1 #include "waypointsprites.qh"
3 #include "cl_impulse.qh"
4 #include "cl_player.qh"
8 #include "miscfunctions.qh"
10 #include "teamplay.qh"
11 #include "playerdemo.qh"
15 #include "bot/navigation.qh"
17 #include "weapons/hitplot.qh"
18 #include "weapons/weaponsystem.qh"
20 #include "../common/net_notice.qh"
22 #include "../common/minigames/sv_minigames.qh"
24 #include "../common/monsters/sv_monsters.qh"
26 #include "../warpzonelib/server.qh"
30 void send_CSQC_teamnagger() {
31 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
32 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
35 float ClientData_Send(entity to, int sf)
52 sf |= 1; // forced scoreboard
53 if(to.spectatee_status)
54 sf |= 2; // spectator ent number follows
57 if(e.porto_v_angle_held)
58 sf |= 8; // angles held
60 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
61 WriteByte(MSG_ENTITY, sf);
64 WriteByte(MSG_ENTITY, to.spectatee_status);
68 WriteAngle(MSG_ENTITY, e.v_angle.x);
69 WriteAngle(MSG_ENTITY, e.v_angle.y);
75 void ClientData_Attach()
77 Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
78 self.clientdata.drawonlytoclient = self;
79 self.clientdata.owner = self;
82 void ClientData_Detach()
84 remove(self.clientdata);
85 self.clientdata = world;
88 void ClientData_Touch(entity e)
90 e.clientdata.SendFlags = 1;
92 // make it spectatable
94 FOR_EACH_REALCLIENT(e2)
99 e2.clientdata.SendFlags = 1;
103 .string netname_previous;
105 void SetSpectator(entity player, entity spectatee);
112 Checks if the argument string can be a valid playermodel.
113 Returns a valid one in doubt.
116 string FallbackPlayerModel;
117 string CheckPlayerModel(string plyermodel) {
118 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
120 // note: we cannot summon Don Strunzone here, some player may
121 // still have the model string set. In case anyone manages how
122 // to change a cvar default, we'll have a small leak here.
123 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
125 // only in right path
126 if( substring(plyermodel,0,14) != "models/player/")
127 return FallbackPlayerModel;
128 // only good file extensions
129 if(substring(plyermodel,-4,4) != ".zym")
130 if(substring(plyermodel,-4,4) != ".dpm")
131 if(substring(plyermodel,-4,4) != ".iqm")
132 if(substring(plyermodel,-4,4) != ".md3")
133 if(substring(plyermodel,-4,4) != ".psk")
134 return FallbackPlayerModel;
135 // forbid the LOD models
136 if(substring(plyermodel, -9,5) == "_lod1")
137 return FallbackPlayerModel;
138 if(substring(plyermodel, -9,5) == "_lod2")
139 return FallbackPlayerModel;
140 if(plyermodel != strtolower(plyermodel))
141 return FallbackPlayerModel;
142 // also, restrict to server models
143 if(autocvar_sv_servermodelsonly)
145 if(!fexists(plyermodel))
146 return FallbackPlayerModel;
151 void setplayermodel(entity e, string modelname)
153 precache_model(modelname);
154 setmodel(e, modelname);
155 player_setupanimsformodel();
156 UpdatePlayerSounds();
163 putting a client as observer in the server
166 void FixPlayermodel();
167 void PutObserverInServer (void)
170 self.hud = HUD_NORMAL;
172 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
174 spot = SelectSpawnPoint (true);
176 error("No spawnpoints for observers?!?\n");
177 RemoveGrapplingHook(self); // Wazat's Grappling Hook
179 if(IS_REAL_CLIENT(self))
182 WriteByte(MSG_ONE, SVC_SETVIEW);
183 WriteEntity(MSG_ONE, self);
186 self.frags = FRAGS_SPECTATOR;
188 MUTATOR_CALLHOOK(MakePlayerObserver);
190 Portal_ClearAll(self);
197 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
202 vehicles_exit(VHEF_RELESE);
204 WaypointSprite_PlayerDead();
206 if (!g_ca) // don't reset teams when moving a ca player to the spectators
207 self.team = -1; // move this as it is needed to log the player spectating in eventlog
209 if(self.killcount != -666)
211 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
212 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
213 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
215 if(self.just_joined == false) {
216 LogTeamchange(self.playerid, -1, 4);
218 self.just_joined = false;
221 PlayerScore_Clear(self); // clear scores when needed
223 accuracy_resend(self);
225 self.spectatortime = time;
227 self.classname = "observer";
228 self.iscreature = false;
229 self.teleportable = TELEPORT_SIMPLE;
230 self.damagedbycontents = false;
232 self.takedamage = DAMAGE_NO;
233 self.solid = SOLID_NOT;
234 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
235 self.flags = FL_CLIENT | FL_NOTARGET;
236 self.armorvalue = 666;
238 self.armorvalue = autocvar_g_balance_armor_start;
239 self.pauserotarmor_finished = 0;
240 self.pauserothealth_finished = 0;
241 self.pauseregen_finished = 0;
242 self.damageforcescale = 0;
244 self.respawn_flags = 0;
245 self.respawn_time = 0;
246 self.stat_respawn_time = 0;
251 self.pain_finished = 0;
252 self.strength_finished = 0;
253 self.invincible_finished = 0;
254 self.superweapons_finished = 0;
257 self.think = func_null;
260 self.deadflag = DEAD_NO;
261 self.angles = spot.angles;
263 self.fixangle = true;
265 self.revival_time = 0;
267 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
268 self.prevorigin = self.origin;
270 self.weapons = '0 0 0';
273 setmodel(self, "null");
274 self.drawonlytoclient = self;
276 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
277 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
280 self.weaponname = "";
281 self.switchingweapon = 0;
282 self.weaponmodel = "";
283 self.weaponentity = world;
284 self.exteriorweaponentity = world;
285 self.killcount = -666;
286 self.velocity = '0 0 0';
287 self.avelocity = '0 0 0';
288 self.punchangle = '0 0 0';
289 self.punchvector = '0 0 0';
290 self.oldvelocity = self.velocity;
291 self.fire_endtime = -1;
292 self.event_damage = func_null;
295 .float model_randomizer;
296 void FixPlayermodel()
299 float defaultskin, chmdl, oldskin, n, i;
306 if(autocvar_sv_defaultcharacter == 1)
311 s = Static_Team_ColorName_Lower(self.team);
314 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
315 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
319 if(defaultmodel == "")
321 defaultmodel = autocvar_sv_defaultplayermodel;
322 defaultskin = autocvar_sv_defaultplayerskin;
325 n = tokenize_console(defaultmodel);
328 defaultmodel = argv(floor(n * self.model_randomizer));
329 // However, do NOT randomize if the player-selected model is in the list.
330 for (i = 0; i < n; ++i)
331 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
332 defaultmodel = argv(i);
335 i = strstrofs(defaultmodel, ":", 0);
338 defaultskin = stof(substring(defaultmodel, i+1, -1));
339 defaultmodel = substring(defaultmodel, 0, i);
343 if(defaultmodel != "")
345 if (defaultmodel != self.model)
349 setplayermodel (self, defaultmodel);
350 setsize (self, m1, m2);
355 self.skin = defaultskin;
357 if (self.playermodel != self.model || self.playermodel == "")
359 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
362 setplayermodel (self, self.playermodel);
363 setsize (self, m1, m2);
368 self.skin = stof(self.playerskin);
371 if(chmdl || oldskin != self.skin) // model or skin has changed
373 self.species = player_getspecies(); // update species
374 UpdatePlayerSounds(); // update skin sounds
378 if(strlen(autocvar_sv_defaultplayercolors))
379 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
380 setcolor(self, stof(autocvar_sv_defaultplayercolors));
387 Called when a client spawns in the server
390 void PutClientInServer (void)
392 if(IS_BOT_CLIENT(self))
393 self.classname = "player";
394 else if(IS_REAL_CLIENT(self))
397 WriteByte(MSG_ONE, SVC_SETVIEW);
398 WriteEntity(MSG_ONE, self);
401 SetSpectator(self, world);
406 MUTATOR_CALLHOOK(PutClientInServer);
409 self.classname = "observer";
413 entity spot, oldself;
416 accuracy_resend(self);
419 JoinBestTeam(self, false, true);
421 spot = SelectSpawnPoint (false);
424 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
425 return; // spawn failed
428 RemoveGrapplingHook(self); // Wazat's Grappling Hook
431 vehicles_exit(VHEF_RELESE);
433 self.classname = "player";
434 self.wasplayer = true;
435 self.iscreature = true;
436 self.teleportable = TELEPORT_NORMAL;
437 self.damagedbycontents = true;
438 self.movetype = MOVETYPE_WALK;
439 self.solid = SOLID_SLIDEBOX;
440 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
441 if(autocvar_g_playerclip_collisions)
442 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
443 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
444 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
445 self.frags = FRAGS_PLAYER;
446 if(INDEPENDENT_PLAYERS)
447 MAKE_INDEPENDENT_PLAYER(self);
448 self.flags = FL_CLIENT;
449 if(autocvar__notarget)
450 self.flags |= FL_NOTARGET;
451 self.takedamage = DAMAGE_AIM;
453 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
454 self.air_finished = time + 12;
456 if(WEP_CVAR(vortex, charge))
458 if(WEP_CVAR_SEC(vortex, chargepool))
459 self.vortex_chargepool_ammo = 1;
460 self.vortex_charge = WEP_CVAR(vortex, charge_start);
465 self.ammo_shells = warmup_start_ammo_shells;
466 self.ammo_nails = warmup_start_ammo_nails;
467 self.ammo_rockets = warmup_start_ammo_rockets;
468 self.ammo_cells = warmup_start_ammo_cells;
469 self.ammo_plasma = warmup_start_ammo_plasma;
470 self.ammo_fuel = warmup_start_ammo_fuel;
471 self.health = warmup_start_health;
472 self.armorvalue = warmup_start_armorvalue;
473 self.weapons = WARMUP_START_WEAPONS;
477 self.ammo_shells = start_ammo_shells;
478 self.ammo_nails = start_ammo_nails;
479 self.ammo_rockets = start_ammo_rockets;
480 self.ammo_cells = start_ammo_cells;
481 self.ammo_plasma = start_ammo_plasma;
482 self.ammo_fuel = start_ammo_fuel;
483 self.health = start_health;
484 self.armorvalue = start_armorvalue;
485 self.weapons = start_weapons;
488 if(self.weapons & WEPSET_SUPERWEAPONS)
489 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
491 self.superweapons_finished = 0;
493 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
495 if(g_weaponarena_random_with_blaster)
496 self.weapons &= ~WEPSET_BLASTER;
497 W_RandomWeapons(self, g_weaponarena_random);
498 if(g_weaponarena_random_with_blaster)
499 self.weapons |= WEPSET_BLASTER;
502 self.items = start_items;
504 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
505 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
506 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
507 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
508 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
509 //extend the pause of rotting if client was reset at the beginning of the countdown
510 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
511 self.spawnshieldtime += game_starttime - time;
512 self.pauserotarmor_finished += game_starttime - time;
513 self.pauserothealth_finished += game_starttime - time;
514 self.pauseregen_finished += game_starttime - time;
516 self.damageforcescale = 2;
518 self.respawn_flags = 0;
519 self.respawn_time = 0;
520 self.stat_respawn_time = 0;
524 self.pain_finished = 0;
525 self.strength_finished = 0;
526 self.invincible_finished = 0;
528 // players have no think function
529 self.think = func_null;
533 self.ballistics_density = autocvar_g_ballistics_density_player;
537 self.deadflag = DEAD_NO;
539 self.angles = spot.angles;
541 self.angles_z = 0; // never spawn tilted even if the spot says to
542 if(IS_BOT_CLIENT(self))
543 self.v_angle = self.angles;
544 self.fixangle = true; // turn this way immediately
545 self.velocity = '0 0 0';
546 self.avelocity = '0 0 0';
547 self.punchangle = '0 0 0';
548 self.punchvector = '0 0 0';
549 self.oldvelocity = self.velocity;
550 self.fire_endtime = -1;
551 self.revival_time = 0;
553 entity spawnevent = spawn();
554 spawnevent.owner = self;
555 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
557 // Cut off any still running player sounds.
558 stopsound(self, CH_PLAYER_SINGLE);
562 self.drawonlytoclient = world;
565 self.view_ofs = PL_VIEW_OFS;
566 setsize (self, PL_MIN, PL_MAX);
567 self.spawnorigin = spot.origin;
568 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
569 // don't reset back to last position, even if new position is stuck in solid
570 self.oldorigin = self.origin;
571 self.prevorigin = self.origin;
572 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
573 self.lastteleporttime = time; // prevent insane speeds due to changing origin
574 self.hud = HUD_NORMAL;
576 self.event_damage = PlayerDamage;
578 self.bot_attack = true;
579 self.monster_attack = true;
581 self.spider_slowness = 0;
583 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
585 if(self.killcount == -666) {
586 PlayerScore_Clear(self);
590 CL_SpawnWeaponentity();
591 self.alpha = default_player_alpha;
592 self.colormod = '1 1 1' * autocvar_g_player_brightness;
593 self.exteriorweaponentity.alpha = default_weapon_alpha;
595 self.speedrunning = false;
597 //stuffcmd(self, "chase_active 0");
598 //stuffcmd(self, "set viewsize $tmpviewsize \n");
600 target_voicescript_clear(self);
602 // reset fields the weapons may use
603 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
605 WEP_ACTION(j, WR_RESETPLAYER);
607 // all weapons must be fully loaded when we spawn
608 entity e = get_weaponinfo(j);
609 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
610 self.(weapon_load[j]) = e.reloading_ammo;
618 self.target = string_null;
627 MUTATOR_CALLHOOK(PlayerSpawn);
629 if(autocvar_spawn_debug)
631 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
632 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
635 self.switchweapon = w_getbestweapon(self);
636 self.cnt = -1; // W_LastWeapon will not complain
638 self.weaponname = "";
639 self.switchingweapon = 0;
643 self.alivetime = time;
647 else if(IS_OBSERVER(self))
649 PutObserverInServer ();
653 .float ebouncefactor, ebouncestop; // electro's values
654 // TODO do we need all these fields, or should we stop autodetecting runtime
655 // changes and just have a console command to update this?
656 float ClientInit_SendEntity(entity to, float sf)
658 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
659 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
660 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
661 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
662 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
663 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
664 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
665 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
666 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
667 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
669 if(sv_foginterval && world.fog != "")
670 WriteString(MSG_ENTITY, world.fog);
672 WriteString(MSG_ENTITY, "");
673 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
674 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
675 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
676 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
677 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
678 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
679 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
680 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
681 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
682 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
683 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
684 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
688 void ClientInit_CheckUpdate()
690 self.nextthink = time;
691 if(self.count != autocvar_g_balance_armor_blockpercent)
693 self.count = autocvar_g_balance_armor_blockpercent;
696 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
698 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
701 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
703 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
706 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
708 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
711 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
713 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
718 void ClientInit_Spawn()
723 e.classname = "clientinit";
724 e.think = ClientInit_CheckUpdate;
725 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
729 ClientInit_CheckUpdate();
738 void SetNewParms (void)
740 // initialize parms for a new player
741 parm1 = -(86400 * 366);
749 void SetChangeParms (void)
751 // save parms for level change
752 parm1 = self.parm_idlesince - time;
760 void DecodeLevelParms (void)
763 self.parm_idlesince = parm1;
764 if(self.parm_idlesince == -(86400 * 366))
765 self.parm_idlesince = time;
767 // whatever happens, allow 60 seconds of idling directly after connect for map loading
768 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
775 Called when a client types 'kill' in the console
779 .float clientkill_nexttime;
780 void ClientKill_Now_TeamChange()
782 if(self.killindicator_teamchange == -1)
784 JoinBestTeam( self, false, true );
786 else if(self.killindicator_teamchange == -2)
789 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
790 PutObserverInServer();
793 SV_ChangeTeam(self.killindicator_teamchange - 1);
794 self.killindicator_teamchange = 0;
797 void ClientKill_Now()
801 vehicles_exit(VHEF_RELESE);
802 if(!self.killindicator_teamchange)
804 self.vehicle_health = -1;
805 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
809 if(self.killindicator && !wasfreed(self.killindicator))
810 remove(self.killindicator);
812 self.killindicator = world;
814 if(self.killindicator_teamchange)
815 ClientKill_Now_TeamChange();
818 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
820 // now I am sure the player IS dead
822 void KillIndicator_Think()
826 self.owner.killindicator = world;
831 if (self.owner.alpha < 0 && !self.owner.vehicle)
833 self.owner.killindicator = world;
841 ClientKill_Now(); // no oldself needed
844 else if(g_cts && self.health == 1) // health == 1 means that it's silent
846 self.nextthink = time + 1;
852 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
853 if(IS_REAL_CLIENT(self.owner))
856 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
858 self.nextthink = time + 1;
863 float clientkilltime;
864 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
873 killtime = autocvar_g_balance_kill_delay;
875 if(g_race_qualifying || g_cts)
878 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
880 remove(self.killindicator);
881 self.killindicator = world;
883 ClientKill_Now(); // allow instant kill in this case
887 self.killindicator_teamchange = targetteam;
889 if(!self.killindicator)
891 if(self.deadflag == DEAD_NO)
893 killtime = max(killtime, self.clientkill_nexttime - time);
894 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
897 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
903 starttime = max(time, clientkilltime);
905 self.killindicator = spawn();
906 self.killindicator.owner = self;
907 self.killindicator.scale = 0.5;
908 setattachment(self.killindicator, self, "");
909 setorigin(self.killindicator, '0 0 52');
910 self.killindicator.think = KillIndicator_Think;
911 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
912 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
913 self.killindicator.cnt = ceil(killtime);
914 self.killindicator.count = bound(0, ceil(killtime), 10);
915 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
917 for(e = world; (e = find(e, classname, "body")) != world; )
921 e.killindicator = spawn();
922 e.killindicator.owner = e;
923 e.killindicator.scale = 0.5;
924 setattachment(e.killindicator, e, "");
925 setorigin(e.killindicator, '0 0 52');
926 e.killindicator.think = KillIndicator_Think;
927 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
928 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
929 e.killindicator.cnt = ceil(killtime);
934 if(self.killindicator)
936 if(targetteam == 0) // just die
938 self.killindicator.colormod = '0 0 0';
939 if(IS_REAL_CLIENT(self))
940 if(self.killindicator.cnt > 0)
941 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
943 else if(targetteam == -1) // auto
945 self.killindicator.colormod = '0 1 0';
946 if(IS_REAL_CLIENT(self))
947 if(self.killindicator.cnt > 0)
948 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
950 else if(targetteam == -2) // spectate
952 self.killindicator.colormod = '0.5 0.5 0.5';
953 if(IS_REAL_CLIENT(self))
954 if(self.killindicator.cnt > 0)
955 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
959 self.killindicator.colormod = Team_ColorRGB(targetteam);
960 if(IS_REAL_CLIENT(self))
961 if(self.killindicator.cnt > 0)
962 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
968 void ClientKill (void)
971 if(self.player_blocked) return;
972 if(self.frozen) return;
974 ClientKill_TeamChange(0);
977 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
979 e.killindicator = spawn();
980 e.killindicator.owner = e;
981 e.killindicator.think = KillIndicator_Think;
982 e.killindicator.nextthink = time + (e.lip) * 0.05;
983 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
984 e.killindicator.health = 1; // this is used to indicate that it should be silent
988 void FixClientCvars(entity e)
990 // send prediction settings to the client
991 stuffcmd(e, "\nin_bindmap 0 0\n");
993 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
994 if(autocvar_g_antilag == 3) // client side hitscan
995 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
996 if(autocvar_sv_gentle)
997 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1000 float PlayerInIDList(entity p, string idlist)
1005 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1009 // this function allows abbreviated player IDs too!
1010 n = tokenize_console(idlist);
1011 for(i = 0; i < n; ++i)
1014 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1021 #ifdef DP_EXT_PRECONNECT
1026 Called once (not at each match start) when a client begins a connection to the server
1029 void ClientPreConnect (void)
1031 if(autocvar_sv_eventlog)
1033 GameLogEcho(sprintf(":connect:%d:%d:%s",
1035 num_for_edict(self),
1036 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1046 Called when a client connects to the server
1049 void DecodeLevelParms (void);
1050 //void dom_player_join_team(entity pl);
1051 void set_dom_state(entity e);
1052 void ClientConnect (void)
1058 print("Warning: ClientConnect, but already connected!\n");
1062 if(Ban_MaybeEnforceBanOnce(self))
1068 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1071 self.classname = "player_joining";
1073 self.flags = FL_CLIENT;
1074 self.version_nagtime = time + 10 + random() * 10;
1078 dprint("BUG player count is lower than zero, this cannot happen!\n");
1082 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1084 PlayerScore_Attach(self);
1085 ClientData_Attach();
1086 accuracy_init(self);
1088 bot_clientconnect();
1094 // identify the right forced team
1095 if(autocvar_g_campaign)
1097 if(IS_REAL_CLIENT(self)) // only players, not bots
1099 switch(autocvar_g_campaign_forceteam)
1101 case 1: self.team_forced = NUM_TEAM_1; break;
1102 case 2: self.team_forced = NUM_TEAM_2; break;
1103 case 3: self.team_forced = NUM_TEAM_3; break;
1104 case 4: self.team_forced = NUM_TEAM_4; break;
1105 default: self.team_forced = 0;
1109 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1110 self.team_forced = NUM_TEAM_1;
1111 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1112 self.team_forced = NUM_TEAM_2;
1113 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1114 self.team_forced = NUM_TEAM_3;
1115 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1116 self.team_forced = NUM_TEAM_4;
1117 else if(autocvar_g_forced_team_otherwise == "red")
1118 self.team_forced = NUM_TEAM_1;
1119 else if(autocvar_g_forced_team_otherwise == "blue")
1120 self.team_forced = NUM_TEAM_2;
1121 else if(autocvar_g_forced_team_otherwise == "yellow")
1122 self.team_forced = NUM_TEAM_3;
1123 else if(autocvar_g_forced_team_otherwise == "pink")
1124 self.team_forced = NUM_TEAM_4;
1125 else if(autocvar_g_forced_team_otherwise == "spectate")
1126 self.team_forced = -1;
1127 else if(autocvar_g_forced_team_otherwise == "spectator")
1128 self.team_forced = -1;
1130 self.team_forced = 0;
1133 if(self.team_forced > 0)
1134 self.team_forced = 0;
1136 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1138 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1139 self.classname = "observer";
1143 if(autocvar_g_balance_teams)
1145 self.classname = "player";
1146 campaign_bots_may_start = 1;
1150 self.classname = "observer"; // do it anyway
1155 self.classname = "player";
1156 campaign_bots_may_start = 1;
1160 self.playerid = (playerid_last = playerid_last + 1);
1162 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1164 if(IS_BOT_CLIENT(self))
1165 PlayerStats_GameReport_AddPlayer(self);
1167 if(autocvar_sv_eventlog)
1168 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1170 LogTeamchange(self.playerid, self.team, 1);
1172 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1174 self.netname_previous = strzone(self.netname);
1176 if(IS_PLAYER(self) && teamplay)
1177 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1179 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1181 stuffcmd(self, strcat(clientstuff, "\n"));
1182 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1184 FixClientCvars(self);
1186 // spawnfunc_waypoint sprites
1187 WaypointSprite_InitClient(self);
1189 // Wazat's grappling hook
1190 SetGrappleHookBindings();
1193 stuffcmd(self, "alias +jetpack +button10\n");
1194 stuffcmd(self, "alias -jetpack -button10\n");
1196 // get version info from player
1197 stuffcmd(self, "cmd clientversion $gameversion\n");
1199 // get other cvars from player
1202 // notify about available teams
1205 CheckAllowedTeams(self);
1206 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1207 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1210 stuffcmd(self, "set _teams_available 0\n");
1214 bot_relinkplayerlist();
1216 self.spectatortime = time;
1219 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1222 self.jointime = time;
1223 self.allowed_timeouts = autocvar_sv_timeout_number;
1225 if(IS_REAL_CLIENT(self))
1227 if(!autocvar_g_campaign)
1229 self.motd_actived_time = -1;
1230 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1233 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1234 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1237 if(!sv_foginterval && world.fog != "")
1238 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1240 W_HitPlotOpen(self);
1242 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
1243 send_CSQC_teamnagger();
1247 CSQCMODEL_AUTOINIT();
1249 self.model_randomizer = random();
1251 if(IS_REAL_CLIENT(self))
1254 MUTATOR_CALLHOOK(ClientConnect);
1260 Called when a client disconnects from the server
1263 .entity chatbubbleentity;
1265 void ClientDisconnect (void)
1268 vehicles_exit(VHEF_RELESE);
1270 if (!IS_CLIENT(self))
1272 print("Warning: ClientDisconnect without ClientConnect\n");
1276 PlayerStats_GameReport_FinalizePlayer(self);
1278 if ( self.active_minigame )
1279 part_minigame(self);
1281 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1283 CheatShutdownClient();
1285 W_HitPlotClose(self);
1288 anticheat_shutdown();
1290 playerdemo_shutdown();
1292 bot_clientdisconnect();
1297 if(autocvar_sv_eventlog)
1298 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1300 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1302 MUTATOR_CALLHOOK(ClientDisconnect);
1304 Portal_ClearAll(self);
1308 RemoveGrapplingHook(self);
1310 // Here, everything has been done that requires this player to be a client.
1312 self.flags &= ~FL_CLIENT;
1314 if (self.chatbubbleentity)
1315 remove (self.chatbubbleentity);
1317 if (self.killindicator)
1318 remove (self.killindicator);
1320 WaypointSprite_PlayerGone();
1322 bot_relinkplayerlist();
1324 accuracy_free(self);
1325 ClientData_Detach();
1326 PlayerScore_Detach(self);
1328 if(self.netname_previous)
1329 strunzone(self.netname_previous);
1330 if(self.clientstatus)
1331 strunzone(self.clientstatus);
1332 if(self.weaponorder_byimpulse)
1333 strunzone(self.weaponorder_byimpulse);
1335 ClearPlayerSounds();
1338 remove(self.personal);
1348 float ChatBubbleCustomize()
1350 entity e = WaypointSprite_getviewentity(other), own = self.owner;
1352 if(!own.deadflag && IS_PLAYER(own))
1354 if(own.BUTTON_CHAT) { self.skin = 0; return true; }
1355 if(own.active_minigame) { self.skin = 1; return true; }
1356 if(SAME_TEAM(own, e) && e != own) { self.skin = 2; return true; }
1362 void ChatBubbleThink()
1364 self.nextthink = time;
1365 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1367 if(self.owner) // but why can that ever be world?
1368 self.owner.chatbubbleentity = world;
1374 void UpdateChatBubble()
1378 // spawn a chatbubble entity if needed
1379 if (!self.chatbubbleentity)
1381 self.chatbubbleentity = spawn();
1382 self.chatbubbleentity.owner = self;
1383 self.chatbubbleentity.exteriormodeltoclient = self;
1384 self.chatbubbleentity.alpha = 1;
1385 self.chatbubbleentity.customizeentityforclient = ChatBubbleCustomize;
1386 self.chatbubbleentity.think = ChatBubbleThink;
1387 self.chatbubbleentity.nextthink = time;
1388 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1389 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1390 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs.z * '0 0 1');
1391 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1392 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1393 //self.chatbubbleentity.model = "";
1394 self.chatbubbleentity.effects = EF_LOWPRECISION;
1399 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1400 // added to the model skins
1401 /*void UpdateColorModHack()
1404 c = self.clientcolors & 15;
1405 // LordHavoc: only bothering to support white, green, red, yellow, blue
1406 if (!teamplay) self.colormod = '0 0 0';
1407 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1408 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1409 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1410 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1411 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1412 else self.colormod = '1 1 1';
1417 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1419 self.solid = SOLID_NOT;
1420 self.takedamage = DAMAGE_NO;
1421 self.movetype = MOVETYPE_FLY;
1422 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1423 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1424 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1425 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1426 if(autocvar_g_respawn_ghosts_maxtime)
1427 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1432 self.effects |= EF_NODRAW; // prevent another CopyBody
1433 PutClientInServer();
1436 void play_countdown(float finished, string samp)
1438 if(IS_REAL_CLIENT(self))
1439 if(floor(finished - time - frametime) != floor(finished - time))
1440 if(finished - time < 6)
1441 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1444 void player_powerups (void)
1446 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1447 olditems = self.items;
1449 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1450 self.modelflags |= MF_ROCKET;
1452 self.modelflags &= ~MF_ROCKET;
1454 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1456 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1459 Fire_ApplyDamage(self);
1460 Fire_ApplyEffect(self);
1464 if (self.items & IT_STRENGTH)
1466 play_countdown(self.strength_finished, "misc/poweroff.wav");
1467 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1468 if (time > self.strength_finished)
1470 self.items = self.items - (self.items & IT_STRENGTH);
1471 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1472 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1477 if (time < self.strength_finished)
1479 self.items = self.items | IT_STRENGTH;
1480 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1481 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1484 if (self.items & IT_INVINCIBLE)
1486 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1487 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1488 if (time > self.invincible_finished)
1490 self.items = self.items - (self.items & IT_INVINCIBLE);
1491 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1492 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1497 if (time < self.invincible_finished)
1499 self.items = self.items | IT_INVINCIBLE;
1500 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1501 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1504 if (self.items & IT_SUPERWEAPON)
1506 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1508 self.superweapons_finished = 0;
1509 self.items = self.items - (self.items & IT_SUPERWEAPON);
1510 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1511 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1513 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1515 // don't let them run out
1519 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1520 if (time > self.superweapons_finished)
1522 self.items = self.items - (self.items & IT_SUPERWEAPON);
1523 self.weapons &= ~WEPSET_SUPERWEAPONS;
1524 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1525 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1529 else if(self.weapons & WEPSET_SUPERWEAPONS)
1531 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1533 self.items = self.items | IT_SUPERWEAPON;
1534 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1535 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1539 self.superweapons_finished = 0;
1540 self.weapons &= ~WEPSET_SUPERWEAPONS;
1545 self.superweapons_finished = 0;
1549 if(autocvar_g_nodepthtestplayers)
1550 self.effects = self.effects | EF_NODEPTHTEST;
1552 if(autocvar_g_fullbrightplayers)
1553 self.effects = self.effects | EF_FULLBRIGHT;
1555 if (time >= game_starttime)
1556 if (time < self.spawnshieldtime)
1557 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1559 MUTATOR_CALLHOOK(PlayerPowerups);
1562 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1564 if(current > stable)
1566 else if(current > stable - 0.25) // when close enough, "snap"
1569 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1572 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1574 if(current < stable)
1576 else if(current < stable + 0.25) // when close enough, "snap"
1579 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1582 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1584 if(current > rotstable)
1586 if(rotframetime > 0)
1588 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1589 current = max(rotstable, current - rotlinear * rotframetime);
1592 else if(current < regenstable)
1594 if(regenframetime > 0)
1596 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1597 current = min(regenstable, current + regenlinear * regenframetime);
1607 void player_regen (void)
1609 float max_mod, regen_mod, rot_mod, limit_mod;
1610 max_mod = regen_mod = rot_mod = limit_mod = 1;
1611 regen_mod_max = max_mod;
1612 regen_mod_regen = regen_mod;
1613 regen_mod_rot = rot_mod;
1614 regen_mod_limit = limit_mod;
1615 if(!MUTATOR_CALLHOOK(PlayerRegen))
1618 float minh, mina, maxh, maxa, limith, limita;
1619 maxh = autocvar_g_balance_health_rotstable;
1620 maxa = autocvar_g_balance_armor_rotstable;
1621 minh = autocvar_g_balance_health_regenstable;
1622 mina = autocvar_g_balance_armor_regenstable;
1623 limith = autocvar_g_balance_health_limit;
1624 limita = autocvar_g_balance_armor_limit;
1626 max_mod = regen_mod_max;
1627 regen_mod = regen_mod_regen;
1628 rot_mod = regen_mod_rot;
1629 limit_mod = regen_mod_limit;
1631 maxh = maxh * max_mod;
1632 minh = minh * max_mod;
1633 limith = limith * limit_mod;
1634 limita = limita * limit_mod;
1636 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);
1637 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);
1640 // if player rotted to death... die!
1641 // check this outside above checks, as player may still be able to rot to death
1643 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1645 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1647 float minf, maxf, limitf;
1649 maxf = autocvar_g_balance_fuel_rotstable;
1650 minf = autocvar_g_balance_fuel_regenstable;
1651 limitf = autocvar_g_balance_fuel_limit;
1653 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);
1657 float zoomstate_set;
1658 void SetZoomState(float z)
1660 if(z != self.zoomstate)
1663 ClientData_Touch(self);
1668 void GetPressedKeys(void) {
1669 MUTATOR_CALLHOOK(GetPressedKeys);
1670 if (self.movement.x > 0) // get if movement keys are pressed
1671 { // forward key pressed
1672 self.pressedkeys |= KEY_FORWARD;
1673 self.pressedkeys &= ~KEY_BACKWARD;
1675 else if (self.movement.x < 0)
1676 { // backward key pressed
1677 self.pressedkeys |= KEY_BACKWARD;
1678 self.pressedkeys &= ~KEY_FORWARD;
1682 self.pressedkeys &= ~KEY_FORWARD;
1683 self.pressedkeys &= ~KEY_BACKWARD;
1686 if (self.movement.y > 0)
1687 { // right key pressed
1688 self.pressedkeys |= KEY_RIGHT;
1689 self.pressedkeys &= ~KEY_LEFT;
1691 else if (self.movement.y < 0)
1692 { // left key pressed
1693 self.pressedkeys |= KEY_LEFT;
1694 self.pressedkeys &= ~KEY_RIGHT;
1698 self.pressedkeys &= ~KEY_RIGHT;
1699 self.pressedkeys &= ~KEY_LEFT;
1702 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1703 self.pressedkeys |= KEY_JUMP;
1705 self.pressedkeys &= ~KEY_JUMP;
1706 if (self.BUTTON_CROUCH)
1707 self.pressedkeys |= KEY_CROUCH;
1709 self.pressedkeys &= ~KEY_CROUCH;
1711 if (self.BUTTON_ATCK)
1712 self.pressedkeys |= KEY_ATCK;
1714 self.pressedkeys &= ~KEY_ATCK;
1715 if (self.BUTTON_ATCK2)
1716 self.pressedkeys |= KEY_ATCK2;
1718 self.pressedkeys &= ~KEY_ATCK2;
1722 ======================
1723 spectate mode routines
1724 ======================
1727 void SpectateCopy(entity spectatee) {
1729 MUTATOR_CALLHOOK(SpectateCopy);
1730 self.armortype = spectatee.armortype;
1731 self.armorvalue = spectatee.armorvalue;
1732 self.ammo_cells = spectatee.ammo_cells;
1733 self.ammo_plasma = spectatee.ammo_plasma;
1734 self.ammo_shells = spectatee.ammo_shells;
1735 self.ammo_nails = spectatee.ammo_nails;
1736 self.ammo_rockets = spectatee.ammo_rockets;
1737 self.ammo_fuel = spectatee.ammo_fuel;
1738 self.clip_load = spectatee.clip_load;
1739 self.clip_size = spectatee.clip_size;
1740 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1741 self.health = spectatee.health;
1743 self.items = spectatee.items;
1744 self.last_pickup = spectatee.last_pickup;
1745 self.hit_time = spectatee.hit_time;
1746 self.metertime = spectatee.metertime;
1747 self.strength_finished = spectatee.strength_finished;
1748 self.invincible_finished = spectatee.invincible_finished;
1749 self.pressedkeys = spectatee.pressedkeys;
1750 self.weapons = spectatee.weapons;
1751 self.switchweapon = spectatee.switchweapon;
1752 self.switchingweapon = spectatee.switchingweapon;
1753 self.weapon = spectatee.weapon;
1754 self.vortex_charge = spectatee.vortex_charge;
1755 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1756 self.hagar_load = spectatee.hagar_load;
1757 self.arc_heat_percent = spectatee.arc_heat_percent;
1758 self.minelayer_mines = spectatee.minelayer_mines;
1759 self.punchangle = spectatee.punchangle;
1760 self.view_ofs = spectatee.view_ofs;
1761 self.velocity = spectatee.velocity;
1762 self.dmg_take = spectatee.dmg_take;
1763 self.dmg_save = spectatee.dmg_save;
1764 self.dmg_inflictor = spectatee.dmg_inflictor;
1765 self.v_angle = spectatee.v_angle;
1766 self.angles = spectatee.v_angle;
1767 self.frozen = spectatee.frozen;
1768 self.revive_progress = spectatee.revive_progress;
1769 if(!self.BUTTON_USE)
1770 self.fixangle = true;
1771 setorigin(self, spectatee.origin);
1772 setsize(self, spectatee.mins, spectatee.maxs);
1773 SetZoomState(spectatee.zoomstate);
1775 anticheat_spectatecopy(spectatee);
1776 self.hud = spectatee.hud;
1777 if(spectatee.vehicle)
1779 self.fixangle = false;
1780 //self.velocity = spectatee.vehicle.velocity;
1781 self.vehicle_health = spectatee.vehicle_health;
1782 self.vehicle_shield = spectatee.vehicle_shield;
1783 self.vehicle_energy = spectatee.vehicle_energy;
1784 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1785 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1786 self.vehicle_reload1 = spectatee.vehicle_reload1;
1787 self.vehicle_reload2 = spectatee.vehicle_reload2;
1791 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1792 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1793 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1794 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1796 //WriteByte (MSG_ONE, SVC_SETVIEW);
1797 // WriteEntity(MSG_ONE, self);
1798 //makevectors(spectatee.v_angle);
1799 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1803 float SpectateUpdate()
1808 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1810 SetSpectator(self, world);
1814 SpectateCopy(self.enemy);
1821 if(self.enemy.classname != "player")
1823 /*if(self.enemy.vehicle)
1827 WriteByte(MSG_ONE, SVC_SETVIEW);
1828 WriteEntity(MSG_ONE, self.enemy);
1829 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1831 self.movetype = MOVETYPE_NONE;
1832 accuracy_resend(self);
1837 WriteByte(MSG_ONE, SVC_SETVIEW);
1838 WriteEntity(MSG_ONE, self.enemy);
1839 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1840 self.movetype = MOVETYPE_NONE;
1841 accuracy_resend(self);
1843 if(!SpectateUpdate())
1844 PutObserverInServer();
1849 void SetSpectator(entity player, entity spectatee)
1851 entity old_spectatee = player.enemy;
1853 player.enemy = spectatee;
1856 // these are required to fix the spectator bug with arc
1857 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1858 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1861 float Spectate(entity pl)
1863 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1864 if(pl.team != self.team)
1867 SetSpectator(self, pl);
1868 return SpectateSet();
1871 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1872 entity CA_SpectateNext(entity start) {
1873 if (start.team == self.team) {
1878 // continue from current player
1879 while(other && other.team != self.team) {
1880 other = find(other, classname, "player");
1884 // restart from begining
1885 other = find(other, classname, "player");
1886 while(other && other.team != self.team) {
1887 other = find(other, classname, "player");
1894 float SpectateNext()
1896 other = find(self.enemy, classname, "player");
1898 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1899 // CA and ca players when spectating enemies is forbidden
1900 other = CA_SpectateNext(other);
1902 // other modes and ca spectators or spectating enemies is allowed
1904 other = find(other, classname, "player");
1907 if(other) { SetSpectator(self, other); }
1909 return SpectateSet();
1912 float SpectatePrev()
1914 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1915 other = findchain(classname, "player");
1916 if (!other) // no player
1919 entity first = other;
1920 // skip players until current spectated player
1922 while(other && other != self.enemy)
1923 other = other.chain;
1925 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1927 do { other = other.chain; }
1928 while(other && other.team != self.team);
1933 while(other.team != self.team)
1934 other = other.chain;
1935 if(other == self.enemy)
1942 other = other.chain;
1946 SetSpectator(self, other);
1947 return SpectateSet();
1952 ShowRespawnCountdown()
1954 Update a respawn countdown display.
1957 void ShowRespawnCountdown()
1960 if(self.deadflag == DEAD_NO) // just respawned?
1964 number = ceil(self.respawn_time - time);
1967 if(number <= self.respawn_countdown)
1969 self.respawn_countdown = number - 1;
1970 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
1971 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1976 void LeaveSpectatorMode()
1980 if(nJoinAllowed(self))
1982 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1984 self.classname = "player";
1985 nades_RemoveBonus(self);
1987 if(autocvar_g_campaign || autocvar_g_balance_teams)
1988 { JoinBestTeam(self, false, true); }
1990 if(autocvar_g_campaign)
1991 { campaign_bots_may_start = 1; }
1993 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1995 PutClientInServer();
1997 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
2000 stuffcmd(self, "menu_showteamselect\n");
2004 // Player may not join because g_maxplayers is set
2005 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
2010 * Determines whether the player is allowed to join. This depends on cvar
2011 * g_maxplayers, if it isn't used this function always return true, otherwise
2012 * it checks whether the number of currently playing players exceeds g_maxplayers.
2013 * @return int number of free slots for players, 0 if none
2015 float nJoinAllowed(entity ignore) {
2017 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2018 // so report 0 free slots if restricted
2020 if(autocvar_g_forced_team_otherwise == "spectate")
2022 if(autocvar_g_forced_team_otherwise == "spectator")
2026 if(self.team_forced < 0)
2027 return 0; // forced spectators can never join
2029 // TODO simplify this
2031 float totalClients = 0;
2036 if (!autocvar_g_maxplayers)
2037 return maxclients - totalClients;
2039 float currentlyPlaying = 0;
2040 FOR_EACH_REALCLIENT(e)
2041 if(IS_PLAYER(e) || e.caplayer)
2042 currentlyPlaying += 1;
2044 if(currentlyPlaying < autocvar_g_maxplayers)
2045 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2051 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2052 * g_maxplayers_spectator_blocktime seconds
2054 void checkSpectatorBlock() {
2055 if(IS_SPEC(self) || IS_OBSERVER(self))
2057 if(IS_REAL_CLIENT(self))
2059 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2060 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2066 void PrintWelcomeMessage()
2068 if(self.motd_actived_time == 0)
2070 if (autocvar_g_campaign) {
2071 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2072 self.motd_actived_time = time;
2073 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2076 if (self.BUTTON_INFO) {
2077 self.motd_actived_time = time;
2078 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2082 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2084 if (autocvar_g_campaign) {
2085 if (self.BUTTON_INFO)
2086 self.motd_actived_time = time;
2087 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2088 self.motd_actived_time = 0;
2089 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2092 if (self.BUTTON_INFO)
2093 self.motd_actived_time = time;
2094 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2095 self.motd_actived_time = 0;
2096 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2100 else //if(self.motd_actived_time < 0) // just connected, motd is active
2102 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2103 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2104 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2106 // instanctly hide MOTD
2107 self.motd_actived_time = 0;
2108 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2113 void ObserverThink()
2117 MinigameImpulse(self.impulse);
2120 float prefered_movetype;
2121 if (self.flags & FL_JUMPRELEASED) {
2122 if (self.BUTTON_JUMP && !self.version_mismatch) {
2123 self.flags &= ~FL_JUMPRELEASED;
2124 self.flags |= FL_SPAWNING;
2125 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2126 self.flags &= ~FL_JUMPRELEASED;
2127 if(SpectateNext()) {
2128 self.classname = "spectator";
2131 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2132 if (self.movetype != prefered_movetype)
2133 self.movetype = prefered_movetype;
2136 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2137 self.flags |= FL_JUMPRELEASED;
2138 if(self.flags & FL_SPAWNING)
2140 self.flags &= ~FL_SPAWNING;
2141 LeaveSpectatorMode();
2148 void SpectatorThink()
2152 MinigameImpulse(self.impulse);
2155 if (self.flags & FL_JUMPRELEASED) {
2156 if (self.BUTTON_JUMP && !self.version_mismatch) {
2157 self.flags &= ~FL_JUMPRELEASED;
2158 self.flags |= FL_SPAWNING;
2159 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2160 self.flags &= ~FL_JUMPRELEASED;
2161 if(SpectateNext()) {
2162 self.classname = "spectator";
2164 self.classname = "observer";
2165 PutClientInServer();
2168 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2169 self.flags &= ~FL_JUMPRELEASED;
2170 if(SpectatePrev()) {
2171 self.classname = "spectator";
2173 self.classname = "observer";
2174 PutClientInServer();
2177 } else if (self.BUTTON_ATCK2) {
2178 self.flags &= ~FL_JUMPRELEASED;
2179 self.classname = "observer";
2180 PutClientInServer();
2182 if(!SpectateUpdate())
2183 PutObserverInServer();
2186 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2187 self.flags |= FL_JUMPRELEASED;
2188 if(self.flags & FL_SPAWNING)
2190 self.flags &= ~FL_SPAWNING;
2191 LeaveSpectatorMode();
2195 if(!SpectateUpdate())
2196 PutObserverInServer();
2199 self.flags |= FL_CLIENT | FL_NOTARGET;
2204 if (!IS_PLAYER(self))
2209 vehicles_exit(VHEF_NORMAL);
2213 // a use key was pressed; call handlers
2214 MUTATOR_CALLHOOK(PlayerUseKey);
2217 float isInvisibleString(string s)
2220 s = strdecolorize(s);
2221 for((i = 0), (n = strlen(s)); i < n; ++i)
2229 case 192: // charmap space
2230 if (!autocvar_utf8_enable)
2233 case 160: // space in unicode fonts
2234 case 0xE000 + 192: // utf8 charmap space
2235 if (autocvar_utf8_enable)
2248 Called every frame for each client before the physics are run
2251 .float usekeypressed;
2252 void() nexball_setstatus;
2254 void PlayerPreThink (void)
2256 WarpZone_PlayerPhysics_FixVAngle();
2258 self.stat_game_starttime = game_starttime;
2259 self.stat_round_starttime = round_starttime;
2260 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2261 self.stat_leadlimit = autocvar_leadlimit;
2265 // physics frames: update anticheat stuff
2266 anticheat_prethink();
2269 if(blockSpectators && frametime)
2270 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2271 checkSpectatorBlock();
2275 // Savage: Check for nameless players
2276 if (isInvisibleString(self.netname)) {
2277 string new_name = strzone(strcat("Player@", self.netaddress));
2278 if(autocvar_sv_eventlog)
2279 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2280 if(self.netname_previous)
2281 strunzone(self.netname_previous);
2282 self.netname_previous = strzone(new_name);
2283 self.netname = self.netname_previous;
2284 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2285 } else if(self.netname_previous != self.netname) {
2286 if(autocvar_sv_eventlog)
2287 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2288 if(self.netname_previous)
2289 strunzone(self.netname_previous);
2290 self.netname_previous = strzone(self.netname);
2294 if(self.version_nagtime)
2295 if(self.cvar_g_xonoticversion)
2296 if(time > self.version_nagtime)
2298 // don't notify git users
2299 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2301 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2303 // notify release users if connecting to git
2304 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");
2305 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2310 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2313 // give users new version
2314 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");
2315 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2319 // notify users about old server version
2320 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");
2321 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2325 self.version_nagtime = 0;
2329 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2331 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2332 self.max_armorvalue = 0;
2335 if(self.frozen == 2)
2337 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2338 self.health = max(1, self.revive_progress * start_health);
2339 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2341 if(self.revive_progress >= 1)
2344 else if(self.frozen == 3)
2346 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2347 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2352 vehicles_exit(VHEF_RELESE);
2353 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2355 else if ( self.revive_progress <= 0 )
2359 MUTATOR_CALLHOOK(PlayerPreThink);
2361 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2363 if(self.BUTTON_USE && !self.usekeypressed)
2365 self.usekeypressed = self.BUTTON_USE;
2368 if(IS_REAL_CLIENT(self))
2369 PrintWelcomeMessage();
2374 CheckRules_Player();
2376 if (intermission_running)
2378 IntermissionThink (); // otherwise a button could be missed between
2379 return; // the think tics
2382 //don't allow the player to turn around while game is paused!
2383 if(timeout_status == TIMEOUT_ACTIVE) {
2384 // FIXME turn this into CSQC stuff
2385 self.v_angle = self.lastV_angle;
2386 self.angles = self.lastV_angle;
2387 self.fixangle = true;
2392 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2394 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2395 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2396 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2398 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2400 self.weaponentity_glowmod_x = self.weaponentity_glowmod.x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2401 self.weaponentity_glowmod_y = self.weaponentity_glowmod.y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2402 self.weaponentity_glowmod_z = self.weaponentity_glowmod.z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2406 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2411 if (self.deadflag != DEAD_NO)
2413 if(self.personal && g_race_qualifying)
2415 if(time > self.respawn_time)
2417 self.respawn_time = time + 1; // only retry once a second
2418 self.stat_respawn_time = self.respawn_time;
2425 float button_pressed;
2428 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2430 if (self.deadflag == DEAD_DYING)
2432 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2433 self.deadflag = DEAD_RESPAWNING;
2434 else if(!button_pressed)
2435 self.deadflag = DEAD_DEAD;
2437 else if (self.deadflag == DEAD_DEAD)
2440 self.deadflag = DEAD_RESPAWNABLE;
2441 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2442 self.deadflag = DEAD_RESPAWNING;
2444 else if (self.deadflag == DEAD_RESPAWNABLE)
2447 self.deadflag = DEAD_RESPAWNING;
2449 else if (self.deadflag == DEAD_RESPAWNING)
2451 if(time > self.respawn_time)
2453 self.respawn_time = time + 1; // only retry once a second
2454 self.respawn_time_max = self.respawn_time;
2459 ShowRespawnCountdown();
2461 if(self.respawn_flags & RESPAWN_SILENT)
2462 self.stat_respawn_time = 0;
2463 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2464 self.stat_respawn_time = self.respawn_time_max;
2466 self.stat_respawn_time = self.respawn_time;
2469 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2470 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2471 self.stat_respawn_time *= -1;
2476 self.prevorigin = self.origin;
2478 float do_crouch = self.BUTTON_CROUCH;
2486 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2487 // It cannot be predicted by the engine!
2488 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2496 self.view_ofs = PL_CROUCH_VIEW_OFS;
2497 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2498 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2505 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, false, self);
2506 if (!trace_startsolid)
2508 self.crouch = false;
2509 self.view_ofs = PL_VIEW_OFS;
2510 setsize (self, PL_MIN, PL_MAX);
2517 GrapplingHookFrame();
2519 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2522 self.items &= ~self.items_added;
2526 self.items_added = 0;
2527 if(self.items & IT_JETPACK)
2528 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2529 self.items_added |= IT_FUEL;
2531 self.items |= self.items_added;
2536 // WEAPONTODO: Add a weapon request for this
2537 // rot vortex charge to the charge limit
2538 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2539 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2545 secrets_setstatus();
2548 monsters_setstatus();
2550 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2552 //self.angles_y=self.v_angle_y + 90; // temp
2553 } else if(gameover) {
2554 if (intermission_running)
2555 IntermissionThink (); // otherwise a button could be missed between
2557 } else if(IS_OBSERVER(self)) {
2559 } else if(IS_SPEC(self)) {
2563 // WEAPONTODO: Add weapon request for this
2565 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2567 float oldspectatee_status;
2568 oldspectatee_status = self.spectatee_status;
2570 self.spectatee_status = num_for_edict(self.enemy);
2571 else if(IS_OBSERVER(self))
2572 self.spectatee_status = num_for_edict(self);
2574 self.spectatee_status = 0;
2575 if(self.spectatee_status != oldspectatee_status)
2577 ClientData_Touch(self);
2580 if(self.teamkill_soundtime)
2581 if(time > self.teamkill_soundtime)
2583 self.teamkill_soundtime = 0;
2585 entity oldpusher, oldself;
2587 oldself = self; self = self.teamkill_soundsource;
2588 oldpusher = self.pusher; self.pusher = oldself;
2590 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2592 self.pusher = oldpusher;
2596 if(self.taunt_soundtime)
2597 if(time > self.taunt_soundtime)
2599 self.taunt_soundtime = 0;
2600 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2603 target_voicescript_next(self);
2605 // WEAPONTODO: Move into weaponsystem somehow
2606 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2608 self.clip_load = self.clip_size = 0;
2615 Called every frame for each client after the physics are run
2618 .float idlekick_lasttimeleft;
2619 void PlayerPostThink (void)
2621 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2622 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2624 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2626 if(self.idlekick_lasttimeleft)
2628 self.idlekick_lasttimeleft = 0;
2629 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2635 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2636 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2638 if(!self.idlekick_lasttimeleft)
2639 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2643 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2647 else if(timeleft <= 10)
2649 if(timeleft != self.idlekick_lasttimeleft)
2650 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2651 self.idlekick_lasttimeleft = timeleft;
2658 //CheckPlayerJump();
2660 if(IS_PLAYER(self)) {
2661 CheckRules_Player();
2665 if (intermission_running)
2666 return; // intermission or finale
2672 for(i = 0; i < 1000; ++i)
2675 end = self.origin + '0 0 1024' + 512 * randomvec();
2676 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2677 if(trace_fraction < 1)
2678 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2680 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2686 if(self.waypointsprite_attachedforcarrier)
2687 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2691 CSQCMODEL_AUTOUPDATE();