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 SetSpectator(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();
189 void PutObserverInServer (void)
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 != -666)
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 = "observer";
252 self.iscreature = false;
253 self.teleportable = TELEPORT_SIMPLE;
254 self.damagedbycontents = false;
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';
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 = -666;
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()
323 float defaultskin, chmdl, oldskin, n, i;
330 if(autocvar_sv_defaultcharacter)
334 string s = Static_Team_ColorName_Lower(self.team);
337 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
338 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
342 if(defaultmodel == "")
344 defaultmodel = autocvar_sv_defaultplayermodel;
345 defaultskin = autocvar_sv_defaultplayerskin;
348 n = tokenize_console(defaultmodel);
351 defaultmodel = argv(floor(n * self.model_randomizer));
352 // However, do NOT randomize if the player-selected model is in the list.
353 for (i = 0; i < n; ++i)
354 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
355 defaultmodel = argv(i);
358 i = strstrofs(defaultmodel, ":", 0);
361 defaultskin = stof(substring(defaultmodel, i+1, -1));
362 defaultmodel = substring(defaultmodel, 0, i);
366 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
367 defaultmodel = ret_string;
368 defaultskin = ret_int;
370 if(defaultmodel != "")
372 if (defaultmodel != self.model)
376 setplayermodel (self, defaultmodel);
377 setsize (self, m1, m2);
382 self.skin = defaultskin;
384 if (self.playermodel != self.model || self.playermodel == "")
386 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
389 setplayermodel (self, self.playermodel);
390 setsize (self, m1, m2);
395 self.skin = stof(self.playerskin);
398 if(chmdl || oldskin != self.skin) // model or skin has changed
400 self.species = player_getspecies(); // update species
401 UpdatePlayerSounds(); // update skin sounds
405 if(strlen(autocvar_sv_defaultplayercolors))
406 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
407 setcolor(self, stof(autocvar_sv_defaultplayercolors));
411 /** Called when a client spawns in the server */
412 void PutClientInServer()
415 if(IS_BOT_CLIENT(self))
416 self.classname = "player";
417 else if(IS_REAL_CLIENT(self))
420 WriteByte(MSG_ONE, SVC_SETVIEW);
421 WriteEntity(MSG_ONE, self);
424 SetSpectator(self, world);
429 MUTATOR_CALLHOOK(PutClientInServer, self);
432 self.classname = "observer";
438 accuracy_resend(self);
441 JoinBestTeam(self, false, true);
443 spot = SelectSpawnPoint (false);
446 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
447 return; // spawn failed
450 RemoveGrapplingHook(self); // Wazat's Grappling Hook
452 self.classname = "player";
453 self.wasplayer = true;
454 self.iscreature = true;
455 self.teleportable = TELEPORT_NORMAL;
456 self.damagedbycontents = true;
457 self.movetype = MOVETYPE_WALK;
458 self.solid = SOLID_SLIDEBOX;
459 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
460 if(autocvar_g_playerclip_collisions)
461 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
462 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
463 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
464 self.frags = FRAGS_PLAYER;
465 if(INDEPENDENT_PLAYERS)
466 MAKE_INDEPENDENT_PLAYER(self);
467 self.flags = FL_CLIENT | FL_PICKUPITEMS;
468 if(autocvar__notarget)
469 self.flags |= FL_NOTARGET;
470 self.takedamage = DAMAGE_AIM;
472 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
473 self.air_finished = time + 12;
475 if(WEP_CVAR(vortex, charge))
477 if(WEP_CVAR_SEC(vortex, chargepool))
478 self.vortex_chargepool_ammo = 1;
479 self.vortex_charge = WEP_CVAR(vortex, charge_start);
484 self.ammo_shells = warmup_start_ammo_shells;
485 self.ammo_nails = warmup_start_ammo_nails;
486 self.ammo_rockets = warmup_start_ammo_rockets;
487 self.ammo_cells = warmup_start_ammo_cells;
488 self.ammo_plasma = warmup_start_ammo_plasma;
489 self.ammo_fuel = warmup_start_ammo_fuel;
490 self.health = warmup_start_health;
491 self.armorvalue = warmup_start_armorvalue;
492 self.weapons = WARMUP_START_WEAPONS;
496 self.ammo_shells = start_ammo_shells;
497 self.ammo_nails = start_ammo_nails;
498 self.ammo_rockets = start_ammo_rockets;
499 self.ammo_cells = start_ammo_cells;
500 self.ammo_plasma = start_ammo_plasma;
501 self.ammo_fuel = start_ammo_fuel;
502 self.health = start_health;
503 self.armorvalue = start_armorvalue;
504 self.weapons = start_weapons;
507 if(self.weapons & WEPSET_SUPERWEAPONS)
508 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
510 self.superweapons_finished = 0;
512 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
514 if(g_weaponarena_random_with_blaster)
515 self.weapons &= ~WEPSET(BLASTER);
516 W_RandomWeapons(self, g_weaponarena_random);
517 if(g_weaponarena_random_with_blaster)
518 self.weapons |= WEPSET(BLASTER);
521 self.items = start_items;
523 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
524 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
525 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
526 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
527 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
528 //extend the pause of rotting if client was reset at the beginning of the countdown
529 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
530 self.spawnshieldtime += game_starttime - time;
531 self.pauserotarmor_finished += game_starttime - time;
532 self.pauserothealth_finished += game_starttime - time;
533 self.pauseregen_finished += game_starttime - time;
535 self.damageforcescale = 2;
537 self.respawn_flags = 0;
538 self.respawn_time = 0;
539 self.stat_respawn_time = 0;
540 self.scale = autocvar_sv_player_scale;
543 self.pain_finished = 0;
544 self.strength_finished = 0;
545 self.invincible_finished = 0;
547 // players have no think function
548 self.think = func_null;
552 self.ballistics_density = autocvar_g_ballistics_density_player;
556 self.deadflag = DEAD_NO;
558 self.angles = spot.angles;
560 self.angles_z = 0; // never spawn tilted even if the spot says to
561 if(IS_BOT_CLIENT(self))
562 self.v_angle = self.angles;
563 self.fixangle = true; // turn this way immediately
564 self.velocity = '0 0 0';
565 self.avelocity = '0 0 0';
566 self.punchangle = '0 0 0';
567 self.punchvector = '0 0 0';
568 self.oldvelocity = self.velocity;
569 self.fire_endtime = -1;
570 self.revival_time = 0;
572 entity spawnevent = spawn();
573 spawnevent.owner = self;
574 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
576 // Cut off any still running player sounds.
577 stopsound(self, CH_PLAYER_SINGLE);
581 self.drawonlytoclient = world;
584 self.view_ofs = PL_VIEW_OFS;
585 setsize (self, PL_MIN, PL_MAX);
586 self.spawnorigin = spot.origin;
587 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
588 // don't reset back to last position, even if new position is stuck in solid
589 self.oldorigin = self.origin;
590 self.prevorigin = self.origin;
591 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
592 self.lastteleporttime = time; // prevent insane speeds due to changing origin
593 self.hud = HUD_NORMAL;
595 self.event_damage = PlayerDamage;
597 self.bot_attack = true;
598 self.monster_attack = true;
600 self.spider_slowness = 0;
602 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
604 if(self.killcount == -666) {
605 PlayerScore_Clear(self);
609 CL_SpawnWeaponentity(self);
610 self.alpha = default_player_alpha;
611 self.colormod = '1 1 1' * autocvar_g_player_brightness;
612 self.exteriorweaponentity.alpha = default_weapon_alpha;
614 self.speedrunning = false;
616 //stuffcmd(self, "chase_active 0");
617 //stuffcmd(self, "set viewsize $tmpviewsize \n");
619 target_voicescript_clear(self);
621 // reset fields the weapons may use
622 for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
624 Weapon w = get_weaponinfo(j);
627 // all weapons must be fully loaded when we spawn
628 entity e = get_weaponinfo(j);
629 if (e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
630 self.(weapon_load[j]) = e.reloading_ammo;
633 string s = spot.target;
634 spot.target = string_null;
636 WITH(entity, self, spot, SUB_UseTargets());
642 MUTATOR_CALLHOOK(PlayerSpawn, spot);
644 if(autocvar_spawn_debug)
646 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
647 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
650 self.switchweapon = w_getbestweapon(self);
651 self.cnt = -1; // W_LastWeapon will not complain
653 self.weaponname = "";
654 self.switchingweapon = 0;
658 self.alivetime = time;
662 else if(IS_OBSERVER(self))
664 PutObserverInServer ();
668 .float ebouncefactor, ebouncestop; // electro's values
669 // TODO do we need all these fields, or should we stop autodetecting runtime
670 // changes and just have a console command to update this?
671 bool ClientInit_SendEntity(entity this, entity to, int sf)
673 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
674 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
675 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
676 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
677 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
678 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
679 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
680 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
681 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
682 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
684 if(sv_foginterval && world.fog != "")
685 WriteString(MSG_ENTITY, world.fog);
687 WriteString(MSG_ENTITY, "");
688 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
689 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
690 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
691 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
692 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
693 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
694 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
695 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
696 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
697 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
698 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
699 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
703 void ClientInit_CheckUpdate()
705 self.nextthink = time;
706 if(self.count != autocvar_g_balance_armor_blockpercent)
708 self.count = autocvar_g_balance_armor_blockpercent;
711 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
713 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
716 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
718 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
721 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
723 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
726 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
728 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
733 void ClientInit_Spawn()
736 e.classname = "clientinit";
737 e.think = ClientInit_CheckUpdate;
738 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
740 WITH(entity, self, e, ClientInit_CheckUpdate());
748 void SetNewParms (void)
750 // initialize parms for a new player
751 parm1 = -(86400 * 366);
753 MUTATOR_CALLHOOK(SetNewParms);
761 void SetChangeParms (void)
763 // save parms for level change
764 parm1 = self.parm_idlesince - time;
766 MUTATOR_CALLHOOK(SetChangeParms);
774 void DecodeLevelParms (void)
777 self.parm_idlesince = parm1;
778 if(self.parm_idlesince == -(86400 * 366))
779 self.parm_idlesince = time;
781 // whatever happens, allow 60 seconds of idling directly after connect for map loading
782 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
784 MUTATOR_CALLHOOK(DecodeLevelParms);
791 Called when a client types 'kill' in the console
795 .float clientkill_nexttime;
796 void ClientKill_Now_TeamChange()
798 if(self.killindicator_teamchange == -1)
800 JoinBestTeam( self, false, true );
802 else if(self.killindicator_teamchange == -2)
805 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
806 PutObserverInServer();
809 SV_ChangeTeam(self.killindicator_teamchange - 1);
810 self.killindicator_teamchange = 0;
813 void ClientKill_Now()
817 vehicles_exit(VHEF_RELEASE);
818 if(!self.killindicator_teamchange)
820 self.vehicle_health = -1;
821 Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
825 if(self.killindicator && !wasfreed(self.killindicator))
826 remove(self.killindicator);
828 self.killindicator = world;
830 if(self.killindicator_teamchange)
831 ClientKill_Now_TeamChange();
834 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
836 // now I am sure the player IS dead
838 void KillIndicator_Think()
842 self.owner.killindicator = world;
847 if (self.owner.alpha < 0 && !self.owner.vehicle)
849 self.owner.killindicator = world;
856 WITH(entity, self, self.owner, ClientKill_Now());
859 else if(g_cts && self.health == 1) // health == 1 means that it's silent
861 self.nextthink = time + 1;
867 setmodel(self, MDL_NUM(self.cnt));
868 if(IS_REAL_CLIENT(self.owner))
871 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
873 self.nextthink = time + 1;
878 float clientkilltime;
879 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
888 killtime = autocvar_g_balance_kill_delay;
890 if(g_race_qualifying || g_cts)
893 if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
896 self.killindicator_teamchange = targetteam;
898 if(!self.killindicator)
900 if(self.deadflag == DEAD_NO)
902 killtime = max(killtime, self.clientkill_nexttime - time);
903 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
906 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
912 starttime = max(time, clientkilltime);
914 self.killindicator = spawn();
915 self.killindicator.owner = self;
916 self.killindicator.scale = 0.5;
917 setattachment(self.killindicator, self, "");
918 setorigin(self.killindicator, '0 0 52');
919 self.killindicator.think = KillIndicator_Think;
920 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
921 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
922 self.killindicator.cnt = ceil(killtime);
923 self.killindicator.count = bound(0, ceil(killtime), 10);
924 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
926 for(e = world; (e = find(e, classname, "body")) != world; )
930 e.killindicator = spawn();
931 e.killindicator.owner = e;
932 e.killindicator.scale = 0.5;
933 setattachment(e.killindicator, e, "");
934 setorigin(e.killindicator, '0 0 52');
935 e.killindicator.think = KillIndicator_Think;
936 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
937 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
938 e.killindicator.cnt = ceil(killtime);
943 if(self.killindicator)
945 if(targetteam == 0) // just die
947 self.killindicator.colormod = '0 0 0';
948 if(IS_REAL_CLIENT(self))
949 if(self.killindicator.cnt > 0)
950 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
952 else if(targetteam == -1) // auto
954 self.killindicator.colormod = '0 1 0';
955 if(IS_REAL_CLIENT(self))
956 if(self.killindicator.cnt > 0)
957 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
959 else if(targetteam == -2) // spectate
961 self.killindicator.colormod = '0.5 0.5 0.5';
962 if(IS_REAL_CLIENT(self))
963 if(self.killindicator.cnt > 0)
964 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
968 self.killindicator.colormod = Team_ColorRGB(targetteam);
969 if(IS_REAL_CLIENT(self))
970 if(self.killindicator.cnt > 0)
971 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
977 void ClientKill (void)
980 if(self.player_blocked) return;
981 if(self.frozen) return;
983 ClientKill_TeamChange(0);
986 void FixClientCvars(entity e)
988 // send prediction settings to the client
989 stuffcmd(e, "\nin_bindmap 0 0\n");
990 if(autocvar_g_antilag == 3) // client side hitscan
991 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
992 if(autocvar_sv_gentle)
993 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
996 float PlayerInIDList(entity p, string idlist)
1001 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1005 // this function allows abbreviated player IDs too!
1006 n = tokenize_console(idlist);
1007 for(i = 0; i < n; ++i)
1010 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1017 #ifdef DP_EXT_PRECONNECT
1022 Called once (not at each match start) when a client begins a connection to the server
1025 void ClientPreConnect (void)
1027 if(autocvar_sv_eventlog)
1029 GameLogEcho(sprintf(":connect:%d:%d:%s",
1031 num_for_edict(self),
1032 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1042 Called when a client connects to the server
1045 void DecodeLevelParms (void);
1046 void ClientConnect (void)
1052 LOG_INFO("Warning: ClientConnect, but already connected!\n");
1056 if(Ban_MaybeEnforceBanOnce(self))
1062 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1065 self.classname = "player_joining";
1067 self.flags = FL_CLIENT;
1068 self.version_nagtime = time + 10 + random() * 10;
1072 LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n");
1076 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1078 PlayerScore_Attach(self);
1079 ClientData_Attach();
1080 accuracy_init(self);
1081 Inventory_new(self);
1083 bot_clientconnect();
1089 // identify the right forced team
1090 if(autocvar_g_campaign)
1092 if(IS_REAL_CLIENT(self)) // only players, not bots
1094 switch(autocvar_g_campaign_forceteam)
1096 case 1: self.team_forced = NUM_TEAM_1; break;
1097 case 2: self.team_forced = NUM_TEAM_2; break;
1098 case 3: self.team_forced = NUM_TEAM_3; break;
1099 case 4: self.team_forced = NUM_TEAM_4; break;
1100 default: self.team_forced = 0;
1104 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1105 self.team_forced = NUM_TEAM_1;
1106 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1107 self.team_forced = NUM_TEAM_2;
1108 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1109 self.team_forced = NUM_TEAM_3;
1110 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1111 self.team_forced = NUM_TEAM_4;
1112 else if(autocvar_g_forced_team_otherwise == "red")
1113 self.team_forced = NUM_TEAM_1;
1114 else if(autocvar_g_forced_team_otherwise == "blue")
1115 self.team_forced = NUM_TEAM_2;
1116 else if(autocvar_g_forced_team_otherwise == "yellow")
1117 self.team_forced = NUM_TEAM_3;
1118 else if(autocvar_g_forced_team_otherwise == "pink")
1119 self.team_forced = NUM_TEAM_4;
1120 else if(autocvar_g_forced_team_otherwise == "spectate")
1121 self.team_forced = -1;
1122 else if(autocvar_g_forced_team_otherwise == "spectator")
1123 self.team_forced = -1;
1125 self.team_forced = 0;
1128 if(self.team_forced > 0)
1129 self.team_forced = 0;
1131 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1133 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1134 self.classname = "observer";
1138 if(autocvar_g_balance_teams)
1140 self.classname = "player";
1141 campaign_bots_may_start = 1;
1145 self.classname = "observer"; // do it anyway
1150 self.classname = "player";
1151 campaign_bots_may_start = 1;
1155 self.playerid = (playerid_last = playerid_last + 1);
1157 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1159 if(IS_BOT_CLIENT(self))
1160 PlayerStats_GameReport_AddPlayer(self);
1162 if(autocvar_sv_eventlog)
1163 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1165 LogTeamchange(self.playerid, self.team, 1);
1167 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1169 self.netname_previous = strzone(self.netname);
1171 if(IS_PLAYER(self) && teamplay)
1172 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1174 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1176 stuffcmd(self, strcat(clientstuff, "\n"));
1177 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1179 FixClientCvars(self);
1181 // spawnfunc_waypoint sprites
1182 WaypointSprite_InitClient(self);
1184 // Wazat's grappling hook
1185 SetGrappleHookBindings();
1188 stuffcmd(self, "alias +jetpack +button10\n");
1189 stuffcmd(self, "alias -jetpack -button10\n");
1191 // get version info from player
1192 stuffcmd(self, "cmd clientversion $gameversion\n");
1194 // get other cvars from player
1197 // notify about available teams
1200 CheckAllowedTeams(self);
1201 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1202 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1205 stuffcmd(self, "set _teams_available 0\n");
1209 bot_relinkplayerlist();
1211 self.spectatortime = time;
1214 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1217 self.jointime = time;
1218 self.allowed_timeouts = autocvar_sv_timeout_number;
1220 if(IS_REAL_CLIENT(self))
1222 if(!autocvar_g_campaign)
1224 self.motd_actived_time = -1;
1225 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1228 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET(TUBA)))
1229 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1232 if(!sv_foginterval && world.fog != "")
1233 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1235 W_HitPlotOpen(self);
1237 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
1238 send_CSQC_teamnagger();
1242 CSQCMODEL_AUTOINIT(self);
1244 self.model_randomizer = random();
1246 if(IS_REAL_CLIENT(self))
1249 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1250 WITH(entity, self, e, e.init_for_player(this));
1253 MUTATOR_CALLHOOK(ClientConnect, self);
1259 Called when a client disconnects from the server
1262 .entity chatbubbleentity;
1264 void ClientDisconnect (void)
1267 vehicles_exit(VHEF_RELEASE);
1269 if (!IS_CLIENT(self))
1271 LOG_INFO("Warning: ClientDisconnect without ClientConnect\n");
1275 PlayerStats_GameReport_FinalizePlayer(self);
1277 if ( self.active_minigame )
1278 part_minigame(self);
1280 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
1282 CheatShutdownClient();
1284 W_HitPlotClose(self);
1287 anticheat_shutdown();
1289 playerdemo_shutdown();
1291 bot_clientdisconnect();
1295 if(autocvar_sv_eventlog)
1296 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1298 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1300 MUTATOR_CALLHOOK(ClientDisconnect);
1302 Portal_ClearAll(self);
1306 RemoveGrapplingHook(self);
1308 // Here, everything has been done that requires this player to be a client.
1310 self.flags &= ~FL_CLIENT;
1312 if (self.chatbubbleentity)
1313 remove (self.chatbubbleentity);
1315 if (self.killindicator)
1316 remove (self.killindicator);
1318 WaypointSprite_PlayerGone();
1320 bot_relinkplayerlist();
1322 accuracy_free(self);
1323 Inventory_delete(self);
1324 ClientData_Detach();
1325 PlayerScore_Detach(self);
1327 if(self.netname_previous)
1328 strunzone(self.netname_previous);
1329 if(self.clientstatus)
1330 strunzone(self.clientstatus);
1331 if(self.weaponorder_byimpulse)
1332 strunzone(self.weaponorder_byimpulse);
1334 ClearPlayerSounds();
1337 remove(self.personal);
1347 void ChatBubbleThink()
1349 self.nextthink = time;
1350 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1352 if(self.owner) // but why can that ever be world?
1353 self.owner.chatbubbleentity = world;
1360 if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1362 if ( self.owner.active_minigame )
1363 self.mdl = "models/sprites/minigame_busy.iqm";
1364 else if ( self.owner.BUTTON_CHAT )
1365 self.mdl = "models/misc/chatbubble.spr";
1368 if ( self.model != self.mdl )
1369 _setmodel(self, self.mdl);
1373 void UpdateChatBubble()
1377 // spawn a chatbubble entity if needed
1378 if (!self.chatbubbleentity)
1380 self.chatbubbleentity = spawn();
1381 self.chatbubbleentity.owner = self;
1382 self.chatbubbleentity.exteriormodeltoclient = self;
1383 self.chatbubbleentity.think = ChatBubbleThink;
1384 self.chatbubbleentity.nextthink = time;
1385 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1386 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1387 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1388 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1389 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1390 //self.chatbubbleentity.model = "";
1391 self.chatbubbleentity.effects = EF_LOWPRECISION;
1396 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1397 // added to the model skins
1398 /*void UpdateColorModHack()
1401 c = self.clientcolors & 15;
1402 // LordHavoc: only bothering to support white, green, red, yellow, blue
1403 if (!teamplay) self.colormod = '0 0 0';
1404 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1405 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1406 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1407 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1408 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1409 else self.colormod = '1 1 1';
1414 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1416 self.solid = SOLID_NOT;
1417 self.takedamage = DAMAGE_NO;
1418 self.movetype = MOVETYPE_FLY;
1419 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1420 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1421 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1422 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1423 if(autocvar_g_respawn_ghosts_maxtime)
1424 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1429 self.effects |= EF_NODRAW; // prevent another CopyBody
1430 PutClientInServer();
1433 void play_countdown(float finished, string samp)
1435 if(IS_REAL_CLIENT(self))
1436 if(floor(finished - time - frametime) != floor(finished - time))
1437 if(finished - time < 6)
1438 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1441 void player_powerups (void)
1443 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1444 int items_prev = self.items;
1446 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1447 self.modelflags |= MF_ROCKET;
1449 self.modelflags &= ~MF_ROCKET;
1451 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1453 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1456 Fire_ApplyDamage(self);
1457 Fire_ApplyEffect(self);
1461 if (self.items & ITEM_Strength.m_itemid)
1463 play_countdown(self.strength_finished, SND(POWEROFF));
1464 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1465 if (time > self.strength_finished)
1467 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1468 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1469 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1474 if (time < self.strength_finished)
1476 self.items = self.items | ITEM_Strength.m_itemid;
1477 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1478 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1481 if (self.items & ITEM_Shield.m_itemid)
1483 play_countdown(self.invincible_finished, SND(POWEROFF));
1484 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1485 if (time > self.invincible_finished)
1487 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1488 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1489 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1494 if (time < self.invincible_finished)
1496 self.items = self.items | ITEM_Shield.m_itemid;
1497 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1498 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1501 if (self.items & IT_SUPERWEAPON)
1503 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1505 self.superweapons_finished = 0;
1506 self.items = self.items - (self.items & IT_SUPERWEAPON);
1507 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1508 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1510 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1512 // don't let them run out
1516 play_countdown(self.superweapons_finished, SND(POWEROFF));
1517 if (time > self.superweapons_finished)
1519 self.items = self.items - (self.items & IT_SUPERWEAPON);
1520 self.weapons &= ~WEPSET_SUPERWEAPONS;
1521 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1522 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1526 else if(self.weapons & WEPSET_SUPERWEAPONS)
1528 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1530 self.items = self.items | IT_SUPERWEAPON;
1531 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1532 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1536 self.superweapons_finished = 0;
1537 self.weapons &= ~WEPSET_SUPERWEAPONS;
1542 self.superweapons_finished = 0;
1546 if(autocvar_g_nodepthtestplayers)
1547 self.effects = self.effects | EF_NODEPTHTEST;
1549 if(autocvar_g_fullbrightplayers)
1550 self.effects = self.effects | EF_FULLBRIGHT;
1552 if (time >= game_starttime)
1553 if (time < self.spawnshieldtime)
1554 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1556 MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1559 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1561 if(current > stable)
1563 else if(current > stable - 0.25) // when close enough, "snap"
1566 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1569 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1571 if(current < stable)
1573 else if(current < stable + 0.25) // when close enough, "snap"
1576 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1579 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1581 if(current > rotstable)
1583 if(rotframetime > 0)
1585 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1586 current = max(rotstable, current - rotlinear * rotframetime);
1589 else if(current < regenstable)
1591 if(regenframetime > 0)
1593 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1594 current = min(regenstable, current + regenlinear * regenframetime);
1604 void player_regen (void)
1606 float max_mod, regen_mod, rot_mod, limit_mod;
1607 max_mod = regen_mod = rot_mod = limit_mod = 1;
1608 regen_mod_max = max_mod;
1609 regen_mod_regen = regen_mod;
1610 regen_mod_rot = rot_mod;
1611 regen_mod_limit = limit_mod;
1613 regen_health = autocvar_g_balance_health_regen;
1614 regen_health_linear = autocvar_g_balance_health_regenlinear;
1615 regen_health_rot = autocvar_g_balance_health_rot;
1616 regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1617 regen_health_stable = autocvar_g_balance_health_regenstable;
1618 regen_health_rotstable = autocvar_g_balance_health_rotstable;
1619 if(!MUTATOR_CALLHOOK(PlayerRegen))
1622 float mina, maxa, limith, limita;
1623 maxa = autocvar_g_balance_armor_rotstable;
1624 mina = autocvar_g_balance_armor_regenstable;
1625 limith = autocvar_g_balance_health_limit;
1626 limita = autocvar_g_balance_armor_limit;
1628 max_mod = regen_mod_max;
1629 regen_mod = regen_mod_regen;
1630 rot_mod = regen_mod_rot;
1631 limit_mod = regen_mod_limit;
1633 regen_health_rotstable = regen_health_rotstable * max_mod;
1634 regen_health_stable = regen_health_stable * max_mod;
1635 limith = limith * limit_mod;
1636 limita = limita * limit_mod;
1638 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);
1639 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);
1642 // if player rotted to death... die!
1643 // check this outside above checks, as player may still be able to rot to death
1647 vehicles_exit(VHEF_RELEASE);
1648 self.event_damage(self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1651 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1653 float minf, maxf, limitf;
1655 maxf = autocvar_g_balance_fuel_rotstable;
1656 minf = autocvar_g_balance_fuel_regenstable;
1657 limitf = autocvar_g_balance_fuel_limit;
1659 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);
1663 float zoomstate_set;
1664 void SetZoomState(float z)
1666 if(z != self.zoomstate)
1669 ClientData_Touch(self);
1674 void GetPressedKeys()
1676 MUTATOR_CALLHOOK(GetPressedKeys);
1677 #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
1678 X(self.pressedkeys, KEY_FORWARD, self.movement_x > 0);
1679 X(self.pressedkeys, KEY_BACKWARD, self.movement_x < 0);
1680 X(self.pressedkeys, KEY_RIGHT, self.movement_y > 0);
1681 X(self.pressedkeys, KEY_LEFT, self.movement_y < 0);
1683 X(self.pressedkeys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(self));
1684 X(self.pressedkeys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(self));
1685 X(self.pressedkeys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(self));
1686 X(self.pressedkeys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(self));
1691 ======================
1692 spectate mode routines
1693 ======================
1696 void SpectateCopy(entity spectatee)
1698 MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1699 self.armortype = spectatee.armortype;
1700 self.armorvalue = spectatee.armorvalue;
1701 self.ammo_cells = spectatee.ammo_cells;
1702 self.ammo_plasma = spectatee.ammo_plasma;
1703 self.ammo_shells = spectatee.ammo_shells;
1704 self.ammo_nails = spectatee.ammo_nails;
1705 self.ammo_rockets = spectatee.ammo_rockets;
1706 self.ammo_fuel = spectatee.ammo_fuel;
1707 self.clip_load = spectatee.clip_load;
1708 self.clip_size = spectatee.clip_size;
1709 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1710 self.health = spectatee.health;
1712 self.items = spectatee.items;
1713 self.last_pickup = spectatee.last_pickup;
1714 self.hit_time = spectatee.hit_time;
1715 self.metertime = spectatee.metertime;
1716 self.strength_finished = spectatee.strength_finished;
1717 self.invincible_finished = spectatee.invincible_finished;
1718 self.pressedkeys = spectatee.pressedkeys;
1719 self.weapons = spectatee.weapons;
1720 self.switchweapon = spectatee.switchweapon;
1721 self.switchingweapon = spectatee.switchingweapon;
1722 self.weapon = spectatee.weapon;
1723 self.vortex_charge = spectatee.vortex_charge;
1724 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1725 self.hagar_load = spectatee.hagar_load;
1726 self.arc_heat_percent = spectatee.arc_heat_percent;
1727 self.minelayer_mines = spectatee.minelayer_mines;
1728 self.punchangle = spectatee.punchangle;
1729 self.view_ofs = spectatee.view_ofs;
1730 self.velocity = spectatee.velocity;
1731 self.dmg_take = spectatee.dmg_take;
1732 self.dmg_save = spectatee.dmg_save;
1733 self.dmg_inflictor = spectatee.dmg_inflictor;
1734 self.v_angle = spectatee.v_angle;
1735 self.angles = spectatee.v_angle;
1736 self.frozen = spectatee.frozen;
1737 self.revive_progress = spectatee.revive_progress;
1738 if(!self.BUTTON_USE)
1739 self.fixangle = true;
1740 setorigin(self, spectatee.origin);
1741 setsize(self, spectatee.mins, spectatee.maxs);
1742 SetZoomState(spectatee.zoomstate);
1744 anticheat_spectatecopy(spectatee);
1745 self.hud = spectatee.hud;
1746 if(spectatee.vehicle)
1748 self.fixangle = false;
1749 //self.velocity = spectatee.vehicle.velocity;
1750 self.vehicle_health = spectatee.vehicle_health;
1751 self.vehicle_shield = spectatee.vehicle_shield;
1752 self.vehicle_energy = spectatee.vehicle_energy;
1753 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1754 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1755 self.vehicle_reload1 = spectatee.vehicle_reload1;
1756 self.vehicle_reload2 = spectatee.vehicle_reload2;
1760 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1761 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1762 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1763 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1765 //WriteByte (MSG_ONE, SVC_SETVIEW);
1766 // WriteEntity(MSG_ONE, self);
1767 //makevectors(spectatee.v_angle);
1768 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1772 bool SpectateUpdate()
1777 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1779 SetSpectator(self, world);
1783 SpectateCopy(self.enemy);
1790 if(!IS_PLAYER(self.enemy))
1794 WriteByte(MSG_ONE, SVC_SETVIEW);
1795 WriteEntity(MSG_ONE, self.enemy);
1796 self.movetype = MOVETYPE_NONE;
1797 accuracy_resend(self);
1799 if(!SpectateUpdate())
1800 PutObserverInServer();
1805 void SetSpectator(entity player, entity spectatee)
1807 entity old_spectatee = player.enemy;
1809 player.enemy = spectatee;
1812 // these are required to fix the spectator bug with arc
1813 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1814 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1817 bool Spectate(entity pl)
1819 if(MUTATOR_CALLHOOK(SpectateSet, self, pl))
1823 SetSpectator(self, pl);
1824 return SpectateSet();
1829 other = find(self.enemy, classname, "player");
1831 bool mutator_returnvalue = MUTATOR_CALLHOOK(SpectateNext, self, other);
1832 other = spec_player;
1834 if(!mutator_returnvalue && !other)
1835 other = find(other, classname, "player");
1837 if(other) { SetSpectator(self, other); }
1839 return SpectateSet();
1844 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1845 other = findchain(classname, "player");
1846 if (!other) // no player
1849 entity first = other;
1850 // skip players until current spectated player
1852 while(other && other != self.enemy)
1853 other = other.chain;
1855 int mutator_returnvalue = MUTATOR_CALLHOOK(SpectatePrev, self, other, first);
1856 other = spec_player;
1858 switch(mutator_returnvalue)
1860 case MUT_SPECPREV_FOUND: break;
1861 case MUT_SPECPREV_RETURN: return true;
1862 case MUT_SPECPREV_CONTINUE:
1866 other = other.chain;
1873 SetSpectator(self, other);
1874 return SpectateSet();
1879 ShowRespawnCountdown()
1881 Update a respawn countdown display.
1884 void ShowRespawnCountdown()
1887 if(self.deadflag == DEAD_NO) // just respawned?
1891 number = ceil(self.respawn_time - time);
1894 if(number <= self.respawn_countdown)
1896 self.respawn_countdown = number - 1;
1897 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
1898 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1903 void LeaveSpectatorMode()
1907 if(nJoinAllowed(self))
1909 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1911 self.classname = "player";
1912 nades_RemoveBonus(self);
1914 if(autocvar_g_campaign || autocvar_g_balance_teams)
1915 { JoinBestTeam(self, false, true); }
1917 if(autocvar_g_campaign)
1918 { campaign_bots_may_start = 1; }
1920 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1922 PutClientInServer();
1924 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1927 stuffcmd(self, "menu_showteamselect\n");
1931 // Player may not join because g_maxplayers is set
1932 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1937 * Determines whether the player is allowed to join. This depends on cvar
1938 * g_maxplayers, if it isn't used this function always return true, otherwise
1939 * it checks whether the number of currently playing players exceeds g_maxplayers.
1940 * @return int number of free slots for players, 0 if none
1942 float nJoinAllowed(entity ignore)
1945 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1946 // so report 0 free slots if restricted
1948 if(autocvar_g_forced_team_otherwise == "spectate")
1950 if(autocvar_g_forced_team_otherwise == "spectator")
1954 if(self.team_forced < 0)
1955 return 0; // forced spectators can never join
1957 // TODO simplify this
1959 float totalClients = 0;
1964 if (!autocvar_g_maxplayers)
1965 return maxclients - totalClients;
1967 float currentlyPlaying = 0;
1968 FOR_EACH_REALCLIENT(e)
1969 if(IS_PLAYER(e) || e.caplayer)
1970 currentlyPlaying += 1;
1972 if(currentlyPlaying < autocvar_g_maxplayers)
1973 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1979 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1980 * g_maxplayers_spectator_blocktime seconds
1982 void checkSpectatorBlock()
1984 if(IS_SPEC(self) || IS_OBSERVER(self))
1986 if(IS_REAL_CLIENT(self))
1988 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1989 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1995 void PrintWelcomeMessage()
1997 if(self.motd_actived_time == 0)
1999 if (autocvar_g_campaign) {
2000 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2001 self.motd_actived_time = time;
2002 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2005 if (self.BUTTON_INFO) {
2006 self.motd_actived_time = time;
2007 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2011 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2013 if (autocvar_g_campaign) {
2014 if (self.BUTTON_INFO)
2015 self.motd_actived_time = time;
2016 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2017 self.motd_actived_time = 0;
2018 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2021 if (self.BUTTON_INFO)
2022 self.motd_actived_time = time;
2023 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2024 self.motd_actived_time = 0;
2025 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2029 else //if(self.motd_actived_time < 0) // just connected, motd is active
2031 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2032 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2033 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2035 // instanctly hide MOTD
2036 self.motd_actived_time = 0;
2037 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2042 void ObserverThink()
2046 MinigameImpulse(self.impulse);
2049 float prefered_movetype;
2050 if (self.flags & FL_JUMPRELEASED) {
2051 if (self.BUTTON_JUMP && !self.version_mismatch) {
2052 self.flags &= ~FL_JUMPRELEASED;
2053 self.flags |= FL_SPAWNING;
2054 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2055 self.flags &= ~FL_JUMPRELEASED;
2056 if(SpectateNext()) {
2057 self.classname = "spectator";
2060 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2061 if (self.movetype != prefered_movetype)
2062 self.movetype = prefered_movetype;
2065 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2066 self.flags |= FL_JUMPRELEASED;
2067 if(self.flags & FL_SPAWNING)
2069 self.flags &= ~FL_SPAWNING;
2070 LeaveSpectatorMode();
2077 void SpectatorThink()
2081 if(MinigameImpulse(self.impulse))
2084 if (self.flags & FL_JUMPRELEASED) {
2085 if (self.BUTTON_JUMP && !self.version_mismatch) {
2086 self.flags &= ~FL_JUMPRELEASED;
2087 self.flags |= FL_SPAWNING;
2088 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2089 self.flags &= ~FL_JUMPRELEASED;
2090 if(SpectateNext()) {
2091 self.classname = "spectator";
2093 self.classname = "observer";
2094 PutClientInServer();
2097 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2098 self.flags &= ~FL_JUMPRELEASED;
2099 if(SpectatePrev()) {
2100 self.classname = "spectator";
2102 self.classname = "observer";
2103 PutClientInServer();
2106 } else if (self.BUTTON_ATCK2) {
2107 self.flags &= ~FL_JUMPRELEASED;
2108 self.classname = "observer";
2109 PutClientInServer();
2111 if(!SpectateUpdate())
2112 PutObserverInServer();
2115 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2116 self.flags |= FL_JUMPRELEASED;
2117 if(self.flags & FL_SPAWNING)
2119 self.flags &= ~FL_SPAWNING;
2120 LeaveSpectatorMode();
2124 if(!SpectateUpdate())
2125 PutObserverInServer();
2128 self.flags |= FL_CLIENT | FL_NOTARGET;
2131 void vehicles_enter (entity pl, entity veh);
2134 if (!IS_PLAYER(self))
2141 vehicles_exit(VHEF_NORMAL);
2145 else if(autocvar_g_vehicles_enter)
2148 if(self.deadflag == DEAD_NO)
2151 entity head, closest_target = world;
2152 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2154 while(head) // find the closest acceptable target to enter
2156 if(head.vehicle_flags & VHF_ISVEHICLE)
2157 if(head.deadflag == DEAD_NO)
2158 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2159 if(head.takedamage != DAMAGE_NO)
2163 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2164 { closest_target = head; }
2166 else { closest_target = head; }
2172 if(closest_target) { vehicles_enter(self, closest_target); return; }
2176 // a use key was pressed; call handlers
2177 MUTATOR_CALLHOOK(PlayerUseKey);
2180 float isInvisibleString(string s)
2183 s = strdecolorize(s);
2184 for((i = 0), (n = strlen(s)); i < n; ++i)
2192 case 192: // charmap space
2193 if (!autocvar_utf8_enable)
2196 case 160: // space in unicode fonts
2197 case 0xE000 + 192: // utf8 charmap space
2198 if (autocvar_utf8_enable)
2211 Called every frame for each client before the physics are run
2214 .float usekeypressed;
2215 void() nexball_setstatus;
2216 .float last_vehiclecheck;
2218 void PlayerPreThink (void)
2220 WarpZone_PlayerPhysics_FixVAngle();
2222 self.stat_game_starttime = game_starttime;
2223 self.stat_round_starttime = round_starttime;
2224 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2225 self.stat_leadlimit = autocvar_leadlimit;
2227 self.weaponsinmap = weaponsInMap;
2231 // physics frames: update anticheat stuff
2232 anticheat_prethink();
2235 if(blockSpectators && frametime)
2236 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2237 checkSpectatorBlock();
2241 // Savage: Check for nameless players
2242 if (isInvisibleString(self.netname)) {
2243 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2244 if(autocvar_sv_eventlog)
2245 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2246 if(self.netname_previous)
2247 strunzone(self.netname_previous);
2248 self.netname_previous = strzone(new_name);
2249 self.netname = self.netname_previous;
2250 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2251 } else if(self.netname_previous != self.netname) {
2252 if(autocvar_sv_eventlog)
2253 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2254 if(self.netname_previous)
2255 strunzone(self.netname_previous);
2256 self.netname_previous = strzone(self.netname);
2260 if(self.version_nagtime)
2261 if(self.cvar_g_xonoticversion)
2262 if(time > self.version_nagtime)
2264 // don't notify git users
2265 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2267 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2269 // notify release users if connecting to git
2270 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");
2271 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2276 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2279 // give users new version
2280 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");
2281 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2285 // notify users about old server version
2286 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");
2287 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2291 self.version_nagtime = 0;
2295 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2297 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2298 self.max_armorvalue = 0;
2301 if(self.frozen == 2)
2303 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2304 self.health = max(1, self.revive_progress * start_health);
2305 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2307 if(self.revive_progress >= 1)
2310 else if(self.frozen == 3)
2312 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2313 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2318 vehicles_exit(VHEF_RELEASE);
2319 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2321 else if ( self.revive_progress <= 0 )
2325 MUTATOR_CALLHOOK(PlayerPreThink);
2327 if(autocvar_g_vehicles_enter)
2328 if(time > self.last_vehiclecheck)
2333 if(self.deadflag == DEAD_NO)
2336 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2337 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2338 if(veh.deadflag == DEAD_NO)
2339 if(veh.takedamage != DAMAGE_NO)
2340 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2341 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2343 if(!veh.team || SAME_TEAM(self, veh))
2344 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2345 else if(autocvar_g_vehicles_steal)
2346 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2348 self.last_vehiclecheck = time + 1;
2351 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2353 if(self.BUTTON_USE && !self.usekeypressed)
2355 self.usekeypressed = self.BUTTON_USE;
2358 if(IS_REAL_CLIENT(self))
2359 PrintWelcomeMessage();
2364 CheckRules_Player();
2366 if (intermission_running)
2368 IntermissionThink (); // otherwise a button could be missed between
2369 return; // the think tics
2372 //don't allow the player to turn around while game is paused!
2373 if(timeout_status == TIMEOUT_ACTIVE) {
2374 // FIXME turn this into CSQC stuff
2375 self.v_angle = self.lastV_angle;
2376 self.angles = self.lastV_angle;
2377 self.fixangle = true;
2382 if(self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge))
2384 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));
2385 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));
2386 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));
2388 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2390 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));
2391 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));
2392 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));
2396 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2401 if (self.deadflag != DEAD_NO)
2403 if(self.personal && g_race_qualifying)
2405 if(time > self.respawn_time)
2407 self.respawn_time = time + 1; // only retry once a second
2408 self.stat_respawn_time = self.respawn_time;
2415 float button_pressed;
2418 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2420 if (self.deadflag == DEAD_DYING)
2422 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2423 self.deadflag = DEAD_RESPAWNING;
2424 else if(!button_pressed)
2425 self.deadflag = DEAD_DEAD;
2427 else if (self.deadflag == DEAD_DEAD)
2430 self.deadflag = DEAD_RESPAWNABLE;
2431 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2432 self.deadflag = DEAD_RESPAWNING;
2434 else if (self.deadflag == DEAD_RESPAWNABLE)
2437 self.deadflag = DEAD_RESPAWNING;
2439 else if (self.deadflag == DEAD_RESPAWNING)
2441 if(time > self.respawn_time)
2443 self.respawn_time = time + 1; // only retry once a second
2444 self.respawn_time_max = self.respawn_time;
2449 ShowRespawnCountdown();
2451 if(self.respawn_flags & RESPAWN_SILENT)
2452 self.stat_respawn_time = 0;
2453 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2454 self.stat_respawn_time = self.respawn_time_max;
2456 self.stat_respawn_time = self.respawn_time;
2459 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2460 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2461 self.stat_respawn_time *= -1;
2466 self.prevorigin = self.origin;
2468 float do_crouch = self.BUTTON_CROUCH;
2476 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2477 // It cannot be predicted by the engine!
2478 if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2486 self.view_ofs = self.stat_pl_crouch_view_ofs;
2487 setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
2488 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2495 tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
2496 if (!trace_startsolid)
2498 self.crouch = false;
2499 self.view_ofs = self.stat_pl_view_ofs;
2500 setsize (self, self.stat_pl_min, self.stat_pl_max);
2507 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2510 self.items &= ~self.items_added;
2512 W_WeaponFrame(self);
2514 self.items_added = 0;
2515 if(self.items & ITEM_Jetpack.m_itemid)
2516 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2517 self.items_added |= IT_FUEL;
2519 self.items |= self.items_added;
2524 // WEAPONTODO: Add a weapon request for this
2525 // rot vortex charge to the charge limit
2526 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2527 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2533 secrets_setstatus();
2536 monsters_setstatus();
2538 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2540 //self.angles_y=self.v_angle_y + 90; // temp
2541 } else if(gameover) {
2542 if (intermission_running)
2543 IntermissionThink (); // otherwise a button could be missed between
2545 } else if(IS_OBSERVER(self)) {
2547 } else if(IS_SPEC(self)) {
2551 // WEAPONTODO: Add weapon request for this
2553 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
2555 float oldspectatee_status;
2556 oldspectatee_status = self.spectatee_status;
2558 self.spectatee_status = num_for_edict(self.enemy);
2559 else if(IS_OBSERVER(self))
2560 self.spectatee_status = num_for_edict(self);
2562 self.spectatee_status = 0;
2563 if(self.spectatee_status != oldspectatee_status)
2565 ClientData_Touch(self);
2568 if(self.teamkill_soundtime)
2569 if(time > self.teamkill_soundtime)
2571 self.teamkill_soundtime = 0;
2573 setself(self.teamkill_soundsource);
2574 entity oldpusher = self.pusher;
2577 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2579 self.pusher = oldpusher;
2583 if(self.taunt_soundtime)
2584 if(time > self.taunt_soundtime)
2586 self.taunt_soundtime = 0;
2587 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2590 target_voicescript_next(self);
2592 // WEAPONTODO: Move into weaponsystem somehow
2593 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2595 self.clip_load = self.clip_size = 0;
2602 Called every frame for each client after the physics are run
2605 .float idlekick_lasttimeleft;
2606 void PlayerPostThink (void)
2608 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2609 if(IS_REAL_CLIENT(self))
2610 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2612 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2614 if(self.idlekick_lasttimeleft)
2616 self.idlekick_lasttimeleft = 0;
2617 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2623 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2624 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2626 if(!self.idlekick_lasttimeleft)
2627 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2631 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2635 else if(timeleft <= 10)
2637 if(timeleft != self.idlekick_lasttimeleft)
2638 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2639 self.idlekick_lasttimeleft = timeleft;
2646 //CheckPlayerJump();
2648 if(IS_PLAYER(self)) {
2649 CheckRules_Player();
2653 if (intermission_running)
2654 return; // intermission or finale
2660 for(i = 0; i < 1000; ++i)
2663 end = self.origin + '0 0 1024' + 512 * randomvec();
2664 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2665 if(trace_fraction < 1)
2666 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2668 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2674 if(self.waypointsprite_attachedforcarrier)
2675 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2679 CSQCMODEL_AUTOUPDATE(self);