1 #include "cl_client.qh"
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
8 #include "miscfunctions.qh"
10 #include "teamplay.qh"
11 #include "playerdemo.qh"
12 #include "spawnpoints.qh"
13 #include "g_damage.qh"
15 #include "command/common.qh"
20 #include "campaign.qh"
21 #include "command/common.qh"
24 #include "bot/navigation.qh"
26 #include "../common/vehicles/all.qh"
28 #include "weapons/hitplot.qh"
29 #include "weapons/weaponsystem.qh"
31 #include "../common/net_notice.qh"
32 #include "../common/physics.qh"
34 #include "../common/items/all.qc"
36 #include "../common/mutators/mutator/waypoints/all.qh"
38 #include "../common/triggers/subs.qh"
39 #include "../common/triggers/triggers.qh"
40 #include "../common/triggers/trigger/secret.qh"
42 #include "../common/minigames/sv_minigames.qh"
44 #include "../common/items/inventory.qh"
46 #include "../common/monsters/sv_monsters.qh"
48 #include "../warpzonelib/server.qh"
51 void send_CSQC_teamnagger() {
52 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
53 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
56 float ClientData_Send(entity to, int sf)
73 sf |= 1; // forced scoreboard
74 if(to.spectatee_status)
75 sf |= 2; // spectator ent number follows
78 if(e.porto_v_angle_held)
79 sf |= 8; // angles held
81 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
82 WriteByte(MSG_ENTITY, sf);
85 WriteByte(MSG_ENTITY, to.spectatee_status);
89 WriteAngle(MSG_ENTITY, e.v_angle.x);
90 WriteAngle(MSG_ENTITY, e.v_angle.y);
96 void ClientData_Attach()
98 Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
99 self.clientdata.drawonlytoclient = self;
100 self.clientdata.owner = self;
103 void ClientData_Detach()
105 remove(self.clientdata);
106 self.clientdata = world;
109 void ClientData_Touch(entity e)
111 e.clientdata.SendFlags = 1;
113 // make it spectatable
115 FOR_EACH_REALCLIENT(e2)
120 e2.clientdata.SendFlags = 1;
124 .string netname_previous;
126 void SetSpectator(entity player, entity spectatee);
133 Checks if the argument string can be a valid playermodel.
134 Returns a valid one in doubt.
137 string FallbackPlayerModel;
138 string CheckPlayerModel(string plyermodel) {
139 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
141 // note: we cannot summon Don Strunzone here, some player may
142 // still have the model string set. In case anyone manages how
143 // to change a cvar default, we'll have a small leak here.
144 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
146 // only in right path
147 if( substring(plyermodel,0,14) != "models/player/")
148 return FallbackPlayerModel;
149 // only good file extensions
150 if(substring(plyermodel,-4,4) != ".zym")
151 if(substring(plyermodel,-4,4) != ".dpm")
152 if(substring(plyermodel,-4,4) != ".iqm")
153 if(substring(plyermodel,-4,4) != ".md3")
154 if(substring(plyermodel,-4,4) != ".psk")
155 return FallbackPlayerModel;
156 // forbid the LOD models
157 if(substring(plyermodel, -9,5) == "_lod1")
158 return FallbackPlayerModel;
159 if(substring(plyermodel, -9,5) == "_lod2")
160 return FallbackPlayerModel;
161 if(plyermodel != strtolower(plyermodel))
162 return FallbackPlayerModel;
163 // also, restrict to server models
164 if(autocvar_sv_servermodelsonly)
166 if(!fexists(plyermodel))
167 return FallbackPlayerModel;
172 void setplayermodel(entity e, string modelname)
174 precache_model(modelname);
175 setmodel(e, modelname);
176 player_setupanimsformodel();
177 UpdatePlayerSounds();
184 putting a client as observer in the server
187 void FixPlayermodel();
188 void PutObserverInServer (void)
191 self.hud = HUD_NORMAL;
193 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
195 spot = SelectSpawnPoint (true);
197 error("No spawnpoints for observers?!?\n");
198 RemoveGrapplingHook(self); // Wazat's Grappling Hook
200 if(IS_REAL_CLIENT(self))
203 WriteByte(MSG_ONE, SVC_SETVIEW);
204 WriteEntity(MSG_ONE, self);
207 self.frags = FRAGS_SPECTATOR;
209 MUTATOR_CALLHOOK(MakePlayerObserver);
211 Portal_ClearAll(self);
218 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
223 vehicles_exit(VHEF_RELEASE);
225 WaypointSprite_PlayerDead();
227 if (!g_ca) // don't reset teams when moving a ca player to the spectators
228 self.team = -1; // move this as it is needed to log the player spectating in eventlog
230 if(self.killcount != -666)
232 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
233 if(!intermission_running)
234 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
235 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
237 if(self.just_joined == false) {
238 LogTeamchange(self.playerid, -1, 4);
240 self.just_joined = false;
243 PlayerScore_Clear(self); // clear scores when needed
245 accuracy_resend(self);
247 self.spectatortime = time;
249 self.classname = "observer";
250 self.iscreature = false;
251 self.teleportable = TELEPORT_SIMPLE;
252 self.damagedbycontents = false;
254 self.takedamage = DAMAGE_NO;
255 self.solid = SOLID_NOT;
256 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
257 self.flags = FL_CLIENT | FL_NOTARGET;
258 self.armorvalue = 666;
260 self.armorvalue = autocvar_g_balance_armor_start;
261 self.pauserotarmor_finished = 0;
262 self.pauserothealth_finished = 0;
263 self.pauseregen_finished = 0;
264 self.damageforcescale = 0;
266 self.respawn_flags = 0;
267 self.respawn_time = 0;
268 self.stat_respawn_time = 0;
273 self.pain_finished = 0;
274 self.strength_finished = 0;
275 self.invincible_finished = 0;
276 self.superweapons_finished = 0;
279 self.think = func_null;
282 self.deadflag = DEAD_NO;
283 self.angles = spot.angles;
285 self.fixangle = true;
287 self.revival_time = 0;
289 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
290 self.prevorigin = self.origin;
292 self.weapons = '0 0 0';
295 setmodel(self, "null");
296 self.drawonlytoclient = self;
298 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
299 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
302 self.weaponname = "";
303 self.switchingweapon = 0;
304 self.weaponmodel = "";
305 self.weaponentity = world;
306 self.exteriorweaponentity = world;
307 self.killcount = -666;
308 self.velocity = '0 0 0';
309 self.avelocity = '0 0 0';
310 self.punchangle = '0 0 0';
311 self.punchvector = '0 0 0';
312 self.oldvelocity = self.velocity;
313 self.fire_endtime = -1;
314 self.event_damage = func_null;
317 .float model_randomizer;
318 void FixPlayermodel()
321 float defaultskin, chmdl, oldskin, n, i;
328 if(autocvar_sv_defaultcharacter)
333 s = Static_Team_ColorName_Lower(self.team);
336 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
337 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
341 if(defaultmodel == "")
343 defaultmodel = autocvar_sv_defaultplayermodel;
344 defaultskin = autocvar_sv_defaultplayerskin;
347 n = tokenize_console(defaultmodel);
350 defaultmodel = argv(floor(n * self.model_randomizer));
351 // However, do NOT randomize if the player-selected model is in the list.
352 for (i = 0; i < n; ++i)
353 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
354 defaultmodel = argv(i);
357 i = strstrofs(defaultmodel, ":", 0);
360 defaultskin = stof(substring(defaultmodel, i+1, -1));
361 defaultmodel = substring(defaultmodel, 0, i);
365 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
366 defaultmodel = ret_string;
367 defaultskin = ret_int;
369 if(defaultmodel != "")
371 if (defaultmodel != self.model)
375 setplayermodel (self, defaultmodel);
376 setsize (self, m1, m2);
381 self.skin = defaultskin;
383 if (self.playermodel != self.model || self.playermodel == "")
385 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
388 setplayermodel (self, self.playermodel);
389 setsize (self, m1, m2);
394 self.skin = stof(self.playerskin);
397 if(chmdl || oldskin != self.skin) // model or skin has changed
399 self.species = player_getspecies(); // update species
400 UpdatePlayerSounds(); // update skin sounds
404 if(strlen(autocvar_sv_defaultplayercolors))
405 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
406 setcolor(self, stof(autocvar_sv_defaultplayercolors));
410 /** Called when a client spawns in the server */
411 void PutClientInServer()
414 if(IS_BOT_CLIENT(self))
415 self.classname = "player";
416 else if(IS_REAL_CLIENT(self))
419 WriteByte(MSG_ONE, SVC_SETVIEW);
420 WriteEntity(MSG_ONE, self);
423 SetSpectator(self, world);
428 MUTATOR_CALLHOOK(PutClientInServer, self);
431 self.classname = "observer";
437 accuracy_resend(self);
440 JoinBestTeam(self, false, true);
442 spot = SelectSpawnPoint (false);
445 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
446 return; // spawn failed
449 RemoveGrapplingHook(self); // Wazat's Grappling Hook
451 self.classname = "player";
452 self.wasplayer = true;
453 self.iscreature = true;
454 self.teleportable = TELEPORT_NORMAL;
455 self.damagedbycontents = true;
456 self.movetype = MOVETYPE_WALK;
457 self.solid = SOLID_SLIDEBOX;
458 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
459 if(autocvar_g_playerclip_collisions)
460 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
461 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
462 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
463 self.frags = FRAGS_PLAYER;
464 if(INDEPENDENT_PLAYERS)
465 MAKE_INDEPENDENT_PLAYER(self);
466 self.flags = FL_CLIENT | FL_PICKUPITEMS;
467 if(autocvar__notarget)
468 self.flags |= FL_NOTARGET;
469 self.takedamage = DAMAGE_AIM;
471 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
472 self.air_finished = time + 12;
474 if(WEP_CVAR(vortex, charge))
476 if(WEP_CVAR_SEC(vortex, chargepool))
477 self.vortex_chargepool_ammo = 1;
478 self.vortex_charge = WEP_CVAR(vortex, charge_start);
483 self.ammo_shells = warmup_start_ammo_shells;
484 self.ammo_nails = warmup_start_ammo_nails;
485 self.ammo_rockets = warmup_start_ammo_rockets;
486 self.ammo_cells = warmup_start_ammo_cells;
487 self.ammo_plasma = warmup_start_ammo_plasma;
488 self.ammo_fuel = warmup_start_ammo_fuel;
489 self.health = warmup_start_health;
490 self.armorvalue = warmup_start_armorvalue;
491 self.weapons = WARMUP_START_WEAPONS;
495 self.ammo_shells = start_ammo_shells;
496 self.ammo_nails = start_ammo_nails;
497 self.ammo_rockets = start_ammo_rockets;
498 self.ammo_cells = start_ammo_cells;
499 self.ammo_plasma = start_ammo_plasma;
500 self.ammo_fuel = start_ammo_fuel;
501 self.health = start_health;
502 self.armorvalue = start_armorvalue;
503 self.weapons = start_weapons;
506 if(self.weapons & WEPSET_SUPERWEAPONS)
507 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
509 self.superweapons_finished = 0;
511 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
513 if(g_weaponarena_random_with_blaster)
514 self.weapons &= ~WEPSET_BLASTER;
515 W_RandomWeapons(self, g_weaponarena_random);
516 if(g_weaponarena_random_with_blaster)
517 self.weapons |= WEPSET_BLASTER;
520 self.items = start_items;
522 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
523 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
524 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
525 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
526 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
527 //extend the pause of rotting if client was reset at the beginning of the countdown
528 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
529 self.spawnshieldtime += game_starttime - time;
530 self.pauserotarmor_finished += game_starttime - time;
531 self.pauserothealth_finished += game_starttime - time;
532 self.pauseregen_finished += game_starttime - time;
534 self.damageforcescale = 2;
536 self.respawn_flags = 0;
537 self.respawn_time = 0;
538 self.stat_respawn_time = 0;
539 self.scale = autocvar_sv_player_scale;
542 self.pain_finished = 0;
543 self.strength_finished = 0;
544 self.invincible_finished = 0;
546 // players have no think function
547 self.think = func_null;
551 self.ballistics_density = autocvar_g_ballistics_density_player;
555 self.deadflag = DEAD_NO;
557 self.angles = spot.angles;
559 self.angles_z = 0; // never spawn tilted even if the spot says to
560 if(IS_BOT_CLIENT(self))
561 self.v_angle = self.angles;
562 self.fixangle = true; // turn this way immediately
563 self.velocity = '0 0 0';
564 self.avelocity = '0 0 0';
565 self.punchangle = '0 0 0';
566 self.punchvector = '0 0 0';
567 self.oldvelocity = self.velocity;
568 self.fire_endtime = -1;
569 self.revival_time = 0;
571 entity spawnevent = spawn();
572 spawnevent.owner = self;
573 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
575 // Cut off any still running player sounds.
576 stopsound(self, CH_PLAYER_SINGLE);
580 self.drawonlytoclient = world;
583 self.view_ofs = PL_VIEW_OFS;
584 setsize (self, PL_MIN, PL_MAX);
585 self.spawnorigin = spot.origin;
586 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
587 // don't reset back to last position, even if new position is stuck in solid
588 self.oldorigin = self.origin;
589 self.prevorigin = self.origin;
590 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
591 self.lastteleporttime = time; // prevent insane speeds due to changing origin
592 self.hud = HUD_NORMAL;
594 self.event_damage = PlayerDamage;
596 self.bot_attack = true;
597 self.monster_attack = true;
599 self.spider_slowness = 0;
601 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
603 if(self.killcount == -666) {
604 PlayerScore_Clear(self);
608 CL_SpawnWeaponentity(self);
609 self.alpha = default_player_alpha;
610 self.colormod = '1 1 1' * autocvar_g_player_brightness;
611 self.exteriorweaponentity.alpha = default_weapon_alpha;
613 self.speedrunning = false;
615 //stuffcmd(self, "chase_active 0");
616 //stuffcmd(self, "set viewsize $tmpviewsize \n");
618 target_voicescript_clear(self);
620 // reset fields the weapons may use
621 for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
623 WEP_ACTION(j, WR_RESETPLAYER);
625 // all weapons must be fully loaded when we spawn
626 entity e = get_weaponinfo(j);
627 if (e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
628 self.(weapon_load[j]) = e.reloading_ammo;
631 string s = spot.target;
632 spot.target = string_null;
634 SELFCALL(spot, SUB_UseTargets());
641 MUTATOR_CALLHOOK(PlayerSpawn, spot);
643 if(autocvar_spawn_debug)
645 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
646 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
649 self.switchweapon = w_getbestweapon(self);
650 self.cnt = -1; // W_LastWeapon will not complain
652 self.weaponname = "";
653 self.switchingweapon = 0;
657 self.alivetime = time;
661 else if(IS_OBSERVER(self))
663 PutObserverInServer ();
667 .float ebouncefactor, ebouncestop; // electro's values
668 // TODO do we need all these fields, or should we stop autodetecting runtime
669 // changes and just have a console command to update this?
670 float ClientInit_SendEntity(entity to, int sf)
672 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
673 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
674 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
675 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
676 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
677 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
678 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
679 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
680 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
681 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
683 if(sv_foginterval && world.fog != "")
684 WriteString(MSG_ENTITY, world.fog);
686 WriteString(MSG_ENTITY, "");
687 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
688 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
689 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
690 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
691 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
692 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
693 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
694 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
695 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
696 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
697 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
698 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
702 void ClientInit_CheckUpdate()
704 self.nextthink = time;
705 if(self.count != autocvar_g_balance_armor_blockpercent)
707 self.count = autocvar_g_balance_armor_blockpercent;
710 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
712 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
715 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
717 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
720 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
722 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
725 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
727 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
732 void ClientInit_Spawn()
735 e.classname = "clientinit";
736 e.think = ClientInit_CheckUpdate;
737 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
739 SELFCALL(e, ClientInit_CheckUpdate());
748 void SetNewParms (void)
750 // initialize parms for a new player
751 parm1 = -(86400 * 366);
759 void SetChangeParms (void)
761 // save parms for level change
762 parm1 = self.parm_idlesince - time;
770 void DecodeLevelParms (void)
773 self.parm_idlesince = parm1;
774 if(self.parm_idlesince == -(86400 * 366))
775 self.parm_idlesince = time;
777 // whatever happens, allow 60 seconds of idling directly after connect for map loading
778 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
785 Called when a client types 'kill' in the console
789 .float clientkill_nexttime;
790 void ClientKill_Now_TeamChange()
792 if(self.killindicator_teamchange == -1)
794 JoinBestTeam( self, false, true );
796 else if(self.killindicator_teamchange == -2)
799 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
800 PutObserverInServer();
803 SV_ChangeTeam(self.killindicator_teamchange - 1);
804 self.killindicator_teamchange = 0;
807 void ClientKill_Now()
811 vehicles_exit(VHEF_RELEASE);
812 if(!self.killindicator_teamchange)
814 self.vehicle_health = -1;
815 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
819 if(self.killindicator && !wasfreed(self.killindicator))
820 remove(self.killindicator);
822 self.killindicator = world;
824 if(self.killindicator_teamchange)
825 ClientKill_Now_TeamChange();
828 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
830 // now I am sure the player IS dead
832 void KillIndicator_Think()
836 self.owner.killindicator = world;
841 if (self.owner.alpha < 0 && !self.owner.vehicle)
843 self.owner.killindicator = world;
850 SELFCALL(self.owner, ClientKill_Now());
854 else if(g_cts && self.health == 1) // health == 1 means that it's silent
856 self.nextthink = time + 1;
862 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
863 if(IS_REAL_CLIENT(self.owner))
866 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
868 self.nextthink = time + 1;
873 float clientkilltime;
874 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
883 killtime = autocvar_g_balance_kill_delay;
885 if(g_race_qualifying || g_cts)
888 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
890 remove(self.killindicator);
891 self.killindicator = world;
893 ClientKill_Now(); // allow instant kill in this case
897 self.killindicator_teamchange = targetteam;
899 if(!self.killindicator)
901 if(self.deadflag == DEAD_NO)
903 killtime = max(killtime, self.clientkill_nexttime - time);
904 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
907 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
913 starttime = max(time, clientkilltime);
915 self.killindicator = spawn();
916 self.killindicator.owner = self;
917 self.killindicator.scale = 0.5;
918 setattachment(self.killindicator, self, "");
919 setorigin(self.killindicator, '0 0 52');
920 self.killindicator.think = KillIndicator_Think;
921 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
922 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
923 self.killindicator.cnt = ceil(killtime);
924 self.killindicator.count = bound(0, ceil(killtime), 10);
925 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
927 for(e = world; (e = find(e, classname, "body")) != world; )
931 e.killindicator = spawn();
932 e.killindicator.owner = e;
933 e.killindicator.scale = 0.5;
934 setattachment(e.killindicator, e, "");
935 setorigin(e.killindicator, '0 0 52');
936 e.killindicator.think = KillIndicator_Think;
937 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
938 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
939 e.killindicator.cnt = ceil(killtime);
944 if(self.killindicator)
946 if(targetteam == 0) // just die
948 self.killindicator.colormod = '0 0 0';
949 if(IS_REAL_CLIENT(self))
950 if(self.killindicator.cnt > 0)
951 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
953 else if(targetteam == -1) // auto
955 self.killindicator.colormod = '0 1 0';
956 if(IS_REAL_CLIENT(self))
957 if(self.killindicator.cnt > 0)
958 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
960 else if(targetteam == -2) // spectate
962 self.killindicator.colormod = '0.5 0.5 0.5';
963 if(IS_REAL_CLIENT(self))
964 if(self.killindicator.cnt > 0)
965 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
969 self.killindicator.colormod = Team_ColorRGB(targetteam);
970 if(IS_REAL_CLIENT(self))
971 if(self.killindicator.cnt > 0)
972 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
978 void ClientKill (void)
981 if(self.player_blocked) return;
982 if(self.frozen) return;
984 ClientKill_TeamChange(0);
987 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
989 e.killindicator = spawn();
990 e.killindicator.owner = e;
991 e.killindicator.think = KillIndicator_Think;
992 e.killindicator.nextthink = time + (e.lip) * 0.05;
993 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
994 e.killindicator.health = 1; // this is used to indicate that it should be silent
998 void FixClientCvars(entity e)
1000 // send prediction settings to the client
1001 stuffcmd(e, "\nin_bindmap 0 0\n");
1003 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1004 if(autocvar_g_antilag == 3) // client side hitscan
1005 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1006 if(autocvar_sv_gentle)
1007 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1010 float PlayerInIDList(entity p, string idlist)
1015 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1019 // this function allows abbreviated player IDs too!
1020 n = tokenize_console(idlist);
1021 for(i = 0; i < n; ++i)
1024 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1031 #ifdef DP_EXT_PRECONNECT
1036 Called once (not at each match start) when a client begins a connection to the server
1039 void ClientPreConnect (void)
1041 if(autocvar_sv_eventlog)
1043 GameLogEcho(sprintf(":connect:%d:%d:%s",
1045 num_for_edict(self),
1046 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1056 Called when a client connects to the server
1059 void DecodeLevelParms (void);
1060 void ClientConnect (void)
1066 LOG_INFO("Warning: ClientConnect, but already connected!\n");
1070 if(Ban_MaybeEnforceBanOnce(self))
1076 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1079 self.classname = "player_joining";
1081 self.flags = FL_CLIENT;
1082 self.version_nagtime = time + 10 + random() * 10;
1086 LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n");
1090 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1092 PlayerScore_Attach(self);
1093 ClientData_Attach();
1094 accuracy_init(self);
1095 Inventory_new(self);
1097 bot_clientconnect();
1103 // identify the right forced team
1104 if(autocvar_g_campaign)
1106 if(IS_REAL_CLIENT(self)) // only players, not bots
1108 switch(autocvar_g_campaign_forceteam)
1110 case 1: self.team_forced = NUM_TEAM_1; break;
1111 case 2: self.team_forced = NUM_TEAM_2; break;
1112 case 3: self.team_forced = NUM_TEAM_3; break;
1113 case 4: self.team_forced = NUM_TEAM_4; break;
1114 default: self.team_forced = 0;
1118 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1119 self.team_forced = NUM_TEAM_1;
1120 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1121 self.team_forced = NUM_TEAM_2;
1122 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1123 self.team_forced = NUM_TEAM_3;
1124 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1125 self.team_forced = NUM_TEAM_4;
1126 else if(autocvar_g_forced_team_otherwise == "red")
1127 self.team_forced = NUM_TEAM_1;
1128 else if(autocvar_g_forced_team_otherwise == "blue")
1129 self.team_forced = NUM_TEAM_2;
1130 else if(autocvar_g_forced_team_otherwise == "yellow")
1131 self.team_forced = NUM_TEAM_3;
1132 else if(autocvar_g_forced_team_otherwise == "pink")
1133 self.team_forced = NUM_TEAM_4;
1134 else if(autocvar_g_forced_team_otherwise == "spectate")
1135 self.team_forced = -1;
1136 else if(autocvar_g_forced_team_otherwise == "spectator")
1137 self.team_forced = -1;
1139 self.team_forced = 0;
1142 if(self.team_forced > 0)
1143 self.team_forced = 0;
1145 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1147 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1148 self.classname = "observer";
1152 if(autocvar_g_balance_teams)
1154 self.classname = "player";
1155 campaign_bots_may_start = 1;
1159 self.classname = "observer"; // do it anyway
1164 self.classname = "player";
1165 campaign_bots_may_start = 1;
1169 self.playerid = (playerid_last = playerid_last + 1);
1171 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1173 if(IS_BOT_CLIENT(self))
1174 PlayerStats_GameReport_AddPlayer(self);
1176 if(autocvar_sv_eventlog)
1177 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1179 LogTeamchange(self.playerid, self.team, 1);
1181 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1183 self.netname_previous = strzone(self.netname);
1185 if(IS_PLAYER(self) && teamplay)
1186 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1188 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1190 stuffcmd(self, strcat(clientstuff, "\n"));
1191 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1193 FixClientCvars(self);
1195 // spawnfunc_waypoint sprites
1196 WaypointSprite_InitClient(self);
1198 // Wazat's grappling hook
1199 SetGrappleHookBindings();
1202 stuffcmd(self, "alias +jetpack +button10\n");
1203 stuffcmd(self, "alias -jetpack -button10\n");
1205 // get version info from player
1206 stuffcmd(self, "cmd clientversion $gameversion\n");
1208 // get other cvars from player
1211 // notify about available teams
1214 CheckAllowedTeams(self);
1215 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1216 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1219 stuffcmd(self, "set _teams_available 0\n");
1223 bot_relinkplayerlist();
1225 self.spectatortime = time;
1228 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1231 self.jointime = time;
1232 self.allowed_timeouts = autocvar_sv_timeout_number;
1234 if(IS_REAL_CLIENT(self))
1236 if(!autocvar_g_campaign)
1238 self.motd_actived_time = -1;
1239 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1242 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1243 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1246 if(!sv_foginterval && world.fog != "")
1247 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1249 W_HitPlotOpen(self);
1251 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
1252 send_CSQC_teamnagger();
1256 CSQCMODEL_AUTOINIT(self);
1258 self.model_randomizer = random();
1260 if(IS_REAL_CLIENT(self))
1263 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1264 SELFCALL(e, e.init_for_player(this));
1268 MUTATOR_CALLHOOK(ClientConnect, self);
1274 Called when a client disconnects from the server
1277 .entity chatbubbleentity;
1279 void ClientDisconnect (void)
1282 vehicles_exit(VHEF_RELEASE);
1284 if (!IS_CLIENT(self))
1286 LOG_INFO("Warning: ClientDisconnect without ClientConnect\n");
1290 PlayerStats_GameReport_FinalizePlayer(self);
1292 if ( self.active_minigame )
1293 part_minigame(self);
1295 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
1297 CheatShutdownClient();
1299 W_HitPlotClose(self);
1302 anticheat_shutdown();
1304 playerdemo_shutdown();
1306 bot_clientdisconnect();
1311 if(autocvar_sv_eventlog)
1312 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1314 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1316 MUTATOR_CALLHOOK(ClientDisconnect);
1318 Portal_ClearAll(self);
1322 RemoveGrapplingHook(self);
1324 // Here, everything has been done that requires this player to be a client.
1326 self.flags &= ~FL_CLIENT;
1328 if (self.chatbubbleentity)
1329 remove (self.chatbubbleentity);
1331 if (self.killindicator)
1332 remove (self.killindicator);
1334 WaypointSprite_PlayerGone();
1336 bot_relinkplayerlist();
1338 accuracy_free(self);
1339 Inventory_delete(self);
1340 ClientData_Detach();
1341 PlayerScore_Detach(self);
1343 if(self.netname_previous)
1344 strunzone(self.netname_previous);
1345 if(self.clientstatus)
1346 strunzone(self.clientstatus);
1347 if(self.weaponorder_byimpulse)
1348 strunzone(self.weaponorder_byimpulse);
1350 ClearPlayerSounds();
1353 remove(self.personal);
1363 void ChatBubbleThink()
1365 self.nextthink = time;
1366 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1368 if(self.owner) // but why can that ever be world?
1369 self.owner.chatbubbleentity = world;
1376 if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1378 if ( self.owner.active_minigame )
1379 self.mdl = "models/sprites/minigame_busy.iqm";
1380 else if ( self.owner.BUTTON_CHAT )
1381 self.mdl = "models/misc/chatbubble.spr";
1384 if ( self.model != self.mdl )
1385 setmodel(self, self.mdl);
1389 void UpdateChatBubble()
1393 // spawn a chatbubble entity if needed
1394 if (!self.chatbubbleentity)
1396 self.chatbubbleentity = spawn();
1397 self.chatbubbleentity.owner = self;
1398 self.chatbubbleentity.exteriormodeltoclient = self;
1399 self.chatbubbleentity.think = ChatBubbleThink;
1400 self.chatbubbleentity.nextthink = time;
1401 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1402 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1403 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1404 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1405 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1406 //self.chatbubbleentity.model = "";
1407 self.chatbubbleentity.effects = EF_LOWPRECISION;
1412 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1413 // added to the model skins
1414 /*void UpdateColorModHack()
1417 c = self.clientcolors & 15;
1418 // LordHavoc: only bothering to support white, green, red, yellow, blue
1419 if (!teamplay) self.colormod = '0 0 0';
1420 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1421 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1422 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1423 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1424 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1425 else self.colormod = '1 1 1';
1430 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1432 self.solid = SOLID_NOT;
1433 self.takedamage = DAMAGE_NO;
1434 self.movetype = MOVETYPE_FLY;
1435 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1436 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1437 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1438 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1439 if(autocvar_g_respawn_ghosts_maxtime)
1440 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1445 self.effects |= EF_NODRAW; // prevent another CopyBody
1446 PutClientInServer();
1449 void play_countdown(float finished, string samp)
1451 if(IS_REAL_CLIENT(self))
1452 if(floor(finished - time - frametime) != floor(finished - time))
1453 if(finished - time < 6)
1454 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1457 void player_powerups (void)
1459 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1460 int items_prev = self.items;
1462 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1463 self.modelflags |= MF_ROCKET;
1465 self.modelflags &= ~MF_ROCKET;
1467 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1469 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1472 Fire_ApplyDamage(self);
1473 Fire_ApplyEffect(self);
1477 if (self.items & ITEM_Strength.m_itemid)
1479 play_countdown(self.strength_finished, "misc/poweroff.wav");
1480 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1481 if (time > self.strength_finished)
1483 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1484 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1485 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1490 if (time < self.strength_finished)
1492 self.items = self.items | ITEM_Strength.m_itemid;
1493 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1494 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1497 if (self.items & ITEM_Shield.m_itemid)
1499 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1500 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1501 if (time > self.invincible_finished)
1503 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1504 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1505 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1510 if (time < self.invincible_finished)
1512 self.items = self.items | ITEM_Shield.m_itemid;
1513 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1514 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1517 if (self.items & IT_SUPERWEAPON)
1519 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1521 self.superweapons_finished = 0;
1522 self.items = self.items - (self.items & IT_SUPERWEAPON);
1523 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1524 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1526 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1528 // don't let them run out
1532 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1533 if (time > self.superweapons_finished)
1535 self.items = self.items - (self.items & IT_SUPERWEAPON);
1536 self.weapons &= ~WEPSET_SUPERWEAPONS;
1537 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1538 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1542 else if(self.weapons & WEPSET_SUPERWEAPONS)
1544 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1546 self.items = self.items | IT_SUPERWEAPON;
1547 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1548 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1552 self.superweapons_finished = 0;
1553 self.weapons &= ~WEPSET_SUPERWEAPONS;
1558 self.superweapons_finished = 0;
1562 if(autocvar_g_nodepthtestplayers)
1563 self.effects = self.effects | EF_NODEPTHTEST;
1565 if(autocvar_g_fullbrightplayers)
1566 self.effects = self.effects | EF_FULLBRIGHT;
1568 if (time >= game_starttime)
1569 if (time < self.spawnshieldtime)
1570 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1572 MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1575 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1577 if(current > stable)
1579 else if(current > stable - 0.25) // when close enough, "snap"
1582 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1585 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1587 if(current < stable)
1589 else if(current < stable + 0.25) // when close enough, "snap"
1592 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1595 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1597 if(current > rotstable)
1599 if(rotframetime > 0)
1601 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1602 current = max(rotstable, current - rotlinear * rotframetime);
1605 else if(current < regenstable)
1607 if(regenframetime > 0)
1609 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1610 current = min(regenstable, current + regenlinear * regenframetime);
1620 void player_regen (void)
1622 float max_mod, regen_mod, rot_mod, limit_mod;
1623 max_mod = regen_mod = rot_mod = limit_mod = 1;
1624 regen_mod_max = max_mod;
1625 regen_mod_regen = regen_mod;
1626 regen_mod_rot = rot_mod;
1627 regen_mod_limit = limit_mod;
1629 regen_health = autocvar_g_balance_health_regen;
1630 regen_health_linear = autocvar_g_balance_health_regenlinear;
1631 regen_health_rot = autocvar_g_balance_health_rot;
1632 regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1633 regen_health_stable = autocvar_g_balance_health_regenstable;
1634 regen_health_rotstable = autocvar_g_balance_health_rotstable;
1635 if(!MUTATOR_CALLHOOK(PlayerRegen))
1638 float mina, maxa, limith, limita;
1639 maxa = autocvar_g_balance_armor_rotstable;
1640 mina = autocvar_g_balance_armor_regenstable;
1641 limith = autocvar_g_balance_health_limit;
1642 limita = autocvar_g_balance_armor_limit;
1644 max_mod = regen_mod_max;
1645 regen_mod = regen_mod_regen;
1646 rot_mod = regen_mod_rot;
1647 limit_mod = regen_mod_limit;
1649 regen_health_rotstable = regen_health_rotstable * max_mod;
1650 regen_health_stable = regen_health_stable * max_mod;
1651 limith = limith * limit_mod;
1652 limita = limita * limit_mod;
1654 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);
1655 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);
1658 // if player rotted to death... die!
1659 // check this outside above checks, as player may still be able to rot to death
1663 vehicles_exit(VHEF_RELEASE);
1664 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1667 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1669 float minf, maxf, limitf;
1671 maxf = autocvar_g_balance_fuel_rotstable;
1672 minf = autocvar_g_balance_fuel_regenstable;
1673 limitf = autocvar_g_balance_fuel_limit;
1675 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);
1679 float zoomstate_set;
1680 void SetZoomState(float z)
1682 if(z != self.zoomstate)
1685 ClientData_Touch(self);
1690 void GetPressedKeys()
1692 MUTATOR_CALLHOOK(GetPressedKeys);
1693 #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
1694 X(self.pressedkeys, KEY_FORWARD, self.movement_x > 0);
1695 X(self.pressedkeys, KEY_BACKWARD, self.movement_x < 0);
1696 X(self.pressedkeys, KEY_RIGHT, self.movement_y > 0);
1697 X(self.pressedkeys, KEY_LEFT, self.movement_y < 0);
1699 X(self.pressedkeys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(self));
1700 X(self.pressedkeys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(self));
1701 X(self.pressedkeys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(self));
1702 X(self.pressedkeys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(self));
1707 ======================
1708 spectate mode routines
1709 ======================
1712 void SpectateCopy(entity spectatee)
1714 MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1715 self.armortype = spectatee.armortype;
1716 self.armorvalue = spectatee.armorvalue;
1717 self.ammo_cells = spectatee.ammo_cells;
1718 self.ammo_plasma = spectatee.ammo_plasma;
1719 self.ammo_shells = spectatee.ammo_shells;
1720 self.ammo_nails = spectatee.ammo_nails;
1721 self.ammo_rockets = spectatee.ammo_rockets;
1722 self.ammo_fuel = spectatee.ammo_fuel;
1723 self.clip_load = spectatee.clip_load;
1724 self.clip_size = spectatee.clip_size;
1725 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1726 self.health = spectatee.health;
1728 self.items = spectatee.items;
1729 self.last_pickup = spectatee.last_pickup;
1730 self.hit_time = spectatee.hit_time;
1731 self.metertime = spectatee.metertime;
1732 self.strength_finished = spectatee.strength_finished;
1733 self.invincible_finished = spectatee.invincible_finished;
1734 self.pressedkeys = spectatee.pressedkeys;
1735 self.weapons = spectatee.weapons;
1736 self.switchweapon = spectatee.switchweapon;
1737 self.switchingweapon = spectatee.switchingweapon;
1738 self.weapon = spectatee.weapon;
1739 self.vortex_charge = spectatee.vortex_charge;
1740 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1741 self.hagar_load = spectatee.hagar_load;
1742 self.arc_heat_percent = spectatee.arc_heat_percent;
1743 self.minelayer_mines = spectatee.minelayer_mines;
1744 self.punchangle = spectatee.punchangle;
1745 self.view_ofs = spectatee.view_ofs;
1746 self.velocity = spectatee.velocity;
1747 self.dmg_take = spectatee.dmg_take;
1748 self.dmg_save = spectatee.dmg_save;
1749 self.dmg_inflictor = spectatee.dmg_inflictor;
1750 self.v_angle = spectatee.v_angle;
1751 self.angles = spectatee.v_angle;
1752 self.frozen = spectatee.frozen;
1753 self.revive_progress = spectatee.revive_progress;
1754 if(!self.BUTTON_USE)
1755 self.fixangle = true;
1756 setorigin(self, spectatee.origin);
1757 setsize(self, spectatee.mins, spectatee.maxs);
1758 SetZoomState(spectatee.zoomstate);
1760 anticheat_spectatecopy(spectatee);
1761 self.hud = spectatee.hud;
1762 if(spectatee.vehicle)
1764 self.fixangle = false;
1765 //self.velocity = spectatee.vehicle.velocity;
1766 self.vehicle_health = spectatee.vehicle_health;
1767 self.vehicle_shield = spectatee.vehicle_shield;
1768 self.vehicle_energy = spectatee.vehicle_energy;
1769 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1770 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1771 self.vehicle_reload1 = spectatee.vehicle_reload1;
1772 self.vehicle_reload2 = spectatee.vehicle_reload2;
1776 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1777 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1778 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1779 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1781 //WriteByte (MSG_ONE, SVC_SETVIEW);
1782 // WriteEntity(MSG_ONE, self);
1783 //makevectors(spectatee.v_angle);
1784 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1788 bool SpectateUpdate()
1793 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1795 SetSpectator(self, world);
1799 SpectateCopy(self.enemy);
1806 if(!IS_PLAYER(self.enemy))
1810 WriteByte(MSG_ONE, SVC_SETVIEW);
1811 WriteEntity(MSG_ONE, self.enemy);
1812 self.movetype = MOVETYPE_NONE;
1813 accuracy_resend(self);
1815 if(!SpectateUpdate())
1816 PutObserverInServer();
1821 void SetSpectator(entity player, entity spectatee)
1823 entity old_spectatee = player.enemy;
1825 player.enemy = spectatee;
1828 // these are required to fix the spectator bug with arc
1829 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1830 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1833 bool Spectate(entity pl)
1835 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1836 if(DIFF_TEAM(pl, self))
1839 SetSpectator(self, pl);
1840 return SpectateSet();
1843 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1844 entity CA_SpectateNext(entity start)
1846 if(SAME_TEAM(start, self))
1850 // continue from current player
1851 while(other && DIFF_TEAM(other, self))
1852 other = find(other, classname, "player");
1856 // restart from begining
1857 other = find(other, classname, "player");
1858 while(other && DIFF_TEAM(other, self))
1859 other = find(other, classname, "player");
1867 other = find(self.enemy, classname, "player");
1869 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1870 // CA and ca players when spectating enemies is forbidden
1871 other = CA_SpectateNext(other);
1874 // other modes and ca spectators or spectating enemies is allowed
1876 other = find(other, classname, "player");
1879 if(other) { SetSpectator(self, other); }
1881 return SpectateSet();
1886 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1887 other = findchain(classname, "player");
1888 if (!other) // no player
1891 entity first = other;
1892 // skip players until current spectated player
1894 while(other && other != self.enemy)
1895 other = other.chain;
1897 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1899 do { other = other.chain; }
1900 while(other && DIFF_TEAM(other, self));
1905 while(other && DIFF_TEAM(other, self))
1906 other = other.chain;
1907 if(other == self.enemy)
1914 other = other.chain;
1918 SetSpectator(self, other);
1919 return SpectateSet();
1924 ShowRespawnCountdown()
1926 Update a respawn countdown display.
1929 void ShowRespawnCountdown()
1932 if(self.deadflag == DEAD_NO) // just respawned?
1936 number = ceil(self.respawn_time - time);
1939 if(number <= self.respawn_countdown)
1941 self.respawn_countdown = number - 1;
1942 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
1943 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1948 void LeaveSpectatorMode()
1952 if(nJoinAllowed(self))
1954 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1956 self.classname = "player";
1957 nades_RemoveBonus(self);
1959 if(autocvar_g_campaign || autocvar_g_balance_teams)
1960 { JoinBestTeam(self, false, true); }
1962 if(autocvar_g_campaign)
1963 { campaign_bots_may_start = 1; }
1965 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1967 PutClientInServer();
1969 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1972 stuffcmd(self, "menu_showteamselect\n");
1976 // Player may not join because g_maxplayers is set
1977 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1982 * Determines whether the player is allowed to join. This depends on cvar
1983 * g_maxplayers, if it isn't used this function always return true, otherwise
1984 * it checks whether the number of currently playing players exceeds g_maxplayers.
1985 * @return int number of free slots for players, 0 if none
1987 float nJoinAllowed(entity ignore)
1990 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1991 // so report 0 free slots if restricted
1993 if(autocvar_g_forced_team_otherwise == "spectate")
1995 if(autocvar_g_forced_team_otherwise == "spectator")
1999 if(self.team_forced < 0)
2000 return 0; // forced spectators can never join
2002 // TODO simplify this
2004 float totalClients = 0;
2009 if (!autocvar_g_maxplayers)
2010 return maxclients - totalClients;
2012 float currentlyPlaying = 0;
2013 FOR_EACH_REALCLIENT(e)
2014 if(IS_PLAYER(e) || e.caplayer)
2015 currentlyPlaying += 1;
2017 if(currentlyPlaying < autocvar_g_maxplayers)
2018 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2024 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2025 * g_maxplayers_spectator_blocktime seconds
2027 void checkSpectatorBlock()
2029 if(IS_SPEC(self) || IS_OBSERVER(self))
2031 if(IS_REAL_CLIENT(self))
2033 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2034 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2040 void PrintWelcomeMessage()
2042 if(self.motd_actived_time == 0)
2044 if (autocvar_g_campaign) {
2045 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2046 self.motd_actived_time = time;
2047 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2050 if (self.BUTTON_INFO) {
2051 self.motd_actived_time = time;
2052 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2056 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2058 if (autocvar_g_campaign) {
2059 if (self.BUTTON_INFO)
2060 self.motd_actived_time = time;
2061 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2062 self.motd_actived_time = 0;
2063 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2066 if (self.BUTTON_INFO)
2067 self.motd_actived_time = time;
2068 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2069 self.motd_actived_time = 0;
2070 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2074 else //if(self.motd_actived_time < 0) // just connected, motd is active
2076 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2077 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2078 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2080 // instanctly hide MOTD
2081 self.motd_actived_time = 0;
2082 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2087 void ObserverThink()
2091 MinigameImpulse(self.impulse);
2094 float prefered_movetype;
2095 if (self.flags & FL_JUMPRELEASED) {
2096 if (self.BUTTON_JUMP && !self.version_mismatch) {
2097 self.flags &= ~FL_JUMPRELEASED;
2098 self.flags |= FL_SPAWNING;
2099 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2100 self.flags &= ~FL_JUMPRELEASED;
2101 if(SpectateNext()) {
2102 self.classname = "spectator";
2105 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2106 if (self.movetype != prefered_movetype)
2107 self.movetype = prefered_movetype;
2110 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2111 self.flags |= FL_JUMPRELEASED;
2112 if(self.flags & FL_SPAWNING)
2114 self.flags &= ~FL_SPAWNING;
2115 LeaveSpectatorMode();
2122 void SpectatorThink()
2126 if(MinigameImpulse(self.impulse))
2129 if (self.flags & FL_JUMPRELEASED) {
2130 if (self.BUTTON_JUMP && !self.version_mismatch) {
2131 self.flags &= ~FL_JUMPRELEASED;
2132 self.flags |= FL_SPAWNING;
2133 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2134 self.flags &= ~FL_JUMPRELEASED;
2135 if(SpectateNext()) {
2136 self.classname = "spectator";
2138 self.classname = "observer";
2139 PutClientInServer();
2142 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2143 self.flags &= ~FL_JUMPRELEASED;
2144 if(SpectatePrev()) {
2145 self.classname = "spectator";
2147 self.classname = "observer";
2148 PutClientInServer();
2151 } else if (self.BUTTON_ATCK2) {
2152 self.flags &= ~FL_JUMPRELEASED;
2153 self.classname = "observer";
2154 PutClientInServer();
2156 if(!SpectateUpdate())
2157 PutObserverInServer();
2160 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2161 self.flags |= FL_JUMPRELEASED;
2162 if(self.flags & FL_SPAWNING)
2164 self.flags &= ~FL_SPAWNING;
2165 LeaveSpectatorMode();
2169 if(!SpectateUpdate())
2170 PutObserverInServer();
2173 self.flags |= FL_CLIENT | FL_NOTARGET;
2176 void vehicles_enter (entity pl, entity veh);
2179 if (!IS_PLAYER(self))
2186 vehicles_exit(VHEF_NORMAL);
2190 else if(autocvar_g_vehicles_enter)
2193 if(self.deadflag == DEAD_NO)
2196 entity head, closest_target = world;
2197 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2199 while(head) // find the closest acceptable target to enter
2201 if(head.vehicle_flags & VHF_ISVEHICLE)
2202 if(head.deadflag == DEAD_NO)
2203 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2204 if(head.takedamage != DAMAGE_NO)
2208 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2209 { closest_target = head; }
2211 else { closest_target = head; }
2217 if(closest_target) { vehicles_enter(self, closest_target); return; }
2221 // a use key was pressed; call handlers
2222 MUTATOR_CALLHOOK(PlayerUseKey);
2225 float isInvisibleString(string s)
2228 s = strdecolorize(s);
2229 for((i = 0), (n = strlen(s)); i < n; ++i)
2237 case 192: // charmap space
2238 if (!autocvar_utf8_enable)
2241 case 160: // space in unicode fonts
2242 case 0xE000 + 192: // utf8 charmap space
2243 if (autocvar_utf8_enable)
2256 Called every frame for each client before the physics are run
2259 .float usekeypressed;
2260 void() nexball_setstatus;
2261 .float last_vehiclecheck;
2263 void PlayerPreThink (void)
2265 WarpZone_PlayerPhysics_FixVAngle();
2267 self.stat_game_starttime = game_starttime;
2268 self.stat_round_starttime = round_starttime;
2269 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2270 self.stat_leadlimit = autocvar_leadlimit;
2272 self.weaponsinmap = weaponsInMap;
2276 // physics frames: update anticheat stuff
2277 anticheat_prethink();
2280 if(blockSpectators && frametime)
2281 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2282 checkSpectatorBlock();
2286 // Savage: Check for nameless players
2287 if (isInvisibleString(self.netname)) {
2288 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2289 if(autocvar_sv_eventlog)
2290 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2291 if(self.netname_previous)
2292 strunzone(self.netname_previous);
2293 self.netname_previous = strzone(new_name);
2294 self.netname = self.netname_previous;
2295 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2296 } else if(self.netname_previous != self.netname) {
2297 if(autocvar_sv_eventlog)
2298 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2299 if(self.netname_previous)
2300 strunzone(self.netname_previous);
2301 self.netname_previous = strzone(self.netname);
2305 if(self.version_nagtime)
2306 if(self.cvar_g_xonoticversion)
2307 if(time > self.version_nagtime)
2309 // don't notify git users
2310 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2312 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2314 // notify release users if connecting to git
2315 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");
2316 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2321 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2324 // give users new version
2325 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");
2326 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2330 // notify users about old server version
2331 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");
2332 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2336 self.version_nagtime = 0;
2340 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2342 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2343 self.max_armorvalue = 0;
2346 if(self.frozen == 2)
2348 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2349 self.health = max(1, self.revive_progress * start_health);
2350 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2352 if(self.revive_progress >= 1)
2355 else if(self.frozen == 3)
2357 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2358 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2363 vehicles_exit(VHEF_RELEASE);
2364 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2366 else if ( self.revive_progress <= 0 )
2370 MUTATOR_CALLHOOK(PlayerPreThink);
2372 if(autocvar_g_vehicles_enter)
2373 if(time > self.last_vehiclecheck)
2378 if(self.deadflag == DEAD_NO)
2381 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2382 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2383 if(veh.deadflag == DEAD_NO)
2384 if(veh.takedamage != DAMAGE_NO)
2385 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2386 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2388 if(!veh.team || SAME_TEAM(self, veh))
2389 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2390 else if(autocvar_g_vehicles_steal)
2391 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2393 self.last_vehiclecheck = time + 1;
2396 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2398 if(self.BUTTON_USE && !self.usekeypressed)
2400 self.usekeypressed = self.BUTTON_USE;
2403 if(IS_REAL_CLIENT(self))
2404 PrintWelcomeMessage();
2409 CheckRules_Player();
2411 if (intermission_running)
2413 IntermissionThink (); // otherwise a button could be missed between
2414 return; // the think tics
2417 //don't allow the player to turn around while game is paused!
2418 if(timeout_status == TIMEOUT_ACTIVE) {
2419 // FIXME turn this into CSQC stuff
2420 self.v_angle = self.lastV_angle;
2421 self.angles = self.lastV_angle;
2422 self.fixangle = true;
2427 if(self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge))
2429 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2430 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2431 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2433 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2435 self.weaponentity_glowmod_x = self.weaponentity_glowmod.x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2436 self.weaponentity_glowmod_y = self.weaponentity_glowmod.y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2437 self.weaponentity_glowmod_z = self.weaponentity_glowmod.z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2441 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2446 if (self.deadflag != DEAD_NO)
2448 if(self.personal && g_race_qualifying)
2450 if(time > self.respawn_time)
2452 self.respawn_time = time + 1; // only retry once a second
2453 self.stat_respawn_time = self.respawn_time;
2460 float button_pressed;
2463 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2465 if (self.deadflag == DEAD_DYING)
2467 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2468 self.deadflag = DEAD_RESPAWNING;
2469 else if(!button_pressed)
2470 self.deadflag = DEAD_DEAD;
2472 else if (self.deadflag == DEAD_DEAD)
2475 self.deadflag = DEAD_RESPAWNABLE;
2476 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2477 self.deadflag = DEAD_RESPAWNING;
2479 else if (self.deadflag == DEAD_RESPAWNABLE)
2482 self.deadflag = DEAD_RESPAWNING;
2484 else if (self.deadflag == DEAD_RESPAWNING)
2486 if(time > self.respawn_time)
2488 self.respawn_time = time + 1; // only retry once a second
2489 self.respawn_time_max = self.respawn_time;
2494 ShowRespawnCountdown();
2496 if(self.respawn_flags & RESPAWN_SILENT)
2497 self.stat_respawn_time = 0;
2498 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2499 self.stat_respawn_time = self.respawn_time_max;
2501 self.stat_respawn_time = self.respawn_time;
2504 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2505 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2506 self.stat_respawn_time *= -1;
2511 self.prevorigin = self.origin;
2513 float do_crouch = self.BUTTON_CROUCH;
2521 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2522 // It cannot be predicted by the engine!
2523 if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2531 self.view_ofs = self.stat_pl_crouch_view_ofs;
2532 setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
2533 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2540 tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
2541 if (!trace_startsolid)
2543 self.crouch = false;
2544 self.view_ofs = self.stat_pl_view_ofs;
2545 setsize (self, self.stat_pl_min, self.stat_pl_max);
2552 GrapplingHookFrame();
2554 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2557 self.items &= ~self.items_added;
2561 self.items_added = 0;
2562 if(self.items & ITEM_Jetpack.m_itemid)
2563 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2564 self.items_added |= IT_FUEL;
2566 self.items |= self.items_added;
2571 // WEAPONTODO: Add a weapon request for this
2572 // rot vortex charge to the charge limit
2573 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2574 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2580 secrets_setstatus();
2583 monsters_setstatus();
2585 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2587 //self.angles_y=self.v_angle_y + 90; // temp
2588 } else if(gameover) {
2589 if (intermission_running)
2590 IntermissionThink (); // otherwise a button could be missed between
2592 } else if(IS_OBSERVER(self)) {
2594 } else if(IS_SPEC(self)) {
2598 // WEAPONTODO: Add weapon request for this
2600 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX.m_id) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE.m_id && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2602 float oldspectatee_status;
2603 oldspectatee_status = self.spectatee_status;
2605 self.spectatee_status = num_for_edict(self.enemy);
2606 else if(IS_OBSERVER(self))
2607 self.spectatee_status = num_for_edict(self);
2609 self.spectatee_status = 0;
2610 if(self.spectatee_status != oldspectatee_status)
2612 ClientData_Touch(self);
2615 if(self.teamkill_soundtime)
2616 if(time > self.teamkill_soundtime)
2618 self.teamkill_soundtime = 0;
2620 setself(self.teamkill_soundsource);
2621 entity oldpusher = self.pusher;
2624 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2626 self.pusher = oldpusher;
2630 if(self.taunt_soundtime)
2631 if(time > self.taunt_soundtime)
2633 self.taunt_soundtime = 0;
2634 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2637 target_voicescript_next(self);
2639 // WEAPONTODO: Move into weaponsystem somehow
2640 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2642 self.clip_load = self.clip_size = 0;
2649 Called every frame for each client after the physics are run
2652 .float idlekick_lasttimeleft;
2653 void PlayerPostThink (void)
2655 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2656 if(IS_REAL_CLIENT(self))
2657 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2659 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2661 if(self.idlekick_lasttimeleft)
2663 self.idlekick_lasttimeleft = 0;
2664 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2670 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2671 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2673 if(!self.idlekick_lasttimeleft)
2674 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2678 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2682 else if(timeleft <= 10)
2684 if(timeleft != self.idlekick_lasttimeleft)
2685 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2686 self.idlekick_lasttimeleft = timeleft;
2693 //CheckPlayerJump();
2695 if(IS_PLAYER(self)) {
2696 CheckRules_Player();
2700 if (intermission_running)
2701 return; // intermission or finale
2707 for(i = 0; i < 1000; ++i)
2710 end = self.origin + '0 0 1024' + 512 * randomvec();
2711 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2712 if(trace_fraction < 1)
2713 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2715 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2721 if(self.waypointsprite_attachedforcarrier)
2722 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2726 CSQCMODEL_AUTOUPDATE(self);