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 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
56 bool ClientData_Send(entity this, entity to, int sf)
73 sf |= 1; // forced scoreboard
74 if(to.spectatee_status)
75 sf |= 2; // spectator ent number follows
78 if(e.porto_v_angle_held)
79 sf |= 8; // angles held
81 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
82 WriteByte(MSG_ENTITY, sf);
85 WriteByte(MSG_ENTITY, to.spectatee_status);
89 WriteAngle(MSG_ENTITY, e.v_angle.x);
90 WriteAngle(MSG_ENTITY, e.v_angle.y);
96 void ClientData_Attach()
98 Net_LinkEntity(this.clientdata = new(clientdata), false, 0, ClientData_Send);
99 make_pure(this.clientdata);
100 self.clientdata.drawonlytoclient = this;
101 self.clientdata.owner = this;
104 void ClientData_Detach()
106 remove(self.clientdata);
107 self.clientdata = world;
110 void ClientData_Touch(entity e)
112 e.clientdata.SendFlags = 1;
114 // make it spectatable
116 FOR_EACH_REALCLIENT(e2)
121 e2.clientdata.SendFlags = 1;
125 .string netname_previous;
127 void SetSpectatee(entity player, entity spectatee);
134 Checks if the argument string can be a valid playermodel.
135 Returns a valid one in doubt.
138 string FallbackPlayerModel;
139 string CheckPlayerModel(string plyermodel) {
140 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
142 // note: we cannot summon Don Strunzone here, some player may
143 // still have the model string set. In case anyone manages how
144 // to change a cvar default, we'll have a small leak here.
145 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
147 // only in right path
148 if( substring(plyermodel,0,14) != "models/player/")
149 return FallbackPlayerModel;
150 // only good file extensions
151 if(substring(plyermodel,-4,4) != ".zym")
152 if(substring(plyermodel,-4,4) != ".dpm")
153 if(substring(plyermodel,-4,4) != ".iqm")
154 if(substring(plyermodel,-4,4) != ".md3")
155 if(substring(plyermodel,-4,4) != ".psk")
156 return FallbackPlayerModel;
157 // forbid the LOD models
158 if(substring(plyermodel, -9,5) == "_lod1")
159 return FallbackPlayerModel;
160 if(substring(plyermodel, -9,5) == "_lod2")
161 return FallbackPlayerModel;
162 if(plyermodel != strtolower(plyermodel))
163 return FallbackPlayerModel;
164 // also, restrict to server models
165 if(autocvar_sv_servermodelsonly)
167 if(!fexists(plyermodel))
168 return FallbackPlayerModel;
173 void setplayermodel(entity e, string modelname)
175 precache_model(modelname);
176 _setmodel(e, modelname);
177 player_setupanimsformodel();
178 UpdatePlayerSounds(e);
185 putting a client as observer in the server
188 void FixPlayermodel(entity player);
189 void PutObserverInServer()
192 self.hud = HUD_NORMAL;
194 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
196 spot = SelectSpawnPoint (true);
198 error("No spawnpoints for observers?!?\n");
199 RemoveGrapplingHook(self); // Wazat's Grappling Hook
201 if(IS_REAL_CLIENT(self))
204 WriteByte(MSG_ONE, SVC_SETVIEW);
205 WriteEntity(MSG_ONE, self);
208 self.frags = FRAGS_SPECTATOR;
209 self.bot_attack = false;
211 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver);
213 Portal_ClearAll(self);
220 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
225 vehicles_exit(VHEF_RELEASE);
227 WaypointSprite_PlayerDead();
229 if(!mutator_returnvalue) // mutator prevents resetting teams
230 self.team = -1; // move this as it is needed to log the player spectating in eventlog
232 if(self.killcount != FRAGS_SPECTATOR)
234 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
235 if(!intermission_running)
236 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
237 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
239 if(self.just_joined == false) {
240 LogTeamchange(self.playerid, -1, 4);
242 self.just_joined = false;
245 PlayerScore_Clear(self); // clear scores when needed
247 accuracy_resend(self);
249 self.spectatortime = time;
251 self.classname = STR_OBSERVER;
252 self.iscreature = false;
253 self.teleportable = TELEPORT_SIMPLE;
254 self.damagedbycontents = false;
255 self.health = FRAGS_SPECTATOR;
256 self.takedamage = DAMAGE_NO;
257 self.solid = SOLID_NOT;
258 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
259 self.flags = FL_CLIENT | FL_NOTARGET;
260 self.armorvalue = 666;
262 self.armorvalue = autocvar_g_balance_armor_start;
263 self.pauserotarmor_finished = 0;
264 self.pauserothealth_finished = 0;
265 self.pauseregen_finished = 0;
266 self.damageforcescale = 0;
268 self.respawn_flags = 0;
269 self.respawn_time = 0;
270 self.stat_respawn_time = 0;
275 self.pain_finished = 0;
276 self.strength_finished = 0;
277 self.invincible_finished = 0;
278 self.superweapons_finished = 0;
281 self.think = func_null;
284 self.deadflag = DEAD_NO;
285 self.angles = spot.angles;
287 self.fixangle = true;
289 self.revival_time = 0;
291 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
292 self.prevorigin = self.origin;
294 self.weapons = '0 0 0';
296 FixPlayermodel(self);
297 setmodel(self, MDL_Null);
298 self.drawonlytoclient = self;
300 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
301 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
304 self.weaponname = "";
305 self.switchingweapon = 0;
306 self.weaponmodel = "";
307 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
309 self.weaponentities[slot] = NULL;
311 self.exteriorweaponentity = world;
312 self.killcount = FRAGS_SPECTATOR;
313 self.velocity = '0 0 0';
314 self.avelocity = '0 0 0';
315 self.punchangle = '0 0 0';
316 self.punchvector = '0 0 0';
317 self.oldvelocity = self.velocity;
318 self.fire_endtime = -1;
319 self.event_damage = func_null;
322 int player_getspecies(entity this)
324 get_model_parameters(this.model, this.skin);
325 int s = get_model_parameters_species;
326 get_model_parameters(string_null, 0);
327 if (s < 0) return SPECIES_HUMAN;
331 .float model_randomizer;
332 void FixPlayermodel(entity player)
334 string defaultmodel = "";
336 if(autocvar_sv_defaultcharacter)
340 string s = Static_Team_ColorName_Lower(player.team);
343 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
344 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
348 if(defaultmodel == "")
350 defaultmodel = autocvar_sv_defaultplayermodel;
351 defaultskin = autocvar_sv_defaultplayerskin;
354 int n = tokenize_console(defaultmodel);
357 defaultmodel = argv(floor(n * player.model_randomizer));
358 // However, do NOT randomize if the player-selected model is in the list.
359 for (int i = 0; i < n; ++i)
360 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
361 defaultmodel = argv(i);
364 int i = strstrofs(defaultmodel, ":", 0);
367 defaultskin = stof(substring(defaultmodel, i+1, -1));
368 defaultmodel = substring(defaultmodel, 0, i);
371 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
372 defaultmodel = ret_string;
373 defaultskin = ret_int;
377 if(defaultmodel != "")
379 if (defaultmodel != player.model)
381 vector m1 = player.mins;
382 vector m2 = player.maxs;
383 setplayermodel (player, defaultmodel);
384 setsize (player, m1, m2);
388 oldskin = player.skin;
389 player.skin = defaultskin;
391 if (player.playermodel != player.model || player.playermodel == "")
393 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
394 vector m1 = player.mins;
395 vector m2 = player.maxs;
396 setplayermodel (player, player.playermodel);
397 setsize (player, m1, m2);
401 oldskin = player.skin;
402 player.skin = stof(player.playerskin);
405 if(chmdl || oldskin != player.skin) // model or skin has changed
407 player.species = player_getspecies(player); // update species
408 UpdatePlayerSounds(player); // update skin sounds
412 if(strlen(autocvar_sv_defaultplayercolors))
413 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
414 setcolor(player, stof(autocvar_sv_defaultplayercolors));
418 /** Called when a client spawns in the server */
419 void PutClientInServer()
422 if (IS_BOT_CLIENT(this)) {
423 this.classname = STR_PLAYER;
424 } else if (IS_REAL_CLIENT(this)) {
426 WriteByte(MSG_ONE, SVC_SETVIEW);
427 WriteEntity(MSG_ONE, this);
430 this.classname = STR_OBSERVER;
433 SetSpectatee(this, NULL);
438 MUTATOR_CALLHOOK(PutClientInServer, this);
440 if (IS_OBSERVER(this)) {
441 PutObserverInServer();
442 } else if (IS_PLAYER(this)) {
443 accuracy_resend(this);
446 JoinBestTeam(this, false, true);
448 entity spot = SelectSpawnPoint(false);
450 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
451 return; // spawn failed
454 this.classname = STR_PLAYER;
455 this.wasplayer = true;
456 this.iscreature = true;
457 this.teleportable = TELEPORT_NORMAL;
458 this.damagedbycontents = true;
459 this.movetype = MOVETYPE_WALK;
460 this.solid = SOLID_SLIDEBOX;
461 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
462 if (autocvar_g_playerclip_collisions)
463 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
464 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
465 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
466 this.frags = FRAGS_PLAYER;
467 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
468 this.flags = FL_CLIENT | FL_PICKUPITEMS;
469 if (autocvar__notarget)
470 this.flags |= FL_NOTARGET;
471 this.takedamage = DAMAGE_AIM;
472 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
476 this.ammo_shells = warmup_start_ammo_shells;
477 this.ammo_nails = warmup_start_ammo_nails;
478 this.ammo_rockets = warmup_start_ammo_rockets;
479 this.ammo_cells = warmup_start_ammo_cells;
480 this.ammo_plasma = warmup_start_ammo_plasma;
481 this.ammo_fuel = warmup_start_ammo_fuel;
482 this.health = warmup_start_health;
483 this.armorvalue = warmup_start_armorvalue;
484 this.weapons = WARMUP_START_WEAPONS;
486 this.ammo_shells = start_ammo_shells;
487 this.ammo_nails = start_ammo_nails;
488 this.ammo_rockets = start_ammo_rockets;
489 this.ammo_cells = start_ammo_cells;
490 this.ammo_plasma = start_ammo_plasma;
491 this.ammo_fuel = start_ammo_fuel;
492 this.health = start_health;
493 this.armorvalue = start_armorvalue;
494 this.weapons = start_weapons;
497 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
499 this.items = start_items;
501 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
502 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
503 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
504 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
505 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
506 // extend the pause of rotting if client was reset at the beginning of the countdown
507 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
508 float f = game_starttime - time;
509 this.spawnshieldtime += f;
510 this.pauserotarmor_finished += f;
511 this.pauserothealth_finished += f;
512 this.pauseregen_finished += f;
514 this.damageforcescale = 2;
516 this.respawn_flags = 0;
517 this.respawn_time = 0;
518 this.stat_respawn_time = 0;
519 this.scale = autocvar_sv_player_scale;
522 this.pain_finished = 0;
524 this.think = func_null; // players have no think function
527 this.ballistics_density = autocvar_g_ballistics_density_player;
529 this.deadflag = DEAD_NO;
531 this.angles = spot.angles;
532 this.angles_z = 0; // never spawn tilted even if the spot says to
533 if (IS_BOT_CLIENT(this))
534 this.v_angle = this.angles;
535 this.fixangle = true; // turn this way immediately
536 this.oldvelocity = this.velocity = '0 0 0';
537 this.avelocity = '0 0 0';
538 this.punchangle = '0 0 0';
539 this.punchvector = '0 0 0';
541 this.strength_finished = 0;
542 this.invincible_finished = 0;
543 this.fire_endtime = -1;
544 this.revival_time = 0;
545 this.air_finished = time + 12;
547 entity spawnevent = new(spawnevent);
548 make_pure(spawnevent);
549 spawnevent.owner = this;
550 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
552 // Cut off any still running player sounds.
553 stopsound(this, CH_PLAYER_SINGLE);
556 FixPlayermodel(this);
557 this.drawonlytoclient = NULL;
560 this.view_ofs = PL_VIEW_OFS;
561 setsize(this, PL_MIN, PL_MAX);
562 this.spawnorigin = spot.origin;
563 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
564 // don't reset back to last position, even if new position is stuck in solid
565 this.oldorigin = this.origin;
566 this.prevorigin = this.origin;
567 this.lastteleporttime = time; // prevent insane speeds due to changing origin
568 this.hud = HUD_NORMAL;
570 this.event_damage = PlayerDamage;
572 this.bot_attack = true;
573 this.monster_attack = true;
575 this.spider_slowness = 0;
577 this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = false;
579 if (this.killcount == FRAGS_SPECTATOR) {
580 PlayerScore_Clear(this);
584 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
586 CL_SpawnWeaponentity(this, weaponentities[slot]);
588 this.alpha = default_player_alpha;
589 this.colormod = '1 1 1' * autocvar_g_player_brightness;
590 this.exteriorweaponentity.alpha = default_weapon_alpha;
592 this.speedrunning = false;
594 target_voicescript_clear(this);
596 // reset fields the weapons may use
597 FOREACH(Weapons, true, LAMBDA(
598 it.wr_resetplayer(it);
599 // reload all reloadable weapons
600 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
601 this.weapon_load[it.m_id] = it.reloading_ammo;
606 string s = spot.target;
607 spot.target = string_null;
608 WITH(entity, activator, this, LAMBDA(
609 WITH(entity, self, spot, SUB_UseTargets())
616 MUTATOR_CALLHOOK(PlayerSpawn, spot);
618 if (autocvar_spawn_debug)
620 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
621 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
624 this.switchweapon = w_getbestweapon(this);
625 this.cnt = -1; // W_LastWeapon will not complain
627 this.weaponname = "";
628 this.switchingweapon = 0;
630 if (!warmup_stage && !this.alivetime)
631 this.alivetime = time;
637 .float ebouncefactor, ebouncestop; // electro's values
638 // TODO do we need all these fields, or should we stop autodetecting runtime
639 // changes and just have a console command to update this?
640 bool ClientInit_SendEntity(entity this, entity to, int sf)
642 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
646 int channel = MSG_ONE;
647 WriteHeader(channel, ENT_CLIENT_INIT);
648 WriteByte(channel, g_nexball_meter_period * 32);
649 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
650 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
651 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
652 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
653 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
654 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
655 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
656 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
658 if(sv_foginterval && world.fog != "")
659 WriteString(channel, world.fog);
661 WriteString(channel, "");
662 WriteByte(channel, self.count * 255.0); // g_balance_armor_blockpercent
663 WriteCoord(channel, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
664 WriteCoord(channel, self.bouncestop); // g_balance_mortar_bouncestop
665 WriteCoord(channel, self.ebouncefactor); // g_balance_mortar_bouncefactor
666 WriteCoord(channel, self.ebouncestop); // g_balance_mortar_bouncestop
667 WriteByte(channel, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
668 WriteByte(channel, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
669 WriteByte(channel, serverflags); // client has to know if it should zoom or not
670 WriteByte(channel, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
671 WriteByte(channel, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
672 WriteCoord(channel, autocvar_g_trueaim_minrange);
673 WriteByte(channel, WEP_CVAR(porto, secondary)); // WEAPONTODO
675 MUTATOR_CALLHOOK(Ent_Init);
678 void ClientInit_CheckUpdate()
680 self.nextthink = time;
681 if(self.count != autocvar_g_balance_armor_blockpercent)
683 self.count = autocvar_g_balance_armor_blockpercent;
686 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
688 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
691 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
693 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
696 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
698 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
701 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
703 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
708 void ClientInit_Spawn()
711 entity e = new(clientinit);
713 e.think = ClientInit_CheckUpdate;
714 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
716 WITH(entity, self, e, ClientInit_CheckUpdate());
726 // initialize parms for a new player
727 parm1 = -(86400 * 366);
729 MUTATOR_CALLHOOK(SetNewParms);
737 void SetChangeParms ()
739 // save parms for level change
740 parm1 = self.parm_idlesince - time;
742 MUTATOR_CALLHOOK(SetChangeParms);
750 void DecodeLevelParms ()
753 self.parm_idlesince = parm1;
754 if(self.parm_idlesince == -(86400 * 366))
755 self.parm_idlesince = time;
757 // whatever happens, allow 60 seconds of idling directly after connect for map loading
758 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
760 MUTATOR_CALLHOOK(DecodeLevelParms);
767 Called when a client types 'kill' in the console
771 .float clientkill_nexttime;
772 void ClientKill_Now_TeamChange()
774 if(self.killindicator_teamchange == -1)
776 JoinBestTeam( self, false, true );
778 else if(self.killindicator_teamchange == -2)
781 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
782 PutObserverInServer();
785 SV_ChangeTeam(self.killindicator_teamchange - 1);
786 self.killindicator_teamchange = 0;
789 void ClientKill_Now()
793 vehicles_exit(VHEF_RELEASE);
794 if(!self.killindicator_teamchange)
796 self.vehicle_health = -1;
797 Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
801 if(self.killindicator && !wasfreed(self.killindicator))
802 remove(self.killindicator);
804 self.killindicator = world;
806 if(self.killindicator_teamchange)
807 ClientKill_Now_TeamChange();
810 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
812 // now I am sure the player IS dead
814 void KillIndicator_Think()
818 self.owner.killindicator = world;
823 if (self.owner.alpha < 0 && !self.owner.vehicle)
825 self.owner.killindicator = world;
832 WITH(entity, self, self.owner, ClientKill_Now());
835 else if(g_cts && self.health == 1) // health == 1 means that it's silent
837 self.nextthink = time + 1;
843 setmodel(self, MDL_NUM(self.cnt));
844 if(IS_REAL_CLIENT(self.owner))
847 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
849 self.nextthink = time + 1;
854 float clientkilltime;
855 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
864 killtime = autocvar_g_balance_kill_delay;
866 if(g_race_qualifying || g_cts)
869 if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
872 self.killindicator_teamchange = targetteam;
874 if(!self.killindicator)
876 if(self.deadflag == DEAD_NO)
878 killtime = max(killtime, self.clientkill_nexttime - time);
879 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
882 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
888 starttime = max(time, clientkilltime);
890 self.killindicator = spawn();
891 self.killindicator.owner = self;
892 self.killindicator.scale = 0.5;
893 setattachment(self.killindicator, self, "");
894 setorigin(self.killindicator, '0 0 52');
895 self.killindicator.think = KillIndicator_Think;
896 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
897 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
898 self.killindicator.cnt = ceil(killtime);
899 self.killindicator.count = bound(0, ceil(killtime), 10);
900 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
902 for(e = world; (e = find(e, classname, "body")) != world; )
906 e.killindicator = spawn();
907 e.killindicator.owner = e;
908 e.killindicator.scale = 0.5;
909 setattachment(e.killindicator, e, "");
910 setorigin(e.killindicator, '0 0 52');
911 e.killindicator.think = KillIndicator_Think;
912 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
913 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
914 e.killindicator.cnt = ceil(killtime);
919 if(self.killindicator)
921 if(targetteam == 0) // just die
923 self.killindicator.colormod = '0 0 0';
924 if(IS_REAL_CLIENT(self))
925 if(self.killindicator.cnt > 0)
926 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
928 else if(targetteam == -1) // auto
930 self.killindicator.colormod = '0 1 0';
931 if(IS_REAL_CLIENT(self))
932 if(self.killindicator.cnt > 0)
933 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
935 else if(targetteam == -2) // spectate
937 self.killindicator.colormod = '0.5 0.5 0.5';
938 if(IS_REAL_CLIENT(self))
939 if(self.killindicator.cnt > 0)
940 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
944 self.killindicator.colormod = Team_ColorRGB(targetteam);
945 if(IS_REAL_CLIENT(self))
946 if(self.killindicator.cnt > 0)
947 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
956 if(self.player_blocked) return;
957 if(self.frozen) return;
959 ClientKill_TeamChange(0);
962 void FixClientCvars(entity e)
964 // send prediction settings to the client
965 stuffcmd(e, "\nin_bindmap 0 0\n");
966 if(autocvar_g_antilag == 3) // client side hitscan
967 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
968 if(autocvar_sv_gentle)
969 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
972 float PlayerInIDList(entity p, string idlist)
977 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
981 // this function allows abbreviated player IDs too!
982 n = tokenize_console(idlist);
983 for(i = 0; i < n; ++i)
986 if(s == substring(p.crypto_idfp, 0, strlen(s)))
993 #ifdef DP_EXT_PRECONNECT
998 Called once (not at each match start) when a client begins a connection to the server
1001 void ClientPreConnect ()
1003 if(autocvar_sv_eventlog)
1005 GameLogEcho(sprintf(":connect:%d:%d:%s",
1007 num_for_edict(self),
1008 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1018 Called when a client connects to the server
1021 void DecodeLevelParms ();
1022 void ClientConnect ()
1028 LOG_INFO("Warning: ClientConnect, but already connected!\n");
1032 if(Ban_MaybeEnforceBanOnce(self))
1038 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1041 self.classname = "player_joining";
1043 self.flags = FL_CLIENT;
1044 self.version_nagtime = time + 10 + random() * 10;
1048 LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n");
1052 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1054 PlayerScore_Attach(self);
1055 ClientData_Attach();
1056 accuracy_init(self);
1057 Inventory_new(self);
1059 bot_clientconnect();
1065 // identify the right forced team
1066 if(autocvar_g_campaign)
1068 if(IS_REAL_CLIENT(self)) // only players, not bots
1070 switch(autocvar_g_campaign_forceteam)
1072 case 1: self.team_forced = NUM_TEAM_1; break;
1073 case 2: self.team_forced = NUM_TEAM_2; break;
1074 case 3: self.team_forced = NUM_TEAM_3; break;
1075 case 4: self.team_forced = NUM_TEAM_4; break;
1076 default: self.team_forced = 0;
1080 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1081 self.team_forced = NUM_TEAM_1;
1082 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1083 self.team_forced = NUM_TEAM_2;
1084 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1085 self.team_forced = NUM_TEAM_3;
1086 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1087 self.team_forced = NUM_TEAM_4;
1088 else if(autocvar_g_forced_team_otherwise == "red")
1089 self.team_forced = NUM_TEAM_1;
1090 else if(autocvar_g_forced_team_otherwise == "blue")
1091 self.team_forced = NUM_TEAM_2;
1092 else if(autocvar_g_forced_team_otherwise == "yellow")
1093 self.team_forced = NUM_TEAM_3;
1094 else if(autocvar_g_forced_team_otherwise == "pink")
1095 self.team_forced = NUM_TEAM_4;
1096 else if(autocvar_g_forced_team_otherwise == "spectate")
1097 self.team_forced = -1;
1098 else if(autocvar_g_forced_team_otherwise == "spectator")
1099 self.team_forced = -1;
1101 self.team_forced = 0;
1104 if(self.team_forced > 0)
1105 self.team_forced = 0;
1107 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1109 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1110 self.classname = STR_OBSERVER;
1114 if(autocvar_g_balance_teams)
1116 self.classname = STR_PLAYER;
1117 campaign_bots_may_start = 1;
1121 self.classname = STR_OBSERVER; // do it anyway
1126 self.classname = STR_PLAYER;
1127 campaign_bots_may_start = 1;
1131 self.playerid = (playerid_last = playerid_last + 1);
1133 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1135 if(IS_BOT_CLIENT(self))
1136 PlayerStats_GameReport_AddPlayer(self);
1138 if(autocvar_sv_eventlog)
1139 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1141 LogTeamchange(self.playerid, self.team, 1);
1143 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1145 self.netname_previous = strzone(self.netname);
1147 if(IS_PLAYER(self) && teamplay)
1148 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1150 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1152 stuffcmd(self, strcat(clientstuff, "\n"));
1153 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1155 FixClientCvars(self);
1157 // spawnfunc_waypoint sprites
1158 WaypointSprite_InitClient(self);
1160 // Wazat's grappling hook
1161 SetGrappleHookBindings();
1164 stuffcmd(self, "alias +jetpack +button10\n");
1165 stuffcmd(self, "alias -jetpack -button10\n");
1167 // get version info from player
1168 stuffcmd(self, "cmd clientversion $gameversion\n");
1170 // get other cvars from player
1173 // notify about available teams
1176 CheckAllowedTeams(self);
1177 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1178 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1181 stuffcmd(self, "set _teams_available 0\n");
1185 bot_relinkplayerlist();
1187 self.spectatortime = time;
1190 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1193 self.jointime = time;
1194 self.allowed_timeouts = autocvar_sv_timeout_number;
1196 if(IS_REAL_CLIENT(self))
1198 if(!autocvar_g_campaign)
1200 self.motd_actived_time = -1;
1201 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1204 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET(TUBA)))
1205 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1208 if(!sv_foginterval && world.fog != "")
1209 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1211 W_HitPlotOpen(self);
1213 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
1214 send_CSQC_teamnagger();
1218 CSQCMODEL_AUTOINIT(self);
1220 self.model_randomizer = random();
1222 if(IS_REAL_CLIENT(self))
1225 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1226 WITH(entity, self, e, e.init_for_player(this));
1229 MUTATOR_CALLHOOK(ClientConnect, self);
1235 Called when a client disconnects from the server
1238 .entity chatbubbleentity;
1240 void ClientDisconnect ()
1243 vehicles_exit(VHEF_RELEASE);
1245 if (!IS_CLIENT(self))
1247 LOG_INFO("Warning: ClientDisconnect without ClientConnect\n");
1251 PlayerStats_GameReport_FinalizePlayer(self);
1253 if ( self.active_minigame )
1254 part_minigame(self);
1256 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
1258 CheatShutdownClient();
1260 W_HitPlotClose(self);
1263 anticheat_shutdown();
1265 playerdemo_shutdown();
1267 bot_clientdisconnect();
1271 if(autocvar_sv_eventlog)
1272 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1274 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1276 MUTATOR_CALLHOOK(ClientDisconnect);
1278 Portal_ClearAll(self);
1282 RemoveGrapplingHook(self);
1284 // Here, everything has been done that requires this player to be a client.
1286 self.flags &= ~FL_CLIENT;
1288 if (self.chatbubbleentity)
1289 remove (self.chatbubbleentity);
1291 if (self.killindicator)
1292 remove (self.killindicator);
1294 WaypointSprite_PlayerGone();
1296 bot_relinkplayerlist();
1298 accuracy_free(self);
1299 Inventory_delete(self);
1300 ClientData_Detach();
1301 PlayerScore_Detach(self);
1303 if(self.netname_previous)
1304 strunzone(self.netname_previous);
1305 if(self.clientstatus)
1306 strunzone(self.clientstatus);
1307 if(self.weaponorder_byimpulse)
1308 strunzone(self.weaponorder_byimpulse);
1310 ClearPlayerSounds(self);
1313 remove(self.personal);
1323 void ChatBubbleThink()
1325 self.nextthink = time;
1326 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1328 if(self.owner) // but why can that ever be world?
1329 self.owner.chatbubbleentity = world;
1336 if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1338 if ( self.owner.active_minigame )
1339 self.mdl = "models/sprites/minigame_busy.iqm";
1340 else if ( self.owner.BUTTON_CHAT )
1341 self.mdl = "models/misc/chatbubble.spr";
1344 if ( self.model != self.mdl )
1345 _setmodel(self, self.mdl);
1349 void UpdateChatBubble()
1353 // spawn a chatbubble entity if needed
1354 if (!self.chatbubbleentity)
1356 self.chatbubbleentity = new(chatbubbleentity);
1357 self.chatbubbleentity.owner = self;
1358 self.chatbubbleentity.exteriormodeltoclient = self;
1359 self.chatbubbleentity.think = ChatBubbleThink;
1360 self.chatbubbleentity.nextthink = time;
1361 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1362 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1363 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1364 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1365 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1366 //self.chatbubbleentity.model = "";
1367 self.chatbubbleentity.effects = EF_LOWPRECISION;
1372 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1373 // added to the model skins
1374 /*void UpdateColorModHack()
1377 c = self.clientcolors & 15;
1378 // LordHavoc: only bothering to support white, green, red, yellow, blue
1379 if (!teamplay) self.colormod = '0 0 0';
1380 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1381 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1382 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1383 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1384 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1385 else self.colormod = '1 1 1';
1390 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1392 self.solid = SOLID_NOT;
1393 self.takedamage = DAMAGE_NO;
1394 self.movetype = MOVETYPE_FLY;
1395 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1396 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1397 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1398 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1399 if(autocvar_g_respawn_ghosts_maxtime)
1400 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1405 self.effects |= EF_NODRAW; // prevent another CopyBody
1406 PutClientInServer();
1409 void play_countdown(float finished, string samp)
1411 if(IS_REAL_CLIENT(self))
1412 if(floor(finished - time - frametime) != floor(finished - time))
1413 if(finished - time < 6)
1414 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1417 void player_powerups ()
1419 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1420 int items_prev = self.items;
1422 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1423 self.modelflags |= MF_ROCKET;
1425 self.modelflags &= ~MF_ROCKET;
1427 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1429 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1432 Fire_ApplyDamage(self);
1433 Fire_ApplyEffect(self);
1437 if (self.items & ITEM_Strength.m_itemid)
1439 play_countdown(self.strength_finished, SND(POWEROFF));
1440 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1441 if (time > self.strength_finished)
1443 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1444 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1445 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1450 if (time < self.strength_finished)
1452 self.items = self.items | ITEM_Strength.m_itemid;
1453 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1454 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1457 if (self.items & ITEM_Shield.m_itemid)
1459 play_countdown(self.invincible_finished, SND(POWEROFF));
1460 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1461 if (time > self.invincible_finished)
1463 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1464 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1465 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1470 if (time < self.invincible_finished)
1472 self.items = self.items | ITEM_Shield.m_itemid;
1473 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1474 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1477 if (self.items & IT_SUPERWEAPON)
1479 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1481 self.superweapons_finished = 0;
1482 self.items = self.items - (self.items & IT_SUPERWEAPON);
1483 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1484 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1486 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1488 // don't let them run out
1492 play_countdown(self.superweapons_finished, SND(POWEROFF));
1493 if (time > self.superweapons_finished)
1495 self.items = self.items - (self.items & IT_SUPERWEAPON);
1496 self.weapons &= ~WEPSET_SUPERWEAPONS;
1497 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1498 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1502 else if(self.weapons & WEPSET_SUPERWEAPONS)
1504 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1506 self.items = self.items | IT_SUPERWEAPON;
1507 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1508 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1512 self.superweapons_finished = 0;
1513 self.weapons &= ~WEPSET_SUPERWEAPONS;
1518 self.superweapons_finished = 0;
1522 if(autocvar_g_nodepthtestplayers)
1523 self.effects = self.effects | EF_NODEPTHTEST;
1525 if(autocvar_g_fullbrightplayers)
1526 self.effects = self.effects | EF_FULLBRIGHT;
1528 if (time >= game_starttime)
1529 if (time < self.spawnshieldtime)
1530 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1532 MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1535 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1537 if(current > stable)
1539 else if(current > stable - 0.25) // when close enough, "snap"
1542 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1545 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1547 if(current < stable)
1549 else if(current < stable + 0.25) // when close enough, "snap"
1552 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1555 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1557 if(current > rotstable)
1559 if(rotframetime > 0)
1561 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1562 current = max(rotstable, current - rotlinear * rotframetime);
1565 else if(current < regenstable)
1567 if(regenframetime > 0)
1569 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1570 current = min(regenstable, current + regenlinear * regenframetime);
1580 void player_regen ()
1582 float max_mod, regen_mod, rot_mod, limit_mod;
1583 max_mod = regen_mod = rot_mod = limit_mod = 1;
1584 regen_mod_max = max_mod;
1585 regen_mod_regen = regen_mod;
1586 regen_mod_rot = rot_mod;
1587 regen_mod_limit = limit_mod;
1589 regen_health = autocvar_g_balance_health_regen;
1590 regen_health_linear = autocvar_g_balance_health_regenlinear;
1591 regen_health_rot = autocvar_g_balance_health_rot;
1592 regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1593 regen_health_stable = autocvar_g_balance_health_regenstable;
1594 regen_health_rotstable = autocvar_g_balance_health_rotstable;
1595 if(!MUTATOR_CALLHOOK(PlayerRegen))
1598 float mina, maxa, limith, limita;
1599 maxa = autocvar_g_balance_armor_rotstable;
1600 mina = autocvar_g_balance_armor_regenstable;
1601 limith = autocvar_g_balance_health_limit;
1602 limita = autocvar_g_balance_armor_limit;
1604 max_mod = regen_mod_max;
1605 regen_mod = regen_mod_regen;
1606 rot_mod = regen_mod_rot;
1607 limit_mod = regen_mod_limit;
1609 regen_health_rotstable = regen_health_rotstable * max_mod;
1610 regen_health_stable = regen_health_stable * max_mod;
1611 limith = limith * limit_mod;
1612 limita = limita * limit_mod;
1614 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);
1615 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);
1618 // if player rotted to death... die!
1619 // check this outside above checks, as player may still be able to rot to death
1623 vehicles_exit(VHEF_RELEASE);
1624 self.event_damage(self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1627 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1629 float minf, maxf, limitf;
1631 maxf = autocvar_g_balance_fuel_rotstable;
1632 minf = autocvar_g_balance_fuel_regenstable;
1633 limitf = autocvar_g_balance_fuel_limit;
1635 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);
1639 float zoomstate_set;
1640 void SetZoomState(float z)
1642 if(z != self.zoomstate)
1645 ClientData_Touch(self);
1650 void GetPressedKeys()
1653 MUTATOR_CALLHOOK(GetPressedKeys);
1654 int keys = this.pressedkeys;
1655 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1656 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1657 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1658 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1660 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1661 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1662 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1663 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1664 this.pressedkeys = keys;
1668 ======================
1669 spectate mode routines
1670 ======================
1673 void SpectateCopy(entity spectatee)
1675 MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1676 self.armortype = spectatee.armortype;
1677 self.armorvalue = spectatee.armorvalue;
1678 self.ammo_cells = spectatee.ammo_cells;
1679 self.ammo_plasma = spectatee.ammo_plasma;
1680 self.ammo_shells = spectatee.ammo_shells;
1681 self.ammo_nails = spectatee.ammo_nails;
1682 self.ammo_rockets = spectatee.ammo_rockets;
1683 self.ammo_fuel = spectatee.ammo_fuel;
1684 self.clip_load = spectatee.clip_load;
1685 self.clip_size = spectatee.clip_size;
1686 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1687 self.health = spectatee.health;
1689 self.items = spectatee.items;
1690 self.last_pickup = spectatee.last_pickup;
1691 self.hit_time = spectatee.hit_time;
1692 self.strength_finished = spectatee.strength_finished;
1693 self.invincible_finished = spectatee.invincible_finished;
1694 self.pressedkeys = spectatee.pressedkeys;
1695 self.weapons = spectatee.weapons;
1696 self.switchweapon = spectatee.switchweapon;
1697 self.switchingweapon = spectatee.switchingweapon;
1698 self.weapon = spectatee.weapon;
1699 self.vortex_charge = spectatee.vortex_charge;
1700 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1701 self.hagar_load = spectatee.hagar_load;
1702 self.arc_heat_percent = spectatee.arc_heat_percent;
1703 self.minelayer_mines = spectatee.minelayer_mines;
1704 self.punchangle = spectatee.punchangle;
1705 self.view_ofs = spectatee.view_ofs;
1706 self.velocity = spectatee.velocity;
1707 self.dmg_take = spectatee.dmg_take;
1708 self.dmg_save = spectatee.dmg_save;
1709 self.dmg_inflictor = spectatee.dmg_inflictor;
1710 self.v_angle = spectatee.v_angle;
1711 self.angles = spectatee.v_angle;
1712 self.frozen = spectatee.frozen;
1713 self.revive_progress = spectatee.revive_progress;
1714 if(!self.BUTTON_USE)
1715 self.fixangle = true;
1716 setorigin(self, spectatee.origin);
1717 setsize(self, spectatee.mins, spectatee.maxs);
1718 SetZoomState(spectatee.zoomstate);
1720 anticheat_spectatecopy(spectatee);
1721 self.hud = spectatee.hud;
1722 if(spectatee.vehicle)
1724 self.fixangle = false;
1725 //self.velocity = spectatee.vehicle.velocity;
1726 self.vehicle_health = spectatee.vehicle_health;
1727 self.vehicle_shield = spectatee.vehicle_shield;
1728 self.vehicle_energy = spectatee.vehicle_energy;
1729 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1730 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1731 self.vehicle_reload1 = spectatee.vehicle_reload1;
1732 self.vehicle_reload2 = spectatee.vehicle_reload2;
1736 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1737 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1738 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1739 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1741 //WriteByte (MSG_ONE, SVC_SETVIEW);
1742 // WriteEntity(MSG_ONE, self);
1743 //makevectors(spectatee.v_angle);
1744 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1748 bool SpectateUpdate()
1753 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1755 SetSpectatee(self, NULL);
1759 SpectateCopy(self.enemy);
1766 if(!IS_PLAYER(self.enemy))
1770 WriteByte(MSG_ONE, SVC_SETVIEW);
1771 WriteEntity(MSG_ONE, self.enemy);
1772 self.movetype = MOVETYPE_NONE;
1773 accuracy_resend(self);
1775 if(!SpectateUpdate())
1776 PutObserverInServer();
1781 void SetSpectatee(entity player, entity spectatee)
1783 entity old_spectatee = player.enemy;
1785 player.enemy = spectatee;
1788 // these are required to fix the spectator bug with arc
1789 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1790 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1793 bool Spectate(entity pl)
1795 if(MUTATOR_CALLHOOK(SpectateSet, self, pl))
1799 SetSpectatee(self, pl);
1800 return SpectateSet();
1805 other = find(self.enemy, classname, "player");
1807 if (MUTATOR_CALLHOOK(SpectateNext, self, other))
1808 other = spec_player;
1810 other = find(other, classname, "player");
1812 if(other) { SetSpectatee(self, other); }
1814 return SpectateSet();
1819 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1820 other = findchain(classname, "player");
1821 if (!other) // no player
1824 entity first = other;
1825 // skip players until current spectated player
1827 while(other && other != self.enemy)
1828 other = other.chain;
1830 switch (MUTATOR_CALLHOOK(SpectatePrev, self, other, first))
1832 case MUT_SPECPREV_FOUND:
1833 other = spec_player;
1835 case MUT_SPECPREV_RETURN:
1836 other = spec_player;
1838 case MUT_SPECPREV_CONTINUE:
1842 other = other.chain;
1849 SetSpectatee(self, other);
1850 return SpectateSet();
1855 ShowRespawnCountdown()
1857 Update a respawn countdown display.
1860 void ShowRespawnCountdown()
1863 if(self.deadflag == DEAD_NO) // just respawned?
1867 number = ceil(self.respawn_time - time);
1870 if(number <= self.respawn_countdown)
1872 self.respawn_countdown = number - 1;
1873 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
1874 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1879 void LeaveSpectatorMode()
1883 if(nJoinAllowed(self))
1885 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1887 self.classname = STR_PLAYER;
1889 if(autocvar_g_campaign || autocvar_g_balance_teams)
1890 { JoinBestTeam(self, false, true); }
1892 if(autocvar_g_campaign)
1893 { campaign_bots_may_start = 1; }
1895 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1897 PutClientInServer();
1899 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1902 stuffcmd(self, "menu_showteamselect\n");
1906 // Player may not join because g_maxplayers is set
1907 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1912 * Determines whether the player is allowed to join. This depends on cvar
1913 * g_maxplayers, if it isn't used this function always return true, otherwise
1914 * it checks whether the number of currently playing players exceeds g_maxplayers.
1915 * @return int number of free slots for players, 0 if none
1917 float nJoinAllowed(entity ignore)
1920 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1921 // so report 0 free slots if restricted
1923 if(autocvar_g_forced_team_otherwise == "spectate")
1925 if(autocvar_g_forced_team_otherwise == "spectator")
1929 if(self.team_forced < 0)
1930 return 0; // forced spectators can never join
1932 // TODO simplify this
1934 float totalClients = 0;
1939 if (!autocvar_g_maxplayers)
1940 return maxclients - totalClients;
1942 float currentlyPlaying = 0;
1943 FOR_EACH_REALCLIENT(e)
1944 if(IS_PLAYER(e) || e.caplayer)
1945 currentlyPlaying += 1;
1947 if(currentlyPlaying < autocvar_g_maxplayers)
1948 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1954 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1955 * g_maxplayers_spectator_blocktime seconds
1957 void checkSpectatorBlock()
1959 if(IS_SPEC(self) || IS_OBSERVER(self))
1961 if(IS_REAL_CLIENT(self))
1963 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1964 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1970 void PrintWelcomeMessage()
1972 if(self.motd_actived_time == 0)
1974 if (autocvar_g_campaign) {
1975 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
1976 self.motd_actived_time = time;
1977 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
1980 if (self.BUTTON_INFO) {
1981 self.motd_actived_time = time;
1982 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1986 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
1988 if (autocvar_g_campaign) {
1989 if (self.BUTTON_INFO)
1990 self.motd_actived_time = time;
1991 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
1992 self.motd_actived_time = 0;
1993 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1996 if (self.BUTTON_INFO)
1997 self.motd_actived_time = time;
1998 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1999 self.motd_actived_time = 0;
2000 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2004 else //if(self.motd_actived_time < 0) // just connected, motd is active
2006 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2007 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2008 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || IS_SPEC(self))
2010 // instanctly hide MOTD
2011 self.motd_actived_time = 0;
2012 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2017 void ObserverThink()
2021 MinigameImpulse(self.impulse);
2024 float prefered_movetype;
2025 if (self.flags & FL_JUMPRELEASED) {
2026 if (self.BUTTON_JUMP && !self.version_mismatch) {
2027 self.flags &= ~FL_JUMPRELEASED;
2028 self.flags |= FL_SPAWNING;
2029 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2030 self.flags &= ~FL_JUMPRELEASED;
2031 if(SpectateNext()) {
2032 self.classname = STR_SPECTATOR;
2035 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2036 if (self.movetype != prefered_movetype)
2037 self.movetype = prefered_movetype;
2040 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2041 self.flags |= FL_JUMPRELEASED;
2042 if(self.flags & FL_SPAWNING)
2044 self.flags &= ~FL_SPAWNING;
2045 LeaveSpectatorMode();
2052 void SpectatorThink()
2056 if(MinigameImpulse(self.impulse))
2059 if (self.flags & FL_JUMPRELEASED) {
2060 if (self.BUTTON_JUMP && !self.version_mismatch) {
2061 self.flags &= ~FL_JUMPRELEASED;
2062 self.flags |= FL_SPAWNING;
2063 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2064 self.flags &= ~FL_JUMPRELEASED;
2065 if(SpectateNext()) {
2066 self.classname = STR_SPECTATOR;
2068 self.classname = STR_OBSERVER;
2069 PutClientInServer();
2072 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2073 self.flags &= ~FL_JUMPRELEASED;
2074 if(SpectatePrev()) {
2075 self.classname = STR_SPECTATOR;
2077 self.classname = STR_OBSERVER;
2078 PutClientInServer();
2081 } else if (self.BUTTON_ATCK2) {
2082 self.flags &= ~FL_JUMPRELEASED;
2083 self.classname = STR_OBSERVER;
2084 PutClientInServer();
2086 if(!SpectateUpdate())
2087 PutObserverInServer();
2090 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2091 self.flags |= FL_JUMPRELEASED;
2092 if(self.flags & FL_SPAWNING)
2094 self.flags &= ~FL_SPAWNING;
2095 LeaveSpectatorMode();
2099 if(!SpectateUpdate())
2100 PutObserverInServer();
2103 self.flags |= FL_CLIENT | FL_NOTARGET;
2106 void vehicles_enter (entity pl, entity veh);
2109 if (!IS_PLAYER(self))
2116 vehicles_exit(VHEF_NORMAL);
2120 else if(autocvar_g_vehicles_enter)
2123 if(self.deadflag == DEAD_NO)
2126 entity head, closest_target = world;
2127 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2129 while(head) // find the closest acceptable target to enter
2131 if(head.vehicle_flags & VHF_ISVEHICLE)
2132 if(head.deadflag == DEAD_NO)
2133 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2134 if(head.takedamage != DAMAGE_NO)
2138 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2139 { closest_target = head; }
2141 else { closest_target = head; }
2147 if(closest_target) { vehicles_enter(self, closest_target); return; }
2151 // a use key was pressed; call handlers
2152 MUTATOR_CALLHOOK(PlayerUseKey);
2160 Called every frame for each client before the physics are run
2163 .float usekeypressed;
2164 void() nexball_setstatus;
2165 .float last_vehiclecheck;
2167 void PlayerPreThink ()
2169 WarpZone_PlayerPhysics_FixVAngle();
2171 self.stat_game_starttime = game_starttime;
2172 self.stat_round_starttime = round_starttime;
2173 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2174 self.stat_leadlimit = autocvar_leadlimit;
2176 self.weaponsinmap = weaponsInMap;
2180 // physics frames: update anticheat stuff
2181 anticheat_prethink();
2184 if(blockSpectators && frametime)
2185 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2186 checkSpectatorBlock();
2190 // Savage: Check for nameless players
2191 if (isInvisibleString(self.netname)) {
2192 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2193 if(autocvar_sv_eventlog)
2194 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2195 if(self.netname_previous)
2196 strunzone(self.netname_previous);
2197 self.netname_previous = strzone(new_name);
2198 self.netname = self.netname_previous;
2199 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2200 } else if(self.netname_previous != self.netname) {
2201 if(autocvar_sv_eventlog)
2202 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2203 if(self.netname_previous)
2204 strunzone(self.netname_previous);
2205 self.netname_previous = strzone(self.netname);
2209 if(self.version_nagtime)
2210 if(self.cvar_g_xonoticversion)
2211 if(time > self.version_nagtime)
2213 // don't notify git users
2214 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2216 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2218 // notify release users if connecting to git
2219 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");
2220 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2225 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2228 // give users new version
2229 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");
2230 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2234 // notify users about old server version
2235 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");
2236 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2240 self.version_nagtime = 0;
2244 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2246 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2247 self.max_armorvalue = 0;
2250 if(self.frozen == 2)
2252 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2253 self.health = max(1, self.revive_progress * start_health);
2254 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2256 if(self.revive_progress >= 1)
2259 else if(self.frozen == 3)
2261 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2262 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2267 vehicles_exit(VHEF_RELEASE);
2268 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2270 else if ( self.revive_progress <= 0 )
2274 MUTATOR_CALLHOOK(PlayerPreThink);
2276 if(autocvar_g_vehicles_enter)
2277 if(time > self.last_vehiclecheck)
2282 if(self.deadflag == DEAD_NO)
2285 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2286 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2287 if(veh.deadflag == DEAD_NO)
2288 if(veh.takedamage != DAMAGE_NO)
2289 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2290 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2292 if(!veh.team || SAME_TEAM(self, veh))
2293 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2294 else if(autocvar_g_vehicles_steal)
2295 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2297 self.last_vehiclecheck = time + 1;
2300 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2302 if(self.BUTTON_USE && !self.usekeypressed)
2304 self.usekeypressed = self.BUTTON_USE;
2307 if(IS_REAL_CLIENT(self))
2308 PrintWelcomeMessage();
2313 CheckRules_Player();
2315 if (intermission_running)
2317 IntermissionThink (); // otherwise a button could be missed between
2318 return; // the think tics
2321 //don't allow the player to turn around while game is paused!
2322 if(timeout_status == TIMEOUT_ACTIVE) {
2323 // FIXME turn this into CSQC stuff
2324 self.v_angle = self.lastV_angle;
2325 self.angles = self.lastV_angle;
2326 self.fixangle = true;
2331 if(self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge))
2333 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));
2334 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));
2335 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));
2337 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2339 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));
2340 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));
2341 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));
2345 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2350 if (self.deadflag != DEAD_NO)
2352 if(self.personal && g_race_qualifying)
2354 if(time > self.respawn_time)
2356 self.respawn_time = time + 1; // only retry once a second
2357 self.stat_respawn_time = self.respawn_time;
2364 float button_pressed;
2367 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2369 if (self.deadflag == DEAD_DYING)
2371 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2372 self.deadflag = DEAD_RESPAWNING;
2373 else if(!button_pressed)
2374 self.deadflag = DEAD_DEAD;
2376 else if (self.deadflag == DEAD_DEAD)
2379 self.deadflag = DEAD_RESPAWNABLE;
2380 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2381 self.deadflag = DEAD_RESPAWNING;
2383 else if (self.deadflag == DEAD_RESPAWNABLE)
2386 self.deadflag = DEAD_RESPAWNING;
2388 else if (self.deadflag == DEAD_RESPAWNING)
2390 if(time > self.respawn_time)
2392 self.respawn_time = time + 1; // only retry once a second
2393 self.respawn_time_max = self.respawn_time;
2398 ShowRespawnCountdown();
2400 if(self.respawn_flags & RESPAWN_SILENT)
2401 self.stat_respawn_time = 0;
2402 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2403 self.stat_respawn_time = self.respawn_time_max;
2405 self.stat_respawn_time = self.respawn_time;
2408 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2409 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2410 self.stat_respawn_time *= -1;
2415 self.prevorigin = self.origin;
2417 float do_crouch = self.BUTTON_CROUCH;
2425 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2426 // It cannot be predicted by the engine!
2427 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
2428 if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.(weaponentity).wframe == WFRAME_FIRE2 && time < self.(weaponentity).weapon_nextthink)
2436 self.view_ofs = self.stat_pl_crouch_view_ofs;
2437 setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
2438 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2445 tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
2446 if (!trace_startsolid)
2448 self.crouch = false;
2449 self.view_ofs = self.stat_pl_view_ofs;
2450 setsize (self, self.stat_pl_min, self.stat_pl_max);
2455 FixPlayermodel(self);
2457 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2460 self.items &= ~self.items_added;
2462 W_WeaponFrame(self);
2464 self.items_added = 0;
2465 if(self.items & ITEM_Jetpack.m_itemid)
2466 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2467 self.items_added |= IT_FUEL;
2469 self.items |= self.items_added;
2474 // WEAPONTODO: Add a weapon request for this
2475 // rot vortex charge to the charge limit
2476 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2477 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2483 secrets_setstatus();
2486 monsters_setstatus();
2488 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2490 //self.angles_y=self.v_angle_y + 90; // temp
2491 } else if(gameover) {
2492 if (intermission_running)
2493 IntermissionThink (); // otherwise a button could be missed between
2495 } else if(IS_OBSERVER(self)) {
2497 } else if(IS_SPEC(self)) {
2501 // WEAPONTODO: Add weapon request for this
2503 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
2505 float oldspectatee_status;
2506 oldspectatee_status = self.spectatee_status;
2508 self.spectatee_status = num_for_edict(self.enemy);
2509 else if(IS_OBSERVER(self))
2510 self.spectatee_status = num_for_edict(self);
2512 self.spectatee_status = 0;
2513 if(self.spectatee_status != oldspectatee_status)
2515 ClientData_Touch(self);
2518 if(self.teamkill_soundtime)
2519 if(time > self.teamkill_soundtime)
2521 self.teamkill_soundtime = 0;
2523 setself(self.teamkill_soundsource);
2524 entity oldpusher = self.pusher;
2527 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2529 self.pusher = oldpusher;
2533 if(self.taunt_soundtime)
2534 if(time > self.taunt_soundtime)
2536 self.taunt_soundtime = 0;
2537 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2540 target_voicescript_next(self);
2542 // WEAPONTODO: Move into weaponsystem somehow
2543 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2545 self.clip_load = self.clip_size = 0;
2552 Called every frame for each client after the physics are run
2555 .float idlekick_lasttimeleft;
2556 void PlayerPostThink ()
2558 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2559 if(IS_REAL_CLIENT(self))
2560 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2562 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2564 if(self.idlekick_lasttimeleft)
2566 self.idlekick_lasttimeleft = 0;
2567 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2573 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2574 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2576 if(!self.idlekick_lasttimeleft)
2577 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2581 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2585 else if(timeleft <= 10)
2587 if(timeleft != self.idlekick_lasttimeleft)
2588 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2589 self.idlekick_lasttimeleft = timeleft;
2596 //CheckPlayerJump();
2598 if(IS_PLAYER(self)) {
2599 CheckRules_Player();
2603 if (intermission_running)
2604 return; // intermission or finale
2610 for(i = 0; i < 1000; ++i)
2613 end = self.origin + '0 0 1024' + 512 * randomvec();
2614 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2615 if(trace_fraction < 1)
2616 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2618 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2624 if(self.waypointsprite_attachedforcarrier)
2625 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2629 CSQCMODEL_AUTOUPDATE(self);