1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
4 void send_CSQC_teamnagger() {
5 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
9 float ClientData_Send(entity to, float sf)
26 sf |= 1; // forced scoreboard
27 if(to.spectatee_status)
28 sf |= 2; // spectator ent number follows
31 if(e.porto_v_angle_held)
32 sf |= 8; // angles held
34 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
35 WriteByte(MSG_ENTITY, sf);
38 WriteByte(MSG_ENTITY, to.spectatee_status);
42 WriteAngle(MSG_ENTITY, e.v_angle_x);
43 WriteAngle(MSG_ENTITY, e.v_angle_y);
49 void ClientData_Attach()
51 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
52 self.clientdata.drawonlytoclient = self;
53 self.clientdata.owner = self;
56 void ClientData_Detach()
58 remove(self.clientdata);
59 self.clientdata = world;
62 void ClientData_Touch(entity e)
64 e.clientdata.SendFlags = 1;
66 // make it spectatable
68 FOR_EACH_REALCLIENT(e2)
73 e2.clientdata.SendFlags = 1;
77 .string netname_previous;
84 Checks if the argument string can be a valid playermodel.
85 Returns a valid one in doubt.
88 string FallbackPlayerModel;
89 string CheckPlayerModel(string plyermodel) {
90 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
92 // note: we cannot summon Don Strunzone here, some player may
93 // still have the model string set. In case anyone manages how
94 // to change a cvar default, we'll have a small leak here.
95 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
98 if( substring(plyermodel,0,14) != "models/player/")
99 return FallbackPlayerModel;
100 // only good file extensions
101 if(substring(plyermodel,-4,4) != ".zym")
102 if(substring(plyermodel,-4,4) != ".dpm")
103 if(substring(plyermodel,-4,4) != ".iqm")
104 if(substring(plyermodel,-4,4) != ".md3")
105 if(substring(plyermodel,-4,4) != ".psk")
106 return FallbackPlayerModel;
107 // forbid the LOD models
108 if(substring(plyermodel, -9,5) == "_lod1")
109 return FallbackPlayerModel;
110 if(substring(plyermodel, -9,5) == "_lod2")
111 return FallbackPlayerModel;
112 if(plyermodel != strtolower(plyermodel))
113 return FallbackPlayerModel;
114 // also, restrict to server models
115 if(autocvar_sv_servermodelsonly)
117 if(!fexists(plyermodel))
118 return FallbackPlayerModel;
123 void setplayermodel(entity e, string modelname)
125 precache_model(modelname);
126 setmodel(e, modelname);
127 player_setupanimsformodel();
128 UpdatePlayerSounds();
135 putting a client as observer in the server
138 void FixPlayermodel();
139 void PutObserverInServer (void)
142 self.hud = HUD_NORMAL;
143 race_PreSpawnObserver();
145 spot = SelectSpawnPoint (TRUE);
147 error("No spawnpoints for observers?!?\n");
148 RemoveGrapplingHook(self); // Wazat's Grappling Hook
150 if(IS_REAL_CLIENT(self))
153 WriteByte(MSG_ONE, SVC_SETVIEW);
154 WriteEntity(MSG_ONE, self);
157 if((g_race && g_race_qualifying) || g_cts)
159 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
160 self.frags = FRAGS_LMS_LOSER;
162 self.frags = FRAGS_SPECTATOR;
165 self.frags = FRAGS_SPECTATOR;
167 MUTATOR_CALLHOOK(MakePlayerObserver);
169 Portal_ClearAll(self);
174 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
179 vehicles_exit(VHEF_RELESE);
181 WaypointSprite_PlayerDead();
183 if (!g_ca) // don't reset teams when moving a ca player to the spectators
184 self.team = -1; // move this as it is needed to log the player spectating in eventlog
186 if(self.killcount != -666)
188 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
189 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
190 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
192 if(self.just_joined == FALSE) {
193 LogTeamchange(self.playerid, -1, 4);
195 self.just_joined = FALSE;
198 PlayerScore_Clear(self); // clear scores when needed
200 accuracy_resend(self);
202 self.spectatortime = time;
204 self.classname = "observer";
205 self.iscreature = FALSE;
206 self.teleportable = TELEPORT_SIMPLE;
207 self.damagedbycontents = FALSE;
209 self.takedamage = DAMAGE_NO;
210 self.solid = SOLID_NOT;
211 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
212 self.flags = FL_CLIENT | FL_NOTARGET;
213 self.armorvalue = 666;
215 self.armorvalue = autocvar_g_balance_armor_start;
216 self.pauserotarmor_finished = 0;
217 self.pauserothealth_finished = 0;
218 self.pauseregen_finished = 0;
219 self.damageforcescale = 0;
221 self.respawn_flags = 0;
222 self.respawn_time = 0;
223 self.stat_respawn_time = 0;
228 self.pain_finished = 0;
229 self.strength_finished = 0;
230 self.invincible_finished = 0;
231 self.superweapons_finished = 0;
234 self.think = func_null;
237 self.deadflag = DEAD_NO;
238 self.angles = spot.angles;
240 self.fixangle = TRUE;
243 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
244 self.prevorigin = self.origin;
246 self.weapons = '0 0 0';
249 setmodel(self, "null");
250 self.drawonlytoclient = self;
252 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
253 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
256 self.weaponname = "";
257 self.switchingweapon = 0;
258 self.weaponmodel = "";
259 self.weaponentity = world;
260 self.exteriorweaponentity = world;
261 self.killcount = -666;
262 self.velocity = '0 0 0';
263 self.avelocity = '0 0 0';
264 self.punchangle = '0 0 0';
265 self.punchvector = '0 0 0';
266 self.oldvelocity = self.velocity;
267 self.fire_endtime = -1;
270 .float model_randomizer;
271 void FixPlayermodel()
274 float defaultskin, chmdl, oldskin, n, i;
281 if(autocvar_sv_defaultcharacter == 1)
286 s = Static_Team_ColorName_Lower(self.team);
289 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
290 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
294 if(defaultmodel == "")
296 defaultmodel = autocvar_sv_defaultplayermodel;
297 defaultskin = autocvar_sv_defaultplayerskin;
300 n = tokenize_console(defaultmodel);
303 defaultmodel = argv(floor(n * self.model_randomizer));
304 // However, do NOT randomize if the player-selected model is in the list.
305 for (i = 0; i < n; ++i)
306 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
307 defaultmodel = argv(i);
310 i = strstrofs(defaultmodel, ":", 0);
313 defaultskin = stof(substring(defaultmodel, i+1, -1));
314 defaultmodel = substring(defaultmodel, 0, i);
318 if(defaultmodel != "")
320 if (defaultmodel != self.model)
324 setplayermodel (self, defaultmodel);
325 setsize (self, m1, m2);
330 self.skin = defaultskin;
332 if (self.playermodel != self.model || self.playermodel == "")
334 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
337 setplayermodel (self, self.playermodel);
338 setsize (self, m1, m2);
343 self.skin = stof(self.playerskin);
346 if(chmdl || oldskin != self.skin) // model or skin has changed
348 self.species = player_getspecies(); // update species
349 UpdatePlayerSounds(); // update skin sounds
353 if(strlen(autocvar_sv_defaultplayercolors))
354 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
355 setcolor(self, stof(autocvar_sv_defaultplayercolors));
362 Called when a client spawns in the server
365 void PutClientInServer (void)
367 if(IS_BOT_CLIENT(self))
368 self.classname = "player";
369 else if(IS_REAL_CLIENT(self))
372 WriteByte(MSG_ONE, SVC_SETVIEW);
373 WriteEntity(MSG_ONE, self);
379 MUTATOR_CALLHOOK(PutClientInServer);
382 self.classname = "observer";
386 entity spot, oldself;
389 accuracy_resend(self);
392 JoinBestTeam(self, FALSE, TRUE);
396 spot = SelectSpawnPoint (FALSE);
399 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
400 return; // spawn failed
403 RemoveGrapplingHook(self); // Wazat's Grappling Hook
406 vehicles_exit(VHEF_RELESE);
408 self.classname = "player";
409 self.wasplayer = TRUE;
410 self.iscreature = TRUE;
411 self.teleportable = TELEPORT_NORMAL;
412 self.damagedbycontents = TRUE;
413 self.movetype = MOVETYPE_WALK;
414 self.solid = SOLID_SLIDEBOX;
415 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
416 if(autocvar_g_playerclip_collisions)
417 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
418 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
419 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
420 self.frags = FRAGS_PLAYER;
421 if(INDEPENDENT_PLAYERS)
422 MAKE_INDEPENDENT_PLAYER(self);
423 self.flags = FL_CLIENT;
424 if(autocvar__notarget)
425 self.flags |= FL_NOTARGET;
426 self.takedamage = DAMAGE_AIM;
428 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
429 self.air_finished = time + 12;
431 if(WEP_CVAR(vortex, charge))
433 if(WEP_CVAR_SEC(vortex, chargepool))
434 self.vortex_chargepool_ammo = 1;
435 self.vortex_charge = WEP_CVAR(vortex, charge_start);
440 self.ammo_shells = warmup_start_ammo_shells;
441 self.ammo_nails = warmup_start_ammo_nails;
442 self.ammo_rockets = warmup_start_ammo_rockets;
443 self.ammo_cells = warmup_start_ammo_cells;
444 self.ammo_plasma = warmup_start_ammo_plasma;
445 self.ammo_fuel = warmup_start_ammo_fuel;
446 self.health = warmup_start_health;
447 self.armorvalue = warmup_start_armorvalue;
448 self.weapons = WARMUP_START_WEAPONS;
452 self.ammo_shells = start_ammo_shells;
453 self.ammo_nails = start_ammo_nails;
454 self.ammo_rockets = start_ammo_rockets;
455 self.ammo_cells = start_ammo_cells;
456 self.ammo_plasma = start_ammo_plasma;
457 self.ammo_fuel = start_ammo_fuel;
458 self.health = start_health;
459 self.armorvalue = start_armorvalue;
460 self.weapons = start_weapons;
463 if(self.weapons & WEPSET_SUPERWEAPONS)
464 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
466 self.superweapons_finished = 0;
468 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
470 if(g_weaponarena_random_with_laser)
471 self.weapons &= ~WEPSET_BLASTER;
472 W_RandomWeapons(self, g_weaponarena_random);
473 if(g_weaponarena_random_with_laser)
474 self.weapons |= WEPSET_BLASTER;
477 self.items = start_items;
479 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
480 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
481 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
482 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
483 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
484 //extend the pause of rotting if client was reset at the beginning of the countdown
485 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
486 self.spawnshieldtime += game_starttime - time;
487 self.pauserotarmor_finished += game_starttime - time;
488 self.pauserothealth_finished += game_starttime - time;
489 self.pauseregen_finished += game_starttime - time;
491 self.damageforcescale = 2;
493 self.respawn_flags = 0;
494 self.respawn_time = 0;
495 self.stat_respawn_time = 0;
499 self.pain_finished = 0;
500 self.strength_finished = 0;
501 self.invincible_finished = 0;
503 // players have no think function
504 self.think = func_null;
508 self.ballistics_density = autocvar_g_ballistics_density_player;
512 self.deadflag = DEAD_NO;
514 self.angles = spot.angles;
516 self.angles_z = 0; // never spawn tilted even if the spot says to
517 self.fixangle = TRUE; // turn this way immediately
518 self.velocity = '0 0 0';
519 self.avelocity = '0 0 0';
520 self.punchangle = '0 0 0';
521 self.punchvector = '0 0 0';
522 self.oldvelocity = self.velocity;
523 self.fire_endtime = -1;
525 entity spawnevent = spawn();
526 spawnevent.owner = self;
527 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
531 self.drawonlytoclient = world;
534 self.view_ofs = PL_VIEW_OFS;
535 setsize (self, PL_MIN, PL_MAX);
536 self.spawnorigin = spot.origin;
537 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
538 // don't reset back to last position, even if new position is stuck in solid
539 self.oldorigin = self.origin;
540 self.prevorigin = self.origin;
541 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
542 self.lastteleporttime = time; // prevent insane speeds due to changing origin
543 self.hud = HUD_NORMAL;
545 self.event_damage = PlayerDamage;
547 self.bot_attack = TRUE;
548 self.monster_attack = TRUE;
550 self.spider_slowness = 0;
552 self.statdraintime = time + 5;
553 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
555 if(self.killcount == -666) {
556 PlayerScore_Clear(self);
560 CL_SpawnWeaponentity();
561 self.alpha = default_player_alpha;
562 self.colormod = '1 1 1' * autocvar_g_player_brightness;
563 self.exteriorweaponentity.alpha = default_weapon_alpha;
565 self.speedrunning = FALSE;
567 race_PostSpawn(spot);
569 //stuffcmd(self, "chase_active 0");
570 //stuffcmd(self, "set viewsize $tmpviewsize \n");
572 target_voicescript_clear(self);
574 // reset fields the weapons may use
575 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
577 WEP_ACTION(j, WR_RESETPLAYER);
579 // all weapons must be fully loaded when we spawn
581 e = get_weaponinfo(j);
582 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
583 self.(weapon_load[j]) = e.reloading_ammo;
591 self.target = string_null;
598 MUTATOR_CALLHOOK(PlayerSpawn);
600 if(autocvar_spawn_debug)
602 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
603 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
606 self.switchweapon = w_getbestweapon(self);
607 self.cnt = -1; // W_LastWeapon will not complain
609 self.weaponname = "";
610 self.switchingweapon = 0;
614 self.alivetime = time;
618 else if(IS_OBSERVER(self))
620 PutObserverInServer ();
624 .float ebouncefactor, ebouncestop; // electro's values
625 // TODO do we need all these fields, or should we stop autodetecting runtime
626 // changes and just have a console command to update this?
627 float ClientInit_SendEntity(entity to, float sf)
629 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
630 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
631 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
632 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
633 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
634 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
635 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
636 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
637 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
638 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
640 if(sv_foginterval && world.fog != "")
641 WriteString(MSG_ENTITY, world.fog);
643 WriteString(MSG_ENTITY, "");
644 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
645 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
646 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
647 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
648 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
649 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
650 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
651 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
652 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
653 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
654 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
655 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
659 void ClientInit_CheckUpdate()
661 self.nextthink = time;
662 if(self.count != autocvar_g_balance_armor_blockpercent)
664 self.count = autocvar_g_balance_armor_blockpercent;
667 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
669 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
672 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
674 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
677 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
679 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
682 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
684 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
689 void ClientInit_Spawn()
694 e.classname = "clientinit";
695 e.think = ClientInit_CheckUpdate;
696 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
700 ClientInit_CheckUpdate();
709 void SetNewParms (void)
711 // initialize parms for a new player
712 parm1 = -(86400 * 366);
720 void SetChangeParms (void)
722 // save parms for level change
723 parm1 = self.parm_idlesince - time;
731 void DecodeLevelParms (void)
734 self.parm_idlesince = parm1;
735 if(self.parm_idlesince == -(86400 * 366))
736 self.parm_idlesince = time;
738 // whatever happens, allow 60 seconds of idling directly after connect for map loading
739 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
746 Called when a client types 'kill' in the console
750 .float clientkill_nexttime;
751 void ClientKill_Now_TeamChange()
753 if(self.killindicator_teamchange == -1)
755 JoinBestTeam( self, FALSE, TRUE );
757 else if(self.killindicator_teamchange == -2)
760 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
761 PutObserverInServer();
764 SV_ChangeTeam(self.killindicator_teamchange - 1);
765 self.killindicator_teamchange = 0;
768 void ClientKill_Now()
772 vehicles_exit(VHEF_RELESE);
773 if(!self.killindicator_teamchange)
775 self.vehicle_health = -1;
776 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
780 if(self.killindicator && !wasfreed(self.killindicator))
781 remove(self.killindicator);
783 self.killindicator = world;
785 if(self.killindicator_teamchange)
786 ClientKill_Now_TeamChange();
789 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
791 // now I am sure the player IS dead
793 void KillIndicator_Think()
797 self.owner.killindicator = world;
802 if (self.owner.alpha < 0 && !self.owner.vehicle)
804 self.owner.killindicator = world;
812 ClientKill_Now(); // no oldself needed
815 else if(g_cts && self.health == 1) // health == 1 means that it's silent
817 self.nextthink = time + 1;
823 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
824 if(IS_REAL_CLIENT(self.owner))
827 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
829 self.nextthink = time + 1;
834 float clientkilltime;
835 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
844 killtime = autocvar_g_balance_kill_delay;
846 if(g_race_qualifying || g_cts)
849 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
851 remove(self.killindicator);
852 self.killindicator = world;
854 ClientKill_Now(); // allow instant kill in this case
858 self.killindicator_teamchange = targetteam;
860 if(!self.killindicator)
862 if(self.deadflag == DEAD_NO)
864 killtime = max(killtime, self.clientkill_nexttime - time);
865 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
868 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
874 starttime = max(time, clientkilltime);
876 self.killindicator = spawn();
877 self.killindicator.owner = self;
878 self.killindicator.scale = 0.5;
879 setattachment(self.killindicator, self, "");
880 setorigin(self.killindicator, '0 0 52');
881 self.killindicator.think = KillIndicator_Think;
882 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
883 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
884 self.killindicator.cnt = ceil(killtime);
885 self.killindicator.count = bound(0, ceil(killtime), 10);
886 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
888 for(e = world; (e = find(e, classname, "body")) != world; )
892 e.killindicator = spawn();
893 e.killindicator.owner = e;
894 e.killindicator.scale = 0.5;
895 setattachment(e.killindicator, e, "");
896 setorigin(e.killindicator, '0 0 52');
897 e.killindicator.think = KillIndicator_Think;
898 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
899 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
900 e.killindicator.cnt = ceil(killtime);
905 if(self.killindicator)
907 if(targetteam == 0) // just die
909 self.killindicator.colormod = '0 0 0';
910 if(IS_REAL_CLIENT(self))
911 if(self.killindicator.cnt > 0)
912 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
914 else if(targetteam == -1) // auto
916 self.killindicator.colormod = '0 1 0';
917 if(IS_REAL_CLIENT(self))
918 if(self.killindicator.cnt > 0)
919 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
921 else if(targetteam == -2) // spectate
923 self.killindicator.colormod = '0.5 0.5 0.5';
924 if(IS_REAL_CLIENT(self))
925 if(self.killindicator.cnt > 0)
926 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
930 self.killindicator.colormod = Team_ColorRGB(targetteam);
931 if(IS_REAL_CLIENT(self))
932 if(self.killindicator.cnt > 0)
933 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
939 void ClientKill (void)
942 if(self.player_blocked) return;
943 if(self.freezetag_frozen) return;
945 ClientKill_TeamChange(0);
948 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
950 e.killindicator = spawn();
951 e.killindicator.owner = e;
952 e.killindicator.think = KillIndicator_Think;
953 e.killindicator.nextthink = time + (e.lip) * 0.05;
954 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
955 e.killindicator.health = 1; // this is used to indicate that it should be silent
959 void FixClientCvars(entity e)
961 // send prediction settings to the client
962 stuffcmd(e, "\nin_bindmap 0 0\n");
964 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
965 if(autocvar_g_antilag == 3) // client side hitscan
966 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
967 if(autocvar_sv_gentle)
968 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
970 * we no longer need to stuff this. Remove this comment block if you feel
971 * 2.3 and higher (or was it 2.2.3?) don't need these any more
972 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
973 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
974 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
975 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
976 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
977 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
978 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
979 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
980 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
981 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
982 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
983 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
984 stuffcmd(e, "cl_movement_edgefriction 1\n");
988 float PlayerInIDList(entity p, string idlist)
993 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
997 // this function allows abbreviated player IDs too!
998 n = tokenize_console(idlist);
999 for(i = 0; i < n; ++i)
1002 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1013 Called when a client connects to the server
1016 void DecodeLevelParms (void);
1017 //void dom_player_join_team(entity pl);
1018 void set_dom_state(entity e);
1019 void ClientConnect (void)
1025 print("Warning: ClientConnect, but already connected!\n");
1029 if(Ban_MaybeEnforceBanOnce(self))
1035 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1038 self.classname = "player_joining";
1040 self.flags = FL_CLIENT;
1041 self.version_nagtime = time + 10 + random() * 10;
1045 dprint("BUG player count is lower than zero, this cannot happen!\n");
1049 PlayerScore_Attach(self);
1050 ClientData_Attach();
1051 accuracy_init(self);
1053 bot_clientconnect();
1059 race_PreSpawnObserver();
1061 // identify the right forced team
1062 if(autocvar_g_campaign)
1064 if(IS_REAL_CLIENT(self)) // only players, not bots
1066 switch(autocvar_g_campaign_forceteam)
1068 case 1: self.team_forced = NUM_TEAM_1; break;
1069 case 2: self.team_forced = NUM_TEAM_2; break;
1070 case 3: self.team_forced = NUM_TEAM_3; break;
1071 case 4: self.team_forced = NUM_TEAM_4; break;
1072 default: self.team_forced = 0;
1076 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1077 self.team_forced = NUM_TEAM_1;
1078 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1079 self.team_forced = NUM_TEAM_2;
1080 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1081 self.team_forced = NUM_TEAM_3;
1082 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1083 self.team_forced = NUM_TEAM_4;
1084 else if(autocvar_g_forced_team_otherwise == "red")
1085 self.team_forced = NUM_TEAM_1;
1086 else if(autocvar_g_forced_team_otherwise == "blue")
1087 self.team_forced = NUM_TEAM_2;
1088 else if(autocvar_g_forced_team_otherwise == "yellow")
1089 self.team_forced = NUM_TEAM_3;
1090 else if(autocvar_g_forced_team_otherwise == "pink")
1091 self.team_forced = NUM_TEAM_4;
1092 else if(autocvar_g_forced_team_otherwise == "spectate")
1093 self.team_forced = -1;
1094 else if(autocvar_g_forced_team_otherwise == "spectator")
1095 self.team_forced = -1;
1097 self.team_forced = 0;
1100 if(self.team_forced > 0)
1101 self.team_forced = 0;
1103 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1105 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1106 self.classname = "observer";
1110 if(autocvar_g_balance_teams)
1112 self.classname = "player";
1113 campaign_bots_may_start = 1;
1117 self.classname = "observer"; // do it anyway
1122 self.classname = "player";
1123 campaign_bots_may_start = 1;
1127 self.playerid = (playerid_last = playerid_last + 1);
1129 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1131 if(IS_BOT_CLIENT(self))
1132 PlayerStats_AddPlayer(self);
1134 if(autocvar_sv_eventlog)
1135 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1137 LogTeamchange(self.playerid, self.team, 1);
1139 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1141 self.netname_previous = strzone(self.netname);
1143 if(IS_PLAYER(self) && teamplay)
1144 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1146 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1148 stuffcmd(self, strcat(clientstuff, "\n"));
1149 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1151 FixClientCvars(self);
1153 // spawnfunc_waypoint sprites
1154 WaypointSprite_InitClient(self);
1156 // Wazat's grappling hook
1157 SetGrappleHookBindings();
1159 // get version info from player
1160 stuffcmd(self, "cmd clientversion $gameversion\n");
1162 // get other cvars from player
1165 // notify about available teams
1168 CheckAllowedTeams(self);
1169 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1170 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1173 stuffcmd(self, "set _teams_available 0\n");
1177 bot_relinkplayerlist();
1179 self.spectatortime = time;
1182 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1185 self.jointime = time;
1186 self.allowed_timeouts = autocvar_sv_timeout_number;
1188 if(IS_REAL_CLIENT(self))
1190 if(!autocvar_g_campaign)
1192 self.motd_actived_time = -1;
1193 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1196 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1197 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1200 if(!sv_foginterval && world.fog != "")
1201 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1203 W_HitPlotOpen(self);
1205 if(g_race || g_cts) {
1213 race_send_recordtime(MSG_ONE);
1214 race_send_speedaward(MSG_ONE);
1216 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1217 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1218 race_send_speedaward_alltimebest(MSG_ONE);
1221 for (i = 1; i <= RANKINGS_CNT; ++i) {
1222 race_SendRankings(i, 0, 0, MSG_ONE);
1225 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1226 send_CSQC_teamnagger();
1230 CSQCMODEL_AUTOINIT();
1232 self.model_randomizer = random();
1234 if(IS_REAL_CLIENT(self))
1237 MUTATOR_CALLHOOK(ClientConnect);
1243 Called when a client disconnects from the server
1246 .entity chatbubbleentity;
1248 void ClientDisconnect (void)
1251 vehicles_exit(VHEF_RELESE);
1253 if (!IS_CLIENT(self))
1255 print("Warning: ClientDisconnect without ClientConnect\n");
1259 PlayerStats_AddGlobalInfo(self);
1261 CheatShutdownClient();
1263 W_HitPlotClose(self);
1266 anticheat_shutdown();
1268 playerdemo_shutdown();
1270 bot_clientdisconnect();
1275 if(autocvar_sv_eventlog)
1276 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1278 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1280 MUTATOR_CALLHOOK(ClientDisconnect);
1282 Portal_ClearAll(self);
1284 RemoveGrapplingHook(self);
1286 // Here, everything has been done that requires this player to be a client.
1288 self.flags &= ~FL_CLIENT;
1290 if (self.chatbubbleentity)
1291 remove (self.chatbubbleentity);
1293 if (self.killindicator)
1294 remove (self.killindicator);
1296 WaypointSprite_PlayerGone();
1298 bot_relinkplayerlist();
1300 accuracy_free(self);
1301 ClientData_Detach();
1302 PlayerScore_Detach(self);
1304 if(self.netname_previous)
1305 strunzone(self.netname_previous);
1306 if(self.clientstatus)
1307 strunzone(self.clientstatus);
1308 if(self.weaponorder_byimpulse)
1309 strunzone(self.weaponorder_byimpulse);
1311 ClearPlayerSounds();
1314 remove(self.personal);
1324 void ChatBubbleThink()
1326 self.nextthink = time;
1327 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1329 if(self.owner) // but why can that ever be world?
1330 self.owner.chatbubbleentity = world;
1334 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1336 || self.owner.tetris_on
1339 self.model = self.mdl;
1344 void UpdateChatBubble()
1348 // spawn a chatbubble entity if needed
1349 if (!self.chatbubbleentity)
1351 self.chatbubbleentity = spawn();
1352 self.chatbubbleentity.owner = self;
1353 self.chatbubbleentity.exteriormodeltoclient = self;
1354 self.chatbubbleentity.think = ChatBubbleThink;
1355 self.chatbubbleentity.nextthink = time;
1356 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1357 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1358 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1359 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1360 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1361 self.chatbubbleentity.model = "";
1362 self.chatbubbleentity.effects = EF_LOWPRECISION;
1367 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1368 // added to the model skins
1369 /*void UpdateColorModHack()
1372 c = self.clientcolors & 15;
1373 // LordHavoc: only bothering to support white, green, red, yellow, blue
1374 if (!teamplay) self.colormod = '0 0 0';
1375 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1376 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1377 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1378 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1379 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1380 else self.colormod = '1 1 1';
1385 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1387 self.solid = SOLID_NOT;
1388 self.takedamage = DAMAGE_NO;
1389 self.movetype = MOVETYPE_FLY;
1390 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1391 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1392 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1393 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1394 if(autocvar_g_respawn_ghosts_maxtime)
1395 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1400 self.effects |= EF_NODRAW; // prevent another CopyBody
1401 PutClientInServer();
1404 void play_countdown(float finished, string samp)
1406 if(IS_REAL_CLIENT(self))
1407 if(floor(finished - time - frametime) != floor(finished - time))
1408 if(finished - time < 6)
1409 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1412 void player_powerups (void)
1414 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1415 olditems = self.items;
1417 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1418 self.modelflags |= MF_ROCKET;
1420 self.modelflags &= ~MF_ROCKET;
1422 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1424 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1427 Fire_ApplyDamage(self);
1428 Fire_ApplyEffect(self);
1432 if (self.items & IT_STRENGTH)
1434 play_countdown(self.strength_finished, "misc/poweroff.wav");
1435 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1436 if (time > self.strength_finished)
1438 self.items = self.items - (self.items & IT_STRENGTH);
1439 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1440 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1445 if (time < self.strength_finished)
1447 self.items = self.items | IT_STRENGTH;
1448 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1449 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1452 if (self.items & IT_INVINCIBLE)
1454 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1455 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1456 if (time > self.invincible_finished)
1458 self.items = self.items - (self.items & IT_INVINCIBLE);
1459 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1460 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1465 if (time < self.invincible_finished)
1467 self.items = self.items | IT_INVINCIBLE;
1468 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1469 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1472 if (self.items & IT_SUPERWEAPON)
1474 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1476 self.superweapons_finished = 0;
1477 self.items = self.items - (self.items & IT_SUPERWEAPON);
1478 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1479 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1481 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1483 // don't let them run out
1487 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1488 if (time > self.superweapons_finished)
1490 self.items = self.items - (self.items & IT_SUPERWEAPON);
1491 self.weapons &= ~WEPSET_SUPERWEAPONS;
1492 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1493 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1497 else if(self.weapons & WEPSET_SUPERWEAPONS)
1499 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1501 self.items = self.items | IT_SUPERWEAPON;
1502 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1503 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1507 self.superweapons_finished = 0;
1508 self.weapons &= ~WEPSET_SUPERWEAPONS;
1513 self.superweapons_finished = 0;
1517 if(autocvar_g_nodepthtestplayers)
1518 self.effects = self.effects | EF_NODEPTHTEST;
1520 if(autocvar_g_fullbrightplayers)
1521 self.effects = self.effects | EF_FULLBRIGHT;
1523 if (time >= game_starttime)
1524 if (time < self.spawnshieldtime)
1525 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1527 MUTATOR_CALLHOOK(PlayerPowerups);
1530 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1532 if(current > stable)
1534 else if(current > stable - 0.25) // when close enough, "snap"
1537 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1540 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1542 if(current < stable)
1544 else if(current < stable + 0.25) // when close enough, "snap"
1547 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1550 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1552 if(current > rotstable)
1554 if(rotframetime > 0)
1556 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1557 current = max(rotstable, current - rotlinear * rotframetime);
1560 else if(current < regenstable)
1562 if(regenframetime > 0)
1564 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1565 current = min(regenstable, current + regenlinear * regenframetime);
1575 void player_regen (void)
1577 if(!MUTATOR_CALLHOOK(PlayerRegen))
1579 float minh, mina, maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1580 maxh = autocvar_g_balance_health_rotstable;
1581 maxa = autocvar_g_balance_armor_rotstable;
1582 minh = autocvar_g_balance_health_regenstable;
1583 mina = autocvar_g_balance_armor_regenstable;
1584 limith = autocvar_g_balance_health_limit;
1585 limita = autocvar_g_balance_armor_limit;
1587 max_mod = regen_mod = rot_mod = limit_mod = 1;
1589 maxh = maxh * max_mod;
1590 minh = minh * max_mod;
1591 limith = limith * limit_mod;
1592 limita = limita * limit_mod;
1594 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);
1595 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1598 // if player rotted to death... die!
1599 // check this outside above checks, as player may still be able to rot to death
1601 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1603 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1605 float minf, maxf, limitf;
1607 maxf = autocvar_g_balance_fuel_rotstable;
1608 minf = autocvar_g_balance_fuel_regenstable;
1609 limitf = autocvar_g_balance_fuel_limit;
1611 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);
1615 float zoomstate_set;
1616 void SetZoomState(float z)
1618 if(z != self.zoomstate)
1621 ClientData_Touch(self);
1626 void GetPressedKeys(void) {
1627 MUTATOR_CALLHOOK(GetPressedKeys);
1628 if (self.movement_x > 0) // get if movement keys are pressed
1629 { // forward key pressed
1630 self.pressedkeys |= KEY_FORWARD;
1631 self.pressedkeys &= ~KEY_BACKWARD;
1633 else if (self.movement_x < 0)
1634 { // backward key pressed
1635 self.pressedkeys |= KEY_BACKWARD;
1636 self.pressedkeys &= ~KEY_FORWARD;
1640 self.pressedkeys &= ~KEY_FORWARD;
1641 self.pressedkeys &= ~KEY_BACKWARD;
1644 if (self.movement_y > 0)
1645 { // right key pressed
1646 self.pressedkeys |= KEY_RIGHT;
1647 self.pressedkeys &= ~KEY_LEFT;
1649 else if (self.movement_y < 0)
1650 { // left key pressed
1651 self.pressedkeys |= KEY_LEFT;
1652 self.pressedkeys &= ~KEY_RIGHT;
1656 self.pressedkeys &= ~KEY_RIGHT;
1657 self.pressedkeys &= ~KEY_LEFT;
1660 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1661 self.pressedkeys |= KEY_JUMP;
1663 self.pressedkeys &= ~KEY_JUMP;
1664 if (self.BUTTON_CROUCH)
1665 self.pressedkeys |= KEY_CROUCH;
1667 self.pressedkeys &= ~KEY_CROUCH;
1669 if (self.BUTTON_ATCK)
1670 self.pressedkeys |= KEY_ATCK;
1672 self.pressedkeys &= ~KEY_ATCK;
1673 if (self.BUTTON_ATCK2)
1674 self.pressedkeys |= KEY_ATCK2;
1676 self.pressedkeys &= ~KEY_ATCK2;
1680 ======================
1681 spectate mode routines
1682 ======================
1685 void SpectateCopy(entity spectatee) {
1687 MUTATOR_CALLHOOK(SpectateCopy);
1688 self.armortype = spectatee.armortype;
1689 self.armorvalue = spectatee.armorvalue;
1690 self.ammo_cells = spectatee.ammo_cells;
1691 self.ammo_plasma = spectatee.ammo_plasma;
1692 self.ammo_shells = spectatee.ammo_shells;
1693 self.ammo_nails = spectatee.ammo_nails;
1694 self.ammo_rockets = spectatee.ammo_rockets;
1695 self.ammo_fuel = spectatee.ammo_fuel;
1696 self.clip_load = spectatee.clip_load;
1697 self.clip_size = spectatee.clip_size;
1698 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1699 self.health = spectatee.health;
1701 self.items = spectatee.items;
1702 self.last_pickup = spectatee.last_pickup;
1703 self.hit_time = spectatee.hit_time;
1704 self.metertime = spectatee.metertime;
1705 self.strength_finished = spectatee.strength_finished;
1706 self.invincible_finished = spectatee.invincible_finished;
1707 self.pressedkeys = spectatee.pressedkeys;
1708 self.weapons = spectatee.weapons;
1709 self.switchweapon = spectatee.switchweapon;
1710 self.switchingweapon = spectatee.switchingweapon;
1711 self.weapon = spectatee.weapon;
1712 self.vortex_charge = spectatee.vortex_charge;
1713 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1714 self.hagar_load = spectatee.hagar_load;
1715 self.minelayer_mines = spectatee.minelayer_mines;
1716 self.punchangle = spectatee.punchangle;
1717 self.view_ofs = spectatee.view_ofs;
1718 self.velocity = spectatee.velocity;
1719 self.dmg_take = spectatee.dmg_take;
1720 self.dmg_save = spectatee.dmg_save;
1721 self.dmg_inflictor = spectatee.dmg_inflictor;
1722 self.v_angle = spectatee.v_angle;
1723 self.angles = spectatee.v_angle;
1724 if(!self.BUTTON_USE)
1725 self.fixangle = TRUE;
1726 setorigin(self, spectatee.origin);
1727 setsize(self, spectatee.mins, spectatee.maxs);
1728 SetZoomState(spectatee.zoomstate);
1730 anticheat_spectatecopy(spectatee);
1731 self.hud = spectatee.hud;
1732 if(spectatee.vehicle)
1734 self.fixangle = FALSE;
1735 //self.velocity = spectatee.vehicle.velocity;
1736 self.vehicle_health = spectatee.vehicle_health;
1737 self.vehicle_shield = spectatee.vehicle_shield;
1738 self.vehicle_energy = spectatee.vehicle_energy;
1739 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1740 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1741 self.vehicle_reload1 = spectatee.vehicle_reload1;
1742 self.vehicle_reload2 = spectatee.vehicle_reload2;
1746 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1747 WriteAngle(MSG_ONE, spectatee.v_angle_x);
1748 WriteAngle(MSG_ONE, spectatee.v_angle_y);
1749 WriteAngle(MSG_ONE, spectatee.v_angle_z);
1751 //WriteByte (MSG_ONE, SVC_SETVIEW);
1752 // WriteEntity(MSG_ONE, self);
1753 //makevectors(spectatee.v_angle);
1754 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1758 float SpectateUpdate() {
1762 if (self == self.enemy)
1765 if (!IS_PLAYER(self.enemy))
1768 SpectateCopy(self.enemy);
1776 if(self.enemy.classname != "player")
1778 /*if(self.enemy.vehicle)
1782 WriteByte(MSG_ONE, SVC_SETVIEW);
1783 WriteEntity(MSG_ONE, self.enemy);
1784 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1786 self.movetype = MOVETYPE_NONE;
1787 accuracy_resend(self);
1792 WriteByte(MSG_ONE, SVC_SETVIEW);
1793 WriteEntity(MSG_ONE, self.enemy);
1794 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1795 self.movetype = MOVETYPE_NONE;
1796 accuracy_resend(self);
1798 if(!SpectateUpdate())
1799 PutObserverInServer();
1804 float Spectate(entity pl)
1806 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1807 if(pl.team != self.team)
1811 return SpectateSet();
1814 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1815 entity CA_SpectateNext(entity start) {
1816 if (start.team == self.team) {
1821 // continue from current player
1822 while(other && other.team != self.team) {
1823 other = find(other, classname, "player");
1827 // restart from begining
1828 other = find(other, classname, "player");
1829 while(other && other.team != self.team) {
1830 other = find(other, classname, "player");
1837 float SpectateNext()
1839 other = find(self.enemy, classname, "player");
1841 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1842 // CA and ca players when spectating enemies is forbidden
1843 other = CA_SpectateNext(other);
1845 // other modes and ca spectators or spectating enemies is allowed
1847 other = find(other, classname, "player");
1853 return SpectateSet();
1856 float SpectatePrev()
1858 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1859 other = findchain(classname, "player");
1860 if (!other) // no player
1863 entity first = other;
1864 // skip players until current spectated player
1866 while(other && other != self.enemy)
1867 other = other.chain;
1869 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1871 do { other = other.chain; }
1872 while(other && other.team != self.team);
1877 while(other.team != self.team)
1878 other = other.chain;
1879 if(other == self.enemy)
1886 other = other.chain;
1891 return SpectateSet();
1896 ShowRespawnCountdown()
1898 Update a respawn countdown display.
1901 void ShowRespawnCountdown()
1904 if(self.deadflag == DEAD_NO) // just respawned?
1908 number = ceil(self.respawn_time - time);
1911 if(number <= self.respawn_countdown)
1913 self.respawn_countdown = number - 1;
1914 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
1915 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1920 void LeaveSpectatorMode()
1924 if(nJoinAllowed(self))
1926 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1928 self.classname = "player";
1930 if(autocvar_g_campaign || autocvar_g_balance_teams)
1931 { JoinBestTeam(self, FALSE, TRUE); }
1933 if(autocvar_g_campaign)
1934 { campaign_bots_may_start = 1; }
1936 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1938 PutClientInServer();
1940 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1943 stuffcmd(self, "menu_showteamselect\n");
1947 // Player may not join because g_maxplayers is set
1948 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1953 * Determines whether the player is allowed to join. This depends on cvar
1954 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1955 * it checks whether the number of currently playing players exceeds g_maxplayers.
1956 * @return int number of free slots for players, 0 if none
1958 float nJoinAllowed(entity ignore) {
1960 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1961 // so report 0 free slots if restricted
1963 if(autocvar_g_forced_team_otherwise == "spectate")
1965 if(autocvar_g_forced_team_otherwise == "spectator")
1969 if(self.team_forced < 0)
1970 return 0; // forced spectators can never join
1972 // TODO simplify this
1974 float totalClients = 0;
1979 if (!autocvar_g_maxplayers)
1980 return maxclients - totalClients;
1982 float currentlyPlaying = 0;
1983 FOR_EACH_REALCLIENT(e)
1984 if(IS_PLAYER(e) || e.caplayer == 1)
1985 currentlyPlaying += 1;
1987 if(currentlyPlaying < autocvar_g_maxplayers)
1988 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1994 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1995 * g_maxplayers_spectator_blocktime seconds
1997 void checkSpectatorBlock() {
1998 if(IS_SPEC(self) || IS_OBSERVER(self)) {
1999 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2000 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2006 void PrintWelcomeMessage()
2008 if(self.motd_actived_time == 0)
2010 if (autocvar_g_campaign) {
2011 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2012 self.motd_actived_time = time;
2013 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2016 if (self.BUTTON_INFO) {
2017 self.motd_actived_time = time;
2018 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2022 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2024 if (autocvar_g_campaign) {
2025 if (self.BUTTON_INFO)
2026 self.motd_actived_time = time;
2027 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2028 self.motd_actived_time = 0;
2029 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2032 if (self.BUTTON_INFO)
2033 self.motd_actived_time = time;
2034 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2035 self.motd_actived_time = 0;
2036 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2040 else //if(self.motd_actived_time < 0) // just connected, motd is active
2042 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2043 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2044 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2046 // instanctly hide MOTD
2047 self.motd_actived_time = 0;
2048 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2053 void ObserverThink()
2055 float prefered_movetype;
2056 if (self.flags & FL_JUMPRELEASED) {
2057 if (self.BUTTON_JUMP && !self.version_mismatch) {
2058 self.flags &= ~FL_JUMPRELEASED;
2059 self.flags |= FL_SPAWNING;
2060 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2061 self.flags &= ~FL_JUMPRELEASED;
2062 if(SpectateNext()) {
2063 self.classname = "spectator";
2066 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2067 if (self.movetype != prefered_movetype)
2068 self.movetype = prefered_movetype;
2071 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2072 self.flags |= FL_JUMPRELEASED;
2073 if(self.flags & FL_SPAWNING)
2075 self.flags &= ~FL_SPAWNING;
2076 LeaveSpectatorMode();
2083 void SpectatorThink()
2085 if (self.flags & FL_JUMPRELEASED) {
2086 if (self.BUTTON_JUMP && !self.version_mismatch) {
2087 self.flags &= ~FL_JUMPRELEASED;
2088 self.flags |= FL_SPAWNING;
2089 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2090 self.flags &= ~FL_JUMPRELEASED;
2091 if(SpectateNext()) {
2092 self.classname = "spectator";
2094 self.classname = "observer";
2095 PutClientInServer();
2098 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2099 self.flags &= ~FL_JUMPRELEASED;
2100 if(SpectatePrev()) {
2101 self.classname = "spectator";
2103 self.classname = "observer";
2104 PutClientInServer();
2107 } else if (self.BUTTON_ATCK2) {
2108 self.flags &= ~FL_JUMPRELEASED;
2109 self.classname = "observer";
2110 PutClientInServer();
2112 if(!SpectateUpdate())
2113 PutObserverInServer();
2116 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2117 self.flags |= FL_JUMPRELEASED;
2118 if(self.flags & FL_SPAWNING)
2120 self.flags &= ~FL_SPAWNING;
2121 LeaveSpectatorMode();
2125 if(!SpectateUpdate())
2126 PutObserverInServer();
2129 self.flags |= FL_CLIENT | FL_NOTARGET;
2134 if (!IS_PLAYER(self))
2139 vehicles_exit(VHEF_NORMAL);
2143 // a use key was pressed; call handlers
2144 MUTATOR_CALLHOOK(PlayerUseKey);
2151 Called every frame for each client before the physics are run
2154 .float usekeypressed;
2155 void() nexball_setstatus;
2157 void PlayerPreThink (void)
2159 WarpZone_PlayerPhysics_FixVAngle();
2161 self.stat_game_starttime = game_starttime;
2162 self.stat_round_starttime = round_starttime;
2163 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2164 self.stat_leadlimit = autocvar_leadlimit;
2168 // physics frames: update anticheat stuff
2169 anticheat_prethink();
2172 if(blockSpectators && frametime)
2173 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2174 checkSpectatorBlock();
2178 if(self.netname_previous != self.netname)
2180 if(autocvar_sv_eventlog)
2181 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2182 if(self.netname_previous)
2183 strunzone(self.netname_previous);
2184 self.netname_previous = strzone(self.netname);
2188 if(self.version_nagtime)
2189 if(self.cvar_g_xonoticversion)
2190 if(time > self.version_nagtime)
2192 // don't notify git users
2193 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2195 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2197 // notify release users if connecting to git
2198 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");
2199 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2204 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2207 // give users new version
2208 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");
2209 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2213 // notify users about old server version
2214 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");
2215 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2219 self.version_nagtime = 0;
2223 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2225 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2226 self.max_armorvalue = 0;
2230 if (TetrisPreFrame())
2234 MUTATOR_CALLHOOK(PlayerPreThink);
2236 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2238 if(self.BUTTON_USE && !self.usekeypressed)
2240 self.usekeypressed = self.BUTTON_USE;
2243 if(IS_REAL_CLIENT(self))
2244 PrintWelcomeMessage();
2249 CheckRules_Player();
2251 if (intermission_running)
2253 IntermissionThink (); // otherwise a button could be missed between
2254 return; // the think tics
2257 //don't allow the player to turn around while game is paused!
2258 if(timeout_status == TIMEOUT_ACTIVE) {
2259 // FIXME turn this into CSQC stuff
2260 self.v_angle = self.lastV_angle;
2261 self.angles = self.lastV_angle;
2262 self.fixangle = TRUE;
2267 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2269 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));
2270 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));
2271 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));
2273 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2275 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));
2276 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));
2277 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));
2281 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2286 if (self.deadflag != DEAD_NO)
2288 if(self.personal && g_race_qualifying)
2290 if(time > self.respawn_time)
2292 self.respawn_time = time + 1; // only retry once a second
2293 self.stat_respawn_time = self.respawn_time;
2300 float button_pressed;
2303 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2305 if (self.deadflag == DEAD_DYING)
2307 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2308 self.deadflag = DEAD_RESPAWNING;
2309 else if(!button_pressed)
2310 self.deadflag = DEAD_DEAD;
2312 else if (self.deadflag == DEAD_DEAD)
2315 self.deadflag = DEAD_RESPAWNABLE;
2316 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2317 self.deadflag = DEAD_RESPAWNING;
2319 else if (self.deadflag == DEAD_RESPAWNABLE)
2322 self.deadflag = DEAD_RESPAWNING;
2324 else if (self.deadflag == DEAD_RESPAWNING)
2326 if(time > self.respawn_time)
2328 self.respawn_time = time + 1; // only retry once a second
2329 self.respawn_time_max = self.respawn_time;
2334 ShowRespawnCountdown();
2336 if(self.respawn_flags & RESPAWN_SILENT)
2337 self.stat_respawn_time = 0;
2338 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2339 self.stat_respawn_time = self.respawn_time_max;
2341 self.stat_respawn_time = self.respawn_time;
2344 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2345 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2346 self.stat_respawn_time *= -1;
2351 self.prevorigin = self.origin;
2353 float do_crouch = self.BUTTON_CROUCH;
2358 if(self.freezetag_frozen)
2361 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2362 // It cannot be predicted by the engine!
2363 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2371 self.view_ofs = PL_CROUCH_VIEW_OFS;
2372 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2373 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2380 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2381 if (!trace_startsolid)
2383 self.crouch = FALSE;
2384 self.view_ofs = PL_VIEW_OFS;
2385 setsize (self, PL_MIN, PL_MAX);
2392 GrapplingHookFrame();
2394 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2397 self.items &= ~self.items_added;
2401 self.items_added = 0;
2402 if(self.items & IT_JETPACK)
2403 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2404 self.items_added |= IT_FUEL;
2406 self.items |= self.items_added;
2411 // WEAPONTODO: Add a weapon request for this
2412 // rot nex charge to the charge limit
2413 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2414 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2420 secrets_setstatus();
2423 monsters_setstatus();
2425 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2427 //self.angles_y=self.v_angle_y + 90; // temp
2428 } else if(gameover) {
2429 if (intermission_running)
2430 IntermissionThink (); // otherwise a button could be missed between
2432 } else if(IS_OBSERVER(self)) {
2434 } else if(IS_SPEC(self)) {
2438 // WEAPONTODO: Add weapon request for this
2440 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
2442 float oldspectatee_status;
2443 oldspectatee_status = self.spectatee_status;
2445 self.spectatee_status = num_for_edict(self.enemy);
2446 else if(IS_OBSERVER(self))
2447 self.spectatee_status = num_for_edict(self);
2449 self.spectatee_status = 0;
2450 if(self.spectatee_status != oldspectatee_status)
2452 ClientData_Touch(self);
2454 race_InitSpectator();
2457 if(self.teamkill_soundtime)
2458 if(time > self.teamkill_soundtime)
2460 self.teamkill_soundtime = 0;
2462 entity oldpusher, oldself;
2464 oldself = self; self = self.teamkill_soundsource;
2465 oldpusher = self.pusher; self.pusher = oldself;
2467 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2469 self.pusher = oldpusher;
2473 if(self.taunt_soundtime)
2474 if(time > self.taunt_soundtime)
2476 self.taunt_soundtime = 0;
2477 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2480 target_voicescript_next(self);
2482 // WEAPONTODO: Move into weaponsystem somehow
2483 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2485 self.clip_load = self.clip_size = 0;
2488 float isInvisibleString(string s)
2491 s = strdecolorize(s);
2492 for((i = 0), (n = strlen(s)); i < n; ++i)
2500 case 192: // charmap space
2501 if (!autocvar_utf8_enable)
2504 case 160: // space in unicode fonts
2505 case 0xE000 + 192: // utf8 charmap space
2506 if (autocvar_utf8_enable)
2519 Called every frame for each client after the physics are run
2522 .float idlekick_lasttimeleft;
2523 void PlayerPostThink (void)
2525 // Savage: Check for nameless players
2526 if (isInvisibleString(self.netname)) {
2527 self.netname = "Player";
2528 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2531 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2532 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2534 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2536 if(self.idlekick_lasttimeleft)
2538 self.idlekick_lasttimeleft = 0;
2539 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2545 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2546 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2548 if(!self.idlekick_lasttimeleft)
2549 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2553 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2557 else if(timeleft <= 10)
2559 if(timeleft != self.idlekick_lasttimeleft)
2560 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2561 self.idlekick_lasttimeleft = timeleft;
2567 if(self.impulse == 100)
2569 if (!TetrisPostFrame())
2575 //CheckPlayerJump();
2577 if(IS_PLAYER(self)) {
2578 CheckRules_Player();
2582 if (intermission_running)
2583 return; // intermission or finale
2593 for(i = 0; i < 1000; ++i)
2596 end = self.origin + '0 0 1024' + 512 * randomvec();
2597 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2598 if(trace_fraction < 1)
2599 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2601 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2607 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2609 if(self.waypointsprite_attachedforcarrier)
2610 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2614 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2616 if (!self.stored_netname)
2617 self.stored_netname = strzone(uid2name(self.crypto_idfp));
2618 if(self.stored_netname != self.netname)
2620 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
2621 strunzone(self.stored_netname);
2622 self.stored_netname = strzone(self.netname);
2628 dprintf("%f %.6f\n", time, race_GetFractionalLapCount(self));
2631 CSQCMODEL_AUTOUPDATE();