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/triggers/teleporters.qh"
30 #include "../common/vehicles/all.qh"
32 #include "weapons/hitplot.qh"
33 #include "weapons/weaponsystem.qh"
35 #include "../common/net_notice.qh"
36 #include "../common/physics.qh"
38 #include "../common/items/all.qc"
40 #include "../common/mutators/mutator/waypoints/all.qh"
42 #include "../common/triggers/subs.qh"
43 #include "../common/triggers/triggers.qh"
44 #include "../common/triggers/trigger/secret.qh"
46 #include "../common/minigames/sv_minigames.qh"
48 #include "../common/items/inventory.qh"
50 #include "../common/monsters/sv_monsters.qh"
52 #include "../lib/warpzone/server.qh"
55 void send_CSQC_teamnagger() {
56 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
59 bool ClientData_Send(entity this, entity to, int sf)
76 sf |= 1; // forced scoreboard
77 if(to.spectatee_status)
78 sf |= 2; // spectator ent number follows
81 if(e.porto_v_angle_held)
82 sf |= 8; // angles held
84 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
85 WriteByte(MSG_ENTITY, sf);
88 WriteByte(MSG_ENTITY, to.spectatee_status);
92 WriteAngle(MSG_ENTITY, e.v_angle.x);
93 WriteAngle(MSG_ENTITY, e.v_angle.y);
99 void ClientData_Attach()
101 Net_LinkEntity(this.clientdata = new(clientdata), false, 0, ClientData_Send);
102 make_pure(this.clientdata);
103 self.clientdata.drawonlytoclient = this;
104 self.clientdata.owner = this;
107 void ClientData_Detach()
109 remove(self.clientdata);
110 self.clientdata = world;
113 void ClientData_Touch(entity e)
115 e.clientdata.SendFlags = 1;
117 // make it spectatable
119 FOR_EACH_REALCLIENT(e2)
124 e2.clientdata.SendFlags = 1;
128 .string netname_previous;
130 void SetSpectatee(entity player, entity spectatee);
137 Checks if the argument string can be a valid playermodel.
138 Returns a valid one in doubt.
141 string FallbackPlayerModel;
142 string CheckPlayerModel(string plyermodel) {
143 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
145 // note: we cannot summon Don Strunzone here, some player may
146 // still have the model string set. In case anyone manages how
147 // to change a cvar default, we'll have a small leak here.
148 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
150 // only in right path
151 if( substring(plyermodel,0,14) != "models/player/")
152 return FallbackPlayerModel;
153 // only good file extensions
154 if(substring(plyermodel,-4,4) != ".zym")
155 if(substring(plyermodel,-4,4) != ".dpm")
156 if(substring(plyermodel,-4,4) != ".iqm")
157 if(substring(plyermodel,-4,4) != ".md3")
158 if(substring(plyermodel,-4,4) != ".psk")
159 return FallbackPlayerModel;
160 // forbid the LOD models
161 if(substring(plyermodel, -9,5) == "_lod1")
162 return FallbackPlayerModel;
163 if(substring(plyermodel, -9,5) == "_lod2")
164 return FallbackPlayerModel;
165 if(plyermodel != strtolower(plyermodel))
166 return FallbackPlayerModel;
167 // also, restrict to server models
168 if(autocvar_sv_servermodelsonly)
170 if(!fexists(plyermodel))
171 return FallbackPlayerModel;
176 void setplayermodel(entity e, string modelname)
178 precache_model(modelname);
179 _setmodel(e, modelname);
180 player_setupanimsformodel();
187 putting a client as observer in the server
190 void FixPlayermodel(entity player);
191 void PutObserverInServer()
194 PlayerState_detach(this);
196 self.hud = HUD_NORMAL;
198 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
200 spot = SelectSpawnPoint (true);
202 error("No spawnpoints for observers?!?\n");
203 RemoveGrapplingHook(self); // Wazat's Grappling Hook
205 if(IS_REAL_CLIENT(self))
208 WriteByte(MSG_ONE, SVC_SETVIEW);
209 WriteEntity(MSG_ONE, self);
212 self.frags = FRAGS_SPECTATOR;
213 self.bot_attack = false;
215 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver);
217 Portal_ClearAll(self);
224 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
229 vehicles_exit(VHEF_RELEASE);
231 WaypointSprite_PlayerDead();
233 if(!mutator_returnvalue) // mutator prevents resetting teams
234 self.team = -1; // move this as it is needed to log the player spectating in eventlog
236 if(self.killcount != FRAGS_SPECTATOR)
238 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
239 if(!intermission_running)
240 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
241 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
243 if(self.just_joined == false) {
244 LogTeamchange(self.playerid, -1, 4);
246 self.just_joined = false;
249 PlayerScore_Clear(self); // clear scores when needed
251 accuracy_resend(self);
253 self.spectatortime = time;
255 self.classname = STR_OBSERVER;
256 self.iscreature = false;
257 self.teleportable = TELEPORT_SIMPLE;
258 self.damagedbycontents = false;
259 self.health = FRAGS_SPECTATOR;
260 self.takedamage = DAMAGE_NO;
261 self.solid = SOLID_NOT;
262 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
263 self.flags = FL_CLIENT | FL_NOTARGET;
264 self.armorvalue = 666;
266 self.armorvalue = autocvar_g_balance_armor_start;
267 self.pauserotarmor_finished = 0;
268 self.pauserothealth_finished = 0;
269 self.pauseregen_finished = 0;
270 self.damageforcescale = 0;
272 self.respawn_flags = 0;
273 self.respawn_time = 0;
274 self.stat_respawn_time = 0;
279 self.pain_finished = 0;
280 self.strength_finished = 0;
281 self.invincible_finished = 0;
282 self.superweapons_finished = 0;
285 self.think = func_null;
288 self.deadflag = DEAD_NO;
289 self.angles = spot.angles;
291 self.fixangle = true;
293 self.revival_time = 0;
295 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
296 self.prevorigin = self.origin;
298 self.weapons = '0 0 0';
300 FixPlayermodel(self);
301 setmodel(self, MDL_Null);
302 self.drawonlytoclient = self;
304 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
305 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
307 PS(self).m_weapon = WEP_Null;
308 self.weaponname = "";
309 PS(self).m_switchingweapon = WEP_Null;
310 self.weaponmodel = "";
311 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
313 self.weaponentities[slot] = NULL;
315 self.exteriorweaponentity = world;
316 self.killcount = FRAGS_SPECTATOR;
317 self.velocity = '0 0 0';
318 self.avelocity = '0 0 0';
319 self.punchangle = '0 0 0';
320 self.punchvector = '0 0 0';
321 self.oldvelocity = self.velocity;
322 self.fire_endtime = -1;
323 self.event_damage = func_null;
326 int player_getspecies(entity this)
328 get_model_parameters(this.model, this.skin);
329 int s = get_model_parameters_species;
330 get_model_parameters(string_null, 0);
331 if (s < 0) return SPECIES_HUMAN;
335 .float model_randomizer;
336 void FixPlayermodel(entity player)
338 string defaultmodel = "";
340 if(autocvar_sv_defaultcharacter)
344 string s = Static_Team_ColorName_Lower(player.team);
347 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
348 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
352 if(defaultmodel == "")
354 defaultmodel = autocvar_sv_defaultplayermodel;
355 defaultskin = autocvar_sv_defaultplayerskin;
358 int n = tokenize_console(defaultmodel);
361 defaultmodel = argv(floor(n * player.model_randomizer));
362 // However, do NOT randomize if the player-selected model is in the list.
363 for (int i = 0; i < n; ++i)
364 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
365 defaultmodel = argv(i);
368 int i = strstrofs(defaultmodel, ":", 0);
371 defaultskin = stof(substring(defaultmodel, i+1, -1));
372 defaultmodel = substring(defaultmodel, 0, i);
375 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
376 defaultmodel = ret_string;
377 defaultskin = ret_int;
381 if(defaultmodel != "")
383 if (defaultmodel != player.model)
385 vector m1 = player.mins;
386 vector m2 = player.maxs;
387 setplayermodel (player, defaultmodel);
388 setsize (player, m1, m2);
392 oldskin = player.skin;
393 player.skin = defaultskin;
395 if (player.playermodel != player.model || player.playermodel == "")
397 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
398 vector m1 = player.mins;
399 vector m2 = player.maxs;
400 setplayermodel (player, player.playermodel);
401 setsize (player, m1, m2);
405 oldskin = player.skin;
406 player.skin = stof(player.playerskin);
409 if(chmdl || oldskin != player.skin) // model or skin has changed
411 player.species = player_getspecies(player); // update species
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 this.classname = STR_PLAYER;
427 } else if (IS_REAL_CLIENT(this)) {
429 WriteByte(MSG_ONE, SVC_SETVIEW);
430 WriteEntity(MSG_ONE, this);
433 this.classname = STR_OBSERVER;
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 this.classname = STR_PLAYER;
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(spawnevent);
552 make_pure(spawnevent);
553 spawnevent.owner = this;
554 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
556 // Cut off any still running player sounds.
557 stopsound(this, CH_PLAYER_SINGLE);
560 FixPlayermodel(this);
561 this.drawonlytoclient = NULL;
564 this.view_ofs = PL_VIEW_OFS;
565 setsize(this, PL_MIN, PL_MAX);
566 this.spawnorigin = spot.origin;
567 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
568 // don't reset back to last position, even if new position is stuck in solid
569 this.oldorigin = this.origin;
570 this.prevorigin = this.origin;
571 this.lastteleporttime = time; // prevent insane speeds due to changing origin
572 this.hud = HUD_NORMAL;
574 this.event_damage = PlayerDamage;
576 this.bot_attack = true;
577 this.monster_attack = true;
579 this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = false;
581 if (this.killcount == FRAGS_SPECTATOR) {
582 PlayerScore_Clear(this);
586 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
588 CL_SpawnWeaponentity(this, weaponentities[slot]);
590 this.alpha = default_player_alpha;
591 this.colormod = '1 1 1' * autocvar_g_player_brightness;
592 this.exteriorweaponentity.alpha = default_weapon_alpha;
594 this.speedrunning = false;
596 target_voicescript_clear(this);
598 // reset fields the weapons may use
599 FOREACH(Weapons, true, LAMBDA(
600 it.wr_resetplayer(it);
601 // reload all reloadable weapons
602 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
603 this.weapon_load[it.m_id] = it.reloading_ammo;
608 string s = spot.target;
609 spot.target = string_null;
610 WITH(entity, activator, this, LAMBDA(
611 WITH(entity, self, spot, SUB_UseTargets())
618 MUTATOR_CALLHOOK(PlayerSpawn, spot);
620 if (autocvar_spawn_debug)
622 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
623 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
626 PS(this).m_switchweapon = w_getbestweapon(this);
627 this.cnt = -1; // W_LastWeapon will not complain
628 PS(this).m_weapon = WEP_Null;
629 this.weaponname = "";
630 PS(this).m_switchingweapon = WEP_Null;
632 if (!warmup_stage && !this.alivetime)
633 this.alivetime = time;
639 void ClientInit_misc();
641 .float ebouncefactor, ebouncestop; // electro's values
642 // TODO do we need all these fields, or should we stop autodetecting runtime
643 // changes and just have a console command to update this?
644 bool ClientInit_SendEntity(entity this, entity to, int sf)
646 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
649 // MSG_INIT replacement
650 // TODO: make easier to use
652 W_PROP_reload(MSG_ONE, to);
654 MUTATOR_CALLHOOK(Ent_Init);
656 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(clientinit);
694 e.think = ClientInit_CheckUpdate;
695 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
697 WITH(entity, self, e, ClientInit_CheckUpdate());
707 // initialize parms for a new player
708 parm1 = -(86400 * 366);
710 MUTATOR_CALLHOOK(SetNewParms);
718 void SetChangeParms ()
720 // save parms for level change
721 parm1 = self.parm_idlesince - time;
723 MUTATOR_CALLHOOK(SetChangeParms);
731 void DecodeLevelParms ()
734 self.parm_idlesince = parm1;
735 if(self.parm_idlesince == -(86400 * 366))
736 self.parm_idlesince = time;
738 // whatever happens, allow 60 seconds of idling directly after connect for map loading
739 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
741 MUTATOR_CALLHOOK(DecodeLevelParms);
748 Called when a client types 'kill' in the console
752 .float clientkill_nexttime;
753 void ClientKill_Now_TeamChange()
755 if(self.killindicator_teamchange == -1)
757 JoinBestTeam( self, false, true );
759 else if(self.killindicator_teamchange == -2)
762 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
763 PutObserverInServer();
766 SV_ChangeTeam(self.killindicator_teamchange - 1);
767 self.killindicator_teamchange = 0;
770 void ClientKill_Now()
774 vehicles_exit(VHEF_RELEASE);
775 if(!self.killindicator_teamchange)
777 self.vehicle_health = -1;
778 Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
782 if(self.killindicator && !wasfreed(self.killindicator))
783 remove(self.killindicator);
785 self.killindicator = world;
787 if(self.killindicator_teamchange)
788 ClientKill_Now_TeamChange();
791 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
793 // now I am sure the player IS dead
795 void KillIndicator_Think()
799 self.owner.killindicator = world;
804 if (self.owner.alpha < 0 && !self.owner.vehicle)
806 self.owner.killindicator = world;
813 WITH(entity, self, self.owner, ClientKill_Now());
816 else if(g_cts && self.health == 1) // health == 1 means that it's silent
818 self.nextthink = time + 1;
824 setmodel(self, MDL_NUM(self.cnt));
825 if(IS_REAL_CLIENT(self.owner))
828 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
830 self.nextthink = time + 1;
835 float clientkilltime;
836 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
845 killtime = autocvar_g_balance_kill_delay;
847 if(g_race_qualifying || g_cts)
850 if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
853 self.killindicator_teamchange = targetteam;
855 if(!self.killindicator)
857 if(self.deadflag == DEAD_NO)
859 killtime = max(killtime, self.clientkill_nexttime - time);
860 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
863 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
869 starttime = max(time, clientkilltime);
871 self.killindicator = spawn();
872 self.killindicator.owner = self;
873 self.killindicator.scale = 0.5;
874 setattachment(self.killindicator, self, "");
875 setorigin(self.killindicator, '0 0 52');
876 self.killindicator.think = KillIndicator_Think;
877 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
878 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
879 self.killindicator.cnt = ceil(killtime);
880 self.killindicator.count = bound(0, ceil(killtime), 10);
881 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
883 for(e = world; (e = find(e, classname, "body")) != world; )
887 e.killindicator = spawn();
888 e.killindicator.owner = e;
889 e.killindicator.scale = 0.5;
890 setattachment(e.killindicator, e, "");
891 setorigin(e.killindicator, '0 0 52');
892 e.killindicator.think = KillIndicator_Think;
893 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
894 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
895 e.killindicator.cnt = ceil(killtime);
900 if(self.killindicator)
902 if(targetteam == 0) // just die
904 self.killindicator.colormod = '0 0 0';
905 if(IS_REAL_CLIENT(self))
906 if(self.killindicator.cnt > 0)
907 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
909 else if(targetteam == -1) // auto
911 self.killindicator.colormod = '0 1 0';
912 if(IS_REAL_CLIENT(self))
913 if(self.killindicator.cnt > 0)
914 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
916 else if(targetteam == -2) // spectate
918 self.killindicator.colormod = '0.5 0.5 0.5';
919 if(IS_REAL_CLIENT(self))
920 if(self.killindicator.cnt > 0)
921 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
925 self.killindicator.colormod = Team_ColorRGB(targetteam);
926 if(IS_REAL_CLIENT(self))
927 if(self.killindicator.cnt > 0)
928 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
937 if(self.player_blocked) return;
938 if(self.frozen) return;
940 ClientKill_TeamChange(0);
943 void FixClientCvars(entity e)
945 // send prediction settings to the client
946 stuffcmd(e, "\nin_bindmap 0 0\n");
947 if(autocvar_g_antilag == 3) // client side hitscan
948 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
949 if(autocvar_sv_gentle)
950 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
952 MUTATOR_CALLHOOK(FixClientCvars, e);
955 float PlayerInIDList(entity p, string idlist)
960 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
964 // this function allows abbreviated player IDs too!
965 n = tokenize_console(idlist);
966 for(i = 0; i < n; ++i)
969 if(s == substring(p.crypto_idfp, 0, strlen(s)))
976 #ifdef DP_EXT_PRECONNECT
981 Called once (not at each match start) when a client begins a connection to the server
984 void ClientPreConnect ()
986 if(autocvar_sv_eventlog)
988 GameLogEcho(sprintf(":connect:%d:%d:%s",
991 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1001 Called when a client connects to the server
1004 void DecodeLevelParms ();
1005 void ClientConnect ()
1008 ClientState_attach(this);
1013 LOG_INFO("Warning: ClientConnect, but already connected!\n");
1017 if(Ban_MaybeEnforceBanOnce(self))
1023 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1026 self.classname = "player_joining";
1028 self.flags = FL_CLIENT;
1029 self.version_nagtime = time + 10 + random() * 10;
1033 LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n");
1037 // TODO: xonstat elo.txt support, until then just 404s
1038 if(false && IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1040 PlayerScore_Attach(self);
1041 ClientData_Attach();
1042 accuracy_init(self);
1043 Inventory_new(self);
1045 bot_clientconnect();
1051 // identify the right forced team
1052 if(autocvar_g_campaign)
1054 if(IS_REAL_CLIENT(self)) // only players, not bots
1056 switch(autocvar_g_campaign_forceteam)
1058 case 1: self.team_forced = NUM_TEAM_1; break;
1059 case 2: self.team_forced = NUM_TEAM_2; break;
1060 case 3: self.team_forced = NUM_TEAM_3; break;
1061 case 4: self.team_forced = NUM_TEAM_4; break;
1062 default: self.team_forced = 0;
1066 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1067 self.team_forced = NUM_TEAM_1;
1068 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1069 self.team_forced = NUM_TEAM_2;
1070 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1071 self.team_forced = NUM_TEAM_3;
1072 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1073 self.team_forced = NUM_TEAM_4;
1074 else if(autocvar_g_forced_team_otherwise == "red")
1075 self.team_forced = NUM_TEAM_1;
1076 else if(autocvar_g_forced_team_otherwise == "blue")
1077 self.team_forced = NUM_TEAM_2;
1078 else if(autocvar_g_forced_team_otherwise == "yellow")
1079 self.team_forced = NUM_TEAM_3;
1080 else if(autocvar_g_forced_team_otherwise == "pink")
1081 self.team_forced = NUM_TEAM_4;
1082 else if(autocvar_g_forced_team_otherwise == "spectate")
1083 self.team_forced = -1;
1084 else if(autocvar_g_forced_team_otherwise == "spectator")
1085 self.team_forced = -1;
1087 self.team_forced = 0;
1090 if(self.team_forced > 0)
1091 self.team_forced = 0;
1093 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1095 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1096 self.classname = STR_OBSERVER;
1100 if(autocvar_g_balance_teams)
1102 self.classname = STR_PLAYER;
1103 campaign_bots_may_start = 1;
1107 self.classname = STR_OBSERVER; // do it anyway
1112 self.classname = STR_PLAYER;
1113 campaign_bots_may_start = 1;
1117 self.playerid = (playerid_last = playerid_last + 1);
1119 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1121 if(IS_BOT_CLIENT(self))
1122 PlayerStats_GameReport_AddPlayer(self);
1124 if(autocvar_sv_eventlog)
1125 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(etof(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1127 LogTeamchange(self.playerid, self.team, 1);
1129 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1131 self.netname_previous = strzone(self.netname);
1133 if(IS_PLAYER(self) && teamplay)
1134 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1136 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1138 stuffcmd(self, strcat(clientstuff, "\n"));
1139 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1141 FixClientCvars(self);
1143 // spawnfunc_waypoint sprites
1144 WaypointSprite_InitClient(self);
1146 // Wazat's grappling hook
1147 SetGrappleHookBindings();
1150 stuffcmd(self, "alias +jetpack +button10\n");
1151 stuffcmd(self, "alias -jetpack -button10\n");
1153 // get version info from player
1154 stuffcmd(self, "cmd clientversion $gameversion\n");
1156 // get other cvars from player
1159 // notify about available teams
1162 CheckAllowedTeams(self);
1163 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1164 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1167 stuffcmd(self, "set _teams_available 0\n");
1171 bot_relinkplayerlist();
1173 self.spectatortime = time;
1176 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1179 self.jointime = time;
1180 self.allowed_timeouts = autocvar_sv_timeout_number;
1182 if(IS_REAL_CLIENT(self))
1184 if(!autocvar_g_campaign)
1186 self.motd_actived_time = -1;
1187 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1190 if(g_weaponarena_weapons == WEPSET(TUBA))
1191 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1194 if(!sv_foginterval && world.fog != "")
1195 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1197 W_HitPlotOpen(self);
1199 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
1200 send_CSQC_teamnagger();
1204 CSQCMODEL_AUTOINIT(self);
1206 self.model_randomizer = random();
1208 if(IS_REAL_CLIENT(self))
1209 sv_notice_join(self);
1211 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1212 WITH(entity, self, e, e.init_for_player(this));
1215 MUTATOR_CALLHOOK(ClientConnect, self);
1221 Called when a client disconnects from the server
1224 .entity chatbubbleentity;
1226 void ClientDisconnect ()
1229 ClientState_detach(this);
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);
1299 remove(self.personal);
1309 void ChatBubbleThink()
1311 self.nextthink = time;
1312 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1314 if(self.owner) // but why can that ever be world?
1315 self.owner.chatbubbleentity = world;
1322 if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1324 if ( self.owner.active_minigame )
1325 self.mdl = "models/sprites/minigame_busy.iqm";
1326 else if ( self.owner.BUTTON_CHAT )
1327 self.mdl = "models/misc/chatbubble.spr";
1330 if ( self.model != self.mdl )
1331 _setmodel(self, self.mdl);
1335 void UpdateChatBubble()
1339 // spawn a chatbubble entity if needed
1340 if (!self.chatbubbleentity)
1342 self.chatbubbleentity = new(chatbubbleentity);
1343 self.chatbubbleentity.owner = self;
1344 self.chatbubbleentity.exteriormodeltoclient = self;
1345 self.chatbubbleentity.think = ChatBubbleThink;
1346 self.chatbubbleentity.nextthink = time;
1347 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1348 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1349 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1350 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1351 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1352 //self.chatbubbleentity.model = "";
1353 self.chatbubbleentity.effects = EF_LOWPRECISION;
1358 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1359 // added to the model skins
1360 /*void UpdateColorModHack()
1363 c = self.clientcolors & 15;
1364 // LordHavoc: only bothering to support white, green, red, yellow, blue
1365 if (!teamplay) self.colormod = '0 0 0';
1366 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1367 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1368 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1369 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1370 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1371 else self.colormod = '1 1 1';
1376 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1378 self.solid = SOLID_NOT;
1379 self.takedamage = DAMAGE_NO;
1380 self.movetype = MOVETYPE_FLY;
1381 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1382 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1383 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1384 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1385 if(autocvar_g_respawn_ghosts_maxtime)
1386 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1391 self.effects |= EF_NODRAW; // prevent another CopyBody
1392 PutClientInServer();
1395 void play_countdown(float finished, string samp)
1397 if(IS_REAL_CLIENT(self))
1398 if(floor(finished - time - frametime) != floor(finished - time))
1399 if(finished - time < 6)
1400 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1403 void player_powerups ()
1405 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1406 int items_prev = self.items;
1408 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1409 self.modelflags |= MF_ROCKET;
1411 self.modelflags &= ~MF_ROCKET;
1413 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1415 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1418 Fire_ApplyDamage(self);
1419 Fire_ApplyEffect(self);
1423 if (self.items & ITEM_Strength.m_itemid)
1425 play_countdown(self.strength_finished, SND(POWEROFF));
1426 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1427 if (time > self.strength_finished)
1429 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1430 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1431 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1436 if (time < self.strength_finished)
1438 self.items = self.items | ITEM_Strength.m_itemid;
1439 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1440 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1443 if (self.items & ITEM_Shield.m_itemid)
1445 play_countdown(self.invincible_finished, SND(POWEROFF));
1446 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1447 if (time > self.invincible_finished)
1449 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1450 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1451 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1456 if (time < self.invincible_finished)
1458 self.items = self.items | ITEM_Shield.m_itemid;
1459 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1460 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1463 if (self.items & IT_SUPERWEAPON)
1465 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1467 self.superweapons_finished = 0;
1468 self.items = self.items - (self.items & IT_SUPERWEAPON);
1469 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1470 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1472 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1474 // don't let them run out
1478 play_countdown(self.superweapons_finished, SND(POWEROFF));
1479 if (time > self.superweapons_finished)
1481 self.items = self.items - (self.items & IT_SUPERWEAPON);
1482 self.weapons &= ~WEPSET_SUPERWEAPONS;
1483 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1484 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1488 else if(self.weapons & WEPSET_SUPERWEAPONS)
1490 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1492 self.items = self.items | IT_SUPERWEAPON;
1493 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1494 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1498 self.superweapons_finished = 0;
1499 self.weapons &= ~WEPSET_SUPERWEAPONS;
1504 self.superweapons_finished = 0;
1508 if(autocvar_g_nodepthtestplayers)
1509 self.effects = self.effects | EF_NODEPTHTEST;
1511 if(autocvar_g_fullbrightplayers)
1512 self.effects = self.effects | EF_FULLBRIGHT;
1514 if (time >= game_starttime)
1515 if (time < self.spawnshieldtime)
1516 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1518 MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1521 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1523 if(current > stable)
1525 else if(current > stable - 0.25) // when close enough, "snap"
1528 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1531 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1533 if(current < stable)
1535 else if(current < stable + 0.25) // when close enough, "snap"
1538 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1541 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1543 if(current > rotstable)
1545 if(rotframetime > 0)
1547 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1548 current = max(rotstable, current - rotlinear * rotframetime);
1551 else if(current < regenstable)
1553 if(regenframetime > 0)
1555 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1556 current = min(regenstable, current + regenlinear * regenframetime);
1566 void player_regen ()
1568 float max_mod, regen_mod, rot_mod, limit_mod;
1569 max_mod = regen_mod = rot_mod = limit_mod = 1;
1570 regen_mod_max = max_mod;
1571 regen_mod_regen = regen_mod;
1572 regen_mod_rot = rot_mod;
1573 regen_mod_limit = limit_mod;
1575 regen_health = autocvar_g_balance_health_regen;
1576 regen_health_linear = autocvar_g_balance_health_regenlinear;
1577 regen_health_rot = autocvar_g_balance_health_rot;
1578 regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1579 regen_health_stable = autocvar_g_balance_health_regenstable;
1580 regen_health_rotstable = autocvar_g_balance_health_rotstable;
1581 if(!MUTATOR_CALLHOOK(PlayerRegen))
1584 float mina, maxa, limith, limita;
1585 maxa = autocvar_g_balance_armor_rotstable;
1586 mina = autocvar_g_balance_armor_regenstable;
1587 limith = autocvar_g_balance_health_limit;
1588 limita = autocvar_g_balance_armor_limit;
1590 max_mod = regen_mod_max;
1591 regen_mod = regen_mod_regen;
1592 rot_mod = regen_mod_rot;
1593 limit_mod = regen_mod_limit;
1595 regen_health_rotstable = regen_health_rotstable * max_mod;
1596 regen_health_stable = regen_health_stable * max_mod;
1597 limith = limith * limit_mod;
1598 limita = limita * limit_mod;
1600 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);
1601 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);
1604 // if player rotted to death... die!
1605 // check this outside above checks, as player may still be able to rot to death
1609 vehicles_exit(VHEF_RELEASE);
1610 if(self.event_damage)
1611 self.event_damage(self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1614 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1616 float minf, maxf, limitf;
1618 maxf = autocvar_g_balance_fuel_rotstable;
1619 minf = autocvar_g_balance_fuel_regenstable;
1620 limitf = autocvar_g_balance_fuel_limit;
1622 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);
1626 float zoomstate_set;
1627 void SetZoomState(float z)
1629 if(z != self.zoomstate)
1632 ClientData_Touch(self);
1637 void GetPressedKeys()
1640 MUTATOR_CALLHOOK(GetPressedKeys);
1641 int keys = this.pressedkeys;
1642 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1643 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1644 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1645 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1647 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1648 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1649 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1650 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1651 this.pressedkeys = keys;
1655 ======================
1656 spectate mode routines
1657 ======================
1660 void SpectateCopy(entity this, 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 PS(self).m_switchweapon = PS(spectatee).m_switchweapon;
1684 PS(self).m_switchingweapon = PS(spectatee).m_switchingweapon;
1685 PS(self).m_weapon = PS(spectatee).m_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(this, this.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;
1876 if(autocvar_g_campaign || autocvar_g_balance_teams)
1877 { JoinBestTeam(self, false, true); }
1879 if(autocvar_g_campaign)
1880 { campaign_bots_may_start = 1; }
1882 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1884 PutClientInServer();
1886 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1889 stuffcmd(self, "menu_showteamselect\n");
1893 // Player may not join because g_maxplayers is set
1894 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1899 * Determines whether the player is allowed to join. This depends on cvar
1900 * g_maxplayers, if it isn't used this function always return true, otherwise
1901 * it checks whether the number of currently playing players exceeds g_maxplayers.
1902 * @return int number of free slots for players, 0 if none
1904 float nJoinAllowed(entity ignore)
1907 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1908 // so report 0 free slots if restricted
1910 if(autocvar_g_forced_team_otherwise == "spectate")
1912 if(autocvar_g_forced_team_otherwise == "spectator")
1916 if(self.team_forced < 0)
1917 return 0; // forced spectators can never join
1919 // TODO simplify this
1921 float totalClients = 0;
1926 if (!autocvar_g_maxplayers)
1927 return maxclients - totalClients;
1929 float currentlyPlaying = 0;
1930 FOR_EACH_REALCLIENT(e)
1931 if(IS_PLAYER(e) || e.caplayer)
1932 currentlyPlaying += 1;
1934 if(currentlyPlaying < autocvar_g_maxplayers)
1935 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1941 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1942 * g_maxplayers_spectator_blocktime seconds
1944 void checkSpectatorBlock()
1946 if(IS_SPEC(self) || IS_OBSERVER(self))
1948 if(IS_REAL_CLIENT(self))
1950 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1951 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1957 void PrintWelcomeMessage()
1959 if(self.motd_actived_time == 0)
1961 if (autocvar_g_campaign) {
1962 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
1963 self.motd_actived_time = time;
1964 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
1967 if (self.BUTTON_INFO) {
1968 self.motd_actived_time = time;
1969 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1973 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
1975 if (autocvar_g_campaign) {
1976 if (self.BUTTON_INFO)
1977 self.motd_actived_time = time;
1978 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
1979 self.motd_actived_time = 0;
1980 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1983 if (self.BUTTON_INFO)
1984 self.motd_actived_time = time;
1985 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1986 self.motd_actived_time = 0;
1987 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1991 else //if(self.motd_actived_time < 0) // just connected, motd is active
1993 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
1994 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1995 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || IS_SPEC(self))
1997 // instanctly hide MOTD
1998 self.motd_actived_time = 0;
1999 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2004 void ObserverThink()
2008 MinigameImpulse(self, self.impulse);
2011 float prefered_movetype;
2012 if (self.flags & FL_JUMPRELEASED) {
2013 if (self.BUTTON_JUMP && !self.version_mismatch) {
2014 self.flags &= ~FL_JUMPRELEASED;
2015 self.flags |= FL_SPAWNING;
2016 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2017 self.flags &= ~FL_JUMPRELEASED;
2018 if(SpectateNext()) {
2019 self.classname = STR_SPECTATOR;
2022 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2023 if (self.movetype != prefered_movetype)
2024 self.movetype = prefered_movetype;
2027 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2028 self.flags |= FL_JUMPRELEASED;
2029 if(self.flags & FL_SPAWNING)
2031 self.flags &= ~FL_SPAWNING;
2032 LeaveSpectatorMode();
2039 void SpectatorThink()
2043 if(MinigameImpulse(self, self.impulse))
2046 if (self.flags & FL_JUMPRELEASED) {
2047 if (self.BUTTON_JUMP && !self.version_mismatch) {
2048 self.flags &= ~FL_JUMPRELEASED;
2049 self.flags |= FL_SPAWNING;
2050 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2051 self.flags &= ~FL_JUMPRELEASED;
2052 if(SpectateNext()) {
2053 self.classname = STR_SPECTATOR;
2055 self.classname = STR_OBSERVER;
2056 PutClientInServer();
2059 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2060 self.flags &= ~FL_JUMPRELEASED;
2061 if(SpectatePrev()) {
2062 self.classname = STR_SPECTATOR;
2064 self.classname = STR_OBSERVER;
2065 PutClientInServer();
2068 } else if (self.BUTTON_ATCK2) {
2069 self.flags &= ~FL_JUMPRELEASED;
2070 self.classname = STR_OBSERVER;
2071 PutClientInServer();
2073 if(!SpectateUpdate())
2074 PutObserverInServer();
2077 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2078 self.flags |= FL_JUMPRELEASED;
2079 if(self.flags & FL_SPAWNING)
2081 self.flags &= ~FL_SPAWNING;
2082 LeaveSpectatorMode();
2086 if(!SpectateUpdate())
2087 PutObserverInServer();
2090 self.flags |= FL_CLIENT | FL_NOTARGET;
2093 void vehicles_enter (entity pl, entity veh);
2096 if (!IS_PLAYER(self))
2103 vehicles_exit(VHEF_NORMAL);
2107 else if(autocvar_g_vehicles_enter)
2110 if(self.deadflag == DEAD_NO)
2113 entity head, closest_target = world;
2114 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2116 while(head) // find the closest acceptable target to enter
2118 if(head.vehicle_flags & VHF_ISVEHICLE)
2119 if(head.deadflag == DEAD_NO)
2120 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2121 if(head.takedamage != DAMAGE_NO)
2125 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2126 { closest_target = head; }
2128 else { closest_target = head; }
2134 if(closest_target) { vehicles_enter(self, closest_target); return; }
2138 // a use key was pressed; call handlers
2139 MUTATOR_CALLHOOK(PlayerUseKey);
2147 Called every frame for each client before the physics are run
2150 .float usekeypressed;
2151 void() nexball_setstatus;
2152 .float last_vehiclecheck;
2154 void PlayerPreThink ()
2156 WarpZone_PlayerPhysics_FixVAngle();
2158 self.stat_game_starttime = game_starttime;
2159 self.stat_round_starttime = round_starttime;
2160 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2161 self.stat_leadlimit = autocvar_leadlimit;
2163 self.weaponsinmap = weaponsInMap;
2167 // physics frames: update anticheat stuff
2168 anticheat_prethink();
2171 if(blockSpectators && frametime)
2172 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2173 checkSpectatorBlock();
2177 // Savage: Check for nameless players
2178 if (isInvisibleString(self.netname)) {
2179 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2180 if(autocvar_sv_eventlog)
2181 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2182 if(self.netname_previous)
2183 strunzone(self.netname_previous);
2184 self.netname_previous = strzone(new_name);
2185 self.netname = self.netname_previous;
2186 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2187 } else if(self.netname_previous != self.netname) {
2188 if(autocvar_sv_eventlog)
2189 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2190 if(self.netname_previous)
2191 strunzone(self.netname_previous);
2192 self.netname_previous = strzone(self.netname);
2196 if(self.version_nagtime)
2197 if(self.cvar_g_xonoticversion)
2198 if(time > self.version_nagtime)
2200 // don't notify git users
2201 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2203 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2205 // notify release users if connecting to git
2206 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");
2207 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2212 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2215 // give users new version
2216 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");
2217 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2221 // notify users about old server version
2222 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");
2223 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2227 self.version_nagtime = 0;
2231 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2233 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2234 self.max_armorvalue = 0;
2237 if(self.frozen == 2)
2239 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2240 self.health = max(1, self.revive_progress * start_health);
2241 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2243 if(self.revive_progress >= 1)
2246 else if(self.frozen == 3)
2248 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2249 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2254 vehicles_exit(VHEF_RELEASE);
2255 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2257 else if ( self.revive_progress <= 0 )
2261 MUTATOR_CALLHOOK(PlayerPreThink);
2263 if(autocvar_g_vehicles_enter)
2264 if(time > self.last_vehiclecheck)
2269 if(self.deadflag == DEAD_NO)
2272 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2273 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2274 if(veh.deadflag == DEAD_NO)
2275 if(veh.takedamage != DAMAGE_NO)
2276 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2277 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2279 if(!veh.team || SAME_TEAM(self, veh))
2280 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2281 else if(autocvar_g_vehicles_steal)
2282 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2284 self.last_vehiclecheck = time + 1;
2287 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2289 if(self.BUTTON_USE && !self.usekeypressed)
2291 self.usekeypressed = self.BUTTON_USE;
2294 if(IS_REAL_CLIENT(self))
2295 PrintWelcomeMessage();
2300 CheckRules_Player();
2302 if (intermission_running)
2304 IntermissionThink (); // otherwise a button could be missed between
2305 return; // the think tics
2308 //don't allow the player to turn around while game is paused!
2309 if(timeout_status == TIMEOUT_ACTIVE) {
2310 // FIXME turn this into CSQC stuff
2311 self.v_angle = self.lastV_angle;
2312 self.angles = self.lastV_angle;
2313 self.fixangle = true;
2321 if (self.deadflag != DEAD_NO)
2323 if(self.personal && g_race_qualifying)
2325 if(time > self.respawn_time)
2327 self.respawn_time = time + 1; // only retry once a second
2328 self.stat_respawn_time = self.respawn_time;
2335 float button_pressed;
2338 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2340 if (self.deadflag == DEAD_DYING)
2342 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2343 self.deadflag = DEAD_RESPAWNING;
2344 else if(!button_pressed)
2345 self.deadflag = DEAD_DEAD;
2347 else if (self.deadflag == DEAD_DEAD)
2350 self.deadflag = DEAD_RESPAWNABLE;
2351 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2352 self.deadflag = DEAD_RESPAWNING;
2354 else if (self.deadflag == DEAD_RESPAWNABLE)
2357 self.deadflag = DEAD_RESPAWNING;
2359 else if (self.deadflag == DEAD_RESPAWNING)
2361 if(time > self.respawn_time)
2363 self.respawn_time = time + 1; // only retry once a second
2364 self.respawn_time_max = self.respawn_time;
2369 ShowRespawnCountdown();
2371 if(self.respawn_flags & RESPAWN_SILENT)
2372 self.stat_respawn_time = 0;
2373 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2374 self.stat_respawn_time = self.respawn_time_max;
2376 self.stat_respawn_time = self.respawn_time;
2379 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2380 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2381 self.stat_respawn_time *= -1;
2386 self.prevorigin = self.origin;
2388 float do_crouch = self.BUTTON_CROUCH;
2396 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2397 // It cannot be predicted by the engine!
2398 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
2399 if((PS(self).m_weapon == WEP_SHOCKWAVE || PS(self).m_weapon == WEP_SHOTGUN) && self.(weaponentity).wframe == WFRAME_FIRE2 && time < self.(weaponentity).weapon_nextthink)
2407 self.view_ofs = STAT(PL_CROUCH_VIEW_OFS, self);
2408 setsize (self, STAT(PL_CROUCH_MIN, self), STAT(PL_CROUCH_MAX, self));
2409 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2416 tracebox(self.origin, STAT(PL_MIN, self), STAT(PL_MAX, self), self.origin, false, self);
2417 if (!trace_startsolid)
2419 self.crouch = false;
2420 self.view_ofs = STAT(PL_VIEW_OFS, self);
2421 setsize (self, STAT(PL_MIN, self), STAT(PL_MAX, self));
2426 FixPlayermodel(self);
2428 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2431 self.items &= ~self.items_added;
2433 W_WeaponFrame(self);
2435 self.items_added = 0;
2436 if(self.items & ITEM_Jetpack.m_itemid)
2437 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2438 self.items_added |= IT_FUEL;
2440 self.items |= self.items_added;
2445 // WEAPONTODO: Add a weapon request for this
2446 // rot vortex charge to the charge limit
2447 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2448 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2454 secrets_setstatus();
2457 monsters_setstatus();
2459 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2461 //self.angles_y=self.v_angle_y + 90; // temp
2462 } else if(gameover) {
2463 if (intermission_running)
2464 IntermissionThink (); // otherwise a button could be missed between
2466 } else if(IS_OBSERVER(self)) {
2468 } else if(IS_SPEC(self)) {
2472 // WEAPONTODO: Add weapon request for this
2476 || self.BUTTON_ZOOMSCRIPT
2477 || (self.BUTTON_ATCK2 && PS(self).m_weapon == WEP_VORTEX)
2478 || (self.BUTTON_ATCK2 && PS(self).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
2481 float oldspectatee_status;
2482 oldspectatee_status = self.spectatee_status;
2484 self.spectatee_status = etof(self.enemy);
2485 else if(IS_OBSERVER(self))
2486 self.spectatee_status = etof(self);
2488 self.spectatee_status = 0;
2489 if(self.spectatee_status != oldspectatee_status)
2491 ClientData_Touch(self);
2493 race_InitSpectator();
2496 if(self.teamkill_soundtime)
2497 if(time > self.teamkill_soundtime)
2499 self.teamkill_soundtime = 0;
2501 entity e = self.teamkill_soundsource;
2502 entity oldpusher = e.pusher;
2504 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2505 e.pusher = oldpusher;
2508 if(self.taunt_soundtime)
2509 if(time > self.taunt_soundtime)
2511 self.taunt_soundtime = 0;
2512 PlayerSound(self, playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2515 target_voicescript_next(self);
2517 // WEAPONTODO: Move into weaponsystem somehow
2518 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2519 if (PS(self).m_weapon == WEP_Null)
2520 self.clip_load = self.clip_size = 0;
2523 void DrownPlayer(entity this)
2525 if(this.deadflag != DEAD_NO)
2528 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2530 if(this.air_finished < time)
2531 PlayerSound(this, playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
2532 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2535 else if (this.air_finished < time)
2537 if (this.pain_finished < time)
2539 Damage (this, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2540 this.pain_finished = time + 0.5;
2549 Called every frame for each client after the physics are run
2552 .float idlekick_lasttimeleft;
2553 void PlayerPostThink ()
2555 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2556 if(IS_REAL_CLIENT(self))
2557 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2559 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2561 if(self.idlekick_lasttimeleft)
2563 self.idlekick_lasttimeleft = 0;
2564 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2570 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2571 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2573 if(!self.idlekick_lasttimeleft)
2574 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2578 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2582 else if(timeleft <= 10)
2584 if(timeleft != self.idlekick_lasttimeleft)
2585 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2586 self.idlekick_lasttimeleft = timeleft;
2593 //CheckPlayerJump();
2595 if(IS_PLAYER(self)) {
2597 CheckRules_Player();
2600 ImpulseCommands(self);
2601 if (intermission_running)
2602 return; // intermission or finale
2608 for(i = 0; i < 1000; ++i)
2611 end = self.origin + '0 0 1024' + 512 * randomvec();
2612 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2613 if(trace_fraction < 1)
2614 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2616 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2622 if(self.waypointsprite_attachedforcarrier)
2623 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2627 CSQCMODEL_AUTOUPDATE(self);