1 void send_CSQC_teamnagger() {
2 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
3 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
6 float ClientData_Send(entity to, float sf)
23 sf |= 1; // forced scoreboard
24 if(to.spectatee_status)
25 sf |= 2; // spectator ent number follows
28 if(e.porto_v_angle_held)
29 sf |= 8; // angles held
31 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
32 WriteByte(MSG_ENTITY, sf);
35 WriteByte(MSG_ENTITY, to.spectatee_status);
39 WriteAngle(MSG_ENTITY, e.v_angle_x);
40 WriteAngle(MSG_ENTITY, e.v_angle_y);
46 void ClientData_Attach()
48 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
49 self.clientdata.drawonlytoclient = self;
50 self.clientdata.owner = self;
53 void ClientData_Detach()
55 remove(self.clientdata);
56 self.clientdata = world;
59 void ClientData_Touch(entity e)
61 e.clientdata.SendFlags = 1;
63 // make it spectatable
65 FOR_EACH_REALCLIENT(e2)
70 e2.clientdata.SendFlags = 1;
74 .string netname_previous;
81 Checks if the argument string can be a valid playermodel.
82 Returns a valid one in doubt.
85 string FallbackPlayerModel;
86 string CheckPlayerModel(string plyermodel) {
87 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
89 // note: we cannot summon Don Strunzone here, some player may
90 // still have the model string set. In case anyone manages how
91 // to change a cvar default, we'll have a small leak here.
92 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
95 if( substring(plyermodel,0,14) != "models/player/")
96 return FallbackPlayerModel;
97 // only good file extensions
98 if(substring(plyermodel,-4,4) != ".zym")
99 if(substring(plyermodel,-4,4) != ".dpm")
100 if(substring(plyermodel,-4,4) != ".iqm")
101 if(substring(plyermodel,-4,4) != ".md3")
102 if(substring(plyermodel,-4,4) != ".psk")
103 return FallbackPlayerModel;
104 // forbid the LOD models
105 if(substring(plyermodel, -9,5) == "_lod1")
106 return FallbackPlayerModel;
107 if(substring(plyermodel, -9,5) == "_lod2")
108 return FallbackPlayerModel;
109 if(plyermodel != strtolower(plyermodel))
110 return FallbackPlayerModel;
111 // also, restrict to server models
112 if(autocvar_sv_servermodelsonly)
114 if(!fexists(plyermodel))
115 return FallbackPlayerModel;
120 void setplayermodel(entity e, string modelname)
122 precache_model(modelname);
123 setmodel(e, modelname);
124 player_setupanimsformodel();
125 UpdatePlayerSounds();
132 putting a client as observer in the server
135 void FixPlayermodel();
136 void PutObserverInServer (void)
139 self.hud = HUD_NORMAL;
141 spot = SelectSpawnPoint (TRUE);
143 error("No spawnpoints for observers?!?\n");
144 RemoveGrapplingHook(self); // Wazat's Grappling Hook
146 if(IS_REAL_CLIENT(self))
149 WriteByte(MSG_ONE, SVC_SETVIEW);
150 WriteEntity(MSG_ONE, self);
153 self.frags = FRAGS_SPECTATOR;
155 MUTATOR_CALLHOOK(MakePlayerObserver);
157 Portal_ClearAll(self);
162 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
167 vehicles_exit(VHEF_RELESE);
169 WaypointSprite_PlayerDead();
171 if (!g_ca) // don't reset teams when moving a ca player to the spectators
172 self.team = -1; // move this as it is needed to log the player spectating in eventlog
174 if(self.killcount != -666)
176 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
177 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
178 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
180 if(self.just_joined == FALSE) {
181 LogTeamchange(self.playerid, -1, 4);
183 self.just_joined = FALSE;
186 PlayerScore_Clear(self); // clear scores when needed
188 accuracy_resend(self);
190 self.spectatortime = time;
192 self.classname = "observer";
193 self.iscreature = FALSE;
194 self.teleportable = TELEPORT_SIMPLE;
195 self.damagedbycontents = FALSE;
197 self.takedamage = DAMAGE_NO;
198 self.solid = SOLID_NOT;
199 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
200 self.flags = FL_CLIENT | FL_NOTARGET;
201 self.armorvalue = 666;
203 self.armorvalue = autocvar_g_balance_armor_start;
204 self.pauserotarmor_finished = 0;
205 self.pauserothealth_finished = 0;
206 self.pauseregen_finished = 0;
207 self.damageforcescale = 0;
209 self.respawn_flags = 0;
210 self.respawn_time = 0;
211 self.stat_respawn_time = 0;
216 self.pain_finished = 0;
217 self.strength_finished = 0;
218 self.invincible_finished = 0;
219 self.superweapons_finished = 0;
222 self.think = func_null;
225 self.deadflag = DEAD_NO;
226 self.angles = spot.angles;
228 self.fixangle = TRUE;
231 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
232 self.prevorigin = self.origin;
234 self.weapons = '0 0 0';
237 setmodel(self, "null");
238 self.drawonlytoclient = self;
240 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
241 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
244 self.weaponname = "";
245 self.switchingweapon = 0;
246 self.weaponmodel = "";
247 self.weaponentity = world;
248 self.exteriorweaponentity = world;
249 self.killcount = -666;
250 self.velocity = '0 0 0';
251 self.avelocity = '0 0 0';
252 self.punchangle = '0 0 0';
253 self.punchvector = '0 0 0';
254 self.oldvelocity = self.velocity;
255 self.fire_endtime = -1;
258 .float model_randomizer;
259 void FixPlayermodel()
262 float defaultskin, chmdl, oldskin, n, i;
269 if(autocvar_sv_defaultcharacter == 1)
274 s = Static_Team_ColorName_Lower(self.team);
277 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
278 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
282 if(defaultmodel == "")
284 defaultmodel = autocvar_sv_defaultplayermodel;
285 defaultskin = autocvar_sv_defaultplayerskin;
288 n = tokenize_console(defaultmodel);
291 defaultmodel = argv(floor(n * self.model_randomizer));
292 // However, do NOT randomize if the player-selected model is in the list.
293 for (i = 0; i < n; ++i)
294 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
295 defaultmodel = argv(i);
298 i = strstrofs(defaultmodel, ":", 0);
301 defaultskin = stof(substring(defaultmodel, i+1, -1));
302 defaultmodel = substring(defaultmodel, 0, i);
306 if(defaultmodel != "")
308 if (defaultmodel != self.model)
312 setplayermodel (self, defaultmodel);
313 setsize (self, m1, m2);
318 self.skin = defaultskin;
320 if (self.playermodel != self.model || self.playermodel == "")
322 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
325 setplayermodel (self, self.playermodel);
326 setsize (self, m1, m2);
331 self.skin = stof(self.playerskin);
334 if(chmdl || oldskin != self.skin) // model or skin has changed
336 self.species = player_getspecies(); // update species
337 UpdatePlayerSounds(); // update skin sounds
341 if(strlen(autocvar_sv_defaultplayercolors))
342 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
343 setcolor(self, stof(autocvar_sv_defaultplayercolors));
350 Called when a client spawns in the server
353 void PutClientInServer (void)
355 if(IS_BOT_CLIENT(self))
356 self.classname = "player";
357 else if(IS_REAL_CLIENT(self))
360 WriteByte(MSG_ONE, SVC_SETVIEW);
361 WriteEntity(MSG_ONE, self);
367 MUTATOR_CALLHOOK(PutClientInServer);
370 self.classname = "observer";
374 entity spot, oldself;
377 accuracy_resend(self);
380 JoinBestTeam(self, FALSE, TRUE);
382 spot = SelectSpawnPoint (FALSE);
385 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
386 return; // spawn failed
389 RemoveGrapplingHook(self); // Wazat's Grappling Hook
392 vehicles_exit(VHEF_RELESE);
394 self.classname = "player";
395 self.wasplayer = TRUE;
396 self.iscreature = TRUE;
397 self.teleportable = TELEPORT_NORMAL;
398 self.damagedbycontents = TRUE;
399 self.movetype = MOVETYPE_WALK;
400 self.solid = SOLID_SLIDEBOX;
401 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
402 if(autocvar_g_playerclip_collisions)
403 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
404 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
405 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
406 self.frags = FRAGS_PLAYER;
407 if(INDEPENDENT_PLAYERS)
408 MAKE_INDEPENDENT_PLAYER(self);
409 self.flags = FL_CLIENT;
410 if(autocvar__notarget)
411 self.flags |= FL_NOTARGET;
412 self.takedamage = DAMAGE_AIM;
414 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
415 self.air_finished = time + 12;
417 if(autocvar_g_balance_nex_charge)
419 if(autocvar_g_balance_nex_secondary_chargepool)
420 self.nex_chargepool_ammo = 1;
421 self.nex_charge = autocvar_g_balance_nex_charge_start;
426 self.ammo_shells = warmup_start_ammo_shells;
427 self.ammo_nails = warmup_start_ammo_nails;
428 self.ammo_rockets = warmup_start_ammo_rockets;
429 self.ammo_cells = warmup_start_ammo_cells;
430 self.ammo_fuel = warmup_start_ammo_fuel;
431 self.health = warmup_start_health;
432 self.armorvalue = warmup_start_armorvalue;
433 self.weapons = WARMUP_START_WEAPONS;
437 self.ammo_shells = start_ammo_shells;
438 self.ammo_nails = start_ammo_nails;
439 self.ammo_rockets = start_ammo_rockets;
440 self.ammo_cells = start_ammo_cells;
441 self.ammo_fuel = start_ammo_fuel;
442 self.health = start_health;
443 self.armorvalue = start_armorvalue;
444 self.weapons = start_weapons;
447 if(self.weapons & WEPSET_SUPERWEAPONS)
448 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
450 self.superweapons_finished = 0;
452 if(g_weaponarena_random)
454 if(g_weaponarena_random_with_laser)
455 self.weapons &= ~WEPSET_LASER;
456 W_RandomWeapons(self, g_weaponarena_random);
457 if(g_weaponarena_random_with_laser)
458 self.weapons |= WEPSET_LASER;
461 self.items = start_items;
463 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
464 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
465 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
466 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
467 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
468 //extend the pause of rotting if client was reset at the beginning of the countdown
469 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
470 self.spawnshieldtime += game_starttime - time;
471 self.pauserotarmor_finished += game_starttime - time;
472 self.pauserothealth_finished += game_starttime - time;
473 self.pauseregen_finished += game_starttime - time;
475 self.damageforcescale = 2;
477 self.respawn_flags = 0;
478 self.respawn_time = 0;
479 self.stat_respawn_time = 0;
483 self.pain_finished = 0;
484 self.strength_finished = 0;
485 self.invincible_finished = 0;
487 // players have no think function
488 self.think = func_null;
492 self.ballistics_density = autocvar_g_ballistics_density_player;
496 self.deadflag = DEAD_NO;
498 self.angles = spot.angles;
500 self.angles_z = 0; // never spawn tilted even if the spot says to
501 self.fixangle = TRUE; // turn this way immediately
502 self.velocity = '0 0 0';
503 self.avelocity = '0 0 0';
504 self.punchangle = '0 0 0';
505 self.punchvector = '0 0 0';
506 self.oldvelocity = self.velocity;
507 self.fire_endtime = -1;
509 entity spawnevent = spawn();
510 spawnevent.owner = self;
511 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
513 // Cut off any still running player sounds.
514 stopsound(self, CH_PLAYER_SINGLE);
518 self.drawonlytoclient = world;
521 self.view_ofs = PL_VIEW_OFS;
522 setsize (self, PL_MIN, PL_MAX);
523 self.spawnorigin = spot.origin;
524 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
525 // don't reset back to last position, even if new position is stuck in solid
526 self.oldorigin = self.origin;
527 self.prevorigin = self.origin;
528 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
529 self.lastteleporttime = time; // prevent insane speeds due to changing origin
530 self.hud = HUD_NORMAL;
532 self.event_damage = PlayerDamage;
534 self.bot_attack = TRUE;
535 self.monster_attack = TRUE;
537 self.spider_slowness = 0;
539 self.statdraintime = time + 5;
540 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
542 if(self.killcount == -666) {
543 PlayerScore_Clear(self);
547 CL_SpawnWeaponentity();
548 self.alpha = default_player_alpha;
549 self.colormod = '1 1 1' * autocvar_g_player_brightness;
550 self.exteriorweaponentity.alpha = default_weapon_alpha;
552 self.speedrunning = FALSE;
554 //stuffcmd(self, "chase_active 0");
555 //stuffcmd(self, "set viewsize $tmpviewsize \n");
557 target_voicescript_clear(self);
559 // reset fields the weapons may use
560 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
562 weapon_action(j, WR_RESETPLAYER);
564 // all weapons must be fully loaded when we spawn
566 e = get_weaponinfo(j);
567 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
568 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
576 self.target = string_null;
583 MUTATOR_CALLHOOK(PlayerSpawn);
585 if(autocvar_spawn_debug)
587 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
588 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
591 self.switchweapon = w_getbestweapon(self);
592 self.cnt = -1; // W_LastWeapon will not complain
594 self.weaponname = "";
595 self.switchingweapon = 0;
599 self.alivetime = time;
603 else if(IS_OBSERVER(self))
605 PutObserverInServer ();
609 .float ebouncefactor, ebouncestop; // electro's values
610 // TODO do we need all these fields, or should we stop autodetecting runtime
611 // changes and just have a console command to update this?
612 float ClientInit_SendEntity(entity to, float sf)
614 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
615 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
616 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
617 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
618 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
619 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
620 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
621 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
622 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
623 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
624 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
625 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
626 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
627 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
628 if(sv_foginterval && world.fog != "")
629 WriteString(MSG_ENTITY, world.fog);
631 WriteString(MSG_ENTITY, "");
632 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
633 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
634 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
635 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
636 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
637 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
638 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
639 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
640 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
641 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
642 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
643 WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
647 void ClientInit_CheckUpdate()
649 self.nextthink = time;
650 if(self.count != autocvar_g_balance_armor_blockpercent)
652 self.count = autocvar_g_balance_armor_blockpercent;
655 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
657 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
660 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
662 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
665 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
667 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
670 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
672 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
677 void ClientInit_Spawn()
682 e.classname = "clientinit";
683 e.think = ClientInit_CheckUpdate;
684 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
688 ClientInit_CheckUpdate();
697 void SetNewParms (void)
699 // initialize parms for a new player
700 parm1 = -(86400 * 366);
708 void SetChangeParms (void)
710 // save parms for level change
711 parm1 = self.parm_idlesince - time;
719 void DecodeLevelParms (void)
722 self.parm_idlesince = parm1;
723 if(self.parm_idlesince == -(86400 * 366))
724 self.parm_idlesince = time;
726 // whatever happens, allow 60 seconds of idling directly after connect for map loading
727 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
734 Called when a client types 'kill' in the console
738 .float clientkill_nexttime;
739 void ClientKill_Now_TeamChange()
741 if(self.killindicator_teamchange == -1)
743 JoinBestTeam( self, FALSE, TRUE );
745 else if(self.killindicator_teamchange == -2)
748 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
749 PutObserverInServer();
752 SV_ChangeTeam(self.killindicator_teamchange - 1);
753 self.killindicator_teamchange = 0;
756 void ClientKill_Now()
760 vehicles_exit(VHEF_RELESE);
761 if(!self.killindicator_teamchange)
763 self.vehicle_health = -1;
764 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
768 if(self.killindicator && !wasfreed(self.killindicator))
769 remove(self.killindicator);
771 self.killindicator = world;
773 if(self.killindicator_teamchange)
774 ClientKill_Now_TeamChange();
777 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
779 // now I am sure the player IS dead
781 void KillIndicator_Think()
785 self.owner.killindicator = world;
790 if (self.owner.alpha < 0 && !self.owner.vehicle)
792 self.owner.killindicator = world;
800 ClientKill_Now(); // no oldself needed
803 else if(g_cts && self.health == 1) // health == 1 means that it's silent
805 self.nextthink = time + 1;
811 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
812 if(IS_REAL_CLIENT(self.owner))
815 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
817 self.nextthink = time + 1;
822 float clientkilltime;
823 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
832 killtime = autocvar_g_balance_kill_delay;
834 if(g_race_qualifying || g_cts)
837 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
839 remove(self.killindicator);
840 self.killindicator = world;
842 ClientKill_Now(); // allow instant kill in this case
846 self.killindicator_teamchange = targetteam;
848 if(!self.killindicator)
850 if(self.deadflag == DEAD_NO)
852 killtime = max(killtime, self.clientkill_nexttime - time);
853 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
856 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
862 starttime = max(time, clientkilltime);
864 self.killindicator = spawn();
865 self.killindicator.owner = self;
866 self.killindicator.scale = 0.5;
867 setattachment(self.killindicator, self, "");
868 setorigin(self.killindicator, '0 0 52');
869 self.killindicator.think = KillIndicator_Think;
870 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
871 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
872 self.killindicator.cnt = ceil(killtime);
873 self.killindicator.count = bound(0, ceil(killtime), 10);
874 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
876 for(e = world; (e = find(e, classname, "body")) != world; )
880 e.killindicator = spawn();
881 e.killindicator.owner = e;
882 e.killindicator.scale = 0.5;
883 setattachment(e.killindicator, e, "");
884 setorigin(e.killindicator, '0 0 52');
885 e.killindicator.think = KillIndicator_Think;
886 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
887 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
888 e.killindicator.cnt = ceil(killtime);
893 if(self.killindicator)
895 if(targetteam == 0) // just die
897 self.killindicator.colormod = '0 0 0';
898 if(IS_REAL_CLIENT(self))
899 if(self.killindicator.cnt > 0)
900 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
902 else if(targetteam == -1) // auto
904 self.killindicator.colormod = '0 1 0';
905 if(IS_REAL_CLIENT(self))
906 if(self.killindicator.cnt > 0)
907 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
909 else if(targetteam == -2) // spectate
911 self.killindicator.colormod = '0.5 0.5 0.5';
912 if(IS_REAL_CLIENT(self))
913 if(self.killindicator.cnt > 0)
914 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
918 self.killindicator.colormod = Team_ColorRGB(targetteam);
919 if(IS_REAL_CLIENT(self))
920 if(self.killindicator.cnt > 0)
921 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
927 void ClientKill (void)
930 if(self.player_blocked) return;
931 if(self.freezetag_frozen) return;
933 ClientKill_TeamChange(0);
936 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
938 e.killindicator = spawn();
939 e.killindicator.owner = e;
940 e.killindicator.think = KillIndicator_Think;
941 e.killindicator.nextthink = time + (e.lip) * 0.05;
942 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
943 e.killindicator.health = 1; // this is used to indicate that it should be silent
947 void FixClientCvars(entity e)
949 // send prediction settings to the client
950 stuffcmd(e, "\nin_bindmap 0 0\n");
952 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
953 if(autocvar_g_antilag == 3) // client side hitscan
954 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
955 if(autocvar_sv_gentle)
956 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
958 * we no longer need to stuff this. Remove this comment block if you feel
959 * 2.3 and higher (or was it 2.2.3?) don't need these any more
960 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
961 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
962 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
963 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
964 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
965 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
966 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
967 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
968 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
969 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
970 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
971 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
972 stuffcmd(e, "cl_movement_edgefriction 1\n");
976 float PlayerInIDList(entity p, string idlist)
981 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
985 // this function allows abbreviated player IDs too!
986 n = tokenize_console(idlist);
987 for(i = 0; i < n; ++i)
990 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1001 Called when a client connects to the server
1004 void DecodeLevelParms (void);
1005 //void dom_player_join_team(entity pl);
1006 void set_dom_state(entity e);
1007 void ClientConnect (void)
1013 print("Warning: ClientConnect, but already connected!\n");
1017 if(Ban_MaybeEnforceBanOnce(self))
1023 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1026 self.classname = "player_joining";
1028 self.flags = FL_CLIENT;
1029 self.version_nagtime = time + 10 + random() * 10;
1033 dprint("BUG player count is lower than zero, this cannot happen!\n");
1037 PlayerScore_Attach(self);
1038 ClientData_Attach();
1039 accuracy_init(self);
1041 bot_clientconnect();
1047 // identify the right forced team
1048 if(autocvar_g_campaign)
1050 if(IS_REAL_CLIENT(self)) // only players, not bots
1052 switch(autocvar_g_campaign_forceteam)
1054 case 1: self.team_forced = NUM_TEAM_1; break;
1055 case 2: self.team_forced = NUM_TEAM_2; break;
1056 case 3: self.team_forced = NUM_TEAM_3; break;
1057 case 4: self.team_forced = NUM_TEAM_4; break;
1058 default: self.team_forced = 0;
1062 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1063 self.team_forced = NUM_TEAM_1;
1064 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1065 self.team_forced = NUM_TEAM_2;
1066 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1067 self.team_forced = NUM_TEAM_3;
1068 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1069 self.team_forced = NUM_TEAM_4;
1070 else if(autocvar_g_forced_team_otherwise == "red")
1071 self.team_forced = NUM_TEAM_1;
1072 else if(autocvar_g_forced_team_otherwise == "blue")
1073 self.team_forced = NUM_TEAM_2;
1074 else if(autocvar_g_forced_team_otherwise == "yellow")
1075 self.team_forced = NUM_TEAM_3;
1076 else if(autocvar_g_forced_team_otherwise == "pink")
1077 self.team_forced = NUM_TEAM_4;
1078 else if(autocvar_g_forced_team_otherwise == "spectate")
1079 self.team_forced = -1;
1080 else if(autocvar_g_forced_team_otherwise == "spectator")
1081 self.team_forced = -1;
1083 self.team_forced = 0;
1086 if(self.team_forced > 0)
1087 self.team_forced = 0;
1089 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1091 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1092 self.classname = "observer";
1096 if(autocvar_g_balance_teams)
1098 self.classname = "player";
1099 campaign_bots_may_start = 1;
1103 self.classname = "observer"; // do it anyway
1108 self.classname = "player";
1109 campaign_bots_may_start = 1;
1113 self.playerid = (playerid_last = playerid_last + 1);
1115 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1117 if(IS_BOT_CLIENT(self))
1118 PlayerStats_AddPlayer(self);
1120 if(autocvar_sv_eventlog)
1121 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1123 LogTeamchange(self.playerid, self.team, 1);
1125 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1127 self.netname_previous = strzone(self.netname);
1129 if(IS_PLAYER(self) && teamplay)
1130 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1132 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1134 stuffcmd(self, strcat(clientstuff, "\n"));
1135 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1137 FixClientCvars(self);
1139 // spawnfunc_waypoint sprites
1140 WaypointSprite_InitClient(self);
1142 // Wazat's grappling hook
1143 SetGrappleHookBindings();
1145 // get version info from player
1146 stuffcmd(self, "cmd clientversion $gameversion\n");
1148 // get other cvars from player
1151 // notify about available teams
1154 CheckAllowedTeams(self);
1155 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1156 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1159 stuffcmd(self, "set _teams_available 0\n");
1163 bot_relinkplayerlist();
1165 self.spectatortime = time;
1168 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1171 self.jointime = time;
1172 self.allowed_timeouts = autocvar_sv_timeout_number;
1174 if(IS_REAL_CLIENT(self))
1176 if(!autocvar_g_campaign)
1178 self.motd_actived_time = -1;
1179 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1182 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1183 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1186 if(!sv_foginterval && world.fog != "")
1187 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1189 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1191 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1192 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1195 self.hitplotfh = -1;
1197 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
1198 send_CSQC_teamnagger();
1202 CSQCMODEL_AUTOINIT();
1204 self.model_randomizer = random();
1206 if(IS_REAL_CLIENT(self))
1209 MUTATOR_CALLHOOK(ClientConnect);
1215 Called when a client disconnects from the server
1218 .entity chatbubbleentity;
1220 void ClientDisconnect (void)
1223 vehicles_exit(VHEF_RELESE);
1225 if (!IS_CLIENT(self))
1227 print("Warning: ClientDisconnect without ClientConnect\n");
1231 PlayerStats_AddGlobalInfo(self);
1233 CheatShutdownClient();
1235 if(self.hitplotfh >= 0)
1237 fclose(self.hitplotfh);
1238 self.hitplotfh = -1;
1242 anticheat_shutdown();
1244 playerdemo_shutdown();
1246 bot_clientdisconnect();
1251 if(autocvar_sv_eventlog)
1252 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1254 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1256 MUTATOR_CALLHOOK(ClientDisconnect);
1258 Portal_ClearAll(self);
1260 RemoveGrapplingHook(self);
1262 // Here, everything has been done that requires this player to be a client.
1264 self.flags &= ~FL_CLIENT;
1266 if (self.chatbubbleentity)
1267 remove (self.chatbubbleentity);
1269 if (self.killindicator)
1270 remove (self.killindicator);
1272 WaypointSprite_PlayerGone();
1274 bot_relinkplayerlist();
1276 accuracy_free(self);
1277 ClientData_Detach();
1278 PlayerScore_Detach(self);
1280 if(self.netname_previous)
1281 strunzone(self.netname_previous);
1282 if(self.clientstatus)
1283 strunzone(self.clientstatus);
1284 if(self.weaponorder_byimpulse)
1285 strunzone(self.weaponorder_byimpulse);
1287 ClearPlayerSounds();
1290 remove(self.personal);
1300 void ChatBubbleThink()
1302 self.nextthink = time;
1303 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1305 if(self.owner) // but why can that ever be world?
1306 self.owner.chatbubbleentity = world;
1310 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1312 || self.owner.tetris_on
1315 self.model = self.mdl;
1320 void UpdateChatBubble()
1324 // spawn a chatbubble entity if needed
1325 if (!self.chatbubbleentity)
1327 self.chatbubbleentity = spawn();
1328 self.chatbubbleentity.owner = self;
1329 self.chatbubbleentity.exteriormodeltoclient = self;
1330 self.chatbubbleentity.think = ChatBubbleThink;
1331 self.chatbubbleentity.nextthink = time;
1332 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1333 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1334 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1335 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1336 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1337 self.chatbubbleentity.model = "";
1338 self.chatbubbleentity.effects = EF_LOWPRECISION;
1343 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1344 // added to the model skins
1345 /*void UpdateColorModHack()
1348 c = self.clientcolors & 15;
1349 // LordHavoc: only bothering to support white, green, red, yellow, blue
1350 if (!teamplay) self.colormod = '0 0 0';
1351 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1352 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1353 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1354 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1355 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1356 else self.colormod = '1 1 1';
1361 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1363 self.solid = SOLID_NOT;
1364 self.takedamage = DAMAGE_NO;
1365 self.movetype = MOVETYPE_FLY;
1366 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1367 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1368 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1369 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1370 if(autocvar_g_respawn_ghosts_maxtime)
1371 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1376 self.effects |= EF_NODRAW; // prevent another CopyBody
1377 PutClientInServer();
1380 void play_countdown(float finished, string samp)
1382 if(IS_REAL_CLIENT(self))
1383 if(floor(finished - time - frametime) != floor(finished - time))
1384 if(finished - time < 6)
1385 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1388 void player_powerups (void)
1390 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1391 olditems = self.items;
1393 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1394 self.modelflags |= MF_ROCKET;
1396 self.modelflags &= ~MF_ROCKET;
1398 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1400 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1403 Fire_ApplyDamage(self);
1404 Fire_ApplyEffect(self);
1408 if (self.items & IT_STRENGTH)
1410 play_countdown(self.strength_finished, "misc/poweroff.wav");
1411 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1412 if (time > self.strength_finished)
1414 self.items = self.items - (self.items & IT_STRENGTH);
1415 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1416 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1421 if (time < self.strength_finished)
1423 self.items = self.items | IT_STRENGTH;
1424 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1425 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1428 if (self.items & IT_INVINCIBLE)
1430 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1431 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1432 if (time > self.invincible_finished)
1434 self.items = self.items - (self.items & IT_INVINCIBLE);
1435 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1436 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1441 if (time < self.invincible_finished)
1443 self.items = self.items | IT_INVINCIBLE;
1444 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1445 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1448 if (self.items & IT_SUPERWEAPON)
1450 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1452 self.superweapons_finished = 0;
1453 self.items = self.items - (self.items & IT_SUPERWEAPON);
1454 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1455 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1457 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1459 // don't let them run out
1463 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1464 if (time > self.superweapons_finished)
1466 self.items = self.items - (self.items & IT_SUPERWEAPON);
1467 self.weapons &= ~WEPSET_SUPERWEAPONS;
1468 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1469 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1473 else if(self.weapons & WEPSET_SUPERWEAPONS)
1475 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1477 self.items = self.items | IT_SUPERWEAPON;
1478 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1479 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1483 self.superweapons_finished = 0;
1484 self.weapons &= ~WEPSET_SUPERWEAPONS;
1489 self.superweapons_finished = 0;
1493 if(autocvar_g_nodepthtestplayers)
1494 self.effects = self.effects | EF_NODEPTHTEST;
1496 if(autocvar_g_fullbrightplayers)
1497 self.effects = self.effects | EF_FULLBRIGHT;
1499 if (time >= game_starttime)
1500 if (time < self.spawnshieldtime)
1501 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1503 MUTATOR_CALLHOOK(PlayerPowerups);
1506 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1508 if(current > stable)
1510 else if(current > stable - 0.25) // when close enough, "snap"
1513 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1516 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1518 if(current < stable)
1520 else if(current < stable + 0.25) // when close enough, "snap"
1523 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1526 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1528 if(current > rotstable)
1530 if(rotframetime > 0)
1532 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1533 current = max(rotstable, current - rotlinear * rotframetime);
1536 else if(current < regenstable)
1538 if(regenframetime > 0)
1540 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1541 current = min(regenstable, current + regenlinear * regenframetime);
1551 void player_regen (void)
1553 float max_mod, regen_mod, rot_mod, limit_mod;
1554 max_mod = regen_mod = rot_mod = limit_mod = 1;
1555 regen_mod_max = max_mod;
1556 regen_mod_regen = regen_mod;
1557 regen_mod_rot = rot_mod;
1558 regen_mod_limit = limit_mod;
1559 if(!MUTATOR_CALLHOOK(PlayerRegen))
1561 float minh, mina, maxh, maxa, limith, limita;
1562 maxh = autocvar_g_balance_health_rotstable;
1563 maxa = autocvar_g_balance_armor_rotstable;
1564 minh = autocvar_g_balance_health_regenstable;
1565 mina = autocvar_g_balance_armor_regenstable;
1566 limith = autocvar_g_balance_health_limit;
1567 limita = autocvar_g_balance_armor_limit;
1569 max_mod = regen_mod_max;
1570 regen_mod = regen_mod_regen;
1571 rot_mod = regen_mod_rot;
1572 limit_mod = regen_mod_limit;
1574 maxh = maxh * max_mod;
1575 minh = minh * max_mod;
1576 limith = limith * limit_mod;
1577 limita = limita * limit_mod;
1579 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);
1580 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);
1583 // if player rotted to death... die!
1584 // check this outside above checks, as player may still be able to rot to death
1586 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1588 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1590 float minf, maxf, limitf;
1592 maxf = autocvar_g_balance_fuel_rotstable;
1593 minf = autocvar_g_balance_fuel_regenstable;
1594 limitf = autocvar_g_balance_fuel_limit;
1596 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);
1600 float zoomstate_set;
1601 void SetZoomState(float z)
1603 if(z != self.zoomstate)
1606 ClientData_Touch(self);
1611 void GetPressedKeys(void) {
1612 MUTATOR_CALLHOOK(GetPressedKeys);
1613 if (self.movement_x > 0) // get if movement keys are pressed
1614 { // forward key pressed
1615 self.pressedkeys |= KEY_FORWARD;
1616 self.pressedkeys &= ~KEY_BACKWARD;
1618 else if (self.movement_x < 0)
1619 { // backward key pressed
1620 self.pressedkeys |= KEY_BACKWARD;
1621 self.pressedkeys &= ~KEY_FORWARD;
1625 self.pressedkeys &= ~KEY_FORWARD;
1626 self.pressedkeys &= ~KEY_BACKWARD;
1629 if (self.movement_y > 0)
1630 { // right key pressed
1631 self.pressedkeys |= KEY_RIGHT;
1632 self.pressedkeys &= ~KEY_LEFT;
1634 else if (self.movement_y < 0)
1635 { // left key pressed
1636 self.pressedkeys |= KEY_LEFT;
1637 self.pressedkeys &= ~KEY_RIGHT;
1641 self.pressedkeys &= ~KEY_RIGHT;
1642 self.pressedkeys &= ~KEY_LEFT;
1645 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1646 self.pressedkeys |= KEY_JUMP;
1648 self.pressedkeys &= ~KEY_JUMP;
1649 if (self.BUTTON_CROUCH)
1650 self.pressedkeys |= KEY_CROUCH;
1652 self.pressedkeys &= ~KEY_CROUCH;
1654 if (self.BUTTON_ATCK)
1655 self.pressedkeys |= KEY_ATCK;
1657 self.pressedkeys &= ~KEY_ATCK;
1658 if (self.BUTTON_ATCK2)
1659 self.pressedkeys |= KEY_ATCK2;
1661 self.pressedkeys &= ~KEY_ATCK2;
1665 ======================
1666 spectate mode routines
1667 ======================
1670 void SpectateCopy(entity spectatee) {
1672 MUTATOR_CALLHOOK(SpectateCopy);
1673 self.armortype = spectatee.armortype;
1674 self.armorvalue = spectatee.armorvalue;
1675 self.ammo_cells = spectatee.ammo_cells;
1676 self.ammo_shells = spectatee.ammo_shells;
1677 self.ammo_nails = spectatee.ammo_nails;
1678 self.ammo_rockets = spectatee.ammo_rockets;
1679 self.ammo_fuel = spectatee.ammo_fuel;
1680 self.clip_load = spectatee.clip_load;
1681 self.clip_size = spectatee.clip_size;
1682 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1683 self.health = spectatee.health;
1685 self.items = spectatee.items;
1686 self.last_pickup = spectatee.last_pickup;
1687 self.hit_time = spectatee.hit_time;
1688 self.metertime = spectatee.metertime;
1689 self.strength_finished = spectatee.strength_finished;
1690 self.invincible_finished = spectatee.invincible_finished;
1691 self.pressedkeys = spectatee.pressedkeys;
1692 self.weapons = spectatee.weapons;
1693 self.switchweapon = spectatee.switchweapon;
1694 self.switchingweapon = spectatee.switchingweapon;
1695 self.weapon = spectatee.weapon;
1696 self.nex_charge = spectatee.nex_charge;
1697 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
1698 self.hagar_load = spectatee.hagar_load;
1699 self.minelayer_mines = spectatee.minelayer_mines;
1700 self.punchangle = spectatee.punchangle;
1701 self.view_ofs = spectatee.view_ofs;
1702 self.velocity = spectatee.velocity;
1703 self.dmg_take = spectatee.dmg_take;
1704 self.dmg_save = spectatee.dmg_save;
1705 self.dmg_inflictor = spectatee.dmg_inflictor;
1706 self.v_angle = spectatee.v_angle;
1707 self.angles = spectatee.v_angle;
1708 if(!self.BUTTON_USE)
1709 self.fixangle = TRUE;
1710 setorigin(self, spectatee.origin);
1711 setsize(self, spectatee.mins, spectatee.maxs);
1712 SetZoomState(spectatee.zoomstate);
1714 anticheat_spectatecopy(spectatee);
1715 self.hud = spectatee.hud;
1716 if(spectatee.vehicle)
1718 self.fixangle = FALSE;
1719 //self.velocity = spectatee.vehicle.velocity;
1720 self.vehicle_health = spectatee.vehicle_health;
1721 self.vehicle_shield = spectatee.vehicle_shield;
1722 self.vehicle_energy = spectatee.vehicle_energy;
1723 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1724 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1725 self.vehicle_reload1 = spectatee.vehicle_reload1;
1726 self.vehicle_reload2 = spectatee.vehicle_reload2;
1730 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1731 WriteAngle(MSG_ONE, spectatee.v_angle_x);
1732 WriteAngle(MSG_ONE, spectatee.v_angle_y);
1733 WriteAngle(MSG_ONE, spectatee.v_angle_z);
1735 //WriteByte (MSG_ONE, SVC_SETVIEW);
1736 // WriteEntity(MSG_ONE, self);
1737 //makevectors(spectatee.v_angle);
1738 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1742 float SpectateUpdate() {
1746 if (self == self.enemy)
1749 if (!IS_PLAYER(self.enemy))
1752 SpectateCopy(self.enemy);
1760 if(self.enemy.classname != "player")
1762 /*if(self.enemy.vehicle)
1766 WriteByte(MSG_ONE, SVC_SETVIEW);
1767 WriteEntity(MSG_ONE, self.enemy);
1768 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1770 self.movetype = MOVETYPE_NONE;
1771 accuracy_resend(self);
1776 WriteByte(MSG_ONE, SVC_SETVIEW);
1777 WriteEntity(MSG_ONE, self.enemy);
1778 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1779 self.movetype = MOVETYPE_NONE;
1780 accuracy_resend(self);
1782 if(!SpectateUpdate())
1783 PutObserverInServer();
1788 float Spectate(entity pl)
1790 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1791 if(pl.team != self.team)
1795 return SpectateSet();
1798 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1799 entity CA_SpectateNext(entity start) {
1800 if (start.team == self.team) {
1805 // continue from current player
1806 while(other && other.team != self.team) {
1807 other = find(other, classname, "player");
1811 // restart from begining
1812 other = find(other, classname, "player");
1813 while(other && other.team != self.team) {
1814 other = find(other, classname, "player");
1821 float SpectateNext()
1823 other = find(self.enemy, classname, "player");
1825 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1826 // CA and ca players when spectating enemies is forbidden
1827 other = CA_SpectateNext(other);
1829 // other modes and ca spectators or spectating enemies is allowed
1831 other = find(other, classname, "player");
1837 return SpectateSet();
1840 float SpectatePrev()
1842 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1843 other = findchain(classname, "player");
1844 if (!other) // no player
1847 entity first = other;
1848 // skip players until current spectated player
1850 while(other && other != self.enemy)
1851 other = other.chain;
1853 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1855 do { other = other.chain; }
1856 while(other && other.team != self.team);
1861 while(other.team != self.team)
1862 other = other.chain;
1863 if(other == self.enemy)
1870 other = other.chain;
1875 return SpectateSet();
1880 ShowRespawnCountdown()
1882 Update a respawn countdown display.
1885 void ShowRespawnCountdown()
1888 if(self.deadflag == DEAD_NO) // just respawned?
1892 number = ceil(self.respawn_time - time);
1895 if(number <= self.respawn_countdown)
1897 self.respawn_countdown = number - 1;
1898 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
1899 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1904 void LeaveSpectatorMode()
1908 if(nJoinAllowed(self))
1910 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1912 self.classname = "player";
1914 if(autocvar_g_campaign || autocvar_g_balance_teams)
1915 { JoinBestTeam(self, FALSE, TRUE); }
1917 if(autocvar_g_campaign)
1918 { campaign_bots_may_start = 1; }
1920 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1922 PutClientInServer();
1924 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1927 stuffcmd(self, "menu_showteamselect\n");
1931 // Player may not join because g_maxplayers is set
1932 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1937 * Determines whether the player is allowed to join. This depends on cvar
1938 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1939 * it checks whether the number of currently playing players exceeds g_maxplayers.
1940 * @return int number of free slots for players, 0 if none
1942 float nJoinAllowed(entity ignore) {
1944 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1945 // so report 0 free slots if restricted
1947 if(autocvar_g_forced_team_otherwise == "spectate")
1949 if(autocvar_g_forced_team_otherwise == "spectator")
1953 if(self.team_forced < 0)
1954 return 0; // forced spectators can never join
1956 // TODO simplify this
1958 float totalClients = 0;
1963 if (!autocvar_g_maxplayers)
1964 return maxclients - totalClients;
1966 float currentlyPlaying = 0;
1967 FOR_EACH_REALCLIENT(e)
1968 if(IS_PLAYER(e) || e.caplayer == 1)
1969 currentlyPlaying += 1;
1971 if(currentlyPlaying < autocvar_g_maxplayers)
1972 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1978 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1979 * g_maxplayers_spectator_blocktime seconds
1981 void checkSpectatorBlock() {
1982 if(IS_SPEC(self) || IS_OBSERVER(self)) {
1983 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1984 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1990 void PrintWelcomeMessage()
1992 if(self.motd_actived_time == 0)
1994 if (autocvar_g_campaign) {
1995 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
1996 self.motd_actived_time = time;
1997 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2000 if (self.BUTTON_INFO) {
2001 self.motd_actived_time = time;
2002 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2006 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2008 if (autocvar_g_campaign) {
2009 if (self.BUTTON_INFO)
2010 self.motd_actived_time = time;
2011 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2012 self.motd_actived_time = 0;
2013 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2016 if (self.BUTTON_INFO)
2017 self.motd_actived_time = time;
2018 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2019 self.motd_actived_time = 0;
2020 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2024 else //if(self.motd_actived_time < 0) // just connected, motd is active
2026 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2027 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2028 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2030 // instanctly hide MOTD
2031 self.motd_actived_time = 0;
2032 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2037 void ObserverThink()
2039 float prefered_movetype;
2040 if (self.flags & FL_JUMPRELEASED) {
2041 if (self.BUTTON_JUMP && !self.version_mismatch) {
2042 self.flags &= ~FL_JUMPRELEASED;
2043 self.flags |= FL_SPAWNING;
2044 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2045 self.flags &= ~FL_JUMPRELEASED;
2046 if(SpectateNext()) {
2047 self.classname = "spectator";
2050 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2051 if (self.movetype != prefered_movetype)
2052 self.movetype = prefered_movetype;
2055 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2056 self.flags |= FL_JUMPRELEASED;
2057 if(self.flags & FL_SPAWNING)
2059 self.flags &= ~FL_SPAWNING;
2060 LeaveSpectatorMode();
2067 void SpectatorThink()
2069 if (self.flags & FL_JUMPRELEASED) {
2070 if (self.BUTTON_JUMP && !self.version_mismatch) {
2071 self.flags &= ~FL_JUMPRELEASED;
2072 self.flags |= FL_SPAWNING;
2073 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2074 self.flags &= ~FL_JUMPRELEASED;
2075 if(SpectateNext()) {
2076 self.classname = "spectator";
2078 self.classname = "observer";
2079 PutClientInServer();
2082 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2083 self.flags &= ~FL_JUMPRELEASED;
2084 if(SpectatePrev()) {
2085 self.classname = "spectator";
2087 self.classname = "observer";
2088 PutClientInServer();
2091 } else if (self.BUTTON_ATCK2) {
2092 self.flags &= ~FL_JUMPRELEASED;
2093 self.classname = "observer";
2094 PutClientInServer();
2096 if(!SpectateUpdate())
2097 PutObserverInServer();
2100 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2101 self.flags |= FL_JUMPRELEASED;
2102 if(self.flags & FL_SPAWNING)
2104 self.flags &= ~FL_SPAWNING;
2105 LeaveSpectatorMode();
2109 if(!SpectateUpdate())
2110 PutObserverInServer();
2113 self.flags |= FL_CLIENT | FL_NOTARGET;
2118 if (!IS_PLAYER(self))
2123 vehicles_exit(VHEF_NORMAL);
2127 // a use key was pressed; call handlers
2128 MUTATOR_CALLHOOK(PlayerUseKey);
2135 Called every frame for each client before the physics are run
2138 .float usekeypressed;
2139 void() nexball_setstatus;
2141 void PlayerPreThink (void)
2143 WarpZone_PlayerPhysics_FixVAngle();
2145 self.stat_game_starttime = game_starttime;
2146 self.stat_round_starttime = round_starttime;
2147 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2148 self.stat_leadlimit = autocvar_leadlimit;
2152 // physics frames: update anticheat stuff
2153 anticheat_prethink();
2156 if(blockSpectators && frametime)
2157 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2158 checkSpectatorBlock();
2162 if(self.netname_previous != self.netname)
2164 if(autocvar_sv_eventlog)
2165 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2166 if(self.netname_previous)
2167 strunzone(self.netname_previous);
2168 self.netname_previous = strzone(self.netname);
2172 if(self.version_nagtime)
2173 if(self.cvar_g_xonoticversion)
2174 if(time > self.version_nagtime)
2176 // don't notify git users
2177 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2179 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2181 // notify release users if connecting to git
2182 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");
2183 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2188 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2191 // give users new version
2192 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");
2193 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2197 // notify users about old server version
2198 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");
2199 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2203 self.version_nagtime = 0;
2207 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2209 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2210 self.max_armorvalue = 0;
2214 if (TetrisPreFrame())
2218 MUTATOR_CALLHOOK(PlayerPreThink);
2220 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2222 if(self.BUTTON_USE && !self.usekeypressed)
2224 self.usekeypressed = self.BUTTON_USE;
2227 if(IS_REAL_CLIENT(self))
2228 PrintWelcomeMessage();
2233 CheckRules_Player();
2235 if (intermission_running)
2237 IntermissionThink (); // otherwise a button could be missed between
2238 return; // the think tics
2241 //don't allow the player to turn around while game is paused!
2242 if(timeout_status == TIMEOUT_ACTIVE) {
2243 // FIXME turn this into CSQC stuff
2244 self.v_angle = self.lastV_angle;
2245 self.angles = self.lastV_angle;
2246 self.fixangle = TRUE;
2251 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2253 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2254 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2255 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2257 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2259 self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2260 self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2261 self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2265 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2270 if (self.deadflag != DEAD_NO)
2272 if(self.personal && g_race_qualifying)
2274 if(time > self.respawn_time)
2276 self.respawn_time = time + 1; // only retry once a second
2277 self.stat_respawn_time = self.respawn_time;
2284 float button_pressed;
2287 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2289 if (self.deadflag == DEAD_DYING)
2291 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2292 self.deadflag = DEAD_RESPAWNING;
2293 else if(!button_pressed)
2294 self.deadflag = DEAD_DEAD;
2296 else if (self.deadflag == DEAD_DEAD)
2299 self.deadflag = DEAD_RESPAWNABLE;
2300 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2301 self.deadflag = DEAD_RESPAWNING;
2303 else if (self.deadflag == DEAD_RESPAWNABLE)
2306 self.deadflag = DEAD_RESPAWNING;
2308 else if (self.deadflag == DEAD_RESPAWNING)
2310 if(time > self.respawn_time)
2312 self.respawn_time = time + 1; // only retry once a second
2313 self.respawn_time_max = self.respawn_time;
2318 ShowRespawnCountdown();
2320 if(self.respawn_flags & RESPAWN_SILENT)
2321 self.stat_respawn_time = 0;
2322 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2323 self.stat_respawn_time = self.respawn_time_max;
2325 self.stat_respawn_time = self.respawn_time;
2328 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2329 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2330 self.stat_respawn_time *= -1;
2335 self.prevorigin = self.origin;
2337 float do_crouch = self.BUTTON_CROUCH;
2342 if(self.freezetag_frozen)
2344 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2352 self.view_ofs = PL_CROUCH_VIEW_OFS;
2353 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2354 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2361 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2362 if (!trace_startsolid)
2364 self.crouch = FALSE;
2365 self.view_ofs = PL_VIEW_OFS;
2366 setsize (self, PL_MIN, PL_MAX);
2373 GrapplingHookFrame();
2375 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2378 self.items &= ~self.items_added;
2382 self.items_added = 0;
2383 if(self.items & IT_JETPACK)
2384 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2385 self.items_added |= IT_FUEL;
2387 self.items |= self.items_added;
2392 // rot nex charge to the charge limit
2393 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2394 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2400 secrets_setstatus();
2403 monsters_setstatus();
2405 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2407 //self.angles_y=self.v_angle_y + 90; // temp
2408 } else if(gameover) {
2409 if (intermission_running)
2410 IntermissionThink (); // otherwise a button could be missed between
2412 } else if(IS_OBSERVER(self)) {
2414 } else if(IS_SPEC(self)) {
2419 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2421 float oldspectatee_status;
2422 oldspectatee_status = self.spectatee_status;
2424 self.spectatee_status = num_for_edict(self.enemy);
2425 else if(IS_OBSERVER(self))
2426 self.spectatee_status = num_for_edict(self);
2428 self.spectatee_status = 0;
2429 if(self.spectatee_status != oldspectatee_status)
2431 ClientData_Touch(self);
2434 if(self.teamkill_soundtime)
2435 if(time > self.teamkill_soundtime)
2437 self.teamkill_soundtime = 0;
2439 entity oldpusher, oldself;
2441 oldself = self; self = self.teamkill_soundsource;
2442 oldpusher = self.pusher; self.pusher = oldself;
2444 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2446 self.pusher = oldpusher;
2450 if(self.taunt_soundtime)
2451 if(time > self.taunt_soundtime)
2453 self.taunt_soundtime = 0;
2454 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2457 target_voicescript_next(self);
2459 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2461 self.clip_load = self.clip_size = 0;
2464 float isInvisibleString(string s)
2467 s = strdecolorize(s);
2468 for((i = 0), (n = strlen(s)); i < n; ++i)
2476 case 192: // charmap space
2477 if (!autocvar_utf8_enable)
2480 case 160: // space in unicode fonts
2481 case 0xE000 + 192: // utf8 charmap space
2482 if (autocvar_utf8_enable)
2495 Called every frame for each client after the physics are run
2498 .float idlekick_lasttimeleft;
2499 void PlayerPostThink (void)
2501 // Savage: Check for nameless players
2502 if (isInvisibleString(self.netname)) {
2503 self.netname = "Player";
2504 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2507 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2508 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2510 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2512 if(self.idlekick_lasttimeleft)
2514 self.idlekick_lasttimeleft = 0;
2515 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2521 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2522 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2524 if(!self.idlekick_lasttimeleft)
2525 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2529 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2533 else if(timeleft <= 10)
2535 if(timeleft != self.idlekick_lasttimeleft)
2536 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2537 self.idlekick_lasttimeleft = timeleft;
2543 if(self.impulse == 100)
2545 if (!TetrisPostFrame())
2551 //CheckPlayerJump();
2553 if(IS_PLAYER(self)) {
2554 CheckRules_Player();
2558 if (intermission_running)
2559 return; // intermission or finale
2569 for(i = 0; i < 1000; ++i)
2572 end = self.origin + '0 0 1024' + 512 * randomvec();
2573 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2574 if(trace_fraction < 1)
2575 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2577 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2583 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2585 if(self.waypointsprite_attachedforcarrier)
2586 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2590 CSQCMODEL_AUTOUPDATE();