1 #include "cl_client.qh"
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
8 #include "miscfunctions.qh"
10 #include "teamplay.qh"
11 #include "playerdemo.qh"
12 #include "spawnpoints.qh"
13 #include "g_damage.qh"
15 #include "command/common.qh"
20 #include "campaign.qh"
21 #include "command/common.qh"
24 #include "bot/navigation.qh"
26 #include "../common/vehicles/all.qh"
27 #include "../common/triggers/teleporters.qh"
29 #include "weapons/hitplot.qh"
30 #include "weapons/weaponsystem.qh"
32 #include "../common/net_notice.qh"
33 #include "../common/physics.qh"
35 #include "../common/items/all.qc"
37 #include "../common/mutators/mutator/waypoints/all.qh"
39 #include "../common/triggers/subs.qh"
40 #include "../common/triggers/triggers.qh"
41 #include "../common/triggers/trigger/secret.qh"
43 #include "../common/minigames/sv_minigames.qh"
45 #include "../common/items/inventory.qh"
47 #include "../common/monsters/sv_monsters.qh"
49 #include "../lib/warpzone/server.qh"
52 void send_CSQC_teamnagger() {
53 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
54 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
57 bool ClientData_Send(entity this, entity to, int sf)
74 sf |= 1; // forced scoreboard
75 if(to.spectatee_status)
76 sf |= 2; // spectator ent number follows
79 if(e.porto_v_angle_held)
80 sf |= 8; // angles held
82 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
83 WriteByte(MSG_ENTITY, sf);
86 WriteByte(MSG_ENTITY, to.spectatee_status);
90 WriteAngle(MSG_ENTITY, e.v_angle.x);
91 WriteAngle(MSG_ENTITY, e.v_angle.y);
97 void ClientData_Attach()
99 Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
100 self.clientdata.drawonlytoclient = self;
101 self.clientdata.owner = self;
104 void ClientData_Detach()
106 remove(self.clientdata);
107 self.clientdata = world;
110 void ClientData_Touch(entity e)
112 e.clientdata.SendFlags = 1;
114 // make it spectatable
116 FOR_EACH_REALCLIENT(e2)
121 e2.clientdata.SendFlags = 1;
125 .string netname_previous;
127 void SetSpectatee(entity player, entity spectatee);
134 Checks if the argument string can be a valid playermodel.
135 Returns a valid one in doubt.
138 string FallbackPlayerModel;
139 string CheckPlayerModel(string plyermodel) {
140 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
142 // note: we cannot summon Don Strunzone here, some player may
143 // still have the model string set. In case anyone manages how
144 // to change a cvar default, we'll have a small leak here.
145 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
147 // only in right path
148 if( substring(plyermodel,0,14) != "models/player/")
149 return FallbackPlayerModel;
150 // only good file extensions
151 if(substring(plyermodel,-4,4) != ".zym")
152 if(substring(plyermodel,-4,4) != ".dpm")
153 if(substring(plyermodel,-4,4) != ".iqm")
154 if(substring(plyermodel,-4,4) != ".md3")
155 if(substring(plyermodel,-4,4) != ".psk")
156 return FallbackPlayerModel;
157 // forbid the LOD models
158 if(substring(plyermodel, -9,5) == "_lod1")
159 return FallbackPlayerModel;
160 if(substring(plyermodel, -9,5) == "_lod2")
161 return FallbackPlayerModel;
162 if(plyermodel != strtolower(plyermodel))
163 return FallbackPlayerModel;
164 // also, restrict to server models
165 if(autocvar_sv_servermodelsonly)
167 if(!fexists(plyermodel))
168 return FallbackPlayerModel;
173 void setplayermodel(entity e, string modelname)
175 precache_model(modelname);
176 _setmodel(e, modelname);
177 player_setupanimsformodel();
178 UpdatePlayerSounds();
185 putting a client as observer in the server
188 void FixPlayermodel(entity player);
189 void PutObserverInServer()
192 self.hud = HUD_NORMAL;
194 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
196 spot = SelectSpawnPoint (true);
198 error("No spawnpoints for observers?!?\n");
199 RemoveGrapplingHook(self); // Wazat's Grappling Hook
201 if(IS_REAL_CLIENT(self))
204 WriteByte(MSG_ONE, SVC_SETVIEW);
205 WriteEntity(MSG_ONE, self);
208 self.frags = FRAGS_SPECTATOR;
209 self.bot_attack = false;
211 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver);
213 Portal_ClearAll(self);
220 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
225 vehicles_exit(VHEF_RELEASE);
227 WaypointSprite_PlayerDead();
229 if(!mutator_returnvalue) // mutator prevents resetting teams
230 self.team = -1; // move this as it is needed to log the player spectating in eventlog
232 if(self.killcount != FRAGS_SPECTATOR)
234 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
235 if(!intermission_running)
236 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
237 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
239 if(self.just_joined == false) {
240 LogTeamchange(self.playerid, -1, 4);
242 self.just_joined = false;
245 PlayerScore_Clear(self); // clear scores when needed
247 accuracy_resend(self);
249 self.spectatortime = time;
251 self.classname = STR_OBSERVER;
252 self.iscreature = false;
253 self.teleportable = TELEPORT_SIMPLE;
254 self.damagedbycontents = false;
255 self.health = FRAGS_SPECTATOR;
256 self.takedamage = DAMAGE_NO;
257 self.solid = SOLID_NOT;
258 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
259 self.flags = FL_CLIENT | FL_NOTARGET;
260 self.armorvalue = 666;
262 self.armorvalue = autocvar_g_balance_armor_start;
263 self.pauserotarmor_finished = 0;
264 self.pauserothealth_finished = 0;
265 self.pauseregen_finished = 0;
266 self.damageforcescale = 0;
268 self.respawn_flags = 0;
269 self.respawn_time = 0;
270 self.stat_respawn_time = 0;
275 self.pain_finished = 0;
276 self.strength_finished = 0;
277 self.invincible_finished = 0;
278 self.superweapons_finished = 0;
281 self.think = func_null;
284 self.deadflag = DEAD_NO;
285 self.angles = spot.angles;
287 self.fixangle = true;
289 self.revival_time = 0;
291 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
292 self.prevorigin = self.origin;
294 self.weapons = '0 0 0';
296 FixPlayermodel(self);
297 setmodel(self, MDL_Null);
298 self.drawonlytoclient = self;
300 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
301 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
304 self.weaponname = "";
305 self.switchingweapon = 0;
306 self.weaponmodel = "";
307 self.weaponentity = world;
308 self.exteriorweaponentity = world;
309 self.killcount = FRAGS_SPECTATOR;
310 self.velocity = '0 0 0';
311 self.avelocity = '0 0 0';
312 self.punchangle = '0 0 0';
313 self.punchvector = '0 0 0';
314 self.oldvelocity = self.velocity;
315 self.fire_endtime = -1;
316 self.event_damage = func_null;
319 .float model_randomizer;
320 void FixPlayermodel(entity player)
322 string defaultmodel = "";
324 if(autocvar_sv_defaultcharacter)
328 string s = Static_Team_ColorName_Lower(player.team);
331 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
332 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
336 if(defaultmodel == "")
338 defaultmodel = autocvar_sv_defaultplayermodel;
339 defaultskin = autocvar_sv_defaultplayerskin;
342 int n = tokenize_console(defaultmodel);
345 defaultmodel = argv(floor(n * player.model_randomizer));
346 // However, do NOT randomize if the player-selected model is in the list.
347 for (int i = 0; i < n; ++i)
348 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
349 defaultmodel = argv(i);
352 int i = strstrofs(defaultmodel, ":", 0);
355 defaultskin = stof(substring(defaultmodel, i+1, -1));
356 defaultmodel = substring(defaultmodel, 0, i);
359 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
360 defaultmodel = ret_string;
361 defaultskin = ret_int;
365 if(defaultmodel != "")
367 if (defaultmodel != player.model)
369 vector m1 = player.mins;
370 vector m2 = player.maxs;
371 setplayermodel (player, defaultmodel);
372 setsize (player, m1, m2);
376 oldskin = player.skin;
377 player.skin = defaultskin;
379 if (player.playermodel != player.model || player.playermodel == "")
381 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
382 vector m1 = player.mins;
383 vector m2 = player.maxs;
384 setplayermodel (player, player.playermodel);
385 setsize (player, m1, m2);
389 oldskin = player.skin;
390 player.skin = stof(player.playerskin);
393 if(chmdl || oldskin != player.skin) // model or skin has changed
395 player.species = player_getspecies(); // update species
396 UpdatePlayerSounds(); // update skin sounds
400 if(strlen(autocvar_sv_defaultplayercolors))
401 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
402 setcolor(player, stof(autocvar_sv_defaultplayercolors));
406 /** Called when a client spawns in the server */
407 void PutClientInServer()
410 if (IS_BOT_CLIENT(this)) {
411 this.classname = STR_PLAYER;
412 } else if (IS_REAL_CLIENT(this)) {
414 WriteByte(MSG_ONE, SVC_SETVIEW);
415 WriteEntity(MSG_ONE, this);
418 this.classname = STR_OBSERVER;
421 SetSpectatee(this, NULL);
426 MUTATOR_CALLHOOK(PutClientInServer, this);
428 if (IS_OBSERVER(this)) {
429 PutObserverInServer();
430 } else if (IS_PLAYER(this)) {
431 accuracy_resend(this);
434 JoinBestTeam(this, false, true);
436 entity spot = SelectSpawnPoint(false);
438 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
439 return; // spawn failed
442 this.classname = STR_PLAYER;
443 this.wasplayer = true;
444 this.iscreature = true;
445 this.teleportable = TELEPORT_NORMAL;
446 this.damagedbycontents = true;
447 this.movetype = MOVETYPE_WALK;
448 this.solid = SOLID_SLIDEBOX;
449 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
450 if (autocvar_g_playerclip_collisions)
451 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
452 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
453 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
454 this.frags = FRAGS_PLAYER;
455 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
456 this.flags = FL_CLIENT | FL_PICKUPITEMS;
457 if (autocvar__notarget)
458 this.flags |= FL_NOTARGET;
459 this.takedamage = DAMAGE_AIM;
460 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
464 this.ammo_shells = warmup_start_ammo_shells;
465 this.ammo_nails = warmup_start_ammo_nails;
466 this.ammo_rockets = warmup_start_ammo_rockets;
467 this.ammo_cells = warmup_start_ammo_cells;
468 this.ammo_plasma = warmup_start_ammo_plasma;
469 this.ammo_fuel = warmup_start_ammo_fuel;
470 this.health = warmup_start_health;
471 this.armorvalue = warmup_start_armorvalue;
472 this.weapons = WARMUP_START_WEAPONS;
474 this.ammo_shells = start_ammo_shells;
475 this.ammo_nails = start_ammo_nails;
476 this.ammo_rockets = start_ammo_rockets;
477 this.ammo_cells = start_ammo_cells;
478 this.ammo_plasma = start_ammo_plasma;
479 this.ammo_fuel = start_ammo_fuel;
480 this.health = start_health;
481 this.armorvalue = start_armorvalue;
482 this.weapons = start_weapons;
485 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
487 this.items = start_items;
489 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
490 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
491 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
492 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
493 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
494 // extend the pause of rotting if client was reset at the beginning of the countdown
495 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
496 float f = game_starttime - time;
497 this.spawnshieldtime += f;
498 this.pauserotarmor_finished += f;
499 this.pauserothealth_finished += f;
500 this.pauseregen_finished += f;
502 this.damageforcescale = 2;
504 this.respawn_flags = 0;
505 this.respawn_time = 0;
506 this.stat_respawn_time = 0;
507 this.scale = autocvar_sv_player_scale;
510 this.pain_finished = 0;
512 this.think = func_null; // players have no think function
515 this.ballistics_density = autocvar_g_ballistics_density_player;
517 this.deadflag = DEAD_NO;
519 this.angles = spot.angles;
520 this.angles_z = 0; // never spawn tilted even if the spot says to
521 if (IS_BOT_CLIENT(this))
522 this.v_angle = this.angles;
523 this.fixangle = true; // turn this way immediately
524 this.oldvelocity = this.velocity = '0 0 0';
525 this.avelocity = '0 0 0';
526 this.punchangle = '0 0 0';
527 this.punchvector = '0 0 0';
529 this.strength_finished = 0;
530 this.invincible_finished = 0;
531 this.fire_endtime = -1;
532 this.revival_time = 0;
533 this.air_finished = time + 12;
535 entity spawnevent = spawn();
536 spawnevent.owner = this;
537 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
539 // Cut off any still running player sounds.
540 stopsound(this, CH_PLAYER_SINGLE);
543 FixPlayermodel(this);
544 this.drawonlytoclient = NULL;
547 this.view_ofs = PL_VIEW_OFS;
548 setsize(this, PL_MIN, PL_MAX);
549 this.spawnorigin = spot.origin;
550 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
551 // don't reset back to last position, even if new position is stuck in solid
552 this.oldorigin = this.origin;
553 this.prevorigin = this.origin;
554 this.lastteleporttime = time; // prevent insane speeds due to changing origin
555 this.hud = HUD_NORMAL;
557 this.event_damage = PlayerDamage;
559 this.bot_attack = true;
560 this.monster_attack = true;
562 this.spider_slowness = 0;
564 this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = false;
566 if (this.killcount == FRAGS_SPECTATOR) {
567 PlayerScore_Clear(this);
571 CL_SpawnWeaponentity(this);
572 this.alpha = default_player_alpha;
573 this.colormod = '1 1 1' * autocvar_g_player_brightness;
574 this.exteriorweaponentity.alpha = default_weapon_alpha;
576 this.speedrunning = false;
578 target_voicescript_clear(this);
580 // reset fields the weapons may use
581 FOREACH(Weapons, true, LAMBDA(
582 it.wr_resetplayer(it);
583 // reload all reloadable weapons
584 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
585 this.weapon_load[it.m_id] = it.reloading_ammo;
590 string s = spot.target;
591 spot.target = string_null;
592 WITH(entity, activator, this, LAMBDA(
593 WITH(entity, self, spot, SUB_UseTargets())
600 MUTATOR_CALLHOOK(PlayerSpawn, spot);
602 if (autocvar_spawn_debug)
604 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
605 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
608 this.switchweapon = w_getbestweapon(this);
609 this.cnt = -1; // W_LastWeapon will not complain
611 this.weaponname = "";
612 this.switchingweapon = 0;
614 if (!warmup_stage && !this.alivetime)
615 this.alivetime = time;
621 .float ebouncefactor, ebouncestop; // electro's values
622 // TODO do we need all these fields, or should we stop autodetecting runtime
623 // changes and just have a console command to update this?
624 bool ClientInit_SendEntity(entity this, entity to, int sf)
626 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
627 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
628 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
629 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
630 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
631 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
632 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
633 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
634 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
635 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
637 if(sv_foginterval && world.fog != "")
638 WriteString(MSG_ENTITY, world.fog);
640 WriteString(MSG_ENTITY, "");
641 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
642 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
643 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
644 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
645 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
646 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
647 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
648 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
649 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
650 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
651 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
652 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
656 void ClientInit_CheckUpdate()
658 self.nextthink = time;
659 if(self.count != autocvar_g_balance_armor_blockpercent)
661 self.count = autocvar_g_balance_armor_blockpercent;
664 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
666 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
669 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
671 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
674 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
676 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
679 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
681 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
686 void ClientInit_Spawn()
689 e.classname = "clientinit";
690 e.think = ClientInit_CheckUpdate;
691 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
693 WITH(entity, self, e, ClientInit_CheckUpdate());
701 void SetNewParms (void)
703 // initialize parms for a new player
704 parm1 = -(86400 * 366);
706 MUTATOR_CALLHOOK(SetNewParms);
714 void SetChangeParms (void)
716 // save parms for level change
717 parm1 = self.parm_idlesince - time;
719 MUTATOR_CALLHOOK(SetChangeParms);
727 void DecodeLevelParms (void)
730 self.parm_idlesince = parm1;
731 if(self.parm_idlesince == -(86400 * 366))
732 self.parm_idlesince = time;
734 // whatever happens, allow 60 seconds of idling directly after connect for map loading
735 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
737 MUTATOR_CALLHOOK(DecodeLevelParms);
744 Called when a client types 'kill' in the console
748 .float clientkill_nexttime;
749 void ClientKill_Now_TeamChange()
751 if(self.killindicator_teamchange == -1)
753 JoinBestTeam( self, false, true );
755 else if(self.killindicator_teamchange == -2)
758 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
759 PutObserverInServer();
762 SV_ChangeTeam(self.killindicator_teamchange - 1);
763 self.killindicator_teamchange = 0;
766 void ClientKill_Now()
770 vehicles_exit(VHEF_RELEASE);
771 if(!self.killindicator_teamchange)
773 self.vehicle_health = -1;
774 Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
778 if(self.killindicator && !wasfreed(self.killindicator))
779 remove(self.killindicator);
781 self.killindicator = world;
783 if(self.killindicator_teamchange)
784 ClientKill_Now_TeamChange();
787 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
789 // now I am sure the player IS dead
791 void KillIndicator_Think()
795 self.owner.killindicator = world;
800 if (self.owner.alpha < 0 && !self.owner.vehicle)
802 self.owner.killindicator = world;
809 WITH(entity, self, self.owner, ClientKill_Now());
812 else if(g_cts && self.health == 1) // health == 1 means that it's silent
814 self.nextthink = time + 1;
820 setmodel(self, MDL_NUM(self.cnt));
821 if(IS_REAL_CLIENT(self.owner))
824 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
826 self.nextthink = time + 1;
831 float clientkilltime;
832 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
841 killtime = autocvar_g_balance_kill_delay;
843 if(g_race_qualifying || g_cts)
846 if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
849 self.killindicator_teamchange = targetteam;
851 if(!self.killindicator)
853 if(self.deadflag == DEAD_NO)
855 killtime = max(killtime, self.clientkill_nexttime - time);
856 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
859 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
865 starttime = max(time, clientkilltime);
867 self.killindicator = spawn();
868 self.killindicator.owner = self;
869 self.killindicator.scale = 0.5;
870 setattachment(self.killindicator, self, "");
871 setorigin(self.killindicator, '0 0 52');
872 self.killindicator.think = KillIndicator_Think;
873 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
874 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
875 self.killindicator.cnt = ceil(killtime);
876 self.killindicator.count = bound(0, ceil(killtime), 10);
877 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
879 for(e = world; (e = find(e, classname, "body")) != world; )
883 e.killindicator = spawn();
884 e.killindicator.owner = e;
885 e.killindicator.scale = 0.5;
886 setattachment(e.killindicator, e, "");
887 setorigin(e.killindicator, '0 0 52');
888 e.killindicator.think = KillIndicator_Think;
889 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
890 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
891 e.killindicator.cnt = ceil(killtime);
896 if(self.killindicator)
898 if(targetteam == 0) // just die
900 self.killindicator.colormod = '0 0 0';
901 if(IS_REAL_CLIENT(self))
902 if(self.killindicator.cnt > 0)
903 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
905 else if(targetteam == -1) // auto
907 self.killindicator.colormod = '0 1 0';
908 if(IS_REAL_CLIENT(self))
909 if(self.killindicator.cnt > 0)
910 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
912 else if(targetteam == -2) // spectate
914 self.killindicator.colormod = '0.5 0.5 0.5';
915 if(IS_REAL_CLIENT(self))
916 if(self.killindicator.cnt > 0)
917 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
921 self.killindicator.colormod = Team_ColorRGB(targetteam);
922 if(IS_REAL_CLIENT(self))
923 if(self.killindicator.cnt > 0)
924 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
930 void ClientKill (void)
933 if(self.player_blocked) return;
934 if(self.frozen) return;
936 ClientKill_TeamChange(0);
939 void FixClientCvars(entity e)
941 // send prediction settings to the client
942 stuffcmd(e, "\nin_bindmap 0 0\n");
943 if(autocvar_g_antilag == 3) // client side hitscan
944 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
945 if(autocvar_sv_gentle)
946 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
949 float PlayerInIDList(entity p, string idlist)
954 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
958 // this function allows abbreviated player IDs too!
959 n = tokenize_console(idlist);
960 for(i = 0; i < n; ++i)
963 if(s == substring(p.crypto_idfp, 0, strlen(s)))
970 #ifdef DP_EXT_PRECONNECT
975 Called once (not at each match start) when a client begins a connection to the server
978 void ClientPreConnect (void)
980 if(autocvar_sv_eventlog)
982 GameLogEcho(sprintf(":connect:%d:%d:%s",
985 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
995 Called when a client connects to the server
998 void DecodeLevelParms (void);
999 void ClientConnect (void)
1005 LOG_INFO("Warning: ClientConnect, but already connected!\n");
1009 if(Ban_MaybeEnforceBanOnce(self))
1015 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1018 self.classname = "player_joining";
1020 self.flags = FL_CLIENT;
1021 self.version_nagtime = time + 10 + random() * 10;
1025 LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n");
1029 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1031 PlayerScore_Attach(self);
1032 ClientData_Attach();
1033 accuracy_init(self);
1034 Inventory_new(self);
1036 bot_clientconnect();
1042 // identify the right forced team
1043 if(autocvar_g_campaign)
1045 if(IS_REAL_CLIENT(self)) // only players, not bots
1047 switch(autocvar_g_campaign_forceteam)
1049 case 1: self.team_forced = NUM_TEAM_1; break;
1050 case 2: self.team_forced = NUM_TEAM_2; break;
1051 case 3: self.team_forced = NUM_TEAM_3; break;
1052 case 4: self.team_forced = NUM_TEAM_4; break;
1053 default: self.team_forced = 0;
1057 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1058 self.team_forced = NUM_TEAM_1;
1059 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1060 self.team_forced = NUM_TEAM_2;
1061 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1062 self.team_forced = NUM_TEAM_3;
1063 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1064 self.team_forced = NUM_TEAM_4;
1065 else if(autocvar_g_forced_team_otherwise == "red")
1066 self.team_forced = NUM_TEAM_1;
1067 else if(autocvar_g_forced_team_otherwise == "blue")
1068 self.team_forced = NUM_TEAM_2;
1069 else if(autocvar_g_forced_team_otherwise == "yellow")
1070 self.team_forced = NUM_TEAM_3;
1071 else if(autocvar_g_forced_team_otherwise == "pink")
1072 self.team_forced = NUM_TEAM_4;
1073 else if(autocvar_g_forced_team_otherwise == "spectate")
1074 self.team_forced = -1;
1075 else if(autocvar_g_forced_team_otherwise == "spectator")
1076 self.team_forced = -1;
1078 self.team_forced = 0;
1081 if(self.team_forced > 0)
1082 self.team_forced = 0;
1084 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1086 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1087 self.classname = STR_OBSERVER;
1091 if(autocvar_g_balance_teams)
1093 self.classname = STR_PLAYER;
1094 campaign_bots_may_start = 1;
1098 self.classname = STR_OBSERVER; // do it anyway
1103 self.classname = STR_PLAYER;
1104 campaign_bots_may_start = 1;
1108 self.playerid = (playerid_last = playerid_last + 1);
1110 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1112 if(IS_BOT_CLIENT(self))
1113 PlayerStats_GameReport_AddPlayer(self);
1115 if(autocvar_sv_eventlog)
1116 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1118 LogTeamchange(self.playerid, self.team, 1);
1120 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1122 self.netname_previous = strzone(self.netname);
1124 if(IS_PLAYER(self) && teamplay)
1125 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1127 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1129 stuffcmd(self, strcat(clientstuff, "\n"));
1130 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1132 FixClientCvars(self);
1134 // spawnfunc_waypoint sprites
1135 WaypointSprite_InitClient(self);
1137 // Wazat's grappling hook
1138 SetGrappleHookBindings();
1141 stuffcmd(self, "alias +jetpack +button10\n");
1142 stuffcmd(self, "alias -jetpack -button10\n");
1144 // get version info from player
1145 stuffcmd(self, "cmd clientversion $gameversion\n");
1147 // get other cvars from player
1150 // notify about available teams
1153 CheckAllowedTeams(self);
1154 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1155 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1158 stuffcmd(self, "set _teams_available 0\n");
1162 bot_relinkplayerlist();
1164 self.spectatortime = time;
1167 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1170 self.jointime = time;
1171 self.allowed_timeouts = autocvar_sv_timeout_number;
1173 if(IS_REAL_CLIENT(self))
1175 if(!autocvar_g_campaign)
1177 self.motd_actived_time = -1;
1178 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1181 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET(TUBA)))
1182 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1185 if(!sv_foginterval && world.fog != "")
1186 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1188 W_HitPlotOpen(self);
1190 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
1191 send_CSQC_teamnagger();
1195 CSQCMODEL_AUTOINIT(self);
1197 self.model_randomizer = random();
1199 if(IS_REAL_CLIENT(self))
1202 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1203 WITH(entity, self, e, e.init_for_player(this));
1206 MUTATOR_CALLHOOK(ClientConnect, self);
1212 Called when a client disconnects from the server
1215 .entity chatbubbleentity;
1217 void ClientDisconnect (void)
1220 vehicles_exit(VHEF_RELEASE);
1222 if (!IS_CLIENT(self))
1224 LOG_INFO("Warning: ClientDisconnect without ClientConnect\n");
1228 PlayerStats_GameReport_FinalizePlayer(self);
1230 if ( self.active_minigame )
1231 part_minigame(self);
1233 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
1235 CheatShutdownClient();
1237 W_HitPlotClose(self);
1240 anticheat_shutdown();
1242 playerdemo_shutdown();
1244 bot_clientdisconnect();
1248 if(autocvar_sv_eventlog)
1249 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1251 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1253 MUTATOR_CALLHOOK(ClientDisconnect);
1255 Portal_ClearAll(self);
1259 RemoveGrapplingHook(self);
1261 // Here, everything has been done that requires this player to be a client.
1263 self.flags &= ~FL_CLIENT;
1265 if (self.chatbubbleentity)
1266 remove (self.chatbubbleentity);
1268 if (self.killindicator)
1269 remove (self.killindicator);
1271 WaypointSprite_PlayerGone();
1273 bot_relinkplayerlist();
1275 accuracy_free(self);
1276 Inventory_delete(self);
1277 ClientData_Detach();
1278 PlayerScore_Detach(self);
1280 if(self.netname_previous)
1281 strunzone(self.netname_previous);
1282 if(self.clientstatus)
1283 strunzone(self.clientstatus);
1284 if(self.weaponorder_byimpulse)
1285 strunzone(self.weaponorder_byimpulse);
1287 ClearPlayerSounds();
1290 remove(self.personal);
1300 void ChatBubbleThink()
1302 self.nextthink = time;
1303 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1305 if(self.owner) // but why can that ever be world?
1306 self.owner.chatbubbleentity = world;
1313 if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1315 if ( self.owner.active_minigame )
1316 self.mdl = "models/sprites/minigame_busy.iqm";
1317 else if ( self.owner.BUTTON_CHAT )
1318 self.mdl = "models/misc/chatbubble.spr";
1321 if ( self.model != self.mdl )
1322 _setmodel(self, self.mdl);
1326 void UpdateChatBubble()
1330 // spawn a chatbubble entity if needed
1331 if (!self.chatbubbleentity)
1333 self.chatbubbleentity = spawn();
1334 self.chatbubbleentity.owner = self;
1335 self.chatbubbleentity.exteriormodeltoclient = self;
1336 self.chatbubbleentity.think = ChatBubbleThink;
1337 self.chatbubbleentity.nextthink = time;
1338 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1339 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1340 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1341 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1342 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1343 //self.chatbubbleentity.model = "";
1344 self.chatbubbleentity.effects = EF_LOWPRECISION;
1349 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1350 // added to the model skins
1351 /*void UpdateColorModHack()
1354 c = self.clientcolors & 15;
1355 // LordHavoc: only bothering to support white, green, red, yellow, blue
1356 if (!teamplay) self.colormod = '0 0 0';
1357 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1358 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1359 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1360 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1361 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1362 else self.colormod = '1 1 1';
1367 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1369 self.solid = SOLID_NOT;
1370 self.takedamage = DAMAGE_NO;
1371 self.movetype = MOVETYPE_FLY;
1372 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1373 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1374 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1375 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1376 if(autocvar_g_respawn_ghosts_maxtime)
1377 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1382 self.effects |= EF_NODRAW; // prevent another CopyBody
1383 PutClientInServer();
1386 void play_countdown(float finished, string samp)
1388 if(IS_REAL_CLIENT(self))
1389 if(floor(finished - time - frametime) != floor(finished - time))
1390 if(finished - time < 6)
1391 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1394 void player_powerups (void)
1396 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1397 int items_prev = self.items;
1399 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1400 self.modelflags |= MF_ROCKET;
1402 self.modelflags &= ~MF_ROCKET;
1404 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1406 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1409 Fire_ApplyDamage(self);
1410 Fire_ApplyEffect(self);
1414 if (self.items & ITEM_Strength.m_itemid)
1416 play_countdown(self.strength_finished, SND(POWEROFF));
1417 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1418 if (time > self.strength_finished)
1420 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1421 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1422 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1427 if (time < self.strength_finished)
1429 self.items = self.items | ITEM_Strength.m_itemid;
1430 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1431 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1434 if (self.items & ITEM_Shield.m_itemid)
1436 play_countdown(self.invincible_finished, SND(POWEROFF));
1437 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1438 if (time > self.invincible_finished)
1440 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1441 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1442 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1447 if (time < self.invincible_finished)
1449 self.items = self.items | ITEM_Shield.m_itemid;
1450 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1451 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1454 if (self.items & IT_SUPERWEAPON)
1456 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1458 self.superweapons_finished = 0;
1459 self.items = self.items - (self.items & IT_SUPERWEAPON);
1460 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1461 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1463 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1465 // don't let them run out
1469 play_countdown(self.superweapons_finished, SND(POWEROFF));
1470 if (time > self.superweapons_finished)
1472 self.items = self.items - (self.items & IT_SUPERWEAPON);
1473 self.weapons &= ~WEPSET_SUPERWEAPONS;
1474 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1475 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1479 else if(self.weapons & WEPSET_SUPERWEAPONS)
1481 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1483 self.items = self.items | IT_SUPERWEAPON;
1484 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1485 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1489 self.superweapons_finished = 0;
1490 self.weapons &= ~WEPSET_SUPERWEAPONS;
1495 self.superweapons_finished = 0;
1499 if(autocvar_g_nodepthtestplayers)
1500 self.effects = self.effects | EF_NODEPTHTEST;
1502 if(autocvar_g_fullbrightplayers)
1503 self.effects = self.effects | EF_FULLBRIGHT;
1505 if (time >= game_starttime)
1506 if (time < self.spawnshieldtime)
1507 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1509 MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1512 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1514 if(current > stable)
1516 else if(current > stable - 0.25) // when close enough, "snap"
1519 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1522 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1524 if(current < stable)
1526 else if(current < stable + 0.25) // when close enough, "snap"
1529 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1532 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1534 if(current > rotstable)
1536 if(rotframetime > 0)
1538 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1539 current = max(rotstable, current - rotlinear * rotframetime);
1542 else if(current < regenstable)
1544 if(regenframetime > 0)
1546 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1547 current = min(regenstable, current + regenlinear * regenframetime);
1557 void player_regen (void)
1559 float max_mod, regen_mod, rot_mod, limit_mod;
1560 max_mod = regen_mod = rot_mod = limit_mod = 1;
1561 regen_mod_max = max_mod;
1562 regen_mod_regen = regen_mod;
1563 regen_mod_rot = rot_mod;
1564 regen_mod_limit = limit_mod;
1566 regen_health = autocvar_g_balance_health_regen;
1567 regen_health_linear = autocvar_g_balance_health_regenlinear;
1568 regen_health_rot = autocvar_g_balance_health_rot;
1569 regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1570 regen_health_stable = autocvar_g_balance_health_regenstable;
1571 regen_health_rotstable = autocvar_g_balance_health_rotstable;
1572 if(!MUTATOR_CALLHOOK(PlayerRegen))
1575 float mina, maxa, limith, limita;
1576 maxa = autocvar_g_balance_armor_rotstable;
1577 mina = autocvar_g_balance_armor_regenstable;
1578 limith = autocvar_g_balance_health_limit;
1579 limita = autocvar_g_balance_armor_limit;
1581 max_mod = regen_mod_max;
1582 regen_mod = regen_mod_regen;
1583 rot_mod = regen_mod_rot;
1584 limit_mod = regen_mod_limit;
1586 regen_health_rotstable = regen_health_rotstable * max_mod;
1587 regen_health_stable = regen_health_stable * max_mod;
1588 limith = limith * limit_mod;
1589 limita = limita * limit_mod;
1591 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);
1592 self.health = CalcRotRegen(self.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > self.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1595 // if player rotted to death... die!
1596 // check this outside above checks, as player may still be able to rot to death
1600 vehicles_exit(VHEF_RELEASE);
1601 self.event_damage(self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1604 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1606 float minf, maxf, limitf;
1608 maxf = autocvar_g_balance_fuel_rotstable;
1609 minf = autocvar_g_balance_fuel_regenstable;
1610 limitf = autocvar_g_balance_fuel_limit;
1612 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1616 float zoomstate_set;
1617 void SetZoomState(float z)
1619 if(z != self.zoomstate)
1622 ClientData_Touch(self);
1627 void GetPressedKeys()
1629 MUTATOR_CALLHOOK(GetPressedKeys);
1630 #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
1631 X(self.pressedkeys, KEY_FORWARD, self.movement_x > 0);
1632 X(self.pressedkeys, KEY_BACKWARD, self.movement_x < 0);
1633 X(self.pressedkeys, KEY_RIGHT, self.movement_y > 0);
1634 X(self.pressedkeys, KEY_LEFT, self.movement_y < 0);
1636 X(self.pressedkeys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(self));
1637 X(self.pressedkeys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(self));
1638 X(self.pressedkeys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(self));
1639 X(self.pressedkeys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(self));
1644 ======================
1645 spectate mode routines
1646 ======================
1649 void SpectateCopy(entity spectatee)
1651 MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1652 self.armortype = spectatee.armortype;
1653 self.armorvalue = spectatee.armorvalue;
1654 self.ammo_cells = spectatee.ammo_cells;
1655 self.ammo_plasma = spectatee.ammo_plasma;
1656 self.ammo_shells = spectatee.ammo_shells;
1657 self.ammo_nails = spectatee.ammo_nails;
1658 self.ammo_rockets = spectatee.ammo_rockets;
1659 self.ammo_fuel = spectatee.ammo_fuel;
1660 self.clip_load = spectatee.clip_load;
1661 self.clip_size = spectatee.clip_size;
1662 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1663 self.health = spectatee.health;
1665 self.items = spectatee.items;
1666 self.last_pickup = spectatee.last_pickup;
1667 self.hit_time = spectatee.hit_time;
1668 self.strength_finished = spectatee.strength_finished;
1669 self.invincible_finished = spectatee.invincible_finished;
1670 self.pressedkeys = spectatee.pressedkeys;
1671 self.weapons = spectatee.weapons;
1672 self.switchweapon = spectatee.switchweapon;
1673 self.switchingweapon = spectatee.switchingweapon;
1674 self.weapon = spectatee.weapon;
1675 self.vortex_charge = spectatee.vortex_charge;
1676 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1677 self.hagar_load = spectatee.hagar_load;
1678 self.arc_heat_percent = spectatee.arc_heat_percent;
1679 self.minelayer_mines = spectatee.minelayer_mines;
1680 self.punchangle = spectatee.punchangle;
1681 self.view_ofs = spectatee.view_ofs;
1682 self.velocity = spectatee.velocity;
1683 self.dmg_take = spectatee.dmg_take;
1684 self.dmg_save = spectatee.dmg_save;
1685 self.dmg_inflictor = spectatee.dmg_inflictor;
1686 self.v_angle = spectatee.v_angle;
1687 self.angles = spectatee.v_angle;
1688 self.frozen = spectatee.frozen;
1689 self.revive_progress = spectatee.revive_progress;
1690 if(!self.BUTTON_USE)
1691 self.fixangle = true;
1692 setorigin(self, spectatee.origin);
1693 setsize(self, spectatee.mins, spectatee.maxs);
1694 SetZoomState(spectatee.zoomstate);
1696 anticheat_spectatecopy(spectatee);
1697 self.hud = spectatee.hud;
1698 if(spectatee.vehicle)
1700 self.fixangle = false;
1701 //self.velocity = spectatee.vehicle.velocity;
1702 self.vehicle_health = spectatee.vehicle_health;
1703 self.vehicle_shield = spectatee.vehicle_shield;
1704 self.vehicle_energy = spectatee.vehicle_energy;
1705 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1706 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1707 self.vehicle_reload1 = spectatee.vehicle_reload1;
1708 self.vehicle_reload2 = spectatee.vehicle_reload2;
1712 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1713 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1714 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1715 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1717 //WriteByte (MSG_ONE, SVC_SETVIEW);
1718 // WriteEntity(MSG_ONE, self);
1719 //makevectors(spectatee.v_angle);
1720 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1724 bool SpectateUpdate()
1729 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1731 SetSpectatee(self, NULL);
1735 SpectateCopy(self.enemy);
1742 if(!IS_PLAYER(self.enemy))
1746 WriteByte(MSG_ONE, SVC_SETVIEW);
1747 WriteEntity(MSG_ONE, self.enemy);
1748 self.movetype = MOVETYPE_NONE;
1749 accuracy_resend(self);
1751 if(!SpectateUpdate())
1752 PutObserverInServer();
1757 void SetSpectatee(entity player, entity spectatee)
1759 entity old_spectatee = player.enemy;
1761 player.enemy = spectatee;
1764 // these are required to fix the spectator bug with arc
1765 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1766 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1769 bool Spectate(entity pl)
1771 if(MUTATOR_CALLHOOK(SpectateSet, self, pl))
1775 SetSpectatee(self, pl);
1776 return SpectateSet();
1781 other = find(self.enemy, classname, "player");
1783 if (MUTATOR_CALLHOOK(SpectateNext, self, other))
1784 other = spec_player;
1786 other = find(other, classname, "player");
1788 if(other) { SetSpectatee(self, other); }
1790 return SpectateSet();
1795 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1796 other = findchain(classname, "player");
1797 if (!other) // no player
1800 entity first = other;
1801 // skip players until current spectated player
1803 while(other && other != self.enemy)
1804 other = other.chain;
1806 switch (MUTATOR_CALLHOOK(SpectatePrev, self, other, first))
1808 case MUT_SPECPREV_FOUND:
1809 other = spec_player;
1811 case MUT_SPECPREV_RETURN:
1812 other = spec_player;
1814 case MUT_SPECPREV_CONTINUE:
1818 other = other.chain;
1825 SetSpectatee(self, other);
1826 return SpectateSet();
1831 ShowRespawnCountdown()
1833 Update a respawn countdown display.
1836 void ShowRespawnCountdown()
1839 if(self.deadflag == DEAD_NO) // just respawned?
1843 number = ceil(self.respawn_time - time);
1846 if(number <= self.respawn_countdown)
1848 self.respawn_countdown = number - 1;
1849 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
1850 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1855 void LeaveSpectatorMode()
1859 if(nJoinAllowed(self))
1861 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1863 self.classname = STR_PLAYER;
1864 nades_RemoveBonus(self);
1866 if(autocvar_g_campaign || autocvar_g_balance_teams)
1867 { JoinBestTeam(self, false, true); }
1869 if(autocvar_g_campaign)
1870 { campaign_bots_may_start = 1; }
1872 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1874 PutClientInServer();
1876 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1879 stuffcmd(self, "menu_showteamselect\n");
1883 // Player may not join because g_maxplayers is set
1884 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1889 * Determines whether the player is allowed to join. This depends on cvar
1890 * g_maxplayers, if it isn't used this function always return true, otherwise
1891 * it checks whether the number of currently playing players exceeds g_maxplayers.
1892 * @return int number of free slots for players, 0 if none
1894 float nJoinAllowed(entity ignore)
1897 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1898 // so report 0 free slots if restricted
1900 if(autocvar_g_forced_team_otherwise == "spectate")
1902 if(autocvar_g_forced_team_otherwise == "spectator")
1906 if(self.team_forced < 0)
1907 return 0; // forced spectators can never join
1909 // TODO simplify this
1911 float totalClients = 0;
1916 if (!autocvar_g_maxplayers)
1917 return maxclients - totalClients;
1919 float currentlyPlaying = 0;
1920 FOR_EACH_REALCLIENT(e)
1921 if(IS_PLAYER(e) || e.caplayer)
1922 currentlyPlaying += 1;
1924 if(currentlyPlaying < autocvar_g_maxplayers)
1925 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1931 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1932 * g_maxplayers_spectator_blocktime seconds
1934 void checkSpectatorBlock()
1936 if(IS_SPEC(self) || IS_OBSERVER(self))
1938 if(IS_REAL_CLIENT(self))
1940 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1941 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1947 void PrintWelcomeMessage()
1949 if(self.motd_actived_time == 0)
1951 if (autocvar_g_campaign) {
1952 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
1953 self.motd_actived_time = time;
1954 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
1957 if (self.BUTTON_INFO) {
1958 self.motd_actived_time = time;
1959 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1963 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
1965 if (autocvar_g_campaign) {
1966 if (self.BUTTON_INFO)
1967 self.motd_actived_time = time;
1968 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
1969 self.motd_actived_time = 0;
1970 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1973 if (self.BUTTON_INFO)
1974 self.motd_actived_time = time;
1975 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1976 self.motd_actived_time = 0;
1977 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1981 else //if(self.motd_actived_time < 0) // just connected, motd is active
1983 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
1984 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1985 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
1987 // instanctly hide MOTD
1988 self.motd_actived_time = 0;
1989 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1994 void ObserverThink()
1998 MinigameImpulse(self.impulse);
2001 float prefered_movetype;
2002 if (self.flags & FL_JUMPRELEASED) {
2003 if (self.BUTTON_JUMP && !self.version_mismatch) {
2004 self.flags &= ~FL_JUMPRELEASED;
2005 self.flags |= FL_SPAWNING;
2006 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2007 self.flags &= ~FL_JUMPRELEASED;
2008 if(SpectateNext()) {
2009 self.classname = STR_SPECTATOR;
2012 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2013 if (self.movetype != prefered_movetype)
2014 self.movetype = prefered_movetype;
2017 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2018 self.flags |= FL_JUMPRELEASED;
2019 if(self.flags & FL_SPAWNING)
2021 self.flags &= ~FL_SPAWNING;
2022 LeaveSpectatorMode();
2029 void SpectatorThink()
2033 if(MinigameImpulse(self.impulse))
2036 if (self.flags & FL_JUMPRELEASED) {
2037 if (self.BUTTON_JUMP && !self.version_mismatch) {
2038 self.flags &= ~FL_JUMPRELEASED;
2039 self.flags |= FL_SPAWNING;
2040 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2041 self.flags &= ~FL_JUMPRELEASED;
2042 if(SpectateNext()) {
2043 self.classname = STR_SPECTATOR;
2045 self.classname = STR_OBSERVER;
2046 PutClientInServer();
2049 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2050 self.flags &= ~FL_JUMPRELEASED;
2051 if(SpectatePrev()) {
2052 self.classname = STR_SPECTATOR;
2054 self.classname = STR_OBSERVER;
2055 PutClientInServer();
2058 } else if (self.BUTTON_ATCK2) {
2059 self.flags &= ~FL_JUMPRELEASED;
2060 self.classname = STR_OBSERVER;
2061 PutClientInServer();
2063 if(!SpectateUpdate())
2064 PutObserverInServer();
2067 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2068 self.flags |= FL_JUMPRELEASED;
2069 if(self.flags & FL_SPAWNING)
2071 self.flags &= ~FL_SPAWNING;
2072 LeaveSpectatorMode();
2076 if(!SpectateUpdate())
2077 PutObserverInServer();
2080 self.flags |= FL_CLIENT | FL_NOTARGET;
2083 void vehicles_enter (entity pl, entity veh);
2086 if (!IS_PLAYER(self))
2093 vehicles_exit(VHEF_NORMAL);
2097 else if(autocvar_g_vehicles_enter)
2100 if(self.deadflag == DEAD_NO)
2103 entity head, closest_target = world;
2104 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2106 while(head) // find the closest acceptable target to enter
2108 if(head.vehicle_flags & VHF_ISVEHICLE)
2109 if(head.deadflag == DEAD_NO)
2110 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2111 if(head.takedamage != DAMAGE_NO)
2115 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2116 { closest_target = head; }
2118 else { closest_target = head; }
2124 if(closest_target) { vehicles_enter(self, closest_target); return; }
2128 // a use key was pressed; call handlers
2129 MUTATOR_CALLHOOK(PlayerUseKey);
2132 float isInvisibleString(string s)
2135 s = strdecolorize(s);
2136 for((i = 0), (n = strlen(s)); i < n; ++i)
2144 case 192: // charmap space
2145 if (!autocvar_utf8_enable)
2148 case 160: // space in unicode fonts
2149 case 0xE000 + 192: // utf8 charmap space
2150 if (autocvar_utf8_enable)
2163 Called every frame for each client before the physics are run
2166 .float usekeypressed;
2167 void() nexball_setstatus;
2168 .float last_vehiclecheck;
2170 void PlayerPreThink (void)
2172 WarpZone_PlayerPhysics_FixVAngle();
2174 self.stat_game_starttime = game_starttime;
2175 self.stat_round_starttime = round_starttime;
2176 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2177 self.stat_leadlimit = autocvar_leadlimit;
2179 self.weaponsinmap = weaponsInMap;
2183 // physics frames: update anticheat stuff
2184 anticheat_prethink();
2187 if(blockSpectators && frametime)
2188 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2189 checkSpectatorBlock();
2193 // Savage: Check for nameless players
2194 if (isInvisibleString(self.netname)) {
2195 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2196 if(autocvar_sv_eventlog)
2197 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2198 if(self.netname_previous)
2199 strunzone(self.netname_previous);
2200 self.netname_previous = strzone(new_name);
2201 self.netname = self.netname_previous;
2202 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2203 } else if(self.netname_previous != self.netname) {
2204 if(autocvar_sv_eventlog)
2205 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2206 if(self.netname_previous)
2207 strunzone(self.netname_previous);
2208 self.netname_previous = strzone(self.netname);
2212 if(self.version_nagtime)
2213 if(self.cvar_g_xonoticversion)
2214 if(time > self.version_nagtime)
2216 // don't notify git users
2217 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2219 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2221 // notify release users if connecting to git
2222 LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2223 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2228 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2231 // give users new version
2232 LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2233 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2237 // notify users about old server version
2238 LOG_INFO("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2239 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2243 self.version_nagtime = 0;
2247 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2249 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2250 self.max_armorvalue = 0;
2253 if(self.frozen == 2)
2255 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2256 self.health = max(1, self.revive_progress * start_health);
2257 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2259 if(self.revive_progress >= 1)
2262 else if(self.frozen == 3)
2264 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2265 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2270 vehicles_exit(VHEF_RELEASE);
2271 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2273 else if ( self.revive_progress <= 0 )
2277 MUTATOR_CALLHOOK(PlayerPreThink);
2279 if(autocvar_g_vehicles_enter)
2280 if(time > self.last_vehiclecheck)
2285 if(self.deadflag == DEAD_NO)
2288 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2289 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2290 if(veh.deadflag == DEAD_NO)
2291 if(veh.takedamage != DAMAGE_NO)
2292 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2293 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2295 if(!veh.team || SAME_TEAM(self, veh))
2296 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2297 else if(autocvar_g_vehicles_steal)
2298 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2300 self.last_vehiclecheck = time + 1;
2303 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2305 if(self.BUTTON_USE && !self.usekeypressed)
2307 self.usekeypressed = self.BUTTON_USE;
2310 if(IS_REAL_CLIENT(self))
2311 PrintWelcomeMessage();
2316 CheckRules_Player();
2318 if (intermission_running)
2320 IntermissionThink (); // otherwise a button could be missed between
2321 return; // the think tics
2324 //don't allow the player to turn around while game is paused!
2325 if(timeout_status == TIMEOUT_ACTIVE) {
2326 // FIXME turn this into CSQC stuff
2327 self.v_angle = self.lastV_angle;
2328 self.angles = self.lastV_angle;
2329 self.fixangle = true;
2334 if(self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge))
2336 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));
2337 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));
2338 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));
2340 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2342 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));
2343 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));
2344 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));
2348 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2353 if (self.deadflag != DEAD_NO)
2355 if(self.personal && g_race_qualifying)
2357 if(time > self.respawn_time)
2359 self.respawn_time = time + 1; // only retry once a second
2360 self.stat_respawn_time = self.respawn_time;
2367 float button_pressed;
2370 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2372 if (self.deadflag == DEAD_DYING)
2374 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2375 self.deadflag = DEAD_RESPAWNING;
2376 else if(!button_pressed)
2377 self.deadflag = DEAD_DEAD;
2379 else if (self.deadflag == DEAD_DEAD)
2382 self.deadflag = DEAD_RESPAWNABLE;
2383 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2384 self.deadflag = DEAD_RESPAWNING;
2386 else if (self.deadflag == DEAD_RESPAWNABLE)
2389 self.deadflag = DEAD_RESPAWNING;
2391 else if (self.deadflag == DEAD_RESPAWNING)
2393 if(time > self.respawn_time)
2395 self.respawn_time = time + 1; // only retry once a second
2396 self.respawn_time_max = self.respawn_time;
2401 ShowRespawnCountdown();
2403 if(self.respawn_flags & RESPAWN_SILENT)
2404 self.stat_respawn_time = 0;
2405 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2406 self.stat_respawn_time = self.respawn_time_max;
2408 self.stat_respawn_time = self.respawn_time;
2411 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2412 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2413 self.stat_respawn_time *= -1;
2418 self.prevorigin = self.origin;
2420 float do_crouch = self.BUTTON_CROUCH;
2428 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2429 // It cannot be predicted by the engine!
2430 if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2438 self.view_ofs = self.stat_pl_crouch_view_ofs;
2439 setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
2440 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2447 tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
2448 if (!trace_startsolid)
2450 self.crouch = false;
2451 self.view_ofs = self.stat_pl_view_ofs;
2452 setsize (self, self.stat_pl_min, self.stat_pl_max);
2457 FixPlayermodel(self);
2459 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2462 self.items &= ~self.items_added;
2464 W_WeaponFrame(self);
2466 self.items_added = 0;
2467 if(self.items & ITEM_Jetpack.m_itemid)
2468 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2469 self.items_added |= IT_FUEL;
2471 self.items |= self.items_added;
2476 // WEAPONTODO: Add a weapon request for this
2477 // rot vortex charge to the charge limit
2478 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2479 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2485 secrets_setstatus();
2488 monsters_setstatus();
2490 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2492 //self.angles_y=self.v_angle_y + 90; // temp
2493 } else if(gameover) {
2494 if (intermission_running)
2495 IntermissionThink (); // otherwise a button could be missed between
2497 } else if(IS_OBSERVER(self)) {
2499 } else if(IS_SPEC(self)) {
2503 // WEAPONTODO: Add weapon request for this
2505 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX.m_id) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE.m_id && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2507 float oldspectatee_status;
2508 oldspectatee_status = self.spectatee_status;
2510 self.spectatee_status = num_for_edict(self.enemy);
2511 else if(IS_OBSERVER(self))
2512 self.spectatee_status = num_for_edict(self);
2514 self.spectatee_status = 0;
2515 if(self.spectatee_status != oldspectatee_status)
2517 ClientData_Touch(self);
2520 if(self.teamkill_soundtime)
2521 if(time > self.teamkill_soundtime)
2523 self.teamkill_soundtime = 0;
2525 setself(self.teamkill_soundsource);
2526 entity oldpusher = self.pusher;
2529 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2531 self.pusher = oldpusher;
2535 if(self.taunt_soundtime)
2536 if(time > self.taunt_soundtime)
2538 self.taunt_soundtime = 0;
2539 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2542 target_voicescript_next(self);
2544 // WEAPONTODO: Move into weaponsystem somehow
2545 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2547 self.clip_load = self.clip_size = 0;
2554 Called every frame for each client after the physics are run
2557 .float idlekick_lasttimeleft;
2558 void PlayerPostThink (void)
2560 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2561 if(IS_REAL_CLIENT(self))
2562 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2564 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2566 if(self.idlekick_lasttimeleft)
2568 self.idlekick_lasttimeleft = 0;
2569 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2575 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2576 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2578 if(!self.idlekick_lasttimeleft)
2579 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2583 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2587 else if(timeleft <= 10)
2589 if(timeleft != self.idlekick_lasttimeleft)
2590 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2591 self.idlekick_lasttimeleft = timeleft;
2598 //CheckPlayerJump();
2600 if(IS_PLAYER(self)) {
2601 CheckRules_Player();
2605 if (intermission_running)
2606 return; // intermission or finale
2612 for(i = 0; i < 1000; ++i)
2615 end = self.origin + '0 0 1024' + 512 * randomvec();
2616 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2617 if(trace_fraction < 1)
2618 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2620 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2626 if(self.waypointsprite_attachedforcarrier)
2627 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2631 CSQCMODEL_AUTOUPDATE(self);