1 #include "cl_client.qh"
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
7 #include "miscfunctions.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
14 #include "command/common.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
23 #include "bot/navigation.qh"
25 #include "../common/ent_cs.qh"
26 #include "../common/state.qh"
28 #include "../common/triggers/teleporters.qh"
30 #include "../common/vehicles/all.qh"
32 #include "weapons/hitplot.qh"
33 #include "weapons/weaponsystem.qh"
35 #include "../common/net_notice.qh"
36 #include "../common/physics/player.qh"
38 #include "../common/items/all.qc"
40 #include "../common/mutators/mutator/waypoints/all.qh"
42 #include "../common/triggers/subs.qh"
43 #include "../common/triggers/triggers.qh"
44 #include "../common/triggers/trigger/secret.qh"
46 #include "../common/minigames/sv_minigames.qh"
48 #include "../common/items/inventory.qh"
50 #include "../common/monsters/sv_monsters.qh"
52 #include "../lib/warpzone/server.qh"
55 void send_CSQC_teamnagger() {
56 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
59 bool ClientData_Send(entity this, entity to, int sf)
61 assert(to == this.owner, return false);
64 if (IS_SPEC(e)) e = e.enemy;
67 if (e.race_completed) sf |= 1; // forced scoreboard
68 if (to.spectatee_status) sf |= 2; // spectator ent number follows
69 if (e.zoomstate) sf |= 4; // zoomed
70 if (e.porto_v_angle_held) sf |= 8; // angles held
72 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
73 WriteByte(MSG_ENTITY, sf);
77 WriteByte(MSG_ENTITY, to.spectatee_status);
81 WriteAngle(MSG_ENTITY, e.v_angle.x);
82 WriteAngle(MSG_ENTITY, e.v_angle.y);
87 void ClientData_Attach(entity this)
89 Net_LinkEntity(this.clientdata = new(clientdata), false, 0, ClientData_Send);
90 make_pure(this.clientdata);
91 self.clientdata.drawonlytoclient = this;
92 self.clientdata.owner = this;
95 void ClientData_Detach(entity this)
97 remove(this.clientdata);
98 self.clientdata = NULL;
101 void ClientData_Touch(entity e)
103 e.clientdata.SendFlags = 1;
105 // make it spectatable
106 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
109 .string netname_previous;
111 void SetSpectatee(entity player, entity spectatee);
118 Checks if the argument string can be a valid playermodel.
119 Returns a valid one in doubt.
122 string FallbackPlayerModel;
123 string CheckPlayerModel(string plyermodel) {
124 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
126 // note: we cannot summon Don Strunzone here, some player may
127 // still have the model string set. In case anyone manages how
128 // to change a cvar default, we'll have a small leak here.
129 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
131 // only in right path
132 if( substring(plyermodel,0,14) != "models/player/")
133 return FallbackPlayerModel;
134 // only good file extensions
135 if(substring(plyermodel,-4,4) != ".zym")
136 if(substring(plyermodel,-4,4) != ".dpm")
137 if(substring(plyermodel,-4,4) != ".iqm")
138 if(substring(plyermodel,-4,4) != ".md3")
139 if(substring(plyermodel,-4,4) != ".psk")
140 return FallbackPlayerModel;
141 // forbid the LOD models
142 if(substring(plyermodel, -9,5) == "_lod1")
143 return FallbackPlayerModel;
144 if(substring(plyermodel, -9,5) == "_lod2")
145 return FallbackPlayerModel;
146 if(plyermodel != strtolower(plyermodel))
147 return FallbackPlayerModel;
148 // also, restrict to server models
149 if(autocvar_sv_servermodelsonly)
151 if(!fexists(plyermodel))
152 return FallbackPlayerModel;
157 void setplayermodel(entity e, string modelname)
159 precache_model(modelname);
160 _setmodel(e, modelname);
161 player_setupanimsformodel();
168 putting a client as observer in the server
171 void FixPlayermodel(entity player);
172 void PutObserverInServer()
175 PlayerState_detach(this);
177 self.hud = HUD_NORMAL;
179 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
181 spot = SelectSpawnPoint (true);
183 error("No spawnpoints for observers?!?\n");
184 RemoveGrapplingHook(self); // Wazat's Grappling Hook
186 if(IS_REAL_CLIENT(self))
189 WriteByte(MSG_ONE, SVC_SETVIEW);
190 WriteEntity(MSG_ONE, self);
193 self.frags = FRAGS_SPECTATOR;
194 self.bot_attack = false;
196 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver);
198 Portal_ClearAll(self);
205 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
210 vehicles_exit(VHEF_RELEASE);
212 WaypointSprite_PlayerDead(self);
214 if(!mutator_returnvalue) // mutator prevents resetting teams
215 self.team = -1; // move this as it is needed to log the player spectating in eventlog
217 if(self.killcount != FRAGS_SPECTATOR)
219 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
220 if(!intermission_running)
221 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
222 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
224 if(self.just_joined == false) {
225 LogTeamchange(self.playerid, -1, 4);
227 self.just_joined = false;
230 PlayerScore_Clear(self); // clear scores when needed
232 accuracy_resend(self);
234 self.spectatortime = time;
236 self.classname = STR_OBSERVER;
237 self.iscreature = false;
238 self.teleportable = TELEPORT_SIMPLE;
239 self.damagedbycontents = false;
240 self.health = FRAGS_SPECTATOR;
241 self.takedamage = DAMAGE_NO;
242 self.solid = SOLID_NOT;
243 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
244 self.flags = FL_CLIENT | FL_NOTARGET;
245 self.armorvalue = 666;
247 self.armorvalue = autocvar_g_balance_armor_start;
248 self.pauserotarmor_finished = 0;
249 self.pauserothealth_finished = 0;
250 self.pauseregen_finished = 0;
251 self.damageforcescale = 0;
253 self.respawn_flags = 0;
254 self.respawn_time = 0;
255 self.stat_respawn_time = 0;
260 self.pain_finished = 0;
261 self.strength_finished = 0;
262 self.invincible_finished = 0;
263 self.superweapons_finished = 0;
266 self.think = func_null;
269 self.deadflag = DEAD_NO;
270 self.angles = spot.angles;
272 self.fixangle = true;
274 self.revival_time = 0;
276 setorigin (self, (spot.origin + STAT(PL_VIEW_OFS, NULL))); // offset it so that the spectator spawns higher off the ground, looks better this way
277 self.prevorigin = self.origin;
279 self.weapons = '0 0 0';
281 FixPlayermodel(self);
282 setmodel(self, MDL_Null);
283 self.drawonlytoclient = self;
285 setsize (self, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL)); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
286 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
288 self.weaponname = "";
289 self.weaponmodel = "";
290 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
292 self.weaponentities[slot] = NULL;
294 self.exteriorweaponentity = world;
295 self.killcount = FRAGS_SPECTATOR;
296 self.velocity = '0 0 0';
297 self.avelocity = '0 0 0';
298 self.punchangle = '0 0 0';
299 self.punchvector = '0 0 0';
300 self.oldvelocity = self.velocity;
301 self.fire_endtime = -1;
302 self.event_damage = func_null;
305 int player_getspecies(entity this)
307 get_model_parameters(this.model, this.skin);
308 int s = get_model_parameters_species;
309 get_model_parameters(string_null, 0);
310 if (s < 0) return SPECIES_HUMAN;
314 .float model_randomizer;
315 void FixPlayermodel(entity player)
317 string defaultmodel = "";
319 if(autocvar_sv_defaultcharacter)
323 string s = Static_Team_ColorName_Lower(player.team);
326 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
327 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
331 if(defaultmodel == "")
333 defaultmodel = autocvar_sv_defaultplayermodel;
334 defaultskin = autocvar_sv_defaultplayerskin;
337 int n = tokenize_console(defaultmodel);
340 defaultmodel = argv(floor(n * player.model_randomizer));
341 // However, do NOT randomize if the player-selected model is in the list.
342 for (int i = 0; i < n; ++i)
343 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
344 defaultmodel = argv(i);
347 int i = strstrofs(defaultmodel, ":", 0);
350 defaultskin = stof(substring(defaultmodel, i+1, -1));
351 defaultmodel = substring(defaultmodel, 0, i);
354 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
355 defaultmodel = ret_string;
356 defaultskin = ret_int;
360 if(defaultmodel != "")
362 if (defaultmodel != player.model)
364 vector m1 = player.mins;
365 vector m2 = player.maxs;
366 setplayermodel (player, defaultmodel);
367 setsize (player, m1, m2);
371 oldskin = player.skin;
372 player.skin = defaultskin;
374 if (player.playermodel != player.model || player.playermodel == "")
376 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
377 vector m1 = player.mins;
378 vector m2 = player.maxs;
379 setplayermodel (player, player.playermodel);
380 setsize (player, m1, m2);
384 oldskin = player.skin;
385 player.skin = stof(player.playerskin);
388 if(chmdl || oldskin != player.skin) // model or skin has changed
390 player.species = player_getspecies(player); // update species
394 if(strlen(autocvar_sv_defaultplayercolors))
395 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
396 setcolor(player, stof(autocvar_sv_defaultplayercolors));
400 /** Called when a client spawns in the server */
401 void PutClientInServer()
404 if (IS_BOT_CLIENT(this)) {
405 this.classname = STR_PLAYER;
406 } else if (IS_REAL_CLIENT(this)) {
408 WriteByte(MSG_ONE, SVC_SETVIEW);
409 WriteEntity(MSG_ONE, this);
412 this.classname = STR_OBSERVER;
415 SetSpectatee(this, NULL);
420 MUTATOR_CALLHOOK(PutClientInServer, this);
422 if (IS_OBSERVER(this)) {
423 PutObserverInServer();
424 } else if (IS_PLAYER(this)) {
425 PlayerState_attach(this);
426 accuracy_resend(this);
429 JoinBestTeam(this, false, true);
431 entity spot = SelectSpawnPoint(false);
433 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
434 return; // spawn failed
437 this.classname = STR_PLAYER;
438 this.wasplayer = true;
439 this.iscreature = true;
440 this.teleportable = TELEPORT_NORMAL;
441 this.damagedbycontents = true;
442 this.movetype = MOVETYPE_WALK;
443 this.solid = SOLID_SLIDEBOX;
444 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
445 if (autocvar_g_playerclip_collisions)
446 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
447 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
448 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
449 this.frags = FRAGS_PLAYER;
450 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
451 this.flags = FL_CLIENT | FL_PICKUPITEMS;
452 if (autocvar__notarget)
453 this.flags |= FL_NOTARGET;
454 this.takedamage = DAMAGE_AIM;
455 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
459 this.ammo_shells = warmup_start_ammo_shells;
460 this.ammo_nails = warmup_start_ammo_nails;
461 this.ammo_rockets = warmup_start_ammo_rockets;
462 this.ammo_cells = warmup_start_ammo_cells;
463 this.ammo_plasma = warmup_start_ammo_plasma;
464 this.ammo_fuel = warmup_start_ammo_fuel;
465 this.health = warmup_start_health;
466 this.armorvalue = warmup_start_armorvalue;
467 this.weapons = WARMUP_START_WEAPONS;
469 this.ammo_shells = start_ammo_shells;
470 this.ammo_nails = start_ammo_nails;
471 this.ammo_rockets = start_ammo_rockets;
472 this.ammo_cells = start_ammo_cells;
473 this.ammo_plasma = start_ammo_plasma;
474 this.ammo_fuel = start_ammo_fuel;
475 this.health = start_health;
476 this.armorvalue = start_armorvalue;
477 this.weapons = start_weapons;
480 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
482 this.items = start_items;
484 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
485 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
486 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
487 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
488 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
489 // extend the pause of rotting if client was reset at the beginning of the countdown
490 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
491 float f = game_starttime - time;
492 this.spawnshieldtime += f;
493 this.pauserotarmor_finished += f;
494 this.pauserothealth_finished += f;
495 this.pauseregen_finished += f;
497 this.damageforcescale = 2;
499 this.respawn_flags = 0;
500 this.respawn_time = 0;
501 this.stat_respawn_time = 0;
502 this.scale = autocvar_sv_player_scale;
505 this.pain_finished = 0;
507 this.think = func_null; // players have no think function
510 this.ballistics_density = autocvar_g_ballistics_density_player;
512 this.deadflag = DEAD_NO;
514 this.angles = spot.angles;
515 this.angles_z = 0; // never spawn tilted even if the spot says to
516 if (IS_BOT_CLIENT(this))
517 this.v_angle = this.angles;
518 this.fixangle = true; // turn this way immediately
519 this.oldvelocity = this.velocity = '0 0 0';
520 this.avelocity = '0 0 0';
521 this.punchangle = '0 0 0';
522 this.punchvector = '0 0 0';
524 this.strength_finished = 0;
525 this.invincible_finished = 0;
526 this.fire_endtime = -1;
527 this.revival_time = 0;
528 this.air_finished = time + 12;
530 entity spawnevent = new(spawnevent);
531 make_pure(spawnevent);
532 spawnevent.owner = this;
533 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
535 // Cut off any still running player sounds.
536 stopsound(this, CH_PLAYER_SINGLE);
539 FixPlayermodel(this);
540 this.drawonlytoclient = NULL;
543 this.view_ofs = STAT(PL_VIEW_OFS, NULL);
544 setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
545 this.spawnorigin = spot.origin;
546 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
547 // don't reset back to last position, even if new position is stuck in solid
548 this.oldorigin = this.origin;
549 this.prevorigin = this.origin;
550 this.lastteleporttime = time; // prevent insane speeds due to changing origin
551 this.hud = HUD_NORMAL;
553 this.event_damage = PlayerDamage;
555 this.bot_attack = true;
556 this.monster_attack = true;
558 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
560 if (this.killcount == FRAGS_SPECTATOR) {
561 PlayerScore_Clear(this);
565 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
567 CL_SpawnWeaponentity(this, weaponentities[slot]);
569 this.alpha = default_player_alpha;
570 this.colormod = '1 1 1' * autocvar_g_player_brightness;
571 this.exteriorweaponentity.alpha = default_weapon_alpha;
573 this.speedrunning = false;
575 target_voicescript_clear(this);
577 // reset fields the weapons may use
578 FOREACH(Weapons, true, LAMBDA(
579 it.wr_resetplayer(it);
580 // reload all reloadable weapons
581 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
582 this.weapon_load[it.m_id] = it.reloading_ammo;
587 string s = spot.target;
588 spot.target = string_null;
589 WITH(entity, activator, this, LAMBDA(
590 WITH(entity, self, spot, SUB_UseTargets())
597 MUTATOR_CALLHOOK(PlayerSpawn, spot);
599 if (autocvar_spawn_debug)
601 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
602 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
605 PS(this).m_switchweapon = w_getbestweapon(this);
606 this.cnt = -1; // W_LastWeapon will not complain
607 PS(this).m_weapon = WEP_Null;
608 this.weaponname = "";
609 PS(this).m_switchingweapon = WEP_Null;
611 if (!warmup_stage && !this.alivetime)
612 this.alivetime = time;
618 void ClientInit_misc();
620 .float ebouncefactor, ebouncestop; // electro's values
621 // TODO do we need all these fields, or should we stop autodetecting runtime
622 // changes and just have a console command to update this?
623 bool ClientInit_SendEntity(entity this, entity to, int sf)
625 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
628 // MSG_INIT replacement
629 // TODO: make easier to use
631 W_PROP_reload(MSG_ONE, to);
633 MUTATOR_CALLHOOK(Ent_Init);
635 void ClientInit_misc()
637 int channel = MSG_ONE;
638 WriteHeader(channel, ENT_CLIENT_INIT);
639 WriteByte(channel, g_nexball_meter_period * 32);
640 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
641 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
642 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
643 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
644 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
645 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
646 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
647 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
649 if(sv_foginterval && world.fog != "")
650 WriteString(channel, world.fog);
652 WriteString(channel, "");
653 WriteByte(channel, self.count * 255.0); // g_balance_armor_blockpercent
654 WriteByte(channel, serverflags); // client has to know if it should zoom or not
655 WriteCoord(channel, autocvar_g_trueaim_minrange);
658 void ClientInit_CheckUpdate()
660 self.nextthink = time;
661 if(self.count != autocvar_g_balance_armor_blockpercent)
663 self.count = autocvar_g_balance_armor_blockpercent;
668 void ClientInit_Spawn()
671 entity e = new(clientinit);
673 e.think = ClientInit_CheckUpdate;
674 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
676 WITH(entity, self, e, ClientInit_CheckUpdate());
686 // initialize parms for a new player
687 parm1 = -(86400 * 366);
689 MUTATOR_CALLHOOK(SetNewParms);
697 void SetChangeParms ()
699 // save parms for level change
700 parm1 = self.parm_idlesince - time;
702 MUTATOR_CALLHOOK(SetChangeParms);
710 void DecodeLevelParms(entity this)
713 this.parm_idlesince = parm1;
714 if (this.parm_idlesince == -(86400 * 366))
715 this.parm_idlesince = time;
717 // whatever happens, allow 60 seconds of idling directly after connect for map loading
718 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
720 MUTATOR_CALLHOOK(DecodeLevelParms);
727 Called when a client types 'kill' in the console
731 .float clientkill_nexttime;
732 void ClientKill_Now_TeamChange(entity this)
734 if(this.killindicator_teamchange == -1)
736 JoinBestTeam( this, false, true );
738 else if(this.killindicator_teamchange == -2)
741 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
742 WITH(entity, self, this, PutObserverInServer());
745 WITH(entity, self, this, SV_ChangeTeam(this.killindicator_teamchange - 1));
746 this.killindicator_teamchange = 0;
749 void ClientKill_Now()
753 vehicles_exit(VHEF_RELEASE);
754 if(!self.killindicator_teamchange)
756 self.vehicle_health = -1;
757 Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
761 if(self.killindicator && !wasfreed(self.killindicator))
762 remove(self.killindicator);
764 self.killindicator = world;
766 if(self.killindicator_teamchange)
767 ClientKill_Now_TeamChange(self);
770 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
772 // now I am sure the player IS dead
774 void KillIndicator_Think()
778 self.owner.killindicator = world;
783 if (self.owner.alpha < 0 && !self.owner.vehicle)
785 self.owner.killindicator = world;
792 WITH(entity, self, self.owner, ClientKill_Now());
795 else if(g_cts && self.health == 1) // health == 1 means that it's silent
797 self.nextthink = time + 1;
803 setmodel(self, MDL_NUM(self.cnt));
804 if(IS_REAL_CLIENT(self.owner))
807 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
809 self.nextthink = time + 1;
814 float clientkilltime;
815 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
824 killtime = autocvar_g_balance_kill_delay;
826 if(g_race_qualifying || g_cts)
829 if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
832 self.killindicator_teamchange = targetteam;
834 if(!self.killindicator)
838 killtime = max(killtime, self.clientkill_nexttime - time);
839 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
842 if(killtime <= 0 || !IS_PLAYER(self) || IS_DEAD(self))
848 starttime = max(time, clientkilltime);
850 self.killindicator = spawn();
851 self.killindicator.owner = self;
852 self.killindicator.scale = 0.5;
853 setattachment(self.killindicator, self, "");
854 setorigin(self.killindicator, '0 0 52');
855 self.killindicator.think = KillIndicator_Think;
856 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
857 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
858 self.killindicator.cnt = ceil(killtime);
859 self.killindicator.count = bound(0, ceil(killtime), 10);
860 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
862 for(e = world; (e = find(e, classname, "body")) != world; )
866 e.killindicator = spawn();
867 e.killindicator.owner = e;
868 e.killindicator.scale = 0.5;
869 setattachment(e.killindicator, e, "");
870 setorigin(e.killindicator, '0 0 52');
871 e.killindicator.think = KillIndicator_Think;
872 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
873 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
874 e.killindicator.cnt = ceil(killtime);
879 if(self.killindicator)
881 if(targetteam == 0) // just die
883 self.killindicator.colormod = '0 0 0';
884 if(IS_REAL_CLIENT(self))
885 if(self.killindicator.cnt > 0)
886 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
888 else if(targetteam == -1) // auto
890 self.killindicator.colormod = '0 1 0';
891 if(IS_REAL_CLIENT(self))
892 if(self.killindicator.cnt > 0)
893 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
895 else if(targetteam == -2) // spectate
897 self.killindicator.colormod = '0.5 0.5 0.5';
898 if(IS_REAL_CLIENT(self))
899 if(self.killindicator.cnt > 0)
900 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
904 self.killindicator.colormod = Team_ColorRGB(targetteam);
905 if(IS_REAL_CLIENT(self))
906 if(self.killindicator.cnt > 0)
907 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
916 if(self.player_blocked) return;
917 if(STAT(FROZEN, self)) return;
919 ClientKill_TeamChange(0);
922 void FixClientCvars(entity e)
924 // send prediction settings to the client
925 stuffcmd(e, "\nin_bindmap 0 0\n");
926 if(autocvar_g_antilag == 3) // client side hitscan
927 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
928 if(autocvar_sv_gentle)
929 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
931 MUTATOR_CALLHOOK(FixClientCvars, e);
934 float PlayerInIDList(entity p, string idlist)
939 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
943 // this function allows abbreviated player IDs too!
944 n = tokenize_console(idlist);
945 for(i = 0; i < n; ++i)
948 if(s == substring(p.crypto_idfp, 0, strlen(s)))
955 #ifdef DP_EXT_PRECONNECT
960 Called once (not at each match start) when a client begins a connection to the server
963 void ClientPreConnect ()
965 if(autocvar_sv_eventlog)
967 GameLogEcho(sprintf(":connect:%d:%d:%s",
970 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
980 Called when a client connects to the server
986 if (Ban_MaybeEnforceBanOnce(this)) return;
987 assert(!IS_CLIENT(this), return);
988 assert(player_count >= 0, player_count = 0);
989 this.classname = "player_joining";
990 this.flags = FL_CLIENT;
993 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
995 this.version_nagtime = time + 10 + random() * 10;
997 ClientState_attach(this);
999 // identify the right forced team
1000 if (autocvar_g_campaign)
1002 if (IS_REAL_CLIENT(this)) // only players, not bots
1004 switch (autocvar_g_campaign_forceteam)
1006 case 1: this.team_forced = NUM_TEAM_1; break;
1007 case 2: this.team_forced = NUM_TEAM_2; break;
1008 case 3: this.team_forced = NUM_TEAM_3; break;
1009 case 4: this.team_forced = NUM_TEAM_4; break;
1010 default: this.team_forced = 0;
1014 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1015 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1016 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1017 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1018 else switch (autocvar_g_forced_team_otherwise)
1020 default: this.team_forced = 0; break;
1021 case "red": this.team_forced = NUM_TEAM_1; break;
1022 case "blue": this.team_forced = NUM_TEAM_2; break;
1023 case "yellow": this.team_forced = NUM_TEAM_3; break;
1024 case "pink": this.team_forced = NUM_TEAM_4; break;
1027 this.team_forced = -1;
1030 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1032 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1034 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1035 this.classname = STR_OBSERVER;
1037 if (!teamplay || autocvar_g_balance_teams)
1039 this.classname = STR_PLAYER;
1040 campaign_bots_may_start = 1;
1044 this.classname = STR_OBSERVER; // do it anyway
1048 this.playerid = ++playerid_last;
1050 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1052 // always track bots, don't ask for cl_allow_uidtracking
1053 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1055 if (autocvar_sv_eventlog)
1056 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1058 LogTeamchange(this.playerid, this.team, 1);
1060 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1062 this.netname_previous = strzone(this.netname);
1064 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && IS_PLAYER(this)) ? APP_TEAM_ENT_4(this, INFO_JOIN_CONNECT_TEAM_) : INFO_JOIN_CONNECT), this.netname);
1066 stuffcmd(this, clientstuff, "\n");
1067 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1069 FixClientCvars(this);
1071 // get version info from player
1072 stuffcmd(this, "cmd clientversion $gameversion\n");
1074 // notify about available teams
1077 CheckAllowedTeams(this);
1079 if (c1 >= 0) t |= BIT(0);
1080 if (c2 >= 0) t |= BIT(1);
1081 if (c3 >= 0) t |= BIT(2);
1082 if (c4 >= 0) t |= BIT(3);
1083 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1087 stuffcmd(this, "set _teams_available 0\n");
1090 bot_relinkplayerlist();
1092 this.spectatortime = time;
1093 if (blockSpectators)
1095 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1098 this.jointime = time;
1099 this.allowed_timeouts = autocvar_sv_timeout_number;
1101 if (IS_REAL_CLIENT(this))
1103 if (!autocvar_g_campaign)
1105 this.motd_actived_time = -1;
1106 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1109 if (g_weaponarena_weapons == WEPSET(TUBA))
1110 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1113 if (!sv_foginterval && world.fog != "")
1114 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1116 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)))
1117 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1118 send_CSQC_teamnagger();
1120 CSQCMODEL_AUTOINIT(this);
1122 this.model_randomizer = random();
1124 if (IS_REAL_CLIENT(this))
1125 sv_notice_join(this);
1127 FOREACH_ENTITY_FLOAT(init_for_player_needed, true, {
1128 WITH(entity, self, it, it.init_for_player(it));
1131 MUTATOR_CALLHOOK(ClientConnect, this);
1137 Called when a client disconnects from the server
1140 .entity chatbubbleentity;
1142 void ClientDisconnect()
1145 assert(IS_CLIENT(this), return);
1147 PlayerStats_GameReport_FinalizePlayer(this);
1148 if (this.vehicle) vehicles_exit(VHEF_RELEASE);
1149 if (this.active_minigame) part_minigame(this);
1150 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1152 if (autocvar_sv_eventlog)
1153 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1155 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1157 MUTATOR_CALLHOOK(ClientDisconnect);
1159 ClientState_detach(this);
1161 Portal_ClearAll(self);
1165 RemoveGrapplingHook(self);
1167 // Here, everything has been done that requires this player to be a client.
1169 self.flags &= ~FL_CLIENT;
1171 if (this.chatbubbleentity) remove(this.chatbubbleentity);
1172 if (this.killindicator) remove(this.killindicator);
1174 WaypointSprite_PlayerGone();
1176 bot_relinkplayerlist();
1178 if (self.netname_previous) strunzone(self.netname_previous);
1179 if (self.clientstatus) strunzone(self.clientstatus);
1180 if (self.weaponorder_byimpulse) strunzone(self.weaponorder_byimpulse);
1181 if (self.personal) remove(self.personal);
1185 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1188 void ChatBubbleThink()
1190 self.nextthink = time;
1191 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1193 if(self.owner) // but why can that ever be world?
1194 self.owner.chatbubbleentity = world;
1201 if ( !IS_DEAD(self.owner) && IS_PLAYER(self.owner) )
1203 if ( self.owner.active_minigame )
1204 self.mdl = "models/sprites/minigame_busy.iqm";
1205 else if (PHYS_INPUT_BUTTON_CHAT(self.owner))
1206 self.mdl = "models/misc/chatbubble.spr";
1209 if ( self.model != self.mdl )
1210 _setmodel(self, self.mdl);
1214 void UpdateChatBubble()
1218 // spawn a chatbubble entity if needed
1219 if (!self.chatbubbleentity)
1221 self.chatbubbleentity = new(chatbubbleentity);
1222 self.chatbubbleentity.owner = self;
1223 self.chatbubbleentity.exteriormodeltoclient = self;
1224 self.chatbubbleentity.think = ChatBubbleThink;
1225 self.chatbubbleentity.nextthink = time;
1226 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1227 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1228 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1229 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1230 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1231 //self.chatbubbleentity.model = "";
1232 self.chatbubbleentity.effects = EF_LOWPRECISION;
1237 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1238 // added to the model skins
1239 /*void UpdateColorModHack()
1242 c = self.clientcolors & 15;
1243 // LordHavoc: only bothering to support white, green, red, yellow, blue
1244 if (!teamplay) self.colormod = '0 0 0';
1245 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1246 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1247 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1248 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1249 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1250 else self.colormod = '1 1 1';
1255 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1257 self.solid = SOLID_NOT;
1258 self.takedamage = DAMAGE_NO;
1259 self.movetype = MOVETYPE_FLY;
1260 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1261 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1262 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1263 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1264 if(autocvar_g_respawn_ghosts_maxtime)
1265 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1270 self.effects |= EF_NODRAW; // prevent another CopyBody
1271 PutClientInServer();
1274 void play_countdown(float finished, string samp)
1276 if(IS_REAL_CLIENT(self))
1277 if(floor(finished - time - frametime) != floor(finished - time))
1278 if(finished - time < 6)
1279 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1282 void player_powerups ()
1284 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1285 int items_prev = self.items;
1287 if((self.items & IT_USING_JETPACK) && !IS_DEAD(self) && !gameover)
1288 self.modelflags |= MF_ROCKET;
1290 self.modelflags &= ~MF_ROCKET;
1292 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1294 if((self.alpha < 0 || IS_DEAD(self)) && !self.vehicle) // don't apply the flags if the player is gibbed
1297 Fire_ApplyDamage(self);
1298 Fire_ApplyEffect(self);
1302 if (self.items & ITEM_Strength.m_itemid)
1304 play_countdown(self.strength_finished, SND(POWEROFF));
1305 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1306 if (time > self.strength_finished)
1308 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1309 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1310 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1315 if (time < self.strength_finished)
1317 self.items = self.items | ITEM_Strength.m_itemid;
1318 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1319 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1322 if (self.items & ITEM_Shield.m_itemid)
1324 play_countdown(self.invincible_finished, SND(POWEROFF));
1325 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1326 if (time > self.invincible_finished)
1328 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1329 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1330 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1335 if (time < self.invincible_finished)
1337 self.items = self.items | ITEM_Shield.m_itemid;
1338 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1339 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1342 if (self.items & IT_SUPERWEAPON)
1344 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1346 self.superweapons_finished = 0;
1347 self.items = self.items - (self.items & IT_SUPERWEAPON);
1348 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1349 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1351 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1353 // don't let them run out
1357 play_countdown(self.superweapons_finished, SND(POWEROFF));
1358 if (time > self.superweapons_finished)
1360 self.items = self.items - (self.items & IT_SUPERWEAPON);
1361 self.weapons &= ~WEPSET_SUPERWEAPONS;
1362 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1363 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1367 else if(self.weapons & WEPSET_SUPERWEAPONS)
1369 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1371 self.items = self.items | IT_SUPERWEAPON;
1372 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1373 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1377 self.superweapons_finished = 0;
1378 self.weapons &= ~WEPSET_SUPERWEAPONS;
1383 self.superweapons_finished = 0;
1387 if(autocvar_g_nodepthtestplayers)
1388 self.effects = self.effects | EF_NODEPTHTEST;
1390 if(autocvar_g_fullbrightplayers)
1391 self.effects = self.effects | EF_FULLBRIGHT;
1393 if (time >= game_starttime)
1394 if (time < self.spawnshieldtime)
1395 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1397 MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1400 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1402 if(current > stable)
1404 else if(current > stable - 0.25) // when close enough, "snap"
1407 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1410 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1412 if(current < stable)
1414 else if(current < stable + 0.25) // when close enough, "snap"
1417 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1420 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1422 if(current > rotstable)
1424 if(rotframetime > 0)
1426 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1427 current = max(rotstable, current - rotlinear * rotframetime);
1430 else if(current < regenstable)
1432 if(regenframetime > 0)
1434 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1435 current = min(regenstable, current + regenlinear * regenframetime);
1445 void player_regen ()
1447 float max_mod, regen_mod, rot_mod, limit_mod;
1448 max_mod = regen_mod = rot_mod = limit_mod = 1;
1449 regen_mod_max = max_mod;
1450 regen_mod_regen = regen_mod;
1451 regen_mod_rot = rot_mod;
1452 regen_mod_limit = limit_mod;
1454 regen_health = autocvar_g_balance_health_regen;
1455 regen_health_linear = autocvar_g_balance_health_regenlinear;
1456 regen_health_rot = autocvar_g_balance_health_rot;
1457 regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1458 regen_health_stable = autocvar_g_balance_health_regenstable;
1459 regen_health_rotstable = autocvar_g_balance_health_rotstable;
1460 if(!MUTATOR_CALLHOOK(PlayerRegen))
1461 if(!STAT(FROZEN, self))
1463 float mina, maxa, limith, limita;
1464 maxa = autocvar_g_balance_armor_rotstable;
1465 mina = autocvar_g_balance_armor_regenstable;
1466 limith = autocvar_g_balance_health_limit;
1467 limita = autocvar_g_balance_armor_limit;
1469 max_mod = regen_mod_max;
1470 regen_mod = regen_mod_regen;
1471 rot_mod = regen_mod_rot;
1472 limit_mod = regen_mod_limit;
1474 regen_health_rotstable = regen_health_rotstable * max_mod;
1475 regen_health_stable = regen_health_stable * max_mod;
1476 limith = limith * limit_mod;
1477 limita = limita * limit_mod;
1479 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);
1480 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);
1483 // if player rotted to death... die!
1484 // check this outside above checks, as player may still be able to rot to death
1488 vehicles_exit(VHEF_RELEASE);
1489 if(self.event_damage)
1490 self.event_damage(self, self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1493 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1495 float minf, maxf, limitf;
1497 maxf = autocvar_g_balance_fuel_rotstable;
1498 minf = autocvar_g_balance_fuel_regenstable;
1499 limitf = autocvar_g_balance_fuel_limit;
1501 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);
1505 float zoomstate_set;
1506 void SetZoomState(float z)
1508 if(z != self.zoomstate)
1511 ClientData_Touch(self);
1516 void GetPressedKeys()
1519 MUTATOR_CALLHOOK(GetPressedKeys);
1520 int keys = this.pressedkeys;
1521 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1522 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1523 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1524 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1526 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1527 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1528 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1529 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1530 this.pressedkeys = keys;
1534 ======================
1535 spectate mode routines
1536 ======================
1539 void SpectateCopy(entity this, entity spectatee)
1541 MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1542 self.armortype = spectatee.armortype;
1543 self.armorvalue = spectatee.armorvalue;
1544 self.ammo_cells = spectatee.ammo_cells;
1545 self.ammo_plasma = spectatee.ammo_plasma;
1546 self.ammo_shells = spectatee.ammo_shells;
1547 self.ammo_nails = spectatee.ammo_nails;
1548 self.ammo_rockets = spectatee.ammo_rockets;
1549 self.ammo_fuel = spectatee.ammo_fuel;
1550 self.clip_load = spectatee.clip_load;
1551 self.clip_size = spectatee.clip_size;
1552 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1553 self.health = spectatee.health;
1555 self.items = spectatee.items;
1556 self.last_pickup = spectatee.last_pickup;
1557 self.hit_time = spectatee.hit_time;
1558 self.strength_finished = spectatee.strength_finished;
1559 self.invincible_finished = spectatee.invincible_finished;
1560 self.pressedkeys = spectatee.pressedkeys;
1561 self.weapons = spectatee.weapons;
1562 PS(self).m_switchweapon = PS(spectatee).m_switchweapon;
1563 PS(self).m_switchingweapon = PS(spectatee).m_switchingweapon;
1564 PS(self).m_weapon = PS(spectatee).m_weapon;
1565 self.vortex_charge = spectatee.vortex_charge;
1566 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1567 self.hagar_load = spectatee.hagar_load;
1568 self.arc_heat_percent = spectatee.arc_heat_percent;
1569 self.minelayer_mines = spectatee.minelayer_mines;
1570 self.punchangle = spectatee.punchangle;
1571 self.view_ofs = spectatee.view_ofs;
1572 self.velocity = spectatee.velocity;
1573 self.dmg_take = spectatee.dmg_take;
1574 self.dmg_save = spectatee.dmg_save;
1575 self.dmg_inflictor = spectatee.dmg_inflictor;
1576 self.v_angle = spectatee.v_angle;
1577 self.angles = spectatee.v_angle;
1578 STAT(FROZEN, self) = STAT(FROZEN, spectatee);
1579 self.revive_progress = spectatee.revive_progress;
1580 if(!PHYS_INPUT_BUTTON_USE(self))
1581 self.fixangle = true;
1582 setorigin(self, spectatee.origin);
1583 setsize(self, spectatee.mins, spectatee.maxs);
1584 SetZoomState(spectatee.zoomstate);
1586 anticheat_spectatecopy(spectatee);
1587 self.hud = spectatee.hud;
1588 if(spectatee.vehicle)
1590 self.fixangle = false;
1591 //self.velocity = spectatee.vehicle.velocity;
1592 self.vehicle_health = spectatee.vehicle_health;
1593 self.vehicle_shield = spectatee.vehicle_shield;
1594 self.vehicle_energy = spectatee.vehicle_energy;
1595 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1596 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1597 self.vehicle_reload1 = spectatee.vehicle_reload1;
1598 self.vehicle_reload2 = spectatee.vehicle_reload2;
1602 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1603 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1604 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1605 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1607 //WriteByte (MSG_ONE, SVC_SETVIEW);
1608 // WriteEntity(MSG_ONE, self);
1609 //makevectors(spectatee.v_angle);
1610 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1614 bool SpectateUpdate()
1619 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1621 SetSpectatee(self, NULL);
1625 SpectateCopy(this, this.enemy);
1632 if(!IS_PLAYER(self.enemy))
1636 WriteByte(MSG_ONE, SVC_SETVIEW);
1637 WriteEntity(MSG_ONE, self.enemy);
1638 self.movetype = MOVETYPE_NONE;
1639 accuracy_resend(self);
1641 if(!SpectateUpdate())
1642 PutObserverInServer();
1647 void SetSpectatee(entity player, entity spectatee)
1649 entity old_spectatee = player.enemy;
1651 player.enemy = spectatee;
1654 // these are required to fix the spectator bug with arc
1655 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1656 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1659 bool Spectate(entity pl)
1661 if(MUTATOR_CALLHOOK(SpectateSet, self, pl))
1665 SetSpectatee(self, pl);
1666 return SpectateSet();
1671 other = find(self.enemy, classname, STR_PLAYER);
1673 if (MUTATOR_CALLHOOK(SpectateNext, self, other))
1674 other = spec_player;
1676 other = find(other, classname, STR_PLAYER);
1678 if(other) { SetSpectatee(self, other); }
1680 return SpectateSet();
1685 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1686 other = findchain(classname, STR_PLAYER);
1687 if (!other) // no player
1690 entity first = other;
1691 // skip players until current spectated player
1693 while(other && other != self.enemy)
1694 other = other.chain;
1696 switch (MUTATOR_CALLHOOK(SpectatePrev, self, other, first))
1698 case MUT_SPECPREV_FOUND:
1699 other = spec_player;
1701 case MUT_SPECPREV_RETURN:
1702 other = spec_player;
1704 case MUT_SPECPREV_CONTINUE:
1708 other = other.chain;
1715 SetSpectatee(self, other);
1716 return SpectateSet();
1721 ShowRespawnCountdown()
1723 Update a respawn countdown display.
1726 void ShowRespawnCountdown()
1729 if(!IS_DEAD(self)) // just respawned?
1733 number = ceil(self.respawn_time - time);
1736 if(number <= self.respawn_countdown)
1738 self.respawn_countdown = number - 1;
1739 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
1740 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1745 void LeaveSpectatorMode()
1749 if(nJoinAllowed(self, self))
1751 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1753 self.classname = STR_PLAYER;
1755 if(autocvar_g_campaign || autocvar_g_balance_teams)
1756 { JoinBestTeam(self, false, true); }
1758 if(autocvar_g_campaign)
1759 { campaign_bots_may_start = 1; }
1761 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1763 PutClientInServer();
1765 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, ((teamplay && this.team != -1) ? APP_TEAM_ENT_4(this, INFO_JOIN_PLAY_TEAM_) : INFO_JOIN_PLAY), self.netname); }
1768 stuffcmd(self, "menu_showteamselect\n");
1772 // Player may not join because g_maxplayers is set
1773 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1778 * Determines whether the player is allowed to join. This depends on cvar
1779 * g_maxplayers, if it isn't used this function always return true, otherwise
1780 * it checks whether the number of currently playing players exceeds g_maxplayers.
1781 * @return int number of free slots for players, 0 if none
1783 bool nJoinAllowed(entity this, entity ignore)
1786 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1787 // so report 0 free slots if restricted
1789 if(autocvar_g_forced_team_otherwise == "spectate")
1791 if(autocvar_g_forced_team_otherwise == "spectator")
1795 if(this.team_forced < 0)
1796 return false; // forced spectators can never join
1798 // TODO simplify this
1799 int totalClients = 0;
1800 int currentlyPlaying = 0;
1801 FOREACH_CLIENT(true, LAMBDA(
1804 if(IS_REAL_CLIENT(it))
1805 if(IS_PLAYER(it) || it.caplayer)
1809 if (!autocvar_g_maxplayers)
1810 return maxclients - totalClients;
1812 if(currentlyPlaying < autocvar_g_maxplayers)
1813 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1819 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1820 * g_maxplayers_spectator_blocktime seconds
1822 void checkSpectatorBlock()
1824 if(IS_SPEC(self) || IS_OBSERVER(self))
1826 if(IS_REAL_CLIENT(self))
1828 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1829 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1835 void PrintWelcomeMessage()
1837 if(self.motd_actived_time == 0)
1839 if (autocvar_g_campaign) {
1840 if ((IS_PLAYER(self) && PHYS_INPUT_BUTTON_INFO(self)) || (!IS_PLAYER(self))) {
1841 self.motd_actived_time = time;
1842 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
1845 if (PHYS_INPUT_BUTTON_INFO(self)) {
1846 self.motd_actived_time = time;
1847 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1851 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
1853 if (autocvar_g_campaign) {
1854 if (PHYS_INPUT_BUTTON_INFO(self))
1855 self.motd_actived_time = time;
1856 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
1857 self.motd_actived_time = 0;
1858 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1861 if (PHYS_INPUT_BUTTON_INFO(self))
1862 self.motd_actived_time = time;
1863 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1864 self.motd_actived_time = 0;
1865 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1869 else //if(self.motd_actived_time < 0) // just connected, motd is active
1871 if(PHYS_INPUT_BUTTON_INFO(self)) // BUTTON_INFO hides initial MOTD
1872 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1873 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || IS_SPEC(self))
1875 // instanctly hide MOTD
1876 self.motd_actived_time = 0;
1877 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1882 void ObserverThink()
1886 MinigameImpulse(self, self.impulse);
1889 float prefered_movetype;
1890 if (self.flags & FL_JUMPRELEASED) {
1891 if (PHYS_INPUT_BUTTON_JUMP(self) && !self.version_mismatch) {
1892 self.flags &= ~FL_JUMPRELEASED;
1893 self.flags |= FL_SPAWNING;
1894 } else if(PHYS_INPUT_BUTTON_ATCK(self) && !self.version_mismatch) {
1895 self.flags &= ~FL_JUMPRELEASED;
1896 if(SpectateNext()) {
1897 self.classname = STR_SPECTATOR;
1900 prefered_movetype = ((!PHYS_INPUT_BUTTON_USE(self) ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
1901 if (self.movetype != prefered_movetype)
1902 self.movetype = prefered_movetype;
1905 if (!(PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_JUMP(self))) {
1906 self.flags |= FL_JUMPRELEASED;
1907 if(self.flags & FL_SPAWNING)
1909 self.flags &= ~FL_SPAWNING;
1910 LeaveSpectatorMode();
1917 void SpectatorThink()
1921 if(MinigameImpulse(self, self.impulse))
1924 if (self.flags & FL_JUMPRELEASED) {
1925 if (PHYS_INPUT_BUTTON_JUMP(self) && !self.version_mismatch) {
1926 self.flags &= ~FL_JUMPRELEASED;
1927 self.flags |= FL_SPAWNING;
1928 } else if(PHYS_INPUT_BUTTON_ATCK(self) || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
1929 self.flags &= ~FL_JUMPRELEASED;
1930 if(SpectateNext()) {
1931 self.classname = STR_SPECTATOR;
1933 self.classname = STR_OBSERVER;
1934 PutClientInServer();
1937 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
1938 self.flags &= ~FL_JUMPRELEASED;
1939 if(SpectatePrev()) {
1940 self.classname = STR_SPECTATOR;
1942 self.classname = STR_OBSERVER;
1943 PutClientInServer();
1946 } else if (PHYS_INPUT_BUTTON_ATCK2(self)) {
1947 self.flags &= ~FL_JUMPRELEASED;
1948 self.classname = STR_OBSERVER;
1949 PutClientInServer();
1951 if(!SpectateUpdate())
1952 PutObserverInServer();
1955 if (!(PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_ATCK2(self))) {
1956 self.flags |= FL_JUMPRELEASED;
1957 if(self.flags & FL_SPAWNING)
1959 self.flags &= ~FL_SPAWNING;
1960 LeaveSpectatorMode();
1964 if(!SpectateUpdate())
1965 PutObserverInServer();
1968 self.flags |= FL_CLIENT | FL_NOTARGET;
1971 void vehicles_enter (entity pl, entity veh);
1974 if (!IS_PLAYER(self))
1981 vehicles_exit(VHEF_NORMAL);
1985 else if(autocvar_g_vehicles_enter)
1987 if(!STAT(FROZEN, self))
1991 entity head, closest_target = world;
1992 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, true);
1994 while(head) // find the closest acceptable target to enter
1996 if(head.vehicle_flags & VHF_ISVEHICLE)
1998 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
1999 if(head.takedamage != DAMAGE_NO)
2003 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2004 { closest_target = head; }
2006 else { closest_target = head; }
2012 if(closest_target) { vehicles_enter(self, closest_target); return; }
2016 // a use key was pressed; call handlers
2017 MUTATOR_CALLHOOK(PlayerUseKey);
2025 Called every frame for each client before the physics are run
2028 .float usekeypressed;
2029 void() nexball_setstatus;
2030 .float last_vehiclecheck;
2032 void PlayerPreThink ()
2034 WarpZone_PlayerPhysics_FixVAngle();
2036 self.stat_game_starttime = game_starttime;
2037 self.stat_round_starttime = round_starttime;
2038 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2039 self.stat_leadlimit = autocvar_leadlimit;
2041 self.weaponsinmap = weaponsInMap;
2045 // physics frames: update anticheat stuff
2046 anticheat_prethink();
2049 if(blockSpectators && frametime)
2050 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2051 checkSpectatorBlock();
2055 // Savage: Check for nameless players
2056 if (isInvisibleString(self.netname)) {
2057 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2058 if(autocvar_sv_eventlog)
2059 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2060 if(self.netname_previous)
2061 strunzone(self.netname_previous);
2062 self.netname_previous = strzone(new_name);
2063 self.netname = self.netname_previous;
2064 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2065 } else if(self.netname_previous != self.netname) {
2066 if(autocvar_sv_eventlog)
2067 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2068 if(self.netname_previous)
2069 strunzone(self.netname_previous);
2070 self.netname_previous = strzone(self.netname);
2074 if(self.version_nagtime)
2075 if(self.cvar_g_xonoticversion)
2076 if(time > self.version_nagtime)
2078 // don't notify git users
2079 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2081 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2083 // notify release users if connecting to git
2084 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");
2085 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2090 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2093 // give users new version
2094 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");
2095 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2099 // notify users about old server version
2100 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");
2101 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2105 self.version_nagtime = 0;
2109 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2111 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2112 self.max_armorvalue = 0;
2115 if(STAT(FROZEN, self) == 2)
2117 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2118 self.health = max(1, self.revive_progress * start_health);
2119 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2121 if(self.revive_progress >= 1)
2124 else if(STAT(FROZEN, self) == 3)
2126 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2127 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2132 vehicles_exit(VHEF_RELEASE);
2133 self.event_damage(self, self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2135 else if ( self.revive_progress <= 0 )
2139 MUTATOR_CALLHOOK(PlayerPreThink);
2141 if(autocvar_g_vehicles_enter)
2142 if(time > self.last_vehiclecheck)
2145 if(!STAT(FROZEN, self))
2150 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2151 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2153 if(veh.takedamage != DAMAGE_NO)
2154 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2155 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2157 if(!veh.team || SAME_TEAM(self, veh))
2158 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2159 else if(autocvar_g_vehicles_steal)
2160 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2162 self.last_vehiclecheck = time + 1;
2165 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2167 if(PHYS_INPUT_BUTTON_USE(self) && !self.usekeypressed)
2169 self.usekeypressed = PHYS_INPUT_BUTTON_USE(self);
2172 if(IS_REAL_CLIENT(self))
2173 PrintWelcomeMessage();
2178 CheckRules_Player();
2180 if (intermission_running)
2182 IntermissionThink (); // otherwise a button could be missed between
2183 return; // the think tics
2186 //don't allow the player to turn around while game is paused!
2187 if(timeout_status == TIMEOUT_ACTIVE) {
2188 // FIXME turn this into CSQC stuff
2189 self.v_angle = self.lastV_angle;
2190 self.angles = self.lastV_angle;
2191 self.fixangle = true;
2201 if(self.personal && g_race_qualifying)
2203 if(time > self.respawn_time)
2205 self.respawn_time = time + 1; // only retry once a second
2206 self.stat_respawn_time = self.respawn_time;
2213 float button_pressed;
2216 button_pressed = (PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_ATCK2(self) || PHYS_INPUT_BUTTON_HOOK(self) || PHYS_INPUT_BUTTON_USE(self));
2218 if (self.deadflag == DEAD_DYING)
2220 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2221 self.deadflag = DEAD_RESPAWNING;
2222 else if(!button_pressed)
2223 self.deadflag = DEAD_DEAD;
2225 else if (self.deadflag == DEAD_DEAD)
2228 self.deadflag = DEAD_RESPAWNABLE;
2229 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2230 self.deadflag = DEAD_RESPAWNING;
2232 else if (self.deadflag == DEAD_RESPAWNABLE)
2235 self.deadflag = DEAD_RESPAWNING;
2237 else if (self.deadflag == DEAD_RESPAWNING)
2239 if(time > self.respawn_time)
2241 self.respawn_time = time + 1; // only retry once a second
2242 self.respawn_time_max = self.respawn_time;
2247 ShowRespawnCountdown();
2249 if(self.respawn_flags & RESPAWN_SILENT)
2250 self.stat_respawn_time = 0;
2251 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2252 self.stat_respawn_time = self.respawn_time_max;
2254 self.stat_respawn_time = self.respawn_time;
2257 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2258 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2259 self.stat_respawn_time *= -1;
2264 self.prevorigin = self.origin;
2266 float do_crouch = PHYS_INPUT_BUTTON_CROUCH(self);
2271 if(STAT(FROZEN, self))
2274 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2275 // It cannot be predicted by the engine!
2276 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
2277 if((PS(self).m_weapon == WEP_SHOCKWAVE || PS(self).m_weapon == WEP_SHOTGUN) && self.(weaponentity).wframe == WFRAME_FIRE2 && time < self.(weaponentity).weapon_nextthink)
2285 self.view_ofs = STAT(PL_CROUCH_VIEW_OFS, self);
2286 setsize (self, STAT(PL_CROUCH_MIN, self), STAT(PL_CROUCH_MAX, self));
2287 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2294 tracebox(self.origin, STAT(PL_MIN, self), STAT(PL_MAX, self), self.origin, false, self);
2295 if (!trace_startsolid)
2297 self.crouch = false;
2298 self.view_ofs = STAT(PL_VIEW_OFS, self);
2299 setsize (self, STAT(PL_MIN, self), STAT(PL_MAX, self));
2304 FixPlayermodel(self);
2306 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2309 self.items &= ~self.items_added;
2311 W_WeaponFrame(self);
2313 self.items_added = 0;
2314 if(self.items & ITEM_Jetpack.m_itemid)
2315 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2316 self.items_added |= IT_FUEL;
2318 self.items |= self.items_added;
2323 // WEAPONTODO: Add a weapon request for this
2324 // rot vortex charge to the charge limit
2325 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2326 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2332 secrets_setstatus();
2335 monsters_setstatus(self);
2337 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2339 //self.angles_y=self.v_angle_y + 90; // temp
2340 } else if(gameover) {
2341 if (intermission_running)
2342 IntermissionThink (); // otherwise a button could be missed between
2344 } else if(IS_OBSERVER(self)) {
2346 } else if(IS_SPEC(self)) {
2350 // WEAPONTODO: Add weapon request for this
2353 PHYS_INPUT_BUTTON_ZOOM(self)
2354 || PHYS_INPUT_BUTTON_ZOOMSCRIPT(self)
2355 || (PHYS_INPUT_BUTTON_ATCK2(self) && PS(self).m_weapon == WEP_VORTEX)
2356 || (PHYS_INPUT_BUTTON_ATCK2(self) && PS(self).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
2359 float oldspectatee_status;
2360 oldspectatee_status = self.spectatee_status;
2362 self.spectatee_status = etof(self.enemy);
2363 else if(IS_OBSERVER(self))
2364 self.spectatee_status = etof(self);
2366 self.spectatee_status = 0;
2367 if(self.spectatee_status != oldspectatee_status)
2369 ClientData_Touch(self);
2371 race_InitSpectator();
2374 if(self.teamkill_soundtime)
2375 if(time > self.teamkill_soundtime)
2377 self.teamkill_soundtime = 0;
2379 entity e = self.teamkill_soundsource;
2380 entity oldpusher = e.pusher;
2382 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2383 e.pusher = oldpusher;
2386 if(self.taunt_soundtime)
2387 if(time > self.taunt_soundtime)
2389 self.taunt_soundtime = 0;
2390 PlayerSound(self, playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2393 target_voicescript_next(self);
2395 // WEAPONTODO: Move into weaponsystem somehow
2396 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2397 if (PS(self).m_weapon == WEP_Null)
2398 self.clip_load = self.clip_size = 0;
2401 void DrownPlayer(entity this)
2406 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2408 if(this.air_finished < time)
2409 PlayerSound(this, playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
2410 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2413 else if (this.air_finished < time)
2415 if (this.pain_finished < time)
2417 Damage (this, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2418 this.pain_finished = time + 0.5;
2427 Called every frame for each client after the physics are run
2430 .float idlekick_lasttimeleft;
2431 void PlayerPostThink ()
2433 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2434 if(IS_REAL_CLIENT(self))
2435 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2437 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2439 if(self.idlekick_lasttimeleft)
2441 self.idlekick_lasttimeleft = 0;
2442 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2448 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2449 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2451 if(!self.idlekick_lasttimeleft)
2452 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2456 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2460 else if(timeleft <= 10)
2462 if(timeleft != self.idlekick_lasttimeleft)
2463 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2464 self.idlekick_lasttimeleft = timeleft;
2471 //CheckPlayerJump();
2473 if(IS_PLAYER(self)) {
2475 CheckRules_Player();
2478 ImpulseCommands(self);
2479 if (intermission_running)
2480 return; // intermission or finale
2486 for(i = 0; i < 1000; ++i)
2489 end = self.origin + '0 0 1024' + 512 * randomvec();
2490 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2491 if(trace_fraction < 1)
2492 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2494 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2500 if(self.waypointsprite_attachedforcarrier)
2501 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2505 CSQCMODEL_AUTOUPDATE(self);