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"
14 #include "bot/navigation.qh"
16 #include "weapons/hitplot.qh"
17 #include "weapons/weaponsystem.qh"
19 #include "../common/net_notice.qh"
20 #include "../common/physics.qh"
22 #include "../common/triggers/subs.qh"
23 #include "../common/triggers/triggers.qh"
24 #include "../common/triggers/trigger/secret.qh"
26 #include "../common/monsters/sv_monsters.qh"
28 #include "../warpzonelib/server.qh"
32 void send_CSQC_teamnagger() {
33 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
34 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
37 float ClientData_Send(entity to, int sf)
54 sf |= 1; // forced scoreboard
55 if(to.spectatee_status)
56 sf |= 2; // spectator ent number follows
59 if(e.porto_v_angle_held)
60 sf |= 8; // angles held
62 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
63 WriteByte(MSG_ENTITY, sf);
66 WriteByte(MSG_ENTITY, to.spectatee_status);
70 WriteAngle(MSG_ENTITY, e.v_angle.x);
71 WriteAngle(MSG_ENTITY, e.v_angle.y);
77 void ClientData_Attach()
79 Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
80 self.clientdata.drawonlytoclient = self;
81 self.clientdata.owner = self;
84 void ClientData_Detach()
86 remove(self.clientdata);
87 self.clientdata = world;
90 void ClientData_Touch(entity e)
92 e.clientdata.SendFlags = 1;
94 // make it spectatable
96 FOR_EACH_REALCLIENT(e2)
101 e2.clientdata.SendFlags = 1;
105 .string netname_previous;
107 void SetSpectator(entity player, entity spectatee);
114 Checks if the argument string can be a valid playermodel.
115 Returns a valid one in doubt.
118 string FallbackPlayerModel;
119 string CheckPlayerModel(string plyermodel) {
120 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
122 // note: we cannot summon Don Strunzone here, some player may
123 // still have the model string set. In case anyone manages how
124 // to change a cvar default, we'll have a small leak here.
125 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
127 // only in right path
128 if( substring(plyermodel,0,14) != "models/player/")
129 return FallbackPlayerModel;
130 // only good file extensions
131 if(substring(plyermodel,-4,4) != ".zym")
132 if(substring(plyermodel,-4,4) != ".dpm")
133 if(substring(plyermodel,-4,4) != ".iqm")
134 if(substring(plyermodel,-4,4) != ".md3")
135 if(substring(plyermodel,-4,4) != ".psk")
136 return FallbackPlayerModel;
137 // forbid the LOD models
138 if(substring(plyermodel, -9,5) == "_lod1")
139 return FallbackPlayerModel;
140 if(substring(plyermodel, -9,5) == "_lod2")
141 return FallbackPlayerModel;
142 if(plyermodel != strtolower(plyermodel))
143 return FallbackPlayerModel;
144 // also, restrict to server models
145 if(autocvar_sv_servermodelsonly)
147 if(!fexists(plyermodel))
148 return FallbackPlayerModel;
153 void setplayermodel(entity e, string modelname)
155 precache_model(modelname);
156 setmodel(e, modelname);
157 player_setupanimsformodel();
158 UpdatePlayerSounds();
165 putting a client as observer in the server
168 void FixPlayermodel();
169 void PutObserverInServer (void)
172 self.hud = HUD_NORMAL;
174 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
176 spot = SelectSpawnPoint (true);
178 error("No spawnpoints for observers?!?\n");
179 RemoveGrapplingHook(self); // Wazat's Grappling Hook
181 if(IS_REAL_CLIENT(self))
184 WriteByte(MSG_ONE, SVC_SETVIEW);
185 WriteEntity(MSG_ONE, self);
188 self.frags = FRAGS_SPECTATOR;
190 MUTATOR_CALLHOOK(MakePlayerObserver);
192 Portal_ClearAll(self);
199 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
204 vehicles_exit(VHEF_RELESE);
206 WaypointSprite_PlayerDead();
208 if (!g_ca) // don't reset teams when moving a ca player to the spectators
209 self.team = -1; // move this as it is needed to log the player spectating in eventlog
211 if(self.killcount != -666)
213 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
214 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
215 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
217 if(self.just_joined == false) {
218 LogTeamchange(self.playerid, -1, 4);
220 self.just_joined = false;
223 PlayerScore_Clear(self); // clear scores when needed
225 accuracy_resend(self);
227 self.spectatortime = time;
229 self.classname = "observer";
230 self.iscreature = false;
231 self.teleportable = TELEPORT_SIMPLE;
232 self.damagedbycontents = false;
234 self.takedamage = DAMAGE_NO;
235 self.solid = SOLID_NOT;
236 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
237 self.flags = FL_CLIENT | FL_NOTARGET;
238 self.armorvalue = 666;
240 self.armorvalue = autocvar_g_balance_armor_start;
241 self.pauserotarmor_finished = 0;
242 self.pauserothealth_finished = 0;
243 self.pauseregen_finished = 0;
244 self.damageforcescale = 0;
246 self.respawn_flags = 0;
247 self.respawn_time = 0;
248 self.stat_respawn_time = 0;
253 self.pain_finished = 0;
254 self.strength_finished = 0;
255 self.invincible_finished = 0;
256 self.superweapons_finished = 0;
259 self.think = func_null;
262 self.deadflag = DEAD_NO;
263 self.angles = spot.angles;
265 self.fixangle = true;
267 self.revival_time = 0;
269 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
270 self.prevorigin = self.origin;
272 self.weapons = '0 0 0';
275 setmodel(self, "null");
276 self.drawonlytoclient = self;
278 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
279 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
282 self.weaponname = "";
283 self.switchingweapon = 0;
284 self.weaponmodel = "";
285 self.weaponentity = world;
286 self.exteriorweaponentity = world;
287 self.killcount = -666;
288 self.velocity = '0 0 0';
289 self.avelocity = '0 0 0';
290 self.punchangle = '0 0 0';
291 self.punchvector = '0 0 0';
292 self.oldvelocity = self.velocity;
293 self.fire_endtime = -1;
294 self.event_damage = func_null;
297 .float model_randomizer;
298 void FixPlayermodel()
301 float defaultskin, chmdl, oldskin, n, i;
308 if(autocvar_sv_defaultcharacter == 1)
313 s = Static_Team_ColorName_Lower(self.team);
316 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
317 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
321 if(defaultmodel == "")
323 defaultmodel = autocvar_sv_defaultplayermodel;
324 defaultskin = autocvar_sv_defaultplayerskin;
327 n = tokenize_console(defaultmodel);
330 defaultmodel = argv(floor(n * self.model_randomizer));
331 // However, do NOT randomize if the player-selected model is in the list.
332 for (i = 0; i < n; ++i)
333 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
334 defaultmodel = argv(i);
337 i = strstrofs(defaultmodel, ":", 0);
340 defaultskin = stof(substring(defaultmodel, i+1, -1));
341 defaultmodel = substring(defaultmodel, 0, i);
345 if(defaultmodel != "")
347 if (defaultmodel != self.model)
351 setplayermodel (self, defaultmodel);
352 setsize (self, m1, m2);
357 self.skin = defaultskin;
359 if (self.playermodel != self.model || self.playermodel == "")
361 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
364 setplayermodel (self, self.playermodel);
365 setsize (self, m1, m2);
370 self.skin = stof(self.playerskin);
373 if(chmdl || oldskin != self.skin) // model or skin has changed
375 self.species = player_getspecies(); // update species
376 UpdatePlayerSounds(); // update skin sounds
380 if(strlen(autocvar_sv_defaultplayercolors))
381 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
382 setcolor(self, stof(autocvar_sv_defaultplayercolors));
389 Called when a client spawns in the server
392 void PutClientInServer (void)
394 if(IS_BOT_CLIENT(self))
395 self.classname = "player";
396 else if(IS_REAL_CLIENT(self))
399 WriteByte(MSG_ONE, SVC_SETVIEW);
400 WriteEntity(MSG_ONE, self);
403 SetSpectator(self, world);
408 MUTATOR_CALLHOOK(PutClientInServer);
411 self.classname = "observer";
415 entity spot, oldself;
418 accuracy_resend(self);
421 JoinBestTeam(self, false, true);
423 spot = SelectSpawnPoint (false);
426 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
427 return; // spawn failed
430 RemoveGrapplingHook(self); // Wazat's Grappling Hook
433 vehicles_exit(VHEF_RELESE);
435 self.classname = "player";
436 self.wasplayer = true;
437 self.iscreature = true;
438 self.teleportable = TELEPORT_NORMAL;
439 self.damagedbycontents = true;
440 self.movetype = MOVETYPE_WALK;
441 self.solid = SOLID_SLIDEBOX;
442 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
443 if(autocvar_g_playerclip_collisions)
444 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
445 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
446 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
447 self.frags = FRAGS_PLAYER;
448 if(INDEPENDENT_PLAYERS)
449 MAKE_INDEPENDENT_PLAYER(self);
450 self.flags = FL_CLIENT;
451 if(autocvar__notarget)
452 self.flags |= FL_NOTARGET;
453 self.takedamage = DAMAGE_AIM;
455 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
456 self.air_finished = time + 12;
458 if(WEP_CVAR(vortex, charge))
460 if(WEP_CVAR_SEC(vortex, chargepool))
461 self.vortex_chargepool_ammo = 1;
462 self.vortex_charge = WEP_CVAR(vortex, charge_start);
467 self.ammo_shells = warmup_start_ammo_shells;
468 self.ammo_nails = warmup_start_ammo_nails;
469 self.ammo_rockets = warmup_start_ammo_rockets;
470 self.ammo_cells = warmup_start_ammo_cells;
471 self.ammo_plasma = warmup_start_ammo_plasma;
472 self.ammo_fuel = warmup_start_ammo_fuel;
473 self.health = warmup_start_health;
474 self.armorvalue = warmup_start_armorvalue;
475 self.weapons = WARMUP_START_WEAPONS;
479 self.ammo_shells = start_ammo_shells;
480 self.ammo_nails = start_ammo_nails;
481 self.ammo_rockets = start_ammo_rockets;
482 self.ammo_cells = start_ammo_cells;
483 self.ammo_plasma = start_ammo_plasma;
484 self.ammo_fuel = start_ammo_fuel;
485 self.health = start_health;
486 self.armorvalue = start_armorvalue;
487 self.weapons = start_weapons;
490 if(self.weapons & WEPSET_SUPERWEAPONS)
491 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
493 self.superweapons_finished = 0;
495 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
497 if(g_weaponarena_random_with_blaster)
498 self.weapons &= ~WEPSET_BLASTER;
499 W_RandomWeapons(self, g_weaponarena_random);
500 if(g_weaponarena_random_with_blaster)
501 self.weapons |= WEPSET_BLASTER;
504 self.items = start_items;
506 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
507 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
508 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
509 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
510 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
511 //extend the pause of rotting if client was reset at the beginning of the countdown
512 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
513 self.spawnshieldtime += game_starttime - time;
514 self.pauserotarmor_finished += game_starttime - time;
515 self.pauserothealth_finished += game_starttime - time;
516 self.pauseregen_finished += game_starttime - time;
518 self.damageforcescale = 2;
520 self.respawn_flags = 0;
521 self.respawn_time = 0;
522 self.stat_respawn_time = 0;
523 self.scale = autocvar_sv_player_scale;
526 self.pain_finished = 0;
527 self.strength_finished = 0;
528 self.invincible_finished = 0;
530 // players have no think function
531 self.think = func_null;
535 self.ballistics_density = autocvar_g_ballistics_density_player;
539 self.deadflag = DEAD_NO;
541 self.angles = spot.angles;
543 self.angles_z = 0; // never spawn tilted even if the spot says to
544 if(IS_BOT_CLIENT(self))
545 self.v_angle = self.angles;
546 self.fixangle = true; // turn this way immediately
547 self.velocity = '0 0 0';
548 self.avelocity = '0 0 0';
549 self.punchangle = '0 0 0';
550 self.punchvector = '0 0 0';
551 self.oldvelocity = self.velocity;
552 self.fire_endtime = -1;
553 self.revival_time = 0;
555 entity spawnevent = spawn();
556 spawnevent.owner = self;
557 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
559 // Cut off any still running player sounds.
560 stopsound(self, CH_PLAYER_SINGLE);
564 self.drawonlytoclient = world;
567 self.view_ofs = PL_VIEW_OFS;
568 setsize (self, PL_MIN, PL_MAX);
569 self.spawnorigin = spot.origin;
570 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
571 // don't reset back to last position, even if new position is stuck in solid
572 self.oldorigin = self.origin;
573 self.prevorigin = self.origin;
574 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
575 self.lastteleporttime = time; // prevent insane speeds due to changing origin
576 self.hud = HUD_NORMAL;
578 self.event_damage = PlayerDamage;
580 self.bot_attack = true;
581 self.monster_attack = true;
583 self.spider_slowness = 0;
585 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
587 if(self.killcount == -666) {
588 PlayerScore_Clear(self);
592 CL_SpawnWeaponentity();
593 self.alpha = default_player_alpha;
594 self.colormod = '1 1 1' * autocvar_g_player_brightness;
595 self.exteriorweaponentity.alpha = default_weapon_alpha;
597 self.speedrunning = false;
599 //stuffcmd(self, "chase_active 0");
600 //stuffcmd(self, "set viewsize $tmpviewsize \n");
602 target_voicescript_clear(self);
604 // reset fields the weapons may use
605 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
607 WEP_ACTION(j, WR_RESETPLAYER);
609 // all weapons must be fully loaded when we spawn
610 entity e = get_weaponinfo(j);
611 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
612 self.(weapon_load[j]) = e.reloading_ammo;
620 self.target = string_null;
629 MUTATOR_CALLHOOK(PlayerSpawn);
631 if(autocvar_spawn_debug)
633 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
634 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
637 self.switchweapon = w_getbestweapon(self);
638 self.cnt = -1; // W_LastWeapon will not complain
640 self.weaponname = "";
641 self.switchingweapon = 0;
645 self.alivetime = time;
649 else if(IS_OBSERVER(self))
651 PutObserverInServer ();
655 .float ebouncefactor, ebouncestop; // electro's values
656 // TODO do we need all these fields, or should we stop autodetecting runtime
657 // changes and just have a console command to update this?
658 float ClientInit_SendEntity(entity to, int sf)
660 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
661 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
662 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
663 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
664 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
665 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
666 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
667 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
668 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
669 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
671 if(sv_foginterval && world.fog != "")
672 WriteString(MSG_ENTITY, world.fog);
674 WriteString(MSG_ENTITY, "");
675 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
676 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
677 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
678 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
679 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
680 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
681 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
682 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
683 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
684 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
685 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
686 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
690 void ClientInit_CheckUpdate()
692 self.nextthink = time;
693 if(self.count != autocvar_g_balance_armor_blockpercent)
695 self.count = autocvar_g_balance_armor_blockpercent;
698 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
700 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
703 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
705 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
708 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
710 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
713 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
715 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
720 void ClientInit_Spawn()
725 e.classname = "clientinit";
726 e.think = ClientInit_CheckUpdate;
727 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
731 ClientInit_CheckUpdate();
740 void SetNewParms (void)
742 // initialize parms for a new player
743 parm1 = -(86400 * 366);
751 void SetChangeParms (void)
753 // save parms for level change
754 parm1 = self.parm_idlesince - time;
762 void DecodeLevelParms (void)
765 self.parm_idlesince = parm1;
766 if(self.parm_idlesince == -(86400 * 366))
767 self.parm_idlesince = time;
769 // whatever happens, allow 60 seconds of idling directly after connect for map loading
770 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
777 Called when a client types 'kill' in the console
781 .float clientkill_nexttime;
782 void ClientKill_Now_TeamChange()
784 if(self.killindicator_teamchange == -1)
786 JoinBestTeam( self, false, true );
788 else if(self.killindicator_teamchange == -2)
791 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
792 PutObserverInServer();
795 SV_ChangeTeam(self.killindicator_teamchange - 1);
796 self.killindicator_teamchange = 0;
799 void ClientKill_Now()
803 vehicles_exit(VHEF_RELESE);
804 if(!self.killindicator_teamchange)
806 self.vehicle_health = -1;
807 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
811 if(self.killindicator && !wasfreed(self.killindicator))
812 remove(self.killindicator);
814 self.killindicator = world;
816 if(self.killindicator_teamchange)
817 ClientKill_Now_TeamChange();
820 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
822 // now I am sure the player IS dead
824 void KillIndicator_Think()
828 self.owner.killindicator = world;
833 if (self.owner.alpha < 0 && !self.owner.vehicle)
835 self.owner.killindicator = world;
843 ClientKill_Now(); // no oldself needed
846 else if(g_cts && self.health == 1) // health == 1 means that it's silent
848 self.nextthink = time + 1;
854 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
855 if(IS_REAL_CLIENT(self.owner))
858 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
860 self.nextthink = time + 1;
865 float clientkilltime;
866 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
875 killtime = autocvar_g_balance_kill_delay;
877 if(g_race_qualifying || g_cts)
880 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
882 remove(self.killindicator);
883 self.killindicator = world;
885 ClientKill_Now(); // allow instant kill in this case
889 self.killindicator_teamchange = targetteam;
891 if(!self.killindicator)
893 if(self.deadflag == DEAD_NO)
895 killtime = max(killtime, self.clientkill_nexttime - time);
896 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
899 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
905 starttime = max(time, clientkilltime);
907 self.killindicator = spawn();
908 self.killindicator.owner = self;
909 self.killindicator.scale = 0.5;
910 setattachment(self.killindicator, self, "");
911 setorigin(self.killindicator, '0 0 52');
912 self.killindicator.think = KillIndicator_Think;
913 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
914 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
915 self.killindicator.cnt = ceil(killtime);
916 self.killindicator.count = bound(0, ceil(killtime), 10);
917 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
919 for(e = world; (e = find(e, classname, "body")) != world; )
923 e.killindicator = spawn();
924 e.killindicator.owner = e;
925 e.killindicator.scale = 0.5;
926 setattachment(e.killindicator, e, "");
927 setorigin(e.killindicator, '0 0 52');
928 e.killindicator.think = KillIndicator_Think;
929 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
930 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
931 e.killindicator.cnt = ceil(killtime);
936 if(self.killindicator)
938 if(targetteam == 0) // just die
940 self.killindicator.colormod = '0 0 0';
941 if(IS_REAL_CLIENT(self))
942 if(self.killindicator.cnt > 0)
943 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
945 else if(targetteam == -1) // auto
947 self.killindicator.colormod = '0 1 0';
948 if(IS_REAL_CLIENT(self))
949 if(self.killindicator.cnt > 0)
950 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
952 else if(targetteam == -2) // spectate
954 self.killindicator.colormod = '0.5 0.5 0.5';
955 if(IS_REAL_CLIENT(self))
956 if(self.killindicator.cnt > 0)
957 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
961 self.killindicator.colormod = Team_ColorRGB(targetteam);
962 if(IS_REAL_CLIENT(self))
963 if(self.killindicator.cnt > 0)
964 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
970 void ClientKill (void)
973 if(self.player_blocked) return;
974 if(self.frozen) return;
976 ClientKill_TeamChange(0);
979 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
981 e.killindicator = spawn();
982 e.killindicator.owner = e;
983 e.killindicator.think = KillIndicator_Think;
984 e.killindicator.nextthink = time + (e.lip) * 0.05;
985 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
986 e.killindicator.health = 1; // this is used to indicate that it should be silent
990 void FixClientCvars(entity e)
992 // send prediction settings to the client
993 stuffcmd(e, "\nin_bindmap 0 0\n");
995 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
996 if(autocvar_g_antilag == 3) // client side hitscan
997 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
998 if(autocvar_sv_gentle)
999 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1002 float PlayerInIDList(entity p, string idlist)
1007 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1011 // this function allows abbreviated player IDs too!
1012 n = tokenize_console(idlist);
1013 for(i = 0; i < n; ++i)
1016 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1023 #ifdef DP_EXT_PRECONNECT
1028 Called once (not at each match start) when a client begins a connection to the server
1031 void ClientPreConnect (void)
1033 if(autocvar_sv_eventlog)
1035 GameLogEcho(sprintf(":connect:%d:%d:%s",
1037 num_for_edict(self),
1038 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1048 Called when a client connects to the server
1051 void DecodeLevelParms (void);
1052 //void dom_player_join_team(entity pl);
1053 void set_dom_state(entity e);
1054 void ClientConnect (void)
1060 print("Warning: ClientConnect, but already connected!\n");
1064 if(Ban_MaybeEnforceBanOnce(self))
1070 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1073 self.classname = "player_joining";
1075 self.flags = FL_CLIENT;
1076 self.version_nagtime = time + 10 + random() * 10;
1080 dprint("BUG player count is lower than zero, this cannot happen!\n");
1084 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1086 PlayerScore_Attach(self);
1087 ClientData_Attach();
1088 accuracy_init(self);
1090 bot_clientconnect();
1096 // identify the right forced team
1097 if(autocvar_g_campaign)
1099 if(IS_REAL_CLIENT(self)) // only players, not bots
1101 switch(autocvar_g_campaign_forceteam)
1103 case 1: self.team_forced = NUM_TEAM_1; break;
1104 case 2: self.team_forced = NUM_TEAM_2; break;
1105 case 3: self.team_forced = NUM_TEAM_3; break;
1106 case 4: self.team_forced = NUM_TEAM_4; break;
1107 default: self.team_forced = 0;
1111 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1112 self.team_forced = NUM_TEAM_1;
1113 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1114 self.team_forced = NUM_TEAM_2;
1115 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1116 self.team_forced = NUM_TEAM_3;
1117 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1118 self.team_forced = NUM_TEAM_4;
1119 else if(autocvar_g_forced_team_otherwise == "red")
1120 self.team_forced = NUM_TEAM_1;
1121 else if(autocvar_g_forced_team_otherwise == "blue")
1122 self.team_forced = NUM_TEAM_2;
1123 else if(autocvar_g_forced_team_otherwise == "yellow")
1124 self.team_forced = NUM_TEAM_3;
1125 else if(autocvar_g_forced_team_otherwise == "pink")
1126 self.team_forced = NUM_TEAM_4;
1127 else if(autocvar_g_forced_team_otherwise == "spectate")
1128 self.team_forced = -1;
1129 else if(autocvar_g_forced_team_otherwise == "spectator")
1130 self.team_forced = -1;
1132 self.team_forced = 0;
1135 if(self.team_forced > 0)
1136 self.team_forced = 0;
1138 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1140 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1141 self.classname = "observer";
1145 if(autocvar_g_balance_teams)
1147 self.classname = "player";
1148 campaign_bots_may_start = 1;
1152 self.classname = "observer"; // do it anyway
1157 self.classname = "player";
1158 campaign_bots_may_start = 1;
1162 self.playerid = (playerid_last = playerid_last + 1);
1164 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1166 if(IS_BOT_CLIENT(self))
1167 PlayerStats_GameReport_AddPlayer(self);
1169 if(autocvar_sv_eventlog)
1170 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1172 LogTeamchange(self.playerid, self.team, 1);
1174 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1176 self.netname_previous = strzone(self.netname);
1178 if(IS_PLAYER(self) && teamplay)
1179 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1181 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1183 stuffcmd(self, strcat(clientstuff, "\n"));
1184 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1186 FixClientCvars(self);
1188 // spawnfunc_waypoint sprites
1189 WaypointSprite_InitClient(self);
1191 // Wazat's grappling hook
1192 SetGrappleHookBindings();
1195 stuffcmd(self, "alias +jetpack +button10\n");
1196 stuffcmd(self, "alias -jetpack -button10\n");
1198 // get version info from player
1199 stuffcmd(self, "cmd clientversion $gameversion\n");
1201 // get other cvars from player
1204 // notify about available teams
1207 CheckAllowedTeams(self);
1208 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1209 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1212 stuffcmd(self, "set _teams_available 0\n");
1216 bot_relinkplayerlist();
1218 self.spectatortime = time;
1221 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1224 self.jointime = time;
1225 self.allowed_timeouts = autocvar_sv_timeout_number;
1227 if(IS_REAL_CLIENT(self))
1229 if(!autocvar_g_campaign)
1231 self.motd_actived_time = -1;
1232 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1235 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1236 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1239 if(!sv_foginterval && world.fog != "")
1240 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1242 W_HitPlotOpen(self);
1244 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
1245 send_CSQC_teamnagger();
1249 CSQCMODEL_AUTOINIT();
1251 self.model_randomizer = random();
1253 if(IS_REAL_CLIENT(self))
1256 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1257 entity oldself = self;
1259 e.init_for_player(oldself);
1263 MUTATOR_CALLHOOK(ClientConnect);
1269 Called when a client disconnects from the server
1272 .entity chatbubbleentity;
1274 void ClientDisconnect (void)
1277 vehicles_exit(VHEF_RELESE);
1279 if (!IS_CLIENT(self))
1281 print("Warning: ClientDisconnect without ClientConnect\n");
1285 PlayerStats_GameReport_FinalizePlayer(self);
1287 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1289 CheatShutdownClient();
1291 W_HitPlotClose(self);
1294 anticheat_shutdown();
1296 playerdemo_shutdown();
1298 bot_clientdisconnect();
1303 if(autocvar_sv_eventlog)
1304 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1306 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1308 MUTATOR_CALLHOOK(ClientDisconnect);
1310 Portal_ClearAll(self);
1314 RemoveGrapplingHook(self);
1316 // Here, everything has been done that requires this player to be a client.
1318 self.flags &= ~FL_CLIENT;
1320 if (self.chatbubbleentity)
1321 remove (self.chatbubbleentity);
1323 if (self.killindicator)
1324 remove (self.killindicator);
1326 WaypointSprite_PlayerGone();
1328 bot_relinkplayerlist();
1330 accuracy_free(self);
1331 ClientData_Detach();
1332 PlayerScore_Detach(self);
1334 if(self.netname_previous)
1335 strunzone(self.netname_previous);
1336 if(self.clientstatus)
1337 strunzone(self.clientstatus);
1338 if(self.weaponorder_byimpulse)
1339 strunzone(self.weaponorder_byimpulse);
1341 ClearPlayerSounds();
1344 remove(self.personal);
1354 void ChatBubbleThink()
1356 self.nextthink = time;
1357 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1359 if(self.owner) // but why can that ever be world?
1360 self.owner.chatbubbleentity = world;
1364 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1366 || self.owner.tetris_on
1369 self.model = self.mdl;
1374 void UpdateChatBubble()
1378 // spawn a chatbubble entity if needed
1379 if (!self.chatbubbleentity)
1381 self.chatbubbleentity = spawn();
1382 self.chatbubbleentity.owner = self;
1383 self.chatbubbleentity.exteriormodeltoclient = self;
1384 self.chatbubbleentity.think = ChatBubbleThink;
1385 self.chatbubbleentity.nextthink = time;
1386 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1387 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1388 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs.z * '0 0 1');
1389 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1390 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1391 self.chatbubbleentity.model = "";
1392 self.chatbubbleentity.effects = EF_LOWPRECISION;
1397 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1398 // added to the model skins
1399 /*void UpdateColorModHack()
1402 c = self.clientcolors & 15;
1403 // LordHavoc: only bothering to support white, green, red, yellow, blue
1404 if (!teamplay) self.colormod = '0 0 0';
1405 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1406 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1407 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1408 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1409 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1410 else self.colormod = '1 1 1';
1415 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1417 self.solid = SOLID_NOT;
1418 self.takedamage = DAMAGE_NO;
1419 self.movetype = MOVETYPE_FLY;
1420 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1421 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1422 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1423 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1424 if(autocvar_g_respawn_ghosts_maxtime)
1425 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1430 self.effects |= EF_NODRAW; // prevent another CopyBody
1431 PutClientInServer();
1434 void play_countdown(float finished, string samp)
1436 if(IS_REAL_CLIENT(self))
1437 if(floor(finished - time - frametime) != floor(finished - time))
1438 if(finished - time < 6)
1439 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1442 void player_powerups (void)
1444 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1445 olditems = self.items;
1447 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1448 self.modelflags |= MF_ROCKET;
1450 self.modelflags &= ~MF_ROCKET;
1452 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1454 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1457 Fire_ApplyDamage(self);
1458 Fire_ApplyEffect(self);
1462 if (self.items & IT_STRENGTH)
1464 play_countdown(self.strength_finished, "misc/poweroff.wav");
1465 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1466 if (time > self.strength_finished)
1468 self.items = self.items - (self.items & IT_STRENGTH);
1469 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1470 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1475 if (time < self.strength_finished)
1477 self.items = self.items | IT_STRENGTH;
1478 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1479 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1482 if (self.items & IT_INVINCIBLE)
1484 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1485 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1486 if (time > self.invincible_finished)
1488 self.items = self.items - (self.items & IT_INVINCIBLE);
1489 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1490 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1495 if (time < self.invincible_finished)
1497 self.items = self.items | IT_INVINCIBLE;
1498 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1499 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1502 if (self.items & IT_SUPERWEAPON)
1504 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1506 self.superweapons_finished = 0;
1507 self.items = self.items - (self.items & IT_SUPERWEAPON);
1508 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1509 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1511 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1513 // don't let them run out
1517 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1518 if (time > self.superweapons_finished)
1520 self.items = self.items - (self.items & IT_SUPERWEAPON);
1521 self.weapons &= ~WEPSET_SUPERWEAPONS;
1522 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1523 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1527 else if(self.weapons & WEPSET_SUPERWEAPONS)
1529 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1531 self.items = self.items | IT_SUPERWEAPON;
1532 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1533 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1537 self.superweapons_finished = 0;
1538 self.weapons &= ~WEPSET_SUPERWEAPONS;
1543 self.superweapons_finished = 0;
1547 if(autocvar_g_nodepthtestplayers)
1548 self.effects = self.effects | EF_NODEPTHTEST;
1550 if(autocvar_g_fullbrightplayers)
1551 self.effects = self.effects | EF_FULLBRIGHT;
1553 if (time >= game_starttime)
1554 if (time < self.spawnshieldtime)
1555 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1557 MUTATOR_CALLHOOK(PlayerPowerups);
1560 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1562 if(current > stable)
1564 else if(current > stable - 0.25) // when close enough, "snap"
1567 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1570 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1572 if(current < stable)
1574 else if(current < stable + 0.25) // when close enough, "snap"
1577 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1580 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1582 if(current > rotstable)
1584 if(rotframetime > 0)
1586 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1587 current = max(rotstable, current - rotlinear * rotframetime);
1590 else if(current < regenstable)
1592 if(regenframetime > 0)
1594 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1595 current = min(regenstable, current + regenlinear * regenframetime);
1605 void player_regen (void)
1607 float max_mod, regen_mod, rot_mod, limit_mod;
1608 max_mod = regen_mod = rot_mod = limit_mod = 1;
1609 regen_mod_max = max_mod;
1610 regen_mod_regen = regen_mod;
1611 regen_mod_rot = rot_mod;
1612 regen_mod_limit = limit_mod;
1613 if(!MUTATOR_CALLHOOK(PlayerRegen))
1616 float minh, mina, maxh, maxa, limith, limita;
1617 maxh = autocvar_g_balance_health_rotstable;
1618 maxa = autocvar_g_balance_armor_rotstable;
1619 minh = autocvar_g_balance_health_regenstable;
1620 mina = autocvar_g_balance_armor_regenstable;
1621 limith = autocvar_g_balance_health_limit;
1622 limita = autocvar_g_balance_armor_limit;
1624 max_mod = regen_mod_max;
1625 regen_mod = regen_mod_regen;
1626 rot_mod = regen_mod_rot;
1627 limit_mod = regen_mod_limit;
1629 maxh = maxh * max_mod;
1630 minh = minh * max_mod;
1631 limith = limith * limit_mod;
1632 limita = limita * limit_mod;
1634 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);
1635 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);
1638 // if player rotted to death... die!
1639 // check this outside above checks, as player may still be able to rot to death
1641 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1643 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1645 float minf, maxf, limitf;
1647 maxf = autocvar_g_balance_fuel_rotstable;
1648 minf = autocvar_g_balance_fuel_regenstable;
1649 limitf = autocvar_g_balance_fuel_limit;
1651 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);
1655 float zoomstate_set;
1656 void SetZoomState(float z)
1658 if(z != self.zoomstate)
1661 ClientData_Touch(self);
1666 void GetPressedKeys(void) {
1667 MUTATOR_CALLHOOK(GetPressedKeys);
1668 #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
1669 X(self.pressedkeys, KEY_FORWARD, self.movement_x > 0);
1670 X(self.pressedkeys, KEY_BACKWARD, self.movement_x < 0);
1671 X(self.pressedkeys, KEY_RIGHT, self.movement_y > 0);
1672 X(self.pressedkeys, KEY_LEFT, self.movement_y < 0);
1674 X(self.pressedkeys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(self));
1675 X(self.pressedkeys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(self));
1676 X(self.pressedkeys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(self));
1677 X(self.pressedkeys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(self));
1682 ======================
1683 spectate mode routines
1684 ======================
1687 void SpectateCopy(entity spectatee) {
1689 MUTATOR_CALLHOOK(SpectateCopy);
1690 self.armortype = spectatee.armortype;
1691 self.armorvalue = spectatee.armorvalue;
1692 self.ammo_cells = spectatee.ammo_cells;
1693 self.ammo_plasma = spectatee.ammo_plasma;
1694 self.ammo_shells = spectatee.ammo_shells;
1695 self.ammo_nails = spectatee.ammo_nails;
1696 self.ammo_rockets = spectatee.ammo_rockets;
1697 self.ammo_fuel = spectatee.ammo_fuel;
1698 self.clip_load = spectatee.clip_load;
1699 self.clip_size = spectatee.clip_size;
1700 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1701 self.health = spectatee.health;
1703 self.items = spectatee.items;
1704 self.last_pickup = spectatee.last_pickup;
1705 self.hit_time = spectatee.hit_time;
1706 self.metertime = spectatee.metertime;
1707 self.strength_finished = spectatee.strength_finished;
1708 self.invincible_finished = spectatee.invincible_finished;
1709 self.pressedkeys = spectatee.pressedkeys;
1710 self.weapons = spectatee.weapons;
1711 self.switchweapon = spectatee.switchweapon;
1712 self.switchingweapon = spectatee.switchingweapon;
1713 self.weapon = spectatee.weapon;
1714 self.vortex_charge = spectatee.vortex_charge;
1715 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1716 self.hagar_load = spectatee.hagar_load;
1717 self.arc_heat_percent = spectatee.arc_heat_percent;
1718 self.minelayer_mines = spectatee.minelayer_mines;
1719 self.punchangle = spectatee.punchangle;
1720 self.view_ofs = spectatee.view_ofs;
1721 self.velocity = spectatee.velocity;
1722 self.dmg_take = spectatee.dmg_take;
1723 self.dmg_save = spectatee.dmg_save;
1724 self.dmg_inflictor = spectatee.dmg_inflictor;
1725 self.v_angle = spectatee.v_angle;
1726 self.angles = spectatee.v_angle;
1727 self.frozen = spectatee.frozen;
1728 self.revive_progress = spectatee.revive_progress;
1729 if(!self.BUTTON_USE)
1730 self.fixangle = true;
1731 setorigin(self, spectatee.origin);
1732 setsize(self, spectatee.mins, spectatee.maxs);
1733 SetZoomState(spectatee.zoomstate);
1735 anticheat_spectatecopy(spectatee);
1736 self.hud = spectatee.hud;
1737 if(spectatee.vehicle)
1739 self.fixangle = false;
1740 //self.velocity = spectatee.vehicle.velocity;
1741 self.vehicle_health = spectatee.vehicle_health;
1742 self.vehicle_shield = spectatee.vehicle_shield;
1743 self.vehicle_energy = spectatee.vehicle_energy;
1744 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1745 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1746 self.vehicle_reload1 = spectatee.vehicle_reload1;
1747 self.vehicle_reload2 = spectatee.vehicle_reload2;
1751 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1752 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1753 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1754 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1756 //WriteByte (MSG_ONE, SVC_SETVIEW);
1757 // WriteEntity(MSG_ONE, self);
1758 //makevectors(spectatee.v_angle);
1759 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1763 float SpectateUpdate()
1768 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1770 SetSpectator(self, world);
1774 SpectateCopy(self.enemy);
1781 if(self.enemy.classname != "player")
1783 /*if(self.enemy.vehicle)
1787 WriteByte(MSG_ONE, SVC_SETVIEW);
1788 WriteEntity(MSG_ONE, self.enemy);
1789 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1791 self.movetype = MOVETYPE_NONE;
1792 accuracy_resend(self);
1797 WriteByte(MSG_ONE, SVC_SETVIEW);
1798 WriteEntity(MSG_ONE, self.enemy);
1799 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1800 self.movetype = MOVETYPE_NONE;
1801 accuracy_resend(self);
1803 if(!SpectateUpdate())
1804 PutObserverInServer();
1809 void SetSpectator(entity player, entity spectatee)
1811 entity old_spectatee = player.enemy;
1813 player.enemy = spectatee;
1816 // these are required to fix the spectator bug with arc
1817 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1818 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1821 float Spectate(entity pl)
1823 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1824 if(pl.team != self.team)
1827 SetSpectator(self, pl);
1828 return SpectateSet();
1831 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1832 entity CA_SpectateNext(entity start) {
1833 if (start.team == self.team) {
1838 // continue from current player
1839 while(other && other.team != self.team) {
1840 other = find(other, classname, "player");
1844 // restart from begining
1845 other = find(other, classname, "player");
1846 while(other && other.team != self.team) {
1847 other = find(other, classname, "player");
1854 float SpectateNext()
1856 other = find(self.enemy, classname, "player");
1858 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1859 // CA and ca players when spectating enemies is forbidden
1860 other = CA_SpectateNext(other);
1862 // other modes and ca spectators or spectating enemies is allowed
1864 other = find(other, classname, "player");
1867 if(other) { SetSpectator(self, other); }
1869 return SpectateSet();
1872 float SpectatePrev()
1874 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1875 other = findchain(classname, "player");
1876 if (!other) // no player
1879 entity first = other;
1880 // skip players until current spectated player
1882 while(other && other != self.enemy)
1883 other = other.chain;
1885 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1887 do { other = other.chain; }
1888 while(other && other.team != self.team);
1893 while(other.team != self.team)
1894 other = other.chain;
1895 if(other == self.enemy)
1902 other = other.chain;
1906 SetSpectator(self, other);
1907 return SpectateSet();
1912 ShowRespawnCountdown()
1914 Update a respawn countdown display.
1917 void ShowRespawnCountdown()
1920 if(self.deadflag == DEAD_NO) // just respawned?
1924 number = ceil(self.respawn_time - time);
1927 if(number <= self.respawn_countdown)
1929 self.respawn_countdown = number - 1;
1930 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
1931 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1936 void LeaveSpectatorMode()
1940 if(nJoinAllowed(self))
1942 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1944 self.classname = "player";
1945 nades_RemoveBonus(self);
1947 if(autocvar_g_campaign || autocvar_g_balance_teams)
1948 { JoinBestTeam(self, false, true); }
1950 if(autocvar_g_campaign)
1951 { campaign_bots_may_start = 1; }
1953 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1955 PutClientInServer();
1957 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1960 stuffcmd(self, "menu_showteamselect\n");
1964 // Player may not join because g_maxplayers is set
1965 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1970 * Determines whether the player is allowed to join. This depends on cvar
1971 * g_maxplayers, if it isn't used this function always return true, otherwise
1972 * it checks whether the number of currently playing players exceeds g_maxplayers.
1973 * @return int number of free slots for players, 0 if none
1975 float nJoinAllowed(entity ignore) {
1977 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1978 // so report 0 free slots if restricted
1980 if(autocvar_g_forced_team_otherwise == "spectate")
1982 if(autocvar_g_forced_team_otherwise == "spectator")
1986 if(self.team_forced < 0)
1987 return 0; // forced spectators can never join
1989 // TODO simplify this
1991 float totalClients = 0;
1996 if (!autocvar_g_maxplayers)
1997 return maxclients - totalClients;
1999 float currentlyPlaying = 0;
2000 FOR_EACH_REALCLIENT(e)
2001 if(IS_PLAYER(e) || e.caplayer)
2002 currentlyPlaying += 1;
2004 if(currentlyPlaying < autocvar_g_maxplayers)
2005 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2011 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2012 * g_maxplayers_spectator_blocktime seconds
2014 void checkSpectatorBlock() {
2015 if(IS_SPEC(self) || IS_OBSERVER(self))
2017 if(IS_REAL_CLIENT(self))
2019 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2020 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2026 void PrintWelcomeMessage()
2028 if(self.motd_actived_time == 0)
2030 if (autocvar_g_campaign) {
2031 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2032 self.motd_actived_time = time;
2033 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2036 if (self.BUTTON_INFO) {
2037 self.motd_actived_time = time;
2038 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2042 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2044 if (autocvar_g_campaign) {
2045 if (self.BUTTON_INFO)
2046 self.motd_actived_time = time;
2047 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2048 self.motd_actived_time = 0;
2049 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2052 if (self.BUTTON_INFO)
2053 self.motd_actived_time = time;
2054 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2055 self.motd_actived_time = 0;
2056 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2060 else //if(self.motd_actived_time < 0) // just connected, motd is active
2062 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2063 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2064 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2066 // instanctly hide MOTD
2067 self.motd_actived_time = 0;
2068 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2073 void ObserverThink()
2075 float prefered_movetype;
2076 if (self.flags & FL_JUMPRELEASED) {
2077 if (self.BUTTON_JUMP && !self.version_mismatch) {
2078 self.flags &= ~FL_JUMPRELEASED;
2079 self.flags |= FL_SPAWNING;
2080 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2081 self.flags &= ~FL_JUMPRELEASED;
2082 if(SpectateNext()) {
2083 self.classname = "spectator";
2086 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2087 if (self.movetype != prefered_movetype)
2088 self.movetype = prefered_movetype;
2091 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2092 self.flags |= FL_JUMPRELEASED;
2093 if(self.flags & FL_SPAWNING)
2095 self.flags &= ~FL_SPAWNING;
2096 LeaveSpectatorMode();
2103 void SpectatorThink()
2105 if (self.flags & FL_JUMPRELEASED) {
2106 if (self.BUTTON_JUMP && !self.version_mismatch) {
2107 self.flags &= ~FL_JUMPRELEASED;
2108 self.flags |= FL_SPAWNING;
2109 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2110 self.flags &= ~FL_JUMPRELEASED;
2111 if(SpectateNext()) {
2112 self.classname = "spectator";
2114 self.classname = "observer";
2115 PutClientInServer();
2118 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2119 self.flags &= ~FL_JUMPRELEASED;
2120 if(SpectatePrev()) {
2121 self.classname = "spectator";
2123 self.classname = "observer";
2124 PutClientInServer();
2127 } else if (self.BUTTON_ATCK2) {
2128 self.flags &= ~FL_JUMPRELEASED;
2129 self.classname = "observer";
2130 PutClientInServer();
2132 if(!SpectateUpdate())
2133 PutObserverInServer();
2136 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2137 self.flags |= FL_JUMPRELEASED;
2138 if(self.flags & FL_SPAWNING)
2140 self.flags &= ~FL_SPAWNING;
2141 LeaveSpectatorMode();
2145 if(!SpectateUpdate())
2146 PutObserverInServer();
2149 self.flags |= FL_CLIENT | FL_NOTARGET;
2154 if (!IS_PLAYER(self))
2159 vehicles_exit(VHEF_NORMAL);
2163 // a use key was pressed; call handlers
2164 MUTATOR_CALLHOOK(PlayerUseKey);
2167 float isInvisibleString(string s)
2170 s = strdecolorize(s);
2171 for((i = 0), (n = strlen(s)); i < n; ++i)
2179 case 192: // charmap space
2180 if (!autocvar_utf8_enable)
2183 case 160: // space in unicode fonts
2184 case 0xE000 + 192: // utf8 charmap space
2185 if (autocvar_utf8_enable)
2198 Called every frame for each client before the physics are run
2201 .float usekeypressed;
2202 void() nexball_setstatus;
2204 void PlayerPreThink (void)
2206 WarpZone_PlayerPhysics_FixVAngle();
2208 self.stat_game_starttime = game_starttime;
2209 self.stat_round_starttime = round_starttime;
2210 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2211 self.stat_leadlimit = autocvar_leadlimit;
2215 // physics frames: update anticheat stuff
2216 anticheat_prethink();
2219 if(blockSpectators && frametime)
2220 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2221 checkSpectatorBlock();
2225 // Savage: Check for nameless players
2226 if (isInvisibleString(self.netname)) {
2227 string new_name = strzone(strcat("Player@", self.netaddress));
2228 if(autocvar_sv_eventlog)
2229 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2230 if(self.netname_previous)
2231 strunzone(self.netname_previous);
2232 self.netname_previous = strzone(new_name);
2233 self.netname = self.netname_previous;
2234 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2235 } else if(self.netname_previous != self.netname) {
2236 if(autocvar_sv_eventlog)
2237 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2238 if(self.netname_previous)
2239 strunzone(self.netname_previous);
2240 self.netname_previous = strzone(self.netname);
2244 if(self.version_nagtime)
2245 if(self.cvar_g_xonoticversion)
2246 if(time > self.version_nagtime)
2248 // don't notify git users
2249 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2251 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2253 // notify release users if connecting to git
2254 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");
2255 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2260 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2263 // give users new version
2264 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");
2265 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2269 // notify users about old server version
2270 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");
2271 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2275 self.version_nagtime = 0;
2279 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2281 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2282 self.max_armorvalue = 0;
2286 if (TetrisPreFrame())
2290 if(self.frozen == 2)
2292 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2293 self.health = max(1, self.revive_progress * start_health);
2294 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2296 if(self.revive_progress >= 1)
2299 else if(self.frozen == 3)
2301 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2302 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2307 vehicles_exit(VHEF_RELESE);
2308 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2310 else if ( self.revive_progress <= 0 )
2314 MUTATOR_CALLHOOK(PlayerPreThink);
2316 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2318 if(self.BUTTON_USE && !self.usekeypressed)
2320 self.usekeypressed = self.BUTTON_USE;
2323 if(IS_REAL_CLIENT(self))
2324 PrintWelcomeMessage();
2329 CheckRules_Player();
2331 if (intermission_running)
2333 IntermissionThink (); // otherwise a button could be missed between
2334 return; // the think tics
2337 //don't allow the player to turn around while game is paused!
2338 if(timeout_status == TIMEOUT_ACTIVE) {
2339 // FIXME turn this into CSQC stuff
2340 self.v_angle = self.lastV_angle;
2341 self.angles = self.lastV_angle;
2342 self.fixangle = true;
2347 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2349 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));
2350 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));
2351 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));
2353 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2355 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));
2356 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));
2357 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));
2361 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2366 if (self.deadflag != DEAD_NO)
2368 if(self.personal && g_race_qualifying)
2370 if(time > self.respawn_time)
2372 self.respawn_time = time + 1; // only retry once a second
2373 self.stat_respawn_time = self.respawn_time;
2380 float button_pressed;
2383 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2385 if (self.deadflag == DEAD_DYING)
2387 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2388 self.deadflag = DEAD_RESPAWNING;
2389 else if(!button_pressed)
2390 self.deadflag = DEAD_DEAD;
2392 else if (self.deadflag == DEAD_DEAD)
2395 self.deadflag = DEAD_RESPAWNABLE;
2396 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2397 self.deadflag = DEAD_RESPAWNING;
2399 else if (self.deadflag == DEAD_RESPAWNABLE)
2402 self.deadflag = DEAD_RESPAWNING;
2404 else if (self.deadflag == DEAD_RESPAWNING)
2406 if(time > self.respawn_time)
2408 self.respawn_time = time + 1; // only retry once a second
2409 self.respawn_time_max = self.respawn_time;
2414 ShowRespawnCountdown();
2416 if(self.respawn_flags & RESPAWN_SILENT)
2417 self.stat_respawn_time = 0;
2418 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2419 self.stat_respawn_time = self.respawn_time_max;
2421 self.stat_respawn_time = self.respawn_time;
2424 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2425 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2426 self.stat_respawn_time *= -1;
2431 self.prevorigin = self.origin;
2433 float do_crouch = self.BUTTON_CROUCH;
2441 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2442 // It cannot be predicted by the engine!
2443 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2451 self.view_ofs = PL_CROUCH_VIEW_OFS;
2452 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2453 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2460 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, false, self);
2461 if (!trace_startsolid)
2463 self.crouch = false;
2464 self.view_ofs = PL_VIEW_OFS;
2465 setsize (self, PL_MIN, PL_MAX);
2472 GrapplingHookFrame();
2474 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2477 self.items &= ~self.items_added;
2481 self.items_added = 0;
2482 if(self.items & IT_JETPACK)
2483 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2484 self.items_added |= IT_FUEL;
2486 self.items |= self.items_added;
2491 // WEAPONTODO: Add a weapon request for this
2492 // rot vortex charge to the charge limit
2493 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2494 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2500 secrets_setstatus();
2503 monsters_setstatus();
2505 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2507 //self.angles_y=self.v_angle_y + 90; // temp
2508 } else if(gameover) {
2509 if (intermission_running)
2510 IntermissionThink (); // otherwise a button could be missed between
2512 } else if(IS_OBSERVER(self)) {
2514 } else if(IS_SPEC(self)) {
2518 // WEAPONTODO: Add weapon request for this
2520 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
2522 float oldspectatee_status;
2523 oldspectatee_status = self.spectatee_status;
2525 self.spectatee_status = num_for_edict(self.enemy);
2526 else if(IS_OBSERVER(self))
2527 self.spectatee_status = num_for_edict(self);
2529 self.spectatee_status = 0;
2530 if(self.spectatee_status != oldspectatee_status)
2532 ClientData_Touch(self);
2535 if(self.teamkill_soundtime)
2536 if(time > self.teamkill_soundtime)
2538 self.teamkill_soundtime = 0;
2540 entity oldpusher, oldself;
2542 oldself = self; self = self.teamkill_soundsource;
2543 oldpusher = self.pusher; self.pusher = oldself;
2545 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2547 self.pusher = oldpusher;
2551 if(self.taunt_soundtime)
2552 if(time > self.taunt_soundtime)
2554 self.taunt_soundtime = 0;
2555 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2558 target_voicescript_next(self);
2560 // WEAPONTODO: Move into weaponsystem somehow
2561 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2563 self.clip_load = self.clip_size = 0;
2570 Called every frame for each client after the physics are run
2573 .float idlekick_lasttimeleft;
2574 void PlayerPostThink (void)
2576 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2577 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2579 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2581 if(self.idlekick_lasttimeleft)
2583 self.idlekick_lasttimeleft = 0;
2584 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2590 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2591 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2593 if(!self.idlekick_lasttimeleft)
2594 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2598 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2602 else if(timeleft <= 10)
2604 if(timeleft != self.idlekick_lasttimeleft)
2605 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2606 self.idlekick_lasttimeleft = timeleft;
2612 if(self.impulse == 100)
2614 if (!TetrisPostFrame())
2620 //CheckPlayerJump();
2622 if(IS_PLAYER(self)) {
2623 CheckRules_Player();
2627 if (intermission_running)
2628 return; // intermission or finale
2638 for(i = 0; i < 1000; ++i)
2641 end = self.origin + '0 0 1024' + 512 * randomvec();
2642 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2643 if(trace_fraction < 1)
2644 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2646 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2652 if(self.waypointsprite_attachedforcarrier)
2653 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2657 CSQCMODEL_AUTOUPDATE();