1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
4 void send_CSQC_teamnagger() {
5 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6 WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
9 float ClientData_Send(entity to, float sf)
26 sf |= 1; // forced scoreboard
27 if(to.spectatee_status)
28 sf |= 2; // spectator ent number follows
31 if(e.porto_v_angle_held)
32 sf |= 8; // angles held
34 WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
35 WriteByte(MSG_ENTITY, sf);
38 WriteByte(MSG_ENTITY, to.spectatee_status);
42 WriteAngle(MSG_ENTITY, e.v_angle_x);
43 WriteAngle(MSG_ENTITY, e.v_angle_y);
49 void ClientData_Attach()
51 Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
52 self.clientdata.drawonlytoclient = self;
53 self.clientdata.owner = self;
56 void ClientData_Detach()
58 remove(self.clientdata);
59 self.clientdata = world;
62 void ClientData_Touch(entity e)
64 e.clientdata.SendFlags = 1;
66 // make it spectatable
68 FOR_EACH_REALCLIENT(e2)
73 e2.clientdata.SendFlags = 1;
77 .string netname_previous;
84 Checks if the argument string can be a valid playermodel.
85 Returns a valid one in doubt.
88 string FallbackPlayerModel;
89 string CheckPlayerModel(string plyermodel) {
90 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
92 // note: we cannot summon Don Strunzone here, some player may
93 // still have the model string set. In case anyone manages how
94 // to change a cvar default, we'll have a small leak here.
95 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
98 if( substring(plyermodel,0,14) != "models/player/")
99 return FallbackPlayerModel;
100 // only good file extensions
101 if(substring(plyermodel,-4,4) != ".zym")
102 if(substring(plyermodel,-4,4) != ".dpm")
103 if(substring(plyermodel,-4,4) != ".iqm")
104 if(substring(plyermodel,-4,4) != ".md3")
105 if(substring(plyermodel,-4,4) != ".psk")
106 return FallbackPlayerModel;
107 // forbid the LOD models
108 if(substring(plyermodel, -9,5) == "_lod1")
109 return FallbackPlayerModel;
110 if(substring(plyermodel, -9,5) == "_lod2")
111 return FallbackPlayerModel;
112 if(plyermodel != strtolower(plyermodel))
113 return FallbackPlayerModel;
114 // also, restrict to server models
115 if(autocvar_sv_servermodelsonly)
117 if(!fexists(plyermodel))
118 return FallbackPlayerModel;
123 void setplayermodel(entity e, string modelname)
125 precache_model(modelname);
126 setmodel(e, modelname);
127 player_setupanimsformodel();
128 UpdatePlayerSounds();
135 putting a client as observer in the server
138 void FixPlayermodel();
139 void PutObserverInServer (void)
142 self.hud = HUD_NORMAL;
143 race_PreSpawnObserver();
145 spot = SelectSpawnPoint (TRUE);
147 error("No spawnpoints for observers?!?\n");
148 RemoveGrapplingHook(self); // Wazat's Grappling Hook
150 if(IS_REAL_CLIENT(self))
153 WriteByte(MSG_ONE, SVC_SETVIEW);
154 WriteEntity(MSG_ONE, self);
157 if((g_race && g_race_qualifying) || g_cts)
159 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
160 self.frags = FRAGS_LMS_LOSER;
162 self.frags = FRAGS_SPECTATOR;
165 self.frags = FRAGS_SPECTATOR;
167 MUTATOR_CALLHOOK(MakePlayerObserver);
169 Portal_ClearAll(self);
174 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
179 vehicles_exit(VHEF_RELESE);
181 WaypointSprite_PlayerDead();
183 if (!g_ca) // don't reset teams when moving a ca player to the spectators
184 self.team = -1; // move this as it is needed to log the player spectating in eventlog
186 if(self.killcount != -666)
188 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
190 if(self.just_joined == FALSE) {
191 LogTeamchange(self.playerid, -1, 4);
193 self.just_joined = FALSE;
196 PlayerScore_Clear(self); // clear scores when needed
198 accuracy_resend(self);
200 self.spectatortime = time;
202 self.classname = "observer";
203 self.iscreature = FALSE;
204 self.teleportable = TELEPORT_SIMPLE;
205 self.damagedbycontents = FALSE;
207 self.takedamage = DAMAGE_NO;
208 self.solid = SOLID_NOT;
209 self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
210 self.flags = FL_CLIENT | FL_NOTARGET;
211 self.armorvalue = 666;
213 self.armorvalue = autocvar_g_balance_armor_start;
214 self.pauserotarmor_finished = 0;
215 self.pauserothealth_finished = 0;
216 self.pauseregen_finished = 0;
217 self.damageforcescale = 0;
219 self.respawn_flags = 0;
220 self.respawn_time = 0;
221 self.stat_respawn_time = 0;
226 self.pain_finished = 0;
227 self.strength_finished = 0;
228 self.invincible_finished = 0;
229 self.superweapons_finished = 0;
232 self.think = func_null;
235 self.deadflag = DEAD_NO;
236 self.angles = spot.angles;
238 self.fixangle = TRUE;
241 setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
242 self.prevorigin = self.origin;
244 self.weapons = '0 0 0';
247 setmodel(self, "null");
248 self.drawonlytoclient = self;
250 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
251 self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
254 self.weaponname = "";
255 self.switchingweapon = 0;
256 self.weaponmodel = "";
257 self.weaponentity = world;
258 self.exteriorweaponentity = world;
259 self.killcount = -666;
260 self.velocity = '0 0 0';
261 self.avelocity = '0 0 0';
262 self.punchangle = '0 0 0';
263 self.punchvector = '0 0 0';
264 self.oldvelocity = self.velocity;
265 self.fire_endtime = -1;
268 .float model_randomizer;
269 void FixPlayermodel()
272 float defaultskin, chmdl, oldskin, n, i;
279 if(autocvar_sv_defaultcharacter == 1)
284 s = Team_ColorName_Lower(self.team);
287 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
288 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
292 if(defaultmodel == "")
294 defaultmodel = autocvar_sv_defaultplayermodel;
295 defaultskin = autocvar_sv_defaultplayerskin;
298 n = tokenize_console(defaultmodel);
301 defaultmodel = argv(floor(n * self.model_randomizer));
302 // However, do NOT randomize if the player-selected model is in the list.
303 for (i = 0; i < n; ++i)
304 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
305 defaultmodel = argv(i);
308 i = strstrofs(defaultmodel, ":", 0);
311 defaultskin = stof(substring(defaultmodel, i+1, -1));
312 defaultmodel = substring(defaultmodel, 0, i);
316 if(defaultmodel != "")
318 if (defaultmodel != self.model)
322 setplayermodel (self, defaultmodel);
323 setsize (self, m1, m2);
328 self.skin = defaultskin;
330 if (self.playermodel != self.model || self.playermodel == "")
332 self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
335 setplayermodel (self, self.playermodel);
336 setsize (self, m1, m2);
341 self.skin = stof(self.playerskin);
344 if(chmdl || oldskin != self.skin) // model or skin has changed
346 self.species = player_getspecies(); // update species
347 UpdatePlayerSounds(); // update skin sounds
351 if(strlen(autocvar_sv_defaultplayercolors))
352 if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
353 setcolor(self, stof(autocvar_sv_defaultplayercolors));
360 Called when a client spawns in the server
363 void PutClientInServer (void)
365 if(IS_BOT_CLIENT(self))
366 self.classname = "player";
367 else if(IS_REAL_CLIENT(self))
370 WriteByte(MSG_ONE, SVC_SETVIEW);
371 WriteEntity(MSG_ONE, self);
377 MUTATOR_CALLHOOK(PutClientInServer);
380 self.classname = "observer";
384 entity spot, oldself;
387 accuracy_resend(self);
390 JoinBestTeam(self, FALSE, TRUE);
394 spot = SelectSpawnPoint (FALSE);
397 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
398 return; // spawn failed
401 RemoveGrapplingHook(self); // Wazat's Grappling Hook
404 vehicles_exit(VHEF_RELESE);
406 self.classname = "player";
407 self.wasplayer = TRUE;
408 self.iscreature = TRUE;
409 self.teleportable = TELEPORT_NORMAL;
410 self.damagedbycontents = TRUE;
411 self.movetype = MOVETYPE_WALK;
412 self.solid = SOLID_SLIDEBOX;
413 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
414 if(autocvar_g_playerclip_collisions)
415 self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
416 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
417 self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
418 self.frags = FRAGS_PLAYER;
419 if(INDEPENDENT_PLAYERS)
420 MAKE_INDEPENDENT_PLAYER(self);
421 self.flags = FL_CLIENT;
422 if(autocvar__notarget)
423 self.flags |= FL_NOTARGET;
424 self.takedamage = DAMAGE_AIM;
426 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
427 self.air_finished = time + 12;
429 if(WEP_CVAR(vortex, charge))
431 if(WEP_CVAR_SEC(vortex, chargepool))
432 self.vortex_chargepool_ammo = 1;
433 self.vortex_charge = WEP_CVAR(vortex, charge_start);
438 self.ammo_shells = warmup_start_ammo_shells;
439 self.ammo_nails = warmup_start_ammo_nails;
440 self.ammo_rockets = warmup_start_ammo_rockets;
441 self.ammo_cells = warmup_start_ammo_cells;
442 self.ammo_fuel = warmup_start_ammo_fuel;
443 self.health = warmup_start_health;
444 self.armorvalue = warmup_start_armorvalue;
445 self.weapons = WARMUP_START_WEAPONS;
449 self.ammo_shells = start_ammo_shells;
450 self.ammo_nails = start_ammo_nails;
451 self.ammo_rockets = start_ammo_rockets;
452 self.ammo_cells = start_ammo_cells;
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_laser)
467 self.weapons &= ~WEPSET_BLASTER;
468 W_RandomWeapons(self, g_weaponarena_random);
469 if(g_weaponarena_random_with_laser)
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 self.fixangle = TRUE; // turn this way immediately
514 self.velocity = '0 0 0';
515 self.avelocity = '0 0 0';
516 self.punchangle = '0 0 0';
517 self.punchvector = '0 0 0';
518 self.oldvelocity = self.velocity;
519 self.fire_endtime = -1;
521 entity spawnevent = spawn();
522 spawnevent.owner = self;
523 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
527 self.drawonlytoclient = world;
530 self.view_ofs = PL_VIEW_OFS;
531 setsize (self, PL_MIN, PL_MAX);
532 self.spawnorigin = spot.origin;
533 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
534 // don't reset back to last position, even if new position is stuck in solid
535 self.oldorigin = self.origin;
536 self.prevorigin = self.origin;
537 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
538 self.lastteleporttime = time; // prevent insane speeds due to changing origin
539 self.hud = HUD_NORMAL;
541 self.event_damage = PlayerDamage;
543 self.bot_attack = TRUE;
544 self.monster_attack = TRUE;
546 self.spider_slowness = 0;
548 self.statdraintime = time + 5;
549 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
551 if(self.killcount == -666) {
552 PlayerScore_Clear(self);
556 CL_SpawnWeaponentity();
557 self.alpha = default_player_alpha;
558 self.colormod = '1 1 1' * autocvar_g_player_brightness;
559 self.exteriorweaponentity.alpha = default_weapon_alpha;
561 self.speedrunning = FALSE;
563 race_PostSpawn(spot);
565 //stuffcmd(self, "chase_active 0");
566 //stuffcmd(self, "set viewsize $tmpviewsize \n");
568 target_voicescript_clear(self);
570 // reset fields the weapons may use
571 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
573 WEP_ACTION(j, WR_RESETPLAYER);
575 // all weapons must be fully loaded when we spawn
577 e = get_weaponinfo(j);
578 if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
579 self.(weapon_load[j]) = e.reloading_ammo;
587 self.target = string_null;
594 MUTATOR_CALLHOOK(PlayerSpawn);
596 if(autocvar_spawn_debug)
598 sprint(self, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
599 remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
602 self.switchweapon = w_getbestweapon(self);
603 self.cnt = -1; // W_LastWeapon will not complain
605 self.weaponname = "";
606 self.switchingweapon = 0;
610 self.alivetime = time;
614 else if(IS_OBSERVER(self))
616 PutObserverInServer ();
620 .float ebouncefactor, ebouncestop; // electro's values
621 // TODO do we need all these fields, or should we stop autodetecting runtime
622 // changes and just have a console command to update this?
623 float ClientInit_SendEntity(entity to, float sf)
625 WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
626 WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
627 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
628 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
629 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
630 WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
631 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
632 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
633 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
634 WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
636 if(sv_foginterval && world.fog != "")
637 WriteString(MSG_ENTITY, world.fog);
639 WriteString(MSG_ENTITY, "");
640 WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
641 WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
642 WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
643 WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
644 WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
645 WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
646 WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
647 WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
648 WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
649 WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
650 WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
651 WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
655 void ClientInit_CheckUpdate()
657 self.nextthink = time;
658 if(self.count != autocvar_g_balance_armor_blockpercent)
660 self.count = autocvar_g_balance_armor_blockpercent;
663 if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
665 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
668 if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
670 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
673 if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
675 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
678 if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
680 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
685 void ClientInit_Spawn()
690 e.classname = "clientinit";
691 e.think = ClientInit_CheckUpdate;
692 Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
696 ClientInit_CheckUpdate();
705 void SetNewParms (void)
707 // initialize parms for a new player
708 parm1 = -(86400 * 366);
716 void SetChangeParms (void)
718 // save parms for level change
719 parm1 = self.parm_idlesince - time;
727 void DecodeLevelParms (void)
730 self.parm_idlesince = parm1;
731 if(self.parm_idlesince == -(86400 * 366))
732 self.parm_idlesince = time;
734 // whatever happens, allow 60 seconds of idling directly after connect for map loading
735 self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
742 Called when a client types 'kill' in the console
746 .float clientkill_nexttime;
747 void ClientKill_Now_TeamChange()
749 if(self.killindicator_teamchange == -1)
751 JoinBestTeam( self, FALSE, TRUE );
753 else if(self.killindicator_teamchange == -2)
756 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
757 PutObserverInServer();
760 SV_ChangeTeam(self.killindicator_teamchange - 1);
761 self.killindicator_teamchange = 0;
764 void ClientKill_Now()
768 vehicles_exit(VHEF_RELESE);
769 if(!self.killindicator_teamchange)
771 self.vehicle_health = -1;
772 Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
776 if(self.killindicator && !wasfreed(self.killindicator))
777 remove(self.killindicator);
779 self.killindicator = world;
781 if(self.killindicator_teamchange)
782 ClientKill_Now_TeamChange();
785 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
787 // now I am sure the player IS dead
789 void KillIndicator_Think()
793 self.owner.killindicator = world;
798 if (self.owner.alpha < 0 && !self.owner.vehicle)
800 self.owner.killindicator = world;
808 ClientKill_Now(); // no oldself needed
811 else if(g_cts && self.health == 1) // health == 1 means that it's silent
813 self.nextthink = time + 1;
819 setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
820 if(IS_REAL_CLIENT(self.owner))
823 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
825 self.nextthink = time + 1;
830 float clientkilltime;
831 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
840 killtime = autocvar_g_balance_kill_delay;
842 if(g_race_qualifying || g_cts)
845 if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
847 remove(self.killindicator);
848 self.killindicator = world;
850 ClientKill_Now(); // allow instant kill in this case
854 self.killindicator_teamchange = targetteam;
856 if(!self.killindicator)
858 if(self.deadflag == DEAD_NO)
860 killtime = max(killtime, self.clientkill_nexttime - time);
861 self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
864 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
870 starttime = max(time, clientkilltime);
872 self.killindicator = spawn();
873 self.killindicator.owner = self;
874 self.killindicator.scale = 0.5;
875 setattachment(self.killindicator, self, "");
876 setorigin(self.killindicator, '0 0 52');
877 self.killindicator.think = KillIndicator_Think;
878 self.killindicator.nextthink = starttime + (self.lip) * 0.05;
879 clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
880 self.killindicator.cnt = ceil(killtime);
881 self.killindicator.count = bound(0, ceil(killtime), 10);
882 //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
884 for(e = world; (e = find(e, classname, "body")) != world; )
888 e.killindicator = spawn();
889 e.killindicator.owner = e;
890 e.killindicator.scale = 0.5;
891 setattachment(e.killindicator, e, "");
892 setorigin(e.killindicator, '0 0 52');
893 e.killindicator.think = KillIndicator_Think;
894 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
895 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
896 e.killindicator.cnt = ceil(killtime);
901 if(self.killindicator)
903 if(targetteam == 0) // just die
905 self.killindicator.colormod = '0 0 0';
906 if(IS_REAL_CLIENT(self))
907 if(self.killindicator.cnt > 0)
908 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
910 else if(targetteam == -1) // auto
912 self.killindicator.colormod = '0 1 0';
913 if(IS_REAL_CLIENT(self))
914 if(self.killindicator.cnt > 0)
915 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
917 else if(targetteam == -2) // spectate
919 self.killindicator.colormod = '0.5 0.5 0.5';
920 if(IS_REAL_CLIENT(self))
921 if(self.killindicator.cnt > 0)
922 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
926 self.killindicator.colormod = Team_ColorRGB(targetteam);
927 if(IS_REAL_CLIENT(self))
928 if(self.killindicator.cnt > 0)
929 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
935 void ClientKill (void)
938 if(self.player_blocked) return;
939 if(self.freezetag_frozen) return;
941 ClientKill_TeamChange(0);
944 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
946 e.killindicator = spawn();
947 e.killindicator.owner = e;
948 e.killindicator.think = KillIndicator_Think;
949 e.killindicator.nextthink = time + (e.lip) * 0.05;
950 e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
951 e.killindicator.health = 1; // this is used to indicate that it should be silent
955 void FixClientCvars(entity e)
957 // send prediction settings to the client
958 stuffcmd(e, "\nin_bindmap 0 0\n");
960 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
961 if(autocvar_g_antilag == 3) // client side hitscan
962 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
963 if(autocvar_sv_gentle)
964 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
966 * we no longer need to stuff this. Remove this comment block if you feel
967 * 2.3 and higher (or was it 2.2.3?) don't need these any more
968 stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
969 stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
970 stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
971 stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
972 stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
973 stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
974 stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
975 stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
976 stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
977 stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
978 stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
979 stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
980 stuffcmd(e, "cl_movement_edgefriction 1\n");
984 float PlayerInIDList(entity p, string idlist)
989 // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
993 // this function allows abbreviated player IDs too!
994 n = tokenize_console(idlist);
995 for(i = 0; i < n; ++i)
998 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1009 Called when a client connects to the server
1012 void DecodeLevelParms (void);
1013 //void dom_player_join_team(entity pl);
1014 void set_dom_state(entity e);
1015 void ClientConnect (void)
1021 print("Warning: ClientConnect, but already connected!\n");
1025 if(Ban_MaybeEnforceBanOnce(self))
1031 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1034 self.classname = "player_joining";
1036 self.flags = FL_CLIENT;
1037 self.version_nagtime = time + 10 + random() * 10;
1041 dprint("BUG player count is lower than zero, this cannot happen!\n");
1045 PlayerScore_Attach(self);
1046 ClientData_Attach();
1047 accuracy_init(self);
1049 bot_clientconnect();
1055 race_PreSpawnObserver();
1057 // identify the right forced team
1058 if(autocvar_g_campaign)
1060 if(IS_REAL_CLIENT(self)) // only players, not bots
1062 switch(autocvar_g_campaign_forceteam)
1064 case 1: self.team_forced = NUM_TEAM_1; break;
1065 case 2: self.team_forced = NUM_TEAM_2; break;
1066 case 3: self.team_forced = NUM_TEAM_3; break;
1067 case 4: self.team_forced = NUM_TEAM_4; break;
1068 default: self.team_forced = 0;
1072 else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1073 self.team_forced = NUM_TEAM_1;
1074 else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1075 self.team_forced = NUM_TEAM_2;
1076 else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1077 self.team_forced = NUM_TEAM_3;
1078 else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1079 self.team_forced = NUM_TEAM_4;
1080 else if(autocvar_g_forced_team_otherwise == "red")
1081 self.team_forced = NUM_TEAM_1;
1082 else if(autocvar_g_forced_team_otherwise == "blue")
1083 self.team_forced = NUM_TEAM_2;
1084 else if(autocvar_g_forced_team_otherwise == "yellow")
1085 self.team_forced = NUM_TEAM_3;
1086 else if(autocvar_g_forced_team_otherwise == "pink")
1087 self.team_forced = NUM_TEAM_4;
1088 else if(autocvar_g_forced_team_otherwise == "spectate")
1089 self.team_forced = -1;
1090 else if(autocvar_g_forced_team_otherwise == "spectator")
1091 self.team_forced = -1;
1093 self.team_forced = 0;
1096 if(self.team_forced > 0)
1097 self.team_forced = 0;
1099 JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1101 if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1102 self.classname = "observer";
1106 if(autocvar_g_balance_teams)
1108 self.classname = "player";
1109 campaign_bots_may_start = 1;
1113 self.classname = "observer"; // do it anyway
1118 self.classname = "player";
1119 campaign_bots_may_start = 1;
1123 self.playerid = (playerid_last = playerid_last + 1);
1125 PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1127 if(IS_BOT_CLIENT(self))
1128 PlayerStats_AddPlayer(self);
1130 if(autocvar_sv_eventlog)
1131 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1133 LogTeamchange(self.playerid, self.team, 1);
1135 self.just_joined = TRUE; // stop spamming the eventlog with additional lines when the client connects
1137 self.netname_previous = strzone(self.netname);
1139 if(IS_PLAYER(self) && teamplay)
1140 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1142 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1144 stuffcmd(self, strcat(clientstuff, "\n"));
1145 stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1147 FixClientCvars(self);
1149 // spawnfunc_waypoint sprites
1150 WaypointSprite_InitClient(self);
1152 // Wazat's grappling hook
1153 SetGrappleHookBindings();
1155 // get version info from player
1156 stuffcmd(self, "cmd clientversion $gameversion\n");
1158 // get other cvars from player
1161 // notify about available teams
1164 CheckAllowedTeams(self);
1165 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1166 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1169 stuffcmd(self, "set _teams_available 0\n");
1173 bot_relinkplayerlist();
1175 self.spectatortime = time;
1178 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1181 self.jointime = time;
1182 self.allowed_timeouts = autocvar_sv_timeout_number;
1184 if(IS_REAL_CLIENT(self))
1186 if(!autocvar_g_campaign)
1188 self.motd_actived_time = -1;
1189 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1192 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1193 stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1196 if(!sv_foginterval && world.fog != "")
1197 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1199 W_HitPlotOpen(self);
1201 if(g_race || g_cts) {
1209 race_send_recordtime(MSG_ONE);
1210 race_send_speedaward(MSG_ONE);
1212 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1213 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1214 race_send_speedaward_alltimebest(MSG_ONE);
1217 for (i = 1; i <= RANKINGS_CNT; ++i) {
1218 race_SendRankings(i, 0, 0, MSG_ONE);
1221 else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1222 send_CSQC_teamnagger();
1226 CSQCMODEL_AUTOINIT();
1228 self.model_randomizer = random();
1230 if(IS_REAL_CLIENT(self))
1233 MUTATOR_CALLHOOK(ClientConnect);
1239 Called when a client disconnects from the server
1242 .entity chatbubbleentity;
1244 void ClientDisconnect (void)
1247 vehicles_exit(VHEF_RELESE);
1249 if (!IS_CLIENT(self))
1251 print("Warning: ClientDisconnect without ClientConnect\n");
1255 PlayerStats_AddGlobalInfo(self);
1257 CheatShutdownClient();
1259 W_HitPlotClose(self);
1262 anticheat_shutdown();
1264 playerdemo_shutdown();
1266 bot_clientdisconnect();
1271 if(autocvar_sv_eventlog)
1272 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1274 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1276 MUTATOR_CALLHOOK(ClientDisconnect);
1278 Portal_ClearAll(self);
1280 RemoveGrapplingHook(self);
1282 // Here, everything has been done that requires this player to be a client.
1284 self.flags &= ~FL_CLIENT;
1286 if (self.chatbubbleentity)
1287 remove (self.chatbubbleentity);
1289 if (self.killindicator)
1290 remove (self.killindicator);
1292 WaypointSprite_PlayerGone();
1294 bot_relinkplayerlist();
1296 accuracy_free(self);
1297 ClientData_Detach();
1298 PlayerScore_Detach(self);
1300 if(self.netname_previous)
1301 strunzone(self.netname_previous);
1302 if(self.clientstatus)
1303 strunzone(self.clientstatus);
1304 if(self.weaponorder_byimpulse)
1305 strunzone(self.weaponorder_byimpulse);
1307 ClearPlayerSounds();
1310 remove(self.personal);
1320 void ChatBubbleThink()
1322 self.nextthink = time;
1323 if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1325 if(self.owner) // but why can that ever be world?
1326 self.owner.chatbubbleentity = world;
1330 if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1332 || self.owner.tetris_on
1335 self.model = self.mdl;
1340 void UpdateChatBubble()
1344 // spawn a chatbubble entity if needed
1345 if (!self.chatbubbleentity)
1347 self.chatbubbleentity = spawn();
1348 self.chatbubbleentity.owner = self;
1349 self.chatbubbleentity.exteriormodeltoclient = self;
1350 self.chatbubbleentity.think = ChatBubbleThink;
1351 self.chatbubbleentity.nextthink = time;
1352 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1353 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1354 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1355 setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
1356 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1357 self.chatbubbleentity.model = "";
1358 self.chatbubbleentity.effects = EF_LOWPRECISION;
1363 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1364 // added to the model skins
1365 /*void UpdateColorModHack()
1368 c = self.clientcolors & 15;
1369 // LordHavoc: only bothering to support white, green, red, yellow, blue
1370 if (!teamplay) self.colormod = '0 0 0';
1371 else if (c == 0) self.colormod = '1.00 1.00 1.00';
1372 else if (c == 3) self.colormod = '0.10 1.73 0.10';
1373 else if (c == 4) self.colormod = '1.73 0.10 0.10';
1374 else if (c == 12) self.colormod = '1.22 1.22 0.10';
1375 else if (c == 13) self.colormod = '0.10 0.10 1.73';
1376 else self.colormod = '1 1 1';
1381 if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1383 self.solid = SOLID_NOT;
1384 self.takedamage = DAMAGE_NO;
1385 self.movetype = MOVETYPE_FLY;
1386 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1387 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1388 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1389 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1390 if(autocvar_g_respawn_ghosts_maxtime)
1391 SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1396 self.effects |= EF_NODRAW; // prevent another CopyBody
1397 PutClientInServer();
1400 void play_countdown(float finished, string samp)
1402 if(IS_REAL_CLIENT(self))
1403 if(floor(finished - time - frametime) != floor(finished - time))
1404 if(finished - time < 6)
1405 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1408 void player_powerups (void)
1410 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1411 olditems = self.items;
1413 if((self.items & IT_USING_JETPACK) && !self.deadflag)
1414 self.modelflags |= MF_ROCKET;
1416 self.modelflags &= ~MF_ROCKET;
1418 self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1420 if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1423 Fire_ApplyDamage(self);
1424 Fire_ApplyEffect(self);
1428 if (self.items & IT_STRENGTH)
1430 play_countdown(self.strength_finished, "misc/poweroff.wav");
1431 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1432 if (time > self.strength_finished)
1434 self.items = self.items - (self.items & IT_STRENGTH);
1435 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1436 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1441 if (time < self.strength_finished)
1443 self.items = self.items | IT_STRENGTH;
1444 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1445 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1448 if (self.items & IT_INVINCIBLE)
1450 play_countdown(self.invincible_finished, "misc/poweroff.wav");
1451 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1452 if (time > self.invincible_finished)
1454 self.items = self.items - (self.items & IT_INVINCIBLE);
1455 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1456 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1461 if (time < self.invincible_finished)
1463 self.items = self.items | IT_INVINCIBLE;
1464 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1465 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1468 if (self.items & IT_SUPERWEAPON)
1470 if (!(self.weapons & WEPSET_SUPERWEAPONS))
1472 self.superweapons_finished = 0;
1473 self.items = self.items - (self.items & IT_SUPERWEAPON);
1474 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1475 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1477 else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1479 // don't let them run out
1483 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1484 if (time > self.superweapons_finished)
1486 self.items = self.items - (self.items & IT_SUPERWEAPON);
1487 self.weapons &= ~WEPSET_SUPERWEAPONS;
1488 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1489 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1493 else if(self.weapons & WEPSET_SUPERWEAPONS)
1495 if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1497 self.items = self.items | IT_SUPERWEAPON;
1498 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1499 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1503 self.superweapons_finished = 0;
1504 self.weapons &= ~WEPSET_SUPERWEAPONS;
1509 self.superweapons_finished = 0;
1513 if(autocvar_g_nodepthtestplayers)
1514 self.effects = self.effects | EF_NODEPTHTEST;
1516 if(autocvar_g_fullbrightplayers)
1517 self.effects = self.effects | EF_FULLBRIGHT;
1519 if (time >= game_starttime)
1520 if (time < self.spawnshieldtime)
1521 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1523 MUTATOR_CALLHOOK(PlayerPowerups);
1526 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1528 if(current > stable)
1530 else if(current > stable - 0.25) // when close enough, "snap"
1533 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1536 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1538 if(current < stable)
1540 else if(current < stable + 0.25) // when close enough, "snap"
1543 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1546 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1548 if(current > rotstable)
1550 if(rotframetime > 0)
1552 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1553 current = max(rotstable, current - rotlinear * rotframetime);
1556 else if(current < regenstable)
1558 if(regenframetime > 0)
1560 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1561 current = min(regenstable, current + regenlinear * regenframetime);
1571 void player_regen (void)
1573 if(!MUTATOR_CALLHOOK(PlayerRegen))
1575 float minh, mina, maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1576 maxh = autocvar_g_balance_health_rotstable;
1577 maxa = autocvar_g_balance_armor_rotstable;
1578 minh = autocvar_g_balance_health_regenstable;
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 = rot_mod = limit_mod = 1;
1585 maxh = maxh * max_mod;
1586 minh = minh * max_mod;
1587 limith = limith * limit_mod;
1588 limita = limita * limit_mod;
1590 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);
1591 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);
1594 // if player rotted to death... die!
1595 // check this outside above checks, as player may still be able to rot to death
1597 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1599 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1601 float minf, maxf, limitf;
1603 maxf = autocvar_g_balance_fuel_rotstable;
1604 minf = autocvar_g_balance_fuel_regenstable;
1605 limitf = autocvar_g_balance_fuel_limit;
1607 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);
1611 float zoomstate_set;
1612 void SetZoomState(float z)
1614 if(z != self.zoomstate)
1617 ClientData_Touch(self);
1622 void GetPressedKeys(void) {
1623 MUTATOR_CALLHOOK(GetPressedKeys);
1624 if (self.movement_x > 0) // get if movement keys are pressed
1625 { // forward key pressed
1626 self.pressedkeys |= KEY_FORWARD;
1627 self.pressedkeys &= ~KEY_BACKWARD;
1629 else if (self.movement_x < 0)
1630 { // backward key pressed
1631 self.pressedkeys |= KEY_BACKWARD;
1632 self.pressedkeys &= ~KEY_FORWARD;
1636 self.pressedkeys &= ~KEY_FORWARD;
1637 self.pressedkeys &= ~KEY_BACKWARD;
1640 if (self.movement_y > 0)
1641 { // right key pressed
1642 self.pressedkeys |= KEY_RIGHT;
1643 self.pressedkeys &= ~KEY_LEFT;
1645 else if (self.movement_y < 0)
1646 { // left key pressed
1647 self.pressedkeys |= KEY_LEFT;
1648 self.pressedkeys &= ~KEY_RIGHT;
1652 self.pressedkeys &= ~KEY_RIGHT;
1653 self.pressedkeys &= ~KEY_LEFT;
1656 if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1657 self.pressedkeys |= KEY_JUMP;
1659 self.pressedkeys &= ~KEY_JUMP;
1660 if (self.BUTTON_CROUCH)
1661 self.pressedkeys |= KEY_CROUCH;
1663 self.pressedkeys &= ~KEY_CROUCH;
1665 if (self.BUTTON_ATCK)
1666 self.pressedkeys |= KEY_ATCK;
1668 self.pressedkeys &= ~KEY_ATCK;
1669 if (self.BUTTON_ATCK2)
1670 self.pressedkeys |= KEY_ATCK2;
1672 self.pressedkeys &= ~KEY_ATCK2;
1676 ======================
1677 spectate mode routines
1678 ======================
1681 void SpectateCopy(entity spectatee) {
1683 MUTATOR_CALLHOOK(SpectateCopy);
1684 self.armortype = spectatee.armortype;
1685 self.armorvalue = spectatee.armorvalue;
1686 self.ammo_cells = spectatee.ammo_cells;
1687 self.ammo_shells = spectatee.ammo_shells;
1688 self.ammo_nails = spectatee.ammo_nails;
1689 self.ammo_rockets = spectatee.ammo_rockets;
1690 self.ammo_fuel = spectatee.ammo_fuel;
1691 self.clip_load = spectatee.clip_load;
1692 self.clip_size = spectatee.clip_size;
1693 self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1694 self.health = spectatee.health;
1696 self.items = spectatee.items;
1697 self.last_pickup = spectatee.last_pickup;
1698 self.hit_time = spectatee.hit_time;
1699 self.metertime = spectatee.metertime;
1700 self.strength_finished = spectatee.strength_finished;
1701 self.invincible_finished = spectatee.invincible_finished;
1702 self.pressedkeys = spectatee.pressedkeys;
1703 self.weapons = spectatee.weapons;
1704 self.switchweapon = spectatee.switchweapon;
1705 self.switchingweapon = spectatee.switchingweapon;
1706 self.weapon = spectatee.weapon;
1707 self.vortex_charge = spectatee.vortex_charge;
1708 self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1709 self.hagar_load = spectatee.hagar_load;
1710 self.minelayer_mines = spectatee.minelayer_mines;
1711 self.punchangle = spectatee.punchangle;
1712 self.view_ofs = spectatee.view_ofs;
1713 self.velocity = spectatee.velocity;
1714 self.dmg_take = spectatee.dmg_take;
1715 self.dmg_save = spectatee.dmg_save;
1716 self.dmg_inflictor = spectatee.dmg_inflictor;
1717 self.v_angle = spectatee.v_angle;
1718 self.angles = spectatee.v_angle;
1719 if(!self.BUTTON_USE)
1720 self.fixangle = TRUE;
1721 setorigin(self, spectatee.origin);
1722 setsize(self, spectatee.mins, spectatee.maxs);
1723 SetZoomState(spectatee.zoomstate);
1725 anticheat_spectatecopy(spectatee);
1726 self.hud = spectatee.hud;
1727 if(spectatee.vehicle)
1729 self.fixangle = FALSE;
1730 //self.velocity = spectatee.vehicle.velocity;
1731 self.vehicle_health = spectatee.vehicle_health;
1732 self.vehicle_shield = spectatee.vehicle_shield;
1733 self.vehicle_energy = spectatee.vehicle_energy;
1734 self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1735 self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1736 self.vehicle_reload1 = spectatee.vehicle_reload1;
1737 self.vehicle_reload2 = spectatee.vehicle_reload2;
1741 WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1742 WriteAngle(MSG_ONE, spectatee.v_angle_x);
1743 WriteAngle(MSG_ONE, spectatee.v_angle_y);
1744 WriteAngle(MSG_ONE, spectatee.v_angle_z);
1746 //WriteByte (MSG_ONE, SVC_SETVIEW);
1747 // WriteEntity(MSG_ONE, self);
1748 //makevectors(spectatee.v_angle);
1749 //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1753 float SpectateUpdate() {
1757 if (self == self.enemy)
1760 if (!IS_PLAYER(self.enemy))
1763 SpectateCopy(self.enemy);
1771 if(self.enemy.classname != "player")
1773 /*if(self.enemy.vehicle)
1777 WriteByte(MSG_ONE, SVC_SETVIEW);
1778 WriteEntity(MSG_ONE, self.enemy);
1779 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1781 self.movetype = MOVETYPE_NONE;
1782 accuracy_resend(self);
1787 WriteByte(MSG_ONE, SVC_SETVIEW);
1788 WriteEntity(MSG_ONE, self.enemy);
1789 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1790 self.movetype = MOVETYPE_NONE;
1791 accuracy_resend(self);
1793 if(!SpectateUpdate())
1794 PutObserverInServer();
1799 float Spectate(entity pl)
1801 if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1802 if(pl.team != self.team)
1806 return SpectateSet();
1809 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1810 entity CA_SpectateNext(entity start) {
1811 if (start.team == self.team) {
1816 // continue from current player
1817 while(other && other.team != self.team) {
1818 other = find(other, classname, "player");
1822 // restart from begining
1823 other = find(other, classname, "player");
1824 while(other && other.team != self.team) {
1825 other = find(other, classname, "player");
1832 float SpectateNext()
1834 other = find(self.enemy, classname, "player");
1836 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1837 // CA and ca players when spectating enemies is forbidden
1838 other = CA_SpectateNext(other);
1840 // other modes and ca spectators or spectating enemies is allowed
1842 other = find(other, classname, "player");
1848 return SpectateSet();
1851 float SpectatePrev()
1853 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1854 other = findchain(classname, "player");
1855 if (!other) // no player
1858 entity first = other;
1859 // skip players until current spectated player
1861 while(other && other != self.enemy)
1862 other = other.chain;
1864 if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1866 do { other = other.chain; }
1867 while(other && other.team != self.team);
1872 while(other.team != self.team)
1873 other = other.chain;
1874 if(other == self.enemy)
1881 other = other.chain;
1886 return SpectateSet();
1891 ShowRespawnCountdown()
1893 Update a respawn countdown display.
1896 void ShowRespawnCountdown()
1899 if(self.deadflag == DEAD_NO) // just respawned?
1903 number = ceil(self.respawn_time - time);
1906 if(number <= self.respawn_countdown)
1908 self.respawn_countdown = number - 1;
1909 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
1910 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1915 void LeaveSpectatorMode()
1919 if(nJoinAllowed(self))
1921 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1923 self.classname = "player";
1925 if(autocvar_g_campaign || autocvar_g_balance_teams)
1926 { JoinBestTeam(self, FALSE, TRUE); }
1928 if(autocvar_g_campaign)
1929 { campaign_bots_may_start = 1; }
1931 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1933 PutClientInServer();
1935 if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1938 stuffcmd(self, "menu_showteamselect\n");
1942 // Player may not join because g_maxplayers is set
1943 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1948 * Determines whether the player is allowed to join. This depends on cvar
1949 * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1950 * it checks whether the number of currently playing players exceeds g_maxplayers.
1951 * @return int number of free slots for players, 0 if none
1953 float nJoinAllowed(entity ignore) {
1955 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1956 // so report 0 free slots if restricted
1958 if(autocvar_g_forced_team_otherwise == "spectate")
1960 if(autocvar_g_forced_team_otherwise == "spectator")
1964 if(self.team_forced < 0)
1965 return 0; // forced spectators can never join
1967 // TODO simplify this
1969 float totalClients = 0;
1974 if (!autocvar_g_maxplayers)
1975 return maxclients - totalClients;
1977 float currentlyPlaying = 0;
1978 FOR_EACH_REALCLIENT(e)
1979 if(IS_PLAYER(e) || e.caplayer == 1)
1980 currentlyPlaying += 1;
1982 if(currentlyPlaying < autocvar_g_maxplayers)
1983 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1989 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1990 * g_maxplayers_spectator_blocktime seconds
1992 void checkSpectatorBlock() {
1993 if(IS_SPEC(self) || IS_OBSERVER(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_oldnexbeam = autocvar_g_allow_oldnexbeam;
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 MUTATOR_CALLHOOK(PlayerPreThink);
2231 if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2233 if(self.BUTTON_USE && !self.usekeypressed)
2235 self.usekeypressed = self.BUTTON_USE;
2238 if(IS_REAL_CLIENT(self))
2239 PrintWelcomeMessage();
2244 CheckRules_Player();
2246 if (intermission_running)
2248 IntermissionThink (); // otherwise a button could be missed between
2249 return; // the think tics
2252 //don't allow the player to turn around while game is paused!
2253 if(timeout_status == TIMEOUT_ACTIVE) {
2254 // FIXME turn this into CSQC stuff
2255 self.v_angle = self.lastV_angle;
2256 self.angles = self.lastV_angle;
2257 self.fixangle = TRUE;
2262 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2264 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));
2265 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));
2266 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));
2268 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2270 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));
2271 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));
2272 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));
2276 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2281 if (self.deadflag != DEAD_NO)
2283 if(self.personal && g_race_qualifying)
2285 if(time > self.respawn_time)
2287 self.respawn_time = time + 1; // only retry once a second
2288 self.stat_respawn_time = self.respawn_time;
2295 float button_pressed;
2298 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2300 if (self.deadflag == DEAD_DYING)
2302 if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2303 self.deadflag = DEAD_RESPAWNING;
2304 else if(!button_pressed)
2305 self.deadflag = DEAD_DEAD;
2307 else if (self.deadflag == DEAD_DEAD)
2310 self.deadflag = DEAD_RESPAWNABLE;
2311 else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2312 self.deadflag = DEAD_RESPAWNING;
2314 else if (self.deadflag == DEAD_RESPAWNABLE)
2317 self.deadflag = DEAD_RESPAWNING;
2319 else if (self.deadflag == DEAD_RESPAWNING)
2321 if(time > self.respawn_time)
2323 self.respawn_time = time + 1; // only retry once a second
2324 self.respawn_time_max = self.respawn_time;
2329 ShowRespawnCountdown();
2331 if(self.respawn_flags & RESPAWN_SILENT)
2332 self.stat_respawn_time = 0;
2333 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2334 self.stat_respawn_time = self.respawn_time_max;
2336 self.stat_respawn_time = self.respawn_time;
2339 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2340 if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2341 self.stat_respawn_time *= -1;
2346 self.prevorigin = self.origin;
2348 float do_crouch = self.BUTTON_CROUCH;
2353 if(self.freezetag_frozen)
2356 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2357 // It cannot be predicted by the engine!
2358 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2366 self.view_ofs = PL_CROUCH_VIEW_OFS;
2367 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2368 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2375 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2376 if (!trace_startsolid)
2378 self.crouch = FALSE;
2379 self.view_ofs = PL_VIEW_OFS;
2380 setsize (self, PL_MIN, PL_MAX);
2387 GrapplingHookFrame();
2389 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2392 self.items &= ~self.items_added;
2396 self.items_added = 0;
2397 if(self.items & IT_JETPACK)
2398 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2399 self.items_added |= IT_FUEL;
2401 self.items |= self.items_added;
2406 // rot nex charge to the charge limit
2407 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2408 self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2414 secrets_setstatus();
2417 monsters_setstatus();
2419 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2421 //self.angles_y=self.v_angle_y + 90; // temp
2422 } else if(gameover) {
2423 if (intermission_running)
2424 IntermissionThink (); // otherwise a button could be missed between
2426 } else if(IS_OBSERVER(self)) {
2428 } else if(IS_SPEC(self)) {
2433 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
2435 float oldspectatee_status;
2436 oldspectatee_status = self.spectatee_status;
2438 self.spectatee_status = num_for_edict(self.enemy);
2439 else if(IS_OBSERVER(self))
2440 self.spectatee_status = num_for_edict(self);
2442 self.spectatee_status = 0;
2443 if(self.spectatee_status != oldspectatee_status)
2445 ClientData_Touch(self);
2447 race_InitSpectator();
2450 if(self.teamkill_soundtime)
2451 if(time > self.teamkill_soundtime)
2453 self.teamkill_soundtime = 0;
2455 entity oldpusher, oldself;
2457 oldself = self; self = self.teamkill_soundsource;
2458 oldpusher = self.pusher; self.pusher = oldself;
2460 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2462 self.pusher = oldpusher;
2466 if(self.taunt_soundtime)
2467 if(time > self.taunt_soundtime)
2469 self.taunt_soundtime = 0;
2470 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2473 target_voicescript_next(self);
2475 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2477 self.clip_load = self.clip_size = 0;
2480 float isInvisibleString(string s)
2483 s = strdecolorize(s);
2484 for((i = 0), (n = strlen(s)); i < n; ++i)
2492 case 192: // charmap space
2493 if (!autocvar_utf8_enable)
2496 case 160: // space in unicode fonts
2497 case 0xE000 + 192: // utf8 charmap space
2498 if (autocvar_utf8_enable)
2511 Called every frame for each client after the physics are run
2514 .float idlekick_lasttimeleft;
2515 void PlayerPostThink (void)
2517 // Savage: Check for nameless players
2518 if (isInvisibleString(self.netname)) {
2519 self.netname = "Player";
2520 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2523 if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2524 if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2526 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2528 if(self.idlekick_lasttimeleft)
2530 self.idlekick_lasttimeleft = 0;
2531 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2537 timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2538 if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2540 if(!self.idlekick_lasttimeleft)
2541 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2545 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2549 else if(timeleft <= 10)
2551 if(timeleft != self.idlekick_lasttimeleft)
2552 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2553 self.idlekick_lasttimeleft = timeleft;
2559 if(self.impulse == 100)
2561 if (!TetrisPostFrame())
2567 //CheckPlayerJump();
2569 if(IS_PLAYER(self)) {
2570 CheckRules_Player();
2574 if (intermission_running)
2575 return; // intermission or finale
2585 for(i = 0; i < 1000; ++i)
2588 end = self.origin + '0 0 1024' + 512 * randomvec();
2589 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2590 if(trace_fraction < 1)
2591 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2593 print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2599 //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2601 if(self.waypointsprite_attachedforcarrier)
2602 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2606 if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2608 if (!self.stored_netname)
2609 self.stored_netname = strzone(uid2name(self.crypto_idfp));
2610 if(self.stored_netname != self.netname)
2612 db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
2613 strunzone(self.stored_netname);
2614 self.stored_netname = strzone(self.netname);
2620 dprintf("%f %.6f\n", time, race_GetFractionalLapCount(self));
2623 CSQCMODEL_AUTOUPDATE();