1 void send_CSQC_teamnagger() {
2 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
3 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
6 float ClientData_Send(entity to, float sf)
23 sf |= 1; // forced scoreboard
24 if(to.spectatee_status)
25 sf |= 2; // spectator ent number follows
28 if(e.porto_v_angle_held)
29 sf |= 8; // angles held
31 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
32 WriteByte(MSG_ENTITY, sf);
35 WriteByte(MSG_ENTITY, to.spectatee_status);
39 WriteAngle(MSG_ENTITY, e.v_angle_x);
40 WriteAngle(MSG_ENTITY, e.v_angle_y);
46 void ClientData_Attach()
48 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
49 self.clientdata.drawonlytoclient = self;
50 self.clientdata.owner = self;
53 void ClientData_Detach()
55 remove(self.clientdata);
56 self.clientdata = world;
59 void ClientData_Touch(entity e)
61 e.clientdata.SendFlags = 1;
63 // make it spectatable
65 FOR_EACH_REALCLIENT(e2)
70 e2.clientdata.SendFlags = 1;
74 .string netname_previous;
81 Checks if the argument string can be a valid playermodel.
82 Returns a valid one in doubt.
85 string FallbackPlayerModel;
86 string CheckPlayerModel(string plyermodel) {
87 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
89 // note: we cannot summon Don Strunzone here, some player may
90 // still have the model string set. In case anyone manages how
91 // to change a cvar default, we'll have a small leak here.
92 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
95 if( substring(plyermodel,0,14) != "models/player/")
96 return FallbackPlayerModel;
97 // only good file extensions
98 if(substring(plyermodel,-4,4) != ".zym")
99 if(substring(plyermodel,-4,4) != ".dpm")
100 if(substring(plyermodel,-4,4) != ".iqm")
101 if(substring(plyermodel,-4,4) != ".md3")
102 if(substring(plyermodel,-4,4) != ".psk")
103 return FallbackPlayerModel;
104 // forbid the LOD models
105 if(substring(plyermodel, -9,5) == "_lod1")
106 return FallbackPlayerModel;
107 if(substring(plyermodel, -9,5) == "_lod2")
108 return FallbackPlayerModel;
109 if(plyermodel != strtolower(plyermodel))
110 return FallbackPlayerModel;
111 // also, restrict to server models
112 if(autocvar_sv_servermodelsonly)
114 if(!fexists(plyermodel))
115 return FallbackPlayerModel;
120 void setplayermodel(entity e, string modelname)
122 precache_model(modelname);
123 setmodel(e, modelname);
124 player_setupanimsformodel();
125 UpdatePlayerSounds();
132 putting a client as observer in the server
135 void FixPlayermodel();
136 void PutObserverInServer (void)
139 self.hud = HUD_NORMAL;
141 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
143 spot = SelectSpawnPoint (TRUE);
145 error("No spawnpoints for observers?!?\n");
146 RemoveGrapplingHook(self); // Wazat's Grappling Hook
148 if(IS_REAL_CLIENT(self))
151 WriteByte(MSG_ONE, SVC_SETVIEW);
152 WriteEntity(MSG_ONE, self);
155 self.frags = FRAGS_SPECTATOR;
157 MUTATOR_CALLHOOK(MakePlayerObserver);
159 Portal_ClearAll(self);
166 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
171 vehicles_exit(VHEF_RELESE);
173 WaypointSprite_PlayerDead();
175 if (!g_ca) // don't reset teams when moving a ca player to the spectators
176 self.team = -1; // move this as it is needed to log the player spectating in eventlog
178 if(self.killcount != -666)
180 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
181 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
182 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
184 if(self.just_joined == FALSE) {
185 LogTeamchange(self.playerid, -1, 4);
187 self.just_joined = FALSE;
190 PlayerScore_Clear(self); // clear scores when needed
192 accuracy_resend(self);
194 self.spectatortime = time;
196 self.classname = "observer";
197 self.iscreature = FALSE;
198 self.teleportable = TELEPORT_SIMPLE;
199 self.damagedbycontents = FALSE;
201 self.takedamage = DAMAGE_NO;
202 self.solid = SOLID_NOT;
203 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
204 self.flags = FL_CLIENT | FL_NOTARGET;
205 self.armorvalue = 666;
207 self.armorvalue = autocvar_g_balance_armor_start;
208 self.pauserotarmor_finished = 0;
209 self.pauserothealth_finished = 0;
210 self.pauseregen_finished = 0;
211 self.damageforcescale = 0;
213 self.respawn_flags = 0;
214 self.respawn_time = 0;
215 self.stat_respawn_time = 0;
220 self.pain_finished = 0;
221 self.strength_finished = 0;
222 self.invincible_finished = 0;
223 self.superweapons_finished = 0;
226 self.think = func_null;
229 self.deadflag = DEAD_NO;
230 self.angles = spot.angles;
232 self.fixangle = TRUE;
234 self.revival_time = 0;
236 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
237 self.prevorigin = self.origin;
239 self.weapons = '0 0 0';
242 setmodel(self, "null");
243 self.drawonlytoclient = self;
245 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
246 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
249 self.weaponname = "";
250 self.switchingweapon = 0;
251 self.weaponmodel = "";
252 self.weaponentity = world;
253 self.exteriorweaponentity = world;
254 self.killcount = -666;
255 self.velocity = '0 0 0';
256 self.avelocity = '0 0 0';
257 self.punchangle = '0 0 0';
258 self.punchvector = '0 0 0';
259 self.oldvelocity = self.velocity;
260 self.fire_endtime = -1;
263 .float model_randomizer;
264 void FixPlayermodel()
267 float defaultskin, chmdl, oldskin, n, i;
274 if(autocvar_sv_defaultcharacter == 1)
279 s = Static_Team_ColorName_Lower(self.team);
282 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
283 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
287 if(defaultmodel == "")
289 defaultmodel = autocvar_sv_defaultplayermodel;
290 defaultskin = autocvar_sv_defaultplayerskin;
293 n = tokenize_console(defaultmodel);
296 defaultmodel = argv(floor(n * self.model_randomizer));
297 // However, do NOT randomize if the player-selected model is in the list.
298 for (i = 0; i < n; ++i)
299 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
300 defaultmodel = argv(i);
303 i = strstrofs(defaultmodel, ":", 0);
306 defaultskin = stof(substring(defaultmodel, i+1, -1));
307 defaultmodel = substring(defaultmodel, 0, i);
311 if(defaultmodel != "")
313 if (defaultmodel != self.model)
317 setplayermodel (self, defaultmodel);
318 setsize (self, m1, m2);
323 self.skin = defaultskin;
325 if (self.playermodel != self.model || self.playermodel == "")
327 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
330 setplayermodel (self, self.playermodel);
331 setsize (self, m1, m2);
336 self.skin = stof(self.playerskin);
339 if(chmdl || oldskin != self.skin) // model or skin has changed
341 self.species = player_getspecies(); // update species
342 UpdatePlayerSounds(); // update skin sounds
346 if(strlen(autocvar_sv_defaultplayercolors))
347 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
348 setcolor(self, stof(autocvar_sv_defaultplayercolors));
355 Called when a client spawns in the server
358 void PutClientInServer (void)
360 if(IS_BOT_CLIENT(self))
361 self.classname = "player";
362 else if(IS_REAL_CLIENT(self))
365 WriteByte(MSG_ONE, SVC_SETVIEW);
366 WriteEntity(MSG_ONE, self);
372 MUTATOR_CALLHOOK(PutClientInServer);
375 self.classname = "observer";
379 entity spot, oldself;
382 accuracy_resend(self);
385 JoinBestTeam(self, FALSE, TRUE);
387 spot = SelectSpawnPoint (FALSE);
390 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
391 return; // spawn failed
394 RemoveGrapplingHook(self); // Wazat's Grappling Hook
397 vehicles_exit(VHEF_RELESE);
399 self.classname = "player";
400 self.wasplayer = TRUE;
401 self.iscreature = TRUE;
402 self.teleportable = TELEPORT_NORMAL;
403 self.damagedbycontents = TRUE;
404 self.movetype = MOVETYPE_WALK;
405 self.solid = SOLID_SLIDEBOX;
406 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
407 if(autocvar_g_playerclip_collisions)
408 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
409 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
410 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
411 self.frags = FRAGS_PLAYER;
412 if(INDEPENDENT_PLAYERS)
413 MAKE_INDEPENDENT_PLAYER(self);
414 self.flags = FL_CLIENT;
415 if(autocvar__notarget)
416 self.flags |= FL_NOTARGET;
417 self.takedamage = DAMAGE_AIM;
419 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
420 self.air_finished = time + 12;
422 if(autocvar_g_balance_nex_charge)
424 if(autocvar_g_balance_nex_secondary_chargepool)
425 self.nex_chargepool_ammo = 1;
426 self.nex_charge = autocvar_g_balance_nex_charge_start;
431 self.ammo_shells = warmup_start_ammo_shells;
432 self.ammo_nails = warmup_start_ammo_nails;
433 self.ammo_rockets = warmup_start_ammo_rockets;
434 self.ammo_cells = warmup_start_ammo_cells;
435 self.ammo_fuel = warmup_start_ammo_fuel;
436 self.health = warmup_start_health;
437 self.armorvalue = warmup_start_armorvalue;
438 self.weapons = WARMUP_START_WEAPONS;
442 self.ammo_shells = start_ammo_shells;
443 self.ammo_nails = start_ammo_nails;
444 self.ammo_rockets = start_ammo_rockets;
445 self.ammo_cells = start_ammo_cells;
446 self.ammo_fuel = start_ammo_fuel;
447 self.health = start_health;
448 self.armorvalue = start_armorvalue;
449 self.weapons = start_weapons;
452 if(self.weapons & WEPSET_SUPERWEAPONS)
453 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
455 self.superweapons_finished = 0;
457 if(g_weaponarena_random)
459 if(g_weaponarena_random_with_laser)
460 self.weapons &= ~WEPSET_LASER;
461 W_RandomWeapons(self, g_weaponarena_random);
462 if(g_weaponarena_random_with_laser)
463 self.weapons |= WEPSET_LASER;
466 self.items = start_items;
468 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
469 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
470 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
471 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
472 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
473 //extend the pause of rotting if client was reset at the beginning of the countdown
474 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
475 self.spawnshieldtime += game_starttime - time;
476 self.pauserotarmor_finished += game_starttime - time;
477 self.pauserothealth_finished += game_starttime - time;
478 self.pauseregen_finished += game_starttime - time;
480 self.damageforcescale = 2;
482 self.respawn_flags = 0;
483 self.respawn_time = 0;
484 self.stat_respawn_time = 0;
488 self.pain_finished = 0;
489 self.strength_finished = 0;
490 self.invincible_finished = 0;
492 // players have no think function
493 self.think = func_null;
497 self.ballistics_density = autocvar_g_ballistics_density_player;
501 self.deadflag = DEAD_NO;
503 self.angles = spot.angles;
505 self.angles_z = 0; // never spawn tilted even if the spot says to
506 self.fixangle = TRUE; // turn this way immediately
507 self.velocity = '0 0 0';
508 self.avelocity = '0 0 0';
509 self.punchangle = '0 0 0';
510 self.punchvector = '0 0 0';
511 self.oldvelocity = self.velocity;
512 self.fire_endtime = -1;
513 self.revival_time = 0;
515 entity spawnevent = spawn();
516 spawnevent.owner = self;
517 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
519 // Cut off any still running player sounds.
520 stopsound(self, CH_PLAYER_SINGLE);
524 self.drawonlytoclient = world;
527 self.view_ofs = PL_VIEW_OFS;
528 setsize (self, PL_MIN, PL_MAX);
529 self.spawnorigin = spot.origin;
530 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
531 // don't reset back to last position, even if new position is stuck in solid
532 self.oldorigin = self.origin;
533 self.prevorigin = self.origin;
534 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
535 self.lastteleporttime = time; // prevent insane speeds due to changing origin
536 self.hud = HUD_NORMAL;
538 self.event_damage = PlayerDamage;
540 self.bot_attack = TRUE;
541 self.monster_attack = TRUE;
543 self.spider_slowness = 0;
545 self.statdraintime = time + 5;
546 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
548 if(self.killcount == -666) {
549 PlayerScore_Clear(self);
553 CL_SpawnWeaponentity();
554 self.alpha = default_player_alpha;
555 self.colormod = '1 1 1' * autocvar_g_player_brightness;
556 self.exteriorweaponentity.alpha = default_weapon_alpha;
558 self.speedrunning = FALSE;
560 //stuffcmd(self, "chase_active 0");
561 //stuffcmd(self, "set viewsize $tmpviewsize \n");
563 target_voicescript_clear(self);
565 // reset fields the weapons may use
566 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
568 weapon_action(j, WR_RESETPLAYER);
570 // all weapons must be fully loaded when we spawn
572 e = get_weaponinfo(j);
573 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
574 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
582 self.target = string_null;
591 MUTATOR_CALLHOOK(PlayerSpawn);
593 if(autocvar_spawn_debug)
595 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
596 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
599 self.switchweapon = w_getbestweapon(self);
600 self.cnt = -1; // W_LastWeapon will not complain
602 self.weaponname = "";
603 self.switchingweapon = 0;
607 self.alivetime = time;
611 else if(IS_OBSERVER(self))
613 PutObserverInServer ();
617 .float ebouncefactor, ebouncestop; // electro's values
618 // TODO do we need all these fields, or should we stop autodetecting runtime
619 // changes and just have a console command to update this?
620 float ClientInit_SendEntity(entity to, float sf)
622 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
623 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
624 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
625 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
626 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
627 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
628 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
629 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
630 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
631 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
632 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
633 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
634 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
635 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
636 if(sv_foginterval && world.fog != "")
637 WriteString(MSG_ENTITY, world.fog);
639 WriteString(MSG_ENTITY, "");
640 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
641 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
642 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
643 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
644 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
645 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
646 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
647 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
648 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
649 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
650 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
651 WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
655 void ClientInit_CheckUpdate()
657 self.nextthink = time;
658 if(self.count != autocvar_g_balance_armor_blockpercent)
660 self.count = autocvar_g_balance_armor_blockpercent;
663 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
665 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
668 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
670 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
673 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
675 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
678 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
680 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
685 void ClientInit_Spawn()
690 e.classname = "clientinit";
691 e.think = ClientInit_CheckUpdate;
692 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
696 ClientInit_CheckUpdate();
705 void SetNewParms (void)
707 // initialize parms for a new player
708 parm1 = -(86400 * 366);
716 void SetChangeParms (void)
718 // save parms for level change
719 parm1 = self.parm_idlesince - time;
727 void DecodeLevelParms (void)
730 self.parm_idlesince = parm1;
731 if(self.parm_idlesince == -(86400 * 366))
732 self.parm_idlesince = time;
734 // whatever happens, allow 60 seconds of idling directly after connect for map loading
735 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
742 Called when a client types 'kill' in the console
746 .float clientkill_nexttime;
747 void ClientKill_Now_TeamChange()
749 if(self.killindicator_teamchange == -1)
751 JoinBestTeam( self, FALSE, TRUE );
753 else if(self.killindicator_teamchange == -2)
756 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
757 PutObserverInServer();
760 SV_ChangeTeam(self.killindicator_teamchange - 1);
761 self.killindicator_teamchange = 0;
764 void ClientKill_Now()
768 vehicles_exit(VHEF_RELESE);
769 if(!self.killindicator_teamchange)
771 self.vehicle_health = -1;
772 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
776 if(self.killindicator && !wasfreed(self.killindicator))
777 remove(self.killindicator);
779 self.killindicator = world;
781 if(self.killindicator_teamchange)
782 ClientKill_Now_TeamChange();
785 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
787 // now I am sure the player IS dead
789 void KillIndicator_Think()
793 self.owner.killindicator = world;
798 if (self.owner.alpha < 0 && !self.owner.vehicle)
800 self.owner.killindicator = world;
808 ClientKill_Now(); // no oldself needed
811 else if(g_cts && self.health == 1) // health == 1 means that it's silent
813 self.nextthink = time + 1;
819 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
820 if(IS_REAL_CLIENT(self.owner))
823 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
825 self.nextthink = time + 1;
830 float clientkilltime;
831 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
840 killtime = autocvar_g_balance_kill_delay;
842 if(g_race_qualifying || g_cts)
845 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
847 remove(self.killindicator);
848 self.killindicator = world;
850 ClientKill_Now(); // allow instant kill in this case
854 self.killindicator_teamchange = targetteam;
856 if(!self.killindicator)
858 if(self.deadflag == DEAD_NO)
860 killtime = max(killtime, self.clientkill_nexttime - time);
861 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
864 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
870 starttime = max(time, clientkilltime);
872 self.killindicator = spawn();
873 self.killindicator.owner = self;
874 self.killindicator.scale = 0.5;
875 setattachment(self.killindicator, self, "");
876 setorigin(self.killindicator, '0 0 52');
877 self.killindicator.think = KillIndicator_Think;
878 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
879 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
880 self.killindicator.cnt = ceil(killtime);
881 self.killindicator.count = bound(0, ceil(killtime), 10);
882 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
884 for(e = world; (e = find(e, classname, "body")) != world; )
888 e.killindicator = spawn();
889 e.killindicator.owner = e;
890 e.killindicator.scale = 0.5;
891 setattachment(e.killindicator, e, "");
892 setorigin(e.killindicator, '0 0 52');
893 e.killindicator.think = KillIndicator_Think;
894 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
895 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
896 e.killindicator.cnt = ceil(killtime);
901 if(self.killindicator)
903 if(targetteam == 0) // just die
905 self.killindicator.colormod = '0 0 0';
906 if(IS_REAL_CLIENT(self))
907 if(self.killindicator.cnt > 0)
908 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
910 else if(targetteam == -1) // auto
912 self.killindicator.colormod = '0 1 0';
913 if(IS_REAL_CLIENT(self))
914 if(self.killindicator.cnt > 0)
915 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
917 else if(targetteam == -2) // spectate
919 self.killindicator.colormod = '0.5 0.5 0.5';
920 if(IS_REAL_CLIENT(self))
921 if(self.killindicator.cnt > 0)
922 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
926 self.killindicator.colormod = Team_ColorRGB(targetteam);
927 if(IS_REAL_CLIENT(self))
928 if(self.killindicator.cnt > 0)
929 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
935 void ClientKill (void)
938 if(self.player_blocked) return;
939 if(self.frozen) return;
941 ClientKill_TeamChange(0);
944 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
946 e.killindicator = spawn();
947 e.killindicator.owner = e;
948 e.killindicator.think = KillIndicator_Think;
949 e.killindicator.nextthink = time + (e.lip) * 0.05;
950 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
951 e.killindicator.health = 1; // this is used to indicate that it should be silent
955 void FixClientCvars(entity e)
957 // send prediction settings to the client
958 stuffcmd(e, "\nin_bindmap 0 0\n");
960 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
961 if(autocvar_g_antilag == 3) // client side hitscan
962 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
963 if(autocvar_sv_gentle)
964 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
966 * we no longer need to stuff this. Remove this comment block if you feel
967 * 2.3 and higher (or was it 2.2.3?) don't need these any more
968 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
969 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
970 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
971 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
972 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
973 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
974 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
975 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
976 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
977 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
978 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
979 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
980 stuffcmd(e, "cl_movement_edgefriction 1\n");
984 float PlayerInIDList(entity p, string idlist)
989 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
993 // this function allows abbreviated player IDs too!
994 n = tokenize_console(idlist);
995 for(i = 0; i < n; ++i)
998 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1009 Called when a client connects to the server
1012 void DecodeLevelParms (void);
1013 //void dom_player_join_team(entity pl);
1014 void set_dom_state(entity e);
1015 void ClientConnect (void)
1021 print("Warning: ClientConnect, but already connected!\n");
1025 if(Ban_MaybeEnforceBanOnce(self))
1031 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1034 self.classname = "player_joining";
1036 self.flags = FL_CLIENT;
1037 self.version_nagtime = time + 10 + random() * 10;
1041 dprint("BUG player count is lower than zero, this cannot happen!\n");
1045 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1047 PlayerScore_Attach(self);
1048 ClientData_Attach();
1049 accuracy_init(self);
1051 bot_clientconnect();
1057 // identify the right forced team
1058 if(autocvar_g_campaign)
1060 if(IS_REAL_CLIENT(self)) // only players, not bots
1062 switch(autocvar_g_campaign_forceteam)
1064 case 1: self.team_forced = NUM_TEAM_1; break;
1065 case 2: self.team_forced = NUM_TEAM_2; break;
1066 case 3: self.team_forced = NUM_TEAM_3; break;
1067 case 4: self.team_forced = NUM_TEAM_4; break;
1068 default: self.team_forced = 0;
1072 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1073 self.team_forced = NUM_TEAM_1;
1074 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1075 self.team_forced = NUM_TEAM_2;
1076 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1077 self.team_forced = NUM_TEAM_3;
1078 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1079 self.team_forced = NUM_TEAM_4;
1080 else if(autocvar_g_forced_team_otherwise == "red")
1081 self.team_forced = NUM_TEAM_1;
1082 else if(autocvar_g_forced_team_otherwise == "blue")
1083 self.team_forced = NUM_TEAM_2;
1084 else if(autocvar_g_forced_team_otherwise == "yellow")
1085 self.team_forced = NUM_TEAM_3;
1086 else if(autocvar_g_forced_team_otherwise == "pink")
1087 self.team_forced = NUM_TEAM_4;
1088 else if(autocvar_g_forced_team_otherwise == "spectate")
1089 self.team_forced = -1;
1090 else if(autocvar_g_forced_team_otherwise == "spectator")
1091 self.team_forced = -1;
1093 self.team_forced = 0;
1096 if(self.team_forced > 0)
1097 self.team_forced = 0;
1099 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1101 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1102 self.classname = "observer";
1106 if(autocvar_g_balance_teams)
1108 self.classname = "player";
1109 campaign_bots_may_start = 1;
1113 self.classname = "observer"; // do it anyway
1118 self.classname = "player";
1119 campaign_bots_may_start = 1;
1123 self.playerid = (playerid_last = playerid_last + 1);
1125 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1127 if(IS_BOT_CLIENT(self))
1128 PlayerStats_GameReport_AddPlayer(self);
1130 if(autocvar_sv_eventlog)
1131 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1133 LogTeamchange(self.playerid, self.team, 1);
1135 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1137 self.netname_previous = strzone(self.netname);
1139 if(IS_PLAYER(self) && teamplay)
1140 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1142 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1144 stuffcmd(self, strcat(clientstuff, "\n"));
1145 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1147 FixClientCvars(self);
1149 // spawnfunc_waypoint sprites
1150 WaypointSprite_InitClient(self);
1152 // Wazat's grappling hook
1153 SetGrappleHookBindings();
1155 // get version info from player
1156 stuffcmd(self, "cmd clientversion $gameversion\n");
1158 // get other cvars from player
1161 // notify about available teams
1164 CheckAllowedTeams(self);
1165 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1166 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1169 stuffcmd(self, "set _teams_available 0\n");
1173 bot_relinkplayerlist();
1175 self.spectatortime = time;
1178 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1181 self.jointime = time;
1182 self.allowed_timeouts = autocvar_sv_timeout_number;
1184 if(IS_REAL_CLIENT(self))
1186 if(!autocvar_g_campaign)
1188 self.motd_actived_time = -1;
1189 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1192 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1193 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1196 if(!sv_foginterval && world.fog != "")
1197 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1199 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1201 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1202 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1205 self.hitplotfh = -1;
1207 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
1208 send_CSQC_teamnagger();
1212 CSQCMODEL_AUTOINIT();
1214 self.model_randomizer = random();
1216 if(IS_REAL_CLIENT(self))
1219 MUTATOR_CALLHOOK(ClientConnect);
1225 Called when a client disconnects from the server
1228 .entity chatbubbleentity;
1230 void ClientDisconnect (void)
1233 vehicles_exit(VHEF_RELESE);
1235 if (!IS_CLIENT(self))
1237 print("Warning: ClientDisconnect without ClientConnect\n");
1241 PlayerStats_GameReport_FinalizePlayer(self);
1243 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1245 CheatShutdownClient();
1247 if(self.hitplotfh >= 0)
1249 fclose(self.hitplotfh);
1250 self.hitplotfh = -1;
1254 anticheat_shutdown();
1256 playerdemo_shutdown();
1258 bot_clientdisconnect();
1263 if(autocvar_sv_eventlog)
1264 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1266 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1268 MUTATOR_CALLHOOK(ClientDisconnect);
1270 Portal_ClearAll(self);
1274 RemoveGrapplingHook(self);
1276 // Here, everything has been done that requires this player to be a client.
1278 self.flags &= ~FL_CLIENT;
1280 if (self.chatbubbleentity)
1281 remove (self.chatbubbleentity);
1283 if (self.killindicator)
1284 remove (self.killindicator);
1286 WaypointSprite_PlayerGone();
1288 bot_relinkplayerlist();
1290 accuracy_free(self);
1291 ClientData_Detach();
1292 PlayerScore_Detach(self);
1294 if(self.netname_previous)
1295 strunzone(self.netname_previous);
1296 if(self.clientstatus)
1297 strunzone(self.clientstatus);
1298 if(self.weaponorder_byimpulse)
1299 strunzone(self.weaponorder_byimpulse);
1301 ClearPlayerSounds();
1304 remove(self.personal);
1314 void ChatBubbleThink()
1316 self.nextthink = time;
1317 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1319 if(self.owner) // but why can that ever be world?
1320 self.owner.chatbubbleentity = world;
1324 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1326 || self.owner.tetris_on
1329 self.model = self.mdl;
1334 void UpdateChatBubble()
1338 // spawn a chatbubble entity if needed
1339 if (!self.chatbubbleentity)
1341 self.chatbubbleentity = spawn();
1342 self.chatbubbleentity.owner = self;
1343 self.chatbubbleentity.exteriormodeltoclient = self;
1344 self.chatbubbleentity.think = ChatBubbleThink;
1345 self.chatbubbleentity.nextthink = time;
1346 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1347 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1348 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1349 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1350 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1351 self.chatbubbleentity.model = "";
1352 self.chatbubbleentity.effects = EF_LOWPRECISION;
1357 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1358 // added to the model skins
1359 /*void UpdateColorModHack()
1362 c = self.clientcolors & 15;
1363 // LordHavoc: only bothering to support white, green, red, yellow, blue
1364 if (!teamplay) self.colormod = '0 0 0';
1365 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1366 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1367 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1368 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1369 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1370 else self.colormod = '1 1 1';
1375 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1377 self.solid = SOLID_NOT;
1378 self.takedamage = DAMAGE_NO;
1379 self.movetype = MOVETYPE_FLY;
1380 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1381 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1382 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1383 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1384 if(autocvar_g_respawn_ghosts_maxtime)
1385 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1390 self.effects |= EF_NODRAW; // prevent another CopyBody
1391 PutClientInServer();
1394 void play_countdown(float finished, string samp)
1396 if(IS_REAL_CLIENT(self))
1397 if(floor(finished - time - frametime) != floor(finished - time))
1398 if(finished - time < 6)
1399 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1402 void player_powerups (void)
1404 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1405 olditems = self.items;
1407 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1408 self.modelflags |= MF_ROCKET;
1410 self.modelflags &= ~MF_ROCKET;
1412 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1414 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1417 Fire_ApplyDamage(self);
1418 Fire_ApplyEffect(self);
1422 if (self.items & IT_STRENGTH)
1424 play_countdown(self.strength_finished, "misc/poweroff.wav");
1425 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1426 if (time > self.strength_finished)
1428 self.items = self.items - (self.items & IT_STRENGTH);
1429 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1430 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1435 if (time < self.strength_finished)
1437 self.items = self.items | IT_STRENGTH;
1438 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1439 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1442 if (self.items & IT_INVINCIBLE)
1444 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1445 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1446 if (time > self.invincible_finished)
1448 self.items = self.items - (self.items & IT_INVINCIBLE);
1449 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1450 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1455 if (time < self.invincible_finished)
1457 self.items = self.items | IT_INVINCIBLE;
1458 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1459 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1462 if (self.items & IT_SUPERWEAPON)
1464 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1466 self.superweapons_finished = 0;
1467 self.items = self.items - (self.items & IT_SUPERWEAPON);
1468 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1469 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1471 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1473 // don't let them run out
1477 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1478 if (time > self.superweapons_finished)
1480 self.items = self.items - (self.items & IT_SUPERWEAPON);
1481 self.weapons &= ~WEPSET_SUPERWEAPONS;
1482 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1483 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1487 else if(self.weapons & WEPSET_SUPERWEAPONS)
1489 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1491 self.items = self.items | IT_SUPERWEAPON;
1492 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1493 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1497 self.superweapons_finished = 0;
1498 self.weapons &= ~WEPSET_SUPERWEAPONS;
1503 self.superweapons_finished = 0;
1507 if(autocvar_g_nodepthtestplayers)
1508 self.effects = self.effects | EF_NODEPTHTEST;
1510 if(autocvar_g_fullbrightplayers)
1511 self.effects = self.effects | EF_FULLBRIGHT;
1513 if (time >= game_starttime)
1514 if (time < self.spawnshieldtime)
1515 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1517 MUTATOR_CALLHOOK(PlayerPowerups);
1520 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1522 if(current > stable)
1524 else if(current > stable - 0.25) // when close enough, "snap"
1527 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1530 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1532 if(current < stable)
1534 else if(current < stable + 0.25) // when close enough, "snap"
1537 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1540 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1542 if(current > rotstable)
1544 if(rotframetime > 0)
1546 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1547 current = max(rotstable, current - rotlinear * rotframetime);
1550 else if(current < regenstable)
1552 if(regenframetime > 0)
1554 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1555 current = min(regenstable, current + regenlinear * regenframetime);
1565 void player_regen (void)
1567 float max_mod, regen_mod, rot_mod, limit_mod;
1568 max_mod = regen_mod = rot_mod = limit_mod = 1;
1569 regen_mod_max = max_mod;
1570 regen_mod_regen = regen_mod;
1571 regen_mod_rot = rot_mod;
1572 regen_mod_limit = limit_mod;
1573 if(!MUTATOR_CALLHOOK(PlayerRegen))
1576 float minh, mina, maxh, maxa, limith, limita;
1577 maxh = autocvar_g_balance_health_rotstable;
1578 maxa = autocvar_g_balance_armor_rotstable;
1579 minh = autocvar_g_balance_health_regenstable;
1580 mina = autocvar_g_balance_armor_regenstable;
1581 limith = autocvar_g_balance_health_limit;
1582 limita = autocvar_g_balance_armor_limit;
1584 max_mod = regen_mod_max;
1585 regen_mod = regen_mod_regen;
1586 rot_mod = regen_mod_rot;
1587 limit_mod = regen_mod_limit;
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_shells = spectatee.ammo_shells;
1692 self.ammo_nails = spectatee.ammo_nails;
1693 self.ammo_rockets = spectatee.ammo_rockets;
1694 self.ammo_fuel = spectatee.ammo_fuel;
1695 self.clip_load = spectatee.clip_load;
1696 self.clip_size = spectatee.clip_size;
1697 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1698 self.health = spectatee.health;
1700 self.items = spectatee.items;
1701 self.last_pickup = spectatee.last_pickup;
1702 self.hit_time = spectatee.hit_time;
1703 self.metertime = spectatee.metertime;
1704 self.strength_finished = spectatee.strength_finished;
1705 self.invincible_finished = spectatee.invincible_finished;
1706 self.pressedkeys = spectatee.pressedkeys;
1707 self.weapons = spectatee.weapons;
1708 self.switchweapon = spectatee.switchweapon;
1709 self.switchingweapon = spectatee.switchingweapon;
1710 self.weapon = spectatee.weapon;
1711 self.nex_charge = spectatee.nex_charge;
1712 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
1713 self.hagar_load = spectatee.hagar_load;
1714 self.minelayer_mines = spectatee.minelayer_mines;
1715 self.punchangle = spectatee.punchangle;
1716 self.view_ofs = spectatee.view_ofs;
1717 self.velocity = spectatee.velocity;
1718 self.dmg_take = spectatee.dmg_take;
1719 self.dmg_save = spectatee.dmg_save;
1720 self.dmg_inflictor = spectatee.dmg_inflictor;
1721 self.v_angle = spectatee.v_angle;
1722 self.angles = spectatee.v_angle;
1723 self.frozen = spectatee.frozen;
1724 self.revive_progress = spectatee.revive_progress;
1725 if(!self.BUTTON_USE)
1726 self.fixangle = TRUE;
1727 setorigin(self, spectatee.origin);
1728 setsize(self, spectatee.mins, spectatee.maxs);
1729 SetZoomState(spectatee.zoomstate);
1731 anticheat_spectatecopy(spectatee);
1732 self.hud = spectatee.hud;
1733 if(spectatee.vehicle)
1735 self.fixangle = FALSE;
1736 //self.velocity = spectatee.vehicle.velocity;
1737 self.vehicle_health = spectatee.vehicle_health;
1738 self.vehicle_shield = spectatee.vehicle_shield;
1739 self.vehicle_energy = spectatee.vehicle_energy;
1740 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1741 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1742 self.vehicle_reload1 = spectatee.vehicle_reload1;
1743 self.vehicle_reload2 = spectatee.vehicle_reload2;
1747 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1748 WriteAngle(MSG_ONE, spectatee.v_angle_x);
1749 WriteAngle(MSG_ONE, spectatee.v_angle_y);
1750 WriteAngle(MSG_ONE, spectatee.v_angle_z);
1752 //WriteByte (MSG_ONE, SVC_SETVIEW);
1753 // WriteEntity(MSG_ONE, self);
1754 //makevectors(spectatee.v_angle);
1755 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1759 float SpectateUpdate() {
1763 if (self == self.enemy)
1766 if (!IS_PLAYER(self.enemy))
1769 SpectateCopy(self.enemy);
1777 if(self.enemy.classname != "player")
1779 /*if(self.enemy.vehicle)
1783 WriteByte(MSG_ONE, SVC_SETVIEW);
1784 WriteEntity(MSG_ONE, self.enemy);
1785 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1787 self.movetype = MOVETYPE_NONE;
1788 accuracy_resend(self);
1793 WriteByte(MSG_ONE, SVC_SETVIEW);
1794 WriteEntity(MSG_ONE, self.enemy);
1795 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1796 self.movetype = MOVETYPE_NONE;
1797 accuracy_resend(self);
1799 if(!SpectateUpdate())
1800 PutObserverInServer();
1805 float Spectate(entity pl)
1807 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1808 if(pl.team != self.team)
1812 return SpectateSet();
1815 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1816 entity CA_SpectateNext(entity start) {
1817 if (start.team == self.team) {
1822 // continue from current player
1823 while(other && other.team != self.team) {
1824 other = find(other, classname, "player");
1828 // restart from begining
1829 other = find(other, classname, "player");
1830 while(other && other.team != self.team) {
1831 other = find(other, classname, "player");
1838 float SpectateNext()
1840 other = find(self.enemy, classname, "player");
1842 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1843 // CA and ca players when spectating enemies is forbidden
1844 other = CA_SpectateNext(other);
1846 // other modes and ca spectators or spectating enemies is allowed
1848 other = find(other, classname, "player");
1854 return SpectateSet();
1857 float SpectatePrev()
1859 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1860 other = findchain(classname, "player");
1861 if (!other) // no player
1864 entity first = other;
1865 // skip players until current spectated player
1867 while(other && other != self.enemy)
1868 other = other.chain;
1870 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1872 do { other = other.chain; }
1873 while(other && other.team != self.team);
1878 while(other.team != self.team)
1879 other = other.chain;
1880 if(other == self.enemy)
1887 other = other.chain;
1892 return SpectateSet();
1897 ShowRespawnCountdown()
1899 Update a respawn countdown display.
1902 void ShowRespawnCountdown()
1905 if(self.deadflag == DEAD_NO) // just respawned?
1909 number = ceil(self.respawn_time - time);
1912 if(number <= self.respawn_countdown)
1914 self.respawn_countdown = number - 1;
1915 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
1916 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1921 void LeaveSpectatorMode()
1925 if(nJoinAllowed(self))
1927 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1929 self.classname = "player";
1930 nades_RemoveBonus(self);
1932 if(autocvar_g_campaign || autocvar_g_balance_teams)
1933 { JoinBestTeam(self, FALSE, TRUE); }
1935 if(autocvar_g_campaign)
1936 { campaign_bots_may_start = 1; }
1938 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1940 PutClientInServer();
1942 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1945 stuffcmd(self, "menu_showteamselect\n");
1949 // Player may not join because g_maxplayers is set
1950 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1955 * Determines whether the player is allowed to join. This depends on cvar
1956 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1957 * it checks whether the number of currently playing players exceeds g_maxplayers.
1958 * @return int number of free slots for players, 0 if none
1960 float nJoinAllowed(entity ignore) {
1962 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1963 // so report 0 free slots if restricted
1965 if(autocvar_g_forced_team_otherwise == "spectate")
1967 if(autocvar_g_forced_team_otherwise == "spectator")
1971 if(self.team_forced < 0)
1972 return 0; // forced spectators can never join
1974 // TODO simplify this
1976 float totalClients = 0;
1981 if (!autocvar_g_maxplayers)
1982 return maxclients - totalClients;
1984 float currentlyPlaying = 0;
1985 FOR_EACH_REALCLIENT(e)
1986 if(IS_PLAYER(e) || e.caplayer == 1)
1987 currentlyPlaying += 1;
1989 if(currentlyPlaying < autocvar_g_maxplayers)
1990 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1996 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1997 * g_maxplayers_spectator_blocktime seconds
1999 void checkSpectatorBlock() {
2000 if(IS_SPEC(self) || IS_OBSERVER(self)) {
2001 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2002 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2008 void PrintWelcomeMessage()
2010 if(self.motd_actived_time == 0)
2012 if (autocvar_g_campaign) {
2013 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2014 self.motd_actived_time = time;
2015 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2018 if (self.BUTTON_INFO) {
2019 self.motd_actived_time = time;
2020 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2024 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2026 if (autocvar_g_campaign) {
2027 if (self.BUTTON_INFO)
2028 self.motd_actived_time = time;
2029 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2030 self.motd_actived_time = 0;
2031 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2034 if (self.BUTTON_INFO)
2035 self.motd_actived_time = time;
2036 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2037 self.motd_actived_time = 0;
2038 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2042 else //if(self.motd_actived_time < 0) // just connected, motd is active
2044 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2045 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2046 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2048 // instanctly hide MOTD
2049 self.motd_actived_time = 0;
2050 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2055 void ObserverThink()
2057 float prefered_movetype;
2058 if (self.flags & FL_JUMPRELEASED) {
2059 if (self.BUTTON_JUMP && !self.version_mismatch) {
2060 self.flags &= ~FL_JUMPRELEASED;
2061 self.flags |= FL_SPAWNING;
2062 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2063 self.flags &= ~FL_JUMPRELEASED;
2064 if(SpectateNext()) {
2065 self.classname = "spectator";
2068 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2069 if (self.movetype != prefered_movetype)
2070 self.movetype = prefered_movetype;
2073 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2074 self.flags |= FL_JUMPRELEASED;
2075 if(self.flags & FL_SPAWNING)
2077 self.flags &= ~FL_SPAWNING;
2078 LeaveSpectatorMode();
2085 void SpectatorThink()
2087 if (self.flags & FL_JUMPRELEASED) {
2088 if (self.BUTTON_JUMP && !self.version_mismatch) {
2089 self.flags &= ~FL_JUMPRELEASED;
2090 self.flags |= FL_SPAWNING;
2091 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2092 self.flags &= ~FL_JUMPRELEASED;
2093 if(SpectateNext()) {
2094 self.classname = "spectator";
2096 self.classname = "observer";
2097 PutClientInServer();
2100 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2101 self.flags &= ~FL_JUMPRELEASED;
2102 if(SpectatePrev()) {
2103 self.classname = "spectator";
2105 self.classname = "observer";
2106 PutClientInServer();
2109 } else if (self.BUTTON_ATCK2) {
2110 self.flags &= ~FL_JUMPRELEASED;
2111 self.classname = "observer";
2112 PutClientInServer();
2114 if(!SpectateUpdate())
2115 PutObserverInServer();
2118 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2119 self.flags |= FL_JUMPRELEASED;
2120 if(self.flags & FL_SPAWNING)
2122 self.flags &= ~FL_SPAWNING;
2123 LeaveSpectatorMode();
2127 if(!SpectateUpdate())
2128 PutObserverInServer();
2131 self.flags |= FL_CLIENT | FL_NOTARGET;
2136 if (!IS_PLAYER(self))
2141 vehicles_exit(VHEF_NORMAL);
2145 // a use key was pressed; call handlers
2146 MUTATOR_CALLHOOK(PlayerUseKey);
2153 Called every frame for each client before the physics are run
2156 .float usekeypressed;
2157 void() nexball_setstatus;
2159 void PlayerPreThink (void)
2161 WarpZone_PlayerPhysics_FixVAngle();
2163 self.stat_game_starttime = game_starttime;
2164 self.stat_round_starttime = round_starttime;
2165 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2166 self.stat_leadlimit = autocvar_leadlimit;
2170 // physics frames: update anticheat stuff
2171 anticheat_prethink();
2174 if(blockSpectators && frametime)
2175 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2176 checkSpectatorBlock();
2180 if(self.netname_previous != self.netname)
2182 if(autocvar_sv_eventlog)
2183 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2184 if(self.netname_previous)
2185 strunzone(self.netname_previous);
2186 self.netname_previous = strzone(self.netname);
2190 if(self.version_nagtime)
2191 if(self.cvar_g_xonoticversion)
2192 if(time > self.version_nagtime)
2194 // don't notify git users
2195 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2197 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2199 // notify release users if connecting to git
2200 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");
2201 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2206 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2209 // give users new version
2210 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");
2211 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2215 // notify users about old server version
2216 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");
2217 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2221 self.version_nagtime = 0;
2225 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2227 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2228 self.max_armorvalue = 0;
2232 if (TetrisPreFrame())
2236 if(self.frozen == 2)
2238 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2239 self.health = max(1, self.revive_progress * start_health);
2240 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2242 if(self.revive_progress >= 1)
2245 else if(self.frozen == 3)
2247 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2248 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2253 vehicles_exit(VHEF_RELESE);
2254 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2256 else if ( self.revive_progress <= 0 )
2260 MUTATOR_CALLHOOK(PlayerPreThink);
2262 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2264 if(self.BUTTON_USE && !self.usekeypressed)
2266 self.usekeypressed = self.BUTTON_USE;
2269 if(IS_REAL_CLIENT(self))
2270 PrintWelcomeMessage();
2275 CheckRules_Player();
2277 if (intermission_running)
2279 IntermissionThink (); // otherwise a button could be missed between
2280 return; // the think tics
2283 //don't allow the player to turn around while game is paused!
2284 if(timeout_status == TIMEOUT_ACTIVE) {
2285 // FIXME turn this into CSQC stuff
2286 self.v_angle = self.lastV_angle;
2287 self.angles = self.lastV_angle;
2288 self.fixangle = TRUE;
2293 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2295 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2296 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2297 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2299 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2301 self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2302 self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2303 self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2307 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2312 if (self.deadflag != DEAD_NO)
2314 if(self.personal && g_race_qualifying)
2316 if(time > self.respawn_time)
2318 self.respawn_time = time + 1; // only retry once a second
2319 self.stat_respawn_time = self.respawn_time;
2326 float button_pressed;
2329 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2331 if (self.deadflag == DEAD_DYING)
2333 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2334 self.deadflag = DEAD_RESPAWNING;
2335 else if(!button_pressed)
2336 self.deadflag = DEAD_DEAD;
2338 else if (self.deadflag == DEAD_DEAD)
2341 self.deadflag = DEAD_RESPAWNABLE;
2342 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2343 self.deadflag = DEAD_RESPAWNING;
2345 else if (self.deadflag == DEAD_RESPAWNABLE)
2348 self.deadflag = DEAD_RESPAWNING;
2350 else if (self.deadflag == DEAD_RESPAWNING)
2352 if(time > self.respawn_time)
2354 self.respawn_time = time + 1; // only retry once a second
2355 self.respawn_time_max = self.respawn_time;
2360 ShowRespawnCountdown();
2362 if(self.respawn_flags & RESPAWN_SILENT)
2363 self.stat_respawn_time = 0;
2364 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2365 self.stat_respawn_time = self.respawn_time_max;
2367 self.stat_respawn_time = self.respawn_time;
2370 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2371 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2372 self.stat_respawn_time *= -1;
2377 self.prevorigin = self.origin;
2379 float do_crouch = self.BUTTON_CROUCH;
2386 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2394 self.view_ofs = PL_CROUCH_VIEW_OFS;
2395 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2396 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2403 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2404 if (!trace_startsolid)
2406 self.crouch = FALSE;
2407 self.view_ofs = PL_VIEW_OFS;
2408 setsize (self, PL_MIN, PL_MAX);
2415 GrapplingHookFrame();
2417 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2420 self.items &= ~self.items_added;
2424 self.items_added = 0;
2425 if(self.items & IT_JETPACK)
2426 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2427 self.items_added |= IT_FUEL;
2429 self.items |= self.items_added;
2434 // rot nex charge to the charge limit
2435 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2436 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2442 secrets_setstatus();
2445 monsters_setstatus();
2447 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2449 //self.angles_y=self.v_angle_y + 90; // temp
2450 } else if(gameover) {
2451 if (intermission_running)
2452 IntermissionThink (); // otherwise a button could be missed between
2454 } else if(IS_OBSERVER(self)) {
2456 } else if(IS_SPEC(self)) {
2461 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
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 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2503 self.clip_load = self.clip_size = 0;
2506 float isInvisibleString(string s)
2509 s = strdecolorize(s);
2510 for((i = 0), (n = strlen(s)); i < n; ++i)
2518 case 192: // charmap space
2519 if (!autocvar_utf8_enable)
2522 case 160: // space in unicode fonts
2523 case 0xE000 + 192: // utf8 charmap space
2524 if (autocvar_utf8_enable)
2537 Called every frame for each client after the physics are run
2540 .float idlekick_lasttimeleft;
2541 void PlayerPostThink (void)
2543 // Savage: Check for nameless players
2544 if (isInvisibleString(self.netname)) {
2545 self.netname = "Player";
2546 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2549 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2550 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2552 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2554 if(self.idlekick_lasttimeleft)
2556 self.idlekick_lasttimeleft = 0;
2557 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2563 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2564 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2566 if(!self.idlekick_lasttimeleft)
2567 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2571 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2575 else if(timeleft <= 10)
2577 if(timeleft != self.idlekick_lasttimeleft)
2578 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2579 self.idlekick_lasttimeleft = timeleft;
2585 if(self.impulse == 100)
2587 if (!TetrisPostFrame())
2593 //CheckPlayerJump();
2595 if(IS_PLAYER(self)) {
2596 CheckRules_Player();
2600 if (intermission_running)
2601 return; // intermission or finale
2611 for(i = 0; i < 1000; ++i)
2614 end = self.origin + '0 0 1024' + 512 * randomvec();
2615 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2616 if(trace_fraction < 1)
2617 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2619 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2625 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2627 if(self.waypointsprite_attachedforcarrier)
2628 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2632 CSQCMODEL_AUTOUPDATE();