1 #include "cl_client.qh"
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
8 #include "miscfunctions.qh"
10 #include "teamplay.qh"
11 #include "playerdemo.qh"
12 #include "spawnpoints.qh"
13 #include "g_damage.qh"
15 #include "command/common.qh"
20 #include "campaign.qh"
21 #include "command/common.qh"
24 #include "bot/navigation.qh"
26 #include "../common/vehicles/all.qh"
27 #include "../common/triggers/teleporters.qh"
29 #include "weapons/hitplot.qh"
30 #include "weapons/weaponsystem.qh"
32 #include "../common/net_notice.qh"
33 #include "../common/physics.qh"
35 #include "../common/items/all.qc"
37 #include "../common/mutators/mutator/waypoints/all.qh"
39 #include "../common/triggers/subs.qh"
40 #include "../common/triggers/triggers.qh"
41 #include "../common/triggers/trigger/secret.qh"
43 #include "../common/minigames/sv_minigames.qh"
45 #include "../common/items/inventory.qh"
47 #include "../common/monsters/sv_monsters.qh"
49 #include "../lib/warpzone/server.qh"
52 void send_CSQC_teamnagger() {
53 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
54 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
57 bool ClientData_Send(entity this, entity to, int sf)
74 sf |= 1; // forced scoreboard
75 if(to.spectatee_status)
76 sf |= 2; // spectator ent number follows
79 if(e.porto_v_angle_held)
80 sf |= 8; // angles held
82 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
83 WriteByte(MSG_ENTITY, sf);
86 WriteByte(MSG_ENTITY, to.spectatee_status);
90 WriteAngle(MSG_ENTITY, e.v_angle.x);
91 WriteAngle(MSG_ENTITY, e.v_angle.y);
97 void ClientData_Attach()
99 Net_LinkEntity(this.clientdata = new(clientdata), false, 0, ClientData_Send);
100 make_pure(this.clientdata);
101 self.clientdata.drawonlytoclient = this;
102 self.clientdata.owner = this;
105 void ClientData_Detach()
107 remove(self.clientdata);
108 self.clientdata = world;
111 void ClientData_Touch(entity e)
113 e.clientdata.SendFlags = 1;
115 // make it spectatable
117 FOR_EACH_REALCLIENT(e2)
122 e2.clientdata.SendFlags = 1;
126 .string netname_previous;
128 void SetSpectatee(entity player, entity spectatee);
135 Checks if the argument string can be a valid playermodel.
136 Returns a valid one in doubt.
139 string FallbackPlayerModel;
140 string CheckPlayerModel(string plyermodel) {
141 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
143 // note: we cannot summon Don Strunzone here, some player may
144 // still have the model string set. In case anyone manages how
145 // to change a cvar default, we'll have a small leak here.
146 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
148 // only in right path
149 if( substring(plyermodel,0,14) != "models/player/")
150 return FallbackPlayerModel;
151 // only good file extensions
152 if(substring(plyermodel,-4,4) != ".zym")
153 if(substring(plyermodel,-4,4) != ".dpm")
154 if(substring(plyermodel,-4,4) != ".iqm")
155 if(substring(plyermodel,-4,4) != ".md3")
156 if(substring(plyermodel,-4,4) != ".psk")
157 return FallbackPlayerModel;
158 // forbid the LOD models
159 if(substring(plyermodel, -9,5) == "_lod1")
160 return FallbackPlayerModel;
161 if(substring(plyermodel, -9,5) == "_lod2")
162 return FallbackPlayerModel;
163 if(plyermodel != strtolower(plyermodel))
164 return FallbackPlayerModel;
165 // also, restrict to server models
166 if(autocvar_sv_servermodelsonly)
168 if(!fexists(plyermodel))
169 return FallbackPlayerModel;
174 void setplayermodel(entity e, string modelname)
176 precache_model(modelname);
177 _setmodel(e, modelname);
178 player_setupanimsformodel();
179 UpdatePlayerSounds();
186 putting a client as observer in the server
189 void FixPlayermodel(entity player);
190 void PutObserverInServer()
193 self.hud = HUD_NORMAL;
195 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
197 spot = SelectSpawnPoint (true);
199 error("No spawnpoints for observers?!?\n");
200 RemoveGrapplingHook(self); // Wazat's Grappling Hook
202 if(IS_REAL_CLIENT(self))
205 WriteByte(MSG_ONE, SVC_SETVIEW);
206 WriteEntity(MSG_ONE, self);
209 self.frags = FRAGS_SPECTATOR;
210 self.bot_attack = false;
212 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver);
214 Portal_ClearAll(self);
221 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
226 vehicles_exit(VHEF_RELEASE);
228 WaypointSprite_PlayerDead();
230 if(!mutator_returnvalue) // mutator prevents resetting teams
231 self.team = -1; // move this as it is needed to log the player spectating in eventlog
233 if(self.killcount != FRAGS_SPECTATOR)
235 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
236 if(!intermission_running)
237 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
238 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
240 if(self.just_joined == false) {
241 LogTeamchange(self.playerid, -1, 4);
243 self.just_joined = false;
246 PlayerScore_Clear(self); // clear scores when needed
248 accuracy_resend(self);
250 self.spectatortime = time;
252 self.classname = STR_OBSERVER;
253 self.iscreature = false;
254 self.teleportable = TELEPORT_SIMPLE;
255 self.damagedbycontents = false;
256 self.health = FRAGS_SPECTATOR;
257 self.takedamage = DAMAGE_NO;
258 self.solid = SOLID_NOT;
259 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
260 self.flags = FL_CLIENT | FL_NOTARGET;
261 self.armorvalue = 666;
263 self.armorvalue = autocvar_g_balance_armor_start;
264 self.pauserotarmor_finished = 0;
265 self.pauserothealth_finished = 0;
266 self.pauseregen_finished = 0;
267 self.damageforcescale = 0;
269 self.respawn_flags = 0;
270 self.respawn_time = 0;
271 self.stat_respawn_time = 0;
276 self.pain_finished = 0;
277 self.strength_finished = 0;
278 self.invincible_finished = 0;
279 self.superweapons_finished = 0;
282 self.think = func_null;
285 self.deadflag = DEAD_NO;
286 self.angles = spot.angles;
288 self.fixangle = true;
290 self.revival_time = 0;
292 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
293 self.prevorigin = self.origin;
295 self.weapons = '0 0 0';
297 FixPlayermodel(self);
298 setmodel(self, MDL_Null);
299 self.drawonlytoclient = self;
301 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
302 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
305 self.weaponname = "";
306 self.switchingweapon = 0;
307 self.weaponmodel = "";
308 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
310 self.weaponentity[slot] = NULL;
312 self.exteriorweaponentity = world;
313 self.killcount = FRAGS_SPECTATOR;
314 self.velocity = '0 0 0';
315 self.avelocity = '0 0 0';
316 self.punchangle = '0 0 0';
317 self.punchvector = '0 0 0';
318 self.oldvelocity = self.velocity;
319 self.fire_endtime = -1;
320 self.event_damage = func_null;
323 .float model_randomizer;
324 void FixPlayermodel(entity player)
326 string defaultmodel = "";
328 if(autocvar_sv_defaultcharacter)
332 string s = Static_Team_ColorName_Lower(player.team);
335 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
336 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
340 if(defaultmodel == "")
342 defaultmodel = autocvar_sv_defaultplayermodel;
343 defaultskin = autocvar_sv_defaultplayerskin;
346 int n = tokenize_console(defaultmodel);
349 defaultmodel = argv(floor(n * player.model_randomizer));
350 // However, do NOT randomize if the player-selected model is in the list.
351 for (int i = 0; i < n; ++i)
352 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
353 defaultmodel = argv(i);
356 int i = strstrofs(defaultmodel, ":", 0);
359 defaultskin = stof(substring(defaultmodel, i+1, -1));
360 defaultmodel = substring(defaultmodel, 0, i);
363 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
364 defaultmodel = ret_string;
365 defaultskin = ret_int;
369 if(defaultmodel != "")
371 if (defaultmodel != player.model)
373 vector m1 = player.mins;
374 vector m2 = player.maxs;
375 setplayermodel (player, defaultmodel);
376 setsize (player, m1, m2);
380 oldskin = player.skin;
381 player.skin = defaultskin;
383 if (player.playermodel != player.model || player.playermodel == "")
385 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
386 vector m1 = player.mins;
387 vector m2 = player.maxs;
388 setplayermodel (player, player.playermodel);
389 setsize (player, m1, m2);
393 oldskin = player.skin;
394 player.skin = stof(player.playerskin);
397 if(chmdl || oldskin != player.skin) // model or skin has changed
399 player.species = player_getspecies(); // update species
400 UpdatePlayerSounds(); // update skin sounds
404 if(strlen(autocvar_sv_defaultplayercolors))
405 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
406 setcolor(player, stof(autocvar_sv_defaultplayercolors));
410 /** Called when a client spawns in the server */
411 void PutClientInServer()
414 if (IS_BOT_CLIENT(this)) {
415 this.classname = STR_PLAYER;
416 } else if (IS_REAL_CLIENT(this)) {
418 WriteByte(MSG_ONE, SVC_SETVIEW);
419 WriteEntity(MSG_ONE, this);
422 this.classname = STR_OBSERVER;
425 SetSpectatee(this, NULL);
430 MUTATOR_CALLHOOK(PutClientInServer, this);
432 if (IS_OBSERVER(this)) {
433 PutObserverInServer();
434 } else if (IS_PLAYER(this)) {
435 accuracy_resend(this);
438 JoinBestTeam(this, false, true);
440 entity spot = SelectSpawnPoint(false);
442 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
443 return; // spawn failed
446 this.classname = STR_PLAYER;
447 this.wasplayer = true;
448 this.iscreature = true;
449 this.teleportable = TELEPORT_NORMAL;
450 this.damagedbycontents = true;
451 this.movetype = MOVETYPE_WALK;
452 this.solid = SOLID_SLIDEBOX;
453 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
454 if (autocvar_g_playerclip_collisions)
455 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
456 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
457 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
458 this.frags = FRAGS_PLAYER;
459 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
460 this.flags = FL_CLIENT | FL_PICKUPITEMS;
461 if (autocvar__notarget)
462 this.flags |= FL_NOTARGET;
463 this.takedamage = DAMAGE_AIM;
464 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
468 this.ammo_shells = warmup_start_ammo_shells;
469 this.ammo_nails = warmup_start_ammo_nails;
470 this.ammo_rockets = warmup_start_ammo_rockets;
471 this.ammo_cells = warmup_start_ammo_cells;
472 this.ammo_plasma = warmup_start_ammo_plasma;
473 this.ammo_fuel = warmup_start_ammo_fuel;
474 this.health = warmup_start_health;
475 this.armorvalue = warmup_start_armorvalue;
476 this.weapons = WARMUP_START_WEAPONS;
478 this.ammo_shells = start_ammo_shells;
479 this.ammo_nails = start_ammo_nails;
480 this.ammo_rockets = start_ammo_rockets;
481 this.ammo_cells = start_ammo_cells;
482 this.ammo_plasma = start_ammo_plasma;
483 this.ammo_fuel = start_ammo_fuel;
484 this.health = start_health;
485 this.armorvalue = start_armorvalue;
486 this.weapons = start_weapons;
489 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
491 this.items = start_items;
493 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
494 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
495 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
496 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
497 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
498 // extend the pause of rotting if client was reset at the beginning of the countdown
499 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
500 float f = game_starttime - time;
501 this.spawnshieldtime += f;
502 this.pauserotarmor_finished += f;
503 this.pauserothealth_finished += f;
504 this.pauseregen_finished += f;
506 this.damageforcescale = 2;
508 this.respawn_flags = 0;
509 this.respawn_time = 0;
510 this.stat_respawn_time = 0;
511 this.scale = autocvar_sv_player_scale;
514 this.pain_finished = 0;
516 this.think = func_null; // players have no think function
519 this.ballistics_density = autocvar_g_ballistics_density_player;
521 this.deadflag = DEAD_NO;
523 this.angles = spot.angles;
524 this.angles_z = 0; // never spawn tilted even if the spot says to
525 if (IS_BOT_CLIENT(this))
526 this.v_angle = this.angles;
527 this.fixangle = true; // turn this way immediately
528 this.oldvelocity = this.velocity = '0 0 0';
529 this.avelocity = '0 0 0';
530 this.punchangle = '0 0 0';
531 this.punchvector = '0 0 0';
533 this.strength_finished = 0;
534 this.invincible_finished = 0;
535 this.fire_endtime = -1;
536 this.revival_time = 0;
537 this.air_finished = time + 12;
539 entity spawnevent = new(spawnevent);
540 make_pure(spawnevent);
541 spawnevent.owner = this;
542 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
544 // Cut off any still running player sounds.
545 stopsound(this, CH_PLAYER_SINGLE);
548 FixPlayermodel(this);
549 this.drawonlytoclient = NULL;
552 this.view_ofs = PL_VIEW_OFS;
553 setsize(this, PL_MIN, PL_MAX);
554 this.spawnorigin = spot.origin;
555 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
556 // don't reset back to last position, even if new position is stuck in solid
557 this.oldorigin = this.origin;
558 this.prevorigin = this.origin;
559 this.lastteleporttime = time; // prevent insane speeds due to changing origin
560 this.hud = HUD_NORMAL;
562 this.event_damage = PlayerDamage;
564 this.bot_attack = true;
565 this.monster_attack = true;
567 this.spider_slowness = 0;
569 this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = false;
571 if (this.killcount == FRAGS_SPECTATOR) {
572 PlayerScore_Clear(this);
576 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
578 CL_SpawnWeaponentity(this, slot);
580 this.alpha = default_player_alpha;
581 this.colormod = '1 1 1' * autocvar_g_player_brightness;
582 this.exteriorweaponentity.alpha = default_weapon_alpha;
584 this.speedrunning = false;
586 target_voicescript_clear(this);
588 // reset fields the weapons may use
589 FOREACH(Weapons, true, LAMBDA(
590 it.wr_resetplayer(it);
591 // reload all reloadable weapons
592 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
593 this.weapon_load[it.m_id] = it.reloading_ammo;
598 string s = spot.target;
599 spot.target = string_null;
600 WITH(entity, activator, this, LAMBDA(
601 WITH(entity, self, spot, SUB_UseTargets())
608 MUTATOR_CALLHOOK(PlayerSpawn, spot);
610 if (autocvar_spawn_debug)
612 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
613 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
616 this.switchweapon = w_getbestweapon(this);
617 this.cnt = -1; // W_LastWeapon will not complain
619 this.weaponname = "";
620 this.switchingweapon = 0;
622 if (!warmup_stage && !this.alivetime)
623 this.alivetime = time;
629 .float ebouncefactor, ebouncestop; // electro's values
630 // TODO do we need all these fields, or should we stop autodetecting runtime
631 // changes and just have a console command to update this?
632 bool ClientInit_SendEntity(entity this, entity to, int sf)
634 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
635 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
636 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
637 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
638 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
639 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
640 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
641 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
642 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
643 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
645 if(sv_foginterval && world.fog != "")
646 WriteString(MSG_ENTITY, world.fog);
648 WriteString(MSG_ENTITY, "");
649 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
650 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
651 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
652 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
653 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
654 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
655 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
656 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
657 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
658 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
659 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
660 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
662 MUTATOR_CALLHOOK(Ent_Init);
666 void ClientInit_CheckUpdate()
668 self.nextthink = time;
669 if(self.count != autocvar_g_balance_armor_blockpercent)
671 self.count = autocvar_g_balance_armor_blockpercent;
674 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
676 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
679 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
681 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
684 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
686 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
689 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
691 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
696 void ClientInit_Spawn()
699 entity e = new(clientinit);
701 e.think = ClientInit_CheckUpdate;
702 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
704 WITH(entity, self, e, ClientInit_CheckUpdate());
712 void SetNewParms (void)
714 // initialize parms for a new player
715 parm1 = -(86400 * 366);
717 MUTATOR_CALLHOOK(SetNewParms);
725 void SetChangeParms (void)
727 // save parms for level change
728 parm1 = self.parm_idlesince - time;
730 MUTATOR_CALLHOOK(SetChangeParms);
738 void DecodeLevelParms (void)
741 self.parm_idlesince = parm1;
742 if(self.parm_idlesince == -(86400 * 366))
743 self.parm_idlesince = time;
745 // whatever happens, allow 60 seconds of idling directly after connect for map loading
746 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
748 MUTATOR_CALLHOOK(DecodeLevelParms);
755 Called when a client types 'kill' in the console
759 .float clientkill_nexttime;
760 void ClientKill_Now_TeamChange()
762 if(self.killindicator_teamchange == -1)
764 JoinBestTeam( self, false, true );
766 else if(self.killindicator_teamchange == -2)
769 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
770 PutObserverInServer();
773 SV_ChangeTeam(self.killindicator_teamchange - 1);
774 self.killindicator_teamchange = 0;
777 void ClientKill_Now()
781 vehicles_exit(VHEF_RELEASE);
782 if(!self.killindicator_teamchange)
784 self.vehicle_health = -1;
785 Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
789 if(self.killindicator && !wasfreed(self.killindicator))
790 remove(self.killindicator);
792 self.killindicator = world;
794 if(self.killindicator_teamchange)
795 ClientKill_Now_TeamChange();
798 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
800 // now I am sure the player IS dead
802 void KillIndicator_Think()
806 self.owner.killindicator = world;
811 if (self.owner.alpha < 0 && !self.owner.vehicle)
813 self.owner.killindicator = world;
820 WITH(entity, self, self.owner, ClientKill_Now());
823 else if(g_cts && self.health == 1) // health == 1 means that it's silent
825 self.nextthink = time + 1;
831 setmodel(self, MDL_NUM(self.cnt));
832 if(IS_REAL_CLIENT(self.owner))
835 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
837 self.nextthink = time + 1;
842 float clientkilltime;
843 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
852 killtime = autocvar_g_balance_kill_delay;
854 if(g_race_qualifying || g_cts)
857 if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
860 self.killindicator_teamchange = targetteam;
862 if(!self.killindicator)
864 if(self.deadflag == DEAD_NO)
866 killtime = max(killtime, self.clientkill_nexttime - time);
867 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
870 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
876 starttime = max(time, clientkilltime);
878 self.killindicator = spawn();
879 self.killindicator.owner = self;
880 self.killindicator.scale = 0.5;
881 setattachment(self.killindicator, self, "");
882 setorigin(self.killindicator, '0 0 52');
883 self.killindicator.think = KillIndicator_Think;
884 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
885 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
886 self.killindicator.cnt = ceil(killtime);
887 self.killindicator.count = bound(0, ceil(killtime), 10);
888 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
890 for(e = world; (e = find(e, classname, "body")) != world; )
894 e.killindicator = spawn();
895 e.killindicator.owner = e;
896 e.killindicator.scale = 0.5;
897 setattachment(e.killindicator, e, "");
898 setorigin(e.killindicator, '0 0 52');
899 e.killindicator.think = KillIndicator_Think;
900 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
901 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
902 e.killindicator.cnt = ceil(killtime);
907 if(self.killindicator)
909 if(targetteam == 0) // just die
911 self.killindicator.colormod = '0 0 0';
912 if(IS_REAL_CLIENT(self))
913 if(self.killindicator.cnt > 0)
914 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
916 else if(targetteam == -1) // auto
918 self.killindicator.colormod = '0 1 0';
919 if(IS_REAL_CLIENT(self))
920 if(self.killindicator.cnt > 0)
921 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
923 else if(targetteam == -2) // spectate
925 self.killindicator.colormod = '0.5 0.5 0.5';
926 if(IS_REAL_CLIENT(self))
927 if(self.killindicator.cnt > 0)
928 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
932 self.killindicator.colormod = Team_ColorRGB(targetteam);
933 if(IS_REAL_CLIENT(self))
934 if(self.killindicator.cnt > 0)
935 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
941 void ClientKill (void)
944 if(self.player_blocked) return;
945 if(self.frozen) return;
947 ClientKill_TeamChange(0);
950 void FixClientCvars(entity e)
952 // send prediction settings to the client
953 stuffcmd(e, "\nin_bindmap 0 0\n");
954 if(autocvar_g_antilag == 3) // client side hitscan
955 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
956 if(autocvar_sv_gentle)
957 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
960 float PlayerInIDList(entity p, string idlist)
965 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
969 // this function allows abbreviated player IDs too!
970 n = tokenize_console(idlist);
971 for(i = 0; i < n; ++i)
974 if(s == substring(p.crypto_idfp, 0, strlen(s)))
981 #ifdef DP_EXT_PRECONNECT
986 Called once (not at each match start) when a client begins a connection to the server
989 void ClientPreConnect (void)
991 if(autocvar_sv_eventlog)
993 GameLogEcho(sprintf(":connect:%d:%d:%s",
996 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1006 Called when a client connects to the server
1009 void DecodeLevelParms (void);
1010 void ClientConnect (void)
1016 LOG_INFO("Warning: ClientConnect, but already connected!\n");
1020 if(Ban_MaybeEnforceBanOnce(self))
1026 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1029 self.classname = "player_joining";
1031 self.flags = FL_CLIENT;
1032 self.version_nagtime = time + 10 + random() * 10;
1036 LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n");
1040 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1042 PlayerScore_Attach(self);
1043 ClientData_Attach();
1044 accuracy_init(self);
1045 Inventory_new(self);
1047 bot_clientconnect();
1053 // identify the right forced team
1054 if(autocvar_g_campaign)
1056 if(IS_REAL_CLIENT(self)) // only players, not bots
1058 switch(autocvar_g_campaign_forceteam)
1060 case 1: self.team_forced = NUM_TEAM_1; break;
1061 case 2: self.team_forced = NUM_TEAM_2; break;
1062 case 3: self.team_forced = NUM_TEAM_3; break;
1063 case 4: self.team_forced = NUM_TEAM_4; break;
1064 default: self.team_forced = 0;
1068 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1069 self.team_forced = NUM_TEAM_1;
1070 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1071 self.team_forced = NUM_TEAM_2;
1072 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1073 self.team_forced = NUM_TEAM_3;
1074 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1075 self.team_forced = NUM_TEAM_4;
1076 else if(autocvar_g_forced_team_otherwise == "red")
1077 self.team_forced = NUM_TEAM_1;
1078 else if(autocvar_g_forced_team_otherwise == "blue")
1079 self.team_forced = NUM_TEAM_2;
1080 else if(autocvar_g_forced_team_otherwise == "yellow")
1081 self.team_forced = NUM_TEAM_3;
1082 else if(autocvar_g_forced_team_otherwise == "pink")
1083 self.team_forced = NUM_TEAM_4;
1084 else if(autocvar_g_forced_team_otherwise == "spectate")
1085 self.team_forced = -1;
1086 else if(autocvar_g_forced_team_otherwise == "spectator")
1087 self.team_forced = -1;
1089 self.team_forced = 0;
1092 if(self.team_forced > 0)
1093 self.team_forced = 0;
1095 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1097 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1098 self.classname = STR_OBSERVER;
1102 if(autocvar_g_balance_teams)
1104 self.classname = STR_PLAYER;
1105 campaign_bots_may_start = 1;
1109 self.classname = STR_OBSERVER; // do it anyway
1114 self.classname = STR_PLAYER;
1115 campaign_bots_may_start = 1;
1119 self.playerid = (playerid_last = playerid_last + 1);
1121 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1123 if(IS_BOT_CLIENT(self))
1124 PlayerStats_GameReport_AddPlayer(self);
1126 if(autocvar_sv_eventlog)
1127 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1129 LogTeamchange(self.playerid, self.team, 1);
1131 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1133 self.netname_previous = strzone(self.netname);
1135 if(IS_PLAYER(self) && teamplay)
1136 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1138 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1140 stuffcmd(self, strcat(clientstuff, "\n"));
1141 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1143 FixClientCvars(self);
1145 // spawnfunc_waypoint sprites
1146 WaypointSprite_InitClient(self);
1148 // Wazat's grappling hook
1149 SetGrappleHookBindings();
1152 stuffcmd(self, "alias +jetpack +button10\n");
1153 stuffcmd(self, "alias -jetpack -button10\n");
1155 // get version info from player
1156 stuffcmd(self, "cmd clientversion $gameversion\n");
1158 // get other cvars from player
1161 // notify about available teams
1164 CheckAllowedTeams(self);
1165 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1166 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1169 stuffcmd(self, "set _teams_available 0\n");
1173 bot_relinkplayerlist();
1175 self.spectatortime = time;
1178 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1181 self.jointime = time;
1182 self.allowed_timeouts = autocvar_sv_timeout_number;
1184 if(IS_REAL_CLIENT(self))
1186 if(!autocvar_g_campaign)
1188 self.motd_actived_time = -1;
1189 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1192 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET(TUBA)))
1193 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1196 if(!sv_foginterval && world.fog != "")
1197 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1199 W_HitPlotOpen(self);
1201 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
1202 send_CSQC_teamnagger();
1206 CSQCMODEL_AUTOINIT(self);
1208 self.model_randomizer = random();
1210 if(IS_REAL_CLIENT(self))
1213 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1214 WITH(entity, self, e, e.init_for_player(this));
1217 MUTATOR_CALLHOOK(ClientConnect, self);
1223 Called when a client disconnects from the server
1226 .entity chatbubbleentity;
1228 void ClientDisconnect (void)
1231 vehicles_exit(VHEF_RELEASE);
1233 if (!IS_CLIENT(self))
1235 LOG_INFO("Warning: ClientDisconnect without ClientConnect\n");
1239 PlayerStats_GameReport_FinalizePlayer(self);
1241 if ( self.active_minigame )
1242 part_minigame(self);
1244 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
1246 CheatShutdownClient();
1248 W_HitPlotClose(self);
1251 anticheat_shutdown();
1253 playerdemo_shutdown();
1255 bot_clientdisconnect();
1259 if(autocvar_sv_eventlog)
1260 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1262 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1264 MUTATOR_CALLHOOK(ClientDisconnect);
1266 Portal_ClearAll(self);
1270 RemoveGrapplingHook(self);
1272 // Here, everything has been done that requires this player to be a client.
1274 self.flags &= ~FL_CLIENT;
1276 if (self.chatbubbleentity)
1277 remove (self.chatbubbleentity);
1279 if (self.killindicator)
1280 remove (self.killindicator);
1282 WaypointSprite_PlayerGone();
1284 bot_relinkplayerlist();
1286 accuracy_free(self);
1287 Inventory_delete(self);
1288 ClientData_Detach();
1289 PlayerScore_Detach(self);
1291 if(self.netname_previous)
1292 strunzone(self.netname_previous);
1293 if(self.clientstatus)
1294 strunzone(self.clientstatus);
1295 if(self.weaponorder_byimpulse)
1296 strunzone(self.weaponorder_byimpulse);
1298 ClearPlayerSounds();
1301 remove(self.personal);
1311 void ChatBubbleThink()
1313 self.nextthink = time;
1314 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1316 if(self.owner) // but why can that ever be world?
1317 self.owner.chatbubbleentity = world;
1324 if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1326 if ( self.owner.active_minigame )
1327 self.mdl = "models/sprites/minigame_busy.iqm";
1328 else if ( self.owner.BUTTON_CHAT )
1329 self.mdl = "models/misc/chatbubble.spr";
1332 if ( self.model != self.mdl )
1333 _setmodel(self, self.mdl);
1337 void UpdateChatBubble()
1341 // spawn a chatbubble entity if needed
1342 if (!self.chatbubbleentity)
1344 self.chatbubbleentity = new(chatbubbleentity);
1345 self.chatbubbleentity.owner = self;
1346 self.chatbubbleentity.exteriormodeltoclient = self;
1347 self.chatbubbleentity.think = ChatBubbleThink;
1348 self.chatbubbleentity.nextthink = time;
1349 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1350 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1351 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1352 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1353 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1354 //self.chatbubbleentity.model = "";
1355 self.chatbubbleentity.effects = EF_LOWPRECISION;
1360 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1361 // added to the model skins
1362 /*void UpdateColorModHack()
1365 c = self.clientcolors & 15;
1366 // LordHavoc: only bothering to support white, green, red, yellow, blue
1367 if (!teamplay) self.colormod = '0 0 0';
1368 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1369 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1370 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1371 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1372 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1373 else self.colormod = '1 1 1';
1378 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1380 self.solid = SOLID_NOT;
1381 self.takedamage = DAMAGE_NO;
1382 self.movetype = MOVETYPE_FLY;
1383 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1384 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1385 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1386 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1387 if(autocvar_g_respawn_ghosts_maxtime)
1388 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1393 self.effects |= EF_NODRAW; // prevent another CopyBody
1394 PutClientInServer();
1397 void play_countdown(float finished, string samp)
1399 if(IS_REAL_CLIENT(self))
1400 if(floor(finished - time - frametime) != floor(finished - time))
1401 if(finished - time < 6)
1402 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1405 void player_powerups (void)
1407 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1408 int items_prev = self.items;
1410 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1411 self.modelflags |= MF_ROCKET;
1413 self.modelflags &= ~MF_ROCKET;
1415 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1417 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1420 Fire_ApplyDamage(self);
1421 Fire_ApplyEffect(self);
1425 if (self.items & ITEM_Strength.m_itemid)
1427 play_countdown(self.strength_finished, SND(POWEROFF));
1428 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1429 if (time > self.strength_finished)
1431 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1432 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1433 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1438 if (time < self.strength_finished)
1440 self.items = self.items | ITEM_Strength.m_itemid;
1441 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1442 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1445 if (self.items & ITEM_Shield.m_itemid)
1447 play_countdown(self.invincible_finished, SND(POWEROFF));
1448 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1449 if (time > self.invincible_finished)
1451 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1452 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1453 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1458 if (time < self.invincible_finished)
1460 self.items = self.items | ITEM_Shield.m_itemid;
1461 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1462 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1465 if (self.items & IT_SUPERWEAPON)
1467 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1469 self.superweapons_finished = 0;
1470 self.items = self.items - (self.items & IT_SUPERWEAPON);
1471 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1472 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1474 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1476 // don't let them run out
1480 play_countdown(self.superweapons_finished, SND(POWEROFF));
1481 if (time > self.superweapons_finished)
1483 self.items = self.items - (self.items & IT_SUPERWEAPON);
1484 self.weapons &= ~WEPSET_SUPERWEAPONS;
1485 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1486 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1490 else if(self.weapons & WEPSET_SUPERWEAPONS)
1492 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1494 self.items = self.items | IT_SUPERWEAPON;
1495 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1496 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1500 self.superweapons_finished = 0;
1501 self.weapons &= ~WEPSET_SUPERWEAPONS;
1506 self.superweapons_finished = 0;
1510 if(autocvar_g_nodepthtestplayers)
1511 self.effects = self.effects | EF_NODEPTHTEST;
1513 if(autocvar_g_fullbrightplayers)
1514 self.effects = self.effects | EF_FULLBRIGHT;
1516 if (time >= game_starttime)
1517 if (time < self.spawnshieldtime)
1518 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1520 MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1523 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1525 if(current > stable)
1527 else if(current > stable - 0.25) // when close enough, "snap"
1530 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1533 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1535 if(current < stable)
1537 else if(current < stable + 0.25) // when close enough, "snap"
1540 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1543 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1545 if(current > rotstable)
1547 if(rotframetime > 0)
1549 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1550 current = max(rotstable, current - rotlinear * rotframetime);
1553 else if(current < regenstable)
1555 if(regenframetime > 0)
1557 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1558 current = min(regenstable, current + regenlinear * regenframetime);
1568 void player_regen (void)
1570 float max_mod, regen_mod, rot_mod, limit_mod;
1571 max_mod = regen_mod = rot_mod = limit_mod = 1;
1572 regen_mod_max = max_mod;
1573 regen_mod_regen = regen_mod;
1574 regen_mod_rot = rot_mod;
1575 regen_mod_limit = limit_mod;
1577 regen_health = autocvar_g_balance_health_regen;
1578 regen_health_linear = autocvar_g_balance_health_regenlinear;
1579 regen_health_rot = autocvar_g_balance_health_rot;
1580 regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1581 regen_health_stable = autocvar_g_balance_health_regenstable;
1582 regen_health_rotstable = autocvar_g_balance_health_rotstable;
1583 if(!MUTATOR_CALLHOOK(PlayerRegen))
1586 float mina, maxa, limith, limita;
1587 maxa = autocvar_g_balance_armor_rotstable;
1588 mina = autocvar_g_balance_armor_regenstable;
1589 limith = autocvar_g_balance_health_limit;
1590 limita = autocvar_g_balance_armor_limit;
1592 max_mod = regen_mod_max;
1593 regen_mod = regen_mod_regen;
1594 rot_mod = regen_mod_rot;
1595 limit_mod = regen_mod_limit;
1597 regen_health_rotstable = regen_health_rotstable * max_mod;
1598 regen_health_stable = regen_health_stable * max_mod;
1599 limith = limith * limit_mod;
1600 limita = limita * limit_mod;
1602 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);
1603 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);
1606 // if player rotted to death... die!
1607 // check this outside above checks, as player may still be able to rot to death
1611 vehicles_exit(VHEF_RELEASE);
1612 self.event_damage(self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1615 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1617 float minf, maxf, limitf;
1619 maxf = autocvar_g_balance_fuel_rotstable;
1620 minf = autocvar_g_balance_fuel_regenstable;
1621 limitf = autocvar_g_balance_fuel_limit;
1623 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);
1627 float zoomstate_set;
1628 void SetZoomState(float z)
1630 if(z != self.zoomstate)
1633 ClientData_Touch(self);
1638 void GetPressedKeys()
1640 MUTATOR_CALLHOOK(GetPressedKeys);
1641 #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
1642 X(self.pressedkeys, KEY_FORWARD, self.movement_x > 0);
1643 X(self.pressedkeys, KEY_BACKWARD, self.movement_x < 0);
1644 X(self.pressedkeys, KEY_RIGHT, self.movement_y > 0);
1645 X(self.pressedkeys, KEY_LEFT, self.movement_y < 0);
1647 X(self.pressedkeys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(self));
1648 X(self.pressedkeys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(self));
1649 X(self.pressedkeys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(self));
1650 X(self.pressedkeys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(self));
1655 ======================
1656 spectate mode routines
1657 ======================
1660 void SpectateCopy(entity spectatee)
1662 MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1663 self.armortype = spectatee.armortype;
1664 self.armorvalue = spectatee.armorvalue;
1665 self.ammo_cells = spectatee.ammo_cells;
1666 self.ammo_plasma = spectatee.ammo_plasma;
1667 self.ammo_shells = spectatee.ammo_shells;
1668 self.ammo_nails = spectatee.ammo_nails;
1669 self.ammo_rockets = spectatee.ammo_rockets;
1670 self.ammo_fuel = spectatee.ammo_fuel;
1671 self.clip_load = spectatee.clip_load;
1672 self.clip_size = spectatee.clip_size;
1673 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1674 self.health = spectatee.health;
1676 self.items = spectatee.items;
1677 self.last_pickup = spectatee.last_pickup;
1678 self.hit_time = spectatee.hit_time;
1679 self.strength_finished = spectatee.strength_finished;
1680 self.invincible_finished = spectatee.invincible_finished;
1681 self.pressedkeys = spectatee.pressedkeys;
1682 self.weapons = spectatee.weapons;
1683 self.switchweapon = spectatee.switchweapon;
1684 self.switchingweapon = spectatee.switchingweapon;
1685 self.weapon = spectatee.weapon;
1686 self.vortex_charge = spectatee.vortex_charge;
1687 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1688 self.hagar_load = spectatee.hagar_load;
1689 self.arc_heat_percent = spectatee.arc_heat_percent;
1690 self.minelayer_mines = spectatee.minelayer_mines;
1691 self.punchangle = spectatee.punchangle;
1692 self.view_ofs = spectatee.view_ofs;
1693 self.velocity = spectatee.velocity;
1694 self.dmg_take = spectatee.dmg_take;
1695 self.dmg_save = spectatee.dmg_save;
1696 self.dmg_inflictor = spectatee.dmg_inflictor;
1697 self.v_angle = spectatee.v_angle;
1698 self.angles = spectatee.v_angle;
1699 self.frozen = spectatee.frozen;
1700 self.revive_progress = spectatee.revive_progress;
1701 if(!self.BUTTON_USE)
1702 self.fixangle = true;
1703 setorigin(self, spectatee.origin);
1704 setsize(self, spectatee.mins, spectatee.maxs);
1705 SetZoomState(spectatee.zoomstate);
1707 anticheat_spectatecopy(spectatee);
1708 self.hud = spectatee.hud;
1709 if(spectatee.vehicle)
1711 self.fixangle = false;
1712 //self.velocity = spectatee.vehicle.velocity;
1713 self.vehicle_health = spectatee.vehicle_health;
1714 self.vehicle_shield = spectatee.vehicle_shield;
1715 self.vehicle_energy = spectatee.vehicle_energy;
1716 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1717 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1718 self.vehicle_reload1 = spectatee.vehicle_reload1;
1719 self.vehicle_reload2 = spectatee.vehicle_reload2;
1723 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1724 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1725 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1726 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1728 //WriteByte (MSG_ONE, SVC_SETVIEW);
1729 // WriteEntity(MSG_ONE, self);
1730 //makevectors(spectatee.v_angle);
1731 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1735 bool SpectateUpdate()
1740 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1742 SetSpectatee(self, NULL);
1746 SpectateCopy(self.enemy);
1753 if(!IS_PLAYER(self.enemy))
1757 WriteByte(MSG_ONE, SVC_SETVIEW);
1758 WriteEntity(MSG_ONE, self.enemy);
1759 self.movetype = MOVETYPE_NONE;
1760 accuracy_resend(self);
1762 if(!SpectateUpdate())
1763 PutObserverInServer();
1768 void SetSpectatee(entity player, entity spectatee)
1770 entity old_spectatee = player.enemy;
1772 player.enemy = spectatee;
1775 // these are required to fix the spectator bug with arc
1776 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1777 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1780 bool Spectate(entity pl)
1782 if(MUTATOR_CALLHOOK(SpectateSet, self, pl))
1786 SetSpectatee(self, pl);
1787 return SpectateSet();
1792 other = find(self.enemy, classname, "player");
1794 if (MUTATOR_CALLHOOK(SpectateNext, self, other))
1795 other = spec_player;
1797 other = find(other, classname, "player");
1799 if(other) { SetSpectatee(self, other); }
1801 return SpectateSet();
1806 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1807 other = findchain(classname, "player");
1808 if (!other) // no player
1811 entity first = other;
1812 // skip players until current spectated player
1814 while(other && other != self.enemy)
1815 other = other.chain;
1817 switch (MUTATOR_CALLHOOK(SpectatePrev, self, other, first))
1819 case MUT_SPECPREV_FOUND:
1820 other = spec_player;
1822 case MUT_SPECPREV_RETURN:
1823 other = spec_player;
1825 case MUT_SPECPREV_CONTINUE:
1829 other = other.chain;
1836 SetSpectatee(self, other);
1837 return SpectateSet();
1842 ShowRespawnCountdown()
1844 Update a respawn countdown display.
1847 void ShowRespawnCountdown()
1850 if(self.deadflag == DEAD_NO) // just respawned?
1854 number = ceil(self.respawn_time - time);
1857 if(number <= self.respawn_countdown)
1859 self.respawn_countdown = number - 1;
1860 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
1861 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1866 void LeaveSpectatorMode()
1870 if(nJoinAllowed(self))
1872 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1874 self.classname = STR_PLAYER;
1875 nades_RemoveBonus(self);
1877 if(autocvar_g_campaign || autocvar_g_balance_teams)
1878 { JoinBestTeam(self, false, true); }
1880 if(autocvar_g_campaign)
1881 { campaign_bots_may_start = 1; }
1883 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1885 PutClientInServer();
1887 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1890 stuffcmd(self, "menu_showteamselect\n");
1894 // Player may not join because g_maxplayers is set
1895 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1900 * Determines whether the player is allowed to join. This depends on cvar
1901 * g_maxplayers, if it isn't used this function always return true, otherwise
1902 * it checks whether the number of currently playing players exceeds g_maxplayers.
1903 * @return int number of free slots for players, 0 if none
1905 float nJoinAllowed(entity ignore)
1908 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1909 // so report 0 free slots if restricted
1911 if(autocvar_g_forced_team_otherwise == "spectate")
1913 if(autocvar_g_forced_team_otherwise == "spectator")
1917 if(self.team_forced < 0)
1918 return 0; // forced spectators can never join
1920 // TODO simplify this
1922 float totalClients = 0;
1927 if (!autocvar_g_maxplayers)
1928 return maxclients - totalClients;
1930 float currentlyPlaying = 0;
1931 FOR_EACH_REALCLIENT(e)
1932 if(IS_PLAYER(e) || e.caplayer)
1933 currentlyPlaying += 1;
1935 if(currentlyPlaying < autocvar_g_maxplayers)
1936 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1942 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1943 * g_maxplayers_spectator_blocktime seconds
1945 void checkSpectatorBlock()
1947 if(IS_SPEC(self) || IS_OBSERVER(self))
1949 if(IS_REAL_CLIENT(self))
1951 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1952 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1958 void PrintWelcomeMessage()
1960 if(self.motd_actived_time == 0)
1962 if (autocvar_g_campaign) {
1963 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
1964 self.motd_actived_time = time;
1965 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
1968 if (self.BUTTON_INFO) {
1969 self.motd_actived_time = time;
1970 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1974 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
1976 if (autocvar_g_campaign) {
1977 if (self.BUTTON_INFO)
1978 self.motd_actived_time = time;
1979 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
1980 self.motd_actived_time = 0;
1981 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1984 if (self.BUTTON_INFO)
1985 self.motd_actived_time = time;
1986 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1987 self.motd_actived_time = 0;
1988 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1992 else //if(self.motd_actived_time < 0) // just connected, motd is active
1994 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
1995 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1996 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || IS_SPEC(self))
1998 // instanctly hide MOTD
1999 self.motd_actived_time = 0;
2000 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2005 void ObserverThink()
2009 MinigameImpulse(self.impulse);
2012 float prefered_movetype;
2013 if (self.flags & FL_JUMPRELEASED) {
2014 if (self.BUTTON_JUMP && !self.version_mismatch) {
2015 self.flags &= ~FL_JUMPRELEASED;
2016 self.flags |= FL_SPAWNING;
2017 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2018 self.flags &= ~FL_JUMPRELEASED;
2019 if(SpectateNext()) {
2020 self.classname = STR_SPECTATOR;
2023 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2024 if (self.movetype != prefered_movetype)
2025 self.movetype = prefered_movetype;
2028 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2029 self.flags |= FL_JUMPRELEASED;
2030 if(self.flags & FL_SPAWNING)
2032 self.flags &= ~FL_SPAWNING;
2033 LeaveSpectatorMode();
2040 void SpectatorThink()
2044 if(MinigameImpulse(self.impulse))
2047 if (self.flags & FL_JUMPRELEASED) {
2048 if (self.BUTTON_JUMP && !self.version_mismatch) {
2049 self.flags &= ~FL_JUMPRELEASED;
2050 self.flags |= FL_SPAWNING;
2051 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2052 self.flags &= ~FL_JUMPRELEASED;
2053 if(SpectateNext()) {
2054 self.classname = STR_SPECTATOR;
2056 self.classname = STR_OBSERVER;
2057 PutClientInServer();
2060 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2061 self.flags &= ~FL_JUMPRELEASED;
2062 if(SpectatePrev()) {
2063 self.classname = STR_SPECTATOR;
2065 self.classname = STR_OBSERVER;
2066 PutClientInServer();
2069 } else if (self.BUTTON_ATCK2) {
2070 self.flags &= ~FL_JUMPRELEASED;
2071 self.classname = STR_OBSERVER;
2072 PutClientInServer();
2074 if(!SpectateUpdate())
2075 PutObserverInServer();
2078 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2079 self.flags |= FL_JUMPRELEASED;
2080 if(self.flags & FL_SPAWNING)
2082 self.flags &= ~FL_SPAWNING;
2083 LeaveSpectatorMode();
2087 if(!SpectateUpdate())
2088 PutObserverInServer();
2091 self.flags |= FL_CLIENT | FL_NOTARGET;
2094 void vehicles_enter (entity pl, entity veh);
2097 if (!IS_PLAYER(self))
2104 vehicles_exit(VHEF_NORMAL);
2108 else if(autocvar_g_vehicles_enter)
2111 if(self.deadflag == DEAD_NO)
2114 entity head, closest_target = world;
2115 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2117 while(head) // find the closest acceptable target to enter
2119 if(head.vehicle_flags & VHF_ISVEHICLE)
2120 if(head.deadflag == DEAD_NO)
2121 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2122 if(head.takedamage != DAMAGE_NO)
2126 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2127 { closest_target = head; }
2129 else { closest_target = head; }
2135 if(closest_target) { vehicles_enter(self, closest_target); return; }
2139 // a use key was pressed; call handlers
2140 MUTATOR_CALLHOOK(PlayerUseKey);
2143 float isInvisibleString(string s)
2146 s = strdecolorize(s);
2147 for((i = 0), (n = strlen(s)); i < n; ++i)
2155 case 192: // charmap space
2156 if (!autocvar_utf8_enable)
2159 case 160: // space in unicode fonts
2160 case 0xE000 + 192: // utf8 charmap space
2161 if (autocvar_utf8_enable)
2174 Called every frame for each client before the physics are run
2177 .float usekeypressed;
2178 void() nexball_setstatus;
2179 .float last_vehiclecheck;
2181 void PlayerPreThink (void)
2183 WarpZone_PlayerPhysics_FixVAngle();
2185 self.stat_game_starttime = game_starttime;
2186 self.stat_round_starttime = round_starttime;
2187 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2188 self.stat_leadlimit = autocvar_leadlimit;
2190 self.weaponsinmap = weaponsInMap;
2194 // physics frames: update anticheat stuff
2195 anticheat_prethink();
2198 if(blockSpectators && frametime)
2199 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2200 checkSpectatorBlock();
2204 // Savage: Check for nameless players
2205 if (isInvisibleString(self.netname)) {
2206 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2207 if(autocvar_sv_eventlog)
2208 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2209 if(self.netname_previous)
2210 strunzone(self.netname_previous);
2211 self.netname_previous = strzone(new_name);
2212 self.netname = self.netname_previous;
2213 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2214 } else if(self.netname_previous != self.netname) {
2215 if(autocvar_sv_eventlog)
2216 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2217 if(self.netname_previous)
2218 strunzone(self.netname_previous);
2219 self.netname_previous = strzone(self.netname);
2223 if(self.version_nagtime)
2224 if(self.cvar_g_xonoticversion)
2225 if(time > self.version_nagtime)
2227 // don't notify git users
2228 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2230 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2232 // notify release users if connecting to git
2233 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");
2234 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2239 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2242 // give users new version
2243 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");
2244 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2248 // notify users about old server version
2249 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");
2250 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2254 self.version_nagtime = 0;
2258 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2260 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2261 self.max_armorvalue = 0;
2264 if(self.frozen == 2)
2266 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2267 self.health = max(1, self.revive_progress * start_health);
2268 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2270 if(self.revive_progress >= 1)
2273 else if(self.frozen == 3)
2275 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2276 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2281 vehicles_exit(VHEF_RELEASE);
2282 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2284 else if ( self.revive_progress <= 0 )
2288 MUTATOR_CALLHOOK(PlayerPreThink);
2290 if(autocvar_g_vehicles_enter)
2291 if(time > self.last_vehiclecheck)
2296 if(self.deadflag == DEAD_NO)
2299 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2300 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2301 if(veh.deadflag == DEAD_NO)
2302 if(veh.takedamage != DAMAGE_NO)
2303 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2304 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2306 if(!veh.team || SAME_TEAM(self, veh))
2307 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2308 else if(autocvar_g_vehicles_steal)
2309 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2311 self.last_vehiclecheck = time + 1;
2314 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2316 if(self.BUTTON_USE && !self.usekeypressed)
2318 self.usekeypressed = self.BUTTON_USE;
2321 if(IS_REAL_CLIENT(self))
2322 PrintWelcomeMessage();
2327 CheckRules_Player();
2329 if (intermission_running)
2331 IntermissionThink (); // otherwise a button could be missed between
2332 return; // the think tics
2335 //don't allow the player to turn around while game is paused!
2336 if(timeout_status == TIMEOUT_ACTIVE) {
2337 // FIXME turn this into CSQC stuff
2338 self.v_angle = self.lastV_angle;
2339 self.angles = self.lastV_angle;
2340 self.fixangle = true;
2345 if(self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge))
2347 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));
2348 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));
2349 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));
2351 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2353 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));
2354 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));
2355 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));
2359 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2364 if (self.deadflag != DEAD_NO)
2366 if(self.personal && g_race_qualifying)
2368 if(time > self.respawn_time)
2370 self.respawn_time = time + 1; // only retry once a second
2371 self.stat_respawn_time = self.respawn_time;
2378 float button_pressed;
2381 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2383 if (self.deadflag == DEAD_DYING)
2385 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2386 self.deadflag = DEAD_RESPAWNING;
2387 else if(!button_pressed)
2388 self.deadflag = DEAD_DEAD;
2390 else if (self.deadflag == DEAD_DEAD)
2393 self.deadflag = DEAD_RESPAWNABLE;
2394 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2395 self.deadflag = DEAD_RESPAWNING;
2397 else if (self.deadflag == DEAD_RESPAWNABLE)
2400 self.deadflag = DEAD_RESPAWNING;
2402 else if (self.deadflag == DEAD_RESPAWNING)
2404 if(time > self.respawn_time)
2406 self.respawn_time = time + 1; // only retry once a second
2407 self.respawn_time_max = self.respawn_time;
2412 ShowRespawnCountdown();
2414 if(self.respawn_flags & RESPAWN_SILENT)
2415 self.stat_respawn_time = 0;
2416 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2417 self.stat_respawn_time = self.respawn_time_max;
2419 self.stat_respawn_time = self.respawn_time;
2422 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2423 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2424 self.stat_respawn_time *= -1;
2429 self.prevorigin = self.origin;
2431 float do_crouch = self.BUTTON_CROUCH;
2439 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2440 // It cannot be predicted by the engine!
2441 int slot = 0; // TODO: unhardcode
2442 if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.weaponentity[slot].wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2450 self.view_ofs = self.stat_pl_crouch_view_ofs;
2451 setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
2452 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2459 tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
2460 if (!trace_startsolid)
2462 self.crouch = false;
2463 self.view_ofs = self.stat_pl_view_ofs;
2464 setsize (self, self.stat_pl_min, self.stat_pl_max);
2469 FixPlayermodel(self);
2471 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2474 self.items &= ~self.items_added;
2476 W_WeaponFrame(self);
2478 self.items_added = 0;
2479 if(self.items & ITEM_Jetpack.m_itemid)
2480 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2481 self.items_added |= IT_FUEL;
2483 self.items |= self.items_added;
2488 // WEAPONTODO: Add a weapon request for this
2489 // rot vortex charge to the charge limit
2490 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2491 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2497 secrets_setstatus();
2500 monsters_setstatus();
2502 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2504 //self.angles_y=self.v_angle_y + 90; // temp
2505 } else if(gameover) {
2506 if (intermission_running)
2507 IntermissionThink (); // otherwise a button could be missed between
2509 } else if(IS_OBSERVER(self)) {
2511 } else if(IS_SPEC(self)) {
2515 // WEAPONTODO: Add weapon request for this
2517 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX.m_id) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE.m_id && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2519 float oldspectatee_status;
2520 oldspectatee_status = self.spectatee_status;
2522 self.spectatee_status = num_for_edict(self.enemy);
2523 else if(IS_OBSERVER(self))
2524 self.spectatee_status = num_for_edict(self);
2526 self.spectatee_status = 0;
2527 if(self.spectatee_status != oldspectatee_status)
2529 ClientData_Touch(self);
2532 if(self.teamkill_soundtime)
2533 if(time > self.teamkill_soundtime)
2535 self.teamkill_soundtime = 0;
2537 setself(self.teamkill_soundsource);
2538 entity oldpusher = self.pusher;
2541 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2543 self.pusher = oldpusher;
2547 if(self.taunt_soundtime)
2548 if(time > self.taunt_soundtime)
2550 self.taunt_soundtime = 0;
2551 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2554 target_voicescript_next(self);
2556 // WEAPONTODO: Move into weaponsystem somehow
2557 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2559 self.clip_load = self.clip_size = 0;
2566 Called every frame for each client after the physics are run
2569 .float idlekick_lasttimeleft;
2570 void PlayerPostThink (void)
2572 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2573 if(IS_REAL_CLIENT(self))
2574 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2576 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2578 if(self.idlekick_lasttimeleft)
2580 self.idlekick_lasttimeleft = 0;
2581 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2587 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2588 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2590 if(!self.idlekick_lasttimeleft)
2591 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2595 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2599 else if(timeleft <= 10)
2601 if(timeleft != self.idlekick_lasttimeleft)
2602 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2603 self.idlekick_lasttimeleft = timeleft;
2610 //CheckPlayerJump();
2612 if(IS_PLAYER(self)) {
2613 CheckRules_Player();
2617 if (intermission_running)
2618 return; // intermission or finale
2624 for(i = 0; i < 1000; ++i)
2627 end = self.origin + '0 0 1024' + 512 * randomvec();
2628 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2629 if(trace_fraction < 1)
2630 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2632 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2638 if(self.waypointsprite_attachedforcarrier)
2639 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2643 CSQCMODEL_AUTOUPDATE(self);