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)
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, int 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_idfp_signed 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 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1255 entity oldself = self;
1257 e.init_for_player(oldself);
1261 MUTATOR_CALLHOOK(ClientConnect);
1267 Called when a client disconnects from the server
1270 .entity chatbubbleentity;
1272 void ClientDisconnect (void)
1275 vehicles_exit(VHEF_RELESE);
1277 if (!IS_CLIENT(self))
1279 print("Warning: ClientDisconnect without ClientConnect\n");
1283 PlayerStats_GameReport_FinalizePlayer(self);
1285 if ( self.active_minigame )
1286 part_minigame(self);
1288 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1290 CheatShutdownClient();
1292 W_HitPlotClose(self);
1295 anticheat_shutdown();
1297 playerdemo_shutdown();
1299 bot_clientdisconnect();
1304 if(autocvar_sv_eventlog)
1305 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1307 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1309 MUTATOR_CALLHOOK(ClientDisconnect);
1311 Portal_ClearAll(self);
1315 RemoveGrapplingHook(self);
1317 // Here, everything has been done that requires this player to be a client.
1319 self.flags &= ~FL_CLIENT;
1321 if (self.chatbubbleentity)
1322 remove (self.chatbubbleentity);
1324 if (self.killindicator)
1325 remove (self.killindicator);
1327 WaypointSprite_PlayerGone();
1329 bot_relinkplayerlist();
1331 accuracy_free(self);
1332 ClientData_Detach();
1333 PlayerScore_Detach(self);
1335 if(self.netname_previous)
1336 strunzone(self.netname_previous);
1337 if(self.clientstatus)
1338 strunzone(self.clientstatus);
1339 if(self.weaponorder_byimpulse)
1340 strunzone(self.weaponorder_byimpulse);
1342 ClearPlayerSounds();
1345 remove(self.personal);
1355 void ChatBubbleThink()
1357 self.nextthink = time;
1358 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1360 if(self.owner) // but why can that ever be world?
1361 self.owner.chatbubbleentity = world;
1368 if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1370 if ( self.owner.active_minigame )
1371 self.mdl = "models/sprites/minigame_busy.iqm";
1372 else if ( self.owner.BUTTON_CHAT )
1373 self.mdl = "models/misc/chatbubble.spr";
1376 if ( self.model != self.mdl )
1377 setmodel(self, self.mdl);
1381 void UpdateChatBubble()
1385 // spawn a chatbubble entity if needed
1386 if (!self.chatbubbleentity)
1388 self.chatbubbleentity = spawn();
1389 self.chatbubbleentity.owner = self;
1390 self.chatbubbleentity.exteriormodeltoclient = self;
1391 self.chatbubbleentity.think = ChatBubbleThink;
1392 self.chatbubbleentity.nextthink = time;
1393 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1394 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1395 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1396 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1397 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1398 //self.chatbubbleentity.model = "";
1399 self.chatbubbleentity.effects = EF_LOWPRECISION;
1404 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1405 // added to the model skins
1406 /*void UpdateColorModHack()
1409 c = self.clientcolors & 15;
1410 // LordHavoc: only bothering to support white, green, red, yellow, blue
1411 if (!teamplay) self.colormod = '0 0 0';
1412 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1413 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1414 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1415 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1416 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1417 else self.colormod = '1 1 1';
1422 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1424 self.solid = SOLID_NOT;
1425 self.takedamage = DAMAGE_NO;
1426 self.movetype = MOVETYPE_FLY;
1427 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1428 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1429 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1430 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1431 if(autocvar_g_respawn_ghosts_maxtime)
1432 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1437 self.effects |= EF_NODRAW; // prevent another CopyBody
1438 PutClientInServer();
1441 void play_countdown(float finished, string samp)
1443 if(IS_REAL_CLIENT(self))
1444 if(floor(finished - time - frametime) != floor(finished - time))
1445 if(finished - time < 6)
1446 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1449 void player_powerups (void)
1451 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1452 olditems = self.items;
1454 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1455 self.modelflags |= MF_ROCKET;
1457 self.modelflags &= ~MF_ROCKET;
1459 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1461 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1464 Fire_ApplyDamage(self);
1465 Fire_ApplyEffect(self);
1469 if (self.items & IT_STRENGTH)
1471 play_countdown(self.strength_finished, "misc/poweroff.wav");
1472 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1473 if (time > self.strength_finished)
1475 self.items = self.items - (self.items & IT_STRENGTH);
1476 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1477 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1482 if (time < self.strength_finished)
1484 self.items = self.items | IT_STRENGTH;
1485 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1486 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1489 if (self.items & IT_INVINCIBLE)
1491 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1492 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1493 if (time > self.invincible_finished)
1495 self.items = self.items - (self.items & IT_INVINCIBLE);
1496 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1497 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1502 if (time < self.invincible_finished)
1504 self.items = self.items | IT_INVINCIBLE;
1505 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1506 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1509 if (self.items & IT_SUPERWEAPON)
1511 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1513 self.superweapons_finished = 0;
1514 self.items = self.items - (self.items & IT_SUPERWEAPON);
1515 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1516 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1518 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1520 // don't let them run out
1524 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1525 if (time > self.superweapons_finished)
1527 self.items = self.items - (self.items & IT_SUPERWEAPON);
1528 self.weapons &= ~WEPSET_SUPERWEAPONS;
1529 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1530 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1534 else if(self.weapons & WEPSET_SUPERWEAPONS)
1536 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1538 self.items = self.items | IT_SUPERWEAPON;
1539 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1540 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1544 self.superweapons_finished = 0;
1545 self.weapons &= ~WEPSET_SUPERWEAPONS;
1550 self.superweapons_finished = 0;
1554 if(autocvar_g_nodepthtestplayers)
1555 self.effects = self.effects | EF_NODEPTHTEST;
1557 if(autocvar_g_fullbrightplayers)
1558 self.effects = self.effects | EF_FULLBRIGHT;
1560 if (time >= game_starttime)
1561 if (time < self.spawnshieldtime)
1562 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1564 MUTATOR_CALLHOOK(PlayerPowerups);
1567 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1569 if(current > stable)
1571 else if(current > stable - 0.25) // when close enough, "snap"
1574 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1577 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1579 if(current < stable)
1581 else if(current < stable + 0.25) // when close enough, "snap"
1584 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1587 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1589 if(current > rotstable)
1591 if(rotframetime > 0)
1593 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1594 current = max(rotstable, current - rotlinear * rotframetime);
1597 else if(current < regenstable)
1599 if(regenframetime > 0)
1601 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1602 current = min(regenstable, current + regenlinear * regenframetime);
1612 void player_regen (void)
1614 float max_mod, regen_mod, rot_mod, limit_mod;
1615 max_mod = regen_mod = rot_mod = limit_mod = 1;
1616 regen_mod_max = max_mod;
1617 regen_mod_regen = regen_mod;
1618 regen_mod_rot = rot_mod;
1619 regen_mod_limit = limit_mod;
1620 if(!MUTATOR_CALLHOOK(PlayerRegen))
1623 float minh, mina, maxh, maxa, limith, limita;
1624 maxh = autocvar_g_balance_health_rotstable;
1625 maxa = autocvar_g_balance_armor_rotstable;
1626 minh = autocvar_g_balance_health_regenstable;
1627 mina = autocvar_g_balance_armor_regenstable;
1628 limith = autocvar_g_balance_health_limit;
1629 limita = autocvar_g_balance_armor_limit;
1631 max_mod = regen_mod_max;
1632 regen_mod = regen_mod_regen;
1633 rot_mod = regen_mod_rot;
1634 limit_mod = regen_mod_limit;
1636 maxh = maxh * max_mod;
1637 minh = minh * max_mod;
1638 limith = limith * limit_mod;
1639 limita = limita * limit_mod;
1641 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);
1642 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);
1645 // if player rotted to death... die!
1646 // check this outside above checks, as player may still be able to rot to death
1648 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1650 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1652 float minf, maxf, limitf;
1654 maxf = autocvar_g_balance_fuel_rotstable;
1655 minf = autocvar_g_balance_fuel_regenstable;
1656 limitf = autocvar_g_balance_fuel_limit;
1658 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);
1662 float zoomstate_set;
1663 void SetZoomState(float z)
1665 if(z != self.zoomstate)
1668 ClientData_Touch(self);
1673 void GetPressedKeys(void) {
1674 MUTATOR_CALLHOOK(GetPressedKeys);
1675 if (self.movement.x > 0) // get if movement keys are pressed
1676 { // forward key pressed
1677 self.pressedkeys |= KEY_FORWARD;
1678 self.pressedkeys &= ~KEY_BACKWARD;
1680 else if (self.movement.x < 0)
1681 { // backward key pressed
1682 self.pressedkeys |= KEY_BACKWARD;
1683 self.pressedkeys &= ~KEY_FORWARD;
1687 self.pressedkeys &= ~KEY_FORWARD;
1688 self.pressedkeys &= ~KEY_BACKWARD;
1691 if (self.movement.y > 0)
1692 { // right key pressed
1693 self.pressedkeys |= KEY_RIGHT;
1694 self.pressedkeys &= ~KEY_LEFT;
1696 else if (self.movement.y < 0)
1697 { // left key pressed
1698 self.pressedkeys |= KEY_LEFT;
1699 self.pressedkeys &= ~KEY_RIGHT;
1703 self.pressedkeys &= ~KEY_RIGHT;
1704 self.pressedkeys &= ~KEY_LEFT;
1707 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1708 self.pressedkeys |= KEY_JUMP;
1710 self.pressedkeys &= ~KEY_JUMP;
1711 if (self.BUTTON_CROUCH)
1712 self.pressedkeys |= KEY_CROUCH;
1714 self.pressedkeys &= ~KEY_CROUCH;
1716 if (self.BUTTON_ATCK)
1717 self.pressedkeys |= KEY_ATCK;
1719 self.pressedkeys &= ~KEY_ATCK;
1720 if (self.BUTTON_ATCK2)
1721 self.pressedkeys |= KEY_ATCK2;
1723 self.pressedkeys &= ~KEY_ATCK2;
1727 ======================
1728 spectate mode routines
1729 ======================
1732 void SpectateCopy(entity spectatee) {
1734 MUTATOR_CALLHOOK(SpectateCopy);
1735 self.armortype = spectatee.armortype;
1736 self.armorvalue = spectatee.armorvalue;
1737 self.ammo_cells = spectatee.ammo_cells;
1738 self.ammo_plasma = spectatee.ammo_plasma;
1739 self.ammo_shells = spectatee.ammo_shells;
1740 self.ammo_nails = spectatee.ammo_nails;
1741 self.ammo_rockets = spectatee.ammo_rockets;
1742 self.ammo_fuel = spectatee.ammo_fuel;
1743 self.clip_load = spectatee.clip_load;
1744 self.clip_size = spectatee.clip_size;
1745 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1746 self.health = spectatee.health;
1748 self.items = spectatee.items;
1749 self.last_pickup = spectatee.last_pickup;
1750 self.hit_time = spectatee.hit_time;
1751 self.metertime = spectatee.metertime;
1752 self.strength_finished = spectatee.strength_finished;
1753 self.invincible_finished = spectatee.invincible_finished;
1754 self.pressedkeys = spectatee.pressedkeys;
1755 self.weapons = spectatee.weapons;
1756 self.switchweapon = spectatee.switchweapon;
1757 self.switchingweapon = spectatee.switchingweapon;
1758 self.weapon = spectatee.weapon;
1759 self.vortex_charge = spectatee.vortex_charge;
1760 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1761 self.hagar_load = spectatee.hagar_load;
1762 self.arc_heat_percent = spectatee.arc_heat_percent;
1763 self.minelayer_mines = spectatee.minelayer_mines;
1764 self.punchangle = spectatee.punchangle;
1765 self.view_ofs = spectatee.view_ofs;
1766 self.velocity = spectatee.velocity;
1767 self.dmg_take = spectatee.dmg_take;
1768 self.dmg_save = spectatee.dmg_save;
1769 self.dmg_inflictor = spectatee.dmg_inflictor;
1770 self.v_angle = spectatee.v_angle;
1771 self.angles = spectatee.v_angle;
1772 self.frozen = spectatee.frozen;
1773 self.revive_progress = spectatee.revive_progress;
1774 if(!self.BUTTON_USE)
1775 self.fixangle = true;
1776 setorigin(self, spectatee.origin);
1777 setsize(self, spectatee.mins, spectatee.maxs);
1778 SetZoomState(spectatee.zoomstate);
1780 anticheat_spectatecopy(spectatee);
1781 self.hud = spectatee.hud;
1782 if(spectatee.vehicle)
1784 self.fixangle = false;
1785 //self.velocity = spectatee.vehicle.velocity;
1786 self.vehicle_health = spectatee.vehicle_health;
1787 self.vehicle_shield = spectatee.vehicle_shield;
1788 self.vehicle_energy = spectatee.vehicle_energy;
1789 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1790 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1791 self.vehicle_reload1 = spectatee.vehicle_reload1;
1792 self.vehicle_reload2 = spectatee.vehicle_reload2;
1796 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1797 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1798 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1799 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1801 //WriteByte (MSG_ONE, SVC_SETVIEW);
1802 // WriteEntity(MSG_ONE, self);
1803 //makevectors(spectatee.v_angle);
1804 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1808 float SpectateUpdate()
1813 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1815 SetSpectator(self, world);
1819 SpectateCopy(self.enemy);
1826 if(self.enemy.classname != "player")
1828 /*if(self.enemy.vehicle)
1832 WriteByte(MSG_ONE, SVC_SETVIEW);
1833 WriteEntity(MSG_ONE, self.enemy);
1834 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1836 self.movetype = MOVETYPE_NONE;
1837 accuracy_resend(self);
1842 WriteByte(MSG_ONE, SVC_SETVIEW);
1843 WriteEntity(MSG_ONE, self.enemy);
1844 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1845 self.movetype = MOVETYPE_NONE;
1846 accuracy_resend(self);
1848 if(!SpectateUpdate())
1849 PutObserverInServer();
1854 void SetSpectator(entity player, entity spectatee)
1856 entity old_spectatee = player.enemy;
1858 player.enemy = spectatee;
1861 // these are required to fix the spectator bug with arc
1862 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1863 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1866 float Spectate(entity pl)
1868 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1869 if(pl.team != self.team)
1872 SetSpectator(self, pl);
1873 return SpectateSet();
1876 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1877 entity CA_SpectateNext(entity start) {
1878 if (start.team == self.team) {
1883 // continue from current player
1884 while(other && other.team != self.team) {
1885 other = find(other, classname, "player");
1889 // restart from begining
1890 other = find(other, classname, "player");
1891 while(other && other.team != self.team) {
1892 other = find(other, classname, "player");
1899 float SpectateNext()
1901 other = find(self.enemy, classname, "player");
1903 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1904 // CA and ca players when spectating enemies is forbidden
1905 other = CA_SpectateNext(other);
1907 // other modes and ca spectators or spectating enemies is allowed
1909 other = find(other, classname, "player");
1912 if(other) { SetSpectator(self, other); }
1914 return SpectateSet();
1917 float SpectatePrev()
1919 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1920 other = findchain(classname, "player");
1921 if (!other) // no player
1924 entity first = other;
1925 // skip players until current spectated player
1927 while(other && other != self.enemy)
1928 other = other.chain;
1930 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1932 do { other = other.chain; }
1933 while(other && other.team != self.team);
1938 while(other.team != self.team)
1939 other = other.chain;
1940 if(other == self.enemy)
1947 other = other.chain;
1951 SetSpectator(self, other);
1952 return SpectateSet();
1957 ShowRespawnCountdown()
1959 Update a respawn countdown display.
1962 void ShowRespawnCountdown()
1965 if(self.deadflag == DEAD_NO) // just respawned?
1969 number = ceil(self.respawn_time - time);
1972 if(number <= self.respawn_countdown)
1974 self.respawn_countdown = number - 1;
1975 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
1976 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1981 void LeaveSpectatorMode()
1985 if(nJoinAllowed(self))
1987 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1989 self.classname = "player";
1990 nades_RemoveBonus(self);
1992 if(autocvar_g_campaign || autocvar_g_balance_teams)
1993 { JoinBestTeam(self, false, true); }
1995 if(autocvar_g_campaign)
1996 { campaign_bots_may_start = 1; }
1998 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2000 PutClientInServer();
2002 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
2005 stuffcmd(self, "menu_showteamselect\n");
2009 // Player may not join because g_maxplayers is set
2010 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
2015 * Determines whether the player is allowed to join. This depends on cvar
2016 * g_maxplayers, if it isn't used this function always return true, otherwise
2017 * it checks whether the number of currently playing players exceeds g_maxplayers.
2018 * @return int number of free slots for players, 0 if none
2020 float nJoinAllowed(entity ignore) {
2022 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2023 // so report 0 free slots if restricted
2025 if(autocvar_g_forced_team_otherwise == "spectate")
2027 if(autocvar_g_forced_team_otherwise == "spectator")
2031 if(self.team_forced < 0)
2032 return 0; // forced spectators can never join
2034 // TODO simplify this
2036 float totalClients = 0;
2041 if (!autocvar_g_maxplayers)
2042 return maxclients - totalClients;
2044 float currentlyPlaying = 0;
2045 FOR_EACH_REALCLIENT(e)
2046 if(IS_PLAYER(e) || e.caplayer)
2047 currentlyPlaying += 1;
2049 if(currentlyPlaying < autocvar_g_maxplayers)
2050 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2056 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2057 * g_maxplayers_spectator_blocktime seconds
2059 void checkSpectatorBlock() {
2060 if(IS_SPEC(self) || IS_OBSERVER(self))
2062 if(IS_REAL_CLIENT(self))
2064 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2065 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2071 void PrintWelcomeMessage()
2073 if(self.motd_actived_time == 0)
2075 if (autocvar_g_campaign) {
2076 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2077 self.motd_actived_time = time;
2078 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2081 if (self.BUTTON_INFO) {
2082 self.motd_actived_time = time;
2083 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2087 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2089 if (autocvar_g_campaign) {
2090 if (self.BUTTON_INFO)
2091 self.motd_actived_time = time;
2092 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2093 self.motd_actived_time = 0;
2094 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2097 if (self.BUTTON_INFO)
2098 self.motd_actived_time = time;
2099 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2100 self.motd_actived_time = 0;
2101 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2105 else //if(self.motd_actived_time < 0) // just connected, motd is active
2107 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2108 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2109 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2111 // instanctly hide MOTD
2112 self.motd_actived_time = 0;
2113 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2118 void ObserverThink()
2122 MinigameImpulse(self.impulse);
2125 float prefered_movetype;
2126 if (self.flags & FL_JUMPRELEASED) {
2127 if (self.BUTTON_JUMP && !self.version_mismatch) {
2128 self.flags &= ~FL_JUMPRELEASED;
2129 self.flags |= FL_SPAWNING;
2130 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2131 self.flags &= ~FL_JUMPRELEASED;
2132 if(SpectateNext()) {
2133 self.classname = "spectator";
2136 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2137 if (self.movetype != prefered_movetype)
2138 self.movetype = prefered_movetype;
2141 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2142 self.flags |= FL_JUMPRELEASED;
2143 if(self.flags & FL_SPAWNING)
2145 self.flags &= ~FL_SPAWNING;
2146 LeaveSpectatorMode();
2153 void SpectatorThink()
2157 MinigameImpulse(self.impulse);
2160 if (self.flags & FL_JUMPRELEASED) {
2161 if (self.BUTTON_JUMP && !self.version_mismatch) {
2162 self.flags &= ~FL_JUMPRELEASED;
2163 self.flags |= FL_SPAWNING;
2164 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2165 self.flags &= ~FL_JUMPRELEASED;
2166 if(SpectateNext()) {
2167 self.classname = "spectator";
2169 self.classname = "observer";
2170 PutClientInServer();
2173 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2174 self.flags &= ~FL_JUMPRELEASED;
2175 if(SpectatePrev()) {
2176 self.classname = "spectator";
2178 self.classname = "observer";
2179 PutClientInServer();
2182 } else if (self.BUTTON_ATCK2) {
2183 self.flags &= ~FL_JUMPRELEASED;
2184 self.classname = "observer";
2185 PutClientInServer();
2187 if(!SpectateUpdate())
2188 PutObserverInServer();
2191 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2192 self.flags |= FL_JUMPRELEASED;
2193 if(self.flags & FL_SPAWNING)
2195 self.flags &= ~FL_SPAWNING;
2196 LeaveSpectatorMode();
2200 if(!SpectateUpdate())
2201 PutObserverInServer();
2204 self.flags |= FL_CLIENT | FL_NOTARGET;
2209 if (!IS_PLAYER(self))
2214 vehicles_exit(VHEF_NORMAL);
2218 // a use key was pressed; call handlers
2219 MUTATOR_CALLHOOK(PlayerUseKey);
2222 float isInvisibleString(string s)
2225 s = strdecolorize(s);
2226 for((i = 0), (n = strlen(s)); i < n; ++i)
2234 case 192: // charmap space
2235 if (!autocvar_utf8_enable)
2238 case 160: // space in unicode fonts
2239 case 0xE000 + 192: // utf8 charmap space
2240 if (autocvar_utf8_enable)
2253 Called every frame for each client before the physics are run
2256 .float usekeypressed;
2257 void() nexball_setstatus;
2259 void PlayerPreThink (void)
2261 WarpZone_PlayerPhysics_FixVAngle();
2263 self.stat_game_starttime = game_starttime;
2264 self.stat_round_starttime = round_starttime;
2265 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2266 self.stat_leadlimit = autocvar_leadlimit;
2270 // physics frames: update anticheat stuff
2271 anticheat_prethink();
2274 if(blockSpectators && frametime)
2275 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2276 checkSpectatorBlock();
2280 // Savage: Check for nameless players
2281 if (isInvisibleString(self.netname)) {
2282 string new_name = strzone(strcat("Player@", self.netaddress));
2283 if(autocvar_sv_eventlog)
2284 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2285 if(self.netname_previous)
2286 strunzone(self.netname_previous);
2287 self.netname_previous = strzone(new_name);
2288 self.netname = self.netname_previous;
2289 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2290 } else if(self.netname_previous != self.netname) {
2291 if(autocvar_sv_eventlog)
2292 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2293 if(self.netname_previous)
2294 strunzone(self.netname_previous);
2295 self.netname_previous = strzone(self.netname);
2299 if(self.version_nagtime)
2300 if(self.cvar_g_xonoticversion)
2301 if(time > self.version_nagtime)
2303 // don't notify git users
2304 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2306 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2308 // notify release users if connecting to git
2309 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");
2310 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2315 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2318 // give users new version
2319 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");
2320 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2324 // notify users about old server version
2325 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");
2326 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2330 self.version_nagtime = 0;
2334 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2336 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2337 self.max_armorvalue = 0;
2340 if(self.frozen == 2)
2342 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2343 self.health = max(1, self.revive_progress * start_health);
2344 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2346 if(self.revive_progress >= 1)
2349 else if(self.frozen == 3)
2351 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2352 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2357 vehicles_exit(VHEF_RELESE);
2358 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2360 else if ( self.revive_progress <= 0 )
2364 MUTATOR_CALLHOOK(PlayerPreThink);
2366 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2368 if(self.BUTTON_USE && !self.usekeypressed)
2370 self.usekeypressed = self.BUTTON_USE;
2373 if(IS_REAL_CLIENT(self))
2374 PrintWelcomeMessage();
2379 CheckRules_Player();
2381 if (intermission_running)
2383 IntermissionThink (); // otherwise a button could be missed between
2384 return; // the think tics
2387 //don't allow the player to turn around while game is paused!
2388 if(timeout_status == TIMEOUT_ACTIVE) {
2389 // FIXME turn this into CSQC stuff
2390 self.v_angle = self.lastV_angle;
2391 self.angles = self.lastV_angle;
2392 self.fixangle = true;
2397 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2399 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));
2400 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));
2401 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));
2403 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2405 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));
2406 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));
2407 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));
2411 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2416 if (self.deadflag != DEAD_NO)
2418 if(self.personal && g_race_qualifying)
2420 if(time > self.respawn_time)
2422 self.respawn_time = time + 1; // only retry once a second
2423 self.stat_respawn_time = self.respawn_time;
2430 float button_pressed;
2433 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2435 if (self.deadflag == DEAD_DYING)
2437 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2438 self.deadflag = DEAD_RESPAWNING;
2439 else if(!button_pressed)
2440 self.deadflag = DEAD_DEAD;
2442 else if (self.deadflag == DEAD_DEAD)
2445 self.deadflag = DEAD_RESPAWNABLE;
2446 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2447 self.deadflag = DEAD_RESPAWNING;
2449 else if (self.deadflag == DEAD_RESPAWNABLE)
2452 self.deadflag = DEAD_RESPAWNING;
2454 else if (self.deadflag == DEAD_RESPAWNING)
2456 if(time > self.respawn_time)
2458 self.respawn_time = time + 1; // only retry once a second
2459 self.respawn_time_max = self.respawn_time;
2464 ShowRespawnCountdown();
2466 if(self.respawn_flags & RESPAWN_SILENT)
2467 self.stat_respawn_time = 0;
2468 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2469 self.stat_respawn_time = self.respawn_time_max;
2471 self.stat_respawn_time = self.respawn_time;
2474 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2475 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2476 self.stat_respawn_time *= -1;
2481 self.prevorigin = self.origin;
2483 float do_crouch = self.BUTTON_CROUCH;
2491 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2492 // It cannot be predicted by the engine!
2493 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2501 self.view_ofs = PL_CROUCH_VIEW_OFS;
2502 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2503 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2510 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, false, self);
2511 if (!trace_startsolid)
2513 self.crouch = false;
2514 self.view_ofs = PL_VIEW_OFS;
2515 setsize (self, PL_MIN, PL_MAX);
2522 GrapplingHookFrame();
2524 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2527 self.items &= ~self.items_added;
2531 self.items_added = 0;
2532 if(self.items & IT_JETPACK)
2533 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2534 self.items_added |= IT_FUEL;
2536 self.items |= self.items_added;
2541 // WEAPONTODO: Add a weapon request for this
2542 // rot vortex charge to the charge limit
2543 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2544 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2550 secrets_setstatus();
2553 monsters_setstatus();
2555 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2557 //self.angles_y=self.v_angle_y + 90; // temp
2558 } else if(gameover) {
2559 if (intermission_running)
2560 IntermissionThink (); // otherwise a button could be missed between
2562 } else if(IS_OBSERVER(self)) {
2564 } else if(IS_SPEC(self)) {
2568 // WEAPONTODO: Add weapon request for this
2570 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
2572 float oldspectatee_status;
2573 oldspectatee_status = self.spectatee_status;
2575 self.spectatee_status = num_for_edict(self.enemy);
2576 else if(IS_OBSERVER(self))
2577 self.spectatee_status = num_for_edict(self);
2579 self.spectatee_status = 0;
2580 if(self.spectatee_status != oldspectatee_status)
2582 ClientData_Touch(self);
2585 if(self.teamkill_soundtime)
2586 if(time > self.teamkill_soundtime)
2588 self.teamkill_soundtime = 0;
2590 entity oldpusher, oldself;
2592 oldself = self; self = self.teamkill_soundsource;
2593 oldpusher = self.pusher; self.pusher = oldself;
2595 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2597 self.pusher = oldpusher;
2601 if(self.taunt_soundtime)
2602 if(time > self.taunt_soundtime)
2604 self.taunt_soundtime = 0;
2605 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2608 target_voicescript_next(self);
2610 // WEAPONTODO: Move into weaponsystem somehow
2611 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2613 self.clip_load = self.clip_size = 0;
2620 Called every frame for each client after the physics are run
2623 .float idlekick_lasttimeleft;
2624 void PlayerPostThink (void)
2626 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2627 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2629 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2631 if(self.idlekick_lasttimeleft)
2633 self.idlekick_lasttimeleft = 0;
2634 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2640 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2641 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2643 if(!self.idlekick_lasttimeleft)
2644 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2648 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2652 else if(timeleft <= 10)
2654 if(timeleft != self.idlekick_lasttimeleft)
2655 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2656 self.idlekick_lasttimeleft = timeleft;
2663 //CheckPlayerJump();
2665 if(IS_PLAYER(self)) {
2666 CheckRules_Player();
2670 if (intermission_running)
2671 return; // intermission or finale
2677 for(i = 0; i < 1000; ++i)
2680 end = self.origin + '0 0 1024' + 512 * randomvec();
2681 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2682 if(trace_fraction < 1)
2683 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2685 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2691 if(self.waypointsprite_attachedforcarrier)
2692 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2696 CSQCMODEL_AUTOUPDATE();