1 #include "cl_client.qh"
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
8 #include "miscfunctions.qh"
10 #include "teamplay.qh"
11 #include "playerdemo.qh"
12 #include "spawnpoints.qh"
13 #include "g_damage.qh"
15 #include "command/common.qh"
20 #include "campaign.qh"
21 #include "command/common.qh"
24 #include "bot/navigation.qh"
26 #include "../common/vehicles/all.qh"
27 #include "../common/triggers/teleporters.qh"
29 #include "weapons/hitplot.qh"
30 #include "weapons/weaponsystem.qh"
32 #include "../common/net_notice.qh"
33 #include "../common/physics.qh"
35 #include "../common/items/all.qc"
37 #include "../common/mutators/mutator/waypoints/all.qh"
39 #include "../common/triggers/subs.qh"
40 #include "../common/triggers/triggers.qh"
41 #include "../common/triggers/trigger/secret.qh"
43 #include "../common/minigames/sv_minigames.qh"
45 #include "../common/items/inventory.qh"
47 #include "../common/monsters/sv_monsters.qh"
49 #include "../lib/warpzone/server.qh"
52 void send_CSQC_teamnagger() {
53 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
54 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
57 bool ClientData_Send(entity this, entity to, int sf)
74 sf |= 1; // forced scoreboard
75 if(to.spectatee_status)
76 sf |= 2; // spectator ent number follows
79 if(e.porto_v_angle_held)
80 sf |= 8; // angles held
82 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
83 WriteByte(MSG_ENTITY, sf);
86 WriteByte(MSG_ENTITY, to.spectatee_status);
90 WriteAngle(MSG_ENTITY, e.v_angle.x);
91 WriteAngle(MSG_ENTITY, e.v_angle.y);
97 void ClientData_Attach()
99 Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
100 self.clientdata.drawonlytoclient = self;
101 self.clientdata.owner = self;
104 void ClientData_Detach()
106 remove(self.clientdata);
107 self.clientdata = world;
110 void ClientData_Touch(entity e)
112 e.clientdata.SendFlags = 1;
114 // make it spectatable
116 FOR_EACH_REALCLIENT(e2)
121 e2.clientdata.SendFlags = 1;
125 .string netname_previous;
127 void SetSpectatee(entity player, entity spectatee);
134 Checks if the argument string can be a valid playermodel.
135 Returns a valid one in doubt.
138 string FallbackPlayerModel;
139 string CheckPlayerModel(string plyermodel) {
140 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
142 // note: we cannot summon Don Strunzone here, some player may
143 // still have the model string set. In case anyone manages how
144 // to change a cvar default, we'll have a small leak here.
145 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
147 // only in right path
148 if( substring(plyermodel,0,14) != "models/player/")
149 return FallbackPlayerModel;
150 // only good file extensions
151 if(substring(plyermodel,-4,4) != ".zym")
152 if(substring(plyermodel,-4,4) != ".dpm")
153 if(substring(plyermodel,-4,4) != ".iqm")
154 if(substring(plyermodel,-4,4) != ".md3")
155 if(substring(plyermodel,-4,4) != ".psk")
156 return FallbackPlayerModel;
157 // forbid the LOD models
158 if(substring(plyermodel, -9,5) == "_lod1")
159 return FallbackPlayerModel;
160 if(substring(plyermodel, -9,5) == "_lod2")
161 return FallbackPlayerModel;
162 if(plyermodel != strtolower(plyermodel))
163 return FallbackPlayerModel;
164 // also, restrict to server models
165 if(autocvar_sv_servermodelsonly)
167 if(!fexists(plyermodel))
168 return FallbackPlayerModel;
173 void setplayermodel(entity e, string modelname)
175 precache_model(modelname);
176 _setmodel(e, modelname);
177 player_setupanimsformodel();
178 UpdatePlayerSounds();
185 putting a client as observer in the server
188 void FixPlayermodel(entity player);
189 void PutObserverInServer()
192 self.hud = HUD_NORMAL;
194 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
196 spot = SelectSpawnPoint (true);
198 error("No spawnpoints for observers?!?\n");
199 RemoveGrapplingHook(self); // Wazat's Grappling Hook
201 if(IS_REAL_CLIENT(self))
204 WriteByte(MSG_ONE, SVC_SETVIEW);
205 WriteEntity(MSG_ONE, self);
208 self.frags = FRAGS_SPECTATOR;
209 self.bot_attack = false;
211 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver);
213 Portal_ClearAll(self);
220 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
225 vehicles_exit(VHEF_RELEASE);
227 WaypointSprite_PlayerDead();
229 if(!mutator_returnvalue) // mutator prevents resetting teams
230 self.team = -1; // move this as it is needed to log the player spectating in eventlog
232 if(self.killcount != FRAGS_SPECTATOR)
234 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
235 if(!intermission_running)
236 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
237 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
239 if(self.just_joined == false) {
240 LogTeamchange(self.playerid, -1, 4);
242 self.just_joined = false;
245 PlayerScore_Clear(self); // clear scores when needed
247 accuracy_resend(self);
249 self.spectatortime = time;
251 self.classname = STR_OBSERVER;
252 self.iscreature = false;
253 self.teleportable = TELEPORT_SIMPLE;
254 self.damagedbycontents = false;
255 self.health = FRAGS_SPECTATOR;
256 self.takedamage = DAMAGE_NO;
257 self.solid = SOLID_NOT;
258 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
259 self.flags = FL_CLIENT | FL_NOTARGET;
260 self.armorvalue = 666;
262 self.armorvalue = autocvar_g_balance_armor_start;
263 self.pauserotarmor_finished = 0;
264 self.pauserothealth_finished = 0;
265 self.pauseregen_finished = 0;
266 self.damageforcescale = 0;
268 self.respawn_flags = 0;
269 self.respawn_time = 0;
270 self.stat_respawn_time = 0;
275 self.pain_finished = 0;
276 self.strength_finished = 0;
277 self.invincible_finished = 0;
278 self.superweapons_finished = 0;
281 self.think = func_null;
284 self.deadflag = DEAD_NO;
285 self.angles = spot.angles;
287 self.fixangle = true;
289 self.revival_time = 0;
291 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
292 self.prevorigin = self.origin;
294 self.weapons = '0 0 0';
296 FixPlayermodel(self);
297 setmodel(self, MDL_Null);
298 self.drawonlytoclient = self;
300 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
301 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
304 self.weaponname = "";
305 self.switchingweapon = 0;
306 self.weaponmodel = "";
307 self.weaponentity = world;
308 self.exteriorweaponentity = world;
309 self.killcount = FRAGS_SPECTATOR;
310 self.velocity = '0 0 0';
311 self.avelocity = '0 0 0';
312 self.punchangle = '0 0 0';
313 self.punchvector = '0 0 0';
314 self.oldvelocity = self.velocity;
315 self.fire_endtime = -1;
316 self.event_damage = func_null;
319 .float model_randomizer;
320 void FixPlayermodel(entity player)
322 string defaultmodel = "";
324 if(autocvar_sv_defaultcharacter)
328 string s = Static_Team_ColorName_Lower(player.team);
331 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
332 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
336 if(defaultmodel == "")
338 defaultmodel = autocvar_sv_defaultplayermodel;
339 defaultskin = autocvar_sv_defaultplayerskin;
342 int n = tokenize_console(defaultmodel);
345 defaultmodel = argv(floor(n * player.model_randomizer));
346 // However, do NOT randomize if the player-selected model is in the list.
347 for (int i = 0; i < n; ++i)
348 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
349 defaultmodel = argv(i);
352 int i = strstrofs(defaultmodel, ":", 0);
355 defaultskin = stof(substring(defaultmodel, i+1, -1));
356 defaultmodel = substring(defaultmodel, 0, i);
359 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
360 defaultmodel = ret_string;
361 defaultskin = ret_int;
365 if(defaultmodel != "")
367 if (defaultmodel != player.model)
369 vector m1 = player.mins;
370 vector m2 = player.maxs;
371 setplayermodel (player, defaultmodel);
372 setsize (player, m1, m2);
376 oldskin = player.skin;
377 player.skin = defaultskin;
379 if (player.playermodel != player.model || player.playermodel == "")
381 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
382 vector m1 = player.mins;
383 vector m2 = player.maxs;
384 setplayermodel (player, player.playermodel);
385 setsize (player, m1, m2);
389 oldskin = player.skin;
390 player.skin = stof(player.playerskin);
393 if(chmdl || oldskin != player.skin) // model or skin has changed
395 player.species = player_getspecies(); // update species
396 UpdatePlayerSounds(); // update skin sounds
400 if(strlen(autocvar_sv_defaultplayercolors))
401 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
402 setcolor(player, stof(autocvar_sv_defaultplayercolors));
406 /** Called when a client spawns in the server */
407 void PutClientInServer()
410 if (IS_BOT_CLIENT(this)) {
411 this.classname = STR_PLAYER;
412 } else if (IS_REAL_CLIENT(this)) {
414 WriteByte(MSG_ONE, SVC_SETVIEW);
415 WriteEntity(MSG_ONE, this);
418 SetSpectatee(this, NULL);
423 MUTATOR_CALLHOOK(PutClientInServer, this);
426 this.classname = STR_OBSERVER;
427 PutObserverInServer();
433 accuracy_resend(this);
436 JoinBestTeam(this, false, true);
438 entity spot = SelectSpawnPoint(false);
440 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
441 return; // spawn failed
444 this.classname = STR_PLAYER;
445 this.wasplayer = true;
446 this.iscreature = true;
447 this.teleportable = TELEPORT_NORMAL;
448 this.damagedbycontents = true;
449 this.movetype = MOVETYPE_WALK;
450 this.solid = SOLID_SLIDEBOX;
451 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
452 if (autocvar_g_playerclip_collisions)
453 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
454 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
455 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
456 this.frags = FRAGS_PLAYER;
457 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
458 this.flags = FL_CLIENT | FL_PICKUPITEMS;
459 if (autocvar__notarget)
460 this.flags |= FL_NOTARGET;
461 this.takedamage = DAMAGE_AIM;
462 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
466 this.ammo_shells = warmup_start_ammo_shells;
467 this.ammo_nails = warmup_start_ammo_nails;
468 this.ammo_rockets = warmup_start_ammo_rockets;
469 this.ammo_cells = warmup_start_ammo_cells;
470 this.ammo_plasma = warmup_start_ammo_plasma;
471 this.ammo_fuel = warmup_start_ammo_fuel;
472 this.health = warmup_start_health;
473 this.armorvalue = warmup_start_armorvalue;
474 this.weapons = WARMUP_START_WEAPONS;
476 this.ammo_shells = start_ammo_shells;
477 this.ammo_nails = start_ammo_nails;
478 this.ammo_rockets = start_ammo_rockets;
479 this.ammo_cells = start_ammo_cells;
480 this.ammo_plasma = start_ammo_plasma;
481 this.ammo_fuel = start_ammo_fuel;
482 this.health = start_health;
483 this.armorvalue = start_armorvalue;
484 this.weapons = start_weapons;
487 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
489 this.items = start_items;
491 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
492 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
493 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
494 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
495 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
496 // extend the pause of rotting if client was reset at the beginning of the countdown
497 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
498 float f = game_starttime - time;
499 this.spawnshieldtime += f;
500 this.pauserotarmor_finished += f;
501 this.pauserothealth_finished += f;
502 this.pauseregen_finished += f;
504 this.damageforcescale = 2;
506 this.respawn_flags = 0;
507 this.respawn_time = 0;
508 this.stat_respawn_time = 0;
509 this.scale = autocvar_sv_player_scale;
512 this.pain_finished = 0;
514 this.think = func_null; // players have no think function
517 this.ballistics_density = autocvar_g_ballistics_density_player;
519 this.deadflag = DEAD_NO;
521 this.angles = spot.angles;
522 this.angles_z = 0; // never spawn tilted even if the spot says to
523 if (IS_BOT_CLIENT(this))
524 this.v_angle = this.angles;
525 this.fixangle = true; // turn this way immediately
526 this.oldvelocity = this.velocity = '0 0 0';
527 this.avelocity = '0 0 0';
528 this.punchangle = '0 0 0';
529 this.punchvector = '0 0 0';
531 this.strength_finished = 0;
532 this.invincible_finished = 0;
533 this.fire_endtime = -1;
534 this.revival_time = 0;
535 this.air_finished = time + 12;
537 entity spawnevent = spawn();
538 spawnevent.owner = this;
539 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
541 // Cut off any still running player sounds.
542 stopsound(this, CH_PLAYER_SINGLE);
545 FixPlayermodel(this);
546 this.drawonlytoclient = NULL;
549 this.view_ofs = PL_VIEW_OFS;
550 setsize(this, PL_MIN, PL_MAX);
551 this.spawnorigin = spot.origin;
552 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
553 // don't reset back to last position, even if new position is stuck in solid
554 this.oldorigin = this.origin;
555 this.prevorigin = this.origin;
556 this.lastteleporttime = time; // prevent insane speeds due to changing origin
557 this.hud = HUD_NORMAL;
559 this.event_damage = PlayerDamage;
561 this.bot_attack = true;
562 this.monster_attack = true;
564 this.spider_slowness = 0;
566 this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = false;
568 if (this.killcount == FRAGS_SPECTATOR) {
569 PlayerScore_Clear(this);
573 CL_SpawnWeaponentity(this);
574 this.alpha = default_player_alpha;
575 this.colormod = '1 1 1' * autocvar_g_player_brightness;
576 this.exteriorweaponentity.alpha = default_weapon_alpha;
578 this.speedrunning = false;
580 target_voicescript_clear(this);
582 // reset fields the weapons may use
583 FOREACH(Weapons, true, LAMBDA(
584 it.wr_resetplayer(it);
585 // reload all reloadable weapons
586 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
587 this.weapon_load[it.m_id] = it.reloading_ammo;
592 string s = spot.target;
593 spot.target = string_null;
594 WITH(entity, activator, this, LAMBDA(
595 WITH(entity, self, spot, SUB_UseTargets())
602 MUTATOR_CALLHOOK(PlayerSpawn, spot);
604 if (autocvar_spawn_debug)
606 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
607 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
610 this.switchweapon = w_getbestweapon(this);
611 this.cnt = -1; // W_LastWeapon will not complain
613 this.weaponname = "";
614 this.switchingweapon = 0;
616 if (!warmup_stage && !this.alivetime)
617 this.alivetime = time;
623 .float ebouncefactor, ebouncestop; // electro's values
624 // TODO do we need all these fields, or should we stop autodetecting runtime
625 // changes and just have a console command to update this?
626 bool ClientInit_SendEntity(entity this, entity to, int sf)
628 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
629 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
630 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
631 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
632 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
633 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
634 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
635 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
636 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
637 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
639 if(sv_foginterval && world.fog != "")
640 WriteString(MSG_ENTITY, world.fog);
642 WriteString(MSG_ENTITY, "");
643 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
644 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
645 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
646 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
647 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
648 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
649 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
650 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
651 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
652 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
653 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
654 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
658 void ClientInit_CheckUpdate()
660 self.nextthink = time;
661 if(self.count != autocvar_g_balance_armor_blockpercent)
663 self.count = autocvar_g_balance_armor_blockpercent;
666 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
668 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
671 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
673 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
676 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
678 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
681 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
683 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
688 void ClientInit_Spawn()
691 e.classname = "clientinit";
692 e.think = ClientInit_CheckUpdate;
693 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
695 WITH(entity, self, e, ClientInit_CheckUpdate());
703 void SetNewParms (void)
705 // initialize parms for a new player
706 parm1 = -(86400 * 366);
708 MUTATOR_CALLHOOK(SetNewParms);
716 void SetChangeParms (void)
718 // save parms for level change
719 parm1 = self.parm_idlesince - time;
721 MUTATOR_CALLHOOK(SetChangeParms);
729 void DecodeLevelParms (void)
732 self.parm_idlesince = parm1;
733 if(self.parm_idlesince == -(86400 * 366))
734 self.parm_idlesince = time;
736 // whatever happens, allow 60 seconds of idling directly after connect for map loading
737 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
739 MUTATOR_CALLHOOK(DecodeLevelParms);
746 Called when a client types 'kill' in the console
750 .float clientkill_nexttime;
751 void ClientKill_Now_TeamChange()
753 if(self.killindicator_teamchange == -1)
755 JoinBestTeam( self, false, true );
757 else if(self.killindicator_teamchange == -2)
760 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
761 PutObserverInServer();
764 SV_ChangeTeam(self.killindicator_teamchange - 1);
765 self.killindicator_teamchange = 0;
768 void ClientKill_Now()
772 vehicles_exit(VHEF_RELEASE);
773 if(!self.killindicator_teamchange)
775 self.vehicle_health = -1;
776 Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
780 if(self.killindicator && !wasfreed(self.killindicator))
781 remove(self.killindicator);
783 self.killindicator = world;
785 if(self.killindicator_teamchange)
786 ClientKill_Now_TeamChange();
789 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
791 // now I am sure the player IS dead
793 void KillIndicator_Think()
797 self.owner.killindicator = world;
802 if (self.owner.alpha < 0 && !self.owner.vehicle)
804 self.owner.killindicator = world;
811 WITH(entity, self, self.owner, ClientKill_Now());
814 else if(g_cts && self.health == 1) // health == 1 means that it's silent
816 self.nextthink = time + 1;
822 setmodel(self, MDL_NUM(self.cnt));
823 if(IS_REAL_CLIENT(self.owner))
826 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
828 self.nextthink = time + 1;
833 float clientkilltime;
834 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
843 killtime = autocvar_g_balance_kill_delay;
845 if(g_race_qualifying || g_cts)
848 if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
851 self.killindicator_teamchange = targetteam;
853 if(!self.killindicator)
855 if(self.deadflag == DEAD_NO)
857 killtime = max(killtime, self.clientkill_nexttime - time);
858 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
861 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
867 starttime = max(time, clientkilltime);
869 self.killindicator = spawn();
870 self.killindicator.owner = self;
871 self.killindicator.scale = 0.5;
872 setattachment(self.killindicator, self, "");
873 setorigin(self.killindicator, '0 0 52');
874 self.killindicator.think = KillIndicator_Think;
875 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
876 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
877 self.killindicator.cnt = ceil(killtime);
878 self.killindicator.count = bound(0, ceil(killtime), 10);
879 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
881 for(e = world; (e = find(e, classname, "body")) != world; )
885 e.killindicator = spawn();
886 e.killindicator.owner = e;
887 e.killindicator.scale = 0.5;
888 setattachment(e.killindicator, e, "");
889 setorigin(e.killindicator, '0 0 52');
890 e.killindicator.think = KillIndicator_Think;
891 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
892 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
893 e.killindicator.cnt = ceil(killtime);
898 if(self.killindicator)
900 if(targetteam == 0) // just die
902 self.killindicator.colormod = '0 0 0';
903 if(IS_REAL_CLIENT(self))
904 if(self.killindicator.cnt > 0)
905 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
907 else if(targetteam == -1) // auto
909 self.killindicator.colormod = '0 1 0';
910 if(IS_REAL_CLIENT(self))
911 if(self.killindicator.cnt > 0)
912 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
914 else if(targetteam == -2) // spectate
916 self.killindicator.colormod = '0.5 0.5 0.5';
917 if(IS_REAL_CLIENT(self))
918 if(self.killindicator.cnt > 0)
919 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
923 self.killindicator.colormod = Team_ColorRGB(targetteam);
924 if(IS_REAL_CLIENT(self))
925 if(self.killindicator.cnt > 0)
926 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
932 void ClientKill (void)
935 if(self.player_blocked) return;
936 if(self.frozen) return;
938 ClientKill_TeamChange(0);
941 void FixClientCvars(entity e)
943 // send prediction settings to the client
944 stuffcmd(e, "\nin_bindmap 0 0\n");
945 if(autocvar_g_antilag == 3) // client side hitscan
946 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
947 if(autocvar_sv_gentle)
948 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
951 float PlayerInIDList(entity p, string idlist)
956 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
960 // this function allows abbreviated player IDs too!
961 n = tokenize_console(idlist);
962 for(i = 0; i < n; ++i)
965 if(s == substring(p.crypto_idfp, 0, strlen(s)))
972 #ifdef DP_EXT_PRECONNECT
977 Called once (not at each match start) when a client begins a connection to the server
980 void ClientPreConnect (void)
982 if(autocvar_sv_eventlog)
984 GameLogEcho(sprintf(":connect:%d:%d:%s",
987 ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
997 Called when a client connects to the server
1000 void DecodeLevelParms (void);
1001 void ClientConnect (void)
1007 LOG_INFO("Warning: ClientConnect, but already connected!\n");
1011 if(Ban_MaybeEnforceBanOnce(self))
1017 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1020 self.classname = "player_joining";
1022 self.flags = FL_CLIENT;
1023 self.version_nagtime = time + 10 + random() * 10;
1027 LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n");
1031 if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1033 PlayerScore_Attach(self);
1034 ClientData_Attach();
1035 accuracy_init(self);
1036 Inventory_new(self);
1038 bot_clientconnect();
1044 // identify the right forced team
1045 if(autocvar_g_campaign)
1047 if(IS_REAL_CLIENT(self)) // only players, not bots
1049 switch(autocvar_g_campaign_forceteam)
1051 case 1: self.team_forced = NUM_TEAM_1; break;
1052 case 2: self.team_forced = NUM_TEAM_2; break;
1053 case 3: self.team_forced = NUM_TEAM_3; break;
1054 case 4: self.team_forced = NUM_TEAM_4; break;
1055 default: self.team_forced = 0;
1059 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1060 self.team_forced = NUM_TEAM_1;
1061 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1062 self.team_forced = NUM_TEAM_2;
1063 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1064 self.team_forced = NUM_TEAM_3;
1065 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1066 self.team_forced = NUM_TEAM_4;
1067 else if(autocvar_g_forced_team_otherwise == "red")
1068 self.team_forced = NUM_TEAM_1;
1069 else if(autocvar_g_forced_team_otherwise == "blue")
1070 self.team_forced = NUM_TEAM_2;
1071 else if(autocvar_g_forced_team_otherwise == "yellow")
1072 self.team_forced = NUM_TEAM_3;
1073 else if(autocvar_g_forced_team_otherwise == "pink")
1074 self.team_forced = NUM_TEAM_4;
1075 else if(autocvar_g_forced_team_otherwise == "spectate")
1076 self.team_forced = -1;
1077 else if(autocvar_g_forced_team_otherwise == "spectator")
1078 self.team_forced = -1;
1080 self.team_forced = 0;
1083 if(self.team_forced > 0)
1084 self.team_forced = 0;
1086 JoinBestTeam(self, false, false); // if the team number is valid, keep it
1088 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1089 self.classname = STR_OBSERVER;
1093 if(autocvar_g_balance_teams)
1095 self.classname = STR_PLAYER;
1096 campaign_bots_may_start = 1;
1100 self.classname = STR_OBSERVER; // do it anyway
1105 self.classname = STR_PLAYER;
1106 campaign_bots_may_start = 1;
1110 self.playerid = (playerid_last = playerid_last + 1);
1112 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1114 if(IS_BOT_CLIENT(self))
1115 PlayerStats_GameReport_AddPlayer(self);
1117 if(autocvar_sv_eventlog)
1118 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1120 LogTeamchange(self.playerid, self.team, 1);
1122 self.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1124 self.netname_previous = strzone(self.netname);
1126 if(IS_PLAYER(self) && teamplay)
1127 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1129 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1131 stuffcmd(self, strcat(clientstuff, "\n"));
1132 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1134 FixClientCvars(self);
1136 // spawnfunc_waypoint sprites
1137 WaypointSprite_InitClient(self);
1139 // Wazat's grappling hook
1140 SetGrappleHookBindings();
1143 stuffcmd(self, "alias +jetpack +button10\n");
1144 stuffcmd(self, "alias -jetpack -button10\n");
1146 // get version info from player
1147 stuffcmd(self, "cmd clientversion $gameversion\n");
1149 // get other cvars from player
1152 // notify about available teams
1155 CheckAllowedTeams(self);
1156 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1157 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1160 stuffcmd(self, "set _teams_available 0\n");
1164 bot_relinkplayerlist();
1166 self.spectatortime = time;
1169 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1172 self.jointime = time;
1173 self.allowed_timeouts = autocvar_sv_timeout_number;
1175 if(IS_REAL_CLIENT(self))
1177 if(!autocvar_g_campaign)
1179 self.motd_actived_time = -1;
1180 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1183 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET(TUBA)))
1184 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1187 if(!sv_foginterval && world.fog != "")
1188 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1190 W_HitPlotOpen(self);
1192 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
1193 send_CSQC_teamnagger();
1197 CSQCMODEL_AUTOINIT(self);
1199 self.model_randomizer = random();
1201 if(IS_REAL_CLIENT(self))
1204 for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1205 WITH(entity, self, e, e.init_for_player(this));
1208 MUTATOR_CALLHOOK(ClientConnect, self);
1214 Called when a client disconnects from the server
1217 .entity chatbubbleentity;
1219 void ClientDisconnect (void)
1222 vehicles_exit(VHEF_RELEASE);
1224 if (!IS_CLIENT(self))
1226 LOG_INFO("Warning: ClientDisconnect without ClientConnect\n");
1230 PlayerStats_GameReport_FinalizePlayer(self);
1232 if ( self.active_minigame )
1233 part_minigame(self);
1235 if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
1237 CheatShutdownClient();
1239 W_HitPlotClose(self);
1242 anticheat_shutdown();
1244 playerdemo_shutdown();
1246 bot_clientdisconnect();
1250 if(autocvar_sv_eventlog)
1251 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1253 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1255 MUTATOR_CALLHOOK(ClientDisconnect);
1257 Portal_ClearAll(self);
1261 RemoveGrapplingHook(self);
1263 // Here, everything has been done that requires this player to be a client.
1265 self.flags &= ~FL_CLIENT;
1267 if (self.chatbubbleentity)
1268 remove (self.chatbubbleentity);
1270 if (self.killindicator)
1271 remove (self.killindicator);
1273 WaypointSprite_PlayerGone();
1275 bot_relinkplayerlist();
1277 accuracy_free(self);
1278 Inventory_delete(self);
1279 ClientData_Detach();
1280 PlayerScore_Detach(self);
1282 if(self.netname_previous)
1283 strunzone(self.netname_previous);
1284 if(self.clientstatus)
1285 strunzone(self.clientstatus);
1286 if(self.weaponorder_byimpulse)
1287 strunzone(self.weaponorder_byimpulse);
1289 ClearPlayerSounds();
1292 remove(self.personal);
1302 void ChatBubbleThink()
1304 self.nextthink = time;
1305 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1307 if(self.owner) // but why can that ever be world?
1308 self.owner.chatbubbleentity = world;
1315 if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1317 if ( self.owner.active_minigame )
1318 self.mdl = "models/sprites/minigame_busy.iqm";
1319 else if ( self.owner.BUTTON_CHAT )
1320 self.mdl = "models/misc/chatbubble.spr";
1323 if ( self.model != self.mdl )
1324 _setmodel(self, self.mdl);
1328 void UpdateChatBubble()
1332 // spawn a chatbubble entity if needed
1333 if (!self.chatbubbleentity)
1335 self.chatbubbleentity = spawn();
1336 self.chatbubbleentity.owner = self;
1337 self.chatbubbleentity.exteriormodeltoclient = self;
1338 self.chatbubbleentity.think = ChatBubbleThink;
1339 self.chatbubbleentity.nextthink = time;
1340 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1341 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1342 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1343 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1344 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1345 //self.chatbubbleentity.model = "";
1346 self.chatbubbleentity.effects = EF_LOWPRECISION;
1351 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1352 // added to the model skins
1353 /*void UpdateColorModHack()
1356 c = self.clientcolors & 15;
1357 // LordHavoc: only bothering to support white, green, red, yellow, blue
1358 if (!teamplay) self.colormod = '0 0 0';
1359 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1360 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1361 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1362 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1363 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1364 else self.colormod = '1 1 1';
1369 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1371 self.solid = SOLID_NOT;
1372 self.takedamage = DAMAGE_NO;
1373 self.movetype = MOVETYPE_FLY;
1374 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1375 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1376 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1377 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1378 if(autocvar_g_respawn_ghosts_maxtime)
1379 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1384 self.effects |= EF_NODRAW; // prevent another CopyBody
1385 PutClientInServer();
1388 void play_countdown(float finished, string samp)
1390 if(IS_REAL_CLIENT(self))
1391 if(floor(finished - time - frametime) != floor(finished - time))
1392 if(finished - time < 6)
1393 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1396 void player_powerups (void)
1398 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1399 int items_prev = self.items;
1401 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1402 self.modelflags |= MF_ROCKET;
1404 self.modelflags &= ~MF_ROCKET;
1406 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1408 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1411 Fire_ApplyDamage(self);
1412 Fire_ApplyEffect(self);
1416 if (self.items & ITEM_Strength.m_itemid)
1418 play_countdown(self.strength_finished, SND(POWEROFF));
1419 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1420 if (time > self.strength_finished)
1422 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1423 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1424 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1429 if (time < self.strength_finished)
1431 self.items = self.items | ITEM_Strength.m_itemid;
1432 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1433 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1436 if (self.items & ITEM_Shield.m_itemid)
1438 play_countdown(self.invincible_finished, SND(POWEROFF));
1439 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1440 if (time > self.invincible_finished)
1442 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1443 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1444 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1449 if (time < self.invincible_finished)
1451 self.items = self.items | ITEM_Shield.m_itemid;
1452 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1453 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1456 if (self.items & IT_SUPERWEAPON)
1458 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1460 self.superweapons_finished = 0;
1461 self.items = self.items - (self.items & IT_SUPERWEAPON);
1462 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1463 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1465 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1467 // don't let them run out
1471 play_countdown(self.superweapons_finished, SND(POWEROFF));
1472 if (time > self.superweapons_finished)
1474 self.items = self.items - (self.items & IT_SUPERWEAPON);
1475 self.weapons &= ~WEPSET_SUPERWEAPONS;
1476 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1477 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1481 else if(self.weapons & WEPSET_SUPERWEAPONS)
1483 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1485 self.items = self.items | IT_SUPERWEAPON;
1486 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1487 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1491 self.superweapons_finished = 0;
1492 self.weapons &= ~WEPSET_SUPERWEAPONS;
1497 self.superweapons_finished = 0;
1501 if(autocvar_g_nodepthtestplayers)
1502 self.effects = self.effects | EF_NODEPTHTEST;
1504 if(autocvar_g_fullbrightplayers)
1505 self.effects = self.effects | EF_FULLBRIGHT;
1507 if (time >= game_starttime)
1508 if (time < self.spawnshieldtime)
1509 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1511 MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1514 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1516 if(current > stable)
1518 else if(current > stable - 0.25) // when close enough, "snap"
1521 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1524 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1526 if(current < stable)
1528 else if(current < stable + 0.25) // when close enough, "snap"
1531 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1534 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1536 if(current > rotstable)
1538 if(rotframetime > 0)
1540 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1541 current = max(rotstable, current - rotlinear * rotframetime);
1544 else if(current < regenstable)
1546 if(regenframetime > 0)
1548 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1549 current = min(regenstable, current + regenlinear * regenframetime);
1559 void player_regen (void)
1561 float max_mod, regen_mod, rot_mod, limit_mod;
1562 max_mod = regen_mod = rot_mod = limit_mod = 1;
1563 regen_mod_max = max_mod;
1564 regen_mod_regen = regen_mod;
1565 regen_mod_rot = rot_mod;
1566 regen_mod_limit = limit_mod;
1568 regen_health = autocvar_g_balance_health_regen;
1569 regen_health_linear = autocvar_g_balance_health_regenlinear;
1570 regen_health_rot = autocvar_g_balance_health_rot;
1571 regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1572 regen_health_stable = autocvar_g_balance_health_regenstable;
1573 regen_health_rotstable = autocvar_g_balance_health_rotstable;
1574 if(!MUTATOR_CALLHOOK(PlayerRegen))
1577 float mina, maxa, limith, limita;
1578 maxa = autocvar_g_balance_armor_rotstable;
1579 mina = autocvar_g_balance_armor_regenstable;
1580 limith = autocvar_g_balance_health_limit;
1581 limita = autocvar_g_balance_armor_limit;
1583 max_mod = regen_mod_max;
1584 regen_mod = regen_mod_regen;
1585 rot_mod = regen_mod_rot;
1586 limit_mod = regen_mod_limit;
1588 regen_health_rotstable = regen_health_rotstable * max_mod;
1589 regen_health_stable = regen_health_stable * max_mod;
1590 limith = limith * limit_mod;
1591 limita = limita * limit_mod;
1593 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);
1594 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);
1597 // if player rotted to death... die!
1598 // check this outside above checks, as player may still be able to rot to death
1602 vehicles_exit(VHEF_RELEASE);
1603 self.event_damage(self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1606 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1608 float minf, maxf, limitf;
1610 maxf = autocvar_g_balance_fuel_rotstable;
1611 minf = autocvar_g_balance_fuel_regenstable;
1612 limitf = autocvar_g_balance_fuel_limit;
1614 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);
1618 float zoomstate_set;
1619 void SetZoomState(float z)
1621 if(z != self.zoomstate)
1624 ClientData_Touch(self);
1629 void GetPressedKeys()
1631 MUTATOR_CALLHOOK(GetPressedKeys);
1632 #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
1633 X(self.pressedkeys, KEY_FORWARD, self.movement_x > 0);
1634 X(self.pressedkeys, KEY_BACKWARD, self.movement_x < 0);
1635 X(self.pressedkeys, KEY_RIGHT, self.movement_y > 0);
1636 X(self.pressedkeys, KEY_LEFT, self.movement_y < 0);
1638 X(self.pressedkeys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(self));
1639 X(self.pressedkeys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(self));
1640 X(self.pressedkeys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(self));
1641 X(self.pressedkeys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(self));
1646 ======================
1647 spectate mode routines
1648 ======================
1651 void SpectateCopy(entity spectatee)
1653 MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1654 self.armortype = spectatee.armortype;
1655 self.armorvalue = spectatee.armorvalue;
1656 self.ammo_cells = spectatee.ammo_cells;
1657 self.ammo_plasma = spectatee.ammo_plasma;
1658 self.ammo_shells = spectatee.ammo_shells;
1659 self.ammo_nails = spectatee.ammo_nails;
1660 self.ammo_rockets = spectatee.ammo_rockets;
1661 self.ammo_fuel = spectatee.ammo_fuel;
1662 self.clip_load = spectatee.clip_load;
1663 self.clip_size = spectatee.clip_size;
1664 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1665 self.health = spectatee.health;
1667 self.items = spectatee.items;
1668 self.last_pickup = spectatee.last_pickup;
1669 self.hit_time = spectatee.hit_time;
1670 self.strength_finished = spectatee.strength_finished;
1671 self.invincible_finished = spectatee.invincible_finished;
1672 self.pressedkeys = spectatee.pressedkeys;
1673 self.weapons = spectatee.weapons;
1674 self.switchweapon = spectatee.switchweapon;
1675 self.switchingweapon = spectatee.switchingweapon;
1676 self.weapon = spectatee.weapon;
1677 self.vortex_charge = spectatee.vortex_charge;
1678 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1679 self.hagar_load = spectatee.hagar_load;
1680 self.arc_heat_percent = spectatee.arc_heat_percent;
1681 self.minelayer_mines = spectatee.minelayer_mines;
1682 self.punchangle = spectatee.punchangle;
1683 self.view_ofs = spectatee.view_ofs;
1684 self.velocity = spectatee.velocity;
1685 self.dmg_take = spectatee.dmg_take;
1686 self.dmg_save = spectatee.dmg_save;
1687 self.dmg_inflictor = spectatee.dmg_inflictor;
1688 self.v_angle = spectatee.v_angle;
1689 self.angles = spectatee.v_angle;
1690 self.frozen = spectatee.frozen;
1691 self.revive_progress = spectatee.revive_progress;
1692 if(!self.BUTTON_USE)
1693 self.fixangle = true;
1694 setorigin(self, spectatee.origin);
1695 setsize(self, spectatee.mins, spectatee.maxs);
1696 SetZoomState(spectatee.zoomstate);
1698 anticheat_spectatecopy(spectatee);
1699 self.hud = spectatee.hud;
1700 if(spectatee.vehicle)
1702 self.fixangle = false;
1703 //self.velocity = spectatee.vehicle.velocity;
1704 self.vehicle_health = spectatee.vehicle_health;
1705 self.vehicle_shield = spectatee.vehicle_shield;
1706 self.vehicle_energy = spectatee.vehicle_energy;
1707 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1708 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1709 self.vehicle_reload1 = spectatee.vehicle_reload1;
1710 self.vehicle_reload2 = spectatee.vehicle_reload2;
1714 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1715 WriteAngle(MSG_ONE, spectatee.v_angle.x);
1716 WriteAngle(MSG_ONE, spectatee.v_angle.y);
1717 WriteAngle(MSG_ONE, spectatee.v_angle.z);
1719 //WriteByte (MSG_ONE, SVC_SETVIEW);
1720 // WriteEntity(MSG_ONE, self);
1721 //makevectors(spectatee.v_angle);
1722 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1726 bool SpectateUpdate()
1731 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1733 SetSpectatee(self, NULL);
1737 SpectateCopy(self.enemy);
1744 if(!IS_PLAYER(self.enemy))
1748 WriteByte(MSG_ONE, SVC_SETVIEW);
1749 WriteEntity(MSG_ONE, self.enemy);
1750 self.movetype = MOVETYPE_NONE;
1751 accuracy_resend(self);
1753 if(!SpectateUpdate())
1754 PutObserverInServer();
1759 void SetSpectatee(entity player, entity spectatee)
1761 entity old_spectatee = player.enemy;
1763 player.enemy = spectatee;
1766 // these are required to fix the spectator bug with arc
1767 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1768 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1771 bool Spectate(entity pl)
1773 if(MUTATOR_CALLHOOK(SpectateSet, self, pl))
1777 SetSpectatee(self, pl);
1778 return SpectateSet();
1783 other = find(self.enemy, classname, "player");
1785 bool mutator_returnvalue = MUTATOR_CALLHOOK(SpectateNext, self, other);
1786 other = spec_player;
1788 if(!mutator_returnvalue && !other)
1789 other = find(other, classname, "player");
1791 if(other) { SetSpectatee(self, other); }
1793 return SpectateSet();
1798 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1799 other = findchain(classname, "player");
1800 if (!other) // no player
1803 entity first = other;
1804 // skip players until current spectated player
1806 while(other && other != self.enemy)
1807 other = other.chain;
1809 int mutator_returnvalue = MUTATOR_CALLHOOK(SpectatePrev, self, other, first);
1810 other = spec_player;
1812 switch(mutator_returnvalue)
1814 case MUT_SPECPREV_FOUND: break;
1815 case MUT_SPECPREV_RETURN: return true;
1816 case MUT_SPECPREV_CONTINUE:
1820 other = other.chain;
1827 SetSpectatee(self, other);
1828 return SpectateSet();
1833 ShowRespawnCountdown()
1835 Update a respawn countdown display.
1838 void ShowRespawnCountdown()
1841 if(self.deadflag == DEAD_NO) // just respawned?
1845 number = ceil(self.respawn_time - time);
1848 if(number <= self.respawn_countdown)
1850 self.respawn_countdown = number - 1;
1851 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
1852 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1857 void LeaveSpectatorMode()
1861 if(nJoinAllowed(self))
1863 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1865 self.classname = STR_PLAYER;
1866 nades_RemoveBonus(self);
1868 if(autocvar_g_campaign || autocvar_g_balance_teams)
1869 { JoinBestTeam(self, false, true); }
1871 if(autocvar_g_campaign)
1872 { campaign_bots_may_start = 1; }
1874 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1876 PutClientInServer();
1878 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1881 stuffcmd(self, "menu_showteamselect\n");
1885 // Player may not join because g_maxplayers is set
1886 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1891 * Determines whether the player is allowed to join. This depends on cvar
1892 * g_maxplayers, if it isn't used this function always return true, otherwise
1893 * it checks whether the number of currently playing players exceeds g_maxplayers.
1894 * @return int number of free slots for players, 0 if none
1896 float nJoinAllowed(entity ignore)
1899 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1900 // so report 0 free slots if restricted
1902 if(autocvar_g_forced_team_otherwise == "spectate")
1904 if(autocvar_g_forced_team_otherwise == "spectator")
1908 if(self.team_forced < 0)
1909 return 0; // forced spectators can never join
1911 // TODO simplify this
1913 float totalClients = 0;
1918 if (!autocvar_g_maxplayers)
1919 return maxclients - totalClients;
1921 float currentlyPlaying = 0;
1922 FOR_EACH_REALCLIENT(e)
1923 if(IS_PLAYER(e) || e.caplayer)
1924 currentlyPlaying += 1;
1926 if(currentlyPlaying < autocvar_g_maxplayers)
1927 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1933 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1934 * g_maxplayers_spectator_blocktime seconds
1936 void checkSpectatorBlock()
1938 if(IS_SPEC(self) || IS_OBSERVER(self))
1940 if(IS_REAL_CLIENT(self))
1942 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1943 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1949 void PrintWelcomeMessage()
1951 if(self.motd_actived_time == 0)
1953 if (autocvar_g_campaign) {
1954 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
1955 self.motd_actived_time = time;
1956 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
1959 if (self.BUTTON_INFO) {
1960 self.motd_actived_time = time;
1961 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1965 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
1967 if (autocvar_g_campaign) {
1968 if (self.BUTTON_INFO)
1969 self.motd_actived_time = time;
1970 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
1971 self.motd_actived_time = 0;
1972 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1975 if (self.BUTTON_INFO)
1976 self.motd_actived_time = time;
1977 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1978 self.motd_actived_time = 0;
1979 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1983 else //if(self.motd_actived_time < 0) // just connected, motd is active
1985 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
1986 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1987 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
1989 // instanctly hide MOTD
1990 self.motd_actived_time = 0;
1991 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1996 void ObserverThink()
2000 MinigameImpulse(self.impulse);
2003 float prefered_movetype;
2004 if (self.flags & FL_JUMPRELEASED) {
2005 if (self.BUTTON_JUMP && !self.version_mismatch) {
2006 self.flags &= ~FL_JUMPRELEASED;
2007 self.flags |= FL_SPAWNING;
2008 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2009 self.flags &= ~FL_JUMPRELEASED;
2010 if(SpectateNext()) {
2011 self.classname = STR_SPECTATOR;
2014 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2015 if (self.movetype != prefered_movetype)
2016 self.movetype = prefered_movetype;
2019 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2020 self.flags |= FL_JUMPRELEASED;
2021 if(self.flags & FL_SPAWNING)
2023 self.flags &= ~FL_SPAWNING;
2024 LeaveSpectatorMode();
2031 void SpectatorThink()
2035 if(MinigameImpulse(self.impulse))
2038 if (self.flags & FL_JUMPRELEASED) {
2039 if (self.BUTTON_JUMP && !self.version_mismatch) {
2040 self.flags &= ~FL_JUMPRELEASED;
2041 self.flags |= FL_SPAWNING;
2042 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2043 self.flags &= ~FL_JUMPRELEASED;
2044 if(SpectateNext()) {
2045 self.classname = STR_SPECTATOR;
2047 self.classname = STR_OBSERVER;
2048 PutClientInServer();
2051 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2052 self.flags &= ~FL_JUMPRELEASED;
2053 if(SpectatePrev()) {
2054 self.classname = STR_SPECTATOR;
2056 self.classname = STR_OBSERVER;
2057 PutClientInServer();
2060 } else if (self.BUTTON_ATCK2) {
2061 self.flags &= ~FL_JUMPRELEASED;
2062 self.classname = STR_OBSERVER;
2063 PutClientInServer();
2065 if(!SpectateUpdate())
2066 PutObserverInServer();
2069 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2070 self.flags |= FL_JUMPRELEASED;
2071 if(self.flags & FL_SPAWNING)
2073 self.flags &= ~FL_SPAWNING;
2074 LeaveSpectatorMode();
2078 if(!SpectateUpdate())
2079 PutObserverInServer();
2082 self.flags |= FL_CLIENT | FL_NOTARGET;
2085 void vehicles_enter (entity pl, entity veh);
2088 if (!IS_PLAYER(self))
2095 vehicles_exit(VHEF_NORMAL);
2099 else if(autocvar_g_vehicles_enter)
2102 if(self.deadflag == DEAD_NO)
2105 entity head, closest_target = world;
2106 head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2108 while(head) // find the closest acceptable target to enter
2110 if(head.vehicle_flags & VHF_ISVEHICLE)
2111 if(head.deadflag == DEAD_NO)
2112 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2113 if(head.takedamage != DAMAGE_NO)
2117 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2118 { closest_target = head; }
2120 else { closest_target = head; }
2126 if(closest_target) { vehicles_enter(self, closest_target); return; }
2130 // a use key was pressed; call handlers
2131 MUTATOR_CALLHOOK(PlayerUseKey);
2134 float isInvisibleString(string s)
2137 s = strdecolorize(s);
2138 for((i = 0), (n = strlen(s)); i < n; ++i)
2146 case 192: // charmap space
2147 if (!autocvar_utf8_enable)
2150 case 160: // space in unicode fonts
2151 case 0xE000 + 192: // utf8 charmap space
2152 if (autocvar_utf8_enable)
2165 Called every frame for each client before the physics are run
2168 .float usekeypressed;
2169 void() nexball_setstatus;
2170 .float last_vehiclecheck;
2172 void PlayerPreThink (void)
2174 WarpZone_PlayerPhysics_FixVAngle();
2176 self.stat_game_starttime = game_starttime;
2177 self.stat_round_starttime = round_starttime;
2178 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2179 self.stat_leadlimit = autocvar_leadlimit;
2181 self.weaponsinmap = weaponsInMap;
2185 // physics frames: update anticheat stuff
2186 anticheat_prethink();
2189 if(blockSpectators && frametime)
2190 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2191 checkSpectatorBlock();
2195 // Savage: Check for nameless players
2196 if (isInvisibleString(self.netname)) {
2197 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2198 if(autocvar_sv_eventlog)
2199 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2200 if(self.netname_previous)
2201 strunzone(self.netname_previous);
2202 self.netname_previous = strzone(new_name);
2203 self.netname = self.netname_previous;
2204 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2205 } else if(self.netname_previous != self.netname) {
2206 if(autocvar_sv_eventlog)
2207 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2208 if(self.netname_previous)
2209 strunzone(self.netname_previous);
2210 self.netname_previous = strzone(self.netname);
2214 if(self.version_nagtime)
2215 if(self.cvar_g_xonoticversion)
2216 if(time > self.version_nagtime)
2218 // don't notify git users
2219 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2221 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2223 // notify release users if connecting to git
2224 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");
2225 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2230 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2233 // give users new version
2234 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");
2235 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2239 // notify users about old server version
2240 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");
2241 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2245 self.version_nagtime = 0;
2249 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2251 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2252 self.max_armorvalue = 0;
2255 if(self.frozen == 2)
2257 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2258 self.health = max(1, self.revive_progress * start_health);
2259 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2261 if(self.revive_progress >= 1)
2264 else if(self.frozen == 3)
2266 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2267 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2272 vehicles_exit(VHEF_RELEASE);
2273 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2275 else if ( self.revive_progress <= 0 )
2279 MUTATOR_CALLHOOK(PlayerPreThink);
2281 if(autocvar_g_vehicles_enter)
2282 if(time > self.last_vehiclecheck)
2287 if(self.deadflag == DEAD_NO)
2290 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2291 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2292 if(veh.deadflag == DEAD_NO)
2293 if(veh.takedamage != DAMAGE_NO)
2294 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2295 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2297 if(!veh.team || SAME_TEAM(self, veh))
2298 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2299 else if(autocvar_g_vehicles_steal)
2300 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2302 self.last_vehiclecheck = time + 1;
2305 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2307 if(self.BUTTON_USE && !self.usekeypressed)
2309 self.usekeypressed = self.BUTTON_USE;
2312 if(IS_REAL_CLIENT(self))
2313 PrintWelcomeMessage();
2318 CheckRules_Player();
2320 if (intermission_running)
2322 IntermissionThink (); // otherwise a button could be missed between
2323 return; // the think tics
2326 //don't allow the player to turn around while game is paused!
2327 if(timeout_status == TIMEOUT_ACTIVE) {
2328 // FIXME turn this into CSQC stuff
2329 self.v_angle = self.lastV_angle;
2330 self.angles = self.lastV_angle;
2331 self.fixangle = true;
2336 if(self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge))
2338 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));
2339 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));
2340 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));
2342 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2344 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));
2345 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));
2346 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));
2350 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2355 if (self.deadflag != DEAD_NO)
2357 if(self.personal && g_race_qualifying)
2359 if(time > self.respawn_time)
2361 self.respawn_time = time + 1; // only retry once a second
2362 self.stat_respawn_time = self.respawn_time;
2369 float button_pressed;
2372 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2374 if (self.deadflag == DEAD_DYING)
2376 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2377 self.deadflag = DEAD_RESPAWNING;
2378 else if(!button_pressed)
2379 self.deadflag = DEAD_DEAD;
2381 else if (self.deadflag == DEAD_DEAD)
2384 self.deadflag = DEAD_RESPAWNABLE;
2385 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2386 self.deadflag = DEAD_RESPAWNING;
2388 else if (self.deadflag == DEAD_RESPAWNABLE)
2391 self.deadflag = DEAD_RESPAWNING;
2393 else if (self.deadflag == DEAD_RESPAWNING)
2395 if(time > self.respawn_time)
2397 self.respawn_time = time + 1; // only retry once a second
2398 self.respawn_time_max = self.respawn_time;
2403 ShowRespawnCountdown();
2405 if(self.respawn_flags & RESPAWN_SILENT)
2406 self.stat_respawn_time = 0;
2407 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2408 self.stat_respawn_time = self.respawn_time_max;
2410 self.stat_respawn_time = self.respawn_time;
2413 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2414 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2415 self.stat_respawn_time *= -1;
2420 self.prevorigin = self.origin;
2422 float do_crouch = self.BUTTON_CROUCH;
2430 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2431 // It cannot be predicted by the engine!
2432 if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2440 self.view_ofs = self.stat_pl_crouch_view_ofs;
2441 setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
2442 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2449 tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
2450 if (!trace_startsolid)
2452 self.crouch = false;
2453 self.view_ofs = self.stat_pl_view_ofs;
2454 setsize (self, self.stat_pl_min, self.stat_pl_max);
2459 FixPlayermodel(self);
2461 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2464 self.items &= ~self.items_added;
2466 W_WeaponFrame(self);
2468 self.items_added = 0;
2469 if(self.items & ITEM_Jetpack.m_itemid)
2470 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2471 self.items_added |= IT_FUEL;
2473 self.items |= self.items_added;
2478 // WEAPONTODO: Add a weapon request for this
2479 // rot vortex charge to the charge limit
2480 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2481 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2487 secrets_setstatus();
2490 monsters_setstatus();
2492 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2494 //self.angles_y=self.v_angle_y + 90; // temp
2495 } else if(gameover) {
2496 if (intermission_running)
2497 IntermissionThink (); // otherwise a button could be missed between
2499 } else if(IS_OBSERVER(self)) {
2501 } else if(IS_SPEC(self)) {
2505 // WEAPONTODO: Add weapon request for this
2507 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
2509 float oldspectatee_status;
2510 oldspectatee_status = self.spectatee_status;
2512 self.spectatee_status = num_for_edict(self.enemy);
2513 else if(IS_OBSERVER(self))
2514 self.spectatee_status = num_for_edict(self);
2516 self.spectatee_status = 0;
2517 if(self.spectatee_status != oldspectatee_status)
2519 ClientData_Touch(self);
2522 if(self.teamkill_soundtime)
2523 if(time > self.teamkill_soundtime)
2525 self.teamkill_soundtime = 0;
2527 setself(self.teamkill_soundsource);
2528 entity oldpusher = self.pusher;
2531 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2533 self.pusher = oldpusher;
2537 if(self.taunt_soundtime)
2538 if(time > self.taunt_soundtime)
2540 self.taunt_soundtime = 0;
2541 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2544 target_voicescript_next(self);
2546 // WEAPONTODO: Move into weaponsystem somehow
2547 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2549 self.clip_load = self.clip_size = 0;
2556 Called every frame for each client after the physics are run
2559 .float idlekick_lasttimeleft;
2560 void PlayerPostThink (void)
2562 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2563 if(IS_REAL_CLIENT(self))
2564 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2566 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2568 if(self.idlekick_lasttimeleft)
2570 self.idlekick_lasttimeleft = 0;
2571 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2577 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2578 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2580 if(!self.idlekick_lasttimeleft)
2581 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2585 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2589 else if(timeleft <= 10)
2591 if(timeleft != self.idlekick_lasttimeleft)
2592 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2593 self.idlekick_lasttimeleft = timeleft;
2600 //CheckPlayerJump();
2602 if(IS_PLAYER(self)) {
2603 CheckRules_Player();
2607 if (intermission_running)
2608 return; // intermission or finale
2614 for(i = 0; i < 1000; ++i)
2617 end = self.origin + '0 0 1024' + 512 * randomvec();
2618 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2619 if(trace_fraction < 1)
2620 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2622 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2628 if(self.waypointsprite_attachedforcarrier)
2629 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2633 CSQCMODEL_AUTOUPDATE(self);