1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
4 void send_CSQC_teamnagger() {
5 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
9 float ClientData_Send(entity to, float sf)
26 sf |= 1; // forced scoreboard
27 if(to.spectatee_status)
28 sf |= 2; // spectator ent number follows
31 if(e.porto_v_angle_held)
32 sf |= 8; // angles held
34 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
35 WriteByte(MSG_ENTITY, sf);
38 WriteByte(MSG_ENTITY, to.spectatee_status);
42 WriteAngle(MSG_ENTITY, e.v_angle_x);
43 WriteAngle(MSG_ENTITY, e.v_angle_y);
49 void ClientData_Attach()
51 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
52 self.clientdata.drawonlytoclient = self;
53 self.clientdata.owner = self;
56 void ClientData_Detach()
58 remove(self.clientdata);
59 self.clientdata = world;
62 void ClientData_Touch(entity e)
64 e.clientdata.SendFlags = 1;
66 // make it spectatable
68 FOR_EACH_REALCLIENT(e2)
73 e2.clientdata.SendFlags = 1;
77 .string netname_previous;
84 Checks if the argument string can be a valid playermodel.
85 Returns a valid one in doubt.
88 string FallbackPlayerModel;
89 string CheckPlayerModel(string plyermodel) {
90 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
92 // note: we cannot summon Don Strunzone here, some player may
93 // still have the model string set. In case anyone manages how
94 // to change a cvar default, we'll have a small leak here.
95 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
98 if( substring(plyermodel,0,14) != "models/player/")
99 return FallbackPlayerModel;
100 // only good file extensions
101 if(substring(plyermodel,-4,4) != ".zym")
102 if(substring(plyermodel,-4,4) != ".dpm")
103 if(substring(plyermodel,-4,4) != ".iqm")
104 if(substring(plyermodel,-4,4) != ".md3")
105 if(substring(plyermodel,-4,4) != ".psk")
106 return FallbackPlayerModel;
107 // forbid the LOD models
108 if(substring(plyermodel, -9,5) == "_lod1")
109 return FallbackPlayerModel;
110 if(substring(plyermodel, -9,5) == "_lod2")
111 return FallbackPlayerModel;
112 if(plyermodel != strtolower(plyermodel))
113 return FallbackPlayerModel;
114 // also, restrict to server models
115 if(autocvar_sv_servermodelsonly)
117 if(!fexists(plyermodel))
118 return FallbackPlayerModel;
123 void setplayermodel(entity e, string modelname)
125 precache_model(modelname);
126 setmodel(e, modelname);
127 player_setupanimsformodel();
128 UpdatePlayerSounds();
135 putting a client as observer in the server
138 void FixPlayermodel();
139 void PutObserverInServer (void)
142 self.hud = HUD_NORMAL;
143 race_PreSpawnObserver();
145 spot = SelectSpawnPoint (TRUE);
147 error("No spawnpoints for observers?!?\n");
148 RemoveGrapplingHook(self); // Wazat's Grappling Hook
150 if(IS_REAL_CLIENT(self))
153 WriteByte(MSG_ONE, SVC_SETVIEW);
154 WriteEntity(MSG_ONE, self);
157 if((g_race && g_race_qualifying) || g_cts)
159 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
160 self.frags = FRAGS_LMS_LOSER;
162 self.frags = FRAGS_SPECTATOR;
165 self.frags = FRAGS_SPECTATOR;
167 MUTATOR_CALLHOOK(MakePlayerObserver);
169 Portal_ClearAll(self);
174 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
179 vehicles_exit(VHEF_RELESE);
181 WaypointSprite_PlayerDead();
183 if not(g_ca) // don't reset teams when moving a ca player to the spectators
184 self.team = -1; // move this as it is needed to log the player spectating in eventlog
186 if(self.killcount != -666)
188 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
190 if(self.just_joined == FALSE) {
191 LogTeamchange(self.playerid, -1, 4);
193 self.just_joined = FALSE;
196 PlayerScore_Clear(self); // clear scores when needed
198 accuracy_resend(self);
200 self.spectatortime = time;
202 self.classname = "observer";
203 self.iscreature = FALSE;
204 self.teleportable = TELEPORT_SIMPLE;
205 self.damagedbycontents = FALSE;
207 self.takedamage = DAMAGE_NO;
208 self.solid = SOLID_NOT;
209 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
210 self.flags = FL_CLIENT | FL_NOTARGET;
211 self.armorvalue = 666;
213 self.armorvalue = autocvar_g_balance_armor_start;
214 self.pauserotarmor_finished = 0;
215 self.pauserothealth_finished = 0;
216 self.pauseregen_finished = 0;
217 self.damageforcescale = 0;
219 self.respawn_flags = 0;
220 self.respawn_time = 0;
221 self.stat_respawn_time = 0;
226 self.pain_finished = 0;
227 self.strength_finished = 0;
228 self.invincible_finished = 0;
229 self.superweapons_finished = 0;
232 self.think = func_null;
235 self.deadflag = DEAD_NO;
236 self.angles = spot.angles;
238 self.fixangle = TRUE;
241 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
242 self.prevorigin = self.origin;
244 self.weapons = '0 0 0';
247 setmodel(self, "null");
248 self.drawonlytoclient = self;
250 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
251 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
254 self.weaponname = "";
255 self.switchingweapon = 0;
256 self.weaponmodel = "";
257 self.weaponentity = world;
258 self.exteriorweaponentity = world;
259 self.killcount = -666;
260 self.velocity = '0 0 0';
261 self.avelocity = '0 0 0';
262 self.punchangle = '0 0 0';
263 self.punchvector = '0 0 0';
264 self.oldvelocity = self.velocity;
265 self.fire_endtime = -1;
268 .float model_randomizer;
269 void FixPlayermodel()
272 float defaultskin, chmdl, oldskin, n, i;
279 if(autocvar_sv_defaultcharacter == 1)
284 s = Team_ColorName_Lower(self.team);
287 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
288 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
292 if(defaultmodel == "")
294 defaultmodel = autocvar_sv_defaultplayermodel;
295 defaultskin = autocvar_sv_defaultplayerskin;
298 n = tokenize_console(defaultmodel);
301 defaultmodel = argv(floor(n * self.model_randomizer));
302 // However, do NOT randomize if the player-selected model is in the list.
303 for (i = 0; i < n; ++i)
304 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
305 defaultmodel = argv(i);
308 i = strstrofs(defaultmodel, ":", 0);
311 defaultskin = stof(substring(defaultmodel, i+1, -1));
312 defaultmodel = substring(defaultmodel, 0, i);
316 if(defaultmodel != "")
318 if (defaultmodel != self.model)
322 setplayermodel (self, defaultmodel);
323 setsize (self, m1, m2);
328 self.skin = defaultskin;
330 if (self.playermodel != self.model || self.playermodel == "")
332 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
335 setplayermodel (self, self.playermodel);
336 setsize (self, m1, m2);
341 self.skin = stof(self.playerskin);
344 if(chmdl || oldskin != self.skin) // model or skin has changed
346 self.species = player_getspecies(); // update species
347 UpdatePlayerSounds(); // update skin sounds
351 if(strlen(autocvar_sv_defaultplayercolors))
352 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
353 setcolor(self, stof(autocvar_sv_defaultplayercolors));
360 Called when a client spawns in the server
363 void PutClientInServer (void)
365 if(IS_BOT_CLIENT(self))
366 self.classname = "player";
367 else if(IS_REAL_CLIENT(self))
370 WriteByte(MSG_ONE, SVC_SETVIEW);
371 WriteEntity(MSG_ONE, self);
377 MUTATOR_CALLHOOK(PutClientInServer);
380 self.classname = "observer";
384 entity spot, oldself;
387 accuracy_resend(self);
390 JoinBestTeam(self, FALSE, TRUE);
394 spot = SelectSpawnPoint (FALSE);
397 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
398 return; // spawn failed
401 RemoveGrapplingHook(self); // Wazat's Grappling Hook
403 self.classname = "player";
404 self.wasplayer = TRUE;
405 self.iscreature = TRUE;
406 self.teleportable = TELEPORT_NORMAL;
407 self.damagedbycontents = TRUE;
408 self.movetype = MOVETYPE_WALK;
409 self.solid = SOLID_SLIDEBOX;
410 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
411 if(autocvar_g_playerclip_collisions)
412 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
413 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
414 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
415 self.frags = FRAGS_PLAYER;
416 if(INDEPENDENT_PLAYERS)
417 MAKE_INDEPENDENT_PLAYER(self);
418 self.flags = FL_CLIENT;
419 if(autocvar__notarget)
420 self.flags |= FL_NOTARGET;
421 self.takedamage = DAMAGE_AIM;
423 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
424 self.air_finished = time + 12;
426 if(autocvar_g_balance_nex_charge)
428 if(autocvar_g_balance_nex_secondary_chargepool)
429 self.nex_chargepool_ammo = 1;
430 self.nex_charge = autocvar_g_balance_nex_charge_start;
435 self.ammo_shells = warmup_start_ammo_shells;
436 self.ammo_nails = warmup_start_ammo_nails;
437 self.ammo_rockets = warmup_start_ammo_rockets;
438 self.ammo_cells = warmup_start_ammo_cells;
439 self.ammo_fuel = warmup_start_ammo_fuel;
440 self.health = warmup_start_health;
441 self.armorvalue = warmup_start_armorvalue;
443 if(g_warmup_allguns == 2)
444 self.weapons = warmup_start_weapons;
445 else if(g_warmup_allguns == 1)
446 self.weapons = (warmup_start_weapons & (weaponsInMap | start_weapons));
450 self.ammo_shells = start_ammo_shells;
451 self.ammo_nails = start_ammo_nails;
452 self.ammo_rockets = start_ammo_rockets;
453 self.ammo_cells = start_ammo_cells;
454 self.ammo_fuel = start_ammo_fuel;
455 self.health = start_health;
456 self.armorvalue = start_armorvalue;
457 self.weapons = start_weapons;
460 if(self.weapons & WEPSET_SUPERWEAPONS)
461 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
463 self.superweapons_finished = 0;
465 if(g_weaponarena_random)
467 if(g_weaponarena_random_with_laser)
468 self.weapons &= ~WEPSET_LASER;
469 W_RandomWeapons(self, g_weaponarena_random);
470 if(g_weaponarena_random_with_laser)
471 self.weapons |= WEPSET_LASER;
474 self.items = start_items;
476 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
477 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
478 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
479 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
480 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
481 //extend the pause of rotting if client was reset at the beginning of the countdown
482 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
483 self.spawnshieldtime += game_starttime - time;
484 self.pauserotarmor_finished += game_starttime - time;
485 self.pauserothealth_finished += game_starttime - time;
486 self.pauseregen_finished += game_starttime - time;
488 self.damageforcescale = 2;
490 self.respawn_flags = 0;
491 self.respawn_time = 0;
492 self.stat_respawn_time = 0;
496 self.pain_finished = 0;
497 self.strength_finished = 0;
498 self.invincible_finished = 0;
500 // players have no think function
501 self.think = func_null;
505 self.ballistics_density = autocvar_g_ballistics_density_player;
509 self.deadflag = DEAD_NO;
511 self.angles = spot.angles;
513 self.angles_z = 0; // never spawn tilted even if the spot says to
514 self.fixangle = TRUE; // turn this way immediately
515 self.velocity = '0 0 0';
516 self.avelocity = '0 0 0';
517 self.punchangle = '0 0 0';
518 self.punchvector = '0 0 0';
519 self.oldvelocity = self.velocity;
520 self.fire_endtime = -1;
522 entity spawnevent = spawn();
523 spawnevent.owner = self;
524 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
528 self.drawonlytoclient = world;
531 self.view_ofs = PL_VIEW_OFS;
532 setsize (self, PL_MIN, PL_MAX);
533 self.spawnorigin = spot.origin;
534 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
535 // don't reset back to last position, even if new position is stuck in solid
536 self.oldorigin = self.origin;
537 self.prevorigin = self.origin;
538 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
539 self.lastteleporttime = time; // prevent insane speeds due to changing origin
540 self.hud = HUD_NORMAL;
542 self.event_damage = PlayerDamage;
544 self.bot_attack = TRUE;
546 self.statdraintime = time + 5;
547 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
549 if(self.killcount == -666) {
550 PlayerScore_Clear(self);
554 CL_SpawnWeaponentity();
555 self.alpha = default_player_alpha;
556 self.colormod = '1 1 1' * autocvar_g_player_brightness;
557 self.exteriorweaponentity.alpha = default_weapon_alpha;
559 self.speedrunning = FALSE;
561 race_PostSpawn(spot);
563 //stuffcmd(self, "chase_active 0");
564 //stuffcmd(self, "set viewsize $tmpviewsize \n");
566 target_voicescript_clear(self);
568 // reset fields the weapons may use
569 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
571 weapon_action(j, WR_RESETPLAYER);
573 // all weapons must be fully loaded when we spawn
575 e = get_weaponinfo(j);
576 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
577 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
585 self.target = string_null;
592 MUTATOR_CALLHOOK(PlayerSpawn);
594 if(autocvar_spawn_debug)
596 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
597 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
600 self.switchweapon = w_getbestweapon(self);
601 self.cnt = -1; // W_LastWeapon will not complain
603 self.weaponname = "";
604 self.switchingweapon = 0;
608 self.alivetime = time;
612 else if(IS_OBSERVER(self))
614 PutObserverInServer ();
618 .float ebouncefactor, ebouncestop; // electro's values
619 // TODO do we need all these fields, or should we stop autodetecting runtime
620 // changes and just have a console command to update this?
621 float ClientInit_SendEntity(entity to, float sf)
623 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
624 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
625 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
626 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
627 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
628 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
629 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
630 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
631 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
632 WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
633 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
634 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
635 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
636 WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
637 if(sv_foginterval && world.fog != "")
638 WriteString(MSG_ENTITY, world.fog);
640 WriteString(MSG_ENTITY, "");
641 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
642 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
643 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
644 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
645 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
646 WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
647 WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
648 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
649 WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
650 WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
651 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
652 WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
656 void ClientInit_CheckUpdate()
658 self.nextthink = time;
659 if(self.count != autocvar_g_balance_armor_blockpercent)
661 self.count = autocvar_g_balance_armor_blockpercent;
664 if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
666 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
669 if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
671 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
674 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
676 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
679 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
681 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
686 void ClientInit_Spawn()
691 e.classname = "clientinit";
692 e.think = ClientInit_CheckUpdate;
693 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
697 ClientInit_CheckUpdate();
706 void SetNewParms (void)
708 // initialize parms for a new player
709 parm1 = -(86400 * 366);
717 void SetChangeParms (void)
719 // save parms for level change
720 parm1 = self.parm_idlesince - time;
728 void DecodeLevelParms (void)
731 self.parm_idlesince = parm1;
732 if(self.parm_idlesince == -(86400 * 366))
733 self.parm_idlesince = time;
735 // whatever happens, allow 60 seconds of idling directly after connect for map loading
736 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
743 Called when a client types 'kill' in the console
747 .float clientkill_nexttime;
748 void ClientKill_Now_TeamChange()
750 if(self.killindicator_teamchange == -1)
752 JoinBestTeam( self, FALSE, TRUE );
754 else if(self.killindicator_teamchange == -2)
757 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
758 PutObserverInServer();
761 SV_ChangeTeam(self.killindicator_teamchange - 1);
762 self.killindicator_teamchange = 0;
765 void ClientKill_Now()
769 vehicles_exit(VHEF_RELESE);
770 if(!self.killindicator_teamchange)
772 self.vehicle_health = -1;
773 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
777 if(self.killindicator && !wasfreed(self.killindicator))
778 remove(self.killindicator);
780 self.killindicator = world;
782 if(self.killindicator_teamchange)
783 ClientKill_Now_TeamChange();
786 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
788 // now I am sure the player IS dead
790 void KillIndicator_Think()
794 self.owner.killindicator = world;
799 if (self.owner.alpha < 0 && !self.owner.vehicle)
801 self.owner.killindicator = world;
809 ClientKill_Now(); // no oldself needed
812 else if(g_cts && self.health == 1) // health == 1 means that it's silent
814 self.nextthink = time + 1;
820 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
821 if(IS_REAL_CLIENT(self.owner))
824 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
826 self.nextthink = time + 1;
831 float clientkilltime;
832 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
841 killtime = autocvar_g_balance_kill_delay;
843 if(g_race_qualifying || g_cts)
846 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
848 remove(self.killindicator);
849 self.killindicator = world;
851 ClientKill_Now(); // allow instant kill in this case
855 self.killindicator_teamchange = targetteam;
857 if(!self.killindicator)
859 if(self.deadflag == DEAD_NO)
861 killtime = max(killtime, self.clientkill_nexttime - time);
862 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
865 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
871 starttime = max(time, clientkilltime);
873 self.killindicator = spawn();
874 self.killindicator.owner = self;
875 self.killindicator.scale = 0.5;
876 setattachment(self.killindicator, self, "");
877 setorigin(self.killindicator, '0 0 52');
878 self.killindicator.think = KillIndicator_Think;
879 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
880 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
881 self.killindicator.cnt = ceil(killtime);
882 self.killindicator.count = bound(0, ceil(killtime), 10);
883 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
885 for(e = world; (e = find(e, classname, "body")) != world; )
889 e.killindicator = spawn();
890 e.killindicator.owner = e;
891 e.killindicator.scale = 0.5;
892 setattachment(e.killindicator, e, "");
893 setorigin(e.killindicator, '0 0 52');
894 e.killindicator.think = KillIndicator_Think;
895 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
896 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
897 e.killindicator.cnt = ceil(killtime);
902 if(self.killindicator)
904 if(targetteam == 0) // just die
906 self.killindicator.colormod = '0 0 0';
907 if(IS_REAL_CLIENT(self))
908 if(self.killindicator.cnt > 0)
909 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
911 else if(targetteam == -1) // auto
913 self.killindicator.colormod = '0 1 0';
914 if(IS_REAL_CLIENT(self))
915 if(self.killindicator.cnt > 0)
916 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
918 else if(targetteam == -2) // spectate
920 self.killindicator.colormod = '0.5 0.5 0.5';
921 if(IS_REAL_CLIENT(self))
922 if(self.killindicator.cnt > 0)
923 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
927 self.killindicator.colormod = Team_ColorRGB(targetteam);
928 if(IS_REAL_CLIENT(self))
929 if(self.killindicator.cnt > 0)
930 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
936 void ClientKill (void)
939 if(self.player_blocked) return;
940 if(self.freezetag_frozen) return;
942 ClientKill_TeamChange(0);
945 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
947 e.killindicator = spawn();
948 e.killindicator.owner = e;
949 e.killindicator.think = KillIndicator_Think;
950 e.killindicator.nextthink = time + (e.lip) * 0.05;
951 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
952 e.killindicator.health = 1; // this is used to indicate that it should be silent
956 void FixClientCvars(entity e)
958 // send prediction settings to the client
959 stuffcmd(e, "\nin_bindmap 0 0\n");
961 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
962 if(autocvar_g_antilag == 3) // client side hitscan
963 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
964 if(autocvar_sv_gentle)
965 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
967 * we no longer need to stuff this. Remove this comment block if you feel
968 * 2.3 and higher (or was it 2.2.3?) don't need these any more
969 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
970 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
971 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
972 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
973 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
974 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
975 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
976 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
977 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
978 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
979 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
980 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
981 stuffcmd(e, "cl_movement_edgefriction 1\n");
985 float PlayerInIDList(entity p, string idlist)
990 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
991 if not(p.crypto_idfp)
994 // this function allows abbreviated player IDs too!
995 n = tokenize_console(idlist);
996 for(i = 0; i < n; ++i)
999 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1010 Called when a client connects to the server
1013 void DecodeLevelParms (void);
1014 //void dom_player_join_team(entity pl);
1015 void set_dom_state(entity e);
1016 void ClientConnect (void)
1022 print("Warning: ClientConnect, but already connected!\n");
1026 if(Ban_MaybeEnforceBanOnce(self))
1032 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1035 self.classname = "player_joining";
1037 self.flags = FL_CLIENT;
1038 self.version_nagtime = time + 10 + random() * 10;
1042 dprint("BUG player count is lower than zero, this cannot happen!\n");
1046 PlayerScore_Attach(self);
1047 ClientData_Attach();
1048 accuracy_init(self);
1050 bot_clientconnect();
1056 race_PreSpawnObserver();
1058 // identify the right forced team
1059 if(autocvar_g_campaign)
1061 if(IS_REAL_CLIENT(self)) // only players, not bots
1063 switch(autocvar_g_campaign_forceteam)
1065 case 1: self.team_forced = NUM_TEAM_1; break;
1066 case 2: self.team_forced = NUM_TEAM_2; break;
1067 case 3: self.team_forced = NUM_TEAM_3; break;
1068 case 4: self.team_forced = NUM_TEAM_4; break;
1069 default: self.team_forced = 0;
1073 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1074 self.team_forced = NUM_TEAM_1;
1075 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1076 self.team_forced = NUM_TEAM_2;
1077 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1078 self.team_forced = NUM_TEAM_3;
1079 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1080 self.team_forced = NUM_TEAM_4;
1081 else if(autocvar_g_forced_team_otherwise == "red")
1082 self.team_forced = NUM_TEAM_1;
1083 else if(autocvar_g_forced_team_otherwise == "blue")
1084 self.team_forced = NUM_TEAM_2;
1085 else if(autocvar_g_forced_team_otherwise == "yellow")
1086 self.team_forced = NUM_TEAM_3;
1087 else if(autocvar_g_forced_team_otherwise == "pink")
1088 self.team_forced = NUM_TEAM_4;
1089 else if(autocvar_g_forced_team_otherwise == "spectate")
1090 self.team_forced = -1;
1091 else if(autocvar_g_forced_team_otherwise == "spectator")
1092 self.team_forced = -1;
1094 self.team_forced = 0;
1097 if(self.team_forced > 0)
1098 self.team_forced = 0;
1100 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1102 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1103 self.classname = "observer";
1107 if(autocvar_g_balance_teams)
1109 self.classname = "player";
1110 campaign_bots_may_start = 1;
1114 self.classname = "observer"; // do it anyway
1119 self.classname = "player";
1120 campaign_bots_may_start = 1;
1124 self.playerid = (playerid_last = playerid_last + 1);
1126 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1128 if(IS_BOT_CLIENT(self))
1129 PlayerStats_AddPlayer(self);
1131 if(autocvar_sv_eventlog)
1132 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1134 LogTeamchange(self.playerid, self.team, 1);
1136 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1138 self.netname_previous = strzone(self.netname);
1140 if(IS_PLAYER(self) && teamplay)
1141 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1143 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1145 stuffcmd(self, strcat(clientstuff, "\n"));
1146 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1148 FixClientCvars(self);
1150 // spawnfunc_waypoint sprites
1151 WaypointSprite_InitClient(self);
1153 // Wazat's grappling hook
1154 SetGrappleHookBindings();
1156 // get version info from player
1157 stuffcmd(self, "cmd clientversion $gameversion\n");
1159 // get other cvars from player
1162 // notify about available teams
1165 CheckAllowedTeams(self);
1166 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1167 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1170 stuffcmd(self, "set _teams_available 0\n");
1174 bot_relinkplayerlist();
1176 self.spectatortime = time;
1179 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1182 self.jointime = time;
1183 self.allowed_timeouts = autocvar_sv_timeout_number;
1185 if(IS_REAL_CLIENT(self))
1187 if(!autocvar_g_campaign)
1189 self.motd_actived_time = -1;
1190 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1193 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1194 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1197 if(!sv_foginterval && world.fog != "")
1198 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1200 if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1202 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1203 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1206 self.hitplotfh = -1;
1208 if(g_race || g_cts) {
1216 race_send_recordtime(MSG_ONE);
1217 race_send_speedaward(MSG_ONE);
1219 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1220 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1221 race_send_speedaward_alltimebest(MSG_ONE);
1224 for (i = 1; i <= RANKINGS_CNT; ++i) {
1225 race_SendRankings(i, 0, 0, MSG_ONE);
1228 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1229 send_CSQC_teamnagger();
1233 CSQCMODEL_AUTOINIT();
1235 self.model_randomizer = random();
1237 if(IS_REAL_CLIENT(self))
1240 MUTATOR_CALLHOOK(ClientConnect);
1246 Called when a client disconnects from the server
1249 .entity chatbubbleentity;
1251 void ClientDisconnect (void)
1254 vehicles_exit(VHEF_RELESE);
1256 if not(IS_CLIENT(self))
1258 print("Warning: ClientDisconnect without ClientConnect\n");
1262 PlayerStats_AddGlobalInfo(self);
1264 CheatShutdownClient();
1266 if(self.hitplotfh >= 0)
1268 fclose(self.hitplotfh);
1269 self.hitplotfh = -1;
1273 anticheat_shutdown();
1275 playerdemo_shutdown();
1277 bot_clientdisconnect();
1282 if(autocvar_sv_eventlog)
1283 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1285 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1287 MUTATOR_CALLHOOK(ClientDisconnect);
1289 Portal_ClearAll(self);
1291 RemoveGrapplingHook(self);
1293 // Here, everything has been done that requires this player to be a client.
1295 self.flags &= ~FL_CLIENT;
1297 if (self.chatbubbleentity)
1298 remove (self.chatbubbleentity);
1300 if (self.killindicator)
1301 remove (self.killindicator);
1303 WaypointSprite_PlayerGone();
1305 bot_relinkplayerlist();
1307 accuracy_free(self);
1308 ClientData_Detach();
1309 PlayerScore_Detach(self);
1311 if(self.netname_previous)
1312 strunzone(self.netname_previous);
1313 if(self.clientstatus)
1314 strunzone(self.clientstatus);
1315 if(self.weaponorder_byimpulse)
1316 strunzone(self.weaponorder_byimpulse);
1318 ClearPlayerSounds();
1321 remove(self.personal);
1331 void ChatBubbleThink()
1333 self.nextthink = time;
1334 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1336 if(self.owner) // but why can that ever be world?
1337 self.owner.chatbubbleentity = world;
1341 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1343 || self.owner.tetris_on
1346 self.model = self.mdl;
1351 void UpdateChatBubble()
1355 // spawn a chatbubble entity if needed
1356 if (!self.chatbubbleentity)
1358 self.chatbubbleentity = spawn();
1359 self.chatbubbleentity.owner = self;
1360 self.chatbubbleentity.exteriormodeltoclient = self;
1361 self.chatbubbleentity.think = ChatBubbleThink;
1362 self.chatbubbleentity.nextthink = time;
1363 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1364 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1365 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1366 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1367 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1368 self.chatbubbleentity.model = "";
1369 self.chatbubbleentity.effects = EF_LOWPRECISION;
1374 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1375 // added to the model skins
1376 /*void UpdateColorModHack()
1379 c = self.clientcolors & 15;
1380 // LordHavoc: only bothering to support white, green, red, yellow, blue
1381 if (!teamplay) self.colormod = '0 0 0';
1382 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1383 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1384 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1385 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1386 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1387 else self.colormod = '1 1 1';
1392 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1394 self.solid = SOLID_NOT;
1395 self.takedamage = DAMAGE_NO;
1396 self.movetype = MOVETYPE_FLY;
1397 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1398 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1399 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1400 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1401 if(autocvar_g_respawn_ghosts_maxtime)
1402 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1407 self.effects |= EF_NODRAW; // prevent another CopyBody
1408 PutClientInServer();
1411 void play_countdown(float finished, string samp)
1413 if(IS_REAL_CLIENT(self))
1414 if(floor(finished - time - frametime) != floor(finished - time))
1415 if(finished - time < 6)
1416 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1419 void player_powerups (void)
1421 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1422 olditems = self.items;
1424 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1425 self.modelflags |= MF_ROCKET;
1427 self.modelflags &= ~MF_ROCKET;
1429 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1431 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1434 Fire_ApplyDamage(self);
1435 Fire_ApplyEffect(self);
1439 if (self.items & IT_STRENGTH)
1441 play_countdown(self.strength_finished, "misc/poweroff.wav");
1442 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1443 if (time > self.strength_finished)
1445 self.items = self.items - (self.items & IT_STRENGTH);
1446 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1447 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1452 if (time < self.strength_finished)
1454 self.items = self.items | IT_STRENGTH;
1455 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1456 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1459 if (self.items & IT_INVINCIBLE)
1461 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1462 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1463 if (time > self.invincible_finished)
1465 self.items = self.items - (self.items & IT_INVINCIBLE);
1466 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1467 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1472 if (time < self.invincible_finished)
1474 self.items = self.items | IT_INVINCIBLE;
1475 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1476 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1479 if (self.items & IT_SUPERWEAPON)
1481 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1483 self.superweapons_finished = 0;
1484 self.items = self.items - (self.items & IT_SUPERWEAPON);
1485 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1486 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1488 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1490 // don't let them run out
1494 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1495 if (time > self.superweapons_finished)
1497 self.items = self.items - (self.items & IT_SUPERWEAPON);
1498 self.weapons &= ~WEPSET_SUPERWEAPONS;
1499 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1500 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1504 else if(self.weapons & WEPSET_SUPERWEAPONS)
1506 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1508 self.items = self.items | IT_SUPERWEAPON;
1509 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1510 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1514 self.superweapons_finished = 0;
1515 self.weapons &= ~WEPSET_SUPERWEAPONS;
1520 self.superweapons_finished = 0;
1524 if(autocvar_g_nodepthtestplayers)
1525 self.effects = self.effects | EF_NODEPTHTEST;
1527 if(autocvar_g_fullbrightplayers)
1528 self.effects = self.effects | EF_FULLBRIGHT;
1530 if (time >= game_starttime)
1531 if (time < self.spawnshieldtime)
1532 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1534 MUTATOR_CALLHOOK(PlayerPowerups);
1537 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1539 if(current > stable)
1541 else if(current > stable - 0.25) // when close enough, "snap"
1544 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1547 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1549 if(current < stable)
1551 else if(current < stable + 0.25) // when close enough, "snap"
1554 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1557 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1559 if(current > rotstable)
1561 if(rotframetime > 0)
1563 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1564 current = max(rotstable, current - rotlinear * rotframetime);
1567 else if(current < regenstable)
1569 if(regenframetime > 0)
1571 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1572 current = min(regenstable, current + regenlinear * regenframetime);
1582 void player_regen (void)
1584 float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
1585 maxh = autocvar_g_balance_health_rotstable;
1586 maxa = autocvar_g_balance_armor_rotstable;
1587 maxf = autocvar_g_balance_fuel_rotstable;
1588 minh = autocvar_g_balance_health_regenstable;
1589 mina = autocvar_g_balance_armor_regenstable;
1590 minf = autocvar_g_balance_fuel_regenstable;
1591 limith = autocvar_g_balance_health_limit;
1592 limita = autocvar_g_balance_armor_limit;
1593 limitf = autocvar_g_balance_fuel_limit;
1595 max_mod = regen_mod = rot_mod = limit_mod = 1;
1597 maxh = maxh * max_mod;
1598 //maxa = maxa * max_mod;
1599 //maxf = maxf * max_mod;
1600 minh = minh * max_mod;
1601 //mina = mina * max_mod;
1602 //minf = minf * max_mod;
1603 limith = limith * limit_mod;
1604 limita = limita * limit_mod;
1605 //limitf = limitf * limit_mod;
1610 if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
1612 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);
1613 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1615 // if player rotted to death... die!
1617 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1620 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1621 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
1624 float zoomstate_set;
1625 void SetZoomState(float z)
1627 if(z != self.zoomstate)
1630 ClientData_Touch(self);
1635 void GetPressedKeys(void) {
1636 MUTATOR_CALLHOOK(GetPressedKeys);
1637 if (self.movement_x > 0) // get if movement keys are pressed
1638 { // forward key pressed
1639 self.pressedkeys |= KEY_FORWARD;
1640 self.pressedkeys &= ~KEY_BACKWARD;
1642 else if (self.movement_x < 0)
1643 { // backward key pressed
1644 self.pressedkeys |= KEY_BACKWARD;
1645 self.pressedkeys &= ~KEY_FORWARD;
1649 self.pressedkeys &= ~KEY_FORWARD;
1650 self.pressedkeys &= ~KEY_BACKWARD;
1653 if (self.movement_y > 0)
1654 { // right key pressed
1655 self.pressedkeys |= KEY_RIGHT;
1656 self.pressedkeys &= ~KEY_LEFT;
1658 else if (self.movement_y < 0)
1659 { // left key pressed
1660 self.pressedkeys |= KEY_LEFT;
1661 self.pressedkeys &= ~KEY_RIGHT;
1665 self.pressedkeys &= ~KEY_RIGHT;
1666 self.pressedkeys &= ~KEY_LEFT;
1669 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1670 self.pressedkeys |= KEY_JUMP;
1672 self.pressedkeys &= ~KEY_JUMP;
1673 if (self.BUTTON_CROUCH)
1674 self.pressedkeys |= KEY_CROUCH;
1676 self.pressedkeys &= ~KEY_CROUCH;
1678 if (self.BUTTON_ATCK)
1679 self.pressedkeys |= KEY_ATCK;
1681 self.pressedkeys &= ~KEY_ATCK;
1682 if (self.BUTTON_ATCK2)
1683 self.pressedkeys |= KEY_ATCK2;
1685 self.pressedkeys &= ~KEY_ATCK2;
1689 ======================
1690 spectate mode routines
1691 ======================
1694 void SpectateCopy(entity spectatee) {
1696 MUTATOR_CALLHOOK(SpectateCopy);
1697 self.armortype = spectatee.armortype;
1698 self.armorvalue = spectatee.armorvalue;
1699 self.ammo_cells = spectatee.ammo_cells;
1700 self.ammo_shells = spectatee.ammo_shells;
1701 self.ammo_nails = spectatee.ammo_nails;
1702 self.ammo_rockets = spectatee.ammo_rockets;
1703 self.ammo_fuel = spectatee.ammo_fuel;
1704 self.clip_load = spectatee.clip_load;
1705 self.clip_size = spectatee.clip_size;
1706 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1707 self.health = spectatee.health;
1709 self.items = spectatee.items;
1710 self.last_pickup = spectatee.last_pickup;
1711 self.hit_time = spectatee.hit_time;
1712 self.metertime = spectatee.metertime;
1713 self.strength_finished = spectatee.strength_finished;
1714 self.invincible_finished = spectatee.invincible_finished;
1715 self.pressedkeys = spectatee.pressedkeys;
1716 self.weapons = spectatee.weapons;
1717 self.switchweapon = spectatee.switchweapon;
1718 self.switchingweapon = spectatee.switchingweapon;
1719 self.weapon = spectatee.weapon;
1720 self.nex_charge = spectatee.nex_charge;
1721 self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
1722 self.hagar_load = spectatee.hagar_load;
1723 self.minelayer_mines = spectatee.minelayer_mines;
1724 self.punchangle = spectatee.punchangle;
1725 self.view_ofs = spectatee.view_ofs;
1726 self.velocity = spectatee.velocity;
1727 self.dmg_take = spectatee.dmg_take;
1728 self.dmg_save = spectatee.dmg_save;
1729 self.dmg_inflictor = spectatee.dmg_inflictor;
1730 self.v_angle = spectatee.v_angle;
1731 self.angles = spectatee.v_angle;
1732 if(!self.BUTTON_USE)
1733 self.fixangle = TRUE;
1734 setorigin(self, spectatee.origin);
1735 setsize(self, spectatee.mins, spectatee.maxs);
1736 SetZoomState(spectatee.zoomstate);
1738 anticheat_spectatecopy(spectatee);
1739 self.hud = spectatee.hud;
1740 if(spectatee.vehicle)
1742 self.fixangle = FALSE;
1743 //self.velocity = spectatee.vehicle.velocity;
1744 self.vehicle_health = spectatee.vehicle_health;
1745 self.vehicle_shield = spectatee.vehicle_shield;
1746 self.vehicle_energy = spectatee.vehicle_energy;
1747 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1748 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1749 self.vehicle_reload1 = spectatee.vehicle_reload1;
1750 self.vehicle_reload2 = spectatee.vehicle_reload2;
1754 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1755 WriteAngle(MSG_ONE, spectatee.v_angle_x);
1756 WriteAngle(MSG_ONE, spectatee.v_angle_y);
1757 WriteAngle(MSG_ONE, spectatee.v_angle_z);
1759 //WriteByte (MSG_ONE, SVC_SETVIEW);
1760 // WriteEntity(MSG_ONE, self);
1761 //makevectors(spectatee.v_angle);
1762 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1766 float SpectateUpdate() {
1770 if (self == self.enemy)
1773 if not(IS_PLAYER(self.enemy))
1776 SpectateCopy(self.enemy);
1784 if(self.enemy.classname != "player")
1786 /*if(self.enemy.vehicle)
1790 WriteByte(MSG_ONE, SVC_SETVIEW);
1791 WriteEntity(MSG_ONE, self.enemy);
1792 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1794 self.movetype = MOVETYPE_NONE;
1795 accuracy_resend(self);
1800 WriteByte(MSG_ONE, SVC_SETVIEW);
1801 WriteEntity(MSG_ONE, self.enemy);
1802 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1803 self.movetype = MOVETYPE_NONE;
1804 accuracy_resend(self);
1806 if(!SpectateUpdate())
1807 PutObserverInServer();
1812 float Spectate(entity pl)
1814 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1815 if(pl.team != self.team)
1819 return SpectateSet();
1822 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1823 entity CA_SpectateNext(entity start) {
1824 if (start.team == self.team) {
1829 // continue from current player
1830 while(other && other.team != self.team) {
1831 other = find(other, classname, "player");
1835 // restart from begining
1836 other = find(other, classname, "player");
1837 while(other && other.team != self.team) {
1838 other = find(other, classname, "player");
1845 float SpectateNext()
1847 other = find(self.enemy, classname, "player");
1849 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1850 // CA and ca players when spectating enemies is forbidden
1851 other = CA_SpectateNext(other);
1853 // other modes and ca spectators or spectating enemies is allowed
1855 other = find(other, classname, "player");
1861 return SpectateSet();
1864 float SpectatePrev()
1866 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1867 other = findchain(classname, "player");
1868 if not(other) // no player
1871 entity first = other;
1872 // skip players until current spectated player
1874 while(other && other != self.enemy)
1875 other = other.chain;
1877 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1879 do { other = other.chain; }
1880 while(other && other.team != self.team);
1885 while(other.team != self.team)
1886 other = other.chain;
1887 if(other == self.enemy)
1894 other = other.chain;
1899 return SpectateSet();
1904 ShowRespawnCountdown()
1906 Update a respawn countdown display.
1909 void ShowRespawnCountdown()
1912 if(self.deadflag == DEAD_NO) // just respawned?
1916 number = ceil(self.respawn_time - time);
1919 if(number <= self.respawn_countdown)
1921 self.respawn_countdown = number - 1;
1922 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
1923 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1928 void LeaveSpectatorMode()
1932 if(nJoinAllowed(self))
1934 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1936 self.classname = "player";
1938 if(autocvar_g_campaign || autocvar_g_balance_teams)
1939 { JoinBestTeam(self, FALSE, TRUE); }
1941 if(autocvar_g_campaign)
1942 { campaign_bots_may_start = 1; }
1944 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1946 PutClientInServer();
1948 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1951 stuffcmd(self, "menu_showteamselect\n");
1955 // Player may not join because g_maxplayers is set
1956 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1961 * Determines whether the player is allowed to join. This depends on cvar
1962 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1963 * it checks whether the number of currently playing players exceeds g_maxplayers.
1964 * @return int number of free slots for players, 0 if none
1966 float nJoinAllowed(entity ignore) {
1968 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1969 // so report 0 free slots if restricted
1971 if(autocvar_g_forced_team_otherwise == "spectate")
1973 if(autocvar_g_forced_team_otherwise == "spectator")
1977 if(self.team_forced < 0)
1978 return 0; // forced spectators can never join
1980 // TODO simplify this
1982 float totalClients = 0;
1987 if (!autocvar_g_maxplayers)
1988 return maxclients - totalClients;
1990 float currentlyPlaying = 0;
1991 FOR_EACH_REALCLIENT(e)
1992 if(IS_PLAYER(e) || e.caplayer == 1)
1993 currentlyPlaying += 1;
1995 if(currentlyPlaying < autocvar_g_maxplayers)
1996 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2002 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2003 * g_maxplayers_spectator_blocktime seconds
2005 void checkSpectatorBlock() {
2006 if(IS_SPEC(self) || IS_OBSERVER(self)) {
2007 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2008 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2014 void PrintWelcomeMessage()
2016 if(self.motd_actived_time == 0)
2018 if (autocvar_g_campaign) {
2019 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2020 self.motd_actived_time = time;
2021 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2024 if (self.BUTTON_INFO) {
2025 self.motd_actived_time = time;
2026 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2030 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2032 if (autocvar_g_campaign) {
2033 if (self.BUTTON_INFO)
2034 self.motd_actived_time = time;
2035 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2036 self.motd_actived_time = 0;
2037 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2040 if (self.BUTTON_INFO)
2041 self.motd_actived_time = time;
2042 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2043 self.motd_actived_time = 0;
2044 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2048 else //if(self.motd_actived_time < 0) // just connected, motd is active
2050 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2051 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2052 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2054 // instanctly hide MOTD
2055 self.motd_actived_time = 0;
2056 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2061 void ObserverThink()
2063 float prefered_movetype;
2064 if (self.flags & FL_JUMPRELEASED) {
2065 if (self.BUTTON_JUMP && !self.version_mismatch) {
2066 self.flags &= ~FL_JUMPRELEASED;
2067 self.flags |= FL_SPAWNING;
2068 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2069 self.flags &= ~FL_JUMPRELEASED;
2070 if(SpectateNext()) {
2071 self.classname = "spectator";
2074 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2075 if (self.movetype != prefered_movetype)
2076 self.movetype = prefered_movetype;
2079 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2080 self.flags |= FL_JUMPRELEASED;
2081 if(self.flags & FL_SPAWNING)
2083 self.flags &= ~FL_SPAWNING;
2084 LeaveSpectatorMode();
2091 void SpectatorThink()
2093 if (self.flags & FL_JUMPRELEASED) {
2094 if (self.BUTTON_JUMP && !self.version_mismatch) {
2095 self.flags &= ~FL_JUMPRELEASED;
2096 self.flags |= FL_SPAWNING;
2097 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2098 self.flags &= ~FL_JUMPRELEASED;
2099 if(SpectateNext()) {
2100 self.classname = "spectator";
2102 self.classname = "observer";
2103 PutClientInServer();
2106 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2107 self.flags &= ~FL_JUMPRELEASED;
2108 if(SpectatePrev()) {
2109 self.classname = "spectator";
2111 self.classname = "observer";
2112 PutClientInServer();
2115 } else if (self.BUTTON_ATCK2) {
2116 self.flags &= ~FL_JUMPRELEASED;
2117 self.classname = "observer";
2118 PutClientInServer();
2120 if(!SpectateUpdate())
2121 PutObserverInServer();
2124 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2125 self.flags |= FL_JUMPRELEASED;
2126 if(self.flags & FL_SPAWNING)
2128 self.flags &= ~FL_SPAWNING;
2129 LeaveSpectatorMode();
2133 if(!SpectateUpdate())
2134 PutObserverInServer();
2137 self.flags |= FL_CLIENT | FL_NOTARGET;
2142 if not(IS_PLAYER(self))
2147 vehicles_exit(VHEF_NORMAL);
2151 // a use key was pressed; call handlers
2152 MUTATOR_CALLHOOK(PlayerUseKey);
2159 Called every frame for each client before the physics are run
2162 .float usekeypressed;
2163 void() nexball_setstatus;
2165 void PlayerPreThink (void)
2167 WarpZone_PlayerPhysics_FixVAngle();
2169 self.stat_game_starttime = game_starttime;
2170 self.stat_round_starttime = round_starttime;
2171 self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2172 self.stat_leadlimit = autocvar_leadlimit;
2176 // physics frames: update anticheat stuff
2177 anticheat_prethink();
2180 if(blockSpectators && frametime)
2181 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2182 checkSpectatorBlock();
2186 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 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
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 dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
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 print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
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;
2238 if (TetrisPreFrame())
2242 MUTATOR_CALLHOOK(PlayerPreThink);
2244 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2246 if(self.BUTTON_USE && !self.usekeypressed)
2248 self.usekeypressed = self.BUTTON_USE;
2251 if(IS_REAL_CLIENT(self))
2252 PrintWelcomeMessage();
2257 CheckRules_Player();
2259 if (intermission_running)
2261 IntermissionThink (); // otherwise a button could be missed between
2262 return; // the think tics
2265 //don't allow the player to turn around while game is paused!
2266 if(timeout_status == TIMEOUT_ACTIVE) {
2267 // FIXME turn this into CSQC stuff
2268 self.v_angle = self.lastV_angle;
2269 self.angles = self.lastV_angle;
2270 self.fixangle = TRUE;
2275 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2277 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2278 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2279 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2281 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2283 self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2284 self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2285 self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2289 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2294 if (self.deadflag != DEAD_NO)
2296 if(self.personal && g_race_qualifying)
2298 if(time > self.respawn_time)
2300 self.respawn_time = time + 1; // only retry once a second
2301 self.stat_respawn_time = self.respawn_time;
2308 float button_pressed;
2311 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2313 if (self.deadflag == DEAD_DYING)
2315 if(self.respawn_flags & RESPAWN_FORCE)
2316 self.deadflag = DEAD_RESPAWNING;
2317 else if(!button_pressed)
2318 self.deadflag = DEAD_DEAD;
2320 else if (self.deadflag == DEAD_DEAD)
2323 self.deadflag = DEAD_RESPAWNABLE;
2325 else if (self.deadflag == DEAD_RESPAWNABLE)
2328 self.deadflag = DEAD_RESPAWNING;
2330 else if (self.deadflag == DEAD_RESPAWNING)
2332 if(time > self.respawn_time)
2334 self.respawn_time = time + 1; // only retry once a second
2339 ShowRespawnCountdown();
2341 if(self.respawn_flags & RESPAWN_SILENT)
2342 self.stat_respawn_time = 0;
2344 self.stat_respawn_time = self.respawn_time;
2347 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2348 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2349 self.stat_respawn_time *= -1;
2354 self.prevorigin = self.origin;
2356 float do_crouch = self.BUTTON_CROUCH;
2361 if(self.freezetag_frozen)
2363 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2371 self.view_ofs = PL_CROUCH_VIEW_OFS;
2372 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2373 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2380 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2381 if (!trace_startsolid)
2383 self.crouch = FALSE;
2384 self.view_ofs = PL_VIEW_OFS;
2385 setsize (self, PL_MIN, PL_MAX);
2392 GrapplingHookFrame();
2394 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2397 self.items &= ~self.items_added;
2401 self.items_added = 0;
2402 if(self.items & IT_JETPACK)
2403 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2404 self.items_added |= IT_FUEL;
2406 self.items |= self.items_added;
2411 // rot nex charge to the charge limit
2412 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2413 self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2419 secrets_setstatus();
2421 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2423 //self.angles_y=self.v_angle_y + 90; // temp
2424 } else if(gameover) {
2425 if (intermission_running)
2426 IntermissionThink (); // otherwise a button could be missed between
2428 } else if(IS_OBSERVER(self)) {
2430 } else if(IS_SPEC(self)) {
2435 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2437 float oldspectatee_status;
2438 oldspectatee_status = self.spectatee_status;
2440 self.spectatee_status = num_for_edict(self.enemy);
2441 else if(IS_OBSERVER(self))
2442 self.spectatee_status = num_for_edict(self);
2444 self.spectatee_status = 0;
2445 if(self.spectatee_status != oldspectatee_status)
2447 ClientData_Touch(self);
2449 race_InitSpectator();
2452 if(self.teamkill_soundtime)
2453 if(time > self.teamkill_soundtime)
2455 self.teamkill_soundtime = 0;
2457 entity oldpusher, oldself;
2459 oldself = self; self = self.teamkill_soundsource;
2460 oldpusher = self.pusher; self.pusher = oldself;
2462 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2464 self.pusher = oldpusher;
2468 if(self.taunt_soundtime)
2469 if(time > self.taunt_soundtime)
2471 self.taunt_soundtime = 0;
2472 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2475 target_voicescript_next(self);
2477 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2479 self.clip_load = self.clip_size = 0;
2482 float isInvisibleString(string s)
2485 s = strdecolorize(s);
2486 for((i = 0), (n = strlen(s)); i < n; ++i)
2494 case 192: // charmap space
2495 if (!autocvar_utf8_enable)
2498 case 160: // space in unicode fonts
2499 case 0xE000 + 192: // utf8 charmap space
2500 if (autocvar_utf8_enable)
2513 Called every frame for each client after the physics are run
2516 .float idlekick_lasttimeleft;
2517 void PlayerPostThink (void)
2519 // Savage: Check for nameless players
2520 if (isInvisibleString(self.netname)) {
2521 self.netname = "Player";
2522 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2525 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2526 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2528 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2530 if(self.idlekick_lasttimeleft)
2532 self.idlekick_lasttimeleft = 0;
2533 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2539 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2540 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2542 if(!self.idlekick_lasttimeleft)
2543 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2547 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2551 else if(timeleft <= 10)
2553 if(timeleft != self.idlekick_lasttimeleft)
2554 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2555 self.idlekick_lasttimeleft = timeleft;
2561 if(self.impulse == 100)
2563 if (!TetrisPostFrame())
2569 //CheckPlayerJump();
2571 if(IS_PLAYER(self)) {
2572 CheckRules_Player();
2576 if (intermission_running)
2577 return; // intermission or finale
2587 for(i = 0; i < 1000; ++i)
2590 end = self.origin + '0 0 1024' + 512 * randomvec();
2591 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2592 if(trace_fraction < 1)
2593 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2595 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2601 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2603 if(self.waypointsprite_attachedforcarrier)
2604 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2608 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2610 if not(self.stored_netname)
2611 self.stored_netname = strzone(uid2name(self.crypto_idfp));
2612 if(self.stored_netname != self.netname)
2614 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
2615 strunzone(self.stored_netname);
2616 self.stored_netname = strzone(self.netname);
2622 dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
2625 CSQCMODEL_AUTOUPDATE();