1 #include "cl_client.qh"
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
7 #include "miscfunctions.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
14 #include "command/common.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
23 #include "bot/navigation.qh"
25 #include "../common/ent_cs.qh"
26 #include <common/state.qh>
28 #include <common/effects/qc/globalsound.qh>
30 #include "../common/triggers/teleporters.qh"
32 #include "../common/vehicles/all.qh"
34 #include "weapons/hitplot.qh"
35 #include "weapons/weaponsystem.qh"
37 #include "../common/net_notice.qh"
38 #include "../common/physics/player.qh"
40 #include "../common/items/all.qc"
42 #include "../common/mutators/mutator/waypoints/all.qh"
44 #include "../common/triggers/subs.qh"
45 #include "../common/triggers/triggers.qh"
46 #include "../common/triggers/trigger/secret.qh"
48 #include "../common/minigames/sv_minigames.qh"
50 #include "../common/items/inventory.qh"
52 #include "../common/monsters/sv_monsters.qh"
54 #include "../lib/warpzone/server.qh"
56 STATIC_METHOD(Client, Add, void(Client this, int _team))
58 WITH(entity, self, this, ClientConnect());
59 TRANSMUTE(Player, this);
62 WITH(entity, self, this, PutClientInServer());
65 void PutObserverInServer();
66 void ClientDisconnect();
68 STATIC_METHOD(Client, Remove, void(Client this))
70 TRANSMUTE(Observer, this);
71 WITH(entity, self, this, PutClientInServer(); ClientDisconnect());
74 void send_CSQC_teamnagger() {
75 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
78 bool ClientData_Send(entity this, entity to, int sf)
80 assert(to == this.owner, return false);
83 if (IS_SPEC(e)) e = e.enemy;
86 if (e.race_completed) sf |= 1; // forced scoreboard
87 if (to.spectatee_status) sf |= 2; // spectator ent number follows
88 if (e.zoomstate) sf |= 4; // zoomed
89 if (e.porto_v_angle_held) sf |= 8; // angles held
91 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
92 WriteByte(MSG_ENTITY, sf);
96 WriteByte(MSG_ENTITY, to.spectatee_status);
100 WriteAngle(MSG_ENTITY, e.v_angle.x);
101 WriteAngle(MSG_ENTITY, e.v_angle.y);
106 void ClientData_Attach(entity this)
108 Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
109 this.clientdata.drawonlytoclient = this;
110 this.clientdata.owner = this;
113 void ClientData_Detach(entity this)
115 remove(this.clientdata);
116 this.clientdata = NULL;
119 void ClientData_Touch(entity e)
121 e.clientdata.SendFlags = 1;
123 // make it spectatable
124 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
127 .string netname_previous;
129 void SetSpectatee(entity player, entity spectatee);
136 Checks if the argument string can be a valid playermodel.
137 Returns a valid one in doubt.
140 string FallbackPlayerModel;
141 string CheckPlayerModel(string plyermodel) {
142 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
144 // note: we cannot summon Don Strunzone here, some player may
145 // still have the model string set. In case anyone manages how
146 // to change a cvar default, we'll have a small leak here.
147 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
149 // only in right path
150 if( substring(plyermodel,0,14) != "models/player/")
151 return FallbackPlayerModel;
152 // only good file extensions
153 if(substring(plyermodel,-4,4) != ".zym")
154 if(substring(plyermodel,-4,4) != ".dpm")
155 if(substring(plyermodel,-4,4) != ".iqm")
156 if(substring(plyermodel,-4,4) != ".md3")
157 if(substring(plyermodel,-4,4) != ".psk")
158 return FallbackPlayerModel;
159 // forbid the LOD models
160 if(substring(plyermodel, -9,5) == "_lod1")
161 return FallbackPlayerModel;
162 if(substring(plyermodel, -9,5) == "_lod2")
163 return FallbackPlayerModel;
164 if(plyermodel != strtolower(plyermodel))
165 return FallbackPlayerModel;
166 // also, restrict to server models
167 if(autocvar_sv_servermodelsonly)
169 if(!fexists(plyermodel))
170 return FallbackPlayerModel;
175 void setplayermodel(entity e, string modelname)
177 precache_model(modelname);
178 _setmodel(e, modelname);
179 player_setupanimsformodel();
180 if(!autocvar_g_debug_globalsounds)
181 UpdatePlayerSounds(e);
184 void FixPlayermodel(entity player);
185 /** putting a client as observer in the server */
186 void PutObserverInServer()
189 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver);
190 PlayerState_detach(this);
192 if (IS_PLAYER(this) && this.health >= 1) {
194 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
198 entity spot = SelectSpawnPoint(true);
199 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
200 this.angles = spot.angles;
202 this.fixangle = true;
203 // offset it so that the spectator spawns higher off the ground, looks better this way
204 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
205 this.prevorigin = this.origin;
206 if (IS_REAL_CLIENT(this))
209 WriteByte(MSG_ONE, SVC_SETVIEW);
210 WriteEntity(MSG_ONE, this);
212 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
213 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
214 if(!autocvar_g_debug_globalsounds)
216 // needed for player sounds
218 FixPlayermodel(this);
220 setmodel(this, MDL_Null);
221 setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
222 this.view_ofs = '0 0 0';
225 RemoveGrapplingHook(this);
226 Portal_ClearAll(this);
232 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
236 if (this.vehicle) vehicles_exit(VHEF_RELEASE);
238 WaypointSprite_PlayerDead(this);
240 if (mutator_returnvalue) {
241 // mutator prevents resetting teams+score
243 this.team = -1; // move this as it is needed to log the player spectating in eventlog
244 this.frags = FRAGS_SPECTATOR;
245 PlayerScore_Clear(this); // clear scores when needed
248 if (this.killcount != FRAGS_SPECTATOR)
250 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
251 if(!intermission_running)
252 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
253 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
255 if(this.just_joined == false) {
256 LogTeamchange(this.playerid, -1, 4);
258 this.just_joined = false;
261 accuracy_resend(this);
263 this.spectatortime = time;
264 this.bot_attack = false;
265 this.hud = HUD_NORMAL;
266 TRANSMUTE(Observer, this);
267 this.iscreature = false;
268 this.teleportable = TELEPORT_SIMPLE;
269 this.damagedbycontents = false;
270 this.health = FRAGS_SPECTATOR;
271 this.takedamage = DAMAGE_NO;
272 this.solid = SOLID_NOT;
273 this.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
274 this.flags = FL_CLIENT | FL_NOTARGET;
275 this.armorvalue = 666;
277 this.armorvalue = autocvar_g_balance_armor_start;
278 this.pauserotarmor_finished = 0;
279 this.pauserothealth_finished = 0;
280 this.pauseregen_finished = 0;
281 this.damageforcescale = 0;
283 this.respawn_flags = 0;
284 this.respawn_time = 0;
285 this.stat_respawn_time = 0;
290 this.pain_finished = 0;
291 this.strength_finished = 0;
292 this.invincible_finished = 0;
293 this.superweapons_finished = 0;
296 this.think = func_null;
299 this.deadflag = DEAD_NO;
301 this.revival_time = 0;
304 this.weapons = '0 0 0';
305 this.drawonlytoclient = this;
307 this.weaponname = "";
308 this.weaponmodel = "";
309 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
311 this.weaponentities[slot] = NULL;
313 this.exteriorweaponentity = NULL;
314 this.killcount = FRAGS_SPECTATOR;
315 this.velocity = '0 0 0';
316 this.avelocity = '0 0 0';
317 this.punchangle = '0 0 0';
318 this.punchvector = '0 0 0';
319 this.oldvelocity = this.velocity;
320 this.fire_endtime = -1;
321 this.event_damage = func_null;
324 int player_getspecies(entity this)
326 get_model_parameters(this.model, this.skin);
327 int s = get_model_parameters_species;
328 get_model_parameters(string_null, 0);
329 if (s < 0) return SPECIES_HUMAN;
333 .float model_randomizer;
334 void FixPlayermodel(entity player)
336 string defaultmodel = "";
338 if(autocvar_sv_defaultcharacter)
342 string s = Static_Team_ColorName_Lower(player.team);
345 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
346 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
350 if(defaultmodel == "")
352 defaultmodel = autocvar_sv_defaultplayermodel;
353 defaultskin = autocvar_sv_defaultplayerskin;
356 int n = tokenize_console(defaultmodel);
359 defaultmodel = argv(floor(n * player.model_randomizer));
360 // However, do NOT randomize if the player-selected model is in the list.
361 for (int i = 0; i < n; ++i)
362 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
363 defaultmodel = argv(i);
366 int i = strstrofs(defaultmodel, ":", 0);
369 defaultskin = stof(substring(defaultmodel, i+1, -1));
370 defaultmodel = substring(defaultmodel, 0, i);
373 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
374 defaultmodel = ret_string;
375 defaultskin = ret_int;
379 if(defaultmodel != "")
381 if (defaultmodel != player.model)
383 vector m1 = player.mins;
384 vector m2 = player.maxs;
385 setplayermodel (player, defaultmodel);
386 setsize (player, m1, m2);
390 oldskin = player.skin;
391 player.skin = defaultskin;
393 if (player.playermodel != player.model || player.playermodel == "")
395 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
396 vector m1 = player.mins;
397 vector m2 = player.maxs;
398 setplayermodel (player, player.playermodel);
399 setsize (player, m1, m2);
403 oldskin = player.skin;
404 player.skin = stof(player.playerskin);
407 if(chmdl || oldskin != player.skin) // model or skin has changed
409 player.species = player_getspecies(player); // update species
410 if(!autocvar_g_debug_globalsounds)
411 UpdatePlayerSounds(player); // update skin sounds
415 if(strlen(autocvar_sv_defaultplayercolors))
416 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
417 setcolor(player, stof(autocvar_sv_defaultplayercolors));
421 /** Called when a client spawns in the server */
422 void PutClientInServer()
425 if (IS_BOT_CLIENT(this)) {
426 TRANSMUTE(Player, this);
427 } else if (IS_REAL_CLIENT(this)) {
429 WriteByte(MSG_ONE, SVC_SETVIEW);
430 WriteEntity(MSG_ONE, this);
433 TRANSMUTE(Observer, this);
436 SetSpectatee(this, NULL);
441 MUTATOR_CALLHOOK(PutClientInServer, this);
443 if (IS_OBSERVER(this)) {
444 PutObserverInServer();
445 } else if (IS_PLAYER(this)) {
446 PlayerState_attach(this);
447 accuracy_resend(this);
450 JoinBestTeam(this, false, true);
452 entity spot = SelectSpawnPoint(false);
454 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
455 return; // spawn failed
458 TRANSMUTE(Player, this);
459 this.wasplayer = true;
460 this.iscreature = true;
461 this.teleportable = TELEPORT_NORMAL;
462 this.damagedbycontents = true;
463 this.movetype = MOVETYPE_WALK;
464 this.solid = SOLID_SLIDEBOX;
465 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
466 if (autocvar_g_playerclip_collisions)
467 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
468 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
469 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
470 this.frags = FRAGS_PLAYER;
471 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
472 this.flags = FL_CLIENT | FL_PICKUPITEMS;
473 if (autocvar__notarget)
474 this.flags |= FL_NOTARGET;
475 this.takedamage = DAMAGE_AIM;
476 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
480 this.ammo_shells = warmup_start_ammo_shells;
481 this.ammo_nails = warmup_start_ammo_nails;
482 this.ammo_rockets = warmup_start_ammo_rockets;
483 this.ammo_cells = warmup_start_ammo_cells;
484 this.ammo_plasma = warmup_start_ammo_plasma;
485 this.ammo_fuel = warmup_start_ammo_fuel;
486 this.health = warmup_start_health;
487 this.armorvalue = warmup_start_armorvalue;
488 this.weapons = WARMUP_START_WEAPONS;
490 this.ammo_shells = start_ammo_shells;
491 this.ammo_nails = start_ammo_nails;
492 this.ammo_rockets = start_ammo_rockets;
493 this.ammo_cells = start_ammo_cells;
494 this.ammo_plasma = start_ammo_plasma;
495 this.ammo_fuel = start_ammo_fuel;
496 this.health = start_health;
497 this.armorvalue = start_armorvalue;
498 this.weapons = start_weapons;
501 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
503 this.items = start_items;
505 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
506 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
507 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
508 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
509 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
510 // extend the pause of rotting if client was reset at the beginning of the countdown
511 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
512 float f = game_starttime - time;
513 this.spawnshieldtime += f;
514 this.pauserotarmor_finished += f;
515 this.pauserothealth_finished += f;
516 this.pauseregen_finished += f;
518 this.damageforcescale = 2;
520 this.respawn_flags = 0;
521 this.respawn_time = 0;
522 this.stat_respawn_time = 0;
523 this.scale = autocvar_sv_player_scale;
526 this.pain_finished = 0;
528 this.think = func_null; // players have no think function
531 this.ballistics_density = autocvar_g_ballistics_density_player;
533 this.deadflag = DEAD_NO;
535 this.angles = spot.angles;
536 this.angles_z = 0; // never spawn tilted even if the spot says to
537 if (IS_BOT_CLIENT(this))
538 this.v_angle = this.angles;
539 this.fixangle = true; // turn this way immediately
540 this.oldvelocity = this.velocity = '0 0 0';
541 this.avelocity = '0 0 0';
542 this.punchangle = '0 0 0';
543 this.punchvector = '0 0 0';
545 this.strength_finished = 0;
546 this.invincible_finished = 0;
547 this.fire_endtime = -1;
548 this.revival_time = 0;
549 this.air_finished = time + 12;
551 entity spawnevent = new_pure(spawnevent);
552 spawnevent.owner = this;
553 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
555 // Cut off any still running player sounds.
556 stopsound(this, CH_PLAYER_SINGLE);
559 FixPlayermodel(this);
560 this.drawonlytoclient = NULL;
563 this.view_ofs = STAT(PL_VIEW_OFS, NULL);
564 setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
565 this.spawnorigin = spot.origin;
566 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
567 // don't reset back to last position, even if new position is stuck in solid
568 this.oldorigin = this.origin;
569 this.prevorigin = this.origin;
570 this.lastteleporttime = time; // prevent insane speeds due to changing origin
571 this.hud = HUD_NORMAL;
573 this.event_damage = PlayerDamage;
575 this.bot_attack = true;
576 this.monster_attack = true;
578 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
580 if (this.killcount == FRAGS_SPECTATOR) {
581 PlayerScore_Clear(this);
585 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
587 CL_SpawnWeaponentity(this, weaponentities[slot]);
589 this.alpha = default_player_alpha;
590 this.colormod = '1 1 1' * autocvar_g_player_brightness;
591 this.exteriorweaponentity.alpha = default_weapon_alpha;
593 this.speedrunning = false;
595 target_voicescript_clear(this);
597 // reset fields the weapons may use
598 FOREACH(Weapons, true, LAMBDA(
599 it.wr_resetplayer(it);
600 // reload all reloadable weapons
601 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
602 this.weapon_load[it.m_id] = it.reloading_ammo;
607 string s = spot.target;
608 spot.target = string_null;
609 WITH(entity, activator, this, LAMBDA(
610 WITH(entity, self, spot, SUB_UseTargets())
617 MUTATOR_CALLHOOK(PlayerSpawn, spot);
619 if (autocvar_spawn_debug)
621 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
622 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
625 PS(this).m_switchweapon = w_getbestweapon(this);
626 this.cnt = -1; // W_LastWeapon will not complain
627 PS(this).m_weapon = WEP_Null;
628 this.weaponname = "";
629 PS(this).m_switchingweapon = WEP_Null;
631 if (!warmup_stage && !this.alivetime)
632 this.alivetime = time;
634 antilag_clear(this, CS(this));
638 void ClientInit_misc();
640 .float ebouncefactor, ebouncestop; // electro's values
641 // TODO do we need all these fields, or should we stop autodetecting runtime
642 // changes and just have a console command to update this?
643 bool ClientInit_SendEntity(entity this, entity to, int sf)
645 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
648 // MSG_INIT replacement
649 // TODO: make easier to use
651 W_PROP_reload(MSG_ONE, to);
653 MUTATOR_CALLHOOK(Ent_Init);
655 void ClientInit_misc()
658 int channel = MSG_ONE;
659 WriteHeader(channel, ENT_CLIENT_INIT);
660 WriteByte(channel, g_nexball_meter_period * 32);
661 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
662 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
663 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
664 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
665 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
666 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
667 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
668 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
670 if(sv_foginterval && world.fog != "")
671 WriteString(channel, world.fog);
673 WriteString(channel, "");
674 WriteByte(channel, self.count * 255.0); // g_balance_armor_blockpercent
675 WriteByte(channel, serverflags); // client has to know if it should zoom or not
676 WriteCoord(channel, autocvar_g_trueaim_minrange);
679 void ClientInit_CheckUpdate()
681 self.nextthink = time;
682 if(self.count != autocvar_g_balance_armor_blockpercent)
684 self.count = autocvar_g_balance_armor_blockpercent;
689 void ClientInit_Spawn()
692 entity e = new_pure(clientinit);
693 e.think = ClientInit_CheckUpdate;
694 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
696 WITH(entity, self, e, ClientInit_CheckUpdate());
706 // initialize parms for a new player
707 parm1 = -(86400 * 366);
709 MUTATOR_CALLHOOK(SetNewParms);
717 void SetChangeParms ()
719 // save parms for level change
720 parm1 = self.parm_idlesince - time;
722 MUTATOR_CALLHOOK(SetChangeParms);
730 void DecodeLevelParms(entity this)
733 this.parm_idlesince = parm1;
734 if (this.parm_idlesince == -(86400 * 366))
735 this.parm_idlesince = time;
737 // whatever happens, allow 60 seconds of idling directly after connect for map loading
738 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
740 MUTATOR_CALLHOOK(DecodeLevelParms);
747 Called when a client types 'kill' in the console
751 .float clientkill_nexttime;
752 void ClientKill_Now_TeamChange(entity this)
754 if(this.killindicator_teamchange == -1)
756 JoinBestTeam( this, false, true );
758 else if(this.killindicator_teamchange == -2)
761 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
762 WITH(entity, self, this, PutObserverInServer());
765 WITH(entity, self, this, SV_ChangeTeam(this.killindicator_teamchange - 1));
766 this.killindicator_teamchange = 0;
769 void ClientKill_Now()
773 vehicles_exit(VHEF_RELEASE);
774 if(!self.killindicator_teamchange)
776 self.vehicle_health = -1;
777 Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
781 if(self.killindicator && !wasfreed(self.killindicator))
782 remove(self.killindicator);
784 self.killindicator = world;
786 if(self.killindicator_teamchange)
787 ClientKill_Now_TeamChange(self);
790 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
792 // now I am sure the player IS dead
794 void KillIndicator_Think()
798 self.owner.killindicator = world;
803 if (self.owner.alpha < 0 && !self.owner.vehicle)
805 self.owner.killindicator = world;
812 WITH(entity, self, self.owner, ClientKill_Now());
815 else if(g_cts && self.health == 1) // health == 1 means that it's silent
817 self.nextthink = time + 1;
823 setmodel(self, MDL_NUM(self.cnt));
824 if(IS_REAL_CLIENT(self.owner))
827 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
829 self.nextthink = time + 1;
834 float clientkilltime;
835 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
844 killtime = autocvar_g_balance_kill_delay;
846 if(g_race_qualifying || g_cts)
849 if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
852 self.killindicator_teamchange = targetteam;
854 if(!self.killindicator)
858 killtime = max(killtime, self.clientkill_nexttime - time);
859 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
862 if(killtime <= 0 || !IS_PLAYER(self) || IS_DEAD(self))
868 starttime = max(time, clientkilltime);
870 self.killindicator = spawn();
871 self.killindicator.owner = self;
872 self.killindicator.scale = 0.5;
873 setattachment(self.killindicator, self, "");
874 setorigin(self.killindicator, '0 0 52');
875 self.killindicator.think = KillIndicator_Think;
876 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
877 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
878 self.killindicator.cnt = ceil(killtime);
879 self.killindicator.count = bound(0, ceil(killtime), 10);
880 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
882 for(e = world; (e = find(e, classname, "body")) != world; )
886 e.killindicator = spawn();
887 e.killindicator.owner = e;
888 e.killindicator.scale = 0.5;
889 setattachment(e.killindicator, e, "");
890 setorigin(e.killindicator, '0 0 52');
891 e.killindicator.think = KillIndicator_Think;
892 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
893 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
894 e.killindicator.cnt = ceil(killtime);
899 if(self.killindicator)
901 if(targetteam == 0) // just die
903 self.killindicator.colormod = '0 0 0';
904 if(IS_REAL_CLIENT(self))
905 if(self.killindicator.cnt > 0)
906 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
908 else if(targetteam == -1) // auto
910 self.killindicator.colormod = '0 1 0';
911 if(IS_REAL_CLIENT(self))
912 if(self.killindicator.cnt > 0)
913 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
915 else if(targetteam == -2) // spectate
917 self.killindicator.colormod = '0.5 0.5 0.5';
918 if(IS_REAL_CLIENT(self))
919 if(self.killindicator.cnt > 0)
920 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
924 self.killindicator.colormod = Team_ColorRGB(targetteam);
925 if(IS_REAL_CLIENT(self))
926 if(self.killindicator.cnt > 0)
927 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), self.killindicator.cnt);
936 if(self.player_blocked) return;
937 if(STAT(FROZEN, self)) return;
939 ClientKill_TeamChange(0);
942 void FixClientCvars(entity e)
944 // send prediction settings to the client
945 stuffcmd(e, "\nin_bindmap 0 0\n");
946 if(autocvar_g_antilag == 3) // client side hitscan
947 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
948 if(autocvar_sv_gentle)
949 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
951 MUTATOR_CALLHOOK(FixClientCvars, e);
954 float PlayerInIDList(entity p, string idlist)
959 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
963 // this function allows abbreviated player IDs too!
964 n = tokenize_console(idlist);
965 for(i = 0; i < n; ++i)
968 if(s == substring(p.crypto_idfp, 0, strlen(s)))
975 #ifdef DP_EXT_PRECONNECT
980 Called once (not at each match start) when a client begins a connection to the server
983 void ClientPreConnect ()
985 if(autocvar_sv_eventlog)
987 GameLogEcho(sprintf(":connect:%d:%d:%s",
990 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1000 Called when a client connects to the server
1003 void ClientConnect()
1006 if (Ban_MaybeEnforceBanOnce(this)) return;
1007 assert(!IS_CLIENT(this), return);
1008 this.flags |= FL_CLIENT;
1009 assert(player_count >= 0, player_count = 0);
1012 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1014 this.version_nagtime = time + 10 + random() * 10;
1015 TRANSMUTE(Client, this);
1017 // identify the right forced team
1018 if (autocvar_g_campaign)
1020 if (IS_REAL_CLIENT(this)) // only players, not bots
1022 switch (autocvar_g_campaign_forceteam)
1024 case 1: this.team_forced = NUM_TEAM_1; break;
1025 case 2: this.team_forced = NUM_TEAM_2; break;
1026 case 3: this.team_forced = NUM_TEAM_3; break;
1027 case 4: this.team_forced = NUM_TEAM_4; break;
1028 default: this.team_forced = 0;
1032 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1033 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1034 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1035 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1036 else switch (autocvar_g_forced_team_otherwise)
1038 default: this.team_forced = 0; break;
1039 case "red": this.team_forced = NUM_TEAM_1; break;
1040 case "blue": this.team_forced = NUM_TEAM_2; break;
1041 case "yellow": this.team_forced = NUM_TEAM_3; break;
1042 case "pink": this.team_forced = NUM_TEAM_4; break;
1045 this.team_forced = -1;
1048 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1051 int id = this.playerid;
1052 this.playerid = 0; // silent
1053 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1057 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1058 TRANSMUTE(Observer, this);
1060 if (!teamplay || autocvar_g_balance_teams) {
1061 TRANSMUTE(Player, this);
1062 campaign_bots_may_start = true;
1064 TRANSMUTE(Observer, this); // do it anyway
1068 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1070 // always track bots, don't ask for cl_allow_uidtracking
1071 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1073 if (autocvar_sv_eventlog)
1074 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1076 LogTeamchange(this.playerid, this.team, 1);
1078 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1080 this.netname_previous = strzone(this.netname);
1082 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && IS_PLAYER(this)) ? APP_TEAM_ENT(this, INFO_JOIN_CONNECT_TEAM) : INFO_JOIN_CONNECT), this.netname);
1084 stuffcmd(this, clientstuff, "\n");
1085 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1087 FixClientCvars(this);
1089 // get version info from player
1090 stuffcmd(this, "cmd clientversion $gameversion\n");
1092 // notify about available teams
1095 CheckAllowedTeams(this);
1097 if (c1 >= 0) t |= BIT(0);
1098 if (c2 >= 0) t |= BIT(1);
1099 if (c3 >= 0) t |= BIT(2);
1100 if (c4 >= 0) t |= BIT(3);
1101 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1105 stuffcmd(this, "set _teams_available 0\n");
1108 bot_relinkplayerlist();
1110 this.spectatortime = time;
1111 if (blockSpectators)
1113 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1116 this.jointime = time;
1117 this.allowed_timeouts = autocvar_sv_timeout_number;
1119 if (IS_REAL_CLIENT(this))
1121 if (!autocvar_g_campaign)
1123 this.motd_actived_time = -1;
1124 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1127 if (g_weaponarena_weapons == WEPSET(TUBA))
1128 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1131 if (!sv_foginterval && world.fog != "")
1132 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1134 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)))
1135 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1136 send_CSQC_teamnagger();
1138 CSQCMODEL_AUTOINIT(this);
1140 this.model_randomizer = random();
1142 if (IS_REAL_CLIENT(this))
1143 sv_notice_join(this);
1145 FOREACH_ENTITY_FLOAT(init_for_player_needed, true, {
1146 WITH(entity, self, it, it.init_for_player(it));
1149 MUTATOR_CALLHOOK(ClientConnect, this);
1155 Called when a client disconnects from the server
1158 .entity chatbubbleentity;
1160 void ClientDisconnect()
1163 assert(IS_CLIENT(this), return);
1165 PlayerStats_GameReport_FinalizePlayer(this);
1166 if (this.vehicle) vehicles_exit(VHEF_RELEASE);
1167 if (this.active_minigame) part_minigame(this);
1168 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1170 if (autocvar_sv_eventlog)
1171 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1173 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1175 MUTATOR_CALLHOOK(ClientDisconnect);
1177 ClientState_detach(this);
1179 Portal_ClearAll(self);
1183 RemoveGrapplingHook(self);
1185 // Here, everything has been done that requires this player to be a client.
1187 self.flags &= ~FL_CLIENT;
1189 if (this.chatbubbleentity) remove(this.chatbubbleentity);
1190 if (this.killindicator) remove(this.killindicator);
1192 WaypointSprite_PlayerGone();
1194 bot_relinkplayerlist();
1196 if (self.netname_previous) strunzone(self.netname_previous);
1197 if (self.clientstatus) strunzone(self.clientstatus);
1198 if (self.weaponorder_byimpulse) strunzone(self.weaponorder_byimpulse);
1199 if (self.personal) remove(self.personal);
1203 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1206 void ChatBubbleThink()
1208 self.nextthink = time;
1209 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1211 if(self.owner) // but why can that ever be world?
1212 self.owner.chatbubbleentity = world;
1219 if ( !IS_DEAD(self.owner) && IS_PLAYER(self.owner) )
1221 if ( self.owner.active_minigame )
1222 self.mdl = "models/sprites/minigame_busy.iqm";
1223 else if (PHYS_INPUT_BUTTON_CHAT(self.owner))
1224 self.mdl = "models/misc/chatbubble.spr";
1227 if ( self.model != self.mdl )
1228 _setmodel(self, self.mdl);
1232 void UpdateChatBubble()
1236 // spawn a chatbubble entity if needed
1237 if (!self.chatbubbleentity)
1239 self.chatbubbleentity = new(chatbubbleentity);
1240 self.chatbubbleentity.owner = self;
1241 self.chatbubbleentity.exteriormodeltoclient = self;
1242 self.chatbubbleentity.think = ChatBubbleThink;
1243 self.chatbubbleentity.nextthink = time;
1244 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1245 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1246 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1247 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1248 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1249 //self.chatbubbleentity.model = "";
1250 self.chatbubbleentity.effects = EF_LOWPRECISION;
1255 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1256 // added to the model skins
1257 /*void UpdateColorModHack()
1260 c = self.clientcolors & 15;
1261 // LordHavoc: only bothering to support white, green, red, yellow, blue
1262 if (!teamplay) self.colormod = '0 0 0';
1263 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1264 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1265 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1266 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1267 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1268 else self.colormod = '1 1 1';
1273 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1275 self.solid = SOLID_NOT;
1276 self.takedamage = DAMAGE_NO;
1277 self.movetype = MOVETYPE_FLY;
1278 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1279 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1280 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1281 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1282 if(autocvar_g_respawn_ghosts_maxtime)
1283 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1288 self.effects |= EF_NODRAW; // prevent another CopyBody
1289 PutClientInServer();
1292 void play_countdown(float finished, Sound samp)
1295 if(IS_REAL_CLIENT(self))
1296 if(floor(finished - time - frametime) != floor(finished - time))
1297 if(finished - time < 6)
1298 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1301 void player_powerups ()
1303 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1304 int items_prev = self.items;
1306 if((self.items & IT_USING_JETPACK) && !IS_DEAD(self) && !gameover)
1307 self.modelflags |= MF_ROCKET;
1309 self.modelflags &= ~MF_ROCKET;
1311 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1313 if((self.alpha < 0 || IS_DEAD(self)) && !self.vehicle) // don't apply the flags if the player is gibbed
1316 Fire_ApplyDamage(self);
1317 Fire_ApplyEffect(self);
1321 if (self.items & ITEM_Strength.m_itemid)
1323 play_countdown(self.strength_finished, SND_POWEROFF);
1324 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1325 if (time > self.strength_finished)
1327 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1328 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1329 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1334 if (time < self.strength_finished)
1336 self.items = self.items | ITEM_Strength.m_itemid;
1337 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1338 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1341 if (self.items & ITEM_Shield.m_itemid)
1343 play_countdown(self.invincible_finished, SND_POWEROFF);
1344 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1345 if (time > self.invincible_finished)
1347 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1348 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1349 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1354 if (time < self.invincible_finished)
1356 self.items = self.items | ITEM_Shield.m_itemid;
1357 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1358 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1361 if (self.items & IT_SUPERWEAPON)
1363 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1365 self.superweapons_finished = 0;
1366 self.items = self.items - (self.items & IT_SUPERWEAPON);
1367 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1368 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1370 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1372 // don't let them run out
1376 play_countdown(self.superweapons_finished, SND_POWEROFF);
1377 if (time > self.superweapons_finished)
1379 self.items = self.items - (self.items & IT_SUPERWEAPON);
1380 self.weapons &= ~WEPSET_SUPERWEAPONS;
1381 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1382 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1386 else if(self.weapons & WEPSET_SUPERWEAPONS)
1388 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1390 self.items = self.items | IT_SUPERWEAPON;
1391 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1392 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1396 self.superweapons_finished = 0;
1397 self.weapons &= ~WEPSET_SUPERWEAPONS;
1402 self.superweapons_finished = 0;
1406 if(autocvar_g_nodepthtestplayers)
1407 self.effects = self.effects | EF_NODEPTHTEST;
1409 if(autocvar_g_fullbrightplayers)
1410 self.effects = self.effects | EF_FULLBRIGHT;
1412 if (time >= game_starttime)
1413 if (time < self.spawnshieldtime)
1414 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1416 MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1419 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1421 if(current > stable)
1423 else if(current > stable - 0.25) // when close enough, "snap"
1426 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1429 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1431 if(current < stable)
1433 else if(current < stable + 0.25) // when close enough, "snap"
1436 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1439 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1441 if(current > rotstable)
1443 if(rotframetime > 0)
1445 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1446 current = max(rotstable, current - rotlinear * rotframetime);
1449 else if(current < regenstable)
1451 if(regenframetime > 0)
1453 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1454 current = min(regenstable, current + regenlinear * regenframetime);
1464 void player_regen ()
1466 float max_mod, regen_mod, rot_mod, limit_mod;
1467 max_mod = regen_mod = rot_mod = limit_mod = 1;
1468 regen_mod_max = max_mod;
1469 regen_mod_regen = regen_mod;
1470 regen_mod_rot = rot_mod;
1471 regen_mod_limit = limit_mod;
1473 regen_health = autocvar_g_balance_health_regen;
1474 regen_health_linear = autocvar_g_balance_health_regenlinear;
1475 regen_health_rot = autocvar_g_balance_health_rot;
1476 regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1477 regen_health_stable = autocvar_g_balance_health_regenstable;
1478 regen_health_rotstable = autocvar_g_balance_health_rotstable;
1479 if(!MUTATOR_CALLHOOK(PlayerRegen))
1480 if(!STAT(FROZEN, self))
1482 float mina, maxa, limith, limita;
1483 maxa = autocvar_g_balance_armor_rotstable;
1484 mina = autocvar_g_balance_armor_regenstable;
1485 limith = autocvar_g_balance_health_limit;
1486 limita = autocvar_g_balance_armor_limit;
1488 max_mod = regen_mod_max;
1489 regen_mod = regen_mod_regen;
1490 rot_mod = regen_mod_rot;
1491 limit_mod = regen_mod_limit;
1493 regen_health_rotstable = regen_health_rotstable * max_mod;
1494 regen_health_stable = regen_health_stable * max_mod;
1495 limith = limith * limit_mod;
1496 limita = limita * limit_mod;
1498 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);
1499 self.health = CalcRotRegen(self.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > self.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1502 // if player rotted to death... die!
1503 // check this outside above checks, as player may still be able to rot to death
1507 vehicles_exit(VHEF_RELEASE);
1508 if(self.event_damage)
1509 self.event_damage(self, self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1512 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1514 float minf, maxf, limitf;
1516 maxf = autocvar_g_balance_fuel_rotstable;
1517 minf = autocvar_g_balance_fuel_regenstable;
1518 limitf = autocvar_g_balance_fuel_limit;
1520 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1524 float zoomstate_set;
1525 void SetZoomState(float z)
1527 if(z != self.zoomstate)
1530 ClientData_Touch(self);
1535 void GetPressedKeys()
1538 MUTATOR_CALLHOOK(GetPressedKeys);
1539 int keys = this.pressedkeys;
1540 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1541 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1542 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1543 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1545 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1546 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1547 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1548 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1549 this.pressedkeys = keys;
1553 ======================
1554 spectate mode routines
1555 ======================
1558 void SpectateCopy(entity this, entity spectatee)
1560 TC(Client, this); TC(Client, spectatee);
1562 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1563 PS(this) = PS(spectatee);
1564 this.armortype = spectatee.armortype;
1565 this.armorvalue = spectatee.armorvalue;
1566 this.ammo_cells = spectatee.ammo_cells;
1567 this.ammo_plasma = spectatee.ammo_plasma;
1568 this.ammo_shells = spectatee.ammo_shells;
1569 this.ammo_nails = spectatee.ammo_nails;
1570 this.ammo_rockets = spectatee.ammo_rockets;
1571 this.ammo_fuel = spectatee.ammo_fuel;
1572 this.clip_load = spectatee.clip_load;
1573 this.clip_size = spectatee.clip_size;
1574 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1575 this.health = spectatee.health;
1577 this.items = spectatee.items;
1578 this.last_pickup = spectatee.last_pickup;
1579 this.hit_time = spectatee.hit_time;
1580 this.strength_finished = spectatee.strength_finished;
1581 this.invincible_finished = spectatee.invincible_finished;
1582 this.pressedkeys = spectatee.pressedkeys;
1583 this.weapons = spectatee.weapons;
1584 this.vortex_charge = spectatee.vortex_charge;
1585 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1586 this.hagar_load = spectatee.hagar_load;
1587 this.arc_heat_percent = spectatee.arc_heat_percent;
1588 this.minelayer_mines = spectatee.minelayer_mines;
1589 this.punchangle = spectatee.punchangle;
1590 this.view_ofs = spectatee.view_ofs;
1591 this.velocity = spectatee.velocity;
1592 this.dmg_take = spectatee.dmg_take;
1593 this.dmg_save = spectatee.dmg_save;
1594 this.dmg_inflictor = spectatee.dmg_inflictor;
1595 this.v_angle = spectatee.v_angle;
1596 this.angles = spectatee.v_angle;
1597 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1598 this.revive_progress = spectatee.revive_progress;
1599 if(!PHYS_INPUT_BUTTON_USE(this))
1600 this.fixangle = true;
1601 setorigin(this, spectatee.origin);
1602 setsize(this, spectatee.mins, spectatee.maxs);
1603 SetZoomState(spectatee.zoomstate);
1605 anticheat_spectatecopy(this, spectatee);
1606 this.hud = spectatee.hud;
1607 if(spectatee.vehicle)
1609 this.fixangle = false;
1610 //this.velocity = spectatee.vehicle.velocity;
1611 this.vehicle_health = spectatee.vehicle_health;
1612 this.vehicle_shield = spectatee.vehicle_shield;
1613 this.vehicle_energy = spectatee.vehicle_energy;
1614 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1615 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1616 this.vehicle_reload1 = spectatee.vehicle_reload1;
1617 this.vehicle_reload2 = spectatee.vehicle_reload2;
1621 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1622 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1623 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1624 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1626 //WriteByte (MSG_ONE, SVC_SETVIEW);
1627 // WriteEntity(MSG_ONE, this);
1628 //makevectors(spectatee.v_angle);
1629 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1633 bool SpectateUpdate()
1638 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1640 SetSpectatee(self, NULL);
1644 SpectateCopy(this, this.enemy);
1651 if(!IS_PLAYER(self.enemy))
1655 WriteByte(MSG_ONE, SVC_SETVIEW);
1656 WriteEntity(MSG_ONE, self.enemy);
1657 self.movetype = MOVETYPE_NONE;
1658 accuracy_resend(self);
1660 if(!SpectateUpdate())
1661 PutObserverInServer();
1666 void SetSpectatee(entity player, entity spectatee)
1668 entity old_spectatee = player.enemy;
1670 player.enemy = spectatee;
1673 // these are required to fix the spectator bug with arc
1674 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1675 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1678 bool Spectate(entity pl)
1680 if(MUTATOR_CALLHOOK(SpectateSet, self, pl))
1684 SetSpectatee(self, pl);
1685 return SpectateSet();
1690 other = find(self.enemy, classname, STR_PLAYER);
1692 if (MUTATOR_CALLHOOK(SpectateNext, self, other))
1693 other = spec_player;
1695 other = find(other, classname, STR_PLAYER);
1697 if(other) { SetSpectatee(self, other); }
1699 return SpectateSet();
1704 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1705 other = findchain(classname, STR_PLAYER);
1706 if (!other) // no player
1709 entity first = other;
1710 // skip players until current spectated player
1712 while(other && other != self.enemy)
1713 other = other.chain;
1715 switch (MUTATOR_CALLHOOK(SpectatePrev, self, other, first))
1717 case MUT_SPECPREV_FOUND:
1718 other = spec_player;
1720 case MUT_SPECPREV_RETURN:
1721 other = spec_player;
1723 case MUT_SPECPREV_CONTINUE:
1727 other = other.chain;
1734 SetSpectatee(self, other);
1735 return SpectateSet();
1740 ShowRespawnCountdown()
1742 Update a respawn countdown display.
1745 void ShowRespawnCountdown()
1748 if(!IS_DEAD(self)) // just respawned?
1752 number = ceil(self.respawn_time - time);
1755 if(number <= self.respawn_countdown)
1757 self.respawn_countdown = number - 1;
1758 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
1759 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1764 void LeaveSpectatorMode()
1768 if(nJoinAllowed(self, self))
1770 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1772 TRANSMUTE(Player, self);
1774 if(autocvar_g_campaign || autocvar_g_balance_teams)
1775 { JoinBestTeam(self, false, true); }
1777 if(autocvar_g_campaign)
1778 { campaign_bots_may_start = true; }
1780 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_PREVENT_JOIN);
1782 PutClientInServer();
1784 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, ((teamplay && this.team != -1) ? APP_TEAM_ENT(this, INFO_JOIN_PLAY_TEAM) : INFO_JOIN_PLAY), self.netname); }
1787 stuffcmd(self, "menu_showteamselect\n");
1791 // Player may not join because g_maxplayers is set
1792 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1797 * Determines whether the player is allowed to join. This depends on cvar
1798 * g_maxplayers, if it isn't used this function always return true, otherwise
1799 * it checks whether the number of currently playing players exceeds g_maxplayers.
1800 * @return int number of free slots for players, 0 if none
1802 bool nJoinAllowed(entity this, entity ignore)
1805 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1806 // so report 0 free slots if restricted
1808 if(autocvar_g_forced_team_otherwise == "spectate")
1810 if(autocvar_g_forced_team_otherwise == "spectator")
1814 if(this.team_forced < 0)
1815 return false; // forced spectators can never join
1817 // TODO simplify this
1818 int totalClients = 0;
1819 int currentlyPlaying = 0;
1820 FOREACH_CLIENT(true, LAMBDA(
1823 if(IS_REAL_CLIENT(it))
1824 if(IS_PLAYER(it) || it.caplayer)
1828 if (!autocvar_g_maxplayers)
1829 return maxclients - totalClients;
1831 if(currentlyPlaying < autocvar_g_maxplayers)
1832 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1838 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1839 * g_maxplayers_spectator_blocktime seconds
1841 void checkSpectatorBlock()
1843 if(IS_SPEC(self) || IS_OBSERVER(self))
1845 if(IS_REAL_CLIENT(self))
1847 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1848 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1854 void PrintWelcomeMessage()
1856 if(self.motd_actived_time == 0)
1858 if (autocvar_g_campaign) {
1859 if ((IS_PLAYER(self) && PHYS_INPUT_BUTTON_INFO(self)) || (!IS_PLAYER(self))) {
1860 self.motd_actived_time = time;
1861 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
1864 if (PHYS_INPUT_BUTTON_INFO(self)) {
1865 self.motd_actived_time = time;
1866 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1870 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
1872 if (autocvar_g_campaign) {
1873 if (PHYS_INPUT_BUTTON_INFO(self))
1874 self.motd_actived_time = time;
1875 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
1876 self.motd_actived_time = 0;
1877 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_MOTD);
1880 if (PHYS_INPUT_BUTTON_INFO(self))
1881 self.motd_actived_time = time;
1882 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1883 self.motd_actived_time = 0;
1884 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_MOTD);
1888 else //if(self.motd_actived_time < 0) // just connected, motd is active
1890 if(PHYS_INPUT_BUTTON_INFO(self)) // BUTTON_INFO hides initial MOTD
1891 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1892 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || IS_SPEC(self))
1894 // instanctly hide MOTD
1895 self.motd_actived_time = 0;
1896 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_MOTD);
1901 void ObserverThink()
1905 MinigameImpulse(self, self.impulse);
1908 float prefered_movetype;
1909 if (self.flags & FL_JUMPRELEASED) {
1910 if (PHYS_INPUT_BUTTON_JUMP(self) && !self.version_mismatch) {
1911 self.flags &= ~FL_JUMPRELEASED;
1912 self.flags |= FL_SPAWNING;
1913 } else if(PHYS_INPUT_BUTTON_ATCK(self) && !self.version_mismatch) {
1914 self.flags &= ~FL_JUMPRELEASED;
1915 if(SpectateNext()) {
1916 TRANSMUTE(Spectator, self);
1919 prefered_movetype = ((!PHYS_INPUT_BUTTON_USE(self) ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
1920 if (self.movetype != prefered_movetype)
1921 self.movetype = prefered_movetype;
1924 if (!(PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_JUMP(self))) {
1925 self.flags |= FL_JUMPRELEASED;
1926 if(self.flags & FL_SPAWNING)
1928 self.flags &= ~FL_SPAWNING;
1929 LeaveSpectatorMode();
1936 void SpectatorThink()
1940 if(MinigameImpulse(self, self.impulse))
1943 if (self.flags & FL_JUMPRELEASED) {
1944 if (PHYS_INPUT_BUTTON_JUMP(self) && !self.version_mismatch) {
1945 self.flags &= ~FL_JUMPRELEASED;
1946 self.flags |= FL_SPAWNING;
1947 } else if(PHYS_INPUT_BUTTON_ATCK(self) || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
1948 self.flags &= ~FL_JUMPRELEASED;
1949 if(SpectateNext()) {
1950 TRANSMUTE(Spectator, self);
1952 TRANSMUTE(Observer, self);
1953 PutClientInServer();
1956 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
1957 self.flags &= ~FL_JUMPRELEASED;
1958 if(SpectatePrev()) {
1959 TRANSMUTE(Spectator, self);
1961 TRANSMUTE(Observer, self);
1962 PutClientInServer();
1965 } else if (PHYS_INPUT_BUTTON_ATCK2(self)) {
1966 self.flags &= ~FL_JUMPRELEASED;
1967 TRANSMUTE(Observer, self);
1968 PutClientInServer();
1970 if(!SpectateUpdate())
1971 PutObserverInServer();
1974 if (!(PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_ATCK2(self))) {
1975 self.flags |= FL_JUMPRELEASED;
1976 if(self.flags & FL_SPAWNING)
1978 self.flags &= ~FL_SPAWNING;
1979 LeaveSpectatorMode();
1983 if(!SpectateUpdate())
1984 PutObserverInServer();
1987 self.flags |= FL_CLIENT | FL_NOTARGET;
1990 void vehicles_enter (entity pl, entity veh);
1993 if (!IS_PLAYER(self))
2000 vehicles_exit(VHEF_NORMAL);
2004 else if(autocvar_g_vehicles_enter)
2006 if(!STAT(FROZEN, self))
2010 entity head, closest_target = world;
2011 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, true);
2013 while(head) // find the closest acceptable target to enter
2015 if(head.vehicle_flags & VHF_ISVEHICLE)
2017 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2018 if(head.takedamage != DAMAGE_NO)
2022 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2023 { closest_target = head; }
2025 else { closest_target = head; }
2031 if(closest_target) { vehicles_enter(self, closest_target); return; }
2035 // a use key was pressed; call handlers
2036 MUTATOR_CALLHOOK(PlayerUseKey);
2044 Called every frame for each client before the physics are run
2047 .float usekeypressed;
2048 void() nexball_setstatus;
2049 .float last_vehiclecheck;
2051 void PlayerPreThink ()
2053 WarpZone_PlayerPhysics_FixVAngle();
2055 self.stat_game_starttime = game_starttime;
2056 self.stat_round_starttime = round_starttime;
2057 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2058 self.stat_leadlimit = autocvar_leadlimit;
2060 self.weaponsinmap = weaponsInMap;
2064 // physics frames: update anticheat stuff
2065 anticheat_prethink(self);
2068 if(blockSpectators && frametime)
2069 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2070 checkSpectatorBlock();
2074 // Savage: Check for nameless players
2075 if (isInvisibleString(self.netname)) {
2076 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2077 if(autocvar_sv_eventlog)
2078 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2079 if(self.netname_previous)
2080 strunzone(self.netname_previous);
2081 self.netname_previous = strzone(new_name);
2082 self.netname = self.netname_previous;
2083 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2084 } else if(self.netname_previous != self.netname) {
2085 if(autocvar_sv_eventlog)
2086 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2087 if(self.netname_previous)
2088 strunzone(self.netname_previous);
2089 self.netname_previous = strzone(self.netname);
2093 if(self.version_nagtime)
2094 if(self.cvar_g_xonoticversion)
2095 if(time > self.version_nagtime)
2097 // don't notify git users
2098 if(strstrofs(self.cvar_g_xonoticversion, "git", 0) < 0 && strstrofs(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2100 if(strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2102 // notify release users if connecting to git
2103 LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2104 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2109 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2112 // give users new version
2113 LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2114 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2118 // notify users about old server version
2119 LOG_INFO("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2120 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2124 self.version_nagtime = 0;
2128 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2130 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2131 self.max_armorvalue = 0;
2134 if(STAT(FROZEN, self) == 2)
2136 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2137 self.health = max(1, self.revive_progress * start_health);
2138 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2140 if(self.revive_progress >= 1)
2143 else if(STAT(FROZEN, self) == 3)
2145 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2146 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2151 vehicles_exit(VHEF_RELEASE);
2152 self.event_damage(self, self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2154 else if ( self.revive_progress <= 0 )
2158 MUTATOR_CALLHOOK(PlayerPreThink);
2160 if(autocvar_g_vehicles_enter)
2161 if(time > self.last_vehiclecheck)
2164 if(!STAT(FROZEN, self))
2169 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2170 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2172 if(veh.takedamage != DAMAGE_NO)
2173 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2174 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2176 if(!veh.team || SAME_TEAM(self, veh))
2177 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2178 else if(autocvar_g_vehicles_steal)
2179 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2181 self.last_vehiclecheck = time + 1;
2184 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2186 if(PHYS_INPUT_BUTTON_USE(self) && !self.usekeypressed)
2188 self.usekeypressed = PHYS_INPUT_BUTTON_USE(self);
2191 if(IS_REAL_CLIENT(self))
2192 PrintWelcomeMessage();
2197 CheckRules_Player();
2199 if (intermission_running)
2201 IntermissionThink (); // otherwise a button could be missed between
2202 return; // the think tics
2205 //don't allow the player to turn around while game is paused!
2206 if(timeout_status == TIMEOUT_ACTIVE) {
2207 // FIXME turn this into CSQC stuff
2208 self.v_angle = self.lastV_angle;
2209 self.angles = self.lastV_angle;
2210 self.fixangle = true;
2220 if(self.personal && g_race_qualifying)
2222 if(time > self.respawn_time)
2224 self.respawn_time = time + 1; // only retry once a second
2225 self.stat_respawn_time = self.respawn_time;
2232 float button_pressed;
2235 button_pressed = (PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_ATCK2(self) || PHYS_INPUT_BUTTON_HOOK(self) || PHYS_INPUT_BUTTON_USE(self));
2237 if (self.deadflag == DEAD_DYING)
2239 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2240 self.deadflag = DEAD_RESPAWNING;
2241 else if(!button_pressed)
2242 self.deadflag = DEAD_DEAD;
2244 else if (self.deadflag == DEAD_DEAD)
2247 self.deadflag = DEAD_RESPAWNABLE;
2248 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2249 self.deadflag = DEAD_RESPAWNING;
2251 else if (self.deadflag == DEAD_RESPAWNABLE)
2254 self.deadflag = DEAD_RESPAWNING;
2256 else if (self.deadflag == DEAD_RESPAWNING)
2258 if(time > self.respawn_time)
2260 self.respawn_time = time + 1; // only retry once a second
2261 self.respawn_time_max = self.respawn_time;
2266 ShowRespawnCountdown();
2268 if(self.respawn_flags & RESPAWN_SILENT)
2269 self.stat_respawn_time = 0;
2270 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2271 self.stat_respawn_time = self.respawn_time_max;
2273 self.stat_respawn_time = self.respawn_time;
2276 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2277 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2278 self.stat_respawn_time *= -1;
2283 self.prevorigin = self.origin;
2285 float do_crouch = PHYS_INPUT_BUTTON_CROUCH(self);
2290 if(STAT(FROZEN, self))
2293 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2294 // It cannot be predicted by the engine!
2295 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
2296 if((PS(self).m_weapon == WEP_SHOCKWAVE || PS(self).m_weapon == WEP_SHOTGUN) && self.(weaponentity).wframe == WFRAME_FIRE2 && time < self.(weaponentity).weapon_nextthink)
2304 self.view_ofs = STAT(PL_CROUCH_VIEW_OFS, self);
2305 setsize (self, STAT(PL_CROUCH_MIN, self), STAT(PL_CROUCH_MAX, self));
2306 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2313 tracebox(self.origin, STAT(PL_MIN, self), STAT(PL_MAX, self), self.origin, false, self);
2314 if (!trace_startsolid)
2316 self.crouch = false;
2317 self.view_ofs = STAT(PL_VIEW_OFS, self);
2318 setsize (self, STAT(PL_MIN, self), STAT(PL_MAX, self));
2323 FixPlayermodel(self);
2325 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2328 self.items &= ~self.items_added;
2330 W_WeaponFrame(self);
2332 self.items_added = 0;
2333 if(self.items & ITEM_Jetpack.m_itemid)
2334 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2335 self.items_added |= IT_FUEL;
2337 self.items |= self.items_added;
2342 // WEAPONTODO: Add a weapon request for this
2343 // rot vortex charge to the charge limit
2344 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2345 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2351 secrets_setstatus();
2354 monsters_setstatus(self);
2356 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2358 //self.angles_y=self.v_angle_y + 90; // temp
2359 } else if(gameover) {
2360 if (intermission_running)
2361 IntermissionThink (); // otherwise a button could be missed between
2363 } else if(IS_OBSERVER(self)) {
2365 } else if(IS_SPEC(self)) {
2369 // WEAPONTODO: Add weapon request for this
2372 PHYS_INPUT_BUTTON_ZOOM(self)
2373 || PHYS_INPUT_BUTTON_ZOOMSCRIPT(self)
2374 || (PHYS_INPUT_BUTTON_ATCK2(self) && PS(self).m_weapon == WEP_VORTEX)
2375 || (PHYS_INPUT_BUTTON_ATCK2(self) && PS(self).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
2378 float oldspectatee_status;
2379 oldspectatee_status = self.spectatee_status;
2381 self.spectatee_status = etof(self.enemy);
2382 else if(IS_OBSERVER(self))
2383 self.spectatee_status = etof(self);
2385 self.spectatee_status = 0;
2386 if(self.spectatee_status != oldspectatee_status)
2388 ClientData_Touch(self);
2390 race_InitSpectator();
2393 if(self.teamkill_soundtime)
2394 if(time > self.teamkill_soundtime)
2396 self.teamkill_soundtime = 0;
2398 entity e = self.teamkill_soundsource;
2399 entity oldpusher = e.pusher;
2401 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2402 e.pusher = oldpusher;
2405 if(self.taunt_soundtime)
2406 if(time > self.taunt_soundtime)
2408 self.taunt_soundtime = 0;
2409 PlayerSound(self, playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2412 target_voicescript_next(self);
2414 // WEAPONTODO: Move into weaponsystem somehow
2415 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2416 if (PS(self).m_weapon == WEP_Null)
2417 self.clip_load = self.clip_size = 0;
2420 void DrownPlayer(entity this)
2425 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2427 if(this.air_finished < time)
2428 PlayerSound(this, playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
2429 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2432 else if (this.air_finished < time)
2434 if (this.pain_finished < time)
2436 Damage (this, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2437 this.pain_finished = time + 0.5;
2446 Called every frame for each client after the physics are run
2449 .float idlekick_lasttimeleft;
2450 void PlayerPostThink ()
2452 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2453 if(IS_REAL_CLIENT(self))
2454 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2456 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2458 if(self.idlekick_lasttimeleft)
2460 self.idlekick_lasttimeleft = 0;
2461 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_IDLING);
2467 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2468 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2470 if(!self.idlekick_lasttimeleft)
2471 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2475 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2479 else if(timeleft <= 10)
2481 if(timeleft != self.idlekick_lasttimeleft)
2482 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2483 self.idlekick_lasttimeleft = timeleft;
2490 //CheckPlayerJump();
2492 if(IS_PLAYER(self)) {
2494 CheckRules_Player();
2497 ImpulseCommands(self);
2498 if (intermission_running)
2499 return; // intermission or finale
2505 for(i = 0; i < 1000; ++i)
2508 end = self.origin + '0 0 1024' + 512 * randomvec();
2509 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2510 if(trace_fraction < 1)
2511 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2513 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2519 if(self.waypointsprite_attachedforcarrier)
2520 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2524 CSQCMODEL_AUTOUPDATE(self);