1 #include "cl_client.qh"
3 #include "waypointsprites.qh"
5 #include "anticheat.qh"
6 #include "cl_impulse.qh"
7 #include "cl_player.qh"
11 #include "miscfunctions.qh"
13 #include "teamplay.qh"
14 #include "playerdemo.qh"
16 #include "spawnpoints.qh"
17 #include "g_damage.qh"
19 #include "t_teleporters.qh"
20 #include "command/common.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
29 #include "bot/navigation.qh"
31 #include "vehicles/vehicle.qh"
33 #include "weapons/hitplot.qh"
34 #include "weapons/weaponsystem.qh"
36 #include "../common/net_notice.qh"
38 #include "../common/minigames/sv_minigames.qh"
40 #include "../common/items/inventory.qh"
42 #include "../common/monsters/sv_monsters.qh"
44 #include "../warpzonelib/server.qh"
47 void send_CSQC_teamnagger() {
48 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
49 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
52 float ClientData_Send(entity to, int sf)
69 sf |= 1; // forced scoreboard
70 if(to.spectatee_status)
71 sf |= 2; // spectator ent number follows
74 if(e.porto_v_angle_held)
75 sf |= 8; // angles held
77 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
78 WriteByte(MSG_ENTITY, sf);
81 WriteByte(MSG_ENTITY, to.spectatee_status);
85 WriteAngle(MSG_ENTITY, e.v_angle.x);
86 WriteAngle(MSG_ENTITY, e.v_angle.y);
92 void ClientData_Attach()
94 Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
95 self.clientdata.drawonlytoclient = self;
96 self.clientdata.owner = self;
99 void ClientData_Detach()
101 remove(self.clientdata);
102 self.clientdata = world;
105 void ClientData_Touch(entity e)
107 e.clientdata.SendFlags = 1;
109 // make it spectatable
111 FOR_EACH_REALCLIENT(e2)
116 e2.clientdata.SendFlags = 1;
120 .string netname_previous;
122 void SetSpectator(entity player, entity spectatee);
129 Checks if the argument string can be a valid playermodel.
130 Returns a valid one in doubt.
133 string FallbackPlayerModel;
134 string CheckPlayerModel(string plyermodel) {
135 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
137 // note: we cannot summon Don Strunzone here, some player may
138 // still have the model string set. In case anyone manages how
139 // to change a cvar default, we'll have a small leak here.
140 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
142 // only in right path
143 if( substring(plyermodel,0,14) != "models/player/")
144 return FallbackPlayerModel;
145 // only good file extensions
146 if(substring(plyermodel,-4,4) != ".zym")
147 if(substring(plyermodel,-4,4) != ".dpm")
148 if(substring(plyermodel,-4,4) != ".iqm")
149 if(substring(plyermodel,-4,4) != ".md3")
150 if(substring(plyermodel,-4,4) != ".psk")
151 return FallbackPlayerModel;
152 // forbid the LOD models
153 if(substring(plyermodel, -9,5) == "_lod1")
154 return FallbackPlayerModel;
155 if(substring(plyermodel, -9,5) == "_lod2")
156 return FallbackPlayerModel;
157 if(plyermodel != strtolower(plyermodel))
158 return FallbackPlayerModel;
159 // also, restrict to server models
160 if(autocvar_sv_servermodelsonly)
162 if(!fexists(plyermodel))
163 return FallbackPlayerModel;
168 void setplayermodel(entity e, string modelname)
170 precache_model(modelname);
171 setmodel(e, modelname);
172 player_setupanimsformodel();
173 UpdatePlayerSounds();
180 putting a client as observer in the server
183 void FixPlayermodel();
184 void PutObserverInServer (void)
187 self.hud = HUD_NORMAL;
189 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
191 spot = SelectSpawnPoint (true);
193 error("No spawnpoints for observers?!?\n");
194 RemoveGrapplingHook(self); // Wazat's Grappling Hook
196 if(IS_REAL_CLIENT(self))
199 WriteByte(MSG_ONE, SVC_SETVIEW);
200 WriteEntity(MSG_ONE, self);
203 self.frags = FRAGS_SPECTATOR;
205 MUTATOR_CALLHOOK(MakePlayerObserver);
207 Portal_ClearAll(self);
214 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
219 vehicles_exit(VHEF_RELESE);
221 WaypointSprite_PlayerDead();
223 if (!g_ca) // don't reset teams when moving a ca player to the spectators
224 self.team = -1; // move this as it is needed to log the player spectating in eventlog
226 if(self.killcount != -666)
228 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
229 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
230 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
232 if(self.just_joined == false) {
233 LogTeamchange(self.playerid, -1, 4);
235 self.just_joined = false;
238 PlayerScore_Clear(self); // clear scores when needed
240 accuracy_resend(self);
242 self.spectatortime = time;
244 self.classname = "observer";
245 self.iscreature = false;
246 self.teleportable = TELEPORT_SIMPLE;
247 self.damagedbycontents = false;
249 self.takedamage = DAMAGE_NO;
250 self.solid = SOLID_NOT;
251 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
252 self.flags = FL_CLIENT | FL_NOTARGET;
253 self.armorvalue = 666;
255 self.armorvalue = autocvar_g_balance_armor_start;
256 self.pauserotarmor_finished = 0;
257 self.pauserothealth_finished = 0;
258 self.pauseregen_finished = 0;
259 self.damageforcescale = 0;
261 self.respawn_flags = 0;
262 self.respawn_time = 0;
263 self.stat_respawn_time = 0;
268 self.pain_finished = 0;
269 self.strength_finished = 0;
270 self.invincible_finished = 0;
271 self.superweapons_finished = 0;
274 self.think = func_null;
277 self.deadflag = DEAD_NO;
278 self.angles = spot.angles;
280 self.fixangle = true;
282 self.revival_time = 0;
284 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
285 self.prevorigin = self.origin;
287 self.weapons = '0 0 0';
290 setmodel(self, "null");
291 self.drawonlytoclient = self;
293 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
294 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
297 self.weaponname = "";
298 self.switchingweapon = 0;
299 self.weaponmodel = "";
300 self.weaponentity = world;
301 self.exteriorweaponentity = world;
302 self.killcount = -666;
303 self.velocity = '0 0 0';
304 self.avelocity = '0 0 0';
305 self.punchangle = '0 0 0';
306 self.punchvector = '0 0 0';
307 self.oldvelocity = self.velocity;
308 self.fire_endtime = -1;
309 self.event_damage = func_null;
312 .float model_randomizer;
313 void FixPlayermodel()
316 float defaultskin, chmdl, oldskin, n, i;
323 if(autocvar_sv_defaultcharacter)
328 s = Static_Team_ColorName_Lower(self.team);
331 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
332 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
336 if(defaultmodel == "")
338 defaultmodel = autocvar_sv_defaultplayermodel;
339 defaultskin = autocvar_sv_defaultplayerskin;
342 n = tokenize_console(defaultmodel);
345 defaultmodel = argv(floor(n * self.model_randomizer));
346 // However, do NOT randomize if the player-selected model is in the list.
347 for (i = 0; i < n; ++i)
348 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
349 defaultmodel = argv(i);
352 i = strstrofs(defaultmodel, ":", 0);
355 defaultskin = stof(substring(defaultmodel, i+1, -1));
356 defaultmodel = substring(defaultmodel, 0, i);
360 if(defaultmodel != "")
362 if (defaultmodel != self.model)
366 setplayermodel (self, defaultmodel);
367 setsize (self, m1, m2);
372 self.skin = defaultskin;
374 if (self.playermodel != self.model || self.playermodel == "")
376 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
379 setplayermodel (self, self.playermodel);
380 setsize (self, m1, m2);
385 self.skin = stof(self.playerskin);
388 if(chmdl || oldskin != self.skin) // model or skin has changed
390 self.species = player_getspecies(); // update species
391 UpdatePlayerSounds(); // update skin sounds
395 if(strlen(autocvar_sv_defaultplayercolors))
396 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
397 setcolor(self, stof(autocvar_sv_defaultplayercolors));
404 Called when a client spawns in the server
407 void PutClientInServer (void)
409 if(IS_BOT_CLIENT(self))
410 self.classname = "player";
411 else if(IS_REAL_CLIENT(self))
414 WriteByte(MSG_ONE, SVC_SETVIEW);
415 WriteEntity(MSG_ONE, self);
418 SetSpectator(self, world);
423 MUTATOR_CALLHOOK(PutClientInServer);
426 self.classname = "observer";
430 entity spot, oldself;
432 accuracy_resend(self);
435 JoinBestTeam(self, false, true);
437 spot = SelectSpawnPoint (false);
440 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
441 return; // spawn failed
444 RemoveGrapplingHook(self); // Wazat's Grappling Hook
447 vehicles_exit(VHEF_RELESE);
449 self.classname = "player";
450 self.wasplayer = true;
451 self.iscreature = true;
452 self.teleportable = TELEPORT_NORMAL;
453 self.damagedbycontents = true;
454 self.movetype = MOVETYPE_WALK;
455 self.solid = SOLID_SLIDEBOX;
456 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
457 if(autocvar_g_playerclip_collisions)
458 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
459 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
460 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
461 self.frags = FRAGS_PLAYER;
462 if(INDEPENDENT_PLAYERS)
463 MAKE_INDEPENDENT_PLAYER(self);
464 self.flags = FL_CLIENT;
465 if(autocvar__notarget)
466 self.flags |= FL_NOTARGET;
467 self.takedamage = DAMAGE_AIM;
469 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
470 self.air_finished = time + 12;
472 if(WEP_CVAR(vortex, charge))
474 if(WEP_CVAR_SEC(vortex, chargepool))
475 self.vortex_chargepool_ammo = 1;
476 self.vortex_charge = WEP_CVAR(vortex, charge_start);
481 self.ammo_shells = warmup_start_ammo_shells;
482 self.ammo_nails = warmup_start_ammo_nails;
483 self.ammo_rockets = warmup_start_ammo_rockets;
484 self.ammo_cells = warmup_start_ammo_cells;
485 self.ammo_plasma = warmup_start_ammo_plasma;
486 self.ammo_fuel = warmup_start_ammo_fuel;
487 self.health = warmup_start_health;
488 self.armorvalue = warmup_start_armorvalue;
489 self.weapons = WARMUP_START_WEAPONS;
493 self.ammo_shells = start_ammo_shells;
494 self.ammo_nails = start_ammo_nails;
495 self.ammo_rockets = start_ammo_rockets;
496 self.ammo_cells = start_ammo_cells;
497 self.ammo_plasma = start_ammo_plasma;
498 self.ammo_fuel = start_ammo_fuel;
499 self.health = start_health;
500 self.armorvalue = start_armorvalue;
501 self.weapons = start_weapons;
504 if(self.weapons & WEPSET_SUPERWEAPONS)
505 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
507 self.superweapons_finished = 0;
509 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
511 if(g_weaponarena_random_with_blaster)
512 self.weapons &= ~WEPSET_BLASTER;
513 W_RandomWeapons(self, g_weaponarena_random);
514 if(g_weaponarena_random_with_blaster)
515 self.weapons |= WEPSET_BLASTER;
518 self.items = start_items;
520 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
521 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
522 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
523 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
524 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
525 //extend the pause of rotting if client was reset at the beginning of the countdown
526 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
527 self.spawnshieldtime += game_starttime - time;
528 self.pauserotarmor_finished += game_starttime - time;
529 self.pauserothealth_finished += game_starttime - time;
530 self.pauseregen_finished += game_starttime - time;
532 self.damageforcescale = 2;
534 self.respawn_flags = 0;
535 self.respawn_time = 0;
536 self.stat_respawn_time = 0;
540 self.pain_finished = 0;
541 self.strength_finished = 0;
542 self.invincible_finished = 0;
544 // players have no think function
545 self.think = func_null;
549 self.ballistics_density = autocvar_g_ballistics_density_player;
553 self.deadflag = DEAD_NO;
555 self.angles = spot.angles;
557 self.angles_z = 0; // never spawn tilted even if the spot says to
558 if(IS_BOT_CLIENT(self))
559 self.v_angle = self.angles;
560 self.fixangle = true; // turn this way immediately
561 self.velocity = '0 0 0';
562 self.avelocity = '0 0 0';
563 self.punchangle = '0 0 0';
564 self.punchvector = '0 0 0';
565 self.oldvelocity = self.velocity;
566 self.fire_endtime = -1;
567 self.revival_time = 0;
569 entity spawnevent = spawn();
570 spawnevent.owner = self;
571 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
573 // Cut off any still running player sounds.
574 stopsound(self, CH_PLAYER_SINGLE);
578 self.drawonlytoclient = world;
581 self.view_ofs = PL_VIEW_OFS;
582 setsize (self, PL_MIN, PL_MAX);
583 self.spawnorigin = spot.origin;
584 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
585 // don't reset back to last position, even if new position is stuck in solid
586 self.oldorigin = self.origin;
587 self.prevorigin = self.origin;
588 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
589 self.lastteleporttime = time; // prevent insane speeds due to changing origin
590 self.hud = HUD_NORMAL;
592 self.event_damage = PlayerDamage;
594 self.bot_attack = true;
595 self.monster_attack = true;
597 self.spider_slowness = 0;
599 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
601 if(self.killcount == -666) {
602 PlayerScore_Clear(self);
606 CL_SpawnWeaponentity();
607 self.alpha = default_player_alpha;
608 self.colormod = '1 1 1' * autocvar_g_player_brightness;
609 self.exteriorweaponentity.alpha = default_weapon_alpha;
611 self.speedrunning = false;
613 //stuffcmd(self, "chase_active 0");
614 //stuffcmd(self, "set viewsize $tmpviewsize \n");
616 target_voicescript_clear(self);
618 // reset fields the weapons may use
619 for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
621 WEP_ACTION(j, WR_RESETPLAYER);
623 // all weapons must be fully loaded when we spawn
624 entity e = get_weaponinfo(j);
625 if (e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
626 self.(weapon_load[j]) = e.reloading_ammo;
634 self.target = string_null;
643 MUTATOR_CALLHOOK(PlayerSpawn);
645 if(autocvar_spawn_debug)
647 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
648 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
651 self.switchweapon = w_getbestweapon(self);
652 self.cnt = -1; // W_LastWeapon will not complain
654 self.weaponname = "";
655 self.switchingweapon = 0;
659 self.alivetime = time;
663 else if(IS_OBSERVER(self))
665 PutObserverInServer ();
669 .float ebouncefactor, ebouncestop; // electro's values
670 // TODO do we need all these fields, or should we stop autodetecting runtime
671 // changes and just have a console command to update this?
672 float ClientInit_SendEntity(entity to, int sf)
674 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
675 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
676 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
677 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
678 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
679 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
680 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
681 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
682 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
683 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
685 if(sv_foginterval && world.fog != "")
686 WriteString(MSG_ENTITY, world.fog);
688 WriteString(MSG_ENTITY, "");
689 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
690 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
691 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
692 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
693 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
694 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
695 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
696 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
697 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
698 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
699 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
700 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
704 void ClientInit_CheckUpdate()
706 self.nextthink = time;
707 if(self.count != autocvar_g_balance_armor_blockpercent)
709 self.count = autocvar_g_balance_armor_blockpercent;
712 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
714 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
717 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
719 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
722 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
724 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
727 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
729 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
734 void ClientInit_Spawn()
739 e.classname = "clientinit";
740 e.think = ClientInit_CheckUpdate;
741 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
745 ClientInit_CheckUpdate();
754 void SetNewParms (void)
756 // initialize parms for a new player
757 parm1 = -(86400 * 366);
765 void SetChangeParms (void)
767 // save parms for level change
768 parm1 = self.parm_idlesince - time;
776 void DecodeLevelParms (void)
779 self.parm_idlesince = parm1;
780 if(self.parm_idlesince == -(86400 * 366))
781 self.parm_idlesince = time;
783 // whatever happens, allow 60 seconds of idling directly after connect for map loading
784 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
791 Called when a client types 'kill' in the console
795 .float clientkill_nexttime;
796 void ClientKill_Now_TeamChange()
798 if(self.killindicator_teamchange == -1)
800 JoinBestTeam( self, false, true );
802 else if(self.killindicator_teamchange == -2)
805 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
806 PutObserverInServer();
809 SV_ChangeTeam(self.killindicator_teamchange - 1);
810 self.killindicator_teamchange = 0;
813 void ClientKill_Now()
817 vehicles_exit(VHEF_RELESE);
818 if(!self.killindicator_teamchange)
820 self.vehicle_health = -1;
821 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
825 if(self.killindicator && !wasfreed(self.killindicator))
826 remove(self.killindicator);
828 self.killindicator = world;
830 if(self.killindicator_teamchange)
831 ClientKill_Now_TeamChange();
834 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
836 // now I am sure the player IS dead
838 void KillIndicator_Think()
842 self.owner.killindicator = world;
847 if (self.owner.alpha < 0 && !self.owner.vehicle)
849 self.owner.killindicator = world;
857 ClientKill_Now(); // no oldself needed
860 else if(g_cts && self.health == 1) // health == 1 means that it's silent
862 self.nextthink = time + 1;
868 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
869 if(IS_REAL_CLIENT(self.owner))
872 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
874 self.nextthink = time + 1;
879 float clientkilltime;
880 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
889 killtime = autocvar_g_balance_kill_delay;
891 if(g_race_qualifying || g_cts)
894 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
896 remove(self.killindicator);
897 self.killindicator = world;
899 ClientKill_Now(); // allow instant kill in this case
903 self.killindicator_teamchange = targetteam;
905 if(!self.killindicator)
907 if(self.deadflag == DEAD_NO)
909 killtime = max(killtime, self.clientkill_nexttime - time);
910 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
913 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
919 starttime = max(time, clientkilltime);
921 self.killindicator = spawn();
922 self.killindicator.owner = self;
923 self.killindicator.scale = 0.5;
924 setattachment(self.killindicator, self, "");
925 setorigin(self.killindicator, '0 0 52');
926 self.killindicator.think = KillIndicator_Think;
927 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
928 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
929 self.killindicator.cnt = ceil(killtime);
930 self.killindicator.count = bound(0, ceil(killtime), 10);
931 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
933 for(e = world; (e = find(e, classname, "body")) != world; )
937 e.killindicator = spawn();
938 e.killindicator.owner = e;
939 e.killindicator.scale = 0.5;
940 setattachment(e.killindicator, e, "");
941 setorigin(e.killindicator, '0 0 52');
942 e.killindicator.think = KillIndicator_Think;
943 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
944 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
945 e.killindicator.cnt = ceil(killtime);
950 if(self.killindicator)
952 if(targetteam == 0) // just die
954 self.killindicator.colormod = '0 0 0';
955 if(IS_REAL_CLIENT(self))
956 if(self.killindicator.cnt > 0)
957 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
959 else if(targetteam == -1) // auto
961 self.killindicator.colormod = '0 1 0';
962 if(IS_REAL_CLIENT(self))
963 if(self.killindicator.cnt > 0)
964 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
966 else if(targetteam == -2) // spectate
968 self.killindicator.colormod = '0.5 0.5 0.5';
969 if(IS_REAL_CLIENT(self))
970 if(self.killindicator.cnt > 0)
971 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
975 self.killindicator.colormod = Team_ColorRGB(targetteam);
976 if(IS_REAL_CLIENT(self))
977 if(self.killindicator.cnt > 0)
978 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
984 void ClientKill (void)
987 if(self.player_blocked) return;
988 if(self.frozen) return;
990 ClientKill_TeamChange(0);
993 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
995 e.killindicator = spawn();
996 e.killindicator.owner = e;
997 e.killindicator.think = KillIndicator_Think;
998 e.killindicator.nextthink = time + (e.lip) * 0.05;
999 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1000 e.killindicator.health = 1; // this is used to indicate that it should be silent
1004 void FixClientCvars(entity e)
1006 // send prediction settings to the client
1007 stuffcmd(e, "\nin_bindmap 0 0\n");
1009 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1010 if(autocvar_g_antilag == 3) // client side hitscan
1011 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1012 if(autocvar_sv_gentle)
1013 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1016 float PlayerInIDList(entity p, string idlist)
1021 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1025 // this function allows abbreviated player IDs too!
1026 n = tokenize_console(idlist);
1027 for(i = 0; i < n; ++i)
1030 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1037 #ifdef DP_EXT_PRECONNECT
1042 Called once (not at each match start) when a client begins a connection to the server
1045 void ClientPreConnect (void)
1047 if(autocvar_sv_eventlog)
1049 GameLogEcho(sprintf(":connect:%d:%d:%s",
1051 num_for_edict(self),
1052 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1062 Called when a client connects to the server
1065 void DecodeLevelParms (void);
1066 //void dom_player_join_team(entity pl);
1067 void set_dom_state(entity e);
1068 void ClientConnect (void)
1074 print("Warning: ClientConnect, but already connected!\n");
1078 if(Ban_MaybeEnforceBanOnce(self))
1084 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1087 self.classname = "player_joining";
1089 self.flags = FL_CLIENT;
1090 self.version_nagtime = time + 10 + random() * 10;
1094 dprint("BUG player count is lower than zero, this cannot happen!\n");
1098 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1100 PlayerScore_Attach(self);
1101 ClientData_Attach();
1102 accuracy_init(self);
1103 Inventory_new(self);
1105 bot_clientconnect();
1111 // identify the right forced team
1112 if(autocvar_g_campaign)
1114 if(IS_REAL_CLIENT(self)) // only players, not bots
1116 switch(autocvar_g_campaign_forceteam)
1118 case 1: self.team_forced = NUM_TEAM_1; break;
1119 case 2: self.team_forced = NUM_TEAM_2; break;
1120 case 3: self.team_forced = NUM_TEAM_3; break;
1121 case 4: self.team_forced = NUM_TEAM_4; break;
1122 default: self.team_forced = 0;
1126 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1127 self.team_forced = NUM_TEAM_1;
1128 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1129 self.team_forced = NUM_TEAM_2;
1130 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1131 self.team_forced = NUM_TEAM_3;
1132 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1133 self.team_forced = NUM_TEAM_4;
1134 else if(autocvar_g_forced_team_otherwise == "red")
1135 self.team_forced = NUM_TEAM_1;
1136 else if(autocvar_g_forced_team_otherwise == "blue")
1137 self.team_forced = NUM_TEAM_2;
1138 else if(autocvar_g_forced_team_otherwise == "yellow")
1139 self.team_forced = NUM_TEAM_3;
1140 else if(autocvar_g_forced_team_otherwise == "pink")
1141 self.team_forced = NUM_TEAM_4;
1142 else if(autocvar_g_forced_team_otherwise == "spectate")
1143 self.team_forced = -1;
1144 else if(autocvar_g_forced_team_otherwise == "spectator")
1145 self.team_forced = -1;
1147 self.team_forced = 0;
1150 if(self.team_forced > 0)
1151 self.team_forced = 0;
1153 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1155 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1156 self.classname = "observer";
1160 if(autocvar_g_balance_teams)
1162 self.classname = "player";
1163 campaign_bots_may_start = 1;
1167 self.classname = "observer"; // do it anyway
1172 self.classname = "player";
1173 campaign_bots_may_start = 1;
1177 self.playerid = (playerid_last = playerid_last + 1);
1179 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1181 if(IS_BOT_CLIENT(self))
1182 PlayerStats_GameReport_AddPlayer(self);
1184 if(autocvar_sv_eventlog)
1185 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1187 LogTeamchange(self.playerid, self.team, 1);
1189 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1191 self.netname_previous = strzone(self.netname);
1193 if(IS_PLAYER(self) && teamplay)
1194 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1196 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1198 stuffcmd(self, strcat(clientstuff, "\n"));
1199 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1201 FixClientCvars(self);
1203 // spawnfunc_waypoint sprites
1204 WaypointSprite_InitClient(self);
1206 // Wazat's grappling hook
1207 SetGrappleHookBindings();
1210 stuffcmd(self, "alias +jetpack +button10\n");
1211 stuffcmd(self, "alias -jetpack -button10\n");
1213 // get version info from player
1214 stuffcmd(self, "cmd clientversion $gameversion\n");
1216 // get other cvars from player
1219 // notify about available teams
1222 CheckAllowedTeams(self);
1223 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1224 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1227 stuffcmd(self, "set _teams_available 0\n");
1231 bot_relinkplayerlist();
1233 self.spectatortime = time;
1236 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1239 self.jointime = time;
1240 self.allowed_timeouts = autocvar_sv_timeout_number;
1242 if(IS_REAL_CLIENT(self))
1244 if(!autocvar_g_campaign)
1246 self.motd_actived_time = -1;
1247 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1250 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1251 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1254 if(!sv_foginterval && world.fog != "")
1255 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1257 W_HitPlotOpen(self);
1259 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
1260 send_CSQC_teamnagger();
1264 CSQCMODEL_AUTOINIT();
1266 self.model_randomizer = random();
1268 if(IS_REAL_CLIENT(self))
1271 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1272 entity oldself = self;
1274 e.init_for_player(oldself);
1278 MUTATOR_CALLHOOK(ClientConnect);
1284 Called when a client disconnects from the server
1287 .entity chatbubbleentity;
1289 void ClientDisconnect (void)
1292 vehicles_exit(VHEF_RELESE);
1294 if (!IS_CLIENT(self))
1296 print("Warning: ClientDisconnect without ClientConnect\n");
1300 PlayerStats_GameReport_FinalizePlayer(self);
1302 if ( self.active_minigame )
1303 part_minigame(self);
1305 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1307 CheatShutdownClient();
1309 W_HitPlotClose(self);
1312 anticheat_shutdown();
1314 playerdemo_shutdown();
1316 bot_clientdisconnect();
1321 if(autocvar_sv_eventlog)
1322 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1324 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1326 MUTATOR_CALLHOOK(ClientDisconnect);
1328 Portal_ClearAll(self);
1332 RemoveGrapplingHook(self);
1334 // Here, everything has been done that requires this player to be a client.
1336 self.flags &= ~FL_CLIENT;
1338 if (self.chatbubbleentity)
1339 remove (self.chatbubbleentity);
1341 if (self.killindicator)
1342 remove (self.killindicator);
1344 WaypointSprite_PlayerGone();
1346 bot_relinkplayerlist();
1348 accuracy_free(self);
1349 Inventory_delete(self);
1350 ClientData_Detach();
1351 PlayerScore_Detach(self);
1353 if(self.netname_previous)
1354 strunzone(self.netname_previous);
1355 if(self.clientstatus)
1356 strunzone(self.clientstatus);
1357 if(self.weaponorder_byimpulse)
1358 strunzone(self.weaponorder_byimpulse);
1360 ClearPlayerSounds();
1363 remove(self.personal);
1373 void ChatBubbleThink()
1375 self.nextthink = time;
1376 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1378 if(self.owner) // but why can that ever be world?
1379 self.owner.chatbubbleentity = world;
1386 if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1388 if ( self.owner.active_minigame )
1389 self.mdl = "models/sprites/minigame_busy.iqm";
1390 else if ( self.owner.BUTTON_CHAT )
1391 self.mdl = "models/misc/chatbubble.spr";
1394 if ( self.model != self.mdl )
1395 setmodel(self, self.mdl);
1399 void UpdateChatBubble()
1403 // spawn a chatbubble entity if needed
1404 if (!self.chatbubbleentity)
1406 self.chatbubbleentity = spawn();
1407 self.chatbubbleentity.owner = self;
1408 self.chatbubbleentity.exteriormodeltoclient = self;
1409 self.chatbubbleentity.think = ChatBubbleThink;
1410 self.chatbubbleentity.nextthink = time;
1411 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1412 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1413 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1414 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1415 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1416 //self.chatbubbleentity.model = "";
1417 self.chatbubbleentity.effects = EF_LOWPRECISION;
1422 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1423 // added to the model skins
1424 /*void UpdateColorModHack()
1427 c = self.clientcolors & 15;
1428 // LordHavoc: only bothering to support white, green, red, yellow, blue
1429 if (!teamplay) self.colormod = '0 0 0';
1430 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1431 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1432 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1433 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1434 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1435 else self.colormod = '1 1 1';
1440 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1442 self.solid = SOLID_NOT;
1443 self.takedamage = DAMAGE_NO;
1444 self.movetype = MOVETYPE_FLY;
1445 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1446 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1447 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1448 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1449 if(autocvar_g_respawn_ghosts_maxtime)
1450 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1455 self.effects |= EF_NODRAW; // prevent another CopyBody
1456 PutClientInServer();
1459 void play_countdown(float finished, string samp)
1461 if(IS_REAL_CLIENT(self))
1462 if(floor(finished - time - frametime) != floor(finished - time))
1463 if(finished - time < 6)
1464 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1467 void player_powerups (void)
1469 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1470 olditems = self.items;
1472 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1473 self.modelflags |= MF_ROCKET;
1475 self.modelflags &= ~MF_ROCKET;
1477 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1479 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1482 Fire_ApplyDamage(self);
1483 Fire_ApplyEffect(self);
1487 if (self.items & IT_STRENGTH)
1489 play_countdown(self.strength_finished, "misc/poweroff.wav");
1490 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1491 if (time > self.strength_finished)
1493 self.items = self.items - (self.items & IT_STRENGTH);
1494 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1495 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1500 if (time < self.strength_finished)
1502 self.items = self.items | IT_STRENGTH;
1503 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1504 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1507 if (self.items & IT_INVINCIBLE)
1509 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1510 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1511 if (time > self.invincible_finished)
1513 self.items = self.items - (self.items & IT_INVINCIBLE);
1514 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1515 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1520 if (time < self.invincible_finished)
1522 self.items = self.items | IT_INVINCIBLE;
1523 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1524 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1527 if (self.items & IT_SUPERWEAPON)
1529 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1531 self.superweapons_finished = 0;
1532 self.items = self.items - (self.items & IT_SUPERWEAPON);
1533 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1534 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1536 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1538 // don't let them run out
1542 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1543 if (time > self.superweapons_finished)
1545 self.items = self.items - (self.items & IT_SUPERWEAPON);
1546 self.weapons &= ~WEPSET_SUPERWEAPONS;
1547 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1548 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1552 else if(self.weapons & WEPSET_SUPERWEAPONS)
1554 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1556 self.items = self.items | IT_SUPERWEAPON;
1557 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1558 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1562 self.superweapons_finished = 0;
1563 self.weapons &= ~WEPSET_SUPERWEAPONS;
1568 self.superweapons_finished = 0;
1572 if(autocvar_g_nodepthtestplayers)
1573 self.effects = self.effects | EF_NODEPTHTEST;
1575 if(autocvar_g_fullbrightplayers)
1576 self.effects = self.effects | EF_FULLBRIGHT;
1578 if (time >= game_starttime)
1579 if (time < self.spawnshieldtime)
1580 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1582 MUTATOR_CALLHOOK(PlayerPowerups);
1585 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1587 if(current > stable)
1589 else if(current > stable - 0.25) // when close enough, "snap"
1592 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1595 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1597 if(current < stable)
1599 else if(current < stable + 0.25) // when close enough, "snap"
1602 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1605 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1607 if(current > rotstable)
1609 if(rotframetime > 0)
1611 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1612 current = max(rotstable, current - rotlinear * rotframetime);
1615 else if(current < regenstable)
1617 if(regenframetime > 0)
1619 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1620 current = min(regenstable, current + regenlinear * regenframetime);
1630 void player_regen (void)
1632 float max_mod, regen_mod, rot_mod, limit_mod;
1633 max_mod = regen_mod = rot_mod = limit_mod = 1;
1634 regen_mod_max = max_mod;
1635 regen_mod_regen = regen_mod;
1636 regen_mod_rot = rot_mod;
1637 regen_mod_limit = limit_mod;
1638 if(!MUTATOR_CALLHOOK(PlayerRegen))
1641 float minh, mina, maxh, maxa, limith, limita;
1642 maxh = autocvar_g_balance_health_rotstable;
1643 maxa = autocvar_g_balance_armor_rotstable;
1644 minh = autocvar_g_balance_health_regenstable;
1645 mina = autocvar_g_balance_armor_regenstable;
1646 limith = autocvar_g_balance_health_limit;
1647 limita = autocvar_g_balance_armor_limit;
1649 max_mod = regen_mod_max;
1650 regen_mod = regen_mod_regen;
1651 rot_mod = regen_mod_rot;
1652 limit_mod = regen_mod_limit;
1654 maxh = maxh * max_mod;
1655 minh = minh * max_mod;
1656 limith = limith * limit_mod;
1657 limita = limita * limit_mod;
1659 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);
1660 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1663 // if player rotted to death... die!
1664 // check this outside above checks, as player may still be able to rot to death
1666 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1668 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1670 float minf, maxf, limitf;
1672 maxf = autocvar_g_balance_fuel_rotstable;
1673 minf = autocvar_g_balance_fuel_regenstable;
1674 limitf = autocvar_g_balance_fuel_limit;
1676 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1680 float zoomstate_set;
1681 void SetZoomState(float z)
1683 if(z != self.zoomstate)
1686 ClientData_Touch(self);
1691 void GetPressedKeys(void) {
1692 MUTATOR_CALLHOOK(GetPressedKeys);
1693 if (self.movement.x > 0) // get if movement keys are pressed
1694 { // forward key pressed
1695 self.pressedkeys |= KEY_FORWARD;
1696 self.pressedkeys &= ~KEY_BACKWARD;
1698 else if (self.movement.x < 0)
1699 { // backward key pressed
1700 self.pressedkeys |= KEY_BACKWARD;
1701 self.pressedkeys &= ~KEY_FORWARD;
1705 self.pressedkeys &= ~KEY_FORWARD;
1706 self.pressedkeys &= ~KEY_BACKWARD;
1709 if (self.movement.y > 0)
1710 { // right key pressed
1711 self.pressedkeys |= KEY_RIGHT;
1712 self.pressedkeys &= ~KEY_LEFT;
1714 else if (self.movement.y < 0)
1715 { // left key pressed
1716 self.pressedkeys |= KEY_LEFT;
1717 self.pressedkeys &= ~KEY_RIGHT;
1721 self.pressedkeys &= ~KEY_RIGHT;
1722 self.pressedkeys &= ~KEY_LEFT;
1725 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1726 self.pressedkeys |= KEY_JUMP;
1728 self.pressedkeys &= ~KEY_JUMP;
1729 if (self.BUTTON_CROUCH)
1730 self.pressedkeys |= KEY_CROUCH;
1732 self.pressedkeys &= ~KEY_CROUCH;
1734 if (self.BUTTON_ATCK)
1735 self.pressedkeys |= KEY_ATCK;
1737 self.pressedkeys &= ~KEY_ATCK;
1738 if (self.BUTTON_ATCK2)
1739 self.pressedkeys |= KEY_ATCK2;
1741 self.pressedkeys &= ~KEY_ATCK2;
1745 ======================
1746 spectate mode routines
1747 ======================
1750 void SpectateCopy(entity spectatee) {
1752 MUTATOR_CALLHOOK(SpectateCopy);
1753 self.armortype = spectatee.armortype;
1754 self.armorvalue = spectatee.armorvalue;
1755 self.ammo_cells = spectatee.ammo_cells;
1756 self.ammo_plasma = spectatee.ammo_plasma;
1757 self.ammo_shells = spectatee.ammo_shells;
1758 self.ammo_nails = spectatee.ammo_nails;
1759 self.ammo_rockets = spectatee.ammo_rockets;
1760 self.ammo_fuel = spectatee.ammo_fuel;
1761 self.clip_load = spectatee.clip_load;
1762 self.clip_size = spectatee.clip_size;
1763 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1764 self.health = spectatee.health;
1766 self.items = spectatee.items;
1767 self.last_pickup = spectatee.last_pickup;
1768 self.hit_time = spectatee.hit_time;
1769 self.metertime = spectatee.metertime;
1770 self.strength_finished = spectatee.strength_finished;
1771 self.invincible_finished = spectatee.invincible_finished;
1772 self.pressedkeys = spectatee.pressedkeys;
1773 self.weapons = spectatee.weapons;
1774 self.switchweapon = spectatee.switchweapon;
1775 self.switchingweapon = spectatee.switchingweapon;
1776 self.weapon = spectatee.weapon;
1777 self.vortex_charge = spectatee.vortex_charge;
1778 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1779 self.hagar_load = spectatee.hagar_load;
1780 self.arc_heat_percent = spectatee.arc_heat_percent;
1781 self.minelayer_mines = spectatee.minelayer_mines;
1782 self.punchangle = spectatee.punchangle;
1783 self.view_ofs = spectatee.view_ofs;
1784 self.velocity = spectatee.velocity;
1785 self.dmg_take = spectatee.dmg_take;
1786 self.dmg_save = spectatee.dmg_save;
1787 self.dmg_inflictor = spectatee.dmg_inflictor;
1788 self.v_angle = spectatee.v_angle;
1789 self.angles = spectatee.v_angle;
1790 self.frozen = spectatee.frozen;
1791 self.revive_progress = spectatee.revive_progress;
1792 if(!self.BUTTON_USE)
1793 self.fixangle = true;
1794 setorigin(self, spectatee.origin);
1795 setsize(self, spectatee.mins, spectatee.maxs);
1796 SetZoomState(spectatee.zoomstate);
1798 anticheat_spectatecopy(spectatee);
1799 self.hud = spectatee.hud;
1800 if(spectatee.vehicle)
1802 self.fixangle = false;
1803 //self.velocity = spectatee.vehicle.velocity;
1804 self.vehicle_health = spectatee.vehicle_health;
1805 self.vehicle_shield = spectatee.vehicle_shield;
1806 self.vehicle_energy = spectatee.vehicle_energy;
1807 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1808 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1809 self.vehicle_reload1 = spectatee.vehicle_reload1;
1810 self.vehicle_reload2 = spectatee.vehicle_reload2;
1814 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1815 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1816 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1817 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1819 //WriteByte (MSG_ONE, SVC_SETVIEW);
1820 // WriteEntity(MSG_ONE, self);
1821 //makevectors(spectatee.v_angle);
1822 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1826 float SpectateUpdate()
1831 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1833 SetSpectator(self, world);
1837 SpectateCopy(self.enemy);
1844 if(self.enemy.classname != "player")
1846 /*if(self.enemy.vehicle)
1850 WriteByte(MSG_ONE, SVC_SETVIEW);
1851 WriteEntity(MSG_ONE, self.enemy);
1852 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1854 self.movetype = MOVETYPE_NONE;
1855 accuracy_resend(self);
1860 WriteByte(MSG_ONE, SVC_SETVIEW);
1861 WriteEntity(MSG_ONE, self.enemy);
1862 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1863 self.movetype = MOVETYPE_NONE;
1864 accuracy_resend(self);
1866 if(!SpectateUpdate())
1867 PutObserverInServer();
1872 void SetSpectator(entity player, entity spectatee)
1874 entity old_spectatee = player.enemy;
1876 player.enemy = spectatee;
1879 // these are required to fix the spectator bug with arc
1880 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1881 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1884 float Spectate(entity pl)
1886 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1887 if(pl.team != self.team)
1890 SetSpectator(self, pl);
1891 return SpectateSet();
1894 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1895 entity CA_SpectateNext(entity start) {
1896 if (start.team == self.team) {
1901 // continue from current player
1902 while(other && other.team != self.team) {
1903 other = find(other, classname, "player");
1907 // restart from begining
1908 other = find(other, classname, "player");
1909 while(other && other.team != self.team) {
1910 other = find(other, classname, "player");
1917 float SpectateNext()
1919 other = find(self.enemy, classname, "player");
1921 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1922 // CA and ca players when spectating enemies is forbidden
1923 other = CA_SpectateNext(other);
1925 // other modes and ca spectators or spectating enemies is allowed
1927 other = find(other, classname, "player");
1930 if(other) { SetSpectator(self, other); }
1932 return SpectateSet();
1935 float SpectatePrev()
1937 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1938 other = findchain(classname, "player");
1939 if (!other) // no player
1942 entity first = other;
1943 // skip players until current spectated player
1945 while(other && other != self.enemy)
1946 other = other.chain;
1948 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1950 do { other = other.chain; }
1951 while(other && other.team != self.team);
1956 while(other.team != self.team)
1957 other = other.chain;
1958 if(other == self.enemy)
1965 other = other.chain;
1969 SetSpectator(self, other);
1970 return SpectateSet();
1975 ShowRespawnCountdown()
1977 Update a respawn countdown display.
1980 void ShowRespawnCountdown()
1983 if(self.deadflag == DEAD_NO) // just respawned?
1987 number = ceil(self.respawn_time - time);
1990 if(number <= self.respawn_countdown)
1992 self.respawn_countdown = number - 1;
1993 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
1994 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1999 void LeaveSpectatorMode()
2003 if(nJoinAllowed(self))
2005 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
2007 self.classname = "player";
2008 nades_RemoveBonus(self);
2010 if(autocvar_g_campaign || autocvar_g_balance_teams)
2011 { JoinBestTeam(self, false, true); }
2013 if(autocvar_g_campaign)
2014 { campaign_bots_may_start = 1; }
2016 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
2018 PutClientInServer();
2020 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
2023 stuffcmd(self, "menu_showteamselect\n");
2027 // Player may not join because g_maxplayers is set
2028 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
2033 * Determines whether the player is allowed to join. This depends on cvar
2034 * g_maxplayers, if it isn't used this function always return true, otherwise
2035 * it checks whether the number of currently playing players exceeds g_maxplayers.
2036 * @return int number of free slots for players, 0 if none
2038 float nJoinAllowed(entity ignore) {
2040 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2041 // so report 0 free slots if restricted
2043 if(autocvar_g_forced_team_otherwise == "spectate")
2045 if(autocvar_g_forced_team_otherwise == "spectator")
2049 if(self.team_forced < 0)
2050 return 0; // forced spectators can never join
2052 // TODO simplify this
2054 float totalClients = 0;
2059 if (!autocvar_g_maxplayers)
2060 return maxclients - totalClients;
2062 float currentlyPlaying = 0;
2063 FOR_EACH_REALCLIENT(e)
2064 if(IS_PLAYER(e) || e.caplayer)
2065 currentlyPlaying += 1;
2067 if(currentlyPlaying < autocvar_g_maxplayers)
2068 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2074 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2075 * g_maxplayers_spectator_blocktime seconds
2077 void checkSpectatorBlock() {
2078 if(IS_SPEC(self) || IS_OBSERVER(self))
2080 if(IS_REAL_CLIENT(self))
2082 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2083 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2089 void PrintWelcomeMessage()
2091 if(self.motd_actived_time == 0)
2093 if (autocvar_g_campaign) {
2094 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2095 self.motd_actived_time = time;
2096 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2099 if (self.BUTTON_INFO) {
2100 self.motd_actived_time = time;
2101 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2105 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2107 if (autocvar_g_campaign) {
2108 if (self.BUTTON_INFO)
2109 self.motd_actived_time = time;
2110 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2111 self.motd_actived_time = 0;
2112 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2115 if (self.BUTTON_INFO)
2116 self.motd_actived_time = time;
2117 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2118 self.motd_actived_time = 0;
2119 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2123 else //if(self.motd_actived_time < 0) // just connected, motd is active
2125 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2126 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2127 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2129 // instanctly hide MOTD
2130 self.motd_actived_time = 0;
2131 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2136 void ObserverThink()
2140 MinigameImpulse(self.impulse);
2143 float prefered_movetype;
2144 if (self.flags & FL_JUMPRELEASED) {
2145 if (self.BUTTON_JUMP && !self.version_mismatch) {
2146 self.flags &= ~FL_JUMPRELEASED;
2147 self.flags |= FL_SPAWNING;
2148 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2149 self.flags &= ~FL_JUMPRELEASED;
2150 if(SpectateNext()) {
2151 self.classname = "spectator";
2154 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2155 if (self.movetype != prefered_movetype)
2156 self.movetype = prefered_movetype;
2159 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2160 self.flags |= FL_JUMPRELEASED;
2161 if(self.flags & FL_SPAWNING)
2163 self.flags &= ~FL_SPAWNING;
2164 LeaveSpectatorMode();
2171 void SpectatorThink()
2175 MinigameImpulse(self.impulse);
2178 if (self.flags & FL_JUMPRELEASED) {
2179 if (self.BUTTON_JUMP && !self.version_mismatch) {
2180 self.flags &= ~FL_JUMPRELEASED;
2181 self.flags |= FL_SPAWNING;
2182 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2183 self.flags &= ~FL_JUMPRELEASED;
2184 if(SpectateNext()) {
2185 self.classname = "spectator";
2187 self.classname = "observer";
2188 PutClientInServer();
2191 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2192 self.flags &= ~FL_JUMPRELEASED;
2193 if(SpectatePrev()) {
2194 self.classname = "spectator";
2196 self.classname = "observer";
2197 PutClientInServer();
2200 } else if (self.BUTTON_ATCK2) {
2201 self.flags &= ~FL_JUMPRELEASED;
2202 self.classname = "observer";
2203 PutClientInServer();
2205 if(!SpectateUpdate())
2206 PutObserverInServer();
2209 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2210 self.flags |= FL_JUMPRELEASED;
2211 if(self.flags & FL_SPAWNING)
2213 self.flags &= ~FL_SPAWNING;
2214 LeaveSpectatorMode();
2218 if(!SpectateUpdate())
2219 PutObserverInServer();
2222 self.flags |= FL_CLIENT | FL_NOTARGET;
2227 if (!IS_PLAYER(self))
2232 vehicles_exit(VHEF_NORMAL);
2236 // a use key was pressed; call handlers
2237 MUTATOR_CALLHOOK(PlayerUseKey);
2240 float isInvisibleString(string s)
2243 s = strdecolorize(s);
2244 for((i = 0), (n = strlen(s)); i < n; ++i)
2252 case 192: // charmap space
2253 if (!autocvar_utf8_enable)
2256 case 160: // space in unicode fonts
2257 case 0xE000 + 192: // utf8 charmap space
2258 if (autocvar_utf8_enable)
2271 Called every frame for each client before the physics are run
2274 .float usekeypressed;
2275 void() nexball_setstatus;
2277 void PlayerPreThink (void)
2279 WarpZone_PlayerPhysics_FixVAngle();
2281 self.stat_game_starttime = game_starttime;
2282 self.stat_round_starttime = round_starttime;
2283 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2284 self.stat_leadlimit = autocvar_leadlimit;
2288 // physics frames: update anticheat stuff
2289 anticheat_prethink();
2292 if(blockSpectators && frametime)
2293 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2294 checkSpectatorBlock();
2298 // Savage: Check for nameless players
2299 if (isInvisibleString(self.netname)) {
2300 string new_name = strzone(strcat("Player@", self.netaddress));
2301 if(autocvar_sv_eventlog)
2302 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2303 if(self.netname_previous)
2304 strunzone(self.netname_previous);
2305 self.netname_previous = strzone(new_name);
2306 self.netname = self.netname_previous;
2307 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2308 } else if(self.netname_previous != self.netname) {
2309 if(autocvar_sv_eventlog)
2310 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2311 if(self.netname_previous)
2312 strunzone(self.netname_previous);
2313 self.netname_previous = strzone(self.netname);
2317 if(self.version_nagtime)
2318 if(self.cvar_g_xonoticversion)
2319 if(time > self.version_nagtime)
2321 // don't notify git users
2322 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2324 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2326 // notify release users if connecting to git
2327 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2328 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2333 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2336 // give users new version
2337 dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2338 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2342 // notify users about old server version
2343 print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2344 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2348 self.version_nagtime = 0;
2352 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2354 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2355 self.max_armorvalue = 0;
2358 if(self.frozen == 2)
2360 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2361 self.health = max(1, self.revive_progress * start_health);
2362 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2364 if(self.revive_progress >= 1)
2367 else if(self.frozen == 3)
2369 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2370 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2375 vehicles_exit(VHEF_RELESE);
2376 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2378 else if ( self.revive_progress <= 0 )
2382 MUTATOR_CALLHOOK(PlayerPreThink);
2384 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2386 if(self.BUTTON_USE && !self.usekeypressed)
2388 self.usekeypressed = self.BUTTON_USE;
2391 if(IS_REAL_CLIENT(self))
2392 PrintWelcomeMessage();
2397 CheckRules_Player();
2399 if (intermission_running)
2401 IntermissionThink (); // otherwise a button could be missed between
2402 return; // the think tics
2405 //don't allow the player to turn around while game is paused!
2406 if(timeout_status == TIMEOUT_ACTIVE) {
2407 // FIXME turn this into CSQC stuff
2408 self.v_angle = self.lastV_angle;
2409 self.angles = self.lastV_angle;
2410 self.fixangle = true;
2415 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2417 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));
2418 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));
2419 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));
2421 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2423 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));
2424 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));
2425 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));
2429 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2434 if (self.deadflag != DEAD_NO)
2436 if(self.personal && g_race_qualifying)
2438 if(time > self.respawn_time)
2440 self.respawn_time = time + 1; // only retry once a second
2441 self.stat_respawn_time = self.respawn_time;
2448 float button_pressed;
2451 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2453 if (self.deadflag == DEAD_DYING)
2455 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2456 self.deadflag = DEAD_RESPAWNING;
2457 else if(!button_pressed)
2458 self.deadflag = DEAD_DEAD;
2460 else if (self.deadflag == DEAD_DEAD)
2463 self.deadflag = DEAD_RESPAWNABLE;
2464 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2465 self.deadflag = DEAD_RESPAWNING;
2467 else if (self.deadflag == DEAD_RESPAWNABLE)
2470 self.deadflag = DEAD_RESPAWNING;
2472 else if (self.deadflag == DEAD_RESPAWNING)
2474 if(time > self.respawn_time)
2476 self.respawn_time = time + 1; // only retry once a second
2477 self.respawn_time_max = self.respawn_time;
2482 ShowRespawnCountdown();
2484 if(self.respawn_flags & RESPAWN_SILENT)
2485 self.stat_respawn_time = 0;
2486 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2487 self.stat_respawn_time = self.respawn_time_max;
2489 self.stat_respawn_time = self.respawn_time;
2492 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2493 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2494 self.stat_respawn_time *= -1;
2499 self.prevorigin = self.origin;
2501 float do_crouch = self.BUTTON_CROUCH;
2509 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2510 // It cannot be predicted by the engine!
2511 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2519 self.view_ofs = PL_CROUCH_VIEW_OFS;
2520 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2521 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2528 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, false, self);
2529 if (!trace_startsolid)
2531 self.crouch = false;
2532 self.view_ofs = PL_VIEW_OFS;
2533 setsize (self, PL_MIN, PL_MAX);
2540 GrapplingHookFrame();
2542 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2545 self.items &= ~self.items_added;
2549 self.items_added = 0;
2550 if(self.items & IT_JETPACK)
2551 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2552 self.items_added |= IT_FUEL;
2554 self.items |= self.items_added;
2559 // WEAPONTODO: Add a weapon request for this
2560 // rot vortex charge to the charge limit
2561 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2562 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2568 secrets_setstatus();
2571 monsters_setstatus();
2573 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2575 //self.angles_y=self.v_angle_y + 90; // temp
2576 } else if(gameover) {
2577 if (intermission_running)
2578 IntermissionThink (); // otherwise a button could be missed between
2580 } else if(IS_OBSERVER(self)) {
2582 } else if(IS_SPEC(self)) {
2586 // WEAPONTODO: Add weapon request for this
2588 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2590 float oldspectatee_status;
2591 oldspectatee_status = self.spectatee_status;
2593 self.spectatee_status = num_for_edict(self.enemy);
2594 else if(IS_OBSERVER(self))
2595 self.spectatee_status = num_for_edict(self);
2597 self.spectatee_status = 0;
2598 if(self.spectatee_status != oldspectatee_status)
2600 ClientData_Touch(self);
2603 if(self.teamkill_soundtime)
2604 if(time > self.teamkill_soundtime)
2606 self.teamkill_soundtime = 0;
2608 entity oldpusher, oldself;
2610 oldself = self; self = self.teamkill_soundsource;
2611 oldpusher = self.pusher; self.pusher = oldself;
2613 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2615 self.pusher = oldpusher;
2619 if(self.taunt_soundtime)
2620 if(time > self.taunt_soundtime)
2622 self.taunt_soundtime = 0;
2623 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2626 target_voicescript_next(self);
2628 // WEAPONTODO: Move into weaponsystem somehow
2629 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2631 self.clip_load = self.clip_size = 0;
2638 Called every frame for each client after the physics are run
2641 .float idlekick_lasttimeleft;
2642 void PlayerPostThink (void)
2644 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2645 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2647 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2649 if(self.idlekick_lasttimeleft)
2651 self.idlekick_lasttimeleft = 0;
2652 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2658 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2659 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2661 if(!self.idlekick_lasttimeleft)
2662 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2666 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2670 else if(timeleft <= 10)
2672 if(timeleft != self.idlekick_lasttimeleft)
2673 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2674 self.idlekick_lasttimeleft = timeleft;
2681 //CheckPlayerJump();
2683 if(IS_PLAYER(self)) {
2684 CheckRules_Player();
2688 if (intermission_running)
2689 return; // intermission or finale
2695 for(i = 0; i < 1000; ++i)
2698 end = self.origin + '0 0 1024' + 512 * randomvec();
2699 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2700 if(trace_fraction < 1)
2701 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2703 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2709 if(self.waypointsprite_attachedforcarrier)
2710 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2714 CSQCMODEL_AUTOUPDATE();