1 #include "cl_client.qh"
3 #include "waypointsprites.qh"
5 #include "anticheat.qh"
6 #include "cl_impulse.qh"
7 #include "cl_player.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "g_damage.qh"
17 #include "command/common.qh"
22 #include "campaign.qh"
23 #include "command/common.qh"
26 #include "bot/navigation.qh"
28 #include "../common/vehicles/sv_vehicles.qh"
30 #include "weapons/hitplot.qh"
31 #include "weapons/weaponsystem.qh"
33 #include "../common/net_notice.qh"
34 #include "../common/physics.qh"
36 #include "../common/triggers/subs.qh"
37 #include "../common/triggers/triggers.qh"
38 #include "../common/triggers/trigger/secret.qh"
40 #include "../common/items/inventory.qh"
42 #include "../common/monsters/sv_monsters.qh"
44 #include "../warpzonelib/server.qh"
47 void send_CSQC_teamnagger() {
48 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
49 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
52 float ClientData_Send(entity to, int sf)
69 sf |= 1; // forced scoreboard
70 if(to.spectatee_status)
71 sf |= 2; // spectator ent number follows
74 if(e.porto_v_angle_held)
75 sf |= 8; // angles held
77 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
78 WriteByte(MSG_ENTITY, sf);
81 WriteByte(MSG_ENTITY, to.spectatee_status);
85 WriteAngle(MSG_ENTITY, e.v_angle.x);
86 WriteAngle(MSG_ENTITY, e.v_angle.y);
92 void ClientData_Attach()
94 Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
95 self.clientdata.drawonlytoclient = self;
96 self.clientdata.owner = self;
99 void ClientData_Detach()
101 remove(self.clientdata);
102 self.clientdata = world;
105 void ClientData_Touch(entity e)
107 e.clientdata.SendFlags = 1;
109 // make it spectatable
111 FOR_EACH_REALCLIENT(e2)
116 e2.clientdata.SendFlags = 1;
120 .string netname_previous;
122 void SetSpectator(entity player, entity spectatee);
129 Checks if the argument string can be a valid playermodel.
130 Returns a valid one in doubt.
133 string FallbackPlayerModel;
134 string CheckPlayerModel(string plyermodel) {
135 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
137 // note: we cannot summon Don Strunzone here, some player may
138 // still have the model string set. In case anyone manages how
139 // to change a cvar default, we'll have a small leak here.
140 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
142 // only in right path
143 if( substring(plyermodel,0,14) != "models/player/")
144 return FallbackPlayerModel;
145 // only good file extensions
146 if(substring(plyermodel,-4,4) != ".zym")
147 if(substring(plyermodel,-4,4) != ".dpm")
148 if(substring(plyermodel,-4,4) != ".iqm")
149 if(substring(plyermodel,-4,4) != ".md3")
150 if(substring(plyermodel,-4,4) != ".psk")
151 return FallbackPlayerModel;
152 // forbid the LOD models
153 if(substring(plyermodel, -9,5) == "_lod1")
154 return FallbackPlayerModel;
155 if(substring(plyermodel, -9,5) == "_lod2")
156 return FallbackPlayerModel;
157 if(plyermodel != strtolower(plyermodel))
158 return FallbackPlayerModel;
159 // also, restrict to server models
160 if(autocvar_sv_servermodelsonly)
162 if(!fexists(plyermodel))
163 return FallbackPlayerModel;
168 void setplayermodel(entity e, string modelname)
170 precache_model(modelname);
171 setmodel(e, modelname);
172 player_setupanimsformodel();
173 UpdatePlayerSounds();
180 putting a client as observer in the server
183 void FixPlayermodel();
184 void PutObserverInServer (void)
187 self.hud = HUD_NORMAL;
189 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
191 spot = SelectSpawnPoint (true);
193 error("No spawnpoints for observers?!?\n");
194 RemoveGrapplingHook(self); // Wazat's Grappling Hook
196 if(IS_REAL_CLIENT(self))
199 WriteByte(MSG_ONE, SVC_SETVIEW);
200 WriteEntity(MSG_ONE, self);
203 self.frags = FRAGS_SPECTATOR;
205 MUTATOR_CALLHOOK(MakePlayerObserver);
207 Portal_ClearAll(self);
214 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
219 vehicles_exit(VHEF_RELEASE);
221 WaypointSprite_PlayerDead();
223 if (!g_ca) // don't reset teams when moving a ca player to the spectators
224 self.team = -1; // move this as it is needed to log the player spectating in eventlog
226 if(self.killcount != -666)
228 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
229 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
230 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
232 if(self.just_joined == false) {
233 LogTeamchange(self.playerid, -1, 4);
235 self.just_joined = false;
238 PlayerScore_Clear(self); // clear scores when needed
240 accuracy_resend(self);
242 self.spectatortime = time;
244 self.classname = "observer";
245 self.iscreature = false;
246 self.teleportable = TELEPORT_SIMPLE;
247 self.damagedbycontents = false;
249 self.takedamage = DAMAGE_NO;
250 self.solid = SOLID_NOT;
251 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
252 self.flags = FL_CLIENT | FL_NOTARGET;
253 self.armorvalue = 666;
255 self.armorvalue = autocvar_g_balance_armor_start;
256 self.pauserotarmor_finished = 0;
257 self.pauserothealth_finished = 0;
258 self.pauseregen_finished = 0;
259 self.damageforcescale = 0;
261 self.respawn_flags = 0;
262 self.respawn_time = 0;
263 self.stat_respawn_time = 0;
268 self.pain_finished = 0;
269 self.strength_finished = 0;
270 self.invincible_finished = 0;
271 self.superweapons_finished = 0;
274 self.think = func_null;
277 self.deadflag = DEAD_NO;
278 self.angles = spot.angles;
280 self.fixangle = true;
282 self.revival_time = 0;
284 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
285 self.prevorigin = self.origin;
287 self.weapons = '0 0 0';
290 setmodel(self, "null");
291 self.drawonlytoclient = self;
293 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
294 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
297 self.weaponname = "";
298 self.switchingweapon = 0;
299 self.weaponmodel = "";
300 self.weaponentity = world;
301 self.exteriorweaponentity = world;
302 self.killcount = -666;
303 self.velocity = '0 0 0';
304 self.avelocity = '0 0 0';
305 self.punchangle = '0 0 0';
306 self.punchvector = '0 0 0';
307 self.oldvelocity = self.velocity;
308 self.fire_endtime = -1;
309 self.event_damage = func_null;
312 .float model_randomizer;
313 void FixPlayermodel()
316 float defaultskin, chmdl, oldskin, n, i;
323 if(autocvar_sv_defaultcharacter)
328 s = Static_Team_ColorName_Lower(self.team);
331 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
332 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
336 if(defaultmodel == "")
338 defaultmodel = autocvar_sv_defaultplayermodel;
339 defaultskin = autocvar_sv_defaultplayerskin;
342 n = tokenize_console(defaultmodel);
345 defaultmodel = argv(floor(n * self.model_randomizer));
346 // However, do NOT randomize if the player-selected model is in the list.
347 for (i = 0; i < n; ++i)
348 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
349 defaultmodel = argv(i);
352 i = strstrofs(defaultmodel, ":", 0);
355 defaultskin = stof(substring(defaultmodel, i+1, -1));
356 defaultmodel = substring(defaultmodel, 0, i);
360 if(defaultmodel != "")
362 if (defaultmodel != self.model)
366 setplayermodel (self, defaultmodel);
367 setsize (self, m1, m2);
372 self.skin = defaultskin;
374 if (self.playermodel != self.model || self.playermodel == "")
376 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
379 setplayermodel (self, self.playermodel);
380 setsize (self, m1, m2);
385 self.skin = stof(self.playerskin);
388 if(chmdl || oldskin != self.skin) // model or skin has changed
390 self.species = player_getspecies(); // update species
391 UpdatePlayerSounds(); // update skin sounds
395 if(strlen(autocvar_sv_defaultplayercolors))
396 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
397 setcolor(self, stof(autocvar_sv_defaultplayercolors));
404 Called when a client spawns in the server
407 void PutClientInServer (void)
409 if(IS_BOT_CLIENT(self))
410 self.classname = "player";
411 else if(IS_REAL_CLIENT(self))
414 WriteByte(MSG_ONE, SVC_SETVIEW);
415 WriteEntity(MSG_ONE, self);
418 SetSpectator(self, world);
423 MUTATOR_CALLHOOK(PutClientInServer);
426 self.classname = "observer";
430 entity spot, oldself;
432 accuracy_resend(self);
435 JoinBestTeam(self, false, true);
437 spot = SelectSpawnPoint (false);
440 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
441 return; // spawn failed
444 RemoveGrapplingHook(self); // Wazat's Grappling Hook
446 self.classname = "player";
447 self.wasplayer = true;
448 self.iscreature = true;
449 self.teleportable = TELEPORT_NORMAL;
450 self.damagedbycontents = true;
451 self.movetype = MOVETYPE_WALK;
452 self.solid = SOLID_SLIDEBOX;
453 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
454 if(autocvar_g_playerclip_collisions)
455 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
456 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
457 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
458 self.frags = FRAGS_PLAYER;
459 if(INDEPENDENT_PLAYERS)
460 MAKE_INDEPENDENT_PLAYER(self);
461 self.flags = FL_CLIENT;
462 if(autocvar__notarget)
463 self.flags |= FL_NOTARGET;
464 self.takedamage = DAMAGE_AIM;
466 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
467 self.air_finished = time + 12;
469 if(WEP_CVAR(vortex, charge))
471 if(WEP_CVAR_SEC(vortex, chargepool))
472 self.vortex_chargepool_ammo = 1;
473 self.vortex_charge = WEP_CVAR(vortex, charge_start);
478 self.ammo_shells = warmup_start_ammo_shells;
479 self.ammo_nails = warmup_start_ammo_nails;
480 self.ammo_rockets = warmup_start_ammo_rockets;
481 self.ammo_cells = warmup_start_ammo_cells;
482 self.ammo_plasma = warmup_start_ammo_plasma;
483 self.ammo_fuel = warmup_start_ammo_fuel;
484 self.health = warmup_start_health;
485 self.armorvalue = warmup_start_armorvalue;
486 self.weapons = WARMUP_START_WEAPONS;
490 self.ammo_shells = start_ammo_shells;
491 self.ammo_nails = start_ammo_nails;
492 self.ammo_rockets = start_ammo_rockets;
493 self.ammo_cells = start_ammo_cells;
494 self.ammo_plasma = start_ammo_plasma;
495 self.ammo_fuel = start_ammo_fuel;
496 self.health = start_health;
497 self.armorvalue = start_armorvalue;
498 self.weapons = start_weapons;
501 if(self.weapons & WEPSET_SUPERWEAPONS)
502 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
504 self.superweapons_finished = 0;
506 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
508 if(g_weaponarena_random_with_blaster)
509 self.weapons &= ~WEPSET_BLASTER;
510 W_RandomWeapons(self, g_weaponarena_random);
511 if(g_weaponarena_random_with_blaster)
512 self.weapons |= WEPSET_BLASTER;
515 self.items = start_items;
517 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
518 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
519 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
520 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
521 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
522 //extend the pause of rotting if client was reset at the beginning of the countdown
523 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
524 self.spawnshieldtime += game_starttime - time;
525 self.pauserotarmor_finished += game_starttime - time;
526 self.pauserothealth_finished += game_starttime - time;
527 self.pauseregen_finished += game_starttime - time;
529 self.damageforcescale = 2;
531 self.respawn_flags = 0;
532 self.respawn_time = 0;
533 self.stat_respawn_time = 0;
534 self.scale = autocvar_sv_player_scale;
537 self.pain_finished = 0;
538 self.strength_finished = 0;
539 self.invincible_finished = 0;
541 // players have no think function
542 self.think = func_null;
546 self.ballistics_density = autocvar_g_ballistics_density_player;
550 self.deadflag = DEAD_NO;
552 self.angles = spot.angles;
554 self.angles_z = 0; // never spawn tilted even if the spot says to
555 if(IS_BOT_CLIENT(self))
556 self.v_angle = self.angles;
557 self.fixangle = true; // turn this way immediately
558 self.velocity = '0 0 0';
559 self.avelocity = '0 0 0';
560 self.punchangle = '0 0 0';
561 self.punchvector = '0 0 0';
562 self.oldvelocity = self.velocity;
563 self.fire_endtime = -1;
564 self.revival_time = 0;
566 entity spawnevent = spawn();
567 spawnevent.owner = self;
568 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
570 // Cut off any still running player sounds.
571 stopsound(self, CH_PLAYER_SINGLE);
575 self.drawonlytoclient = world;
578 self.view_ofs = PL_VIEW_OFS;
579 setsize (self, PL_MIN, PL_MAX);
580 self.spawnorigin = spot.origin;
581 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
582 // don't reset back to last position, even if new position is stuck in solid
583 self.oldorigin = self.origin;
584 self.prevorigin = self.origin;
585 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
586 self.lastteleporttime = time; // prevent insane speeds due to changing origin
587 self.hud = HUD_NORMAL;
589 self.event_damage = PlayerDamage;
591 self.bot_attack = true;
592 self.monster_attack = true;
594 self.spider_slowness = 0;
596 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
598 if(self.killcount == -666) {
599 PlayerScore_Clear(self);
603 CL_SpawnWeaponentity();
604 self.alpha = default_player_alpha;
605 self.colormod = '1 1 1' * autocvar_g_player_brightness;
606 self.exteriorweaponentity.alpha = default_weapon_alpha;
608 self.speedrunning = false;
610 //stuffcmd(self, "chase_active 0");
611 //stuffcmd(self, "set viewsize $tmpviewsize \n");
613 target_voicescript_clear(self);
615 // reset fields the weapons may use
616 for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
618 WEP_ACTION(j, WR_RESETPLAYER);
620 // all weapons must be fully loaded when we spawn
621 entity e = get_weaponinfo(j);
622 if (e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
623 self.(weapon_load[j]) = e.reloading_ammo;
631 self.target = string_null;
640 MUTATOR_CALLHOOK(PlayerSpawn);
642 if(autocvar_spawn_debug)
644 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
645 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
648 self.switchweapon = w_getbestweapon(self);
649 self.cnt = -1; // W_LastWeapon will not complain
651 self.weaponname = "";
652 self.switchingweapon = 0;
656 self.alivetime = time;
660 else if(IS_OBSERVER(self))
662 PutObserverInServer ();
666 .float ebouncefactor, ebouncestop; // electro's values
667 // TODO do we need all these fields, or should we stop autodetecting runtime
668 // changes and just have a console command to update this?
669 float ClientInit_SendEntity(entity to, int sf)
671 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
672 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
673 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
674 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
675 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
676 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
677 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
678 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
679 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
680 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
682 if(sv_foginterval && world.fog != "")
683 WriteString(MSG_ENTITY, world.fog);
685 WriteString(MSG_ENTITY, "");
686 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
687 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
688 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
689 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
690 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
691 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
692 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
693 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
694 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
695 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
696 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
697 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
701 void ClientInit_CheckUpdate()
703 self.nextthink = time;
704 if(self.count != autocvar_g_balance_armor_blockpercent)
706 self.count = autocvar_g_balance_armor_blockpercent;
709 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
711 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
714 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
716 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
719 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
721 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
724 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
726 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
731 void ClientInit_Spawn()
736 e.classname = "clientinit";
737 e.think = ClientInit_CheckUpdate;
738 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
742 ClientInit_CheckUpdate();
751 void SetNewParms (void)
753 // initialize parms for a new player
754 parm1 = -(86400 * 366);
762 void SetChangeParms (void)
764 // save parms for level change
765 parm1 = self.parm_idlesince - time;
773 void DecodeLevelParms (void)
776 self.parm_idlesince = parm1;
777 if(self.parm_idlesince == -(86400 * 366))
778 self.parm_idlesince = time;
780 // whatever happens, allow 60 seconds of idling directly after connect for map loading
781 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
788 Called when a client types 'kill' in the console
792 .float clientkill_nexttime;
793 void ClientKill_Now_TeamChange()
795 if(self.killindicator_teamchange == -1)
797 JoinBestTeam( self, false, true );
799 else if(self.killindicator_teamchange == -2)
802 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
803 PutObserverInServer();
806 SV_ChangeTeam(self.killindicator_teamchange - 1);
807 self.killindicator_teamchange = 0;
810 void ClientKill_Now()
814 vehicles_exit(VHEF_RELEASE);
815 if(!self.killindicator_teamchange)
817 self.vehicle_health = -1;
818 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
822 if(self.killindicator && !wasfreed(self.killindicator))
823 remove(self.killindicator);
825 self.killindicator = world;
827 if(self.killindicator_teamchange)
828 ClientKill_Now_TeamChange();
831 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
833 // now I am sure the player IS dead
835 void KillIndicator_Think()
839 self.owner.killindicator = world;
844 if (self.owner.alpha < 0 && !self.owner.vehicle)
846 self.owner.killindicator = world;
854 ClientKill_Now(); // no oldself needed
857 else if(g_cts && self.health == 1) // health == 1 means that it's silent
859 self.nextthink = time + 1;
865 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
866 if(IS_REAL_CLIENT(self.owner))
869 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
871 self.nextthink = time + 1;
876 float clientkilltime;
877 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
886 killtime = autocvar_g_balance_kill_delay;
888 if(g_race_qualifying || g_cts)
891 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
893 remove(self.killindicator);
894 self.killindicator = world;
896 ClientKill_Now(); // allow instant kill in this case
900 self.killindicator_teamchange = targetteam;
902 if(!self.killindicator)
904 if(self.deadflag == DEAD_NO)
906 killtime = max(killtime, self.clientkill_nexttime - time);
907 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
910 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
916 starttime = max(time, clientkilltime);
918 self.killindicator = spawn();
919 self.killindicator.owner = self;
920 self.killindicator.scale = 0.5;
921 setattachment(self.killindicator, self, "");
922 setorigin(self.killindicator, '0 0 52');
923 self.killindicator.think = KillIndicator_Think;
924 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
925 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
926 self.killindicator.cnt = ceil(killtime);
927 self.killindicator.count = bound(0, ceil(killtime), 10);
928 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
930 for(e = world; (e = find(e, classname, "body")) != world; )
934 e.killindicator = spawn();
935 e.killindicator.owner = e;
936 e.killindicator.scale = 0.5;
937 setattachment(e.killindicator, e, "");
938 setorigin(e.killindicator, '0 0 52');
939 e.killindicator.think = KillIndicator_Think;
940 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
941 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
942 e.killindicator.cnt = ceil(killtime);
947 if(self.killindicator)
949 if(targetteam == 0) // just die
951 self.killindicator.colormod = '0 0 0';
952 if(IS_REAL_CLIENT(self))
953 if(self.killindicator.cnt > 0)
954 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
956 else if(targetteam == -1) // auto
958 self.killindicator.colormod = '0 1 0';
959 if(IS_REAL_CLIENT(self))
960 if(self.killindicator.cnt > 0)
961 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
963 else if(targetteam == -2) // spectate
965 self.killindicator.colormod = '0.5 0.5 0.5';
966 if(IS_REAL_CLIENT(self))
967 if(self.killindicator.cnt > 0)
968 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
972 self.killindicator.colormod = Team_ColorRGB(targetteam);
973 if(IS_REAL_CLIENT(self))
974 if(self.killindicator.cnt > 0)
975 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
981 void ClientKill (void)
984 if(self.player_blocked) return;
985 if(self.frozen) return;
987 ClientKill_TeamChange(0);
990 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
992 e.killindicator = spawn();
993 e.killindicator.owner = e;
994 e.killindicator.think = KillIndicator_Think;
995 e.killindicator.nextthink = time + (e.lip) * 0.05;
996 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
997 e.killindicator.health = 1; // this is used to indicate that it should be silent
1001 void FixClientCvars(entity e)
1003 // send prediction settings to the client
1004 stuffcmd(e, "\nin_bindmap 0 0\n");
1006 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1007 if(autocvar_g_antilag == 3) // client side hitscan
1008 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1009 if(autocvar_sv_gentle)
1010 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1013 float PlayerInIDList(entity p, string idlist)
1018 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1022 // this function allows abbreviated player IDs too!
1023 n = tokenize_console(idlist);
1024 for(i = 0; i < n; ++i)
1027 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1034 #ifdef DP_EXT_PRECONNECT
1039 Called once (not at each match start) when a client begins a connection to the server
1042 void ClientPreConnect (void)
1044 if(autocvar_sv_eventlog)
1046 GameLogEcho(sprintf(":connect:%d:%d:%s",
1048 num_for_edict(self),
1049 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1059 Called when a client connects to the server
1062 void DecodeLevelParms (void);
1063 //void dom_player_join_team(entity pl);
1064 void set_dom_state(entity e);
1065 void ClientConnect (void)
1071 print("Warning: ClientConnect, but already connected!\n");
1075 if(Ban_MaybeEnforceBanOnce(self))
1081 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1084 self.classname = "player_joining";
1086 self.flags = FL_CLIENT;
1087 self.version_nagtime = time + 10 + random() * 10;
1091 dprint("BUG player count is lower than zero, this cannot happen!\n");
1095 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1097 PlayerScore_Attach(self);
1098 ClientData_Attach();
1099 accuracy_init(self);
1100 Inventory_new(self);
1102 bot_clientconnect();
1108 // identify the right forced team
1109 if(autocvar_g_campaign)
1111 if(IS_REAL_CLIENT(self)) // only players, not bots
1113 switch(autocvar_g_campaign_forceteam)
1115 case 1: self.team_forced = NUM_TEAM_1; break;
1116 case 2: self.team_forced = NUM_TEAM_2; break;
1117 case 3: self.team_forced = NUM_TEAM_3; break;
1118 case 4: self.team_forced = NUM_TEAM_4; break;
1119 default: self.team_forced = 0;
1123 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1124 self.team_forced = NUM_TEAM_1;
1125 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1126 self.team_forced = NUM_TEAM_2;
1127 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1128 self.team_forced = NUM_TEAM_3;
1129 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1130 self.team_forced = NUM_TEAM_4;
1131 else if(autocvar_g_forced_team_otherwise == "red")
1132 self.team_forced = NUM_TEAM_1;
1133 else if(autocvar_g_forced_team_otherwise == "blue")
1134 self.team_forced = NUM_TEAM_2;
1135 else if(autocvar_g_forced_team_otherwise == "yellow")
1136 self.team_forced = NUM_TEAM_3;
1137 else if(autocvar_g_forced_team_otherwise == "pink")
1138 self.team_forced = NUM_TEAM_4;
1139 else if(autocvar_g_forced_team_otherwise == "spectate")
1140 self.team_forced = -1;
1141 else if(autocvar_g_forced_team_otherwise == "spectator")
1142 self.team_forced = -1;
1144 self.team_forced = 0;
1147 if(self.team_forced > 0)
1148 self.team_forced = 0;
1150 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1152 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1153 self.classname = "observer";
1157 if(autocvar_g_balance_teams)
1159 self.classname = "player";
1160 campaign_bots_may_start = 1;
1164 self.classname = "observer"; // do it anyway
1169 self.classname = "player";
1170 campaign_bots_may_start = 1;
1174 self.playerid = (playerid_last = playerid_last + 1);
1176 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1178 if(IS_BOT_CLIENT(self))
1179 PlayerStats_GameReport_AddPlayer(self);
1181 if(autocvar_sv_eventlog)
1182 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1184 LogTeamchange(self.playerid, self.team, 1);
1186 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1188 self.netname_previous = strzone(self.netname);
1190 if(IS_PLAYER(self) && teamplay)
1191 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1193 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1195 stuffcmd(self, strcat(clientstuff, "\n"));
1196 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1198 FixClientCvars(self);
1200 // spawnfunc_waypoint sprites
1201 WaypointSprite_InitClient(self);
1203 // Wazat's grappling hook
1204 SetGrappleHookBindings();
1207 stuffcmd(self, "alias +jetpack +button10\n");
1208 stuffcmd(self, "alias -jetpack -button10\n");
1210 // get version info from player
1211 stuffcmd(self, "cmd clientversion $gameversion\n");
1213 // get other cvars from player
1216 // notify about available teams
1219 CheckAllowedTeams(self);
1220 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1221 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1224 stuffcmd(self, "set _teams_available 0\n");
1228 bot_relinkplayerlist();
1230 self.spectatortime = time;
1233 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1236 self.jointime = time;
1237 self.allowed_timeouts = autocvar_sv_timeout_number;
1239 if(IS_REAL_CLIENT(self))
1241 if(!autocvar_g_campaign)
1243 self.motd_actived_time = -1;
1244 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1247 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1248 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1251 if(!sv_foginterval && world.fog != "")
1252 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1254 W_HitPlotOpen(self);
1256 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
1257 send_CSQC_teamnagger();
1261 CSQCMODEL_AUTOINIT();
1263 self.model_randomizer = random();
1265 if(IS_REAL_CLIENT(self))
1268 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1269 entity oldself = self;
1271 e.init_for_player(oldself);
1275 MUTATOR_CALLHOOK(ClientConnect);
1281 Called when a client disconnects from the server
1284 .entity chatbubbleentity;
1286 void ClientDisconnect (void)
1289 vehicles_exit(VHEF_RELEASE);
1291 if (!IS_CLIENT(self))
1293 print("Warning: ClientDisconnect without ClientConnect\n");
1297 PlayerStats_GameReport_FinalizePlayer(self);
1299 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1301 CheatShutdownClient();
1303 W_HitPlotClose(self);
1306 anticheat_shutdown();
1308 playerdemo_shutdown();
1310 bot_clientdisconnect();
1315 if(autocvar_sv_eventlog)
1316 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1318 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1320 MUTATOR_CALLHOOK(ClientDisconnect);
1322 Portal_ClearAll(self);
1326 RemoveGrapplingHook(self);
1328 // Here, everything has been done that requires this player to be a client.
1330 self.flags &= ~FL_CLIENT;
1332 if (self.chatbubbleentity)
1333 remove (self.chatbubbleentity);
1335 if (self.killindicator)
1336 remove (self.killindicator);
1338 WaypointSprite_PlayerGone();
1340 bot_relinkplayerlist();
1342 accuracy_free(self);
1343 Inventory_delete(self);
1344 ClientData_Detach();
1345 PlayerScore_Detach(self);
1347 if(self.netname_previous)
1348 strunzone(self.netname_previous);
1349 if(self.clientstatus)
1350 strunzone(self.clientstatus);
1351 if(self.weaponorder_byimpulse)
1352 strunzone(self.weaponorder_byimpulse);
1354 ClearPlayerSounds();
1357 remove(self.personal);
1367 void ChatBubbleThink()
1369 self.nextthink = time;
1370 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1372 if(self.owner) // but why can that ever be world?
1373 self.owner.chatbubbleentity = world;
1377 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1379 || self.owner.tetris_on
1382 self.model = self.mdl;
1387 void UpdateChatBubble()
1391 // spawn a chatbubble entity if needed
1392 if (!self.chatbubbleentity)
1394 self.chatbubbleentity = spawn();
1395 self.chatbubbleentity.owner = self;
1396 self.chatbubbleentity.exteriormodeltoclient = self;
1397 self.chatbubbleentity.think = ChatBubbleThink;
1398 self.chatbubbleentity.nextthink = time;
1399 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1400 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1401 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs.z * '0 0 1');
1402 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1403 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1404 self.chatbubbleentity.model = "";
1405 self.chatbubbleentity.effects = EF_LOWPRECISION;
1410 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1411 // added to the model skins
1412 /*void UpdateColorModHack()
1415 c = self.clientcolors & 15;
1416 // LordHavoc: only bothering to support white, green, red, yellow, blue
1417 if (!teamplay) self.colormod = '0 0 0';
1418 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1419 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1420 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1421 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1422 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1423 else self.colormod = '1 1 1';
1428 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1430 self.solid = SOLID_NOT;
1431 self.takedamage = DAMAGE_NO;
1432 self.movetype = MOVETYPE_FLY;
1433 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1434 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1435 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1436 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1437 if(autocvar_g_respawn_ghosts_maxtime)
1438 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1443 self.effects |= EF_NODRAW; // prevent another CopyBody
1444 PutClientInServer();
1447 void play_countdown(float finished, string samp)
1449 if(IS_REAL_CLIENT(self))
1450 if(floor(finished - time - frametime) != floor(finished - time))
1451 if(finished - time < 6)
1452 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1455 void player_powerups (void)
1457 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1458 olditems = self.items;
1460 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1461 self.modelflags |= MF_ROCKET;
1463 self.modelflags &= ~MF_ROCKET;
1465 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1467 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1470 Fire_ApplyDamage(self);
1471 Fire_ApplyEffect(self);
1475 if (self.items & IT_STRENGTH)
1477 play_countdown(self.strength_finished, "misc/poweroff.wav");
1478 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1479 if (time > self.strength_finished)
1481 self.items = self.items - (self.items & IT_STRENGTH);
1482 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1483 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1488 if (time < self.strength_finished)
1490 self.items = self.items | IT_STRENGTH;
1491 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1492 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1495 if (self.items & IT_INVINCIBLE)
1497 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1498 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1499 if (time > self.invincible_finished)
1501 self.items = self.items - (self.items & IT_INVINCIBLE);
1502 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1503 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1508 if (time < self.invincible_finished)
1510 self.items = self.items | IT_INVINCIBLE;
1511 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1512 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1515 if (self.items & IT_SUPERWEAPON)
1517 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1519 self.superweapons_finished = 0;
1520 self.items = self.items - (self.items & IT_SUPERWEAPON);
1521 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1522 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1524 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1526 // don't let them run out
1530 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1531 if (time > self.superweapons_finished)
1533 self.items = self.items - (self.items & IT_SUPERWEAPON);
1534 self.weapons &= ~WEPSET_SUPERWEAPONS;
1535 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1536 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1540 else if(self.weapons & WEPSET_SUPERWEAPONS)
1542 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1544 self.items = self.items | IT_SUPERWEAPON;
1545 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1546 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1550 self.superweapons_finished = 0;
1551 self.weapons &= ~WEPSET_SUPERWEAPONS;
1556 self.superweapons_finished = 0;
1560 if(autocvar_g_nodepthtestplayers)
1561 self.effects = self.effects | EF_NODEPTHTEST;
1563 if(autocvar_g_fullbrightplayers)
1564 self.effects = self.effects | EF_FULLBRIGHT;
1566 if (time >= game_starttime)
1567 if (time < self.spawnshieldtime)
1568 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1570 MUTATOR_CALLHOOK(PlayerPowerups);
1573 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1575 if(current > stable)
1577 else if(current > stable - 0.25) // when close enough, "snap"
1580 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1583 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1585 if(current < stable)
1587 else if(current < stable + 0.25) // when close enough, "snap"
1590 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1593 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1595 if(current > rotstable)
1597 if(rotframetime > 0)
1599 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1600 current = max(rotstable, current - rotlinear * rotframetime);
1603 else if(current < regenstable)
1605 if(regenframetime > 0)
1607 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1608 current = min(regenstable, current + regenlinear * regenframetime);
1618 void player_regen (void)
1620 float max_mod, regen_mod, rot_mod, limit_mod;
1621 max_mod = regen_mod = rot_mod = limit_mod = 1;
1622 regen_mod_max = max_mod;
1623 regen_mod_regen = regen_mod;
1624 regen_mod_rot = rot_mod;
1625 regen_mod_limit = limit_mod;
1626 if(!MUTATOR_CALLHOOK(PlayerRegen))
1629 float minh, mina, maxh, maxa, limith, limita;
1630 maxh = autocvar_g_balance_health_rotstable;
1631 maxa = autocvar_g_balance_armor_rotstable;
1632 minh = autocvar_g_balance_health_regenstable;
1633 mina = autocvar_g_balance_armor_regenstable;
1634 limith = autocvar_g_balance_health_limit;
1635 limita = autocvar_g_balance_armor_limit;
1637 max_mod = regen_mod_max;
1638 regen_mod = regen_mod_regen;
1639 rot_mod = regen_mod_rot;
1640 limit_mod = regen_mod_limit;
1642 maxh = maxh * max_mod;
1643 minh = minh * max_mod;
1644 limith = limith * limit_mod;
1645 limita = limita * limit_mod;
1647 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);
1648 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);
1651 // if player rotted to death... die!
1652 // check this outside above checks, as player may still be able to rot to death
1656 vehicles_exit(VHEF_RELEASE);
1657 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1660 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1662 float minf, maxf, limitf;
1664 maxf = autocvar_g_balance_fuel_rotstable;
1665 minf = autocvar_g_balance_fuel_regenstable;
1666 limitf = autocvar_g_balance_fuel_limit;
1668 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);
1672 float zoomstate_set;
1673 void SetZoomState(float z)
1675 if(z != self.zoomstate)
1678 ClientData_Touch(self);
1683 void GetPressedKeys(void) {
1684 MUTATOR_CALLHOOK(GetPressedKeys);
1685 #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
1686 X(self.pressedkeys, KEY_FORWARD, self.movement_x > 0);
1687 X(self.pressedkeys, KEY_BACKWARD, self.movement_x < 0);
1688 X(self.pressedkeys, KEY_RIGHT, self.movement_y > 0);
1689 X(self.pressedkeys, KEY_LEFT, self.movement_y < 0);
1691 X(self.pressedkeys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(self));
1692 X(self.pressedkeys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(self));
1693 X(self.pressedkeys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(self));
1694 X(self.pressedkeys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(self));
1699 ======================
1700 spectate mode routines
1701 ======================
1704 void SpectateCopy(entity spectatee) {
1706 MUTATOR_CALLHOOK(SpectateCopy);
1707 self.armortype = spectatee.armortype;
1708 self.armorvalue = spectatee.armorvalue;
1709 self.ammo_cells = spectatee.ammo_cells;
1710 self.ammo_plasma = spectatee.ammo_plasma;
1711 self.ammo_shells = spectatee.ammo_shells;
1712 self.ammo_nails = spectatee.ammo_nails;
1713 self.ammo_rockets = spectatee.ammo_rockets;
1714 self.ammo_fuel = spectatee.ammo_fuel;
1715 self.clip_load = spectatee.clip_load;
1716 self.clip_size = spectatee.clip_size;
1717 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1718 self.health = spectatee.health;
1720 self.items = spectatee.items;
1721 self.last_pickup = spectatee.last_pickup;
1722 self.hit_time = spectatee.hit_time;
1723 self.metertime = spectatee.metertime;
1724 self.strength_finished = spectatee.strength_finished;
1725 self.invincible_finished = spectatee.invincible_finished;
1726 self.pressedkeys = spectatee.pressedkeys;
1727 self.weapons = spectatee.weapons;
1728 self.switchweapon = spectatee.switchweapon;
1729 self.switchingweapon = spectatee.switchingweapon;
1730 self.weapon = spectatee.weapon;
1731 self.vortex_charge = spectatee.vortex_charge;
1732 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1733 self.hagar_load = spectatee.hagar_load;
1734 self.arc_heat_percent = spectatee.arc_heat_percent;
1735 self.minelayer_mines = spectatee.minelayer_mines;
1736 self.punchangle = spectatee.punchangle;
1737 self.view_ofs = spectatee.view_ofs;
1738 self.velocity = spectatee.velocity;
1739 self.dmg_take = spectatee.dmg_take;
1740 self.dmg_save = spectatee.dmg_save;
1741 self.dmg_inflictor = spectatee.dmg_inflictor;
1742 self.v_angle = spectatee.v_angle;
1743 self.angles = spectatee.v_angle;
1744 self.frozen = spectatee.frozen;
1745 self.revive_progress = spectatee.revive_progress;
1746 if(!self.BUTTON_USE)
1747 self.fixangle = true;
1748 setorigin(self, spectatee.origin);
1749 setsize(self, spectatee.mins, spectatee.maxs);
1750 SetZoomState(spectatee.zoomstate);
1752 anticheat_spectatecopy(spectatee);
1753 self.hud = spectatee.hud;
1754 if(spectatee.vehicle)
1756 self.fixangle = false;
1757 //self.velocity = spectatee.vehicle.velocity;
1758 self.vehicle_health = spectatee.vehicle_health;
1759 self.vehicle_shield = spectatee.vehicle_shield;
1760 self.vehicle_energy = spectatee.vehicle_energy;
1761 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1762 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1763 self.vehicle_reload1 = spectatee.vehicle_reload1;
1764 self.vehicle_reload2 = spectatee.vehicle_reload2;
1768 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1769 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1770 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1771 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1773 //WriteByte (MSG_ONE, SVC_SETVIEW);
1774 // WriteEntity(MSG_ONE, self);
1775 //makevectors(spectatee.v_angle);
1776 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1780 float SpectateUpdate()
1785 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1787 SetSpectator(self, world);
1791 SpectateCopy(self.enemy);
1798 if(self.enemy.classname != "player")
1800 /*if(self.enemy.vehicle)
1804 WriteByte(MSG_ONE, SVC_SETVIEW);
1805 WriteEntity(MSG_ONE, self.enemy);
1806 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1808 self.movetype = MOVETYPE_NONE;
1809 accuracy_resend(self);
1814 WriteByte(MSG_ONE, SVC_SETVIEW);
1815 WriteEntity(MSG_ONE, self.enemy);
1816 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1817 self.movetype = MOVETYPE_NONE;
1818 accuracy_resend(self);
1820 if(!SpectateUpdate())
1821 PutObserverInServer();
1826 void SetSpectator(entity player, entity spectatee)
1828 entity old_spectatee = player.enemy;
1830 player.enemy = spectatee;
1833 // these are required to fix the spectator bug with arc
1834 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1835 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1838 float Spectate(entity pl)
1840 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1841 if(pl.team != self.team)
1844 SetSpectator(self, pl);
1845 return SpectateSet();
1848 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1849 entity CA_SpectateNext(entity start) {
1850 if (start.team == self.team) {
1855 // continue from current player
1856 while(other && other.team != self.team) {
1857 other = find(other, classname, "player");
1861 // restart from begining
1862 other = find(other, classname, "player");
1863 while(other && other.team != self.team) {
1864 other = find(other, classname, "player");
1871 float SpectateNext()
1873 other = find(self.enemy, classname, "player");
1875 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1876 // CA and ca players when spectating enemies is forbidden
1877 other = CA_SpectateNext(other);
1879 // other modes and ca spectators or spectating enemies is allowed
1881 other = find(other, classname, "player");
1884 if(other) { SetSpectator(self, other); }
1886 return SpectateSet();
1889 float SpectatePrev()
1891 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1892 other = findchain(classname, "player");
1893 if (!other) // no player
1896 entity first = other;
1897 // skip players until current spectated player
1899 while(other && other != self.enemy)
1900 other = other.chain;
1902 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1904 do { other = other.chain; }
1905 while(other && other.team != self.team);
1910 while(other.team != self.team)
1911 other = other.chain;
1912 if(other == self.enemy)
1919 other = other.chain;
1923 SetSpectator(self, other);
1924 return SpectateSet();
1929 ShowRespawnCountdown()
1931 Update a respawn countdown display.
1934 void ShowRespawnCountdown()
1937 if(self.deadflag == DEAD_NO) // just respawned?
1941 number = ceil(self.respawn_time - time);
1944 if(number <= self.respawn_countdown)
1946 self.respawn_countdown = number - 1;
1947 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
1948 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1953 void LeaveSpectatorMode()
1957 if(nJoinAllowed(self))
1959 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1961 self.classname = "player";
1962 nades_RemoveBonus(self);
1964 if(autocvar_g_campaign || autocvar_g_balance_teams)
1965 { JoinBestTeam(self, false, true); }
1967 if(autocvar_g_campaign)
1968 { campaign_bots_may_start = 1; }
1970 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1972 PutClientInServer();
1974 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1977 stuffcmd(self, "menu_showteamselect\n");
1981 // Player may not join because g_maxplayers is set
1982 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1987 * Determines whether the player is allowed to join. This depends on cvar
1988 * g_maxplayers, if it isn't used this function always return true, otherwise
1989 * it checks whether the number of currently playing players exceeds g_maxplayers.
1990 * @return int number of free slots for players, 0 if none
1992 float nJoinAllowed(entity ignore) {
1994 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1995 // so report 0 free slots if restricted
1997 if(autocvar_g_forced_team_otherwise == "spectate")
1999 if(autocvar_g_forced_team_otherwise == "spectator")
2003 if(self.team_forced < 0)
2004 return 0; // forced spectators can never join
2006 // TODO simplify this
2008 float totalClients = 0;
2013 if (!autocvar_g_maxplayers)
2014 return maxclients - totalClients;
2016 float currentlyPlaying = 0;
2017 FOR_EACH_REALCLIENT(e)
2018 if(IS_PLAYER(e) || e.caplayer)
2019 currentlyPlaying += 1;
2021 if(currentlyPlaying < autocvar_g_maxplayers)
2022 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2028 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2029 * g_maxplayers_spectator_blocktime seconds
2031 void checkSpectatorBlock() {
2032 if(IS_SPEC(self) || IS_OBSERVER(self))
2034 if(IS_REAL_CLIENT(self))
2036 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2037 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2043 void PrintWelcomeMessage()
2045 if(self.motd_actived_time == 0)
2047 if (autocvar_g_campaign) {
2048 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2049 self.motd_actived_time = time;
2050 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2053 if (self.BUTTON_INFO) {
2054 self.motd_actived_time = time;
2055 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2059 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2061 if (autocvar_g_campaign) {
2062 if (self.BUTTON_INFO)
2063 self.motd_actived_time = time;
2064 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2065 self.motd_actived_time = 0;
2066 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2069 if (self.BUTTON_INFO)
2070 self.motd_actived_time = time;
2071 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2072 self.motd_actived_time = 0;
2073 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2077 else //if(self.motd_actived_time < 0) // just connected, motd is active
2079 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2080 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2081 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2083 // instanctly hide MOTD
2084 self.motd_actived_time = 0;
2085 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2090 void ObserverThink()
2092 float prefered_movetype;
2093 if (self.flags & FL_JUMPRELEASED) {
2094 if (self.BUTTON_JUMP && !self.version_mismatch) {
2095 self.flags &= ~FL_JUMPRELEASED;
2096 self.flags |= FL_SPAWNING;
2097 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2098 self.flags &= ~FL_JUMPRELEASED;
2099 if(SpectateNext()) {
2100 self.classname = "spectator";
2103 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2104 if (self.movetype != prefered_movetype)
2105 self.movetype = prefered_movetype;
2108 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2109 self.flags |= FL_JUMPRELEASED;
2110 if(self.flags & FL_SPAWNING)
2112 self.flags &= ~FL_SPAWNING;
2113 LeaveSpectatorMode();
2120 void SpectatorThink()
2122 if (self.flags & FL_JUMPRELEASED) {
2123 if (self.BUTTON_JUMP && !self.version_mismatch) {
2124 self.flags &= ~FL_JUMPRELEASED;
2125 self.flags |= FL_SPAWNING;
2126 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2127 self.flags &= ~FL_JUMPRELEASED;
2128 if(SpectateNext()) {
2129 self.classname = "spectator";
2131 self.classname = "observer";
2132 PutClientInServer();
2135 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2136 self.flags &= ~FL_JUMPRELEASED;
2137 if(SpectatePrev()) {
2138 self.classname = "spectator";
2140 self.classname = "observer";
2141 PutClientInServer();
2144 } else if (self.BUTTON_ATCK2) {
2145 self.flags &= ~FL_JUMPRELEASED;
2146 self.classname = "observer";
2147 PutClientInServer();
2149 if(!SpectateUpdate())
2150 PutObserverInServer();
2153 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2154 self.flags |= FL_JUMPRELEASED;
2155 if(self.flags & FL_SPAWNING)
2157 self.flags &= ~FL_SPAWNING;
2158 LeaveSpectatorMode();
2162 if(!SpectateUpdate())
2163 PutObserverInServer();
2166 self.flags |= FL_CLIENT | FL_NOTARGET;
2169 void vehicles_enter (entity pl, entity veh);
2172 if (!IS_PLAYER(self))
2179 vehicles_exit(VHEF_NORMAL);
2183 else if(autocvar_g_vehicles_enter)
2186 if(self.deadflag == DEAD_NO)
2189 entity head, closest_target = world;
2190 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2192 while(head) // find the closest acceptable target to enter
2194 if(head.vehicle_flags & VHF_ISVEHICLE)
2195 if(head.deadflag == DEAD_NO)
2196 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2197 if(head.takedamage != DAMAGE_NO)
2201 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2202 { closest_target = head; }
2204 else { closest_target = head; }
2210 if(closest_target) { vehicles_enter(self, closest_target); return; }
2214 // a use key was pressed; call handlers
2215 MUTATOR_CALLHOOK(PlayerUseKey);
2218 float isInvisibleString(string s)
2221 s = strdecolorize(s);
2222 for((i = 0), (n = strlen(s)); i < n; ++i)
2230 case 192: // charmap space
2231 if (!autocvar_utf8_enable)
2234 case 160: // space in unicode fonts
2235 case 0xE000 + 192: // utf8 charmap space
2236 if (autocvar_utf8_enable)
2249 Called every frame for each client before the physics are run
2252 .float usekeypressed;
2253 void() nexball_setstatus;
2254 .float last_vehiclecheck;
2256 void PlayerPreThink (void)
2258 WarpZone_PlayerPhysics_FixVAngle();
2260 self.stat_game_starttime = game_starttime;
2261 self.stat_round_starttime = round_starttime;
2262 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2263 self.stat_leadlimit = autocvar_leadlimit;
2267 // physics frames: update anticheat stuff
2268 anticheat_prethink();
2271 if(blockSpectators && frametime)
2272 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2273 checkSpectatorBlock();
2277 // Savage: Check for nameless players
2278 if (isInvisibleString(self.netname)) {
2279 string new_name = strzone(strcat("Player@", self.netaddress));
2280 if(autocvar_sv_eventlog)
2281 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2282 if(self.netname_previous)
2283 strunzone(self.netname_previous);
2284 self.netname_previous = strzone(new_name);
2285 self.netname = self.netname_previous;
2286 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2287 } else if(self.netname_previous != self.netname) {
2288 if(autocvar_sv_eventlog)
2289 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2290 if(self.netname_previous)
2291 strunzone(self.netname_previous);
2292 self.netname_previous = strzone(self.netname);
2296 if(self.version_nagtime)
2297 if(self.cvar_g_xonoticversion)
2298 if(time > self.version_nagtime)
2300 // don't notify git users
2301 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2303 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2305 // notify release users if connecting to git
2306 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");
2307 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2312 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2315 // give users new version
2316 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");
2317 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2321 // notify users about old server version
2322 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");
2323 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2327 self.version_nagtime = 0;
2331 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2333 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2334 self.max_armorvalue = 0;
2338 if (TetrisPreFrame())
2342 if(self.frozen == 2)
2344 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2345 self.health = max(1, self.revive_progress * start_health);
2346 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2348 if(self.revive_progress >= 1)
2351 else if(self.frozen == 3)
2353 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2354 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2359 vehicles_exit(VHEF_RELEASE);
2360 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2362 else if ( self.revive_progress <= 0 )
2366 MUTATOR_CALLHOOK(PlayerPreThink);
2368 if(autocvar_g_vehicles_enter)
2369 if(time > self.last_vehiclecheck)
2374 if(self.deadflag == DEAD_NO)
2377 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2378 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2379 if(veh.deadflag == DEAD_NO)
2380 if(veh.takedamage != DAMAGE_NO)
2381 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2382 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2384 if(!veh.team || SAME_TEAM(self, veh))
2385 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2386 else if(autocvar_g_vehicles_steal)
2387 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2389 self.last_vehiclecheck = time + 1;
2392 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2394 if(self.BUTTON_USE && !self.usekeypressed)
2396 self.usekeypressed = self.BUTTON_USE;
2399 if(IS_REAL_CLIENT(self))
2400 PrintWelcomeMessage();
2405 CheckRules_Player();
2407 if (intermission_running)
2409 IntermissionThink (); // otherwise a button could be missed between
2410 return; // the think tics
2413 //don't allow the player to turn around while game is paused!
2414 if(timeout_status == TIMEOUT_ACTIVE) {
2415 // FIXME turn this into CSQC stuff
2416 self.v_angle = self.lastV_angle;
2417 self.angles = self.lastV_angle;
2418 self.fixangle = true;
2423 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2425 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));
2426 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));
2427 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));
2429 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2431 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));
2432 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));
2433 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));
2437 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2442 if (self.deadflag != DEAD_NO)
2444 if(self.personal && g_race_qualifying)
2446 if(time > self.respawn_time)
2448 self.respawn_time = time + 1; // only retry once a second
2449 self.stat_respawn_time = self.respawn_time;
2456 float button_pressed;
2459 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2461 if (self.deadflag == DEAD_DYING)
2463 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2464 self.deadflag = DEAD_RESPAWNING;
2465 else if(!button_pressed)
2466 self.deadflag = DEAD_DEAD;
2468 else if (self.deadflag == DEAD_DEAD)
2471 self.deadflag = DEAD_RESPAWNABLE;
2472 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2473 self.deadflag = DEAD_RESPAWNING;
2475 else if (self.deadflag == DEAD_RESPAWNABLE)
2478 self.deadflag = DEAD_RESPAWNING;
2480 else if (self.deadflag == DEAD_RESPAWNING)
2482 if(time > self.respawn_time)
2484 self.respawn_time = time + 1; // only retry once a second
2485 self.respawn_time_max = self.respawn_time;
2490 ShowRespawnCountdown();
2492 if(self.respawn_flags & RESPAWN_SILENT)
2493 self.stat_respawn_time = 0;
2494 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2495 self.stat_respawn_time = self.respawn_time_max;
2497 self.stat_respawn_time = self.respawn_time;
2500 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2501 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2502 self.stat_respawn_time *= -1;
2507 self.prevorigin = self.origin;
2509 float do_crouch = self.BUTTON_CROUCH;
2517 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2518 // It cannot be predicted by the engine!
2519 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2527 self.view_ofs = self.stat_pl_crouch_view_ofs;
2528 setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
2529 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2536 tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
2537 if (!trace_startsolid)
2539 self.crouch = false;
2540 self.view_ofs = self.stat_pl_view_ofs;
2541 setsize (self, self.stat_pl_min, self.stat_pl_max);
2548 GrapplingHookFrame();
2550 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2553 self.items &= ~self.items_added;
2557 self.items_added = 0;
2558 if(self.items & IT_JETPACK)
2559 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2560 self.items_added |= IT_FUEL;
2562 self.items |= self.items_added;
2567 // WEAPONTODO: Add a weapon request for this
2568 // rot vortex charge to the charge limit
2569 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2570 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2576 secrets_setstatus();
2579 monsters_setstatus();
2581 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2583 //self.angles_y=self.v_angle_y + 90; // temp
2584 } else if(gameover) {
2585 if (intermission_running)
2586 IntermissionThink (); // otherwise a button could be missed between
2588 } else if(IS_OBSERVER(self)) {
2590 } else if(IS_SPEC(self)) {
2594 // WEAPONTODO: Add weapon request for this
2596 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
2598 float oldspectatee_status;
2599 oldspectatee_status = self.spectatee_status;
2601 self.spectatee_status = num_for_edict(self.enemy);
2602 else if(IS_OBSERVER(self))
2603 self.spectatee_status = num_for_edict(self);
2605 self.spectatee_status = 0;
2606 if(self.spectatee_status != oldspectatee_status)
2608 ClientData_Touch(self);
2611 if(self.teamkill_soundtime)
2612 if(time > self.teamkill_soundtime)
2614 self.teamkill_soundtime = 0;
2616 entity oldpusher, oldself;
2618 oldself = self; self = self.teamkill_soundsource;
2619 oldpusher = self.pusher; self.pusher = oldself;
2621 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2623 self.pusher = oldpusher;
2627 if(self.taunt_soundtime)
2628 if(time > self.taunt_soundtime)
2630 self.taunt_soundtime = 0;
2631 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2634 target_voicescript_next(self);
2636 // WEAPONTODO: Move into weaponsystem somehow
2637 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2639 self.clip_load = self.clip_size = 0;
2646 Called every frame for each client after the physics are run
2649 .float idlekick_lasttimeleft;
2650 void PlayerPostThink (void)
2652 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2653 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2655 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2657 if(self.idlekick_lasttimeleft)
2659 self.idlekick_lasttimeleft = 0;
2660 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2666 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2667 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2669 if(!self.idlekick_lasttimeleft)
2670 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2674 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2678 else if(timeleft <= 10)
2680 if(timeleft != self.idlekick_lasttimeleft)
2681 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2682 self.idlekick_lasttimeleft = timeleft;
2688 if(self.impulse == 100)
2690 if (!TetrisPostFrame())
2696 //CheckPlayerJump();
2698 if(IS_PLAYER(self)) {
2699 CheckRules_Player();
2703 if (intermission_running)
2704 return; // intermission or finale
2714 for(i = 0; i < 1000; ++i)
2717 end = self.origin + '0 0 1024' + 512 * randomvec();
2718 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2719 if(trace_fraction < 1)
2720 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2722 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2728 if(self.waypointsprite_attachedforcarrier)
2729 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2733 CSQCMODEL_AUTOUPDATE();