1 #include "waypointsprites.qh"
3 #include "cl_impulse.qh"
4 #include "cl_player.qh"
8 #include "miscfunctions.qh"
10 #include "teamplay.qh"
11 #include "playerdemo.qh"
15 #include "bot/navigation.qh"
17 #include "weapons/hitplot.qh"
18 #include "weapons/weaponsystem.qh"
20 #include "../common/net_notice.qh"
22 #include "../common/monsters/sv_monsters.qh"
24 #include "../warpzonelib/server.qh"
28 void send_CSQC_teamnagger() {
29 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
30 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
33 float ClientData_Send(entity to, float sf)
50 sf |= 1; // forced scoreboard
51 if(to.spectatee_status)
52 sf |= 2; // spectator ent number follows
55 if(e.porto_v_angle_held)
56 sf |= 8; // angles held
58 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
59 WriteByte(MSG_ENTITY, sf);
62 WriteByte(MSG_ENTITY, to.spectatee_status);
66 WriteAngle(MSG_ENTITY, e.v_angle.x);
67 WriteAngle(MSG_ENTITY, e.v_angle.y);
73 void ClientData_Attach()
75 Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
76 self.clientdata.drawonlytoclient = self;
77 self.clientdata.owner = self;
80 void ClientData_Detach()
82 remove(self.clientdata);
83 self.clientdata = world;
86 void ClientData_Touch(entity e)
88 e.clientdata.SendFlags = 1;
90 // make it spectatable
92 FOR_EACH_REALCLIENT(e2)
97 e2.clientdata.SendFlags = 1;
101 .string netname_previous;
103 void SetSpectator(entity player, entity spectatee);
110 Checks if the argument string can be a valid playermodel.
111 Returns a valid one in doubt.
114 string FallbackPlayerModel;
115 string CheckPlayerModel(string plyermodel) {
116 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
118 // note: we cannot summon Don Strunzone here, some player may
119 // still have the model string set. In case anyone manages how
120 // to change a cvar default, we'll have a small leak here.
121 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
123 // only in right path
124 if( substring(plyermodel,0,14) != "models/player/")
125 return FallbackPlayerModel;
126 // only good file extensions
127 if(substring(plyermodel,-4,4) != ".zym")
128 if(substring(plyermodel,-4,4) != ".dpm")
129 if(substring(plyermodel,-4,4) != ".iqm")
130 if(substring(plyermodel,-4,4) != ".md3")
131 if(substring(plyermodel,-4,4) != ".psk")
132 return FallbackPlayerModel;
133 // forbid the LOD models
134 if(substring(plyermodel, -9,5) == "_lod1")
135 return FallbackPlayerModel;
136 if(substring(plyermodel, -9,5) == "_lod2")
137 return FallbackPlayerModel;
138 if(plyermodel != strtolower(plyermodel))
139 return FallbackPlayerModel;
140 // also, restrict to server models
141 if(autocvar_sv_servermodelsonly)
143 if(!fexists(plyermodel))
144 return FallbackPlayerModel;
149 void setplayermodel(entity e, string modelname)
151 precache_model(modelname);
152 setmodel(e, modelname);
153 player_setupanimsformodel();
154 UpdatePlayerSounds();
161 putting a client as observer in the server
164 void FixPlayermodel();
165 void PutObserverInServer (void)
168 self.hud = HUD_NORMAL;
170 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
172 spot = SelectSpawnPoint (true);
174 error("No spawnpoints for observers?!?\n");
175 RemoveGrapplingHook(self); // Wazat's Grappling Hook
177 if(IS_REAL_CLIENT(self))
180 WriteByte(MSG_ONE, SVC_SETVIEW);
181 WriteEntity(MSG_ONE, self);
184 self.frags = FRAGS_SPECTATOR;
186 MUTATOR_CALLHOOK(MakePlayerObserver);
188 Portal_ClearAll(self);
195 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
200 vehicles_exit(VHEF_RELESE);
202 WaypointSprite_PlayerDead();
204 if (!g_ca) // don't reset teams when moving a ca player to the spectators
205 self.team = -1; // move this as it is needed to log the player spectating in eventlog
207 if(self.killcount != -666)
209 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
210 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
211 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
213 if(self.just_joined == false) {
214 LogTeamchange(self.playerid, -1, 4);
216 self.just_joined = false;
219 PlayerScore_Clear(self); // clear scores when needed
221 accuracy_resend(self);
223 self.spectatortime = time;
225 self.classname = "observer";
226 self.iscreature = false;
227 self.teleportable = TELEPORT_SIMPLE;
228 self.damagedbycontents = false;
230 self.takedamage = DAMAGE_NO;
231 self.solid = SOLID_NOT;
232 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
233 self.flags = FL_CLIENT | FL_NOTARGET;
234 self.armorvalue = 666;
236 self.armorvalue = autocvar_g_balance_armor_start;
237 self.pauserotarmor_finished = 0;
238 self.pauserothealth_finished = 0;
239 self.pauseregen_finished = 0;
240 self.damageforcescale = 0;
242 self.respawn_flags = 0;
243 self.respawn_time = 0;
244 self.stat_respawn_time = 0;
249 self.pain_finished = 0;
250 self.strength_finished = 0;
251 self.invincible_finished = 0;
252 self.superweapons_finished = 0;
255 self.think = func_null;
258 self.deadflag = DEAD_NO;
259 self.angles = spot.angles;
261 self.fixangle = true;
263 self.revival_time = 0;
265 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
266 self.prevorigin = self.origin;
268 self.weapons = '0 0 0';
271 setmodel(self, "null");
272 self.drawonlytoclient = self;
274 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
275 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
278 self.weaponname = "";
279 self.switchingweapon = 0;
280 self.weaponmodel = "";
281 self.weaponentity = world;
282 self.exteriorweaponentity = world;
283 self.killcount = -666;
284 self.velocity = '0 0 0';
285 self.avelocity = '0 0 0';
286 self.punchangle = '0 0 0';
287 self.punchvector = '0 0 0';
288 self.oldvelocity = self.velocity;
289 self.fire_endtime = -1;
290 self.event_damage = func_null;
293 .float model_randomizer;
294 void FixPlayermodel()
297 float defaultskin, chmdl, oldskin, n, i;
304 if(autocvar_sv_defaultcharacter == 1)
309 s = Static_Team_ColorName_Lower(self.team);
312 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
313 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
317 if(defaultmodel == "")
319 defaultmodel = autocvar_sv_defaultplayermodel;
320 defaultskin = autocvar_sv_defaultplayerskin;
323 n = tokenize_console(defaultmodel);
326 defaultmodel = argv(floor(n * self.model_randomizer));
327 // However, do NOT randomize if the player-selected model is in the list.
328 for (i = 0; i < n; ++i)
329 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
330 defaultmodel = argv(i);
333 i = strstrofs(defaultmodel, ":", 0);
336 defaultskin = stof(substring(defaultmodel, i+1, -1));
337 defaultmodel = substring(defaultmodel, 0, i);
341 if(defaultmodel != "")
343 if (defaultmodel != self.model)
347 setplayermodel (self, defaultmodel);
348 setsize (self, m1, m2);
353 self.skin = defaultskin;
355 if (self.playermodel != self.model || self.playermodel == "")
357 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
360 setplayermodel (self, self.playermodel);
361 setsize (self, m1, m2);
366 self.skin = stof(self.playerskin);
369 if(chmdl || oldskin != self.skin) // model or skin has changed
371 self.species = player_getspecies(); // update species
372 UpdatePlayerSounds(); // update skin sounds
376 if(strlen(autocvar_sv_defaultplayercolors))
377 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
378 setcolor(self, stof(autocvar_sv_defaultplayercolors));
385 Called when a client spawns in the server
388 void PutClientInServer (void)
390 if(IS_BOT_CLIENT(self))
391 self.classname = "player";
392 else if(IS_REAL_CLIENT(self))
395 WriteByte(MSG_ONE, SVC_SETVIEW);
396 WriteEntity(MSG_ONE, self);
399 SetSpectator(self, world);
404 MUTATOR_CALLHOOK(PutClientInServer);
407 self.classname = "observer";
411 entity spot, oldself;
414 accuracy_resend(self);
417 JoinBestTeam(self, false, true);
419 spot = SelectSpawnPoint (false);
422 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
423 return; // spawn failed
426 RemoveGrapplingHook(self); // Wazat's Grappling Hook
429 vehicles_exit(VHEF_RELESE);
431 self.classname = "player";
432 self.wasplayer = true;
433 self.iscreature = true;
434 self.teleportable = TELEPORT_NORMAL;
435 self.damagedbycontents = true;
436 self.movetype = MOVETYPE_WALK;
437 self.solid = SOLID_SLIDEBOX;
438 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
439 if(autocvar_g_playerclip_collisions)
440 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
441 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
442 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
443 self.frags = FRAGS_PLAYER;
444 if(INDEPENDENT_PLAYERS)
445 MAKE_INDEPENDENT_PLAYER(self);
446 self.flags = FL_CLIENT;
447 if(autocvar__notarget)
448 self.flags |= FL_NOTARGET;
449 self.takedamage = DAMAGE_AIM;
451 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
452 self.air_finished = time + 12;
454 if(WEP_CVAR(vortex, charge))
456 if(WEP_CVAR_SEC(vortex, chargepool))
457 self.vortex_chargepool_ammo = 1;
458 self.vortex_charge = WEP_CVAR(vortex, charge_start);
463 self.ammo_shells = warmup_start_ammo_shells;
464 self.ammo_nails = warmup_start_ammo_nails;
465 self.ammo_rockets = warmup_start_ammo_rockets;
466 self.ammo_cells = warmup_start_ammo_cells;
467 self.ammo_plasma = warmup_start_ammo_plasma;
468 self.ammo_fuel = warmup_start_ammo_fuel;
469 self.health = warmup_start_health;
470 self.armorvalue = warmup_start_armorvalue;
471 self.weapons = WARMUP_START_WEAPONS;
475 self.ammo_shells = start_ammo_shells;
476 self.ammo_nails = start_ammo_nails;
477 self.ammo_rockets = start_ammo_rockets;
478 self.ammo_cells = start_ammo_cells;
479 self.ammo_plasma = start_ammo_plasma;
480 self.ammo_fuel = start_ammo_fuel;
481 self.health = start_health;
482 self.armorvalue = start_armorvalue;
483 self.weapons = start_weapons;
486 if(self.weapons & WEPSET_SUPERWEAPONS)
487 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
489 self.superweapons_finished = 0;
491 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
493 if(g_weaponarena_random_with_blaster)
494 self.weapons &= ~WEPSET_BLASTER;
495 W_RandomWeapons(self, g_weaponarena_random);
496 if(g_weaponarena_random_with_blaster)
497 self.weapons |= WEPSET_BLASTER;
500 self.items = start_items;
502 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
503 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
504 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
505 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
506 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
507 //extend the pause of rotting if client was reset at the beginning of the countdown
508 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
509 self.spawnshieldtime += game_starttime - time;
510 self.pauserotarmor_finished += game_starttime - time;
511 self.pauserothealth_finished += game_starttime - time;
512 self.pauseregen_finished += game_starttime - time;
514 self.damageforcescale = 2;
516 self.respawn_flags = 0;
517 self.respawn_time = 0;
518 self.stat_respawn_time = 0;
522 self.pain_finished = 0;
523 self.strength_finished = 0;
524 self.invincible_finished = 0;
526 // players have no think function
527 self.think = func_null;
531 self.ballistics_density = autocvar_g_ballistics_density_player;
535 self.deadflag = DEAD_NO;
537 self.angles = spot.angles;
539 self.angles_z = 0; // never spawn tilted even if the spot says to
540 if(IS_BOT_CLIENT(self))
541 self.v_angle = self.angles;
542 self.fixangle = true; // turn this way immediately
543 self.velocity = '0 0 0';
544 self.avelocity = '0 0 0';
545 self.punchangle = '0 0 0';
546 self.punchvector = '0 0 0';
547 self.oldvelocity = self.velocity;
548 self.fire_endtime = -1;
549 self.revival_time = 0;
551 entity spawnevent = spawn();
552 spawnevent.owner = self;
553 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
555 // Cut off any still running player sounds.
556 stopsound(self, CH_PLAYER_SINGLE);
560 self.drawonlytoclient = world;
563 self.view_ofs = PL_VIEW_OFS;
564 setsize (self, PL_MIN, PL_MAX);
565 self.spawnorigin = spot.origin;
566 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
567 // don't reset back to last position, even if new position is stuck in solid
568 self.oldorigin = self.origin;
569 self.prevorigin = self.origin;
570 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
571 self.lastteleporttime = time; // prevent insane speeds due to changing origin
572 self.hud = HUD_NORMAL;
574 self.event_damage = PlayerDamage;
576 self.bot_attack = true;
577 self.monster_attack = true;
579 self.spider_slowness = 0;
581 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
583 if(self.killcount == -666) {
584 PlayerScore_Clear(self);
588 CL_SpawnWeaponentity();
589 self.alpha = default_player_alpha;
590 self.colormod = '1 1 1' * autocvar_g_player_brightness;
591 self.exteriorweaponentity.alpha = default_weapon_alpha;
593 self.speedrunning = false;
595 //stuffcmd(self, "chase_active 0");
596 //stuffcmd(self, "set viewsize $tmpviewsize \n");
598 target_voicescript_clear(self);
600 // reset fields the weapons may use
601 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
603 WEP_ACTION(j, WR_RESETPLAYER);
605 // all weapons must be fully loaded when we spawn
607 e = get_weaponinfo(j);
608 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
609 self.(weapon_load[j]) = e.reloading_ammo;
617 self.target = string_null;
626 MUTATOR_CALLHOOK(PlayerSpawn);
628 if(autocvar_spawn_debug)
630 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
631 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
634 self.switchweapon = w_getbestweapon(self);
635 self.cnt = -1; // W_LastWeapon will not complain
637 self.weaponname = "";
638 self.switchingweapon = 0;
642 self.alivetime = time;
646 else if(IS_OBSERVER(self))
648 PutObserverInServer ();
652 .float ebouncefactor, ebouncestop; // electro's values
653 // TODO do we need all these fields, or should we stop autodetecting runtime
654 // changes and just have a console command to update this?
655 float ClientInit_SendEntity(entity to, float sf)
657 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
658 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
659 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
660 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
661 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
662 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
663 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
664 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
665 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
666 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
668 if(sv_foginterval && world.fog != "")
669 WriteString(MSG_ENTITY, world.fog);
671 WriteString(MSG_ENTITY, "");
672 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
673 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
674 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
675 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
676 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
677 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
678 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
679 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
680 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
681 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
682 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
683 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
687 void ClientInit_CheckUpdate()
689 self.nextthink = time;
690 if(self.count != autocvar_g_balance_armor_blockpercent)
692 self.count = autocvar_g_balance_armor_blockpercent;
695 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
697 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
700 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
702 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
705 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
707 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
710 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
712 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
717 void ClientInit_Spawn()
722 e.classname = "clientinit";
723 e.think = ClientInit_CheckUpdate;
724 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
728 ClientInit_CheckUpdate();
737 void SetNewParms (void)
739 // initialize parms for a new player
740 parm1 = -(86400 * 366);
748 void SetChangeParms (void)
750 // save parms for level change
751 parm1 = self.parm_idlesince - time;
759 void DecodeLevelParms (void)
762 self.parm_idlesince = parm1;
763 if(self.parm_idlesince == -(86400 * 366))
764 self.parm_idlesince = time;
766 // whatever happens, allow 60 seconds of idling directly after connect for map loading
767 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
774 Called when a client types 'kill' in the console
778 .float clientkill_nexttime;
779 void ClientKill_Now_TeamChange()
781 if(self.killindicator_teamchange == -1)
783 JoinBestTeam( self, false, true );
785 else if(self.killindicator_teamchange == -2)
788 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
789 PutObserverInServer();
792 SV_ChangeTeam(self.killindicator_teamchange - 1);
793 self.killindicator_teamchange = 0;
796 void ClientKill_Now()
800 vehicles_exit(VHEF_RELESE);
801 if(!self.killindicator_teamchange)
803 self.vehicle_health = -1;
804 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
808 if(self.killindicator && !wasfreed(self.killindicator))
809 remove(self.killindicator);
811 self.killindicator = world;
813 if(self.killindicator_teamchange)
814 ClientKill_Now_TeamChange();
817 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
819 // now I am sure the player IS dead
821 void KillIndicator_Think()
825 self.owner.killindicator = world;
830 if (self.owner.alpha < 0 && !self.owner.vehicle)
832 self.owner.killindicator = world;
840 ClientKill_Now(); // no oldself needed
843 else if(g_cts && self.health == 1) // health == 1 means that it's silent
845 self.nextthink = time + 1;
851 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
852 if(IS_REAL_CLIENT(self.owner))
855 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
857 self.nextthink = time + 1;
862 float clientkilltime;
863 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
872 killtime = autocvar_g_balance_kill_delay;
874 if(g_race_qualifying || g_cts)
877 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
879 remove(self.killindicator);
880 self.killindicator = world;
882 ClientKill_Now(); // allow instant kill in this case
886 self.killindicator_teamchange = targetteam;
888 if(!self.killindicator)
890 if(self.deadflag == DEAD_NO)
892 killtime = max(killtime, self.clientkill_nexttime - time);
893 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
896 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
902 starttime = max(time, clientkilltime);
904 self.killindicator = spawn();
905 self.killindicator.owner = self;
906 self.killindicator.scale = 0.5;
907 setattachment(self.killindicator, self, "");
908 setorigin(self.killindicator, '0 0 52');
909 self.killindicator.think = KillIndicator_Think;
910 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
911 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
912 self.killindicator.cnt = ceil(killtime);
913 self.killindicator.count = bound(0, ceil(killtime), 10);
914 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
916 for(e = world; (e = find(e, classname, "body")) != world; )
920 e.killindicator = spawn();
921 e.killindicator.owner = e;
922 e.killindicator.scale = 0.5;
923 setattachment(e.killindicator, e, "");
924 setorigin(e.killindicator, '0 0 52');
925 e.killindicator.think = KillIndicator_Think;
926 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
927 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
928 e.killindicator.cnt = ceil(killtime);
933 if(self.killindicator)
935 if(targetteam == 0) // just die
937 self.killindicator.colormod = '0 0 0';
938 if(IS_REAL_CLIENT(self))
939 if(self.killindicator.cnt > 0)
940 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
942 else if(targetteam == -1) // auto
944 self.killindicator.colormod = '0 1 0';
945 if(IS_REAL_CLIENT(self))
946 if(self.killindicator.cnt > 0)
947 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
949 else if(targetteam == -2) // spectate
951 self.killindicator.colormod = '0.5 0.5 0.5';
952 if(IS_REAL_CLIENT(self))
953 if(self.killindicator.cnt > 0)
954 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
958 self.killindicator.colormod = Team_ColorRGB(targetteam);
959 if(IS_REAL_CLIENT(self))
960 if(self.killindicator.cnt > 0)
961 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
967 void ClientKill (void)
970 if(self.player_blocked) return;
971 if(self.frozen) return;
973 ClientKill_TeamChange(0);
976 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
978 e.killindicator = spawn();
979 e.killindicator.owner = e;
980 e.killindicator.think = KillIndicator_Think;
981 e.killindicator.nextthink = time + (e.lip) * 0.05;
982 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
983 e.killindicator.health = 1; // this is used to indicate that it should be silent
987 void FixClientCvars(entity e)
989 // send prediction settings to the client
990 stuffcmd(e, "\nin_bindmap 0 0\n");
992 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
993 if(autocvar_g_antilag == 3) // client side hitscan
994 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
995 if(autocvar_sv_gentle)
996 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
999 float PlayerInIDList(entity p, string idlist)
1004 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1008 // this function allows abbreviated player IDs too!
1009 n = tokenize_console(idlist);
1010 for(i = 0; i < n; ++i)
1013 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1024 Called when a client connects to the server
1027 void DecodeLevelParms (void);
1028 //void dom_player_join_team(entity pl);
1029 void set_dom_state(entity e);
1030 void ClientConnect (void)
1036 print("Warning: ClientConnect, but already connected!\n");
1040 if(Ban_MaybeEnforceBanOnce(self))
1046 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1049 self.classname = "player_joining";
1051 self.flags = FL_CLIENT;
1052 self.version_nagtime = time + 10 + random() * 10;
1056 dprint("BUG player count is lower than zero, this cannot happen!\n");
1060 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1062 PlayerScore_Attach(self);
1063 ClientData_Attach();
1064 accuracy_init(self);
1066 bot_clientconnect();
1072 // identify the right forced team
1073 if(autocvar_g_campaign)
1075 if(IS_REAL_CLIENT(self)) // only players, not bots
1077 switch(autocvar_g_campaign_forceteam)
1079 case 1: self.team_forced = NUM_TEAM_1; break;
1080 case 2: self.team_forced = NUM_TEAM_2; break;
1081 case 3: self.team_forced = NUM_TEAM_3; break;
1082 case 4: self.team_forced = NUM_TEAM_4; break;
1083 default: self.team_forced = 0;
1087 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1088 self.team_forced = NUM_TEAM_1;
1089 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1090 self.team_forced = NUM_TEAM_2;
1091 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1092 self.team_forced = NUM_TEAM_3;
1093 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1094 self.team_forced = NUM_TEAM_4;
1095 else if(autocvar_g_forced_team_otherwise == "red")
1096 self.team_forced = NUM_TEAM_1;
1097 else if(autocvar_g_forced_team_otherwise == "blue")
1098 self.team_forced = NUM_TEAM_2;
1099 else if(autocvar_g_forced_team_otherwise == "yellow")
1100 self.team_forced = NUM_TEAM_3;
1101 else if(autocvar_g_forced_team_otherwise == "pink")
1102 self.team_forced = NUM_TEAM_4;
1103 else if(autocvar_g_forced_team_otherwise == "spectate")
1104 self.team_forced = -1;
1105 else if(autocvar_g_forced_team_otherwise == "spectator")
1106 self.team_forced = -1;
1108 self.team_forced = 0;
1111 if(self.team_forced > 0)
1112 self.team_forced = 0;
1114 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1116 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1117 self.classname = "observer";
1121 if(autocvar_g_balance_teams)
1123 self.classname = "player";
1124 campaign_bots_may_start = 1;
1128 self.classname = "observer"; // do it anyway
1133 self.classname = "player";
1134 campaign_bots_may_start = 1;
1138 self.playerid = (playerid_last = playerid_last + 1);
1140 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1142 if(IS_BOT_CLIENT(self))
1143 PlayerStats_GameReport_AddPlayer(self);
1145 if(autocvar_sv_eventlog)
1146 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1148 LogTeamchange(self.playerid, self.team, 1);
1150 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1152 self.netname_previous = strzone(self.netname);
1154 if(IS_PLAYER(self) && teamplay)
1155 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1157 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1159 stuffcmd(self, strcat(clientstuff, "\n"));
1160 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1162 FixClientCvars(self);
1164 // spawnfunc_waypoint sprites
1165 WaypointSprite_InitClient(self);
1167 // Wazat's grappling hook
1168 SetGrappleHookBindings();
1171 stuffcmd(self, "alias +jetpack +button10\n");
1172 stuffcmd(self, "alias -jetpack -button10\n");
1174 // get version info from player
1175 stuffcmd(self, "cmd clientversion $gameversion\n");
1177 // get other cvars from player
1180 // notify about available teams
1183 CheckAllowedTeams(self);
1184 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1185 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1188 stuffcmd(self, "set _teams_available 0\n");
1192 bot_relinkplayerlist();
1194 self.spectatortime = time;
1197 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1200 self.jointime = time;
1201 self.allowed_timeouts = autocvar_sv_timeout_number;
1203 if(IS_REAL_CLIENT(self))
1205 if(!autocvar_g_campaign)
1207 self.motd_actived_time = -1;
1208 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1211 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1212 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1215 if(!sv_foginterval && world.fog != "")
1216 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1218 W_HitPlotOpen(self);
1220 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
1221 send_CSQC_teamnagger();
1225 CSQCMODEL_AUTOINIT();
1227 self.model_randomizer = random();
1229 if(IS_REAL_CLIENT(self))
1232 MUTATOR_CALLHOOK(ClientConnect);
1238 Called when a client disconnects from the server
1241 .entity chatbubbleentity;
1243 void ClientDisconnect (void)
1246 vehicles_exit(VHEF_RELESE);
1248 if (!IS_CLIENT(self))
1250 print("Warning: ClientDisconnect without ClientConnect\n");
1254 PlayerStats_GameReport_FinalizePlayer(self);
1256 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1258 CheatShutdownClient();
1260 W_HitPlotClose(self);
1263 anticheat_shutdown();
1265 playerdemo_shutdown();
1267 bot_clientdisconnect();
1272 if(autocvar_sv_eventlog)
1273 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1275 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1277 MUTATOR_CALLHOOK(ClientDisconnect);
1279 Portal_ClearAll(self);
1283 RemoveGrapplingHook(self);
1285 // Here, everything has been done that requires this player to be a client.
1287 self.flags &= ~FL_CLIENT;
1289 if (self.chatbubbleentity)
1290 remove (self.chatbubbleentity);
1292 if (self.killindicator)
1293 remove (self.killindicator);
1295 WaypointSprite_PlayerGone();
1297 bot_relinkplayerlist();
1299 accuracy_free(self);
1300 ClientData_Detach();
1301 PlayerScore_Detach(self);
1303 if(self.netname_previous)
1304 strunzone(self.netname_previous);
1305 if(self.clientstatus)
1306 strunzone(self.clientstatus);
1307 if(self.weaponorder_byimpulse)
1308 strunzone(self.weaponorder_byimpulse);
1310 ClearPlayerSounds();
1313 remove(self.personal);
1323 void ChatBubbleThink()
1325 self.nextthink = time;
1326 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1328 if(self.owner) // but why can that ever be world?
1329 self.owner.chatbubbleentity = world;
1333 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1335 || self.owner.tetris_on
1338 self.model = self.mdl;
1343 void UpdateChatBubble()
1347 // spawn a chatbubble entity if needed
1348 if (!self.chatbubbleentity)
1350 self.chatbubbleentity = spawn();
1351 self.chatbubbleentity.owner = self;
1352 self.chatbubbleentity.exteriormodeltoclient = self;
1353 self.chatbubbleentity.think = ChatBubbleThink;
1354 self.chatbubbleentity.nextthink = time;
1355 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1356 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1357 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs.z * '0 0 1');
1358 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1359 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1360 self.chatbubbleentity.model = "";
1361 self.chatbubbleentity.effects = EF_LOWPRECISION;
1366 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1367 // added to the model skins
1368 /*void UpdateColorModHack()
1371 c = self.clientcolors & 15;
1372 // LordHavoc: only bothering to support white, green, red, yellow, blue
1373 if (!teamplay) self.colormod = '0 0 0';
1374 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1375 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1376 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1377 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1378 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1379 else self.colormod = '1 1 1';
1384 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1386 self.solid = SOLID_NOT;
1387 self.takedamage = DAMAGE_NO;
1388 self.movetype = MOVETYPE_FLY;
1389 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1390 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1391 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1392 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1393 if(autocvar_g_respawn_ghosts_maxtime)
1394 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1399 self.effects |= EF_NODRAW; // prevent another CopyBody
1400 PutClientInServer();
1403 void play_countdown(float finished, string samp)
1405 if(IS_REAL_CLIENT(self))
1406 if(floor(finished - time - frametime) != floor(finished - time))
1407 if(finished - time < 6)
1408 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1411 void player_powerups (void)
1413 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1414 olditems = self.items;
1416 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1417 self.modelflags |= MF_ROCKET;
1419 self.modelflags &= ~MF_ROCKET;
1421 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1423 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1426 Fire_ApplyDamage(self);
1427 Fire_ApplyEffect(self);
1431 if (self.items & IT_STRENGTH)
1433 play_countdown(self.strength_finished, "misc/poweroff.wav");
1434 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1435 if (time > self.strength_finished)
1437 self.items = self.items - (self.items & IT_STRENGTH);
1438 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1439 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1444 if (time < self.strength_finished)
1446 self.items = self.items | IT_STRENGTH;
1447 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1448 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1451 if (self.items & IT_INVINCIBLE)
1453 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1454 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1455 if (time > self.invincible_finished)
1457 self.items = self.items - (self.items & IT_INVINCIBLE);
1458 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1459 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1464 if (time < self.invincible_finished)
1466 self.items = self.items | IT_INVINCIBLE;
1467 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1468 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1471 if (self.items & IT_SUPERWEAPON)
1473 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1475 self.superweapons_finished = 0;
1476 self.items = self.items - (self.items & IT_SUPERWEAPON);
1477 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1478 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1480 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1482 // don't let them run out
1486 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1487 if (time > self.superweapons_finished)
1489 self.items = self.items - (self.items & IT_SUPERWEAPON);
1490 self.weapons &= ~WEPSET_SUPERWEAPONS;
1491 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1492 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1496 else if(self.weapons & WEPSET_SUPERWEAPONS)
1498 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1500 self.items = self.items | IT_SUPERWEAPON;
1501 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1502 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1506 self.superweapons_finished = 0;
1507 self.weapons &= ~WEPSET_SUPERWEAPONS;
1512 self.superweapons_finished = 0;
1516 if(autocvar_g_nodepthtestplayers)
1517 self.effects = self.effects | EF_NODEPTHTEST;
1519 if(autocvar_g_fullbrightplayers)
1520 self.effects = self.effects | EF_FULLBRIGHT;
1522 if (time >= game_starttime)
1523 if (time < self.spawnshieldtime)
1524 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1526 MUTATOR_CALLHOOK(PlayerPowerups);
1529 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1531 if(current > stable)
1533 else if(current > stable - 0.25) // when close enough, "snap"
1536 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1539 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1541 if(current < stable)
1543 else if(current < stable + 0.25) // when close enough, "snap"
1546 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1549 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1551 if(current > rotstable)
1553 if(rotframetime > 0)
1555 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1556 current = max(rotstable, current - rotlinear * rotframetime);
1559 else if(current < regenstable)
1561 if(regenframetime > 0)
1563 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1564 current = min(regenstable, current + regenlinear * regenframetime);
1574 void player_regen (void)
1576 float max_mod, regen_mod, rot_mod, limit_mod;
1577 max_mod = regen_mod = rot_mod = limit_mod = 1;
1578 regen_mod_max = max_mod;
1579 regen_mod_regen = regen_mod;
1580 regen_mod_rot = rot_mod;
1581 regen_mod_limit = limit_mod;
1582 if(!MUTATOR_CALLHOOK(PlayerRegen))
1585 float minh, mina, maxh, maxa, limith, limita;
1586 maxh = autocvar_g_balance_health_rotstable;
1587 maxa = autocvar_g_balance_armor_rotstable;
1588 minh = autocvar_g_balance_health_regenstable;
1589 mina = autocvar_g_balance_armor_regenstable;
1590 limith = autocvar_g_balance_health_limit;
1591 limita = autocvar_g_balance_armor_limit;
1593 max_mod = regen_mod_max;
1594 regen_mod = regen_mod_regen;
1595 rot_mod = regen_mod_rot;
1596 limit_mod = regen_mod_limit;
1598 maxh = maxh * max_mod;
1599 minh = minh * max_mod;
1600 limith = limith * limit_mod;
1601 limita = limita * limit_mod;
1603 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);
1604 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);
1607 // if player rotted to death... die!
1608 // check this outside above checks, as player may still be able to rot to death
1610 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1612 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1614 float minf, maxf, limitf;
1616 maxf = autocvar_g_balance_fuel_rotstable;
1617 minf = autocvar_g_balance_fuel_regenstable;
1618 limitf = autocvar_g_balance_fuel_limit;
1620 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);
1624 float zoomstate_set;
1625 void SetZoomState(float z)
1627 if(z != self.zoomstate)
1630 ClientData_Touch(self);
1635 void GetPressedKeys(void) {
1636 MUTATOR_CALLHOOK(GetPressedKeys);
1637 if (self.movement.x > 0) // get if movement keys are pressed
1638 { // forward key pressed
1639 self.pressedkeys |= KEY_FORWARD;
1640 self.pressedkeys &= ~KEY_BACKWARD;
1642 else if (self.movement.x < 0)
1643 { // backward key pressed
1644 self.pressedkeys |= KEY_BACKWARD;
1645 self.pressedkeys &= ~KEY_FORWARD;
1649 self.pressedkeys &= ~KEY_FORWARD;
1650 self.pressedkeys &= ~KEY_BACKWARD;
1653 if (self.movement.y > 0)
1654 { // right key pressed
1655 self.pressedkeys |= KEY_RIGHT;
1656 self.pressedkeys &= ~KEY_LEFT;
1658 else if (self.movement.y < 0)
1659 { // left key pressed
1660 self.pressedkeys |= KEY_LEFT;
1661 self.pressedkeys &= ~KEY_RIGHT;
1665 self.pressedkeys &= ~KEY_RIGHT;
1666 self.pressedkeys &= ~KEY_LEFT;
1669 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1670 self.pressedkeys |= KEY_JUMP;
1672 self.pressedkeys &= ~KEY_JUMP;
1673 if (self.BUTTON_CROUCH)
1674 self.pressedkeys |= KEY_CROUCH;
1676 self.pressedkeys &= ~KEY_CROUCH;
1678 if (self.BUTTON_ATCK)
1679 self.pressedkeys |= KEY_ATCK;
1681 self.pressedkeys &= ~KEY_ATCK;
1682 if (self.BUTTON_ATCK2)
1683 self.pressedkeys |= KEY_ATCK2;
1685 self.pressedkeys &= ~KEY_ATCK2;
1689 ======================
1690 spectate mode routines
1691 ======================
1694 void SpectateCopy(entity spectatee) {
1696 MUTATOR_CALLHOOK(SpectateCopy);
1697 self.armortype = spectatee.armortype;
1698 self.armorvalue = spectatee.armorvalue;
1699 self.ammo_cells = spectatee.ammo_cells;
1700 self.ammo_plasma = spectatee.ammo_plasma;
1701 self.ammo_shells = spectatee.ammo_shells;
1702 self.ammo_nails = spectatee.ammo_nails;
1703 self.ammo_rockets = spectatee.ammo_rockets;
1704 self.ammo_fuel = spectatee.ammo_fuel;
1705 self.clip_load = spectatee.clip_load;
1706 self.clip_size = spectatee.clip_size;
1707 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1708 self.health = spectatee.health;
1710 self.items = spectatee.items;
1711 self.last_pickup = spectatee.last_pickup;
1712 self.hit_time = spectatee.hit_time;
1713 self.metertime = spectatee.metertime;
1714 self.strength_finished = spectatee.strength_finished;
1715 self.invincible_finished = spectatee.invincible_finished;
1716 self.pressedkeys = spectatee.pressedkeys;
1717 self.weapons = spectatee.weapons;
1718 self.switchweapon = spectatee.switchweapon;
1719 self.switchingweapon = spectatee.switchingweapon;
1720 self.weapon = spectatee.weapon;
1721 self.vortex_charge = spectatee.vortex_charge;
1722 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1723 self.hagar_load = spectatee.hagar_load;
1724 self.arc_heat_percent = spectatee.arc_heat_percent;
1725 self.minelayer_mines = spectatee.minelayer_mines;
1726 self.punchangle = spectatee.punchangle;
1727 self.view_ofs = spectatee.view_ofs;
1728 self.velocity = spectatee.velocity;
1729 self.dmg_take = spectatee.dmg_take;
1730 self.dmg_save = spectatee.dmg_save;
1731 self.dmg_inflictor = spectatee.dmg_inflictor;
1732 self.v_angle = spectatee.v_angle;
1733 self.angles = spectatee.v_angle;
1734 self.frozen = spectatee.frozen;
1735 self.revive_progress = spectatee.revive_progress;
1736 if(!self.BUTTON_USE)
1737 self.fixangle = true;
1738 setorigin(self, spectatee.origin);
1739 setsize(self, spectatee.mins, spectatee.maxs);
1740 SetZoomState(spectatee.zoomstate);
1742 anticheat_spectatecopy(spectatee);
1743 self.hud = spectatee.hud;
1744 if(spectatee.vehicle)
1746 self.fixangle = false;
1747 //self.velocity = spectatee.vehicle.velocity;
1748 self.vehicle_health = spectatee.vehicle_health;
1749 self.vehicle_shield = spectatee.vehicle_shield;
1750 self.vehicle_energy = spectatee.vehicle_energy;
1751 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1752 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1753 self.vehicle_reload1 = spectatee.vehicle_reload1;
1754 self.vehicle_reload2 = spectatee.vehicle_reload2;
1758 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1759 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1760 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1761 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1763 //WriteByte (MSG_ONE, SVC_SETVIEW);
1764 // WriteEntity(MSG_ONE, self);
1765 //makevectors(spectatee.v_angle);
1766 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1770 float SpectateUpdate()
1775 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1777 SetSpectator(self, world);
1781 SpectateCopy(self.enemy);
1788 if(self.enemy.classname != "player")
1790 /*if(self.enemy.vehicle)
1794 WriteByte(MSG_ONE, SVC_SETVIEW);
1795 WriteEntity(MSG_ONE, self.enemy);
1796 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1798 self.movetype = MOVETYPE_NONE;
1799 accuracy_resend(self);
1804 WriteByte(MSG_ONE, SVC_SETVIEW);
1805 WriteEntity(MSG_ONE, self.enemy);
1806 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1807 self.movetype = MOVETYPE_NONE;
1808 accuracy_resend(self);
1810 if(!SpectateUpdate())
1811 PutObserverInServer();
1816 void SetSpectator(entity player, entity spectatee)
1818 entity old_spectatee = player.enemy;
1820 player.enemy = spectatee;
1823 // these are required to fix the spectator bug with arc
1824 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1825 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1828 float Spectate(entity pl)
1830 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1831 if(pl.team != self.team)
1834 SetSpectator(self, pl);
1835 return SpectateSet();
1838 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1839 entity CA_SpectateNext(entity start) {
1840 if (start.team == self.team) {
1845 // continue from current player
1846 while(other && other.team != self.team) {
1847 other = find(other, classname, "player");
1851 // restart from begining
1852 other = find(other, classname, "player");
1853 while(other && other.team != self.team) {
1854 other = find(other, classname, "player");
1861 float SpectateNext()
1863 other = find(self.enemy, classname, "player");
1865 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1866 // CA and ca players when spectating enemies is forbidden
1867 other = CA_SpectateNext(other);
1869 // other modes and ca spectators or spectating enemies is allowed
1871 other = find(other, classname, "player");
1874 if(other) { SetSpectator(self, other); }
1876 return SpectateSet();
1879 float SpectatePrev()
1881 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1882 other = findchain(classname, "player");
1883 if (!other) // no player
1886 entity first = other;
1887 // skip players until current spectated player
1889 while(other && other != self.enemy)
1890 other = other.chain;
1892 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1894 do { other = other.chain; }
1895 while(other && other.team != self.team);
1900 while(other.team != self.team)
1901 other = other.chain;
1902 if(other == self.enemy)
1909 other = other.chain;
1913 SetSpectator(self, other);
1914 return SpectateSet();
1919 ShowRespawnCountdown()
1921 Update a respawn countdown display.
1924 void ShowRespawnCountdown()
1927 if(self.deadflag == DEAD_NO) // just respawned?
1931 number = ceil(self.respawn_time - time);
1934 if(number <= self.respawn_countdown)
1936 self.respawn_countdown = number - 1;
1937 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
1938 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1943 void LeaveSpectatorMode()
1947 if(nJoinAllowed(self))
1949 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1951 self.classname = "player";
1952 nades_RemoveBonus(self);
1954 if(autocvar_g_campaign || autocvar_g_balance_teams)
1955 { JoinBestTeam(self, false, true); }
1957 if(autocvar_g_campaign)
1958 { campaign_bots_may_start = 1; }
1960 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1962 PutClientInServer();
1964 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1967 stuffcmd(self, "menu_showteamselect\n");
1971 // Player may not join because g_maxplayers is set
1972 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1977 * Determines whether the player is allowed to join. This depends on cvar
1978 * g_maxplayers, if it isn't used this function always return true, otherwise
1979 * it checks whether the number of currently playing players exceeds g_maxplayers.
1980 * @return int number of free slots for players, 0 if none
1982 float nJoinAllowed(entity ignore) {
1984 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1985 // so report 0 free slots if restricted
1987 if(autocvar_g_forced_team_otherwise == "spectate")
1989 if(autocvar_g_forced_team_otherwise == "spectator")
1993 if(self.team_forced < 0)
1994 return 0; // forced spectators can never join
1996 // TODO simplify this
1998 float totalClients = 0;
2003 if (!autocvar_g_maxplayers)
2004 return maxclients - totalClients;
2006 float currentlyPlaying = 0;
2007 FOR_EACH_REALCLIENT(e)
2008 if(IS_PLAYER(e) || e.caplayer)
2009 currentlyPlaying += 1;
2011 if(currentlyPlaying < autocvar_g_maxplayers)
2012 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2018 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2019 * g_maxplayers_spectator_blocktime seconds
2021 void checkSpectatorBlock() {
2022 if(IS_SPEC(self) || IS_OBSERVER(self))
2024 if(IS_REAL_CLIENT(self))
2026 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2027 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2033 void PrintWelcomeMessage()
2035 if(self.motd_actived_time == 0)
2037 if (autocvar_g_campaign) {
2038 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2039 self.motd_actived_time = time;
2040 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2043 if (self.BUTTON_INFO) {
2044 self.motd_actived_time = time;
2045 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2049 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2051 if (autocvar_g_campaign) {
2052 if (self.BUTTON_INFO)
2053 self.motd_actived_time = time;
2054 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2055 self.motd_actived_time = 0;
2056 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2059 if (self.BUTTON_INFO)
2060 self.motd_actived_time = time;
2061 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2062 self.motd_actived_time = 0;
2063 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2067 else //if(self.motd_actived_time < 0) // just connected, motd is active
2069 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2070 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2071 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2073 // instanctly hide MOTD
2074 self.motd_actived_time = 0;
2075 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2080 void ObserverThink()
2082 float prefered_movetype;
2083 if (self.flags & FL_JUMPRELEASED) {
2084 if (self.BUTTON_JUMP && !self.version_mismatch) {
2085 self.flags &= ~FL_JUMPRELEASED;
2086 self.flags |= FL_SPAWNING;
2087 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2088 self.flags &= ~FL_JUMPRELEASED;
2089 if(SpectateNext()) {
2090 self.classname = "spectator";
2093 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2094 if (self.movetype != prefered_movetype)
2095 self.movetype = prefered_movetype;
2098 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2099 self.flags |= FL_JUMPRELEASED;
2100 if(self.flags & FL_SPAWNING)
2102 self.flags &= ~FL_SPAWNING;
2103 LeaveSpectatorMode();
2110 void SpectatorThink()
2112 if (self.flags & FL_JUMPRELEASED) {
2113 if (self.BUTTON_JUMP && !self.version_mismatch) {
2114 self.flags &= ~FL_JUMPRELEASED;
2115 self.flags |= FL_SPAWNING;
2116 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2117 self.flags &= ~FL_JUMPRELEASED;
2118 if(SpectateNext()) {
2119 self.classname = "spectator";
2121 self.classname = "observer";
2122 PutClientInServer();
2125 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2126 self.flags &= ~FL_JUMPRELEASED;
2127 if(SpectatePrev()) {
2128 self.classname = "spectator";
2130 self.classname = "observer";
2131 PutClientInServer();
2134 } else if (self.BUTTON_ATCK2) {
2135 self.flags &= ~FL_JUMPRELEASED;
2136 self.classname = "observer";
2137 PutClientInServer();
2139 if(!SpectateUpdate())
2140 PutObserverInServer();
2143 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2144 self.flags |= FL_JUMPRELEASED;
2145 if(self.flags & FL_SPAWNING)
2147 self.flags &= ~FL_SPAWNING;
2148 LeaveSpectatorMode();
2152 if(!SpectateUpdate())
2153 PutObserverInServer();
2156 self.flags |= FL_CLIENT | FL_NOTARGET;
2161 if (!IS_PLAYER(self))
2166 vehicles_exit(VHEF_NORMAL);
2170 // a use key was pressed; call handlers
2171 MUTATOR_CALLHOOK(PlayerUseKey);
2174 float isInvisibleString(string s)
2177 s = strdecolorize(s);
2178 for((i = 0), (n = strlen(s)); i < n; ++i)
2186 case 192: // charmap space
2187 if (!autocvar_utf8_enable)
2190 case 160: // space in unicode fonts
2191 case 0xE000 + 192: // utf8 charmap space
2192 if (autocvar_utf8_enable)
2205 Called every frame for each client before the physics are run
2208 .float usekeypressed;
2209 void() nexball_setstatus;
2211 void PlayerPreThink (void)
2213 WarpZone_PlayerPhysics_FixVAngle();
2215 self.stat_game_starttime = game_starttime;
2216 self.stat_round_starttime = round_starttime;
2217 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2218 self.stat_leadlimit = autocvar_leadlimit;
2222 // physics frames: update anticheat stuff
2223 anticheat_prethink();
2226 if(blockSpectators && frametime)
2227 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2228 checkSpectatorBlock();
2232 // Savage: Check for nameless players
2233 if (isInvisibleString(self.netname)) {
2234 string new_name = strzone(strcat("Player@", self.netaddress));
2235 if(autocvar_sv_eventlog)
2236 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2237 if(self.netname_previous)
2238 strunzone(self.netname_previous);
2239 self.netname_previous = strzone(new_name);
2240 self.netname = self.netname_previous;
2241 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2242 } else if(self.netname_previous != self.netname) {
2243 if(autocvar_sv_eventlog)
2244 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2245 if(self.netname_previous)
2246 strunzone(self.netname_previous);
2247 self.netname_previous = strzone(self.netname);
2251 if(self.version_nagtime)
2252 if(self.cvar_g_xonoticversion)
2253 if(time > self.version_nagtime)
2255 // don't notify git users
2256 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2258 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2260 // notify release users if connecting to git
2261 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");
2262 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2267 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2270 // give users new version
2271 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");
2272 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2276 // notify users about old server version
2277 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");
2278 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2282 self.version_nagtime = 0;
2286 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2288 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2289 self.max_armorvalue = 0;
2293 if (TetrisPreFrame())
2297 if(self.frozen == 2)
2299 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2300 self.health = max(1, self.revive_progress * start_health);
2301 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2303 if(self.revive_progress >= 1)
2306 else if(self.frozen == 3)
2308 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2309 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2314 vehicles_exit(VHEF_RELESE);
2315 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2317 else if ( self.revive_progress <= 0 )
2321 MUTATOR_CALLHOOK(PlayerPreThink);
2323 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2325 if(self.BUTTON_USE && !self.usekeypressed)
2327 self.usekeypressed = self.BUTTON_USE;
2330 if(IS_REAL_CLIENT(self))
2331 PrintWelcomeMessage();
2336 CheckRules_Player();
2338 if (intermission_running)
2340 IntermissionThink (); // otherwise a button could be missed between
2341 return; // the think tics
2344 //don't allow the player to turn around while game is paused!
2345 if(timeout_status == TIMEOUT_ACTIVE) {
2346 // FIXME turn this into CSQC stuff
2347 self.v_angle = self.lastV_angle;
2348 self.angles = self.lastV_angle;
2349 self.fixangle = true;
2354 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2356 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));
2357 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));
2358 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));
2360 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2362 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));
2363 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));
2364 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));
2368 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2373 if (self.deadflag != DEAD_NO)
2375 if(self.personal && g_race_qualifying)
2377 if(time > self.respawn_time)
2379 self.respawn_time = time + 1; // only retry once a second
2380 self.stat_respawn_time = self.respawn_time;
2387 float button_pressed;
2390 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2392 if (self.deadflag == DEAD_DYING)
2394 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2395 self.deadflag = DEAD_RESPAWNING;
2396 else if(!button_pressed)
2397 self.deadflag = DEAD_DEAD;
2399 else if (self.deadflag == DEAD_DEAD)
2402 self.deadflag = DEAD_RESPAWNABLE;
2403 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2404 self.deadflag = DEAD_RESPAWNING;
2406 else if (self.deadflag == DEAD_RESPAWNABLE)
2409 self.deadflag = DEAD_RESPAWNING;
2411 else if (self.deadflag == DEAD_RESPAWNING)
2413 if(time > self.respawn_time)
2415 self.respawn_time = time + 1; // only retry once a second
2416 self.respawn_time_max = self.respawn_time;
2421 ShowRespawnCountdown();
2423 if(self.respawn_flags & RESPAWN_SILENT)
2424 self.stat_respawn_time = 0;
2425 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2426 self.stat_respawn_time = self.respawn_time_max;
2428 self.stat_respawn_time = self.respawn_time;
2431 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2432 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2433 self.stat_respawn_time *= -1;
2438 self.prevorigin = self.origin;
2440 float do_crouch = self.BUTTON_CROUCH;
2448 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2449 // It cannot be predicted by the engine!
2450 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2458 self.view_ofs = PL_CROUCH_VIEW_OFS;
2459 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2460 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2467 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, false, self);
2468 if (!trace_startsolid)
2470 self.crouch = false;
2471 self.view_ofs = PL_VIEW_OFS;
2472 setsize (self, PL_MIN, PL_MAX);
2479 GrapplingHookFrame();
2481 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2484 self.items &= ~self.items_added;
2488 self.items_added = 0;
2489 if(self.items & IT_JETPACK)
2490 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2491 self.items_added |= IT_FUEL;
2493 self.items |= self.items_added;
2498 // WEAPONTODO: Add a weapon request for this
2499 // rot vortex charge to the charge limit
2500 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2501 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2507 secrets_setstatus();
2510 monsters_setstatus();
2512 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2514 //self.angles_y=self.v_angle_y + 90; // temp
2515 } else if(gameover) {
2516 if (intermission_running)
2517 IntermissionThink (); // otherwise a button could be missed between
2519 } else if(IS_OBSERVER(self)) {
2521 } else if(IS_SPEC(self)) {
2525 // WEAPONTODO: Add weapon request for this
2527 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
2529 float oldspectatee_status;
2530 oldspectatee_status = self.spectatee_status;
2532 self.spectatee_status = num_for_edict(self.enemy);
2533 else if(IS_OBSERVER(self))
2534 self.spectatee_status = num_for_edict(self);
2536 self.spectatee_status = 0;
2537 if(self.spectatee_status != oldspectatee_status)
2539 ClientData_Touch(self);
2542 if(self.teamkill_soundtime)
2543 if(time > self.teamkill_soundtime)
2545 self.teamkill_soundtime = 0;
2547 entity oldpusher, oldself;
2549 oldself = self; self = self.teamkill_soundsource;
2550 oldpusher = self.pusher; self.pusher = oldself;
2552 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2554 self.pusher = oldpusher;
2558 if(self.taunt_soundtime)
2559 if(time > self.taunt_soundtime)
2561 self.taunt_soundtime = 0;
2562 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2565 target_voicescript_next(self);
2567 // WEAPONTODO: Move into weaponsystem somehow
2568 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2570 self.clip_load = self.clip_size = 0;
2577 Called every frame for each client after the physics are run
2580 .float idlekick_lasttimeleft;
2581 void PlayerPostThink (void)
2583 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2584 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2586 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2588 if(self.idlekick_lasttimeleft)
2590 self.idlekick_lasttimeleft = 0;
2591 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2597 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2598 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2600 if(!self.idlekick_lasttimeleft)
2601 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2605 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2609 else if(timeleft <= 10)
2611 if(timeleft != self.idlekick_lasttimeleft)
2612 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2613 self.idlekick_lasttimeleft = timeleft;
2619 if(self.impulse == 100)
2621 if (!TetrisPostFrame())
2627 //CheckPlayerJump();
2629 if(IS_PLAYER(self)) {
2630 CheckRules_Player();
2634 if (intermission_running)
2635 return; // intermission or finale
2645 for(i = 0; i < 1000; ++i)
2648 end = self.origin + '0 0 1024' + 512 * randomvec();
2649 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2650 if(trace_fraction < 1)
2651 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2653 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2659 if(self.waypointsprite_attachedforcarrier)
2660 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2664 CSQCMODEL_AUTOUPDATE();