1 void send_CSQC_teamnagger() {
2 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
3 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
6 float ClientData_Send(entity to, float sf)
23 sf |= 1; // forced scoreboard
24 if(to.spectatee_status)
25 sf |= 2; // spectator ent number follows
28 if(e.porto_v_angle_held)
29 sf |= 8; // angles held
31 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
32 WriteByte(MSG_ENTITY, sf);
35 WriteByte(MSG_ENTITY, to.spectatee_status);
39 WriteAngle(MSG_ENTITY, e.v_angle_x);
40 WriteAngle(MSG_ENTITY, e.v_angle_y);
46 void ClientData_Attach()
48 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
49 self.clientdata.drawonlytoclient = self;
50 self.clientdata.owner = self;
53 void ClientData_Detach()
55 remove(self.clientdata);
56 self.clientdata = world;
59 void ClientData_Touch(entity e)
61 e.clientdata.SendFlags = 1;
63 // make it spectatable
65 FOR_EACH_REALCLIENT(e2)
70 e2.clientdata.SendFlags = 1;
74 .string netname_previous;
76 void SetSpectator(entity player, entity spectatee);
83 Checks if the argument string can be a valid playermodel.
84 Returns a valid one in doubt.
87 string FallbackPlayerModel;
88 string CheckPlayerModel(string plyermodel) {
89 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
91 // note: we cannot summon Don Strunzone here, some player may
92 // still have the model string set. In case anyone manages how
93 // to change a cvar default, we'll have a small leak here.
94 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
97 if( substring(plyermodel,0,14) != "models/player/")
98 return FallbackPlayerModel;
99 // only good file extensions
100 if(substring(plyermodel,-4,4) != ".zym")
101 if(substring(plyermodel,-4,4) != ".dpm")
102 if(substring(plyermodel,-4,4) != ".iqm")
103 if(substring(plyermodel,-4,4) != ".md3")
104 if(substring(plyermodel,-4,4) != ".psk")
105 return FallbackPlayerModel;
106 // forbid the LOD models
107 if(substring(plyermodel, -9,5) == "_lod1")
108 return FallbackPlayerModel;
109 if(substring(plyermodel, -9,5) == "_lod2")
110 return FallbackPlayerModel;
111 if(plyermodel != strtolower(plyermodel))
112 return FallbackPlayerModel;
113 // also, restrict to server models
114 if(autocvar_sv_servermodelsonly)
116 if(!fexists(plyermodel))
117 return FallbackPlayerModel;
122 void setplayermodel(entity e, string modelname)
124 precache_model(modelname);
125 setmodel(e, modelname);
126 player_setupanimsformodel();
127 UpdatePlayerSounds();
134 putting a client as observer in the server
137 void FixPlayermodel();
138 void PutObserverInServer (void)
141 self.hud = HUD_NORMAL;
143 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
145 spot = SelectSpawnPoint (TRUE);
147 error("No spawnpoints for observers?!?\n");
148 RemoveGrapplingHook(self); // Wazat's Grappling Hook
150 if(IS_REAL_CLIENT(self))
153 WriteByte(MSG_ONE, SVC_SETVIEW);
154 WriteEntity(MSG_ONE, self);
157 self.frags = FRAGS_SPECTATOR;
159 MUTATOR_CALLHOOK(MakePlayerObserver);
161 Portal_ClearAll(self);
168 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
173 vehicles_exit(VHEF_RELESE);
175 WaypointSprite_PlayerDead();
177 if (!g_ca) // don't reset teams when moving a ca player to the spectators
178 self.team = -1; // move this as it is needed to log the player spectating in eventlog
180 if(self.killcount != -666)
182 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
183 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
184 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
186 if(self.just_joined == FALSE) {
187 LogTeamchange(self.playerid, -1, 4);
189 self.just_joined = FALSE;
192 PlayerScore_Clear(self); // clear scores when needed
194 accuracy_resend(self);
196 self.spectatortime = time;
198 self.classname = "observer";
199 self.iscreature = FALSE;
200 self.teleportable = TELEPORT_SIMPLE;
201 self.damagedbycontents = FALSE;
203 self.takedamage = DAMAGE_NO;
204 self.solid = SOLID_NOT;
205 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
206 self.flags = FL_CLIENT | FL_NOTARGET;
207 self.armorvalue = 666;
209 self.armorvalue = autocvar_g_balance_armor_start;
210 self.pauserotarmor_finished = 0;
211 self.pauserothealth_finished = 0;
212 self.pauseregen_finished = 0;
213 self.damageforcescale = 0;
215 self.respawn_flags = 0;
216 self.respawn_time = 0;
217 self.stat_respawn_time = 0;
222 self.pain_finished = 0;
223 self.strength_finished = 0;
224 self.invincible_finished = 0;
225 self.superweapons_finished = 0;
228 self.think = func_null;
231 self.deadflag = DEAD_NO;
232 self.angles = spot.angles;
234 self.fixangle = TRUE;
236 self.revival_time = 0;
238 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
239 self.prevorigin = self.origin;
241 self.weapons = '0 0 0';
244 setmodel(self, "null");
245 self.drawonlytoclient = self;
247 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
248 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
251 self.weaponname = "";
252 self.switchingweapon = 0;
253 self.weaponmodel = "";
254 self.weaponentity = world;
255 self.exteriorweaponentity = world;
256 self.killcount = -666;
257 self.velocity = '0 0 0';
258 self.avelocity = '0 0 0';
259 self.punchangle = '0 0 0';
260 self.punchvector = '0 0 0';
261 self.oldvelocity = self.velocity;
262 self.fire_endtime = -1;
263 self.event_damage = func_null;
266 .float model_randomizer;
267 void FixPlayermodel()
270 float defaultskin, chmdl, oldskin, n, i;
277 if(autocvar_sv_defaultcharacter == 1)
282 s = Static_Team_ColorName_Lower(self.team);
285 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
286 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
290 if(defaultmodel == "")
292 defaultmodel = autocvar_sv_defaultplayermodel;
293 defaultskin = autocvar_sv_defaultplayerskin;
296 n = tokenize_console(defaultmodel);
299 defaultmodel = argv(floor(n * self.model_randomizer));
300 // However, do NOT randomize if the player-selected model is in the list.
301 for (i = 0; i < n; ++i)
302 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
303 defaultmodel = argv(i);
306 i = strstrofs(defaultmodel, ":", 0);
309 defaultskin = stof(substring(defaultmodel, i+1, -1));
310 defaultmodel = substring(defaultmodel, 0, i);
314 if(defaultmodel != "")
316 if (defaultmodel != self.model)
320 setplayermodel (self, defaultmodel);
321 setsize (self, m1, m2);
326 self.skin = defaultskin;
328 if (self.playermodel != self.model || self.playermodel == "")
330 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
333 setplayermodel (self, self.playermodel);
334 setsize (self, m1, m2);
339 self.skin = stof(self.playerskin);
342 if(chmdl || oldskin != self.skin) // model or skin has changed
344 self.species = player_getspecies(); // update species
345 UpdatePlayerSounds(); // update skin sounds
349 if(strlen(autocvar_sv_defaultplayercolors))
350 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
351 setcolor(self, stof(autocvar_sv_defaultplayercolors));
358 Called when a client spawns in the server
361 void PutClientInServer (void)
363 if(IS_BOT_CLIENT(self))
364 self.classname = "player";
365 else if(IS_REAL_CLIENT(self))
368 WriteByte(MSG_ONE, SVC_SETVIEW);
369 WriteEntity(MSG_ONE, self);
372 SetSpectator(self, world);
377 MUTATOR_CALLHOOK(PutClientInServer);
380 self.classname = "observer";
384 entity spot, oldself;
387 accuracy_resend(self);
390 JoinBestTeam(self, FALSE, TRUE);
392 spot = SelectSpawnPoint (FALSE);
395 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
396 return; // spawn failed
399 RemoveGrapplingHook(self); // Wazat's Grappling Hook
402 vehicles_exit(VHEF_RELESE);
404 self.classname = "player";
405 self.wasplayer = TRUE;
406 self.iscreature = TRUE;
407 self.teleportable = TELEPORT_NORMAL;
408 self.damagedbycontents = TRUE;
409 self.movetype = MOVETYPE_WALK;
410 self.solid = SOLID_SLIDEBOX;
411 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
412 if(autocvar_g_playerclip_collisions)
413 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
414 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
415 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
416 self.frags = FRAGS_PLAYER;
417 if(INDEPENDENT_PLAYERS)
418 MAKE_INDEPENDENT_PLAYER(self);
419 self.flags = FL_CLIENT;
420 if(autocvar__notarget)
421 self.flags |= FL_NOTARGET;
422 self.takedamage = DAMAGE_AIM;
424 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
425 self.air_finished = time + 12;
427 if(WEP_CVAR(vortex, charge))
429 if(WEP_CVAR_SEC(vortex, chargepool))
430 self.vortex_chargepool_ammo = 1;
431 self.vortex_charge = WEP_CVAR(vortex, charge_start);
436 self.ammo_shells = warmup_start_ammo_shells;
437 self.ammo_nails = warmup_start_ammo_nails;
438 self.ammo_rockets = warmup_start_ammo_rockets;
439 self.ammo_cells = warmup_start_ammo_cells;
440 self.ammo_plasma = warmup_start_ammo_plasma;
441 self.ammo_fuel = warmup_start_ammo_fuel;
442 self.health = warmup_start_health;
443 self.armorvalue = warmup_start_armorvalue;
444 self.weapons = WARMUP_START_WEAPONS;
448 self.ammo_shells = start_ammo_shells;
449 self.ammo_nails = start_ammo_nails;
450 self.ammo_rockets = start_ammo_rockets;
451 self.ammo_cells = start_ammo_cells;
452 self.ammo_plasma = start_ammo_plasma;
453 self.ammo_fuel = start_ammo_fuel;
454 self.health = start_health;
455 self.armorvalue = start_armorvalue;
456 self.weapons = start_weapons;
459 if(self.weapons & WEPSET_SUPERWEAPONS)
460 self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
462 self.superweapons_finished = 0;
464 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
466 if(g_weaponarena_random_with_blaster)
467 self.weapons &= ~WEPSET_BLASTER;
468 W_RandomWeapons(self, g_weaponarena_random);
469 if(g_weaponarena_random_with_blaster)
470 self.weapons |= WEPSET_BLASTER;
473 self.items = start_items;
475 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
476 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
477 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
478 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
479 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
480 //extend the pause of rotting if client was reset at the beginning of the countdown
481 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
482 self.spawnshieldtime += game_starttime - time;
483 self.pauserotarmor_finished += game_starttime - time;
484 self.pauserothealth_finished += game_starttime - time;
485 self.pauseregen_finished += game_starttime - time;
487 self.damageforcescale = 2;
489 self.respawn_flags = 0;
490 self.respawn_time = 0;
491 self.stat_respawn_time = 0;
495 self.pain_finished = 0;
496 self.strength_finished = 0;
497 self.invincible_finished = 0;
499 // players have no think function
500 self.think = func_null;
504 self.ballistics_density = autocvar_g_ballistics_density_player;
508 self.deadflag = DEAD_NO;
510 self.angles = spot.angles;
512 self.angles_z = 0; // never spawn tilted even if the spot says to
513 if(IS_BOT_CLIENT(self))
514 self.v_angle = self.angles;
515 self.fixangle = TRUE; // turn this way immediately
516 self.velocity = '0 0 0';
517 self.avelocity = '0 0 0';
518 self.punchangle = '0 0 0';
519 self.punchvector = '0 0 0';
520 self.oldvelocity = self.velocity;
521 self.fire_endtime = -1;
522 self.revival_time = 0;
524 entity spawnevent = spawn();
525 spawnevent.owner = self;
526 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
528 // Cut off any still running player sounds.
529 stopsound(self, CH_PLAYER_SINGLE);
533 self.drawonlytoclient = world;
536 self.view_ofs = PL_VIEW_OFS;
537 setsize (self, PL_MIN, PL_MAX);
538 self.spawnorigin = spot.origin;
539 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
540 // don't reset back to last position, even if new position is stuck in solid
541 self.oldorigin = self.origin;
542 self.prevorigin = self.origin;
543 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
544 self.lastteleporttime = time; // prevent insane speeds due to changing origin
545 self.hud = HUD_NORMAL;
547 self.event_damage = PlayerDamage;
549 self.bot_attack = TRUE;
550 self.monster_attack = TRUE;
552 self.spider_slowness = 0;
554 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
556 if(self.killcount == -666) {
557 PlayerScore_Clear(self);
561 CL_SpawnWeaponentity();
562 self.alpha = default_player_alpha;
563 self.colormod = '1 1 1' * autocvar_g_player_brightness;
564 self.exteriorweaponentity.alpha = default_weapon_alpha;
566 self.speedrunning = FALSE;
568 //stuffcmd(self, "chase_active 0");
569 //stuffcmd(self, "set viewsize $tmpviewsize \n");
571 target_voicescript_clear(self);
573 // reset fields the weapons may use
574 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
576 WEP_ACTION(j, WR_RESETPLAYER);
578 // all weapons must be fully loaded when we spawn
580 e = get_weaponinfo(j);
581 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
582 self.(weapon_load[j]) = e.reloading_ammo;
590 self.target = string_null;
599 MUTATOR_CALLHOOK(PlayerSpawn);
601 if(autocvar_spawn_debug)
603 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
604 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
607 self.switchweapon = w_getbestweapon(self);
608 self.cnt = -1; // W_LastWeapon will not complain
610 self.weaponname = "";
611 self.switchingweapon = 0;
615 self.alivetime = time;
619 else if(IS_OBSERVER(self))
621 PutObserverInServer ();
625 .float ebouncefactor, ebouncestop; // electro's values
626 // TODO do we need all these fields, or should we stop autodetecting runtime
627 // changes and just have a console command to update this?
628 float ClientInit_SendEntity(entity to, float sf)
630 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
631 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
632 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
633 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
634 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
635 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
636 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
637 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
638 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
639 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
641 if(sv_foginterval && world.fog != "")
642 WriteString(MSG_ENTITY, world.fog);
644 WriteString(MSG_ENTITY, "");
645 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
646 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
647 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
648 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
649 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
650 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
651 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
652 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
653 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
654 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
655 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
656 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
660 void ClientInit_CheckUpdate()
662 self.nextthink = time;
663 if(self.count != autocvar_g_balance_armor_blockpercent)
665 self.count = autocvar_g_balance_armor_blockpercent;
668 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
670 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
673 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
675 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
678 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
680 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
683 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
685 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
690 void ClientInit_Spawn()
695 e.classname = "clientinit";
696 e.think = ClientInit_CheckUpdate;
697 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
701 ClientInit_CheckUpdate();
710 void SetNewParms (void)
712 // initialize parms for a new player
713 parm1 = -(86400 * 366);
721 void SetChangeParms (void)
723 // save parms for level change
724 parm1 = self.parm_idlesince - time;
732 void DecodeLevelParms (void)
735 self.parm_idlesince = parm1;
736 if(self.parm_idlesince == -(86400 * 366))
737 self.parm_idlesince = time;
739 // whatever happens, allow 60 seconds of idling directly after connect for map loading
740 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
747 Called when a client types 'kill' in the console
751 .float clientkill_nexttime;
752 void ClientKill_Now_TeamChange()
754 if(self.killindicator_teamchange == -1)
756 JoinBestTeam( self, FALSE, TRUE );
758 else if(self.killindicator_teamchange == -2)
761 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
762 PutObserverInServer();
765 SV_ChangeTeam(self.killindicator_teamchange - 1);
766 self.killindicator_teamchange = 0;
769 void ClientKill_Now()
773 vehicles_exit(VHEF_RELESE);
774 if(!self.killindicator_teamchange)
776 self.vehicle_health = -1;
777 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
781 if(self.killindicator && !wasfreed(self.killindicator))
782 remove(self.killindicator);
784 self.killindicator = world;
786 if(self.killindicator_teamchange)
787 ClientKill_Now_TeamChange();
790 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
792 // now I am sure the player IS dead
794 void KillIndicator_Think()
798 self.owner.killindicator = world;
803 if (self.owner.alpha < 0 && !self.owner.vehicle)
805 self.owner.killindicator = world;
813 ClientKill_Now(); // no oldself needed
816 else if(g_cts && self.health == 1) // health == 1 means that it's silent
818 self.nextthink = time + 1;
824 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
825 if(IS_REAL_CLIENT(self.owner))
828 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
830 self.nextthink = time + 1;
835 float clientkilltime;
836 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
845 killtime = autocvar_g_balance_kill_delay;
847 if(g_race_qualifying || g_cts)
850 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
852 remove(self.killindicator);
853 self.killindicator = world;
855 ClientKill_Now(); // allow instant kill in this case
859 self.killindicator_teamchange = targetteam;
861 if(!self.killindicator)
863 if(self.deadflag == DEAD_NO)
865 killtime = max(killtime, self.clientkill_nexttime - time);
866 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
869 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
875 starttime = max(time, clientkilltime);
877 self.killindicator = spawn();
878 self.killindicator.owner = self;
879 self.killindicator.scale = 0.5;
880 setattachment(self.killindicator, self, "");
881 setorigin(self.killindicator, '0 0 52');
882 self.killindicator.think = KillIndicator_Think;
883 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
884 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
885 self.killindicator.cnt = ceil(killtime);
886 self.killindicator.count = bound(0, ceil(killtime), 10);
887 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
889 for(e = world; (e = find(e, classname, "body")) != world; )
893 e.killindicator = spawn();
894 e.killindicator.owner = e;
895 e.killindicator.scale = 0.5;
896 setattachment(e.killindicator, e, "");
897 setorigin(e.killindicator, '0 0 52');
898 e.killindicator.think = KillIndicator_Think;
899 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
900 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
901 e.killindicator.cnt = ceil(killtime);
906 if(self.killindicator)
908 if(targetteam == 0) // just die
910 self.killindicator.colormod = '0 0 0';
911 if(IS_REAL_CLIENT(self))
912 if(self.killindicator.cnt > 0)
913 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
915 else if(targetteam == -1) // auto
917 self.killindicator.colormod = '0 1 0';
918 if(IS_REAL_CLIENT(self))
919 if(self.killindicator.cnt > 0)
920 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
922 else if(targetteam == -2) // spectate
924 self.killindicator.colormod = '0.5 0.5 0.5';
925 if(IS_REAL_CLIENT(self))
926 if(self.killindicator.cnt > 0)
927 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
931 self.killindicator.colormod = Team_ColorRGB(targetteam);
932 if(IS_REAL_CLIENT(self))
933 if(self.killindicator.cnt > 0)
934 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
940 void ClientKill (void)
943 if(self.player_blocked) return;
944 if(self.frozen) return;
946 ClientKill_TeamChange(0);
949 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
951 e.killindicator = spawn();
952 e.killindicator.owner = e;
953 e.killindicator.think = KillIndicator_Think;
954 e.killindicator.nextthink = time + (e.lip) * 0.05;
955 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
956 e.killindicator.health = 1; // this is used to indicate that it should be silent
960 void FixClientCvars(entity e)
962 // send prediction settings to the client
963 stuffcmd(e, "\nin_bindmap 0 0\n");
965 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
966 if(autocvar_g_antilag == 3) // client side hitscan
967 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
968 if(autocvar_sv_gentle)
969 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
972 float PlayerInIDList(entity p, string idlist)
977 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
981 // this function allows abbreviated player IDs too!
982 n = tokenize_console(idlist);
983 for(i = 0; i < n; ++i)
986 if(s == substring(p.crypto_idfp, 0, strlen(s)))
997 Called when a client connects to the server
1000 void DecodeLevelParms (void);
1001 //void dom_player_join_team(entity pl);
1002 void set_dom_state(entity e);
1003 void ClientConnect (void)
1009 print("Warning: ClientConnect, but already connected!\n");
1013 if(Ban_MaybeEnforceBanOnce(self))
1019 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1022 self.classname = "player_joining";
1024 self.flags = FL_CLIENT;
1025 self.version_nagtime = time + 10 + random() * 10;
1029 dprint("BUG player count is lower than zero, this cannot happen!\n");
1033 PlayerScore_Attach(self);
1034 ClientData_Attach();
1035 accuracy_init(self);
1037 bot_clientconnect();
1043 // identify the right forced team
1044 if(autocvar_g_campaign)
1046 if(IS_REAL_CLIENT(self)) // only players, not bots
1048 switch(autocvar_g_campaign_forceteam)
1050 case 1: self.team_forced = NUM_TEAM_1; break;
1051 case 2: self.team_forced = NUM_TEAM_2; break;
1052 case 3: self.team_forced = NUM_TEAM_3; break;
1053 case 4: self.team_forced = NUM_TEAM_4; break;
1054 default: self.team_forced = 0;
1058 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1059 self.team_forced = NUM_TEAM_1;
1060 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1061 self.team_forced = NUM_TEAM_2;
1062 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1063 self.team_forced = NUM_TEAM_3;
1064 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1065 self.team_forced = NUM_TEAM_4;
1066 else if(autocvar_g_forced_team_otherwise == "red")
1067 self.team_forced = NUM_TEAM_1;
1068 else if(autocvar_g_forced_team_otherwise == "blue")
1069 self.team_forced = NUM_TEAM_2;
1070 else if(autocvar_g_forced_team_otherwise == "yellow")
1071 self.team_forced = NUM_TEAM_3;
1072 else if(autocvar_g_forced_team_otherwise == "pink")
1073 self.team_forced = NUM_TEAM_4;
1074 else if(autocvar_g_forced_team_otherwise == "spectate")
1075 self.team_forced = -1;
1076 else if(autocvar_g_forced_team_otherwise == "spectator")
1077 self.team_forced = -1;
1079 self.team_forced = 0;
1082 if(self.team_forced > 0)
1083 self.team_forced = 0;
1085 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1087 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1088 self.classname = "observer";
1092 if(autocvar_g_balance_teams)
1094 self.classname = "player";
1095 campaign_bots_may_start = 1;
1099 self.classname = "observer"; // do it anyway
1104 self.classname = "player";
1105 campaign_bots_may_start = 1;
1109 self.playerid = (playerid_last = playerid_last + 1);
1111 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1113 if(IS_BOT_CLIENT(self))
1114 PlayerStats_AddPlayer(self);
1116 if(autocvar_sv_eventlog)
1117 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1119 LogTeamchange(self.playerid, self.team, 1);
1121 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1123 self.netname_previous = strzone(self.netname);
1125 if(IS_PLAYER(self) && teamplay)
1126 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1128 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1130 stuffcmd(self, strcat(clientstuff, "\n"));
1131 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1133 FixClientCvars(self);
1135 // spawnfunc_waypoint sprites
1136 WaypointSprite_InitClient(self);
1138 // Wazat's grappling hook
1139 SetGrappleHookBindings();
1141 // get version info from player
1142 stuffcmd(self, "cmd clientversion $gameversion\n");
1144 // get other cvars from player
1147 // notify about available teams
1150 CheckAllowedTeams(self);
1151 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1152 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1155 stuffcmd(self, "set _teams_available 0\n");
1159 bot_relinkplayerlist();
1161 self.spectatortime = time;
1164 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1167 self.jointime = time;
1168 self.allowed_timeouts = autocvar_sv_timeout_number;
1170 if(IS_REAL_CLIENT(self))
1172 if(!autocvar_g_campaign)
1174 self.motd_actived_time = -1;
1175 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1178 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1179 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1182 if(!sv_foginterval && world.fog != "")
1183 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1185 W_HitPlotOpen(self);
1187 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
1188 send_CSQC_teamnagger();
1192 CSQCMODEL_AUTOINIT();
1194 self.model_randomizer = random();
1196 if(IS_REAL_CLIENT(self))
1199 MUTATOR_CALLHOOK(ClientConnect);
1205 Called when a client disconnects from the server
1208 .entity chatbubbleentity;
1210 void ClientDisconnect (void)
1213 vehicles_exit(VHEF_RELESE);
1215 if (!IS_CLIENT(self))
1217 print("Warning: ClientDisconnect without ClientConnect\n");
1221 if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1223 PlayerStats_AddGlobalInfo(self);
1225 CheatShutdownClient();
1227 W_HitPlotClose(self);
1230 anticheat_shutdown();
1232 playerdemo_shutdown();
1234 bot_clientdisconnect();
1239 if(autocvar_sv_eventlog)
1240 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1242 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1244 MUTATOR_CALLHOOK(ClientDisconnect);
1246 Portal_ClearAll(self);
1250 RemoveGrapplingHook(self);
1252 // Here, everything has been done that requires this player to be a client.
1254 self.flags &= ~FL_CLIENT;
1256 if (self.chatbubbleentity)
1257 remove (self.chatbubbleentity);
1259 if (self.killindicator)
1260 remove (self.killindicator);
1262 WaypointSprite_PlayerGone();
1264 bot_relinkplayerlist();
1266 accuracy_free(self);
1267 ClientData_Detach();
1268 PlayerScore_Detach(self);
1270 if(self.netname_previous)
1271 strunzone(self.netname_previous);
1272 if(self.clientstatus)
1273 strunzone(self.clientstatus);
1274 if(self.weaponorder_byimpulse)
1275 strunzone(self.weaponorder_byimpulse);
1277 ClearPlayerSounds();
1280 remove(self.personal);
1290 void ChatBubbleThink()
1292 self.nextthink = time;
1293 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1295 if(self.owner) // but why can that ever be world?
1296 self.owner.chatbubbleentity = world;
1300 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1302 || self.owner.tetris_on
1305 self.model = self.mdl;
1310 void UpdateChatBubble()
1314 // spawn a chatbubble entity if needed
1315 if (!self.chatbubbleentity)
1317 self.chatbubbleentity = spawn();
1318 self.chatbubbleentity.owner = self;
1319 self.chatbubbleentity.exteriormodeltoclient = self;
1320 self.chatbubbleentity.think = ChatBubbleThink;
1321 self.chatbubbleentity.nextthink = time;
1322 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1323 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1324 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1325 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1326 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1327 self.chatbubbleentity.model = "";
1328 self.chatbubbleentity.effects = EF_LOWPRECISION;
1333 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1334 // added to the model skins
1335 /*void UpdateColorModHack()
1338 c = self.clientcolors & 15;
1339 // LordHavoc: only bothering to support white, green, red, yellow, blue
1340 if (!teamplay) self.colormod = '0 0 0';
1341 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1342 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1343 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1344 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1345 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1346 else self.colormod = '1 1 1';
1351 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1353 self.solid = SOLID_NOT;
1354 self.takedamage = DAMAGE_NO;
1355 self.movetype = MOVETYPE_FLY;
1356 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1357 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1358 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1359 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1360 if(autocvar_g_respawn_ghosts_maxtime)
1361 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1366 self.effects |= EF_NODRAW; // prevent another CopyBody
1367 PutClientInServer();
1370 void play_countdown(float finished, string samp)
1372 if(IS_REAL_CLIENT(self))
1373 if(floor(finished - time - frametime) != floor(finished - time))
1374 if(finished - time < 6)
1375 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1378 void player_powerups (void)
1380 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1381 olditems = self.items;
1383 if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1384 self.modelflags |= MF_ROCKET;
1386 self.modelflags &= ~MF_ROCKET;
1388 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1390 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1393 Fire_ApplyDamage(self);
1394 Fire_ApplyEffect(self);
1398 if (self.items & IT_STRENGTH)
1400 play_countdown(self.strength_finished, "misc/poweroff.wav");
1401 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1402 if (time > self.strength_finished)
1404 self.items = self.items - (self.items & IT_STRENGTH);
1405 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1406 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1411 if (time < self.strength_finished)
1413 self.items = self.items | IT_STRENGTH;
1414 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1415 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1418 if (self.items & IT_INVINCIBLE)
1420 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1421 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1422 if (time > self.invincible_finished)
1424 self.items = self.items - (self.items & IT_INVINCIBLE);
1425 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1426 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1431 if (time < self.invincible_finished)
1433 self.items = self.items | IT_INVINCIBLE;
1434 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1435 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1438 if (self.items & IT_SUPERWEAPON)
1440 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1442 self.superweapons_finished = 0;
1443 self.items = self.items - (self.items & IT_SUPERWEAPON);
1444 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1445 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1447 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1449 // don't let them run out
1453 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1454 if (time > self.superweapons_finished)
1456 self.items = self.items - (self.items & IT_SUPERWEAPON);
1457 self.weapons &= ~WEPSET_SUPERWEAPONS;
1458 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1459 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1463 else if(self.weapons & WEPSET_SUPERWEAPONS)
1465 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1467 self.items = self.items | IT_SUPERWEAPON;
1468 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1469 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1473 self.superweapons_finished = 0;
1474 self.weapons &= ~WEPSET_SUPERWEAPONS;
1479 self.superweapons_finished = 0;
1483 if(autocvar_g_nodepthtestplayers)
1484 self.effects = self.effects | EF_NODEPTHTEST;
1486 if(autocvar_g_fullbrightplayers)
1487 self.effects = self.effects | EF_FULLBRIGHT;
1489 if (time >= game_starttime)
1490 if (time < self.spawnshieldtime)
1491 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1493 MUTATOR_CALLHOOK(PlayerPowerups);
1496 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1498 if(current > stable)
1500 else if(current > stable - 0.25) // when close enough, "snap"
1503 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1506 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1508 if(current < stable)
1510 else if(current < stable + 0.25) // when close enough, "snap"
1513 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1516 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1518 if(current > rotstable)
1520 if(rotframetime > 0)
1522 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1523 current = max(rotstable, current - rotlinear * rotframetime);
1526 else if(current < regenstable)
1528 if(regenframetime > 0)
1530 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1531 current = min(regenstable, current + regenlinear * regenframetime);
1541 void player_regen (void)
1543 float max_mod, regen_mod, rot_mod, limit_mod;
1544 max_mod = regen_mod = rot_mod = limit_mod = 1;
1545 regen_mod_max = max_mod;
1546 regen_mod_regen = regen_mod;
1547 regen_mod_rot = rot_mod;
1548 regen_mod_limit = limit_mod;
1549 if(!MUTATOR_CALLHOOK(PlayerRegen))
1552 float minh, mina, maxh, maxa, limith, limita;
1553 maxh = autocvar_g_balance_health_rotstable;
1554 maxa = autocvar_g_balance_armor_rotstable;
1555 minh = autocvar_g_balance_health_regenstable;
1556 mina = autocvar_g_balance_armor_regenstable;
1557 limith = autocvar_g_balance_health_limit;
1558 limita = autocvar_g_balance_armor_limit;
1560 max_mod = regen_mod_max;
1561 regen_mod = regen_mod_regen;
1562 rot_mod = regen_mod_rot;
1563 limit_mod = regen_mod_limit;
1565 maxh = maxh * max_mod;
1566 minh = minh * max_mod;
1567 limith = limith * limit_mod;
1568 limita = limita * limit_mod;
1570 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);
1571 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);
1574 // if player rotted to death... die!
1575 // check this outside above checks, as player may still be able to rot to death
1577 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1579 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1581 float minf, maxf, limitf;
1583 maxf = autocvar_g_balance_fuel_rotstable;
1584 minf = autocvar_g_balance_fuel_regenstable;
1585 limitf = autocvar_g_balance_fuel_limit;
1587 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);
1591 float zoomstate_set;
1592 void SetZoomState(float z)
1594 if(z != self.zoomstate)
1597 ClientData_Touch(self);
1602 void GetPressedKeys(void) {
1603 MUTATOR_CALLHOOK(GetPressedKeys);
1604 if (self.movement_x > 0) // get if movement keys are pressed
1605 { // forward key pressed
1606 self.pressedkeys |= KEY_FORWARD;
1607 self.pressedkeys &= ~KEY_BACKWARD;
1609 else if (self.movement_x < 0)
1610 { // backward key pressed
1611 self.pressedkeys |= KEY_BACKWARD;
1612 self.pressedkeys &= ~KEY_FORWARD;
1616 self.pressedkeys &= ~KEY_FORWARD;
1617 self.pressedkeys &= ~KEY_BACKWARD;
1620 if (self.movement_y > 0)
1621 { // right key pressed
1622 self.pressedkeys |= KEY_RIGHT;
1623 self.pressedkeys &= ~KEY_LEFT;
1625 else if (self.movement_y < 0)
1626 { // left key pressed
1627 self.pressedkeys |= KEY_LEFT;
1628 self.pressedkeys &= ~KEY_RIGHT;
1632 self.pressedkeys &= ~KEY_RIGHT;
1633 self.pressedkeys &= ~KEY_LEFT;
1636 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1637 self.pressedkeys |= KEY_JUMP;
1639 self.pressedkeys &= ~KEY_JUMP;
1640 if (self.BUTTON_CROUCH)
1641 self.pressedkeys |= KEY_CROUCH;
1643 self.pressedkeys &= ~KEY_CROUCH;
1645 if (self.BUTTON_ATCK)
1646 self.pressedkeys |= KEY_ATCK;
1648 self.pressedkeys &= ~KEY_ATCK;
1649 if (self.BUTTON_ATCK2)
1650 self.pressedkeys |= KEY_ATCK2;
1652 self.pressedkeys &= ~KEY_ATCK2;
1656 ======================
1657 spectate mode routines
1658 ======================
1661 void SpectateCopy(entity spectatee) {
1663 MUTATOR_CALLHOOK(SpectateCopy);
1664 self.armortype = spectatee.armortype;
1665 self.armorvalue = spectatee.armorvalue;
1666 self.ammo_cells = spectatee.ammo_cells;
1667 self.ammo_plasma = spectatee.ammo_plasma;
1668 self.ammo_shells = spectatee.ammo_shells;
1669 self.ammo_nails = spectatee.ammo_nails;
1670 self.ammo_rockets = spectatee.ammo_rockets;
1671 self.ammo_fuel = spectatee.ammo_fuel;
1672 self.clip_load = spectatee.clip_load;
1673 self.clip_size = spectatee.clip_size;
1674 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1675 self.health = spectatee.health;
1677 self.items = spectatee.items;
1678 self.last_pickup = spectatee.last_pickup;
1679 self.hit_time = spectatee.hit_time;
1680 self.metertime = spectatee.metertime;
1681 self.strength_finished = spectatee.strength_finished;
1682 self.invincible_finished = spectatee.invincible_finished;
1683 self.pressedkeys = spectatee.pressedkeys;
1684 self.weapons = spectatee.weapons;
1685 self.switchweapon = spectatee.switchweapon;
1686 self.switchingweapon = spectatee.switchingweapon;
1687 self.weapon = spectatee.weapon;
1688 self.vortex_charge = spectatee.vortex_charge;
1689 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1690 self.hagar_load = spectatee.hagar_load;
1691 self.arc_heat_percent = spectatee.arc_heat_percent;
1692 self.minelayer_mines = spectatee.minelayer_mines;
1693 self.punchangle = spectatee.punchangle;
1694 self.view_ofs = spectatee.view_ofs;
1695 self.velocity = spectatee.velocity;
1696 self.dmg_take = spectatee.dmg_take;
1697 self.dmg_save = spectatee.dmg_save;
1698 self.dmg_inflictor = spectatee.dmg_inflictor;
1699 self.v_angle = spectatee.v_angle;
1700 self.angles = spectatee.v_angle;
1701 self.frozen = spectatee.frozen;
1702 self.revive_progress = spectatee.revive_progress;
1703 if(!self.BUTTON_USE)
1704 self.fixangle = TRUE;
1705 setorigin(self, spectatee.origin);
1706 setsize(self, spectatee.mins, spectatee.maxs);
1707 SetZoomState(spectatee.zoomstate);
1709 anticheat_spectatecopy(spectatee);
1710 self.hud = spectatee.hud;
1711 if(spectatee.vehicle)
1713 self.fixangle = FALSE;
1714 //self.velocity = spectatee.vehicle.velocity;
1715 self.vehicle_health = spectatee.vehicle_health;
1716 self.vehicle_shield = spectatee.vehicle_shield;
1717 self.vehicle_energy = spectatee.vehicle_energy;
1718 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1719 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1720 self.vehicle_reload1 = spectatee.vehicle_reload1;
1721 self.vehicle_reload2 = spectatee.vehicle_reload2;
1725 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1726 WriteAngle(MSG_ONE, spectatee.v_angle_x);
1727 WriteAngle(MSG_ONE, spectatee.v_angle_y);
1728 WriteAngle(MSG_ONE, spectatee.v_angle_z);
1730 //WriteByte (MSG_ONE, SVC_SETVIEW);
1731 // WriteEntity(MSG_ONE, self);
1732 //makevectors(spectatee.v_angle);
1733 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1737 float SpectateUpdate()
1742 if(!IS_PLAYER(self.enemy) || self == self.enemy)
1744 SetSpectator(self, world);
1748 SpectateCopy(self.enemy);
1756 if(self.enemy.classname != "player")
1758 /*if(self.enemy.vehicle)
1762 WriteByte(MSG_ONE, SVC_SETVIEW);
1763 WriteEntity(MSG_ONE, self.enemy);
1764 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1766 self.movetype = MOVETYPE_NONE;
1767 accuracy_resend(self);
1772 WriteByte(MSG_ONE, SVC_SETVIEW);
1773 WriteEntity(MSG_ONE, self.enemy);
1774 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1775 self.movetype = MOVETYPE_NONE;
1776 accuracy_resend(self);
1778 if(!SpectateUpdate())
1779 PutObserverInServer();
1784 void SetSpectator(entity player, entity spectatee)
1786 entity old_spectatee = player.enemy;
1788 player.enemy = spectatee;
1791 // these are required to fix the spectator bug with arc
1792 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1793 if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1796 float Spectate(entity pl)
1798 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1799 if(pl.team != self.team)
1802 SetSpectator(self, pl);
1803 return SpectateSet();
1806 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1807 entity CA_SpectateNext(entity start) {
1808 if (start.team == self.team) {
1813 // continue from current player
1814 while(other && other.team != self.team) {
1815 other = find(other, classname, "player");
1819 // restart from begining
1820 other = find(other, classname, "player");
1821 while(other && other.team != self.team) {
1822 other = find(other, classname, "player");
1829 float SpectateNext()
1831 other = find(self.enemy, classname, "player");
1833 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1834 // CA and ca players when spectating enemies is forbidden
1835 other = CA_SpectateNext(other);
1837 // other modes and ca spectators or spectating enemies is allowed
1839 other = find(other, classname, "player");
1842 if(other) { SetSpectator(self, other); }
1844 return SpectateSet();
1847 float SpectatePrev()
1849 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1850 other = findchain(classname, "player");
1851 if (!other) // no player
1854 entity first = other;
1855 // skip players until current spectated player
1857 while(other && other != self.enemy)
1858 other = other.chain;
1860 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1862 do { other = other.chain; }
1863 while(other && other.team != self.team);
1868 while(other.team != self.team)
1869 other = other.chain;
1870 if(other == self.enemy)
1877 other = other.chain;
1881 SetSpectator(self, other);
1882 return SpectateSet();
1887 ShowRespawnCountdown()
1889 Update a respawn countdown display.
1892 void ShowRespawnCountdown()
1895 if(self.deadflag == DEAD_NO) // just respawned?
1899 number = ceil(self.respawn_time - time);
1902 if(number <= self.respawn_countdown)
1904 self.respawn_countdown = number - 1;
1905 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
1906 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1911 void LeaveSpectatorMode()
1915 if(nJoinAllowed(self))
1917 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1919 self.classname = "player";
1920 nades_RemoveBonus(self);
1922 if(autocvar_g_campaign || autocvar_g_balance_teams)
1923 { JoinBestTeam(self, FALSE, TRUE); }
1925 if(autocvar_g_campaign)
1926 { campaign_bots_may_start = 1; }
1928 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1930 PutClientInServer();
1932 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1935 stuffcmd(self, "menu_showteamselect\n");
1939 // Player may not join because g_maxplayers is set
1940 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1945 * Determines whether the player is allowed to join. This depends on cvar
1946 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1947 * it checks whether the number of currently playing players exceeds g_maxplayers.
1948 * @return int number of free slots for players, 0 if none
1950 float nJoinAllowed(entity ignore) {
1952 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1953 // so report 0 free slots if restricted
1955 if(autocvar_g_forced_team_otherwise == "spectate")
1957 if(autocvar_g_forced_team_otherwise == "spectator")
1961 if(self.team_forced < 0)
1962 return 0; // forced spectators can never join
1964 // TODO simplify this
1966 float totalClients = 0;
1971 if (!autocvar_g_maxplayers)
1972 return maxclients - totalClients;
1974 float currentlyPlaying = 0;
1975 FOR_EACH_REALCLIENT(e)
1976 if(IS_PLAYER(e) || e.caplayer)
1977 currentlyPlaying += 1;
1979 if(currentlyPlaying < autocvar_g_maxplayers)
1980 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1986 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1987 * g_maxplayers_spectator_blocktime seconds
1989 void checkSpectatorBlock() {
1990 if(IS_SPEC(self) || IS_OBSERVER(self))
1992 if(IS_REAL_CLIENT(self))
1994 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1995 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2001 void PrintWelcomeMessage()
2003 if(self.motd_actived_time == 0)
2005 if (autocvar_g_campaign) {
2006 if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2007 self.motd_actived_time = time;
2008 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2011 if (self.BUTTON_INFO) {
2012 self.motd_actived_time = time;
2013 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2017 else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2019 if (autocvar_g_campaign) {
2020 if (self.BUTTON_INFO)
2021 self.motd_actived_time = time;
2022 else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2023 self.motd_actived_time = 0;
2024 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2027 if (self.BUTTON_INFO)
2028 self.motd_actived_time = time;
2029 else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2030 self.motd_actived_time = 0;
2031 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2035 else //if(self.motd_actived_time < 0) // just connected, motd is active
2037 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2038 self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2039 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2041 // instanctly hide MOTD
2042 self.motd_actived_time = 0;
2043 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2048 void ObserverThink()
2050 float prefered_movetype;
2051 if (self.flags & FL_JUMPRELEASED) {
2052 if (self.BUTTON_JUMP && !self.version_mismatch) {
2053 self.flags &= ~FL_JUMPRELEASED;
2054 self.flags |= FL_SPAWNING;
2055 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2056 self.flags &= ~FL_JUMPRELEASED;
2057 if(SpectateNext()) {
2058 self.classname = "spectator";
2061 prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2062 if (self.movetype != prefered_movetype)
2063 self.movetype = prefered_movetype;
2066 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2067 self.flags |= FL_JUMPRELEASED;
2068 if(self.flags & FL_SPAWNING)
2070 self.flags &= ~FL_SPAWNING;
2071 LeaveSpectatorMode();
2078 void SpectatorThink()
2080 if (self.flags & FL_JUMPRELEASED) {
2081 if (self.BUTTON_JUMP && !self.version_mismatch) {
2082 self.flags &= ~FL_JUMPRELEASED;
2083 self.flags |= FL_SPAWNING;
2084 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2085 self.flags &= ~FL_JUMPRELEASED;
2086 if(SpectateNext()) {
2087 self.classname = "spectator";
2089 self.classname = "observer";
2090 PutClientInServer();
2093 } else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2094 self.flags &= ~FL_JUMPRELEASED;
2095 if(SpectatePrev()) {
2096 self.classname = "spectator";
2098 self.classname = "observer";
2099 PutClientInServer();
2102 } else if (self.BUTTON_ATCK2) {
2103 self.flags &= ~FL_JUMPRELEASED;
2104 self.classname = "observer";
2105 PutClientInServer();
2107 if(!SpectateUpdate())
2108 PutObserverInServer();
2111 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2112 self.flags |= FL_JUMPRELEASED;
2113 if(self.flags & FL_SPAWNING)
2115 self.flags &= ~FL_SPAWNING;
2116 LeaveSpectatorMode();
2120 if(!SpectateUpdate())
2121 PutObserverInServer();
2124 self.flags |= FL_CLIENT | FL_NOTARGET;
2129 if (!IS_PLAYER(self))
2134 vehicles_exit(VHEF_NORMAL);
2138 // a use key was pressed; call handlers
2139 MUTATOR_CALLHOOK(PlayerUseKey);
2146 Called every frame for each client before the physics are run
2149 .float usekeypressed;
2150 void() nexball_setstatus;
2152 void PlayerPreThink (void)
2154 WarpZone_PlayerPhysics_FixVAngle();
2156 self.stat_game_starttime = game_starttime;
2157 self.stat_round_starttime = round_starttime;
2158 self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2159 self.stat_leadlimit = autocvar_leadlimit;
2163 // physics frames: update anticheat stuff
2164 anticheat_prethink();
2167 if(blockSpectators && frametime)
2168 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2169 checkSpectatorBlock();
2173 if(self.netname_previous != self.netname)
2175 if(autocvar_sv_eventlog)
2176 GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2177 if(self.netname_previous)
2178 strunzone(self.netname_previous);
2179 self.netname_previous = strzone(self.netname);
2183 if(self.version_nagtime)
2184 if(self.cvar_g_xonoticversion)
2185 if(time > self.version_nagtime)
2187 // don't notify git users
2188 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2190 if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2192 // notify release users if connecting to git
2193 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");
2194 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2199 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2202 // give users new version
2203 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");
2204 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2208 // notify users about old server version
2209 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");
2210 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2214 self.version_nagtime = 0;
2218 if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2220 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2221 self.max_armorvalue = 0;
2225 if (TetrisPreFrame())
2229 if(self.frozen == 2)
2231 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2232 self.health = max(1, self.revive_progress * start_health);
2233 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2235 if(self.revive_progress >= 1)
2238 else if(self.frozen == 3)
2240 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2241 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2246 vehicles_exit(VHEF_RELESE);
2247 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2249 else if ( self.revive_progress <= 0 )
2253 MUTATOR_CALLHOOK(PlayerPreThink);
2255 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2257 if(self.BUTTON_USE && !self.usekeypressed)
2259 self.usekeypressed = self.BUTTON_USE;
2262 if(IS_REAL_CLIENT(self))
2263 PrintWelcomeMessage();
2268 CheckRules_Player();
2270 if (intermission_running)
2272 IntermissionThink (); // otherwise a button could be missed between
2273 return; // the think tics
2276 //don't allow the player to turn around while game is paused!
2277 if(timeout_status == TIMEOUT_ACTIVE) {
2278 // FIXME turn this into CSQC stuff
2279 self.v_angle = self.lastV_angle;
2280 self.angles = self.lastV_angle;
2281 self.fixangle = TRUE;
2286 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2288 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));
2289 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));
2290 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));
2292 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2294 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));
2295 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));
2296 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));
2300 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2305 if (self.deadflag != DEAD_NO)
2307 if(self.personal && g_race_qualifying)
2309 if(time > self.respawn_time)
2311 self.respawn_time = time + 1; // only retry once a second
2312 self.stat_respawn_time = self.respawn_time;
2319 float button_pressed;
2322 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2324 if (self.deadflag == DEAD_DYING)
2326 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2327 self.deadflag = DEAD_RESPAWNING;
2328 else if(!button_pressed)
2329 self.deadflag = DEAD_DEAD;
2331 else if (self.deadflag == DEAD_DEAD)
2334 self.deadflag = DEAD_RESPAWNABLE;
2335 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2336 self.deadflag = DEAD_RESPAWNING;
2338 else if (self.deadflag == DEAD_RESPAWNABLE)
2341 self.deadflag = DEAD_RESPAWNING;
2343 else if (self.deadflag == DEAD_RESPAWNING)
2345 if(time > self.respawn_time)
2347 self.respawn_time = time + 1; // only retry once a second
2348 self.respawn_time_max = self.respawn_time;
2353 ShowRespawnCountdown();
2355 if(self.respawn_flags & RESPAWN_SILENT)
2356 self.stat_respawn_time = 0;
2357 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2358 self.stat_respawn_time = self.respawn_time_max;
2360 self.stat_respawn_time = self.respawn_time;
2363 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2364 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2365 self.stat_respawn_time *= -1;
2370 self.prevorigin = self.origin;
2372 float do_crouch = self.BUTTON_CROUCH;
2380 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2381 // It cannot be predicted by the engine!
2382 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2390 self.view_ofs = PL_CROUCH_VIEW_OFS;
2391 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2392 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2399 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2400 if (!trace_startsolid)
2402 self.crouch = FALSE;
2403 self.view_ofs = PL_VIEW_OFS;
2404 setsize (self, PL_MIN, PL_MAX);
2411 GrapplingHookFrame();
2413 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2416 self.items &= ~self.items_added;
2420 self.items_added = 0;
2421 if(self.items & IT_JETPACK)
2422 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2423 self.items_added |= IT_FUEL;
2425 self.items |= self.items_added;
2430 // WEAPONTODO: Add a weapon request for this
2431 // rot vortex charge to the charge limit
2432 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2433 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2439 secrets_setstatus();
2442 monsters_setstatus();
2444 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2446 //self.angles_y=self.v_angle_y + 90; // temp
2447 } else if(gameover) {
2448 if (intermission_running)
2449 IntermissionThink (); // otherwise a button could be missed between
2451 } else if(IS_OBSERVER(self)) {
2453 } else if(IS_SPEC(self)) {
2457 // WEAPONTODO: Add weapon request for this
2459 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
2461 float oldspectatee_status;
2462 oldspectatee_status = self.spectatee_status;
2464 self.spectatee_status = num_for_edict(self.enemy);
2465 else if(IS_OBSERVER(self))
2466 self.spectatee_status = num_for_edict(self);
2468 self.spectatee_status = 0;
2469 if(self.spectatee_status != oldspectatee_status)
2471 ClientData_Touch(self);
2474 if(self.teamkill_soundtime)
2475 if(time > self.teamkill_soundtime)
2477 self.teamkill_soundtime = 0;
2479 entity oldpusher, oldself;
2481 oldself = self; self = self.teamkill_soundsource;
2482 oldpusher = self.pusher; self.pusher = oldself;
2484 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2486 self.pusher = oldpusher;
2490 if(self.taunt_soundtime)
2491 if(time > self.taunt_soundtime)
2493 self.taunt_soundtime = 0;
2494 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2497 target_voicescript_next(self);
2499 // WEAPONTODO: Move into weaponsystem somehow
2500 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2502 self.clip_load = self.clip_size = 0;
2505 float isInvisibleString(string s)
2508 s = strdecolorize(s);
2509 for((i = 0), (n = strlen(s)); i < n; ++i)
2517 case 192: // charmap space
2518 if (!autocvar_utf8_enable)
2521 case 160: // space in unicode fonts
2522 case 0xE000 + 192: // utf8 charmap space
2523 if (autocvar_utf8_enable)
2536 Called every frame for each client after the physics are run
2539 .float idlekick_lasttimeleft;
2540 void PlayerPostThink (void)
2542 // Savage: Check for nameless players
2543 if (isInvisibleString(self.netname)) {
2544 self.netname = "Player";
2545 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2548 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2549 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2551 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2553 if(self.idlekick_lasttimeleft)
2555 self.idlekick_lasttimeleft = 0;
2556 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2562 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2563 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2565 if(!self.idlekick_lasttimeleft)
2566 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2570 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2574 else if(timeleft <= 10)
2576 if(timeleft != self.idlekick_lasttimeleft)
2577 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2578 self.idlekick_lasttimeleft = timeleft;
2584 if(self.impulse == 100)
2586 if (!TetrisPostFrame())
2592 //CheckPlayerJump();
2594 if(IS_PLAYER(self)) {
2595 CheckRules_Player();
2599 if (intermission_running)
2600 return; // intermission or finale
2610 for(i = 0; i < 1000; ++i)
2613 end = self.origin + '0 0 1024' + 512 * randomvec();
2614 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2615 if(trace_fraction < 1)
2616 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2618 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2624 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2626 if(self.waypointsprite_attachedforcarrier)
2627 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2631 CSQCMODEL_AUTOUPDATE();