1 #include "cl_client.qh"
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
7 #include "miscfunctions.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
14 #include "command/common.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
23 #include "bot/navigation.qh"
25 #include "../common/ent_cs.qh"
26 #include "../common/state.qh"
28 #include "../common/triggers/teleporters.qh"
30 #include "../common/vehicles/all.qh"
32 #include "weapons/hitplot.qh"
33 #include "weapons/weaponsystem.qh"
35 #include "../common/net_notice.qh"
36 #include "../common/physics/player.qh"
38 #include "../common/items/all.qc"
40 #include "../common/mutators/mutator/waypoints/all.qh"
42 #include "../common/triggers/subs.qh"
43 #include "../common/triggers/triggers.qh"
44 #include "../common/triggers/trigger/secret.qh"
46 #include "../common/minigames/sv_minigames.qh"
48 #include "../common/items/inventory.qh"
50 #include "../common/monsters/sv_monsters.qh"
52 #include "../lib/warpzone/server.qh"
55 void send_CSQC_teamnagger() {
56 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
59 bool ClientData_Send(entity this, entity to, int sf)
61 assert(to == this.owner, return false);
64 if (IS_SPEC(e)) e = e.enemy;
67 if (e.race_completed) sf |= 1; // forced scoreboard
68 if (to.spectatee_status) sf |= 2; // spectator ent number follows
69 if (e.zoomstate) sf |= 4; // zoomed
70 if (e.porto_v_angle_held) sf |= 8; // angles held
72 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
73 WriteByte(MSG_ENTITY, sf);
77 WriteByte(MSG_ENTITY, to.spectatee_status);
81 WriteAngle(MSG_ENTITY, e.v_angle.x);
82 WriteAngle(MSG_ENTITY, e.v_angle.y);
87 void ClientData_Attach(entity this)
89 Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
90 self.clientdata.drawonlytoclient = this;
91 self.clientdata.owner = this;
94 void ClientData_Detach(entity this)
96 remove(this.clientdata);
97 self.clientdata = NULL;
100 void ClientData_Touch(entity e)
102 e.clientdata.SendFlags = 1;
104 // make it spectatable
105 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
108 .string netname_previous;
110 void SetSpectatee(entity player, entity spectatee);
117 Checks if the argument string can be a valid playermodel.
118 Returns a valid one in doubt.
121 string FallbackPlayerModel;
122 string CheckPlayerModel(string plyermodel) {
123 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
125 // note: we cannot summon Don Strunzone here, some player may
126 // still have the model string set. In case anyone manages how
127 // to change a cvar default, we'll have a small leak here.
128 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
130 // only in right path
131 if( substring(plyermodel,0,14) != "models/player/")
132 return FallbackPlayerModel;
133 // only good file extensions
134 if(substring(plyermodel,-4,4) != ".zym")
135 if(substring(plyermodel,-4,4) != ".dpm")
136 if(substring(plyermodel,-4,4) != ".iqm")
137 if(substring(plyermodel,-4,4) != ".md3")
138 if(substring(plyermodel,-4,4) != ".psk")
139 return FallbackPlayerModel;
140 // forbid the LOD models
141 if(substring(plyermodel, -9,5) == "_lod1")
142 return FallbackPlayerModel;
143 if(substring(plyermodel, -9,5) == "_lod2")
144 return FallbackPlayerModel;
145 if(plyermodel != strtolower(plyermodel))
146 return FallbackPlayerModel;
147 // also, restrict to server models
148 if(autocvar_sv_servermodelsonly)
150 if(!fexists(plyermodel))
151 return FallbackPlayerModel;
156 void setplayermodel(entity e, string modelname)
158 precache_model(modelname);
159 _setmodel(e, modelname);
160 player_setupanimsformodel();
163 void FixPlayermodel(entity player);
164 /** putting a client as observer in the server */
165 void PutObserverInServer()
168 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver);
169 PlayerState_detach(this);
171 if (IS_PLAYER(this) && this.health >= 1) {
173 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
177 entity spot = SelectSpawnPoint(true);
178 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
179 this.angles = spot.angles;
181 this.fixangle = true;
182 // offset it so that the spectator spawns higher off the ground, looks better this way
183 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
184 this.prevorigin = this.origin;
185 if (IS_REAL_CLIENT(this))
188 WriteByte(MSG_ONE, SVC_SETVIEW);
189 WriteEntity(MSG_ONE, this);
191 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
192 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
193 setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
194 this.view_ofs = '0 0 0';
197 RemoveGrapplingHook(this);
198 Portal_ClearAll(this);
204 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
208 if (this.vehicle) vehicles_exit(VHEF_RELEASE);
210 WaypointSprite_PlayerDead(this);
212 if (mutator_returnvalue) {
213 // mutator prevents resetting teams+score
215 this.team = -1; // move this as it is needed to log the player spectating in eventlog
216 this.frags = FRAGS_SPECTATOR;
217 PlayerScore_Clear(this); // clear scores when needed
220 if (this.killcount != FRAGS_SPECTATOR)
222 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
223 if(!intermission_running)
224 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
225 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
227 if(this.just_joined == false) {
228 LogTeamchange(this.playerid, -1, 4);
230 this.just_joined = false;
233 accuracy_resend(this);
235 this.spectatortime = time;
236 this.bot_attack = false;
237 this.hud = HUD_NORMAL;
238 this.classname = STR_OBSERVER;
239 this.iscreature = false;
240 this.teleportable = TELEPORT_SIMPLE;
241 this.damagedbycontents = false;
242 this.health = FRAGS_SPECTATOR;
243 this.takedamage = DAMAGE_NO;
244 this.solid = SOLID_NOT;
245 this.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
246 this.flags = FL_CLIENT | FL_NOTARGET;
247 this.armorvalue = 666;
249 this.armorvalue = autocvar_g_balance_armor_start;
250 this.pauserotarmor_finished = 0;
251 this.pauserothealth_finished = 0;
252 this.pauseregen_finished = 0;
253 this.damageforcescale = 0;
255 this.respawn_flags = 0;
256 this.respawn_time = 0;
257 this.stat_respawn_time = 0;
262 this.pain_finished = 0;
263 this.strength_finished = 0;
264 this.invincible_finished = 0;
265 this.superweapons_finished = 0;
268 this.think = func_null;
271 this.deadflag = DEAD_NO;
273 this.revival_time = 0;
276 this.weapons = '0 0 0';
278 FixPlayermodel(this);
279 setmodel(this, MDL_Null);
280 this.drawonlytoclient = this;
282 this.weaponname = "";
283 this.weaponmodel = "";
284 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
286 this.weaponentities[slot] = NULL;
288 this.exteriorweaponentity = NULL;
289 this.killcount = FRAGS_SPECTATOR;
290 this.velocity = '0 0 0';
291 this.avelocity = '0 0 0';
292 this.punchangle = '0 0 0';
293 this.punchvector = '0 0 0';
294 this.oldvelocity = this.velocity;
295 this.fire_endtime = -1;
296 this.event_damage = func_null;
299 int player_getspecies(entity this)
301 get_model_parameters(this.model, this.skin);
302 int s = get_model_parameters_species;
303 get_model_parameters(string_null, 0);
304 if (s < 0) return SPECIES_HUMAN;
308 .float model_randomizer;
309 void FixPlayermodel(entity player)
311 string defaultmodel = "";
313 if(autocvar_sv_defaultcharacter)
317 string s = Static_Team_ColorName_Lower(player.team);
320 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
321 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
325 if(defaultmodel == "")
327 defaultmodel = autocvar_sv_defaultplayermodel;
328 defaultskin = autocvar_sv_defaultplayerskin;
331 int n = tokenize_console(defaultmodel);
334 defaultmodel = argv(floor(n * player.model_randomizer));
335 // However, do NOT randomize if the player-selected model is in the list.
336 for (int i = 0; i < n; ++i)
337 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
338 defaultmodel = argv(i);
341 int i = strstrofs(defaultmodel, ":", 0);
344 defaultskin = stof(substring(defaultmodel, i+1, -1));
345 defaultmodel = substring(defaultmodel, 0, i);
348 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
349 defaultmodel = ret_string;
350 defaultskin = ret_int;
354 if(defaultmodel != "")
356 if (defaultmodel != player.model)
358 vector m1 = player.mins;
359 vector m2 = player.maxs;
360 setplayermodel (player, defaultmodel);
361 setsize (player, m1, m2);
365 oldskin = player.skin;
366 player.skin = defaultskin;
368 if (player.playermodel != player.model || player.playermodel == "")
370 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
371 vector m1 = player.mins;
372 vector m2 = player.maxs;
373 setplayermodel (player, player.playermodel);
374 setsize (player, m1, m2);
378 oldskin = player.skin;
379 player.skin = stof(player.playerskin);
382 if(chmdl || oldskin != player.skin) // model or skin has changed
384 player.species = player_getspecies(player); // update species
388 if(strlen(autocvar_sv_defaultplayercolors))
389 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
390 setcolor(player, stof(autocvar_sv_defaultplayercolors));
394 /** Called when a client spawns in the server */
395 void PutClientInServer()
398 if (IS_BOT_CLIENT(this)) {
399 this.classname = STR_PLAYER;
400 } else if (IS_REAL_CLIENT(this)) {
402 WriteByte(MSG_ONE, SVC_SETVIEW);
403 WriteEntity(MSG_ONE, this);
406 this.classname = STR_OBSERVER;
409 SetSpectatee(this, NULL);
414 MUTATOR_CALLHOOK(PutClientInServer, this);
416 if (IS_OBSERVER(this)) {
417 PutObserverInServer();
418 } else if (IS_PLAYER(this)) {
419 PlayerState_attach(this);
420 accuracy_resend(this);
423 JoinBestTeam(this, false, true);
425 entity spot = SelectSpawnPoint(false);
427 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
428 return; // spawn failed
431 this.classname = STR_PLAYER;
432 this.wasplayer = true;
433 this.iscreature = true;
434 this.teleportable = TELEPORT_NORMAL;
435 this.damagedbycontents = true;
436 this.movetype = MOVETYPE_WALK;
437 this.solid = SOLID_SLIDEBOX;
438 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
439 if (autocvar_g_playerclip_collisions)
440 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
441 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
442 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
443 this.frags = FRAGS_PLAYER;
444 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
445 this.flags = FL_CLIENT | FL_PICKUPITEMS;
446 if (autocvar__notarget)
447 this.flags |= FL_NOTARGET;
448 this.takedamage = DAMAGE_AIM;
449 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
453 this.ammo_shells = warmup_start_ammo_shells;
454 this.ammo_nails = warmup_start_ammo_nails;
455 this.ammo_rockets = warmup_start_ammo_rockets;
456 this.ammo_cells = warmup_start_ammo_cells;
457 this.ammo_plasma = warmup_start_ammo_plasma;
458 this.ammo_fuel = warmup_start_ammo_fuel;
459 this.health = warmup_start_health;
460 this.armorvalue = warmup_start_armorvalue;
461 this.weapons = WARMUP_START_WEAPONS;
463 this.ammo_shells = start_ammo_shells;
464 this.ammo_nails = start_ammo_nails;
465 this.ammo_rockets = start_ammo_rockets;
466 this.ammo_cells = start_ammo_cells;
467 this.ammo_plasma = start_ammo_plasma;
468 this.ammo_fuel = start_ammo_fuel;
469 this.health = start_health;
470 this.armorvalue = start_armorvalue;
471 this.weapons = start_weapons;
474 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
476 this.items = start_items;
478 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
479 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
480 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
481 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
482 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
483 // extend the pause of rotting if client was reset at the beginning of the countdown
484 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
485 float f = game_starttime - time;
486 this.spawnshieldtime += f;
487 this.pauserotarmor_finished += f;
488 this.pauserothealth_finished += f;
489 this.pauseregen_finished += f;
491 this.damageforcescale = 2;
493 this.respawn_flags = 0;
494 this.respawn_time = 0;
495 this.stat_respawn_time = 0;
496 this.scale = autocvar_sv_player_scale;
499 this.pain_finished = 0;
501 this.think = func_null; // players have no think function
504 this.ballistics_density = autocvar_g_ballistics_density_player;
506 this.deadflag = DEAD_NO;
508 this.angles = spot.angles;
509 this.angles_z = 0; // never spawn tilted even if the spot says to
510 if (IS_BOT_CLIENT(this))
511 this.v_angle = this.angles;
512 this.fixangle = true; // turn this way immediately
513 this.oldvelocity = this.velocity = '0 0 0';
514 this.avelocity = '0 0 0';
515 this.punchangle = '0 0 0';
516 this.punchvector = '0 0 0';
518 this.strength_finished = 0;
519 this.invincible_finished = 0;
520 this.fire_endtime = -1;
521 this.revival_time = 0;
522 this.air_finished = time + 12;
524 entity spawnevent = new_pure(spawnevent);
525 spawnevent.owner = this;
526 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
528 // Cut off any still running player sounds.
529 stopsound(this, CH_PLAYER_SINGLE);
532 FixPlayermodel(this);
533 this.drawonlytoclient = NULL;
536 this.view_ofs = STAT(PL_VIEW_OFS, NULL);
537 setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
538 this.spawnorigin = spot.origin;
539 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
540 // don't reset back to last position, even if new position is stuck in solid
541 this.oldorigin = this.origin;
542 this.prevorigin = this.origin;
543 this.lastteleporttime = time; // prevent insane speeds due to changing origin
544 this.hud = HUD_NORMAL;
546 this.event_damage = PlayerDamage;
548 this.bot_attack = true;
549 this.monster_attack = true;
551 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
553 if (this.killcount == FRAGS_SPECTATOR) {
554 PlayerScore_Clear(this);
558 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
560 CL_SpawnWeaponentity(this, weaponentities[slot]);
562 this.alpha = default_player_alpha;
563 this.colormod = '1 1 1' * autocvar_g_player_brightness;
564 this.exteriorweaponentity.alpha = default_weapon_alpha;
566 this.speedrunning = false;
568 target_voicescript_clear(this);
570 // reset fields the weapons may use
571 FOREACH(Weapons, true, LAMBDA(
572 it.wr_resetplayer(it);
573 // reload all reloadable weapons
574 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
575 this.weapon_load[it.m_id] = it.reloading_ammo;
580 string s = spot.target;
581 spot.target = string_null;
582 WITH(entity, activator, this, LAMBDA(
583 WITH(entity, self, spot, SUB_UseTargets())
590 MUTATOR_CALLHOOK(PlayerSpawn, spot);
592 if (autocvar_spawn_debug)
594 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
595 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
598 PS(this).m_switchweapon = w_getbestweapon(this);
599 this.cnt = -1; // W_LastWeapon will not complain
600 PS(this).m_weapon = WEP_Null;
601 this.weaponname = "";
602 PS(this).m_switchingweapon = WEP_Null;
604 if (!warmup_stage && !this.alivetime)
605 this.alivetime = time;
611 void ClientInit_misc();
613 .float ebouncefactor, ebouncestop; // electro's values
614 // TODO do we need all these fields, or should we stop autodetecting runtime
615 // changes and just have a console command to update this?
616 bool ClientInit_SendEntity(entity this, entity to, int sf)
618 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
621 // MSG_INIT replacement
622 // TODO: make easier to use
624 W_PROP_reload(MSG_ONE, to);
626 MUTATOR_CALLHOOK(Ent_Init);
628 void ClientInit_misc()
630 int channel = MSG_ONE;
631 WriteHeader(channel, ENT_CLIENT_INIT);
632 WriteByte(channel, g_nexball_meter_period * 32);
633 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
634 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
635 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
636 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
637 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
638 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
639 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
640 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
642 if(sv_foginterval && world.fog != "")
643 WriteString(channel, world.fog);
645 WriteString(channel, "");
646 WriteByte(channel, self.count * 255.0); // g_balance_armor_blockpercent
647 WriteByte(channel, serverflags); // client has to know if it should zoom or not
648 WriteCoord(channel, autocvar_g_trueaim_minrange);
651 void ClientInit_CheckUpdate()
653 self.nextthink = time;
654 if(self.count != autocvar_g_balance_armor_blockpercent)
656 self.count = autocvar_g_balance_armor_blockpercent;
661 void ClientInit_Spawn()
664 entity e = new_pure(clientinit);
665 e.think = ClientInit_CheckUpdate;
666 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
668 WITH(entity, self, e, ClientInit_CheckUpdate());
678 // initialize parms for a new player
679 parm1 = -(86400 * 366);
681 MUTATOR_CALLHOOK(SetNewParms);
689 void SetChangeParms ()
691 // save parms for level change
692 parm1 = self.parm_idlesince - time;
694 MUTATOR_CALLHOOK(SetChangeParms);
702 void DecodeLevelParms(entity this)
705 this.parm_idlesince = parm1;
706 if (this.parm_idlesince == -(86400 * 366))
707 this.parm_idlesince = time;
709 // whatever happens, allow 60 seconds of idling directly after connect for map loading
710 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
712 MUTATOR_CALLHOOK(DecodeLevelParms);
719 Called when a client types 'kill' in the console
723 .float clientkill_nexttime;
724 void ClientKill_Now_TeamChange(entity this)
726 if(this.killindicator_teamchange == -1)
728 JoinBestTeam( this, false, true );
730 else if(this.killindicator_teamchange == -2)
733 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
734 WITH(entity, self, this, PutObserverInServer());
737 WITH(entity, self, this, SV_ChangeTeam(this.killindicator_teamchange - 1));
738 this.killindicator_teamchange = 0;
741 void ClientKill_Now()
745 vehicles_exit(VHEF_RELEASE);
746 if(!self.killindicator_teamchange)
748 self.vehicle_health = -1;
749 Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
753 if(self.killindicator && !wasfreed(self.killindicator))
754 remove(self.killindicator);
756 self.killindicator = world;
758 if(self.killindicator_teamchange)
759 ClientKill_Now_TeamChange(self);
762 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
764 // now I am sure the player IS dead
766 void KillIndicator_Think()
770 self.owner.killindicator = world;
775 if (self.owner.alpha < 0 && !self.owner.vehicle)
777 self.owner.killindicator = world;
784 WITH(entity, self, self.owner, ClientKill_Now());
787 else if(g_cts && self.health == 1) // health == 1 means that it's silent
789 self.nextthink = time + 1;
795 setmodel(self, MDL_NUM(self.cnt));
796 if(IS_REAL_CLIENT(self.owner))
799 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
801 self.nextthink = time + 1;
806 float clientkilltime;
807 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
816 killtime = autocvar_g_balance_kill_delay;
818 if(g_race_qualifying || g_cts)
821 if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
824 self.killindicator_teamchange = targetteam;
826 if(!self.killindicator)
830 killtime = max(killtime, self.clientkill_nexttime - time);
831 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
834 if(killtime <= 0 || !IS_PLAYER(self) || IS_DEAD(self))
840 starttime = max(time, clientkilltime);
842 self.killindicator = spawn();
843 self.killindicator.owner = self;
844 self.killindicator.scale = 0.5;
845 setattachment(self.killindicator, self, "");
846 setorigin(self.killindicator, '0 0 52');
847 self.killindicator.think = KillIndicator_Think;
848 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
849 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
850 self.killindicator.cnt = ceil(killtime);
851 self.killindicator.count = bound(0, ceil(killtime), 10);
852 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
854 for(e = world; (e = find(e, classname, "body")) != world; )
858 e.killindicator = spawn();
859 e.killindicator.owner = e;
860 e.killindicator.scale = 0.5;
861 setattachment(e.killindicator, e, "");
862 setorigin(e.killindicator, '0 0 52');
863 e.killindicator.think = KillIndicator_Think;
864 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
865 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
866 e.killindicator.cnt = ceil(killtime);
871 if(self.killindicator)
873 if(targetteam == 0) // just die
875 self.killindicator.colormod = '0 0 0';
876 if(IS_REAL_CLIENT(self))
877 if(self.killindicator.cnt > 0)
878 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
880 else if(targetteam == -1) // auto
882 self.killindicator.colormod = '0 1 0';
883 if(IS_REAL_CLIENT(self))
884 if(self.killindicator.cnt > 0)
885 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
887 else if(targetteam == -2) // spectate
889 self.killindicator.colormod = '0.5 0.5 0.5';
890 if(IS_REAL_CLIENT(self))
891 if(self.killindicator.cnt > 0)
892 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
896 self.killindicator.colormod = Team_ColorRGB(targetteam);
897 if(IS_REAL_CLIENT(self))
898 if(self.killindicator.cnt > 0)
899 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), self.killindicator.cnt);
908 if(self.player_blocked) return;
909 if(STAT(FROZEN, self)) return;
911 ClientKill_TeamChange(0);
914 void FixClientCvars(entity e)
916 // send prediction settings to the client
917 stuffcmd(e, "\nin_bindmap 0 0\n");
918 if(autocvar_g_antilag == 3) // client side hitscan
919 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
920 if(autocvar_sv_gentle)
921 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
923 MUTATOR_CALLHOOK(FixClientCvars, e);
926 float PlayerInIDList(entity p, string idlist)
931 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
935 // this function allows abbreviated player IDs too!
936 n = tokenize_console(idlist);
937 for(i = 0; i < n; ++i)
940 if(s == substring(p.crypto_idfp, 0, strlen(s)))
947 #ifdef DP_EXT_PRECONNECT
952 Called once (not at each match start) when a client begins a connection to the server
955 void ClientPreConnect ()
957 if(autocvar_sv_eventlog)
959 GameLogEcho(sprintf(":connect:%d:%d:%s",
962 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
972 Called when a client connects to the server
978 if (Ban_MaybeEnforceBanOnce(this)) return;
979 assert(!IS_CLIENT(this), return);
980 assert(player_count >= 0, player_count = 0);
981 this.classname = "player_joining";
982 this.flags = FL_CLIENT;
985 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
987 this.version_nagtime = time + 10 + random() * 10;
989 ClientState_attach(this);
991 // identify the right forced team
992 if (autocvar_g_campaign)
994 if (IS_REAL_CLIENT(this)) // only players, not bots
996 switch (autocvar_g_campaign_forceteam)
998 case 1: this.team_forced = NUM_TEAM_1; break;
999 case 2: this.team_forced = NUM_TEAM_2; break;
1000 case 3: this.team_forced = NUM_TEAM_3; break;
1001 case 4: this.team_forced = NUM_TEAM_4; break;
1002 default: this.team_forced = 0;
1006 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1007 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1008 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1009 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1010 else switch (autocvar_g_forced_team_otherwise)
1012 default: this.team_forced = 0; break;
1013 case "red": this.team_forced = NUM_TEAM_1; break;
1014 case "blue": this.team_forced = NUM_TEAM_2; break;
1015 case "yellow": this.team_forced = NUM_TEAM_3; break;
1016 case "pink": this.team_forced = NUM_TEAM_4; break;
1019 this.team_forced = -1;
1022 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1024 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1026 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1027 this.classname = STR_OBSERVER;
1029 if (!teamplay || autocvar_g_balance_teams)
1031 this.classname = STR_PLAYER;
1032 campaign_bots_may_start = 1;
1036 this.classname = STR_OBSERVER; // do it anyway
1040 this.playerid = ++playerid_last;
1042 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1044 // always track bots, don't ask for cl_allow_uidtracking
1045 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1047 if (autocvar_sv_eventlog)
1048 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1050 LogTeamchange(this.playerid, this.team, 1);
1052 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1054 this.netname_previous = strzone(this.netname);
1056 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && IS_PLAYER(this)) ? APP_TEAM_ENT(this, INFO_JOIN_CONNECT_TEAM) : INFO_JOIN_CONNECT), this.netname);
1058 stuffcmd(this, clientstuff, "\n");
1059 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1061 FixClientCvars(this);
1063 // get version info from player
1064 stuffcmd(this, "cmd clientversion $gameversion\n");
1066 // notify about available teams
1069 CheckAllowedTeams(this);
1071 if (c1 >= 0) t |= BIT(0);
1072 if (c2 >= 0) t |= BIT(1);
1073 if (c3 >= 0) t |= BIT(2);
1074 if (c4 >= 0) t |= BIT(3);
1075 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1079 stuffcmd(this, "set _teams_available 0\n");
1082 bot_relinkplayerlist();
1084 this.spectatortime = time;
1085 if (blockSpectators)
1087 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1090 this.jointime = time;
1091 this.allowed_timeouts = autocvar_sv_timeout_number;
1093 if (IS_REAL_CLIENT(this))
1095 if (!autocvar_g_campaign)
1097 this.motd_actived_time = -1;
1098 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1101 if (g_weaponarena_weapons == WEPSET(TUBA))
1102 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1105 if (!sv_foginterval && world.fog != "")
1106 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1108 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)))
1109 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1110 send_CSQC_teamnagger();
1112 CSQCMODEL_AUTOINIT(this);
1114 this.model_randomizer = random();
1116 if (IS_REAL_CLIENT(this))
1117 sv_notice_join(this);
1119 FOREACH_ENTITY_FLOAT(init_for_player_needed, true, {
1120 WITH(entity, self, it, it.init_for_player(it));
1123 MUTATOR_CALLHOOK(ClientConnect, this);
1129 Called when a client disconnects from the server
1132 .entity chatbubbleentity;
1134 void ClientDisconnect()
1137 assert(IS_CLIENT(this), return);
1139 PlayerStats_GameReport_FinalizePlayer(this);
1140 if (this.vehicle) vehicles_exit(VHEF_RELEASE);
1141 if (this.active_minigame) part_minigame(this);
1142 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1144 if (autocvar_sv_eventlog)
1145 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1147 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1149 MUTATOR_CALLHOOK(ClientDisconnect);
1151 ClientState_detach(this);
1153 Portal_ClearAll(self);
1157 RemoveGrapplingHook(self);
1159 // Here, everything has been done that requires this player to be a client.
1161 self.flags &= ~FL_CLIENT;
1163 if (this.chatbubbleentity) remove(this.chatbubbleentity);
1164 if (this.killindicator) remove(this.killindicator);
1166 WaypointSprite_PlayerGone();
1168 bot_relinkplayerlist();
1170 if (self.netname_previous) strunzone(self.netname_previous);
1171 if (self.clientstatus) strunzone(self.clientstatus);
1172 if (self.weaponorder_byimpulse) strunzone(self.weaponorder_byimpulse);
1173 if (self.personal) remove(self.personal);
1177 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1180 void ChatBubbleThink()
1182 self.nextthink = time;
1183 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1185 if(self.owner) // but why can that ever be world?
1186 self.owner.chatbubbleentity = world;
1193 if ( !IS_DEAD(self.owner) && IS_PLAYER(self.owner) )
1195 if ( self.owner.active_minigame )
1196 self.mdl = "models/sprites/minigame_busy.iqm";
1197 else if (PHYS_INPUT_BUTTON_CHAT(self.owner))
1198 self.mdl = "models/misc/chatbubble.spr";
1201 if ( self.model != self.mdl )
1202 _setmodel(self, self.mdl);
1206 void UpdateChatBubble()
1210 // spawn a chatbubble entity if needed
1211 if (!self.chatbubbleentity)
1213 self.chatbubbleentity = new(chatbubbleentity);
1214 self.chatbubbleentity.owner = self;
1215 self.chatbubbleentity.exteriormodeltoclient = self;
1216 self.chatbubbleentity.think = ChatBubbleThink;
1217 self.chatbubbleentity.nextthink = time;
1218 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1219 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1220 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1221 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1222 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1223 //self.chatbubbleentity.model = "";
1224 self.chatbubbleentity.effects = EF_LOWPRECISION;
1229 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1230 // added to the model skins
1231 /*void UpdateColorModHack()
1234 c = self.clientcolors & 15;
1235 // LordHavoc: only bothering to support white, green, red, yellow, blue
1236 if (!teamplay) self.colormod = '0 0 0';
1237 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1238 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1239 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1240 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1241 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1242 else self.colormod = '1 1 1';
1247 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1249 self.solid = SOLID_NOT;
1250 self.takedamage = DAMAGE_NO;
1251 self.movetype = MOVETYPE_FLY;
1252 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1253 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1254 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1255 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1256 if(autocvar_g_respawn_ghosts_maxtime)
1257 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1262 self.effects |= EF_NODRAW; // prevent another CopyBody
1263 PutClientInServer();
1266 void play_countdown(float finished, string samp)
1268 if(IS_REAL_CLIENT(self))
1269 if(floor(finished - time - frametime) != floor(finished - time))
1270 if(finished - time < 6)
1271 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1274 void player_powerups ()
1276 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1277 int items_prev = self.items;
1279 if((self.items & IT_USING_JETPACK) && !IS_DEAD(self) && !gameover)
1280 self.modelflags |= MF_ROCKET;
1282 self.modelflags &= ~MF_ROCKET;
1284 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1286 if((self.alpha < 0 || IS_DEAD(self)) && !self.vehicle) // don't apply the flags if the player is gibbed
1289 Fire_ApplyDamage(self);
1290 Fire_ApplyEffect(self);
1294 if (self.items & ITEM_Strength.m_itemid)
1296 play_countdown(self.strength_finished, SND(POWEROFF));
1297 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1298 if (time > self.strength_finished)
1300 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1301 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1302 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1307 if (time < self.strength_finished)
1309 self.items = self.items | ITEM_Strength.m_itemid;
1310 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1311 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1314 if (self.items & ITEM_Shield.m_itemid)
1316 play_countdown(self.invincible_finished, SND(POWEROFF));
1317 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1318 if (time > self.invincible_finished)
1320 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1321 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1322 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1327 if (time < self.invincible_finished)
1329 self.items = self.items | ITEM_Shield.m_itemid;
1330 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1331 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1334 if (self.items & IT_SUPERWEAPON)
1336 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1338 self.superweapons_finished = 0;
1339 self.items = self.items - (self.items & IT_SUPERWEAPON);
1340 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1341 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1343 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1345 // don't let them run out
1349 play_countdown(self.superweapons_finished, SND(POWEROFF));
1350 if (time > self.superweapons_finished)
1352 self.items = self.items - (self.items & IT_SUPERWEAPON);
1353 self.weapons &= ~WEPSET_SUPERWEAPONS;
1354 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1355 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1359 else if(self.weapons & WEPSET_SUPERWEAPONS)
1361 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1363 self.items = self.items | IT_SUPERWEAPON;
1364 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1365 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1369 self.superweapons_finished = 0;
1370 self.weapons &= ~WEPSET_SUPERWEAPONS;
1375 self.superweapons_finished = 0;
1379 if(autocvar_g_nodepthtestplayers)
1380 self.effects = self.effects | EF_NODEPTHTEST;
1382 if(autocvar_g_fullbrightplayers)
1383 self.effects = self.effects | EF_FULLBRIGHT;
1385 if (time >= game_starttime)
1386 if (time < self.spawnshieldtime)
1387 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1389 MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1392 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1394 if(current > stable)
1396 else if(current > stable - 0.25) // when close enough, "snap"
1399 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1402 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1404 if(current < stable)
1406 else if(current < stable + 0.25) // when close enough, "snap"
1409 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1412 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1414 if(current > rotstable)
1416 if(rotframetime > 0)
1418 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1419 current = max(rotstable, current - rotlinear * rotframetime);
1422 else if(current < regenstable)
1424 if(regenframetime > 0)
1426 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1427 current = min(regenstable, current + regenlinear * regenframetime);
1437 void player_regen ()
1439 float max_mod, regen_mod, rot_mod, limit_mod;
1440 max_mod = regen_mod = rot_mod = limit_mod = 1;
1441 regen_mod_max = max_mod;
1442 regen_mod_regen = regen_mod;
1443 regen_mod_rot = rot_mod;
1444 regen_mod_limit = limit_mod;
1446 regen_health = autocvar_g_balance_health_regen;
1447 regen_health_linear = autocvar_g_balance_health_regenlinear;
1448 regen_health_rot = autocvar_g_balance_health_rot;
1449 regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1450 regen_health_stable = autocvar_g_balance_health_regenstable;
1451 regen_health_rotstable = autocvar_g_balance_health_rotstable;
1452 if(!MUTATOR_CALLHOOK(PlayerRegen))
1453 if(!STAT(FROZEN, self))
1455 float mina, maxa, limith, limita;
1456 maxa = autocvar_g_balance_armor_rotstable;
1457 mina = autocvar_g_balance_armor_regenstable;
1458 limith = autocvar_g_balance_health_limit;
1459 limita = autocvar_g_balance_armor_limit;
1461 max_mod = regen_mod_max;
1462 regen_mod = regen_mod_regen;
1463 rot_mod = regen_mod_rot;
1464 limit_mod = regen_mod_limit;
1466 regen_health_rotstable = regen_health_rotstable * max_mod;
1467 regen_health_stable = regen_health_stable * max_mod;
1468 limith = limith * limit_mod;
1469 limita = limita * limit_mod;
1471 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);
1472 self.health = CalcRotRegen(self.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > self.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1475 // if player rotted to death... die!
1476 // check this outside above checks, as player may still be able to rot to death
1480 vehicles_exit(VHEF_RELEASE);
1481 if(self.event_damage)
1482 self.event_damage(self, self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1485 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1487 float minf, maxf, limitf;
1489 maxf = autocvar_g_balance_fuel_rotstable;
1490 minf = autocvar_g_balance_fuel_regenstable;
1491 limitf = autocvar_g_balance_fuel_limit;
1493 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 & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1497 float zoomstate_set;
1498 void SetZoomState(float z)
1500 if(z != self.zoomstate)
1503 ClientData_Touch(self);
1508 void GetPressedKeys()
1511 MUTATOR_CALLHOOK(GetPressedKeys);
1512 int keys = this.pressedkeys;
1513 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1514 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1515 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1516 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1518 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1519 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1520 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1521 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1522 this.pressedkeys = keys;
1526 ======================
1527 spectate mode routines
1528 ======================
1531 void SpectateCopy(entity this, entity spectatee)
1533 MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1534 self.armortype = spectatee.armortype;
1535 self.armorvalue = spectatee.armorvalue;
1536 self.ammo_cells = spectatee.ammo_cells;
1537 self.ammo_plasma = spectatee.ammo_plasma;
1538 self.ammo_shells = spectatee.ammo_shells;
1539 self.ammo_nails = spectatee.ammo_nails;
1540 self.ammo_rockets = spectatee.ammo_rockets;
1541 self.ammo_fuel = spectatee.ammo_fuel;
1542 self.clip_load = spectatee.clip_load;
1543 self.clip_size = spectatee.clip_size;
1544 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1545 self.health = spectatee.health;
1547 self.items = spectatee.items;
1548 self.last_pickup = spectatee.last_pickup;
1549 self.hit_time = spectatee.hit_time;
1550 self.strength_finished = spectatee.strength_finished;
1551 self.invincible_finished = spectatee.invincible_finished;
1552 self.pressedkeys = spectatee.pressedkeys;
1553 self.weapons = spectatee.weapons;
1554 PS(self).m_switchweapon = PS(spectatee).m_switchweapon;
1555 PS(self).m_switchingweapon = PS(spectatee).m_switchingweapon;
1556 PS(self).m_weapon = PS(spectatee).m_weapon;
1557 self.vortex_charge = spectatee.vortex_charge;
1558 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1559 self.hagar_load = spectatee.hagar_load;
1560 self.arc_heat_percent = spectatee.arc_heat_percent;
1561 self.minelayer_mines = spectatee.minelayer_mines;
1562 self.punchangle = spectatee.punchangle;
1563 self.view_ofs = spectatee.view_ofs;
1564 self.velocity = spectatee.velocity;
1565 self.dmg_take = spectatee.dmg_take;
1566 self.dmg_save = spectatee.dmg_save;
1567 self.dmg_inflictor = spectatee.dmg_inflictor;
1568 self.v_angle = spectatee.v_angle;
1569 self.angles = spectatee.v_angle;
1570 STAT(FROZEN, self) = STAT(FROZEN, spectatee);
1571 self.revive_progress = spectatee.revive_progress;
1572 if(!PHYS_INPUT_BUTTON_USE(self))
1573 self.fixangle = true;
1574 setorigin(self, spectatee.origin);
1575 setsize(self, spectatee.mins, spectatee.maxs);
1576 SetZoomState(spectatee.zoomstate);
1578 anticheat_spectatecopy(spectatee);
1579 self.hud = spectatee.hud;
1580 if(spectatee.vehicle)
1582 self.fixangle = false;
1583 //self.velocity = spectatee.vehicle.velocity;
1584 self.vehicle_health = spectatee.vehicle_health;
1585 self.vehicle_shield = spectatee.vehicle_shield;
1586 self.vehicle_energy = spectatee.vehicle_energy;
1587 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1588 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1589 self.vehicle_reload1 = spectatee.vehicle_reload1;
1590 self.vehicle_reload2 = spectatee.vehicle_reload2;
1594 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1595 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1596 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1597 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1599 //WriteByte (MSG_ONE, SVC_SETVIEW);
1600 // WriteEntity(MSG_ONE, self);
1601 //makevectors(spectatee.v_angle);
1602 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1606 bool SpectateUpdate()
1611 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1613 SetSpectatee(self, NULL);
1617 SpectateCopy(this, this.enemy);
1624 if(!IS_PLAYER(self.enemy))
1628 WriteByte(MSG_ONE, SVC_SETVIEW);
1629 WriteEntity(MSG_ONE, self.enemy);
1630 self.movetype = MOVETYPE_NONE;
1631 accuracy_resend(self);
1633 if(!SpectateUpdate())
1634 PutObserverInServer();
1639 void SetSpectatee(entity player, entity spectatee)
1641 entity old_spectatee = player.enemy;
1643 player.enemy = spectatee;
1646 // these are required to fix the spectator bug with arc
1647 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1648 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1651 bool Spectate(entity pl)
1653 if(MUTATOR_CALLHOOK(SpectateSet, self, pl))
1657 SetSpectatee(self, pl);
1658 return SpectateSet();
1663 other = find(self.enemy, classname, STR_PLAYER);
1665 if (MUTATOR_CALLHOOK(SpectateNext, self, other))
1666 other = spec_player;
1668 other = find(other, classname, STR_PLAYER);
1670 if(other) { SetSpectatee(self, other); }
1672 return SpectateSet();
1677 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1678 other = findchain(classname, STR_PLAYER);
1679 if (!other) // no player
1682 entity first = other;
1683 // skip players until current spectated player
1685 while(other && other != self.enemy)
1686 other = other.chain;
1688 switch (MUTATOR_CALLHOOK(SpectatePrev, self, other, first))
1690 case MUT_SPECPREV_FOUND:
1691 other = spec_player;
1693 case MUT_SPECPREV_RETURN:
1694 other = spec_player;
1696 case MUT_SPECPREV_CONTINUE:
1700 other = other.chain;
1707 SetSpectatee(self, other);
1708 return SpectateSet();
1713 ShowRespawnCountdown()
1715 Update a respawn countdown display.
1718 void ShowRespawnCountdown()
1721 if(!IS_DEAD(self)) // just respawned?
1725 number = ceil(self.respawn_time - time);
1728 if(number <= self.respawn_countdown)
1730 self.respawn_countdown = number - 1;
1731 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
1732 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1737 void LeaveSpectatorMode()
1741 if(nJoinAllowed(self, self))
1743 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1745 self.classname = STR_PLAYER;
1747 if(autocvar_g_campaign || autocvar_g_balance_teams)
1748 { JoinBestTeam(self, false, true); }
1750 if(autocvar_g_campaign)
1751 { campaign_bots_may_start = 1; }
1753 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_PREVENT_JOIN);
1755 PutClientInServer();
1757 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, ((teamplay && this.team != -1) ? APP_TEAM_ENT(this, INFO_JOIN_PLAY_TEAM) : INFO_JOIN_PLAY), self.netname); }
1760 stuffcmd(self, "menu_showteamselect\n");
1764 // Player may not join because g_maxplayers is set
1765 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1770 * Determines whether the player is allowed to join. This depends on cvar
1771 * g_maxplayers, if it isn't used this function always return true, otherwise
1772 * it checks whether the number of currently playing players exceeds g_maxplayers.
1773 * @return int number of free slots for players, 0 if none
1775 bool nJoinAllowed(entity this, entity ignore)
1778 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1779 // so report 0 free slots if restricted
1781 if(autocvar_g_forced_team_otherwise == "spectate")
1783 if(autocvar_g_forced_team_otherwise == "spectator")
1787 if(this.team_forced < 0)
1788 return false; // forced spectators can never join
1790 // TODO simplify this
1791 int totalClients = 0;
1792 int currentlyPlaying = 0;
1793 FOREACH_CLIENT(true, LAMBDA(
1796 if(IS_REAL_CLIENT(it))
1797 if(IS_PLAYER(it) || it.caplayer)
1801 if (!autocvar_g_maxplayers)
1802 return maxclients - totalClients;
1804 if(currentlyPlaying < autocvar_g_maxplayers)
1805 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1811 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1812 * g_maxplayers_spectator_blocktime seconds
1814 void checkSpectatorBlock()
1816 if(IS_SPEC(self) || IS_OBSERVER(self))
1818 if(IS_REAL_CLIENT(self))
1820 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1821 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1827 void PrintWelcomeMessage()
1829 if(self.motd_actived_time == 0)
1831 if (autocvar_g_campaign) {
1832 if ((IS_PLAYER(self) && PHYS_INPUT_BUTTON_INFO(self)) || (!IS_PLAYER(self))) {
1833 self.motd_actived_time = time;
1834 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
1837 if (PHYS_INPUT_BUTTON_INFO(self)) {
1838 self.motd_actived_time = time;
1839 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1843 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
1845 if (autocvar_g_campaign) {
1846 if (PHYS_INPUT_BUTTON_INFO(self))
1847 self.motd_actived_time = time;
1848 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
1849 self.motd_actived_time = 0;
1850 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_MOTD);
1853 if (PHYS_INPUT_BUTTON_INFO(self))
1854 self.motd_actived_time = time;
1855 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1856 self.motd_actived_time = 0;
1857 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_MOTD);
1861 else //if(self.motd_actived_time < 0) // just connected, motd is active
1863 if(PHYS_INPUT_BUTTON_INFO(self)) // BUTTON_INFO hides initial MOTD
1864 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1865 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || IS_SPEC(self))
1867 // instanctly hide MOTD
1868 self.motd_actived_time = 0;
1869 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_MOTD);
1874 void ObserverThink()
1878 MinigameImpulse(self, self.impulse);
1881 float prefered_movetype;
1882 if (self.flags & FL_JUMPRELEASED) {
1883 if (PHYS_INPUT_BUTTON_JUMP(self) && !self.version_mismatch) {
1884 self.flags &= ~FL_JUMPRELEASED;
1885 self.flags |= FL_SPAWNING;
1886 } else if(PHYS_INPUT_BUTTON_ATCK(self) && !self.version_mismatch) {
1887 self.flags &= ~FL_JUMPRELEASED;
1888 if(SpectateNext()) {
1889 self.classname = STR_SPECTATOR;
1892 prefered_movetype = ((!PHYS_INPUT_BUTTON_USE(self) ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
1893 if (self.movetype != prefered_movetype)
1894 self.movetype = prefered_movetype;
1897 if (!(PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_JUMP(self))) {
1898 self.flags |= FL_JUMPRELEASED;
1899 if(self.flags & FL_SPAWNING)
1901 self.flags &= ~FL_SPAWNING;
1902 LeaveSpectatorMode();
1909 void SpectatorThink()
1913 if(MinigameImpulse(self, self.impulse))
1916 if (self.flags & FL_JUMPRELEASED) {
1917 if (PHYS_INPUT_BUTTON_JUMP(self) && !self.version_mismatch) {
1918 self.flags &= ~FL_JUMPRELEASED;
1919 self.flags |= FL_SPAWNING;
1920 } else if(PHYS_INPUT_BUTTON_ATCK(self) || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
1921 self.flags &= ~FL_JUMPRELEASED;
1922 if(SpectateNext()) {
1923 self.classname = STR_SPECTATOR;
1925 self.classname = STR_OBSERVER;
1926 PutClientInServer();
1929 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
1930 self.flags &= ~FL_JUMPRELEASED;
1931 if(SpectatePrev()) {
1932 self.classname = STR_SPECTATOR;
1934 self.classname = STR_OBSERVER;
1935 PutClientInServer();
1938 } else if (PHYS_INPUT_BUTTON_ATCK2(self)) {
1939 self.flags &= ~FL_JUMPRELEASED;
1940 self.classname = STR_OBSERVER;
1941 PutClientInServer();
1943 if(!SpectateUpdate())
1944 PutObserverInServer();
1947 if (!(PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_ATCK2(self))) {
1948 self.flags |= FL_JUMPRELEASED;
1949 if(self.flags & FL_SPAWNING)
1951 self.flags &= ~FL_SPAWNING;
1952 LeaveSpectatorMode();
1956 if(!SpectateUpdate())
1957 PutObserverInServer();
1960 self.flags |= FL_CLIENT | FL_NOTARGET;
1963 void vehicles_enter (entity pl, entity veh);
1966 if (!IS_PLAYER(self))
1973 vehicles_exit(VHEF_NORMAL);
1977 else if(autocvar_g_vehicles_enter)
1979 if(!STAT(FROZEN, self))
1983 entity head, closest_target = world;
1984 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, true);
1986 while(head) // find the closest acceptable target to enter
1988 if(head.vehicle_flags & VHF_ISVEHICLE)
1990 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
1991 if(head.takedamage != DAMAGE_NO)
1995 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
1996 { closest_target = head; }
1998 else { closest_target = head; }
2004 if(closest_target) { vehicles_enter(self, closest_target); return; }
2008 // a use key was pressed; call handlers
2009 MUTATOR_CALLHOOK(PlayerUseKey);
2017 Called every frame for each client before the physics are run
2020 .float usekeypressed;
2021 void() nexball_setstatus;
2022 .float last_vehiclecheck;
2024 void PlayerPreThink ()
2026 WarpZone_PlayerPhysics_FixVAngle();
2028 self.stat_game_starttime = game_starttime;
2029 self.stat_round_starttime = round_starttime;
2030 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2031 self.stat_leadlimit = autocvar_leadlimit;
2033 self.weaponsinmap = weaponsInMap;
2037 // physics frames: update anticheat stuff
2038 anticheat_prethink();
2041 if(blockSpectators && frametime)
2042 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2043 checkSpectatorBlock();
2047 // Savage: Check for nameless players
2048 if (isInvisibleString(self.netname)) {
2049 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2050 if(autocvar_sv_eventlog)
2051 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2052 if(self.netname_previous)
2053 strunzone(self.netname_previous);
2054 self.netname_previous = strzone(new_name);
2055 self.netname = self.netname_previous;
2056 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2057 } else if(self.netname_previous != self.netname) {
2058 if(autocvar_sv_eventlog)
2059 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2060 if(self.netname_previous)
2061 strunzone(self.netname_previous);
2062 self.netname_previous = strzone(self.netname);
2066 if(self.version_nagtime)
2067 if(self.cvar_g_xonoticversion)
2068 if(time > self.version_nagtime)
2070 // don't notify git users
2071 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2073 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2075 // notify release users if connecting to git
2076 LOG_TRACE("^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");
2077 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2082 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2085 // give users new version
2086 LOG_TRACE("^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");
2087 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2091 // notify users about old server version
2092 LOG_INFO("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2093 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2097 self.version_nagtime = 0;
2101 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2103 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2104 self.max_armorvalue = 0;
2107 if(STAT(FROZEN, self) == 2)
2109 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2110 self.health = max(1, self.revive_progress * start_health);
2111 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2113 if(self.revive_progress >= 1)
2116 else if(STAT(FROZEN, self) == 3)
2118 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2119 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2124 vehicles_exit(VHEF_RELEASE);
2125 self.event_damage(self, self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2127 else if ( self.revive_progress <= 0 )
2131 MUTATOR_CALLHOOK(PlayerPreThink);
2133 if(autocvar_g_vehicles_enter)
2134 if(time > self.last_vehiclecheck)
2137 if(!STAT(FROZEN, self))
2142 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2143 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2145 if(veh.takedamage != DAMAGE_NO)
2146 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2147 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2149 if(!veh.team || SAME_TEAM(self, veh))
2150 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2151 else if(autocvar_g_vehicles_steal)
2152 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2154 self.last_vehiclecheck = time + 1;
2157 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2159 if(PHYS_INPUT_BUTTON_USE(self) && !self.usekeypressed)
2161 self.usekeypressed = PHYS_INPUT_BUTTON_USE(self);
2164 if(IS_REAL_CLIENT(self))
2165 PrintWelcomeMessage();
2170 CheckRules_Player();
2172 if (intermission_running)
2174 IntermissionThink (); // otherwise a button could be missed between
2175 return; // the think tics
2178 //don't allow the player to turn around while game is paused!
2179 if(timeout_status == TIMEOUT_ACTIVE) {
2180 // FIXME turn this into CSQC stuff
2181 self.v_angle = self.lastV_angle;
2182 self.angles = self.lastV_angle;
2183 self.fixangle = true;
2193 if(self.personal && g_race_qualifying)
2195 if(time > self.respawn_time)
2197 self.respawn_time = time + 1; // only retry once a second
2198 self.stat_respawn_time = self.respawn_time;
2205 float button_pressed;
2208 button_pressed = (PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_ATCK2(self) || PHYS_INPUT_BUTTON_HOOK(self) || PHYS_INPUT_BUTTON_USE(self));
2210 if (self.deadflag == DEAD_DYING)
2212 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2213 self.deadflag = DEAD_RESPAWNING;
2214 else if(!button_pressed)
2215 self.deadflag = DEAD_DEAD;
2217 else if (self.deadflag == DEAD_DEAD)
2220 self.deadflag = DEAD_RESPAWNABLE;
2221 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2222 self.deadflag = DEAD_RESPAWNING;
2224 else if (self.deadflag == DEAD_RESPAWNABLE)
2227 self.deadflag = DEAD_RESPAWNING;
2229 else if (self.deadflag == DEAD_RESPAWNING)
2231 if(time > self.respawn_time)
2233 self.respawn_time = time + 1; // only retry once a second
2234 self.respawn_time_max = self.respawn_time;
2239 ShowRespawnCountdown();
2241 if(self.respawn_flags & RESPAWN_SILENT)
2242 self.stat_respawn_time = 0;
2243 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2244 self.stat_respawn_time = self.respawn_time_max;
2246 self.stat_respawn_time = self.respawn_time;
2249 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2250 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2251 self.stat_respawn_time *= -1;
2256 self.prevorigin = self.origin;
2258 float do_crouch = PHYS_INPUT_BUTTON_CROUCH(self);
2263 if(STAT(FROZEN, self))
2266 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2267 // It cannot be predicted by the engine!
2268 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
2269 if((PS(self).m_weapon == WEP_SHOCKWAVE || PS(self).m_weapon == WEP_SHOTGUN) && self.(weaponentity).wframe == WFRAME_FIRE2 && time < self.(weaponentity).weapon_nextthink)
2277 self.view_ofs = STAT(PL_CROUCH_VIEW_OFS, self);
2278 setsize (self, STAT(PL_CROUCH_MIN, self), STAT(PL_CROUCH_MAX, self));
2279 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2286 tracebox(self.origin, STAT(PL_MIN, self), STAT(PL_MAX, self), self.origin, false, self);
2287 if (!trace_startsolid)
2289 self.crouch = false;
2290 self.view_ofs = STAT(PL_VIEW_OFS, self);
2291 setsize (self, STAT(PL_MIN, self), STAT(PL_MAX, self));
2296 FixPlayermodel(self);
2298 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2301 self.items &= ~self.items_added;
2303 W_WeaponFrame(self);
2305 self.items_added = 0;
2306 if(self.items & ITEM_Jetpack.m_itemid)
2307 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2308 self.items_added |= IT_FUEL;
2310 self.items |= self.items_added;
2315 // WEAPONTODO: Add a weapon request for this
2316 // rot vortex charge to the charge limit
2317 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2318 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2324 secrets_setstatus();
2327 monsters_setstatus(self);
2329 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2331 //self.angles_y=self.v_angle_y + 90; // temp
2332 } else if(gameover) {
2333 if (intermission_running)
2334 IntermissionThink (); // otherwise a button could be missed between
2336 } else if(IS_OBSERVER(self)) {
2338 } else if(IS_SPEC(self)) {
2342 // WEAPONTODO: Add weapon request for this
2345 PHYS_INPUT_BUTTON_ZOOM(self)
2346 || PHYS_INPUT_BUTTON_ZOOMSCRIPT(self)
2347 || (PHYS_INPUT_BUTTON_ATCK2(self) && PS(self).m_weapon == WEP_VORTEX)
2348 || (PHYS_INPUT_BUTTON_ATCK2(self) && PS(self).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
2351 float oldspectatee_status;
2352 oldspectatee_status = self.spectatee_status;
2354 self.spectatee_status = etof(self.enemy);
2355 else if(IS_OBSERVER(self))
2356 self.spectatee_status = etof(self);
2358 self.spectatee_status = 0;
2359 if(self.spectatee_status != oldspectatee_status)
2361 ClientData_Touch(self);
2363 race_InitSpectator();
2366 if(self.teamkill_soundtime)
2367 if(time > self.teamkill_soundtime)
2369 self.teamkill_soundtime = 0;
2371 entity e = self.teamkill_soundsource;
2372 entity oldpusher = e.pusher;
2374 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2375 e.pusher = oldpusher;
2378 if(self.taunt_soundtime)
2379 if(time > self.taunt_soundtime)
2381 self.taunt_soundtime = 0;
2382 PlayerSound(self, playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2385 target_voicescript_next(self);
2387 // WEAPONTODO: Move into weaponsystem somehow
2388 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2389 if (PS(self).m_weapon == WEP_Null)
2390 self.clip_load = self.clip_size = 0;
2393 void DrownPlayer(entity this)
2398 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2400 if(this.air_finished < time)
2401 PlayerSound(this, playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
2402 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2405 else if (this.air_finished < time)
2407 if (this.pain_finished < time)
2409 Damage (this, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2410 this.pain_finished = time + 0.5;
2419 Called every frame for each client after the physics are run
2422 .float idlekick_lasttimeleft;
2423 void PlayerPostThink ()
2425 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2426 if(IS_REAL_CLIENT(self))
2427 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2429 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2431 if(self.idlekick_lasttimeleft)
2433 self.idlekick_lasttimeleft = 0;
2434 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_IDLING);
2440 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2441 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2443 if(!self.idlekick_lasttimeleft)
2444 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2448 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2452 else if(timeleft <= 10)
2454 if(timeleft != self.idlekick_lasttimeleft)
2455 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2456 self.idlekick_lasttimeleft = timeleft;
2463 //CheckPlayerJump();
2465 if(IS_PLAYER(self)) {
2467 CheckRules_Player();
2470 ImpulseCommands(self);
2471 if (intermission_running)
2472 return; // intermission or finale
2478 for(i = 0; i < 1000; ++i)
2481 end = self.origin + '0 0 1024' + 512 * randomvec();
2482 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2483 if(trace_fraction < 1)
2484 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2486 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2492 if(self.waypointsprite_attachedforcarrier)
2493 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2497 CSQCMODEL_AUTOUPDATE(self);