1 #include "waypointsprites.qh"
3 #include "cl_impulse.qh"
4 #include "cl_player.qh"
8 #include "miscfunctions.qh"
10 #include "teamplay.qh"
11 #include "playerdemo.qh"
15 #include "bot/navigation.qh"
17 #include "weapons/hitplot.qh"
18 #include "weapons/weaponsystem.qh"
20 #include "../common/net_notice.qh"
22 #include "../common/monsters/sv_monsters.qh"
24 #include "../warpzonelib/server.qh"
28 void send_CSQC_teamnagger() {
29 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
30 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
33 float ClientData_Send(entity to, int sf)
50 sf |= 1; // forced scoreboard
51 if(to.spectatee_status)
52 sf |= 2; // spectator ent number follows
55 if(e.porto_v_angle_held)
56 sf |= 8; // angles held
58 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
59 WriteByte(MSG_ENTITY, sf);
62 WriteByte(MSG_ENTITY, to.spectatee_status);
66 WriteAngle(MSG_ENTITY, e.v_angle.x);
67 WriteAngle(MSG_ENTITY, e.v_angle.y);
73 void ClientData_Attach()
75 Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
76 self.clientdata.drawonlytoclient = self;
77 self.clientdata.owner = self;
80 void ClientData_Detach()
82 remove(self.clientdata);
83 self.clientdata = world;
86 void ClientData_Touch(entity e)
88 e.clientdata.SendFlags = 1;
90 // make it spectatable
92 FOR_EACH_REALCLIENT(e2)
97 e2.clientdata.SendFlags = 1;
101 .string netname_previous;
103 void SetSpectator(entity player, entity spectatee);
110 Checks if the argument string can be a valid playermodel.
111 Returns a valid one in doubt.
114 string FallbackPlayerModel;
115 string CheckPlayerModel(string plyermodel) {
116 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
118 // note: we cannot summon Don Strunzone here, some player may
119 // still have the model string set. In case anyone manages how
120 // to change a cvar default, we'll have a small leak here.
121 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
123 // only in right path
124 if( substring(plyermodel,0,14) != "models/player/")
125 return FallbackPlayerModel;
126 // only good file extensions
127 if(substring(plyermodel,-4,4) != ".zym")
128 if(substring(plyermodel,-4,4) != ".dpm")
129 if(substring(plyermodel,-4,4) != ".iqm")
130 if(substring(plyermodel,-4,4) != ".md3")
131 if(substring(plyermodel,-4,4) != ".psk")
132 return FallbackPlayerModel;
133 // forbid the LOD models
134 if(substring(plyermodel, -9,5) == "_lod1")
135 return FallbackPlayerModel;
136 if(substring(plyermodel, -9,5) == "_lod2")
137 return FallbackPlayerModel;
138 if(plyermodel != strtolower(plyermodel))
139 return FallbackPlayerModel;
140 // also, restrict to server models
141 if(autocvar_sv_servermodelsonly)
143 if(!fexists(plyermodel))
144 return FallbackPlayerModel;
149 void setplayermodel(entity e, string modelname)
151 precache_model(modelname);
152 setmodel(e, modelname);
153 player_setupanimsformodel();
154 UpdatePlayerSounds();
161 putting a client as observer in the server
164 void FixPlayermodel();
165 void PutObserverInServer (void)
168 self.hud = HUD_NORMAL;
170 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
172 spot = SelectSpawnPoint (true);
174 error("No spawnpoints for observers?!?\n");
175 RemoveGrapplingHook(self); // Wazat's Grappling Hook
177 if(IS_REAL_CLIENT(self))
180 WriteByte(MSG_ONE, SVC_SETVIEW);
181 WriteEntity(MSG_ONE, self);
184 self.frags = FRAGS_SPECTATOR;
186 MUTATOR_CALLHOOK(MakePlayerObserver);
188 Portal_ClearAll(self);
195 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
200 vehicles_exit(VHEF_RELESE);
202 WaypointSprite_PlayerDead();
204 if (!g_ca) // don't reset teams when moving a ca player to the spectators
205 self.team = -1; // move this as it is needed to log the player spectating in eventlog
207 if(self.killcount != -666)
209 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
210 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
211 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
213 if(self.just_joined == false) {
214 LogTeamchange(self.playerid, -1, 4);
216 self.just_joined = false;
219 PlayerScore_Clear(self); // clear scores when needed
221 accuracy_resend(self);
223 self.spectatortime = time;
225 self.classname = "observer";
226 self.iscreature = false;
227 self.teleportable = TELEPORT_SIMPLE;
228 self.damagedbycontents = false;
230 self.takedamage = DAMAGE_NO;
231 self.solid = SOLID_NOT;
232 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
233 self.flags = FL_CLIENT | FL_NOTARGET;
234 self.armorvalue = 666;
236 self.armorvalue = autocvar_g_balance_armor_start;
237 self.pauserotarmor_finished = 0;
238 self.pauserothealth_finished = 0;
239 self.pauseregen_finished = 0;
240 self.damageforcescale = 0;
242 self.respawn_flags = 0;
243 self.respawn_time = 0;
244 self.stat_respawn_time = 0;
249 self.pain_finished = 0;
250 self.strength_finished = 0;
251 self.invincible_finished = 0;
252 self.superweapons_finished = 0;
255 self.think = func_null;
258 self.deadflag = DEAD_NO;
259 self.angles = spot.angles;
261 self.fixangle = true;
263 self.revival_time = 0;
265 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
266 self.prevorigin = self.origin;
268 self.weapons = '0 0 0';
271 setmodel(self, "null");
272 self.drawonlytoclient = self;
274 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
275 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
278 self.weaponname = "";
279 self.switchingweapon = 0;
280 self.weaponmodel = "";
281 self.weaponentity = world;
282 self.exteriorweaponentity = world;
283 self.killcount = -666;
284 self.velocity = '0 0 0';
285 self.avelocity = '0 0 0';
286 self.punchangle = '0 0 0';
287 self.punchvector = '0 0 0';
288 self.oldvelocity = self.velocity;
289 self.fire_endtime = -1;
290 self.event_damage = func_null;
293 .float model_randomizer;
294 void FixPlayermodel()
297 float defaultskin, chmdl, oldskin, n, i;
304 if(autocvar_sv_defaultcharacter == 1)
309 s = Static_Team_ColorName_Lower(self.team);
312 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
313 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
317 if(defaultmodel == "")
319 defaultmodel = autocvar_sv_defaultplayermodel;
320 defaultskin = autocvar_sv_defaultplayerskin;
323 n = tokenize_console(defaultmodel);
326 defaultmodel = argv(floor(n * self.model_randomizer));
327 // However, do NOT randomize if the player-selected model is in the list.
328 for (i = 0; i < n; ++i)
329 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
330 defaultmodel = argv(i);
333 i = strstrofs(defaultmodel, ":", 0);
336 defaultskin = stof(substring(defaultmodel, i+1, -1));
337 defaultmodel = substring(defaultmodel, 0, i);
341 if(defaultmodel != "")
343 if (defaultmodel != self.model)
347 setplayermodel (self, defaultmodel);
348 setsize (self, m1, m2);
353 self.skin = defaultskin;
355 if (self.playermodel != self.model || self.playermodel == "")
357 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
360 setplayermodel (self, self.playermodel);
361 setsize (self, m1, m2);
366 self.skin = stof(self.playerskin);
369 if(chmdl || oldskin != self.skin) // model or skin has changed
371 self.species = player_getspecies(); // update species
372 UpdatePlayerSounds(); // update skin sounds
376 if(strlen(autocvar_sv_defaultplayercolors))
377 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
378 setcolor(self, stof(autocvar_sv_defaultplayercolors));
385 Called when a client spawns in the server
388 void PutClientInServer (void)
390 if(IS_BOT_CLIENT(self))
391 self.classname = "player";
392 else if(IS_REAL_CLIENT(self))
395 WriteByte(MSG_ONE, SVC_SETVIEW);
396 WriteEntity(MSG_ONE, self);
399 SetSpectator(self, world);
404 MUTATOR_CALLHOOK(PutClientInServer);
407 self.classname = "observer";
411 entity spot, oldself;
414 accuracy_resend(self);
417 JoinBestTeam(self, false, true);
419 spot = SelectSpawnPoint (false);
422 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
423 return; // spawn failed
426 RemoveGrapplingHook(self); // Wazat's Grappling Hook
429 vehicles_exit(VHEF_RELESE);
431 self.classname = "player";
432 self.wasplayer = true;
433 self.iscreature = true;
434 self.teleportable = TELEPORT_NORMAL;
435 self.damagedbycontents = true;
436 self.movetype = MOVETYPE_WALK;
437 self.solid = SOLID_SLIDEBOX;
438 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
439 if(autocvar_g_playerclip_collisions)
440 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
441 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
442 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
443 self.frags = FRAGS_PLAYER;
444 if(INDEPENDENT_PLAYERS)
445 MAKE_INDEPENDENT_PLAYER(self);
446 self.flags = FL_CLIENT;
447 if(autocvar__notarget)
448 self.flags |= FL_NOTARGET;
449 self.takedamage = DAMAGE_AIM;
451 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
452 self.air_finished = time + 12;
454 if(WEP_CVAR(vortex, charge))
456 if(WEP_CVAR_SEC(vortex, chargepool))
457 self.vortex_chargepool_ammo = 1;
458 self.vortex_charge = WEP_CVAR(vortex, charge_start);
463 self.ammo_shells = warmup_start_ammo_shells;
464 self.ammo_nails = warmup_start_ammo_nails;
465 self.ammo_rockets = warmup_start_ammo_rockets;
466 self.ammo_cells = warmup_start_ammo_cells;
467 self.ammo_plasma = warmup_start_ammo_plasma;
468 self.ammo_fuel = warmup_start_ammo_fuel;
469 self.health = warmup_start_health;
470 self.armorvalue = warmup_start_armorvalue;
471 self.weapons = WARMUP_START_WEAPONS;
475 self.ammo_shells = start_ammo_shells;
476 self.ammo_nails = start_ammo_nails;
477 self.ammo_rockets = start_ammo_rockets;
478 self.ammo_cells = start_ammo_cells;
479 self.ammo_plasma = start_ammo_plasma;
480 self.ammo_fuel = start_ammo_fuel;
481 self.health = start_health;
482 self.armorvalue = start_armorvalue;
483 self.weapons = start_weapons;
486 if(self.weapons & WEPSET_SUPERWEAPONS)
487 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
489 self.superweapons_finished = 0;
491 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
493 if(g_weaponarena_random_with_blaster)
494 self.weapons &= ~WEPSET_BLASTER;
495 W_RandomWeapons(self, g_weaponarena_random);
496 if(g_weaponarena_random_with_blaster)
497 self.weapons |= WEPSET_BLASTER;
500 self.items = start_items;
502 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
503 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
504 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
505 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
506 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
507 //extend the pause of rotting if client was reset at the beginning of the countdown
508 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
509 self.spawnshieldtime += game_starttime - time;
510 self.pauserotarmor_finished += game_starttime - time;
511 self.pauserothealth_finished += game_starttime - time;
512 self.pauseregen_finished += game_starttime - time;
514 self.damageforcescale = 2;
516 self.respawn_flags = 0;
517 self.respawn_time = 0;
518 self.stat_respawn_time = 0;
522 self.pain_finished = 0;
523 self.strength_finished = 0;
524 self.invincible_finished = 0;
526 // players have no think function
527 self.think = func_null;
531 self.ballistics_density = autocvar_g_ballistics_density_player;
535 self.deadflag = DEAD_NO;
537 self.angles = spot.angles;
539 self.angles_z = 0; // never spawn tilted even if the spot says to
540 if(IS_BOT_CLIENT(self))
541 self.v_angle = self.angles;
542 self.fixangle = true; // turn this way immediately
543 self.velocity = '0 0 0';
544 self.avelocity = '0 0 0';
545 self.punchangle = '0 0 0';
546 self.punchvector = '0 0 0';
547 self.oldvelocity = self.velocity;
548 self.fire_endtime = -1;
549 self.revival_time = 0;
551 entity spawnevent = spawn();
552 spawnevent.owner = self;
553 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
555 // Cut off any still running player sounds.
556 stopsound(self, CH_PLAYER_SINGLE);
560 self.drawonlytoclient = world;
563 self.view_ofs = PL_VIEW_OFS;
564 setsize (self, PL_MIN, PL_MAX);
565 self.spawnorigin = spot.origin;
566 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
567 // don't reset back to last position, even if new position is stuck in solid
568 self.oldorigin = self.origin;
569 self.prevorigin = self.origin;
570 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
571 self.lastteleporttime = time; // prevent insane speeds due to changing origin
572 self.hud = HUD_NORMAL;
574 self.event_damage = PlayerDamage;
576 self.bot_attack = true;
577 self.monster_attack = true;
579 self.spider_slowness = 0;
581 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
583 if(self.killcount == -666) {
584 PlayerScore_Clear(self);
588 CL_SpawnWeaponentity();
589 self.alpha = default_player_alpha;
590 self.colormod = '1 1 1' * autocvar_g_player_brightness;
591 self.exteriorweaponentity.alpha = default_weapon_alpha;
593 self.speedrunning = false;
595 //stuffcmd(self, "chase_active 0");
596 //stuffcmd(self, "set viewsize $tmpviewsize \n");
598 target_voicescript_clear(self);
600 // reset fields the weapons may use
601 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
603 WEP_ACTION(j, WR_RESETPLAYER);
605 // all weapons must be fully loaded when we spawn
606 entity e = get_weaponinfo(j);
607 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
608 self.(weapon_load[j]) = e.reloading_ammo;
616 self.target = string_null;
625 MUTATOR_CALLHOOK(PlayerSpawn);
627 if(autocvar_spawn_debug)
629 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
630 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
633 self.switchweapon = w_getbestweapon(self);
634 self.cnt = -1; // W_LastWeapon will not complain
636 self.weaponname = "";
637 self.switchingweapon = 0;
641 self.alivetime = time;
645 else if(IS_OBSERVER(self))
647 PutObserverInServer ();
651 .float ebouncefactor, ebouncestop; // electro's values
652 // TODO do we need all these fields, or should we stop autodetecting runtime
653 // changes and just have a console command to update this?
654 float ClientInit_SendEntity(entity to, float sf)
656 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
657 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
658 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
659 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
660 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
661 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
662 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
663 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
664 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
665 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
667 if(sv_foginterval && world.fog != "")
668 WriteString(MSG_ENTITY, world.fog);
670 WriteString(MSG_ENTITY, "");
671 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
672 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
673 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
674 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
675 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
676 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
677 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
678 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
679 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
680 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
681 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
682 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
686 void ClientInit_CheckUpdate()
688 self.nextthink = time;
689 if(self.count != autocvar_g_balance_armor_blockpercent)
691 self.count = autocvar_g_balance_armor_blockpercent;
694 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
696 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
699 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
701 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
704 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
706 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
709 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
711 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
716 void ClientInit_Spawn()
721 e.classname = "clientinit";
722 e.think = ClientInit_CheckUpdate;
723 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
727 ClientInit_CheckUpdate();
736 void SetNewParms (void)
738 // initialize parms for a new player
739 parm1 = -(86400 * 366);
747 void SetChangeParms (void)
749 // save parms for level change
750 parm1 = self.parm_idlesince - time;
758 void DecodeLevelParms (void)
761 self.parm_idlesince = parm1;
762 if(self.parm_idlesince == -(86400 * 366))
763 self.parm_idlesince = time;
765 // whatever happens, allow 60 seconds of idling directly after connect for map loading
766 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
773 Called when a client types 'kill' in the console
777 .float clientkill_nexttime;
778 void ClientKill_Now_TeamChange()
780 if(self.killindicator_teamchange == -1)
782 JoinBestTeam( self, false, true );
784 else if(self.killindicator_teamchange == -2)
787 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
788 PutObserverInServer();
791 SV_ChangeTeam(self.killindicator_teamchange - 1);
792 self.killindicator_teamchange = 0;
795 void ClientKill_Now()
799 vehicles_exit(VHEF_RELESE);
800 if(!self.killindicator_teamchange)
802 self.vehicle_health = -1;
803 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
807 if(self.killindicator && !wasfreed(self.killindicator))
808 remove(self.killindicator);
810 self.killindicator = world;
812 if(self.killindicator_teamchange)
813 ClientKill_Now_TeamChange();
816 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
818 // now I am sure the player IS dead
820 void KillIndicator_Think()
824 self.owner.killindicator = world;
829 if (self.owner.alpha < 0 && !self.owner.vehicle)
831 self.owner.killindicator = world;
839 ClientKill_Now(); // no oldself needed
842 else if(g_cts && self.health == 1) // health == 1 means that it's silent
844 self.nextthink = time + 1;
850 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
851 if(IS_REAL_CLIENT(self.owner))
854 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
856 self.nextthink = time + 1;
861 float clientkilltime;
862 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
871 killtime = autocvar_g_balance_kill_delay;
873 if(g_race_qualifying || g_cts)
876 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
878 remove(self.killindicator);
879 self.killindicator = world;
881 ClientKill_Now(); // allow instant kill in this case
885 self.killindicator_teamchange = targetteam;
887 if(!self.killindicator)
889 if(self.deadflag == DEAD_NO)
891 killtime = max(killtime, self.clientkill_nexttime - time);
892 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
895 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
901 starttime = max(time, clientkilltime);
903 self.killindicator = spawn();
904 self.killindicator.owner = self;
905 self.killindicator.scale = 0.5;
906 setattachment(self.killindicator, self, "");
907 setorigin(self.killindicator, '0 0 52');
908 self.killindicator.think = KillIndicator_Think;
909 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
910 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
911 self.killindicator.cnt = ceil(killtime);
912 self.killindicator.count = bound(0, ceil(killtime), 10);
913 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
915 for(e = world; (e = find(e, classname, "body")) != world; )
919 e.killindicator = spawn();
920 e.killindicator.owner = e;
921 e.killindicator.scale = 0.5;
922 setattachment(e.killindicator, e, "");
923 setorigin(e.killindicator, '0 0 52');
924 e.killindicator.think = KillIndicator_Think;
925 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
926 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
927 e.killindicator.cnt = ceil(killtime);
932 if(self.killindicator)
934 if(targetteam == 0) // just die
936 self.killindicator.colormod = '0 0 0';
937 if(IS_REAL_CLIENT(self))
938 if(self.killindicator.cnt > 0)
939 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
941 else if(targetteam == -1) // auto
943 self.killindicator.colormod = '0 1 0';
944 if(IS_REAL_CLIENT(self))
945 if(self.killindicator.cnt > 0)
946 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
948 else if(targetteam == -2) // spectate
950 self.killindicator.colormod = '0.5 0.5 0.5';
951 if(IS_REAL_CLIENT(self))
952 if(self.killindicator.cnt > 0)
953 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
957 self.killindicator.colormod = Team_ColorRGB(targetteam);
958 if(IS_REAL_CLIENT(self))
959 if(self.killindicator.cnt > 0)
960 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
966 void ClientKill (void)
969 if(self.player_blocked) return;
970 if(self.frozen) return;
972 ClientKill_TeamChange(0);
975 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
977 e.killindicator = spawn();
978 e.killindicator.owner = e;
979 e.killindicator.think = KillIndicator_Think;
980 e.killindicator.nextthink = time + (e.lip) * 0.05;
981 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
982 e.killindicator.health = 1; // this is used to indicate that it should be silent
986 void FixClientCvars(entity e)
988 // send prediction settings to the client
989 stuffcmd(e, "\nin_bindmap 0 0\n");
991 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
992 if(autocvar_g_antilag == 3) // client side hitscan
993 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
994 if(autocvar_sv_gentle)
995 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
998 float PlayerInIDList(entity p, string idlist)
1003 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1007 // this function allows abbreviated player IDs too!
1008 n = tokenize_console(idlist);
1009 for(i = 0; i < n; ++i)
1012 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1019 #ifdef DP_EXT_PRECONNECT
1024 Called once (not at each match start) when a client begins a connection to the server
1027 void ClientPreConnect (void)
1029 if(autocvar_sv_eventlog)
1031 GameLogEcho(sprintf(":connect:%d:%d:%s",
1033 num_for_edict(self),
1034 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1044 Called when a client connects to the server
1047 void DecodeLevelParms (void);
1048 //void dom_player_join_team(entity pl);
1049 void set_dom_state(entity e);
1050 void ClientConnect (void)
1056 print("Warning: ClientConnect, but already connected!\n");
1060 if(Ban_MaybeEnforceBanOnce(self))
1066 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1069 self.classname = "player_joining";
1071 self.flags = FL_CLIENT;
1072 self.version_nagtime = time + 10 + random() * 10;
1076 dprint("BUG player count is lower than zero, this cannot happen!\n");
1080 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1082 PlayerScore_Attach(self);
1083 ClientData_Attach();
1084 accuracy_init(self);
1086 bot_clientconnect();
1092 // identify the right forced team
1093 if(autocvar_g_campaign)
1095 if(IS_REAL_CLIENT(self)) // only players, not bots
1097 switch(autocvar_g_campaign_forceteam)
1099 case 1: self.team_forced = NUM_TEAM_1; break;
1100 case 2: self.team_forced = NUM_TEAM_2; break;
1101 case 3: self.team_forced = NUM_TEAM_3; break;
1102 case 4: self.team_forced = NUM_TEAM_4; break;
1103 default: self.team_forced = 0;
1107 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1108 self.team_forced = NUM_TEAM_1;
1109 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1110 self.team_forced = NUM_TEAM_2;
1111 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1112 self.team_forced = NUM_TEAM_3;
1113 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1114 self.team_forced = NUM_TEAM_4;
1115 else if(autocvar_g_forced_team_otherwise == "red")
1116 self.team_forced = NUM_TEAM_1;
1117 else if(autocvar_g_forced_team_otherwise == "blue")
1118 self.team_forced = NUM_TEAM_2;
1119 else if(autocvar_g_forced_team_otherwise == "yellow")
1120 self.team_forced = NUM_TEAM_3;
1121 else if(autocvar_g_forced_team_otherwise == "pink")
1122 self.team_forced = NUM_TEAM_4;
1123 else if(autocvar_g_forced_team_otherwise == "spectate")
1124 self.team_forced = -1;
1125 else if(autocvar_g_forced_team_otherwise == "spectator")
1126 self.team_forced = -1;
1128 self.team_forced = 0;
1131 if(self.team_forced > 0)
1132 self.team_forced = 0;
1134 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1136 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1137 self.classname = "observer";
1141 if(autocvar_g_balance_teams)
1143 self.classname = "player";
1144 campaign_bots_may_start = 1;
1148 self.classname = "observer"; // do it anyway
1153 self.classname = "player";
1154 campaign_bots_may_start = 1;
1158 self.playerid = (playerid_last = playerid_last + 1);
1160 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1162 if(IS_BOT_CLIENT(self))
1163 PlayerStats_GameReport_AddPlayer(self);
1165 if(autocvar_sv_eventlog)
1166 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1168 LogTeamchange(self.playerid, self.team, 1);
1170 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1172 self.netname_previous = strzone(self.netname);
1174 if(IS_PLAYER(self) && teamplay)
1175 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1177 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1179 stuffcmd(self, strcat(clientstuff, "\n"));
1180 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1182 FixClientCvars(self);
1184 // spawnfunc_waypoint sprites
1185 WaypointSprite_InitClient(self);
1187 // Wazat's grappling hook
1188 SetGrappleHookBindings();
1191 stuffcmd(self, "alias +jetpack +button10\n");
1192 stuffcmd(self, "alias -jetpack -button10\n");
1194 // get version info from player
1195 stuffcmd(self, "cmd clientversion $gameversion\n");
1197 // get other cvars from player
1200 // notify about available teams
1203 CheckAllowedTeams(self);
1204 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1205 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1208 stuffcmd(self, "set _teams_available 0\n");
1212 bot_relinkplayerlist();
1214 self.spectatortime = time;
1217 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1220 self.jointime = time;
1221 self.allowed_timeouts = autocvar_sv_timeout_number;
1223 if(IS_REAL_CLIENT(self))
1225 if(!autocvar_g_campaign)
1227 self.motd_actived_time = -1;
1228 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1231 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1232 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1235 if(!sv_foginterval && world.fog != "")
1236 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1238 W_HitPlotOpen(self);
1240 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
1241 send_CSQC_teamnagger();
1245 CSQCMODEL_AUTOINIT();
1247 self.model_randomizer = random();
1249 if(IS_REAL_CLIENT(self))
1252 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1253 entity oldself = self;
1255 e.init_for_player(oldself);
1259 MUTATOR_CALLHOOK(ClientConnect);
1265 Called when a client disconnects from the server
1268 .entity chatbubbleentity;
1270 void ClientDisconnect (void)
1273 vehicles_exit(VHEF_RELESE);
1275 if (!IS_CLIENT(self))
1277 print("Warning: ClientDisconnect without ClientConnect\n");
1281 PlayerStats_GameReport_FinalizePlayer(self);
1283 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1285 CheatShutdownClient();
1287 W_HitPlotClose(self);
1290 anticheat_shutdown();
1292 playerdemo_shutdown();
1294 bot_clientdisconnect();
1299 if(autocvar_sv_eventlog)
1300 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1302 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1304 MUTATOR_CALLHOOK(ClientDisconnect);
1306 Portal_ClearAll(self);
1310 RemoveGrapplingHook(self);
1312 // Here, everything has been done that requires this player to be a client.
1314 self.flags &= ~FL_CLIENT;
1316 if (self.chatbubbleentity)
1317 remove (self.chatbubbleentity);
1319 if (self.killindicator)
1320 remove (self.killindicator);
1322 WaypointSprite_PlayerGone();
1324 bot_relinkplayerlist();
1326 accuracy_free(self);
1327 ClientData_Detach();
1328 PlayerScore_Detach(self);
1330 if(self.netname_previous)
1331 strunzone(self.netname_previous);
1332 if(self.clientstatus)
1333 strunzone(self.clientstatus);
1334 if(self.weaponorder_byimpulse)
1335 strunzone(self.weaponorder_byimpulse);
1337 ClearPlayerSounds();
1340 remove(self.personal);
1350 void ChatBubbleThink()
1352 self.nextthink = time;
1353 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1355 if(self.owner) // but why can that ever be world?
1356 self.owner.chatbubbleentity = world;
1360 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1362 || self.owner.tetris_on
1365 self.model = self.mdl;
1370 void UpdateChatBubble()
1374 // spawn a chatbubble entity if needed
1375 if (!self.chatbubbleentity)
1377 self.chatbubbleentity = spawn();
1378 self.chatbubbleentity.owner = self;
1379 self.chatbubbleentity.exteriormodeltoclient = self;
1380 self.chatbubbleentity.think = ChatBubbleThink;
1381 self.chatbubbleentity.nextthink = time;
1382 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1383 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1384 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs.z * '0 0 1');
1385 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1386 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1387 self.chatbubbleentity.model = "";
1388 self.chatbubbleentity.effects = EF_LOWPRECISION;
1393 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1394 // added to the model skins
1395 /*void UpdateColorModHack()
1398 c = self.clientcolors & 15;
1399 // LordHavoc: only bothering to support white, green, red, yellow, blue
1400 if (!teamplay) self.colormod = '0 0 0';
1401 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1402 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1403 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1404 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1405 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1406 else self.colormod = '1 1 1';
1411 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1413 self.solid = SOLID_NOT;
1414 self.takedamage = DAMAGE_NO;
1415 self.movetype = MOVETYPE_FLY;
1416 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1417 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1418 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1419 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1420 if(autocvar_g_respawn_ghosts_maxtime)
1421 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1426 self.effects |= EF_NODRAW; // prevent another CopyBody
1427 PutClientInServer();
1430 void play_countdown(float finished, string samp)
1432 if(IS_REAL_CLIENT(self))
1433 if(floor(finished - time - frametime) != floor(finished - time))
1434 if(finished - time < 6)
1435 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1438 void player_powerups (void)
1440 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1441 olditems = self.items;
1443 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1444 self.modelflags |= MF_ROCKET;
1446 self.modelflags &= ~MF_ROCKET;
1448 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1450 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1453 Fire_ApplyDamage(self);
1454 Fire_ApplyEffect(self);
1458 if (self.items & IT_STRENGTH)
1460 play_countdown(self.strength_finished, "misc/poweroff.wav");
1461 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1462 if (time > self.strength_finished)
1464 self.items = self.items - (self.items & IT_STRENGTH);
1465 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1466 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1471 if (time < self.strength_finished)
1473 self.items = self.items | IT_STRENGTH;
1474 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1475 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1478 if (self.items & IT_INVINCIBLE)
1480 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1481 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1482 if (time > self.invincible_finished)
1484 self.items = self.items - (self.items & IT_INVINCIBLE);
1485 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1486 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1491 if (time < self.invincible_finished)
1493 self.items = self.items | IT_INVINCIBLE;
1494 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1495 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1498 if (self.items & IT_SUPERWEAPON)
1500 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1502 self.superweapons_finished = 0;
1503 self.items = self.items - (self.items & IT_SUPERWEAPON);
1504 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1505 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1507 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1509 // don't let them run out
1513 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1514 if (time > self.superweapons_finished)
1516 self.items = self.items - (self.items & IT_SUPERWEAPON);
1517 self.weapons &= ~WEPSET_SUPERWEAPONS;
1518 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1519 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1523 else if(self.weapons & WEPSET_SUPERWEAPONS)
1525 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1527 self.items = self.items | IT_SUPERWEAPON;
1528 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1529 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1533 self.superweapons_finished = 0;
1534 self.weapons &= ~WEPSET_SUPERWEAPONS;
1539 self.superweapons_finished = 0;
1543 if(autocvar_g_nodepthtestplayers)
1544 self.effects = self.effects | EF_NODEPTHTEST;
1546 if(autocvar_g_fullbrightplayers)
1547 self.effects = self.effects | EF_FULLBRIGHT;
1549 if (time >= game_starttime)
1550 if (time < self.spawnshieldtime)
1551 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1553 MUTATOR_CALLHOOK(PlayerPowerups);
1556 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1558 if(current > stable)
1560 else if(current > stable - 0.25) // when close enough, "snap"
1563 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1566 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1568 if(current < stable)
1570 else if(current < stable + 0.25) // when close enough, "snap"
1573 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1576 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1578 if(current > rotstable)
1580 if(rotframetime > 0)
1582 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1583 current = max(rotstable, current - rotlinear * rotframetime);
1586 else if(current < regenstable)
1588 if(regenframetime > 0)
1590 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1591 current = min(regenstable, current + regenlinear * regenframetime);
1601 void player_regen (void)
1603 float max_mod, regen_mod, rot_mod, limit_mod;
1604 max_mod = regen_mod = rot_mod = limit_mod = 1;
1605 regen_mod_max = max_mod;
1606 regen_mod_regen = regen_mod;
1607 regen_mod_rot = rot_mod;
1608 regen_mod_limit = limit_mod;
1609 if(!MUTATOR_CALLHOOK(PlayerRegen))
1612 float minh, mina, maxh, maxa, limith, limita;
1613 maxh = autocvar_g_balance_health_rotstable;
1614 maxa = autocvar_g_balance_armor_rotstable;
1615 minh = autocvar_g_balance_health_regenstable;
1616 mina = autocvar_g_balance_armor_regenstable;
1617 limith = autocvar_g_balance_health_limit;
1618 limita = autocvar_g_balance_armor_limit;
1620 max_mod = regen_mod_max;
1621 regen_mod = regen_mod_regen;
1622 rot_mod = regen_mod_rot;
1623 limit_mod = regen_mod_limit;
1625 maxh = maxh * max_mod;
1626 minh = minh * max_mod;
1627 limith = limith * limit_mod;
1628 limita = limita * limit_mod;
1630 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);
1631 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);
1634 // if player rotted to death... die!
1635 // check this outside above checks, as player may still be able to rot to death
1637 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1639 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1641 float minf, maxf, limitf;
1643 maxf = autocvar_g_balance_fuel_rotstable;
1644 minf = autocvar_g_balance_fuel_regenstable;
1645 limitf = autocvar_g_balance_fuel_limit;
1647 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 & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1651 float zoomstate_set;
1652 void SetZoomState(float z)
1654 if(z != self.zoomstate)
1657 ClientData_Touch(self);
1662 void GetPressedKeys(void) {
1663 MUTATOR_CALLHOOK(GetPressedKeys);
1664 if (self.movement.x > 0) // get if movement keys are pressed
1665 { // forward key pressed
1666 self.pressedkeys |= KEY_FORWARD;
1667 self.pressedkeys &= ~KEY_BACKWARD;
1669 else if (self.movement.x < 0)
1670 { // backward key pressed
1671 self.pressedkeys |= KEY_BACKWARD;
1672 self.pressedkeys &= ~KEY_FORWARD;
1676 self.pressedkeys &= ~KEY_FORWARD;
1677 self.pressedkeys &= ~KEY_BACKWARD;
1680 if (self.movement.y > 0)
1681 { // right key pressed
1682 self.pressedkeys |= KEY_RIGHT;
1683 self.pressedkeys &= ~KEY_LEFT;
1685 else if (self.movement.y < 0)
1686 { // left key pressed
1687 self.pressedkeys |= KEY_LEFT;
1688 self.pressedkeys &= ~KEY_RIGHT;
1692 self.pressedkeys &= ~KEY_RIGHT;
1693 self.pressedkeys &= ~KEY_LEFT;
1696 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1697 self.pressedkeys |= KEY_JUMP;
1699 self.pressedkeys &= ~KEY_JUMP;
1700 if (self.BUTTON_CROUCH)
1701 self.pressedkeys |= KEY_CROUCH;
1703 self.pressedkeys &= ~KEY_CROUCH;
1705 if (self.BUTTON_ATCK)
1706 self.pressedkeys |= KEY_ATCK;
1708 self.pressedkeys &= ~KEY_ATCK;
1709 if (self.BUTTON_ATCK2)
1710 self.pressedkeys |= KEY_ATCK2;
1712 self.pressedkeys &= ~KEY_ATCK2;
1716 ======================
1717 spectate mode routines
1718 ======================
1721 void SpectateCopy(entity spectatee) {
1723 MUTATOR_CALLHOOK(SpectateCopy);
1724 self.armortype = spectatee.armortype;
1725 self.armorvalue = spectatee.armorvalue;
1726 self.ammo_cells = spectatee.ammo_cells;
1727 self.ammo_plasma = spectatee.ammo_plasma;
1728 self.ammo_shells = spectatee.ammo_shells;
1729 self.ammo_nails = spectatee.ammo_nails;
1730 self.ammo_rockets = spectatee.ammo_rockets;
1731 self.ammo_fuel = spectatee.ammo_fuel;
1732 self.clip_load = spectatee.clip_load;
1733 self.clip_size = spectatee.clip_size;
1734 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1735 self.health = spectatee.health;
1737 self.items = spectatee.items;
1738 self.last_pickup = spectatee.last_pickup;
1739 self.hit_time = spectatee.hit_time;
1740 self.metertime = spectatee.metertime;
1741 self.strength_finished = spectatee.strength_finished;
1742 self.invincible_finished = spectatee.invincible_finished;
1743 self.pressedkeys = spectatee.pressedkeys;
1744 self.weapons = spectatee.weapons;
1745 self.switchweapon = spectatee.switchweapon;
1746 self.switchingweapon = spectatee.switchingweapon;
1747 self.weapon = spectatee.weapon;
1748 self.vortex_charge = spectatee.vortex_charge;
1749 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1750 self.hagar_load = spectatee.hagar_load;
1751 self.arc_heat_percent = spectatee.arc_heat_percent;
1752 self.minelayer_mines = spectatee.minelayer_mines;
1753 self.punchangle = spectatee.punchangle;
1754 self.view_ofs = spectatee.view_ofs;
1755 self.velocity = spectatee.velocity;
1756 self.dmg_take = spectatee.dmg_take;
1757 self.dmg_save = spectatee.dmg_save;
1758 self.dmg_inflictor = spectatee.dmg_inflictor;
1759 self.v_angle = spectatee.v_angle;
1760 self.angles = spectatee.v_angle;
1761 self.frozen = spectatee.frozen;
1762 self.revive_progress = spectatee.revive_progress;
1763 if(!self.BUTTON_USE)
1764 self.fixangle = true;
1765 setorigin(self, spectatee.origin);
1766 setsize(self, spectatee.mins, spectatee.maxs);
1767 SetZoomState(spectatee.zoomstate);
1769 anticheat_spectatecopy(spectatee);
1770 self.hud = spectatee.hud;
1771 if(spectatee.vehicle)
1773 self.fixangle = false;
1774 //self.velocity = spectatee.vehicle.velocity;
1775 self.vehicle_health = spectatee.vehicle_health;
1776 self.vehicle_shield = spectatee.vehicle_shield;
1777 self.vehicle_energy = spectatee.vehicle_energy;
1778 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1779 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1780 self.vehicle_reload1 = spectatee.vehicle_reload1;
1781 self.vehicle_reload2 = spectatee.vehicle_reload2;
1785 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1786 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1787 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1788 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1790 //WriteByte (MSG_ONE, SVC_SETVIEW);
1791 // WriteEntity(MSG_ONE, self);
1792 //makevectors(spectatee.v_angle);
1793 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1797 float SpectateUpdate()
1802 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1804 SetSpectator(self, world);
1808 SpectateCopy(self.enemy);
1815 if(self.enemy.classname != "player")
1817 /*if(self.enemy.vehicle)
1821 WriteByte(MSG_ONE, SVC_SETVIEW);
1822 WriteEntity(MSG_ONE, self.enemy);
1823 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1825 self.movetype = MOVETYPE_NONE;
1826 accuracy_resend(self);
1831 WriteByte(MSG_ONE, SVC_SETVIEW);
1832 WriteEntity(MSG_ONE, self.enemy);
1833 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1834 self.movetype = MOVETYPE_NONE;
1835 accuracy_resend(self);
1837 if(!SpectateUpdate())
1838 PutObserverInServer();
1843 void SetSpectator(entity player, entity spectatee)
1845 entity old_spectatee = player.enemy;
1847 player.enemy = spectatee;
1850 // these are required to fix the spectator bug with arc
1851 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1852 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1855 float Spectate(entity pl)
1857 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1858 if(pl.team != self.team)
1861 SetSpectator(self, pl);
1862 return SpectateSet();
1865 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1866 entity CA_SpectateNext(entity start) {
1867 if (start.team == self.team) {
1872 // continue from current player
1873 while(other && other.team != self.team) {
1874 other = find(other, classname, "player");
1878 // restart from begining
1879 other = find(other, classname, "player");
1880 while(other && other.team != self.team) {
1881 other = find(other, classname, "player");
1888 float SpectateNext()
1890 other = find(self.enemy, classname, "player");
1892 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1893 // CA and ca players when spectating enemies is forbidden
1894 other = CA_SpectateNext(other);
1896 // other modes and ca spectators or spectating enemies is allowed
1898 other = find(other, classname, "player");
1901 if(other) { SetSpectator(self, other); }
1903 return SpectateSet();
1906 float SpectatePrev()
1908 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1909 other = findchain(classname, "player");
1910 if (!other) // no player
1913 entity first = other;
1914 // skip players until current spectated player
1916 while(other && other != self.enemy)
1917 other = other.chain;
1919 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1921 do { other = other.chain; }
1922 while(other && other.team != self.team);
1927 while(other.team != self.team)
1928 other = other.chain;
1929 if(other == self.enemy)
1936 other = other.chain;
1940 SetSpectator(self, other);
1941 return SpectateSet();
1946 ShowRespawnCountdown()
1948 Update a respawn countdown display.
1951 void ShowRespawnCountdown()
1954 if(self.deadflag == DEAD_NO) // just respawned?
1958 number = ceil(self.respawn_time - time);
1961 if(number <= self.respawn_countdown)
1963 self.respawn_countdown = number - 1;
1964 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
1965 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1970 void LeaveSpectatorMode()
1974 if(nJoinAllowed(self))
1976 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1978 self.classname = "player";
1979 nades_RemoveBonus(self);
1981 if(autocvar_g_campaign || autocvar_g_balance_teams)
1982 { JoinBestTeam(self, false, true); }
1984 if(autocvar_g_campaign)
1985 { campaign_bots_may_start = 1; }
1987 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1989 PutClientInServer();
1991 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1994 stuffcmd(self, "menu_showteamselect\n");
1998 // Player may not join because g_maxplayers is set
1999 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
2004 * Determines whether the player is allowed to join. This depends on cvar
2005 * g_maxplayers, if it isn't used this function always return true, otherwise
2006 * it checks whether the number of currently playing players exceeds g_maxplayers.
2007 * @return int number of free slots for players, 0 if none
2009 float nJoinAllowed(entity ignore) {
2011 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2012 // so report 0 free slots if restricted
2014 if(autocvar_g_forced_team_otherwise == "spectate")
2016 if(autocvar_g_forced_team_otherwise == "spectator")
2020 if(self.team_forced < 0)
2021 return 0; // forced spectators can never join
2023 // TODO simplify this
2025 float totalClients = 0;
2030 if (!autocvar_g_maxplayers)
2031 return maxclients - totalClients;
2033 float currentlyPlaying = 0;
2034 FOR_EACH_REALCLIENT(e)
2035 if(IS_PLAYER(e) || e.caplayer)
2036 currentlyPlaying += 1;
2038 if(currentlyPlaying < autocvar_g_maxplayers)
2039 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2045 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2046 * g_maxplayers_spectator_blocktime seconds
2048 void checkSpectatorBlock() {
2049 if(IS_SPEC(self) || IS_OBSERVER(self))
2051 if(IS_REAL_CLIENT(self))
2053 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2054 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2060 void PrintWelcomeMessage()
2062 if(self.motd_actived_time == 0)
2064 if (autocvar_g_campaign) {
2065 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2066 self.motd_actived_time = time;
2067 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2070 if (self.BUTTON_INFO) {
2071 self.motd_actived_time = time;
2072 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2076 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2078 if (autocvar_g_campaign) {
2079 if (self.BUTTON_INFO)
2080 self.motd_actived_time = time;
2081 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2082 self.motd_actived_time = 0;
2083 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2086 if (self.BUTTON_INFO)
2087 self.motd_actived_time = time;
2088 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2089 self.motd_actived_time = 0;
2090 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2094 else //if(self.motd_actived_time < 0) // just connected, motd is active
2096 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2097 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2098 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2100 // instanctly hide MOTD
2101 self.motd_actived_time = 0;
2102 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2107 void ObserverThink()
2109 float prefered_movetype;
2110 if (self.flags & FL_JUMPRELEASED) {
2111 if (self.BUTTON_JUMP && !self.version_mismatch) {
2112 self.flags &= ~FL_JUMPRELEASED;
2113 self.flags |= FL_SPAWNING;
2114 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2115 self.flags &= ~FL_JUMPRELEASED;
2116 if(SpectateNext()) {
2117 self.classname = "spectator";
2120 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2121 if (self.movetype != prefered_movetype)
2122 self.movetype = prefered_movetype;
2125 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2126 self.flags |= FL_JUMPRELEASED;
2127 if(self.flags & FL_SPAWNING)
2129 self.flags &= ~FL_SPAWNING;
2130 LeaveSpectatorMode();
2137 void SpectatorThink()
2139 if (self.flags & FL_JUMPRELEASED) {
2140 if (self.BUTTON_JUMP && !self.version_mismatch) {
2141 self.flags &= ~FL_JUMPRELEASED;
2142 self.flags |= FL_SPAWNING;
2143 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2144 self.flags &= ~FL_JUMPRELEASED;
2145 if(SpectateNext()) {
2146 self.classname = "spectator";
2148 self.classname = "observer";
2149 PutClientInServer();
2152 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2153 self.flags &= ~FL_JUMPRELEASED;
2154 if(SpectatePrev()) {
2155 self.classname = "spectator";
2157 self.classname = "observer";
2158 PutClientInServer();
2161 } else if (self.BUTTON_ATCK2) {
2162 self.flags &= ~FL_JUMPRELEASED;
2163 self.classname = "observer";
2164 PutClientInServer();
2166 if(!SpectateUpdate())
2167 PutObserverInServer();
2170 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2171 self.flags |= FL_JUMPRELEASED;
2172 if(self.flags & FL_SPAWNING)
2174 self.flags &= ~FL_SPAWNING;
2175 LeaveSpectatorMode();
2179 if(!SpectateUpdate())
2180 PutObserverInServer();
2183 self.flags |= FL_CLIENT | FL_NOTARGET;
2188 if (!IS_PLAYER(self))
2193 vehicles_exit(VHEF_NORMAL);
2197 // a use key was pressed; call handlers
2198 MUTATOR_CALLHOOK(PlayerUseKey);
2201 float isInvisibleString(string s)
2204 s = strdecolorize(s);
2205 for((i = 0), (n = strlen(s)); i < n; ++i)
2213 case 192: // charmap space
2214 if (!autocvar_utf8_enable)
2217 case 160: // space in unicode fonts
2218 case 0xE000 + 192: // utf8 charmap space
2219 if (autocvar_utf8_enable)
2232 Called every frame for each client before the physics are run
2235 .float usekeypressed;
2236 void() nexball_setstatus;
2238 void PlayerPreThink (void)
2240 WarpZone_PlayerPhysics_FixVAngle();
2242 self.stat_game_starttime = game_starttime;
2243 self.stat_round_starttime = round_starttime;
2244 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2245 self.stat_leadlimit = autocvar_leadlimit;
2249 // physics frames: update anticheat stuff
2250 anticheat_prethink();
2253 if(blockSpectators && frametime)
2254 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2255 checkSpectatorBlock();
2259 // Savage: Check for nameless players
2260 if (isInvisibleString(self.netname)) {
2261 string new_name = strzone(strcat("Player@", self.netaddress));
2262 if(autocvar_sv_eventlog)
2263 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2264 if(self.netname_previous)
2265 strunzone(self.netname_previous);
2266 self.netname_previous = strzone(new_name);
2267 self.netname = self.netname_previous;
2268 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2269 } else if(self.netname_previous != self.netname) {
2270 if(autocvar_sv_eventlog)
2271 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2272 if(self.netname_previous)
2273 strunzone(self.netname_previous);
2274 self.netname_previous = strzone(self.netname);
2278 if(self.version_nagtime)
2279 if(self.cvar_g_xonoticversion)
2280 if(time > self.version_nagtime)
2282 // don't notify git users
2283 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2285 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2287 // notify release users if connecting to git
2288 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");
2289 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2294 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2297 // give users new version
2298 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");
2299 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2303 // notify users about old server version
2304 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");
2305 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2309 self.version_nagtime = 0;
2313 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2315 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2316 self.max_armorvalue = 0;
2320 if (TetrisPreFrame())
2324 if(self.frozen == 2)
2326 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2327 self.health = max(1, self.revive_progress * start_health);
2328 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2330 if(self.revive_progress >= 1)
2333 else if(self.frozen == 3)
2335 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2336 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2341 vehicles_exit(VHEF_RELESE);
2342 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2344 else if ( self.revive_progress <= 0 )
2348 MUTATOR_CALLHOOK(PlayerPreThink);
2350 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2352 if(self.BUTTON_USE && !self.usekeypressed)
2354 self.usekeypressed = self.BUTTON_USE;
2357 if(IS_REAL_CLIENT(self))
2358 PrintWelcomeMessage();
2363 CheckRules_Player();
2365 if (intermission_running)
2367 IntermissionThink (); // otherwise a button could be missed between
2368 return; // the think tics
2371 //don't allow the player to turn around while game is paused!
2372 if(timeout_status == TIMEOUT_ACTIVE) {
2373 // FIXME turn this into CSQC stuff
2374 self.v_angle = self.lastV_angle;
2375 self.angles = self.lastV_angle;
2376 self.fixangle = true;
2381 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2383 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));
2384 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));
2385 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));
2387 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2389 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));
2390 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));
2391 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));
2395 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2400 if (self.deadflag != DEAD_NO)
2402 if(self.personal && g_race_qualifying)
2404 if(time > self.respawn_time)
2406 self.respawn_time = time + 1; // only retry once a second
2407 self.stat_respawn_time = self.respawn_time;
2414 float button_pressed;
2417 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2419 if (self.deadflag == DEAD_DYING)
2421 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2422 self.deadflag = DEAD_RESPAWNING;
2423 else if(!button_pressed)
2424 self.deadflag = DEAD_DEAD;
2426 else if (self.deadflag == DEAD_DEAD)
2429 self.deadflag = DEAD_RESPAWNABLE;
2430 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2431 self.deadflag = DEAD_RESPAWNING;
2433 else if (self.deadflag == DEAD_RESPAWNABLE)
2436 self.deadflag = DEAD_RESPAWNING;
2438 else if (self.deadflag == DEAD_RESPAWNING)
2440 if(time > self.respawn_time)
2442 self.respawn_time = time + 1; // only retry once a second
2443 self.respawn_time_max = self.respawn_time;
2448 ShowRespawnCountdown();
2450 if(self.respawn_flags & RESPAWN_SILENT)
2451 self.stat_respawn_time = 0;
2452 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2453 self.stat_respawn_time = self.respawn_time_max;
2455 self.stat_respawn_time = self.respawn_time;
2458 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2459 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2460 self.stat_respawn_time *= -1;
2465 self.prevorigin = self.origin;
2467 float do_crouch = self.BUTTON_CROUCH;
2475 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2476 // It cannot be predicted by the engine!
2477 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2485 self.view_ofs = PL_CROUCH_VIEW_OFS;
2486 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2487 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2494 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, false, self);
2495 if (!trace_startsolid)
2497 self.crouch = false;
2498 self.view_ofs = PL_VIEW_OFS;
2499 setsize (self, PL_MIN, PL_MAX);
2506 GrapplingHookFrame();
2508 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2511 self.items &= ~self.items_added;
2515 self.items_added = 0;
2516 if(self.items & IT_JETPACK)
2517 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2518 self.items_added |= IT_FUEL;
2520 self.items |= self.items_added;
2525 // WEAPONTODO: Add a weapon request for this
2526 // rot vortex charge to the charge limit
2527 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2528 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2534 secrets_setstatus();
2537 monsters_setstatus();
2539 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2541 //self.angles_y=self.v_angle_y + 90; // temp
2542 } else if(gameover) {
2543 if (intermission_running)
2544 IntermissionThink (); // otherwise a button could be missed between
2546 } else if(IS_OBSERVER(self)) {
2548 } else if(IS_SPEC(self)) {
2552 // WEAPONTODO: Add weapon request for this
2554 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2556 float oldspectatee_status;
2557 oldspectatee_status = self.spectatee_status;
2559 self.spectatee_status = num_for_edict(self.enemy);
2560 else if(IS_OBSERVER(self))
2561 self.spectatee_status = num_for_edict(self);
2563 self.spectatee_status = 0;
2564 if(self.spectatee_status != oldspectatee_status)
2566 ClientData_Touch(self);
2569 if(self.teamkill_soundtime)
2570 if(time > self.teamkill_soundtime)
2572 self.teamkill_soundtime = 0;
2574 entity oldpusher, oldself;
2576 oldself = self; self = self.teamkill_soundsource;
2577 oldpusher = self.pusher; self.pusher = oldself;
2579 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2581 self.pusher = oldpusher;
2585 if(self.taunt_soundtime)
2586 if(time > self.taunt_soundtime)
2588 self.taunt_soundtime = 0;
2589 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2592 target_voicescript_next(self);
2594 // WEAPONTODO: Move into weaponsystem somehow
2595 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2597 self.clip_load = self.clip_size = 0;
2604 Called every frame for each client after the physics are run
2607 .float idlekick_lasttimeleft;
2608 void PlayerPostThink (void)
2610 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2611 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2613 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2615 if(self.idlekick_lasttimeleft)
2617 self.idlekick_lasttimeleft = 0;
2618 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2624 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2625 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2627 if(!self.idlekick_lasttimeleft)
2628 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2632 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2636 else if(timeleft <= 10)
2638 if(timeleft != self.idlekick_lasttimeleft)
2639 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2640 self.idlekick_lasttimeleft = timeleft;
2646 if(self.impulse == 100)
2648 if (!TetrisPostFrame())
2654 //CheckPlayerJump();
2656 if(IS_PLAYER(self)) {
2657 CheckRules_Player();
2661 if (intermission_running)
2662 return; // intermission or finale
2672 for(i = 0; i < 1000; ++i)
2675 end = self.origin + '0 0 1024' + 512 * randomvec();
2676 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2677 if(trace_fraction < 1)
2678 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2680 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2686 if(self.waypointsprite_attachedforcarrier)
2687 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2691 CSQCMODEL_AUTOUPDATE();