prevent another CopyBody
1369 PutClientInServer();
1372 void play_countdown(float finished, string samp)
1374 if(IS_REAL_CLIENT(self))
1375 if(floor(finished - time - frametime) != floor(finished - time))
1376 if(finished - time < 6)
1377 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1380 void player_powerups (void)
1382 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1383 olditems = self.items;
1385 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1386 self.modelflags |= MF_ROCKET;
1388 self.modelflags &= ~MF_ROCKET;
1390 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1392 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1395 Fire_ApplyDamage(self);
1396 Fire_ApplyEffect(self);
1400 if (self.items & IT_STRENGTH)
1402 play_countdown(self.strength_finished, "misc/poweroff.wav");
1403 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1404 if (time > self.strength_finished)
1406 self.items = self.items - (self.items & IT_STRENGTH);
1407 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1408 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1413 if (time < self.strength_finished)
1415 self.items = self.items | IT_STRENGTH;
1416 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1417 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1420 if (self.items & IT_INVINCIBLE)
1422 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1423 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1424 if (time > self.invincible_finished)
1426 self.items = self.items - (self.items & IT_INVINCIBLE);
1427 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1428 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1433 if (time < self.invincible_finished)
1435 self.items = self.items | IT_INVINCIBLE;
1436 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1437 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1440 if (self.items & IT_SUPERWEAPON)
1442 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1444 self.superweapons_finished = 0;
1445 self.items = self.items - (self.items & IT_SUPERWEAPON);
1446 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1447 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1449 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1451 // don't let them run out
1455 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1456 if (time > self.superweapons_finished)
1458 self.items = self.items - (self.items & IT_SUPERWEAPON);
1459 self.weapons &= ~WEPSET_SUPERWEAPONS;
1460 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1461 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1465 else if(self.weapons & WEPSET_SUPERWEAPONS)
1467 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1469 self.items = self.items | IT_SUPERWEAPON;
1470 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1471 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1475 self.superweapons_finished = 0;
1476 self.weapons &= ~WEPSET_SUPERWEAPONS;
1481 self.superweapons_finished = 0;
1485 if(autocvar_g_nodepthtestplayers)
1486 self.effects = self.effects | EF_NODEPTHTEST;
1488 if(autocvar_g_fullbrightplayers)
1489 self.effects = self.effects | EF_FULLBRIGHT;
1491 if (time >= game_starttime)
1492 if (time < self.spawnshieldtime)
1493 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1495 MUTATOR_CALLHOOK(PlayerPowerups);
1498 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1500 if(current > stable)
1502 else if(current > stable - 0.25) // when close enough, "snap"
1505 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1508 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1510 if(current < stable)
1512 else if(current < stable + 0.25) // when close enough, "snap"
1515 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1518 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1520 if(current > rotstable)
1522 if(rotframetime > 0)
1524 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1525 current = max(rotstable, current - rotlinear * rotframetime);
1528 else if(current < regenstable)
1530 if(regenframetime > 0)
1532 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1533 current = min(regenstable, current + regenlinear * regenframetime);
1543 void player_regen (void)
1545 float max_mod, regen_mod, rot_mod, limit_mod;
1546 max_mod = regen_mod = rot_mod = limit_mod = 1;
1547 regen_mod_max = max_mod;
1548 regen_mod_regen = regen_mod;
1549 regen_mod_rot = rot_mod;
1550 regen_mod_limit = limit_mod;
1551 if(!MUTATOR_CALLHOOK(PlayerRegen))
1554 float minh, mina, maxh, maxa, limith, limita;
1555 maxh = autocvar_g_balance_health_rotstable;
1556 maxa = autocvar_g_balance_armor_rotstable;
1557 minh = autocvar_g_balance_health_regenstable;
1558 mina = autocvar_g_balance_armor_regenstable;
1559 limith = autocvar_g_balance_health_limit;
1560 limita = autocvar_g_balance_armor_limit;
1562 max_mod = regen_mod_max;
1563 regen_mod = regen_mod_regen;
1564 rot_mod = regen_mod_rot;
1565 limit_mod = regen_mod_limit;
1567 maxh = maxh * max_mod;
1568 minh = minh * max_mod;
1569 limith = limith * limit_mod;
1570 limita = limita * limit_mod;
1572 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);
1573 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);
1576 // if player rotted to death... die!
1577 // check this outside above checks, as player may still be able to rot to death
1579 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1581 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1583 float minf, maxf, limitf;
1585 maxf = autocvar_g_balance_fuel_rotstable;
1586 minf = autocvar_g_balance_fuel_regenstable;
1587 limitf = autocvar_g_balance_fuel_limit;
1589 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);
1593 float zoomstate_set;
1594 void SetZoomState(float z)
1596 if(z != self.zoomstate)
1599 ClientData_Touch(self);
1604 void GetPressedKeys(void) {
1605 MUTATOR_CALLHOOK(GetPressedKeys);
1606 if (self.movement_x > 0) // get if movement keys are pressed
1607 { // forward key pressed
1608 self.pressedkeys |= KEY_FORWARD;
1609 self.pressedkeys &= ~KEY_BACKWARD;
1611 else if (self.movement_x < 0)
1612 { // backward key pressed
1613 self.pressedkeys |= KEY_BACKWARD;
1614 self.pressedkeys &= ~KEY_FORWARD;
1618 self.pressedkeys &= ~KEY_FORWARD;
1619 self.pressedkeys &= ~KEY_BACKWARD;
1622 if (self.movement_y > 0)
1623 { // right key pressed
1624 self.pressedkeys |= KEY_RIGHT;
1625 self.pressedkeys &= ~KEY_LEFT;
1627 else if (self.movement_y < 0)
1628 { // left key pressed
1629 self.pressedkeys |= KEY_LEFT;
1630 self.pressedkeys &= ~KEY_RIGHT;
1634 self.pressedkeys &= ~KEY_RIGHT;
1635 self.pressedkeys &= ~KEY_LEFT;
1638 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1639 self.pressedkeys |= KEY_JUMP;
1641 self.pressedkeys &= ~KEY_JUMP;
1642 if (self.BUTTON_CROUCH)
1643 self.pressedkeys |= KEY_CROUCH;
1645 self.pressedkeys &= ~KEY_CROUCH;
1647 if (self.BUTTON_ATCK)
1648 self.pressedkeys |= KEY_ATCK;
1650 self.pressedkeys &= ~KEY_ATCK;
1651 if (self.BUTTON_ATCK2)
1652 self.pressedkeys |= KEY_ATCK2;
1654 self.pressedkeys &= ~KEY_ATCK2;
1658 ======================
1659 spectate mode routines
1660 ======================
1663 void SpectateCopy(entity spectatee) {
1665 MUTATOR_CALLHOOK(SpectateCopy);
1666 self.armortype = spectatee.armortype;
1667 self.armorvalue = spectatee.armorvalue;
1668 self.ammo_cells = spectatee.ammo_cells;
1669 self.ammo_plasma = spectatee.ammo_plasma;
1670 self.ammo_shells = spectatee.ammo_shells;
1671 self.ammo_nails = spectatee.ammo_nails;
1672 self.ammo_rockets = spectatee.ammo_rockets;
1673 self.ammo_fuel = spectatee.ammo_fuel;
1674 self.clip_load = spectatee.clip_load;
1675 self.clip_size = spectatee.clip_size;
1676 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1677 self.health = spectatee.health;
1679 self.items = spectatee.items;
1680 self.last_pickup = spectatee.last_pickup;
1681 self.hit_time = spectatee.hit_time;
1682 self.metertime = spectatee.metertime;
1683 self.strength_finished = spectatee.strength_finished;
1684 self.invincible_finished = spectatee.invincible_finished;
1685 self.pressedkeys = spectatee.pressedkeys;
1686 self.weapons = spectatee.weapons;
1687 self.switchweapon = spectatee.switchweapon;
1688 self.switchingweapon = spectatee.switchingweapon;
1689 self.weapon = spectatee.weapon;
1690 self.vortex_charge = spectatee.vortex_charge;
1691 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1692 self.hagar_load = spectatee.hagar_load;
1693 self.arc_heat_percent = spectatee.arc_heat_percent;
1694 self.minelayer_mines = spectatee.minelayer_mines;
1695 self.punchangle = spectatee.punchangle;
1696 self.view_ofs = spectatee.view_ofs;
1697 self.velocity = spectatee.velocity;
1698 self.dmg_take = spectatee.dmg_take;
1699 self.dmg_save = spectatee.dmg_save;
1700 self.dmg_inflictor = spectatee.dmg_inflictor;
1701 self.v_angle = spectatee.v_angle;
1702 self.angles = spectatee.v_angle;
1703 self.frozen = spectatee.frozen;
1704 self.revive_progress = spectatee.revive_progress;
1705 if(!self.BUTTON_USE)
1706 self.fixangle = TRUE;
1707 setorigin(self, spectatee.origin);
1708 setsize(self, spectatee.mins, spectatee.maxs);
1709 SetZoomState(spectatee.zoomstate);
1711 anticheat_spectatecopy(spectatee);
1712 self.hud = spectatee.hud;
1713 if(spectatee.vehicle)
1715 self.fixangle = FALSE;
1716 //self.velocity = spectatee.vehicle.velocity;
1717 self.vehicle_health = spectatee.vehicle_health;
1718 self.vehicle_shield = spectatee.vehicle_shield;
1719 self.vehicle_energy = spectatee.vehicle_energy;
1720 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1721 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1722 self.vehicle_reload1 = spectatee.vehicle_reload1;
1723 self.vehicle_reload2 = spectatee.vehicle_reload2;
1727 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1728 WriteAngle(MSG_ONE, spectatee.v_angle_x);
1729 WriteAngle(MSG_ONE, spectatee.v_angle_y);
1730 WriteAngle(MSG_ONE, spectatee.v_angle_z);
1732 //WriteByte (MSG_ONE, SVC_SETVIEW);
1733 // WriteEntity(MSG_ONE, self);
1734 //makevectors(spectatee.v_angle);
1735 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1739 float SpectateUpdate()
1744 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1746 SetSpectator(self, world);
1750 SpectateCopy(self.enemy);
1758 if(self.enemy.classname != "player")
1760 /*if(self.enemy.vehicle)
1764 WriteByte(MSG_ONE, SVC_SETVIEW);
1765 WriteEntity(MSG_ONE, self.enemy);
1766 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1768 self.movetype = MOVETYPE_NONE;
1769 accuracy_resend(self);
1774 WriteByte(MSG_ONE, SVC_SETVIEW);
1775 WriteEntity(MSG_ONE, self.enemy);
1776 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1777 self.movetype = MOVETYPE_NONE;
1778 accuracy_resend(self);
1780 if(!SpectateUpdate())
1781 PutObserverInServer();
1786 void SetSpectator(entity player, entity spectatee)
1788 entity old_spectatee = player.enemy;
1790 player.enemy = spectatee;
1793 // these are required to fix the spectator bug with arc
1794 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1795 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1798 float Spectate(entity pl)
1800 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1801 if(pl.team != self.team)
1804 SetSpectator(self, pl);
1805 return SpectateSet();
1808 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1809 entity CA_SpectateNext(entity start) {
1810 if (start.team == self.team) {
1815 // continue from current player
1816 while(other && other.team != self.team) {
1817 other = find(other, classname, "player");
1821 // restart from begining
1822 other = find(other, classname, "player");
1823 while(other && other.team != self.team) {
1824 other = find(other, classname, "player");
1831 float SpectateNext()
1833 other = find(self.enemy, classname, "player");
1835 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1836 // CA and ca players when spectating enemies is forbidden
1837 other = CA_SpectateNext(other);
1839 // other modes and ca spectators or spectating enemies is allowed
1841 other = find(other, classname, "player");
1844 if(other) { SetSpectator(self, other); }
1846 return SpectateSet();
1849 float SpectatePrev()
1851 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1852 other = findchain(classname, "player");
1853 if (!other) // no player
1856 entity first = other;
1857 // skip players until current spectated player
1859 while(other && other != self.enemy)
1860 other = other.chain;
1862 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1864 do { other = other.chain; }
1865 while(other && other.team != self.team);
1870 while(other.team != self.team)
1871 other = other.chain;
1872 if(other == self.enemy)
1879 other = other.chain;
1883 SetSpectator(self, other);
1884 return SpectateSet();
1889 ShowRespawnCountdown()
1891 Update a respawn countdown display.
1894 void ShowRespawnCountdown()
1897 if(self.deadflag == DEAD_NO) // just respawned?
1901 number = ceil(self.respawn_time - time);
1904 if(number <= self.respawn_countdown)
1906 self.respawn_countdown = number - 1;
1907 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
1908 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1913 void LeaveSpectatorMode()
1917 if(nJoinAllowed(self))
1919 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1921 self.classname = "player";
1922 nades_RemoveBonus(self);
1924 if(autocvar_g_campaign || autocvar_g_balance_teams)
1925 { JoinBestTeam(self, FALSE, TRUE); }
1927 if(autocvar_g_campaign)
1928 { campaign_bots_may_start = 1; }
1930 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1932 PutClientInServer();
1934 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1937 stuffcmd(self, "menu_showteamselect\n");
1941 // Player may not join because g_maxplayers is set
1942 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1947 * Determines whether the player is allowed to join. This depends on cvar
1948 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1949 * it checks whether the number of currently playing players exceeds g_maxplayers.
1950 * @return int number of free slots for players, 0 if none
1952 float nJoinAllowed(entity ignore) {
1954 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1955 // so report 0 free slots if restricted
1957 if(autocvar_g_forced_team_otherwise == "spectate")
1959 if(autocvar_g_forced_team_otherwise == "spectator")
1963 if(self.team_forced < 0)
1964 return 0; // forced spectators can never join
1966 // TODO simplify this
1968 float totalClients = 0;
1973 if (!autocvar_g_maxplayers)
1974 return maxclients - totalClients;
1976 float currentlyPlaying = 0;
1977 FOR_EACH_REALCLIENT(e)
1978 if(IS_PLAYER(e) || e.caplayer)
1979 currentlyPlaying += 1;
1981 if(currentlyPlaying < autocvar_g_maxplayers)
1982 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1988 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1989 * g_maxplayers_spectator_blocktime seconds
1991 void checkSpectatorBlock() {
1992 if(IS_SPEC(self) || IS_OBSERVER(self))
1994 if(IS_REAL_CLIENT(self))
1996 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1997 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2003 void PrintWelcomeMessage()
2005 if(self.motd_actived_time == 0)
2007 if (autocvar_g_campaign) {
2008 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2009 self.motd_actived_time = time;
2010 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2013 if (self.BUTTON_INFO) {
2014 self.motd_actived_time = time;
2015 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2019 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2021 if (autocvar_g_campaign) {
2022 if (self.BUTTON_INFO)
2023 self.motd_actived_time = time;
2024 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2025 self.motd_actived_time = 0;
2026 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2029 if (self.BUTTON_INFO)
2030 self.motd_actived_time = time;
2031 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2032 self.motd_actived_time = 0;
2033 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2037 else //if(self.motd_actived_time < 0) // just connected, motd is active
2039 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2040 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2041 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2043 // instanctly hide MOTD
2044 self.motd_actived_time = 0;
2045 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2050 void ObserverThink()
2052 float prefered_movetype;
2053 if (self.flags & FL_JUMPRELEASED) {
2054 if (self.BUTTON_JUMP && !self.version_mismatch) {
2055 self.flags &= ~FL_JUMPRELEASED;
2056 self.flags |= FL_SPAWNING;
2057 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2058 self.flags &= ~FL_JUMPRELEASED;
2059 if(SpectateNext()) {
2060 self.classname = "spectator";
2063 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2064 if (self.movetype != prefered_movetype)
2065 self.movetype = prefered_movetype;
2068 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2069 self.flags |= FL_JUMPRELEASED;
2070 if(self.flags & FL_SPAWNING)
2072 self.flags &= ~FL_SPAWNING;
2073 LeaveSpectatorMode();
2080 void SpectatorThink()
2082 if (self.flags & FL_JUMPRELEASED) {
2083 if (self.BUTTON_JUMP && !self.version_mismatch) {
2084 self.flags &= ~FL_JUMPRELEASED;
2085 self.flags |= FL_SPAWNING;
2086 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2087 self.flags &= ~FL_JUMPRELEASED;
2088 if(SpectateNext()) {
2089 self.classname = "spectator";
2091 self.classname = "observer";
2092 PutClientInServer();
2095 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2096 self.flags &= ~FL_JUMPRELEASED;
2097 if(SpectatePrev()) {
2098 self.classname = "spectator";
2100 self.classname = "observer";
2101 PutClientInServer();
2104 } else if (self.BUTTON_ATCK2) {
2105 self.flags &= ~FL_JUMPRELEASED;
2106 self.classname = "observer";
2107 PutClientInServer();
2109 if(!SpectateUpdate())
2110 PutObserverInServer();
2113 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2114 self.flags |= FL_JUMPRELEASED;
2115 if(self.flags & FL_SPAWNING)
2117 self.flags &= ~FL_SPAWNING;
2118 LeaveSpectatorMode();
2122 if(!SpectateUpdate())
2123 PutObserverInServer();
2126 self.flags |= FL_CLIENT | FL_NOTARGET;
2131 if (!IS_PLAYER(self))
2136 vehicles_exit(VHEF_NORMAL);
2140 // a use key was pressed; call handlers
2141 MUTATOR_CALLHOOK(PlayerUseKey);
2148 Called every frame for each client before the physics are run
2151 .float usekeypressed;
2152 void() nexball_setstatus;
2154 void PlayerPreThink (void)
2156 WarpZone_PlayerPhysics_FixVAngle();
2158 self.stat_game_starttime = game_starttime;
2159 self.stat_round_starttime = round_starttime;
2160 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2161 self.stat_leadlimit = autocvar_leadlimit;
2165 // physics frames: update anticheat stuff
2166 anticheat_prethink();
2169 if(blockSpectators && frametime)
2170 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2171 checkSpectatorBlock();
2175 if(self.netname_previous != self.netname)
2177 if(autocvar_sv_eventlog)
2178 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2179 if(self.netname_previous)
2180 strunzone(self.netname_previous);
2181 self.netname_previous = strzone(self.netname);
2185 if(self.version_nagtime)
2186 if(self.cvar_g_xonoticversion)
2187 if(time > self.version_nagtime)
2189 // don't notify git users
2190 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2192 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2194 // notify release users if connecting to git
2195 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");
2196 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2201 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2204 // give users new version
2205 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");
2206 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2210 // notify users about old server version
2211 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");
2212 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2216 self.version_nagtime = 0;
2220 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2222 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2223 self.max_armorvalue = 0;
2227 if (TetrisPreFrame())
2231 if(self.frozen == 2)
2233 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2234 self.health = max(1, self.revive_progress * start_health);
2235 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2237 if(self.revive_progress >= 1)
2240 else if(self.frozen == 3)
2242 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2243 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2248 vehicles_exit(VHEF_RELESE);
2249 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2251 else if ( self.revive_progress <= 0 )
2255 MUTATOR_CALLHOOK(PlayerPreThink);
2257 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2259 if(self.BUTTON_USE && !self.usekeypressed)
2261 self.usekeypressed = self.BUTTON_USE;
2264 if(IS_REAL_CLIENT(self))
2265 PrintWelcomeMessage();
2270 CheckRules_Player();
2272 if (intermission_running)
2274 IntermissionThink (); // otherwise a button could be missed between
2275 return; // the think tics
2278 //don't allow the player to turn around while game is paused!
2279 if(timeout_status == TIMEOUT_ACTIVE) {
2280 // FIXME turn this into CSQC stuff
2281 self.v_angle = self.lastV_angle;
2282 self.angles = self.lastV_angle;
2283 self.fixangle = TRUE;
2288 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2290 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));
2291 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));
2292 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));
2294 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2296 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));
2297 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));
2298 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));
2302 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2307 if (self.deadflag != DEAD_NO)
2309 if(self.personal && g_race_qualifying)
2311 if(time > self.respawn_time)
2313 self.respawn_time = time + 1; // only retry once a second
2314 self.stat_respawn_time = self.respawn_time;
2321 float button_pressed;
2324 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2326 if (self.deadflag == DEAD_DYING)
2328 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2329 self.deadflag = DEAD_RESPAWNING;
2330 else if(!button_pressed)
2331 self.deadflag = DEAD_DEAD;
2333 else if (self.deadflag == DEAD_DEAD)
2336 self.deadflag = DEAD_RESPAWNABLE;
2337 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2338 self.deadflag = DEAD_RESPAWNING;
2340 else if (self.deadflag == DEAD_RESPAWNABLE)
2343 self.deadflag = DEAD_RESPAWNING;
2345 else if (self.deadflag == DEAD_RESPAWNING)
2347 if(time > self.respawn_time)
2349 self.respawn_time = time + 1; // only retry once a second
2350 self.respawn_time_max = self.respawn_time;
2355 ShowRespawnCountdown();
2357 if(self.respawn_flags & RESPAWN_SILENT)
2358 self.stat_respawn_time = 0;
2359 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2360 self.stat_respawn_time = self.respawn_time_max;
2362 self.stat_respawn_time = self.respawn_time;
2365 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2366 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2367 self.stat_respawn_time *= -1;
2372 self.prevorigin = self.origin;
2374 float do_crouch = self.BUTTON_CROUCH;
2382 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2383 // It cannot be predicted by the engine!
2384 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2392 self.view_ofs = PL_CROUCH_VIEW_OFS;
2393 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2394 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2401 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2402 if (!trace_startsolid)
2404 self.crouch = FALSE;
2405 self.view_ofs = PL_VIEW_OFS;
2406 setsize (self, PL_MIN, PL_MAX);
2413 GrapplingHookFrame();
2415 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2418 self.items &= ~self.items_added;
2422 self.items_added = 0;
2423 if(self.items & IT_JETPACK)
2424 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2425 self.items_added |= IT_FUEL;
2427 self.items |= self.items_added;
2432 // WEAPONTODO: Add a weapon request for this
2433 // rot vortex charge to the charge limit
2434 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2435 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2441 secrets_setstatus();
2444 monsters_setstatus();
2446 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2448 //self.angles_y=self.v_angle_y + 90; // temp
2449 } else if(gameover) {
2450 if (intermission_running)
2451 IntermissionThink (); // otherwise a button could be missed between
2453 } else if(IS_OBSERVER(self)) {
2455 } else if(IS_SPEC(self)) {
2459 // WEAPONTODO: Add weapon request for this
2461 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
2463 float oldspectatee_status;
2464 oldspectatee_status = self.spectatee_status;
2466 self.spectatee_status = num_for_edict(self.enemy);
2467 else if(IS_OBSERVER(self))
2468 self.spectatee_status = num_for_edict(self);
2470 self.spectatee_status = 0;
2471 if(self.spectatee_status != oldspectatee_status)
2473 ClientData_Touch(self);
2476 if(self.teamkill_soundtime)
2477 if(time > self.teamkill_soundtime)
2479 self.teamkill_soundtime = 0;
2481 entity oldpusher, oldself;
2483 oldself = self; self = self.teamkill_soundsource;
2484 oldpusher = self.pusher; self.pusher = oldself;
2486 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2488 self.pusher = oldpusher;
2492 if(self.taunt_soundtime)
2493 if(time > self.taunt_soundtime)
2495 self.taunt_soundtime = 0;
2496 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2499 target_voicescript_next(self);
2501 // WEAPONTODO: Move into weaponsystem somehow
2502 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2504 self.clip_load = self.clip_size = 0;
2507 float isInvisibleString(string s)
2510 s = strdecolorize(s);
2511 for((i = 0), (n = strlen(s)); i < n; ++i)
2519 case 192: // charmap space
2520 if (!autocvar_utf8_enable)
2523 case 160: // space in unicode fonts
2524 case 0xE000 + 192: // utf8 charmap space
2525 if (autocvar_utf8_enable)
2538 Called every frame for each client after the physics are run
2541 .float idlekick_lasttimeleft;
2542 void PlayerPostThink (void)
2544 // Savage: Check for nameless players
2545 if (isInvisibleString(self.netname)) {
2546 self.netname = "Player";
2547 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2550 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2551 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2553 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2555 if(self.idlekick_lasttimeleft)
2557 self.idlekick_lasttimeleft = 0;
2558 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2564 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2565 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2567 if(!self.idlekick_lasttimeleft)
2568 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2572 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2576 else if(timeleft <= 10)
2578 if(timeleft != self.idlekick_lasttimeleft)
2579 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2580 self.idlekick_lasttimeleft = timeleft;
2586 if(self.impulse == 100)
2588 if (!TetrisPostFrame())
2594 //CheckPlayerJump();
2596 if(IS_PLAYER(self)) {
2597 CheckRules_Player();
2601 if (intermission_running)
2602 return; // intermission or finale
2612 for(i = 0; i < 1000; ++i)
2615 end = self.origin + '0 0 1024' + 512 * randomvec();
2616 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2617 if(trace_fraction < 1)
2618 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2620 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2626 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2628 if(self.waypointsprite_attachedforcarrier)
2629 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2633 CSQCMODEL_AUTOUPDATE();